“PLAYER'S HANDBOOK, 


DUNGEONS Q; DRAGONS” 


N | . . Everything a player needs to create heroic characters: 
for the,world's greatest roleplaying game 


PLAYER'S HANDBOOK 


CREDITS 
D&D Lead Designers: Mike Mearls, Jeremy Crawford 


Player’s Handbook Lead: Jeremy Crawford 

Rules Development: Rodney Thompson, Peter Lee 

Writing: James Wyatt, Robert J. Schwalb, Bruce R. Cordell 

Editing: Michele Carter, Chris Sims, Scott Fitzgerald Gray, 
Christopher Perkins 

Producer: Greg Bilsland 


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Based on the original game created by 
E. Gary Gygax and Dave Arneson, 
with Brian Blume, Rob Kuntz, James Ward, and Don Kaye 
Drawing from further development by 
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ON THE COVER 


In this fiery scene illustrated by Tyler 
Jacobson, the fire giant King Snurre, 
suffering no fools to live, calls his hell 
hounds to join him in confronting 
unwelcome guests in his home. 


Disclaimer: Wizards of the Coast is not responsible for the consequences of splitting up the party, sticking appendages in the mouth of a leering green devil face, accepting a dinner invitation 
from bugbears, storming the feast hall of a hill giant steading, angering a dragon of any variety, or saying yes when the DM asks, "Are you really sure?" 


620A9217000001 EN 
ISBN: 978-0-7869-6560-1 
First Printing: August 2014 


987654321 


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CONTENTS 


PREFACE 4 
INTRODUCTION 5 
Worlds ofAddvent rein. csstisatsieccassscosdeasssescacosussstssstsyecsuscccaceacs 5 
Using This Book .......... 12.0 
How to Play ........... S6 
Adventures .... a Ansar EP A 7 
PART] 9 

CHAPTER |: STEP-BY-STEP CHARACTERS......11 


Beyond 1st Level 


CHAPTER 4: PERSONALITY AND 


BAXOKGRO UNDE... fisiet a chistes MCE HEY 121 
Character Details 2 Yara Weal 
Inspiration eei idict rere re VUES EE ERR TEED Ao dci 125 
Backgrounds. ooo tet ede a con ares eee 125 

CHAPTER 5: EQUIPMENT... eene 143 
Starting Equipment 
Wealth, 3 oro certiores 
AtmoarandishieldS e IUE cerent iem orones 
AV SEVTO CELESPATAT ROT TADI T EEE I A 
ATVEULUCID COOLER ip PM Tn sls fesesiesseeeoscose 
dre dr E DDR RECTE CER 
Mounts and Vehicles 1... eiie iege e iaieiiea inie 155 
UMA CL ICT Cerere idisse tone eei crees cohaeret Bass 157 
EXDSBS6S, aE AN RANNE 157 
BUTTTUN GUS (1... 16. creer cans esent urere cere vxpe tear wcruae VD 159 

CHAPTER 6: CUSTOMIZATION OPTIONS... 163 
M ulticlaSsing. 3o dyes cevapdPaputceensstassases -csssteua A PEINE 163 
COO ERIT NDS E TERRE. D N 165 


PART2 171 
CHAPTER 7: USING ABILITY SCORES ......... 173 
Ability Scores and Modifiers..... .. 173 


Advantage and Disadvantage.... $ 
Proficiency Bonus........................ 73 


Ability Checks........... 174 
Using Each Ability... ea isi 
SAVING LLL OWS A EA E E A T 179 
CHAPTER 8: ADVENTURING......... cette 181 
ETT ENTE COE ERAN PANES EA E A AU SERI 181 
Movement .............. 181 
The Environment..... ..183 
Social Interaction .... .. 185 
RESUME eee oi Ge IU atomis ure deis EM OSEU TA 186 
Between Adventures .....c.cccsssssssssssssscscsesssessssessseassoeess 186 
CHAPTER’ 9: GOMBA Taea ae iSi 189 
The Order of Combat .......... ... 189 
Movement and Position.. ...190 
Actions in Combat ........... ..192 
Making an Attack..... ... 193 
COVE ES a .. 196 
Damage and Healing ....sitsteessiccssnscoccesvsenscasuasentersedtens 196 
Mounted GO Date sticsetccadissesscuconesisecs~cceceseccacdertdtreresesea 198 
Underwater Combat tiniccsicccscescsssceresenvccrndtbectevescsatats 198 
PART3 199 
CHAPTER 10: SPELLCASTING ............ ee 201 
What Is a Spell? .............................. 
Casting a Spell 
CHAPTER ll: SPELLS........... ERE Lets. d ae AUR 207 
BOITE: a tiri a cett orte pee t e iut 207 
SDEILDeSCPIptOnS. ose erre eae ae ies edge gent 211 

APPENDIX A: CONDITIONS 290 

APPENDIX B: 

GODS OF THE MULTIVERSE 293 

APPENDIX C: 

THE PLANES OF EXISTENCE 300 
The Material Planc.................. ERE ac AE 300 
Beyond the Material .....5..0..:...2.2...c.cccscasedveseseosessetensse 301 

APPENDIX D: 

CREATURE STATISTICS 304 

APPENDIX E: 

INSPIRATIONAL READING 312 

INDEX 313 


CHARACTER SHEET 317 


PREFACE 


NCE UPON A TIME, LONG, LONG AGO, INA 
realm called the Midwestern United 
States— specifically the states of Minne- 
sota and Wisconsin—a group of friends 
gathered together to forever alter the 
history of gaming. 

It wasn't their intent to do so. They were 
tired of merely reading tales about worlds of magic, 
monsters, and adventure. They wanted to play in those 
worlds, rather than observe them. That they went on 
to invent DUNGEONS & DRAGONS, and thereby ignite a 
revolution in gaming that continues to this day, speaks 
to two things. 

First, it speaks to their ingenuity and genius in fig- 
uring out that games were the perfect way to explore 
worlds that could not otherwise exist. Almost every 
modern game, whether played on a digital device or 
a tabletop, owes some debt to D&D. 

Second, it is a testament to the inherent appeal of the 
game they created. DUNGEONS & DRAGONS sparked a 
thriving global phenomenon. It is the first roleplaying 
game, and it remains one of the best of its breed. 

To play D&D, and to play it well, you don't need to 
read all the rules, memorize every detail of the game, 
or master the fine art of rolling funny looking dice. 
None of those things have any bearing on what's best 
about the game. 

What you need are two things, the first being friends 
with whom you can share the game. Playing games with 
your friends is a lot of fun, but D&D does something 
more than entertain. 

Playing D&D is an exercise in collaborative creation. 
You and your friends create epic stories filled with ten- 
sion and memorable drama. You create silly in-jokes 
that make you laugh years later. The dice will be cruel 
to you, but you will soldier on. Your collective creativ- 
ity will build stories that you will tell again and again, 
ranging from the utterly absurd to the stuff of legend. 

If you don't have friends interested in playing, don't 
worry. There's a special alchemy that takes place 
around a D&D table that nothing else can match. Play 
the game with someone enough, and the two of you 


1 2 - 
St 29 
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We 


PREFACE 


are likely to end up friends. It's a cool side effect of the 
game. Your next gaming group is as close as the nearest 
game store, online forum, or gaming convention. 

The second thing you need is a lively imagination 
or, more importantly, the willingness to use whatever 
imagination you have. You don't need to be a master 
storyteller or a brilliant artist. You just need to aspire to 
create, to have the courage of someone who is willing to 
build something and share it with others. 

Luckily, just as D&D can strengthen your friendships, 
it can help build in you the confidence to create and 
share. D&D is a game that teaches you to look for the 
clever solution, share the sudden idea that can overcome 
a problem, and push yourself to imagine what could be, 
rather than simply accept what is. 

The first characters and adventures you create will 
probably be a collection of clichés. That's true of every- 
one, from the greatest Dungeon Masters in history on 
down. Accept this reality and move on to create the 
second character or adventure, which will be better, 
and then the third, which will be better still. Repeat that 
over the course of time, and soon you'll be able to create 
anything, from a character's background story to an epic 
world of fantasy adventure. 

Once you have that skill, it's yours forever. Countless 
writers, artists, and other creators can trace their begin- 
nings to a few pages of D&D notes, a handful of dice, 
and a kitchen table. 

Above all else, D&D is yours. The friendships you 
make around the table will be unique to you. The adven- 
tures you embark on, the characters you create, the 
memories you make—these will be yours. D&D is your 
personal corner of the universe, a place where you have 
free reign to do as you wish. 

Go forth now. Read the rules of the game and the 
story of its worlds, but always remember that you are 
the one who brings them to life. They are nothing 
without the spark of life that you give them. 


Mike Mearls 
May 2014 


INTRODUCTION 
RSS) 


HE DUNGEONS & DRAGONS ROLEPLAYING 
game is about storytelling in worlds of 
swords and sorcery. It shares elements 
with childhood games of make-believe. Like 
those games, D&D is driven by imagina- 
tion. It’s about picturing the towering castle 
beneath the stormy night sky and imagining 
how a fantasy adventurer might react to the challenges 
that scene presents. 


Dungeon Master (DM): After passing through the 
craggy peaks, the road takes a sudden turn to the east 
and Castle Ravenloft towers before you. Crumbling 
towers of stone keep a silent watch over the approach. 
They look like abandoned guardhouses. Beyond these, 
a wide chasm gapes, disappearing into the deep 
fog below. A lowered drawbridge spans the chasm, 
leading to an arched entrance to the castle courtyard. 
The chains of the drawbridge creak in the wind, their 
rust-eaten iron straining with the weight. From atop 
the high strong walls, stone gargoyles stare at you 
from hollow sockets and grin hideously. A rotting 
wooden portcullis, green with growth, hangs in the 
entry tunnel. Beyond this, the main doors of Castle 
Ravenloft stand open, a rich warm light spilling into 
the courtyard. 

Phillip (playing Gareth): | want to look at the 
gargoyles. | have a feeling they’re not just statues. 

Amy (playing Riva): The drawbridge looks precarious? 
| want to see how sturdy it is. Do | think we can cross 
it, or is it going to collapse under our weight? 


Unlike a game of make-believe, D&D gives structure 
to the stories, a way of determining the consequences 
of the adventurers’ action. Players roll dice to resolve 
whether their attacks hit or miss or whether their adven- 
turers can scale a cliff, roll away from the strike of a 
magical lightning bolt, or pull off some other dangerous 
task. Anything is possible, but the dice make some out- 
comes more probable than others. 


Dungeon Master (DM): OK, one at a time. Phillip, 
you're looking at the gargoyles? 

Phillip: Yeah. Is there any hint they might be 
creatures and not decorations? 

DM: Make an Intelligence check. 

Phillip: Does my Investigation skill apply? 

DM: Sure! 

Phillip (rolling a d20): Ugh. Seven. 

DM: They look like decorations to you. And Amy, 
Riva is checking out the drawbridge? 


In the DUNGEONS & DRAGONS game, each player 
creates an adventurer (also called a character) and 
teams up with other adventurers (played by friends). 
Working together, the group might explore a dark dun- 
geon, a ruined city, a haunted castle, a lost temple deep 
in a jungle, or a lava-filled cavern beneath a mysterious 
mountain. The adventurers can solve puzzles, talk with 
other characters, battle fantastic monsters, and discover 
fabulous magic items and other treasure. 

One player, however, takes on the role of the Dungeon 
Master (DM), the game's lead storyteller and referee. 
The DM creates adventures for the characters, who nav- 
igate its hazards and decide which paths to explorc. The 
DM might describe the entrance to Castle Ravenloft, 
and the players decide what they want their adventurers 
to do. Will they walk across the dangerously weathered 
drawbridge? Tie themselves together with rope to mini- 
mize the chance that someone will fall if the drawbridge 
gives way? Or cast a spell to carry them over the chasm? 

Then the DM determines the results of the adventur- 
ers' actions and narrates what they experience. Because 
the DM can improvise to react to anything the players 
attempt, D&D is infinitely flexible, and each adventure 
can be exciting and unexpected. 

The game has no real end; when one story or quest 
wraps up, another one can begin, creating an ongoing | 
story called a campaign. Many people who play the 
game keep their campaigns going for months or years, 
meeting with their friends every week or so to pick 
up the story where they left off. The adventurers grow 
in might as the campaign continues. Each monster 
defeated, each adventure completed, and each treasure 
recovered not only adds to the continuing story, but also 
earns the adventurers new capabilities. This increase 
in power is reflected by an adventurer's level. 

There's no winning and losing in the DUNGEONS & 
DRAGONS game—at least, not the way those terms are 
usually understood. Together, the DM and the players 
create an exciting story of bold adventurers who confront 
deadly perils. Sometimes an adventurer might come to 
a grisly end, torn apart by ferocious monsters or done in 
by a nefarious villain. Even so, the other adventurers can 
search for powerful magic to revive their fallen comrade, 
or the player might choose to create a new character to 
carry on. The group might fail to complete an adventure 
successfully, but if everyone had a good time and created 
a memorable story, they all win. 


WORLDS OF ADVENTURE 


The many worlds of the DUNGEONS & DRAGONS game 
are places of magic and monsters, of brave warriors and 
spectacular adventures. They begin with a foundation 
of medieval fantasy and then add the creatures, places, 
and magic that make these worlds unique. 

The worlds of the DUNGEONS & DRAGONS game exist 
within a vast cosmos called the multiverse, connected 
in strange and mysterious ways to one another and to 
other planes of existence, such as the Elemental Plane 
of Fire and the Infinite Depths of the Abyss. Within 


INTRODUCTION 


this multiverse are an endless variety of worlds. Many 
of them have been published as official settings for the 
D&D game. The legends of the Forgotten Realms, Drag- 
onlance, Greyhawk, Dark Sun, Mystara, and Eberron 
settings are woven together in the fabric of the multi- 
verse, Alongside these worlds are hundreds of thousands 
more, created by generations of D&D players for their 
own games. And amid all the richness of the multiverse, 
you might create a world of your own. 

All these worlds share characteristics, but each world 
is set apart by its own history and cultures, distinctive 
monsters and races, fantastic geography, ancient dun- 
geons, and scheming villains. Some races have unusual 
traits in different worlds. The halflings of the Dark Sun 
setting, for example, are jungle-dwelling cannibals, 
and the elves are desert nomads. Some worlds feature 
races unknown in other settings, such as Eberron's war- 
forged, soldiers created and imbued with life to fight in 
the Last War. Some worlds are dominated by one great 
story, like the War of the Lance that plays a central role 
in the Dragonlance setting. But they're all D&D worlds, 
and you can use the rules in this book to create a char- 
acter and play in any one of them. 

Your DM might set the campaign on one of these 
worlds or on one that he or she created. Because there 
is so much diversity among the worlds of D&D, you 
should check with your DM about any house rules that 
will affect your play of the game. Ultimately, the Dun- 
geon Master is the authority on the campaign and its 
setting, even if the setting is a published world. 


UsriNG THIS BOOK 


The Player's Handbook is divided into three parts. 

Part 1 is about creating a character, providing the 
rules and guidance you need to make the character 
you'll play in the game. It includes information on the 
various races, classes, backgrounds, equipment, and 
other customization options that you can choose from. 
Many of the rules in part 1 rely on material in parts 2 
and 3. If you come across a game concept in part 1 that 
you don't understand, consult the book's index. 

Part 2 details the rules of how to play the game, 
beyond the basics described in this introduction. That 
part covers the kinds of die rolls you make to determine 
success or failure at the tasks your character attempts, 
and describes the three broad categories of activity in 
the game: exploration, interaction, and combat. 

Part 3 is all about magic. It covers the nature of magic 
in the worlds of D&D, the rules for spellcasting, and the 
huge variety of spells available to magic-using charac- 
ters (and monsters) in the game. 


How TO PLAY 


The play of the DUNGEONS & DRAGONS game unfolds 
according to this basic pattern. 

1. The DM describes the environment. The DM 
tells the players where their adventurers are and what's 
around them, presenting the basic scope of options that 
present themselves (how many doors lead out of a room, 
what's on a table, who's in the tavern, and so on). 


INTRODUCTION 


2. The players describe what they want to do. Some- 
times one player speaks for the whole party, saying, 
"We'll take the east door," for example. Other times, 
different adventurers do different things: one adventurer 
might search a treasure chest while a second examines 
an esoteric symbol engraved on a wall and a third keeps 
watch for monsters. The players don't need to take 
turns, but the DM listens to every player and decides 
how to resolve those actions. 

Sometimes, resolving a task is easy. If an adventurer 
wants to walk across a room and open a door, the DM 
might just say that the door opens and describe what 
lies beyond. But the door might be locked, the floor 
might hide a deadly trap, or some other circumstance 
might make it challenging for an adventurer to complete 
a task. In those cases, the DM decides what happens, 
often relying on the roll of a die to determine the results 
of an action. 

3. The DM narrates the results of the adventurers' 
actions. Describing the results often leads to another 
decision point, which brings the flow of the game right 
back to step 1. 

This pattern holds whether the adventurers are cau- 
tiously exploring a ruin, talking to a devious prince, or 
locked in mortal combat against a mighty dragon. In 
certain situations, particularly combat, the action is 
more structured and the players (and DM) do take turns 
choosing and resolving actions. But most of the time, 
play is fluid and flexible, adapting to the circumstances 
of the adventure. 

Often the action of an adventure takes place in the 
imagination of the players and DM, relying on the DM's 
verbal descriptions to set the scene. Some DMs like to 
use music, art, or recorded sound effects to help set the 
mood, and many players and DMs alike adopt different 
voices for the various adventurers, monsters, and other 
characters they play in the game. Sometimes, a DM 
might lay out a map and use tokens or miniature figures 
to represent each creature involved in a scene to help 
the players keep track of where everyone is. 


GAME DICE 


The game uses polyhedral dice with different numbers 
of sides. You can find dice like these in game stores and 
in many bookstores. 

In these rules, the different dice are referred to by the 
letter d followed by the number of sides: d4, d6, d8, d10, 
d12, and d20. For instance, a d6 is a six-sided die (the 
typical cube that many games use). 

Percentile dice, or d100, work a little differently. You 
generate a number between 1 and 100 by rolling two 
different ten-sided dice numbered from 0 to 9. One die 
(designated before you roll) gives the tens digit, and 
the other gives the ones digit. If you roll a 7 and a 1, for 
example, the number rolled is 71. Two Os represent 100. 
Some ten-sided dice are numbered in tens (00, 10, 20, 
and so on), making it easier to distinguish the tens digit 
from the ones digit. In this case, a roll of 70 and 1 is 71, 
and 00 and 0 is 100. 

When you need to roll dice, the rules tell you how 
many dice to roll of a certain type, as well as what mod- 
ifiers to add. For example, *3d8 + 5" means you roll 


three eight-sided dice, add them together, and add 5 
to the total. 

The same d notation appears in the expressions “1d3” 
and “1d2.” To simulate the roll of 1d3, roll a d6 and 
divide the number rolled by 2 (round up). To simulate 
the roll of 1d2, roll any die and assign a 1 or 2 to the roll 
depending on whether it was odd or even. (Alternatively, 
if the number rolled is more than half the number of 
sides on the die, it's a 2.) 


THE D20 


Does an adventurer's sword swing hurt a dragon or just 
bounce off its iron-hard scales? Will the ogre believe an 
outrageous bluff? Can a character swim across a raging 
river? Can a character avoid the main blast of a fireball, 
or does he or she take full damage from the blaze? In 
cases where the outcome of an action is uncertain, 

the DUNGEONS & DRAGONS game relies on rolls of a 
20-sided die, a d20, to determine success or failure. 

Every character and monster in the game has capa- 
bilities defined by six ability scores. The abilities are 
Strength, Dexterity, Constitution, Intelligence, Wisdom, 
and Charisma, and they typically range from 3 to 18 
for most adventurers. (Monsters might have scores as 
low as 1 or as high as 30.) These ability scores, and the 
ability modifiers derived from them, are the basis for 
almost every d20 roll that a player makes on a charac- 
ter's or monster's behalf. 

Ability checks, attack rolls, and saving throws are the 
three main kinds of d20 rolls, forming the core of the 
rules of the game. AII three follow these simple steps. 

1. Roll the die and add a modifier. Roll a d20 and 
add the relevant modifier. This is typically the mod- 
ifier derived from one of the six ability scores, and it 
sometimes includes a proficiency bonus to reflect a char- 
acter's particular skill. (See chapter 1 for details on each 
ability and how to determine an ability's modifier.) 

2. Apply circumstantial bonuses and penalties. A 
class feature, a spell, a particular circumstance, or some 
other effect might give a bonus or penalty to the check. 


3. Compare the total to a target number. If the total 
equals or exceeds the target number, the ability check, 
attack roll, or saving throw is a success. Otherwise, it’s 
a failure. The DM is usually the one who determines 
target numbers and tells players whether their ability 
checks, attack rolls, and saving throws succeed or fail. 

The target number for an ability check or a saving 
throw is called a Difficulty Class (DC). The target 
number for an attack roll is called an Armor Class (AC). 

This simple rule governs the resolution of most tasks 
in D&D play. Chapter 7 provides more detailed rules for 
using the d20 in the game. 


ADVANTAGE AND DISADVANTAGE 


Sometimes an ability check, attack roll, or saving throw 


is modified by special situations called advantage and 
disadvantage. Advantage reflects the positive circum- 
stances surrounding a d20 roll, while disadvantage 
reflects the opposite. When you have either advantage or 
disadvantage, you roll a second d20 when you make the 
roll. Use the higher of the two rolls if you have advan- 
tage, and use the lower roll if you have disadvantage. 
For example, if you have disadvantage and roll a 17 and 
a 5, you use the 5. If you instead have advantage and roll 
those numbers, you use the 17. 

More detailed rules for advantage and disadvantage 
are presented in chapter 7. 


SPECIFIC BEATS GENERAL 


This book contains rules, especially in parts 2 and 3, 
that govern how the game plays. That said, many racial 
traits, class features, spells, magic items, monster abili- 
ties, and other game elements break the general rules in 
some way, creating an exception to how the rest of the 
game works. Remember this: If a specific rule contra- 
dicts a general rule, the specific rule wins. 

Exceptions to the rules are often minor. For instance, 
many adventurers don't have proficiency with longbows, 
but every wood elf does because of a racial trait. That 
trait creates a minor exception in the game. Other 
examples of rule-breaking are more conspicuous. For 
instance, an adventurer can't normally pass through 
walls, but some spells make that possible. Magic 
accounts for most of the major exceptions to the rules. 


ROUND DOWN 


There’s one more general rule you need to know at the 
outset. Whenever you divide a number in the game, 
round down if you end up with a fraction, even if the 
fraction is one-half or greater. 


ADVENTURES 


The DUNGEONS & DRAGONS game consists of a group 
of characters embarking on an adventure that the Dun- 
geon Master presents to them. Each character brings 
particular capabilities to the adventure in the form of 
ability scores and skills, class features, racial traits, 
equipment, and magic items. Every character is dif- 
ferent, with various strengths and weaknesses, so the 
best party of adventurers is one in which the characters 
complement each other and cover the weaknesses of 


INTRODUCTION 


~i 


their companions. The adventurers must cooperate to 
successfully complete the adventure. 

The adventure is the heart of the game, a story with 
a beginning, a middle, and an end. An adventure might 
be created by the Dungeon Master or purchased off the 
shelf, tweaked and modified to suit the DM's needs and 
desires. In either case, an adventure features a fantastic 
setting, whether it’s an underground dungeon, a crum- 
bling castle, a stretch of wilderness, or a bustling city. 
It features a rich cast of characters: the adventurers 
created and played by the other players at the table, 
as well as nonplayer characters (NPCs). Those char- 
acters might be patrons, allies, enemies, hirelings, or 
just background extras in an adventure. Often, one of 
the NPCs is a villain whose agenda drives much of an 
adventure's action. 

Over the course of their adventures, the characters 
are confronted by a variety of creatures, objects, and 
situations that they must deal with in some way. Some- 
times the adventurers and other creatures do their 
best to kill or capture each other in combat. At other 
times, the adventurers talk to another creature (or even 
a magical object) with a goal in mind. And often, the 
adventurers spend time trying to solve a puzzle, bypass 
an obstacle, find something hidden, or unravel the cur- 
rent situation. Meanwhile, the adventurers explore the 
world, making decisions about which way to travel and 
what they'll try to do next. 

Adventures vary in length and complexity. A short 
adventure might present only a few challenges, and 
it might take no more than a single game session to 
complete. A long adventure can involve hundreds of 
combats, interactions, and other challenges, and take 
dozens of sessions to play through, stretching over 
weeks or months of real time. Usually, the end of an 
adventure is marked by the adventurers heading back to 
civilization to rest and enjoy the spoils of their labors. 

But that's not the end of the story. You can think of 
an adventure as a single episode of a TV series, made 
up of multiple exciting scenes. A campaign is the whole 
series—a string of adventures joined together, with a 
consistent group of adventurers following the narrative 
from start to finish. 


THE THREE PILLARS OF ADVENTURE 


Adventurers can try to do anything their players can 
imagine, but it can be helpful to talk about their activ- 
ities in three broad categories: exploration, social 
interaction, and combat. 

Exploration includes both the adventurers’ movement 
through the world and their interaction with objects and 
situations that require their attention. Exploration is the 
give-and-take of the players describing what they want 
their characters to do, and the Dungeon Master telling 
the players what happens as a result. On a large scale, 
that might involve the characters spending a day cross- 
ing a rolling plain or an hour making their way through 
caverns underground, On the smallest scale, it could 
mean one character pulling a lever in a dungeon room to 
see what happens. 

Social interaction features the adventurers talking to 
someone (or something) else. It might mean demanding 


INTRODUCTION 


s d 
€ 
that a captured scout reveal the secret entrance to the 
goblin lair, getting information from a rescued prisoner, 
pleading for mercy from an orc chieftain, or persuading 
a talkative magic mirror to show a distant location to 
the adventurers. 

The rules in chapters 7 and 8 support exploration and 
social interaction, as do many class features in chapter 3 
and personality traits in chapter 4. 

Combat, the focus of chapter 9, involves characters 
and other creatures swinging weapons, casting spells, 
maneuvering for position, and so on—all in an effort 
to defeat their opponents, whether that means killing 
every enemy, taking captives, or forcing a rout. Combat 
is the most structured element of a D&D session, with 
creatures taking turns to make sure that everyone gets 
a chance to act. Even in the context of a pitched battle, 
there's still plenty of opportunity for adventurers to 
attempt wacky stunts like surfing down a flight of stairs 
on a shield, to examine the environment (perhaps by 
pulling a mysterious lever), and to interact with other 
creatures, including allies, enemies, and neutral parties. 


THE WONDERS OF MAGIC 


Few D&D adventures end without something magical 
happening. Whether helpful or harmful, magic appears 
frequently in the life of an adventurer, and it is the focus 
of chapters 10 and 11. 

In the worlds of DUNGEONS & DRAGONS, practitioners 
of magic are rare, set apart from the masses of people 
by their extraordinary talent. Common folk might see 
evidence of magic on a regular basis, but it's usually 
minor—a fantastic monster, a visibly answered prayer, 
a wizard walking through the streets with an animated 
shield guardian as a bodyguard. 

For adventurers, though, magic is key to their sur- 
vival. Without the healing magic of clerics and paladins, 
adventurers would quickly succumb to their wounds. 
Without the uplifting magical support of bards and 
clerics, warriors might be overwhelmed by powerful 
foes, Without the sheer magical power and versatility 
of wizards and druids, every threat would be mag- 
nified tenfold. 

Magic is also a favored tool of villains. Many adven- 
tures are driven by the machinations of spellcasters 
who are hellbent on using magic for some ill end. A cult 
leader seeks to awaken a god who slumbers beneath 
the sea, a hag kidnaps youths to magically drain them 
of their vigor, a mad wizard labors to invest an army of 
automatons with a facsimile of life, a dragon begins a 
mystical ritual to rise up as a god of destruction—these 
are just a few of the magical threats that adventurers 
might face. With magic of their own, in the form of 
spells and magic items, the adventurers might prevail! 


G ACHARACTER 


4B ra 


Daas 


CHAPTER l: STEP-BY-STEP CHARACTERS 


LAUS eus 


character is a combination of game statistics, 

roleplaying hooks, and your imagination. You 

choose a race (such as human or halfling) and 

a class (such as fighter or wizard). You also 
invent the personality, appearance, and backstory of 
your character. Once completed, your character serves 
as your representative in the game, your avatar in the 
DUNGEONS & DRAGONS world. 

Before you dive into step 1 below, think about the 
kind of adventurer you want to play. You might be a 
courageous fighter, a skulking rogue, a fervent cleric, or 
a flamboyant wizard. Or you might be more interested 
in an unconventional character, such as a brawny rogue 
who likes hand-to-hand combat, or a sharpshooter who 
picks off enemies from afar. Do you like fantasy fiction 
featuring dwarves or elves? Try building a character of 
one of those races. Do you want your character to be the 
toughest adventurer at the table? Consider a class like 
barbarian or paladin. If you don't know where else to 
begin, take a look at the illustrations in this book to see 
what catches your interest. 

Once you have a character in mind, follow these steps 
in order, making decisions that reflect the character you 
want. Your conception of your character might evolve 
with each choice you make. What's important is that you 
come to the table with a character you're excited to play. 

Throughout this chapter, we use the term character 
sheet to mean whatever you use to track your character, 
whether it's a formal character sheet (like the one at the 
end of this book), some form of digital record, or a piece 
of notebook paper. An official D&D character sheet is a 
fine place to start until you know what information you 
need and how you use it during the game. 


OUR FIRST STEP IN PLAYING AN ADVENTURER IN THE 
DuNGEONS & DRAGONS game is to imagine 
| and create a character of your own. Your 


BUILDING BRUENOR 
Each step of character creation includes an example of 
that step, with a player named Bob building his dwarf 
character, Bruenor. 


1. CHOOSE A RACE 


Every character belongs to a race, one of the many 
intelligent humanoid species in the D&D world. The 
most common player character races are dwarves, elves, 
halflings, and humans. Some races also have subraces, 
such as mountain dwarf or wood elf. Chapter 2 provides 
more information about these races, as well as the less 
widespread races of dragonborn, gnomes, half-elves, 
half-orcs, and tieflings. 

The race you choose contributes to your character's 
identity in an important way, by establishing a general 
appearance and the natural talents gained from culture 
and ancestry. Your character's race grants particular 
racial traits, such as special senses, proficiency with 
certain weapons or tools, proficiency in one or more 
skills, or the ability to use minor spells. These traits 
sometimes dovetail with the capabilities of certain 


WAIA 


classes (see step 2). For example, the racial traits of 
lightfoot halflings make them exceptional rogues, and 
high elves tend to be powerful wizards. Sometimes 
playing against type can be fun, too. Half-orc paladins 
and mountain dwarf wizards, for example, can be 
unusual but memorable characters. 

Your race also increases one or more of your ability 
scores, which you determine in step 3. Note these 
increases and remember to apply them later. 

Record the traits granted by your race on your 
character sheet. Be sure to note your starting 
languages and your base speed as well. 


BUILDING BRUENOR, STEP | 

Bob is sitting down to create his character. He decides 
that a gruff mountain dwarf fits the character he wants 
to play. He notes all the racial traits of dwarves on his 
character sheet, including his speed of 25 feet and the 
languages he knows: Common and Dwarvish. 


2. CHOOSE A CLASS 


Every adventurer is a member of a class. Class broadly 
describes a character’s vocation, what special talents he 
or she possesses, and the tactics he or she is most likely 
to employ when exploring a dungeon, fighting monsters, 
or engaging in a tense negotiation. The character 
classes are described in chapter 3. 

Your character receives a number of benefits from 
your choice of class. Many of these benefits are class 
features—capabilities (including spellcasting) that set 
your character apart from members of other classes. 
You also gain a number of proficiencies: armor, 
weapons, skills, saving throws, and sometimes tools. 
Your proficiencies define many of the things your 
character can do particularly well, from using certain 
weapons to telling a convincing lie. 

On your character sheet, record all the features that 
your class gives you at Ist level. 


LEVEL 
Typically, a character starts at 1st level and advances 
in level by adventuring and gaining experience points 
(XP). A Ist-level character is inexperienced in the 
adventuring world, although he or she might have been 
a soldier or a pirate and done dangerous things before. 
Starting off at 1st level marks your character's entry 
into the adventuring life. If you're already familiar 
with the game, or if you are joining an existing D&D 
campaign, your DM might decide to have you begin at a 
higher level, on the assumption that your character has 
already survived a few harrowing adventures. 


Eee Se ees 
Quick BuiLD 


Each class description in chapter 3 includes a section 


offering suggestions to quickly build a character of that 
. class, including how to assign your highest ability scores, 
a background suitable to the class, and starting spells. 


PART 1| STEP-BY-STEP CHARACTERS 


Record your level on your character sheet. If you're 
Starting at a higher level, record the additional elements 
your class gives you for your levels past 1st. Also record 
your experience points. A Ist-level character has 0. 

XP. A higher-level character typically begins with the 
minimum amount of XP required to reach that level 
(see “Beyond 1st Level" later in this chapter). 


Hit PoiNTS AND Hit DICE 
Your character's hit points define how tough your 
character is in combat and other dangerous situations. 


Your hit points are determined by your Hit Dice (short 
for Hit Point Dice). 


ABILITY SCORE SUMMARY 
‘St rength ——— CRT E. — Ig m ELT SERE ox 
so =e —* zs — id 
Measures: Natutal athleticishi, bodily power 
Important for: Barbarian, fighter, paladin 
Racial Increases: 


Mountain dwarf (+2) 
Dragonborn (+2) 


Half-orc (+2) 
Human (+1) 


a >. e "e ^ - * 


Dem Physical agility, reflexes, balance, poise 
Important for: Monk, ranger, rogue 
Racial Increases: 
Elf (+2) Forest gnome (+1) 
Halfling (+2) Human (+1) 


een eee ee ES 
Measures: Health, stamina, vital force 
Important for: Everyone 
Racial Increases: 
Dwarf (+2) 
Stout halfling (+1) 
Rock gnome (+1) 


‘Intelligence — = — es ee E — 2 
~ —n -— amm = 
Measures: Mental ARN, information recall, “analytical skill 
Important for: Wizard 
Racial Increases: 


Half-orc (+1) 
Human (+1) 


High elf (+1) Tiefling (+1) 
Gnome (+2) Human (+1) 
Cee ae mpm 


Measures: awareness? intuition, insight 
Important for: Cleric, druid 
Racial Increases: 

Hill dwarf (+1) 

Wood elf (+1) 


(Chasma: a ee ee 
isma — TINE E =, aS ea 
Measures: Confidence, eloquence, leadership 

Important for: Bard, sorcerer, warlock 

Racial Increases: 


Human (+1) 


Half-elf (+2) Dragonborn (+1) 

Drow (+1) Human (+1) 

Lightfoot halfling (+1) Tiefling (+2) 
PART 1 | STEP-BY-STEP CHARACTERS 


» 


At 1st level, your character has 1 Hit Die, and the 
die type is determined by your class. You start with hit 
points equal to the highest roll of that die, as indicated in 
your class description. (You also add your Constitution 
modifier, which you'll determine in step 3.) This is also 
your hit point maximum. 

Record your character's hit points on your character 
sheet. Also record the type of Hit Die your character 
uses and the number of Hit Dice you have. After you 
rest, you can spend Hit Dice to regain hit points (see 
“Resting” in chapter 8). 


PROFICIENCY BONUS 

The table that appears in your class description shows 
your proficiency bonus, which is *2 for a 1st-level 
character. Your proficiency bonus applies to many of the 
numbers you'll be recording on your character sheet: 


* Attack rolls using weapons you're proficient with 

* Attack rolls with spells you cast 

Ability checks using skills you're proficient in 

Ability checks using tools you're proficient with 

+ Saving throws youre proficient in 

* Saving throw DCs for spells you cast (explained in 
each spellcasting class) 


Your class determines your weapon proficiencies, 
your saving throw proficiencies, and some of your skill 
and tool proficiencies. (Skills are described in chapter 7, 
tools in chapter 5.) Your background gives you additional 
skill and tool proficiencies, and some races give 
you more proficiencies. Be sure to note all of these 
proficiencies, as well as your proficiency bonus, on your 
character sheet. 

Your proficiency bonus can't be added to a single die 
roll or other number more than once. Occasionally, your 
proficiency bonus might be modified (doubled or halved, 
for example) before you apply it. If a circumstance 
suggests that your proficiency bonus applies more than 
once to the same roll or that it should be multiplied 
more than once, you nevertheless add it only once, 
multiply it only once, and halve it only once. 


BUILDING BRUENOR, STEP 2 

Bob imagines Bruenor charging into battle with an axe, 
onc horn on his helmet broken off. He makes Bruenor a 
fighter and notes the fighter's proficiencies and 1st-level 
class features on his character sheet. 

As a Ist-level fighter, Bruenor has 1 Hit Die—a d10— 
and starts with hit points equal to 10 * his Constitution 
modifier. Bob notes this, and will record the final 
number after he determines Bruenor's Constitution 
score (see step 3). Bob also notes the proficiency bonus 
for a 1st-level character, which is +2. 


3. DETERMINE ABILITY SCORES 


Much of what your character does in the game depends 
on his or her six abilities: Strength, Dexterity, 
Constitution, Intelligence, Wisdom, and Charisma. 
Each ability has a score, which is a number you record 
on your character sheet. 

The six abilities and their use in the game are 
described in chapter 7. The Ability Score Summary 


table provides a quick reference for what qualities 

are measured by each ability, what races increases 
which abilities, and what classes consider each ability 
particularly important. 

You generate your character's six ability scores 
randomly. Roll four 6-sided dice and record the total of 
the highest three dice on a piece of scratch paper. Do 
this five more times, so that you have six numbers. If 
you want to save time or don’t like the idea of randomly 
determining ability scores, you can use the following 
scores instead: 15, 14, 13, 12, 10, 8. 

Now take your six numbers and write each number 
beside one of your character's six abilities to assign 
scores to Strength, Dexterity, Constitution, Intelligence, 
Wisdom, and Charisma. Afterward, make any changes 
to your ability scores as a result of your race choice. 

After assigning your ability scores, determine 
your ability modifiers using the Ability Scores and 
Modifiers table. To determine an ability modifier without 
consulting the table, subtract 10 from the ability score 
and then divide the result by 2 (round down). Write the 
modifier next to each of your scores. 


BUILDING BRUENOR, STEP 3 
Bob decides to use the standard set of scores (15, 14, 
13, 12, 10, 8) for Bruenor's abilities. Since he's a fighter, 
he puts his highest score, 15, in Strength. His next- 
highest, 14, goes in Constitution. Bruenor might be a 
brash fighter, but Bob decides he wants the dwarf to 
be older, wiser, and a good leader, so he puts decent 
scores in Wisdom and Charisma. After applying his 
racial benefits (increasing Bruenor's Constitution by 
2 and his Strength by 2), Bruenor's ability scores and 
modifiers look like this: Strength 17 (*3), Dexterity 10 
(*0), Constitution 16 (*3), Intelligence 8 (-1), Wisdom 13 
(+1), Charisma 12 (+1). 

Bob fills in Bruenor's final hit points: 10 + his 
Constitution modifier of +3, for a total of 13 hit points. 


VARIANT: CUSTOMIZING ABILITY SCORES 

At your Dungeon Master's option, you can use this 
variant for determining your ability scores. The method 
described here allows you to build a character with a set 
of ability scores you choose individually. 

You have 27 points to spend on your ability scores. 
The cost of each score is shown on the Ability Score 
Point Cost table. For example, a score of 14 costs 7 
points. Using this method, 15 is the highest ability score 
you can end up with, before applying racial increases. 
You can't have a score lower than 8. 

This method of determining ability scores enables 
you to create a set of three high numbers and three low 
ones (15, 15, 15, 8, 8, 8), a set of numbers that are above 


ABILITY SCORE POINT Cost 


Score Cost Score Cost 
8 0 12 4 
9 1 13 5 
10 2 14 7 
1 3 15 9 


ABILITY SCORES AND MODIFIERS 


Score Modifier Score Modifier 
1 -5 16-17 +3 
2-3 -4 18-19 +4 
4-5 -3 20-21 +5 
6-7 -2 22-23 +6 
8-9 -1 24-25 +7 
10-11 +0 26-27 48 
12-13 +1 28-29 +9 
14-15 +2 30 +10 


average and nearly equal (13, 13, 13, 12, 12, 12), or any 
set of numbers between those extremes. 


4. DESCRIBE YOUR CHARACTER 


Once you know the basic game aspects of your 
character, it's time to flesh him or her out as a person. 
Your character needs a name. Spend a few minutes 
thinking about what he or she looks like and how he or 
she behaves in general terms. 

Using the information in chapter 4, you can flesh out 
your character's physical appearance and personality 
traits. Choose your character's alignment (the moral 
compass that guides his or her decisions) and ideals. 
Chapter 4 also helps you identify the things your 
character holds most dear, called bonds, and the flaws 
that could one day undermine him or her. 

Your character's background describes where he or 
she came from, his or her original occupation, and the 
character's place in the D&D world. Your DM might 
offer additional backgrounds beyond the ones included 


in chapter 4, and might be willing to work with you to 
craft a background that’s a more precise fit for your 
character concept. 

A background gives your character a background 
feature (a general benefit) and proficiency in two skills, 
and it might also give you additional languages or 
proficiency with certain kinds of tools. Record this 
information, along with the personality information 
you develop, on your character sheet. 


YOUR CHARACTER'S ABILITIES 

Take your character's ability scores and race into 
account as you flesh out his or her appearance 

and personality. A very strong character with low 
Intelligence might think and behave very differently 
from a very smart character with low Strength. 

For example, high Strength usually corresponds 
with a burly or athletic body, while a character with 
low Strength might be scrawny or plump. 

A character with high Dexterity is probably lithe and 
slim, while a character with low Dexterity might be 
either gangly and awkward or heavy and thick-fingered. 

A character with high Constitution usually looks 
healthy, with bright eyes and abundant energy. A 
character with low Constitution might be sickly or frail. 

A character with high Intelligence might be highly 
inquisitive and studious, while a character with low 
Intelligence might speak simply or easily forget details. 

A character with high Wisdom has good judgment, 
empathy, and a general awareness of what's going on. 
A character with low Wisdom might be absent-minded, 
foolhardy, or oblivious. 

A character with high Charisma exudes confidence, 
which is usually mixed with a graceful or intimidating 
presence. A character with a low Charisma might come 
across as abrasive, inarticulate, or timid. 


BUILDING BRUENOR, STEP 4 

Bob fills in some of Bruenor's basic details: his name, 
his sex (male), his height and weight, and his alignment 
(lawful good). His high Strength and Constitution 
suggest a healthy, athletic body, and his low Intelligence 
suggests a degree of forgetfulness. 

Bob decides that Bruenor comes from a noble line, 
but his clan was expelled from its homeland when 
Bruenor was very young. He grew up working as a smith 
in the remote villages of Icewind Dale. But Bruenor 
has a heroic destiny—to reclaim his homeland—so 
Bob chooses the folk hero background for his dwarf. 

He notes the proficiencies and special feature this 
background gives him. 

Bob has a pretty clear picture of Bruenor's personality 
in mind, so he skips the personality traits suggested in 
the folk hero background, noting instead that Bruenor is 
a caring, sensitive dwarf who genuinely loves his friends 
and allies, but he hides this soft heart behind a gruff, 
snarling demeanor. He chooses the ideal of fairness 
from the list in his background, noting that Bruenor 
believes that no one is above the law. 

Given his history, Bruenor's bond is obvious: he 
aspires to someday reclaim Mithral Hall, his homeland, 
from the shadow dragon that drove the dwarves out. 


PART 1 | STEP-BY-STEP CHARACTERS 


His flaw is tied to his caring, sensitive nature—he has a 
soft spot for orphans and wayward souls, leading him to 
show mercy even when it might not be warranted. 


5. CHOOSE EQUIPMENT 


Your class and background determine your character's 
starting equipment, including weapons, armor, and 
other adventuring gear. Record this equipment on your 
character sheet. All such items are detailed in chapter 5. 
Instead of taking the gear given to you by your class 
and background, you can purchase your starting 
equipment. You have a number of gold pieces (gp) 
to spend based on your class, as shown in chapter 5. 
Extensive lists of equipment, with prices, also appear in 
that chapter. If you wish, you can also have one trinket 
at no cost (see the trinket table at the end of chapter 5). 
Your Strength score limits the amount of gear you can 
carry. Try not to purchase equipment with a total weight 
(in pounds) exceeding your Strength score times 15. 
Chapter 7 has more information on carrying capacity. 


ARMOR CLASS 

Your Armor Class (AC) represents how well your 
character avoids being wounded in battle. Things that 
contribute to your AC include the armor you wear, the 
shield you carry, and your Dexterity modifier. Not all 
characters wear armor or carry shields, however. 

Without armor or a shield, your character's AC equals 
10 + his or her Dexterity modifier. If your character 
wears armor, carries a shield, or both, calculate your 
AC using the rules in chapter 5. Record your AC on 
your character sheet. 

Your character needs to be proficient with armor and 
shields to wear and use them effectively, and your armor 
and shield proficiencies are determined by your class. 
There are drawbacks to wearing armor or carrying a 
shield if you lack the required proficiency, as explained 
in chapter 5. 

Some spells and class features give you a different 
way to calculate your AC. If you have multiple features 
that give you different ways to calculate your AC, you 
choose which one to use. 


WEAPONS 
For each weapon your character wields, calculate the 
modifier you use when you attack with the weapon and 
the damage you deal when you hit. 

When you make an attack with a weapon, you roll 
a d20 and add your proficiency bonus (but only if you 
are proficient with the weapon) and the appropriate 
ability modifier. 


+ For attacks with melee weapons, use your Strength 
modifier for attack and damage rolls. A weapon that 
has the finesse property, such as a rapier, can use your 
Dexterity modifier instead. 

* For attacks with ranged weapons, use your Dexterity 
modifier for attack and damage rolls. A weapon that 
has the thrown property, such as a handaxe, can use 
your Strength modifier instead. 


BUILDING BRUENOR, STEP 5 
Bob writes down the starting equipment from the 
fighter class and the folk hero background. His starting 
equipment includes chain mail and a shield, which 
combine to give Bruenor an Armor Class of 18. 

For Bruenor’s weapons, Bob chooses a battleaxe 
and two handaxes. His battleaxe is a melee weapon, 
so Bruenor uses his Strength modifier for his attacks 
and damage. His attack bonus is his Strength modifier 
(+3) plus his proficiency bonus (+2), for a total of +5. 
The battleaxe deals 1d8 slashing damage, and Bruenor 
adds his Strength modifier to the damage when he 
hits, for a total of 1d8 + 3 slashing damage. When 
throwing a handaxe, Bruenor has the same attack bonus 
(handaxes, as thrown weapons, use Strength for attacks 
and damage), and the weapon deals 1d6 + 3 slashing 
damage when it hits. 


6. COME TOGETHER 


Most D&D characters don’t work alone. Each character 
plays a role within a party, a group of adventurers 
working together for a common purpose. Teamwork 
and cooperation greatly improve your party's chances 
to survive the many perils in the worlds of DUNGEONS 
& DRAGONS. Talk to your fellow players and your DM 

to decide whether your characters know one another, 
how they met, and what sorts of quests the group 
might undertake. 


BEYOND lsT LEVEL 


As your character goes on adventures and overcomes 
challenges, he or she gains experience, represented by 
experience points. A character who reaches a specified 
experience point total advances in capability. This 
advancement is called gaining a level. 

When your character gains a level, his or her class 
often grants additional features, as detailed in the 
class description. Some of these features allow you 
to increase your ability scores, either increasing two 
scores by 1 each or increasing one score by 2. You can't 
increase an ability score above 20. In addition, every 
character's proficiency bonus increases at certain levels. 

Each time you gain a level, you gain 1 additional Hit 
Die. Roll that Hit Die, add your Constitution modifier 
to the roll, and add the total to your hit point maximum. 
Alternatively, you can use the fixed value shown in your 
class entry, which is the average result of the die roll 
(rounded up). 

When your Constitution modifier increases by 1, your 
hit point maximum increases by 1 for each level you have 
attained. For example, when Bruenor reaches 8th level 
as a fighter, he increases his Constitution score from 17 
to 18, thus increasing his Constitution modifier from +3 
to +4, His hit point maximum then increases by 8. 

The Character Advancement table summarizes the 
XP you need to advance in levels from level 1 through 
level 20, and the proficiency bonus for a character of that 
level. Consult the information in your character's class 
description to see what other improvements you gain 
at each level. 


TIERS OF PLAY 


The shading in the Character Advancement table shows 
the four tiers of play. The tiers don’t have any rules 
associated with them; they are a general description of how 
the play experience changes as characters gain levels. 

In the first tier (levels 1—4), characters are effectively 
apprentice adventurers. They are learning the features 
that define them as members of particular classes, 
including the major choices that flavor their class 
features as they advance (such as a wizard's Arcane 
Tradition or a fighter’s Martial Archetype). The threats 
they face are relatively minor, usually posing a danger to 
local farmsteads or villages. 

In the second tier (levels 5-10), characters come into 
their own. Many spellcasters gain access to 3rd-level 
spells at the start of this tier, crossing a new threshold of 
magical power with spells such as fireball and lightning 
bolt. At this tier, many weapon-using classes gain the 
ability to make multiple attacks in one round. These 
characters have become important, facing dangers that 
threaten cities and kingdoms. 

In the third tier (levels 11-16), characters have 
reached a level of power that sets them high above 
the ordinary populace and makes them special even 
among adventurers. At 11th level, many spellcasters 
gain access to 6th-level spells, some of which create 
effects previously impossible for player characters to 
achieve. Other characters gain features that allow them 
to make more attacks or do more impressive things with 
those attacks. These mighty adventurers often confront 
threats to whole regions and continents. 

At the fourth tier (levels 17—20), characters achieve 
the pinnacle of their class features, becoming heroic (or 
villainous) archetypes in their own right. The fate of the 
world or even the fundamental order of the multiverse 
might hang in the balance during their adventures. 


CHARACTER ADVANCEMENT 


Experience Points Level Proficiency Bonus 
0 1 +2 
300 2 +2 
900 3 +2 
2,700 4 +2 
6,500 5 +3 
14,000 6 +3 
23,000 7 +3 
34,000 8 +3 
43,000 9 +4 
64,000 10 +4 
85,000 n +4 
100,000 12 +4 
120,000 13 +5 
140,000 14 +5 
165,000 15 +5 
195,000 16 +5 
225,000 17 +6 
265,000 18 +6 
305,000 19 +6 
355,000 20 +6 


PART 1 | STEP-BY-STEP CHARACTERS 


hs 


yore tma 


CHAPTER 2: RACES 


VISIT TO ONE OF THE GREAT CITIES IN THE 
worlds of DUNGEONS & DRAGONS— 
Waterdeep, the Free City of Greyhawk, or 
even uncanny Sigil, the City of Doors— 
overwhelms the senses. Voices chatter in 
countless different languages. The smells 
of cooking in dozens of different cuisines 
mingle with the odors of crowded streets and poor 
sanitation. Buildings in myriad architectural styles 
display the diverse origins of their inhabitants. 

And the people themselves— people of varying size, 
shape, and color, dressed in a dazzling spectrum 
of styles and hues—represent many different races, 
from diminutive halflings and stout dwarves to 
majestically beautiful elves, mingling among a variety 
of human ethnicities. 

Scattered among the members of these more common 
races are the true exotics: a hulking dragonborn here, 
pushing his way through the crowd, and a sly tiefling 
there, lurking in the shadows with mischief in her eyes. 
A group of gnomes laughs as one of them activates a 
clever wooden toy that moves of its own accord. Half- 
elves and half-orcs live and work alongside humans, 
without fully belonging to the races of either of their 
parents. And there, well out of the sunlight, is a lone 
drow—a fugitive from the subterranean expanse of 
the Underdark, trying to make his way in a world 
that fears his kind. 


CHOOSING A RACE 


Humans are the most common people in the worlds of 
D&D, but they live and work alongside dwarves, elves, 
halflings, and countless other fantastic species. Your 
character belongs to one of these peoples. 

Not every intelligent race of the multiverse is 
appropriate for a player-controlled adventurer. Dwarves, 
elves, halflings, and humans are the most common 
races to produce the sort of adventurers who make up 
typical parties. Dragonborn, gnomes, half-elves, half- 
orcs, and tieflings are less common as adventurers. 
Drow, a subrace of elves, are also uncommon, 

Your choice of race affects many different aspects of 
your character. It establishes fundamental qualities that 
exist throughout your character's adventuring career. 
When making this decision, keep in mind the kind of 
character you want to play. For example, a halfling could 
be a good choice for a sneaky rogue, a dwarf makes a 
tough warrior, and an elf can be a master of arcane magic. 

Your character race not only affects your ability scores 
and traits but also provides the cues for building your 
character's story. Each race's description in this chapter 
includes information to help you roleplay a character of 
that race, including personality, physical appearance, 


xw 


_ features of society, and racial alignment tendencies. 


These details are suggestions to help you think about 


your character; adventurers can deviate widely from the 


DIVA 


ends 


RACIAL TRAITS 


The description of each race includes racial traits that 
are common to members of that race. The following 
entries appear among the traits of most races. 


ABILITY SCORE INCREASE 
Every race increases one or more of a character's 
ability scores. 


AGE 

The age entry notes the age when a member of the race 
is considered an adult, as well as the race’s expected 
lifespan. This information can help you decide how 
old your character is at the start of the game. You 

can choose any age for your character, which could 
provide an explanation for some of your ability scores. 
For example, if you play a young or very old character, 
your age could explain a particularly low Strength or 
Constitution score, while advanced age could account 
for a high Intelligence or Wisdom. 


ALIGNMENT E 

Most races have tendencies toward certain alignments, 
described in this entry. These are not binding for player 
characters, but considering why your dwarf is chaotic, 
for example, in defiance of lawful dwarf society can help 
you better define your character. 


SIZE 

Characters of most races are Medium, a size category 
including creatures that are roughly 4 to 8 feet tall. 
Members of a few races are Small (between 2 and 4 feet 
tall), which means that certain rules of the game affect 
them differently. The most important of these rules 

is that Small characters have trouble wielding heavy 
weapons, as explained in chapter 6. 


SPEED 
Your speed determines how far you can move when 
traveling (chapter 8) and fighting (chapter 9). 


LANGUAGES 

By virtue of your race, your character can speak, read, 
and write certain languages. Chapter 4 lists the most 
common languages of the D&D multiverse. 


SUBRACES 

Some races have subraces. Members of a subrace 
have the traits of the parent race in addition to the 
traits specified for their subrace. Relationships among 
subraces vary significantly from race to race and 
world to world. In the Dragonlance campaign setting, 
for example, mountain dwarves and hill dwarves live 
together as different clans of the same people, but in 
the Forgotten Realms, they live far apart in separate 
kingdoms and call themselves shield dwarves and 
gold dwarves, respectively. 


PART 1 | RACES 


DWARF 


“YER LATE, ELF!” GAME THE ROUGH EDGE OF A FAMILIAR 


voice. Bruenor Battlehammer walked up the back of his 
dead foe, disregarding the fact that the heavy monster lay 
on top of his elven friend. In spite of the added discomfort, 
the dwarf's long, pointed, often-broken nose and gray- 
streaked though still-fiery red beard came as a welcome 
sight to Drizzt. "Knew I'd find ye in trouble if I came out 
an' looked for ye!" 

—R. A. Salvatore, The Crystal Shard 


Kingdoms rich in ancient grandeur, halls carved into the 
roots of mountains, the echoing of picks and hammers 
in deep mines and blazing forges, a commitment to 

clan and tradition, and a burning hatred of goblins and 
orcs—these common threads unite all dwarves. 


o MADUR Lorry 


SHORT AND STOUT 


Bold and hardy, dwarves are known as 
skilled warriors, miners, and workers 
of stone and metal. Though they stand 
well under 5 feet tall, dwarves are so 
broad and compact that they can weigh 
as much as a human standing nearly two 
feet taller. Their courage and endurance 
are also easily a match for any of 

the larger folk. 

Dwarven skin ranges from deep brown to a paler 
hue tinged with red, but the most common shades are 
light brown or deep tan, like certain tones of earth. 
Their hair, worn long but in simple styles, is usually 
black, gray, or brown, though paler dwarves often have 
red hair. Male dwarves value their beards highly and 
groom them carefully. 


LONG MEMORY, LONG GRUDGES 


Dwarves can live to be more than 400 years old, so the 
oldest living dwarves often remember a very different 
world. For example, some of the oldest dwarves living 

in Citadel Felbarr (in the world of the Forgotten Realms) 
can recall the day, more than three centuries ago, when 
orcs conquered the fortress and drove them into an exile 
that lasted over 250 years. This longevity grants them a 
perspective on the world that shorter-lived races such as 
humans and halflings lack. 

Dwarves are solid and enduring like the mountains 
they love, weathering the passage of centuries with stoic 
endurance and little change. They respect the traditions 
of their clans, tracing their ancestry back to the 
founding of their most ancient strongholds in the youth 
of the world, and don’t abandon those traditions lightly. 
Part of those traditions is devotion to the gods of the 
dwarves, who uphold the dwarven ideals of industrious 
labor, skill in battle, and devotion to the forge. 

Individual dwarves are determined and loyal, true to 
their word and decisive in action, sometimes to the point 
of stubbornness. Many dwarves have a strong sense 


of justice, and they are slow to forget wrongs they have 
suffered. A wrong done to one dwarf is a wrong done to 
the dwarf's entire clan, so what begins as one dwarf's 
hunt for vengeance can become a full-blown clan feud. 


CLANS AND KINGDOMS 


Dwarven kingdoms stretch deep beneath the mountains 
where the dwarves mine gems and precious metals 

and forge items of wonder. They love the beauty and 
artistry of precious metals and fine jewelry, and in some 
dwarves this love festers into avarice. Whatever wealth 
they can't find in their mountains, they gain through 
trade. They dislike boats, so enterprising humans and 
halflings frequently handle trade in dwarven goods 
along water routes. Trustworthy members of other races 
are welcome in dwarf settlements, though some areas 
are off limits even to them. 

The chief unit of dwarven society is the clan, and 
dwarves highly value social standing. Even dwarves 
who live far from their own kingdoms cherish their clan 
identities and affiliations, recognize related dwarves, 
and invoke their ancestors' names in oaths and curses. 
To be clanless is the worst fate that can befall a dwarf. 

Dwarves in other lands are typically artisans, 
especially weaponsmiths, armorers, and jewelers. Some 
become mercenaries or bodyguards, highly sought after 
for their courage and loyalty. 


GODS, GOLD, AND CLAN 


Dwarves who take up the adventuring life might be 
motivated by a desire for treasure—for its own sake, for 
a specific purpose, or even out of an altruistic desire to 
help others. Other dwarves are driven by the command 
or inspiration of a deity, a direct calling or simply a 
desire to bring glory to one of the dwarf gods. Clan and 
ancestry are also important motivators. A dwarf might 
seek to restore a clan's lost honor, avenge an ancient 
wrong the clan suffered, or earn a new place within the 
clan after having been exiled. Or a dwarf might search 
for the axe wielded by a mighty ancestor, lost on the field 
of battle centuries ago. 


SLow TO TRUST 


Dwarves get along passably well with most other races. “The 
difference between an acquaintance and a friend is about a 
hundred years," is a dwarf saying that might be hyperbole, 
but certainly points to how difficult it can be for a member of 
a short-lived race like humans to earn a dwarf's trust. 

Elves. "It's not wise to depend on the elves. No telling what 
an elf will do next; when the hammer meets the orc's head, 
they're as apt to start singing as to pull out a sword. They're 
flighty and frivolous. Two things to be said for them, though: 
They don't have many smiths, but the ones they have do very 
fine work. And when orcs or goblins come streaming down 
out of the mountains, an elf's good to have at your back. Not 
as good as a dwarf, maybe, but no doubt they hate the orcs 
as much as we do.” 

Halflings. "Sure, they're pleasant folk. But show me a 
halfling hero. An empire, a triumphant army. Even a treasure 
for the ages made by halfling hands. Nothing. How can you 
take them seriously?" 

Humans. "You take the time to get to know a human, and 
by then the human's on her deathbed. If you're lucky, she's 
got kin—a daughter or granddaughter, maybe—who's got 
hands and heart as good as hers. That's when you can make 
a human friend. And watch them go! They set their hearts on 
something, they'll get it, whether it's a dragon's hoard or an 
empire's throne. You have to admire that kind of dedication, 
even if it gets them in trouble more often than not." 


poo EET CERERI" 


o 


PART 1 | RACES 


DwARF NAMES 


A dwarf's name is granted by a clan elder, in accordance 
with tradition. Every proper dwarven name has been 
used and reused down through the generations. A . -~ 
dwarf's name belongs to the clan, not to the individual. 
A dwarf who misuses or brings shame to a clan name 

is stripped of the name and forbidden by law to use any 
dwarven name in its place. 


Male Names: Adrik, Alberich, Baern, Barendd, Brottor, 
Bruenor, Dain, Darrak, Delg, Eberk, Einkil, Fargrim, 
Flint, Gardain, Harbek, Kildrak, Morgran, Orsik, 
Oskar, Rangrim, Rurik, Taklinn, Thoradin, Thorin, 
Tordek, Traubon, Travok, Ulfgar, Veit, Vondal 

Female Names: Amber, Artin, Audhild, Bardryn, 
Dagnal, Diesa, Eldeth, Falkrunn, Finellen, Gunnloda, 
Gurdis, Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa, 
Mardred, Riswynn, Sannl, Torbera, Torgga, Vistra 

Clan Names: Balderk, Battlehammer, Brawnanvil, 
Dankil, Fireforge, Frostbeard, Gorunn, Holderhek, 
Ironfist, Loderr, Lutgehr, Rumnaheim, Strakeln, 
Torunn, Ungart 


DWARF TRAITS 


Your dwarf character has an assortment of inborn 
abilities, part and parcel of dwarven nature. 

Ability Score Increase. Your Constitution score 
increases by 2. 

Age. Dwarves mature at the same rate as humans, but 
they're considered young until they reach the age of 50. 
On average, they live about 350 years. 

Alignment. Most dwarves are lawful, believing firmly 
in the benefits of a well-ordered society. They tend 
toward good as well, with a strong sense of fair play and 
a belief that everyone deserves to share in the benefits of 
a just order. 

Size. Dwarves stand between 4 and 5 feet tall and 
average about 150 pounds. Your size is Medium. 

Speed. Your base walking speed is 25 feet. Your 
speed is not reduced by wearing heavy armor. 

Darkvision. Accustomed to life underground, you 
have superior vision in dark and dim conditions. You 
can see in dim light within 60 feet of you as if it were 
bright light, and in darkness as if it were dim light. You 
can't discern color in darkness, only shades of gray. . 

Dwarven Resilience. You have advantage on saving 
throws against poison, and you have resistance against 
poison damage (explained in chapter 9). 

Dwarven Combat Training. You have proficiency 
with the battleaxe, handaxe, throwing hammer, 
and warhammer. 


Tool Proficiency. You gain proficiency with the 
artisan's tools of your choice: smith's tools, brewer's 
supplies, or mason's tools. 

Stonecunning. Whenever you make an Intelligence 
(History) check related to the origin of stonework, you 
are considered proficient in the History skill and add 
double your proficiency bonus to the check, instead of 
your normal proficiency bonus. 

Languages. You can speak, read, and write Common 
and Dwarvish. Dwarvish is full of hard consonants and 
guttural sounds, and those characteristics spill over into 
whatever other language a dwarf might speak. 

Subrace. Two main subraces of dwarves populate the 
worlds of D&D: hill dwarves and mountain dwarves. 
Choose one of these subraces. 


HILL DWARF 
As a hill dwarf, you have keen senses, deep intuition, 
and remarkable resilience. The gold dwarves of Faerün 
in their mighty southern kingdom are hill dwarves, as 
are the exiled Neidar and the debased Klar of Krynn in 
the Dragonlance setting. 

Ability Score Increase. Your Wisdom score 
increases by 1. 

Dwarven Toughness. Your hit point maximum 
increases by 1, and it increases by 1 every time you 
gain a level. 


MOUNTAIN DWARF 

As a mountain dwarf, you're strong and hardy, 

accustomed to a difficult life in rugged terrain. You're 

probably on the tall side (for a dwarf), and tend toward 

lighter coloration. The shield dwarves of northern 

Faerün, as well as the ruling Hylar clan and the noble 

Daewar clan of Dragonlance, are mountain dwarves. 
Ability Score Increase. Your Strength score 

increases by 2. 
Dwarven Armor Training. You have proficiency with 

light and medium armor. 

ee Eee) wo WP 
DUERGAR ý 
In cities deep in the Underdark live the duergar, or gray 
dwarves. These vicious, stealthy slave traders raid the surface 
world for captives, then sell their prey to the other races of 

_ the Underdark. They have innate magical abilities to become 

invisible and to temporarily grow to giant size. 


ELF 


“I HAVE NEVER IMAGINED SUCH BEAUTY EXISTED,” 
Goldmoon said softly. The day's march had been difficult, 
but the reward at the end was beyond their dreams, 

The companions stood on a high cliff over the fabled 
city of Qualinost. 

Four slender spires rose from the city’s corners like glisten- 
ing spindles, their brilliant white stone marbled with shining 
silver. Graceful arches, swooping from spire to spire, soared 
through the air. Crafted by ancient dwarven metalsmiths, 
they were strong enough to hold the weight of an army, yet 
they appeared so delicate that a bird lighting on them might 
overthrow the balance. These glistening arches were the 
city’s only boundaries; there was no wall around Qualinost. 
The elven city opened its arms lovingly to the wilderness. 

—Margaret Weis & Tracy Hickman, 
Dragons of Autumn Twilight 


Elves are a magical people of otherworldly grace, living 
in the world but not entirely part of it. They live in 
places of ethereal beauty, in the midst of ancient forests 
or in silvery spires glittering with faerie light, where 
soft music drifts through the air and gentle fragrances 
waft on the breeze. Elves love nature and magic, art 
and artistry, music and poetry, and the good things 

of the world. 


SLENDER AND GRACEFUL 


With their unearthly grace and fine features, elves 
appear hauntingly beautiful to humans and members 
of many other races. They are slightly shorter than 
humans on average, ranging from well under 5 feet 
tall to just over 6 feet. They are more slender than 
humans, weighing only 100 to 145 pounds. Males and 


females are about the same height, and males are only 
marginally heavier than females. 

Elves’ coloration encompasses the normal human 
range and also includes skin in shades of copper, 
bronze, and almost bluish-white, hair of green or blue, 
and eyes like pools of liquid gold or silver. Elves have no 
facial and little body hair. They favor elegant clothing in 
bright colors, and they enjoy simple yet lovely jewelry. 


A TIMELESS PERSPECTIVE 


Elves can live well over 700 years, giving them a broad 
perspective on events that might trouble the shorter- 
lived races more deeply. They are more often amused 
than excited, and more likely to be curious than 

greedy. They tend to remain aloof and unfazed by petty 
happenstance. When pursuing a goal, however, whether 


Drizzt Do’URDEN 


adventuring on a mission or learning a new skill or art, 
elves can be focused and relentless. They are slow to 
make friends and enemies, and even slower to forget 
them. They reply to petty insults with disdain and to 
serious insults with vengeance. 

Like the branches of a young tree, elves are flexible 
in the face of danger. They trust in diplomacy and 
compromise to resolve differences before they escalate 
to violence. They have been known to retreat from 
intrusions into their woodland homes, confident 
that they can simply wait the invaders out. But when 
the need arises, elves reveal a stern martial side, 
demonstrating skill with sword, bow, and strategy. 


HIDDEN WOODLAND REALMS 


Most elves dwell in small forest villages hidden among 


the trees. Elves hunt game, gather food, and grow 
vegetables, and their skill and magic allow them to 
support themselves without the need for clearing and 
plowing land. They are talented artisans, crafting finely 
worked clothes and art objects. Their contact with 
outsiders is usually limited, though a few elves make a 
good living by trading crafted items for metals (which 
they have no interest in mining). 

Elves encountered outside their own lands are 
commonly traveling minstrels, artists, or sages. Human 
nobles compete for the services of elf instructors to 
teach swordplay or magic to their children. 


EXPLORATION AND ADVENTURE 


Elves take up adventuring out of wanderlust. Since 
they are so long-lived, they can enjoy centuries of 
exploration and discovery. They dislike the pace of 
human society, which is regimented from day to day but 
constantly changing over decades, so they find careers 
that let them travel freely and set their own pace. Elves 
also enjoy exercising their martial prowess or gaining 
greater magical power, and adventuring allows them 


PART 1 | RACES 


to do so. Some might join with rebels fighting against 
oppression, and others might become champions of 
moral causes. 


ELF NAMES 


Elves are considered children until they declare 
themselves adults, some time after the hundredth 
birthday, and before this period they are called 

by child names. 

On declaring adulthood, an elf selects an adult name, 
although those who knew him or her as a youngster 
might continue to use the child name. Each elf’s adult 
name is a unique creation, though it might reflect 
the names of respected individuals or other family 
members. Little distinction exists between male 
names and female names; the groupings here reflect 
only general tendencies. In addition, every elf bears a 
family name, typically a combination of other Elvish 
words. Some elves traveling among humans translate 
their family names into Common, but others retain the 
Elvish version. 


Child Names: Ara, Bryn, Del, Eryn, Faen, Innil, 
Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, 
Syllin, Thia, Vall 

Male Adult Names: Adran, Aelar, Aramil, Arannis, 
Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, 
Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, 
Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, 

Rolen, Soveliss, Thamior, Tharivol, Theren, Varis 


HAUGHTY BUT GRACIOUS 
Although they can be haughty, elves are generally gracious 
even to those who fall short of their high expectations— — 
which is most non-elves. Still, they can find good in just 
about anyone. 

Dwarves. “Dwarves are dull, clumsy oafs, But what they 
lack in humor, sophistication, and manners, they make up in 
valor. And | must admit, their best smiths produce art that 
approaches elven quality.” 

Halflings. “Halflings are people of simple pleasures, and 
that is not a quality to scorn. They're good folk, they care 
for each other and tend their gardens, and they have proven 
themselves tougher than they seem when the need arises.” 

Humans. “All that haste, their ambition and drive to 
accomplish something before their brief lives pass away— 
human endeavors seem so futile sometimes. But then 
you look at what they have accomplished, and you have to 
appreciate their achievements. If only they could slow down 
and learn some refinement.” 


Female Adult Names: Adrie, Althaea, Anastrianna, 
Andraste, Antinua, Bethrynna, Birel, Caelynn, 
Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, 
Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, 
Quillathe, Sariel, Shanairra, Shava, Silaqui, 
Theirastra, Thia, Vadania, Valanthe, Xanaphia 

Family Names (Common Translations): Amakiir 
(Gemflower), Amastacia (Starflower), Galanodel 
(Moonwhisper), Holimion (Diamonddew), Ilphelkiir 
(Gemblossom), Liadon (Silverfrond), Meliamne 
(Oakenheel), Nailo (Nightbreeze), Siannodel 
(Moonbrook), Xiloscient (Goldpetal) 


ELF TRAITS — 


Your elf character has a variety of natural abilities, the 
result of thousands of years of elven refinement. 

Ability Score Increase. Your Dexterity score 
increases by 2. 

Age. Although elves reach physical maturity at about 
the same age as humans, the elven understanding of 
adulthood goes beyond physical growth to encompass 
worldly experience. An elf typically claims adulthood 
and an adult name around the age of 100 and can live 
to be 750 years old. 

Alignment. Elves love freedom, variety, and self- 
expression, so they lean strongly toward the gentler 
aspects of chaos. They value and protect others’ 
freedom as well as their own, and they are more 
often good than not. The drow are an exception; their 
exile into the Underdark has made them vicious and 
dangerous, Drow are more often evil than not. 

Size. Elves range from under 5 to over 6 feet tall and 
have slender builds. Your size is Medium. 

Speed. Your base walking speed is 30 feet. 

Darkvision. Accustomed to twilit forests and the night 
sky, you have superior vision in dark and dim conditions. 
You can see in dim light within 60 feet of you as if it 
were bright light, and in darkness as if it were dim light. 
You can’t discern color in darkness, only shades of gray. 

Keen Senses. You have proficiency in the 
Perception skill. 

Fey Ancestry. You have advantage on saving throws 
against being charmed, and magic can't put you to sleep. 


Trance. Elves don't need to sleep. Instead, they 
meditate deeply, remaining semiconscious, for 4 
hours a day. (The Common word for such meditation 
is "trance.") While meditating, you can dream after a 
fashion; such dreams are actually mental exercises that 
have become reflexive through years of practice. After 
resting in this way, you gain the same benefit that a 
human does from 8 hours of sleep. 

Languages. You can speak, read, and write Common 
and Elvish. Elvish is fluid, with subtle intonations and 
intricate grammar. Elven literature is rich and varied, 
and their songs and poems are famous among other 
races. Many bards learn their language so they can add 
Elvish ballads to their repertoires. 

Subrace. Ancient divides among the elven people 
resulted in three main subraces: high elves, wood elves, 
and dark elves, who are commonly called drow. Choose 
one of these subraces. In some worlds, these subraces 
are divided still further (such as the sun elves and moon 
elves of the Forgotten Realms), so if you wish, you can 
choose a narrower subrace. 


HicH ELF 
As a high elf, you have a keen mind and a mastery of 
at least the basics of magic. In many of the worlds 

of D&D, there are two kinds of high elves. One type 
(which includes the gray elves and valley elves of 
Greyhawk, the Silvanesti of Dragonlance, and the 
sun elves of the Forgotten Realms) is haughty and 
reclusive, believing themselves to be superior to 
non-elves and even other elves. The other type 
(including the high elves of Greyhawk, the 
Qualinesti of Dragonlance, and the moon elves 
of the Forgotten Realms) are more common 
and more friendly, and often encountered 
among humans and other races. 

The sun elves of Faerün (also called gold 
elves or sunrise elves) have bronze skin and 
hair of copper, black, or golden blond. Their 
eyes are golden, silver, or black. Moon elves (also 
called silver elves or gray elves) are much paler, 
with alabaster skin sometimes tinged with blue. 
They often have hair of silver-white, black, or blue, 
but various shades of blond, brown, and red are 
not uncommon. Their eyes are blue or green and 
flecked with gold. 

Ability Score Increase. Your Intelligence score 
increases by 1. 

Elf Weapon Training. You have proficiency with 
the longsword, shortsword, shortbow, and longbow. 


2 


Cantrip. You know one cantrip of your choice from 
the wizard spell list. Intelligence is your spellcasting 
ability for it. Vier 

Extra Language. You can speak, read, and write one 
extra language of your choice. 


Woop ELF 

As a wood elf, you have keen senses and intuition, and 
your fleet feet carry you quickly and stealthily through 
your native forests. This category includes the wild 
elves (grugach) of Greyhawk and the Kagonesti of 
Dragonlance, as well as the races called wood elves in 
Greyhawk and the Forgotten Realms. In Faerün, wood 
elves (also called wild elves, green elves, or forest elves) 
are reclusive and distrusting of non-elves. 

Wood elves' skin tends to be copperish in hue, 
sometimes with traces of green. Their hair tends toward 
browns and blacks, but it is occasionally blond or 
copper-colored. Their eyes are green, brown, or hazel. 

Ability Score Increase. Your Wisdom score 
increases by 1. 

Elf Weapon Training. You have proficiency with the 
longsword, shortsword, shortbow, and longbow. 

Fleet of Foot. Your base walking speed 
increases to 35 feet. 

Mask of the Wild. You can attempt to hide even when 
you are only lightly obscured by foliage, heavy rain, 
falling snow, mist, and other natural phenomena. 


PART 1 | RACES 


DARK ELF (Drow) 

Descended from an earlier subrace of dark-skinned 
elves, the drow were banished from the surface world 
for following the goddess Lolth down the path to 

evil and corruption. Now they have built their own 
civilization in the depths of the Underdark, patterned 
after the Way of Lolth. Also called dark elves, the drow 
have black skin that resembles polished obsidian and 
stark white or pale yellow hair. They commonly have 
very pale eyes (so pale as to be mistaken for white) in 
shades of lilac, silver, pink, red, and blue. They tend to 
be smaller and thinner than most elves. 

Drow adventurers are rare, and the race does not exist 
in all worlds. Check with your Dungeon Master to see 
if you can play a drow character. 

Ability Score Increase. Your Charisma score 
increases by 1. 

Superior Darkvision. Your darkvision has a 
radius of 120 feet. 

Sunlight Sensitivity. You have disadvantage on attack 
rolls and on Wisdom (Perception) checks that rely on 
sight when you, the target of your attack, or whatever 
you are trying to perceive is in direct sunlight. 

Drow Magic. You know the dancing lights cantrip. 
When you reach 3rd level, you can cast the faerie fire 
spell once per day. When you reach 5th level, you can 
also cast the darkness spell once per day. Charisma is 
your spellcasting ability for these spells. 

Drow Weapon Training. You have proficiency with 
rapiers, shortswords, and hand crossbows. 


DU LORI E C LEEEUUEUXPIEG. occae cz cub esee cC 
THE DARKNESS OF THE Drow 


B Were it not for one renowned exception, the race of drow 


would be universally reviled. To most, they are a race of 
demon-worshiping marauders dwelling in the subterranean 
depths of the Underdark, emerging only on the blackest 
nights to pillage and slaughter the surface dwellers they 
despise. Their society is depraved and preoccupied with the 


f favor of Lolth, their spider-goddess, who sanctions murder 


and the extermination of entire families as noble houses 


M vie for position. 


Yet one drow, at least, broke the mold. In the world of the 
Forgotten Realms, Drizzt Do'Urden, ranger of the North, has 
proven his quality as a good-hearted defender of the weak 
and innocent. Rejecting his heritage and adrift in a world that 
looks upon him with terror and loathing, Drizzt is a model 
for those few drow who follow in his footsteps, trying to find 
a life apart from the evil society of their Underdark homes. 

Drow grow up believing that surface-dwelling races are 
inferior, worthless except as slaves. Drow who develop a 
conscience or find it necessary to cooperate with members of 
other races find it hard to overcome that prejudice, especially 
when they are so often on the receiving end of hatred. 


HALFLING 


REGIS THE HALFLING, THE ONLY ONE OF HIS KIND FOR 
hundreds of miles in any direction, locked his fingers be- 
hind his head and leaned back against the mossy blanket 
of the tree trunk. Regis was short, even by the standards 
of his diminutive race, with the fluff of his curly brown 
locks barely cresting the three-foot mark, but his belly was 
amply thickened by his love of a good meal, or several, as 
the opportunities presented themselves. The crooked stick 
that served as his fishing pole rose up above him, clenched 
between two of his toes, and hung out over the quiet lake, 
mirrored perfectly in the glassy surface of Maer Dualdon. 
—R.A. Salvatore, The Crystal Shard 


* The comforts of home are the goals of most halflings’ 


lives: a place to settle in peace and quiet, far from 
marauding monsters and clashing armies; a blazing fire 
and a generous meal; fine drink and fine conversation. 
Though some halflings live out their days in remote ' 
agricultural communities, others form nomadic bands 
that travel constantly, lured by the open road and the 
wide horizon to discover the wonders of new lands and 
peoples, But even these wanderers love peace, food, 
hearth, and home, though home might be a wagon 
jostling along an dirt road or a raft floating downriver. 


SMALL AND PRACTICAL 


The diminutive halflings survive in a world full of larger 
creatures by avoiding notice or, barring that, avoiding 
offense. Standing about 3 feet tall, they appear relatively 
harmless and so have managed to survive for centuries 
in the shadow of empires and on the edges of wars and 
political strife. They are inclined to be stout, weighing 
between 40 and 45 pounds. 

Halflings’ skin ranges from tan to pale with a ruddy 
cast, and their hair is usually brown or sandy brown 
and wavy. They have brown or hazel eyes. Halfling men 
often sport long sideburns, but beards are rare among 
them and mustaches even more so. They like to wear 
simple, comfortable, and practical clothes, favoring 
bright colors. 

Halfling practicality extends beyond their clothing. 
They're concerned with basic needs and simple 
pleasures and have little use for ostentation. Even the 
wealthiest of halflings keep their treasures locked in a 
cellar rather than on display for all to see. They have 
a knack for finding the most straightforward solution 
to a problem, and have little patience for dithering. 


KIND AND CURIOUS 


Halflings are an affable and cheerful people. They 
cherish the bonds of family and friendship as well 
as the comforts of hearth and home, harboring few 
dreams of gold or glory. Even adventurers among 
them usually venture into the world for reasons of 


community, friendship, wanderlust, or curiosity. They = 

love discovering new things, even simple things, such 

as an exotic food or an unfamiliar style of clothing. 
Halflings are easily moved to pity and hate to see any 

living thing suffer. They are generous, happily sharing 

what they have even in lean times. 


BLEND INTO THE CROWD 


Halflings are adept at fitting into a community of 
humans, dwarves, or elves, making themselves valuable 
and welcome. The combination of their inherent stealth 
and their unassuming nature helps halflings to avoid 
unwanted attention. 

Halflings work readily with others, and they are loyal 
to their friends, whether halfling or otherwise. They can 
display remarkable ferocity when their friends, families, 
or communities are threatened. 


PASTORAL PLEASANTRIES 


Most halflings live in small, peaceful communities with 
large farms and well-kept groves. They rarely build 
kingdoms of their own or even hold much land beyond 
their quiet shires. They typically don’t recognize any 
sort of halfling nobility or royalty, instead looking to 
family elders to guide them. Families preserve their 
traditional ways despite the rise and fall of empires. 

Many halflings live among other races, where the 
halflings’ hard work and loyal outlook offer them 
abundant rewards and creature comforts. Some halfling 
communities travel as a way of life, driving wagons or 
guiding boats from place to place and maintaining no 
permanent home. 


; once in a while?" 


* £ 


4 


a ^ - w 


AFFABLE AND POSITIVE 
Halflings try to get along with everyone else and are loath to 
make sweeping generalizations—especially negative ones. 
Dwarves. “Dwarves make loyal friends, and you can count 
on them to keep their word. But would it hurt them to smile 


Elves. "They're so beautiful! Their faces, their music, their 
grace and all. It's like they stepped out of a wonderful dream. 
But there's no telling what's going on behind their smiling 
faces—surely more than they ever let on." 

Humans. "Humans are a lot like us, really. At least some 
of them are. Step out of the castles and keeps, go talk to the 
farmers and herders and you'll find good, solid folk. Not that 
there's anything wrong with the barons and soldiers—you 
have to admire their conviction. And by protecting their own 
lands, they protect us as well." 
annm PUER 


EXPLORING OPPORTUNITIES 


Halflings usually set out on the adventurer's path to 
defend their communities, support their friends, or 
explore a wide and wonder-filled world. For them, 
adventuring is less a career than an opportunity or 
sometimes a necessity. 


HALFLING NAMES 


A halfling has a given name, a family name, and possibly 
a nickname. Family names are often nicknames that 
stuck so tenaciously they have been passed down 
through the generations. 


Male Names: Alton, Ander, Cade, Corrin, Eldon, Errich, 
Finnan, Garret, Lindal, Lyle, Merric, Milo, Osborn, 
Perrin, Reed, Roscoe, Wellby 

Female Names: Andry, Bree, Callie, Cora, Euphemia, 
Jillian, Kithri, Lavinia, Lidda, Merla, Nedda, Paela, 
Portia, Seraphina, Shaena, Trym, Vani, Verna 

Family Names: Brushgather, Goodbarrel, Greenbottle, 
High-hill, Hilltopple, Leagallow, Tealeaf, Thorngage, 
Tosscobble, Underbough 


HALFLING TRAITS 


Your halfling character has a number of traits in 
common with all other halflings. 

Ability Score Increase. Your Dexterity score 
increases by 2. 

Age. A halfling reaches adulthood at the age of 
20 and generally lives into the middle of his or her 
second century. 

Alignment. Most halflings are lawful good. As a rule, 
they are good-hearted and kind, hate to see others in 
pain, and have no tolerance for oppression. They are 
also very orderly and traditional, leaning heavily on 
the support of their community and the comfort of 
their old ways. 

Size. Halflings average about 3 feet tall and weigh 
about 40 pounds. Your size is Small. 

Speed. Your base walking speed is 25 feet. 

Lucky. When you roll a 1 on an attack roll, ability 
check, or saving throw, you can reroll the die and must 
use the new roll, 

Brave. You have advantage on saving throws against 
being frightened. 

Halfling Nimbleness. You can move through the 
space of any creature that is of a size larger than yours. 


Languages. You can speak, read, and write Common 
and Halfling. The Halfling language isn’t secret, but 
halflings are loath to share it with others. They write 
very little, so they don't have a rich body of literature. 
Their oral tradition, however, is very strong. Almost all 
halflings speak Common to converse with the people 
in whose lands they dwell or through which they 
are traveling. 

Subrace. The two main kinds of halfling, lightfoot and 
stout, are more like closely related families than true 
subraces. Choose one of these subraces. 


LIGHTFOOT 

As a lightfoot halfling, you can easily hide from notice, 
even using other people as cover. You're inclined to be 
affable and get along well with others. In the Forgotten 
Realms, lightfoot halflings have spread the farthest and 
thus are the most common variety. 

Lightfoots are more prone to wanderlust than other 
halflings, and often dwell alongside other races or take 
up a nomadic life. In the world of Greyhawk, these 
halflings are called hairfeet or tallfellows. 

Ability Score Increase. Your Charisma score 
increases by 1. 

Naturally Stealthy. You can attempt to hide even 
when you are obscured only by a creature that is at least 
one size larger than you. 


STOUT 
As a stout halfling, you’re hardier than average and have 
some resistance to poison. Some say that stouts have 
dwarven blood. In the Forgotten Realms, these halflings 
are called stronghearts, and they’re most common 
in the south. 

Ability Score Increase. Your Constitution score 
increases by 1. 

Stout Resilience. You have advantage on saving 
throws against poison, and you have resistance 
against poison damage. 


HUMAN 


THESE WERE THE STORIES OF A RESTLESS PEOPLE WHO 
long ago took to the seas and rivers in longboats, first to 
pillage and terrorize, then to settle. Yet there was an energy, 
a love of adventure, that sang from every page. Long into 
the night Liriel read, lighting candle after precious candle. 
She'd never given much thought to humans, but these 

stories fascinated her. In these yellowed pages were tales of 
bold heroes, strange and fierce animals, mighty primitive gods, 
and a magic that was part and fabric of that distant land. 


—Elaine Cunningham, Daughter of the Drow 


In the reckonings of most worlds, humans are the 
youngest of the common races, late to arrive on the 
world scene and short-lived in comparison to dwarves, 
elves, and dragons. Perhaps it is because of their shorter 
lives that they strive to achieve as much as they can in 
the years they are given. Or maybe they feel they have 
something to prove to the elder races, and that’s why 
they build their mighty empires on the foundation of 
conquest and trade. Whatever drives them, humans 
are the innovators, the achievers, and the pioneers 

of the worlds. 


A BROAD SPECTRUM 


With their penchant for migration and conquest, 
humans are more physically diverse than other common 
races. There is no typical human. An individual can 
stand from 5 feet to a little over 6 feet tall and weigh 
from 125 to 250 pounds. Human skin shades range 
from nearly black to very pale, and hair colors from 
black to blond (curly, kinky, or straight); males might 
sport facial hair that is sparse or thick. A lot of humans 
have a dash of nonhuman blood, revealing hints of elf, 
orc, or other lineages. Humans reach adulthood in their 
late teens and rarely live even a single century. 


VARIETY IN ALL THINGS 


Humans are the most adaptable and ambitious people 
among the common races. They have widely varying 
tastes, morals, and customs in the many different lands 
where they have settled. When they settle, though, 

they stay: they build cities to last for the ages, and 

great kingdoms that can persist for long centuries. An 
individual human might have a relatively short life span, 
but a human nation or culture preserves traditions 

with origins far beyond the reach of any single human's 
memory. They live fully in the present—making them 
well suited to the adventuring life—but also plan for the 
future, striving to leave a lasting legacy. Individually and 
as a group, humans are adaptable opportunists, and 
they stay alert to changing political and social dynamics. 


no 


= = 


EVERYONE’S SECOND-BEST FRIENDS 

Just as readily as they mix with each other, humans mingle 
with members of other races. They get along with almost 
everyone, though they might not be close to many. Humans 
serve as ambassadors, diplomats, magistrates, merchants, 
and functionaries of all kinds. 

Dwarves. "They're stout folk, stalwart friends, and true to 
their word. Their greed for gold is their downfall, though.” 

Elves. "It's best not to wander into elven woods. They don't 
like intruders, and you'll as likely be bewitched as peppered 
with arrows. Still, if an elf can get past that damned racial 
pride and actually treat you like an equal, you can learn a lot 
from them.” 

Halflings. "It's hard to beat a meal in a halfling home, as 
long as you don't crack your head on the ceiling—good food 
and good stories in front of a nice, warm fire. If halflings had 
a shred of ambition, they might really amount to something.” 


LASTING INSTITUTIONS 


Where a single elf or dwarf might take on the 
responsibility of guarding a special location or a 
powerful secret, humans found sacred orders and 
institutions for such purposes. While dwarf clans and 
halfling elders pass on the ancient traditions to each 
new generation, human temples, governments, libraries, 
and codes of law fix their traditions in the bedrock of 
history. Humans dream of immortality, but (except for 
those few who seek undeath or divine ascension to 
escape death’s clutches) they achieve it by ensuring that 
they will be remembered when they are gone. 

Although some humans can be xenophobic, in 
general their societies are inclusive. Human lands 
welcome large numbers of nonhumans compared to the 
proportion of humans who live in nonhuman lands. 


EXEMPLARS OF AMBITION 


Humans who seek adventure are the most daring and 
ambitious members of a daring and ambitious race. 
They seek to earn glory in the eyes of their fellows 

by amassing power, wealth, and fame. More than 
other people, humans champion causes rather than 
territories or groups. 


HUMAN NAMES AND ETHNICITIES 


Having so much more variety than other cultures, 
humans as a whole have no typical names. Some human 


PART 1 | RACES 


parents give their children names from other languages, 
such as Dwarvish or Elvish (pronounced more or less 
correctly), but most parents give names that are linked 
to their region’s culture or to the naming traditions of 
their ancestors. 

The material culture and physical characteristics 
of humans can change wildly from region to region. 

In the Forgotten Realms, for example, the clothing, 
architecture, cuisine, music, and literature are different 
in the northwestern lands of the Silver Marches than 
in distant Turmish or Impiltur to the east—and even 
more distinctive in far-off Kara-Tur. Human physical 
characteristics, though, vary according to the ancient 
migrations of the earliest humans, so that the humans 
of the Silver Marches have every possible variation of 
coloration and features. 

In the Forgotten Realms, nine human ethnic groups 
are widely recognized, though over a dozen others are 
found in more localized areas of Faerün. These groups, 
and the typical names of their members, can be used as 
inspiration no matter which world your human is in. 


CALISHITE 

Shorter and slighter in build than most other humans, 
Calishites have dusky brown skin, hair, and eyes. 
They're found primarily in southwest Faerün. 


Calishite Names: (Male) Aseir, Bardeid, Haseid, 
Khemed, Mehmen, Sudeiman, Zasheir; (female) 
Atala, Ceidil, Hama, Jasmal, Meilil, Seipora, Yasheira, 
Zasheida; (surnames) Basha, Dumein, Jassan, Khalid, 
Mostana, Pashar, Rein 


CHONDATHAN 

Chondathans are slender, tawny-skinned folk with 
brown hair that ranges from almost blond to almost 
black. Most are tall and have green or brown eyes, 
but these traits are hardly universal. Humans of 
Chondathan descent dominate the central lands of 
Faerün, around the Inner Sea. 


Chondathan Names: (Male) Darvin, Dorn, Evendur, 
Gorstag, Grim, Helm, Malark, Morn, Randal, 
Stedd; (female) Arveene, Esvele, Jhessail, Kerri, 
Lureene, Miri, Rowan, Shandri, Tessele; (surnames) 
Amblecrown, Buckman, Dundragon, Evenwood, 
Greycastle, Tallstag 


DAMARAN 

Found primarily in the northwest of Faerün, Damarans 
are of moderate height and build, with skin hues 
ranging from tawny to fair. Their hair is usually brown 
or black, and their eye color varies widely, though brown 
is most common. 


Damaran Names: (Male) Bor, Fodel, Glar, Grigor, 
Igan, Ivor, Kosef, Mival, Orel, Pavel, Sergor; (female) 
Alethra, Kara, Katernin, Mara, Natali, Olma, Tana, 
Zora; (surnames) Bersk, Chernin, Dotsk, Kulenov, 
Marsk, Nemetsk, Shemov, Starag 


ILLUSKAN 

Illuskans are tall, fair-skinned folk with blue or steely 
gray eyes. Most have raven-black hair, but those who 
inhabit the extreme northwest have blond, red, or 
light brown hair. 


Illuskan Names: (Male) Ander, Blath, Bran, Frath, 
Geth, Lander, Luth, Malcer, Stor, Taman, Urth; 
(female) Amafrey, Betha, Cefrey, Kethra, Mara, Olga, 
Silifrey, Westra; (surnames) Brightwood, Helder, 
Hornraven, Lackman, Stormwind, Windrivver 


MULAN 

Dominant in the eastern and southeastern shores of 
the Inner Sea, the Mulan are generally tall, slim, and 
amber-skinned, with eyes of hazel or brown. Their hair 
ranges from black to dark brown, but in the lands where 
the Mulan are most prominent, nobles and many other 
Mulan shave off all their hair. 


Mulan Names: (Male) Aoth, Bareris, Ehput-Ki, 
Kethoth, Mumed, Ramas, So-Kehur, Thazar-De, 
Urhur; (female) Arizima, Chathi, Nephis, Nulara, 
Murithi, Sefris, Thola, Umara, Zolis; (surnames) 
Ankhalab, Anskuld, Fezim, Hahpet, Nathandem, 
Sepret, Uuthrakt 


RASHEMI 

Most often found east of the Inner Sea and often 
intermingled with the Mulan, Rashemis tend to be short, 
stout, and muscular. They usually have dusky skin, dark 
eyes, and thick black hair. 


Rashemi Names: (Male) Borivik, Faurgar, Jandar, 
Kanithar, Madislak, Ralmevik, Shaumar, Vladislak; 
(female) Fyevarra, Hulmarra, Immith, Imzel, 
Navarra, Shevarra, Tammith, Yuldra; (surnames) 
Chergoba, Dyernina, Iltazyara, Murnyethara, 
Stayanoga, Ulmokina 


Fh et 


SHOU 

The Shou are the most numerous and powerful ethnic 
group in Kara-Tur, far to the east of Faerün. They are 
yellowish-bronze in hue, with black hair and dark 
eyes. Shou surnames are usually presented before 

the given name. 


Shou Names: (Male) An, Chen, Chi, Fai, Jiang, Jun, 
Lian, Long, Meng, On, Shan, Shui, Wen; (female) 
Bai, Chao, Jia, Lei, Mei, Qiao, Shui, Tai; (surnames) 
Chien, Huang, Kao, Kung, Lao, Ling, Mei, Pin, Shin, 
Sum, Tan, Wan 


TETHYRIAN 

Widespread along the entire Sword Coast at the 
western edge of Faerün, Tethyrians are of medium build 
and height, with dusky skin that tends to grow fairer 

the farther north they dwell. Their hair and eye color 
varies widely, but brown hair and blue eyes are the most 
common. Tethyrians primarily use Chondathan names. 


TURAMI 

Native to the southern shore of the Inner Sea, the 
Turami people are generally tall and muscular, with 
dark mahogany skin, curly black hair, and dark eyes. 


Turami Names: (Male) Anton, Diero, Marcon, Pieron, 
Rimardo, Romero, Salazar, Umbero; (female) Balama, 
Dona, Faila, Jalana, Luisa, Marta, Quara, Selise, 
Vonda; (surnames) Agosto, Astorio, Calabra, Domine, 
Falone, Marivaldi, Pisacar, Ramondo 


HUMAN TRAITS 


It’s hard to make generalizations about humans, but 
your human character has these traits. 

Ability Score Increase. Your ability scores each 
increase by 1. 

Age. Humans reach adulthood in their late teens and 
live less than a century. 

Alignment. Humans tend toward no 
particular alignment. The best and the worst are 
found among them. 

Size. Humans vary widely in height and build, from 
barely 5 feet to well over 6 feet tall. Regardless of your 
position in that range, your size is Medium. 

Speed. Your base walking speed is 30 feet, 

Languages. You can speak, read, and write Common 
and one extra language of your choice. Humans typically 
learn the languages of other peoples they deal with, 
including obscure dialects. They are fond of sprinkling 
their speech with words borrowed from other tongues: 
Orc curses, Elvish musical expressions, Dwarvish 
military phrases, and so on. 


D ere dc ec Ee eee 
VARIANT HUMAN TRAITS 


_ If your campaign uses the optional feat rules from chapter 5, 
_ your Dungeon Master might allow these variant traits, all of 
_ which replace the human's Ability Score Increase trait. 
Ability Score Increase. Two different ability scores of your 

| choice increase by 1. 

Skills. You gain proficiency in one skill of your choice. 

Feat. You gain one feat of your choice. 


PART 1 | RAGES 


31 


DRAGONBORN 


HER FATHER STOOD ON THE FIRST OF THE THREE STAIRS 


that led down from the portal, unmoving. The scales of his 
face had grown paler around the edges, but Clanless Mehen 
still looked as if he could wrestle down a dire bear him- 

self. His familiar well-worn armor was gone, replaced by 
violet-tinted scale armor with bright silvery tracings. There 
was a blazon on his arm as well, the mark of some foreign 
house. The sword at his back was the same, though, the one 
he had carried since even before he had found the twins left 
in swaddling at the gates of Arush Vayem. 


For all her life, Farideh had known that reading her : 
father's face was a skill she'd been fortunate to learn. A 
human who couldn't spot the shift of her eyes or Havilar's 
would certainly see only the indifference of a dragon in 
Clanless Mehen's face. But the shift of scales, the arch of a 
ridge, the set of his eyes, the gape of his teeth—her father's 
face spoke volumes. 

But every scale of it, this time, seemed completely still 
the indifference of a dragon, even to Farideh. 


—Erin M. Evans, The Adversary 


Born of dragons, as their name proclaims, the 
dragonborn walk proudly through a world that greets 
them with fearful incomprehension. Shaped by draconic 
gods or the dragons themselves, dragonborn originally 
hatched from dragon eggs as a unique race, combining 
the best attributes of dragons and humanoids. Some 
dragonborn are faithful servants to true dragons, others 
form the ranks of soldiers in great wars, and still others 
find themselves adrift, with no clear calling in life. 


PROUD DRAGON KIN 


Dragonborn look very much like dragons standing erect 
in humanoid form, though they lack wings or a tail. The 
first dragonborn had scales of vibrant hues matching 
the colors of their dragon kin, but generations of 
interbreeding have created a more uniform appearance. 
Their small, fine scales are usually brass or bronze 
in color, sometimes ranging to scarlet, rust, gold, or 
copper-green. They are tall and strongly built, often 
standing close to 6! feet tall and weighing 300 pounds 
or more. Their hands and feet are strong, talonlike 
claws with three fingers and a thumb on each hand. 
The blood of a particular type of dragon runs 
very strong through some dragonborn clans. These 
dragonborn often boast scales that more closely match 
those of their dragon ancestor— bright red, green, blue, 
or white, lustrous black, or gleaming metallic gold, 
silver, brass, copper, or bronze. 


SELF-SUFFICIENT CLANS 


To any dragonborn, the clan is more important than 

life itself. Dragonborn owe their devotion and respect 
to their clan above all else, even the gods. Each 
dragonborn’s conduct reflects on the honor of his or her 
clan, and bringing dishonor to the clan can result in 
expulsion and exile. Each dragonborn knows his or her 
station and duties within the clan, and honor demands 
maintaining the bounds of that position. 

A continual drive for self-improvement reflects the 
self-sufficiency of the race as a whole. Dragonborn value 
skill and excellence in all endeavors. They hate to fail, 
and they push themselves to extreme efforts before they 
give up on something. A dragonborn holds mastery of 
a particular skill as a lifetime goal. Members of other 
races who share the same commitment find it easy to 
earn the respect of a dragonborn. 

Though all dragonborn strive to be self-sufficient, 
they recognize that help is sometimes needed in difficult 
situations. But the best source for such help is the 
clan, and when a clan needs help, it turns to another 
dragonborn clan before seeking aid from other races- 
or even from the gods. 


DRAGONBORN NAMES 


Dragonborn have personal names given at birth, 
but they put their clan names first as a mark of 
honor. A childhood name or nickname is often used 
among clutchmates as a descriptive term or a term 
of endearment. The name might recall an event or 
center on a habit. 


Male Names: Arjhan, Balasar, Bharash, Donaar, Ghesh, 


Heskan, Kriv, Medrash, Mehen, Nadarr, Pandjed, 
Patrin, Rhogar, Shamash, Shedinn, Tarhun, Torinn 

Female Names: Akra, Biri, Daar, Farideh, Harann, 
Havilar, Jheri, Kava, Korinn, Mishann, Nala, Perra, 
Raiann, Sora, Surina, Thava, Uadjit 


UNCOMMON RACES 

The dragonborn and the rest of the races in this chapter are 
uncommon. They don't exist in every world of D&D, and 
even where they are found, they are less widespread than 


* dwarves, elves, halflings, and humans. 


In the cosmopolitan cities of the D&D multiverse, most 
people hardly look twice at members of even the most 
exotic races. But the small towns and villages that dot 
the countryside are different. The common folk aren’t 
accustomed to seeing members of these races, and they 
react accordingly. 

Dragonborn. It's easy to assume that a dragonborn is a 
monster, especially if his or her scales betray a chromatic 
heritage. Unless the dragonborn starts breathing fire and 
causing destruction, though, people are likely to respond 
with caution rather than outright fear. 

Gnome. Gnomes don't look like a threat and can quickly 
disarm suspicion with good humor. The common folk are 
often curious about gnomes, likely never having seen one 
before, but they are rarely hostile or fearful. 

Half-Elf. Although many people have never seen a half-elf, 
virtually everyone knows they exist. A half-elf stranger's 
arrival is followed by gossip behind the half-elf's back and 
stolen glances across the common room, rather than any 
confrontation or open curiosity. 

Half-Orc. It's usually safe to assume that a half-orc is 
belligerent and quick to anger, so people watch themselves 
around an unfamiliar half-orc. Shopkeepers might 
surreptitiously hide valuable or fragile goods when a half-orc 
comes in, and people slowly clear out of a tavern, assuming a 
fight will break out soon. 

Tiefling. Half-orcs are greeted with a practical caution, but 
tieflings are the subject of supernatural fear. The evil of their 
heritage is plainly visible in their features, and as far as most 
people are concerned, a tiefling could very well be a devil 
straight from the Nine Hells. People might make warding 
signs as a tiefling approaches, cross the street to avoid 
passing near, or bar shop doors before a tiefling can enter. 


Childhood Names: Climber, Earbender, Leaper, Pious, 
Shieldbiter, Zealous 

Clan Names: Clethtinthiallor, Daardendrian, Delrnirev, 
Drachedandion, Fenkenkabradon, Kepeshkmolik, 
Kerrhylon, Kimbatuul, Linxakasendalor, Myastan, 
Nemmonis, Norixius, Ophinshtalajiir, Prexijandilin, 
Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit 


DRAGONBORN TRAITS 


Your draconic heritage manifests in a variety of traits 
you share with other dragonborn. 

Ability Score Increase. Your Strength score 
increases by 2, and your Charisma score increases by 1. 

Age. Young dragonborn grow quickly. They walk 
hours after hatching, attain the size and development 
of a 10-year-old human child by the age of 3, and reach 
adulthood by 15. They live to be around 80. 

Alignment. Dragonborn tend to extremes, making a 
conscious choice for one side or the other in the cosmic 
war between good and evil (represented by Bahamut 
and Tiamat, respectively). Most dragonborn are good, 
but those who side with Tiamat can be terrible villains. 

Size. Dragonborn are taller and heavier than humans, 
standing well over 6 feet tall and averaging almost 250 
pounds. Your size is Medium. 

Speed. Your base walking speed is 30 feet. 


DRACONIC ANCESTRY 


Dragon Damage Type Breath Weapon 

Black Acid 5 by 30 ft. line (Dex. save) 
Blue Lightning 5 by 30 ft. line (Dex. save) 
Brass Fire 5 by 30 ft. line (Dex. save) 
Bronze Lightning 5 by 30 ft. line (Dex. save) 
Copper Acid 5 by 30 ft. line (Dex. save) 
Gold Fire 15 ft. cone (Dex. save) 
Green Poison 15 ft. cone (Con. save) 
Red Fire 15 ft. cone (Dex. save) 
Silver Cold 15 ft. cone (Con. save) 
White Cold 15 ft. cone (Con. save) 


RACES 


D? 


MUI roro abe ec ums Paus lou. uc E osi 
DRACONIANS 
In the Dragonlance setting, the followers of the evil goddess 
Takhisis learned a dark ritual that let them corrupt the 
eggs of metallic dragons, producing evil dragonborn called 
draconians. Five types of draconians, corresponding to the 
five types of metallic dragons, fought for Takhisis in the War 
of the Lance: auraks (gold), baaz (brass), bozak (bronze), 
kapak (copper), and sivak (silver). In place of their draconic 
breath weapons, they have unique magical abilities. 
wpete——————Ee ———————— —" 


Draconic Ancestry. You have draconic ancestry. 
Choose one type of dragon from the Draconic Ancestry 
table. Your breath weapon and damage resistance are 
determined by the dragon type, as shown in the table. 

Breath Weapon. You can use your action to exhale 
destructive energy. Your draconic ancestry determines 
the size, shape, and damage type of the exhalation. 

When you use your breath weapon, each creature in 
the area of the exhalation must make a saving throw, 
the type of which is determined by your draconic 
ancestry. The DC for this saving throw equals 8 + 
your Constitution modifier + your proficiency bonus. A 
creature takes 2d6 damage on a failed save, and half 
as much damage on a successful one. The damage 
increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 
at 16th level. 

After you use your breath weapon, you can't use it 
again until you complete a short or long rest. 

Damage Resistance. You have resistance to the 
damage type associated with your draconic ancestry. 

Languages. You can speak, read, and write Common 
and Draconic. Draconic is thought to be one of the 
oldest languages and is often used in the study of magic. 
The language sounds harsh to most other creatures and 
includes numerous hard consonants and sibilants. 


GNOME 


SKINNY AND FLAXEN-HAIRED, HIS SKIN 
walnut brown and his eyes a startling 
turquoise, Burgell stood half as tall as Aeron and had to 
climb up on a stool to look out the peephole. Like most hab- 
itations in Oeble, that particular tenement had been built 
for humans, and smaller residents coped with the resulting 
awkwardness as best they could. 

But at least the relative largeness of the apartment gave 
Burgell room to pack in all his gnome-sized gear. The front 
room was his workshop, and it contained a bewildering 
miscellany of tools: hammers, chisels, saws, lockpicks, 
tinted lenses, jeweler's loupes, and jars of powdered and 
shredded ingredients for casting spells. A fat gray cat, the 
mage' familiar, lay curled atop a grimoire. It opened its 
eyes, gave Aeron a disdainful yellow stare, then appeared 
to go back to sleep. 

—Richard Lee Byers, The Black Bouquet 


A constant hum of busy activity pervades the warrens 
and neighborhoods where gnomes form their close- 
knit communities. Louder sounds punctuate the hum: 
a crunch of grinding gears here, a minor explosion 
there, a yelp of surprise or triumph, and especially 
bursts of laughter. Gnomes take delight in life, enjoying 
every moment of invention, exploration, investigation, 
creation, and play. 


VIBRANT EXPRESSION 


A gnome's energy and enthusiasm for living shines 
through every inch of his or her tiny body. Gnomes 
average slightly over 3 feet tall and weigh 40 to 45 
pounds. Their tan or brown faces are usually adorned 
with broad smiles (beneath their prodigious noses), 
and their bright eyes shine with excitement. Their 


fair hair has a tendency to stick out in every direction, 
as if expressing the gnome's insatiable interest in 
everything around. 

A gnome's personality is writ large in his or her 
appearance. A male gnome's beard, in contrast to 
his wild hair, is kept carefully trimmed but often 
styled into curious forks or neat points. A gnome's 
clothing, though usually made in modest earth tones, 
is elaborately decorated with embroidery, embossing, 
or gleaming jewels. 


DELIGHTED DEDICATION 


As far as gnomes are concerned, being alive is a 
wonderful thing, and they squeeze every ounce of 
enjoyment out of their three to five centuries of life. 
Humans might wonder about getting bored over the 
course of such a long life, and elves take plenty of time 
to savor the beauties of the world in their long years, but 
gnomes seem to worry that even with all that time, they 
can't get in enough of the things they want to do and see. 
Gnomes speak as if they can't get the thoughts 
out of their heads fast enough. Even as they offer 
ideas and opinions on a range of subjects, they still 
manage to listen carefully to others, adding the 
appropriate exclamations of surprise and appreciation 
along the way. 


Though gnomes love jokes of all kinds, particularly 
puns and pranks, they're just as dedicated to the more 
serious tasks they undertake. Many gnomes are skilled 
engineers, alchemists, tinkers, and inventors. They're 
willing to make mistakes and laugh at themselves in 
the process of perfecting what they do, taking bold 
(sometimes foolhardy) risks and dreaming large. 


BRIGHT BURROWS 


Gnomes make their homes in hilly, wooded lands. They 
live underground but get more fresh air than dwarves 
do, enjoying the natural, living world on the surface 
whenever they can. Their homes are well hidden by 
both clever construction and simple illusions. Welcome 
visitors are quickly ushered into the bright, warm 
burrows. Those who are not welcome are unlikely to 
find the burrows in the first place. 

Gnomes who settle in human lands are commonly 
gemcutters, engineers, sages, or tinkers. Some human 
families retain gnome tutors, ensuring that their pupils 
enjoy a mix of serious learning and delighted enjoyment. 
A gnome might tutor several generations of a single 
human family over the course of his or her long life. 


GNOME NAMES 


Gnomes love names, and most have half a dozen or so. 
A gnome's mother, father, clan elder, aunts, and uncles 
each give the gnome a name, and various nicknames 
from just about everyone else might or might not stick 
over time. Gnome names are typically variants on the 
names of ancestors or distant relatives, though some 
are purely new inventions. When dealing with humans 
and others who are “stuffy” about names, a gnome 
learns to use no more than three names: a personal 
name, a clan name, and a nickname, choosing the one in 
each category that’s the most fun to say. 


DEEP GNOMES 


A third subrace of gnomes, the deep gnomes (or svirfneblin), 
live in small communities scattered in the Underdark. Unlike 
the duergar and the drow, svirfneblin are as good as their 
surface cousins. However, their humor and enthusiasm 
are dampened by their oppressive environment, and their 
inventive expertise is directed mostly toward stonework. 


Male Names: Alston, Alvyn, Boddynock, Brocc, Burgell, 
Dimble, Eldon, Erky, Fonkin, Frug, Gerbo, Gimble, 
Glim, Jebeddo, Kellen, Namfoodle, Orryn, Roondar, 
Seebo, Sindri, Warryn, Wrenn, Zook 

Female Names: Bimpnottin, Breena, Caramip, Carlin, 
Donella, Duvamil, Ella, Ellyjobell, Ellywick, Lilli, 
Loopmottin, Lorilla, Mardnab, Nissa, Nyx, Oda, Orla, 
Roywyn, Shamil, Tana, Waywocket, Zanna 

Clan Names: Beren, Daergel, Folkor, Garrick, Nackle, 
Murnig, Ningel, Raulnor, Scheppen, Timbers, Turen 

Nicknames: Aleslosh, Ashhearth, Badger, Cloak, 
Doublelock, Filchbatter, Fnipper, Ku, Nim, Oneshoe, 
Pock, Sparklegem, Stumbleduck 


SEEING THE WORLD 


Curious and impulsive, gnomes might take up 
adventuring as a way to see the world or for the love 
of exploring. As lovers of gems and other fine items, 
some gnomes take to adventuring as a quick, if 
dangerous, path to wealth. Regardless of what spurs 
them to adventure, gnomes who adopt this way of life 
eke as much enjoyment out of it as they do out of any 
other activity they undertake, sometimes to the great 
annoyance of their adventuring companions. 


GNOME TRAITS 


Your gnome character has certain characteristics in 
common with all other gnomes. 

Ability Score Increase. Your Intelligence score 
increases by 2. 

Age. Gnomes mature at the same rate humans do, and 
most are expected to settle down into an adult life by 
around age 40. They can live 350 to almost 500 years. 

Alignment. Gnomes are most often good. Those who 
tend toward law are sages, engineers, researchers, 
scholars, investigators, or inventors. Those who tend 
toward chaos are minstrels, tricksters, wanderers, 
or fanciful jewelers. Gnomes are good-hearted, and 


LU MAURIS. oot tame cmo mi nsn t 
ALWAYS APPRECIATIVE 
It's rare for a gnome to be hostile or malicious unless he 
or she has suffered a grievous injury. Gnomes know that 
most races don't share their sense of humor, but they enjoy 
anyone's company just as they enjoy everything else they set 
out to do. 
Uu TRR—————"QP gen 
even the tricksters among them are more playful 
than vicious. 

Size. Gnomes are between 3 and 4 feet tall and 
average about 40 pounds. Your size is Small. 

Speed. Your base walking speed is 25 feet. 

Darkvision. Accustomed to life underground, you have 
superior vision in dark and dim conditions. You can 
see in dim light within 60 feet of you as if it were bright 
light, and in darkness as if it were dim light. You can't 
discern color in darkness, only shades of gray. 

Gnome Cunning. You have advantage on all 
Intelligence, Wisdom, and Charisma saving throws 
against magic. 

Languages. You can speak, read, and write Common 
and Gnomish. The Gnomish language, which uses the 
Dwarvish script, is renowned for its technical treatises 
and its catalogs of knowledge about the natural world. 

Subrace. Two subraces of gnomes are found among 
the worlds of D&D: forest gnomes and rock gnomes. 
Choose one of these subraces. 


FOREST GNOME 
As a forest gnome, you have a natural knack for illusion 
and inherent quickness and stealth. In the worlds of 
D&D, forest gnomes are rare and secretive. They gather 
in hidden communities in sylvan forests, using illusions 
and trickery to conceal themselves from threats or 
to mask their escape should they be detected. Forest 
gnomes tend to be friendly with other good-spirited 
woodland folk, and they regard elves and good fey as 
their most important allies. These gnomes also befriend 
small forest animals and rcly on them for information 
about threats that might prowl their lands. 

Ability Score Increase. Your Dexterity score 
increases by 1. 

Natural Illusionist. You know the minor illusion 
cantrip. Intelligence is your spellcasting ability for it. 

Speak with Small Beasts. Through sounds and 
gestures, you can communicate simple ideas with Small 
or smaller beasts. Forest gnomes love animals and often 
keep squirrels, badgers, rabbits, moles, woodpeckers, 
and other creatures as beloved pets. 


ROCK GNOME 
As a rock gnome, you have a natural inventiveness and 
hardiness beyond that of other gnomes. Most gnomes 
in the worlds of D&D are rock gnomes, including the 
tinker gnomes of the Dragonlance setting. 


Ability Score Increase. Your Constitution score 
increases by 1. 

Artificer's Lore. Whenever you make an Intelligence 
(History) check related to magic items, alchemical 
objects, or technological devices, you can add twice your 
proficiency bonus, instead of any proficiency bonus you 
normally apply. 

Tinker. You have proficiency with artisan's tools 
(tinker's tools). Using those tools, you can spend 1 
hour and 10 gp worth of materials to construct a Tiny 
clockwork device (AC 5, 1 hp). The device ceases 
to function after 24 hours (unless you spend 1 hour 
repairing it to keep the device functioning), or when 
you use your action to dismantle it; at that time, you can 
reclaim the materials used to create it. You can have up 
to three such devices active at a time. 

When you create a device, choose one of the 
following options: 


Clockwork Toy. This toy is a clockwork animal, monster, 
or person, such as a frog, mouse, bird, dragon, or 
soldier. When placed on the ground, the toy moves 
5 feet across the ground on each of your turns in a 
random direction. It makes noises as appropriate 
to the creature it represents. 

Fire Starter. The device produces a miniature 
flame, which you can use to light a candle, 
torch, or campfire. Using the device 
requires your action. 

Music Box. When opened, this music box 
plays a single song at a moderate volume. 
The box stops playing when it 
reaches the song's end or 
when it is closed. 


of 1 ise 


HALF-ELF 


FLINT SQUINTED INTO THE SETTING SUN. HE THOUGHT 


he saw the figure of a man striding up the path. Standing, 
Flint drew back into the shadow of a tall pine to see better. 
The man’s walk was marked by an easy grace—an elvish 
grace, Flint would have said; yet the man’s body had the 
thickness and tight muscles of a human, while the facial 
hair was definitely humankind's. All the dwarf could see 
of the man's face beneath a green hood was tan skin and a 
brownish-red beard. A longbow was slung over one shoulder 
and a sword hung at his left side. He was dressed in soft 
leather, carefully tooled in the intricate designs the elves 
loved. But no elf in the world of Krynn could grow a beard 
...no elf, but... 


PART 1 | RACES 


"Tanis?" said Flint hesitantly as the man neared. 
"The same." The newcomer’s bearded face split in a wide 
grin. He held open his arms and, before the dwarf could 
stop him, engulfed Flint in a hug that lifted him off the 
ground. The dwarf clasped his old friend close for a brief 
instant, then, remembering his dignity, squirmed and freed 
himself from the half-elf's embrace. 
—Margaret Weis and Tracy Hickman, 
Dragons of Autumn Twilight 


Walking in two worlds but truly belonging to neither, 
half-elves combine what some say are the best qualities 
of their elf and human parents: human curiosity, 
inventiveness, and ambition tempered by the refined 
senses, love of nature, and artistic tastes of the elves. 
Some half-elves live among humans, set apart by their 
emotional and physical differences, watching friends 
and loved ones age while time barely touches them. 
Others live with the elves, growing restless as they 
reach adulthood in the timeless elven realms, while 
their peers continue to live as children. Many half-elves, 
unable to fit into either society, choose lives of solitary 
wandering or join with other misfits and outcasts in 

the adventuring life. 


Or Two WORLDS 


To humans, half-elves look like elves, and to elves, they 
look human. In height, they're on par with both parents, 
though they're neither as slender as elves nor as broad 
as humans. They range from under 5 feet to about 6 feet 
tall, and from 100 to 180 pounds, with men only slightly 
taller and heavier than women. Half-elf men do have 
facial hair, and sometimes grow beards to mask their 
elven ancestry. Half-elven coloration and features lie 
somewhere between their human and elf parents, and 
thus show a variety even more pronounced than that 
found among either race. They tend to have the eyes 

of their elven parents. 


= 


“DIPLOMATS OR WANDERERS 


Half-elves have no lands of their own, though they are 
welcome in human cities and somewhat less welcome 
in elven forests. In large cities in regions where elves 
and humans interact often, half-elves are sometimes 
numerous enough to form small communities of their 
own. They enjoy the company of other half-elves, the 
only people who truly understand what it is to live 
between these two worlds. 

In most parts of the world, though, half-elves are 
uncommon enough that one might live for years 
without meeting another. Some half-elves prefer to 
avoid company altogether, wandering the wilds as 
trappers, foresters, hunters, or adventurers and visiting 
civilization only rarely. Like elves, they are driven by 
the wanderlust that comes of their longevity. Others, 
in contrast, throw themselves into the thick of society, 
putting their charisma and social skills to great use 
in diplomatic roles or as swindlers. 


HALF-ELF NAMES 


Half-elves use either human or elven naming 
conventions. As if to emphasize that they don't really fit 
in to either society, half-elves raised among humans are 
often given elven names, and those raised among elves 
often take human names. 


HALF-ELF TRAITS 


Your half-elf character has some qualities in common 
with elves and some that are unique to half-elves. 

Ability Score Increase, Your Charisma score 
increases by 2, and two other ability scores of your 
choice increase by 1. 

Age. Half-elves mature at the same rate humans 
do and reach adulthood around the age of 20, They 
live much longer than humans, however, often 
exceeding 180 years. 

Alignment. Half-elves share the chaotic bent of their 
elven heritage. They value both personal freedom and 


| Many half-elves learn at an early age to get along with 


— 


SSADORS 


everyone, defusing hostility and finding common ground. 
As a race, they have elven grace without elven aloofness and 
human energy without human boorishness. They often make 
excellent ambassadors and go-betweens (except between 


| elves and humans, since each side suspects the half-elf 
! of favoring the other). 


creative expression, demonstrating neither love 
of leaders nor desire for followers. They chafe at 
rules, resent others' demands, and sometimes prove 
unreliable, or at least unpredictable. 
Size. Half-elves are about the same size as humans, 
ranging from 5 to 6 feet tall. Your size is Medium. 
Speed. Your base walking speed is 30 feet. 
Darkvision. Thanks to your elf blood, you have 
superior vision in dark and dim conditions. You can 
see in dim light within 60 feet of you as if it were bright 
light, and in darkness as if it were dim light. You can't 
discern color in darkness, only shades of gray. 
Fey Ancestry. You have advantage on saving throws 
against being charmed, and magic can't put you to sleep. 
Skill Versatility. You gain proficiency in two skills 
of your choice. 
Languages. You can speak, read, and write Common 
Elvish, and one extra language of your choice. PP => 


of 


E HaALr-Onc 


Li 


THE WARCHIEF MHURREN ROUSED HIMSELF FROM HIS 
sleeping-furs and his women and pulled a short hauberk 
of heavy steel rings over his thick, well-muscled torso. He 
usually rose before most of his warriors, since he had a 
strong streak of human blood in him, and he found the 
daylight less bothersome than most of his tribe did. Among 


the Bloody Skulls, a warrior was judged by his strength, his 


fierceness, and his wits. Human ancestry was no blemish 


against a warrior—provided he was every bit as strong, 
enduring, and bloodthirsty as his full-blooded kin. Half- 
orcs who were weaker than their orc comrades didn't last 
long among the Bloody Skulls or any other orc tribe for 
that matter. But it was often true that a bit of human blood 
gave a warrior just the right mix of cunning, ambition, and 
self-discipline to go far indeed, as Mhurren had. He was 
master of a tribe that could muster two thousand spears, 
and the strongest chief in Thar. 


—Richard Baker, Swordmage 


= i 


ap" 


*»—. 


Whether united under the leadership of a mighty 
warlock or having fought to a standstill after years 

of conflict, orc and human tribes sometimes form 
alliances, joining forces into a larger horde to the terror 
of civilized lands nearby. When these alliances are 
sealed by marriages, half-orcs are born. Some half-orcs 
rise to become proud chiefs of orc tribes, their human 
blood giving them an edge over their full-blooded orc 
rivals. Some venture into the world to prove their worth 
among humans and other more civilized races. Many of 
these become adventurers, achieving greatness for their 
mighty deeds and notoriety for their barbaric customs 
and savage fury. 


SCARRED AND STRONG 


Half-orcs' grayish pigmentation, sloping foreheads, 


jutting jaws, prominent teeth, and towering builds make 


their orcish heritage plain for all to see. Half-orcs stand 
between 6 and 7 feet tall and usually weigh between 
180 and 250 pounds. 

Orcs regard battle scars as tokens of pride and 
ornamental scars as things of beauty. Other scars, 
though, mark an orc or half-orc as a former slave or 
a disgraced exile. Any half-orc who has lived among 
or near orcs has scars, whether they are marks of 
humiliation or of pride, recounting their past exploits 
and injuries. Such a half-orc living among humans might 
display these scars proudly or hide them in shame. 


THE MARK OF GRUUMSH 


The one-eyed god Gruumsh created the ores, and even 
those ores who turn away from his worship can't fully 
escape his influence. The same is true of half-orcs, 
though their human blood moderates the impact of their 
orcish heritage. Some half-orcs hear the whispers of 
Gruumsh in their dreams, calling them to unleash the 
rage that simmers within them. Others feel Gruumsh's 


exultation when they join in melee combat—and either 
exult along with him or shiver with fear and loathing. 
Half-orcs are not evil by nature, but evil does lurk within 
them, whether they embrace it or rebel against it. 

Beyond the rage of Gruumsh, half-orcs feel emotion 
powerfully. Rage doesn’t just quicken their pulse, it 
makes their bodies burn. An insult stings like acid, 
and sadness saps their strength. But they laugh loudly 
and heartily, and simple bodily pleasures—feasting, 
drinking, wrestling, drumming, and wild dancing—fill 
their hearts with joy. They tend to be short-tempered 
and sometimes sullen, more inclined to action than 
contemplation and to fighting than arguing. The most 
accomplished half-orcs are those with enough self- 
control to get by in a civilized land. 


'TRIBES AND SLUMS 


Half-orcs most often live among orcs. Of the other races, 
humans are most likely to accept half-orcs, and half- 
orcs almost always live in human lands when not living 
among orc tribes. Whether proving themselves among 
rough barbarian tribes or scrabbling to survive in the 
slums of larger cities, half-orcs get by on their physical 
might, their endurance, and the sheer determination 
they inherit from their human ancestry. 


HALF-ORC NAMES 


Half-orcs usually have names appropriate to the culture 
in which they were raised. A half-orc who wants to fit in 
among humans might trade an orc name for a human 
name. Some half-orcs with human names decide to 
adopt a guttural orc name because they think it makes 
them more intimidating. 


Male Orc Names: Dench, Feng, Gell, Henk, Holg, Imsh, 
Keth, Krusk, Mhurren, Ront, Shump, Thokk 

Female Orc Names: Baggi, Emen, Engong, Kansif, 
Myev, Neega, Ovak, Ownka, Shautha, Sutha, Vola, 
Volen, Yevelda 


HALF-Orc TRAITS 


Your half-orc character has certain traits deriving from 
your orc ancestry. 


GRUDGING ACCEPTANCE 

Each half-orc finds a way to gain acceptance from those who 
hate orcs. Some are reserved, trying not to draw attention to 
themselves. A few demonstrate piety and good-heartedness 
as publicly as they can (whether or not such demonstrations 
are genuine). And some simply try to be so tough that others UY 
just avoid them. * d 


Ability Score Increase. Your Strength score 
increases by 2, and your Constitution score 
increases by 1. 

Age. Half-orcs mature a little faster than humans, 
reaching adulthood around age 14. They age 
noticeably faster and rarely live longer than 75 years. 

Alignment. Half-orcs inherit a tendency toward chaos 
from their orc parents and are not strongly inclined 
toward good. Half-orcs raised among orcs and willing 
to live out their lives among them are usually evil. 

Size. Half-orcs are somewhat larger and bulkier than 
humans, and they range from 5 to well over 6 feet tall. 
Your size is Medium. 

Speed. Your base walking speed is 30 feet. 

Darkvision. Thanks to your orc blood, you have 
superior vision in dark and dim conditions. You can 
see in dim light within 60 feet of you as if it were bright 
light, and in darkness as if it were dim light. You can't 
discern color in darkness, only shades of gray. 

Menacing. You gain proficiency in the 
Intimidation skill. 

Relentless Endurance. When you are reduced to 
0 hit points but not killed outright, you can drop to 1 hit 
point instead. You can't use this feature again until you 
finish a long rest. 

Savage Attacks. When you score a critical hit with 
a melee weapon attack, you can roll one of the weapon's 
damage dice one additional time and add it to the extra 
damage of the critical hit. 

Languages. You can speak, read, and 
write Common and Orc. Orc is a 
harsh, grating language with 
hard consonants. It has 
no script of its own 
but is written in the 
Dwarvish script. 


TIEFLING 


“BUT YOU DO SEE THE WAY PEOPLE LOOK AT YOU, 
devil’s child." 

Those black eyes, cold as a winter storm, were staring 
right into her heart and the sudden seriousness in his 
voice jolted her. 

“What is it they say?" he asked. "One's a curiosity, two's 
a conspiracy—" 

"Three's a curse," she finished. "You think I haven't heard 
that rubbish before?" 

"I know you have." When she glared at him, he added, 
"It's not as if I'm plumbing the depths of your mind, dear 
girl. That is the burden of every tiefling. Some break under 
it, some make it the millstone around their neck, some 
revel in it." He tilted his head again, scrutinizing her, with 


that wicked glint in his eyes. "You fight it, don't you? Like 
a little wildcat, I wager. Every little jab and comment just 
sharpens your claws.” 

—Erin M. Evans, Brimstone Angels 


To be greeted with stares and whispers, to suffer 
violence and insult on the street, to see mistrust and 
fear in every eye: this is the lot of the tiefling. And to 
twist the knife, tieflings know that this is because a 
pact struck generations ago infused the essence of 
Asmodeus—overlord of the Nine Hells—into their 
bloodline. Their appearance and their nature are not 
their fault but the result of an ancient sin, for which 
they and their children and their children's children 
will always be held accountable. 


INFERNAL BLOODLINE 


Tieflings are derived from human bloodlines, and in the 
broadest possible sense, they still look human. However, 
their infernal heritage has left a clear imprint on their 
appearance. Tieflings have large horns that take any 

of a variety of shapes: some have curling horns like a 
ram, others have straight and tall horns like a gazelle's, 
and some spiral upward like an antelopes' horns. They 
have thick tails, four to five feet long, which lash or coil 
around their legs when they get upset or nervous. Their 
canine teeth are sharply pointed, and their eyes are 
solid colors—black, red, white, silver, or gold—with no 
visible sclera or pupil. Their skin tones cover the full 
range of human coloration, but also include various 
shades of red. Their hair, cascading down from behind 
their horns, is usually dark, from black or brown to dark 
red, blue, or purple. 


SELF-RELIANT AND SUSPICIOUS 


Tieflings subsist in small minorities found mostly in 
human cities or towns, often in the roughest quarters 
of those places, where they grow up to be swindlers, 


thieves, or crime lords. Sometimes they live among 
other minority populations in enclaves where they are 
treated with more respect. 

Lacking a homeland, tieflings know that they have 
to make their own way in the world and that they have 
to be strong to survive. They are not quick to trust 
anyone who claims to be a friend, but when a tiefling's 
companions demonstrate that they trust him or her, 
the tiefling learns to extend the same trust to them. 
And once a tiefling gives someone loyalty, the tiefling 
is a firm friend or ally for life. 


TIEFLING NAMES 


Tiefling names fall into three broad categories. Tieflings 
born into another culture typically have names reflective 
of that culture. Some have names derived from the 
Infernal language, passed down through generations, 
that reflect their fiendish heritage. And some younger 
tieflings, striving to find a place in the world, adopt a 
name that signifies a virtue or other concept and then 
try to embody that concept. For some, the chosen name 
is a noble quest. For others, it’s a grim destiny. 


Male Infernal Names: Akmenos, Amnon, Barakas, 
Damakos, Ekemon, lados, Kairon, Leucis, Melech, 
Mordai, Morthos, Pelaios, Skamos, Therai 

Female Infernal Names: Akta, Anakis, Bryseis, Criella, 
Damaia, Ea, Kallista, Lerissa, Makaria, Nemeia, 
Orianna, Phelaia, Rieta 

“Virtue” Names: Art, Carrion, Chant, Creed, Despair, 
Excellence, Fear, Glory, Hope, Ideal, Music, Nowhere, 
Open, Poetry, Quest, Random, Reverence, Sorrow, 
Temerity, Torment, Weary 


p = 
MuTUAL MISTRUST 
People tend to be suspicious of tieflings, assuming that 
their infernal heritage has left its mark on their personality 
and morality, not just their appearance. Shopkeepers keep 
a close eye on their goods when tieflings enter their stores, 
the town watch might follow a tiefling around for a while, 
and demagogues blame tieflings for strange happenings. 
The reality, though, is that a tiefling’s bloodline doesn't affect 
his or her personality to any great degree. Years of dealing 
with mistrust does leave its mark on most tieflings, and they 
respond to it in different ways. Some choose to live up to the 
wicked stereotype, but others are virtuous. Most are simply 
very aware of how people respond to them. After dealing with 
this mistrust throughout youth, a tiefling often develops the 
ability to overcome prejudice through charm or intimidation. 
TUE ER a cr (ga 


TIEFLING TRAITS 


Tieflings share certain racial traits as a result of their 
infernal descent. 

Ability Score Increase. Your Intelligence score 
increases by 1, and your Charisma score increases by 2. 

Age. Tieflings mature at the same rate as humans but 
live a few years longer. 

Alignment. Tieflings might not have an innate 
tendency toward evil, but many of them end up there. 
Evil or not, an independent nature inclines many 
tieflings toward a chaotic alignment. 

Size. Tieflings are about the same size and build as 
humans. Your size is Medium. 

Speed. Your base walking speed is 30 feet. 

Darkvision. Thanks to your infernal heritage, you 
have superior vision in dark and dim conditions. You 
can see in dim light within 60 feet of you as if it were 
bright light, and in darkness as if it were dim light. You 
can't discern color in darkness, only shades of gray. 

Hellish Resistance. You have resistance 
to fire damage. 

Infernal Legacy. You know the thaumaturgy cantrip. 
Once you reach 3rd level, you can cast the hellish 
rebuke spell once per day as a 2nd-level spell. Once you 
reach 5th level, you can also cast the darkness spell 
once per day. Charisma is your spellcasting ability for 
these spells. 

Languages. You can speak, read, and write Common 
and Infernal. 


PART 1 | RACE 


ud AN 


CHAPTER 3: CLASSES 


WESS 
DVENTURERS ARE EXTRAORDINARY PEOPLE, 
driven by a thirst for excitement into a 
life that others would never dare lead. 
They arc heroes, compelled to explore the 
dark places of the world and take on the 
challenges that lesser women and men 
can't stand against. 

Class is the primary definition of what your character 
can do. It's more than a profession; it's your character's 
calling. Class shapes the way you think about the 
world and interact with it and your relationship with 
other people and powers in the multiverse. A fighter, 
for example, might view the world in pragmatic terms 
of strategy and maneuvering, and see herself as just a 
pawn in a much larger game. A cleric, by contrast, might 
see himself as a willing servant in a god's unfolding plan 
or a conflict brewing among various deities. While the 
fighter has contacts in a mercenary company or army, 
the cleric might know a number of priests, paladins, and 
devotees who share his faith. 


N CLASSES 


Description Ability 
Barbarian A fierce warrior of primitive background Strength 


who can enter a battle rage 


Bard An inspiring magician whose power Charisma 


echoes the music of creation 


Cleric A priestly champion who wields divine Wisdom 


magic in service of a higher power 


Druid A priest of the Old Faith, wielding the Wisdom 


powers of nature—moonlight and 
plant growth, fire and lightning—and 
adopting animal forms 

Fighter A master of martial combat, skilled with 


Monk An master of martial arts, harnessing 


Your class gives you a variety of special features, such 
as a fighter's mastery of weapons and armor, and a 
wizard's spells. At low levels, your class gives you only 
two or three features, but as you advance in level you 
gain more and your existing features often improve. 
Each class entry in this chapter includes a table 
summarizing the benefits you gain at every level, and 
a detailed explanation of each one. 

Adventurers sometimes advance in more than one 
class. A rogue might switch direction in life and swear 
the oath of a paladin. A barbarian might discover latent 
magical ability and dabble in the sorcerer class while 
continuing to advance as a barbarian. Elves are known 
to combine martial mastery with magical training 
and advance as fighters and wizards simultaneously. 
Optional rules for combining classes in this way, called 
multiclassing, appear in chapter 6. 

Twelve classes—listed in the Classes table—are found 
in almost every D&D world and define the spectrum of 
typical adventurers. 


Saving Throw Armor and Weapon 
Proficiencies — Proficiencies 


Strength & —— Light and medium armor, shields, 

Constitution simple and martial weapons 

Dexterity & Light armor, simple weapons, hand 

Charisma crossbows, longswords, rapiers, 
shortswords 

Wisdom & Light and medium armor, shields, 

Charisma simple weapons 

Intelligence Light and medium armor (nonmetal), 

& Wisdom shields (nonmetal), clubs, daggers, 
darts, javelins, maces, quarterstaffs, 
scimitars, sickles, slings, spears 


Strength or — Strength & — All armor, shields, simple and martial 
a variety of weapons and armor Dexterity 
Dexterity & Strength & 


Constitution weapons 
Simple weapons, shortswords 


the power of the body in pursuit of Wisdom Dexterity 


physical and spiritual perfection 
Paladin A holy warrior bound to a sacred oath 


Strength & 


Wisdom & All armor, shields, simple and martial 


Charisma Charisma weapons 


Ranger A warrior who uses martial prowess and 


edges of civilization 


Rogue A scoundrel who uses stealth and Dexterity 


trickery to overcome obstacles and 
enemies 


Sorcerer A spellcaster who draws on inherent Charisma 


magic from a gift or bloodline 


Warlock A wielder of magic that is derived from Charisma 


a bargain with an extraplanar entity 
Wizard A scholarly magic-user capable of 
manipulating the structures of reality 


Dexterity& Strength & 
nature magic to combat threats on the Wisdom Dexterity 


Light and medium armor, shields, 
simple and martial weapons 


Dexterity& Light armor, simple weapons, hand 

Intelligence crossbows, longswords, rapiers, 
shortswords 

Constitution Daggers, darts, slings, quarterstaffs, 


& Charisma light crossbows 
Wisdom & 
Charisma 


Light armor, simple weapons 


Intelligence ^ Intelligence Daggers, darts, slings, quarterstaffs, 


& Wisdom light crossbows 


PART 1 | CLASSES 


BARBARIAN 


A tall human tribesman strides through a blizzard, 
draped in fur and hefting his axe. He laughs as he 
charges toward the frost giant who dared poach his 
people’s elk herd. 

A half-ore snarls at the latest challenger to her 
authority over their savage tribe, ready to break his neck 
with her bare hands as she did to the last six rivals. 

Frothing at the mouth, a dwarf slams his helmet into 
the face of his drow foe, then turns to drive his armored 
elbow into the gut of another. 

These barbarians, different as they might be, are 
defined by their rage: unbridled, unquenchable, and 
unthinking fury. More than a mere emotion, their anger 
is the ferocity of a cornered predator, the unrelenting 
assault of a storm, the churning turmoil of the sea. 

For some, their rage springs from a communion 
with fierce animal spirits. Others draw from a roiling 
reservoir of anger at a world full of pain. For every 
barbarian, rage is a power that fuels not just a battle 
frenzy but also uncanny reflexes, resilience, and 
feats of strength. 


PRIMAL INSTINCT . 


People of towns and cities take pride in how their 
civilized ways set them apart from animals, as if 
denying one’s own nature was a mark of superiority. To 
a barbarian, though, civilization is no virtue, but a sign 
of weakness. The strong embrace their animal nature— 
keen instincts, primal physicality, and ferocious rage. 
Barbarians are uncomfortable when hedged in by walls 
and crowds. They thrive in the wilds of their homelands: 
the tundra, jungle, or grasslands where their tribes 
live and hunt. 

Barbarians come alive in the chaos of combat. 
They can enter a berserk state where rage takes over, 
giving them superhuman strength and resilience. A 
barbarian can draw on this reservoir of fury only a few 
times without resting, but those few rages are usually 
sufficient to defeat whatever threats arise. 


A LIFE OF DANGER 


Not every member of the tribes deemed “barbarians” 
by scions of civilized society has the barbarian class. A 
true barbarian among these people is as uncommon as 
a skilled fighter in a town, and he or she plays a similar 
role as a protector of the people and a leader in times 
of war. Life in the wild places of the world is fraught 
with peril: rival tribes, deadly weather, and terrifying 


THE BARBARIAN 


Proficiency 


Level Bonus Features Rages Damage 
Ist +2 Rage, Unarmored 2 — +2 
Defense - ] 
2nd +2 Reckless Attack, 2 +2 
Danger Sense 
3rd +2 Primal Path - 3 +2 
4th +2 Ability Score 3 +2 
Improvement 
Sth +3. ExtraAttack, - 3 +2 
.— Fast Movement : 
6th +3 Path feature 4 +2 
7th +3 Feral Instinct — — +2 
8th +3 Ability Score 4 +2 
Improvement 
9h +4 Brutal Critical 4 3 
oe Midian, - ^ 
10th 44 Path feature 4 +3 
1th +4 Relentless Rage 4 +3 
12th +4 Ability Score 5 +3 
Improvement 
13h — «5 Brutal Critical 5 +3 
TOR wig a 
14th +5 Path feature 5 +3 
15th = +5 Persistent Rage 5 43 
16th +5 Ability Score 5 +4 
Improvement 
17th +6 Brutal Critical 6 +4 
l IGNA T 1 a 
18th +6 Indomitable 6 4 
Might 
19th — «46 Ability Score ^ 6 +4 
Do onne CO. CN 
Primal Champion Unlimited 


monsters. Barbarians charge headlong into that danger 
so that their people don't have to. 

Their courage in the face of danger makes barbarians 
perfectly suited for adventuring. Wandering is often a 
way of life for their native tribes, and the rootless life of 
the adventurer is little hardship for a barbarian. Some 
barbarians miss the close-knit family structures of the 
tribe, but eventually find them replaced by the bonds 
formed among the members of their adventuring parties. 


CREATING A BARBARIAN 


ee a ate retro MGE RUE LEM. 
When creating a barbarian character, think about where — 


». your character comes from and his or her place in the 


world. Talk with your DM about an appropriate origin 
for your barbarian. Did you come from a distant land, 
making you a stranger in the area of the campaign? 
Or is the campaign set in a rough-and-tumble frontier 
where barbarians are common? 


MÀ M — - 


What led you to take up the adventuring life? Were you 
lured to settled lands by the promise of riches? Did you 
join forces with soldiers of those lands to face a shared 
threat? Did monsters or an invading horde drive you 

out of your homeland, making you a rootless refugee? 
Perhaps you were a prisoner of war, brought in chains to 
“civilized” lands and only now able to win your freedom. 
Or you might have been cast out from your people 
because of a crime you committed, a taboo you violated, 
or a coup that removed you from a position of authority. 


Quick BUILD 

You can make a barbarian quickly by following these 
suggestions. First, put your highest ability score in 
Strength, followed by Constitution. Second, choose the 
outlander background. 


CLASS FEATURES 


As a barbarian, you gain the following class features. 


HIT POINTS 

Hit Dice: 1d12 per barbarian level 

Hit Points at 1st Level: 12 + your Constitution modifier 

Hit Points at Higher Levels: 1d12 (or 7) + your 
Constitution modifier per barbarian level after 1st 


PROFICIENCIES 

Armor: Light armor, medium armor, shields 
Weapons: Simple weapons, martial weapons 
Tools: None 


Saving Throws: Strength, Constitution _ 
Skills: Choose two from Animal Handling, Athletics, 
Intimidation, Nature, Perception, and Survival 


PART 1 | CLASSES 


Y 


EQUIPMENT 
You start with the following equipment, in addition to 
the equipment granted by your background: 


* (a) a greataxe or (b) any martial melee weapon 
* (a) two handaxes or (b) any simple weapon 
+ An explorer's pack and four javelins 


RAGE 


In battle, you fight with primal ferocity. On your turn, 
you can enter a rage as a bonus action. 

While raging, you gain the following benefits if you 
aren't wearing heavy armor: 


* You have advantage on Strength checks and Strength 
saving throws. 

* When you make a melee weapon attack using 
Strength, you gain a bonus to the damage roll that 
increases as you gain levels as a barbarian, as shown 
in the Rage Damage column of the Barbarian table. 

- You have resistance to bludgeoning, piercing, and 
slashing damage. 


If you are able to cast spells, you can't cast them or 
concentrate on them while raging. 

Your rage lasts for 1 minute. It ends early if you are 
knocked unconscious or if your turn ends and you 
haven't attacked a hostile creature since your last turn 
or taken damage since then. You can also end your rage 
on your turn as a bonus action. 

Once you have raged the number of times shown 
for your barbarian level in the Rages column of the 
Barbarian table, you must finish a long rest before you 
can rage again. 


UNARMORED DEFENSE 


While you are not wearing any armor, your Armor Class 
equals 10 + your Dexterity modifier + your Constitution 
modifier. You can use a shield and still gain this benefit. 


RECKLESS ATTACK 


Starting at 2nd level, you can throw aside all concern 
for defense to attack with fierce desperation. When 
you make your first attack on your turn, you can decide 
to attack recklessly. Doing so gives you advantage on 
melee weapon attack rolls using Strength during this 
turn, but attack rolls against you have advantage until 
your next turn. 


DANGER SENSE 


At 2nd level, you gain an uncanny sense of when things 
nearby aren't as they should be, giving you an edge 
when you dodge away from danger. 

You have advantage on Dexterity saving throws 
against effects that you can see, such as traps and spells. 
To gain this benefit, you can't be blinded, deafened, or 
incapacitated. 


PRIMAL PATH 


At 3rd level, you choose a path that shapes the nature of 
your rage. Choose the Path of the Berserker or the Path 
of the Totem Warrior, both detailed at the end of the 
class description. Your choice grants you features at 3rd 
level and again at 6th, 10th, and 14th levels. 


ABILITY SCORE IMPROVEMENT 


When you reach 4th level, and again at 8th, 12th, 16th, 
and 19th level, you can increase one ability score of your 
choice by 2, or you can increase two ability scores of 
your choice by 1. As normal, you can't increase an ability 
score above 20 using this feature. 


EXTRA ATTACK 


Beginning at 5th level, you can attack twice, instead of 
once, whenever you take the Attack action on your turn. 


FAST MOVEMENT 


Starting at 5th level, your speed increases by 10 feet 
while you aren't wearing heavy armor. 


FERAL INSTINCT 


By 7th level, your instincts are so honed that you have 
advantage on initiative rolls. 

Additionally, if you are surprised at the beginning of 
combat and aren't incapacitated, you can act normally 
on your first turn, but only if you enter your rage before 
doing anything else on that turn. 


BRUTAL CRITICAL 


Beginning at 9th level, you can roll one additional 
weapon damage die when determining the extra 
damage for a critical hit with a melee attack. 

This increases to two additional dice at 13th level 
and three additional dice at 17th level. 


RELENTLESS RAGE 


Starting at 11th level, your rage can keep you fighting 
despite grievous wounds. If you drop to 0 hit points 
while you're raging and don't die outright, you can make 
a DC 10 Constitution saving throw. If you succeed, you 
drop to 1 hit point instead. 

Each time you use this feature after the first, the DC 
increases by 5. When you finish a short or long rest, the 
DC resets to 10. 


PERSISTENT RAGE 


Beginning at 15th level, your rage is so fierce that 
it ends early only if you fall unconscious or if you 
choose to end it. 


INDOMITABLE MIGHT 


Beginning at 18th level, if your total for a Strength 
check is less than your Strength score, you can use that 
Score in place of the total. 


PRIMAL CHAMPION 


At 20th level, you embody the power of the wilds. Your 
Strength and Constitution scores increase by 4. Your 
maximum for those scores is now 24, 


PRIMAL PATHS 


Rage burns in every barbarian's heart, a furnace 
that drives him or her toward greatness. Different 


barbarians attribute their rage to different sources, 
however. For some, it is an internal reservoir where 
pain, grief, and anger are forged into a fury hard as 
steel. Others see it as a spiritual blessing, a gift of 
a totem animal. 


PATH OF THE BERSERKER 


For some barbarians, rage is a means to an end—that 
end being violence. The Path of the Berserker is a path 
of untrammeled fury, slick with blood. As you enter 
the berserker's rage, you thrill in the chaos of battle, 
heedless of your own health or well-being. 


FRENZY 

Starting when you choose this path at 3rd level, you 
can go into a frenzy when you rage. If you do so, for 

the duration of your rage you can make a single melee 
weapon attack as a bonus action on each of your turns 
after this one. When your rage ends, you suffer one level 
of exhaustion (as described in appendix A). 


MINDLESS RAGE 

Beginning at 6th level, you can’t be charmed or 
frightened while raging. If you are charmed or 
frightened when you enter your rage, the effect is 
suspended for the duration of the rage. 


INTIMIDATING PRESENCE 

Beginning at 10th level, you can use your action to 
frighten someone with your menacing presence. 

When you do so, choose one creature that you can see 
within 30 feet of you. If the creature can see or hear 
you, it must succeed on a Wisdom saving throw (DC 
equal to 8 + your proficiency bonus + your Charisma 
modifier) or be frightened of you until the end of your 
next turn. On subsequent turns, you can use your action 
to extend the duration of this effect on the frightened 


PART 1 | CLASSES 49 


= F 


creature until the end of your next turn. This effect ends 
if the creature ends its turn out of line of sight or more 
than 60 feet away from you. 

If the creature succeeds on its saving throw, you can't 
use this feature on that creature again for 24 hours. 


RETALIATION 

Starting at 14th level, when you take damage from 

a creature that is within 5 feet of you, you can use 
your reaction to make a melee weapon attack against 
that creature. 


PATH OF THE TOTEM WARRIOR 


The Path of the Totem Warrior is a spiritual journey, as 
the barbarian accepts a spirit animal as guide, protector, 
and inspiration. In battle, your totem spirit fills you 

with supernatural might, adding magical fuel to your 
barbarian rage. 

Most barbarian tribes consider a totem animal to be 
kin to a particular clan. In such cases, it is unusual for 
an individual to have more than one totem animal spirit, 
though exceptions exist. 


SPIRIT SEEKER 

Yours is a path that seeks attunement with the natural 
world, giving you a kinship with beasts. At 3rd level when 
you adopt this path, you gain the ability to cast the beast 
sense and speak with animals spells, but only as rituals, 
as described in chapter 10. 


TOTEM SPIRIT 

At 3rd level, when you adopt this path, you choose a 
totem spirit and gain its feature. You must make or 
acquire a physical totem object—an amulet or similar 
adornment—that incorporates fur or feathers, claws, 
teeth, or bones of the totem animal. At your option, you 
also gain minor physical attributes that are reminiscent 
of your totem spirit. For example, if you have a bear 
totem spirit, you might be unusually hairy and thick- 
skinned, or if your totem is the eagle, your eyes turn 
bright yellow. 


PART )| CLASSES 


Your totem animal might be an animal related to those 
listed here but more appropriate to your homeland. 

For example, you could choose a hawk or vulture in 
place of an eagle. 

Bear. While raging, you have resistance to all damage 
except psychic damage. The spirit of the bear makes you 
tough enough to stand up to any punishment. 

Eagle. While you're raging and aren't wearing 
heavy armor, other creatures have disadvantage on 
opportunity attack rolls against you, and yot can use the 
Dash action as a bonus action on your turn. The spirit 
of the eagle makes you into a predator who can weave 
through the fray with ease. 

Wolf. While you're raging, your friends have 
advantage on melee attack rolls against any creature 
within 5 feet of you that is hostile to you. The spirit of 
the wolf makes you a leader of hunters. 


ASPECT OF THE BEAST 

At 6th level, you gain a magical benefit based on the 
totem animal of your choice. You can choose the same 
animal you selected at 3rd level or a different one. 

Bear. You gain the might of a bear. Your carrying 
capacity (including maximum load and maximum lift) 
is doubled, and yott have advantage on Strength checks 
made to push, pull, lift, or break objects. 

Eagle. You gain the eyesight of an eagle. You can 
see up to 1 mile away with no difficulty, able to discern 
even fine details as though looking at something no 
more than 100 feet away from you. Additionally, dim 
light doesn't impose disadvantage on your Wisdom 
(Perception) checks. 

Wolf. You gain the hunting sensibilities of a wolf. You 
can track other creatures while traveling at a fast pace, 
and you can move stealthily while traveling at a normal 
pace (see chapter 8 for rules on travel pace). 


SPIRIT WALKER 

At 10th level, you can cast the commune with nature 
spell, but only as a ritual. When you do so, a spiritual 
version of one of the animals you chose for Totem Spirit 
or Aspect of the Beast appears to you to convey the 
information you seek. 


TOTEMIC ATTUNEMENT 

At 14th level, you gain a magical benefit based on a 
totem animal of your choice. You can choose the same 
animal you selected previously or a different one. 

Bear. While you're raging, any creature within 5 feet 
of you that's hostile to you has disadvantage on attack 
rolls against targets other than you or another character 
with this feature. An enemy is immune to this effect if it 
can't see or hear you or if it can't be frightened. 

Eagle. While raging, you have a flying speed equal to 
your current walking speed. This benefit works only in 
short bursts; you fall if you end your turn in the air and 
nothing else is holding you aloft. 

Wolf. While you're raging, you can use a bonus action 
on your turn to knock a Large or smaller creature prone 
when you hit it with melee weapon attack. 


BARD ia p” 


Humming as she traces her fingers over an ancient 
monument in a long-forgotten ruin, a half-elf in rugged 
leathers finds knowledge springing into her mind, 
conjured forth by the magic of her song—knowledge 
of the people who constructed the monument and the 
mythic saga it depicts. 

A stern human warrior bangs his sword rhythmically 
against his scale mail, setting the tempo for his war chant 
and exhorting his companions to bravery and heroism. 
The magic of his song fortifies and emboldens them. 

Laughing as she tunes her cittern, a gnome weaves 
her subtle magic over the assembled nobles, ensuring 
that her companions’ words will be well received. 

Whether scholar, skald, or scoundrel, a bard weaves 
magic through words and music to inspire allies, 
demoralize foes, manipulate minds, create 
illusions, and even heal wounds. 


MUSIC AND MAGIC 


In the worlds of D&D, words and music are 
not just vibrations of air, but vocalizations with 
power all their own. The bard is a master of song, 
speech, and the magic they contain. Bards say 
that the multiverse was spoken into existence, that the 
words of the gods gave it shape, and that echoes of these 
primordial Words of Creation still resound throughout 
the cosmos. The music of bards is an attempt to snatch 
and harness those echoes, subtly woven into their 
spells and powers. 

The greatest strength of bards is their sheer 
versatility. Many bards prefer to stick to the sidelines 
in combat, using their magic to inspire their allies and 
hinder their foes from a distance. But bards are capable 
of defending themselves in melee if necessary, using 
their magic to bolster their swords and armor. Their 
spells lean toward charms and illusions rather than 
blatantly destructive spells. They have a wide-ranging 
knowledge of many subjects and a natural aptitude 
that lets them do almost anything well. Bards become 
masters of the talents they set their minds to perfecting, 
from musical performance to esoteric knowledge. 


LEARNING FROM EXPERIENCE 


True bards are not common in the world. Not every 
minstrel singing in a tavern or jester cavorting in a royal 
court is a bard. Discovering the magic hidden in music 
requires hard study and some measure of natural talent 
that most troubadours and jongleurs lack. It can be hard 
to spot the difference between these performers and true 
bards, though. A bard's life is spent wandering across 
the land gathering lore, telling stories, and living on the 
gratitude of audiences, much like any other entertainer. 
But a depth of knowledge, a level of musical skill, and a 
touch of magic set bards apart from their fellows. 

Only rarely do bards settle in one place for long, and 
their natural desire to travel—to find new tales to tell, 
new skills to learn, and new discoveries beyond the 
horizon—makes an adventuring career a natural calling. 
Every adventure is an opportunity to learn, practice a 
variety of skills, enter long-forgotten tombs, discover lost 


works of magic, decipher old tomes, travel to strange 
places, or encounter exotic creatures. Bards love to 
accompany heroes to witness their deeds firsthand. A 
bard who can tell an awe-inspiring story from personal 
experience earns renown among other bards. Indeed, 
after telling so many stories about heroes accomplishing 
mighty deeds, many bards take these themes to heart 
and assume heroic roles themselves. 


CREATING A BARD 


Bards thrive on stories, whether those stories are true 
or not. Your character's background and motivations 

are not as important as the stories that he or she tells 
about them. Perhaps you had a secure and mundane 
childhood. There’s no good story to be told about that, 
so you might paint yourself as an orphan raised by a hag 
in a dismal swamp. Or your childhood might be worthy 
of a story. Some bards acquire their magical music 
through extraordinary means, including the inspiration 
of fey or other supernatural creatures. 

Did you serve an apprenticeship, studying under a 
master, following the more experienced bard until you 
were ready to strike out on your own? Or did you attend 
a college where you studied bardic lore and practiced 
your musical magic? Perhaps you were a young runaway 
or orphan, befriended by a wandering bard who became 
your mentor. Or you might have been a spoiled noble 
child tutored by a master. Perhaps you stumbled into the 
clutches of a hag, making a bargain for a musical gift in 
addition to your life and freedom, but at what cost? 


PART 1 | GLASSES 


Quick BUILD 
You can make a bard quickly by 
following these suggestions. First, 
Charisma should be your highest 
ability score, followed by Dexterity. 
Second, choose the entertainer 
background. Third, choose the dancing lights and 
vicious mockery cantrips, along with the following 
Ist-level spells: charm person, detect magic, healing 
word, and thunderwave. 


CLASS FEATURES 


As a bard, you gain the following class features. 


Hir POINTS 

Hit Dice: 1d8 per bard level 

Hit Points at 1st Level: 8 * your Constitution modifier 

Hit Points at Higher Levels: 1d8 (or 5) + your 
Constitution modifier per bard level after 1st 


PROFICIENCIES 

Armor: Light armor 

Weapons: Simple weapons, hand crossbows, 
longswords, rapiers, shortswords 

Tools: Three musical instruments of your choice 


Saving Throws: Dexterity, Charisma 
Skills: Choose any three 


EQUIPMENT 
You start with the following equipment, in addition to 
the equipment granted by your background: 


* (a) a rapier, (b) a longsword, or (c) any simple weapon 
+ (a) a diplomat's pack or (b) an entertainer's pack 

* (a) a lute or (b) any other musical instrument 

* Leather armor and a dagger 


SPELLCASTING 


You have learned to untangle and reshape the fabric of 
reality in harmony with your wishes and music. Your 
spells are part of your vast repertoire, magic that you 
can tune to different situations. See chapter 10 for the 
general rules of spellcasting and chapter 11 for the 
bard spell list. 


CANTRIPS 

You know two cantrips of your choice from the bard 
spell list. You learn additional bard cantrips of your 
choice at higher levels, as shown in the Cantrips Known 
column of the Bard table. 


THE BARD 


Proficiency 
Level Bonus 
1st +2 
2nd +2 
3rd +2 
4th +2 
5th +3 


Features 
Spellcasting, Bardic Inspiration (d6) 
Jack of All Trades, Song of Rest (d6) 
Bard College, Expertise 
Ability Score Improvement 
Bardic Inspiration (d8), 
Font of Inspiration 
6th +3 Countercharm, Bard College feature 
7th +3 — 
8th +3 Ability Score Improvement 
9th +4 Song of Rest (d8) 
10th E Bardic Inspiration (d10), Expertise, 
Magical Secrets 
nth +4 — 
12th +4 Ability Score Improvement 
13th +5 Song of Rest (d10) 
14th +5 Magical Secrets, 
Bard College feature 
Bardic Inspiration (d12) 
16th +5 Ability Score Improvement 
17th +6 Song of Rest (d12) 
+6 Magical Secrets 
+6 Ability Score Improvement 
+6 Superior Inspiration 


15th +5 


SPELL SLOTS 
The Bard table shows how many spell slots you have to 
cast your spells of 1st level and higher. To cast one of 
these spells, you must expend a slot of the spell’s level 
or higher, You regain all expended spell slots when you 
finish a long rest, 

For example, if you know the Ist-level spell cure 
wounds and have a 1st-level and a 2nd-level spell slot 
available, you can cast cure wounds using either slot. 


SPELLS KNOWN or lsr LEVEL AND HIGHER 
You know four 1st-level spells of your choice from the 
bard spell list. 

The Spells Known column of the Bard table shows 
when you learn more bard spells of your choice. Each of 
these spells must be of a level for which you have spell 
slots, as shown on the table. For instance, when you 
reach 3rd level in this class, you can learn one new spell 
of 1st or 2nd level. 

Additionally, when you gain a level in this class, you 
can choose one of the bard spells you know and replace 
it with another spell from the bard spell list, which also 
must be of a level for which you have spell slots. 


SPELLCASTING ABILITY 

Charisma is your spellcasting ability for your bard 
spells. Your magic comes from the heart and soul you 
pour into the performance of your music or oration. 
You use your Charisma whenever a spell refers to your 
spellcasting ability. In addition, you use your Charisma 


Cantrips 
Known 


2 


2 
2 
3 
3 


Spells 
Known Ist 


modifier when setting the saving throw DC for a bard 
spell you cast and when making an attack roll with one. 


Spell save DC = 8 + your proficiency bonus + 
your Charisma modifier 


Spell attack modifier = your proficiency bonus + 
your Charisma modifier 


RITUAL CASTING 
You can cast any bard spell you know as a ritual if that 
spell has the ritual tag. 


SPELLCGASTING Focus 
You can use a musical instrument (found in chapter 5) 
as a spellcasting focus for your bard spells. 


BARDIC INSPIRATION 


You can inspire others through stirring words or music. 
To do so, you use a bonus action on your turn to choose 
one creature other than yourself within 60 feet of you 
who can hear you. That creature gains one Bardic 
Inspiration die, a d6, 

Once within the next 10 minutes, the creature can roll 
the die and add the number rolled to one ability check, 
attack roll, or saving throw it makes. The creature can 
wait until after it rolls the d20 before deciding to use the 
Bardic Inspiration die, but must decide before the DM 
says whether the roll succeeds or fails. Once the Bardic 
Inspiration die is rolled, it is lost. A creature can have 
only one Bardic Inspiration die at a time. 


PART 1 | CLASSES 


55 


You can use this feature a number of times equal 
to your Charisma modifier (a minimum of once). You 
regain any expended uses when you finish a long rest. 
Your Bardic Inspiration die changes when you reach 
certain levels in this class. The die becomes a d8 at 5th 
level, a d10 at 10th level, and a d12 at 15th level. 


JACK OF ALL TRADES 


Starting at 2nd level, you can add half your proficiency 
bonus, rounded down, to any ability check you make that 
doesn’t already include your proficiency bonus. 


SONG OF REST 


Beginning at 2nd level, you can use soothing music or 
oration to help revitalize your wounded allies during 
a short rest. If you or any friendly creatures who can 
hear your performance regain hit points at the end of 
the short rest, each of those creatures regains an extra 
1d6 hit points. 

The extra hit points increase when you reach certain 
levels in this class: to 1d8 at 9th level, to 1d10 at 13th 
level, and to 1d12 at 17th level. 


BARD COLLEGE 


At 3rd level, you delve into the advanced techniques of 
a bard college of your choice: the College of Lore or the 
College of Valor, both detailed at the end of the class 
description. Your choice grants you features at 3rd level 
and again at 6th and 14th level. 


EXPERTISE 


At 3rd level, choose two of your skill proficiencies. Your 
proficiency bonus is doubled for any ability check you 
make that uses either of the chosen proficiencies. 

At 10th level, you can choose another two skill 
proficiencies to gain this benefit. 


ABILITY SCORE IMPROVEMENT 


When you reach 4th level, and again at 8th, 12th, 16th, 
and 19th level, you can increase one ability score of your 
choice by 2, or you can increase two ability scores of 
your choice by 1. As normal, you can’t increase an ability 
score above 20 using this feature. 


FONT OF INSPIRATION 


Beginning when you reach 5th level, you regain all of 
your expended uses of Bardic Inspiration when you 
finish a short or long rest. 


COUNTERCHARM 


At 6th level, you gain the ability to use musical notes or 
words of power to disrupt mind-influencing effects. As 
an action, you can start a performance that lasts until 
the end of your next turn. During that time, you and any 
friendly creatures within 30 feet of you have advantage 
on saving throws against being frightened or charmed. 
A creature must be able to hear you to gain this benefit. 
The performance ends early if you are incapacitated or 
silenced or if you voluntarily end it (no action required). 


PART 1 | GLASSES 


MAGICAL SECRETS 


By 10th level, you have plundered magical knowledge 
from a wide spectrum of disciplines. Choose two spells 
from any class, including this one. A spell you choose 
must be of a level you can cast, as shown on the Bard 
table, or a cantrip. 

The chosen spells count as bard spells for you and are 
included in the number in the Spells Known column of - 
the Bard table. l 

You learn two additional spells from any class at 14th 
level and again at 18th level. 


SUPERIOR INSPIRATION ^ 


At 20th level, when you roll initiative and have no uses 
of Bardic Inspiration left, you regain one use. 


BARD COLLEGES 


The way of a bard is gregarious. Bards seek each 
other out to swap songs and stories, boast of their 
accomplishments, and share their knowledge. Bards 
form loose associations, which they call colleges, to 
facilitate their gatherings and preserve their traditions. 


COLLEGE OF LORE 


Bards of the College of Lore know something about 
most things, collecting bits of knowledge from sources 
as diverse as scholarly tomes and peasant tales. 
Whether singing folk ballads in taverns or elaborate 
compositions in royal courts, these bards use their gifts 
to hold audiences spellbound. When the applause dies 
down, the audience members might find themselves 
questioning everything they held to be true, from their 
faith in the priesthood of the local temple to their 
loyalty to the king. 

The loyalty of these bards lies in the pursuit of beauty 
and truth, not in fealty to a monarch or following the 
tenets of a deity. A noble who keeps such a bard as a 
herald or advisor knows that the bard would rather be 
honest than politic. 

The college's members gather in libraries and 
sometimes in actual colleges, complete with classrooms 
and dormitories, to share their lore with one another. 
They also meet at festivals or affairs of state, where they 
can expose corruption, unravel lies, and poke fun at self- 
important figures of authority. 


BONUS PROFICIENCIES 
When you join the College of Lore at 3rd level, you gain 
proficiency with three skills of your choice. 


CUTTING WORDS 

Also at 3rd level, you learn how to use your wit to 
distract, confuse, and otherwise sap the confidence and 
competence of others. When a creature that you can 
see within 60 feet of you makes an attack roll, an ability 
check, or a damage roll, you can use your reaction to 
expend one of your uses of Bardic Inspiration, rolling 

a Bardic Inspiration die and subtracting the number 
rolled from the creature's roll. You can choose to use 
this feature after the creature makes its roll, but before 
the DM determines whether the attack roll or ability 


check succeeds or fails, or before the creature deals its 


damage. The creature is immune if it can’t hear you or if 
it’s immune to being charmed. 


ADDITIONAL MAGICAL SECRETS 

At 6th level, you learn two spells of your choice from any 
class. A spell you choose must be of a level you can cast, 
as shown on the Bard table, or a cantrip. The chosen 
spells count as bard spells for you but don’t count 
against the number of bard spells you know. 


PEERLESS SKILL 

Starting at 14th level, when you make an ability check, 
you can expend one use of Bardic Inspiration. Rolla 
Bardic Inspiration die and add the number rolled to 
your ability check. You can choose to do so after you roll 
the die for the ability check, but before the DM tells you 
whether you succeed or fail. 


COLLEGE OF VALOR 


Bards of the College of Valor are daring skalds whose 
tales keep alive the memory of the great heroes of thc 
past, and thereby inspire a new generation of heroes. 
These bards gather in mead halls or around great 
bonfires to sing the deeds of the mighty, both past 
and present. They travel the land to witness great 
events firsthand and to ensure that the memory of 
those events doesn't pass from the world. With their 


songs, they inspire others to reach the same heights of 
accomplishment as the heroes of old. 


BONUS PROFICIENCIES 

When you join the College of Valor at 3rd level, you 
gain proficiency with medium armor, shields, and 
martial wcapons. 


COMBAT INSPIRATION 

Also at 3rd level, you learn to inspire others in battle. 

A creature that has a Bardic Inspiration die from you 
can roll that die and add the number rolled to a weapon 
damage roll it just made. Alternatively, when an attack 
roll is made against the creature, it can use its reaction 
to roll the Bardic Inspiration die and add the number 
rolled to its AC against that attack, after seeing the roll 
but before knowing whether it hits or misses. 


EXTRA ATTACK 
Starting at 6th level, you can attack twice, instead of 
once, whenever you take the Attack action on your turn. 


BATTLE MAGIC 

At 14th level, you have mastered the art of weaving 
spellcasting and weapon use into a single harmonious 
act. When you use your action to cast a bard spell, you 
can make one weapon attack as a bonus action. 


CLERIC 


Arms and eyes upraised toward the sun and a prayer 
on his lips, an elf begins to glow with an inner light that 
spills out to heal his battle-worn companions. 

Chanting a song of glory, a dwarf swings his axe 
in wide swaths to cut through the ranks of orcs 
arrayed against him, shouting praise to the gods with 
every foe’s fall. 

Calling down a curse upon the forces of undeath, a 
human lifts her holy symbol as light pours from it to 
drive back the zombies crowding in on her companions. 

Clerics are intermediaries between the mortal world 
and the distant planes of the gods. As varied as the gods 
they serve, clerics strive to embody the handiwork of 
their deities. No ordinary priest, a cleric is imbued with 
divine magic. 


MAGIA HEALERS AND WARRIORS 
x Divine magic, as the name suggests, is the power of 
the gods, flowing from them into the world. Clerics are 
conduits for that power, manifesting it as miraculous 
effects. The gods don't grant this power to everyone who 
seeks it, but only to those chosen to fulfill a high calling. 
Harnessing divine magic doesn't rely on study or 
training. A cleric might learn formulaic prayers and 
ancient rites, but the ability to cast cleric spells relies on 
devotion and an intuitive sense of a deity's wishes. 
Clerics combine the helpful magic of healing and 
inspiring their allies with spells that harm and hinder 
foes. They can provoke awe and dread, lay curses of 
plague or poison, and even call down flames from heaven 
to consume their enemies. For those evildoers who will 
benefit most from a mace to the head, clerics depend on 
their combat training to let them wade into melee with 
the power of the gods on their side. 


DIVINE AGENTS 


Not every acolyte or officiant at a temple or shrine is a 
cleric, Some priests are called to a simple life of temple 
service, carrying out their gods' will through prayer and 
sacrifice, not by magic and strength of arms. In some 
cities, priesthood amounts to a political office, viewed 
as a stepping stone to higher positions of authority and 
involving no communion with a god at all. True clerics 
are rare in most hierarchies. 

When a cleric takes up an adventuring life, it is usually 
because his or her god demands it. Pursuing the goals 
of the gods often involves braving dangers beyond the 
walls of civilization, smiting evil or seeking holy relics in 
ancient tombs. Many clerics are also expected to protect 


PART ] CLASSES 


THE CLERIC 


Proficiency 

Level Bonus Features 

Ist +2 Spellcasting, Divine Domain 

2nd +2 Channel Divinity (1/rest), 
Divine Domain feature 

3rd +2 — 

4th +2 Ability Score Improvement 

Sth 43 Destroy Undead (CR 1/2) 

6th +3 Channel Divinity (2/rest), 
Divine Domain feature 

7th +3 — 7 up ] 

8th +3 Ability Score Improvement, Destroy Undead 


(CR 1), Divine Domain feature 


9th +4 — 


10th +4 Divine Intervention 

Mth +4 Destroy Undead (CR 2) _ 
12th +4 Ability Score Improvement 
13th +5 — 

14th +5 Destroy Undead (CR 3) 
15th +5 — = 

16th +5 Ability Score Improvement 


17th +6 Destroy Undead (CR 4), 
" Divine Domain feature - 
18th +6 Channel Divinity (3/rest) 
Ability Score Improvement - 
Divine Intervention improvement 


their deities’ worshipers, which can mean fighting 
rampaging orcs, negotiating peace between warring 
nations, or sealing a portal that: would allow a i demon 
prince to enter the world. 

Most adventuring clerics maintain some connection to 
established temples and orders of their faiths. A temple 
might ask for a cleric's aid, or a high priest might bei ina 
position to demand it. 


CREATING A CLERIC 


As you create a cleric, the most important question to 
consider is which deity to serve and what principles you 
want your character to embody. Appendix B includes 
lists of many of the gods of the multiverse. Check with 
your DM to learn which deities are in your campaign. 
Once you've chosen a deity, consider your cleric's 
relationship to that god. Did you enter this service 
willingly? Or did the god choose you, impelling you into 
service with no regard for your wishes? How do the 
temple priests of your faith regard you: as a champion 
or a troublemaker? What are your ultimate goals? Does 
your deity have a special task in mind for you? Or are 
you striving to prove yourself worthy of a great quest? 


Quick BUILD 

You can make a cleric quickly by following these 
suggestions. First, Wisdom should be your highest 
ability score, followed by Strength or Constitution. 
Second, choose the acolyte background. 


—Spell Slots per Spell Level— 


Cantrips 

Known Ist 2nd 3rd 4th 5th 6th 7th 8th 9th 
3 uA em Se Oe Ss SS 
3 3 
3 4 2 = = =| — — — = 
4 4 3 — — — -— -— — — 
4 4 3 2 - = — — — — 
4 Inny 3 = E e E 
4 4 3 t 1 — - — — = 
4 4 3 3 2 — - - — = 
4 4 ĝi s AT 1 — - — — 
5 4 3 3 3 2 - - — — 
5 4 3 er 2 1 = =| = 
5 4 3 3 3 2 1 — — — 
5 4 3 LN 2 1 1 — — 
5 4 3 3 3 2 1 1 — — 
5 4 63 cp ERO 2 1 | — 
5 4 3 3 3 2 1 1 1 — 
5 udo impe 23 . 47 Ho 32 STRE 
=) 4 3 3 3 3 1 ] 1 1 

3 " 


CLASS FEATURES 


As a cleric, you gain the following class features. t. 


Hir POINTS 
Hit Dice: 1d8 per cleric level pA 
Hit Points at 1st Level: 8 + your Constitution modifier 
Hit Points at Higher Levels: 1d8 (or 5) + your 

Constitution modifier per cleric level after 1st 


PROFICIENCIES 

Armor: Light armor, medium armor, shields 
Weapons: All simple weapons 

Tools: None 


Saving Throws: Wisdom, Charisma 
Skills: Choose two from History, Insight, Medicine, 
Persuasion, and Religion 


EQUIPMENT 
You start with the following equipment, in addition to 
the equipment granted by your background: 


* (a) a mace or (b) a warhammer (if proficient) 

* (a) scale mail, (b) leather armor, or (c) chain mail (if 
proficient) 

* (a) alight crossbow and 20 bolts or (b) any simple 
weapon 

* (a) a priest's pack or (b) an explorer's pack 

+ A shield and a holy symbol 


PART 1 | CLASSES 


——— i = SEE aT ees a. eS e- a e 57 


SPELLCASTING 


As a conduit for divine power, you can cast cleric spells. 
See chapter 10 for the general rules of spellcasting and 
chapter 11 for the cleric spell list. : 


CANTRIPS 

At 1st level, you know three cantrips of your choice from 
the cleric spell list. You learn additional cleric cantrips 
of your choice at higher levels, as shown in the Cantrips 
Known column of the Cleric table. 


PREPARING AND CASTING SPELLS 

The Cleric table shows how many spell slots you have 
to cast your spells of 1st level and higher. To cast one of 
these spells, you must expend a slot of the spell's level 
or higher. You regain all expended spell slots when you 
finish a long rest. 

You prepare the list of cleric spells that are available 
for you to cast, choosing from the cleric spell list. When 
you do so, choose a number of cleric spells equal to 
your Wisdom modifier + your cleric level (minimum of 
one spell). The spells must be of a level for which you 
have spell slots. 

For example, if you are a 3rd-level cleric, you have four 
1st-level and two 2nd-level spell slots. With a Wisdom 
of 16, your list of prepared spells can include six spells 
of 1st or 2nd level, in any combination. If you prepare 
the Ist-level spell cure wounds, you can cast it using 
a Ist-level or 2nd-level slot. Casting the spell doesn't 
remove it from your list of prepared spells. 


You can change your list of prepared spells when you 
finish a long rest. Preparing a new list of cleric spells 
requires time spent in prayer and meditation: at least 1 
minute per spell level for each spell on your list. 


SPELLCASTING ABILITY 

Wisdom is your spellcasting ability for your cleric spells. 
The power of your spells comes from your devotion to 
your deity. You use your Wisdom whenever a cleric spell 
refers to your spellcasting ability. In addition, you use 
your Wisdom modifier when setting the saving throw 
DC for a cleric spell you cast and when making an 
attack roll with one. 


Spell save DC = 8 + your proficiency bonus + 
your Wisdom modifier 


Spell attack modifier = your proficiency bonus + 
your Wisdom modifier 


RITUAL CASTING 
You can cast a cleric spell as a ritual if that spell has the 
ritual tag and you have the spell prepared. 


SPELLCASTING Focus 
You can use a holy symbol (found in chapter 5) as a 
spellcasting focus for your cleric spells. 


DIVINE DOMAIN 


Choose one domain related to your deity: Knowledge, 
Life, Light, Nature, Tempest, Trickery, or War. Each 
domain is detailed at the end of the class description, 
and each one provides examples of gods associated 
with it. Your choice grants you domain spells and other 
features when you choose it at 1st level. It also grants 
you additional ways to use Channel Divinity when you 
gain that feature at 2nd level, and additional benefits at 
6th, 8th, and 17th levels. 


DOMAIN SPELLS 
Each domain has a list of spells—its domain spells— 
that you gain at the cleric levels noted in the domain 
description. Once you gain a domain spell, you always 
have it prepared, and it doesn’t count against the 
number of spells you can prepare each day. 

If you have a domain spell that doesn’t appear on the 
cleric spell list, the spell is nonetheless a cleric spell for you. 


CHANNEL DIVINITY 


At 2nd level, you gain the ability to channel divine 
energy directly from your deity, using that energy to fuel 
magical effects. You start with two such effects: Turn 
Undead and an effect determined by your domain. Some 
domains grant you additional effects as you advance in 
levels, as noted in the domain description. 

When you use your Channel Divinity, you choose 
which effect to create. You must then finish a short or 
long rest to use your Channel Divinity again. 

Some Channel Divinity effects require saving throws. 
When you use such an effect from this class, the DC 
equals your cleric spell save DC. 

Beginning at 6th level, you can use your Channel 
Divinity twice between rests, and beginning at 18th level, 


you can use it three times between rests. When you finish 
a short or long rest, you regain your expended uses. 


CHANNEL DIVINITY: TURN UNDEAD 

As an action, you present your holy symbol and speak a 
prayer censuring the undead. Each undead that can see 
or hear you within 30 feet of you must make a Wisdom 
saving throw. If the creature fails its saving throw, it is 
turned for 1 minute or until it takes any damage. 

A turned creature must spend its turns trying to move 
as far away from you as it can, and it can't willingly 
move to a space within 30 feet of you. It also can't take 
reactions. For its action, it can use only the Dash action 
or try to escape from an effect that prevents it from 
moving. If there's nowhere to move, the creature can use 
the Dodge action. 


ABILITY SCORE IMPROVEMENT 


When you reach 4th level, and again at 8th, 12th, 16th, 
and 19th level, you can increase one ability score of your 
choice by 2, or you can increase two ability scores of 
your choice by 1. As normal, you can't increase an ability 
score above 20 using this feature. 


DESTROY UNDEAD 


Starting at 5th level, when an undead fails its saving 
throw against your Turn Undead feature, the creature is 
instantly destroyed if its challenge rating is at or below a 
certain threshold, as shown in the Destroy Undead table. 


Destroy UNDEAD 


Cleric Level Destroys Undead of CR... 
5th 1/2 or lower 
8th 1 or lower 
Tith 2 or lower 
14th 3 or lower 
17th 4 or lower 


DIVINE [INTERVENTION 


Beginning at 10th level, you can call on your deity to 
intervene on your behalf when your need is great. 

Imploring your deity’s aid requires you to use your 
action. Describe the assistance you seek, and roll 
percentile dice. If you roll a number equal to or lower 
than your cleric level, your deity intervenes. The DM 
chooses the nature of the intervention; the effect of any 
cleric spell or cleric domain spell would be appropriate. 

If your deity intervenes, you can't use this feature 
again for 7 days. Otherwise, you can use it again after 
you finish a long rest. 

At 20th level, your call for intervention succeeds 
automatically, no roll required. 


DIVINE DOMAINS 


In a pantheon, every deity has influence over different 
aspects of mortal life and civilization, called a deity’s 
domain. All the domains over which a deity has 
influence are called the deity’s portfolio. For example, 
the portfolio of the Greek god Apollo includes the 


domains of Knowledge, Life, and Light. As a cleric, you 
choose one aspect of your deity’s portfolio to emphasize, 
and you are granted powers related to that domain. 

Your choice might correspond to a particular sect 
dedicated to your deity. Apollo, for example, could be 
worshiped in one region as Phoebus (“radiant”) Apollo, 
emphasizing his influence over the Light domain, 
and in a different place as Apollo Acesius (“healing”), 
emphasizing his association with the Life domain. 
Alternatively, your choice of domain could simply be a 
matter of personal preference, the aspect of the deity 
that appeals to you most. 

Each domain’s description gives examples of deities 
who have influence over that domain. Gods are included 
from the worlds of the Forgotten Realms, Greyhawk, 
Dragonlance, and Eberron campaign settings, as well as 
from the Celtic, Greek, Norse, and Egyptian pantheons 
of antiquity. 


KNOWLEDGE DOMAIN 


The gods of knowledge—including Oghma, Boccob, 
Gilean, Aureon, and Thoth—value learning and 
understanding above all. Some teach that knowledge is 
to be gathered and shared in libraries and universities, 
or promote the practical knowledge of craft and 
invention. Some deities hoard knowledge and keep its 
secrets to themselves. And some promise their followers 
that they will gain tremendous power if they unlock the 
secrets of the multiverse. Followers of these gods study 
esoteric lore, collect old tomes, delve into the secret 
places of the earth, and learn all they can. Some gods 
of knowledge promote the practical knowledge of craft 
and invention, including smith deities like Gond, Reorx, 
Onatar, Moradin, Hephaestus, and Goibhniu. 


KNOWLEDGE DOMAIN SPELLS 
Cleric Level Spells 


Ist command, identify 

3rd augury, suggestion 

5th nondetection, speak with dead 
7th arcane eye, confusion 


9th legend lore, scrying 


BLESSINGS OF KNOWLEDGE 

At 1st level, you learn two languages of your choice. 

You also become proficient in your choice of two of the 

following skills: Arcana, History, Nature, or Religion. 
Your proficiency bonus is doubled for any ability check 

you make that uses either of those skills. 


CHANNEL DIVINITY: 

KNOWLEDGE OF THE AGES 

Starting at 2nd level, you can use your Channel Divinity 
to tap into a divine well of knowledge. As an action, 

you choose one skill or tool. For 10 minutes, you have 
proficiency with the chosen skill or tool. 


CHANNEL DIVINITY: READ THOUGHTS 

At 6th level, you can use your Channel Divinity to read a 
creature's thoughts. You can then use your access to the 
creature’s mind to command it. 


PART 1 | CLASSES 


bo 


As an action, choose one creature that you can see 
within 60 feet of you. That creature must make a 
Wisdom saving throw. If the creature succeeds on the 
saving throw, you can't use this feature on it again until 
you finish a long rest. 

If the creature fails its save, you can read its surface 
thoughts (those foremost in its mind, reflecting its 
current emotions and what it is actively thinking 
about) when it is within 60 feet of you. This effect lasts 
for 1 minute. 

During that time, you can use your action to end this 
effect and cast the suggestion spell on the creature 
without expending a spell slot. The target automatically 
fails its saving throw against the spell. 


PoTENT SPELLCASTING 
Starting at 8th level, you add your Wisdom modifier to 
the damage you deal with any cleric cantrip. 


VISIONS OF THE PAST 

Starting at 17th level, you can call up visions of the 

past that relate to an object you hold or your immediate 
surroundings. You spend at least 1 minute in meditation 
and prayer, then receive dreamlike, shadowy glimpses 
of recent events. You can meditate in this way for a 
number of minutes equal to your Wisdom score and 
must maintain concentration during that time, as if you 
were casting a spell. 

Once you use this feature, you can't use it again until 
you finish a short or long rest. 

Object Reading. Holding an object as you meditate, 
you can see visions of the object's previous owner. 
After meditating for 1 minute, you learn how the owner 
acquired and lost the object, as well as the most recent 
significant event involving the object and that owner. 

If the object was owned by another creature in the 
recent past (within a number of days equal to your 
Wisdom score), you can spend 1 additional minute 
for each owner to learn the same information about 
that creature. 

Area Reading. As you meditate, you see visions 
of recent events in your immediate vicinity (a room, 
street, tunnel, clearing, or the like, up to a 50-foot cube), 
going back a number of days equal to your Wisdom 
score. For each minute you meditate, you learn about 
one significant event, beginning with the most recent. 
Significant events typically involve powerful emotions, 
such as battles and betrayals, marriages and murders, 
births and funerals. However, they might also include 
more mundane events that are nevertheless important 
in your current situation, 


LIFE DOMAIN 


The Life domain focuses on the vibrant positive 
energy—one of the fundamental forces of the universe— 
that sustains all life. The gods of life promote vitality 
and health through healing the sick and wounded, 
caring for those in need, and driving away the forces of 
death and undeath. Almost any non-evil deity can claim 
influence over this domain, particularly agricultural 
deities (such as Chauntea, Arawai, and Demeter), sun 
gods (such as Lathander, Pelor, and Re-Horakhty), gods 


PART ] | CLASSES 


=a 


of healing or endurance (such as Ilmater, Mishakal; 
Apollo, and Diancecht), and gods of home and 
community (such as Hestia, Hathor, and Boldrei). 


Lire DOMAIN SPELLS 


Cleric Level Spells 
Ist bless, cure wounds 
3rd lesser restoration, spiritual weapon 
5th beacon of hope, revivify 
7th death ward, guardian of faith 
9th mass cure wounds, raise dead 


BONUS PROFICIENCY 
When you choose this domain at Ist level, you gain 
proficiency with heavy armor. 


DISCIPLE OF LIFE 

Also starting at 1st level, your healing spells are more 
effective. Whenever you use a spell of 1st level or higher 
to restore hit points to a creature, the creature regains 
additional hit points equal to 2 * the spell's level. 


CHANNEL DIVINITY: PRESERVE LIFE 
Starting at 2nd level, you can use your Channel Divinity 
to heal the badly injured. 

As an action, you present your holy symbol and 
evoke healing energy that can restore a number of hit 
points equal to five times your cleric level. Choose any 
creatures within 30 feet of you, and divide those hit 
points among them. This feature can restore a creature 
to no more than half of its hit point maximum. You can't 
use this feature on an undead or a construct. 


BLESSED HEALER 
Beginning at 6th level, the healing spells you cast on 
others heal you as well. When you cast a spell of 1st 
level or higher that restores hit points to a creature 
other than you, you regain hit points equal to 2 + the 
spell’s level. 


DIVINE STRIKE 

At 8th level, you gain the ability to infuse your weapon 
strikes with divine energy. Once on each of your turns 
when you hit a creature with a weapon attack, you can 
cause the attack to deal an extra 1d8 radiant damage to 
the target. When you reach 14th level, the extra damage 
increases to 2d8. 


SUPREME HEALING 

Starting at 17th level, when you would normally roll 
one or more dice to restore hit points with a spell, you 
instead use the highest number possible for each die. 
For example, instead of restoring 2d6 hit points to a 
creature, you restore 12. 


LIGHT DOMAIN 


Gods of light—including Helm, Lathander, Pholtus, 
Branchala, the Silver Flame, Belenus, Apollo, and 
Re-Horakhty—promote the ideals of rebirth and 
renewal, truth, vigilance, and beauty, often using the 
symbol of the sun. Some of these gods are portrayed 
as the sun itself or as a charioteer who guides the sun 


across the sky. Others are tireless sentinels whose eyes 
pierce every shadow and see through every deception. 
Some are deities of beauty and artistry, who teach that 
art is a vehicle for the soul’s improvement. Clerics of a 
god of light are enlightened souls infused with radiance 
and the power of their gods’ discerning vision, charged 
with chasing away lies and burning away darkness. 


LIGHT DOMAIN SPELLS 


Cleric Level Spells 
Ist burning hands, faerie fire 
3rd flaming sphere, scorching ray 
5th daylight, fireball 
7th guardian of faith, wall of fire 
9th flame strike, scrying 


BONUS CANTRIP 
When you choose this domain at 1st level, you gain the 
light cantrip if you don't already know it. 


WARDING FLARE 
Also at 1st level, you can interpose divine light between 
yourself and an attacking enemy. When you are attacked 
by a creature within 30 feet of you that you can see, 
you can use your reaction to impose disadvantage on 
the attack roll, causing light to flare before the attacker 
before it hits or misses. An attacker that can't be blinded 
is immune to this feature. 

You can usc this feature a number of times equal to 
your Wisdom modifier (a minimum of once). You regain 
all expended uses when you finish a long rest. 


CHANNEL DIVINITY: RADIANCE OF THE DAWN 
Starting at 2nd level, you can use your Channel Divinity 
to harness sunlight, banishing darkness and dealing 
radiant damage to your foes. 

As an action, you present your holy symbol, and any 
magical darkness within 30 feet of you is dispelled. 
Additionally, each hostile creature within 30 feet of 
you must make a Constitution saving throw. A creature 
takes radiant damage equal to 2d10 + your cleric level 
on a failed saving throw, and half as much damage on a 
successful one. A creature that has total cover from you 
is not affected. 


IMPROVED FLARE 

Starting at 6th level, you can also use your Warding 
Flare feature when a creature that you can see within 
30 feet of you attacks a creature other than you. 


PoTENT SPELLCASTING 
Starting at 8th level, you add your Wisdom modifier to 
the damage you deal with any cleric cantrip. 


CORONA OF LIGHT 

Starting at 17th level, you can use your action to activate 
an aura of sunlight that lasts for 1 minute or until you 
dismiss it using another action. You emit bright light in 
a 60-foot radius and dim light 30 feet beyond that. Your 
enemies in the bright light have disadvantage on saving 
throws against any spell that deals fire or radiant damage. 


NATURE DOMAIN 


Gods of nature are as varied as the natural world 

itself, from inscrutable gods of the deep forests (such 
as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to 
friendly deities associated with particular springs and 
groves (such as Eldath). Druids revere nature as a 
whole and might serve one of these deities, practicing 
mysterious rites and reciting all-but-forgotten prayers in 
their own secret tongue. But many of these gods have 
clerics as well, champions who take a more active role 
in advancing the interests of a particular nature god. 
These clerics might hunt the evil monstrosities that 
despoil the woodlands, bless the harvest of the faithful, 
or wither the crops of those who anger their gods. 


NATURE DOMAIN SPELLS 


Cleric Level Spells 
Ist animal friendship, speak with animals 
3rd barkskin, spike growth 
5th plant growth, wind wall 
7th dominate beast, grasping vine 
9th insect plague, tree stride 


ACOLYTE OF NATURE 
At 1st level, you learn one druid cantrip of your choice. 


You also gain proficiency in one of the following skills of- 


your choice: Animal Handling, Nature, or Survival. 


BONUS PROFICIENCY 
Also at 1st level, you gain proficiency with heavy armor. 


CHANNEL DIVINITY: CHARM ANIMALS 

AND PLANTS 

Starting at 2nd level, you can use your Channel Divinity 
to charm animals and plants. 

As an action, you present your holy symbol and invoke 
the name of your deity. Each beast or plant creature that 
can see you within 30 feet of you must make a Wisdom 
saving throw. If the creature fails its saving throw, it is 
charmed by you for 1 minute or until it takes damage. 
While it is charmed by you, it is friendly to you and other 
creatures you designate. 


DAMPEN ELEMENTS 

Starting at 6th level, when you or a creature within 30 
feet of you takes acid, cold, fire, lightning, or thunder 
damage, you can use your reaction to grant resistance to 
the creature against that instance of the damage. 


DIVINE STRIKE 

At 8th level, you gain the ability to infuse your weapon 
strikes with divine energy. Once on each of your turns 
when you hit a creature with a weapon attack, you 

can cause the attack to deal an extra 1d8 cold, fire, or 
lightning damage (your choice) to the target. When you 
reach 14th level, the extra damage increases to 2d8. 


MASTER OF NATURE 

At 17th level, you gain the ability to command animals 
and plant creatures. While creatures are charmed by 
your Charm Animals and Plants feature, you can take 
a bonus action on your turn to verbally command what 
each of those creatures will do on its next turn. 


TEMPEST DOMAIN ú 

Gods whose portfolios include the Tempest domain— 
including Talos, Umberlee, Kord, Zeboim, the 
Devourer, Zeus, and Thor—govern storms, sea, and 
sky. They include gods of lightning and thunder, gods 
of earthquakes, some fire gods, and certain gods of 
violence, physical strength, and courage. In some 
pantheons, a god of this domain rules over other deities 
and is known for swift justice delivered by thunderbolts. 
In the pantheons of seafaring people, gods of this 
domain are ocean deities and the patrons of sailors. 
Tempest gods send their clerics to inspire fear in the 
common folk, either to keep those folk on the path of 


PART 1 | CLASSES 


righteousness or to encourage them to offer sacrifices of 
propitiation to ward off divine wrath. 


TEMPEST DOMAIN SPELLS 
Cleric Level Spells 


lst fog cloud, thunderwave 
3rd gust of wind, shatter 


5th call lightning, sleet storm 
7th control water, ice storm 
9th destructive wave, insect plague 


BONUS PROFICIENCIES 
At 1st level, you gain proficiency with martial weapons 
and heavy armor. 


WRATH OF THE STORM 
Also at 1st level, you can thunderously rebuke attackers. 
When a creature within 5 feet of you that you can see 
hits you with an attack, you can use your reaction to 
cause the creature to make a Dexterity saving throw. 
The creature takes 2d8 lightning or thunder damage 
(your choice) on a failed saving throw, and half as much 
damage on a successful one. 

You can use this feature a number of times equal to 
your Wisdom modifier (a minimum of once). You regain 
all expended uses when you finish a long rest. 


CHANNEL DIVINITY: DESTRUCTIVE WRATH 
Starting at 2nd level, you can use your Channel Divinity 
to wield the power of the storm with unchecked ferocity. 

When you roll lightning or thunder damage, you can 
use your Channel Divinity to deal maximum damage, 
instead of rolling. 


THUNDERBOLT STRIKE 

At 6th level, when you deal lightning damage to a Large 
or smaller creature, you can also push it up to 10 feet 
away from you. 


DIVINE STRIKE 

At 8th level, you gain the ability to infuse your weapon 
strikes with divine energy. Once on each of your turns 
when you hit a creature with a weapon attack, you can 
cause the attack to deal an extra 1d8 thunder damage to 
the target. When you reach 14th level, the extra damage 
increases to 2d8. 


STORMBORN 

At 17th level, you have a flying speed equal to 
your current walking speed whenever you are not 
underground or indoors. 


TRICKERY DOMAIN 


Gods of trickery—such as Tymora, Beshaba, 
Olidammara, the Traveler, Garl Glittergold, and 
Loki—are mischief-makers and instigators who stand 
as a constant challenge to the accepted order among 
both gods and mortals. They're patrons of thieves, 
scoundrels, gamblers, rebels, and liberators. Their 
clerics are a disruptive force in the world, puncturing 
pride, mocking tyrants, stealing from the rich, freeing 
captives, and flouting hollow traditions. They prefer 


subterfuge, pranks, deception, and theft rather than 
direct confrontation. 


TRICKERY DOMAIN SPELLS 
Cleric Level Spells 


Ist charm person, disguise self 

3rd mirror image, pass without trace 
5th blink, dispel magic 

7th dimension door, polymorph 

9th dominate person, modify memory 


BLESSING OF THE TRICKSTER 

Starting when you choose this domain at 1st level, you 
can use your action to touch a willing creature other 
than yourself to give it advantage on Dexterity (Stealth) 
checks. This blessing lasts for 1 hour or until you use 
this feature again. 


CHANNEL DIVINITY: INVOKE DUPLICITY 
Starting at 2nd level, you can use your Channel Divinity 
to create an illusory duplicate of yourself. 

As an action, you create a perfect illusion of 
yourself that lasts for 1 minute, or until you lose your 
concentration (as if you were concentrating on a spell). 
The illusion appears in an unoccupied space that you 
can see within 30 feet of you. As a bonus action on your 
turn, you can move the illusion up to 30 feet to a space 
you can see, but it must remain within 120 feet of you. 

For the duration, you can cast spells as though you 
were in the illusion’s space, but you must use your own 
senses. Additionally, when both you and your illusion 
are within 5 feet of a creature that can see the illusion, 
you have advantage on attack rolls against that creature, 
given how distracting the illusion is to the target. 


CHANNEL DIVINITY: CLOAK OF SHADOWS 
Starting at 6th level, you can use your Channel 
Divinity to vanish. 

As an action, you become invisible until the end of your 
next turn. You become visible if you attack or cast a spell. 


DIVINE STRIKE 

At 8th level, you gain the ability to infuse your weapon 
strikes with poison—a gift from your deity. Once on each 
of your turns when you hit a creature with a weapon 
attack, you can cause the attack to deal an extra 1d8 
poison damage to the target. When you reach 14th level, 
the extra damage increases to 2d8. 


IMPROVED DUPLICITY 

At 17th level, you can create up to four duplicates 

of yourself, instead of one, when you use Invoke 
Duplicity. As a bonus action on your turn, you can 
move any number of them up to 30 feet, to a maximum 
range of 120 feet. 


WAR DOMAIN 


War has many manifestations. It can make heroes of 
ordinary people. It can be desperate and horrific, with 
acts of cruelty and cowardice eclipsing instances of 
excellence and courage. In either case, the gods of war 


watch over warriors and reward them for their great 
deeds. The clerics of such gods excel in battle, inspiring 
others to fight the good fight or offering acts of violence 
as prayers. Gods of war include champions of honor 
and chivalry (such as Torm, Heironeous, and Kiri- 
Jolith) as well as gods of destruction and pillage (such 
as Erythnul, the Fury, Gruumsh, and Ares) and gods of 
conquest and domination (such as Bane, Hextor, and 
Maglubiyet). Other war gods (such as Tempus, Nike, 
and Nuada) take a more neutral stance, promoting war 
in all its manifestations and supporting warriors in any 
circumstance. 


WAR DOMAIN SPELLS 


Cleric Level Spells 
lst divine favor, shield of faith 


3rd magic weapon, spiritual weapon 
5th crusader's mantle, spirit guardians 
7th freedom of movement, stoneskin 


9th flame strike, hold monster 


BoNus PROFICIENCIES 
At 1st level, you gain proficiency with martial weapons 
and heavy armor. 


WAR PRIEST 
From Ist level, your god delivers bolts of inspiration to 
you while you are engaged in battle. When you use the 
Attack action, you can make one weapon attack as a 
bonus action. 

You can use this feature a number of times equal to 
your Wisdom modifier (a minimum of once). You regain 
all expended uses when you finish a long rest. 


CHANNEL DIVINITY: GUIDED STRIKE 

Starting at 2nd level, you can use your Channel Divinity 
to strike with supernatural accuracy. When you make 
an attack roll, you can use your Channel Divinity to gain 
a *10 bonus to the roll. You make this choice after you 
see the roll, but before the DM says whether the attack 
hits or misses. 


CHANNEL DIVINITY: WAR Gop’s BLESSING 

At 6th level, when a creature within 30 feet of you 
makes an attack roll, you can use your reaction to grant 
that creature a +10 bonus to the roll, using your Channel 
Divinity. You make this choice after you see the roll, but 
before the DM says whether the attack hits or misses. 


DIVINE STRIKE 

At 8th level, you gain the ability to infuse your weapon 
strikes with divine energy. Once on each of your turns 
when you hit a creature with a weapon attack, you can 
cause the attack to deal an extra 1d8 damage of the 
same type dealt by the weapon to the target. When you 
reach 14th level, the extra damage increases to 2d8. 


AVATAR OF BATTLE 
At 17th level, you gain resistance to bludgeoning, piercing, 
and slashing damage from nonmagical weapons. 


PART I | CLASSES 


DRUID 


Holding high a gnarled staff wreathed with holly, an elf 
summons the fury of the storm and calls down explosive 
bolts of lightning to smite the torch-carrying orcs who 
threaten her forest. 

Crouching out of sight on a high tree branch in the 
form of a leopard, a human peers out of the jungle at the 
strange construction of a temple of Evil Elemental Air, 
keeping a close eye on the cultists’ activities. 

Swinging a blade formed of pure fire, a half-elf 
charges into a mass of skeletal soldiers, sundering 
the unnatural magic that gives the foul creatures the 
mocking semblance of life. 

Whether calling on the elemental forces of nature or 
emulating the creatures of the animal world, druids are 
an embodiment of nature’s resilience, cunning, and fury. 
They claim no mastery over nature. Instead, they see 
themselves as extensions of nature’s indomitable will. 


POWER OF NATURE 


Druids revere nature above all, gaining their spells and 
other magical powers either from the force of nature 
itself or from a nature deity. Many druids pursue a 
mystic spirituality of transcendent union with nature 
rather than devotion to a divine entity, while others 
serve gods of wild nature, animals, or elemental forces. 
The ancient druidic traditions are sometimes called 
the Old Faith, in contrast to the worship of gods in 
temples and shrines. 

Druid spells are oriented toward nature and animals— 
the power of tooth and claw, of sun and moon, of fire 
and storm. Druids also gain the ability to take on animal 
forms, and some druids make a particular study of this 
practice, even to the point where they prefer animal 
form to their natural form. 


PRESERVE THE BALANCE 


For druids, nature exists in a precarious balance. The 
four elements that make up a world—air, earth, fire, 


PART 1 | CLASSES 


64 d = a. ~ 


THE DRUID 


Proficiency 
Level Bonus 
lst +2 Druidic, Spellcasting 
2nd +2 Wild Shape, Druid Circle 
3rd +2 = ` 
4th +2 


Features 


Wild Shape improvement, 
Ability Score Improvement 
5th +3 — 
6th +3 Druid Circle feature 
7th +3 — 

+3 Wild Shape improvement, 
Ability Score Improvement 


Druid Circle feature 


Ability Score Improvement 


Druid Circle feature 


Ability Score Improvement 


Timeless Body, Beast Spells 
Ability Score Improvement 
Archdruid 


and water—must remain in equilibrium. If one element 
were to gain power over the others, the world could be 
destroyed, drawn into one of the elemental planes and 
broken apart into its component elements. Thus, druids 
oppose cults of Elemental Evil and others who promote 
one element to the exclusion of others. 

Druids are also concerned with the delicate ecological 
balance that sustains plant and animal life, and the need 
for civilized folk to live in harmony with nature, not in 
opposition to it. Druids accept that which is cruel in 
nature, and they hate that which is unnatural, including 
aberrations (such as beholders and mind flayers) 
and undead (such as zombies and vampires). Druids 
sometimes lead raids against such creatures, especially 
when the monsters encroach on the druids’ territory. 

Druids are often found guarding sacred sites or 
watching over regions of unspoiled nature. But when a 
significant danger arises, threatening nature’s balance 
or the lands they protect, druids take on a more active 
role in combating the threat, as adventurers. 


CREATING A DRUID 


When making a druid, consider why your character has 
such a close bond with nature. Perhaps your character 
lives in a society where the Old Faith still thrives, or was 
raised by a druid after being abandoned in the depths 

of a forest. Perhaps your character had a dramatic 
encounter with the spirits of nature, coming face to 

face with a giant eagle or dire wolf and surviving the 
experience. Maybe your character was born during an 
epic storm or a volcanic eruption, which was interpreted 


Cantrips —Spell Slots per Spell Level— 


Known lst 3rd 4th 5th 6th 7th 


2 BE" xx o. — 


2 
2 2 - — — — 
3 


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> f+ + bh Sb T a S&S f+ SS od 
UJ UJ UJ UJ UJ) UJ GU) UJ UJ) UJ UJ UJ 
UU UJ UJ UJ UJ) US uU) UJ UJ) UJ UJ UJ 
US UJ UJ UJ LJ UJ UJ) UJ www UJ 
UJ UJ UJ hJ NY NN NY NHN DK — 
.B-B-B-BHB-Bi 
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as a sign that becoming a druid 
was part of your character's destiny. 

Have you always been an adventurer 
as part of your druidic calling, or did you 
first spend time as a caretaker of a sacred 
grove or spring? Perhaps your homeland was 
befouled by evil, and you took up an adventuring life in 
hopes of finding a new home or purpose. 


Quick BuILD 

You can make a druid quickly by following these 
suggestions. First, Wisdom should be your highest 
ability score, followed by Constitution. Second, choose 
the hermit background. 


CLASS FEATURES 


As a druid, you gain the following class features. 


Hit POINTS 

Hit Dice: 1d8 per druid level 

Hit Points at 1st Level: 8 + your Constitution modifier 

Hit Points at Higher Levels: 1d8 (or 5) + your 
Constitution modifier per druid level after Ist 


PROFICIENCIES 

Armor: Light armor, medium armor, shields (druids will 
not wear armor or use shields made of metal) 

Weapons: Clubs, daggers, darts, javelins, maces, 
quarterstaffs, scimitars, sickles, slings, spears 

Tools: Herbalism kit 


Saving Throws: Intelligence, Wisdom 


PART 1 | CLASSES 


66 


Skills: Choose two from Arcana, Animal 
Handling, Insight, Medicine, Nature, Perception, 
Religion, and Survival 


EQUIPMENT 
You start with the following equipment, in addition to 
the equipment granted by your background: 


e (a) a wooden shield or (b) any simple weapon 
e (a) a scimitar or (b) any simple melee weapon 
» Leather armor, an explorer's pack, and a druidic focus 


DRUIDIC 


You know Druidic, the secret language of druids. You 
can speak the language and use it to leave hidden 
messages. You and others who know this language 
automatically spot such a message. Others spot the 
message's presence with a successful DC 15 Wisdom 
(Perception) check but can't decipher it without magic. 


SPELLCASTING 


Drawing on the divine essence of nature itself, you 
can cast spells to shape that essence to your will. See 
chapter 10 for the general rules of spellcasting and 
chapter 11 for the druid spell list. 


CANTRIPS 

At 1st level, you know two cantrips of your choice from 
the druid spell list. You learn additional druid cantrips 
of your choice at higher levels, as shown in the Cantrips 
Known column of the Druid table. 


PREPARING AND CASTING SPELLS 

The Druid table shows how many spell slots you have 
to cast your spells of 1st level and higher. To cast one of 
these druid spells, you must expend a slot of the spell's 
level or higher. You regain all expended spell slots when 
you finish a long rest. 

You prepare the list of druid spells that are available 
for you to cast, choosing from the druid spell list. When 
you do so, choose a number of druid spells equal to 
your Wisdom modifier + your druid level (minimum of 


Oe SSS a A Se 

_ SACRED PLANTS AND WOOD 
A druid holds certain plants to be sacred, particularly alder, 

_ ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, 

| willow, and yew. Druids often use such plants as part of a 
spellcasting focus, incorporating lengths of oak or yew or 

| sprigs of mistletoe, 

| Similarly, a druid uses such woods to make other objects, 

_ such as weapons and shields. Yew is associated with death 
and rebirth, so weapon handles for scimitars or sickles might 
be fashioned from it, Ash is associated with life and oak 
with strength. These woods make excellent hafts or whole 

. weapons, such as clubs or quarterstaffs, as well as shields. 

- Alder is associated with air, and it might be used for thrown 
weapons, such as darts or javelins. 

Druids from regions that lack the plants described here 
have chosen other plants to take on similar uses. For 

j instance, a druid of a desert region might value the yucca 

| tree and cactus plants. 


PART 1 | ci SA SSE ig 


" 


one spell). The spells must be of a level for which you 
have spell slots. 

For example, if you are a 3rd-level druid, you have four 
1st-level and two 2nd-level spell slots. With a Wisdom 
of 16, your list of prepared spells can include six spells 
of 1st or 2nd level, in any combination. If you prepare 
the 1st-level spell cure wounds, you can cast it using 
a 1st-level or 2nd-level slot. Casting the spell doesn't 
remove it from your list of prepared spells. 

You can also change your list of prepared spells when 
you finish a long rest. Preparing a new list of druid 
spells requires time spent in prayer and meditation: at 
least 1 minute per spell level for each spell on your list. 


SPELLCASTING ABILITY 

Wisdom is your spellcasting ability for your druid 

spells, since your magic draws upon your devotion and 
attunement to nature. You use your Wisdom whenever 

a spell refers to your spellcasting ability. In addition, 

you use your Wisdom modifier when setting the saving 
throw DC for a druid spell you cast and when making an 
attack roll with one. 


Spell save DC = 8 + your proficiency bonus + 
your Wisdom modifier 


Spell attack modifier = your proficiency bonus + 
your Wisdom modifier 


RITUAL CASTING 
You can cast a druid spell as a ritual if that spell has the 
ritual tag and you have the spell prepared. 


SPELLCASTING Focus j 
You can use a druidic focus (found in chapter 5) as a 
spellcasting focus for your druid spells. 


WILD SHAPE 


Starting at 2nd level, you can use your action to 
magically assume the shape of a beast that you have 
seen before. You can use this feature twice. You regain 
expended uses when you finish a short or long rest. 

Your druid level determines the beasts you can 
transform into, as shown in the Beast Shapes table. At 
2nd level, for example, you can transform into any beast 
that has a challenge rating of 1/4 or lower that doesn't 
have a flying or swimming speed. 


BEAST SHAPES 


Level Max.CR Limitations Example 


2nd 1/4 No flying or swimming speed Wolf 
4th 1/2 No flying speed Crocodile 
8th 1 — Giant eagle 


You can stay in a beast shape for a number of hours 
equal to half your druid level (rounded down). You then 
revert to your normal form unless you expend another 
use of this feature. You can revert to your normal 
form earlier by using a bonus action on your turn. You 
automatically revert if you fall unconscious, drop to 
0 hit points, or die. 

While you are transformed, the following rules apply: 


+ Your game statistics are replaced by the statistics of TIMELESS BODY 
the beast, but you retain your alignment, personality, 


and Intelligence, Wisdom, and Charisma scores. You Starting at 18th level, the primal magic that you wield 
also retain all of your skill and saving throw proficien- causes you to age more slowly. For every 10 years that 
cies, in addition to gaining those of the creature. If pass, your body ages only 1 year. 


the creature has the same proficiency as you and the 
bonus in its stat block is higher than yours, use the 


BEAST SPELLS 


creature's bonus instead of yours. If the creature has Beginning at 18th level, you can cast many of your druid 
any legendary or lair actions, you can't use them. spells in any shape you assume using Wild Shape. You 

* When you transform, you assume the beast's hit can perform the somatic and verbal components of a 
points and Hit Dice. When you revert to your normal druid spell while in a beast shape, but you aren't able to 
form, you return to the number of hit points you had provide material components. 
before you transformed. However, if you revert as a 
result of dropping to 0 hit points, any excess damage ARCHDRUID 


carries over to your normal form. For example, if you 


: i At 20th level, you can use your Wild Shape an unlimited 
take 10 damage in animal form and have only 1 hit 


A 
^ 


: number of times. 
point left, you revert and take 9 damage. As long as | 
the excess damage doesn't reduce your normal form AA n 
to 0 hit points, you aren't knocked unconscious. » Wi 


* You can't cast spells, and your ability to speak or 
take any action that requires hands is limited to the 
capabilities of your beast form. Transforming doesn't 
break your concentration on a spell you've already 
cast, however, or prevent you from taking actions that 
are part of a spell, such as call lightning, that you've 
already cast. 

* You retain the benefit of any features from your class, 
race, or other source and can use them if the new 
form is physically capable of doing so. However, you 
can't use any of your special senses, such as darkvi- 
sion, unless your new form also has that sense. 

* You choose whether your equipment falls to the 
ground in your space, merges into your new form, or 
is worn by it. Worn equipment functions as normal, 
but the DM decides whether it is practical for the new 
form to wear a piece of equipment, based on the crea- 
ture's shape and size. Your equipment doesn't change 
size or shape to match the new 
form, and any equipment that 
the new form can't wear D 
must either fall to the 


ground or merge with it. du 
Equipment that merges / Vt ^ 
with the form has no on. 
effect until you leave (iN 
the form. 
NT 
DRUID CIRCLE 


At 2nd level, you choose to 
identify with a circle of druids: 
the Circle of the Land or the Circle of the Moon, both 
detailed at the end of the class description. Your choice 
grants you features at 2nd level and again at 6th, 10th, 
and 14th level. 


» 


ABILITY SCORE IMPROVEMENT 


When you reach 4th level, and again at 8th, 12th, 16th, 
and 19th level, you can increase one ability score of 
your choice by 2, or you can increase two ability scores 
of your choice by 1. As normal, you can't increase an 
ability score above 20 using this feature. 


68 


PART 1 | CLASSES 


Additionally, you can ignore the verbal and somatic 
components of your druid spells, as well as any material 
components that lack a cost and aren't consumed by a 
spell. You gain this benefit in both your normal shape 
and your beast shape from Wild Shape. 


DRUID CIRCLES 


Though their organization is invisible to most outsiders, 
druids are part of a society that spans the land, ignoring 
political borders. All druids are nominally members 
of this druidic society, though some individuals are so 
isolated that they have never seen any high-ranking 
members of the society or participated in druidic 
gatherings. Druids recognize each other as brothers and 
sisters. Like creatures of the wilderness, however, druids 
sometimes compete with or even prey on each other. 

At a local scale, druids are organized into circles that 
share certain perspectives on nature, balance, and the 
way of the druid. 


CIRCLE OF THE LAND 


The Circle of the Land is made up of mystics and sages 
who safeguard ancient knowledge and rites through 

a vast oral tradition. These druids meet within sacred 
circles of trees or standing stones to whisper primal 
secrets in Druidic. The circle's wisest members preside 
as the chief priests of communities that hold to the Old 
Faith and serve as advisors to the rulers of those folk. 
As a member of this circle, your magic is influenced 

by the land where you were initiated into the circle's 
mysterious rites. 


BoNUS CANTRIP 
When you choose this circle at 2nd level, you learn one 
additional druid cantrip of your choice. 


NATURAL RECOVERY 
Starting at 2nd level, you can regain some of your 
magical energy by sitting in meditation and communing 
with nature. During a short rest, you choose expended 
spell slots to recover. The spell slots can have a 
combined level that is equal to or less than half your 
druid level (rounded up), and none of the slots can be 
6th level or higher. You can't use this feature again until 
you finish a long rest 

For example, when you are a 4th-level druid, you can 
recover up to two levels worth of spell slots. You can 
recover either a 2nd-level slot or two Ist-level slots. 


CIRCLE SPELLS 

Your mystical connection to the land infuses you with 
the ability to cast certain spells. At 3rd, 5th, 7th, and 
9th level you gain access to circle spells connected 

to the land where you became a druid. Choose that 
land—arctic, coast, desert, forest, grassland, mountain, 
swamp, or Underdark—and consult the associated 

list of spells. 

Once you gain access to a circle spell, you always have 
it prepared, and it doesn't count against the number of 
spells you can prepare each day. If you gain access to a 
spell that doesn't appear on the druid spell list, the spell 
is nonetheless a druid spell for you. 


ARCTIC 


Druid Level Circle Spells 
3rd hold person, spike growth 


5th sleet storm, slow 
7th freedom of movement, ice storm 
9th commune with nature, cone of cold 
COAST 
Druid Level Circle Spells 
3rd mirror image, misty step 
Sth water breathing, water walk 
7th control water, freedom of movement 
9th conjure elemental, scrying 
DESERT 
Druid Level Circle Spells 
3rd blur, silence 
5th create food and water, protection from energy 
7th blight, hallucinatory terrain 
9th insect plague, wall of stone 
FOREST 


Druid Level Circle Spells 
3rd barkskin, spider climb 


5th call lightning, plant growth 
7th divination, freedom of movement 
9th commune with nature, tree stride 
GRASSLAND 
Druid Level Circle Spells à 
3rd invisibility, pass without trace 
5th daylight, haste 
7th divination, freedom of movement 
9th dream, insect plague 
MOUNTAIN 
Druid Level — Circle Spells 
3rd spider climb, spike growth 
5th lightning bolt, meld into stone 
7th stone shape, stoneskin 
9th passwall, wall of stone 
SWAMP 
Druid Level Circle Spells 
3rd darkness, Melf's acid arrow 
5th water walk, stinking cloud 
7th freedom of movement, locate creature 
9th insect plague, scrying 
UNDERDARK 
Druid Level Circle Spells 
3rd spider climb, web 
5th gaseous form, stinking cloud 
7th greater invisibility, stone shape 
9th cloudkill, insect plague 


LAND’S STRIDE 
Starting at 6th level, moving through nonmagical 
difficult terrain costs you no extra movement. You can 
also pass through nonmagical plants without being 
slowed by them and without taking damage from them if 
they have thorns, spines, or a similar hazard. 

In addition, you have advantage on saving throws against 
plants that are magically created or manipulated to impede 
movement, such those created by the entangle spell. 


NATURE'S WARD 

When you reach 10th level, you can’t be charmed or 
frightened by elementals or fey, and you are immune to 
poison and disease. 


NATURE’S SANCTUARY 
When you reach 14th level, creatures of the natural 
world sense your connection to nature and become 
hesitant to attack you. When a beast or plant creature 
attacks you, that creature must make a Wisdom saving 
throw against your druid spell save DC. On a failed save, 
the creature must choose a different target, or the attack 
automatically misses. On a successful save, the creature 
is immune to this effect for 24 hours. 

The creature is aware of this effect before it makes its 
attack against you. 


CIRCLE OF THE MOON 


Druids of the Circle of the Moon are fierce guardians 
of the wilds. Their order gathers under the full moon to 
share news and trade warnings. They haunt the deepest 
parts of the wilderness, where they might go for weeks 
on end before crossing paths with another humanoid 
creature, let alone another druid. 

Changeable as the moon, a druid of this circle might 
prowl as a great cat one night, soar over the treetops 
as an eagle the next day, and crash through the 
undergrowth in bear form to drive off a trespassing 
monster. The wild is in the druid's blood. 


COMBAT WiLD SHAPE 
When you choose this circle at 2nd level, you gain the 
ability to use Wild Shape on your turn as a bonus action, 
rather than as an action. 

Additionally, while you are transformed by Wild 
Shape, you can use a bonus action to expend one 
spell slot to regain 1d8 hit points per level of the spell 
slot expended. 


CIRCLE FORMS 

The rites of your circle grant you the ability to transform 

into more dangerous animal forms. Starting at 2nd 

level, you can use your Wild Shape to transform into a 

beast with a challenge rating as high as 1 (you ignore 

the Max. CR column of the Beast Shapes table, but must 

abide by the other limitations there). 

. Starting at 6th level, you can transform into a beast 
with a challenge rating as high as your druid level 

divided by 3, rounded down. 


PRIMAL STRIKE 

Starting at 6th level, your attacks in beast form count as 
magical for the purpose of overcoming resistance and 
immunity to nonmagical attacks and damage. 


ELEMENTAL WiLD SHAPE 

At 10th level, you can expend two uses of Wild Shape 
at the same time to transform into an air elemental, an 
earth elemental, a fire elemental, or a water elemental. 


THOUSAND FORMS 

By 14th level, you have learned to use magic to alter 
your physical form in more subtle ways. You can cast the 
alter self spell at will. 


p EH o O m Es 
DRUIDS AND THE GODS 


Some druids venerate the forces of nature themselves, but 
most druids are devoted to one of the many nature deities 
worshiped in the multiverse (the lists of gods in appendix 

B include many such deities). The worship of these deities 
is often considered a more ancient tradition than the faiths 
of clerics and urbanized peoples. In fact, in the world of 
Greyhawk, the druidic faith is called the Old Faith, and it 
claims many adherents among farmers, foresters, fishers, 
and others who live closely with nature. This tradition 
includes the worship of Nature as a primal force beyond 
personification, but also encompasses the worship of Beory, 
the Oerth Mother, as well as devotees of Obad-Hai, Ehlonna, 
and Ulaa. 

In the worlds of Greyhawk and the Forgotten Realms, 
druidic circles are not usually connected to the faith of a 
single nature deity. Any given circle in the Forgotten Realms, 
for example, might include druids who revere Silvanus, 
Mielikki, Eldath, Chauntea, or even the harsh Gods of Fury: 
Talos, Malar, Auril, and Umberlee. These nature gods are 
often called the First Circle, the first among the druids, and 
most druids count them all (even the violent ones) as worthy 
of veneration. 

The druids of Eberron hold animistic beliefs completely 
unconnected to the Sovereign Host, the Dark Six, or any of 
the other religions of the world. They believe that every living 
thing and every natural phenomenon—sun, moon, wind, 
fire, and the world itself—has a spirit. Their spells, then, are 
a means to communicate with and command these spirits. 
Different druidic sects, though, hold different philosophies 
about the proper relationship of these spirits to each other 
and to the forces of civilization. The Ashbound, for example, 
believe that arcane magic is an abomination against nature, 
the Children of Winter venerate the forces of death, and the 
Gatekeepers preserve ancient traditions meant to protect the 
world from the incursion of aberrations. 


FIGHTER e 


A human in clanging plate armor holds her shield 
before her as she runs toward the massed goblins. An 
elf behind her, clad in studded leather armor, peppers 
the goblins with arrows loosed from his exquisite 

bow. The half-orc nearby shouts orders, helping 

the two combatants coordinate their assault to the 

best advantage. 

A dwarf in chain mail interposes his shield between 
the ogre's club and his companion, knocking the deadly 
blow aside. His companion, a half-elf in scale armor, 
swings two scimitars in a blinding whirl as she circles 
the ogre, looking for a blind spot in its defenses. 

A gladiator fights for sport in an arena, a master with 
his trident and net, skilled at toppling foes and moving 
them around for the crowd's delight—and his own 
tactical advantage. His opponent's sword flares with 
blue light an instant before she sends lightning flashing 
forth to smite him. 

All of these heroes are fighters, perhaps the most 
diverse class of characters in the worlds of DUNGEONS & 
DRAGONS. Questing knights, conquering overlords, royal 
champions, elite foot soldiers, hardened mercenaries, 
and bandit kings—as fighters, they all share an 
unparalleled mastery with weapons and armor, and a 
thorough knowledge of the skills of combat. And they 
are well acquainted with death, both meting it out and 
staring it defiantly in the face. 


WELL-ROUNDED SPECIALISTS 


Fighters learn the basics of all combat styles. Every 
fighter can swing an axe, fence with a rapier, wield a 
longsword or a greatsword, use a bow, and even trap foes 
in a net with some degree of skill. Likewise, a fighter is 
adept with shields and every form of armor. Beyond that 
basic degree of familiarity, each fighter specializes in a 
certain style of combat. Some concentrate on archery, 
some on fighting with two weapons at once, and some 
on augmenting their martial skills with magic. This 
combination of broad general ability and extensive 
specialization makes fighters superior combatants 

on battlefields and in dungeons alike. 


TRAINED FOR DANGER 

Not every member of the city watch, the village militia, 
or the queen's army is a fighter. Most of these troops are 
relatively untrained soldiers with only the most basic 
combat knowledge. Veteran soldiers, military officers, 
trained bodyguards, dedicated knights, and similar 
figures are fighters. 


WM THE FIGHTER 


Proficiency 


Level Bonus Features 

Ist +2 Fighting Style, Second Wind 
2nd +2 Action Surge (one use) 

3rd +2 Martial Archetype 

4th +2 Ability Score Improvement 
5th +3 Extra Attack 

6th +3 Ability Score Improvement 
7th +3 Martial Archetype feature 
8th +3 Ability Score Improvement 
9th +4 Indomitable (one use) 
10th 14 Martial Archetype feature 
Vth +4 Extra Attack (2) 

12th +4 Ability Score Improvement 
13th +5 Indomitable (two uses) 
14th +5 Ability Score Improvement 
15th +5 Martial Archetype feature 
16th +5 Ability Score Improvement 
17th +6 Action Surge (two uses), Indomitable 

(three uses) 

18th +6 Martial Archetype feature 
19th +6 Ability Score Improvement 
20th +6 Extra Attack (3) 


Some fighters feel drawn to use their training as 
adventurers. The dungeon delving, monster slaying, and 
other dangerous work common among adventurers is 
second nature for a fighter, not all that different from 
the life he or she left behind. There are greater risks, 


perhaps, but also much greater rewards—few fighters in 
the city watch have the opportunity to discover a magic 
flame tongue sword, for example. 


CREATING A FIGHTER 


As you build your fighter, think about two related 
elements of your character’s background: Where did 
you get your combat training, and what set you apart 
from the mundane warriors around you? Were you 
particularly ruthless? Did you get extra help from a 
mentor, perhaps because of your exceptional dedication? 
What drove you to this training in the first place? A 
threat to your homeland, a thirst for revenge, or a need 
to prove yourself might all have been factors. 

You might have enjoyed formal training in a noble’s 
army or in a local militia. Perhaps you trained in a war 
academy, learning strategy, tactics, and military history. 
Or you might be self-taught—unpolished but well tested. 
Did you take up the sword as a way to escape the limits 
of life on a farm, or are you following a proud family 
tradition? Where did you acquire your weapons and 
armor? They might have been military issue or family 
heirlooms, or perhaps you scrimped and saved for years 


to buy them. Your armaments are now among your 
most important possessions—the only things that stand 
between yot and death's embrace. 


Quick BUILD 

You can make a fighter quickly by following these 
suggestions. First, make Strength or Dexterity your 
highest ability score, depending on whether you 
want to focus on melee weapons or on archery (or 
finesse weapons). Your next-highest score should be 
Constitution, or Intelligence if you plan to adopt the 
Eldritch Knight martial archetype. Second, choose 
the soldier background. 


CLASS FEATURES 


As a fighter, you gain the following class features. 


HiT POINTS 

Hit Dice: 1d10 per fighter level 

Hit Points at 1st Level: 10 + your Constitution modifier 

Hit Points at Higher Levels: 1d10 (or 6) your 
Constitution modifier per fighter level after 1st 


PROFICIENCIES 

Armor: All armor, shields 

Weapons: Simple weapons, martial weapons 
Tools: None 


Saving Throws: Strength, Constitution 


Skills: Choose two skills from Acrobatics, Animal 
Handling, Athletics, History, Insight, Intimidation, 
Perception, and Survival 


EQUIPMENT popu 
You start with the following equipment, in addition to 
the equipment granted by your background: 


+ (a) chain mail or (b) leather, longbow, and 20 arrows 

* (a)a martial weapon and a shield or (b) two martial 
weapons 

* (a) alight crossbow and 20 bolts or (b) two handaxes 

* (a) a dungeoneer's pack or (b) an explorer's pack 


FIGHTING STYLE 


You adopt a particular style of fighting as your specialty. 
Choose one of the following options. You can't take a 
Fighting Style option more than once, even if you later 
get to choose again. 


ARCHERY 
You gain a *2 bonus to attack rolls you make with 
ranged weapons. 


DEFENSE 
While you are wearing armor, you gain a +1 bonus to AC. 


DUELING 

When you are wielding a melee weapon in one hand and 
no other weapons, you gain a +2 bonus to damage rolls 
with that weapon. 


GREAT WEAPON FIGHTING 

When you roll a 1 or 2 on a damage die for an attack you 
make with a melee weapon that you are wielding with 
two hands, you can reroll the die and must use the new 
roll, even if the new roll is a 1 or a 2. The weapon must 
have the two-handed or versatile property for you to gain 
this benefit. 


PROTECTION 

When a creature you can see attacks a target other 
than you that is within 5 feet of you, you can use your 
reaction to impose disadvantage on the attack roll. You 
must be wielding a shield. 


Two-WEAPON FIGHTING 
When you engage in two-weapon fighting, you can add 
your ability modifier to the damage of the second attack. 


SECOND WIND 


You have a limited well of stamina that you can draw on 
to protect yourself from harm. On your turn, you can use 
a bonus action to regain hit points equal to 1d10 + your 
fighter level. 

Once you use this feature, you must finish a short or 
long rest before you can use it again. 


ACTION SURGE 


Starting at 2nd level, you can push yourself beyond your 
normal limits for a moment. On your turn, you can take 
onc additional action on top of your regular action and a 
possible bonus action. 


PART 1 | CLASSES 


Once you use this feature, you must finish a short or 
long rest before you can use it again. Starting at 17th 
level, you can use it twice before a rest, but only once on 
the same turn. 


MARTIAL ARCHETYPE 


At 3rd level, you choose an archetype that you strive to 
emulate in your combat styles and techniques. Choose 
Champion, Battle Master, or Eldritch Knight, all detailed 
at the end of the class description. The archetype you 
choose grants you features at 3rd level and again at 7th, 
10th, 15th, and 18th level. 


ABILITY SCORE IMPROVEMENT 


When you reach 4th level, and again at 6th, 8th, 12th, 
14th, 16th, and 19th level, you can increase one ability 
score of your choice by 2, or you can increase two ability 
scores of your choice by 1. As normal, you can't increase 
an ability score above 20 using this feature. 


EXTRA ATTACK 


Beginning at 5th level, you can attack twice, instead of 
once, whenever you take the Attack action on your turn. 
The number of attacks increases to three when you 
reach 11th level in this class and to four when you reach 

20th level in this class. 


INDOMITABLE 


Beginning at 9th level, you can reroll a saving throw that 
you fail. If you do so, you must use the new roll, and you 
can't use this feature again until you finish a long rest. 

You can use this feature twice between long rests 
starting at 13th level and three times between long rests 
starting at 17th level. 


MARTIAL ARCHETYPES 


Different fighters choose different approaches to 
perfecting their fighting prowess. The martial archetype 
you choose to emulate reflects your approach. 


CHAMPION 


The archetypal Champion focuses on the development 
of raw physical power honed to deadly perfection. 
Those who model themselves on this archetype combine 
rigorous training with physical excellence to deal 
devastating blows. 


IMPROVED CRITICAL 
Beginning when you choose this archetype at 3rd 


level, your weapon attacks score a critical hit on a 
roll of 19 or 20. 


REMARKABLE ATHLETE 
Starting at 7th level, you can add half your proficiency 
bonus (round up) to any Strength, Dexterity, or 
Constitution check you make that doesn’t already use 
your proficiency bonus. 

In addition, when you make a running long jump, the 
distance you can cover increases by a number of feet 
equal to your Strength modifier. 


ADDITIONAL FIGHTING STYLE 
At 10th level, you can choose a second option from the 
Fighting Style class feature. 


SUPERIOR CRITICAL 
Starting at 15th level, your weapon attacks score a 
critical hit on a roll of 18—20. 


SURVIVOR 

At 18th level, you attain the pinnacle of resilience in 
battle. At the start of each of your turns, you regain hit 
points equal to 5 * your Constitution modifier if you 
have no more than half of your hit points left. You don't 
gain this benefit if you have 0 hit points. 


BATTLE MASTER 


Those who emulate the archetypal Battle Master 
employ martial techniques passed down through 
generations. To a Battle Master, combat is an academic 
field, sometimes including subjects beyond battle such 
as weaponsmithing and calligraphy. Not every fighter 
absorbs the lessons of history, theory, and artistry 

that are reflected in the Battle Master archetype, but 
those who do are well-rounded fighters of great skill 
and knowledge. 


COMBAT SUPERIORITY 

When you choose this archetype at 3rd level, you 
learn maneuvers that are fueled by special dice called 
superiority dicc. 

Maneuvers. You learn three maneuvers of your 
choice, which are detailed under “Maneuvers” below. 
Many maneuvers enhance an attack in some way. You 
can use only one maneuver per attack. 

You learn two additional maneuvers of your choice 
at 7th, 10th, and 15th level. Each time you learn new 
maneuvers, you can also replace one maneuver you 
know with a different one. 

Superiority Dice. You have four superiority dice, 
which are d8s. A superiority die is expended when you 
use it. You regain all of your expended superiority dice 
when you finish a short or long rest. 

You gain another superiority die at 7th level and one 
more at 15th level. 

Saving Throws. Some of your maneuvers require 
your target to make a saving throw to resist the 
maneuver's effects. The saving throw DC is calculated 
as follows: 


Maneuver save DC = 8 + your proficiency bonus + 
your Strength or Dexterity modifier (your choice) 


STUDENT OF WAR 
At 3rd level, you gain proficiency with one type of 
artisan's tools of your choice. 


KNOW YOUR ENEMY 

Starting at 7th level, if you spend at least 1 minute 
observing or interacting with another creature outside 
combat, you can learn certain information about its 
capabilities compared to your own. The DM tells you if 
the creature is your equal, superior, or inferior in regard 
to two of the following characteristics of your choice: 


* Strength score 

* Dexterity score 

+ Constitution score 

* Armor Class 

* Current hit points 

* Total class levels (if any) 

* Fighter class levels (if any) 


IMPROVED COMBAT SUPERIORITY 
At 10th level, your superiority dice turn into d10s. At 
18th level, they turn into d12s. 


RELENTLESS 

Starting at 15th level, when you roll initiative and 
have no superiority dice remaining, you regain 1 
superiority die. 


MANEUVERS 
The maneuvers are presented in alphabetical order. 

Commander's Strike. When you take the Attack 
action on your turn, you can forgo one of your attacks 
and use a bonus action to direct one of your companions 
to strike. When you do so, choose a friendly creature 
who can see or hear you and expend one superiority die. 
That creature can immediately use its reaction to make 
one weapon attack, adding the superiority die to the 
attack's damage roll. 

Disarming Attack. When you hit a creature with a 
weapon attack, you can expend one superiority die to 
attempt to disarm the target, forcing it to drop one item 
of your choice that it's holding. You add the superiority 
die to the attack's damage roll, and the target must 
make a Strength saving throw. On a failed save, it drops 
the object you choose. The object lands at its feet. 

Distracting Strike. When you hit a creature with a 
weapon attack, you can expend one superiority die to 
distract the creature, giving your allies an opening. You 
add the superiority die to the attack's damage roll. The 
next attack roll against the target by an attacker other 
than you has advantage if the attack is made before the 
start of your next turn. is 

Evasive Footwork. When you move, you can expend 
one superiority die, rolling the die and adding the 
number rolled to your AC until you stop moving. 

Feinting Attack. You can expend one superiority die 
and use a bonus action on your turn to feint, choosing 
one creature within 5 feet of you as your target. You 
have advantage on your next attack roll against that 
creature. If that attack hits, add the superiority die to the 
attack’s damage roll. 

Goading Attack. When you hit a creature with a 
weapon attack, you can expend one superiority die to 
attempt to goad the target into attacking you. You add 
the superiority dic to the attack's damage roll, and 
the target must make a Wisdom saving throw. On a 
failed save, the target has disadvantage on all attack 
rolls against targets other than you until the end of 
your next turn. 

Lunging Attack. When you make a melee weapon 
attack on your turn, you can expend one superiority die 
to increase your reach for that attack by 5 feet. If you hit, 
you add the superiority die to the attack’s damage roll. 


PART 1 | CLASSES 


Maneuvering Attack. When you hit a creature with 
a weapon attack, you can expend one superiority 
die to maneuver one of your comrades into a more 
advantageous position. You add the superiority die to the 
attack's damage roll, and you choose a friendly creature 
who can see or hear you. That creature can use its 
reaction to move up to half its speed without provoking 
opportunity attacks from the target of your attack. 

Menacing Attack. When you hit a creature with a 
weapon attack, you can expend one superiority die to 
attempt to frighten the target. You add the superiority 
die to the attack's damage roll, and the target must 
make a Wisdom saving throw. On a failed save, it is 
frightened of you until the end of your next turn. 

Parry. When another creature damages you with a 
melee attack, you can use your reaction and expend one 
superiority die to reduce the damage by the number you 
roll on your superiority die + your Dexterity modifier. 

Precision Attack. When you make a weapon attack 
roll against a creature, you can expend one superiority 
die to add it to the roll. You can use this maneuver 
before or after making the attack roll, but before any 
effects of the attack are applied. 

Pushing Attack. When you hit a creature with 
a weapon attack, you can expend one superiority 
die to attempt to drive the target back. You add the 
superiority die to the attack's damage roll, and if the 
target is Large or smaller, it must make a Strength 
saving throw. On a failed save, you push the target up 
to 15 feet away from you. 

Rally. On your turn, you can use a bonus action and 
expend one superiority die to bolster the resolve of one 
of your companions. When you do so, choose a friendly 
creature who can see or hear you. That creature gains 
temporary hit points equal to the superiority die roll + 
your Charisma modifier. 

Riposte. When a creature misses you with a melee 
attack, you can use your reaction and expend one 
superiority die to make a melee weapon attack against 
the creature. If you hit, you add the superiority die to the 
attack's damage roll. 

Sweeping Attack. When you hit a creature with a 
melee weapon attack, you can expend one superiority 
die to attempt to damage another creature with the 
same attack. Choose another creature within 5 feet 
of the original target and within your reach. If the 
original attack roll would hit the second creature, it 
takes damage equal to the number you roll on your 
superiority die. The damage is of the same type dealt by 
the original attack. 

Trip Attack. When you hit a creature with a weapon 
attack, you can expend one superiority die to attempt 
to knock the target down. You add the superiority die 
to the attack's damage roll, and if the target is Large or 
smaller, it must make a Strength saving throw. On a 
failed save, you knock the target prone. 


ELDRITCH KNIGHT 


The archetypal Eldritch Knight combines the martial 
mastery common to all fighters with a careful study of 
magic. Eldritch Knights use magical techniques similar 
to those practiced by wizards. They focus their study 


on two of the eight schools of magic: abjuration and 
evocation. Abjuration spells grant an Eldritch Knight 
additional protection in battle, and evocation spells deal 
damage to many foes at once, extending the fighter’s 
reach in combat. These knights learn a comparatively 
small number of spells, committing them to memory 
instead of keeping them in a spellbook. 


SPELLCASTING 

When you reach 3rd level, you augment your martial 
prowess with the ability to cast spells. See chapter 10 
for the general rules of spellcasting and chapter 11 for 
the wizard spell list. 

Cantrips. You learn two cantrips of your choice from 
the wizard spell list. You learn an additional wizard 
cantrip of your choice at 10th level. 

Spell Slots. The Eldritch Knight Spellcasting table 
shows how many spell slots you have to cast your 
spells of 1st level and higher. To cast one of these 
spells, you must expend a slot of the spell's level or 
higher. You regain all expended spell slots when you 
finish a long rest. 

For example, if you know the Ist-level spell shield and 
have a 1st-level and a 2nd-level spell slot available, you 
can cast shield using either slot. 

Spells Known of Ist-Level and Higher. You know 
three 1st-level wizard spells of your choice, two of which 
you must choose from the abjuration and evocation 
spells on the wizard spell list. 

The Spells Known column of the Eldritch Knight 
Spellcasting table shows when you learn more wizard 
spells of 1st level or higher. Each of these spells must be 
an abjuration or evocation spell of your choice, and must 
be of a level for which you have spell slots. For instance, 
when you reach 7th level in this class, you can learn one 
new spell of 1st or 2nd level. 

The spells you learn at 8th, 14th, and 20th level can 
come from any school of magic. 

Whenever you gain a level in this class, you can 
replace one of the wizard spells you know with another 
spell of your choice from the wizard spell list. The 
new spell must be of a level for which you have spell 
slots, and it must be an abjuration or evocation spell, 
unless you're replacing the spell you gained at 8th, 14th, 
or 20th level. 

Spellcastiné Ability. Intelligence is your spellcasting 
ability for your wizard spells, since you learn your 
spells through study and memorization. You use your 
Intelligence whenever a spell refers to your spellcasting 
ability. In addition, you use your Intelligence modifier 
when setting the saving throw DC for a wizard spell you 
cast and when making an attack roll with one. 


Spell save DC = 8 + your proficiency bonus + 
your Intelligence modifier 


Spell attack modifier = your proficiency bonus + 
your Intelligence modifier 


WEAPON BOND 

At 3rd level, you learn a ritual that creates a magical 
bond between yourself and one weapon. You perform 
the ritual over the course of 1 hour, which can be done 


ELDRITCH KNIGHT SPELLCASTING 


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12th 
13th 
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15th 
16th 
17th 
18th 
19th 
20th 


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during a short rest. The weapon must be within your 
reach throughout the ritual, at the conclusion of which 
you touch the weapon and forge the bond. 

Once you have bonded a weapon to yourself, you 
can’t be disarmed of that weapon unless you are 
incapacitated. If it is on the same plane of existence, 
you can summon that weapon as a bonus action on your 
turn, causing it to teleport instantly to your hand. 

You can have up to two bonded weapons, but can 
summon only one at a time with your bonus action. 

If you attempt to bond with a third weapon, you must 
break the bond with one of the other two. 


WAR MAGIC 

Beginning at 7th level, when you use your action to 
cast a cantrip, you can make one weapon attack as a 
bonus action. 


ELDRITCH STRIKE 

At 10th level, you learn how to make your weapon 
strikes undercut a creature's resistance to your spells. 
When you hit a creature with a weapon attack, that 
creature has disadvantage on the next saving throw 

it makes against a spell you cast before the end of 
your next turn. 


ARCANE CHARGE 

At 15th level, you gain the ability to teleport up to 30 
feet to an unoccupied space you can see when you use 
your Action Surge. You can teleport before or after the 
additional action. 


IMPROVED WAR MAGIC 

Starting at 18th level, when you use your action to 
cast a spell, you can make one weapon attack as a 
bonus action. 


PART 1 | CLASSES 


T Monk 


a half-elf springs over a barricade and throws herself 


Her fists a blur as they deflect an incoming hail of arrows, 


into the massed ranks of hobgoblins on the other side. 
She whirls among them, knocking their blows aside and 
sending them reeling, until at last she stands alone. 

Taking a deep breath, a human covered in tattoos 
settles into a battle stance. As the first charging orcs 
reach him, he exhales and a blast of fire roars from his 
mouth, engulfing his foes. 

Moving with the silence of the night, a black-clad 
halfling steps into a shadow beneath an arch and 
emerges from another inky shadow on a balcony a 
stone's throw away. She slides her blade free of its cloth- 
wrapped scabbard and peers through the open window 
at the tyrant prince, so vulnerable in the grip of sleep. 

Whatever their discipline, monks are united in their 
ability to magically harness the energy that flows in 
their bodies. Whether channeled as a striking display 
of combat prowess or a subtler focus of defensive ability 
and speed, this energy infuses all that a monk does. 


THE MAGIC or Kr 


Monks make careful study of a magical energy that most 
monastic traditions call ki. This energy is an element 

of the magic that suffuses the multiverse—specifically, 
the element that flows through living bodies. Monks 
harness this power within themselves to create magical 
effects and exceed their bodies’ physical capabilities, 
and some of their special attacks can hinder the flow of 
ki in their opponents. Using this energy, monks channel 
uncanny speed and strength into their unarmed strikes. 


As they gain experience, their martial training and their 


mastery of ki gives them more power over their bodies 
and the bodies of their foes. 


TRAINING AND ASCETICISM 


Small walled cloisters dot the landscapes of the worlds 
of D&D, tiny refuges from the flow of ordinary life, 
where time seems to stand still. The monks who live 
there seck personal perfection through contemplation 
and rigorous training. Many entered the monastery 
as children, sent to live there when their parents died, 
when food couldn't be found to support them, or in 
return for some kindness that the monks had performed 
for their families. 

Some monks live entirely apart from the surrounding 
population, secluded from anything that might impede 
their spiritual progress. Others are sworn to isolation, 


Proficiency Martial Ki Unarmored 
Level Bonus Arts Points Movement 
Ist +2 1d4 E 
2nd +2 1d4 2 +10 ft. 
3rd +2 1d4 3 +10 ft. 
4th +2 1d4 4 +10 ft. 
5th +3 1d6 5 +10 ft. 
6th +3 1d6 6 +15 ft. 
7th +3 1d6 7 +15 ft. 
8th +3 1d6 8 +15 ft. 
9th +4 1d6 9 +15 ft. 
10th +4 1d6 10 +20 ft. 
nth +4 1d8 n 420 ft. 
12th 44 1d8 12 +20 ft. 
13th +5 1d8 13 +20 ft. 
14th +5 1d8 14 +25 ft. 
15th +5 1d8 15 +25 ft. 
16th +5 1d8 16 +25 ft. 
17th +6 1d10 17 +25 ft. 
18th +6 1d10 18 +30 ft. 
19th +6 1d10 19 +30 ft. 
+30 ft. 


emerging only to serve as spies or assassins at the 
command of their leader, a noble patron, or some other 
mortal or divine power, _ 

The majority of monks don't shun their neighbors, 
making frequent visits to néarby towns or villages and 
exchanging their service for food and other goods. As 
versatile warriors, monks often end up protecting their 
neighbors from monsters or tyrants. 

For a monk, becoming an adventurer means leaving 
a structured, communal lifestyle to become a wanderer. 
This can be a harsh transition, and monks don't 
undertake it lightly. Those who leave their cloisters take 
their work seriously, approaching their adventures as 
personal tests of their physical and spiritual growth. 

As a rule, monks care little for material wealth and are 
driven by a desire to accomplish a greater mission than 
merely slaying monsters and plundering their treasure. 


CREATING A MONK 


As you make your monk character, think about your 
connection to the monastery where you learned your 
skills and spent your formative years. Were you an 
orphan or a child left on the monastery's threshold? Did 
your parents promise you to the monastery in gratitude 
for a service performed by the monks? Did you enter 
this secluded life to hide from a crime you committed? 
Or did you choose the monastic life for yourself? 

Consider why you left. Did the head of your monastery 
- choose you for a particularly important mission beyond 
the cloister? Perhaps you were cast out because of 
some violation of the community's rules. Did you dread 
leaving, or were you happy to go? Is there something 
you hope to accomplish outside the monastery? Are you 
eager to return to your home? 


Features 
— Unarmored Defense, Martial Arts 


Ki, Unarmored Movement 

Monastic Tradition, Deflect Missiles 

Ability Score Improvement, Slow Fall 

Extra Attack, Stunning Strike 

Ki-Empowered Strikes, Monastic Tradition feature 
Evasion, Stillness of Mind 

Ability Score Improvement 

Unarmored Movement improvement 

Purity of Body 

Monastic Tradition feature 

Ability Score Improvement 

Tongue of the Sun and Moon 

Diamond Soul 

Timeless Body 

Ability Score Improvement 

Monastic Tradition feature 

Empty Body 

Ability Score Improvement 

Perfect Self 


As a result of the structured life of a monastic 
community and the discipline required to harness ki, 
monks are almost always lawful in alignment. 


Quick BUILD 

You can make a monk quickly by following these 
suggestions. First, make Dexterity your highest 

ability score, followed by Wisdom. Second, choose the © 
hermit background. 


CLASS FEATURES 


As a monk, you gain the following class features. 


HiT POINTS 

Hit Dice: 1d8 per monk level 

Hit Points at 1st Level: 8 + your Constitution modifier 

Hit Points at Higher Levels: 1d8 (or 5) * your 
Constitution modifier per monk level after 1st 


PROFICIENCIES 

Armor: None 

Weapons: Simple weapons, shortswords 

Tools: Choose one type of artisan's tools or one 
musical instrument 


Saving Throws: Strength, Dexterity 
Skills: Choose two from Acrobatics, Athletics, History, 
Insight, Religion, and Stealth 


EQUIPMENT 
You start with the following equipment, in addition to 
the equipment granted by your background: 


+ (a) a shortsword or (b) any simple weapon 
* (a) a dungeoneer's pack or (b) an explorer's pack 
* 10 darts 


PART 1 | CLASSES 


78 


UNARMORED DEFENSE 


Beginning at 1st level, while you are wearing no armor 
and not wielding a shield, your AC equals 10 + your 
Dexterity modifier + your Wisdom modifier. 


MARTIAL ARTS 


At Ist level, your practice of martial arts gives you 
mastery of combat styles that use unarmed strikes and 
monk weapons, which are shortswords and any simple 
melee weapons that don't have the two-handed or 
heavy property. 

You gain the following benefits while you are unarmed 
or wielding only monk weapons and you aren't wearing 
armor or wielding a shield: 


* You can use Dexterity instead of Strength for the 
attack and damage rolls of your unarmed strikes and 
monk weapons. 

* Youcan roll a d4 in place of the normal damage 
of your unarmed strike or monk weapon. This die 
changes as you gain monk levels, as shown in the 
Martial Arts column of the Monk table. 

* When you usc the Attack action with an unarmed 
strike or a monk weapon on your turn, you can make 
one unarmed strike as a bonus action. For example, if 
you take the Attack action and attack with a quarter- 
staff, you can also make an unarmed strike as a bonus 
action, assuming you haven't already taken a bonus 
action this turn. 


Certain monasteries use specialized forms of the 
monk weapons. For example, you might use a club 
that is two lengths of wood connected by a short chain 
(called a nunchaku) or a sickle with a shorter, straighter 
blade (called a kama). Whatever name you use for a 
monk weapon, you can use the game statistics provided 
for the weapon in chapter 5. 


Ki 


Starting at 2nd level, your training allows you to 
harness the mystic energy of ki. Your access to this 
energy is represented by a number of ki points. Your 
monk level determines the number of points you have, 
as shown in the Ki Points column of the Monk table. 

You can spend these points to fuel various ki features. 
You start knowing three such features: Flurry of Blows, 
Patient Defense, and Step of the Wind. You learn more 
ki features as you gain levels in this class. 

When you spend a ki point, it is unavailable until 
you finish a short or long rest, at the end of which you 
draw all of your expended ki back into yourself. You 
must spend at least 30 minutes of the rest meditating to 
regain your ki points. 

Some of your ki features require your target to make 
a saving throw to resist the feature's effects. The saving 
throw DC is calculated as follows: 


Ki save DC = 8 + your proficiency bonus + 
your Wisdom modifier 


PART 1 | CLASSES 


FLURRY OF BLOWS 

Immediately after you take the Attack action on your 
turn, you can spend 1 ki point to make two unarmed 
strikes as a bonus action. 


PATIENT DEFENSE 
You can spend 1 ki point to take the Dodge action as a 
bonus action on your turn. 


STEP OF THE WIND 

You can spend 1 ki point to take the Disengage or Dash 
action as a bonus action on your turn, and your jump 
distance is doubled for the turn. 


UNARMORED MOVEMENT 


Starting at 2nd level, your speed increases by 10 feet 
while you are not wearing armor or wielding a shield. 
This bonus increases when you reach certain monk 
levels, as shown in the Monk table. 

At 9th level, you gain the ability to move along vertical 
surfaces and across liquids on your turn without falling 
during the move. 


MONASTIC TRADITION 


When you reach 3rd level, you commit yourself to a 
monastic tradition: the Way of the Open Hand, the Way 
of Shadow, or the Way of the Four Elements, all detailed 
at the end of the class description. Your tradition 

grants you features at 3rd level and again at 6th, 11th, 
and 17th level. 


DEFLECT MISSILES 


Starting at 3rd level, you can use your reaction to 
deflect or catch the missile when you are hit by a ranged 
weapon attack. When you do so, the damage you take 
from the attack is reduced by 1d10 + your Dexterity 
modifier + your monk level. 

If you reduce the damage to 0, you can catch the 
missile if it is small enough for you to hold in one hand 
and you have at least one hand free. If you catch a 
missile in this way, you can spend 1 ki point to make a 
ranged attack with the weapon or piece of ammunition 
you just caught, as part of the same reaction. You make 
this attack with proficiency, regardless of your weapon 
proficiencies, and the missile counts as a monk weapon 
for the attack. 


ABILITY SCORE IMPROVEMENT 


When you reach 4th level, and again at 8th, 12th, 16th, 
and 19th level, you can increase one ability score of your 
choice by 2, or you can increase two ability scores of 
your choice by 1. As normal, yot can't increase an ability 
score above 20 using this feature. 


SLOW FALL 


Beginning at 4th level, you can use your reaction when 
you fall to reduce any falling damage you take by an 
amount equal to five times your monk level. 


EXTRA ATTACK 


Beginning at 5th level, you can attack twice, instead of 
once, whenever you take the Attack action on your turn. 


STUNNING STRIKE 


Starting at 5th level, you can interfere with the flow of 
ki in an opponent's body. When you hit another creature 
with a melee weapon attack, you can spend 1 ki point to 
attempt a stunning strike. The target must succeed on a 
Constitution saving throw or be stunned until the end of 
your next turn. 


K1I-EMPOWERED STRIKES 


Starting at 6th level, your unarmed strikes count as 
magical for the purpose of overcoming resistance and 
immunity to nonmagical attacks and damage. 


EVASION 


At 7th level, your instinctive agility lets you dodge 

out of the way of certain area effects, such as a blue 
dragon’s lightning breath or a fireball spell. When you 
are subjected to an effect that allows you to make a 
Dexterity saving throw to take only half damage, you 
instead take no damage if you succeed on the saving 
throw, and only half damage if you fail. 


STILLNESS OF MIND 


Starting at 7th level, you can use your action to end one 
effect on yourself that is causing you to be charmed 
or frightened. 


PURITY OF BODY 
At 10th level, your mastery of the ki flowing through you 
makes you immune to disease and poison. 


TONGUE OF THE SUN AND MOON 


Starting at 13th level, you learn to touch the ki of other 
minds so that you understand all spoken languages. 
Moreover, any creature that can understand a language 
can understand what you say. 


DIAMOND SOUL 


Beginning at 14th level, your mastery of ki grants you 
proficiency in all saving throws. 

Additionally, whenever you make a saving throw and 
fail, you can spend 1 ki point to reroll it and take the 
second result. 


TIMELESS BODY 


At 15th level, your ki sustains you so that you suffer 
none of the frailty of old age, and you can't be aged 
magically. You can still die of old age, however. In 
addition, you no longer need food or water. 


Empty Bopy 


Beginning at 18th level, you can use your action to 


spend 4 ki points to become invisible for 1 minute. ES 


During that time, you also have resistance to all damage 
but force damage. 

Additionally, you can spend 8 ki points to cast the 
astral projection spell, without needing material 
components. When you do so, you can't take any other 
creatures with you. 


PERFECT SELF 


At 20th level, when you roll for initiative and have no ki 
points remaining, you regain 4 ki points. 


MONASTIC TRADITIONS 


Three traditions of monastic pursuit are common in 
the monasteries scattered across the multiverse. Most 
monasteries practice one tradition exclusively, but a 
few honor the three traditions and instruct each monk 
according to his or her aptitude and interest. All threc 
traditions rely on the same basic techniques, diverging 
as the student grows more adept. Thus, a monk need 
choose a tradition only upon reaching 3rd level. 


WAY OF THE OPEN HAND 


Monks of the Way of the Open Hand are the ultimate 
masters of martial arts combat, whether armed or 
unarmed. They learn techniques to push and trip their 
opponents, manipulate ki to heal damage to their 
bodies, and practice advanced meditation that can 
protect them from harm. 


OPEN HAND TECHNIQUE 

Starting when you choose this tradition at 3rd level, 

you can manipulate your enemy's ki when you harness 
your own. Whenever you hit a creature with one of the 
attacks granted by your Flurry of Blows, you can impose 
one of the following effects on that target: 


* [t must succeed on a Dexterity saving throw or be 
knocked prone. 

* It must make a Strength saving throw. If it fails, you 
can push it up to 15 feet away from you. 

+ It can't take reactions until the end of your next turn. 


WHOLENESS OF BODY 
At 6th level, you gain the ability to heal yourself. As an 
action, you can regain hit points equal to three times 


z we 


PART 1 | CLASSES 


your monk level. You must finish a long rest before you 
can use this feature again. 


TRANQUILITY 

Beginning at 11th level, you can enter a special 
meditation that surrounds you with an aura of peace. At 
the end of a long rest, you gain the effect of a sanctuary 
spell that lasts until the start of your next long rest (the 
spell can end early as normal). The saving throw DC 
for the spell equals 8 + your Wisdom modifier + your 
proficiency bonus. 


QUIVERING PALM 
At 17th level, you gain the ability to set up lethal 
vibrations in someone’s body. When you hit a creature 
with an unarmed strike, you can spend 3 ki points to 
start these imperceptible vibrations, which last for a 
number of days equal to your monk level. The vibrations 
are harmless unless you use your action to end them. 
To do so, you and the target must be on the same plane 
of existence. When you use this action, the creature 
must make a Constitution saving throw. If it fails, it is 
reduced to 0 hit points. If it succeeds, it takes 10d10 
necrotic damage. 

You can have only one creature under the effect of this 
feature at a time. You can choose to end the vibrations 
harmlessly without using an action. 


WAY OF SHADOW 


Monks of the Way of Shadow follow a tradition that 
values stealth and subterfuge. These monks might 

be called ninjas or shadowdancers, and they serve as 
spies and assassins. Sometimes the members of a 
ninja monastery are family members, forming a clan 
sworn to secrecy about their arts and missions, Other 
monasteries are more like thieves’ guilds, hiring out 
their services to nobles, rich merchants, or anyone else 
who can pay their fees. Regardless of their methods, the 
heads of these monasteries expect the unquestioning 
obedience of their students. 


SHADOW ARTS 

Starting when you choose this tradition at 3rd level, you 
can use your ki to duplicate the effects of certain spells. 
As an action, you can spend 2 ki points to cast darkness, 
darkvision, pass without trace, or silence, without 
providing material components. Additionally, you gain 
the minor illusion cantrip if you don’t already know it. 


SHADOW STEP 

At 6th level, you gain the ability to step from one shadow 
into another. When you are in dim light or darkness, 

as a bonus action you can teleport up to 60 feet to an 
unoccupied space you can see that is also in dim light 
or darkness. You then have advantage on the first melee 
attack you make before the end of the turn. 


CLOAK OF SHADOWS 

By 11th level, you have learned to become one with 
the shadows. When you are in an area of dim light or 
darkness, you can use your action to become invisible. 
You remain invisible until you make an attack, cast a 
spell, or are in an area of bright light. 


PART 1 | CLASSES 


OPPORTUNIST 

At 17th level, you can exploit a creature's momentary 
distraction when it is hit by an attack. Whenever a 
creature within 5 feet of you is hit by an attack made by 
a creature other than you, you can use your reaction to 
make a melee attack against that creature. 


Way OF THE FOUR ELEMENTS 


You follow a monastic tradition that teaches you to 
harness the elements. When you focus your ki, you can 
align yourself with the forces of creation and bend the 
four elements to your will, using them as an extension 
of your body. Some members of this tradition dedicate 
themselves to a single element, but others weave the 
elements together. 

Many monks of this tradition tattoo their bodies with 
representations of their ki powers, commonly imagined 
as coiling dragons, but also as phoenixes, fish, plants, 
mountains, and cresting waves. 


DISCIPLE OF THE ELEMENTS 

When you choose this tradition at 3rd level, you learn 
magical disciplines that harness the power of the four 
elements. A discipline requires you to spend ki points 
each time you use it. 

You know the Elemental Attunement discipline and 
one other elemental discipline of your choice, which are 
detailed in the “Elemental Disciplines" section below. 
You learn one additional elemental discipline of your 
choice at 6th, 11th, and 17th level. 

Whenever you learn a new elemental discipline, 
you can also replace one elemental discipline that you 
already know with a different discipline. 

Casting Elemental Spells. Some elemental 
disciplines allow you to cast spells. See chapter 10 for 
the general rules of spellcasting. To cast one of these 
spells, you use its casting time and other rules, but you 
don't need to provide material components for it. 

Once you reach 5th level in this class, you can spend 
additional ki points to increase the level of an elemental 
discipline spell that you cast, provided that the spell has 
an enhanced effect at a higher level, as burning hands 
does. The spell's level increases by 1 for each additional 
ki point you spend. For example, if you are a 5th-level 
monk and use Sweeping Cinder Strike to cast burniné 
hands, you can spend 3 ki points to cast it as a 2nd-level 
spell (the discipline's base cost of 2 ki points plus 1). 

The maximum number of ki points you can spend to 
cast a spell in this way (including its base ki point cost 
and any additional ki points you spend to increase its 
level) is determined by your monk level, as shown in the 
Spells and Ki Points table. 


SPELLS AND Ki POINTS 


Monk Levels Maximum Ki Points for a Spell 
5th-8th 3 
9th-12th 4 
13th-16th 5 
17th-20th 6 


ELEMENTAL DISCIPLINES 
The elemental disciplines are presented in alphabetical 
order. If a discipline requires a level, you must be that 
level in this class to learn the discipline. 

Breath of Winter (17th Level Required). You can 
spend 6 ki points to cast cone of cold. 

Clench of the North Wind (6th Level Required). You 
can spend 3 ki points to cast hold person. 

Elemental Attunement. You can use your action to 
briefly control elemental forces nearby, causing one of 
the following effects of your choice: 


* Create a harmless, instantaneous sensory effect 
related to air, earth, fire, or water, such as a shower of 
sparks, a puff of wind, a spray of light mist, or a gentle 
rumbling of stone. 

Instantaneously light or snuff out a candle, a torch, or 
a small campfire. 

* Chill or warm up to 1 pound of nonliving material for 
up to 1 hour. 

Cause earth, fire, water, or mist that can fit within a 
1-foot cube to shape itself into a crude form you desig- 
nate for 1 minute. 


Eternal Mountain Defense (11th Level Required). 
You can spend 5 ki points to cast stoneskin, 
targeting yourself. 

Fangs of the Fire Snake. When you use the Attack 
action on your turn, you can spend 1 ki point to cause 
tendrils of flame to stretch out from your fists and feet. 
Your reach with your unarmed strikes increases by 
10 feet for that action, as well as the rest of the turn. 

A hit with such an attack deals fire damage instead of 
bludgeoning damage, and if you spend 1 ki point when 
the attack hits, it also deals an extra 1d10 fire damage. 

Fist of Four Thunders. You can spend 2 ki points to 
cast thunderwave. 

Fist of Unbroken Air. You can crcate a blast of 
compressed air that strikes like a mighty fist. As an 
action, you can spend 2 ki points and choose a creature 
within 30 feet of you. That creature must make a 
Strength saving throw. On a failed save, the creature 
takes 3d10 bludgeoning damage, plus an extra 1d10 
bludgeoning damage for each additional ki point you 
spend, and you can push the creature up to 20 feet away 
from you and knock it prone. On a successful save, the 
creature takes half as much damage, and you don't push 
it or knock it prone. 

Flames of the Phoenix (11th Level Required). You 
can spend 4 ki points to cast fireball. 

Gong of the Summit (6th Level Required). You can 
spend 3 ki points to cast shatter. 

Mist Stance (11th Level Required). You can spend 4 
ki points to cast gaseous form, targeting yourself. 

Ride the Wind (11th Level Required). You can spend 
4 ki points to cast fly, targeting yourself. 

River of Hunéry Flame (17th Level Required). You 
can spend 5 ki points to cast wall of fire. 

Rush of the Gale Spirits. You can spend 2 ki points 
to cast éust of wind. 


Shape the Flowing River. As an action, you can 
spend 1 ki point to choose an area of ice or water no 
larger than 30 feet on a side within 120 feet of you. You 
can change water to ice within the area and vice versa, 
and you can reshape ice in the area in any manner you 
choose. You can raise or lower the ice's elevation, create 
or fill in a trench, erect or flatten a wall, or form a pillar. 
The extent of any such changes can't exceed half the 
area's largest dimension. For example, if you affect a 
30-foot square, you can create a pillar up to 15 feet high, 
raise or lower the square's elevation by up to 15 feet, dig 
a trench up to 15 feet deep, and so on. You can't shape 
the ice to trap or injure a creature in the area. 

Sweeping Cinder Strike. You can spend 2 ki points to 
cast burning hands. 

Water Whip. You can spend 2 ki points as a bonus 
action to create a whip of water that shoves and pulls 
a creature to unbalance it. A creature that you can see 
that is within 30 feet of you must make a Dexterity 
saving throw. On a failed save, the creature takes 3d10 
bludgeoning damage, plus an extra 1d10 bludgeoning 
damage for each additional ki point you spend, and you 
can either knock it prone or pull it up to 25 feet closer 
to you. On a successful save, the creature takes half as 
much damage, and you don't pull it or knock it prone. 

Wave of Rolling Earth (17th Level Required). You 
can spend 6 ki points to cast wall of stone. 


P GESTA ee sss 
MONASTIC ORDERS 
The worlds of D&D contain a multitude of monasteries 
and monastic traditions. In lands with an Asian cultural 
flavor, such as Shou Lung far to the east of the Forgotten 
Realms, these monasteries are associated with philosophical 


_ traditions and martial arts practice. The Iron Hand School, 


the Five Stars School, the Northern Fist School, and 

the Southern Star School of Shou Lung teach different 
approaches to the physical, mental, and spiritual disciplines 
of the monk. Some of these monasteries have spread to the 
western lands of Faerün, particularly in places with large 
Shou immigrant communities, such as Thesk and Westgate. 

Other monastic traditions are associated with deities who 
teach the value of physical excellence and mental discipline. 
In the Forgotten Realms, the order of the Dark Moon is 
made up of monks dedicated to Shar (goddess of loss), who 
maintain secret communities in remote hills, back allies, 
and subterranean hideaways. Monasteries of Ilmater (god 
of endurance) are named after flowers, and their orders 
carry the names of great heroes of the faith; the Disciples of 
Saint Sollars the Twice-Martyred reside in the Monastery of 
the Yellow Rose near Damara. The monasteries of Eberron 
combine the study of martial arts with a life of scholarship. 
Most are devoted to the deities of the Sovereign Host. 

In the world of Dragonlance, most monks are devoted to 
Majere, god of meditation and thought. In Greyhawk, many 
monasteries are dedicated to Xan Yae, the goddess of twilight 
and the superiority of mind over matter, or to Zuoken, god of 
mental and physical mastery. 

The evil monks of the Scarlet Brotherhood in the world of 
Greyhawk derive their fanatic zeal not from devotion to a god 
but from dedication to the principles of their nation and their 
race—the belief that the Suel strand of humanity are meant 
to rule the world, 


oneal eine eae al 


PART 1 | CLASSES 


B1 


PALADIN 


Clad in plate armor that gleams in the sunlight despite 
the dust and grime of long travel, a human lays down 
her sword and shield and places her hands on a mortally 
wounded man. Divine radiance shines from her hands, 
the man’s wounds knit closed, and his eyes open wide 
with amazement. 

A dwarf crouches behind an outcrop, his black cloak 
making him nearly invisible in the night, and watches 
an orc war band celebrating its recent victory. Silently, 
he stalks into their midst and whispers an oath, and two 
ores arédead before they even realize he is there. 

Silver hair shining in a shaft of light that seems to 
illuminate only him, an elf laughs with exultation. His 
spear flashes like his eyes as he jabs again and again 
ata twisted giant, until at last his light overcomes its 
hideous darkness. 

Whatever their origin and their mission, paladins are 
“united by their oaths to stand against the forces of evil. 
Whether sworn before a god's altar and the witness of 
a priest, in a sacred glade before nature spirits and fey 
beings, or in a moment of desperation and grief with the 
dead as the only witness, a paladin's oath is a powerful 
bond. It is a source of power that turns a devout warrior 
into a blessed champion. 


THE CAUSE OF RIGHTEOUSNESS 


A paladin swears to uphold justice and righteousness, 
to stand with the good things of the world against the 
encroaching darkness, and to hunt the forces of evil 
wherever they lurk. Different paladins focus on various 
aspects of the cause of righteousness, but all are 
bound by the oaths that grant them power to do their 
sacred work, Although many paladins are devoted to 
gods of good, a paladin's power comes as much from a 
commitment to justice itself as it does from a god. 

Paladins train for years to learn the skills of combat, 
mastering a variety of weapons and armor. Even so, 
their martial skills are secondary to the magical power 
they wield: power to heal the sick and injured, to smite 
the wicked and the undead, and to protect the innocent 
and those who join them in the fight for justice. 


BEYOND THE MUNDANE LIFE 


Almost by definition, the life of a paladin is an 
adventuring life. Unless a lasting injury has taken him 
or her away from adventuring for a time, every paladin 
lives on the front lines of the cosmic struggle against 


S A —_— oom = 
THE PALADIN 


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


evil. Fighters are rare enough among the ranks of the 
militias and armies of the world, but even fewer people 
can claim the true calling of a paladin. When they do 
receive the call, these warriors turn from their former 
occupations and take up arms to fight evil. Sometimes 
their oaths lead them into the service of the crown as 
leaders of elite groups of knights, but even then their 
loyalty is first to the cause of righteousness, not to 
crown and country. 

Adventuring paladins take their work seriously. A 
delve into an ancient ruin or dusty crypt can be a quest 
driven by a higher purpose than the acquisition of 
treasure. Evil lurks in dungeons and primeval forests, 
and even the smallest victory against it can tilt the 
cosmic balance away from oblivion. 


CREATING A PALADIN 


The most important aspect of a paladin character is 

the nature of his or her holy quest. Although the class 
features related to your oath don’t appear until you 
reach 3rd level, plan ahead for that choice by reading 
the oath descriptions at the end of the class. Are you a 
devoted servant of good, loyal to the gods of justice and 
honor, a holy knight in shining armor venturing forth 

to smite evil? Are you a glorious champion of the light, 
cherishing everything beautiful that stands against the 
shadow, a knight whose oath descends from traditions 
older than many of the gods? Or are you an embittered 
loner sworn to take vengeance on those who have done 
great evil, sent as an angel of death by the gods or driven 
by your need for revenge? Appendix B lists many deities 
worshiped by paladins throughout the multiverse, such 


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as Torm, Tyr, Heironeous, 
Paladine, Kiri-Jolith, Dol 
Arrah, the Silver Flame, 
Bahamut, Athena, Re-Horakhty, 
and Heimdall. 

How did you experience your call to 
serve as a paladin? Did you hear a whisper 
from an unseen god or angel while you were at 
prayer? Did another paladin sense the potential within 
you and decide to train you as a squire? Or did some 
terrible event—the destruction of your home, perhaps— 
drive you to your quests? Perhaps you stumbled into 
a sacred grove or a hidden elven enclave and found 
yourself called to protect all such refuges of goodness 
and beauty. Or you might have known from your earliest 
memories that the paladin's life was your calling, almost 
as if you had been sent into the world with that purpose 
stamped on your soul. 

As guardians against the forces of wickedness, 
paladins are rarely of any evil alignment. Most of them 
walk the paths of charity and justice. Consider how your 
alignment colors the way you pursue your holy quest 
and the manner in which you conduct yourself before 
gods and mortals. Your oath and alignment might be 
in harmony, or your oath might represent standards of 
behavior that you have not yet attained. 


Quick BUILD 

You can make a paladin quickly by following these 
suggestions. First, Strength should be your highest 
ability score, followed by Charisma. Second, choose the 
noble background. 


PART 1 | CLASSES 


CLASS FEATURES 


As a paladin, you gain the following class features. 


Hir POINTS 

Hit Dice: 1d10 per paladin level 

Hit Points at 1st Level: 10 + your Constitution modifier 

Hit Points at Higher Levels: 1d10 (or 6) + your 
Constitution modifier per paladin level after Ist 


PROFICIENCIES 

Armor: All armor, shields 

Weapons: Simple weapons, martial weapons 
Tools: None 


Saving Throws: Wisdom, Charisma 
Skills: Choose two from Athletics, Insight, Intimidation, 
Medicine, Persuasion, and Religion 


EQUIPMENT 
You start with the following equipment, in addition to 
the equipment granted by your background: 


* (a) a martial weapon and a shield or (b) two martial 
weapons 
* (a) five javelins or (b) any simple melee weapon 


_ + (a) a priest's pack or (b) an explorer's pack 


* Chain mail and a holy symbol 


DIVINE SENSE 


The presence of strong evil registers on your senses like 


a noxious odor, and powerful good rings like heavenly 
music in your ears. As an action, you can open your 
awareness to detect such forces. Until the end of your 
next turn, you know the location of any celestial, fiend, 
or undead within 60 feet of you that is not behind total 
cover. You know the type (celestial, fiend, or undead) of 
any being whose presence you sense, but not its identity 
(the vampire Count Strahd von Zarovich, for instance). 
Within the same radius, you also detect the presence 
of any place or object that has been consecrated or 
desecrated, as with the hallow spell. se 

You can use this feature a number of times equal to 
1 + your Charisma modifier. When you finish a long rest, 
you regain all expended uses. 


LAY ON HANDS 


Your blessed touch can heal wounds. You have a pool 
of healing power that replenishes when you take a long 
rest. With that pool, you can restore a total number of 
hit points equal to your paladin level x 5. 

As an action, you can touch a creature and draw 
power from the pool to restore a number of hit points 
to that creature, up to the maximum amount remaining 
in your pool. 

Alternatively, you can expend 5 hit points from your 
pool of healing to cure the target of one disease or 
neutralize one poison affecting it. You can cure multiple 
diseases and neutralize multiple poisons with a single 
use of Lay on Hands, expending hit points separately 
for each one. 

This feature has no effect on undead and constructs. 


PART 1 | GLASSES 


FIGHTING STYLE S 


At 2nd level, you adopt a style of fighting as your 
specialty. Choose one of the following options. You can’t 
take a Fighting Style option more than once, even if you 
later get to choose again. 


DEFENSE 
While you are wearing armor, you gain a +1 bonus to AC. 


DUELING 

When you are wielding a melee weapon in one hand and 
no other weapons, you gain a +2 bonus to damage rolls 
with that weapon. 


GREAT WEAPON FIGHTING 

When you roll a 1 or 2 on a damage die for an attack you 
make with a melee weapon that you are wielding with 
two hands, you can reroll the die and must use the new 
roll. The weapon must have the two-handed or versatile 
property for you to gain this benefit. 


PROTECTION 

When a creature you can see attacks a target other 
than you that is within 5 feet of you, you can use your 
reaction to impose disadvantage on the attack roll. 
You must be wielding a shield. 


SPELLCASTING 


By 2nd level, you have learned to draw on divine 
magic through meditation and prayer to cast spells as 
a cleric does. See chapter 10 for the general rules of 
spellcasting and chapter 11 for the paladin spell list. 


PREPARING AND CASTING SPELLS 

The Paladin table shows how many spell slots you have 
to cast your spells. To cast one of your paladin spells of 
Ist level or higher, you must expend a slot of the spell’s 
level or higher. You regain all expended spell slots when 
you finish a long rest. 

You prepare the list of paladin spells that are available 
for you to cast, choosing from the paladin spell list. 
When you do so, choose a number of paladin spells 
equal to your Charisma modifier + half your paladin 
level, rounded down (minimum of one spell). The spells 
must be of a level for which you have spell slots. 

For example, if you are a 5th-level paladin, you have 
four Ist-level and two 2nd-level spell slots. With a 
Charisma of 14, your list of prepared spells can include 
four spells of 1st or 2nd level, in any combination. If you 
prepare the 1st-level spell cure wounds, you can cast 
it using a 1st-level or a 2nd-level slot. Casting the spell 
doesn't remove it from your list of prepared spells. 

You can change your list of prepared spells when you 
finish a long rest. Preparing a new list of paladin spells 
requires time spent in prayer and meditation: at least 1 
minute per spell level for each spell on your list. 


SPELLCASTING ABILITY 
Charisma is your spellcasting ability for your paladin 
spells, since their power derives from the strength of 


your convictions. You use your Charisma whenever a 
spell refers to your spellcasting ability. In addition, you 
use your Charisma modifier when setting the saving 
throw DC for a paladin spell you cast and when making 
an attack roll with one. 


Spell save DC = 8 + your proficiency bonus + 
your Charisma modifier 


Spell attack modifier = your proficiency bonus + 
your Charisma modifier 


SPELLCASTING Focus 
You can use a holy symbol (found in chapter 5) asa 
spellcasting focus for your paladin spells. 


DIVINE SMITE 


Starting at 2nd level, when you hit a creature witha 
melee weapon attack, you can expend one paladin spell 
slot to deal radiant damage to the target, in addition to 
the weapon's damage. The extra damage is 2d8 for a 
1st-level spell slot, plus 1d8 for each spell level higher 
than 1st, to a maximum of 5d8. The damage increases 
by 1d8 if the target is an undead or a fiend. 


DIVINE HEALTH 


By 3rd level, the divine magic flowing through you 
makes you immune to disease. 


SACRED OATH 


When you reach 3rd level, you swear the oath that binds 


you as a paladin forever. Up to this time you have been 
in a preparatory stage, committed to the path but not 
yet sworn to it. Now you choose the Oath of Devotion, 
the Oath of the Ancients, or the Oath of Vengeance, all 
detailed at the end of the class description. 

Your choice grants you features at 3rd level and again 
at 7th, 15th, and 20th level. Those features include oath 
spells and the Channel Divinity feature. 


OATH SPELLS 
Each oath has a list of associated spells. You gain 
access to these spells at the levels specified in the oath 
description. Once you gain access to an oath spell, you 
always have it prepared. Oath spells don't count against 
the number of spells you can prepare each day. 

If you gain an oath spell that doesn't appear on the 
paladin spell list, the spell is nonetheless a paladin 
spell for you. 


CHANNEL DIVINITY 

Your oath allows you to channel divine energy to fuel 
magical effects. Each Channel Divinity option provided 
by your oath explains how to use it. 

When you use your Channel Divinity, you choose 
which option to use. You must then finish a short or long 
rest to use your Channel Divinity again. 

Some Channel Divinity effects require saving throws. 
When you use such an effect from this class, the DC 
equals your paladin spell save DC. 


ABILITY SCORE IMPROVEMENT 


When you reach 4th level, and again at 8th, 12th, 16th, 
and 19th level, you can increase one ability score of your 
choice by 2, or you can increase two ability scores of 
your choice by 1. As normal, you can't increase an ability 
score above 20 using this feature. 


EXTRA ATTACK 


Beginning at 5th level, you can attack twice, instead of 
once, whenever you take the Attack action on your turn. 


AURA OF PROTECTION 


Starting at 6th level, whenever you or a friendly creature 
within 10 feet of you must make a saving throw, the 
creature gains a bonus to the saving throw equal to your 
Charisma modifier (with a minimum bonus of +1). You 
must be conscious to grant this bonus. 

At 18th level, the range of this aura increases to 30 feet. 


AURA OF COURAGE 


Starting at 10th level, you and friendly creatures 
within 10 feet of you can't be frightened while you 
are conscious. Ss! 
At 18th level, the range of this aura increases to 30 feet. 


IMPROVED DIVINE SMITE 


By 11th level, you are so suffused with righteous 

might that all your melee weapon strikes carry divine 
power with them. Whenever you hit a creature with a 
melee weapon, the creature takes an extra 1d8 radiant 
damage. If you also use your Divine Smite with an 
attack, you add this damage to the extra damage of your 
Divine Smite. 


CLEANSING TOUCH 


Beginning at 14th level, you can use your action to 
end one spell on yourself or on one willing creature 
that you touch. 

You can use this feature a number of times equal 
to your Charisma modifier (a minimum of once). You 
regain expended uses when you finish a long rest. 


SACRED OATHS 


Becoming a paladin involves taking vows that commit 
the paladin to the cause of righteousness, an active 
path of fighting wickedness. The final oath, taken 
when he or she reaches 3rd level, is the culmination 
of all the paladin’s training. Some characters with this 
class don’t consider themselves true paladins until 
they have reached 3rd level and made this oath. For 
others, the actual swearing of the oath is a formality, 
an official stamp on what has always been true in the 
paladin’s heart. 


OATH OF DEVOTION 


The Oath of Devotion binds a paladin to the loftiest 
ideals of justice, virtue, and order. Sometimes called 
cavaliers, white knights, or holy warriors, these 
paladins meet the ideal of the knight in shining armor, 


PART 1 | CLASSES 


86 


acting with honor in pursuit of justice and the greater 
good. They hold themselves to the highest standards of 
conduct, and some, for better or worse, hold the rest of — 
the world to the same standards. Many who swear this 
oath are devoted to gods of law and good and use their 
gods’ tenets as the measure of their devotion, They hold 
angels—the perfect servants of good—as their ideals, 
and incorporate images of angelic wings into their 
helmets or coats of arms. 


TENETS OF DEVOTION 
Though the exact words and strictures of the Oath of 
Devotion vary, paladins of this oath share these tenets. 
Honesty. Don't lie or cheat. Let your word be 
your promise. 
Courage. Never fear to act, though caution is wise. 
Compassion. Aid others, protect the weak, and 
punish those who threaten them. Show mercy to your 
foes, but temper it with wisdom. 
Honor. Treat others with fairness, and let your 
honorable deeds be an example to them. Do as 
much good as possible while causing the least 
amount of harm. 
Duty. Be responsible for your actions and their 
consequences, protect those entrusted to your care, 
and obey those who have just authority over you. 


OATH SPELLS 
You gain oath spells at the paladin levels listed. 


OaTH OF DEVOTION SPELLS 


Paladin Level Spells 
3rd protection from evil and good, sanctuary 
5th lesser restoration, zone of truth 
9th beacon of hope, dispel magic 
13th freedom of movement, guardian of faith 
17th commune, flame strike 


CHANNEL DIVINITY 
When you take this oath at 3rd level, you gain the 
following two Channel Divinity options. 

Sacred Weapon. As an action, you can imbue one 
weapon that you are holding with positive energy, 
using your Channel Divinity. For 1 minute, you add 
your Charisma modifier to attack rolls made with that 
weapon (with a minimum bonus of +1). The weapon also 
emits bright light in a 20-foot radius and dim light 20 
feet beyond that. If the weapon is not already magical, it 
becomes magical for the duration. 

You can end this effect on your turn as part of any 
other action. If you are no longer holding or carrying 
this weapon, or if you fall unconscious, this effect ends. 

Turn the Unholy. As an action, you present your 
holy symbol and speak a prayer censuring fiends and 
undead, using your Channel Divinity. Each fiend or 
undead that can see or hear you within 30 feet of you 
must make a Wisdom saving throw. If the creature 
fails its saving throw, it is turned for 1 minute or until 
it takes damage. 

A turned creature must spend its turns trying to move 
as far away from you as it can, and it can’t willingly 
move to a space within 30 feet of you. It also can't take 


PART 1 | CLASSES 


BREAKING YOUR OATH 

A paladin tries to hold to the highest standards of conduct, 
but even the most virtuous paladin is fallible. Sometimes 
the right path proves too demanding, sometimes a situation 
calls for the lesser of two evils, and sometimes the heat of 
emotion causes a paladin to transgress his or her oath. 

A paladin who has broken a vow typically seeks absolution 
from a cleric who shares his or her faith or from another 
paladin of the same order. The paladin might spend an all- 
night vigil in prayer as a sign of penitence, or undertake a 
fast or similar act of self-denial. After a rite of confession and 
forgiveness, the paladin starts fresh. 

If a paladin willfully violates his or her oath and shows no 
sign of repentance, the consequences can be more serious. 
At the DM's discretion, an impenitent paladin might be 
forced to abandon this class and adopt another, or perhaps 
to take the Oathbreaker paladin option that appears in the 
Dungeon Master's Guide. 

[————— ee all 
reactions. For its action, it can use only the Dash action 
or try to escape from an effect that prevents it from 
moving. If there’s nowhere to move, the creature can use 
the Dodge action. 


AURA OF DEVOTION 

Starting at 7th level, you and friendly creatures within 

10 feet of you can’t be charmed while you are conscious. 
At 18th level, the range of this aura increases to 30 feet. 


PURITY OF SPIRIT 
Beginning at 15th level, you are always under the effects 
of a protection from evil and good spell. 


Hoy NIMBUS 
At 20th level, as an action, you can emanate an aura of 
sunlight. For 1 minute, bright light shines from you in a 
30-foot radius, and dim light shines 30 feet beyond that. 
Whenever an enemy creature starts its turn in the 
bright light, the creature takes 10 radiant damage. 
In addition, for the duration, you have advantage on 
saving throws against spells cast by fiends or undead. 
Once you use this feature, you can't use it again until 
you finish a long rest. 


OATH OF THE ANCIENTS 


The Oath of the Ancients is as old as the race of elves 
and the rituals of the druids. Sometimes called fey 
knights, green knights, or horned knights, paladins who 
swear this oath cast their lot with the side of the light 

in the cosmic struggle against darkness because they 
love the beautiful and life-giving things of the world, 

not necessarily because they believe in principles of 
honor, courage, and justice. They adorn their armor and 
clothing with images of growing things—leaves, antlers, 
or flowers—to reflect their commitment to preserving 
life and light in the world. 


TENETS OF THE ANCIENTS 

The tenets of the Oath of the Ancients have been 
preserved for uncounted centuries. This oath 
emphasizes the principles of good above any concerns 
of law or chaos. Its four central principles are simple. 


Kindle the Light. Through your acts of mercy, 
kindness, and forgiveness, kindle the light of hope in the 
world, beating back despair. 

Shelter the Light. Where there is good, beauty, love, 
and laughter in the world, stand against the wickedness 
that would swallow it. Where life flourishes, stand 
against the forces that would render it barren. 

Preserve Your Own Light. Delight in song and 
laughter, in beauty and art. If you allow the light to die in 
your own heart, you can’t preserve it in the world. 

Be the Light. Be a glorious beacon for all who live in 
despair. Let the light of your joy and courage shine forth 
in all your deeds. 


OATH SPELLS 
You gain oath spells at the paladin levels listed. 


OATH OF THE ANCIENTS SPELLS 
Paladin Level Spells 


3rd ensnaring strike, speak with animals 
5th moonbeam, misty step 

9th plant growth, protection from energy 
13th ice storm, stoneskin 

17th commune with nature, tree stride 


CHANNEL DIVINITY 
When you take this oath at 3rd level, you gain the 
following two Channel Divinity options. 

Nature’s Wrath. You can use your Channel Divinity 
to invoke primeval forces to ensnare a foe. As an action, 
you can cause spectral vines to spring up and reach 
for a creature within 10 feet of you that you can see. 
The creature must succeed on a Strength or Dexterity 
saving throw (its choice) or be restrained. While 
restrained by the vines, the creature repeats the saving 
throw at the end of each of its turns. On a success, it 
frees itself and the vines vanish. 

Turn the Faithless, You can use your Channel 
Divinity to utter ancient words that are painful for fey 
and fiends to hear. As an action, you present your holy 


symbol, and each fey or fiend within 30 feet of you that 
can hear you must make a Wisdom saving throw. On a 
failed save, the creature is turned for 1 minute or until it 
takes damage. 

A turned creature must spend its turns trying to move 
as far away from you as it can, and it can't willingly 
move to a space within 30 feet of you. It also can't take 
reactions. For its action, it can use only the Dash action 
or try to escape from an effect that prevents it from 
moving. If there's nowhere to move, the creature can use 
the Dodge action. 

If the creature's true form is concealed by an illusion, 
shapeshifting, or other effect, that form is revealed while 
it is turned, 


AURA OF WARDING 
Beginning at 7th level, ancient magic lies so heavily 
upon you that it forms an eldritch ward. You and friendly 
creatures within 10 feet of you have resistance to 
damage from spells. 

At 18th level, the range of this aura increases to 30 feet. 


UNDYING SENTINEL 

Starting at 15th level, when you are reduced to 0 hit 

points and are not killed outright, you can choose to 

drop to 1 hit point instead. Once you use this ability, you 

can't use it again until you finish a long rest. 
Additionally, you suffer none of the drawbacks of old 

age, and you can't be aged magically. 


ELDER CHAMPION 

At 20th level, you can assume the form of an ancient 

force of nature, taking on an appearance you choose. 

For example, your skin might turn green or take on a 

bark-like texture, your hair might become leafy or moss- 

like, or you might sprout antlers or a lion-like mane. 
Using your action, you undergo a transformation. 

For 1 minute, you gain the following benefits: 


* At the start of each of your turns, you regain 10 hit 
points. 

* Whenever you cast a paladin spell that has a casting 
time of 1 action, you can cast it using a bonus action 
instead. 

* Enemy creatures within 10 feet of you have disadvan- 
tage on saving throws against your paladin spells and 
Channel Divinity options. 


Once you use this feature, you can't use it again until 
you finish a long rest. 


OATH OF VENGEANCE 


The Oath of Vengeance is a solemn commitment to 
punish those who have committed a grievous sin. When 
evil forces slaughter helpless villagers, when an entire 
people turns against the will of the gods, when a thieves' 
guild grows too violent and powerful, when a dragon 
rampages through the countryside—at times like these, 
paladins arise and swear an Oath of Vengeance to set 
right that which has gone wrong. To these paladins— 
sometimes called avengers or dark knights—their own 
purity is not as important as delivering justice. 


PART 1 | CLASSES 


TENETS OF VENGEANCE 

The tenets of the Oath of Vengeance vary by paladin, but 
all the tenets revolve around punishing wrongdoers by 
any means necessary. Paladins who uphold these tenets 
are willing to sacrifice even their own righteousness to 
mete out justice upon those who do evil, so the paladins 
are often neutral or lawful neutral in alignment. The 
core principles of the tenets are brutally simple. 

Fight the Greater Evil. Faced with a choice of fighting 
my sworn foes or combating a lesser evil, I choose the 
greater evil. 

No Mercy for the Wicked. Ordinary foes might win 
my mercy, but my sworn enemies do not. 

By Any Means Necessary. My qualms can't get in the 
way of exterminating my foes. 

Restitution. If my foes wreak ruin on the world, it is 
because I failed to stop them. I must help those harmed 
by their misdeeds. 


OATH SPELLS 
You gain oath spells at the paladin levels listed. 


OATH OF VENGEANCE SPELLS 
Paladin Level Spells 


3rd bane, hunter's mark 

5th hold person, misty step 

9th haste, protection from energy 
13th banishment, dimension door 
17th hold monster, scrying 


CHANNEL DIVINITY 
When you take this oath at 3rd level, you gain the 
following two Channel Divinity options. 

Abjure Enemy. As an action, you present your holy 
symbol and speak a prayer of denunciation, using your 
Channel Divinity. Choose one creature within 60 feet 
of you that you can see. That creature must make a 
Wisdom saving throw, unless it is immune to being 
frightened. Fiends and undead have disadvantage on 
this saving throw. 

On a failed save, the creature is frightened for 1 
minute or until it takes any damage. While frightened, 
the creature's speed is 0, and it can't benefit from any 
bonus to its speed. 

On a successful save, the creature's speed is halved 
for 1 minute or until the creature takes any damage. 

Vow of Enmity. As a bonus action, you can utter a vow 
of enmity against a creature you can see within 10 feet 
of you, using your Channel Divinity. You gain advantage 
on attack rolls against the creature for 1 minute or until 
it drops to O hit points or falls unconscious. 


RELENTLESS AVENGER 

By 7th level, your supernatural focus helps you close 
off a foe’s retreat. When you hit a creature with an 
opportunity attack, you can move up to half your 
speed immediately after the attack and as part of 
the same reaction. This movement doesn't provoke 
opportunity attacks. 


SOUL OF VENGEANCE 

Starting at 15th level, the authority with which you 
speak your Vow of Enmity gives you greater power over 
your foe. When a creature under the effect of your Vow 
of Enmity makes an attack, you can use your reaction to 
make a melee weapon attack against that creature if it is 
within range. 


AVENGING ANGEL 

At 20th level, you can assume the form of an 
angelic avenger. Using your action, you undergo a 
transformation. For 1 hour, you gain the following 
benefits: 


* Wings sprout from your back and grant you a flying 
speed of 60 feet. 

* You emanate an aura of menace in a 30-foot radius. 
The first time any enemy creature enters the aura or 
starts its turn there during a battle, the creature must 
succeed on a Wisdom saving throw or become fright- 
ened of you for 1 minute or until it takes any damage. 
Attack rolls against the frightened creature have 
advantage. 


Once you use this feature, you can't use it again until 
you finish a long rest. 


RANGER 


Rough and wild looking, 

a human stalks alone 
through the shadows of 
trees, hunting the orcs he 
knows are planning a raid 
on a nearby farm. Clutching 
a shortsword in each hand, 
he becomes a whirlwind of 
steel, cutting down one enemy 
after another. 

After tumbling away from a cone of 
freezing air, an elf finds her feet and draws 
back her bow to loose an arrow at the white 
dragon. Shrugging off the wave of fear that emanates 
from the dragon like the cold of its breath, she sends 
one arrow after another to find the gaps between the 
dragon’s thick scales. 

Holding his hand high, a half-elf whistles to the hawk 
that circles high above him, calling the bird back to his 
side. Whispering instructions in Elvish, he points to 
the owlbear he’s been tracking and sends the hawk to 
distract the creature while he readies his bow. 

Far from the bustle of cities and towns, past the 
hedges that shelter the most distant farms from the 
terrors of the wild, amid the dense-packed trees of 
trackless forests and across wide and empty plains, 
rangers keep their unending watch. 


DEADLY HUNTERS 


Warriors of the wilderness, rangers specialize in 
hunting the monsters that threaten the edges of P 
civilization—humanoid raiders, rampaging beasts and 
monstrosities, terrible giants, and deadly dragons. They 
learn to track their quarry as a predator does, moving 
stealthily through the wilds and hiding themselves in 
brush and rubble. Rangers focus their combat training 
on techniques that are particularly useful against their 
specific favored foes. 

Thanks to their familiarity with the wilds, rangers 3 l 
acquire the ability to cast spells that harness nature’s : 4," 3 f I b 
power, much as a druid does. Their spells, like their / YS” Re. 
combat abilities, emphasize speed, stealth, and the hunt. 
Aranger's talents and abilities are honed with deadly 
focus on the grim task of protecting the borderlands. 


INDEPENDENT ADVENTURERS 


Though a ranger might make a living as a hunter, a 
guide, or a tracker, a ranger's true calling is to defend 
the outskirts of civilization from the ravages of monsters 
and humanoid hordes that press in from the wild. In 
some places, rangers gather in secretive orders or join 
forces with druidic circles. Many rangers, though, are 
independent almost to a fault, knowing that, when a 
dragon or a band of orcs attacks, a ranger might be the 
first—and possibly the last—line of defense. 

This fierce independence makes rangers well suited 
to adventuring, since they are accustomed to life far 
from the comforts of a dry bed and a hot bath. Faced 
with city-bred adventurers who grouse and whine about 
the hardships of the wild, rangers respond with some 


THE RANGER 


MUS 


Life 


go 


But they quickly learn that other adventurers who can 


' carry their own weight in a fight against civilization's 


foes are worth any extra burden. Coddled city folk might 
not know how to feed themselves or find fresh water in 
the wild, but they make up for it in other ways. 


CREATING A RANGER 


As you create your ranger character, consider the nature 


of the training that gave you your particular capabilities. 
Did you train with a single mentor, wandering the wilds 
together until you mastered the ranger's ways? Did you 
leave your apprenticeship, or was your mentor slain— 
perhaps by the same kind of monster that became your 
favored enemy? Or perhaps you learned your skills as 
part of a band of rangers affiliated with a druidic circle, 
trained in mystic paths as well as wilderness lore. You 
might be self-taught, a recluse who learned combat 
skills, tracking, and even a magical connection to nature 
through the necessity of surviving in the wilds. 

What's the source of your particular hatred of a 
certain kind of enemy? Did a monster kill someone 
you loved or destroy your home village? Or did you see 
too much of the destruction these monsters cause and 
commit yourself to reining in their depredations? Is 
your adventuring career a continuation of your work 
in protecting the borderlands, or a significant change? 


PART 1 | CLASSES 


Proficiency Spells —Spell Slots per Spell Level— 

Level Bonus Features Known Ist 2nd 3rd 4th 5th 
Ist +2 Favored Enemy, Natural Explorer — — — -— -— — 
2nd +2 Fighting Style, Spellcasting 2 2 

3rd +2 Ranger Archetype, Primeval Awareness 3 3 — — — — 
4th +2 Ability Score Improvement 3 3 — — — — 
5th +3 Extra Attack 4 4 2 — — — 
6th +3 Favored Enemy and Natural Explorer improvements a 4 2 — — 

7th *3 Ranger Archetype feature 5 4 3 — — — 
8th +3 Ability Score Improvement, Land's Stride 5 4 3 — — — 
9th +4 — 6 4 3 2 — — 
10th +4 Natural Explorer improvement, Hide in Plain Sight 6 E 3 2 — 
Tith +4 Ranger Archetype feature 7 E 3 3 — — 
12th +4 Ability Score Improvement 7 E 3 3 — — 
13th +5 — 8 4 3 3 1 — 
14th +5 Favored Enemy improvement, Vanish 8 4 3 3 1 — 
15th +5 Ranger Archetype feature 9 4 3 3 2 — 
leth +5 Ability Score Improvement 9 4 3 3 2 — 
17th +6 — 10 4 3 3 3 1 
18th +6 Feral Senses 10 4 3 3 3 1 
19th +6 Ability Score Improvement n 4 3 3 3 2 
20th +6 Foe Slayer 11 4 3 3 3 2 


What made you join up with a band of adventurers? 
Do you find it challenging to teach new allies the ways 
of the wild, or do you welcome the relief from solitude 
that they offer? 


Quick BUILD 

You can make a ranger quickly by following these 
suggestions. First, make Dexterity your highest ability 
score, followed by Wisdom. (Some rangers who focus 
on two-weapon fighting make Strength higher than 
Dexterity.) Second, choose the outlander background. 


CLASS FEATURES 


As a ranger, you gain the following class features. 


HIT POINTS 

Hit Dice: 1d10 per ranger level 

Hit Points at 1st Level: 10 + your Constitution modifier 

Hit Points at Higher Levels: 1d10 (or 6) + your 
Constitution modifier per ranger level after 1st 


PROFICIENCIES 

Armor: Light armor, medium armor, shields 
Weapons: Simple weapons, martial weapons 
Tools: None 


Saving Throws: Strength, Dexterity 

Skills: Choose three from Animal Handling, 
Athletics, Insight, Investigation, Nature, Perception, 
Stealth, and Survival 


EQUIPMENT 
You start with the following equipment, in addition to 
the equipment granted by your background: 


* (a) scale mail or (b) leather armor 

+ (a) two shortswords or (b) two simple melee weapons 
* (a) a dungeoneer's pack or (b) an explorer's pack 

* Alongbow and a quiver of 20 arrows 


FAVORED ENEMY 


Beginning at 1st level, you have significant experience 
studying, tracking, hunting, and even talking to a certain 
type of enemy. 

Choose a type of favored enemy: aberrations, 
beasts, celestials, constructs, dragons, elementals, fey, 
fiends, giants, monstrosities, oozes, plants, or undead. 
Alternatively, you can select two races of humanoid 
(such as gnolls and orcs) as favored enemies. 

You have advantage on Wisdom (Survival) checks to 
track your favored enemies, as well as on Intelligence 
checks to recall information about them. 

When you gain this feature, you also learn one 
language of your choice that is spoken by your favored 
enemies, if they speak one at all. 

You choose one additional favored enemy, as well as 
an associated language, at 6th and 14th level. As you 
gain levels, your choices should reflect the types of 
monsters you have encountered on your adventures. 


NATURAL EXPLORER 


You are particularly familiar with one type of natural 
environment and are adept at traveling and surviving in 
such regions. Choose one type of favored terrain: arctic, 
coast, desert, forest, grassland, mountain, swamp, 
or the Underdark. When you make an Intelligence or 
Wisdom check related to your favored terrain, your 
proficiency bonus is doubled if you are using a skill that 
you're proficient in. 

While traveling for an hour or more in your favored 
terrain, you gain the following benefits: 


* Difficult terrain doesn't slow your group's travel. 

* Your group can't become lost except by magical 
means. 

* Even when you are engaged in another activity while 
traveling (such as foraging, navigating, or tracking), 
you remain alert to danger. 3 

+ If you are traveling alone, you can move stealthily at 
a normal pace. 

* When you forage, you find twice as much food as you 
normally would. 

* While tracking other creatures, you also learn their 
exact number, their sizes, and how long ago they 
passed through the area. 


You choose additional favored terrain types at 6th 
and 10th level. 


FiGHTING STYLE 


At 2nd level, you adopt a particular style of fighting as 

. your specialty. Choose one of the following options. 
You can't take a Fighting Style option more than once, 
even if you later get to choose again. 


ARCHERY 
You gain a *2 bonus to attack rolls you make with 
ranged weapons. 


DEFENSE 
While you are wearing armor, you gain a *1 bonus to AC. 


DUELING 

When you are wielding a melee weapon in one hand and 
no other weapons, you gain a +2 bonus to damage rolls 
with that weapon. 


TWO-WEAPON FIGHTING 
When you engage in two-weapon fighting, you can add 
your ability modifier to the damage of the second attack. 


SPELLCASTING 


By the time you reach 2nd level, you have learned to 
use the magical essence of nature to cast spells, much 
as a druid does. See chapter 10 for the general rules of 
spellcasting and chapter 11 for the ranger spell list. 


SPELL SLOTS 
The Ranger table shows how many spell slots you have 
to cast your spells of 1st level and higher. To cast one of 
these spells, you must expend a slot of the spell's level 
or higher. You regain all expended spell slots when you 
finish a long rest. 

For example, if you know the 1st-level spell animal _ 
friendship and have a 1st-level and a 2nd-level spell slot 
available, you can cast animal friendship using either slot. 


SPELLS KNOWN OF lsr LEVEL AND HIGHER 
You know two Ist-level spells of your choice from the 
ranger spell list. 

The Spells Known column of the Ranger table shows | . 
when you learn more ranger spells of your choice. Each g 
of these spells must be of a level for which you have 


= 


A 


spell slots. For instance, when you reach 5th level in this 


class, you can learn one new spell of 1st or 2nd level. 

Additionally, when you gain a level in this class, 
you can choose one of the ranger spells you know 
and replace it with another spell from the ranger 
spell list, which also must be of a level for which you 
have spell slots. 


SPELLCASTING ABILITY 

Wisdom is your spellcasting ability for your ranger 
spells, since your magic draws on your attunement to 
nature. You use your Wisdom whenever a spell refers 
to your spellcasting ability. In addition, you use your 
Wisdom modifier when setting the saving throw DC for 
a ranger spell you cast and when making an attack roll 
with one. 


Spell save DC = 8 + your proficiency bonus + 
your Wisdom modifier 


Spell attack modifier = your proficiency bonus + 
your Wisdom modifier 


RANGER ARCHETYPE 


At 3rd level, you choose an archetype that you strive 
to emulate: Hunter or Beast Master, both detailed at 
the end of the class description. Your choice grants 
you features at 3rd level and again at 7th, 11th, 

and 15th level. 


PRIMEVAL AWARENESS 


Beginning at 3rd level, you can use your action and 
expend one ranger spell slot to focus your awareness on 
the region around you. For 1 minute per level of the spell 
slot you expend, you can sense whether the following 
types of creatures are present within 1 mile of you (or 
within up to 6 miles if you are in your favored terrain): 
aberrations, celestials, dragons, elementals, fey, fiends, 
and undead, This feature doesn’t reveal the creatures’ 
location or number. : 


PART ! | CLASSES 
y = 
^ 


ABILITY SCORE IMPROVEMENT 


When you reach 4th level, and again at 8th, 12th, 16th, 
and 19th level, you can increase one ability score of your 
choice by 2, or you can increase two ability scores of 
your choice by 1. As normal, you can't increase an ability 
score above 20 using this feature. 


EXTRA ATTACK 


Beginning at 5th level, you can attack twice, instead of 
once, whenever you take the Attack action on your turn. 


LAND'S STRIDE 


Starting at 8th level, moving through nonmagical 
difficult terrain costs you no extra movement. You can 
also pass through nonmagical plants without being 
slowed by them and without taking damage from them if 
they have thorns, spines, or a similar hazard. 

In addition, you have advantage on saving throws 
against plants that are magically created or manipulated 
to impede movement, such those created by the 
entangle spell. 


HIDE IN PLAIN SIGHT 


Starting at 10th level, you can spend 1 minute creating 
camouflage for yourself. You must have access to fresh 
mud, dirt, plants, soot, and other naturally occurring 
materials with which to create your camouflage. 

Once you are camouflaged in this way, you can try 
to hide by pressing yourself up against a solid surface, 
such as a tree or wall, that is at least as tall and wide 
as you are. You gain a +10 bonus to Dexterity (Stealth) 
checks as long as you remain there without moving or 
taking actions. Once you move or take an action or a 
reaction, you must camouflage yourself again to gain 
this benefit. 


VANISH 


Starting at 14th level, you can use the Hide action as a 
bonus action on your turn, Also, you can’t be tracked by 
nonmagical means, unless you choose to leave a trail. 


FERAL SENSES 


At 18th level, you gain preternatural senses that help 
you fight creatures you can’t see. When you attack a 
creature you can't see, your inability to see it doesn't 
impose disadvantage on your attack rolls against it. 

You are also aware of the location of any invisible 
creature within 30 feet of you, provided that the 
creature isn’t hidden from you and you aren't 
blinded or deafened. 


FOE SLAYER 


At 20th level, you become an unparalleled hunter of your 
enemies. Once on each of your turns, you can add your 
Wisdom modifier to the attack roll or the damage roll of 
an attack you make against one of your favored enemies. 
You can choose to use this feature before or after the 
roll, but before any effects of the roll are applied. 


RANGER ARCHETYPES 


The ideal of the ranger has two classic expressions: the 
Hunter and the Beast Master. 


HUNTER 


Emulating the Hunter archetype means accepting your 
place as a bulwark between civilization and the terrors 
of the wilderness. As you walk the Hunter's path, you 
learn specialized techniques for fighting the threats 
you face, from rampaging ogres and hordes of orcs to 
towering giants and terrifying dragons. 


HUNTER’S PREY 
At 3rd level, you gain one of the following features 
of your choice. 

Colossus Slayer. Your tenacity can wear down 
the most potent foes. When you hit a creature with a 
weapon attack, the creature takes an extra 1d8 damage 
if it’s below its hit point maximum. You can deal this 
extra damage only once per turn. 

Giant Killer, When a Large or larger creature within 
5 feet of you hits or misses you with an attack, you can 
use your reaction to attack that creature immediately 
after its attack, provided that you can see the creature. 

Horde Breaker. Once on each of your turns when you 
make a weapon attack, you can make another attack 
with the same weapon against a different creature that 
is within 5 feet of the original target and within range 
of your weapon. 


DEFENSIVE TACTICS 
At 7th level, you gain one of the following features 
of your choice. 

Escape the Horde. Opportunity attacks against you 
are made with disadvantage. 

Multiattack Defense. When a creature hits you 
with an attack, you gain a +4 bonus to AC against 
all subsequent attacks made by that creature for the 
rest of the turn. 

Steel Will. You have advantage on saving throws 
against being frightened. 


MULTIATTACK 
At 11th level, you gain one of the following features 
of your choice. 

Volley. You can use your action to make a ranged 
attack against any number of creatures within 10 feet 
of a point you can see within your weapon's range. You 
must have ammunition for each target, as normal, and 
you make a separate attack roll for each target. 

Whirlwind Attack. You can use your action to make a 
melee attack against any number of creatures within 5 
feet of you, with a separate attack roll for each target. 


SUPERIOR HUNTER’S DEFENSE 
At 15th level, you gain one of the following features 
— of your choice. 

Evasion. You can nimbly dodge out of the way of 
certain area effects, such as a red dragon’s fiery breath 
or a lightning bolt spell. When you are subjected to an 
effect that allows you to make a Dexterity saving throw 
to take only half damage, you instead take no damage 


LS —— —— — —P— 


if you succeed on the saving throw, and only half 
damage if you fail. 

Stand Against the Tide. When a hostile creature 
misses you with a melee attack, you can use your reaction 
to force that creature to repeat the same attack against 
another creature (other than itself) of your choice. 

Uncanny Dodge. When an attacker that you can see 
hits you with an attack, you can use your reaction to 
halve the attack's damage against you. 


BEAST MASTER 


The Beast Master archetype embodies a friendship 
between the civilized races and the beasts of the world. 
United in focus, beast and ranger work as one to fight 
the monstrous foes that threaten civilization and the 
wilderness alike. Emulating the Beast Master archetype 
means committing yourself to this ideal, working in 
partnership with an animal as its companion and friend. 


RANGER'S COMPANION 

At 3rd level, you gain a beast companion that 
accompanies you on your adventures and is trained to 
fight alongside you. Choose a beast that is no larger than 
Medium and that has a challenge rating of 1/4 or lower 
(appendix D presents statistics for the hawk, mastiff, 
and panther as examples). Add your proficiency bonus 
to the beast's AC, attack rolls, and damage rolls, as well 
as to any saving throws and skills it is proficient in. Its 
hit point maximum equals its normal maximum or four 
times your ranger level, whichever is higher. 

The beast obeys your commands as best as it can. It 
takes its turn on your initiative, though it doesn't take an 
action unless you command it to. On your turn, you can 
verbally command the beast where to move (no action 
required by you). You can use your action to verbally 
command it to take the Attack, Dash, Disengage, Dodge, 
or Help action. Once you have the Extra Attack feature, 
you can make one weapon attack yourself when you 
command the beast to take the Attack action. 

While traveling through your favored terrain with only 
the beast, you can move stealthily at a normal pace. 

If the beast dies, you can obtain another one by 
spending 8 hours magically bonding with another beast 
that isn't hostile to yott, either the same type of beast as 
before or a different one. 


EXCEPTIONAL TRAINING 

Beginning at 7th level, on any of your turns when 
your beast companion doesn't attack, you can use a 
bonus action to command the beast to take the Dash, 
Disengage, Dodge, or Help action on its turn. 


BESTIAL FURY 

Starting at 11th level, your beast companion can 
make two attacks when you command it to use the 
Attack action. 


SHARE SPELLS 

Beginning at 15th level, when you cast a spell targeting 
yourself, you can also affect your beast companion with 
the spell if the beast is within 30 feet of you. 


PART 1 | CLASSES 
ge — 93 


Signaling for her companions to wait, a halfling creeps 
forward through the dungeon hall. She presses an ear 
to the door, then pulls out a set of tools and picks the 
lock in the blink of an eye. Then she disappears into 
the shadows as her fighter friend moves forward to kick 
the door open. 

A human lurks in the shadows of an alley while his 
accomplice prepares for her part in the ambush. When 
their target—a notorious slaver—passes the alleyway, 
the accomplice cries out, the slaver comes to investigate, 
and the assassin’s blade cuts his throat before he can 
make a sound. 

Suppressing a giggle, a gnome waggles her fingers 
and magically lifts the key ring from the guard's belt. 

In a moment, the keys are in her hand, the cell door is 
open, and she and her companions are free to make 
their escape. 

Rogues rely on skill, stealth, and their foes’ 
vulnerabilities to get the upper hand in any situation. 
They have a knack for finding the solution to just about 
any problem, demonstrating a resourcefulness and 
versatility that is the cornerstone of any successful 
adventuring party. 


SKILL AND PRECISION 


Rogues devote as much effort to mastering the use of 

a variety of skills as they do to perfecting their combat 
abilities, giving them a broad expertise that few other 
characters can match. Many rogues focus on stealth and 
deception, while others refine the skills that help them 
in a dungeon environment, such as climbing, finding and 
disarming traps, and opening locks. 

When it comes to combat, rogues prioritize cunning 
over brute strength. A rogue would rather make one 
precise strike, placing it exactly where the attack will 
hurt the target most, than wear an opponent down 
with a barrage of attacks, Rogues have an almost 
supernatural knack for avoiding danger, and a few learn 
magical tricks to supplement their other abilities. 


A SHADY LIVING 


Every town and city has its share of rogues. Most of 
them live up to the worst stereotypes of the class, 
making a living as burglars, assassins, cutpurses, and 
con artists. Often, these scoundrels are organized 
into thieves’ guilds or crime families. Plenty of rogues 
operate independently, but even they sometimes 
recruit apprentices to help them in their scams 

and heists. A few rogues make an honest living as 


m THE ROGUE 
Proficiency Sneak 

Level Bonus Attack Features 

Ist +2 ld6 ^ Expertise, Sneak Attack, 


Thieves' Cant 


2nd +2 1d6 Cunning Action 

3rd +2 2d6 = Roguish Archetype 

4th +2 2d6 Ability Score Improvement 
5th *3 3d6 ^ Uncanny Dodge 

6th +3 3d6 Expertise 

7th +3 4d6 Evasion 

8th +3 4d6 Ability Score Improvement 
9th +4 5d6 ^ Roguish Archetype feature 
10th +4 5d6 Ability Score Improvement 
Tith +4 6d6 Reliable Talent 

12th +4 6d6 Ability Score Improvement 
13th +5 7d6 Roguish Archetype feature 
14th +5 7d6 Blindsense 

15th +5 8d6 Slippery Mind 

16th +5 8d6 ^ Ability Score Improvement 
17th +6 9d6 Roguish Archetype feature 
18th +6 9d6 Elusive 

19th +6 10d6 Ability Score Improvement 


Stroke of Luck 


locksmiths, investigators, or exterminators, which can 
be a dangerous job in a world where dire rats—and 
wererats—haunt the sewers. 

As adventurers, rogues fall on both sides of the law. 
Some are hardened criminals who decide to seek 
their fortune in treasure hoards, while others take up 
a life of adventure to escape from the law. Some have 
learned and perfected their skills with the explicit 
purpose of infiltrating ancient ruins and hidden crypts 
in search of treasure. 


CREATING A ROGUE 


As you create your rogue character, consider the 
character's relationship to the law. Do you have a 
criminal past—or present? Are you on the run from the 
law or from an angry thieves' guild master? Or did you 
leave your guild in search of bigger risks and bigger 
rewards? Is it greed that drives you in your adventures, 
or some other desire or ideal? 

What was the trigger that led you away from your 
previous life? Did a great con or heist gone terribly 
wrong cause you to reevaluate your career? Maybe 
you were lucky and a successful robbery gave you the 
coin you needed to escape the squalor of your life. 

Did wanderlust finally call you away from your home? 
Perhaps you suddenly found yourself cut off from your 
family or your mentor, and you had to find a new means 
of support. Or maybe you made a new friend—another 
member of your adventuring party—who showed you 
new possibilities for earning a living and employing 
your particular talents. 


Quick BUILD 
You can make a rogue quickly by following 
these suggestions. First. Dexterity should 
be your highest ability score. Make 
Intelligence your next-highest if you want to 
excel at Investigation or plan to take up the 
Arcane Trickster archetype. Choose Charisma 
instead if you plan to emphasize deception and social 
interaction. Second, choose the charlatan background. 


CLASS FEATURES 


As a rogue, you have the following class features. 


HiT POINTS 

Hit Dice: 1d8 per rogue level 

Hit Points at 1st Level: 8 + your Constitution modifier 

Hit Points at Higher Levels: 1d8 (or 5) * your 
Constitution modifier per rogue level after 1st 


PROFICIENCIES 

Armor: Light armor 

Weapons: Simple weapons, hand crossbows, 
longswords, rapiers, shortswords 

Tools: Thieves' tools 


Saving Throws: Dexterity, Intelligence 

Skills: Choose four from Acrobatics, Athletics, 
Deception, Insight, Intimidation, Investigation, 
Perception, Performance, Persuasion, Sleight of 
Hand, and Stealth 


9 6 


< 


EQUIPMENT 
You start with the following equipment, in addition to 
the equipment granted by your background: 


* (a) arapier or (b) a shortsword 

+ (a) a shortbow and quiver of 20 arrows or (b) a 
shortsword 

* (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an 
explorer's pack 

* Leather armor, two daggers, and thieves’ tools 


EXPERTISE 


At 1st level, choose two of your skill proficiencies, or 
one of your skill proficiencies and your proficiency with 
thieves' tools. Your proficiency bonus is doubled for any 
ability check you make that uses either of the chosen 
proficiencies. 

At 6th level, you can choose two more of your 
proficiencies (in skills or with thieves' tools) to gain 
this benefit. 


SNEAK ATTACK 


Beginning at 1st level, you know how to strike subtly 
and exploit a foe's distraction. Once per turn, you can 
deal an extra 1d6 damage to one creature you hit with 
an attack if you have advantage on the attack roll. The 
attack must use a finesse or a ranged weapon. 

You don't need advantage on the attack roll if another 
enemy of the target is within 5 feet of it, that enemy 
isn't incapacitated, and you don't have disadvantage on 
the attack roll. 

The amount of the extra damage increases as you 
gain levels in this class, as shown in the Sneak Attack 
column of the Rogue table. 


THIEVES’ CANT 


During your rogue training you learned thieves' cant, a 
secret mix of dialect, jargon, and code that allows you to 
hide messages in seemingly normal conversation. Only 
another creature that knows thieves' cant understands 
such messages. It takes four times longer to convey such 
a message than it does to speak the same idea plainly. 
In addition, you understand a set of secret signs and 
symbols used to convey short, simple messages, such 
as whether an area is dangerous or the territory of a 
thieves' guild, whether loot is nearby, or whether the 


PART 1| CLASSES 


Y 


people in an area are easy marks or will provide a safe 
house for thieves on the run. 


CUNNING ACTION 


Starting at 2nd level, your quick thinking and agility 
allow you to move and act quickly. You can take a 
bonus action on each of your turns in combat. This 
action can be used only to take the Dash, Disengage, 
or Hide action. 


ROGUISH ARCHETYPE 


At 3rd level, you choose an archetype that you emulate 
in the exercise of your rogue abilities: Thief, Assassin, 
or Arcane Trickster, all detailed at the end of the class 
description. Your archetype choice grants you features 
at 3rd level and then again at 9th, 13th, and 17th level. 


ABILITY SCORE IMPROVEMENT 


When you reach 4th level, and again at 8th, 10th, 12th, 
16th, and 19th level, you can increase one ability score 
of your choice by 2, or you can increase two ability 
scores of your choice by 1. As normal, you can't increase 
an ability score above 20 using this feature. 


UNCANNY DODGE 


Starting at 5th level, when an attacker that you can see 
hits you with an attack, you can use your reaction to 
halve the attack's damage against you. 


EVASION 


Beginning at 7th level, you can nimbly dodge out of the 
way of certain area effects, such as a red dragon's fiery 
breath or an ice storm spell. When you are subjected 
to an effect that allows you to make a Dexterity saving 
throw to take only half damage, you instead take no 
damage if you succeed on the saving throw, and only 
half damage if you fail. 


RELIABLE TALENT 


By 11th level, you have refined your chosen skills until 
they approach perfection. Whenever you make an ability 
check that lets you add your proficiency bonus, you can 
treat a d20 roll of 9 or lower as a 10. 


BLINDSENSE 


Starting at 14th level, if you are able to hear, you are 
aware of the location of any hidden or invisible creature 
within 10 feet of you. 


SLIPPERY MIND 
By 15th level, you have acquired greater mental 
strength. You gain proficiency in Wisdom saving throws. 


ELUSIVE 


Beginning at 18th level, you are so evasive that 
attackers rarely gain the upper hand against you. No 
attack roll has advantage against you while you aren't 
incapacitated. 


STROKE OF LUCK 


At 20th level, you have an uncanny knack for succeeding 
when you need to. If your attack misses a target within 
range, you can turn the miss into a hit. Alternatively, if 
you fail an ability check, you can treat the d20 roll as a 20. 

-Once you use this feature, you can't use it again until 
you finish a short or long rest. 


ROGUISH ARCHETYPES 


Rogues have many features in common, including their 
emphasis on perfecting their skills, their precise and 
deadly approach to combat, and their increasingly quick 
reflexes. But different rogues steer those talents in 
varying directions, embodied by the rogue archetypes. 
Your choice of archetype is a reflection of your focus— 
not necessarily an indication of your chosen profession, 
but a description of your preferred techniques. 


THIEF 


You hone your skills in the larcenous arts. Burglars, 
bandits, cutpurses, and other criminals typically follow 
this archetype, but so do rogues who prefer to think of 
themselves as professional treasure seekers, explorers, 
delvers, and investigators. In addition to improving your 
agility and stealth, you learn skills useful for delving into 
ancient ruins, reading unfamiliar languages, and using 
magic items you normally couldn't employ. 


FAsT HANDS 

Starting at 3rd level, you can use the bonus action 
granted by your Cunning Action to make a Dexterity 
(Sleight of Hand) check, use your thieves' tools to 
disarm a trap or open a lock, or take the Use an 
Object action. ys 


SECOND-STORY WORK 
When you choose this archetype at 3rd level, you gain 
the ability to climb faster than normal; climbing no 
longer costs you extra movement. 

In addition, when you make a running jump, the 
distance you cover increases by a number of feet equal 
to your Dexterity modifier. 


SUPREME SNEAK 

Starting at 9th level, you have advantage on a Dexterity 
(Stealth) check if you move no more than half your 
speed on the same turn. 


Use Macic DEVICE 

By 13th level, you have learned enough about the 
workings of magic that you can improvise the use of 
items even when they are not intended for you. You 
ignore all class, race, and level requirements on the use 
of magic items, 


THIEF’S REFLEXES 

When you reach 17th level, you have become adept at 
laying ambushes and quickly escaping danger. You can 
take two turns during the first round of any combat. You 
take your first turn at your normal initiative and your 


second turn at your initiative minus 10. You can't use 
this feature when you are surprised. 


ASSASSIN 


You focus your training on the grim art of death. Those 
who adhere to this archetype are diverse: hired killers, 
spies, bounty hunters, and even specially anointed 
priests trained to exterminate the enemies of their deity. 
Stealth, poison, and disguise help you eliminate your 
foes with deadly efficiency. 


BONUS PROFICIENCIES 
When you choose this archetype at 3rd level, you gain 
proficiency with the disguise kit and the poisoner's kit. 


ASSASSINATE 

Starting at 3rd level, you are at your deadliest when you 
get the drop on your enemies. You have advantage on 
attack rolls against any creature that hasn't taken a turn 
in the combat yet. In addition, any hit you score against 
a creature that is surprised is a critical hit. 


INFILTRATION EXPERTISE 
Starting at 9th level, you can unfailingly create false 
identities for yourself. You must spend seven days and 
25 gp to establish the history, profession, and affiliations 
for an identity. You can't establish an identity that 
belongs to someone else. For example, you might acquire 
appropriate clothing, letters of introduction, and official- 
looking certification to establish yourself as a member of 
a trading house from a remote city so you can insinuate 
yourself into the company of other wealthy merchants. 
Thereafter, if you adopt the new identity as a disguise, 
other creatures believe you to be that person until given 
an obvious reason not to. 


IMPOSTOR 

At 13th level, you gain the ability to unerringly mimic 
another person's speech, writing, and behavior. 

You must spend at least three hours studying 

these three components of the person's behavior, 
listening to speech, examining handwriting, and 
observing mannerisms. 

Your ruse is indiscernible to the casual observer. If a 
wary creature suspects something is amiss, you have 
advantage on any Charisma (Deception) check you make 
to avoid detection. 


DEATH STRIKE 

Starting at 17th level, you become a master of instant 
death. When you attack and hit a creature that is 
surprised, it must make a Constitution saving throw 
(DC 8 + your Dexterity modifier + your proficiency 
bonus). On a failed save, double the damage of your 
attack against the creature. 


ARGANE TRICKSTER 


Some rogues enhance their fine-honed skills of stealth 
and agility with magic, learning tricks of enchantment 
and illusion. These rogues include pickpockets and 
burglars, but also pranksters, mischief-makers, and a 
significant number of adventurers. 


PART1| CLASSES 


95 


98 


PART 1 | CLASSES 


SPELLCASTING 

When you reach 3rd level, you gain the ability to 

cast spells. See chapter 10 for the general rules of 
spellcasting and chapter 11 for the wizard spell list... 

Cantrips. You learn three cantrips: mage hand and 
two other cantrips of your choice from the wizard spell 
list. You learn another wizard cantrip of your choice 
at 10th level. 

Spell Slots. The Arcane Trickster Spellcasting 
table shows how many spell slots you have to cast 
your spells of 1st level and higher. To cast one of these 
spells, you must expend a slot of the spell's level or 
higher. You regain all expended spell slots when you 
finish a long rest. 

For example, if you know the Ist-level spell charm 
person and have a 1st-level and a 2nd-level spell slot 
available, you can cast charm person using either slot. 

Spells Known of Ist-Level and Higher. You know 
three 1st-level wizard spells of your choice, two of which 
you must choose from the enchantment and illusion 
spells on the wizard spell list. 

The Spells Known column of the Arcane Trickster 
Spellcasting table shows when you learn more wizard 
spells of 1st level or higher. Each of these spells must 
be an enchantment or illusion spell of your choice, and 
must be of a level for which you have spell slots. For 
instance, when you reach 7th level in this class, you can 
learn one new spell of 1st or 2nd level. 

The spells you learn at 8th, 14th, and 20th level can 
come from any school of magic. 

Whenever you gain a level in this class, you can 
replace one of the wizard spells you know with another 
spell of your choice from the wizard spell list. The 
new spell must be of a level for which you have spell 
slots, and it must be an enchantment or illusion spell, 
unless you're replacing the spell you gained at 8th, 14th, 
or 20th level. 

Spellcastiné Ability. Intelligence is your spellcasting 
ability for your wizard spells, since you learn your 
spells through dedicated study and memorization. 

You use your Intelligence whenever a spell refers to 
your spellcasting ability. In addition, you use your 
Intelligence modifier when setting the saving throw 
DC for a wizard spell you cast and when making an 
attack roll with one. 
Spell save DC = 8 + your proficiency bonus + 
your Intelligence modifier 


Spell attack modifier = your proficiency bonus + 
your Intelligence modifier 


MAGE HAND LEGERDEMAIN 

Starting at 3rd level, when you cast mage hand, you can 
make the spectral hand invisible, and you can perform 
the following additional tasks with it: 


* You can stow one object the hand is holding in a 
container worn or carried by another creature. 

* Youcan retrieve an object in a container worn or 
carried by another creature. 

* You can use thieves’ tools to pick locks and disarm 
traps at range. 


ARCANE TRICKSTER SPELLCASTING 


Rogue Cantrips Spells — Spell Slots per Spell Level— 


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5th 
6th 
7th 
8th 
9th 
10th 
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12th 
13th 
14th 
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17th 
18th 
19th 
20th 


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You can perform one of these tasks without being 
noticed by a creature if you succeed on a Dexterity 
(Sleight of Hand) check contested by the creature’s 
Wisdom (Perception) check. 

In addition, you can use the bonus action granted by 
your Cunning Action to control the hand. 


MAGICAL AMBUSH 

Starting at 9th level, if you are hidden from a 

creature when you cast a spell on it, the creature has 
disadvantage on any saving throw it makes against the 
spell this turn. 


VERSATILE TRICKSTER 

At 13th level, you gain the ability to distract targets with 
your mage hand. As a bonus action on your turn, you can 
designate a creature within 5 feet of the spectral hand 
created by the spell. Doing so gives you advantage on 
attack rolls against that creature until the end of the turn. 


SPELL THIEF 

At 17th level, you gain the ability to magically 
steal the knowledge of how to cast a spell from 
another spellcaster. 

Immediately after a creature casts a spell that targets 
you or includes you in its area of effect, you can use your 
reaction to force the creature to make a saving throw 
with its spellcasting ability modifier. The DC equals 
your spell save DC. On a failed save, you negate the 
spell’s effect against you, and you steal the knowledge 
of the spell if it is at least 1st level and of a level you can 
cast (it doesn't need to be a wizard spell). For the next 
8 hours, you know the spell and can cast it using your 
spell slots. The creature can't cast that spell until the 
8 hours have passed. 

Once you use this feature, you can't use it again until 
you finish a long rest. 


SORCERER 


Golden eyes flashing, a human 
stretches out her hand and unleashes 
the dragonfire that burns in her veins. 
As an inferno rages around her foes, 
leathery wings spread from her back and 
she takes to the air. 

Long hair whipped by a conjured wind, 
a half-elf spreads his arms wide and throws 
his head back. Lifting him momentarily off 
the ground, a wave of magic surges up in him, 
through him, and out from him in a mighty blast 
of lightning. 

Crouching behind a stalagmite, a halfling points a 
finger at a charging troglodyte. A blast of fire springs 
from her finger to strike the creature. She ducks back 
behind the rock formation with a grin, unaware that her 
wild magic has turned her skin bright blue. 

Sorcerers carry a magical birthright conferred 
upon them by an exotic bloodline, some otherworldly 
influence, or exposure to unknown cosmic forces. 

One can't study sorcery as one learns a language, any 
more than one can learn to live a legendary life. No one 
chooses sorcery; the power chooses the sorcerer. 


Raw MAGIC 


Magic is a part of every sorcerer, suffusing body, mind, 
and spirit with a latent power that waits to be tapped. 
Some sorcerers wield magic that springs from an 
ancient bloodline infused with the magic of dragons. 
Others carry a raw, uncontrolled magic within them, 
a chaotic storm that manifests in unexpected ways. 

The appearance of sorcerous powers is wildly 
unpredictable. Some draconic bloodlines produce 
exactly one sorcerer in every generation, but in other 
lines of descent every individual is a sorcerer. Most 
of the time, the talents of sorcery appear as apparent 
flukes. Some sorcerers can’t name the origin of their 
power, while others trace it to strange events in their 
own lives. The touch of a demon, the blessing of a 
dryad at a baby’s birth, or a taste of the water from 
a mysterious spring might spark the gift of sorcery. 
So too might the gift of a deity of magic, exposure 
to the elemental forces of the Inner Planes or the 
maddening chaos of Limbo, or a glimpse into the 
inner workings of reality. 

Sorcerers have no use for the spellbooks and ancient 
tomes of magic lore that wizards rely on, nor do they 
rely on a patron to grant their spells as warlocks do. 
By learning to harness and channel their own inborn 
magic, they can discover new and staggering ways 
to unleash that power. 


UNEXPLAINED POWERS 


Sorcerers are rare in the world, and it’s unusual to find " 

a sorcerer who is not involved in the adventuring life £ 
in some way. People with magical power seething in , 
their veins soon discover that the power doesn't like to 
stay quiet. A sorcerer's magic wants to be wielded, and 
it has a tendency to spill out in unpredictable ways if 

it isn't called on. 


THE SORCERER 
Spells —Spell Slots per Spell Level— 
Known Ist 2nd 3rd 4th 5th 6th 7th 


Proficiency Sorcery 
Level Bonus Points 


Cantrips 
Known 


Features 


Too 


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Spellcasting, Sorcerous 
Origin 
Font of Magic 


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+2 
+2 
+3 
+3 
+3 
+3 
+4 
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Metamagic 
Ability Score Improvement 


Sorcerous Origin feature 


Ability Score Improvement 


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-4 Ability Score Improvement 

+5 = 

+5 Sorcerous Origin feature 

+5 — 

+5 Ability Score Improvement 

+6 Metamagic 

+6 Sorcerous Origin feature 

+6 Ability Score Improvement 
Sorcerous Restoration 


Sorcerers often 
have obscure or quixotic 
motivations driving them 
to adventure. Some seek a greater 
understanding of the magical force that infuses 
them, or the answer to the mystery of its origin. Others 
hope to find a way to get rid of it, or to unleash its full 
potential. Whatever their goals, sorcerers are every bit 
as useful to an adventuring party as wizards, making 
up for a comparative lack of breadth in their magical 
knowledge with enormous flexibility in using the 
spells they know. 


CREATING A SORCERER 


The most important question to consider when creating 
your sorcerer is the origin of your power. As a starting 
character, you'll choose an origin that ties to a draconic 
bloodline or the influence of wild magic, but the exact 
source of your power is up to you to decide. Is it a family 
curse, passed down to you from distant ancestors? Or 
did some extraordinary event leave you blessed with 
inherent magic but perhaps scarred as well? 

How do you feel about the magical power coursing 
through you? Do you embrace it, try to master it, or 
revel in its unpredictable nature? Is it a blessing or 
a curse? Did you seek it out, or did it find you? Did 
you have the option to refuse it, and do you wish you 
had? What do you intend to do with it? Perhaps you 
feel like you've been given this power for some lofty 
purpose. Or you might decide that the power gives you 
the right to do what you want, to take what you want 
from those who lack such power. Perhaps your power 


PART 1| CLASSES 


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links you to a powerful individual in the world—the fey 
creature that blessed you at birth, the dragon who put 
a drop of its blood into your veins, the lich who created 
you as an experiment, or the deity who chose you to 
carry this power. 


Quick BUILD 

You can make a sorcerer quickly by following these 
suggestions. First, Charisma should be your highest 
ability score, followed by Constitution. Second, 
choose the hermit background. Third, choose the 
light, prestidigitation, ray of frost, and shocking grasp 
cantrips, along with the Ist-level spells shield and 
magic missile. 


CLASS FEATURES 


As a sorcerer, you gain the following class features. 


HiT POINTS 

Hit Dice: 1d6 per sorcerer level 

Hit Points at 1st Level: 6 + your Constitution modifier 

Hit Points at Higher Levels: 1d6 (or 4) + your 
Constitution modifier per sorcerer level after 1st 


PROFICIENCIES 

Armor: None 

Weapons: Daggers, darts, slings, quarterstaffs, 
light crossbows 

Tools: None 


Saving Throws: Constitution, Charisma 
Skills: Choose two from Arcana, Deception, Insight, 
Intimidation, Persuasion, and Religion 


EQUIPMENT 
You start with the following equipment, in addition to 
the equipment granted by your background: 


* (a) a light crossbow and 20 bolts or (b) any simple 
weapon 

* (a) a component pouch or (b) an arcane focus 

+ (a) a dungeoneer's pack or (b) an explorer's pack 

* Two daggers 


SPELLCASTING 


An event in your past, or in the life of a parent or 
ancestor, left an indelible mark on you, infusing you with 
arcane magic. This font of magic, whatever its origin, 
fuels your spells. See chapter 10 for the general rules of 
spellcasting and chapter 11 for the sorcerer spell list. 


CANTRIPS 

At 1st level, you know four cantrips of your choice from 
the sorcerer spell list. You learn additional sorcerer 
cantrips of your choice at higher levels, as shown in the 
Cantrips Known column of the Sorcerer table. 


SPELL SLOTS 
The Sorcerer table shows how many spell slots you 
have to cast your spells of 1st level and higher. To cast 
one of these sorcerer spells, you must expend a slot of 
the spell's level or higher. You regain all expended spell 
slots when you finish a long rest. 

For example, if you know the 1st-level spell burning 
hands and have a 1st-level and a 2nd-level spell slot 
available, you can cast burning hands using either slot. 


SPELLS KNOWN OF IST LEVEL AND HIGHER 
You know two 1st-level spells of your choice from the 
sorcerer spell list. 

The Spells Known column of the Sorcerer table 
shows when you learn more sorcerer spells of your 
choice. Each of these spells must be of a level for which 
you have spell slots. For instance, when you reach 3rd 
level in this class, you can learn one new spell of 1st 
or 2nd level. 

Additionally, when you gain a level in this class, 
you can choose one of the sorcerer spells you know 
and replace it with another spell from the sorcerer 
spell list, which also must be of a level for which you 
have spell slots. 


SPELLCASTING ABILITY 

Charisma is your spellcasting ability for your sorcerer 
spells, since the power of your magic relies on your 
ability to project your will into the world. You use your 
Charisma whenever a spell refers to your spellcasting 
ability. In addition, you use your Charisma modifier 
when setting the saving throw DC for a sorcerer spell 
you cast and when making an attack roll with one. 


Spell save DC = 8 + your proficiency bonus + 
your Charisma modifier 


Spell attack modifier = your proficiency bonus + 
your Charisma modifier 


SPELLCASTING Focus 
You can use an arcane focus (found in chapter 5) as a 
spellcasting focus for your sorcerer spells. 


SORCEROUS ORIGIN 


Choose a sorcerous origin, which describes the 
source of your innate magical power: Draconic 
Bloodline or Wild Magic, both detailed at the end of the 
class description. 

Your choice grants you features when you choose it at 
1st level and again at 6th, 14th, and 18th level. 


FONT OF MAGIC 


At 2nd level, you tap into a deep wellspring of magic 
within yourself. This wellspring is represented by 
sorcery points, which allow you to create a variety of 
magical effects. 


SORCERY POINTS 

You have 2 sorcery points, and you gain more as you 
reach higher levels, as shown in the Sorcery Points 
column of the Sorcerer table. You can never have 
more sorcery points than shown on the table for your 
level. You regain all spent sorcery points when you 
finish a long rest. 


FLEXIBLE CASTING 

You can use your sorcery points to gain additional spell 
slots, or sacrifice spell slots to gain additional sorcery 
points. You learn other ways to use your sorcery points 
as you reach higher levels. 

Creating Spell Slots. You can transform unexpended 
sorcery points into one spell slot as a bonus action on 
your turn. The Creating Spell Slots table shows the cost 
of creating a spell slot of a given level. You can create 
spell slots no higher in level than 5th. 


CREATING SPELL SLOTS 
Spell Slot Sorcery 

Level Point Cost 

Ist 

2nd 

3rd 

4th 

Sth 


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Converting a Spell Slot to Sorcery Points. As a 
bonus action on your turn, you can expend one spell 
slot and gain a number of sorcery points equal to the 
slot’s level. 


METAMAGIC 


At 3rd level, you gain the ability to twist your spells 
to suit your needs. You gain two of the following 
Metamagic options of your choice. You gain another one 
at 10th and 17th level. 

You can use only one Metamagic option on a spell 
when you cast it, unless otherwise noted. 


PART 1 | CLASSES 
IO! 


PART 1 | CLASSES 


CAREFUL SPELL 

When you cast a spell that forces other creatures to make 
a saving throw, you can protect some of those creatures 
from the spell’s full force. To do so, you spend 1 sorcery 
point and choose a number of those creatures up to your 
Charisma modifier (minimum of one creature). A chosen 
creature automatically succeeds on its saving throw 
against the spell. 


DISTANT SPELL 
When you cast a spell that has a range of 5 feet or 
greater, you can spend 1 sorcery point to double the 
range of the spell. 

When you cast a spell that has a range of touch, you 
can spend 1 sorcery point to make the range of the 
spell 30 feet. 


EMPOWERED SPELL 
When you roll damage for a spell, you can spend 1 
sorcery point to reroll a number of the damage dice up 
to your Charisma modifier (minimum of one). You must 
use the new rolls. 

You can use Empowered Spell even if you have 
already used a different Metamagic option during the 
casting of the spell. 


EXTENDED SPELL 

When you cast a spell that has a duration of 1 minute 
or longer, you can spend 1 sorcery point to double its 
duration, to a maximum duration of 24 hours. 


HEIGHTENED SPELL 

When you cast a spell that forces a creature to make a 
saving throw to resist its effects, you can spend 3 sorcery 
points to give one target of the spell disadvantage on its 
first saving throw made against the spell. 


QUICKENED SPELL 

When you cast a spell that has a casting time of 1 action, 
you can spend 2 sorcery points to change the casting 
time to 1 bonus action for this casting. 


SUBTLE SPELL 
When you cast a spell, you can spend 1 sorcery point to 
cast it without any somatic or verbal components. 


TWINNED SPELL 

When you cast a spell that targets only one creature and 
doesn't have a range of self, you can spend a number of 
sorcery points equal to the spell's level to target a second 
creature in range with the same spell (1 sorcery point if 
the spell is a cantrip). 


ABILITY SCORE IMPROVEMENT 


When you reach 4th level, and again at 8th, 12th, 16th, 
and 19th level, you can increase one ability score of your 
choice by 2, or you can increase two ability scores of 
your choice by 1. As normal, you can't increase an ability 
score above 20 using this feature. 


SORCEROUS RESTORATION 


At 20th level, you regain 4 expended sorcery points 
whenever you finish a short rest. 


SORCEROUS ORIGINS 


Different sorcerers claim different origins for their 
innate magic. Although many variations exist, most 
of these origins fall into two categories: a draconic 
bloodline and wild magic. 


DRACONIC BLOODLINE 


Your innate magic comes from draconic magic that was 
mingled with your blood or that of your ancestors. Most 
often, sorcerers with this origin trace their descent 
back to a mighty sorcerer of ancient times who made a 
bargain with a dragon or who might even have claimed 
a dragon parent. Some of these bloodlines are well 
established in the world, but most are obscure. Any 
given sorcerer could be the first of a new bloodline, as a 
result of a pact or some other exceptional circumstance. 


DRAGON ANCESTOR 

At 1st level, you choose one type of dragon as your 
ancestor. The damage type associated with each dragon 
is used by features you gain later. 


DRACONIC ANCESTRY 


Dragon Damage Type 
Black Acid 

Blue Lightning 
Brass Fire 
Bronze Lightning 
Copper Acid 
Gold Fire 
Green Poison 
Red Fire 
Silver Cold 
White Cold 


You can speak, read, and write Draconic. Additionally, 
whenever you make a Charisma check when interacting 
with dragons, your proficiency bonus is doubled if it 
applies to the check. 


DRACONIC RESILIENCE 
As magic flows through your body, it causes physical 
traits of your dragon ancestors to emerge. At 1st level, 
your hit point maximum increases by 1 and increases by 
1 again whenever you gain a level in this class. 
Additionally, parts of your skin are covered by a thin 
sheen of dragon-like scales. When you aren't wearing 
armor, your AC equals 13 + your Dexterity modifier. 


ELEMENTAL AFFINITY 

Starting at 6th level, when you cast a spell that deals 
damage of the type associated with your draconic 
ancestry, add your Charisma modifier to that damage. 
At the same time, you can spend 1 sorcery point to gain 
resistance to that damage type for 1 hour. 


DRAGON WINGS can do so after the creature rolls but before any effects 


At 14th level, you gain the ability to sprout a pair of of the roll occur. 
dragon wings from your back, gaining a flying speed 
equal to your current speed. You can create these wings 
as a bonus action on your turn. They last until you 
dismiss them as a bonus action on your turn. 

You can’t manifest your wings while wearing armor 
unless the armor is made to accommodate them, and 
clothing not made to accommodate your wings might 
be destroyed when you manifest them. 


CONTROLLED CHAOS 

At 14th level, you gain a modicum of control over the 
surges of your wild magic. Whenever you roll on the 
Wild Magic Surge table, you can roll twice and use 
either number. 


SPELL BOMBARDMENT 


Beginning at 18th level, the harmful energy of your 
DRACONIG PRESENCE spells intensifies. When you roll damage for a spell and 
roll the highest number possible on any of the dice, 
choose one of those dice, roll it again and add that roll to 
the damage. You can use the feature only once per turn. 


Beginning at 18th level, you can channel the dread 
presence of your dragon ancestor, causing those around 
you to become awestruck or frightened. As an action, 
you can spend 5 sorcery points to draw on this power 
and exude an aura of awe or fear (your choice) to a 
distance of 60 feet. For 1 minute or until you lose your 
concentration (as if you were casting a concentration 
spell), each hostile creature that starts its turn in this 
aura must succeed on a Wisdom saving throw or be 
charmed (if you chose awe) or frightened (if you chose 
fear) until the aura ends. A creature that succeeds on 
this saving throw is immune to your aura for 24 hours. 


WILD MAGIC 


Your innate magic comes from the wild forces of chaos 
that underlie the order of creation. You might have 
endured exposure to some form of raw magic, perhaps 
through a planar portal leading to Limbo, the Elemental 
Planes, or the mysterious Far Realm. Perhaps you 

were blessed by a powerful fey creature or marked by a 
demon. Or your magic could be a fluke of your birth, with 
no apparent cause or reason. However it came to be, this 
chaotic magic churns within you, waiting for any outlet. 


WILD MAGIC SURGE 

Starting when you choose this origin at 1st level, your 
spellcasting can unleash surges of untamed magic. 
Immediately after you cast a sorcerer spell of 1st level 
or higher, the DM can have you roll a d20. If you roll a 

l, roll on the Wild Magic Surge table to create a random 
magical effect. 


TIDES or CHAOS 
Starting at Ist level, you can manipulate the forces of 
chance and chaos to gain advantage on one attack roll, 
ability check, or saving throw. Once you do so, you must 
finish a long rest before you can use this feature again. 
Any time before you regain the use of this feature, the 
DM can have you roll on the Wild Magic Surge table 
immediately after you cast a sorcerer spell of 1st level or 
higher. You then regain the use of this feature. 


BEND Luck 

Starting at 6th level, you have the ability to twist fate 
using your wild magic. When another creature you can 
see makes an attack roll, an ability check, or a saving 
throw, you can use your reaction and spend 2 sorcery 
points to roll 1d4 and apply the number rolled as a 
bonus or penalty (your choice) to the creature's roll. You 


WILD MAGIC SURGE 


01-02 


Effect 

Roll on this table at the start of each of your turns for 
the next minute, ignoring this result on subsequent 
rolls. 

For the next minute, you can see any invisible creature 
if you have line of sight to it. 

A modron chosen and controlled by the DM appears 
in an unoccupied space within 5 feet of you, then 
disappears 1 minute later. 

You cast fireball as a 3rd-level spell centered on 
yourself. 

You cast magic missile as a 5th-level spell. 

Roll a d10. Your height changes by a number of inches 
equal to the roll. If the roll is odd, you shrink. If the 
roll is even, you grow. 

You cast confusion centered on yourself. 

For the next minute, you regain 5 hit points at the 
start of each of your turns. 

You grow a long beard made of feathers that remains 
until you sneeze, at which point the feathers explode 
out from your face. 

You cast grease centered on yourself. 

Creatures have disadvantage on saving throws against 
the next spell you cast in the next minute that involves 
a saving throw. 

Your skin turns a vibrant shade of blue. A remove curse 
spell can end this effect. 

An eye appears on your forehead for the next minute. 
During that time, you have advantage on Wisdom 
(Perception) checks that rely on sight. 

For the next minute, all your spells with a casting time 
of 1 action have a casting time of 1 bonus action. 

You teleport up to 60 feet to an unoccupied space of 
your choice that you can see. 

You are transported to the Astral Plane until the 

end of your next turn, after which time you return 

to the space you previously occupied or the nearest 
unoccupied space if that space is occupied. 

Maximize the damage of the next damaging spell you 
cast within the next minute. 

Roll a d10. Your age changes by a number of years 
equal to the roll. If the roll is odd, you get younger 
(minimum 1 year old). If the roll is even, you get older. 
1d6 flumphs controlled by the DM appear in 
unoccupied spaces within 60 feet of you and are 
frightened of you. They vanish after 1 minute. 

You regain 2d10 hit points. 

You turn into a potted plant until the start of your 
next turn. While a plant, you are incapacitated and 
have vulnerability to all damage. If you drop to 0 hit 
points, your pot breaks, and your form reverts. 

For the next minute, you can teleport up to 20 feet as 
a bonus action on each of your turns. 


You cast levitate on yourself. 

A unicorn controlled by the DM appears in a space 
within 5 feet of you, then disappears 1 minute later. 
You can't speak for the next minute. Whenever you 
try, pink bubbles float out of your mouth. 

A spectral shield hovers near you for the next minute, 
granting you a +2 bonus to AC and immunity to magic 
missile. 

You are immune to being intoxicated by alcohol for 
the next 5d6 days. 

Your hair falls out but grows back within 24 hours. 
For the next minute, any flammable object you touch 
that isn't being worn or carried by another creature 
bursts into flame. 

You regain your lowest-level expended spell slot. 

For the next minute, you must shout when you speak. 
You cast fog cloud centered on yourself. 

Up to three creatures you choose within 30 feet of you 
take 4d10 lightning damage. 

You are frightened by the nearest creature until the 
end of your next turn. 

Each creature within 30 feet of you becomes invisible 
for the next minute. The invisibility ends on a creature 
when it attacks or casts a spell. 

You gain resistance to all damage for the next minute. 
A random creature within 60 feet of you becomes 
poisoned for 1d4 hours. 

You glow with bright light in a 30-foot radius for the 
next minute. Any creature that ends its turn within 5 
feet of you is blinded until the end of its next turn. 
You cast polymorph on yourself. If you fail the saving 
throw, you turn into a sheep for the spell's duration. 
Illusory butterflies and flower petals flutter in the air 
within 10 feet of you for the next minute. 

You can take one additional action immediately. 

Each creature within 30 feet of you takes 1d10 necrotic 
damage. You regain hit points equal to the sum of the 
necrotic damage dealt. 

You cast mirror image. 

You cast fly on a random creature within 60 feet of you. 
You become invisible for the next minute. During that 
time, other creatures can’t hear you. The invisibility 
ends if you attack or cast a spell. 

If you die within the next minute, you immediately 
come back to life as if by the reincarnate spell. 

Your size increases by one size category for the next 
minute. 

You and all creatures within 30 feet of you gain 
vulnerability to piercing damage for the next minute. 
You are surrounded by faint, ethereal music for the 
next minute. 

You regain all expended sorcery points. 


WARLOCK 


With a pseudodragon curled on his shoulder, a young 
elf in golden robes smiles warmly, weaving a magical 
charm into his honeyed words and bending the palace 
sentinel to his will. 

As flames spring to life in her hands, a wizened 
human whispers the secret name of her demonic patron, 
infusing her spell with fiendish magic. 

Shifting his gaze between a battered tome and the 
odd alignment of the stars overhead, a wild-eyed tiefling 
chants the mystic ritual that will open a doorway to a 
distant world. 

Warlocks are seekers of the knowledge that lies 
hidden in the fabric of the multiverse. Through pacts 
made with mysterious beings of supernatural power, 
warlocks unlock magical effects both subtle and 
spectacular. Drawing on the ancient knowledge of 
beings such as fey nobles, demons, devils, hags, and 
alien entities of the Far Realm, warlocks piece together 
arcane secrets to bolster their own power. 


SWORN AND BEHOLDEN 


A warlock is defined by a pact with an otherworldly 
being. Sometimes the relationship between warlock 
and patron is like that of a cleric and a deity, though 
the beings that serve as patrons for warlocks are not 
gods. A warlock might lead a cult dedicated to a demon 
prince, an archdevil, or an utterly alien entity—beings 
not typically served by clerics. More often, though, the 
arrangement is similar to that between a master and 
an apprentice. The warlock learns and grows in power, 
at the cost of occasional services performed on the 
patron’s behalf. 

The magic bestowed on a warlock ranges from minor 
but lasting alterations to the warlock's being (such as 
the ability to see in darkness or to read any language) 
to access to powerful spells. Unlike bookish wizards, 
warlocks supplement their magic with some facility 
at hand-to-hand combat. They are comfortable in light 
armor and know how to use simple weapons. 


DELVERS INTO SECRETS 


Warlocks are driven by an insatiable need for knowledge 
and power, which compels them into their pacts and 
shapes their lives. This thirst drives warlocks into their 
pacts and shapes their later careers as well. 

Stories of warlocks binding themselves to fiends are 
widely known. But many warlocks serve patrons that 
are not fiendish. Sometimes a traveler in the wilds 
comes to a strangely beautiful tower, meets its fey lord 
or lady, and stumbles into a pact without being fully 
aware of it. And sometimes, while poring over tomes of 


THE WARLOCK 


Proficiency 

Level Bonus Features 

lst +2 Otherworldly Patron, Pact Magic 
2nd +2 Eldritch Invocations 

3rd +2 Pact Boon 

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

6th +3 Otherworldly Patron feature 
7th +3 — 

8th +3 Ability Score Improvement 
9th -4 — 

10th +4 Otherworldly Patron feature 
Tith +4 Mystic Arcanum (6th level) 
12th +4 Ability Score Improvement 
13th +5 Mystic Arcanum (7th level) 
14th +5 Otherworldly Patron feature 
15th +5 Mystic Arcanum (8th level) 
16th +5 Ability Score Improvement 
17th +6 Mystic Arcanum (9th level) 
18th +6 

19th +6 Ability Score Improvement 
20th +6 Eldritch Master 


forbidden lore, a brilliant but crazed student's mind is 
opened to realities beyond the material world and to the 
alien beings that dwell in the outer void. 

Once a pact is made, a warlock's thirst for knowledge 


and power can't be slaked with mere study and research. 


No one makes a pact with such a mighty patron if he or 
she doesn't intend to use the power thus gained. Rather, 
the vast majority of warlocks spend their days in active 
pursuit of their goals, which typically means some kind 
of adventuring. Furthermore, the demands of their 
patrons drive warlocks toward adventure. 


CREATING A WARLOCK 


As you make your warlock character, spend some time 


thinking about your patron and the obligations that 
your pact imposes upon you. What led you to make the 
pact, and how did you make contact with your patron? 
Were you seduced into summoning a devil, or did you 
seek out the ritual that would allow you to make contact 
with an alien elder god? Did you search for your patron, 
or did your patron find and choose you? Do you chafe 
under the obligations of your pact or serve joyfully in 
anticipation of the rewards promised to you? 

Work with your DM to determine how big a part your 
pact will play in your character's adventuring career. 


PART. 1| CI 


ASSES 


Cantrips 
Known 


Spells Spell Slot Invocations 
Known Slots Level Known 
2 2 1 Ist — 
2 3 2 Ist 2 
2 4 2 2nd 2 
3 5 2 2nd 2 
3 6 2 3rd 3 
3 "i 2 3rd 3 
3 8 2 4th 4 
3 9 2 4th 4 
3 10 2 5th 5 
E 10 2 5th 5 
E 1 3 5th 5 
4 11 3 5th 6 
4 12 3 5th 6 
4 12 3 5th 6 
4 13 3 5th 7 
4 13 3 5th 7 
4 14 4 5th 7 
4 14 4 5th 8 
4 15 4 5th 8 
4 15 4 5th 8 


Your patron's demands might drive you into adventures, 
or they might consist entirely of small favors you can do 
between adventures. 

What kind of relationship do you have with your 
patron? Is it friendly, antagonistic, uneasy, or romantic? 
How important does your patron consider you to be? 
What part do you play in your patron's plans? Do you 
know other servants of your patron? 

How does your patron communicate with you? If 
you have a familiar, it might occasionally speak with 
your patron's voice. Some warlocks find messages 
from their patrons etched on trees, mingled among tea 
leaves, or adrift in the clouds—messages that only the 
warlock can see. Other warlocks converse with their 
patrons in dreams or waking visions, or deal only with 
intermediaries. 


Quick BUILD 

You can make a warlock quickly by following these 
suggestions. First, Charisma should be your highest 
ability score, followed by Constitution. Second, choose 
the charlatan background. Third, choose the e/dritch 
blast and chill touch cantrips, along with the 1st-level 
spells ray of sickness and witch bolt. 


CLASS FEATURES 


As a warlock, you gain the following class features. 


HIT POINTS 

Hit Dice: 1d8 per warlock level 

Hit Points at 1st Level: 8 + your Constitution modifier 

Hit Points at Higher Levels: 1d8 (or 5) + your 
Constitution modifier per warlock level after 1st 


PROFICIENCIES 

Armor: Light armor 
Weapons: Simple weapons 
Tools: None 


Saving Throws: Wisdom, Charisma 

Skills: Choose two skills from Arcana, 
Deception, History, Intimidation, Investigation, 
Nature, and Religion 


EQUIPMENT 
You start with the following equipment, in addition to 
the equipment granted by your background: 


* (a) a light crossbow and 20 bolts or (b) any simple 
weapon 

* (a) a component pouch or (b) an arcane focus 

* (a) a scholar's pack or (b) a dungeoneer's pack 

* Leather armor, any simple weapon, and two daggers 


OTHERWORLDLY PATRON 


At 1st level, you have struck a bargain with an 
otherworldly being of your choice: the Archfey, the 
Fiend, or the Great Old One, each of which is detailed 
at the end of the class description. Your choice 

grants you features at 1st level and again at 6th, 10th, 
and 14th level. 


PAcT MAGIC 


Your arcane research and the magic bestowed on you 


by your patron have given you facility with spells. See 
chapter 10 for the general rules of spellcasting and 
chapter 11 for the warlock spell list. 


CANTRIPS 

You know two cantrips of your choice from the warlock 
spell list. You learn additional warlock cantrips of your 
choice at higher levels, as shown in the Cantrips Known 
column of the Warlock table. 


SPELL SLOTS ! 
The Warlock table shows how many spell slots you have. 
The table also shows what the level of those slots is; all 
of your spell slots are the same level. To cast one of your 
warlock spells of 1st level or higher, you must expend a 
spell slot. You regain all expended spell slots when you 
finish a short or long rest. 

For example, when you are 5th level, you have 
two 3rd-level spell slots. To cast the 1st-level spell 
thunderwave, you must spend one of those slots, and 
you cast it as a 3rd-level spell. 


SPELLS KNOWN OF Ist LEVEL AND HIGHER 
At 1st level, you know two 1st-level spells of your choice 
from the warlock spell list. 

The Spells Known column of the Warlock table shows 


when you learn more warlock spells of your choice of 1st 


level and higher. A spell you choose must be of a level 
no higher than what's shown in the table's Slot Level 
column for your level. When you reach 6th level, for 
example, you learn a new warlock spell, which can be 
1st, 2nd, or 3rd level. 


Additionally, when you gain a level in this class, 
you can choose one of the warlock spells you know 
and replace it with another spell from the warlock 
spell list, which also must be of a level for which you 
have spell slots. 


SPELLCASTING ABILITY 
Charisma is your spellcasting ability for your warlock 


spells, so you use your Charisma whenever a spell refers 


to your spellcasting ability. In addition, you use your 
Charisma modifier when setting the saving throw DC 
for a warlock spell you cast and when making an attack 
roll with one. 


Spell save DC = 8 + your proficiency bonus + 
your Charisma modifier 


Spell attack modifier = your proficiency bonus + 
your Charisma modifier 


SPELLCASTING FOCUS 
You can use an arcane focus (found in chapter 5) as a 
spellcasting focus for your warlock spells. 


ELDRITCH INVOCATIONS 


In your study of occult lore, you have unearthed eldritch 


invocations, fragments of forbidden knowledge that 
imbue you with an abiding magical ability. 

At 2nd level, you gain two eldritch invocations of your 
choice. Your invocation options are detailed at the end 
of the class description. When you gain certain warlock 
levels, you gain additional invocations of your choice, 
as shown in the Invocations Known column of the 
Warlock table. 

Additionally, when you gain a level in this class, 
you can choose one of the invocations you know and 
replace it with another invocation that you could learn 
at that level. 


PACT BOON 


At 3rd level, your otherworldly patron bestows a gift 
upon you for your loyal service. You gain one of the 
following features of your choice. 


PACT OF THE CHAIN 

You learn the find familiar spell and can cast it as a 
ritual. The spell doesn't count against your number of 
spells known. 

When you cast the spell, you can choose one of the 
normal forms for your familiar or one of the following 
special forms: imp, pseudodragon, quasit, or sprite. 

Additionally, when you take the Attack action, you can 
forgo one of your own attacks to allow your familiar to 
make one attack of its own. 


PACT OF THE BLADE 

You can use your action to create a pact weapon in your 
empty hand. You can choose the form that this melee 
weapon takes each time you create it (see chapter 5 for 
weapon options). You are proficient with it while you 
wield it. This weapon counts as magical for the purpose 
of overcoming resistance and immunity to nonmagical 
attacks and damage. 


PART | | CLASSES 


108 


Your pact weapon disappears if it is more than 5 feet 
away from you for 1 minute or more. It also disappears 
if you use this feature again, if you dismiss the weapon 
(no action required), or if you die. 

You can transform one magic weapon into your pact 
weapon by performing a special ritual while you hold 
the weapon. You perform the ritual over the course 
of 1 hour, which can be done during a short rest. 

You can then dismiss the weapon, shunting it into an 
extradimensional space, and it appears whenever you 
create your pact weapon thereafter. You can't affect an 
artifact or a sentient weapon in this way. The weapon 
ceases being your pact weapon if you die, if you perform 
the 1-hour ritual on a different weapon, or if you use 

a 1-hour ritual to break your bond to it. The weapon 
appears at your feet if it is in the extradimensional space 
when the bond breaks. 


PACT OF THE TOME 
Your patron gives you a grimoire called a Book of 
Shadows. When you gain this feature, choose three 
cantrips from any class's spell list. While the book is on 
your person, you can cast those cantrips at will. They 
don't count against your number of cantrips known. 

If you lose your Book of Shadows, you can perform 
a l-hour ceremony to receive a replacement from your 
patron. This ceremony can be performed during a short 
or long rest, and it destroys the previous book. The book 
turns to ash when you die. 


ABILITY SCORE IMPROVEMENT 


When you reach 4th level, and again at 8th, 12th, 16th, 
and 19th level, you can increase one ability score of your 
choice by 2, or you can increase two ability scores of 
your choice by 1. As normal, you can't increase an ability 
score above 20 using this feature. 


MYSTIC ARCANUM 


At 11th level, your patron bestows upon you a magical 
secret called an arcanum. Choose one 6th-level spell 
from the warlock spell list as this arcanum. 

You can cast your arcanum spell once without 
expending a spell slot. You must finish a long rest before 
you can do so again. 

At higher levels, you gain more warlock spells of your 
choice that can be cast in this way: one 7th-level spell 
at 13th level, one 8th-level spell at 15th level, and one 
Oth-level spell at 17th level. You regain all uses of your 
Mystic Arcanum when you finish a long rest. 


ELDRITCH MASTER 


At 20th level, you can draw on your inner reserve of 
mystical power while entreating your patron to regain 
expended spell slots. You can spend 1 minute entreating 
your patron for aid to regain all your expended spell slots 
from your Pact Magic feature. Once you regain spell slots 
with this feature, you must finish a long rest before you 
can do so again. 


PART 1 | CLASSES 


SL. "LXI 
Your Pact BOON 

Each Pact Boon option produces a special creature or an 
object that reflects your patron’s nature. 

Pact of the Chain. Your familiar is more cunning than a 
typical familiar. Its default form can be a reflection of your 
patron, with sprites and pseudodragons tied to the Archfey 
and imps and quasits tied to the Fiend. Because the Great Old 
One's nature is inscrutable, any familiar form is suitable for it. 

Pact of the Blade. |f your patron is the Archfey, your 
weapon might be a slender blade wrapped in leafy vines. 

If you serve the Fiend, your weapon could be an axe made 
of black metal and adorned with decorative flames. If your 
patron is the Great Old One, your weapon might be an 
ancient-looking spear, with a gemstone embedded in its 
head, carved to look like a terrible unblinking eye. 

Pact of the Tome. Your Book of Shadows might be a fine, 
gilt-edged tome with spells of enchantment and illusion, 
gifted to you by the lordly Archfey. It could be a weighty tome 
bound in demon hide studded with iron, holding spells of 
conjuration and a wealth of forbidden lore about the sinister 
regions of the cosmos, a gift of the Fiend. Or it could be the 
tattered diary of a lunatic driven mad by contact with the 
Great Old One, holding scraps of spells that only your own 
burgeoning insanity allows you to understand and cast. 


OTHERWORLDLY PATRONS 


The beings that serve as patrons for warlocks are 
mighty inhabitants of other planes of existence—not 
gods, but almost godlike in their power. Various patrons 
give their warlocks access to different powers and 
invocations, and expect significant favors in return. 
Some patrons collect warlocks, doling out mystic 
knowledge relatively freely or boasting of their ability 
to bind mortals to their will. Other patrons bestow their 
power only grudgingly, and might make a pact with 
only one warlock. Warlocks who serve the same patron 
might view each other as allies, siblings, or rivals. 


THE ARCHFEY 


Your patron is a lord or lady of the fey, a creature of 
legend who holds secrets that were forgotten before 

the mortal races were born. This being's motivations 
are often inscrutable, and sometimes whimsical, and 
might involve a striving for greater magical power or the 
settling of age-old grudges. Beings of this sort include 
the Prince of Frost; the Queen of Air and Darkness, 
ruler of the Gloaming Court; Titania of the Summer 
Court; her consort Oberon, the Green Lord; Hyrsam, 
the Prince of Fools; and ancient hags. 


EXPANDED SPELL LIST 

The Archfey lets you choose from an expanded list of 
spells when you learn a warlock spell. The following 
spells are added to the warlock spell list for you. 


ARCHFEY EXPANDED SPELLS 


Spell Level Spells 
Ist faerie fire, sleep 


2nd calm emotions, phantasmal force 
3rd blink, plant growth 

4th dominate beast, greater invisibility 
5th dominate person, seeming 


FEY PRESENCE 
Starting at 1st level, your patron bestows upon you the 
ability to project the beguiling and fearsome presence 
of the fey. As an action, you can cause each creature in 
a 10-foot cube originating from you to make a Wisdom 
saving throw against your warlock spell save DC. The 
creatures that fail their saving throws are all charmed 
or frightened by you (your choice) until the end of 
your next turn. 

Once you use this feature, you can't use it again until 
you finish a short or long rest. 


MisTY ESCAPE 
Starting at 6th level, you can vanish in a puff of mist in 
response to harm. When you take damage, you can use 
your reaction to turn invisible and teleport up to 60 feet 
to an unoccupied space you can see. You remain invisible 
until the start of your next turn or until you attack or 
cast a spell. 

Once you use this feature, you can't use it again until 
you finish a short or long rest. 


BEGUILING DEFENSES 

Beginning at 10th level, your patron teaches you how to 
turn the mind-affecting magic of your enemies against 
them. You are immune to being charmed, and when 
another creature attempts to charm you, you can use 
your reaction to attempt to turn the charm back on 

that creature. The creature must succeed on a Wisdom 
saving throw against your warlock spell save DC or 

be charmed by you for 1 minute or until the creature 
takes any damage. 


DARK DELIRIUM 
Starting at 14th level, you can plunge a creature into 
an illusory realm. As an action, choose a creature 
that you can see within 60 feet of you. It must make a 
Wisdom saving throw against your warlock spell save 
DC. On a failed save, it is charmed or frightened by you 
(your choice) for 1 minute or until your concentration 
is broken (as if you are concentrating on a spell). This 
effect ends early if the creature takes any damage. 
Until this illusion ends, the creature thinks it is lost 
in a misty realm, the appearance of which you choose. 
The creature can see and hear only itself, you, and 
the illusion. 
You must finish a short or long rest before you can 
use this feature again. 


'THE FIEND 


You have made a pact with a fiend from the lower 
planes of existence, a being whose aims are evil, 

even if you strive against those aims. Such beings 
desire the corruption or destruction of all things, 
ultimately including you. Fiends powerful enough to 
forge a pact include demon lords such as Demogorgon, 
Orcus, Fraz’Urb-luu, and Baphomet; archdevils such 
as Asmodeus, Dispater, Mephistopheles, and Belial; 
pit fiends and balors that are especially mighty; and 
ultroloths and other lords of the yugoloths. 


EXPANDED SPELL LIST 

The Fiend lets you choose from an expanded list of 
spells when you learn a warlock spell. The following 
spells are added to the warlock spell list for you. 


FIEND EXPANDED SPELLS 


Spell Level Spells 
Ist burning hands, command 
2nd blindness/deafness, scorching ray 
3rd fireball, stinking cloud 
4th fire shield, wall of fire 
5th flame strike, hallow 


DARK ONE's BLESSING 

Starting at 1st level, when you reduce a hostile creature 
to 0 hit points, you gain temporary hit points equal to your 
Charisma modifier + your warlock level (minimum of 1). 


DARK ONE's Own Luck 
Starting at 6th level, you can call on your patron to alter 
fate in your favor. When you make an ability check or a 
saving throw, you can use this feature to add a d10 to 
your roll. You can do so after seeing the initial roll but 
before any of the roll's effects occur. 

Once you use this feature, you can't use it again until 
you finish a short or long rest. 


FIENDISH RESILIENCE 

Starting at 10th level, you can choose one damage type 
when yot finish a short or long rest. You gain resistance 
to that damage type until you choose a different one 
with this feature. Damage from magical weapons or 
silver weapons ignores this resistance. 


HURL THROUGH HELL 
Starting at 14th level, when you hit a creature with an 
attack, you can use this feature to instantly transport 
the target through the lower planes. The creature 
disappears and hurtles through a nightmare landscape. 
At the end of your next turn, the target returns to the 
space it previously occupied, or the nearest unoccupied 
space. If the target is not a fiend, it takes 10d10 psychic 
damage as it reels from its horrific experience. 
Once you use this feature, you can't use it again until 
you finish a long rest. 


THE GREAT OLD ONE 


Your patron is a mysterious entity whose nature is 
utterly foreign to the fabric of reality. It might come from 
the Far Realm, the space beyond reality, or it could be 
one of the elder gods known only in legends. Its motives 
are incomprehensible to mortals, and its knowledge so 
immense and ancient that even the greatest libraries 
pale in comparison to the vast secrets it holds. The 
Great Old One might be unaware of your existence 

or entirely indifferent to you, but the secrets you have 
learned allow you to draw your magic from it. 

Entities of this type include Ghaunadar, called That 
Which Lurks; Tharizdun, the Chained God; Dendar, the 
Night Serpent; Zargon, the Returner; Great Cthulhu; 
and other unfathomable beings. 


PART I | CLASSES 


109 


110 


EXPANDED SPELL LIST 

The Great Old One lets you choose from an expanded list 
of spells when you learn a warlock spell. The following 
spells are added to the warlock spell list for you. 


Great OLD ONE EXPANDED SPELLS 
Spell Level Spells 


Ist dissonant whispers, Tasha's hideous laughter 
2nd detect thoughts, phantasmal force 

3rd clairvoyance, sending 

4th dominate beast, Evard's black tentacles 

5th dominate person, telekinesis 


AWAKENED MIND 

Starting at 1st level, your alien knowledge gives you 
the ability to touch the minds of other creatures. You 
can communicate telepathically with any creature you 
can see within 30 feet of you. You don't need to share 
a language with the creature for it to understand your 
telepathic utterances, but the creature must be able to 
understand at least one language. 


ENTROPIC WARD 
At 6th level, you learn to magically ward yourself against 
attack and to turn an enemy’s failed strike into good 
luck for yourself. When a creature makes an attack 
roll against you, you can use your reaction to impose 
disadvantage on that roll. If the attack misses you, your 
next attack roll against the creature has advantage if you 
make it before the end of your next turn. 

Once you use this feature, you can’t use it again until 
you finish a short or long rest. 


THOUGHT SHIELD 

Starting at 10th level, your thoughts can't be read by 
telepathy or other means unless you allow it. You also 
have resistance to psychic damage, and whenever a 
creature deals psychic damage to you, that creature 
takes the same amount of damage that you do. 


CREATE THRALL 
At 14th level, you gain the ability to infect a humanoid’s 
mind with the alien magic of your patron. You can use 
your action to touch an incapacitated humanoid. That 
creature is then charmed by you until a remove curse 
spell is cast on it, the charmed condition is removed 
from it, or you use this feature again. 

You can communicate telepathically with the charmed 
creature as long as the two of you are on the same plane 
of existence. 


ELDRITCH INVOCATIONS 


If an eldritch invocation has prerequisites, you must 
meet them to learn it. You can learn the invocation at the 
same time that you meet its prerequisites. 


AGONIZING BLAST 
Prerequisite: eldritch blast cantrip 


When you cast eldritch blast, add your Charisma 
modifier to the damage it deals on a hit. 


PART 1 | CLASSES 


ARMOR OF SHADOWS 
You can cast mage armor on yourself at will, without 
expending a spell slot or material components. 


ASCENDANT STEP 
Prerequisite: 9th level 


You can cast levitate on yourself at will, without 
expending a spell slot or material components. 


BEAST SPEECH 
You can cast speak with animals at will, without 
expending a spell slot. 


BEGUILING INFLUENCE 
You gain proficiency in the Deception and 
Persuasion skills. 


BEWITCHING WHISPERS 
Prerequisite: 7th level 


You can cast compulsion once using a warlock spell slot. 
You can't do so again until you finish a long rest. 


BOOK OF ANCIENT SECRETS 
Prerequisite: Pact of the Tome feature 


You can now inscribe magical rituals in your Book of 
Shadows. Choose two 1st-level spells that have the 
ritual tag from any class's spell list. The spells appear 
in the book and don't count against the number of spells 
you know. With your Book of Shadows in hand, you 

can cast the chosen spells as rituals. You can't cast the 
spells except as rituals, unless you've learned them by 
some other means. You can also cast a warlock spell 
you know as a ritual if it has the ritual tag. 

On your adventures, you can add other ritual spells to 
your Book of Shadows. When you find such a spell, you 
can add it to the book if the spell’s level is equal to or 
less than half your warlock level (rounded up) and if you 
can spare the time to transcribe the spell. For each level 
of the spell, the transcription process takes 2 hours and 
costs 50 gp for the rare inks needed to inscribe it. 


CHAINS OF CARCERI 

Prerequisite: 15th level, Pact of the Chain feature 

You can cast hold monster at will—targeting a celestial, 
fiend, or elemental—without expending a spell slot or 
material components. You must finish a long rest before 
you can use this invocation on the same creature again. 


DEVIL'S SIGHT 
You can see normally in darkness, both magical and 
nonmagical, to a distance of 120 feet. 


DREADFUL WORD 
Prerequisite: 7th level 


You can cast confusion once using a warlock spell slot. 
You can't do so again until you finish a long rest. 


ELDRITCH SIGHT 
You can cast detect magic at will, without expending 
a spell slot. 


ELDRITCH SPEAR 
Prerequisite: eldritch blast cantrip 


When you cast e/dritch blast, its range is 300 feet. 


EYES OF THE RUNE KEEPER 
You can read all writing. 


FIENDISH VIGOR 

You can cast false life on yourself at will as a 
1st-level spell, without expending a spell slot or 
material components. 


GAZE OF Two MINDS 

You can use your action to touch a willing humanoid 
and perceive through its senses until the end of your 
next turn. As long as the creature is on the same 
plane of existence as you, you can use your action 

on subsequent turns to maintain this connection, 
extending the duration until the end of your next turn. 
While perceiving through the other creature’s senses, 
you benefit from any special senses possessed by that 
creature, and you are blinded and deafened to your own 
surroundings. 


LIFEDRINKER 
Prerequisite: 12th level, Pact of the Blade feature 
When you hit a creature with your pact weapon, the 


creature takes extra necrotic damage equal to your 
Charisma modifier (minimum 1). 


MASK OF MANY FAGES 
You can cast disguise self at will, without expending 
a spell slot. 


MASTER OF MyRIAD FORMS 
Prerequisite: 15th level 


You can cast alter self at will, without expending 
a spell slot. 


MINIONS OF CHAOS 
Prerequisite: 9th level 
You can cast conjure elemental once using a 


warlock spell slot. You can't do so again until you 
finish a long rest. F 


MIRE THE MIND 
Prerequisite: 5th level 


You can cast slow once using a warlock spell slot. You 
can't do so again until you finish a long rest. 


MISTY VISIONS 
You can cast silent image at will, without expending a 
spell slot or material components. 


ONE WITH SHADOWS 
Prerequisite: 5th level 
. When you are in an area of dim light or darkness, you 


can use your action to become invisible until you move 
or take an action or a reaction. 


OTHERWORLDLY LEAP 
Prerequisite: 9th level 


You can cast jump on yourself at will, without expending 
a spell slot or material components. 


REPELLING BLAST 
Prerequisite: eldritch blast cantrip 


When you hit a creature with eldritch blast, you can push 
the creature up to 10 feet away from you in a straight line. 


SCULPTOR or FLESH 
Prerequisite: 7th level 


You can cast polymorph once using a warlock spell slot. 
You can't do so again until you finish a long rest. 


SIGN OF ILL OMEN 
Prerequisite: 5th level 


You can cast bestow curse once using a warlock spell 
slot. You can't do so again until you finish a long rest. 


THIEF OF FIVE FATES 
You can cast bane once using a warlock spell slot. You 
can't do so again until you finish a long rest. 


THIRSTING BLADE. 
Prerequisite: 5th level, Pact of the Blade feature 


You can attack with your pact weapon twice, instead of. 
once, whenever you take the Attack action on your turn. 


VISIONS OF DISTANT REALMS 
Prerequisite: 15th level 


You can cast arcane eye at will, without expending 
a spell slot. 


VOICE OF THE CHAIN MASTER 
Prerequisite: Pact of the Chain feature 


You can communicate telepathically with your familiar 
and perceive through your familiar's senses as long as _ 
you are on the same plane of existence. Additionally, 
while perceiving through your familiar’s senses, you can 
also speak through your familiar in your own voice, even 
if your familiar is normally incapable of speech. 


WHISPERS OF THE GRAVE 
Prerequisite: 9th level 


You can cast speak with dead at will, without expending 
a spell slot. 


WITCH SIGHT 

Prerequisite: 15th level 

You can see the true form of any shapechanger or 
creature concealed by illusion or transmutation magic 
while the creature is within 30 feet of you and within 
line of sight. 


PART 1 | CLASSES 


WIZARD 


Clad in the silver robes that denote her station, an 

elf closes her eyes to shut out the distractions of the 
battlefield and begins her quiet chant. Fingers weaving 
in front of her, she completes her spell and launches a 
tiny bead of fire toward the enemy ranks, where it erupts 
into a conflagration that engulfs the soldiers. 

Checking and rechecking his work, a human scribes 
an intricate magic circle in chalk on the bare stone 
floor, then sprinkles powdered iron along every line and 
graceful curve. When the circle is complete, he drones a 
long incantation. A hole opens in space inside the circle, 
bringing a whiff of brimstone from the otherworldly 
plane beyond. 

Crouching on the floor in a dungeon intersection, a 
gnome tosses a handful of small bones inscribed with 
mystic symbols, muttering a few words of power over 
them. Closing his eyes to see the visions more clearly, 
he nods slowly, then opens his eyes and points down the 
passage to his left. 

Wizards are supreme magic-users, defined and united 
as a class by the spells they cast. Drawing on the subtle 
weave of magic that permeates the cosmos, wizards cast 
spells of explosive fire, arcing lightning, subtle deception, 
and brute-force mind control. Their magic conjures 
monsters from other planes of existence, glimpses the 
future, or turns slain foes into zombies. Their mightiest 
spells change one substance into another, call meteors 
down from the sky, or open portals to other worlds. 


SCHOLARS OF THE ARCANE 


Wild and enigmatic, varied in form and function, the 
power of magic draws students who seek to master 
its mysteries. Some aspire to become like the gods, 
shaping reality itself. Though the casting of a typical 
spell requires merely the utterance of a few strange 
words, fleeting gestures, and sometimes a pinch or 
clump of exotic materials, these surface components 
barely hint at the expertise attained after years of 
apprenticeship and countless hours of study. 

Wizards live and die by their spells. Everything else 
is secondary. They learn new spells as they experiment 
and grow in experience. They can also learn them from 
other wizards, from ancient tomes or inscriptions, 
and from ancient creatures (such as the fey) that are 
steeped in magic. 


Proficiency 
Bonus 
+2 
+2 
+2 
+2 
+3 
+3 
+3 
+3 
+4 
+4 
+4 
+4 
+5 
+5 
+5 
+5 


Level 
Ist 
2nd 
3rd 
4th 
Sth 
6th 
7th 
8th 
9th 
10th 
Tth 
12th 
13th 
14th 
15th 
16th 


Features 

Spellcasting, Arcane Recovery 
Arcane Tradition 

Ability Score Improvement 
Arcane Tradition feature 
Ability Score Improvement 
Arcane Tradition feature 
Ability Score Improvement 


Arcane Tradition feature 


Ability Score Improvement 


Spell Mastery 
Ability Score Improvement 
Signature Spell 


THE LURE OF KNOWLEDGE 


Wizards’ lives are seldom mundane. The closest a 
wizard is likely to come to an ordinary life is working 
as a sage or lecturer in a library or university, teaching 
others the secrets of the multiverse. Other wizards sell 
their services as diviners, serve in military forces, or 
pursue lives of crime or domination. 

But the lure of knowledge and power calls even the 
most unadventurous wizards out of the safety of their 
libraries and laboratories and into crumbling ruins and 
lost cities. Most wizards believe that their counterparts 
in ancient civilizations knew secrets of magic that have 
been lost to the ages, and discovering those secrets 
could unlock the path to a power greater than any magic 
available in the present age. 


CREATING A WIZARD 


Creating a wizard character demands a backstory 
dominated by at least one extraordinary event. How 
did your character first come into contact with magic? 
How did you discover you had an aptitude for it? Do 
you have a natural talent, or did you simply study 

hard and practice incessantly? Did you encounter a 
magical creature or an ancient tome that taught you the 
basics of magic? 

What drew you forth from your life of study? Did your 
first taste of magical knowledge leave you hungry for 
more? Have you received word of a secret repository 
of knowledge not yet plundered by any other wizard? 
Perhaps you're simply eager to put your newfound 
magical skills to the test in the face of danger. 


Cantrips 
Known 


w 


3 
3 
4 
4 
4 
4 
4 
4 
5 
5 
5 
5 
5 
5 
5 
5 
5 
5 
5 


— Spells Slots per Spell Level— 
3rd 4th 6th 7th 


Ist 


| 


| 


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WwW WwW QU) UJ UJ UJ UG) U9 G9 G9 L9 UJ UJ) UJ GO hJ 

UU) UJ GU) US) UO) UJ UJ UJ G9 UJ GU) U9 www NJ 

WW w Q9 C) QU w UU t9 (9 € t9 Nw — | 

UJ UJ US NJ h2 HH NN NHN RH — 
NN] oS] —5—--- 

NS o — ae es aes i ed 


Quick BUILD c 
You can make a wizard quickly by following these 

suggestions. First, Intelligence should be your highest 

ability score, followed by Constitution or Dexterity. 

If you plan to join the School of Enchantment, make 

Charisma your next-best score. Second, choose the sage 
background. Third, choose the mage hand, lióht, and 

ray of frost cantrips, along with the following 1st-level 

spells for your spellbook: burning hands, charm person, 

feather fall, mage armor, magic missile, and sleep. 


CLASS FEATURES 


As a wizard, you gain the following class features. 


Hir POINTS 

Hit Dice: 1d6 per wizard level 

Hit Points at 1st Level: 6 * your Constitution modifier 

Hit Points at Higher Levels: 1d6 (or 4) + your 
Constitution modifier per wizard level after 1st 


PROFICIENGIES 

Armor: None 

Weapons: Daggers, darts, slings, quarterstaffs, 
light crossbows 

Tools: None 


Saving Throws: Intelligence, Wisdom 
Skills: Choose two from Arcana, History, Insight, 
Investigation, Medicine, and Religion 


PART ! 


CLASSES 


114 


EQUIPMENT 
You start with the following equipment, in addition to 
the equipment granted by your background: 


* (a) a quarterstaff or (b) a dagger 

* (a) a component pouch or (b) an arcane focus 
* (a) a scholar's pack or (b) an explorer's pack 

* Aspellbook 


SPELLCASTING 


As a student of arcane magic, you have a spellbook 
containing spells that show the first glimmerings of 
your true power. See chapter 10 for the general rules of 
spellcasting and chapter 11 for the wizard spell list. 


CANTRIPS 

At 1st level, you know three cantrips of your choice 
from the wizard spell list. You learn additional wizard 
cantrips of your choice at higher levels, as shown in the 
Cantrips Known column of the Wizard table. 


4L ———————— * 
Your SPELLBOOK 
The spells that you add to your spellbook as you gain levels 
reflect the arcane research you conduct on your own, as well 
as intellectual breakthroughs you have had about the nature 
of the multiverse. You might find other spells during your 
adventures. You could discover a spell recorded on a scroll in 
an evil wizard’s chest, for example, or in a dusty tome in an 
ancient library. 

Copying a Spell into the Book. When you find a wizard spell 
of 1st level or higher, you can add it to your spellbook if it is 
of a level for which you have spell slots and if you can spare 
the time to decipher and copy it. 

Copying a spell into your spellbook involves reproducing 
the basic form of the spell, then deciphering the unique 
system of notation used by the wizard who wrote it. You 
must practice the spell until you understand the sounds 
or gestures required, then transcribe it into your spellbook 
using your own notation. 

For each level of the spell, the process takes 2 hours and 
costs 50 gp. The cost represents material components you 
expend as you experiment with the spell to master it, as well 
as the fine inks you need to record it. Once you have spent 
this time and money, you can prepare the spell just like your 
other spells. 

Replacing the Book. You can copy a spell from your own 
spellbook into another book—for example, if you want 
to make a backup copy of your spellbook. This is just like 
copying a new spell into your spellbook, but faster and easier, 
since you understand your own notation and already know 
how to cast the spell. You need spend only 1 hour and 10 gp 
for each level of the copied spell. 

If you lose your spellbook, you can use the same procedure 
to transcribe the spells that you have prepared into a new 
spellbook. Filling out the remainder of your spellbook 
requires you to find new spells to do so, as normal. For this 
reason, many wizards keep backup spellbooks in a safe place. 

The Book's Appearance. Your spellbook is a unique 
compilation of spells, with its own decorative flourishes and 
margin notes. It might be a plain, functional leather volume 
that you received as a gift from your master, a finely bound 
gilt-edged tome you found in an ancient library, or even a 
loose collection of notes scrounged together after you lost 
your previous spellbook in a mishap. 

aCe 


PART 1 | CLASSES 


SPELLBOOK 
At 1st level, you have a spellbook containing six 1st-level 
wizard spells of your choice. 


PREPARING AND CASTING SPELLS 

The Wizard table shows how many spell slots you have 
to cast your spells of 1st level and higher. To cast one of 
these spells, you must expend a slot of the spell’s level 
or higher. You regain all expended spell slots when you 
finish a long rest. 

You prepare the list of wizard spells that are available 
for you to cast. To do so, choose a number of wizard 
spells from your spellbook equal to your Intelligence 
modifier + your wizard level (minimum of one spell). The 
spells must be of a level for which you have spell slots. 

For example, if you're a 3rd-level wizard, you have 
four 1st-level and two 2nd-level spell slots. With an 
Intelligence of 16, your list of prepared spells can 
include six spells of 1st or 2nd level, in any combination, 
chosen from your spellbook. If you prepare the 1st-level 
spell magic missile, you can cast it using a 1st-level or a 
2nd-level slot. Casting the spell doesn't remove it from 
your list of prepared spells. 

You can change your list of prepared spells when 
you finish a long rest. Preparing a new list of wizard 
spells requires time spent studying your spellbook and 
memorizing the incantations and gestures you must 
make to cast the spell: at least 1 minute per spell level 
for each spell on your list. 


SPELLCASTING ABILITY 

Intelligence is your spellcasting ability for your wizard 
spells, since you learn your spells through dedicated 
study and memorization. You use your Intelligence 
whenever a spell refers to your spellcasting ability. 

In addition, you use your Intelligence modifier when 
setting the saving throw DC for a wizard spell you cast 
and when making an attack roll with one. 


Spell save DC = 8 + your proficiency bonus + 
your Intelligence modifier 


Spell attack modifier = your proficiency bonus + 
your Intelligence modifier 


RITUAL CASTING 

You can cast a wizard spell as a ritual if that spell has 
the ritual tag and you have the spell in your spellbook. 
You don't need to have the spell prepared. 


SPELLCASTING Focus 
You can use an arcane focus (found in chapter 5) as a 
spellcasting focus for your wizard spells. 


LEARNING SPELLS OF lsr LEVEL AND HIGHER 
Each time you gain a wizard level, you can add two 
wizard spells of your choice to your spellbook. Each 

of these spells must be of a level for which you have 
spell slots, as shown on the Wizard table. On your 
adventures, you might find other spells that you can add 
to your spellbook (see the “Your Spellbook” sidebar). 


ARCANE RECOVERY 


You have learned to regain some of your magical energy 
by studying your spellbook. Once per day when you 
finish a short rest, you can choose expended spell slots 
to recover. The spell slots can have a combined level that 
is equal to or less than half your wizard level (rounded 
up), and none of the slots can be 6th level or higher. 

For example, if you're a 4th-level wizard, you can recover 
up to two levels worth of spell slots. You can recover either 
a 2nd-level spell slot or two 1st-level spell slots. 


ARCANE TRADITION 


When you reach 2nd level, you choose an arcane 
tradition, shaping your practice of magic through one 
of eight schools: Abjuration, Conjuration, Divination, 
Enchantment, Evocation, Illusion, Necromancy, 
or Transmutation, all detailed at the end of the 
class description. 

Your choice grants you features at 2nd level and again 
at 6th, 10th, and 14th level. 


ABILITY SCORE IMPROVEMENT 


When you reach 4th level, and again at 8th, 12th, 16th, 
and 19th level, you can increase one ability score of your 
choice by 2, or you can increase two ability scores of 
your choice by 1. As normal, you can't increase an ability 
score above 20 using this feature. 


SPELL MASTERY 


At 18th level, you have achieved such mastery over 
certain spells that you can cast them at will. Choose a 
lstlevel wizard spell and a 2nd-level wizard spell that 
are in your spellbook. You can cast those spells at their 
lowest level without expending a spell slot when you 
have them prepared. If you want to cast either spell at a 
higher level, you must expend a spell slot as normal. 

By spending 8 hours in study, you can exchange one 
or both of the spells you chose for different spells of 
the same levels. 


SIGNATURE SPELLS 


When you reach 20th level, you gain mastery over two 
powerful spells and can cast them with little effort. 
Choose two 3rd-level wizard spells in your spellbook 
as your signature spells. You always have these spells 
prepared, they don't count against the number of spells 
you have prepared, and you can cast each of them once at 
3rd level without expending a spell slot. When you do so, 
you can't do so again until you finish a short or long rest. 
If you want to cast either spell at a higher level, you 
must expend a spell slot as normal. 


ARCANE TRADITIONS 


The study of wizardry is ancient, stretching back to 
the earliest mortal discoveries of magic. It is firmly 
established in the worlds of D&D, with various 
traditions dedicated to its complex study. 

The most common arcane traditions in the multiverse 
revolve around the schools of magic. Wizards through 


the ages have cataloged thousands of spells, grouping 
them into eight categories called schools, as described 
in chapter 10. In some places, these traditions are 
literally schools; a wizard might study at the School of 
Illusion while another studies across town at the School 
of Enchantment. In other institutions, the schools are 
more like academic departments, with rival faculties 
competing for students and funding. Even wizards who 
train apprentices in the solitude of their own towers use 
the division of magic into schools as a learning device, 
since the spells of each school require mastery of 
different techniques. 


SCHOOL OF ABJURATION 


The School of Abjuration emphasizes magic that blocks, 
banishes, or protects. Detractors of this school say 

that its tradition is about denial, negation rather than 
positive assertion. You understand, however, that ending 
harmful effects, protecting the weak, and banishing evil 
influences is anything but a philosophical void. It is a 
proud and respected vocation. 

Called abjurers, members of this school are sought 
when baleful spirits require exorcism, when important 
locations must be guarded against magical spying, and 
when portals to other planes of existence must be closed. 


ABJURATION SAVANT 

Beginning when you select this school at 2nd level, the 
gold and time you must spend to copy an abjuration 
spell into your spellbook is halved. 


ARCANE WARD 
Starting at 2nd level, you can weave magic around 
yourself for protection. When you cast an abjuration 
spell of 1st level or higher, you can simultaneously use a 
strand of the spell's magic to create a magical ward on 
yourself that lasts until you finish a long rest. The ward 
has hit points equal to twice your wizard level + your 
Intelligence modifier. Whenever you take damage, the 
ward takes the damage instead. If this damage reduces 
the ward to 0 hit points, you take any remaining damage. 
While the ward has 0 hit points, it can't absorb 
damage, but its magic remains. Whenever you cast an 
abjuration spell of 1st level or higher, the ward regains a 
number of hit points equal to twice the level of the spell. 
Once you create the ward, you can't create it again 
until you finish a long rest. 


PROJECTED WARD 

Starting at 6th level, when a creature that you can see 
within 30 feet of you takes damage, you can use your 
reaction to cause your Arcane Ward to absorb that 
damage. If this damage reduces the ward to 0 hit points, 
the warded creature takes any remaining damage. 


IMPROVED ABJURATION 

Beginning at 10th level, when you cast an abjuration 
spell that requires you to make an ability check as 

a part of casting that spell (as in counterspell and 
dispel magic), you add your proficiency bonus to that 
ability check. 


PART 1 | CLASSES 


lib 


SPELL RESISTANCE 
Starting at 14th level, you have advantage on saving 
throws against spells. 

Furthermore, you have resistance against the 
damage of spells. 


SCHOOL OF CONJURATION 


As a conjurer, you favor spells that produce objects 
and creatures out of thin air. You can conjure billowing 
clouds of killing fog or summon creatures from 
elsewhere to fight on your behalf. As your mastery 
grows, you learn spells of transportation and can 
teleport yourself across vast distances, even to other 
planes of existence, in an instant. 


CONJURATION SAVANT 

Beginning when you select this school at 2nd level, the 
gold and time you must spend to copy a conjuration spell 
into your spellbook is halved. 


MINOR CONJURATION 

Starting at 2nd level when you select this school, you 
can use your action to conjure up an inanimate object 

in your hand or on the ground in an unoccupied space 
that you can see within 10 feet of you. This object can be 
no larger than 3 feet on a side and weigh no more than 
10 pounds, and its form must be that of a nonmagical 


PART 1 | CLASSES 


object that you have seen. The object is visibly magical, 
radiating dim light out to 5 feet. 

The object disappears after 1 hour, when you use this 
feature again, or if it takes any damage. 


BENIGN TRANSPOSITION 

Starting at 6th level, you can use your action to teleport 

up to 30 feet to an unoccupied space that you can see. 

Alternatively, you can choose a space within range 

that is occupied by a Small or Medium creature. If that 

creature is willing, you both teleport, swapping places. 
Once you use this feature, you can't use it again until 

you finish a long rest or you cast a conjuration spell of 

Ist level or higher. 


FOCUSED CONJURATION 

Beginning at 10th level, while you are concentrating on 
a conjuration spell, your concentration can't be broken 
as a result of taking damage. 


DURABLE SUMMONS 

Starting at 14th level, any creature that you 
summon or create with a conjuration spell has 30 
temporary hit points. 


ScHOOL OF DIVINATION 


The counsel of a diviner is sought by royalty and 
commoners alike, for all seek a clearer understanding 
of the past, present, and future. As a diviner, you strive 
to part the veils of space, time, and consciousness so 
that you can see clearly. You work to master spells of 
discernment, remote viewing, supernatural knowledge, 
and foresight. 


DIVINATION SAVANT 

Beginning when you select this school at 2nd level, the 
gold and time you must spend to copy a divination spell 
into your spellbook is halved. 


PORTENT 
Starting at 2nd level when you choose this school, 
glimpses of the future begin to press in on your 
awareness. When you finish a long rest, roll two d20s 
and record the numbers rolled. You can replace any 
attack roll, saving throw, or ability check made by you or 
a creature that you can see with one of these foretelling 
rolls. You must choose to do so before the roll, and you 
can replace a roll in this way only once per turn. 

Each foretelling roll can be used only once. When you 
finish a long rest, you lose any unused foretelling rolls. 


ExPERT DIVINATION 

Beginning at 6th level, casting divination spells comes 
so easily to you that it expends only a fraction of your 
spellcasting efforts. When you cast a divination spell 
of 2nd level or higher using a spell slot, you regain one 
expended spell slot. The slot you regain must be of a 
level lower than the spell you cast and can't be higher 
than 5th level. 


THE THIRD EYE 
Starting at 10th level, you can use your action to 
increase your powers of perception. When you do so, 


choose one of the following benefits, which lasts until 
you are incapacitated or you take a short or long rest. 
You can't use the feature again until you finish a rest. 

Darkvision, You gain darkvision out to a range of 60 
feet, as described in chapter 8. 

Ethereal Sight. You can see into the Ethereal Plane 
within 60 feet of you. 

Greater Comprehension. You can read any language. 

See Invisibility. You can see invisible creatures and 
objects within 10 feet of you that are within line of sight. 


GREATER PORTENT 

Starting at 14th level, the visions in your dreams 
intensify and paint a more accurate picture in your mind 
of what is to come, You roll three d20s for your Portent 
feature, rather than two. 


SCHOOL OF ENCHANTMENT 


As a member of the School of Enchantment, you have 
honed your ability to magically entrance and beguile 
other people and monsters. Some enchanters are 
peacemakers who bewitch the violent to lay down their 
arms and charm the cruel into showing mercy. Others 
are tyrants who magically bind the unwilling into their 
service. Most enchanters fall somewhere in between. 


ENCHANTMENT SAVANT 

Beginning when you select this school at 2nd level, the 
gold and time you must spend to copy an enchantment 
spell into your spellbook is halved. 


HYPNOTIC GAZE 
Starting at 2nd level when you choose this school, your 
soft words and enchanting gaze can magically enthrall 
another creature. As an action, choose one creature that 
you can see within 5 feet of you. If the target can see or 
hear you, it must succeed on a Wisdom saving throw 
against your wizard spell save DC or be charmed by you 
until the end of your next turn. The charmed creature’s 
speed drops to 0, and the creature is incapacitated and 
visibly dazed. 

On subsequent turns, you can use your action to 
maintain this effect, extending its duration until the 
end of your next turn. However, the effect ends if you 
move more than 5 feet away from the creature, if the 
creature can neither see nor hear you, or if the creature 
takes damage. 

Once the effect ends, or if the creature succeeds on its 
initial saving throw against this effect, you can’t use this 
feature on that creature again until you finish a long rest. 


INSTINCTIVE CHARM 

Beginning at 6th level, when a creature you can see 
within 30 feet of you makes an attack roll against 

you, you can use your reaction to divert the attack, 
provided that another creature is within the attack's 
range. The attacker must make a Wisdom saving throw 
against your wizard spell save DC. On a failed save, 

the attacker must target the creature that is closest 

to it, not including you or itself. If multiple creatures 
are closest, the attacker chooses which one to target. 


On a successful save, you can't use this feature on the 
attacker again until you finish a long rest. 

You must choose to use this feature before knowing 
whether the attack hits or misses. Creatures that can't 
be charmed are immune to this effect. 


SPLIT ENCHANTMENT 

Starting at 10th level, when you cast an enchantment 
spell of 1st level or higher that targets only one creature, 
you can have it target a second creature. 


ALTER MEMORIES 

At 14th level, you gain the ability to make a creature 
unaware of your magical influence on it. When you cast 
an enchantment spell to charm one or more creatures, 
you can alter one creature's understanding so that it 
remains unaware of being charmed. 

Additionally, once before the spell expires, you can 
use your action to try to make the chosen creature 
forget some of the time it spent charmed. The creature 
must succeed on an Intelligence saving throw against 
your wizard spell save DC or lose a number of hours 
of its memories equal to 1 * your Charisma modifier 
(minimum 1). You can make the creature forget less 
time, and the amount of time can't exceed the duration 
of your enchantment spell. 


ScHOOL OF EVOCATION 


You focus your study on magic that creates powerful 
elemental effects such as bitter cold, searing flame, 
rolling thunder, crackling lightning, and burning acid. 
Some evokers find employment in military forces, 
serving as artillery to blast enemy armies from afar. 
Others use their spectacular power to protect the weak, 
while some seek their own gain as bandits, adventurers, 
or aspiring tyrants. 


EVOCATION SAVANT 

Beginning when you select this school at 2nd level, the 
gold and time you must spend to copy an evocation spell 
into your spellbook is halved. 


ScuLPT SPELLS 

Beginning at 2nd level, you can create pockets of 
relative safety within the effects of your evocation spells. 
When you cast an evocation spell that affects other 
creatures that you can see, you can choose a number 

of them equal to 1 * the spell's level. The chosen 
creatures automatically succeed on their saving throws 
against the spell, and they take no damage if they would 
normally take half damage on a successful save. 


POTENT CANTRIP 

Starting at 6th level, your damaging cantrips affect 
even creatures that avoid the brunt of the effect. When 
a creature succeeds on a saving throw against your 
cantrip, the creature takes half the cantrip's damage (if 
any) but suffers no additional effect from the cantrip. 


EMPOWERED EVOCATION 

Beginning at 10th level, you can add your Intelligence 
modifier to the damage roll of any wizard evocation 
spell you cast. 


PART 1 | CLASSES 


OVERCHANNEL 

Starting at 14th level, you can increase the power of 
your simpler spells. When you cast a wizard spell of 
5th level or lower that deals damage, you can deal 
maximum damage with that spell. 

The first time you do so, you suffer no adverse effect. 
If you use this feature again before you finish a long 
rest, you take 2d12 necrotic damage for each level of 
the spell, immediately after you cast it. Each time you 
use this feature again before finishing a long rest, the 
necrotic damage per spell level increases by 1d12. This 
damage ignores resistance and immunity. 


SCHOOL OF ILLUSION 


You focus your studies on magic that dazzles the 
senses, befuddles the mind, and tricks even the wisest 
folk. Your magic is subtle, but the illusions crafted by 
your keen mind make the impossible seem real. Some 
illusionists—including many gnome wizards—are 
benign tricksters who use their spells to entertain. 
Others are more sinister masters of deception, using 
their illusions to frighten and fool others for their 
personal gain. 


ILLUSION SAVANT 

Beginning when you select this school at 2nd level, the 
gold and time you must spend to copy an illusion spell 
into your spellbook is halved. 


IMPROVED MINOR ILLUSION 

When you choose this school at 2nd level, you learn 
the minor illusion cantrip. If you already know this 

cantrip, you learn a different wizard cantrip of your 


choice. The cantrip doesn’t count against your number 
of cantrips known. 

When you cast minor illusion, you can create both a 
sound and an image with a single casting of the spell. 


MALLEABLE ILLUSIONS 

Starting at 6th level, when you cast an illusion spell that 
has a duration of 1 minute or longer, you can use your 
action to change the nature of that illusion (using the 
spell's normal parameters for the illusion), provided that 
you can see the illusion. 


ILLUSORY SELF 
Beginning at 10th level, you can create an illusory 
duplicate of yourself as an instant, almost instinctual 
reaction to danger. When a creature makes an attack 
roll against you, you can use your reaction to interpose 
the illusory duplicate between the attacker and 
yourself. The attack automatically misses you, then the 
illusion dissipates. 

Once you use this feature, you can't use it again until 
you finish a short or long rest. 


ILLUSORY REALITY 
By 14th level, you have learned the secret of weaving 
shadow magic into your illusions to give them a semi- 
reality. When you cast an illusion spell of 1st level or 
higher, you can choose one inanimate, nonmagical 
object that is part of the illusion and make that object 
real. You can do this on your turn as a bonus action 
while the spell is ongoing. The object remains real for 
1 minute. For example, you can create an illusion of a 
bridge over a chasm and then make it real long enough 
for your allies to cross. 

The object can't deal damage or otherwise 
directly harm anyone. 


SCHOOL OF NECROMANCY 


The School of Necromancy explores the cosmic forces 
of life, death, and undeath. As you focus your studies in 
this tradition, you learn to manipulate the energy that 
animates all living things. As you progress, you learn to 
sap the life force from a creature as your magic destroys 
its body, transforming that vital energy into magical 
power you can manipulate. 

Most people see necromancers as menacing, or even 
villainous, due to the close association with death. 
Not all necromancers are evil, but the forces they 
manipulate are considered taboo by many societies. 


NECROMANCY SAVANT 

Beginning when you select this school at 2nd level, the 
gold and time you must spend to copy a necromancy 
spell into your spellbook is halved. 


GRIM HARVEST 

At 2nd level, you gain the ability to reap life energy from 
creatures you kill with your spells. Once per turn when 
you kill one or more creatures with a spell of 1st level 
or higher, you regain hit points equal to twice the spell's 
level, or three times its level if the spell belongs to the 
School of Necromancy. You don't gain this benefit for 
killing constructs or undead. 


UNDEAD THRALLS 
At 6th level, you add the animate dead spell to your 
spellbook if it is not there already. When you cast 
animate dead, you can target one additional corpse 
or pile of bones, creating another zombie or skeleton, 
as appropriate. 

Whenever you create an undead using a necromancy 
spell, it has additional benefits: 


* The creature's hit point maximum is increased by an 
amount equal to your wizard level. 

* The creature adds your proficiency bonus to its 
weapon damage rolls. 


INURED TO UNDEATH 

Beginning at 10th level, you have resistance to necrotic 
damage, and your hit point maximum can't be reduced. 
You have spent so much time dealing with undead and 
the forces that animate them that you have become 
inured to some of their worst effects. 


COMMAND UNDEAD 
Starting at 14th level, you can use magic to bring 
undead under your control, even those created by other 
wizards. As an action, you can choose one undead that 
you can see within 60 feet of you. That creature must 
make a Charisma saving throw against your wizard 
spell save DC. If it succeeds, you can't use this feature 
on it again. If it fails, it becomes friendly to you and 
obeys your commands until you use this feature again. 
Intelligent undead are harder to control in this way. 
If the target has an Intelligence of 8 or higher, it has 
advantage on the saving throw. If it fails the saving 
throw and has an Intelligence of 12 or higher, it can 
repeat the saving throw at the end of every hour until it 
succeeds and breaks free. 


SCHOOL OF TRANSMUTATION 


You are a student of spells that modify energy and matter. 
To you, the world is not a fixed thing, but eminently 
mutable, and you delight in being an agent of change. 
You wield the raw stuff of creation and learn to alter both 
physical forms and mental qualities. Your magic gives 
you the tools to become a smith on reality's forge. 

Some transmuters are tinkerers and pranksters, 
turning people into toads and transforming copper into 
silver for fun and occasional profit. Others pursue their 
magical studies with deadly seriousness, seeking the 
power of the gods to make and destroy worlds. 


‘TRANSMUTATION SAVANT 

Beginning when you select this school at 2nd level, the 
gold and time you must spend to copy a transmutation 
spell into your spellbook is halved. 


MINOR ALCHEMY 

Starting at 2nd level when you select this school, you 

- can temporarily alter the physical properties of one 
nonmagical object, changing it from one substance into 
another. You perform a special alchemical procedure 
on one object composed entirely of wood, stone (but not 
a gemstone), iron, copper, or silver, transforming it into 
a different one of those materials. For each 10 minutes 


you spend performing the procedure, you can transform 
up to 1 cubic foot of material. After 1 hour, or until you 
lose your concentration (as if you were concentrating on 
a spell), the material reverts to its original substance. 


TRANSMUTER’S STONE 

Starting at 6th level, you can spend 8 hours creating a 
transmuter's stone that stores transmutation magic. You 
can benefit from the stone yourself or give it to another 
creature. A creature gains a benefit of your choice 

as long as the stone is in the creature’s possession. 
When you create the stone, choose the benefit from the 
following options: 


- Darkvision out to a range of 60 feet, as described in 
chapter 8 

+ An increase to speed of 10 feet while the creature is 
unencumbered 

* Proficiency in Constitution saving throws 

* Resistance to acid, cold, fire, lightning, or thunder 
damage (your choice whenever you choose this 
benefit) 


Each time you cast a transmutation spell of 1st level 
or higher, you can change the effect of your stone if the 
stone is on your person. 

If you create a new transmuter's stone, the previous 
one ceases to function. 


SHAPECHANGER 
At 10th level, you add the polymorph spell to your 
spellbook, if it is not there already. You can cast 
polymorph without expending a spell slot. When you 
do so, you can target only yourself and transform into a 
beast whose challenge rating is 1 or lower. s 
Once you cast polymorph in this way, you can’t do so 
again until you finish a short or long rest, though you 
can still cast it normally using an available spell slot. 


MASTER TRANSMUTER 

Starting at 14th level, you can use your action to 
consume the reserve of transmutation magic stored 
within your transmuter's stone in a single burst. When 
you do so, choose one of the following effects. Your 
transmuter's stone is destroyed and can't be remade 
until you finish a long rest. 

Major Transformation. You can transmute one 
nonmagical object—no larger than a 5-foot cube—into 
another nonmagical object of similar size and mass and 
of equal or lesser value. You must spend 10 minutes 
handling the object to transform it. 

Panacea. You remove all curses, diseases, and poisons 
affecting a creature that you touch with the transmuter's 
stone. The creature also regains all its hit points. 

Restore Life. You cast the raise dead spell on a 
creature you touch with the transmuter's stone, without 
expending a spell slot or needing to have the spell in 
your spellbook. 

Restore Youth. You touch the transmuter's stone to 
a willing creature, and that creature's apparent age is 
reduced by 3d10 years, to a minimum of 13 years. This 
effect doesn't extend the creature's lifespan. 


PART 1 | CLASSES 
ug 


CHAPTER 4: PERSONALITY AND BACKGROUND 


o HARACTERS ARE DEFINED BY MUCH MORE THAN 
their race and class. They're individuals with 
their own stories, interests, connections, and 
capabilities beyond those that class and race 
define. This chapter expounds on the details 
that distinguish characters from one another, 

including the basics of name and physical description, 
the rules of backgrounds and languages, and the finer 
points of personality and alignment. 


CHARACTER DETAILS 


Your character's name and physical description might 
be the first things that the other players at the table 
learn about you. It's worth thinking about how these 
characteristics reflect the character you have in mind. 


NAME 


Your character's race description includes sample 
names for members of that race. Put some thought into 
your name even if you're just picking one from a list. 


SEX 


You can play a male or female character without gaining 
any special benefits or hindrances. Think about how 
your character does or does not conform to the broader 
culture's expectations of sex, gender, and sexual 
behavior. For example, a male drow cleric defies the 
traditional gender divisions of drow society, which could 
be a reason for your character to leave that society and 
come to the surface. 


Se ose eae 
TIKA AND ARTEMIS: CONTRASTING CHARACTERS 
The details in this chapter make a big difference in setting 
your character apart from every other character. Consider the 
following two human fighters. 

Hailing from the Dragonlance setting, Tika Waylan was a 
brash teenager who had a rough childhood. The daughter of 
a thief, she ran away from home and practiced her father’s 
trade on the streets of Solace. When she tried to rob the 
proprietor of the Inn of the Last Home, he caught her and 
took her under his wing, giving her a job as a barmaid, But 
when the dragonarmies laid waste to the town of Solace 
and destroyed the inn, necessity forced Tika into adventure 
alongside the friends she'd known from her childhood. Her 
skill as a fighter (a frying pan remains one of her favorite 
weapons) combined with her history on the streets gave her 
skills invaluable in her adventuring career. 

Artemis Entreri grew up on the streets of Calimport in the 
Forgotten Realms. He used his wits, strength, and agility 
to carve out his own territory in one of the city's hundreds 
of poor shanty towns. After several years, he attracted the 
notice of one of the most powerful thieves' guilds in the city, 
and he ascended the ranks of the guild quickly despite his 
youth, Artemis became the favored assassin of one of the 
city's pashas, who sent him to far-off Icewind Dale to recover 
some stolen gems. He's a professional killer, constantly 
challenging himself to improve his skills. 

Tika and Artemis are both human and both fighters (with 
some experience as rogues), possessing similarly high 
Strength and Dexterity scores, but there the similarity ends. 

——— ———— 


You don't need to be confined to binary notions of 
sex and gender. The elf god Corellon Larethian is often 
seen as androgynous or hermaphroditic, for example, 
and some elves in the multiverse are made in Corellon's 
image. You could also play a female character who 
presents herself as a man, a man who feels trapped in a 
female body, or a bearded female dwarf who hates being 
mistaken for a male. Likewise, your character's sexual 
orientation is for you to decide. 


HEIGHT AND WEIGHT 


You can decide your character's height and weight, 
using the information provided in your race description 
or on the Random Height and Weight table. Think about 
what your character's ability scores might say about his 
or her height and weight. A weak but agile character 
might be thin. A strong and tough character might be 
tall or just heavy. 

If you want to, you can roll randomly for your 
character's height and weight using the Random Height 
and Weight table. The dice roll given in the Height 
Modifier column determines the character's extra 
height (in inches) beyond the base height. That same 
number multiplied by the dice roll or quantity given in 
the Weight Modifier column determines the character's 
extra weight (in pounds) beyond the base weight. 


RANDOM HEIGHT AND WEIGHT 
Base Height Base Weight 


Race Height Modifier Weight Modifier 
Human 4'8" +2d10 110 1b. x (2d4) Ib. 
Dwarf, hill 38"  +2d4 15lb. x (2d6) Ib. 
Dwarf, mountain 4' +2d4 130 lb. x (2d6) Ib. 
EIf, high 4'6" «2d10 901b. x (1d4) Ib. 
Elf, wood 4'6" +2d10 100 Ib. x (1d4) Ib. 
Elf, drow 4'5" +2d6 75 |b. x (1d6) lb. 
Halfling 27 +2d4 35|b.  xllb. 
Dragonborn 5'6" 42408 175lb. x (2d6) Ib. 
Gnome 21]" | «2d4 354b. - 29vIb; 
Half-elf 4'9" +2d8 110 |b. x (2d4) Ib. 
Half-orc 4'10" +2d10 140 Ib. x (2d6) Ib. 
Tiefling 4'9" — 42d8  110lb. x (2d4) Ib. 


For example, as a human, Tika has a height of 4 feet 8 
inches plus 2d10 inches. Her player rolls 2d10 and gets 
a total of 12, so Tika stands 5 feet 8 inches tall. Then 
the player uses that same roll of 12 and multiplies it by 
2d4 pounds. Her 2d4 roll is 3, so Tika weighs an extra 
36 pounds (12 x 3) on top of her base 110 pounds, for a 
total of 146 pounds. 


OTHER PHYSICAL CHARACTERISTICS 


You choose your character's age and the color of 

his or her hair, eyes, and skin. To add a touch of 
distinctiveness, you might want to give your character 
an unusual or memorable physical characteristic, such 
as a scar, a limp, or a tattoo. 


PART 1 PERSONALITY AND BACKGROUND 


m —————————————————Á« 
TIKA AND ARTEMIS: CHARACTER DETAILS 
Consider how the names Tika Waylan and Artemis Entreri 
set these characters apart from each other and reflect their 
personalities. Tika is a young woman determined to prove 
that she's not just a kid any more, and her name makes her 
sound young and ordinary. Artemis Entreri comes from an 
exotic land and carries a more mysterious name. 

Tika is nineteen years old at the start of her adventuring 
career and has auburn hair, green eyes, fair skin with freckles, 
and a mole on her right hip. Artemis is a small man, compact 
and all wiry muscle. He has angular features and high 
cheekbones, and he always seems in need of a shave. His 
raven-black hair is thick and full, but his eyes are gray and 
lifeless—betraying the emptiness of his life and soul. 

TEEEEDELGe———ÓÁÁÉ—————Ó——— 


ALIGNMENT 


A typical creature in the worlds of DUNGEONS & 
DRAGONS has an alignment, which broadly describes 
its moral and personal attitudes. Alignment is a 
combination of two factors: one identifies morality 
(good, evil, or neutral), and the other describes 
attitudes toward society and order (lawful, chaotic, 
or neutral). Thus, nine distinct alignments define the 
possible combinations. 

These brief summaries of the nine alignments 
describe the typical behavior of a creature with that 
alignment. Individuals might vary significantly from 
that typical behavior, and few people are perfectly and 
consistently faithful to the precepts of their alignment. 

Lawful good (LG) creatures can be counted on to do 
the right thing as expected by society. Gold dragons, 
paladins, and most dwarves are lawful good. 

Neutral good (NG) folk do the best they can to help 
others according to their needs. Many celestials, some 
cloud giants, and most gnomes are neutral good. 

Chaotic good (CG) creatures act as their conscience 
directs, with little regard for what others expect. Copper 
dragons, many elves, and unicorns are chaotic good. 

Lawful neutral (LN) individuals act in accordance 
with law, tradition, or personal codes. Many monks and 
some wizards are lawful neutral. 

Neutral (N) is the alignment of those who prefer to 
steer clear of moral questions and don't take sides, 


DWARVISH SCRIPT: SAMPLE ALPHABET 


SASS Ea RABE 
a 


doing what seems best at the time. Lizardfolk, most 
druids, and many humans are neutral. 

Chaotic neutral (CN) creatures follow their whims, 
holding their personal freedom above all else. 

Many barbarians and rogues, and some bards, are 
chaotic neutral. 

Lawful evil (LE) creatures methodically take what they 
want, within the limits of a code of tradition, loyalty, or 
order. Devils, blue dragons, and hobgoblins are lawful evil. 

Neutral evil (NE) is the alignment of those who do 
whatever they can get away with, without compassion or 
qualms. Many drow, some cloud giants, and yugoloths 
are neutral evil. 

Chaotic evil (CE) creatures act with arbitrary 
violence, spurred by their greed, hatred, or bloodlust. 
Demons, red dragons, and orcs are chaotic evil. 


ALIGNMENT IN THE MULTIVERSE 

For many thinking creatures, alignment is a moral 
choice. Humans, dwarves, elves, and other humanoid 
races can choose whether to follow the paths of good or 
evil, law or chaos. According to myth, the good-aligned 
gods who created these races gave them free will to 
choose their moral paths, knowing that good without 
free will is slavery. 

The evil deities who created other races, though, made 
those races to serve them. Those races have strong 
inborn tendencies that match the nature of their gods. 
Most orcs share the violent, savage nature of the orc 
god, Gruumsh, and are thus inclined toward evil, Even if 
an orc chooses a good alignment, it struggles against its 
innate tendencies for its entire life. (Even half-orcs feel 
the lingering pull of the orc god's influence.) 

Alignment is an essential part of the nature of 
celestials and fiends. A devil does not choose to be 
lawful evil, and it doesn't tend toward lawful evil, but 
rather it is lawful evil in its essence. If it somehow 
ceased to be lawful evil, it would cease to be a devil. 

Most creatures that lack the capacity for rational 
thought do not have alignments—they are unaligned. 
Such a creature is incapable of making a moral or 
ethical choice and acts according to its bestial nature. 
Sharks are savage predators, for example, but they are 
not evil; they have no alignment. 


EOESERERERERE" 


EIU 


PART 1 | PERSONALITY AND BAC KGROUND 


LANGUAGES 


Your race indicates the languages your character can 
speak by default, and your background might give you 
access to one or more additional languages of your 
choice. Note these languages on your character sheet. 
Choose your languages from the Standard Languages 
table, or choose one that is common in your campaign. 
With your DM's permission, you can instead choose a 
language from the Exotic Languages table or a secret 
language, such as thieves’ cant or the tongue of druids. 
Some of these languages are actually families 
of languages with many dialects. For example, the 
Primordial language includes the Auran, Aquan, Ignan, 
and Terran dialects, one for each of the four elemental 
planes. Creatures that speak different dialects of the 
same language can communicate with one another. 


STANDARD LANGUAGES 


Language Typical Speakers Script 

Common Humans Common 
Dwarvish Dwarves Dwarvish 
Elvish Elves Elvish 

Giant Ogres, giants Dwarvish 
Gnomish Gnomes Dwarvish 
Goblin Goblinoids Dwarvish 
Halfling Halflings Common 
Orc Orcs Dwarvish 


Exotic LANGUAGES 


Language Typical Speakers Script 

Abyssal Demons Infernal 

Celestial Celestials Celestial 

Draconic Dragons, Draconic 
dragonborn 

Deep Speech Mind flayers, -— 
beholders 

Infernal Devils Infernal 

Primordial Elementals Dwarvish 

Sylvan Fey creatures Elvish 

Undercommon Underdark traders — Elvish 


ELvisH Script: SAMPLE ALPHABET 


BUR CUT SS Ee eee 
TIKA AND ARTEMIS: ALIGNMENT 
Tika Waylan is neutral good, fundamentally good-hearted 
and striving to help others where she can. Artemis is lawful 
evil, unconcerned with the value of sentient life but at least 
professional in his approach to murder. 

As an evil character, Artemis is not an ideal adventurer. He 
began his career as a villain, and only cooperates with heroes 
when he must—and when it’s in his own best interests. In 
most games, evil adventurers cause problems in groups 
alongside others who don't share their interests and objectives. 
Generally, evil alignments are for villains and monsters. 

-RR—t—M——— — 


PERSONAL CHARACTERISTICS 


Fleshing out your character's personality—the array of 
traits, mannerisms, habits, beliefs, and flaws that give 
a person a unique identity—will help you bring him 
or her to life as you play the game. Four categories of 
characteristics are presented here: personality traits, 
ideals, bonds, and flaws. Beyond those categories, 
think about your character's favorite words or phrases, 
tics and habitual gestures, vices and pet peeves, and 
whatever else you can imagine. 

Each background presented later in this chapter 
includes suggested characteristics that you can use 
to spark your imagination. You're not bound to those 
options, but they're a good starting point. 


PERSONALITY TRAITS 

Give your character two personality traits. Personality 
traits are small, simple ways to help you set your 
character apart from every other character. Your 
personality traits should tell you something interesting 
and fun about your character. They should be self- 
descriptions that are specific about what makes your 
character stand out. “I’m smart” is not a good trait, 
because it describes a lot of characters. “I've read every 
book in Candlekeep" tells you something specific about 
your character's interests and disposition. 

Personality traits might describe the things your 
character likes, his or her past accomplishments, things 
your character dislikes or fears, your character's self- 
attitude or mannerisms, or the influence of his or her 
ability scores. 


PART 1 | PERSONALITY AND BACKGROUND 


123 


TIKA AND ARTEMIS: PERSONAL CHARACTERISTICS 


Tika and Artemis have distinct personality traits. Tika Waylan 
dislikes boastfulness and has a fear of heights resulting 
from a bad fall during her career as a thief. Artemis Entreri 

is always prepared for the worst and moves with a quick, 
precise confidence. 

Consider their ideals. Tika Waylan is innocent, almost 
childlike, believing in the value of life and the importance of 
appreciating everyone. Neutral good in alignment, she cleaves 
to ideals of life and respect. Artemis Entreri never allows 
his emotions to master him, and he constantly challenges 
himself to improve his skills. His lawful evil alignment gives 
him ideals of impartiality and a lust for power. 

Tika Waylan's bond is to the Inn of the Last Home. The 
inn's proprietor gave her a new chance at life, and her 
friendship with her adventuring companions was forged 
during her time working there. Its destruction by the 
marauding dragonarmies gives Tika a very personal reason to 
hate them with a fiery passion. Her bond might be phrased 
as "I will do whatever it takes to punish the dragonarmies for 
the destruction of the Inn of the Last Home." 

Artemis Entreri's bond is a strange, almost paradoxical 
relationship with Drizzt Do'Urden, his equal in swordplay 
and grim determination. In his first battle with Drizzt, 
Artemis recognized something of himself in his opponent, 
some indication that if his life had gone differently, he 
might have led a life more like the heroic drow's. From that 
moment, Artemis is more than a criminal assassin—he is an 
antihero, driven by his rivalry with Drizzt. His bond might be 
phrased as “I will not rest until | have proved myself better 
than Drizzt Do'Urden." 

Each of these characters also has an important flaw. 

Tika Waylan is naive and emotionally vulnerable, younger 
than her companions and annoyed that they still think 

of her as the kid they knew years ago. She might even be 
tempted to act against her principles if she's convinced that 
a particular achievement would demonstrate her maturity. 
Artemis Entreri is completely walled off from any personal 
relationship and just wants to be left alone. 


b. tte icc MM DDR ee d 


A useful place to start thinking about personality 
traits is to look at your highest and lowest ability scores 
and define one trait related to each. Either one could be 
positive or negative: you might work hard to overcome a 
low score, for example, or be cocky about your high score. 


DRACONIC ScRIPT: SAMPLE ALPHABET 


IDEALS 

Describe one ideal that drives your character. Your ideals 
are the things that you believe in most strongly, the 
fundamental moral and ethical principles that compel you 
to act as you do. Ideals encompass everything from your 
life goals to your core belief system. 

Ideals might answer any of these questions: What are 
the principles that you will never betray? What would 
prompt you to make sacrifices? What drives you to act 
and guides your goals and ambitions? What is the single 
most important thing you strive for? 

You can choose any ideals you like, but your 
character's alignment is a good place to start defining 
them. Each background in this chapter includes six 
suggested ideals. Five of them are linked to aspects of 
alignment: law, chaos, good, evil, and neutrality. The last 
one has more to do with the particular background than 
with moral or ethical perspectives. 


BONDS 

Create one bond for your character. Bonds represent a 
character's connections to people, places, and events in 
the world. They tie you to things from your background. 
They might inspire you to heights of heroism, or lead 
you to act against your own best interests if they are 
threatened. They can work very much like ideals, 
driving a character's motivations and goals. 

Bonds might answer any of these questions: Whom do 
you care most about? To what place do you feel a special 
connection? What is your most treasured possession? 

Your bonds might be tied to your class, your 
background, your race, or some other aspect of your 
character's history or personality. You might also gain 
new bonds over the course of your adventures. 


FLAWS 

Finally, choose a flaw for your character. Your 
character's flaw represents some vice, compulsion, fear, 
or weakness—in particular, anything that someone 

else could exploit to bring you to ruin or cause you to 
act against your best interests. More significant than 
negative personality traits, a flaw might answer any 

of these questions: What enrages you? What’s the one 
person, concept, or event that you are terrified of? What 
are your vices? 


PART 1 | PERSONALITY AND BACKGROUND 


INSPIRATION 


Inspiration is a rule the Dungeon Master can use to 
reward you for playing your character in a way that’s 
true to his or her personality traits, ideal, bond, and flaw. 
By using inspiration, you can draw on your personality 
trait of compassion for the downtrodden to give you 

an edge in negotiating with the Beggar Prince. Or 
inspiration can let you call on your bond to the defense 
of your home village to push past the effect of a spell 
that has been laid on you. 


GAINING INSPIRATION 


Your DM can choose to give you inspiration for a variety 
of reasons. Typically, DMs award it when you play 
out your personality traits, give in to the drawbacks 
presented by a flaw or bond, and otherwise portray your 
character in a compelling way. Your DM will tell you 
how you can earn inspiration in the game. 

You either have inspiration or you don't—you can't 
stockpile multiple "inspirations" for later use. 


USING INSPIRATION 


If you have inspiration, you can expend it when you make 

an attack roll, saving throw, or ability check. Spending 

your inspiration gives you advantage on that roll. 
Additionally, if you have inspiration, you can reward 

another player for good roleplaying, clever thinking, 

or simply doing something exciting in the game. 

When another player character does something that 

really contributes to the story in a fun and interesting 

way, you can give up your inspiration to give that 

character inspiration. 


BACKGROUNDS 


Every story has a beginning. Your character's 
background reveals where you came from, how you 
became an adventurer, and your place in the world. 
Your fighter might have been a courageous knight or a 
grizzled soldier. Your wizard could have been a sage or 
an artisan. Your rogue might have gotten by as a guild 
thief or commanded audiences as a jester. 

Choosing a background provides you with important 
story cues about your character's identity. The most 
important question to ask about your background is 
what changed? Why did you stop doing whatever your 
background describes and start adventuring? Where 
did you get the money to purchase your starting gear, or, 
if you come from a wealthy background, why don't you 
have more money? How did you learn the skills of your 
class? What sets you apart from ordinary people who 
share your background? 


TIKA AND ARTEMIS: BACKGROUNDS 


Tika Waylan and Artemis Entreri both lived their earliest years 
as street urchins. Tika’s later career as a barmaid didn’t really 
change her, so she might choose the urchin background, 
gaining proficiency in the Sleight of Hand and Stealth skills, 
and learning the tools of the thieving trade. Artemis is more 
defined by his criminal background, giving him skills in 
Deception and Stealth, as well as proficiency with the tools of 
thievery and poison. 


Sp 


The sample backgrounds in this chapter provide 
both concrete benefits (features, proficiencies, and 
languages) and roleplaying suggestions. 


PROFICIENCIES 
Each background gives a character proficiency in two 
skills. Skills are described in chapter 7. 

In addition, most backgrounds give a character 
proficiency with one or more tools. Tools and tool 
proficiencies are detailed in chapter 5. 

If a character would gain the same proficiency from 
two different sources, he or she can choose a different 
proficiency of the same kind (skill or tool) instead. 


LANGUAGES 

Some backgrounds also allow characters to learn 
additional languages beyond those given by race. 
See “Languages” earlier in this chapter. 


EQUIPMENT 

Each background provides a package of starting 
equipment. If you use the optional rule from chapter 5 
to spend coin on gear, you do not receive the starting 
equipment from your background. 


SUGGESTED CHARACTERISTICS 

A background contains suggested personal 
characteristics based on your background. You can 
pick characteristics, roll dice to determine 
them randomly, or use the suggestions 

as inspiration for characteristics of 
your own creation. 


CUSTOMIZING A 
BACKGROUND 
You might want to tweak 
some of the features of a 
background so it better 
fits your character 

or the campaign 
setting. To customize 
a background, you can 
replace one feature 
with any other one, 
choose any two 
skills, and choose 

a total of two tool 
proficiencies or 
languages from the 
sample backgrounds. 
You can either use 
the equipment 
package from your 
background or spend 
coin on gear as 
described in chapter 
5. (If you spend 

coin, you can't also 
take the equipment 
package suggested 
for your class.) 
Finally, choose 

two personality 


" 


ra acid 


traits, one ideal, one bond, and one flaw. If you can't find 
a feature that matches your desired background, work 
with your DM to create one. ba 


ACOLYTE 


You have spent your life in the service of a temple 

to a specific god or pantheon of gods. You act as an 
intermediary between the realm of the holy and the 
mortal world, performing sacred rites and offering 
sacrifices in order to conduct worshipers into the 
presence of the divine. You are not necessarily a 
cleric—performing sacred rites is not the same thing as 
channeling divine power. 

Choose a god, a pantheon of gods, or some other 
quasi-divine being from among those listed in appendix 
B or those specified by your DM, and work with your 
DM to detail the nature of your religious service. 

Were you a lesser functionary in a temple, raised from 
childhood to assist the priests in the sacred rites? Or 
were you a high priest who suddenly experienced a call 
to serve your god in a different way? Perhaps you were 
the leader of a small cult outside of any established 
temple structure, or even an occult group that served a 
fiendish master that you now deny. 


Skill Proficiencies: Insight, Religion 

Languages: Two of your choice 

Equipment: A holy symbol (a gift to you when you 
entered the priesthood), a prayer book or prayer 
wheel, 5 sticks of incense, vestments, a set of common 
clothes, and a belt pouch containing 15 gp 


FEATURE: SHELTER OF THE FAITHFUL 

As an acolyte, you command the respect of those who 
share your faith, and you can perform the religious 
ceremonies of your deity. You and your adventuring 
companions can expect to receive free healing and 
care at a temple, shrine, or other established presence 
of your faith, though you must provide any material 
components needed for spells. Those who share 

your religion will support you (but only you) at a 
modest lifestyle. 

You might also have ties to a specific temple dedicated 
to your chosen deity or pantheon, and you have a 
residence there. This could be the temple where you 
used to serve, if you remain on good terms with it, or a 
temple where you have found a new home. While near 
your temple, you can call upon the priests for assistance, 
provided the assistance you ask for is not hazardous and 
you remain in good standing with your temple. 


SUGGESTED CHARACTERISTICS 

Acolytes are shaped by their experience in temples 

or other religious communities. Their study of the 
history and tenets of their faith and their relationships 
to temples, shrines, or hierarchies affect their 
mannerisms and ideals. Their flaws might be some 
hidden hypocrisy or heretical idea, or an ideal or bond 
taken to an extreme. 


d8 


ao rji 


Personality Trait 


1s, Lidolize a particular hero of my faith, and constantly 


d6 


d6 


refer to that person's deeds and example. 

I can find common ground between the fiercest 
enemies, empathizing with them and always working 
toward peace. 

| see omens in every event and action. The gods try to 
speak to us, we just need to listen 

Nothing can shake my optimistic attitude. 

| quote (or misquote) sacred texts and proverbs in 
almost every situation. 

| am tolerant (or intolerant) of other faiths and respect 
(or condemn) the worship of other gods. 

I've enjoyed fine food, drink, and high society among 
my temple's elite. Rough living grates on me. 

I've spent so long in the temple that | have little 
practical experience dealing with people in the outside 
world. 


Ideal 

Tradition. The ancient traditions of worship and 
sacrifice must be preserved and upheld. (Lawful) 
Charity. | always try to help those in need, no matter 
what the personal cost. (Good) 

Change. We must help bring about the changes the 
gods are constantly working in the world. (Chaotic) 
Power. | hope to one day rise to the top of my faith's 
religious hierarchy. (Lawful) 

Faith. | trust that my deity will guide my actions. | have 
faith that if | work hard, things will go well. (Lawful) 
Aspiration. | seek to prove myself worthy of my god's 
favor by matching my actions against his or her 
teachings. (Any) 


Bond 

| would die to recover an ancient relic of my faith that 
was lost long ago. 

| will someday get revenge on the corrupt temple 
hierarchy who branded me a heretic. 

| owe my life to the priest who took me in when my 
parents died. 

Everything | do is for the common people. 

| will do anything to protect the temple where | served. 
| seek to preserve a sacred text that my enemies 
consider heretical and seek to destroy. 


Flaw 

| judge others harshly, and myself even more severely. 
| put too much trust in those who wield power within 
my temple's hierarchy. 

My piety sometimes leads me to blindly trust those 
that profess faith in my god. 

| am inflexible in my thinking. 

| am suspicious of strangers and expect the worst of 
them. 

Once | pick a goal, | become obsessed with it to the 
detriment of everything else in my life. 


PART I | PERSONALITY AND BACKGROUND 


128 


CHARLATAN 


You have always had a way with people. You know 
what makes them tick, you can tease out their hearts’ 
desires after a few minutes of conversation, and with a 
few leading questions you can read them like they were 
children's books. It's a useful talent, and one that you're 
perfectly willing to use for your advantage. 

You know what people want and you deliver, or rather, 
you promise to deliver. Common sense should steer 
people away from things that sound too good to be true, 
but common sense seems to be in short supply when 
you're around. The bottle of pink-colored liquid will 
surely cure that unseemly rash, this ointment— nothing 
more than a bit of fat with a sprinkle of silver dust—can 
restore youth and vigor, and there's a bridge in the city 
that just happens to be for sale. These marvels sound 
implausible, but you make them sound like the real deal. 


Skill Proficiencies: Deception, Sleight of Hand 

Tool Proficiencies: Disguise kit, forgery kit 

Equipment: A set of fine clothes, a disguise kit, tools 
of the con of your choice (ten stoppered bottles filled 
with colored liquid, a set of weighted dice, a deck of 
marked cards, or a signet ring of an imaginary duke), 
and a belt pouch containing 15 gp 


FAVORITE SCHEMES 

Every charlatan has an angle he or she uses in 
preference to other schemes. Choose a favorite scam or 
roll on the table below. 


d6 Scam 
1 I cheat at games of chance. 
2 | shave coins or forge documents. 


3  linsinuate myself into people's lives to prey on their 
weakness and secure their fortunes. 

4 | put on new identities like clothes. 

5 Irun sleight-of-hand cons on street corners. 


6  lconvince people that worthless junk is worth their 
hard-earned money. 


FEATURE: FALSE IDENTITY 

You have created a second identity that includes 
documentation, established acquaintances, and 
disguises that allow you to assume that persona. 
Additionally, you can forge documents including official 
papers and personal letters, as long as you have seen an 
example of the kind of document or the handwriting you 
are trying to copy. 


SuGGESTED CHARACTERISTICS 

Charlatans are colorful characters who conceal their 
true selves behind the masks they construct. They 
reflect what people want to see, what they want to 
believe, and how they sec the world. But their true 
selves are sometimes plagued by an uneasy conscience, 
an old enemy, or deep-seated trust issues. 


PART 1 | PERSONALITY AND BACKGROUND 


d8 


d6 


d6 


Personality Trait 

fall in and out of love easily, and am always pursuing 
someone. 

| have a joke for every occasion, especially occasions 
where humor is inappropriate. 

Flattery is my preferred trick for getting what | want. 
I'm a born gambler who can't resist taking a risk for a 
potential payoff. 

| lie about almost everything, even when there's no 
good reason to. 

Sarcasm and insults are my weapons of choice. 

| keep multiple holy symbols on me and invoke 
whatever deity might come in useful at any given 
moment. 

| pocket anything | see that might have some value. 


Ideal 

Independence. | am a free spirit—no one tells me what 
to do. (Chaotic) 

Fairness. | never target people who can't afford to lose 
a few coins. (Lawful) 

Charity. | distribute the money | acquire to the people 
who really need it. (Good) 

Creativity. | never run the same con twice. (Chaotic) 
Friendship. Material goods come and go. Bonds of 
friendship last forever. (Good) 

Aspiration. l'm determined to make something 

of myself. (Any) 


Bond t 

| fleeced the wrong person and must work to ensure 
that this individual never crosses paths with me or 
those | care about. 

| owe everything to my mentor—a horrible person 
who's probably rotting in jail somewhere. 

Somewhere out there, | have a child who doesn’t 

know me. I'm making the world better for him or her. 

I come from a noble family, and one day I'll reclaim my 
lands and title from those who stole them from me. 

A powerful person killed someone | love. Some day 
soon, I'll have my revenge. 

| swindled and ruined a person who didn't deserve it. | 
seek to atone for my misdeeds but might never be able 
to forgive myself. 


Flaw 

| can't resist a pretty face. 

I'm always in debt. | spend my ill-gotten gains on 
decadent luxuries faster than | bring them in.. 

I'm convinced that no one could ever fool me the way 
| fool others. 

I'm too greedy for my own good. | can't resist taking a 
risk if there's money involved. 

| can't resist swindling people who are more powerful 
than me. 

| hate to admit it and will hate myself for it, but I'll run 
and preserve my own hide if the going gets tough. 


CRIMINAL d6 


You are an experienced criminal with a history of 1 
breaking the law. You have spent a lot of time among 2 
other criminals and still have contacts within the 

criminal underworld. You're far closer than most people 3 
to the world of murder, theft, and violence that pervades 

the underbelly of civilization, and you have survived up to 4 


this point by flouting the rules and regulations of society. 


Skill Proficiencies: Deception, Stealth 5 
Tool Proficiencies: One type of gaming set, 
thieves' tools 
Equipment: A crowbar, a set of dark common clothes 6 
including a hood, and a belt pouch containing 15 gp 


CRIMINAL SPECIALTY 
There are many kinds of criminals, and within a thieves' d6 
guild or similar criminal organization, individual 1 
members have particular specialties. Even criminals 

who operate outside of such organizations have strong 
preferences for certain kinds of crimes over others. 3 
Choose the role you played in your criminal life, or roll 
on the table below. 


4 
d8 Specialty d8 Specialty + 
1 Blackmailer 5 Highway robber E 
2  Burglar 6 Hired killer 
3  Enforcer 7  Pickpocket 
4 Fence 8 Smuggler 


FEATURE: CRIMINAL CONTACT 

You have a reliable and trustworthy contact who acts as 
your liaison to a network of other criminals. You know 
how to get messages to and from your contact, even 
over great distances; specifically, you know the local 
messengers, corrupt caravan masters, and seedy sailors 


who can deliver messages for you. e 


SuGGESTED CHARACTERISTICS 
Criminals might seem like villains on the surface, 1 
and many of them are villainous to the core. But some 

have an abundance of endearing, if not redeeming, 

characteristics. There might be honor among thieves, but 
criminals rarely show any respect for law or authority. 


d8 Personality Trait 

1l always have a plan for what to do when things go 
wrong. 

2 lam always calm, no matter what the situation. | never 
raise my voice or let my emotions control me. 

3 The first thing | do in a new place is note the locations 
of everything valuable—or where such things could be 
hidden. 
| would rather make a new friend than a new enemy. 
| am incredibly slow to trust. Those who seem the 
fairest often have the most to hide. 

6 | don’t pay attention to the risks in a situation. Never 
tell me the odds. 

7 The best way to get me to do something is to tell me | 
can't do it. 

8 Iblow up at the slightest insult. 


Ideal 

Honor. | don't steal from others in the trade. (Lawful) 
Freedom. Chains are meant to be broken, as are those 
who would forge them. (Chaotic) 

Charity. | steal from the wealthy so that | can help 
people in need. (Good) 

Greed. | will do whatever it takes to become 

wealthy. (Evil) 

People. I'm loyal to my friends, not to any ideals, and 
everyone else can take a trip down the Styx for all | 
care. (Neutral) 

Redemption. There's a spark of good in everyone. 
(Good) 


Bond 

I'm trying to pay off an old debt | owe to a generous 
benefactor. 

My ill-gotten gains go to support my family. 
Something important was taken from me, and | aim to 
steal it back. 

| will become the greatest thief that ever lived. 

I'm guilty of a terrible crime. | hope | can redeem 
myself for it. 

Someone | loved died because of | mistake | made. 
That will never happen again. Á 


d6 Flaw 

1 When | see something valuable, | can't think about 
anything but how to steal it. 

2 When faced with a choice between money and my 
friends, | usually choose the money. 

3 ‘If there’s a plan, I'll forget it. If | don't forget it, 1’ll 
ignore it. 
| have a “tell” that reveals when I’m lying. 
| turn tail and run when things look bad. 
An innocent person is in prison for a crime that | 
committed. I'm okay with that. 


VARIANT CRIMINAL: SPY 

Although your capabilities are not much different 

from those of a burglar or smuggler, you learned 

and practiced them in a very different context: as an 
espionage agent. You might have been an officially 
sanctioned agent of the crown, or perhaps you sold the 
secrets you uncovered to the highest bidder. 


ENTERTAINER 


You thrive in front of an audience. You know how to 
entrance them, entertain them, and even inspire them. 
Your poetics can stir the hearts of those who hear you, 
awakening grief or joy, laughter or anger. Your music 
raises their spirits or captures their sorrow. Your dance 
steps captivate, your humor cuts to the quick. Whatever 
techniques you use, your art is your life. 


Skill Proficiencies: Acrobatics, Performance 

Tool Proficiencies: Disguise kit, one type of 
musical instrument 

Equipment: A musical instrument (one of your choice), 
the favor of an admirer (love letter, lock of hair, or 
trinket), a costume, and a belt pouch containing 15 gp 


ENTERTAINER ROUTINES 

A good entertainer is versatile, spicing up every 
performance with a variety of different routines. Choose 
one to three routines or roll on the table below to define 
your expertise as an entertainer. 


dl0 Entertainer Routine d10 Entertainer Routine 
1 Actor 6 Instrumentalist 
2 Dancer 7 Poet 
3  Fire-eater 8 Singer 
4 Jester 9 Storyteller 
5 Juggler 10 Tumbler 


FEATURE: By POPULAR DEMAND 

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

inn or tavern but possibly with a circus, at a theater, or 
even in a noble's court. At such a place, you receive free 
lodging and food of a modest or comfortable standard 
(depending on the quality of the establishment), as 

long as you perform each night. In addition, your 
performance makes you something of a local figure. 
When strangers recognize you in a town where you have 
performed, they typically take a liking to you. 


SUGGESTED CHARACTERISTICS 

Successful entertainers have to be able to capture 
and hold an audience's attention, so they tend to 
have flamboyant or forceful personalities. They're 
inclined toward the romantic and often cling to 
high-minded ideals about the practice of art and the 
appreciation of beauty. 


d8 Personality Trait 

1 | know a story relevant to almost every situation. 

2 Whenever | come to a new place, | collect local rumors 
and spread gossip. 

3 I'ma hopeless romantic, always searching for that 
"special someone." 

4 Nobody stays angry at me or around me for long, since 

| can defuse any amount of tension. 

| love a good insult, even one directed at me. 

| get bitter if I'm not the center of attention. 

I'll settle for nothing less than perfection. 

| change my mood or my mind as quickly as | change 


on aw 


key in a song. 


d6 Ideal 

1 Beauty. When | perform, | make the world better than 
it was. (Good) 

2 Tradition. The stories, legends, and songs of the past 
must never be forgotten, for they teach us who we 
are. (Lawful) 

3 Creativity. The world is in need of new ideas and bold 
action. (Chaotic) 

4 Greed. I'm only in it for the money and fame. (Evil) 

5 People. | like seeing the smiles on people's faces when 
| perform. That's all that matters. (Neutral) 

6  Honesty. Art should reflect the soul; it should come 
from within and reveal who we really are. (Any) 


d6 Bond 
1 Myinstrument is my most treasured possession, and it 
reminds me of someone I love. 
2 Someone stole my precious instrument, and someday 


I'll get it back. 
3 | want to be famous, whatever it takes. 
4 | idolize a hero ofthe old tales and measure my deeds 


against that person's. 
5 will do anything to prove myself superior to my hated 


rival. 

6 | would do anything for the other members of my 
old troupe. 

d6 Flaw 


1 I'll do anything to win fame and renown. 

2 I'ma sucker for a pretty face. 

3 Ascandal prevents me from ever going home again. 
That kind of trouble seems to follow me around. 

4  lonce satirized a noble who still wants my head. It was 
a mistake that | will likely repeat. 

5 Ihave trouble keeping my true feelings hidden. My 
sharp tongue lands me in trouble. 

6 Despite my best efforts, | am unreliable to my friends. 


VARIANT ENTERTAINER: GLADIATOR 

A gladiator is as much an entertainer as any minstrel 
or circus performer, trained to make the arts of combat 
into a spectacle the crowd can enjoy. This kind of 
flashy combat is your entertainer routine, though you 
might also have some skills as a tumbler or actor. 
Using your By Popular Demand feature, you can find a 
place to perform in any place that features combat for 
entertainment—perhaps a gladiatorial arena or secret 
pit fighting club. You can replace the musical instrument 
in your equipment package with an inexpensive but 
unusual weapon, such as a trident or net. 


FOLK HERO 


You come from a humble social rank, but you are 
destined for so much more. Already the people of 
your home village regard you as their champion, and 
your destiny calls you to stand against the tyrants and 
monsters that threaten the common folk everywhere. 


Skill Proficiencies: Animal Handling, Survival 

Tool Proficiencies: One type of artisan's tools, 
vehicles (land) 

Equipment: A set of artisan’s tools (one of your choice), 
a shovel, an iron pot, a set of common clothes, anda 
belt pouch containing 10 gp 


DEFINING EVENT 

You previously pursued a simple profession among 

the peasantry, perhaps as a farmer, miner, servant, 
shepherd, woodcutter, or gravedigger. But something 
happened that set you on a different path and marked 
you for greater things. Choose or randomly determine a 
defining event that marked you as a hero of the people. 


d10 Defining Event 
1 stood up to a tyrant's agents. 

I saved people during a natural disaster. 

| stood alone against a terrible monster. 

| stole from a corrupt merchant to help the poor. 

| led a militia to fight off an invading army. 

| broke into a tyrant’s castle and stole weapons to arm 

the people. 

7 trained the peasantry to use farm implements as 
weapons against a tyrant's soldiers. 

8  Alord rescinded an unpopular decree after | led a 
symbolic act of protect against it. 

9  Acelestial, fey, or similar creature gave me a blessing 
or revealed my secret origin. 

10 Recruited into a lord's army, | rose to leadership and 
was commended for my heroism. 


nA uk WN 


FEATURE: RUSTIC HOSPITALITY 

Since you come from the ranks of the common folk, 
you fit in among them with ease. You can find a place 
to hide, rest, or recuperate among other commoners, 
unless you have shown yourself to be a danger to 
them. They will shield you from the law or anyone 
else searching for you, though they will not risk 
their lives for you. 


SUGGESTED CHARACTERISTICS 

A folk hero is one of the common people, for better 

or for worse. Most folk heroes look on their humble 
origins as a virtue, not a shortcoming, and their home 
communities remain very important to them. 


d8 Personality Trait 

1 | judge people by their actions, not their words. 

2 If someone is in trouble, I’m always ready to lend help. 

3 When | set my mind to something, | follow through no 
matter what gets in my way. 

4 | have a strong sense of fair play and always try to find 
the most equitable solution to arguments. 

5 I’m confident in my own abilities and do what | can to 

instill confidence in others. 

Thinking is for other people. | prefer action. 

| misuse long words in an attempt to sound smarter. 

| get bored easily. When am | going to get on with my 

destiny? 


on Oc 


PART 1 | PERSONALITY AND BACKGROUND 


131 


d6 


d6 


Ideal 

Respect. People deserve to be treated with dignity and 
respect. (Good) 

Fairness. No one should get preferential treatment 
before the law, and no one is above the law. (Lawful) 
Freedom. Tyrants must not be allowed to oppress the 
people. (Chaotic) 

Might. If | become strong, | can take what | want— 
what | deserve. (Evil) 

Sincerity. There’s no good in pretending to be 
something I’m not. (Neutral) 

Destiny. Nothing and no one can steer me away from 
my higher calling. (Any) 


Bond 

| have a family, but | have no idea where they are. One 
day, | hope to see them again. 

| worked the land, | love the land, and | will protect the 
land. 

A proud noble once gave me a horrible beating, and | 
will take my revenge on any bully | encounter. 

My tools are symbols of my past life, and | carry them 


so that | will never forget my roots. 

| protect those who cannot protect themselves. 

| wish my childhood sweetheart had come with me to 
pursue my destiny. 


d6 Flaw 

1 The tyrant who rules my land will stop at nothing to 
see me killed. 

2 — l'm convinced of the significance of my destiny, and 
blind to my shortcomings and the risk of failure. 

3 The people who knew me when | was young know my 
shameful secret, so | can never go home again. 

4 Ihave a weakness for the vices of the city, especially 
hard drink, 

5 Secretly, | believe that things would be better if | were a 
tyrant lording over the land. 

6 | have trouble trusting in my allies. 


GUILD ARTISAN 


You are a member of an artisan’s guild, skilled in 

a particular field and closely associated with other 
artisans. You are a well-established part of the 
mercantile world, freed by talent and wealth from the 
constraints of a feudal social order. You learned your 
skills as an apprentice to a master artisan, under the 
sponsorship of your guild, until you became a master in 
your own right. 


Skill Proficiencies: Insight, Persuasion 

Tool Proficiencies: One type of artisan’s tools 

Languages: One of your choice 

Equipment: A set of artisan's tools (one of your choice), 
a letter of introduction from your guild, a set of 
traveler's clothes, and a belt pouch containing 15 gp 


GUILD BUSINESS 

Guilds are generally found in cities large enough to 
support several artisans practicing the same trade. 
However, your guild might instead be a loose network 
of artisans who each work in a different village within 
a larger realm. Work with your DM to determine the 
nature of your guild. You can select your guild business 
from the Guild Business table or roll randomly. 


d20 Guild Business 


1 Alchemists and apothecaries 

2  Armorers, locksmiths, and finesmiths 
3 Brewers, distillers, and vintners 

4  Calligraphers, scribes, and scriveners 
5 Carpenters, roofers, and plasterers 

6  Cartographers, surveyors, and chart-makers 
7  Cobblers and shoemakers 

8 Cooks and bakers 

9  Glassblowers and glaziers 

10 Jewelers and gemcutters 

11  Leatherworkers, skinners, and tanners 
12 Masons and stonecutters 

13 Painters, limners, and sign-makers 

14  Potters and tile-makers 

15 Shipwrights and sailmakers 

16 Smiths and metal-forgers 

17 Tinkers, pewterers, and casters 

18 Wagon-makers and wheelwrights 

19 Weavers and dyers 

20 Woodcarvers, coopers, and bowyers 


As a member of your guild, you know the skills needed 
to create finished items from raw materials (reflected in 
your proficiency with a certain kind of artisan’s tools), 
as well as the principles of trade and good business 
practices. The question now is whether you abandon 
your trade for adventure, or take on the extra effort to 
weave adventuring and trade together. 


FEATURE: GUILD MEMBERSHIP 
As an established and respected member of a guild, you 
can rely on certain benefits that membership provides. 
Your fellow guild members will provide you with 
lodging and food if necessary, and pay for your funeral 
if needed. In some cities and towns, a guildhall offers a 
central place to meet other members of your profession, 
which can be a good place to meet potential patrons, 
allies, or hirelings. 

Guilds often wield tremendous political power. If 
you are accused of a crime, your guild will support you 
if a good case can be made for your innocence or the 
crime is justifiable. You can also gain access to powerful 
political figures through the guild, if you are a member 
in good standing. Such connections might require the 
donation of money or magic items to the guild’s coffers. 

You must pay dues of 5 gp per month to the guild. If 
you miss payments, you must make up back dues to 
remain in the guild's good graces. 


SUGGESTED CHARACTERISTICS 

Guild artisans are among the most ordinary people in 
the world—until they set down their tools and take up 
an adventuring career. They understand the value of 
hard work and the importance of community, but they're 
vulnerable to sins of greed and covetousness. 


d8 Personality Trait 

1 | believe that anything worth doing is worth doing 
right. | can't help it—I'm a perfectionist. 

2  l'masnob who looks down on those who can't 
appreciate fine art. 

3  lalways want to know how things work and what 
makes people tick. 

4 I'm full of witty aphorisms and have a proverb for 
every occasion. 

5 I'm rude to people who lack my commitment to hard 
work and fair play. 

6 | like to talk at length about my profession. 

7 don't part with my money easily and will haggle 
tirelessly to get the best deal possible. 

8 I'm well known for my work, and | want to make sure 
everyone appreciates it. l'm always taken aback when 
people haven't heard of me. 


d6 Ideal 
1 Community. It is the duty of all civilized people to 
strengthen the bonds of community and the security 
of civilization. (Lawful) 
2 Generosity. My talents were given to me so that | could 
use them to benefit the world. (Good) 
3 Freedom. Everyone should be free to pursue his or her 
own livelihood. (Chaotic) 
Greed. I'm only in it for the money. (Evil) 
5 People. I’m committed to the people | care about, not 
to ideals. (Neutral) 
6  Aspiration. | work hard to be the best there is at 
my craft. 


d6 Bond 

1 The workshop where | learned my trade is the most 
important place in the world to me. 

2 | created a great work for someone, and then found 
them unworthy to receive it. I'm still looking for 
someone worthy, 

3 | owe my guild a great debt for forging me into the 
person | am today. 
| pursue wealth to secure someone's love. 

5 One day | will return to my guild and prove that | am 
the greatest artisan of them all. 

6 Iwill get revenge on the evil forces that destroyed my 
place of business and ruined my livelihood. 


d6 Flaw 

1 I'lldo anything to get my hands on something rare or 
priceless. 

2 I’m quick to assume that someone is trying to cheat 
me. 

3  Noone must ever learn that | once stole money from 
guild coffers. 

4  |'mnever satisfied with what | have—l always want 
more. 


5 | would kill to acquire a noble title. 
6 I’m horribly jealous of anyone who can outshine my 
handiwork. Everywhere | go, I'm surrounded by rivals. 


VARIANT GUILD ARTISAN: GUILD MERCHANT 
Instead of an artisans' guild, you might belong to a 
guild of traders, caravan masters, or shopkeepers. You 
don't craft items yourself but earn a living by buying 
and selling the works of others (or the raw materials 
artisans need to practice their craft). Your guild might 
be a large merchant consortium (or family) with 
interests across the region. Perhaps you transported 
goods from one place to another, by ship, wagon, or 
caravan, or bought them from traveling traders and sold 
them in your own little shop. In some ways, the traveling 
merchant's life lends itself to adventure far more than 
the life of an artisan. 

Rather than proficiency with artisan's tools, you might 
be proficient with navigator's tools or an additional 
language. And instead of artisan's tools, you can start 
with a mule and a cart. 


PART 1 | PERSONALITY AND BACKGROUND 


Ww 
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HERMIT 


You lived in seclusion—either in a sheltered community 
such as a monastery, or entirely alone—for a formative 
part of your life. In your time apart from the clamor of 
society, you found quiet, solitude, and perhaps some of 
the answers you were looking for. 


Skill Proficiencies: Medicine, Religion 

Tool Proficiencies: Herbalism kit 

Languages: One of your choice 

Equipment: A scroll case stuffed full of notes from your 
studies or prayers, a winter blanket, a set of common 
clothes, an herbalism kit, and 5 gp 


LIFE OF SECLUSION 

What was the reason for your isolation, and what 
changed to allow you to end your solitude? You can work 
with your DM to determine the exact nature of your 
seclusion, or you can choose or roll on the table below to 
determine the reason behind your seclusion. 


d8 Life of Seclusion 

1 | was searching for spiritual enlightenment. 

2 Iwas partaking of communal living in accordance with 
the dictates of a religious order. 

3 Iwas exiled for a crime | didn't commit. 
| retreated from society after a life-altering event. 


d8 Life of Seclusion 

5  |needed a quiet place to work on my art, literature, 
music, or manifesto. 

6 | needed to commune with nature, far from civilization. 

7 | was the caretaker of an ancient ruin or relic. 

8 Iwasa pilgrim in search of a person, place, or relic of 
spiritual significance. 


FEATURE: DISCOVERY 
The quiet seclusion of your extended hermitage gave you 
access to a unique and powerful discovery. The exact 
nature of this revelation depends on the nature of your 
seclusion. It might be a great truth about the cosmos, 
the deities, the powerful beings of the outer planes, or 
the forces of nature. It could be a site that no one else 
has ever seen. You might have uncovered a fact that has 
long been forgotten, or unearthed some relic of the past 
that could rewrite history. It might be information that 
would be damaging to the people who or consigned you 
to exile, and hence the reason for your return to society. 
Work with your DM to determine the details of your 
discovery and its impact on the campaign. 


SuGGESTED CHARACTERISTICS 

Some hermits are well suited to a life of seclusion, 
whereas others chafe against it and long for company. 
Whether they embrace solitude or long to escape it, the 
solitary life shapes their attitudes and ideals. A few are 
driven slightly mad by their years apart from society. 


d8 Personality Trait 

1 I've been isolated for so long that | rarely speak, 
preferring gestures and the occasional grunt. 

2 lam utterly serene, even in the face of disaster. 

3  Theleader of my community had something wise 
to say on every topic, and | am eager to share 
that wisdom. 
| feel tremendous empathy for all who suffer. 

5 I’m oblivious to etiquette and social expectations. 
| connect everything that happens to me to a grand, 
cosmic plan. 

7 | often get lost in my own thoughts and contemplation, 
becoming oblivious to my surroundings. 

8 lam working on a grand philosophical theory and love 
sharing my ideas. 


d6 Ideal 

1 Greater Good. My gifts are meant to be shared with all, 
not used for my own benefit. (Good) 

2 Logic. Emotions must not cloud our sense of what is 
right and true, or our logical thinking. (Lawful) 

3 Free Thinking. Inquiry and curiosity are the pillars of 
progress. (Chaotic) 

4 Power. Solitude and contemplation are paths toward 
mystical or magical power. (Evil) 

5  Liveand Let Live. Meddling in the affairs of others only 
causes trouble. (Neutral) 

6  Self-Knowledge. If you know yourself, there's nothing 
left to know. (Any) 


d6 Bond 
1 Nothing is more important than the other members of 
my hermitage, order, or association. 
2  lentered seclusion to hide from the ones who might 
still be hunting me. | must someday confront them. 
3 I'mstill seeking the enlightenment | pursued in my 
seclusion, and it still eludes me. 
4  lentered seclusion because | loved someone | could 
not have. 
5 Should my discovery come to light, it could bring ruin to 
the world. 
6  Myisolation gave me great insight into a great evil that 
only | can destroy. 


d6 Flaw 
1 Now that I’ve returned to the world, | enjoy its delights 
a little too much. 
2 | harbor dark, bloodthirsty thoughts that my isolation 
and meditation failed to quell. 
3 lam dogmatic in my thoughts and philosophy. 
| let my need to win arguments overshadow 
friendships and harmony. 
5 I'd risk too much to uncover a lost bit of knowledge. 
6 | like keeping secrets and won't share them with 
anyone. 


OTHER HERMITS 

This hermit background assumes a contemplative sort 
of seclusion that allows room for study and prayer. If you 
want to play a rugged wilderness recluse who lives off 
the land while shunning the company of other people, 
look at the outlander background. On the other hand, if 
you want to go in a more religious direction, the acolyte 
might be what you're looking for. Or you could even be a 
charlatan, posing as a wise and holy person and letting 
pious fools support you. 


NOBLE 


You understand wealth, power, and privilege. You 

carry a noble title, and your family owns land, collects 
taxes, and wields significant political influence. You 
might be a pampered aristocrat unfamiliar with 

work or discomfort, a former merchant just elevated 

to the nobility, or a disinherited scoundrel with a 
disproportionate sense of entitlement. Or you could be 
an honest, hard-working landowner who cares deeply 
about the people who live and work on your land, keenly 
aware of your responsibility to them. 

Work with your DM to come up with an appropriate 
title and determine how much authority that title 
carries. A noble title doesn't stand on its own—it's 
connected to an entire family, and whatever title you 
hold, you will pass it down to your own children. Not 
only do you need to determine your noble title, but you 
should also work with the DM to describe your family 
and their influence on you. 

Is your family old and established, or was your title 
only recently bestowed? How much influence do they 
wield, and over what area? What kind of reputation 


does your family have among the other aristocrats of the 
region? How do the common people regard them? 

What's your position in the family? Are you the heir 
to the head of the family? Have you already inherited 
the title? How do you feel about that responsibility? Or 
are you so far down the line of inheritance that no one 
cares what you do, as long as you don't embarrass the 
family? How does the head of your family feel about 
your adventuring career? Are you in your family's good 
graces, or shunned by the rest of your family? 

Does your family have a coat of arms? An insignia you 
might wear on a signet ring? Particular colors you wear 
all the time? An animal you regard as a symbol of your 
line or even a spiritual member of the family? 

These details help establish your family and your title 
as features of the world of the campaign. 


Skill Proficiencies: History, Persuasion 

Tool Proficiencies: One type of gaming set 

Languages: One of your choice 

Equipment: A set of fine clothes, a signet ring, a scroll 
of pedigree, and a purse containing 25 gp 


FEATURE: POSITION OF PRIVILEGE 

Thanks to your noble birth, people are inclined to 

think the best of you. You are welcome in high society, 
and people assume you have the right to be wherever 
you are. The common folk make every effort to 
accommodate you and avoid your displeasure, and other 
people of high birth treat you as a member of the same 
social sphere. You can secure an audience with a local 
noble if you need to. 


SUGGESTED CHARACTERISTICS 

Nobles are born and raised to a very different lifestyle 
than most people ever experience, and their personalities 
reflect that upbringing. A noble title comes with a 
plethora of bonds—responsibilities to family, to other 
nobles (including the sovereign), to the people entrusted 
to the family's care, or even to the title itself. But this 
responsibility is often a good way to undermine a noble. 


d8 Personality Trait 

1  Myeloquent flattery makes everyone | talk to feel 
like the most wonderful and important person in the 
world. 

2 The common folk love me for my kindness and 
generosity. 

3  Noone could doubt by looking at my regal bearing that 
| am a cut above the unwashed masses. 

4 Itake great pains to always look my best and follow the 
latest fashions. 

5 I don't like to get my hands dirty, and | won't be caught 
dead in unsuitable accommodations. 

6 Despite my noble birth, | do not place myself above 
other folk. We all have the same blood. 
My favor, once lost, is lost forever. 

8 Ifyou do me an injury, | will crush you, ruin your name, 
and salt your fields. 


PART 1 | PERSONALITY AND BACKGROUND 3 
135 


136 


CMM 


dé Ideal 

1 Respect. Respect is due to me because of my position, 
but all people regardless of station deserve to be 
treated with dignity. (Good) 

2 Responsibility. It is my duty to respect the authority of. 
those above me, just as those below me must respect 
mine. (Lawful) 

3 Independence. | must prove that | can handle myself 
without the coddling of my family. (Chaotic) 

4 Power. If | can attain more power, no one will tell me 
what to do. (Evil) 

5 Family. Blood runs thicker than water. (Any) 

6 Noble Obligation. It is my duty to protect and care for 
the people beneath me. (Good) 


d6 Bond 
1 I will face any challenge to win the approval of my 
family. 


2 My house's alliance with another noble family 
must be sustained at all costs. 
3 Nothing is more important than the other members 
of my family. 
4 lamin love with the heir of a family that my family 
despises. 
5 My loyalty to my sovereign is unwavering. 
The common folk must see me as a hero of the people. 


d6 Flaw 

1 I secretly believe that everyone is beneath me. 

2  lhidea truly scandalous secret that could ruin my 
family forever. 

3 Itoo often hear veiled insults and threats in every word 
addressed to me, and I'm quick to anger. 

4  l|havean insatiable desire for carnal pleasures. 

5 In fact, the world does revolve around me. 

6 By my words and actions, | often bring shame to 
my family. 


VARIANT NOBLE: KNIGHT 

A knighthood is among the lowest noble titles in most 
societies, but it can be a path to higher status. If you 
wish to be a knight, choose the Retainers feature (see 
the sidebar) instead of the Position of Privilege feature. 
One of your commoner retainers is replaced by a noble 
who serves as your squire, aiding you in exchange for 


ee fi 
VARIANT FEATURE: RETAINERS 


If your character has a noble background, you may select this | 
background feature instead of Position of Privilege. 

You have the service of three retainers loyal to your family. 
These retainers can be attendants or messengers, and one 
might be a majordomo. Your retainers are commoners who 
can perform mundane tasks for you, but they do not fight 
for you, will not follow you into obviously dangerous areas 
(such as dungeons), and will leave if they are frequently 
endangered or abused. 


sienna ei i, ll 


PART 1 | PERSONALITY AND BACKGROUND 


training on his or her own path to knighthood. Your two 
remaining retainers might include a groom to care for 
your horse and a servant who polishes your armor (and 
even helps you put it on). 

As an emblem of chivalry and the ideals of courtly 
love, you might include among your equipment a banner 
or other token from a noble lord or lady to whom you 
have given your heart—in a chaste sort of devotion. 
(This person could be your bond.) 


OUTLANDER 


You grew up in the wilds, far from civilization and the 
comforts of town and technology. You've witnessed the 
migration of herds larger than forests, survived weather 
more extreme than any city-dweller could comprehend, 
and enjoyed the solitude of being the only thinking 
creature for miles in any direction. The wilds are in 
your blood, whether you were a nomad, an explorer, a 
recluse, a hunter-gatherer, or even a marauder. Even in 
places where you don't know the specific features of the 
terrain, you know the ways of the wild. 


Skill Proficiencies: Athletics, Survival 

Tool Proficiencies: One type of musical instrument 

Languages: One of your choice 

Equipment: A staff, a hunting trap, a trophy from an 
animal you killed, a set of traveler's clothes, and a belt 
pouch containing 10 gp 


ORIGIN 

You've been to strange places and seen things that 
others cannot begin to fathom. Consider some of the 
distant lands you have visited, and how they impacted 
you. You can roll on the following table to determine 
your occupation during your time in the wild, or choose 
one that best fits your character. 


d10 Origin d10 Origin 
1 Forester 6 Bounty hunter 
2 Trapper 7 Pilgrim 
3  Homesteader 8 Tribal nomad 
4  Quide 9  Hunter-gatherer 
5 Exile or outcast 10 Tribal marauder 


FEATURE: WANDERER 

You have an excellent memory for maps and geography, 
and you can always recall the general layout of terrain, 
settlements, and other features around you. In addition, 
you can find food and fresh water for yourself and up to 
five other people each day, provided that the land offers 
berries, small game, water, and so forth. 


SUGGESTED CHARACTERISTICS 

Often considered rude and uncouth among civilized 
folk, outlanders have little respect for the niceties of 
life in the cities. The ties of tribe, clan, family, and the 
natural world of which they are a part are the most 
important bonds to most outlanders. 


d8 


d6 


Personality Trait 

I'm driven by a wanderlust that led me away 
from home. 

| watch over my friends as if they were a litter of 
newborn pups. 


| once ran twenty-five miles without stopping to warn 
to my clan of an approaching orc horde. I'd do it again 


if | had to. 

| have a lesson for every situation, drawn from 
observing nature. 

| place no stock in wealthy or well-mannered folk. 
Money and manners won't save you from a hungry 
owlbear. 

I'm always picking things up, absently fiddling with 
them, and sometimes accidentally breaking them. 
| feel far more comfortable around animals than 
people. 

| was, in fact, raised by wolves. 


Ideal 

Change. Life is like the seasons, in constant change, 
and we must change with it. (Chaotic) 

Greater Good. It is each person's responsibility to 


make the most happiness for the whole tribe. (Good) 


Honor. If | dishonor myself, | dishonor my whole 
clan. (Lawful) 
Might. The strongest are meant to rule. (Evil) 


Nature. The natural world is more important than all 


the constructs of civilization. (Neutral) 
Glory. | must earn glory in battle, for myself and 
my clan. (Any) 


Bond 


My family, clan, or tribe is the most important thing in 


my life, even when they are far from me. 


An injury to the unspoiled wilderness of my home is an 


injury to me. 
| will bring terrible wrath down on the evildoers who 
destroyed my homeland. 


| am the last of my tribe, and it is up to me to ensure 


their names enter legend. 


| suffer awful visions of a coming disaster and will do 


anything to prevent it. 
It is my duty to provide children to sustain my tribe. 


Flaw 


| am too enamored of ale, wine, and other intoxicants. 
There's no room for caution in a life lived to the fullest. 


| remember every insult I've received and nurse a silent 
resentment toward anyone who's ever wronged me. 


| am slow to trust members of other races, tribes, and 


societies. 

Violence is my answer to almost any challenge. 
Don't expect me to save those who can't save 
themselves. It is nature's way that the strong thrive 
and the weak perish. 


SAGE 


You spent years learning the lore of the multiverse. You 
scoured manuscripts, studied scrolls, and listened to the 
greatest experts on the subjects that interest you. Your 
efforts have made you a master in your fields of study. 


Skill Proficiencies: Arcana, History 

Languages: Two of your choice 

Equipment: A bottle of black ink, a quill, a small knife, 
a letter from a dead colleague posing a question you 
have not yet been able to answer, a set of common 
clothes, and a belt pouch containing 10 gp 


SPECIALTY 
To determine the nature of your scholarly training, roll a 
d8 or choose from the options in the table below. 


d8 Specialty d8 Specialty 

1 Alchemist 5 Professor : 
Astronomer 6 Researcher / 

3 Discredited 7 Wizard's apprentice Af 
academic 8 Scribe 


Librarian 


FEATURE: RESEARCHER 

When you attempt to learn or recall a piece of lore, if you 
do not know that information, you often know where and 
from whom you can obtain it. Usually, this information 
comes from a library, scriptorium, university, or a sage 
or other learned person or creature. Your DM might 
rule that the knowledge you seek is secreted away in an 
almost inaccessible place, or that it simply cannot be 
found. Unearthing the deepest secrets of the multiverse 
can require an adventure or even a whole campaign. 


SUGGESTED CHARACTERISTICS 

Sages are defined by their extensive studies, and their 
characteristics reflect this life of study. Devoted to 
scholarly pursuits, a sage values knowledge highly— 
sometimes in its own right, sometimes as a means 
toward other ideals. 


d8 


Personality Trait 

| use polysyllabic words that convey the impression of 
great erudition. 

l've read every book in the world's greatest libraries— 
or | like to boast that | have. 

I'm used to helping out those who aren't as smart as | 
am, and | patiently explain anything and everything to 
others. 

There's nothing I like more than a good mystery. 

I'm willing to listen to every side of an argument before 
| make my own judgment. 

l... speak... slowly... when talking... to idiots, . . . 
which... almost. . . everyone . . . is . . . compared . . . 
to me. 

I am horribly, horribly awkward in social situations. 

l'm convinced that people are always trying to steal my 
secrets, 


Ideal 

Knowledge. The path to power and self-improvement 
is through knowledge. (Neutral) 

Beauty. What is beautiful points us beyond itself 
toward what is true. (Good) 

Logic. Emotions must not cloud our logical thinking. 
(Lawful) 

No Limits. Nothing should fetter the infinite possibility 
inherent in all existence. (Chaotic) 

Power. Knowledge is the path to power and 
domination. (Evil) 

Self-Improvement. The goal of a life of study is the 
betterment of oneself. (Any) 


Bond 

It is my duty to protect my students. 

| have an ancient text that holds terrible secrets that 
must not fall into the wrong hands. 

| work to preserve a library, university, scriptorium, 
or monastery. 

My life’s work is a series of tomes related to a specific 
field of lore. 

I've been searching my whole life for the answer to a 
certain question. 

I sold my soul for knowledge. | hope to do great deeds 
and win it back. 


Flaw 

| am easily distracted by the promise of information. 
Most people scream and run when they see a demon. I 
stop and take notes on its anatomy. 

Unlocking an ancient mystery is worth the price of a 
civilization. 

| overlook obvious solutions in favor of complicated 
ones. 

| speak without really thinking through my words, 
invariably insulting others. 

| can't keep a secret to save my life, or anyone else's. 


SAILOR 


You sailed on a seagoing vessel for years. In that 
time, you faced down mighty storms, monsters of the 
deep, and those who wanted to sink your craft to the 
bottomless depths. Your first love is the distant line of 
the horizon, but the time has come to try your hand 

at something new. 

Discuss the nature of the ship you previously sailed 
with your Dungeon Master. Was it a merchant ship, 

a naval vessel, a ship of discovery, or a pirate ship? 
How famous (or infamous) is it? Is it widely traveled? 
Is it still sailing, or is it missing and presumed lost 
with all hands? 

What were your duties on board—boatswain, captain, 
navigator, cook, or some other position? Who were the 
captain and first mate? Did you leave your ship on good 
terms with your fellows, or on the run? 


Skill Proficiencies: Athletics, Perception 

Tool Proficiencies: Navigator's tools, vehicles (water) 

Equipment: A belaying pin (club), 50 feet of silk rope, 
a lucky charm such as a rabbit foot or a small stone 
with a hole in the center (or you may roll for a random 
trinket on the Trinkets table in chapter 5), a set of 
common clothes, and a belt pouch containing 10 gp 


FEATURE: SHIP'S PASSAGE 

When you need to, you can secure free passage on 

a sailing ship for yourself and your adventuring 
companions. You might sail on the ship you served on, 
or another ship you have good relations with (perhaps 
one captained by a former crewmate). Because you're 
calling in a favor, you can't be certain of a schedule or 
route that will meet your every need. Your Dungeon 
Master will determine how long it takes to get where 
you need to go. In return for your free passage, you 
and your companions are expected to assist the crew 
during the voyage. 


SUGGESTED CHARACTERISTICS 

Sailors can be a rough lot, but the responsibilities of 
life on a ship make them generally reliable as well. Life 
aboard a ship shapes their outlook and forms their most 
important attachments. 


d8 Personality Trait 

1  Myfriends know they can rely on me, no matter what. 

2 work hard so that | can play hard when the work 
is done. 

3  lenjoysailing into new ports and making new friends 
over a flagon of ale. 
I stretch the truth for the sake of a good story. 

5 Tome, a tavern brawl is a nice way to get to know a 
new city. 

6 | never pass up a friendly wager. 

My language is as foul as an otyugh nest. 

8 | like a job well done, especially if | can convince 
someone else to do it. 


M 


d6 Ideal 

1 Respect. The thing that keeps a ship together is mutual 
respect between captain and crew. (Good) 

2 Fairness. We all do the work, so we all share in the 
rewards. (Lawful) 

3 Freedom. The sea is freedom—the freedom to go 
anywhere and do anything. (Chaotic) 

4 Mastery. I'm a predator, and the other ships on the sea 
are my prey. (Evil) 

5 People. l'm committed to my crewmates, not to ideals. 
(Neutral) 

6 Aspiration. Someday l'Il own my own ship and chart 
my own destiny. (Any) 


dé Bond 

1 I'm loyal to my captain first, everything else second. 

2 The ship is most important—crewmates and captains 
come and go. 

3 I'll always remember my first ship. 

4 Ina harbor town, | have a paramour whose eyes nearly 
stole me from the sea. 

5 Iwas cheated out of my fair share of the profits, and | 
want to get my due. 

6  Ruthless pirates murdered my captain and crewmates, 
plundered our ship, and left me to die. Vengeance will 
be mine. 


dé Flaw 

| follow orders, even if | think they're wrong. 

I'll say anything to avoid having to do extra work. 

Once someone questions my courage, | never back 

down no matter how dangerous the situation. 

4  Oncel start drinking, it's hard for me to stop. 

5 | can’t help but pocket loose coins and other trinkets | 
come across. 

6 My pride will probably lead to my destruction. 


wna 


VARIANT SAILOR: PIRATE 

You spent your youth under the sway of a dread pirate, 
a ruthless cutthroat who taught you how to survive in a 
world of sharks and savages. You've indulged in larceny 
on the high seas and sent more than one deserving soul 
to a briny grave. Fear and bloodshed are no strangers 
to you, and you've garnered a somewhat unsavory 
reputation in many a port town. 

If you decide that your sailing career involved piracy, 
you can choose the Bad Reputation feature (see sidebar) 
instead of the Ship’s Passage feature. 
eS a et M 

VARIANT FEATURE: BAD REPUTATION 
_ If your character has a sailor background, you may select this 
background feature instead of Ship's Passage. 

No matter where you go, people are afraid of you due to 
your reputation. When you are in a civilized settlement, you 
can get away with minor criminal offenses, such as refusing 
to pay for food at a tavern or breaking down doors at a local 
shop, since most people will not report your activity to the 
authorities, 
pu—Ó—ÓÓ—ÁÓ———— Mr 


PART 1 | PERSONALITY AND BACKGROUND 


139 


SOLDIER 


War has been your life for as long as you care to 
remember. You trained as a youth, studied the use of 
weapons and armor, learned basic survival techniques, 
including how to stay alive on the battlefield. You 
might have been part of a standing national army or a 
mercenary company, or perhaps a member of a local 
militia who rose to prominence during a recent war. 
When you choose this background, work with your 
DM to determine which military organization you were 
a part of, how far through its ranks you progressed, and 
what kind of experiences you had during your military 
career. Was it a standing army, a town guard, or a village 
militia? Or it might have been a noble's or merchant's 
private army, or a mercenary company. 


Skill Proficiencies: Athletics, Intimidation 

Tool Proficiencies: One type of gaming set, 
vehicles (land) 

Equipment: An insignia of rank, a trophy taken from 
a fallen enemy (a dagger, broken blade, or piece of a 
banner), a set of bone dice or deck of cards, a set of 
common clothes, and a belt pouch containing 10 gp 


SPECIALTY 

During your time as a soldier, you had a specific role to 
play in your unit or army. Roll a d8 or choose from the 
options in the table below to determine your role: 


d8 Specialty d8 Specialty 

l Officer Quartermaster 

2 Scout 7 Standard bearer 

3 Infantry Support staff (cook, 
4 Cavalry blacksmith, or the 

5 Healer like) 


FEATURE: MILITARY RANK 

You have a military rank from your career as a soldier. 
Soldiers loyal to your former military organization 
still recognize your authority and influence, and they 
defer to you if they are of a lower rank. You can invoke 
your rank to exert influence over other soldiers and 
requisition simple equipment or horses for temporary 
use. You can also usually gain access to friendly 
military encampments and fortresses where your 
rank is recognized. 


SUGGESTED CHARACTERISTICS 

The horrors of war combined with the rigid discipline of 
military service leave their mark on all soldiers, shaping 
their ideals, creating strong bonds, and often leaving 
them scarred and vulnerable to fear, shame, and hatred. 


d8 Personality Trait 

1 I'm always polite and respectful. 

2 I'm haunted by memories of war. | can't get the images 
of violence out of my mind. 

3  l'velost too many friends, and I’m slow to make new 
ones. 

4 I'm full of inspiring and cautionary tales from my 

military experience relevant to almost every combat 

situation. 

| can stare down a hell hound without flinching. 

| enjoy being strong and like breaking things. 

I have a crude sense of humor. 


on Q^ uin 


I face problems head-on. A simple, direct solution is 
the best path to success. 


d6 Ideal 

1 Greater Good. Our lot is to lay down our lives in 
defense of others. (Good) 

2 Responsibility. | do what | must and obey just 
authority. (Lawful) 

3 Independence. When people follow orders blindly, they 
embrace a kind of tyranny. (Chaotic) 
Might. In life as in war, the stronger force wins. (Evil) 
Live and Let Live. Ideals aren't worth killing over or 
going to war for. (Neutral) 

6 Nation. My city, nation, or people are all that matter. 


(Any) 


d6 Bond 
1 | would still lay down my life for the people | 
served with. 
2 Someone saved my life on the battlefield. To this day, | 
will never leave a friend behind. 
3 My honor is my life, 
4 I'll never forget the crushing defeat my company 
suffered or the enemies who dealt it. 
5 Those who fight beside me are those worth dying for. 
6 | fight for those who cannot fight for themselves. 


d6 Flaw 
1  Themonstrous enemy we faced in battle still leaves 
me quivering with fear. 
2 ‘Ihave little respect for anyone who is not a 
proven warrior. 
3  |made a terrible mistake in battle cost many lives— 
and | would do anything to keep that mistake secret. 
4  Myhatred of my enemies is blind and unreasoning. 
5  lobeythe law, even if the law causes misery. 
6 I'd rather eat my armor than admit when I’m wrong. 


URCHIN 


You grew up on the streets alone, orphaned, and poor. 
You had no one to watch over you or to provide for 

you, so you learned to provide for yourself. You fought 
fiercely over food and kept a constant watch out for other 
desperate souls who might steal from you. You slept on 
rooftops and in alleyways, exposed to the elements, and 
endured sickness without the advantage of medicine or 
a place to recuperate. You've survived despite all odds, 
and did so through cunning, strength, speed, or some 
combination of each. 

You begin your adventuring career with enough 
money to live modestly but securely for at least ten days. 
How did you come by that money? What allowed you to 
break free of your desperate circumstances and embark 
on a better life? 


Skill Proficiencies: Sleight of Hand, Stealth 

Tool Proficiencies: Disguise kit, thieves' tools 

Equipment: A small knife, a map of the city you 
grew up in, a pet mouse, a token to remember your 
parents by, a set of common clothes, and a belt pouch 
containing 10 gp 


FEATURE: CITY SECRETS 

You know the secret patterns and flow to cities and can 
find passages through the urban sprawl that others would 
miss. When you are not in combat, you (and companions 
you lead) can travel between any two locations in the city 
twice as fast as your speed would normally allow. 


SUGGESTED CHARACTERISTICS 

Urchins are shaped by lives of desperate poverty, for 
good and for ill. They tend to be driven either by a 
commitment to the people with whom they shared life 
on the street or by a burning desire to find a better life— 
and maybe get some payback on all the rich people who 
treated them badly. 


A 


on O^ tn 


Cc» Uu Ru 


Personality Trait 

| hide scraps of food and trinkets away in my pockets. 
| ask a lot of questions. 

| like to squeeze into small places where no one else 


can get to me. 

| sleep with my back to a wall or tree, with everything | 
own wrapped in a bundle in my arms. 

| eat like a pig and have bad manners. 

I think anyone who's nice to me is hiding evil intent. 

| don't like to bathe. 

| bluntly say what other people are hinting at or hiding. 


Ideal 

Respect. All people, rich or poor, deserve respect. 
(Good) 

Community. We have to take care of each other, 
because no one else is going to do it. (Lawful) 
Change. The low are lifted up, and the high and mighty 
are brought down. Change is the nature of things. 
(Chaotic) 

Retribution. The rich need to be shown what life and 
death are like in the gutters. (Evil) 

People. | help the people who help me—that’s what 
keeps us alive. (Neutral) 

Aspiration. I'm going to prove that I'm worthy of a 
better life. 


Bond 

My town or city is my home, and I'll fight to defend it. 
| sponsor an orphanage to keep others from enduring 
what | was forced to endure, 

| owe my survival to another urchin who taught me to 
live on the streets. 

| owe a debt | can never repay to the person who took 
pity on me. 

| escaped my life of poverty by robbing an important 
person, and I’m wanted for it. 

No one else should have to endure the hardships I've 
been through. 


Flaw 

If I'm outnumbered, | will run away from a fight. 

Gold seems like a lot of money to me, and I'll do just 
about anything for more of it. 

| will never fully trust anyone other than myself. 

I'd rather kill someone in their sleep then fight fair. 

It's not stealing if | need it more than someone else. 
People who can't take care of themselves get what they 
deserve. 


PART 1 | PERSONALITY AND BACKGROUND 


prms 


“ay Mes 


CHAPTER 5: EQUIPMENT 
ii c 


HE MARKETPLACE OF A LARGE CITY TEEMS 
with buyers and sellers of many sorts: 
dwarf smiths and elf woodcarvers, halfling 
farmers and gnome jewelers, not to mention 
humans of every shape, size, and color 
drawn from a spectrum of nations and 
cultures. In the largest cities, almost 
anything imaginable is offered for sale, from exotic 
spices and luxurious clothing to wicker baskets and 
practical swords. 

For an adventurer, the availability of armor, weapons, 
backpacks, rope, and similar goods is of paramount 
importance, since proper equipment can mean the 
difference between life and death in a dungeon or the 
untamed wilds. This chapter details the mundane and 
exotic merchandise that adventurers commonly find useful 
in the face of the threats that the worlds of D&D present. 


STARTING EQUIPMENT 


When you create your character, you receive equipment 
based on a combination of your class and background. 
Alternatively, you can start with a number of gold pieces 
based on your class and spend them on items from the 
lists in this chapter. See the Starting Wealth by Class 
table to determine how much gold you have to spend. 

You decide how your character came by this starting 
equipment. It might have been an inheritance, or goods 
that the character purchased during his or her upbringing. 
You might have been equipped with a weapon, armor, and 
a backpack as part of military service. You might even have 
stolen your gear. A weapon could be a family heirloom, 
passed down from generation to generation until your 
character finally took up the mantle and followed in an 
ancestor's adventurous footsteps. 


STARTING WEALTH BY CLASS 


Class Funds 
Barbarian 2d4 x 10 gp 
Bard 5d4 x 10 gp 
Cleric 5d4 x 10 gp 
Druid 2d4 x 10 gp 
Fighter 5d4 x 10 gp 
Monk 5d4 gp 
Paladin 5d4 x 10 gp 
Ranger 5d4 x 10 gp 
Rogue 4d4 x 10 gp 
Sorcerer 3d4 x 10 gp 
Warlock 4d4 x 10 gp 
Wizard 4d4 x 10 gp 
WEALTH 


Wealth appears in many forms in a D&D world. Coins, 
gemstones, trade goods, art objects, animals, and 
property can reflect your character's financial well-being. 
Members of the peasantry trade in goods, bartering for 
what they need and paying taxes in grain and cheese. 


aT 


Members of the nobility trade either in legal rights, such 
as the rights to a mine, a port, or farmland, or in gold 
bars, measuring gold by the pound rather than by the 
coin. Only merchants, adventurers, and those offering 
professional services for hire commonly deal in coins. 


COINAGE 


Common coins come in several different denominations 
based on the relative worth of the metal from which they 
are made. The three most common coins are the gold 
piece (gp), the silver piece (sp), and the copper piece (cp). 

With one gold piece, a character can buy a belt 
pouch, 50 feet of good rope, or a goat. A skilled (but 
not exceptional) artisan can earn one gold piece a day. 
The gold piece is the standard unit of measure for 
wealth, even if the coin itself is not commonly used. 
When merchants discuss deals that involve goods or 
services worth hundreds or thousands of gold pieces, 
the transactions don't usually involve the exchange of 
individual coins. Rather, the gold piece is a standard 
measure of value, and the actual exchange is in gold 
bars, letters of credit, or valuable goods. 

One gold piece is worth ten silver pieces, the most 
prevalent coin among commoners. A silver piece buys a 
laborer's work for a day, a flask of lamp oil, or a night's 
rest in a poor inn. 

One silver piece is worth ten copper pieces, which are 
common among laborers and beggars. A single copper 
piece buys a candle, a torch, or a piece of chalk. 

In addition, unusual coins made of other precious 
metals sometimes appear in treasure hoards. The 
electrum piece (ep) and the platinum piece (pp) originate 
from fallen empires and lost kingdoms, and they 
sometimes arouse suspicion and skepticism when used 
in transactions. An electrum piece is worth five silver 
pieces, and a platinum piece is worth ten gold pieces. 

A standard coin weighs about a third of an ounce, 
so fifty coins weigh a pound. 


STANDARD ExcHANGE RATES 


Coin cp sp ep gp pp 
Copper (cp) 1 10 1/50 1100 1/1000 
Silver (sp) 10 1 1/5 1/10 1/100 
Electrum (ep) 50 5 1 1/2 1/20 
Gold (gp) 100 10 2 1 1/10 


Platinum (pp) 


1,000 100 20 10 1 


Sitver 


Copper 


ELecrrum 


PLATINUM 
PART 1 | EQUIPMENT 


i eme M ——M ` 143 


144 


SELLING TREASURE 


Opportunities abound to find treasure, equipment, 
weapons, armor, and more in the dungeons you explore. 
Normally, you can sell your treasures and trinkets when 
you return to a town or other settlement, provided that you 
can find buyers and merchants interested in your loot. 

Arms, Armor, and Other Equipment. As a general 
rule, undamaged weapons, armor, and other equipment 
fetch half their cost when sold in a market. Weapons 
and armor used by monsters are rarely in good enough 
condition to sell. 

Magic Items. Selling magic items is problematic. 
Finding someone to buy a potion or a scroll isn't too 
hard, but other items are out of the realm of most but the 
wealthiest nobles. Likewise, aside from a few common 
magic items, you won't normally come across magic 
items or spells to purchase. The value of magic is far 
beyond simple gold and should always be treated as such. 

Gems, Jewelry, and Art Objects. These items retain 
their full value in the marketplace, and you can either 
trade them in for coin or use them as currency for other 
transactions. For exceptionally valuable treasures, the 
DM might require you to find a buyer in a large town or 
larger community first. 

Trade Goods. On the borderlands, many people 
conduct transactions through barter. Like gems and art 
objects, trade goods—bars of iron, bags of salt, livestock, 
and so on—retain their full value in the market and can 
be used as currency. 


ARMOR AND SHIELDS 


D&D worlds are a vast tapestry made up of many 
different cultures, each with its own technology level. 
For this reason, adventurers have access to a variety 
of armor types, ranging from leather armor to chain 
mail to costly plate armor, with several other kinds of 
armor in between. The Armor table collects the most 
commonly available types of armor found in the game 
and separates them into three categories: light armor, 
medium armor, and heavy armor. Many warriors 
supplement their armor with a shield. 


EEE EEE EES SSS ee 
VARIANT: EQUIPMENT SIZES 


In most campaigns, you can use or wear any equipment that 
you find on your adventures, within the bounds of common 
sense. For example, a burly half-orc won't fit in a halfling's 
leather armor, and a gnome would be swallowed up in a 
cloud giant's elegant robe. 

The DM can impose more realism. For example, a suit of 
plate armor made for one human might not fit another one 
without significant alterations, and a guard's uniform might 
be visibly ill-fitting when an adventurer tries to wear it as a 
disguise. 

Using this variant, when adventurers find armor, clothing, 
and similar items that are made to be worn, they might need 
to visit an armorsmith, tailor, leatherworker, or similar expert 
to make the item wearable. The cost for such work varies 
from 10 to 40 percent of the market price of the item. The 
DM can either roll 1d4 x 10 or determine the increase in cost 
based on the extent of the alterations required. 


PART 1 | EQUIPMENT 


The Armor table shows the cost, weight, and other 
properties of the common types of armor worn in the 
worlds of D&D. 

Armor Proficiency. Anyone can put on a suit of armor 
or strap a shield to an arm. Only those proficient in the 
armor's use know how to wear it effectively, however. 
Your class gives you proficiency with certain types of 
armor. If you wear armor that you lack proficiency with, 
you have disadvantage on any ability check, saving 
throw, or attack roll that involves Strength or Dexterity, 
and you can't cast spells. 

Armor Class (AC). Armor protects its wearer from 
attacks. The armor (and shield) you wear determines 
your base Armor Class. 

Heavy Armor. Heavier armor interferes with the 
wearer's ability to move quickly, stealthily, and freely. 

If the Armor table shows "Str 13" or "Str 15" in the 
Strength column for an armor type, the armor reduces 
the wearer's speed by 10 feet unless the wearer has a 
Strength score equal to or higher than the listed score. 

Stealth. If the Armor table shows “Disadvantage” in 
the Stealth column, the wearer has disadvantage on 
Dexterity (Stealth) checks. 

Shields. A shield is made from wood or metal and 
is carried in one hand. Wielding a shield increases 
your Armor Class by 2. You can benefit from only one 
shield at a time. 


LIGHT ARMOR 


Made from supple and thin materials, light armor favors 
agile adventurers since it offers some protection without 
sacrificing mobility. If you wear light armor, you add 
your Dexterity modifier to the base number from your 
armor type to determine your Armor Class. 

Padded. Padded armor consists of quilted layers of 
cloth and batting. 

Leather. The breastplate and shoulder protectors of 
this armor are made of leather that has been stiffened 
by being boiled in oil. The rest of the armor is made of 
softer and more flexible materials. 

Studded Leather. Made from tough but flexible 
leather, studded leather is reinforced with close-set 
rivets or spikes. 


MEDIUM ARMOR 


Medium armor offers more protection than light armor, 
but it also impairs movement more. If you wear medium 
armor, you add your Dexterity modifier, to a maximum 
of *2, to the base number from your armor type to 
determine your Armor Class. 

Hide. This crude armor consists of thick furs and 
pelts. It is commonly worn by barbarian tribes, evil 
humanoids, and other folk who lack access to the tools 
and materials needed to create better armor. 

Chain Shirt. Made of interlocking metal rings, a chain 
shirt is worn between layers of clothing or leather. This 
armor offers modest protection to the wearer's upper 
body and allows the sound of the rings rubbing against 
one another to be muffled by outer layers. 

Scale Mail. This armor consists of a coat and leggings 
(and perhaps a separate skirt) of leather covered with 


overlapping pieces of metal, much like the scales of a 
fish. The suit includes gauntlets. 

Breastplate. This armor consists of a fitted metal 
chest piece worn with supple leather. Although it leaves 
the legs and arms relatively unprotected, this armor 
provides good protection for the wearer's vital organs 
while leaving the wearer relatively unencumbered. 

Half Plate. Half plate consists of shaped metal plates 
that cover most of the wearer's body. It does not include 
leg protection beyond simple greaves that are attached 
with leather straps. 


HEAVY ARMOR 


Of all the armor categories, heavy armor offers the best 
protection. These suits of armor cover the entire body 

and are designed to stop a wide range of attacks. Only » 
proficient warriors can manage their weight and bulk. a 

Heavy armor doesn’t let you add your Dexterity 
modifier to your Armor Class, but it also doesn't 
penalize you if your Dexterity modifier is negative. 

Ring Mail. This armor is leather armor with heavy 
rings sewn into it. The rings help reinforce the armor 
against blows from swords and axes. Ring mail is 
inferior to chain mail, and it's usually worn only by those 
who can't afford better armor. 

Chain Mail. Made of interlocking metal rings, chain 
mail includes a layer of quilted fabric worn underneath z 
the mail to prevent chafing and to cushion the impact of 
blows. The suit includes gauntlets. 


Splint. This armor is made of narrow vertical strips y 
of metal riveted to a backing of leather that is worn over Am to E 
s 3 : ; Pp Ch ` 
cloth padding. Flexible chain mail protects the joints. Sos 
Plate. Plate consists of shaped, interlocking metal ¥ aM. 
plates to cover the entire body. A suit of plate includes f 
gauntlets, heavy leather boots, a visored helmet, and E 4 
thick layers of padding underneath the armor. Buckles IAEA d 


and straps distribute the weight over the body. 


ARMOR 


Armor Cost Armor Class (AC) Strength Stealth Weight 
Light Armor 
Padded 5 gp 11 + Dex modifier -- Disadvantage 8 Ib. 
Leather 10 gp 11 + Dex modifier — — 10 Ib. 
Studded leather 45 gp 12 + Dex modifier — — 13 Ib. 
Medium Armor 
Hide 10 gp 12 + Dex modifier (max 2) — — 12 Ib. 
Chain shirt 50 gp 13 + Dex modifier (max 2) — — 20 Ib. 
Scale mail 50 gp 14 + Dex modifier (max 2) — Disadvantage 45 lb. 
Breastplate 400 gp 14 + Dex modifier (max 2) — — 20 Ib. 
Half plate 750 gp 15 + Dex modifier (max 2) — Disadvantage 40 Ib. 
Heavy Armor 
Ring mail 30 gp 14 — Disadvantage 40 Ib. 
Chain mail 75 gp 16 Str 13 Disadvantage 55 Ib. 
$ Splint 200 gp 17 Str 15 Disadvantage 60 Ib. 
Plate 1,500 gp 18 Str 15 Disadvantage 65 Ib. 
Shield 


Shield 


+2 


PART 1| EQUIPMENT 


146 
— 


i 


PART 1 | EQUIPMENT 


ky 


GETTING INTO AND OUT OF ARMOR 


The time it takes to don or doff armor depends on the 
armor's category. 

Don. This is the time it takes to put on armor. You 
benefit from the armor's AC only if you take the full time 
to don the suit of armor. 

Doff. This is the time it takes to take off armor. If you 
have help, reduce this time by half. 


DONNING AND DOFFING ARMOR 


Category Don Doff 

Light Armor ] minute 1 minute 

Medium Armor 5 minutes 1 minute 

Heavy Armor 10 minutes 5 minutes 

Shield 1 action ] action 
WEAPONS 


Your class grants proficiency in certain weapons, 
reflecting both the class's focus and the tools you are 
most likely to use. Whether you favor a longsword or 
a longbow, your weapon and your ability to wield it 
effectively can mean the difference between life and 
death while adventuring. 

The Weapons table shows the most common weapons 
used in the worlds of D&D, their price and weight, 
the damage they deal when they hit, and any special 
properties they possess. Every weapon is classified 
as either melee or ranged. A melee weapon is used to 
attack a target within 5 feet of you, whereas a ranged 
weapon is used to attack a target at a distance. 


WEAPON PROFICIENCY 


Your race, class, and feats can grant you proficiency 
with certain weapons or categories of weapons. The two 
categories are simple and martial. Most people can 
use simple weapons with proficiency. These weapons 
include clubs, maces, and other weapons often found in 
the hands of commoners. Martial weapons, including 
swords, axes, and polearms, require more specialized 
training to use effectively. Most warriors use martial 
weapons because these weapons put their fighting style 
and training to best use. 

Proficiency with a weapon allows you to add your 
proficiency bonus to the attack roll for any attack you 
make with that weapon. If you make an attack roll using 
a weapon with which you lack proficiency, you do not 
add your proficiency bonus to the attack roll. 


WEAPON PROPERTIES 


Many weapons have special properties related to their use, 
as shown in the Weapons table. 

Ammunition. You can use a weapon that has the 
ammunition property to make a ranged attack only if 
you have ammunition to fire from the weapon. Each 
time you attack with the weapon, you expend one piece 
of ammunition. Drawing the ammunition from a quiver, 
case, or other container is part of the attack. At the 
end of the battle, you can recover half your expended 
ammunition by taking a minute to search the battlefield. 


If you use a weapon that has the ammunition property 
to make a melee attack, you treat the weapon as an 
improvised weapon (see "Improvised Weapons" later in 
the section). A sling must be loaded to deal any damage 
when used in this way. 

Finesse. When making an attack with a finesse 
weapon, you use your choice of your Strength or 
Dexterity modifier for the attack and damage rolls. You 
must use the same modifier for both rolls. 

Heavy. Small creatures have disadvantage on attack 
rolls with heavy weapons. A heavy weapon's size and 
bulk make it too large for a Small creature to use 
effectively. 

Light. A light weapon is small and easy to handle, 
making it ideal for use when fighting with two weapons. 
See the rules for two-weapon fighting in chapter 9. 

Loading. Because of the time required to load this 
weapon, you can fire only one piece of ammunition 
from it when you use an action, bonus action, or reaction 
to fire it, regardless of the number of attacks you can 
normally make. 

Range. A weapon that can be used to make a ranged 
attack has a range shown in parentheses after the 
ammunition or thrown property. The range lists two 
numbers. The first is the weapon’s normal range in feet, 
and the second indicates the weapon’s maximum range. 
When attacking a target beyond normal range, you have 
disadvantage on the attack roll. You can't attack a target 
beyond the weapon's long range. 

Reach. This weapon adds 5 feet to your reach when 
you attack with it. 

Special. ^ weapon with the special property has 
unusual rules governing its use, explained in the 
weapon's description (see "Special Weapons" later in 
this section). 

Thrown. lf a weapon has the thrown property, you 
can throw the weapon to make a ranged attack. If the 
weapon is a melee weapon, you use the same ability 
modifier for that attack roll and damage roll that you 
would use for a melee attack with the weapon. For 
example, if you throw a handaxe, you use your Strength, 
but if you throw a dagger, you can use either your 
Strength or your Dexterity, since the dagger has the 
finesse property. 


Two-Handed. This weapon requires two hands to usc. 


Versatile. This weapon can be used with one or two 
hands. A damage value in parentheses appears with the 
property—the damage when the weapon is used with 
two hands to make a melee attack. 


IMPROVISED WEAPONS 
Sometimes characters don't have their weapons and 
have to attack with whatever is close at hand. An 
improvised weapon includes any object you can wield 
in one or two hands, such as broken glass, a table leg, a 
frying pan, a wagon wheel, or a dead goblin. 

In many cases, an improvised weapon is similar 
to an actual weapon and can be treated as such. For 
example, a table leg is akin to a club. At the DM's option, 
a character proficient with a weapon can use a similar 
object as if it were that weapon and use his or her 
proficiency bonus. 


PART 1 


EQUIPMENT 


An object that bears no resemblance to a weapon 
deals 1d4 damage (the DM assigns a damage type 
appropriate to the object). If a character uses a ranged 
weapon to make a melee attack, or throws a melee 
weapon that does not have the thrown property, it also 
deals 1d4 damage. An improvised thrown weapon has a 
normal range of 20 feet and a long range of 60 feet. 


SILVERED WEAPONS 

Some monsters that have immunity or resistance 

to nonmagical weapons are susceptible to silver 
weapons, so cautious adventurers invest extra coin to 
plate their weapons with silver. You can silver a single 
weapon or ten pieces of ammunition for 100 gp. This 
cost represents not only the price of the silver, but the 
time and expertise needed to add silver to the weapon 
without making it less effective. 


SPECIAL WEAPONS 

Weapons with special rules are described here. 
Lance. You have disadvantage when you use a lance 

to attack a target within 5 feet of you. Also, a lance 

requires two hands to wield when you aren't mounted. 
Net. A Large or smaller creature hit by a net is 

restrained until it is freed. A net has no effect on 


creatures that are formless, or creatures that are Huge 
or larger. A creature can use its action to make a DC 10 
Strength check, freeing itself or another creature within 
its reach on a success. Dealing 5 slashing damage to the 
net (AC 10) also frees the creature without harming it, 
ending the effect and destroying the net. 

When you use an action, bonus action, or reaction 
to attack with a net, you can make only one attack 
regardless of the number of attacks you can 
normally make. 


ADVENTURING GEAR 


This section describes items that have special rules or 
require further explanation. 

Acid. As an action, you can splash the contents of 
this vial onto a creature within 5 feet of you or throw 
the vial up to 20 feet, shattering it on impact. In either 
case, make a ranged attack against a creature or object, 
treating the acid as an improvised weapon. On a hit, the 
target takes 2d6 acid damage. 

Alchemist's Fire. This sticky, adhesive fluid ignites 
when exposed to air. As an action, you can throw this 
flask up to 20 feet, shattering it on impact. Make a 
ranged attack against a creature or object, treating 


WEAPONS 


Name 

Simple Melee Weapons 
Club 
Dagger 
Greatclub 
Handaxe 
Javelin 
Light hammer 
Mace 
Quarterstaff 
Sickle 
Spear 
Unarmed strike 

Simple Ranged Weapons 
Crossbow, light 
Dart 
Shortbow 
Sling 

Martial Melee Weapons 
Battleaxe 
Flail 
Glaive 
Greataxe 
Greatsword 
Halberd 
Lance 
Longsword 
Maul 
Morningstar 
Pike 
Rapier 
Scimitar 
Shortsword 
Trident 
War pick 
Warhammer 
Whip 


Martial Ranged Weapons 


Blowgun 
Crossbow, hand 
Crossbow, heavy 
Longbow 


Cost 


2gp 


Damage 


1d4 bludgeoning 
1d4 piercing 

1d8 bludgeoning 
1d6 slashing 

1d6 piercing 

1d4 bludgeoning 
1d6 bludgeoning 
1d6 bludgeoning 
1d4 slashing 

1d6 piercing 

1 bludgeoning 


1d8 piercing 
1d4 piercing 
1d6 piercing 
1d4 bludgeoning 


1d8 slashing 

1d8 bludgeoning 
1d10 slashing 
1d12 slashing 
2d6 slashing 
1d10 slashing 
1d12 piercing 
1d8 slashing 
2d6 bludgeoning 
1d8 piercing 
1d10 piercing 
1d8 piercing 

1d6 slashing 

1d6 piercing 

1d6 piercing 

1d8 piercing 

1d8 bludgeoning 
1d4 slashing 


] piercing 
1d6 piercing 
1d10 piercing 
1d8 piercing 


Properties 


Light 

Finesse, light, thrown (range 20/60) 
Two-handed 

Light, thrown (range 20/60) 

Thrown (range 30/120) 

Light, thrown (range 20/60) 

Versatile (1d8) 

Light 

Thrown (range 20/60), versatile (1d8) 


Ammunition (range 80/320), loading, two-handed 
Finesse, thrown (range 20/60) 

Ammunition (range 80/320), two-handed 
Ammunition (range 30/120) 


Versatile (1d10) 

Heavy, reach, two-handed 
Heavy, two-handed 
Heavy, two-handed 
Heavy, reach, two-handed 
Reach, special 

Versatile (1d10) 

Heavy, two-handed 
Heavy, reach, two-handed 
Finesse 

Finesse, light 

Finesse, light 

Thrown (range 20/60), versatile (1d8) 
Versatile (1d10) 

Finesse, reach 


Ammunition (range 25/100), loading 
Ammunition (range 30/120), light, loading 


Ammunition (range 100/400), heavy, loading, two-handed 


Ammunition (range 150/600), heavy, two-handed 
Special, thrown (range 5/15) 


"T m 


PART 1 


EQUIPMENT 


ADVENTURING GEAR 
Item 
Abacus 
Acid (vial) 
Alchemist's fire (flask) 
Ammunition 
Arrows (20) 
Blowgun needles (50) 
Crossbow bolts (20) 
Sling bullets (20) 
Antitoxin (vial) 
Arcane focus 
Crystal 
Orb 
Rod 
Staff 
Wand 
Backpack 
Ball bearings (bag of 1,000) 
Barrel 
Basket 
Bedroll 
Bell 
Blanket 
Block and tackle 
Book 
Bottle, glass 
Bucket 
Caltrops (bag of 20) 
Candle 
Case, crossbow bolt 
Case, map or scroll 
Chain (10 feet) 
Chalk (1 piece) 
Chest 
Climber's kit 
Clothes, common 
Clothes, costume 
Clothes, fine 
Clothes, traveler's 
Component pouch 
Crowbar 
Druidic focus 
Sprig of mistletoe 
Totem 
Wooden staff 
Yew wand 
Fishing tackle 
Flask or tankard 
Grappling hook 
Hammer 
Hammer, sledge 
Healer's kit 


Item 

Holy symbol 
Amulet 
Emblem 
Reliquary 

Holy water (flask) 

Hourglass 

Hunting trap 

Ink (1 ounce bottle) 

Ink pen 

Jug or pitcher 

Ladder (10-foot) 

Lamp 

Lantern, bullseye 

Lantern, hooded 

Lock 

Magnifying glass 

Manacles 

Mess kit 

Mirror, steel 

Oil (flask) 

Paper (one sheet) 

Parchment (one sheet) 

Perfume (vial) 

Pick, miner's 

Piton 

Poison, basic (vial) 

Pole (10-foot) 

Pot, iron 

Potion of healing 

Pouch 

Quiver 

Ram, portable 

Rations (1 day) 

Robes 

Rope, hempen (50 feet) 

Rope, silk (50 feet) 

Sack 

Scale, merchant's 

Sealing wax 

Shovel 

Signal whistle 

Signet ring 

Soap 

Spellbook 

Spikes, iron (10) 

Spyglass 

Tent, two-person 

Tinderbox 

Torch 

Vial 

Waterskin 

Whetstone 


3 lb. 

5 Ib. 

1 lb. 

20 Ib. 
11b. 

1 Ib. 

5 Ib. (full) 
11b. 


the alchemist's fire as an improvised weapon. On a 
hit, the target takes 1d4 fire damage at the start of 
each of its turns. A creature can end this damage by 
using its action to make a DC 10 Dexterity check to 
extinguish the flames. 

Antitoxin. A creature that drinks this vial of liquid 
gains advantage on saving throws against poison for 1 
hour. It confers no benefit to undead or constructs. 

Arcane Focus. An arcane focus is a special item— 
an orb, a crystal, a rod, a specially constructed staff, 

a wand-like length of wood, or some similar item— 
designed to channel the power of arcane spells. A 
sorcerer, warlock, or wizard can use such an item as a 
spellcasting focus, as described in chapter 10. 

Ball Bearings. As an action, you can spill these tiny 
metal balls from their pouch to cover a level area 10 
feet square. A creature moving across the covered area 
must succeed on a DC 10 Dexterity saving throw or fall 
prone. A creature moving through the area at half speed 
doesn't need to make the saving throw. 

Block and Tackle. A set of pulleys with a cable 
threaded through them and a hook to attach to objects, a 
block and tackle allows you to hoist up to four times the 
weight you can normally lift. 

Book. A book might contain poetry, historical 
accounts, information pertaining to a particular field 
of lore, diagrams and notes on gnomish contraptions, 
or just about anything else that can be represented 
using text or pictures. A book of spells is a spellbook 
(described later in this section). 

Caltrops. As an action, you can spread a single bag 
of caltrops to cover a 5-foot-square area. Any creature 
that enters the area must succeed on a DC 15 Dexterity 
saving throw or stop moving and take 1 piercing 
damage. Until the creature regains at least 1 hit point, 
its walking speed is reduced by 10 feet. A creature 
moving through the area at half speed doesn't need to 
make the saving throw. 

Candle. For 1 hour, a candle sheds bright light in a 
5-foot radius and dim light for an additional 5 feet. 

Case, Crossbow Bolt. This wooden case can hold up 
to twenty crossbow bolts. 

Case, Map or Scroll. This cylindrical leather case can 
hold up to ten rolled-up sheets of paper or five rolled-up 
sheets of parchment. 

Chain. A chain has 10 hit points. It can be burst with a 
successful DC 20 Strength check. 

Climber’s Kit. ^ climber's kit includes special pitons, 
boot tips, gloves, and a harness. You can use the 
climber's kit as an action to anchor yourself; when you 
do, you can't fall more than 25 feet from the point where 
you anchored yourself, and you can't climb more than 25 
feet away from that point without undoing the anchor. 

Component Pouch. ^ component pouch is a small, 
watertight leather belt pouch that has compartments 
to hold all the material components and other special 
items you need to cast your spells, except for those 
components that have a specific cost (as indicated in a 
spell's description). 

Crowbar. Using a crowbar grants advantage 
to Strength checks where the crowbar's leverage 
can be applied. 


Druidic Focus. ^ druidic focus might be a sprig of 
mistletoe or holly, a wand or scepter made of yew or 
another special wood, a staff drawn whole out of a living 
tree, or a totem object incorporating feathers, fur, bones, 
and teeth from sacred animals. A druid can use such an 
object as a spellcasting focus, as described in chapter 10. 

Fishing Tackle. This kit includes a wooden rod, silken 
line, corkwood bobbers, steel hooks, lead sinkers, velvet 
lures, and narrow netting. 

Healer's Kit. This kit is a leather pouch containing 
bandages, salves, and splints. The kit has ten uses. As 
an action, you can expend one use of the kit to stabilize 
a creature that has 0 hit points, without needing to make 
a Wisdom (Medicine) check. 

Holy Symbol. ^ holy symbol is a representation of 
a god or pantheon. It might be an amulet depicting a 
symbol representing a deity, the same symbol carefully 
engraved or inlaid as an emblem on a shield, or a tiny 
box holding a fragment of a sacred relic. Appendix B 
lists the symbols commonly associated with many gods 
in the multiverse. A cleric or paladin can use a holy 
symbol as a spellcasting focus, as described in chapter 
10. To use the symbol in this way, the caster must hold it 
in hand, wear it visibly, or bear it on a shield. 

Holy Water. As an action, you can splash the contents 
of this flask onto a creature within 5 feet of you or throw 
it up to 20 feet, shattering it on impact. In either case, 
make a ranged attack against a target creature, treating 
the holy water as an improvised weapon. If the target is 
a fiend or undead, it takes 2d6 radiant damage. 


ru, ee 
EQUIPMENT PACKS 
The starting equipment you get from your class includes a 
collection of useful adventuring gear, put together in a pack. 
The contents of these packs are listed here. If you are buying 
your starting equipment, you can purchase a pack for the 
price shown, which might be cheaper than buying the items 
individually. 

Burglar's Pack (16 gp). Includes a backpack, a bag of 1,000 
ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a 
hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days 
rations, a tinderbox, and a waterskin. The pack also has 50 
feet of hempen rope strapped to the side of it. 

Diplomat's Pack (39 gp). Includes a chest, 2 cases for maps 
and scrolls, a set of fine clothes, a bottle of ink, an ink pen, 

a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, 
sealing wax, and soap. 

Dungeoneer's Pack (12 gp). Includes a backpack, a crowbar, 
a hammer, 10 pitons, 10 torches, a tinderbox, 10 days 
of rations, and a waterskin. The pack also has 50 feet of 
hempen rope strapped to the side of it. 

Entertainer's Pack (40 gp). Includes a backpack, a bedroll, 
2 costumes, 5 candles, 5 days of rations, a waterskin, and a 
disguise kit. 

Explorer's Pack (10 gp). Includes a backpack, a bedroll, 

a mess kit, a tinderbox, 10 torches, 10 days of rations, and 
a waterskin. The pack also has 50 feet of hempen rope 
strapped to the side of it. 

Priest's Pack (19 gp). Includes a backpack, a blanket, 10 
candles, a tinderbox, an alms box, 2 blocks of incense, a 
censer, vestments, 2 days of rations, and a waterskin. 

Scholar's Pack (40 gp). Includes a backpack, a book of lore, 
a bottle of ink, an ink pen, 10 sheets of parchment, a little 
bag of sand, and a small knife. 


-——————J 


PART 1| EQUIPMENT 


E 


A cleric or paladin may create holy water by 
performing a special ritual. The ritual takes 1 hour 
to perform, uses 25 gp worth of powdered silver, and 
requires the caster to expend a Ist-level spell slot. 

Hunting Trap. When you use your action to set it, 
this trap forms a saw-toothed steel ring that snaps shut 
when a creature steps on a pressure plate in the center. 
The trap is affixed by a heavy chain to an immobile 
object, such as a tree or a spike driven into the ground. 
A creature that steps on the plate must succeed on a DC 
13 Dexterity saving throw or take 1d4 piercing damage 
and stop moving. Thereafter, until the creature breaks 
free of the trap, its movement is limited by the length 
of the chain (typically 3 feet long). A creature can use 
its action to make a DC 13 Strength check, freeing 
itself or another creature within its reach on a success. 
Each failed check deals 1 piercing damage to the 
trapped creature. 

Lamp. ^ lamp casts bright light in a 15-foot radius 
and dim light for an additional 30 feet. Once lit, it burns 
for 6 hours on a flask (1 pint) of oil. 

Lantern, Bullseye. A bullseye lantern casts bright 
light in a 60-foot cone and dim light for an additional 60 
feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. 

Lantern, Hooded. A hooded lantern casts bright light 
in a 30-foot radius and dim light for an additional 30 
feet. Once lit, it burns for 6 hours on a flask (1 pint) of 
oil. As an action, you can lower the hood, reducing the 
light to dim light in a 5-foot radius. 

Lock. A key is provided with the lock. Without the 
key, a creature proficient with thieves’ tools can pick 
this lock with a successful DC 15 Dexterity check. 

Your DM may decide that better locks are available 
for higher prices. 


PART 1 | EQUIPMENT 


Magnifying Glass. This lens allows a closer look at 
small objects. It is also useful as a substitute for flint 
and steel when starting fires. Lighting a fire with a 
magnifying glass requires light as bright as sunlight to 
focus, tinder to ignite, and about 5 minutes for the fire 
to ignite. A magnifying glass grants advantage on any 
ability check made to appraise or inspect an item that is 
small or highly detailed. 

Manacles. These metal restraints can bind a Small 
or Medium creature. Escaping the manacles requires 
a successful DC 20 Dexterity check. Breaking them 
requires a successful DC 20 Strength check. Each 
set of manacles comes with one key. Without the key, 
a creature proficient with thieves’ tools can pick the 
manacles’ lock with a successful DC 15 Dexterity 
check. Manacles have 15 hit points. 

Mess Kit. This tin box contains a cup and simple 
cutlery. The box clamps together, and one side can 
be used as a cooking pan and the other as a plate or 
shallow bowl. 

Oil. Oil usually comes in a clay flask that holds 1 
pint. As an action, you can splash the oil in this flask 
onto a creature within 5 feet of you or throw it up to 
20 feet, shattering it on impact. Make a ranged attack 
against a target creature or object, treating the oil as 
an improvised weapon. On a hit, the target is covered 
in oil. If the target takes any fire damage before the oil 
dries (after 1 minute), the target takes an additional 5 
fire damage from the burning oil. You can also pour a 
flask of oil on the ground to cover a 5-foot-square arca, 
provided that the surface is level. If lit, the oil burns for 
2 rounds and deals 5 fire damage to any creature that 
enters the area or ends its turn in the area. A creature 
can take this damage only once per turn. 


Poison, Basic. You can use the poison in this vial 
to coat one slashing or piercing weapon or up to three 
pieces of ammunition. Applying the poison takes 
an action. A creature hit by the poisoned weapon or 
ammunition must make a DC 10 Constitution saving 
throw or take 1d4 poison damage. Once applied, the 
poison retains potency for 1 minute before drying. 

Potion of Healing. A character who drinks the magical 
red fluid in this vial regains 2d4 + 2 hit points. Drinking 
or administering a potion takes an action. 

Pouch. A cloth or leather pouch can hold up to 20 
sling bullets or 50 blowgun needles, among other 
things. A compartmentalized pouch for holding spell 
components is called a component pouch (described 
earlier in this section). 

Quiver. A quiver can hold up to 20 arrows. 

Ram, Portable. You can use a portable ram to break 
down doors. When doing so, you gain a +4 bonus on the 
Strength check. One other character can help you use 
the ram, giving you advantage on this check. 

Rations, Rations consist of dry foods suitable 
for extended travel, including jerky, dried fruit, 
hardtack, and nuts. 

Rope. Rope, whether made of hemp or silk, has 2 hit 
points and can be burst with a DC 17 Strength check. 

Scale, Merchant's. A scale includes a small balance, 
pans, and a suitable assortment of weights up to 2 
pounds. With it, you can measure the exact weight of 
small objects, such as raw precious metals or trade 
goods, to help determine their worth. 

Spellbook. Essential for wizards, a spellbook is 
a leather-bound tome with 100 blank vellum pages 
suitable for recording spells. 


Spyglass. Objects viewed through a spyglass are 
magnified to twice their size. 

Tent. A simple and portable canvas shelter, a 
tent sleeps two. 

Tinderbox. This small container holds flint, fire steel, 
and tinder (usually dry cloth soaked in light oil) used to 
kindle a fire. Using it to light a torch—or anything else 
with abundant, exposed fuel—takes an action. Lighting 
any other fire takes 1 minute. 

Torch. A torch burns for 1 hour, providing bright light 
in a 20-foot radius and dim light for an additional 20 
feet. If you make a melee attack with a burning torch 
and hit, it deals 1 fire damage. 


CONTAINER CAPACITY 


Container Capacity 

Backpack* 1 cubic foot/30 pounds of gear 
Barrel 40 gallons liquid, 4 cubic feet solid 
Basket 2 cubic feet/40 pounds of gear 
Bottle 12 pints liquid 

Bucket 3 gallons liquid, 1/2 cubic foot solid 
Chest 12 cubic feet/300 pounds of gear 
Flask or tankard 1 pint liquid 

Jug or pitcher 1 gallon liquid 

Pot, iron 1 gallon liquid 

Pouch 1/5 cubic foot/6 pounds of gear 
Sack 1 cubic foot/30 pounds of gear 
Vial 4 ounces liquid 

Waterskin 4 pints liquid 


* You can also strap items, such as a bedroll or a coil of rope, 
to the outside of a backpack. 


154 


TOOLS 


A tool helps you to do something you couldn't otherwise 
do, such as craft or repair an item, forge a document, or 
pick a lock. Your race, class, background, or feats give 
you proficiency with certain tools. Proficiency with a tool 
allows you to add your proficiency bonus to any ability 
check you make using that tool. Tool use is not tied to 

a single ability, since proficiency with a tool represents 
broader knowledge of its use. For example, the DM 
might ask you to make a Dexterity check to carve a fine 
detail with your woodcarver's tools, or a Strength check 
to make something out of particularly hard wood. 


TooLs 
Item Cost Weight 
Artisan’s tools 
Alchemist's supplies 50 gp 8 Ib. 
Brewer's supplies 20 gp 9 Ib. 
Calligrapher's supplies 10 gp 5 Ib. 
Carpenter's tools 8 gp 6 Ib. 
Cartographer's tools 15 gp. 6 Ib. 
Cobbler's tools 5gp 5 lb. 
Cook's utensils lgp 8 Ib. 
Glassblower's tools 30 gp 5 lb. 
Jeweler's tools 25 gp 2 Ib. 
Leatherworker's tools 5gp 5 Ib. 
Mason's tools 10 gp 8 Ib. 
Painter's supplies 10 gp 5 Ib. 
Potter's tools 10 gp 3 Ib. 
Smith's tools 20 gp 8 Ib. 
Tinker's tools 50 gp 10 Ib. 
Weaver's tools 1gp 5 Ib. 
Woodcarver's tools 1 gp 5 Ib. 
Disguise kit 25 gp 3 Ib. 
Forgery kit 15 gp 5 Ib. 
Gaming set 
Dice set lsp = 
Dragonchess set lgp 1/2 Ib. 
Playing card set 5sp — 
Three-Dragon Ante set 1gp — 
Herbalism kit 5gp 3 Ib. 
Musical instrument 
Bagpipes 30 gp 6 Ib. 
Drum 6 gp 3 Ib. 
Dulcimer 25 gp 10 Ib. 
Flute 2 gp 1 lb. 
Lute 35 gp 2 lb. 
Lyre 30 gp 2 Ib. 
Horn 3 gp 2 Ib. 
Pan flute 12gp 2 Ib. 
Shawm 2 gp 1 Ib. 
Viol 30 gp 1 Ib. 
Navigator's tools 25 gp 2 Ib. 
Poisoner's kit 50 gp 2 Ib. 
Thieves' tools 25 gp 1 lb. 
Vehicles (land or water) * * 


* See the "Mounts and Vehicles" section. 


PART 1 | EQUIPMENT 


Artisan's Tools. These special tools include the items 
needed to pursue a craft or trade. The table shows 
examples of the most common types of tools, each 
providing items related to a single craft. Proficiency 
with a set of artisan's tools lets you add your proficiency 
bonus to any ability checks you make using the tools 
in your craft. Each type of artisan's tools requires a 
separate proficiency. 

Disguise Kit. This pouch of cosmetics, hair dye, and 
small props lets you create disguises that change your 
physical appearance. Proficiency with this kit lets you 
add your proficiency bonus to any ability checks you 
make to create a visual disguise. 

Forgery Kit. This small box contains a variety of 
papers and parchments, pens and inks, seals and 
sealing wax, gold and silver leaf, and other supplies 
necessary to create convincing forgeries of physical 
documents. Proficiency with this kit lets you add your 
proficiency bonus to any ability checks you make to 
create a physical forgery of a document. 

Gaming Set. This item encompasses a wide range 
of game pieces, including dice and decks of cards (for 
games such as Three-Dragon Ante). A few common 
examples appear on the Tools table, but other kinds of 
gaming sets exist. If you are proficient with a gaming 
set, you can add your proficiency bonus to ability checks 
you make to play a game with that set. Each type of 
gaming set requires a separate proficiency. 

Herbalism Kit. This kit contains a variety of 
instruments such as clippers, mortar and pestle, and 
pouches and vials used by herbalists to create remedies 
and potions. Proficiency with this kit lets you add your 
proficiency bonus to any ability checks you make to 
identify or apply herbs. Also, proficiency with this kit is 
required to create antitoxin and potions of healing. 

Musical Instrument. Several of the most common 
types of musical instruments are shown on the table as 
examples. If you have proficiency with a given musical 
instrument, you can add your proficiency bonus to 
any ability checks you make to play music with the 
instrument. A bard can use a musical instrument as a 
spellcasting focus, as described in chapter 10. Each type 
of musical instrument requires a separate proficiency. 

Navigator’s Tools. This set of instruments is used 
for navigation at sea. Proficiency with navigator's tools 
lets you chart a ship's course and follow navigation 
charts. In addition, these tools allow you to add your 
proficiency bonus to any ability check you make to avoid 
getting lost at sea. 

Poisoner’s Kit. A poisoner's kit includes the vials, 
chemicals, and other equipment necessary for the 
creation of poisons. Proficiency with this kit lets you add 
your proficiency bonus to any ability checks you make to 
craft or use poisons. 

Thieves' Tools. This set of tools includes a small file, 
a set of lock picks, a small mirror mounted on a metal 
handle, a set of narrow-bladed scissors, and a pair of 
pliers. Proficiency with these tools lets you add your 
proficiency bonus to any ability checks you make to 
disarm traps or open locks. 


MOUNTS AND VEHICLES 


A good mount can help you move more quickly through 
the wilderness, but its primary purpose is to carry the 
gear that would otherwise slow you down. The Mounts 
and Other Animals table shows each animal’s speed and 
base carrying capacity. 

An animal pulling a carriage, cart, chariot, sled, 
or wagon can move weight up to five times its base 
carrying capacity, including the weight of the vehicle. 

If multiple animals pull the same vehicle, they can add 
their carrying capacity together. 

Mounts other than those listed here are available in 
the worlds of D&D, but they are rare and not normally 
available for purchase. These include flying mounts 
(pegasi, griffons, hippogriffs, and similar animals) and 
even aquatic mounts (giant sea horses, for example). 
Acquiring such a mount often means securing an egg 
and raising the creature yourself, making a bargain with 
a powerful entity, or negotiating with the mount itself. 

Barding. Barding is armor designed to protect an 
animal's head, neck, chest, and body. Any type of 
armor shown on the Armor table in this chapter can 
be purchased as barding. The cost is four times the 
equivalent armor made for humanoids, and it weighs 
twice as much. 

Saddles. A military saddle braces the rider, helping 
you keep your seat on an active mount in battle. It 
gives you advantage on any check you make to remain 
mounted. An exotic saddle is required for riding any 
aquatic or flying mount. 

Vehicle Proficiency. If you have proficiency with a 
certain kind of vehicle (land or water), you can add your 
proficiency bonus to any check you make to control that 
kind of vehicle in difficult circumstances. 

Rowed Vessels. Keclboats and rowboats are used on 
lakes and rivers. If going downstream, add the speed of 
the current (typically 3 miles per hour) to the speed of 


the vehicle. These vehicles can't be rowed against any 
significant current, but they can be pulled upstream 
by draft animals on the shores. A rowboat weighs 100 
pounds, in case adventurers carry it over land. 


MOUNTS AND OTHER ANIMALS 


Carrying 
Item Cost Speed Capacity 
Camel 50 gp 50 ft. 480 Ib. 
Donkey or mule 8 gp 40 ft. 420 Ib. 
Elephant 200 gp 40 ft. 1,320 Ib. 
Horse, draft 50 gp 40 ft. 540 Ib. 
Horse, riding 75 gp 60 ft. 480 Ib. 
Mastiff 25 gp 40 ft. 195 Ib. 
Pony 30 gp 40 ft. 225 |b. 
Warhorse 400 gp 60 ft. 540 Ib. 


TACK, HARNESS, AND DRAWN VEHICLES 


Item Cost Weight 
Barding x4 x2 
Bit and bridle 2gp 1 Ib. 
Carriage 100 gp 600 Ib. 
Cart 15 gp 200 Ib. 
Chariot 250 gp 100 Ib. 
Feed (per day) 5cp 10 Ib. 
Saddle 
Exotic 60 gp 40 Ib. 
Military 20 gp 30 Ib. 
Pack 5gp 15 Ib. 
Riding 10 gp 25 Ib. 
Saddlebags 4 gp 8 Ib. 
Sled 20 gp 300 Ib. 
Stabling (per day) 5sp — 
Wagon 35 gp 400 Ib. 
WATERBORNE VEHICLES 
Item Cost Speed 
Galley 30,000 gp 4 mph 
Keelboat 3,000 gp 1 mph 
Longship 10,000 gp 3 mph 
Rowboat 50 gp 1¥2 mph 
Sailing ship 10,000 gp 2 mph 
Warship 25,000 gp 21⁄2 mph 


TRADE GOODS 


Most wealth is not in coins. It is measured in livestock, 
grain, land, rights to collect taxes, or rights to resources 
(such as a mine or a forest). 

Guilds, nobles, and royalty regulate trade. Chartered 
companies are granted rights to conduct trade along 
certain routes, to send merchant ships to various ports, 
or to buy or sell specific goods. Guilds set prices for 
the goods or services that they control, and determine 
who may or may not offer those goods and services. 
Merchants commonly exchange trade goods without 
using currency. The Trade Goods table shows the value 
of commonly exchanged goods. 


TRADE Goops 
Cost Goods 
lcp 1 Ib. of wheat 
2cp 1 |b. of flour or one chicken 
5cp 1 |b. of salt 
lsp  lib.ofiron or 1 sq. yd. of canvas 
5sp  llb.of copper or 1 sq. yd. of cotton cloth 
lgp 1lb. of ginger or one goat 
2gp  llb.of cinnamon or pepper, or one sheep 
3gp 1lb. of cloves or one pig 
Sgp 1 Ib. of silver or 1 sq. yd. of linen 


10 gp  lsq.yd.ofsilk or one cow 
l5gp 1lb. of saffron or one ox 
50gp 1 1b. of gold 
500 gp  llb.of platinum 
EXPENSES 


When not descending into the depths of the earth, 
exploring ruins for lost treasures, or waging war against 
the encroaching darkness, adventurers face more 
mundane realities. Even in a fantastical world, people 
require basic necessities such as shelter, sustenance, 
and clothing. These things cost money, although some 
lifestyles cost more than others. 


LIFESTYLE EXPENSES 


Lifestyle expenses provide you with a simple way to 
account for the cost of living in a fantasy world. They 
cover your accommodations, food and drink, and all 
your other necessities. Furthermore, expenses cover the 


. cost of maintaining your equipment so you can be ready 


"When adventure next calls. 

At the start of each week or month (your choice), 
choose a lifestyle from the Expenses table and pay the 
price to sustain that lifestyle. The prices listed are per 
day, so if you wish to calculate the cost of your chosen 
lifestyle over a thirty-day period, multiply the listed price 
by 30. Your lifestyle might change from one period to 
the next, based on the funds you have at your disposal, 
or you might maintain the same lifestyle throughout 
your character's career. 

Your lifestyle choice can have consequences. 
Maintaining a wealthy lifestyle might help you make 
contacts with the rich and powerful, though you run the 
risk of attracting thieves. Likewise, living frugally might 
help you avoid criminals, but you are unlikely to make 
powerful connections. 


LIFESTYLE EXPENSES 


Lifestyle Price/Day 
Wretched — 
Squalid lsp 
Poor 2sp 
Modest lgp 
Comfortable 2 gp 
Wealthy 4 gp 


Aristocratic 10 gp minimum 


PART 1 | EQUIPMENT 


Wretched. You live in inhumane conditions. With 
no place to call home, you shelter wherever you can, 
sneaking into barns, huddling in old crates, and relying 
on the good graces of people better off than you. A 
wretched lifestyle presents abundant dangers. Violence, 
disease, and hunger follow you wherever you go, Other 
wretched people covet your armor, weapons, and 
adventuring gear, which represent a fortune by their 
standards. You are beneath the notice of most people. 

Squalid. You live in a leaky stable, a mud-floored hut 
just outside town, or a vermin-infested boarding house 
in the worst part of town. You have shelter from the 
elements, but you live in a desperate and often violent 
environment, in places rife with disease, hunger, and 
misfortune. You are beneath the notice of most people, 
and you have few legal protections, Most people at 
this lifestyle level have suffered some terrible setback. 
They might be disturbed, marked as exiles, or suffer 
from disease. 

Poor. A poor lifestyle means going without the 
comforts available in a stable community. Simple food 
and lodgings, threadbare clothing, and unpredictable 
conditions result in a sufficient, though probably 
unpleasant, experience. Your accommodations might 
be a room in a flophouse or in the common room above 
a tavern. You benefit from some legal protections, 
but you still have to contend with violence, crime, 
and disease. People at this lifestyle level tend to be 
unskilled laborers, costermongers, peddlers, thieves, 
mercenaries, and other disreputable types. 

Modest. A modest lifestyle keeps you out of the slums 
and ensures that you can maintain your equipment. 

You live in an older part of town, renting a room in a 
boarding house, inn, or temple. You don't go hungry or 
thirsty, and your living conditions are clean, if simple. 
Ordinary people living modest lifestyles include soldiers 
with families, laborers, students, priests, hedge wizards, 
and the like. 


PART 1| EQUIPMENT 


Comfortable. Choosing a comfortable lifestyle 
means that you can afford nicer clothing and can easily 
maintain your equipment. You live in a small cottage 
in a middle-class neighborhood or in a private room 
at a fine inn. You associate with merchants, skilled 
tradespeople, and military officers. 

Wealthy. Choosing a wealthy lifestyle means living a 
life of luxury, though you might not have achieved the 
social status associated with the old money of nobility 
or royalty. You live a lifestyle comparable to that of a 
highly successful merchant, a favored servant of the 
royalty, or the owner of a few small businesses. You 
have respectable lodgings, usually a spacious home in 
a good part of town or a comfortable suite at a fine inn. 
You likely have a small staff of servants. 

Aristocratic. You live a life of plenty and comfort. You 
move in circles populated by the most powerful people 
in the community. You have excellent lodgings, perhaps 
a townhouse in the nicest part of town or rooms in the 
finest inn. You dine at the best restaurants, retain the 
most skilled and fashionable tailor, and have servants 
attending to your every need. You receive invitations 
to the social gatherings of the rich and powerful, and 
spend evenings in the company of politicians, guild 
leaders, high priests, and nobility. You must also 
contend with the highest levels of deceit and treachery. 
The wealthier you are, the greater the chance you will 
be drawn into political intrigue as a pawn or participant. 


Foop, DRINK, AND LODGING 


The Food, Drink, and Lodging table gives prices for 
individual food items and a single night’s lodging. These 
prices are included in your total lifestyle expenses. 


Foob, DRINK, AND LODGING 


Item Cost 
Ale 
Gallon 2sp 
Mug 4cp 
Banquet (per person) 10 gp 


Bread, loaf 2cp 
Cheese, hunk lsp 
Inn stay (per day) 

Squalid 7 cp 
Poor lsp 
Modest 5sp 
Comfortable 8 sp 
Wealthy 2gp 
Aristocratic 4 gp 
Meals (per day) 

Squalid 3cp 
Poor 6 cp 
Modest 3sp 
Comfortable 5 sp 
Wealthy 8 sp 
Aristocratic 2 gp 
Meat, chunk 3sp 
Wine 

Common (pitcher) 2sp 
Fine (bottle) 10 gp 


OOS SSE EEE 

SELF-SUFFICIENCY 
The expenses and lifestyles described in this chapter assume 
that you are spending your time between adventures in town, 
availing yourself of whatever services you can afford—paying 
for food and shelter, paying townspeople to sharpen your 
sword and repair your armor, and so on. Some characters, 
though, might prefer to spend their time away from 
civilization, sustaining themselves in the wild by hunting, 
foraging, and repairing their own gear. 

Maintaining this kind of lifestyle doesn’t require you to 
spend any coin, but it is time-consuming. If you spend 


your time between adventures practicing a profession, as ki 


described in chapter 8, you can eke out the equivalent of a 
poor lifestyle. Proficiency in the Survival skill lets you live at 
the equivalent of a comfortable lifestyle. 

be a 


SERVICES 


Adventurers can pay nonplayer characters to assist them 
or act on their behalf in a variety of circumstances. Most 
such hirelings have fairly ordinary skills, while others 
are masters of a craft or art, and a few are experts with 
specialized adventuring skills. 

Some of the most basic types of hirelings appear on 
the Services table. Other common hirelings include 
any of the wide variety of people who inhabit a typical 
town or city, when the adventurers pay them to 
perform a specific task. For example, a wizard might 
pay a carpenter to construct an elaborate chest (and 
its miniature replica) for use in the Leomund's secret 
chest spell. A fighter might commission a blacksmith to 
forge a special sword. A bard might pay a tailor to make 
exquisite clothing for an upcoming performance in 
front of the duke. 

Other hirelings provide more expert or dangerous 
services. Mercenary soldiers paid to help the 
adventurers take on a hobgoblin army are hirelings, as 
are sages hired to research ancient or esoteric lore. If a 
high-level adventurer establishes a stronghold of some 
kind, he or she might hire a whole staff of servants and 
agents to run the place, from a castellan or steward 
to menial laborers to keep the stables clean. These 
hirelings often enjoy a long-term contract that includes 
a place to live within the stronghold as part of the 
offered compensation. 


SERVICES 

Service Pay 

Coach cab 
Between towns 3 cp per mile 
Within a city lcp 

Hireling 
Skilled 2 gp per day 
Untrained 2 sp per day 

Messenger 2 cp per mile 

Road or gate toll lcp 

Ship's passage 1 sp per mile 


Skilled hirelings include anyone hired to perform a 
service that involves a proficiency (including weapon, 
tool, or skill): a mercenary, artisan, scribe, and so on. 
The pay shown is a minimum; some expert hirelings 
require more pay. Untrained hirelings are hired for 
menial work that requires no particular skill and can 
include laborers, porters, maids, and similar workers. 


SPELLCASTING SERVICES 


People who are able to cast spells don't fall into the 
category of ordinary hirelings. It might be possible to 
find someone willing to cast a spell in exchange for coin 
or favors, but it is rarely easy and no established pay 
rates exist. As a rule, the higher the level of the desired 
spell, the harder it is to find someone who can cast it 
and the more it costs. 

Hiring someone to cast a relatively common spell 
of 1st or 2nd level, such as cure wounds or identify, is 
easy enough in a city or town, and might cost 10 to 50 
gold pieces (plus the cost of any expensive material 
components). Finding someone able and willing to 
cast a higher-level spell might involve traveling to a 
large city, perhaps one with a university or prominent 
temple. Once found, the spellcaster might ask for a 
service instead of payment—the kind of service that 
only adventurers can provide, such as retrieving a rare 
item from a dangerous locale or traversing a monster- 
infested wilderness to deliver something important to 
a distant settlement. 


TRINKETS 


When you make your character, you can roll once on 
the Trinkets table to gain a trinket, a simple item lightly 
touched by mystery. The DM might also use this table. 
It can help stock a room in a dungeon or fill a creature’s 
pockets. 


PART 1 | EQUIPMENT 


TRINKETS 


d100 Trinket 

01 A mummified goblin hand 

02 A piece of crystal that faintly glows in the moonlight 

03  Agold coin minted in an unknown land 

04  Adiary written in a language you don't know 

05  Abrassring that never tarnishes 

06. Anold chess piece made from glass 

07  Apairofknucklebone dice, each with a skull symbol 
on the side that would normally show six pips 

08  Asmallidol depicting a nightmarish creature that 
gives you unsettling dreams when you sleep near it 

09  Arope necklace from which dangles four mummified 
elf fingers 

10 The deed for a parcel of land in a realm unknown 
to you 

11 Al-ounce block made from an unknown material 

12 A small cloth doll skewered with needles 

13  Atooth from an unknown beast 

14 An enormous scale, perhaps from a dragon 

15 A bright green feather 

16 An old divination card bearing your likeness 

17 Aglass orb filled with moving smoke 

18 A 1-pound egg with a bright red shell 

19 A pipe that blows bubbles 

20 A glass jar containing a weird bit of flesh floating in 
pickling fluid 

21  Atiny gnome-crafted music box that plays a song 
you dimly remember from your childhood 

22  Asmall wooden statuette of a smug halfling 

23  Abrass orb etched with strange runes 

24 A multicolored stone disk 

25 A tiny silver icon of a raven 

26 A bag containing forty-seven humanoid teeth, one 
of which is rotten 


d100 
27 


28 


29 
30 


31 
32 
33 
34 


35 
36 
37 
38 
39 


40 


41 
42 
43 
44 
45 


46 


47 


48 


49 
50 


Trinket 

A shard of obsidian that always feels warm to the 
touch 

A dragon's bony talon hanging from a plain leather 
necklace 

A pair of old socks 

A blank book whose pages refuse to hold ink, chalk, 
graphite, or any other substance or marking 

A silver badge in the shape of a five-pointed star 

A knife that belonged to a relative 

A glass vial filled with nail clippings 

A rectangular metal device with two tiny metal cups 
on one end that throws sparks when wet 

A white, sequined glove sized for a human 

A vest with one hundred tiny pockets 

A small, weightless stone block 

A tiny sketch portrait of a goblin 

An empty glass vial that smells of perfume when 
opened 

A gemstone that looks like a lump of coal when 
examined by anyone but you 

A scrap of cloth from an old banner 

A rank insignia from a lost legionnaire 

A tiny silver bell without a clapper 

A mechanical canary inside a gnomish lamp 

A tiny chest carved to look like it has numerous feet 
on the bottom 

A dead sprite inside a clear glass bottle 

A metal can that has no opening but sounds as if it 
is filled with liquid, sand, spiders, or broken glass 
(your choice) 

A glass orb filled with water, in which swims a 


clockwork goldfish 
A silver spoon with an M engraved on the handle 
A whistle made from gold-colored wood 


d100 
51 
52 
53 
54 
55 
56 
57 
58 
59 
60 
61 
62 
63 
64 
65 


66 
67 
68 
69 
70 
7 


72 
73 


74 
75 
76 
77 


78 


Trinket 

A dead scarab beetle the size of your hand 

Two toy soldiers, one with a missing head 

A small box filled with different-sized buttons 

A candle that can't be lit 

A tiny cage with no door 

An old key 

An indecipherable treasure map 

A hilt from a broken sword 

A rabbit's foot 

A glass eye 

A cameo carved in the likeness of a hideous person 
A silver skull the size of a coin 

An alabaster mask 

A pyramid of sticky black incense that smells very bad 
A nightcap that, when worn, gives you pleasant 
dreams 

A single caltrop made from bone 

A gold monocle frame without the lens 

A 1-inch cube, each side painted a different color 
A crystal knob from a door 

A small packet filled with pink dust 

A fragment of a beautiful song, written as musical 
notes on two pieces of parchment 

A silver teardrop earring made from a real teardrop 
The shell of an egg painted with scenes of human 
misery in disturbing detail 

A fan that, when unfolded, shows a sleeping cat 

A set of bone pipes 

A four-leaf clover pressed inside a book discussing 
manners and etiquette 

A sheet of parchment upon which is drawn a complex 
mechanical contraption 

An ornate scabbard that fits no blade you have 
found so far 


d100 


100 


Trinket 

An invitation to a party where a murder happened 
A bronze pentacle with an etching of a rat's head 

in its center 

A purple handkerchief embroidered with the name of 
a powerful archmage 

Half of a floorplan for a temple, castle, or some other 
structure 

A bit of folded cloth that, when unfolded, turns into 
a stylish cap 

A receipt of deposit at a bank in a far-flung city 

A diary with seven missing pages 

An empty silver snuffbox bearing an inscription on 
the surface that says "dreams" 

An iron holy symbol devoted to an unknown god 

A book that tells the story of a legendary hero's rise 
and fall, with the last chapter missing 

A vial of dragon blood 

An ancient arrow of elven design 

A needle that never bends 

An ornate brooch of dwarven design 

An empty wine bottle bearing a pretty label that says, 
"The Wizard of Wines Winery, Red Dragon Crush, 
331422-W" 

A mosaic tile with a multicolored, glazed surface 

A petrified mouse 

A black pirate flag adorned with a dragon's skull 
and crossbones 

A tiny mechanical crab or spider that moves about 
when it's not being observed 

A glass jar containing lard with a label that reads, 
"Griffon Grease" 

A wooden box with a ceramic bottom that holds a 
living worm with a head on each end of its body 

A metal urn containing the ashes of a hero 


PART 1 EQUIPMENT 


CHAPTER 6: CUSTOMIZATION OPTIONS 


S HE COMBINATION OF ABILITY SCORES, RACE, 
class, and background defines your 
character's capabilities in the game, and 
the personal details you create set your 
character apart from every other character. 
Even within your class and race, you have 
options to fine-tune what your character 

can do. But this chapter is for players who—with the 
DM's permission—want to go a step further. 

This chapter defines two optional sets of rules for 
customizing your character: multiclassing and feats. 
Multiclassing lets you combine classes together, 
and feats are special options you can choose instead 
of increasing your ability scores as you gain levels. 
Your DM decides whether these options are available 
in a campaign. 


MULTICLASSING 


Multiclassing allows you to gain levels in multiple 
classes. Doing so lets you mix the abilities of those 
classes to realize a character concept that might not be 
reflected in one of the standard class options. 

With this rule, you have the option of gaining a level 
in a new class whenever you advance in level, instead 
of gaining a level in your current class. Your levels in 
all your classes are added together to determine your 
character level. For example, if you have three levels in 
wizard and two in fighter, you're a 5th-level character. 

As you advance in levels, you might primarily remain 
a member of your original class with just a few levels 
in another class, or you might change course entirely, 
never looking back at the class you left behind. You 
might even start progressing in a third or fourth class. 
Compared to a single-class character of the same level, 
you'll sacrifice some focus in exchange for versatility. 


fb —————— — ———— Áo -— — 

MULTICLASSING EXAMPLE 
Gary is playing a 4th-level fighter. When his character earns 
enough experience points to reach 5th level, Gary decides 
that his character will multiclass instead of continuing to 
progress as a fighter. Gary's fighter has been spending a lot 
of time with Dave's rogue, and has even been doing some 
jobs on the side for the local thieves' guild as a bruiser. Gary 
decides that his character will multiclass into the rogue class, 
and thus his character becomes a 4th-level fighter and 1st- 
level rogue (written as fighter 4/rogue 1). 

When Gary's character earns enough experience to 
reach 6th level, he can decide whether to add another 
fighter level (becoming a fighter 5/rogue 1), another rogue 
level (becoming a fighter 4/rogue 2), or a level in a third 
class, perhaps dabbling in wizardry thanks to the tome of 
mysterious lore he acquired (becoming a fighter 4/rogue 1/ 
wizard 1). 


; 


PREREQUISITES 


To qualify for a new class, you must meet the ability score 
prerequisites for both your current class and your new 
one, as shown in the Multiclassing Prerequisites table. 
For example, a barbarian who decides to multiclass into 
the druid class must have both Strength and Wisdom 
scores of 13 or higher. Without the full training that 

a beginning character receives, you must be a quick 
study in your new class, having a natural aptitude that 

is reflected by higher-than-average ability scores. 


MULTICLASSING PREREQUISITES 


Class Ability Score Minimum 
Barbarian Strength 13 

Bard Charisma 13 

Cleric Wisdom 13 

Druid Wisdom 13 

Fighter Strength 13 or Dexterity 13 
Monk Dexterity 13 and Wisdom 13 
Paladin Strength 13 and Charisma 13 
Ranger Dexterity 13 and Wisdom 13 
Rogue Dexterity 13 

Sorcerer Charisma 13 

Warlock Charisma 13 

Wizard Intelligence 13 


EXPERIENCE POINTS 


The experience point cost to gain a level is always 

based on your total character level, as shown in the 
Character Advancement table in chapter 1, not your level 
in a particular class. So, if you are a cleric 6/fighter 1, 
you must gain enough XP to reach 8th level before you 
can take your second level as a fighter or your seventh 
level as a cleric. 


HIT POINTS AND Hit DICE 


You gain the hit points from your new class as described 
for levels after 1st. You gain the 1st-level hit points for a 
class only when you are a 1st-level character. 

You add together the Hit Dice granted by all your 
classes to form your pool of Hit Dice. If the Hit Dice are 
the same die type, you can simply pool them together. 
For example, both the fighter and the paladin have a 
410. so if you are a paladin 5/fighter 5, you have ten d10 
Hit Dice. If your classes give you Hit Dice of different 
types, keep track of them separately. If you are a paladin 
5/cleric 5, for example, you have five d10 Hit Dice and 
five d8 Hit Dice. 


PROFICIENCY BONUS 


Your proficiency bonus is always based on your total 
character level, as shown in the Character Advancement 
table in chapter 1, not your level in a particular class. 
For example, if you are a fighter 3/rogue 2, you have the 
proficiency bonus of a 5th-level character, which is +3. 


PART 1 | CUSTOMIZATION OPTIONS 


164 


PROFICIENCIES 


When you gain a level in a class other than your first, 
you gain only some of that class's starting proficiencies, 
as shown in the Multiclassing Proficiencies table. 


MULTICLASSING PROFICIENCIES 


Class Proficiencies Gained 

Barbarian Shields, simple weapons, martial weapons 

Bard Light armor, one skill of your choice, one 
musical instrument of your choice 

Cleric Light armor, medium armor, shields 

Druid Light armor, medium armor, shields (druids 
will not wear armor or use shields made of 
metal) 

Fighter Light armor, medium armor, shields, simple 
weapons, martial weapons 

Monk Simple weapons, shortswords 

Paladin Light armor, medium armor, shields, simple 
weapons, martial weapons 

Ranger Light armor, medium armor, shields, simple 


weapons, martial weapons, one skill from the 
class’s skill list 

Rogue Light armor, one skill from the class's skill list, 
thieves’ tools 

Sorcerer — 

Warlock Light armor, simple weapons 

Wizard = — 


CLASS FEATURES 


When you gain a new level in a class, you get its features 
for that level. A few features, however, have additional 
rules when you're multiclassing: Channel Divinity, Extra 
Attack, Unarmored Defense, and Spellcasting. 


CHANNEL DIVINITY 

If you already have the Channel Divinity feature and gain 
a level in a class that also grants the feature, you gain the 
Channel Divinity effects granted by that class, but getting 
the feature again doesn't give you an additional use of 

it. You gain additional uses only when you reach a class 
level that explicitly grants them to you. For example, if 
you are a cleric 6/paladin 4, you can use Channel Divinity 
twice between rests because you are high enough level 
in the cleric class to have more uses. Whenever you use 
the feature, you can choose any of the Channel Divinity 
effects available to you from your two classes. 


EXTRA ATTACK 

If you gain the Extra Attack class feature from more 
than one class, the features don't add together. You 

can't make more than two attacks with this feature 
unless it says you do (as the fighter's version of Extra 
Attack does). Similarly, the warlock's eldritch invocation 
Thirsting Blade doesn't give you additional attacks if you 
also have Extra Attack. 


PART 1 | CUSTOMIZATION OPTIONS 


A ” 
UNARMORED DEFENSE 
If you already have the Unarmored Defense feature, you 
can't gain it again from another class. 


SPELLCASTING 

Your capacity for spellcasting depends partly on your 
combined levels in all your spellcasting classes and 
partly on your individual levels in those classes. Once 
you have the Spellcasting feature from more than one 
class, use the rules below. If you multiclass but have the 
Spellcasting feature from only one class, you follow the 
rules as described in that class. 

Spells Known and Prepared. You determine 
what spells you know and can prepare for each class 
individually, as if you were a single-classed member of 
that class. If you are a ranger 4/wizard 3, for example, 
you know three 1st-level ranger spells based on your 
levels in the ranger class. As 3rd-level wizard, you know 
three wizard cantrips, and your spellbook contains ten 
wizard spells, two of which (the two you gained when 
you reached 3rd level as a wizard) can be 2nd-level 
spells. If your Intelligence is 16, you can prepare six 
wizard spells from your spellbook. 

Each spell you know and prepare is associated with one 
of your classes, and you usc the spellcasting ability of that 
class when you cast the spell. Similarly, a spellcasting 
focus, such as a holy symbol, can be used only for the 
spells from the class associated with that focus. 

Spell Slots. You determine your available spell slots 
by adding together all your levels in the bard, cleric, 
druid, sorcerer, and wizard classes, half your levels 
(rounded down) in the paladin and ranger classes, and 
a third of your fighter or rogue levels (rounded down) 
if you have the Eldritch Knight or the Arcane Trickster 
feature. Use this total to determine your spell slots by 
consulting the Multiclass Spellcaster table. 

If you have more than one spellcasting class, this table 
might give you spell slots of a level that is higher than 
the spells you know or can prepare. You can use those 
slots, but only to cast your lower-level spells. If a lower- 
level spell that you cast, like burning hands, has an 
enhanced effect when cast using a higher-level slot, you 
can use the enhanced effect, even though you don't have 
any spells of that higher level. 

For example, if you are the aforementioned ranger 4/ 
wizard 3, you count as a 5th-level character when 
determining your spell slots: you have four 1st-level 
slots, three 2nd-level slots, and two 3rd-level slots. 
However, you don't know any 3rd-level spells, nor do you 
know any 2nd-level ranger spells. You can use the spell 
slots of those levels to cast the spells you do know—and 
potentially enhance their effects. 

Pact Magic. If you have both the Spellcasting class 
feature and the Pact Magic class feature from the warlock 
class, you can use the spell slots you gain from the Pact 
Magic feature to cast spells you know or have prepared 
from classes with the Spellcasting class feature, and you 
can use the spell slots you gain from the Spellcasting 
class feature to cast warlock spells you know. 


MULTICLASS SPELLCASTER: 
SPELL SLOTS PER SPELL LEVEL 
Lvl. 2nd 3rd 4th 5th 6th 7th 8th 9th 


me 


2 


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14th 
15th 
16th 
17th 
18th 
19th 
20th 


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FEATS 


A feat represents a talent or an area of expertise that gives 
a character special capabilities. It embodies training, 
experience, and abilities beyond what a class provides. 

At certain levels, your class gives you the Ability Score 
Improvement feature. Using the optional feats rule, you 
can forgo taking that feature to take a feat of your choice 
instead. You can take each feat only once, unless the 
feat’s description says otherwise. 

You must meet any prerequisite specified in a feat 
to take that feat. If you ever lose a feat’s prerequisite, 
you can't use that feat until you regain the prerequisite. 
For example, the Grappler feat requires you to have a 
Strength of 13 or higher. If your Strength is reduced 
below 13 somehow—perhaps by a withering curse— 
you can't benefit from the Grappler feat until your 
Strength is restored. 


ALERT 


Always on the lookout for danger, you gain the 
following benefits: 


* You gain a +5 bonus to initiative. 

* You can't be surprised while you are conscious. 

* Other creatures don't gain advantage on attack rolls 
against you as a result of being hidden from you. 


ATHLETE 


_ You have undergone extensive physical training to gain 


the following benefits: 


+ Increase your Strength or Dexterity score by 1, to a 
maximum of 20. 

* When you are prone, standing up uses only 5 feet of 
your movement. 


* Climbing doesn't halve your speed. 

* You can make a running long jump or a running high 
jump after moving only 5 feet on foot, rather than 
10 feet. 


ACTOR 


Skilled at mimicry and dramatics, you gain the 
following benefits: 


+ Increase your Charisma score by 1, to a maximum of 20. 

* You have advantage on Charisma (Deception) and 
Charisma (Performance) checks when trying to pass 
yourself off as a different person. 

+ You can mimic the speech of another person or the 
sounds made by other creatures. You must have 
heard the person speaking, or heard the creature 
make the sound, for at least 1 minute. A successful 
Wisdom (Insight) check contested by your Charisma 
(Deception) check allows a listener to determine that 
the effect is faked. 


CHARGER 


When you use your action to Dash, you can use a 
bonus action to make one melee weapon attack or to 
shove a creature. 

If you mowe at least 10 feet in a straight line 
immediately before taking this bonus action, you either 
gain a +5 bonus to the attack’s damage roll (if you chose 
to make a melee attack and hit) or push the target up 
to 10 feet away from you (if you chose to shove and 
you succeed). 


CROSSBOW EXPERT 


Thanks to extensive practice with the crossbow, you 
gain the following benefits: 


* You ignore the loading quality of crossbows with 
which you are proficient. 

* Being within 5 feet of a hostile creature doesn't 
impose disadvantage on your ranged attack rolls. 

* When you use the Attack action and attack with a one- 
handed weapon, you can use a bonus action to attack 
with a loaded hand crossbow you are holding. 


DEFENSIVE DUELIST 
Prerequisite: Dexterity 13 or hióher 


When you are wielding a finesse weapon with which 
you are proficient and another creature hits you with 

a melee attack, you can use your reaction to add your 
proficiency bonus to your AC for that attack, potentially 
causing the attack to miss you. 


DUAL WIELDER 


You master fighting with two weapons, gaining the 
following benefits: 


* You gain a *1 bonus to AC while you are wielding a 
separate melee weapon in each hand. 

* You can use two-weapon fighting even when the one- 
handed melee weapons you are wielding aren't light. 

+ You can draw or stow two one-handed weapons when 
you would normally be able to draw or stow only one. 


PART 1 | CUSTOMIZATION OPTIONS 


165 


DUNGEON DELVER 


Alert to the hidden traps and secret doors found in many 


dungeons, you gain the following benefits: 


* You have advantage on Wisdom (Perception) and 
Intelligence (Investigation) checks made to detect the 
presence of secret doors. 

You have advantage on saving throws made to avoid 
or resist traps. 

You have resistance to the damage dealt by traps. 
You can search for traps while traveling at a normal 
pace, instead of only at a slow pace. 


DURABLE 


Hardy and resilient, you gain the following benefits: 


* Increase your Constitution score by 1, toa 
maximum of 20. 


When you roll a Hit Die to regain hit points, the 
minimum number of hit points you regain from 
the roll equals twice your Constitution modifier 
(minimum of 2). 


ELEMENTAL ADEPT _ DU 
Prerequisite: The ability to cast at least one spell 


When you gain this feat, choose one of the following 
damage types: acid, cold, fire, lightning, or thunder. 

Spells you cast ignore resistance to damage of the 
chosen type. In addition, when you roll damage for a 
spell you cast that deals damage of that type, you can 
treat any 1 on a damage die as a 2. 

You can select this feat multiple times. Each time 
you do so, you must choose a different damage type. 


GRAPPLER 
Prerequisite: Strength 13 or higher 


You've developed the skills necessary to hold your 

own in close-quarters grappling. You gain the 

following benefits: 

* You have advantage on attack rolls against a creature 
you are grappling. 

* You can use your action to try to pin a creature grap- 
pled by you. To do so, make another grapple check. If 
you succeed, you and the creature are both restrained 
until the grapple ends. 

+ Creatures that are one size larger than you don't auto- 
matically succeed on checks to escape your grapple. 


GREAT WEAPON MASTER 


You've learned to put the weight of a weapon to your 
advantage, letting its momentum empower your strikes. 
You gain the following benefits: 


* On your turn, when you score a critical hit with a 
melee weapon or reduce a creature to 0 hit points 
with one, you can make one melee weapon attack as a 
bonus action. 

* Before you make a melee attack with a heavy weapon 
that you are proficient with, you can choose to take a 
—5 penalty to the attack roll. If the attack hits, you add 
+10 to the attack's damage. 


- HEALER 


You are an able physician, allowing you to mend wounds 
quickly and get your allies back in the fight. You gain the 
following benefits: a: 


* When you use a healer's kit to stabilize a dying crea- 
ture, that creature also regains 1 hit point. 

* As an action, you can spend one use of a healer's kit to 
tend to a creature and restore 1d6 + 4 hit points to it, 
plus additional hit points equal to the creature's max- 
imum number of Hit Dice. The creature can't regain 
hit points from this feat again until it finishes a short 
or long rest. 


HEAVILY ARMORED 


Prerequisite: Proficiency with medium armor 


You have trained to master the use of heavy armor, 
gaining the following benefits: 


* Increase your Strength score by 1, to a maximum of 20. 
* You gain proficiency with heavy armor. 


HEAVY ARMOR MASTER 


Prerequisite: Proficiency with heavy armor 


You can use your armor to deflect strikes that would kill 
others. You gain the following benefits: 


* Increase your Strength score by 1, to a maximum of 20. 

* While you are wearing heavy armor, bludgeoning, 
piercing, and slashing damage that you take from non- 
magical weapons is reduced by 3. 


INSPIRING LEADER 
Prerequisite: Charisma 13 or higher 


You can spend 10 minutes inspiring your companions, 
shoring up their resolve to fight. When you do so, choose 
up to six friendly creatures (which can include yourself) 
within 30 feet of you who can see or hear you and who 
can understand you. Each creature can gain temporary 
hit points equal to your level + your Charisma modifier. 
A creature can't gain temporary hit points from this feat 
again until it has finished a short or long rest. 


KEEN MIND 


You have a mind that can track time, direction, 
and detail with uncanny precision. You gain the 
following benefits. 


* Increase your Intelligence score by 1, to a maximum 

of 20. 

You always know which way is north. 

You always know the number of hours left before the 

next sunrise or sunset. 

* You can accurately recall anything you have seen or 
heard within the past month. 


LIGHTLY ARMORED 


You have trained to master the use of light armor, 
gaining the following benefits: 


* Increase your Strength or Dexterity score by 1, toa 
maximum of 20. 
* You gain proficiency with light armor. 


LINGUIST 


You have studied languages and codes, gaining the 
following benefits: 


+ Increase your Intelligence score by 1, to a maximum of 20. 

* You learn three languages of your choice. 

* You can ably create written ciphers. Others can't deci- 
pher a code you create unless you teach them, they 
succeed on an Intelligence check (DC equal to your 
Intelligence score + your proficiency bonus), or they 
use magic to decipher it. 


LUCKY 


You have inexplicable luck that seers to kick in at just 
the right moment. 

You have 3 luck points. Whenever you make an attack 
roll, an ability check, or a saving throw, you can spend 
one luck point to roll an additional d20. You can choose 
to spend one of your luck points after you roll the die, 
but before the outcome is determined. You choose which 
of the d20s is used for the attack roll, ability check, or 
saving throw. 

You can also spend one luck point when an attack 
roll is made against you. Roll a d20, and then choose 
whether the attack uses the attacker's roll or yours. 

If more than one creature spends a luck point to 
influence the outcome of a roll, the points cancel each 
other out; no additional dice are rolled. 

You regain your expended luck points when you 
finish a long rest. 


PART 1 | CUSTOMIZATION OPTIONS 


165 


168 


MAGE SLAYER 


You have practiced techniques useful in melee combat 
against spellcasters, gaining the following benefits: 


* When a creature within 5 feet of you casts a spell, you 
can use your reaction to make a melee weapon attack 
against that creature. 

- When you damage a creature that is concentrating on 
a spell, that creature has disadvantage on the saving 
throw it makes to maintain its concentration. 

* You have advantage on saving throws against spells 
cast by creatures within 5 feet of you. 


MAGIC INITIATE 


Choose a class: bard, cleric, druid, sorcerer, warlock, or 


wizard. You learn two cantrips of your choice from that 
class's spell list. 

In addition, choose one 1st-level spell from that same 
list. You learn that spell and can cast it at its lowest 
level. Once you cast it, you must finish a long rest before 
you can cast it again. 

Your spellcasting ability for these spells depends 
on the class you chose: Charisma for bard, 
sorcerer, or warlock; Wisdom for cleric or druid; or 
Intelligence for wizard. 


MARTIAL ADEPT 


You have martial training that allows you to 
perform special combat maneuvers. You gain the 
following benefits: 


* You learn two maneuvers of your choice from among 
those available to the Battle Master archetype in the 
fighter class. If a maneuver you use requires your tar- 
get to make a saving throw to resist the maneuver's 
effects, the saving throw DC equals 8 + your profi- 
ciency bonus + your Strength or Dexterity modifier 
(your choice). 

* If you already have superiority dice, you gain one 
more; otherwise, you have one superiority die, which 
is a d6. This die is used to fuel your maneuvers. A 
superiority die is expended when you use it. You 
regain your expended superiority dice when you 
finish a short or long rest. 


MEDIUM ARMOR MASTER 


Prerequisite: Proficiency with medium armor 


You have practiced moving in medium armor to gain the 
following benefits: 


* Wearing medium armor doesn't impose disadvantage 
on your Dexterity (Stealth) checks. 

* When you wear medium armor, you can add 3, 
rather than 2, to your AC if you have a Dexterity of 
16 or higher. 


MOBILE 


You are exceptionally speedy and agile. You gain the 
following benefits: 


* Your speed increases by 10 feet. 


PART 1 | CUSTOMIZATION OPTIONS 


y 
- 


* When you use the Dash action, difficult terrain doesn't 
cost you extra movement on that turn. 

* When you make a melee attack against a creature, you 
don't provoke opportunity attacks from that creature 
for the rest of the turn, whether you hit or not. 


MODERATELY ARMORED 


Prerequisite: Proficiency with light armor 


You have trained to master the use of medium armor 
and shields, gaining the following benefits: 


* Increase your Strength or Dexterity score by 1, toa 
maximum of 20. 
* You gain proficiency with medium armor and shields. 


MOUNTED COMBATANT 


You are a dangerous foe to face while mounted. While 
you are mounted and aren't incapacitated, you gain the 
following benefits: 


* You have advantage on melee attack rolls against any 
unmounted creature that is smaller than your mount. 

* Youcan force an attack targeted at your mount to tar- 
get you instead. 

* If your mount is subjected to an effect that allows it to 
make a Dexterity saving throw to take only half dam- 
age, it instead takes no damage if it succeeds on the 
saving throw, and only half damage if it fails. 


OBSERVANT 


Quick to notice details of your environment, you gain 
the following benefits: 


* Increase your Intelligence or Wisdom score by 1, to a 
maximum of 20. 

+ If you can see a creature’s mouth while it is speaking 
a language you understand, you can interpret what it's 
saying by reading its lips. 

* You have a *5 bonus to your passive Wisdom 
(Perception) and passive Intelligence (Investigation) 
scores. 


POLEARM MASTER 


You can keep your enemies at bay with reach weapons. 
You gain the following benefits: 


* When you take the Attack action and attack with only 
a glaive, halberd, or quarterstaff, you can use a bonus 
action to make a melee attack with the opposite end of 
the weapon. The weapon's damage die for this attack 
is a d4, and the attack deals bludgeoning damage. 

* While you are wielding a glaive, halberd, pike, or quar- 
terstaff, other creatures provoke an opportunity attack 
from you when they enter your reach. 


RESILIENT 


Choose one ability score. You gain the following benefits: 


* Increase the chosen ability score by 1, to a maximum 
of 20. 

* You gain proficiency in saving throws using the 
chosen ability. 


RITUAL CASTER 


Prerequisite: Intelligence or Wisdom 13 or higher 


You have learned a number of spells that you can cast as 
rituals. These spells are written in a ritual book, which 
you must have in hand while casting one of them. 

When you choose this feat, you acquire a ritual book 
holding two Ist-level spells of your choice. Choose one 
of the following classes: bard, cleric, druid, sorcerer, 
warlock, or wizard. You must choose your spells 
from that class’s spell list, and the spells you choose 
must have the ritual tag. The class you choose also 
determines your spellcasting ability for these spells: 
Charisma for bard, sorcerer, or warlock; Wisdom for 
cleric or druid; or Intelligence for wizard. 

If you come across a spell in written form, such as a 
magical spell scroll or a wizard's spellbook, you might 
be able to add it to your ritual book. The spell must be 
on the spell list for the class you chose, the spell's level 
can be no higher than half your level (rounded up), and 


it must have the ritual tag. The process of copying the 
spell into your ritual book takes 2 hours per level of the 
spell, and costs 50 gp per level. The cost represents 
material components you expend as you experiment 
with the spell to master it, as well as the fine inks you 
need to record it. 


SAVAGE ATTACKER 


Once per turn when you roll damage for a melee weapon 
attack, you can reroll the weapon's damage dice and use 
either total. 


SENTINEL 


You have mastered techniques to take advantage 
of every drop in any enemy's guard, gaining the 
following benefits: 
* When you hit a creature with an opportunity attack, 
the creature's speed becomes 0 for the rest of 
the turn. 


+ Creatures within 5 feet of you provoke opportunity 
attacks from you even if they take the Disengage 
action before leaving your reach. 

When a creature within 5 feet of you makes an attack. 
against a target other than you (and that target doesn’t 
have this feat), you can use your reaction to make a 
melee weapon attack against the attacking creature. 


SHARPSHOOTER 


You have mastered ranged weapons and can make 
shots that others find impossible. You gain the 
following benefits: 


* Attacking at long range doesn't impose disadvantage 
on your ranged weapon attack rolls. 

Your ranged weapon attacks ignore half cover and 
three-quarters cover. 

Before you make an attack with a ranged weapon that 
you are proficient with, you can choose to take a -5 
penalty to the attack roll. If the attack hits, you add +10 
to the attack's damage. 


SHIELD MASTER 


You use shields not just for protection but also for 
offense. You gain the following benefits while you are 
wielding a shield: 


+ [f you take the Attack action on your turn, you can use 
a bonus action to try to shove a creature within 5 feet 
of you with your shield. 

+ If you aren't incapacitated, you can add your shield's AC 

bonus to any Dexterity saving throw you make against 

a spell or other harmful effect that targets only you. 

If you are subjected to an effect that allows you to 

make a Dexterity saving throw to take only half dam- 

age, you can use your reaction to take no damage if 
you succeed on the saving throw, interposing your 
shield between yourself and the source of the effect. 


SKILLED 


You gain proficiency in any combination of three skills 
or tools of your choice. 


SKULKER 
Prerequisite: Dexterity 13 or higher 


You are expert at slinking through shadows. You gain 
the following benefits: 


* You can try to hide when you are lightly obscured 
from the creature from which you are hiding. 

* When you are hidden from a creature and miss it with 
a ranged weapon attack, making the attack doesn't 
reveal your position. 

* Dim light doesn't impose disadvantage on your 
Wisdom (Perception) checks relying on sight. 


SPELL SNIPER 


Prerequisite: The ability to cast at least one spell 


You have learned techniques to enhance your 
attacks with certain kinds of spells, gaining the 
following benefits: 


PART 1 | CUSTOMIZATION OPTIONS 


ZR 
> 


* When you cast a spell that requires you to make an 

attack roll, the spell's range is doubled. 

Your ranged spell attacks ignore half cover and 

three-quarters cover. 

* Youlearn one cantrip that requires an attack roll. 
Choose the cantrip from the bard, cleric, druid, sor- 
cerer, warlock, or wizard spell list. Your spellcasting 
ability for this cantrip depends on the spell list you 
chose from: Charisma for bard, sorcerer, or warlock; 
Wisdom for cleric or druid; or Intelligence for wizard. 


TAVERN BRAWLER 


Accustomed to rough-and-tumble fighting using 
whatever weapons happen to be at hand, you gain the 
following benefits: 


* Increase your Strength or Constitution score by 1, 
to a maximum of 20. 

* You are proficient with improvised weapons and 
unarmed strikes. 

* Your unarmed strike uses a d4 for damage. 

* When you hit a creature with an unarmed strike or an 
improvised weapon on your turn, you can use a bonus 
action to attempt to grapple the target. 


TOUGH 


Your hit point maximum increases by an amount equal 
to twice your level when you gain this feat. Whenever 
you gain a level thereafter, your hit point maximum 
increases by an additional 2 hit points. 


WAR CASTER 


Prerequisite: The ability to cast at least one spell 


You have practiced casting spells in the midst of 
combat, learning techniques that grant you the 
following benefits: 


* You have advantage on Constitution saving throws 
that you make to maintain your concentration on a 
spell when you take damage. 

* You can perform the somatic components of spells 
even when you have weapons or a shield in one or 
both hands. 

- When a hostile creature's movement provokes an 
opportunity attack from you, you can use your reac- 
tion to cast a spell at the creature, rather than making 
an opportunity attack. The spell must have a casting 
time of 1 action and must target only that creature. 


WEAPON MASTER 


You have practiced extensively with a variety of 
weapons, gaining the following benefits: 


+ Increase your Strength or Dexterity score by 1, to a 
maximum of 20. 
* You gain proficiency with four weapons of your choice. 


PART 2 ie 


Playing the Game ite 


~ 


CHAPTER 7: USING ABILITY SCORES 


IX ABILITIES PROVIDE A QUICK DESCRIPTION 
of every creature's physical and mental 
characteristics: 


* Strength, measuring physical power 
* Dexterity, measuring agility 
* Constitution, measuring endurance 
* Intelligence, measuring reasoning 
and memory 
* Wisdom, measuring perception and insight 
* Charisma, measuring force of personality 


Is a character muscle-bound and insightful? Brilliant 
and charming? Nimble and hardy? Ability scores 
define these qualities—a creature's assets as well 

as weaknesses. 

The three main rolls of the game—the ability check, 
the saving throw, and the attack roll—rely on the six 
ability scores. The book's introduction describes the 
basic rule behind these rolls: roll a d20, add an ability 
modifier derived from one of the six ability scores, and 
compare the total to a target number. 

This chapter focuses on how to use ability checks 
and saving throws, covering the fundamental activities 
that creatures attempt in the game. Rules for attack rolls 
appear in chapter 9. 


ABILITY SCORES AND 
MODIFIERS ` 


Each of a creature's abilities has a score, a number that 
defines the magnitude of that ability. An ability score 

is not just a measure of innate capabilities, but also 
encompasses a creature's training and competence in 
activities related to that ability. - 

A score of 10 or 11 is the normal human average, but 
adventurers and many monsters are a cut above average 
in most abilities. A score of 18 is the highest that a 
person usually reaches. Adventurers can have scores 
as high as 20, and monsters and divine beings can have 
scores as high as 30. ; 

Each ability also has a modifier, derived from the 
score and ranging from -5 (for an ability score of 1) to 
+10 (for a score of 30). The Ability Scores and Modifiers 
table notes the ability modifiers for the range of possible 
ability scores, from 1 to 30. 


ABILITY SCORES AND MODIFIERS 


Score Modifier Score Modifier 
1 -5 16-17 +3 
2-3 -4 18-19 +4 
4-5 -3 20-21 +5 
6-7 -2 22-23 +6 
8-9 -1 24-25 4 
10-11 +0 26-27 +8 
12-13 +l 28-29 +9 
14-15 30 +10 


To determine an ability modifier without consulting 
the table, subtract 10 from the ability score and then 
divide the total by 2 (round down). 

Because ability modifiers affect almost every attack 
roll, ability check, and saving throw, ability modifiers 
come up in play more often than their associated scores, 


ADVANTAGE AND 
DISADVANTAGE 


Sometimes a special ability or spell tells you that you 
have advantage or disadvantage on an ability check, 

a saving throw, or an attack roll. When that happens, 
you roll a second d20 when you make the roll. Use the 
higher of the two rolls if you have advantage, and use 
the lower roll if you have disadvantage. For example, if 
you have disadvantage and roll a 17 and a 5, you use the 
5. If you instead have advantage and roll those numbers, 
you use the 17. 

If multiple situations affect a roll and each one grants 
advantage or imposes disadvantage on it, you don't roll 
more than one additional d20. If two favorable situations 
grant advantage, for example, you still roll only one 
additional d20. 

If circumstances cause a roll to have both advantage 
and disadvantage, you are considered to have neither of 
them, and you roll one d20. This is true even if multiple 
circumstances impose disadvantage and only one grants 
advantage or vice versa. In such a situation, you have 
neither advantage nor disadvantage. 

When you have advantage or disadvantage and 
something in the game, such as the halfling's Lucky 
trait, lets you reroll the d20, you can reroll only one 
of the dice. You choose which one. For example, if a 
halfling has advantage on an ability check and rolls 
a l anda 13, the halfling could use the Lucky trait to 
reroll the 1. 

You usually gain advantage or disadvantage through 
the use of special abilities, actions, or spells. Inspiration 
(see chapter 4) can also give a character advantage on 
checks related to the character's personality, ideals, 
or bonds. The DM can also decide that circumstances 
influence a roll in one direction or the other and grant 
advantage or impose disadvantage as a result. 


PROFICIENCY BONUS 


Characters have a proficiency bonus determined by 
level, as detailed in chapter 1. Monsters also have this 
bonus, which is incorporated in their stat blocks. The 
bonus is used in the rules on ability checks, saving 
throws, and attack rolls. 

Your proficiency bonus can't be added to a single die 
roll or other number more than once. For example, if 
two different rules say you can add your proficiency 
bonus to a Wisdom saving throw, you nevertheless add 
the bonus only once when you make the save. 

Occasionally, your proficiency bonus might be 
multiplied or divided (doubled or halved, for example) 


PART 2 | USING ABILITY SCORES 


before you apply it. For example, the rogue’s Expertise 
feature doubles the proficiency bonus for certain ability 
checks. If a circumstance suggests that your proficiency 
bonus applies more than once to the same roll, you still 
add it only once and multiply or divide it only once. 

By the same token, if a feature or effect allows you 
to multiply your proficiency bonus when making an 
ability check that wouldn't normally benefit from your 
proficiency bonus, you still don't add the bonus to the 
check. For that check your proficiency bonus is 0, given 
the fact that multiplying 0 by any number is still 0. For 
instance, if you lack proficiency in the History skill, 
you gain no benefit from a feature that lets you double 
your proficiency bonus when you make Intelligence 
(History) checks. 

In general, you don't multiply your proficiency bonus 
for attack rolls or saving throws. If a feature or effect 
allows you to do so, these same rules apply. 


ABILITY CHECKS 


An ability check tests a character's or monster's innate 
talent and training in an effort to overcome a challenge. 
The DM calls for an ability check when a character or 
monster attempts an action (other than an attack) that 
has a chance of failure. When the outcome is uncertain, 
the dice determine the results. 

For every ability check, the DM decides which of the six 
abilities is relevant to the task at hand and the difficulty 
of the task, represented by a Difficulty Class. The more 
difficult a task, the higher its DC. The Typical Difficulty 
Classes table shows the most common DCs. 


TyPICAL DIFFICULTY CLASSES 


Task Difficulty DC 

Very easy 5 

Easy 10 

Medium 15 

Hard 20 

Very hard 25 

Nearly impossible 30 d o 


To make an ability check, roll a d20 and add the 
relevant ability modifier. As with other d20 rolls, apply 
bonuses and penalties, and compare the total to the DC. 
If the total equals or exceeds the DC, the ability check 
is a success—the creature overcomes the challenge 
at hand. Otherwise, it's a failure, which means the 
character or monster makes no progress toward the 
objective or makes progress combined with a setback 
determined by the DM. 


CONTESTS 


Sometimes one character's or monster's efforts are 
directly opposed to another's. This can occur when both 
of them are trying to do the same thing and only one 
can succeed, such as attempting to snatch up a magic 
ring that has fallen on the floor. This situation also 
applies when one of them is trying to prevent the other 
one from accomplishing a goal—for example, when a 
monster tries to force open a door that an adventurer 


PART 2 | USING ABILITY SCORES 


is holding closed. In situations like these, the outcome 
is determined by a special form of ability check, 
called a contest. 

Both participants in a contest make ability checks 
appropriate to their efforts. They apply all appropriate 
bonuses and penalties, but instead of comparing the 
total to a DC, they compare the totals of their two 
checks. The participant with the higher check total wins 
the contest. That character or monster either succeeds 
at the action or prevents the other one from succeeding. 

If the contest results in a tie, the situation remains the 
same as it was before the contest. Thus, one contestant 
might win the contest by default. If two characters tie in 
a contest to snatch a ring off the floor, neither character 
grabs it. In a contest between a monster trying to open 
a door and an adventurer trying to keep the door closed, 
a tie means that the door remains shut. 


SKILLS 


Each ability covers a broad range of capabilities, 
including skills that a character or a monster can be 
proficient in. A skill represents a specific aspect of an 
ability score, and an individual's proficiency in a skill 
demonstrates a focus on that aspect. (A character's 
starting skill proficiencies are determined at character 
creation, and a monster's skill proficiencies appear in 
the monster's stat block.) 

For example, a Dexterity check might reflect a 
character's attempt to pull off an acrobatic stunt, to palm 
an object, or to stay hidden. Each of these aspects of 
Dexterity has an associated skill: Acrobatics, Sleight of 
Hand, and Stealth, respectively. So a character who has 
proficiency in the Stealth skill is particularly good at 
Dexterity checks related to sneaking and hiding. 

The skills related to each ability score are shown in 
the following list. (No skills are related to Constitution.) 
See an ability's description in the later sections of this 
chapter for examples of how to use a skill associated 
with an ability. 


Strength Wisdom 
Athletics Animal Handling 
Dexterity Insight 
Acrobatics Medicine 
Sleight of Hand Perception 
Stealth Survival 
Intelligence Charisma 
Arcana Deception 
History Intimidation 
Investigation Performa Ace 
Natdré Persuasion 
Religion 


Sometimes, the DM might ask for an ability check 
using a specific skill—for example, “Make a Wisdom 
(Perception) check." At other times, a player might ask 
the DM if proficiency in a particular skill applies to a 
check. In either case, proficiency in a skill means an 
individual can add his or her proficiency bonus to ability 
checks that involve that skill. Without proficiency in the 
skill, the individual makes a normal ability check. 


For example, if a character attempts to climb up a 
dangerous cliff, the Dungeon Master might ask for a 
Strength (Athletics) check. If the character is proficient 
in Athletics, the character's proficiency bonus is added 
to the Strength check. If the character lacks that 
proficiency, he or she just makes a Strength check. 


VARIANT: SKILLS WITH DIFFERENT ABILITIES 
Normally, your proficiency in a skill applies only to a 
specific kind of ability check. Proficiency in Athletics, 
for example, usually applies to Strength checks. In some 
situations, though, your proficiency might reasonably 
apply to a different kind of check. In such cases, the DM 
might ask for a check using an unusual combination of 
ability and skill, or you might ask your DM if you can 
apply a proficiency to a different check. For example, 

if you have to swim from an offshore island to the 
mainland, your DM might call for a Constitution check 
to see if you have the stamina to make it that far. In this 
case, your DM might allow you to apply your proficiency 
in Athletics and ask for a Constitution (Athletics) check. 
So if you're proficient in Athletics, you apply your 
proficiency bonus to the Constitution check just as you 
would normally do for a Strength (Athletics) check. 
Similarly, when your half-orc barbarian uses a display 
of raw strength to intimidate an enemy, your DM might 
ask for a Strength (Intimidation) check, even though 
Intimidation is normally associated with Charisma. 


PASSIVE CHECKS 


A passive check is a special kind of ability check that 
doesn't involve any die rolls. Such a check can represent 
the average result for a task done repeatedly, such as 
searching for secret doors over and over again, or can 
be used when the DM wants to secretly determine 
whether the characters succeed at something without 
rolling dice, such as noticing a hidden monster. 

Here's how to determine a character's total for a 
passive check: 


10 + all modifiers that normally apply to the check 


If the character has advantage on the check, add 5, For 
disadvantage, subtract 5. The game refers to a passive 
check total as a score. 

For example, if a 1st-level character has a Wisdom of 
15 and proficiency in Perception, he or she has a passive 
Wisdom (Perception) score of 14. 

The rules on hiding in the “Dexterity” section below 
rely on passive checks, as do the exploration rules 
in chapter 8. 


WORKING TOGETHER 


Sometimes two or more characters team up to attempt a 
task. The character who's leading the effort—or the one 
with the highest ability modifier—can make an ability 
check with advantage, reflecting the help provided by 
the other characters. In combat, this requires the Help 
action (see chapter 9). 

A character can only provide help if the task is one that 
he or she could attempt alone. For example, trying to 
open a lock requires proficiency with thieves’ tools, so a 


character who lacks that proficiency can't help another 
character in that task. Moreover, a character can help 
only when two or more individuals working together 
would actually be productive. Some tasks, such as 
threading a needle, are no easier with help. 


GROUP CHECKS 
When a number of individuals are trying to accomplish 
something as a group, the DM might ask for a group 
ability check. In such a situation, the characters who are 
skilled at a particular task help cover those who aren't. 
To make a group ability check, everyone in the group 
makes the ability check. If at least half the group 
succeeds, the whole group succeeds. Otherwise, 
the group fails. 
Group checks don't come up very often, and they're 
most useful when all the characters succeed or 
fail as a group. For example, when adventurers are 
navigating a swamp, the DM might call for a group 
Wisdom (Survival) check to see if the characters can 
avoid the quicksand, sinkholes, and other natural 
hazards of the environment. If at least half the group 
succeeds, the successful characters are able to guide 
their companions out of danger. Otherwise, the group 
stumbles into one of these hazards. 


Usinc EACH ABILITY 


Every task that a character or monster might attempt 
in the game is covered by one of the six abilities. This 
section explains in more detail what those abilities 
mean and the ways they are used in the game. 


STRENGTH 


Strength measures bodily power, athletic training, and 
the extent to which you can exert raw physical force. 


STRENGTH CHECKS 

A Strength check can model any attempt to lift, push, 

pull, or break something, to force your body through a 
space, or to otherwise apply brute force to a situation. 
The Athletics skill reflects aptitude in certain kinds of 
Strength checks. 

Athletics. Your Strength (Athletics) check covers 
difficult situations you encounter while climbing, 
jumping, or swimming. Examples include the 
following activities: 


* You attempt to climb a sheer or slippery cliff, avoid 
hazards while scaling a wall, or cling to a surface 
while something is trying to knock you off. 

* You try to jump an unusually long distance or pull 
off a stunt midjump. 

* You struggle to swim or stay afloat in treacherous cur- 
rents, storm-tossed waves, or areas of thick seaweed. 
Or another creature tries to push or pull you underwa- 
ter or otherwise interfere with your swimming. 


Other Strength Checks. The DM might also call for 
a Strength check when you try to accomplish tasks like 
the following: 


PART 2 | USING ABILITY SCORES 


— 


* Force open a stuck, locked, or barred door 

* Break free of bonds 

+ Push through a tunnel that is too small 

- Hang on to a wagon while being dragged behind it 
* Tip over a statue 

* Keep a boulder from rolling 


ATTACK ROLLS AND DAMAGE 

You add your Strength modifier to your attack roll and 
your damage roll when attacking with a melee weapon 
such as a mace, a battleaxe, or a javelin. You use 
melee weapons to make melee attacks in hand-to-hand 
combat, and some of them can be thrown to make a 
ranged attack. 


LIFTING AND CARRYING 

Your Strength score determines the amount of weight 
you can bear. The following terms define what you can 
lift or carry. 

Carrying Capacity. Your carrying capacity is your 
Strength score multiplied by 15. This is the weight (in 
pounds) that you can carry, which is high enough that 
most characters don't usually have to worry about it. 

Push, Dra£, or Lift. You can push, drag, or lift a 
weight in pounds up to twice your carrying capacity 
(or 30 times your Strength score). While pushing or 
dragging weight in excess of your carrying capacity, 
your speed drops to 5 feet. 

Size and Strength. Larger creatures can bear more 
weight, whereas Tiny creatures can carry less. For 
cach size category above Medium, double the creature's 
carrying capacity and the amount it can push, drag, or 
lift. For a Tiny creature, halve these weights. 


VARIANT: ENCUMBRANCE 


The rules for lifting and carrying are intentionally 
simple. Here is a variant if you are looking for more 
detailed rules for determining how a character is 
hindered by the weight of equipment. When you use this 
variant, ignore the Strength column of the Armor table 
in chapter 5. 

If you carry weight in excess of 5 times your Strength 
score, you are encumbered, which means your speed 
drops by 10 feet. 

If you carry weight in excess of 10 times your 
Strength score, up to your maximum carrying capacity, 
you are instead heavily encumbered, which means your 
speed drops by 20 feet and you have disadvantage on 
ability checks, attack rolls, and saving throws that use 
Strength, Dexterity, or Constitution. 


DEXTERITY 


Dexterity measures agility, reflexes, and balance. 


DEXTERITY CHECKS 

A Dexterity check can model any attempt to move 
nimbly, quickly, or quietly, or to keep from falling 

on tricky footing. The Acrobatics, Sleight of Hand, 
and Stealth skills reflect aptitude in certain kinds of 
Dexterity checks. 

Acrobatics. Your Dexterity (Acrobatics) check covers 
your attempt to stay on your feet in a tricky situation, 
such as when you're trying to run across a sheet of ice, 
balance on a tightrope, or stay upright on a rocking 
ship's deck. The DM might also call for a Dexterity 
(Acrobatics) check to see if you can perform acrobatic 
stunts, including dives, rolls, somersaults, and flips. 


Sleight of Hand. Whenever you attempt an act of 
legerdemain or manual trickery, such as planting 
something on someone else or concealing an object on 
your person, make a Dexterity (Sleight of Hand) check. 
The DM might also call for a Dexterity (Sleight of Hand) 
check to determine whether you can lift a coin purse off 
another person or slip something out of another 
person's pocket. 

Stealth. Make a Dexterity (Stealth) check when you 
attempt to conceal yourself from enemies, slink past 
guards, slip away without being noticed, or sneak up on 
someone without being seen or heard. 

Other Dexterity Checks. The DM might call for a 
Dexterity check when you try to accomplish tasks like 
the following: 


* Control a heavily laden cart on a steep descent 
* Steer a chariot around a tight turn 

* Pick a lock 

* Disable a trap 

* Securely tie up a prisoner 

* Wriggle free of bonds 

* Play a stringed instrument 

* Craft a small or detailed object 


ATTACK ROLLS AND DAMAGE 

You add your Dexterity modifier to your attack roll and 
your damage roll when attacking with a ranged weapon, 
such as a sling or a longbow. You can also add your 
Dexterity modifier to your attack roll and your damage 
roll when attacking with a melee weapon that has the 
finesse property, such as a dagger or a rapier. 


buses v Ee e uU 


HIDING 


When you try to hide, make a Dexterity (Stealth) check. Until 
you are discovered or you stop hiding, that check’s total is 
contested by the Wisdom (Perception) check of any creature 
that actively searches for signs of your presence. 

You can't hide from a creature that can see you, and if you 
make noise (such as shouting a warning or knocking over a 
vase), you give away your position. An invisible creature can't 
be seen, so it can always try to hide. Signs of its passage 
might still be noticed, however, and it still has to stay quiet. 

In combat, most creatures stay alert for signs of danger 
all around, so if you come out of hiding and approach 
a creature, it usually sees you. However, under certain 
circumstances, the Dungeon Master might allow you to stay 
hidden as you approach a creature that is distracted, allowing 
you to gain advantage on an attack before you are seen. 

Passive Perception. When you hide, there's a chance 
someone will notice you even if they aren't searching. To 
determine whether such a creature notices you, the DM 
compares your Dexterity (Stealth) check with that creature's 
passive Wisdom (Perception) score, which equals 10 + the 
creature's Wisdom modifier, as well as any other bonuses 
or penalties. If the creature has advantage, add 5. For 
disadvantage, subtract 5. 

For example, if a 1st-level character (with a proficiency 
bonus of +2) has a Wisdom of 15 (a +2 modifier) and 
proficiency in Perception, he or she has a passive Wisdom 
(Perception) of 14. 

What Can You See? One of the main factors in determining 
whether you can find a hidden creature or object is how well 
you can see in an area, which might be lightly or heavily 
obscured, as explained in chapter 8. 


ARMOR CLASS 

Depending on the armor you wear, you might add some 
or all of your Dexterity modifier to your Armor Class, 
as described in chapter 5. 


INITIATIVE 

At the beginning of every combat, you roll initiative 
by making a Dexterity check. Initiative determines 
the order of creatures' turns in combat, as described 
in chapter 9. 


CONSTITUTION 


Constitution measures health, stamina, and vital force. 


CONSTITUTION CHECKS 
Constitution checks are uncommon, and no skills apply 
to Constitution checks, because the endurance this 


ability represents is largely passive rather than involving 


a specific effort on the part of a character or monster. 
A Constitution check can model your attempt to push 
beyond normal limits, however. 

The DM might call for a Constitution check when you 
try to accomplish tasks like the following: 


* Hold your breath 

* March or labor for hours without rest 
* Go without sleep 

* Survive without food or water 

* Quaff an entire stein of ale in one go 


HiT POINTS 

Your Constitution modifier contributes to your hit 
points. Typically, you add your Constitution modifier to 
each Hit Die you roll for your hit points. 

If your Constitution modifier changes, your hit point 
maximum changes as well, as though you had the new 
modifier from 1st level. For example, if you raise your 
Constitution score when you reach 4th level and your 
Constitution modifier increases from +1 to +2, you 
adjust your hit point maximum as though the modifier 
had always been +2. So you add 3 hit points for your 
first three levels, and then roll your hit points for 4th 
level using your new modifier. Or if you're 7th level and 
some effect lowers your Constitution score so as to 
reduce your Constitution modifier by 1, your hit point 
maximum is reduced by 7. 


INTELLIGENCE 


Intelligence measures mental acuity, accuracy of recall, 
and the ability to reason. 


INTELLIGENCE CHECKS 

An Intelligence check comes into play when you need 
to draw on logic, education, memory, or deductive 
reasoning. The Arcana, History, Investigation, Nature, 
and Religion skills reflect aptitude in certain kinds of 
Intelligence checks. 

Arcana. Your Intelligence (Arcana) check measures 
your ability to recall lore about spells, magic items, 
cldritch symbols, magical traditions, the planes of 
existence, and the inhabitants of those planes. 

History. Your Intelligence (History) check measures 
your ability to recall lore about historical events, 


PART 2 | USING ABILITY SCORES 


legendary people, ancient kingdoms, past disputes, 
recent wars, and lost civilizations. 

Investigation. When you look around for clues and 
make deductions based on those clues, you make an 
Intelligence (Investigation) check. You might deduce the 
location of a hidden object, discern from the appearance 
of a wound what kind of weapon dealt it, or determine 
the weakest point in a tunnel that could cause it to 
collapse. Poring through ancient scrolls in search of 
a hidden fragment of knowledge might also call for an 
Intelligence (Investigation) check. 

Nature. Your Intelligence (Nature) check measures 
your ability to recall lore about terrain, plants and 
animals, the weather, and natural cycles. 

Religion. Your Intelligence (Religion) check measures 
your ability to recall lore about deities, rites and prayers, 
religious hierarchies, holy symbols, and the practices 
of secret cults. 

Other Intelligence Checks. The DM might call for an 
Intelligence check when you try to accomplish tasks like 
the following: 


+ Communicate with a creature without using words 
* Estimate the value of a precious item 

* Pull together a disguise to pass as a city guard 

* Forge a document 

+ Recall lore about a craft or trade 

* Win a game of skill 


SPELLCASTING ABILITY 

Wizards use Intelligence as their spellcasting ability, 
which helps determine the saving throw DCs of 
spells they cast. 


WISDOM 


Wisdom reflects how attuned you are to the world 
around you and represents perceptiveness and intuition. 


WISDOM CHECKS 

A Wisdom check might reflect an effort to read body 
language, understand someone's feelings, notice things 
about the environment, or care for an injured person. 
The Animal Handling, Insight, Medicine, Perception, 
and Survival skills reflect aptitude in certain kinds of 
Wisdom checks. 

Animal Handling. When there is any question 
whether you can calm down a domesticated animal, 
keep a mount from getting spooked, or intuit an animal's 
intentions, the DM might call for a Wisdom (Animal 
Handling) check. You also make a Wisdom (Animal 
Handling) check to control your mount when you attempt 
a risky maneuver. 

Insight. Your Wisdom (Insight) check decides whether 
you can determine the true intentions of a creature, such 
as when searching out a lie or predicting someone's 
next move. Doing so involves gleaning clues from body 
language, speech habits, and changes in mannerisms. 

Medicine. A Wisdom (Medicine) check lets you try to 
stabilize a dying companion or diagnose an illness. 

Perception. Your Wisdom (Perception) check lets 
you spot, hear, or otherwise detect the presence of 
something. It measures your general awareness of 
your surroundings and the keenness of your senses. 


PART 2 | USING ABILITY SCORES 


"uo 
FiNDING A HIDDEN OBJECT 
When your character searches for a hidden object such as 
a secret door or a trap, the DM typically asks you to make a 
Wisdom (Perception) check. Such a check can be used to find 
hidden details or other information and clues that you might 
otherwise overlook. 
In most cases, you need to describe where you are looking 
in order for the DM to determine your chance of success. For 
example, a key is hidden beneath a set of folded clothes in 
the top drawer of a bureau. If you tell the DM that you pace 
around the room, looking at the walls and furniture for clues, 
you have no chance of finding the key, regardless of your 
Wisdom (Perception) check result. You would have to specify 
that you were opening the drawers or searching the bureau in 
order to have any chance of success. 
 ————— ——— P 


For example, you might try to hear a conversation 
through a closed door, eavesdrop under an open window, 
or hear monsters moving stealthily in the forest. Or you 
might try to spot things that are obscured or easy to 
miss, whether they are orcs lying in ambush on a road, 
thugs hiding in the shadows of an alley, or candlelight 
under a closed secret door. 

Survival. The DM might ask you to make a Wisdom 
(Survival) check to follow tracks, hunt wild game, guide 
your group through frozen wastelands, identify signs 
that owlbears live nearby, predict the weather, or avoid 
quicksand and other natural hazards. 

Other Wisdom Checks. The DM might call for a 
Wisdom check when you try to accomplish tasks like 
the following: 


- Get a gut feeling about what course of action to follow 
+ Discern whether a seemingly dead or living creature 
is undead 


SPELLCASTING ABILITY 

Clerics, druids, and rangers use Wisdom as their 
spellcasting ability, which helps determine the saving 
throw DCs of spells they cast. 


CHARISMA 


Charisma measures your ability to interact effectively 
with others. It includes such factors as confidence 
and eloquence, and it can represent a charming or 
commanding personality. 


CHARISMA CHECKS 

A Charisma check might arise when you try to influence 
or entertain others, when you try to make an impression 
or tell a convincing lie, or when you are navigating a 
tricky social situation. The Deception, Intimidation, 
Performance, and Persuasion skills reflect aptitude in 
certain kinds of Charisma checks. 

Deception. Your Charisma (Deception) check 
determines whether you can convincingly hide the 
truth, either verbally or through your actions. This 
deception can encompass everything from misleading 
others through ambiguity to telling outright lies. Typical 
situations include trying to fast-talk a guard, con a 
merchant, earn money through gambling, pass yourself 
off in a disguise, dull someone's suspicions with false 
assurances, or maintain a straight face while telling 
a blatant lie. 


Intimidation. When you attempt to influence someone 
through overt threats, hostile actions, and physical 
violence, the DM might ask you to make a Charisma 
(Intimidation) check. Examples include trying to pry 
information out of a prisoner, convincing street thugs 
to back down from a confrontation, or using the edge of 
a broken bottle to convince a sneering vizier to 
reconsider a decision. 

Performance. Your Charisma (Performance) check 
determines how well you can delight an audience with 
music, dance, acting, storytelling, or some other form of 
entertainment. 

Persuasion. When you attempt to influence someone 
or a group of people with tact, social graces, or good 
nature, the DM might ask you to make a Charisma 
(Persuasion) check. Typically, you use persuasion when 
acting in good faith, to foster friendships, make cordial 
requests, or exhibit proper etiquette. Examples of 
persuading others include convincing a chamberlain to 
let your party see the king, negotiating peace between 
warring tribes, or inspiring a crowd of townsfolk. 

Other Charisma Checks. The DM might call for a 
Charisma check when you try to accomplish tasks like 
the following: 


* Find the best person to talk to for news, rumors, 
and gossip 

* Blend into a crowd to get the sense of key topics 
of conversation 


SPELLCASTING ABILITY 

Bards, paladins, sorcerers, and warlocks use Charisma 
as their spellcasting ability, which helps determine the 
saving throw DCs of spells they cast. 


SAVING THROWS 


A saving throw—also called a save—represents an 
attempt to resist a spell, a trap, a poison, a disease, or 
a similar threat. You don't normally decide to make a 
saving throw; you are forced to make one becausc your 
character or monster is at risk of harm. 

To make a saving throw, roll a d20 and add the 
appropriate ability modifier. For example, you use your 
Dexterity modifier for a Dexterity saving throw. 

A saving throw can be modified by a situational 
bonus or penalty and can be affected by advantage 
and disadvantage, as determined by the DM. 

Each class gives proficiency in at least two saving 
throws. The wizard, for example, is proficient 
in Intelligence saves. As with skill proficiencies, 
proficiency in a saving throw lets a character add his 
or her proficiency bonus to saving throws made using 
a particular ability score. Some monsters have saving 
throw proficiencies as well. 

The Difficulty Class for a saving throw is determined 
by the effect that causes it. For example, the DC for a 
saving throw allowed by a spell is determined by the 
caster's spellcasting ability and proficiency bonus. 

The result of a successful or failed saving throw is 
also detailed in the effect that allows thc savc. Usually, 
a successful save means that a creature suffers no 
harm, or reduced harm, from an effect. 


CHAPTER 8: ADVENTURING 


ELVING INTO THE ANCIENT TOMB OF HORRORS, 
slipping through the back alleys of 
Waterdeep, hacking a fresh trail through 
the thick jungles on the Isle of Dread—these 
are the things that DUNGEONS & DRAGONS 
adventures are made of. Your character in 
the game might explore forgotten ruins and 
uncharted lands, uncover dark secrets and sinister 
plots, and slay foul monsters. And if all goes well, your 
character will survive to claim rich rewards before 
embarking on a new adventure. 

This chapter covers the basics of the adventuring life, 
from the mechanics of movement to the complexities of 
social interaction. The rules for resting are also in this 
chapter, along with a discussion of the activities your 
character might pursue between adventures. 

Whether adventurers are exploring a dusty dungeon 
or the complex relationships of a royal court, the game 
follows a natural rhythm, as outlined in the book's 
introduction: 


1. The DM describes the environment. 
2. The players describe what they want to do. 
3. The DM narrates the results of their actions. 


Typically, the DM uses a map as an outline of the 
adventure, tracking the characters' progress as they 
explore dungeon corridors or wilderness regions. 

The DM's notes, including a key to the map, describe 
what the adventurers find as they enter each new area. 
Sometimes, the passage of time and the adventurers' 
actions determine what happens, so the DM might 
use a timeline or a flowchart to track their progress 
instead of a map. 


TIME 


In situations where keeping track of the passage of 
time is important, the DM determines the time a task 
requires. The DM might use a different time scale 
depending on the context of the situation at hand. In 

a dungeon environment, the adventurers’ movement 
happens on a scale of minutes. It takes them about a 
minute to creep down a long hallway, another minute 
to check for traps on the door at the end of the hall, and 
a good ten minutes to search the chamber beyond for 
anything interesting or valuable. 

In a city or wilderness, a scale of hours is often more 
appropriate. Adventurers eager to reach the lonely tower 
at the heart of the forest hurry across those fifteen miles 
in just under four hours’ time. 

For long journeys, a scale of days works best. 
Following the road from Baldur's Gate to Waterdeep, the 
adventurers spend four uneventful days before a goblin 
ambush interrupts their journey. 

In combat and other fast-paced situations, the game 
relies on rounds, a 6-second span of time described 
in chapter 9. 


MOVEMENT 


Swimming across a rushing river, sneaking down a 
dungeon corridor, scaling a treacherous mountain slope— 
all sorts of movement play a key role in D&D adventures. 

The DM can summarize the adventurers’ movement 
without calculating exact distances or travel times: “You 
travel through the forest and find the dungeon entrance 
late in the evening of the third day.” Even in a dungeon, 
particularly a large dungeon or a cave network, the 
DM can summarize movement between encounters: 
“After killing the guardian at the entrance to the ancient 
dwarven stronghold, you consult your map, which leads 
you through miles of echoing corridors to a chasm 
bridged by a narrow stone arch.” 

Sometimes it’s important, though, to know how long 
it takes to get from one spot to another, whether the 
answer is in days, hours, or minutes. The rules for 
determining travel time depend on two factors: the 
speed and travel pace of the creatures moving and the 
terrain they're moving over. 


SPEED 


Every character and monster has a speed, which is 
the distance in feet that the character or monster 
can walk in 1 round. This number assumes short 
bursts of energetic movement in the midst of a life- 
threatening situation. 

The following rules determine how far a character 
or monster can move in a minute, an hour, or a day. 


TRAVEL PACE 
While traveling, a group of adventurers can move at a 
normal, fast, or slow pace, as shown on the Travel Pace 
table. The table states how far the party can move ina 
period of time and whether the pace has any effect. A 
fast pace makes characters less perceptive, while a slow 
pace makes it possible to sneak around and to search an 
area more carefully (see the “Activity While Traveling” 
section later in this chapter for more information). 

Forced March. The Travel Pace table assumes that 
characters travel for 8 hours in day. They can push on 
beyond that limit, at the risk of exhaustion. 

For each additional hour of travel beyond 8 hours, 
the characters cover the distance shown in the Hour 
column for their pace, and each character must make 
a Constitution saving throw at the end of the hour. The 
DC is 10 + 1 for each hour past 8 hours. On a failed 
saving throw, a character suffers one level of exhaustion 
(see appendix A). 

Mounts and Vehicles. For short spans of time (up 
to an hour), many animals move much faster than 
humanoids. A mounted character can ride at a gallop 
for about an hour, covering twice the usual distance for 
a fast pace. If fresh mounts are available every 8 to 10 
miles, characters can cover larger distances at this pace, 
but this is very rare except in densely populated areas. 


PART 2 | ADVENTURING ^ 
- uf 181 


Characters in wagons, carriages, or other land 
vehicles choose a pace as normal. Characters in a 
waterborne vessel are limited to the speed of the vessel 
(see chapter 5), and they don't suffer penalties for a fast 
pace or gain benefits from a slow pace. Depending on 
the vessel and the size of the crew, ships might be able 
to travel for up to 24 hours per day. 

Certain special mounts, such as a pegasus or griffon, 
or special vehicles, such as a carpet of flying, allow you 
to travel more swiftly. The Dungeon Master's Guide 
contains more information on special methods of travel. 


TRAVEL PACE 
Distance Traveled per... 
Pace Minute Hour Day Effect 
Fast 400 feet 4miles 30 miles -5 penalty to 
passive Wisdom 
(Perception) scores 


Normal 300 feet 3 miles 24 miles — 
Slow 200 feet 2 miles 18 miles Able to use stealth 
DIFFICULT TERRAIN 


The travel speeds given in the Travel Pace table 
assume relatively simple terrain: roads, open plains, 
or clear dungeon corridors. But adventurers often face 
dense forests, deep swamps, rubble-filled ruins, steep 
mountains, and ice-covered ground—all considered 
difficult terrain. 

You move at half speed in difficult terrain—moving 
1 foot in difficult terrain costs 2 feet of speed—so you 
can cover only half the normal distance in a minute, 
an hour, or a day. 


SPECIAL TYPES OF MOVEMENT 


Movement through dangerous dungeons or wilderness 


areas often involves more than simply walking. 
Adventurers might have to climb, crawl, swim, or jump 
to get where they need to go. : 


CLIMBING, SWIMMING, AND CRAWLING 

While climbing or swimming, each foot of movement 
costs 1 extra foot (2 extra feet in difficult terrain), unless 
a creature has a climbing or swimming speed. At the 
DM's option, climbing a slippery vertical surface or 

one with few handholds requires a successful Strength 
(Athletics) check. Similarly, gaining any distance in 
rough water might require a successful Strength 
(Athletics) check. 


JUMPING 
Your Strength determines how far you can jump. 

Long Jump. When you make a long jump, you cover a 
number of feet up to your Strength score if you move at 
least 10 feet on foot immediately before the jump. When 
you make a standing long jump, you can leap only half 
that distance. Either way, each foot you clear on the 
jump costs a foot of movement. 

This rule assumes that the height of your jump 
doesn't matter, such as a jump across a stream or 
chasm. At your DM's option, you must succeed on a 


PART 2 | ADVENTURING 


DC 10 Strength (Athletics) check to clear a low obstacle 
(no taller than a quarter of the jump's distance), such as 
a hedge or low wall. Otherwise, you hit it. 

When you land in difficult terrain, you must succeed 
on a DC 10 Dexterity (Acrobatics) check to land on your 
feet. Otherwise, you land prone. 

High Jump. When you make a high jump, you leap 
into the air a number of feet equal to 3 + your Strength 
modifier if you move at least 10 feet on foot immediately 
before the jump. When you make a standing high jump, 
you can jump only half that distance. Either way, each 
foot you clear on the jump costs a foot of movement. In 
some circumstances, your DM might allow you to make 
a Strength (Athletics) check to jump higher than you 
normally can. 

You can extend your arms half your height above 
yourself during the jump. Thus, you can reach above 
you a distance equal to the height of the jump plus 144 
times your height. 


ACTIVITY WHILE TRAVELING 


As adventurers travel through a dungeon or the 
wilderness, they need to remain alert for danger, and 
some characters might perform other tasks to help 
the group's journey. 


MARCHING ORDER 

The adventurers should establish a marching order. 

A marching order makes it easier to determine which 
characters are affected by traps, which ones can spot 
hidden enemies, and which ones are the closest to those 
enemies when a fight breaks out. 

A character might occupy the front rank, one or more 
middle ranks, or the back rank. Characters in the front 
and back ranks need enough room to travel side by 
side with others in their rank. When space is too tight, 
the marching order must change, usually by moving 
characters to a middle rank. 

Fewer Than Three Ranks. lf an adventuring party 
arranges its marching order with only two ranks, they 
are a front rank and a back rank. If there's only one rank, 
it's considered a front rank. 


STEALTH 

While traveling at a slow pace, the characters can move 
stealthily. As long as they're not in the open, they can try 
to surprise or sneak by other creatures they encounter. 
See the rules for hiding in chapter 7. 


NOTICING THREATS 
Use the passive Wisdom (Perception) scores of the 
characters to determine whether anyone in the group 
notices a hidden threat. The DM might decide that a 
threat can be noticed only by characters in a particular 
rank. For example, as the characters are exploring a 
maze of tunnels, the DM might decide that only those 
characters in the back rank have a chance to hear or 
spot a stealthy creature following the group, while 
characters in the front and middle ranks cannot. 
While traveling at a fast pace, characters take a —5 
penalty to their passive Wisdom (Perception) scores 
to notice hidden threats. 


Encountering Creatures. If the DM determines 
that the adventurers encounter other creatures while 
they're traveling, it's up to both groups to decide what 
happens next. Either group might decide to attack, 
initiate a conversation, run away, or wait to see what the 
other group does. 

Surprising Foes. If the adventurers encounter a 
hostile creature or group, the DM determines whether 
the adventurers or their foes might be surprised when 
combat erupts. See chapter 9 for more about surprise. 


OTHER ACTIVITIES 

Characters who turn their attention to other tasks as the 
group travels are not focused on watching for danger. 
These characters don't contribute their passive Wisdom 
(Perception) scores to the group's chance of noticing 
hidden threats. However, a character not watching for 
danger can do one of the following activities instead, or 
some other activity with the DM's permission. 

Navigate. The character can try to prevent the group 
from becoming lost, making a Wisdom (Survival) check 
when the DM calls for it. (The Dungeon Master's Guide 
has rules to determine whether the group gets lost.) 

Draw a Map. The character can draw a map 
that records the group's progress and helps the 
characters get back on course if they get lost. No ability 
check is required. 

Track. A character can follow the tracks of another 
creature, making a Wisdom (Survival) check when the 
DM calls for it. (The Dungeon Master's Guide has rules 
for tracking.) 

Forage. The character can keep an eye out for ready 
sources of food and water, making a Wisdom (Survival) 
check when the DM calls for it. (The Dungeon Master's 
Guide has rules for foraging.) 


THE ENVIRONMENT 


By its nature, adventuring involves delving into places 
that are dark, dangerous, and full of mysteries to be 
explored. The rules in this section cover some of the 
most important ways in which adventurers interact with 
the environment in such places. The Dungeon Master's 
Guide has rules covering more unusual situations. 


FALLING 


A fall from a great height is one of the most common 
hazards facing an adventurer. 

At the end of a fall, a creature takes 1d6 bludgeoning 
damage for every 10 feet it fell, to a maximum of 20d6. 
The creature lands prone, unless it avoids taking 
damage from the fall. 


SUFFOCATING 


A creature can hold its breath for a number of minutes 
equal to 1 + its Constitution modifier (minimum 
of 30 seconds). 

When a creature runs out of breath, it can survive for 
a number of rounds equal to its Constitution modifier 
(minimum 1 round). At the start of its next turn, it drops 
to 0 hit points and is dying. 


Wess 
SPLITTING UP THE Party 
Sometimes, it makes sense to split an adventuring party, 
especially if you want one or more characters to scout ahead. 
You can form multiple parties, each moving at a different speed. 
Each group has its own front, middle, and back ranks. 

The drawback to this approach is that the party will be split 
into several smaller groups in the event of an attack. The 
advantage is that a small group of stealthy characters moving 
slowly might be able to sneak past enemies that clumsier 
characters would alert. A rogue and a monk moving at a slow 
pace are much harder to detect when they leave their dwarf 
paladin friend behind. 


upee———PÉÓR—ÉÓ———  — ám 
For example, a creature with a Constitution of 14 can 


hold its breath for 3 minutes. If it starts suffocating, it 
has 2 rounds to reach air before it drops to 0 hit points. 


VISION AND LIGHT 


The most fundamental tasks of adventuring—noticing 
danger, finding hidden objects, hitting an enemy in 
combat, and targeting a spell, to name just a few— 
rely heavily on a character's ability to see. Darkness 
and other effects that obscure vision can prove a 
significant hindrance. 

A given area might be lightly or heavily obscured. In 
a lightly obscured area, such as dim light, patchy fog, 
or moderate foliage, creatures have disadvantage on 
Wisdom (Perception) checks that rely on sight. 

A heavily obscured area—such as darkness, opaque 
fog, or dense foliage—blocks vision entirely. A creature 
in a heavily obscured area effectively suffers from the 
blinded condition (see appendix A). 

The presence or absence of light in an environment 
creates three categories of illumination: bright light, dim 
light, and darkness. 

Bright light lets most creatures see normally. Even 
gloomy days provide bright light, as do torches, lanterns, 
fires, and other sources of illumination within a 
specific radius. 

Dim light, also called shadows, creates a lightly 
obscured area. An area of dim light is usually a 
boundary between a source of bright light, such as 
a torch, and surrounding darkness. The soft light 
of twilight and dawn also counts as dim light. A 
particularly brilliant full moon might bathe the land 
in dim light. 

Darkness creates a heavily obscured area. Characters 
face darkness outdoors at night (even most moonlit 
nights), within the confines of an unlit dungeon or a 
subterranean vault, or in an area of magical darkness. 


BLINDSIGHT 

A creature with blindsight can perceive its surroundings 
without relying on sight, within a specific radius. 
Creatures without eyes, such as oozes, and creatures 
with echolocation or heightened senses, such as bats 
and true dragons, have this sense. 


DARKVISION 

Many creatures in the worlds of D&D, especially those 
that dwell underground, have darkvision. Within a 
specified range, a creature with darkvision can see in 


PART 2 | ADVENTURING 


Aware? 


darkness as if the darkness were dim light, so areas 
of darkness are only lightly obscured as far as that 
creature is concerned. However, the creature can't 
discern color in darkness, only shades of gray. 


TRUESIGHT 

A creature with truesight can, out to a specific range, 
see in normal and magical darkness, see invisible 
creatures and objects, automatically detect visual 
illusions and succeed on saving throws against them, 
and perceives the original form of a shapechanger or 
a creature that is transformed by magic. Furthermore, 
the creature can see into the Ethereal Plane. 


FOOD AND WATER 


Characters who don't eat or drink suffer the effects of 
exhaustion (see appendix A). Exhaustion caused by lack 
of food or water can't be removed until the character 
eats and drinks the full required amount. 


Foop 

A character needs one pound of food per day and can 
make food last longer by subsisting on half rations. 
Eating half a pound of food in a day counts as half a day 
without food. 

A character can go without food for a number of days 
equal to 3 * his or her Constitution modifier (minimum 
1). At the end of each day beyond that limit, a character 
automatically suffers one level of exhaustion. 

A normal day of eating resets the count of days 
without food to zero. 


WATER 
A character needs one gallon of water per day, or two 
gallons per day if the weather is hot. A character who 
drinks only half that much water must succeed on a 
DC 15 Constitution saving throw or suffer one level of 
exhaustion at the end of the day. A character with access 
to even less water automatically suffers one level of 
exhaustion at the end of the day. 

If the character already has one or more levels of 
exhaustion, the character takes two levels in either case. 


INTERACTING WITH OBJECTS 


A character's interaction with objects in an environment 
is often simple to resolve in the game. The player tells 
the DM that his or her character is doing something, 
such a moving a lever, and the DM describes what, if 
anything happens. 

For example, a character might decide to pull a lever, 
which might, in turn, raise a portcullis, cause a room to 
flood with water, or open a secret door in a nearby wall. 
If the lever is rusted in position, though, a character 
might need to force it. In such a situation, the DM might 
call for a Strength check to see whether the character 
can wrench the lever into place. The DM sets the DC for 
any such check based on the difficulty of the task. 

Characters can also damage objects with their 
weapons and spells. Objects are immune to poison and 
psychic damage, but otherwise they can be affected 
by physical and magical attacks much like creatures 


can. The DM determines an object's Armor Class and 
hit points, and might decide that certain objects have 
resistance or immunity to certain kinds of attacks. (It's 
hard to cut a rope with a club, for example.) Objects 
always fail Strength and Dexterity saving throws, and 
they are immune to effects that require other saves. 
When an object drops to 0 hit points, it breaks. 

A character can also attempt a Strength check to 
break an object. The DM sets the DC for any such check. 


SOCIAL INTERACTION 


Exploring dungeons, overcoming obstacles, and slaying 
monsters are key parts of D&D adventures. No less 
important, though, are the social interactions that 
adventurers have with other inhabitants of the world. 

Interaction takes on many forms. You might need 
to convince an unscrupulous thief to confess to some 
malfeasance, or you might try to flatter a dragon so that 
it will spare your life. The DM assumes the roles of any 
characters who are participating in the interaction that 
don't belong to another player at the table. Any such 
character is called a nonplayer character (NPC). 

In general terms, an NPC's attitude toward you is 
described as friendly, indifferent, or hostile. Friendly 
NPCs are predisposed to help you, and hostile ones are 
inclined to get in your way. It's easier to get what you 
want from a friendly NPC, of course. 

Social interactions have two primary aspects: 
roleplaying and ability checks. 


ROLEPLAYING 


Roleplaying is, literally, the act of playing out a role. 
In this case, it's you as a player determining how your 
character thinks, acts, and talks. 

Roleplaying is a part of every aspect of the game, 
and it comes to the fore during social interactions. 
Your character's quirks, mannerisms, and personality 
influence how interactions resolve. 

There are two styles you can use when roleplaying 
your character: the descriptive approach and the active 
approach. Most players use a combination of the two 
styles. Use whichever mix of the two works best for you. 


DESCRIPTIVE APPROACH TO ROLEPLAYING 
With this approach, you describe your character's words 
and actions to the DM and the other players. Drawing on 
your mental image of your character, you tell everyone 
what your character does and how he or she does it. 

For instance, Chris plays Tordek the dwarf. Tordek 
has a quick temper and blames the elves of the 
Cloakwood for his family's misfortune. At a tavern, an 
obnoxious elf minstrel sits at Tordek's table and tries to 
strike up a conversation with the dwarf. 

Chris says, "Tordek spits on the floor, growls an 
insult at the bard, and stomps over to the bar. He sits 
on a stool and glares at the minstrel before ordering 
another drink." 

In this example, Chris has conveyed Tordek's mood 
and given thc DM a clear idea of his character's 
attitude and actions. 


PART 2 ADVENTURING 


186 


—" 


When using descriptive roleplaying, keep the 
following things in mind: 


Describe your character's emotions and attitude. 

* Focus on your character's intent and how others 
might perceive it. 

* Provide as much embellishment as you feel 

comfortable with. 


Don't worry about getting things exactly right. Just 
focus on thinking about what your character would do 
and describing what you see in your mind. 


ACTIVE APPROACH TO ROLEPLAYING 

If descriptive roleplaying tells your DM and your fellow 
players what your character thinks and does, active 
roleplaying shows them. 

When you use active roleplaying, you speak with your 
character's voice, like an actor taking on a role. You might 
even echo your character's movements and body language. 
This approach is more immersive than descriptive 
roleplaying, though you still need to describe things 
that can't be reasonably acted out. 

Going back to the example of Chris roleplaying Tordek 
above, here's how the scene might play out if Chris used 
active roleplaying: 

Speaking as Tordek, Chris says in a gruff, deep voice, 
“I was wondering why it suddenly smelled awful in here. 
If I wanted to hear anything out of you, l'd snap your 
arm and enjoy your screams." In his normal voice, Chris 
then adds, “I get up, glare at the elf, and head to the bar.” 


RESULTS OF ROLEPLAYING 
The DM uses your character's actions and attitudes to 
determine how an NPC reacts. A cowardly NPC buckles 
under threats of violence. A stubborn dwarf refuses to 
let anyone badger her. A vain dragon laps up flattery. 
When interacting with an NPC, pay close attention to 
the DM's portrayal of the NPC’s mood, dialogue, and 
personality. You might be able to determine an NPC's 
personality traits, ideals, flaws, and bonds, then play on 
them to influence the NPC's attitude. , 
Interactions in D&D are much like interactions in 
real life. If you can offer NPCs something they want, 
threaten them with something they fear, or play on their 
sympathies and goals, you can use words to get almost 
anything you want. On the other hand, if you insult a 
proud warrior or speak ill of a noble's allies, your efforts 
to convince or deceive will fall short. 


ABILITY CHECKS 


In addition to roleplaying, ability checks are key in 
determining the outcome of an interaction. 

Your roleplaying efforts can alter an NPC's attitude, 
but there might still be an element of chance in the 
situation. For example, your DM can call for a Charisma 
check at any point during an interaction if he or she 
wants the dice to play a role in determining an NPC's 
reactions. Other checks might be appropriate in certain 
situations, at your DM's discretion. 

Pay attention to your skill proficiencies when thinking 
of how you want to interact with an NPC, and stack 
the deck in your favor by using an approach that relies 


PART 2 


| ADVENTURING 


on your best bonuses and skills. If the group needs to 
trick a guard into letting them into a castle, the rogue 
who is proficient in Deception is the best bet to lead the 
discussion. When negotiating for a hostage's release, 
the cleric with Persuasion should do most of the talking. 


RESTING 


Heroic though they might be, adventurers can't spend 
every hour of the day in the thick of exploration, social 
interaction, and combat. They need rest—time to 
sleep and eat, tend their wounds, refresh their minds 
and spirits for spellcasting, and brace themselves for 
further adventure. 

Adventurers can take short rests in the midst of an 
adventuring day and a long rest to end the day. 


SHORT REST 


A short rest is a period of downtime, at least 1 hour long, 
during which a character does nothing more strenuous 
than eating, drinking, reading, and tending to wounds. 

A character can spend one or more Hit Dice at the end 
of a short rest, up to the character's maximum number 
of Hit Dice, which is equal to the character's level. For 
each Hit Die spent in this way, the player rolls the die 
and adds the character’s Constitution modifier to it. The 
character regains hit points equal to the total. The player 
can decide to spend an additional Hit Die after each roll. 
A character regains some spent Hit Dice upon finishing 
a long rest, as explained below. 


LONG REST 


A long rest is a period of extended downtime, at least 8 
hours long, during which a character sleeps or performs 
light activity: reading, talking, eating, or standing watch 
for no more than 2 hours. If the rest is interrupted by a 
period of strenuous activity—at least 1 hour of walking, 
fighting, casting spells, or similar adventuring activity— 
the characters must begin the rest again to gain any 
benefit from it. 

At the end of a long rest, a character regains all lost 
hit points. The character also regains spent Hit Dice, up 
to a number of dice equal to half of the character's total 
number of them. For example, if a character has eight 
Hit Dice, he or she can regain four spent Hit Dice upon 
finishing a long rest. 

A character can't benefit from more than one long rest 
in a 24-hour period, and a character must have at least 
1 hit point at the start of the rest to gain its benefits. 


BETWEEN ADVENTURES 


Between trips to dungeons and battles against ancient 
evils, adventurers need time to rest, recuperate, and 
prepare for their next adventure. Many adventurers also 
use this time to perform other tasks, such as crafting 
arms and armor, performing research, or spending 
their hard-earned gold. 

In some cases, the passage of time is something that 
occurs with little fanfare or description. When starting 
a new adventure, the DM might simply declare that a 
certain amount of time has passed and allow you to 


describe in general terms what your character has 

been doing. At other times, the DM might want to keep 
track of just how much time is passing as events beyond 
your perception stay in motion. 


LIFESTYLE EXPENSES 


Between adventures, you choose a particular quality 
of life and pay the cost of maintaining that lifestyle, as 
described in chapter 5. 

Living a particular lifestyle doesn’t have a huge effect 
on your character, but your lifestyle can affect the way 
other individuals and groups react to you. For example, 
when you lead an aristocratic lifestyle, it might be easier 
for you to influence the nobles of the city than if you 
live in poverty. 


DOWNTIME ACTIVITIES 


Between adventures, the DM might ask you what your 
character is doing during his or her downtime. Periods 
of downtime can vary in duration, but each downtime 
activity requires a certain number of days to complete 
before you gain any benefit, and at least 8 hours of each 
day must be spent on the downtime activity for the day 
to count. The days do not need to be consecutive. If you 
have more than the minimum amount of days to spend, 
you can keep doing the same thing for a longer period 
of time, or switch to a new downtime activity. 

Downtime activities other than the ones presented 
below are possible. If you want your character to spend 
his or her downtime performing an activity not covered 
here, discuss it with your DM. 


CRAFTING 

You can craft nonmagical objects, including adventuring 
equipment and works of art. You must be proficient 

with tools related to the object you are trying to create 
(typically artisan’s tools). You might also need access to 
special materials or locations necessary to create it, For 
example, someone proficient with smith’s tools needs a 
forge in order to craft a sword or suit of armor. 

For every day of downtime you spend crafting, you 
can craft one or more items with a total market value 
not exceeding 5 gp, and you must expend raw materials 
worth half the total market value. If something you 
want to craft has a market value greater than 5 gp, you 
make progress every day in 5-gp increments until you 
reach the market value of the item. For example, a suit 
of plate armor (market value 1,500 gp) takes 300 days 
to craft by yourself. 

Multiple characters can combine their efforts toward 
the crafting of a single item, provided that the characters 
all have proficiency with the requisite tools and are 
working together in the same place. Each character 
contributes 5 gp worth of effort for every day spent 
helping to craft the item. For example, three characters 
with the requisite tool proficiency and the proper 
facilities can craft a suit of plate armor in 100 days, 
at a total cost of 750 gp. 

While crafting, you can maintain a modest lifestyle 
without having to pay 1 gp per day, or a comfortable 
lifestyle at half the normal cost (see chapter 5 for more 
information on lifestyle expenses). 


PRACTICING A PROFESSION 

You can work between adventures, allowing you to 
maintain a modest lifestyle without having to pay 1 gp 
per day (see chapter 5 for more information on lifestyle 
expenses). This benefit lasts as long you continue to 
practice your profession. 

If you are a member of an organization that can 
provide gainful employment, such as a temple or a 
thieves’ guild, you earn enough to support a comfortable 
lifestyle instead. 

If you have proficiency in the Performance skill and 
put your performance skill to use during your downtime, 
you earn enough to support a wealthy lifestyle instead. 


RECUPERATING 
You can use downtime between adventures to recover 
from a debilitating injury, disease, or poison. 

After three days of downtime spent recuperating, 
you can make a DC 15 Constitution saving throw. 
On a successful save, you can choose one of the 
following results: 


* End one effect on you that prevents you from regain- 
ing hit points. 

* For the next 24 hours, gain advantage on saving 
throws against one disease or poison currently 
affecting you. 


RESEARCHING 

The time between adventures is a great chance to 
perform research, gaining insight into mysteries 

that have unfurled over the course of the campaign. 
Research can include poring over dusty tomes and 
crumbling scrolls in a library or buying drinks for the 
locals to pry rumors and gossip from their lips. 

When you begin your research, the DM determines 
whether the information is available, how many days of 
downtime it will take to find it, and whether there are 
any restrictions on your research (such as needing to 
seek out a specific individual, tome, or location). The 
DM might also require you to make one or more ability 
checks, such as an Intelligence (Investigation) check 
to find clues pointing toward the information you seek, 
or a Charisma (Persuasion) check to secure someone's 
aid. Once those conditions are met, you learn the 
information if it is available. 

For each day of research, you must spend 1 gp to 
cover your expenses. This cost is in addition to your 
normal lifestyle expenses (as discussed in chapter 5). 


TRAINING 

You can spend time between adventures learning a new 
language or training with a set of tools. Your DM might 
allow additional training options. 

First, you must find an instructor willing to teach you. 
The DM determines how long it takes, and whether one 
or more ability checks are required. 

The training lasts for 250 days and costs 1 gp per day. 
After you spend the requisite amount of time and money, 
you learn the new language or gain proficiency with 
the new tool. 


PART 2 | ADVENTURING 


CHAPTER 9: COMBAT 


OY HECLATTER OF A SWORD STRIKING AGAINST 

a shield. The terrible rending sound as 
monstrous claws tear through armor. A 
brilliant flash of light as a ball of flame 
blossoms from a wizard's spell. The sharp 
tang of blood in the air, cutting through 
the stench of vile monsters. Roars of fury, 

shouts of triumph, cries of pain. Combat in D&D can be 

chaotic, deadly, and thrilling. 

This chapter provides the rules you need for your 
characters and monsters to engage in combat, whether 
it is a brief skirmish or an extended conflict in a 
dungeon or on a field of battle. Throughout this chapter, 
the rules address you, the player or Dungeon Master. 
The Dungeon Master controls all the monsters and 
nonplayer characters involved in combat, and each other 
player controls an adventurer. "You" can also mean the 
character or monster that you control. 


THE ORDER OF COMBAT 


A typical combat encounter is a clash between two 
sides, a flurry of weapon swings, feints, parries, 
footwork, and spellcasting. The game organizes the 
chaos of combat into a cycle of rounds and turns. A 
round represents about 6 seconds in the game world. 
During a round, each participant in a battle takes a 
turn. The order of turns is determined at the beginning 
of a combat encounter, when everyone rolls initiative. 
Once everyone has taken a turn, the fight continues to 
the next round if neither side has defeated the other. 


SURPRISE 


A band of adventurers sneaks up on a bandit camp, 
springing from the trees to attack them. A gelatinous 
cube glides down a dungeon passage, unnoticed by 
the adventurers until the cube engulfs one of them. In 
these situations, one side of the battle gains surprise 
over the other. 

The DM determines who might be surprised. If 
neither side tries to be stealthy, they automatically notice 
each other. Otherwise, the DM compares the Dexterity 
(Stealth) checks of anyone hiding with the passive 
Wisdom (Perception) score of each creature on the 


FUEL. Eee 
COMBAT STEP BY STEP 
7. Determine surprise. The DM determines whether anyone 
involved in the combat encounter is surprised. 
2.Establish positions. The DM decides where all the 
characters and monsters are located. Given the 
adventurers' marching order or their stated positions in 
the room or other location, the DM figures out where the 
adversaries are—how far away and in what direction. 
_ 3. Roll initiative. Everyone involved in the combat encounter 
| rolls initiative, determining the order of combatants’ turns. 
. 4. Take turns. Each participant in the battle takes a turn in 
initiative order. 
5.Begin the next round. When everyone involved in the 
_ combat has had a turn, the round ends. Repeat step 4 until 
the fighting stops. 


opposing side. Any character or monster that doesn't 
notice a threat is surprised at the start of the encounter. 

If you're surprised, you can't move or take an action 
on your first turn of the combat, and you can't take a 
reaction until that turn ends. A member of a group can 
be surprised even if the other members aren't. 


INITIATIVE 


Initiative determines the order of turns during combat. 
When combat starts, every participant makes a 
Dexterity check to determine their place in the initiative 
order. The DM makes one roll for an entire group of 
identical creatures, so each member of the group acts at 
the same time. 

The DM ranks the combatants in order from the one 
with the highest Dexterity check total to the one with 
the lowest. This is the order (called the initiative order) 
in which they act during each round. The initiative order 
remains the same from round to round. 

If a tie occurs, the DM decides the order among 
tied DM-controlled creatures, and the players decide 
the order among their tied characters. The DM can 
decide the order if the tie is between a monster and a 
player character. Optionally, the DM can have the tied 
characters and monsters each roll a d20 to determine 
the order, highest roll going first. 


YOUR TURN 


On your turn, you can move a distance up to your speed 
and take one action. You decide whether to move first 
or take your action first. Your speed—sometimes called 
your walking speed—is noted on your character sheet. 

The most common actions you can take are described 
in the "Actions in Combat" section later in this chapter. 
Many class features and other abilities provide 
additional options for your action. 

The “Movement and Position" section later in this 
chapter gives the rules for your move. 

You can forgo moving, taking an action, or doing 
anything at all on your turn. If you can't decide what to 
do on your turn, consider taking the Dodge or Ready 
action, as described in "Actions in Combat." 


BONUS ACTIONS 

Various class features, spells, and other abilities let you 
take an additional action on your turn called a bonus 
action. The Cunning Action feature, for example, allows 
a rogue to take a bonus action. You can take a bonus 
action only when a special ability, spell, or other feature 
of the game states that you can do something as a bonus 
action. You otherwise don't have a bonus action to take. 

You can take only one bonus action on your turn, so 
you must choose which bonus action to use when you 
have more than one available. 

You choose when to take a bonus action during your 
turn, unless the bonus action's timing is specified, and 
anything that deprives you of your ability to take actions 
also prevents you from taking a bonus action. 


PART 2 | COMBAT 


OTHER ACTIVITY ON YOUR TURN 
Your turn can include a variety of flourishes that require 
neither your action nor your move. - 

You can communicate however you are able, through 
brief utterances and gestures, as you take your turn. 

You can also interact with one object or feature of the 
environment for free, during either your move or your 
action. For example, you could open a door during your 
move as you stride toward a foe, or you could draw your 
weapon as part of the same action you use to attack. 

If you want to interact with a second object, you need 
to use your action. Some magic items and other special 
objects always require an action to use, as stated 
in their descriptions. 

The DM might require you to use an action for any 
of these activities when it needs special care or when it 
presents an unusual obstacle. For instance, the DM 
could reasonably expect you to use an action to open a 
stuck door or turn a crank to lower a drawbridge. 


REACTIONS 


Certain special abilities, spells, and situations allow 
you to take a special action called a reaction. A reaction 
is an instant response to a trigger of some kind, which 
can occur on your turn or on someone else's. The 
opportunity attack, described later in this chapter, is the 
most common type of reaction. 

When you take a reaction, you can't take another one 
until the start of your next turn. If the reaction interrupts 
another creature's turn, that creature can continue its 
turn right after the reaction. 


MOVEMENT AND POSITION 


In combat, characters and monsters are in constant 
motion, often using movement and position to gain 
the upper hand. 


INTERACTING WiTH OBJECTS AROUND YOU 


Here are a few examples of the sorts of thing you can do in 
tandem with your movement and action: 


* draw or sheathe a sword 
* open or close a door 
+ withdraw a potion from your backpack 
pick up a dropped axe 
take a bauble from a table 
remove a ring from your finger 
stuff some food into your mouth 
plant a banner in the ground 
fish a few coins from your belt pouch 
drink all the ale in a flagon 
throw a lever or a switch 
pull a torch from a sconce 
take a book from a shelf you can reach 
extinguish a small flame 
don a mask 
pull the hood of your cloak up and over your head 
put your ear to a door 
kick a small stone 
+ turn a key in a lock 
* tap the floor with a 10-foot pole 
+ hand an item to another character 
be  — —É— ————— ——n 


PART 2| COMBAT 


On your turn, you can move a distance up to your 
speed. You can use as much or as little of your speed as 
yot like on your turn, following the rules here. 

Your movement can include jumping, climbing, and 
swimming. These different modes of movement can 
be combined with walking, or they can constitute your 
entire move. However you're moving, you deduct the 
distance of each part of your move from your speed until 
it is used up or until you are done moving. 

The "Special Types of Movement" section in 
chapter 8 gives the particulars for jumping, climbing, 
and swimming. 


BREAKING UP YOUR MOVE 


You can break up your movement on your turn, using 
some of your speed before and after your action. For 
example, if you have a speed of 30 feet, you can move 
10 feet, take your action, and then move 20 feet. 


MOVING BETWEEN ATTACKS 

If you take an action that includes more than one 
weapon attack, you can break up your movement even 
further by moving between those attacks. For example, 
a fighter who can make two attacks with the Extra 
Attack feature and who has a speed of 25 feet could 
move 10 feet, make an attack, move 15 feet, and then 
attack again. 


UsiNG DIFFERENT SPEEDS 

If you have more than one speed, such as your walking 
speed and a flying speed, you can switch back and forth 
between your speeds during your move. Whenever you 
switch, subtract the distance you've already moved from 
the new speed. The result determines how much farther 
you can move. If the result is 0 or less, you can't use the 
new speed during the current move. 

For example, if you have a speed of 30 and a flying 
speed of 60 because a wizard cast the fly spell on you, 
you could fly 20 feet, then walk 10 feet, and then leap 
into the air to fly 30 feet more. 


DIFFICULT TERRAIN 


Combat rarely takes place in bare rooms or on 
featureless plains. Boulder-strewn caverns, briar- 
choked forests, treacherous staircases—the setting of 
a typical fight contains difficult terrain. 

Every foot of movement in difficult terrain costs 1 
extra foot. This rule is true even if multiple things in 
a space count as difficult terrain. 

Low furniture, rubble, undergrowth, steep stairs, 
snow, and shallow bogs are examples of difficult terrain. 
The space of another creature, whether hostile or not, 
also counts as difficult terrain. 


BEING PRONE 


Combatants often find themselves lying on the ground, 
either because they are knocked down or because they 
throw themselves down. In the game, they are prone, 
a condition described in appendix A. 

You can drop prone without using any of your 
speed. Standing up takes more effort; doing so costs 


an amount of movement equal to half your speed. For 
example, if your speed is 30 feet, you must spend 15 feet 
of movement to stand up. You can't stand up if you don't 
have enough movement left or if your speed is 0. 

To move while prone, you must crawl or use magic 
such as teleportation. Every foot of movement while 
crawling costs 1 extra foot. Crawling 1 foot in difficult 
terrain, therefore, costs 3 feet of movement. 


MOVING AROUND OTHER 
CREATURES 


You can move through a nonhostile creature's space. 
In contrast, you can move through a hostile creature's 
space only if the creature is at least two sizes larger or 
smaller than you. Remember that another creature's 
space is difficult terrain for you. 

Whether a creature is a friend or an enemy, you can't 
willingly end your move in its space. 

If you leave a hostile creature's reach during your 
move, you provoke an opportunity attack, as explained 
later in the chapter. 


FLYING MOVEMENT 


Flying creatures enjoy many benefits of mobility, but 
they must also deal with the danger of falling. If a flying 

creature is knocked prone, has its speed reduced to 0; or 
is otherwise deprived of the ability to move, the creature 
falls, unless it has the ability to hover or it is being held 
aloft by magic, such as by the fly spell. 


CREATURE SIZE 


Each creature takes up a different amount of space. 
The Size Categories table shows how much space 
a creature of a particular size controls in combat. 
Objects sometimes use the same size categories. 


SizE& CATEGORIES 


Size Space 

Tiny 21⁄2 by 2⁄2 ft. 
Small 5 by 5 ft. 
Medium 5 by 5 ft. 
Large 10 by 10 ft 
Huge 15 by 15 ft. 


Gargantuan 20 by 20 ft. or larger 
SPACE 
A creature's space is the area in feet that it effectively 
controls in combat, not an expression of its physical 
dimensions. A typical Medium creature isn't 5 feet 
wide, for example, but it does control a space that 
wide. If a Medium hobgoblin stands in a 5-foot-wide 
doorway, other creatures can't get through unless the 
hobgoblin lets them. 

A creature's space also reflects the area it needs to 
fight effectively. For that reason, there's a limit to the 
number of creatures that can surround another creature 
in combat. Assuming Medium combatants, eight 
creatures can fit in a 5-foot radius around another one. 

Because larger creatures take up more space, fewer 
of them can surround a creature. If five Large creatures 


: 
4 


192 


PART 2 | COMBAT 


e —— a eee ee 
VARIANT: PLAYING ON A GRID 


If you play out a combat using a square grid and miniatures 
or other tokens, follow these rules. 

Squares. Each square on the grid represents 5 feet. 

Speed. Rather than moving foot by foot, move square by 
square on the grid. This means you use your speed in 5-foot 
segments. This is particularly easy if you translate your speed 
into squares by dividing the speed by 5. For example, a speed 
of 30 feet translates into a speed of 6 squares. 

If you use a grid often, consider writing your speed in 
squares on your character sheet. 

Entering a Square. To enter a square, you must have 
at least 1 square of movement left, even if the square is 
diagonally adjacent to the square you're in. (The rule for 

' diagonal movement sacrifices realism for the sake of smooth 
play. The Dungeon Master's Guide provides guidance on using 
a more realistic approach.) 

If a square costs extra movement, as a square of difficult 
terrain does, you must have enough movement left to pay for 
entering it. For example, you must have at least 2 squares of 
movement left to enter a square of difficult terrain. 

Corners. Diagonal movement can't cross the corner of a 
wall, large tree, or other terrain feature that fills its space. 

Ranges. To determine the range on a grid between two 
things—whether creatures or objects—start counting squares 

from a square adjacent to one of them and stop counting in 
the space of the other one. Count by the shortest route. 


crowd around a Medium or smaller one, there's little 
room for anyone else. In contrast, as many as twenty 
Medium creatures can surround a Gargantuan one. 


SQUEEZING INTO A SMALLER SPACE 

A creature can squeeze through a space that is large 
enough for a creature one size smaller than it. Thus, a 
Large creature can squeeze through a passage that's 
only 5 feet wide. While squeezing through a space, 

a creature must spend 1 extra foot for every foot it 
moves there, and it has disadvantage on attack rolls 
and Dexterity saving throws. Attack rolls against the 
creature have advantage while it's in the smaller space. 


ACTIONS IN COMBAT . 


When you take your action on your turn, you can take 
one of the actions presented here, an action you gained 
from your class or a special feature, or an action that 
you improvise. Many monsters have action options of 
their own in their stat blocks. 

When you describe an action not detailed elsewhere 
in the rules, the DM tells you whether that action is 
possible and what kind of roll you need to make, if any, 
to determine success or failure. 


ATTACK 


The most common action to take in combat is the Attack 
action, whether you are swinging a sword, firing an 
arrow from a bow, or brawling with your fists. 

With this action, you make one melee or ranged 
attack. See the "Making an Attack" section for the rules 
that govern attacks. 

Certain features, such as the Extra Attack feature 
of the fighter, allow you to make more than one attack 
with this action. 


CAST A SPELL 


Spellcasters such as wizards and clerics, as well as 
many monsters, have access to spells and can use 
them to great effect in combat. Each spell has a casting 
time, which specifies whether the caster must use an 
action, a reaction, minutes, or even hours to cast the 
spell. Casting a spell is, therefore, not necessarily an 
action. Most spells do have a casting time of 1 action, 
so a spellcaster often uses his or her action in combat 
to cast such a spell. See chapter 10 for the rules 

on spellcasting. 


DASH 


When you take the Dash action, you gain extra 
movement for the current turn. The increase equals 
your speed, after applying any modifiers. With a speed 
of 30 feet, for example, you can move up to 60 feet on your 
turn if you dash. 

Any increase or decrease to your speed changes this 
additional movement by the same amount. If your speed 
of 30 feet is reduced to 15 feet, for instance, you can 
move up to 30 feet this turn if you dash. 


DISENGAGE 


If you take the Disengage action, your movement doesn't 
provoke opportunity attacks for the rest of the turn. 


DODGE 


When you take the Dodge action, you focus entirely on 
avoiding attacks. Until the start of your next turn, any 
attack roll made against you has disadvantage if you 
can see the attacker, and you make Dexterity saving 
throws with advantage. You lose this benefit if you are 
incapacitated (as explained in appendix A) or if your 
speed drops to 0. 


HELP 


You can lend your aid to another creature in the 
completion of a task. When you take the Help action, 
the creature you aid gains advantage on the next ability 
check it makes to perform the task you are helping with, 
provided that it makes the check before the start of 
your next turn. 

Alternatively, you can aid a friendly creature in 
attacking a creature within 5 feet of you. You feint, 
distract the target, or in some other way team up to 
make your ally's attack more effective. If your ally 
attacks the target before your next turn, the first attack 
roll is made with advantage. 


HIDE 


When you take the Hide action, you make a Dexterity 
(Stealth) check in an attempt to hide, following the rules 
in chapter 7 for hiding. If you succeed, you gain certain 
benefits, as described in the “Unseen Attackers and 
Targets" section later in this chapter. 


7 NS Sa a EE EES Ee 
IMPROVISING AN ACTION 


Your character can do things not covered by the actions in 
this chapter, such as breaking down doors, intimidating 
enemies, sensing weaknesses in magical defenses, or calling 
for a parley with a foe. The only limits to the actions you can 
attempt are your imagination and your character’s ability 
scores. See the descriptions of the ability scores in chapter 7 
for inspiration as you improvise. 

When you describe an action not detailed elsewhere in 
the rules, the DM tells you whether that action is possible 
and what kind of roll you need to make, if any, to determine 
success or failure. 


Say 
READY 


Sometimes you want to get the jump on a foe or wait for 
a particular circumstance before you act. To do so, you 
can take the Ready action on your turn so that you can 
act later in the round using your reaction. 

First, you decide what perceivable circumstance 
will trigger your reaction. Then, you choose the action 
you will take in response to that trigger, or you choose 
to move up to your speed in response to it. Examples 
include “If the cultist steps on the trapdoor, I'll pull the 
lever that opens it,” and “If the goblin steps next to me, 
I move away.” 

When the trigger occurs, you can either take your 
reaction right after the trigger finishes or ignore 
the trigger. Remember that you can take only one 
reaction per round, 

When you ready a spell, you cast it as normal but 
hold its energy, which you release with your reaction 
when the trigger occurs. To be readied, a spell must 
have a casting time of 1 action, and holding onto the 
spell’s magic requires concentration (explained in 
chapter 10). If your concentration is broken, the spell 
dissipates without taking effect. For example, if you are 
concentrating on the web spell and ready magic missile, 
your web spell ends, and if you take damage before 
you release magic missile with your reaction, your 
concentration might be broken. 


SEARCH 


When you take the Search action, you devote your 
attention to finding something. Depending on the 
nature of your search, the DM might have you make 
a Wisdom (Perception) check or an Intelligence 
(Investigation) check. 


USE AN OBJECT 


You normally interact with an object while doing 
something else, such as when you draw a sword as part 
of an attack. When an object requires your action for 
its use, you take the Use an Object action. This action 
is also useful when you want to interact with more than 
one object on your turn. 


MAKING AN ATTACK 


Whether you're striking with a melee weapon, firing a 
weapon at range, or making an attack roll as part of a 
spell, an attack has a simple structure. 


1. Choose a target. Pick a target within your attack's 
range: a creature, an object, or a location. 

2. Determine modifiers. The DM determines whether 
the target has cover and whether you have advantage 
or disadvantage against the target. In addition, spells, 
special abilities, and other effects can apply penalties 
or bonuses to your attack roll. 

3. Resolve the attack. You make the attack roll. On a 
hit, you roll damage, unless the particular attack has 
rules that specify otherwise. Some attacks cause 
special effects in addition to or instead of damage. 


If there's ever any question whether something you're 
doing counts as an attack, the rule is simple: if you're 
making an attack roll, you're making an attack. 


ATTACK ROLLS 


When you make an attack, your attack roll determines 
whether the attack hits or misses. To make an attack 
roll, roll a d20 and add the appropriate modifiers. If the 
total of the roll plus modifiers equals or exceeds the 
target's Armor Class (AC), the attack hits. The AC of a 
character is determined at character creation, whereas 
the AC of a monster is in its stat block. 


MODIFIERS TO THE ROLL 

When a character makes an attack roll, the two most 
common modifiers to the roll are an ability modifier 
and the character's proficiency bonus. When a monster 
makes an attack roll, it uses whatever modifier is 
provided in its stat block. 

Ability Modifier. The ability modifier used for a melee 
weapon attack is Strength, and the ability modifier used 
for a ranged weapon attack is Dexterity. Weapons that 
have the finesse or thrown property break this rule. 

Some spells also require an attack roll. The ability 
modifier used for a spell attack depends on the 
spellcasting ability of the spellcaster, as explained 
in chapter 10. 

Proficiency Bonus. You add your proficiency bonus 
to your attack roll when you attack using a weapon with 
which you have proficiency, as well as when you attack 
with a spell. 


ROLLING | OR 20 
Sometimes fate blesses or curses a combatant, causing 
the novice to hit and the veteran to miss. 

If the d20 roll for an attack is a 20, the attack hits 
regardless of any modifiers or the target’s AC. In 
addition, the attack is a critical hit, as explained later 
in this chapter. 

If the d20 roll for an attack is a 1, the attack misses 
regardless of any modifiers or the target’s AC, 


UNSEEN ATTACKERS AND TARGETS 


Combatants often try to escape their foes’ notice 
by hiding, casting the invisibility spell, or lurking 
in darkness. 

When you attack a target that you can’t see, you have 
disadvantage on the attack roll. This is true whether 
you're guessing the target’s location or you're targeting 
a creature you can hear but not see. If the target isn't in 


the location you targeted, you automatically miss, but 
the DM typically just says that the attack missed, not 
whether you guessed the target’s location correctly. 

When a creature can't see you, you have advantage on 
attack rolls against it. 

If you are hidden—both unseen and unheard—when 
you make an attack, you give away your location when 
the attack hits or misses. 


RANGED ATTACKS 


When you make a ranged attack, you fire a bow or a 
crossbow, hurl a handaxe, or otherwise send projectiles 
to strike a foe at a distance. A monster might shoot 
spines from its tail. Many spells also involve making a 
ranged attack. 


RANGE 
You can make ranged attacks only against targets within 
a specified range. 
If a ranged attack, such as one made with a spell, has a 
single range, you can't attack a target beyond this range. 
Some ranged attacks, such as those made with a 
longbow or a shortbow, have two ranges. The smaller 
number is the normal range, and the larger number is 
the long range. Your attack roll has disadvantage when 
your target is beyond normal range, and you can't attack 
a target beyond the long range. 


RANGED ATTACKS IN CLOSE COMBAT 

Aiming a ranged attack is more difficult when a foe 

is next to you, When you make a ranged attack with 

a weapon, a spell, or some other means, you have 
disadvantage on the attack roll if you are within 5 feet 
of a hostile creature who can see you and who isn't 
incapacitated. 


MELEE ATTACKS 


Used in hand-to-hand combat, a melee attack allows 
you to attack a foe within your reach. A melee attack 
typically uses a handheld weapon such as a sword, 

a warhammer, or an axe. A typical monster makes a 
melee attack when it strikes with its claws, horns, teeth, 
tentacles, or other body part. A few spells also involve 
making a melee attack. 

Most creatures have a 5-foot reach and can thus 
attack targets within 5 feet of them when making a 
melee attack. Certain creatures (typically those larger 
than Medium) have melee attacks with a greater reach 
than 5 feet, as noted in their descriptions. 

When you are unarmed, you can fight in melee by 
making an unarmed strike, as shown in the weapon 
table in chapter 5. 


OPPORTUNITY ATTACKS 

In a fight, everyone is constantly watching for enemies 
to drop their guard. You can rarely move heedlessly past 
your foes without putting yourself in danger; doing so 
provokes an opportunity attack. 

You can make an opportunity attack when a hostile 
creature that you can see moves out of your reach. To 
make the opportunity attack, you use your reaction 
to make one melee attack against the provoking 


p" — s T Bee: ^ EN 
CONTESTS IN COMBAT 


Battle often involves pitting your prowess against that of 
your ir foe. Such a challenge is represented by a contest. This 
section includes the most common contests that require an 
action in combat: grappling and shoving a creature. The DM 
can use these contests as models for improvising others. 


creature. The attack interrupts the provoking creature's 
movement, occurring right before the creature 
leaves your reach. 

You can avoid provoking an opportunity attack by 
taking the Disengage action. You also don't provoke an 
opportunity attack when you teleport or when someone 
or something moves you without using your movement, 
action, or reaction. For example, you don't provoke an 
opportunity attack if an explosion hurls you out of a foe's 
reach or if gravity causes you to fall past an enemy. 


Two-WEAPON FIGHTING 
When you take the Attack action and attack with a light 
melee weapon that you're holding in one hand, you can 
use a bonus action to attack with a different light melee 
weapon that you're holding in the other hand. You don't 
add your ability modifier to the damage of the bonus 
attack, unless that modifier is negative. 

If either weapon has the thrown property, you 
can throw the weapon, instead of making a melee 
attack with it. 


GRAPPLING 

When you want to grab a creature or wrestle with it, 
you can use the Attack action to make a special melee 
attack, a grapple. If you're able to make multiple attacks 
with the Attack action, this attack replaces one of them. 

The target of your grapple must be no more than one 
size larger than you, and it must be within your reach. 
Using at least one free hand, you try to seize the target 
by making a grapple check, a Strength (Athletics) 
check contested by the target's Strength (Athletics) or 
Dexterity (Acrobatics) check (the target chooses the 
ability to use). If you succeed, you subject the target to 
the grappled condition (see appendix A). The condition 
specifies the things that end it, and you can release the 
target whenever you like (no action required). 

Escaping a Grapple. A grappled creature can use its 
action to escape. To do so, it must succeed on a Strength 
(Athletics) or Dexterity (Acrobatics) check contested by 
your Strength (Athletics) check. 

Moving a Grappled Creature. When you move, you 
can drag or carry the grappled creature with you, but 
your speed is halved, unless the creature is two or more 
sizes smaller than you. 


SHOVING A CREATURE 

Using the Attack action, you can make a special melee 
attack to shove a creature, either to knock it prone or 
push it away from you. If you're able to make multiple 
attacks with the Attack action, this attack replaces 
one of them. 

The target of your shove must be no more than one 
size larger than you, and it must be within your reach. 
You make a Strength (Athletics) check contested by the 
target's Strength (Athletics) or Dexterity (Acrobatics) 


PART 2 | COMBAT 
— - 195 


196 


check (the target chooses the ability to use). If you win 
the contest, you either knock the target prone or push 
it 5 feet away from you. 


COVER 


Walls, trees, creatures, and other obstacles can provide 
cover during combat, making a target more difficult 

to harm. A target can benefit from cover only when an 
attack or other effect originates on the opposite side 

of the cover. 

There are three degrees of cover. If a target is behind 
multiple sources of cover, only the most protective 
degree of cover applies; the degrees aren't added 
together. For example, if a target is behind a creature 
that gives half cover and a tree trunk that gives three- 
quarters cover, the target has three-quarters cover. 

A target with half cover has a *2 bonus to AC and 
Dexterity saving throws. A target has half cover if an 
obstacle blocks at least half of its body. The obstacle 
might be a low wall, a large piece of furniture, a narrow 
tree trunk, or a creature, whether that creature is an 
enemy or a friend. 

A target with three-quarters cover has a *5 bonus 
to AC and Dexterity saving throws. A target has three- 
quarters cover if about three-quarters of it is covered 
by an obstacle. The obstacle might be a portcullis, an 
arrow Slit, or a thick tree trunk. 

A target with total cover can't be targeted directly 
by an attack or a spell, although some spells can reach 
such a target by including it in an area of effect. A 
target has total cover if it is completely concealed by 
an obstacle. 


DAMAGE AND HEALING 


Injury and the risk of death are constant companions 
of those who explore the worlds of D&D. The thrust of 
a sword, a well-placed arrow, or a blast of flame from a 
fireball spell all have the potential to damage, or even 
kill, the hardiest of creatures. 


HiT POINTS 


Hit points represent a combination of physical and 
mental durability, the will to live, and luck. Creatures 
with more hit points are more difficult to kill. Those 
with fewer hit points are more fragile. 

A creature's current hit points (usually just called hit 
points) can be any number from the creature's hit point 
maximum down to 0. This number changes frequently 
asa creature takes damage or receives healing. 

Whenever a creature takes damage, that damage is 
subtracted from its hit points. The loss of hit points has 
no effect on a creature's capabilities until the creature 
drops to 0 hit points. 


DAMAGE ROLLS 


Each weapon, spell, and harmful monster ability 
specifies the damage it deals. You roll the damage die 
or dice, add any modifiers, and apply the damage to 
your target. Magic weapons, special abilities, and other 
factors can grant a bonus to damage. 


PART 2 | COMBAT 


When attacking with a weapon, you add your ability 
modifier—the same modifier used for the attack roll— 
to the damage. A spell tells you which dice to roll for 
damage and whether to add any modifiers. 

If a spell or other effect deals damage to more than 
one target at the same time, roll the damage once for 
all of them. For example, when a wizard casts fireball or 
a cleric casts flame strike, the spell's damage is rolled 
once for all creatures caught in the blast. 


CRITICAL HITS 

When you score a critical hit, you get to roll extra dice 
for the attack’s damage against the target. Roll all of the 
attack’s damage dice twice and add them together. Then 
add any relevant modifiers as normal. To speed up play, 
you can roll all the damage dice at once. 

For example, if you score a critical hit with a dagger, 
roll 2d4 for the damage, rather than 1d4, and then add 
your relevant ability modifier. If the attack involves other 
damage dice, such as from the rogue’s Sneak Attack 
feature, you roll those dice twice as well. 


DAMAGE TYPES 

Different attacks, damaging spells, and other harmful 
effects deal different types of damage. Damage types 
have no rules of their own, but other rules, such as 
damage resistance, rely on the types. 

The damage types follow, with examples to help a 
DM assign a damage type to a new effect. 

Acid. The corrosive spray of a black dragon's breath 
and the dissolving enzymes secreted by a black pudding 
deal acid damage. 

Bludgeoning. Blunt force attacks—hammers, falling, 
constriction, and the like—deal bludgeoning damage. 

Cold. The infernal chill radiating from an ice devil's 
spear and the frigid blast of a white dragon's breath 
deal cold damage. 

Fire. Red dragons breathe fire, and many spells 
conjure flames to deal fire damage. 

Force. Force is pure magical energy focused into a 
damaging form. Most effects that deal force damage are 
spells, including magic missile and spiritual weapon. 

Lightning. A lightning bolt spell and a blue dragon’s 
breath deal lightning damage. 

Necrotic. Necrotic damage, dealt by certain undead 
and a spell such as chill touch, withers matter and 
even the soul. 

Piercing. Puncturing and impaling attacks, including 
spears and monsters' bites, deal piercing damage. 

Poison. Venomous stings and the toxic gas of a green 
dragon's breath deal poison damage. 

Psychic. Mental abilities such as a mind flayer's 
psionic blast deal psychic damage. 

Radiant. Radiant damage, dealt by a cleric's fame 
strike spell or an angel's smiting weapon, sears the flesh 
like fire and overloads the spirit with power. 

Slashing. Swords, axes, and monsters' claws deal 
slashing damage. 

Thunder. A concussive burst of sound, such as the 
effect of the thunderwave spell, deals thunder damage. 


DAMAGE RESISTANCE AND 
VULNERABILITY 


Some creatures and objects are exceedingly difficult or 
unusually easy to hurt with certain types of damage. 

If a creature or an object has resistance to a damage 
type, damage of that type is halved against it. If a 
creature or an object has vulnerability to a damage 
type. damage of that type is doubled against it. 

Resistance and then vulnerability are applied after 
all other modifiers to damage. For example, a creature 
has resistance to bludgeoning damage and is hit by an 
attack that deals 25 bludgeoning damage. The creature 
is also within a magical aura that reduces all damage by 
5. The 25 damage is first reduced by 5 and then halved, 
so the creature takes 10 damage. 

Multiple instances of resistance or vulnerability that 
affect the same damage type count as only one instance. 
For example, if a creature has resistance to fire damage 
as well as resistance to all nonmagical damage, the 
damage of a nonmagical fire is reduced by half against 
the creature, not reduced by three-quarters. 


HEALING 


Unless it results in death, damage isn't permanent. Even 
death is reversible through powerful magic. Rest can 
restore a creature's hit points (as explained in chapter 
8), and magical methods such as a cure wounds spell or 
a potion of healing can remove damage in an instant. 

When a creature receives healing of any kind, hit 
points regained are added to its current hit points. A 
creature's hit points can't exceed its hit point maximum, 
so any hit points regained in excess of this number are 
lost. For example, a druid grants a ranger 8 hit points of 
healing. If the ranger has 14 current hit points and has a 
hit point maximum of 20, the ranger regains 6 hit points 
from the druid, not 8. 

A creature that has died can't regain hit points until 
magic such as the revivify spell has restored it to life. 


DROPPING TO 0 HIT POINTS 


When you drop to 0 hit points, you either die outright or 
fall unconscious, as explained in the following sections. 


INSTANT DEATH 
Massive damage can kill you instantly. When damage 
reduces you to 0 hit points and there is damage 
remaining, you die if the remaining damage equals 
or exceeds your hit point maximum. 

For example, a cleric with a maximum of 
12 hit points currently has 6 hit points. If she 
takes 18 damage from an attack, she is reduced 
to 0 hit points, but 12 damage remains. Because 
the remaining damage equals her hit point 
maximum, the cleric dies. 


FALLING UNCONSCIOUS 

If damage reduces you to 0 hit points and fails to kill 
you, you fall unconscious (see appendix A). This 
unconsciousness ends if you regain any hit points. 


Woo E 
DESCRIBING THE EFFECTS OF DAMAGE 


Dungeon Masters describe hit point loss in different ways. 
When your current hit point total is half or more of your hit 
point maximum, you typically show no signs of injury. When 
you drop below half your hit point maximum, you show signs 
of wear, such as cuts and bruises. An attack that reduces you 
to 0 hit points strikes you directly, leaving a bleeding injury or 
other trauma, or it simply knocks you unconscious. 


DEATH SAVING THROWS 

Whenever you start your turn with 0 hit points, you 
must make a special saving throw, called a death saving 
throw, to determine whether you creep closer to death 
or hang onto life. Unlike other saving throws, this one 
isn't tied to any ability score. You are in the hands of fate 
now, aided only by spells and features that improve your 
chances of succeeding on a saving throw. 

Roll a d20. If the roll is 10 or higher, you succeed. 
Otherwise, you fail. A success or failure has no effect 
by itself. On your third success, you become stable (see 
below). On your third failure, you die. The successes 
and failures don't need to be consecutive; keep track 
of both until you collect three of a kind. The number of 
both is reset to zero when you regain any hit points or 
become stable. 

Rolling 1 or 20. When you make a death saving throw 
and roll a 1 on the d20, it counts as two failures. If you 
roll a 20 on the d20, you regain 1 hit point. 

Damage at 0 Hit Points. If you take any damage while 
you have 0 hit points, you suffer a death saving throw 
failure. If the damage is from a critical hit, you suffer 
two failures instead. If the damage equals or exceeds 
your hit point maximum, you suffer instant death. 


STABILIZING A CREATURE 

The best way to save a creature with O hit points is to 
heal it. If healing is unavailable, the creature can at 
least be stabilized so that it isn't killed by a failed death 
saving throw. 

You can use your action to administer first aid to an 
unconscious creature and attempt to stabilize it, which 
requires a successful DC 10 Wisdom (Medicine) check. 

A stable creature doesn't make death saving throws, 
even though it has 0 hit points, but it does remain 
unconscious. The creature stops being stable, and must 


PART 2 | COMBAT A 
AT 197 


4A = 


198 


start making death saving throws again, if it takes any 
damage. A stable creature that isn't healed regains 
1 hit point after 1d4 hours. 


MONSTERS AND DEATH 
Most DMs have a monster die the instant it drops to 
0 hit points, rather than having it fall unconscious and 
make death saving throws. 
Mighty villains and special nonplayer characters 
are common exceptions; the DM might have them 
fall unconscious and follow the same rules as 
player characters. 


KNOCKING A CREATURE OUT 


Sometimes an attacker wants to incapacitate a foe, 
rather than deal a killing blow. When an attacker 
reduces a creature to 0 hit points with a melee attack, 
the attacker can knock the creature out. The attacker 
can make this choice the instant the damage is dealt. 
The creature falls unconscious and is stable. 


TEMPORARY HIT POINTS 


Some spells and special abilities confer temporary hit 
points to a creature. Temporary hit points aren't actual 
hit points; they are a buffer against damage, a pool of hit 
points that protect you from injury. 

When you have temporary hit points and take damage, 
the temporary hit points are lost first, and any leftover 
damage carries over to your normal hit points. For 
example, if you have 5 temporary hit points and take 
7 damage, you lose the temporary hit points and then 
take 2 damage. 

Because temporary hit points are separate from 
your actual hit points, they can exceed your hit point 
maximum. A character can, therefore, be at full hit 
points and receive temporary hit points. 

Healing can’t restore temporary hit points, and they 
can't be added together. If you have temporary hit points 
and receive more of them, you decide whether to keep 
the ones you have or to gain the new ones. For example, 
if a spell grants you 12 temporary hit points when you 
already have 10, you can have 12 or 10, not 22. 

If you have 0 hit points, receiving temporary hit points 
doesn't restore you to consciousness or stabilize you. 
They can still absorb damage directed at you while 
you're in that state, but only true healing can save you. 

Unless a feature that grants you temporary hit points 
has a duration, they last until they're depleted or you 
finish a long rest. 


MOUNTED COMBAT 


A knight charging into battle on a warhorse, a wizard 
casting spells from the back of a griffon, or a cleric 
soaring through the sky on a pegasus all enjoy the 
benefits of speed and mobility that a mount can provide. 

A willing creature that is at least one size larger than 
you and that has an appropriate anatomy can serve as a 
mount, using the following rules. 


PART 2 | COMBAT 


MOUNTING AND DISMOUNTING 


Once during your move, you can mount a creature that 
is within 5 feet of you or dismount. Doing so costs an 
amount of movement equal to half your speed. For 
example, if your speed is 30 feet, you must spend 15 
feet of movement to mount a horse. Therefore, you can't 
mount it if you don't have 15 feet of movement left or 

if your speed is 0. 

If an effect moves your mount against its will while 
you're on it, you must succeed on a DC 10 Dexterity 
saving throw or fall off the mount, landing prone in a 
space within 5 feet of it. If you're knocked prone while 
mounted, you must make the same saving throw. 

If your mount is knocked prone, you can use your 
reaction to dismount it as it falls and land on your feet. 
Otherwise, you are dismounted and fall prone in a 
space within 5 feet it. 


CONTROLLING A MOUNT 


While you're mounted, you have two options. You 
can either control the mount or allow it to act 
independently. Intelligent creatures, such as dragons, 
act independently. 

You can control a mount only if it has been trained 
to accept a rider. Domesticated horses, donkeys, and 
similar creatures are assumed to have such training. 
The initiative of a controlled mount changes to match 
yours when you mount it. It moves as you direct it, and 
it has only three action options: Dash, Disengage, and 
Dodge. A controlled mount can move and act even on 
the turn that you mount it. 

An independent mount retains its place in the 
initiative order. Bearing a rider puts no restrictions on 
the actions the mount can take, and it moves and acts 
as it wishes. It might flee from combat, rush to attack 
and devour a badly injured foe, or otherwise act against 
your wishes. 

In either case, if the mount provokes an opportunity 
attack while you're on it, the attacker can target you 
or the mount. 


UNDERWATER COMBAT 


When adventurers pursue sahuagin back to their 
undersea homes, fight off sharks in an ancient 
shipwreck, or find themselves in a flooded dungeon 
room, they must fight in a challenging environment. 
Underwater the following rules apply. 

When making a melee weapon attack, a creature 
that doesn't have a swimming speed (either natural or 
granted by magic) has disadvantage on the attack roll 
unless the weapon is a dagger, javelin, shortsword, 
spear, or trident. 

A ranged weapon attack automatically misses 
a target beyond the weapon's normal range. Even 
against a target within normal range, the attack roll has 
disadvantage unless the weapon is a crossbow, a net, or 
a weapon that is thrown like a javelin (including a spear, 
trident, or dart). 

Creatures and objects that are fully immersed in 
water have resistance to fire damage. 


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CHAPTER 10: SPELLCASTING 


AGIC PERMEATES THE WORLDS OF D&D AND 
most often appears in the form of a spell. 
This chapter provides the rules for 
casting spells. Different character 
classes have distinctive ways of learning 
and preparing their spells, and monsters 

use spells in unique ways. Regardless of its source, 

a spell follows the rules here. 


WHAT Is A SPELL? 


A spell is a discrete magical effect, a single shaping 

of the magical energies that suffuse the multiverse 

into a specific, limited expression. In casting a spell, 

a character carefully plucks at the invisible strands of 
raw magic suffusing the world, pins them in place in a 
particular pattern, sets them vibrating in a specific way, 
and then releases them to unleash the desired effect—in 
most cases, all in the span of seconds. 

Spells can be versatile tools, weapons, or protective 
wards. They can deal damage or undo it, impose or 
remove conditions (see appendix A), drain life energy 
away, and restore life to the dead. 

Uncounted thousands of spells have been created 
over the course of the multiverse's history, and many of 
them are long forgotten. Some might yet lie recorded in 
crumbling spellbooks hidden in ancient ruins or trapped 
in the minds of dead gods. Or they might someday be 
reinvented by a character who has amassed enough 
power and wisdom to do so. 


SPELL LEVEL 


Every spell has a level from 0 to 9. A spell’s level is a 
general indicator of how powerful it is, with the lowly 
(but still impressive) magic missile at 1st level and 
the earth-shaking wish at 9th. Cantrips—simple but 
powerful spells that characters can cast almost by rote— 
are level 0. The higher a spell's level, the higher level a 
spellcaster must be to use that spell. 

Spell level and character level don't correspond 
directly. Typically, a character has to be at least 17th 
level, not 9th level, to cast a 9th-level spell. 


KNOWN AND PREPARED SPELLS 


Before a spellcaster can use a spell, he or she must 
have the spell firmly fixed in mind, or must have access 
to the spell in a magic item. Members of a few classes, 
including bards and sorcerers, have a limited list of 
spells they know that are always fixed in mind. The 
same thing is true of many magic-using monsters. Other 
spellcasters, such as clerics and wizards, undergo a 
process of preparing spells. This process varies for 
different classes, as detailed in their descriptions. 
io o OLE EEE ee eS 

CASTING IN ARMOR 

Because of the mental focus and precise gestures required 

for spellcasting, you must be proficient with the armor you 

are wearing to cast a spell. You are otherwise too distracted 
_ and physically hampered by your armor for spellcasting. 


In every case, the number of spells a caster can 
have fixed in mind at any given time depends on the 
character's level. 


SPELL SLOTS 


Regardless of how many spells a caster knows or 
prepares, he or she can cast only a limited number of 
spells before resting. Manipulating the fabric of magic 
and channeling its energy into even a simple spell is 
physically and mentally taxing, and higher-level spells 
are even more so. Thus, each spellcasting class's 
description (except that of the warlock) includes a table 
showing how many spell slots of each spell level a 
character can use at each character level. For example, 
the 3rd-level wizard Umara has four 1st-level spell slots 
and two 2nd-level slots. 

When a character casts a spell, he or she expends 
a slot of that spell's level or higher, effectively "filling" 

a slot with the spell. You can think of a spell slot as a 
groove of a certain size—small for a 1st-level slot, larger 
for a spell of higher level. A 1st-level spell fits into a slot 
of any size, but a 9th-level spell fits only in a 9th-level 
slot. So when Umara casts magic missile, a 1st-level 
spell, she spends one of her four Ist-level slots and has 
three remaining. 

Finishing a long rest restores any expended spell slots 
(see chapter 8 for the rules on resting). 

Some characters and monsters have special abilities 
that let them cast spells without using spell slots. For 
example, a monk who follows the Way of the Four 
Elements, a warlock who chooses certain eldritch 
invocations, and a pit fiend from the Nine Hells can all 
cast spells in such a way. 


CASTING A SPELL AT A HIGHER LEVEL 
When a spellcaster casts a spell using a slot that is of a 
higher level than the spell, the spell assumes the higher 
level for that casting. For instance, if Umara casts magic 
missile using one of her 2nd-level slots, that magic 
missile is 2nd level. Effectively, the spell expands to fill 
the slot it is put into. 

Some spells, such as magic missile and cure wounds, 
have more powerful effects when cast at a higher level, 
as detailed in a spell's description. 


CANTRIPS 


A cantrip is a spell that can be cast at will, without 
using a spell slot and without being prepared in 
advance. Repeated practice has fixed the spell in the 
caster's mind and infused the caster with the magic 
needed to produce the effect over and over. A cantrip's 
spell level is 0. 


RITUALS 


Certain spells have a special tag: ritual. Such a spell 
can be cast following the normal rules for spellcasting, 
or the spell can be cast as a ritual. The ritual version of 
a spell takes 10 minutes longer to cast than normal. 


PART 3 | SPELLCASTING 


It also doesn’t expend a spell slot, which means the 
ritual version of a spell can’t be cast at a higher level. 

To cast a spell as a ritual, a spellcaster must have a 
feature that grants the ability to do so. The cleric and the 
druid, for example, have such a feature. The caster must 
also have the spell prepared or on his or her list of spells 
known, unless the character's ritual feature specifies 
otherwise, as the wizard's does. 


CASTING A SPELL 


When a character casts any spell, the same basic rules 
are followed, regardless of the character's class or the 
spell's effects. 

Each spell description in chapter 11 begins with a block 
of information, including the spell's name, level, school 
of magic, casting time, range, components, and duration. 
The rest of a spell entry describes the spell's effect. 


CASTING TIME 


Most spells require a single action to cast, but some 
spells require a bonus action, a reaction, or much more 
time to cast. 


BONUS ACTION 

A spell cast with a bonus action is especially swift. You 
must use a bonus action on your turn to cast the spell, 
provided that you haven't already taken a bonus action 
this turn. You can't cast another spell during the same 
turn, except for a cantrip with a casting time of 1 action. 


REACTIONS 

Some spells can be cast as reactions. These spells 
take a fraction of a second to bring about and are cast 
in response to some event. If a spell can be cast asa 
reaction, the spell description tells you exactly when 
you can do so. 


LONGER CASTING TIMES 

Certain spells (including spells cast as rituals) require 
more time to cast: minutes or even hours. When you 
cast a spell with a casting time longer than a single 
action or reaction, you must spend your action each 
turn casting the spell, and you must maintain your 
concentration while you do so (see “Concentration” 
below). If your concentration is broken, the spell fails, 
but you don't expend a spell slot. If you want to try 
casting the spell again, you must start over. 


RANGE 


The target of a spell must be within the spell's range. 

For a spell like magic missile, the target is a creature. 
For a spell like fireball, the target is the point in space 
where the ball of fire erupts. 

Most spells have ranges expressed in feet. Some 
spells can target only a creature (including you) that you 
touch. Other spells, such as the shield spell, affect only 
you. These spells have a range of self. 

Spells that create cones or lines of effect that originate 
from you also have a range of self, indicating that the 
origin point of the spell's effect must be you (see "Areas 
of Effect" later in the this chapter). 


Once a spell is cast, its effects aren't limited by its 
range, unless the spell's description says otherwise. 


COMPONENTS 


A spell's components are the physical requirements you 
must meet in order to cast it. Each spell's description 
indicates whether it requires verbal (V), somatic (S), 

or material (M) components. If you can't provide one 

or more of a spell's components, you are unable to 

cast the spell. 


VERBAL (V) 


Most spells require the chanting of mystic words. The 
words themselves aren't the source of the spell's power; 
rather, the particular combination of sounds, with 
specific pitch and resonance, sets the threads of magic 
in motion. Thus, a character who is gagged or in an area 
of silence, such as one created by the silence spell, can't 
cast a spell with a verbal component. 


Somatic (S) 

Spellcasting gestures might include a forceful 
gesticulation or an intricate set of gestures. If a spell 
requires a somatic component, the caster must have free 
use of at least one hand to perform these gestures. 


MATERIAL (M) 
Casting some spells requires particular objects, 
specified in parentheses in the component entry. 
A character can use a component pouch or a 
spellcasting focus (found in chapter 5) in place of 
the components specified for a spell. But if a cost is 
indicated for a component, a character must have that 
specific component before he or she can cast the spell. 
If a spell states that a material component is 
consumed by the spell, the caster must provide this 
component for each casting of the spell. 
A spellcaster must have a hand free to access these 
components, but it can be the same hand that he or she 
uses to perform somatic components. 


DURATION 


A spell's duration is the length of time the spell persists. 
A duration can be expressed in rounds, minutes, hours, 
or even years. Some spells specify that their effects last 
until the spells are dispelled or destroyed. 


INSTANTANEOUS 

Many spells are instantaneous. The spell harms, 
heals, creates, or alters a creature or an object in a way 
that can't be dispelled, because its magic exists only 
for an instant. 


CONCENTRATION 

Some spells require you to maintain concentration 
in order to keep their magic active. If you lose 
concentration, such a spell ends. 

If a spell must be maintained with concentration, 
that fact appears in its Duration entry, and the spell 
specifies how long you can concentrate on it. You can 
end concentration at any time (no action required). 


M" ———————— à 
THE SCHOOLS or Macic 
Academies of magic group spells into eight categories called 
schools of magic. Scholars, particularly wizards, apply these 
categories to all spells, believing that all magic functions in 
essentially the same way, whether it derives from rigorous 
study or is bestowed by a deity. 

The schools of magic help describe spells; they have no 
rules of their own, although some rules refer to the schools. 

Abjuration spells are protective in nature, though some 
of them have aggressive uses. They create magical barriers, 
negate harmful effects, harm trespassers, or banish creatures 
to other planes of existence. 

Conjuration spells involve the transportation of objects 
and creatures from one location to another. Some spells 
summon creatures or objects to the caster's side, whereas 
others allow the caster to teleport to another location. Some 
conjurations create objects or effects out of nothing. 

Divination spells reveal information, whether in the form of 
secrets long forgotten, glimpses of the future, the locations 
of hidden things, the truth behind illusions, or visions of 
distant people or places. 

Enchantment spells affect the minds of others, influencing 
or controlling their behavior. Such spells can make enemies 
see the caster as a friend, force creatures to take a course of 
action, or even control another creature like a puppet. 

Evocation spells manipulate magical energy to produce a 
desired effect. Some call up blasts of fire or lightning. Others 
channel positive energy to heal wounds. 

Illusion spells deceive the senses or minds of others. They 
cause people to see things that are not there, to miss things 
that are there, to hear phantom noises, or to remember 
things that never happened. Some illusions create phantom 
images that any creature can see, but the most insidious 
illusions plant an image directly in the mind of a creature. 

Necromancy spells manipulate the energies of life and 
death. Such spells can grant an extra reserve of life force, 
drain the life energy from another creature, create the 
undead, or even bring the dead back to life. 

Creating the undead through the use of necromancy spells 
such as animate dead is not a good act, and only evil casters 
use such spells frequently. 

Transmutation spells change the properties of a creature, 
object, or environment. They might turn an enemy into a 
harmless creature, bolster the strength of an ally, make an 
object move at the caster's command, or enhance a creature's 
innate healing abilities to rapidly recover from injury. 

pÉ——H—ÍP— — A 


Normal activity, such as moving and attacking, doesn't 
interfere with concentration. The following factors can 
break concentration: 


* Casting another spell that requires concentration. 
You lose concentration on a spell if you cast another 
spell that requires concentration. You can't concen- 
trate on two spells at once. 

* Taking damage. Whenever you take damage while 
you are concentrating on a spell, you must make a 
Constitution saving throw to maintain your concentra- 
tion. The DC equals 10 or half the damage you take, 
whichever number is higher. If you take damage from 
multiple sources, such as an arrow and a dragon's 
breath, you make a separate saving throw for each 
Source of damage. 

* Being incapacitated or killed. You lose concentration 
on a spell if you are incapacitated or if you die. 


PART 3 | SPELLCASTING 


204 


CONE CUBE 


X POINT OF ORIGIN 


The DM might also decide that certain environmental 
phenomena, such as a wave crashing over you while 
you're on a storm-tossed ship, require you to succeed 
on a DC 10 Constitution saving throw to maintain 
concentration on a spell. 


TARGETS 


A typical spell requires you to pick one or more targets 
to be affected by the spell's magic. A spell's description 
tells you whether the spell targets creatures, objects, or 
a point of origin for an area of effect (described below). 
Unless a spell has a perceptible effect, a creature 
might not know it was targeted by a spell at all. An effect 
like crackling lightning is obvious, but a more subtle 
effect, such as an attempt to read a creature's thoughts, 
typically goes unnoticed, unless a spell says otherwise. 


A CLEAR PATH TO THE TARGET 
To target something, you must have a clear path to it, 
so it can’t be behind total cover. 

If you place an area of effect at a point that you can't 
see and an obstruction, such as a wall, is between you 
and that point, the point of origin comes into being on 
the near side of that obstruction. 


TARGETING YOURSELF 

If a spell targets a creature of your choice, you can 
choose yourself, unless the creature must be hostile or 
specifically a creature other than you. If you are in the 
area of effect of a spell you cast, you can target yourself. 


AREAS OF EFFECT 


Spells such as burning hands and cone of cold cover an 

area, allowing them to affect multiple creatures at once. 
A spell's description specifies its arca of effect, 

which typically has one of five different shapes: cone, 

cube, cylinder, line, or sphere. Every area of effect has 

a point of origin, a location from which the spell's 

energy erupts. The rules for each shape specify how you 


PART 3| SPELLCASTING 


SPHERE 


CYLINDER 


position its point of origin. Typically, 

a point of origin is a point in space, but 
some spells have an area whose origin is a 
creature or an object. 

A spell’s effect expands in straight lines from the point 
of origin. If no unblocked straight line extends from the 
point of origin to a location within the area of effect, that 
location isn't included in the spell's area. To block one of 
these imaginary lines, an obstruction must provide total 
cover, as explained in chapter 9. 


CONE 
A cone extends in a direction you choose from its point 
of origin. A cone's width at a given point along its length 
is equal to that point's distance from the point of origin. 
A cone's area of effect specifies its maximum length. 

A cone's point of origin is not included in the cone's 
arca of effect, unless you decide otherwise. 


CUBE 
You select a cube's point of origin, which lies anywhere 
on a face of the cubic effect. The cube's size is expressed 
as the length of each side. 

A cube's point of origin is not included in the cube's 
area of effect, unless you decide otherwise. 


CYLINDER 
A cylinder's point of origin is the center of a circle of a 
particular radius, as given in the spell description. The 
circle must either be on the ground or at the height of 
the spell effect. The energy in a cylinder expands in 
straight lines from the point of origin to the perimeter of 
the circle, forming the base of the cylinder. The spell's 
effect then shoots up from the base or down from thc 
top, to a distance equal to the height of the cylinder. 

A cylinder's point of origin is included in the cylinder's 
area of effect. 


LINE 

A line extends from its point of origin in a straight path 

up to its length and covers an area defined by its width. 
A line's point of origin is not included in the line’s area 

of effect, unless you decide otherwise. 


SPHERE 
You select a sphere’s point of origin, and the sphere 
extends outward from that point. The sphere's 
size is expressed as a radius in feet that extends 
from the point. 

A sphere's point of origin is included in the sphere's 
area of effect. 


SAVING THROWS 


Many spells specify that a target can make a saving 
throw to avoid some or all of a spell’s effects. The spell 
specifies the ability that the target uses for the save and 
what happens on a success or failure. 

The DC to resist one of your spells equals 8 + your 
spellcasting ability modifier + your proficiency bonus + 
any special modifiers. 


ATTACK ROLLS 


Some spells require the caster to make an attack roll 
to determine whether the spell effect hits the intended 
target. Your attack bonus with a spell attack equals your 
spellcasting ability modifier + your proficiency bonus. 
Most spells that require attack rolls involve ranged 
attacks. Remember that you have disadvantage on a 
ranged attack roll if you are within 5 feet of a hostile 
creature that can see you and that isn't incapacitated 
(see chapter 9). 


COMBINING MAGICAL EFFECTS 


The effects of different spells add together while 
the durations of those spells overlap. The effects of 
the same spell cast multiple times don't combine, 
however. Instead, the most potent effect—such as the 
highest bonus—from those castings applies while their 
durations overlap. 

For example, if two clerics cast bless on the same 
target, that character gains the spell's benefit only 
once; he or she doesn't get to roll two bonus dice. 


tns 


p LESES tit LE 
THE WEAVE or MAGIC 


The worlds within the D&D multiverse are magical places. 
All existence is suffused with magical power, and potential 
energy lies untapped in every rock, stream, and living 
creature, and even in the air itself. Raw magic is the stuff of 
creation, the mute and mindless will of existence, permeating 
every bit of matter and present in every manifestation of 
energy throughout the multiverse. 

Mortals can’t directly shape this raw magic. Instead, they 
make use of a fabric of magic, a kind of interface between 
the will of a spellcaster and the stuff of raw magic. The 
spellcasters of the Forgotten Realms call it the Weave and 
recognize its essence as the goddess Mystra, but casters 
have varied ways of naming and visualizing this interface. By 
any name, without the Weave, raw magic is locked away and 
inaccessible;the most powerful archmage can't light a candle 
with magic in an area where the Weave has been torn. But 
surrounded by the Weave, a spellcaster can shape lightning 
to blast foes, transport hundreds of miles in the blink of an 
eye, or even reverse death itself. 

All magic depends on the Weave, though different kinds 
of magic access it in a variety of ways. The spells of wizards, 
warlocks, sorcerers, and bards are commonly called arcane 
magic. These spells rely on an understanding—learned or 
intuitive—of the workings of the Weave. The caster plucks 
directly at the strands of the Weave to create the desired 
effect. Eldritch knights and arcane tricksters also use arcane 
magic. The spells of clerics, druids, paladins, and rangers are 
called divine magic. These spellcasters’ access to the Weave 
is mediated by divine power—gods, the divine forces of 
nature, or the sacred weight of a paladin’s oath. 

Whenever a magic effect is created, the threads of the 
Weave intertwine, twist, and fold to make the effect possible. 
When characters use divination spells such as detect magic or 
identify, they glimpse the Weave. A spell such as dispel magic 
smooths the Weave. Spells such as antimagic field rearrange 
the Weave so that magic flows around, rather than through, 
the area affected by the spell. And in places where the Weave 
is damaged or torn, magic works in unpredictable ways—or 
not at all. 


Mu 


@ 


CHAPTER ll: SPELLS ! 


SO HIS CHAPTER DESCRIBES THE MOST COMMON 
spells in the worlds of DUNGEONS & 
DRAGONS. The chapter begins with the 
spell lists of the spellcasting classes. The 
remainder contains spell descriptions, 
presented in alphabetical order by the 

name of the spell. 


E 
i CANTRIPS (O LEVEL) 
2 Blade Ward 
č Dancing Lights 
*i Friends 
E Light 
E Mage Hand 
b Mending 
A Message 


Minor Illusion 
Prestidigitation 
True Strike 
Vicious Mockery 


1ST LEVEL 
Animal Friendship 
Bane 

Charm Person 


.... Cure Wounds 
r Detect Magic 

—  Disguise Self 
Dissonant Whispers 
Faerie Fire 


2ND LEVEL 
Animal Messenger 
Blindness/Deafness 
Calm Emotions 

_ Cloud of Daggers 

~ Crown of Madness 
Detect Thoughts 

- Enhance Ability 
Enthrall 
Heat Metal 


BARD SPELLS 


Comprehend Languages 


Hold Person 
Invisibility 

Knock 

Lesser Restoration 
Locate Animals or Plants 
Locate Object 
Magic Mouth 
Phantasmal Force 
See Invisibility 
Shatter 

Silence 
Suggestion 

Zone of Truth 


3RD LEVEL 
Bestow Curse 
Clairvoyance 
Dispel Magic 
Fear 

Feign Death 
Glyph of Warding 
Hypnotic Pattern 
Leomund's Tiny Hut 
Major Image 
Nondetection 
Plant Growth 
Sending 

Speak with Dead 
Speak with Plants 
Stinking Cloud. 
Tongues 


4TH LEVEL 
Compulsion 
Confusion 

Dimension Door 
Freedom of Movement 
Greater Invisibility 
Hallucinatory Terrain 
Locate Creature 
Polymorph 


5TH LEVEL 
Animate Objects 
Awaken 

Dominate Person 
Dream 

Geas 

Greater Restoration 


ve yp S 


E 


Hold Monster 
Legend Lore 

Mass Cure Wounds 
Mislead 

Modify Memory 
Planar Binding 
Raise Dead 

Scrying 

Seeming 
Teleportation Circle 


6TH LEVEL 

Eyebite 

Find the Path 

Guards and Wards 

Mass Suggestion 

Otto's Irresistible Dance 
Programmed Illusion 
True Seeing 


7TH LEVEL " 


Etherealness 

Forcecage 

Mirage Arcane 

Mordenkainen's 
Magnificent Mansion 

Mordenkainen's Sword 

Project Image 

Regenerate 

Resurrection 

Symbol 

Teleport 


8TH LEVEL 
Dominate Monster 
Feeblemind 
Glibness 

Mind Blank 

Power Word Stun 


9TH LEVEL 
Foresight 

Power Word Heal 
Power Word Kill 
True Polymorph 


CLERIC SPELLS 


CANTRIPS (O LEVEL) 
Guidance 

Light 

Mending 

Resistance 

Sacred Flame 

Spare the Dying 
Thaumaturgy 


1st LEVEL 
Bane 
Bless 
Command 
Create or Destroy Water 
Cure Wounds 
Detect Evil and Good 
Detect Magic 
Detect Poison and Disease 
Guiding Bolt 
Healing Word 
Inflict Wounds 
Protection from 

Evil and Good 
Purify Food and Drink 
Sanctuary 
Shield of Faith 


2ND LEVEL 

Aid 

Augury 
Blindness/Deafness 
Calm Emotions 
Continual Flame 
Enhance Ability 
Find Traps 

Gentle Repose 
Hold Person 

Lesser Restoration 
Locate Object 
Prayer of Healing 
Protection from Poison 
Silence 

Spiritual Weapon 
Warding Bond 
Zone of Truth 


3RD LEVEL 

Animate Dead 

Beacon of Hope 
Bestow Curse 
Clairvoyance 

Create Food and Water 
Daylight 

Dispel Magic 

Feign Death 

Glyph of Warding 
Magic Circle 

Mass Healing Word 
Meld into Stone 
Protection from Energy 
Remove Curse 

Revivify 

Sending 

Speak with Dead 


PART 3 | SPELLS 


208 


Spirit Guardians 
Tongues 
Water Walk 


4TH LEVEL 
Banishment 
Control Water 
Death Ward 
Divination 


Freedom of Movement 


Guardian of Faith 
Locate Creature 
Stone Shape 


5TH LEVEL 


Commune 
Contagion 


Dispel Evil and Good 


Flame Strike 
Geas 


Greater Restoration 


Hallow 
Insect Plague 
Legend Lore 


Mass Cure Wounds 


Planar Binding 
Raise Dead 
Scrying 


6TH LEVEL 
Blade Barrier 
Create Undead 
Find the Path 
Forbiddance 
Harm 

Heal 

Heroes’ Feast 
Planar Ally 
True Seeing 
Word of Recall 


7TH LEVEL 
Conjure Celestial 
Divine Word 
Etherealness 
Fire Storm 

Plane Shift 
Regenerate 
Resurrection 
Symbol 


8TH LEVEL 
Antimagic Field 
Control Weather 
Earthquake 
Holy Aura 


OTH LEVEL 
Astral Projection 


PART 3 | SPELLS 


Gate 
Mass Heal 
True Resurrection 


DRUID SPELLS 


CANTRIPS (o LEVEL) 
Druidcraft 

Guidance 

Mending 

Poison Spray 

Produce Flame 
Resistance 

Shillelagh 

Thorn Whip 


1ST LEVEL 

Animal Friendship 
Charm Person 

Create or Destroy Water 
Cure Wounds 

Detect Magic 

Detect Poison and Disease 
Entangle 

Faerie Fire 

Fog Cloud 

Goodberry 

Healing Word 

Jump 

Longstrider 

Purify Food and Drink 
Speak with Animals 
Thunderwave 


2ND LEVEL 

Animal Messenger 
Barkskin 

Beast Sense . 
Darkvision 

Enhance Ability 

Find Traps 

Flame Blade 

Flaming Sphere 

Gust of Wind 

Heat Metal 

Hold Person 

Lesser Restoration 
Locate Animals or Plants 
Locate Object 
Moonbeam 

Pass without Trace 
Protection from Poison 
Spike Growth 


3RD LEVEL 
Call Lightning 
Conjure Animals 
Daylight 


Dispel Magic 

Feign Death 

Meld into Stone 

Plant Growth 
Protection from Energy 
Sleet Storm 

Speak with Plants 
Water Breathing 

Water Walk 

Wind Wall 


4TH LEVEL 

Blight 

Confusion 

Conjure Minor Elementals 
Conjure Woodland Beings 
Control Water 

Dominate Beast 

Freedom of Movement 
Giant Insect 

Grasping Vine 
Hallucinatory Terrain 

Ice Storm 

Locate Creature 
Polymorph 

Stone Shape 

Stoneskin 

Wall of Fire 


5TH LEVEL 
Antilife Shell 
Awaken 

Commune with Nature 
Conjure Elemental 
Contagion 

Geas 

Greater Restoration 
Insect Plague 

Mass Cure Wounds 
Planar Binding 
Reincarnate 
Scrying 

Tree Stride 

Wall of Stone 


6TH LEVEL 
Conjure Fey 

Find the Path 

Heal 

Heroes' Feast 
Move Earth 
Sunbeam 
Transport via Plants 
Wall of Thorns 
Wind Walk 


7TH LEVEL 
Fire Storm 


Mirage Arcane 
Plane Shift 
Regenerate 
Reverse Gravity 


8TH LEVEL 
Animal Shapes 
Antipathy/Sympathy 
Control Weather 
Earthquake 
Feeblemind 
Sunburst 

Tsunami 


9TH LEVEL 
Foresight 
Shapechange 
Storm of Vengeance 
True Resurrection 


PALADIN SPELLS 


1sT LEVEL 
Bless 
Command 
Compelled Duel 
Cure Wounds 
Detect Evil and Good 
Detect Magic 
Detect Poison and Disease 
Divine Favor 
Heroism 
Protection from 

Evil and Good 
Purify Food and Drink 
Searing Smite 
Shield of Faith 
Thunderous Smite 
Wrathful Smite 


2ND LEVEL 

Aid 

Branding Smite 

Find Steed 

Lesser Restoration 
Locate Object 

Magic Weapon 
Protection from Poison 
Zone of Truth 


3RD LEvEL 

Aura of Vitality 
Blinding Smite 

Create Food and Water 
Crusader's Mantle 
Daylight 

Dispel Magic 
Elemental Weapon 


Magic Circle 
Remove Curse 
Revivify 


4TH LEVEL 
Aura of Life 

Aura of Purity 
Banishment 
Death Ward 
Locate Creature 
Staggering Smite 


5TH LEVEL 
Banishing Smite 
Circle of Power 
Destructive Smite 
Dispel Evil and Good 
Geas 

Raise Dead 


RANGER SPELLS 


1ST LEVEL 

Alarm 

Animal Friendship 
Cure Wounds 
Detect Magic 
Detect Poison and Disease 
Ensnaring Strike 
Fog Cloud 
Goodberry 

Hail of Thorns 
Hunter’s Mark 
Jump 

Longstrider 

Speak with Animals 


2ND LEVEL 

Animal Messenger 
Barkskin 

Beast Sense 

Cordon of Arrows 
Darkvision 

Find Traps 

Lesser Restoration 
Locate Animals or Plants 
Locate Object 

Pass without Trace 
Protection from Poison 
Silence 

Spike Growth 


3RD LEVEL 

= Conjure Animals 
Conjure Barrage 
Daylight 
Lightning Arrow 
Nondetection 


Plant Growth 
Protection from Energy 
Speak with Plants 
Water Breathing 

Water Walk 

Wind Wall 


4TH LEVEL 

Conjure Woodland Beings 
Freedom of Movement 
Grasping Vine 

Locate Creature 
Stoneskin 


5TH LEVEL 
Commune with Nature 
Conjure Volley 

Swift Quiver 

Tree Stride 


SORCERER SPELLS 


CANTRIPS (O LEVEL) 
Acid Splash 
Blade Ward 
Chill Touch 
Dancing Lights 
Fire Bolt 
Friends 

Light 

Mage Hand 
Mending 
Message 

Minor Illusion 
Poison Spray 
Prestidigitation 
Ray of Frost 
Shocking Grasp 
True Strike 


IST LEVEL 
Burning Hands 
Charm Person 
Chromatic Orb 
Color Spray 
Comprehend Languages 
Detect Magic 
Disguise Self 
Expeditious Retreat 
False Life 

Feather Fall 

Fog Cloud 

Jump 

Mage Armor 

Magic Missile 

Ray of Sickness 
Shield 

Silent Image 


Sleep 
Thunderwave 
Witch Bolt 


2ND LEVEL 
Alter Self 
Blindness/Deafness 
Blur 

Cloud of Daggers 
Crown of Madness 
Darkness 
Darkvision 
Detect Thoughts 
Enhance Ability 
Enlarge/Reduce 
Gust of Wind 
Hold Person 
Invisibility 

Knock 

Levitate 

Mirror Image 
Misty Step 
Phantasmal Force 
Scorching Ray 
See Invisibility 
Shatter 

Spider Climb 
Suggestion 

Web 


3RD LEVEL 
Blink 
Clairvoyance 
Counterspell 
Daylight 

Dispel Magic 
Fear 

Fireball 

Fly 

Gaseous Form 
Haste 

Hypnotic Pattern 
Lightning Bolt 
Major Image 
Protection from Energy 
Sleet Storm 
Slow 

Stinking Cloud 
Tongues 

Water Breathing 
Water Walk 


4TH LEVEL 
Banishment 
Blight 
Confusion 
Dimension Door 
Dominate Beast 


Greater Invisibility 
Ice Storm 
Polymorph 
Stoneskin 

Wall of Fire 


5TH LEVEL 
Animate Objects 
Cloudkill 

Cone of Cold 
Creation 
Dominate Person 
Hold Monster 
Insect Plague 
Seeming 
Telekinesis 
Teleportation Circle 
Wall of Stone 


6TH LEVEL 
Arcane Gate 
Chain Lightning 
Circle of Death 
Disintegrate 
Eyebite 

Globe of Invulnerability 
Mass Suggestion 
Move Earth 
Sunbeam 

True Seeing 


7TH LEVEL 

Delayed Blast Fireball 
Etherealness 

Finger of Death 

Fire Storm 

Plane Shift 

Prismatic Spray 
Reverse Gravity 
Teleport 


8TH LEVEL 
Dominate Monster 
Earthquake 
Incendiary Cloud 
Power Word Stun 
Sunburst 


9TH LEVEL 
Gate 

Meteor Swarm 
Power Word Kill 
Time Stop 
Wish 


PART 3 | SPELLS 


209 


WARLOCK SPELLS 


CANTRIPS (O LEVEL) 
Blade Ward 

Chill Touch 

Eldritch Blast 

Friends 

Mage Hand 

Minor Illusion 

Poison Spray 
Prestidigitation 

True Strike 


1ST LEVEL 
Armor of Agathys 
Arms of Hadar 
Charm Person 
Comprehend Languages 
Expeditious Retreat 
Hellish Rebuke 
Hex 
Illusory Script 
Protection from 
Evil and Good 
Unseen Servant 
Witch Bolt 


2ND LEVEL 
Cloud of Daggers 
Crown of Madness 
Darkness 

Enthrall 

Hold Person 
Invisibility 

Mirror Image 
Misty Step 

Ray of Enfeeblement 
Shatter 

Spider Climb 
Suggestion 


3RD LEVEL 
Counterspell 
Dispel Magic 
Fear 

Fly 

Gaseous Form 
Hunger of Hadar 
Hypnotic Pattern 
Magic Circle 
Major Image 
Remove Curse 
Tongues 
Vampiric Touch 


4TH LEVEL 


Banishment 
Blight 


PART 3 | SPELLS 


Dimension Door 
Hallucinatory Terrain 


5TH LEVEL 
Contact Other Plane 
Dream 

Hold Monster 
Scrying 


6TH LEVEL 
Arcane Gate 
Circle of Death 
Conjure Fey 
Create Undead 
Eyebite 

Flesh to Stone 
Mass Suggestion 
True Seeing 


7TH LEVEL 
Etherealness 
Finger of Death 
Forcecage 
Plane Shift 


8TH LEVEL 
Demiplane 
Dominate Monster 
Feeblemind 
Glibness 

Power Word Stun 


9TH LEVEL 
Astral Projection 
Foresight 
Imprisonment 
Power Word Kill 
True Polymorph 


WIZARD SPELLS 


CANTRIPS (O LEVEL) 
Acid Splash 
Blade Ward 
Chill Touch 
Dancing Lights 
Fire Bolt 
Friends 

Light 

Mage Hand 
Mending 
Message 

Minor Illusion 
Poison Spray 
Prestidigitation 
Ray of Frost 
Shocking Grasp 
True Strike 


IST LEVEL 

Alarm 

Burning Hands 

Charm Person 

Chromatic Orb 

Color Spray 

Comprehend Languages 

Detect Magic 

Disguise Self 

Expeditious Retreat 

False Life 

Feather Fall 

Find Familiar 

Fog Cloud 

Grease 

Identify 

Illusory Script 

Jump 

Longstrider 

Mage Armor 

Magic Missile 

Protection from 
Evil and Good 

Ray of Sickness 

Shield 

Silent Image 

Sleep 

Tasha’s Hideous Laughter 

Tenser’s Floating Disk 

Thunderwave 

Unseen Servant 

Witch Bolt 


2ND LEVEL 
Alter Self 

Arcane Lock 
Blindness/Deafness 
Blur 

Cloud of Daggers 
Continual Flame 
Crown of Madness 
Darkness 
Darkvision 
Detect Thoughts 
Enlarge/Reduce 
Flaming Sphere 
Gentle Repose 
Gust of Wind 
Hold Person 
Invisibility 

Knock 

Levitate 

Locate Object 
Magic Mouth 
Magic Weapon 
Melf's Acid Arrow 
Mirror Image 


Misty Step : 
Nystul's Magic Aura 
Phantasmal Force 
Ray of Enfeeblement 
Rope Trick 
Scorching Ray 

See Invisibility 
Shatter 

Spider Climb 
Suggestion 

Web 


3RD LEVEL 
Animate Dead 
Bestow Curse 
Blink 
Clairvoyance 
Counterspell 
Dispel Magic 
Fear 

Feign Death 
Fireball 

Fly 

Gaseous Form 
Glyph of Warding 
Haste 

Hypnotic Pattern 
Leomund's Tiny Hut 
Lightning Bolt 
Magic Circle 
Major Image 
Nondetection 
Phantom Steed 
Protection from Energy 
Remove Curse 
Sending 

Sleet Storm 

Slow 

Stinking Cloud 
Tongues 
Vampiric Touch 
Water Breathing 


4TH LEVEL 

Arcane Eye 

Banishment 

Blight 

Confusion 

Conjure Minor Elementals 
Control Water 
Dimension Door 
Evard's Black Tentacles 
Fabricate 

Fire Shield 

Greater Invisibility 
Hallucinatory Terrain 

Ice Storm 

Leomund's Secret Chest 


Locate Creature 

Mordenkainen's 
Faithful Hound 

Mordenkainen's 
Private Sanctum 

Otiluke's Resilient Sphere 

Phantasmal Killer 

Polymorph 

Stone Shape 

Stoneskin 

Wall of Fire 


5TH LEVEL 
Animate Objects 
Bigby's Hand 
Cloudkill 

Cone of Cold 
Conjure Elemental 
Contact Other Plane 
Creation 

Dominate Person 
Dream 

Geas 

Hold Monster 
Legend Lore 
Mislead 

Modify Memory 
Passwall 

Planar Binding 
Rary's Telepathic Bond 
Scrying 

Seeming 
Telekinesis 
Teleportation Circle 
Wall of Force 

Wall of Stone 


6TH LEVEL 

Arcane Gate 

Chain Lightning 

Circle of Death 

Contingency 

Create Undead 

Disintegrate 

Drawmij's Instant 
Summons 

Eyebite 

Flesh to Stone 

Globe of Invulnerability 

Guards and Wards 

Magic Jar 

Mass Suggestion 

. Move Earth 

Otiluke's Freezing Sphere 

Otto's Irresistible Dance 

Programmed Illusion 


Sunbeam 
True Seeing 
Wall of Ice 


7TH LEVEL 

Delayed Blast Fireball 

Etherealness 

Finger of Death 

Forcecage 

Mirage Arcane 

Mordenkainen’s 
Magnificent Mansion 

Mordenkainen's Sword 

Plane Shift 

Prismatic Spray 

Project Image 

Reverse Gravity 

Sequester 

Simulacrum 

Symbol 

Teleport 


8TH LEVEL 
Antimagic Field 
Antipathy/Sympathy 
Clone 

Control Weather 
Demiplane 
Dominate Monster 
Feeblemind 
Incendiary Cloud 
Maze 

Mind Blank 

Power Word Stun 
Sunburst 
Telepathy 

Trap the Soul 


9TH LEVEL 
Astral Projection 
Foresight 

Gate 
Imprisonment 
Meteor Swarm 
Power Word Kill 
Prismatic Wall 
Shapechange 
Time Stop 

True Polymorph 
Weird 

Wish 


SPELL DESCRIPTIONS 


The spells are presented in alphabetical order. 


ACID SPLASH 
Conjuration cantrip 


Casting Time: 1 action 
Range: 60 feet 
Components: V, S 
Duration: Instantaneous 


You hurl a bubble of acid. Choose one creature within 
range, or choose two creatures within range that are 
within 5 feet of each other. A target must succeed on a 
Dexterity saving throw or take 1d6 acid damage. 

This spell's damage increases by 1d6 when you reach 
5th level (2d6), 11th level (346), and 17th level (4d6). 


AID 


2nd-level abjuration 


Casting Time: 1 action 

Range: 30 feet 

Components: V, S, M (a tiny strip of white cloth) 
Duration: 8 hours 


Your spell bolsters your allies with toughness and 
resolve. Choose up to three creatures within range. 
Each target's hit point maximum and current hit points 
increase by 5 for the duration. 

At Higher Levels. When you cast this spell using 
a spell slot of 3rd level or higher, a target's hit points 
increase by an additional 5 for each slot level above 2nd. 


ALARM 
Ist-level abjuration (ritual) 


Casting Time: 1 minute 

Range: 30 feet 

Components: V, S, M (a tiny bell and a piece of 
fine silver wire) 

Duration: 8 hours 


You set an alarm against unwanted intrusion. Choose 
a door, a window, or an area within range that is no 
larger than a 20-foot cube. Until the spell ends, an alarm 
alerts you whenever a Tiny or larger creature touches 
or enters the warded area. When you cast the spell, you 
can designate creatures that won't set off the alarm. You 
also choose whether the alarm is mental or audible. 

A mental alarm alerts you with a ping in your mind 
if you are within 1 mile of the warded area. This ping 
awakens you if you are sleeping. 

An audible alarm produces the sound of a hand bell 
for 10 seconds within 60 feet. 


ALTER SELF 

2nd-level transmutation 

Casting Time: 1 action 

Range: Self 

Components: V, S 

Duration: Concentration, up to 1 hour 


You assume a different form. When you cast the spell, 
choose one of the following options, the effects of which 
last for the duration of the spell. While the spell lasts, 


PART 3 | SPELLS 


212 


you can end one option as an action to gain the benefits 
of a different one. 

Aquatic Adaptation. You adapt your body to an 
aquatic environment, sprouting gills and growing 
webbing between your fingers. You can breathe 
underwater and gain a swimming speed equal to your 
walking speed. 

Change Appearance. You transform your appearance. 
You decide what you look like, including your height, 
weight, facial features, sound of your voice, hair length, 
coloration, and distinguishing characteristics, if any. 
You can make yourself appear as a member of another 
race, though none of your statistics change. You also 
can't appear as a creature of a different size than you, 
and your basic shape stays the same; if you're bipedal, 
you can't use this spell to become quadrupedal, for 
instance. At any time for the duration of the spell, you 
can use your action to change your appearance in 
this way again. 

Natural Weapons. You grow claws, fangs, spines, 
horns, or a different natural weapon of your choice. Your 
unarmed strikes deal 1d6 bludgeoning, piercing, or 
slashing damage, as appropriate to the natural weapon 
you chose, and you are proficient with your unarmed 
strikes. Finally, the natural weapon is magic and you 
have a +1 bonus to the attack and damage rolls you 
make using it. 


ANIMAL FRIENDSHIP 
Ist-level enchantment 


Casting Time: 1 action 

Range: 30 feet 

Components: V, S, M (a morsel of food) 
Duration: 24 hours 


This spell lets you convince a beast that you mean it no 
harm. Choose a beast that you can see within range. 
It must see and hear you. If the beast's Intelligence is 
4 or higher, the spell fails. Otherwise, the beast must 
succeed on a Wisdom saving throw or be charmed 
by you for the spell's duration. If you or one of your 
companions harms the target, the spells ends. 

At Higher Levels. When you cast this spell using 
a spell slot of 2nd level or higher, you can affect one 
additional beast for each slot level above 1st. 


ANIMAL MESSENGER 
2nd-level enchantment (ritual) 


Casting Time: 1 action 

Range: 30 feet 

Components: V, S, M (a morsel of food) 
Duration: 24 hours 


By means of this spell, you use an animal to deliver a 
message. Choose a Tiny beast you can see within range, 
such as a squirrel, a blue jay, or a bat. You specify a 
location, which you must have visited, and a recipient 
who matches a general description, such as “a man or 
woman dressed in the uniform of the town guard" or “a 
red-haired dwarf wearing a pointed hat." You also speak 
a message of up to twenty-five words. The target beast 
travels for the duration of the spell toward the specified 


PART 3 | SPELLS 


IUE 
location, covering about 50 miles per 24 hours for a 
flying messenger, or 25 miles for other animals. 

When the messenger arrives, it delivers your message 
to the creature that you described, replicating the sound 
of your voice. The messenger speaks only to a creature 
matching the description you gave. If the messenger 
doesn't reach its destination before the spell ends, the 
message is lost, and the beast makes its way back to 
where you cast this spell. 

At Higher Levels. If you cast this spell using a spell 
slot of 3nd level or higher, the duration of the spell 
increases by 48 hours for each slot level above 2nd. 


ANIMAL SHAPES 
Sth-level transmutation 


Casting Time: 1 action 

Range: 30 feet 

Components: V, S 

Duration: Concentration, up to 24 hours 


Your magic turns others into beasts. Choose any 
number of willing creatures that you can see within 
range. You transform each target into the form of a 
Large or smaller beast with a challenge rating of 4 or 
lower. On subsequent turns, you can use your action to 
transform affected creatures into new forms. 

The transformation lasts for the duration for each 
target, or until the target drops to 0 hit points or dies. 
You can choose a different form for each target. A 
target's game statistics are replaced by the statistics of 
the chosen beast, though the target retains its alignment 
and Intelligence, Wisdom, and Charisma scores. The 
target assumes the hit points of its new form, and when 
it reverts to its normal form, it returns to the number 
of hit points it had before it transformed. If it reverts as 
a result of dropping to 0 hit points, any excess damage 
carries over to its normal form. As long as the excess 
damage doesn't reduce the creature's normal form to 0 
hit points, it isn't knocked unconscious. The creature is 
limited in the actions it can perform by the nature of its 
new form, and it can't speak or cast spells. 

The target's gear melds into the new form. The target 
can't activate, wield, or otherwise benefit from any of 
its equipment. 


ANIMATE DEAD 
3rd-level necromancy 


Casting Time: 1 minute 

Range: 10 feet 

Components: V, S, M (a drop of blood, a piece of flesh, 
and a pinch of bone dust) 

Duration: Instantaneous 


This spell creates an undead servant. Choose a pile 
of bones or a corpse of a Medium or Small humanoid 
within range. Your spell imbues the target with a foul 
mimicry of life, raising it as an undead creature. The 
target becomes a skeleton if you chose bones or a 
zombie if you chose a corpse (the DM has the creature's 
game statistics). 

On each of your turns, you can use a bonus action 
to mentally command any creature you made with 
this spell if the creature is within 60 feet of you (if you 


control multiple creatures, you can command any or all 
of them at the same time, issuing the same command to 
each one). You decide what action the creature will take 
and where it will move during its next turn, or you can 
issue a general command, such as to guard a particular 
chamber or corridor. If you issue no commands, the 
creature only defends itself against hostile creatures. 
Once given an order, the creature continues to follow it 
until its task is complete. 

The creature is under your control for 24 hours, 
after which it stops obeying any command you've given 
it. To maintain control of the creature for another 
24 hours, you must cast this spell on the creature 
again before the current 24-hour period ends. This 
use of the spell reasserts your control over up to four 
creatures you have animated with this spell, rather than 
animating a new one. 

At Higher Levels. When you cast this spell using a 
spell slot of 4th level or higher, you animate or reassert 
control over two additional undead creatures for each 
slot level above 3rd. Each of the creatures must come 
from a different corpse or pile of bones. 


ANIMATE OBJECTS 
5th-level transmutation 


Casting Time: 1 action 

Range: 120 feet 

Components: V, S 

Duration: Concentration, up to 1 minute 


Objects come to life at your command. Choose up to 
ten nonmagical objects within range that are not being 
worn or carried. Medium targets count as two objects, 
Large targets count as four objects, Huge targets 

count as eight objects. You can't animate any object 
larger than Huge. Each target animates and becomes a 
creature under your control until the spell ends or until 
reduced to 0 hit points. 

As a bonus action, you can mentally command any 
creature you made with this spell if the creature is 
within 500 feet of you (if you control multiple creatures, 
you can command any or all of them at the same time, 
issuing the same command to each one). You decide 
what action the creature will take and where it will 
move during its next turn, or you can issue a general 
command, such as to guard a particular chamber or 
corridor. If you issue no commands, the creature only 
defends itself against hostile creatures. Once given 
an order, the creature continues to follow it until its 
task is complete. 


ANIMATED OBJECT STATISTICS 


Size HP AC Attack Str Dex 
Tiny 20 18 +8tohit, 1d4 +4 damage 4 18 
Small 25 16 +6tohit, 1d8 +2 damage 64 


Medium 40 13 +5tohit,2d6+1damage 10 12 
Large 50 10 +6tohit,2d10+2damage 14 10 
Huge 80 10 +8tohit,2d12+4damage 18 6 


An animated object is a construct with AC, hit points, 
attacks, Strength, and Dexterity determined by its size. 
Its Constitution is 10 and its Intelligence and Wisdom 


are 3, and its Charisma is 1. Its speed is 30 feet; if the 
object lacks legs or other appendages it can use for 
locomotion, it instead has a flying speed of 30 feet and 
can hover. If the object is securely attached to a surface 
or a larger object, such as a chain bolted to a wall, its 
speed is 0. It has blindsight with a radius of 30 feet and 
is blind beyond that distance. When the animated object 
drops to 0 hit points, it reverts to its original object 
form, and any remaining damage carries over to its 
original object form. 

If you command an object to attack, it can make a 
single melee attack against a creature within 5 feet 
of it. It makes a slam attack with an attack bonus and 
bludgeoning damage determined by its size. The DM 
might rule that a specific object inflicts slashing or 
piercing damage based on its form. 

At Higher Levels. If you cast this spell using a 
spell slot of 6th level or higher, you can animate two 
additional objects for each slot level above 5th. 


ANTILIFE SHELL 
5th-level abjuration 


Casting Time: 1 action 

Range: Self (10-foot radius) 
Components: V 5 

Duration: Concentration, up to 1 hour 


A shimmering barrier extends out from you in a 10-foot 
radius and moves with you, remaining centered on 
you and hedging out creatures other than undead and 
constructs. The barrier lasts for the duration. 

The barrier prevents an affected creature from 
passing or reaching through. An affected creature 
can cast spells or make attacks with ranged or reach 
weapons through the barrier. 

If you move so that an affected creature is forced to 
pass through the barrier, the spell ends. 


ANTIMAGIC FIELD 
Sth-level abjuration 


Casting Time: 1 action 

Range: Self (10-foot-radius sphere) 

Components: V, S, M (a pinch of powdered iron or 
iron filings) 

Duration: Concentration, up to 1 hour 


A 10-foot-radius invisible sphere of antimagic surrounds 
you. This area is divorced from the magical energy that 
suffuses the multiverse. Within the sphere, spells can't 
be cast, summoned creatures disappear, and even magic 
items become mundane. Until the spell ends, the sphere 
moves with you, centered on you. 

Spells and other magical effects, except those created 
by an artifact or a deity, are suppressed in the sphere 
and can't protrude into it, A slot expended to cast 
a suppressed spell is consumed. While an effect is 
suppressed, it doesn't function, but the time it spends 
suppressed counts against its duration. 

Targeted Effects. Spells and other magical effects, 
such as magic missile and charm person, that target 
a creature or an object in the sphere have no effect 
on that target. 


PART 3 | SPELLS 


Areas of Magic. The area of another spell or magical 

effect, such as fireball, can’t extend into the sphere. 

If the sphere overlaps an area of magic, the part of 

the area that is covered by the sphere is suppressed. 
For example, the flames created by a wall of fire are 
suppressed within the sphere, creating a gap in the wall 
if the overlap is large enough. 

Spells. Any active spell or other magical effect on a 
creature or an object in the sphere is suppressed while 
the creature or object is in it. 

Magic Items. The properties and powers of 
magic items are suppressed in the sphere. For 
example, a +] Jongsword in the sphere functions as a 
nonmagical longsword. 

A magic weapon's properties and powers are 
suppressed if it is used against a target in the sphere or 
wielded by an attacker in the sphere. If a magic weapon 
or a piece of magic ammunition fully leaves the sphere 
(for example, if you fire a magic arrow or throw a magic 
spear at a target outside the sphere), the magic of the 
item ceases to be suppressed as soon as it exits. 

Magical Travel. Teleportation and planar travel 
fail to work in the sphere, whether the sphere is the 
destination or the departure point for such magical 
travel, A portal to another location, world, or plane of 
existence, as well as an opening to an extradimensional 
space such as that created by the rope trick spell, 
temporarily closes while in the sphere. 

Creatures and Objects. A creature or object 
summoned or created by magic temporarily winks out 
of existence in the sphere. Such a creature instantly 
reappears once the space the creature occupied is no 
longer within the sphere. 

Dispel Magic, Spells and magical effects such as 
dispel magic have no effect on the sphere. Likewise, the 
spheres created by different antimagic field spells don't 
nullify each other. 


ANTIPATHY/SYMPATHY 
8th-level enchantment 


Casting Time: 1 hour 

Range: 60 feet 

Components: V, S, M (either a lump of alum soaked in 
vinegar for the antipathy effect or a drop of honey for 
the sympathy effect) 

Duration: 10 days 


This spell attracts or repels creatures of your choice. 
You target something within range, either a Huge or 
smaller object or creature or an area that is no larger 
than a 200-foot cube. Then specify a kind of intelligent 
creature, such as red dragons, goblins, or vampires. 
You invest the target with an aura that either attracts or 
repels the specified creatures for the duration. Choose 
antipathy or sympathy as the aura's effect. 

Antipathy. Thc enchantment causes creatures of the 
kind you designated to feel an intense urge to leave the 
area and avoid the target. When such a creature can 
see the target or comes within 60 feet of it, the creature 
must succeed on a Wisdom saving throw or become 
frightened. The creature remains frightened while it can 
see the target or is within 60 feet of it. While frightened 
by the target, the creature must use its movement to 


PART 3 | SPELLS 


move to the nearest safe spot from which it can’t see 
the target. If the creature moves more than 60 feet from 
the target and can't see it, the creature is no longer 
frightened, but the creature becomes frightened again if 
it regains sight of the target or moves within 60 feet of it. 
Sympathy. The enchantment causes the specified 
creatures to feel an intense urge to approach the target 
while within 60 feet of it or able to see it. When such a 
creature can see the target or comes within 60 feet of it, 
the creature must succeed on a Wisdom saving throw or 
use its movement on each of its turns to enter the area 
or move within reach of the target. When the creature 
has done so, it can't willingly move away from the target. 
If the target damages or otherwise harms an affected 
creature, the affected creature can make a Wisdom 
saving throw to end the effect, as described below. 
Ending the Effect. If an affected creature ends its 
turn while not within 60 feet of the target or able to see 
it, the creature makes a Wisdom saving throw. On a 
successful save, the creature is no longer affected by 
the target and recognizes the feeling of repugnance or 
attraction as magical. In addition, a creature affected by 
the spell is allowed another Wisdom saving throw every 
24 hours while the spell persists. 
A creature that successfully saves against this effect 
is immune to it for 1 minute, after which time it can be 
affected again. 


ARCANE EvE 
4th-level divination 


Casting Time: 1 action 

Range: 30 feet 

Components: V, S, M (a bit of bat fur) 
Duration: Concentration, up to 1 hour 


You create an invisible, magical eye within range that 
hovers in the air for the duration. 

You mentally receive visual information from the eye, 
which has normal vision and darkvision out to 30 feet. 
The eye can look in every direction. 

As an action, you can move the eye up to 30 feet in 
any direction. There is no limit to how far away from 
you the eye can move, but it can't enter another plane 
of existence. A solid barrier blocks the eye's movement, 
but the eye can pass through an opening as small as 1 
inch in diameter. 


ARCANE GATE 
6th-level conjuration 


Casting Time: 1 action 

Range: 500 feet 

Components: V, S 

Duration: Concentration, up to 10 minutes 


You create linked teleportation portals that remain open 
for the duration. Choose two points on the ground that 
you can see, one point within 10 feet of you and one 
point within 500 feet of you. A circular portal, 10 feet 
in diameter, opens over each point. If the portal would 
open in the space occupied by a creature, the spell fails, 
and the casting is lost. 

The portals are two-dimensional glowing rings 
filled with mist, hovering inches from the ground and 


perpendicular to it at the points you choose. A ring is 
visible only from one side (your choice), which is the side 
that functions as a portal. 

Any creature or object entering the portal exits from 
the other portal as if the two were adjacent to each 
other; passing through a portal from the nonportal side 
has no effect. The mist that fills each portal is opaque 
and blocks vision through it. On your turn, you can 
rotate the rings as a bonus action so that the active side 
faces in a different direction. 


ARCANE LOCK 
2nd-level abjuration 


Casting Time: 1 action 

Range: Touch 

Components: V, S, M (gold dust worth at least 25 gp, 
which the spell consumes) 

Duration: Until dispelled 


You touch a closed door, window, gate, chest, or other 
entryway, and it becomes locked for the duration. You 
and the creatures you designate when you cast this 
spell can open the object normally. Yot can also set a 
password that, when spoken within 5 feet of the object, 
suppresses this spell for 1 minute. Otherwise, it is 
impassable until it is broken or the spell is dispelled or 
suppressed. Casting knock on the object suppresses 
arcane lock for 10 minutes. 

While affected by this spell, the object is more difficult 
to break or force open; the DC to break it or pick any 
locks on it increases by 10. 


ARMOR OF AGATHYS 
Ist-level abjuration 


Casting Time: 1 action 

Range: Self 

Components: V, S, M (a cup of water) 
Duration: | hour 


A protective magical force surrounds you, manifesting 
as a spectral frost that covers you and your gear. 

You gain 5 temporary hit points for the duration. If a 
creature hits you with a melee attack while you have 
these hit points, the creature takes 5 cold damage. 

At Higher Levels. When you cast this spell using a 
spell slot of 2nd level or higher, both the temporary hit 
points and the cold damage increase by 5 for each slot 
level above 1st. 


ARMS OF HADAR 
Ist-level conjuration 


Casting Time: 1 action 
Range: Self (10-foot radius) 
Components: V, S 
Duration: Instantaneous 


You invoke the power of Hadar, the Dark Hunger. 
Tendrils of dark energy erupt from you and batter all 
creatures within 10 feet of you. Each creature in that 
area must make a Strength saving throw. On a failed 
save, a target takes 2d6 necrotic damage and can't take 
reactions until its next turn. On a successful save, the 
creature takes half damage, but suffers no other effect. 


At Higher Levels. When you cast this spell using a 
spell slot of 2nd level or higher, the damage increases by 
1d6 for each slot level above 1st. 


ASTRAL PROJECTION 
9th-level necromancy 


Casting Time: 1 hour 

Range: 10 feet 

Components: V, S, M (for each creature you affect with 
this spell, you must provide one jacinth worth at least 
1,000 gp and one ornately carved bar of silver worth 
at least 100 gp, all of which the spell consumes) 

Duration: Special 


You and up to eight willing creatures within range 
project your astral bodies into the Astral Plane (the 
spell fails and the casting is wasted if you are already 
on that plane). The material body you leave behind is 
unconscious and in a state of suspended animation; it 
doesn't need food or air and doesn't age. 

Your astral body resembles your mortal form in 
almost every way, replicating your game statistics and 
possessions. The principal difference is the addition of 
a silvery cord that extends from between your shoulder 
blades and trails behind you, fading to invisibility after 
1 foot. This cord is your tether to your material body. As 
long as the tether remains intact, you can find your way 
home. If the cord is cut—something that can happen 
only when an effect specifically states that it does—your 
soul and body are separated, killing you instantly. 

Your astral form can freely travel through the Astral 
Plane and can pass through portals there leading to any 
other plane. If you enter a new plane or return to the 
plane you were on when casting this spell, your body and 
possessions are transported along the silver cord, allowing 
you to re-enter your body as you enter the new plane. 
Your astral form is a separate incarnation, Any damage 
or other effects that apply to it have no effect on your 
physical body, nor do they persist when you return to it. 

The spell ends for you and your companions when 
you use your action to dismiss it. When the spell ends, 
the affected creature returns to its physical body, 
and it awakens. 

The spell might also end early for you or one of your 
companions. A successful dispel magic spell used 
against an astral or physical body ends the spell for that 
creature. If a creature's original body or its astral form 
drops to 0 hit points, the spell ends for that creature. If 
the spell ends and the silver cord is intact, the cord pulls 
the creature's astral form back to its body, ending its 
state of suspended animation. 

If you are returned to your body prematurely, your 
companions remain in their astral forms and must find 
their own way back to their bodies, usually by dropping 
to 0 hit points. 


AUGURY 
2nd-level divination (ritual) 


Casting Time: 1 minute 

Range: Self 

Components: V, S, M (specially marked sticks, bones, 
or similar tokens worth at least 25 gp) 

Duration: Instantaneous 


PART 3 | SPELLS 


216 


By casting gem-inlaid sticks, rolling dragon bones, 
laying out ornate cards, or employing some other 
divining tool, you receive an omen from an otherworldly 
entity about the results of a specific course of action that 
you plan to take within the next 30 minutes. The DM 
chooses from the following possible omens: 


+ Weal, for good results 

+ Woe, for bad results 

+ Weal and woe, for both good and bad results 

+ Nothing, for results that aren't especially good or bad 


The spell doesn’t take into account any possible 
circumstances that might change the outcome, such 
as the casting of additional spells or the loss or gain 
of a companion. 

If you cast the spell two or more times before 
completing your next long rest, there is a cumulative 25 
percent chance for each casting after the first that you 
get a random reading. The DM makes this roll in secret. 


AURA OF LIFE 
4th-level abjuration 


Casting Time: | action 

Range: Self (30-foot radius) 

Components: V 

Duration: Concentration, up to 10 minutes 


Life-preserving energy radiates from you in an aura with 
a 30-foot radius. Until the spell ends, the aura moves 
with you, centered on you. Each nonhostile creature 

in the aura (including you) has resistance to necrotic 
damage, and its hit point maximum can't be reduced. In 
addition, a nonhostile, living creature regains 1 hit point 
when it starts its turn in the aura with O hit points. 


AURA OF PURITY 
4th-level abjuration 


Casting Time: 1 action 

Range: Self (30-foot radius) 

Components: V 

Duration: Concentration, up to 10 minutes 


Purifying energy radiates from you in an aura with a 
30-foot radius. Until the spell ends, the aura moves 
with you, centered on you. Each nonhostile creature 
in the aura (including you) can't become diseased, 
has resistance to poison damage, and has advantage 
on saving throws against effects that cause any of the 
following conditions: blinded, charmed, deafened, 
frightened, paralyzed, poisoned, and stunned. 


AURA OF VITALITY 
3rd-level evocation 


Casting Time: 1 action 

Range: Self (30-foot radius) 
Components: V 

Duration: Concentration, up to 1 minute 


Healing energy radiates from you in an aura with a 
30-foot radius. Until the spell ends, the aura moves with 
you, centered on you. You can use a bonus action to 
cause one creature in the aura (including you) to regain 
2d6 hit points. 


PART 3 | SPELLS 


AWAKEN 
5th-level transmutation 


Casting Time: 8 hours 

Range: Touch 

Components: V, S, M (an agate worth at least 1,000 gp, 
which the spell consumes) 

Duration: Instantaneous 


After spending the casting time tracing magical 
pathways within a precious gemstone, you touch a Huge 
or smaller beast or plant. The target must have either 
no Intelligence score or an Intelligence of 3 or less. The 
target gains an Intelligence of 10. The target also gains 
the ability to speak one language you know. If the target 
is a plant, it gains the ability to move its limbs, roots, 
vines, creepers, and so forth, and it gains senses similar 
to a human’s. Your DM chooses statistics appropriate 
for the awakened plant, such as the statistics for the 
awakened shrub or the awakened tree. 

The awakened beast or plant is charmed by you for 
30 days or until you or your companions do anything 
harmful to it. When the charmed condition ends, 
the awakened creature chooses whether to remain 
friendly to you, based on how you treated it while 
it was charmed. 


BANE 
Ist-level enchantment 


Casting Time: 1 action 

Range: 30 feet 

Components: V, S, M (a drop of blood) 
Duration: Concentration, up to 1 minute 


Up to three creatures of your choice that you can see 
within range must make Charisma saving throws. 
Whenever a target that fails this saving throw makes 
an attack roll or a saving throw before the spell ends, 
the target must roll a d4 and subtract the number rolled 
from the attack roll or saving throw. 

At Higher Levels. When you cast this spell using 
a spell slot of 2nd level or higher, you can target one 
additional creature for each slot level above 1st. 


BANISHING SMITE 
5th-level abjuration 


Casting Time: 1 bonus action 

Range: Self 

Components: V 

Duration: Concentration, up to 1 minute 


The next time you hit a creature with a weapon attack 
before this spell ends, your weapon crackles with force, 
and the attack deals an extra 5d10 force damage to the 
target. Additionally, if this attack reduces the target 

to 50 hit points or fewer, you banish it. If the target is 
native to a different plane of existence than the one 
you're on, the target disappears, returning to its home 
plane. If the target is native to the plane you're on, the 
creature vanishes into a harmless demiplane. While 
there, the target is incapacitated. It remains there until 
the spell ends, at which point the target reappears in the 
space it left or in the nearest unoccupied space if that 
space is occupied. 


BANISHMENT 
4th-level abjuration 


Casting Time: 1 action 

Range: 60 feet 

Components: V, S, M (an item distasteful to the target) 
Duration: Concentration, up to 1 minute 


You attempt to send one creature that you can see 
within range to another plane of existence. The 
target must succeed on a Charisma saving throw 
or be banished. 
If the target is native to the plane of existence you're 
on, you banish the target to a harmless demiplane. 
While there, the target is incapacitated. The target 
remains there until the spell ends, at which point the 
target reappears in the space it left or in the nearest 2 
unoccupied space if that space is occupied. v 
If the target is native to a different plane of existence 
than the one you're on, the target is banished with 
a faint popping noise, returning to its home plane. 
If the spell ends before 1 minute has passed, the 
target reappears in the space it left or in the nearest 
unoccupied space if that space is occupied. Otherwise, 
the target doesn't return. 
At Higher Levels. When you cast this spell using 
a spell slot of 5th level or higher, you can target one 
additional creature for each slot level above 4th. 


BARKSKIN 
2nd-level transmutation 


Casting Time: 1 action 

Range: Touch 

Components: V, S, M (a handful of oak bark) 
Duration: Concentration, up to 1 hour 


You touch a willing creature. Until the spell ends, the 
target's skin has a rough, bark-like appearance, and the 
target's AC can't be less than 16, regardless of what kind 
of armor it is wearing. 


BEACON OF HOPE 
3rd-level abjuration 


Casting Time: 1 action 

Range: 30 feet 

Components: V, S 

Duration: Concentration, up to 1 minute 


This spell bestows hope and vitality. Choose any 
number of creatures within range. For the duration, 
each target has advantage on Wisdom saving throws 
and death saving throws, and regains the maximum 
number of hit points possible from any healing. 


BEAST SENSE 
2nd-level divination (ritual) 


Casting Time: 1 action 

Range: Touch 

Components: S 

Duration: Concentration, up to 1 hour 


You touch a willing beast. For the duration of the spell, 
you can use your action to see through the beast's eyes 
and hear what it hears, and continue to do so until 

you use your action to return to your normal senses. 


While perceiving through the beast’s senses, you gain 
the benefits of any special senses possessed by that 
creature, though you are blinded and deafened to your 
own surroundings. 


BESTOW CURSE 
3rd-level necromancy 


Casting Time: 1 action 

Range: Touch 

Components: V, S 

Duration: Concentration, up to 1 minute 


You touch a creature, and that creature must succeed 
on a Wisdom saving throw or become cursed for the 
duration of the spell. When you cast this spell, choose 
the nature of the curse from the following options: 


* Choose one ability score. While cursed, the target 
has disadvantage on ability checks and saving throws 
made with that ability score. 

* While cursed, the target has disadvantage on attack 
rolls against you. 

* While cursed, the target must make a Wisdom sav- 
ing throw at the start of each of its turns. If it fails, it 
wastes its action that turn doing nothing. 

* While the target is cursed, your attacks and spells 
deal an extra 1d8 necrotic damage to the target. 


A remove curse spell ends this effect. At the DM's 
option, you may choose an alternative curse effect, but 
it should be no more powerful than those described 
above. The DM has final say on such a curse's effect. 

At Higher Levels. If you cast this spell using a spell 
slot of 4th level or higher, the duration is concentration, 
up to 10 minutes. If you use a spell slot of 5th level or 
higher, the duration is 8 hours. If you use a spell slot of 
7th level or higher, the duration is 24 hours. If you use 
a 9th level spell slot, the spell lasts until it is dispelled. 
Using a spell slot of 5th level or higher grants a duration 
that doesn't require concentration. 


BicBy’s HAND 
5th-level evocation 


Casting Time: 1 action 

Range: 120 feet 

Components: V, S, M (an eggshell and a 
snakeskin glove) 

Duration: Concentration, up to 1 minute 


You create a Large hand of shimmering, translucent 
force in an unoccupied space that you can see within 
range. The hand lasts for the spell's duration, and it 
moves at your command, mimicking the movements of 
your own hand. 

The hand is an object that has AC 20 and hit points 
equal to your hit point maximum. If it drops to 0 hit 
points, the spell ends. It has a Strength of 26 (+8) and a 
Dexterity of 10 (*0). The hand doesn't fill its space. 

When you cast the spell and as a bonus action on your 
subsequent turns, you can move the hand up to 60 feet 
and then cause one of the following effects with it. 

Clenched Fist. The hand strikes one creature or 
object within 5 feet of it. Make a melee spell attack for 


PART 3 | SPELLS 


the hand using your game statistics. On a hit, the target 
takes 4d8 force damage. 

Forceful Hand. The hand attempts to push a creature 
within 5 feet of it in a direction you choose. Make 
a check with the hand's Strength contested by the 
Strength (Athletics) check of the target. If the target is 
Medium or smaller, you have advantage on the check. If 
you succeed, the hand pushes the target up to 5 feet plus 
a number of feet equal to five times your spellcasting 
ability modifier. The hand moves with the target to 
remain within 5 feet of it. 

Grasping Hand. The hand attempts to grapple a Huge 
or smaller creature within 5 feet of it. You use the hand's 
Strength score to resolve the grapple. If the target is 
Medium or smaller, you have advantage on the check. 
While the hand is grappling the target, you can use a 
bonus action to have the hand crush it. When you do 
so, the target takes bludgeoning damage equal to 2d6 + 
your spellcasting ability modifier. 

Interposing Hand. The hand interposes itself 
between you and a creature you choose until you give 
the hand a different command. The hand moves to stay 
between you and the target, providing you with half 
cover against the target. The target can't move through 
the hand's space if its Strength score is less than or 
equal to the hand's Strength score. If its Strength score 
is higher than the hand's Strength score, the target can 
move toward you through the hand's space, but that 
space is difficult terrain for the target. 

At Higher Levels. When you cast this spell using a 
spell slot of 6th level or higher, the damage from the 
clenched fist option increases by 2d8 and the damage 
from the grasping hand increases by 2d6 for each slot 
level above 5th. 


BLADE BARRIER 
6th-level evocation 


Casting Time: 1 action 

Range: 90 feet 

Components: V, S 

Duration: Concentration, up to 10 minutes 


You create a vertical wall of whirling, razor-sharp blades 
made of magical energy. The wall appears within range 
and lasts for the duration. You can make a straight wall 
up to 100 feet long, 20 feet high, and 5 feet thick, or a 
ringed wall up to 60 feet in diameter, 20 feet high, and 
5 feet thick. The wall provides three-quarters cover to 
creatures behind it, and its space is difficult terrain. 
When a creature enters the wall's area for the first 
time on a turn or starts its turn there, the creature must 
make a Dexterity saving throw. On a failed save, the 
creature takes 6d10 slashing damage. On a successful 
save, the creature takes half as much damage. 


BLADE WARD 
Abjuration cantrip 
Casting Time: 1 action 
Range: Self 
Components: V, S 
Duration: 1 round 


You extend your hand and trace a sigil of warding in the 
air. Until the end of your next turn, you have resistance 
against bludgeoning, piercing, and slashing damage 
dealt by weapon attacks. 


BLESS 
Ist-level enchantment 


Casting Time: 1 action 

Range: 30 feet 

Components: V, S, M (a sprinkling of holy water) 
Duration: Concentration, up to 1 minute 


You bless up to three creatures of your choice within 
range. Whenever a target makes an attack roll or a 
saving throw before the spell ends, the target can roll 
a d4 and add the number rolled to the attack roll or 
saving throw. 

At Higher Levels. When you cast this spell using 
a spell slot of 2nd level or higher, you can target one 
additional creature for each slot level above 1st. 


BLIGHT 
4th-level necromancy 


Casting Time: 1 action 
Range: 30 feet 
Components: V, S 
Duration: Instantaneous 


Necromantic energy washes over a creature of your 
choice that you can see within range, draining moisture 
and vitality from it. The target must make a Constitution 
saving throw. The target takes 8d8 necrotic damage on 
a failed save, or half as much damage on a successful 
one. This spell has no effect on undead or constructs. 

If you target a plant creature or a magical plant, it 
makes the saving throw with disadvantage, and the spell 
deals maximum damage to it. 

If you target a nonmagical plant that isn't a creature, 
such as a tree or shrub, it doesn't make a saving throw; 
it simply withers and dies. 

At Higher Levels. When you cast this spell using a 
spell slot of 5th level or higher, the damage increases by 
1d8 for each slot level above 4th. 


BLINDING SMITE 
3rd-level evocation 


Casting Time: 1 bonus action 

Range: Self 

Components: V 

Duration: Concentration, up to 1 minute 


The next time you hit a creature with a melee weapon 
attack during this spell's duration, your weapon flares 
with bright light, and the attack deals an extra 3d8 
radiant damage to the target. Additionally, the target 
must succeed on a Constitution saving throw or be 
blinded until the spell ends. 

A creature blinded by this spell makes another 
Constitution saving throw at the end of each of its turns. 
On a successful save, it is no longer blinded. 


BLINDNESS/DEAFNESS 
2nd-level necromancy 


Casting Time: 1 action 
Range: 30 feet 
Components: V 
Duration: 1 minute 


You can blind or deafen a foe. Choose one creature that 
you can see within range to make a Constitution saving 
throw. If it fails, the target is either blinded or deafened 
(your choice) for the duration. At the end of each of its 
turns, the target can make a Constitution saving throw. 
On a success, the spell ends. 

At Higher Levels. When you cast this spell using 
a spell slot of 3rd level or higher, you can target one 
additional creature for each slot level above 2nd. 


BLINK 
3rd-level transmutation 


Casting Time: 1 action 
Range: Self 
Components: V, S 
Duration: | minute 


Roll a d20 at the end of each of your turns for the 
duration of the spell. On a roll of 11 or higher, you 
vanish from your current plane of existence and appear 
in the Ethereal Plane (the spell fails and the casting is 
wasted if you were already on that plane). At the start of 
your next turn, and when the spell ends if you are on the 
Ethereal Plane, you return to an unoccupied space of 
your choice that you can see within 10 feet of the space 
you vanished from. If no unoccupied space is available 
within that range, you appear in the nearest unoccupied 
space (chosen at random if more than one space is 
equally near). You can dismiss this spell as an action. 

While on the Ethereal Plane, you can see and hear 
the plane you originated from, which is cast in shades 
of gray, and you can't see anything there more than 60 
feet away. You can only affect and be affected by other 
creatures on the Ethereal Plane. Creatures that aren't 
there can't perceive you or interact with you, unless they 
have the ability to do so. 


BLUR 
2nd-level illusion 


Casting Time: 1 action 

Range: Self 

Components: V 

Duration: Concentration, up to 1 minute 


Your body becomes blurred, shifting and wavering to 
all who can see you. For the duration, any creature has 
disadvantage on attack rolls against you. An attacker 
is immune to this effect if it doesn't rely on sight, 

as with blindsight, or can see through illusions, as 
with truesight. 


BRANDING SMITE 
2nd-level evocation 


Casting Time: 1 bonus action 
Range: Self 


PART 3 | SPELLS 


Pa 
- 


Components: V 
Duration: Concentration, up to 1 minute 


The next time you hit a creature with a weapon attack 
before this spell ends, the weapon gleams with astral 
radiance as you strike. The attack deals an extra 2d6 
radiant damage to the target, which becomes visible if 
it’s invisible, and the target sheds dim light in a 5-foot 
radius and can’t become invisible until the spell ends. 
At Higher Levels. When you cast this spell using 
a spell slot of 3rd level or higher, the extra damage 
increases by 1d6 for each slot level above 2nd. 


BURNING HANDS 
Ist-level evocation 


Casting Time: 1 action 
Range: Self (15-foot cone) 
Components: V, S 
Duration: Instantaneous 


As you hold your hands with thumbs touching and 
fingers spread, a thin sheet of flames shoots forth from 
your outstretched fingertips. Each creature in a 15-foot 
cone must make a Dexterity saving throw. A creature 
takes 3d6 fire damage on a failed save, or half as much 
damage on a successful one. 

The fire ignites any flammable objects in the area that 
aren't being worn or carried. 

At Higher Levels. When you cast this spell using a 
spell slot of 2nd level or higher, the damage increases by 
1d6 for each slot level above 1st. 


CALL LIGHTNING 
3rd-level conjuration 


Casting Time: 1 action 

Range: 120 feet 

Components: V, S 

Duration: Concentration, up to 10 minutes 


A storm cloud appears in the shape of a cylinder that 

is 10 feet tall with a 60-foot radius, centered on a point 
you can see 100 feet directly above you. The spell fails 

if you can't see a point in the air where the storm cloud 
could appear (for example, if you are in a room that can't 
accommodate the cloud). 

When you cast the spell, choose a point you can see 
within range. A bolt of lightning flashes down from the 
cloud to that point. Each creature within 5 feet of that 
point must make a Dexterity saving throw. A creature 
takes 3d10 lightning damage on a failed save, or half 
as much damage on a successful one. On each of your 
turns until the spell ends, you can use your action to call 
down lightning in this way again, targeting the same 
point or a different one. 

If you are outdoors in stormy conditions when you 
cast this spell, the spell gives you control over the 
existing storm instead of creating a new one. Under 
such conditions, the spell's damage increases by 1d10. 

At Higher Levels. When you cast this spell using a 
spell slot of 4th or higher level, the damage increases by 
1d10 for each slot level above 3rd. 


CALM EMOTIONS 
2nd-level enchantment 


Casting Time: 1 action 

Range: 60 feet 

Components: V, S 

Duration: Concentration, up to 1 minute 


You attempt to suppress strong emotions in a group 

of people. Each humanoid in a 20-foot-radius sphere 
centered on a point you choose within range must make 
a Charisma saving throw; a creature can choose to 

fail this saving throw if it wishes. If a creature fails its 
saving throw, choose one of the following two effects. 

You can suppress any effect causing a target to be 
charmed or frightened. When this spell ends, any 
suppressed effect resumes, provided that its duration 
has not expired in the meantime. 

Alternatively, you can make a target indifferent about 
creatures of your choice that it is hostile toward. This 
indifference ends if the target is attacked or harmed by 
a spell or if it witnesses any of its friends being harmed. 
When the spell ends, the creature becomes hostile 
again, unless the DM rules otherwise. 


CHAIN LIGHTNING 
6th-level evocation 


Casting Time: 1 action 

Range: 150 feet 

Components: V, S, M (a bit of fur; a piece of amber, 
glass, or a crystal rod; and three silver pins) 

Duration: Instantaneous 


You create a bolt of lightning that arcs toward a target of 
your choice that you can see within range. Three bolts 
then leap from that target to as many as three other 
targets, each of which must be within 30 feet of the first 
target. A target can be a creature or an object and can 
be targeted by only one of the bolts. 

A target must make a Dexterity saving throw. The 
target takes 10d8 lightning damage on a failed save, or 
half as much damage on a successful one. 

At Higher Levels. When you cast this spell using 
a spell slot of 7th level or higher, one additional bolt 
leaps from the first target to another target for each slot 
level above 6th. 


CHARM PERSON 
Ist-level enchantment 


Casting Time: 1 action 
Range: 30 feet 
Components: V, S 
Duration: 1 hour 


You attempt to charm a humanoid you can see within 
range. It must make a Wisdom saving throw, and does 
so with advantage if you or your companions are fighting 
it. If it fails the saving throw, it is charmed by you until 
the spell ends or until you or your companions do 
anything harmful to it. The charmed creature regards 
you as a friendly acquaintance. When the spell ends, the 
creature knows it was charmed by you. 

At Higher Levels. When you cast this spell using 
a spell slot of 2nd level or higher, you can target one 


additional creature for each slot level above 1st. The 
creatures must be within 30 feet of each other when 
you target them. 


CHILL ToucH 
Necromancy cantrip 


Casting Time: 1 action 
Range: 120 feet 
Components: V, S 
Duration: 1 round 


You create a ghostly, skeletal hand in the space of a 
creature within range. Make a ranged spell attack 
against the creature to assail it with the chill of the 
grave. On a hit, the target takes 1d8 necrotic damage, 
and it can't regain hit points until the start of your next 
turn. Until then, the hand clings to the target. 

If you hit an undead target, it also has disadvantage on 
attack rolls against you until the end of your next turn. 

This spell's damage increases by 1d8 when you reach 
5th level (2d8), 11th level (3d8), and 17th level (4d8). 


CHROMATIC ORB 
Ist-level evocation 


Casting Time: 1 action 

Range: 90 feet 

Components: V, S, M (a diamond worth at least 50 gp) 
Duration: Instantaneous 


You hurl a 4-inch-diameter sphere of energy at a 
creature that you can see within range. You choose 
acid, cold, fire, lightning, poison, or thunder for the type 
of orb you create, and then make a ranged spell attack 
against the target. If the attack hits, the creature takes 
3d8 damage of the type you chose. 

At Higher Levels. When you cast this spell using a 
spell slot of 2nd level or higher, the damage increases by 
1d8 for each slot level above 1st. 


CIRCLE OF DEATH 

6th-level necromancy 

Casting Time: 1 action 

Range: 150 feet 

Components: V, S, M (the powder of a crushed black 
pearl worth at least 500 gp) 

Duration: Instantaneous 


A sphere of negative energy ripples out in a 60-foot- 
radius sphere from a point within range. Each creature 
in that area must make a Constitution saving throw. A 
target takes 8d6 necrotic damage on a failed save, or 
half as much damage on a successful one. 

At Higher Levels. When you cast this spell using a 
spell slot of 7th level or higher, the damage increases by 
2d6 for each slot level above 6th. 


CIRCLE OF POWER 

5th-level abjuration 

Casting Time: 1 action 

Range: Self (30-foot radius) 

Components: V 

Duration: Concentration, up to 10 minutes 


PART 5 | SPELLS 


221 


vine energy radiates from you, distorting and 
diffusing magical energy within 30 feet of you. Until 


the spell ends, the sphere moves with you, centered on | 


you. For the duration, each friendly creature in the area 
(including you) has advantage on saving throws against 
spells and other magical effects. Additionally, when 

an affected creature succeeds on a saving throw made 
against a spell or magical effect that allows it to make a 
saving throw to take only half damage, it instead takes 
no damage if it succeeds on the saving throw. 


CLAIRVOYANCE 
3rd-level divination 


Casting Time: 10 minutes 

Range: 1 mile 

Components: V, S, M (a focus worth at least 100 
gp, either a jeweled horn for hearing or a glass 
eye for seeing) 

Duration: Concentration, up to 10 minutes 


You create an invisible sensor within range in a location 
familiar to you (a place you have visited or seen before) 
or in an obvious location that is unfamiliar to you (such 


as behind a door, around a corner, or in a grove of trees). 


The sensor remains in place for the duration, and it 
can't be attacked or otherwise interacted with. 

When you cast the spell, you choose seeing or 
hearing. You can use the chosen sense through the 
sensor as if you were in its space. As your action, you 
can switch between seeing and hearing. 

A creature that can see the sensor (such as a creature 
benefiting from see invisibility or truesight) sees a 
luminous, intangible orb about the size of your fist. 


CLONE 
Sth-level necromancy 


Casting Time: 1 hour 

Range: Touch 

Components: V, S, M (a diamond worth at least 1,000 
gp and at least 1 cubic inch of flesh of the creature 
that is to be cloned, which the spell consumes, and a 
vessel worth at least 2,000 gp that has a sealable lid 
and is large enough to hold a Medium creature, such 
as a huge urn, coffin, mud-filled cyst in the ground, or 
crystal container filled with salt water) 

Duration: Instantaneous 


This spell grows an inert duplicate of a living creature 
as a safeguard against death. This clone forms inside 
a sealed vessel and grows to full size and maturity 
after 120 days; you can also choose to have the clone 
be a younger version of the same creature. It remains 
inert and endures indefinitely, as long as its vessel 
remains undisturbed. 

At any time after the clone matures, if the original 
creature dies, its soul transfers to the clone, provided 
that the soul is free and willing to return. The clone is 
physically identical to the original and has the same 
personality, memories, and abilities, but none of the 
original's equipment. The original creature's physical 
remains, if they still exist, become inert and can't 
thereafter be restored to life, since the creature's soul 
is elsewhere. 


PART 3 | SPELLS 


CLOUD OF DAGGERS 
2nd-level conjuration 


Casting Time: 1 action 

Range: 60 feet 

Components: V, S, M (a sliver of glass) 
Duration: Concentration, up to 1 minute 


You fill the air with spinning daggers in a cube 5 feet on 
each side, centered on a point you choose within range. 
A creature takes 4d4 slashing damage when it enters 
the spell's area for the first time on a turn or starts 
its turn there. 

At Higher Levels. When you cast this spell using a 
spell slot of 3rd level or higher, the damage increases by 
2d4 for each slot level above 2nd. 


CLOUDKILL 
5th-level conjuration 


Casting Time: 1 action 

Range: 120 feet 

Components: V, S 

Duration: Concentration, up to 10 minutes 


You create a 20-foot-radius sphere of poisonous, yellow- 
green fog centered on a point you choose within range. 
The fog spreads around corners. It lasts for the duration 
or until strong wind disperses the fog, ending the spell. 
Its area is heavily obscured. 

When a creature enters the spell's area for the first 
time on a turn or starts its turn there, that creature must 
make a Constitution saving throw. The creature takes 
5d8 poison damage on a failed save, or half as much 
damage on a successful one. Creatures are affected 
even if they hold their breath or don't need to breathe. 

The fog moves 10 feet away from you at the start 
of each of your turns, rolling along the surface of the 
ground. The vapors, being heavier than air, sink to the 
lowest level of the land, even pouring down openings. 

At Higher Levels. When you cast this spell using a 
spell slot of 6th level or higher, the damage increases by 
1d8 for each slot level above 5th. 


COLOR SPRAY 
Ist-level illusion 


Casting Time: 1 action 

Range: Self (15-foot cone) 

Components: V, S, M (a pinch of powder or sand that is 
colored red, yellow, and blue) 

Duration: 1 round 


A dazzling array of flashing, colored light springs from 
your hand. Roll 6d10; the total is how many hit points 
of creatures this spell can effect. Creatures in a 15-foot 
cone originating from you are affected in ascending 
order of their current hit points (ignoring unconscious 
creatures and creatures that can't see). 

Starting with the creature that has the lowest current 
hit points, each creature affected by this spell is blinded 
until the spell ends. Subtract each creature's hit points 
from the total before moving on to the creature with 
the next lowest hit points. A creature's hit points must 
be equal to or less than the remaining total for that 
creature to be affected. 


At Higher Levels. When you cast this spell using a 
spell slot of 2nd level or higher, roll an additional 2d10 
for each slot level above 1st. 


COMMAND 
Ist-level enchantment 


Casting Time: | action 
Range: 60 feet 
Components: V 
Duration: 1 round 


You speak a one-word command to a creature you can 
see within range. The target must succeed on a Wisdom 
saving throw or follow the command on its next turn. 
The spell has no effect if the target is undead, if it 
doesn't understand your language, or if your command 
is directly harmful to it. 

Some typical commands and their effects follow. You 
might issue a command other than one described here. 
If you do so, the DM determines how the target behaves. 
If the target can't follow your command, the spell ends. 

Approach. The target moves toward you by the 
shortest and most direct route, ending its turn if it 
moves within 5 feet of you. 

Drop. The target drops whatever it is holding and then 
ends its turn. 

Flee. The target spends its turn moving away from 
you by the fastest available means. 

Grovel. The target falls prone and then ends its turn. 

Halt. The target doesn't move and takes no actions. 

A flying creature stays aloft, provided that it is able to 
do so. If it must move to stay aloft, it flies the minimum 
distance needed to remain in the air. 

At Higher Levels. When you cast this spell using 
a spell slot of 2nd level or higher, you can affect one 
additional creature for each slot level above 1st. The 
creatures must be within 30 feet of each other when 
you target them. 


COMMUNE 
5th-level divination (ritual) 


Casting Time: | minute 

Range: Self 

Components: V, S, M (incense and a vial of holy or 
unholy water) 

Duration: 1 minute 


You contact your deity or a divine proxy and ask up to 
three questions that can be answered with a yes or no. 
You must ask your questions before the spell ends. You 
receive a correct answer for each question. 

Divine beings aren't necessarily omniscient, so you 
might receive "unclear" as an answer if a question 
pertains to information that lies beyond the deity's 
knowledge. In a case where a one-word answer could be 
misleading or contrary to the deity's interests, the DM 
might offer a short phrase as an answer instead. 

If you cast the spell two or more times before finishing 
your next long rest, there is a cumulative 25 percent 
chance for each casting after the first that you get no 
answer. The DM makes this roll in secret. 


M 
m 


COMMUNE WITH NATURE 
5th-level divination (ritual) 


Casting Time: 1 minute 
Range: Self 
Components: V, S 
Duration: Instantaneous 


You briefly become one with nature and gain knowledge 
of the surrounding territory. In the outdoors, the spell 
gives you knowledge of the land within 3 miles of you. 
In caves and other natural underground settings, the 
radius is limited to 300 feet. The spell doesn't function 
where nature has been replaced by construction, such 
as in dungeons and towns. 

You instantly gain knowledge of up to three facts of 
your choice about any of the following subjects as they 
relate to the area: 


* terrain and bodies of water 

+ prevalent plants, minerals, animals, or peoples 

+ powerful celestials, fey, fiends, elementals, or undead 
* influence from other planes of existence 

* buildings 


For example, you could determine the location of 
powerful undead in the area, the location of major 
sources of safe drinking water, and the location of any 
nearby towns. 


COMPELLED DUEL 
Ist-level enchantment 


Casting Time: 1 bonus action 

Range: 30 feet 

Components: V 

Duration: Concentration, up to 1 minute 


You attempt to compel a creature into a duel. One 
creature that you can see within range must make a 
Wisdom saving throw. On a failed save, the creature is 
drawn to you, compelled by your divine demand. For 
the duration, it has disadvantage on attack rolls against 
creatures other than you, and must make a Wisdom 
saving throw each time it attempts to move to a space 
that is more than 30 feet away from you; if it succeeds 
on this saving throw, this spell doesn't restrict the 
target's movement for that turn. 

The spell ends if you attack any other creature, if you 
cast a spell that targets a hostile creature other than the 
target, if a creature friendly to you damages the target or 
casts a harmful spell on it, or if you end your turn more 
than 30 feet away from the target. 


COMPREHEND LANGUAGES 
Ist-level divination (ritual) 


Casting Time: 1 action 

Range: Self 

Components: V, S, M (a pinch of soot and salt) 
Duration: 1 hour 


For the duration, you understand the literal meaning of 
any spoken language that you hear. You also understand 
any written language that you see, but you must be 
touching the surface on which the words are written. It 
takes about 1 minute to read one page of text. 


PART 3| SPELLS 


This spell doesn’t decode secret messages in a text 
or a glyph, such as an arcane sigil, that isn’t part of a 
written language. 


COMPULSION 
4th-level enchantment 


Casting Time: 1 action 

Range: 30 feet 

Components: V, S 

Duration: Concentration, up to 1 minute 


Creatures of your choice that you can see within range 
and that can hear you must make a Wisdom saving 
throw. A target automatically succeeds on this saving 
throw if it can't be charmed. On a failed save, a target 
is affected by this spell. Until the spell ends, you can 
use a bonus action on each of your turns to designate a 
direction that is horizontal to you. Each affected target 
must use as much of its movement as possible to move 
in that direction on its next turn. It can take its action 
before it moves. After moving in this way, it can make 
another Wisdom saving to try to end the effect. 

A target isn't compelled to move into an obviously 
deadly hazard, such as a fire or pit, but it will provoke 
opportunity attacks to move in the designated direction. 


CONE OF COLD 
5th-level evocation 


Casting Time: 1 action 

Range: Self (60-foot cone) 

Components: V, S, M (a small crystal or glass cone) 
Duration: Instantaneous 


A blast of cold air erupts from your hands. Each 
creature in a 60-foot cone must make a Constitution 
saving throw. A creature takes 8d8 cold damage ona 
failed save, or half as much damage on a successful one. 

A creature killed by this spell becomes a frozen statue 
until it thaws. 

At Higher Levels. When you cast this spell using a 
spell slot of 6th level or higher, the damage increases by 
1d8 for each slot level above 5th. 


CONFUSION 
4th-level enchantment 


Casting Time: 1 action 

Range: 90 feet 

Components: V, S, M (three nut shells) 
Duration: Concentration, up to 1 minute 


This spell assaults and twists creatures' minds, 
spawning delusions and provoking uncontrolled action. 
Each creature in a 10-foot-radius sphere centered on 
a point you choose within range must succeed on a 
Wisdom saving throw when you cast this spell or be 
affected by it. 

An affected target can't take reactions and must roll 
a d10 at the start of each of its turns to determine its 
behavior for that turn. 


d10 Behavior 
1 The creature uses all its movement to move ina 

random direction. To determine the direction, roll 
a d8 and assign a direction to each die face. The 
creature doesn't take an action this turn. 

2-6 The creature doesn't move or take actions this turn. 

7-8  Thecreature uses its action to make a melee attack 
against a randomly determined creature within its 
reach. If there is no creature within its reach, the 
creature does nothing this turn. 

9-10 The creature can act and move normally. 


At the end of each of its turns, an affected target can 
make a Wisdom saving throw. If it succeeds, this effect 
ends for that target. 

At Higher Levels. When you cast this spell using a 
spell slot of 5th level or higher, the radius of the sphere 
increases by 5 feet for each slot level above 4th. 


CONJURE ANIMALS 
3rd-level conjuration 


Casting Time: 1 action 

Range: 60 feet 

Components: V, S 

Duration: Concentration, up to 1 hour 


You summon fey spirits that take the form of beasts and 
appear in unoccupied spaces that you can see within 
range. Choose one of the following options for what 
appears: 


* One beast of challenge rating 2 or lower 

* Two beasts of challenge rating 1 or lower 

* Four beasts of challenge rating 1/2 or lower 
* Eight beasts of challenge rating 1/4 or lower 


Each beast is also considered fey, and it disappears 
when it drops to 0 hit points or when the spell ends. 

The summoned creatures are friendly to you and your 
companions. Roll initiative for the summoned creatures 
as a group, which has its own turns. They obey any 
verbal commands that you issue to them (no action 
required by you). If you don't issue any commands to 
them, they defend themselves from hostile creatures, 
but otherwise take no actions. 

The DM has the creatures' statistics. 

At Hiéher Levels. When you cast this spell using 
certain higher-level spell slots, you choose one of the 
summoning options above, and more creatures appear: 
twice as many with a 5th-level slot, three times as many 
with a 7th-level slot, and four times as many with a 
9th-level slot. 


CONJURE BARRAGE 
3rd-level conjuration 


Casting Time: 1 action 

Range: Self (60-foot cone) 

Components: V, S, M (one piece of ammunition or a 
thrown weapon) 

Duration: Instantaneous 


You throw a nonmagical weapon or fire a piece of 
nonmagical ammunition into the air to create a cone 


of identical weapons that shoot forward and then 
disappear. Each creature in a 60-foot cone must succeed 
on a Dexterity saving throw. A creature takes 3d8 
damage on a failed save, or half as much damage on a 
successful one. The damage type is the same as that of 
the weapon or ammunition used as a component. 


CONJURE CELESTIAL 
7th-level conjuration 


Casting Time: 1 minute 

Range: 90 feet 

Components: V, S 

Duration: Concentration, up to 1 hour 


You summon a celestial of challenge rating 4 or lower, 
which appears in an unoccupied space that you can see 
within range. The celestial disappears when it drops to 
0 hit points or when the spell ends. 

The celestial is friendly to you and your companions 
for the duration. Roll initiative for the celestial, which 
has its own turns. It obeys any verbal commands that 
you issue to it (no action required by you), as long as 
they don't violate its alignment. If you don't issue any 
commands to the celestial, it defends itself from hostile 
creatures but otherwise takes no actions. 

The DM has the celestial's statistics. 

At Hiéher Levels. When you cast this spell using a 
9th-level spell slot, you summon a celestial of challenge 
rating 5 or lower. 


CONJURE ELEMENTAL 
5th-level conjuration 


Casting Time: | minute 

Range: 90 feet 

Components: V, S, M (burning incense for air, soft clay 
for earth, sulfur and phosphorus for fire, or water and 
sand for water) 

Duration: Concentration, up to 1 hour 


You call forth an elemental servant. Choose an area of air, 
earth, fire, or water that fills a 10-foot cube within range. 
An elemental of challenge rating 5 or lower appropriate 
to the area you chose appears in an unoccupied space 
within 10 feet of it. For example, a fire elemental 
emerges from a bonfire, and an earth elemental rises 
up from the ground. The elemental disappears when it 
drops to 0 hit points or when the spell ends. 

The elemental is friendly to you and your companions 
for the duration. Roll initiative for the elemental, which 
has its own turns. It obeys any verbal commands that 
you issue to it (no action required by you). If you don't 
issue any commands to the elemental, it defends itself 
from hostile creatures but otherwise takes no actions. 

If your concentration is broken, the elemental doesn't 
disappear. Instead, you lose control of the elemental, 
it becomes hostile toward you and your companions, 
and it might attack. An uncontrolled elemental can't 
be dismissed by you, and it disappears 1 hour after 
you summoned it. 

The DM has the clemental's statistics. 

At Higher Levels. When you cast this spell using 
a spell slot of 6th level or higher, the challenge rating 
increases by 1 for each slot level above 5th. 


PART 3 | SPELLS 


CONJURE FEY 
6th-level conjuration 


Casting Time: 1 minute 

Range: 90 feet 

Components: V, S 

Duration: Concentration, up to 1 hour 


You summon a fey creature of challenge rating 6 or 
lower, or a fey spirit that takes the form of a beast of 
challenge rating 6 or lower. It appears in an unoccupied 
space that you can see within range. The fey creature 
disappears when it drops to 0 hit points or when 

the spell ends. 

The fey creature is friendly to you and your 
companions for the duration. Roll initiative for the 
creature, which has its own turns. It obeys any verbal 
commands that you issue to it (no action required 
by you), as long as they don't violate its alignment. If 
you don't issue any commands to the fey creature, it 
defends itself from hostile creatures but otherwise 
takes no actions. 

If your concentration is broken, the fey creature 
doesn't disappear. Instead, you lose control of the 
fey creature, it becomes hostile toward you and your 
companions, and it might attack. An uncontrolled fey 
creature can't be dismissed by you, and it disappears 1 
hour after you summoned it. 

The DM has the fey creature's statistics. 

At Higher Levels. When you cast this spell using 
a spell slot of 7th level or higher, the challenge rating 
increases by 1 for each slot level above 6th. 


CONJURE MINOR ELEMENTALS 
4th-level conjuration 


Casting Time: 1 minute 

Range: 90 feet 

Components: V, S 

Duration: Concentration, up to 1 hour 


You summon elementals that appear in unoccupied 
spaces that you can see within range. You choose one 
the following options for what appears: 


* One elemental of challenge rating 2 or lower 

* Two elementals of challenge rating 1 or lower 

* Four elementals of challenge rating 1/2 or lower 
* Eight elementals of challenge rating 1/4 or lower. 


An elemental summoned by this spell disappears when 
it drops to 0 hit points or when the spell ends. 

The summoned creatures are friendly to you and your 
companions. Roll initiative for the summoned creatures 
as a group, which has its own turns. They obey any 
verbal commands that you issue to them (no action 
required by you). If you don't issue any commands to 
them, they defend themselves from hostile creatures, 
but otherwise take no actions. 

The DM has the creatures' statistics. 

At Higher Levels. When you cast this spell using 
certain higher-level spell slots, you choose one of the 
summoning options above, and more creatures appear: 
twice as many with a 6th-level slot and three times as 
many with an 8th-level slot. 


PART 3 | SPELLS 


CONJURE VOLLEY 
5th-level conjuration 


Casting Time: 1 action 

Range: 150 feet 

Components: V, S, M (one piece of ammunition or one 
thrown weapon) 

Duration: Instantaneous 


You fire a piece of nonmagical ammunition from a 
ranged weapon or throw a nonmagical weapon into 
the air and choose a point within range. Hundreds of 
duplicates of the ammunition or weapon fall in a volley 
from above and then disappear. Each creature in a 
40-foot-radius, 20-foot-high cylinder centered on that 
point must make a Dexterity saving throw. A creature 
takes 8d8 damage on a failed save, or half as much 
damage on a successful one. The damage type is the 
same as that of the ammunition or weapon. 


CONJURE WOODLAND BEINGS 
4th-level conjuration 


Casting Time: 1 action 

Range: 60 feet 

Components: V, S, M (one holly berry per 
creature summoned) 

Duration: Concentration, up to 1 hour 


You summon fey creatures that appear in unoccupied 
spaces that you can sce within range. Choose one of the 
following options for what appears: 


+ One fey creature of challenge rating 2 or lower 

* Two fey creatures of challenge rating 1 or lower 

* Four fey creatures of challenge rating 1/2 or lower 
* Eight fey creatures of challenge rating 1/4 or lower 


A summoned creature disappears when it drops to 0 hit 
points or when the spell ends. 

The summoned creatures are friendly to you and your 
companions. Roll initiative for the summoned creatures 
as a group, which have their own turns. They obey any 
verbal commands that you issue to them (no action 
required by you). If you don't issue any commands to 
them, they defend themselves from hostile creatures, 
but otherwise take no actions. 

The DM has the creatures' statistics. 

At Higher Levels. When you cast this spell using 
certain higher-level spell slots, you choose one of the 
summoning options above, and more creatures appear: 
twice as many with a 6th-level slot and three times as 
many with an 8th-level slot. 


CONTACT OTHER PLANE 
5th-level divination (ritual) 


Casting Time: 1 minute 
Range: Self 
Components: V 
Duration: | minute 


You mentally contact a demigod, the spirit of a long-dead 
sage, or some other mysterious entity from another 
plane. Contacting this extraplanar intelligence can 
strain or even break your mind. When you cast this 
spell, make a DC 15 Intelligence saving throw. Ona 


failure, you take 6d6 psychic damage and are insane 
until you finish a long rest. While insane, you can't take 
actions, can't understand what other creatures say, can't 
read, and speak only in gibberish. A greater restoration 
spell cast on you ends this effect. 

On a successful save, you can ask the entity up to five 
questions. You must ask your questions before the spell 
ends. The DM answers each question with one word, 
such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or 
“unclear” (if the entity doesn’t know the answer to the 
question). If a one-word answer would be misleading, 
the DM might instead offer a short phrase as an answer. 


"o 


CONTAGION 
5th-level necromancy 


Casting Time: 1 action 
Range: Touch 
Component: V, S 
Duration: 7 days 


Your touch inflicts disease. Make a melee spell attack 
against a creature within your reach. On a hit, you afflict 
the creature with a disease of your choice from any of 
the ones described below. 

At the end of each of the target's turns, it must make 
a Constitution saving throw. After failing three of 
these saving throws, the disease's effects last for the 
duration, and the creature stops making these saves. 
After succeeding on three of these saving throws, the 
creature recovers from the disease, and the spell ends. 

Since this spell induces a natural disease in its 
target, any effect that removes a disease or otherwise 
ameliorates a disease's effects apply to it. 

Blinding Sickness. Pain grips the creature's mind, 
and its eyes turn milky white. The creature has 
disadvantage on Wisdom checks and Wisdom saving 
throws and is blinded. 

Filth Fever. A raging fever sweeps through the 
creature's body. The creature has disadvantage on 
Strength checks, Strength saving throws, and attack 
rolls that use Strength. 

Flesh Rot. The creature's flesh decays. The creature 
has disadvantage on Charisma checks and vulnerability 
to all damage. 

Mindfire. The creature's mind becomes feverish. The 
creature has disadvantage on Intelligence checks and 
Intelligence saving throws, and the creature behaves as 


if under the effects of the confusion spell during combat. 


Seizure. The creature is overcome with shaking. 
The creature has disadvantage on Dexterity checks, 
Dexterity saving throws, and attack rolls that 
use Dexterity. 

Slimy Doom. The creature begins to bleed 
uncontrollably. The creature has disadvantage on 
Constitution checks and Constitution saving throws. 
In addition, whenever the creature takes damage, it is 
stunned until the end of its next turn. 


CONTINGENCY 
6th-level evocation 


Casting Time: 10 minutes 
Range: Self 


Components: V, S, M (a statuette of yourself carved 
from ivory and decorated with gems worth at 
least 1,500 gp) 

Duration: 10 days 


Choose a spell of 5th level or lower that you can cast, that 
has a casting time of 1 action, and that can target you. 
You cast that spell—called the contingent spell—as part 
of casting contingency, expending spell slots for both, but 
the contingent spell doesn’t come into effect. Instead, it 
takes effect when a certain circumstance occurs. You 
describe that circumstance when you cast the two spells. 
For example, a contingency cast with water breathing 
might stipulate that water breathing comes into effect 
when you are engulfed in water or a similar liquid. 

The contingent spell takes effect immediately after the 
circumstance is met for the first time, whether or not you 
want it to, and then contingency ends. 

The contingent spell takes effect only on you, even 
if it can normally target others. You can use only one 
contingency spell at a time. If you cast this spell again, 
the effect of another contingency spell on you ends. Also, 
contingency ends on you if its material component is 
ever not on your person. 


CONTINUAL FLAME 
2nd-level evocation 


Casting Time: 1 action 

Range: Touch 

Components: V, S, M (ruby dust worth 50 gp. which the 
spell consumes) 

Duration: Until dispelled 


A flame, equivalent in brightness to a torch, springs 
forth from an object that you touch. The effect looks like 
a regular flame, but it creates no heat and doesn’t use 
oxygen. A continual flame can be covered or hidden but 
not smothered or quenched. 


CONTROL WATER 
4th-level transmutation 


Casting Time: 1 action 

Range: 300 feet 

Components: V, S, M (a drop of water and a 
pinch of dust) 

Duration: Concentration, up to 10 minutes 


Until the spell ends, you control any freestanding water 
inside an area you choose that is a cube up to 100 feet 
on à side. You can choose from any of the following 
effects when you cast this spell. As an action on your 
turn, you can repeat the same effect or choose a 
different one. 

Flood. You cause the water level of all standing water in 
the area to rise by as much as 20 feet. If the area includes 
a shore, the flooding water spills over onto dry land. 

If you choose an area in a large body of water, you 
instead create a 20-foot tall wave that travels from one 
side of the area to the other and then crashes down. Any 
Huge or smaller vehicles in the wave's path are carried 
with it to the other side. Any Huge or smaller vehicles 
struck by the wave have a 25 percent chance of capsizing. 

The water level remains elevated until the spell ends 
or you choose a different effect. If this effect produced 


PART 3 | SPELLS 


228 


a wave, the wave repeats on the start of your next turn 
while the flood effect lasts. 

Part Water. You cause water in the area to move 
apart and create a trench. The trench extends across 
the spell’s area, and the separated water forms a wall to 
either side. The trench remains until the spell ends or 
you choose a different effect. The water then slowly fills 
in the trench over the course of the next round until the 
normal water level is restored. 

Redirect Flow. You cause flowing water in the area 
to move in a direction you choose, even if the water has 
to flow over obstacles, up walls, or in other unlikely 
directions. The water in the area moves as you direct 
it, but once it moves beyond the spell’s area, it resumes 
its flow based on the terrain conditions. The water 
continues to move in the direction you chose until the 
spell ends or you choose a different effect. 

Whirlpool. This effect requires a body of water 
at least 50 feet square and 25 feet deep. You cause 
a whirlpool to form in the center of the area. The 
whirlpool forms a vortex that is 5 feet wide at the 
base, up to 50 feet wide at the top, and 25 feet tall. Any 
creature or object in the water and within 25 feet of the 
vortex is pulled 10 feet toward it. A creature can swim 
away from the vortex by making a Strength (Athletics) 
check against your spell save DC. 

When a creature enters the vortex for the first time on 
a turn or Starts its turn there, it must make a Strength 
saving throw. On a failed save, the creature takes 2d8 
bludgeoning damage and is caught in the vortex until 
the spell ends. On a successful save, the creature takes 
half damage, and isn’t caught in the vortex. A creature 
caught in the vortex can use its action to try to swim 
away from the vortex as described above, but has 
disadvantage on the Strength (Athletics) check to do so. 

The first time each turn that an object enters the 
vortex, the object takes 2d8 bludgeoning damage; this 
damage occurs each round it remains in the vortex. 


CONTROL WEATHER 
Sth-level transmutation 


Casting Time: 10 minutes 

Range: Self (5-mile radius) 

Components: V, S, M (burning incense and bits of earth 
and wood mixed in water) 

Duration: Concentration, up to 8 hours 


You take control of the weather within 5 miles of you 
for the duration. You must be outdoors to cast this spell. 
Moving to a place where you don't have a clear path to 
the sky ends the spell early. 

When you cast the spell, you change the current 
weather conditions, which are determined by the DM 
based on the climate and season. You can change 
precipitation, temperature, and wind. It takes 1d4 x 10 
minutes for the new conditions to take effect. Once they 
do so, you can change the conditions again. When the 
spell ends, the weather gradually returns to normal. 

When you change the weather conditions, find a 
current condition on the following tables and change its 
stage by one, up or down. When changing the wind, you 
can change its direction. 


PART 3| SPELLS 


PRECIPITATION 
Stage Condition 
1 Clear 


2 Light clouds 

3 Overcast or ground fog 

4 Rain, hail, or snow 

5 Torrential rain, driving hail, or blizzard 


TEMPERATURE WIND 
Stage Condition Stage Condition 

] Unbearable heat 1 Calm 
2 Hot 2 Moderate wind 
3 Warm 3 Strong wind 
4 Cool 4 Gale 
5 Cold 5 Storm 
6 Arctic cold 


CORDON OF ARROWS 
2nd-level transmutation 


Casting Time: 1 action 

Range: 5 feet 

Components: V, S, M (four or more arrows or bolts) 
Duration: 8 hours 


You plant four pieces of nonmagical ammunition— 
arrows or crossbow bolts—in the ground within range 
and lay magic upon them to protect an area. Until the 
spell ends, whenever a creature other than you comes 
within 30 feet of the ammunition for the first time on a 
turn or ends its turn there, one piece of ammunition flies 
up to strike it. The creature must succeed on a Dexterity 
saving throw or take 1d6 piercing damage. The piece of 
ammunition is then destroyed. The spell ends when no 
ammunition remains. 

When you cast this spell, you can designate any 
creatures you choose, and the spell ignores them. 

At Hiéher Levels. When you cast this spell using 
a spell slot of 3rd level or higher, the amount of 
ammunition that can be affected increases by two for 
each slot level above 2nd. 


COUNTERSPELL 
3rd-level abjuration 


Casting Time: 1 reaction, which you take when you see 
a creature within 60 feet of you casting a spell 

Range: 60 feet 

Components: S 

Duration: Instantaneous 


You attempt to interrupt a creature in the process of 
casting a spell. If the creature is casting a spell of 3rd 
level or lower, its spell fails and has no effect. If it is 
casting a spell of 4th level or higher, make an ability 
check using your spellcasting ability. The DC equals 10 
+ the spell's level. On a success, the creature's spell fails 
and has no effect. 

At Higher Levels. When you cast this spell using a 
spell slot of 4th level or higher, the interrupted spell has 
no effect if its level is less than or equal to the level of the 
spell slot you used. 


CREATE FOOD AND WATER 
3rd-level conjuration 


Casting Time: 1 action 
Range: 30 feet 
Components: V, S 
Duration: Instantaneous 


You create 45 pounds of food and 30 gallons of water 
on the ground or in containers within range, enough 
to sustain up to fifteen humanoids or five steeds for 
24 hours. The food is bland but nourishing, and spoils 
if uneaten after 24 hours. The water is clean and 
doesn't go bad. 


CREATE OR DESTROY WATER 
Ist-level transmutation 


Casting Time: 1 action 

Range: 30 feet 

Components: V, S, M (a drop of water if creating water 
or a few grains of sand if destroying it) 

Duration: Instantaneous 


You either create or destroy water. 

Create Water. You create up to 10 gallons of clean 
water within range in an open container. Alternatively, 
the water falls as rain in a 30-foot cube within range, 
extinguishing exposed flames in the area. 

Destroy Water. You destroy up to 10 gallons of water 
in an open container within range. Alternatively, you 
destroy fog in a 30-foot cube within range. 

At Higher Levels. When you cast this spell using a 
spell slot of 2nd level or higher, you create or destroy 
10 additional gallons of water, or the size of the cube 
increases by 5 feet, for each slot level above 1st. 


CREATE UNDEAD 
6th-level necromancy 


Casting Time: 1 minute 

Range: 10 feet 

Components: V, S, M (one clay pot filled with grave dirt, 
one clay pot filled with brackish water, and one 150 gp 
black onyx stone for each corpse) 

Duration: Instantaneous 


You can cast this spell only at night. Choose up to three 
corpses of Medium or Small humanoids within range. 
Each corpse becomes a ghoul under your control. (The 
DM has game statistics for these creatures.) 

As a bonus action on each of your turns, you can 
mentally command any creature you animated with 
this spell if the creature is within 120 feet of you (if you 
control multiple creatures, you can command any or all 
of them at the same time, issuing the same command to 
each one). You decide what action the creature will take 
and where it will move during its next turn, or you can 
issue a general command, such as to guard a particular 
chamber or corridor. If you issue no commands, the 
creature only defends itself against hostile creatures. 
Once given an order, the creature continues to follow it 
until its task is complete. 

The creature is under your control for 24 hours, 
after which it stops obeying any command you have 
given it. To maintain control of the creature for another 


24 hours, you must cast this spell on the creature 
before the current 24-hour period ends. This use 

of the spell reasserts your control over up to three 
creatures you have animated with this spell, rather than 
animating new ones. 

At Higher Levels. When you cast this spell using a 
7th-level spell slot, you can animate or reassert control 
over four ghouls, When you cast this spell using an 
8th-level spell slot, you can animate or reassert control 
over five ghouls or two ghasts or wights. When you cast 
this spell using a 9th-level spell slot, you can animate or 
reassert control over six ghouls, three ghasts or wights, 
or two mummies. 


CREATION 
5th-level illusion 


Casting Time: 1 minute 

Range: 30 feet 

Components: V, S, M (a tiny piece of matter of the same 
type of the item you plan to create) 

Duration: Special 


You pull wisps of shadow material from the Shadowfell 
to create a nonliving object of vegetable matter within 
range: soft goods, rope, wood, or something similar. You 
can also use this spell to create mineral objects such as 
stone, crystal, or metal. The object created must be no 
larger than a 5-foot cube, and the object must be of a 
form and material that you have seen before. 

The duration depends on the object's material. If 
the object is composed of multiple materials, use the 
shortest duration. 


Material Duration 
Vegetable matter ] day 
Stone or crystal 12 hours 
Precious metals 1 hour 
Gems 10 minutes 
Adamantine or mithral ] minute 


Using any material created by this spell as another 
spell's material component causcs that spell to fail. 

At Higher Levels. When you cast this spell using a 
spell slot of 6th level or higher, the cube increases by 5 
feet for each slot level above 5th. 


CROWN OF MADNESS 
2nd-level enchantment 


Casting Time: 1 action 

Range: 120 feet 

Components: V, S 

Duration: Concentration, up to 1 minute 


One humanoid of your choice that you can see within 
range must succeed on a Wisdom saving throw or 
become charmed by you for the duration. While 
the target is charmed in this way, a twisted crown 
of jagged iron appears on its head, and a madness 
glows in its eyes. 

The charmed target must use its action before moving 
on each of its turns to make a melee attack against a 
creature other than itself that you mentally choose. 


PART 3 | SPELLS 
229 


230 


The target can act normally on its turn if you choose no 
creature or if none are within its reach. 

On your subsequent turns, you must use your action to 
maintain control over the target, or the spell ends. Also, 
the target can make a Wisdom saving throw at the end 
of each of its turns. On a success, the spell ends. 


CRUSADER’S MANTLE 
3rd-level evocation 


Casting Time: 1 action 

Range: Self 

Components: V 

Duration: Concentration, up to 1 minute 


Holy power radiates from you in an aura with a 30-foot 
radius, awakening boldness in friendly creatures. Until 
the spell ends, the aura moves with you, centered on 
you. While in the aura, each nonhostile creature in the 
aura (including you) deals an extra 1d4 radiant damage 
when it hits with a weapon attack. 


CuRE WOUNDS 
Ist-level evocation 


Casting Time: 1 action 
Range: Touch 
Components: V, S 
Duration: Instantaneous 


A creature you touch regains a number of hit points 
equal to 1d8 * your spellcasting ability modifier. This 
spell has no effect on undead or constructs. 

At Higher Levels. When you cast this spell using a 
spell slot of 2nd level or higher, the healing increases by 
1d8 for each slot level above 1st. 


DANCING LIGHTS 
Evocation cantrip 


Casting Time: 1 action 

Range: 120 feet 

Components: V, S, M (a bit of phosphorus or wychwood, 
or a glowworm) 

Duration: Concentration, up to 1 minute 


You create up to four torch-sized lights within range, 
making them appear as torches, lanterns, or glowing 
orbs that hover in the air for the duration. You can 
also combine the four lights into one glowing vaguely 
humanoid form of Medium size. Whichever form you 
choose, each light sheds dim light in a 10-foot radius. 

As a bonus action on your turn, you can move the 
lights up to 60 feet to a new spot within range. A light 
must be within 20 feet of another light created by this 
spell, and a light winks out if it exceeds the spell's range. 


DARKNESS 
2nd-level evocation 


Casting Time: 1 action 

Range: 60 feet 

Components: V, M (bat fur and a drop of pitch or 
piece of coal) 

Duration: Concentration, up to 10 minutes 


Magical darkness spreads from a point you choose 
within range to fill a 15-foot-radius sphere for the 


PART 3 | SPELLS 


duration. The darkness spreads around corners. 
A creature with darkvision can't see through this 
darkness, and nonmagical light can't illuminate it. 

If the point you choose is on an object you are holding 
or one that isn't being worn or carried, the darkness 
emanates from the object and moves with it. Completely 
covering the source of the darkness with an opaque 
object, such as a bowl or a helm, blocks the darkness. 

If any of this spell's area overlaps with an area of light 
created by a spell of 2nd level or lower, the spell that 
created the light is dispelled. 


DARKVISION 
2nd-level transmutation 


Casting Time: | action 

Range: Touch 

Components: V, S, M (either a pinch of dried 
carrot or an agate) 

Duration: 8 hours 


You touch a willing creature to grant it the ability to 
see in the dark. For the duration, that creature has 
darkvision out to a range of 60 feet. 


DAYLIGHT 
3rd-level evocation 


Casting Time: 1 action 
Range: 60 feet 
Components: V, S 
Duration: | hour 


A 60-foot-radius sphere of light spreads out from a point 
you choose within range. The sphere is bright light and 
sheds dim light for an additional 60 feet. 

If you chose a point on an object you are holding or 
one that isn't being worn or carried, the light shines 
from the object and moves with it. Completely covering 
the affected object with an opaque object, such as a bowl 
or a helm, blocks the light. 

If any of this spell's area overlaps with an area of 
darkness created by a spell of 3rd level or lower, the 
spell that created the darkness is dispelled. 


DEATH WARD 
4th-level abjuration 
Casting Time: 1 action 
Range: Touch 
Components: V, S 
Duration: 8 hours 


You touch a creature and grant it a measure of 
protection from death. 

The first time the target would drop to 0 hit points as a 
result of taking damage, the target instead drops to 1 hit 
point, and the spell ends. 

If the spell is still in effect when the target is subjected 
to an effect that would kill it instantaneously without 
dealing damage, that effect is instead negated against 
the target, and the spell ends. 


DELAYED BLAST FIREBALL 
7th-level evocation 


Casting Time: 1 action 


Range: 150 feet 

Components: V, S, M (a tiny ball of bat 
guano and sulfur) 

Duration: Concentration, up to 1 minute 


A beam of yellow light flashes from your pointing finger, 
then condenses to linger at a chosen point within range 
as a glowing bead for the duration. When the spell 
ends, either because your concentration is broken or 
because you decide to end it, the bead blossoms with a 
low roar into an explosion of flame that spreads around 
corners. Each creature in a 20-foot-radius sphere 
centered on that point must make a Dexterity saving 
throw. A creature takes fire damage equal to the total 
accumulated damage on a failed save, or half as much 
damage on a successful one. 

The spell's base damage is 12d6. If at the end of 
your turn the bead has not yet detonated, the damage 
increases by 1d6. 

If the glowing bead is touched before the interval 
has expired, the creature touching it must make a 
Dexterity saving throw. On a failed save, the spell ends 
immediately, causing the bead to erupt in flame. On a 
successful save, the creature can throw the bead up to 
40 feet. When it strikes a creature or a solid object, the 
spell ends, and the bead explodes. 

The fire damages objects in the area and ignites 
flammable objects that aren't being worn or carried. 

At Higher Levels. When you cast this spell using 
a spell slot of 8th level or higher, the base damage 
increases by 1d6 for each slot level above 7th. 


DEMIPLANE 
&th-level conjuration 


Casting Time: 1 action 
Range: 60 feet 
Components: S 
Duration: 1 hour 


You create a shadowy door on a flat solid surface that 
you can see within range. The door is large enough to 
allow Medium creatures to pass through unhindered. 
When opened, the door leads to a demiplane that 
appears to be an empty room 30 feet in each dimension, 
made of wood or stone. When the spell ends, the door 
disappears, and any creatures or objects inside the 
demiplane remain trapped there, as the door also 
disappears from the other side. 

Each time you cast this spell, you can create a new 
demiplane, or have the shadowy door connect to a 
demiplane you created with a previous casting of this 
spell. Additionally, if you know the nature and contents 
of a demiplane created by a casting of this spell by 
another creature, you can have the shadowy door 
connect to its demiplane instead. 


DESTRUCTIVE WAVE 
5th-level evocation 

Casting Time: 1 action 
Range: Self (30-foot radius) 
Components: V 

Duration: Instantancous 


You strike the ground, creating a burst of divine 

energy that ripples outward from you. Each creature 
you choose within 30 feet of you must succeed on a 
Constitution saving throw or take 5d6 thunder damage, 
as well as 5d6 radiant or necrotic damage (your choice), 
and be knocked prone. A creature that succeeds on 

its saving throw takes half as much damage and isn't 
knocked prone. 


DETECT EVIL AND GOOD 
Ist-level divination 


Casting Time: | action 

Range: Self 

Components: V, S 

Duration: Concentration, up to 10 minutes 


For the duration, you know if there is an aberration, 
celestial, elemental, fey, fiend, or undead within 30 
feet of you, as well as where the creature is located. 
Similarly, you know if there is a place or object within 
30 feet of you that has been magically consecrated 
or desecrated. 

The spell can penetrate most barriers, but it is blocked 
by 1 foot of stone, 1 inch of common metal, a thin sheet 
of lead, or 3 feet of wood or dirt. 


DETECT MAGIC 
Ist-level divination (ritual) 


Casting Time: 1 action 

Range: Self 

Components: V, S 

Duration: Concentration, up to 10 minutes 


For the duration, you sense the presence of magic 
within 30 feet of you. If you sense magic in this way, you 
can use your action to see a faint aura around any visible 
creature or object in the area that bears magic, and you 
learn its school of magic, if any. 

The spell can penetrate most barriers, but it is blocked 
by 1 foot of stone, 1 inch of common metal, a thin sheet 
of lead, or 3 feet of wood or dirt. 


DETECT POISON AND DISEASE 
Ist-level divination (ritual) 

Casting Time: 1 action 

Range: Self 

Components: V, S, M (a yew leaf) 
Duration: Concentration, up to 10 minutes 


For the duration, you can sense the presence and 
location of poisons, poisonous creatures, and diseases 
within 30 feet of you. You also identify the kind of 
poison, poisonous creature, or disease in each case. 

The spell can penetrate most barriers, but it is blocked 
by 1 foot of stone, 1 inch of common metal, a thin sheet 
of lead, or 3 feet of wood or dirt. 


DETECT THOUGHTS 

2nd-level divination 

Casting Time: 1 action 

Range: Self 

Components: V, S, M (a copper piece) 
Duration: Concentration, up to 1 minute 


PART 3 | SPELLS 


For the duration, you can read the thoughts of certain 
creatures. When you cast the spell and as your action on 
each turn until the spell ends, you can focus your mind 
on any one creature that you can see within 30 feet of 
you. If the creature you choose has an Intelligence of 

3 or lower or doesn't speak any language, the creature 
is unaffected. 

You initially learn the surface thoughts of the 
creature—what is most on its mind in that moment. As 
an action, you can either shift your attention to another 
creature's thoughts or attempt to probe deeper into the 
same creature's mind. If you probe deeper, the target 
must make a Wisdom saving throw. If it fails, you gain 
insight into its reasoning (if any), its emotional state, 
and something that looms large in its mind (such as 
something it worries over, loves, or hates). If it succeeds, 
the spell ends. Either way, the target knows that you are 
probing into its mind, and unless you shift your attention 
to another creature's thoughts, the creature can use 
its action on its turn to make an Intelligence check 
contested by your Intelligence check; if it succeeds, 
the spell ends. 

Questions verbally directed at the target creature 
naturally shape the course of its thoughts, so this spell 
is particularly effective as part of an interrogation. 

You can also use this spell to detect the presence of 
thinking creatures you can't see. When you cast the 
spell or as your action during the duration, you can 
search for thoughts within 30 feet of you. The spell can 
penetrate barriers, but 2 feet of rock, 2 inches of any 
metal other than lead, or a thin sheet of lead blocks you. 
You can't detect a creature with an Intelligence of 3 or 
lower or one that doesn't speak any language. 

Once you detect the presence of a creature in this way, 
you can read its thoughts for the rest of the duration as 
described above, even if you can't see it, but it must still 
be within range. 


DIMENSION DOOR 
4th-level conjuration 


Casting Time: 1 action 
Range: 500 feet 
Components: V 
Duration: Instantaneous 


You teleport yourself from your current location to any 
other spot within range. You arrive at exactly the spot 
desired. It can be a place you can see, one you can 
visualize, or one you can describe by stating distance 
and direction, such as “200 feet straight downward” or 
“upward to the northwest at a 45-degree angle, 300 feet.” 

You can bring along objects as long as their weight 
doesn't exceed what you can carry. You can also bring 
one willing creature of your size or smaller who is 
carrying gear up to its carrying capacity. The creature 
must be within 5 feet of you when you cast this spell. 

If you would arrive in a place already occupied by an 
object or a creature, you and any creature traveling with 
you each take 4d6 force damage, and the spell fails to 
teleport you. 


DISGUISE SELF 
1 stlevel illusion 


Casting Time: 1 action 
Range: Self 
Components: V, S 
Duration: 1 hour 


You make yourself—including your clothing, armor, 
weapons, and other belongings on your person—look 
different until the spell ends or until you use your action 
to dismiss it. You can seem 1 foot shorter or taller and 
can appear thin, fat, or in between. You can't change 
your body type, so you must adopt a form that has the 
same basic arrangement of limbs. Otherwise, the extent 
of the illusion is up to you. 

The changes wrought by this spell fail to hold up to 
physical inspection. For example, if you use this spell 
to add a hat to your outfit, objects pass through the hat, 
and anyone who touches it would feel nothing or would 
feel your head and hair. If you use this spell to appear 
thinner than you are, the hand of someone who reaches 
out to touch you would bump into you while it was 
seemingly still in midair. 

To discern that you are disguised, a creature can use 
its action to inspect your appearance and must succeed 
on an Intelligence (Investigation) check against your 
spell save DC. 


DISINTEGRATE 
6th-level transmutation 


Casting Time: | action 

Range: 60 feet 

Components: V, S, M (a lodestone and a pinch of dust) 
Duration: Instantaneous 


A thin green ray springs from your pointing finger to a 
target that you can see within range. The target can be a 
creature, an object, or a creation of magical force, such 
as the wall created by wall of force. 

A creature targeted by this spell must make a 
Dexterity saving throw. On a failed save, the target takes 
10d6 + 40 force damage. If this damage reduces the 
target to 0 hit points, it is disintegrated. 

A disintegrated creature and everything it is wearing 
and carrying, except magic items, are reduced to a pile 
of fine gray dust. The creature can be restored to life 
only by means of a true resurrection or a wish spell. 

This spell automatically disintegrates a Large or 
smaller nonmagical object or a creation of magical 
force. If the target is a Huge or larger object or creation 
of force, this spell disintegrates a 10-foot-cube portion of 
it. A magic item is unaffected by this spell. 

At Hiéher Levels. When you cast this spell using a 
spell slot of 7th level or higher, the damage increases by 
3d6 for each slot level above 6th. 


DISPEL EVIL AND GOOD 
5th-level abjuration 


Casting Time: 1 action 
Range: Self 


PART 3 | SPELLS 


Components: V, S, M (holy water or powdered 
silver and iron) 
Duration: Concentration, up to 1 minute 


Shimmering energy surrounds and protects you from 
fey, undead, and creatures originating from beyond the 
Material Plane. For the duration, celestials, elementals, 
fey, fiends, and undead have disadvantage on attack 
rolls against you. 

You can end the spell early by using either of the 
following special functions. 

Break Enchantment. As your action, you touch a 
creature you can reach that is charmed, frightened, or 
possessed by a celestial, an elemental, a fey, a fiend, 
or an undead. The creature you touch is no longer 
charmed, frightened, or possessed by such creatures. 

Dismissal. As your action, make a melee spell attack 
against a celestial, an elemental, a fey, a fiend, or an 
undead you can reach. On a hit, you attempt to drive 
the creature back to its home plane. The creature must 
succeed on a Charisma saving throw or be sent back to 
its home plane (if it isn't there already). If they aren't on 
their home plane, undead are sent to the Shadowfell, 
and fey are sent to the Feywild. 


DISPEL MAGIC 
3rd-level abjuration 


Casting Time: 1 action 
Range: 120 feet 
Components: V, S 
Duration: Instantaneous 


Choose one creature, object, or magical effect within 
range. Any spell of 3rd level or lower on the target ends. 
For each spell of 4th level or higher on the target, make 
an ability check using your spellcasting ability. The 

DC equals 10 + the spell’s level. On a successful check, 
the spell ends. 

At Higher Levels. When you cast this spell using a 
spell slot of 4th level or higher, you automatically end 
the effects of a spell on the target if the spell's level is 
equal to or less than the level of the spell slot you used. 


DISSONANT WHISPERS 
Ist-level enchantment 


Casting Time: | action 
Range: 60 feet 
Components: V 
Duration: Instantaneous 


You whisper a discordant melody that only one creature 
of your choice within range can hear, wracking it with 
terrible pain. The target must make a Wisdom saving 
throw. On a failed save, it takes 3d6 psychic damage and 
must immediately use its reaction, if available, to move 
as far as its speed allows away from you. The creature 
doesn't move into obviously dangerous ground, such 
as a fire or a pit. On a successful save, the target takes 
half as much damage and doesn't have to move away. A 
deafened creature automatically succeeds on the save. 
At Higher Levels. When you cast this spell using a 
spell slot of 2nd level or higher, the damage increases by 
1d6 for each slot level above Ist. 


PART 3| SPELLS 


DIVINATION 
4th-level divination (ritual) 


Casting Time: 1 action 

Range: Self 

Components: V, S, M (incense and a sacrificial offering 
appropriate to your religion, together worth at least 25 
gp, which the spell consumes) 

Duration: Instantaneous 


Your magic and an offering put you in contact with 

a god or a god's servants. You ask a single question 
concerning a specific goal, event, or activity to occur 
within 7 days. The DM offers a truthful reply. The reply 
might be a short phrase, a cryptic rhyme, or an omen. 

The spell doesn't take into account any possible 
circumstances that might change the outcome, such 
as the casting of additional spells or the loss or gain 
of a companion. 

If you cast the spell two or more times before finishing 
your next long rest, there is a cumulative 25 percent 
chance for each casting after the first that you get a 
random reading. The DM makes this roll in secret. 


DIVINE FAVOR 
Ist-level evocation 


Casting Time: 1 bonus action 

Range: Self 

Components: V, S 

Duration: Concentration, up to 1 minute 


Your prayer empowers you with divine radiance. Until 
the spell ends, your weapon attacks deal an extra 1d4 
radiant damage on a hit. 


DIVINE WORD 
7th-level evocation 


Casting Time: 1 bonus action 
Range: 30 feet 

Components: V 

Duration: Instantaneous 


You utter a divine word, imbued with the power that 
shaped the world at the dawn of creation. Choose any 
number of creatures you can see within range. Each 
creature that can hear you must make a Charisma 
saving throw. On a failed save, a creature suffers an 
effect based on its current hit points: 


* 50 hit points or fewer: deafened for 1 minute 

* 40 hit points or fewer: deafened and blinded for 10 
minutes 

* 30 hit points or fewer: blinded, deafened, and stunned 
for 1 hour 

* 20 hit points or fewer: killed instantly 


Regardless of its current hit points, a celestial, an 
elemental, a fey, or a fiend that fails its save is forced 
back to its plane of origin (if it isn't there already) and 
can't return to your current plane for 24 hours by any 
means short of a wish spell. 


DOMINATE BEAST 
4th-level enchantment 


Casting Time: 1 action 


Range: 60 feet 
Components: V, S 
Duration: Concentration, up to 1 minute 


You attempt to beguile a beast that you can see within 
range. It must succeed on a Wisdom saving throw or be 
charmed by you for the duration. If you or creatures that 
are friendly to you are fighting it, it has advantage on the 
saving throw. 

While the beast is charmed, you have a telepathic link 
with it as long as the two of you are on the same plane 
of existence. You can use this telepathic link to issue 
commands to the creature while you are conscious (no 
action required), which it does its best to obey. You can 
specify a simple and general course of action, such as 
"Attack that creature," "Run over there," or "Fetch that 
object." If the creature completes the order and doesn't 
receive further direction from you, it defends and 
preserves itself to the best of its ability. 

You can use your action to take total and precise 
control of the target. Until the end of your next turn, the 
creature takes only the actions you choose, and doesn't 
do anything that you don't allow it to do. During this 
time, you can also cause the creature to use a reaction, 
but this requires you to use your own reaction as well. 

Each time the target takes damage, it makes a new 
Wisdom saving throw against the spell. If the saving 
throw succeeds, the spell ends. 

At Higher Levels. When you cast this spell with a 
5th-level spell slot, the duration is concentration, up 
to 10 minutes. When yot use a 6th-level spell slot, 
the duration is concentration, up to 1 hour. When you 
use a spell slot of 7th level or higher, the duration is 
concentration, up to 8 hours. 


DOMINATE MONSTER 
Sth-level enchantment 


Casting Time: 1 action 

Range: 60 feet 

Components: V, S 

Duration: Concentration, up to 1 hour 


You attempt to beguile a creature that you can see 
within range. It must succeed on a Wisdom saving 
throw or be charmed by you for the duration. If you or 
creatures that are friendly to you are fighting it, it has 
advantage on the saving throw. 

While the creature is charmed, you have a telepathic 
link with it as long as the two of you are on the same 
plane of existence. You can use this telepathic link to 
issue commands to the creature while you are conscious 
(no action required), which it does its best to obey. You 
can specify a simple and general course of action, such 
as "Attack that creature," "Run over there," or "Fetch 
that object." If the creature completes the order and 
doesn't receive further direction from you, it defends 
and preserves itself to the best of its ability. 

You can use your action to take total and precise 
control of the target. Until the end of your next turn, the 
creature takes only the actions you choose, and doesn't 
do anything that you don't allow it to do. During this 
time, you can also cause the creature to use a reaction, 
but this requires you to use your own reaction as well. 


Each time the target takes damage, it makes a new 
Wisdom saving throw against the spell. If the saving 
throw succeeds, the spell ends. 

At Higher Levels. When you cast this spell with 
a 9th-level spell slot, the duration is concentration, 
up to 8 hours. 


DOMINATE PERSON 
5th-level enchantment 


Casting Time: 1 action 

Range: 60 feet 

Components: V, S 

Duration: Concentration, up to 1 minute 


You attempt to beguile a humanoid that you can see 
within range. It must succeed on a Wisdom saving 
throw or be charmed by you for the duration. If you or 
creatures that are friendly to you are fighting it, it has 
advantage on the saving throw. 

While the target is charmed, you have a telepathic link 
with it as long as the two of you are on the same plane 
of existence. You can use this telepathic link to issue 
commands to the creature while you are conscious (no 
action required), which it does its best to obey. You can 
specify a simple and general course of action, such as 
“Attack that creature," “Run over there,” or “Fetch that 
object.” If the creature completes the order and doesn't 
receive further direction from you, it defends and 
preserves itself to the best of its ability. 

You can use your action to take total and precise 
control of the target. Until the end of your next turn, the 
creature takes only the actions you choose, and doesn't 
do anything that you don't allow it to do. During this 
time you can also cause the creature to use a reaction, 
but this requires you to use your own reaction as well. 

Each time the target takes damage, it makes a new 
Wisdom saving throw against the spell. If the saving 
throw succeeds, the spell ends. 

At Hiéher Levels. When you cast this spell using 
a 6th-level spell slot, the duration is concentration, 
up to 10 minutes. When you use a 7th-level spell slot, 
the duration is concentration, up to 1 hour. When you 
use a spell slot of 8th level or higher, the duration is 
concentration, up to 8 hours. 


DRAWMIJ'S INSTANT SUMMONS 
6th-level conjuration (ritual) 


Casting Time: | minute 

Range: Touch 

Components: V, S, M (a sapphire worth 1,000 gp) 
Duration: Until dispelled 


You touch an object weighing 10 pounds or less whose 
longest dimension is 6 feet or less. The spell leaves an 
invisible mark on its surface and invisibly inscribes the 
name of the item on the sapphire you use as the material 
component. Each time you cast this spell, you must use 
a different sapphire. 

At any time thereafter, you can use your action to 
speak the item’s name and crush the sapphire. The item 
instantly appears in your hand regardless of physical or 
planar distances, and the spell ends. 


PART 3 | SPELLS 


236 


PART 3 | SPELLS 


If another creature is holding or carrying the item, 
crushing the sapphire doesn’t transport the item to you, 
but instead you learn who the creature possessing the 
object is and roughly where that creature is located 
at that moment. 

Dispel magic or a similar effect successfully applied to 
the sapphire ends this spell’s effect. 


DREAM 
5th-level illusion 


Casting Time: 1 minute 

Range: Special 

Components: V, S, M (a handful of sand, a dab of ink, 
and a writing quill plucked from a sleeping bird) 

Duration: 8 hours 


This spell shapes a creature's dreams. Choose a 
creature known to you as the target of this spell. The 
target must be on the same plane of existence as you. 
Creatures that don't sleep, such as elves, can't be 
contacted by this spell. You, or a willing creature you 
touch, enters a trance state, acting as a messenger. 
While in the trance, the messenger is aware of his or 
her surroundings, but can't take actions or move. 

If the target is asleep, the messenger appears in the 
target's dreams and can converse with the target as 
long as it remains asleep, through the duration of the 
spell. The messenger can also shape the environment 
of the dream, creating landscapes, objects, and other 
images. The messenger can emerge from the trance at 
any time, ending the effect of the spell early. The target 
recalls the dream perfectly upon waking. If the target is 
awake when you cast the spell, the messenger knows it, 
and can either end the trance (and the spell) or wait for 
the target to fall asleep, at which point the messenger 
appears in the target's dreams. 

You can make the messenger appear monstrous 
and terrifying to the target. If you do, the messenger 
can deliver a message of no more than ten words and 
then the target must make a Wisdom saving throw. On 
a failed save, echoes of the phantasmal monstrosity 
spawn a nightmare that lasts the duration of the target's 
sleep and prevents the target from gaining any benefit 
from that rest. In addition, when the target wakes up, it 
takes 3d6 psychic damage. 

If you have a body part, lock of hair, clipping from a 
nail, or similar portion of the target's body, the target 
makes its saving throw with disadvantage. 


DRUIDCRAFT 
Transmutation cantrip 


Casting Time: 1 action 
Range: 30 feet 
Components: V, S 
Duration: Instantaneous 


Whispering to the spirits of nature, you create one of the 
following effects within range: 


* You create a tiny, harmless sensory effect that predicts 
what the weather will be at your location for the next 
24 hours. The effect might manifest as a golden orb 


ae 


for clear skies, a cloud for rain, falling snowflakes for 
snow, and so on. This effect persists for 1 round. 

You instantly make a flower blossom, a seed pod open, 
or a leaf bud bloom. 

* You create an instantaneous, harmless sensory effect, 
such as falling leaves, a puff of wind, the sound of a 
small animal, or the faint odor of skunk. The effect 
must fit in a 5-foot cube. 

You instantly light or snuff out a candle, a torch, or a 
small campfire. 


EARTHQUAKE 
&th-level evocation 


Casting Time: 1 action 

Range: 500 feet 

Components: V, S, M (a pinch of dirt, a piece of rock, 
and a lump of clay) 

Duration: Concentration, up to 1 minute 


You create a seismic disturbance at a point on the 
ground that you can see within range. For the duration, 
an intense tremor rips through the ground in a 
100-foot-radius circle centered on that point and shakes 
creatures and structures in contact with the ground 

in that area. —— 

The ground in the area becomes difficult terrain. 

Each creature on the ground that is concentrating must 
make a Constitution saving throw. On a failed save, the 
creature's concentration is broken. 

When you cast this spell and at the end of each turn 
you spend concentrating on it, each creature on the 
ground in the area must make a Dexterity saving throw. 
On a failed save, the creature is knocked prone. 

This spell can have additional effects depending on 
the terrain in the area, as determined by the DM. 

Fissures. Fissures open throughout the spell’s area at 
the start of your next turn after you cast the spell. A total 
of 1d6 such fissures open in locations chosen by the DM. 
Each is 1d10 x 10 feet deep, 10 feet wide, and extends 
from one edge of the spell's area to the opposite side. 

A creature standing on a spot where a fissure opens 
must succeed on a Dexterity saving throw or fall in. A 
creature that successfully saves moves with the fissure’s 
edge as it opens. 

A fissure that opens beneath a structure causes it to 
automatically collapse (see below). 

Structures. The tremor deals 50 bludgeoning damage 
to any structure in contact with the ground in the area 
when you cast the spell and at the start of each of your 
turns until the spell ends. If a structure drops to 0 hit 
points, it collapses and potentially damages nearby 
creatures. A creature within half the distance of a 
structure’s height must make a Dexterity saving throw. 
On a failed save, the creature takes 5d6 bludgeoning 
damage, is knocked prone, and is buried in the rubble, 
requiring a DC 20 Strength (Athletics) check as an 
action to escape. The DM can adjust the DC higher 
or lower, depending on the nature of the rubble. On 
a successful save, the creature takes half as much 
damage and doesn't fall prone or become buried. 


ELDRITCH BLAST 
Evocation cantrip 


Casting Time: 1 action 
Range: 120 feet 
Components: V, S 
Duration: Instantaneous 


A beam of crackling energy streaks toward a creature 
within range. Make a ranged spell attack against the 
target. On a hit, the target takes 1d10 force damage. 

The spell creates more than one beam when you reach 
higher levels: two beams at 5th level, three beams at 
11th level, and four beams at 17th level. You can direct 
the beams at the same target or at different ones. Make 
a separate attack roll for each beam. 


ELEMENTAL WEAPON 
3rd-level transmutation 


Casting Time: 1 action 

Range: Touch 

Components: V, S 

Duration: Concentration, up to 1 hour 


A nonmagical weapon you touch becomes a magic 
weapon. Choose one of the following damage types: 
acid, cold, fire, lightning, or thunder. For the duration, 
the weapon has a *1 bonus to attack rolls and deals an 
extra 1d4 damage of the chosen type when it hits. 

At Higher Levels. When you cast this spell using a 
spell slot of 5th or 6th level, the bonus to attack rolls 
increases to *2 and the extra damage increases to 
2d4. When you use a spell slot of 7th level or higher, 
the bonus increases to +3 and the extra damage 
increases to 3d4. 


ENHANCE ABILITY 
2nd-level transmutation 


Casting Time: 1 action 

Range: Touch 

Components: V, S, M (fur or a feather from a beast) 
Duration: Concentration, up to 1 hour. 


You touch a creature and bestow upon it a magical 
enhancement. Choose one of the following effects; the 
target gains that effect until the spell ends. 

Bear's Endurance. The target has advantage on 
Constitution checks. It also gains 2d6 temporary hit 
points, which are lost when the spell ends. 

Bull's Strenéth. The target has advantage 
on Strength checks, and his or her carrying 
capacity doubles. 

Cat's Grace. The target has advantage on Dexterity 
checks. It also doesn't take damage from falling 20 feet 
or less if it isn't incapacitated. 

Eagle’s Splendor. The target has advantage on 
Charisma checks. 

Fox's Cunning. The target has advantage on 
. Intelligence checks. 

Owl's Wisdom. The target has advantage on 
Wisdom checks. 

At Higher Levels. When you cast this spell using 
a spell slot of 3rd level or higher, you can target one 
additional creature for each slot level above 2nd. 


ENLARGE/REDUCE 
2nd-level transmutation 


Casting Time: 1 action 

Range: 30 feet 

Components: V, S, M (a pinch of powdered iron) 
Duration: Concentration, up to 1 minute 


You cause a creature or an object you can see within 
range to grow larger or smaller for the duration. Choose 
either a creature or an object that is neither worn 

nor carried. If the target is unwilling, it can make a 
Constitution saving throw. On a success, the spell 

has no effect. 

If the target is a creature, everything it is wearing and 
carrying changes size with it. Any item dropped by an 
affected creature returns to normal size at once. 

Enlarge. The target's size doubles in all dimensions, 
and its weight is multiplied by eight. This growth 
increases its size by one category—from Medium to 
Large, for example. If there isn't enough room for the 
target to double its size, the creature or object attains 
the maximum possible size in the space available. 
Until the spell ends, the target also has advantage on 
Strength checks and Strength saving throws. The 
target's weapons also grow to match its new size. While 
these weapons are enlarged, the target's attacks with 
them deal 1d4 extra damage. 

Reduce. The target's size is halved in all dimensions, 
and its weight is reduced to one-eighth of normal. This 
reduction decreases its size by one category—from 
Medium to Small, for example. Until the spell ends, 
the target also has disadvantage on Strength checks 
and Strength saving throws. The target's weapons also 
shrink to match its new size. While these weapons are 
reduced, the target's attacks with them deal 1d4 less 
damage (this can't reduce the damage below 1). 


ENSNARING STRIKE 
Ist-level conjuration 


Casting Time: 1 bonus action 

Range: Self 

Components: V 

Duration: Concentration, up to 1 minute 


The next time you hit a creature with a weapon attack 
before this spell ends, a writhing mass of thorny vines 
appears at the point of impact, and the target must 
succeed on a Strength saving throw or be restrained by 
the magical vines until the spell ends. A Large or larger 
creature has advantage on this saving throw. If the 
target succeeds on the save, the vines shrivel away. 

While restrained by this spell, the target takes 1d6 
piercing damage at the start of each of its turns. A creature 
restrained by the vines or one that can touch the creature 
can use its action to make a Strength check against your 
spell save DC. On a success, the target is freed. 

At Hiéher Levels. If you cast this spell using a spell 
slot of 2nd level or higher, the damage increases by 1d6 
for each slot level above 1st. 


PART 3 | SPELLS 


ENTANGLE 
Ist-level conjuration 


Casting Time: 1 action 

Range: 90 feet 

Components: V, S 

Duration: Concentration, up to 1 minute 


Grasping weeds and vines sprout from the ground in a 
20-foot square starting from a point within range. For 
the duration, these plants turn the ground in the area 
into difficult terrain. 

A creature in the area when you cast the spell must 
succeed on a Strength saving throw or be restrained 
by the entangling plants until the spell ends. A creature 
restrained by the plants can use its action to make 
a Strength check against your spell save DC. On a 
success, it frees itself. 

When the spell ends, the conjured plants wilt away. 


ENTHRALL 
2nd-level enchantment 


Casting Time: 1 action 
Range: 60 feet 
Components: V, S 
Duration: | minute 


You weave a distracting string of words, causing 
creatures of your choice that you can see within range 
and that can hear you to make a Wisdom saving 
throw. Any creature that can't be charmed succeeds 
on this saving throw automatically, and if you or your 
companions are fighting a creature, it has advantage on 
the save. On a failed save, the target has disadvantage 
on Wisdom (Perception) checks made to perceive any 
creature other than you until the spell ends or until the 
target can no longer hear you. The spell ends if you are 
incapacitated or can no longer speak. 


ETHEREALNESS 
7th-level transmutation 


Casting Time: 1 action 
Range: Self 
Components: V, S 
Duration: Up to 8 hours 


You step into the border regions of the Ethereal Plane, 
in the area where it overlaps with your current plane. 
You remain in the Border Ethereal for the duration or 
until you use your action to dismiss the spell. During 
this time, you can move in any direction. If you move 
up or down, every foot of movement costs an extra foot. 
You can see and hear the plane you originated from, but 
everything there looks gray, and you can't see anything 
more than 60 feet away. 

While on the Ethereal Plane, you can only affect and 
be affected by other creatures on that plane. Creatures 
that aren't on the Ethereal Plane can't perceive you and 
can't interact with you, unless a special ability or magic 
has given them the ability to do so. 

You ignore all objects and effects that aren't on the 
Ethereal Plane, allowing you to move through objects 
you perceive on the plane you originated from. 


PART 3 | SPELLS 


When the spell ends, you immediately return to the 
plane you originated from in the spot you currently 
occupy. If you occupy the same spot as a solid object 
or creature when this happens, you are immediately 
shunted to the nearest unoccupied space that you 
can occupy and take force damage equal to twice the 
number of feet you are moved. 

This spell has no effect if you cast it while you are on 
the Ethereal Plane or a plane that doesn't border it, such 
as one of the Outer Planes. 

At Higher Levels. When you cast this spell using 
a spell slot of 8th level or higher, you can target up to 
three willing creatures (including you) for each slot level 
above 7th. The creatures must be within 10 feet of you 
when you cast the spell. 


EvARD'S BLACK TENTACLES 
4th-level conjuration 


Casting Time: 1 action 

Range: 90 feet 

Components: V, S, M (a piece of tentacle from a giant 
octopus or a giant squid) 

Duration: Concentration, up to 1 minute 


Squirming, ebony tentacles fill a 20-foot square on 
ground that you can see within range. For the duration, 
these tentacles turn the ground in the area into 
difficult terrain. 

When a creature enters the affected area for the first 
time on a turn or starts its turn there, the creature 
must succeed on a Dexterity saving throw or take 3d6 
bludgeoning damage and be restrained by the tentacles 
until the spell ends. A creature that starts its turn in the 
area and is already restrained by the tentacles takes 3d6 
bludgeoning damage. 

A creature restrained by the tentacles can use its 
action to make a Strength or Dexterity check (its choice) 
against your spell save DC. On a success, it frees itself. 


ExPEDITIOUS RETREAT 
Ist-level transmutation 


Casting Time: 1 bonus action 

Range: Self 

Components: V, S 

Duration: Concentration, up to 10 minutes 


This spell allows you to move at an incredible pace. 
When you cast this spell, and then as a bonus action 
on each of your turns until the spell ends, you can take 
the Dash action. 


EYEBITE 
6th-level necromancy 


Casting Time: 1 action 

Range: Self 

Components: V, S 

Duration: Concentration, up to 1 minute 


For the spell's duration, your eyes become an inky void 
imbued with dread power. One creature of your choice 
within 60 feet of you that you can see must succeed 
on a Wisdom saving throw or be affected by one of the 
following effects of your choice for the duration. On 


each of your turns until the spell ends, you can use 
your action to target another creature but can't target 
a creature again if it has succeeded on a saving throw 
against this casting of eyebite. 

Asleep. The target falls unconscious. It wakes up if it 
takes any damage or if another creature uses its action 
to shake the sleeper awake. 

Panicked. The target is frightened of you. On cach 
of its turns, the frightened creature must take the 
Dash action and move away from you by the safest and 
shortest available route, unless there is nowhere to 
move. If the target moves to a place at least 60 feet away 


from you where it can no longer see you, this effect ends. 


Sickened. The target has disadvantage on attack rolls 
and ability checks. At the end of each of its turns, it can 
make another Wisdom saving throw. If it succeeds, 
the effect ends. 


FABRICATE 
4th-level transmutation 


Casting Time: 10 minutes 
Range: 120 feet 
Components: V, S 
Duration: Instantaneous 


You convert raw materials into products of the same 
material. For example, you can fabricate a wooden 
bridge from a clump of trees, a rope from a patch of 
hemp, and clothes from flax or wool. 

Choose raw materials that you can see within range. 
You can fabricate a Large or smaller object (contained 
within a 10-foot cube, or eight connected 5-foot cubes), 
given a sufficient quantity of raw material. If you 
are working with metal, stone, or another mineral 
substance, however, the fabricated object can be no 
larger than Medium (contained within a single 5-foot 
cube), The quality of objects made by the spell is 
commensurate with the quality of the raw materials. 

Creatures or magic items can't be created or 
transmuted by this spell. You also can't use it to 
create items that ordinarily require a high degree of 
craftsmanship, such as jewelry, weapons, glass, or 
armor, unless you have proficiency with the type of 
artisan's tools used to craft such objects. 


FAERIE FIRE 
Ist-level evocation 


Casting Time: 1 action 

Range: 60 feet 

Components: V 

Duration: Concentration, up to 1 minute 


Each object in a 20-foot cube within range is outlined in 
blue, green, or violet light (your choice). Any creature in 
the area when the spell is cast is also outlined in light if 
it fails a Dexterity saving throw. For the duration, objects 
and affected creatures shed dim light in a 10-foot radius. 
Any attack roll against an affected creature or object 
has advantage if the attacker can see it, and the affected 
creature or object can't benefit from being invisible. 


FALSE LIFE 
Ist-level necromancy 


Casting Time: 1 action 

Range: Self 

Components: V, S, M (a small amount of alcohol or 
distilled spirits) 

Duration: 1 hour 


Bolstering yourself with a necromantic facsimile of life, 
you gain 1d4 + 4 temporary hit points for the duration. 
At Higher Levels. When you cast this spell using a 
spell slot of 2nd level or higher, you gain 5 additional 
temporary hit points for each slot level above Ist. 


FEAR 
3rd-level illusion 


Casting Time: 1 action 

Range: Self (30-foot cone) 

Components: V, S, M (a white feather or the 
heart of a hen) 

Duration: Concentration, up to 1 minute 


You project a phantasmal image of a creature's worst 
fears. Each creature in a 30-foot cone must succeed on 
a Wisdom saving throw or drop whatever it is holding 
and become frightened for the duration. 

While frightened by this spell, a creature must take 
the Dash action and move away from you by the safest 
available route on each of its turns, unless there is 
nowhere to move. If the creature ends its turn in a 
location where it doesn't have line of sight to you, 
the creature can make a Wisdom saving throw. On a 
successful save, the spell ends for that creature. 


FEATHER FALL 
Ist-level transmutation 


Casting Time: 1 reaction, which you take when you or a 
creature within 60 feet of you falls 

Range: 60 feet 

Components: V, M (a small feather or piece of down) 

Duration: | minute 


Choose up to five falling creatures within range. A 
falling creature's rate of descent slows to 60 feet per 
round until the spell ends. If the creature lands before 
the spell ends, it takes no falling damage and can land 
on its feet, and the spell ends for that creature. 


FEEBLEMIND 
&th-level enchantment 


Casting Time: 1 action 

Range: 150 fect 

Components: V, S, M (a handful of clay, crystal, glass, 
or mineral spheres) 

Duration: Instantaneous 


You blast the mind of a creature that you can see within 
range, attempting to shatter its intellect and personality. 
The target takes 4d6 psychic damage and must make an 
Intelligence saving throw. 

On a failed save, the creature's Intelligence and 
Charisma scores become 1. The creature can't cast 
spells, activate magic items, understand language, or 


PART SPELLS 


communicate in any intelligible way. The creature can, 
however, identify its friends, follow them, and even 
protect them. 

At the end of every 30 days, the creature can repeat 
its saving throw against this spell. If it succeeds on its 
saving throw, the spell ends. 

The spell can also be ended by éreater restoration, 
heal, or wish. 


FEIGN DEATH 
3rd-level necromancy (ritual) 


Casting Time: 1 action 

Range: Touch 

Components: V, S, M (a pinch of graveyard dirt) 
Duration: | hour 


You touch a willing creature and put it into a cataleptic 
state that is indistinguishable from death. 

For the spell's duration, or until you use an action 
to touch the target and dismiss the spell, the target 
appears dead to all outward inspection and to spells 
used to determine the target's status. The target is 
blinded and incapacitated, and its speed drops to 0. 
The target has resistance to all damage except psychic 
damage. If the target is diseased or poisoned when you 
cast the spell, or becomes diseased or poisoned while 
under the spell's effect, the disease and poison have no 
effect until the spell ends. 


FIND FAMILIAR 
Ist-level conjuration (ritual) 


Casting Time: 1 hour 

Range: 10 feet 

Components: V, S, M (10 gp worth of charcoal, 
incense, and herbs that must be consumed by fire in a 
brass brazier) 

Duration: Instantaneous 


You gain the service of a familiar, a spirit that takes an 
animal form you choose: bat, cat, crab, frog (toad), hawk, 
lizard, octopus, owl, poisonous snake, fish (quipper), 

rat, raven, sea horse, spider, or weasel. Appearing in 

an unoccupied space within range, the familiar has the 
statistics of the chosen form, though it is a celestial, fey, 
or fiend (your choice) instead of a beast. 

Your familiar acts independently of you, but it always 
obeys your commands. In combat, it rolls its own 
initiative and acts on its own turn. A familiar can't 
attack, but it can take other actions as normal. 

When the familiar drops to 0 hit points, it disappears, 
leaving behind no physical form. It reappears after you 
cast this spell again 

While your familiar is within 100 feet of you, you 
can communicate with it telepathically. Additionally, 
as an action, you can see through your familiar's eyes 
and hear what it hears until the start of your next turn, 
gaining the benefits of any special senses that the 
familiar has. During this time, you are deaf and blind 
with regard to your own senses. 

As an action, you can temporarily dismiss your 
familiar. It disappears into a pocket dimension where it 
awaits your summons. Alternatively, you can dismiss it 
forever. As an action while it is temporarily dismissed, 


PART 3| SPELLS 


you can cause it to reappear in any unoccupied space 
within 30 feet of you. 

You can't have more than one familiar at a time. If you 
cast this spell while you already have a familiar, you 
instead cause it to adopt a new form. Choose one of the 
forms from the above list. Your familiar transforms into 
the chosen creature. 

Finally, when you cast a spell with a range of touch, 
your familiar can deliver the spell as if it had cast the 
spell. Your familiar must be within 100 feet of you, and 
it must use its reaction to deliver the spell when you cast 
it. If the spell requires an attack roll, you use your attack 
modifier for the roll. 


FiND STEED 
2nd-level conjuration 


Casting Time: 10 minutes 
Range: 30 feet 
Components: V, S 
Duration: Instantaneous 


You summon a spirit that assumes the form of an 
unusually intelligent, strong, and loyal steed, creating a 
long-lasting bond with it. Appearing in an unoccupied 
space within range, the steed takes on a form that you 
choose, such as a warhorse, a pony, a camel, an elk, or 
a mastiff. (Your DM might allow other animals to be 
summoned as steeds.) The steed has the statistics of the 
chosen form, though it is a celestial, fey, or fiend (your 
choice) instead of its normal type. Additionally, if your 
steed has an Intelligence of 5 or less, its Intelligence 
becomes 6, and it gains the ability to understand one 
language of your choice that you speak. 

Your steed serves you as a mount, both in combat and 
out, and you have an instinctive bond with it that allows 
you to fight as a seamless unit. While mounted on your 
steed, you can make any spell you cast that targets only 
you also target your steed. 

When the steed drops to 0 hit points, it disappears, 
leaving behind no physical form. You can also 
dismiss your steed at any time as an action, causing 
it to disappear. In either case, casting this spell 
again summons the same steed, restored to its hit 
point maximum. 

While your steed is within 1 mile of you, you can 
communicate with it telepathically. 

You can't have more than one steed bonded by this 
spell at a time. As an action, you can release the steed 
from its bond at any time, causing it to disappear. 


FIND THE PATH 
6th-level divination 


Casting Time: | minute 

Range: Self 

Components: V, S, M (a set of divinatory tools—such 
as bones, ivory sticks, cards, teeth, or carved runes— 
worth 100 gp and an object from the location you 
wish to find) 

Duration: Concentration, up to 1 day 


This spell allows you to find the shortest, most direct 
physical route to a specific fixed location that you are 
familiar with on the same plane of existence. If you 


name a destination on another plane of existence, a 
destination that moves (such as a mobile fortress), or a 
destination that isn't specific (such as “a green dragon's 
lair”), the spell fails. 

For the duration, as long as you are on the same plane 
of existence as the destination, you know how far it is 
and in what direction it lies. While you are traveling 
there, whenever you are presented with a choice of 
paths along the way, you automatically determine which 
path is the shortest and most direct route (but not 
necessarily the safest route) to the destination. 


FIND TRAPS 
2nd-level divination 


Casting Time: 1 action 
Range: 120 feet 
Components: V, S 
Duration: Instantancous 


AES 
L 

You sense the presence of any trap within range that f è 
is within line of sight. A trap, for the purpose of this 
spell, includes anything that would inflict a sudden or 
unexpected effect you consider harmful or undesirable, 
which was specifically intended as such by its creator, 
Thus, the spell would sense an area affected by the 
alarm spell, a glyph of warding, or a mechanical pit trap, 
but it would not reveal a natural weakness in the floor, 
an unstable ceiling, or a hidden sinkhole. 

This spell merely reveals that a trap is present. You 
don't learn the location of each trap, but you do learn the 
general nature of the danger posed by a trap you sense. 


FINGER OF DEATH 
7th-level necromancy 


Casting Time: 1 action 
Range: 60 feet 
Components: V, S 
Duration: Instantaneous 


You send negative energy coursing through a creature 
that you can see within range, causing it searing pain. 
The target must make a Constitution saving throw. It 
takes 7d8 + 30 necrotic damage on a failed save, or half 
as much damage on a successful one. 

A humanoid killed by this spell rises at the start of 
your next turn as a zombie that is permanently under 
your command, following your verbal orders to the best 
of its ability. 


FIREBALL 
3rd-level evocation 


Casting Time: 1 action 

Range: 150 feet 

Components: V, S, M (a tiny ball of bat 
guano and sulfur) 

Duration: Instantaneous 


A bright streak flashes from your pointing finger to a 
point you choose within range and then blossoms with 
a low roar into an explosion of flame. Each creature 

in a 20-foot-radius sphere centered on that point must 
make a Dexterity saving throw. A target takes 8d6 fire 


damage on a failed save, or half as much damage on a 
successful one. 

The fire spreads around corners. It ignites flammable - 
objects in the area that aren’t being worn or carried. 

At Higher Levels. When you cast this spell using a 
spell slot of 4th level or higher, the damage increases by 
1d6 for each slot level above 3rd. 


FIRE BOLT 
Evocation cantrip 


Casting Time: 1 action 
Range: 120 feet 
Components: V, S 
Duration: Instantaneous 


You hurl a mote of fire at a creature or object within 
range. Make a ranged spell attack against the 
target. On a hit, the target takes 1d10 fire damage. A 
flammable object hit by this spell ignites if it isn’t being 
worn or carried. 

This spell's damage increases by 1d10 when you reach 
5th level (2d10), 11th level (3d10), and 17th level (4d10). 


FIRE SHIELD 
4th-level evocation 


Casting Time: 1 action 

Range: Self 

Components: V, S, M (a bit of phosphorus or a firefly) 
Duration: 10 minutes 


Thin and wispy flames wreathe your body for the 
duration, shedding bright light in a 10-foot radius and 
dim light for an additional 10 feet. You can end the spell 
early by using an action to dismiss it. 

The flames provide you with a warm shield or a chill 
shield, as you choose. The warm shield grants you 
resistance to cold damage, and the chill shield grants 
you resistance to fire damage. 

In addition, whenever a creature within 5 feet of you 
hits you with a melee attack, the shield erupts with 
flame. The attacker takes 2d8 fire damage from a warm 
shield, or 2d8 cold damage from a cold shield. _ 


FIRE STORM 
7th-level evocation 


Casting Time: 1 action 
Range: 150 feet 
Components: V, S 
Duration: Instantaneous 


A storm made up of sheets of roaring flame appears 
in a location you choose within range. The area of the 
storm consists of up to ten 10-foot cubes, which you can 
arrange as you wish. Each cube must have at least one 
face adjacent to the face of another cube. Each creature 
in the area must make a Dexterity saving throw. It 
takes 7d10 fire damage on a failed save, or half as much 
damage on a successful one. 

The fire damages objects in the area and ignites 
flammable objects that aren't being worn or carried. 
If you choose, plant life in the area is unaffected 
by this spell. 


PART 3 | SPELLS 


FLAME BLADE 
2nd-level evocation 


Casting Time: 1 bonus action 

Range: Self 

Components: V, S, M (leaf of sumac) 
Duration: Concentration, up to 10 minutes 


You evoke a fiery blade in your free hand. The blade is 
similar in size and shape to a scimitar, and it lasts for 
the duration. If you let go of the blade, it disappears, but 
you can evoke the blade again as a bonus action. 

You can use your action to make a melee spell 
attack with the fiery blade. On a hit, the target takes 
3d6 fire damage. 

The flaming blade sheds bright light in a 10-foot 
radius and dim light for an additional 10 feet. 

At Higher Levels. When you cast this spell using a 
spell slot of 4th level or higher, the damage increases by 
1d6 for every two slot levels above 2nd. 


FLAME STRIKE 
5th-level evocation 


Casting Time: 1 action 

Range: 60 feet 

Components: V, S, M (pinch of sulfur) 
Duration: Instantaneous 


A vertical column of divine fire roars down from the 
heavens in a location you specify. Each creature in 

a 10-foot-radius, 40-foot-high cylinder centered on a 
point within range must make a Dexterity saving throw. 
A creature takes 4d6 fire damage and 4d6 radiant 
damage on a failed save, or half as much damage on a 
successful one. 

At Hiéher Levels. When you cast this spell using a 
spell slot of 6th level or higher, the fire damage or the 
radiant damage (your choice) increases by 1d6 for each 
slot level above 5th. 


FLAMING SPHERE 
2nd-level conjuration 


Casting Time: 1 action 

Range: 60 feet 

Components: V, S, M (a bit of tallow, a pinch of 
brimstone, and a dusting of powdered iron) 

Duration: Concentration, up to 1 minute 


A 5-foot-diameter sphere of fire appears in an 
unoccupied space of your choice within range and lasts 
for the duration. Any creature that ends its turn within 5 
feet of the sphere must make a Dexterity saving throw. 
The creature takes 2d6 fire damage on a failed save, or 
half as much damage on a successful one. 

As a bonus action, you can move the sphere up to 30 
feet. If you ram the sphere into a creature, that creature 
must make the saving throw against the sphere's 
damage, and the sphere stops moving this turn. 

When you move the sphere, you can direct it over 
barriers up to 5 feet tall and jump it across pits up to 
10 feet wide. The sphere ignites flammable objects not 
being worn or carried, and it sheds bright light in a 
20-foot radius and dim light for an additional 20 feet. 


At Higher Levels. When you cast this spell using a 
spell slot of 3rd level or higher, the damage increases by 
1d6 for each slot level above 2nd. 


FLESH TO STONE 
6th-level transmutation 


Casting Time: 1 action 

Range: 60 feet 

Components: V, S, M (a pinch of lime, water, and earth) 
Duration: Concentration, up to 1 minute 


You attempt to turn one creature that you can see within 
range into stone. If the target's body is made of flesh, the 
creature must make a Constitution saving throw. On a 
failed save, it is restrained as its flesh begins to harden. 
On a successful save, the creature isn't affected. 

A creature restrained by this spell must make another 
Constitution saving throw at the end of each of its turns. 
If it successfully saves against this spell three times, the 
spell ends. If it fails its saves three times, it is turned 
to stone and subjected to the petrified condition for the 
duration. The successes and failures don't need to be 
consecutive; keep track of both until the target collects 
three of a kind. 

If the creature is physically broken while petrified, 
it suffers from similar deformities if it reverts to its 
original state. 

If you maintain your concentration on this spell for the 
entire possible duration, the creature is turned to stone 
until the effect is removed. 


FLY 
3rd-level transmutation 


Casting Time: 1 action 

Range: Touch 

Components: V, S, M (a wing feather from any bird) 
Duration: Concentration, up to 10 minutes 


You touch a willing creature. The target gains a flying 

speed of 60 feet for the duration. When the spell ends, 

the target falls if it is still aloft, unless it can stop the fall. 
At Hiéher Levels. When you cast this spell using 

a spell slot of 4th level or higher, you can target one 

additional creature for each slot level above 3rd. 


Foc CLOUD 
Ist-level conjuration 


Casting Time: 1 action 

Range: 120 feet 

Components: V, S 

Duration: Concentration, up to 1 hour 


You create a 20-foot-radius sphere of fog centered on a 
point within range. The sphere spreads around corners, 
and its area is heavily obscured. It lasts for the duration 
or until a wind of moderate or greater speed (at least 10 
miles per hour) disperses it. 

At Higher Levels. When you cast this spell using a 
spell slot of 2nd level or higher, the radius of the fog 
increases by 20 feet for each slot level above 1st. 


FORBIDDANCE 
6th-level abjuration (ritual) 


Casting Time: 10 minutes 

Range: Touch 

Components: V, S, M (a sprinkling of holy water, rare 
incense, and powdered ruby worth at least 1,000 gp) 

Duration: 1 day 


You create a ward against magical travel that protects 
up to 40,000 square feet of floor space to a height of 30 
feet above the floor. For the duration, creatures can't 
teleport into the area or use portals, such as those 
created by the gate spell, to enter the area. The spell 
proofs the area against planar travel, and therefore 
prevents creatures from accessing the area by way of 
the Astral Plane, Ethereal Plane, Feywild, Shadowfell, 
or the plane shift spell. 

In addition, the spell damages types of creatures that 
you choose when you cast it. Choose one or more of the 
following: celestials, elementals, fey, fiends, and undead. 
When a chosen creature enters the spell's area for the 
first time on a turn or starts its turn there, the creature 
takes 5d10 radiant or necrotic damage (your choice 
when yot cast this spell). 

When you cast this spell, you can designate a 
password. A creature that speaks the password as it 
enters the area takes no damage from the spell. 

The spell's area can't overlap with the area of another 
forbiddance spell. If you cast forbiddance every day for 
30 days in the same location, the spell lasts until it is 
dispelled, and the material components are consumed 
on the last casting. 


FORCECAGE 
7th-level evocation 


Casting Time: | action 

Range: 100 feet 

Components: V, S, M (ruby dust worth 1,500 gp) 
Duration: 1 hour 


An immobile, invisible, cube-shaped prison composed of 
magical force springs into existence around an area you 

choose within range. The prison can be a cage or a solid 
box, as you choose. 

A prison in the shape of a cage can be up to 20 feet on 
a side and is made from 1/2-inch diameter bars spaced 
1/2 inch apart. 

A prison in the shape of a box can be up to 10 feet on 
a side, creating a solid barrier that prevents any matter 
from passing through it and blocking any spells cast into 
or out from the area. 

When you cast the spell, any creature that is 
completely inside the cage's area is trapped. Creatures 
only partially within the area, or those too large to fit 
inside the area, are pushed away from the center of the 
area until they are completely outside the area. 

A creature inside the cage can't leave it by nonmagical 
means. If the creature tries to use teleportation or 
interplanar travel to leave the cage, it must first make a 
Charisma saving throw. On a success, the creature can 


PART 3 | SPELLS 
243 


use that magic to exit the cage. On a failure, the creature 

can't exit the cage and wastes the use of the spell or 

effect. The cage also extends into the Ethereal Plane, 

blocking ethereal travel. E 
This spell can't be dispelled by dispel magic. 


FORESIGHT 
9th-level divination 


Casting Time: 1 minute 

Range: Touch 

Components: V, S, M (a hummingbird feather) 
Duration: 8 hours 


You touch a willing creature and bestow a limited ability 
to see into the immediate future. For the duration, the 
target can’t be surprised and has advantage on attack 
rolls, ability checks, and saving throws. Additionally, 
other creatures have disadvantage on attack rolls 
against the target for the duration. 

This spell immediately ends if you cast it again before 
its duration ends. 


FREEDOM OF MOVEMENT 
4th-level abjuration 


Casting Time: 1 action 

Range: Touch 

Components: V, S, M (a leather strap, bound around the 
arm or a similar appendage) 

Duration: 1 hour 


You touch a willing creature. For the duration, the 
target’s movement is unaffected by difficult terrain, and 
spells and other magical effects can neither reduce 

the target’s speed nor cause the target to be paralyzed 
or restrained. 

The target can also spend 5 feet of movement to 
automatically escape from nonmagical restraints, such 
as manacles or a creature that has it grappled. Finally, 
being underwater imposes no penalties on the target's 
movement or attacks. , 


FRIENDS ý 
Enchantment cantrip 1 


Casting Time: 1 action 

Range: Self 

Components: S, M (a small amount of makeup applied 
to the face as this spell is cast) 

Duration: Concentration, up to 1 minute 


For the duration, you have advantage on all Charisma 
checks directed at one creature of your choice that isn't 
hostile toward you. When the spell ends, the creature 
realizes that you used magic to influence its mood 

and becomes hostile toward you. A creature prone 

to violence might attack you. Another creature might 
seek retribution in other ways (at the DM's discretion), 
depending on the nature of your interaction with it. 


GASEOUS FORM 
3rd-level transmutation 


Casting Time: 1 action 
Range: Touch 


PART 3 | SPELLS 


Components: V, S, M (a bit of gauze and a 
wisp of smoke) 
Duration: Concentration, up to 1 hour 


You transform a willing creature you touch, along with 
everything it’s wearing and carrying, into a misty cloud 
for the duration. The spell ends if the creature drops to 
0 hit points. An incorporeal creature isn't affected. 

While in this form, the target's only method of 
movement is a flying speed of 10 feet. The target can 
enter and occupy the space of another creature. The 
target has resistance to nonmagical damage, and it has 
advantage on Strength, Dexterity, and Constitution 
saving throws. The target can pass through small holes, 
narrow openings, and even mere cracks, though it treats 
liquids as though they were solid surfaces. The target 
can't fall and remains hovering in the air even when 
stunned or otherwise incapacitated. 

While in the form of a misty cloud, the target can't talk 
or manipulate objects, and any objects it was carrying or 
holding can't be dropped, used, or otherwise interacted 
with. The target can't attack or cast spells. 


GATE 
9th-level conjuration 


Casting Time: | action 

Range: 60 feet 

Components: V, S, M (a diamond worth at least 5,000 gp) 
Duration: Concentration, up to 1 minute 


You conjure a portal linking an unoccupied space you 
can see within range to a precise location on a different 
plane of existence. The portal is a circular opening, 
which you can make 5 to 20 feet in diameter. You can 
orient the portal in any direction you choose. The portal 
lasts for the duration. 

The portal has a front and a back on each plane where 
it appears. Travel through the portal is possible only 
by moving through its front. Anything that does so is 
instantly transported to the other plane, appearing in 
the unoccupied space nearest to the portal. 

Deities and other planar rulers can prevent portals 
created by this spell from opening in their presence or 
anywhere within their domains. 

When you cast this spell, you can speak the name 
of a specific creature (a pseudonym, title, or nickname 
doesn't work). If that creature is on a plane other than 
the one you are on, the portal opens in the named 
creature's immediate vicinity and draws the creature 
through it to the nearest unoccupied space on your side 
of the portal. You gain no special power over the creature, 
and it is free to act as the DM deems appropriate. It 
might leave, attack you, or help you. 


GEAS 

5th-level enchantment 
Casting Time: 1 minute 
Range: 60 feet 
Components: V 
Duration: 30 days 


You place a magical command on a creature that you 
can see within range, forcing it to carry out some 


service or refrain from some action or course of activity 
as you decide. If the creature can understand you, it 
must succeed on a Wisdom saving throw or become 
charmed by you for the duration. While the creature 

is charmed by you, it takes 5d10 psychic damage 

each time it acts in a manner directly counter to your 
instructions, but no more than once each day. A creature 
that can’t understand you is unaffected by the spell. 

You can issue any command you choose, short of an 
activity that would result in certain death. Should you 
issue a Suicidal command, the spell ends. 

You can end the spell early by using an action to 
dismiss it. A remove curse, greater restoration, or wish 
spell also ends it. 

At Higher Levels. When you cast this spell using 
a spell slot of 7th or 8th level, the duration is 1 year. 
When you cast this spell using a spell slot of 9th level, 
the spell lasts until it is ended by one of the spells 
mentioned above. 


GENTLE REPOSE 
2nd-level necromancy (ritual) 


Casting Time: | action 

Range: Touch 

Components: V, S, M (a pinch of salt and one copper 
piece placed on each of the corpse’s eyes, which must 
remain there for the duration) 

Duration: 10 days 


You touch a corpse or other remains. For the 
duration, the target is protected from decay and can't 
become undead. ^A 

The spell also effectively extends the time limit on 
raising the target from the dead, since days spent under 
the influence of this spell don't count against the time 
limit of spells such as raise dead. 


GIANT INSECT 
4th-level transmutation 


Casting Time: 1 action 

Range: 30 feet 

Components: V, S 

Duration: Concentration, up to 10 minutes 


You transform up to ten centipedes, three spiders, five 
wasps, or one scorpion within range into giant versions 
of their natural forms for the duration. A centipede 
becomes a giant centipede, a spider becomes a giant 
spider, a wasp becomes a giant wasp, and a scorpion 
becomes a giant scorpion. 

Each creature obeys your verbal commands, and 
in combat, they act on your turn each round. The DM 
has the statistics for these creatures and resolves their 
actions and movement. 

A creature remains in its giant size for the duration, 
until it drops to 0 hit points, or until you use an action to 
dismiss the effect on it. 

The DM might allow you to choose different targets. 
For example, if you transform a bee, its giant version 
might have the same statistics as a giant wasp. 


GLIBNESS 
8th-level transmutation 


Casting Time: 1 action 
Range: Self 
Components: V 
Duration: | hour 


Until the spell ends, when you make a Charisma 
check, you can replace the number you roll with a 15. 
Additionally, no matter what you say, magic that would 
determine if you are telling the truth indicates that you 
are being truthful. 


GLOBE OF INVULNERABILITY 
6th-level abjuration 


Casting Time: 1 action 

Range: Self (10-foot radius) 

Components: V, S, M (a glass or crystal bead that 
shatters when the spell ends) 

Duration: Concentration, up to 1 minute 


An immobile, faintly shimmering barrier springs into 
existence in a 10-foot radius around you and remains for 
the duration. 

Any spell of 5th level or lower cast from outside the 
barrier can't affect creatures or objects within it, even 
if the spell is cast using a higher level spell slot. Such a 
spell can target creatures and objects within the barrier, 
but the spell has no effect on them. Similarly, the area 
within the barrier is excluded from the areas affected 
by such spells. 

At Higher Levels. When you cast this spell using a 
spell slot of 7th level or higher, the barrier blocks spells 
of one level higher for each slot level above 6th. 


GLYPH OF WARDING 
3rd-level abjuration 


Casting Time: 1 hour 

Range: Touch 

Components: V, S, M (incense and powdered diamond 
worth at least 200 gp, which the spell consumes) 

Duration: Until dispelled or triggered 


When you cast this spell, you inscribe a glyph that 
harms other creatures, either upon a surface (such as 

a table or a section of floor or wall) or within an object 
that can be closed (such as a book, a scroll, or a treasure 
chest) to conceal the glyph. If you choose a surface, the 
glyph can cover an area of the surface no larger than 

10 feet in diameter. If you choose an object, that object 
must remain in its place; if the object is moved more 
than 10 feet from where you cast this spell, the glyph is 
broken, and the spell ends without being triggered. 

The glyph is nearly invisible and requires a successful 
Intelligence (Investigation) check against your spell save 
DC to be found. 

You decide what triggers the glyph when you cast 
the spell. For glyphs inscribed on a surface, the most 
typical triggers include touching or standing on the 
glyph, removing another object covering the glyph, 
approaching within a certain distance of the glyph, or 
manipulating the object on which the glyph is inscribed. 
For glyphs inscribed within an object, the most common 


PART 3 | SPELLS 


2 46 


triggers include opening that object, approaching within 
a certain distance of the object, or seeing or reading the 
glyph. Once a glyph is triggered, this spell ends. 

You can further refine the trigger so the spell activates 
only under certain circumstances or according to 
physical characteristics (such as height or weight), 
creature kind (for example, the ward could be set to 
affect aberrations or drow), or alignment. You can also 
set conditions for creatures that don't trigger the glyph, 
such as those who say a certain password. 

When you inscribe the glyph, choose explosive runes 
or a spell élyph. 

Explosive Runes. When triggered, the glyph erupts 
with magical energy in a 20-foot-radius sphere centered 
on the glyph. The sphere spreads around corners. Each 
creature in the area must make a Dexterity saving 
throw. A creature takes 5d8 acid, cold, fire, lightning, or 
thunder damage on a failed saving throw (your choice 
when you create the glyph), or half as much damage on a 
successful one. 

Spell Glyph. You can store a prepared spell of 
3rd level or lower in the glyph by casting it as part 
of creating the glyph. The spell must target a single 
creature or an area. The spell being stored has no 
immediate effect when cast in this way. When the glyph 
is triggered, the stored spell is cast. If the spell has a 
target, it targets the creature that triggered the glyph. 

If the spell affects an area, the area is centered on 

that creature. If the spell summons hostile creatures 
or creates harmful objects or traps, they appear as 
close as possible to the intruder and attack it. If the 
spell requires concentration, it lasts until the end of its 
full duration. 

At Hiéher Levels. When you cast this spell using 
a spell slot of 4th level or higher, the damage of an 
explosive runes glyph increases by 1d8 for each slot 
level above 3rd. If you create a spell glyph, you can store 
any spell of up to the same level as the slot you use for 
the glyph of warding. 


GOODBERRY 
Ist-level transmutation 


Casting Time: 1 action 

Range: Touch 

Components: V, S, M (a sprig of mistletoe) 
Duration: Instantaneous 


Up to ten berries appear in your hand and are infused 
with magic for the duration. A creature can use its 
action to eat one berry. Eating a berry restores 1 hit 
point, and the berry provides enough nourishment to 
sustain a creature for one day. 

The berries lose their potency if they have not been 
consumed within 24 hours of the casting of this spell. 


GRASPING VINE 
4th-level conjuration 


Casting Time: 1 bonus action 

Range: 30 feet 

Components: V, S 

Duration: Concentration, up to 1 minute 


PART 5 | SPELLS 


You conjure a vine that sprouts from the ground in an 
unoccupied space of your choice that you can see within 
range. When you cast this spell, you can direct the vine 
to lash out at a creature within 30 feet of it that you can 
see. That creature must succeed on a Dexterity saving 
throw or be pulled 20 feet directly toward the vine. 

Until the spell ends, you can direct the vine to lash out 
at the same creature or another one as a bonus action 
on each of your turns. 


GREASE 
Ist-level conjuration 


Casting Time: 1 action 

Range: 60 feet 

Components: V, S, M (a bit of pork rind or butter) 
Duration: 1 minute 


Slick grease covers the ground in a 10-foot square 
centered on a point within range and turns it into 
difficult terrain for the duration. 

When the grease appears, each creature standing in 
its area must succeed on a Dexterity saving throw or fall 
prone. A creature that enters the area or ends its turn 
there must also succeed on a Dexterity saving throw 
or fall prone. 


GREATER ÍNVISIBILITY 
4th-level illusion 


Casting Time: 1 action 

Range: Touch 

Components: V, S 

Duration: Concentration, up to 1 minute 


You or a creature you touch becomes invisible until the 
spell ends. Anything the target is wearing or carrying is 
invisible as long as it is on the target's person. 


GREATER RESTORATION 
5th-level abjuration 


Casting Time: 1 action 

Range: Touch 

Components: V, S, M (diamond dust worth at least 100 
gp, which the spell consumes) 

Duration: Instantaneous 


You imbue a creature you touch with positive energy to 
undo a debilitating effect. You can reduce the target's 
exhaustion level by one, or end one of the following 
effects on the target: 


* One effect that charmed or petrified the target 

* One curse, including the target's attunement to a 
cursed magic item 

* Any reduction to one of the target's ability scores 

* One effect reducing the target's hit point maximum 


GUARDIAN OF FAITH 
4th-level conjuration 


Casting Time: 1 action 
Range: 30 feet 
Components: V 
Duration: 8 hours 


A Large spectral guardian appears and hovers for the 
duration in an unoccupied space of your choice that you 


can see within range. The guardian occupies that space 
and is indistinct except for a gleaming sword and shield 
emblazoned with the symbol of your deity. 

Any creature hostile to you that moves to a space 
within 10 feet of the guardian for the first time on a 
turn must succeed on a Dexterity saving throw. The 
creature takes 20 radiant damage on a failed save, or 
half as much damage on a successful one. The guardian 
vanishes when it has dealt a total of 60 damage. 


GUARDS AND WARDS 
6th-level abjuration 


Casting Time: 10 minutes 

Range: Touch 

Components: V, S, M (burning incense, a small 
measure of brimstone and oil, a knotted string, a 
small amount of umber hulk blood, and a small silver 
rod worth at least 10 gp) 

Duration: 24 hours 


You create a ward that protects up to 2,500 square feet 
of floor space (an area 50 feet square, or one hundred 
5-foot squares or twenty-five 10-foot squares). The 
warded area can be up to 20 feet tall, and shaped as you 
desire. You can ward several stories of a stronghold by 
dividing the area among them, as long as you can walk 


into each contiguous area while you are casting the spell. 


When you cast this spell, you can specify individuals 
that are unaffected by any or all of the effects that 
you choose. You can also specify a password that, 
when spoken aloud, makes the speaker immune to 
these effects. 

Guards and wards creates the following effects within 
the warded area. 

Corridors. Fog fills all the warded corridors, making 
them heavily obscured. In addition, at each intersection 
or branching passage offering a choice of direction, 
there is a 50 percent chance that a creature other than 
you will believe it is going in the opposite direction from 
the one it chooses. 

Doors. All doors in the warded area are magically 
locked, as if sealed by an arcane lock spell. In addition, 
you can cover up to ten doors with an illusion (equivalent 
to the illusory object function of the minor illusion spell) 
to make them appear as plain sections of wall. 

Stairs. Webs fill all stairs in the warded area from top 
to bottom, as the web spell. These strands regrow in 10 
minutes if they are burned or torn away while guards 
and wards lasts. 

Other Spell Effect. You can place your choice of one 
of the following magical effects within the warded area 
of the stronghold. 


* Place dancing lights in four corridors. You can desig- 
nate a simple program that the lights repeat as long as 
guards and wards lasts. 

+ Place magic mouth in two locations. 

+ Place stinking cloud in two locations. The vapors 
appear in the places you designate; they return within 
10 minutes if dispersed by wind while guards and 
wards lasts. 

* Place a constant gust of wind in one corridor or room. 


PART 35 | SPELLS 


+ Place a suggestion in one location. You select an area 
of up to 5 feet square, and any creature that enters 
or passes through the area receives the suggestion 
mentally. 


The whole warded area radiates magic. A dispel 
magic cast on a specific effect, if successful, removes 
only that effect. 

You can create a permanently guarded and warded 
structure by casting this spell there every day 
for one year. 


GUIDANCE 
Divination cantrip 


Casting Time: 1 action 

Range: Touch 

Components: V, S 

Duration: Concentration, up to 1 minute 


You touch one willing creature. Once before the spell 
ends, the target can roll a d4 and add the number rolled 
to one ability check of its choice. It can roll the die before 
or after making the ability check. The spell then ends. 


GUIDING BOLT 
Ist-level evocation 


Casting Time: 1 action 
Range: 120 feet 
Components: V, S 
Duration: 1 round 


A flash of light streaks toward a creature of your choice 
within range. Make a ranged spell attack against the 
target. On a hit, the target takes 4d6 radiant damage, 
and the next attack roll made against this target before 
the end of your next turn has advantage, thanks to the 
mystical dim light glittering on the target until then. 

At Higher Levels. When you cast this spell using a 
spell slot of 2nd level or higher, the damage increases by 
1d6 for each slot level above 1st. 


GUST OF WIND 
2nd-level evocation 


Casting Time: 1 action 

Range: Self (60-foot line) 

Components: V, S, M (a legume seed) 
Duration: Concentration, up to 1 minute 


A line of strong wind 60 feet long and 10 feet wide 
blasts from you in a direction you choose for the spell's 
duration. Each creature that starts its turn in the line 
must succeed on a Strength saving throw or be pushed 
15 feet away from you in a direction following the line. 

Any creature in the line must spend 2 feet of 
movement for every 1 foot it moves when moving 
closer to you. 

The gust disperses gas or vapor, and it extinguishes 
candles, torches, and similar unprotected flames in 
the area. It causes protected flames, such as those of 
lanterns, to dance wildly and has a 50 percent chance to 
extinguish them. 

As a bonus action on each of your turns before the 
spell ends, you can change the direction in which the 
line blasts from you. 


HAIL OF THORNS 
1st-level conjuration 


Casting Time: | bonus action 

Range: Self 

Components: V 

Duration: Concentration, up to 1 minute 


The next time you hit a creature with a ranged weapon 
attack before the spell ends, this spell creates a rain 
of thorns that sprouts from your ranged weapon or 
ammunition. In addition to the normal effect of the 
attack, the target of the attack and each creature within 
5 feet of it must make a Dexterity saving throw. A 
creature takes 1d10 piercing damage on a failed save, or 
half as much damage on a successful one. 

At Higher Levels. If you cast this spell using a spell 
slot of 2nd level or higher, the damage increases by 1d10 
for each slot level above 1st (to a maximum of 6d10). 


HALLOW 
5th-level evocation 


Casting Time: 24 hours 

Range: Touch 

Components: V, S, M (herbs, oils, and incense worth at 
least 1,000 gp, which the spell consumes) 

Duration: Until dispelled 


You touch a point and infuse an area around it with holy 
(or unholy) power. The area can have a radius up to 60 
feet, and the spell fails if the radius includes an area 
already under the effect a hallow spell. The affected area 
is subject to the following effects. 

First, celestials, elementals, fey, fiends, and undead 
can't enter the area, nor can such creatures charm, 
frighten, or possess creatures within it. Any creature 
charmed, frightened, or possessed by such a creature 
is no longer charmed, frightened, or possessed upon 
entering the area. You can exclude one or more of those 
types of creatures from this effect. 

Second, you can bind an extra effect to the area. 
Choose the effect from the following list, or choose an 
effect offered by the DM. Some of these effects apply to 
creatures in the area; you can designate whether the 
effect applies to all creatures, creatures that follow a 
specific deity or leader, or creatures of a specific sort, 
such as ores or trolls. When a creature that would be 
affected enters the spell’s area for the first time ona 
turn or starts its turn there, it can make a Charisma 
saving throw. On a success, the creature ignores the 
extra effect until it leaves the area. 

Courage. Affected creatures can't be frightened 
while in the area. 

Darkness. Darkness fills the area. Normal light, 
as well as magical light created by spells of a lower 
level than the slot you used to cast this spell, can't 
illuminate the area. 

Daylight. Bright light fills the area. Magical darkness 
created by spells of a lower level than the slot you used 
to cast this spell can't extinguish the light. 

Energy Protection. Affected creatures in the area 
have resistance to one damage type of your choice, 
except for bludgeoning, piercing, or slashing. 


Energy Vulnerability. Affected creatures in the area 
have vulnerability to one damage type of your choice, 
except for bludgeoning, piercing, or slashing. 

Everlasting Rest. Dead bodies interred in the area 
can't be turned into undead. 

Extradimensional Interference. Affected creatures 
can't move or travel using teleportation or by 
extradimensional or interplanar means. 

Fear. Affected creatures are frightened 
while in the area. 

Silence. No sound can emanate from within the area, 
and no sound can reach into it. 

Tongues. Affected creatures can communicate with 
any other creature in the area, even if they don't share a 
common language. 


HALLUCINATORY TERRAIN 
4th-level illusion 


Casting Time: 10 minutes 

Range: 300 feet 

Components: V, S, M (a stone, a twig, and a bit 
of green plant) 

Duration: 24 hours 


You make natural terrain in a 150-foot cube in range 
look, sound, and smell like some other sort of natural 
terrain. Thus, open fields or a road can be made to 
resemble a swamp, hill, crevasse, or some other difficult 
or impassable terrain. A pond can be made to seem 

like a grassy meadow, a precipice like a gentle slope, 

or a rock-strewn gully like a wide and smooth road. 
Manufactured structures, equipment, and creatures 
within the area aren't changed in appearance. 

The tactile characteristics of the terrain are 
unchanged, so creatures entering the area are likely to 
see through the illusion. If the difference isn't obvious 
by touch, a creature carefully examining the illusion can 
attempt an Intelligence (Investigation) check against 
your spell save DC to disbelieve it. A creature who 
discerns the illusion for what it is, sees it as a vague 
image superimposed on the terrain. 


HARM 
6th-level necromancy 


Casting Time: 1 action 
Range: 60 feet 
Components: V, S 
Duration: Instantaneous 


You unleash a virulent disease on a creature that 

you can see within range. The target must make a 
Constitution saving throw. On a failed save, it takes 
14d6 necrotic damage, or half as much damage on a 
successful save. The damage can't reduce the target's 
hit points below 1. If the target fails the saving throw, 
its hit point maximum is reduced for 1 hour by an 
amount equal to the necrotic damage it took. Any effect 
that removes a disease allows a creature's hit point 
maximum to return to normal before that time passes. 


PART 3 | SPELLS 
249 


HASTE 
3rd-level transmutation 


Casting Time: 1 action 

Range: 30 feet 

Components: V, S, M (a shaving of licorice root) 
Duration: Concentration, up to 1 minute 


Choose a willing creature that you can see within range. 
Until the spell ends, the target's speed is doubled, it 
gains a *2 bonus to AC, it has advantage on Dexterity 
saving throws, and it gains an additional action on each 
of its turns. That action can be used only to take the 
Attack (one weapon attack only), Dash, Disengage, Hide, 
or Use an Object action. 

When the spell ends, the target can't move or take 
actions until after its next turn, as a wave of lethargy 
sweeps over it. 


HEAL 
6th-level evocation 


Casting Time: 1 action 
Range: 60 feet 
Components: V, S 
Duration: Instantaneous 


Choose a creature that you can see within range. A 
surge of positive energy washes through the creature, 
causing it to regain 70 hit points. This spell also ends 
blindness, deafness, and any diseases affecting the 
target. This spell has no effect on constructs or undead. 

At Higher Levels. When you cast this spell using a 
spell slot of 7th level or higher, the amount of healing 
increases by 10 for each slot level above 6th. 


HEALING WORD 
Ist-level evocation 


Casting Time: 1 bonus action 
Range: 60 feet 

Components: V 

Duration: Instantaneous 


A creature of your choice that you can see within range 
regains hit points equal to 1d4 + your spellcasting 
ability modifier. This spell has no effect on undead 
or constructs. 

At Higher Levels. When you cast this spell using a 
spell slot of 2nd level or higher, the healing increases by 
1d4 for each slot level above 1st. 


HEAT METAL 
2nd-level transmutation 


Casting Time: 1 action 

Range: 60 feet 

Components: V, S, M (a piece of iron and a flame) 
Duration: Concentration, up to 1 minute 


Choose a manufactured metal object, such as a metal 
weapon or a suit of heavy or medium metal armor, that 
you can see within range. You cause the object to glow 
red-hot. Any creature in physical contact with the object 
takes 2d8 fire damage when you cast the spell. Until the 
spell ends, you can use a bonus action on each of your 
subsequent turns to cause this damage again. 


PART 3 | SPELLS 


If a creature is holding or wearing the object and 
takes the damage from it, the creature must succeed on 
a Constitution saving throw or drop the object if it can. If 
it doesn’t drop the object, it has disadvantage on attack 
rolls and ability checks until the start of your next turn, 

At Higher Levels. When you cast this spell using a 
spell slot of 3rd level or higher, the damage increases by 
1d8 for each slot level above 2nd. 


HELLISH REBUKE 
Ist-level evocation 


Casting Time: 1 reaction, which you take in response 
to being damaged by a creature within 60 feet of you 
that you can see 

Range: 60 feet 

Components: V, S 

Duration: Instantaneous 


You point your finger, and the creature that damaged 
you is momentarily surrounded by hellish flames. The 
creature must make a Dexterity saving throw, It takes 
2d10 fire damage on a failed save, or half as much 
damage on a successful one. 

At Higher Levels. When you cast this spell using a 
spell slot of 2nd level or higher, the damage increases by 
1d10 for each slot level above 1st. 


HEROES’ FEAST 
6th-level conjuration 


Casting Time: 10 minutes 

Range: 30 feet 

Components: V, S , M (a gem-encrusted bowl worth at 
least 1,000 gp, which the spell consumes) 

Duration: Instantaneous 


You bring forth a great feast, including magnificent 
food and drink. The feast takes 1 hour to consume and 
disappears at the end of that time, and the beneficial 
effects don't set in until this hour is over. Up to twelve 
other creatures can partake of the feast. 

A creature that partakes of the feast gains several 
benefits. The creature is cured of all diseases and 
poison, becomes immune to poison and being 
frightened, and makes all Wisdom saving throws with 
advantage. Its hit point maximum also increases by 
2d10, and it gains the same number of hit points. These 
benefits last for 24 hours. 


HEROISM 
Ist-level enchantment 


Casting Time: 1 action 

Range: Touch 

Components: V, S 

Duration: Concentration, up to 1 minute 


A willing creature you touch is imbued with bravery. 
Until the spell ends, the creature is immune to being 
frightened and gains temporary hit points equal to 
your spellcasting ability modifier at the start of each 
of its turns. When the spell ends, the target loses any 
remaining temporary hit points from this spell. 


At Higher Levels. When you cast this spell using 
a spell slot of 2nd level or higher, you can target one 
additional creature for each slot level above Ist. 


HEX 


Ist-level enchantment 


Casting Time: 1 bonus action 

Range: 90 feet 

Components: V, S, M (the petrified eye of a newt) 
Duration: Concentration, up to 1 hour 


You place a curse on a creature that you can see within 
range. Until the spell ends, you deal an extra 1d6 
necrotic damage to the target whenever you hit it with 
an attack. Also, choose one ability when you cast the 
spell. The target has disadvantage on ability checks 
made with the chosen ability. 

If the target drops to 0 hit points before this spell 
ends, you can use a bonus action on a subsequent turn 
of yours to curse a new creature. 

A remove curse cast on the target ends this spell early. 

At Higher Levels. When you cast this spell using 
a spell slot of 3rd or 4th level, you can maintain your 
concentration on the spell for up to 8 hours. When you 
use a spell slot of 5th level or higher, you can maintain 
your concentration on the spell for up to 24 hours. 


HOLD MONSTER 
5th-level enchantment 


Casting Time: 1 action 

Range: 90 feet 

Components: V, S, M (a small, straight piece of iron) 
Duration: Concentration, up to 1 minute 


Choose a creature that you can see within range. The 
target must succeed on a Wisdom saving throw or be 
paralyzed for the duration. This spell has no effect on 
undead. At the end of each of its turns, the target can 
make another Wisdom saving throw. On a success, the 
spell ends on the target. 

At Higher Levels. When you cast this spell using 
a spell slot of 6th level or higher, you can target one 
additional creature for each slot level above 5th. The 
creatures must be within 30 feet of each other when 
you target them. 


HOLD PERSON 
2nd-level enchantment 


Casting Time: 1 action 

Range: 60 feet 

Components: V, S, M (a small, straight piece of iron) 
Duration: Concentration, up to 1 minute 


Choose a humanoid that you can see within range. 
The target must succeed on a Wisdom saving throw 
or be paralyzed for the duration. At the end of each of 
its turns, the target can make another Wisdom saving 
throw. On a success, the spell ends on the target. 

At Higher Levels. When you cast this spell using 
a spell slot of 3rd level or higher, you can target one 
additional humanoid for each slot level above 2nd. The 
humanoids must be within 30 feet of each other when 
you target them. 


HOLY AURA 
&th-level abjuration 


Casting Time: 1 action 

Range: Self 

Components: V, S, M (a tiny reliquary worth at least 
1,000 gp containing a sacred relic, such as a scrap of 
cloth from a saint's robe or a piece of parchment from 
a religious text) 

Duration: Concentration, up to 1 minute 


Divine light washes out from you and coalesces 

in a soft radiance in a 30-foot radius around you. 
Creatures of your choice in that radius when you cast 
this spell shed dim light in a 5-foot radius and have 
advantage on all saving throws, and other creatures 
have disadvantage on attack rolls against them until 
the spell ends. In addition, when a fiend or an undead 
hits an affected creature with a melee attack, the aura 
flashes with brilliant light. The attacker must succeed 
on a Constitution saving throw or be blinded until 

the spell ends. 


HUNGER OF HADAR 
3rd-level conjuration 


Casting Time: 1 action 

Range: 150 feet 

Components: V, S, M (a pickled octopus tentacle) 
Duration: Concentration, up to 1 minute 


You open a gateway to the dark between the stars, a 
region infested with unknown horrors. A 20-foot-radius 
sphere of blackness and bitter cold appears, centered 
on a point with range and lasting for the duration. This 
void is filled with a cacophony of soft whispers and 
slurping noises that can be heard up to 30 feet away. No 
light, magical or otherwise, can illuminate the area, and 
creatures fully within the area are blinded. 

The void creates a warp in the fabric of space, and the 
area is difficult terrain. Any creature that starts its turn 
in the area takes 2d6 cold damage. Any creature that 
ends its turn in the area must succeed on a Dexterity 
saving throw or take 2d6 acid damage as milky, 
otherworldly tentacles rub against it. 


HUNTER'S MARK 
Ist-level divination 


Casting Time: 1 bonus action 

Range: 90 feet 

Components: V 

Duration: Concentration, up to 1 hour 


You choose a creature you can see within range and 
mystically mark it as your quarry. Until the spell ends, 
you deal an extra 1d6 damage to the target whenever 
you hit it with a weapon attack, and you have advantage 
on any Wisdom (Perception) or Wisdom (Survival) 
check you make to find it. If the target drops to O hit 
points before this spell ends, you can use a bonus action 
on a subsequent turn of yours to mark a new creature. 
At Higher Levels. When you cast this spell using 
a spell slot of 3rd or 4th level, you can maintain your 
concentration on the spell for up to 8 hours. When you 
use a spell slot of 5th level or higher, you can maintain 
your concentration on the spell for up to 24 hours. 


PART 3 | SPELLS 


HYPNOTIC PATTERN 
3rd-level illusion 


Casting Time: 1 action 

Range: 120 feet 

Components: S, M (a glowing stick of incense ora 
crystal vial filled with phosphorescent material) 

Duration: Concentration, up to 1 minute 


You create a twisting pattern of colors that weaves 
through the air inside a 30-foot cube within range. 
The pattern appears for a moment and vanishes. Each 
creature in the area who sees the pattern must make 
a Wisdom saving throw. On a failed save, the creature 
becomes charmed for the duration. While charmed 
by this spell, the creature is incapacitated and has 
a speed of 0. 

The spell ends for an affected creature if it takes any 
damage or if someone else uses an action to shake the 
creature out of its stupor. 


ICE STORM 
4th-level evocation 


Casting Time: 1 action 

Range: 300 feet 

Components: V, S, M (a pinch of dust and a few 
drops of water) 

Duration: Instantaneous 


A hail of rock-hard ice pounds to the ground in a 
20-foot-radius, 40-foot-high cylinder centered on a 
point within range. Each creature in the cylinder must 
make a Dexterity saving throw. A creature takes 2d8 
bludgeoning damage and 4d6 cold damage on a failed 
save, or half as much damage on a successful one. 

Hailstones turn the storm's arca of effect into difficult 
terrain until the end of your next turn. 

At Higher Levels. When you cast this spell using a 
spell slot of 5th level or higher, the bludgeoning damage 
increases by 1d8 for each slot level above 4th. 


IDENTIFY 
Ist-level divination (ritual) 


Casting Time: 1 minute 

Range: Touch 

Components: V, S, M (a pearl worth at least 100 gp and 
an owl feather) 

Duration: Instantaneous 


You choose one object that you must touch throughout 
the casting of the spell. If it is a magic item or some 
other magic-imbued object, you learn its properties 
and how to use them, whether it requires attunement 
to use, and how many charges it has, if any. You learn 
whether any spells are affecting the item and what they 
are. If the item was created by a spell, you learn which 
spell created it. 

If you instead touch a creature throughout the casting, 
you learn what spells, if any, are currently affecting it. 


ILLUSORY SCRIPT 
Ist-level illusion (ritual) 


Casting Time: 1 minute 
Range: Touch 


PART 3 | SPELLS 


t 


Components: S, M (a lead-based ink worth at least 10 
gp, which the spell consumes) 
Duration: 10 days 


You write on parchment, paper, or some other suitable 
writing material and imbue it with a potent illusion that 
lasts for the duration. 

To you and any creatures you designate when you 
cast the spell, the writing appears normal, written in 
your hand, and conveys whatever meaning you intended 
when you wrote the text. To all others, the writing 
appears as if it were written in an unknown or magical 
script that is unintelligible. Alternatively, you can cause 
the writing to appear to be an entirely different message, 
written in a different hand and language, though the 
language must be one you know. 

Should the spell be dispelled, the original script and 
the illusion both disappear. 

A creature with truesight can read the 
hidden message. 


IMPRISONMENT 
9th-level abjuration 


Casting Time: 1 minute 

Range: 30 feet 

Components: V, S, M (a vellum depiction or a carved 
statuette in the likeness of the target, and a special 
component that varies according to the version of the 
spell you choose, worth at least 500 gp per Hit Die 
of the target) 

Duration: Until dispelled 


You create a magical restraint to hold a creature that 
you can see within range. The target must succeed on 
a Wisdom saving throw or be bound by the spell; if it 
succeeds, it is immune to this spell if you cast it again. 
While affected by this spell, the creature doesn't need 
to breathe, eat, or drink, and it doesn't age. Divination 
spells can't locate or perceive the target. 

When you cast the spell, you choose one of the 
following forms of imprisonment. 

Burial. The target is entombed far beneath the earth 
in a sphere of magical force that is just large enough to 
contain the target. Nothing can pass through the sphere, 
nor can any creature teleport or use planar travel to get 
into or out of it. 

The special component for this version of the spell is a 
small mithral orb. 

Chaining. Heavy chains, firmly rooted in the ground, 
hold the target in place. The target is restrained until 
the spell ends, and it can't move or be moved by any 
means until then. 

The special component for this version of the spell is a 
fine chain of precious metal. 

Hedged Prison. The spell transports the target into 
a tiny demiplane that is warded against teleportation 
and planar travel. The demiplane can be a labyrinth, a 
cage, a tower, or any similar confined structure or area 
of your choice. 

The special component for this version of the spell is a 
miniature representation of the prison made from jade. 

Minimus Containment. The target shrinks to a height 
of 1 inch and is imprisoned inside a gemstone or similar 


object. Light can pass through the gemstone normally 
(allowing the target to see out and other creatures to see 
in), but nothing else can pass through, even by means of 
teleportation or planar travel. The gemstone can't be cut 
or broken while the spell remains in effect. 

The special component for this version of the spell 
is a large, transparent gemstone, such as a corundum, 
diamond, or ruby. 

Slumber. The target falls asleep and can't be awoken. 
The special component for this version of the spell 
consists of rare soporific herbs. 

Ending the Spell. During the casting of the spell, 
in any of its versions, you can specify a condition that 
will cause the spell to end and release the target. The 
condition can be as specific or as elaborate as you 
choose, but the DM must agree that the condition is 
reasonable and has a likelihood of coming to pass. The 
conditions can be based on a creature's name, identity, 
or deity but otherwise must be based on observable 
actions or qualities and not based on intangibles such as 
level, class, or hit points. 

A dispel magic spell can end the spell only if it is cast 
as a 9th-level spell, targeting either the prison or the 
special component used to create it. 

You can use a particular special component to create 
only one prison at a time. If you cast the spell again 
using the same component, the target of the first casting 
is immediately freed from its binding. 


INCENDIARY CLOUD 
&th-level conjuration 


Casting Time: 1 action 

Range: 150 feet 

Components: V, S 

Duration: Concentration, up to 1 minute 


A swirling cloud of smoke shot through with white-hot 
embers appears in a 20-foot-radius sphere centered on 
a point within range. The cloud spreads around corners 
and is heavily obscured. It lasts for the duration or until 
a wind of moderate or greater speed (at least 10 miles 
per hour) disperses it. 

When the cloud appears, each creature in it must 
make a Dexterity saving throw. A creature takes 10d8 
fire damage on a failed save, or half as much damage on 
a successful one. A creature must also make this saving 
throw when it enters the spell’s area for the first time on 
a turn or ends its turn there. 

The cloud moves 10 feet directly away from you 
in a direction that you choose at the start of each 
of your turns. 


INFLICT WOUNDS 
Ist-level necromancy 
Casting Time: 1 action 
Range: Touch 
Components: V, S 
Duration: Instantaneous 


Make a melee spell attack against a creature you can 
reach. On a hit, the target takes 3d10 necrotic damage. 

At Higher Levels. When you cast this spell using a 
spell slot of 2nd level or higher, the damage increases by 
1d10 for each slot level above 1st. 


n 
on 


INSECT PLAGUE 
5th-level conjuration 


Casting Time: | action 

Range: 300 feet 

Components: V, S, M (a few grains of sugar, some 
kernels of grain, and a smear of fat) 

Duration: Concentration, up to 10 minutes 


Swarming, biting locusts fill a 20-foot-radius sphere 
centered on a point you choose within range. The sphere 
spreads around corners. The sphere remains for the 
duration, and its area is lightly obscured. The sphere's 
area is difficult terrain. 

When the area appears, each creature in it must 
make a Constitution saving throw. A creature takes 
4d10 piercing damage on a failed save, or half as much 
damage on a successful one. A creature must also make 
this saving throw when it enters the spell's arca for the 
first time on a turn or ends its turn there. 

At Hiéher Levels. When you cast this spell using a 
spell slot of 6th level or higher, the damage increases by 
1d10 for each slot level above 5th. 


INVISIBILITY 
2nd-level illusion 


Casting Time: 1 action 

Range: Touch 

Components: V, S, M (an eyelash encased 
in gum arabic) 

Duration: Concentration, up to 1 hour 


A creature you touch becomes invisible until the spell 
ends. Anything the target is wearing or carrying is 
invisible as long as it is on the target's person. The spell 
ends for a target that attacks or casts a spell. 

At Higher Levels. When you cast this spell using 
a spell slot of 3rd level or higher, you can target one 
additional creature for each slot level above 2nd. 


JUMP 
Ist-level transmutation 


Casting Time: 1 action 

Range: Touch 

Components: V, S, M (a grasshopper's hind leg) 
Duration: 1 minute 


You touch a creature. The creature's jump distance is 
tripled until the spell ends. 


KNOCK 
2nd-level transmutation 


Casting Time: 1 action 
Range: 60 feet 
Components: V 
Duration: Instantaneous 


Choose an object that you can see within range. The 
object can be a door, a box, a chest, a set of manacles, a 
padlock, or another object that contains a mundane or 
magical means that prevents access. 

A target that is held shut by a mundane lock or that 
is stuck or barred becomes unlocked, unstuck, or 


PART 3 | SPELLS 


unbarred. If the object has multiple locks, only one of 
them is unlocked, 

If you choose a target that is held shut with arcane 
lock, that spell is suppressed for 10 minutes, during 
which time the target can be opened and shut normally. 

When you cast the spell, a loud knock, audible from as 
far away as 300 feet, emanates from the target object. 


LEGEND LORE 
5th-level divination 


Casting Time: 10 minutes 

Range: Self 

Components: V, S, M (incense worth at least 250 gp, 
which the spell consumes, and four ivory strips worth 
at least 50 gp each) 

Duration: Instantaneous 


Name or describe a person, place, or object. The spell 
brings to your mind a brief summary of the significant 
lore about the thing you named. The lore might consist 
of current tales, forgotten stories, or even secret lore 
that has never been widely known. If the thing you 
named isn't of legendary importance, you gain no 
information. The more information you already have 
about the thing, the more precise and detailed the 
information you receive is. 

The information you learn is accurate but might be 
couched in figurative language. For example, if you 
have a mysterious magic axe on hand, the spell might 
yield this information: "Woe to the evildoer whose hand 
touches the axe, for even the haft slices the hand of the 
evil ones. Only a true Child of Stone, lover and beloved 
of Moradin, may awaken the true powers of the axe, and 
only with the sacred word Rudnogg on the lips." 


LEOMUND's SECRET CHEST 
4th-level conjuration 


Casting Time: 1 action 

Range: Touch 

Components: V, S, M (an exquisite chest, 3 feet by 2 feet 
by 2 feet, constructed from rare materials worth at 
least 5,000 gp, and a Tiny replica made from the same 
materials worth at least 50 gp) 

Duration: Instantaneous 


You hide a chest, and all its contents, on the Ethereal 
Plane. You must touch the chest and the miniature 
replica that serves as a material component for the spell. 
The chest can contain up to 12 cubic feet of nonliving 
material (3 feet by 2 feet by 2 feet). 

While the chest remains on the Ethereal Plane, you 
can use an action and touch the replica to recall the 
chest. It appears in an unoccupied space on the ground 
within 5 feet of you. You can send the chest back to the 
Ethereal Plane by using an action and touching both the 
chest and the replica. 

After 60 days, there is a cumulative 5 percent chance 
per day that the spell's effect ends. This effect ends if 
you cast this spell again, if the smaller replica chest is 
destroyed, or if you choose to end the spell as an action. 
If the spell ends and the larger chest is on the Ethereal 
Plane, it is irretrievably lost. 


LEOMUND’s TINY HUT 
3rd-level evocation (ritual) 


Casting Time: 1 minute 

Range: Self (10-foot-radius hemisphere) 
Components: V, S, M (a small crystal bead) 
Duration: 8 hours 


A 10-foot-radius immobile dome of force springs into 
existence around and above you and remains stationary 
for the duration. The spell ends if you leave its area. 

Nine creatures of Medium size or smaller can fit inside 
the dome with you. The spell fails if its area includes a 
larger creature or more than nine creatures. Creatures 
and objects within the dome when you cast this spell 
can move through it freely. All other creatures and 
objects are barred from passing through it. Spells and 
other magical effects can't extend through the dome or 
be cast through it. The atmosphere inside the space is 
comfortable and dry, regardless of the weather outside. 

Until the spell ends, you can command the interior to 
become dimly lit or dark. The dome is opaque from the 
outside, of any color you choose, but it is transparent 
from the inside. 


LESSER RESTORATION 
2nd-level abjuration 


Casting Time: 1 action 
Range: Touch 
Components: V, S 
Duration: Instantaneous 


You touch a creature and can end either one disease or 
one condition afflicting it. The condition can be blinded, 
deafened, paralyzed, or poisoned. 


LEVITATE 
2nd-level transmutation 


Casting Time: 1 action 

Range: 60 feet 

Components: V, S, M (either a small leather loop or a 
piece of golden wire bent into a cup shape with a long 
shank on one end) 

Duration: Concentration, up to 10 minutes 


One creature or object of your choice that you can see 
within range rises vertically, up to 20 feet, and remains 
suspended there for the duration. The spell can levitate 
a target that weighs up to 500 pounds. An unwilling 
creature that succeeds on a Constitution saving throw 
is unaffected. 

The target can move only by pushing or pulling 
against a fixed object or surface within reach (such as 
a wall or a ceiling), which allows it to move as if it were 
climbing. You can change the target's altitude by up to 
20 feet in either direction on your turn. If you are the 
target, you can move up or down as part of your move. 
Otherwise, you can use your action to move the target, 
which must remain within the spell's range. 

When the spell ends, the target floats gently to the 
ground if it is still aloft. 


LIGHT 
Evocation cantrip 


Casting Time: 1 action 

Range: Touch 

Components: V, M (a firefly or phosphorescent moss) 
Duration: 1 hour 


You touch one object that is no larger than 10 feet in any 
dimension. Until the spell ends, the object sheds bright 
light in a 20-foot radius and dim light for an additional 
20 feet. The light can be colored as you like. Completely 
covering the object with something opaque blocks the 
light. The spell ends if you cast it again or dismiss it 
as an action. 

If you target an object held or worn by a hostile 
creature, that creature must succeed on a Dexterity 
saving throw to avoid the spell. 


LIGHTNING ARROW 
3rd-level transmutation 


Casting Time: 1 bonus action 

Range: Self 

Components: V, S 

Duration: Concentration, up to 1 minute 


The next time you make a ranged weapon attack during 
the spell's duration, the weapon's ammunition, or the 
weapon itself if it’s a thrown weapon, transforms into 

a bolt of lightning. Make the attack roll as normal. The 
target takes 4d8 lightning damage on a hit, or half 

as much damage on a miss, instead of the weapon's 
normal damage. 

Whether you hit or miss, each creature within 10 feet 
of the target must make a Dexterity saving throw. Each 
of these creatures takes 2d8 lightning damage on a 
failed save, or half as much damage on a successful one. 

The piece of ammunition or weapon then returns to 
its normal form. 

At Higher Levels. When you cast this spell using a 
spell slot of 4th level or higher, the damage for both 
effects of the spell increases by 1d8 for each slot 
level above 3rd. 


LIGHTNING BOLT 
3rd-level evocation 


Casting Time: 1 action 

Range: Self (100-foot line) 

Components: V, S, M (a bit of fur and a rod of amber, 
crystal, or glass) 

Duration: Instantaneous 


A stroke of lightning forming a line 100 feet long and 5 
feet wide blasts out from you in a direction you choose. 
Each creature in the line must make a Dexterity saving 
throw. A creature takes 8d6 lightning damage on a 
failed save, or half as much damage on a successful one. 

The lightning ignites flammable objects in the area 
that aren't being worn or carried. 

At Higher Levels. When you cast this spell using a 
spell slot of 4th level or higher, the damage increases by 
1d6 for each slot level above 3rd. 


PART 3| SPELLS 


N 
Ul 


PART 3 | SPELLS 


LOCATE ANIMALS OR PLANTS 
2nd-level divination (ritual) 


Casting Time: 1 action 

Range: Self 

Components: V, S, M (a bit of fur from a bloodhound) 
Duration: Instantaneous 


Describe or name a specific kind of beast or plant. 
Concentrating on the voice of nature in your 
surroundings, you learn the direction and distance to 
the closest creature or plant of that kind within 5 miles, 
if any are present. 


LOCATE CREATURE 
4th-level divination 


Casting Time: 1 action 

Range: Self 

Components: V, S, M (a bit of fur from a bloodhound) 
Duration: Concentration, up to 1 hour 


Describe or name a creature that is familiar to you. You 
sense the direction to the creature's location, as long as 
that creature is within 1,000 feet of you. If the creature 
is moving, you know the direction of its movement. 

The spell can locate a specific creature known to 
you, or the nearest creature of a specific kind (such as 
a human or a unicorn), so long as you have seen such a 
creature up close—within 30 feet—at least once. If the 
creature you described or named is in a different form, 
such as being under the effects of a polymorph spell, 
this spell doesn't locate the creature. 

This spell can't locate a creature if running water at 
least 10 feet wide blocks a direct path between you and 
the creature. 


LocATE OBJECT 
2nd-level divination 


Casting Time: 1 action 

Range: Self 

Components: V, S, M (a forked twig) 
Duration: Concentration, up to 10 minutes - 


Describe or name an object that is familiar to you. You 
sense the direction to the object's location, as long as 
that object is within 1,000 feet of you. If the object is in 
motion, you know the direction of its movement. 

The spell can locate a specific object known to you, 
as long as you have seen it up close—within 30 feet—at 
least once. Alternatively, the spell can locate the nearest 
object of a particular kind, such as a certain kind of 
apparel, jewelry, furniture, tool, or weapon. 

This spell can't locate an object if any thickness of 
lead, even a thin sheet, blocks a direct path between you 
and the object. 


LONGSTRIDER 
Ist-level transmutation 


Casting Time: 1 action 

Range: Touch 

Components: V, S, M (a pinch of dirt) 
Duration: 1 hour 


You touch a creature. The target's speed increases by 10 
feet until the spell ends. 


At Higher Levels. When you cast this spell using 
a spell slot of 2nd level or higher, you can target one 
additional creature for each slot level above 1st. 


MAGE ARMOR 
Ist-level abjuration 


Casting Time: 1 action 

Range: Touch 

Components: V, S, M (a piece of cured leather) 
Duration: 8 hours 


You touch a willing creature who isn't wearing armor, 
and a protective magical force surrounds it until the 
spell ends. The target's base AC becomes 13 - its 
Dexterity modifier. The spell ends if the target dons 
armor or if you dismiss the spell as an action. 


MAGE HAND 
Conjuration cantrip 


Casting Time: 1 action 
Range: 30 feet 
Components: V, S 
Duration: 1 minute 


A spectral, floating hand appears at a point you choose 
within range. The hand lasts for the duration or until 
you dismiss it as an action. The hand vanishes if it is 
ever more than 30 feet away from you or if you cast 
this spell again. 

You can use your action to control the hand. You can 
use the hand to manipulate an object, open an unlocked 
door or container, stow or retrieve an item from an open 
container, or pour the contents out of a vial. You can 
move the hand up to 30 feet each time you use it. 

The hand can't attack, activate magic items, or carry 
more than 10 pounds. 


MAGIC CIRCLE 
3rd-level abjuration 


Casting Time: 1 minute 

Range: 10 feet 

Components: V, S, M (holy water or powdered 
silver and iron worth at least 100 gp, which the 
spell consumes) 

Duration: 1 hour 


You create a 10-foot-radius, 20-foot-tall cylinder of 
magical energy centered on a point on the ground 
that you can see within range. Glowing runes appear 
wherever the cylinder intersects with the floor or 
other surface. 

Choose one or more of the following types of 
creatures: celestials, elementals, fey, fiends, or undead. 
The circle affects a creature of the chosen type in the 
following ways: 


+ The creature can't willingly enter the cylinder by 
nonmagical means. If the creature tries to use tele- 
portation or interplanar travel to do so, it must first 
succeed on a Charisma saving throw. 

- The creature has disadvantage on attack rolls against 
targets within the cylinder. 

+ Targets within the cylinder can't be charmed, fright- 
ened, or possessed by the creature. 


When you cast this spell, you can elect to cause its 
magic to operate in the reverse direction, preventing a 
creature of the specified type from leaving the cylinder 
and protecting targets outside it. 

At Higher Levels. When you cast this spell using a 
spell slot of 4th level or higher, the duration increases by 
1 hour for each slot level above 3rd. 


MAGIC JAR 
6th-level necromancy 


Casting Time: 1 minute 

Range: Self 

Components: V, S, M (a gem, crystal, reliquary, or some 
other ornamental container worth at least 500 gp) 

Duration: Until dispelled 


Your body falls into a catatonic state as your soul leaves 
it and enters the container you used for the spell's 
material component. While your soul inhabits the 
container, you are aware of your surroundings as if you 
were in the container's space. You can't move or use 
reactions. The only action you can take is to project your 
soul up to 100 feet out of the container, either returning 
to your living body (and ending the spell) or attempting 
to possess a humanoids body. 

You can attempt to possess any humanoid within 
100 feet of you that you can see (creatures warded by a 
protection from evil and good or magic circle spell can't 
be possessed). The target must make a Charisma saving 
throw. On a failure, your soul moves into the target's 
body, and the target's soul becomes trapped in the 
container. On a success, the target resists your efforts 
to possess it, and you can't attempt to possess it again 
for 24 hours. 

Once you possess a creature's body, you control it. 
Your game statistics are replaced by the statistics of the 
creature, though you retain your alignment and your 
Intelligence, Wisdom, and Charisma scores. You retain 
the benefit of your own class features. If the target has 
any class levels, you can't use any of its class features. 

Meanwhile, the possessed creature's soul can 
perceive from the container using its own senses, but it 
can't move or take actions at all. 

While possessing a body, you can use your action to 
return from the host body to the container if it is within 
100 feet of you, returning the host creature's soul to 
its body. If the host body dies while you're in it, the 
creature dies, and you must make a Charisma saving 
throw against your own spellcasting DC. On a success, 
you return to the container if it is within 100 feet of you. 
Otherwise, you die. 

If the container is destroyed or the spell ends, your 
soul immediately returns to your body. If your body is 
more than 100 feet away from you or if your body is 
dead when you attempt to return to it, you die. If another 
creature's soul is in the container when it is destroyed, 
the creature's soul returns to its body if the body is alive 
and within 100 feet. Otherwise, that creature dies. 

When the spell ends, the container is destroyed. 


MAGIC MISSILE 
Ist-level evocation 


Casting Time: 1 action 
Range: 120 feet 
Components: V, S 
Duration: Instantaneous 


You create three glowing darts of magical force. Each 
dart hits a creature of your choice that you can see 
within range. A dart deals 1d4 + 1 force damage to its 
target. The darts all strike simultaneously, and you can 
direct them to hit one creature or several. 

At Higher Levels. When you cast this spell using a 
spell slot of 2nd level or higher, the spell creates one 
more dart for each slot level above 1st. 


MAGIC MOUTH 
2nd-level illusion (ritual) 


Casting Time: 1 minute 

Range: 30 feet 

Components: V, S, M (a small bit of honeycomb 
and jade dust worth at least 10 gp, which the 
spell consumes) 

Duration: Until dispelled 


You implant a message within an object in range, a 
message that is uttered when a trigger condition is met. 
Choose an object that you can see and that isn't being 
worn or carried by another creature. Then speak the 
message, which must be 25 words or less, though it 
can be delivered over as long as 10 minutes. Finally, 
determine the circumstance that will trigger the spell to 
deliver your message. 

When that circumstance occurs, a magical mouth 
appears on the object and recites the message in your 
voice and at the same volume you spoke. If the object 
you chose has a mouth or something that looks like a 
mouth (for example, the mouth of a statue), the magical 
mouth appears there so that the words appear to come 
from the object's mouth. When you cast this spell, you 
can have the spell end after it delivers its message, or 
it can remain and repeat its message whenever the 
trigger occurs. 

The triggering circumstance can be as general or as 
detailed as you like, though it must be based on visual 
or audible conditions that occur within 30 feet of the 
object. For example, you could instruct the mouth to 
speak when any creature moves within 30 feet of the 
object or when a silver bell rings within 30 feet of it. 


MAGIC WEAPON 
2nd-level transmutation 


Casting Time: 1 bonus action 

Range: Touch 

Components: V, S 

Duration: Concentration, up to 1 hour 


You touch a nonmagical weapon. Until the spell ends, 
that weapon becomes a magic weapon with a +1 bonus 
to attack rolls and damage rolls. 

At Higher Levels. When you cast this spell using a 
spell slot of 4th level or higher, the bonus increases to 
*2. When you use a spell slot of 6th level or higher, the 
bonus increases to +3. 


PART 3 | SPELLS 
— —— LM 257 


258 


Major IMAGE 
3rd-level illusion 


Casting Time: 1 action 

Range: 120 feet 

Components: V, S, M (a bit of fleece) 
Duration: Concentration, up to 10 minutes 


You create the image of an object, a creature, or some 
other visible phenomenon that is no larger than a 
20-foot cube. The image appears at a spot that you 

can see within range and lasts for the duration. It 
seems completely real, including sounds, smells, and 
temperature appropriate to the thing depicted. You 
can't create sufficient heat or cold to cause damage, a 
sound loud enough to deal thunder damage or deafen a 
creature, or a smell that might sicken a creature (like a 
troglodyte's stench). 

As long as you are within range of the illusion, you 
can use your action to cause the image to move to 
any other spot within range. As the image changes 
location, you can alter its appearance so that its 
movements appear natural for the image. For example, 
if you create an image of a creature and move it, you 
can alter the image so that it appears to be walking. 
Similarly, you can cause the illusion to make different 
sounds at different times, even making it carry on a 
conversation, for example. 

Physical interaction with the image reveals it to be an 
illusion, because things can pass through it. A creature 
that uses its action to examine the image can determine 
that it is an illusion with a successful Intelligence 
(Investigation) check against your spell save DC. If a 
creature discerns the illusion for what it is, the creature 
can see through the image, and its other sensory 
qualities become faint to the creature. 

At Higher Levels. When you cast this spell using 
a spell slot of 6th level or higher, the spell lasts until 
dispelled, without requiring your concentration. 


Mass CURE WOUNDS 
5th-level conjuration 


Casting Time: 1 action 
Range: 60 feet 
Components: V, S 
Duration: Instantaneous 


A wave of healing energy washes out from a point of 
your choice within range. Choose up to six creatures 
in a 30-foot-radius sphere centered on that point. Each 
target regains hit points equal to 3d8 + your spellcasting 
ability modifier. This spell has no effect on undead 
or constructs. 

At Higher Levels. When you cast this spell using a 
spell slot of 6th level or higher, the healing increases by 
1d8 for each slot level above 5th. 


MASS HEAL 
9th-level conjuration 


Casting Time: 1 action 
Range: 60 feet 
Components: V, S 
Duration: Instantaneous 


PART 3 | SPELLS 


TD 


A flood of healing energy flows from you into injured 
creatures around you. You restore up to 700 hit points, 
divided as you choose among any number of creatures 
that you can see within range. Creatures healed by 
this spell are also cured of all diseases and any effect 
making them blinded or deafened. This spell has no 
effect on undead or constructs. 


MaASS HEALING WORD 
3rd-level evocation 


Casting Time: 1 bonus action 
Range: 60 feet 

Components: V 

Duration: Instantaneous 


As you call out words of restoration, up to six creatures 
of your choice that you can see within range regain hit 
points equal to 1d4 + your spellcasting ability modifier. 
This spell has no effect on undead or constructs. 

At Higher Levels. When you cast this spell using a 
spell slot of 4th level or higher, the healing increases by 
1d4 for each slot level above 3rd. 


MASS SUGGESTION 
6th-level enchantment 


Casting Time: 1 action 

Range: 60 feet 

Components: V, M (a snake's tongue and either a bit of 
honeycomb or a drop of sweet oil) 

Duration: 24 hours 


You suggest a course of activity (limited to a sentence 

or two) and magically influence up to twelve creatures 
of your choice that you can see within range and that 
can hear and understand you. Creatures that can't be 
charmed are immune to this effect. The suggestion must 
be worded in such a manner as to make the course of 
action sound reasonable. Asking the creature to stab 
itself, throw itself onto a spear, immolate itself, or do 
some other obviously harmful act automatically negates 
the effect of the spell. 

Each target must make a Wisdom saving throw. On a 
failed save, it pursues the course of action you described 
to the best of its ability. The suggested course of action 
can continue for the entire duration. If the suggested 
activity can be completed in a shorter time, the spell 
ends when the subject finishes what it was asked to do. 

You can also specify conditions that will trigger a 
special activity during the duration. For example, you 
might suggest that a group of soldiers give all their 
money to the first beggar they meet. If the condition isn't 
met before the spell ends, the activity isn't performed. 

If you or any of your companions damage a creature 
affected by this spell, the spell ends for that creature. 

At Hiéher Levels. When you cast this spell using 
a Tth-level spell slot, the duration is 10 days. When 
you use an 8th-level spell slot, the duration is 30 days. 
When you use a 9th-level spell slot, the duration is a 
year and a day. 


MAZE 
8th-level conjuration 


Casting Time: 1 action 
Range: 60 feet 


Components: V, S 
Duration: Concentration, up to 10 minutes 


You banish a creature that you can see within range into 
a labyrinthine demiplane. The target remains there for 
the duration or until it escapes the maze. 

The target can use its action to attempt to escape. 
When it does so, it makes a DC 20 Intelligence check. If 
it succeeds, it escapes, and the spell ends (a minotaur or 
goristro demon automatically succeeds). 

When the spell ends, the target reappears in the 
space it left or, if that space is occupied, in the nearest 
unoccupied space. 


MELD INTO STONE 
3rd-level transmutation (ritual) 


Casting Time: 1 action 
Range: Touch 
Components: V, S 
Duration: 8 hours 


You step into a stone object or surface large enough to 
fully contain your body, melding yourself and all the 
equipment you carry with the stone for the duration. 
Using your movement, you step into the stone at a point 
you can touch. Nothing of your presence remains visible 
or otherwise detectable by nonmagical senses. 

While merged with the stone, you can't see what 
occurs outside it, and any Wisdom (Perception) checks 
you make to hear sounds outside it are made with 
disadvantage. You remain aware of the passage of 
time and can cast spells on yourself while merged in 
the stone. You can use your movement to leave the 
stone where you entered it, which ends the spell. You 
otherwise can't move. 

Minor physical damage to the stone doesn't harm 
you, but its partial destruction or a change in its shape 
(to the extent that you no longer fit within it) expels you 
and deals 6d6 bludgeoning damage to you. The stone's 
complete destruction (or transmutation into a different 
substance) expels you and deals 50 bludgeoning damage 
to you. If expelled, you fall prone in an unoccupied space 
closest to where you first entered. 


MELF'S ACID ARROW 
2nd-level evocation 


Casting Time: 1 action 

Range: 90 feet 

Components: V, S, M (powdered rhubarb leaf and an 
adder's stomach) 

Duration: Instantaneous 


A shimmering green arrow streaks toward a target 
within range and bursts in a spray of acid. Make a 
ranged spell attack against the target. On a hit, the 
target takes 4d4 acid damage immediately and 2d4 acid 
damage at the end of its next turn. On a miss, the arrow 
splashes the target with acid for half as much of the 
initial damage and no damage at the end of its next turn. 
At Higher Levels. When you cast this spell using a 
spell slot of 3rd level or higher, the damage (both initial 
and later) increases by 1d4 for each slot level above 2nd. 


MENDING 
Transmutation cantrip 


Casting Time: 1 minute 

Range: Touch 

Components: V, S, M (two lodestones) 
Duration: Instantaneous 


This spell repairs a single break or tear in an object 
you touch, such as a broken chain link, two halves of 
a broken key, a torn cloak, or a leaking wineskin. As 
long as the break or tear is no larger than 1 foot in 
any dimension, you mend it, leaving no trace of the 
former damage. 

This spell can physically repair a magic item 
or construct, but the spell can't restore magic to 
such an object. 


MESSAGE 
Transmutation cantrip 


Casting Time: | action 

Range: 120 feet 

Components: V, S, M (a short piece of copper wire) 
Duration: 1 round 


You point your finger toward a creature within range 
and whisper a message. The target (and only the target) 
hears the message and can reply in a whisper that only 
you can hear. 

You can cast this spell through solid objects if you 
are familiar with the target and know it is beyond 
the barrier. Magical silence, 1 foot of stone, 1 inch of 
common metal, a thin sheet of lead, or 3 feet of wood 
blocks the spell. The spell doesn't have to follow a 
straight line and can travel freely around corners or 
through openings. 


METEOR SWARM 
9th-level evocation 


Casting Time: 1 action 
Range: 1 mile 
Components: V, S 
Duration: Instantaneous 


Blazing orbs of fire plummet to the ground at four 
different points you can see within range. Each creature 
in a 40-foot-radius sphere centered on each point you 
choose must make a Dexterity saving throw. The sphere 
spreads around corners. A creature takes 20d6 fire 
damage and 20d6 bludgeoning damage on a failed 
save, or half as much damage on a successful one. A 
creature in the area of more than one fiery burst is 
affected only once. 

The spell damages objects in the area and ignites 
flammable objects that aren't being worn or carried. 


MIND BLANK 
Sth-level abjuration 


Casting Time: 1 action 
Range: Touch 
Components: V, S 
Duration: 24 hours 


Until the spell ends, one willing creature you touch is 
immune to psychic damage, any effect that would sense 


PART 3 | SPELLS 


its emotions or read its thoughts, divination spells, and 
the charmed condition. The spell even foils wish spells 
and spells or effects of similar power used to affect the 
target's mind or to gain information about the target. 


MINOR ILLUSION 
Illusion cantrip 


Casting Time: 1 action 

Range: 30 feet 

Components: S, M (a bit of fleece) 
Duration: 1 minute 


You create a sound or an image of an object within 
range that lasts for the duration. The illusion also ends if 
you dismiss it as an action or cast this spell again. 

If you create a sound, its volume can range from a 
whisper to a scream. It can be your voice, someone 
else's voice, a lion's roar, a beating of drums, or any 
other sound you choose. The sound continues unabated 
throughout the duration, or you can make discrete 
sounds at different times before the spell ends. 

If you create an image of an object—such as a chair, 
muddy footprints, or a small chest—it must be no larger 
than a 5-foot cube. The image can't create sound, light, 
smell, or any other sensory effect. Physical interaction 
with the image reveals it to be an illusion, because 
things can pass through it. 

If a creature uses its action to examine the sound or 
image, the creature can determine that it is an illusion 
with a successful Intelligence (Investigation) check 
against your spell save DC. If a creature discerns the 
illusion for what it is, the illusion becomes faint to 
the creature. 


MIRAGE ARCANE 
7th-level illusion 


Casting Time: 10 minutes 
Range: Sight 
Components: V, S 
Duration: 10 days 


You make terrain in an area up to 1 mile square 

look, sound, smell, and even feel like some other sort 

of terrain. The terrain's general shape remains the 
same, however. Open fields or a road could be made to 
resemble a swamp, hill, crevasse, or some other difficult 
or impassable terrain. A pond can be made to seem like 
a grassy meadow, a precipice like a gentle slope, or a 
rock-strewn gully like a wide and smooth road. 

Similarly, you can alter the appearance of structures, 
or add them where none are present. The spell doesn't 
disguise, conceal, or add creatures. 

The illusion includes audible, visual, tactile, and 
olfactory elements, so it can turn clear ground into 
difficult terrain (or vice versa) or otherwise impede 
movement through the area. Any piece of the illusory 
terrain (such as a rock or stick) that is removed from the 
spell’s area disappears immediately. 

Creatures with truesight can see through the illusion 
to the terrain’s true form; however, all other elements 
of the illusion remain, so while the creature is aware of 


PART 3 | SPELLS 


L 
. * : : 
the illusion’s presence, the creature can still physically 
interact with the illusion. 


MIRROR IMAGE 
2nd-level illusion 


Casting Time: 1 action 
Range: Self 
Components: V, S 
Duration: 1 minute 


Three illusory duplicates of yourself appear in your 
space. Until the spell ends, the duplicates move with 
you and mimic your actions, shifting position so it's 
impossible to track which image is real. You can use 
your action to dismiss the illusory duplicates. 

Each time a creature targets you with an attack during 
the spell's duration, roll a d20 to determine whether the 
attack instead targets one of your duplicates. 

If you have three duplicates, you must roll a 6 or 
higher to change the attack's target to a duplicate. With 
two duplicates, you must roll an 8 or higher. With one 
duplicate, you must roll an 11 or higher. 

A duplicate's AC equals 10 + your Dexterity modifier. 
If an attack hits a duplicate, the duplicate is destroyed. A 
duplicate can be destroyed only by an attack that hits it. 
It ignores all other damage and effects. The spell ends 
when all three duplicates are destroyed. 

A creature is unaffected by this spell if it can't see, if it 
relies on senses other than sight, such as blindsight, or 
if it can perceive illusions as false, as with truesight. 


MISLEAD 
5th-level illusion 


Casting Time: 1 action 

Range: Self 

Components: S 

Duration: Concentration, up to 1 hour 


You become invisible at the same time that an illusory 
double of you appears where you are standing. The 
double lasts for the duration, but the invisibility ends if 
you attack or cast a spell. 

You can use your action to move your illusory double 
up to twice your speed and make it gesture, speak, and 
behave in whatever way you choose. 

You can see through its eyes and hear through its ears 
as if you were located where it is. On each of your turns 
as a bonus action, you can switch from using its senses 
to using your own, or back again. While you are using its 
senses, you are blinded and deafened in regard to your 
own surroundings. 


Misty STEP 
2nd-level conjuration 


Casting Time: 1 bonus action 
Range: Self 

Components: V 

Duration: Instantaneous 


Briefly surrounded by silvery mist, you teleport up to 30 
feet to an unoccupied space that you can see. 


MODIFY MEMORY 
5th-level enchantment 


Casting Time: 1 action 

Range: 30 feet 

Components: V, S 

Duration: Concentration, up to 1 minute 


You attempt to reshape another creature's memories. 
One creature that you can see must make a Wisdom 
saving throw. If you are fighting the creature, it has 
advantage on the saving throw. On a failed save, the 
target becomes charmed by you for the duration. The 
charmed target is incapacitated and unaware of its 
surroundings, though it can still hear you. If it takes any 
damage or is targeted by another spell, this spell ends, 
and none of the target's memories are modified. 

While this charm lasts, you can affect the target's 
memory of an event that it experienced within the last 
24 hours and that lasted no more than 10 minutes. You 
can permanently eliminate all memory of the event, 
allow the target to recall the event with perfect clarity 
and exacting detail, change its memory of the details of 
the event, or create a memory of some other event. 

You must speak to the target to describe how 
its memories are affected, and it must be able to 
understand your language for the modified memories to 
take root. Its mind fills in any gaps in the details of your 
description, If the spell ends before you have finished 
describing the modified memories, the creature's 
memory isn't altered. Otherwise, the modified memories 
take hold when the spell ends. 

A modified memory doesn't necessarily affect how a 
creature behaves, particularly if the memory contradicts 
the creature's natural inclinations, alignment, or beliefs. 
An illogical modified memory, such as implanting a 
memory of how much the creature enjoyed dousing 
itself in acid, is dismissed, perhaps as a bad dream. The 
DM might deem a modified memory too nonsensical to 
affect a creature in a significant manner. 

A remove curse or greater restoration spell cast on the 
target restores the creature's true memory. 

At Higher Levels. If you cast this spell using a spell 
slot of 6th level or higher, you can alter the target's 
memories of an event that took place up to 7 days ago 
(6th level), 30 days ago (7th level), 1 year ago (8th level), 
or any time in the creature's past (9th level). 


MOONBEAM 
2nd-level evocation 


Casting Time: 1 action 

Range: 120 feet 

Components: V, S, M (several seeds of any moonseed 
plant and a piece of opalescent feldspar) 

Duration: Concentration, up to 1 minute 


A silvery beam of pale light shines down in a 5-foot- 

radius, 40-foot-high cylinder centered on a point within 

range. Until the spell ends, dim light fills the cylinder. 
When a creature enters the spell's area for the first 

time on a turn or starts its turn there, it is engulfed 

in ghostly flames that cause searing pain, and it must 

make a Constitution saving throw. It takes 2d10 radiant 


damage on a failed save, or half as much damage on a 
successful one. 

A shapechanger makes its saving throw with 
disadvantage. If it fails, it also instantly reverts to its 
original form and can't assume a different form until it 
leaves the spell's light. 

On each of your turns after you cast this spell, you can 
use an action to move the beam 60 feet in any direction. 

At Higher Levels. When you cast this spell using a 
spell slot of 3rd level or higher, the damage increases by 
1d10 for each slot level above 2nd. 


MORDENKAINEN'S FAITHFUL HOUND 
4th-level conjuration 


Casting Time: 1 action 

Range: 30 feet 

Components: V, S, M (a tiny silver whistle, a piece of 
bone, and a thread) 

Duration: 8 hours 


You conjure a phantom watchdog in an unoccupied 
space that you can see within range, where it remains 
for the duration, until you dismiss it as an action, or until 
you move more than 100 feet away from it. 

The hound is invisible to all creatures except you 
and can't be harmed. When a Small or larger creature 
comes within 30 feet of it without first speaking the 
password that you specify when you cast this spell, the 
hound starts barking loudly. The hound sees invisible 
creatures and can see into the Ethereal Plane. It 
ignores illusions. 

At the start of each of your turns, the hound attempts 
to bite one creature within 5 feet of it that is hostile 
to you. The hound's attack bonus is equal to your 
spellcasting ability modifier + your proficiency bonus. 
On a hit, it deals 4d8 piercing damage. 


MORDENKAINEN'S MAGNIFICENT MANSION 
7th-level conjuration 


Casting Time: 1 minute 

Range: 300 feet 

Components: V, S, M (a miniature portal carved from 
ivory, a small piece of polished marble, and a tiny 
silver spoon, each item worth at least 5 gp) 

Duration: 24 hours 


You conjure an extradimensional dwelling in range 
that lasts for the duration. You choose where its one 
entrance is located. The entrance shimmers faintly 
and is 5 feet wide and 10 feet tall. You and any creature 
you designate when you cast the spell can enter the 
extradimensional dwelling as long as the portal remains 
open. You can open or close the portal if you are within 
30 feet of it. While closed, the portal is invisible. 
Beyond the portal is a magnificent foyer with 
numerous chambers beyond. The atmosphere is clean, 
fresh, and warm. 
You can create any floor plan you like, but the space 
can't exceed 50 cubes, each cube being 10 feet on 
each side. The place is furnished and decorated as 
you choose. It contains sufficient food to serve a nine- 
course banquet for up to 100 people. A staff of 100 
near-transparent servants attends all who enter. You 


PART 3 | SPELLS 
261 


decide the visual appearance of these servants and their 
attire. They are completely obedient to your orders. 
Each servant can perform any task a normal human 
servant could perform, but they can’t attack or take 
any action that would directly harm another creature. 
Thus the servants can fetch things, clean, mend, fold 
clothes, light fires, serve food, pour wine, and so on. 
The servants can go anywhere in the mansion but 
can't leave it. Furnishings and other objects created 
by this spell dissipate into smoke if removed from the 
mansion. When the spell ends, any creatures inside 
the extradimensional space are expelled into the open 
spaces nearest to the entrance. 


MORDENKAINEN'S PRIVATE SANCTUM 
4th-level abjuration 


Casting Time: 10 minutes 

Range: 120 feet 

Components: V, S, M (a thin sheet of lead, a piece 
of opaque glass, a wad of cotton or cloth, and 
powdered chrysolite) 

Duration: 24 hours 


You make an area within range magically secure. The 
area is a cube that can be as small as 5 feet to as large 
as 100 feet on each side. The spell lasts for the duration 
or until you use an action to dismiss it. 

When you cast the spell, you decide what sort of 
security the spell provides, choosing any or all of the 
following properties: 


+ Sound can't pass through the barrier at the edge of 
the warded area. 

* The barrier of the warded area appears dark and foggy, 
preventing vision (including darkvision) through it. 

* Sensors created by divination spells can't appear 
inside the protected area or pass through the barrier 
at its perimeter. 

* Creatures in the area can't be targeted by divination 
spells. 

* Nothing can teleport into or out of the warded area. 

+ Planar travel is blocked within the warded area. 


Casting this spell on the same spot every day for a 
year makes this effect permanent. 

At Higher Levels. When you cast this spell using a 
spell slot of 5th level or higher, you can increase the size 
of the cube by 100 feet for each slot level beyond 4th. 
Thus you could protect a cube that can be up to 200 feet 
on one side by using a spell slot of 5th level. 


MORDENKAINEN'S SWORD 
7th-level evocation 


Casting Time: 1 action 

Range: 60 feet 

Components: V, S, M (a miniature platinum sword with 
a grip and pommel of copper and zinc, worth 250 gp) 

Duration: Concentration, up to 1 minute 


You create a sword-shaped plane of force that hovers 
within range. It lasts for the duration. 

When the sword appears, you make a melee spell 
attack against a target of your choice within 5 feet of the 
sword. On a hit, the target takes 3d10 force damage. 


Until the spell ends, you can use a bonus action on each 
of your turns to move the sword up to 20 feet to a spot 
you can see and repeat this attack against the same 
target or a different one. 


MovE EARTH 
6th-level transmutation 


Casting Time: | action 

Range: 120 feet 

Components: V, S, M (an iron blade and a small bag 
containing a mixture of soils—clay, loam, and sand) 

Duration: Concentration, up to 2 hours 


Choose an area of terrain no larger than 40 feet on a 
side within range. You can reshape dirt, sand, or clay 
in the area in any manner you choose for the duration. 
You can raise or lower the area’s elevation, create or fill 
in a trench, erect or flatten a wall, or form a pillar. The 
extent of any such changes can't exceed half the area’s 
largest dimension. So, if you affect a 40-foot square, 
you can create a pillar up to 20 feet high, raise or lower 
the square’s elevation by up to 20 feet, dig a trench up 
to 20 feet deep, and so on. It takes 10 minutes for these 
changes to complete. 

At the end of every 10 minutes you spend 
concentrating on the spell, you can choose a new area of 
terrain to affect. 

Because the terrain’s transformation occurs slowly, 
creatures in the area can't usually be trapped or injured 
by the ground's movement. 

This spell can't manipulate natural stone or 
stone construction. Rocks and structures shift to 
accommodate the new terrain. If the way you shape 
the terrain would make a structure unstable, it 
might collapse. 

Similarly, this spell doesn't directly affect plant 
growth. The moved earth carries any plants along with it. 


NONDETECTION 
3rd-level abjuration 


Casting Time: | action 

Range: Touch 

Components: V, S, M (a pinch of diamond dust 
worth 25 gp sprinkled over the target, which the 
spell consumes) 

Duration: 8 hours 


For the duration, you hide a target that you touch 
from divination magic. The target can be a willing 
creature or a place or an object no larger than 10 
feet in any dimension. The target can't be targeted by 
any divination magic or perceived through magical 
scrying sensors. 


NYSTULS MAGIC AURA 
2nd-level illusion 


Casting Time: | action 

Range: Touch 

Components: V, S, M (a small square of silk) 
Duration: 24 hours 


You place an illusion on a creature or an object 

you touch so that divination spells reveal false 
information about it. The target can be a willing 
creature or an object that isn't being carried or worn by 
another creature. 

When you cast the spell, choose one or both of the 
following effects. The effect lasts for the duration. If you 
cast this spell on the same creature or object every day 
for 30 days, placing the same effect on it each time, the 
illusion lasts until it is dispelled. 

False Aura. You change the way the target appears 
to spells and magical effects, such as detect magic, 
that detect magical auras. You can make a nonmagical 
object appear magical, a magical object appear 
nonmagical, or change the object's magical aura so that 
it appears to belong to a specific school of magic that 
you choose. When you use this effect on an object, you 
can make the false magic apparent to any creature that 
handles the item. 

Mask. You change the way the target appears to spells 
and magical effects that detect creature types, such as a 
paladin's Divine Sense or the trigger of a symbol spell. 
You choose a creature type and other spells and magical 
effects treat the target as if it were a creature of that 
type or of that alignment. 


OTILUKE'S FREEZING SPHERE 
6th-level evocation 


Casting Time: 1 action 

Range: 300 feet 

Components: V, S, M (a small crystal sphere) 
Duration: Instantaneous 


A frigid globe of cold energy streaks from your fingertips 
to a point of your choice within range, where it explodes 
in a 60-foot-radius sphere. Each creature within the 
area must make a Constitution saving throw. On a 
failed save, a creature takes 10d6 cold damage. Ona 
successful save, it takes half as much damage. 

If the globe strikes a body of water or a liquid that is 
principally water (not including water-based creatures), 
it freezes the liquid to a depth of 6 inches over an area 
30 feet square. This ice lasts for 1 minute. Creatures 
that were swimming on the surface of frozen water are 
trapped in the ice. A trapped creature can use an action 
to make a Strength check against your spell save DC 
to break free. 

You can refrain from firing the globe after completing 
the spell, if you wish. A small globe about the size of 
a sling stone, cool to the touch, appears in your hand. 
At any time, you or a creature you give the globe to 
can throw the globe (to a range of 40 feet) or hurl it 
with a sling (to the sling’s normal range). It shatters 
on impact, with the same effect as the normal casting 
of the spell. You can also set the globe down without 
shattering it. After 1 minute, if the globe hasn’t already 
shattered, it explodes. 

At Higher Levels. When you cast this spell using a 
spell slot of 7th level or higher, the damage increases by 
1d6 for each slot level above 6th. 


PART 3 | SPELLS : 
- 263 


bu 


PART 3 | SPELLS 


OTILUKE’S RESILIENT SPHERE 
4th-level evocation 


Casting Time: 1 action 

Range: 30 feet 

Components: V, S, M (a hemispherical piece of 
clear crystal and a matching hemispherical piece 
of gum arabic) 

Duration: Concentration, up to 1 minute 


A sphere of shimmering force encloses a creature 
or object of Large size or smaller within range. An 
unwilling creature must make a Dexterity saving 
throw. On a failed save, the creature is enclosed for 
the duration. 

Nothing—not physical objects, energy, or other spell 
effects—can pass through the barrier, in or out, though 
a creature in the sphere can breathe there. The sphere 
is immune to all damage, and a creature or object inside 
can't be damaged by attacks or effects originating from 
outside, nor can a creature inside the sphere damage 
anything outside it. 

The sphere is weightless and just large enough to 
contain the creature or object inside. An enclosed 
creature can use its action to push against the sphere's 
walls and thus roll the sphere at up to half the creature’s 
speed. Similarly, the globe can be picked up and moved 
by other creatures. 

A disintegrate spell targeting the globe destroys it 
without harming anything inside it. 


OTTO’S IRRESISTIBLE DANCE 
6th-level enchantment 


Casting Time: 1 action 

Range: 30 feet 

Components: V 

Duration: Concentration, up to 1 minute 


Choose one creature that you can see within range. The 
target begins a comic dance in place: shuffling, tapping 
its feet, and capering for the duration. Creatures that 
can't be charmed are immune to this spell. 

A dancing creature must use all its movement to 
dance without leaving its space and has disadvantage 
on Dexterity saving throws and attack rolls. While 
the target is affected by this spell, other creatures 
have advantage on attack rolls against it. As an 
action, a dancing creature makes a Wisdom saving 
throw to regain control of itself. On a successful save, 
the spell ends. 


PASS WITHOUT TRACE 
2nd-level abjuration 


Casting Time: 1 action 

Range: Self 

Components: V, S, M (ashes from a burned leaf of 
mistletoe and a sprig of spruce) 

Duration: Concentration, up to 1 hour 


A veil of shadows and silence radiates from you, 
masking you and your companions from detection. 
For the duration, cach creature you choose within 30 
feet of you (including you) has a *10 bonus to Dexterity 


4 


(Stealth) checks and can't be tracked except by magical 
means. A creature that receives this bonus leaves 
behind no tracks or other traces of its passage. 


PASSWALL 
5th-level transmutation 


Casting Time: 1 action 

Range: 30 feet 

Components: V, S, M (a pinch of sesame seeds) 
Duration: ] hour 


A passage appears at a point of your choice that you 

can see on a wooden, plaster, or stone surface (such as 

a wall, a ceiling, or a floor) within range, and lasts for 

the duration. You choose the opening's dimensions: up 

to 5 feet wide, 8 feet tall, and 20 feet deep. The passage 

creates no instability in a structure surrounding it. 
When the opening disappears, any creatures or 

objects still in the passage created by the spell are safely 

ejected to an unoccupied space nearest to the surface on 

which you cast the spell. 


PHANTASMAL FORCE 
2nd-level illusion 


Casting Time: 1 action 

Range: 60 feet 

Components: V, S, M (a bit of fleece) 
Duration: Concentration, up to 1 minute 


You craft an illusion that takes root in the mind of a 
creature that you can see within range. The target must 
make an Intelligence saving throw. On a failed save, you 
create a phantasmal object, creature, or other visible 
phenomenon of your choice that is no larger than a 
10-foot cube and that is perceivable only to the target 
for the duration. This spell has no effect on undead 

or constructs. 

The phantasm includes sound, temperature, and other 
stimuli, also evident only to the creature. 

The target can use its action to examine the phantasm 
with an Intelligence (Investigation) check against your 
spell save DC. If the check succeeds, the target realizes 
that the phantasm is an illusion, and the spell ends. 

While a target is affected by the spell, the target treats 
the phantasm as if it were real. The target rationalizes 
any illogical outcomes from interacting with the 
phantasm. For example, a target attempting to walk 
across a phantasmal bridge that spans a chasm falls 
once it steps onto the bridge. If the target survives the 
fall, it still believes that the bridge exists and comes up 
with some other explanation for its fall—it was pushed, 
it slipped, or a strong wind might have knocked it off. 

An affected target is so convinced of the phantasm's 
reality that it can even take damage from the illusion. A 
phantasm created to appear as a creature can attack the 
target. Similarly, a phantasm created to appear as fire, a 
pool of acid, or lava can burn the target. Each round on 
your turn, the phantasm can deal 1d6 psychic damage 
to the target if it is in the phantasm's area or within 5 
feet of the phantasm, provided that the illusion is of a 
creature or hazard that could logically deal damage, 
such as by attacking. The target perceives the damage 
as a type appropriate to the illusion. 


PHANTASMAL KILLER 
4th-level illusion 


Casting Time: | action 

Range: 120 feet 

Components: V, S 

Duration: Concentration, up to 1 minute 


You tap into the nightmares of a creature you can see 
within range and create an illusory manifestation of its 
deepest fears, visible only to that creature. The target 
must make a Wisdom saving throw. On a failed save, 
the target becomes frightened for the duration. At the 
start of each of the target's turns before the spell ends, 
the target must succeed on a Wisdom saving throw 
or take 4d10 psychic damage. On a successful save, 
the spell ends. 

At Higher Levels. When you cast this spell using a 
spell slot of 5th level or higher, the damage increases by 
1d10 for each slot level above 4th. 


PHANTOM STEED 
3rd-level illusion (ritual) 


Casting Time: 1 minute 
Range: 30 feet 
Components: V, S 
Duration: 1 hour 


A Large quasi-real, horselike creature appears on 
the ground in an unoccupied space of your choice 
within range. You decide the creature's appearance, 
but it is equipped with a saddle, bit, and bridle. Any 
of the equipment created by the spell vanishes in a 
puff of smoke if it is carried more than 10 feet away 
from the steed. 

For the duration, you or a creature you choose can 
ride the steed. The creature uses the statistics for a 
riding horse, except it has a speed of 100 feet and can 
travel 10 miles in an hour, or 13 miles at a fast pace. 
When the spell ends, the steed gradually fades, giving 
the rider 1 minute to dismount. The spell ends if you use 
an action to dismiss it or if the steed takes any damage. 


PLANAR ALLY 
6th-level conjuration 


Casting Time: 10 minutes 
Range: 60 feet 
Components: V, S 
Duration: Instantaneous 


You beseech an otherworldly entity for aid. The being 
must be known to you: a god, a primordial, a demon 
prince, or some other being of cosmic power. That entity 
sends a celestial, an elemental, or a fiend loyal to it to 
aid you, making the creature appear in an unoccupied 
space within range. If you know a specific creature's 
name, you can speak that name when you cast this spell 
to request that creature, though you might get a different 
creature anyway (DM's choice). 

When the creature appears, it is under no compulsion 
to behave in any particular way. You can ask the 
creature to perform a service in exchange for payment, 
but it isn't obliged to do so. The requested task could 
range from simple (fly us across the chasm, or help us 
fight a battle) to complex (spy on our enemies, or protect 


us during our foray into the dungeon). You must be 
able to communicate with the creature to bargain for 
its services. 

Payment can take a variety of forms. A celestial might 
require a sizable donation of gold or magic items to 
an allied temple, while a fiend might demand a living 
sacrifice or a gift of treasure. Some creatures might 
exchange their service for a quest undertaken by you. 

As a rule of thumb, a task that can be measured in 
minutes requires a payment worth 100 gp per minute. A 
task measured in hours requires 1,000 gp per hour. And 
a task measured in days (up to 10 days) requires 10,000 
gp per day. The DM can adjust these payments based on 
the circumstances under which you cast the spell. If the 
task is aligned with the creature's ethos, the payment 
might be halved or even waived. Nonhazardous tasks 
typically require only half the suggested payment, while 
especially dangerous tasks might require a greater gift. 
Creatures rarely accept tasks that seem suicidal. 

After the creature completes the task, or when the 
agreed-upon duration of service expires, the creature 
returns to its home plane after reporting back to you, 
if appropriate to the task and if possible. If you are 
unable to agree on a price for the creature's service, the 
creature immediately returns to its home plane. 

A creature enlisted to join your group counts as 
a member of it, receiving a full share of experience 
points awarded. 


PLANAR BINDING 
5th-level abjuration 


Casting Time: 1 hour 

Range: 60 feet 

Components: V, S, M (a jewel worth at least 1,000 gp, 
which the spell consumes) 

Duration: 24 hours 


With this spell, you attempt to bind a celestial, an 
elemental, a fey, or a fiend to your service. The creature 
must be within range for the entire casting of the spell. 
(Typically, the creature is first summoned into the center 
of an inverted magic circle in order to keep it trapped 
while this spell is cast.) At the completion of the casting, 
the target must make a Charisma saving throw. Ona 
failed save, it is bound to serve you for the duration. If 
the creature was summoned or created by another spell, 
that spell’s duration is extended to match the duration 

of this spell. 

A bound creature must follow your instructions to the 
best of its ability. You might command the creature to 
accompany you on an adventure, to guard a location, or 
to deliver a message. The creature obeys the letter of 
your instructions, but if the creature is hostile to you, it 
strives to twist your words to achieve its own objectives. 
If the creature carries out your instructions completely 
before the spell ends, it travels to you to report this fact 
if you are on the same plane of existence. If you are on a 
different plane of existence, it returns to the place where 
you bound it and remains there until the spell ends. 

At Higher Levels. When you cast this spell using a 
spell slot of a higher level, the duration increases to 10 
days with a 6th-level slot, to 30 days with a 7th-level slot, 
to 180 days with an 8th-level slot, and to a year and a 
day with a 9th-level spell slot. 


PART 3 | SPELLS 


E — — 265 


266 


PLANE SHIFT 
7th-level conjuration 


Casting Time: 1 action 

Range: Touch 

Components: V, S, M (a forked, metal rod worth at least 
250 gp, attuned to a particular plane of existence) 

Duration: Instantaneous 


You and up to eight willing creatures who link hands in 
a circle are transported to a different plane of existence. 
You can specify a target destination in general terms, 
such as the City of Brass on the Elemental Plane of 
Fire or the palace of Dispater on the second level of the 
Nine Hells, and you appear in or near that destination. 
If you are trying to reach the City of Brass, for example, 
you might arrive in its Street of Steel, before its Gate of 
Ashes, or looking at the city from across the Sea of Fire, 
at the DM’s discretion. 

Alternatively, if you know the sigil sequence of a 
teleportation circle on another plane of existence, this 
spell can take you to that circle. If the teleportation 
circle is too small to hold all the creatures you 
transported, they appear in the closest unoccupied 
spaces next to the circle. 

You can use this spell to banish an unwilling creature 
to another plane. Choose a creature within your reach 
and make a melee spell attack against it. On a hit, the 
creature must make a Charisma saving throw. If the 
creature fails this save, it is transported to a random 
location on the plane of existence you specify. A creature 
so transported must find its own way back to your 
current plane of existence. 


PLANT GROWTH 
3rd-level transmutation 


Casting Time: 1 action or 8 hours 
Range: 150 feet 

Components: V, S 

Duration: Instantaneous 


This spell channels vitality into plants within a specific 
area. There are two possible uses for the spell, granting 
either immediate or long-term benefits. 

If you cast this spell using 1 action, choose a point 
within range. All normal plants in a 100-foot radius 
centered on that point become thick and overgrown. A 
creature moving through the area must spend 4 feet of 
movement for every 1 foot it moves. 

You can exclude one or more areas of any size within 
the spell's area from being affected. 

If you cast this spell over 8 hours, you enrich the 
land. All plants in a half-mile radius centered on a point 
within range become enriched for 1 year. The plants 
yield twice the normal amount of food when harvested. 


POISON SPRAY 
Conjuration cantrip 


Casting Time: 1 action 
Range: 10 feet 
Components: V, S 
Duration: Instantaneous 


PART 3 | SPELLS 


e 


You extend your hand toward a creature you can see 
within range and project a puff of noxious gas from your 
palm. The creature must succeed on a Constitution 
saving throw or take 1d12 poison damage. 

This spell's damage increases by 1d12 when you reach 
5th level (2d12), 11th level (3412), and 17th level (4d12). 


POLYMORPH 
4th-level transmutation 


Casting Time: 1 action 

Range: 60 feet 

Components: V, S, M (a caterpillar cocoon) 
Duration: Concentration, up to 1 hour 


This spell transforms a creature that you can see 
within range into a new form. An unwilling creature 
must make a Wisdom saving throw to avoid the 
effect. A shapechanger automatically succeeds on this 
saving throw. 

The transformation lasts for the duration, or until 
the target drops to 0 hit points or dies. The new form 
can be any beast whose challenge rating is equal to or 
less than the target's (or the target's level, if it doesn't 
have a challenge rating). The target's game statistics, 
including mental ability scores, are replaced by the 
statistics of the chosen beast. It retains its alignment 
and personality. 

The target assumes the hit points of its new form. 
When it reverts to its normal form, the creature 
returns to the number of hit points it had before it 
transformed. If it reverts as a result of dropping to 
0 hit points, any excess damage carries over to its 
normal form. As long as the excess damage doesn't 
reduce the creature's normal form to 0 hit points, it isn't 
knocked unconscious. 

The creature is limited in the actions it can perform by 
the nature of its new form, and it can't speak, cast spells, 
or take any other action that requires hands or speech. 

The target's gear melds into the new form. The 
creature can't activate, use, wield, or otherwise benefit 
from any of its equipment. 


POWER WorRD HEAL 
9th-level evocation 


Casting Time: 1 action 
Range: Touch 
Components: V, S 
Duration: Instantaneous 


A wave of healing energy washes over the creature 

you touch. The target regains all its hit points. If the 
creature is charmed, frightened, paralyzed, or stunned, 
the condition ends. If the creature is prone, it can use its 
reaction to stand up. This spell has no effect on undead 
or constructs. 


PowER WORD KILL 
9th-level enchantment 


Casting Time: 1 action 
Range: 60 feet 
Components: V 
Duration: Instantaneous 


You utter a word of power that can compel one creature 
you can see within range to die instantly. If the 
creature you choose has 100 hit points or fewer, it dies. 
Otherwise, the spell has no effect. 


POWER WORD STUN 
Sth-level enchantment 


Casting Time: 1 action 
Range: 60 feet 
Components: V 
Duration: Instantaneous 


You speak a word of power that can overwhelm the 
mind of one creature you can see within range, leaving 
it dumbfounded. If the target has 150 hit points or fewer, 
it is stunned. Otherwise, the spell has no effect. 

The stunned target must make a Constitution saving 
throw at the end of each of its turns. On a successful 
save, this stunning effect ends. 


PRAYER OF HEALING 
2nd-level evocation 


Casting Time: 10 minutes 
Range: 30 feet 
Components: V 
Duration: Instantaneous 


Up to six creatures of your choice that you can see 
within range each regain hit points equal to 2d8 + your 
spellcasting ability modifier. This spell has no effect on 
undead or constructs. 

At Higher Levels. When you cast this spell using a 
spell slot of 3rd level or higher, the healing increases by 
1d8 for each slot level above 2nd. 


PRESTIDIGITATION 
Transmutation cantrip 


Casting Time: 1 action 
Range: 10 feet 
Components: V, S 
Duration: Up to 1 hour 


This spell is a minor magical trick that novice 
spellcasters use for practice. You create one of the 
following magical effects within range: 


* You create an instantaneous, harmless sensory effect, 
such as a shower of sparks, a puff of wind, faint musi- 
cal notes, or an odd odor. 

+ You instantaneously light or snuff out a candle, a 
torch, or a small campfire. 

* Youinstantaneously clean or soil an object no larger 
than 1 cubic foot. 

+ You chill, warm, or flavor up to 1 cubic foot of nonliv- 
ing material for 1 hour. 

* You make a color, a small mark, or a symbol appear 
on an object or a surface for 1 hour. 

* Youcreate a nonmagical trinket or an illusory image 
that can fit in your hand and that lasts until the end of 
your next turn. 


If you cast this spell multiple times, you can have up to 
three of its non-instantaneous effects active at a time, 
and you can dismiss such an effect as an action. 


PRISMATIC SPRAY 
Zth-level evocation 


Casting Time: 1 action 
Range: Self (60-foot cone) 
Components: V, S 
Duration: Instantaneous 


Eight multicolored rays of light flash from your hand. 
Each ray is a different color and has a different power 
and purpose. Each creature in a 60-foot cone must 
make a Dexterity saving throw. For each target, roll a d8 
to determine which color ray affects it. 

1. Red. The target takes 10d6 fire damage on a failed 
save, or half as much damage on a successful one. 

2. Orange. The target takes 10d6 acid damage on a 
failed save, or half as much damage on a successful one. 

3. Yellow. The target takes 10d6 lightning damage on a 
failed save, or half as much damage on a successful one. 

4. Green. The target takes 10d6 poison damage on a 
failed save, or half as much damage on a successful one. 

5. Blue. The target takes 10d6 cold damage on a failed 
save, or half as much damage on a successful one. 

6. Indigo. On a failed save, the target is restrained. 

It must then make a Constitution saving throw at the 
end of each of its turns. If it successfully saves three 
times, the spell ends. If it fails its save three times, 

it permanently turns to stone and is subjected to the 
petrified condition. The successes and failures don't 
need to be consecutive; keep track of both until the 
target collects three of a kind. 

7. Violet. On a failed save, the target is blinded. It 
must then make a Wisdom saving throw at the start of 
your next turn. A successful save ends the blindness. If 
it fails that save, the creature is transported to another 
plane of existence of the DM's choosing and is no longer 
blinded. (Typically, a creature that is on a plane that isn't 
its home plane is banished home, while other creatures 
are usually cast into the Astral or Ethereal planes.) 

8. Special. The target is struck by two rays. Roll twice 
more, rerolling any 8. 


PRISMATIC WALL 
9th-level abjuration 


Casting Time: 1 action 
Range: 60 feet 
Components: V, S 
Duration: 10 minutes 


A shimmering, multicolored plane of light forms a 
vertical opaque wall—up to 90 feet long, 30 feet high, 
and 1 inch thick—centered on a point you can see 
within range. Alternatively, you can shape the wall into 
a sphere up to 30 feet in diameter centered on a point 
you choose within range. The wall remains in place for 
the duration. If you position the wall so that it passes 
through a space occupied by a creature, the spell fails, 
and your action and the spell slot are wasted. 

The wall sheds bright light out to a range of 100 
feet and dim light for an additional 100 feet. You and 
creatures you designate at the time you cast the spell 
can pass through and remain near the wall without 
harm. If another creature that can see the wall moves to 
within 20 feet of it or starts its turn there, the creature 


PART 3 | SPELLS å 
- —s 267 


must succeed on a Constitution saving throw or become 
blinded for 1 minute. 

The wall consists of seven layers, each with a different 
color, When a creature attempts to reach into or pass 
through the wall, it does so one layer at a time through 
all the wall's layers. As it passes or reaches through 
each layer, the creature must make a Dexterity saving 
throw or be affected by that layer’s properties as 
described below. 

The wall can be destroyed, also one layer at a time, in 
order from red to violet, by means specific to each layer. 
Once a layer is destroyed, it remains so for the duration 
of the spell. A rod of cancellation destroys a prismatic 
wall, but an antimagic field has no effect on it. 

1. Red. The creature takes 10d6 fire damage on a 
failed save, or half as much damage on a successful one. 
While this layer is in place, nonmagical ranged attacks 
can't pass through the wall. The layer can be destroyed 
by dealing at least 25 cold damage to it. 

2. Orange. The creature takes 10d6 acid damage on 
a failed save, or half as much damage on a successful 
one. While this layer is in place, magical ranged attacks 
can't pass through the wall. The layer is destroyed by 
a strong wind. 

3. Yellow. The creature takes 10d6 lightning damage 
on a failed save, or half as much damage on a successful 
one. This layer can be destroyed by dealing at least 60 
force damage to it. 

4. Green. The creature takes 10d6 poison damage on 
a failed save, or half as much damage on a successful 
one. A passwall spell, or another spell of equal or 
greater level that can open a portal on a solid surface, 
destroys this layer. 

5. Blue. The creature takes 10d6 cold damage on a 
failed save, or half as much damage on a successful one. 
This layer can be destroyed by dealing at least 25 fire 
damage to it. 

6. Indigo. On a failed save, the creature is restrained. 
It must then make a Constitution saving throw at the 
end of each of its turns. If it successfully saves three 
times, the spell ends. If it fails its save three times, 
it permanently turns to stone and is subjected to the 
petrified condition. The successes and failures don't 
need to be consecutive; keep track of both until the 
creature collects three of a kind. 

While this layer is in place, spells can't be cast 
through the wall. The layer is destroyed by bright light 
shed by a daylight spell or a similar spell of equal or 
higher level. 

7. Violet. On a failed save, the creature is blinded. It 
must then make a Wisdom saving throw at the start of 
your next turn. A successful save ends the blindness. If 
it fails that save, the creature is transported to another 
plane of the DM's choosing and is no longer blinded. 
(Typically, a creature that is on a plane that isn't its 
home plane is banished home, while other creatures 
are usually cast into the Astral or Ethereal planes.) This 
layer is destroyed by a dispel magic spell or a similar 
spell of equal or higher level that can end spells and 
magical effects. 


PRODUCE FLAME 
Conjuration cantrip 


Casting Time: 1 action 
Range: Self 
Components: V, S 
Duration: 10 minutes 


A flickering flame appears in your hand. The flame 
remains there for the duration and harms neither you 
nor your equipment. The flame sheds bright light in a 
10-foot radius and dim light for an additional 10 feet. 
The spell ends if you dismiss it as an action or if you 
cast it again. 

You can also attack with the flame, although doing so 
ends the spell. When you cast this spell, or as an action 
on a later turn, you can hurl the flame at a creature 
within 30 feet of you. Make a ranged spell attack. On a 
hit, the target takes 1d8 fire damage. 

This spell's damage increases by 1d8 when you reach 
5th level (2d8), 11th level (3d8), and 17th level (4d8). 


PROGRAMMED ILLUSION 
6th-level illusion 


Casting Time: 1 action 

Range: 120 feet 

Components: V, S, M (a bit of fleece and jade dust worth 
at least 25 gp) 

Duration: Until dispelled 


You create an illusion of an object, a creature, or 

some other visible phenomenon within range that 
activates when a specific condition occurs. The illusion 
is imperceptible until then. It must be no larger than a 
30-foot cube, and you decide when you cast the spell 
how the illusion behaves and what sounds it makes. This 
scripted performance can last up to 5 minutes. 

When the condition you specify occurs, the illusion 
springs into existence and performs in the manner you 
described. Once the illusion finishes performing, it 
disappears and remains dormant for 10 minutes. After 
this time, the illusion can be activated again. 

The triggering condition can be as general or as 
detailed as you like, though it must be based on visual or 
audible conditions that occur within 30 feet of the area. 
For example, you could create an illusion of yourself 
to appear and warn off others who attempt to open a 
trapped door, or you could set the illusion to trigger only 
when a creature says the correct word or phrase. 

Physical interaction with the image reveals it to be an 
illusion, because things can pass through it. A creature 
that uses its action to examine the image can determine 
that it is an illusion with a successful Intelligence 
(Investigation) check against your spell save DC. If a 
creature discerns the illusion for what it is, the creature 
can see through the image, and any noise it makes 
sounds hollow to the creature. 


PART 3 | SPELLS 


269 


PROJECT IMAGE 
7th-level illusion 


Casting Time: 1 action 

Range: 500 miles 

Components: V, S, M (a small replica of you made from 
materials worth at least 5 gp) 

Duration: Concentration, up to 1 day 


You create an illusory copy of yourself that lasts for 
the duration. The copy can appear at any location 
within range that you have seen before, regardless of 
intervening obstacles. The illusion looks and sounds 
like you but is intangible. If the illusion takes any 
damage, it disappears, and the spell ends. 

You can use your action to move this illusion up to 
twice your speed, and make it gesture, speak, and 
behave in whatever way you choose. It mimics your 
mannerisms perfectly. 

You can see through its eyes and hear through its 
ears as if you were in its space. On your turn as a bonus 
action, you can switch from using its senses to using 
your own, or back again. While you are using its senses, 
you are blinded and deafened in regard to your own 
surroundings. 

Physical interaction with the image reveals it to be an 
illusion, because things can pass through it. A creature 
that uses its action to examine the image can determine 
that it is an illusion with a successful Intelligence 
(Investigation) check against your spell save DC. If a 
creature discerns the illusion for what it is, the creature 
can see through the image, and any noise it makes 
sounds hollow to the creature. 


PROTECTION FROM ENERGY 
3rd-level abjuration 


Casting Time: 1 action 

Range: Touch 

Components: V, S 

Duration: Concentration, up to 1 hour 


For the duration, the willing creature you touch has 
resistance to one damage type of your choice: acid, cold, 
fire, lightning, or thunder. 


PROTECTION FROM EVIL AND GOOD 
Ist-level abjuration 


Casting Time: | action 

Range: Touch 

Components: V, S, M (holy water or powdered silver 
and iron, which the spell consumes) 

Duration: Concentration up to 10 minutes 


Until the spell ends, one willing creature you 
touch is protected against certain types of 
creatures: aberrations, celestials, elementals, fey, 
fiends, and undead. 

The protection grants several benefits. Creatures of 
those types have disadvantage on attack rolls against 
the target. The target also can’t be charmed, frightened, 
or possessed by them. If the target is already charmed, 
frightened, or possessed by such a creature, the target 
has advantage on any new saving throw against the 
relevant effect. 


PART 3 | SPELLS 


PROTECTION FROM POISON 
2nd-level abjuration 


Casting Time: 1 action 
Range: Touch 
Components: V, S 
Duration: 1 hour 


You touch a creature. Ifit is poisoned, you neutralize the 
poison, If more than one poison afflicts the target, you 
neutralize one poison that you know is present, or you 
neutralize one at random. 

For the duration, the target has advantage on saving 
throws against being poisoned, and it has resistance to 
poison damage. 


PURIFY FOOD AND DRINK 
Ist-level transmutation (ritual) 


Casting Time: | action 
Range: 10 feet 
Components: V, S 
Duration: Instantaneous 


All nonmagical food and drink within a 5-foot-radius 
sphere centered on a point of your choice within range is 
purified and rendered free of poison and disease. 


RAISE DEAD 
5th-level necromancy 


Casting Time: 1 hour 

Range: Touch 

Components: V, S, M (a diamond worth at least 500 gp, 
which the spell consumes) 

Duration: Instantaneous 


You return a dead creature you touch to life, provided 
that it has been dead no longer than 10 days. If the 
creature's soul is both willing and at liberty to rejoin the 
body, the creature returns to life with 1 hit point. 

This spell also neutralizes any poisons and cures 
nonmagical diseases that affected the creature at the 
time it died. This spell doesn't, however, remove magical 
diseases, curses, or similar effects; if these aren't first 
removed prior to casting the spell, they take effect when 
the creature returns to life. The spell can't return an 
undead creature to life. 

This spell closes all mortal wounds, but it doesn't 
restore missing body parts. If the creature is lacking 
body parts or organs integral for its survival—its head, 
for instance—the spell automatically fails. 

Coming back from the dead is an ordeal. The target 
takes a —4 penalty to all attack rolls, saving throws, and 
ability checks. Every time the target finishes a long rest, 
the penalty is reduced by 1 until it disappears. 


RARY'S TELEPATHIC BOND 
5th-level divination (ritual) 


Casting Time: 1 action 

Range: 30 feet 

Components: V, S, M (pieces of eggshell from two 
different kinds of creatures) 

Duration: 1 hour 


You forge a telepathic link among up to eight willing 
creatures of your choice within range, psychically 


linking each creature to all the others for the duration. 
Creatures with Intelligence scores of 2 or less aren't 
affected by this spell. 

Until the spell ends, the targets can communicate 
telepathically through the bond whether or not they have 
a common language. The communication is possible 
over any distance, though it can't extend to other planes 
of existence. 


Ray OF ENFEEBLEMENT 
2nd-level necromancy 


Casting Time: 1 action 

Range: 60 feet 

Components: V, S 

Duration: Concentration, up to 1 minute 


A black beam of enervating energy springs from your 
finger toward a creature within range. Make a ranged 
spell attack against the target. On a hit, the target deals 
only half damage with weapon attacks that use Strength 
until the spell ends. 

At the end of each of the target's turns, it can make 
a Constitution saving throw against the spell. On a 
success, the spell ends. 


Ray or FROST 
Evocation cantrip 


Casting Time: 1 action 
Range: 60 feet 
Components: V, S 
Duration: Instantaneous 


A frigid beam of blue-white light streaks toward a 
creature within range. Make a ranged spell attack 
against the target. On a hit, it takes 1d8 cold damage, 
and its speed is reduced by 10 feet until the start of 
your next turn. 

The spell's damage increases by 1d8 when you reach 
5th level (2d8), 11th level (3d8), and 17th level (4d8). 


Ray OF SICKNESS 
Ist-level necromancy 


Casting Time: 1 action 
Range: 60 feet 
Components: V, S 
Duration: Instantancous 


A ray of sickening greenish energy lashes out toward 
a creature within range. Make a ranged spell attack 
against the target. On a hit, the target takes 2d8 poison 
damage and must make a Constitution saving throw. 
On a failed save, it is also poisoned until the end of 
your next turn. 

At Higher Levels. When you cast this spell using a 
spell slot of 2nd level or higher, the damage increases by 
1d8 for each slot level above 1st. 


REGENERATE 
— Zth-level transmutation 


Casting Time: 1 minute 

Range: Touch 

Components: V, S, M (a prayer wheel and holy water) 
Duration: 1 hour 


You touch a creature and stimulate its natural healing 

ability. The target regains 4d8 + 15 hit points. For the 

duration of the spell, the target regains 1 hit point at the 

start of each of its turns (10 hit points each minute). 
The target's severed body members (fingers, legs, 

tails, and so on), if any, are restored after 2 minutes. 

If you have the severed part and hold it to the stump, 

the spell instantaneously causes the limb to knit 

to the stump. 


REINCARNATE 
5th-level transmutation 


Casting Time: 1 hour 

Range: Touch 

Components: V, S, M (rare oils and unguents worth at 
least 1,000 gp, which the spell consumes) 

Duration: Instantaneous 


You touch a dead humanoid or a piece of a dead 
humanoid. Provided that the creature has been dead no 
longer than 10 days, the spell forms a new adult body 
for it and then calls the soul to enter that body. If the 
target’s soul isn’t free or willing to do so, the spell fails. 
The magic fashions a new body for the creature 
to inhabit, which likely causes the creature's race to 
change. The DM rolls a d100 and consults the following 
table to determine what form the creature takes when 
restored to life, or the DM chooses a form. 


d100 Race 

01-04 Dragonborn 
05-13 Dwarf, hill 

14-21 Dwarf, mountain 
22-25 Elf, dark 

26-34 Elf, high 

35-42 Elf, wood 

43-46 Gnome, forest 
47-52 Gnome, rock 
53-56  Half.elf 

57-60 . Half-orc 

61-68 Halfling, lightfoot 
69-76 Halfling, stout 
77-96 Human 

97-00  Tiefling 


The reincarnated creature recalls its former life 
and experiences. It retains the capabilities it had in its 
original form, except it exchanges its original race for 
the new one and changes its racial traits accordingly. 


REMOVE CURSE 
3rd-level abjuration 


Casting Time: 1 action 
Range: Touch 
Components: V, S 
Duration: Instantaneous 


At your touch, all curses affecting one creature or 
object end. If the object is a cursed magic item, its curse 
remains, but the spell breaks its owner's attunement to 
the object so it can be removed or discarded. 


PART 3 | SPELLS 


M 


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PART 3 | SPELLS 


RESISTANCE 
Abjuration cantrip 


Casting Time: 1 action 

Range: Touch 

Components: V, S, M (a miniature cloak) 
Duration: Concentration, up to 1 minute 


You touch one willing creature. Once before the spell 
ends, the target can roll a d4 and add the number 
rolled to one saving throw of its choice. It can roll 
the die before or after making the saving throw. The 
spell then ends. 


RESURRECTION 
7th-level necromancy 


Casting Time: 1 hour 

Range: Touch 

Components: V, S, M (a diamond worth at least 1,000 
gp, which the spell consumes) 

Duration: Instantaneous 


You touch a dead creature that has been dead for no 
more than a century, that didn’t die of old age, and that 
isn’t undead. If its soul is free and willing, the target 
returns to life with all its hit points. 

This spell neutralizes any poisons and cures normal 
diseases afflicting the creature when it died. It doesn't, 
however, remove magical diseases, curses, and the like; 
if such effects aren't removed prior to casting the spell, 
they afflict the target on its return to life. 

This spell closes all mortal wounds and restores any 
missing body parts. 

Coming back from the dead is an ordeal. The target 
takes a —4 penalty to all attack rolls, saving throws, and 
ability checks. Every time the target finishes a long rest, 
the penalty is reduced by 1 until it disappears. 

Casting this spell to restore life to a creature that has 
been dead for one year or longer taxes you greatly. Until 
you finish a long rest, you can't cast spells again, and 
you have disadvantage on all attack rolls, ability checks, 
and saving throws. 


REVERSE GRAVITY 
7th-level transmutation 


Casting Time: 1 action 

Range: 100 feet 

Components: V, S, M (a lodestone and iron filings) 
Duration: Concentration, up to 1 minute 


This spell reverses gravity in a 50-foot-radius, 100- 

foot high cylinder centered on a point within range. All 
creatures and objects that aren't somehow anchored to 
the ground in the area fall upward and reach the top of 
the area when you cast this spell. A creature can make a 
Dexterity saving throw to grab onto a fixed object it can 
reach, thus avoiding the fall. 

If some solid object (such as a ceiling) is encountered 
in this fall, falling objects and creatures strike it just as 
they would during a normal downward fall. If an object 
or creature reaches the top of the area without striking 
anything, it remains there, oscillating slightly, for 
the duration. 

At the end of the duration, affected objects and 
creatures fall back down. 


REVIVIFY 
3rd-level conjuration 


Casting Time: 1 action 

Range: Touch 

Components: V, S, M (diamonds worth 300 gp, which 
the spell consumes) 

Duration: Instantaneous 


You touch a creature that has died within the last 
minute. That creature returns to life with 1 hit point. 
This spell can’t return to life a creature that has died of 
old age, nor can it restore any missing body parts. 


ROPE TRICK 
2nd-level transmutation 


Casting Time: 1 action 

Range: Touch 

Components: V, S, M (powdered corn extract and a 
twisted loop of parchment) 

Duration: | hour 


You touch a length of rope that is up to 60 feet long. 
One end of the rope then rises into the air until the 
whole rope hangs perpendicular to the ground. At the 
upper end of the rope, an invisible entrance opens to an 
extradimensional space that lasts until the spell ends. 

The extradimensional space can be reached by 
climbing to the top of the rope. The space can hold as 
many as eight Medium or smaller creatures. The rope 
can be pulled into the space, making the rope disappear 
from view outside the space. 

Attacks and spells can't cross through the entrance 
into or out of the extradimensional space, but those 
inside can see out of it as if through a 3-foot-by-5-foot 
window centered on the rope. 

Anything inside the extradimensional space drops out 
when the spell ends. 


SACRED FLAME 
Evocation cantrip 


Casting Time: 1 action 
Range: 60 feet 
Components: V, S 
Duration: Instantaneous 


Flame-like radiance descends on a creature that you 
can see within range. The target must succeed on a 
Dexterity saving throw or take 1d8 radiant damage. The 
target gains no benefit from cover for this saving throw. 

The spell's damage increases by 1d8 when you reach 
5th level (2d8), 11th level (3d8), and 17th level (4d8). 


SANCTUARY 
Ist-level abjuration 


Casting Time: 1 bonus action 

Range: 30 feet 

Components: V, S, M (a small silver mirror) 
Duration: 1 minute 


You ward a creature within range against attack. Until 
the spell ends, any creature who targets the warded 
creature with an attack or a harmful spell must first 
make a Wisdom saving throw. On a failed save, the 
creature must choose a new target or lose the attack 


or spell. This spell doesn’t protect the warded creature 
from area effects, such as the explosion of a fireball. 

If the warded creature makes an attack or casts a spell 
that affects an enemy creature, this spell ends. 


SCORCHING RAY 
2nd-level evocation 


Casting Time: | action 
Range: 120 feet 
Components: V, S 
Duration: Instantaneous 


You create three rays of fire and hurl them at targets 
within range. You can hurl them at one target or several. 
Make a ranged spell attack for each ray. On a hit, the 
target takes 2d6 fire damage. 

At Higher Levels. When you cast this spell using a 
spell slot of 3rd level or higher, you create one additional 
ray for each slot level above 2nd. 


SCRYING 
5th-level divination 


Casting Time: 10 minutes 

Range: Self 

Components: V, S, M (a focus worth at least 1,000 gp, 
such as a crystal ball, a silver mirror, or a font filled 
with holy water) 

Duration: Concentration, up to 10 minutes 


You can see and hear a particular creature you choose 
that is on the same plane of existence as you. The target 
must make a Wisdom saving throw, which is modified 
by how well you know the target and the sort of physical 
connection you have to it. If a target knows you're 
casting this spell, it can fail the saving throw voluntarily 
if it wants to be observed. 


Knowledge Save Modifier 
Secondhand (you have heard of the target) +5 
Firsthand (you have met the target) +0 
Familiar (you know the target well) -5 
Connection Save Modifier 
Likeness or picture -2 
Possession or garment -4 
Body part, lock of hair, bit of nail, or the like -10 


On a successful save, the target isn’t affected, and you 
can't use this spell against it again for 24 hours. 

On a failed save, the spell creates an invisible sensor 
within 10 feet of the target. You can see and hear through 
the sensor as if you were there. The sensor moves with 
the target, remaining within 10 feet of it for the duration. 
A creature that can see invisible objects sees the sensor 
as a luminous orb about the size of your fist. 

Instead of targeting a creature, you can choose a 
location you have seen before as the target of this spell. 
When you do, the sensor appears at that location and 
doesn't move. 


SEARING SMITE 
Ist-level evocation 


Casting Time: 1 bonus action 

Range: Self 

Components: V 

Duration: Concentration, up to 1 minute 


The next time you hit a creature with a melee weapon 
attack during the spell's duration, your weapon flares 
with white-hot intensity, and the attack deals an extra 
1d6 fire damage to the target and causes the target to 
ignite in flames. At the start of each of its turns until 
the spell ends, the target must make a Constitution 
saving throw. On a failed save, it takes 1d6 fire damage. 
On a successful save, the spell ends. If the target or a 
creature within 5 feet of it uses an action to put out the 
flames, or if some other effect douses the flames (such 
as the target being submerged in water), the spell ends. 
At Higher Levels. When you cast this spell using a 
spell slot of 2nd level or higher, the initial extra damage 
dealt by the attack increases by 1d6 for each slot 
level above 1st. 


SEE INVISIBILITY 
2nd-level divination 


Casting Time: 1 action 

Range: Self 

Components: V, S, M (a pinch of tale and a small 
sprinkling of powdered silver) 

Duration: 1 hour 


For the duration, you see invisible creatures and objects 
as if they were visible, and you can see into the Ethereal 
Plane. Ethereal creatures and objects appear ghostly 
and translucent. 


SEEMING 
5th-level illusion 


Casting Time: 1 action 

Range: 30 feet 

Components: V, S a 
Duration: 8 hours 


This spell allows you to change the appearance of any 
number of creatures that you can see within range. You 
give each target you choose a new, illusory appearance. 
An unwilling target can make a Charisma saving throw, 
and if it succeeds, it is unaffected by this spell. 

The spell disguises physical appearance as well as 
clothing, armor, weapons, and equipment. You can make 
each creature seem 1 foot shorter or taller and appear 
thin, fat, or in between. You can't change a target's body 
type, so you must choose a form that has the same 
basic arrangement of limbs. Otherwise, the extent of 
the illusion is up to you. The spell lasts for the duration, 
unless you use your action to dismiss it sooner. 

The changes wrought by this spell fail to hold up to 
physical inspection. For example, if you use this spell 
to add a hat to a creature's outfit, objects pass through 
the hat, and anyone who touches it would feel nothing 
or would feel the creature's head and hair. If you use 
this spell to appear thinner than you are, the hand of 


PART 3 | SPELLS 


^in 


someone who reaches out to touch you would bump into 
you while it was seemingly still in midair. 

A creature can use its action to inspect a target and 
make an Intelligence (Investigation) check against your 
spell save DC. If it succeeds, it becomes aware that the 
target is disguised. 


SENDING 
3rd-level evocation 


Casting Time: 1 action 

Range: Unlimited 

Components: V, S, M (a short piece of fine copper wire) 
Duration: 1 round 


You send a short message of twenty-five words or 

less to a creature with which you are familiar. The 
creature hears the message in its mind, recognizes 
you as the sender if it knows you, and can answer in a 
like manner immediately. The spell enables creatures 
with Intelligence scores of at least 1 to understand the 
meaning of your message. 

You can send the message across any distance and 
even to other planes of existence, but if the target is on a 
different plane than you, there is a 5 percent chance that 
the message doesn't arrive. 


SEQUESTER 
7th-level transmutation 


Casting Time: 1 action 

Range: Touch 

Components: V, S, M (a powder composed of diamond, 
emerald, ruby, and sapphire dust worth at least 5,000 
gp, which the spell consumes) 

Duration: Until dispelled 


By means of this spell, a willing creature or an object 
can be hidden away, safe from detection for the 
duration. When you cast the spell and touch the target, 
it becomes invisible and can't be targeted by divination 
spells or perceived through scrying sensors created by 
divination spells. 

If the target is a creature, it falls into a state of 
suspended animation. Time ceases to flow for it, and it 
doesn't grow older. 

You can set a condition for the spell to end early. 
The condition can be anything you choose, but it 
must occur or be visible within 1 mile of the target. 
Examples include "after 1,000 years" or "when the 
tarrasque awakens." This spell also ends if the target 
takes any damage. 


SHAPECHANGE 
Oth-level transmutation 


Casting Time: 1 action 

Range: Self 

Components: V, S, M (a jade circlet worth at least 1,500 
gp, which you must place on your head before you 
cast the spell) 

Duration: Concentration, up to 1 hour 


You assume the form of a different creature for the 
duration. The new form can be of any creature with 
a challenge rating equal to your level or lower. The 


creature can't be a construct or an undead, and you 
must have seen the sort of creature at least once. You 
transform into an average example of that creature, one 
without any class levels or the Spellcasting trait. 

Your game statistics are replaced by the statistics 
of the chosen creature, though you retain your 
alignment and Intelligence, Wisdom, and Charisma 
scores. You also retain all of your skill and saving 
throw proficiencies, in addition to gaining those of the 
creature. If the creature has the same proficiency as you 
and the bonus listed in its statistics is higher than yours, 
use the creature's bonus in place of yours. You can't use 
any legendary actions or lair actions of the new form. 

You assume the hit points and Hit Dice of the new 
form. When you revert to your normal form, you 
return to the number of hit points you had before you 
transformed. If you revert as a result of dropping to 
0 hit points, any excess damage carries over to your 
normal form. As long as the excess damage doesn't 
reduce your normal form to 0 hit points, you aren't 
knocked unconscious. 

You retain the benefit of any features from your class, 
race, or other source and can use them, provided that 
your new form is physically capable of doing so. You 
can't use any special senses you have (for example, 
darkvision) unless your new form also has that sense. 
You can only speak if the creature can normally speak. 

When you transform, you choose whether your 
equipment falls to the ground, merges into the new 
form, or is worn by it. Worn equipment functions as 
normal. The DM determines whether it is practical for 
the new form to wear a piece of equipment, based on 
the creature's shape and size. Your equipment doesn't 
change shape or size to match the new form, and any 
equipment that the new form can't wear must either fall 
to the ground or merge into your new form. Equipment 
that merges has no effect in that state. 

During this spell's duration, you can use your action to 
assume a different form following the same restrictions 
and rules for the original form, with one exception: if 
your new form has more hit points than your current 
one, your hit points remain at their current value. 


SHATTER 
2nd-level evocation 


Casting Time: 1 action 

Range: 60 feet 

Components: V, S, M (a chip of mica) 
Duration: Instantaneous 


A sudden loud ringing noise, painfully intense, erupts 
from a point of your choice within range. Each creature 
in a 10-foot-radius sphere centered on that point must 
make a Constitution saving throw. A creature takes 
3d8 thunder damage on a failed save, or half as much 
damage on a successful one. A creature made of 
inorganic material such as stone, crystal, or metal has 
= disadvantage on this saving throw. 

A nonmagical object that isn't being worn or carried 
also takes the damage if it's in the spell's area. 

At Higher Levels. When you cast this spell using a 
spell slot of 3rd level or higher, the damage increases by 
1d8 for each slot level above 2nd. 


SHIELD 
Ist-level abjuration 


Casting Time: 1 reaction, which you take when you are 
hit by an attack or targeted by the magic missile spell 

Range: Self 

Components: V, S 

Duration: 1 round 


An invisible barrier of magical force appears and 
protects you. Until the start of your next turn, you have a 
+5 bonus to AC, including against the triggering attack, 
and you take no damage from magic missile. 


SHIELD OF FAITH 
Ist-level abjuration 


Casting Time: | bonus action 

Range: 60 feet 

Components: V, S, M (a small parchment with a bit of 
holy text written on it) 

Duration: Concentration, up to 10 minutes 


A shimmering field appears and surrounds a creature 
of your choice within range, granting it a *2 bonus to AC 
for the duration. 


> 


SHILLELAGH 
Transmutation cantrip 


Casting Time: 1 bonus action 

Range: Touch 

Components: V, S, M (mistletoe, a shamrock leaf, and a 
club or quarterstaff) 

Duration: 1 minute 


The wood of a club or quarterstaff you are holding is 
imbued with nature’s power. For the duration, you can 
use your spellcasting ability instead of Strength for 

the attack and damage rolls of melee attacks using 

that weapon, and the weapon’s damage die becomes 

a d8. The weapon also becomes magical, if it isn't 
already. The spell ends if you cast it again or if you let go 
of the weapon. 


SHOCKING GRASP 
Evocation cantrip 


Casting Time: 1 action 
Range: Touch 
Components: V, S 
Duration: Instantaneous 


Lightning springs from your hand to deliver a shock to 
a creature you try to touch. Make a melee spell attack 
against the target. You have advantage on the attack roll 
if the target is wearing armor made of metal. On a hit, 
the target takes 1d8 lightning damage, and it can't take 
reactions until the start of its next turn. 

The spell's damage increases by 1d8 when you reach 
5th level (2d8), 11th level (3d8), and 17th level (4d8). 


SILENCE 

2nd-level illusion (ritual) 

Casting Time: 1 action 

Range: 120 feet 

Components: V, S 

Duration: Concentration, up to 10 minutes 


PART 5 | SPELLS 


~“ 


o 


276 


For the duration, no sound can be created within or 
pass through a 20-foot-radius sphere centered on a 
point you choose within range. Any creature or object 
entirely inside the sphere is immune to thunder damage, 
and creatures are deafened while entirely inside it. 
Casting a spell that includes a verbal component is 
impossible there. 


SILENT IMAGE 
Ist-level illusion 


Casting Time: | action 

Range: 60 feet 

Components: V, S, M (a bit of fleece) 
Duration: Concentration, up to 10 minutes 


You create the image of an object, a creature, or some 
other visible phenomenon that is no larger than a 15-foot 
cube. The image appears at a spot within range and 
lasts for the duration. The image is purely visual; it isn't 
accompanied by sound, smell, or other sensory effects. 

You can use your action to cause the image to move to 
any spot within range. As the image changes location, 
you can alter its appearance so that its movements 
appear natural for the image. For example, if you create 
an image of a creature and move it, you can alter the 
image so that it appears to be walking. 

Physical interaction with the image reveals it to be an 
illusion, because things can pass through it. A creature 
that uses its action to examine the image can determine 
that it is an illusion with a successful Intelligence 
(Investigation) check against your spell save DC. If a 
creature discerns the illusion for what it is, the creature 
can see through the image. 


SIMULACRUM 
7th-level illusion 


Casting Time: 12 hours 

Range: Touch 

Components: V, S, M (snow or ice in quantities 
sufficient to made a life-size copy of the duplicated 
creature; some hair, fingernail clippings, or other 
piece of that creature's body placed inside the snow 
or ice; and powdered ruby worth 1,500 gp, sprinkled 
over the duplicate and consumed by the spell) 

Duration: Until dispelled 


You shape an illusory duplicate of one beast or 
humanoid that is within range for the entire casting 
time of the spell. The duplicate is a creature, partially 
real and formed from ice or snow, and it can take 
actions and otherwise be affected as a normal creature. 
It appears to be the same as the original, but it has half 
the creature's hit point maximum and is formed without 
any equipment. Otherwise, the illusion uses all the 
statistics of the creature it duplicates. 

The simulacrum is friendly to you and creatures you 
designate. It obeys your spoken commands, moving 
and acting in accordance with your wishes and acting 
on your turn in combat. The simulacrum lacks the 
ability to learn or become more powerful, so it never 
increases its level or other abilities, nor can it regain 
expended spell slots. 


PART 5| SPELLS 


If the simulacrum is damaged, you can repair it in an 
alchemical laboratory, using rare herbs and minerals 
worth 100 gp per hit point it regains. The simulacrum 
lasts until it drops to 0 hit points, at which point it 
reverts to snow and melts instantly. 

If you cast this spell again, any currently 
active duplicates you created with this spell are 
instantly destroyed. 


SLEEP 
Ist-level enchantment 


Casting Time: 1 action 

Range: 90 feet 

Components: V, S, M (a pinch of fine sand, rose petals, 
or a cricket) 

Duration: 1 minute 


This spell sends creatures into a magical slumber, 
Roll 5d8; the total is how many hit points of creatures 
this spell can affect. Creatures within 20 feet of 

a point you choose within range are affected in 
ascending order of their current hit points (ignoring 
unconscious creatures). 

Starting with the creature that has the lowest current 
hit points, each creature affected by this spell falls 
unconscious until the spell ends, the sleeper takes 
damage, or someone uses an action to shake or slap the 
sleeper awake. Subtract each creature's hit points from 
the total before moving on to the creature with the next 
lowest hit points. A creature's hit points must be equal 
to or less than the remaining total for that creature 
to be affected. 

Undead and creatures immune to being charmed 
aren't affected by this spell. | 

At Higher Levels. When you cast this spell using a 
spell slot of 2nd level or higher, roll an additional 2d8 for 
each slot level above 1st. 


SLEET STORM 
3rd-level conjuration 


Casting Time: 1 action 

Range: 150 feet 

Components: V, S, M (a pinch of dust and a few 
drops of water) 

Duration: Concentration, up to 1 minute 


Until the spell ends, freezing rain and sleet fall in a 
20-foot-tall cylinder with a 40-foot radius centered on 
a point you choose within range. The area is heavily 
obscured, and exposed flames in the area are doused. 
The ground in the area is covered with slick ice, 
making it difficult terrain. When a creature enters the 
spell’s area for the first time on a turn or starts its turn 
there, it must make a Dexterity saving throw. On a failed 
save, it falls prone. 
If a creature is concentrating in the spell's area, the 
creature must make a successful Constitution saving 
throw against your spell save DC or lose concentration. 


SLOW 
3rd-level transmutation 


Casting Time: 1 action 

Range: 120 feet 

Components: V, S, M (a drop of molasses) 
Duration: Concentration, up to 1 minute 


You alter time around up to six creatures of your 
choice in a 40-foot cube within range. Each target must 
succeed on a Wisdom saving throw or be affected by 
this spell for the duration. 

An affected target's speed is halved, it takes a 72 
penalty to AC and Dexterity saving throws, and it can’t 
use reactions. On its turn, it can use either an action or 
a bonus action, not both. Regardless of the creature's 
abilities or magic items, it can’t make more than one 
melee or ranged attack during its turn. 

If the creature attempts to cast a spell with a casting 
time of 1 action, roll a d20. On an 11 or higher, the spell 
doesn't take effect until the creature's next turn, and the 
creature must use its action on that turn to complete the 
spell. If it can't, the spell is wasted. 

A creature affected by this spell makes another 
Wisdom saving throw at the end of its turn. On a 
successful save, the effect ends for it. 


SPARE THE DYING 
Necromancy cantrip 


Casting Time: 1 action 
Range: Touch 
Components: V, S 
Duration: Instantaneous 


You touch a living creature that has O hit points. The 
creature becomes stable. This spell has no effect on 
undead or constructs. 


SPEAK WITH ANIMALS 
Ist-level divination (ritual) 


Casting Time: 1 action 
Range: Self 
Components: V, S 
Duration: 10 minutes 


You gain the ability to comprehend and verbally 
communicate with beasts for the duration. The 
knowledge and awareness of many beasts is limited 

by their intelligence, but at minimum, beasts can 

give you information about nearby locations and 
monsters, including whatever they can perceive or have 
perceived within the past day. You might be able to 
persuade a beast to perform a small favor for you, at the 
DM's discretion. 


SPEAK WITH DEAD 
3rd-level necromancy 


Casting Time: 1 action 

Range: 10 feet 

Components: V, S, M (burning incense) 
Duration: 10 minutes 


You grant the semblance of life and intelligence to a 
corpse of your choice within range, allowing it to answer 
the questions you pose. The corpse must still have a 


mouth and can't be undead. The spell fails if the corpse 
was the target of this spell within the last 10 days. 

Until the spell ends, you can ask the corpse up to five 
questions. The corpse knows only what it knew in life, 
including the languages it knew. Answers are usually 
brief, cryptic, or repetitive, and the corpse is under no 
compulsion to offer a truthful answer if you are hostile 
to itor it recognizes you as an enemy. This spell doesn't 
return the creature's soul to its body, only its animating 
spirit. Thus, the corpse can't learn new information, 
doesn't comprehend anything that has happened since it 
died, and can't speculate about future events. 


SPEAK WITH PLANTS 
3rd-level transmutation 


Casting Time: 1 action 
Range: Self (30-foot radius) 
Components: V, S 
Duration: 10 minutes 


You imbue plants within 30 feet of you with limited 
sentience and animation, giving them the ability 

to communicate with you and follow your simple 
commands. You can question plants about events in the 
spell's area within the past day, gaining information 
about creatures that have passed, weather, and other 
circumstances. 

You can also turn difficult terrain caused by plant 
growth (such as thickets and undergrowth) into ordinary 
terrain that lasts for the duration. Or you can turn 
ordinary terrain where plants are present into difficult 
terrain that lasts for the duration, causing vines and 
branches to hinder pursuers, for example. 

Plants might be able to perform other tasks on your 
behalf, at the DM's discretion. The spell doesn't enable 
plants to uproot themselves and move about, but they 
can freely move branches, tendrils, and stalks. 

If a plant creature is in the area, you can communicate 
with it as if you shared a common language, but you 
gain no magical ability to influence it. - 

This spell can cause the plants created by the entangle 
spell to release a restrained creature. 


SPIDER CLIMB 
2nd-level transmutation 


Casting Time: 1 action 

Range: Touch 

Components: V, S, M (a drop of bitumen and a spider) 
Duration: Concentration, up to 1 hour 


Until the spell ends, one willing creature you touch 
gains the ability to move up, down, and across vertical 
surfaces and upside down along ceilings, while leaving 
its hands free. The target also gains a climbing speed 
equal to its walking speed. 


SPIKE GROWTH 
2nd-level transmutation 


Casting Time: 1 action 

Range: 150 feet 

Components: V, S, M (seven sharp thorns or seven 
small twigs, each sharpened to a point) 

Duration: Concentration, up to 10 minutes 


PART 3 | SPELLS 


78 


The ground in a 20-foot radius centered on a point 
within range twists and sprouts hard spikes and thorns. 
The area becomes difficult terrain for the duration. 
When a creature moves into or within the area, it takes 
2d4 piercing damage for every 5 feet it travels. 

The transformation of the ground is camouflaged to 
look natural. Any creature that can’t see the area at the 
time the spell is cast must make a Wisdom (Perception) 
check against your spell save DC to recognize the 
terrain as hazardous before entering it. 


SPIRIT GUARDIANS 
3rd-level conjuration 


Casting Time: | action 

Range: Self (15-foot radius) 

Components: V, S, M (a holy symbol) 
Duration: Concentration, up to 10 minutes 


You call forth spirits to protect you. They flit around you 
to a distance of 15 feet for the duration. If you are good 
or neutral, their spectral form appears angelic or fey 
(your choice), If you are evil, they appear fiendish. 

When you cast this spell, you can designate any 
number of creatures you can see to be unaffected by it. 
An affected creature's speed is halved in the area, and 
when the creature enters the area for the first time on 
a turn or Starts its turn there, it must make a Wisdom 
saving throw. On a failed save, the creature takes 3d8 
radiant damage (if you are good or neutral) or 3d8 
necrotic damage (if you are evil). On a successful save, 
the creature takes half as much damage. 

At Higher Levels. When you cast this spell using a 
spell slot of 4th level or higher, the damage increases by 
1d8 for each slot level above 3rd. 


SPIRITUAL WEAPON 
2nd-level evocation 


Casting Time: 1 bonus action 
Range: 60 feet 

Components: V, S 

Duration: 1 minute 


You create a floating, spectral weapon within range that 
lasts for the duration or until you cast this spell again. 
When you cast the spell, you can make a melee spell 
attack against a creature within 5 feet of the weapon. On 
a hit, the target takes force damage equal to 1d8 + your 
spellcasting ability modifier. 

As a bonus action on your turn, you can move the 
weapon up to 20 feet and repeat the attack against a 
creature within 5 feet of it. 

The weapon can take whatever form you choose. 
Clerics of deities who are associated with a particular 
weapon (as St. Cuthbert is known for his mace 
and Thor for his hammer) make this spell's effect 
resemble that weapon. 

At Higher Levels. When you cast this spell using a 
spell slot of 3rd level or higher, the damage increases by 
1d8 for every two slot levels above the 2nd. 


PART 3 | SPELLS 


STAGGERING SMITE e 
4th-level evocation 


Casting Time: 1 bonus action 

Range: Self 

Components: V 

Duration: Concentration, up to 1 minute 


The next time you hit a creature with a melee weapon 
attack during this spell's duration, your weapon pierces 
both body and mind, and the attack deals an extra 

4d6 psychic damage to the target. The target must 
make a Wisdom saving throw. On a failed save, it has 
disadvantage on attack rolls and ability checks, and 
can't take reactions, until the end of its next turn. 


STINKING CLOUD 
3rd-level conjuration 


Casting Time: 1 action 

Range: 90 feet 

Components: V, S, M (a rotten egg or several skunk 
cabbage leaves) 

Duration: Concentration, up to 1 minute 


You create a 20-foot-radius sphere of yellow, nauseating 
gas centered on a point within range. The cloud spreads 
around corners, and its area is heavily obscured. The 
cloud lingers in the air for the duration. 

Each creature that is completely within the cloud at 
the start of its turn must make a Constitution saving 
throw against poison. On a failed save, the creature 
spends its action that turn retching and reeling. 
Creatures that don't need to breathe or are immune to 
poison automatically succeed on this saving throw. 

A moderate wind (at least 10 miles per hour) disperses 
the cloud after 4 rounds. A strong wind (at least 20 
miles per hour) disperses it after 1 round. 


STONE SHAPE 
4th-level transmutation 


Casting Time: 1 action 

Range: Touch 

Components: V, S, M (soft clay, which must be worked 
into roughly the desired shape of the stone object) 

Duration: Instantaneous 


You touch a stone object of Medium size or smaller or 

a section of stone no more than 5 feet in any dimension 
and form it into any shape that suits your purpose. So, 
for example, you could shape a large rock into a weapon, 
idol, or coffer, or make a small passage through a wall, 
as long as the wall is less than 5 feet thick. You could 
also shape a stone door or its frame to seal the door 
shut. The object you create can have up to two hinges 
and a latch, but finer mechanical detail isn’t possible. 


STONESKIN 
4th-level abjuration 


Casting Time: 1 action 

Range: Touch 

Components: V, S, M (diamond dust worth 100 gp, 
which the spell consumes) 

Duration: Concentration, up to 1 hour 


This spell turns the flesh of a willing creature you touch 
as hard as stone. Until the spell ends, the target has 
resistance to nonmagical bludgeoning, piercing, and 
slashing damage. 


STORM OF VENGEANCE 
9th-level conjuration 


Casting Time: 1 action 

Range: Sight 

Components: V, S 

Duration: Concentration, up to 1 minute 


A churning storm cloud forms, centered on a point you 
can see and spreading to a radius of 360 feet. Lightning 
flashes in the area, thunder booms, and strong winds 
roar. Each creature under the cloud (no more than 5,000 
feet beneath the cloud) when it appears must make a 
Constitution saving throw. On a failed save, a creature 
takes 2d6 thunder damage and becomes deafened 

for 5 minutes. 

Each round you maintain concentration on this spell, 
the storm produces additional effects on your turn. 

Round 2. Acidic rain falls from the cloud. 

Each creature and object under the cloud takes 
1d6 acid damage. 

Round 3. You call six bolts of lightning from the 
cloud to strike six creatures or objects of your choice 
beneath the cloud. A given creature or object can't be 
struck by more than one bolt. A struck creature must 
make a Dexterity saving throw. The creature takes 
10d6 lightning damage on a failed save, or half as much 
damage on a successful one. 

Round 4. Hailstones rain down from the 
cloud. Each creature under the cloud takes 2d6 
bludgeoning damage. 

Round 5-10, Gusts and freezing rain assail the 
area under the cloud. The area becomes difficult 
terrain and is heavily obscured. Each creature there 
takes 1d6 cold damage. Ranged weapon attacks in 
the area are impossible. The wind and rain count as 
a severe distraction for the purposes of maintaining 
concentration on spells. Finally, gusts of strong wind 
(ranging from 20 to 50 miles per hour) automatically 
disperse fog, mists, and similar phenomena in the area, 
whether mundane or magical. 


SUGGESTION 
2nd-level enchantment 


Casting Time: 1 action 

Range: 30 feet 

Components: V, M (a snake's tongue and either a bit of 
honeycomb or a drop of sweet oil) 

Duration: Concentration, up to 8 hours 


You suggest a course of activity (limited to a sentence 

or two) and magically influence a creature you can 

see within range that can hear and understand you. 
Creatures that can't be charmed are immune to this 
effect. The suggestion must be worded in such a manner 
as to make the course of action sound reasonable. 
Asking the creature to stab itself, throw itself onto 

a spear, immolate itself, or do some other obviously 
harmful act ends the spell. 


The target must make a Wisdom saving throw. On a 
failed save, it pursues the course of action you described 
to the best of its ability. The suggested course of action 
can continue for the entire duration. If the suggested 
activity can be completed in a shorter time, the spell 
ends when the subject finishes what it was asked to do. 

You can also specify conditions that will trigger a 
special activity during the duration. For example, you 
might suggest that a knight give her warhorse to the 
first beggar she meets. If the condition isn't met before 
the spell expires, the activity isn't performed. 

If you or any of your companions damage the target, 
the spell ends. 


SUNBEAM 
6th-level evocation 


Casting Time: 1 action 

Range: Self (60-foot line) 

Components: V, S, M (a magnifying glass) 
Duration: Concentration, up to 1 minute 


A beam of brilliant light flashes out from your hand 
in a 5-foot-wide, 60-foot-long line. Each creature in 
the line must make a Constitution saving throw. On a 
failed save, a creature takes 6d8 radiant damage and 
is blinded until your next turn. On a successful save, 
it takes half as much damage and isn't blinded by this 
spell. Undead and oozes have disadvantage on this 
saving throw. 

You can create a new line of radiance as your action 
on any turn until the spell ends. 

For the duration, a mote of brilliant radiance shines in 
your hand. It sheds bright light in a 30-foot radius and 
dim light for an additional 30 feet. This light is sunlight. 


SUNBURST 
Sth-level evocation 


Casting Time: 1 action 

Range: 150 feet 

Components: V, S, M (fire and a piece of sunstone) 
Duration: Instantaneous 


Brilliant sunlight flashes in a 60-foot radius centered 

on a point you choose within range. Each creature in 
that light must make a Constitution saving throw. Ona 
failed save, a creature takes 12d6 radiant damage and is 
blinded for 1 minute. On a successful save, it takes half 
as much damage and isn't blinded by this spell. Undead 
and oozes have disadvantage on this saving throw. 

A creature blinded by this spell makes another 
Constitution saving throw at the end of each of its turns. 
On a successful save, it is no longer blinded. 

This spell dispels any darkness in its area that was 
created by a spell. 


SWIFT QUIVER 
5th-level transmutation 


Casting Time: 1 bonus action 

Range: Touch 

Components: V, S, M (a quiver containing at least one 
piece of ammunition) 

Duration: Concentration, up to 1 minute 


PART 3 | SPELLS 


280 


You transmute your quiver so it produces an endless 
supply of nonmagical ammunition, which seems to leap 
into your hand when you reach for it. 

On each of your turns until the spell ends, you can use 
a bonus action to make two attacks with a weapon that 
uses ammunition from the quiver. Each time you make 
such a ranged attack, your quiver magically replaces 
the piece of ammunition you used with a similar piece 
of nonmagical ammunition. Any pieces of ammunition 
created by this spell disintegrate when the spell ends. If 
the quiver leaves your possession, the spell ends. 


SYMBOL 
7th-level abjuration 


Casting Time: 1 minute 

Range: Touch 

Components: V, S, M (mercury, phosphorus, and 
powdered diamond and opal with a total value of at 
least 1,000 gp, which the spell consumes) 

Duration: Until dispelled or triggered 


When you cast this spell, you inscribe a harmful glyph 
either on a surface (such as a section of floor, a wall, or 
a table) or within an object that can be closed to conceal 
the glyph (such as a book, a scroll, or a treasure chest). 
If you choose a surface, the glyph can cover an area of 
the surface no larger than 10 feet in diameter. If you 
choose an object, that object must remain in its place; if 
the object is moved more than 10 feet from where you 
cast this spell, the glyph is broken, and the spell ends 
without being triggered. 

The glyph is nearly invisible, requiring an Intelligence 
(Investigation) check against your spell save 
DC to find it. 

You decide what triggers the glyph when you cast the 
spell. For glyphs inscribed on a surface, the most typical 
triggers include touching or stepping on the glyph, 
removing another object covering it, approaching within 
a certain distance of it, or manipulating the object 
that holds it. For glyphs inscribed within an object, 
the most common triggers are opening the object, 
approaching within a certain distance of it, or seeing or 
reading the glyph. 

You can further refine the trigger so the spell is 
activated only under certain circumstances or according 
to a creature's physical characteristics (such as height 
or weight), or physical kind (for example, the ward could 
be set to affect hags or shapechangers). You can also 
specify creatures that don't trigger the glyph, such as 
those who say a certain password. 

When you inscribe the glyph, choose one of the 
options below for its effect. Once triggered, the glyph 
glows, filling a 60-foot-radius sphere with dim light 
for 10 minutes, after which time the spell ends. Each 
creature in the sphere when the glyph activates is 
targeted by its effect, as is a creature that enters the 
sphere for the first time on a turn or ends its turn there. 

Death. Each target must make a Constitution saving 
throw, taking 10d10 necrotic damage on a failed save, or 
half as much damage on a successful save. 

Discord. Each target must make a Constitution saving 
throw. On a failed save, a target bickers and argues 
with other creatures for 1 minute. During this time, 


PART 3 | SPELLS 


it is incapable of meaningful communication and has 
disadvantage on attack rolls and ability checks. 

Fear. Each target must make a Wisdom saving throw 
and becomes frightened for 1 minute on a failed save. 
While frightened, the target drops whatever it is holding 
and must move at least 30 feet away from the glyph on 
each of its turns, if able. 

Hopelessness. Each target must make a Charisma 
saving throw. On a failed save, the target is 
overwhelmed with despair for 1 minute. During this 
time, it can't attack or target any creature with harmful 
abilities, spells, or other magical effects. 

Insanity. Each target must make an Intelligence saving 
throw. On a failed save, the target is driven insane for 
1 minute. An insane creature can't take actions, can't 
understand what other creatures say, can't read, and 
speaks only in gibberish. The DM controls its movement, 
which is erratic. 

Pain. Each target must make a Constitution saving 
throw and becomes incapacitated with excruciating pain 
for 1 minute on a failed save. 

Sleep. Each target must make a Wisdom saving throw 
and falls unconscious for 10 minutes on a failed save. A 
creature awakens if it takes damage or if someone uses 
an action to shake or slap it awake. 

Stunning. Each target must make a Wisdom saving 
throw and becomes stunned for 1 minute on a failed save. 


TASHA’S HIDEOUS LAUGHTER 
Ist-level enchantment 


Casting Time: 1 action 

Range: 30 feet 

Components: V, S, M (tiny tarts and a feather that is 
waved in the air) x 

Duration: Concentration, up to 1 minute 


A creature of your choice that you can see within range 
perceives everything as hilariously funny and falls 

into fits of laughter if this spell affects it. The target 
must succeed on a Wisdom saving throw or fall prone, 
becoming incapacitated and unable to stand up for the 
duration. A creature with an Intelligence score of 4 or 
less isn't affected. 

At the end of each of its turns, and each time it takes 
damage, the target can make another Wisdom saving 
throw. The target has advantage on the saving throw if 
it's triggered by damage. On a success, the spell ends. 


TELEKINESIS 
5th-level transmutation 


Casting Time: | action 

Range: 60 feet 

Components: V, S 

Duration: Concentration, up to 10 minutes 


You gain the ability to move or manipulate creatures 
or objects by thought. When you cast the spell, and as 
your action each round for the duration, you can exert 
your will on one creature or object that you can see 
within range, causing the appropriate effect below. You 
can affect the same target round after round, or choose 
a new one at any time. If you switch targets, the prior 
target is no longer affected by the spell. 


Creature. You can try to move a Huge or smaller 
creature. Make an ability check with your spellcasting 
ability contested by the creature’s Strength check. If 
you win the contest, you move the creature up to 30 feet 
in any direction, including upward but not beyond the 
range of this spell. Until the end of your next turn, the 
creature is restrained in your telekinetic grip. A creature 
lifted upward is suspended in mid-air. 

On subsequent rounds, you can use your action to 
attempt to maintain your telekinetic grip on the creature 
by repeating the contest. 

Object. You can try to move an object that weighs 
up to 1,000 pounds. If the object isn’t being worn or 
carried, you automatically move it up to 30 feet in any 
direction, but not beyond the range of this spell. 

If the object is worn or carried by a creature, you must 
make an ability check with your spellcasting ability 
contested by that creature’s Strength check. If you 
succeed, you pull the object away from that creature and 
can move it up to 30 feet in any direction but not beyond 
the range of this spell. 

You can exert fine control on objects with your 
telekinetic grip, such as manipulating a simple tool, 
opening a door or a container, stowing or retrieving 
an item from an open container, or pouring the 
contents from a vial. 


TELEPATHY 
&th-level evocation 


Casting Time: 1 action 

Range: Unlimited 

Components: V, S, M (a pair of linked silver rings) 
Duration: 24 hours 


You create a telepathic link between yourself and 

a willing creature with which you are familiar. The 
creature can be anywhere on the same plane of 
existence as you. The spell ends if you or the target are 
no longer on the same plane. 

Until the spell ends, you and the target can 
instantaneously share words, images, sounds, and 
other sensory messages with one another through the 
link, and the target recognizes you as the creature it 
is communicating with. The spell enables a creature 
with an Intelligence score of at least 1 to understand 
the meaning of your words and take in the scope of any 
sensory messages you send to it. 


TELEPORT 
7th-level conjuration 


Casting Time: 1 action 
Range: 10 feet 
Components: V 
Duration: Instantaneous 


This spell instantly transports you and up to eight 
willing creatures of your choice that you can see within 
range, or a single object that you can see within range, 
to a destination you select. If you target an object, it 
must be able to fit entirely inside a 10-foot cube, and it 
can't be held or carried by an unwilling creature. 

The destination you choose must be known to you, 
and it must be on the same plane of existence as 


you. Your familiarity with the destination determines 
whether you arrive there successfully. The DM rolls 
d100 and consults the table. 


Similar Off On 
Familiarity Mishap Area Target Target 
Permanent circle — — = 01-100 
Associated object — — — 01-100 
Very familiar 01-05 . 06-13 14-24 25-100 
Seen casually 01-33 34-43 44-53 54-100 
Viewed once 01-43 44-53 54-73 74-100 
Description 01-43 44-53 54-73 74-100 


False destination 01-50 51-100 — — 


Familiarity. “Permanent circle” means a permanent 
teleportation circle whose sigil sequence you know. 
“Associated object” means that you possess an object 
taken from the desired destination within the last six 
months, such as a book from a wizard's library, bed 
linen from a royal suite, or a chunk of marble from a 
lich’s secret tomb. 

“Very familiar” is a place you have been very often, a 
place you have carefully studied, or a place you can see 
when you cast the spell. “Seen casually” is someplace 
you have seen more than once but with which you aren't 
very familiar. "Viewed once" is a place you have seen 
once, possibly using magic. “Description” is a place 
whose location and appearance you know through 
someone else's description, perhaps from a map. 

"False destination" is a place that doesn't exist. 
Perhaps you tried to scry an enemy's sanctum but 
instead viewed an illusion, or you are attempting to 
teleport to a familiar location that no longer exists. 

On Target. You and your group (or the target object) 
appear where you want to. 

Off Target. You and your group (or the target object) 
appear a random distance away from the destination 
in a random direction. Distance off target is 1d10 x 
1d10 percent of the distance that was to be traveled. 
For example, if you tried to travel 120 miles, landed off 
target, and rolled a 5 and 3 on the two d10s, then you 
would be off target by 15 percent, or 18 miles. The DM 
determines the direction off target randomly by rolling a 
d8 and designating 1 as north, 2 as northeast, 3 as east, 
and so on around the points of the compass. If you were 
teleporting to a coastal city and wound up 18 miles out 
at sea, you could be in trouble. 

Similar Area. You and your group (or the target 
object) wind up in a different area that's visually or 
thematically similar to the target area. If you are 
heading for your home laboratory, for example, you 
might wind up in another wizard's laboratory or in 
an alchemical supply shop that has many of the same 
tools and implements as your laboratory. Generally, 
you appear in the closest similar place, but since the 
spell has no range limit, you could conceivably wind up 
anywhere on the plane. 

Mishap. The spell's unpredictable magic results in a 
difficult journey. Each teleporting creature (or the target 
object) takes 3d10 force damage, and the DM rerolls on 


PART 3 | SPELLS 


the table to see where you wind up (multiple mishaps 
can occur, dealing damage each time). 


TELEPORTATION CIRCLE 
5th-level conjuration 


Casting Time: 1 minute 

Range: 10 feet 

Components: V, M (rare chalks and inks infused with 
precious gems with 50 gp, which the spell consumes) 

Duration: 1 round 


As you cast the spell, you draw a 10-foot-diameter 
circle on the ground inscribed with sigils that link 
your location to a permanent teleportation circle of 
your choice whose sigil sequence you know and that is 
on the same plane of existence as you. A shimmering 
portal opens within the circle you drew and remains 
open until the end of your next turn. Any creature that 
enters the portal instantly appears within 5 feet of the 
destination circle or in the nearest unoccupied space if 
that space is occupied. 

Many major temples, guilds, and other important 
places have permanent teleportation circles inscribed 
somewhere within their confines. Each such circle 
includes a unique sigil sequence—a string of magical 
runes arranged in a particular pattern. When you first 
gain the ability to cast this spell, you learn the sigil 
sequences for two destinations on the Material Plane, 
determined by the DM. You can learn additional sigil 
sequences during your adventures. You can commit 
a new sigil sequence to memory after studying it 
for 1 minute. 

You can create a permanent teleportation circle by 
casting this spell in the same location every day for one 
year. You need not use the circle to teleport when you 
cast the spell in this way. 


'TENSER'S FLOATING DISK 
Ist-level conjuration (ritual) 


Casting Time: 1 action 

Range: 30 feet 

Components: V, S, M (a drop of mercury) 
Duration: 1 hour 


This spell creates a circular, horizontal plane of force, 
3 feet in diameter and 1 inch thick, that floats 3 feet 
above the ground in an unoccupied space of your choice 
that you can see within range. The disk remains for the 
duration, and can hold up to 500 pounds. If more weight 
is placed on it, the spell ends, and everything on the disk 
falls to the ground. 

The disk is immobile while you are within 20 feet of 
it. If you move more than 20 feet away from it, the disk 
follows you so that it remains within 20 feet of you. It 
can move across uneven terrain, up or down stairs, 
slopes and the like, but it can't cross an elevation change 
of 10 feet or more. For example, the disk can't move 
across a 10-foot-deep pit, nor could it leave such a pit if it 
was created at the bottom. 

If you move more than 100 feet from the disk (typically 
because it can't move around an obstacle to follow you), 
the spell ends. 


PART 3 | SPELLS 


THAUMATURGY i 
Transmutation cantrip 


Casting Time: 1 action 
Range: 30 feet 
Components: V 
Duration; Up to 1 minute 


You manifest a minor wonder, a sign of supernatural 
power, within range. You create one of the following 
magical effects within range: 


* Your voice booms up to three times as loud as normal 
for 1 minute. 

* You cause flames to flicker, brighten, dim, or change 
color for 1 minute. 

* You cause harmless tremors in the ground for 1 
minute. 

* You create an instantaneous sound that originates 
from a point of your choice within range, such as a 
rumble of thunder, the cry of a raven, or ominous 
whispers. 

* You instantaneously cause an unlocked door or win- 
dow to fly open or slam shut. 

* You alter the appearance of your eyes for 1 minute. 


If you cast this spell multiple times, you can have up to 
three of its 1-minute effects active at a time, and you can 
dismiss such an effect as an action. 


THORN WHIP 


Transmutation cantrip 


Casting Time: 1 action 

Range: 30 feet 

Components: V, S, M (the stem of a plant with thorns) 
Duration: Instantaneous 


You create a long, vine-like whip covered in thorns that 
lashes out at your command toward a creature in range. 
Make a melee spell attack against the target. If the 
attack hits, the creature takes 1d6 piercing damage, and 
if the creature is Large or smaller, you pull the creature 
up to 10 feet closer to you. 

This spell’s damage increases by 1d6 when you reach 
5th level (2d6), 11th level (3d6), and 17th level (4d6). 


'THUNDEROUS SMITE 
Ist-level evocation 


Casting Time: | bonus action 

Range: Self 

Components: V 

Duration: Concentration, up to 1 minute 


The first time you hit with a melee weapon attack 
during this spell's duration, your weapon rings with 
thunder that is audible within 300 feet of you, and the 
attack deals an extra 2d6 thunder damage to the target. 
Additionally, if the target is a creature, it must succeed 
on a Strength saving throw or be pushed 10 feet away 
from you and knocked prone. 


THUNDERWAVE 
Ist-level evocation 


Casting Time: 1 action 
Range: Self (15-foot cube) 


Components: V, S 
Duration: Instantaneous 


A wave of thunderous force sweeps out from you. Each 
creature in a 15-foot cube originating from you must 
make a Constitution saving throw. On a failed save, a 
creature takes 2d8 thunder damage and is pushed 10 
feet away from you. On a successful save, the creature 
takes half as much damage and isn't pushed. 

In addition, unsecured objects that are completely 
within the area of effect are automatically pushed 10 feet 
away from you by the spell's effect, and the spell emits a 
thunderous boom audible out to 300 feet. 

At Higher Levels. When you cast this spell using a 
spell slot of 2nd level or higher, the damage increases by 
1d8 for each slot level above 1st. 


TIME STOP 
Oth-level transmutation 


Casting Time: | action 
Range: Self 
Components: V 
Duration: Instantaneous 


You briefly stop the flow of time for everyone but 
yourself. No time passes for other creatures, while you 
take 1d4 + 1 turns in a row, during which you can use 
actions and move as normal. 

This spell ends if one of the actions you use during 
this period, or any effects that you create during this 
period, affects a creature other than you or an object 
being worn or carried by someone other than you. In 
addition, the spell ends if you move to a place more than 
1,000 feet from the location where you cast it. 


TONGUES 
3rd-level divination 


Casting Time: 1 action 

Range: Touch 

Components: V, M (a small clay model of a ziggurat) 
Duration: 1 hour 


This spell grants the creature you touch the ability to 
understand any spoken language it hears. Moreover, 
when the target speaks, any creature that knows at 
least one language and can hear the target understands 
what it says. 


TRANSPORT VIA PLANTS 
6th-level conjuration 


Casting Time: 1 action 
Range: 10 feet 
Components: V, S 
Duration: 1 round 


This spell creates a magical link between a Large or 
larger inanimate plant within range and another plant, 
at any distance, on the same plane of existence. You 
must have seen or touched the destination plant at least 
once before. For the duration, any creature can step into 
the target plant and exit from the destination plant by 
using 5 feet of movement. 


'TREE STRIDE 
5th-level conjuration 


Casting Time: 1 action 

Range: Self 

Components: V, S 

Duration: Concentration, up to 1 minute 


You gain the ability to enter a tree and move from inside 
it to inside another tree of the same kind within 500 
feet. Both trees must be living and at least the same size 
as you. You must use 5 feet of movement to enter a tree. 
You instantly know the location of all other trees of the 
same kind within 500 feet and, as part of the move used 
to enter the tree, can either pass into one of those trees 
or step out of the tree you're in. You appear in a spot of 
your choice within 5 feet of the destination tree, using 
another 5 feet of movement. If you have no movement 
left, you appear within 5 feet of the tree you entered. 
You can use this transportation ability once per round 
for the duration. You must end each turn outside a tree. 


TRUE POLYMORPH 
Oth-level transmutation 


Casting Time: 1 action 

Range: 30 feet p 

Components: V, S, M (a drop of mercury, a dollop of 
gum arabic, and a wisp of smoke) 

Duration: Concentration, up to 1 hour 


Choose one creature or nonmagical object that you 

can see within range. You transform the creature into 

a different creature, the creature into an object, or the 
object into a creature (the object must be neither worn 
nor carried by another creature). The transformation 
lasts for the duration, or until the target drops to 0 hit 
points or dies. If you concentrate on this spell for the full 
duration, the transformation becomes permanent. 

Shapechangers aren't affected by this spell. An 
unwilling creature can make a Wisdom saving throw, 
and if it succeeds, it isn't affected by this spell. 

Creature into Creature. lf you turn a creature into 
another kind of creature, the new form can be any kind 
you choose whose challenge rating is equal to or less 
than the target's (or its level, if the target doesn't have a 
challenge rating). The target's game statistics, including 
mental ability scores, are replaced by the statistics of 
the new form. It retains its alignment and personality. 

The target assumes the hit points of its new form, 
and when it reverts to its normal form, the creature 
returns to the number of hit points it had before it 
transformed. If it reverts as a result of dropping to 
0 hit points, any excess damage carries over to its 
normal form. As long as the excess damage doesn't 
reduce the creature's normal form to 0 hit points, it isn't 
knocked unconscious. 

The creature is limited in the actions it can perform by 
the nature of its new form, and it can’t speak, cast spells, 
or take any other action that requires hands or speech, 
unless its new form is capable of such actions. 

The target's gear melds into the new form. The 
creature can't activate, use, wield, or otherwise benefit 
from any of its equipment. 


PART 3 | SPELLS 


284 


Se 


Object into Creature. You can turn an object into 
any kind of creature, as long as the creature’s size 
is no larger than the object's size and the creature's 
challenge rating is 9 or lower. The creature is friendly to 
you and your companions. It acts on each of your turns. 
You decide what action it takes and how it moves. The 
DM has the creature's statistics and resolves all of its 
actions and movement. 

If the spell becomes permanent, you no longer control 
the creature. It might remain friendly to you, depending 
on how you have treated it. 

Creature into Object. If you turn a creature into an 
object, it transforms along with whatever it is wearing 
and carrying into that form. The creature's statistics 
become those of the object, and the creature has no 
memory of time spent in this form, after the spell ends 
and it returns to its normal form. 


TRUE RESURRECTION 
9th-level necromancy 


Casting Time: 1 hour 

Range: Touch 

Components: V, S, M (a sprinkle of holy water and 
diamonds worth at least 25,000 gp, which the 
spell consumes) 

Duration: Instantaneous 


You touch a creature that has been dead for no longer 
than 200 years and that died for any reason except 
old age. If the creature’s soul is free and willing, the 
creature is restored to life with all its hit points. 

This spell closes all wounds, neutralizes any poison, 
cures all diseases, and lifts any curses affecting the 
creature when it died. The spell replaces damaged or 
missing organs and limbs. 

The spell can even provide a new body if the original 
no longer exists, in which case you must speak the 
creature's name. The creature then appears in an 
unoccupied space you choose within 10 feet of you. 


TRUE SEEING 
6th-level divination 


Casting Time: 1 action 

Range: Touch 

Components: V, S, M (an ointment for the eyes that 
costs 25 gp; is made from mushroom powder, saffron, 
and fat; and is consumed by the spell) 

Duration: | hour 


This spell gives the willing creature you touch the ability 
to see things as they actually are. For the duration, the 
creature has truesight, notices secret doors hidden by 
magic, and can see into the Ethereal Plane, all out toa 
range of 120 feet. 


TRUE STRIKE 

Divination cantrip 

Casting Time: 1 action 

Range: 30 feet 

Components: S 

Duration: Concentration, up to 1 round 


You extend your hand and point a finger at a target in 
range. Your magic grants you a brief insight into the 


PART 3 | SPELLS 


target’s defenses. On your next turn, you gain advantage 
on your first attack roll against the target, provided that 
this spell hasn't ended. 


TSUNAMI 
8th-level conjuration 


Casting Time: 1 minute 

Range: Sight 

Components: V,S 

Duration: Concentration, up to 6 rounds 


A wall of water springs into existence at a point you 
choose within range. You can make the wall up to 300 
feet long, 300 feet high, and 50 feet thick. The wall lasts 
for the duration. 

When the wall appears, each creature within its area 
must make a Strength saving throw. On a failed save, 

a creature takes 6d10 bludgeoning damage, or half as 
much damage on a successful save. 

At the start of each of your turns after the wall 
appears, the wall, along with any creatures in it, moves 
50 feet away from you. Any Huge or smaller creature 
inside the wall or whose space the wall enters when 
it moves must succeed on a Strength saving throw or 
take 5d10 bludgeoning damage. A creature can take 
this damage only once per round. At the end of the turn, 
the wall's height is reduced by 50 feet, and the damage 
creatures take from the spell on subsequent rounds is 
reduced by 1d10. When the wall reaches 0 feet in height, 
the spell ends. 

A creature caught in the wall can move by swimming. 
Because of the force of the wave, though, the creature 
must make a successful Strength (Athletics) check 
against your spell save DC in order to move at all. If it 
fails the check, it can't move. A creature that moves out 
of the area falls to the ground. 


UNSEEN SERVANT 
Ist-level conjuration (ritual) 


Casting Time: 1 action 

Range: 60 feet 

Components: V, S, M (a piece of string and 
a bit of wood) 

Duration: 1 hour 


This spell creates an invisible, mindless, shapeless 
force that performs simple tasks at your command until 
the spell ends. The servant springs into existence in an 
unoccupied space on the ground within range. It has AC 
10, 1 hit point, and a Strength of 2, and it can't attack. If 
it drops to 0 hit points, the spell ends. 

Once on each of your turns as a bonus action, you can 
mentally command the servant to move up to 15 feet and 
interact with an object. The servant can perform simple 
tasks that a human servant could do, such as fetching 
things, cleaning, mending, folding clothes, lighting 
fires, serving food, and pouring wine. Once you give the 
command, the servant performs the task to the best of 
its ability until it completes the task, then waits for your 
next command. 

If you command the servant to perform a task that 
would move it more than 60 feet away from you, 
the spell ends. 


VAMPIRIC TOUCH 
3rd-level necromancy — 


Casting Time: 1 action 

Range: Self 

Components: V, S 

Duration: Concentration, up to 1 minute 


The touch of your shadow-wreathed hand can siphon life 
force from others to heal your wounds. Make a melee 
spell attack against a creature within your reach. On 
a hit, the target takes 3d6 necrotic damage, and you 
regain hit points equal to half the amount of necrotic 
damage dealt. Until the spell ends, you can make the 
attack again on each of your turns as an action. 

At Higher Levels. When you cast this spell using a 
spell slot of 4th level or higher, the damage increases by 
1d6 for each slot level above 3rd. 


Vicious MOCKERY 
Enchantment cantrip 


Casting Time: 1 action 
Range: 60 feet 
Components: V 
Duration: Instantaneous 


You unleash a string of insults laced with subtle 
enchantments at a creature you can see within range. If 
the target can hear you (though it need not understand 
you), it must succeed on a Wisdom saving throw or take 
1d4 psychic damage and have disadvantage on the next 
attack roll it makes before the end of its next turn. 

This spell’s damage increases by 1d4 when you reach 
5th level (2d4), 11th level (3d4), and 17th level (4d4). 


WALL OF FIRE 
4th-level evocation 


Casting Time: 1 action 

Range: 120 feet 

Components: V, S, M (a small piece of phosphorus) 
Duration: Concentration, up to 1 minute 


You create a wall of fire on a solid surface within 
range. You can make the wall up to 60 feet long, 20 
feet high, and 1 foot thick, or a ringed wall up to 20 feet 
in diameter, 20 feet high, and 1 foot thick. The wall is 
opaque and lasts for the duration. 

When the wall appears, each creature within its area 
must make a Dexterity saving throw. On a failed save, a 
creature takes 5d8 fire damage, or half as much damage 
on a successful save. 

One side of the wall, selected by you when you cast 
this spell, deals 5d8 fire damage to each creature that 
ends its turn within 10 feet of that side or inside the 
wall. A creature takes the same damage when it enters 
the wall for the first time on a turn or ends its turn there. 
The other side of the wall deals no damage. 

At Higher Levels. When you cast this spell using a 
spell slot of 5th level or higher, the damage increases by 
1d8 for each slot level above 4th. 


WALL OF FORCE 
5th-level evocation 


Casting Time: 1 action 

Range: 120 feet 

Components: V, S, M (a pinch of powder made by 
crushing a clear gemstone) 

Duration: Concentration, up to 10 minutes 


An invisible wall of force springs into existence at a 
point you choose within range. The wall appears in 
any orientation you choose, as a horizontal or vertical 
barrier or at an angle. It can be free floating or resting 
on a solid surface. You can form it into a hemispherical 
dome or a sphere with a radius of up to 10 feet, or you 
can shape a flat surface made up of ten 10-foot-by- 
10-foot panels. Each panel must be contiguous with 
another panel. In any form, the wall is 1/4 inch thick. 
It lasts for the duration. If the wall cuts through a 
creature's space when it appears, the creature is pushed 
to one side of the wall (your choice which side). 
Nothing can physically pass through the wall. It is 
immune to all damage and can't be dispelled by dispel 
magic. A disintegrate spell destroys the wall instantly, 
however. The wall also extends into the Ethereal Plane, 
blocking ethereal travel through the wall. 


WALL OF ICE 
6th-level evocation 


Casting Time: 1 action 

Range: 120 feet 

Components: V, S, M (a small piece of quartz) 
Duration: Concentration, up to 10 minutes 


You create a wall of ice on a solid surface within range. 
You can form it into a hemispherical dome or a sphere 
with a radius of up to 10 feet, or you can shape a flat 
surface made up of ten 10-foot-square panels. Each 
panel must be contiguous with another panel. In any 
form, the wall is 1 foot thick and lasts for the duration. 

If the wall cuts through a creature’s space when it 
appears, the creature within its area is pushed to one 
side of the wall and must make a Dexterity saving throw. 
On a failed save, the creature takes 10d6 cold damage, 
or half as much damage on a successful save. 

The wall is an object that can be damaged and thus 
breached. It has AC 12 and 30 hit points per 10-foot 
section, and it is vulnerable to fire damage. Reducing 
a 10-foot section of wall to 0 hit points destroys it and 
leaves behind a sheet of frigid air in the space the wall 
occupied. A creature moving through the sheet of frigid 
air for the first time on a turn must make a Constitution 
saving throw. That creature takes 5d6 cold damage ona 
failed save, or half as much damage on a successful one. 

At Higher Levels, When you cast this spell using a 
spell slot of 7th level or higher, the damage the wall 
deals when it appears increases by 2d6, and the damage 
from passing through the sheet of frigid air increases by 
1d6, for each slot level above 6th. 


PART 3 | SPELLS 
SS 285 


WALL OF STONE 
5th-level evocation 


Casting Time: | action 

Range: 120 feet 

Components: V, S, M (a small block of granite) 
Duration: Concentration, up to 10 minutes 


A nonmagical wall of solid stone springs into existence 
at a point you choose within range. The wall is 6 inches 
thick and is composed of ten 10-foot-by-10-foot panels. 
Each panel must be contiguous with at least one other 
panel. Alternatively, you can create 10-foot-by-20-foot 
panels that are only 3 inches thick. 

If the wall cuts through a creature’s space when it 
appears, the creature is pushed to one side of the wall 
(your choice). If a creature would be surrounded on all 
sides by the wall (or the wall and another solid surface), 
that creature can make a Dexterity saving throw. On a 
success, it can use its reaction to move up to its speed so 
that it is no longer enclosed by the wall. 

The wall can have any shape you desire, though it 
can't occupy the same space as a creature or object. 
The wall doesn't need to be vertical or rest on any firm 
foundation. It must, however, merge with and be solidly 
supported by existing stone. Thus, you can use this spell 
to bridge a chasm or create a ramp. 

If you create a span greater than 20 feet in length, you 
must halve the size of each panel to create supports. 
You can crudely shape the wall to create crenellations, 
battlements, and so on. 

The wall is an object made of stone that can be 
damaged and thus breached. Each panel has AC 15 and 
30 hit points per inch of thickness. Reducing a panel 
to 0 hit points destroys it and might cause connected 
panels to collapse at the DM's discretion. 

If you maintain your concentration on this spell for 
its whole duration, the wall becomes permanent and 
can't be dispelled. Otherwise, the wall disappears when 
the spell ends. 


WALL OF THORNS 
6th-level conjuration 


Casting Time: 1 action 

Range: 120 feet 

Components: V, S, M (a handful of thorns) 
Duration: Concentration, up to 10 minutes 


You create a wall of tough, pliable, tangled brush 
bristling with needle-sharp thorns. The wall appears 
within range on a solid surface and lasts for the 
duration. You choose to make the wall up to 60 feet 
long, 10 feet high, and 5 feet thick or a circle that has 
a 20-foot diameter and is up to 20 feet high and 5 feet 
thick. The wall blocks line of sight. 

When the wall appears, each creature within its area 
must make a Dexterity saving throw. On a failed save, 
a creature takes 7d8 piercing damage, or half as much 
damage on a successful save. 

A creature can move through the wall, albeit slowly 
and painfully. For every 1 foot a creature moves 
through the wall, it must spend 4 feet of movement. 
Furthermore, the first time a creature enters the wall 
on a turn or ends its turn there, the creature must 


make a Dexterity saving throw. It takes 7d8 slashing 
damage on a failed save, or half as much damage on a 
successful one. 

At Hiéher Levels. When you cast this spell using a 
spell slot of 7th level or higher, both types of damage 
increase by 1d8 for each slot level above 6th. 


WARDING BOND 
2nd-level abjuration 


Casting Time: 1 action 

Range: Touch 

Components: V, S, M (a pair of platinum rings worth at 
least 50 gp each, which you and the target must wear 
for the duration) 

Duration: 1 hour 


This spell wards a willing creature you touch and 
creates a mystic connection between you and the target 
until the spell ends. While the target is within 60 feet of 
you, it gains a *1 bonus to AC and saving throws, and 
it has resistance to all damage. Also, each time it takes 
damage, you take the same amount of damage. 

The spell ends if you drop to 0 hit points or if you 
and the target become separated by more than 60 feet. 
It also ends if the spell is cast again on either of the 
connected creatures. You can also dismiss the spell 
as an action. 


WATER BREATHING 
3rd-level transmutation (ritual) 


Casting Time: 1 action 

Range: 30 feet 

Components: V, S, M (a short reed or piece of straw) 
Duration: 24 hours 


This spell grants up to ten willing creatures you can see 
within range the ability to breathe underwater until the 
spell ends. Affected creatures also retain their normal 
mode of respiration. 


WATER WALK 
3rd-level transmutation (ritual) 


Casting Time: 1 action 

Range: 30 feet 

Components: V, S, M (a piece of cork) 
Duration: 1 hour 


This spell grants the ability to move across any liquid 
surface—such as water, acid, mud, snow, quicksand, 
or lava—as if it were harmless solid ground (creatures 
crossing molten lava can still take damage from the 
heat). Up to ten willing creatures you can see within 
range gain this ability for the duration. 

If you target a creature submerged in a liquid, the 
spell carries the target to the surface of the liquid at a 
rate of 60 feet per round. 


WEB 

2nd-level conjuration 

Casting Time: 1 action 

Range: 60 feet 

Components: V, S, M (a bit of spiderweb) 
Duration: Concentration, up to 1 hour 


You conjure a mass of thick, sticky webbing at a point of 
your choice within range. The webs fill a 20-foot cube 
from that point for the duration. The webs are difficult 
terrain and lightly obscure their area. 

If the webs aren't anchored between two solid masses 
(such as walls or trees) or layered across a floor, wall, 
or ceiling, the conjured web collapses on itself, and the 
spell ends at the start of your next turn. Webs layered 
over a flat surface have a depth of 5 feet. 

Each creature that starts its turn in the webs or that 
enters them during its turn must make a Dexterity 
saving throw. On a failed save, the creature is restrained 
as long as it remains in the webs or until it breaks free. 

A creature restrained by the webs can use its action to 
make a Strength check against your spell save DC. If it 
succeeds, it is no longer restrained. 

The webs are flammable. Any 5-foot cube of webs 
exposed to fire burns away in 1 round, dealing 2d4 fire 
damage to any creature that starts its turn in the fire. 


WEIRD 
Oth-level illusion 


Casting Time: 1 action 

Range: 120 feet 

Components: V, S 

Duration: Concentration, up to one minute 


Drawing on the deepest fears of a group of creatures, 
you create illusory creatures in their minds, visible 
only to them. Each creature in a 30-foot-radius 
sphere centered on a point of your choice within 
range must make a Wisdom saving throw. On a failed 
save, a creature becomes frightened for the duration. 
The illusion calls on the creature's deepest fears, 
manifesting its worst nightmares as an implacable 
threat. At the start of each of the frightened creature's 
turns, it must succeed on a Wisdom saving throw or 
take 4d10 psychic damage. On a successful save, the 
spell ends for that creature. 


WIND WALK 
6th-level transmutation 


Casting Time: 1 minute 

Range: 30 feet 

Components: V, S, M (fire and holy water) 
Duration: 8 hours 


PART 3 | SPELLS 


You and up to ten willing creatures you can see 
within range assume a gaseous form for the duration, 
appearing as wisps of cloud. While in this cloud form, 
a creature has a flying speed of 300 feet and has 
resistance to damage from nonmagical weapons. The 
only actions a creature can take in this form are the 
Dash action or to revert to its normal form. Reverting 
takes 1 minute, during which time a creature is 
incapacitated and can't move. Until the spell ends, a 
creature can revert to cloud form, which also requires 
the 1-minute transformation. 

If a creature is in cloud form and flying when the effect 
ends, the creature descends 60 feet per round for 1 
minute until it lands, which it does safely. If it can't land 
after 1 minute, the creature falls the remaining distance. 


WIND WALL 


3rd-level evocation 


Casting Time; 1 action 

Range: 120 feet 

Components: V, S, M (a tiny fan and a feather of 
exotic origin) 

Duration: Concentration, up to 1 minute 


A wall of strong wind rises from the ground at a point 
you choose within range. You can make the wall up 

to 50 feet long, 15 feet high, and 1 foot thick. You can 
shape the wall in any way you choose so long as it 
makes one continuous path along the ground. The wall 
lasts for the duration. 

When the wall appears, each creature within its area 
must make a Strength saving throw. A creature takes 
3d8 bludgeoning damage on a failed save, or half as 
much damage on a successful one. 

The strong wind keeps fog, smoke, and other gases at 
bay. Small or smaller flying creatures or objects can't 
pass through the wall. Loose, lightweight materials 
brought into the wall fly upward. Arrows, bolts, and 
other ordinary projectiles launched at targets behind 
the wall are deflected upward and automatically miss. 
(Boulders hurled by giants or siege engines, and similar 
projectiles, are unaffected.) Creatures in gaseous form 
can't pass through it. 


WISH 


9th-level conjuration 


Casting Time: 1 action 
Range: Self 
Components: V 
Duration: Instantaneous 


Wish is the mightiest spell a mortal creature can 
cast. By simply speaking aloud, you can alter the very 
foundations of reality in accord with your desires. 

The basic use of this spell is to duplicate any other 
spell of 8th level or lower. You don’t need to meet any 
requirements in that spell, including costly components. 
The spell simply takes effect. 

Alternatively, you can create one of the following 
effects of your choice: 


* You create one object of up to 25,000 gp in value that 
isn't a magic item. The object can be no more than 


300 feet in any dimension, and it appears in an unoc- 
cupied space you can see on the ground. 

* You allow up to twenty creatures that you can see to 
regain all hit points, and you end all effects on them 
described in the greater restoration spell. 

* You grant up to ten creatures that you can see resis- 
tance to a damage type you choose. 

* You grant up to ten creatures you can see immunity to 
a single spell or other magical effect for 8 hours. For 
instance, you could make yourself and all your com- 
panions immune to a lich's life drain attack. 

* You undo a single recent event by forcing a reroll of 
any roll made within the last round (including your 
last turn). Reality reshapes itself to accommodate the 
new result. For example, a wish spell could undo an 
opponent's successful save, a foe's critical hit, or a 
friend's failed save. You can force the reroll to be made 
with advantage or disadvantage, and you can choose 
whether to use the reroll or the original roll. 


You might be able to achieve something beyond the 
scope of the above examples. State your wish to the DM 
as precisely as possible. The DM has great latitude in 
ruling what occurs in such an instance; the greater the 
wish, the greater the likelihood that something goes 
wrong. This spell might simply fail, the effect you desire 
might only be partly achieved, or you might suffer some 
unforeseen consequence as a result of how you worded 
the wish. For example, wishing that a villain were dead 
might propel you forward in time to a period when that 
villain is no longer alive, effectively removing you from 
the game. Similarly, wishing for a legendary magic item 
or artifact might instantly transport you to the presence 
of the item's current owner. 

The stress of casting this spell to produce any effect 
other than duplicating another spell weakens you. After 
enduring that stress, each time you cast a spell until 
you finish a long rest, you take 1d10 necrotic damage 
per level of that spell. This damage can't be reduced or 
prevented in any way. In addition, your Strength drops 
to 3, if it isn't 3 or lower already, for 2d4 days. For each 
of those days that you spend resting and doing nothing 
more than light activity, your remaining recovery time 
decreases by 2 days. Finally, there is a 33 percent 
chance that you are unable to cast wish ever again if you 
suffer this stress. 


WrrcH BOLT 
Ist-level evocation 


Casting Time: 1 action 

Range: 30 feet 

Components: V, S, M (a twig from a tree that has been 
struck by lightning) 

Duration: Concentration, up to 1 minute 


A beam of crackling, blue energy lances out toward 

a creature within range, forming a sustained arc of 
lightning between you and the target. Make a ranged 
spell attack against that creature. On a hit, the target 
takes 1d12 lightning damage, and on each of your turns 
for the duration, you can use your action to deal 1d12 
lightning damage to the target automatically. The spell 
ends if you use your action to do anything else. The spell 


also ends if the target is ever outside the spell's range or 
if it has total cover from you. 

At Higher Levels. When you cast this spell using 
a spell slot of 2nd level or higher, the initial damage 
increases by 1d12 for each slot level above 1st. 


WORD OF RECALL 
6th-level conjuration 


Casting Time: 1 action 
Range: 5 feet 
Components: V 
Duration: Instantaneous 


You and up to five willing creatures within 5 feet of you 
instantly teleport to a previously designated sanctuary. 
You and any creatures that teleport with you appear in 
the nearest unoccupied space to the spot you designated 
when you prepared your sanctuary (see below), If you 
cast this spell without first preparing a sanctuary, the 
spell has no effect. 

You must designate a sanctuary by casting this spell 
within a location, such as a temple, dedicated to or 
strongly linked to your deity. If you attempt to cast the 
spell in this manner in an area that isn’t dedicated to 
your deity, the spell has no effect. 


WRATHFUL SMITE 
Ist-level evocation 


Casting Time: 1 bonus action 

Range: Self 

Components: V 

Duration: Concentration, up to 1 minute 


The next time you hit with a melee weapon attack 
during this spell's duration, your attack deals an extra 
1d6 psychic damage. Additionally, if the target is a 
creature, it must make a Wisdom saving throw or be 
frightened of you until the spell ends. As an action, the 
creature can make a Wisdom check against your spell 
save DC to steel its resolve and end this spell. 


ZONE OF TRUTH 
2nd-level enchantment 


Casting Time: 1 action 
Range: 60 feet 
Components: V, S 
Duration: 10 minutes 


You create a magical zone that guards against deception 
in a 15-foot-radius sphere centered on a point of your 
choice within range. Until the spell ends, a creature 

that enters the spell's area for the first time on a turn 

or starts its turn there must make a Charisma saving 
throw. On a failed save, a creature can't speak a 
deliberate lie while in the radius. You know whether 
each creature succeeds or fails on its saving throw. 

An affected creature is aware of the spell and can thus 
avoid answering questions to which it would normally 
respond with a lie. Such a creature can be evasive in 
its answers as long as it remains within the boundaries 
of the truth. 


PART 3 | SPELLS 


259 


APPENDIX A: CONDITIONS 


ONDITIONS ALTER A CREATURE'S CAPABILITIES IN 
a variety of ways and can arise as a result of 
a spell, a class feature, a monster's attack, 
or other effect. Most conditions, such as 
blinded, are impairments, but a few, such as 
9 invisible, can be advantageous. 
A condition lasts either until it is countered 
(the prone condition is countered by standing 
up, for example) or for a duration specified by the effect 
that imposed the condition. 

If multiple effects impose the same condition on a 
creature, each instance of the condition has its own 
duration, but the condition's effects don't get worse. 

A creature either has a condition or doesn't. 

The following definitions specify what happens to 

a creature while it is subjected to a condition. 


BLINDED 

* A blinded creature can't see and automatically fails 
any ability check that requires sight. 

* Attack rolls against the creature have advantage, and 
the creature's attack rolls have disadvantage. 


CHARMED 
* A charmed creature can't attack the charmer or target 
the charmer with harmful abilities or magical effects. 


FRIGHTENED 


+ The charmer has advantage on any ability check to 
interact socially with the creature. 


DEAFENED 
* A deafened creature can't hear and automatically fails 
any ability check that requires hearing. 


FRIGHTENED 

* Afrightened creature has disadvantage on ability 
checks and attack rolls while the source of its fear is 
within line of sight. 

* The creature can't willingly move closer to the source 
of its fear. 


GRAPPLED 

- A grappled creature's speed becomes 0, and it can't 
benefit from any bonus to its speed. 

* The condition ends if the grappler is incapacitated 
(see the condition). 

* The condition also ends if an effect removes the 
grappled creature from the reach of the grappler or 
grappling effect, such as when a creature is hurled 
away by the thunderwave spell. 


INCAPACITATED 
+ An incapacitated creature can't take actions or 
reactions. 


CHARMED 


INVISIBLE 

* An invisible creature is impossible to see without the 
aid of magic or a special sense. For the purpose of 
hiding, the creature is heavily obscured. The crea- 
ture’s location can be detected by any noise it makes 
or any tracks it leaves. 

* Attack rolls against the creature have disadvantage, 
and the creature's attack rolls have advantage. 


PARALYZED 

* A paralyzed creature is incapacitated (see the condi- 
tion) and can't move or speak. 

* The creature automatically fails Strength and 
Dexterity saving throws. 

* Attack rolls against the creature have advantage. 

- Any attack that hits the creature is a critical hit if the 
attacker is within 5 feet of the creature. 


PETRIFIED 

* A petrified creature is transformed, along with any 
nonmagical object it is wearing or carrying, into a 
solid inanimate substance (usually stone). Its weight 
increases by a factor of ten, and it ceases aging. 

* The creature is incapacitated (see the condition), can't 
move or speak, and is unaware of its surroundings. 

* Attack rolls against the creature have advantage. 

* The creature automatically fails Strength and 
Dexterity saving throws. 

* The creature has resistance to all damage. 

* The creature is immune to poison and disease, 
although a poison or disease already in its system 
is suspended, not neutralized. 


P a 
r P ES. 


oo 


INVISIBLE 


DEAFENED 


a^ 


di ^ —— (— — ae 


EXHAUSTION 


Some special abilities and environmental hazards, such as 
starvation and the long-term effects of freezing or scorching 
temperatures, can lead to a special condition called 
exhaustion. Exhaustion is measured in six levels. An effect 
can give a creature one or more levels of exhaustion, as 
specified in the effect's description. 


Level Effect 
1 Disadvantage on ability checks 
2 Speed halved 
3 Disadvantage on attack rolls and saving throws 
4 Hit point maximum halved 
5 Speed reduced to 0 
6 Death 


If an already exhausted creature suffers another effect that 
causes exhaustion, its current level of exhaustion increases 
by the amount specified in the effect's description. 

A creature suffers the effect of its current level of 
exhaustion as well as all lower levels. For example, a creature 
suffering level 2 exhaustion has its speed halved and has 
disadvantage on ability checks. 

An effect that removes exhaustion reduces its level as 
specified in the effect's description, with all exhaustion 
effects ending if a creature's exhaustion level is reduced 
below 1. 

Finishing a long rest reduces a creature's exhaustion level 
by 1, provided that the creature has also ingested some 
food and drink. 


a APPENDIX A | CONDITIONS 


POISONED 
* A poisoned creature has disadvantage on attack rolls 
and ability checks. 


PRONE 

* A prone creature’s only movement option is to crawl, 
unless it stands up and thereby ends the condition. 

* The creature has disadvantage on attack rolls. 

+ An attack roll against the creature has advantage 
if the attacker is within 5 feet of the creature. 
Otherwise, the attack roll has disadvantage. 


RESTRAINED 

* A restrained creature's speed becomes 0, and it can't 
benefit from any bonus to its speed. 

* Attack rolls against the creature have advantage, 
and the creature's attack rolls have disadvantage. 

* The creature has disadvantage on Dexterity 
saving throws. 


STUNNED 
* A stunned creature is incapacitated (see the 
condition), can't move, and can speak only 

falteringly. 

* The creature automatically fails Strength 
and Dexterity saving throws. 

* Attack rolls against the creature have 
advantage. 


UNCONSCIOUS 
* An unconscious creature is incapacitated (see 
the condition), can't move or speak, and is unaware 
of its surroundings 
* The creature drops whatever it's holding and falls 
prone. 
* The creature automatically fails Strength and 
Dexterity saving throws. 
Attack rolls against the creature have advantage. 
Any attack that hits the creature is a criti- 
cal hit if the attacker is within 5 feet 
of the creature. 


` UNCONSCIOUS 


APPENDIX A | CONDITIONS 
292 - ————— —— - 


APPENDIX B: GODS OF THE MULTIVERSE 


ELIGION IS AN IMPORTANT PART OF LIFE IN 
THE worlds of the D&D multiverse. When 
gods walk the world, clerics channel divine 
power, evil cults perform dark sacrifices in 
subterranean lairs, and shining paladins 
< stand like beacons against the darkness, it’s 
hard to be ambivalent about the deities and 
deny their existence. 

Many people in the worlds of D&D worship different 
gods at different times and circumstances. People in 
the Forgotten Realms, for example, might pray to Sune 
for luck in love, make an offering to Waukeen before 
heading to the market, and pray to appease Talos when 
a severe storm blows in—all in the same day. Many 
people have a favorite among the gods, one whose ideals 
and teachings they make their own. And a few people 
dedicate themselves entirely to a single god, usually 
serving as a priest or champion of that god's ideals. 

Your DM determines which gods, if any, are worshiped 
in his or her campaign. From among the gods available, 
you can choose a single deity for your character to 
serve, worship, or pay lip service to. Or you can pick 
a few that your character prays to most often. Or just 
make a mental note of the gods who are revered in your 
DM’s campaign so you can invoke their names when 
appropriate. If you're playing a cleric or a character with 
the Acolyte background, decide which god your deity 
serves or served, and consider the deity's suggested 
domains when selecting your character's domain. 


D&D PANTHEONS 


Each world in the D&D multiverse has its own 
pantheons of deities, ranging in size from the teeming 
pantheons of the Forgotten Realms and Greyhawk to 
the more focused religions of Eberron and Dragonlance. 
Many of the nonhuman races worship the same gods on 
different worlds—Moradin, for example, is revered by 
dwarves of the Forgotten Realms, Greyhawk, and many 
other worlds. 


THE FORGOTTEN REALMS 

Dozens of deities are revered, worshiped, and feared 
throughout the world of the Forgotten Realms. At least 
thirty deities are widely known across the Realms, and 
many more are worshiped locally, by individual tribes, 
small cults, or certain sects of larger religious temples. 


Muf i EEE 5 l l 
THE LIFE AND DEATH DOMAINS 
Many deities in this section suggest the Life domain, 
particularly if they are closely associated with healing, 
protection, childbirth, nurturing, or fertility. As described in 
the chapter 3, though, the Life domain is incredibly broad, 
and a cleric of any non-evil deity can choose it. 

A number of other deities, mostly evil ones, suggest the 
Death domain, which is detailed in the Dungeon Master's 
Guide. Most clerics who choose this domain are evil NPCs, 
but if you want to worship a god of death, consult your 
Dungeon Master. 


GREYHAWK 

The gods of Greyhawk come from at least four different 
pantheons, representing the faiths of the various ethnic 
groups that populated the continent of Oerik over the 
ages. As a result, there's a great deal of overlap in their 
portfolios: Pelor is the Flan god of the sun and Pholtus 
is the Oeridian sun god, for example. 


DRAGONLANCE 

The gods of the world of Krynn are three families: seven 
gods of good headed by Paladine and Mishakal, seven of 
neutrality headed by Gilean, and seven of evil headed by 
Takhisis and Sargonnas. These deities have been called 
by many different names and held in varying levels of 
esteem by different peoples and cultures through the 
world's history, but they are the only gods of this world— 
their place fixed in the stars as constellations. 


EBERRON 
The world of Eberron has many different religions, but 
the most important revolves around a pantheon called 
the Sovereign Host and their malign shadow, the Dark 
Six. The gods of the Sovereign Host are thought to have 
dominion over every aspect of existence, and to speak 
with a unified voice. But the Dark Six are the primitive, 
bloody, and cruel gods who offer a dissenting voice. 
Eberron's other religions are very different from the 
traditional D&D pantheons. The monotheistic Church 
of the Silver Flame is devoted to fighting against evil in 
the world, but plagued by corruption in its own ranks. 
The philosophy of the Blood of Vol teaches that divinity 
lies within all mortal beings and reveres the undead 
who have secured that immortality. Various mad cults 
are devoted to the demons and horrors imprisoned 
in Eberron's Underdark (called Khyber, the Dragon 
Below). The followers of the Path of Light believe that 
the world is heading toward a glorious future where 
the shadows that cloud this world will be transformed 
into light. And two related nations of elves revere their 
ancestral spirits: the Undying Court, preserved as 
spirits or even undead forms, and the glorified Spirits 
of the Past, the great heroes of ancient wars. 


NONHUMAN DEITIES 
Certain gods closely associated with nonhuman races 
are revered on many different worlds, though not always 
in the same way. The nonhuman races of the Forgotten 
Realms and Greyhawk share these deities. 

Nonhuman races often have whole pantheons of 
their own. Besides Moradin, for example, the dwarf 
gods include Moradin's wife, Berronar Truesilver, and 
a number of other gods thought to be their children 
and grandchildren: Abbathor, Clangeddin Silverbeard, 
Dugmaren Brightmantle, Dumathoin, Gorm Gulthyn, 
Haela Brightaxe, Marthammor Duin, Sharindlar, Thard 
Harr, and Vergadain. Individual clans and kingdoms of 
dwarves might revere some, all, or none of these deities, 
and some have other gods unknown (or known by other 
names) to outsiders. 


APPENDIX B| GODS OF THE MULTIVERSE 


DEITIES OF THE FORGOTTEN REALMS 


Deity 
Auril, goddess of winter 

Azuth, god of wizards 

Bane, god of tyranny 

Beshaba, goddess of misfortune 
Bhaal, god of murder 

Chauntea, goddess of agriculture 
Cyric, god of lies 

Deneir, god of writing 

Eldath, goddess of peace 

Gond, god of craft 

Helm, god of protection 

Ilmater, god of endurance 
Kelemvor, god of the dead 
Lathander, god of birth and renewal 
Leira, goddess of illusion 

Lliira, goddess of joy 

Loviatar, goddess of pain 

Malar, god of the hunt 

Mask, god of thieves 

Mielikki, goddess of forests 

Milil, god of poetry and song 
Myrkul, god of death 
Mystra, goddess of magic 
Oghma, god of knowledge 

Savras, god of divination and fate 
Selüne, goddess of the moon 

Shar, goddess of darkness and loss 
Silvanus, god of wild nature 

Sune, goddess of love and beauty 


Talona, goddess of disease and poison 


Talos, god of storms 
Tempus, god of war 


Torm, god of courage and self-sacrifice 


Tymora, goddess of good fortune 
Tyr, god of justice 

Umberlee, goddess of the sea 
Waukeen, goddess of trade 


APPENDIX B | GODS OF THE MULTIVERSE 


Alignment 
NE 
LN 
LE 
CE 
NE 
NG 


CE 
N 
LG 
C Gs 
LG 


Suggested Domains 
Nature, Tempest 
Knowledge 
War 
Trickery 
Death 

Life 
Trickery 
Knowledge 
Life, Nature 
Knowledge 
Life, Light 
Life 

Death 

Life, Light 
Trickery 
Life 

Death 
Nature 
Trickery 
Nature 
Light 

Death 
Knowledge 


Knowledge 
Knowledge 
Knowledge, Life 
Death, Trickery 
Nature 

Life, Light 
Death 

Tempest 

War 

War 

Trickery 

War 

Tempest 
Knowledge, Trickery 


Symbol 
Six-pointed snowflake 


Left hand pointing upward, outlined in fire 


Upright black right hand, thumb and fingers together 


Black antlers 


Skull surrounded by a ring of blood droplets 
Sheaf of grain or a blooming rose over grain 
White jawless skull on black or purple sunburst 


Lit candle above an open eye 
Waterfall plunging into still pool 
Toothed cog with four spokes 
Staring eye on upright left gauntlet 


Hands bound at the wrist with red cord 


Upright skeletal arm holding balanced scales 


Road traveling into a sunrise 


Point-down triangle containing a swirl of mist 


Triangle of three six-pointed stars 
Nine-tailed barbed scourge 
Clawed paw 

Black mask 

Unicorn's head 

Five-stringed harp made of leaves 
White human skull 


Circle of seven stars, or nine stars encircling a 


flowing red mist, or a single star 
Blank scroll 


Crystal ball containing many kinds of eyes 
Pair of eyes surrounded by seven stars 


Black disk encircled with a border 
Oak leaf , : 
Face of a beautiful red-haired woman 
Three teardrops on a triangle 


Three lightning bolts radiating from a central point 


Upright flaming sword 
White right gauntlet 
Face-up coin 


Balanced scales resting on a warhammer 


Wave curling left and right 


Upright coin with Waukeen's profile facing left 


DEITIES OF GREYHAWK 


Deity 

Beory, goddess of nature 

Boccob, god of magic 

Celestian, god of stars and wanderers 
Ehlonna, goddess of woodlands 
Erythnul, god of envy and slaughter 
Fharlanghn, god of horizons and travel 
Heironeous, god of chivalry and valor 
Hextor, god of war and discord 

Kord, god of athletics and sport 


Incabulos, god of plague and famine 
Istus, goddess of fate and destiny 
luz, god of pain and oppression 
Nerull, god of death 

Obad-Hai, god of nature 
Olidammara, god of revelry 

Pelor, god of the sun and healing 
Pholtus, god of light and law 


Ralishaz, god of ill luck and insanity 

Rao, god of peace and reason 

St. Cuthbert, god of common sense and zeal 
Tharizdun, god of eternal darkness 
Trithereon, god of liberty and retribution 
Ulaa, goddess of hills and mountains 

Vecna, god of evil secrets. 

Wee Jas, goddess of magic and death 


DEITIES OF DRAGONLANCE 
The Gods of Good 
Paladine, god of rulers and guardians 
Branchala, god of music 
Habbakuk, god of animal life and the sea 
Kiri-Jolith, god of honor and war 
Majere, god of meditation and order 
Mishakal, goddess of healing 
Solinari, god of good magic 


The Gods of Neutrality 

Gilean, god of knowledge 

Chislev, goddess of nature 

Reorx, god of craft 

Shinare, goddess of wealth and trade 
Sirrion, god of fire and change 
Zivilyn, god of wisdom 

Lunitari, goddess of neutral magic 


The Gods of Evil 

Takhisis, goddess of night and hatred 
Chemosh, god of the undead 

Hiddukel, god of lies and greed 
Morgion, god of disease and secrecy 
Sargonnas, god of vengeance and fire 
Zeboim, goddess of the sea and storms 
Nuitari, god of evil magic 


Alignment 


Alignment 
LG 
NG 
NG 
LG 
LG 
LG 
LG 


Alignment 


Alignment 
LE 
LE 
CE 
NE 
LE 
CE 
LE 


Suggested Domains 
Nature 

Knowledge 
Knowledge 

Life, Nature 

War 

Knowledge, Trickery 
War 

War 

Tempest, War 


Death 
Knowledge 
Death 
Death 
Nature 
Trickery 
Life, Light 
Light 


Trickery 
Knowledge 
Knowledge 
Trickery 

War 

Life, War 
Knowledge 

Death, Knowledge 


Suggested Domains 
War 

Light 

Nature, Tempest 
War 

Knowledge 
Knowledge, Life 

no clerics 


Suggested Domains 
Knowledge 

Nature 

Knowledge 
Knowledge, Trickery 
Nature 

Knowledge 

no clerics 


Suggested Domains 
Death 

Death 

Trickery 

Death 

War 

Tempest 

no clerics 


Symbol 

Green disk 

Eye within a pentagram 

Arc of seven stars inside a circle 

Unicorn horn 

Blood drop 

Circle crossed by a curved horizon line 
Lightning bolt 

Six arrows facing downward in a fan 
Four spears and four maces radiating out 
from a central point 

Reptilian eye with a horizontal diamond 
Weaver's spindle with three strands 
Grinning human skull 

Skull with either a sickle or a scythe 

Oak leaf and acorn 

Laughing mask 

Sun 

Silver sun or full moon partially eclipsed by a 
smaller crescent moon 

Three bone fate-casting sticks 

White heart 

Circle at the center of a starburst of lines 
Dark spiral or inverted ziggurat 
Triskelion 

Mountain with a circle at its heart 

Hand with eye in the palm 

Red skull in front of fireball 


Symbol 

Silver triangle 

Bard's harp 

Blue bird 

Bison's horns 

Copper spider 

Blue infinity sign 
White circle or sphere 


Symbol 

Open book 

Feather 

Forging hammer 
Griffon's wing 
Multi-colored fire 

Great green or gold tree 
Red circle or sphere 


Symbol 

Black crescent 

Yellow skull 

Broken merchant's scales 
Hood with two red eyes 
Stylized red condor 
Turtle shell 

Black circle or sphere 


APPENDIX B | GODS OF THE MULTIVERSE 


295 


296 


DEITIES OF EBERRON 


The Sovereign Host 

Arawai, goddess of fertility 

Aureon, god of law and knowledge 
Balinor, god of beasts and the hunt 
Boldrei, goddess of community and home 
Dol Arrah, goddess of sunlight and honor 
Dol Dorn, god of strength at arms 

Kol Korran, god of trade and wealth 
Olladra, goddess of good fortune 

Onatar, god of craft 


The Dark Six 
The Devourer, god of nature's wrath 
The Fury, goddess of wrath and madness 


The Keeper, god of greed and death 

The Mockery, god of violence and treachery 
The Shadow, god of dark magic 

The Traveler, deity of chaos and change 


Other Faiths of Eberron 

The Silver Flame, deity of protection and good 

The Blood of Vol, philosophy of immortality 
and undeath 

Cults of the Dragon Below, deities of madness 

The Path of Light, philosophy of light and 
self-improvement 

The Undying Court, elven ancestors 

The Spirits of the Past, elven ancestors 


NONHUMAN DEITIES 


Deity 

Bahamut, dragon god of good 
Blibdoolpoolp, kuo-toa goddess 

Corellon Larethian, elf deity of art and magic 
Deep Sashelas, elf god of the sea 

Eadro, merfolk deity of the sea 


Garl Glittergold, gnome god of trickery and wiles 


Grolantor, hill giant god of war 

Gruumsh, orc god of storms and war 
Hruggek, bugbear god of violence 
Kurtulmak, kobold god of war and mining 
Laogzed, troglodyte god of hunger 

Lolth, drow goddess of spiders 
Maglubiyet, goblinoid god of war 
Moradin, dwarf god of creation 

Rillifane Rallathil, wood elf god of nature 
Sehanine Moonbow, elf goddess of the moon 
Sekolah, sahuagin god of the hunt 
Semuanya, lizardfolk deity of survival 
Skerrit, centaur and satyr god of nature 


Skoraeus Stonebones, god of stone giants and art 


Surtur, god of fire giants and craft 
Thrym, god of frost giants and strength 
Tiamat, dragon goddess of evil 


Yondalla, halfling goddess of fertility and protection 


APPENDIX B | GODS OF THE MULTIVERSE 


Alignment 
NG 


Alignment 
NE 
NE 


NE 
NE 
CE 
CN 


Alignment 
LG 
LN 


NE 
LN 


NG 
CG 


Alignment 
LG 


Suggested Domains 
Life, Nature 
Knowledge 

Life, Nature 

Life 

Light, War 

War 

Trickery 

Life, Trickery 
Knowledge 


Suggested Domains 
Tempest 
War 


Death 

War 

Knowledge 
Knowledge, Trickery 


Suggested Domains 
Life, Light, War 
Death, Life 


Trickery 
Life, Light 


Knowledge, Life 
War 


Suggested Domains 
Life, War 

Death 

Light 

Nature, Tempest 
Nature, Tempest 
Trickery 

War 

Tempest, War 
War 

War 

Death 

Trickery 

War 

Knowledge 
Nature 
Knowledge 
Nature, Tempest 
Life 

Nature 
Knowledge 
Knowledge, War 
War 

Trickery 

Life 


‘Symbol 


Sheaf of wheat tied with green ribbon 
Open tome 

Pair of antlers 

Fire in a stone hearth 

Rising sun 

Longsword crossed over a shield 
Nine-sided gold coin 

Domino 

Crossed hammer and tongs 


Symbol 

Bundle of five sharpened bones 

Winged wyrm with woman’s head and 
upper body 

Dragonshard stone in the shape of a fang 
Five blood-spattered tools 

Obsidian tower 

Four crossed, rune-inscribed bones 


Symbol 
Flame drawn on silver or molded from silver 
Stylized dragon skull on red teardrop gem 


Varies 
Brilliant crystal 


Varies 
Varies 


Symbol 

Dragon's head in profile 
Lobster head or black pearl 
Quarter moon or starburst 
Dolphin 

Spiral design 

Gold nugget 

Wooden club 

Unblinking eye 
Morningstar 

Gnome skull 

Image of the lizard/toad god 
Spider 

Bloody axe 

Hammer and anvil 

Oak 

Crescent moon 

Shark 

Egg 

Oak growing from acorn 
Stalactite 

Flaming sword 

White double-bladed axe 
Dragon head with five claw marks 
Shield 


FANTASY-HISTORICAL PANTHEONS 


The Celtic, Egyptian, Greek, and Norse pantheons are 
fantasy interpretations of historical religions from our 
world’s ancient times. They include deities that are 
most appropriate for use in a D&D game, divorced from 
their historical context in the real world and united into 
pantheons that serve the needs of the game. 


THE GELTIC PANTHEON 
It’s said that something wild lurks in the heart of every 
soul, a space that thrills to the sound of geese calling 
at night, to the whispering wind through the pines, to 
the unexpected red of mistletoe on an oak—and it is in 
this space that the Celtic gods dwell. They sprang from 
the brook and stream, their might heightened by the 
strength of the oak and the beauty of the woodlands and 
open moor. When the first forester dared put a name to 
the face seen in the bole of a tree or the voice babbling 
in a brook, these gods forced themselves into being. 
The Celtic gods are as often served by druids as by 
clerics, for they are closely aligned with the forces of 
nature that druids revere. 


THE GREEK PANTHEON 

The gods of Olympus make themselves known with the 
gentle lap of waves against the shores and the crash of 
the thunder among the cloud-enshrouded peaks. The 
thick boar-infested woods and the sere, olive-covered 
hillsides hold evidence of their passing. Every aspect 
of nature echoes with their presence, and they've made 
a place for themselves inside the human heart, too. 


THE EGYPTIAN PANTHEON 
These gods are a young dynasty of an ancient divine 
family, heirs to the rulership of the cosmos and the 
maintenance of the divine principle of Ma’at—the 
fundamental order of truth, justice, law, and order that 
puts gods, mortal pharaohs, and ordinary men and 
women in their logical and rightful place in the universe. 
The Egyptian pantheon is unusual in having three 
gods with the Death domain of different alignments. 
Anubis is the lawful neutral god of the afterlife, who 


298 


judges the souls of the dead. Set is a chaotic evil god 
of murder, perhaps best known for killing his brother 
Osiris. And Nephthys is a chaotic good goddess of 
mourning. Thus, although most clerics of the Death 
domain (found in the Dungeon Master's Guide) are 
villainous characters, clerics who serve Anubis or 
Nephthys need not be. 


THE NORSE PANTHEON 

Where the land plummets from the snowy hills into the 
icy fjords below, where the longboats draw up on to the 
beach, where the glaciers flow forward and retreat with 
every fall and spring—this is the land of the Vikings, 
the home of the Norse pantheon. It’s a brutal clime, 
and one that calls for brutal living. The warriors of 

the land have had to adapt to the harsh conditions in 
order to survive, but they haven't been too twisted by 


CELTIC DEITIES 


Deity Alignment 
The Daghdha, god of weather and crops CG 
Arawn, god of life and death NE 
Belenus, god of sun, light, and warmth NG 
Brigantia, goddess of rivers and livestock NG 
Diancecht, god of medicine and healing LG 
Dunatis, god of mountains and peaks N 
Goibhniu, god of smiths and healing NG 
Lugh, god of arts, travel, and commerce CN 
Manannan mac Lir, god of oceans and sea creatures LN 
Math Mathonwy, god of magic NE 
Morrigan, goddess of battle CE 
Nuada, god of war and warriors N 
Oghma, god of speech and writing NG 
Silvanus, god of nature and forests N 


GREEK DEITIES 


Deity Alignment 
Zeus, god of the sky, ruler of the gods N 
Aphrodite, goddess of love and beauty CG 
Apollo, god of light, music, and healing CG 
Ares, god of war and strife CE 
Artemis, goddess of hunting and childbirth NG 
Athena, goddess of wisdom and civilization LG 
Demeter, goddess of agriculture NG 
Dionysus, god of mirth and wine CN 
Hades, god of the underworld LE 
Hecate, goddess of magic and the moon CE 
Hephaestus, god of smithing and craft NG 
Hera, goddess of marriage and intrigue CN 
Hercules, god of strength and adventure CG 
Hermes, god of travel and commerce CG 
Hestia, goddess of home and family NG 
Nike, goddess of victory LN 
Pan, god of nature CN 
Poseidon, god of the sea and earthquakes CN 
Tyche, goddess of good fortune N 
APPENDIX B | GODS OF THE MULTIVERSE 


the needs of their environment. Given the necessity of 
raiding for food and wealth, it's surprising the mortals 
turned out as well as they did. Their powers reflect 
the need these warriors had for strong leadership and 
decisive action. Thus, they see their deities in every 
bend of a river, hear them in the crash of the thunder 
and the booming of the glaciers, and smell them in the 
smoke of a burning longhouse. 

The Norse pantheon includes two main families, the 
Aesir (deities of war and destiny) and the Vanir (gods 
of fertility and prosperity). Once enemies, these two 
families are now closely allied against their common 
enemies, the giants (including the gods Surtur and 
Thrym). Like the gods of Greyhawk, gods in different 
families sometimes have overlap in their spheres of 
influence: Frey (of the Vanir) and Odur (of the Aesir) 
are both associated with the sun, for example. 


Suggested Domains 
Nature, Trickery 
Life, Death 

Light 

Life 

Life 

Nature 
Knowledge, Life 
Knowledge, Life 
Nature, Tempest 
Knowledge 

War 

War 

Knowledge 
Nature 


Suggested Domains 
Tempest 

Light 

Knowledge, Life, Light 
War 

Life, Nature 
Knowledge, War 
Life 

Life 

Death 

Knowledge, Trickery 
Knowledge 

Trickery 

Tempest, War 
Trickery 

Life 

War 

Nature 

Tempest 

Trickery 


Symbol 

Bubbling cauldron or shield 
Black star on gray background 
Solar disk and standing stones 
Footbridge 

Crossed oak and mistletoe branches 
Red sun-capped mountain peak 
Giant mallet over sword 

Pair of long hands 

Wave of white water on green 
Staff 

Two crossed spears 

Silver hand on black background 
Unfurled scroll 

Summer oak tree 


Symbol 

Fist full of lightning bolts 

Sea shell 

Lyre 

Spear 

Bow and arrow on lunar disk 

Owl 

Mare's head 

Thyrsus (staff tipped with pine cone) 
Black ram 

Setting moon 

Hammer and anvil 

Fan of peacock feathers 

Lion's head 

Caduceus (winged staff and serpents) 
Hearth 

Winged woman 

Syrinx (pan pipes) 

Trident 

Red pentagram 


EGYPTIAN DEITIES 
Deity 
Re-Horakhty, god of the sun, ruler of the gods 
Anubis, god of judgment and death 
Apep, god of evil, fire, and serpents _ 
Bast, goddess of cats and vengeance 
Bes, god of luck and music 
Hathor, goddess of love, music, and 

motherhood 

Imhotep, god of crafts and medicine 
Isis, goddess of fertility and magic 
Nephthys, goddess of death and grief 
Osiris, god of nature and the underworld 
Ptah, god of crafts, knowledge, and secrets 
Set, god of darkness and desert storms 


Sobek, god of water and crocodiles 
Thoth, god of knowledge and wisdom 


Norse DEITIES 

Deity 

Odin, god of knowledge and war 

Aegir, god of the sea and storms 

Balder, god of beauty and poetry 
Forseti, god of justice and law 

Frey, god of fertility and the sun = 
Freya, goddess of fertility and love 
Frigga, goddess of birth and fertility 
Heimdall, god of watchfulness and loyalty 
Hel, goddess of the underworld E 
Hermod, god of luck 

Loki, god of thieves and trickery "E 
Njord, god of sea and wind : 
Odur, god of light and the sun 

Sif, goddess of war 

Skadi, god of earth and mountains 
Surtur, god of fire giants and war 

Thor, god of storms and thunder 
Thrym, god of fire giants and cold 

Tyr, god of courage and strategy 

Uller, god of hunting and winter 


Alignment 
LG 
LN 
NE 
CG 
CN 
NG 


NG 
NG 
CG 
LG 
LN 
CE 


LE 
N 


Alignment 
NG 
NE 
NG 


Suggested Domains 
Life, Light 

Death 

Trickery 

War 

Trickery 

Life, Light 


Knowledge 
Knowledge, Life 
Death 
Life, Nature 
Knowledge 
Death, Tempest, 
Trickery 
Nature, Tempest 
Knowledge 


Suggested Domains 
Knowledge, War 
Tempest - 
Life, Light 

Light 

Life, Light 

Life 
Life, Light 

Light, War 
Death 

Trickery 

Trickery 

Nature, Tempest 
Light 

War 


. Nature 


War 

Tempest, War 
War 

Knowledge, War 
Nature 


Symbol 

Solar disk encircled by serpent — 
Black jackal 

Flaming snake * 

Cat 

Image of the misshapen deity 
Horned cow's head with lunar disk 


Step pyramid 
Ankh and star 
Horns around a lunar disk 


Crook and flail 


Bull 
Coiled cobra 


-. Crocodile head with horns and plumes 


Ibis 


Symbol 
Watching blue eye - 
Rough ocean waves 
Gem-encrusted silver chalice Zs 
Head of a bearded man 
Ice-blue greatsword 
Falcon 
Cat ? 
Curling musical horn 
Woman's face, rotting on one side 
Winged scroll 
Flame | 
Gold coin 
Solar disk 
Upraised sword 
Mountain peak 
Flaming sword 
Hammer 
White double-bladed axe 
Sword 
Longbow 


APPENDIX B | GODS OF THE MULTIVERSE 


299 


APPENDIX C: THE PLANES OF EXISTENCE 


NCREDIBLY VAST IS THE COSMOS OF THE 
DUNGEONS & DRAGONS game, which teems 
with a multitude of worlds as well as myriad 
alternate dimensions of reality, called the planes 
of existence. It encompasses every world 
where Dungeon Masters run their adventures, 
all within the relatively mundane realm of the 
Material Plane. Beyond that plane are domains 

of raw elemental matter and energy, realms of pure 

thought and ethos, the homes of demons and angels, 
and the dominions of the gods. 
Many spells and magic items can draw energy 

from these planes, summon the creatures that dwell 

there, communicate with their denizens, and allow 

adventurers to travel there. As your character achieves 
greater power and higher levels, you might undertake 

a quest to rescue a friend from the horrific depths of 

the Abyss, or find yourself hoisting a tankard with the 

friendly giants of Ysgard. You might walk on streets 
made of solid fire or test your mettle on a battlefield 
where the fallen are resurrected with each dawn. 


THE MATERIAL PLANE 


The Material Plane is the nexus where the philosophical 
and elemental forces that define the other planes collide 
in the jumbled existence of mortal life and mundane 
matter. All the worlds of D&D exist within the Material 
Plane, making it the starting point for most campaigns 
and adventures. The rest of the multiverse is defined in 
relation to the Material Plane. 

The worlds of the Material Plane are infinitely diverse, 
for they reflect the creative imagination of the DMs 
who set their games there, as well as the players whose 
heroes adventure there. They include magic-wasted 
desert planets and island-dotted water worlds, worlds 
where magic combines with advanced technology and 
others trapped in an endless Stone Age, worlds where 
the gods walk and places they have abandoned. 


POSITIVE PLANE 


os 5 25 "a mÅ 
~ OUTER PLAN t 


ES 
vr 


APPENDIX ( THE PLANES OF EXISTENCE 


The best-known worlds in the multiverse are the 
ones that have been published as official campaign 
settings for the D&D game over the years—Greyhawk, 
Blackmoor, Dragonlance, the Forgotten Realms, 
Mystara, Birthright, Dark Sun, and Eberron, among 
others. Each of these worlds boasts its own cast of 
heroic adventurers and scheming villains, its own 
ancient ruins and forgotten artifacts, its own dungeons 
and its own dragons. But if your campaign takes place 
on one of these worlds, it belongs to your DM—you 
might imagine it as one of thousands of parallel versions 
of the world, which might diverge wildly from the 
published version. 


MATERIAL ECHOES 


The Material Plane is a richly magical place, and its 
magical nature is reflected in the two planes that share 
its central place in the multiverse. The Feywild and the 
Shadowfell are parallel dimensions occupying the same 
cosmological space, so they are often called echo planes 
or mirror planes to the Material Plane. The worlds and 
landscapes of these planes mirror the natural world 

of the Material Plane but reflect those features into 
different forms—more marvelous and magical in the 
Feywild, distorted and colorless in the Shadowfell. 
Where a volcano stands in the Material Plane, a 
mountain topped with skyscraper-sized crystals that 
glow with internal fire towers in the Feywild, and a 
jagged rock outcropping resembling a skull marks the 
spot on the Shadowfell. 

The Feywild, also called the Plane of Faerie, is a land 
of soft lights and wonder, a country of little people with 
great desires, a place of music and death. It is a realm 
of eternal twilight, with slow lanterns bobbing in the 
gentle breeze and huge fireflies buzzing through groves 
and fields. The sky is alight with the faded colors of 
the setting, or perhaps rising, sun. But, in fact, the sun 
never truly sets or rises; it remains stationary, dusky 
and low in the sky. Away from the settled areas ruled by 
the Seelie Court, the land is a tangle of sharp-toothed 
brambles and syrupy fens—perfect territory for the 
Unseelie to hunt their prey. Fey creatures, such as those 
brought to the world by conjure woodland beings and 
similar spells, dwell in the Feywild. 

The Shadowfell, also called the Plane of Shadow, is 
a darkly lighted dimension, a world of black and white 
where color has been leached from everything. It is a 
place of toxic darkness that hates the light, where the 
sky is a black vault with neither sun nor stars. 


————EEeE———— EE * 
POSITIVE AND NEGATIVE PLANES 
Like a dome above the other planes, the Positive Plane is the 
source of radiant energy and the raw life force that suffuses 
all living beings, from the puny to the sublime. Its dark 
reflection is the Negative Plane, the source of necrotic energy 
that destroys the living and animates the undead. 


BEYOND THE MATERIAL 


Beyond the Material Plane, the various planes of 
existence are realms of myth and mystery. They're 

not simply other worlds, but different qualities of 
being, formed and governed by spiritual and elemental 
principles abstracted from the ordinary world. 


PLANAR TRAVEL 


When adventurers travel into other planes of existence, 
they are undertaking a legendary journey across the 
thresholds of existence to a mythic destination where 
they strive to complete their quest. Such a journey is the 
stuff of legend. Braving the realms of the dead, seeking 
out the celestial servants of a deity, or bargaining with 
an efreeti in its home city will be the subject of song and 
story for years to come. 

Travel to the planes beyond the Material Plane can be 
accomplished in two ways: by casting a spell or by using 
a planar portal, 

Spells. A number of spells allow direct or indirect 
access to other planes of existence. Plane shift and 
gate can transport adventurers directly to any other 
plane of existence, with different degrees of precision. 
Etherealness allows adventurers to enter the Ethereal 
Plane and travel from there to any of the planes it 
touches—the Shadowfell, the Feywild, or the Elemental 
Planes. And the astral projection spell lets adventurers 
project themselves into the Astral Plane and travel to 
the Outer Planes. 

Portals. A portal is a general term for a stationary 
interplanar connection that links a specific location 
on one plane to a specific location on another. Some 
portals are like doorways, a clear window, or a fog- 
shrouded passage, and simply stepping through it 
effects the interplanar travel. Others are locations— 
circles of standing stones, soaring towers, sailing ships, 
or even whole towns—that exist in multiple planes at 
once or flicker from one plane to another in turn. Some 
are vortices, typically joining an Elemental Plane with a 
very similar location on the Material Plane, such as the 
heart of a volcano (leading to the Plane of Fire) or the 
depths of the ocean (to the Plane of Water). 


TRANSITIVE PLANES 


The Ethereal Plane and the Astral Plane are called the 
Transitive Planes. They are mostly featureless realms 
that serve primarily as ways to travel from one plane 
to another. Spells such as etherealness and astral 
projection allow characters to enter these planes and 
traverse them to reach the planes beyond. 

The Ethereal Plane is a misty, fog-bound dimension 
that is sometimes described as a great ocean. Its shores, 
called the Border Ethereal, overlap the Material Plane 
and the Inner Planes, so that every location on those 
planes has a corresponding location on the Ethereal 


— Plane. Certain creatures can see into the Border 


Ethereal, and the see invisibility and true seeing spell 
grant that ability. Some magical effects also extend from 
the Material Plane into the Border Ethereal, particularly 
effects that use force energy such as forcecage and wall 


of force. The depths of the plane, the Deep Ethereal, are 
a region of swirling mists and colorful fogs. 

The Astral Plane is the realm of thought and dream, 
where visitors travel as disembodied souls to reach 
the planes of the divine and demonic. It is a great, 
silvery sea, the same above and below, with swirling 
wisps of white and gray streaking among motes of light 
resembling distant stars. Erratic whirlpools of color 
flicker in midair like spinning coins, Occasional bits of 
solid matter can be found here, but most of the Astral 
Plane is an endless, open domain. 


INNER PLANES 


The Inner Planes surround and enfold the Material 
Plane and its echoes, providing the raw elemental 
substance from which all the worlds were made. The 
four Elemental Planes—Air, Earth, Fire, and Water— 
form a ring around the Material Plane, suspended 
within the churning Elemental Chaos. 

At their innermost edges, where they are closest 
to the Material Plane (in a conceptual if not a literal 
geographical sense), the four Elemental Planes 
resemble a world in the Material Plane. The four 
elements mingle together as they do in the Material 
Plane, forming land, sea, and sky. Farther from the 
Material Plane, though, the Elemental Planes are both 
alien and hostile. Here, the elements exist in their 
purest form—great expanses of solid earth, blazing fire, 
crystal-clear water, and unsullied air. These regions 
are little-known, so when discussing the Plane of Fire, 
for example, a speaker usually means just the border 
region. At the farthest extents of the Inner Planes, 
the pure elements dissolve and bleed together into an 
unending tumult of clashing energies and colliding 
substance, the Elemental Chaos. 


OUTER PLANES 


If the Inner Planes are the raw matter and energy that 
makes up the multiverse, the Outer Planes are the 
direction, thought and purpose for such construction. 
Accordingly, many sages refer to the Outer Planes as 
divine planes, spiritual planes, or godly planes, for the 
Outer Planes are best known as the homes of deities, 

When discussing anything to do with deities, the 
language used must be highly metaphorical. Their 
actual homes are not literally “places” at all, but 
exemplify the idea that the Outer Planes are realms of 
thought and spirit. As with the Elemental Planes, one 
can imagine the perceptible part of the Outer Planes as 
a sort of border region, while extensive spiritual regions 
lie beyond ordinary sensory experience. 

Even in those perceptible regions, appearances 
can be deceptive. Initially, many of the Outer Planes 
appear hospitable and familiar to natives of the 
Material Plane. But the landscape can change at the 
whims of the powerful forces that live on the Outer 
Planes. The desires of the mighty forces that dwell on 
these planes can remake them completely, effectively 
erasing and rebuilding existence itself to better fulfill 
their own needs. 


APPENDIX í THE PLANES OF EXISTENCE 


301 


Distance is a virtually meaningless concept on the 
Outer Planes. The perceptible regions of the planes 
often seem quite small, but they can also stretch on to 
what seems like infinity. It might be possible to take 
a guided tour of the Nine Hells, from the first layer to 
the ninth, in a single day—if the powers of the Hells 
desire it. Or it could take weeks for travelers to make a 
grueling trek across a single layer. 

The most well-known Outer Planes are a group of 
sixteen planes that correspond to the eight alignments 
(excluding neutrality) and the shades of distinction 
between them. 


OUTER PLANES 


Outer Plane Alignment 
Mount Celestia, the Seven Heavens of LG 
Bytopia, the Twin Paradises of NG, LG 
Elysium, the Blessed Fields of NG 
The Beastlands, the Wilderness of NG, CG 
Arborea, the Olympian Glades of CG 
Ysgard, the Heroic Domains of CN, CG 
Limbo, the Ever-Changing Chaos of CN 
Pandemonium, the Windswept Depthsof CN, CE 
The Abyss, the Infinite Layers of CREF 
Carceri, the Tarterian Depths of NE, CE 
Hades, the Gray Waste of NE 
Gehenna, the Bleak Eternity of NE, LE 
The Nine Hells (of Baator) LE 
Acheron, the Infinite Battlefield of LN, LE 
Mechanus, the Clockwork Nirvana of LN 
Arcadia, the Peaceable Kingdoms of LN, LG 


The planes with some element of good in their nature 
are called the Upper Planes. Celestial creatures such 
as angels and pegasi dwell in the Upper Planes. Planes 
with some element of evil are the Lower Planes. Fiends 
such as demons, devils, and yugoloths dwell in the 
Lower Planes. A plane's alignment is its essence, and 

a character whose alignment doesn't match the plane's 
experiences a profound sense of dissonance there. 
When a good creature visits Elysium, for example, it 
feels in tune with the plane, but an evil creature feels 
out of tune and more than a little uncomfortable. 


OTHER PLANES 


Existing somehow between or beyond the known planes 


of existence are a variety of other realms. 


SIGIL AND THE OUTLANDS 
The Outlands is the plane between the Outer Planes, a 
plane of neutrality, but not the neutrality of nothingness. 
Instead it incorporates a little of everything, keeping it 
all in a paradoxical balance—simultaneously concordant 
and in opposition. It is a broad region of varied terrain, 
with open prairies, towering mountains, and twisting, 
shallow rivers, strongly resembling an ordinary world 
of the Material Plane. 

The Outlands is circular, like a great wheel—in fact, 
those who envision the Outer Planes as a wheel point 
to the Outlands as proof, calling it a microcosm of the 


APPENDIX C | THE PLANES OF EXISTENCE 


planes. That argument might be circular, however, 
for it is possible that the arrangement of the Outlands 
inspired the idea of the Great Wheel in the first place. 

Around the outside edge of the circle, evenly spaced, 
are the gate-towns: sixteen settlements, each built 
around a portal leading to one of the Outer Planes. Each 
town shares many of the characteristics of the plane 
where its gate leads. 

At the center of the Outlands, like the axle of the 
planar wheel, the Spire shoots impossibly high into the 
sky. Above this thin peak floats the ring-shaped city of 
Sigil, the City of Doors. This bustling planar metropolis 
holds countless portals to other planes and worlds. 

Sigil is a trader's city. Goods, merchandise, and 
information come to it from across the planes. There 
is a brisk trade in information about the planes, in 
particular in the command words or items required for 
the operation of particular portals. These portal keys 
are highly sought after, and many travelers within the 
city are looking for a particular portal or a portal key 
to allow them to continue on their way. 


DEMIPLANES 

Demiplanes are small extradimensional spaces with 
their own unique rules. They are pieces of reality that 
don't seem to fit anywhere else. Demiplanes come 

into being by a variety of means. Some are created by 
spells, such as demiplane, or generated at the desire of a 
powerful deity or other force. They may exist naturally, 
as a fold of existing reality that has been pinched off 
from the rest of the multiverse, or as a baby universe 
growing in power. À given demiplane can be entered 
through a single point where it touches another plane. 
Theoretically, a plane shift spell can also carry travelers 
to a demiplane, but the proper frequency required 

for the tuning fork is extremely hard to acquire. The 
gate spell is more reliable, assuming the caster knows 
of the demiplane. 


THE FAR REALM 

The Far Realm is beyond the known multiverse. In fact, 
it might be an entirely separate multiverse with its own 
physical and magical laws. Where stray energies from 
the Far Realm leak onto another plane, life and matter 
are warped and twisted into alien shapes that defy 
ordinary geometry and biology. 

The entities that abide in the Far Realm are too alien 
for a normal mind to accept without damage. Titanic 
creatures swim through nothingness, preoccupied 
with madness. Unspeakable things whisper awful 
truths to those who dare listen. For mortals, knowledge 
of the Far Realm is a triumph of mind over the rude 
boundaries of matter, space, and eventually sanity. 

There are no known portals to the Far Realm, or 
at least none that are still viable. Ancient elves once 
pierced the boundary of eons with a vast portal to the 
Far Realm within a mountain called Firestorm Peak, 
but their civilization imploded in bloody terror and 
the portal's location—even its home world—is long- 
forgotten. Other portals might still exist, marked by the 
alien forces leaking through to corrupt the Material 
Plane around them. 


F 


^ 


POSITIVE PLANE 


— v«MENTAL CH. 
ME TAO 6 


I 


AEREAL Py) : 
eat iw; 


FEYWILD 


ys ~ 


MATERIAL PLANE 


SHADOWFELI 


NEGATIVE PLANE 


SOVHO 40 SaNY14 


304 


APPENDIX D: CREATURE STATISTICS 


PELLS AND CLASS FEATURES ALLOW CHARACTERS 
to transform into animals, summon creatures 
to serve as familiars, and create undead. 
Statistics for such creatures are grouped 

in this appendix for your convenience. For 
information on how to read a stat block, see 
the Monster Manual. 


BAT 


Tiny beast, unaligned 


Armor Class 12 
Hit Points 1 (1d4 — 1) 
Speed 5 ft., fly 30 ft. 


STR DEX CON INT WIS CHA 
2(-4) 31562  8(3) 269 E 4(-3) 


Senses blindsight 60 ft., passive Perception 11 
Languages — 
Challenge 0 (10 XP) 


Echolocation. While it can't hear, the bat has no blindsight. 
Keen Hearing. The bat has advantage on Wisdom (Perception) 
checks that rely on hearing. 

ACTIONS 


Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. 
Hit: | piercing damage. 


BLACK BEAR 


Medium beast, unaligned 


Armor Class 11 (natural armor) 
Hit Points 19 (3d8 6) 
Speed 40 ft., climb 30 ft. 


STR DEX CON INT WIS CHA 
15 (+2) 10(+0) 14042 264 121) 7(2) 


Skills Perception +3 

Senses passive Perception 13 
Languages — 

Challenge 1/2 (100 XP) 


Keen Smell. The bear has advantage on Wisdom (Perception) 
checks that rely on smell. 
ACTIONS 


Multiattack. The bear makes two attacks, one with its bite and 
one with its claws. 


Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
Hit: 5 (1d6 + 2) piercing damage. 


Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
Hit: 7 (2d4 + 2) slashing damage. 


APPENDIX D | CREATURE STATISTICS 


BOAR 


Medium beast, unaligned 


Armor Class 11 (natural armor) 
Hit Points 11 (2d8 + 2) 
Speed 40 ft. 


STR DEX CON INT WIS CHA 
13 (41) 11440) 124) 2¢4 9(3 5(3) 


Senses passive Perception 9 
Languages — 
Challenge 1/4 (50 XP) 


Charge. |f the boar moves at least 20 feet straight toward a 
creature right before hitting it with a tusk attack, the target 
takes an extra 3 (1d6) slashing damage and must succeed on a 
DC 11 Strength saving throw or be knocked prone. 


Relentless (Recharges after the Boar Finishes a Short or Long 
Rest). If the boar takes damage that reduces it to 0 hit points, 
unless the damage is 7 or more or from a critical hit, it drops to 
1 hit point instead. 


ACTIONS 


Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
Hit: 4 (1d6 + 1) slashing damage. 


BROWN BEAR 


Large beast, unaligned 


Armor Class 11 (natural armor) 
Hit Points 34 (4d10 + 12) 
Speed 40 ft., climb 30 ft. 


STR DEX CON INT WIS CHA 
19 (+4) 10(+0) 1663) 2(-4) B) 7(2) 


Skills Perception +3 

Senses passive Perception 13 
Languages — 

Challenge 1 (200 XP) 


Keen Smell. The bear has advantage on Wisdom (Perception) 
checks that rely on smell. 
ACTIONS 


Multiattack. The bear makes two attacks, one with its bite and 
one with its claws. 


Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
Hit: 8 (1d8 + 4) piercing damage. 


Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
Hit: 11 (2d6 + 4) slashing damage. 


CAT 


Tiny beast, unaligned 


Armor Class 12 
Hit Points 2 (1d4) 
Speed 40 ft., climb 30 ft. 


CHA 
7 (-2) 


STR DEX CON INT — WIS 
3(-4  15(42 10(40 3(-4) 12(4) 


Skills Perception +3, Stealth +4 
Senses passive Perception 13 
Languages — 

Challenge 0 (10 XP) 


Keen Smell. The cat has advantage on Wisdom (Perception) 
checks that rely on smell. 
ACTIONS 


Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. 
Hit: 1 slashing damage. 


CONSTRICTOR SNAKE 


Large beast, unaligned 


Armor Class 12 
Hit Points 13 (2d10 + 2) 
Speed 30 ft., swim 30 ft. 


STR DEX CON INT — WIS — CHA 
15(32) 14(+2) 12(1) 1(5) 10(0) 3(-4) 


ACTIONS 


Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 
Hit: 5 (1d6 + 2) piercing damage. 


Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
creature. Hit: 6 (1d8 2) bludgeoning damage, and the target 
is grappled. Until this grapple ends, the creature is restrained, 
and the snake can't constrict another target. 


CROCODILE 


Large beast, unaligned 


Armor Class 12 (natural armor) 
Hit Points 19 (3d10 + 3) 
Speed 20 ft., swim 30 ft. 


STR DEX CON INT WIS CHA 
15 (+2) 1060) 13(+1) 2(-4) 10(+0) 5 (-3) 


Skills Stealth +2 

. Senses passive Perception 10 
Languages — 

Challenge 1/2 (100 XP) 


Hold Breath. The crocodile can hold its breath for 15 minutes. 


ACTIONS 


Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
Hit: 7 (1d10 + 2) piercing damage, and the target is grappled. 
Until this grapple ends, the target is restrained, and the 
crocodile can't bite another target. 


DIRE WOLF 


Large beast, unaligned 


Armor Class 14 (natural armor) 
Hit Points 37 (5d10 « 10) 


Speed 50 ft. 
STR DEX CON INT WIS CHA 
17 (+3) 15(42) 1562 3(-4) 1241) 7(-2) 


Skills Perception +3, Stealth +4 
Senses passive Perception 13 
Languages — 

Challenge 1 (200 XP) 


Keen Hearing and Smell. The wolf has advantage on Wisdom 
(Perception) checks that rely on hearing or smell. 


Pack Tactics. The wolf has advantage on attack rolls against a 
creature if at least one of the wolf's allies is within 5 feet of the 
creature and isn’t incapacitated. 


ACTIONS 


Bite. Melee Weapon Attack; +5 to hit, reach 5 ft., one target. 
Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, 
it must succeed on a DC 13 Strength saving throw or be 
knocked prone. 


FROG 


Tiny beast, unaligned 


Armor Class 11 
Hit Points 1 (1d4 — 1) 
Speed 20 ft., swim 20 ft. 


STR DEX CON INT WIS CHA 
1 (-5) 13 (+41) 8 (-1) 1(C5) 8(-)) 3 (-4) 


Skills Perception +1, Stealth +3 

Senses darkvision 30 ft., passive Perception 11 
Languages — 

Challenge 0 (0 XP) 


Amphibious. The frog can breathe air and water. 


Standing Leap. As part of its movement and without a running 
start, the frog can long jump up to 10 feet and high jump 
up to 5 feet. 


APPENDIX D | CREATURE STATISTICS 


nije = = = 


GIANT EAGLE 


Large beast, neutral good 


Armor Class 13 
Hit Points 26 (4d10 + 4) 
Speed 10 ft., fly 80 ft. 


STR DEX CON INT WIS CHA 
16 (+3) 1743) 1341) 8(23) 14(42) 10 (40) 


Skills Perception +4 

Senses passive Perception 14 

Languages Giant Eagle, understands Common but doesn’t 
speak it 

Challenge 1 (200 XP) 


Keen Sight. The eagle has advantage on Wisdom (Perception) 
checks that rely on sight. 
ACTIONS 


Multiattack, The eagle makes two attacks, one with its beak 
and one with its talons. 


Beak, Melee Weapon Attack; +5 to hit, reach 5 ft., one target. 
Hit: 6 (1d6 + 3) piercing damage. 


Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
Hit: 10 (2d6 + 3) slashing damage. 


GIANT SPIDER 


Large beast, unaligned 


Armor Class 14 (natural armor) 
Hit Points 26 (4d10 + 4) 
Speed 30 ft., climb 30 ft. 


STR DEX CON INT WIS CHA 
14 (+2) 16(3) 12) 2(-4 (0 4 (-3) 


Skills Stealth +7 

Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10 
Languages — p 

Challenge 1 (200 XP) 


Spider Climb. The spider can climb difficult surfaces, including 
upside down on ceilings, without needing to make an 
ability check. 


Web Sense. While in contact with a web, the spider knows the 
exact location of any other creature in contact with the same web. 


Web Walker. The spider ignores movement restrictions caused 
by webbing. 


ACTIONS 


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


Hit: 7 (1d8 + 3) piercing damage, and the target must make a 


Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 
30 ft./60 ft., one creature. Hit: The target is restrained by 
webbing. As an action, the restrained target can make a DC 

12 Strength check, bursting the webbing on a success. The 
webbing can also be attacked and destroyed (AC 10; hp 5; 
vulnerability to fire damage; immunity to bludgeoning, poison, 
and psychic damage). 


Hawk (FALCON) 


Tiny beast, unaligned 


Armor Class 13 
Hit Points 1 (1d4 — 1) 
Speed 10 ft., fly 60 ft. 


STR DEX CON INT WIS CHA 
5(-3  16(3) 38(-) 2(-4 14(2  6(-2) 


Skills Perception +4 

Senses passive Perception 14 
Languages — 

Challenge 0 (10 XP) 


Keen Sight. The hawk has advantage on Wisdom (Perception) 
checks that rely on sight. 
ACTIONS 


Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
Hit: 1 slashing damage. 


IMP 
Tiny fiend (devil, shapechanger), lawful evil 


Armor Class 13 
Hit Points 10 (3d4 + 3) 
Speed 20 ft., fly 40 ft. (20 ft. in rat form; 20 ft., fly 60 ft. in raven 
form; 20 ft., climb 20 ft. in spider form) 
STR DEX CON INT WIS CHA 
6(2 173) 133) (0) 12) 14(42) 


Skills Deception +4, Insight +3, Persuasion +4, Stealth +5 

Damage Resistances cold; bludgeoning, piercing, and slashing 
from nonmagical weapons that aren't silvered 

Damage Immunities fire, poison 

Condition Immunities poisoned 

Senses darkvision 120 ft., passive Perception 11 

Languages Infernal, Common 

Challenge 1 (200 XP) 


Shapechanger. The imp can use its action to polymorph into 
the beast form of a rat, a raven, or a spider, or into its devil 
form, Its statistics are the same in each form, although its 
attack is different in some of them. Any equipment it carries is 
not transformed. If slain, the imp reverts to its devil form. 


DC 11 Constitution saving throw, taking 9 (2d8) poison damage 
on a failed save, or half as much damage on a successful one. If 
the poison damage reduces the target to O hit points, the target 
is stable but poisoned for 1 hour, and paralyzed while poisoned 
in this way. 


Devil's Sight. Magical darkness doesn't impede the 
imp's darkvision. 


Magic Resistance. The imp has advantage on saving throws 
against spells and other magical effects. 


306 APPENDIX D | CREATURE STATISTICS 
306 > = = 


ACTIONS 


Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit, 
reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and 
the target must make on a DC 11 Constitution saving throw, 
taking 10 (3d6) poison damage on a failed save, or half as 
much damage on a successful one. 


Invisibility. The imp turns invisible until it attacks or until its 
concentration ends. Anything the invisible imp is carrying or 
wearing is invisible as long as it remains in contact with the imp. 


LION 


Large beast, unaligned 


Armor Class 12 
Hit Points 26 (4d10 + 4) 
Speed 50 ft. 


STR DEX CON INT WIS CHA 
17 (+3) 15 (+2) 13(41) 3(3) 12(1) 8(1) 


Skills Perception +3, Stealth +6 
Senses passive Perception 13 
Languages — 

Challenge 1 (200 XP) 


Keen Smell. The lion has advantage on Wisdom (Perception) 
checks that rely on smell. 


Pack Tactics. The lion has advantage on attack rolls against a 
creature if at least one of the lion’s allies is within 5 feet of the 
creature and isn’t incapacitated. 


Pounce. If the lion moves at least 20 feet straight toward a 
target right before hitting it with a claw attack, the target must 
succeed on a DC 13 Strength saving throw or be knocked 
prone, If the target is prone, the lion can take a bonus action to 
make one bite attack against it. 


Running Leap. As part of its movement and after a 10-foot 
running start, the lion can long jump up to 25 feet. 
ACTIONS 


Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
Hit: 7 (1d8 + 3) piercing damage. 


Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
Hit: 6 (1d6 + 3) slashing damage. 


MASTIFF 


Medium beast, unaligned 


Armor Class 12 
Hit Points 5 (1d8 + 1) 
Speed 40 ft. 


STR DEX CON INT WIS CHA 
13 (+1) 14(2). 12(41) 3(4 12(4 7(2) 


Skills Perception +3 

Senses passive Perception 13 
Languages — 

Challenge 1/8 (25 XP) 


Keen Hearing and Smell. The mastiff has advantage on 
Wisdom (Perception) checks that rely on hearing or smell. 
ACTIONS 


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


MULE 


Medium beast, unaligned 


Armor Class 10 
Hit Points 11 (2d8 « 2) 
Speed 40 ft. 


STR DEX CON INT WIS CHA 
14 (+2) 10 (+0) 13 (41) 2(4) 10(+0) 5 (-3) 


Senses passive Perception 10 
Languages — 
Challenge 1/8 (25 XP) 


Beast of Burden. The mule is considered to be a Large animal 
for the purpose of determining its carrying capacity. 


Sure-Footed. Whenever the mule would be knocked prone, it 
stays on its feet if it succeeds on a DC 10 Dexterity saving throw. 
ACTIONS 


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


o2 
o 
- 


308 


OwL 


Tiny beast, unaligned 


Armor Class 11 
Hit Points 1 (1d4 — 1) 
Speed 5 ft., fly 60 ft. 


CHA 
7 (2 


STR DEX 
3(-4) 13 (4) 


CON INT WIS 
8 (-1) 2(-)  12(4) 


Skills Perception +3, Stealth +3 

Senses darkvision 120 ft., passive Perception 13 
Languages — 

Challenge 0 (10 XP) 


Flyby. The owl provokes no opportunity attacks when it flies 
out of an enemy's reach. 


Keen Sight. The owl has advantage on Wisdom (Perception) 
checks that rely on sight. 


ACTIONS 


Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 


Hit: 1 slashing damage. 


PANTHER 


Medium beast, unaligned 


Armor Class 12 
Hit Points 13 (3d8) 
Speed 50 ft., climb 40 ft. 


CHA 
7 (-2) 


STR DEX 
14 (+2) 15 (+2) 


CON INT — WIS 
10(40  3(-4 14 (+2) 


Skills Perception +4, Stealth +6 
Senses passive Perception 14 
Languages — 

Challenge 1/4 (50 XP) 


Keen Smell. The panther has advantage on Wisdom 
(Perception) checks that rely on smell. 


Pounce. If the panther moves at least 20 feet straight toward 

a creature right before hitting it with a claw attack, the target 
must succeed on a DC 12 Strength saving throw or be knocked 
prone. If the target is prone, the panther can take a bonus 
action to make one bite attack against it. 


ACTIONS 


Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 


Hit: 5 (1d6 + 2) piercing damage. 


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


APPENDIX D | CREATURE STATISTICS 


POISONOUS SNAKE 


Tiny beast, unaligned 


Armor Class 13 
Hit Points 2 (1d4) 
Speed 30 ft., swim 30 ft. 


CON INT WIS CHA 
11 (+0)  1(-5  10(40 3 (-4) 


STR DEX 
2 (-4) 16 (+3) 


Senses blindsight 10 ft., passive Perception 10 
Languages — 
Challenge 1/8 (25 XP) 


ACTIONS 

Bite, Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
Hit: 1 piercing damage, and the target must make a DC 10 
Constitution saving throw, taking 5 (2d4) poison damage on a 
failed save, or half as much damage on a successful one. 


PSEUDODRAGON 


Tiny dragon, neutral good 


Armor Class 13 (natural armor) 
Hit Points 7 (2d4 + 2) 
Speed 15 ft., fly 60 ft. 


STR DEX 
6 (-2) 15 (+2) 


CON INT — WIS 
13 (41)  10(40) 12 (+1) 


CHA 
10 (+0 


Skills Perception +3, Stealth +4 

Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13 

Languages understands Common and Draconic but doesn't 
speak 

Challenge 1/4 (50 XP) 


Keen Senses. The pseudodragon has advantage on Wisdom 
(Perception) checks that rely on sight, hearing, or smell. 


Magic Resistance. The pseudodragon has advantage on saving 
throws against spells and other magical effects. 


Limited Telepathy. The pseudodragon can communicate 
simple ideas, emotions, and images telepathically with any 
creature within 100 feet of it that can understand a language. 


ACTIONS 


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


Sting. Melee Weapon Attack; +4 to hit, reach 5 ft., one creature. 
Hit: 4 (1d4 + 2) piercing damage, and the target must succeed 
on a DC 11 Constitution saving throw or become poisoned for 
1 hour. If its saving throw result is 6 or lower, the target falls 
unconscious for the same duration, or until it takes damage or 
another creature uses an action to wake it. 


QUASIT 


Tiny fiend (demon, shapechanger), chaotic evil 


Armor Class 13 

Hit Points 7 (3d4) 

Speed 40 ft. (10 ft., fly 40 ft. in bat form; 40 ft., climb 40 ft. in 
centipede form; 40 ft., swim 40 ft. in toad form) 


STR 
5 (-3) 


DEX 
V (+3) 


CON INT 
10 (+0) 7 (-2) 


wis 
10 (+0) 


CHA 
10 (+0) 


Skills Stealth +5 

Damage Resistances cold, fire, lightning; bludgeoning, 
piercing, and slashing from nonmagical weapons 

Damage Immunities poison 

Condition Immunities poisoned 

Senses darkvision 120 ft., passive Perception 10 

Languages Abyssal, Common 

Challenge 1 (200 XP) 


Shapechanger. The quasit can use its action to polymorph into 
the beast form of a bat, centipede, or toad, or into its demon 
form. Its statistics are the same in each form, although its 
attack is different in some of them. Any equipment it carries is 
not transformed. If slain, the quasit reverts to its demon form. 


Magic Resistance. The quasit has advantage on saving throws 
against spells and other magical effects. 


ACTIONS 


Claws (Bite in Beast Form). Melee Weapon Attack: +4 to hit, 
reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the 
target is a creature, it must succeed on a DC 10 Constitution 
saving throw or take 5 (2d4) poison damage and become 
poisoned for 1 minute. The creature can repeat the saving 
throw at the end of each of its turns, ending the effect early 
on à success. 


Scare (1/Day). One creature of the quasit's choice within 20 
feet of it must succeed on a DC 10 Wisdom saving throw or be 
frightened for 1 minute. The target can repeat the saving throw 
at the end of each of its turns, with disadvantage if the quasit is 
within line of sight, ending the effect early on a success. 


Invisibility. The quasit turns invisible until it attacks or uses 
Scare, or until its concentration ends. Anything the invisible 
quasit is carrying or wearing is invisible as long as it remains in 
contact with the quasit. 


RAT 


Tiny beast, unaligned 


Armor Class 10 
Hit Points 1 (1d4 — 1) 


Speed 20 ft. 
STR DEX CON INT WIS CHA 
2 (74) 11 (+0)  9(-1) 2(-4) 10(4+0) 4 (-3 


Senses darkvision 30 ft., passive Perception 10 
Languages — 
Challenge 0 (10 XP) 


Keen Smell. The rat has advantage on Wisdom (Perception) 
checks that rely on smell. 


ACTIONS 


Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. 
Hit: 1 piercing damage. 


RAVEN 


Tiny beast, unaligned 


Armor Class 12 
Hit Points 1 (1d4 — 1) 
Speed 10 ft., fly 50 ft. 


STR 
2 (-4) 


DEX 
14 (+2) 


CON INT 
8(-1) 204 


WIS 
12 (+1) 


CHA 
6 (72) 


Skills Perception +3 

Senses passive Perception 13 
Languages — 

Challenge 0 (10 XP) 


Mimicry. The raven can mimic simple sounds it has heard, 
such as a person whispering, a baby crying, or an animal 
chittering. A creature that hears the sounds can tell they are 
imitations with a successful DC 10 Wisdom (Insight) check. 


ACTIONS 


Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
Hit: 1 piercing damage. 


REEF SHARK 


Medium beast, unaligned 


Armor Class 12 (natural armor) 
Hit Points 22 (4d8 + 4) 
Speed 0 ft., swim 40 ft. 


CHA 


STR DEX CON INT WIS 
14 (+2) . 13 (43) 13 (+1) 1(-5) 10(+0) 4 (-3) 


-wW 
l 


Skills Perception +2 

Senses blindsight 30 ft., passive Perception 12 | 
Languages — | 
Challenge 1/2 (100 XP) 


Pack Tactics. The shark has advantage on attack rolls against a 
creature if at least one of the shark's allies is within 5 feet of the 
creature and isn’t incapacitated. 


Water Breathing. The shark can breathe only while underwater. 


E. 


ACTIONS | ig 
eee 
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
Hit: 6 (1d8 + 2) piercing damage. ^ 
4 
E 
" 
Ż 
2 
E = = 


APPENDIX D | CREATURE STATISTICS 


RIDING HORSE 


Large beast, unaligned 


Armor Class 10 
Hit Points 13 (2d10 + 2) 


Speed 60 ft. 
STR DEX CON INT WIS CHA 
16 (43) 1040) 12(41) 2(4 140) 7(- 


2) 


Senses passive Perception 10 
Languages — 
Challenge 1/4 (50 XP) 


| 


ACTIONS 


Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 
Hit: 8 (2d4 + 3) bludgeoning damage. 


SKELETON 


Medium undead, lawful evil 


Armor Class 13 (armor scraps) 
Hit Points 13 (2d8 + 4) 


Speed 30 ft. 
STR DEX CON INT WIS CHA 
10(40) 14(2) 1562  6(2 8() 5C 


3) 


Damage Vulnerabilities bludgeoning 

Damage Immunities poison 

Condition Immunities poisoned 

Senses darkvision 60 ft., passive Perception 9 

Languages understands languages it knew in life but can’t speak 
Challenge 1/4 (50 XP) 


ACTIONS 


Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
target. Hit: 5 (1d6 + 2) piercing damage. 


Shortbow. Ranged Weapon Attack: +4 to hit, range 80 ft./320 
ft., one target. Hit: 5 (1d6 + 2) piercing damage. 


SPRITE 
Tiny fey, neutral good 


Armor Class 15 (leather armor) 
Hit Points 2 (1d4) 
Speed 10 ft., fly 40 ft. 


CHA 
T1 (+0 


STR 
3 (-4) 


DEX 
18 (+4) 


CON 
10 (+0) 


INT 
14 (+2) 


wis 
13 (+1) 


Skills Perception +3, Stealth +8 (the check is made with 
disadvantage if the sprite is flying) 

Senses passive Perception 13 

Languages Common, Elvish, Sylvan 

Challenge 1/4 (50 XP) 


ACTIONS 


Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
target. Hit: 1 slashing damage. 


310 APPENDIX D | CREATURE STATISTICS 


| = 
E 


SKELETON 


Shortbow. Ranged Weapon Attack: +6 to hit, range 40 ft./160 
ft., one target. Hit: 1 piercing damage. If the target is a 
creature, it must succeed on a DC 10 Constitution saving 
throw or become poisoned for 1 minute. If its saving throw 
result is 5 or lower, the target falls unconscious for the same 
duration, or until it takes damage or another creature uses an 
action to wake it. 


Heart Sight. The sprite touches a creature and knows the 
creature's current emotional state. If the target fails a DC 10 
Charisma saving throw, the sprite also knows the creature's 
alignment. Celestials, fiends, and undead automatically fail the 
saving throw. 


Invisibility. The sprite turns invisible until it attacks or casts 

a spell, or until its concentration ends. Anything the invisible 
sprite is carrying or wearing is invisible as long as it remains in 
contact with the sprite. 


LL——— ————————M————M 
VARIANT: WARHORSE ARMOR 
An armored warhorse has an Armor Class based on the 
type of barding worn (see chapter 5 for more information 
on barding). Its Armor Class includes the horse's Dexterity 
modifier, where applicable. 


AC Barding AC Barding 
12 Leather 16 Chain mail 
13 Studded leather 7 Splint 

14 Ring mail 18 Plate 

15 Scale mail 


ey 


SS See ee ee Se HEISE 


TIGER 


Large beast, unaligned 


Armor Class 12 
Hit Points 37 (5d10 + 10) 
Speed 40 ft. 


STR DEX CON INT WIS CHA 
17(3) 15(+2) 1462 3(-4 12) 8 (-1) 


Skills Perception +3, Stealth +6 
Senses passive Perception 13 
Languages — 

Challenge 1 (200 XP) 


Keen Smell. The tiger has advantage on Wisdom (Perception) 
checks that rely on smell. 


Pounce. If the tiger moves at least 20 feet straight toward a 
creature right before hitting it with a claw attack, the target 
must succeed on a DC 13 Strength saving throw or be knocked 
prone. If the target is prone, the tiger can take a bonus action 
to make one bite attack against it. 


ACTIONS 


Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
Hit: 8 (1d10 + 3) piercing damage. 


Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
Hit: 7 (1d8 + 3) slashing damage. 


WARHORSE 


Large beast, unaligned 


Armor Class 11 
Hit Points 19 (3d10 + 3) 
Speed 60 ft. 


STR DEX CON INT WIS CHA 
18(4) 12(#1) (4) 2(4 12) 7(2) 


Senses passive Perception 11 
Languages — 
Challenge 1/2 (100 XP) 


Trampling Charge. If the horse moves at least 20 feet straight 
toward a creature right before hitting it with a hooves attack, 

the target must succeed on a DC 14 Strength saving throw or 
be knocked prone. If the target is prone, the horse can take a 

bonus action to make another attack with its hooves against 

the target. 


ACTIONS 


Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 


Hit: 11 (2d6 + 4) bludgeoning damage. 


WOLF 


Medium beast, unaligned 


Armor Class 13 (natural armor) 
Hit Points 11 (2d8 2) 


Speed 40 ft. 
STR DEX CON INT WIS po 
12(4) 15602 1241) 3(4 1241) 6(-2) 


Skills Perception +3, Stealth +4 
Senses passive Perception 13 
Languages — 

Challenge 1/4 (50 XP) 


I 
Keen Hearing and Smell. The wolf has advantage on Wisdom 
(Perception) checks that rely on hearing or smell. 


Pack Tactics. The wolf has advantage on attack rolls against a 
creature if at least one of the wolf's allies is within 5 feet of the 
creature and isn't incapacitated. 

| 


ACTIONS 


Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, 
it must succeed on a DC 11 Strength saving throw or be 
knocked prone. 


ZOMBIE | 


Medium undead, neutral evil 


Armor Class 8 
Hit Points 22 (3d8 + 9) ` 
Speed 20 ft. 


STR DEX CON INT WIS CHA 
13 (+1) 6(-2)  16(3) 3(-4) 6(-2) (5 (-3) 
a 
Saving Throws Wis +0 
Damage Immunities poison 
Condition Immunities poisoned 
Senses darkvision 60 ft., passive Perception 8 
ut can't 


Languages understands the languages it knew in life 
speak 


Challenge 1/4 (50 XP) 


Undead Fortitude. If damage reduces the zombie to 0 hit 
points, it must make a Constitution saving throw with a DC 
of 5 + the damage taken, unless the damage is radiant or 
from a critical hit. On a success, the zombie drops to 1] hit 
point instead. 


ACTIONS 


Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one|target. 
Hit: 4 (1d6 + 1) bludgeoning damage. 


APPENDIX E: INSPIRATIONAL READING 


NSPIRATION FOR ALL OF THE FANTASY WORK I HAVE 
done stems directly from the love my father 
showed when I was a lad, for he spent many 
hours telling me stories he made up as he went 
along, tales of cloaked old men who could grant 
wishes, of magic rings and enchanted swords, 
or wicked sorcerers and dauntless swordsmen. . 
.. All of us tend to get ample helpings of fantasy 
when we are very young, from fairy tales such as those 
written by the Brothers Grimm and Andrew Lang. 
This often leads to reading books of mythology, paging 
through bestiaries, and consultation of compilations 
of the myths of various lands and peoples. Upon such 
a base I built my interest in fantasy, being an avid 
reader of all science fiction and fantasy literature 
since 1950. The following authors were of particular 
inspiration to me. 
—E. Gary Gygax, Dungeon Master's Guide (1979) 


A great deal of fantasy literature has been published 
since the co-creator of DUNGEONS & DRAGONS wrote 
those words, including breakthrough works set in the 
shared worlds of D&D. The following list includes 
Gary's original list and some additional works that have 
inspired the game's designers in the years since. 


Ahmed, Saladin. Throne of the Crescent Moon. 

Alexander, Lloyd. The Book of Three and the rest of the 
Chronicles of Prydain series. 

Anderson, Poul. The Broken Sword, The High Crusade, and 
Three Hearts and Three Lions. 

Anthony, Piers. Split Infinity and the rest of the Apprentice 
Adept series. 

Augusta, Lady Gregory. Gods and Fighting Men. 

Bear, Elizabeth. Range of Ghosts and the rest of the 
Eternal Sky trilogy. 

Bellairs, John. The Face in the Frost. 

Brackett, Leigh. The Best of Leigh Brackett, The Long 
Tomorrow, and The Sword of Rhiannon. gr 

Brooks, Terry. The Sword of Shannara and the rest of the 
Shannara novels. 

Brown, Fredric. Hall of Mirrors and What Mad Universe. 

Bulfinch, Thomas. Bulfinch's Mythology. 

Burroughs, Edgar Rice. At the Earth's Core and the rest 
of the Pellucidar series, Pirates of Venus and the rest of 
the Venus series, and A Princess of Mars and the rest of 
the Mars series. 

Carter, Lin. Warrior of World’s End and the rest of the 
World's End series. 

Cook, Glen. The Black Company and the rest of the Black 
Company series. 

de Camp, L. Sprague. The Fallible Fiend and Lest 
Darkness Fall. 

de Camp, L. Sprague & Fletcher Pratt. The Compleat 
Enchanter and the rest of the Harold Shea series, and 
Carnelian Cube. 

Derleth, August and H.P. Lovecraft. Watchers out of Time. 

Dunsany, Lord. The Book of Wonder, The Essential Lord 
Dunsany Collection, The Gods of Pegana, The King of 
Elfland's Daughter, Lord Dunsany Compendium, and The 
Sword of Welleran and Other Tales. 


APPENDIX E | INSPIRATIONAL READING 


Farmer, Philip Jose. Maker of Universes and the rest of the 
World of Tiers series. 

Fox, Gardner. Kothar and the Conjurer's Curse and the rest of 
the Kothar series, and Kyrik and the Lost Queen and the rest 
of the Kyrik series. 

Froud, Brian & Alan Lee. Faeries. 

Hickman, Tracy & Margaret Weis. Dragons of Autumn Twilight 
and the rest of the Chronicles Trilogy. 

Hodgson, William Hope. The Night Land. 

Howard, Robert E. The Coming of Conan the Cimmerian and 
the rest of the Conan series. 

Jemisin, N.K. The Hundred Thousand Kingdoms and the 
rest of the Inheritance series, The Killing Moon, and The 
Shadowed Sun. 

Jordan, Robert. The Eye of the World and the rest of the Wheel 
of Time series. 

Kay, Guy Gavriel. Tigana. 

King, Stephen. The Eyes of the Dragon. 

Lanier, Sterling. Hiero’s Journey and The Unforsaken Hiero. 

LeGuin, Ursula. A Wizard of Earthsea and the rest of the 
Earthsea series. 

Leiber, Fritz. Swords and Deviltry and the rest of the Fafhrd & 
Gray Mouser series. 

Lovecraft, H.P. The Complete Works. 

Lynch, Scott. The Lies of Locke Lamora and the rest of the 
Gentlemen Bastard series. 

Martin, George R.R. A Game of Thrones and the rest of the 
Song of Ice and Fire series. 

McKillip, Patricia. The Forgotten Beasts of Eld. 

Merritt, A. Creep, Shadow, Creep; Dwellers in the Mirage; and 
The Moon Pool. 

Miéville, China. Perdido Street Station and the other 
Bas-Lag novels. ; 

Moorcock, Michael. Elric of Melniboné and the rest of the 
Elric series, and The Jewel in the Skull and the rest of the 
Hawkmoon series. 

Norton, Andre. Quag Keep and Witch World. 

Offutt, Andrew J., ed. Swords against Darkness III. 

Peake, Mervyn. Titus Groan and the rest of the 
Gormenghast series. 

Pratchett, Terry. The Colour of Magic and the rest of the 
Discworld series. 

Pratt, Fletcher. Blue Star. 

Rothfuss, Patrick. The Name of the Wind and the rest of the 
Kingkiller series. 

Saberhagen, Fred. The Broken Lands and Changeling Earth. 

Salvatore, R.A. The Crystal Shard and the rest of The 
Legend of Drizzt. 

Sanderson, Brandon, Mistborn and the rest of the 
Mistborn trilogy. 

Smith, Clark Ashton. The Return of the Sorcerer. 

St. Clair, Margaret. Change the Sky and Other Stories, The 
Shadow People, and Sign of the Labrys. 

Tolkien, J.R.R. The Hobbit, The Lord of the Rings, and The 
Silmarillion. 

Tolstoy, Nikolai. The Coming of the King. 

Vance, Jack. The Dying Earth and The Eyes of the Overworld. 

Weinbaum, Stanley. Valley of Dreams and The Worlds of If. 

Wellman, Manly Wade. The Golgotha Dancers. 

Williamson, Jack. The Cosmic Express and The Pygmy Planet. 

Wolfe, Gene. The Shadow of the Torturer and the rest of The 
Book of the New Sun. 

Zelazny, Roger. Jack of Shadows and Nine Princes in Amber 
and the rest of the Amber series. 


INDEX 


O hit points, See hit points: 
dropping to 0 
ability check, 7, 12, 173-179, 186 
contest, 174 
group, 175 
passive, 175 
skill, 174-175 
skills with different abilities 
(variant), 175 
working together, 175 
ability modifier, 7, 13, 173 
determining, 13, 173 
table, 13, 173 
ability score, 7, 12-13, 173 
customizing (variant), 13 
determining, 12-13 
increase. See under racial traits 
point cost table, 13 
rolling, 13 
standard set, 13 
summary, 12, 173 
using, 173-179 
Ability Score Improvement. See 
specific class entries 
abjuration, 115, 203 
school (wizard), See under 
arcane traditions 
Abjuration Savant (wizard), 115 
Abjure Enemy (paladin), See 
under Channel Divinity paladin 
options 
abjurer, 115 
Abyss, the, See planes of existence 
Abyssal. See language 
AC. See Armor Class 
Acheron. See planes of existence 
acid damage. See damage types 
acolyte. See under background 
Acolyte of Nature (cleric), 62 
Acrobatics (skill). See under 
Dexterity 
action, 189, 192-193 
Attack action, 192 
cast a spell. See casting a spell: 
casting time 
Dash action, 192 
Disengage action, 192 
Dodge action, 192 
Help action, 192 
Hide action, 192 
improvising, 193 
Ready action, 193 
Search action, 193 
Use an Object action, 193 
Action Surge (fighter), 72 
advancement. See under character 
advantage, 7, 173 
adventure, 5, 7-8 
See also adventuring 
adventurer. See character 
adventuring, 181-187 
adventuring gear, 148, 150-153 
table, 150 
age (character). See specific race 
entries 
Aeonin mast (warlock), See 
eldritch invocations 
alignment, 122 
of planes. See planes of 
existence: alignment of 
Alter Memories (wizard), 117 
ammunition (weapon property). 
See weapon properties 
Animal Handling (skill). See under 
Wisdom 
Aquan. See language 
Arborea. See planes of existence 
Arcadia. See planes of existence 
Arcana (skill). See under 
Intelligence 
Arcane Charge (fighter), 75 
arcane magic, 205 
See also bard; martial 
archetypes: Eldritch Knight; 
roguish archetypes: Arcane 
Trickster; sorcerer; warlock; 
wizard 
Arcane Recovery (wizard), 115 
Arcane Tradition (wizard), 115 
arcane traditions, 115-119 
School of Abjuration, 115-116 
School of Conjuration, 116 
School of Divination, 116-117 
School of Enchantment, 117 
School of Evocation, 117-118 
School of Illusion, 118 
School of Necromancy, 118- 
119 
School of Transmutation, 119 
Arcane Trickster (rogue). See under 
roguish archetypes 
Arcane Ward (wizard), 115 
Archdruid (druid), 67-68 


Archery. See under fighting styles 
Archfey, the (warlock). See under 
otherworldly patrons 
area of effect, 204-205 
armor and shields, 144—146 
barding, 155, 310 
casting a spell in. See casting a 
spell: in armor 
getting into and out of, 146 
Stealth, 144 
table, 145 
Armor Class (AC), 7, 14, 144, 177 
Armor of Shadows (warlock). See 
eldritch invocations 
armor proficiency, 144 
See also specific class entries 
Artificer's Lore (rock gnome), 37 
Ascendant Step (warlock). See 
eldritch invocations 
Aspect of the Beast (barbarian), 
50 


Assassin (rogue). See under 
roguish archetypes 

Assassinate (rogue), 97 

Astral Plane. See planes of 
existence 

Athletics (skill). See under 
Strength 

attack of opportunity. See 
opportunity attack 

attack, 14, 193-196 

Attack action, See under action 

attack modifier, 14, 194 
spell. See specific Spellcasting 
entries 

attack roll, 7, 14, 176, 177, 194 
ability modifier, 194 
Dexterity-based, 177, 194 
modifiers to, 194 
proficiency bonus, 194 
rolling a 1, 194 
rolling a 20, 194 
spell. See spell attack roll 
Strength-based, 176, 194 

Auran. See language 

Aura of Courage (paladin), 85 

Aura of Devotion (paladin), 86 

Aura of Protection (paladin), 85 

‘Aura of Warding (paladin), 87 

automatic hit, See attack roll; 
rolling a 20 

automatic miss. See attack roll: 
rolling al 


„Avatar of Battle (cleric), 63 


"Avenging Angel (paladin), 88 
Awakened Mind (warlock), 110 
background, 11, 12, 13-14, 
125-141 
acolyte, 127 
charlatan, 128 
criminal, 129-130 
customizing, 125-126 
entertainer, 130-131 
equipment, 125 
folk hero, 131-132 
gladiator (variant), 131 
guild artisan, 132-133 
guild merchant (variant), 133 
hermit, 134-135 
languages, 125 
noble, 135-136 
noble knight (variant), 136 
outlander, 136-137 " 
pirate (variant), 139 
proficiencies, 125 
sage, 137-138 
sailor, 139 
soldier, 140—141 
spy (variant), 130 
suggested characteristics, 125 
urchin, 141 
Bad Reputation (pirate variant), 
139 


barbarian, 45, 46-50 
primal paths. See primal paths 
quick build, 47 

bard, 45, 51-55 
colleges. See bard colleges 
quick build, 52 
spell list, 207 

Bard College (bard), 54 

bard colleges, 54-55 
College of Lore, 54-55 
College of Valor, 55 

Bardic Inspiration (bard), 53-54 

barding. See under armor and 
shields 

base attack bonus. See proficiency 
bonus 

base save bonus. See proficiency 
bonus 

bat. See creature statistics 

Battle Magic (bard), 55 

Battle Master (fighter). See under 
martial archetypes 


bear, black. See creature statistics 

bear, brown. See creature statistics 

Beastlands, the. See planes of 
existence 

Beast Master (ranger). See under 
ranger archetypes 

Beast Speech (warlock). See 
eldritch invocations 

Beast Spells (druid), 67 

Beguiling Defenses (warlock), 109 

Beguiling Influence (warlock). See 
eldritch invocations 

Bend Luck (sorcerer), 103 

Benign Transposition (wizard), 116 

Bestial Fury (ranger), 93 

Bewitching Whispers (warlock). 
See eldritch invocations 

Blessed Healer (cleric), 60 

Blessings of Knowledge (cleric), 59 

Blessing of the Trickster (cleric), 63 

blinded. See conditions 

Blindsense (rogue), 96 

blindsight, 183 

bludgeoning damage. Sec damage 


types 

boar. See creature statistics 

bonds. See personality 

bonus, 7 

bonus action, 189 
See also casting a spell: casting 
time 

Book of Ancient Secrets (warlock). 
See eldritch invocations 

Book of Shadows (warlock), 108 

Border Ethereal. See planes of 
existence 

Brave (halfling), 28 

breaking concentration. See 
concentration 

Breath of Winter (monk). See 
Elemental Disciplines 

Breath Weapon me 34 

bright light, See light 

bringing back the dead. See under 

e: 


a 
Brutal Critical (barbarian), 49 
bull rush, See shoving 
By Popular Demand (entertainer), 
130 


Bytopia. See planes of existence 
Calishite. See human ethnicities 
campaign, 5, 6 
cantrips, 201 
See also Spelicasting: bard; 
cleric; druid; fighter, Eldritch 
Knight; rogue, Arcane Trickster; 
sorcerer; warlock; wizard 
Carceri, See pan of existence 
Careful Spell (sorcerer). See 
Metamagic 
carrying capacity. See under lifting 
and carrying 
casting a spell, 201-205 
area of effect, 204-205 
at a higher level, 201 
attack roll, 205 
casting time, 202 
combining effects, 205 
components, 203 
duration, 203-204 
in armor, 201 
range, 202-203 
saving throw, 205 
targeting, 204 
See also specific Spellcasting 
entries 
casting time. See under casting 
a spell 
cat. See creature statistics 
Celestial, See language 
centipede, giant. See creature 
statistics 
Chains of Carceri (warlock). See 
eldritch invocations 
Champion (fighter). See under 
martial archetypes 
Channel Divinity (cleric), 58-59 
multiclassing and. See under 
multiclassing 
(paladin), 85 
See also Channel Divinity cleric 
options; Channel Divinity 
paladin options 
Channel Divinity cleric options, 
59-63 
Charm Animals and Plants 
(Nature Domain), 62 
Cloak of Shadows (Trickery 
domain), 63 
Destroy Undead, 59 
Destructive Wrath (Tempest 
domain), 62 
Guided Strike (War domain), 63 
Invoke Duplicity (Trickery 
domain), 63 


Pno aps of the Ages 

(Knowledge domain), 59 
Preserve Life (Life domain), 60 
Radiance of the Dawn (Light 
domain), 61 
Read Thoughts (Knowledge 
domain), 59-60 
Turn Undead, 59 
War God's Blessing (War 
domain), 63 

Channel Divinity paladin options, 
86-88 


Abjure Enemy (Oath of 
Vengeance), 88 
Nature's Wrath (Oath of the 
Ancients), 87 
Sacred Weapon (Oath of 
Devotion), 86 
Turn the Faithless (Oath of the 
Ancients), 87 
Turn the Unholy (Oath of 
Devotion), 86 
Vow of Enmity (Oath of 
Vengeance), 88 
chaotic evil, See alignment 
chaotic good. See alignment 
chaotic neutral. See alignment 
character, 5, 11-15 
advancement, 15 
ud See specific race entries 
alignment. See alignment 
creating a, 11-15 
describing your, 13-14 
equipping your, 14, 125, 
143-157. 
height and weight, 121 
name, 121, See also specific race 
entries ^ 
personality, See personali! 
sex and D far Y 
character sheet, 11, 317-319 
Charisma, 12, 178-179 
. checks, 178-179 
Deception, 178 
Intimidation, 179 
Performance, 179 
Persuasion, 179 
charlatan. See under background 
Charm Animals and Plants 
(cleric). See under Channel 
Divinity cleric options 
charmed. See conditions 
check. See ability check 
Chondathan. See human 
ethnicities 
Circle Forms (druid), 69 
Circle of the Land (intr Sec 
under druid circles 
Circle of the Moon (druid). See 
under druid circles 
Circle Spells (druid), 68 
City Secrets (urchin), 141 
Cleansing Touch (paladin), 85 
Cloak of Shadows (cleric). See 
under Channel Divinity cleric 
options 
(monk), 80 
class, 11, 45 
choosing a, 11 
features, 11, 15 
proficiencies, 12 
quick build, 11 
See also specific class entries 
clear path to the target. See 
casting a spell: targeting 
Clench of the North Wind (monk). 
See Elemental Disciplines 
cleric, 45, 56-63 
divine domains. See divine 
domains 
quick build, 57 
spell list, 207-208 
climbing. See under movement 
coinage, 143 
cold damage. See damage types 
College of Lore (bard). See under 
bard colleges 
College of Valor (bard). See under 
bard colleges. 
Colossus Slayer (ranger). See 
Hunter's Prey 
combat, 8, 189-198 
mounted, 198 
step by step, 189 
underwater, 198 
Combat Inspiration (bard), 55 
combat round. See time: round 
Combat Superiority (fighter), 73 
Combat Wild Shape (druid), 69 
combining spell effects. See 
casting a spell: combining 
effects 
Commander's Strike maneuver 
(fighter), See maneuvers 


_ Common. See language 


common races, 17 
Command Undead (Wizard), 119 
component, spell, Se i 
spell: component 
See also material 
component; som: 
component; verbal spell 
component 
concentration, 203-20 
conditions, 290-292 
cone. See area of effec 
conjuration, 116, 203° 
school (wizard). 
arcane traditions | 
Conjuration Savant (wizard), 116 
conjurer, 116 | 
Constitution, 12, 17 
checks, 177 
hit points and. 
container capacity, 15 
contest. See under a 


under 


points (sorcerer)| See Font 

of Magic 
copper piece (cp). Ste coinage 
Corona of Light (clefic), 61 
Countercharm (bard), 54 
cover, 196 
crafting. See downti 
crawling. See under rnovement 


creating spell slots (sorcerer), See 
Font of Magic 
creature statistics, 


Criminal Contact (c 
critical hit, 196 


Cunning Action (rogue), 96 

current hit points. Spe hit points: 
current 

Cutting Words (bard), 54-55 

cylinder, See area of effect 

damage, 14, 196-197 Y 
at 0 hit points. See under death 


saving throws 
damage resistance, 


34 
damage roll, 14, 176 
Dexterity-based, 177 
spell, 196 
Strength-based, 


weapon, 14, 196. 


dark elf. See elf 

darkness. See light 

Dark One's Blessing (warlock), 109 

Dark One's Own Lukk (warlock), 
109 


darkvision, 183, 185 
See also specific race entries 
Dash action. See under action 
DC. See Difficulty Class 
dead, 197 
bringing back the. See the spell 
descriptions for faise dead, 
reincarnate, resurrection, 
revivify, true resurrection 
deafened. See conditions 
death, 197 
instant, 197 
monsters and, 198 
Death domain, 293 
death saving throws, 197 
damage at 0 hit points, 197 
rolling a 1 or 20jon, 197 


Charisma 
deep gnome. See 
Deep Speech. See 


Defensive Tactics ( nger), 93 
Deflect Missiles ( ), 78 
dehydration. See fobd and drink: 
water requiremé 
deities, 293-299 
Celtic, 297, 298 
Dragonlance, 293, 295 
Eberron, 293, 296 
Egyptian, 297-288, 299 
Forgotten Realras, 293, 294 
Greek, 297, 298. 


Greyhawk, 293, 295 


INDEX 


313 


nonhuman, 293, 296 
Norse, 298, 299 
See also cleric; druid; paladin 
demiplanes. See planes of 
existence 
Destroy Undead. See under 
Channel Divinity cleric options 
Destructive Wrath (cleric). See 
under Channel Divinity cleric 
tions 
Devil's Sight (warlock). See 
eldritch invocations 
Dexterity, 12, 176-177 
Acrobatics, 176 
checks, 176-177 
Sleight of Hand, 177 
Stealth, 177 
Diamond Soul (monk), 79 
d (abbreviation), See dice 
dice, 6-7 
d2 or d3, 7 
percentile, 6 
difficult terrain, See under 
movement 
Difficulty Class (DC), 7, 174 
typical DCs table, 174 
dim light, See light 
disadvantage, 7, 173 
Disarming Attack maneuver 
(fighter). See maneuvers 
Disciple of Life (cleric), 60 
Disciple of the Elements (monk), 
80 


Discovery (hermit), 134 
Disengage action. See under action 
Distant Spell (sorcerer). See 
Metamagic 
Distracting Strike maneuver 
(fighter). See maneuvers 
divination, 116-117, 203 
school (wizard). See under 
arcane traditions 
Divination Savant (wizard), 116 
Divine Domain (cleric), 58 
domain spells, 58 
divine domains, 59 
Knowledge, 59-60 
Life, 60 
Light, 60-61 
Nature, 61-62. 
Tempest, 62 — 
Trickery, 62-63 


War, 63 
Divine Health (paladin), 85 
Divine Intervention (cleric), 59 
divine magic, 205. 
See also cleric; druid; paladin; 
ranger 
diviner, 116 
Divine Sense (paladin), 84 
Divine Smite (paladin), 85 
Divine Strike (cleric, Life domain), 
60 


(cleric, Tempest domain), 62 
(cleric, Trickery domain), 63 
(cleric, War domain), 63 
DM. See Dungeon Master 
Dodge action. See under action 
domain spells. See under Divine 
Domain 
donning and doffing armor. See 
armor and shields: getting into 
and out of 
downtime activities, 187 
draconians, 34 
Draconic, 34 
alphabet, 124 
See also language 
Draconic Ancestry (dragonborn), 
34 


Draconic Presence (sorcerer), 102 
Draconic Resilience (sorcerer), 102 
Dragon Ancestor (sorcerer), 102 
dragonborn, 32-34 
dragonborn names, 33-34 
dragonborn traits, 34 
Dragon Wings (sorcerer), 103 
draw or sheathe a weapon. See 
objects: using during combat 
Dreadful Word (warlock). See 
eldritch invocations 
drink (expenses), 158 
drop an object. See objects: using 
during combat 
drow. See elf. 
Drow Magic, 24 
druid, 45, 64-69 
druid circles, See druid circles 
quick build, 65 
spell list, 208 
Druid Circle, 67 
druid circles, 68-69 
Circle of the Land, 68-69 
Circle of the Moon, 69 
Druidic, 66 


druidic focus, 150, 151 
See also spellcasting focus: 
druid 
druids and the gods, 69 
Dueling. See under fighting styles 
duergar. See dwarf 
Dungeon Master (DM), 5 


.. Durable Summons (wizard), 116 


duration. See under casting a spell 

dwarf, 18-20 

dwarf names, 20 

dwarf traits, 20 

Dwarven Armor Training 
(mountain dwarf), 20 

Dwarven Combat Training, 20 

Dwarven Resilience, 20 

Dwarven Toughness (hill dwarf), 
20 


Dwarvish, 20 
alphabet, 122 
See also language 
Elder Champion (paladin), 87 
Eldritch Invocations (warlock), 107 
eldritch invocations, 110-111 
Eldritch Knight (fighter). See under 
martial archetypes 
Eldritch Master (warlock), 108 
Eldritch Sight (warlock). See 
eldritch invocations 
Eldritch Spear (warlock). See 
eldritch invocations 
Eldritch Strike (fighter), 75 
electrum piece (ep). See coinage 
Elemental Affinity (sorcerer), 103 
Elemental Attunement (monk). 
See Elemental Disciplines 
Elemental Chaos. See planes of 
existence 
Elemental Disciplines (monk), 81 
Elemental Planes. See planes of 
existence 
Elemental Wild Shape (druid), 69 
elf, 21-24 
elf names, 22-23 
elf traits, 23-24 
Elf Weapon Training, 23, 24 
Elusive (rogue), 96 
Elvish, 23 
alphabet, 123 
See also language 
Elysium. See planes of existence 
Empowered Evocation (wizard), 
17 


Empowered Spell (sorcerer). See 
Metamagic 
Empty Body (monk), 79 
enchantment, 117, 203 
school (wizard). See under 
arcane traditions 
Enchantment Savant (wizard), 117 
enchanter, 117 
encounters, See under travel 
encumbrance. See under lifting 
and carrying 
entertainer. See under background 
Entropic Ward (warlock), 110 
environment, 183-185 
equipment, 14, 125, 143-161 «4 
background, 125 
packs, 151 
Size (variant), 144 
starting, 143 
See also adventuring gear; 
armor and shields; tools; 
mounts and vehicles; weapon; 
and specific background entries 
under backgrounds 
equipment packs, See under 
equipment 
See also specific class entries; 
quick build 
Escape the Horde (ranger). See 
Defensive Tactics 
escaping a grapple, 195 
Eternal Mountain Defense 
(monk). See Elemental 
Disciplines 
Ethereal Plane. See planes of 
existence 
Evasion (monk), 79 
(ranger). See Superior Hunter's 
ense 
(rogue), 96 
Evasive Footwork maneuver 
(fighter). See maneuvers 
evocation, 117-118, 203 
School (wizard). See under 
arcane traditions 
Evocation Savant (wizard), 117 
evoker, 117 
Exceptional Tren ^ (ranger), 93 
exception-based rules. See under 
rules 
exhaustion, 181, 185, 291 


exotic language. See language 
expenses, 157-158, 187 
experience points (XP), 15 
multiclassing and. See under 
multiclassing 
Expert Divination (wizard), 116 
Expertise (bard), 54 
(rogue), 96 
exploration, 8 
Extended Spell (sorcerer). See 
Metamagic 
Extra Attack (barbarian), 49 
_ (bard), 55 
(fighter), 72 
(monk), 79 
(paladin), 85 
(ranger), 92 
Eyes of the Rune Keeper (warlock). 
See eldritch invocations 
Faerie. See planes of existence: 
Feywild, the 
falling, 183 
False Identity (charlatan), 128 
familiar (warlock), 107 
Fangs of the Fire Snake (monk). 
See Elemental Disciplines 
Far Realm. See planes of existence 
Fast Hands (rogue), 97 
Fast Movement (barbarian), 49 
Favored Enemy (ranger), 91 
feats, 165-170 
gaining, 165 
prerequisites, 165 
Feinting Attack maneuver 
(fighter). See maneuvers 
Feral Instinct (barbarian), 49 
Feral Senses (ranger), 92 
Fey Ancestry (elf), 23 
(half-elf), 39 
Fey Presence (warlock), 108 
Feywild, the. See planes of 
existence 
Fiendish Resilience (warlock), 109 
Fiendish Vigor (warlock). See 
eldritch invocations 
Fiend, the (warlock), See under 
otherworldly patrons 
fighter, 45, 70-75 
martial archetypes. See martial 
archetypes 
quick build, 71 
Fighting Style (fighter), 72 
(paladin), 84 
(ranger), 91 
fighting: styles, 72, 84, 91 
Archery, 72, 91 
Defense, 72, 84, 91 
Dueling, 72, 84, 91 
Great Weapon Fighting, 72, 84 
Protection, 72, 84 
Two-Weapon Fighting, 72, 91 
finding a hidden creature, 177 
finding à hidden object, 178 
finesse (weapon property). See 
weapon properties 


fre damage. See damage types 


Fist of Four Thunders (monk). See 
Elemental Disciplines 

Fist of Unbroken Air (monk). See 
Elemental Disciplines 

Flames of the Phoenix (monk). 
See Elemental Disciplines 

flaws. See personality 

Fleet of Foot (wood elf), 24 

Flexible Casting (sorcerer). See 
Font of Magic 

Flurry of Blows (monk). See Ki 

flying. See under movement 

Focused Conjuration (wizard), 116 

Foe Slayer (ranger), 92 

folk hero. See under background 

Font of Inspiration (bard), 54 

Font of Magic (sorcerer), 101 

food and drink, 158, 185 
expenses, 158 
food requirements, 185 
water requirements, 185 

foraging. See under travel 

force damage. See fis me types 

forced march. See under 
movement 

forest gnome. See gnome 

Frenzy (barbarian), 49 

frightened. See conditions 

frog. See creature statistics 

gaining a level, 15 

Gargantuan. See size category 

Gaze of Two Minds (warlock). See 
eldritch invocations 

Gehenna. See planes of existence 

gender. See character: sex and 
gender 

getting into and out of armor. See 
under armor and shields 

Giant. See language 


Giant Killer (ranger). See Hunter's 
Pi 


rey 
gladiator. See under background 
gnome, 35-37 
Gnome Cunning (gnome), 37 
gnome names, 36 
gnome traits, 36-37 
Gnomish, 37 
See langua 
hy rv ee Attack maneuver 
ter). See maneuvers 
E n " See dwarf 
gold piece (gp), 14 
coina 
Gong of the Summit (monk). See 
Elemental Disciplines 
grappled, See conditions 
grappling, 195 
gray dwarf. See dwarf 
Greater Portent (wizard), 117 
Great Old One, the (warlock), See 
under otherworldly patrons 
Great Weapon Fighting, See under 
fighting styles 
Great Wheel, the. See planes of 
existence 
grid (variant), 192 
Grim Harvest (wizard), 118 
group checks. See under ability 
check 
Guided Strike (cleric). See under 
Channel Divinity cleric options 
guild artisan. See under 
background 
Syg Membership (guild artisan), 
133 


guild merchant. See under 
background — 

Hades. See planes of existence 

half cover. See cover 

half-elf, 38-39 

half-elf names, 39 

half-elf traits, 39 

halfling, 26-28 

Halfling (language), 28 
See also language 

halfling names, 27 

Halfling Nimbleness, 28 

halfling traits, 28 

half-orc, 40-4) 

half-orc names, 41 

half-orc traits, 41 

hawk, See creature statistics 

healing, 197 

hearing. See Wisdom: Perception 
See also conditions 

heavily obscured, 183 

heavy (weapon property). See 
weapon properties 

heavy armor, See armor and 
shields 
See also movement; in heavy 
armor 

heavy weapons and Small 
creatures, 147 

height and weight. See under 
character 

Heightened Spell (sorcerer). See 
Metamagic 

Hellish Resistance (tiefling), 43 

Help action, See under action 

hermit. See under background 

hidden, 177, 178 
See also Dexterity: Stealth; 
finding a hidden creature; 
finding a hidden object; hiding; 
unseen attackers and targets 

Hide action. See under action 

Hide in Plain Sight (ranger), 92 

hiding, 177 

high elf. See elf 

hill dwarf. See dwarf 

hirelings, 159 

History (skill), See under 
Intelligence 

Hit Dice, 12 
multiclassing and. See under 
multiclassing 
See also specific class entries 

hit point maximum, 12, 15, 177 

hit points, 12, 13, 15, 177, 
196-198 
Constitution and, 177 
current, 196 
damage at 0. See under death 
saving throws 
dropping to 0, 197-198 
increasing with level, 15 
multiclassing and. See under 
multiclassing 
starting, 12, 13 
subtracting damage from, 196 
temporary, 198 

holding breath. See suffocating 

Holy Nimbus (paladin), 86 


EF ) 
holy symbol. See Spellcasting: 
ric; paladin 
Horde Breaker (ranger). See 
Hunter's Prey 
horse, riding. See creature 
statistics 
See also mounts and vehicles 
how to play. See under rules 
Huge. See size category 
human, 29-31 
human ethnicities, 30-31 
human names, 30, 31 
human traits, 31 
variant, 31 
Hunter (ranger). See under ranger 
archetypes 
Hunter's Prey (ranger), 93 
Hurl Through Hell (warlock), 109 
hustle, See action: Dash action 
Hypnotic Gaze (wizard), 117 
ideals. See personality 
Ignan. See language 
illusion, 118, 203 
school (wizard). See under 
arcane traditions 
illusionist, 118 
Illusion Savant (ene) n8 
Mluskan. See human ethnicities 
Illusory Reality (wizard), 118 
Illusory Self (wizard), 118 
imp. See creature statistics 
Impostor (rogue), 97 
Improved Abjuration (wizard), 115 
Improved Combat Superiority 
(fighter), 74 
Improved Critical (fighter), 72 
Improved Divine Smite (paladin), 
85 
Improved Duplicity (cleric), 63 
Improved Flare (cleric), 61 
Improved Minor Illusion (wizard), 
118 


Improved War Magic (fighter), 75 

improvised weapons. See under 
weapon 

incapacitated. See conditions 

Indomitable (fighter), 72 

Indomitable Might (barbarian), 49 

Infernal. See language 

Infernal Legacy (tiefling), 43 


-Infiltration Expertise (rogue), 97 


initiative, 177, 189 

Inner Planes. See planes of 
existence 

Insight (skill). See under Wisdom 

inspiration, 125 


- instantaneous (spell duration), 203 


Instinctive Charm (wizard), 117 
Intelligence, 12, 177-178 
Arcana, 177 
checks, 177-178 
History, 177-178 
Investigation, 178 
Nature, 17 
Religion, 178 
Intimidating Presence (barbarian), 
49-50 


Intimidation (skill). See under 
Charisma 
Inured to Undeath (wizard), 119 
Investigation (skill). See under 
Intelligence 
invisible, See conditions 
See also unseen attackers and 
targets 
Invoke Duplicity (cleric). See under 
Channel Divinity cleric options 
Jack of All Trades (bard), 54 
jumping. See under movement 
Keen Senses (elf), 23 
Ki (monk), 78 
saving throws, 78 
Ki-Empowered Strikes (monk), 79 
ki points, 78 
spells and, 80 
knight. See background: noble 
knight 
knocking a creature out, 198 
Know Your Enemy (fighter), 73-74 
Knowledge domain (cleric). See 
under divine domains 
Knowledge of the Ages (cleric). 
See under Channel Divinity 
cleric options 
Land's stride (druid), 69 
(ranger), 92 
[pag 17, 123, 125 
Druidic. See Druidic 
thieves' cant. See thieves' cant 
Large. See size category 
lawful evil. See alignment 
lawful good. See alignment 
lawful neutral. See alignment 
Lay on Hands (paladin), 84 
learning spells. See specific 


Spellcasting entries 

lethal damage. See damage 

level, 11, 15 

Life domain (cleric). See under 
divine domains 

Lifedrinker (warlock). See eldritch 
invocations 

lifestyle. See expenses 

lifting and carrying, 176 
carrying capacity, 176 
encumbrance (variant), 176 
size and, 176 

light, 183 

light (weapon property). See 
weapon properties 

light armor. See armor and shields 

Light domain (cleric). See under 
divine domains 

lightly obscured, 183 

lightning damage. See damage 

es 

Limbo. See planes of existence 

line. See area of 

line of sight. See casting a spell: 
targeting 

lion. See creature statistics 

listening. See Wisdom: Perception 
See also conditions 

loading (weapon property). See 
weapon properties 

lock, opening or picking. See 
thieves’ tools 

lodging (expenses), 158 

Lolth, 24, 296 

long rest. See resting 

Lower Planes. See planes of 
existence 

low-light vision. See darkvision 

Lucky (halfling), 28 

M ng Attack maneuver 

ighter). See maneuvers 

"is Hand Legerdemain 
(rogue), 98 

Magical Ambush (rogue), 98 

Magical Secrets (bard), 54 

magic, 8, 201-289 
See also specific class entries 

magic item. See under wealth 

magic-user. See wizard 
See also arcane magic 

Malleable Illusions (wizard), 118 

maneuver (fighter), 73 

Maneuvering Attack maneuver 
(fighter). See maneuvers 

maneuvers, 73, 74 
list, 74 
saving throws, 73 

mapping, See under travel 

marching order. See under travel 

Martial Archetype (fighter), 72. 

martial archetypes, 72-75 
Battle Master, 73-74 
Champion, 72-73 
Eldritch Knight, 74-75 

Martial Arts (monk), 78 

martial weapon, See weapon 
ANDE 

Mask of Many Faces (warlock). 
Sec eldritch invocations 

Mask of the Wild (wood elf), 24 

Master of Myriad Forms 
(warlock). See eldritch 
invocations 

Master of Nature (cleric), 62 

Master Transmuter (wizard), 119 

mastiff. See creature statistics 
See also mounts and vehicles 

material spell component, 203 

Material Plane. See planes of 
existence 

Mechanus. See planes of existence 

Medicine (skill). See under 
Wisdom 


Medium. See size category 
medium armor. See armor and 
shields 
melee attack, 195 
unarmed, 195 
with a weapon that requires 
ammunition, 147 
reach, 195 
melee weapon, 14, 146, 149, 195 
Menacing (half-orc), 41 
Menacing Attack maneuver 
(fighter). See maneuvers 
Metamagic (sorcerer), 101-102 
Military Rank (soldier), 140 
Mindless Rage (barbarian), 49 
Minions of Chaos (warlock). See 
eldritch invocations 
Minor Alchemy (wizard), 119 
Minor Conjuration (wizard), 116 
Mire the Mind (warlock). See 
eldritch invocations 
Mist Stance (monk), See 


Elemental Disciplines 
Misty Escape (warlock), 109 
Misty Visions (warlock). See 

dritch invocations 
modifier, 7 

ability, 7 

bonus, 7 

penalty, 7 
monastic orders, 81 
Monastic Tradition (monk), 78 
monastic traditions, 79-81 

Way of the Open Hand, 79-80 

Way of Shadow, 80 

Way of the Four Elements, 

80-81 
monk, 45, 76-81 

monastic traditions. See 

monastic traditions 

quick build, 77 
monk weapons, 78 
moon elf. See elf 
mount. See mounts and vehicles 
mountain dwarf. See dwarf 
Mount Celestia. See planes of 

existence 
mounted combat, See under 

combat 
mounts and vehicles, 155, 157 

Sec also under movement 
move action. See movement 
movement, 181-183, 190-192 

around creatures, 191 

breaking up, 190 

climbing, 182, 190 

crawling, 182, 191 

combat, 190-192 

difficult terrain, 182, 190 


forced march, 181 

in heavy armor, 144 
jumping, 182, 190 

mounts and vehicles, 181—182 
size, 191-192 

speed, 14, 17, 181 
squeezing, 192 

stand up, 190-191 
swimming, 182, 190 

travel pace, 181 

using different speeds, 190 


z moving a grappled creature, 195 


- Mulan. See human ethnicities 
mule. See creature statistics 
. Multiattack (ranger), 93 
- Multiattack Defense (ranger). See 
Defensive Tactics 
multiclassing, 163-164 
Channel Divinity, 164 
experience points, 163 
hit points and Hit Dice, 163 
Pact Magic, 164 
prerequisites, 163 
proficiencies, 163-164 
proficiency bonus, 163 
spell slots, 164 
Spellcasting, 164 
spells known and prepared, 164 
Unarmored Defense, 164 
multiverse, 5-6, 293, 300 
Mystic Arcanum (warlock), 108 
name. See under character E 
Natural Explorer (ranger), 91 
t Illusionist (forest gnome), 
Naturally wd (lightfoot 
halfling), 28 
Natural Recovery (druid), 68 
Nature (skill). See under 
Intelligence 
Nature domain (cleric). See under 
divine domains 
Nature's Sanctuary (druid), 69 
Nature's Ward (druid), 69 
Nature's Wrath (paladin). See 
under Channel Divinity paladin 
options 
navigating. See under travel 
necromancer, 118-119 
necromancy, 118, 203 
school (wizard). See under 
arcane traditions 
Necromancy Savant (wizard), 118 
necrotic damage. See damage 


types 
Negative Plane, See planes of 
existence 
neutral. See alignment 
neutral evil. See alignment 
neutral good. See alignment 
Nine Hells, the. See planes of 
existence 
noble. See under background 
noble knight. See under 
background 
nonplayer character (NPC), 8, 


159, 185, 189, 198 
nonlethal damage. See damage 
NPC, See nonplayer character 
Oath of Devotion (paladin). See 
oaths 
Oath of the Ancients (paladin). 
See under sacred oaths 
Oath of Vengeance (paladin). See 
under sacred oaths 
oath spells. See under Sacred Oath 
objects, 185 
attacking, 185 
interacting with, 185 
o n OE combat, 190 
Shadows (warlock). See 
eldritch invocations 
Open Hand Technique (monk), 79 
open locks. See thieves’ tools 
Opportunist (monk), 80 
opportunity attack, 195 
Orc, 41 
See also language 
orison. See cantrip 
Otherworldly Leap (warlock). See 
eldritch invocations 
Otherwordly Patron (warlock), 107 
otherworldly patrons, 108-110 
Archfey, the, 108-109 
Fiend, the, 109 
Great Old One, the, 109-110 
Outer Planes. See planes of 
existence 
outlander. See under background 
Outlands, the. See planes of 
existence 
Overchannel (wizard), 118 
owl. See creature statistics 
Pact Boon (warlock), 107-108 
Pact of the Blade, 107-108 
Pact of the Chain, 107 
Pact of the Tome, 108 
Your Pact Boon, 108 
Pact Magic (warlock), 107 
multiclassing and. See under 
multiclassing 
pact weapon (warlock), 107-108 
paladin, 45, 82-88 
quick build, 83 
sacred oaths. See sacred oaths 
spell list, 208-209 
Pandemonium. See planes of 
existence 
panther. See creature statistics 
paralyzed. See conditions 
Parry maneuver (fighter). See 
maneuvers — 
party (adventuring), 15 
passive check. See under ability 
check 


Path of the Berserker. See under 
imal paths 
Path of the Totem Warrior. See 
under primal paths 
Patient Defense (monk). See Ki 
Peerless Skill (bard), 55 


penalty, 6 
percentile gue See under dice 
` Perception (skill). See under 
Wisdom 


See also travel; noticing threats 
Perfect Self (monk), 79 
Performance (skill). See under 

Charisma 
Persistent Rage (barbarian), 49 
personality (character), 122-124 
Persuasion (skill). See under 

Charisma 
petrified, See conditions 
pick locks. See thieves’ tools 
pick pockets, See Dexterity: Sleight 

of Hand 
piercing damage. See damage 


types 

pirate, See under background 

planar travel, 301 

Plane of Air. See planes of 
existence 

Plane of Earth. See planes of 
existence 

Plane of Faerie. See planes of 
existence 

Plane of Fire, See planes of 
existence 

Plane of Shadow. See planes of 
existence 

Plane of Water, See planes of 
existence 

planes of existence, 5, 300-303 

platinum piece (pp). See coinage 

player character, See character 

point of origin. See area of effect 

poison damage. See damage types 

poisoned. See conditions 

Position of Privilege (noble), 135 

Positive Plane, See planes of 


existence 
Portent (wizard), 116 
Potent Cantrip (wizard), 117 
Potent Spelicasting (cleric, 
Knowledge domain), 60 
(cleric, Light domain), 61 
Precision Attack maneuver 
(fighter). See maneuvers 
preparing spells. See Spellcasting: 
cleric; druid; paladin; wizard 
Preserve Life (cleric). See under 
Channel Divinity cleric options 
Primal Champion (barbarian), 49 
Primal Path (barbarian), 48 
primal paths, 49-50 
Path of the Berserker, 49-50 
Path of the Totem Warrior, 50 
Primal Strike (druid), 69 
Primeval Awareness (ranger), 92 
Primordial. See language 
profession. See downtime activity 
proficiencies, 11, 12, 14, 155 
multiclassing and. See under 
multiclassing 
saving throw, 14 
skill, 14 
spell, 14 
tool, 14 
vehicle, Er 
weapon, 1 
a ina 14, 173-174, 


viding 14, 173 
dividing, 14, 173-174 
increasing with level, 15 
multiclassing and. See under 
multiclassing 
multiplying, 14, 173-174 
Projected Ward (wizard), 115 
projectile weapon. See weapon 
properties: ammunition 
prone, 190-191 
- Sec also conditions 
Protection. See under fighting styles 
pseudodragon. See creature 
statistics e 
psychic damage. See damage types 
punchin, ng. See under melee attack 
Purity of Body (monk), 79 
Purity of Spirit (paladin), 86 
Pushing Attack maneuver 
(fighter). See maneuvers 
quasit. See creature statistics 
quick build, 11 
See also under specific class 
entries 
Quickened Spell (sorcerer). See 
Metamagic 
Quivering Palm (monk), 80 
race, 11 
choosing a, 11, 17 
traits. See racial traits 
See also specific race entries 
racial ability score increase. See 
racial traits: ability score 
increase 
racial traits, 11, 17 
ability score increase, 11, 12, 
13,17 
age, 17 
alignment, 17 
languages, 17 
size, 17 


See also specific race 


entries 
Radiance of the Dawn (cleric). See 
under Channel Divinity cleric 
options 
radiant damage. See damage types 
Rage (barbarian), 48 
Rally maneuver (fighter). See 
maneuvers 
range, 195 
maximum, 147 
normal, 147 
of spells. See pearting a spell: 
range 
range (weapon Bloperty) See 
weapon properties 
ranged attack, 195 
in melee, 195 
ranged weapon, 14, 146, 149, 195 
ranger, 45, 89-93 
quick build, 90 
ranger archetype. See ranger 
archetypes 
spell list, 209 
Ranger Archetype (ranger), 92 
ranger archetypes, 93 
Beast tates 93 
Hunter, 93 
Ranger's Companion (ranger), 93 


-.. Rashemi. See human ethnicities 


rat. See creature statis 
raven, See creature statistics 
reach (creature), 195 
reach (weapon property). See 
weapon properties 
reaction, 190 
See also casting a sp 
time 


ammunition 
recuperating. See time 

activity 
refitting plate armor. 

plate armor 
Relentless (fighter), 
Relentless Avenger (paladin), 88 
Relentless Endurance (half-orc), 41 
Relentless Rage (barbari 


religion, 293 
See also cleric; dri 


loadin; 
Remarkatle Athlete ( ghter), 72 
Repelling Blast (warldck). See 
eldritch invocations 
research. See downtithe activity 
Researcher (sage), 138 
resistance. See damage resistance 
resting, 186 
restrained. See condijions —— 
result. See total 
Retainers (noble variant), 136 
Retaliation (barbarian), 50 
Ride the Wind (monk). See 
Elemental Disciplines 
Riposte maneuver (fighter). See 
maneuvers 
Ritual Casting. See S, 
bard; cleric; druid 
See also feats 
rituals, 201-202 


time 
River of Hungry Fla 


rock gnome. See gno 

rogue, 45, 94-98 
quick build, 95 
roguish archetype 
archetypes 


Arcane Trickster, 97-98 

Assassin, 97 

Thief, 97 
roleplaying, 8, 185-186 


rounding numbers, 

rowed vessel, 155-157 

rules, 6-7 
exceptions, 7 
how to play, 6 


Sacred Oath goo 
oath spells, 85 


sacred oaths, 85-88 
breaking, 86 
Oath of Devotion, 85-86 
Oath of the Ancients, 86-87 
Oath of Vengeange, 87-88 
sacred plants and does 66 


saving throw, 7, 12, | 79, 205 
death. See death &aving throws 


ki. See ki: saving [hrows 

maneuver, See maneuvers. 

saving throws 

proficiency. See groficiencies: 

saving throw 

spell. See spell saving throws 
saving throw modifier, 12, 179, 

205 


INDEX 


315 


School of Abjuration (wizard). See 
under arcane traditions 

School of Conjuration (wizard). 
See under arcane traditions 

School of Divination (wizard). See 
under arcane traditions 

School of Enchantment (wizard). 
See under arcane traditions 

School of Evocation (wizard). See 
under arcane traditions 

School of Illusion (wizard). See 
under arcane traditions 

School of Necromancy (wizard). 
See under arcane traditions 

School of Transmutation (wizard). 
See under arcane traditions 

schools of magic. See arcane 
traditions 

Sculptor of Flesh (warlock). See 
eldritch invocations 

Sculpt Spells (wizard), 117 

Second-Story Work (rogue), 97 

Second Wind (fighter), 72 

Search action. See under action 

searching. See under travel 
See also Intelligence: 
Investigation; Wisdom: 
Perception 

self. See casting a spell: range; 
targeting 

selling treasure. See under wealth 

services, 159 

sex. See character: sex and gender 

Shadow Arts (monk), 80 

Shadowfell, the. See planes of 
existence 

Shadow Step (monk), 80 

Shapechanger (wizard), 119 

Shape the Flowing River (monk). 
Sec Elemental Disciplines 

Share Spells (ranger), 93 

shark, reef. See creature statistics 

Shelter of the Faithful (acolyte), 
127 

shield. See armor and shields 

shield dwarf. See dwarf: mountain 

Ship's Passage (sailor), 139 

short rest, See resting 

Shou. See human ethnicities 

shoving, 195 

Sigil. See planes of existence 

Signature Spells (wizard), 115 

silvered weapon. See under 
weapon 

silver piece (sp). See coinage 

simple weapon. See weapon 
categories 

size, 176, 191-192 
and weapons. See weapon 
properties: heavy 
lifting and carrying. See lifting 
and carrying: size and 
of equipment. See equipment: 
size 
space, 191-192 
Sec also racial traits; and 
specific race trait entries 

size category, 191 

skeleton. See creature statistics 

skill check. See ability check: skill 

Skill Versatility (half-elf), 39 

skills with different abilities 
(variant). See under ability check 

slashing damage. See damage 
types 

Sleight of Hand (skill). See under 
Dexterity 

Slippery Mind (rogue), 96 


Slow Fall (monk), 78 
Small. See size category 
snake, constrictor. See creature 
statistics 
snake, poisonous. See creature 
statistics 
Sneak Attack (rogue), 96 
social interaction, 8, 185-186 
soldier. See under background 
somatic spell component, 203 
Song of Rest (bard), 54 
sorcerer, 45, 99-104 
quick build, 100 
sorcerous origin, See sorcerous 
origins 
spell list, 209 
Sorcerous Origin, 101 
sorcerous origins, 102-104 
Draconic Bloodline, 102-103 
Wild Magic, 103-104 
Sorcerous Restoration, 102 
Sorcery Points (sorcerer). See Font 
of Magic 
Soul of Vengeance (paladin), 88 
space. See under size 
Speak with Small Beasts (forest 
gnome), 37 
special (weapon property). See 
weapon properties 
speed. See under movement 
See also mounts and vehicles; 
racial traits; travel 
spell, 201 
spell attack modifier. See specific 
Spellcasting entries 
spell attack roll, 205 
See also specific Spellcasting 
entries 
Spell Bombardment (sorcerer), 103 
Spellbook (wizard), 114 
spellcaster, 201 
spellcasting, 201-205 
Spellcasting (bard), 52-53 
(cleric), 58 
(druid), 66 
(fighter, Eldritch Knight), 75 
(paladin), 84-85 
(ranger), 91-92 
(rogue, Arcane Trickster), 
97-98 
(sorcerer), 101 
(warlock). See Pact Magic 
(wizard), 114 
See also under multiclassing 
spellcasting ability, 178, 179, 205 
See also specific Spellcasting 
entries 
spellcasting focus. See 
Spellcasting: bard; cleric; 
druid; paladin; sorcerer; 
warlock; wizard 
spell components, See casting a 
spell: components 
See also material spell 
component; somatic spell 
component; verbal spell 
component 
spell descriptions, 211-289 
spell level, 201 
spell list, 207-211 
Spell Mastery (wizard), 115 
spell preparation. See 
Spellcasting: cleric; druid; 
paladin; wizard 
See also under multiclassing 
Spell Resistance (wizard), 116 
spell save DC, 205 
See also specific Spellcasting 
entries 
spell saving throws, 205 
spells known, 201 
See also Spellcasting: bard; 
fighter, Eldritch Knight; ranger; 
rogue, Arcane Trickster; 
sorcerer, warlock; and 
multiclassing 
spell slots, 201 
See also specific Spellcasting 
entries; and multiclassing 
Spell Thief (rogue), 98 
sphere, See area of effect 


spider, giant. See creature 
Statistics 

Spirit Seeker (barbarian), 50 

Spirit Walker (barbarian), 50 

Split Enchantment (wizard), 117 

sprite, See creature statistics 

spy. See under background 

squeezing. See under movement 

stabilizing a creature, 197 

stable, 197-198 

stacking. See casting a spell: 
combining effects 
See also advantage; 
disadvantage 

standard action. See action 

standard language. See language 

Stand Against the Tide (ranger). 
See Superior Hunter's Defense 

starting wealth. See under wealth 

starvation. See food and drink: 
food requirements 

Stealth (skill). See under Dexterity 
See also armor and shields: 
Stealth; hiding; travel 

Steel Will (ranger). See Defensive 
Tactics 

Step of the Wind (monk). See Ki 

Stillness of Mind (monk), 79 

Stonecunning (dwarf), 20 

Stormborn (cleric), 62 

Stout Resilience (stout halfling), 
28 

Strength, 12, 175-176 
Athletics, 175 
checks, 175 

Stroke of Luck (rogue), 96 

strongheart halfling. See halfling: 
stout 

Student of War (fighter), 73 

stunned, See conditions 

Stunning Strike (monk), 79 

subrace, 17 

Subtle Spell (sorcerer). See 
Metamagic 

suffocating, 183 

sun elf. See elf 

Sunlight Sensitivity (drow), 24 

Superior Critical (fighter), 73 

Superior Darkvision (drow), 24 

Superior Hunter's Defense 
(ranger), 93 

Superior Inspiration (bard), 54 

superiority dice (fighter), 73 

Supreme Healing (cleric), 60 

Supreme Sneak (rogue), 97 

surprise, 189 
See also travel: surprise 

Survival (skill), See under Wisdom 
See also travel: foraging, 
navigating, or tracking 

Survivor (fighter), 73 

svirfneblin. See gnome 

Sweeping Attack maneuver 
(fighter). See maneuvers 

Sweeping Cinder Strike (monk). 
See Elemental Disciplines 

Sylvan. See language 

targeting a spell. See casting a 
spell: targeting 

target number, 7 
Armor Class (AC), 7 
Difficulty Class (DC), 7 

Tempest domain (cleric). See 
under divine domains 

temporary hit points. See under 
hit points 

Tenets of Devotion (paladin), 86 

Tenets of the Ancients (paladin), 
86-87 

Tenets of Vengeance (paladin), 88 

Terran. See language 

Tethyrian. See human ethnicities 

THACO. See attack roll 

Thief (rogue). See under roguish 
archetypes 

Thief of Five Fates (warlock). See 
eldritch invocations 

Thief's Reflexes (rogue), 97 

thieves’ cant (rogue), 96 

thieves’ tools, 154 

Third Eye, The (wizard), 116-117 

Thirsting Blade (warlock). See 
eldritch invocations 

Thought Shield (warlock), 110 

Thousand Forms (druid), 69 

three-quarters cover. See cover 

thrown (weapon property), See 
weapon properties 

Thunderbolt Strike (cleric), 62 

thunder damage. See damage 


types 
Tides of Chaos (sorcerer), 103 


tiefling, 42-43 
tiefling names, 43 
tiefling traits, 43 
tiers of play, 15 
tiger. See creature statistics 
time, 181 
day, 181 
minute, 181 
round, 181, 189 
turn, 189 
Timeless Body (druid), 67 
(monk), 79 
Tinker (rock gnome), 37 
Tiny. See size category 
Tongue of the Sun and Moon 
(monk), 79 
tools, 154 
total, 7 
total cover. See cover 
Totemic Attunement (barbarian), 
50 
Totem Spirit (barbarian), 50 
tracking. See under travel 
trade goods, 144, 157 
training. See downtime activity 
traits. See under personality 
See also specific race trait entries 
Trance (elf), 23 
Transitive Planes, See planes of 
existence 
Tranquility (monk), 80 
transmutation, 119, 203 
school (wizard). See under 
arcane traditions 
Transmutation Savant (wizard), 
119 
transmuter, 119 
Transmuter's Stone (wizard), 119 
traps, finding. See Wisdom: 
Perception 
See also Intelligence: 
Investigation 
traps, removing or disabling. See 
thieves' tools 
travel, 181-183 
drawing a map, 183 
encounters, 183 
foraging, 183 
marching order, 182 
navigating, 183 
noticing threats, 182-183 
pace, 181 
searching, 183 
stealth, 182 
surprise, 183 
tracking, 183 
Trickery domain (cleric). See under 
divine domains 
trinkets, 160-161 
Trip Attack maneuver (fighter), See 
maneuvers 
truesight, 185 
Turami. See human ethnicities 
turn. See under time 
turn, taking yours, 189-190 
See also action; bonus action; 
movement 
Turn the Faithless (paladin). See 
under Channel Divinity paladin 
options 
Turn the Unholy (paladin). See 
under Channel Divinity paladin 
options 
Turn Undead. See under Channel 
Divinity cleric options 
Twinned Spell (sorcerer). See 
Metamagic 
two-handed (weapon property). 
See weapon properties 
two-weapon fighting, 195 
Two-Weapon Fighting (class 
feature), See under fighting 
styles 
unarmed. See under melee attack 
Unarmored Defense (barbarian), 
48 
(monk), 78 
Unarmored Movement (monk), 78 
Uncanny Dodge (ranger). See 
Superior Hunter’s Defense 
(rogue), 96 
Undead Thralls (wizard), 119 
Underdark, 17 
Undying Sentinel (paladin), 87 
uncommon races, 33 
unconscious, 197, 198 
See also conditions 
Undercommon, See language 
underwater combat. See under 
combat 
unseen attackers and targets, 
194-195 


fad. 


LI 
Upper Planes. See planes of 
existence 
urchin. See under background 
Use an Object action. See under 
action 
Use Magic Device (rogue), 97 
using this book, 6 
Vanish (ranger), 92 
vehicle. See mounts and vehicles 
verbal spell component, 203 
versatile (weapon property). See 
weapon properties 
Versatile Trickster (rogue), 98 
vision, 183 
See also blindsight; darkvision; 
truesight; Wisdom: Perception 
Visions of Distant Realms 
(warlock). See eldritch 
invocations 
Visions of the Past (cleric), 60 
Voice of the Chain Master 
(warlock). See eldritch 
invocations 
Volley fangen. See Multiattack 
Vow of Enmity (paladin). See 
under Channel Divinity paladin 
options 
vulnerability, See damage 
vulnerability 
Wanderer (outlander), 136 
Warding Flare (cleric), 61 
War domain (cleric). See under 
divine domains 
War God's Blessing (cleric). See 
under Channel Divinity cleric 
options 
warhorse. See creature statistics 
See also mounts and vehicles 
War Magic (fighter), 75 
War Priest (cleric), 63 
Water Whip (monk). See 
Elemental Disciplines 
warlock, 45, 105-111 
quick build, 106 
otherworldly patron. See 
otherworldly patrons 
spell list, 210 
Wave of Rolling Earth (monk). See 
Elemental Disciplines 
wealth, 143-144 
magic item, 144 
selling treasure, 144 
starting, 143 
See also expenses 
weapon, 14, 146-148, 149 
improvised, 147-148 
silvered, 148 
table, 149 
Weapon Bond (fighter), 75 
weapon categories, 146 
weapon proficiency, 14, 146 
See also specific classes: 
proficiencies; and specific race 
trait entries 
weapon properties, 146-147 
Weave, the, 205 
Whirlwind Attack (ranger). See 
Multiattack 
Whispers of the Grave (warlock). 
See eldritch invocations 
Wholeness of Body (monk), 79-80 
wild elf. See elf 
Wild Magic (sorcerer). See under 
sorcerous origins 
Wild Magic Surge (sorcerer), 103 
table, 104 
Wild Shape (druid), 66-67 
Wisdom, 12, 178 
Animal Handling, 178 
checks, 178 
Insight, 178 
Medicine, 178 
Perception, 178 
Survival, 178 
Witch Sight (warlock). See eldritch 
invocations 
wizard, 45, 112-119 
arcane tradition. See arcane 
traditions 
quick build, 113 
spell list, 210-211 
wolf, dire. See creature statistics 
wolf, See creature statistics 
wood elf. See elf 
world, 5-6, 8 
See also planes of existence: 
Material Plane 
Wrath of the Storm (cleric), 62 
XP. See experience points 
Ysgard. See planes of existence 
zombie. See creature statistics 


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Perception (Wis 


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Persuasion (Cha) 


Religion (Int) 


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