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The Players Handbook

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Co nt e nt s
P
4
r e f a c e
5
I n t r o d u c t io n
Pa
C
U sing Th is B o o k ......................................................................... 6
H ow to P la y ................................................................................... 6
A d v en tu res.................................................................................... 7
9
C
h a pt e r
1: S t
e p
-b
y
-S
t e p
C
h a r a c t e r s
h a pt e r
C
2: R a
c e s
........................................................ 17
G n o m e ..................................................................................35
H alf-E lf.................................................................................38
H a lf-O rc.............................................................................. 40
T ie flin g .................................................................................42
C
h a pt e r
3: C
l a s s e s
.................................................. 45
B arbarian............................................................................ 46
B a r d ...................................................................................... 51
C leric.....................................................................................56
D ru id .....................................................................................64
F igh ter..................................................................................70
M o n k ..................................................................................... 76
P a la d in .................................................................................82
R a n g e r..................................................................................89
R o g u e ....................................................................................94
S o r c e r e r .............................................................................. 99
W a rlo ck ..............................................................................105
W iz a r d ................................................................................112
Ch a pt
Ba c k g
e r
4: Pe r s o n a l it y a n d
.................................................................. 121
r o u n d
Character D etails............................................................ 121
In spiration ........................................................................ 125
B a ck g rou n d s.................................................................... 125
C
h a pt e r
5: E q
u ip m e n t
.........................................143
Starting E quipm ent....................................................... 143
W e a lth ................................................................................143
A rm or and S h ie ld s .........................................................144
W ea p on s............................................................................ 146
Adventuring G e a r ...........................................................148
T o o ls....................................................................................154
M ounts and V e h icle s..................................................... 155
Trade G o o d s ..................................................................... 157
E x p en ses........................................................................... 157
T rink ets............................................................................. 159
C
h a pt e r
6: C
u s t o m iz a t io n
O
p t io n s
.... 163
M ulticlassing.................................................................... 163
F e a t s ...................................................................................165
7: U
s in g
A
b il it y
Sc
o r e s
...........173
h a pt e r
8: A
d v e n t u r in g
...... ................ 181
T im e ........................................................ .. ................. 181
M ovem en t.......................................................................... 181
Th e E nvironm ent.......................... ......................... 183
S o c ia l In tera ction ........................................................... 185
..... 11
C h oosin g a R a ce ................................................................ 17
D w a rf.................................................................................... 18
E l f...........................................................................................21
H alfling.................................................................................26
H u m an ..................................................................................29
D ra g o n b o rn ........................................................................ 32
h a pt e r
171
Ability C h e ck s................................................................... 174
U sing E ach A bility...........................................................175
Saving T h r o w s ................... ............................................. 179
B eyon d 1st L ev el............................................................... 15
C
2
Ability S c o r e s and M odifiers........................................173
Advantage and D isadvan tage...................................... 173
P roficien cy B o n u s............................................................173
W orlds o f A dven tu re................................................................... 5
P a r t 1
r t
R e s tin g ............................................................................... 186
B etw een A dven tu res......................................................186
C
h a pt e r
9: C
o m b a t
................................................ 189
The O rder o f C om b a t.....................................................189
M ovem ent and P o sitio n .................................................190
A ctions in C o m b a t.......................................................... 192
M aking an A ttack............................................................ 193
C over................................................................................... 196
D am age and H e a lin g .....................................................196
M ounted C om bat............................................................. 198
Underwater C om ba t....................................................... 198
199
P a r t 3
C h ap ter
10 :
S p e l l c a s t i n g .................................201
W hat Is a S p e ll? ...............................................................201
Casting a S p e ll................................................................ 202
C h ap ter
11: S p e l l s ..................................................... 207
Spell L ists..........................................................................207
Spell D e scrip tio n s...........................................................211
A ppe n d ix A: C o n d it io n s
A p p e n d ix
290
B:
G o d s o f t h e M u l t iv e r se
293
A ppe n d ix C:
T h e Pl a n e s o f Ex is t e n c e
300
The Material P lane....... ................. ...............................3 0 0
B eyond the M aterial.................................. 301
A p p e n d ix
D:
C r e a t u r e St a t i s t i c s
304
A p p e n d i x E:
In s p i r a t i o n a l R e a d i n g
312
In d e x
313
C h a r a c t e r
Sh e e t
317
Pr e f a c e
N
OCE UPON A TIME, LONG, LONG AGO, IN A
realm called the M idw estern United
States—specifically the states o f M inn e
sota and W iscon sin —a group o f friends
gathered together to forever alter the
history o f gam ing.
It w asn ’t their intent to do so. Th ey w ere
tired o f m erely readin g tales about w orld s o f m agic,
m onsters, and adventure. They w anted to play in th ose
w orlds, rather than ob serv e them. That they w ent on
to invent D u n g e o n s & D r a g o n s , and thereby ignite a
revolution in gam ing that continu es to this day, sp eaks
to tw o things.
First, it sp eak s to their ingenuity and genius in fig
uring out that gam es w ere the perfect w ay to explore
w orld s that could not oth erw ise exist. A lm ost every
m od ern gam e, w hether played on a digital device or
a tabletop, ow es som e debt to D&D.
S econ d , it is a testam ent to the inherent appeal o f the
gam e they created. D u n g e o n s & D r a g o n s sparked a
thriving global phenom enon. It is the first roleplaying
gam e, and it rem ains one o f the best o f its breed.
To play D&D, and to play it w ell, you d on ’t n eed to
read all the rules, m em orize every detail o f the gam e,
or m aster the fine art o f rolling funny look in g dice.
N one o f th ose things have any bea rin g on w hat’s best
about the game.
W hat you need are tw o things, the first being friends
with w h om you can share the gam e. Playing gam es with
your friends is a lot o f fun, but D & D d oes som eth in g
m ore than entertain.
Playing D & D is an exercise in collaborative creation.
You and your friends create epic stories filled with ten
sion and m em orable dram a. You create silly in-jokes
that m ake you laugh years later. The dice w ill be cruel
to you, but you w ill soldier on. Your collective creativ
ity w ill build stories that you w ill tell again and again,
ranging from the utterly absurd to the stuff o f legend.
If you d on ’t have friends interested in playing, don ’t
w orry. T h ere’s a sp ecia l alchem y that takes place
around a D & D table that nothing else can m atch. Play
the gam e with som eon e enough, and the tw o o f you
are likely to end up friends. It’s a c o o l side effect o f the
gam e. Your next gam ing group is as clo se as the nearest
g am e store, online forum , or gam ing convention.
The se co n d thing you n eed is a lively im agination
or, m ore importantly, the w illin gn ess to u se whatever
im agination you have. You d on ’t need to be a m aster
storyteller or a brilliant artist. You just n eed to aspire to
create, to have the cou rage o f som eon e w ho is w illing to
build som eth in g and share it w ith others.
Luckily, just as D & D can strengthen your friendships,
it can help build in you the con fid en ce to create and
share. D & D is a gam e that teach es you to lo o k for the
clever solution, share the sudden idea that can overcom e
a problem , and push y ou rself to im agine w hat cou ld be,
rather than sim ply a ccep t what is.
T he first characters and adventures you create w ill
probably be a collection o f cliches. That’s true o f every
one, from the greatest D u n geon M asters in history on
dow n. A ccep t this reality and m ove on to create the
secon d character or adventure, w hich w ill b e better,
and then the third, w h ich w ill be better still. R epeat that
over the cou rse o f time, and s o o n y ou ’ll be able to create
anything, from a ch a ra cter’s backgrou n d story to an epic
w orld o f fantasy adventure.
O nce you have that skill, it’s y ou rs forever. C ou n tless
w riters, artists, and other creators can trace their beg in
nings to a few p ages o f D & D notes, a handful o f dice,
and a kitchen table.
A bove all else, D&D is yours. The friendships you
m ake around the table w ill be unique to you. The adven
tures you em bark on, the characters you create, the
m em ories you m ake—th ese w ill be yours. D & D is your
p erson al corn er o f the universe, a place w here you have
free reign to do as you wish.
G o forth now. R ead the rules o f the gam e and the
story o f its w orlds, but always rem em ber that you are
the one w h o brings them to life. Th ey are nothing
w ithout the spark o f life that you give them.
M ike M earls
M ay 2014
In t r o d u c t i o n
The D u n g e o n s & D r a g o n s r o l e p l a y i n g
gam e is about storytelling in w orld s o f
sw ord s and sorcery. It sh ares elem ents
w ith ch ild h ood gam es o f m ake-believe. Like
th ose gam es, D & D is driven by im agina
tion. It’s about picturing the tow ering castle
beneath the storm y night sky and im agining
h ow a fantasy adventurer m ight react to the challen ges
that scen e presents.
Dungeon M aster (DM ): Aft er passing t hrough the
craggy peaks, the road t akes a sudden turn to the east
and Cast le Ravenloft towers before you. Crum bling
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 cast le courtyard.
The chains of the drawbridge creak in the wind, their
rust-eaten iron st raining with the weight. From atop
the high st rong walls, stone gargoyles stare at you
from hollow socket s and grin hideously. A rotting
wooden port cullis, green with growth, hangs in the
entry t unnel. Beyond t his, the main doors of Cast le
Ravenloft stand open, a rich warm light spilling into
the courtyard.
Phillip (playing Gareth): I want to look at the
gargoyles. I have a feeling t hey’re not just statues.
Amy (playing Riva): The drawbridge looks precarious?
I want to see how sturdy it is. Do I t hink we can cross
it, or is it going to collapse under our weight?
Unlike a gam e o f m ake-believe, D & D gives structure
to the stories, a w ay o f determ ining the con seq u en ces
o f the adventurers’ action. Players roll dice to resolve
w hether their attacks hit or m iss or w hether their adven
turers can sca le a cliff, roll away from the strike o f a
m agical lightning bolt, or pull o ff som e other dangerous
task. Anything is possible, but the d ice m ake som e out
c o m e s m ore probable than others.
Dungeon M aster (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 decorat ions?
DM : Make an Int elligence check.
Phillip: Does my Investigat ion skill apply?
DM : Sure!
Phillip (rolling a d20): Ugh. Seven.
DM : They look like decorat ions to you. And Amy,
Riva is checking out the drawbridge?
In the D u n g e o n s & D r a g o n s gam e, each player
creates an adventurer (also called a character) and
team s up with other adventurers (played by friends).
W orkin g together, the group might explore a dark dun
geon, a ruined city, a haunted castle, a lost tem ple deep
in a ju n gle, or a lava-filled cavern beneath a m ysterious
m ountain. The adventurers can solve puzzles, talk with
other characters, battle fantastic m onsters, and discover
fabulous m agic item s and other treasure.
O ne player, however, takes on the role o f the D un geon
M aster (D M ), the gam e’s lead storyteller and referee.
T h e DM creates adventures for the characters, w h o nav
igate its h azards and d ecide w hich paths to explore. The
DM might d escrib e the entrance to Castle Ravenloft,
and the players decide what they w ant their adventurers
to do. W ill they w alk a cro ss the dangerously w eathered
draw bridge? Tie them selves together with rope to m ini
m ize the ch a n ce that som eon e w ill fall if the draw bridge
gives way? Or cast a spell to carry them over the chasm ?
Then the DM determ ines the results o f the adventur
ers’ actions and narrates what they e xperien ce. B ecau se
the DM can im provise to react to anything the players
attempt, D & D is infinitely flexible, and each adventure
can be exciting and unexpected.
The gam e has no real end; w hen on e story or quest
w ra ps up, another one can begin, creating an on goin g
story called a campaign. M any p eop le w h o play the
gam e keep their cam p aign s going for m onths or years,
m eetin g with their friends every w eek or s o to pick
up the story w here they left off. T h e adventurers g row
in m ight as the cam paign continues. Each m onster
defeated, each adventure com pleted, and each treasure
recovered not only adds to the continuing story, but also
earns the adventurers n ew capabilities. T h is in crease
in pow er is reflected by an adventurer’s level.
T h ere’s no w inning and losing in the D u n g e o n s &
D r a g o n s gam e—at least, not the way those term s are
usually understood. Together, the D M and the players
create an exciting story o f bold adventurers w ho confront
deadly perils. S om etim es an adventurer m ight c om e to
a grisly end, torn apart by ferociou s m onsters or done in
by a nefarious villain. Even so, the other adventurers can
search for pow erful m agic to revive their fallen com rade,
or the player might c h o o s e to create a new character to
carry on. The group might fail to com plete an adventure
successfully, but if everyone had a g ood time and created
a m em orable story, they all win.
Wor l ds of A dvent ur e
The m any w orld s o f the D u n g e o n s & D r a g o n s gam e
are places o f m agic and m onsters, o f brave w arriors and
sp ectacu lar adventures. They begin with a foundation
o f m edieval fantasy and then add the creatures, places,
and m agic that m ake these w orld s unique.
T h e w orld s o f the D u n g e o n s & D r a g o n s gam e exist
w ithin a vast c o s m o s called the multiverse, con n ected
in strange and m ysterious w ays to on e another and to
other planes o f existence, such as the Elem ental Plane
o f Fire and the Infinite D epths o f the A byss. W ithin
this m ultiverse are an en dless variety o f w orlds. M any
o f them have been published as official settings for the
D & D game. T h e legends o f the Forgotten R ealm s, Dragon lan ce, Greyhawk, D ark Sun, Mystara, and E berron
settings are w oven together in the fabric o f the multiverse. A longside these w orld s are hundreds o f thousands
m ore, created by generations o f D & D players for their
ow n gam es. A nd am id all the rich n ess o f the multiverse,
you m ight create a w orld o f your ow n.
2. The players describe what they want to do. S o m e
tim es on e player sp eak s for the w h ole party, saying,
“W e’ll take the east door,” for exam ple. Other tim es,
different adventurers do different things: one adventurer
m ight sea rch a treasure chest w hile a se c o n d exam in es
an esoteric sym b ol engraved on a w all and a third keeps
w atch for m onsters. T h e players d on ’t n eed to take
turns, but the DM listens to every player and d ecides
h ow to resolve th ose actions.
All th ese w orlds share characteristics, but each w orld
is set apart by its ow n history and cultures, distinctive
m on sters and races, fantastic geography, ancient dun
geons, and sch em in g villains. S o m e races have unusual
traits in different w orlds. T h e halflings o f the Dark Sun
setting, for exam ple, are ju n gle-d w ellin g cannibals,
and the elves are desert n om ads. S om e w orld s feature
races u nk n ow n in other settings, such as E b erron ’s w arforged, sold iers created and im bu ed with life to fight in
S om etim es, resolvin g a task is easy. If an adventurer
w ants to w alk a cross a room and op en a door, the DM
might just say that the d oor op en s and d escrib e w hat
lies beyond. But the d oor might b e lock ed, the floor
m ight hide a deadly trap, or som e other circu m stan ce
m ight m ake it challen ging for an adventurer to com plete
a task. In th ose cases, the DM d ecid es w hat happens,
often relying on the roll o f a die to determ ine the results
o f an action.
the Last War. S o m e w orld s are dom inated by on e great
story, like the W ar o f the L an ce that plays a central role
in the D ragon lance setting. But they’re all D & D w orlds,
and you can u se the rules in this b o o k to create a char
acter and play in any one o f them.
Your DM m ight set the cam paign on on e o f these
w orld s or on on e that he or she created. B eca u se there
is s o m uch diversity a m on g the w orlds o f D&D, you
sh ou ld ch eck w ith your DM about any h ou se rules that
w ill affect your play o f the gam e. Ultimately, the D un
geon M aster is the authority on the cam paign and its
setting, even if the setting is a published w orld.
3. The DM narrates the results o f the adventurers’
actions. D escribin g the results often leads to another
d ecision point, w hich brin gs the flow o f the gam e right
ba ck to step 1.
T h is pattern holds w hether the adventurers are cau
tiously exploring a ruin, talking to a deviou s prince, or
lock ed in m ortal com bat against a m ighty dragon. In
certain situations, particularly com bat, the action is
U s in g T h is Bo o k
T h e Player’s Handbook is divided into three parts.
Part 1 is about creating a character, providing the
rules and g u id an ce you n eed to m ake the character
y ou ’ll play in the gam e. It includes inform ation on the
various races, classes, backgrou n ds, equipm ent, and
oth er custom ization options that you can c h o o s e from.
M any o f the rules in part 1 rely on m aterial in parts 2
and 3. If you co m e a cro ss a gam e con cep t in part 1 that
you d on ’t understand, consult the b o o k ’s index.
Part 2 details the rules o f h ow to play the gam e,
beyon d the b a sics d escrib ed in this introduction. That
part covers the kinds o f die rolls you m ake to determ ine
s u c ce s s or failure at the tasks your character attempts,
and d escrib es the three broad categories o f activity in
the gam e: exploration, interaction, and com bat.
Part 3 is all about m agic. It covers the nature o f m agic
in the w orld s o f D&D, the rules for spellcasting, and the
huge variety o f spells available to m agic-using ch a ra c
ters (and m onsters) in the game.
How
t o
Pl a y
T he play o f the D u n g e o n s & D r
a ccord in g to this basic pattern.
a g o n s
gam e unfolds
1. The DM describes the environment. T h e DM
tells the players w here their adventurers are and w hat’s
around them, presenting the basic s c o p e o f options that
present th em selves (h ow m any d oors lead out o f a room ,
w hat’s on a table, w h o ’s in the tavern, and so on).
m ore structured and the players (and D M ) d o take turns
ch oosin g and resolvin g actions. But m ost o f the time,
play is fluid and flexible, adapting to the circu m stan ces
o f the adventure.
Often the action o f an adventure takes place in the
im agination o f the players and DM, relying on the D M ’s
verbal descriptions to set the scen e. S o m e D M s like to
use m usic, art, or r ecord ed sou n d effects to help set the
m ood , and m any players and D M s alike adopt different
v oices for the various adventurers, m onsters, and other
characters they play in the gam e. S om etim es, a DM
m ight lay out a m ap and u se tokens or m iniature figures
to represent each creature involved in a scen e to help
the players k eep track o f w here everyone is.
G a m e D ic e
T h e gam e u ses polyhedral dice w ith different num bers
o f sides. You can find d ice like th ese in gam e stores and
in m any book stores.
In these rules, the different d ice are referred to by the
letter d follow ed by the num ber o f sides: d4, d6, d8, d 10,
d 12, and d20. F or instance, a d6 is a six-sided die (the
typical cu b e that m any g am es use).
P ercen tile dice, or d 100, w ork a little differently. You
generate a num ber b etw een 1 and 100 by rolling tw o
different ten-sided d ice n um bered from 0 to 9. O ne die
(designated b efore you roll) gives the tens digit, and
the other gives the on es digit. If you roll a 7 and a 1, for
exam ple, the num ber rolled is 71. Tw o Os represent 100.
S o m e ten-sided dice are num bered in tens (00, 10, 20,
and s o on), m akin g it easier to distinguish the tens digit
from the o n es digit. In this case, a roll o f 70 and 1 is 71,
and 0 0 and 0 is 100.
W h en you n eed to roll dice, the rules tell you h ow
m any d ice to roll o f a certain type, as w ell as w hat m o d
ifiers to add. For exam ple, “ 3d8 + 5 ” m eans you roll
three eight-sided dice, add them together, and add 5
to the total.
The sa m e d notation appears in the ex p ression s “ 1d 3 ”
and “ 1d2.” To sim ulate the roll o f 1d3, roll a d6 and
divide the num ber rolled by 2 (round up). To sim ulate
the roll o f 1d2, roll any die and assign a 1 or 2 to the roll
depen din g on w hether it w as odd or even. (Alternatively,
if the num ber rolled is m ore than h alf the num ber o f
sides on the die, it’s a 2.)
T h e D 20
D o e s an adventurer’s sw ord sw in g hurt a dragon or just
b ou n ce off its iron-hard sca les? W ill the ogre believe an
ou trageous bluff? Can a character sw im a cross a raging
river? Can a character avoid the m ain blast o f a fireball,
or d o e s he or she take full dam age from the blaze? In
ca se s w h ere the ou tcom e o f an action is uncertain,
the D u n g e o n s & D r a g o n s gam e relies on rolls o f a
20 -sid ed die, a d20, to determ ine s u c ce s s or failure.
Every character and m onster in the gam e has capa
bilities defined by six ability scores. T h e abilities are
Strength, Dexterity, Constitution, Intelligence, W isdom ,
and Charism a, and they typically range from 3 to 18
for m ost adventurers. (M onsters m ight have s co re s as
low as 1 or as high as 30.) T h ese ability scores, and the
ability modifiers derived from them , are the basis for
alm ost every d2 0 roll that a player m a k es on a ch arac
ter’s or m on ster’s behalf.
Ability ch eck s, attack rolls, and saving throw s are the
three m ain kinds o f d2 0 rolls, form in g the core o f the
rules o f the gam e. All three follow th ese sim ple steps.
1. Roll the die and add a modifier. R oll a d2 0 and
add the relevant modifier. T h is is typically the m od
ifier derived from on e o f the six ability s cores, and it
som etim es includes a proficiency bon u s to reflect a char
acter’s particular skill. (S e e chapter 1 for details on each
ability and h ow to determ ine an ability’s modifier.)
2. Apply circumstantial bonuses and penalties. A
cla ss feature, a spell, a particular circu m stan ce, or som e
other effect m ight give a b on u s or penalty to the check.
3. Compare the total to a target number. If the total
equals or e x ceed s the target num ber, the ability check,
attack roll, or saving th row is a su ccess. O therw ise, it’s
a failure. T h e D M is usually the on e w h o determ ines
target num bers and tells players w hether their ability
ch ecks, attack rolls, and saving th row s su cce e d or fail.
Th e target num ber for an ability ch eck o r a saving
th row is called a Difficulty Class (D C). T h e target
num ber for an attack roll is called an Arm or Class (AC).
T h is sim ple rule governs the resolution o f m ost tasks
in D & D play. Chapter 7 provides m ore detailed rules for
usin g the d 2 0 in the game.
A dva n t a g e a n d
D isa d v a n t a g e
S om etim es an ability check, attack roll, or saving throw
is m od ified by sp ecia l situations called advantage and
disadvantage. Advantage reflects the positive circu m
stan ces su rrou nding a d2 0 roll, w hile disadvantage
reflects the opposite. W h en you have either advantage or
disadvantage, you roll a se co n d d2 0 w h en you m ake the
roll. U se the higher o f the tw o rolls if you have advan
tage, and u se the low er roll if you have disadvantage.
F or exam ple, if you have disadvantage and roll a 17 and
a 5, you use the 5. If you instead have advantage and roll
th ose num bers, you use the 17.
M ore detailed rules for advantage and disadvantage
are presented in chapter 7.
Spe c if ic B e a t s G e n e r a l
T h is b o o k contain s rules, esp ecia lly in parts 2 and 3,
that govern h ow the gam e plays. That said, m any racial
traits, class features, spells, m agic item s, m on ster abili
ties, and other gam e elem ents break the general rules in
som e way, creating an exception to h ow the rest o f the
gam e w orks. R em em ber this: If a sp ecific rule contra
dicts a general rule, the sp ecific rule w ins.
E xception s to the rules are often m inor. For instance,
m any adventurers d on ’t have proficiency with lon gbow s,
but every w o o d elf d oes b e ca u se o f a racial trait. That
trait creates a m in or exception in the gam e. Other
exam ples o f rule-breaking are m ore con sp icu ou s. For
instance, an adventurer ca n ’t n orm ally p ass through
w alls, but som e sp ells m ake that possible. M agic
accou n ts for m ost o f the m ajor exception s to the rules.
Ro u n d
D o w n
T h ere’s on e m ore general rule you n eed to k n ow at the
outset. W h enever you divide a num ber in the gam e,
round dow n if you end up w ith a fraction, even if the
fraction is on e-half or greater.
A dvent ur es
T h e D u n g e o n s & D r a g o n s gam e con sists o f a group
o f characters em barking on an adventure that the D un
geon M aster presen ts to them. Each character brings
particular capabilities to the adventure in the form o f
ability sc o r e s and skills, class features, racial traits,
equipm ent, and m agic item s. Every character is dif
ferent, w ith various strengths and w ea k n esses, s o the
best party o f adventurers is on e in w h ich the characters
com plem ent each other and cover the w ea k n esses o f
their com pa n ion s. The adventurers must coop era te to
su ccessfu lly com plete the adventure.
T h e adventure is the heart o f the gam e, a story with
a beginning, a m iddle, and an end. An adventure might
be created by the D u n geon M aster or p u rch ased off the
shelf, tw eaked and m odified to suit the D M ’s n eeds and
desires. In either ca se, an adventure features a fantastic
setting, w hether it’s an u nderground dungeon, a cru m
bling castle, a stretch o f w ildern ess, or a bustling city.
It features a rich cast o f characters: the adventurers
created and played by the other players at the table,
as w ell as nonplayer characters (N PC s). T h ose char
acters m ight b e patrons, allies, enem ies, hirelings, or
just backgrou n d extras in an adventure. Often, on e o f
the N P C s is a villain w h ose agenda drives m uch o f an
adventure’s action.
Over the cou rse o f their adventures, the characters
are confronted by a variety o f creatures, objects, and
situations that they must deal w ith in som e way. S o m e
tim es the adventurers and other creatures do their
best to kill or capture each other in com bat. At other
tim es, the adventurers talk to another creature (or even
a m agical object) w ith a goal in mind. A nd often, the
adventurers spend tim e trying to solve a puzzle, bypass
an obstacle, find som eth in g hidden, or unravel the cu r
rent situation. M eanw hile, the adventurers explore the
w orld, m akin g decision s about w hich w ay to travel and
w hat they’ll try to do next.
A dventures vary in length and com plexity. A short
adventure m ight present only a few challen ges, and
it m ight take no m ore than a single gam e session to
com plete. A long adventure can involve hundreds o f
com bats, interactions, and other challen ges, and take
d ozen s o f session s to play through, stretching over
w eek s or m onths o f real tim e. Usually, the end o f an
adventure is m arked by the adventurers h eading back to
civilization to rest and enjoy the sp oils o f their labors.
But that’s not the end o f the story. You can think o f
an adventure as a single ep isod e o f a T V series, m ade
up o f multiple exciting scen es. A cam paign is the w hole
s eries—a string o f adventures jo in e d together, with a
consistent group o f adventurers follow in g the narrative
from start to finish.
T h e T h r e e Pil l a r s o f A d v e n t u r e
A dventurers ca n try to do anything their players can
im agine, but it can b e helpful to talk about their activ
ities in three broad categories: exploration, socia l
interaction, and com bat.
Exploration includes both the adventurers’ m ovem ent
through the w orld and their interaction with ob jects and
situations that require their attention. E xploration is the
give-and-take o f the players describin g what they want
their characters to do, and the D u n geon M aster telling
the players w hat h appen s as a result. On a large scale,
that might involve the characters spen din g a day c r o s s
ing a rolling plain or an hour m aking their w ay through
caverns underground. On the sm allest scale, it could
m ean on e character pulling a lever in a dungeon room to
see w hat happens.
Social interaction features the adventurers talking to
som eon e (or som eth in g) else. It might m ean dem anding
that a captured scou t reveal the secret entrance to the
goblin lair, getting inform ation from a rescu ed prisoner,
pleading for m ercy from an orc chieftain, or persuading
a talkative m agic m irror to sh ow a distant location to
the adventurers.
The rules in chapters 7 and 8 support exploration and
socia l interaction, as do m any cla ss features in chapter 3
and personality traits in chapter 4.
Combat, the focu s o f chapter 9, involves characters
and other creatu res sw in ging w eapon s, casting spells,
m aneuvering for position, and s o o n —all in an effort
to defeat their oppon en ts, w hether that m eans killing
every enemy, taking captives, or forcin g a rout. Com bat
is the m ost structured elem ent o f a D & D session , with
creatu res taking turns to m ake sure that everyone gets
a ch a n ce to act. Even in the context o f a pitched battle,
there’s still plenty o f opportunity for adventurers to
attempt w acky stunts like surfing dow n a flight o f stairs
on a shield, to exam ine the environm ent (perhaps by
pulling a m ysterious lever), and to interact with other
creatures, including allies, en em ies, and neutral parties.
T h e W o n d e r s o f M a g ic
Few D & D adventures end w ithout som eth in g m agical
happening. W h eth er helpful or harm ful, m agic appears
frequently in the life o f an adventurer, and it is the focu s
o f chapters 10 and 11.
In the w orld s o f D u n g e o n s & D r a g o n s , practitioners
o f m agic are rare, set apart from the m a sses o f people
by their extraordinary talent. C om m on folk might see
eviden ce o f m agic on a regular basis, but it’s usually
m in or—a fantastic m onster, a visibly an sw ered prayer,
a w izard w alking through the streets w ith an anim ated
shield guardian as a bodyguard.
For adventurers, though, m agic is key to their sur
vival. W ithout the healing m agic o f clerics and paladins,
adventurers w ou ld quickly su ccu m b to their w oun ds.
W ithout the uplifting m agical su pport o f bards and
clerics, w arriors m ight be overw helm ed by p ow erfu l
foes. W ithout the sh eer m agical p ow er and versatility
o f w izards and druids, every threat w ou ld be m ag
nified tenfold.
M agic is also a favored tool o f villains. M any adven
tures are driven by the m achinations o f spellcasters
w h o are hellbent on using m agic for som e ill end. A cult
leader seek s to aw aken a god w h o slum bers beneath
the sea, a hag kidnaps youths to m agically drain them
o f their vigor, a m ad w izard labors to invest an arm y o f
autom atons with a facsim ile o f life, a dragon begin s a
m ystical ritual to rise up as a god o f destruction —these
are just a few o f the m agical threats that adventurers
m ight face. W ith m agic o f their ow n, in the form o f
sp ells and m agic items, the adventurers m ight prevail!
C h a p t e r 1: S t e p - b y - S t e p C h a r a c t e r s
OUR FIRST STEP IN PLAYING AN ADVENTURER IN THE cla sses (see step 2). For exam ple, the racial traits o f
D u n g e o n s & D r a g o n s gam e is to im agine
and create a character o f your ow n. Your
character is a com bination o f gam e statistics,
roleplaying h ook s, and your im agination. You
c h o o s e a race (such as hum an or halfling) and
a class (such as fighter or w izard). You also
invent the personality, appearance, and backstory o f
your character. O n ce com pleted, your character serves
as your representative in the gam e, your avatar in the
D u n g e o n s & D r a g o n s w orld.
B efore you dive into step 1 below , think about the
kind o f adventurer you w ant to play. You m ight be a
cou ra g eou s fighter, a skulking rogue, a fervent cleric, or
a flam boyant w izard. Or you m ight be m ore interested
in an u nconventional character, such as a braw ny rogue
w h o likes hand-to-hand com bat, or a sh arpsh ooter w ho
picks o ff en em ies from afar. D o you like fantasy fiction
featuring dw arves or elves? Try building a character o f
on e o f th ose races. D o you w ant your character to be the
toughest adventurer at the table? C on sider a class like
barbarian or paladin. If y ou d on ’t k n ow w here else to
begin, take a lo o k at the illustrations in this b o o k to see
w hat catch es y ou r interest.
O nce you have a character in mind, follow these steps
in order, m akin g decision s that reflect the character you
want. Your con cep tion o f your character m ight evolve
with each c h o ice you m ake. W h a t’s im portant is that you
co m e to the table w ith a character you ’re excited to play.
T h rou gh ou t this chapter, w e u se the term character
sheet to m ean w hatever you u se to track your character,
w hether it’s a form al character sheet (like the on e at the
end o f this book ), so m e form o f digital record, or a piece
o f n oteb ook paper. A n official D & D character sheet is a
fine place to start until you k n ow w hat inform ation you
need and h ow you u se it during the gam e.
Bu
il d in g
Br
u e n o r
E ach step o f character creation includes an exam ple o f
that step, w ith a player nam ed B ob building his dw arf
character, Bruenor.
1. C
h o o s e
a
R
a c e
Every character b elon g s to a race, on e o f the m any
intelligent h um anoid sp e cie s in the D & D w orld. The
m ost co m m o n player character races are dw arves, elves,
halflings, and hum ans. S o m e races also have subraces,
such as m ountain dw arf or w o o d elf. Chapter 2 provides
m ore inform ation about th ese races, as w ell as the less
w idesp rea d races o f dragonborn, gnom es, half-elves,
half-orcs, and tieflings.
The race you c h o o s e contributes to your character’s
identity in an im portant 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 sp ecial sen ses, proficiency with
certain w eapon s or tools, proficiency in on e or m ore
skills, or the ability to use m inor spells. T h ese traits
som etim es dovetail with the capabilities o f certain
lightfoot halflings m ake them exceptional rogues, and
high elves tend to be pow erfu l w izards. S om etim es
playing against type can b e fun, too. H alf-orc paladins
and m ountain dw arf w izards, for exam ple, can b e
unusual but m em orable characters.
Your race also in creases on e or m ore o f your ability
scores, w hich you determ ine in step 3. N ote these
in creases and rem em ber to apply them later.
R e co rd the traits granted by your race on your
character sheet. B e sure to note your starting
languages and your ba se sp eed as w ell.
Bu
il d in g
Br
u e n o r
, St
e p
1
B ob is sitting dow n to create his character. H e d ecides
that a gru ff m ountain dw arf fits the character he w ants
to play. He notes all the racial traits o f dw arves on his
character sheet, including his sp eed o f 25 feet and the
languages he kn ow s: C om m on and D w arvish.
2. C
h o o s e a
C
l a s s
Every adventurer is a m em ber o f a class. C lass broadly
d escrib es a character’s vocation, w hat sp ecia l talents he
or sh e p o s se ss e s, and the tactics he or she is m ost likely
to em ploy w hen exploring a dungeon, fighting m onsters,
or engaging in a tense negotiation. T h e character
cla sses are d escrib ed in chapter 3.
Your character receives a num ber o f benefits from
your ch oice o f class. M any o f th ese benefits are class
features—capabilities (including spellcastin g) that set
your character apart from m em bers o f other classes.
You also gain a num ber o f proficiencies: armor,
w eapon s, skills, saving throw s, and som etim es tools.
Your p roficien cies define m any o f the things your
character can do particularly w ell, from u sing certain
w ea p on s to telling a convin cin g lie.
On your character sheet, record all the features that
your class gives you at 1st level.
L
e v e l
Typically, a character starts at 1st level and advances
in level by adventuring and gaining experience points
(X P ). A 1st-level character is in exp erien ced in the
adventuring w orld, although he or she m ight have been
a soldier or a pirate and don e dangerou s things before.
Starting off at 1st level m arks your character’s entry
into the adventuring life. If you ’re already fam iliar
w ith the gam e, or if you are join in g an existing D & D
cam paign, your DM might d ecide to have you begin at a
higher level, on the assum ption that your character has
already survived a few harrow in g adventures.
Q u i c k Bu i l d
Each class description in chapter 3 includes a section
offering suggestions to quickly build a character o f that
class, including how to assign your highest ability scores,
a background suitable to the class, and starting spells.
PART 1 S T E P -B Y -S T E P C H A R A C T E R S
R e co rd your level on your character sheet. If you ’re
starting at a h igher level, record the additional elem ents
your class gives you for your levels past 1st. A lso record
your exp erien ce points. A 1st-level character has 0
X P A higher-level character typically beg in s w ith the
m inim um am ount o f X P required to reach that level
(see “B eyond 1st L evel” later in this chapter).
H
it
Po
in t s
a n d
H
it
D
ic e
Y our character’s hit points define h ow tough your
character is in com bat and other dangerou s situations.
Your hit points are determ ined by your Hit D ice (short
for Hit Point Dice).
A
b il it y
S
c o r e
S
u m m a r y
Strength
M easures: Natural athleticism, bodily power
Im p ortan t for: Barbarian, fighter, paladin
R acial Increases:
Mountain dwarf (+2)
Half-orc (+2)
Dragonborn (+2)
Human (+1)
Dexterity
M easures: Physical agility, reflexes, balance, poise
Im p ortan t for: Monk, ranger, rogue
R acial Increases:
Elf (+2)
Forest gnome (+1)
Halfling (+2)
Human (+1)
Constitution
M easures: Health, stamina, vital force
Im p ortan t for: Everyone
R acial Increases:
Dwarf (+2)
Half-orc (+1)
Stout halfling (+1)
Human (+1)
Rock gnome (+1)
Intelligence
M easures: Mental acuity, information recall, analytical skill
Im p ortan t for: Wizard
High elf (+1)
Tiefling (+1)
Gnome (+2)
Human (+1)
W isdom
M easures: A w a re n e ss, intuition, insight
Im p ortan t for: Cleric, druid
R acial Increases:
Human (+1)
Wood elf (+1)
Pr
o f ic ie n c y
Bo
n u s
Th e table that appears in your class description sh ow s
your proficiency bonus, w h ich is +2 for a 1st-level
character. Your p roficiency bon u s applies to m any o f the
num bers y ou ’ll be record in g on your character sheet:
•
•
•
•
•
•
A ttack rolls using w ea p on s y ou ’re proficient with
A ttack rolls w ith spells you cast
Ability ch eck s using skills y ou ’re proficient in
Ability ch eck s using tools y ou ’re proficient with
Saving th row s y ou ’re proficient in
Saving th row D C s for spells you cast (explained in
each sp ellcastin g class)
Y our class determ ines your w ea p on proficiencies,
your saving th row p roficiencies, and som e o f your skill
and tool proficiencies. (Skills are d escrib ed in chapter 7,
tools in chapter 5.) Y our backgrou n d gives you additional
skill and tool proficiencies, and so m e races give
you m ore proficiencies. B e sure to note all o f these
proficiencies, as w ell as your proficiency bonus, on your
character sheet.
Your proficiency bon u s can ’t be added to a single die
roll or other n um ber m ore than on ce. O ccasionally, your
proficiency bon u s m ight be m od ified (doubled or halved,
for exam ple) before you apply it. If a circu m stan ce
su ggests that your p roficiency b on u s applies m ore than
on ce to the sa m e roll or that it sh ou ld be m ultiplied
m ore than on ce, you n evertheless add it only on ce,
multiply it only on ce, and halve it only on ce.
il d in g
Br
u e n o r
, St
e p
2
B ob im agines B ruenor chargin g into battle w ith an axe,
on e horn on his helm et broken off. H e m akes B ru enor a
fighter and notes the fighter’s proficien cies and 1st-level
class features on his character sheet.
A s a 1st-level fighter, B ru enor has 1 Hit D ie—a d 10—
and starts with hit poin ts equal to 10 + his Constitution
m odifier. B ob notes this, and w ill record the final
num ber after he determ ines B ru en or’s Constitution
sc o r e (see step 3). B ob a lso notes the proficiency bon u s
for a 1st-level character, w hich is +2.
3 . D eterm in e A b ilit y S co res
Charisma
M easures: Confidence, eloquence, leadership
Im p ortan t for: Bard, sorcerer, warlock
R acial Increases:
Half-elf (+2)
u ses and the num ber o f Hit D ice you have. A fter you
rest, you can sp end Hit D ice to regain hit points (see
“R estin g ” in chapter 8).
Bu
Racial Increases:
Hill dwarf (+1)
At 1st level, your character has 1 Hit D ie, and the
die type is determ ined by your class. You start w ith hit
points equal to the h ighest roll o f that die, as indicated in
your class description. (You also add your Constitution
modifier, w h ich you ’ll determ ine in step 3.) T h is is also
your hit point maxim um .
R e c o rd y ou r character’s hit points on your character
sheet. A lso record the type o f Hit D ie your character
Dragonborn (+1)
Drow (+1)
Human (+1)
Lightfoot halfling (+1)
Tiefling (+2)
M uch o f w hat your character d o e s in the gam e depends
on his or her six abilities: Strength, Dexterity,
Constitution, Intelligence, W isdom , and Charisma.
Each ability has a score, w h ich is a num ber you record
on your character sheet.
T h e six abilities and their u se in the gam e are
describ ed in chapter 7. T h e Ability S c o r e S u m m ary
table provides a quick referen ce for w hat qualities
are m easu red by each ability, w hat races in creases
w hich abilities, and what cla sses con sid er each ability
particularly im portant.
You generate your character's six ability scores
randomly. R oll fou r 6-sided dice and record the total o f
the highest three dice on a p iece o f scratch paper. D o
this five m ore tim es, s o that you have six num bers. If
you w ant to save tim e or d on ’t like the idea o f random ly
determ ining ability scores, you can u se the follow in g
s c o r e s instead: 15, 14, 13, 12, 10, 8.
N ow take your six n um bers and w rite each num ber
b eside on e o f your character’s six abilities to assign
sco re s to Strength, Dexterity, Constitution, Intelligence,
W isdom , and Charism a. A fterw ard, m ake any changes
to your ability s c o r e s as a result o f your race choice.
After assign in g your ability s cores, determ ine
your ability modifiers using the Ability S c o r e s and
M odifiers table. To determ ine an ability m odifier without
consulting the table, subtract 10 from the ability score
and then divide the result by 2 (round down). W rite the
m odifier next to each o f your scores.
Bu
il d in g
Br
u e n o r
, St
e p
3
B ob d ecid es to u se the standard set o f s c o r e s (15, 14,
13, 12, 10, 8) for B ru enor’s abilities. S in ce h e’s a fighter,
he puts his h ighest score, 15, in Strength. H is nexthighest, 14, g oes in Constitution. B ruenor m ight be a
brash fighter, but B ob d ecid es he w ants the dw arf to
be older, w iser, and a g o o d leader, so he puts decent
sc o r e s in W isd om and Charism a. After applying his
racial benefits (in creasin g B ru en or’s Constitution by
2 and his Strength by 2), B ru en or’s ability s c o r e s and
m odifiers look like this: Strength 17 (+3), Dexterity 10
(+0), Constitution 16 (+3), Intelligence 8 (-1), W isd om 13
(+1), C harism a 12 (+1).
B ob fills in B ru enor's final hit points: 10 + his
Constitution m odifier o f +3, for a total o f 13 hit points.
Va
r ia n t
: C
u s t o m iz in g
A
b il it y
Sc
o r e s
At your D u n geon M aster’s option, you can use this
variant for determ ining your ability scores. The m ethod
describ ed here allow s you to build a character w ith a set
o f ability s c o r e s you c h o o s e individually.
You have 27 points to spend on your ability scores.
T h e co st o f each sc o r e is sh ow n on the Ability S c o r e
Point C ost table. F or exam ple, a sc o r e o f 14 costs 7
points. U sing this m ethod, 15 is the highest ability score
you can end up with, b efore applying racial in creases.
Y ou ca n ’t have a sc o r e low er than 8.
T h is m ethod o f determ ining ability s c o r e s enables
you to create a set o f three high num bers and three low
on es (15, 15, 15, 8, 8, 8), a set o f num bers that are above
A
Score
Po
Cost
Score
Cost
8
0
12
4
9
1
13
5
10
2
14
7
11
3
15
9
b il it y
S
c o r e
in t
C
o s t
A
b il it y
S
c o r es
a n d
M
o d if ie r s
Score
Modifier
Score
1
-5
16-17
Modifier
+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
+8
12-13
+1
28-29
+9
14-15
+2
30
+10
average and nearly equal (13, 13, 13, 12, 12, 12), or any
set o f num bers betw een th ose extrem es.
4 . D e sc rib e Y o u r C h a r a c t e r
O nce you kn ow the ba sic gam e asp ects o f your
character, it’s tim e to flesh him or her out as a person .
Your character n eeds a nam e. S p en d a few m inutes
thinking about w hat he or she look s like and h ow he or
she beh aves in general terms.
U sing the inform ation in chapter 4, you can flesh out
your character’s physical appearan ce and personality
traits. C h oose your character’s alignment (the m oral
c om p a ss that guides his or her decisions) and ideals.
Chapter 4 also helps you identify the things your
character holds m ost dear, called bonds, and the flaws
that cou ld one day u nderm ine him or her.
Your character’s background d escrib es w here he or
she ca m e from , his or her original occu pation , and the
character’s place in the D & D w orld. Your DM might
offer additional ba ckgrou n ds beyon d the on es included
in chapter 4, and m ight b e w illing to w ork w ith you to
H is flaw is tied to his caring, sensitive nature—he has a
craft a b a ckgrou n d that’s a m ore p recise fit for your
character concept.
A b ackgrou n d gives your character a backgrou n d
feature (a general benefit) and proficiency in tw o skills,
and it m ight also give you additional languages or
proficiency w ith certain kinds o f tools. R e c o rd this
inform ation, along w ith the person ality inform ation
you develop, on your character sheet.
soft spot for orphans and w ayw ard souls, leading him to
sh ow m ercy even w hen it m ight not b e w arranted.
Y
o u r
C
h a r a c t e r
’s A
b il it ie s
Take your character’s ability s c o r e s and race into
accou n t as you flesh out his or her appearance
and personality. A very stron g character w ith low
Intelligence m ight think and behave very differently
from a very sm art character w ith low Strength.
For exam ple, high Strength usually c o rresp on d s
w ith a burly or athletic body, w hile a character with
low Strength m ight be scraw ny or plump.
A character w ith high D exterity is probably lithe and
slim , w hile a character w ith low D exterity m ight be
either gangly and aw kw ard or heavy and thick-fingered.
A character w ith high Constitution usually look s
healthy, w ith bright eyes and abundant energy. A
character w ith low Constitution m ight b e sickly or frail.
A character with high Intelligence m ight be highly
inquisitive and studious, w hile a character w ith low
Intelligence might sp eak sim ply or easily forget details.
A character w ith high W isd om has g oo d judgm ent,
empathy, and a general aw aren ess o f w hat’s going on.
A character w ith low W isd om m ight be absent-m inded,
foolhardy, or oblivious.
A character with high C harism a exudes confidence,
w h ich is usually m ixed w ith a graceful or intim idating
presen ce. A character w ith a low C harism a m ight co m e
a cross as abrasive, inarticulate, or timid.
Bu
il d in g
Br
u e n o r
, St
e p
4
B o b fills in so m e o f B ru enor’s ba sic details: his nam e,
his sex (male), his height and w eight, and his alignm ent
(law ful good). H is high Strength and Constitution
suggest a healthy, athletic body, and his low Intelligence
su ggests a degree o f forgetfulness.
B ob d ecid es that B ru enor c o m e s from a n oble line,
but his clan w as expelled from its hom eland w hen
B ru enor w as very young. He g rew up w ork in g as a sm ith
in the rem ote villages o f Icew ind Dale. But B ruenor
has a h eroic destiny—to reclaim his h om eland—so
B ob c h o o s e s the folk h ero back grou n d for his dwarf.
H e notes the proficiencies and sp ecia l feature this
ba ck grou n d gives him.
B ob has a pretty clear picture o f B ru en or’s personality
in mind, so he skips the person ality traits su ggested in
the folk h ero backgrou n d, noting instead that B ru enor is
a caring, sensitive d w arf w h o genuinely loves his friends
and allies, but he hides this soft heart behind a gruff,
snarling dem eanor. H e c h o o s e s the ideal o f fairn ess
from the list in his backgrou n d, noting that Bruenor
believes that n o on e is above the law.
G iven his history, B ru en or’s bon d is obvious: he
aspires to som eday reclaim M ithral Hall, his hom eland,
from the sh ad ow dragon that drove the dw arves out.
5 . C h o o s e E q u ip m en t
Your class and backgrou n d determ ine your character's
starting equipment, including w eapon s, armor, and
other adventuring gear. R e c o rd this equipm ent on your
character sheet. All such item s are detailed in chapter 5.
Instead o f taking the gear given to you by your class
and backgrou n d, you ca n p u rch ase your starting
equipm ent. You have a num ber o f gold pieces (gp)
to spend ba sed on your class, as sh ow n in chapter 5.
Extensive lists o f equipm ent, w ith prices, a lso appear in
that chapter. If you w ish, you can also have on e trinket
at n o cost (see the trinket table at the end o f chapter 5).
Your Strength sc o r e lim its the am ount o f gear you can
carry. Try not to pu rch ase equipm ent w ith a total w eight
(in pounds) ex ceed in g your Strength sco re tim es 15.
Chapter 7 has m ore inform ation on carrying capacity.
A
r m o r
C
l a ss
Your A rm or Class (AC) represents h ow w ell your
character avoids being w ou n d ed in battle. T h in gs that
contribute to your AC include the arm or you w ear, the
shield you carry, and your D exterity m odifier. Not all
characters w ea r arm or or carry shields, however.
W ithout arm or or a shield, your character’s AC equals
10 + his or her Dexterity m odifier. If your character
w ea rs arm or, carries a shield, or both, calculate your
AC using the rules in chapter 5. R e co rd your AC on
your character sheet.
Your character n eeds to be proficient w ith arm or and
shields to w ea r and u se them effectively, and your arm or
and shield proficien cies are determ ined by your class.
T h ere are draw backs to w earin g arm or or carryin g a
shield if you lack the requ ired proficiency, as explained
in chapter 5.
S o m e spells and class features give you a different
w ay to calculate your AC. If you have multiple features
that give you different w ays to calculate you r AC, you
c h o o s e w hich one to use.
W
e a po n s
For each w eap on your character w ields, calculate the
m odifier you u se w h en you attack w ith the w ea p on and
the dam age you deal w hen you hit.
W h en you m ake an attack w ith a w eapon , you roll
a d2 0 and add your proficiency bon u s (but only if you
are proficient w ith the w eapon ) and the appropriate
ability modifier.
• F or attacks w ith m elee weapons, use your Strength
m odifier for attack and dam age rolls. A w eap on that
has the fin esse property, such as a rapier, ca n u se your
D exterity m odifier instead.
• F or attacks w ith ranged weapons, u se your D exterity
m odifier for attack and dam age rolls. A w ea p on that
has the throw n property, such as a handaxe, can use
your Strength m odifier instead.
Bu
il d in g
Br
u e n o r
, St
e p
5
B ob w rites dow n the starting equipm ent from the
fighter cla ss and the folk h ero background. His starting
equipm ent includes chain m ail and a shield, w hich
com bin e to give B ru enor an A rm or C lass o f 18.
For B ru en or’s w eapon s, B ob c h o o s e s a battleaxe
and tw o handaxes. H is battleaxe is a m elee w eapon,
so B ru enor u ses his Strength m odifier for his attacks
and dam age. H is attack bon u s is his Strength m odifier
(+3) plus his proficiency bon u s (+2), for a total o f +5.
T he battleaxe deals 1d8 slashing dam age, and B ruenor
adds his Strength m odifier to the dam age w hen he
hits, for a total o f 1d8 + 3 slashing dam age. W h en
throw ing a handaxe, B ru enor has the sam e attack bonus
(handaxes, as throw n w eapon s, u se Strength for attacks
and dam age), and the w eap on deals 1d6 + 3 slashing
dam age w hen it hits.
6.
C
o m e
To g e t h e r
M ost D & D characters d on ’t w ork alone. E ach character
plays a role w ithin a party, a group o f adventurers
w orkin g together for a com m on p u rpose. Team w ork
and coop era tion greatly im prove your party’s ch a n ces
to survive the m any p erils in the w orld s o f D u n g e o n s
& D r a g o n s . Talk to your fellow players and your DM
to decide w hether your characters k n ow on e another,
h ow they met, and w hat sorts o f quests the group
m ight undertake.
B e y o n d 1s t L e v e l
A s your character g o e s on adventures and ov ercom es
challen ges, he or she gains experience, represented by
experien ce points. A character w h o reach es a sp ecified
experien ce point total advances in capability. This
advancem ent is called gaining a level.
W h en your character gains a level, his or her class
often grants additional features, as detailed in the
class description. S o m e o f these features allow you
to in crease your ability scores, either increasin g tw o
s c o r e s by 1 each or in creasin g on e sco re by 2. You c a n ’t
in crease an ability s c o r e above 20. In addition, every
character’s proficiency bon u s in creases at certain levels.
Each tim e you gain a level, you gain 1 additional Hit
Die. R oll that Hit Die, add your Constitution m odifier
to the roll, and add the total to your hit point m axim um .
Alternatively, you can use the fixed value sh ow n in your
class entry, w hich is the average result o f the die roll
(rounded up).
W h en your Constitution m odifier in creases by 1, your
hit point m axim u m in creases by 1 for each level you have
attained. F or exam ple, w hen B ruenor reaches 8th level
as a fighter, he in creases his Constitution sco re from 17
to 18, thus increasin g his Constitution m odifier from +3
to +4. H is hit point m axim um then in creases by 8.
T h e Character A dvancem ent table su m m arizes the
X P you n eed to advance in levels from level 1 through
level 20, and the proficien cy b on u s for a character o f that
level. C onsult the inform ation in your character’s class
d escription to see w hat other im provem ents you gain
at each level.
T ie r s o f Pl a y
The shading in the Character Advancement table show s
the four tiers o f play. The tiers don’t have any rules
associated with them; they are a general description o f how
the play experience changes as characters gain levels.
In the first tier (levels 1 -4 ), characters are effectively
apprentice adventurers. Th ey are learn in g the features
that define them as m em bers o f particular classes,
including the m ajor ch o ice s that flavor their class
features as they advance (such as a w iza rd ’s A rcane
Tradition or a fighter’s M artial Archetype). The threats
they face are relatively minor, usually p o sin g a danger to
local farm steads or villages.
In the secon d tier (levels 5 -1 0 ), characters c om e into
their ow n. M any spellcasters gain a c c e s s to 3rd-level
spells at the start o f this tier, crossin g a new threshold o f
m agical p ow er with spells such as fireball and lightning
bolt. At this tier, m any w eapon -usin g cla sses gain the
ability to m ake multiple attacks in on e round. T h ese
characters have b e c o m e im portant, facing dangers that
threaten cities and kingdom s.
In the third tier (levels 11-16), characters have
reached a level o f p ow er that sets them high above
the ordinary pop u la ce and m akes them sp ecia l even
am ong adventurers. At 11th level, m any spellcasters
gain a c c e s s to 6th-level spells, so m e o f w h ich create
effects previously im possible for player characters to
achieve. Other characters gain features that allow them
to m ake m ore attacks or do m ore im pressive things with
th ose attacks. T h ese m ighty adventurers often confront
threats to w h ole region s and continents.
At the fourth tier (levels 17 -20 ), characters achieve
the pinnacle o f their cla ss features, b ecom in g h eroic (or
villainous) archetypes in their ow n right. The fate o f the
w orld or even the fundam ental order o f the m ultiverse
might hang in the balance during their adventures.
C
h a r a c t er
A
d v a n c e m e n t
Experience Points
Level
Proficiency
0
1
300
2
+2
900
3
+2
2,700
4
+2
6,500
5
+3
14,000
6
+3
23,000
7
+3
+2
34,000
8
+3
48,000
9
+4
64,000
10
+4
85,000
11
+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
C h a p t e r 2: R a c e s
VISIT TO ONE OF THE GREAT CITIES IN THE
A
w orld s o f D u n g e o n s & D r a g o n s —
W aterdeep, the F ree City o f G reyhawk, or
even u ncanny Sigil, the City o f D o o r s —
overw helm s the sen ses. V oices chatter in
cou n tless different languages. T h e sm ells
o f c o o k in g in d ozen s o f different cuisin es
m ingle w ith the od ors o f crow d ed streets and p oor
sanitation. B uildings in m yriad architectural styles
display the diverse origin s o f their inhabitants.
And the p eop le th em selves—p eop le o f varying size,
shape, and color, d ressed in a dazzling sp ectru m
o f styles and h ues—represent m any different races,
from dim inutive halflings and stout dw arves to
m ajestically beautiful elves, m inglin g a m on g a variety
o f hum an ethnicities.
Scattered a m on g the m em bers o f these m ore com m on
races are the true exotics: a hulking dragonborn here,
pushing his w ay through the crow d, and a sly tiefling
there, lurking in the sh ad ow s w ith m isch ief in her eyes.
A group o f g n om es laughs as on e o f them activates a
clever w o o d e n toy that m oves o f its ow n accord. H alfelves and h alf-orcs live and w ork alongside hum ans,
w ithout fully belon gin g to the races o f either o f their
parents. A n d there, w ell out o f the sunlight, is a lone
d row —a fugitive from the subterranean expan se o f
the Underdark, trying to m ake his w ay in a w orld
Ra c ia l T r
a
i t
s
The description o f each race in cludes racial traits that
are com m on to m em bers o f that race. T h e follow in g
entries appear am ong the traits o f m ost races.
A
b il it y
Sc
o r e
In
c r e a s e
Every race in crea ses one or m ore o f a character’s
ability s cores.
A
g e
T h e age entry notes the age w hen a m em ber o f the race
is con sid ered an adult, as w ell as the race’s expected
lifespan. T h is inform ation can help you d ecide h ow
old your character is at the start o f the gam e. You
can c h o o s e any age for your character, w h ich cou ld
provide an explanation for so m e o f your ability scores.
For exam ple, if you play a youn g or very old character,
your age cou ld explain a particularly low S trength or
Constitution score, w hile advanced age cou ld accoun t
for a high Intelligence or W isdom .
A
l ig n m e n t
M ost races have tendencies tow ard certain alignm ents,
d escribed in this entry. T h ese are not binding for player
characters, but con siderin g w hy your d w arf is chaotic,
for exam ple, in defiance o f lawful dw arf society can help
you better define your character.
that fears his kind.
Siz e
C h o o s i n g a Ra c e
H um ans are the m ost com m on p eople in the w orld s o f
D&D, but they live and w ork alongside dw arves, elves,
halflings, and cou n tless other fantastic sp ecies. Your
character belon g s to on e o f th ese p eoples.
Not every intelligent race o f the m ultiverse is
appropriate for a player-controlled adventurer. D w arves,
elves, halflings, and hum ans are the m ost com m on
races to p rod u ce the sort o f adventurers w h o m ake up
typical parties. D ragonborn, g n om es, half-elves, halforcs, and tieflings are less com m on as adventurers.
D row , a su brace o f elves, are also u ncom m on.
Your ch oice o f race affects m any different aspects o f
your character. It establishes fundam ental qualities that
exist throughout your character’s adventuring career.
W h en m akin g this decision, keep in m ind the kind o f
character you w ant to play. F or exam ple, a halfling could
be a g o o d ch oice for a sneaky rogue, a dw arf m akes a
tough warrior, and an elf can b e a master o f arcane m agic.
Y our character race not only affects your ability s c o r e s
and traits but also provides the cu e s for building your
character’s story. E ach race’s description in this chapter
includes inform ation to help you roleplay a character of
that race, including personality, physical appearance,
features o f society, and racial alignm ent tendencies.
T h ese details are su ggestion s to help you think about
your character; adventurers can deviate w idely from the
n orm for their race. It’s w orthw h ile to con sid er w hy your
character is different, as a helpful w ay to think about
y ou r character’s backgrou n d and personality.
Characters o f m ost races are M edium , a size category
including creatures that are roughly 4 to 8 feet tall.
M em bers o f a few races are Sm all (betw een 2 and 4 feet
tall), w hich m eans that certain rules o f the gam e affect
them differently. T h e m ost im portant o f th ese rules
is that S m all characters have trouble w ieldin g heavy
w eapon s, as explained in chapter 6.
Sp e
e d
Your sp eed determ ines h ow far you can m ove w hen
traveling (chapter 8) and fighting (chapter 9).
La
n g u a g e s
By virtue o f your race, your character can speak, read,
and w rite certain languages. Chapter 4 lists the m ost
co m m o n languages o f the D & D multiverse.
Su
b r a c e s
S o m e ra ces have subraces. M em bers o f a subrace
have the traits o f the parent race in addition to the
traits sp ecified for their subrace. R elationships am ong
su braces vary significantly from race to race and
w orld to w orld. In the D ragon lance cam p aign setting,
for exam ple, m ountain dw arves and hill dw arves live
together as different clans o f the sam e people, but in
the Forgotten R ealm s, they live far apart in separate
kin gdom s and call th em selves shield dw arves and
gold dw arves, respectively.
Sh o r t a n d
St o u t
B old and hardy, dw arves are kn ow n as
skilled w arriors, m iners, and w orkers
o f stone and metal. T h ough they stand
w ell under 5 feet tall, dw arves are so
broad and com pact that they can weigh
as much as a human standing nearly tw o
feet taller. Th eir cou rag e and endurance
are also easily a match for any o f
the larger folk.
D w arven skin ranges from deep brow n to a paler
hue tinged with red, but the m ost com m on sh ades are
light brow n or deep tan, like certain ton es o f earth.
Th eir hair, w orn long but in sim ple styles, is usually
black, gray, or brow n, though paler dw arves often have
red hair. M ale dw arves value their beard s highly and
g room them carefully.
L o n g M e m o r y, L o n g
Dwar f
“Y e r
l a t e
, e l f !” c a m e t h e r o u g h e d g e o f a f a m i l i a r
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 graystreaked though still-fiery red beard came as a welcome
sight to Drizzt. “Knew I’d fi ndy e in trouble if I came out
an' lookedfor ye!"
—R. A . S a lvatore, The Crystal Shard
K in gdom s rich in ancient grandeur, halls carved into the
roots o f m ountains, the ech oin g o f picks and h am m ers
in deep m ines and blazing forges, a com m itm en t to
clan and tradition, and a burning hatred o f goblins and
orc s —th ese co m m o n threads unite all dw arves.
G r u d g e s
D w arves can live to be m ore than 4 0 0 years old, so the
oldest living dw arves often rem em ber a very different
w orld. F or exam ple, som e o f the oldest dw arves living
in Citadel Felbarr (in the w orld o f the Forgotten R ealm s)
can recall the day, m ore than three centuries ago, w hen
or c s con q u ered the fortress and drove them into an exile
that lasted over 2 5 0 years. T h is longevity grants them a
perspective on the w orld that shorter-lived races such as
hum ans and halflings lack.
D w arves are solid and enduring like the m ountains
they love, w eathering the pa ssa ge o f centuries with stoic
endurance and little change. Th ey resp ect the traditions
o f their clans, tracing their an cestry ba ck to the
fou nding o f their m ost ancient stron gholds in the youth
o f the w orld, and don't abandon th ose traditions lightly.
Part o f th ose traditions is devotion to the g od s o f the
dw arves, w h o uphold the dw arven ideals o f industrious
labor, skill in battle, and devotion to the forge.
Individual dw arves are determ ined and loyal, true to
their w ord and decisive in action, som etim es to the point
o f stu bborn n ess. M any dw arves have a strong sen se
o f ju stice, and they are slow to forget w ron g s they have
suffered. A w ron g don e to one dw arf is a w ron g done to
the d w a rf’s entire clan, so w hat begin s as on e dw arf’s
hunt for ven gean ce can b e c o m e a full-blow n clan feud.
C l a n s a n d
K in g d o m s
D w arven kin gdom s stretch deep beneath the m ountains
w here the dw arves m ine gem s and preciou s m etals
and forge item s o f w onder. They love the beauty and
artistry o f preciou s m etals and fine jew elry, and in som e
dw arves this love festers into avarice. W hatever w ealth
they ca n ’t find in their m ountains, they gain through
trade. Th ey dislike boats, so enterprising hum ans and
halflings frequently handle trade in dw arven g ood s
along w ater routes. Trustw orthy m em bers o f other races
are w e lcom e in dw arf settlem ents, though so m e areas
are off lim its even to them.
T h e ch ief unit o f dw arven society is the clan, and
dw arves highly value so cia l standing. Even dw arves
w h o live far from their ow n k in gdom s cherish their clan
identities and affiliations, recog n ize related dw arves,
and invoke their an cestors’ n am es in oaths and curses.
To be clan less is the w orst fate that can befall a dwarf.
D w arves in other lands are typically artisans,
esp ecia lly w eapon sm ith s, arm orers, and jew elers. S om e
b e c o m e m ercen a ries or bodyguards, highly sought after
for their cou rag e and loyalty.
G o d s , G o l d , a n d
C l a n
D w a rves w h o take up the adventuring life m ight be
m otivated by a desire for treasure—for its ow n sake, for
a sp ecific p u rpose, or even out o f an altruistic desire to
help others. Other dw arves are driven by the com m a n d
or inspiration o f a deity, a direct calling or sim ply a
desire to brin g glory to on e o f the dw arf gods. Clan and
an cestry are also im portant m otivators. A d w a rf might
seek to restore a clan ’s lost honor, avenge an ancient
w ron g the clan suffered, or earn a new p lace w ithin the
clan after having been exiled. Or a dw arf m ight search
for the axe w ielded by a m ighty ancestor, lost on the field
o f battle centuries ago.
Sl o w t o T r u s t
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 o f
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 o f 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 o f dedication,
even if it gets them in trouble more often than not.”
D w a r f Na m e s
A d w a rf’s nam e is granted by a clan elder, in a ccord a n ce
with tradition. Every p roper dw arven nam e has been
u sed and reu sed dow n through the generations. A
d w a rf’s n am e b elon g s to the clan, not to the individual.
A dw arf w h o m isu ses or brings sham e to a clan nam e
is stripped o f the nam e and forbidden by law to use any
dw arven nam e in its place.
M ale Names: Adrik, A lberich, Baern, Barendd, Brottor,
Bruenor, Dain, Darrak, D elg, Eberk, Einkil, Fargrim ,
Flint, Gardain, Harbek, Kildrak, M orgran, Orsik,
Oskar, R angrim , Rurik, Taklinn, Thoradin, Thorin,
Tordek, Traubon, Travok, Ulfgar, Veit, Vondal
Female Names: Am ber, Artin, Audhild, Bardryn,
Dagnal, D iesa, Eldeth, Falkrunn, Finellen, G unnloda,
G urdis, Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa,
M ardred, R isw ynn, Sannl, Torbera, Torgga, Vistra
Clan Names: Balderk, Battleham m er, Brawnanvil,
Dankil, Fireforge, Frostbeard, G orunn, H olderhek,
Ironfist, Loderr, Lutgehr, R um naheim , Strakeln,
Torunn, Ungart
D w a r f T r a it s
Your dw arf character has an assortm ent o f inborn
abilities, part and parcel o f dw arven nature.
Ability Score Increase. Your Constitution sco re
in creases by 2.
Age. D w a rves m ature at the sa m e rate as hum ans, but
they’re con sid ered y ou n g until they reach the age o f 50.
On average, they live about 35 0 years.
Alignment. M ost dw arves are lawful, believing firmly
in the benefits o f a w ell-ordered society. Th ey tend
tow ard g o o d as w ell, with a stron g sen se o f fair play and
a b elief that everyone deserv es to share in the benefits o f
a ju st order.
Size. D w a rves stand b etw een 4 and 5 feet tall and
average about 150 pou nds. Your size is M edium .
Speed. Your b a se w alk in g sp eed is 25 feet. Your
sp eed is not redu ced by w earin g heavy armor.
Darkvision. A ccu stom ed to life underground, you
have su perior vision in dark and dim condition s. You
can see in dim light w ithin 6 0 feet o f you as if it w ere
bright light, and in darkness as if it w ere dim light. You
ca n ’t d iscern color in darkness, only shades o f gray.
Dwarven Resilience. You have advantage on saving
th row s against p oison , and you have resistan ce against
p oison dam age (explained in chapter 9).
Dwarven Combat Training. You have proficiency
w ith the battleaxe, handaxe, th row in g hamm er,
and w arham m er.
Tool Proficiency. You gain proficiency with the
artisan’s tools o f y ou r choice: sm ith’s tools, b rew er’s
supplies, or m a son ’s tools.
Stonecunning. W h enever you m ake an Intelligence
(H istory) ch eck related to the origin o f stonew ork, you
are con sid ered proficient in the H istory skill and add
double your p roficiency bon u s to the check, instead o f
your n orm al proficiency bonus.
Languages. You can speak, read, and w rite C om m on
and D w arvish. D w arvish is full o f hard con son a n ts and
guttural sou n ds, and th ose characteristics spill over into
w hatever other language a dw arf m ight speak.
Subrace. T w o m ain su braces o f dw arves populate the
w orld s o f D &D: hill dw arves and m ountain dw arves.
C h oose on e o f these subraces.
H
il l
D
w a r f
A s a hill dwarf, you have keen sen ses, deep intuition,
and rem arkable resilience. T h e gold dw arves o f Faerun
in their m ighty southern k ingdom are hill dw arves, as
are the exiled Neidar and the d eb a sed K lar o f K rynn in
the D ragon lan ce setting.
Ability Score Increase. Your W isd om score
in creases by 1.
Dwarven Toughness. Y our hit point m axim um
in creases by 1, and it in creases by 1 every tim e you
gain a level.
M
o u n t a in
D
w a r f
A s a m ountain dwarf, you're stron g and hardy,
a ccu stom ed to a difficult life in rugged terrain. You’re
probably on the tall side (for a dw arf), and tend tow ard
lighter coloration. The shield dw arves o f northern
Faerun, as w ell as the ruling Hylar clan and the noble
D aew ar clan o f D ragon lance, are m ountain dw arves.
Ability Score Increase. Your Strength sco re
in creases by 2.
Dwarven Armor Training. You have proficiency w ith
light and m edium armor.
D
u er g a r
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.
El f
“ I HAVE N EVER IM A G IN E D SU C H B E A U T Y E X ISTE D ,”
Goldmoon said softly. The day’s march had been difficult,
but the reward at the end was beyond their dreams.
The companions stood on a high cliff over the fabled
city of Qualinost.
Four slender spires rose from the city’s corners like glistening spindles, their brilliant white stone marbled with shining
silver. Graceful arches, swoopingfrom spire to spire, soared
through the air. Crafted by ancient dwarven metalsmiths,
they were strong enough to hold the weight of an army, yet
they appeared so delicate that a bird lighting on them might
overthrow the balance. These glistening arches were the
city’s only boundaries; there was no wall around Qualinost.
The elven city opened its arms lovingly to the wilderness.
—M a rg a ret W eis & T ra cy H ick m a n ,
Dragons of Autumn Twilight
Elves are a m agical p eop le o f otherw orldly grace, living
in the w orld but not entirely part o f it. They live in
p la ces o f ethereal beauty, in the m idst o f ancient forests
or in silvery sp ires glittering w ith faerie light, w here
soft m usic drifts through the air and gentle fragrances
w aft on the breeze. Elves love nature and m agic, art
and artistry, m usic and poetry, and the g o o d things
o f the world.
fem ales are about the sam e height, and m ales are only
m arginally heavier than fem ales.
E lves’ coloration en com p a sses the norm al hum an
range and also includes skin in sh ades o f copper,
bron ze, and alm ost bluish-white, hair o f green or blue,
and eyes like p o o ls o f liquid gold or silver. Elves have no
facial and little b od y hair. Th ey favor elegant cloth in g in
bright colors, and they enjoy sim ple yet lovely jew elry.
Sl e n d e r a n d
A T ime l e ss Pe r spe c t iv e
G r a c e f u l
W ith their unearthly grace and fine features, elves
appear hauntingly beautiful to hum ans and m em bers
o f m any other races. They are slightly shorter than
hum ans on average, ranging from w ell under 5 feet
tall to just over 6 feet. T h ey are m ore slender than
hum ans, w eigh in g only 100 to 145 pou nds. M ales and
Elves can live w ell over 700 years, giving them a broad
perspective on events that might trouble the shorterlived races m ore deeply. Th ey are m ore often am used
than excited, and m ore likely to be cu riou s than
greedy. They tend to rem ain a lo o f and unfazed by petty
happenstance. W h en pursuing a goal, however, w hether
adventuring on a m ission or learning a n ew skill or art,
elves can be focu sed and relentless. They are slow to
m ake friends and en em ies, and even slow er to forget
them. T h ey reply to petty insults w ith disdain and to
seriou s insults with vengean ce.
Like the bran ches o f a youn g tree, elves are flexible
in the face o f danger. T h ey trust in diplom acy and
com p rom ise to resolve differences b efore they escalate
to violence. T h ey have been kn ow n to retreat from
intrusions into their w ood la n d h om es, confident
that they can sim ply w ait the invaders out. But w hen
the n eed arises, elves reveal a stern m artial side,
dem onstrating skill w ith sw ord, bow , and strategy.
H id d e n W o o d l a n d
R e a l ms
M ost elves dwell in sm all forest villages hidden am ong
the trees. Elves hunt gam e, gather food, and grow
vegetables, and their skill and m agic allow them to
support th em selves w ithout the n eed for clearin g and
p low in g land. They are talented artisans, crafting finely
w ork ed cloth es and art objects. Their contact with
outsiders is usually lim ited, though a few elves m ake a
g o o d living by trading crafted item s for m etals (w hich
they have n o interest in m ining).
Elves en cou ntered outside their ow n lands are
com m on ly traveling m instrels, artists, or sages. H um an
n obles com p ete for the serv ices o f elf instructors to
teach sw ordplay or m agic to their children.
Ex pl o r a t io n a n d A d v e n t u r e
Elves take up adventuring out o f w anderlust. S in ce
they are s o long-lived, they can enjoy centuries o f
exploration and discovery. They dislike the p a ce o f
hum an society, w hich is regim ented from day to day but
constantly changin g over d ecades, s o they find careers
that let them travel freely and set their ow n pace. Elves
also enjoy exercisin g their m artial p row ess or gaining
greater m agical pow er, and adventuring allow s them
to do so. S o m e might jo in with rebels fighting against
oppression , and others m ight b e c o m e cham pion s o f
m oral cau ses.
El f Na m e s
E lves are con sid ered children until they declare
them selves adults, so m e tim e after the hundredth
birthday, and before this p eriod they are called
by child nam es.
On declarin g adulthood, an elf selects an adult nam e,
although th ose w h o k n ew him or her as a youngster
m ight continue to u se the child nam e. E ach e lf’s adult
nam e is a unique creation, though it m ight reflect
the n am es o f resp ected individuals or other fam ily
m em bers. Little distinction exists betw een m ale
n am es and fem ale nam es; the grou pin gs h ere reflect
only general tendencies. In addition, every elf bears a
fam ily nam e, typically a com bination o f other Elvish
w ords. S om e elves traveling am ong hum ans translate
their fam ily n am es into C om m on , 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, A ram il, A rannis,
Aust, B eiro, Berrian, C arric , Enialis, Erdan, Erevan,
G alinndan, Hadarai, Heian, H im o, Im m eral, Ivellios,
Laucian, M indartis, Paelias, Peren, Q uarion, Riardon,
R olen, S oveliss, Tham ior, Tharivol, Theren, Varis
Ha u g h t y bu t G r a c io u s
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 I must admit, their best smiths produce art that
approaches elven quality.”
Halflings. “ Halflings are people o f 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,
D rusilia, Enna, F elosial, Ielenia, Jelenneth, Keyleth,
Leshanna, Lia, M eriele, M ialee, Naivara, Q uelenna,
Quillathe, Sariel, Shanairra, Shava, Silaqui,
Theirastra, Thia, Vadania, Valanthe, X anaphia
Family Nam es (Comm on Translations): A m akiir
(G em flow er), A m astacia (Starflow er), G alanodel
(M oonw hisper), H olim ion (D iam onddew ), Ilphelkiir
(G em blossom ), Liadon (Silverfrond), M eliam ne
(O akenheel), Nai'lo (Nightbreeze), S ian nodel
(M oon brook ), X iloscien t (G oldpetal)
El f T r a it s
Your elf character has a variety o f natural abilities, the
result o f th ou san ds o f years o f elven refinem ent.
Ability Score Increase. Your Dexterity s co re
in creases by 2.
Age. A lthough elves reach physical maturity at about
the sam e age as hum ans, the elven understanding o f
adulthood g o e s beyon d physical grow th to en com p ass
w orldly experience. A n elf typically claim s adulthood
and an adult nam e around the age o f 100 and can live
to be 750 y ears old.
Alignment. Elves love freedom , variety, and selfexpression , so they lean strongly tow ard the gentler
aspects o f chaos. Th ey value and protect others'
freedom as w ell as their ow n, and they are m ore
often g o o d than not. T h e d row are an exception; their
exile into the U nderdark has m ade them vicious and
dangerous. D row are m ore often evil than not.
Size. Elves range from under 5 to over 6 feet tall and
have slender builds. Your size is M edium .
Speed. Your ba se w alk in g sp eed is 30 feet.
Darkvision. A ccu stom ed to twilit forests and the night
sky, you have su perior vision in dark and dim conditions.
You can see in dim light w ithin 6 0 feet o f you as if it
w ere bright light, and in dark n ess as if it w ere dim light.
You ca n ’t discern color in darkness, only shades o f gray.
Keen Senses. You have proficiency in the
P erception skill.
Fey Ancestry. You have advantage on saving throw s
against bein g charm ed, and m agic ca n ’t put you to sleep.
Trance. Elves d on ’t n eed to sleep. Instead, they
meditate deeply, rem aining sem icon sciou s, for 4
hours a day. (The C om m on w ord for such m editation
is “trance.”) W h ile meditating, you can dream after a
fashion; such dream s are actually m ental ex ercises that
have b e c o m e reflexive through years o f practice. After
resting in this way, you gain the sa m e benefit that a
hum an d oes from 8 hours o f sleep.
Languages. You can speak, read, and w rite C om m on
and Elvish. Elvish is fluid, w ith subtle intonations and
intricate gram m ar. Elven literature is rich and varied,
and their son g s and p oem s are fam ous am ong other
races. M any bards learn their language s o they can add
Elvish ballads to their repertoires.
Subrace. Ancient divides am ong the elven people
resulted in three m ain subraces: high elves, w o o d elves,
and dark elves, w h o are com m on ly called drow. C h oose
on e o f th ese subraces. In som e w orlds, th ese su braces
are divided still further (such as the sun elves and m oon
elves o f the Forgotten R ealm s), s o if you w ish, you can
c h o o s e a narrow er subrace.
H
ig h
El
f
A s a high elf, you have a keen m ind and a m astery o f
at least the ba sics o f m agic. In m any o f the w orlds
o f D&D, there are tw o kinds o f high elves. One type
(w hich includes the gray elves and valley elves o f
Greyhawk, the Silvanesti o f D ragon lance, and the
sun elves o f the Forgotten R ealm s) is haughty and
reclusive, believing them selves to be su perior to
non-elves and even other elves. T h e other type
(including the high elves o f G reyhawk. the
Q ualinesti o f D ragon lance, and the m oon elves
o f the Forgotten R ealm s) are m ore com m on
and m ore friendly, and often en cou ntered
am ong hum ans and other races.
T h e sun elves o f Faerun (also called gold
elves or sunrise elves) have b ron ze skin and
hair o f copper, black, or golden blond. Their
eyes are golden, silver, or black. M oon elves (also
called silver elves or gray elves) are m uch paler,
w ith alabaster skin som etim es tinged w ith blue.
They often have hair o f silver-white, black, or blue,
but various sh ades o f blond, brow n, and red are
not u n com m on . T h eir eyes are blue or green and
flecked w ith gold.
Ability Score Increase. Your Intelligence score
in creases by 1.
E lf Weapon Training. You have proficiency with
the lon gsw ord, shortsw ord, shortbow , and longbow .
Cantrip. You k n ow one cantrip o f your ch oice from
the w izard spell list. Intelligence is your spellcastin g
ability for it.
Extra Language. You can speak, read, and w rite one
extra language o f your choice.
W
o o d
El
f
A s a w o o d elf, you have keen se n se s and intuition, and
your fleet feet carry you quickly and stealthily through
your native forests. T h is category includes the w ild
elves (grugach) o f G reyhaw k and the K agonesti o f
D ragon lance, as w ell as the races called w o o d elves in
G reyhaw k and the Forgotten R ealm s. In Faerun, w o o d
elves (also called w ild elves, green elves, or forest elves)
are reclusive and distrusting o f non-elves.
W o o d elves’ skin tends to be cop p erish in hue,
som etim es with traces o f green. T h eir hair tends tow ard
b row n s and blacks, but it is occa sion ally blond or
cop p er-colored . T heir eyes are green, brow n, or hazel.
Ability Score Increase. Your W isd om score
in creases by 1.
E lf Weapon Training. You have proficiency w ith the
longsw ord, sh ortsw ord, shortbow , and longbow .
Fleet o f Foot. Your ba se w alking speed
in creases to 35 feet.
Mask o f the Wild. You can attempt to hide even w hen
you are only lightly o b scu red by foliage, heavy rain,
falling snow , mist, and other natural phenom ena.
Da
r k
El
f
(D
r o w
)
D escen d ed from an earlier su brace o f dark-skinned
elves, the d row w ere banished from the su rface w orld
for follow in g the g o d d e ss Lolth dow n the path to
evil and corruption. N ow they have built their ow n
civilization in the depths o f the Underdark, patterned
after the W ay o f Lolth. A lso called dark elves, the drow
have black skin that resem b les polish ed obsidian and
stark w hite or pale y ellow hair. Th ey com m on ly have
very pale eyes (so pale as to b e m istaken for white) in
sh ades o f lilac, silver, pink, red, and blue. Th ey tend to
be sm aller and thinner than m ost elves.
D row adventurers are rare, and the race d o e s not exist
in all w orlds. C h eck with your D u n geon M aster to see
if you can play a d row character.
Ability Score Increase. Your C harism a score
in creases by 1.
Superior Darkvision. Your darkvision has a
radius o f 120 feet.
Sunlight Sensitivity. You have disadvantage on attack
rolls and on W isd om (P erception ) ch eck s that rely on
sight w hen you, the target o f your attack, or w hatever
you are trying to perceive is in direct sunlight.
Drow Magic. You k n ow the dancing lights cantrip.
W h en you reach 3rd level, you can cast the faerie fire
spell on ce p er day. W h en you reach 5th level, you can
also cast the darkness spell on ce per day. C harism a is
your sp ellcastin g ability for these spells.
Drow Weapon Training. You have proficiency with
rapiers, sh ortsw ords, and hand crossb ow s.
T h e Da r k n e s s o f t h e D r o w
Were it not for one renowned exception, the race o f drow
would be universally reviled. To most, they are a race of
demon-worshiping marauders dwelling in the subterranean
depths o f the Underdark, emerging only on the blackest
nights to pillage and slaughter the surface dwellers they
despise. Their society is depraved and preoccupied with the
favor of Lolth, their spider-goddess, who sanctions murder
and the extermination o f entire families as noble houses
vie for position.
Yet one drow, at least, broke the mold. In the world o f the
Forgotten Realms, Drizzt Do'Urden, ranger o f the North, has
proven his quality as a good-hearted defender o f the weak
and innocent. Rejecting his heritage and adrift in a world that
looks upon him with terror and loathing, Drizzt is a model
for those few drow who follow in his footsteps, trying to find
a life apart from the evil society o f their Underdark homes.
Drow grow up believing that surface-dwelling races are
inferior, worthless except as slaves. Drow who develop a
conscience or find it necessary to cooperate with members of
other races find it hard to overcome that prejudice, especially
when they are so often on the receiving end o f hatred.
liv e s : a p lace to s e ttle in p e a ce and quiet, far from
m arauding m on sters and clashing arm ies; a blazing fire
and a generous m eal; fine drink and fine conversation.
T hough som e halflings live out their days in rem ote
agricultural com m u n ities, others form n om ad ic bands
that travel constantly, lured by the open road and the
w ide h orizon to d iscov er the w on d ers o f n ew lands and
peop les. But even th ese w an derers love p ea ce, food,
hearth, and hom e, though h om e m ight be a w agon
jostlin g along an dirt road or a raft floating dow nriver.
Sm a l l a n d
Pr
a
c
t
i c
a
l
T h e dim inutive halflings survive in a w orld full o f larger
creatu res by avoiding n otice or, barring that, avoiding
offense. Standing about 3 feet tall, they appear relatively
h arm less and s o have m anaged to survive for centuries
in the sh ad ow o f em pires and on the edg es o f w ars and
political strife. They are in clined to be stout, w eighing
betw een 40 and 45 pounds.
H a l f l in g
Re g is t h e h a l f l in g , t h e o n l y o n e o f h is k in d f o r
hundreds of miles in any direction, locked hisfingers behind 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 thefluff o f 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
H alflings’ skin ran ges from tan to pale with a ruddy
cast, and their hair is usually b row n or sandy brow n
and wavy. T h ey have brow n or h azel eyes. H alfling m en
often sport lon g sideburns, but bea rd s are rare am ong
them and m ustaches even m ore so. They like to w ear
sim ple, com fortable, and practical clothes, favoring
bright colors.
H alfling practicality extends beyon d their clothing.
T h ey ’re c on cern ed w ith basic n eed s and sim ple
p leasu res and have little u se for ostentation. Even the
w ealthiest o f halflings keep their treasures lock ed in a
cellar rather than on display for all to see. Th ey have
a knack for finding the m ost straightforw ard solution
to a problem , and have little patience for dithering.
the opportunities presented themselves. The crooked stick
K in d a n d
that served as his fishing pole rose up above him, clenched
H alflings are an affable and cheerful people. They
cherish the bon ds o f fam ily and friendship as well
as the com forts o f hearth and hom e, h arboring few
dream s o f gold or glory. Even adventurers am ong
them usually venture into the w orld for reason s o f
between two of his toes, and hung out over the quiet lake,
mirrored perfectly in the glassy surface o f Maer Dualdon.
—R.A. S a lvatore, The Crystal Shard
C u r io u s
A f f a b l e a n d Po s i t i v e
com m unity, friendship, w anderlust, or curiosity. They
love d iscoverin g n ew things, even sim ple things, such
as an exotic fo o d or an unfam iliar style o f clothing.
H alflings are easily m oved to pity and hate to see any
living thing suffer. Th ey are generous, happily sharing
w hat they have even in lean tim es.
Bl e n d in t o t h e
Halflings try to get along with everyone else and are loath to
make sweeping generalizations— especially negative ones.
Dwarves. “ Dwarves make loyal friends, and you can count
on them to keep their word. But would it hurt them to smile
once in a while?”
Elves. "They’re so beautiful! Their faces, their music, their
grace and all. It’s like they stepped out o f a wonderful dream.
But there’s no telling what’s going on behind their smiling
faces— surely more than they ever let on.”
Humans. “ Humans are a lot like us, really. At least some
o f 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.”
C r o w d
H alflings are adept at fitting into a com m u n ity o f
hum ans, dw arves, or elves, m aking them selves valuable
and w elcom e. T h e com bination o f their inherent stealth
and their u nassum ing nature helps halflings to avoid
unw anted attention.
H alflings w ork readily w ith others, and they are loyal
to their friends, w hether halfling or oth erw ise. Th ey can
display rem arkable ferocity w hen their friends, fam ilies,
or com m u n ities are threatened.
Pa s t o r a l P l e a s a n t r i e s
M ost halflings live in sm all, p ea cefu l com m u n ities with
large farm s and w ell-kept groves. They rarely build
kin gdom s o f their ow n or even hold m uch land beyond
their quiet shires. T h ey typically don ’t r ecog n ize any
sort o f halfling nobility or royalty, instead look in g to
fam ily elders to guide them. Fam ilies preserve their
traditional w ays despite the rise and fall o f em pires.
M any h alflings live am ong other races, w h ere the
halflings’ hard w ork and loyal ou tlook offer them
abundant rew ards and creature com forts. S o m e halfling
com m u n ities travel as a w ay o f life, driving w ag on s or
guiding boats from pla ce to place and m aintaining no
perm anent hom e.
Ex pl o r in g O ppo r t u n it ie s
H alflings usually set out on the adventurer’s path to
defend their com m u n ities, support their friends, or
explore a w id e and w onder-filled w orld. For them,
adventuring is less a career than an opportunity or
som etim es a necessity.
H a l f l in g
Na m e s
A halfling has a given nam e, a fam ily nam e, and possibly
a nicknam e. Fam ily n am es are often n ick n am es that
stuck so tenaciously they have been p a ssed dow n
through the generations.
Male Names: Alton, Ander, Cade, Corrin, Eldon, Errich,
Finnan, Garret, Lindal, Lyle, M erric, M ilo, O sborn,
Perrin, R eed, R o s co e , W ellby
Female Names: Andry, Bree, Callie, Cora, Euphem ia,
Jillian, Kithri, Lavinia, Lidda, Merla, N edda, Paela,
Portia, Seraphina, Shaena, Trym , Vani, Verna
Family Names: Brushgather, G oodbarrel, G reenbottle,
High-hill, Hilltopple, Leagallow , Tealeaf, T horngage,
T osscob ble, U nderbough
H a l f l in g T r a it s
Your halfling character has a num ber o f traits in
co m m o n with all other halflings.
Ability Score Increase. Y our D exterity sco re
in creases by 2.
Age. A halfling reach es adulthood at the age of
20 and generally lives into the m iddle o f his or her
se co n d century.
Alignment. M ost halflings are law ful g ood. A s a rule,
they are good-hearted and kind, hate to see others in
pain, and have n o tolerance for op pression . Th ey are
also very orderly and traditional, leaning heavily on
the support o f their com m u n ity and the com fort o f
their old ways.
Size. H alflings average about 3 feet tall and w eigh
about 40 pou nds. Your size is Sm all.
Speed. Your base w alkin g sp eed is 25 feet.
Lucky. W h en you roll a 1 on an attack roll, ability
check, or saving throw, you can reroll the die and must
u se the n ew roll.
Brave. You have advantage on saving throw s against
bein g frightened.
Halfling Nimbleness. You can m ove through the
sp ace o f any creature that is o f a size larger than yours.
Languages. You can speak, read, and w rite C om m on
and Halfling. T h e H alfling language isn’t secret, but
h alflings are loath to share it w ith others. Th ey write
very little, so they don ’t have a rich b od y o f literature.
T h eir oral tradition, however, is very strong. A lm ost all
h alflings sp ea k C om m on to con verse w ith the p eople
in w h ose lands they dw ell or through w h ich they
are traveling.
Subrace. The tw o m ain kinds o f halfling, lightfoot and
stout, are m ore like closely related fam ilies than true
su braces. C h oose on e o f these subraces.
L
ig h t f o o t
A s a lightfoot halfling, you can easily hide from notice,
even using other p eop le as cover. Y ou’re inclined to be
affable and get along w ell with others. In the Forgotten
R ealm s, lightfoot halflings have spread the farthest and
thus are the m ost co m m o n variety.
L ightfoots are m ore prone to w anderlust than other
halflings, and often dw ell alongside other races or take
up a n om adic life. In the w orld o f G reyhawk, th ese
halflings are called hairfeet or tallfellows.
Ability Score Increase. Your C harism a score
in creases by 1.
Naturally Stealthy. You can attempt to hide even
w hen you are ob scu red only by a creature that is at least
o n e size larger than you.
St
o u t
A s a stout halfling, you ’re hardier than average and have
so m e resistan ce to p oison . S o m e say that stouts have
dw arven blood. In the Forgotten R ealm s, th ese halflings
are called stronghearts, and they’re m ost com m on
in the south.
Ability Score Increase. Your Constitution sco re
in creases by 1.
Stout Resilience. You have advantage on saving
th row s against p oison , and you have resistan ce
against p oison dam age.
Hu ma n
T h e s e w e r e t h e s t o r ie s o f a r e s t l e s s p e o p l e w h o
long ago took to the seas and rivers in longboats, first to
pillage and terrorize, then to settle. Yet there was an energy,
a love of adventure, that sangfrom every page. Long into
the night Uriel read, lighting candle after precious candle.
She'd never given much thought to humans, but these
stories fascinated her. In theseyellowed pages were tales of
bold heroes, strange andfierce animals, mighty primitive gods,
and a magic that was part and fabric of that distant land.
—E lain e C u n n in g h a m , Daughter of the Drow
In the reck on in gs o f m ost w orlds, hum ans are the
youngest o f the co m m o n races, late to arrive on the
w orld scen e and short-lived in com p a rison to dw arves,
elves, and dragons. Perhaps it is b eca u se o f their shorter
lives that they strive to achieve as m uch as they can in
the y ears they are given. Or m aybe they feel they have
som eth in g to prove to the elder races, and that’s w hy
they build their m ighty em pires on the foundation o f
con q u est and trade. W hatever drives them, hum ans
are the innovators, the achievers, and the pion eers
o f the w orlds.
A Br o a d
Spe c t r u m
W ith their penchant for m igration and conquest,
hum ans are m ore physically diverse than other com m on
races. T h ere is n o typical hum an. A n individual can
stand from 5 feet to a little over 6 feet tall and w eigh
from 125 to 250 pou nd s. H um an skin sh ades range
from nearly black to very pale, and hair c o lo rs from
black to blond (curly, kinky, or straight); m ales might
sp ort facial hair that is sp arse or thick. A lot o f hum ans
have a dash o f nonhum an blood, revealing hints o f elf,
o r c , or other lineages. H um ans reach adulthood in their
late teens and rarely live even a single century.
Va r ie t y in A l l T h i n g s
H um ans are the m ost adaptable and am bitious p eople
am ong the com m on races. Th ey have w idely varying
tastes, m orals, and custom s in the m any different lands
w here they have settled. W h en they settle, though,
they stay: they build cities to last for the ages, and
great kin gdom s that can persist for long centuries. A n
individual hum an m ight have a relatively short life span,
but a hum an nation or culture p reserves traditions
w ith origins far beyon d the reach o f any single hum an’s
m em ory. They live fully in the present—m akin g them
w ell suited to the adventuring life—but also plan for the
future, striving to leave a lasting legacy. Individually and
as a group, hum ans are adaptable opportunists, and
they stay alert to changin g political and socia l dynam ics.
Ev e r y o n e ’ s S e c o n d - B e s t Fr i e n d s
Just as readily as they mix with each other, humans mingle
with members o f other races. They get along with almost
everyone, though they might not be close to many. Humans
serve as ambassadors, diplomats, magistrates, merchants,
and functionaries o f all kinds.
Dwarves. “They’re stout folk, stalwart friends, and true to
their word. Their greed for gold is their downfall, though.”
Elves. “ It’s best not to wander into elven woods. They don't
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 o f a nice, warm fire. If halflings had
a shred o f ambition, they might really amount to something.”
L a s t i n g In s t i t u t i o n s
W h ere a single elf or dw arf m ight take on the
respon sibility o f guarding a sp ecia l location or a
pow erfu l secret, hum ans found sacred orders and
institutions for such p u rp oses. W h ile dw arf clans and
halfling elders pass on the ancient traditions to each
n ew generation, hum an tem ples, governm ents, libraries,
and c o d e s o f law fix their traditions in the b e d ro ck o f
history. H um ans dream o f im m ortality, but (except for
th ose few w h o seek undeath or divine ascen sion to
esca p e death’s clutches) they achieve it by en su ring that
they w ill be rem em b ered w hen they are gone.
Although som e hum ans ca n b e xenoph obic, in
general their societies are inclusive. H um an lands
w elcom e large num bers o f nonh u m an s com pa red to the
p roportion o f hum ans w h o live in nonhum an lands.
Ex e m pl a r s o f A m bit io n
H um ans w h o seek adventure are the m ost daring and
am bitious m em bers o f a daring and am bitious race.
Th ey seek to earn glory in the eyes o f their fellow s
by am assin g pow er, w ealth, and fam e. M ore than
other people, hum ans cham pion cau ses rather than
territories or groups.
H u m a n
Na m e s a n d
Et h n ic it ie s
Having s o m uch m ore variety than other cultures,
hum ans as a w hole have no typical nam es. S o m e hum an
parents give their children n am es from other languages,
such as D w arvish or Elvish (p ron ou n ced m ore or less
correctly), but m ost parents give n am es that are linked
to their region ’s culture or to the n am ing traditions o f
their ancestors.
The material culture and physical characteristics
o f hum ans can change w ildly from region to region.
In the Forgotten R ealm s, for exam ple, the clothing,
architecture, cuisine, m usic, and literature are different
in the northw estern lands o f the Silver M arch es than
in distant Turm ish or Im piltur to the east—and even
m ore distinctive in far-off Kara-Tur. H um an physical
characteristics, though, vary accord in g to the ancient
m igrations o f the earliest hum ans, s o that the hum ans
o f the Silver M arch es have every p ossib le variation o f
coloration and features.
In the Forgotten R ealm s, nine hum an ethnic groups
are w idely r ecog n ized , though over a d ozen others are
found in m ore localized areas o f Faerun. T h ese groups,
and the typical n am es o f their m em bers, can be u sed as
inspiration no m atter w hich w orld your hum an is in.
C
a l is h it e
Sh orter and slighter in build than m ost other hum ans,
Calishites have dusky brow n skin, hair, and eyes.
T h ey’re found prim arily in southw est Faerun.
Calishite Names: (M ale) Aseir, Bardeid, H aseid,
K hem ed, M ehm en, Sudeim an, Z asheir; (female)
Atala, Ceidil, Ham a, Jasmal, Meilil, Seipora, Yasheira,
Zasheida; (surnam es) Basha, D um ein, Jassan, Khalid,
M ostana, Pashar, Rein
C
h o n d a t h a n
Chondathans are slender, tawny-skinned folk with
brow n hair that ranges from alm ost blond to alm ost
black. M ost are tall and have green or brow n eyes,
but these traits are hardly universal. H um ans o f
Chondathan d escen t dom inate the central lands o f
Faerun. around the Inner Sea.
Chondathan Names: (M ale) Darvin, D orn, Evendur,
G orstag, Grim , H elm , Malark, M orn, Randal,
Stedd; (fem ale) A rveen e, Esvele, Jhessail, Kerri,
Lureene, Miri, R ow an, Shandri, Tessele; (surnam es)
A m blecrow n , B uckm an, D undragon, E venw ood,
G reycastle, Tallstag
Da
m a r a n
Found prim arily in the n orthw est o f Faerun, D am arans
are o f m oderate height and build, w ith skin hues
ranging from tawny to fair. Th eir hair is usually brow n
or black, and their eye c o lo r varies widely, though brow n
is m ost com m on .
Sh
o u
Th e Sh ou are the m ost num erou s and pow erfu l ethnic
group in Kara-Tur, far to the east o f Faerun. T h ey are
yellow ish -bron ze in hue, with black hair and dark
eyes. S h ou su rnam es are usually presented before
the given nam e.
Shou Names: (M ale) An, Chen, Chi, Fai, Jiang, Jun,
Lian, Long, M eng, On, Shan, Shui, W en; (female)
Bai, Chao, Jia, Lei, Mei, Qiao, Shui, Tai; (surnam es)
Chien, Huang, Kao, Kung, Lao, Ling, Mei, Pin, Shin,
Sum , Tan, W an
T
e t h y r ia n
Damaran Names: (M ale) Bor, Fodel, Glar, Grigor,
Igan, Ivor, K osef, Mival, Orel, Pavel, S ergor; (female)
Alethra, Kara, Katernin, Mara, Natali, Olma, Tana,
W id espread along the entire S w ord C oast at the
w estern edge o f Faerun, Tethyrians are o f m edium build
and height, w ith dusky skin that tends to g row fairer
Zora; (surnam es) Bersk, Chernin, Dotsk, Kulenov,
M arsk, N em etsk, Shem ov, Starag
the farther north they dwell. Their hair and eye color
varies widely, but brow n hair and blue eyes are the m ost
com m on . Tethyrians prim arily use C hondathan nam es.
Il
l u s k a n
Illuskans are tall, fair-skinned folk with blue or steely
gray eyes. M ost have raven-black hair, but those w ho
inhabit the extrem e northwest have blond, red, or
light brow n hair.
Tu
Illuskan Names: (M ale) Ander, Blath, Bran, Frath,
Geth, Lander, Luth, M alcer, Stor, Taman, Urth;
(fem ale) Am afrey, Betha, Cefrey, Kethra, Mara, Olga,
Silifrey, W estra; (surnam es) B rightw ood, Helder,
H ornraven, Lackm an, Storm w ind, W indrivver
Turami Names: (M ale) Anton, D iero, M arcon, Pieron,
R im ardo, R om ero, Salazar, U m bero; (fem ale) Balam a,
D ona, Faila, Jalana, Luisa, Marta, Quara, Selise,
Vonda; (surnam es) A gosto, A storio, Calabra, D om ine,
Falone, M arivaldi, Pisacar, R a m on d o
M
H u m a n T r a it s
u l a n
D om inant in the eastern and southeastern sh ores o f
the Inner Sea, the Mulan are generally tall, slim , and
am ber-skinned, with eyes o f hazel or brow n. T heir hair
ranges from black to dark brow n, but in the lands w here
the M ulan are m ost prom inent, n obles and m any other
Mulan shave o ff all their hair.
Mulan Names: (M ale) Aoth, Bareris, Ehput-Ki,
Kethoth, M um ed, R am as, So-K ehur, T hazar-D e,
Urhur; (female) Arizim a, Chathi, Nephis, Nulara,
Murithi, S efris, Thola, Umara, Z olis; (surnam es)
Ankhalab, Anskuld, Fezim , Hahpet, Nathandem,
Sepret, Uuthrakt
Ra
s h e m i
M ost often found east o f the Inner S e a and often
interm ingled with the M ulan, R a sh em is tend to b e short,
stout, and m uscular. They usually have dusky skin, dark
eyes, and thick black hair.
Rashem i Names: (M ale) Borivik, Faurgar, Jandar,
Kanithar, M adislak, R alm evik, Shaum ar, Vladislak;
(fem ale) Fyevarra, H ulm arra, Im m ith, Imzel,
Navarra, Shevarra, Tam mith. Yuldra; (surnam es)
Chergoba, D yernina, Iltazyara, Murnyethara,
Stayanoga, U lm okina
r a m i
Native to the southern sh ore o f the Inner S ea , the
Turami p eop le are generally tall and m uscular, with
dark m ahogany skin, curly black hair, and dark eyes.
It’s hard to m ake generalizations about hum ans, but
your hum an character has th ese traits.
Ability Score Increase. Your ability sc o r e s each
in crease by 1.
Age. H um ans reach adulthood in their late teens and
live less than a century.
Alignment. H um ans tend tow ard no
particular alignm ent. T h e best and the w orst are
found am ong them.
Size. H um ans vary w idely in height and build, from
barely 5 feet to w ell over 6 feet tall. R egardless o f your
position in that range, your size is M edium .
Speed. Your ba se w alk in g sp eed is 30 feet.
Languages. You can speak, read, and write C om m on
and on e extra language o f your ch oice. H um ans typically
learn the languages o f other p eop les they deal with,
including o b scu re dialects. They are fond o f sprinkling
their sp eech w ith w ord s b orrow ed from other tongues:
O rc cu rses, Elvish m usical expression s, D w arvish
m ilitary phrases, and so on.
Va r i a n t H u m a n T r a i t s
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.
father’sface was a skill she'd been fortunate to learn. A
human who couldn’t spot the shift of her eyes or Havilar’s
would certainly see only the indifference of a dragon in
Clanless Mehen’sface. But the shift of scales, the arch of a
ridge, the set of his eyes, the gape of his teeth—herfather's
face spoke volumes.
But every scale of it, this time, seemed completely still—
the indifference of a dragon, even to Farideh.
—E rin M . Evans, The Adversary
B orn o f dragons, as their nam e p roclaim s, the
dragonborn w alk proudly through a w orld that greets
them with fearful in com prehen sion . S h a ped by d racon ic
g od s or the dragons them selves, dragonborn originally
hatched from dragon eggs as a unique race, com bin in g
the best attributes o f dragons and hum anoids. S o m e
dragonborn are faithful servants to true dragons, others
form the ranks o f soldiers in great w ars, and still others
find them selves adrift, with no clear calling in life.
Pr o u d
Dr ag o nbo r n
H e r f a t h e r s t o o d o n t h e f ir s t o f t h e t h r e e s t a ir s
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 himself. Hisfamiliar 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 hadfound the twins left
in swaddling at the gates o f Arush Vayem.
D r a g o n
K in
D ragon born look very m uch like dragons standing erect
in hum anoid form , though they lack w in gs or a tail. The
first dragonborn had sca les o f vibrant hues m atching
the colors o f their dragon kin, but generations o f
interbreeding have created a m ore uniform appearance.
Their sm all, fine sca les are usually brass or bron ze
in color, som etim es ranging to scarlet, rust, gold, or
copper-green. T h ey are tall and strongly built, often
standing clo se to 6 1/2 feet tall and w eigh in g 3 0 0 pou nds
or m ore. T heir hands and feet are strong, talonlike
claw s w ith three fingers and a thum b on each hand.
T h e b lood o f a particular type o f dragon runs
very strong through so m e dragonborn clans. T h ese
dragonborn often boast sca les that m ore closely m atch
th ose o f their dragon a n cestor—bright red, green, blue,
or white, lustrous black, or gleam ing m etallic gold,
silver, brass, copper, or bronze.
U n c o m m o n Ra c e s
Se l f -Su f f ic ie n t
C l a n s
To any dragonborn , the clan is m ore im portant than
life itself. D ragon born ow e their devotion and respect
to their clan above all else, even the gods. Each
dragon b orn ’s con du ct reflects on the h on or o f his or her
clan, and brin ging dishon or to the clan can result in
expulsion and exile. E ach dragonborn k n ow s his or her
station and duties w ithin the clan, and h on or dem ands
m aintaining the b ou n ds o f that position.
A continual drive for self-im provem ent reflects the
self-sufficiency o f the race as a w hole. D ragon born value
skill and excellen ce in all endeavors. T h ey hate to fail,
and they push th em selves to extrem e efforts b efore they
give up on som ething. A d ragonborn holds m astery o f
a particular skill as a lifetim e goal. M em bers o f other
races w h o share the sam e com m itm en t find it easy to
earn the resp ect o f a dragonborn.
T h ough all dragonborn strive to b e self-sufficient,
they recog n ize that help is som etim es n eeded in difficult
situations. But the best so u rce for such help is the
clan, and w hen a clan n eeds help, it turns to another
dragonborn clan b efore seek in g aid from other ra ce s—
or even from the gods.
D r a g o n b o r n Na me s
D ra gon born have person al n am es given at birth,
but they put their clan n am es first as a m ark o f
honor. A ch ild h ood nam e or nickn am e is often used
am ong clutchm ates as a descriptive term or a term
o f endearm ent. T h e nam e m ight recall an event or
center on a habit.
Male Names: Arjhan, Balasar, Bharash, D onaar, Ghesh.
H eskan, Kriv, M edrash, M ehen, Nadarr, Pandjed,
Patrin, Rhogar, Sham ash, Sh edinn, Tarhun, Torinn
Female Names: Akra, Biri, Daar, Farideh, Harann,
Flavilar, Jheri, Kava, K orinn, M ishann, Nala, Perra,
Raiann, Sora, Surina, Thava, Uadjit
The dragonborn and the rest o f the races in this chapter are
uncommon. They don’t exist in every world of D&D, and
even where they are found, they are less widespread than
dwarves, elves, halflings, and humans.
In the cosmopolitan cities o f 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 o f 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 o f a tavern, assuming a
fight will break out soon.
Tiefling. Half-orcs are greeted with a practical caution, but
tieflings are the subject o f supernatural fear. The evil o f 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 Nam es: Clim ber, Earbender, Leaper, Pious,
Shieldbiter, Z ea lou s
Clan Nam es: Clethtinthiallor, D aardendrian, D elm irev,
D rachedandion, Fenkenkabradon, K epesh km olik,
Kerrhylon, K im batuul, Linxakasendalor, Myastan,
N em m onis, N orixius, Ophinshtalajiir, Prexijandilin,
Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit
D r a g o n b o r n T r a it s
Your d racon ic heritage m anifests in a variety o f traits
you share with other dragonborn.
Ability Score Increase. Your Strength sco re
in creases by 2, and your C harism a sco re in creases by 1.
Age. Y oung dragonborn grow quickly. T h ey w alk
hours after hatching, attain the size and developm ent
o f a 10-year-old hum an child by the age o f 3, and reach
adulthood by 15. T h ey live to be around 80.
Alignment. D ragon born tend to extrem es, m akin g a
co n s cio u s ch oice for on e side or the other in the co sm ic
w ar betw een g o o d and evil (represented by Bahamut
and Tiamat, respectively). M ost dragonborn are good,
but th ose w h o side with Tiam at can be terrible villains.
Size. D ragon born are taller and heavier than hum ans,
standing w ell over 6 feet tall and averaging alm ost 250
pou nds. Your size is M edium .
Speed. Your b a se w alk in g sp eed is 30 feet.
D
r a c o n ic
A
n c es t r y
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)
Cold
Fire
15 ft. cone (Dex. save)
Green
Poison
15 ft. cone (Con. save)
Red
Fire
15 ft. cone (Dex. save)
Silver
Cold
15 ft. cone (Con. save)
White
Cold
15 ft. cone (Con. save)
Dr a c o n ia n s
in the Dragonlance setting, the followers o f the evil goddess
Takhisis learned a dark ritual that let them corrupt the
eggs o f metallic dragons, producing evil dragonborn called
draconians. Five types o f draconians, corresponding to the
five types o f metallic dragons, fought for Takhisis in the War
o f the Lance: auraks (gold), baaz (brass), bozak (bronze),
kapak (copper), and sivak (silver). In place o f their draconic
breath weapons, they have unique magical abilities.
Draconic Ancestry. You have d racon ic ancestry.
C h oose on e type o f dragon from the D ra con ic A n cestry
table. Your breath w eapon and dam age resistan ce are
determ ined by the dragon type, as sh ow n in the table.
Breath Weapon. Y ou can u se your action to exhale
destructive energy. Your d racon ic an cestry determ ines
the size, shape, and dam age type o f the exhalation.
W h en you u se your breath w eapon , each creature in
the area o f the exhalation m ust m ake a saving throw,
the type o f w hich is determ ined by your dracon ic
ancestry. T h e D C for this saving th row equals 8 +
your Constitution m odifier + your proficiency bonus. A
creature takes 2d6 dam age on a failed save, and half
as m uch dam age on a su ccessfu l one. T h e dam age
in creases to 3d6 at 6th level, 4 d 6 at 11th level, and 5d6
at 16th level.
A fter you u se your breath w eapon , you c a n ’t u se it
again until you com plete a short or lon g rest.
Damage Resistance. You have resistan ce to the
d am age type a ssocia ted w ith your dracon ic ancestry.
Languages. You can speak, read, and w rite C om m on
and D ra con ic. D ra con ic is thought to be on e o f the
oldest languages and is often u sed in the study o f m agic.
T h e language sou n d s harsh to m ost other creatu res and
includes num erou s hard con son a n ts and sibilants.
Gn o me
Sk i n n y a n d f l a x e n - h a i r e d , h i s s k i n
walnut brown and his eyes a startling
turquoise, Burgell stood half as tall asAeron
climb up on a stool to look out the peephole. Like most habitations in Oeble, that particular tenement had been built
for humans, and smaller residents coped with the resulting
awkwardness as best they could.
But at least the relative largeness of the apartment gave
Burgell room to pack in all his gnome-sized gear. The front
room was his workshop, and it contained a bewildering
miscellany of tools: hammers, chisels, saws, lockpicks,
fair hair has a tendency to stick out in every direction,
tinted lenses, jeweler's loupes, and jars of powdered and
as if expressing the gnom e’s insatiable interest in
everything around.
A g n om e’s person ality is writ large in his or her
shredded ingredients for casting spells. A fat gray cat, the
mage’s familiar, lay curled atop a grimoire. It opened its
eyes, gave Aeron a disdainfulyellow stare, then appeared
to go back to sleep.
—R ich a r d L ee Byers, The Black Bouquet
A constant hum o f busy activity p ervades the w arren s
and n eigh b orh ood s w h ere g n om es form their closeknit com m u n ities. L ou der sou n d s punctuate the hum:
a cru n ch o f grinding gears here, a m inor explosion
there, a yelp o f su rprise or triumph, and esp ecially
bursts o f laughter. G n om es take delight in life, enjoying
every m om ent o f invention, exploration, investigation,
creation, and play.
V ib r a n t Ex pr e ssio n
A g n om e’s en ergy and enthusiasm for living shines
th rough every inch o f his or her tiny body. G n om es
average slightly over 3 feet tall and w eigh 40 to 45
pou nd s. T heir tan or brow n faces are usually adorn ed
w ith broad sm iles (beneath their p rod ig iou s n oses),
and their bright eyes shine with excitement. Their
appearance. A m ale g n om e’s beard, in contrast to
his w ild hair, is kept carefully trim m ed but often
styled into cu riou s forks or neat points. A g n om e’s
clothing, though usually m ade in m od est earth tones,
is elaborately d ecorated w ith em broidery, em bossin g,
or gleam ing jew els.
D e l ig h t e d
D e d ic a t io n
A s far as g n om es are con cern ed , bein g alive is a
w onderfu l thing, and they sq u eeze every o u n ce o f
enjoym ent out o f their three to five centuries o f life.
H um ans m ight w on d er about getting bored over the
co u rse o f such a long life, and elves take plenty o f time
to savor the beauties o f the w orld in their long years, but
g n om es seem to w orry that even w ith all that tim e, they
ca n ’t get in en ough o f the things they w ant to do and see.
G n om es sp eak as if they ca n ’t get the thoughts
out o f their heads fast enough. Even as they offer
ideas and opin ion s on a range o f subjects, they still
m anage to listen carefully to others, adding the
appropriate exclam ations o f su rprise and appreciation
along the way.
D eep G n o m es
A third subrace o f gnomes, the deep gnomes (or svirfneblin),
live in small communities scattered in the Underdark. Unlike
the duergar and the drow, svirfneblin are as good as their
surface cousins. However, their humor and enthusiasm
are dampened by their oppressive environment, and their
inventive expertise is directed mostly toward stonework.
T h ough g n om es love jo k e s o f all kinds, particularly
puns and pranks, th ey’re ju st as dedicated to the m ore
seriou s tasks they undertake. M any g n om es are skilled
engineers, alchem ists, tinkers, and inventors. T h ey ’re
w illing to m ake m istakes and laugh at them selves in
the p r o ce s s o f perfectin g w hat they do, taking bold
(som etim es foolhardy) risks and dream in g large.
Male Nam es: Alston, Alvyn, B odd yn ock, B rocc, Burgell,
D im ble, Eldon, Erky, Fonkin, Frug, G erbo, G im ble,
Glim, Jebeddo, K ellen, N am foodle, Orryn, R oondar,
S ee b o , Sindri, W arryn, W renn, Z o o k
Female Names: B im pnottin, Breena, Caram ip, Carlin,
Br ig h t Bu r r o w s
Clan Names: Beren, D aergel, Folkor, G arrick, Nackle,
M urnig, Ningel, Raulnor, S ch ep p en , Tim bers, Turen
Nicknames: A leslosh, Ashhearth, Badger, Cloak,
D oublelock , Filchbatter, Fnipper, Ku, Nim , O neshoe,
P ock , Sparklegem , Stum bleduck
G n om es m ake their h om es in hilly, w o o d e d lands. They
live underground but get m ore fresh air than dw arves
do, enjoying the natural, living w orld on the surface
w henever they can. T h eir h om es are w ell hidden by
both clever construction and sim ple illusions. W elcom e
visitors are quickly u sh ered into the bright, w arm
bu rrow s. T h ose w h o are not w elcom e are unlikely to
find the bu rrow s in the first place.
G n om es w h o settle in hum an lands are com m on ly
gem cutters, engineers, sages, or tinkers. S o m e hum an
fam ilies retain gnom e tutors, en su ring that their pupils
enjoy a m ix o f seriou s learning and delighted enjoym ent.
A gnom e m ight tutor several generations o f a single
hum an fam ily over the cou rse o f his or her long life.
G n o me Na me s
G n om es love nam es, and m ost have h alf a d ozen or so.
A gnom e's mother, father, clan elder, aunts, and uncles
each give the gnom e a nam e, and various nick n am es
from ju st about everyone else m ight or m ight not stick
over time. G n om e n am es are typically variants on the
n am es o f an cestors or distant relatives, though som e
are purely n ew inventions. W h en dealing w ith hum ans
and others w h o are “stuffy” about nam es, a gnom e
learns to use no m ore than three nam es: a personal
nam e, a clan nam e, and a nicknam e, ch oosin g the on e in
each category that’s the m ost fun to say.
D onella, Duvam il, Ella, Ellyjobell, Ellyw ick, Lilli,
L oopm ottin, Lorilla, M ardnab, N issa, Nyx, Oda, Orla,
R oyw yn , Sham il, Tana, W ayw ocket, Zanna
Se e in g t h e W o r l d
C urious and im pulsive, g n om es m ight take up
adventuring as a w ay to see the w orld or for the love
o f exploring. A s lovers o f gem s and other fine items,
som e g n om es take to adventuring as a quick, if
dangerous, path to wealth. R egardless o f w hat spurs
them to adventure, g n om es w h o adopt this w ay o f life
eke as m uch enjoym ent out o f it as they d o out o f any
other activity they undertake, som etim es to the great
annoyance o f their adventuring com pan ion s.
G n o me T r a it s
Y our gnom e character has certain characteristics in
co m m o n with all other gnom es.
Ability Score Increase. Your Intelligence sco re
in creases by 2.
Age. G n om es m ature at the sam e rate hum ans do, and
m ost are expected to settle dow n into an adult life by
around age 40. Th ey ca n live 35 0 to alm ost 5 0 0 years.
Alignment. G n om es are m ost often g ood . T h ose w ho
tend tow ard law are sages, engineers, researchers,
sch olars, investigators, or inventors. T h o se w h o tend
tow ard ch a os are m instrels, tricksters, w anderers,
or fanciful jew elers. G n om es are good-hearted, and
A l w a ys A ppr ec ia t iv e
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 o f humor, but they enjoy
anyone's company just as they enjoy everything else they set
out to do.
even the tricksters am ong them are m ore playful
than vicious.
Size. G n om es are betw een 3 and 4 feet tall and
average about 4 0 pou nds. Your size is Sm all.
Speed. Your base w alkin g sp eed is 25 feet.
Darkvision. A ccu stom ed to life underground, you have
su perior vision in dark and dim condition s. You can
see in dim light w ithin 60 feet o f you as if it w ere bright
light, and in darkn ess as if it w ere dim light. You can't
discern color in darkness, only sh ad es o f gray.
Gnome Cunning. You have advantage on all
Intelligence, W isdom , and C harism a saving throw s
against m agic.
Languages. You can speak, read, and w rite C om m on
and G nom ish. T h e G nom ish language, w hich u ses the
D w arvish script, is ren ow n ed for its technical treatises
and its catalogs o f k n ow led ge about the natural world.
Subrace. Tw o su braces o f g n om es are found am ong
the w orlds o f D & D : forest g n om es and rock gnom es.
C h oose one o f these subraces.
Fo
r e st
G
n o me
A s a forest gnom e, you have a natural knack for illusion
and inherent qu ick n ess and stealth. In the w orlds of
D&D, forest g n om es are rare and secretive. Th ey gather
in hidden com m u n ities in sylvan forests, usin g illusions
and trickery to co n ce a l them selves from threats or
to m ask their esca p e should they be detected. Forest
g n om es tend to be friendly with other good-spirited
w ood la n d folk, and they regard elves and g o o d fey as
their m ost im portant allies. T h ese g n om es also befriend
sm all forest anim als and rely on them for inform ation
about threats that might prow l their lands.
Ability Score Increase. Your D exterity s co re
in creases by 1.
Natural Illusionist. You k n ow the minor illusion
cantrip. Intelligence is your spellcastin g ability for it.
Speak with Small Beasts. T h rou gh sou n d s and
gestures, you can com m u n icate sim ple ideas w ith Sm all
or sm aller beasts. Forest g n om es love anim als and often
keep squirrels, badgers, rabbits, m oles, w ood p eck ers,
and other creatures as beloved pets.
Ro
c k
G
n o m e
A s a rock gnom e, you have a natural inventiveness and
h ardin ess beyon d that o f other g n om es. M ost gn om es
in the w orld s o f D & D are rock gnom es, including the
tinker g n om es o f the D ragon lance setting.
Ability Score Increase. Your Constitution sco re
in creases by 1.
Artificer’s Lore. W h enever you m ake an Intelligence
(H istory) ch eck related to m agic item s, alchem ical
objects, or tech n ological devices, you can add tw ice your
proficiency bonus, instead o f any p roficiency bon u s you
n orm ally apply.
Tinker. You have proficiency with artisan’s tools
(tinker’s tools). U sing th ose tools, you can spend 1
hour and 10 gp w orth o f m aterials to con stru ct a Tiny
clock w ork device (AC 5, 1 hp). T h e device c e a se s
to function after 24 h ours (unless you spend 1 hour
repairing it to keep the device functioning), or w hen
you use your action to dism antle it; at that tim e, you can
reclaim the m aterials u sed to create it. You can have up
to three such devices active at a time.
W h en you create a device, c h o o s e on e o f the
follow in g options:
Clockwork Toy. T h is toy is a clock w ork anim al, monster,
or person , such as a frog, m ou se, bird, dragon, or
soldier. W h en placed on the ground, the toy m oves
5 feet a cro ss the ground on each o f your turns in a
random direction. It m akes n oises as appropriate
to the creature it represents.
Fire Starter. The device p rod u ces a m iniature
flame, w hich you can use to light a candle,
torch, or cam pfire. U sing the device
requ ires your action.
Music Box. W h en open ed, this m u sic box
plays a single son g at a m oderate volum e.
The b ox stops playing w hen it
reach es the s o n g ’s end or
w hen it is closed.
“Tanis?” said Flint hesitantly as the man neared.
“The same.” The newcomer’s beardedface split in a wide
grin. He held open his arms and, before the dwarf could
stop him, engulfed Flint in a hug that lifted him off the
ground. The dwarf clasped his old friend close for a brief
instant, then, remembering his dignity, squirmed and freed
himselffrom the half-elf’s embrace.
—M a rg a ret W eis a n d T ra cy H ick m a n ,
Dragons of Autumn Twilight
W alking in tw o w orld s but truly b elon gin g to neither,
half-elves com bin e w hat som e say are the best qualities
o f their elf and hum an parents: hum an curiosity,
inventiveness, and am bition tem pered by the refined
sen ses, love o f nature, and artistic tastes o f the elves.
H a l f -E l f
Fl in t s q u in t e d in t o t h e s e t t in g s u n . H e t h o u g h t
he saw the figure of a man striding up the path. Standing,
S o m e half-elves live am ong hum ans, set apart by their
em otion al and physical differences, w atching friends
and loved on es age w hile tim e barely tou ches them.
O thers live with the elves, g row in g restless as they
reach adulthood in the tim eless elven realm s, w hile
their peers continue to live as children. M any half-elves,
unable to fit into either society, c h o o s e lives o f solitary
w an dering or join w ith other misfits and ou tcasts in
the adventuring life.
Flint drew back into the shadow of a tall pine to see better.
The man's walk was marked by an easy grace—an elvish
O f Tw o W o r l d s
grace, Flint would have said;yet the man’s body had the
To hum ans, half-elves look like elves, and to elves, they
lo o k hum an. In height, they’re on par w ith both parents,
though they’re neither as slender as elves nor as broad
as hum ans. They range from under 5 feet to about 6 feet
tall, and from 100 to 180 pounds, w ith m en only slightly
taller and heavier than w om en . H alf-elf m en do have
facial hair, and som etim es g row b ea rd s to m ask their
thickness and tight muscles of a human, while thefacial
hair was definitely humankind’s. All the dwarf could see
of the man’sface 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 leftside. He was dressed in soft
leather, carefully tooled in the intricate designs the elves
loved. But no elf in the world o f Krynn could grow a beard
. . . no elf, but. . .
elven ancestry. H alf-elven coloration and features lie
som ew h ere betw een their hum an and elf parents, and
thus sh ow a variety even m ore p ron ou n ced than that
found am ong either race. They tend to have the eyes
o f their elven parents.
Ex c e l l e n t A m b a s s a d o r s
Many half-elves learn at an early age to get along with
everyone, defusing hostility and finding common ground.
As a race, they have elven grace without elven aloofness and
human energy without human boorishness. They often make
excellent ambassadors and go-betweens (except between
elves and humans, since each side suspects the half-elf
o f favoring the other).
D ipl o m a t s o r Wa n d e r e r s
H alf-elves have no lands o f their ow n, though they are
w elcom e in hum an cities and som ew h at less w elcom e
in elven forests. In large cities in region s w h ere elves
and hum ans interact often, half-elves are som etim es
n um erous en ough to form sm all com m u n ities o f their
ow n. T h ey enjoy the com pany o f other half-elves, the
only p eople w h o truly understand w hat it is to live
b etw een th ese tw o w orlds.
In m ost parts o f the w orld, though, half-elves are
u n com m on en ough that on e m ight live for years
w ithout m eetin g another. S o m e half-elves prefer to
avoid com pany altogether, w an dering the w ild s as
trappers, foresters, hunters, or adventurers and visiting
civilization only rarely. Like elves, they are driven by
the w anderlust that c o m e s o f their longevity. Others,
in contrast, th row th em selves into the thick o f society,
putting their charism a and socia l skills to great use
in diplom atic roles or as sw indlers.
H a l f -E l f N a m e s
H alf-elves use either hum an or elven nam ing
conventions. A s if to em phasize that they d on ’t really fit
in to either society, half-elves raised am ong hum ans are
often given elven nam es, and th ose raised am ong elves
often take hum an nam es.
H a l f -E l f T r a i t s
Your half-elf character has som e qualities in com m on
w ith elves and som e that are unique to half-elves.
Ability Score Increase. Your C harism a score
in creases by 2, and tw o other ability s co re s o f your
ch oice in crease by 1.
Age. Half-elves m ature at the sam e rate hum ans
d o and reach adulthood around the age o f 20. They
live m uch longer than hum ans, however, often
ex ceed in g 180 years.
Alignment. H alf-elves share the chaotic bent o f their
elven heritage. Th ey value both person al freed om and
creative expression , dem onstrating neither love
o f leaders nor desire for follow ers. They chafe at
rules, resent oth ers’ dem ands, and som etim es prove
unreliable, or at least unpredictable.
Size. H alf-elves are about the sam e size as hum ans,
ranging from 5 to 6 feet tall. Your size is M edium .
Speed. Your base w alkin g sp eed is 30 feet.
Darkvision. T h an ks to your elf blood, you have
su perior vision in dark and dim condition s. You can
see in dim light within 60 feet o f you as if it w ere bright
light, and in darkn ess as if it w ere dim light. You ca n ’t
discern color in darkness, only sh ades o f gray.
Fey Ancestry. You have advantage on saving throw s
against bein g charm ed, and m agic ca n ’t put you to sleep.
Skill Versatility. You gain proficiency in tw o skills
o f your choice.
Languages. You can speak, read, and w rite C om m on ,
Elvish, and on e extra language o f your ch oice.
W h eth er united under the leadership o f a m ighty
w arlock or having fought to a standstill after years
o f conflict, o r c and hum an tribes som etim es form
alliances, join in g forces into a larger horde to the terror
o f civilized lands nearby. W h en th ese alliances are
sea led by m arriages, h alf-orcs are born. S o m e h alf-orcs
rise to b e c o m e proud chiefs o f o rc tribes, their hum an
b lood giving them an edge over their fu ll-blooded o rc
rivals. S o m e venture into the w orld to prove their w orth
am ong hum ans and other m ore civilized races. M any o f
these b e c o m e adventurers, achieving greatness for their
m ighty d eed s and notoriety for their barbaric custom s
and savage fury.
Sc a r r e d a n d
T h e w a r c h ie f M h u r r e n r o u s e d h im s e l f f r o m h is
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 wasjudged 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 hisfull-blooded kin. Halforcs 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 warriorjust 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.
—R ich a r d Baker, Swordmage
St r o n g
H alf-orcs’ grayish pigm entation, slopin g foreheads,
jutting ja w s, prom inent teeth, and tow ering builds m ake
their orcish heritage plain for all to see. H alf-orcs stand
betw een 6 and 7 feet tall and usually w eigh betw een
180 and 2 5 0 pounds.
Orc s regard battle sca rs as tokens o f pride and
ornam ental sca rs as things o f beauty. Other scars,
though, m ark an orc or h alf-orc as a form er slave or
a disgraced exile. Any half-orc w h o has lived am ong
or near orc s has scars, w hether they are m arks o f
hum iliation or o f pride, recou ntin g their past exploits
and injuries. Such a half-orc living am ong hum ans might
display these scars proudly or hide them in sham e.
T h e M a r k o f
G r u u m sh
T h e on e-eyed god G ruum sh created the orc s, and even
th ose orc s w h o turn away from his w orsh ip ca n ’t fully
esca p e his influence. T h e sa m e is true o f half-orcs,
though their hum an b lood m od erates the im pact o f their
orcish heritage. S om e h alf-orcs hear the w h isp ers o f
G ruum sh in their dream s, calling them to unleash the
rage that sim m ers w ithin them . O thers feel G ru u m sh ’s
exultation w h en they join in m elee com bat—and either
exult along w ith him or shiver w ith fear and loathing.
H alf-orcs are not evil by nature, but evil d o e s lurk w ithin
them , w hether they em brace it or rebel against it.
B eyond the rage o f G ruum sh, h alf-orcs feel em otion
pow erfully. R a ge d oesn ’t ju st quicken their pulse, it
m akes their b od ies burn. A n insult stings like acid,
and sa d n ess saps their strength. But they laugh loudly
and heartily, and sim ple b od ily p lea su res—feasting,
drinking, w restling, drum m ing, and w ild dancing—fill
their hearts w ith joy. Th ey tend to be short-tem pered
and som etim es sullen, m ore in clined to action than
contem plation and to fighting than arguing. T h e m ost
accom p lish ed h alf-orcs are th ose w ith en ough selfcon trol to get by in a civilized land.
T r ibe s a n d
Sl u m s
H alf-orcs m ost often live a m on g orc s. O f the other races,
hum ans are m ost likely to a ccept half-orcs, and halforcs alm ost always live in hum an lands w hen not living
am ong orc tribes. W h eth er proving th em selves am ong
rough barbarian tribes or scrabblin g to survive in the
slum s o f larger cities, h alf-orcs get by on their physical
might, their endurance, and the sh eer determ ination
they inherit from their hum an ancestry.
H a l f -O r c Na me s
H alf-orcs usually have n am es appropriate to the culture
in w h ich they w ere raised. A h alf-orc w h o w ants to fit in
am ong hum ans might trade an o r c nam e for a hum an
nam e. S o m e h alf-orcs w ith hum an n am es decide to
adopt a guttural o r c n am e b eca u se they think it m akes
them m ore intim idating.
Male Orc Names: D ench, Feng, Gell, Henk, H olg, Imsh,
Keth, K rusk, M hurren, Ront, Shum p, T h ok k
Female O rc Names: Baggi, Em en, Engong, Kansif,
Myev, N eega, Ovak, O w nka, Shautha, Sutha, Vola,
Volen, Yevelda
H a l f -O r c Tr a it s
Y our h alf-orc character has certain traits deriving from
your ore ancestry.
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
just avoid them.
Ability Score Increase. Your Strength score
in creases by 2, and your Constitution sco re
in creases by 1.
Age. H alf-orcs m ature a little faster than hum ans,
reachin g adulthood around age 14. Th ey age
noticeably faster and rarely live longer than 75 years.
Alignment. H alf-orcs inherit a tendency toward ch a os
from their orc parents and are not strongly inclined
tow ard g ood. H alf-orcs raised am ong ores and w illing
to live out their lives am ong them are usually evil.
Size. H alf-orcs are som ew h at larger and bulkier than
hum ans, and they range from 5 to w ell over 6 feet tall.
Your size is M edium .
Speed. Your base w alk in g sp eed is 30 feet.
Darkvision. T h an ks to your o r c blood, you have
su perior vision in dark and dim condition s. You can
see in dim light w ithin 60 feet o f you as if it w ere bright
light, and in darkn ess as if it w ere dim light. You can't
discern color in darkness, only sh ades o f gray.
Menacing. You gain proficiency in the
Intim idation skill.
Relentless Endurance. W h en you are redu ced to
0 hit points but n ot k illed outright, you can drop to 1 hit
point instead. You ca n ’t use this feature again until you
finish a lon g rest.
Savage Attacks. W h en you sco re a critical hit with
a m elee w eapon attack, you can roll one o f the w eapon ’s
dam age dice on e additional tim e and add it to the extra
dam age o f the critical hit.
Languages. You can speak, read, and
w rite C om m on and O rc . O rc is a
harsh, grating language with
hard consonants. It has
no script o f its ow n
but is w ritten in the
D w arvish script.
that wicked glint in his eyes. “Youfight it, don’tyou ? Like
a little wildcat, I wager. Every littlejab and comment just
sharpensyour claws.”
—E rin M . Evans, Brimstone Angels
To be greeted with stares and w h ispers, to suffer
violen ce and insult on the street, to see m istrust and
fear in every eye: this is the lot o f the tiefling. And to
tw ist the knife, tieflings kn ow that this is b eca u se a
pact stru ck generations ago in fused the e ss e n ce o f
A s m od eu s—overlord o f the Nine H ells—into their
bloodlin e. Th eir appearan ce and their nature are not
their fault but the result o f an ancient sin, for w hich
they and their children and their children ’s children
w ill always b e held accountable.
In f e r n a l B l o o d l i n e
“Bu t y o u d o s e e t h e w a y p e o p l e l o o k a t y o u ,
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 knowy o u 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
Tieflings are derived from hum an blood lin es, and in the
broadest p ossib le sen se, they still look hum an. However,
their infernal heritage has left a clear im print on their
appearan ce. T ieflings have large h orns that take any
o f a variety o f shapes: som e have curling h orn s like a
ram, others have straight and tall h orn s like a g azelle’s,
and som e spiral upw ard like an an telopes’ horns. They
have thick tails, four to five feet long, w hich lash or coil
around their legs w hen they get upset or n ervous. Their
can in e teeth are sharply pointed, and their eyes are
solid c o lo r s —black, red, white, silver, or gold—w ith no
visible sclera or pupil. Th eir skin tones cover the full
range o f hum an coloration, but also include various
sh ades o f red. Their hair, ca sca d in g dow n from behind
their h orns, is usually dark, from black o r brow n to dark
red, blue, or purple.
Se l f -R e l ia n t a n d
Su s pic io u s
Tieflings subsist in sm all m inorities found m ostly in
hum an cities or tow ns, often in the roughest quarters
o f th ose places, w here they g row up to be sw indlers,
M u t u a l M ist r u st
thieves, or crim e lords. S om etim es they live am ong
other m inority populations in en claves w h ere they are
treated w ith m ore respect.
L ackin g a hom eland, tieflings k n ow that they have
to m ake their ow n w ay in the w orld and that they have
to b e strong to survive. They are not quick to trust
anyone w h o claim s to b e a friend, but w hen a tiefling’s
com p a n ion s dem onstrate that they trust him or her,
the tiefling learns to extend the sam e trust to them.
A n d on ce a tiefling gives som eon e loyalty, the tiefling
is a firm friend or ally for life.
T ie f l in g Na m e s
Tiefling n am es fall into three broad categories. Tieflings
b orn into another culture typically have n am es reflective
o f that culture. S o m e have n am es derived from the
Infernal language, p a ssed dow n through generations,
that reflect their fiendish heritage. A n d som e younger
tieflings, striving to find a place in the w orld, adopt a
nam e that signifies a virtue or other con cep t and then
try to em b od y that con cept. For som e, the ch osen nam e
is a noble quest. For others, it’s a grim destiny.
Male Infernal Names: A k m en os, A m non , Barakas,
D am akos, E kem on, Iados, K airon, Leu cis, M elech,
M ordai, M orthos, P elaios, S k a m os, Therai
Female Infernal Names: Akta, A nakis, B ryseis, Criella,
D am aia, Ea, Kallista, Lerissa, M akaria, Nem eia,
O rianna, Phelaia, Rieta
“Virtue” Nam es: Art, Carrion, Chant, Creed, D espair,
E xcellen ce, Fear, Glory, H ope, Ideal, M usic, N ow here,
O pen, Poetry, Quest, R andom , R everen ce, Sorrow ,
Temerity, Torment, W eary
People tend to be suspicious of tieflings, assuming that
their infernal heritage has left its mark on their personality
and morality, not just their appearance. Shopkeepers keep
a close eye on their goods when tieflings enter their stores,
the town watch might follow a tiefling around for a while,
and demagogues blame tieflings for strange happenings.
The reality, though, is that a tiefling’s bloodline doesn’t affect
his or her personality to any great degree. Years o f dealing
with mistrust does leave its mark on most tieflings, and they
respond to it in different ways. Some choose to live up to the
wicked stereotype, but others are virtuous. Most are simply
very aware of how people respond to them. After dealing with
this mistrust throughout youth, a tiefling often develops the
ability to overcome prejudice through charm or intimidation.
T ie f l in g Tr a it s
T ieflings share certain racial traits as a result o f their
infernal descent.
Ability Score Increase. Your Intelligence score
in creases by 1, and your C harism a sc o r e in crea ses by 2.
Age. Tieflings m ature at the sam e rate as hum ans but
live a few years longer.
Alignment. Tieflings m ight not have an innate
ten den cy tow ard evil, but m any o f them end up there.
Evil or not, an independent nature inclines m any
tieflings tow ard a chaotic alignment.
Size. Tieflings are about the sam e size and build as
hum ans. Your size is M edium .
Speed. Your base w alkin g sp eed is 30 feet.
Darkvision. T h an ks to your infernal heritage, you
have su perior vision in dark and dim condition s. You
can see in dim light w ithin 60 feet o f you as if it w ere
bright light, and in darkn ess as if it w ere dim light. You
c a n ’t discern color in darkness, only sh ades o f gray.
Hellish Resistance. You have resistan ce
to fire dam age.
Infernal Legacy. You k n ow the thaumaturgy cantrip.
O nce you reach 3rd level, you can cast the hellish
rebuke spell on ce per day as a 2nd-level spell. O n ce you
reach 5th level, you can also cast the darkness spell
o n ce per day. C harism a is your sp ellcastin g ability for
these spells.
Languages. You can speak, read, and w rite C om m on
and Infernal.
C h a p t e r 3: C l a s s e s
DVENTURERS ARE EXTRAORDINARY PEOPLE,
A
driven by a thirst for excitem ent into a
life that others w ou ld never dare lead.
T h ey are h eroes, com p elled to explore the
dark p la ces o f the w orld and take on the
challen ges that lesser w om en and m en
ca n ’t stand against.
C lass is the prim ary definition o f w hat your character
can do. It’s m ore than a profession; it’s your character’s
calling. C lass sh ap es the w ay you think about the
w orld and interact with it and your relationship with
other p eop le and p ow ers in the m ultiverse. A fighter,
for exam ple, m ight view the w orld in pragm atic term s
o f strategy and m aneuvering, and see h erself as ju st a
paw n in a m uch larger gam e. A cleric, by contrast, might
see h im self as a w illing servant in a g o d ’s u nfolding plan
or a con flict brew in g a m on g various deities. W h ile the
fighter has contacts in a m ercen a ry com pa n y or army,
the cleric m ight kn ow a num ber o f priests, paladins, and
devotees w h o share his faith.
Cl
Your class gives you a variety o f sp ecia l features, such
as a fighter’s m astery o f w ea p on s and armor, and a
w iza rd ’s spells. At low levels, your class gives you only
tw o or three features, but as you advance in level you
gain m ore and your existing features often im prove.
Each class entry in this chapter includes a table
su m m arizin g the benefits you gain at every level, and
a detailed explanation o f each one.
Adventurers som etim es advance in m ore than one
class. A rogu e m ight sw itch direction in life and sw ear
the oath o f a paladin. A barbarian m ight d iscover latent
m agical ability and dabble in the sorcerer class w hile
continuing to advance as a barbarian. Elves are kn ow n
to com bin e m artial m astery w ith m agical training
and advance as fighters and w izards sim ultaneously.
O ptional rules for com bin in g cla sses in this way, called
m ulticlassing, appear in chapter 6.
Twelve c la s se s—listed in the C la sses table—are found
in alm ost every D & D w orld and define the sp ectru m o f
typical adventurers.
asses
Class
Barbarian
Description
Hit
Die
Primary
Ability
A fierce warrior of primitive background
d12
Strength
who can enter a battle rage
Bard
An inspiring magician whose power
d8
Charisma
echoes the music of creation
Saving Throw
Proficiencies
Armor and Weapon
Proficiencies
Strength &
Light and medium armor, shields,
Constitution
simple and martial weapons
Dexterity &
Light armor, simple weapons, hand
Charisma
crossbows, longswords, rapiers,
shortswords
Cleric
A priestly champion who wields divine
d8
Wisdom
magic in service of a higher power
Druid
A priest o f the Old Faith, wielding the
d8
Wisdom
powers of nature— moonlight and
Fighter
Light and medium armor, shields,
Charisma
simple weapons
Intelligence
Light and medium armor (nonmetal),
& Wisdom
shields (nonmetal), clubs, daggers,
plant growth, fire and lightning— and
darts, javelins, maces, quarterstaffs,
adopting animal forms
scimitars, sickles, slings, spears
A master o f martial combat, skilled with
d10
a variety o f weapons and armor
Monk
Wisdom &
An master of martial arts, harnessing
d8
the power of the body in pursuit of
Strength or
Strength &
All armor, shields, simple and martial
Dexterity
Constitution
weapons
Dexterity &
Strength &
Simple weapons, shortswords
Wisdom
Dexterity
Strength &
Wisdom &
All armor, shields, simple and martial
Charisma
Charisma
weapons
Dexterity &
Strength &
Light and medium armor, shields,
Wisdom
Dexterity
simple and martial weapons
Dexterity
Dexterity &
Light armor, simple weapons, hand
Intelligence
crossbows, longswords, rapiers,
physical and spiritual perfection
Paladin
Ranger
A holy warrior bound to a sacred oath
A warrior who uses martial prowess and
d10
d10
nature magic to combat threats on the
edges of civilization
Rogue
A scoundrel who uses stealth and
d8
trickery to overcome obstacles and
enemies
Sorcerer
A spellcaster who draws on inherent
shortswords
d6
Charisma
magic from a gift or bloodline
Warlock
A wielder of magic that is derived from
d8
Charisma
a bargain with an extraplanar entity
Wizard
A scholarly magic-user capable of
manipulating the structures of reality
Constitution
Daggers, darts, slings, quarterstaffs,
& Charisma
light crossbows
Wisdom &
Light armor, simple weapons
Charisma
d6
Intelligence
Intelligence
Daggers, darts, slings, quarterstaffs,
& Wisdom
light crossbows
A tall hum an tribesm an strides through a blizzard,
draped in fur and hefting his axe. H e laughs as he
ch arges tow ard the frost giant w h o dared p oa ch his
p eop le’s elk herd.
A half-orc snarls at the latest challen ger to her
authority over their savage tribe, ready to break his neck
w ith her bare hands as she did to the last six rivals.
Frothing at the mouth, a d w arf slam s his helm et into
the face o f his d row foe, then turns to drive his arm ored
elb ow into the gut o f another.
T h ese barbarians, different as they m ight be, are
defined by their rage: unbridled, unquenchable, and
unthinking fury. M ore than a m ere em otion, their anger
is the ferocity o f a corn ered predator, the unrelenting
assault o f a storm , the churning turm oil o f the sea.
F or som e, their rage springs from a com m u n ion
with fierce anim al spirits. O thers draw from a roiling
reservoir o f anger at a w orld full o f pain. For every
barbarian, rage is a p ow er that fuels not just a battle
frenzy but also uncanny reflexes, resilience, and
feats o f strength.
P r i m a l In s t i n c t
P eop le o f tow n s and cities take pride in h ow their
civilized w ays set them apart from anim als, as if
denying on e’s o w n nature w as a m ark o f superiority. To
a barbarian, though, civilization is no virtue, but a sign
o f w eak n ess. T h e stron g em b ra ce their anim al n a tu r e keen instincts, prim al physicality, and ferociou s rage.
B arbarians are u ncom fortable w hen h edged in by w alls
and crow ds. They thrive in the w ild s o f their hom elands:
the tundra, jungle, or grasslan ds w here their tribes
live and hunt.
Barbarians co m e alive in the ch a os o f com bat.
They can enter a b erserk state w here rage takes over,
giving them superhum an strength and resilience. A
barbarian can draw on this reservoir o f fury only a few
tim es w ithout resting, but th ose few rages are usually
sufficient to defeat w hatever threats arise.
A L if e o f D a n g e r
Not every m em ber o f the tribes deem ed “barbarians”
by scion s o f civilized society has the barbarian class. A
true barbarian am ong these p eople is as u n com m on as
a skilled fighter in a town, and he or she plays a sim ilar
role as a p rotector o f the p eople and a leader in tim es
o f war. Life in the w ild places o f the w orld is fraught
with peril: rival tribes, deadly weather, and terrifying
Th
e
Ba
r b a r ia n
Level
Proficiency
Bonus
1st
+2
Features
Rage, Unarmored
Rages
Rage
Damage
2
+2
2
+2
Defense
2nd
+2
Reckless Attack,
Danger Sense
3rd
+2
Primal Path
3
+2
4th
+2
Ability Score
3
+2
3
+2
Improvement
5th
+3
Extra Attack,
Fast Movement
6th
+3
Path feature
4
+2
7th
+3
Feral Instinct
4
+2
8th
+3
Ability Score
4
+2
4
+3
Improvement
9th
+4
Brutal Critical
(1 die)
10th
+4
Path feature
4
+3
11th
+4
Relentless Rage
4
+3
12th
+4
Ability Score
5
+3
5
+3
Improvement
13th
+5
Brutal Critical
(2 dice)
14th
+5
Path feature
5
+3
15th
+5
Persistent Rage
5
+3
16th
+5
Ability Score
5
+4
6
+4
6
+4
6
+4
Unlimited
+4
Improvement
17th
+6
Brutal Critical
(3 dice)
18th
+6
Indomitable
Might
19th
+6
Ability Score
Improvement
20th
+6
Primal Champion
W hat led you to take up the adventuring life? W ere you
lured to settled lands by the prom ise o f rich es? Did you
jo in forces w ith soldiers o f those lands to face a shared
threat? D id m on sters or an invading horde drive you
out o f your hom eland, m akin g you a rootless refugee?
Perhaps y ou w ere a prison er o f war, brought in chains to
“civilized ” lands and only n ow able to w in your freedom .
Or you might have been cast out from your p eople
b eca u se o f a crim e you com m itted, a ta boo you violated,
or a cou p that rem oved you from a position o f authority.
Q
m onsters. Barbarians charge h eadlong into that danger
s o that their p eople d on ’t have to.
T h eir cou rage in the face o f danger m akes barbarians
perfectly suited for adventuring. W andering is often a
w ay o f life for their native tribes, and the rootless life o f
the adventurer is little hardship for a barbarian. S om e
barbarians m iss the close-k n it fam ily stru ctu res o f the
tribe, but eventually find them replaced by the bon ds
form ed am ong the m em bers o f their adventuring parties.
C r e a t in g a Ba r b a r ia n
W h en creating a barbarian character, think about w here
you r character c o m e s from and his or her place in the
w orld. Talk with your DM about an appropriate origin
for your barbarian. D id you co m e from a distant land,
m akin g you a stranger in the area o f the cam paign?
O r is the cam paign set in a rough-and-tum ble frontier
w here barbarians are com m on ?
u ic k
Bu
il d
You can m ake a barbarian quickly by follow in g these
su ggestion s. First, put your highest ability s c o r e in
Strength, follow ed by Constitution. S econ d , c h o o s e the
outlander background.
C l a s s Fe a t u r e s
A s a barbarian, you gain the follow in g class features.
H
it
Po
in t s
Hit Dice: 1d 12 per barbarian level
Hit Points at 1st Level: 12 + your Constitution m odifier
Hit Points at Higher Levels: 1d 12 (or 7) + your
Constitution m odifier per barbarian level after 1st
Pr
o f ic ie n c ie s
Arm or: Light armor, m edium armor, shields
Weapons: S im ple w eapon s, martial w eapon s
Tools: N one
Saving Throws: Strength, Constitution
Skills: C h oose tw o from A nim al Handling, Athletics,
Intim idation, Nature, P erception , and Survival
Eq
u ipm e n t
Y o u s t a r t w i t h t h e f o l l o w i n g e q u i p m e n t , in a d d i t i o n to
th e e q u ip m e n t g r a n te d b y y o u r b a c k g r o u n d :
• (a) a greataxe or (b) any m artial m elee w eapon
• (a) tw o handaxes or (b) any sim ple w eapon
• A n exp lorer’s pack and four javelins
Ra g e
In battle, you fight with prim al ferocity. O n your turn,
you can enter a rage as a bon u s action.
W h ile raging, you gain the follow in g benefits if you
aren’t w earin g heavy arm or:
• You have advantage on Strength ch eck s and Strength
saving throw s.
• W hen you m ake a m elee w eapon attack using
Strength, you gain a bon u s to the dam age roll that
in creases as you gain levels as a barbarian, as show n
in the R age D am age colu m n o f the Barbarian table.
• You have resistan ce to bludgeoning, piercing, and
slashing dam age.
If you are able to cast spells, you ca n ’t cast them or
concentrate on them w hile raging.
Your rage lasts for 1 minute. It ends early if you are
k n ocked u n con sciou s or if your turn ends and you
haven’t attacked a hostile creature sin ce your last turn
or taken dam age sin ce then. You can also end your rage
on your turn as a bon u s action.
O nce you have raged the num ber o f tim es show n
for your barbarian level in the R a ges colu m n o f the
Barbarian table, you m ust finish a lon g rest before you
can rage again.
U n a r m o r e d
D e f e n se
W h ile you are not w earin g any armor, your A rm or C lass
equals 10 + your Dexterity m odifier + your Constitution
m odifier. You can use a shield and still gain this benefit.
Re c k l e ss A t t a c k
Starting at 2nd level, you can th row aside all con cern
for defen se to attack w ith fierce desperation. W h en
you m ake your first attack on your turn, you can decide
to attack recklessly. D oin g s o gives you advantage on
m elee w eapon attack rolls usin g Strength during this
turn, but attack rolls against you have advantage until
your next turn.
Da n g e r
Se n se
At 2nd level, you gain an uncanny sen se o f w hen things
nearby aren’t as they should be, giving you an edge
w hen you d odge away from danger.
You have advantage on D exterity saving throw s
against effects that you can see, such as traps and spells.
To gain this benefit, you ca n ’t be blinded, deafened, or
incapacitated.
P r i m a l Pa t h
At 3rd level, you c h o o s e a path that sh ap es the nature o f
your rage. C h oose the Path o f the B erserker or the Path
o f the Totem W arrior, both detailed at the end o f the
class description. Your ch oice grants you features at 3rd
level and again at 6th, 10th, and 14th levels.
A b i l i t y S c o r e Im p r o v e m e n t
W h en you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you ca n in crease on e ability sco re o f your
ch oice by 2, or you can in crease tw o ability s c o r e s o f
your ch oice by 1. A s norm al, you ca n ’t in crease an ability
sco re above 20 using this feature.
Ex t r a A t t a c k
B egin ning at 5th level, you can attack tw ice, instead of
on ce, w hen ever you take the A ttack action on your turn.
Fa s t M o v e m e n t
Starting at 5th level, your sp eed in creases by 10 feet
w hile you aren’t w earin g heavy armor.
F e r a l In s t in c t
By 7th level, your instincts are so h oned that you have
advantage on initiative rolls.
Additionally, if you are su rprised at the begin ning o f
com bat and aren’t incapacitated, you can act n orm ally
on your first turn, but only if you enter your rage before
doin g anything else on that turn.
Br u t a l
C r it ic a l
B egin ning at 9th level, you ca n roll one additional
w eap on dam age die w hen determ ining the extra
dam age for a critical hit w ith a m elee attack.
T h is in crea ses to tw o additional dice at 13th level
and three additional dice at 17th level.
Re l e n t l e ss Ra g e
Starting at 11th level, your rage can keep you fighting
despite grievous w ou n ds. If you drop to 0 hit points
w hile y ou ’re raging and don ’t die outright, you can m ake
a D C 10 Constitution saving throw. If you su cceed , you
drop to 1 hit point instead.
E ach tim e you use this feature after the first, the D C
in creases by 5. W h en you finish a short or long rest, the
D C resets to 10.
Pe r sist e n t R a g e
B egin ning at 15th level, your rage is s o fierce that
it en ds early only if you fall u n con sciou s or if you
c h o o s e to end it.
In d o m i t a b l e M i g h t
B egin ning at 18th level, if your total for a Strength
ch eck is less than your Stren gth score, you can use that
sco re in place o f the total.
Pr im a l
C h a m pio n
At 20th level, you em b od y the p ow er o f the w ilds. Your
Strength and Constitution s c o r e s in crease by 4. Your
m a xim u m for th ose s c o r e s is n ow 24.
P r i m a l Pa t h s
R a ge bu rn s in every barbarian’s heart, a furnace
that drives him or her tow ard greatness. Different
barbarians attribute their rage to different sou rces,
however. F or som e, it is an internal reservoir w here
pain, grief, and anger are forged into a fury hard as
steel. O thers se e it as a spiritual blessing, a gift o f
a totem anim al.
Pa t h
o f
t h e
Be r se r k e r
For som e barbarians, rage is a m eans to an end-—that
end being violen ce. The Path o f the B erserker is a path
o f untram m eled fury, slick w ith blood. A s you enter
the berserk er’s rage, you thrill in the ch a os o f battle,
h eed less o f your ow n health or w ell-being.
Fr
e n z y
Starting w hen you c h o o s e this path at 3rd level, you
can go into a frenzy w hen you rage. If you do so, for
the duration o f your rage you can m ake a single m elee
w eapon attack as a bon u s action on each o f your turns
after this one. W h en your rage ends, you suffer on e level
o f exhaustion (as d escribed in appendix A).
M
in d l e s s
Ra
g e
B egin ning at 6th level, you ca n ’t be ch a rm ed or
frightened w hile raging. If you are charm ed or
frightened w hen you enter your rage, the effect is
su sp ended for the duration o f the rage.
In
t im id a t in g
Pr
e se n c e
B egin ning at 10th level, you can use your action to
frighten som eon e w ith your m en acin g p resen ce.
W h en you do so, c h o o s e on e creature that you can see
w ithin 30 feet o f you. If the creature can see or hear
you, it m ust su cce e d on a W isd om saving th row (D C
equal to 8 + your p roficiency bon u s + your Charism a
m odifier) or b e frightened o f you until the end o f your
next turn. On subsequent turns, you can use your action
to extend the duration o f this effect on the frightened
Your totem anim al m ight be an anim al related to th ose
listed here but m ore appropriate to your hom eland.
F or exam ple, you cou ld c h o o s e a hawk or vulture in
place o f an eagle.
Bear. W h ile raging, you have resistan ce to all dam age
except p sych ic dam age. The spirit o f the bea r m akes you
tough enough to stand up to any punishm ent.
Eagle. W h ile you're raging and aren’t w earin g
heavy armor, other creatu res have disadvantage on
opportunity attack rolls against you, and you can u se the
D ash action as a bonus action on your turn. T h e spirit
o f the eagle m a k es you into a predator w h o can w eave
through the fray with ease.
Wolf, W h ile you're raging, your friends have
advantage on m elee attack rolls against any creature
w ithin 5 feet o f you that is hostile to you. The spirit o f
the w o lf m akes you a leader o f hunters.
A
creature until the end o f your next turn. This effect ends
if the creature ends its turn out o f line o f sight or m ore
than 60 feet away from you.
If the creature su cce e d s on its saving throw, you can't
use this feature on that creature again for 24 hours.
R
e t a l ia t io n
Starting at 14th level, w hen you take dam age from
a creature that is within 5 feet o f you. you can use
your reaction to m ake a m elee w eap on attack against
that creature.
Pa t h
o f
t h e
T o t e m Wa r r io r
The Path o f the Totem W arrior is a spiritual journey, as
the barbarian accep ts a spirit anim al as guide, protector,
and inspiration. In battle, your totem spirit fills you
with supernatural might, adding m agical fuel to your
barbarian rage.
M ost barbarian tribes con sid er a totem anim al to be
kin to a particular clan. In such ca ses, it is unusual for
an individual to have m ore than one totem anim al spirit,
though exception s exist.
spe c t
it
Se
e k e r
Yours is a path that seeks attunement with the natural
w orld, giving you a kinship with beasts. At 3rd level w hen
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.
T
o t e m
Sp i r
it
At 3rd level, w hen you adopt this path, you c h o o s e a
totem spirit and gain its feature. You must m ake or
acquire a physical totem object- an am ulet or sim ilar
adornm ent—that in corporates fur or feathers, claw s,
teeth, or b on es o f the totem anim al. At your option, you
also gain m inor physical attributes that are rem iniscent
o f your totem spirit. For exam ple, if you have a bear
totem spirit, you m ight be unusually hairy and thickskinned, or if your totem is the eagle, your eyes turn
bright yellow.
t h e
Be
a s t
m ade to push, pull, lift, or break objects.
Eagle. You gain the eyesight o f an eagle. You can
s e e up to 1 m ile away with no difficulty, able to discern
even fine details as though look in g at som eth in g no
m ore than 100 feet away from you. Additionally, dim
light doesn't im p ose disadvantage on your W isd om
(P erception ) ch ecks.
Wolf, You gain the hunting sensibilities o f a w olf. You
can track other creatu res w hile traveling at a fast pace,
and you can m ove stealthily w hile traveling at a norm al
pace (see chapter 8 for rules on travel pace).
Sp
ir it
Wa
l k e r
At 10th level, you can cast the commune with nature
spell, but only as a ritual. W h en you do so, a spiritual
version o f one o f the anim als you c h o se for Totem Spirit
or A sp ect o f the B east appears to you to convey the
inform ation you seek.
To
Sp i r
o f
At 6th level, you gain a m agical benefit based on the
totem anim al o f your ch oice. You can c h o o s e the sam e
anim al you selected at 3rd level or a different one.
Bear. You gain the m ight o f a bear. Your carryin g
capacity (including m axim um load and m axim um lift)
is doubled, and you have advantage on Strength ch eck s
t e m ic
A
t t u n e m e n t
At 14th level, you gain a m agical benefit ba sed on a
totem anim al o f your ch oice. You can c h o o s e the sam e
anim al you selected previously or a different one.
Bear, W h ile you ’re raging, any creature within 5 feet
o f you that’s hostile to you has disadvantage on attack
rolls against targets other than you or another character
with this feature. An enem y is im m u ne to this effect if it
ca n ’t see or hear you or if it ca n ’t b e frightened.
Eagle. W h ile raging, you have a flying sp eed equal to
your current w alk in g speed. T h is benefit w ork s only in
short bursts; you fall if you end your turn in the air and
nothing else is h oldin g you aloft.
Wolf. W h ile y ou ’re raging, you can u se a bon u s action
on your turn to kn ock a Large or sm aller creature prone
w hen you hit it with m elee w eapon attack.
Ba r d
H u m m ing as she traces her fingers over an ancient
m onum ent in a long-forgotten ruin, a h alf-elf in rugged
leathers finds k n ow led ge sprin ging into her mind,
con ju red forth by the m agic o f her son g —kn ow ledge
o f the p eople w h o con stru cted the m onum ent and the
m ythic saga it depicts.
A stern hum an w arrior bangs his sw ord rhythm ically
against his scale mail, setting the tem po for his w ar chant
and exhortin g his com p a n ion s to bravery and heroism .
T he m agic o f his so n g fortifies and em b olden s them .
Laughing as she tunes her cittern, a gnom e w eaves
her subtle m agic over the a ssem bled n obles, ensuring
that her com p a n ion s’ w ord s w ill be w ell received.
W h eth er scholar, skald, or scou ndrel, a bard w eaves
m agic through w ord s and m u sic to inspire allies,
dem oralize foes, m anipulate m inds, create
illusions, and even heal w oun ds.
M u s ic a n d
M a g ic
In the w orlds o f D&D, w ord s and m usic are
not just vibrations o f air, but v ocalization s with
p ow er all their ow n. The bard is a m aster o f song,
sp eech , and the m a gic they contain. B ards say
that the m ultiverse w a s spoken into existence, that the
w ord s o f the g od s gave it shape, and that e c h o e s o f these
prim ordial W ords o f Creation still resou n d throughout
the c o sm o s . The m u sic o f bards is an attempt to snatch
and h arness th ose ech oes, subtly w oven into their
sp ells and pow ers.
The greatest strength o f bards is their sheer
versatility. M any bards prefer to stick to the sidelines
in com bat, using their m agic to inspire their allies and
hinder their foes from a distance. But bards are capable
o f defending them selves in m elee if necessary, using
their m agic to bolster their sw ord s and armor. Their
spells lean tow ard ch a rm s and illusions rather than
blatantly destructive spells. They have a w ide-ranging
k n ow led ge o f m any su bjects and a natural aptitude
that lets them do alm ost anything w ell. B ards b e co m e
m asters o f the talents they set their m inds to perfecting,
from m u sical p erform a n ce to esoteric know ledge.
L e a r n in g f r o m Ex pe r ie n c e
True bards are not com m on in the w orld. Not every
m instrel singing in a tavern or jester cavorting in a royal
cou rt is a bard. D iscoverin g the m agic hidden in m usic
requires hard study and som e m easure o f natural talent
that m ost troubadours and jon g leu rs lack. It can be hard
to spot the difference betw een these perform ers and true
bards, though. A bard’s life is spent w andering across
the land gathering lore, telling stories, and living on the
gratitude o f audiences, m uch like any other entertainer.
But a depth o f know ledge, a level o f m usical skill, and a
touch o f m agic set bards apart from their fellow s.
Only rarely do bards settle in on e place for long, and
their natural desire to travel—to find n ew tales to tell,
n ew skills to learn, and new discov eries beyon d the
h orizon —m akes an adventuring career a natural calling.
Every adventure is an opportu nity to learn, practice a
variety o f skills, enter long-forgotten tom bs, d iscov er lost
Q
u ic k
Bu
il d
You can m ake a bard quickly by
follow in g these suggestion s. First,
C harism a should be your highest
ability score, follow ed by Dexterity.
S econ d , c h o o s e the entertainer
backgrou n d. Third, c h o o s e the dancing lights and
vicious mockery cantrips, along with the follow in g
1st-level spells: charm person, detect magic, healing
word, and thunderwave.
C l a s s Fe a t u r e s
A s a bard, you gain the follow in g class features.
H
it
Po
in t s
Hit Dice: 1d8 per bard level
Hit Points at 1st Level: 8 + your Constitution m odifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution m odifier per bard level after 1st
w ork s o f m agic, deciph er old tom es, travel to strange
places, or encounter exotic creatures. Bards love to
accom p a n y h eroes to w itn ess their d eeds firsthand. A
bard w h o can tell an aw e-inspiring story from person al
experien ce earn s renow n am ong other bards. Indeed,
after telling s o m any stories about h eroes accom plish in g
m ighty d eeds, m any bards take these th em es to heart
and assu m e h eroic roles them selves.
C r e a t in g a Ba r d
Bards thrive on stories, w hether th ose stories are true
or not. Your character’s back grou n d and m otivations
are not as im portant as the stories that he or she tells
about them. Perhaps you had a secu re and m undane
ch ildh ood . T h ere’s no g o o d story to be told about that,
so you m ight paint y ou rself as an orphan raised by a hag
in a dism al sw am p. Or your ch ild h ood m ight be w orthy
o f a story. S o m e bards acquire their m agical m usic
through extraordinary m eans, including the inspiration
o f fey o r other supernatural creatures.
Did you serve an apprenticeship, studying under a
master, follow in g the m ore experien ced bard until you
w ere ready to strike out on your ow n ? O r did you attend
a colleg e w here you studied bardic lore and practiced
your m usical m agic? Perhaps you w ere a youn g runaw ay
or orphan, befrien ded by a w an dering bard w h o b eca m e
your m entor. O r you m ight have been a sp oiled noble
child tutored by a master. Perhaps you stum bled into the
clutches o f a hag, m akin g a bargain for a m usical gift in
addition to your life and freedom , but at w hat cost?
Pr o f ic ie n c ie s
A rm or: Light arm or
W eapons: Sim ple w eapon s, hand c rossb ow s,
lon gsw ords, rapiers, sh ortsw ords
Tools: T h ree m usical instrum ents o f your ch oice
Saving Throws: Dexterity, C harism a
Skills: C h oose any three
Eq
u ipm e n t
You start with the follow in g equipm ent, in addition to
the equipm ent granted by your background:
•
•
•
•
(a) a rapier, (b) a lon gsw ord, or (c) any sim ple w eapon
(a) a diplom at’s pack or (b) an entertainer's pack
(a) a lute or (b) any other m usical instrum ent
Leather arm or and a dagger
Spe l l c a s t in g
You have learned to untangle and reshape the fabric of
reality in harm ony with your w ish es and m usic. Your
spells are part o f your vast repertoire, m agic that you
can tune to different situations. S e e chapter 10 for the
general rules o f spellcasting and chapter 11 for the
bard spell list.
C
a n t r ips
You k n ow tw o cantrips o f your ch oice from the bard
spell list. You learn additional bard cantrips o f your
ch oice at higher levels, as sh ow n in the Cantrips K now n
colu m n o f the Bard table.
T
Ba
h e
r d
Cantrips
Known
Spells
Known
Level
Proficiency
Bonus
1st
+2
Spellcasting, Bardic Inspiration (d6)
2
4
2nd
+2
jack o f All Trades, Song o f Rest (d 6)
2
5
Features
— Spell Slots per Spell Level—
1st
2nd
2 —
3 —
3rd
—
4th
—
5th
6th
— —
7th
—
8th
—
9th
—
—
—
— —
—
—
—
2 —
3 —
—
— —
—
—
—
—
— —
—
—
—
— —
—
—
—
—
3rd
+2
Bard College, Expertise
2
6
4
4th
+2
Ability Score Improvement
3
7
4
5th
+3
Bardic Inspiration (d8),
3
8
4
3
2
—
9
4
3
3
—
— —
—
—
1
— —
—
—
—
2
— —
—
—
—
Font o f Inspiration
6th
+3
Countercharm, Bard College feature
3
7th
+3
—
3
8th
+3
Ability Score Improvement
3
11
4
3
3
9th
+4
Song of Rest (d8)
3
12
4
3
3
3
1
10th
+4
Bardic Inspiration (d10), Expertise,
4
14
4
3
3
3
2 —
11th
+4
—
4
15
4
3
3
3
2
1
—
—
—
12th
+4
Ability Score Improvement
4
15
4
3
3
3
2
1
—
—
—
13th
+5
Song of Rest (d10)
4
16
4
3
3
3
2
1
1
14th
+5
Magical Secrets,
4
18
4
3
3
3
2
1
—
—
—
1 —
4
10
3
3
—
—
—
—
—
—
—
Magical Secrets
Bard College feature
15th
+5
Bardic Inspiration (d12)
4
19
4
3
3
3
2
1
1
1
—
16th
+5
Ability Score Improvement
4
19
4
3
3
3
2
1
1
1
—
17th
+6
Song of Rest (d12)
4
20
4
3
3
3
2
1
1
1
1
18th
+6
Magical Secrets
4
22
4
3
3
3
3
1
1
1
1
19th
+6
Ability Score Improvement
4
22
4
3
3
3
3
2
1
1
20th
+6
Superior Inspiration
4
22
4
3
3
3
3
2
2
1
Sp e
l l
Sl
o t s
T h e Bard table sh ow s h ow m any spell slots you have to
cast your sp ells o f 1st level and higher. To cast on e o f
th ese spells, you m ust expend a slot o f the sp ell’s level
or higher. You regain all expen ded spell slots w hen you
finish a lon g rest.
For exam ple, if you k n ow the 1st-level spell cure
wounds and have a 1st-level and a 2nd-level spell slot
available, you can cast cure wounds using either slot.
Sp e
l l s
K
n o w n
o f
1s t L e
v e l
a n d
H
ig h e r
You k n ow four 1st-level spells o f your ch oice from the
bard spell list.
T h e S p ells K n ow n colum n o f the Bard table sh ow s
w hen you learn m ore bard spells o f your ch oice. Each o f
these sp ells m ust b e o f a level for w hich you have spell
slots, as sh ow n on the table. For instance, w hen you
reach 3rd level in this class, you can learn on e n ew spell
o f 1st or 2nd level.
Additionally, w hen you gain a level in this class, you
can c h o o s e on e o f the bard sp ells you kn ow and replace
it w ith another spell from the bard spell list, w hich also
m ust be o f a level for w hich you have spell slots.
Sp
e l l c a s t in g
A
b il it y
C harism a is your sp ellcastin g ability for your bard
spells. Your m agic c o m e s from the heart and sou l you
pou r into the perform an ce o f your m usic or oration.
You use your C harism a w henever a spell refers to your
spellcastin g ability. In addition, you use your Charism a
1
1
m odifier w hen setting the saving th row D C for a bard
spell you cast and w hen m akin g an attack roll w ith one.
Spell save DC = 8 + your proficiency bonus +
your Charisma modifier
Spell attack modifier = your proficiency bonus +
your Charisma modifier
R
it u a l
C
a s t in g
You can cast any bard spell you k n ow as a ritual if that
spell has the ritual tag.
Sp e
l l c a s t in g
Fo
c u s
You can use a m u sical instrum ent (found in chapter 5)
as a spellcastin g focu s for your bard spells.
Ba r d ic
In s p ir a t io n
You can inspire others through stirring w ord s or m usic.
To do so, you u se a bon u s action on your turn to c h o o s e
on e creature other than y ou rself w ithin 60 feet o f you
w h o can hear you. That creature gains on e Bardic
Inspiration die, a d6.
O nce w ithin the next 10 m inutes, the creature can roll
the die and add the num ber rolled to one ability check,
attack roll, or saving th row it m akes. T h e creature can
wait until after it rolls the d2 0 before decidin g to use the
B ardic Inspiration die, but must decide before the DM
says w hether the roll su cce e d s or fails. O nce the B ardic
Inspiration die is rolled, it is lost. A creature can have
only on e B ardic Inspiration die at a time.
You can use this feature a num ber o f tim es equal
to your C harism a m odifier (a m inim um o f once). You
regain any expen ded u ses w hen you finish a lon g rest.
Your B ardic Inspiration die changes w hen you reach
certain levels in this class. T h e die b e c o m e s a d8 at 5th
level, a d 10 at 10th level, and a d l 2 at 15th level.
Ja c k o f A l l T r a d e s
Starting at 2nd level, you can add h alf your proficiency
bonus, rounded dow n, to any ability ch eck you m ake that
d oesn ’t already include your proficiency bonus.
So n g o f R e s t
B egin ning at 2nd level, you can u se sooth in g m usic or
oration to help revitalize your w ou n ded allies during
a short rest. If you or any friendly creatu res w h o can
hear your perform an ce regain hit points at the end o f
the short rest, each o f th ose creatures regains an extra
1d6 hit points.
T h e extra hit p oints in crease w hen you reach certain
levels in this class: to 1d8 at 9th level, to 1d 10 at 13th
level, and to 1d 12 at 17th level.
Ba r d
C o l l e g e
At 3rd level, you delve into the advanced techniques o f
a bard colleg e o f your choice: the C ollege o f L ore or the
C ollege o f Valor, both detailed at the end o f the class
description. Your ch oice grants you features at 3rd level
and again at 6th and 14th level.
Ex pe r t ise
At 3rd level, c h o o s e tw o o f your skill proficiencies. Your
proficiency bon u s is dou bled for any ability ch eck you
m ake that u ses either o f the ch osen proficiencies.
At 10th level, you can c h o o s e another tw o skill
proficien cies to gain this benefit.
A b i l i t y S c o r e Im p r o v e m e n t
W h en you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can in crease on e ability sco re o f your
ch oice by 2, or you can in crease tw o ability s c o r e s o f
your ch oice by 1. A s norm al, you ca n ’t in crease an ability
sco re above 20 using this feature.
Fo n t
o f
In s p ir a t io n
B egin ning w hen you reach 5th level, you regain all o f
your expen ded u ses o f B ardic Inspiration w hen you
finish a short or lon g rest.
C o u n t e r c h a r m
At 6th level, you gain the ability to use m u sical notes or
w ord s o f p ow er to disrupt m ind-influencing effects. A s
an action, you can start a perform an ce that lasts until
the end o f your next turn. D uring that time, you and any
friendly creatu res w ithin 30 feet o f you have advantage
on saving th row s against being frightened or charm ed.
A creature m ust be able to hear you to gain this benefit.
Th e p erform a n ce en ds early if you are incapacitated or
silen ced or if you voluntarily en d it (no action required).
M a g ic a l
Se c r e t s
By 10th level, you have plundered m agical kn ow ledge
from a w id e sp ectru m o f disciplines. C h o o se tw o spells
from any class, including this one. A spell you c h o o s e
m ust be o f a level you can cast, as sh ow n on the Bard
table, or a cantrip.
Th e ch osen sp ells count as bard spells for you and are
included in the num ber in the S p ells K n ow n colu m n o f
the Bard table.
You learn tw o additional sp ells from any class at 14th
level and again at 18th level.
Su p e r io r In s p ir a t io n
At 20th level, w hen you roll initiative and have no u ses
o f B ardic Inspiration left, you regain on e use.
Ba r d C o l l e g e s
Th e w ay o f a bard is gregarious. B ards seek each
other out to sw ap so n g s and stories, boast o f their
a ccom plish m en ts, and share their k n ow ledge. Bards
form lo o s e association s, w hich they call colleg es, to
facilitate their gatherings and preserve their traditions.
C o l l e g e o f L o r e
B ards o f the C ollege o f L ore k n ow som eth in g about
m ost things, collectin g bits o f k n ow led ge from sou rces
as diverse as scholarly tom es and peasant tales.
W h eth er singin g folk ballads in taverns or elaborate
com p osition s in royal courts, th ese bards u se their gifts
to hold au dien ces spellbou n d. W h en the applause dies
dow n, the audience m em bers m ight find them selves
qu estion in g everything they held to be true, from their
faith in the p riesth ood o f the loca l tem ple to their
loyalty to the king.
The loyalty o f th ese bards lies in the pursuit o f beauty
and truth, not in fealty to a m on arch or follow in g the
tenets o f a deity. A n oble w h o keeps such a bard as a
herald or advisor k n ow s that the bard w ou ld rather be
h onest than politic.
The co lle g e ’s m em bers gather in libraries and
som etim es in actual colleg es, com plete w ith cla ssroom s
and dorm itories, to share their lore w ith one another.
T h ey also m eet at festivals or affairs o f state, w here they
can ex p o se corruption, unravel lies, and poke fun at selfim portant figures o f authority.
Bo
n u s
Pr
o f ic ie n c ie s
W h en you jo in the C ollege o f L ore at 3rd level, you gain
proficiency w ith three skills o f your choice.
C
u t t in g
W
o r d s
A lso at 3rd level, you learn h ow to use your wit to
distract, con fu se, and oth erw ise sap the con fid en ce and
com p eten ce o f others. W h en a creature that you can
see w ithin 6 0 feet o f you m akes an attack roll, an ability
check, or a dam age roll, you can use your reaction to
expend on e o f your u ses o f B ardic Inspiration, rolling
a B ardic Inspiration die and subtracting the num ber
rolled from the creatu re’s roll. You can c h o o s e to use
this feature after the creature m akes its roll, but before
the DM determ ines w hether the attack roll or ability
ch eck su cceed s or fails, or before the creature deals its
dam age. The creature is im m une if it can ’t hear you or if
it’s im m une to being charm ed.
son gs, they inspire others to reach the sam e heights o f
accom plish m en t as the h eroes o f old.
A
W hen you jo in the C ollege o f Valor at 3rd level, you
gain proficiency w ith m edium arm or, shields, and
d d it io n a l
M
a g ic a l
Se
c r e t s
At 6th level, you learn tw o spells o f your ch oice from any
class. A spell you c h o o s e m ust be o f a level you can cast,
as sh ow n on the Bard table, or a cantrip. The ch osen
spells coun t as bard sp ells for you but d on ’t count
against the num ber o f bard spells you know.
Pe
e r l e ss
Sk
il l
Starting at 14th level, w hen you m ake an ability check,
you can expend on e u se o f B ardic Inspiration. Roll a
B ardic Inspiration die and add the num ber rolled to
you r ability check . You can c h o o s e to do s o after you roil
the die for the ability check, but before the DM tells you
w hether you su cce e d or fail.
C o l l e g e o f Va l o r
B ards o f the C ollege o f Valor are daring skalds w h ose
tales keep alive the m em ory o f the great h eroes o f the
past, and thereby inspire a n ew generation o f h eroes.
T h ese bards gather in m ead halls or around great
bon fires to sing the d eed s o f the mighty, both past
and present. Th ey travel the land to w itn ess great
events firsthand and to ensure that the m em ory of
th ose events d oesn ’t pa ss from the w orld. W ith their
Bo
n u s
Pr
o f ic ie n c ie s
m artial w eapon s.
C
In
o m b a t
s pir a t io n
A lso at 3rd level, you learn to inspire others in battle.
A creature that has a B ardic Inspiration die from you
can roll that die and add the num ber rolled to a w eapon
dam age roll it just m ade. Alternatively, w hen an attack
roll is m ade against the creature, it can u se its reaction
to roll the B ardic Inspiration die and add the num ber
rolled to its AC against that attack, after seein g the roll
but before kn ow in g w hether it hits or m isses.
Ex
t r a
A
t t a c k
Starting at 6th level, you can attack tw ice, instead o f
on ce, w hen ever you take the Attack action on your turn.
Ba
t t l e
M
a g ic
At 14th level, you have m astered the art o f w eaving
sp ellcastin g and w eap on u se into a single h arm on ious
act. W h en you use your action to cast a bard spell, you
can m ake one w eap on attack as a bon u s action.
A rm s and eyes upraised tow ard the sun and a prayer
on his lips, an elf begin s to g low w ith an inner light that
spills out to heal his battle-worn com pan ion s.
Chanting a son g o f glory, a d w arf sw in g s his axe
in w ide sw aths to cut through the ranks o f orc s
arrayed against him , sh ou tin g praise to the g od s w ith
every fo e ’s fall.
Calling dow n a cu rse upon the forces o f undeath, a
hum an lifts her holy sym bol as light p ou rs from it to
drive ba ck the zom b ies crow d in g in on her com pan ion s.
C lerics are interm ediaries b etw een the m ortal w orld
and the distant planes o f the gods. A s varied as the gods
they serve, clerics strive to em b ody the h andiw ork o f
their deities. No ordinary priest, a cleric is im bued with
divine m agic.
H e a l e r s a n d Wa r r io r s
Divine m agic, as the nam e suggests, is the p ow er o f
the gods, flow ing from them into the w orld. C lerics are
conduits for that pow er, m anifesting it as m iracu lou s
effects. The gods d on ’t grant this p ow er to everyone w h o
seek s it, but only to th ose c h osen to fulfill a high calling.
H arn essin g divine m agic d oesn ’t rely on study or
training. A cleric m ight learn form ulaic prayers and
ancient rites, but the ability to cast cleric spells relies on
devotion and an intuitive sen se o f a deity’s w ishes.
C lerics com bin e the helpful m agic o f healing and
inspiring their allies with sp ells that harm and hinder
foes. Th ey can provoke awe and dread, lay c u rses o f
plague or poison, and even call dow n flam es from heaven
to con su m e their en em ies. For th ose evildoers w h o w ill
benefit m ost from a m a ce to the head, clerics depen d on
their com bat training to let them w ade into m elee with
the p ow er o f the g od s on their side.
D iv in e A g e n t s
Not every acolyte or officiant at a tem ple or shrine is a
cleric. S o m e priests are called to a sim ple life o f tem ple
service, carryin g out their g o d s’ w ill through prayer and
sacrifice, not by m a gic and strength o f arm s. In som e
cities, p riesth ood am ounts to a political office, view ed
as a stepping stone to higher position s o f authority and
involving n o com m u n ion with a god at all. True clerics
are rare in m ost hierarchies.
W h en a cleric takes up an adventuring life, it is usually
b eca u se his or her g od dem an ds it. P u rsuing the goals
o f the g od s often involves braving dangers beyon d the
w alls o f civilization, sm iting evil or seek in g holy relics in
ancient tom bs. M any clerics are a lso ex pected to protect
T
h e
C
l e r ic
Level
Proficiency
Bonus
Features
Cantrips
Known
— Spell Slots per Spell Level—
1st
1st
+2
Spellcasting, Divine Domain
3
2
—
5th
—
— —
—
—
—
2nd
+2
Channel Divinity (1/rest),
3
3
—
—
—
— —
—
—
—
3rd
+2
—
3
4
2
—
—
— —
—
—
—
3
—
—
— —
—
—
4th
+2
Ability Score Improvement
4
—
— —
—
—
—
Divine Domain feature
4
3rd
6th
7th
9th
4th
—
2nd
8th
5th
+3
Destroy Undead (CR 1/2)
4
4
3
2
—
6th
+3
Channel Divinity (2/rest),
4
4
3
3
—
— —
—
—
—
7th
+3
—
4
4
3
3
1
— —
—
—
—
8th
+3
Ability Score Improvement, Destroy Undead
4
4
2
— —
—
—
—
9th
+4
—
4
4
3
3
3
1
—
—
—
10th
+4
Divine Intervention
5
4
3
3
3
2
—
—
—
—
11th
+4
Destroy Undead (CR 2)
5
4
3
3
3
2
1
—
—
—
12th
+4
Ability Score Improvement
5
4
3
3
3
2
1
—
—
—
1
1
—
—
Divine Domain feature
3
3
(CR 1), Divine Domain feature
—
13th
+5
—
5
4
3
3
3
2
14th
+5
Destroy Undead (CR 3)
5
4
3
3
3
2
1
1
1
—
1
—
1
15th
+5
—
5
4
3
3
3
2
16th
+5
Ability Score Improvement
5
4
3
3
3
2
1
1
1
17th
+6
Destroy Undead (CR 4),
5
4
3
3
3
2
1
1
1
—
1
18th
+6
Channel Divinity (3/rest)
5
4
3
3
3
3
1
1
1
1
5
4
3
3
3
3
2
1
1
5
4
3
3
3
3
2
2
1
—
Divine Domain feature
19th
20th
+6
+6
Ability Score improvement
Divine Intervention improvement
their deities’ w orsh ipers, w h ich can m ean fighting
ram paging orc s, negotiating p ea ce b etw een w arrin g
nations, or sea lin g a portal that w ou ld allow a dem on
prin ce to enter the w orld.
M ost adventuring clerics m aintain som e con n ection to
established tem ples and orders o f their faiths. A tem ple
m ight ask for a cleric’s aid, or a high priest m ight be in a
position to dem an d it.
C r e a t in g a C l e r ic
A s you create a cleric, the m ost im portant question to
con sid er is w h ich deity to serve and w hat prin ciples you
w ant your character to em body. A pp en dix B includes
lists o f m any o f the g od s o f the multiverse. C h eck with
your D M to learn w hich deities are in your cam paign.
O n ce you ’ve ch osen a deity, con sid er your cleric's
relationship to that god. D id you enter this serv ice
w illingly? O r did the g od c h o o s e you, im pelling you into
serv ice w ith n o regard for your w ish es? H ow do the
tem ple priests o f your faith regard you: as a cham pion
or a troublem aker? W h at are your ultimate goals? D oes
your deity have a sp ecia l task in m ind for you? O r are
you striving to prove y ou rself w orthy o f a great quest?
Q
u ic k
Bu
il d
You can m ake a cleric quickly by follow in g these
suggestion s. First, W isd om should be your highest
ability score, follow ed by S tren gth or Constitution.
S econ d , c h o o s e the acolyte background.
1
1
C l a s s Fe a t u r e s
A s a cleric, you gain the follow in g cla ss features.
H
it
Po
in t s
Hit Dice: 1d8 p er cleric level
Hit Points at 1st Level: 8 + your Constitution m odifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution m odifier per cleric level after 1st
Pr
o f ic ie n c ie s
Arm or: Light armor, m edium armor, shields
Weapons: All sim ple w eap on s
Tools: N one
Saving Throws: W isdom , Charism a
Skills: C h oose tw o from History, Insight, M edicine,
Persuasion, and R eligion
Eq
u ipm e n t
You start with the follow in g equipm ent, in addition to
the equipm ent granted by your background:
• (a) a m a ce or (b) a w arham m er (if proficient)
• (a) sca le mail, (b) leather armor, or (c) chain m ail (if
proficient)
• (a) a light cro s s b o w and 20 bolts or (b) any sim ple
w eapon
• (a) a priest’s pack or (b) an explorer’s pack
• A shield and a holy sym bol
Sp e l l c a s t in g
A s a conduit for divine pow er, you can cast cleric spells.
S e e chapter 10 for the general rules o f sp ellcastin g and
chapter 11 for the cleric spell list.
C
Sp e
a n t r ip s
At 1st level, you k n ow three cantrips o f your ch oice from
the cleric spell list. You learn additional cleric cantrips
o f your ch oice at higher levels, as sh ow n in the Cantrips
K n ow n colu m n o f the Cleric table.
Pr
e p a r in g
You can change your list o f prepared sp ells w hen you
finish a lon g rest. P reparin g a n ew list o f cleric spells
requ ires tim e spent in prayer and m editation: at least 1
m inute per spell level for each spell on your list.
a n d
C
a s t in g
Sp e
l l s
T h e Cleric table sh ow s h ow m any spell slots you have
to cast your spells o f 1st level and higher. To cast on e o f
th ese spells, you m ust expend a slot o f the sp ell’s level
or higher. You regain all expen ded spell slots w hen you
finish a lon g rest.
You prepare the list o f cleric spells that are available
for you to cast, ch oosin g from the cleric spell list. W h en
you do so, c h o o s e a num ber o f cleric spells equal to
your W isd om m odifier + your cleric level (m inim um o f
on e spell). The spells must be o f a level for w hich you
have spell slots.
For exam ple, if you are a 3rd-level cleric, you have four
1st-level and tw o 2nd-level spell slots. W ith a W isd om
o f 16, your list o f prepared spells can include six spells
o f 1st or 2nd level, in any com bination. If you prepare
the 1st-level sp ell cure wounds, you can cast it using
a 1st-level or 2nd-level slot. C asting the spell d oesn ’t
rem ove it from your list o f prepared spells.
l l c a s t in g
A
b il it y
W isd om is your sp ellcastin g ability for your cleric spells.
T h e p ow er o f your sp ells c o m e s from your devotion to
your deity. You u se your W isd om w hen ever a cleric spell
refers to your sp ellcastin g ability. In addition, you use
your W isd om m odifier w hen setting the saving th row
D C for a cleric spell you cast and w hen m aking an
attack roll w ith one.
Spell save D C = 8 + your proficiency bonus +
your Wisdom modifier
Spell attack modifier = your proficiency bonus +
your Wisdom modifier
R
it u a l
C
a s t in g
You can cast a cleric spell as a ritual if that spell has the
ritual tag and you have the spell prepared.
Sp e
l l c a s t in g
Fo
c u s
You can use a holy sym b ol (found in chapter 5) as a
sp ellcastin g focu s for your cleric spells.
D iv in e D o m a in
C h oose on e dom ain related to your deity: K now ledge,
Life, Light, Nature, Tem pest, Trickery, or War. Each
dom ain is detailed at the end o f the class description,
and each on e provides exam ples o f g od s associated
w ith it. Y our ch oice grants you dom ain sp ells and other
features w hen you c h o o s e it at 1st level. It also grants
you additional w ays to use Channel Divinity w hen you
gain that feature at 2nd level, and additional benefits at
6th, 8th, and 17th levels.
D
o m a in
Sp e
l l s
E ach dom ain has a list o f sp ells—its dom ain sp ells—
that you gain at the cleric levels noted in the dom ain
description. O nce you gain a dom ain spell, you always
have it prepared, and it d oesn ’t coun t against the
num ber o f spells you ca n prepare each day.
If you have a dom ain spell that d oesn ’t appear on the
cleric spell list, the spell is nonetheless a cleric spell for you.
C h a n n e l D iv in it y
At 2nd level, you gain the ability to channel divine
en ergy directly from your deity, using that en ergy to fuel
m agical effects. You start with tw o such effects: Turn
U ndead and an effect determ ined by your dom ain. S om e
dom ain s grant you additional effects as you advance in
levels, as noted in the dom ain description.
W h en you u se your Channel Divinity, you c h o o s e
w hich effect to create. You m ust then finish a short or
lon g rest to u se your Channel Divinity again.
S o m e Channel Divinity effects require saving throw s.
W h en you use such an effect from this class, the DC
equals your cleric spell save DC.
B egin n in g at 6th level, you can u se your Channel
Divinity tw ice betw een rests, and beginning at 18th level.
you can use it three tim es betw een rests. W h en you finish
a short or long rest, you regain your expen ded u ses.
C
D
h a n n e l
iv in it y
: Tu
r n
U
n d e a d
A s an action, you present your holy sym bol and sp eak a
prayer cen su rin g the undead. E ach undead that can see
or hear you w ithin 30 feet o f you must m ake a W isdom
saving throw. If the creature fails its saving throw, it is
turned for 1 m inute or until it takes any dam age.
A turned creature m ust spend its turns trying to m ove
as far away from you as it can, and it can ’t w illingly
m ove to a sp ace w ithin 30 feet o f you. It also ca n ’t take
reactions. F or its action, it can use only the D ash action
or try to esca p e from an effect that prevents it from
m oving. If th ere’s now h ere to m ove, the creature can use
the D od g e action.
A b il it y Sc o r e Im pr o v e m e n t
W h en you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can in crease on e ability sc o r e o f your
ch oice by 2, or you ca n in crease tw o ability s c o r e s o f
your ch oice by 1. A s norm al, you ca n ’t in crease an ability
sco re above 20 using this feature.
D e st r o y U n d e a d
Starting at 5th level, w hen an undead fails its saving
throw against your Turn U ndead feature, the creature is
instantly destroyed if its challenge rating is at or below a
certain threshold, as show n in the D estroy Undead table.
D
es t r o y
U
Cleric Level
5th
n d e a d
Destroys Undead o f CR
1/2 or lower
8 th
1 or lower
11th
2 or lower
14th
3 or lower
17th
4 or lower
dom ain s o f K now ledge, Life, and Light. A s a cleric, you
c h o o s e on e aspect o f your deity’s portfolio to em phasize,
and you are granted p ow ers related to that dom ain.
Your ch oice might c orresp on d to a particular sect
dedicated to your deity. A pollo, for exam ple, cou ld be
w orsh ip ed in on e region as P h oeb u s (“radiant”) A pollo,
em phasizing his influence over the Light dom ain,
and in a different place as A p ollo A cesiu s (“h ealing”),
em phasizing his a ssocia tion w ith the Life dom ain.
Alternatively, your ch oice o f dom ain cou ld sim ply b e a
m atter o f p erson al preference, the asp ect o f the deity
that appeals to you most.
E ach dom ain ’s description gives exam ples o f deities
w h o have influence over that dom ain. G od s are included
from the w orld s o f the Forgotten R ealm s, Greyhawk,
D ragon lance, and E b erron cam paign settings, as w ell as
from the Celtic, G reek, N orse, and Egyptian pantheons
o f antiquity.
K n o w l e d g e D o m a in
T h e gods o f kn ow led ge—including O ghm a, B o cco b ,
Gilean, A u reon, and T h oth —value learning and
understanding above all. S o m e teach that kn ow led ge is
to b e gathered and sh ared in libraries and universities,
or prom ote the practical kn ow led ge o f craft and
invention. S o m e deities hoard kn ow led ge and keep its
secrets to them selves. A n d som e prom ise their follow ers
that they w ill gain trem en dou s p ow er if they u n lock the
secrets o f the multiverse. F ollow ers o f th ese g od s study
esoteric lore, collect old tom es, delve into the secret
p la ces o f the earth, and learn all they can. S o m e gods
o f kn ow led ge prom ote the practical k n ow led ge o f craft
and invention, including sm ith deities like G ond, R eorx,
Onatar, M oradin, H ephaestus, and Goibhniu.
K
n o w l e d g e
Cleric Level
D iv i n e In t e r v e n t i o n
B egin ning at 10th level, you can call on your deity to
intervene on your beh alf w hen your need is great.
Im ploring your deity’s aid requ ires you to u se your
action. D escrib e the assistance you seek, and roll
percentile dice. If you roll a num ber equal to or low er
than your cleric level, your deity intervenes. T h e DM
c h o o s e s the nature o f the intervention; the effect o f any
cleric spell or cleric dom ain spell w ou ld be appropriate.
If your deity intervenes, you ca n ’t u se this feature
again for 7 days. O therw ise, you can use it again after
you finish a lon g rest.
At 20th level, your call for intervention su cce e d s
automatically, n o roll required.
Div in e D o ma in s
In a pantheon, every deity has influence over different
asp ects o f m ortal life and civilization, called a deity’s
dom ain. A ll the dom ain s over w h ich a deity has
influence are called the deity’s portfolio. For exam ple,
the portfolio o f the G reek god A p ollo includes the
Bl
D
S
o m a in
pel l s
Spells
1st
c o m m a n d , identify
3rd
augury, suggestion
5th
nondetection, speak with dead
7th
arcane eye, confusion
9th
legend lore, scrying
e s s in g s
o f
K
n o w l e d g e
At 1st level, you learn tw o languages o f y ou r choice.
Y ou also b e c o m e proficient in y ou r ch oice o f tw o o f the
follow in g skills: A rcana, History, Nature, or Religion.
Y our proficiency bon u s is doubled for any ability ch eck
you m ake that uses either o f th ose skills.
C
K
h a n n e l
D
n o w l e d g e
iv in it y
o f
t h e
:
A
g e s
Starting at 2nd level, you can u se your Channel Divinity
to tap into a divine w ell o f kn ow ledge. A s an action,
you c h o o s e on e skill or tool. For 10 m inutes, you have
proficiency w ith the ch osen skill or tool.
C
h a n n e l
D
iv in it y
: Re
a d
T
h o u g h t s
At 6th level, you can use your Channel Divinity to read a
creatu re’s thoughts. You can then u se your a cce ss to the
creatu re’s m ind to com m a n d it.
A s an action, c h o o s e one creature that you can see
w ithin 6 0 feet o f you. That creature must m ake a
W isd om saving throw. If the creature su cce e d s on the
saving throw, you ca n ’t use this feature on it again until
you finish a long rest.
If the creature fails its save, you can read its su rface
thoughts (those forem ost in its mind, reflecting its
current em otion s and w hat it is actively thinking
about) w hen it is w ithin 60 feet o f you. T h is effect lasts
for 1 minute.
D uring that tim e, you can use your action to end this
effect and cast the suggestion spell on the creature
w ithout expending a spell slot. T h e target autom atically
fails its saving throw against the spell.
B
Po
W h en you c h o o s e this dom ain at 1st level, you gain
proficiency with heavy armor.
t e n t
Sp
e l l c a s t in g
Starting at 8th level, you add your W isd om m odifier to
the dam age you deal with any cleric cantrip.
V
is io n s
o f
t h e
Pa
s t
Starting at 17th level, you can call up vision s o f the
past that relate to an object you hold or your im m ediate
surroundings. You sp end at least 1 m inute in meditation
and prayer, then receive dream like, sh ad ow y glim p ses
o f recent events. You can m editate in this w ay for a
num ber o f m inutes equal to your W isd om sc o r e and
must m aintain concentration during that time, as if you
w ere castin g a spell.
O n ce you use this feature, you ca n ’t use it again until
you finish a short or lon g rest.
Object Reading. H olding an object as you meditate,
you can see vision s o f the o b je ct’s previous owner.
After m editating for 1 minute, you learn h ow the ow n er
acqu ired and lost the object, as w ell as the m ost recent
significant event involving the object and that owner.
If the object w as ow n ed by another creature in the
recen t past (within a num ber o f days equal to your
W isd om score), you can spend 1 additional minute
for each ow n er to learn the sa m e inform ation about
that creature.
Area Reading. A s you meditate, you see vision s
o f recen t events in your im m ediate vicinity (a room ,
street, tunnel, clearing, or the like, up to a 50 -foot cube),
g oin g back a num ber o f days equal to your W isd om
score. For each minute you meditate, you learn about
on e significant event, begin n in g with the m ost recent.
Significant events typically involve pow erfu l em otions,
su ch as battles and betrayals, m arriages and m urders,
births and funerals. However, they m ight also include
m ore m undane events that are n evertheless im portant
in your current situation.
L if e D o m a in
T h e Life dom ain fo c u s e s on the vibrant positive
en ergy—on e o f the fundam ental forces o f the universe—
that sustains all life. The gods o f life prom ote vitality
and health through healing the sick and w ounded,
caring for th ose in need, and driving away the forces o f
death and undeath. A lm ost any non-evil deity can claim
influence over this dom ain, particularly agricultural
deities (such as Chauntea, Araw ai, and D em eter), sun
g od s (such as Lathander, Pelor, and Re-Horakhty), gods
o f h ealing or endurance (such as Ilmater, M ishakal,
A pollo, and D iancecht), and g od s o f h om e and
com m u n ity (such as Hestia, Hathor, and Boldrei).
L if
e
D
pel l s
Spells
1st
bless, cure w ounds
3rd
lesser restoration, spiritual w eapon
5th
beacon o f hope, revivify
7th
death ward, gu ard ia n o f faith
9th
m ass cure w ounds, raise dead
o n u s
D
S
o m a in
Cleric Level
Pr
is c ip l e
o f ic ie n c y
L
o f
if e
A lso starting at 1st level, your h ealing spells are m ore
effective. W h enever you u se a spell o f 1st level or higher
to restore hit points to a creature, the creature regains
additional hit points equal to 2 + the sp ell’s level.
C
D
h a n n e l
iv in it y
: Pr
e se r v e
L
if e
Starting at 2nd level, you can u se your Channel Divinity
to heal the badly injured.
A s an action, you presen t your holy sym bol and
evoke h ealing en ergy that can restore a num ber o f hit
points equal to five tim es your cleric level. C h oose any
creatu res w ithin 30 feet o f you, and divide th ose hit
points am ong them . T his feature can restore a creature
to no m ore than h alf o f its hit point m axim um . You ca n ’t
u se this feature on an undead or a construct.
Bl
H
e sse d
e a l e r
B egin ning at 6th level, the healing spells you cast on
others heal you as w ell. W h en you cast a spell o f 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.
D
iv in e
St
r ik e
At 8th level, you gain the ability to infuse your w eapon
strikes w ith divine energy. O n ce on each o f your turns
w hen you hit a creature with a w eapon attack, you can
cau se the attack to deal an extra 1d8 radiant dam age to
the target. W h en you reach 14th level, the extra dam age
in creases to 2d8.
Su
pr e m e
H
e a l in g
Starting at 17th level, w hen you w ould norm ally roll
on e or m ore dice to restore hit points with a spell, you
instead u se the h ighest num ber p ossib le for each die.
F or exam ple, instead o f restoring 2d6 hit points to a
creature, you restore 12.
L ig h t D o m a in
G od s o f light—including Helm , Lathander, Pholtus,
Branchala, the Silver Flam e, Belenus, A pollo, and
R e-H orakhty—prom ote the ideals o f rebirth and
renew al, truth, vigilance, and beauty, often using the
sym bol o f the sun. S o m e o f th ese g od s are portrayed
as the sun itself or as a charioteer w h o guides the sun
a cro ss the sky. O thers are tireless sentinels w h o s e eyes
pierce every sh adow and see through every deception.
S om e are deities o f beauty and artistry, w h o teach that
art is a vehicle for the sou l's im provem ent. C lerics o f a
god o f light are enlightened sou ls in fused w ith radiance
and the p ow er o f their g o d s’ discern in g vision, charged
with chasin g away lies and burning away darkness.
Lig
h t
D
o m a in
Cleric Level
Bo
S
pel l s
Spells
1st
b u rn in g h a nds, faerie fire
3rd
f la m in g sphere, sco rch in g ray
5th
daylight, f ireball
7th
gu ardia n o f faith, wall of f ire
9th
f la m e strike, scrying
n u s
C
a n t r ip
W h en you c h o o s e this dom ain at 1st level, you gain the
light cantrip if you don ’t already k n ow it.
Wa r d in g Fl a r e
A lso at 1st level, you can in terpose divine light betw een
y ou rself and an attacking enemy. W h en you are attacked
by a creature w ithin 30 feet o f you that you can see,
you can u se your reaction to im pose disadvantage on
the attack roll, cau sin g light to flare before the attacker
before it hits or m isses. A n attacker that ca n ’t be blinded
is im m une to this feature.
You can u se this feature a num ber o f tim es equal to
your W isd om m odifier (a m inim um o f once). You regain
all expen ded u ses w hen you finish a long rest.
C
h a n n e l
D
iv in it y
: R
a d ia n c e
o f
t h e
Da
w n
Starting at 2nd level, you can use your Channel Divinity
to h arn ess sunlight, banish in g dark n ess and dealing
radiant dam age to your foes.
A s an action, you presen t your holy sym bol, and any
m agical darkn ess w ithin 30 feet o f you is dispelled.
Additionally, each hostile creature w ithin 30 feet of
you m ust m ake a Constitution saving throw. A creature
takes radiant dam age equal to 2 d 10 + your cleric level
on a failed saving throw, and half as m uch dam age on a
su ccessfu l one. A creature that h as total cover from you
is not affected.
Im
pr o v e d
Fl
a r e
Starting at 6th level, you ca n also use your W arding
Flare feature w hen a creature that you can see w ithin
3 0 feet o f you attacks a creature other than you.
Po
t e n t
Sp
e l l c a s t in g
Starting at 8th level, you add your W isd om m odifier to
the dam age you deal with any cleric cantrip.
C o r o n a o f L ig h t
Starting at 17th level, you can use your action to activate
an aura o f sunlight that lasts for 1 minute or until you
d ism iss it usin g another action. You emit bright light in
a 60 -foot radius and dim light 30 feet beyond that. Your
en em ies in the bright light have disadvantage on saving
throw s against any spell that deals fire or radiant damage.
Na t u r e D o m a in
G od s o f nature are as varied as the natural w orld
itself, from inscrutable g od s o f the deep forests (such
as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to
friendly deities a ssocia ted with particular sprin gs and
groves (such as Eldath). D ruids revere nature as a
w h ole and m ight serve one o f these deities, practicing
m ysterious rites and reciting all-but-forgotten prayers in
their ow n secret tongue. But m any o f these g od s have
clerics as w ell, cham pion s w ho take a m ore active role
in advancing the interests o f a particular nature god.
T h ese clerics m ight hunt the evil m on strosities that
d espoil the w ood lan d s, b less the harvest o f the faithful,
or w ither the crop s o f th ose w h o anger their gods.
N
a t u r e
D
Cleric Level
1st
o m a in
S
pel l s
Spells
a n im a l friendship, speak with an im als
3rd
barkskin, spike grow th
5th
plant growth, w ind wall
7th
dom inate beast, gra sp in g vine
9th
insect plague, tree stride
A
c o l y t e
Na
o f
t u r e
At 1st level, you learn on e druid cantrip o f your choice.
You also gain proficiency in one o f the follow in g skills o f
your ch oice: A nim al H andling, Nature, or Survival.
Bo
n u s
Pr
righ teou sn ess or to en cou ra ge them to offer sa crifices o f
propitiation to w ard o ff divine wrath.
Te
Cleric Level
o f ic ie n c y
A lso at 1st level, you gain proficiency w ith heavy armor.
C
h a n n e l
a n d
Pl
D
iv in it y
: C
h a r m
A
n im a l s
a n t s
Starting at 2nd level, you can use your Channel Divinity
to charm anim als and plants.
A s an action, you present you r holy sym bol and invoke
the nam e o f your deity. Each beast or plant creature that
can see you w ithin 30 feet o f you must m ake a W isd om
saving throw. If the creature fails its saving throw, it is
ch a rm ed by you for 1 m inute or until it takes dam age.
W h ile it is ch arm ed by you, it is friendly to you and other
creatu res you designate.
Da
m pe n
El
e m e n t s
Starting at 6th level, w hen you or a creature w ithin 30
feet o f you takes acid, cold, fire, lightning, or thunder
dam age, you can u se your reaction to grant resistan ce to
the creature against that in stan ce o f the dam age.
D
iv in e
St
r ik e
At 8th level, you gain the ability to infuse your w eapon
strikes w ith divine energy. O nce on each o f your turns
w hen you hit a creature w ith a w eap on attack, you
can cau se the attack to deal an extra 1d8 cold, fire, or
lightning dam age (your choice) to the target. W h en you
reach 14th level, the extra dam age in creases to 2d8.
M
a s t e r
o f
Na
D
mp es t
t u r e
At 17th level, you gain the ability to com m a n d anim als
and plant creatures. W h ile creatu res are charm ed by
your Charm A n im als and Plants feature, you can take
a bon u s action on your turn to verbally c om m a n d what
each o f th ose creatu res w ill do on its next turn.
Bo
G o d s w h o s e portfolios include the Tem pest d o m a in including Talos, U m berlee, K ord, Z eb oim , the
Devourer, Z eus, and T h or—govern storm s, sea, and
sky. Th ey include g od s o f lightning and thunder, gods
o f earthquakes, so m e fire gods, and certain g od s o f
violen ce, physical strength, and courage. In som e
pantheons, a god o f this dom ain rules over other deities
and is k n ow n for sw ift ju stice delivered by thunderbolts.
In the pantheons o f seafaring people, gods o f this
dom ain are o ce a n deities and the patrons o f sailors.
Tem pest g od s send their clerics to inspire fear in the
co m m o n folk, either to keep th ose folk on the path o f
S
pel l s
Spells
1st
f o g cloud, thunderw ave
3rd
gu st o f wind, shatter
5th
call lightning, sleet storm
7th
control water, ice storm
9th
destructive wave, insect plague
n u s
Pr
o f ic ie n c ie s
At 1st level, you gain proficiency w ith m artial w eap on s
and heavy armor.
W
r a t h
o f
t h e
St
o r m
A lso at 1st level, you can thunderously rebuke attackers.
W h en a creature w ithin 5 feet o f you that you can see
hits you w ith an attack, you can use your reaction to
cau se the creature to m ake a D exterity saving throw.
T h e creature takes 2d8 lightning or thunder dam age
(your ch oice) on a failed saving throw, and half as m uch
dam age on a su ccessfu l one.
You can u se this feature a num ber o f tim es equal to
your W isd om m odifier (a m inim um o f once). You regain
all expen ded u ses w hen you finish a long rest.
C
h a n n e l
D
iv in it y
: D
e s t r u c t iv e
W
r a t h
Starting at 2nd level, you can u se your Channel Divinity
to w ield the pow er o f the storm w ith u nch eck ed ferocity.
W h en you roll lightning or thunder dam age, you can
use your Channel Divinity to deal m axim u m dam age,
instead o f rolling.
T
h u n d e r b o l t
St
r ik e
At 6th level, w hen you deal lightning dam age to a Large
or sm aller creature, you can also push it up to 10 feet
away from you.
D
T e m pe st D o m a in
o m a in
iv in e
St
r ik e
At 8th level, you gain the ability to infuse your w eapon
strikes w ith divine energy. O n ce on each o f your turns
w hen you hit a creature with a w eap on attack, you can
cau se the attack to deal an extra 1d8 thunder dam age to
the target. W h en you reach 14th level, the extra dam age
in creases to 2d8.
St
o r m b o r n
At 17th level, you have a flying sp eed equal to
your current w alking sp eed w hen ever you are not
undergrou nd or in doors.
T r ic k e r y D o m a in
G od s o f trickery—such as Tymora, Beshaba,
O lidam m ara, the Traveler, Garl Glittergold, and
L ok i—are m ischief-m akers and instigators w h o stand
as a constant challenge to the accep ted order am ong
both g od s and m ortals. T h ey’re patrons o f thieves,
scou n d rels, gam blers, rebels, and liberators. Their
clerics are a disruptive force in the w orld, puncturing
pride, m ock in g tyrants, stealing from the rich, freeing
captives, and flouting h ollow traditions. Th ey prefer
subterfuge, pranks, deception , and theft rather than
direct confrontation.
Tr
ic k e r y
Cleric Level
Bl
D
o m a in
S
Spells
1st
ch a rm person, disguise self
m irror im age, pa ss without trace
5th
blink, dispel m agic
7th
dim ension door, polym orph
9th
do m inate person, m odify m e m ory
e s s in g
others to fight the g o o d fight or offering acts o f violen ce
as prayers. G od s o f w ar include ch a m pion s o f h onor
and chivalry (such as Torm , H eironeou s, and KiriJolith) as w ell as g od s o f destruction and pillage (such
as Erythnul, the Fury, G ruum sh, and A res) and g od s o f
conquest and dom ination (such as Bane, Hextor, and
Maglubiyet). Other w ar g od s (such as Tem pus, Nike,
pel l s
3rd
o f
t h e
T
and Nuada) take a m ore neutral stance, prom oting w ar
in all its m anifestations and supporting w arriors in any
circu m stan ce.
r ic k s t e r
Starting w hen you c h o o s e this dom ain at 1st level, you
can use your action to touch a w illing creature other
than y ou rself to give it advantage on D exterity (Stealth)
ch ecks. T h is blessin g lasts for 1 hour or until you use
this feature again.
C
h a n n e l
D
iv in it y
: In
v o k e
D
y ou rself that lasts for 1 m inute, or until you lose your
concentration (as if you w ere concentratin g on a spell).
The illusion appears in an u n occu p ied sp ace that you
can see w ithin 30 feet o f you. A s a bon u s action on your
turn, you can m ove the illusion up to 30 feet to a sp ace
you can see, but it must rem ain w ithin 120 feet o f you.
For the duration, you ca n cast spells as though you
w ere in the illusion’s space, but you m ust use your ow n
sen ses. Additionally, w hen both you and your illusion
are w ithin 5 feet o f a creature that can see the illusion,
you have advantage on attack rolls against that creature,
given h ow distracting the illusion is to the target.
h a n n e l
D
iv in it y
: C
l o a k
o f
Sh
a d o w s
Starting at 6th level, you can u se your Channel
D ivinity to vanish.
A s an action, you b e co m e invisible until the end o f your
next turn. You b e co m e visible if you attack or cast a spell.
D
iv in e
St
pr o v e d
D
u pl ic it y
At 17th level, you can create up to four duplicates
o f yourself, instead o f one, w hen you u se Invoke
Duplicity. A s a bon u s action on your turn, you can
m ove any n um ber o f them up to 30 feet, to a m axim um
range o f 120 feet.
Wa r
a r
D
o m a in
Cleric Level
Bo
S
pel l s
Spells
1st
divine favor, shield o f faith
3rd
m a g ic weapon, spiritual w eapon
5th
crusad er’s mantle, spirit gu ardian s
7th
fre e do m o f m ovem ent, stoneskin
9th
f la m e strike, hold m onster
n u s
Pr
o f ic ie n c ie s
At 1st level, you gain proficiency w ith m artial w eap on s
and heavy armor.
Wa
r
Pr
ie s t
F rom 1st level, your god delivers bolts o f inspiration to
you w hile you are engaged in battle. W h en you use the
Attack action, you can m ake on e w ea p on attack as a
bon u s action.
You ca n u se this feature a num ber o f tim es equal to
your W isd om m odifier (a m inim um o f once). You regain
all expended u ses w hen you finish a long rest.
C
h a n n e l
D
iv in it y
: G
u id e d
St
r ik e
Starting at 2nd level, you can use your Channel Divinity
to strike w ith supernatural accuracy. W h en you m ake
an attack roll, you can u se your Channel Divinity to gain
a +10 bon u s to the roll. You m ake this ch oice after you
see the roll, but before the DM says w hether the attack
hits or m isses.
r ik e
At 8th level, you gain the ability to infuse your w eapon
strikes w ith p o iso n —a gift from your deity. O nce on each
o f your turns w hen you hit a creature w ith a w eapon
attack, you can cau se the attack to deal an extra 1d8
p oison dam age to the target. W h en you reach 14th level,
the extra dam age in creases to 2d8.
Im
W
u pl ic it y
Starting at 2nd level, you can use y ou r Channel Divinity
to create an illusory duplicate o f yourself.
A s an action, you create a perfect illusion o f
C
w atch over w arriors and rew ard them for their great
deeds. T h e clerics o f such g od s excel in battle, inspiring
D o m a in
W ar has m any m anifestations. It can m ake h eroes o f
ordinary people. It can be desperate and horrific, with
acts o f cruelty and cow a rd ice eclipsing in stan ces o f
excellen ce and courage. In either case, the gods o f w ar
C
h a n n e l
D
iv in it y
: Wa
r
G
o d ’s
Bl
e s s in g
At 6th level, w hen a creature w ithin 30 feet o f you
m akes an attack roll, you can u se y ou r reaction to grant
that creature a +10 bon u s to the roll, usin g your Channel
Divinity. You m ake this ch oice after you see the roll, but
before the DM says w hether the attack hits or m isses.
D
iv in e
St
r ik e
At 8th level, you gain the ability to infuse your w eap on
strikes w ith divine energy. O n ce on each o f your turns
w hen you hit a creature w ith a w eap on attack, you can
cau se the attack to deal an extra 1d8 dam age o f the
sam e type dealt by the w ea p on to the target. W h en you
reach 14th level, the extra dam age in creases to 2d8.
Av
a t a r
o f
Ba
t t l e
At 17th level, you gain resistance to bludgeoning, piercing,
and slashing dam age from n onm agical w eapon s.
D r u id
H olding high a gnarled staff w reathed with holly, an elf
su m m on s the fury o f the storm and calls d ow n explosive
bolts o f lightning to sm ite the torch-carryin g orc s w ho
threaten her forest.
C rou ch in g out o f sight on a high tree branch in the
form o f a leopard, a hum an p eers out o f the ju n gle at the
strange construction o f a tem ple o f Evil Elem ental Air,
keepin g a clo se eye on the cultists’ activities.
Sw in g in g a blade form ed o f pure fire, a h alf-elf
ch arges into a m a ss o f skeletal soldiers, sundering
the unnatural m agic that gives the foul creatu res the
m ock in g sem bla n ce o f life.
W h eth er calling on the elem ental forces o f nature or
em ulating the creatu res o f the anim al w orld, druids are
an em bodim ent o f nature’s resilience, cunning, and fury.
They claim n o m astery over nature. Instead, they see
them selves as exten sion s o f nature’s indom itable will.
Po w e r o f Na t u r e
D ruids revere nature above all, gaining their spells and
other m agical p ow ers either from the force o f nature
itself or from a nature deity. M any druids pursue a
m ystic spirituality o f transcendent union with nature
rather than devotion to a divine entity, w hile others
serve g od s o f w ild nature, anim als, or elem ental forces.
Th e ancient druidic traditions are som etim es called
the Old Faith, in contrast to the w orship o f g od s in
tem ples and shrines.
D ruid sp ells are oriented tow ard nature and an im als—
the p ow er o f tooth and claw, o f sun and m oon , o f fire
and storm . D ruids also gain the ability to take on anim al
form s, and som e druids m ake a particular study o f this
practice, even to the point w h ere they prefer anim al
form to their natural form .
Pr e se r v e t h e Ba l a n c e
F or druids, nature exists in a preca riou s balance. The
four elem ents that m ake up a w orld —air, earth, fire,
T
h e
D
r u id
— Spell Slots per Spell Level—
Level
Proficiency
Bonus
1st
+2
Druidic, Spellcasting
2
2
—
2nd
+2
Wild Shape, Druid Circle
2
3
—
Features
Cantrips
Known
1st
2nd
3rd
—
4th
—
5th
6th
— —
7th
—
8th
—
9th
—
—
—
— —
—
—
—
—
— —
—
—
—
—
— —
—
—
—
—
— —
—
—
—
—
— —
—
—
—
— —
—
—
—
— —
—
—
—
3rd
+2
—
2
4
2
—
4th
+2
Wild Shape improvement,
3
4
3
—
5th
+3
—
3
4
3
2
Druid Circle feature
3
3
3
Ability Score Improvement
6th
+3
4
7th
+3
—
3
4
3
3
1
8th
+3
Wild Shape improvement,
3
4
3
3
2
9th
+4
—
3
4
3
3
3
1
—
—
—
10th
+4
Druid Circle feature
4
4
3
3
3
2
—
—
—
11th
+4
—
4
4
3
3
3
2
1
—
—
12th
+4
Ability Score Improvement
4
4
3
3
3
2
1
—
—
—
13th
+5
—
4
4
3
3
3
2
1
1
—
—
14th
+5
Druid Circle feature
4
4
3
3
3
2
1
1
—
15th
+5
—
4
4
3
3
3
2
1
1
1
—
16th
+5
Ability Score Improvement
4
4
3
3
3
2
1
1
1
—
17th
+6
—
4
4
3
3
3
2
1
1
1
18th
+6
Timeless Body, Beast Spells
4
4
3
3
3
3
1
1
1
1
19th
+6
Ability Score Improvement
4
4
3
3
3
3
2
1
1
1
20th
+6
Archdruid
4
4
3
3
3
3
2
2
1
1
Ability Score Improvement
and w ater—must rem ain in equilibrium . If on e elem ent
w ere to gain p ow er over the others, the w orld cou ld be
destroyed, draw n into on e o f the elem ental planes and
broken apart into its com p on en t elem ents. Thus, druids
o p p o s e cults o f Elem ental Evil and others w h o prom ote
one elem ent to the exclusion o f others.
D ruids are also con cern ed with the delicate ecologica l
balance that sustains plant and anim al life, and the need
for civilized folk to live in harm ony with nature, not in
opposition to it. D ruids a ccept that w h ich is cru el in
nature, and they hate that w h ich is unnatural, including
aberrations (such as b eh olders and m ind flayers)
and undead (such as zom b ies and vam pires). D ruids
som etim es lead raids against such creatures, especially
w hen the m on sters en croach on the druids’ territory.
D ruids are often found guarding sacred sites or
w atching over region s o f u nspoiled nature. But w hen a
significant danger arises, threatening nature’s balance
or the lands they protect, druids take on a m ore active
role in com ba tin g the threat, as adventurers.
C r e a t in g a D r u id
W h en m aking a druid, con sid er w hy your character has
such a clo se bon d with nature. Perhaps your character
lives in a society w h ere the Old Faith still thrives, or w as
raised by a druid after being abandoned in the depths
o f a forest. Perhaps your character had a dram atic
en cou nter with the spirits o f nature, com in g face to
face with a giant eagle or dire w o lf and surviving the
experience. M aybe your character w a s born during an
epic storm or a volca n ic eruption, w hich w as interpreted
—
—
—
—
1
as a sign that b e co m in g a druid
w as part o f your character’s destiny.
Have you always been an adventurer
as part o f your druidic calling, or did you
first sp en d tim e as a caretaker o f a sacred
grove or sprin g? Perhaps your h om eland w as
befou led by evil, and you took up an adventuring life in
h op es o f finding a new h om e or pu rpose.
Q
u ic k
Bu
il d
You can m ake a druid quickly by follow in g these
su ggestion s. First, W isd om should be your highest
ability score, follow ed by Constitution. S econ d , c h o o s e
the herm it background.
C l a s s Fe a t u r e s
A s a druid, you gain the follow in g class features.
H
it
Po
in t s
Hit Dice: 1d8 per druid level
Hit Points at 1st Level: 8 + your Constitution m odifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution m odifier per druid level after 1st
Pr
o f ic ie n c ie s
A rm or: Light armor, m edium armor, shields (druids w ill
not w ear arm or or u se shields m ade o f m etal)
W eapons: Clubs, daggers, darts, javelins, m aces,
quarterstaffs, scim itars, sickles, slings, sp ears
Tools: H erbalism kit
Saving Throws: Intelligence, W isd om
Skills: C h oose tw o from A rcan a, A nim al
Handling, Insight, M edicine, Nature, P erception,
Religion, and Survival
Eq
u ip m e n t
You start w ith the follow in g equipm ent, in addition to
the equipm ent granted by your background:
• (a) a w o o d e n shield or (b) any sim ple w eapon
• (a) a scim itar or (b) any sim ple m elee w eap on
• Leather armor, an ex plorer’s pack, and a druidic focu s
D r u id ic
You k n ow D ruidic, the secret language o f druids. You
can sp ea k the language and u se it to leave hidden
m essa ges. You and others w h o k n ow this language
autom atically sp ot such a m essage. O thers spot the
m essa g e’s p resen ce w ith a su ccessfu l D C 15 W isd om
(P erception ) ch eck but ca n ’t deciph er it w ithout m agic.
Spe l l c a s t in g
D raw ing on the divine e ss e n ce o f nature itself, you
can cast spells to sh ape that e ss e n ce to your w ill. S ee
chapter 10 for the general rules o f sp ellcastin g and
chapter 11 for the druid sp ell list.
one spell). The sp ells must be o f a level for w hich you
have spell slots.
F or exam ple, if you are a 3rd-level druid, you have four
1st-level and tw o 2nd-level spell slots. W ith a W isd om
o f 16, your list o f prepared sp ells can include six spells
o f 1st or 2nd level, in any com bination. If you prepare
the 1st-level spell cure wounds, you ca n cast it using
a 1st-level or 2nd-level slot. Casting the spell d o e s n ’t
rem ove it from your list o f prepared spells.
You can also change your list o f prepared sp ells w hen
you finish a long rest. P reparin g a n ew list o f druid
sp ells requ ires tim e spent in prayer and m editation: at
least 1 m inute p er spell level for each spell on your list.
Sp e
A
l l c a s t in g
b il it y
W isd om is your spellcastin g ability for y ou r druid
spells, sin ce your m a gic draw s u pon your devotion and
attunem ent to nature. You use your W isd om w henever
a spell refers to your sp ellcastin g ability. In addition,
you use your W isd om m odifier w hen setting the saving
th row D C for a druid spell you cast and w hen m akin g an
attack roll w ith one.
Spell save DC = 8 + your proficiency bonus +
your Wisdom modifier
Spell attack modifier = your proficiency bonus +
Ca
n t r ip s
At 1st level, you k n ow tw o cantrips o f you r ch oice from
the druid spell list. You learn additional druid cantrips
o f your ch oice at higher levels, as sh ow n in the Cantrips
K n ow n colu m n o f the D ruid table.
Pr
e p a r in g
a n d
C
a s t in g
Sp e
l l s
T h e D ruid table sh ow s h ow m any spell slots you have
to cast your sp ells o f 1st level and higher. To cast on e o f
th ese druid spells, you m ust expend a slot o f the sp ell’s
level or higher. You regain all expen ded spell slots w hen
you finish a lon g rest.
You prepare the list o f druid spells that are available
for you to cast, ch o o s in g from the druid spell list. W h en
you d o so, c h o o s e a num ber o f druid spells equal to
your W isd om m odifier + your druid level (m inim um o f
Sa c r e d P l a n t s a n d W o o d
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 o f oak or yew or
sprigs o f 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
instance, a druid o f a desert region might value the yucca
tree and cactus plants.
your Wisdom modifier
R
it u a l
Ca
s t in g
You ca n cast a druid spell as a ritual if that spell has the
ritual tag and you have the spell prepared.
Sp e
Fo
l l c a s t in g
c u s
You can u se a druidic focu s (found in chapter 5) as a
sp ellcastin g focu s for your druid spells.
W il d
Sh a pe
Starting at 2nd level, you can use your action to
m agically assu m e the shape o f a beast that you have
seen before. Y ou can u se this feature tw ice. You regain
expen ded u ses w hen you finish a short or long rest.
Your druid level determ ines the bea sts you can
transform into, as sh ow n in the B east Sh apes table. At
2nd level, for exam ple, you can transform into any beast
that has a challen ge rating o f 1/4 or low er that d oesn ’t
have a flying or sw im m in g speed.
Be
ast
Sh
a pe s
Level
Max. CR
2nd
1/4
4th
1/2
8th
1
Limitations
Example
No flying or swimming speed
Wolf
No flying speed
Crocodile
—
Giant eagle
You can stay in a beast sh ape for a num ber o f hours
equal to h alf your druid level (rounded down). You then
revert to your n orm al form u n less you expend another
use o f this feature. You can revert to your norm al
form earlier by using a bon u s action on your turn. You
autom atically revert if you fall u n con sciou s, drop to
0 hit points, or die.
W h ile you are transform ed, the follow in g rules apply:
• Your gam e statistics are replaced by the statistics o f
the beast, but you retain your alignm ent, personality,
and Intelligence, W isd om , and C harism a sco re s. You
also retain all o f your skill and saving th row proficiencies, in addition to gaining th ose o f the creature. If
the creature has the sam e proficiency as you and the
bon u s in its stat b lo ck is higher than yours, u se the
creatu re’s bon u s instead o f yours. If the creature has
any legendary or lair actions, you can't u se them.
• W h en you transform , you assu m e the b ea st’s hit
points and Hit D ice. W h en you revert to your n orm al
form , you return to the num ber o f hit p oin ts you had
before you transform ed. H owever, if you revert as a
result o f droppin g to 0 hit points, any e x ce s s dam age
carries over to your n orm al form . F or exam ple, if you
take 10 dam age in anim al form and have only 1 hit
point left, you revert and take 9 dam age. A s lon g as
the ex cess dam age d oesn ’t reduce your n orm al form
to 0 hit points, you aren’t k n ock ed u n con sciou s.
• You can ’t cast spells, and your ability to sp eak or
take any action that requ ires hands is lim ited to the
capabilities o f your beast form . Tran sform in g d oesn ’t
break your concentration on a spell you ’ve already
cast, however, or prevent you from taking actions that
are part o f a spell, such as call lightning, that you ’ve
already cast.
• You retain the benefit o f any features from your class,
race, or other sou rce and can use them if the n ew
form is physically capable o f doin g so. H ow ever, you
c a n ’t use any o f your sp ecia l sen ses, such as darkvision, u n less your n ew form also has that sense.
• You c h o o s e w hether your equipm ent falls to the
ground in your space, m erges into your n ew form , or
is w orn by it. W orn equipm ent fu nction s as norm al,
but the DM d ecid es w hether it is practical for the new
form to w ear a piece o f equipm ent, ba sed on the crea ture’s sh ape and size. Your equipm ent d oesn ’t change
size or shape to m atch the new
form , and any equipm ent that
the n ew form ca n ’t w ear
m ust either fall to the
grou nd or m erge w ith it.
Equipm ent that m erges
w ith the form has no
effect until you leave
the form .
D r u id
C ir c l e
At 2nd level, you c h o o s e to
identify w ith a circle o f druids:
the Circle o f the Land or the Circle o f the M oon, both
detailed at the end o f the class description. Your ch oice
grants you features at 2nd level and again at 6th, 10th,
and 14th level.
A b i l i t y S c o r e Im p r o v e m e n t
W h en you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can in crease on e ability s c o r e o f
your ch oice by 2, or you can in crease tw o ability scores
o f your ch oice by 1. A s norm al, you ca n ’t in crease an
ability s c o r e above 20 using this feature.
T im e l e ss B o d y
Starting at 18th level, the prim al m agic that you w ield
cau ses you to age m ore slowly. F or every 10 y ears that
pass, your b od y ages only 1 year.
Be a st
Spe l l s
B egin ning at 18th level, you can cast m any o f your druid
sp ells in any shape you assu m e usin g W ild Shape. You
can p erform the som atic and verbal com pon en ts o f a
druid spell w hile in a beast shape, but you aren’t able to
provide m aterial com pon en ts.
A r c h d r u id
At 20th level, you can u se your W ild S h a p e an unlim ited
num ber o f tim es.
Additionally, you can ignore the verbal and som atic
com p on en ts o f your druid spells, as w ell as any material
com pon en ts that lack a cost and aren’t con su m ed by a
spell. You gain this benefit in both your norm al shape
and your beast shape from W ild Shape.
A
r c t ic
Druid Level
3rd
D r u id C ir c l e s
Though their organization is invisible to m ost outsiders,
druids are part o f a society that spans the land, ignoring
political borders. All druids are nom inally m em bers
o f this druidic society, though som e individuals are so
isolated that they have never seen any high-ranking
m em bers o f the society or participated in druidic
gatherings. D ruids recog n ize each other as brothers and
sisters. Like creatures o f the w ilderness, however, druids
som etim es com pete with or even prey on each other.
At a local scale, druids are organized into circles that
C
5th
sleet storm , slow
7th
fre e do m o f m ovem ent, ice storm
9th
co m m u n e with nature, cone o f cold
o a s t
Druid Level
3rd
D
5th
w ater breathing, water walk
7th
control water, fre e d o m o f m ovem ent
9th
conjure elemental, scrying
Druid Level
Circle Spells
3rd
blur, silence
5th
create fo o d a n d water, protection fro m energy
7th
blight, hallucinatory terrain
9th
insect plague, wall o f stone
C ir c l e o f t h e La n d
Fo
r es t
Druid Level
G
n u s
C
barkskin, spider clim b
5th
call lightning, plant grow th
7th
divination, freedom o f m ovem ent
9th
c o m m u n e with nature, tree stride
r a s s l a n d
a n t r ip
W h en you c h o o s e this circle at 2nd level, you learn one
additional druid cantrip o f your choice.
Na
t u r a l
R
e c o v e r y
Starting at 2nd level, you can regain som e o f your
m agical en ergy by sitting in m editation and com m u n in g
w ith nature. D uring a short rest, you c h o o s e expended
spell slots to recover. The spell slots can have a
com b in ed level that is equal to or less than h alf your
druid level (rounded up), and n one o f the slots can be
6 th level or higher. You can ’t use this feature again until
you finish a long rest
For exam ple, w hen you are a 4th-level druid, you can
M
C
ir c l e
Sp e
sw am p, or U nderdark—and consult the associated
list o f spells.
O nce you gain a c c e s s to a circle spell, you always have
it prepared, and it d o e s n ’t coun t against the num ber o f
spells you can prepare each day. If you gain a c c e s s to a
spell that d oesn ’t appear on the druid spell list, the spell
is n onetheless a druid spell for you.
5th
daylight, haste
7th
divination, fre e do m o f m ovem ent
9th
dream, insect plague
o u n t a in
lightning bolt, m eld into stone
7th
stone shape, stoneskin
9th
passwall, wall o f stone
w a mp
3rd
U
Circle Spells
spider climb, spike grow th
5th
Druid Level
l l s
Your m ystical con n ection to the land in fu ses you with
the ability to cast certain spells. At 3rd, 5th, 7th, and
9th level you gain a c c e s s to circle spells con n ected
to the land w here you b e ca m e a druid. C h oose that
land—arctic, coast, desert, forest, grassland, mountain,
invisibility, pass without trace
3rd
S
Circle Spells
3rd
Druid Level
recover up to tw o levels w orth o f spell slots. You can
recover either a 2nd-level slot or tw o 1st-level slots.
Circle Spells
3rd
Druid Level
Bo
Circle Spells
m irror image, m isty step
es er t
share certain perspectives on nature, balance, and the
w ay o f the druid.
The Circle o f the Land is m ade up o f m ystics and sages
w h o safeguard ancient kn ow led ge and rites through
a vast oral tradition. T h ese druids m eet w ithin sacred
circles o f trees or standing ston es to w h isper prim al
secrets in D ruidic. T h e circle’s w isest m em bers preside
as the ch ief priests o f com m u n ities that hold to the Old
Faith and serve as advisors to the rulers o f th ose folk.
A s a m em ber o f this circle, your m agic is influenced
by the land w here you w ere initiated into the circle’s
m ysterious rites.
Circle Spells
hold person, spike grow th
Circle Spells
darkness, M e lf ’s acid arrow
5th
w ater walk, stinking cloud
7th
freedom o f m ovem ent, locate creature
9th
insect plague, scrying
n d er d a r k
Druid Level
3rd
Circle Spells
spider climb, web
5th
gaseous form , stin kin g cloud
7th
greater invisibility, stone shape
9th
cloudkill, insect plague
La
n d ’s
St
Pr
r id e
im a l
St
r ik e
Starting at 6th level, your attacks in beast form count as
m agical for the p u rp ose o f ov ercom in g resistan ce and
im m unity to n onm agical attacks and dam age.
Starting at 6th level, m ovin g through n onm agical
difficult terrain co sts you no extra m ovem ent. You can
also pa ss through n onm agical plants w ithout being
slow ed by them and w ithout taking dam age from them if
they have thorns, spines, or a sim ilar hazard.
In addition, you have advantage on saving throws against
plants that are magically created or manipulated to im pede
m ovem ent, such th ose created by the entangle spell.
At 10th level, you can expend tw o u ses o f W ild Sh ape
at the sam e tim e to transform into an air elem ental, an
earth elem ental, a fire elem ental, or a water elem ental.
Na
Th
t u r e ’s
Wa
r d
W h en you reach 10th level, you c a n ’t be ch arm ed or
frightened by elem entals or fey, and you are im m u ne to
p oison and disease.
N
a t u r e ’s
Sa
n c t u a r y
W h en you reach 14th level, creatures o f the natural
w orld sen se your con n ection to nature and b e c o m e
hesitant to attack you. W h en a beast or plant creature
attacks you, that creature m ust m ake a W isd om saving
th row against your druid spell save D C. On a failed save,
the creature m ust c h o o s e a different target, or the attack
autom atically m isses. O n a su ccessfu l save, the creature
is im m une to this effect for 24 hours.
T h e creature is aw are o f this effect before it m akes its
attack against you.
C ir c l e o f t h e M o o n
D ruids o f the Circle o f the M oon are fierce guardians
o f the w ilds. Th eir order gathers under the full m oon to
share n ew s and trade w arnings. They haunt the deepest
parts o f the w ildern ess, w here they might go for w eek s
on end before crossin g paths w ith another hum anoid
creature, let alone another druid.
C hangeable as the m oon , a druid o f this circle might
prow l as a great cat on e night, soa r over the treetops
as an eagle the next day, and crash through the
undergrow th in bea r form to drive off a trespassing
m onster. The w ild is in the druid's blood.
C
o m b a t
W
il d
Sh
a pe
W h en you c h o o s e this circle at 2nd level, you gain the
ability to u se W ild Sh ape on your turn as a bon u s action,
rather than as an action.
Additionally, w hile you are transform ed by W ild
Shape, you ca n u se a bon u s action to expend one
spell slot to regain 1d8 hit points per level o f the spell
slot expended.
C
ir c l e
Fo
r ms
T h e rites o f y ou r circle grant you the ability to transform
into m ore dangerou s anim al form s. Starting at 2nd
level, you can u se your W ild Sh ape to transform into a
beast with a challen ge rating as high as 1 (you ignore
the M ax. C R colum n o f the B east S h apes table, but must
abide by the other lim itations there).
Starting at 6th level, you can transform into a beast
w ith a challen ge rating as high as your druid level
divided by 3, rounded dow n.
El
e m e n t a l
o u s a n d
W
Fo
il d
Sh
a pe
r ms
By 14th level, you have learned to use m agic to alter
your physical form in m ore subtle ways. You can cast the
alter self spell at will.
D r u id s a n d t h e Go d s
Some druids venerate the forces o f nature themselves, but
most druids are devoted to one o f the many nature deities
worshiped in the multiverse (the lists o f gods in appendix
B include many such deities). The worship o f these deities
is often considered a more ancient tradition than the faiths
o f 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 o f Nature as a primal force beyond
personification, but also encompasses the worship o f Beory,
the Oerth Mother, as well as devotees o f Obad-Hai, Ehlonna,
and Ulaa.
In the worlds of Greyhawk and the Forgotten Realms,
druidic circles are not usually connected to the faith o f 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 o f 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
o f veneration.
The druids o f 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 o f civilization. The Ashbound, for example,
believe that arcane magic is an abomination against nature,
the Children o f Winter venerate the forces o f death, and the
Gatekeepers preserve ancient traditions meant to protect the
world from the incursion o f aberrations.
Fi g h t e r
A hum an in clan ging plate arm or holds her shield
b efore her as she run s tow ard the m a ssed goblins. A n
elf behind her, clad in studded leather armor, p ep pers
the goblin s w ith arrow s lo o s e d from his exquisite
bow . The h alf-orc nearby shouts orders, helping
the tw o com batants coordin a te their assault to the
best advantage.
A d w arf in chain m ail in terp oses his shield b etw een
the o g re ’s club and his com panion , k n ock in g the deadly
blow aside. H is com panion , a half-elf in sca le armor,
sw in gs tw o scim itars in a blinding w hirl as she circles
the ogre, look in g for a blind spot in its defen ses.
A gladiator fights for sport in an arena, a m aster with
his trident and net, skilled at toppling fo e s and m oving
them around for the crow d ’s delight—and his ow n
tactical advantage. H is op p on en t’s sw ord flares with
blue light an instant b efore sh e sen ds lightning flashing
forth to sm ite him.
All o f these h eroes are fighters, perhaps the m ost
diverse cla ss o f characters in the w orld s o f D u n g e o n s &
D r a g o n s . Q uesting knights, con q u erin g overlords, royal
cham pion s, elite foot soldiers, hardened m ercenaries,
and bandit kin gs—as fighters, they all share an
unparalleled m astery with w ea p on s and armor, and a
th orough k n ow led ge o f the skills o f com bat. A nd they
are w ell acquainted w ith death, both m eting it out and
staring it defiantly in the face.
W e l l -R o u n d e d
Sp e c ia l is t s
Fighters learn the b a sics o f all com bat styles. Every
fighter can sw in g an axe, fen ce with a rapier, w ield a
lon gsw ord or a greatsw ord, use a bow, and even trap foes
in a net with som e degree o f skill. Likew ise, a fighter is
adept with shields and every form o f armor. Beyond that
basic degree o f familiarity, each fighter sp ecia lizes in a
certain style o f com bat. S o m e concentrate on archery,
som e on fighting w ith tw o w ea p on s at on ce, and som e
on augm enting their m artial skills w ith m agic. This
com bination o f broad general ability and extensive
specialization m akes fighters su perior com batants
on battlefields and in du ngeon s alike.
T r a in e d
f o r
Da n g e r
Not every m em ber o f the city watch, the village militia,
or the qu een ’s arm y is a fighter. M ost o f these troop s are
relatively untrained soldiers w ith only the m ost basic
com bat kn ow ledge. Veteran soldiers, m ilitary officers,
trained bodyguards, dedicated knights, and sim ilar
figures are fighters.
T
h e
F ig
h t e r
Level
Proficiency
Bonus
1st
+2
Fighting Style, Second Wind
2nd
+2
Action Surge (one use)
3rd
+2
Martial Archetype
4th
+2
Ability Score Improvement
Features
5th
+3
Extra Attack
6th
+3
Ability Score Improvement
7th
+3
Martial Archetype feature
8th
+3
Ability Score Improvement
9th
+4
Indomitable (one use)
10th
+4
Martial Archetype feature
11th
+4
Extra Attack (2)
12th
+4
Ability Score Improvement
13th
+5
Indomitable (two uses)
14th
+5
Ability Score Improvement
15th
+5
Martial Archetype feature
16th
+5
Ability Score Improvement
17th
+6
Action Surge (two uses), Indomitable
18th
+6
Martial Archetype feature
19th
+6
Ability Score Improvement
20th
+6
Extra Attack (3)
(three uses)
S o m e fighters feel draw n to use their training as
adventurers. The du ngeon delving, m on ster slaying, and
other dangerou s w ork c o m m o n am ong adventurers is
se co n d nature for a fighter, not all that different from
the life he or she left behind. T h ere are greater risks,
perhaps, but also m uch greater rew ards—few fighters in
the city w atch have the opportunity to d iscover a m agic
flame tongue sw ord, for exam ple.
C
r e a t i n g
a
F
i g h t e r
A s you build your fighter, think about tw o related
elem ents o f your character's backgrou n d: W h ere did
you get your com bat training, and w hat set you apart
from the m undane w arriors around you? W ere you
particularly ruthless? D id you get extra help from a
mentor, perhaps b eca u se o f your exception al dedication?
W hat drove you to this training in the first place? A
threat to y ou r hom eland, a thirst for revenge, or a need
to prove y ou rself m ight all have b een factors.
You m ight have enjoyed form al training in a n oble’s
arm y or in a local militia. Perhaps you trained in a w ar
academ y, learning strategy, tactics, and m ilitary history.
O r you m ight be self-taught—unpolish ed but w ell tested.
Did you take up the sw ord as a w ay to esca p e the lim its
o f life on a farm , or are you follow in g a p roud fam ily
tradition? W h ere did you acquire your w ea p on s and
arm or? T h ey m ight have been m ilitary issue or fam ily
h eirloom s, or perhaps you scrim p ed and saved for years
to buy them. Your arm am ents are n ow am on g your
m ost im portant p o s se ss io n s—the only things that stand
betw een you and death’s em brace.
Q
u ic k
Bu
il d
You can m ake a fighter quickly by follow in g these
suggestion s. First, m ake Strength or D exterity your
highest ability score, depen din g on w hether you
w ant to focu s on m elee w ea p on s or on archery (or
fin esse w eapons). Your next-highest sc o r e should be
Constitution, or Intelligence if you plan to adopt the
Eldritch K night m artial archetype. S econ d , c h o o s e
the sold ier background.
C l a s s Fe a t u r e s
A s a fighter, you gain the follow in g cla ss features.
H
it
Po
in t s
Hit Dice: 1d 10 per fighter level
Hit Points at 1st Level: 10 + your Constitution m odifier
Hit Points at Higher L ev els: 1d 10 (or 6) + your
Constitution m odifier p er fighter level after 1st
Pr
o f ic ie n c ie s
A r m o r : A ll armor, shields
W eapons: Sim ple w eapon s, m artial w ea p on s
T o o ls : N one
Saving Throws: Strength, Constitution
Skills: C h oose tw o skills from A crobatics, A nim al
Handling, Athletics, History, Insight, Intim idation,
P erception, and Survival
Eq
O nce you use this feature, you must finish a sh ort or
long rest before you can u se it again. Starting at 17th
level, you can u se it tw ice b efore a rest, but only on ce on
the sam e turn.
u ip m e n t
You start with the follow in g equipm ent, in addition to
the equipm ent granted by your background:
M a r t ia l A r c h e t ype
• (a) chain m ail or (b) leather, longbow , and 20 arrow s
• (a) a martial w eap on and a shield or (b) tw o martial
w eap on s
• (a) a light c ro s s b o w and 20 bolts or (b) tw o handaxes
• (a) a du ng eon eer’s pack o r (b) an explorer’s pack
At 3rd level, you c h o o s e an archetype that you strive to
em ulate in your com bat styles and techniques. C h oose
Cham pion, Battle Master, or Eldritch Knight, all detailed
at the end o f the class description. T h e archetype you
c h o o s e grants you features at 3rd level and again at 7th,
10th, 15th, and 18th level.
Fig h t in g
A b i l i t y Sc o r e Im p r o v e m e n t
St y l e
You adopt a particular style o f fighting as your specialty.
C h oose on e o f the follow in g options. You ca n ’t take a
Fighting Style option m ore than on ce, even if you later
get to c h o o s e again.
A
r c h e r y
You gain a +2 bonus to attack rolls you m ake with
ranged w eapon s.
D
e f e n se
W h ile you are w earin g armor, you gain a +1 bonus to AC.
D
u e l in g
W h en you are w ielding a m elee w eap on in on e hand and
no other w eapon s, you gain a +2 bon u s to dam age rolls
w ith that w eapon.
G
r e a t
W
e a po n
Fig
h t in g
W h en you roll a 1 or 2 on a dam age die for an attack you
m ake with a m elee w eap on that you are w ielding with
tw o hands, you can reroll the die and m ust u se the new
roll, even if the new roll is a 1 or a 2. The w eap on must
have the tw o-handed or versatile property for you to gain
this benefit.
Pr
o t e c t io n
o
-W
e a po n
Fig
h t in g
W h en you engage in tw o-w eapon fighting, you can add
your ability m odifier to the dam age o f the secon d attack.
Se c o n d W in d
You have a lim ited w ell o f stam ina that you can draw on
to protect y ou rself from harm . On your turn, you can use
a bon u s action to regain hit points equal to 1d 10 + your
fighter level.
O nce you u se this feature, you must finish a short or
long rest before you can u se it again.
A c t io n
Ex t r a A t t a c k
B egin ning at 5th level, you can attack tw ice, instead o f
on ce, w henever you take the A ttack action on your turn.
The num ber o f attacks in creases to three w hen you
reach 11th level in this class and to four w hen you reach
20th level in this class.
In d o m i t a b l e
B egin ning at 9th level, you can reroll a saving th row that
you fail. If you do so, you must use the n ew roll, and you
ca n ’t use this feature again until you finish a long rest.
You can u se this feature tw ice betw een lon g rests
starting at 13th level and three tim es betw een lon g rests
starting at 17th level.
M a r t ia l A r c h e t ype s
Different fighters c h o o s e different ap proach es to
perfecting their fighting p row ess. T h e m artial archetype
W h en a creature you can see attacks a target other
than you that is w ithin 5 feet o f you, you can u se your
reaction to im p ose disadvantage on the attack roll. You
m ust be w ielding a shield.
Tw
W h en you reach 4th level, and again at 6th, 8th, 12th,
14th, 16th, and 19th level, you can in crease one ability
sc o r e o f your ch oice by 2, or you can in crease tw o ability
s c o r e s o f your ch oice by 1. A s norm al, you ca n ’t in crease
an ability sc o r e above 20 using this feature.
Su r g e
Starting at 2nd level, you can push y ou rself beyon d your
n orm al lim its for a m om ent. On your turn, you can take
on e additional action on top o f your regular action and a
p ossib le bon u s action.
you c h o o s e to em ulate reflects your approach.
C h a m pio n
The archetypal C ham pion fo c u s e s on the developm ent
o f raw physical p ow er honed to deadly perfection.
T h ose w ho m odel themselves on this archetype com bine
rigorous training w ith physical ex cellen ce to deal
devastating blow s.
Im
pr o v e d
C
r it ic a l
B eg in n in g w hen you c h o o s e this arch etype at 3rd
level, y ou r w ea p on attacks s c o r e a critical hit on a
roll o f 19 or 20.
R
e m a r k a b l e
A
t h l e t e
Starting at 7th level, you can add h alf your proficiency
bon u s (round up) to any Strength, Dexterity, or
Constitution ch eck you m ake that d oesn ’t already use
your proficiency bonus.
In addition, w hen you m ake a running long jum p, the
distance you can cover in creases by a num ber o f feet
equal to your Strength modifier.
A
Fig
d d it io n a l
h t in g
St
y l e
At 10th level, you can c h o o s e a se co n d option from the
Fighting Style class feature.
Su
p e r io r
C
r it ic a l
Starting at 15th level, your w eap on attacks sc o r e a
critical hit on a roll o f 1 8 -2 0 .
Su
r v iv o r
At 18th level, you attain the pinnacle o f resilien ce in
battle. At the start o f each o f your turns, you regain hit
points equal to 5 + your Constitution m odifier if you
have n o m ore than h alf o f your hit points left. You don ’t
gain this benefit if you have 0 hit points.
Ba t t l e M a s t e r
T h ose w h o emulate the archetypal Battle M aster
em ploy m artial tech niques p a ssed dow n through
generations. To a Battle Master, com bat is an acad em ic
field, som etim es including su bjects beyon d battle such
as w eapon sm ith in g and calligraphy. Not every fighter
ab sorbs the lesson s o f history, theory, and artistry
that are reflected in the Battle M aster archetype, but
th ose w h o do are w ell-rounded fighters o f great skill
and know ledge.
C
Su
o m b a t
p e r io r it y
W h en you c h o o s e this archetype at 3rd level, you
learn m aneuvers that are fueled by sp ecial dice called
superiority dice.
Maneuvers. You learn three m aneuvers o f your
ch oice, w hich are detailed under “M aneuvers” below.
M any m aneuvers en h a n ce an attack in so m e way. You
can u se only on e m aneuver per attack.
You learn tw o additional m aneuvers o f your ch oice
at 7th, 10th, and 15th level. E ach tim e you learn new
m aneuvers, you can also replace on e m aneuver you
kn ow with a different one.
Superiority Dice. You have four superiority dice,
w hich are d8s. A superiority die is expen ded w hen you
u se it. You regain all o f your expen ded superiority dice
w hen you finish a short or long rest.
You gain another superiority die at 7th level and one
m ore at 15th level.
Saving Throws. S o m e o f your m aneuvers require
your target to m ake a saving throw to resist the
m aneuver’s effects. T h e saving th row D C is calculated
as follow s:
Maneuver save D C = 8 + your proficiency bonus +
your Strength or Dexterity modifier (your choice)
St
u d e n t
o f
Wa
r
At 3rd level, you gain proficiency w ith on e type of
artisan’s tools o f your choice.
K
n o w
Y
o u r
En
e m y
Starting at 7th level, if you spend at least 1 m inute
observ in g or interacting w ith another creature outside
com bat, you can learn certain inform ation about its
capabilities com p a red to your ow n. The DM tells you if
the creature is your equal, superior, or inferior in regard
to tw o o f the follow in g characteristics o f your choice:
•
•
•
•
•
•
•
Strength sco re
D exterity score
Constitution score
A rm or C lass
Current hit points
Total class levels (if any)
Fighter class levels (if any)
Im
pr o v e d
C
o m b a t
Su
p e r io r it y
At 10th level, your superiority dice turn into d 10s. At
18th level, they turn into d l2 s .
R
e l e n t l e ss
Starting at 15th level, w hen you roll initiative and
have no superiority d ice rem aining, you regain 1
superiority die.
M
a n e u v e r s
T h e m aneuvers are presen ted in alphabetical order.
Commander’s Strike. W h en you take the Attack
action on you r turn, you can forgo on e o f your attacks
and u se a bon u s action to direct on e o f your com pa n ion s
to strike. W h en you do so, c h o o s e a friendly creature
w h o can s e e or hear you and expend one superiority die.
That creature can im m ediately u se its reaction to m ake
on e w ea p on attack, adding the superiority die to the
attack’s dam age roll.
Disarming Attack. W h en you hit a creature w ith a
w eap on attack, you can expend on e superiority die to
attempt to disarm the target, forcin g it to drop one item
o f your ch oice that it’s holding. You add the superiority
die to the attack’s dam age roll, and the target m ust
m ake a Strength saving throw. O n a failed save, it drops
the object you c h oose. The object lands at its feet.
Distracting Strike. W h en you hit a creature w ith a
w eap on attack, you can expend on e superiority die to
distract the creature, giving your allies an opening. You
add the superiority die to the attack’s dam age roll. The
next attack roll against the target by an attacker other
than you has advantage if the attack is m ade before the
start o f y ou r next turn.
Maneuvering Attack. W h en you hit a creature with
a w ea p on attack, you can expend one superiority
die to m aneuver on e o f your com ra d es into a m ore
advantageous position. You add the superiority die to the
attack’s dam age roll, and you c h o o s e a friendly creature
w ho can see or hear you. That creature can use its
reaction to m ove up to h alf its sp eed w ithout provoking
opportunity attacks from the target o f your attack.
Menacing Attack. W h en you hit a creature w ith a
w eapon attack, you can expend on e superiority die to
attempt to frighten the target. You add the superiority
die to the attack’s dam age roll, and the target must
m ake a W isd om saving throw. On a failed save, it is
frightened o f you until the en d o f your next turn.
Parry. W h en another creature dam ages you w ith a
m elee attack, you can u se your reaction and expend one
superiority die to reduce the dam age by the num ber you
roll on your superiority die + your D exterity m odifier.
Precision Attack. W h en you m ake a w eapon attack
roll against a creature, you can expend one superiority
die to add it to the roll. You can u se this m aneuver
before or after m akin g the attack roll, but before any
effects o f the attack are applied.
Pushing Attack. W h en you hit a creatu re with
a w ea p on attack, you ca n expend on e su periority
die to attem pt to drive the target back. You add the
su periority die to the attack's dam age roll, and if the
target is Large or sm aller, it m ust m ake a Strength
saving throw. On a failed save, you push the target up
to 15 feet away from you.
Rally. On your turn, you ca n use a bon u s action and
expend on e superiority die to bolster the resolve o f on e
o f your com pa n ion s. W h en you do so, c h o o s e a friendly
creature w h o ca n see or hear you. That creature gains
tem porary hit points equal to the superiority die roll +
your C harism a modifier.
Evasive Footwork. W h en you m ove, you ca n expend
on e superiority die, rolling the die and adding the
num ber rolled to your AC until you stop moving.
Feinting Attack. You can expend one superiority die
and use a bon u s action on your turn to feint, ch oosin g
Riposte. W h en a creature m isses you with a m elee
attack, you can use your reaction and expend one
superiority die to m ake a m elee w eap on attack against
the creature. If you hit, you add the superiority die to the
attack's dam age roll.
Sweeping Attack. W h en you hit a creature with a
m elee w eap on attack, you can expend one superiority
die to attempt to dam age another creature w ith the
sam e attack. C h oose another creature w ithin 5 feet
o f the original target and w ithin your reach. If the
one creature w ithin 5 feet o f you as your target. You
have advantage on your next attack roll against that
original attack roll w ou ld hit the se co n d creature, it
takes dam age equal to the num ber you roll on your
creature. If that attack hits, add the superiority die to the
attack’s dam age roll.
Goading Attack. W h en you hit a creature w ith a
w eap on attack, you can expend on e superiority die to
attempt to goad the target into attacking you. You add
the superiority die to the attack’s dam age roll, and
the target must m ake a W isd om saving throw. On a
failed save, the target has disadvantage on all attack
rolls against targets other than you until the end o f
your next turn.
Lunging Attack. W h en you m ake a m elee w eapon
attack on your turn, you can expend one superiority die
to in crease your reach for that attack by 5 feet. If you hit,
you add the superiority die to the attack’s dam age roll.
superiority die. The dam age is o f the sam e type dealt by
the original attack.
Trip Attack. W h en you hit a creature w ith a w eapon
attack, you can expend on e superiority die to attempt
to k n ock the target dow n. You add the superiority die
to the attack’s dam age roll, and if the target is Large or
sm aller, it m ust m ake a Strength saving throw. On a
failed save, you k n ock the target prone.
El d r it c h
K n ig h t
The archetypal Eldritch K night com b in es the martial
m astery co m m o n to all fighters w ith a carefu l study o f
m agic. Eldritch K nights u se m agical tech niques sim ilar
to th ose practiced by w izards. They focu s their study
on tw o o f the eight sch o o ls o f m agic: abjuration and
evocation. Abjuration sp ells grant an Eldritch Knight
additional protection in battle, and evocation sp ells deal
dam age to m any foes at on ce, extending the fighter’s
reach in com bat. T h ese knights learn a com paratively
sm all num ber o f spells, com m ittin g them to m em ory
instead o f keepin g them in a sp ellbook .
Sp
El
Spell save DC = 8 + your proficiency bonus +
your Intelligence modifier
Spell attack modifier = your proficiency bonus +
your Intelligence modifier
W
e a po n
Bo
n d
At 3rd level, you learn a ritual that creates a m agical
bon d b etw een you rself and on e w eapon . You perform
the ritual over the co u rse o f 1 hour, w hich can be done
S
p e l l c a s t in g
— Spell Slots per Spell Level—
Cantrips
Known
Spells
Known
1st
2nd
3rd
4th
3rd
2
3
2
—
—
—
4th
2
4
3
—
—
—
5th
2
4
3
—
—
—
6th
2
4
3
—
—
—
e l l c a s t in g
ability for your w izard spells, sin ce you learn your
sp ells through study and m em orization. You u se your
Intelligence w hen ever a spell refers to your spellcastin g
ability. In addition, you use your Intelligence m odifier
w hen setting the saving th row D C for a w izard spell you
cast and w hen m akin g an attack roll w ith one.
n ig h t
Fighter
Level
W h en you reach 3rd level, you augm ent your martial
p row ess w ith the ability to cast spells. S e e chapter 10
for the general rules o f sp ellcastin g and chapter 11 for
the w izard spell list.
Cantrips. You learn tw o cantrips o f your ch oice from
the w izard spell list. You learn an additional w izard
cantrip o f your ch oice at 10th level.
Spell Slots. The Eldritch K night S p ellcastin g table
sh ow s h ow m any spell slots you have to cast your
sp ells o f 1st level and higher. To cast on e o f these
spells, you m ust expend a slot o f the spell’s level or
higher. You regain all expen ded spell slots w hen you
finish a lon g rest.
F or exam ple, if you kn ow the 1st-level spell shield and
have a 1st-level and a 2nd-level spell slot available, you
ca n cast shield using either slot.
Spells Known o f 1st-Level and Higher. You kn ow
three 1st-level w izard spells o f your choice, tw o o f w hich
you m ust c h o o s e from the abjuration and evocation
sp ells on the w izard spell list.
T h e S p ells K n ow n colum n o f the Eldritch K night
S p ellcastin g table sh ow s w hen you learn m ore w izard
sp ells o f 1st level or higher. Each o f th ese sp ells m ust be
an abjuration or evocation spell o f your ch oice, and must
b e o f a level for w h ich you have spell slots. For instance,
w hen you reach 7th level in this class, you can learn one
n ew spell o f 1st or 2nd level.
T h e sp ells you learn at 8th, 14th, and 20th level can
c om e from any sch o o l o f m agic.
W h enever you gain a level in this class, you can
replace on e o f the w izard spells you kn ow w ith another
spell o f your ch oice from the w izard spell list. The
n ew spell m ust be o f a level for w h ich you have spell
slots, and it m ust be an abjuration or evocation spell,
u n less you ’re replacin g the spell you gained at 8th, 14th,
or 20th level.
Spellcasting Ability. Intelligence is your spellcastin g
K
d r it c h
7th
2
5
4
2
—
—
8th
2
6
4
2
—
—
9th
2
6
4
2
—
—
10th
3
7
4
3
—
—
11th
3
8
4
3
—
—
12th
3
8
4
3
—
—
13th
3
9
4
3
2
—
14th
3
10
4
3
2
—
15th
3
10
4
3
2
16th
3
11
4
3
3
—
17th
3
11
4
3
3
—
18th
3
11
4
3
3
—
19th
3
12
4
3
3
1
20th
3
13
4
3
3
1
—
during a short rest. T h e w ea p on must b e w ithin your
reach throughout the ritual, at the con clu sion o f w hich
you touch the w eap on and forge the bond.
O nce you have b on d ed a w ea p on to yourself, you
ca n ’t be disarm ed o f that w ea p on u nless you are
incapacitated. If it is on the sam e plane o f existence,
you can su m m on that w eap on as a bon u s action on your
turn, cau sin g it to teleport instantly to your hand.
You can have up to tw o b on d ed w eapon s, but can
su m m on only one at a tim e w ith your bon u s action.
If you attempt to bon d w ith a third w eapon , you must
break the b on d w ith on e o f the other two.
Wa
r
M
a g ic
B egin ning at 7th level, w hen you use your action to
cast a cantrip, you can m ake on e w ea p on attack as a
bon u s action.
El
d r it c h
St
r ik e
At 10th level, you learn h ow to m ake your w eap on
strikes undercut a creatu re’s resistan ce to your spells.
W h en you hit a creature w ith a w ea p on attack, that
creature has disadvantage on the next saving th row
it m ak es against a spell you cast before the end o f
your next turn.
A
r c a n e
C
h a r g e
At 15th level, you gain the ability to teleport up to 30
feet to an u n occu p ied sp ace you can see w hen you use
your A ction Surge. You can teleport before or after the
additional action.
Im
pr o v e d
Wa
r
M
a g ic
Starting at 18th level, w h en you u se your action to
cast a spell, you can m ake on e w eap on attack as a
bonus action.
Mo nk
H er fists a blur as they deflect an in com in g hail o f arrow s,
a half-elf sprin gs over a barricade and th row s h erself
into the m a ssed ranks o f h obg oblin s on the other side.
S h e w hirls a m on g them, k n ock in g their b low s aside and
sen din g them reeling, until at last she stands alone.
Taking a deep breath, a hum an covered in tattoos
settles into a battle stance. A s the first chargin g orc s
reach him , he exhales and a blast o f fire roars from his
m outh, engulfing his foes.
M oving with the silen ce o f the night, a black-clad
halfling steps into a sh ad ow beneath an arch and
em erges from another inky sh ad ow on a ba lcon y a
ston e’s throw away. S h e slides her blade free o f its clothw ra pped scabbard and p eers through the op en w in d ow
at the tyrant prince, so vulnerable in the grip o f sleep.
W hatever their discipline, m on k s are united in their
ability to m agically h arn ess the en ergy that flow s in
their bod ies. W hether chann eled as a striking display
o f com bat p row ess or a subtler focu s o f defensive ability
and speed, this en ergy in fu ses all that a m on k does.
T h e M a g ic
o f
K i
M onks m ake careful study o f a m agical en ergy that m ost
m on astic traditions call k i. Th is en ergy is an elem ent
o f the m agic that su ffu ses the m ultiverse—specifically,
the elem ent that flow s through living bod ies. M onk s
h arn ess this pow er w ithin th em selves to create m agical
effects and ex ceed their b od ies' physical capabilities,
and som e o f their sp ecia l attacks can hinder the flow o f
ki in their oppon en ts. U sing this energy, m on k s channel
uncanny sp eed and strength into their unarm ed strikes.
A s they gain experience, their m artial training and their
m astery o f ki gives them m ore p ow er over their b od ies
and the b od ies o f their foes.
T r a in in g a n d A sc e t ic ism
S m all w alled cloisters dot the la n d sca p es o f the w orlds
o f D & D , tiny refuges from the flow o f ordinary life,
w h ere tim e seem s to stand still. The m on k s w h o live
there seek p erson al perfection through contem plation
and rigorou s training. M any entered the m onastery
as children, sent to live there w hen their parents died,
w hen food cou ld n ’t be found to support them, or in
return for som e kin dn ess that the m on ks had perform ed
for their fam ilies.
S o m e m on k s live entirely apart from the su rrou nding
population, seclu ded from anything that m ight im pede
their spiritual progress. O thers are sw orn to isolation,
T
h e
M
o n k
Level
Proficiency
Bonus
Martial
Arts
Ki
Points
Unarmored
Movement
1st
+2
1d4
—
—
2nd
+2
1d4
2
+10 ft.
Ki, Unarmored Movement
3rd
+2
1d4
3
+10 ft.
Monastic Tradition, Deflect Missiles
4th
+2
1d4
4
+10 ft.
Ability Score Improvement, Slow Fall
5th
+3
1d6
5
+10 ft.
Extra Attack, Stunning Strike
6th
+3
1d6
6
+15 ft.
Ki-Empowered Strikes, Monastic Tradition feature
7th
+3
1d6
7
+15 ft.
Evasion, Stillness o f Mind
8th
+3
1d6
8
+15 ft.
Ability Score Improvement
Unarmored Movement improvement
Features
Unarmored Defense, Martial Arts
9th
+4
1d6
9
+15 ft.
10th
+4
1d6
10
+20 ft.
Purity o f Body
11th
+4
1d8
11
+20 ft.
Monastic Tradition feature
12th
+4
1d8
12
+20 ft.
Ability Score Improvement
13th
+5
1d8
13
+20 ft.
Tongue o f the Sun and Moon
14th
+5
1d8
14
+25 ft.
Diamond Soul
15th
+5
1d8
15
+25 ft.
Timeless Body
16th
+5
1d8
16
+25 ft.
Ability Score Improvement
17th
+6
1d10
17
+25 ft.
Monastic Tradition feature
18th
+6
1d10
18
+30 ft.
Empty Body
19th
+6
1d10
19
+30 ft.
Ability Score Improvement
20th
+6
1d10
20
+30 ft.
Perfect Self
em erging only to serve as spies or a ssa ssin s at the
com m a n d o f their leader, a noble patron, or som e other
m ortal or divine power.
T h e m ajority o f m on k s don ’t shun their n eighbors,
m akin g frequent visits to nearby tow n s or villages and
exch an ging their serv ice for food and other g ood s. A s
versatile w arriors, m on ks often end up protecting their
n eigh bors from m on sters or tyrants.
F or a m onk, b e co m in g an adventurer m eans leaving
a structured, com m u n al lifestyle to b e c o m e a w anderer.
T h is can be a harsh transition, and m on k s don ’t
undertake it lightly. T h o se w h o leave their cloisters take
their w ork seriously, approach in g their adventures as
person al tests o f their physical and spiritual grow th.
A s a rule, m on k s care little for m aterial w ealth and are
driven by a desire to accom p lish a greater m ission than
m erely slaying m on sters and plundering their treasure.
C RE A T IN G A M O N K
A s you m ake your m onk character, think about your
con n ection to the m onastery w here you learn ed your
skills and spent your form ative years. W ere you an
orphan or a child left on the m on astery’s th resh old? D id
your parents prom ise you to the m on astery in gratitude
for a serv ice p erform ed by the m on k s? Did you enter
this seclu d ed life to hide from a crim e you com m itted?
Or did you c h o o s e the m on astic life for y ou rself?
C on sider w hy you left. Did the head o f your m onastery
c h o o s e you for a particularly im portant m ission beyond
the cloister? Perhaps you w ere cast out b eca u se o f
so m e violation o f the com m u n ity ’s rules. Did you dread
leaving, or w ere you happy to go? Is there som eth in g
you h op e to accom p lish outside the m onastery? A re you
eager to return to your h om e?
A s a result o f the structured life o f a m on astic
com m u n ity and the discipline requ ired to h arn ess ki,
m on k s are alm ost always lawful in alignm ent.
Q
u ic k
Bu
il d
You can m ake a m on k quickly by follow in g these
su ggestion s. First, m ake D exterity your highest
ability score, follow ed by W isd om . S econ d , c h o o s e the
herm it background.
C l a s s Fe a t u r e s
A s a m onk, you gain the follow in g class features.
H
it
Po
in t s
Hit Dice: 1d8 per m on k level
Hit Points at 1st Level: 8 + your Constitution m odifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution m odifier per m on k level after 1st
Pr
o f ic ie n c ie s
A rm or: N one
W eapons: S im ple w eapon s, sh ortsw ords
Tools: C h oose on e type o f artisan’s tools or one
m u sical instrum ent
Saving Throws: Strength, Dexterity
Skills: C h oose tw o from A crobatics, Athletics, History,
Insight, R eligion, and Stealth
Eq
u ip m e n t
You start w ith the follow in g equipm ent, in addition to
the equipm ent granted by your background:
• (a) a sh ortsw ord or (b) any sim ple w eapon
• (a) a d u n geon eer’s pack or (b) an exp lorer’s pack
• 10 darts
U n a r m o r e d
D ef e n se
B egin n in g at 1st level, w hile you are w earin g no arm or
and not w ielding a shield, your AC equals 10 + your
D exterity m odifier + your W isd om modifier.
M a r t ia l A r t s
Fl
u r r y o f
Bl
o w s
Im m ediately after you take the Attack action on your
turn, you can spend 1 ki point to m ake tw o unarm ed
strikes as a bon u s action.
Pa
t ie n t
D
e f e n se
At 1st level, your practice o f m artial arts gives you
You can spend 1 ki point to take the D od g e action as a
bon u s action on your turn.
m astery o f com bat styles that u se unarm ed strikes and
m on k w eapon s, w hich are sh ortsw ords and any sim ple
m elee w ea p on s that d on ’t have the tw o-h an ded or
heavy property.
You gain the follow in g benefits w hile you are unarm ed
or w ielding only m on k w ea p on s and you aren’t w earin g
arm or or w ielding a shield:
You can spend 1 ki point to take the D isen gage or Dash
action as a bon u s action on your turn, and your ju m p
distance is doubled for the turn.
• You can u se Dexterity instead o f Strength for the
attack and dam age rolls o f your unarm ed strikes and
m on k w eapon s.
• You can roll a d4 in place o f the norm al dam age
o f your unarm ed strike or m on k w eapon . T h is die
ch a n g es as you gain m on k levels, as sh ow n in the
M artial A rts colum n o f the M onk table.
• W h en you use the A ttack action with an unarm ed
strike or a m on k w ea p on on your turn, you can m ake
one unarm ed strike as a bon u s action. F or exam ple, if
you take the A ttack action and attack with a quarterstaff, you can also m ake an unarm ed strike as a bonus
action, assu m in g you haven't already taken a bonus
action this turn.
Certain m on asteries u se sp ecia lized form s o f the
m on k w eapon s. For exam ple, you might u se a club
that is tw o lengths o f w o o d con n ected by a sh ort chain
(called a nunchaku) or a sickle with a shorter, straighter
blade (called a kama). W hatever nam e you use for a
m on k w eapon , you can u se the gam e statistics provided
for the w eapon in chapter 5.
Ki
Starting at 2nd level, your training allow s you to
h arness the m ystic en ergy o f ki. Your a c c e s s to this
energy is represented by a num ber o f ki points. Your
m on k level determ ines the num ber o f points you have,
as sh ow n in the Ki P oints colu m n o f the M onk table.
You can sp end these points to fuel various ki features.
You start kn ow in g three such features: Flurry o f B low s,
Patient D efense, and Step o f the W ind. You learn m ore
ki features as you gain levels in this class.
W h en you spend a ki point, it is unavailable until
you finish a short or lon g rest, at the end o f w hich you
draw all o f your expen ded ki ba ck into yourself. You
must spend at least 30 m inutes o f the rest m editating to
regain your ki points.
S o m e o f your ki features require your target to m ake
a saving th row to resist the feature’s effects. The saving
th row D C is calculated as follow s:
Ki save D C = 8 + your proficiency bonus +
your Wisdom modifier
St
e p o f
t h e
W
U n a r m o r e d
in d
M o v e m e n t
Starting at 2nd level, your sp eed in crea ses by 10 feet
w hile you are not w earin g arm or or w ielding a shield.
T h is bon u s in creases w hen you reach certain m on k
levels, as sh ow n in the M onk table.
At 9th level, you gain the ability to m ove along vertical
su rfaces and a cross liquids on your turn without falling
during the m ove.
M o n a s t ic T r a d it io n
W h en you reach 3rd level, you com m it y ou rself to a
m on astic tradition: the W ay o f the O pen H and, the Way
o f Shadow , or the W ay o f the Four Elem ents, all detailed
at the end o f the cla ss description. Your tradition
grants you features at 3rd level and again at 6th, 11th,
and 17th level.
D e f l e c t M is s il e s
Starting at 3rd level, you can use your reaction to
deflect or catch the m issile w hen you are hit by a ranged
w eap on attack. W h en you do so, the dam age you take
from the attack is redu ced by 1d 10 + your Dexterity
m odifier + your m on k level.
If you reduce the dam age to 0, you can catch the
m issile if it is sm all en ough for you to hold in one hand
and you have at least on e hand free. If you catch a
m issile in this way, you can spend 1 ki point to m ake a
ranged attack with the w eapon or p iece o f am m unition
you ju st caught, as part o f the sam e reaction. You m ake
this attack w ith proficiency, regardless o f your w eapon
proficiencies, and the m issile coun ts as a m on k w eapon
for the attack.
A b i l i t y S c o r e Im p r o v e m e n t
W h en you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can in crease on e ability s c o r e o f your
ch oice by 2, or you can in crease tw o ability s c o r e s o f
your ch oice by 1. A s norm al, you ca n ’t in crease an ability
sco re above 20 using this feature.
Sl o w
Fa l l
B egin n in g at 4th level, you can u se your reaction w hen
you fall to reduce any falling dam age you take by an
am ount equal to five tim es your m on k level.
Ex t r a A t t a c k
B egin ning at 5th level, you ca n attack tw ice, instead o f
on ce, w henever you take the A ttack action on your turn.
St u n n i n g
St r i k e
Starting at 5th level, you can interfere w ith the flow o f
ki in an op p on en t’s body. W h en you hit another creature
w ith a m elee w ea p on attack, you can sp en d 1 ki point to
attempt a stunning strike. T h e target m ust su cce e d on a
C onstitution saving th row or be stunned until the end o f
your next turn.
K i -E m po w e r e d
St r i k e s
Starting at 6th level, your unarm ed strikes coun t as
m agical for the p u rp ose o f overcom in g resistan ce and
im m unity to n onm agical attacks and dam age.
Ev a s io n
At 7th level, your instinctive agility lets you dodge
out o f the w ay o f certain area effects, such as a blue
dragon ’s lightning breath or a fireball spell. W h en you
are su bjected to an effect that allow s you to m ake a
D exterity saving th row to take only h alf dam age, you
instead take no dam age if you su cceed on the saving
throw, and only h alf dam age if you fail.
St i l l n e s s o f M i n d
Starting at 7th level, you can u se your action to end on e
effect on y ou rself that is cau sin g you to be charm ed
or frightened.
P u rity o f B ody
At 10th level, your m astery o f the ki flow in g through you
m akes you im m une to d isease and poison.
D uring that time, you also have resistan ce to all dam age
but force dam age.
Additionally, you can spend 8 ki points to cast the
astral projection spell, without n eedin g material
com pon en ts. W h en you do so, you ca n ’t take any other
creatu res with you.
P e r f e c t Se l f
At 20th level, w hen you roll for initiative and have no ki
points rem aining, you regain 4 ki points.
M o n a s t ic Tr a d it io n s
T h ree traditions o f m on astic pursuit are co m m o n in
the m on asteries scattered a cross the multiverse. M ost
m on asteries practice on e tradition exclusively, but a
few h on or the three traditions and instruct each m on k
accord in g to his or her aptitude and interest. All three
traditions rely on the sam e ba sic techniques, diverging
as the student g row s m ore adept. Thus, a m on k need
c h o o s e a tradition only upon reachin g 3rd level.
Wa y o f t h e
O pe n H a n d
M onks o f the W ay o f the O pen H and are the ultimate
m asters o f m artial arts com bat, w hether arm ed or
u narm ed. They learn tech niques to push and trip their
opponents, m anipulate ki to heal dam age to their
bod ies, and practice advanced m editation that can
protect them from harm .
O
pe n
H
a n d
T
e c h n iq u e
Starting w hen you c h o o s e this tradition at 3rd level,
you can m anipulate your en em y’s ki w hen you h arness
your ow n. W h enever you hit a creature w ith on e o f the
attacks granted by y ou r F lurry o f B low s, you can im p ose
on e o f the follow in g effects on that target:
• It m ust su cce e d on a D exterity saving th row o r be
To n g u e o f t h e
Su n a n d
M o o n
Starting at 13th level, you learn to touch the ki o f other
m inds s o that you understand all spoken languages.
M oreover, any creature that can understand a language
can understand w hat you say.
D ia m o n d
So u l
B egin ning at 14th level, your m astery o f ki grants you
proficiency in all saving throw s.
Additionally, w hen ever you m ake a saving th row and
fail, you can spend 1 ki point to reroll it and take the
s e c o n d result.
T im e l e ss B o d y
At 15th level, your ki sustains you s o that you suffer
none o f the frailty o f old age, and you can't be aged
magically. You can still die o f old age, however. In
addition, you no lon ger need food or water.
Em pt y B o d y
B egin ning at 18th level, you can use your action to
spend 4 ki points to b e c o m e invisible for 1 minute.
kn ock ed prone.
• It m ust m ake a Strength saving throw. If it fails, you
can push it up to 15 feet away from you.
• It ca n ’t take reaction s until the end o f your next turn.
W
h o l e n e s s
o f
Bo
d y
At 6th level, you gain the ability to heal yourself. A s an
action, you can regain hit points equal to three tim es
your m on k level. You m ust finish a lon g rest b efore you
can u se this feature again.
T
r a n q u il it y
B egin ning at 11th level, you can enter a sp ecia l
m editation that su rrou nd s you w ith an aura o f p ea ce. At
the end o f a long rest, you gain the effect o f a sanctuary
spell that lasts until the start o f your next long rest (the
spell can end early as norm al). The saving th row D C
for the spell equals 8 + your W isd om m odifier + your
proficiency bonus.
Q
u iv e r in g
Pa
l m
At 17th level, you gain the ability to set up lethal
vibrations in s o m e o n e ’s body. W h en you hit a creature
w ith an unarm ed strike, you can spend 3 ki points to
start th ese im perceptible vibrations, w hich last for a
num ber o f days equal to your m on k level. The vibrations
are h arm less u n less you use your action to end them.
To do so, you and the target m ust be on the sam e plane
o f existence. W h en you u se this action, the creature
m ust m ake a Constitution saving throw. If it fails, it is
redu ced to 0 hit points. If it su cceed s, it takes 10d 10
n ecrotic dam age.
Y ou can have only on e creature under the effect o f this
feature at a tim e. You can c h o o s e to end the vibrations
h arm lessly without usin g an action.
Wa y o f
Sh a d o w
M onks o f the W ay o f S h a d ow follow a tradition that
values stealth and subterfuge. T h ese m on k s might
b e called ninjas or sh ad ow dan cers, and they serve as
sp ies and assassins. S om etim es the m em bers o f a
ninja m onastery are fam ily m em bers, form in g a clan
sw orn to se cre cy about their arts and m issions. Other
m on asteries are m ore like thieves’ guilds, hiring out
their serv ices to n obles, rich m erchants, or anyone else
w h o can pay their fees. R egardless o f their m ethods, the
h eads o f these m on asteries expect the unquestioning
o b ed ien ce o f their students.
Sh
a d o w
A
r t s
Starting w hen you c h o o s e this tradition at 3rd level, you
can use your ki to duplicate the effects o f certain spells.
A s an action, you can spend 2 ki poin ts to cast darkness,
darkvision, pass without trace, or silence, without
providing m aterial com pon en ts. Additionally, you gain
the minor illusion cantrip if you don ’t already k n ow it.
Sh
a d o w
St
e p
At 6th level, you gain the ability to step from on e sh adow
into another. W h en you are in dim light or darkness,
as a bon u s action you can teleport up to 60 feet to an
u n occu pied sp ace you can see that is also in dim light
or darkness. You then have advantage on the first m elee
attack you m ake b efore the end o f the turn.
C
l o a k
o f
Sh
a d o w s
By 11th level, you have learned to b e c o m e one with
the sh adow s. W h en you are in an area o f dim light or
darkness, you can u se your action to b e c o m e invisible.
Y ou rem ain invisible until you m ake an attack, cast a
spell, or are in an area o f bright light.
O
p p o r t u n is t
At 17th level, you can exploit a creatu re's m om entary
distraction w hen it is hit by an attack. W h enever a
creature w ithin 5 feet o f you is hit by an attack m ade by
a creature other than you, you can use your reaction to
m ake a m elee attack against that creature.
Wa y o f t h e Fo u r El e m e n t s
Y ou follow a m on astic tradition that teach es you to
h arn ess the elem ents. W h en you focu s your ki, you can
align y ou rself w ith the fo r ce s o f creation and ben d the
four elem ents to your w ill, using them as an extension
o f your body. S om e m em bers o f this tradition dedicate
them selves to a single elem ent, but others w eave the
elem ents together.
M any m on k s o f this tradition tattoo their b o d ie s with
representations o f their ki pow ers, com m on ly im agined
as coilin g dragons, but also as ph oenixes, fish, plants,
m ountains, and crestin g w aves.
D
is c ip l e
o f
t h e
El
e m e n t s
W h en you c h o o s e this tradition at 3rd level, you learn
m agical disciplin es that h arness the p ow er o f the four
elem ents. A discipline requ ires you to spend ki points
each tim e you use it.
You k n ow the E lem ental Attunem ent discipline and
on e other elem ental discipline o f your choice, w hich are
detailed in the “Elem ental D iscip lin es” section below.
You learn on e additional elem ental discipline o f your
ch oice at 6th, 11th, and 17th level.
W h enever you learn a n ew elem ental discipline,
you can also replace on e elem ental discipline that you
already k n ow w ith a different discipline.
Casting Elemental Spells. S o m e elem ental
disciplin es allow you to cast spells. S e e chapter 10 for
the general rules o f spellcasting. To cast on e o f these
spells, you u se its casting tim e and other rules, but you
don ’t need to provide material com pon en ts for it.
O n ce you reach 5th level in this class, you can spend
additional ki points to in crease the level o f an elem ental
discipline spell that you cast, provided that the spell has
an en hanced effect at a higher level, as burning hands
does. The spell's level in creases by 1 for each additional
ki point you spend. For exam ple, if you are a 5th-level
m on k and use S w eep in g Cinder Strike to cast burning
hands, you can spend 3 ki points to cast it as a 2nd-level
spell (the disciplin e’s ba se cost o f 2 ki points plus 1).
T h e m axim u m num ber o f ki points you can spend to
cast a spell in this w ay (including its ba se ki point cost
and any additional ki poin ts you sp en d to in crease its
level) is determ ined by your m on k level, as sh ow n in the
S p ells and Ki Points table.
S
pel l s
a n d
K
Monk Levels
i
Po
in t s
M axim um Ki Points for a Spell
5th—8th
3
9th—12th
4
13th—16th
5
17th—20th
6
El
e m e n t a l
D
is c ip l in e s
The elem ental disciplin es are presen ted in alphabetical
order. If a discipline requ ires a level, you must be that
level in this class to learn the discipline.
Breath o f Winter (17th Level Required). You can
spend 6 ki points to cast con e o f cold.
Clench o f the North Wind (6th Level Required). You
can spend 3 ki poin ts to cast hold person.
Elemental Attunement. You can use your action to
briefly control elem ental forces nearby, causing one o f
the follow in g effects o f your choice:
• Create a h arm less, instantaneous sen sory effect
related to air, earth, fire, or water, such as a sh ow er o f
sparks, a pu ff o f w ind, a spray o f light mist, or a gentle
rum bling o f stone.
• Instantaneously light or snuff out a candle, a torch, or
a sm all cam pfire.
• Chill or w arm up to 1 pou nd o f nonliving m aterial for
up to 1 hour.
• Cause earth, fire, water, or m ist that can fit w ithin a
1-foot cu b e to sh ape itself into a crude form you d esig
nate for 1 minute.
Eternal Mountain Defense (11th Level Required).
You can sp end 5 ki points to cast stoneskin,
targeting yourself.
Fangs o f the Fire Snake. W h en you use the Attack
action on your turn, you can spend 1 ki point to cause
tendrils o f flam e to stretch out from your fists and feet.
Y our reach w ith your unarm ed strikes in creases by
10 feet for that action, as w ell as the rest o f the turn.
A hit w ith such an attack deals fire dam age instead of
bludgeon ing dam age, and if you spend 1 ki point w hen
the attack hits, it also deals an extra 1d 10 fire dam age.
Fist o f Four Thunders. You can spend 2 ki points to
cast thunderwave.
Fist o f Unbroken Air. You can create a blast o f
com p re ss e d air that strikes like a m ighty fist. A s an
action, you can spend 2 ki points and c h o o s e a creature
w ithin 30 feet o f you. That creature must m ake a
Strength saving throw. On a failed save, the creature
takes 3 d 10 bludgeon ing dam age, plus an extra 1d 10
bludgeon ing dam age for each additional ki point you
spend, and you can push the creature up to 20 feet away
from you and k n ock it prone. On a su ccessfu l save, the
creature takes h alf as m uch dam age, and you d on ’t push
it or k n ock it prone.
Flames o f the Phoenix (11th Level Required). You
can spend 4 ki points to cast fireball.
Gong o f the Summit (6th Level Required). Y ou 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 o f Hungry Flame (17th Level Required). You
can sp end 5 ki poin ts to cast wall o f fire.
Rush o f the Gale Spirits. You can spend 2 ki points
to cast gust o f wind.
Shape the Flowing River. A s an action, you can
spend 1 ki point to c h o o s e an area o f ice or w ater no
larger than 30 feet on a side w ithin 120 feet o f you. You
can change w ater to ice w ithin the area and v ice versa,
and you can resh ape ice in the area in any m anner you
ch oose. You can raise or low er the ic e ’s elevation, create
or fill in a trench, erect or flatten a w all, or form a pillar.
T h e extent o f any such ch a n g es ca n ’t ex ceed h alf the
area’s largest dim ension. For exam ple, if you affect a
30 -foot square, you can create a pillar up to 15 feet high,
raise or low er the sq u a re’s elevation by up to 15 feet, dig
a trench up to 15 feet deep, and s o on. You ca n ’t shape
the ice to trap or injure a creature in the area.
Sweeping Cinder Strike. You can sp end 2 ki points to
cast burning hands.
Water Whip. You can sp end 2 ki points as a bon u s
action to create a w hip o f water that shoves and pulls
a creature to u nbalance it. A creature that you can see
that is w ithin 30 feet o f you must m ake a Dexterity
saving throw. On a failed save, the creature takes 3 d 10
bludgeon ing dam age, plus an extra 1d 10 bludgeon ing
dam age for each additional ki point you spend, and you
can either k n ock it prone or pull it up to 25 feet closer
to you. O n a su ccessfu l save, the creature takes h alf as
m uch dam age, and you don ’t pull it or k n ock it prone.
Wave o f Rolling Earth (17th Level Required). You
can sp end 6 ki points to cast wall o f stone.
M o n a s t i c O r d er s
The worlds o f D&D contain a multitude o f monasteries
and monastic traditions. In lands with an Asian cultural
flavor, such as Shou Lung far to the east o f 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
o f the monk. Some o f these monasteries have spread to the
western lands o f Faerun, particularly in places with large
Shou immigrant communities, such as Thesk and Westgate.
Other monastic traditions are associated with deities who
teach the value o f physical excellence and mental discipline.
In the Forgotten Realms, the order o f the Dark Moon is
made up o f monks dedicated to Shar (goddess o f loss), who
maintain secret communities in remote hills, back allies,
and subterranean hideaways. Monasteries o f Ilmater (god
o f endurance) are named after flowers, and their orders
carry the names o f great heroes o f 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 o f martial arts with a life of scholarship.
Most are devoted to the deities o f the Sovereign Host.
In the world o f Dragonlance, most monks are devoted to
Majere, god o f meditation and thought. In Greyhawk, many
monasteries are dedicated to Xan Yae, the goddess o f twilight
and the superiority o f mind over matter, or to Zuoken, god of
mental and physical mastery.
The evil monks o f the Scarlet Brotherhood in the world of
Greyhawk derive their fanatic zeal not from devotion to a god
but from dedication to the principles o f their nation and their
race— the belief that the Suel strand of humanity are meant
to rule the world.
Pa l a d i n
Clad in plate arm or that gleam s in the sunlight despite
the dust and grim e o f long travel, a hum an lays dow n
her sw ord and shield and p la ces her hands on a m ortally
w ou n ded man. D ivine radiance sh in es from her hands,
the m an’s w ou n ds knit closed, and his eyes op en w ide
with am azem ent.
A dw arf crou ch es behind an outcrop, his black cloak
m akin g him nearly invisible in the night, and w atches
an orc w ar band celebrating its recent victory. Silently,
he stalks into their m idst and w h ispers an oath, and tw o
ores are dead b efore they even realize he is there.
Silver hair shining in a shaft o f light that seem s to
illum inate only him , an elf laughs w ith exultation. His
sp ear flashes like his eyes as he ja b s again and again
at a tw isted giant, until at last his light ov ercom es its
h ideou s darkness.
W hatever their origin and their m ission, paladins are
united by their oaths to stand against the forces o f evil.
W h eth er sw orn before a g od ’s altar and the w itn ess o f
a priest, in a sa cred glade b efore nature spirits and fey
beings, or in a m om ent o f desperation and g rief w ith the
dead as the only w itn ess, a paladin’s oath is a pow erfu l
bond. It is a so u rce o f p ow er that turns a devout w arrior
into a blessed cham pion.
T h e C a u se o f Rig h t e o u sn e ss
A paladin sw ea rs to uphold ju stice and righteousness,
to stand w ith the g o o d things o f the w orld against the
en croach in g darkness, and to hunt the forces o f evil
w herever they lurk. Different paladins focu s on various
aspects o f the cau se o f righ teou sn ess, but all are
b ou n d by the oaths that grant them p ow er to d o their
sa cred w ork. A lthough m any paladins are devoted to
g od s o f g ood , a paladin’s p ow er c o m e s as m uch from a
com m itm en t to ju stice itself as it d o e s from a god.
Paladins train for years to learn the skills o f com bat,
m astering a variety o f w ea p on s and armor. Even so,
their martial skills are secon d a ry to the m agical p ow er
they w ield: p ow er to heal the sick and injured, to sm ite
the w ick ed and the undead, and to protect the innocent
and th ose w h o join them in the fight for ju stice.
Be y o n d t h e M u n d a n e L if e
A lm ost by definition, the life o f a paladin is an
adventuring life. U n less a lasting injury has taken him
or her away from adventuring for a time, every paladin
lives on the front lines o f the c o sm ic struggle against
Th
e
Pa
l a d in
— Spell Slots per Spell Level—
Level
Proficiency
Bonus
Features
1st
2nd
3rd
4th
1st
+2
Divine Sense, Lay on Hands
—
—
—
—
—
2nd
+2
Fighting Style, Spellcasting, Divine Smite
2
—
—
—
—
5th
3rd
+2
Divine Health, Sacred Oath
3
—
—
+2
Ability Score Improvement
3
—
—
—
—
—
4th
5th
+3
Extra Attack
4
2
—
—
—
6th
+3
Aura o f Protection
4
2
—
—
—
7th
+3
Sacred Oath feature
4
3
—
—
—
8th
+3
Ability Score Improvement
4
3
—
—
—
9th
+4
—
4
3
2
—
—
10th
+4
Aura o f Courage
4
3
2
—
—
11th
+4
Improved Divine Smite
4
3
3
—
—
12th
+4
Ability Score Improvement
4
3
3
—
—
13th
+5
—
4
3
3
1
—
14th
+5
Cleansing Touch
4
3
3
1
—
15th
+5
Sacred Oath feature
4
3
3
2
—
16th
+5
Ability Score Improvement
4
3
3
2
—
17th
+6
—
4
3
3
3
1
18th
+6
Aura improvements
4
3
3
3
1
19th
+6
Ability Score Improvement
4
3
3
3
2
20th
+6
Sacred Oath feature
4
3
3
3
2
—
evil. Fighters are rare enough a m on g the ranks o f the
m ilitias and arm ies o f the w orld, but even few er p eople
can claim the true calling o f a paladin. W h en they do
as Torm , Tyr, H eironeou s,
Paladine, Kiri-Jolith, D ol
Arrah, the Silver Flam e,
receive the call, these w arriors turn from their form er
occu p ation s and take up arm s to fight evil. S om etim es
their oaths lead them into the serv ice o f the crow n as
leaders o f elite grou ps o f knights, but even then their
loyalty is first to the ca u se o f righ teou sn ess, not to
crow n and country.
Adventuring p aladins take their w ork seriously. A
delve into an ancient ruin or dusty crypt can be a quest
driven by a higher p u rp ose than the acquisition of
treasure. Evil lurks in du ngeon s and prim eval forests,
and even the sm allest victory against it can tilt the
c o s m ic ba la n ce away from oblivion.
Bahamut, Athena, Re-Horakhty,
and H eim dall.
H ow did you exp erien ce your call to
serve as a paladin? D id you hear a w h isper
from an u n seen g od or angel w hile you w ere at
prayer? D id another paladin sen se the potential w ithin
you and d ecide to train you as a squire? Or did som e
terrible event—the destruction o f your h om e, perhaps—
drive you to your quests? Perhaps you stum bled into
a sa cred grove or a hidden elven enclave and found
y ou rself called to protect all such refuges o f g o od n ess
and beauty. O r you m ight have k n ow n from your earliest
m em ories that the paladin’s life w as your calling, alm ost
as if you had been sent into the w orld w ith that p u rp ose
stam ped on your soul.
A s guardians against the forces o f w ick ed n ess,
paladins are rarely o f any evil alignm ent. M ost o f them
w alk the paths o f charity and ju stice. C on sider h ow your
alignm ent c o lo rs the w ay you pursue your holy quest
and the m ann er in w hich you con du ct y ou rself before
g od s and m ortals. Your oath and alignm ent m ight be
in harmony, or your oath m ight represent standards of
behavior that you have not yet attained.
C r e a t i n g a Pa l a d i n
Th e m ost im portant aspect o f a paladin character is
the nature o f 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 ch oice by reading
the oath descriptions at the end o f the class. A re you a
devoted servant o f g ood, loyal to the gods o f ju stice and
honor, a holy knight in shining arm or venturing forth
to sm ite evil? A re you a g loriou s cham pion o f the light,
cherish in g everything beautiful that stands against the
shadow, a knight w h o s e oath d escen d s from traditions
older than m any o f the god s? O r are you an em bittered
lon er sw orn to take v en g ean ce on th ose w h o have done
great evil, sent as an angel o f death by the g od s or driven
by your n eed for revenge? A pp en dix B lists m any deities
w orsh ip ed by paladins throughout the m ultiverse, such
Q
u ic k
Bu
il d
You can m ake a paladin quickly by follow in g these
suggestion s. First, Strength sh ou ld be your highest
ability score, follow ed by C harism a. S econ d , c h o o s e the
noble background.
C l a s s Fe a t u r e s
Fig h t in g
A s a paladin, you gain the follow in g cla ss features.
At 2nd level, you adopt a style o f fighting as your
specialty. C h oose on e o f the follow in g options. You ca n ’t
take a Fighting Style option m ore than on ce, even if you
later get to c h o o s e again.
H
it
Po
in t s
Hit Dice: 1d10 p er paladin level
Hit Points at 1st Level: 10 + your Constitution m odifier
Hit Points at Higher Levels: 1d 10 (or 6) + your
C onstitution m odifier per paladin level after 1st
Pr
o f ic ie n c ie s
Arm or: A ll armor, shields
W eapons: Sim ple w eapon s, m artial w eapon s
Tools: N one
Saving Throws: W isdom , Charism a
Skills: C h o o se tw o from A thletics, Insight, Intimidation,
M edicine, Persuasion, and R eligion
Eq
u ip m e n t
You start w ith the follow in g equipm ent, in addition to
the equipm ent granted by your background:
D
St y l e
e f e n se
W h ile you are w earing armor, you gain a +1 bon u s to AC.
D
u e l in g
W h en you are w ielding a m elee w eap on in on e hand and
no other w eapon s, you gain a +2 bon u s to dam age rolls
w ith that w eapon.
G
r e a t
W
e a po n
Fig
h t in g
W h en you roll a 1 or 2 on a dam age die for an attack you
m ake w ith a m elee w eap on that you are w ielding with
tw o hands, you can reroll the die and must u se the new
roll. T h e w eap on m ust have the tw o-handed or versatile
property for you to gain this benefit.
Pr
• (a) a m artial w eap on and a shield or (b) tw o martial
w eap on s
• (a) five javelins or (b) any sim ple m elee w eapon
• (a) a priest’s pack or (b) an explorer’s pack
• C hain m ail and a holy sym bol
W h en a creature you can see attacks a target other
than you that is w ithin 5 feet o f you, you can u se your
reaction to im p ose disadvantage on the attack roll.
You must be w ielding a shield.
D i v in e Se n se
Spe l l c a s t in g
T h e p resen ce o f stron g evil registers on your se n se s like
a n oxiou s odor, and pow erfu l g o o d rings like heavenly
m u sic in your ears. A s an action, you can op en your
B y 2nd level, you have learned to draw on divine
m agic through m editation and prayer to cast sp ells as
a cleric does. S e e chapter 10 for the general rules o f
spellcastin g and chapter 11 for the paladin spell list.
aw aren ess to detect such forces. Until the end o f your
next turn, you k n ow the location o f any celestial, fiend,
or undead w ithin 60 feet o f you that is not behind total
cover. You k n ow the type (celestial, fiend, or undead) o f
any bein g w h ose p resen ce you sen se, but not its identity
(the vam pire Count Strahd von Z arovich, for instance).
W ithin the sa m e radius, you also detect the presen ce
o f any place or object that has been con secrated or
desecrated, as w ith the hallow spell.
You can u se this feature a num ber o f tim es equal to
1 + your C harism a m odifier. W h en you finish a lon g rest,
you regain all expen ded uses.
L a y o n H a n d s
Your blessed touch can heal w oun ds. You have a p ool
o f healing p ow er that replen ish es w hen you take a long
rest. W ith that pool, you can restore a total num ber o f
hit points equal to your paladin level x 5.
A s an action, you can touch a creature and draw
p ow er from the p o o l to restore a num ber o f hit points
to that creature, up to the m axim u m am ount rem aining
in your p ool.
Alternatively, you ca n expend 5 hit points from your
p o o l o f healing to cure the target o f one d isease or
neutralize on e p oison affecting it. You can cure multiple
d isea ses and neutralize multiple p oison s w ith a single
use o f Lay on H ands, expending hit points separately
for each one.
T h is feature has no effect on undead and constructs.
Pr
o t e c t io n
e p a r in g a n d
Ca
s t in g
Sp e
l l s
T h e Paladin table sh ow s h ow m any spell slots you have
to cast your spells. To cast on e o f your paladin sp ells o f
1st level or higher, you must expend a slot o f the sp ell’s
level or higher. You regain all expen ded spell slots w hen
you finish a lon g rest.
Y ou prepare the list o f paladin spells that are available
for you to cast, ch oosin g from the paladin spell list.
W h en you do so, c h o o s e a n um ber o f paladin spells
equal to your C harism a m odifier + h alf your paladin
level, roun ded dow n (m inim um o f one spell). The sp ells
must b e o f a level for w hich you have spell slots.
For exam ple, if you are a 5th-level paladin, you have
four 1st-level and tw o 2nd-level spell slots. W ith a
C harism a o f 14, your list o f prepared sp ells can include
four spells o f 1st or 2nd level, in any com bination. 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
d oesn ’t rem ove it from your list o f prepared spells.
You can change your list o f prepared spells w hen you
finish a long rest. P reparin g a n ew list o f paladin spells
requ ires tim e spent in prayer and m editation: at least 1
m inute per spell level for each spell on your list.
Sp
e l l c a s t in g
A
b il it y
C harism a is your sp ellcastin g ability for your paladin
spells, sin ce their p ow er derives from the strength o f
your conviction s. You u se your C harism a w hen ever a
spell refers to your spellcastin g ability. In addition, you
use your C harism a m odifier w hen setting the saving
th row D C for a paladin spell you cast and w hen m aking
an attack roll w ith one.
Spell save D C = 8 + your proficiency bonus +
A b i l i t y S c o r e Im p r o v e m e n t
W h en you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can in crease on e ability s c o r e o f your
ch oice by 2, or you can in crease tw o ability sc o r e s o f
your ch oice by 1. A s norm al, you ca n ’t in crease an ability
sco re above 20 using this feature.
your Charisma modifier
Spell attack modifier = your proficiency bonus +
your Charisma modifier
Sp e
l l c a s t in g
Fo
c u s
You can u se a holy sym b ol (found in chapter 5) as a
sp ellcastin g focu s for your paladin spells.
D iv in e
Sm it e
Starting at 2nd level, w hen you hit a creature w ith a
m elee w eap on attack, you can expend one paladin spell
slot to deal radiant dam age to the target, in addition to
the w ea p on ’s dam age. T h e extra dam age is 2d 8 for a
1st-level sp ell slot, plus 1d8 for each spell level higher
than 1st, to a m axim u m o f 5d8. T h e dam age in creases
by 1d8 if the target is an undead or a fiend.
D iv in e H e a l t h
By 3rd level, the divine m agic flow in g through you
m a kes you im m une to disease.
Sa c r e d
O a t h
W h en you reach 3rd level, you sw ear the oath that binds
you as a paladin forever. Up to this tim e you have been
in a preparatory stage, com m itted to the path but not
yet sw orn to it. N ow you c h o o s e the Oath o f D evotion,
the Oath o f the Ancients, or the Oath o f V engeance, all
detailed at the end o f the class description.
Your ch oice grants you features at 3rd level and again
at 7th, 15th, and 20th level. T h o se features include oath
sp ells and the Channel Divinity feature.
O
a t h
Sp e
l l s
E ach oath has a list o f a ssocia ted spells. You gain
a c c e s s to th ese spells at the levels sp ecified in the oath
description. O n ce you gain a c c e ss to an oath spell, you
always have it prepared. Oath spells d on ’t count against
the num ber o f spells you can prepare each day.
If you gain an oath spell that d oesn ’t appear on the
paladin sp ell list, the spell is n onetheless a paladin
spell for you.
C
h a n n e l
D
iv in it y
Your oath allow s you to channel divine en ergy to fuel
m agical effects. E ach Channel Divinity option provided
by your oath explains h ow to u se it.
W h en you u se your Channel Divinity, you ch o o s e
w hich option to use. You must then finish a short or long
rest to u se your Channel Divinity again.
S o m e Channel Divinity effects require saving throw s.
W h en you u se such an effect from this class, the DC
equals your paladin spell save DC.
Ex t r a A t t a c k
B egin ning at 5th level, you can attack tw ice, instead o f
on ce, w henever you take the A ttack action on your turn.
A u r a o f Pr o t e c t io n
Starting at 6th level, w hen ever you or a friendly creature
w ithin 10 feet o f you m ust m ake a saving throw, the
creature gains a bon u s to the saving th row equal to your
C harism a m odifier (with a m inim um bon u s o f +1). You
m ust be co n s cio u s to grant this bonus.
At 18th level, the range o f this aura in creases to 30 feet.
A u r a o f
C o u r a g e
Starting at 10th level, you and friendly creatu res
w ithin 10 feet o f you ca n ’t be frightened w hile you
are con sciou s.
At 18th level, the range o f this aura in creases to 30 feet.
Im pr o v e d D iv in e
Sm it e
By 11th level, you are s o su ffu sed w ith righteous
might that all your m elee w ea p on strikes carry divine
pow er w ith them. W h en ever you hit a creature with a
m elee w eapon , the creature takes an extra 1d8 radiant
dam age. If you also u se your D ivine Sm ite with an
attack, you add this dam age to the extra dam age o f your
D ivine Sm ite.
C l e a n sin g T o u c h
B egin ning at 14th level, you can use your action to
end on e spell on y ou rself or on on e w illing creature
that you touch.
You can use this feature a num ber o f tim es equal
to your C harism a m odifier (a m inim um o f once). You
regain expended u ses w hen you finish a lon g rest.
Sa c r e d O a t h s
B ecom in g a paladin involves taking v ow s that com m it
the paladin to the cau se o f righ teou sn ess, an active
path o f fighting w ick ed n ess. The final oath, taken
w hen he or sh e reach es 3rd level, is the culm ination
o f all the paladin’s training. S o m e characters with this
class d on ’t con sider them selves true paladins until
they have reach ed 3rd level and m ade this oath. For
others, the actual sw earin g o f the oath is a formality,
an official stam p on w hat has always been true in the
paladin’s heart.
O a t h
o f
D e v o t io n
T h e Oath o f D evotion binds a paladin to the loftiest
ideals o f ju stice, virtue, and order. S om etim es called
cavaliers, w hite knights, or holy w arriors, these
paladins m eet the ideal o f the knight in sh in in g armor,
acting w ith h on or in pursuit o f ju stice and the greater
good. Th ey h old th em selves to the highest standards of
conduct, and som e, for better or w orse, hold the rest o f
the w orld to the sam e standards. M any w ho sw ear this
oath are devoted to gods o f law and g o o d and use their
g od s’ tenets as the m easu re o f their devotion. Th ey hold
an gels—the perfect servants o f g o o d —as their ideals,
and in corporate im ages o f angelic w in gs into their
helm ets or coats o f arm s.
T
e n e t s
o f
D
e v o t io n
T h ou gh the exact w ord s and strictures o f the Oath o f
D evotion vary, paladins o f this oath share these tenets.
Honesty. D on ’t lie or cheat. Let your w ord b e
your prom ise.
Courage. Never fear to act, though caution is w ise.
Compassion. A id others, protect the w eak, and
punish th ose w h o threaten them. S h o w m ercy to your
foes, but tem per it w ith w isdom .
Honor. Treat others with fairness, and let your
honorable d eed s be an exam ple to them . D o as
m uch g o o d as p ossib le w hile causing the least
am ount o f harm.
Duty. B e respon sib le for your actions and their
con seq u en ces, protect th ose entrusted to your care,
and obey th ose w h o have ju st authority over you.
O
a t h
Sp e
B r e a k i n g Yo u r O a t h
A paladin tries to hold to the highest standards o f conduct,
but even the most virtuous paladin is fallible. Sometimes
the right path proves too demanding, sometimes a situation
calls for the lesser o f 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 allnight vigil in prayer as a sign o f penitence, or undertake a
fast or similar act o f self-denial. After a rite o f confession and
forgiveness, the paladin starts fresh.
If a paladin willfully violates his or her oath and shows no
sign o f 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
D u n ge o n M aste r's Guide.
reactions. F or its action, it can use only the D ash action
or try to esca p e from an effect that prevents it from
m oving. If there’s n ow h ere to m ove, the creature can u se
the D od g e action.
A
u r a
o f
D
e v o t io n
Starting at 7th level, you and friendly creatu res w ithin
10 feet o f you ca n ’t be ch a rm ed w hile you are con sciou s.
At 18th level, the range o f this aura in creases to 30 feet.
l l s
You gain oath sp ells at the paladin levels listed.
Pu
O
B egin ning at 15th level, you are always under the effects
o f a protection from evil and good spell.
a t h
o f
D
e v o t io n
Paladin Level
C
S
pel l s
Spells
3rd
protection fro m evil a n d good, san ctu ary
5th
lesser restoration, zone o f truth
9th
beacon o f hope, dispel m agic
13th
fre e do m o f m ovem ent, gu ardia n o f faith
17th
com m u n e, fla m e strike
h a n n e l
D
iv in it y
W h en you take this oath at 3rd level, you gain the
follow in g tw o Channel Divinity options.
Sacred Weapon. A s an action, you ca n im bue one
w eap on that you are holdin g w ith positive energy,
using your Channel Divinity. For 1 minute, you add
your C harism a m odifier to attack rolls m ade w ith that
w eap on (with a m inim um bon u s o f +1). T h e w ea p on also
em its bright light in a 20 -foot radius and dim light 20
feet beyon d that. If the w eap on is not already m agical, it
b e c o m e s m agical for the duration.
You ca n end this effect on your turn as part o f any
other action. If you are no lon ger h olding or carrying
this w eapon , or if you fall u n con sciou s, this effect ends.
Turn the Unholy. A s an action, you present your
holy sym bol and sp eak a prayer cen su rin g fiends and
undead, using your Channel Divinity. E ach fiend or
undead that can s e e or hear you w ithin 30 feet o f you
must m ake a W isd om saving throw. If the creature
fails its saving throw, it is turned for 1 m inute or until
it takes dam age.
A turned creature m ust sp en d its turns trying to m ove
as far away from you as it can, and it ca n ’t w illingly
m ove to a sp ace w ithin 30 feet o f you. It also ca n ’t take
H
r it y
o l y
N
o f
Sp ir
it
im b u s
At 20th level, as an action, you can em anate an aura o f
sunlight. F or 1 minute, bright light sh in es from you in a
30 -foot radius, and dim light sh in es 30 feet beyon d that.
W h enever an enem y creature starts its turn in the
bright light, the creature takes 10 radiant dam age.
In addition, for the duration, you have advantage on
saving throw s against sp ells cast by fiends or undead.
O n ce you use this feature, you ca n ’t use it again until
you finish a long rest.
O a t h
o f
t h e
A n c ie n t s
The Oath o f the A ncients is as old as the race o f elves
and the rituals o f the druids. S om etim es called fey
knights, green knights, or h orn ed knights, paladins w ho
sw ear this oath cast their lot with the side o f the light
in the co sm ic struggle against darkn ess b eca u se they
love the beautiful and life-giving things o f the w orld,
not n ecessarily b eca u se they believe in prin ciples o f
honor, courage, and ju stice. Th ey adorn their arm or and
cloth in g with im ages o f grow in g things—leaves, antlers,
or flow ers—to reflect their com m itm en t to preserving
life and light in the world.
T
e n e t s
o f
t h e
A
n c ie n t s
The tenets o f the Oath o f the A ncients have been
preserved for u ncounted centuries. T h is oath
em p hasizes the prin ciples o f g o o d above any con cern s
o f law o r chaos. Its four central prin ciples are sim ple.
sym bol, and each fey o r fiend w ithin 30 feet o f you that
can hear you m ust m ake a W isd om saving throw. O n a
failed save, the creature is turned for 1 m inute or until it
takes dam age.
A turned creature m ust spend its turns trying to m ove
as far away from you as it can, and it ca n ’t w illingly
m ove to a sp a ce w ithin 30 feet o f you. It also ca n ’t take
reactions. F or its action, it can use only the D ash action
or try to esca p e from an effect that prevents it from
m oving. If th ere’s now h ere to m ove, the creature can use
the D o d g e action.
If the creatu re’s true form is con cea led by an illusion,
shapeshifting, or other effect, that form is revealed w hile
it is turned.
A
u r a
Wa
o f
r d in g
B egin ning at 7th level, ancient m agic lies so heavily
u pon you that it form s an eldritch w ard. You and friendly
creatu res w ithin 10 feet o f you have resistan ce to
dam age from spells.
At 18th level, the range o f this aura in creases to 30 feet.
K indle the Light. T h rou gh your acts o f mercy,
kin dn ess, and forgiveness, kindle the light o f h op e in the
w orld, beating ba ck despair.
S helter the Light. W h ere there is g ood, beauty, love,
and laughter in the w orld, stand against the w ick ed n ess
that w ou ld sw a llow it. W h ere life flourishes, stand
against the fo r ce s that w ou ld render it barren.
P reserve Your Own Light. D elight in son g and
laughter, in beauty and art. If you allow the light to die in
your ow n heart, you ca n ’t preserve it in the w orld.
B e the Light. B e a g loriou s b ea con for all w h o live in
despair. Let the light o f your jo y and cou rage shine forth
in all your deeds.
O
a t h
Sp e
l l s
You gain oath sp ells at the paladin levels listed.
O
at h
o f
t h e
Paladin Level
3rd
A
n c ie n t s
S
pel l s
Spells
e n sn aring strike, speak with anim als
5th
m oonb eam , m isty step
9th
p lant growth, protection fro m energy
13th
ice storm , stoneskin
17th
c o m m u n e with nature, tree stride
C h a n n e l D iv in it y
W h en you take this oath at 3rd level, you gain the
follow in g tw o Channel Divinity options.
N ature’s Wrath. You can use your Channel Divinity
to invoke prim eval forces to ensnare a foe. A s an action,
you can cau se spectral vines to spring up and reach
for a creature w ithin 10 feet o f you that you can see.
T h e creature m ust su cceed on a Strength or Dexterity
saving th row (its ch oice) or be restrained. W h ile
restrained by the vines, the creature repeats the saving
th row at the end o f each o f its turns. O n a su ccess, it
frees itself and the v ines vanish.
Turn the Faithless. You can use your Channel
Divinity to utter ancient w ord s that are painful for fey
and fiends to hear. A s an action, you present your holy
U
n d y in g
Se
n t in e l
Starting at 15th level, w hen you are redu ced to 0 hit
points and are not killed outright, you can c h o o s e to
drop to 1 hit point instead. O n ce you u se this ability, you
ca n ’t u se it again until you finish a lon g rest.
Additionally, you suffer n one o f the draw backs o f old
age, and you c a n ’t be aged m agically.
El
d e r
C
h a m p io n
At 20th level, you can assu m e the form o f an ancient
force o f nature, taking on an appearan ce you ch oose.
For exam ple, your skin m ight turn green or take on a
bark-like texture, your hair m ight b e c o m e leafy or m o s s like, or you m ight sprout antlers or a lion-like mane.
U sing your action, you u ndergo a transform ation.
For 1 m inute, you gain the follow in g benefits:
• At the start o f each o f your turns, you regain 10 hit
points.
• W h en ever you cast a paladin spell that has a casting
tim e o f 1 action, you can cast it using a bon u s action
instead.
• E nem y creatures w ithin 10 feet o f you have disadvan
tage on saving th row s against your paladin spells and
Channel Divinity options.
O nce you u se this feature, you ca n ’t use it again until
you finish a lon g rest.
O a t h
o f
V e n g e a n c e
The Oath o f V en gean ce is a solem n com m itm en t to
punish th ose w ho have com m itted a grievous sin. W h en
evil forces slaughter helpless villagers, w hen an entire
p eople turns against the w ill o f the gods, w hen a thieves’
guild grow s too violent and pow erfu l, w hen a dragon
ram pages through the cou n tryside—at tim es like these,
paladins arise and sw ear an Oath o f V en gean ce to set
right that w hich has gone w ron g. To th ese paladins—
som etim es called avengers or dark knights—their ow n
purity is not as im portant as delivering justice.
T
e n e t s
o f
V
C
e n g e a n c e
T h e tenets o f the Oath o f V en gean ce vary by paladin, but
all the tenets revolve around punishing w ron g d oers by
any m eans necessary. Paladins w h o uphold these tenets
are w illing to sa crifice even their ow n righ teou sn ess to
m ete out ju stice upon th ose w h o do evil, so the paladins
are often neutral or lawful neutral in alignm ent. The
c o re prin ciples o f the tenets are brutally sim ple.
Fight the Greater Evil. F aced w ith a ch oice o f fighting
m y sw orn foes or com batin g a lesser evil. I c h o o s e the
greater evil.
h a n n e l
D
iv in it y
W h en you take this oath at 3rd level, you gain the
follow in g tw o Channel Divinity options.
A bjure Enemy. A s an action, you present your holy
sym bol and sp ea k a prayer o f denunciation, using your
Channel Divinity. C h oose one creature w ithin 60 feet
o f you that you can see. That creature m ust m ake a
W isd om saving throw, u nless it is im m une to being
frightened. Fiends and undead have disadvantage on
this saving throw.
You gain oath spells at the paladin levels listed.
On a failed save, the creature is frightened for 1
minute or until it takes any dam age. W h ile frightened,
the creatu re’s sp eed is 0, and it ca n ’t benefit from any
bon u s to its speed.
On a su ccessfu l save, the creatu re’s sp eed is halved
for 1 m inute or until the creature takes any dam age.
Vow o f Enmity. A s a bon u s action, you can utter a vow
o f enm ity against a creature you can see w ithin 10 feet
o f you, using your Channel Divinity. You gain advantage
on attack rolls against the creature for 1 minute or until
it d rops to 0 hit points or falls u n con sciou s.
O
R
No Mercy for the Wicked. O rdinary foes m ight w in
my m ercy, but m y sw orn en em ies do not.
By Any Means Necessary. My qualm s ca n ’t get in the
w ay o f exterm inating m y foes.
Restitution. If m y fo e s w rea k ruin on the w orld, it is
b eca u se I failed to stop them. I m ust help th ose harm ed
by their m isdeeds.
O
a t h
a t h
Sp e
o f
l l s
V
Paladin Level
3rd
e n g e a n c e
S
pel l s
Spells
bane, hu n te r’s m ark
5th
hold person, m isty step
9th
haste, protection fro m energy
13th
banishm ent, dim ension door
17th
hold monster, scrying
e l e n t l e ss
Av
e n g e r
By 7th level, your supernatural focu s helps you close
o ff a fo e ’s retreat. W h en you hit a creature w ith an
opportu nity attack, you can m ove up to h alf your
sp eed im m ediately after the attack and as part o f
the sam e reaction. T h is m ovem ent d oesn ’t provoke
opportunity attacks.
So
u l
o f
V
e n g e a n c e
Starting at 15th level, the authority w ith w h ich you
sp ea k your V ow o f Enm ity gives you greater pow er over
your foe. W h en a creature under the effect o f your V ow
o f Enm ity m akes an attack, you can use your reaction to
m ake a m elee w eap on attack against that creature if it is
w ithin range.
Av
e n g in g
A
n g e l
At 20th level, you can assu m e the form o f an
angelic avenger. U sing your action, you undergo a
transform ation. F or 1 hour, you gain the follow in g
benefits:
• W in gs sprout from your back and grant you a flying
sp eed o f 60 feet.
• You em anate an aura o f m en ace in a 30 -foot radius.
T he first tim e any en em y creatu re enters the aura or
starts its turn there during a battle, the creature m ust
su cceed on a W isd om saving th row o r b e c o m e fright
ened o f you for 1 m inute or until it takes any dam age.
Attack rolls against the frightened creature have
advantage.
O nce you u se this feature, you ca n ’t use it again until
you finish a lon g rest.
Ra n g e r
R ou gh and w ild looking,
a hum an stalks alone
through the sh ad ow s o f
trees, hunting the ores he
k n ow s are planning a raid
on a nearby farm. Clutching
a sh ortsw ord in each hand,
he b e c o m e s a w hirlw ind of
steel, cutting dow n on e enem y
after another.
After tum bling away from a c o n e o f
freezin g air, an elf finds her feet and draw s
ba ck her b o w to lo o s e an arrow at the white
dragon. S h ru g gin g o ff the w ave o f fear that em anates
from the dragon like the cold o f its breath, she sen ds
on e arrow after another to find the gaps betw een the
dragon ’s thick scales.
H olding his hand high, a half-elf w histles to the hawk
that circles high above him, calling the bird b a ck to his
side. W h isp erin g instructions in Elvish, he points to
the ow lbea r h e’s b een tracking and sen ds the haw k to
distract the creature w hile he readies his bow.
Far from the bustle o f cities and tow ns, past the
h ed ges that shelter the m ost distant farm s from the
terrors o f the w ild, am id the den se-pa ck ed trees o f
trackless forests and a cro ss w id e and em pty plains,
ran gers k eep their unending w atch.
D e a d l y H u n t e r s
W arriors o f the w ildern ess, rangers sp ecia lize in
hunting the m on sters that threaten the ed g es o f
civilization—hum anoid raiders, ram paging beasts and
m onstrosities, terrible giants, and deadly dragons. T h ey
learn to track their quarry as a predator d oes, m oving
stealthily through the w ild s and hiding them selves in
brush and rubble. R a n gers focu s their com bat training
on tech niques that are particularly useful against their
sp ecific favored foes.
Th an ks to their fam iliarity w ith the w ilds, rangers
acqu ire the ability to cast spells that h arness nature’s
pow er, m uch as a druid d oes. Th eir spells, like their
com bat abilities, em phasize speed, stealth, and the hunt.
A ranger’s talents and abilities are h oned w ith deadly
focu s on the grim task o f protecting the borderlands.
In d e p e n d e n t A d v e n t u r e r s
T h ou gh a ranger m ight m ake a living as a hunter, a
guide, or a tracker, a ran ger’s true calling is to defend
the outskirts o f civilization from the ravages o f m onsters
and h um anoid h ordes that p ress in from the w ild. In
so m e places, rangers gather in secretive orders or join
forces w ith druidic circles. M any rangers, though, are
independent alm ost to a fault, k n ow in g that, w hen a
dragon or a band o f orc s attacks, a ranger m ight be the
first—and p ossib ly the last—line o f defense.
This fierce in depen den ce m akes rangers w ell suited
to adventuring, sin ce they are accu stom ed to life far
from the c om forts o f a dry bed and a hot bath. Faced
with city-bred adventurers w h o g rou se and w hine about
the hardships o f the w ild, rangers respon d w ith som e
T
h e
Ra
n g e r
— Spell Slots per Spell Level—
Level
Proficiency
Bonus
1st
+2
Favored Enemy, Natural Explorer
2nd
+2
Fighting Style, Spellcasting
2
2
—
3rd
+2
Ranger Archetype, Primeval Awareness
3
3
—
—
4th
+2
Ability Score Improvement
3
3
—
—
5th
+3
Extra Attack
4
4
2
6th
+3
Favored Enemy and Natural Explorer improvements
4
4
7th
+3
Ranger Archetype feature
5
4
Spells
Known
Features
—
—
1st
—
2nd
3rd
— —
—
4th
5th
—
—
—
—
—
—
—
—
—
—
2
—
—
—
3
—
—
—
—
—
—
8th
+3
Ability Score Improvement, Land’s Stride
5
4
3
9th
+4
—
6
4
3
2
—
—
10th
+4
Natural Explorer improvement, Hide in Plain Sight
6
4
3
2
—
—
11th
+4
Ranger Archetype feature
7
4
3
3
—
—
12th
+4
Ability Score Improvement
7
4
3
3
—
—
13th
+5
—
8
4
3
3
1
—
14th
+5
Favored Enemy improvement, Vanish
8
4
3
3
1
—
15th
+5
Ranger Archetype feature
9
4
3
3
2
—
16th
+5
4
3
3
2
—
+6
Ability Score Improvement
—
9
17th
10
4
3
3
3
1
18th
+6
Feral Senses
10
4
3
3
3
1
19th
+6
Ability Score Improvement
11
4
3
3
3
2
20th
+6
Foe Slayer
11
4
3
3
3
2
W hat m ade you join up with a band o f adventurers?
D o you find it challen ging to teach n ew allies the w ays
o f the w ild, or do you w elcom e the relief from solitude
that they offer?
Q
m ixture o f am usem ent, frustration, and com pa ssion .
But they quickly learn that other adventurers w h o can
carry their ow n w eight in a fight against civilization’s
fo e s are w orth any extra burden. C odd led city folk might
not k n ow h ow to feed them selves or find fresh w ater in
the w ild, but they m ake up for it in other ways.
C
r e a t in g a
R
a n g e r
A s you create your ranger character, con sider the nature
o f the training that gave you your particular capabilities.
D id you train with a single mentor, w an dering the w ilds
together until you m astered the ran ger’s w ays? Did you
leave your apprenticeship, or w a s your m entor slain—
perhaps by the sam e kind o f m on ster that b e ca m e your
favored enem y? Or perhaps you learned your skills as
part o f a band o f rangers affiliated with a druidic circle,
trained in m ystic paths as well as w ilderness lore. You
might b e self-taught, a recluse w ho learned com bat
skills, tracking, and even a m agical conn ection to nature
through the n ecessity o f surviving in the w ilds.
W h at’s the sou rce o f your particular hatred o f a
certain kind o f enem y? D id a m on ster kill som eon e
you loved or destroy your h om e village? Or did you see
too m uch o f the destruction th ese m on sters cau se and
com m it y ou rself to reining in their depredations? Is
your adventuring career a continuation o f your w ork
in protectin g the borderlands, or a significant change?
u ic k
Bu
il d
You can m ake a ranger quickly by follow in g these
suggestion s. First, m ake D exterity your highest ability
score, follow ed by W isdom . (S o m e rangers w h o focu s
on tw o-w eapon fighting m ake Strength higher than
Dexterity.) S econ d , c h o o s e the outlander background.
C l a s s Fe a t u r e s
A s a ranger, you gain the follow in g class features.
H
it
Po
in t s
Hit Dice: 1d 10 per ranger level
Hit Points at 1st Level: 10 + your Constitution m odifier
Hit Points at Higher Levels: 1d 10 (or 6) + your
C onstitution m odifier per ranger level after 1st
Pr
o f ic ie n c ie s
Arm or: Light armor, m edium armor, shields
W eapons: S im ple w eapon s, m artial w eapon s
Tools: N one
Saving Throws: Strength, D exterity
Skills: C h oose three from A nim al Handling,
A thletics, Insight, Investigation, Nature, P erception,
Stealth, and Survival
Eq
u ip m e n t
You start w ith the follow in g equipm ent, in addition to
the equipm ent granted by your background:
•
•
•
•
(a) scale m ail or (b) leather arm or
(a) tw o sh ortsw ords or (b) tw o sim ple m elee w eap on s
(a) a du ng eon eer’s pack or (b) an explorer’s pack
A
r c h e r y
You gain a +2 bon u s to attack rolls you m ake with
ranged w eapon s.
A lon g b ow and a quiver o f 20 arrow s
D
Fa v o r e d
En e m y
B egin ning at 1st level, you have significant experience
studying, tracking, hunting, and even talking to a certain
type o f enemy.
C h oose a type o f favored enem y: aberrations,
beasts, celestials, constructs, dragons, elem entals, fey,
fiends, giants, m on strosities, ooze s , plants, or undead.
Alternatively, you can select tw o races o f hum anoid
(such as gnolls and orc s) as favored enem ies.
Y ou have advantage on W isd om (Survival) ch eck s to
track your favored en em ies, as w ell as on Intelligence
ch eck s to recall inform ation about them.
W h en you gain this feature, you also learn one
language o f your ch o ice that is sp oken by your favored
en em ies, if they sp eak on e at all.
You c h o o s e on e additional favored enemy, as w ell as
an a ssocia ted language, at 6th and 14th level. A s you
gain levels, your c h o ice s should reflect the types o f
m on sters you have en cou ntered on your adventures.
Na t u r a l
Ex pl o r e r
You are particularly fam iliar w ith one type o f natural
environm ent and are adept at traveling and surviving in
such regions. C h oo se on e type o f favored terrain: arctic,
coast, desert, forest, grassland, m ountain, sw am p,
or the U nderdark. W h en you m ake an Intelligence or
W isd om ch eck related to your favored terrain, your
proficiency bon u s is dou bled if you are using a skill that
you ’re proficient in.
W h ile traveling for an hour or m ore in your favored
terrain, you gain the follow in g benefits:
• Difficult terrain d oesn ’t slow your grou p’s travel.
• Your group can ’t b e c o m e lost except by m agical
m eans.
• Even w h en you are engaged in another activity w hile
traveling (such as foraging, navigating, or tracking),
you rem ain alert to danger.
• If you are traveling alone, you can m ove stealthily at
a n orm al pace.
• W h en you forage, you find tw ice as m uch food as you
norm ally w ould.
• W h ile tracking other creatures, you also learn their
exact num ber, their sizes, and h ow lon g ago they
pa ssed through the area.
You c h o o s e additional favored terrain types at 6th
and 10th level.
Fig h t in g
St y l e
At 2nd level, you adopt a particular style o f fighting as
your specialty. C h oose on e o f the follow in g options.
Y ou ca n ’t take a Fighting Style option m ore than on ce,
even if you later get to c h o o s e again.
e f e n se
W h ile you are w earing armor, you gain a +1 bonus to AC.
D
u e l in g
W h en you are w ielding a m elee w eap on in on e hand and
no other w eapon s, you gain a +2 bon u s to dam age rolls
w ith that w eapon.
Tw
o
-W
e a po n
Fig
h t in g
W h en you engage in tw o-w eapon fighting, you can add
your ability m odifier to the dam age o f the se co n d attack.
Sp e l l c a s t in g
By the tim e you reach 2nd level, you have learned to
u se the m agical e ss e n ce o f nature to cast spells, m uch
as a druid d oes. S e e chapter 10 for the general rules o f
sp ellcastin g and chapter 11 for the ranger spell list.
Sp e
l l
Sl
o t s
T h e R anger table sh ow s h ow m any spell slots you have
to cast your spells o f 1st level and higher. To cast one o f
th ese spells, you m ust expend a slot o f the sp ell’s level
or higher. You regain all expen ded spell slots w hen you
finish a long rest.
F or exam ple, if you kn ow 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.
Sp e
l l s
K
n o w n
o f
1s t L
e v e l
a n d
H
ig h e r
Y ou k n ow tw o 1st-level spells o f you r c h oice from the
ranger spell list.
T he S p ells K n ow n colu m n o f the R anger table sh ow s
w h en you learn m ore ranger sp ells o f your ch oice. Each
o f th ese sp ells m ust be o f a level for w hich you have
spell slots. F or instance, w hen you reach 5th level in this
class, you can learn on e n ew sp ell o f 1st or 2nd level.
Additionally, w hen you gain a level in this class,
you can c h o o s e on e o f the ranger sp ells you kn ow
and rep lace it w ith another spell from the ranger
spell list, w hich also m ust be o f a level for w hich you
have spell slots.
Sp
e l l c a s t in g
A
b il it y
W isd om is your sp ellcastin g ability for your ranger
spells, sin ce your m a gic draw s on your attunem ent to
nature. You use your W isd om w henever a spell refers
to your sp ellcastin g ability. In addition, you u se your
W isd om m odifier w hen setting the saving th row D C for
a ranger spell you cast and w hen m akin g an attack roll
with one.
Spell save D C = 8 + your proficiency bonus +
your Wisdom modifier
Spell attack modifier = your proficiency bonus +
your Wisdom modifier
Ra n g e r A r c h e t y pe
At 3rd level, you c h o o s e an archetype that you strive
to emulate: Hunter or B east Master, both detailed at
the end o f the class description. Your ch oice grants
you features at 3rd level and again at 7th, 11th,
and 15th level.
Pr im e v a l A w ar en ess
B egin n in g at 3rd level, you can use your action and
expend on e ranger spell slot to focu s your aw areness on
the region around you. F or 1 m inute per level o f the spell
slot you expend, you can sen se w hether the follow in g
types o f creatu res are present w ithin 1 m ile o f you (or
w ithin up to 6 m iles if you are in your favored terrain):
aberrations, celestials, dragons, elem entals, fey, fiends,
and undead. T h is feature d oesn ’t reveal the creatu res’
location or number.
A b i l i t y Sc o r e Im p r o v e m e n t
W h en you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can in crease on e ability s c o r e o f your
ch oice by 2, or you can in crease tw o ability s c o r e s o f
your ch oice by 1. A s norm al, you ca n ’t in crease an ability
sc o r e above 20 using this feature.
Ex t r a A t t a c k
B egin n in g at 5th level, you ca n attack tw ice, instead o f
on ce, w henever you take the A ttack action on your turn.
L a n d ’s S t r i d e
Starting at 8th level, m oving through n onm agical
difficult terrain co sts you no extra m ovem ent. You can
also pass through n onm agical plants w ithout being
slow ed by them and without taking dam age from them if
they have thorns, spines, or a sim ilar hazard.
In addition, you have advantage on saving throw s
against plants that are m agically created or m anipulated
to im pede m ovem ent, such th ose created by the
entangle spell.
H id e in Pl a in
Sig h t
Starting at 10th level, you can sp en d 1 m inute creating
cam ou flage for yourself. You m ust have a c c e s s to fresh
mud, dirt, plants, soot, and other naturally o ccu rrin g
m aterials w ith w hich to create your cam ou flage.
O n ce you are cam ou fla ged in this way, you can try
to hide by p ressin g y ou rself up against a solid surface,
such as a tree or w all, that is at least as tall and w ide
as you are. You gain a +10 bon u s to D exterity (Stealth)
ch eck s as long as you rem ain there without m oving or
taking actions. O nce you m ove or take an action or a
reaction, you m ust cam ou flage y ou rself again to gain
this benefit.
Va n is h
Starting at 14th level, you can u se the H ide action as a
bon u s action on your turn. A lso, you ca n ’t b e tracked by
n onm agical m eans, u n less you c h o o s e to leave a trail.
Fe r a l
Se n s e s
At 18th level, you gain preternatural se n se s that help
you fight creatu res you ca n ’t see. W h en you attack a
creature you ca n ’t see, your inability to see it d oesn ’t
im p ose disadvantage on your attack rolls against it.
You are also aware o f the location o f any invisible
creature w ithin 30 feet o f you, provided that the
creature isn’t hidden from you and you aren’t
blinded or deafened.
Fo e Sl a y e r
At 20th level, you b e c o m e an unparalleled hunter o f your
enem ies. O n ce on each o f your turns, you can add your
W isd om m odifier to the attack roll or the dam age roll o f
an attack you m ake against one o f your favored en em ies.
You can c h o o s e to use this feature before or after the
roll, but b efore any effects o f the roll are applied.
Ra n g e r A r c h e t y pe s
The ideal o f the ranger has tw o classic expression s: the
Hunter and the B east Master.
H u n t e r
Em ulating the Hunter archetype m eans a cceptin g your
place as a bulw ark b etw een civilization and the terrors
o f the w ildern ess. A s you w alk the H unter’s path, you
learn sp ecia lized tech niques for fighting the threats
you face, from ram paging og res and h ord es o f orc s to
tow ering giants and terrifying dragons.
H
u n t e r
’s P r
e y
At 3rd level, you gain on e o f the follow in g features
o f y ou r choice.
Colossus Slayer. Y our tenacity can w ear dow n
the m ost potent foes. W h en you hit a creature w ith a
w eap on attack, the creature takes an extra 1d8 dam age
if it’s b elow its hit point m axim um . You can deal this
extra dam age only o n ce per turn.
Giant Killer. W h en a Large or larger creature w ithin
5 feet o f you hits or m isses you w ith an attack, you can
u se your reaction to attack that creature im m ediately
after its attack, provided that you can see the creature.
Horde Breaker. O n ce on each o f your turns w hen you
m ake a w eap on attack, you can m ake another attack
w ith the sam e w eap on against a different creature that
is w ithin 5 feet o f the original target and w ithin range
o f your w eapon .
D
e f e n s iv e
Ta
c t ic s
At 7th level, you gain on e o f the follow in g features
o f your ch oice.
Escape the Horde. O pportunity attacks against you
are m ade w ith disadvantage.
Multiattack Defense. W h en a creature hits you
w ith an attack, you gain a +4 b on u s to AC against
all subsequent attacks m ade by that creature for the
rest o f the turn.
Steel Will. Y ou have advantage on saving throw s
against bein g frightened.
M
u l t ia t t a c k
At 11th level, you gain on e o f the follow in g features
o f your ch oice.
Volley. You can u se your action to m ake a ranged
attack against any n um ber o f creatu res w ithin 10 feet
o f a point you can see w ithin your w ea p on ’s range. You
m ust have am m unition for each target, as norm al, and
you m ake a separate attack roll for each target.
Whirlwind Attack. Y ou can u se your action to m ake a
m elee attack against any num ber o f creatu res w ithin 5
feet o f you, w ith a separate attack roll for each target.
Su
p e r io r
H
u n t e r
’s D
e f e n se
At 15th level, you gain on e o f the follow in g features
o f your choice.
Evasion. You can nim bly d odge out o f the w ay o f
certain area effects, su ch as a red dragon ’s fiery breath
or a lightning bolt spell. W h en you are su bjected to an
effect that allow s you to m ake a D exterity saving th row
to take only h alf dam age, you instead take no dam age
if you su cce e d on the saving throw, and only half
d am age if you fail.
Stand Against the Tide. W h en a hostile creature
m isses you with a m elee attack, you can u se your reaction
to force that creature to repeat the sam e attack against
another creature (other than itself) o f your choice.
Uncanny Dodge. W h en an attacker that you can see
hits you w ith an attack, you can use your reaction to
halve the attack’s dam age against you.
Be a st M a st e r
T h e B east M aster archetype em b od ies a friendship
betw een the civilized races and the beasts o f the w orld.
United in focu s, beast and ranger w ork as on e to fight
the m on strou s fo e s that threaten civilization and the
w ildern ess alike. Em ulating the B east M aster archetype
m eans com m itting y ou rself to this ideal, w ork in g in
partnership w ith an anim al as its com p a n ion and friend.
R
a n g e r ’s
C
o m p a n io n
At 3rd level, you gain a beast com p a n ion that
accom p a n ies you on your adventures and is trained to
fight alongside you. C h oose a beast that is no larger than
M edium and that has a challen ge rating o f 1/4 or low er
(appendix D presen ts statistics for the hawk, mastiff,
and panther as exam ples). A dd your proficiency bon u s
to the bea st’s AC, attack rolls, and dam age rolls, as w ell
as to any saving th row s and skills it is proficient in. Its
hit point m axim u m equals its n orm al m axim u m or four
tim es your ranger level, w hich ever is higher.
The beast obeys your com m a n d s as best as it can. It
takes its turn on your initiative, though it d oesn ’t take an
action u n less you com m a n d it to. O n your turn, you can
verbally com m a n d the beast w h ere to m ove (no action
requ ired by you). You can use your action to verbally
com m a n d it to take the Attack, Dash, D isengage, D odge,
or Help action. O nce you have the Extra A ttack feature,
you can m ake on e w eap on attack y ou rself w hen you
com m a n d the beast to take the A ttack action.
W h ile traveling through your favored terrain w ith only
the beast, you can m ove stealthily at a n orm al pace.
If the beast dies, you can obtain another on e by
sp ending 8 hours m agically b on d in g w ith another beast
that isn’t hostile to you, either the sam e type o f beast as
b efore or a different one.
Ex
c e p t io n a l
T
r a in in g
B egin ning at 7th level, on any o f your turns w hen
your beast com p a n ion d oesn ’t attack, you can use a
bon u s action to com m a n d the beast to take the Dash,
D isengage, D odge, or Help action on its turn.
Be
s t ia l
Fu
r y
Starting at 11th level, your beast com p a n ion can
m ake tw o attacks w hen you com m a n d it to u se the
A ttack action.
Sh
a r e
Spe
l l s
B egin ning at 15th level, w hen you cast a spell targeting
yourself, you can also affect your beast com p a n ion with
the spell if the beast is w ithin 30 feet o f you.
Ro g u e
Sign aling for her com p a n ion s to wait, a halfling creep s
forw ard through the du ngeon hall. S h e p resses an ear
to the door, then pulls out a set o f tools and picks the
lock in the blink o f an eye. Then sh e disappears into
the sh ad ow s as her fighter friend m oves forw ard to kick
the d oor open.
A hum an lurks in the sh ad ow s o f an alley w hile his
a ccom p lice prepares for her part in the am bush. W hen
their target—a notorious slaver—p a sses the alleyway,
the a ccom p lice cries out, the slaver co m e s to investigate,
and the assa ssin ’s blade cuts his throat before he can
m ake a sound.
S u ppressin g a giggle, a g n om e w ag gles her fingers
and m agically lifts the key ring from the guard’s belt.
In a m om ent, the keys are in her hand, the cell d oor is
open, and she and her com p a n ion s are free to m ake
their escap e.
R og u es rely on skill, stealth, and their fo e s ’
vulnerabilities to get the upper hand in any situation.
They have a knack for finding the solution to ju st about
any problem , dem onstrating a resou rcefu ln ess and
versatility that is the corn erston e o f any su ccessfu l
adventuring party.
Sk il l a n d
Pr e c isio n
R og u es devote as m uch effort to m astering the use o f
a variety o f skills as they d o to perfectin g their com bat
abilities, giving them a broad expertise that few other
characters ca n m atch. M any rog u es focu s on stealth and
deception , w hile others refine the skills that help them
in a du ngeon environm ent, such as clim bing, finding and
disarm in g traps, and open in g locks.
W h en it co m e s to com bat, rogu es prioritize cun ning
over brute strength. A rogu e w ou ld rather m ake on e
p recise strike, placing it exactly w here the attack w ill
hurt the target m ost, than w ear an oppon en t dow n
w ith a barrage o f attacks. R og u es have an alm ost
supernatural knack for avoiding danger, and a few learn
m agical tricks to supplem ent their other abilities.
A Sh a d y L iv in g
Every tow n and city has its sh are o f rogu es. M ost o f
them live up to the w orst stereotypes o f the class,
m akin g a living as burglars, assassins, cutpurses, and
c o n artists. Often, th ese scou n d rels are organized
into thieves’ guilds or crim e fam ilies. Plenty o f rogu es
operate independently, but even they som etim es
recruit apprentices to help them in their sca m s
and heists. A few rogu es m ake an honest living as
Th
e
Ro
g u e
Level
Proficiency
Bonus
Sneak
Attack
1st
+2
1d6
2nd
+2
1d6
3rd
+2
2d6
Roguish Archetype
4th
+2
2d6
Ability Score Improvement
Uncanny Dodge
Features
Expertise, Sneak Attack,
Thieves’ Cant
Cunning Action
5th
+3
3d6
6th
+3
3d6
Expertise
7th
+3
4d6
Evasion
Ability Score Improvement
8th
+3
4d6
9th
+4
5d6
Roguish Archetype feature
10th
+4
5d6
Ability Score Improvement
11th
+4
6d6
Reliable Talent
12th
+4
6d6
Ability Score Improvement
13th
+5
7d6
Roguish Archetype feature
14th
+5
7d6
Blindsense
15th
+5
8d6
Slippery Mind
16th
+5
8d6
Ability Score Improvement
17th
+6
9d6
Roguish Archetype feature
18th
+6
9d6
Elusive
19th
+6
10 d6
Ability Score Improvement
20th
+6
10 d6
Stroke o f Luck
locksm iths, investigators, or exterm inators, w hich can
be a dangerou s jo b in a w orld w here dire rats—and
w ererats—haunt the sew ers.
A s adventurers, rogu es fall on both sides o f the law.
S o m e are hardened crim in als w h o d ecide to seek
their fortune in treasure hoards, w hile others take up
a life o f adventure to e sca p e from the law. S o m e have
learned and perfected their skills w ith the explicit
p u rp ose o f infiltrating ancient ruins and hidden crypts
in search o f treasure.
C r e a t in g a Ro g u e
A s you create your rogu e character, con sider the
character’s relationship to the law. D o you have a
crim inal past—or present? A re you on the run from the
law o r from an angry th ieves’ guild m aster? O r did you
leave your guild in sea rch o f bigger risks and bigger
rew ards? Is it greed that drives you in your adventures,
or so m e other desire or ideal?
W hat w a s the trigger that led you away from your
previous life? D id a great co n or heist gone terribly
w ron g cau se you to reevaluate your career? M aybe
you w ere lucky and a su ccessfu l robbery gave you the
coin you n eeded to esca p e the squalor o f your life.
Did w anderlust finally call you away from your h om e?
Perhaps you suddenly found y ou rself cut off from your
fam ily o r your mentor, and you had to find a n ew m eans
o f support. Or m aybe you m ade a n ew friend—another
m em ber o f your adventuring party—w h o sh ow ed you
new possibilities for earning a living and em ploying
your particular talents.
Q
u ic k
Bu
il d
You can m ake a rogu e quickly by follow in g
these suggestion s. First. D exterity should
b e your highest ability score. M ake
Intelligence your next-highest if you w ant to
excel at Investigation or plan to take up the
A rca n e Trickster archetype. C h oose C harism a
instead if you plan to em phasize d eception and socia l
interaction. S econ d , c h o o s e the charlatan background.
C l a s s Fe a t u r e s
A s a rogue, you have the follow in g class features.
H
it
Po
in t s
Hit Dice: 1d8 per rogue level
Hit Points at 1st Level: 8 + your Constitution m odifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution m odifier p er rogu e level after 1st
Pr
o f ic ie n c ie s
Arm or: Light arm or
W eapons: Sim ple w eapon s, hand crossb ow s,
lon gsw ords, rapiers, sh ortsw ords
Tools: T h ieves’ tools
Saving Throws: Dexterity. Intelligence
Skills: C h oose four from A crobatics, Athletics,
D eception . Insight, Intim idation, Investigation,
P erception, P erform an ce. Persuasion, Sleight o f
Hand, and Stealth
p eop le in an area are easy m arks or w ill provide a safe
h ou se for thieves on the run.
C u n n in g A c t io n
Starting at 2nd level, your quick thinking and agility
allow you to m ove and act quickly. You can take a
bon u s action on each o f your turns in com bat. This
action can b e u sed only to take the D ash, D isengage,
or H ide action.
Ro g u ish A r c h e t y pe
Eq
u ip m e n t
You start w ith the follow in g equipm ent, in addition to
the equipm ent granted by your background:
At 3rd level, you c h o o s e an archetype that you emulate
in the exercise o f your rogu e abilities: Thief, A ssassin,
or A rca n e Trickster, all detailed at the end o f the class
description. Your archetype ch oice grants you features
at 3rd level and then again at 9th, 13th, and 17th level.
• (a) a rapier or (b) a sh ortsw ord
• (a) a sh ortbow and quiver o f 20 arrow s or (b) a
sh ortsw ord
• (a) a bu rglar’s pack, (b) a du n g eon eer’s pack, or (c) an
explorer’s pack
• Leather armor, tw o daggers, and thieves’ tools
A b i l i t y Sc o r e Im pr o v e m e n t
Ex pe r t ise
U n c a n n y D o d g e
At 1st level, c h o o s e tw o o f your skill proficiencies, or
on e o f your skill proficien cies and your proficiency with
thieves’ tools. Your proficiency bonus is dou bled for any
ability ch e ck you m ake that u ses either o f the ch osen
proficiencies.
At 6th level, you can c h o o s e tw o m ore o f your
p roficien cies (in skills or w ith thieves’ tools) to gain
this benefit.
Starting at 5th level, w hen an attacker that you can see
hits you w ith an attack, you can u se your reaction to
halve the attack’s dam age against you.
Sn e a k A t t a c k
B egin n in g at 1st level, you k n ow h ow to strike subtly
and exploit a fo e ’s distraction. O nce per turn, you can
deal an extra 1d6 dam age to on e creature you hit w ith
an attack if you have advantage on the attack roll. The
attack m ust use a fin esse or a ranged w eapon .
You d on ’t n eed advantage on the attack roll if another
enem y o f the target is w ithin 5 feet o f it, that enem y
isn’t incapacitated, and you d on ’t have disadvantage on
the attack roll.
T h e am ount o f the extra dam age in creases as you
gain levels in this class, as sh ow n in the S n ea k Attack
colum n o f the R og u e table.
W h en you reach 4th level, and again at 8th, 10th, 12th,
16th, and 19th level, you can in crease on e ability sco re
o f your ch oice by 2, or you can in crease tw o ability
s c o r e s o f your ch oice by 1. A s norm al, you ca n ’t in crease
an ability s c o r e above 20 using this feature.
Ev a s io n
B egin ning at 7th level, you can nim bly d od g e out o f the
w ay o f certain area effects, such as a red dragon ’s fiery
breath or an ice storm spell. W h en you are su bjected
to an effect that allow s you to m ake a D exterity saving
th row to take only h alf dam age, you instead take no
dam age if you su c ce e d on the saving throw, and only
h alf dam age if you fail.
Re l ia bl e Ta l e n t
By 11th level, you have refined you r ch osen skills until
they approach perfection. W h enever you m ake an ability
ch eck that lets you add your p roficien cy bonus, you can
treat a d 2 0 roll o f 9 or low er as a 10.
Bl in d se n se
Th ie v e s’ C a n t
Starting at 14th level, if you are able to hear, you are
aw are o f the location o f any h idden or invisible creature
w ithin 10 feet o f you.
D uring your rogu e training you learned thieves’ cant, a
secret m ix o f dialect, jargon, and c o d e that allow s you to
hide m essa g es in seem in gly n orm al conversation. Only
By 15th level, you have acqu ired greater m ental
another creature that k n ow s thieves’ cant understands
such m essa ges. It takes four tim es longer to convey such
a m essa ge than it d oes to sp eak the sam e idea plainly.
In addition, you understand a set o f secret signs and
sym b ols u sed to convey short, sim ple m essa ges, such
as w hether an area is dangerou s or the territory o f a
thieves’ guild, w hether loot is nearby, or w hether the
Sl ippe r y M in d
strength. You gain proficien cy in W isd om saving throw s.
El u siv e
B egin ning at 18th level, you are s o evasive that
attackers rarely gain the upper hand against you. No
attack roll has advantage against you w hile you aren’t
incapacitated.
St r o k e
o f
Lu c k
At 20th level, you have an uncanny k nack for su cceed in g
w hen you need to. If your attack m isses a target w ithin
range, you can turn the m iss into a hit. Alternatively, if
you fail an ability check, you can treat the d20 roll as a 20.
O n ce you u se this feature, you ca n ’t u se it again until
you finish a short or lon g rest.
Ro g u is h A r c h e t y p e s
R og u es have m any features in com m on , including their
em phasis on perfectin g their skills, their p recise and
deadly approach to com bat, and their increasingly quick
reflexes. But different rogu es steer th ose talents in
varying direction s, em b od ied by the rogu e archetypes.
Your ch oice o f archetype is a reflection o f your fo cu s—
not n ecessarily an indication o f your ch osen profession,
but a description o f your preferred techniques.
T h ie f
Y ou h one your skills in the la rcen ou s arts. Burglars,
bandits, cutpurses, and other crim in als typically follow
this archetype, but s o do rogu es w h o prefer to think o f
them selves as p rofession a l treasure seekers, explorers,
delvers, and investigators. In addition to im proving your
agility and stealth, you learn skills useful for delving into
ancient ruins, reading unfam iliar languages, and using
m agic item s you n orm ally cou ld n ’t employ.
Fa
H
s t
a n d s
Starting at 3rd level, you can u se the bon u s action
granted by your Cunning A ction to m ake a Dexterity
(Sleight o f H and) check, u se your thieves’ tools to
disarm a trap or op en a lock, or take the U se an
O bject action.
Se
c o n d
-S
t o r y
W
o r k
W h en you c h o o s e this archetype at 3rd level, you gain
the ability to clim b faster than norm al; clim bin g no
longer co sts you extra m ovem ent.
In addition, w hen you m ake a running jum p, the
distance you cover in creases by a num ber o f feet equal
to your D exterity m odifier.
Su
pr e m e
Sn
e a k
Starting at 9th level, you have advantage on a Dexterity
(Stealth) ch eck if you m ove no m ore than h alf your
sp eed on the sam e turn.
U
se
M
a g ic
D
e v ic e
By 13th level, you have learned en ough about the
w orkin gs o f m agic that you can im provise the use o f
item s even w hen they are not intended for you. You
ignore all class, race, and level requirem ents on the use
o f m agic items.
Th
ie f
’s R
e f l e x e s
W h en you reach 17th level, you have b e c o m e adept at
laying am bu sh es and quickly escap in g danger. You can
take tw o turns during the first round o f any com bat. You
take your first turn at your n orm al initiative and your
s e co n d turn at your initiative m inus 10. You c a n ’t use
this feature w hen you are surprised.
A ssa ssin
You focu s your training on the grim art o f death. T h ose
w h o adhere to this archetype are diverse: h ired killers,
spies, bounty hunters, and even sp ecially anointed
priests trained to exterm inate the en em ies o f their deity.
Stealth, p oison , and disgu ise help you elim inate your
fo e s w ith deadly efficiency.
Bo
n u s
Pr
o f ic ie n c ie s
W h en you c h o o s e this archetype at 3rd level, you gain
proficiency w ith the disgu ise kit and the p o is o n e r’s kit.
A
s s a s s in a t e
Starting at 3rd level, you are at your deadliest w hen you
get the drop on your en em ies. You have advantage on
attack rolls against any creature that hasn’t taken a turn
in the com bat yet. In addition, any hit you sc o r e against
a creature that is su rprised is a critical hit.
In
f il t r a t io n
Ex
p e r t is e
Starting at 9th level, you can unfailingly create false
identities for yourself. You m ust spend seven days and
25 gp to establish the history, profession, and affiliations
for an identity. You ca n ’t establish an identity that
belongs to som eon e else. For exam ple, you might acquire
appropriate clothing, letters o f introduction, and officiallook in g certification to establish you rself as a m em ber o f
a trading h ou se from a rem ote city so you can insinuate
you rself into the com pany o f other wealthy m erchants.
Thereafter, if you adopt the n ew identity as a disguise,
other creatures believe you to be that p erson until given
an obviou s reason not to.
Im
po s t o r
At 13th level, you gain the ability to unerringly m im ic
another p erson ’s speech, writing, and behavior.
You must spend at least three hours studying
these three com pon en ts o f the p e rso n ’s behavior,
listening to sp eech , exam inin g handwriting, and
observ in g m annerism s.
Your ru se is in discern ible to the casual observer. If a
w ary creature su sp ects som eth in g is am iss, you have
advantage on any C harism a (D eception ) ch eck you m ake
to avoid detection.
D
e a t h
St
r ik e
Starting at 17th level, you b e c o m e a m aster o f instant
death. W h en you attack and hit a creature that is
su rprised, it must m ake a Constitution saving throw
(D C 8 + your Dexterity m odifier + your proficiency
bonus). On a failed save, double the dam age o f your
attack against the creature.
A r c a n e T r ic k st e r
S o m e rogu es en hance their fine-honed skills o f stealth
and agility w ith m agic, learning tricks o f enchantm ent
and illusion. T h ese rogu es include pick pockets and
burglars, but also pranksters, m ischief-m akers, and a
significant num ber o f adventurers.
Sp e
l l c a s t in g
W h en you reach 3rd level, you gain the ability to
cast spells. S e e chapter 10 for the general rules of
sp ellcastin g and chapter 11 for the w izard spell list.
Cantrips. You learn three cantrips: mage hand and
tw o other cantrips o f your ch oice from the w izard spell
list. You learn another w izard cantrip o f your ch oice
at 10th level.
Spell Slots. The A rcan e Trickster Spellcastin g
table sh ow s h ow m any spell slots you have to cast
your spells o f 1st level and higher. To cast on e o f these
spells, you m ust expend a slot o f the spell's level or
higher. You regain all expended spell slots w hen you
finish a lon g rest.
For exam ple, if you k n ow the 1st-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 o f 1st-Level and Higher. You kn ow
three 1st-level w izard spells o f your ch oice, tw o o f w hich
you must c h o o s e from the enchantm ent and illusion
spells on the w izard spell list.
The S p ells K n ow n colu m n o f the A rcan e Trickster
S p ellcastin g table sh ow s w hen you learn m ore w izard
spells o f 1st level or higher. E ach o f these sp ells must
be an enchantm ent or illusion spell o f your ch oice, and
m ust b e o f a level for w hich you have spell slots. For
instance, w hen you reach 7th level in this class, you can
learn on e n ew spell o f 1st or 2nd level.
The sp ells you learn at 8th, 14th, and 20th level can
c om e from any sch o o l o f m agic.
W h en ever you gain a level in this class, you can
replace one o f the w izard spells you k n ow with another
spell o f your ch oice from the w izard spell list. The
n ew spell m ust b e o f a level for w hich you have spell
slots, and it must be an enchantm ent or illusion spell,
unless y ou ’re replacin g the spell you gained at 8th, 14th,
or 20th level.
Spellcasting Ability. Intelligence is your spellcastin g
ability for your w izard spells, since you learn your
spells through dedicated study and m em orization.
You u se your Intelligence w henever a spell refers to
your spellcastin g ability. In addition, you use your
Intelligence m odifier w hen setting the saving throw
D C for a w izard spell you cast and w hen m akin g an
attack roll w ith one.
Spell save DC = 8 + your proficiency bonus +
your Intelligence modifier
Spell attack modifier = your proficiency bonus +
your Intelligence modifier
M a g e H a n d L e g e rd e m a in
Starting at 3rd level, w hen you cast mage hand, you can
m ake the spectral hand invisible, and you can perform
the follow in g additional tasks w ith it:
• You can stow one object the hand is h olding in a
container w orn or carried by another creature.
• You can retrieve an object in a contain er w orn or
carried by another creature.
• You can u se thieves’ tools to pick lock s and disarm
traps at range.
A
Tr
r c a n e
S
ic k s t e r
p e l l c a s t in g
— Spell Slots per Spell Level—
Rogue
Level
Cantrips
Known
Spells
Known
1st
2nd
3rd
4th
3rd
3
3
2
—
—
—
4th
3
4
3
—
—
—
5th
3
4
3
—
—
—
6th
3
4
3
—
—
—
7th
3
5
4
2
—
—
8th
3
6
4
2
—
—
9th
3
6
4
2
—
—
10th
4
7
4
3
—
—
11th
4
8
4
3
—
—
12th
4
8
4
3
—
13th
4
9
4
3
14th
4
10
4
15th
4
10
4
16th
4
11
17th
4
18th
—
2
—
3
2
—
3
2
—
4
3
3
—
11
4
3
3
—
4
11
4
3
3
—
19th
4
12
4
3
3
1
20th
4
13
4
3
3
1
You can p erform on e o f th ese tasks w ithout being
n oticed by a creature if you su cce e d on a Dexterity
(Sleight o f H and) ch eck contested by the creatu re’s
W isd om (P erception ) check.
In addition, you can u se the bon u s action granted by
your Cunning A ction to control the hand.
M
a g ic a l
A
mb u s h
Starting at 9th level, if you are hidden from a
creature w hen you cast a spell on it, the creature has
disadvantage on any saving th row it m akes against the
spell this turn.
V
e r s a t il e
Tr
ic k s t e r
At 13th level, you gain the ability to distract targets with
your mage hand. A s a bon u s action on your turn, you can
designate a creature w ithin 5 feet o f the spectral hand
created by the spell. D oin g s o gives you advantage on
attack rolls against that creature until the end o f the turn.
Sp e
l l
T
h ie f
At 17th level, you gain the ability to m agically
steal the kn ow ledge o f h ow to cast a spell from
another spellcaster.
Im m ediately after a creature casts a spell that targets
you or includes you in its area o f effect, you can u se your
reaction to force the creature to m ake a saving th row
with its spellcasting ability modifier. The D C equals
your spell save DC. On a failed save, you negate the
spell’s effect against you, and you steal the know ledge
o f the spell if it is at least 1st level and o f a level you can
cast (it d oesn ’t n eed to be a w izard spell). F or the next
8 hours, you kn ow the spell and can cast it using your
spell slots. The creature ca n ’t cast that spell until the
8 hours have passed.
O nce you use this feature, you ca n ’t u se it again until
you finish a long rest.
So r c e r e r
G olden eyes flashing, a hum an
stretches out her hand and unleashes
the dragonfire that bu rns in her veins.
A s an in fern o rages around her foes,
leathery w in gs spread from her ba ck and
she takes to the air.
L on g hair w h ipped by a conjured wind,
a half-elf spreads his arm s w ide and throw s
his head back. Lifting him m om entarily off
the ground, a w ave o f m agic su rges up in him,
through him , and out from him in a m ighty blast
o f lightning.
C rou ch in g behind a stalagm ite, a halfling points a
finger at a chargin g troglodyte. A blast o f fire springs
from her finger to strike the creature. S h e ducks back
behind the ro ck form ation w ith a grin, unaw are that her
w ild m agic has turned her skin bright blue.
S o r c e re r s ca rry a m a gica l birthright con ferred
u pon them by an ex otic b lood lin e, so m e oth erw orldly
influence, or e x p osu re to u n k n ow n c o s m ic forces.
O ne c a n ’t study s o r c e ry as on e learn s a language, any
m ore than on e can learn to live a legendary life. N o one
c h o o s e s sorcery ; the p ow er c h o o s e s the sorcerer.
Ra w M a g ic
M agic is a part o f every sorcerer, suffusing body, mind,
and spirit w ith a latent p ow er that w aits to be tapped.
S o m e sorcerers w ield m agic that springs from an
ancient b loodlin e in fused with the m agic o f dragons.
O thers carry a raw, uncontrolled m agic w ithin them,
a chaotic storm that m anifests in unexpected ways.
The ap pearan ce o f sorcerou s pow ers is w ildly
unpredictable. S o m e d racon ic b lood lin es produce
exactly on e sorcerer in every generation, but in other
lines o f d escen t every individual is a sorcerer. M ost
o f the tim e, the talents o f sorcery appear as apparent
flukes. S o m e sorcerers ca n ’t nam e the origin o f their
pow er, w hile others trace it to strange events in their
ow n lives. The touch o f a dem on, the blessing o f a
dryad at a baby’s birth, or a taste o f the w ater from
a m ysterious spring m ight spark the gift o f sorcery.
S o too m ight the gift o f a deity o f m agic, exposu re
to the elem ental fo r ce s o f the Inner P la n es or the
m addening ch a os o f L im bo, or a glim p se into the
inner w orkin gs o f reality.
S o rce re rs have no u se for the sp ellb ook s and ancient
tom es o f m a gic lore that w izards rely on, nor do they
rely on a patron to grant their sp ells as w arlock s do.
B y learning to h arness and channel their ow n inborn
m agic, they can d iscov er new and staggering w ays
to unleash that power.
U n e x pl a in e d
Po w e r s
S o rce re rs are rare in the w orld, and it’s unusual to find
a sorcerer w h o is not involved in the adventuring life
in som e way. P eople with m agical p ow er seething in
their veins s o o n d iscover that the pow er d oesn ’t like to
stay quiet. A s o rce re r’s m agic w ants to b e w ielded, and
it has a tendency to spill out in unpredictable w ays if
it isn’t called on.
T
h e
S
o r c er er
Sorcery
Points
— Spell Slots per Spell Level—
Level
Proficiency
Bonus
1st
+2
2nd
+2
2
3rd
+2
3
Metamagic
4
4
4
4th
+2
4
Ability Score Improvement
5
5
4
5th
+3
5
6th
+3
6
7th
+3
7
—
5
8
4
3
3
8th
+3
8
Ability Score Improvement
5
9
4
3
3
9th
+4
9
—
5
10
4
3
3
3
1
—
—
—
—
10th
+4
10
Metamagic
6
11
4
3
3
3
2
—
—
—
—
11th
+4
11
6
12
4
3
3
3
2
1
—
—
—
12th
+4
12
Ability Score Improvement
6
12
4
3
3
3
2
1
—
— —
—
Features
Cantrips
Known
Spells
Known
4
2
2 —
4
3
3 —
Spellcasting, Sorcerous
1st
2nd
3rd
—
4th
—
5th
—
6th
—
7th
—
8th
—
9th
—
Origin
Font o f Magic
—
5
Sorcerous Origin feature
5
—
4
6
4
7
—
—
—
—
—
—
—
2 —
3 —
—
—
—
—
—
—
—
—
—
—
—
—
3
2
—
—
—
—
—
—
3
—
—
—
—
—
—
1
—
—
—
—
—
2
—
—
—
—
—
3
13th
+5
13
—
6
13
4
3
3
3
2
1
1
—
—
14th
+5
14
Sorcerous Origin feature
6
13
4
3
3
3
2
1
1
—
—
15th
+5
15
—
6
14
4
3
3
3
2
1
1
1
—
16th
+5
16
Ability Score Improvement
6
14
4
3
3
3
2
1
1
1
—
17th
+6
17
Metamagic
6
15
4
3
3
3
2
1
1
1
1
18th
+6
18
Sorcerous Origin feature
6
15
4
3
3
3
3
1
1
1
1
19th
+6
19
Ability Score Improvement
6
15
4
3
3
3
3
2
1
1
1
20th
+6
20
Sorcerous Restoration
6
15
4
3
3
3
3
2
2
1
1
S o rce re rs often
have ob scu re or quixotic
m otivations driving them
to adventure. S om e seek a greater
understanding o f the m agical force that infuses
them, or the answ er to the m ystery o f its origin. O thers
hope to find a w ay to get rid o f it, or to unleash its full
potential. W hatever their goals, sorcerers are every bit
as useful to an adventuring party as w izards, m aking
up for a com parative lack o f breadth in their m agical
kn ow led ge with en orm ou s flexibility in using the
sp ells they know.
C r e a t in g a So r c e r e r
Th e m ost im portant question to con sider w hen creating
your sorcerer is the origin o f your power. A s a starting
character, you'll c h o o s e an origin that ties to a dracon ic
bloodlin e or the influence o f w ild m agic, but the exact
so u rce o f your pow er is up to you to decide. Is it a fam ily
curse, p a ssed dow n to you from distant an cestors? Or
did som e extraordinary event leave you blessed with
inherent m agic but perhaps sca rred as w ell?
H ow do you feel about the m agical p ow er cou rsin g
through you? D o you em brace it, try to m aster it, or
revel in its unpredictable nature? Is it a b lessin g or
a cu rse? D id you seek it out, or did it find you? Did
you have the option to refuse it, and do you w ish you
had? W hat do you intend to do w ith it? Perhaps you
feel like you ’ve been given this p ow er for so m e lofty
p u rpose. O r you m ight d ecide that the p ow er gives you
the right to do what you want, to take w hat you w ant
from th ose w h o lack such pow er. Perhaps your p ow er
links you to a p ow erfu l individual in the w orld—the fey
creature that blessed you at birth, the dragon w h o put
a drop o f its b lood into your veins, the lich w ho created
you as an experim ent, or the deity w h o c h o s e you to
carry this pow er.
Q
u ic k
Bu
il d
You can m ake a sorce re r quickly by follow in g these
suggestion s. First, C harism a should be your highest
ability score, follow ed by Constitution. S econ d ,
c h o o s e the herm it background. Third, c h o o s e the
light, prestidigitation, ray o f frost, and shocking grasp
cantrips, along with the 1st-level spells shield and
magic missile.
C l a s s Fe a t u r e s
A s a sorcerer, you gain the follow in g class features.
H
it
Po
in t s
Hit Dice: 1d6 per sorcerer level
Hit Points at 1st Level: 6 + your Constitution m odifier
Hit Points at Higher Levels: 1d6 (or 4) + your
Constitution m odifier per sorcerer level after 1st
Pr
o f ic ie n c ie s
Arm or: N one
W eapons: D aggers, darts, slings, quarterstaffs,
light c ro s sb o w s
Tools: N one
Saving Throws: Constitution, C harism a
Skills: C h oose tw o from A rcana, D eception , Insight,
Intim idation, Persuasion, and R eligion
Eq
Sp e
u ipm e n t
You start w ith the follow in g equipm ent, in addition to
the equipm ent granted by your background:
• (a) a light c ro s s b o w and 20 bolts or (b) any sim ple
w eapon
• (a) a com pon en t p ou ch or (b) an arcane focu s
• (a) a du ng eon eer’s pack or (b) an explorer’s pack
• Tw o daggers
Spe l l c a s t in g
A n event in your past, or in the life o f a parent or
ancestor, left an indelible m ark on you, infusing you with
arcan e m agic. T his font o f m agic, w hatever its origin,
fuels your spells. S e e chapter 10 for the general rules o f
sp ellcastin g and chapter 11 for the sorcerer spell list.
C
l l c a s t in g
Fo
c u s
You can u se an arcane focu s (found in chapter 5) as a
sp ellcastin g focu s for your sorcerer spells.
So r c e r o u s O r ig in
C h oose a sorcerou s origin, w hich d escrib es the
so u rce o f your innate m agical pow er: D ra con ic
B lood lin e or W ild M agic, both detailed at the end o f the
class description.
Your ch oice grants you features w hen you c h o o s e it at
1st level and again at 6th, 14th, and 18th level.
Fo n t
M a g ic
o f
At 2nd level, you tap into a d eep w ellspring o f m agic
w ithin yourself. This w ellspring is represented by
sorcery points, w hich allow you to create a variety o f
a n t r ips
At 1st level, you k n ow four cantrips o f your ch oice from
the sorcerer spell list. You learn additional sorcerer
cantrips o f your ch oice at higher levels, as sh ow n in the
Cantrips K n ow n colu m n o f the S o rce re r table.
Sp e
Sl
l l
o t s
T he S orcerer table sh ow s h ow m any spell slots you
have to cast your sp ells o f 1st level and higher. To cast
on e o f these sorcerer spells, you m ust expend a slot of
the sp ell’s level or higher. You regain all expended spell
slots w hen you finish a long rest.
F or exam ple, if you k n ow 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.
Sp e
l l s
K
n o w n
o f
1s t L e
v e l
a n d
H
ig h e r
You kn ow tw o 1st-level spells o f your ch oice from the
sorcerer spell list.
The S p ells K n ow n colu m n o f the S o rce re r table
sh o w s w hen you learn m ore sorcerer spells o f your
choice. Each o f these spells must be o f a level for w hich
you have spell slots. For instance, w hen you reach 3rd
level in this class, you can learn one n ew spell o f 1st
or 2nd level.
Additionally, w hen you gain a level in this class,
you can c h o o s e on e o f the sorcerer spells you kn ow
and replace it with another spell from the sorcerer
spell list, w hich also m ust be o f a level for w h ich you
have spell slots.
Sp e
l l c a s t in g
A
b il it y
C harism a is your sp ellcastin g ability for your sorcerer
spells, sin ce the p ow er o f your m a gic relies on your
ability to project your w ill into the w orld. You use your
C harism a w hen ever a spell refers to your spellcastin g
ability. In addition, you u se your C harism a m odifier
w hen setting the saving th row D C for a sorcerer spell
you cast and w hen m akin g an attack roll w ith one.
Spell save DC = 8 + your proficiency bonus +
your Charisma modifier
Spell attack modifier = your proficiency bonus +
your Charisma modifier
m agical effects.
So
r c e r y
Po
in t s
You have 2 sorcery points, and you gain m ore as you
reach higher levels, as sh ow n in the S o r c e ry Points
colu m n o f the S o rce re r table. You can never have
m ore sorcery p oints than sh ow n on the table for your
level. You regain all spent sorcery points w hen you
finish a lon g rest.
Fl
e x ib l e
Ca
s t in g
You can u se your sorcery points to gain additional spell
slots, or sacrifice spell slots to gain additional sorcery
points. You learn other w ays to u se your sorcery points
as you reach higher levels.
Creating Spell Slots. You can transform u nexpen ded
so rce ry points into on e spell slot as a bon u s action on
your turn. T h e Creating S pell Slots table sh ow s the cost
o f creating a spell slot o f a given level. You can create
spell slots no higher in level than 5th.
C
r e a t in g
S
S
pel l
l o t s
Spell Slot
Level
Sorcery
Point Cost
1st
2
2nd
3
3rd
5
4th
6
5th
7
Converting a Spell Slot to S orcery Points. A s a
bon u s action on your turn, you can expend on e spell
slot and gain a num ber o f sorcery points equal to the
slot’s level.
M e t a m a g ic
At 3rd level, you gain the ability to tw ist your spells
to suit your n eeds. You gain tw o o f the follow in g
M etam agic options o f your choice. You gain another one
at 10th and 17th level.
You can u se only one M etam agic option on a spell
w hen you cast it, u nless oth erw ise noted.
C
Sp e
a r e f u l
l l
W h en you cast a spell that forces other creatures to m ake
a saving throw, you can protect som e o f th ose creatures
from the spell’s full force. To do so, you spend 1 sorcery
point and ch o o s e a num ber o f th ose creatures up to your
Charism a m odifier (m inim um o f one creature). A ch osen
creature autom atically s u c ce e d s on its saving throw
against the spell.
D
is t a n t
Sp e
l l
W h en you cast a spell that has a range o f 5 feet or
greater, you can spend 1 sorcery point to double the
range o f the spell.
W h en you cast a spell that has a range o f touch, you
can spend 1 sorcery point to m ake the range o f the
spell 30 feet.
Em
Sp e
po w e r e d
l l
W h en you roll dam age for a spell, you can spend 1
sorcery point to reroll a num ber o f the dam age dice up
to your C harism a m odifier (m inim um o f one). You must
use the n ew rolls.
You can u se E m pow ered S pell even if you have
already u sed a different M etam agic option during the
casting o f the spell.
Ex
Spe
t e n d e d
l l
W h en you cast a spell that has a duration o f 1 minute
or longer, you can sp end 1 sorcery point to double its
duration, to a m axim u m duration o f 24 hours.
H
Sp e
e ig h t e n e d
l l
W h en you cast a spell that forces a creature to m ake a
saving throw to resist its effects, you can spend 3 sorcery
points to give one target o f the spell disadvantage on its
first saving throw m ade against the spell.
Q
u ic k e n e d
Sp e
l l
W h en you cast a spell that has a casting tim e o f 1 action,
you can spend 2 sorcery points to change the casting
tim e to 1 bon u s action for this casting.
Su
b t l e
Sp e
in n e d
At 20th level, you regain 4 ex p en ded so rce ry points
w hen ever you finish a short rest.
So r c e r o u s O r i g i n s
D ifferent sorcerers claim different origins for their
innate m agic. A lthough m any variations exist, m ost
o f th ese origins fall into tw o categories: a dracon ic
blood lin e and w ild m agic.
D r a c o n ic
Bl o o d l in e
Your innate m agic c o m e s from d racon ic m a gic that w as
m ingled with your b lood or that o f your an cestors. M ost
often, sorcerers with this origin trace their descen t
ba ck to a m ighty sorcerer o f ancient tim es w h o m ade a
bargain with a dragon or w ho m ight even have claim ed
a dragon parent. S o m e o f th ese b lood lin es are w ell
established in the w orld, but m ost are obscu re. Any
given sorcerer cou ld be the first o f a n ew bloodlin e, as a
result o f a pact or som e other exception al circu m stan ce.
D
r a g o n
A
n c e s t o r
At 1st level, you c h o o s e one type o f dragon as your
ancestor. T h e dam age type a ssocia ted w ith each dragon
is used by features you gain later.
D
r a c o n ic
A
n c es t r y
Dragon
Damage Type
Black
Acid
Blue
Lightning
Brass
Fire
Bronze
Lightning
Copper
Acid
Cold
Fire
Green
Poison
Red
Fire
Silver
Cold
White
Cold
l l
W h en you cast a spell, you can spend 1 sorcery point to
cast it w ithout any som atic or verbal com pon ents.
Tw
So r c e r o u s Re st o r a t io n
Sp e
l l
W h en you cast a spell that targets only one creature and
d oesn ’t have a range o f self, you can spend a num ber o f
sorcery points equal to the spell’s level to target a secon d
creature in range with the sam e spell (1 sorcery point if
the spell is a cantrip).
A b i l i t y Sc o r e Im pr o v e m e n t
W h en you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can in crease on e ability sco re o f your
ch oice by 2, or you can in crease tw o ability s c o r e s o f
your ch oice by 1. A s norm al, you ca n ’t in crease an ability
s c o r e above 20 using this feature.
You can speak, read, and w rite D racon ic. Additionally,
w henever you m ake a C harism a ch eck w hen interacting
w ith dragons, your proficiency bon u s is doubled if it
applies to the check.
D
r a c o n ic
R
e s il ie n c e
A s m agic flow s through your body, it cau ses physical
traits o f your dragon a n cestors to em erge. At 1st level,
your hit point m axim u m in creases by 1 and in creases by
1 again w hen ever you gain a level in this class.
Additionally, parts o f your skin are covered by a thin
sh een o f dragon-like scales. W h en you aren’t w earin g
arm or, your AC equals 13 + your D exterity m odifier.
El
e m e n t a l
A
f f in it y
Starting at 6th level, w hen you cast a spell that deals
dam age o f the type a ssocia ted w ith your dracon ic
ancestry, add your C harism a m odifier to that dam age.
At the sam e time, you can spend 1 sorcery point to gain
resistan ce to that dam age type for 1 hour.
D
W
r a g o n
in g s
At 14th level, you gain the ability to sprout a pair of
dragon w in gs from your back, gaining a flying sp eed
equal to your current sp eed. You ca n create th ese w in gs
as a bon u s action on your turn. T h ey last until you
d ism iss them as a bon u s action on your turn.
Y ou ca n ’t m anifest your w in gs w hile w earin g arm or
u n less the arm or is m ade to a ccom m od a te them , and
cloth in g not m ade to a ccom m od a te your w in gs might
b e destroyed w hen you m anifest them.
D r a c o n ic Pr e s e n c e
B egin ning at 18th level, you can channel the dread
p resen ce o f your dragon ancestor, cau sin g th ose around
you to b e c o m e aw estru ck or frightened. A s an action,
you can spend 5 sorcery points to draw on this pow er
and exude an aura o f aw e or fear (your choice) to a
distance o f 6 0 feet. F or 1 m inute or until you lose your
concentration (as if you w ere casting a concentration
spell), each hostile creature that starts its turn in this
aura m ust su cce e d on a W isd om saving th row or be
ch arm ed (if you c h ose awe) or frightened (if you ch ose
fear) until the aura ends. A creature that su c ce e d s on
this saving th row is im m u ne to your aura for 24 hours.
W il d M a g ic
Your innate m agic c o m e s from the w ild forces o f ch a os
that underlie the order o f creation. You m ight have
endured ex p osu re to so m e form o f raw m agic, perhaps
through a planar portal leading to Lim bo, the Elemental
P lan es, or the m ysterious Far R ealm . Perhaps you
w ere blessed by a pow erfu l fey creature or m arked by a
dem on. Or your m agic cou ld be a fluke o f your birth, with
no apparent cau se or reason. H ow ever it cam e to be, this
chaotic m agic churns w ithin you, w aiting for any outlet.
W
il d
M
a g ic
Su
r g e
Starting w hen you c h o o s e this origin at 1st level, your
sp ellcastin g can unleash surges o f untam ed m agic.
Im m ediately after you cast a sorce re r spell o f 1st level
or higher, the D M can have you roll a d20. If you roll a
1, roll on the W ild M agic S u rge table to create a random
m agical effect.
T id
e s
o f
C
h a o s
Starting at 1st level, you can m anipulate the forces o f
cha n ce and ch a os to gain advantage on one attack roll,
ability check, or saving throw. O n ce you do so, you must
finish a long rest before you can use this feature again.
Any time before you regain the use o f this feature, the
DM can have you roll on the W ild M agic Surge table
im mediately after you cast a sorcerer spell o f 1st level or
higher. You then regain the use o f this feature.
Be
n d
Lu
c k
Starting at 6th level, you have the ability to twist fate
u sing your w ild m agic. W h en another creature you can
s ee m akes an attack roll, an ability check, or a saving
throw, you can u se your reaction and spend 2 sorcery
points to roll 1d4 and apply the num ber rolled as a
bon u s or penalty (your choice) to the creatu re’s roll. You
can do so after the creature rolls but before any effects
o f the roll occur.
C
o n t r o l l e d
C
h a o s
At 14th level, you gain a m od icu m o f con trol over the
su rges o f your w ild m agic. W h enever you roll on the
W ild M agic Surge table, you can roll tw ice and use
either number.
Sp e
l l
Bo
m b a r d m e n t
B egin ning at 18th level, the harm ful energy o f your
spells intensifies. W h en you roll dam age for a spell and
roll the highest num ber p ossib le on any o f the dice,
c h o o s e one o f th ose dice, roll it again and add that roll to
the dam age. You can use the feature only on ce per turn.
W
il d
d 100
01-02
M
a g ic
S
u r g e
Effect
d 100
45-46
You cast levitate on yourself.
the next minute, ignoring this result on subsequent
47-48
A unicorn controlled by the DM appears in a space
rolls.
03-04
For the next minute, you can see any invisible creature
within 5 feet o f you, then disappears 1 minute later.
49-50
if you have line o f sight to it.
05-06
07-08
A modron chosen and controlled by the DM appears
granting you a +2 bonus to AC and immunity to m agic
disappears 1 minute later.
missile.
You c a st fireball as a 3rd-level spell centered on
53-54
55-56
11-12
Roll a d10. Your height changes by a number o f inches
57-58
equal to the roll. If the roll is odd, you shrink. If the
You regain your lowest-level expended spell slot.
For the next minute, you regain 5 hit points at the
61-62
For the next minute, you must shout when you speak.
start o f each o f your turns.
63-64
You cast fog cloud centered on yourself.
You grow a long beard made o f feathers that remains
65-66
out from your face.
19-20
You cast grease centered on yourself.
21-22
Creatures have disadvantage on saving throws against
Up to three creatures you choose within 30 feet o f you
take 4d10 lightning damage.
67-68
You are frightened by the nearest creature until the
end o f your next turn.
69-70
the next spell you cast in the next minute that involves
Each creature within 30 feet o f you becomes invisible
for the next minute. The invisibility ends on a creature
a saving throw.
25-26
For the next minute, any flammable object you touch
bursts into flame.
59-60
until you sneeze, at which point the feathers explode
23-24
Your hair falls out but grows back within 24 hours.
that isn’t being worn or carried by another creature
roll is even, you grow.
You cast confusion centered on yourself.
You are immune to being intoxicated by alcohol for
the next 5d6 days.
You cast m a g ic missile as a 5th-level spell.
17-18
A spectral shield hovers near you for the next minute,
in an unoccupied space within 5 feet o f you, then
09-10
15-16
You can’t speak for the next minute. Whenever you
try, pink bubbles float out o f your mouth.
51-52
yourself.
13-14
Effect
Roll on this table at the start o f each o f your turns for
when it attacks or casts a spell.
Your skin turns a vibrant shade of blue. A rem ove curse
71-72
You gain resistance to all damage for the next minute.
spell can end this effect.
73-74
A random creature within 60 feet o f you becomes
75-76
You glow with bright light in a 30-foot radius for the
An eye appears on your forehead for the next minute.
During that time, you have advantage on Wisdom
poisoned for 1d4 hours.
(Perception) checks that rely on sight.
next minute. Any creature that ends its turn within 5
27-28
For the next minute, all your spells with a casting time
feet o f you is blinded until the end o f its next turn.
29-30
You teleport up to 60 feet to an unoccupied space of
o f 1 action have a casting time o f 1 bonus action.
your choice that you can see.
31-32
77-78
throw, you turn into a sheep for the spell’s duration.
79-80
You are transported to the Astral Plane until the
end o f your next turn, after which time you return
81-82
to the space you previously occupied or the nearest
83-84
35-36
You cast m irror image.
Roll a d10. Your age changes by a number o f years
87-88
You ca st fly on a random creature within 60 feet o f you.
equal to the roll. If the roll is odd, you get younger
89-90
You become invisible for the next minute. During that
time, other creatures can’t hear you. The invisibility
1d6 flumphs controlled by the DM appear in
unoccupied spaces within 60 feet o f you and are
ends if you attack or cast a spell.
91-92
frightened o f you. They vanish after 1 minute.
39-40
You regain 2d10 hit points.
41-42
You turn into a potted plant until the start o f your
next turn. While a plant, you are incapacitated and
points, your pot breaks, and your form reverts.
93-94
Your size increases by one size category for the next
95-96.
You and all creatures within 30 feet o f you gain
minute.
vulnerability to piercing damage for the next minute.
97-98
You are surrounded by faint, ethereal music for the
99-00
You regain all expended sorcery points.
next minute.
For the next minute, you can teleport up to 20 feet as
a bonus action on each o f your turns.
If you die within the next minute, you immediately
come back to life as if by the reincarnate spell.
have vulnerability to all damage. If you drop to 0 hit
43-44
Each creature within 30 feet o f you takes 1d10 necrotic
necrotic damage dealt.
85-86
(minimum 1 year old). If the roll is even, you get older.
37-38
You can take one additional action immediately.
damage. You regain hit points equal to the sum o f the
Maximize the damage o f the next damaging spell you
cast within the next minute.
Illusory butterflies and flower petals flutter in the air
within 10 feet o f you for the next minute.
unoccupied space if that space is occupied.
33-34
You cast p olym orph on yourself. If you fail the saving
Wa r l o c k
W ith a pseu d od rag on curled on his shoulder, a young
elf in golden ro b e s sm iles warm ly, w eavin g a m agical
charm into his h oneyed w ord s and ben din g the palace
sentinel to his will.
A s flam es sprin g to life in her hands, a w izen ed
hum an w h isp ers the secret nam e o f her d em on ic patron,
infusing her spell with fiendish m agic.
Sh iftin g his gaze betw een a battered tom e and the
od d alignm ent o f the stars overhead, a w ild-eyed tiefling
chants the m ystic ritual that w ill op en a d oorw a y to a
distant w orld.
W arlock s are seek ers o f the kn ow led ge that lies
h idden in the fabric o f the multiverse. T h rou gh pacts
m ade with m ysterious beings o f supernatural pow er,
w arlock s u n lock m agical effects both subtle and
spectacular. D raw ing on the ancient k n ow led ge o f
beings such as fey n obles, dem ons, devils, hags, and
alien entities o f the Far R ealm , w a rlock s piece together
arcan e secrets to bolster their ow n power.
Sw o r n a n d
Be h o l d e n
A w a rlock is defined by a pact w ith an otherw orldly
being. S om etim es the relationship b etw een w arlock
and patron is like that o f a cleric and a deity, though
the beings that serve as patrons for w arlock s are not
gods. A w arlock m ight lead a cult dedicated to a dem on
prince, an archdevil, or an utterly alien entity—beings
not typically served by clerics. M ore often, though, the
arrangem ent is sim ilar to that b etw een a m aster and
an apprentice. T h e w arlock learns and grow s in pow er,
at the co st o f occa sion a l serv ices perform ed on the
patron’s behalf.
T h e m agic b estow ed on a w arlock ranges from m inor
but lasting alterations to the w arlock 's bein g (such as
the ability to see in dark n ess or to read any language)
to a c c e s s to p ow erfu l spells. Unlike book ish w izards,
w a rlock s supplem ent their m agic w ith som e facility
at hand-to-hand com bat. T h ey are com fortab le in light
arm or and k n ow h ow to use sim ple w eapon s.
D e l v er s in t o
Se c r e t s
W a rlock s are driven by an insatiable n eed for kn ow led ge
and pow er, w h ich com p e ls them into their pacts and
sh apes their lives. T h is thirst drives w arlock s into their
pacts and sh ap es their later careers as w ell.
S tories o f w arlock s binding them selves to fiends are
w idely know n. But m any w arlock s serve patrons that
are not fiendish. S om etim es a traveler in the w ilds
co m e s to a strangely beautiful tower, m eets its fey lord
or lady, and stum bles into a pact w ithout being fully
aw are o f it. A n d som etim es, w hile p orin g over tom es o f
T
h e
W
Level
a r l o c k
Proficiency
Bonus
Features
Cantrips
Known
Spells
Known
Spell
Slots
Slot
Level
Invocations
Known
1st
+2
Otherworldly Patron, Pact Magic
2
2
1
1st
2nd
+2
Eldritch Invocations
2
3
2
1st
3rd
+2
Pact Boon
2
4
2
2nd
2
4th
+2
Ability Score Improvement
3
5
2
2nd
2
—
2
5th
+3
—
3
6
2
3rd
3
6th
+3
Otherworldly Patron feature
3
7
2
3rd
3
7th
+3
3
8
2
4th
4
8th
+3
Ability Score Improvement
3
9
2
4th
4
9th
+4
—
3
10
2
5th
5
10th
+4
Otherworldly Patron feature
4
10
2
5th
5
11th
+4
Mystic Arcanum (6th level)
4
11
3
5th
5
12th
+4
Ability Score Improvement
4
11
3
5th
6
—
13th
+5
Mystic Arcanum (7th level)
4
12
3
5th
6
14th
+5
Otherworldly Patron feature
4
12
3
5th
6
7
15th
+5
Mystic Arcanum (8th level)
4
13
3
5th
16th
+5
Ability Score Improvement
4
13
3
5th
7
17th
+6
Mystic Arcanum (9th level)
4
14
4
5th
7
18th
+6
14
4
5th
8
+6
—
Ability Score Improvement
4
19th
4
15
4
5th
8
20th
+6
Eldritch Master
4
15
4
5th
8
Your patron’s dem an ds might drive you into adventures,
or they might con sist entirely o f sm all favors you ca n do
b etw een adventures.
forbidden lore, a brilliant but cra zed student’s m ind is
op en ed to realities beyond the m aterial w orld and to the
alien beings that dw ell in the outer void.
O nce a pact is made, a w arlock ’s thirst for know ledge
and pow er can ’t be slaked with m ere study and research.
N o one m akes a pact with such a m ighty patron if he or
she d oesn ’t intend to u se the pow er thus gained. Rather,
the vast majority o f w arlocks spend their days in active
pursuit o f their goals, w hich typically m eans som e kind
o f adventuring. Furtherm ore, the dem ands o f their
patrons drive w arlock s tow ard adventure.
C r e a t in g a Wa r l o c k
A s you m ake your w a rlock character, spend som e tim e
thinking about your patron and the obligations that
your pact im p oses upon you. W hat led you to m ake the
pact, and h ow did you m ake contact w ith your patron?
W ere you sed u ced into su m m on in g a devil, or did you
se e k out the ritual that w ould allow you to m ake contact
w ith an alien elder god ? Did you sea rch for your patron,
or did your patron find and c h o o s e you? D o you chafe
under the obligations o f your pact or serve joyfu lly in
anticipation o f the rew ards p rom ised to you?
W ork w ith your DM to determ ine h ow big a part your
pact w ill play in your character’s adventuring career.
W hat kind o f relationship d o you have w ith your
patron? Is it friendly, antagonistic, uneasy, or rom antic?
H ow im portant d oes your patron con sid er you to be?
W hat part do you play in your patron’s plans? D o you
k n ow oth er servants o f your patron?
H ow d o e s your patron com m u n icate w ith you? If
you have a familiar, it might occa sion a lly sp eak with
your patron’s voice. S o m e w arlock s find m essa ges
from their patrons etched on trees, m ingled am ong tea
leaves, or adrift in the clou d s—m essa g es that only the
w arlock can see. Other w arlock s con verse with their
patrons in dream s or w akin g visions, or deal only with
interm ediaries.
Q
u ic k
Bu
il d
You can m ake a w arlock quickly by follow in g these
suggestion s. First, C harism a should be your highest
ability score, follow ed by Constitution. S econ d , ch o o s e
the charlatan background. Third, c h o o s e the eldritch
blast and chill touch cantrips, along with the 1st-level
sp ells ray o f sickness and witch bolt.
C l a s s Fe a t u r e s
A s a w arlock, you gain the follow in g class features.
H
it
Po
in t s
Hit Dice: 1d8 per w a rlock level
Hit Points at 1st Level: 8 + your Constitution m odifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution m odifier per w arlock level after 1st
Pr
Additionally, w hen you gain a level in this class,
o f ic ie n c ie s
you can c h o o s e on e o f the w arlock spells you kn ow
and replace it with another spell from the w arlock
spell list, w h ich also m ust be o f a level for w h ich you
have spell slots.
A rm or: Light arm or
W eapons: Sim ple w eap on s
Tools: N one
Saving Throws: W isd om , C harism a
Skills: C h oose tw o skills from Arcana,
D eception , History, Intim idation, Investigation,
Nature, and R eligion
Eq
u ip m e n t
You start w ith the follow in g equipm ent, in addition to
the equipm ent granted by your background:
Sp e
l l c a s t in g
• (a) a light c ro s s b o w and 20 bolts or (b) any sim ple
w eap on
b il it y
Spell save D C = 8 + your proficiency bonus +
your Charisma modifier
• (a) a com p on en t pou ch or (b) an arcane focu s
• (a) a sch ola r’s pack o r (b) a du ng eon eer’s pack
• Leather arm or, any sim ple w eapon , and tw o daggers
O t h e r w o r l d l y Pa t r o n
A
C harism a is your spellcastin g ability for your w arlock
spells, so you u se your C harism a w henever a spell refers
to your spellcastin g ability. In addition, you u se your
C harism a m odifier w h en setting the saving th row D C
for a w a rlock spell you cast and w h en m akin g an attack
roll w ith one.
Spell attack modifier = your proficiency bonus +
your Charisma modifier
Sp
e l l c a s t in g
Fo
c u s
At 1st level, you have struck a bargain with an
oth erw orldly being o f your choice: the Archfey, the
Fiend, or the Great Old O ne, each o f w h ich is detailed
You can u se an arcane focu s (found in chapter 5) as a
sp ellcastin g focu s for your w arlock spells.
at the end o f the class description. Your ch oice
grants you features at 1st level and again at 6th, 10th,
El d r it c h
and 14th level.
Pa c t M a g i c
Your arcan e research and the m agic b estow ed on you
by your patron have given you facility w ith spells. S e e
chapter 10 for the general rules o f spellcastin g and
chapter 11 for the w a rlock spell list.
C
a n t r ip s
You k n ow tw o cantrips o f your ch oice from the w arlock
spell list. You learn additional w a rlock cantrips o f your
c h oice at higher levels, as sh ow n in the Cantrips K now n
colu m n o f the W arlock table.
Sp e
l l
Sl
l l s
K
In your study o f occu lt lore, you have u nearthed eldritch
invocations, fragm ents o f forbidden k n ow led ge that
im bue you w ith an abiding m agical ability.
At 2nd level, you gain tw o eldritch invocations o f your
ch oice. Your invocation options are detailed at the end
o f the class description. W h en you gain certain w arlock
levels, you gain additional invocations o f your choice,
as sh ow n in the Invocations K n ow n colu m n o f the
W a rlock table.
Additionally, w hen you gain a level in this class,
you can c h o o s e one o f the invocations you k n ow and
replace it w ith another invocation that you cou ld learn
at that level.
Pa c t B o o n
o t s
T he W arlock table sh ow s h ow m any spell slots you have.
T h e table also sh ow s w hat the level o f those slots is; all
o f your spell slots are the sam e level. To cast one o f your
w arlock spells o f 1st level or higher, you must expend a
spell slot. You regain all expended spell slots w hen you
finish a short or long rest.
F or exam ple, w hen you are 5th level, you have
tw o 3rd-level sp ell slots. To cast the 1st-level spell
thunderwave, you must spend on e o f th ose slots, and
you cast it as a 3rd-level spell.
Sp e
In v o c a t i o n s
n o w n
o f
1s t L
e v e l
a n d
H
ig h e r
At 1st level, you k n ow tw o 1st-level spells o f your ch oice
from the w a rlock spell list.
The S p ells K n ow n colu m n o f the W a rlock table sh ow s
w hen you learn m ore w a rlock spells o f your ch oice o f 1st
level and higher. A spell you c h o o s e m ust be o f a level
n o higher than w hat’s sh ow n in the table's S lot Level
colu m n for your level. W h en you reach 6th level, for
exam ple, you learn a n ew w a rlock spell, w h ich can be
1st, 2nd, or 3rd level.
At 3rd level, your otherw orldly patron bestow s a gift
u pon you for your loyal service. You gain on e o f the
follow in g features o f your choice.
Pa
c t
o f
t h e
Ch
a in
You learn the find familiar spell and can cast it as a
ritual. T h e spell d oesn ’t count against your num ber o f
sp ells know n.
W h en you cast the spell, you can c h o o s e on e o f the
n orm al form s for your fam iliar or on e o f the follow in g
sp ecia l form s: imp, pseu dodragon , quasit, or sprite.
Additionally, w hen you take the Attack action, you can
forgo one o f your ow n attacks to allow your fam iliar to
m ake on e attack o f its own.
Pa
c t
o f
t h e
Bl
a d e
Y ou can u se your action to create a pact w ea p on in your
em pty hand. You can c h o o s e the form that this m elee
w ea p on takes each tim e you create it (see chapter 5 for
w ea p on options). Y ou are proficient with it w hile you
w ield it. T h is w ea p on coun ts as m agical for the p u rp ose
o f overcom in g resistan ce and im m unity to n onm agical
attacks and dam age.
Y our pact w ea p on disappears if it is m ore than 5 feet
away from you for 1 m inute or m ore. It also disappears
if you use this feature again, if you d ism iss the w eap on
(no action required), or if you die.
You can transform one m agic w eap on into your pact
w eap on by perform in g a sp ecial ritual w hile you hold
the w eapon . You p erform the ritual over the cou rse
o f 1 hour, w hich can b e don e during a short rest.
You can then d ism iss the w eapon , shunting it into an
extradim ensional space, and it appears w henever you
Yo
create your pact w eap on thereafter. You ca n ’t affect an
artifact or a sentient w ea p on in this way. T h e w eapon
ce a se s bein g your pact w eapon if you die, if you perform
the 1-hour ritual on a different w eapon , or if you use
a 1-hour ritual to break your bon d to it. The w eapon
appears at your feet if it is in the extradim ensional sp ace
w hen the bon d breaks.
Pa
c t
o f
t h e
To
me
Your patron gives you a grim oire called a B o o k of
Sh a dow s. W h en you gain this feature, c h o o s e three
cantrips from any cla ss’s spell list. W h ile the b o o k is on
your person , you can cast th ose cantrips at w ill. They
d on ’t count against your num ber o f cantrips known.
If you lose your B o o k o f S h a dow s, you can perform
a 1-hour cerem on y to receive a replacem ent from your
patron. T his cerem on y can be perform ed during a short
or long rest, and it destroys the previous book . The b o o k
turns to ash w hen you die.
A b i l i t y Sc o r e Im pr o v e m e n t
W h en you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can in crease on e ability sco re o f your
c h oice by 2, or you can in crease tw o ability s c o r e s o f
your ch oice by 1. A s norm al, you can't in crease an ability
sco re above 20 using this feature.
u r
Pa
Bo
ct
o n
Each Pact Boon option produces a special creature or an
object that reflects your patron’s nature.
Pact o f the Chain. Your familiar is more cunning than a
typical familiar. Its default form can be a reflection o f 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. If 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
o f 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 o f Shadows might be a fine,
gilt-edged tome with spells o f 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 o f a lunatic driven mad by contact with the
Great Old One, holding scraps o f spells that only your own
burgeoning insanity allows you to understand and cast.
O t h e r w o r ld ly P a tro n s
T h e beings that serve as patrons for w arlock s are
m ighty inhabitants o f other planes o f ex isten ce—not
gods, but alm ost godlike in their pow er. V arious patrons
give their w arlock s a c c e s s to different p ow ers and
invocations, and ex p ect significant favors in return.
S om e patrons collect w arlocks, doling out m ystic
kn ow led ge relatively freely o r boastin g o f their ability
to bind m ortals to their will. Other patrons bestow their
p ow er only grudgingly, and might m ake a pact with
only one w arlock. W arlocks w h o serve the sam e patron
m ight view each other as allies, siblings, or rivals.
My s t ic A r c a n u m
T h e A r c h f e y
At 11th level, your patron bestow s upon you a m agical
Your patron is a lord or lady o f the fey, a creature o f
secret called an arcanum . C h oose on e 6th-level spell
from the w a rlock spell list as this arcanum .
You can cast your arcanum sp ell on ce w ithout
expending a spell slot. You m ust finish a long rest before
you can do s o again.
At higher levels, you gain m ore w arlock sp ells o f your
legend w h o holds secrets that w ere forgotten before
the m ortal races w ere born. T h is b ein g ’s m otivations
are often inscrutable, and som etim es w him sical, and
m ight involve a striving for greater m agical p ow er or the
settling o f age-old grudges. B eings o f this sort include
the P rin ce o f Frost; the Q ueen o f A ir and D arkness,
ruler o f the G loam in g Court; Titania o f the S u m m er
Court; her con sort O beron, the G reen L ord; Hyrsam ,
the P rin ce o f F ools; and ancient hags.
ch oice that can b e cast in this way: one 7th-level spell
at 13th level, one 8th-level spell at 15th level, and one
9th-level spell at 17th level. You regain all u ses o f your
M ystic A rca n u m w hen you finish a long rest.
El d r it c h
M a st e r
At 20th level, you can draw on your inner reserve o f
m ystical pow er w hile entreating your patron to regain
expended spell slots. You can spend 1 m inute entreating
your patron for aid to regain all your expended spell slots
from your Pact M agic feature. O nce you regain spell slots
w ith this feature, you m ust finish a long rest before you
can do s o again.
Ex
Sp e
pa n d e d
l l
L is
t
T h e A rch fey lets you c h o o s e from an expan ded list o f
sp ells w hen you learn a w arlock spell. The follow in g
sp ells are added to the w arlock spell list for you.
A
r c h f ey
Spell Level
Ex
p a n d e d
S
pel l s
Spells
1st
faerie fire, sleep
2nd
calm em otions, p h a n ta sm a l force
3rd
blink, plant grow th
4th
dom inate beast, greater invisibility
5th
dom inate person, seem ing
Fe y Pr e s e n c e
Starting at 1st level, your patron bestow s u pon you the
ability to project the begu ilin g and fearsom e presen ce
o f the fey. A s an action, you can cau se each creature in
a 10-foot cu b e originating from you to m ake a W isd om
saving th row against your w a rlock spell save DC. The
creatu res that fail their saving th row s are all charm ed
or frightened by you (your ch oice) until the end of
your next turn.
O nce you u se this feature, you ca n ’t use it again until
you finish a short or lon g rest.
M
is t y
Es
your reaction to turn invisible and teleport up to 60 feet
to an u noccu pied sp ace you can see. You rem ain invisible
until the start o f your next turn or until you attack or
cast a spell.
O nce you u se this feature, you can't use it again until
you finish a short or lon g rest.
g u il in g
D
e f e n se s
B egin ning at 10th level, your patron teaches you h ow to
turn the m ind-affecting m agic o f your en em ies against
them. You are im m une to bein g charm ed, and w hen
another creature attem pts to ch a rm you, you can use
your reaction to attempt to turn the charm b a ck on
that creature. The creature m ust su cceed on a W isdom
saving throw against your w arlock spell save D C or
b e charm ed by you for 1 minute or until the creature
takes any dam age.
Da
r k
D
e l ir iu m
Starting at 14th level, you can plunge a creature into
an illusory realm . A s an action, c h o o s e a creature
that you can see w ithin 60 feet o f you. It must m ake a
W isd om saving th row against y ou r w arlock spell save
DC. O n a failed save, it is charm ed or frightened by you
(your ch oice) for 1 m inute or until your concentration
is broken (as if you are concentratin g on a spell). This
effect ends early if the creature takes any dam age.
Until this illusion ends, the creature thinks it is lost
in a m isty realm , the appearan ce o f w hich you ch oose.
The creature can s e e and hear only itself, you, and
the illusion.
Y ou m ust finish a sh ort or long rest before you can
u se this feature again.
T h e Fie n d
You have m ade a pact w ith a fiend from the low er
planes o f existence, a being w h o s e aim s are evil,
even if you strive against th ose aim s. S u ch beings
desire the corruption or destruction o f all things,
ultim ately including you. Fiends pow erfu l en ough to
forge a pact include dem on lords su ch as D em ogorgon ,
O rcus, F raz’Urb-luu, and Baphom et; archdevils such
as A sm od eu s, Dispater, M ephistopheles, and Belial;
pit fiends and balors that are esp ecia lly m ighty; and
ultroloths and other lords o f the yugoloths.
Sp e
pa n d e d
L
l l
is t
The Fiend lets you c h o o s e from an expanded list of
spells w hen you learn a w arlock spell. T h e follow in g
spells are added to the w arlock sp ell list for you.
Fie
Ex
n d
S
p a n d e d
Spell Level
pel l s
Spells
1st
c a pe
Starting at 6th level, you can vanish in a puff o f mist in
respon se to harm. W h en you take dam age, you can use
Be
Ex
b u rn ing hands, c o m m a n d
2nd
blindness/deafness, scorch ing ray
3rd
fireball, stin kin g cloud
4th
fire shield, wall o f fire
5th
fla m e strike, hallow
D a r k O n e ’s B l e s s i n g
Starting at 1st level, w hen you reduce a hostile creature
to 0 hit points, you gain tem porary hit points equal to your
Charism a m odifier + your w arlock level (m inim um o f 1).
Da
r k
O
n e ’s
O
w n
Lu
c k
Starting at 6th level, you can call on your patron to alter
fate in your favor. W h en you m ake an ability ch eck or a
saving throw, you can u se this feature to add a d 10 to
your roll. You can do s o after seein g the initial roll but
before any o f the roll’s effects occur.
O nce you u se this feature, you c a n ’t use it again until
you finish a short or long rest.
Fie
n d is h
R
e s il ie n c e
Starting at 10th level, you can c h o o s e one dam age type
w hen you finish a sh ort or long rest. You gain resistan ce
to that dam age type until you c h o o s e a different one
w ith this feature. D am age from m agical w ea p on s or
silver w ea p on s ig n ores this resistance.
H
u r l
T
h r o u g h
H
e l l
Starting at 14th level, w hen you hit a creature w ith an
attack, you can use this feature to instantly transport
the target through the low er planes. The creature
disappears and hurtles through a nightm are landscape.
At the end o f your next turn, the target returns to the
sp a ce it previously o ccu pied, or the nearest u n occu pied
space. If the target is not a fiend, it takes 10d 10 psychic
dam age as it reels from its h orrific experience.
O nce you u se this feature, you ca n ’t u se it again until
you finish a long rest.
Th e G r e a t O l d O n
e
Your patron is a m ysterious entity w h ose nature is
utterly foreign to the fabric o f reality. It might co m e from
the Far Realm , the sp a ce beyon d reality, or it cou ld be
one o f the elder g od s know n only in legends. Its m otives
are in com prehen sible to m ortals, and its kn ow led ge so
im m en se and ancient that even the greatest libraries
pale in com p a rison to the vast secrets it holds. The
Great Old O ne might b e unaw are o f your existence
or entirely indifferent to you, but the secrets you have
learn ed allow you to draw your m agic from it.
Entities o f this type include Ghaunadar, called That
W h ich Lurks; Tharizdun, the C hained G od; D endar, the
Night Serpent; Zargon, the Returner; Great Cthulhu;
and other unfathom able beings.
Ex
Sp e
pa n d e d
L
l l
A
is t
The Great Old One lets you ch o o s e from an expanded list
o f spells w hen you learn a w arlock spell. The follow in g
spells are added to the w arlock spell list for you.
G
r ea t
O
l d
Spell Level
O
n e
Ex
p a n d e d
S
pel l s
Spells
1st
dissonant whispers, T ash a's hideous laughter
2nd
detect thoughts, p h a n ta sm a l force
3rd
clairvoyance, sending
4th
dom inate beast, E va rd ’s black tentacles
5th
do m inate person, telekinesis
r m o r
Sh
o f
a d o w s
You can cast mage armor on y ou rself at will, w ithout
expen din g a spell slot or m aterial com pon ents.
A
St
s c e n d a n t
e p
Prerequisite: 9th level
You can cast levitate on y ou rself at will, w ithout
expending a spell slot or material com pon ents.
Be
a s t
Sp e
e c h
You can cast speak with animals at will, without
expending a spell slot.
Be
In
g u il in g
f l u e n c e
Aw a k e n e d M in d
Starting at 1st level, your alien kn ow led ge gives you
the ability to touch the m inds o f other creatures. You
can com m u n icate telepathically with any creature you
can see w ithin 30 feet o f you. You don ’t need to share
a language with the creature for it to understand your
telepathic utterances, but the creature m ust be able to
understand at least on e language.
You gain proficiency in the D eception and
P ersu asion skills.
Prerequisite: 7th level
En
Prerequisite: Pact o f the Tome feature
Be
Wa
r d
At 6th level, you learn to m agically w ard y ou rself against
attack and to turn an en em y’s failed strike into g ood
luck for yourself. W h en a creature m akes an attack
roll against you, you can use your reaction to im p ose
disadvantage on that roll. If the attack m isses you, your
next attack roll against the creature has advantage if you
m ake it b efore the end o f your next turn.
O nce you use this feature, you ca n ’t use it again until
you finish a short or lon g rest.
T
h o u g h t
Sh
ie l d
Starting at 10th level, your thoughts ca n ’t b e read by
telepathy or other m ea n s unless you allow it. You also
have resistan ce to psychic dam age, and w henever a
creature deals psychic dam age to you, that creature
takes the sam e am ount o f dam age that you do.
C
r e a t e
T
h r a l l
At 14th level, you gain the ability to infect a h um an oid’s
m ind w ith the alien m a gic o f your patron. You can use
your action to touch an incapacitated hum anoid. That
creature is then ch a rm ed by you until a remove curse
spell is cast on it, the ch arm ed condition is rem oved
from it, or you u se this feature again.
You can com m u n ica te telepathically w ith the charm ed
creature as long as the tw o o f you are on the sam e plane
o f existence.
h is pe r s
You can cast compulsion on ce using a w arlock spell slot.
You c a n ’t d o s o again until you finish a long rest.
Bo
t r o pic
W
w it c h in g
o k
A
o f
n c ie n t
Se
c r e t s
You can n ow in scribe m agical rituals in your B o o k o f
Sh a dow s. C h oose tw o 1st-level sp ells that have the
ritual tag from any cla ss’s spell list. The sp ells appear
in the b o o k and d on ’t count against the num ber o f spells
you know. W ith your B o o k o f S h a d ow s in hand, you
can cast the ch osen spells as rituals. You ca n ’t cast the
spells except as rituals, u nless y ou ’ve learned them by
som e other m eans. You can also cast a w arlock spell
you kn ow as a ritual if it has the ritual tag.
On your adventures, you can add other ritual sp ells to
your B o o k o f S h adow s. W h en you find such a spell, you
can add it to the b o o k if the sp ell’s level is equal to or
less than h alf your w a rlock level (rounded up) and if you
can spare the tim e to tran scribe the spell. For each level
o f the spell, the transcription p r o ce s s takes 2 hours and
c o sts 50 gp for the rare inks n eeded to in scribe it.
C
h a in s
Ca
o f
r c e r i
Prerequisite: 15th level, Pact o f the Chain feature
You can cast hold monster at w ill—targeting a celestial,
fiend, or elem ental—w ithout expending a spell slot or
m aterial com pon ents. You m ust finish a long rest before
you can use this invocation on the sam e creature again.
D
e v i l ’s
Si g
h t
Y ou can see n orm ally in darkness, both m agical and
n onm agical, to a distance o f 120 feet.
E l d r i t c h In v o c a t i o n s
D
If an eldritch invocation has prerequisites, you must
Prerequisite: 7th level
m eet them to learn it. You can learn the invocation at the
sam e tim e that you m eet its prerequisites.
You can cast confusion on ce using a w a rlock spell slot.
A
g o n iz in g
Bl
a s t
Prerequisite: eldritch blast cantrip
W h en you cast eldritch blast, add your Charism a
m odifier to the dam age it deals on a hit.
r e a d f u l
W
o r d
You ca n ’t do so again until you finish a long rest.
El
d r it c h
Si g
h t
You can cast detect magic at w ill, w ithout expending
a spell slot.
El
Sp e
d r it c h
O
a r
L
t h e r w o r l d l y
e a p
Prerequisite: eldritch blast cantrip
Prerequisite: 9th level
W h en you cast eldritch blast, its range is 3 0 0 feet.
You can cast jump on y ou rself at w ill, w ithout expending
a spell slot or m aterial com pon ents.
Ey
e s
o f
Ru
t h e
K
n e
e e pe r
R
You can read all w riting.
Fie
V
n d is h
ig o r
You ca n cast false life on y ou rself at w ill as a
1st-level spell, w ithout expen din g a spell slot or
m aterial com pon ents.
G
a ze
T
o f
Bl
e p e l l in g
a s t
Prerequisite: eldritch blast cantrip
M
w o
W h en you hit a creature with eldritch blast, you can push
the creature up to 10 feet away from you in a straight line.
Sc
u l pt o r
Fl
o f
e sh
Prerequisite: 7th level
in d s
You can u se your action to touch a w illing hum anoid
and perceive through its sen ses until the end o f your
next turn. A s long as the creature is on the sam e
plane o f existence as you, you can use your action
on subsequent turns to m aintain this conn ection ,
extending the duration until the end o f your next turn.
W h ile perceivin g through the other creatu re’s sen ses,
you benefit from any sp ecia l se n se s p o s s e s s e d by that
creature, and you are blinded and deafened to your ow n
surroundings.
Y ou can cast polymorph on ce usin g a w arlock spell slot.
Y ou ca n ’t do s o again until you finish a lon g rest.
Si g
n
Il
o f
O
l
me n
Prerequisite: 5th level
Y ou can cast bestow curse on ce using a w a rlock spell
slot. You ca n ’t do so again until you finish a long rest.
T
h ie f
Fiv
o f
e
Fa
t e s
You can cast bane o n ce usin g a w a rlock spell slot. You
c a n ’t do so again until you finish a lon g rest.
L
if e d r in k e r
Prerequisite: 12th level, Pact o f the Blade feature
W h en you hit a creature with your pact w eapon , the
creature takes extra n ecrotic dam age equal to your
C harism a m odifier (m inim um 1).
M
a s k
M
o f
a n y
Fa
T
Bl
a d e
You can attack with your pact w ea p on tw ice, instead o f
on ce, w henever you take the A ttack action on your turn.
V
c e s
h ir s t in g
Prerequisite: 5th level, Pact o f the Blade feature
is io n s
o f
D
R
is t a n t
e a l m s
You can cast disguise self at will, without expending
Prerequisite: 15th level
a spell slot.
You can cast arcane eye at will, without expending
a spell slot.
M
a s t e r
My
o f
r ia d
Fo
r ms
Prerequisite: 15th level
V
You can cast alter self at will, w ithout expending
a spell slot.
Prerequisite: Pact o f the Chain feature
M
in io n s
o f
C
h a o s
Prerequisite: 9th level
You can cast conjure elemental on ce using a
w a rlock spell slot. You ca n ’t do s o again until you
finish a long rest.
M
ir e
t h e
M
in d
Prerequisite: 5th level
You can cast slow on ce using a w arlock spell slot. You
c a n ’t do so again until you finish a lon g rest.
M
is t y
V
is io n s
You can cast silent image at will, w ithout expending a
spell slot or material com pon ents.
O
n e w it h
Sh
a d o w s
Prerequisite: 5th level
W h en you are in an area o f dim light or darkness, you
can u se your action to b e c o m e invisible until you m ove
or take an action or a reaction.
o ic e
o f
t h e
C
h a in
M
a s t e r
You can com m u n icate telepathically w ith your fam iliar
and perceive through your fam iliar’s sen ses as lon g as
you are on the sam e plane o f existence. Additionally,
w hile perceivin g through your fam iliar’s sen ses, you can
also sp eak through your fam iliar in your ow n voice, even
if your fam iliar is n orm ally incapable o f sp eech .
W
h is p e r s
o f
t h e
G
r av e
Prerequisite: 9th level
You can cast speak with dead at w ill, w ithout expending
a spell slot.
W
it c h
Si g
h t
Prerequisite: 15th level
You can see the true form o f any sh ap ech an ger or
creature con cea led by illusion or transm utation m agic
w hile the creature is w ithin 30 feet o f you and w ithin
line o f sight.
W iz a r d
Clad in the silver rob es that denote her station, an
elf c lo se s her eyes to shut out the distractions o f the
battlefield and beg in s her quiet chant. Fin gers w eaving
in front o f her, she com pletes her spell and launches a
tiny bead o f fire tow ard the en em y ranks, w here it erupts
into a conflagration that engulfs the soldiers.
C h ecking and rech eck in g his w ork, a hum an scrib e s
an intricate m agic circle in chalk on the bare stone
floor, then sprin kles p ow dered iron along every line and
graceful curve. W h en the circle is com plete, he dron es a
long incantation. A hole op en s in sp ace inside the circle,
bringing a w h iff o f brim ston e from the otherw orldly
plane beyond.
Crou ch in g on the floor in a du ngeon intersection, a
gnom e tosses a handful o f sm all b on es in scribed with
m ystic sym bols, muttering a few w ord s o f p ow er over
them. C losin g his eyes to see the vision s m ore clearly,
he n ods slowly, then op en s his eyes and points dow n the
pa ssa ge to his left.
W izards are suprem e m agic-users, defined and united
as a class by the spells they cast. D raw ing on the subtle
w eave o f m agic that perm eates the cosm os, w izards cast
spells o f explosive fire, arcing lightning, subtle deception,
and brute-force m ind control. T heir m agic conjures
m onsters from other p lanes o f existence, glim p ses the
future, or turns slain foes into zom bies. Their mightiest
spells change one substance into another, call m eteors
dow n from the sky, or open portals to other w orlds.
Sc h o l a r s o f t h e A r c a n e
W ild and enigm atic, varied in form and function, the
pow er o f m a gic draw s students w h o seek to m aster
its m ysteries. S om e aspire to b e c o m e like the gods,
shaping reality itself. T h ou gh the casting o f a typical
spell requ ires m erely the utterance o f a few strange
w ords, fleeting gestures, and som etim es a pinch or
clum p o f exotic m aterials, th ese su rface com pon en ts
barely hint at the expertise attained after years o f
apprenticeship and cou n tless h ours o f study.
W izards live and die by their spells. Everything else
is secon dary. Th ey learn n ew sp ells as they experim ent
and g row in experience. They can also learn them from
other w izards, from ancient tom es or inscriptions,
and from ancient creatu res (such as the fey) that are
steeped in m agic.
Th
e
W
iz a r d
— Spells Slots per Spell Level —
Level
Proficiency
Bonus
1st
2nd
3rd
4th
5th
6th
7th
1st
+2
Spellcasting, Arcane Recovery
3
2
—
—
—
—
—
—
2nd
+2
Arcane Tradition
3
3
—
—
—
—
—
—
3rd
+2
3
4
2
—
—
—
—
—
—
—
4th
+2
Ability Score Improvement
4
4
3
—
—
—
—
—
—
—
4
4
3
2
—
—
—
—
—
—
4
4
3
3
—
—
—
—
—
—
Features
—
5th
+3
6th
+3
—
Arcane Tradition feature
Cantrips
Known
7th
+3
—
4
4
3
3
1
—
—
8th
+3
Ability Score Improvement
4
4
3
3
2
—
—
9th
+4
—
4
4
3
3
3
10th
+4
Arcane Tradition feature
5
4
3
3
3
2
—
11th
+4
—
5
4
3
3
3
2
1
12th
+4
Ability Score Improvement
5
4
3
3
3
2
1
—
—
1 —
8th
—
9th
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
13th
+5
—
5
4
3
3
3
2
1 1
14th
+5
Arcane Tradition feature
5
4
3
3
3
2
1 1
15th
+5
—
5
4
3
3
3
2
1 1
1
—
16th
+5
Ability Score Improvement
5
4
3
3
3
2
1 1
1
—
17th
+6
—
5
4
3
3
3
2
1 1
1
1
18th
+6
Spell Mastery
5
4
3
3
3
3
1 1
1
1
19th
+6
Ability Score Improvement
5
4
3
3
3
3
2
1
1
20th
+6
Signature Spell
5
4
3
3
3
3
2
1
1
T h e Lu r e o f K n o w l e d g e
W iz a rd s’ lives are seld om m undane. T h e closest a
w izard is likely to c om e to an ordinary life is w orkin g
as a sage or lectu rer in a library or university, teaching
others the secrets o f the multiverse. Other w izard s sell
their serv ices as diviners, serve in m ilitary forces, or
pursue lives o f crim e or dom ination.
But the lure o f kn ow led ge and p ow er calls even the
m ost unadventurous w iza rd s out o f the safety o f their
libraries and laboratories and into cru m blin g ruins and
lost cities. M ost w izards believe that their counterparts
in ancient civilizations k n ew secrets o f m agic that have
been lost to the ages, and d iscov erin g th ose secrets
cou ld u n lock the path to a pow er greater than any m agic
available in the present age.
C r e a t in g a W iz a r d
__________
Creating a w izard character dem ands a backstory
dom inated by at least on e extraordinary event. H ow
did your character first co m e into contact with m agic?
H ow did you d iscover you had an aptitude for it? D o
you have a natural talent, or did you sim ply study
hard and practice incessantly? Did you encounter a
m agical creature or an ancient tom e that taught you the
ba sics o f m agic?
W hat drew you forth from your life o f study? D id your
first taste o f m agical k n ow led ge leave you hungry for
m ore? Have you received w ord o f a secret repository
o f kn ow led ge not yet plundered by any other w izard?
Perhaps y ou ’re sim ply eager to put your new found
m agical skills to the test in the face o f danger.
Q
u ic k
Bu
—
—
—
1
2
—
il d
You can m ake a w izard quickly by follow in g these
suggestion s. First, Intelligence should be your highest
ability score, follow ed by Constitution or Dexterity.
If you plan to join the S c h o o l o f Enchantm ent, m ake
C harism a your next-best score. S econ d , c h o o s e the sage
background. Third, c h o o s e the mage hand, light, and
ray o f frost cantrips, along with the follow in g 1st-level
sp ells for your sp ellbook : burning hands, charm person,
feather fall, mage armor, magic missile, and sleep.
C l a s s Fe a t u r e s
A s a w izard, you gain the follow in g class features.
H
it
Po
in t s
Hit Dice: 1d6 per w izard level
Hit Points at 1st Level: 6 + your Constitution m odifier
Hit Points at Higher Levels: 1d6 (or 4) + your
Constitution m odifier per w izard level after 1st
Pr
o f ic ie n c ie s
Arm or: N one
Weapons: D aggers, darts, slings, quarterstaffs,
light c ro s sb o w s
Tools: N one
Saving Throws: Intelligence, W isd om
Skills: C h oose tw o from A rcana, History, Insight,
Investigation, M edicine, and R eligion
Eq
u ip m e n t
You start with the follow in g equipm ent, in addition to
the equipm ent granted by your background:
•
•
•
•
(a) a quarterstaff or (b) a dagger
(a) a com pon en t pou ch or (b) an arcane focu s
(a) a sch ola r’s pack o r (b) an explorer’s pack
A sp ellb ook
Spe l l c a s t in g
A s a student o f arcan e m agic, you have a sp ellb ook
contain in g spells that sh ow the first glim m erings of
your true pow er. S e e chapter 10 for the general rules of
sp ellcastin g and chapter 11 for the w izard spell list.
Ca
n t r ip s
At 1st level, you k n ow three cantrips o f your ch oice
from the w izard spell list. You learn additional w izard
cantrips o f your ch oice at higher levels, as sh ow n in the
Cantrips K n ow n colum n o f the W izard table.
Yo u r S p e l l b o o k
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
o f 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
o f 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 o f the spell, then deciphering the unique
system o f 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 o f 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 o f 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 o f 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 o f 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 o f 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 o f notes scrounged together after you lost
your previous spellbook in a mishap.
Sp e
l l b o o k
At 1st level, you have a sp ellb ook contain in g six 1st-level
w izard spells o f your choice.
Pr
e p a r in g
C
a n d
a s t in g
Sp e
l l s
T h e W izard table sh ow s h ow m any spell slots you have
to cast your spells o f 1st level and higher. To cast on e o f
these spells, you m ust expend a slot o f the sp ell’s level
or higher. You regain all expen ded spell slots w hen you
finish a lon g rest.
You prepare the list o f w izard spells that are available
for you to cast. To do so. c h o o s e a num ber o f w izard
spells from your sp ellb ook equal to your Intelligence
m odifier + your w izard level (m inim um o f on e spell). The
spells must be o f a level for w hich you have spell slots.
For exam ple, if you're a 3rd-level w izard, you have
four 1st-level and tw o 2nd-level spell slots. W ith an
Intelligence o f 16, your list o f prepared sp ells can
include six spells o f 1st or 2nd level, in any com bination,
ch osen from your sp ellbook . If you prepare the 1st-level
spell magic missile, you can cast it using a 1st-level or a
2nd-level slot. Casting the spell d oesn ’t rem ove it from
your list o f prepared spells.
You can change your list o f prepared spells w hen
you finish a long rest. P reparin g a n ew list o f w izard
spells requires tim e spent studying your sp ellb ook and
m em orizin g the incantations and gestures you m ust
m ake to cast the spell: at least 1 m inute per spell level
for each spell on your list.
Sp e
A
l l c a s t in g
b il it y
Intelligence is your sp ellcastin g ability for your w izard
spells, sin ce you learn your sp ells through dedicated
study and m em orization. You use your Intelligence
w hen ever a spell refers to your sp ellcastin g ability.
In addition, you u se your Intelligence m odifier w hen
setting the saving th row D C for a w izard spell you cast
and w hen m akin g an attack roll w ith one.
Spell save D C = 8 + your proficiency bonus +
your Intelligence modifier
Spell attack modifier = your proficiency bonus +
your intelligence modifier
R
it u a l
C
a s t in g
You ca n cast a w izard spell as a ritual if that spell has
the ritual tag and you have the spell in your sp ellbook .
You don't n eed to have the sp ell prepared.
Sp
e l l c a s t in g
Fo
c u s
You can use an arcane focu s (found in chapter 5) as a
spellcastin g focu s for your w izard spells.
L
e a r n in g
Sp e
l l s
o f
1s t L
e v e l
a n d
H
ig h e r
E ach tim e you gain a w izard level, you can add tw o
w izard spells o f your ch oice to your sp ellbook . Each
o f these spells must b e o f a level for w hich you have
spell slots, as sh ow n on the W izard table. O n your
adventures, you m ight find other spells that you can add
to your sp ellb ook (see the “Your S p e llb o o k ” sidebar).
A r c a n e Re c o v e r y
You have learn ed to regain som e o f your m agical energy
by studying your sp ellbook . O n ce p er day w hen you
finish a short rest, you ca n c h o o s e expen ded spell slots
to recover. The spell slots can have a com b in ed level that
is equal to or less than h alf your w izard level (rounded
up), and n one o f the slots can be 6th level or higher.
For example, if you’re a 4th-level wizard, you can recover
up to tw o levels w orth o f spell slots. You can recover either
a 2nd-level spell slot or tw o 1st-level spell slots.
A r c a n e T r a d it io n
W h en you reach 2nd level, you c h o o s e an arcane
tradition, shaping your practice o f m agic through one
o f eight sch ools: Abjuration, Conjuration, Divination,
Enchantm ent, Evocation, Illusion, N ecrom ancy,
or Transmutation, all detailed at the end o f the
class description.
Your ch oice grants you features at 2nd level and again
at 6th, 10th, and 14th level.
A b i l i t y S c o r e Im p r o v e m e n t
W h en you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can in crease on e ability sc o r e o f your
ch oice by 2, or you ca n in crease tw o ability s c o r e s o f
your ch oice by 1. A s norm al, you ca n ’t in crease an ability
sco re above 20 using this feature.
the ages have cataloged thousands o f spells, grouping
them into eight categories called sch ools, as d escrib ed
in chapter 10. In som e places, these traditions are
literally sch ools; a w izard m ight study at the S c h o o l o f
Illusion w hile another studies a cross tow n at the S ch o o l
o f Enchantm ent. In other institutions, the sch ools are
m ore like acad em ic departm ents, w ith rival faculties
com petin g for students and funding. Even w iza rd s w ho
train apprentices in the solitude o f their ow n tow ers use
the division o f m agic into sch o o ls as a learning device,
sin ce the spells o f each sch o o l require m astery o f
different techniques.
Sc h o o l
A bj u r a t io n
o f
T h e S c h o o l o f Abjuration em p h a sizes m agic that block s,
banishes, or protects. D etractors o f this sc h o o l say
that its tradition is about denial, negation rather than
positive assertion. You understand, however, that ending
harm ful effects, protecting the w eak, and banishing evil
influences is anything but a p h ilosoph ica l void. It is a
proud and resp ected vocation.
C alled abjurers, m em bers o f this sch o o l are sought
w hen baleful spirits require exorcism , w hen im portant
location s m ust be guarded against m agical spying, and
w hen portals to other planes o f existence must be closed.
A
b j u r a t io n
Sa
v a n t
Spe l l M a s t e r y
B egin ning w hen you select this sch ool at 2nd level, the
gold and tim e you m ust spend to cop y an abjuration
spell into your sp ellb ook is halved.
At 18th level, you have achieved such m astery over
A
certain sp ells that you can cast them at w ill. C h oose a
1st-level w izard spell and a 2nd-level w izard spell that
are in your sp ellbook . You can cast th ose spells at their
low est level without expending a spell slot w hen you
have them prepared. If you w ant to cast either spell at a
higher level, you must expend a spell slot as norm al.
By spen din g 8 hours in study, you can exchange one
or both o f the spells you c h ose for different spells o f
the sa m e levels.
Sig n a t u r e
Spe l l s
W h en you reach 20th level, you gain m astery over tw o
pow erful spells and can cast them with little effort.
C h oose tw o 3rd-level w izard spells in your sp ellbook
as your signature spells. You always have th ese spells
prepared, they don ’t count against the num ber o f spells
you have prepared, and you can cast each o f them on ce at
3rd level without expending a spell slot. W h en you do so,
you can ’t do s o again until you finish a short or long rest.
If you w ant to cast either spell at a higher level, you
m ust expend a spell slot as norm al.
A r c a n e Tr a d it io n s
T h e study o f w izardry is ancient, stretching ba ck to
the earliest m ortal discov eries o f m agic. It is firmly
established in the w orlds o f D&D, with various
traditions dedicated to its com p lex study.
Th e m ost co m m o n arcan e traditions in the m ultiverse
revolve around the sch o o ls o f m agic. W izard s through
r c a n e
Wa
r d
Starting at 2nd level, you can w eave m agic around
you rself for protection. W h en you cast an abjuration
spell o f 1st level or higher, you can sim ultaneously use a
strand o f the spell’s m agic to create a m agical w ard on
you rself that lasts until you finish a long rest. T h e w ard
has hit points equal to tw ice your w izard level + your
Intelligence modifier. W h enever you take dam age, the
w ard takes the dam age instead. If this dam age reduces
the w ard to 0 hit points, you take any rem aining dam age.
W h ile the w ard has 0 hit points, it ca n ’t absorb
dam age, but its m agic rem ains. W h enever you cast an
abjuration spell o f 1st level or higher, the w ard regains a
num ber o f hit points equal to tw ice the level o f the spell.
O n ce you create the w ard, you can't create it again
until you finish a long rest.
Pr
o j e c t e d
Wa
r d
Starting at 6th level, w h en a creature that you can see
w ithin 30 feet o f you takes dam age, you can u se your
reaction to cau se your A rca n e W ard to absorb that
dam age. If this dam age red u ces the w ard to 0 hit points,
the w arded creature takes any rem aining dam age.
Im
pr o v e d
A
b j u r a t io n
B egin ning at 10th level, w hen you cast an abjuration
spell that requ ires you to m ake an ability ch eck as
a part o f casting that spell (as in counterspell and
dispel magic), you add your proficiency bon u s to that
ability check.
object that you have seen. The object is visibly m agical,
radiating dim light out to 5 feet.
The ob ject disappears after 1 hour, w hen you use this
feature again, or if it takes any dam age.
Be
T
n ig n
r a n s p o s it io n
Starting at 6th level, you can u se your action to teleport
up to 30 feet to an u n occu p ied sp ace that you can see.
Alternatively, you can c h o o s e a sp ace w ithin range
that is occu p ied by a Sm all or M edium creature. If that
creature is w illing, you both teleport, sw appin g p laces.
O nce you u se this feature, you c a n ’t u se it again until
you finish a long rest or you cast a conjuration spell o f
1st level or higher.
Fo
c u se d
C
o n j u r a t io n
B egin ning at 10th level, w hile you are concentrating on
a conjuration spell, your concentration ca n ’t be broken
as a result o f taking dam age.
D
u r a b l e
Su
m m o n s
Starting at 14th level, any creature that you
su m m on or create w ith a conjuration spell has 30
tem porary hit points.
Sc h o o l
D iv in a t io n
o f
Th e cou n sel o f a diviner is sought by royalty and
com m on ers alike, for all seek a clearer understanding
o f the past, present, and future. A s a diviner, you strive
to part the veils o f space, time, and co n scio u sn e ss so
that you can see clearly. You w ork to m aster spells o f
discernm ent, rem ote view ing, supernatural know ledge,
and foresight.
D
Sp e
l l
R
e s is t a n c e
Starting at 14th level, you have advantage on saving
th row s against spells.
Furtherm ore, you have resistan ce against the
dam age o f spells.
iv in a t io n
Sa
v a n t
B egin ning w hen you select this sch o o l at 2nd level, the
gold and tim e you must sp en d to co p y a divination spell
into your sp ellb ook is halved.
Po
r t e n t
grow s, you learn sp ells o f transportation and can
teleport y ou rself a cross vast distances, even to other
planes o f existence, in an instant.
Starting at 2nd level w hen you c h o o s e this sch ool,
g lim p ses o f the future begin to p ress in on your
aw areness. W h en you finish a lon g rest, roll tw o d 2 0 s
and record the num bers rolled. You can replace any
attack roll, saving throw, or ability ch eck m ade by you or
a creature that you can see with one o f th ese foretelling
rolls. You must c h o o s e to do so b efore the roll, and you
can replace a roll in this w ay only on ce per turn.
Each foretelling roll can be u sed only on ce. W h en you
finish a lon g rest, you lose any u nu sed foretelling rolls.
C
Ex
Sc h o o l
o f
C o n j u r a t io n
A s a conjurer, you favor spells that p rod u ce objects
and creatures out o f thin air. You can conjure billow ing
clou d s o f killing fog or su m m on creatures from
elsew h ere to fight on your behalf. A s your m astery
o n j u r a t io n
Sa
v a n t
B egin ning w hen you select this sc h o o l at 2nd level, the
gold and tim e you m ust spend to cop y a conjuration spell
into your sp ellb ook is halved.
M
in o r
C
o n j u r a t io n
Starting at 2nd level w hen you select this sch ool, you
can use your action to conjure up an inanim ate object
in your hand or on the ground in an u n occu p ied sp ace
that you can see w ithin 10 feet o f you. This object can be
no larger than 3 feet on a side and w eigh no m ore than
10 pou nds, and its form m ust be that o f a nonm agical
pe r t
D
iv in a t io n
B egin ning at 6th level, casting divination sp ells co m e s
s o easily to you that it expends only a fraction o f your
sp ellcastin g efforts. W h en you cast a divination spell
o f 2nd level or higher using a spell slot, you regain one
expen ded spell slot. The slot you regain must be o f a
level low er than the spell you cast and ca n ’t be higher
than 5th level.
T
h e
T
h ir d
Ey
e
Starting at 10th level, you can use your action to
in crease your p ow ers o f perception . W h en you do so,
c h o o s e on e o f the follow in g benefits, w h ich lasts until
you are incapacitated or you take a short or long rest.
You ca n ’t use the feature again until you finish a rest.
Darkvision. You gain darkvision out to a range o f 60
feet, as d escrib ed in chapter 8.
Ethereal Sight. You can see into the Ethereal Plane
w ithin 60 feet o f you.
Greater Comprehension. You can read any language.
S ee Invisibility. You can see invisible creatu res and
ob jects w ithin 10 feet o f you that are within line o f sight.
On a su ccessfu l save, you ca n ’t u se this feature on the
attacker again until you finish a lon g rest.
You m ust c h o o s e to u se this feature before kn ow in g
w hether the attack hits or m isses. Creatures that can ’t
be charm ed are im m u ne to this effect.
G
A
r e a t e r
Po
r t e n t
Starting at 14th level, the vision s in your dream s
intensify and paint a m ore accurate picture in your m ind
o f w hat is to com e. You roll three d 2 0 s for your Portent
feature, rather than two.
Sc h o o l
En c h a n t m e n t
o f
A s a m em ber o f the S c h o o l o f Enchantm ent, you have
h oned your ability to m agically entrance and beguile
other p eop le and m onsters. S o m e enchanters are
p ea cem ak ers w h o bew itch the violent to lay dow n their
arm s and charm the cruel into sh ow in g m ercy. O thers
are tyrants w h o m agically bind the unw illing into their
service. M ost enchanters fall som ew h ere in betw een.
En
Sa
c h a n t m e n t
v a n t
B egin ning w hen you select this sch o o l at 2nd level, the
gold and tim e you m ust sp en d to co p y an enchantm ent
spell into your sp ellb ook is halved.
Hy
p n o t ic
G
a ze
Starting at 2nd level w hen you c h o o s e this sch ool, your
soft w ord s and enchanting gaze can m agically enthrall
another creature. A s an action, c h o o s e one creature that
you can see w ithin 5 feet o f you. If the target can see or
hear you, it must su cce e d on a W isd om saving throw
against your w izard spell save D C or b e charm ed by you
until the end o f your next turn. The charm ed creature’s
sp eed drops to 0, and the creature is incapacitated and
visibly dazed.
On subsequent turns, you can u se your action to
m aintain this effect, extending its duration until the
end o f your next turn. However, the effect ends if you
m ove m ore than 5 feet away from the creature, if the
creature can neither see n or hear you, or if the creature
takes dam age.
O nce the effect ends, or if the creature su cceed s on its
initial saving throw against this effect, you can ’t use this
feature on that creature again until you finish a long rest.
In
s t in c t iv e
C
Sp
l it
En
c h a n t m e n t
Starting at 10th level, w hen you cast an enchantm ent
spell o f 1st level or higher that targets only on e creature,
you can have it target a se co n d creature.
l t e r
M
e m o r ie s
At 14th level, you gain the ability to m ake a creature
unaw are o f your m agical influence on it. W h en you cast
an enchantm ent spell to charm one or m ore creatures,
you can alter on e creatu re’s understanding s o that it
rem ains unaw are o f being charm ed.
Additionally, on ce before the spell expires, you can
use your action to try to m ake the ch osen creature
forget som e o f the tim e it spent charm ed. The creature
must su cceed on an Intelligence saving th row against
your w izard spell save D C or lose a num ber o f hours
o f its m em ories equal to 1 + your C harism a m odifier
(m inim um 1). You can m ake the creature forget less
time, and the am ount o f tim e can ’t ex ceed the duration
o f your enchantm ent spell.
Sc h o o l
o f
Ev o c a t i o n
You focu s your study on m agic that creates pow erfu l
elem ental effects such as bitter cold, searing flame,
rolling thunder, crackling lightning, and burning acid.
S om e evokers find em ploym ent in m ilitary forces,
serving as artillery to blast enem y arm ies from afar.
O thers use their spectacular pow er to protect the w eak,
w hile som e seek their ow n gain as bandits, adventurers,
or aspiring tyrants.
Ev
Sa
o c a t io n
v a n t
B egin ning w hen you select this sch o o l at 2nd level, the
gold and tim e you m ust sp end to cop y an evocation spell
into your sp ellb ook is halved.
Sc
u l pt
Sp e
l l s
B egin ning at 2nd level, you can create pock ets o f
relative safety w ithin the effects o f your evocation spells.
W h en you cast an evocation spell that affects other
creatures that you can see, you can c h o o s e a num ber
o f them equal to 1 + the sp ell’s level. T h e ch osen
creatu res autom atically s u cce e d on their saving throw s
against the spell, and they take no dam age if they w ould
n orm ally take h alf dam age on a su ccessfu l save.
h a r m
B egin ning at 6th level, w hen a creature you can see
w ithin 30 feet o f you m akes an attack roll against
you, you can u se your reaction to divert the attack,
provided that another creature is w ithin the attack’s
range. T h e attacker m ust m ake a W isd om saving throw
against your w izard spell save DC. O n 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 c h o o s e s w h ich one to target.
Po
t e n t
Ca
n t r ip
Starting at 6th level, your dam aging cantrips affect
even creatures that avoid the brunt o f the effect. W h en
a creature su cce e d s on a saving th row against your
cantrip, the creature takes h alf the cantrip’s dam age (if
any) but suffers no additional effect from the cantrip.
Em
po w e r e d
Ev
o c a t io n
B egin ning at 10th level, you can add your Intelligence
m odifier to the dam age roll o f any w izard evocation
spell you cast.
O
v e r c h a n n e l
Starting at 14th level, you can in crease the pow er o f
your sim pler spells. W h en you cast a w izard spell o f
5th level or low er that deals dam age, you can deal
m axim u m dam age w ith that spell.
The first tim e you do so, you suffer n o adverse effect.
If you u se this feature again b efore you finish a long
rest, you take 2 d 12 n ecrotic dam age for each level o f
the spell, im m ediately after you cast it. E ach tim e you
use this feature again before finishing a long rest, the
n ecrotic dam age per spell level in creases by 1d 12. This
dam age ig n ores resistan ce and immunity.
Sc h o o l
o f
Il l u s i o n
You focu s your studies on m agic that dazzles the
sen ses, befu ddles the mind, and tricks even the w isest
folk. Your m agic is subtle, but the illusions crafted by
your keen m ind m ake the im possible seem real. S om e
illusionists—including m any gnom e w iza rd s—are
benign tricksters w h o use their spells to entertain.
O thers are m ore sinister m asters o f deception , using
their illusions to frighten and fool others for their
person al gain.
Il
l u s io n
Sa
pr o v e d
M
W h en you cast minor illusion, you can create both a
sou n d and an im age with a single casting o f the spell.
M
Il
a l l e a b l e
l u s io n s
Starting at 6th level, w hen you cast an illusion spell that
has a duration o f 1 m inute or longer, you can u se your
action to change the nature o f that illusion (using the
sp ell’s n orm al param eters for the illusion), provided that
you can see the illusion.
Il
l u s o r y
Se
l f
B egin ning at 10th level, you can create an illusory
duplicate o f y ou rself as an instant, alm ost instinctual
reaction to danger. W h en a creature m akes an attack
roll against you, you can use your reaction to in terpose
the illusory duplicate b etw een the attacker and
yourself. T h e attack autom atically m isses you, then the
illusion dissipates.
O nce you u se this feature, you ca n ’t u se it again until
you finish a sh ort or lon g rest.
Il
l u s o r y
R
e a l it y
By 14th level, you have learned the secret o f w eaving
v a n t
B egin ning w hen you select this sch o o l at 2nd level, the
gold and tim e you m ust spend to cop y an illusion spell
into your sp ellb ook is halved.
Im
ch oice. T h e cantrip d oesn ’t coun t against your n um ber
o f cantrips know n.
in o r
Il
l u s io n
W h en you c h o o s e this sch ool at 2nd level, you learn
the minor illusion cantrip. If you already k n ow this
cantrip, you learn a different w izard cantrip o f your
sh ad ow m agic into your illusions to give them a sem ireality. W h en you cast an illusion spell o f 1st level or
higher, you can c h o o s e one inanim ate, n onm agical
object that is part o f the illusion and m ake that object
real. You ca n do this on your turn as a bon u s action
w hile the spell is on goin g. T h e object rem ains real for
1 minute. For exam ple, you can create an illusion o f a
bridge over a chasm and then m ake it real long en ough
for your allies to cross.
The object ca n ’t deal dam age or oth erw ise
directly harm anyone.
Sc h o o l
N e c r o m a n c y
o f
The S ch o o l o f N ecrom an cy explores the co sm ic forces
o f life, death, and undeath. A s you focu s your studies in
this tradition, you learn to m anipulate the energy that
anim ates all living things. A s you p rogress, you learn to
sap the life force from a creature as your m agic destroys
its body, transform ing that vital en ergy into m agical
p ow er you can m anipulate.
M ost p eop le see n ecrom a n cers as m enacing, or even
villainous, due to the clo s e a ssocia tion w ith death.
Not all n ecrom a n cers are evil, but the forces they
m anipulate are con sid ered ta boo by m any societies.
N
e c r o m a n c y
Sa
v a n t
B egin ning w hen you select this sch o o l at 2nd level, the
gold and tim e you must sp en d to cop y a n ecrom a n cy
spell into your sp ellb ook is halved.
G
r im
H
a r v e s t
At 2nd level, you gain the ability to reap life en ergy from
creatu res you kill w ith your spells. O nce p er turn w hen
you kill on e or m ore creatu res w ith a spell o f 1st level
or higher, you regain hit poin ts equal to tw ice the sp ell’s
level, or three tim es its level if the spell b elon gs to the
S ch o o l o f N ecrom ancy. You d on ’t gain this benefit for
killing con stru cts or undead.
U
T
n d e a d
you sp end perform in g the procedu re, you can transform
h r a l l s
At 6th level, you add the animate dead spell to your
sp ellb ook if it is not there already. W h en you cast
animate dead, you can target one additional c orp se
or pile o f b on es, creating another zom bie or skeleton,
as appropriate.
W h en ever you create an undead using a n ecrom an cy
spell, it has additional benefits:
• T h e creatu re’s hit point m axim u m is in creased by an
am ount equal to your w izard level.
• T h e creature adds your proficiency bon u s to its
w eap on dam age rolls.
In
u r e d
t o
U
n d e a t h
B egin n in g at 10th level, you have resistan ce to n ecrotic
dam age, and your hit point m axim u m can't be reduced.
You have spent s o m uch tim e dealing w ith undead and
the forces that anim ate them that you have b e c o m e
inured to so m e o f their w orst effects.
C
o m m a n d
U
n d e a d
Starting at 14th level, you can use m a gic to bring
undead under your control, even th ose created by other
w izards. A s an action, you can c h o o s e one undead that
you ca n see w ithin 60 feet o f you. That creature must
m ake a C harism a saving th row against your w izard
spell save DC. If it su cceed s, you ca n ’t u se this feature
on it again. If it fails, it b e c o m e s friendly to you and
ob ey s your com m a n d s until you use this feature again.
Intelligent undead are harder to con trol in this way.
If the target has an Intelligence o f 8 or higher, it has
advantage on the saving throw. If it fails the saving
th row and h as an Intelligence o f 12 or higher, it can
repeat the saving th row at the end o f every h our until it
s u c ce e d s and break s free.
Sc h o o l
o f
Tr a n sm u t a t io n
You are a student o f spells that m odify energy and matter.
To you, the w orld is not a fixed thing, but em inently
mutable, and you delight in being an agent o f change.
You w ield the raw stuff o f creation and learn to alter both
physical form s and mental qualities. Your m agic gives
you the tools to b e co m e a smith on reality’s forge.
S o m e transm uters are tinkerers and pranksters,
turning p eople into toads and transform ing cop p er into
silver for fun and o cca sion a l profit. O thers pu rsue their
m agical studies w ith deadly seriou sn ess, seek in g the
p ow er o f the g od s to m ake and destroy w orlds.
T
r a n s m u t a t io n
Sa
v a n t
B egin ning w hen you select this sc h o o l at 2nd level, the
gold and tim e you must spend to cop y a transm utation
spell into your sp ellb ook is halved.
M
in o r
A
l c h e m y
Starting at 2nd level w hen you select this sch ool, you
can tem porarily alter the physical properties o f one
n onm agical object, changin g it from on e su bstance into
another. You perform a sp ecia l alch em ical p rocedu re
on on e object co m p o s e d entirely o f w ood , stone (but not
a gem stone), iron, copper, or silver, transform ing it into
a different on e o f th ose m aterials. F or each 10 m inutes
up to 1 cu b ic foot o f material. A fter 1 hour, or until you
lose your concentration (as if you w ere concentratin g on
a spell), the material reverts to its original substance.
Tr
a n s m u t e r ’s
St
o n e
Starting at 6th level, you can spend 8 hours creating a
transm uter’s stone that stores transm utation m agic. You
can benefit from the stone y ou rself or give it to another
creature. A creature gains a benefit o f your ch oice
as lon g as the stone is in the creatu re’s p ossession .
W h en you create the stone, c h o o s e the benefit from the
follow in g options:
• D arkvision out to a range o f 60 feet, as d escrib ed in
chapter 8
• A n in crease to sp eed o f 10 feet w hile the creature is
u n en cu m bered
• P roficien cy in Constitution saving throw s
• R esistan ce to acid, cold, fire, lightning, or thunder
dam age (your ch oice w henever you c h o o s e this
benefit)
E ach tim e you cast a transm utation spell o f 1st level
or higher, you can change the effect o f your stone if the
stone is on your person.
If you create a n ew transm uter’s stone, the previous
on e c e a se s to function.
Sh
a pe c h a n g e r
At 10th level, you add the polymorph spell to your
sp ellbook , if it is not there already. You can cast
polymorph w ithout expending a spell slot. W h en you
do so, you can target only y ou rself and transform into a
beast w h o s e challenge rating is 1 or lower.
O nce you cast polymorph in this way, you ca n ’t do so
again until you finish a short or lon g rest, though you
can still cast it n orm ally using an available spell slot.
M
a s t e r
T
r a n s m u t e r
Starting at 14th level, you can u se your action to
con su m e the reserve o f transm utation m agic stored
w ithin your transm uter’s stone in a single burst. W h en
you do so, c h o o s e one o f the follow in g effects. Your
transm uter’s stone is destroyed and ca n ’t be rem ade
until you finish a lon g rest.
Major Transformation. You can transm ute one
n on m agica l ob ject—no larger than a 5-foot cu b e —into
another nonm agical object o f sim ilar size and m a ss and
o f equal or lesser value. You m ust spend 10 minutes
h andling the ob ject to transform it.
Panacea. You rem ove all curses, diseases, and p oisons
affecting a creature that you touch with the transm uter’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 transm uter’s stone, w ithout
expending a spell slot or n eedin g to have the spell in
your spellbook.
Restore Youth. You touch the transm uter’s stone to
a w illing creature, and that creatu re’s apparent age is
red u ced by 3 d 10 years, to a m inim um o f 13 years. This
effect d oesn ’t extend the creatu re’s lifespan.
C h a p t e r 4 : Pe r s o n a l i t y a n d Ba c k g r o u n d
CH
ARACTERS ARE DEFINED BY MUCH MORE THAN
their race and class. T h ey’re individuals with
their ow n stories, interests, con n ection s, and
capabilities beyond th ose that cla ss and race
define. T h is chapter ex pou n ds on the details
that distinguish characters from on e another,
including the b a sics o f nam e and physical description,
the rules o f b a ck grou n ds and languages, and the finer
points o f personality and alignm ent.
You d on ’t need to be con fin ed to binary n otion s of
sex and gender. The elf g od C orellon Larethian is often
seen as an drogyn ous or herm aphroditic, for exam ple,
and som e elves in the m ultiverse are m ade in C orellon ’s
im age. You cou ld also play a fem ale character w ho
presen ts h erself as a man, a m an w h o feels trapped in a
fem ale body, or a bearded fem ale dw arf w h o hates being
m istaken for a male. L ikew ise, your character’s sexual
orientation is for you to decide.
C h a r a c t e r D e t a il s
H e ig h t a n d W e ig h t
Your character’s nam e and physical description might
be the first things that the other players at the table
learn about you. It’s w orth thinking about h ow these
characteristics reflect the character you have in mind.
You can d ecide your character’s height and weight,
using the inform ation provided in your race description
Na m e
Your character’s race description in cludes sam ple
nam es for m em bers o f that race. Put som e thought into
your nam e even if y ou ’re ju st pickin g on e from a list.
Se x
You can play a m ale or fem ale character w ithout gaining
any sp ecial benefits or h indrances. T h in k about how
your character d o e s or d o e s not con form to the broader
culture’s expectations o f sex, gender, and sexual
behavior. For exam ple, a m ale d row cleric defies the
traditional gender divisions o f d row society, w hich could
b e a reason for your character to leave that society and
co m e to the surface.
T i k a a n d A r t e m i s : Co n t r a s t i n g C h a r a c t e r s
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 o f Solace. When she tried to rob the
proprietor o f the Inn o f the Last Home, he caught her and
took her under his wing, giving her a job as a barmaid. But
when the dragonarmies laid waste to the town o f 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 o f 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 o f the city's hundreds
o f poor shanty towns. After several years, he attracted the
notice o f one o f the most powerful thieves’ guilds in the city,
and he ascended the ranks o f 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.
or on the R an d om Height and W eight table. T h in k about
w hat your character’s ability s c o r e s m ight say about his
or her height and weight. A w ea k but agile character
m ight b e thin. A strong and tough character m ight be
tall or ju st heavy.
If you w ant to, you can roll random ly for your
character’s height and w eight u sin g the R a n d om Height
and W eight table. The d ice roll given in the Height
M odifier colum n determ ines the character’s extra
height (in inches) beyon d the ba se height. That sam e
n um ber m ultiplied by the d ice roll or quantity given in
the W eight M odifier colu m n determ ines the character’s
extra w eight (in pounds) beyond the base weight.
Ra
n d o m
H
e ig h t
a n d
W
e ig h t
Race
Base
Height
Height
Modifier
Base
Weight
Weight
Modifier
Human
4'8"
+ 2 d 10
110 lb.
x (2d4) lb.
Dwarf, hill
3'8”
+2d4
115 lb.
x (2d6) lb.
Dwarf, mountain
4'
+2d4
130 lb.
x (2d6) lb.
Elf, high
4’6"
+ 2 d 10
90 lb.
x (1d4) lb.
Elf, wood
4'6"
+ 2 d 10
100 lb.
x (1d4) lb.
Elf, drow
4 '5 "
+2d6
75 lb.
x (1d6) lb.
Halfling
2 '7 "
+2d4
35 lb.
x 1 lb.
Dragonborn
5'6"
+2d8
175 lb.
x (2d6) lb.
Gnome
2' 11"
+2d4
35 lb.
x 1 lb.
Half-elf
4'9"
+2d8
110 lb.
x (2d4) lb.
Half-orc
4'10 "
+2d10
140 lb.
x (2d6) lb.
Tiefling
4 '9 "
+2d8
110 lb.
x (2d4) lb.
For exam ple, as a hum an, Tika has a height o f 4 feet 8
in ch es plus 2 d 10 inches. H er player rolls 2 d 10 and gets
a total o f 12, s o Tika stands 5 feet 8 in ch es tall. Then
the player u ses that sam e roll o f 12 and m ultiplies it by
2d4 pou nds. H er 2d4 roll is 3, s o Tika w eigh s an extra
36 pou nd s ( 1 2 x 3) on top o f her base 110 pou nds, for a
total o f 146 pounds.
O t h e r
Ph y s ic a l
C h a r a c t e r ist ic s
You c h o o s e your character’s age and the color o f
his or her hair, eyes, and skin. To add a touch o f
distinctiveness, you m ight w ant to give your character
an unusual or m em orable physical characteristic, such
as a scar, a limp, or a tattoo.
Ti k a a n d A r t e m i s : C h a r a c t e r D e t a i l s
doin g w hat seem s best at the tim e. Lizardfolk, m ost
Consider how the names Tika Waylan and Artemis Entreri
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 o f 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.
druids, and m any h um ans are neutral.
Chaotic neutral (CN) creatu res follow their w him s,
h olding their p erson al freed om above all else.
M any barbarians and rogu es, and som e bards, are
chaotic neutral.
Lawful evil (LE) creatures m ethodically take what they
want, within the limits o f a cod e o f tradition, loyalty, or
order. Devils, blue dragons, and hobgoblins are lawful evil.
Neutral evil (N E ) is the alignm ent o f th ose w ho do
w hatever they can get away with, without com p a ssion or
qualm s. M any drow, som e cloud giants, and yugoloths
are neutral evil.
Chaotic evil (CE) creatu res act w ith arbitrary
violen ce, spurred by their greed, hatred, or bloodlust.
D em on s, red dragons, and orc s are chaotic evil.
A l ig n m e n t
A typical creature in the w orld s o f D u
n g e o n s
&
D r a g o n s has an alignm ent, w hich broadly d escrib es
A
its m oral and person al attitudes. A lignm ent is a
com bination o f tw o factors: on e identifies m orality
(g ood , evil, or neutral), and the other d e scrib es
attitudes tow ard society and order (lawful, chaotic,
or neutral). Thus, nine distinct alignm ents define the
p ossib le com bination s.
T h ese brief su m m aries o f the nine alignm ents
d escrib e the typical behavior o f a creature with that
alignm ent. Individuals m ight vary significantly from
that typical behavior, and few p eop le are perfectly and
consistently faithful to the precepts o f their alignment.
Lawful good (LG ) creatu res can be cou n ted on to do
the right thing as ex pected by society. G old dragons,
paladins, and m ost dw arves are lawful good.
Neutral good (NG) folk do the best they can to help
others a ccord in g to their needs. M any celestials, som e
clou d giants, and m ost g n om es are neutral good.
Chaotic good (CG) creatures act as their co n s cie n ce
directs, with little regard for w hat others expect. C opp er
dragons, m any elves, and u n icorn s are chaotic good.
Lawful neutral (LN ) individuals act in a ccord a n ce
w ith law, tradition, or p erson al cod es. M any m on k s and
som e w iza rd s are law ful neutral.
Neutral (N ) is the alignm ent o f th ose w h o prefer to
steer clear o f m oral questions and d on ’t take sides,
For m any thinking creatures, alignm ent is a m oral
choice. H um ans, dw arves, elves, and other hum anoid
races can c h o o s e w hether to follow the paths o f g o o d or
evil, law or chaos. A ccord in g to myth, the good -align ed
g od s w h o created th ese races gave them free w ill to
c h o o s e their m oral paths, k n ow in g that g o o d without
free w ill is slavery.
D
w a r v is h
S
c r ip t
: S
a m p l e
A
l ph a b et
l ig n m e n t
in
t h e
M
u l t iv e r s e
The evil deities w h o created other races, though, m ade
th ose races to serve them . T h ose races have strong
in born ten den cies that match the nature o f their gods.
M ost o r c s share the violent, savage nature o f the orc
god, G ruum sh, and are thus inclined tow ard evil. Even if
an orc c h o o s e s a g o o d alignm ent, it stru ggles against its
innate ten den cies for its entire life. (Even h alf-orcs feel
the lingering pull o f the orc g o d ’s influence.)
A lignm ent is an essential part o f the nature of
celestials and fiends. A devil d o e s not c h o o s e to be
lawful evil, and it d oesn ’t tend tow ard lawful evil, but
rather it is lawful evil in its essen ce. If it som eh ow
cea sed to b e law ful evil, it w ou ld ce a se to be a devil.
M ost creatures that lack the capacity for rational
thought do not have alignm ents—they are unaligned.
S u ch a creature is incapable o f m akin g a m oral or
ethical ch oice and acts accord in g to its bestial nature.
Sharks are savage predators, for exam ple, but they are
not evil; they have n o alignm ent.
Ti k a a n d A r t e m i s : A l i g n m e n t
L a n g u a g e s
Your race indicates the languages your character can
sp eak by default, and your backgrou n d m ight give you
a c c e s s to on e or m ore additional languages o f your
ch oice. Note th ese languages on your character sheet.
C h o o se your languages from the Standard Languages
table, or c h o o s e on e that is com m on in your cam paign.
W ith your D M ’s perm ission , you can instead c h o o s e a
language from the E xotic L an guages table or a secret
language, such as thieves’ cant or the tongue o f druids.
S o m e o f these languages are actually fam ilies
o f languages w ith m any dialects. For exam ple, the
P rim ordial language in cludes the Auran, Aquan, Ignan,
and Terran dialects, on e for each o f the four elem ental
planes. Creatures that sp eak different dialects o f the
sa m e language can com m u n ica te w ith on e another.
St
La
a n d a r d
n g u a g e s
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
Ex
La
o t ic
n g u a g e s
Language
Typical Speakers
Abyssal
Demons
Infernal
Celestial
Celestials
Celestial
Dragons,
Draconic
Draconic
Script
dragonborn
Deep Speech
Mind flayers,
---
beholders
Infernal
Devils
Infernal
Primordial
Elementals
Dwarvish
Sylvan
Fey creatures
Elvish
Undercommon
Underdark traders
Elvish
E
l v is h
S
c r ip t
: S
a mp l e
A
l ph a b et
Tika Waylan is neutral good, fundamentally good-hearted
and striving to help others where she can. Artemis is lawful
evil, unconcerned with the value o f 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.
Pe r so n a l
C h a r a c t e r ist ic s
F lesh in g out your character’s personality—the array o f
traits, m annerism s, habits, beliefs, and flaws that give
a p erson a unique identity—w ill help you brin g him
or her to life as you play the gam e. Four categories o f
characteristics are presented here: person ality traits,
ideals, bon ds, and flaws. B eyond th ose categories,
think about your character’s favorite w ord s or phrases,
tics and habitual gestures, v ices and pet peeves, and
w hatever else you can im agine.
E ach backgrou n d presen ted later in this chapter
includes su ggested characteristics that you ca n use
to spark your im agination. Y ou’re not bou n d to th ose
options, but they’re a g o o d starting point.
Pe
r s o n a l it y
T
r a it s
G ive your character tw o personality traits. Personality
traits are sm all, sim ple w ays to help you set your
character apart from every other character. Your
personality traits should tell you som eth in g interesting
and fun about your character. They should b e selfd escriptions that are sp ecific about w hat m akes your
character stand out. “I’m sm art” is not a g o o d trait,
b eca u se it d escrib es a lot o f characters. “I’ve read every
b o o k in C andlekeep” tells you som eth in g sp ecific about
your character’s interests and disposition.
Person ality traits m ight d escrib e the things your
character likes, his or her past accom plish m en ts, things
your character dislikes or fears, your character’s selfattitude or m ann erism s, or the influence o f his or her
ability scores.
T i k a a n d A r t e m i s : Pe r s o n a l C h a r a c t e r i s t i c s
Id
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 o f life and the importance of
appreciating everyone. Neutral good in alignment, she cleaves
to ideals o f 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 o f impartiality and a lust for power.
Tika Waylan’s bond is to the Inn o f 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 o f the Inn o f 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 o f 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 I have proved myself better
than Drizzt Do’ Urden.”
Each o f these characters also has an important flaw.
Tika Waylan is naive and emotionally vulnerable, younger
than her companions and annoyed that they still think
o f 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.
D escribe one ideal that drives your character. Your ideals
are the things that you believe in m ost strongly, the
fundam ental m oral and ethical principles that com p el you
to act as you do. Ideals en com p a ss everything from your
life goals to your c o re b elief system .
Ideals might an sw er any o f these questions: W hat are
the principles that you w ill never betray? W hat w ould
A u seful place to start thinking about personality
traits is to look at your highest and low est ability s co re s
and define one trait related to each. Either on e cou ld be
positive or negative: you might w ork hard to overcom e a
low score, for exam ple, or be cock y about your high score.
D
r a c o n ic
S
c r ip t
: S
a mp l e
A
l ph a b et
e a l s
prom pt you to m ake sa crifices? W hat drives you to act
and guides your goals and am bitions? W h at is the single
m ost im portant thing you strive for?
You can c h o o s e any ideals you like, but your
character’s alignm ent is a g o o d place to start defining
them. E ach backgrou n d in this chapter includes six
su ggested ideals. Five o f them are linked to asp ects o f
alignm ent: law, chaos, g ood, evil, and neutrality. The last
one has m ore to do with the particular backgrou n d than
with m oral or ethical perspectives.
Bo
n d s
Create one bon d for your character. B on d s represent a
character’s con n ection s to people, places, and events in
the w orld. They tie you to things from your background.
They m ight inspire you to heights o f heroism , or lead
you to act against your ow n best interests if they are
threatened. They can w ork very m uch like ideals,
driving a character’s m otivations and goals.
B on ds m ight answ er any o f these questions: W h om do
you care m ost about? To w hat place do you feel a special
con n ection ? W hat is your m ost treasured p os se ss io n ?
Your b on d s might b e tied to your class, your
backgrou n d, your race, or som e other aspect o f your
character’s history or personality. You m ight also gain
n ew b on d s over the cou rse o f your adventures.
Fl
aw s
Finally, c h o o s e a flaw for your character. Your
character’s flaw represents som e vice, com pu lsion, fear,
or w ea k n ess—in particular, anything that som eon e
else co u ld exploit to bring you to ruin or cau se you to
act against your best interests. M ore significant than
negative personality traits, a flaw m ight answ er any
o f these questions: W hat en rages you? W h a t’s the one
person , con cept, or event that you are terrified o f? W hat
are your vices?
In s p i r a t i o n
Inspiration is a rule the D u n geon M aster can use to
rew ard you for playing your character in a w ay that’s
true to his or her person ality traits, ideal, bond, and flaw.
By u sing inspiration, you can draw on your personality
trait o f com p a ssion for the dow ntrodden to give you
an edge in negotiating w ith the B egga r P rince. Or
inspiration ca n let you call on your bon d to the defen se
o f your h om e village to push past the effect o f a spell
that has been laid on you.
G a i n i n g In s pir a t io n
Your D M can c h o o s e to give you inspiration for a variety
o f reason s. Typically, D M s award it w hen you play
out your personality traits, give in to the draw backs
presen ted by a flaw or bond, and oth erw ise portray your
character in a com p ellin g way. Your DM w ill tell you
h ow you can earn inspiration in the game.
You either have inspiration or you don ’t—you ca n ’t
stockpile m ultiple “inspirations” for later use.
U s in g In s pir a t io n
If you have inspiration, you can expend it w hen you m ake
an attack roll, saving throw, or ability check. Spending
your inspiration gives you advantage on that roll.
Additionally, if you have inspiration, you can rew ard
another player for g o o d roleplaying, clever thinking,
or sim ply d oin g som eth in g exciting in the game.
W h en another player character d o e s som eth in g that
really contributes to the story in a fun and interesting
way, you ca n give up your inspiration to give that
T h e sam ple ba ck grou n ds in this chapter provide
both con crete benefits (features, proficiencies, and
languages) and roleplaying su ggestions.
Pr
o f ic ie n c ie s
Each backgrou n d gives a character p roficiency in tw o
skills. Skills are d escrib ed in chapter 7.
In addition, m ost ba ck grou n ds give a character
proficiency w ith one or m ore tools. T ools and tool
proficien cies are detailed in chapter 5.
If a character w ould gain the sam e proficiency from
tw o different sou rces, he or she can c h o o s e a different
proficiency o f the sam e kind (skill or tool) instead.
La
n g u a g e s
S o m e back grou n ds also allow characters to learn
additional languages beyon d th ose given by race.
S e e “L an gu a ges” earlier in this chapter.
Eq
u ipm e n t
Each back grou n d provides a pack age o f starting
equipm ent. If you u se the optional rule from chapter 5
to spend coin on gear, you do not receive the starting
equipm ent from your background.
Su
g g e s t e d
C
h a r a c t e r is t ic s
A b ack grou n d contains su ggested person al
characteristics ba sed on your background. You can
pick characteristics, roll d ice to determ ine
them randomly, or u se the su ggestion s
as inspiration for characteristics of
your ow n creation.
character inspiration.
Cu st
Ba c k
Ba c k g r o u n d s
You might w ant to tw eak
som e o f the features o f a
ba ckgrou n d s o it better
fits your character
or the cam paign
Every story has a beginning. Your character’s
ba ckgrou n d reveals w h ere you ca m e from , h ow you
be ca m e an adventurer, and your place in the w orld.
Your fighter m ight have been a cou ra g eou s knight or a
grizzled soldier. Your w izard cou ld have been a sage or
an artisan. Your rogu e m ight have gotten by as a guild
th ief or com m a n d ed au dien ces as a jester.
C h oosin g a ba ck grou n d provides you w ith im portant
story c u e s about your character’s identity. T h e m ost
im portant question to ask about your back grou n d is
what changed? W h y did you stop doin g w hatever your
backgrou n d d escrib es and start adventuring? W h ere
did you get the m on ey to pu rch ase your starting gear, or,
if you c om e from a w ealthy background, w hy don't you
have more m oney? H ow did you learn the skills o f your
class? W hat sets you apart from ordinary p eop le w ho
share your backgrou n d?
T i k a a n d A r t e m i s : Ba c k g r o u n d s
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.
o m iz in g
a
g r o u n d
setting. To cu stom ize
a backgrou n d, you can
replace on e feature
w ith any other one,
c h o o s e any tw o
skills, and ch o o s e
a total o f tw o tool
proficien cies or
languages from the
sam ple backgrou n ds.
You can either use
the equipm ent
package from your
backgrou n d or spend
co in on gear as
describ ed in chapter
5. (If you spend
coin, you ca n ’t also
take the equipm ent
pack age suggested
for your class.)
Finally, c h o o s e
tw o personality
traits, on e ideal, on e bond, and on e flaw. If you ca n ’t find
a feature that m atches you r desired backgrou n d, w ork
with your DM to create one.
d8
1
Personality Trait
I idolize a particular hero o f my faith, and constantly
refer to that person’s deeds and example.
A c o l yt e
You have spent your life in the serv ice o f a tem ple
to a sp ecific god or pantheon o f gods. You act as an
interm ediary b etw een the realm o f the holy and the
mortal w orld, perform in g sa cred rites and offering
sa crifices in order to con du ct w orsh ipers into the
presen ce o f the divine. You are not n ecessarily a
c le r ic -p e r fo r m in g sa cred rites is not the sam e thing as
channeling divine pow er.
C h oose a god, a pantheon o f gods, or som e other
quasi-divine bein g from a m on g th ose listed in appendix
B or th ose sp ecified by your DM, and w ork w ith your
DM to detail the nature o f your religious service.
W ere you a lesser fu nction ary in a tem ple, raised from
ch ild h ood to assist the priests in the sa cred rites? Or
w ere you a high priest w h o suddenly experien ced a call
to serve your god in a different way? Perhaps you w ere
the leader o f a sm all cult outside o f any established
tem ple structure, or even an occu lt group that served a
3
4
5
: Sh
e l t e r
o f
t h e
Fa
it h f u l
A s an acolyte, you com m a n d the respect o f th ose w ho
share your faith, and you can perform the religious
cerem on ies o f your deity. You and your adventuring
com p a n ion s can expect to receive free healing and
care at a temple, shrine, or other established presen ce
o f your faith, though you must provide any material
com pon en ts n eed ed for spells. T h ose w h o share
your religion w ill support you (but only you) at a
m od est lifestyle.
You m ight also have ties to a sp ecific tem ple dedicated
to your ch osen deity or pantheon, and you have a
residen ce there. This cou ld be the tem ple w here you
u sed to serve, if you rem ain on g ood term s w ith it, or a
tem ple w here you have found a n ew h om e. W h ile near
your tem ple, you can call u pon the priests for assistance,
provided the assistance you ask for is not hazardou s and
you rem ain in g o o d standing with your temple.
Su
g g e s t e d
C
I quote (or misquote) sacred texts and proverbs in
6
I am tolerant (or intolerant) o f other faiths and respect
7
I've enjoyed fine food, drink, and high society among
(or condemn) the worship o f other gods.
my temple’s elite. Rough living grates on me.
8
I’ve spent so long in the temple that I have little
practical experience dealing with people in the outside
world.
d6
Ideal
1
Tradition. The ancient traditions o f worship and
2
Charity. I always try to help those in need, no matter
sacrifice must be preserved and upheld. (Lawful)
Skill Proficiencies: Insight, R eligion
Languages: Two o f your ch oice
Equipment: A holy sym bol (a gift to you w hen you
entered the priesthood ), a prayer b o o k or prayer
w heel, 5 sticks o f in cen se, vestm ents, a set o f com m on
clothes, and a belt pou ch contain in g 15 gp
a t u r e
Nothing can shake my optimistic attitude.
almost every situation.
fiendish m aster that you n ow deny.
Fe
I see omens in every event and action. The gods try to
speak to us, we just need to listen
h a r a c t e r is t ic s
A colytes are shaped by their experien ce in tem ples
or other religious com m u n ities. Their study o f the
history and tenets o f their faith and their relationships
to tem ples, shrines, or hierarch ies affect their
m ann erism s and ideals. Th eir flaws might b e som e
hidden h ypocrisy o r heretical idea, or an ideal or bon d
taken to an extrem e.
what the personal cost. (Good)
3
Change. We must help bring about the changes the
gods are constantly working in the world. (Chaotic)
4
Power. I hope to one day rise to the top of my faith’s
religious hierarchy. (Lawful)
5
Faith. I trust that my deity will guide my actions, I have
faith that if I work hard, things will go well. (Lawful)
6
Aspiration. I seek to prove myself worthy of my god’s
favor by matching my actions against his or her
teachings. (Any)
d6
1
Bond
I would die to recover an ancient relic o f my faith that
was lost long ago.
2
I will someday get revenge on the corrupt temple
hierarchy who branded me a heretic.
3
I owe my life to the priest who took me in when my
parents died.
4
Everything I do is for the common people.
5
I will do anything to protect the temple where I served.
6
I seek to preserve a sacred text that my enemies
consider heretical and seek to destroy.
d6
1
2
Flaw
I judge others harshly, and myself even more severely.
I put too much trust in those who wield power within
my temple’s hierarchy.
3
My piety sometimes leads me to blindly trust those
that profess faith in my god.
4
5
I am inflexible in my thinking.
I am suspicious o f strangers and expect the worst of
them.
6
Once I pick a goal, I become obsessed with it to the
detriment of everything else in my life.
C h a r l a t a n
d8
You have always had a w ay w ith people. You kn ow
w hat m akes them tick, you can tease out their hearts'
desires after a few m inutes o f conversation, and w ith a
few leading questions you ca n read them like they w ere
children 's book s. It’s a useful talent, and on e that you ’re
perfectly w illing to use for your advantage.
You kn ow w hat p eop le w ant and you deliver, or rather,
you prom ise to deliver. C om m on sen se should steer
p eople away from things that sou n d too g o o d to b e true,
but com m on sen se seem s to be in short supply w hen
you ’re around. T h e bottle o f pin k-colored liquid w ill
surely cure that u nseem ly rash, this ointm ent—nothing
m ore than a bit o f fat with a sprinkle o f silver dust—can
restore youth and vigor, and there’s a bridge in the city
that ju st h appen s to be for sale. T h ese m arvels sou n d
im plausible, but you m ake them sou n d like the real deal.
Skill Proficiencies: D eception , Sleight o f H and
Tool Proficiencies: D isgu ise kit, forgery kit
Equipment: A set o f fine clothes, a disgu ise kit, tools
o f the co n o f your ch oice (ten stoppered bottles filled
with c olored liquid, a set o f w eighted dice, a d eck o f
m arked cards, or a signet ring o f an im aginary duke),
and a belt pou ch containing 15 gp
Fa
Sc
v o r it e
1
someone.
2
I have a joke for every occasion, especially occasions
where humor is inappropriate.
3
4
Flattery is my preferred trick for getting what I want.
I’m a born gambler who can't resist taking a risk for a
potential payoff.
5
I lie about almost everything, even when there’s no
good reason to.
6
7
Sarcasm and insults are my weapons o f choice.
I keep multiple holy symbols on me and invoke
whatever deity might come in useful at any given
moment.
8
d6
1
I pocket anything I see that might have some value.
Ideal
Independence. I am a free spirit— no one tells me what
to do. (Chaotic)
2
Fairness. I never target people who can’t afford to lose
a few coins. (Lawful)
3
Charity. I distribute the money I acquire to the people
who really need it. (Good)
4
h e me s
Every charlatan has an angle he or she u ses in
preferen ce to other sch em es. C h oose a favorite sca m or
roll on the table below.
Personality Trait
I fall in and out o f love easily, and am always pursuing
5
Creativity. I never run the same con twice. (Chaotic)
Friendship. Material goods come and go. Bonds of
friendship last forever. (Good)
6
Aspiration. I’m determined to make something
o f myself. (Any)
d6
Scam
1
I cheat at games o f chance.
2
I shave coins or forge documents.
3
I insinuate myself into people’s lives to prey on their
d6
1
that this individual never crosses paths with me or
weakness and secure their fortunes.
4
I put on new identities like clothes.
5
I run sleight-of-hand cons on street corners.
6
I convince people that worthless junk is worth their
those I care about.
2
a t u r e
: Fa
l s e
Id
3
e n t it y
5
C
h a r a c t e r is t ic s
Charlatans are colorfu l characters w h o con cea l their
true selves behind the m ask s they construct. They
reflect what p eop le w ant to see, w hat they w ant to
believe, and h ow they s ee the w orld. But their true
selves are som etim es plagued by an uneasy con scien ce,
an old enemy, or deep-seated trust issues.
A powerful person killed someone I love. Some day
soon, I’ll have my revenge.
6
I swindled and ruined a person who didn’t deserve it. I
seek to atone for my misdeeds but might never be able
to forgive myself.
d6
g g e s t e d
I come from a noble family, and one day I’ll reclaim my
lands and title from those who stole them from me.
papers and person al letters, as lon g as you have seen an
exam ple o f the kind o f docum ent or the handw riting you
are trying to copy.
Su
Somewhere out there, I have a child who doesn’t
know me. I’m making the world better for him or her.
4
You have created a se co n d identity that includes
docum entation, established acquaintances, and
d isgu ises that allow you to assu m e that persona.
Additionally, you ca n forge d ocu m en ts including official
I owe everything to my mentor— a horrible person
who’s probably rotting in jail somewhere.
hard-earned money.
Fe
Bond
I fleeced the wrong person and must work to ensure
1
2
Flaw
I can’t resist a pretty face.
I'm always in debt. I spend my ill-gotten gains on
decadent luxuries faster than I bring them in..
3
I’m convinced that no one could ever fool me the way
I fool others.
4
I’m too greedy for my own good. I can’t resist taking a
risk if there’s money involved.
5
I can’t resist swindling people who are more powerful
than me.
6
I hate to admit it and will hate myself for it, but I'll run
and preserve my own hide if the going gets tough.
C r im in a l
d6
You are an experien ced crim in al w ith a history o f
breaking the law. You have spent a lot o f tim e am ong
other crim in als and still have contacts w ithin the
crim inal underw orld. You’re far closer than m ost people
to the w orld o f murder, theft, and violen ce that p ervades
the underbelly o f civilization, and you have survived up to
this point by flouting the rules and regulations o f society.
Skill Proficiencies: D eception , Stealth
Tool Proficiencies: O ne type o f gam ing set,
th ieves’ tools
Equipment: A crow bar, a set o f dark co m m o n clothes
including a h ood , and a belt pou ch containing 15 gp
C
r im in a l
Sp
Specialty
d8
Specialty
1
Blackmailer
5
Highway robber
2
Burglar
6
Hired killer
3
Enforcer
7
Pickpocket
4
Fence
8
Smuggler
Fe
a t u r e
: C
r im in a l
C
o n t a c t
You have a reliable and trustw orthy contact w h o acts as
your liaison to a n etw ork o f other crim inals. You kn ow
h ow to get m essa g es to and from your contact, even
over great distances; specifically, you k n ow the local
m essen gers, corrupt caravan m asters, and seed y sailors
w h o can deliver m essa g es for you.
Su
g g e s t e d
C
2
Ideal
Honor. I don’t steal from others in the trade. (Lawful)
Freedom. Chains are meant to be broken, as are those
who would forge them. (Chaotic)
3
Charity. I steal from the wealthy so that I can help
4
Greed. I will do whatever it takes to become
people in need. (Good)
wealthy. (Evil)
5
People. I’m loyal to my friends, not to any ideals, and
everyone else can take a trip down the Styx for all I
care. (Neutral)
6
Redemption. There’s a spark o f good in everyone.
(Good)
e c ia l t y
There are m any kinds o f crim inals, and w ithin a th ieves’
guild or sim ilar crim inal organization, individual
m em bers have particular specialties. Even crim inals
w h o operate outside o f such organizations have strong
preferen ces for certain kinds o f crim es over others.
C h oose the role you played in your crim in al life, or roll
on the table below.
d8
1
h a r a c t e r is t ic s
C rim inals might seem like villains on the surface,
and m any o f them are v illainous to the core. But som e
have an abun dance o f endearing, if not redeem ing,
characteristics. T here m ight b e h onor am ong thieves, but
crim in als rarely sh ow any resp ect for law or authority.
d8
Personality Trait
4
I would rather make a new friend than a new enemy.
8
I blow up at the slightest insult.
d6
1
Bond
I’m trying to pay off an old debt I owe to a generous
benefactor.
2
My ill-gotten gains go to support my family.
3
Something important was taken from me, and I aim to
steal it back.
4
5
I will become the greatest thief that ever lived.
I’m guilty of a terrible crime. I hope I can redeem
myself for it.
6
Someone I loved died because o f a mistake I made.
That will never happen again.
d6
1
Flaw
En t e r t a in e r
When I see something valuable, I can’t think about
You thrive in front o f an audience. You k n ow h ow to
entrance them, entertain them, and even inspire them.
Your p oetics can stir the hearts o f th ose w h o hear you,
aw akening grief or joy, laughter or anger. Your m usic
raises their spirits or captures their sorrow . Your dance
steps captivate, your hum or cuts to the quick. W hatever
tech niques you use, your art is your life.
anything but how to steal it.
2
When faced with a choice between money and my
friends, I usually choose the money.
3
If there’s a plan, I’ll forget it. If I don’t forget it, I’ll
ignore it.
4
I have a “tell” that reveals when I'm lying.
5
I turn tail and run when things look bad.
6
An innocent person is in prison for a crime that I
committed. I’m okay with that.
Va
r ia n t
C
r im in a l
: Sp y
A lthough your capabilities are not m uch different
from th ose o f a burglar or sm uggler, you learned
and practiced them in a very different context: as an
esp ion a ge agent. You m ight have been an officially
sanctioned agent o f the crow n , or perhaps you sold the
secrets you u ncovered to the highest bidder.
Skill Proficiencies: A crobatics, P erform an ce
Tool Proficiencies: D isgu ise kit, on e type o f
m u sical instrum ent
Equipment: A m usical instrum ent (one o f your choice),
the favor o f an adm irer (love letter, lo ck o f hair, or
trinket), a costu m e, and a belt pou ch contain in g 15 gp
En
t e r t a in e r
Ro
u t in e s
A g o o d entertainer is versatile, sp icin g up every
perform an ce w ith a variety o f different routines. C h oose
one to three routines or roll on the table below to define
your expertise as an entertainer.
d10
Entertainer Routine
d10
Entertainer Routine
1
Actor
2
Dancer
7
Poet
3
Fire-eater
8
Singer
4
jester
9
Storyteller
5
juggler
10
Tumbler
Fe
a t u r e
Instrumentalist
6
: By Po
pu l a r
D
e m a n d
You can always find a place to perform , usually in an
inn or tavern but p ossib ly with a circu s, at a theater, or
even in a n oble’s court. At such a place, you receive free
lod gin g and food o f a m od est or com fortab le standard
(depen din g on the quality o f the establishm ent), as
long as you perform each night. In addition, your
perform an ce m a kes you som eth in g o f a loca l figure.
W h en strangers r ecog n ize you in a tow n w here you have
perform ed, they typically take a liking to you.
Su
g g e s t e d
C
h a r a c t e r is t ic s
S u c ce s sfu l entertainers have to b e able to capture
and hold an au dien ce’s attention, so they tend to
have flam boyant or forcefu l personalities. T h ey’re
in clined tow ard the rom antic and often clin g to
high-m inded ideals about the practice o f art and the
appreciation o f beauty.
d8
Personality Trait
1
I know a story relevant to almost every situation.
2
Whenever I come to a new place, I collect local rumors
and spread gossip.
3
I’m a hopeless romantic, always searching for that
“ special someone.”
4
Nobody stays angry at me or around me for long, since
I can defuse any amount of tension.
5
I love a good insult, even one directed at me.
6
I get bitter if I’m not the center of attention.
7
I’ll settle for nothing less than perfection.
8
I change my mood or my mind as quickly as I change
key in a song.
d6
Skill Proficiencies: A n im al H andling, Survival
Ideal
1
Beauty. When I perform, I make the world better than
2
Tradition. The stories, legends, and songs o f the past
it was. (Good)
must never be forgotten, for they teach us who we
Tool Proficiencies: O ne type o f artisan’s tools,
vehicles (land)
Equipment: A set o f artisan’s tools (one o f your choice),
a shovel, an iron pot, a set o f c o m m o n clothes, and a
belt pou ch containing 10 gp
are. (Lawful)
3
Creativity. The world is in need o f new ideas and bold
D
action. (Chaotic)
You previously pursued a sim ple profession am ong
the peasantry, perhaps as a farmer, miner, servant,
shepherd, w oodcutter, or gravedigger. But som eth in g
happen ed that set you on a different path and m arked
you for greater things. C h o o se or random ly determ ine a
defining event that m arked you as a h ero o f the people.
4
Greed. I’m only in it for the money and fame. (Evil)
5
People. I like seeing the smiles on people’s faces when
6
Honesty. Art should reflect the soul; it should come
I perform. That’s all that matters. (Neutral)
from within and reveal who we really are. (Any)
e f in in g
d 10
d6
1
2
Defining Event
1
I stood up to a tyrant’s agents.
I saved people during a natural disaster.
My instrument is my most treasured possession, and it
2
reminds me o f someone I love.
3
I stood alone against a terrible monster.
Someone stole my precious instrument, and someday
4
I stole from a corrupt merchant to help the poor.
I led a militia to fight off an invading army.
I’ll get it back.
5
I want to be famous, whatever it takes.
6
4
I idolize a hero o f the old tales and measure my deeds
against that person’s.
I broke into a tyrant’s castle and stole weapons to arm
the people.
7
I will do anything to prove myself superior to my hated
rival.
6
e n t
Bond
3
5
Ev
I trained the peasantry to use farm implements as
weapons against a tyrant’s soldiers.
8
A lord rescinded an unpopular decree after I led a
old troupe.
9
A celestial, fey, or similar creature gave me a blessing
Flaw
10
I would do anything for the other members of my
symbolic act o f protect against it.
or revealed my secret origin.
d6
1
I’ll do anything to win fame and renown.
Recruited into a lord’s army, I rose to leadership and
was commended for my heroism.
2
I’m a sucker for a pretty face.
3
A scandal prevents me from ever going home again.
Fe
That kind of trouble seems to follow me around.
S in ce you c o m e from the ranks o f the co m m o n folk,
you fit in am ong them with ease. You can find a place
to hide, rest, or recuperate am ong other com m on ers,
u n less you have sh ow n y ou rself to be a danger to
them . T h ey w ill shield you from the law or anyone
else sea rch in g for you, though they w ill not risk
their lives for you.
4
I once satirized a noble who still wants my head. It was
a mistake that I will likely repeat.
5
I have trouble keeping my true feelings hidden. My
sharp tongue lands me in trouble.
6
Va
Despite my best efforts, I am unreliable to my friends.
r ia n t
En
t e r t a in e r
: G
l a d ia t o r
A gladiator is as m uch an entertainer as any m instrel
or circu s perform er, trained to m ake the arts o f com bat
into a sp ectacle the crow d can enjoy. T h is kind o f
flashy com bat is your entertainer routine, though you
m ight also have som e skills as a tum bler or actor.
U sing your By P opu lar D em an d feature, you can find a
place to perform in any pla ce that features com bat for
entertainm ent—perhaps a gladiatorial arena or secret
pit fighting club. You ca n replace the m usical instrum ent
in your equipm ent package w ith an inexpensive but
unusual w eapon , such as a trident or net.
Fo l k H e r o
You co m e from a hum ble socia l rank, but you are
destined for so m uch m ore. A lready the p eople o f
your h om e village regard you as their cham pion, and
your destiny calls you to stand against the tyrants and
m on sters that threaten the co m m o n folk everyw here.
Su
a t u r e
: Ru
g g e s t e d
s t ic
C
H
o s pit a l it y
h a r a c t e r is t ic s
A folk h ero is on e o f the co m m o n people, for better
or for w orse. M ost folk h eroes lo o k on their hum ble
origins as a virtue, not a sh ortcom in g, and their h om e
com m u n ities rem ain very im portant to them.
d8
1
Personality Trait
I judge people by their actions, not their words.
2
If someone is in trouble, I’m always ready to lend help.
3
When I set my mind to something, I follow through no
matter what gets in my way.
4
I have a strong sense o f fair play and always try to find
the most equitable solution to arguments.
5
I’m confident in my own abilities and do what I can to
instill confidence in others.
6
Thinking is for other people. I prefer action.
7
I misuse long words in an attempt to sound smarter.
8
I get bored easily. When am I going to get on with my
destiny?
d6
1
d6
Ideal
Respect. People deserve to be treated with dignity and
1
respect. (Good)
2
see me killed.
Fairness. No one should get preferential treatment
2
before the law, and no one is above the law. (Lawful)
3
Freedom. Tyrants must not be allowed to oppress the
3
4
I have a weakness for the vices of the city, especially
hard drink.
Sincerity. There’s no good in pretending to be
5
something I’m not. (Neutral)
6
The people who knew me when I was young know my
shameful secret, so I can never go home again.
Might. If I become strong, I can take what I want—
what I deserve. (Evil)
5
I’m convinced of the significance of my destiny, and
blind to my shortcomings and the risk o f failure.
people. (Chaotic)
4
Flaw
The tyrant who rules my land will stop at nothing to
Secretly, I believe that things would be better if I were a
tyrant lording over the land.
Destiny. Nothing and no one can steer me away from
6
I have trouble trusting in my allies.
my higher calling. (Any)
G u il d A r t isa n
d6
1
Bond
I have a family, but I have no idea where they are. One
day, I hope to see them again.
2
I worked the land, I love the land, and I will protect the
3
A proud noble once gave me a horrible beating, and I
land.
will take my revenge on any bully I encounter.
4
My tools are symbols of my past life, and I carry them
so that I will never forget my roots.
5
6
I protect those who cannot protect themselves.
I wish my childhood sweetheart had come with me to
pursue my destiny.
You are a m em ber o f an artisan’s guild, skilled in
a particular field and closely a ssocia ted with other
artisans. You are a w ell-established part o f the
m ercantile w orld, freed by talent and w ealth from the
constraints o f a feudal socia l order. You learn ed your
skills as an apprentice to a m aster artisan, under the
sp on sorsh ip o f your guild, until you b eca m e a m aster in
your ow n right.
Skill Proficiencies: Insight, Persu asion
Tool Proficiencies: O ne type o f artisan’s tools
Languages: O ne o f your ch oice
Equipment: A set o f artisan’s tools (one o f your choice),
a letter o f introduction from your guild, a set o f
traveler’s clothes, and a belt p ou ch contain in g 15 gp
G
u il d
Bu
s in e s s
G uilds are generally found in cities large en ough to
support several artisans practicing the sa m e trade.
H ow ever, you r guild might instead be a lo o s e netw ork
o f artisans w h o each w ork in a different village w ithin
a larger realm . W ork w ith your DM to determ ine the
nature o f your guild. You can select your guild bu sin ess
from the G uild B u sin ess table or roll randomly.
d20
Guild Business
1
Alchemists and apothecaries
2
Armorers, locksmiths, and finesmiths
3
Brewers, distillers, and vintners
4
Calligraphers, scribes, and scriveners
5
Carpenters, roofers, and plasterers
6
Cartographers, surveyors, and chart-makers
7
Cobblers and shoemakers
8
Cooks and bakers
9
Glassblowers and glaziers
10
Jewelers and gemcutters
11
Leatherworkers, skinners, and tanners
12
Masons and stonecutters
13
Painters, limners, and sign-makers
14
Potters and tile-makers
15
Shipwrights and sailmakers
16
Smiths and metal-forgers
17
Tinkers, pewterers, and casters
18
Wagon-makers and wheelwrights
19
Weavers and dyers
20
Woodcarvers, coopers, and bowyers
A s a m em ber o f your guild, you k n ow the skills n eeded
to create finished item s from raw m aterials (reflected in
your proficiency w ith a certain kind o f artisan’s tools),
as w ell as the prin ciples o f trade and g o o d bu siness
practices. T h e question n ow is w hether you abandon
your trade for adventure, or take on the extra effort to
d6
1
strengthen the bonds of community and the security
of civilization. (Lawful)
2
3
a t u r e
: G
u il d
M
e m b e r s h ip
A s an established and resp ected m em ber o f a guild, you
can rely on certain benefits that m em bersh ip provides.
Your fellow guild m em bers w ill provide you with
lod gin g and fo o d if necessary, and pay for your funeral
if needed. In som e cities and tow ns, a guildhall offers a
central place to m eet other m em bers o f your profession,
w h ich can be a g o o d place to m eet potential patrons,
allies, or hirelings.
G uilds often w ield trem en dou s political pow er. If
you are a ccu sed o f a crim e, your guild w ill su pport you
if a g o o d ca se can be m ade for your in n ocen ce or the
crim e is justifiable. You can also gain a c c e s s to pow erfu l
political figures through the guild, if you are a m em ber
in g o o d standing. S u ch con n ection s m ight require the
donation o f m on ey or m a gic item s to the guild’s coffers.
You must pay dues o f 5 gp per m onth to the guild. If
you m iss paym ents, you m ust m ake up back dues to
rem ain in the guild’s g o o d graces.
Su
g g e s t e d
C
h a r a c t e r is t ic s
d8
1
Personality Trait
I believe that anything worth doing is worth doing
right. I can’t help it— I’m a perfectionist.
2
I’m a snob who looks down on those who can’t
appreciate fine art.
3
I always want to know how things work and what
makes people tick.
4
I’m full o f witty aphorisms and have a proverb for
4
5
I’m rude to people who lack my commitment to hard
work and fair play.
6
I like to talk at length about my profession.
7
I 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 I want to make sure
everyone appreciates it. I'm always taken aback when
people haven’t heard o f me.
Greed. I’m only in it for the money. (Evil)
People. I’m committed to the people I care about, not
to ideals. (Neutral)
6
Aspiration. I work hard to be the best there is at
my craft.
d6
1
Bond
The workshop where I learned my trade is the most
important place in the world to me.
2
I created a great work for someone, and then found
them unworthy to receive it. I’m still looking for
someone worthy.
3
I owe my guild a great debt for forging me into the
4
I pursue wealth to secure someone’s love.
person I am today.
5
One day I will return to my guild and prove that I am
the greatest artisan o f them all.
6
I will get revenge on the evil forces that destroyed my
place o f business and ruined my livelihood.
d6
1
Flaw
I’ll do anything to get my hands on something rare or
priceless.
2
I’m quick to assume that someone is trying to cheat
me.
3
No one must ever learn that I once stole money from
guild coffers.
4
I’m never satisfied with what I have— I always want
more.
5
6
I would kill to acquire a noble title.
I’m horribly jealous o f anyone who can outshine my
handiwork. Everywhere I go, I’m surrounded by rivals.
every occasion.
5
Freedom. Everyone should be free to pursue his or her
own livelihood. (Chaotic)
G uild artisans are am ong the m ost ordinary p eople in
the w orld —until they set dow n their tools and take up
an adventuring career. Th ey understand the value o f
hard w ork and the im portan ce o f com m unity, but they’re
vulnerable to sins o f g reed and covetousness.
Generosity. My talents were given to me so that I could
use them to benefit the world. (Good)
w eave adventuring and trade together.
Fe
Ideal
Community. It is the duty of all civilized people to
Va
r ia n t
G
u il d
A
r t is a n
: G
u il d
M
e r c h a n t
Instead o f an artisans’ guild, you m ight belon g to a
guild o f traders, caravan m asters, or sh opkeepers. You
don ’t craft items you rself but earn a living by buying
and sellin g the w ork s o f others (or the raw m aterials
artisans n eed to practice their craft). Your guild might
b e a large m erchant con sortiu m (or family) with
interests a cross the region. Perhaps you transported
g o o d s from one place to another, by ship, w agon, or
caravan, or bought them from traveling traders and sold
them in your ow n little shop. In so m e w ays, the traveling
m erchant’s life lends itself to adventure far m ore than
the life o f an artisan.
Rather than proficiency w ith artisan’s tools, you m ight
b e proficient with navigator’s tools or an additional
language. A n d instead o f artisan’s tools, you can start
w ith a m ule and a cart.
H e r m it
d8
You lived in seclu sion —either in a sheltered com m unity
such as a m onastery, or entirely a lon e—for a form ative
part o f your life. In your tim e apart from the clam or o f
society, you found quiet, solitude, and perhaps so m e o f
the an sw ers you w ere look in g for.
Skill Proficiencies: M edicine, R eligion
Tool Proficiencies: H erbalism kit
Languages: O ne o f your ch oice
Equipment: A scroll ca se stuffed full o f notes from your
studies or prayers, a w inter blanket, a set o f com m on
cloth es, an h erbalism kit, and 5 gp
L
if e
o f
Se
c l u s io n
W hat w as the reason for your isolation, and what
changed to allow you to end your solitude? You can w ork
with your DM to determ ine the exact nature o f your
seclu sion, or you can c h o o s e or roll on the table below to
determ ine the reason beh in d your seclu sion.
d8
1
2
Life o f Seclusion
I was searching for spiritual enlightenment.
5
Life of Seclusion
I needed a quiet place to work on my art, literature,
music, or manifesto.
6
I needed to commune with nature, far from civilization.
7
I was the caretaker o f an ancient ruin or relic.
8
I was a pilgrim in search o f a person, place, or relic of
spiritual significance.
Fe
a t u r e
: D
is c o v e r y
T h e quiet seclu sion o f your extended herm itage gave you
a c c e s s to a unique and pow erfu l discovery. The exact
nature o f this revelation depen ds on the nature o f your
seclu sion. It m ight be a great truth about the co sm o s ,
the deities, the pow erfu l beings o f the outer planes, or
the forces o f nature. It cou ld be a site that no on e else
has ever seen. You m ight have u n covered a fact that has
lon g b een forgotten, or u nearthed so m e relic o f the past
that cou ld rewrite history. It might b e inform ation that
w ou ld be dam agin g to the p eop le w h o or con sign ed you
to exile, and h en ce the reason for your return to society.
W ork w ith your DM to determ ine the details o f your
discov ery and its im pact on the cam paign.
I was partaking o f communal living in accordance with
the dictates of a religious order.
Su
3
I was exiled for a crime I didn’t commit.
4
I retreated from society after a life-altering event.
S o m e herm its are w ell suited to a life o f seclusion,
w h ereas others chafe against it and long for com pany.
W h eth er they em brace solitude or lon g to esca p e it, the
solitary life sh apes their attitudes and ideals. A few are
driven slightly m ad by their years apart from society.
g g e s t e d
d8
1
C
h a r a c t e r is t ic s
Personality Trait
I’ve been isolated for so long that I rarely speak,
preferring gestures and the occasional grunt.
2
I am utterly serene, even in the face o f disaster.
3
The leader of my community had something wise
to say on every topic, and I am eager to share
that wisdom.
4
I feel tremendous empathy for all who suffer.
5
I’m oblivious to etiquette and social expectations.
6
I connect everything that happens to me to a grand,
cosmic plan.
7
I often get lost in my own thoughts and contemplation,
becoming oblivious to my surroundings.
8
I am working on a grand philosophical theory and love
sharing my ideas.
d6
1
Ideal
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
5
Live and Let Live. Meddling in the affairs o f others only
mystical or magical power. (Evil)
causes trouble. (Neutral)
6
Self-Knowledge. If you know yourself, there’s nothing
left to know. (Any)
d6
1
Bond
Nothing is more important than the other members of
my hermitage, order, or association.
2
I entered seclusion to hide from the ones who might
still be hunting me. I must someday confront them.
3
I’m still seeking the enlightenment I pursued in my
seclusion, and it still eludes me.
4
I entered seclusion because I loved someone I could
not have.
5
Should my discovery come to light, it could bring ruin to
the world.
6
My isolation gave me great insight into a great evil that
only I can destroy.
d6
1
Flaw
Now that I've returned to the world, I enjoy its delights
a little too much.
2
I harbor dark, bloodthirsty thoughts that my isolation
and meditation failed to quell.
3
4
5
6
I am dogmatic in my thoughts and philosophy.
cares w hat you do, as lon g as you don ’t em barrass the
fam ily? H ow d oes the head o f your fam ily feel about
your adventuring career? A re you in your fam ily’s g ood
graces, or shunned by the rest o f your fam ily?
D o e s your fam ily have a coat o f arm s? A n insignia you
m ight w ear on a signet ring? Particular c o lo rs you w ear
all the tim e? A n anim al you regard as a sym bol o f your
line or even a spiritual m em ber o f the fam ily?
T h ese details help establish your fam ily and your title
as features o f the w orld o f the cam paign.
Skill Proficiencies: History, Persu asion
Tool Proficiencies: O ne type o f gam ing set
Languages: One o f your ch oice
Equipment: A set o f fine cloth es, a signet ring, a scroll
o f pedigree, and a pu rse contain in g 25 gp
I let my need to win arguments overshadow
Fe
friendships and harmony.
T h an ks to your n oble birth, p eop le are inclined to
think the best o f you. You are w elcom e in high society,
and p eop le assu m e you have the right to be w herever
you are. T h e co m m o n folk m ake every effort to
a ccom m od a te you and avoid your displeasure, and other
p eop le o f high birth treat you as a m em ber o f the sam e
I’d risk too much to uncover a lost bit of knowledge.
I like keeping secrets and won’t share them with
anyone.
O
d oes your fam ily have am ong the other aristocrats o f the
region ? H ow d o the co m m o n p eople regard them ?
W h at’s your position in the fam ily? A re you the heir
to the head o f the fam ily? Have you already inherited
the title? H ow do you feel about that responsibility? Or
are you s o far dow n the line o f inheritance that n o one
t h e r
H
e r m it s
This herm it b ackgrou n d a ssu m es a contem plative sort
o f seclu sion that allow s r oom for study and prayer. If you
w ant to play a rugged w ildern ess reclu se w ho lives off
the land w hile shunning the com pany o f other people,
look at the outlander background. On the other hand, if
you w ant to go in a m ore religious direction, the acolyte
might b e w hat y ou ’re look in g for. Or you cou ld even be a
charlatan, posin g as a w ise and holy p erson and letting
pious fools support you.
N o bl e
You understand w ealth, pow er, and privilege. You
carry a n oble title, and your fam ily o w n s land, collects
taxes, and w ields significant political influence. You
m ight b e a pa m pered aristocrat unfam iliar with
w ork or d iscom fort, a form er m erchant ju st elevated
to the nobility, or a disinherited scou n d rel w ith a
disproportionate sen se o f entitlement. Or you cou ld be
an honest, hard-w orking landow n er w h o cares deeply
about the p eop le w h o live and w ork on your land, keenly
aw are o f your respon sibility to them.
W ork w ith your DM to co m e up w ith an appropriate
title and determ ine h ow m uch authority that title
carries. A n oble title d oesn ’t stand on its o w n —it’s
con n ected to an entire family, and w hatever title you
hold, you w ill pa ss it dow n to your ow n children. Not
only do you n eed to determ ine your n oble title, but you
should also w ork w ith the DM to d escrib e your fam ily
and their influence on you.
Is your fam ily old and established, or w a s your title
only recently b estow ed ? H ow m uch influence do they
w ield, and over w hat area? W hat kind o f reputation
a t u r e
: Po
s it io n
o f
Pr
iv il e g e
socia l sphere. You can secu re an audience w ith a local
n oble if you n eed to.
Su
g g e s t e d
C
h a r a c t e r is t ic s
N obles are born and raised to a very different lifestyle
than m ost people ever experience, and their personalities
reflect that upbringing. A n oble title c o m e s w ith a
plethora o f b o n d s—respon sibilities to family, to other
n obles (including the sovereign), to the p eop le entrusted
to the fam ily’s care, or even to the title itself. But this
responsibility is often a g ood w ay to underm ine a noble.
d8
1
Personality Trait
My eloquent flattery makes everyone I 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
No one could doubt by looking at my regal bearing that
I am a cut above the unwashed masses.
4
I take great pains to always look my best and follow the
latest fashions.
5
I don’t like to get my hands dirty, and I won’t be caught
dead in unsuitable accommodations.
6
Despite my noble birth, I do not place myself above
other folk. We all have the same blood.
7
8
My favor, once lost, is lost forever.
If you do me an injury, I will crush you, ruin your name,
and salt your fields.
d6
1
Ideal
Respect. Respect is due to me because o f my position,
but all people regardless o f station deserve to be
treated with dignity. (Good)
2
Responsibility. It is my duty to respect the authority o f
those above me, just as those below me must respect
mine. (Lawful)
3
Independence. I must prove that I can handle myself
training on his or her ow n path to knighthood. Your tw o
rem aining retainers m ight include a g room to care for
your h orse and a servant w h o polish es your arm or (and
even helps you put it on).
A s an em blem o f chivalry and the ideals o f courtly
love, you m ight include a m on g your equipm ent a banner
or other token from a noble lord or lady to w h om you
have given your heart—in a chaste sort o f devotion.
(This p erson cou ld be your bond.)
without the coddling o f my family. (Chaotic)
4
5
6
Power. If I can attain more power, no one will tell me
OU T LAN DE R
what to do. (Evil)
You g rew up in the w ilds, far from civilization and the
c om forts o f town and technology. Y ou’ve w itn essed the
m igration o f herds larger than forests, survived w eather
m ore extrem e than any city-dw eller cou ld com prehen d,
and enjoyed the solitude o f bein g the only thinking
creature for m iles in any direction. T h e w ild s are in
your b lood , w hether you w ere a nom ad, an explorer, a
recluse, a hunter-gatherer, or even a marauder. Even in
Family. Blood runs thicker than water. (Any)
Noble Obligation. It is my duty to protect and care for
the people beneath me. (Good)
d6
1
Bond
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
o f my family.
4
I am in love with the heir o f a family that my family
despises.
5
My loyalty to my sovereign is unwavering.
6
The common folk must see me as a hero o f the people.
p la ces w here you d on ’t k n ow the sp ecific features o f the
terrain, you kn ow the w ays o f the wild.
Skill Proficiencies: A thletics, Survival
Tool Proficiencies: O ne type o f m usical instrum ent
Languages: One o f your ch oice
Equipment: A staff, a hunting trap, a trophy from an
anim al you killed, a set o f traveler’s clothes, and a belt
pou ch containing 10 gp
O
d6
1
2
Flaw
I secretly believe that everyone is beneath me.
I hide a truly scandalous secret that could ruin my
family forever.
3
I too often hear veiled insults and threats in every word
addressed to me, and I’m quick to anger.
r ig in
You've been to strange p la ces and seen things that
others can n ot begin to fathom . C on sider so m e o f the
distant lands you have visited, and h ow they im pacted
you. You can roll on the follow in g table to determ ine
your occu pation during your tim e in the w ild, or c h o o s e
on e that best fits your character.
4
I have an insatiable desire for carnal pleasures.
5
In fact, the world does revolve around me.
1
Forester
6
6
By my words and actions, I often bring shame to
2
Trapper
7
Pilgrim
my family.
3
Homesteader
8
Tribal nomad
4
Guide
9
Hunter-gatherer
5
Exile or outcast
10
Tribal marauder
Va
r ia n t
N
o b l e
: K
d10
n ig h t
A k n igh th ood is am ong the low est n oble titles in m ost
societies, but it can be a path to higher status. If you
w ish to be a knight, c h o o s e the R etainers feature (see
the sidebar) instead o f the P osition o f Privilege feature.
O ne o f your c om m on er retainers is replaced by a noble
w h o serves as your squire, aiding you in exch an ge for
V a r i a n t F e a t u r e : Re t a i n e r s
If your character has a noble background, you may select this
background feature instead o f Position o f Privilege.
You have the service o f 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.
Fe
Origin
a t u r e
d10
: Wa
Origin
Bounty hunter
n d e r e r
You have an excellent m em ory for m aps and geography,
and you can always recall the general layout o f terrain,
settlem ents, and other features arou nd you. In addition,
you can find fo o d and fresh w ater for y ou rself and up to
five other p eop le each day, provided that the land offers
berries, sm all gam e, water, and s o forth.
Su
g g e s t e d
C
h a r a c t e r is t ic s
O ften con sid ered rude and uncouth am ong civilized
folk, outlanders have little resp ect for the niceties o f
life in the cities. T h e ties o f tribe, clan, family, and the
natural w orld o f w hich they are a part are the m ost
im portant bon d s to m ost outlanders.
d8
1
Personality Trait
Sa g e
I’m driven by a wanderlust that led me away
newborn pups.
You spent y ears learning the lore o f the m ultiverse. You
scou red m anuscripts, studied scrolls, and listened to the
greatest experts on the su bjects that interest you. Your
efforts have m ade you a m aster in your fields o f study.
I once ran twenty-five miles without stopping to warn
Skill Proficiencies: A rcan a, H istory
to my clan of an approaching orc horde. I’d do it again
Languages: Tw o o f your ch oice
Equipment: A bottle o f black ink, a quill, a sm all knife,
a letter from a dead colleag u e p osin g a question you
have not yet been able to answer, a set o f com m on
cloth es, and a belt pou ch containing 10 gp
from home.
2
3
I watch over my friends as if they were a litter of
if I had to.
4
I have a lesson for every situation, drawn from
observing nature.
5
I place no stock in wealthy or well-mannered folk.
Money and manners won’t save you from a hungry
owlbear.
6
I’m always picking things up, absently fiddling with
them, and sometimes accidentally breaking them.
7
8
I feel far more comfortable around animals than
Sp e
Specialty
d8
1
Alchemist
5
Professor
I was, in fact, raised by wolves.
2
Astronomer
6
Researcher
Discredited
7
Wizard’s apprentice
academic
8
Scribe
Ideal
1
Change. Life is like the seasons, in constant change,
2
Greater Good. It is each person’s responsibility to
and we must change with it. (Chaotic)
make the most happiness for the whole tribe. (Good)
3
Honor. If I dishonor myself, I dishonor my whole
clan. (Lawful)
4
5
Might. The strongest are meant to rule. (Evil)
Nature. The natural world is more important than all
the constructs o f civilization. (Neutral)
6
Glory. I must earn glory in battle, for myself and
my clan. (Any)
d6
Bond
1
My family, clan, or tribe is the most important thing in
2
An injury to the unspoiled wilderness of my home is an
my life, even when they are far from me.
injury to me.
3
I will bring terrible wrath down on the evildoers who
destroyed my homeland.
4
I am the last o f my tribe, and it is up to me to ensure
their names enter legend.
5
I suffer awful visions o f a coming disaster and will do
anything to prevent it.
6
d6
It is my duty to provide children to sustain my tribe.
Flaw
1
I am too enamored o f ale, wine, and other intoxicants.
2
There’s no room for caution in a life lived to the fullest.
3
I remember every insult I’ve received and nurse a silent
resentment toward anyone who’s ever wronged me.
4
I am slow to trust members of other races, tribes, and
societies.
5
6
Specialty
d8
people.
3
d6
c ia l t y
To determ ine the nature o f your scholarly training, roll a
d8 or c h o o s e from the options in the table below.
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.
4
Librarian
Fe
a t u r e
: R
e s e a r c h e r
W h en you attempt to learn or recall a piece o f lore, if you
do not k n ow that inform ation, you often k n ow w here and
from w h om you can obtain it. Usually, this inform ation
c o m e s from a library, scriptorium , university, or a sage
or other learned p erson or creature. Your DM might
rule that the kn ow led ge you seek is secreted away in an
alm ost in accessible place, or that it sim ply can n ot be
found. U nearthing the d eepest secrets o f the m ultiverse
can require an adventure or even a w hole cam paign.
Su
g g e s t e d
C
d8
1
great erudition.
2
I've read every book in the world’s greatest libraries—
or I like to boast that I have.
3
I'm used to helping out those who aren’t as smart as I
am, and I patiently explain anything and everything to
others.
4
There’s nothing I like more than a good mystery.
5
I’m willing to listen to every side o f an argument before
h a r a c t e r is t ic s
S a g es are defined by their extensive studies, and their
characteristics reflect this life o f study. D evoted to
scholarly pursuits, a sage values kn ow led ge highly—
som etim es in its ow n right, som etim es as a m eans
tow ard other ideals.
Personality Trait
I use polysyllabic words that convey the impression of
I make my own judgment.
6
I . . . speak . . . slowly . . . when talking . . . to idiots, . . .
which . . . almost . . . everyone . . . is . . . compared . . .
to me.
7
8
I am horribly, horribly awkward in social situations.
I’m convinced that people are always trying to steal my
secrets.
d6
1
Ideal
Knowledge. The path to power and self-improvement
is through knowledge. (Neutral)
2
Beauty. What is beautiful points us beyond itself
toward what is true. (Good)
3
Logic. Emotions must not cloud our logical thinking.
4
No Limits. Nothing should fetter the infinite possibility
(Lawful)
inherent in all existence. (Chaotic)
5
Power. Knowledge is the path to power and
domination. (Evil)
6
Self-Improvement. The goal of a life o f study is the
betterment of oneself. (Any)
d6
1
2
Bond
It is my duty to protect my students.
I have an ancient text that holds terrible secrets that
must not fall into the wrong hands.
3
I work to preserve a library, university, scriptorium,
or monastery.
4
My life’s work is a series o f tomes related to a specific
field o f lore.
5
I've been searching my whole life for the answer to a
certain question.
6
I sold my soul for knowledge. I hope to do great deeds
and win it back.
d6
1
2
Flaw
I am easily distracted by the promise o f information.
Most people scream and run when they see a demon. I
stop and take notes on its anatomy.
3
Unlocking an ancient mystery is worth the price o f a
civilization.
4
I overlook obvious solutions in favor of complicated
ones.
5
I speak without really thinking through my words,
invariably insulting others.
6
I can’t keep a secret to save my life, or anyone else’s.
Sa i l o r
d6
You sailed on a sea goin g v essel for years. In that
tim e, you faced dow n m ighty storm s, m on sters o f the
deep, and th ose w h o w anted to sink your craft to the
bottom less depths. Your first love is the distant line o f
the h orizon, but the tim e has c om e to try your hand
at som eth in g new.
D iscu ss the nature o f the ship you previously sailed
with your D u n geon Master. W as it a m erchant ship,
a naval vessel, a ship o f discovery, or a pirate ship?
H ow fam ous (or infam ous) is it? Is it w idely traveled?
Is it still sailing, or is it m issin g and presu m ed lost
with all hands?
W hat w ere your duties on b oa rd —boatsw ain, captain,
navigator, cook , or som e other position ? W h o w ere the
captain and first m ate? D id you leave your ship on g ood
term s w ith your fellow s, or on the run?
Skill Proficiencies: A thletics, P erception
Tool Proficiencies: Navigator’s tools, vehicles (water)
Equipment: A belaying pin (club), 50 feet o f silk rope,
a lucky ch a rm such as a rabbit foot or a sm all stone
w ith a hole in the center (or you m ay roll for a random
trinket on the Trinkets table in chapter 5), a set o f
co m m o n cloth es, and a belt p ou ch contain in g 10 gp
Fe
a t u r e
: Sh
i p ’s
Pa
ss a g e
W h en you n eed to, you ca n secu re free pa ssa ge on
a sailing ship for y ou rself and your adventuring
com pa n ion s. You m ight sail on the ship you served on,
or another ship you have g o o d relations with (perhaps
on e captained by a form er crew m ate). B eca u se y ou ’re
calling in a favor, you ca n ’t be certain o f a sch edule or
route that w ill m eet your every need. Your D u n geon
M aster w ill determ ine h ow long it takes to get w here
you n eed to go. In return for your free passage, you
and your com p a n ion s are ex pected to assist the crew
during the voyage.
Su
g g e s t e d
C
h a r a c t e r is t ic s
S a ilors can be a rough lot, but the respon sibilities o f
life on a ship m ake them generally reliable as w ell. Life
aboard a ship sh ap es their ou tlook and form s their m ost
im portant attachments.
d8
Personality Trait
1
My friends know they can rely on me, no matter what.
2
I work hard so that I can play hard when the work
is done.
3
I enjoy sailing into new ports and making new friends
over a flagon o f ale.
4
I stretch the truth for the sake o f a good story.
5
To me, a tavern brawl is a nice way to get to know a
new city.
6
I never pass up a friendly wager.
7
My language is as foul as an otyugh nest.
8
I like a job well done, especially if I can convince
someone else to do it.
1
Ideal
Respect. The thing that keeps a ship together is mutual
respect between captain and crew. (Good)
Fairness. We all do the work, so we all share in the
2
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. I’m committed to my crewmates, not to ideals.
6
Aspiration. Someday I’ll own my own ship and chart
(Neutral)
my own destiny. (Any)
d6
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
4
I’ll always remember my first ship.
In a harbor town, I have a paramour whose eyes nearly
stole me from the sea.
5
I was cheated out of my fair share o f the profits, and I
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.
d6
1
Flaw
I follow orders, even if I think they’re wrong.
2
I’ll say anything to avoid having to do extra work.
3
Once someone questions my courage, I never back
down no matter how dangerous the situation.
4
5
Once I start drinking, it’s hard for me to stop.
I can’t help but pocket loose coins and other trinkets I
come across.
6
Va
My pride will probably lead to my destruction.
r ia n t
Sa
il o r
: Pir
a t e
You spent your youth under the sw ay o f a dread pirate,
a ruthless cutthroat w h o taught you h ow to survive in a
w orld o f sharks and savages. Y ou’ve indulged in larceny
on the high sea s and sent m ore than on e deservin g soul
to a briny grave. Fear and b lood sh ed are no strangers
to you, and you ’ve garnered a som ew h at unsavory
reputation in m any a port town.
If you decide that your sailing career involved piracy,
you can c h o o s e the Bad Reputation feature (see sidebar)
instead o f the S h ip ’s P assa ge feature.
Va r i a n t Fe a t u r e : Ba d Re p u t a t i o n
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.
So
l d ie r
W ar has been your life for as long as you care to
rem em ber. You trained as a youth, studied the use o f
w ea p on s and armor, learned ba sic survival techniques,
including h ow to stay alive on the battlefield. You
m ight have been part o f a standing national arm y o r a
m ercenary com pany, or perhaps a m em ber o f a local
militia w h o rose to p rom in en ce during a recent war.
W h en you c h o o s e this background, w ork w ith your
DM to determ ine w h ich m ilitary organization you w ere
a part of, h ow far through its ranks you p rogressed, and
w hat kind o f experien ces you had during your military
career. W as it a standing army, a tow n guard, or a village
m ilitia? O r it m ight have b een a n oble’s or m erchant’s
private army, or a m ercen a ry com pany.
Skill Proficiencies: Athletics, Intim idation
Tool Proficiencies: O ne type o f gam ing set,
vehicles (land)
Equipment: A n insignia o f rank, a trophy taken from
a fallen enem y (a dagger, broken blade, or p iece o f a
banner), a set o f b on e dice or d eck o f cards, a set o f
co m m o n clothes, and a belt p ou ch contain in g 10 gp
Sp e
c ia l t y
D uring your tim e as a soldier, you had a sp ecific role to
play in your unit or army. R oll a d8 or c h o o s e from the
options in the table below to determ ine your role:
d8
Specialty
d8
Specialty
1
Officer
2
3
4
Cavalry
blacksmith, or the
5
Healer
like)
Fe
6
Quartermaster
Scout
7
Standard bearer
Infantry
8
Support staff (cook,
a t u r e
: M
il it a r y
R
a n k
You have a m ilitary rank from your career as a soldier.
S old iers loyal to your form er m ilitary organization
still recog n ize your authority and influence, and they
defer to you if they are o f a low er rank. You can invoke
your rank to exert influence over other soldiers and
requisition sim ple equipm ent or h orses for tem porary
use. You can also usually gain a c c e s s to friendly
m ilitary en cam pm ents and fortresses w h ere your
rank is recog n ized .
Su
g g e s t e d
C
h a r a c t e r is t ic s
T he h orrors o f w ar com bin ed w ith the rigid discipline of
m ilitary serv ice leave their m ark on all soldiers, shaping
their ideals, creating strong bon ds, and often leaving
them sca rred and vulnerable to fear, sham e, and hatred.
d8
1
2
Personality Trait
I'm always polite and respectful.
I’m haunted by memories o f war. I can’t get the images
of violence out o f my mind.
3
I’ve lost too many friends, and I’m slow to make new
ones.
4
I’m full of inspiring and cautionary tales from my
military experience relevant to almost every combat
situation.
5
I can stare down a hell hound without flinching.
6
I enjoy being strong and like breaking things.
7
I have a crude sense of humor.
8
I face problems head-on. A simple, direct solution is
the best path to success.
d6
1
Ideal
Greater Good. Our lot is to lay down our lives in
defense of others. (Good)
2
Responsibility. I do what I must and obey just
authority. (Lawful)
3
Independence. When people follow orders blindly, they
embrace a kind of tyranny. (Chaotic)
4
5
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
1
2
d8
Bond
Personality Trait
I would still lay down my life for the people I
1
I hide scraps o f food and trinkets away in my pockets.
served with.
2
I ask a lot o f questions.
Someone saved my life on the battlefield. To this day, I
3
I like to squeeze into small places where no one else
can get to me.
will never leave a friend behind.
4
I sleep with my back to a wall or tree, with everything I
3
My honor is my life.
4
I’ll never forget the crushing defeat my company
suffered or the enemies who dealt it.
5
I eat like a pig and have bad manners.
5
Those who fight beside me are those worth dying for.
6
I think anyone who’s nice to me is hiding evil intent.
6
I fight for those who cannot fight for themselves.
7
I don’t like to bathe.
8
I bluntly say what other people are hinting at or hiding.
d6
1
Flaw
The monstrous enemy we faced in battle still leaves
me quivering with fear.
2
d6
Respect. All people, rich or poor, deserve respect.
2
Community. We have to take care of each other,
3
Change. The low are lifted up, and the high and mighty
(Good)
because no one else is going to do it. (Lawful)
I made a terrible mistake in battle cost many lives—
and I would do anything to keep that mistake secret.
4
My hatred o f my enemies is blind and unreasoning.
5
I obey the law, even if the law causes misery.
6
I’d rather eat my armor than admit when I’m wrong.
Ideal
1
I have little respect for anyone who is not a
proven warrior.
3
own wrapped in a bundle in my arms.
are brought down. Change is the nature o f things.
(Chaotic)
4
Retribution. The rich need to be shown what life and
death are like in the gutters. (Evil)
U r c h in
5
You g rew up on the streets alone, orphaned, and poor.
You had no on e to w atch over you or to provide for
you, s o you learn ed to provide for yourself. You fought
fiercely over fo o d and kept a constant w atch out for other
desperate sou ls w h o m ight steal from you. You slept on
rooftop s and in alleyw ays, e x p osed to the elem ents, and
endured sick n ess w ithout the advantage o f m edicine or
a place to recuperate. Y ou’ve survived despite all odds,
and did s o through cunning, strength, speed, or som e
com bination o f each.
You begin your adventuring career with enough
m oney to live m odestly but secu rely for at least ten days.
H ow did you com e by that m oney? W hat allow ed you to
break free o f your desperate circu m stan ces and em bark
on a better life?
Skill Proficiencies: Sleight o f Hand, Stealth
Tool Proficiencies: D isgu ise kit, th ieves’ tools
Equipment: A sm all knife, a m ap o f the city you
g rew up in, a pet m ou se, a token to rem em ber your
parents by, a set o f co m m o n clothes, and a belt pouch
containing 10 gp
Fe
a t u r e
: C
it y
Se
c r e t s
You k n ow the secret patterns and flow to cities and can
find p assages through the urban sprawl that others w ould
m iss. W h en you are not in com bat, you (and com panion s
you lead) can travel betw een any tw o locations in the city
tw ice as fast as your sp eed w ould n orm ally allow.
Su
g g e s t e d
C
h a r a c t e r is t ic s
U rchins are sh ap ed by lives o f desperate poverty, for
g o o d and for ill. Th ey tend to be driven either by a
com m itm en t to the p eop le w ith w h om they sh ared life
on the street or by a burning desire to find a better life—
and m aybe get som e payback on all the rich p eop le w ho
treated them badly.
People. I help the people who help me— that’s what
keeps us alive. (Neutral)
6
Aspiration. I'm going to prove that I'm worthy of a
better life.
d6
1
2
Bond
My town or city is my home, and I’ll fight to defend it.
I sponsor an orphanage to keep others from enduring
what I was forced to endure.
3
I owe my survival to another urchin who taught me to
live on the streets.
4
I owe a debt I can never repay to the person who took
pity on me.
5
I escaped my life o f poverty by robbing an important
person, and I’m wanted for it.
6
No one else should have to endure the hardships I’ve
been through.
d6
Flaw
1
If I'm outnumbered, I will run away from a fight.
2
Gold seems like a lot of money to me, and I’ll do just
about anything for more o f it.
3
I will never fully trust anyone other than myself.
4
I’d rather kill someone in their sleep then fight fair.
5
It’s not stealing if I need it more than someone else.
6
People who can't take care o f themselves get what they
deserve.
C h a p t e r 5: E q u i p m e n t
TH
E MARKETPLACE OF A LARGE CITY TEEMS
w ith buyers and sellers o f m any sorts:
dw arf sm iths and elf w oodcarvers, halfling
farm ers and gnom e jew elers, not to mention
hum ans o f every shape, size, and color
draw n from a sp ectru m o f nations and
cultures. In the largest cities, alm ost
anything im aginable is offered for sale, from exotic
sp ices and luxurious cloth in g to w ick er baskets and
practical sw ords.
For an adventurer, the availability o f armor, w eapon s,
backpacks, rope, and sim ilar g o o d s is o f param ount
im portan ce, sin ce p roper equipm ent can m ean the
difference betw een life and death in a du ngeon or the
untam ed w ilds. T his chapter details the m undane and
exotic m erchandise that adventurers com m only find useful
in the face o f the threats that the w orlds o f D & D present.
St a r t i n g E q u i p m e n t
W h en you create y ou r character, you receive equipm ent
ba sed on a com bination o f your class and background.
Alternatively, you can start w ith a num ber o f gold p ieces
ba sed on your cla ss and spend them on items from the
lists in this chapter. S e e the Starting W ealth by Class
table to determ ine h ow m uch gold you have to spend.
You d ecide h ow your character ca m e by this starting
equipm ent. It m ight have been an inheritance, or g o o d s
that the character purchased during his or her upbringing.
You might have been equipped with a w eapon, armor, and
a backpack as part o f military service. You might even have
stolen your gear. A w ea p on cou ld b e a fam ily heirloom ,
pa ssed dow n from generation to generation until your
character finally took up the m antle and follow ed in an
an cestor’s adventurous footsteps.
S
t a r t in g
W
ea l t h
Class
Barbarian
by
C
l a s s
Funds
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
Weal t h
W ealth appears in m any form s in a D & D w orld. Coins,
gem stones, trade g ood s, art objects, anim als, and
property can reflect your character’s financial w ell-being.
M em bers o f the peasantry trade in g ood s, bartering for
what they n eed and paying taxes in grain and cheese.
M em bers o f the nobility trade either in legal rights, such
as the rights to a m ine, a port, or farmland, or in gold
bars, m easuring gold by the pou n d rather than by the
coin. Only m erchants, adventurers, and th ose offering
professional serv ices for hire com m on ly deal in coins.
C o in a g e
C om m on coin s co m e in several different denom inations
ba sed on the relative w orth o f the m etal from w h ich they
are m ade. The three m ost com m on co in s are the gold
p iece (gp), the silver p iece (sp), and the co p p e r p iece (cp).
W ith on e gold piece, a character can buy a belt
pouch, 50 feet o f g o o d rope, or a goat. A skilled (but
not exception al) artisan can earn on e gold p iece a day.
T h e gold p iece is the standard unit o f m easu re for
w ealth, even if the coin itself is not com m on ly used.
W h en m erchants d iscu ss deals that involve g o o d s or
serv ices w orth hundreds or thousands o f gold p ieces,
the transactions d on ’t usually involve the exch an ge o f
individual coin s. Rather, the gold p iece is a standard
m easu re o f value, and the actual exch an ge is in gold
bars, letters o f credit, or valuable g ood s.
O ne gold p iece is w orth ten silver p ieces, the m ost
prevalent coin am ong com m on ers. A silver p iece buys a
la borer’s w ork for a day, a flask o f lam p oil, or a night’s
rest in a p o o r inn.
O ne silver p iece is w orth ten cop p er p ieces, w h ich are
com m on am ong laborers and beggars. A single cop p er
p iece buys a candle, a torch, or a p iece o f chalk.
In addition, unusual co in s m ade o f other preciou s
m etals som etim es appear in treasure hoards. The
electrum p iece (ep) and the platinum p iece (pp) originate
from fallen em pires and lost kin gdom s, and they
som etim es a rou se su spicion and skepticism w hen u sed
in transactions. A n electrum p iece is w orth five silver
pieces, and a platinum p iece is w orth ten gold p ieces.
A standard coin w eigh s about a third o f an ou nce,
so fifty coin s w eigh a pound.
S
t a n d a r d
Coin
Ex
c h a n g e
Ra
t es
cp
sp
ep
gp
pp
1
1/10
1/50
1/100
1/1,000
Silver (sp)
10
1
1/100
50
5
1/5
1
1/10
Electrum (ep)
1/2
1/20
100
10
2
1
1/10
1,000
100
20
10
1
Copper (cp)
Gold (gp)
Platinum (pp)
Se l l i n g T r e a s u r e
O pportunities aboun d to find treasure, equipm ent,
w eapon s, armor, and m ore in the du ngeon s you explore.
Normally, you can sell your treasures and trinkets w hen
you return to a town or other settlement, provided that you
can find buyers and m erchants interested in your loot.
Arms, Armor, and Other Equipment. A s a general
rule, u ndam aged w eapon s, armor, and other equipm ent
fetch h alf their cost w hen sold in a market. W eapon s
and arm or u sed by m on sters are rarely in g o o d enough
condition to sell.
Magic Items. S ellin g m a gic item s is problem atic.
F inding som eon e to buy a potion or a scroll isn’t too
hard, but other items are out o f the realm o f m ost but the
w ealthiest n obles. L ikew ise, aside from a few com m on
m agic item s, you w o n ’t n orm ally co m e a cross m agic
item s or spells to purchase. T h e value o f m agic is far
beyond sim ple gold and should always be treated as such.
Gems,Jewelry, and Art Objects. T h ese items retain
their full value in the m arketplace, and you can either
trade them in for coin or u se them as cu rren cy for other
transactions. For exception ally valuable treasures, the
D M m ight require you to find a buyer in a large tow n or
larger com m u n ity first.
Trade Goods. O n the borderlands, m any p eople
con du ct transactions through barter. Like gem s and art
objects, trade g o o d s —bars o f iron, bags o f salt, livestock,
and s o on —retain their full value in the m arket and can
be u sed as currency.
A r m o r a n d Sh i e l d s
D & D w orld s are a vast tapestry m ade up o f m any
different cultures, each w ith its ow n tech n ology level.
F or this reason , adventurers have a c c e s s to a variety
o f arm or types, ranging from leather arm or to chain
m ail to costly plate armor, w ith several other kinds o f
arm or in betw een . T h e A rm or table collects the m ost
com m on ly available types o f arm or found in the gam e
and separates them into three categories: light armor,
m edium arm or, and heavy armor. M any w arriors
supplem ent their arm or with a shield.
V a r i a n t : Eq u i p m e n t S i z e s
In most campaigns, you can use or wear any equipment that
you find on your adventures, within the bounds o f 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 o f the market price o f the item. The
DM can either roll 1d4 x 10 or determine the increase in cost
based on the extent o f the alterations required.
T h e A rm or table sh ow s the cost, w eight, and other
p roperties o f the com m on types o f arm or w orn in the
w orld s o f D&D.
Armor Proficiency. A n yone can put on a suit o f arm or
or strap a shield to an arm . Only th ose proficient in the
a rm or’s use k n ow h ow to w ea r it effectively, however.
Your class gives you proficiency w ith certain types o f
armor. If you w ea r arm or that you lack proficiency with,
you have disadvantage on any ability check, saving
throw, or attack roll that involves Stren gth or Dexterity,
and you ca n ’t cast spells.
Armor Class (AC). A rm or protects its w earer from
attacks. The arm or (and shield) you w ea r determ ines
your b a se A rm or Class.
Heavy Armor. Heavier arm or interferes w ith the
w ea rer’s ability to m ove quickly, stealthily, and freely.
If the A rm or table sh ow s “Str 13” or “Str 15” in the
Strength colum n for an arm or type, the arm or red u ces
the w ea rer’s sp eed by 10 feet u nless the w earer has a
Strength score equal to or h igher than the listed score.
Stealth. If the A rm or table sh ow s “D isadvantage” in
the Stealth colum n, the w earer has disadvantage on
D exterity (Stealth) checks.
Shields. A shield is m ade from w o o d or m etal and
is carried in one hand. W ieldin g a shield in creases
your A rm or C lass by 2. You can benefit from only one
shield at a time.
L ig h t A r m o r
M ade from supple and thin m aterials, light arm or favors
agile adventurers sin ce it offers som e protection w ithout
sacrificin g m obility. If you w ear light armor, you add
your D exterity m odifier to the ba se num ber from your
arm or type to determ ine your A rm or Class.
Padded. P added arm or con sists o f quilted layers of
cloth and batting.
Leather. The breastplate and sh ou lder protectors o f
this arm or are m ade o f leather that has been stiffened
by b ein g boiled in oil. The rest o f the arm or is m ade o f
softer and m ore flexible materials.
Studded Leather. M ade from tough but flexible
leather, studded leather is rein forced w ith close-set
rivets or spikes.
M e d iu m A r mo r
M edium arm or offers m ore protection than light armor,
but it also im pairs m ovem ent m ore. If you w ear m edium
armor, you add your Dexterity modifier, to a m axim um
o f +2, to the ba se num ber from your arm or type to
determ ine your A rm or Class.
Hide. T his cru de arm or con sists o f thick furs and
pelts. It is com m on ly w orn by barbarian tribes, evil
hum anoids, and other folk w h o lack a c c e s s to the tools
and m aterials n eeded to create better armor.
Chain Shirt. M ade o f in terlocking m etal rings, a chain
shirt is w orn betw een layers o f cloth in g or leather. This
arm or offers m od est protection to the w ea rer’s upper
b od y and allow s the sou n d o f the rings rubbing against
one another to be muffled by outer layers.
Scale Mail. T h is arm or con sists o f a coat and leggings
(and perhaps a separate skirt) o f leather covered with
overlapping p ieces o f metal, m uch like the sca les o f a
fish. T h e suit includes gauntlets.
B reastplate. T h is arm or con sists o f a fitted metal
chest p iece w orn w ith supple leather. A lthough it leaves
the legs and arm s relatively u nprotected, this arm or
p rovides g o o d protection for the w ea rer’s vital organs
w hile leaving the w earer relatively u nencum bered.
H a lf Plate. H alf plate con sists o f shaped m etal plates
that cover m ost o f the w ea rer’s body. It d o e s not include
leg protection beyon d sim ple greaves that are attached
with leather straps.
H e a v y A r m o r
O f all the arm or categories, heavy arm or offers the best
protection. T h ese suits o f arm or cover the entire body
and are design ed to stop a w ide range o f attacks. Only
proficient w arriors can m anage their w eight and bulk.
H eavy arm or d oesn ’t let you add your Dexterity
m odifier to your A rm or Class, but it also d oesn ’t
pen alize you if your D exterity m odifier is negative.
Ring Mail. T h is arm or is leather arm or w ith heavy
rings sew n into it. T h e rings help rein force the arm or
against blow s from sw ord s and axes. R in g m ail is
inferior to chain m ail, and it's usually w orn only by th ose
w h o ca n ’t afford better armor.
Chain Mail. M ade o f interlocking m etal rings, chain
m ail includes a layer o f quilted fabric w orn underneath
the m ail to prevent chafing and to cushion the im pact o f
blow s. The suit includes gauntlets.
Splint. T h is arm or is m ade o f n arrow vertical strips
o f m etal riveted to a back ing o f leather that is w orn over
cloth padding. F lexible chain m ail protects the joints.
Plate. Plate con sists o f shaped, interlocking metal
plates to cover the entire body. A suit o f plate includes
gauntlets, heavy leather b oots, a v isored helmet, and
thick layers o f padding underneath the armor. B uckles
and straps distribute the w eight over the body.
Light Armor
Padded
5 gp
10 gp
11 + Dex modifier
—
Leather
11 + Dex modifier
—
Studded leather
45 gp
12 + Dex modifier
—
Hide
10 gp
12 + Dex modifier (max 2)
—
—
12 lb.
Chain shirt
50 gp
13 + Dex modifier (max 2)
—
—
20 lb.
Disadvantage
—
8 lb.
10 lb.
—
13 lb.
Medium Armor
Scale mail
50 gp
14 + Dex modifier (max 2)
—
Disadvantage
45 lb.
Breastplate
400 gp
14 + Dex modifier (max 2)
—
—
20 lb.
Half plate
750 gp
15 + Dex modifier (max 2)
—
Disadvantage
40 lb.
30 gp
14
—
Disadvantage
40 lb.
75 gp
200 gp
16
Str 13
Disadvantage
55 lb.
17
Str 15
Disadvantage
60 lb.
1,500 gp
18
Str 15
Disadvantage
65 lb.
10 gp
+2
—
—
Heavy Armor
Ring mail
Chain mail
Splint
Plate
Shield
Shield
6 lb.
G e t t i n g In t o a n d
O u t
o f
A r mo r
T h e tim e it takes to don or d off arm or depen ds on the
a rm or’s category.
Don. T h is is the tim e it takes to put on arm or. You
benefit from the arm or's AC only if you take the full tim e
to don the suit o f armor.
Doff. This is the tim e it takes to take o ff armor. If you
have help, reduce this tim e by half.
Category
Don
Doff
Light Armor
1 minute
1 minute
Medium Armor
5 minutes
1 minute
Heavy Armor
10 minutes
5 minutes
Shield
1 action
1 action
W e apo ns
Your cla ss grants proficiency in certain w eapon s,
reflecting both the class's fo cu s and the tools you are
m ost likely to use. W h eth er you favor a lon gsw ord or
a longbow , your w ea p on and your ability to w ield it
effectively can m ea n the difference betw een life and
death w hile adventuring.
Th e W ea pon s table sh ow s the m ost co m m o n w eap on s
u sed in the w orld s o f D&D, their price and w eight,
the dam age they deal w hen they hit, and any sp ecia l
p roperties they p o s se ss . Every w eap on is classified
as either m elee or ranged. A m elee weapon is u sed to
attack a target w ithin 5 feet o f you, w h ereas a ranged
weapon is u sed to attack a target at a distance.
W e a po n Pr o f ic ie n c y
Your race, class, and feats can grant you proficiency
w ith certain w eap on s or categories o f w eapon s. T h e tw o
categories are simple and martial. M ost p eop le can
u se sim ple w ea p on s with proficiency. T h ese w eap on s
include clubs, m a ces, and other w ea p on s often found in
the hands o f com m on ers. M artial w eapon s, including
sw ords, axes, and polearm s, require m ore sp ecia lized
training to u se effectively. M ost w arriors use m artial
w ea p on s b eca u se th ese w ea p on s put their fighting style
and training to best use.
P roficien cy w ith a w ea p on allow s you to add your
proficiency bon u s to the attack roll for any attack you
m ake w ith that w eapon . If you m ake an attack roll using
a w ea p on w ith w h ich you lack proficiency, you do not
add your proficiency bon u s to the attack roll.
W e a po n Pr o pe r t ie s
M any w eapons have special properties related to their use,
as show n in the W eapons table.
Am m unition. You can u se a w eap on that has the
am m unition property to m ake a ranged attack only if
you have am m unition to fire from the w eapon . E ach
tim e you attack w ith the w eapon , you expend on e piece
o f am m unition. D raw ing the am m unition from a quiver,
case, or other container is part o f the attack. At the
end o f the battle, you can recov er h alf your expen ded
am m unition by taking a m inute to sea rch the battlefield.
If you use a w eapon that has the ammunition property
to m ake a m elee attack, you treat the w eapon as an
im provised w eapon (see "Im provised W eapons" later in
the section). A sling must be loaded to deal any dam age
w hen u sed in this way.
Finesse. W h en m akin g an attack with a finesse
w eapon , you use your ch oice o f your Strength or
Dexterity m odifier for the attack and dam age rolls. You
must use the sam e m odifier for both rolls.
Heavy. S m all creatu res have disadvantage on attack
rolls w ith heavy w eapon s. A heavy w ea p on ’s size and
bulk m ake it too large for a S m all creature to use
effectively.
Light. A light w eap on is sm all and easy to handle,
m aking it ideal for u se w hen fighting w ith tw o w eapon s.
S e e the rules for tw o-w eapon fighting in chapter 9.
Loading. B ecau se o f the time required to load this
w eapon, you can fire only one piece o f am m unition
from it w hen you use an action, bonus action, or reaction
to fire it, regardless o f the num ber o f attacks you can
n orm ally make.
Range. A w eap on that can b e u sed to m ake a ranged
attack has a range sh ow n in paren th eses after the
am m unition or throw n property. The range lists tw o
n um bers. T h e first is the w ea p on ’s n orm al range in feet,
and the se co n d indicates the w ea p on ’s m axim um range.
W h en attacking a target beyon d n orm al range, you have
disadvantage on the attack roll. You c a n ’t attack a target
beyon d the w ea p on ’s long range.
Reach. T his w ea p on adds 5 feet to your reach w hen
you attack with it.
Special. A w ea p on w ith the sp ecia l property has
unusual rules governing its use, explained in the
w ea p on ’s description (see "S p ecia l W ea pon s" later in
this section).
Thrown. If a w eap on h as the th row n property, you
can th row the w ea p on to m ake a ranged attack. If the
w eap on is a m elee w eapon , you u se the sam e ability
m odifier for that attack roll and dam age roll that you
w ou ld u se for a m elee attack w ith the w eapon . For
exam ple, if you th row a handaxe, you u se your Strength,
but if you th row a dagger, you can use either your
Strength or your Dexterity, sin ce the dagger has the
fin esse property.
Two-Handed. T h is w ea p on requ ires tw o hands to use.
Versatile. T his w eap on can b e u sed w ith one or tw o
hands. A d am age value in paren th eses appears w ith the
property—the dam age w hen the w eap on is u sed with
tw o hands to m ake a m elee attack.
Im
pr o v is e d
W
e a po n s
S om etim e s characters d on ’t have their w ea p on s and
have to attack w ith w hatever is clo se at hand. An
im provised w eap on includes any o b ject you can w ield
in one or tw o hands, such as broken glass, a table leg, a
frying pan, a w agon w heel, or a dead goblin.
In m any cases, an im provised w eap on is sim ilar
to an actual w eap on and ca n be treated as such. For
exam ple, a table leg is akin to a club. At the D M ’s option,
a character proficient w ith a w eap on can use a sim ilar
object as if it w ere that w eap on and u se his or her
proficiency bonus.
A n object that bea rs no resem b lan ce to a w eap on
deals 1d4 dam age (the DM assigns a dam age type
appropriate to the object). If a character u ses a ranged
w eap on to m ake a m elee attack, or throw s a m elee
w eap on that d o e s not have the throw n property, it also
deals 1d4 dam age. A n im provised throw n w eap on has a
norm al range o f 20 feet and a lon g range o f 60 feet.
Si l
v e r e d
W
e a po n s
S om e m on sters that have im m unity or resistan ce
to n onm agical w ea p on s are su sceptible to silver
w eapon s, s o cautious adventurers invest extra coin to
plate their w ea p on s w ith silver. You can silver a single
w eap on or ten p ieces o f am m unition for 100 gp. This
co st represents not only the price o f the silver, but the
tim e and expertise n eed ed to add silver to the w eapon
w ithout m akin g it less effective.
Sp
e c ia l
W
e a po n s
W ea p on s w ith sp ecia l rules are d escrib ed here.
Lance. You have disadvantage w hen you u se a lance
to attack a target w ithin 5 feet o f you. A lso, a lance
requ ires tw o hands to w ield w hen you aren’t m ounted.
Net. A Large or sm aller creature hit by a net is
restrained until it is freed. A net has no effect on
creatu res that are form less, or creatu res that are H uge
or larger. A creature can u se its action to m ake a D C 10
Strength check, freeing itself or another creature within
its reach on a su ccess. D ealing 5 slashing dam age to the
net (AC 10) also frees the creature without h arm in g it,
ending the effect and destroying the net.
W h en you u se an action, bon u s action, or reaction
to attack w ith a net, you can m ake only on e attack
regardless o f the num ber o f attacks you can
norm ally make.
A d v e n t u r in g G e a r
T h is section d escrib es item s that have sp ecia l rules or
require further explanation.
Acid. A s an action, you can splash the contents o f
this vial onto a creature w ithin 5 feet o f you or th row
the vial up to 20 feet, shattering it on im pact. In either
case, m ake a ranged attack against a creature or object,
treating the acid as an im provised w eapon . O n a hit, the
target takes 2d 6 acid dam age.
Alchem ist’s Fire. T h is sticky, adhesive fluid ignites
w h en e x p osed to air. A s an action, you can th row this
flask up to 20 feet, shattering it on im pact. M ake a
ranged attack against a creature or object, treating
W
e a p o n s
Name
Cost
Damage
Weight
Properties
Sim p le Melee W eapons
Club
1 sp
1d4 bludgeoning
2 lb.
Light
Dagger
2 gp
1d4 piercing
1 lb.
Finesse, light, thrown (range 20/60)
Greatclub
2 sp
1d8 bludgeoning
Handaxe
5 gp
1d6 slashing
2 lb.
Light, thrown (range 20/60)
javelin
5 sp
1d6 piercing
2 lb.
Thrown (range 30/120)
Light hammer
2 gp
1d4 bludgeoning
2 lb.
Light, thrown (range 20/60)
Mace
5 gp
1d6 bludgeoning
4 lb.
—
Quarterstaff
2 sp
1d6 bludgeoning
4 lb.
Versatile (1d8)
1 gp
1d4 slashing
2 lb.
Light
1 gp
—
1d6 piercing
3 lb.
Thrown (range 20/60), versatile (1d8)
Sickle
Spear
Unarmed strike
1 bludgeoning
10 lb.
—
Two-handed
—
Sim ple R an ge d W eapons
Ammunition (range 80/320), loading, two-handed
25 gp
5 cp
1d8 piercing
5 lb.
1d4 piercing
1/4 lb.
25 gp
1 sp
1d6 piercing
2 lb.
Battleaxe
10 gp
1d8 slashing
4 lb.
Versatile (1d10)
Flail
10 gp
1d8 bludgeoning
2 lb.
—
Glaive
20 gp
1d10 slashing
6 lb.
Heavy, reach, two-handed
Greataxe
30 gp
1d12 slashing
7 lb.
Heavy, two-handed
Greatsword
50 gp
2d6 slashing
6 lb.
Heavy, two-handed
Halberd
20 gp
1d10 slashing
6 lb.
Heavy, reach, two-handed
Lance
10 gp
1d12 piercing
6 lb.
Reach, special
Longsword
1d8 slashing
3 lb.
Versatile (1d10)
Maul
15 gp
10 gp
2d6 bludgeoning
Morningstar
15 gp
1d8 piercing
4 lb.
5 gp
Crossbow, light
Dart
Shortbow
Sling
1d4 bludgeoning
—
Finesse, thrown (range 20/60)
Ammunition (range 80/320), two-handed
Ammunition (range 30/120)
M a rtia l M elee W eapons
10 lb.
Heavy, two-handed
—
Heavy, reach, two-handed
1d10 piercing
18 lb.
Rapier
25 gp
1d8 piercing
2 lb.
Scimitar
25 gp
10 gp
1d6 slashing
3 lb.
Finesse, light
1d6 piercing
2 lb.
Finesse, light
Trident
5 gp
1d6 piercing
4 lb.
Thrown (range 20/60), versatile (1d8)
War pick
5 gp
1d8 piercing
2 lb.
—
1d8 bludgeoning
2 lb.
Versatile (1d10)
1d4 slashing
3 lb.
Finesse, reach
Pike
Shortsword
Warhammer
Whip
15 gp
2 gp
Finesse
M a rtia l R an ge d W eapons
Blowgun
10 gp
1 piercing
1 lb.
Ammunition (range 25/100), loading
Crossbow, hand
1d6 piercing
3 lb.
Ammunition (range 30/120), light, loading
Crossbow, heavy
75 gp
50 gp
1d10 piercing
18 lb.
Longbow
50 gp
1d8 piercing
2 lb.
Ammunition (range 150/600), heavy, two-handed
—
3 lb.
Special, thrown (range 5/15)
Net
1 gp
Ammunition (range 100/400), heavy, loading, two-handed
A
d v e n t u r in g
G
ea r
Item
Cost
Weight
Abacus
2 gp
2 lb.
Holy symbol
25 gp
50 gp
1 lb.
1 lb.
Acid (vial)
Alchemist’s fire (flask)
Ammunition
Arrows (20)
Item
Cost
Weight
Amulet
5 gp
1 lb.
Emblem
5 gp
—
Reliquary
5 gp
2 lb.
1 gp
1 lb.
Holy water (flask)
25 gp
1 lb.
1 gp
1 lb.
Hourglass
25 gp
1 lb.
Crossbow bolts (20)
1 gp
11/2 lb.
Hunting trap
4 cp
11/2 lb.
Ink (1 ounce bottle)
5 gp
10 gp
25 lb.
Sling bullets (20)
Blowgun needles (50)
Antitoxin (vial)
50 gp
—
Ink pen
Jug or pitcher
Arcane focus
—
2 cp
—
4 lb.
Crystal
10 gp
1 lb.
Ladder (10-foot)
2 cp
1 sp
Orb
20 gp
3 lb.
Lamp
5 sp
1 lb.
Rod
10 gp
2 lb.
Lantern, bullseye
10 gp
2 lb.
Staff
5 gp
10 gp
4 lb.
Lantern, hooded
Lock
5 gp
10 gp
2 lb.
1 lb.
Magnifying glass
Wand
Backpack
2 gp
5 lb.
Ball bearings (bag o f 1,000)
1 gp
2 lb.
Barrel
70 lb.
Basket
2 gp
4 sp
2 lb.
Mirror, steel
Bedroll
1 gp
7 lb.
Oil (flask)
Bell
25 lb.
1 lb.
100 gp
—
Manacles
2 gp
6 lb.
Mess kit
2 sp
1 lb.
5 gp
1 sp
1/2 lb.
—
Paper (one sheet)
1 lb.
3 lb.
Parchment (one sheet)
2 sp
1 sp
1 gp
25 gp
5 lb.
Perfume (vial)
5 gp
—
5 lb.
Pick, miner’s
2 gp
10 lb.
Bottle, glass
2 gp
2 lb.
Piton
5 cp
2 lb.
Poison, basic (vial)
5 cp
100 gp
1/4 lb.
Bucket
1 gp
1 cp
2 lb.
Pole (10-foot)
5 cp
7 lb.
Case, crossbow bolt
1 gp
1 lb.
2 gp
50 gp
1/2 lb.
Case, map or scroll
1 gp
1 lb.
Pouch
5 sp
1 lb.
Chain (10 feet)
10 lb.
Quiver
1 gp
1 lb.
Chalk (1 piece)
5 gp
1 cp
Ram, portable
35 lb.
Chest
5 gp
25 lb.
Rations (1 day)
4 gp
5 sp
25 gp
12 lb.
Robes
1 gp
4 lb.
Clothes, common
5 sp
3 lb.
Rope, hempen (50 feet)
5 gp
4 lb.
Rope, silk (50 feet)
1 gp
10 gp
10 lb.
Clothes, costume
15 gp
6 lb.
Sack
1 cp
1/2 lb.
Clothes, traveler’s
2 gp
4 lb.
Scale, merchant’s
5 gp
3 lb.
Component pouch
25 gp
2 lb.
Sealing wax
5 sp
2 gp
5 lb.
Blanket
Block and tackle
Book
Caltrops (bag of 20)
Candle
Climber's kit
Clothes, fine
Crowbar
1 gp
5 sp
—
—
Druidicfocus
Pot, iron
Potion of healing
—
10 lb.
2 lb.
5 lb.
Shovel
2 gp
5 lb.
Signal whistle
5 cp
—
5 gp
2 cp
—
50 gp
3 lb.
1 gp
1,000 gp
5 lb.
Sprig o f mistletoe
1 gp
—
Signet ring
Totem
1 gp
—
Soap
Wooden staff
—
—
5 gp
10 gp
4 lb.
Spellbook
1 lb.
Spikes, iron (10)
4 lb.
Spyglass
Flask or tankard
1 gp
2 cp
1 lb.
Tent, two-person
2 gp
2 0 lb.
Grappling hook
2 gp
4 lb.
Tinderbox
Hammer
1 gp
3 lb.
Torch
5 sp
1 cp
1 lb.
Hammer, sledge
2 gp
10 lb.
Healer’s kit
5 gp
3 lb.
Waterskin
1 gp
2 sp
5 lb. (full)
Whetstone
1 cp
1 lb.
Yew wand
Fishing tackle
Vial
1 lb.
1 lb.
—
the alchem ist's fire as an im provised w eapon . O n a
hit, the target takes 1d4 fire dam age at the start o f
each o f its turns. A creature can end this dam age by
using its action to m ake a D C 10 D exterity ch eck to
extinguish the flam es.
Antitoxin. A creature that drinks this vial o f liquid
gains advantage on saving throw s against p oison for 1
hour. It con fers no benefit to undead or constructs.
Arcane Focus. A n arcan e focu s is a sp ecia l item—
an orb, a crystal, a rod, a sp ecially con stru cted staff,
a w and-like length o f w ood , or so m e sim ilar item —
design ed to channel the p ow er o f arcan e spells. A
sorcerer, w arlock, or w izard can u se such an item as a
sp ellcastin g focus, as d escrib ed in chapter 10.
Ball Bearings. A s an action, you can spill th ese tiny
m etal balls from their p ou ch to cover a level area 10
feet square. A creature m oving a cross the covered area
m ust s u cce e d on a D C 10 D exterity saving th row or fall
prone. A creature m ovin g through the area at h alf sp eed
d oesn ’t n eed to m ake the saving throw.
Block and Tackle. A set o f pulleys w ith a cable
threaded through them and a h ook to attach to objects, a
b lock and tackle allow s you to hoist up to four tim es the
w eight you can n orm ally lift.
Book. A b o o k might contain poetry, historical
accoun ts, inform ation pertaining to a particular field
o f lore, diagram s and notes on gnom ish contraptions,
or ju st about anything else that can b e represented
usin g text or pictures. A b o o k o f sp ells is a sp ellb ook
(d escribed later in this section).
Caltrops. A s an action, you can spread a single bag
o f caltrops to cover a 5-foot-square area. Any creature
that enters the area m ust su cce e d on a D C 15 Dexterity
saving th row or stop m ovin g and take 1 piercing
dam age. Until the creature regains at least 1 hit point,
its w alk in g sp eed is red u ced by 10 feet. A creature
m ovin g through the area at h alf sp eed d oesn ’t n eed to
m ake the saving throw.
Candle. F or 1 hour, a can dle sh eds bright light in a
5-foot radius and dim light for an additional 5 feet.
Case, Crossbow Bolt. Th is w o o d e n ca se ca n hold up
to tw enty c ro s s b o w bolts.
Case, Map or Scroll. Th is cylindrical leather ca se can
hold up to ten rolled-up sheets o f paper or five rolled-up
sh eets o f parchm ent.
Chain. A chain has 10 hit points. It can be burst with a
su ccessfu l D C 20 Strength check.
Climber’s Kit. A clim b er’s kit includes sp ecia l pitons,
b oot tips, gloves, and a harness. You can u se the
clim b er’s kit as an action to an chor yourself; w hen you
do, you ca n ’t fall m ore than 25 feet from the point w here
you an chored yourself, and you can't clim b m ore than 25
feet away from that point w ithout undoing the anchor.
Component Pouch. A com p on en t pou ch is a sm all,
watertight leather belt p ou ch that h as com partm ents
to h old all the m aterial com pon en ts and other special
item s you n eed to cast your spells, except for those
com pon en ts that have a sp ecific co st (as indicated in a
spell's description).
Crowbar. Using a crow bar grants advantage
to Strength ch ecks w here the crow ba r’s leverage
can b e applied.
Druidic Focus. A druidic focu s m ight b e a sprig o f
m istletoe or holly, a w an d or scepter m ade o f y ew or
another special w ood , a staff drawn w hole out o f a living
tree, or a totem object incorporating feathers, fur, bones,
and teeth from sacred animals. A druid can u se such an
object as a spellcasting focus, as described in chapter 10.
Fishing Tackle. T his kit includes a w o o d e n rod, silken
line, c o rk w o o d b ob b ers, steel h ooks, lead sinkers, velvet
lures, and n arrow netting.
Healer’s Kit. T h is kit is a leather pou ch containing
bandages, salves, and splints. T h e kit has ten u ses. A s
an action, you can expend on e u se o f the kit to stabilize
a creature that h as 0 hit points, w ithout n eedin g to m ake
a W isd om (M edicine) check.
Holy Symbol. A holy sym bol is a representation o f
a god or pantheon. It m ight b e an am ulet depicting a
sym b ol representing a deity, the sa m e sym bol carefully
engraved or inlaid as an em blem on a shield, or a tiny
b ox h olding a fragm ent o f a sa cred relic. A pp en dix B
lists the sy m b ols com m on ly a ssocia ted w ith m any g ods
in the multiverse. A cleric or paladin can use a holy
sym bol as a sp ellcastin g focus, as d escrib ed in chapter
10. To u se the sym bol in this way, the caster m ust hold it
in hand, w ear it visibly, or bea r it on a shield.
Holy Water. A s an action, you can splash the contents
o f this flask onto a creature w ithin 5 feet o f you or throw
it up to 20 feet, shattering it on im pact. In either case,
m ake a ranged attack against a target creature, treating
the holy w ater as an im provised w eapon . If the target is
a fiend or undead, it takes 2d6 radiant dam age.
Eq
u ip m e n t
Pa
cks
The starting equipment you get from your class includes a
collection of useful adventuring gear, put together in a pack.
The contents o f 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 o f 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 o f hempen rope strapped to the side o f it.
Diplomat's Pack (39 gp). Includes a chest, 2 cases for maps
and scrolls, a set of fine clothes, a bottle o f 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
o f rations, and a waterskin. The pack also has 50 feet of
hempen rope strapped to the side o f it.
Entertainer’s Pack (40 gp). Includes a backpack, a bedroll,
2 costumes, 5 candles, 5 days o f 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 o f 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 o f lore,
a bottle o f ink, an ink pen, 10 sheets o f parchment, a little
bag of sand, and a small knife.
A cleric or paladin m ay create holy water by
perform in g a sp ecia l ritual. T h e ritual takes 1 hour
to perform , u ses 25 gp w orth o f p ow dered silver, and
Magnifying Glass. T his lens allow s a closer look at
sm all objects. It is also useful as a substitute for flint
and steel w hen starting fires. Lighting a fire w ith a
requ ires the caster to expend a 1st-level spell slot.
Hunting Trap. W h en you u se your action to set it,
this trap form s a saw -toothed steel ring that snaps shut
w hen a creature steps on a pressure plate in the center.
The trap is affixed by a heavy chain to an im m obile
object, su ch as a tree or a spike driven into the ground.
A creature that steps on the plate m ust su cce e d on a DC
13 D exterity saving th row o r take 1d4 piercin g dam age
m agnifying glass requ ires light as bright as sunlight to
focus, tinder to ignite, and about 5 m inutes for the fire
to ignite. A m agnifying glass grants advantage on any
ability ch eck m ade to appraise or in spect an item that is
sm all or highly detailed.
and stop m oving. Thereafter, until the creature breaks
free o f the trap, its m ovem ent is lim ited by the length
o f the chain (typically 3 feet long). A creature can use
its action to m ake a D C 13 Strength check, freeing
itself or another creature w ithin its reach on a su ccess.
E ach failed ch eck deals 1 piercin g dam age to the
trapped creature.
Lamp. A lam p casts bright light in a 15-foot radius
and dim light for an additional 30 feet. O nce lit, it burns
for 6 h ours on a flask (1 pint) o f oil.
Lantern, Bullseye. A bullseye lantern casts bright
light in a 60 -foot con e and dim light for an additional 60
feet. O nce lit, it burns for 6 hours on a flask (1 pint) o f oil.
Lantern, Hooded. A h ood ed lantern casts bright light
in a 30 -foot radius and dim light for an additional 30
feet. O nce lit, it burns for 6 hours on a flask (1 pint) o f
oil. A s an action, you can low er the h ood , reducing the
light to dim light in a 5-foot radius.
Lock. A key is provided w ith the lock. W ithout the
key, a creature proficient w ith thieves’ tools can pick
this lock w ith a su ccessfu l D C 15 Dexterity check.
Your D M m ay d ecide that better lock s are available
for higher p rices.
Manacles. T h ese m etal restraints can bind a Sm all
or M edium creature. E sca pin g the m anacles requ ires
a su ccessfu l D C 20 D exterity check. B reakin g them
requ ires a su ccessfu l D C 20 Strength check. Each
set o f m anacles c o m e s with on e key. W ithout the key,
a creature proficient w ith th ieves’ tools can pick the
m a n a cles’ lo ck w ith a su ccessfu l D C 15 Dexterity
check. M an acles have 15 hit points.
Mess Kit. This tin b ox contain s a cup and sim ple
cutlery. T h e b ox clam ps together, and on e side can
b e u sed as a c o o k in g pan and the other as a plate or
sh allow bow l.
Oil. Oil usually c om es in a clay flask that holds 1
pint. A s an action, you can splash the oil in this flask
onto a creature w ithin 5 feet o f you or th row it up to
20 feet, shattering it on im pact. M ake a ranged attack
against a target creature or object, treating the oil as
an im provised w eapon . On a hit, the target is covered
in oil. If the target takes any fire dam age before the oil
dries (after 1 minute), the target takes an additional 5
fire dam age from the burning oil. You can also pou r a
flask o f oil on the ground to cover a 5-foot-square area,
provided that the su rface is level. If lit, the oil burns for
2 roun ds and deals 5 fire dam age to any creature that
enters the area or en ds its turn in the area. A creature
can take this dam age only o n ce per turn.
Poison, Basic. You can use the p oison in this vial
to coat one slashing or piercing w ea p on or up to three
p ie ce s o f am m unition. Applying the p oison takes
an action. A creature hit by the p oison ed w eap on or
am m unition m ust m ake a D C 10 Constitution saving
th row o r take 1d4 p oison dam age. O n ce applied, the
p o iso n retains potency for 1 m inute b efore drying.
Potion o f Healing. A character w h o drinks the m agical
red fluid in this vial regains 2d4 + 2 hit points. D rinking
or adm inistering a potion takes an action.
Pouch. A cloth or leather pou ch can hold up to 20
slin g bullets or 50 blow gu n n eedles, am ong other
things. A com partm entalized p ou ch for h olding spell
com pon en ts is called a com p on en t p ou ch (described
earlier in this section).
Quiver. A quiver can hold up to 20 arrow s.
Ram, Portable. Y ou can u se a portable ram to break
dow n doors. W h en doin g so, you gain a + 4 bon u s on the
Stren gth check. One other character can help you use
the ram , giving you advantage on this check.
Rations. R ation s con sist o f dry fo o d s suitable
for extended travel, including jerky, dried fruit,
hardtack, and nuts.
Rope. R op e, w hether m ade o f hem p or silk, has 2 hit
points and can be burst w ith a D C 17 Strength check.
Scale, Merchant’s. A sca le includes a sm all balance,
pans, and a suitable assortm ent o f w eights up to 2
pou nds. W ith it, you can m easu re the exact w eigh t of
sm all objects, such as raw p reciou s m etals or trade
g ood s, to help determ ine their w orth.
Spellbook. E ssential for w izards, a sp ellb ook is
a leather-bound tom e w ith 100 blank vellum pages
suitable for record in g spells.
Spyglass. O bjects view ed through a spyglass are
m agnified to tw ice their size.
Tent. A sim ple and portable canvas shelter, a
tent sleep s two.
Tinderbox. This sm all container holds flint, fire steel,
and tinder (usually dry cloth soa k ed in light oil) u sed to
kindle a fire. U sing it to light a torch —or anything else
w ith abundant, e x p osed 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 m ake a m elee attack w ith a burning torch
and hit, it deals 1 fire dam age.
C
o n t a in e r
C
Container
a p a c it y
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
11/2 pints liquid
Bucket
3 gallons liquid, 1/2 cubic foot solid
Chest
12 cubic feet/300 pounds o f 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 o f a backpack.
To o l s
A tool helps you to do som eth in g you couldn't oth erw ise
do, such as craft or repair an item, forge a docum ent, or
pick a lock. Your race, class, background, or feats give
you proficien cy w ith certain tools. P roficiency w ith a tool
allow s you to add your proficiency bon u s to any ability
ch eck you m ake using that tool. T ool use is not tied to
a single ability, sin ce proficiency w ith a tool represents
broader kn ow led ge o f its use. For exam ple, the DM
m ight ask you to m ake a D exterity ch eck to carve a fine
detail w ith your w o o d ca rv e r ’s tools, or a Strength ch eck
to m ake som eth in g out o f particularly hard w ood .
To
o l s
Item
Cost
Weight
Artisan’s tools
Alchemist’s supplies
50 gp
8 lb.
Brewer’s supplies
20 gp
9 lb.
Calligrapher's supplies
10 gp
5 lb.
8 gp
6 lb.
15 g p
6 lb.
Carpenter’s tools
Cartographer’s tools
Cobbler’s tools
5 gp
5 lb.
Cook’s utensils
8 lb.
Glassblower’s tools
1 gp
30 gp
Jeweler’s tools
25 gp
2 lb.
Leatherworker’s tools
5 gp
10 gp
8 lb.
Mason’s tools
5 lb.
5 lb.
Painter’s supplies
10 gp
5 lb.
Potter’s tools
10 gp
3 lb.
Smith’s tools
20 gp
8 lb.
Tinker’s tools
50 gp
10 lb.
1 gp
5 lb.
1 gp
25 gp
5 lb.
Disguise kit
Forgery kit
15 gp
5 lb.
Weaver’s tools
Woodcarver's tools
3 lb.
Gaming set
Dice set
1 sp
Dragonchess set
1/2 lb.
Playing card set
1 gp
5 sp
Three-Dragon Ante set
1 gp
—
5 gp
3 lb.
Bagpipes
30 gp
6 lb.
Drum
6 gp
25 gp
10 lb.
Herbalism kit
—
—
Musical instrument
Dulcimer
3 lb.
Flute
2 gp
1 lb.
Lute
35 gp
30 gp
2 lb.
Lyre
Horn
2 lb.
3 gp
2 lb.
Pan flute
12 gp
2 lb.
Shawm
2 gp
30 gp
1 lb.
25 gp
50 gp
2 lb.
25 gp
*
1 lb.
*
Viol
Navigator’s tools
Poisoner’s kit
Thieves’ tools
Vehicles (land or water)
* See the “ Mounts and Vehicles” section.
1 lb.
2 lb.
Artisan’s Tools. T h ese sp ecia l tools include the item s
n eeded to pursue a craft or trade. The table sh ow s
exam ples o f the m ost co m m o n types o f tools, each
providing item s related to a single craft. P roficien cy
w ith a set o f artisan’s tools lets you add your proficiency
b on u s to any ability ch eck s you m ake using the tools
in your craft. E ach type o f artisan’s tools requ ires a
separate proficiency.
Disguise Kit. T h is pou ch o f cosm etics, hair dye, and
sm all p rops lets you create d isgu ises that change your
physical appearance. P roficien cy w ith this kit lets you
add your proficiency bon u s to any ability ch eck s you
m ake to create a visual disguise.
Forgery Kit. T h is sm all b o x contain s a variety o f
papers and parchm ents, pen s and inks, sea ls and
sea lin g w ax, gold and silver leaf, and other supplies
n ecessa ry to create con vin cin g forgeries o f physical
docum ents. P roficien cy w ith this kit lets you add your
proficiency bon u s to any ability ch eck s you m ake to
create a physical forgery o f a docum ent.
Gaming Set. T his item e n com p a sses a w ide range
o f gam e p ieces, including d ice and deck s o f cards (for
gam es such as T h ree-D ragon Ante). A few com m on
exam ples appear on the T ools table, but other kinds o f
gam ing sets exist. If you are proficient w ith a gam ing
set, you can add your p roficiency bon u s to ability ch eck s
you m ake to play a gam e w ith that set. E ach type o f
gam ing set requ ires a separate proficiency.
Herbalism Kit. T h is kit contain s a variety o f
instrum ents such as clippers, m ortar and pestle, and
p ou ch es and vials u sed by herbalists to create rem edies
and potions. P roficien cy w ith this kit lets you add your
proficiency bon u s to any ability ch eck s you m ake to
identify or apply herbs. A lso, proficiency w ith this kit is
required to create antitoxin and potions o f healing.
Musical Instrument. Several o f the m ost com m on
types o f m usical instrum ents are sh ow n on the table as
exam ples. If you have proficiency w ith a given m usical
instrum ent, you can add your p roficiency bon u s to
any ability ch eck s you m ake to play m usic w ith the
instrument. A bard can use a m usical instrum ent as a
spellcastin g focus, as d escrib ed in chapter 10. E ach type
o f m u sical instrum ent requ ires a separate proficiency.
Navigator’s Tools. Th is set o f instrum ents is u sed
for navigation at sea. P roficien cy w ith navigator's tools
lets you chart a ship's cou rse and follow navigation
charts. In addition, th ese tools allow you to add your
proficiency bon u s to any ability ch eck you m ake to avoid
getting lost at sea.
Poisoner’s Kit. A p o is o n e r’s kit includes the vials,
chem icals, and other equipm ent n ecessa ry for the
creation o f poison s. P roficien cy w ith this kit lets you add
your proficiency bon u s to any ability ch eck s you m ake to
craft or u se p oison s.
Thieves’ Tools. T h is set o f tools in cludes a sm all file,
a set o f lo ck picks, a sm all m irror m ounted on a m etal
handle, a set o f n arrow -bladed scissors, and a pair o f
pliers. P roficien cy w ith these tools lets you add your
proficiency bon u s to any ability ch eck s you m ake to
disarm traps or op en locks.
M o u n t s a n d V e h ic l e s
A g o o d m ount can help you m ove m ore quickly through
the w ildern ess, but its prim ary p u rp ose is to carry the
gear that w ou ld oth erw ise slow you dow n. T h e M ounts
and Other A n im als table sh ow s each anim al’s sp eed and
b a se carryin g capacity.
A n anim al pulling a carriage, cart, chariot, sled,
or w agon ca n m ove w eight up to five tim es its base
carryin g capacity, including the w eight o f the vehicle.
If multiple anim als pull the sam e vehicle, they can add
their carryin g capacity together.
M ounts other than th ose listed here are available in
the w orld s o f D &D, but they are rare and not norm ally
available for p urchase. T h ese include flying m ounts
(pegasi, griffons, hippogriffs, and sim ilar anim als) and
even aquatic m ounts (giant sea h orses, for example).
A cqu irin g such a m ount often m eans secu rin g an egg
and raising the creature yourself, m akin g a bargain with
a pow erfu l entity, or negotiating w ith the m ount itself.
Barding. Barding is arm or design ed to protect an
an im al’s head, neck, chest, and body. Any type o f
arm or sh ow n on the A rm or table in this chapter can
be pu rch ased as barding. The co st is four tim es the
equivalent arm or m ade for hum anoids, and it w eigh s
tw ice as m uch.
Saddles. A m ilitary saddle braces the rider, helping
you k eep your seat on an active m ount in battle. It
gives you advantage on any ch eck you m ake to rem ain
m ounted. A n exotic saddle is requ ired for riding any
aquatic or flying m ount.
Vehicle Proficiency. If you have proficiency with a
certain kind o f vehicle (land or water), you can add your
proficiency bon u s to any ch eck you m ake to control that
kind o f vehicle in difficult circu m stan ces.
R ow ed V essels. K eelboats and row boats are u sed on
lakes and rivers. If g oin g dow nstream , add the sp eed o f
the current (typically 3 m iles per hour) to the sp eed o f
the vehicle. T h ese vehicles ca n ’t be row ed against any
significant current, but they can be pulled upstream
by draft anim als on the sh ores. A row boat w eigh s 100
pou nds, in ca se adventurers carry it over land.
M
o u n t s
O
a n d
t h e r
Item
A
n im a l s
Cost
Elephant
Speed
Carrying
Capacity
1 lb. of copper or 1 sq. yd. o f cotton cloth
1 lb. of ginger or one goat
1 lb. of cinnamon or pepper, or one sheep
1,320 lb.
1 lb. o f cloves or one pig
5 gp
10 gp
1 lb. o f silver or 1 sq. yd. of linen
15 gp
50 gp
1 lb. o f saffron or one ox
40 ft.
25 gp
30 gp
40 ft.
195 lb.
40 ft.
225 lb.
400 gp
60 ft.
540 lb.
Mastiff
Pony
a n d
D
Item
r a w n
V
e h ic l e s
Cost
Barding
Bit and bridle
Carriage
Cart
Weight
x4
x2
2 gp
100 gp
1 lb.
600 lb.
15 gp
250 gp
200 lb.
5 cp
10 lb.
Exotic
60 gp
40 lb.
Military
20 gp
30 lb.
Pack
5 gp
10 gp
15 lb.
25 lb.
4 gp
20 gp
300 lb.
Chariot
Feed (per day)
100 lb.
Saddle
Riding
Saddlebags
Sled
Stabling (per day)
Wagon
V
1 lb. of iron or 1 sq. yd. o f canvas
5 sp
3 gp
480 lb.
a t e r b o r n e
1 lb. of salt
2 gp
60 ft.
W
1 lb. o f flour or one chicken
5 cp
1 sp
420 lb.
75 gp
,
1 lb. of wheat
2 cp
480 lb.
Horse, riding
a r n e s s
Goods
1 cp
50 ft.
540 lb.
, H
Cost
40 ft.
40 ft.
c k
o o d s
8 gp
200 gp
50 gp
Ta
G
50 gp
Horse, draft
Warhorse
a d e
1 gp
Camel
Donkey or mule
Tr
8 lb.
5 sp
—
35 gp
400 lb.
e h ic l e s
Item
Galley
Cost
Speed
30,000 gp
4 mph
Keelboat
3,000 gp
1 mph
Longship
10,000 gp
3 mph
50 gp
11/2 mph
Rowboat
Sailing ship
10,000 gp
2 mph
Warship
25,000 gp
21/2 mph
Tr ade G o o ds
M ost w ealth is not in coin s. It is m easu red in livestock,
grain, land, rights to collect taxes, or rights to resou rces
(such as a m ine or a forest).
G uilds, n obles, and royalty regulate trade. Chartered
com p a n ies are granted rights to con du ct trade along
certain routes, to sen d m erchant sh ips to various ports,
or to buy or sell sp ecific g ood s. G uilds set p rices for
the g ood s or serv ices that they control, and determ ine
w h o m ay or m ay not offer th ose g o o d s and services.
M erchants com m on ly exchange trade g o o d s w ithout
using currency. T h e Trade G o o d s table sh ow s the value
o f com m on ly exch an ged g oods.
500 gp
1 sq. yd. of silk or one cow
1 lb. of gold
1 lb. of platinum
Ex p e n s e s
W h en not descen d in g into the depths o f the earth,
exploring ruins for lost treasures, or w agin g w ar against
the en croach in g darkness, adventurers face m ore
m undane realities. Even in a fantastical w orld, people
require ba sic n ecessities such as shelter, sustenance,
and clothing. T h ese things co st money, although som e
lifestyles co st m ore than others.
L if e s t y l e Ex pe n se s
Lifestyle ex p en ses provide you with a sim ple w ay to
accou n t for the cost o f living in a fantasy w orld. T h ey
cover your accom m od a tion s, fo o d and drink, and all
your other n ecessities. Furtherm ore, expen ses cover the
co st o f m aintaining your equipm ent s o you can be ready
w hen adventure next calls.
At the start o f each w eek or m onth (your choice),
c h o o s e a lifestyle from the E x p en ses table and pay the
p rice to sustain that lifestyle. T h e p rices listed are per
day, so if you w ish to calculate the co st o f your ch osen
lifestyle over a thirty-day period, multiply the listed price
by 30. Your lifestyle m ight change from one p eriod to
the next, based on the funds you have at your disposal,
or you m ight m aintain the sam e lifestyle throughout
your character’s career.
Your lifestyle ch oice can have con seq u en ces.
M aintaining a wealthy lifestyle m ight help you m ake
contacts w ith the rich and pow erful, though you run the
risk o f attracting thieves. Likew ise, living frugally m ight
help you avoid crim inals, but you are unlikely to m ake
pow erfu l con n ection s.
L if
es t y l e
Lifestyle
Wretched
Squalid
Ex
p e n s e s
Price/Day
—1 sp
Poor
2 sp
Modest
1 gp
Comfortable
Wealthy
Aristocratic
2 gp
4 gp
10 gp minimum
W retched. You live in inhum ane condition s. W ith
no p la ce to call h om e, you shelter w herever you can,
sn eak ing into barns, huddling in old crates, and relying
on the g o o d g ra ces o f p eop le better o ff than you. A
w retch ed lifestyle presents abundant dangers. V iolence,
d isease, and hunger follow you w herever you go. Other
w retch ed p eop le covet your armor, w eapon s, and
adventuring gear, w hich represent a fortune by their
standards. You are beneath the n otice o f m ost people.
Squalid. You live in a leaky stable, a m ud-floored hut
ju st outside tow n, or a verm in-infested boa rd in g h ouse
in the w orst part o f town. You have shelter from the
elem ents, but you live in a desperate and often violent
environm ent, in p la ces rife with disease, hunger, and
m isfortune. You are beneath the n otice o f m ost people,
and you have few legal protection s. M ost p eop le at
this lifestyle level have suffered som e terrible setback.
Th ey m ight be disturbed, m arked as exiles, or suffer
from disease.
Poor. A p oor lifestyle m eans going without the
com forts available in a stable com m unity. Sim ple food
and lodgin gs, threadbare clothing, and unpredictable
con dition s result in a sufficient, though probably
unpleasant, experience. Your a ccom m od a tion s m ight
be a r oom in a floph ou se or in the com m on room above
a tavern. You benefit from som e legal protections,
but you still have to contend w ith violen ce, crim e,
and disease. P eop le at this lifestyle level tend to be
u nskilled laborers, costerm on gers, peddlers, thieves,
m ercenaries, and other disreputable types.
M odest. A m od est lifestyle keeps you out o f the slum s
and en su res that you can m aintain you r equipm ent.
You live in an older part o f tow n, renting a r oom in a
b oa rd in g house, inn, or temple. You don't go hungry or
thirsty, and your living con dition s are clean, if sim ple.
O rdinary p eople living m od est lifestyles include soldiers
w ith fam ilies, laborers, students, priests, h edge w izards,
and the like.
C om fortable. C h oosin g a com fortab le lifestyle
m eans that you can afford n icer cloth in g and can easily
m aintain your equipm ent. You live in a sm all cottage
in a m iddle-class n eigh borh ood or in a private room
at a fine inn. You associate with m erchants, skilled
tradespeople, and m ilitary officers.
Wealthy. C h oosin g a w ealthy lifestyle m eans living a
life o f luxury, though you m ight not have achieved the
socia l status a ssocia ted w ith the old m on ey o f nobility
or royalty. You live a lifestyle com parable to that o f a
highly su ccessfu l m erchant, a favored servant o f the
royalty, or the ow n er o f a few sm all b u sin esses. You
have respectable lodgin gs, usually a sp aciou s h om e in
a g o o d part o f tow n or a com fortab le suite at a fine inn.
You likely have a sm all staff o f servants.
A ristocratic. You live a life o f plenty and com fort. You
m ove in circles populated by the m ost pow erfu l people
in the com m unity. You have excellent lodgin gs, perhaps
a tow n h ou se in the n icest part o f tow n or ro o m s in the
finest inn. You dine at the best restaurants, retain the
m ost skilled and fashionable tailor, and have servants
attending to your every need. You receive invitations
to the socia l gatherings o f the rich and pow erfu l, and
sp en d evenings in the com pany o f politicians, guild
leaders, high priests, and nobility. You m ust also
contend w ith the highest levels o f deceit and treachery.
The w ealthier you are, the greater the ch a n ce you w ill
be draw n into political intrigue as a paw n or participant.
Fo o d , D r in k , a n d
L o d g in g
The F ood, D rink, and L odgin g table gives p rices for
individual fo o d item s and a single night’s lodging. T h ese
p rices are included in your total lifestyle expen ses.
Fo
o d
, D
r in k
,
a n d
Item
Lo
d g in g
Cost
Ale
Gallon
Mug
Banquet (per person)
Bread, loaf
Cheese, hunk
2 sp
4 cp
10 gp
2 cp
1 sp
Inn stay (per day)
Squalid
Poor
7 cp
1 sp
Modest
5 sp
Comfortable
8 sp
Wealthy
2 gp
Aristocratic
4 gp
Meals (per day)
Squalid
3 cp
Poor
6 cp
Modest
3 sp
Comfortable
5 sp
Wealthy
8 sp
Aristocratic
2 gp
3 sp
Meat, chunk
Wine
Common (pitcher)
Fine (bottle)
2 sp
10 gp
S
el f
-Su
f f ic ie n c y
The expenses and lifestyles described in this chapter assume
that you are spending your time between adventures in town,
availing yourself o f whatever services you can afford— paying
for food and shelter, paying townspeople to sharpen your
sword and repair your armor, and so on. Some characters,
though, might prefer to spend their time away from
civilization, sustaining themselves in the wild by hunting,
foraging, and repairing their own gear.
Maintaining this kind o f lifestyle doesn’t require you to
spend any coin, but it is time-consuming. If you spend
your time between adventures practicing a profession, as
described in chapter 8, you can eke out the equivalent o f a
poor lifestyle. Proficiency in the Survival skill lets you live at
the equivalent o f a comfortable lifestyle.
Se r v ic e s
A dventurers can pay nonplayer characters to assist them
or act on their beh alf in a variety o f circu m stan ces. M ost
such hirelings have fairly ordinary skills, w hile others
are m asters o f a craft or art, and a few are experts with
sp ecia lized adventuring skills.
S o m e o f the m ost basic types o f hirelings appear on
the S e rv ice s table. Other com m on hirelings include
any o f the w id e variety o f p eople w h o inhabit a typical
tow n or city, w hen the adventurers pay them to
p erform a sp ecific task. For exam ple, a w izard might
pay a carpenter to con stru ct an elaborate chest (and
its m iniature replica) for u se in the Leomund’s secret
chest spell. A fighter m ight com m ission a blacksm ith to
forge a sp ecia l sw ord. A bard might pay a tailor to m ake
exquisite cloth in g for an u p com in g p erform a n ce in
front o f the duke.
O ther hirelings provide m ore expert or dangerou s
serv ices. M ercenary soldiers paid to help the
adventurers take on a h obgoblin arm y are hirelings, as
are sa ges hired to research ancient or esoteric lore. If a
high-level adventurer establishes a stron ghold o f som e
kind, he or sh e m ight hire a w hole staff o f servants and
agents to run the place, from a castellan or steward
to m enial laborers to k eep the stables clean. T h ese
h irelings often enjoy a long-term contract that includes
a place to live w ithin the stron ghold as part o f the
offered com pen sation .
S
e r v ic e s
Service
Pay
Coach cab
Between towns
3 cp per mile
Within a city
1 cp
Hireling
Skilled
Untrained
2 gp per day
2 sp per day
Messenger
2 cp per mile
Road or gate toll
1 cp
Ship’s passage
1 sp per mile
Skilled hirelings include anyone h ired to perform a
serv ice that involves a proficiency (including w eapon,
tool, or skill): a m ercenary, artisan, scribe, and s o on.
T h e pay sh ow n is a m inim um ; som e expert hirelings
require m ore pay. U ntrained hirelings are hired for
m enial w ork that requires no particular skill and can
include laborers, porters, m aids, and sim ilar w orkers.
Spe l l c a s t in g
Se r v ic e s
P eop le w h o are able to cast spells d on ’t fall into the
category o f ordinary hirelings. It m ight be p ossib le to
find som eon e w illin g to cast a spell in exch an ge for coin
or favors, but it is rarely easy and no established pay
rates exist. A s a rule, the higher the level o f the desired
spell, the h arder it is to find som eon e w h o can cast it
and the m ore it costs.
H iring som eon e to cast a relatively co m m o n spell
o f 1st or 2nd level, such as cure wounds or identify, is
easy enough in a city o r town, and m ight cost 10 to 50
gold p ieces (plus the co st o f any expensive material
com pon ents). Finding som eon e able and w illin g to
cast a higher-level spell m ight involve traveling to a
large city, perhaps one w ith a university or prom inent
tem ple. O nce found, the spellcaster m ight ask for a
serv ice instead o f paym ent—the kind o f serv ice that
only adventurers can provide, such as retrieving a rare
item from a dangerou s loca le or traversing a m onsterinfested w ild ern ess to deliver som eth in g im portant to
a distant settlem ent.
T r in k e t s
W h en you m ake your character, you can roll o n ce on
the Trinkets table to gain a trinket, a sim ple item lightly
touched by mystery. T h e DM m ight also u se this table.
It can help stock a room in a du ngeon or fill a creatu re’s
pockets.
Tr
in k et s
d100
d100
Trinket
27
A shard o f obsidian that always feels warm to the
28
A dragon's bony talon hanging from a plain leather
A diary written in a language you don’t know
29
A pair o f old socks
30
A blank book whose pages refuse to hold ink, chalk,
Trinket
01
A mummified goblin hand
02
A piece o f crystal that faintly glows in the moonlight
03
A gold coin minted in an unknown land
04
touch
necklace
05
A brass ring that never tarnishes
06
An old chess piece made from glass
07
A pair of knucklebone dice, each with a skull symbol
31
A silver badge in the shape o f a five-pointed star
on the side that would normally show six pips
32
A knife that belonged to a relative
08
A small idol depicting a nightmarish creature that
33
A glass vial filled with nail clippings
gives you unsettling dreams when you sleep near it
34
A rectangular metal device with two tiny metal cups
elf fingers
35
A white, sequined glove sized for a human
The deed for a parcel o f land in a realm unknown
36
A vest with one hundred tiny pockets
to you
37
A small, weightless stone block
11
A 1-ounce block made from an unknown material
38
A tiny sketch portrait of a goblin
12
A small cloth doll skewered with needles
39
13
A tooth from an unknown beast
09
10
graphite, or any other substance or marking
A rope necklace from which dangles four mummified
14
An enormous scale, perhaps from a dragon
15
A bright green feather
16
on one end that throws sparks when wet
An empty glass vial that smells o f perfume when
opened
40
A gemstone that looks like a lump o f coal when
An old divination card bearing your likeness
41
A scrap of cloth from an old banner
examined by anyone but you
17
A glass orb filled with moving smoke
42
A rank insignia from a lost legionnaire
18
A 1-pound egg with a bright red shell
43
A tiny silver bell without a clapper
19
A pipe that blows bubbles
44
A mechanical canary inside a gnomish lamp
20
A glass jar containing a weird bit o f flesh floating in
45
A tiny chest carved to look like it has numerous feet
21
A tiny gnome-crafted music box that plays a song
46
A dead sprite inside a clear glass bottle
you dimly remember from your childhood
47
A metal can that has no opening but sounds as if it
22
A small wooden statuette o f a smug halfling
23
A brass orb etched with strange runes
24
A multicolored stone disk
25
A tiny silver icon of a raven
26
pickling fluid
on the bottom
is filled with liquid, sand, spiders, or broken glass
(your choice)
48
A glass orb filled with water, in which swims a
A bag containing forty-seven humanoid teeth, one
49
A silver spoon with an M engraved on the handle
of which is rotten
50
A whistle made from gold-colored wood
clockwork goldfish
d100
Trinket
d100
Trinket
51
A dead scarab beetle the size o f your hand
79
An invitation to a party where a murder happened
52
Two toy soldiers, one with a missing head
80
A bronze pentacle with an etching o f a rat's head
53
A small box filled with different-sized buttons
54
A candle that can’t be lit
81
A purple handkerchief embroidered with the name o f
55
A tiny cage with no door
56
An old key
57
An indecipherable treasure map
58
A hilt from a broken sword
59
A rabbit’s foot
60
in its center
a powerful archmage
82
Half o f a floorplan for a temple, castle, or some other
structure
83
A bit o f folded cloth that, when unfolded, turns into
A glass eye
84
A receipt o f deposit at a bank in a far-flung city
61
A cameo carved in the likeness of a hideous person
85
A diary with seven missing pages
62
A silver skull the size o f a coin
86
An empty silver snuffbox bearing an inscription on
63
An alabaster mask
64
A pyramid o f sticky black incense that smells very bad
87
An iron holy symbol devoted to an unknown god
65
A nightcap that, when worn, gives you pleasant
88
A book that tells the story of a legendary hero's rise
a stylish cap
the surface that says “dreams’’
dreams
and fall, with the last chapter missing
66
A single caltrop made from bone
89
A vial of dragon blood
67
A gold monocle frame without the lens
90
An ancient arrow of elven design
68
A 1-inch cube, each side painted a different color
91
A needle that never bends
69
A crystal knob from a door
92
An ornate brooch of dwarven design
70
A small packet filled with pink dust
93
An empty wine bottle bearing a pretty label that says,
71
A fragment o f a beautiful song, written as musical
“The Wizard o f Wines Winery, Red Dragon Crush,
notes on two pieces of parchment
331422-W"
72
A silver teardrop earring made from a real teardrop
73
The shell of an egg painted with scenes of human
95
A petrified mouse
misery in disturbing detail
96
A black pirate flag adorned with a dragon's skull
97
A tiny mechanical crab or spider that moves about
74
A fan that, when unfolded, shows a sleeping cat
75
A set of bone pipes
76
A four-leaf clover pressed inside a book discussing
manners and etiquette
77
when it’s not being observed
98
A glass jar containing lard with a label that reads,
99
A wooden box with a ceramic bottom that holds a
100
A metal urn containing the ashes o f a hero
“Griffon Grease”
An ornate scabbard that fits no blade you have
found so far
A mosaic tile with a multicolored, glazed surface
and crossbones
A sheet of parchment upon which is drawn a complex
mechanical contraption
78
94
living worm with a head on each end of its body
C h a p t e r 6: C u s t o m i z a t i o n O p t i o n s
T
HE COMBINATION OF ABILITY SCORES, RACE,
class, and back grou n d defines your
character’s capabilities in the gam e, and
the person al details you create set your
character apart from every other character.
Even w ithin your class and race, you have
options to fine-tune w hat your character
can do. But this chapter is for players w h o —with the
D M ’s p erm ission —w ant to go a step further.
T h is chapter defines tw o optional sets o f rules for
custom izin g your character: m ulticlassing and feats.
M ulticlassing lets you com bin e cla sses together,
and feats are sp ecia l options you can c h o o s e instead
o f in creasin g your ability s c o r e s as you gain levels.
Your D M d ecides w hether th ese options are available
in a cam paign.
Pr e r e q u isit e s
To qualify for a new class, you must m eet the ability score
prerequisites for both your current class and your new
one, as sh ow n in the M ulticlassing P rerequisites table.
For exam ple, a barbarian w h o d ecid es to m ulticlass into
the druid class must have both Strength and W isd om
s c o r e s o f 13 or higher. W ithout the full training that
a begin n in g character receives, you m ust b e a quick
study in your n ew class, having a natural aptitude that
is reflected by higher-than-average ability s cores.
M ulticlassing Prerequisites
Class
Ability Score Minimum
Barbarian
Strength 13
Bard
Charisma 13
Cleric
Wisdom 13
Druid
Wisdom 13
M ulticlassing allow s you to gain levels in multiple
classes. D oin g s o lets you m ix the abilities o f th ose
cla sses to realize a character con cep t that m ight not be
Fighter
Strength 13 or Dexterity 13
reflected in on e o f the standard class options.
W ith this rule, you have the option o f gaining a level
in a n ew class w henever you advance in level, instead
o f gaining a level in your current class. Your levels in
all your cla sses are added together to determ ine your
character level. F or exam ple, if you have three levels in
w izard and tw o in fighter, you ’re a 5th-level character.
A s you advance in levels, you m ight prim arily rem ain
a m em ber o f your original class w ith ju st a few levels
in another class, or you m ight change cou rse entirely,
never look in g ba ck at the class you left behind. You
m ight even start progressin g in a third or fourth class.
C om pared to a sin gle-class character o f the sa m e level,
you ’ll sa crifice so m e focu s in exchange for versatility.
M u l t ic l a s s in g
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
Ex pe r ie n c e Po in t s
The experien ce point co st to gain a level is always
ba sed on your total character level, as sh ow n in the
Character A dvancem ent table in chapter 1, not your level
in a particular class. S o, if you are a cleric 6/fighter 1,
you must gain en ough X P to reach 8th level b efore you
can take your secon d level as a fighter or your seventh
level as a cleric.
M u l t i c l a s s i n g Ex a m p l e
Gary is playing a 4th-level fighter. When his character earns
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 1stlevel 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).
H it Po in t s a n d
H it D ic e
Y ou gain the hit points from your new class as d escribed
for levels after 1st. You gain the 1st-level hit points for a
class only w hen you are a 1st-level character.
You add together the Hit D ice granted by all your
cla sses to form your p o o l o f Hit D ice. If the Hit D ice are
the sam e die type, you can sim ply p ool them together.
For exam ple, both the fighter and the paladin have a
d 10, s o if you are a paladin 5/fighter 5, you have ten d 10
Hit D ice. If your cla sses give you Hit D ice o f different
types, keep track o f them separately. If you are a paladin
5/cleric 5, for exam ple, you have five d 10 Hit D ice and
five d8 Hit D ice.
Pr o f ic ie n c y Bo n u s
Your p roficiency bon u s is always based on your total
character level, as sh ow n in the Character Advancem ent
table in chapter 1, not your level in a particular class.
F or exam ple, if you are a fighter 3/rogu e 2, you have the
p roficiency b on u s o f a 5th-level character, w hich is +3.
Pr o f ic ie n c ie s
W h en you gain a level in a class other than your first,
you gain only s o m e o f that cla ss’s starting proficiencies,
as sh ow n in the M ulticlassing P roficien cies table.
M
u l t ic l a s s in g
P
r o f ic ie n c ie s
Class
Proficiencies Gained
Barbarian
Shields, simple weapons, martial weapons
Bard
Light armor, one skill of your choice, one
musical instrument o f 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
—
C l a ss Fe a t u r e s
W h en you gain a n ew level in a class, you get its features
for that level. A few features, however, have additional
rules w hen you ’re m ulticlassing: Channel Divinity, Extra
Attack, U n arm ored D efense, and Spellcasting.
C
h a n n e l
D
iv in it y
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 d oesn ’t give you an additional use o f
it. You gain additional u ses only w hen you reach a class
level that explicitly grants them to you. For exam ple, if
you are a cleric 6/paladin 4, you can use Channel Divinity
tw ice betw een rests becau se you are high enough level
in the cleric class to have m ore uses. W henever you use
the feature, you can c h o o s e any o f the Channel Divinity
effects available to you from your tw o classes.
Ex
t r a
A
t t a c k
If you gain the Extra Attack class feature from m ore
than one class, the features don ’t add together. You
ca n ’t m ake m ore than tw o attacks with this feature
unless it says you do (as the fighter’s version o f Extra
Attack does). Similarly, the w a rlock ’s eldritch invocation
T hirsting Blade d oesn ’t give you additional attacks if you
also have Extra Attack.
U
n a r m o r e d
D
e f e n se
If you already have the U narm ored D efen se feature, you
c a n ’t gain it again from another class.
Sp e l l c a s t i n g
Your capacity for sp ellcastin g depen ds partly on your
com bin ed levels in all your sp ellcastin g cla sses and
partly on your individual levels in th ose classes. O nce
you have the S p ellcastin g feature from m ore than one
class, u se the rules below . If you m ulticlass but have the
S p ellcastin g feature from only on e class, you follow the
rules as d escribed in that class.
Spells Known and Prepared. You determ ine
w hat sp ells you k n ow and can prepare for each class
individually, as if you w ere a sin gle-classed m em ber of
that class. If you are a ranger 4 /w iza rd 3, for exam ple,
you kn ow three 1st-level ranger sp ells ba sed on your
levels in the ranger class. A s 3rd-level w izard, you k n ow
three w izard cantrips, and your sp ellb ook contain s ten
w izard spells, tw o o f w h ich (the tw o you gained w hen
you reached 3rd level as a w izard) can b e 2nd-level
spells. If your Intelligence is 16, you can prepare six
w izard spells from your sp ellbook.
Each spell you kn ow and prepare is associated with one
o f your classes, and you use the spellcasting ability o f that
class w hen you cast the spell. Similarly, a spellcasting
focus, such as a holy sym bol, can be used only for the
spells from the class associated with that focus.
Spell Slots. You determ ine your available spell slots
by adding together all your levels in the bard, cleric,
druid, sorcerer, and w izard classes, h alf your levels
(rounded dow n) in the paladin and ranger classes, and
a third o f your fighter or rogue levels (rounded dow n)
if you have the Eldritch Knight or the A rca n e Trickster
feature. U se this total to determ ine your spell slots by
consultin g the M ulticlass S p ellcaster table.
If you have m ore than on e sp ellcastin g class, this table
might give you spell slots o f a level that is higher than
the spells you k n ow o r can prepare. You can use th ose
slots, but only to cast your low er-level spells. If a low erlevel spell that you cast, like burning hands, has an
en h a n ced effect w hen cast using a higher-level slot, you
can use the en hanced effect, even though you d on ’t have
any spells o f that higher level.
For exam ple, if you are the aforem entioned ranger 4 /
w izard 3, you count as a 5th-level character w hen
determ ining your spell slots: you have four 1st-level
slots, three 2nd-level slots, and tw o 3rd-level slots.
However, you don ’t k n ow any 3rd-level spells, nor do you
kn ow any 2nd-level ranger spells. You can use the spell
slots o f th ose levels to cast the spells you d o kn ow —and
potentially en hance their effects.
Pact Magic. If you have both the S p ellcastin g class
feature and the Pact M agic class feature from the w arlock
class, you can use the spell slots you gain from the Pact
M agic feature to cast spells you kn ow or have prepared
from classes with the Spellcasting class feature, and you
can use the spell slots you gain from the S p ellcastin g
class feature to cast w arlock sp ells you know.
M
S
S
u l t ic l a s s
pel l
S
l o t s
Lvl.
1st
1st
2
p el l c a s t er
S
per
2nd
2nd
3
3rd
4
— —
— —
2—
4th
4
3
5th
4
3
6th
4
3
3rd
pel l
4th
:
Lev
el
5th
— —
— —
— —
— — —
2 — —
3 — —
3
1 —
2 —
3
6th
7th
—
—
—
—
—
—
—
—
—
—
—
—
8th
7th
4
3
8th
4
3
9th
4
3
3
3
1
10th
4
3
3
3
2
—
—
—
—
—
—
—
—
—
—
11th
4
3
3
3
2
1
12th
4
3
3
3
2
1
13th
4
3
3
3
2
1
14th
4
3
3
3
2
1
1
—
—
—
—
—
—
—
—
—
—
—
—
—
—
15th
4
3
3
3
2
1
1
1
16th
4
3
3
3
2
1
1
17th
4
3
3
3
2
1
1
18th
4
3
3
3
3
1
19th
4
3
3
3
3
2
20th
4
3
3
3
3
2
2
1
1
9th
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
1
1
1
1
1
1
1
1
1
1
Fe a t s
A feat represents a talent or an area o f expertise that gives
a character special capabilities. It em bodies training,
experience, and abilities beyond w hat a class provides.
At certain levels, your class gives you the Ability S c o r e
Im provem ent feature. U sing the optional feats rule, you
can forgo taking that feature to take a feat o f your ch o ice
instead. You can take each feat only on ce, u nless the
feat’s description says otherw ise.
You m ust m eet any prerequisite sp ecified in a feat
to take that feat. If you ever lose a feat’s prerequisite,
you ca n ’t use that feat until you regain the prerequisite.
For exam ple, the G rappler feat requ ires you to have a
Strength o f 13 or higher. If your Strength is reduced
b elow 13 som eh ow —perhaps by a w ith ering cu rse —
you ca n ’t benefit from the G rappler feat until your
Stren gth is restored.
A l e r t
A lw ays on the lookout for danger, you gain the
follow in g benefits:
• You gain a +5 bon u s to initiative.
• You ca n ’t be su rprised w hile you are con sciou s.
• Other creatu res don ’t gain advantage on attack rolls
against you as a result o f being hidden from you.
A t h l e t e
You have undergone extensive physical training to gain
the follow in g benefits:
• In crease your Strength or D exterity sco re by 1, to a
m axim u m o f 20.
• W h en you are prone, standing up u ses only 5 feet o f
your m ovem ent.
• C lim bing d oesn ’t halve your speed.
• You can m ake a running long ju m p or a running high
ju m p after m oving only 5 feet on foot, rather than
10 feet.
A c t o r
Skilled at m im icry and dram atics, you gain the
follow in g benefits:
• Increase your Charisma score by 1, to a m axim um o f 20.
• You have advantage on C harism a (D eception ) and
C harism a (P erform an ce) ch eck s w hen trying to pass
y ou rself o ff as a different person.
• You can m im ic the sp e e ch o f another p erson or the
sou n ds m ade by other creatures. You m ust have
heard the p erson speaking, or heard the creature
m ake the sound, for at least 1 minute. A su ccessfu l
W isd om (Insight) ch eck contested by your C harism a
(D eception ) ch eck allow s a listener to determ ine that
the effect is faked.
C h a r g e r
W h en you u se your action to Dash, you can u se a
bon u s action to m ake one m elee w eap on attack or to
shove a creature.
If you m ove at least 10 feet in a straight line
im m ediately b efore taking this bon u s action, you either
gain a +5 bon u s to the attack’s dam age roll (if you c h ose
to m ake a m elee attack and hit) or push the target up
to 10 feet away from you (if you c h ose to shove and
you su cceed).
C r o ssbo w Ex pe r t
T h an ks to extensive practice w ith the crossb ow , you
gain the follow in g benefits:
• You ignore the loadin g quality o f c ro s sb o w s with
w h ich you are proficient.
• B eing w ithin 5 feet o f a hostile creature d oesn ’t
im p ose disadvantage on your ranged attack rolls.
• W h en you use the A ttack action and attack with a oneh anded w eapon , you can u se a bon u s action to attack
w ith a loaded hand cro s s b o w you are holding.
D e f e n siv e D u e l ist
Prerequisite: Dexterity 13 or higher
W h en you are w ielding a fin esse w eap on w ith w hich
you are proficient and another creature hits you with
a m elee attack, you can use your reaction to add your
proficiency bon u s to your AC for that attack, potentially
causing the attack to m iss you.
D u a l W i e l d e r
You m aster fighting w ith tw o w eapon s, gaining the
follow in g benefits:
• You gain a +1 bon u s to AC w hile you are w ielding a
separate m elee w eap on in each hand.
• You can u se tw o-w eapon fighting even w hen the onehanded m elee w ea p on s you are w ielding aren’t light.
• You can draw or stow tw o one-handed w ea p on s w hen
you w ou ld norm ally b e able to draw or stow only one.
D
u n g e o n
D
e l v e r
A lert to the hidden traps and secret d o o rs found in m any
dungeons, you gain the follow in g benefits:
• You have advantage on W isd om (P erception ) and
Intelligence (Investigation) ch eck s m ade to detect the
p resen ce o f secret doors.
• You have advantage on saving th row s m ade to avoid
or resist traps.
• You have resistan ce to the dam age dealt by traps.
• You can sea rch for traps w hile traveling at a norm al
pace, instead o f only at a slow pace.
D
u r a b l e
Hardy and resilient, you gain the follow in g benefits:
• In crea se y ou r C onstitution s c o r e by 1, to a
m a xim u m o f 20.
• W h en you roll a Hit D ie to regain hit points, the
m inim um num ber o f hit points you regain from
the roll equals tw ice your Constitution m odifier
(m inim um o f 2).
El
e m e n t a l
A
d e pt
Prerequisite: The ability to cast at least one spell
W h en you gain this feat, c h o o s e on e o f the follow in g
dam age types: acid, cold, fire, lightning, or thunder.
Sp ells you cast ignore resistan ce to dam age o f the
ch osen type. In addition, w hen you roll dam age for a
spell you cast that deals dam age o f that type, you can
treat any 1 on a dam age die as a 2.
You can select this feat m ultiple tim es. E ach time
you do so, you must c h o o s e a different dam age type.
G r a ppl e r
In s pir in g L e a d e r
Prerequisite: Strength 13 or higher
Prerequisite: Charisma 13 or higher
Y ou’ve developed the skills n ecessa ry to hold your
ow n in close-q u a rters grappling. You gain the
You can sp end 10 m inutes inspiring your com panion s,
sh orin g up their resolve to fight. W h en you d o so, c h o o s e
up to six friendly creatu res (w hich can include you rself)
w ithin 30 feet o f you w h o can see or hear you and w h o
can understand you. E ach creature ca n gain tem porary
hit points equal to your level + your C harism a modifier.
A creature ca n ’t gain tem porary hit poin ts from this feat
again until it has finished a short or long rest.
follow in g benefits:
• You have advantage on attack rolls against a creature
you are grappling.
• You can u se your action to try to pin a creature grappled by you. To do so, m ake another grapple check. If
you su cceed , you and the creature are both restrained
until the grapple ends.
• Creatures that are one size larger than you d on ’t autom atically su cceed on ch eck s to esca p e your grapple.
G r e a t W e a po n M a st e r
Y ou’ve learned to put the w eight o f a w eap on to your
advantage, letting its m om entum em p ow er your strikes.
You gain the follow in g benefits:
• O n your turn, w hen you sco re a critical hit w ith a
m elee w eap on or redu ce a creature to 0 hit points
w ith one, you can m ake one m elee w eapon attack as a
bon u s action.
• B efore you m ake a m elee attack w ith a heavy w eapon
that you are proficient with, you can c h o o s e to take a
- 5 penalty to the attack roll. If the attack hits, you add
+10 to the attack’s dam age.
H e a l e r
You are an able physician, allow ing you to m end w oun ds
quickly and get your allies back in the fight. You gain the
K e e n M in d
You have a m ind that ca n track tim e, direction,
and detail w ith uncanny precision. You gain the
follow in g benefits.
• In crease your Intelligence sc o r e by 1, to a m axim um
o f 20.
• You always k n ow w h ich w ay is north.
• You always k n ow the num ber o f h ours left before the
next su n rise or sunset.
• You can accurately recall anything you have seen or
heard w ithin the past m onth.
L ig h t l y A r m o r e d
You have trained to m aster the u se o f light armor,
gaining the follow in g benefits:
• In crease your Strength or D exterity s co re by 1, to a
m axim u m o f 20.
• You gain proficiency w ith light armor.
follow in g benefits:
L in g u ist
• W h en you u se a h ealer’s kit to stabilize a dying creature, that creature also regains 1 hit point.
• A s an action, you can spend on e use o f a h ealer’s kit to
tend to a creature and restore 1d6 + 4 hit poin ts to it,
plus additional hit points equal to the creatu re’s m axim um num ber o f Hit D ice. The creature ca n ’t regain
hit points from this feat again until it finishes a short
or long rest.
You have studied languages and c o d e s, gaining the
follow in g benefits:
H e a v il y A r mo r e d
• Increase your Intelligence score by 1, to a m aximum o f 20.
• You learn three languages o f your choice.
• You can ably create written ciphers. O thers ca n ’t d ecipher a c o d e you create u n less you teach them, they
su cce e d on an Intelligence ch eck (D C equal to your
Intelligence sc o r e + your proficiency bonus), or they
u se m agic to deciph er it.
Prerequisite: Proficiency with medium armor
Lu c k y
Y ou have trained to m aster the u se o f heavy armor,
gaining the follow in g benefits:
• Increase your Strength score by 1, to a m axim um o f 20.
• You gain proficiency w ith heavy armor.
H e a v y A r mo r M a st e r
Prerequisite: Proficiency with heavy armor
Y ou ca n use your arm or to deflect strikes that w ould kill
others. You gain the follow in g benefits:
• In crease your Strength score by 1, to a m axim um o f 20.
• W h ile you are w earin g heavy arm or, bludgeoning,
piercing, and slashing dam age that you take from non
m agical w eap on s is reduced by 3.
You have inexplicable luck that seem s to kick in at just
the right m om ent.
You have 3 luck points. W h enever you m ake an attack
roll, an ability check, or a saving throw, you can spend
on e luck point to roll an additional d20. You can c h o o s e
to spend one o f your luck points after you roll the die,
but before the ou tcom e is determ ined. You c h o o s e w hich
o f the d 2 0 s is u sed for the attack roll, ability check, or
saving throw.
You can also spend on e luck point w hen an attack
roll is m ade against you. R oll a d20, and then c h o o s e
w hether the attack u ses the attacker’s roll or yours.
If m ore than one creature sp en ds a luck point to
influence the ou tcom e o f a roll, the poin ts can cel each
other out; n o additional d ice are rolled.
You regain your ex pen ded luck points w h en you
finish a long rest.
M a g e
Sl a y e r
You have practiced techniques useful in m elee com bat
against spellcasters, gaining the follow in g benefits:
• W h en a creature w ithin 5 feet o f you casts a spell, you
can use your reaction to m ake a m elee w eapon attack
against that creature.
• W h en you dam age a creature that is concentratin g on
a spell, that creature has disadvantage on the saving
th row it m akes to maintain its concentration.
• You have advantage on saving throw s against spells
cast by creatu res w ithin 5 feet o f you.
M a g ic In i t ia t e
C h oose a class: bard, cleric, druid, sorcerer, w arlock, or
w izard. You learn tw o cantrips o f your ch oice from that
cla ss’s spell list.
In addition, c h o o s e on e 1st-level spell from that sam e
list. You learn that spell and can cast it at its low est
level. O n ce you cast it, you must finish a lon g rest before
you can cast it again.
Your sp ellcastin g ability for these spells depen ds
on the class you ch ose: C harism a for bard,
sorcerer, or w arlock; W isd om for cleric or druid: or
Intelligence for w izard.
M a r t ia l A d e pt
You have m artial training that allow s you to
perform sp ecia l com bat m aneuvers. You gain the
follow in g benefits:
• You learn tw o m aneuvers o f your ch oice from am ong
th ose available to the Battle M aster archetype in the
fighter class. If a m aneuver you u se requires your target to m ake a saving th row to resist the m aneuver’s
effects, the saving throw D C equals 8 + your proficiency bon u s + your Strength or Dexterity m odifier
(your choice).
• If you already have superiority d ice, you gain one
m ore; oth erw ise, you have one superiority die, w hich
is a d6. This die is u sed to fuel your m aneuvers. A
superiority die is expended w hen you use it. You
regain your expen ded superiority d ice w hen you
finish a short or long rest.
M e d iu m A r mo r M a st e r
Prerequisite: Proficiency with medium armor
You have practiced m oving in m edium arm or to gain the
follow in g benefits:
• W earin g m edium arm or d oesn ’t im p ose disadvantage
on your Dexterity (Stealth) checks.
• W h en you w ear m edium arm or, you can add 3,
rather than 2, to your AC if you have a Dexterity o f
16
or higher.
M o bil e
You are exception ally speedy and agile. You gain the
follow in g benefits:
• Your sp eed in creases by 10 feet.
• W h en you u se the Dash action, difficult terrain d oesn ’t
c ost you extra m ovem ent on that turn.
• W h en you m ake a m elee attack against a creature, you
d on ’t provoke opportunity attacks from that creature
for the rest o f the turn, w hether you hit or not.
M o d e r a t e l y A r mo r e d
Prerequisite: Proficiency with light armor
You have trained to m aster the u se o f m edium arm or
and shields, gaining the follow in g benefits:
• In crease your Strength or Dexterity sc o r e by 1, to a
m axim u m o f 20.
• You gain proficiency with m edium arm or and shields.
M o u n t e d
C o m ba t a n t
You are a dangerou s foe to face w hile m ounted. W h ile
you are m ounted and aren’t incapacitated, you gain the
follow in g benefits:
• You have advantage on m elee attack rolls against any
unm ounted creature that is sm aller than your mount.
• You can force an attack targeted at your m ount to target you instead.
• If your m ount is su bjected to an effect that allow s it to
m ake a Dexterity saving th row to take only h alf dam age, it instead takes no dam age if it su cce e d s on the
saving throw, and only h alf dam age if it fails.
O bse r v a n t
Q uick to n otice details o f your environm ent, you gain
the follow in g benefits:
• In crease your Intelligence or W isd om sco re by 1, to a
m axim u m o f 20.
• If you can see a creatu re’s m outh w hile it is sp eak in g
a language you understand, you can interpret what it’s
saying by reading its lips.
• You have a +5 bon u s to your passive W isdom
(P erception) and passive Intelligence (Investigation)
scores.
Po l e a r m M a st e r
You can keep your en em ies at bay with reach w eapon s.
You gain the follow in g benefits:
• W h en you take the Attack action and attack with only
a glaive, halberd, or quarterstaff, you can use a bonus
action to m ake a m elee attack with the opposite end o f
the w eapon. The w ea p on ’s dam age die for this attack
is a d4, and the attack deals bludgeon ing dam age.
• W h ile you are w ielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack
from you w hen they enter your reach.
Re sil ie n t
C h oose one ability score. You gain the follow in g benefits:
• In crease the ch osen ability sco re by 1, to a m axim um
o f 20.
• You gain proficiency in saving th row s using the
ch osen ability.
Rit
u a l
Ca
s t e r
Prerequisite: Intelligence or Wisdom 13 or higher
You have learned a n um ber o f sp ells that you can cast as
rituals. T h ese sp ells are written in a ritual book , w hich
you must have in hand w hile castin g one o f them.
W h en you c h o o s e this feat, you acquire a ritual b o o k
h olding tw o 1st-level spells o f your ch oice. C h oose one
o f the follow in g classes: bard, cleric, druid, sorcerer,
w arlock, or w izard. You must c h o o s e your spells
from that cla s s’s spell list, and the spells you ch o o s e
m ust have the ritual tag. The class you c h o o s e also
determ ines your sp ellcastin g ability for th ese spells:
C harism a for bard, sorcerer, or w arlock; W isd om for
cleric or druid; or Intelligence for w izard.
If you co m e a cro ss a spell in w ritten form , such as a
m agical spell scroll or a w iza rd ’s sp ellbook , you might
be able to add it to your ritual book . The spell m ust be
on the spell list for the class you ch ose, the spell’s level
can be no higher than h alf your level (rounded up), and
it must have the ritual tag. The p r o ce s s o f cop yin g the
spell into your ritual b o o k takes 2 hours p er level o f the
spell, and co sts 50 gp per level. T h e cost represents
m aterial com pon en ts you expend as you experim ent
w ith the spell to m aster it, as w ell as the fine inks you
n eed to record it.
Sa v a g
e
A
t t a c k e r
O n ce per turn w hen you roll dam age for a m elee w eap on
attack, you can reroll the w ea p on ’s dam age dice and use
either total.
Se
n t in e l
You have m astered tech niques to take advantage
o f every drop in any en em y’s guard, gaining the
follow in g benefits:
• W h en you hit a creature with an opportu nity attack,
the creatu re’s sp eed b e c o m e s 0 for the rest o f
the turn.
• Creatures w ithin 5 feet o f you provoke opportunity
attacks from you even if they take the D isengage
action before leaving your reach.
• W h en a creature w ithin 5 feet o f you m akes an attack
against a target other than you (and that target d oesn ’t
have this feat), you can use your reaction to m ake a
m elee w eap on attack against the attacking creature.
Sh a r p s h o o t e r
You have m astered ranged w eap on s and can m ake
sh ots that others find im possible. You gain the
follow in g benefits:
• Attacking at long range doesn't im p ose disadvantage
on your ranged w eap on attack rolls.
• Your ranged w eap on attacks ignore half cover and
three-quarters cover.
• B efore you m ake an attack w ith a ranged w eap on that
you are proficient with, you can c h o o s e to take a - 5
penalty to the attack roll. If the attack hits, you add +10
to the attack’s dam age.
Sh ie l d M a s t
e
r
You use shields not just for protection but also for
offense. You gain the follow in g benefits w hile you are
w ielding a shield:
• If you take the Attack action on your turn, you can use
a bon u s action to try to shove a creature w ithin 5 feet
o f you with your shield.
• If you aren’t incapacitated, you can add your shield’s AC
bon u s to any Dexterity saving th row you m ake against
a spell or other harm ful effect that targets only you.
• If you are su bjected to an effect that allow s you to
m ake a D exterity saving throw to take only h alf dam age, you can use your reaction to take no dam age if
you su cce e d on the saving throw, interposing your
shield betw een y ou rself and the so u rce o f the effect.
Sk il l e d
You gain proficiency in any com bination o f three skills
or tools o f your choice.
Sk u l k e r
Prerequisite: Dexterity 13 or higher
You are expert at slinking through sh adow s. You gain
the follow in g benefits:
• You can try to hide w hen you are lightly ob scu red
from the creature from w hich you are hiding.
• W h en you are hidden from a creature and m iss it with
a ranged w eap on attack, m aking the attack doesn't
reveal your position.
• D im light d oesn ’t im p ose disadvantage on your
W isd om (P erception ) ch eck s relying on sight.
Spe l l Sn ipe r
Prerequisite: The ability to cast at least one spell
You have learned tech niques to en hance your
attacks w ith certain kinds o f spells, gaining the
follow in g benefits:
• W h en you cast a spell that requ ires you to m ake an
attack roll, the sp ell’s range is doubled.
• Your ranged spell attacks ignore h alf cover and
three-quarters cover.
• You learn on e cantrip that requ ires an attack roll.
C h oose the cantrip from the bard, cleric, druid, s o r cerer, w arlock, or w izard spell list. Your sp ellcastin g
ability for this cantrip depen ds on the spell list you
c h ose from : C harism a for bard, sorcerer, or w arlock;
W isd om for cleric or druid; or Intelligence for w izard.
Ta v e r n Br a w l e r
A ccu stom ed to rough-and-tum ble fighting using
w hatever w eap on s happen to be at hand, you gain the
follow in g benefits:
• In crease your Strength or Constitution sc o r e by 1,
to a m axim u m o f 20.
• You are proficient with im provised w ea p on s and
u narm ed strikes.
• Your unarm ed strike u ses a d4 for dam age.
• W h en you hit a creature w ith an unarm ed strike or an
im provised w eap on on your turn, you can use a bonus
action to attempt to grapple the target.
T o u g h
Your hit point m axim u m in creases by an am ount equal
to tw ice your level w hen you gain this feat. W h enever
you gain a level thereafter, your hit point m axim um
in creases by an additional 2 hit points.
Wa r
C a st e r
Prerequisite: The ability to cast at least one spell
You have practiced castin g sp ells in the m idst o f
com bat, learning tech niques that grant you the
follow in g benefits:
• You have advantage on Constitution saving throw s
that you m ake to m aintain your concentration on a
spell w hen you take dam age.
• You can perform the som atic com pon en ts o f spells
even w hen you have w eap on s or a shield in one or
both hands.
• W h en a hostile creatu re’s m ovem ent provok es an
opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than m aking
an opportunity attack. The spell m ust have a casting
tim e o f 1 action and m ust target only that creature.
W e a po n M a st e r
You have practiced extensively with a variety o f
w eapon s, gaining the follow in g benefits:
• In crease your Strength or Dexterity sc o r e by 1, to a
m axim u m o f 20.
• You gain proficiency w ith four w ea p on s o f your ch oice.
C h a p t e r 7: U s i n g A b i l i t y S c o r e s
IX ABILITIES PROVIDE A QUICK DESCRIPTION
S
o f every creatu re’s physical and mental
characteristics:
• Strength, m easu ring physical pow er
• Dexterity, m easu ring agility
co m e up in play m ore often than their associa ted scores.
• Constitution, m easu ring endurance
• Intelligence, m easu ring reason in g
and m em ory
• W isdom , m easu ring perception and insight
• Charisma, m easu ring force o f personality
A dvant age and
D is a d v a n t a g e
Is a character m u scle-b ou n d and insightful? Brilliant
and charm ing? N im ble and hardy? Ability s co re s
define th ese qualities—a creatu re’s assets as w ell
as w ea k n esses.
T h e three m ain rolls o f the gam e—the ability check,
the saving throw, and the attack roll—rely on the six
ability sco re s. T h e b o o k ’s introduction d escrib es the
ba sic rule beh in d these rolls: roll a d20, add an ability
m odifier derived from on e o f the six ability sco re s, and
com p a re the total to a target num ber.
T h is chapter fo c u s e s on h ow to u se ability ch eck s
and saving throw s, coverin g the fundamental activities
that creatures attempt in the game. R u les for attack rolls
appear in chapter 9.
A b i l i t y Sc o r e s a n d
M o d if ie r s
E ach o f a creatu re’s abilities has a score, a num ber that
defines the m agnitude o f that ability. A n ability score
is not just a m easu re o f innate capabilities, but also
e n com p a sses a creatu re’s training and com p eten ce in
activities related to that ability.
A s c o r e o f 10 or 11 is the norm al hum an average, but
adventurers and m any m on sters are a cut above average
in m ost abilities. A s c o r e o f 18 is the highest that a
p erson usually reaches. Adventurers can have scores
as high as 20, and m on sters and divine beings can have
s c o r e s as high as 30.
E ach ability also has a modifier, derived from the
sc o r e and ranging from 5 (for an ability sc o r e o f 1) to
+10 (for a sc o r e o f 30). T h e Ability S c o r e s and M odifiers
table notes the ability m odifiers for the range o f p ossib le
ability score s, from 1 to 30.
A
b il it y
S
c o r e s
a n d
M
To determ ine an ability m odifier w ithout consultin g
the table, subtract 10 from the ability sco re and then
divide the total by 2 (round down).
B eca u se ability m od ifiers affect alm ost every attack
roll, ability check, and saving throw, ability m odifiers
S om etim es a sp ecia l ability o r spell tells you that you
have advantage or disadvantage on an ability check,
a saving throw, or an attack roll. W h en that happens,
you roll a se co n d d2 0 w hen you m ake the roll. U se the
higher o f the tw o rolls if you have advantage, and use
the low er roll if you have disadvantage. For exam ple, if
you have disadvantage and roll a 17 and a 5, you u se the
5. If you instead have advantage and roll th ose num bers,
you u se the 17.
If m ultiple situations affect a roll and each on e grants
advantage or im p oses disadvantage on it, you d on ’t roll
m ore than on e additional d20. If tw o favorable situations
grant advantage, for exam ple, you still roll only one
additional d20.
If circu m sta n ces cau se a roll to have both advantage
and disadvantage, you are con sid ered to have neither o f
them , and you roll one d20. T h is is true even if multiple
circu m stan ces im p ose disadvantage and only on e grants
advantage or vice versa. In such a situation, you have
neither advantage nor disadvantage.
W h en you have advantage or disadvantage and
som eth in g in the gam e, su ch as the halfling’s Lucky
trait, lets you reroll the d20, you can reroll only one
o f the dice. You c h o o s e w hich one. F or exam ple, if a
halfling has advantage on an ability ch eck and rolls
a 1 and a 13, the halfling cou ld u se the Lucky trait to
reroll the 1.
You usually gain advantage or disadvantage through
the u se o f sp ecia l abilities, actions, or spells. Inspiration
(see chapter 4) can also give a character advantage on
ch eck s related to the character’s personality, ideals,
or bon ds. T h e DM can also d ecide that circu m stan ces
influence a roll in one direction or the other and grant
advantage or im p ose disadvantage as a result.
Pr o f i c i e n c y B o n u s
o d if ie r s
Score
Modifier
Score
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
+8
12-13
+1
28-29
14-15
+2
30
Modifier
+9
+10
Characters have a proficiency bon u s determ ined by
level, as detailed in chapter 1. M onsters also have this
bonus, w hich is in corporated in their stat blocks. The
bon u s is u sed in the rules on ability checks, saving
throw s, and attack rolls.
Your proficiency bonus c a n ’t be added to a single die
roll or other num ber m ore than on ce. For exam ple, if
tw o different rules say you can add your proficiency
bon u s to a W isd om saving throw, you n evertheless add
the bon u s only on ce w hen you m ake the save.
O ccasionally, your proficiency bon u s m ight be
multiplied or divided (doubled or halved, for exam ple)
before you apply it. For exam ple, the rogu e's E xpertise
feature dou bles the proficiency bon u s for certain ability
ch eck s. If a circu m stan ce suggests that your proficiency
bon u s applies m ore than on ce to the sa m e roll, you still
add it only on ce and multiply or divide it only on ce.
By the sam e token, if a feature or effect allow s you
to multiply your proficiency bon u s w hen m akin g an
ability ch eck that w ou ldn ’t norm ally benefit from your
proficiency bonus, you still don ’t add the bon u s to the
check. For that ch eck your proficiency bon u s is 0, given
the fact that m ultiplying 0 by any n um ber is still 0. For
instance, if you lack proficiency in the H istory skill,
you gain no benefit from a feature that lets you double
your proficiency bon u s w hen you m ake Intelligence
(H istory) checks.
In general, you d on ’t multiply your proficiency bon u s
for attack rolls or saving throw s. If a feature or effect
allow s you to do so, these sam e rules apply.
A b il it y Ch e c k s
An ability ch eck tests a character’s or m on ster’s innate
talent and training in an effort to ov ercom e a challenge.
The DM calls for an ability ch eck w hen a character or
m onster attem pts an action (other than an attack) that
has a ch a n ce o f failure. W h en the ou tcom e is uncertain,
the d ice determ ine the results.
For every ability check, the DM decides w hich o f the six
abilities is relevant to the task at hand and the difficulty
o f the task, represented by a Difficulty Class. The m ore
difficult a task, the higher its DC. The Typical Difficulty
C lasses table sh ow s the m ost com m on D Cs.
Ty
p ic a l
D
if f ic u l t y
Task Difficulty
C
l a s s es
DC
Very easy
5
Easy
10
Medium
15
Hard
20
Very hard
25
Nearly impossible
30
is h oldin g closed . In situations like these, the ou tcom e
is determ ined by a sp ecia l form o f ability check,
called a contest.
B oth participants in a contest m ake ability ch eck s
appropriate to their efforts. Th ey apply all appropriate
b on u ses and penalties, but instead o f com p a rin g the
total to a DC, they com pa re the totals o f their tw o
checks. The participant with the higher ch eck total w in s
the contest. That character or m onster either su cce e d s
at the action or prevents the other on e from su cceedin g.
If the contest results in a tie, the situation rem ains the
sam e as it w as before the contest. Thus, on e contestant
m ight w in the contest by default. If tw o characters tie in
a contest to snatch a ring off the floor, neither character
grabs it. In a contest b etw een a m onster trying to open
a d oor and an adventurer trying to keep the d oor closed,
a tie m eans that the d oor rem ains shut.
Sk
il l s
E ach ability covers a broad range o f capabilities,
including skills that a character or a m onster can be
proficient in. A skill represents a sp ecific aspect o f an
ability score, and an individual’s proficiency in a skill
dem onstrates a focu s on that aspect. (A character’s
starting skill proficien cies are determ ined at character
creation, and a m on ster’s skill proficiencies appear in
the m on ster’s stat block.)
F or exam ple, a Dexterity ch eck m ight reflect a
character’s attempt to pull off an acrobatic stunt, to palm
an object, or to stay hidden. Each o f th ese a sp ects o f
Dexterity has an a ssocia ted skill: A crobatics, Sleight o f
Hand, and Stealth, respectively. S o a character w h o has
proficiency in the Stealth skill is particularly g o o d at
D exterity ch eck s related to sn eaking and hiding.
The skills related to each ability sc o r e are sh ow n in
the follow in g list. (N o skills are related to Constitution.)
S e e an ability’s description in the later section s o f this
chapter for exam ples o f h ow to u se a skill associated
w ith an ability.
Strength
A thletics
To m ake an ability check, roll a d2 0 and add the
relevant ability modifier. A s w ith other d 2 0 rolls, apply
bon u ses and penalties, and com pa re the total to the DC.
If the total equals or e x ceed s the DC, the ability ch eck
is a su c c e s s —the creature ov ercom es the challenge
at hand. O therw ise, it’s a failure, w h ich m eans the
character or m on ster m akes no p rogress tow ard the
objective or m ak es p rogress com bin ed w ith a setback
determ ined by the DM.
C
o n t e s t s
_______________________________
S om etim es on e character’s or m on ster’s efforts are
directly op p o s e d to another’s. T h is can o c cu r w hen both
o f them are trying to do the sam e thing and only one
can su cceed , such as attem pting to snatch up a m agic
ring that has fallen on the floor. This situation also
applies w hen on e o f them is trying to prevent the other
one from accom p lish in g a goal—for exam ple, w hen a
m onster tries to force open a d oor that an adventurer
Dexterity
A crobatics
Sleight o f Hand
Stealth
Intelligence
A rcan a
History
Investigation
Nature
R eligion
W isdom
A n im al H andling
Insight
M edicine
Perception
Survival
Charisma
D eception
Intim idation
P erform an ce
P ersu asion
S om etim es, the DM m ight ask for an ability ch eck
using a sp ecific skill—for exam ple, “M ake a W isd om
(P erception ) ch eck .” At other tim es, a player m ight ask
the DM if proficiency in a particular skill applies to a
check. In either case, proficiency in a skill m eans an
individual can add his or her proficiency bon u s to ability
ch eck s that involve that skill. W ithout proficiency in the
skill, the individual m akes a n orm al ability check.
For exam ple, if a character attem pts to clim b up a
dangerou s cliff, the D u n geon M aster m ight ask for a
Strength (Athletics) check . If the character is proficient
in Athletics, the character’s proficiency bon u s is added
to the Strength check. If the character lacks that
proficiency, he or she ju st m ak es a Strength check.
character w h o lacks that proficiency ca n ’t help another
character in that task. M oreover, a character can help
only when tw o or m ore individuals w orking together
w ould actually be productive. S om e tasks, such as
threading a needle, are no easier with help.
Va
W h en a num ber o f individuals are trying to a ccom plish
r ia n t
: Sk
il l s w it h
D
if f e r e n t
A
b il it ie s
Normally, your proficiency in a skill applies only to a
sp ecific kind o f ability check. P roficiency in Athletics,
for exam ple, usually applies to Strength ch eck s. In som e
situations, though, your proficiency m ight reasonably
apply to a different kind o f check. In such ca ses, the DM
might ask for a ch eck u sin g an unusual com bination o f
ability and skill, or you m ight ask your DM if you can
apply a proficiency to a different check . For exam ple,
if you have to sw im from an offsh ore island to the
m ainland, your D M m ight call for a Constitution ch eck
to see if you have the stam ina to m ake it that far. In this
case, your DM m ight allow you to apply your proficiency
in Athletics and ask for a Constitution (Athletics) check.
S o if y ou ’re proficient in A thletics, you apply your
proficiency bon u s to the Constitution ch eck ju st as you
w ou ld norm ally do for a Strength (Athletics) check.
Similarly, w hen your h alf-orc barbarian u ses a display
o f raw strength to intim idate an enemy, your DM might
ask for a Strength (Intim idation) check, even though
Intim idation is n orm ally associa ted w ith Charism a.
Pa
s s iv e
C
h e c k s
A passive ch eck is a sp ecia l kind o f ability ch eck that
d o e s n ’t involve any die rolls. S u ch a ch eck can represent
the average result for a task d on e repeatedly, such as
search in g for secret d o o rs over and over again, or can
be used w hen the DM w ants to secretly determ ine
w hether the characters su cceed at som eth in g without
rollin g dice, such as n oticin g a hidden monster.
H ere’s h ow to determ ine 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 gam e refers to a passive
ch eck total as a score.
F or exam ple, if a 1st-level character has a W isd om o f
15 and proficiency in P erception, he or she has a passive
W isd om (P erception ) sc o r e o f 14.
T h e rules on hiding in the “D exterity” section below
rely on passive ch ecks, as do the exploration rules
in chapter 8.
W
o r k in g
To
g e t h e r
S om etim es tw o or m ore characters team up to attempt a
task. T h e character w h o ’s leading the effort—or the one
with the highest ability m odifier—can m ake an ability
ch eck with advantage, reflecting the help provided by
the other characters. In com bat, this requires the Help
action (see chapter 9).
A character can only provide help if the task is on e that
he or she could attempt alone. For exam ple, trying to
open a lock requires proficiency with thieves’ tools, so a
G
r o u p
Ch
e c k s
som eth in g as a group, the DM might ask for a group
ability check. In such a situation, the characters w h o are
skilled at a particular task help cover th ose w h o aren't.
To m ake a group ability check, everyone in the group
m akes the ability check. If at least h alf the group
su cceed s, the w hole group su cceed s. O therw ise,
the group fails.
G roup ch eck s d on ’t co m e up very often, and they’re
m ost useful w hen all the characters su cceed or
fail as a group. For exam ple, w hen adventurers are
navigating a sw am p, the DM might call for a group
W isd om (Survival) ch eck to see if the characters can
avoid the quicksand, sink h oles, and other natural
hazards o f the environm ent. If at least h alf the group
su cceed s, the su ccessfu l characters are able to guide
their com p a n ion s out o f danger. O therw ise, the group
stum bles into on e o f these hazards.
U s i n g Ea c h A b i l i t y
Every task that a character or m onster m ight attempt
in the gam e is covered by one o f the six abilities. This
section explains in m ore detail what those abilities
m ean and the w ays they are u sed in the gam e.
St
r e n g t h
Strength m easu res bod ily pow er, athletic training, and
the extent to w hich you can exert raw physical force.
St
r e n g t h
C
h e c k s
A Strength ch eck can m od el any attempt to lift, push,
pull, or break som ething, to force your b od y through a
space, or to oth erw ise apply brute force to a situation.
The A thletics skill reflects aptitude in certain kinds o f
Strength checks.
Athletics. Your Strength (Athletics) ch eck covers
difficult situations you en cou nter w hile clim bing,
jum ping, or sw im m in g. E xam ples include the
follow in g activities:
• You attempt to clim b a sheer or slippery cliff, avoid
hazards w hile scalin g a wall, or clin g to a surface
w hile som eth in g is trying to k n ock you off.
• You try to ju m p an unusually lon g distance or pull
o ff a stunt midjump.
• You struggle to sw im or stay afloat in treach erou s cu r
rents, storm -tossed w aves, or areas o f thick seaw eed.
Or another creature tries to push or pull you u nderw a
ter or oth erw ise interfere w ith your sw im m ing.
Other Strength Checks. The DM m ight also call for
a Strength ch eck w hen you try to accom plish tasks like
the follow ing:
•
•
•
•
•
•
F orce op en a stuck, locked, or barred d oor
B reak free o f bon ds
P ush through a tunnel that is too sm all
H ang on to a w agon w hile bein g d ragged behind it
Tip over a statue
K eep a bou lder from rolling
A
t t a c k
R
o l l s a n d
Da
m a g e
You add your Strength m odifier to your attack roll and
your dam age roll w hen attacking w ith a m elee w eapon
such as a m ace, a battleaxe, or a javelin. You use
m elee w ea p on s to m ake m elee attacks in hand-to-hand
com bat, and som e o f them can b e throw n to m ake a
ranged attack.
L
if t in g
a n d
Ca
r r y in g
Your Strength sc o r e determ ines the am ount o f w eight
you can bear. The follow in g term s define w hat you can
lift or carry.
Carrying Capacity. Your carryin g capacity is your
Strength sco re multiplied by 15. This is the w eight (in
pounds) that you can carry, w hich is high enough that
m ost characters d on ’t usually have to w orry about it.
Push, Drag, or Lift. You ca n push, drag, or lift a
w eight in pou n d s up to tw ice your carrying capacity
(or 30 tim es your Stren gth score). W h ile pushing or
dragging w eight in ex ce s s o f your carryin g capacity,
your sp eed d rops to 5 feet.
Size and Strength. L arger creatures can bear m ore
w eight, w h ereas Tiny creatu res can carry less. For
each size category above M edium , double the creatu re’s
carryin g capacity and the am ount it can push, drag, or
lift. F or a Tiny creature, halve th ese w eights.
Va
r ia n t
: En
c u m b r a n c e
The rules for lifting and carryin g are intentionally
sim ple. H ere is a variant if you are look in g for m ore
detailed rules for determ ining h ow a character is
h indered by the w eight o f equipm ent. W h en you use this
variant, ignore the Strength colum n o f the A rm or table
in chapter 5.
If you carry w eight in ex cess o f 5 tim es your Strength
score, you are encumbered, w hich m eans your sp eed
d rops by 10 feet.
If you carry w eight in ex ce s s o f 10 tim es your
Strength score, up to your m axim u m carryin g capacity,
you are instead heavily encumbered, w hich m eans your
sp eed d rops by 20 feet and you have disadvantage on
ability ch eck s, attack rolls, and saving th row s that use
Strength, Dexterity, or Constitution.
D e x t e r it y
Dexterity m ea su res agility, reflexes, and balance.
D
e x t e r it y
Ch
e c k s
A Dexterity ch eck can m odel any attempt to m ove
nimbly, quickly, or quietly, or to keep from falling
on tricky footing. T h e A crobatics, Sleight o f Hand,
and Stealth skills reflect aptitude in certain kinds o f
D exterity checks.
Acrobatics. Your D exterity (A crobatics) ch eck covers
your attempt to stay on your feet in a tricky situation,
such as w hen y ou ’re trying to run a cross a sheet o f ice,
balance on a tightrope, or stay upright on a rock in g
ship’s deck. The DM m ight also call for a Dexterity
(A crobatics) ch eck to see if you can p erform acrobatic
stunts, including dives, rolls, som ersaults, and flips.
Sleight o f Hand. W h enever you attempt an act o f
legerdem ain or m anual trickery, such as planting
som eth in g on so m e o n e else or con cea lin g an object on
your p erson , m ake a D exterity (Sleight o f H and) check.
The D M m ight also call for a D exterity (Sleight o f H and)
ch eck to determ ine w hether you can lift a coin pu rse off
another p erson or slip som eth in g out o f another
p erson ’s pocket.
Stealth. M ake a D exterity (Stealth) ch eck w hen you
attempt to con cea l y ou rself from en em ies, slink past
guards, slip away w ithout bein g n oticed, or sn eak up on
som eon e without being seen or heard.
Other Dexterity Checks. T he DM might call for a
Dexterity ch eck w hen you try to accom p lish tasks like
the follow ing:
• C ontrol a heavily laden cart on a steep descen t
•
•
•
•
•
S teer a chariot around a tight turn
P ick a lock
D isable a trap
S ecu rely tie up a prison er
W riggle free o f bon d s
• Play a stringed instrum ent
• Craft a sm all or detailed object
A
t t a c k
Ro
l l s a n d
Da
m a g e
Y ou add your D exterity m odifier to your attack roll and
your dam age roll w hen attacking w ith a ranged w eapon,
such as a sling or a longbow . You can also add your
D exterity m odifier to your attack roll and your dam age
roll w hen attacking with a m elee w ea p on that has the
fin esse property, such as a dagger or a rapier.
H id in g
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 o f any creature
that actively searches for signs o f 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 o f danger
all around, so if you come out o f 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 o f +2) has a Wisdom o f 15 (a +2 modifier) and
proficiency in Perception, he or she has a passive Wisdom
(Perception) o f 14.
What Can You See? One o f 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.
A
r m o r
Gl
a ss
D epen d in g on the arm or you wear, you might add som e
or all o f your Dexterity m odifier to your A rm or Class,
as d escrib ed in chapter 5.
In
it ia t iv e
At the begin n in g o f every com bat, you roll initiative
by m aking a D exterity check. Initiative determ ines
the order o f creatu res’ turns in com bat, as d escrib ed
in chapter 9.
C o n s t it u t io n
Constitution m easu res health, stam ina, and vital force.
C
C
o n s t it u t io n
h e c k s
Constitution ch eck s are u n com m on , and no skills apply
to Constitution checks, b eca u se the endurance this
ability represents is largely passive rather than involving
a sp ecific effort on the part o f a character or monster.
A C onstitution ch eck can m od el your attempt to push
beyon d norm al limits, however.
T h e DM m ight call for a Constitution ch eck w hen you
try to a ccom plish tasks like the follow ing:
•
•
•
•
•
H old your breath
M arch or labor for hours w ithout rest
G o w ithout sleep
Survive w ithout fo o d or water
Q uaff an entire stein o f ale in on e go
H
it
Po
in t s
Your Constitution m odifier contributes to your hit
points. Typically, you add your Constitution m odifier to
each Hit D ie you roll for your hit points.
If your Constitution m odifier changes, your hit point
m axim u m changes as w ell, as though you had the new
m odifier from 1st level. For exam ple, if you raise your
Constitution sc o r e w hen you reach 4th level and your
Constitution m odifier in crea ses from +1 to +2, you
adjust your hit point m axim u m as though the m odifier
had always b een +2. S o you add 3 hit points for your
first three levels, and then roll your hit points for 4th
level using your n ew modifier. Or if you ’re 7th level and
som e effect low ers your Constitution sco re s o as to
reduce your Constitution m odifier by 1, your hit point
m axim u m is reduced by 7.
In t e l l i g e n c e
Intelligence m easu res m ental acuity, accu racy o f recall,
and the ability to reason.
In
t e l l ig e n c e
C
h e c k s
A n Intelligence ch eck c o m e s into play w hen you need
to draw on logic, education, m em ory, or deductive
reasoning. T h e A rcana, History, Investigation, Nature,
and R eligion skills reflect aptitude in certain kinds o f
Intelligence checks.
Arcana. Your Intelligence (Arcana) ch eck m easu res
your ability to recall lore about spells, m agic items,
eldritch sym bols, m agical traditions, the planes o f
existence, and the inhabitants o f th ose planes.
History. Your Intelligence (H istory) ch eck m easu res
your ability to recall lore about h istorical events,
legendary people, ancient k in gdom s, past disputes,
Fi n d i n g a H i d d e n O b j e c t
recent w ars, and lost civilizations.
Investigation. W h en you look around for clues and
m ake deductions based on th ose clues, you m ake an
Intelligence (Investigation) check. You m ight dedu ce the
location o f a hidden object, discern from the appearan ce
o f a w oun d w hat kind o f w eap on dealt it, or determ ine
the w eakest point in a tunnel that cou ld cau se it to
collap se. P orin g through ancient scrolls in sea rch o f
a hidden fragm ent o f kn ow led ge m ight also call for an
Intelligence (Investigation) check.
Nature. Your Intelligence (Nature) ch eck m easu res
your ability to recall lore about terrain, plants and
anim als, the weather, and natural cycles.
Religion. Your Intelligence (R eligion) ch eck m easu res
your ability to recall lore about deities, rites and prayers,
religious hierarchies, holy sym bols, and the practices
o f secret cults.
Other Intelligence Checks. The DM m ight call for an
Intelligence ch eck w hen you try to accom plish tasks like
the follow ing:
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 o f success. For
example, a key is hidden beneath a set o f folded clothes in
the top drawer o f 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 o f finding the key, regardless o f 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 o f success.
•
•
•
•
•
•
C om m u nicate with a creature w ithout using w ord s
Estim ate the value o f a p reciou s item
Pull together a disgu ise to pass as a city guard
F orge a docum ent
R eca ll lore about a craft or trade
W in a gam e o f skill
Sp e
l l c a s t in g
A
b il it y
W izards use Intelligence as their sp ellcastin g ability,
w hich helps determ ine the saving throw D C s o f
sp ells they cast.
W
is d o m
W isd om reflects h ow attuned you are to the w orld
around you and represents perceptiveness and intuition.
W
is d o m
C
h e c k s
For exam ple, you m ight try to hear a conversation
through a closed door, eavesdrop under an op en window,
or hear m on sters m oving stealthily in the forest. O r you
m ight try to spot things that are ob scu red or easy to
m iss, w hether they are orc s lying in am bush on a road,
thugs hiding in the sh ad ow s o f an alley, or candlelight
under a closed secret door.
Survival. T h e DM m ight ask you to m ake a W isd om
(Survival) ch eck to follow tracks, hunt w ild gam e, guide
your group through frozen w astelands, identify signs
that ow lbea rs live nearby, predict the weather, or avoid
quicksand and other natural hazards.
Other Wisdom Checks. The D M m ight call for a
W isd om ch eck w hen you try to accom p lish tasks like
the follow ing:
• G et a gut feeling about w hat co u rse o f action to follow
• D iscern w hether a seem in gly dead or living creature
is undead
Sp
e l l c a s t in g
A
b il it y
C lerics, druids, and rangers use W isd om as their
spellcastin g ability, w h ich helps determ ine the saving
th row D C s o f sp ells they cast.
A W isd om ch eck m ight reflect an effort to read b od y
language, understand s o m e o n e ’s feelings, n otice things
about the environm ent, or care for an injured person.
T h e A nim al Handling, Insight, M edicine, P erception,
and Survival skills reflect aptitude in certain kinds o f
W isd om checks.
Animal Handling. W h en there is any question
w hether you can calm dow n a dom esticated animal,
keep a m ount from getting sp ooked , or intuit an anim al’s
intentions, the DM m ight call for a W isd om (Anim al
Handling) check. You also m ake a W isd om (Anim al
Handling) ch eck to control your m ount w hen you attempt
a risky maneuver.
Insight. Your W isd om (Insight) ch eck d ecid es w hether
you can determ ine the true intentions o f a creature, such
as w h en search in g out a lie or predicting s o m e o n e ’s
next m ove. D oin g s o involves glean in g clues from b od y
language, sp eech habits, and ch a n g es in m annerism s.
Medicine. A W isd om (M edicine) ch eck lets you try to
stabilize a dying com pa n ion or d ia gn ose an illness.
Perception. Your W isd om (Perception) ch eck lets
you spot, hear, or oth erw ise detect the presen ce of
som ething. It m easu res your general aw areness o f
your surroundings and the keen ness o f your sen ses.
C
h a r is m a
C harism a m easu res your ability to interact effectively
w ith others. It includes such factors as con fid en ce
and eloqu en ce, and it can represent a charm ing or
com m a n d in g personality.
C
h a r is m a
C
h e c k s
A C harism a ch eck m ight arise w hen you try to influence
or entertain others, w hen you try to m ake an im pression
or tell a con vin cin g lie, or w hen you are navigating a
tricky socia l situation. T h e D eception , Intim idation,
P erform an ce, and P ersu asion skills reflect aptitude in
certain kinds o f C harism a checks.
Deception. Your C harism a (D eception ) ch eck
determ ines w hether you can convin cin gly hide the
truth, either verbally o r through your actions. This
deception can en com p a ss everything from m isleading
others through am biguity to telling outright lies. Typical
situations include trying to fast-talk a guard, con a
m erchant, earn m on ey through gam bling, pa ss you rself
o ff in a disguise, dull s o m e o n e ’s su sp icion s w ith false
assu ran ces, or m aintain a straight face w hile telling
a blatant lie.
Intimidation. W h en you attempt to influence som eon e
through overt threats, hostile actions, and physical
violen ce, the D M m ight ask you to m ake a C harism a
(Intim idation) check. E xam ples include trying to pry
inform ation out o f a prisoner, con vin cin g street thugs
to ba ck d ow n from a confrontation, or using the edge o f
a broken bottle to con v in ce a sn eerin g vizier to
recon sid er a decision.
Perform ance. Your C harism a (P erform a n ce) ch eck
determ ines h ow w ell you can delight an audience with
m usic, dance, acting, storytelling, or som e other form o f
entertainm ent.
Persuasion. W h en you attempt to influence som eon e
or a group o f p eop le w ith tact, so cia l graces, or g ood
nature, the D M might ask you to m ake a C harism a
(P ersu asion) check. Typically, you use persu asion w hen
acting in g o o d faith, to foster friendships, m ake cordial
requests, or exhibit p roper etiquette. E xam ples o f
persu ading others include con vin cin g a cham berlain to
let your party see the king, negotiating p e a ce betw een
w arrin g tribes, or inspiring a crow d o f tow nsfolk.
Other Charisma Checks. T h e D M m ight call for a
C harism a ch eck w hen you try to a ccom plish tasks like
the follow ing:
• Find the best p erson to talk to for new s, rum ors,
and gossip
• Blend into a crow d to get the sen se o f key topics
o f conversation
Sp
e l l c a s t in g
A
b il it y
Bards, paladins, sorcerers, and w arlock s use Charism a
as their sp ellcastin g ability, w hich helps determ ine the
saving th row D C s o f sp ells they cast.
Sa v i n g T h r o w s
A saving th row —also called a save—represents an
attempt to resist a spell, a trap, a p oison , a disease, or
a sim ilar threat. You d on ’t norm ally d ecide to m ake a
saving throw ; you are forced to m ake on e b eca u se your
character or m on ster is at risk o f harm.
To m ake a saving throw, roll a d2 0 and add the
appropriate ability m odifier. F or exam ple, you u se your
D exterity m odifier for a D exterity saving throw.
A saving th row can be m od ified by a situational
bon u s or penalty and ca n be affected by advantage
and disadvantage, as determ ined by the DM.
E ach class gives proficiency in at least tw o saving
throw s. T h e w izard, for exam ple, is proficient
in Intelligence saves. A s w ith skill proficiencies,
proficiency in a saving throw lets a character add his
or her proficiency bonus to saving throw s m ade using
a particular ability score. S om e m onsters have saving
throw proficiencies as well.
T h e Difficulty C lass for a saving th row is determ ined
by the effect that ca u ses it. F or exam ple, the D C for a
saving th row allow ed by a spell is determ ined by the
caster’s sp ellcastin g ability and proficiency bonus.
T h e result o f a su ccessfu l or failed saving th row is
a lso detailed in the effect that allow s the save. Usually,
a su ccessfu l save m ea n s that a creature suffers no
harm , or redu ced harm , from an effect.
C h a p t e r 8: A d v e n t u r i n g
D
ELVING INTO THE ANCIENT TOMB OF HORRORS.
slipping through the b a ck alleys o f
W aterdeep, h acking a fresh trail through
the thick ju n g les on the Isle o f D rea d—these
are the things that D u n g e o n s & D r a g o n s
adventures are m ade of. Your character in
the gam e m ight explore forgotten ruins and
u ncharted lands, u ncover dark secrets and sinister
plots, and slay foul m onsters. A nd if all g oes w ell, your
character w ill survive to claim rich rew ards before
em barking on a n ew adventure.
T h is chapter covers the ba sics o f the adventuring life,
from the m ech an ics o f m ovem ent to the com plexities o f
so cia l interaction. T h e rules for resting are also in this
chapter, along w ith a discu ssion o f the activities your
character might pursue b etw een adventures.
W h eth er adventurers are exploring a dusty dungeon
or the com p lex relationships o f a royal court, the gam e
follow s a natural rhythm, as outlined in the b o o k ’s
introduction:
1. T h e DM d escrib es the environm ent.
2. T h e players d escrib e w hat they w ant to do.
3. The DM narrates the results o f their actions.
Typically, the D M u ses a m ap as an outline o f the
adventure, tracking the characters’ p rogress as they
explore du ngeon corrid ors or w ild ern ess regions.
T h e D M ’s notes, including a key to the map, describe
w hat the adventurers find as they enter each n ew area.
S om etim es, the pa ssa ge o f tim e and the adventurers’
actions determ ine what happens, s o the DM might
u se a tim eline or a flow chart to track their progress
instead o f a map.
T ime
In situations w h ere keepin g track o f the pa ssa ge of
tim e is im portant, the DM determ ines the tim e a task
requires. T h e D M m ight use a different tim e scale
depen din g on the context o f the situation at hand. In
a du ngeon environm ent, the adventurers’ m ovem ent
happens on a scale o f minutes. It takes them about a
m inute to creep dow n a long hallway, another m inute
to ch e ck for traps on the d oor at the end o f the hall, and
a g o o d ten m inutes to sea rch the ch a m ber beyon d for
anything interesting or valuable.
In a city o r w ildern ess, a scale o f hours is often m ore
appropriate. Adventurers eager to reach the lonely tow er
at the heart o f the forest hurry a cross th ose fifteen m iles
in ju st under four h ou rs’ time.
F or lon g jou rneys, a sca le o f days w ork s best.
F ollow in g the road from B aldur’s Gate to W aterdeep, the
adventurers sp en d four uneventful days before a goblin
am bush interrupts their journey.
In com bat and other fast-paced situations, the gam e
relies on rounds, a 6 -secon d span o f tim e d escrib ed
in chapter 9.
M o v e me n t
S w im m in g a cross a rushing river, sn eaking dow n a
dungeon corridor, scaling a treacherous m ountain s l o p e all sorts o f m ovem ent play a key role in D&D adventures.
The DM can su m m arize the adventurers’ m ovem ent
w ithout calculating exact dista n ces or travel tim es: “You
travel through the forest and find the du ngeon entrance
late in the evening o f the third day.” Even in a dungeon,
particularly a large du ngeon or a cave netw ork, the
DM can su m m arize m ovem ent b etw een encounters:
“A fter killing the guardian at the entrance to the ancient
dw arven stronghold, you consult your map, w hich leads
you through m iles o f ech oin g corrid ors to a chasm
bridged by a n arrow stone arch.”
S om etim es it’s im portant, though, to kn ow h ow long
it takes to get from on e sp ot to another, w hether the
answ er is in days, hours, or minutes. T h e rules for
determ ining travel tim e depen d on tw o factors: the
sp eed and travel pa ce o f the creatures m ovin g and the
terrain they're m oving over.
Sp e
e d
Every character and m onster has a sp eed, w h ich is
the distance in feet that the character or m onster
can w alk in 1 round. This num ber a ssu m es short
bursts o f energetic m ovem ent in the m idst o f a lifethreatening situation.
T h e follow in g rules determ ine h ow far a character
or m on ster can m ove in a minute, an hour, or a day.
T
r a v e l
Pa
c e
W h ile traveling, a group o f adventurers can m ove at a
norm al, fast, or slow pace, as sh ow n on the Travel P ace
table. The table states h ow far the party can m ove in a
p eriod o f tim e and w hether the p a ce has any effect. A
fast p a ce m a kes characters less perceptive, w hile a slow
pace m akes it p ossib le to sn eak around and to sea rch an
area m ore carefully (see the “Activity W h ile Traveling”
section later in this chapter for m ore inform ation).
Forced March. T h e Travel P ace table assu m es that
characters travel for 8 h ours in day. They can push on
beyon d that limit, at the risk o f exhaustion.
For each additional hour o f travel beyon d 8 hours,
the characters cover the distance sh ow n in the H our
colu m n for their pace, and each character m ust m ake
a Constitution saving th row at the end o f the hour. The
D C is 10 + 1 for each hour past 8 hours. On a failed
saving throw, a character suffers one level o f exhaustion
(see appendix A).
Mounts and Vehicles. For short spans o f tim e (up
to an hour), m any anim als m ove m uch faster than
hum anoids. A m ounted character can ride at a gallop
for about an hour, coverin g tw ice the usual distance for
a fast pace. If fresh m ounts are available every 8 to 10
m iles, characters can cover larger distances at this pace,
but this is very rare except in densely populated areas.
Characters in w agons, carriages, or other land
veh icles c h o o s e a pa ce as norm al. C haracters in a
w aterborn e v essel are lim ited to the sp eed o f the vessel
(see chapter 5), and they d on ’t suffer penalties for a fast
p a ce or gain benefits from a slow pace. D epen d in g on
the v essel and the size o f the crew , ships m ight be able
to travel for up to 24 hours p er day.
Certain sp ecia l m ounts, such as a pegasus or griffon,
or sp ecia l vehicles, such as a carpet o f flying, allow you
to travel m ore swiftly. T h e Dungeon Master’s Guide
contain s m ore inform ation on sp ecia l m ethods o f travel.
Tr
a v el
Pa
c e
Distance Traveled p e r...
Pace
Minute
Hour
Day
Fast
400 feet
4 miles
30 miles
Effect
-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
D
if f ic u l t
T
e r r a in
T h e travel sp eed s given in the Travel P a ce table
assu m e relatively sim ple terrain: roads, open plains,
or clear du ngeon corridors. But adventurers often face
den se forests, deep sw am ps, rubble-filled ruins, steep
m ountains, and ice-cov ered grou n d—all con sidered
difficult terrain.
You m ove at h alf sp eed in difficult terrain—m oving
1 foot in difficult terrain c o sts 2 feet o f sp e e d —s o you
can cover only h alf the n orm al distance in a minute,
an hour, or a day.
Spe c ia l Ty pe s o f M o v e m e n t
M ovem ent through dangerou s du ngeon s or w ildern ess
areas often involves m ore than sim ply w alking.
Adventurers might have to clim b, crawl, sw im , or ju m p
to get w here they n eed to go.
C
l im b in g
, Sw
im m in g
,
a n d
C
r a w l in g
W h ile clim bin g or sw im m in g, each foot o f m ovem ent
co sts 1 extra foot (2 extra feet in difficult terrain), unless
a creature has a clim bin g or sw im m in g speed. At the
D M ’s option, clim bin g a slippery vertical su rface or
one w ith few h andholds requ ires a su ccessfu l Strength
(Athletics) check. Similarly, gaining any distance in
rough water might require a su ccessfu l Strength
(Athletics) check.
Ju
m pin g
Y our Strength determ ines h ow far you can jum p.
Long Jump. W h en you m ake a long ju m p, you cover a
n um ber o f feet up to your Strength sc o r e if you m ove at
least 10 feet on foot im m ediately before the jum p. W h en
you m ake a standing long jum p, you can leap only h alf
that distance. Either way, each foot you clear on the
ju m p c o sts a foot o f m ovem ent.
T his rule a ssu m es that the height o f your ju m p
d oesn ’t matter, such as a ju m p a cro ss a stream or
chasm . At your D M ’s option, you must su cce e d on a
D C 10 Strength (Athletics) ch eck to clear a low obstacle
(no taller than a quarter o f the ju m p ’s distance), su ch as
a h edge or low w all. O therw ise, you hit it.
W h en you land in difficult terrain, you m ust su cceed
on a D C 10 D exterity (A crobatics) ch eck to land on your
feet. O therw ise, you land prone.
High Jump. W h en you m ake a high jum p, you leap
into the air a num ber o f feet equal to 3 + your Strength
m odifier if you m ove at least 10 feet on foot im m ediately
before the jum p. W h en you m ake a standing high jum p,
you can ju m p only h alf that distance. Either way, each
foot you clear on the ju m p c o sts a foot o f m ovem ent. In
som e circu m stan ces, your DM m ight allow you to m ake
a Strength (Athletics) ch eck to ju m p higher than you
norm ally can.
You can extend your arm s h alf your height above
y ou rself during the jum p. Thus, you can reach above
you a distance equal to the height o f the ju m p plus 11/2
tim es your height.
A c t iv it y W h il e T r a v e l in g
A s adventurers travel through a du ngeon or the
w ildern ess, they n eed to rem ain alert for danger, and
so m e characters m ight p erform other tasks to help
the grou p’s journey.
M
O
a r c h in g
r d e r
T he adventurers sh ou ld establish a m arch ing order.
A m arch ing order m akes it easier to determ ine w hich
characters are affected by traps, w h ich on es ca n spot
hidden en em ies, and w hich on es are the closest to those
en em ies w hen a fight breaks out.
A character m ight occu p y the front rank, one or m ore
m iddle ranks, or the back rank. C haracters in the front
and ba ck ranks n eed en ough r oom to travel side by
side w ith others in their rank. W h en sp ace is too tight,
the m arch ing order must change, usually by m oving
characters to a m iddle rank.
Fewer Than Three Ranks. If an adventuring party
arranges its m arching order with only tw o ranks, they
are a front rank and a back rank. If th ere’s only on e rank,
it’s con sid ered a front rank.
St
e a l t h
W h ile traveling at a slow pace, the characters can m ove
stealthily. A s lon g as they’re not in the open, they can try
to su rprise or sn eak by other creatures they encounter.
S e e the rules for hiding in chapter 7.
N
o t ic in g
T
h r e a t s
Use the passive W isd om (P erception ) s c o r e s o f the
characters to determ ine w hether anyone in the group
n otices a hidden threat. The D M might d ecide that a
threat ca n be n oticed only by characters in a particular
rank. For exam ple, as the characters are exploring a
m aze o f tunnels, the DM m ight decide that only those
characters in the ba ck rank have a ch a n ce to hear or
spot a stealthy creature follow in g the group, w hile
characters in the front and m iddle ranks cannot.
W h ile traveling at a fast pace, characters take a - 5
penalty to their passive W isd om (P erception ) s co re s
to n otice hidden threats.
Encountering Creatures. If the D M determ ines
that the adventurers en cou nter other creatures w hile
they’re traveling, it’s up to both grou ps to d ecide w hat
happens next. Either group m ight d ecide to attack,
initiate a conversation, run away, or wait to see w hat the
other group does.
Surprising Foes. If the adventurers en cou nter a
hostile creature or group, the DM determ ines w hether
the adventurers or their fo e s might b e su rprised w hen
com bat erupts. S e e chapter 9 for m ore about surprise.
O
t h e r
A
c t iv it ie s
C haracters w h o turn their attention to other tasks as the
group travels are not focu sed on w atching for danger.
T h ese characters don ’t contribute their passive W isd om
(P erception ) s c o r e s to the grou p’s ch a n ce o f n oticing
h idden threats. However, a character not w atching for
danger can d o on e o f the follow in g activities instead, or
so m e other activity with the D M ’s perm ission .
Navigate. T h e character can try to prevent the group
from b e co m in g lost, m akin g a W isd om (Survival) ch eck
w hen the D M calls for it. (T h e Dungeon Master’s Guide
h as rules to determ ine w hether the group gets lost.)
Draw a Map. T h e character can draw a m ap
that record s the grou p’s p rog ress and helps the
characters get ba ck on co u rse if they get lost. N o ability
ch eck is required.
Track. A character can follow the tracks o f another
creature, m ak in g a W isd om (Survival) ch eck w hen the
D M calls for it. (The Dungeon Master’s Guide has rules
for tracking.)
Forage. T h e character can keep an eye out for ready
s o u rce s o f fo o d and water, m aking a W isd om (Survival)
ch eck w h en the DM calls for it. (T h e Dungeon Master’s
Guide has rules for foraging.)
T h e En v ir o n m e n t
By its nature, adventuring involves delving into places
that are dark, dangerou s, and full o f m ysteries to be
explored. T h e rules in this section cover so m e o f the
m ost im portant w ays in w h ich adventurers interact with
the environm ent in such places. T h e Dungeon Master’s
Guide has rules coverin g m ore unusual situations.
Fa l l i n g
A fall from a great height is one o f the m ost com m on
h azards facing an adventurer.
At the end o f a fall, a creature takes 1d6 bludgeon ing
dam age for every 10 feet it fell, to a m axim u m o f 20d6.
T h e creature lands prone, u nless it avoids taking
dam age from the fall.
Su f f o c a t i n g
A creature can hold its breath for a num ber o f m inutes
equal to 1 + its Constitution m odifier (m inim um
o f 30 secon ds).
W h en a creature runs out o f breath, it can survive for
a num ber o f roun ds equal to its Constitution m odifier
(m inim um 1 round). At the start o f its next turn, it drops
to 0 hit points and is dying.
S p l i t t i n g U p t h e Pa r t y
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 o f an attack. The
advantage is that a small group o f 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.
For exam ple, a creature w ith a Constitution o f 14 can
hold its breath for 3 m inutes. If it starts suffocating, it
h as 2 roun ds to reach air before it d rops to 0 hit points.
V isio n a n d
L ig h t
The m ost fundam ental tasks o f adventuring—n oticing
danger, finding hidden objects, hitting an enem y in
com bat, and targeting a spell, to nam e ju st a few —
rely heavily on a character’s ability to see. D arkness
and other effects that ob scu re vision can prove a
significant hindrance.
A given area m ight be lightly or heavily ob scu red. In
a lightly obscured area, such as dim light, patchy fog,
or m oderate foliage, creatu res have disadvantage on
W isd om (P erception ) ch eck s that rely on sight.
A heavily obscured area—such as darkness, opaque
fog, or den se foliage—b lock s vision entirely. A creature
in a heavily ob scu red area effectively suffers from the
blinded condition (see appendix A).
T h e p resen ce or ab sen ce o f light in an environm ent
creates three categories o f illum ination: bright light, dim
light, and darkness.
Bright light lets m ost creatu res see norm ally. Even
gloom y days provide bright light, as do torches, lanterns,
fires, and other sou rces o f illum ination w ithin a
sp ecific radius.
Dim light, also called sh adow s, creates a lightly
ob scu red area. A n area o f dim light is usually a
bou n dary b etw een a so u rce o f bright light, such as
a torch, and su rrou nding darkness. T h e soft light
o f twilight and dawn also coun ts as dim light. A
particularly brilliant full m oon m ight bathe the land
in dim light.
Darkness creates a heavily o b scu red area. C haracters
face darkn ess ou tdoors at night (even m ost m oonlit
nights), w ithin the con fin es o f an unlit du ngeon or a
subterranean vault, or in an area o f m agical darkness.
Bl
in d s ig h t
A creature w ith blindsight can perceive its surrou ndings
w ithout relying on sight, w ithin a sp ecific radius.
Creatures w ithout eyes, such as oo ze s , and creatures
w ith ech olocation or heightened sen ses, such as bats
and true dragons, have this sen se.
Da
r k v is io n
M any creatu res in the w orld s o f D&D, esp ecia lly th ose
that dw ell underground, have darkvision. W ithin a
sp ecified range, a creature w ith darkvision can see in
darkn ess as if the darkn ess w ere dim light, s o areas
o f darkn ess are only lightly ob scu red as far as that
creature is con cern ed . However, the creature ca n ’t
discern color in darkness, only sh ad es o f gray.
T
r u e s ig h t
A creature w ith truesight can, out to a sp ecific range,
se e in norm al and m agical darkness, see invisible
creatu res and objects, autom atically detect visual
illusions and su cce e d on saving th row s against them,
and p erceives the original form o f a sh ap ech an ger or
a creature that is tran sform ed by m agic. Furtherm ore,
the creature can se e into the E thereal Plane.
Fo o d a n d Wa t e r
C haracters w h o d on ’t eat or drink suffer the effects o f
exhaustion (see appendix A). Exhaustion cau sed by lack
o f fo o d or water ca n ’t b e rem oved until the character
eats and drinks the full requ ired am ount.
Fo
o d
A character n eeds on e pou n d o f food p er day and can
m ake fo o d last longer by subsisting on h alf rations.
Eating h alf a pou n d o f fo o d in a day coun ts as h alf a day
w ithout food.
A character can go w ithout fo o d for a num ber o f days
equal to 3 + his or her Constitution m odifier (m inim um
1). At the end o f each day beyon d that limit, a character
autom atically suffers on e level o f exhaustion.
A n orm al day o f eating resets the coun t o f days
w ithout food to zero.
Wa
t e r
A character n eed s one gallon o f water per day, or tw o
gallons per day if the w eath er is hot. A character w ho
drinks only h alf that m uch water m ust su cce e d on a
D C 15 Constitution saving th row o r suffer one level o f
exhaustion at the end o f the day. A character w ith a cce ss
to even less w ater autom atically suffers one level o f
exhaustion at the end o f the day.
If the character already has one or m ore levels o f
exhaustion, the character takes tw o levels in either case.
In t e r a c t i n g w i t h
O bj e c t s
A character’s interaction w ith ob jects in an environm ent
is often sim ple to resolve in the gam e. T h e player tells
the D M that his or her character is doin g som ething,
su ch a m oving a lever, and the DM d escrib es what, if
anything happens.
F or exam ple, a character m ight d ecide to pull a lever,
w h ich might, in turn, raise a portcullis, cau se a ro o m to
flood w ith water, or op en a secret d oor in a nearby wall.
If the lever is rusted in position, though, a character
m ight n eed to force it. In such a situation, the D M might
call for a Strength ch eck to see w hether the character
can w ren ch the lever into place. T h e D M sets the D C for
any such ch eck ba sed on the difficulty o f the task.
C haracters can also dam age objects with their
w ea p on s and spells. O bjects are im m une to p oison and
psychic dam age, but oth erw ise they can be affected
by physical and m agical attacks m uch like creatures
can. The D M determ ines an o b je ct’s A rm or C lass and
hit points, and might d ecide that certain objects have
resistan ce or im m unity to certain kinds o f attacks. (It’s
hard to cut a rop e w ith a club, for exam ple.) O bjects
always fail Strength and D exterity saving throw s, and
they are im m une to effects that require other saves.
W h en an object d rops to 0 hit points, it breaks.
A character can also attempt a Strength ch eck to
break an object. T h e D M sets the D C for any such check.
So c i a l In t e r a c t i o n
E xplorin g dungeons, overcom in g obstacles, and slaying
m on sters are key parts o f D & D adventures. N o less
im portant, though, are the socia l interactions that
adventurers have w ith other inhabitants o f the w orld.
Interaction takes on m any form s. You might need
to con v in ce an u n scrupulou s th ief to co n fe s s to som e
m alfeasan ce, or you m ight try to flatter a dragon s o that
it w ill spare your life. The DM a ssu m es the roles o f any
characters w h o are participating in the interaction that
don ’t belon g to another player at the table. A n y such
character is called a nonplayer character (N PC ).
In general term s, an N P C ’s attitude tow ard you is
d escrib ed as friendly, indifferent, or hostile. Friendly
N P C s are p red isp osed to help you, and hostile on es are
inclined to get in your way. It’s easier to get what you
w ant from a friendly N PC , o f cou rse.
S o c ia l interactions have tw o prim ary aspects:
roleplaying and ability checks.
Ro l e pl a y in g
R oleplaying is, literally, the act o f playing out a role.
In this case, it’s you as a player determ ining h ow your
character thinks, acts, and talks.
R oleplaying is a part o f every aspect o f the gam e,
and it c o m e s to the fore during socia l interactions.
Your character’s quirks, m ann erism s, and personality
influence h ow interactions resolve.
T h ere are tw o styles you can u se w hen roleplaying
your character: the descriptive approach and the active
approach. M ost players u se a com bination o f the tw o
styles. U se w hichever m ix o f the tw o w ork s best for you.
D
e s c r ip t iv e
A
ppr o a c h
t o
Ro
l e p l a y in g
W ith this approach, you d escrib e your character’s w ord s
and actions to the DM and the other players. D raw ing on
your mental im age o f your character, you tell everyone
w hat your character d o e s and h ow he or she d o e s it.
F or instance, Chris plays T ordek the dwarf. Tordek
has a quick tem per and blam es the elves o f the
C loa k w ood for his fam ily’s m isfortune. At a tavern, an
obn ox iou s elf m instrel sits at T ordek ’s table and tries to
strike up a conversation w ith the dwarf.
C hris says, “T ordek spits on the floor, grow ls an
insult at the bard, and stom ps over to the bar. H e sits
on a stool and glares at the m instrel b efore ordering
another drink.”
In this exam ple, Chris has conveyed T ordek’s m ood
and given the DM a clear idea o f his character’s
attitude and actions.
W h en using descriptive roleplaying, keep the
follow in g things in mind:
• D escrib e your character’s em otion s and attitude.
• F ocu s on your character’s intent and h ow others
m ight perceive it.
• Provide as m uch em bellishm ent as you feel
com fortab le with.
D on ’t w orry about getting things exactly right. Just
focu s on thinking about w hat your character w ould do
and d escribin g w hat you see in your m ind.
A
c t iv e
A
ppr o a c h
t o
Ro
l e p l a y in g
If descriptive roleplaying tells your DM and your fellow
players w hat your character thinks and does, active
roleplaying shows them.
W h en 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 m ovem ents and body language.
T h is approach is m ore im m ersive than descriptive
roleplaying, though you still n eed to d escrib e things
that ca n ’t be reason ably acted out.
G oin g back to the exam ple o f Chris roleplaying Tordek
above, h ere’s h ow the scen e m ight play out if Chris used
active roleplaying:
S p eak in g as Tordek, Chris says in a gruff, deep voice,
“I w as w on derin g w hy it suddenly sm elled aw ful in here.
If I w anted to hear anything out o f you, I'd snap your
arm and enjoy your screa m s.” In his n orm al voice, Chris
then adds, “I get up, glare at the elf, and head to the bar.”
R
e su l t s
o f
Ro
l e p l a y in g
T h e DM u ses your character’s actions and attitudes to
determ ine h ow an N P C reacts. A cow a rdly N P C bu ckles
under threats o f violence. A stubborn dw arf refu ses to
let anyone badger her. A vain dragon laps up flattery.
W h en interacting with an N PC , pay clo se attention to
the D M ’s portrayal o f the N P C ’s m ood , dialogue, and
personality. You m ight b e able to determ ine an N P C ’s
personality traits, ideals, flaws, and bon ds, then play on
them to influence the N P C ’s attitude.
Interactions in D & D are m uch like interactions in
real life. If you can offer N P C s som eth in g they want,
threaten them w ith som eth in g they fear, or play on their
sym pathies and goals, you can u se w ord s to get alm ost
anything you want. O n the other hand, if you insult a
proud w arrior or sp eak ill o f a n oble’s allies, your efforts
to con v in ce or deceive w ill fall short.
A b il it y C h e c k s
In addition to roleplaying, ability ch eck s are key in
determ ining the ou tcom e o f an interaction.
Your roleplaying efforts can alter an N P C ’s attitude,
but there might still be an elem ent o f ch a n ce in the
situation. For exam ple, your DM can call for a Charism a
ch eck at any point during an interaction if he or she
w ants the d ice to play a role in determ ining an N P C ’s
reactions. Other ch eck s m ight be appropriate in certain
situations, at your D M ’s discretion.
Pay attention to your skill proficiencies w hen thinking
o f h ow you w ant to interact with an N PC , and stack
the d eck in your favor by using an approach that relies
on your best bon u ses and skills. If the group n eed s to
trick a guard into letting them into a castle, the rogue
w h o is proficient in D eception is the best bet to lead the
discu ssion . W h en negotiating for a h osta ge’s release,
the cleric w ith P ersu asion should do m ost o f the talking.
Re s t in g
H eroic though they m ight be, adventurers ca n ’t spend
every h our o f the day in the thick o f exploration, socia l
interaction, and com bat. They n eed rest—tim e to
sleep and eat, tend their w ounds, refresh their m inds
and spirits for spellcasting, and brace them selves for
further adventure.
Adventurers can take short rests in the m idst o f an
adventuring day and a long rest to end the day.
Sh o r t R e st
A short rest is a p eriod o f dow ntim e, at least 1 hour long,
during w h ich a character d oes nothing m ore strenuous
than eating, drinking, reading, and tending to w ounds.
A character can spend on e or m ore Hit D ice at the end
o f a short rest, up to the character’s m axim u m num ber
o f Hit D ice, w hich is equal to the character's level. For
each Hit D ie spent in this way, the player rolls the die
and adds the character’s Constitution m odifier to it. The
character regains hit points equal to the total. The player
can decide to spend an additional Hit D ie after each roll.
A character regains so m e spent Hit D ice u pon finishing
a lon g rest, as explained below.
L o n g Re st
A lon g rest is a p eriod o f extended dow ntim e, at least 8
h ours long, during w h ich a character sleep s or perform s
light activity: reading, talking, eating, or standing watch
for n o m ore than 2 hours. If the rest is interrupted by a
p eriod o f strenuous activity—at least 1 hour o f w alking,
fighting, castin g spells, or sim ilar adventuring activity—
the characters must begin the rest again to gain any
benefit from it.
At the end o f a long rest, a character regains all lost
hit points. T h e character also regains spent Hit D ice, up
to a num ber o f dice equal to h alf o f the character’s total
num ber o f them. For exam ple, if a character has eight
Hit D ice, he or she can regain four spent Hit D ice upon
finishing a lon g rest.
A character ca n ’t benefit from m ore than on e long rest
in a 24-hou r period, and a character m ust have at least
1 hit point at the start o f the rest to gain its benefits.
Be t w e e n A d v e n t u r e s
B etw een trips to du ngeon s and battles against ancient
evils, adventurers n eed tim e to rest, recuperate, and
prepare for their next adventure. M any adventurers also
use this tim e to perform other tasks, such as crafting
arm s and armor, perform in g research, or spending
their hard-earned gold.
In som e ca ses, the pa ssage o f tim e is som eth in g that
o c cu rs w ith little fanfare or description. W h en starting
a n ew adventure, the DM might sim ply declare that a
certain am ount o f tim e has pa ssed and allow you to
d escrib e in general term s w hat your character has
Pr
b een doing. At other tim es, the D M m ight w ant to keep
track o f ju st h ow m uch tim e is passin g as events beyond
your p erception stay in m otion.
You can w ork betw een adventures, allow ing you to
maintain a m odest lifestyle w ithout having to pay 1 gp
per day (see chapter 5 for m ore inform ation on lifestyle
expenses). This benefit lasts as long you continue to
practice your profession.
If you are a m em ber o f an organization that can
provide gainful em ploym ent, such as a tem ple or a
thieves’ guild, you earn en ough to support a com fortab le
L if e st yl e Ex pe n se s
B etw een adventures, you c h o o s e a particular quality
o f life and pay the co st o f m aintaining that lifestyle, as
d escrib ed in chapter 5.
Living a particular lifestyle d oesn ’t have a huge effect
on your character, but your lifestyle can affect the w ay
other individuals and groups react to you. For exam ple,
w h en you lead an aristocratic lifestyle, it m ight be easier
for you to influence the n obles o f the city than if you
live in poverty.
D o w n t im e A c t iv it ie s
B etw een adventures, the DM might ask you w hat your
character is doin g during his or her dow ntim e. P eriods
o f dow ntim e can vary in duration, but each dow ntim e
activity requ ires a certain num ber o f days to com plete
b efore you gain any benefit, and at least 8 h ours o f each
day m ust be spent on the dow ntim e activity for the day
to count. T h e days d o not need to be consecu tive. If you
have m ore than the m inim um am ount o f days to spend,
you ca n k eep doin g the sam e thing for a longer period
o f tim e, or sw itch to a n ew dow ntim e activity.
D ow n tim e activities other than the on es presented
b elow are possible. If you w ant y ou r character to spend
his or her dow ntim e perform in g an activity not covered
here, d iscu ss it w ith your DM.
C
r a f t in g
Y ou can craft n onm agical objects, including adventuring
equipm ent and w ork s o f art. You m ust be proficient
w ith tools related to the object you are trying to create
(typically artisan’s tools). You m ight also n eed a c c e s s to
sp ecia l m aterials or locations n ecessa ry to create it. F or
exam ple, som eon e proficient w ith sm ith’s tools n eeds a
forge in order to craft a sw ord or suit o f armor.
F or every day o f dow ntim e you spend crafting, you
can craft on e or m ore item s w ith a total m arket value
not ex ceed in g 5 gp, and you m ust expend raw m aterials
w orth h alf the total m arket value. If som eth in g you
w ant to craft has a m arket value greater than 5 gp, you
m ake p rog ress every day in 5-gp increm ents until you
reach the m arket value o f the item. F or exam ple, a suit
o f plate arm or (market value 1,500 gp) takes 3 0 0 days
to craft by yourself.
Multiple characters can com bin e their efforts tow ard
the crafting o f a single item, provided that the characters
all have proficiency w ith the requisite tools and are
w ork in g together in the sam e place. E ach character
contributes 5 gp w orth o f effort for every day spent
helping to craft the item. F or exam ple, three characters
w ith the requisite tool proficiency and the proper
facilities ca n craft a suit o f plate arm or in 100 days,
at a total co st o f 750 gp.
W h ile crafting, you can m aintain a m od est lifestyle
w ithout having to pay 1 gp per day, or a com fortable
lifestyle at half the norm al cost (see chapter 5 for m ore
inform ation on lifestyle expenses).
a c t ic in g
a
Pr
o f e s s io n
lifestyle instead.
If you have proficiency in the P erform an ce skill and
put your perform an ce skill to u se during your dow ntim e,
you earn en ough to support a w ealthy lifestyle instead.
R
e c u p e r a t in g
You can u se dow ntim e b etw een adventures to recover
from a debilitating injury, disease, or poison.
A fter three days o f d ow ntim e spent recuperating,
you can m ake a D C 15 Constitution saving throw.
O n a su ccessfu l save, you can c h o o s e on e o f the
follow in g results:
• End one effect on you that prevents you from regain
ing hit points.
• F or the next 24 hours, gain advantage on saving
th row s against one d isease or p oison currently
affecting you.
R
e s e a r c h in g
T h e tim e betw een adventures is a great ch a n ce to
p erform research, gaining insight into m ysteries
that have unfurled over the co u rse o f the cam paign.
R esea rch can include p orin g over dusty tom es and
cru m blin g scrolls in a library o r buying drinks for the
loca ls to pry ru m ors and gossip from their lips.
W h en you begin your research, the DM determ ines
w hether the inform ation is available, h ow m any days o f
dow ntim e it w ill take to find it, and w hether there are
any restriction s on your research (such as n eed in g to
seek out a sp ecific individual, tom e, or location). The
D M m ight also require you to m ake one or m ore ability
ch ecks, such as an Intelligence (Investigation) ch eck
to find clues pointing tow ard the inform ation you seek,
or a Charism a (P ersu asion) ch eck to secu re so m e o n e ’s
aid. O n ce th ose condition s are met, you learn the
inform ation if it is available.
F or each day o f research, you m ust spend 1 gp to
cover your expen ses. T h is co st is in addition to your
n orm al lifestyle ex p en ses (as d iscu ssed in chapter 5).
T
r a in in g
You can spend time b etw een adventures learning a n ew
language or training w ith a set o f tools. Your DM m ight
allow additional training options.
First, you m ust find an instructor w illing to teach you.
T h e DM determ ines h ow lon g it takes, and w hether one
or m ore ability ch eck s are required.
The training lasts for 2 5 0 days and co sts 1 gp per day.
After you sp en d the requisite am ount o f tim e and money,
you learn the new language or gain proficiency with
the n ew tool.
C h a p t e r 9: C o m b a t
HE CLATTER OF A SWORD STRIKING AGAINST
T
a shield. T h e terrible rending sou n d as
m on strou s claw s tear through armor. A
brilliant flash o f light as a ball o f flam e
b lo ss o m s from a w iza rd ’s spell. T h e sharp
tang o f b lo o d in the air, cutting through
the stench o f vile m onsters. R oa rs o f fury,
shouts o f triumph, cries o f pain. C om bat in D & D can be
chaotic, deadly, and thrilling.
T h is chapter p rovides the rules you need for your
characters and m on sters to engage in com bat, w hether
it is a brief skirm ish or an extended conflict in a
du ngeon or on a field o f battle. T h rou gh ou t this chapter,
the rules address you, the player or D u n geon Master.
T he D u n geon M aster con trols all the m on sters and
nonplayer characters involved in com bat, and each other
player con trols an adventurer. “Y ou” can also m ean the
character or m onster that you control.
Th e O r der o f Co mba t
A typical com bat en cou nter is a clash b etw een tw o
sides, a flurry o f w ea p on sw ings, feints, parries,
footw ork, and spellcasting. The gam e organizes the
ch a os o f com bat into a cycle o f roun ds and turns. A
round represents about 6 se co n d s in the gam e w orld.
D uring a round, each participant in a battle takes a
turn. Th e order o f turns is determ ined at the begin ning
o f a com bat encounter, w hen everyone rolls initiative.
O n ce everyone has taken a turn, the fight continu es to
the next round if neither side has defeated the other.
Su r pr is e
A band o f adventurers sn eaks up on a bandit cam p,
springing from the trees to attack them. A gelatinous
cu b e glides dow n a du ngeon passage, u nn oticed by
the adventurers until the cu b e en gu lfs one o f them. In
th ese situations, one side o f the battle gains surprise
over the other.
Th e DM determ ines w h o m ight be su rprised. If
neither side tries to b e stealthy, they autom atically n otice
each other. O therw ise, the DM com p a res the Dexterity
(Stealth) ch eck s o f anyone hiding w ith the passive
W isd om (P erception ) sco re o f each creature on the
C o m b a t St e p b y St e p
1. 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 o f 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.
op p osin g side. Any character o r m onster that d oesn ’t
n otice a threat is su rprised at the start o f the encounter.
If you ’re su rprised, you can ’t m ove or take an action
on your first turn o f the com bat, and you ca n ’t take a
reaction until that turn ends. A m em ber o f a group can
b e surprised even if the other m em bers aren’t.
In i t i a t i v e
Initiative determ ines the order o f turns during com bat.
W h en com bat starts, every participant m akes a
D exterity ch eck to determ ine their place in the initiative
order. The DM m akes one roll for an entire group o f
identical creatures, so each m em ber o f the group acts at
the sam e time.
The DM ranks the com batants in order from the one
with the highest Dexterity ch eck total to the on e w ith
the low est. This is the order (called the initiative order)
in w hich they act during each round. T h e initiative order
rem ains the sam e from round to round.
If a tie occu rs, the DM d ecides the order am ong
tied D M -controlled creatures, and the players decide
the order am ong their tied characters. T h e D M can
d ecide the order if the tie is b etw een a m onster and a
player character. Optionally, the DM can have the tied
characters and m on sters each roll a d2 0 to determ ine
the order, highest roll going first.
Y o u r Tu r n
On your turn, you can move a distance up to your sp eed
and take one action. You d ecide w hether to m ove first
or take your action first. Your sp eed —som etim es called
your w alkin g sp eed —is noted on your character sheet.
T h e m ost co m m o n actions you can take are d escrib ed
in the “A ction s in C om bat” section later in this chapter.
M any class features and other abilities provide
additional options for your action.
The “ M ovem ent and P osition ” section later in this
chapter gives the rules for your m ove.
You can forgo m oving, taking an action, or doing
anything at all on your turn. If you c a n ’t d ecide what to
do on your turn, con sider taking the D od g e or R eady
action, as d escrib ed in “A ction s in C om bat.”
B
o n u s
A
c t io n s
Various class features, spells, and other abilities let you
take an additional action on your turn called a bon u s
action. The Cunning A ction feature, for exam ple, allow s
a rogu e to take a bon u s action. You can take a bon u s
action only w hen a sp ecia l ability, spell, or other feature
o f the gam e states that you can do som eth in g as a bon u s
action. You oth erw ise d on ’t have a bon u s action to take.
You can take only on e bon u s action on your turn, so
you must c h o o s e w hich bon u s action to u se w h en you
have m ore than one available.
You c h o o s e w hen to take a bon u s action during your
turn, u nless the bon u s action ’s tim ing is specified, and
anything that deprives you o f your ability to take actions
also prevents you from taking a bon u s action.
O
t h e r
A
c t iv it y
o n
Y
o u r
Tu
r n
Y our turn can include a variety o f flou rish es that require
neither your action n or your m ove.
You ca n com m u n ica te how ever you are able, through
brief utterances and gestures, as you take your turn.
You can also interact with on e object or feature o f the
environm ent for free, during either your m ove or your
action. For exam ple, you cou ld op en a d oor during your
m ove as you stride tow ard a foe, or you cou ld draw your
w eap on as part o f the sam e action you use to attack.
If you w ant to interact with a se co n d object, you n eed
to use your action. S o m e m agic item s and other sp ecial
ob jects always require an action to use, as stated
in their descriptions.
T h e DM m ight require you to use an action for any
o f these activities w h en it n eed s sp ecia l care or w hen it
presents an unusual obstacle. F or instance, the DM
cou ld reason ably e xpect you to use an action to op en a
stuck d oor or turn a cra n k to low er a draw bridge.
On your turn, you can m ove a distance up to your
sp eed. You can use as m uch or as little o f your sp eed as
you like on your turn, follow in g the rules here.
Your m ovem ent can include jum ping, clim bing, and
sw im m in g. T h ese different m od es o f m ovem ent can
b e com b in ed with w alking, or they can constitute your
entire m ove. H ow ever you ’re m oving, you deduct the
distance o f each part o f your m ove from your sp eed until
it is u sed up or until you are done m oving.
The “S p ecia l Types o f M ovem ent’’ section in
chapter 8 gives the particulars for jum ping, clim bing,
and sw im m in g.
Br e a k in g U p Y o u r
You can break up your m ovem ent on your turn, using
som e o f your sp eed before and after your action. For
exam ple, if you have a sp eed o f 30 feet, you can m ove
10 feet, take your action, and then m ove 20 feet.
M
Re a c t io n s
Certain sp ecial abilities, spells, and situations allow
you to take a sp ecia l action called a reaction. A reaction
is an instant resp on se to a trigger o f som e kind, w hich
ca n o c cu r on your turn or on som eon e e lse’s. The
opportunity attack, d escribed later in this chapter, is the
m ost co m m o n type o f reaction.
W h en you take a reaction, you can ’t take another one
until the start o f your next turn. If the reaction interrupts
another creatu re’s turn, that creature can continue its
turn right after the reaction.
M o v e m e n t a n d Po s i t i o n
In com bat, characters and m on sters are in constant
m otion, often using m ovem ent and position to gain
the upper hand.
I n t e r a c t i n g w i t h O b j e c t s A r o u n d Yo u
Here are a few examples o f the sorts o f 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
M o v e
o v in g
b e t w e e n
A
t t a c k s
If you take an action that in cludes m ore than one
w eapon attack, you can break up your m ovem ent even
further by m oving b etw een th ose attacks. For exam ple,
a fighter w h o can m ake tw o attacks w ith the Extra
Attack feature and w h o has a sp eed o f 25 feet cou ld
m ove 10 feet, m ake an attack, m ove 15 feet, and then
attack again.
U
s in g
D
if f e r e n t
Sp e
e d s
If you have m ore than one sp eed, such as your w alkin g
sp eed and a flying sp eed, you can sw itch ba ck and forth
b etw een your sp eed s during your m ove. W h en ever you
switch, subtract the distance you've already m oved from
the n ew speed. T h e result determ ines h ow m uch farther
you can m ove. If the result is 0 or less, you ca n ’t use the
n ew sp eed during the current m ove.
For exam ple, if you have a sp eed o f 3 0 and a flying
sp eed o f 60 b eca u se a w izard cast the fly spell on you,
you cou ld fly 20 feet, then w alk 10 feet, and then leap
into the air to fly 30 feet m ore.
D if f ic u l t T e r r a in
Com bat rarely takes place in bare room s or on
featureless plains. B ou lder-strew n caverns, briarch oked forests, treach erou s sta irca ses—the setting o f
a typical fight contain s difficult terrain.
Every foot o f m ovem ent in difficult terrain co sts 1
extra foot. T h is rule is true even if multiple things in
a sp ace coun t as difficult terrain.
L ow furniture, rubble, undergrow th, steep stairs,
snow, and sh allow b o g s are exam ples o f difficult terrain.
T h e sp ace o f another creature, w hether h ostile or not,
also cou n ts as difficult terrain.
Be in g Pr o n e
Com batants often find them selves lying on the ground,
either b eca u se they are k n ock ed dow n or b eca u se they
th row th em selves dow n. In the gam e, they are prone,
a condition d escrib ed in appendix A.
You can drop prone w ithout u sing any o f your
speed. Standing up takes m ore effort; doin g s o costs
an am ount o f m ovem ent equal to h alf your sp eed. For
exam ple, if y ou r sp eed is 30 feet, you must sp en d 15 feet
o f m ovem ent to stand up. You ca n ’t stand up if you d on ’t
have enough m ovem ent left or if your sp eed is 0.
To m ove w hile prone, you must crawl or u se m agic
such as teleportation. Every foot o f m ovem ent w hile
craw ling co sts 1 extra foot. C raw ling 1 foot in difficult
terrain, therefore, co sts 3 feet o f m ovem ent.
M o v in g A r o u n d
O t h e r
C r e a t u r e s
Y ou can m ove through a n on h ostile creatu re’s space.
In contrast, you can m ove th rough a hostile creature's
sp ace only if the creature is at least tw o sizes larger or
sm aller than you. R em em ber that another creatu re’s
sp ace is difficult terrain for you.
W h eth er a creature is a friend or an enemy, you ca n ’t
w illingly end your m ove in its space.
If you leave a hostile creatu re’s reach during your
m ove, you provoke an opportunity attack, as explained
later in the chapter.
Fl y in g M o v e m e n t
Flying creatures enjoy m any benefits o f mobility, but
they m ust a lso deal w ith the danger o f falling. If a flying
creature is k n ock ed prone, has its sp eed red u ced to 0, or
is oth erw ise deprived o f the ability to m ove, the creature
falls, unless it has the ability to hover or it is b ein g held
aloft by m agic, such as by the fly spell.
C r e a t u r e Siz e
E ach creature takes up a different am ount o f space.
T h e S ize C ategories table sh ow s h ow m uch sp ace
a creature o f a particular size con trols in com bat.
O bjects som etim es use the sam e size categories.
S iz e C a t e g o r i e s
Size
Space
Tiny
21/2 by 2 1/2 ft
Small
5 by 5 ft.
Medium
5 by 5 ft.
Large
10 by 10 ft.
Huge
15 by 15 ft.
Gargantuan
20 by 20 ft. or larger
Sp a
c e
A creature's sp ace is the area in feet that it effectively
con trols in com bat, not an expression o f its physical
dim ension s. A typical M edium creature isn't 5 feet
w ide, for exam ple, but it d o e s con trol a sp ace that
w ide. If a M edium h obgoblin stands in a 5-foot-wide
doorw ay, other creatu res ca n ’t get through unless the
h obgoblin lets them.
A creatu re’s sp ace also reflects the area it n eeds to
fight effectively. For that reason, there’s a limit to the
n um ber o f creatu res that can su rrou nd another creature
in com bat. A ssu m in g M edium com batants, eight
creatures can fit in a 5-foot radius around another one.
B eca u se larger creatures take up m ore space, few er
o f them can su rrou nd a creature. If five Large creatures
Va
r ia n t
: Pl
a y in g
o n
a
G
r id
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
o f 30 feet translates into a speed o f 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 o f movement left, even if the square is
diagonally adjacent to the square you’re in. (The rule for
diagonal movement sacrifices realism for the sake of smooth
play. The D unge o n M a ste r’s Guide provides guidance on using
a more realistic approach.)
If a square costs extra movement, as a square o f 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 o f difficult terrain.
Corners. Diagonal movement can’t cross the corner o f 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 o f them and stop counting in
the space of the other one. Count by the shortest route.
crow d around a M edium or sm aller one, there’s little
room for anyone else. In contrast, as m any as twenty
M edium creatu res ca n su rrou nd a Gargantuan one.
Sq
u e e z in g
in t o
a
Sm
a l l e r
Sp a
c e
A creature can sq u eeze through a sp ace that is large
en ough for a creature one size sm aller than it. Thus, a
L arge creature can sq u eeze through a pa ssa ge that's
only 5 feet w ide. W h ile squeezing through a space,
a creature m ust sp en d 1 extra foot for every foot it
m oves there, and it has disadvantage on attack rolls
and D exterity saving throw s. A ttack rolls against the
creature have advantage w hile it’s in the sm aller space.
A c t io n s in C o mb a t
W h en you take your action on your turn, you can take
on e o f the actions presen ted here, an action you gained
from your class or a sp ecia l feature, or an action that
you im provise. M any m on sters have action options o f
their ow n in their stat block s.
W h en you d escrib e an action not detailed elsew h ere
in the rules, the DM tells you w hether that action is
possib le and what kind o f roll you n eed to m ake, if any,
to determ ine s u c ce s s or failure.
A t t a c k
Th e m ost co m m o n action to take in com bat is the A ttack
action, w hether you are sw in gin g a sw ord, firing an
arrow from a bow , or braw ling w ith your fists.
W ith this action, you m ake on e m elee or ranged
attack. S e e the “M aking an Attack” section for the rules
that govern attacks.
Certain features, such as the Extra A ttack feature
o f the fighter, allow you to m ake m ore than on e attack
with this action.
C a s t a Spe l l
S p ellcasters such as w izard s and clerics, as w ell as
m any m onsters, have a c c e ss to sp ells and can use
them to great effect in com bat. Each spell has a casting
tim e, w hich sp ecifies w hether the caster m ust use an
action, a reaction, m inutes, or even h ours to cast the
spell. Casting a spell is, therefore, not n ecessarily an
action. M ost spells do have a castin g tim e o f 1 action,
s o a spellcaster often u ses his or her action in com bat
to cast such a spell. S e e chapter 10 for the rules
on spellcasting.
Da sh
W h en you take the D ash action, you gain extra
m ovem ent for the current turn. The in crease equals
your speed, after applying any m odifiers. W ith a sp eed
o f 30 feet, for example, you can m ove up to 60 feet on your
turn if you dash.
Any in crease or d ecrea se to your sp eed changes this
additional m ovem ent by the sam e am ount. If your sp eed
o f 30 feet is redu ced to 15 feet, for instance, you can
m ove up to 30 feet this turn if you dash.
D i s e n
g
a
g
e
If you take the D isen gage action, your m ovem ent d oesn ’t
provoke opportu nity attacks for the rest o f the turn.
D o d g e
W h en you take the D od ge action, you focu s entirely on
avoiding attacks. Until the start o f your next turn, any
attack roll m ade against you has disadvantage if you
can see the attacker, and you m ake D exterity saving
th row s w ith advantage. You lose this benefit if you are
incapacitated (as explained in appendix A) or if your
sp eed d rop s to 0.
H el p
You can lend your aid to another creature in the
com pletion o f a task. W h en you take the H elp action,
the creature you aid gains advantage on the next ability
ch eck it m akes to perform the task you are helping with,
provided that it m akes the ch eck before the start o f
your next turn.
Alternatively, you can aid a friendly creature in
attacking a creature w ithin 5 feet o f you. You feint,
distract the target, or in som e other w ay team up to
m ake your ally’s attack m ore effective. If your ally
attacks the target b efore your next turn, the first attack
roll is m ade with advantage.
H id e
W h en you take the H ide action, you m ake a Dexterity
(Stealth) ch eck in an attempt to hide, follow in g the rules
in chapter 7 for hiding. If you su cceed , you gain certain
benefits, as d escrib ed in the “ U nseen Attackers and
Targets” section later in this chapter.
Im p r o v i s i n g a n A c t i o n
Your character can do things not covered by the actions in
this chapter, such as breaking down doors, intimidating
enemies, sensing weaknesses in magical defenses, or calling
for a parley with a foe. The only limits to the actions you can
attempt are your imagination and your character’s ability
scores. See the descriptions o f the ability scores in chapter 7
for inspiration as you improvise.
When you describe an action not detailed elsewhere in
the rules, the DM tells you whether that action is possible
and what kind o f roll you need to make, if any, to determine
success or failure.
Re a d y
S om etim es you w ant to get the ju m p on a foe or wait for
a particular circu m stan ce before you act. To do so, you
can take the R eady action on your turn so that you can
act later in the round using your reaction.
First, you decide w hat perceivable circu m stan ce
w ill trigger your reaction. Then, you c h o o s e the action
you w ill take in resp on se to that trigger, or you c h o o s e
to m ove up to your sp eed in resp on se to it. E xam ples
include “If the cultist steps on the trapdoor, I’ll pull the
lever that op en s it,” and “If the goblin steps next to me,
I m ove away.”
W h en the trigger occu rs, you can either take your
reaction right after the trigger finishes or ignore
the trigger. R em em ber that you can take only one
reaction p er round.
W h en you ready a spell, you cast it as norm al but
hold its energy, w h ich you release w ith your reaction
w hen the trigger occu rs. To be readied, a spell must
have a castin g tim e o f 1 action, and h olding onto the
sp ell’s m agic requ ires concentration (explained in
chapter 10). If your concentration is broken, the spell
dissipates w ithout taking effect. For exam ple, if you are
concentratin g on the web spell and ready magic missile,
your web spell ends, and if you take dam age before
you release magic missile w ith your reaction, your
concentration m ight be broken.
Se a r c h
W h en you take the S ea rch action, you devote your
attention to finding som ething. D epen d in g on the
nature o f your search, the DM m ight have you m ake
a W isd om (P erception ) ch eck o r an Intelligence
(Investigation) check.
U se a n
O bj e c t
You n orm ally interact w ith an object w hile doin g
som eth in g else, such as w hen you draw a sw ord as part
o f an attack. W h en an ob ject requ ires your action for
its use, you take the U se an O bject action. T h is action
is also useful w hen you w ant to interact w ith m ore than
on e object on your turn.
M a k in g a n At t a c k
W h eth er you ’re striking w ith a m elee w eapon , firing a
w ea p on at range, or m akin g an attack roll as part o f a
spell, an attack has a sim ple structure.
1. Choose a target. P ick a target w ithin y ou r attack’s
range: a creature, an object, or a location.
2. Determine modifiers. T h e DM determ ines w hether
the target has cover and w hether you have advantage
or disadvantage against the target. In addition, spells,
sp ecia l abilities, and other effects can apply penalties
or b on u ses to your attack roll.
3. Resolve the attack. You m ake the attack roll. On a
hit, you roll dam age, unless the particular attack has
rules that sp ecify otherw ise. S o m e attacks cau se
sp ecia l effects in addition to or instead o f dam age.
If th ere’s ever any question w hether som eth in g y ou ’re
doin g coun ts as an attack, the rule is sim ple: if you ’re
m akin g an attack roll, you ’re m aking an attack.
A t t a c k Ro l l s
W h en you m ake an attack, your attack roll determ ines
w hether the attack hits or m isses. To m ake an attack
roll, roll a d2 0 and add the appropriate m odifiers. If the
total o f the roll plus m odifiers equals or e x ceed s the
target’s A rm or C lass (AC), the attack hits. The AC o f a
character is determ ined at character creation, w h ereas
the AC o f a m onster is in its stat block.
M
o d if ie r s t o
t h e
Ro
l l
W h en a character m akes an attack roll, the tw o m ost
com m on m odifiers to the roll are an ability m odifier
and the character’s proficiency bonus. W h en a m onster
m akes an attack roll, it u ses w hatever m odifier is
provided in its stat block.
A bility M odifier. T h e ability m odifier u sed for a m elee
w eapon attack is Strength, and the ability m odifier used
for a ranged w eap on attack is Dexterity. W ea pon s that
have the fin esse or throw n property break this rule.
S o m e sp ells also require an attack roll. The ability
m odifier u sed for a spell attack depen ds on the
sp ellcastin g ability o f the spellcaster, as explained
in chapter 10.
P roficiency Bonus. You add your proficiency bon u s
to your attack roll w hen you attack using a w eap on with
w hich you have proficiency, as w ell as w hen you attack
with a spell.
Ro
l l in g
1
o r
20
S om etim es fate b le ss e s or cu rses a com batant, causing
the n ovice to hit and the veteran to m iss.
If the d 2 0 roll for an attack is a 20, the attack hits
regardless o f any m odifiers or the target’s AC. In
addition, the attack is a critical hit, as explained later
in this chapter.
If the d2 0 roll for an attack is a 1, the attack m isses
regardless o f any m odifiers or the target’s AC.
U n se e n A t t a c k e r s a n d Ta r g e t s
C om batants often try to esca p e their fo e s ’ notice
by hiding, casting the invisibility spell, or lurking
in darkness.
W h en you attack a target that you ca n ’t see, you have
disadvantage on the attack roll. This is true w hether
you ’re gu essin g the target’s location or you ’re targeting
a creature you can hear but not see. If the target isn’t in
the location you targeted, you autom atically m iss, but
the D M typically ju st says that the attack m issed, not
w hether you g u essed the target’s location correctly.
W h en a creature ca n ’t see you, you have advantage on
attack rolls against it.
If you are h idden—both u n seen and u nheard—w hen
you m ake an attack, you give away your location w hen
the attack hits or m isses.
Ra n g e d A t
t
a
c
k
s
W h en you m ake a ranged attack, you fire a b o w or a
crossb ow , hurl a handaxe, or oth erw ise sen d projectiles
to strike a foe at a distance. A m onster might shoot
spines from its tail. M any sp ells also involve m akin g a
ranged attack.
R
a n g e
You can m ake ranged attacks only against targets w ithin
a sp ecified range.
If a ranged attack, such as one m ade w ith a spell, has a
single range, you ca n ’t attack a target beyond this range.
S o m e ranged attacks, such as th ose m ade w ith a
lon g b ow o r a shortbow , have tw o ranges. The sm aller
num ber is the n orm al range, and the larger n um ber is
the long range. Your attack roll has disadvantage w hen
your target is beyon d n orm al range, and you ca n ’t attack
a target beyon d the long range.
Ra
n g e d
A
t t a c k s
in
C
l o se
C
o m b a t
A im in g a ranged attack is m ore difficult w h en a foe
is next to you. W h en you m ake a ranged attack with
a w eapon , a spell, or som e other m eans, you have
disadvantage on the attack roll if you are w ithin 5 feet
o f a h ostile creature w h o can see you and w h o isn’t
incapacitated.
M e l ee A t t a c k s
U sed in hand-to-hand com bat, a m elee attack allow s
you to attack a foe w ithin your reach. A m elee attack
typically u ses a handheld w eap on such as a sw ord,
a w arham m er, or an axe. A typical m onster m akes a
m elee attack w h en it strikes w ith its claw s, horns, teeth,
tentacles, or other b od y part. A few sp ells also involve
m akin g a m elee attack.
M ost creatu res have a 5-foot reach and can thus
attack targets w ithin 5 feet o f them w hen m akin g a
m elee attack. Certain creatu res (typically th ose larger
than M edium ) have m elee attacks w ith a greater reach
than 5 feet, as noted in their descriptions.
W h en you are unarmed, you can fight in m elee by
m akin g an u narm ed strike, as sh ow n in the w eap on
table in chapter 5.
O
p p o r t u n it y
A
t t a c k s
In a fight, everyone is constantly w atching for en em ies
to drop their guard. You can rarely m ove h eedlessly past
your fo e s w ithout putting y ou rself in danger; doin g so
provok es an opportunity attack.
You can m ake an opportunity attack w hen a hostile
creature that you can see m oves out o f your reach. To
m ake the opportunity attack, you use your reaction
to m ake on e m elee attack against the provoking
Co
n t est s
Co
in
mba t
Battle often involves pitting your prowess against that of
your 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. T h e attack interrupts the provokin g creatu re’s
m ovem ent, o ccu rrin g right before the creature
leaves your reach.
You can avoid provoking an opportunity attack by
taking the D isen gage action. You also d on ’t provoke an
opportu nity attack w hen you teleport or w hen som eon e
or som eth in g m oves you w ithout using your m ovem ent,
action, or reaction. For exam ple, you don ’t provoke an
opportu nity attack if an explosion hurls you out o f a fo e ’s
reach or if gravity cau ses you to fall past an enemy.
Two - W e a p o
n
Fig
h t in g
W h en you take the A ttack action and attack w ith a light
m elee w eap on that you ’re h olding in on e hand, you can
u se a bon u s action to attack w ith a different light m elee
w eap on that you ’re h olding in the other hand. You d on ’t
add your ability m odifier to the dam age o f the bon u s
attack, u nless that m odifier is negative.
If either w eap on has the throw n property, you
can th row the w eapon , instead o f m akin g a m elee
attack w ith it.
G
r a p p l in g
W h en you w ant to grab a creature or w restle w ith it,
you can u se the Attack action to m ake a sp ecia l m elee
attack, a grapple. If you ’re able to m ake multiple attacks
w ith the A ttack action, this attack rep laces on e o f them.
T h e target o f your grapple must be no m ore than one
size larger than you, and it must be w ithin your reach.
U sing at least one free hand, you try to seize the target
by m ak in g a grapple check, a Strength (Athletics)
ch eck contested by the target’s Strength (Athletics) or
D exterity (A crobatics) ch eck (the target c h o o s e s the
ability to use). If you s u cceed , you su bject the target to
the grappled condition (see appendix A). The condition
sp ecifies the things that end it, and you can release the
target w henever you like (no action required).
Escaping a Grapple. A grappled creature can u se its
action to escap e. To do so, it must su cce e d on a Strength
(Athletics) or Dexterity (A crobatics) ch eck contested by
your Strength (Athletics) check.
Moving a Grappled Creature. W h en you m ove, you
can drag or carry the grappled creature w ith you, but
your sp eed is halved, u nless the creature is tw o or m ore
sizes sm aller than you.
Sh
o v in g
a
C
r e a t u r e
U sing the A ttack action, you can m ake a sp ecia l m elee
attack to shove a creature, either to k n ock it prone or
push it away from you. If you ’re able to m ake multiple
attacks w ith the A ttack action, this attack replaces
one o f them.
The target o f your shove m ust be no m ore than one
size larger than you, and it m ust be w ithin your reach.
You m ake a Stren gth (Athletics) ch eck contested by the
target’s Strength (Athletics) or D exterity (A crobatics)
ch eck (the target c h o o s e s the ability to use). If you w in
the contest, you either kn ock the target prone or push
it 5 feet away from you.
Cover
W alls, trees, creatures, and other obsta cles can provide
cover during com bat, m aking a target m ore difficult
to harm . A target can benefit from cover only w hen an
attack or other effect originates on the opposite side
o f the cover.
There are three deg rees o f cover. If a target is behind
multiple s o u rce s o f cover, only the m ost protective
degree o f cover applies; the deg rees aren't added
together. For exam ple, if a target is behind a creature
that gives h alf cover and a tree trunk that gives threequarters cover, the target has three-quarters cover.
A target w ith half cover has a +2 bon u s to AC and
D exterity saving throw s. A target has h alf cover if an
obstacle block s at least h alf o f its body. The obstacle
might b e a low w all, a large p iece o f furniture, a narrow
tree trunk, or a creature, w hether that creature is an
enem y or a friend.
A target with three-quarters cover has a +5 bonus
to AC and D exterity saving throw s. A target has threequarters cover if about three-quarters o f it is covered
by an obstacle. The obstacle m ight b e a portcullis, an
arrow slit, or a thick tree trunk.
A target with total cover ca n ’t b e targeted directly
by an attack or a spell, although som e spells can reach
such a target by including it in an area o f effect. A
target has total cover if it is com pletely con cea led by
an obstacle.
Da m a g e a n d H e a l in g
Injury and the risk o f death are constant com p a n ion s
o f th ose w h o explore the w orld s o f D&D. T h e thrust o f
a sw ord, a w ell-placed arrow, or a blast o f flam e from a
fireball spell all have the potential to dam age, or even
kill, the hardiest o f creatures.
H it Po in t s
Hit points represent a com bination o f physical and
mental durability, the w ill to live, and luck. Creatures
w ith m ore hit points are m ore difficult to kill. T h ose
w ith few er hit points are m ore fragile.
A creatu re’s current hit points (usually ju st called hit
points) can be any n um ber from the creatu re’s hit point
m axim u m dow n to 0. This n um ber changes frequently
as a creature takes dam age or receives healing.
W h enever a creature takes dam age, that dam age is
subtracted from its hit points. The loss o f hit points has
n o effect on a creatu re’s capabilities until the creature
d rops to 0 hit points.
Da m a g e Ro l l s
E ach w eapon , spell, and harm ful m onster ability
sp ecifies the dam age it deals. You roll the dam age die
or dice, add any m odifiers, and apply the dam age to
your target. M agic w eapon s, sp ecial abilities, and other
factors can grant a bon u s to dam age.
W h en attacking w ith a weapon, you add your ability
m odifier—the sam e m odifier u sed for the attack roll—
to the dam age. A spell tells you w hich d ice to roll for
dam age and w hether to add any m odifiers.
If a spell or other effect deals dam age to more than
one target at the sa m e time, roll the dam age on ce for
all o f them. For exam ple, w hen a w izard casts fireball or
a cleric casts flame strike, the sp ell’s dam age is rolled
o n ce for all creatu res caught in the blast.
C
r it ic a l
H
it s
W h en you sco re a critical hit, you get to roll extra dice
for the attack’s dam age against the target. R oll all o f the
attack’s dam age d ice tw ice and add them together. Then
add any relevant m odifiers as norm al. To sp eed up play,
you can roll all the dam age d ice at once.
For exam ple, if you sco re a critical hit w ith a dagger,
roll 2d4 for the dam age, rather than 1d4, and then add
your relevant ability modifier. If the attack involves other
dam age dice, such as from the rogu e’s S n ea k Attack
feature, you roll th ose dice tw ice as w ell.
Da
m a g e
Ty
pe s
Different attacks, dam aging spells, and other harm ful
effects deal different types o f dam age. D am age types
have no rules o f their ow n, but other rules, such as
dam age resistance, rely on the types.
The dam age types follow, w ith exam ples to help a
DM assign a dam age type to a new effect.
Acid. T h e corrosiv e spray o f a black dragon ’s breath
and the dissolvin g en zym es secreted by a black pudding
deal acid dam age.
Bludgeoning. Blunt force attacks—ham m ers, falling,
constriction, and the like—deal bludgeon ing dam age.
Cold. The infernal chill radiating from an ice devil’s
spear and the frigid blast o f a w hite dragon ’s breath
deal cold dam age.
Fire. R ed dragons breathe fire, and m any spells
conjure flam es to deal fire dam age.
Force. F orce is pure m agical en ergy focu sed into a
dam agin g form . M ost effects that deal force dam age are
spells, including magic missile and spiritual weapon.
Lightning. A lightning bolt spell and a blue dragon ’s
breath deal lightning dam age.
Necrotic. N ecrotic dam age, dealt by certain undead
and a spell such as chill touch, w ithers matter and
even the soul.
Piercing. P unctu ring and im paling attacks, including
sp ears and m on sters’ bites, deal piercing dam age.
Poison. V en om ou s stings and the toxic gas o f a green
dragon ’s breath deal p oison dam age.
Psychic. M ental abilities such as a m ind flayer’s
psionic blast deal psychic dam age.
Radiant. Radiant dam age, dealt by a cleric’s flame
strike spell or an angel’s sm iting w eapon , sea rs the flesh
like fire and overloads the spirit w ith pow er.
Slashing. S w ord s, axes, and m on sters’ claw s deal
slashing dam age.
Thunder. A con cu ssive burst o f sound, such as the
effect o f the thunderwave spell, deals thunder dam age.
Da m a g e R e sist a n c e a n d
V u l n e r a b il it y
S o m e creatures and ob jects are exceedin gly difficult or
unusually easy to hurt w ith certain types o f dam age.
If a creature or an object has resistance to a dam age
type, dam age o f that type is halved against it. If a
creature or an object has vulnerability to a dam age
type, dam age o f that type is dou bled against it.
R esistan ce and then vulnerability are applied after
all other m od ifiers to dam age. For exam ple, a creature
has resistan ce to bludgeon ing dam age and is hit by an
attack that deals 25 bludgeon ing dam age. The creature
is a lso w ithin a m agical aura that red u ces all dam age by
5. T h e 25 dam age is first redu ced by 5 and then halved,
so the creature takes 10 dam age.
Multiple in stan ces o f resistan ce or vulnerability that
affect the sa m e dam age type count as only on e instance.
F or exam ple, if a creature has resistan ce to fire dam age
as w ell as resistan ce to all n onm agical dam age, the
dam age o f a n onm agical fire is redu ced by h alf against
the creature, not redu ced by three-quarters.
H e a l in g
U n less it results in death, dam age isn’t perm anent. Even
death is reversible through p ow erfu l m agic. R est can
restore a creature's hit points (as explained in chapter
8), and m agical m ethods such as a cure wounds spell or
a potion o f healing can rem ove dam age in an instant.
W h en a creature receives healing o f any kind, hit
points regained are added to its current hit points. A
creatu re’s hit points ca n ’t ex ceed its hit point m axim um ,
so any hit points regained in ex ce s s o f this num ber are
lost. For exam ple, a druid grants a ranger 8 hit points of
healing. If the ranger h as 14 current hit points and has a
hit point m axim u m o f 20, the ranger regains 6 hit points
from the druid, not 8.
A creature that has died ca n ’t regain hit points until
m agic such as the revivify spell has restored it to life.
D ro p p in g t o
0 H it P o in ts
W h en you drop to 0 hit points, you either die outright or
fall u n con sciou s, as explained in the follow in g sections.
In
s t a n t
D
e a t h
M assive dam age ca n kill you instantly. W h en dam age
redu ces you to 0 hit points and there is dam age
rem aining, you die if the rem aining dam age equals
or ex ce e d s your hit point m axim um .
F or exam ple, a cleric w ith a m a xim u m o f
12 hit points currently has 6 hit points. If she
takes 18 dam age from an attack, she is reduced
to 0 hit points, but 12 dam age rem ains. B ecau se
the rem aining dam age equals her hit point
m axim um , the cleric dies.
Fa
l l in g
U
n c o n s c io u s
If dam age red u ces you to 0 hit points and fails to kill
you, you fall u n con sciou s (see appendix A). This
u n con sciou sn ess ends if you regain any hit points.
D e s c r i b i n g t h e Ef f e c t s o f D a m a g e
Dungeon Masters describe hit point loss in different ways.
When your current hit point total is half or more o f your hit
point maximum, you typically show no signs of injury. When
you drop below half your hit point maximum, you show signs
o f 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.
D
e a t h
Sa
v in g
Th
r o w s
W h enever you start your turn with 0 hit points, you
must m ake a sp ecia l saving throw, called a death saving
throw, to determ ine w hether you creep closer to death
or hang onto life. Unlike other saving throw s, this one
isn’t tied to any ability score. You are in the hands o f fate
now, aided only by spells and features that im prove your
ch a n ces o f su cceed in g on a saving throw.
R oll a d20. If the roll is 10 or higher, you su cceed .
O therw ise, you fail. A s u c ce s s or failure has no effect
by itself. On your third su ccess, you b e co m e stable (see
below). On your third failure, you die. The su c ce s se s
and failures don't need to be consecu tive; keep track
o f both until you collect three o f a kind. The num ber o f
both is reset to zero w hen you regain any hit points or
b e co m e stable.
Rolling 1 or 20. W h en you m ake a death saving throw
and roll a 1 on the d20, it coun ts as tw o failures. If you
roll a 20 on the d20, you regain 1 hit point.
Damage at 0 Hit Points. If you take any dam age w hile
you have 0 hit points, you suffer a death saving throw
failure. If the dam age is from a critical hit, you suffer
tw o failures instead. If the dam age equals or ex ceed s
your hit point m axim um , you suffer instant death.
St
a b il iz in g
a
C
r e a t u r e
T h e best w ay to save a creature w ith 0 hit poin ts 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 u se your action to adm inister first aid to an
u n con sciou s creature and attempt to stabilize it, w hich
requ ires a su ccessfu l D C 10 W isd om (M edicine) check.
A stable creature d oesn ’t m ake death saving throw s,
even though it has 0 hit points, but it d o e s rem ain
u n con sciou s. The creature stops being stable, and must
start m aking death saving throw s again, if it takes any
dam age. A stable creature that isn’t h ealed regains
1 hit point after 1d4 hours.
M
o n s t e r s a n d
D
e a t h
M ost D M s have a m onster die the instant it d rops to
0 hit points, rather than having it fall u n con sciou s and
m ake death saving throw s.
M ighty villains and sp ecia l nonplayer characters
are com m on exception s; the DM m ight have them
fall u n con sciou s and follow the sam e rules as
player characters.
K n o c k in g a C r e a t u r e
O u t
S om etim es an attacker w ants to incapacitate a foe,
rather than deal a killing blow. W h en an attacker
redu ces a creature to 0 hit points with a m elee attack,
the attacker can k n ock the creature out. T h e attacker
can m ake this ch oice the instant the dam age is dealt.
T h e creature falls u n con sciou s and is stable.
T e m po r a r y H it Po in t s
S o m e sp ells and sp ecial abilities con fer tem porary hit
points to a creature. T em porary hit p oints aren’t actual
hit points; they are a buffer against dam age, a p o o l o f hit
points that protect you from injury.
W h en you have tem porary hit points and take dam age,
the tem porary hit points are lost first, and any leftover
d am age carries over to your norm al hit points. For
exam ple, if you have 5 tem porary hit poin ts and take
7 dam age, you lose the tem porary hit points and then
take 2 dam age.
B eca u se tem porary hit points are separate from
your actual hit points, they can ex ceed your hit point
m axim um . A character can, therefore, be at full hit
poin ts and receive tem porary hit points.
H ealing ca n ’t restore tem porary hit points, and they
ca n ’t b e added together. If you have tem porary hit points
and receive m ore o f them , you d ecide w hether to keep
the on es you have or to gain the n ew ones. For exam ple,
if a spell grants you 12 tem porary hit points w hen you
already have 10, you can have 12 or 10, not 22.
If you have 0 hit points, receivin g tem porary hit points
d oesn ’t restore you to con s cio u s n e s s or stabilize you.
T h ey can still absorb dam age directed at you w hile
you ’re in that state, but only true h ealing can save you.
U nless a feature that grants you tem porary hit points
has a duration, they last until they’re depleted or you
finish a lon g rest.
M o u n t e d Co mba t
A knight chargin g into battle on a w arhorse, a w izard
casting sp ells from the back o f a griffon, or a cleric
soa rin g through the sky on a pegasus all enjoy the
benefits o f sp eed and m obility that a m ount can provide.
A w illing creature that is at least on e size larger than
you and that has an appropriate anatom y can serve as a
m ount, u sing the follow in g rules.
M o u n t in g a n d
D ism o u n t in g
O nce during your m ove, you ca n m ount a creature that
is w ithin 5 feet o f you or dism ount. D oin g s o co sts an
am ount o f m ovem ent equal to h alf your sp eed. For
exam ple, if your sp eed is 30 feet, you must spend 15
feet o f m ovem ent to m ount a horse. Th erefore, you ca n ’t
m ount it if you d on ’t have 15 feet o f m ovem ent left or
if your sp eed is 0.
If an effect m oves your m ount against its w ill w hile
you ’re on it, you m ust su cce e d on a D C 10 Dexterity
saving th row or fall o ff the m ount, landing prone in a
sp ace w ithin 5 feet o f it. If you ’re k n ock ed prone w hile
m ounted, you must m ake the sam e saving throw.
If your m ount is k n ock ed prone, you can u se your
reaction to dism ount it as it falls and land on your feet.
O therw ise, you are dism ounted and fall prone in a
sp ace w ithin 5 feet it.
C o n t r o l l in g a M o u n t
W h ile you're m ounted, you have tw o options. You
can either control the m ount or allow it to act
independently. Intelligent creatures, such as dragons,
act independently.
You can control a m ount only if it has been trained
to a ccept a rider. D om esticated h orses, donkeys, and
sim ilar creatures are a ssu m ed to have such training.
T h e initiative o f a controlled m ount changes to match
y ou rs w hen you m ount it. It m oves as you direct it, and
it has only three action options: Dash, D isengage, and
D odge. A con trolled m ount can m ove and act even on
the turn that you m ount it.
An independent m ount retains its place in the
initiative order. B earin g a rider puts no restriction s on
the actions the m ount can take, and it m oves and acts
as it w ish es. It might flee from com bat, rush to attack
and devour a badly injured foe, or oth erw ise act against
your w ish es.
In either case, if the m ount provokes an opportunity
attack w hile y ou ’re on it, the attacker can target you
or the m ount.
Und e r wat e r Co mba t
W h en adventurers pursue sahuagin ba ck to their
undersea hom es, fight o ff sharks in an ancient
sh ipw reck, or find th em selves in a flood ed dungeon
room , they must fight in a challen ging environm ent.
U nderw ater the follow in g rules apply.
W h en m akin g a melee weapon attack, a creature
that d oesn ’t have a sw im m in g sp eed (either natural or
granted by m agic) has disadvantage on the attack roll
u nless the w eap on is a dagger, javelin, sh ortsw ord,
spear, or trident.
A ranged weapon attack autom atically m isses
a target beyon d the w ea p on ’s n orm al range. Even
against a target w ithin norm al range, the attack roll has
disadvantage unless the w eap on is a crossbow , a net, or
a w eap on that is throw n like a javelin (including a spear,
trident, or dart).
Creatures and objects that are fully im m ersed in
w ater have resistan ce to fire dam age.
C h a p t e r 10: S p e l l c a s t i n g
M
AGIC PERMEATES THE WORLDS OF D&D AND
m ost often appears in the form o f a spell.
Th is chapter provides the rules for
casting spells. D ifferent character
cla sses have distinctive w ays o f learning
and preparin g their spells, and m onsters
use sp ells in unique w ays. R eg ardless o f its sou rce,
a spell follow s the rules here.
W h a t I s a Sp e l l ?
A spell is a discrete m agical effect, a single shaping
o f the m agical energies that suffuse the m ultiverse
into a specific, lim ited expression . In casting a spell,
a character carefully plucks at the invisible strands of
raw m agic suffusing the w orld, pins them in place in a
particular pattern, sets them vibrating in a sp ecific way,
and then releases them to unleash the desired effect—in
m ost cases, all in the span o f secon d s.
S p ells can b e versatile tools, w eapon s, or protective
w ards. Th ey can deal dam age or undo it, im p ose or
rem ove condition s (see appendix A), drain life energy
away, and restore life to the dead.
U ncounted th ou san ds o f spells have been created
over the cou rse o f the m ultiverse’s history, and m any o f
them are long forgotten. S o m e m ight yet lie record ed in
cru m blin g sp ellb ook s hidden in ancient ruins or trapped
in the m inds o f dead gods. O r they m ight som eday be
reinvented by a character w h o has am assed enough
pow er and w isd om to d o so.
Spe l l L e v e l
Every spell has a level from 0 to 9. A sp ell’s level is a
general indicator o f h ow p ow erfu l it is, w ith the low ly
(but still im pressive) magic missile at 1st level and
the earth-shaking wish at 9th. Cantrips—sim ple but
pow erfu l sp ells that characters can cast alm ost by rote—
are level 0. T h e h igher a sp ell’s level, the higher level a
sp ellcaster m ust be to u se that spell.
S p ell level and character level d on ’t corresp on d
directly. Typically, a character has to be at least 17th
level, not 9th level, to cast a 9th-level spell.
K n o w n a n d
Pr e pa r e d
Spe l l s
B efore a spellcaster can u se a spell, he or she must
have the spell firm ly fixed in m ind, or m ust have a cce ss
to the spell in a m agic item. M em bers o f a few classes,
including bards and sorcerers, have a lim ited list o f
sp ells they k n ow that are always fixed in m ind. The
sam e thing is true o f m any m agic-using m onsters. Other
spellcasters, such as clerics and w izards, u ndergo a
p r o ce s s o f preparin g spells. T h is p r o ce s s varies for
different classes, as detailed in their descriptions.
In every case, the num ber o f sp ells a caster can
have fixed in m ind at any given tim e depen ds on the
character’s level.
Spe l l
Sl o t s
R egardless o f h ow m any sp ells a caster k n ow s or
prepares, he or she can cast only a lim ited num ber o f
spells before resting. M anipulating the fabric o f m agic
and chann elin g its energy into even a sim ple spell is
physically and mentally taxing, and higher-level spells
are even m ore so. Thus, each sp ellcastin g cla ss’s
description (except that o f the w arlock) includes a table
sh ow in g h ow m any spell slots o f each spell level a
character can u se at each character level. For exam ple,
the 3rd-level w izard Um ara has four 1st-level spell slots
and tw o 2nd-level slots.
W h en a character casts a spell, he or she expends
a slot o f that sp ell’s level or higher, effectively “filling”
a slot w ith the spell. You can think o f a spell slot as a
g roove o f a certain size—sm all for a 1st-level slot, larger
for a spell o f higher level. A 1st-level spell fits into a slot
o f any size, but a 9th-level spell fits only in a 9th-level
slot. S o w hen Um ara casts magic missile, a 1st-level
spell, she sp en ds on e o f her four 1st-level slots and has
three rem aining.
Finishing a lon g rest restores any expended spell slots
(see chapter 8 for the rules on resting).
S o m e characters and m on sters have sp ecia l abilities
that let them cast spells w ithout using spell slots. For
exam ple, a m on k w ho follow s the W ay o f the Four
Elem ents, a w arlock w ho c h o o s e s certain eldritch
invocations, and a pit fiend from the Nine H ells can all
cast spells in such a way.
C
a s t in g
a
Sp e
l l a t
a
H
ig h e r
Le
v e l
W h en a sp ellcaster casts a spell using a slot that is o f a
higher level than the spell, the spell a ssu m es the higher
level for that casting. For instance, if Um ara casts magic
missile u sing on e o f her 2nd-level slots, that magic
missile is 2nd level. Effectively, the spell expands to fill
the slot it is put into.
S o m e spells, such as magic missile and cure wounds,
have m ore pow erfu l effects w hen cast at a higher level,
as detailed in a sp ell’s description.
C a n t r ips
A cantrip is a spell that can be cast at will, w ithout
using a spell slot and w ithout being prepared in
advance. R epeated practice h as fixed the spell in the
caster’s m ind and in fused the caster w ith the m agic
n eeded to produ ce the effect over and over. A cantrip’s
spell level is 0.
Rit u a l s
Ca s t i n g i n A r m o r
Because o f 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.
Certain spells have a sp ecia l tag: ritual. S u ch a spell
can be cast follow in g the n orm al rules for spellcasting,
or the spell can b e cast as a ritual. T h e ritual version o f
a spell takes 10 m inutes longer to cast than norm al.
It also d oesn ’t expend a spell slot, w hich m ea n s the
ritual version o f a spell ca n ’t be cast at a higher level.
To cast a spell as a ritual, a spellcaster m ust have a
feature that grants the ability to do so. T h e cleric and the
druid, for exam ple, have such a feature. T h e caster must
also have the spell prepared or on his or her list o f spells
know n, u nless the character’s ritual feature sp ecifies
oth erw ise, as the w iza rd ’s does.
C a s t i n g a Sp e l l
W h en a character casts any spell, the sam e basic rules
are follow ed, regardless o f the character’s class or the
sp ell’s effects.
Each spell description in chapter 11 begin s with a block
o f inform ation, including the spell’s name, level, sch ool
o f m agic, casting time, range, com ponents, and duration.
T he rest o f a spell entry d escribes the spell’s effect.
C a s t in g T ime
M ost spells require a single action to cast, but som e
sp ells require a bon u s action, a reaction, or m uch m ore
tim e to cast.
B
o n u s
A
c t io n
A spell cast with a bon u s action is esp ecia lly swift. You
m ust use a bonus action on your turn to cast the spell,
provided that you haven’t already taken a bon u s action
this turn. You ca n ’t cast another spell during the sam e
turn, except for a cantrip with a casting tim e o f 1 action.
R
e a c t io n s
S o m e sp ells can be cast as reactions. T h ese spells
take a fraction o f a se co n d to bring about and are cast
in resp on se to som e event. If a spell can be cast as a
reaction, the spell description tells you exactly w hen
you can do so.
L
o n g e r
C
a s t in g
T
im e s
Certain spells (including spells cast as rituals) require
m ore time to cast: m inutes or even hours. W h en you
cast a spell w ith a castin g tim e longer than a single
action or reaction, you m ust sp en d your action each
turn casting the spell, and you must maintain your
concentration w hile you do s o (see “C oncentration”
below ). If your concentration is broken, the spell fails,
but you don ’t expend a spell slot. If you w ant to try
castin g the spell again, you m ust start over.
Ra n g e
The target o f a spell m ust be w ithin the sp ell’s range.
For a spell like magic missile, the target is a creature.
F or a spell like fireball, the target is the point in sp ace
w here the ball o f fire erupts.
M ost sp ells have ran ges ex p ressed in feet. S om e
sp ells can target only a creature (including you) that you
touch. Other spells, such as the shield spell, affect only
you. T h ese spells have a range o f self.
S p ells that create co n e s or lin es o f effect that originate
from you also have a range o f self, indicating that the
origin point o f the sp ell’s effect must be you (see “A reas
o f E ffect” later in the this chapter).
O nce a spell is cast, its effects aren’t limited by its
range, unless the spell’s description says otherwise.
C o m po n e n t s
A sp ell’s com pon en ts are the physical requirem ents you
m ust m eet in order to cast it. E ach spell’s description
indicates w hether it requ ires verbal (V), som atic (S),
or m aterial (M ) com pon en ts. If you ca n ’t provide one
or m ore o f a sp ell’s com pon en ts, you are unable to
cast the spell.
V
e r b a l
(V )
M ost spells require the chanting o f m ystic w ords. The
w ord s them selves aren’t the so u rce o f the sp ell’s pow er;
rather, the particular com bination o f sou n ds, with
sp ecific pitch and reson an ce, sets the threads o f m agic
in m otion. Thus, a character w h o is gagged or in an area
o f silence, such as on e created by the silence spell, ca n ’t
cast a spell w ith a verbal com ponent.
So
m a t ic
(S )
Spellcasting gestures m ight include a forceful
gesticulation or an intricate set o f gestures. If a spell
requ ires a som atic com pon ent, the caster must have free
use o f at least one hand to perform these gestures.
M
a t e r ia l
(M )
Casting so m e spells requ ires particular objects,
sp ecified in paren th eses in the com p on en t entry.
A character can use a component pouch or a
spellcasting focus (found in chapter 5) in place o f
the com p on en ts sp ecified for a spell. But if a cost is
indicated for a com pon ent, a character m ust have that
sp ecific com pon en t before he or sh e can cast the spell.
If a spell states that a material com p on en t is
con su m ed by the spell, the caster m ust provide this
com p on en t for each castin g o f the spell.
A spellcaster must have a hand free to a c c e s s these
com pon en ts, but it can be the sam e hand that he or she
u ses to p erform som atic com pon ents.
D u r a t io n
A spell's duration is the length o f tim e the spell persists.
A duration can be ex p ressed in rounds, m inutes, hours,
or even years. S o m e spells sp ecify that their effects last
until the sp ells are dispelled or destroyed.
In
s t a n t a n e o u s
M any spells are instantaneous. T h e spell harm s,
heals, creates, or alters a creature or an ob ject in a w ay
that ca n ’t b e dispelled, b eca u se its m agic exists only
for an instant.
C
o n c e n t r a t io n
S o m e spells require you to m aintain concentration
in order to keep their m a gic active. If you lose
concentration, such a spell ends.
If a spell m ust be m aintained w ith concentration,
that fact appears in its D uration entry, and the spell
sp ecifies h ow lon g you can concentrate on it. You can
end concentration at any tim e (no action required).
T h e Sc h o o l s o f M a g i c
Academies o f magic group spells into eight categories called
schools o f 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
o f them have aggressive uses. They create magical barriers,
negate harmful effects, harm trespassers, or banish creatures
to other planes o f 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 o f nothing.
Divination spells reveal information, whether in the form of
secrets long forgotten, glimpses o f the future, the locations
o f hidden things, the truth behind illusions, or visions of
distant people or places.
Enchantment spells affect the minds o f 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 o f fire or lightning. Others
channel positive energy to heal wounds.
Illusion spells deceive the senses or minds o f 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 o f a creature.
Necromancy spells manipulate the energies o f life and
death. Such spells can grant an extra reserve o f 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 o f a creature,
object, or environment. They might turn an enemy into a
harmless creature, bolster the strength o f an ally, make an
object move at the caster’s command, or enhance a creature’s
innate healing abilities to rapidly recover from injury.
N orm al activity, such as m ovin g and attacking, d oesn ’t
interfere w ith concentration. The follow in g factors can
break concentration:
• Casting another spell that requires concentration.
You lose concentration on a spell if you cast another
spell that requ ires concentration. You ca n ’t c o n c e n
trate on tw o sp ells at once.
• Taking damage. W h enever you take dam age w hile
you are concentratin g on a spell, you must m ake a
Constitution saving th row to m aintain your con cen tra
tion. T h e D C equals 10 or h alf the dam age you take,
w hichever num ber is higher. If you take dam age from
multiple sou rces, such as an arrow and a dragon ’s
breath, you m ake a separate saving th row for each
sou rce o f dam age.
• Being incapacitated or killed. You lose concentration
on a sp ell if you are incapacitated or if you die.
Th e DM m ight also decide that certain environm ental
phenom ena, such as a wave crash in g over you w hile
y ou ’re on a storm -tossed ship, require you to su cceed
on a D C 10 Constitution saving th row to maintain
concentration on a spell.
T
a r g e t s
A typical spell requires you to pick one or m ore targets
to be affected by the sp ell’s m agic. A spell's description
tells you w hether the spell targets creatures, objects, or
a point o f origin for an area o f effect (described below).
U n less a spell has a perceptible effect, a creature
might not k n ow it w as targeted by a spell at all. A n effect
like cracklin g lightning is obvious, but a m ore subtle
effect, such as an attempt to read a creatu re’s thoughts,
typically g oes u nnoticed, u nless a spell says otherw ise.
A C
l e a r
Pa
t h
t o
t h e
Ta
r g e t
To target som ething, you m ust have a clear path to it,
so it ca n ’t be beh in d total cover.
If you place an area o f effect at a point that you ca n ’t
see and an obstruction, such as a wall, is betw een you
and that point, the point o f origin co m e s into being on
the near side o f that obstruction.
Ta
r g e t in g
Yo
u r se l f
If a sp ell targets a creature o f your ch oice, you can
c h o o s e yourself, unless the creature must be h ostile or
sp ecifically a creature other than you. If you are in the
area o f effect o f a spell you cast, you can target yourself.
A r e a s o f Ef f e c t
S p ells such as burning hands and cone o f cold cover an
area, allow ing them to affect m ultiple creatu res at on ce.
A sp ell’s description sp ecifies its area o f effect,
w hich typically has on e o f five different shapes: cone,
cube, cylinder, line, or sphere. Every area o f effect has
a point o f origin, a location from w hich the spell’s
energy erupts. The rules for each shape sp ecify h ow you
position its point o f origin. Typically,
a point o f origin is a point in sp ace, but
som e sp ells have an area w h ose origin is a
creature or an object.
A sp ell’s effect expands in straight lin es from the point
o f origin. If n o u nblock ed straight line extends from the
point o f origin to a location w ithin the area o f effect, that
location isn’t included in the sp ell’s area. To block one o f
these im aginary lines, an obstruction m ust provide total
cover, as explained in chapter 9.
C
o n e
A c on e extends in a direction you c h o o s e from its point
o f origin. A c o n e ’s w idth at a given point along its length
is equal to that poin t’s distance from the point o f origin.
A c o n e ’s area o f effect sp ecifies its m axim u m length.
A c o n e ’s point o f origin is not included in the c o n e ’s
area o f effect, unless you d ecide otherw ise.
Cu
be
You select a cu b e’s point o f origin, w hich lies anyw here
on a face o f the cubic effect. T h e cu b e ’s size is ex p ressed
as the length o f each side.
A c u b e ’s point o f origin is not included in the cu b e ’s
area o f effect, unless you d ecide otherw ise.
C
y l in d e r
A cylinder’s point o f origin is the center o f a circle o f a
particular radius, as given in the spell description. The
circle m ust either b e on the grou nd or at the height o f
the spell effect. The en ergy in a cylinder expands in
straight lines from the point o f origin to the perim eter o f
the circle, form in g the ba se o f the cylinder. The sp ell’s
effect then sh oots up from the ba se or dow n from the
top, to a distance equal to the height o f the cylinder.
A cylinder’s point o f origin is included in the cylinder’s
area o f effect.
L in
Th
e
A line extends from its point o f origin in a straight path
up to its length and covers an area defined by its width.
A lin e’s point o f origin is not included in the line’s area
o f effect, u n less you d ecide otherw ise.
Sp h
e r e
You select a sp here’s point o f origin, and the sphere
extends outw ard from that point. T h e sp here’s
size is ex pressed as a radius in feet that extends
from the point.
A sp h ere’s point o f origin is included in the sp h ere’s
area o f effect.
Sa v i n g T h r o w s
Many spells sp ecify that a target can m ake a saving
th row to avoid som e or all o f a sp ell’s effects. The spell
sp ecifies the ability that the target u ses for the save and
w hat happens on a s u c ce s s or failure.
T h e D C to resist on e o f your sp ells equals 8 + your
spellcastin g ability m odifier + your proficiency bon u s +
any sp ecia l m odifiers.
A t t a c k Ro l l s
S o m e spells require the caster to m ake an attack roll
to determ ine w hether the spell effect hits the intended
target. Your attack bon u s w ith a spell attack equals your
spellcastin g ability m odifier + your proficiency bonus.
M ost spells that require attack rolls involve ranged
attacks. R em em ber that you have disadvantage on a
ranged attack roll if you are w ithin 5 feet o f a hostile
creature that can see you and that isn’t incapacitated
(see chapter 9).
C o m bin in g M a g ic a l
Ef f e c t s
The effects o f different spells add together w hile
the durations o f th ose sp ells overlap. The effects o f
the sam e spell cast multiple tim es don't com bine,
however. Instead, the m ost potent effect—such as the
highest bon u s—from th ose castin gs applies w hile their
durations overlap.
For exam ple, if tw o clerics cast bless on the sam e
target, that character gains the sp ell’s benefit only
on ce; he or she d oesn ’t get to roll tw o bon u s dice.
e
W
ea v e o f
M
a g ic
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 o f existence, permeating
every bit o f matter and present in every manifestation of
energy throughout the multiverse.
Mortals can’t directly shape this raw magic. Instead, they
make use o f a fabric o f magic, a kind o f interface between
the will of a spellcaster and the stuff o f raw magic. The
spellcasters o f the Forgotten Realms call it the Weave and
recognize its essence as the goddess Mystra, but casters
have varied ways o f 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 o f miles in the blink o f an
eye, or even reverse death itself.
All magic depends on the Weave, though different kinds
o f magic access it in a variety of ways. The spells o f wizards,
warlocks, sorcerers, and bards are commonly called arcane
magic. These spells rely on an understanding— learned or
intuitive— o f the workings o f the Weave. The caster plucks
directly at the strands o f the Weave to create the desired
effect. Eldritch knights and arcane tricksters also use arcane
magic. The spells o f 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 o f a paladin’s oath.
Whenever a magic effect is created, the threads o f 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 antimagicfield 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.
C h a p t e r 11: S p e l l s
HIS CHAPTER DESCRIBES THE MOST COMMON
T
Hold Monster
1s t L e v e l
sp ells in the w orld s o f DUNGEONS &
D r a g o n s . T he chapter beg in s w ith the
spell lists o f the sp ellcastin g classes. The
Legend Lore
Bane
rem ainder contain s spell descriptions,
presented in alphabetical order by the
n am e o f the spell.
Bar d
Spe l l s
C a n t r i p s (0 L e v e l )
Blade Ward
Dancing Lights
Friends
Light
Mage Hand
Mending
Message
Minor Illusion
Prestidigitation
Hold Person
Invisibility
Knock
Lesser Restoration
Mass Cure Wounds
Bless
Mislead
Command
Modify Memory
Create or Destroy Water
Planar Binding
Cure Wounds
Raise Dead
Detect Evil and Good
Scrying
Detect Magic
Seeming
Detect Poison and Disease
Teleportation Circle
Guiding Bolt
Healing Word
Locate Animals or Plants
6 t h Le v e l
Locate Object
Eyebite
Magic Mouth
Find the Path
Phantasmal Force
Guards and Wards
Inflict Wounds
See Invisibility
Mass Suggestion
Shatter
Otto’s Irresistible Dance
Silence
Programmed Illusion
Suggestion
True Seeing
True Strike
Vicious Mockery
3 r d Le v e l
Etherealness
1s t L e v e l
Bestow Curse
Forcecage
Animal Friendship
Clairvoyance
Mirage Arcane
Dispel Magic
Mordenkainen’s
Charm Person
Comprehend Languages
Cure Wounds
Detect Magic
Disguise Self
Dissonant Whispers
Faerie Fire
Feather Fall
Healing Word
Heroism
Identify
Illusory Script
Fear
Project Image
Regenerate
Leomund’s Tiny Hut
Resurrection
Major Image
Symbol
Nondetection
Teleport
Speak with Plants
Stinking Cloud
Tongues
Silent Image
4t h Lev e l
Speak with Animals
Tasha’s Hideous Laughter
Thunderwave
Unseen Servant
Compulsion
Confusion
Dimension Door
Freedom of Movement
Greater Invisibility
2ND L e v e l
Hallucinatory Terrain
Animal Messenger
Locate Creature
Blindness/Deafness
Polymorph
Calm Emotions
5t h L e v e l
Cloud o f Daggers
Crown of Madness
Detect Thoughts
Enhance Ability
Enthrall
Heat Metal
Magnificent Mansion
Hypnotic Pattern
Longstrider
Sleep
Blindness/Deafness
Glyph o f Warding
Speak with Dead
Shield o f Faith
Augury
Mordenkainen’s Sword
Sending
Sanctuary
Aid
7t h L e v e l
Feign Death
Plant Growth
Evil and Good
Purify Food and Drink
2ND L e v e l
Zone o f Truth
Bane
Protection from
Calm Emotions
Continual Flame
Enhance Ability
Find Traps
Gentle Repose
Hold Person
Lesser Restoration
Locate Object
Prayer of Healing
Protection from Poison
Silence
8t h L e v e l
Dominate Monster
Spiritual Weapon
Feeblemind
Warding Bond
Glibness
Zone o f Truth
Mind Blank
Power Word Stun
3 r d Le v e l
Animate Dead
Beacon of Hope
9 t h Le v e l
Foresight
Bestow Curse
Power Word Heal
Clairvoyance
Power Word Kill
Create Food and Water
True Polymorph
Daylight
Dispel Magic
C l e r ic
Sp e l l s
Feign Death
Glyph o f Warding
C a n t r i p s (0 L e v e l )
Magic Circle
Guidance
Mass Healing Word
Animate Objects
Light
Awaken
Mending
Dominate Person
Resistance
Dream
Sacred Flame
Geas
Spare the Dying
Greater Restoration
Thaumaturgy
Meld into Stone
Protection from Energy
Remove Curse
Revivify
Sending
Speak with Dead
Spirit Guardians
Gate
Dispel Magic
Mirage Arcane
Tongues
Mass Heal
Feign Death
Plane Shift
Water Walk
True Resurrection
Meld into Stone
Regenerate
Plant Growth
Reverse Gravity
4t h Lev el
Banishment
Control Water
Death Ward
Divination
Freedom of Movement
Guardian of Faith
Locate Creature
Stone Shape
D r u id
Sleet Storm
C a n t r i p s (0 L e v e l )
Speak with Plants
Druidcraft
Water Breathing
Guidance
Water Walk
Mending
Wind Wall
Poison Spray
Produce Flame
Resistance
5t h L e v e l
Shillelagh
Commune
Thorn Whip
Contagion
Dispel Evil and Good
Flame Strike
Geas
Greater Restoration
Hallow
Insect Plague
Legend Lore
Mass Cure Wounds
Planar Binding
Raise Dead
Scrying
Sp e l l s
8t h Le v e l
Animal Shapes
Antipathy/Sympathy
Control Weather
Earthquake
Feeblemind
4t h Lev e l
Sunburst
Blight
Tsunami
Confusion
Conjure Minor Elementals
Conjure Woodland Beings
1s t L e v e l
Control Water
Animal Friendship
Dominate Beast
9t h Lev e l
Foresight
Shapechange
Storm o f Vengeance
True Resurrection
Charm Person
Freedom of Movement
Create or Destroy Water
Giant Insect
Cure Wounds
Grasping Vine
Detect Magic
Hallucinatory Terrain
Detect Poison and Disease
Ice Storm
Entangle
Locate Creature
Bless
Faerie Fire
Polymorph
Command
Fog Cloud
Stone Shape
Compelled Duel
Goodberry
Stoneskin
Cure Wounds
Healing Word
Wall of Fire
Detect Evil and Good
6t h Lev e l
Jump
Blade Barrier
Longstrider
Create Undead
Purify Food and Drink
Find the Path
Speak with Animals
Forbiddance
Thunderwave
Harm
Protection from Energy
Pa l a d i n
Sp e l l s
1s t L e v e l
Detect Magic
5t h L e v e l
Detect Poison and Disease
Antilife Shell
Divine Favor
Awaken
Heroism
Commune with Nature
Protection from
Conjure Elemental
Evil and Good
2 n d Le v e l
Contagion
Purify Food and Drink
Animal Messenger
Geas
Searing Smite
Barkskin
Greater Restoration
Shield o f Faith
Beast Sense
Insect Plague
Thunderous Smite
Darkvision
Mass Cure Wounds
Wrathful Smite
Enhance Ability
Planar Binding
7t h Le v e l
Find Traps
Reincarnate
2 n d Le v e l
Conjure Celestial
Flame Blade
Scrying
Aid
Divine Word
Flaming Sphere
Tree Stride
Branding Smite
Etherealness
Gust of Wind
Wall of Stone
Find Steed
Fire Storm
Heat Metal
Plane Shift
Hold Person
6 t h Le v el
Locate Object
Regenerate
Lesser Restoration
Conjure Fey
Magic Weapon
Resurrection
Locate Animals or Plants
Symbol
Locate Object
Heal
Heroes’ Feast
Planar Ally
True Seeing
Word of Recall
Moonbeam
8t h Lev el
Pass without Trace
Antimagic Field
Protection from Poison
Control Weather
Spike Growth
Earthquake
Holy Aura
3r d Lev el
Call Lightning
9 t h Le v e l
Astral Projection
Conjure Animals
Daylight
Lesser Restoration
Find the Path
Protection from Poison
Heal
Zone o f Truth
Heroes’ Feast
Move Earth
3r d Lev el
Sunbeam
Aura o f Vitality
Transport via Plants
Blinding Smite
Wall o f Thorns
Create Food and Water
Wind Walk
Crusader's Mantle
Daylight
7t h L e v e l
Dispel Magic
Fire Storm
Elemental Weapon
Magic Circle
Plant Growth
Sleep
Greater Invisibility
Remove Curse
Protection from Energy
Thunderwave
Ice Storm
Revivify
Speak with Plants
Witch Bolt
4t h Lev el
Aura o f Life
Water Breathing
Water Walk
Wind Wall
2 n d Lev el
Alter Self
Polymorph
Stoneskin
Wall of Fire
Blindness/Deafness
5t h L e v e l
Banishment
4t h Lev el
Blur
Animate Objects
Death Ward
Conjure Woodland Beings
Cloud of Daggers
Cloudkill
Locate Creature
Freedom o f Movement
Crown of Madness
Cone o f Cold
Staggering Smite
Grasping Vine
Darkness
Creation
Locate Creature
Darkvision
Dominate Person
Stoneskin
Detect Thoughts
Hold Monster
Aura o f Purity
5t h L e v e l
Banishing Smite
Circle o f Power
5t h L e v e l
Destructive Smite
Commune with Nature
Dispel Evil and Good
Conjure Volley
Geas
Swift Quiver
Raise Dead
Tree Stride
Enhance Ability
Insect Plague
Enlarge/Reduce
Seeming
Gust of Wind
Telekinesis
Hold Person
Teleportation Circle
Invisibility
Wall of Stone
Knock
Levitate
R a n g e r Spe l l s
So r c e r e r Sp e l l s
1s t L e v e l
C a n t r i p s (0 L e v e l )
Phantasmal Force
Alarm
Acid Splash
Scorching Ray
Animal Friendship
Blade Ward
See Invisibility
Cure Wounds
Chill Touch
Shatter
Detect Magic
Dancing Lights
Spider Climb
Detect Poison and Disease
Fire Bolt
Suggestion
Ensnaring Strike
Friends
Fog Cloud
Light
Goodberry
Mage Hand
3r d L e v e l
Hail o f Thorns
Mending
Blink
Hunter’s Mark
Message
Clairvoyance
Jump
Minor Illusion
Counterspell
Longstrider
Poison Spray
Daylight
Speak with Animals
Prestidigitation
Dispel Magic
Ray o f Frost
Fear
Shocking Grasp
Fireball
True Strike
Fly
Mirror Image
Misty Step
2 n d Le v e l
Animal Messenger
Barkskin
Web
Gaseous Form
6 t h Le v e l
Arcane Gate
Chain Lightning
Circle o f Death
Disintegrate
Eyebite
Globe o f Invulnerability
Mass Suggestion
Move Earth
Sunbeam
True Seeing
7t h L e v e l
Delayed Blast Fireball
Etherealness
Finger of Death
Fire Storm
Plane Shift
Prismatic Spray
Reverse Gravity
Teleport
Beast Sense
1s t L e v e l
Haste
Cordon o f Arrows
Burning Hands
Hypnotic Pattern
Darkvision
Charm Person
Lightning Bolt
Find Traps
Chromatic Orb
Major Image
Lesser Restoration
Color Spray
Protection from Energy
Locate Animals or Plants
Comprehend Languages
Sleet Storm
Locate Object
Detect Magic
Slow
Pass without Trace
Disguise Self
Stinking Cloud
9 t h Le v e l
Protection from Poison
Expeditious Retreat
Tongues
Gate
Silence
False Life
Water Breathing
Meteor Swarm
Spike Growth
Feather Fall
Water Walk
3r d Le v e l
Conjure Animals
Conjure Barrage
Daylight
Lightning Arrow
Nondetection
Fog Cloud
Jump
4t h Lev el
Mage Armor
Banishment
Magic Missile
Blight
Ray of Sickness
Confusion
Shield
Dimension Door
Silent Image
Dominate Beast
8 t h Le v e l
Dominate Monster
Earthquake
Incendiary Cloud
Power Word Stun
Sunburst
Power Word Kill
Time Stop
Wish
W a r l o c k Sp e l l s
C a n t r i p s (0 L e v e l )
Blade Ward
Chill Touch
Eldritch Blast
Friends
Mage Hand
Dimension Door
1s t L e v e l
Misty Step
Hallucinatory Terrain
Alarm
Nystul’s Magic Aura
Burning Hands
Phantasmal Force
Charm Person
Ray of Enfeeblement
5t h L e v e l
Contact Other Plane
Dream
Hold Monster
Scrying
Chromatic Orb
Rope Trick
Color Spray
Scorching Ray
Comprehend Languages
See Invisibility
Detect Magic
Shatter
Spider Climb
Minor Illusion
6t h Lev el
Disguise Self
Poison Spray
Arcane Gate
Expeditious Retreat
Suggestion
Prestidigitation
Circle o f Death
False Life
Web
True Strike
Conjure Fey
Feather Fall
Create Undead
Find Familiar
1s t L e v e l
Armor of Agathys
Arms o f Hadar
Charm Person
Comprehend Languages
Eyebite
Fog Cloud
Flesh to Stone
Grease
Mass Suggestion
Identify
Illusory Script
True Seeing
Jump
Expeditious Retreat
7t h L e v e l
Longstrider
Hellish Rebuke
Etherealness
Mage Armor
Hex
Finger o f Death
Magic Missile
Illusory Script
Forcecage
Protection from
Protection from
Plane Shift
Evil and Good
Unseen Servant
Witch Bolt
Evil and Good
Ray of Sickness
8 t h Le v e l
Shield
Demiplane
Dominate Monster
2 n d Le v e l
Feeblemind
Cloud of Daggers
Glibness
Crown of Madness
Power Word Stun
Darkness
Enthrall
Hold Person
Invisibility
Mirror Image
Misty Step
Ray of Enfeeblement
Shatter
Spider Climb
Thunderwave
Unseen Servant
Astral Projection
Witch Bolt
Foresight
2 n d Le v e l
Imprisonment
Power Word Kill
True Polymorph
W iz a r d
Sp e l l s
C a n t r i p s (0 L e v e l )
Acid Splash
Counterspell
Blade Ward
Dispel Magic
Chill Touch
Fear
Dancing Lights
Fly
Fire Bolt
Gaseous Form
Friends
Hunger o f Hadar
Light
Hypnotic Pattern
Mage Hand
Magic Circle
Mending
Major Image
Message
Remove Curse
Minor Illusion
Tongues
Poison Spray
Vampiric Touch
Prestidigitation
Blight
Tenser’s Floating Disk
9t h Lev e l
3r d Le v e l
Banishment
Sleep
Tasha’s Hideous Laughter
Suggestion
4 t h Le v e l
Silent Image
Ray of Frost
Shocking Grasp
True Strike
3r d Le v e l
Animate Dead
Bestow Curse
Blink
Clairvoyance
Counterspell
Dispel Magic
Fear
Feign Death
Fireball
Fly
Gaseous Form
Glyph o f Warding
Haste
Hypnotic Pattern
Leomund’s Tiny Hut
Lightning Bolt
Magic Circle
Major Image
Nondetection
Phantom Steed
Protection from Energy
Alter Self
Remove Curse
Arcane Lock
Sending
Blindness/Deafness
Sleet Storm
Blur
Slow
Cloud of Daggers
Stinking Cloud
Continual Flame
Tongues
Crown of Madness
Vampiric Touch
Darkness
Water Breathing
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
4 t h Le v e l
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
Sunbeam
Mordenkainen’s
True Seeing
Faithful Hound
Mordenkainen’s
Private Sanctum
Otiluke’s Resilient Sphere
Phantasmal Killer
Polymorph
Stone Shape
Stoneskin
Wall of Fire
Wall o f Ice
Sp e l l D e s c r i p t i o n s
T h e sp ells are presen ted in alphabetical order.
7t h Le v e l
A
Delayed Blast Fireball
Conjuration cantrip
Etherealness
Casting Time: 1 action
Range: 6 0 feet
Finger of Death
c id
Sp l
a s h
Forcecage
Components: V, S
Mirage Arcane
Duration: Instantaneous
Mordenkainen's
You hurl a bubble o f acid. C h oose on e creature w ithin
range, or c h o o s e tw o creatu res w ithin range that are
w ithin 5 feet o f each other. A target m ust su c ce e d on a
D exterity saving th row or take 1d6 acid dam age.
T h is sp ell’s dam age in creases by 1d6 w hen you reach
5th level (2d6), 11th level (3d6), and 17th level (4d6).
Magnificent Mansion
5t h L e v e l
Mordenkainen’s Sword
Animate Objects
Plane Shift
Bigby’s Hand
Prismatic Spray
CloudkilI
Project Image
Cone o f Cold
Reverse Gravity
A
Conjure Elemental
Sequester
Contact Other Plane
Simulacrum
2 nd-level abjuration
Creation
Symbol
Dominate Person
Teleport
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
6 t h Le v e l
Arcane Gate
Chain Lightning
Circle o f Death
Contingency
Create Undead
Disintegrate
Drawmij’s Instant
Summons
Eyebite
Flesh to Stone
Globe o f Invulnerability
Guards and Wards
Magic Jar
Mass Suggestion
8t h Lev el
Antimagic Field
Antipathy/Sympathy
Clone
Control Weather
Demiplane
Dominate Monster
Feeblemind
id
Casting Tim e: 1 action
Range: 30 feet
Components: V, S, M (a tiny strip o f w hite cloth)
Duration: 8 hours
Your spell bolsters your allies w ith tou ghn ess and
resolve. C h oose up to three creatu res w ithin range.
Each target’s hit point m axim u m and current hit points
in crease by 5 for the duration.
A t H igher L evels. W h en you cast this spell using
a spell slot o f 3rd level or higher, a target’s hit points
in crease by an additional 5 for each slot level above 2nd.
Incendiary Cloud
A
Maze
1st-level abjuration (ritual)
Mind Blank
Casting Tim e: 1 minute
Range: 30 feet
Components: V, S, M (a tiny bell and a p iece o f
fine silver w ire)
Duration: 8 hours
Power Word Stun
Sunburst
Telepathy
Trap the Soul
9t h Lev el
Astral Projection
Foresight
Gate
Imprisonment
Meteor Swarm
Power Word Kill
Prismatic Wall
Shapechange
Time Stop
True Polymorph
l a r m
You set an alarm against unw anted intrusion. C h oose
a door, a w indow , or an area w ithin range that is no
larger than a 20 -foot cube. Until the sp ell ends, an alarm
alerts you w henever a T iny or larger creature touches
or enters the w arded area. W h en you cast the spell, you
can designate creatu res that w o n ’t set off the alarm. You
also c h o o s e w hether the alarm is m ental or audible.
A m ental alarm alerts you with a ping in your m ind
if you are w ithin 1 m ile o f the w arded area. T h is ping
aw akens you if you are sleeping.
A n audible alarm p rod u ces the sou n d o f a hand bell
for 10 se co n d s w ithin 60 feet.
Weird
A
Wish
2 nd-level
l t e r
Se
l f
transmutation
Otto’s Irresistible Dance
Casting Tim e: 1 action
Range: S e lf
Components: V, S
Duration: Concentration, up to 1 hour
Programmed Illusion
You assu m e a different form . W h en you cast the spell,
Move Earth
Otiluke’s Freezing Sphere
c h o o s e on e o f the follow in g options, the effects o f w hich
last for the duration o f the spell. W h ile the spell lasts,
you can end on e option as an action to gain the benefits
o f a different one.
Aquatic Adaptation. You adapt your b od y to an
aquatic environm ent, sprouting gills and grow in g
w ebb in g b etw een your fingers. You can breathe
underw ater and gain a sw im m in g sp eed equal to your
w alkin g speed.
Change Appearance. You transform your appearance.
You decide w hat you lo o k like, including your height,
weight, facial features, sou n d o f your voice, hair length,
coloration, and distinguishing characteristics, if any.
You can m ake y ou rself appear as a m em ber o f another
race, though n one o f your statistics change. You also
ca n ’t appear as a creature o f a different size than you,
and your basic sh ape stays the sam e; if you're bipedal,
you ca n ’t use this spell to b e c o m e quadrupedal, for
instance. At any tim e for the duration o f the spell, you
can u se your action to change your ap pearan ce in
this w ay again.
Natural Weapons. You g row claw s, fangs, spines,
horns, or a different natural w eap on o f your ch oice. Your
unarm ed strikes deal 1d6 bludgeoning, piercing, or
slashing dam age, as appropriate to the natural w eap on
you ch ose, and you are proficient w ith y ou r unarm ed
strikes. Finally, the natural w eap on is m a gic and you
have a +1 b on u s to the attack and dam age rolls you
m ake usin g it.
A
n im a l
Fr
ie n d s h ip
1st-level enchantment
Casting Tim e: 1 action
Range: 30 feet
Components: V, S, M (a m orsel o f food )
Duration: 24 hours
Th is spell lets you con v in ce a beast that you m ean it no
harm. C h oose a beast that you can see w ithin range.
It must see and hear you. If the b ea st’s Intelligence is
4 or higher, the spell fails. O therw ise, the beast m ust
su cce e d on a W isd om saving th row or be charm ed
by you for the spell’s duration. If you or on e o f your
com p a n ion s harm s the target, the spells ends.
At Higher Levels. W h en you cast this spell using
a spell slot o f 2nd level or higher, you can affect one
additional beast for each slot level above 1st.
A
n im a l
2 nd-level
M
e sse n g e r
enchantment (ritual)
Casting Time: 1 action
Range: 30 feet
Components: V, S , M (a m orsel o f food)
Duration: 24 hours
By m eans o f this spell, you u se an anim al to deliver a
m essage. C h o o se a Tiny beast you can see w ithin range,
such as a squirrel, a blue jay, or a bat. You s p ecify a
location, w h ich you m ust have visited, and a recipient
w h o m atches a general description, such as “a m an or
w om a n d ressed in the uniform o f the tow n guard” or “a
red-haired dw arf w earin g a pointed hat.” You also sp eak
a m essa ge o f up to twenty-five w ords. T h e target beast
travels for the duration o f the spell tow ard the sp ecified
location, coverin g about 50 m iles per 24 h ours for a
flying m essenger, or 25 m iles for other anim als.
W h en the m essen ger arrives, it delivers your m essa ge
to the creature that you d escribed , replicating the sou n d
o f your voice. The m essen ger sp eak s only to a creature
m atching the description you gave. If the m essen ger
d oesn ’t reach its destination before the spell ends, the
m essa ge is lost, and the beast m akes its w ay ba ck to
w h ere you cast this spell.
At Higher Levels. If you cast this spell using a spell
slot o f 3nd level or higher, the duration o f the spell
in creases by 4 8 hours for each slot level above 2nd.
A
Sh
n im a l
8 th-level
a pe s
transmutation
Casting Tim e: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 24 hours
Your m a gic turns others into beasts. C h oose any
num ber o f w illing creatu res that you ca n see within
range. You transform each target into the form o f a
Large or sm aller beast w ith a challen ge rating o f 4 or
lower. On subsequent turns, you can u se your action to
transform affected creatu res into n ew form s.
The transform ation lasts for the duration for each
target, or until the target d rop s to 0 hit points or dies.
You can c h o o s e a different form for each target. A
target’s gam e statistics are replaced by the statistics o f
the ch osen beast, though the target retains its alignm ent
and Intelligence, W isd om , and C harism a scores. T h e
target a ssu m es the hit points o f its n ew form , and w hen
it reverts to its n orm al form , it returns to the num ber
o f hit points it had before it transform ed. If it reverts as
a result o f droppin g to 0 hit points, any e x ce s s dam age
carries over to its norm al form . A s long as the ex cess
dam age d oesn ’t redu ce the creatu re’s n orm al form to 0
hit points, it isn’t k n ock ed u n con sciou s. T h e creature is
lim ited in the actions it can perform by the nature o f its
n ew form , and it ca n ’t sp eak or cast spells.
The target’s gear m elds into the n ew form . T h e target
ca n ’t activate, w ield, or oth erw ise benefit from any o f
its equipm ent.
A
n im a t e
D
e a d
3rd-level necromancy
Casting Time: 1 m inute
Range: 10 feet
Components: V, S, M (a drop o f blood , a piece o f flesh,
and a pinch o f bon e dust)
Duration: Instantaneous
Th is spell creates an undead servant. C h oose a pile
o f b on es or a c o rp s e o f a M edium or S m all hum anoid
w ithin range. Your spell im bu es the target w ith a foul
m im icry o f life, raising it as an undead creature. The
target b e c o m e s a skeleton if you c h ose b on es or a
zom bie if you c h o s e a c o rp s e (the DM has the creatu re’s
gam e statistics).
On each o f your turns, you ca n use a bon u s action
to m entally c om m a n d any creature you m ade with
this spell if the creature is w ithin 6 0 feet o f you (if you
con trol m ultiple creatures, you can com m a n d any or all
o f them at the sa m e tim e, issuing the sam e com m a n d to
each one). You d ecide w hat action the creature w ill take
and w here it w ill m ove during its next turn, or you can
issu e a general com m a n d , such as to guard a particular
ch a m ber or corridor. If you issue no com m a n d s, the
creature only d efends itself against hostile creatures.
O n ce given an order, the creature continu es to follow it
until its task is com plete.
T h e creature is under your con trol for 24 hours,
after w hich it stop s obeyin g any c om m a n d y ou ’ve given
it. To m aintain control o f the creature for another
24 hours, you m ust cast this spell on the creature
again b efore the current 24-hou r p eriod ends. This
u se o f the spell reasserts your con trol over up to four
creatures you have anim ated w ith this spell, rather than
anim ating a n ew one.
A t H igher L evels. W h en you cast this spell using a
spell slot o f 4th level or higher, you anim ate or reassert
con trol over tw o additional undead creatu res for each
slot level above 3rd. E ach o f the creatures m ust com e
from a different c o rp s e or pile o f b on es.
A
O
n im a t e
Casting Tim e: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 m inute
O bjects c om e to life at your com m a n d . C h oose up to
ten n onm agical ob jects w ithin range that are not being
w orn or carried. M edium targets coun t as tw o objects,
Large targets coun t as four objects, H uge targets
coun t as eight objects. You can ’t anim ate any object
larger than H uge. E ach target anim ates and b e c o m e s a
creature under your con trol until the spell ends or until
redu ced to 0 hit points.
A s a bon u s action, you ca n mentally com m a n d any
creature you m ade w ith this spell if the creature is
O
bj ec t
St
piercing dam age ba sed on its form .
A t H igher Levels. If you cast this spell using a
spell slot o f 6th level or higher, you can anim ate tw o
additional ob jects for each slot level above 5th.
A
n t il if e
Sh
e l l
5th-level abjuration
A sh im m ering barrier extends out from you in a 10-foot
radius and m oves w ith you, rem ainin g centered on
you and h edging out creatures other than undead and
constructs. T h e barrier lasts for the duration.
The barrier prevents an affected creature from
passing or reachin g through. A n affected creature
can cast sp ells or m ake attacks w ith ranged or reach
w ea p on s through the barrier.
If you m ove s o that an affected creature is forced to
pass through the barrier, the sp ell ends.
A
n t im a g ic
Fie
l d
8 th-level abjuration
w ithin 5 0 0 feet o f you (if you control multiple creatures,
you can com m a n d any or all o f them at the sam e time,
issu in g the sam e com m a n d to each one). You decide
w hat action the creature w ill take and w here it w ill
m ove during its next turn, or you can issue a general
com m a n d , such as to guard a particular ch a m ber or
corridor. If you issue n o com m a n d s, the creature only
defen ds itself against hostile creatures. O nce given
an order, the creature continu es to follow it until its
task is com plete.
n ima t e d
original ob ject form .
If you com m a n d an object to attack, it can m ake a
single m elee attack against a creature w ithin 5 feet
o f it. It m ak es a slam attack w ith an attack bon u s and
bludgeon ing dam age determ ined by its size. T h e DM
might rule that a sp ecific object inflicts slashing or
Casting Time: 1 action
Range: S e lf (10-foot radius)
Components: V, S
Duration: Concentration, up to 1 hour
bj e c t s
5th-level transmutation
A
are 3, and its C harism a is 1. Its sp eed is 30 feet; if the
object lack s legs or other appendages it can u se for
locom otion , it instead has a flying sp eed o f 3 0 feet and
can hover. If the object is secu rely attached to a surface
or a larger object, such as a chain bolted to a w all, its
sp eed is 0. It has blindsight w ith a radius o f 30 feet and
is blind beyon d that distance. W h en the anim ated object
d rops to 0 hit points, it reverts to its original object
form , and any rem aining dam age carries over to its
a t is t ic s
Size
HP
AC
Attack
Str
Dex
Tiny
20
18
+8 to hit, 1d4 + 4 damage
4
18
Small
25
16
+6 to hit, 1d8 + 2 damage
6
14
Medium
40
13
+5 to hit, 2d6 + 1 damage
10
12
Large
50
10
+6 to hit, 2d10 + 2 damage
14
10
Huge
80
10
+8 to hit, 2d12 + 4 damage
18
6
A n anim ated object is a construct w ith AC, hit points,
attacks, Strength, and D exterity determ ined by its size.
Its Constitution is 10 and its Intelligence and W isd om
Casting Tim e: 1 action
Range: S e lf (10-foot-radius sphere)
Components: V, S, M (a pinch o f p ow d ered iron or
iron filings)
Duration: C oncentration, up to 1 hour
A 10-foot-radius invisible sphere o f antim agic surrounds
you. T his area is divorced from the m agical en ergy that
su ffu ses the multiverse. W ithin the sphere, sp ells ca n ’t
b e cast, su m m on ed creatu res disappear, and even m agic
item s b e c o m e m undane. Until the spell ends, the sphere
m oves w ith you, centered on you.
S p ells and other m agical effects, except th ose created
by an artifact or a deity, are su p p ressed in the sphere
and ca n ’t protrude into it. A slot expen ded to cast
a su ppressed spell is con su m ed. W h ile an effect is
su ppressed, it d oesn ’t function, but the tim e it spends
su ppressed coun ts against its duration.
Targeted E ffects. S p ells and other m agical effects,
such as magic m issile and charm person , that target
a creature or an object in the sphere have no effect
on that target.
Areas o f Magic. T h e area o f another spell or m agical
effect, su ch as fireball, ca n ’t extend into the sphere.
If the sphere overlaps an area o f m agic, the part o f
the area that is covered by the sphere is suppressed.
For exam ple, the flam es created by a wall o f fire are
su ppressed w ithin the sphere, creating a gap in the w all
if the overlap is large enough.
Spells. Any active spell or other m agical effect on a
creature or an object in the sphere is su ppressed w hile
the creature or object is in it.
Magic Items. T h e properties and p ow ers o f
m a gic item s are su p p ressed in the sphere. For
exam ple, a + 1 longsword in the sphere functions as a
n onm agical longsw ord.
A m a gic w ea p on ’s properties and p ow ers are
su ppressed if it is u sed against a target in the sphere or
w ielded by an attacker in the sphere. If a m agic w eapon
or a p iece o f m agic am m unition fully leaves the sphere
(for exam ple, if you fire a m a gic arrow or th row a m agic
sp ear at a target outside the sphere), the m a gic o f the
item ce a s e s to b e su ppressed as s o o n as it exits.
Magical Travel. Teleportation and planar travel
fail to w ork in the sphere, w hether the sphere is the
destination or the departure point for such m agical
travel. A portal to another location, w orld, or plane o f
existence, as w ell as an open in g to an extradim ensional
sp ace such as that created by the rope trick spell,
tem porarily c lo se s w hile in the sphere.
Creatures and Objects. A creature or object
su m m on ed or created by m agic tem porarily w in ks out
o f existence in the sphere. S u ch a creature instantly
reappears on ce the sp ace the creature occu p ied is no
lon ger w ithin the sphere.
Dispel Magic. S p ells and m agical effects such as
dispel magic have no effect on the sphere. Likew ise, the
spheres created by different antimagic field spells d on ’t
nullify each other.
A
n t ipa t h y
8 th-level
/S y
m p a t h y
enchantment
Casting Tim e: 1 hour
Range: 6 0 feet
Components: V, S, M (either a lump o f alum soa k ed in
vinegar for the antipathy effect or a d rop o f honey for
the sympathy effect)
Duration: 10 days
This spell attracts or repels creatu res o f you r choice.
You target som eth in g within range, either a H uge or
sm aller ob ject or creature or an area that is no larger
than a 2 0 0 -foot cube. Then sp ecify a kind o f intelligent
creature, such as red dragons, goblins, or vam pires.
You invest the target w ith an aura that either attracts or
repels the sp ecified creatu res for the duration. C h oose
antipathy or sym pathy as the aura’s effect.
Antipathy. T h e enchantm ent cau ses creatu res o f the
kind you designated to feel an intense urge to leave the
area and avoid the target. W h en such a creature can
s e e the target or c o m e s w ithin 60 feet o f it, the creature
m ust s u cce e d on a W isd om saving th row or b e c o m e
frightened. T h e creature rem ains frightened w hile it can
see the target or is w ithin 60 feet o f it. W h ile frightened
by the target, the creature m ust use its m ovem ent to
m ove to the nearest safe spot from w hich it ca n ’t see
the target. If the creature m oves m ore than 60 feet from
the target and c a n ’t see it, the creature is no longer
frightened, but the creature b e c o m e s frightened again if
it regains sight o f the target or m oves w ithin 60 feet o f it.
Sympathy. T h e enchantm ent ca u ses the sp ecified
creatu res to feel an intense urge to approach the target
w hile w ithin 60 feet o f it or able to see it. W h en such a
creature can see the target or c o m e s w ithin 6 0 feet o f it,
the creature m ust s u cce e d on a W isd om saving th row or
use its m ovem ent on each o f its turns to enter the area
or m ove w ithin reach o f the target. W h en the creature
has don e so, it ca n ’t w illingly m ove away from the target.
If the target dam ages or oth erw ise harm s an affected
creature, the affected creature can m ake a W isd om
saving th row to end the effect, as d escrib ed below.
Ending the Effect. If an affected creature ends its
turn w hile not w ithin 60 feet o f the target or able to see
it, the creature m akes a W isd om saving throw. On a
su ccessfu l save, the creature is no lon ger affected by
the target and reco g n ize s the feeling o f rep u gn an ce or
attraction as m agical. In addition, a creature affected by
the spell is allow ed another W isd om saving th row every
24 h ours w hile the spell persists.
A creature that su ccessfu lly saves against this effect
is im m u ne to it for 1 minute, after w hich tim e it can be
affected again.
A
r c a n e
Ey
e
4th-level divination
Casting Tim e: 1 action
Range: 3 0 feet
Components: V, S, M (a bit o f bat fur)
Duration: Concentration, up to 1 hour
You create an invisible, m agical eye w ithin range that
hovers in the air for the duration.
You m entally receive visual inform ation from the eye,
w hich has n orm al vision and darkvision out to 30 feet.
T h e eye can lo o k in every direction.
A s an action, you can m ove the eye up to 30 feet in
any direction. T h ere is no lim it to h ow far away from
you the eye can m ove, but it ca n ’t enter another plane
o f existence. A solid barrier b lock s the eye’s m ovem ent,
but the eye can pa ss through an open in g as sm all as 1
inch in diameter.
A
r c a n e
6 th-level
G
a t e
conjuration
Casting Tim e: 1 action
Range: 5 0 0 feet
Components: V, S
Duration: Concentration, up to 10 m inutes
You create linked teleportation portals that rem ain open
for the duration. C h o o se tw o points on the grou nd that
you can see, one point w ithin 10 feet o f you and one
point within 5 0 0 feet o f you. A circu lar portal, 10 feet
in diameter, op en s over each point. If the portal w ou ld
open in the sp ace occu p ied by a creature, the spell fails,
and the casting is lost.
T he portals are tw o-dim ensional glowing rings
filled with mist, hovering inches from the grou nd and
perpend icu lar to it at the poin ts you c h oose. A ring is
visible only from on e side (your choice), w hich is the side
that fu nction s as a portal.
A ny creature or object entering the portal exits from
the other portal as if the tw o w ere adjacent to each
other; passin g through a portal from the nonportal side
has n o effect. T h e m ist that fills each portal is opaque
and b lo ck s vision through it. On your turn, you can
rotate the rings as a b on u s action s o that the active side
faces in a different direction.
A
L
r c a n e
o c k
2 nd-level abjuration
Casting Tim e: 1 action
Range: Touch
Com ponents: V, S, M (gold dust w orth at least 25 gp,
w h ich the sp ell con su m es)
Duration: Until dispelled
You touch a c lo se d door, w indow , gate, chest, or other
entryway, and it b e c o m e s lock ed for the duration. You
and the creatu res you designate w hen you cast this
spell can open the object norm ally. You can also set a
p a ssw ord that, w hen sp oken w ithin 5 feet o f the object,
su p p resses this spell for 1 minute. O therw ise, it is
im passable until it is broken or the spell is dispelled or
su ppressed. C asting knock on the ob ject su p presses
arcane lock for 10 minutes.
W h ile affected by this spell, the object is m ore difficult
to break or force open; the D C to break it or pick any
lock s on it in crea ses by 10.
A
r m o r
o f
A
g a t h y s
1st-level abjuration
Casting Tim e: 1 action
Range: S e lf
Components: V, S, M (a cup o f water)
Duration: 1 hour
A protective m agical force su rrou nds you, m anifesting
as a spectral frost that covers you and your gear.
You gain 5 tem porary hit points for the duration. If a
creature hits you w ith a m elee attack w hile you have
th ese hit points, the creature takes 5 cold dam age.
A t H igher L evels. W h en you cast this spell u sing a
spell slot o f 2nd level or higher, both the tem porary hit
points and the cold dam age in crease by 5 for each slot
level above 1st.
A
r ms
o f
H
a d a r
1st-level conjuration
Casting Tim e: 1 action
Range: S e lf (10-foot radius)
Components: V, S
Duration: Instantaneous
You invoke the p ow er o f Hadar, the D ark Hunger.
Tendrils o f dark en ergy erupt from you and batter all
creatu res w ithin 10 feet o f you. E ach creature in that
area m ust m ake a Strength saving throw. O n a failed
save, a target takes 2d6 n ecrotic dam age and can ’t take
reaction s until its next turn. O n a su ccessfu l save, the
creature takes h alf dam age, but suffers no other effect.
A t H igher Levels. W h en you cast this spell using a
spell slot o f 2nd level or higher, the dam age in creases by
1d6 for each slot level above 1st.
A
s t r a l
Pr
o j e c t io n
9th-level necromancy
Casting Tim e: 1 hour
Range: 10 feet
Components: V, S , M (for each creature you affect with
this spell, you must provide one jacinth w orth at least
1,000
gp and on e ornately carved bar o f silver w orth
at least 100 gp, all o f w h ich the spell con su m es)
Duration: S p ecia l
You and up to eight w illing creatu res w ithin range
project your astral b o d ie s into the A stral Plane (the
spell fails and the casting is w asted if you are already
on that plane). The m aterial b od y you leave beh in d is
u n con sciou s and in a state o f su sp ended anim ation; it
d oesn ’t n eed fo o d or air and d oesn ’t age.
Y our astral b od y resem b les your m ortal form in
alm ost every way, replicating your gam e statistics and
p os se ss io n s. T h e principal difference is the addition o f
a silvery cord that extends from b etw een your shoulder
blades and trails behind you, fading to invisibility after
1 foot. T h is co rd is your tether to your m aterial body. As
lon g as the tether rem ains intact, you can find your w ay
h om e. If the co rd is cut—som eth in g that can happen
only w hen an effect sp ecifically states that it d o e s —your
sou l and b od y are separated, killing you instantly.
Your astral form can freely travel through the Astral
P lane and can pass through portals there leading to any
other plane. If you enter a n ew plane or return to the
plane you w ere on w hen casting this spell, your b od y and
possession s are transported along the silver cord, allowing
you to re-enter your b od y as you enter the n ew plane.
Your astral form is a separate incarnation. Any dam age
or other effects that apply to it have no effect on your
physical body, nor do they persist w hen you return to it.
The spell ends for you and your com p a n ion s w hen
you use your action to dism iss it. W h en the spell ends,
the affected creature returns to its physical body,
and it awakens.
The spell m ight also end early for you or on e o f your
com pan ion s. A su ccessfu l dispel magic spell u sed
against an astral or physical b od y ends the spell for that
creature. If a creatu re’s original b od y or its astral form
d rops to 0 hit points, the spell en ds for that creature. If
the spell ends and the silver cord is intact, the co rd pulls
the creatu re’s astral form ba ck to its body, ending its
state o f su sp en ded anim ation.
If you are returned to your b od y prematurely, your
com p a n ion s rem ain in their astral form s and m ust find
their ow n w ay ba ck to their b od ies, usually by droppin g
to 0 hit points.
A
u g u r y
2 nd-level
divination (ritual)
Casting Tim e: 1 m inute
Range: S elf
Components: V, S, M (specially m arked sticks, bon es,
or sim ilar tokens w orth at least 25 gp)
Duration: Instantaneous
By casting gem -inlaid sticks, rolling dragon bones,
A
laying out ornate cards, or em ploying so m e other
divining tool, you receive an om en from an otherw orldly
entity about the results o f a sp ecific co u rse o f action that
you plan to take w ithin the next 30 m inutes. The DM
c h o o s e s from the follow in g p ossib le om ens:
5th-level transmutation
•
•
•
•
Weal, for g o o d results
Woe, for bad results
Weal and w oe, for both g o o d and bad results
Nothing, for results that aren’t esp ecially g o o d or bad
T he spell d oesn ’t take into accou n t any p ossib le
circu m stan ces that m ight change the ou tcom e, such
as the casting o f additional sp ells or the loss or gain
o f a com panion .
If you cast the spell tw o or m ore tim es before
com pletin g your next lon g rest, there is a cum ulative 25
percent ch a n ce for each castin g after the first that you
get a random reading. The DM m a kes this roll in secret.
A
u r a
o f
L
if e
4th-level abjuration
Casting Time: 1 action
Range: S e lf (30-foot radius)
Components: V
Duration: Concentration, up to 10 m inutes
Life-preserving en ergy radiates from you in an aura with
a 30 -foot radius. Until the spell ends, the aura m oves
w ith you, centered on you. E ach n onh ostile creature
in the aura (including you) has resistan ce to n ecrotic
dam age, and its hit point m axim u m can't be reduced. In
addition, a nonhostile, living creature regains 1 hit point
w hen it starts its turn in the aura with 0 hit points.
A
u r a
o f
Pu
r it y
4th-level abjuration
Casting Tim e: 1 action
Range: S e lf (30-foot radius)
Components: V
Duration: C oncentration, up to 10 minutes
P urifying en ergy radiates from you in an aura w ith a
30 -foot radius. Until the spell ends, the aura m oves
w ith you, centered on you. E ach n onh ostile creature
in the aura (including you) ca n ’t b e c o m e diseased,
has resistan ce to p oison dam age, and has advantage
on saving th row s against effects that cau se any o f the
follow in g condition s: blinded, charm ed, deafened,
frightened, paralyzed, poison ed , and stunned.
A
u r a
o f
V
it a l it y
3rd-level evocation
Casting Tim e: 1 action
Range: S e lf (30-foot radius)
Components: V
Duration: Concentration, up to 1 m inute
H ealing en ergy radiates from you in an aura w ith a
30 -foot radius. Until the spell ends, the aura m oves with
you, centered on you. You can use a b on u s action to
cau se on e creature in the aura (including you) to regain
2d 6 hit points.
w a k e n
Casting Tim e: 8 hours
Range: Touch
Components: V, S, M (an agate w orth at least 1,000 gp,
w h ich the spell con su m es)
Duration: Instantaneous
After spending the castin g tim e tracing m agical
pathways w ithin a preciou s gem stone, you touch a Huge
or sm aller beast or plant. T h e target m ust have either
no Intelligence sc o r e or an Intelligence o f 3 or less. The
target gains an Intelligence o f 10. The target also gains
the ability to sp eak on e language you know. If the target
is a plant, it gains the ability to m ove its lim bs, roots,
vines, creep ers, and s o forth, and it gains se n se s sim ilar
to a hum an’s. Y our D M c h o o s e s statistics appropriate
for the aw akened plant, such as the statistics for the
aw akened shrub or the aw akened tree.
The aw akened beast or plant is ch arm ed by you for
30 days or until you or your com p a n ion s do anything
harm ful to it. W h en the ch arm ed condition ends,
the aw akened creature c h o o s e s w hether to rem ain
friendly to you, based on h ow you treated it w hile
it w as charm ed.
Ba
n e
1st-level enchantment
Casting Tim e: 1 action
Range: 30 feet
Components: V, S, M (a drop o f blood )
Duration: C oncentration, up to 1 minute
Up to three creatu res o f your ch oice that you ca n see
w ithin range m ust m ake C harism a saving throw s.
W h enever a target that fails this saving th row m akes
an attack roll or a saving th row before the spell ends,
the target m ust roll a d4 and subtract the num ber rolled
from the attack roll or saving throw.
A t H igher Levels. W h en you cast this spell using
a spell slot o f 2nd level or higher, you can target one
additional creature for each slot level above 1st.
Ba
n is h in g
Sm
it e
5th-level abjuration
Casting Time: 1 bon u s action
Range: S e lf
Components: V
Duration: C oncentration, up to 1 minute
T h e next time you hit a creature with a w ea p on attack
before this spell ends, your w ea p on cra ck les with force,
and the attack deals an extra 5 d10 force dam age to the
target. Additionally, if this attack redu ces the target
to 50 hit points or fewer, you banish it. If the target is
native to a different plane o f existence than the one
you ’re on, the target disappears, returning to its h om e
plane. If the target is native to the plane y ou ’re on, the
creature vanishes into a h arm less dem iplane. W h ile
there, the target is incapacitated. It rem ains there until
the spell ends, at w h ich point the target reappears in the
sp ace it left or in the nearest u n occu p ied sp ace if that
sp ace is occu pied.
Ba
n is h m e n t
4th-level abjuration
Casting Tim e: 1 action
Range: 60 feet
Components: V, S, M (an item distasteful to the target)
Duration: C oncentration, up to 1 m inute
Y ou attempt to sen d on e creature that you ca n see
w ithin range to another plane o f existence. The
target m ust su cce e d on a C harism a saving throw
or b e banished.
If the target is native to the plane o f existence y ou ’re
on, you banish the target to a h arm less dem iplane.
W h ile there, the target is incapacitated. The target
rem ains there until the spell ends, at w hich point the
target reappears in the sp ace it left or in the nearest
u n occu p ied sp ace if that sp ace is occu pied.
If the target is native to a different plane o f existence
than the one you ’re on, the target is banish ed with
a faint pop p in g n oise, returning to its h om e plane.
If the spell ends before 1 m inute has passed, the
target reappears in the sp ace it left or in the nearest
u n occu p ied sp ace if that sp a ce is occu pied. O therw ise,
the target doesn't return.
A t H igher L evels. W h en you cast this spell using
a spell slot o f 5th level or higher, you can target one
additional creature for each slot level above 4th.
Ba
r k s k in
2 nd-level
transmutation
Casting Tim e: 1 action
Range: Touch
Components: V, S, M (a handful o f oak bark)
Duration: Concentration, up to 1 hour
You touch a w illing creature. Until the spell ends, the
target’s skin has a rough, bark-like appearance, and the
target’s AC ca n ’t b e less than 16, regardless o f w hat kind
o f arm or it is w earing.
Be
a c o n
o f
H
o pe
3rd-level abjuration
Casting Tim e: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 m inute
T h is sp ell b estow s h ope and vitality. C h oose any
num ber o f creatu res w ithin range. F or the duration,
each target has advantage on W isd om saving throw s
and death saving throw s, and regains the m axim um
num ber o f hit points p ossib le from any healing.
Be
a s t
Se
n se
2 nd-level divination
(ritual)
Casting Tim e: 1 action
Range: Touch
Com ponents: S
Duration: Concentration, up to 1 hour
You touch a w illing beast. For the duration o f the spell,
you can use your action to see through the b e a st’s eyes
and hear w hat it hears, and continue to do s o until
you u se your action to return to your n orm al sen ses.
W h ile perceivin g through the b ea st’s sen ses, you gain
the benefits o f any sp ecia l sen ses p o s se ss e d by that
creature, though you are blinded and deafened to your
ow n surroundings.
Be
s t o w
C
u r se
3rd-level necromancy
Casting Tim e: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You touch a creature, and that creature must su cceed
on a W isd om saving th row or b e c o m e cu rsed for the
duration o f the spell. W h en you cast this spell, c h o o s e
the nature o f the cu rse from the follow in g options:
• C h oose on e ability score. W h ile cursed, the target
has disadvantage on ability ch eck s and saving throw s
m ade with that ability score.
• W h ile cursed, the target has disadvantage on attack
rolls against you.
• W h ile cursed, the target must m ake a W isd om sav
ing th row at the start o f each o f its turns. If it fails, it
w astes its action that turn doing nothing.
• W h ile the target is cursed, your attacks and spells
deal an extra 1d8 n ecrotic dam age to the target.
A rem ove curse spell ends this effect. At the D M ’s
option, you m ay c h o o s e an alternative cu rse effect, but
it sh ou ld b e no m ore pow erfu l than th ose d escribed
above. T h e DM h as final say on such a cu rse ’s effect.
At Higher Levels. If you cast this spell usin g a spell
slot o f 4th level or higher, the duration is concentration,
up to 10 minutes. If you u se a spell slot o f 5th level or
higher, the duration is 8 hours. If you u se a spell slot o f
7th level or higher, the duration is 24 hours. If you use
a 9th level spell slot, the spell lasts until it is dispelled.
U sing a spell slot o f 5th level or higher grants a duration
that d oesn ’t require concentration.
Big
b y ’s
H
a n d
5th-level evocation
Casting Tim e: 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 o f sh im m ering, translucent
force in an u n occu p ied sp ace that you can see within
range. The hand lasts for the sp ell’s duration, and it
m oves at you r com m and , m im ick in g the m ovem ents o f
your ow n hand.
Th e hand is an ob ject that has AC 20 and hit points
equal to your hit point m axim um . If it d rop s to 0 hit
points, the spell ends. It has a Strength o f 26 (+8) and a
D exterity o f 10 (+0). T h e hand d oesn ’t fill its space.
W h en you cast the spell and as a bon u s action on your
subsequent turns, you can m ove the hand up to 60 feet
and then cau se on e o f the follow in g effects w ith it.
Clenched Fist. Th e hand strikes one creature or
object w ithin 5 feet o f it. M ake a m elee spell attack for
the hand using your gam e statistics. O n a hit, the target
takes 4d 8 force dam age.
Forceful Hand. T h e hand attem pts to push a creature
within 5 feet o f it in a direction you c h oose. M ake
a ch eck with the h and’s Strength con tested by the
Strength (Athletics) ch eck o f the target. If the target is
M edium or sm aller, you have advantage on the check. If
you su cceed , the hand pu sh es the target up to 5 feet plus
a num ber o f feet equal to five tim es your spellcastin g
ability m odifier. T h e hand m oves w ith the target to
rem ain w ithin 5 feet o f it.
Grasping Hand. T h e hand attempts to grapple a H uge
or sm aller creature w ithin 5 feet o f it. You use the h and’s
S trength sco re to resolve the grapple. If the target is
M edium or sm aller, you have advantage on the check.
W h ile the hand is grappling the target, you can use a
bon u s action to have the hand cru sh it. W h en you do
so, the target takes bludgeon ing dam age equal to 2d6 +
your spellcastin g ability m odifier.
Interposing Hand. T he hand in terposes itself
b etw een you and a creature you c h o o s e until you give
the hand a different com m a n d . T h e hand m oves to stay
b etw een you and the target, providing you with half
cover against the target. The target can't m ove through
the h and’s sp ace if its Strength sc o r e is less than or
equal to the h and’s Strength score. If its Strength sco re
is higher than the h and’s Strength score, the target can
m ove tow ard you through the h and’s sp ace, but that
sp ace is difficult terrain for the target.
At Higher Levels. W h en you cast this spell u sing a
spell slot o f 6th level or higher, the dam age from the
clench ed fist option in creases by 2d8 and the dam age
from the grasping hand in creases by 2d6 for each slot
level above 5th.
Bl
Ba
a d e
6 th-level
r r ie r
evocation
Casting Tim e: 1 action
Range: 9 0 feet
Components: V, S
Duration: Concentration, up to 10 m inutes
You create a vertical w all o f w hirling, razor-sh arp blades
m ade o f m agical energy. T h e w all appears w ithin range
and lasts for the duration. You can m ake a straight w all
up to 100 feet long, 20 feet high, and 5 feet thick, or a
ringed w all up to 60 feet in diameter, 20 feet high, and
5 feet thick. The w all provides three-quarters cover to
creatu res beh in d it, and its sp ace is difficult terrain.
W h en a creature enters the w a ll’s area for the first
tim e on a turn or starts its turn there, the creature m ust
m ake a D exterity saving throw. On a failed save, the
creature takes 6 d10 slashing dam age. On a su ccessfu l
save, the creature takes h alf as m uch dam age.
Bl
a d e
Wa
r d
Abjuration cantrip
Casting Tim e: 1 action
Range: S e lf
Components: V, S
Duration: 1 round
You extend your hand and trace a sigil o f w ardin g in the
Bl
air. Until the end o f your next turn, you have resistance
against bludgeoning, piercing, and slashing dam age
dealt by w eap on attacks.
2 nd-level necrom ancy
Bl
e ss
1st-level enchantment
Casting Tim e: 1 action
Range: 30 feet
Components: V, S, M (a sp rinkling o f holy water)
Duration: Concentration, up to 1 m inute
You b less up to three creatures o f your ch oice w ithin
range. W h enever a target m akes an attack roll or a
saving th row before the spell ends, the target can roll
a d4 and add the num ber rolled to the attack roll or
saving throw.
A t H igher L evels. W h en you cast this spell using
a spell slot o f 2nd level or higher, you can target one
additional creature for each slot level above 1st.
Bl
ig h t
4th-level necromancy
Casting Tim e: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
N ecrom an tic energy w a sh es over a creature o f your
ch oice that you can see w ithin range, draining m oisture
and vitality from it. T h e target m ust m ake a Constitution
saving throw. T h e target takes 8 d 8 n ecrotic dam age on
a failed save, or h alf as m uch dam age on a su ccessfu l
one. T h is spell has no effect on undead or constructs.
If you target a plant creature or a m agical plant, it
m a kes the saving th row w ith disadvantage, and the spell
deals m axim u m dam age to it.
If you target a n on m agica l plant that isn’t a creature,
such as a tree or shrub, it d oesn ’t m ake a saving throw;
it sim ply w ithers and dies.
A t H igher L evels. W h en you cast this spell usin g a
sp ell slot o f 5th level or higher, the dam age in creases by
1d8 for each slot level above 4th.
Bl
in d in g
Sm
it e
in d n e s s
/D
e a f n e ss
Casting Tim e: 1 action
Range: 30 feet
Components: V
Duration: 1 m inute
You can blind or deafen a foe. C h oose one creature that
you can see w ithin range to m ake a Constitution saving
throw. If it fails, the target is either blinded or deafened
(your ch oice) for the duration. At the end o f each o f its
turns, the target can m ake a Constitution saving throw.
On a su ccess, the spell ends.
A t H igher Levels. W h en you cast this spell using
a spell slot o f 3rd level or higher, you can target one
additional creature for each slot level above 2nd.
Bl
in k
3rd-level transmutation
Casting Tim e: 1 action
Range: S e lf
Components: V, S
Duration: 1 m inute
R oll a d20 at the end o f each o f your turns for the
duration o f the spell. O n a roll o f 11 or higher, you
vanish from your current plane o f existence and appear
in the E thereal P lane (the spell fails and the casting is
w asted if you w ere already on that plane). At the start o f
your next turn, and w hen the spell en ds if you are on the
Ethereal Plane, you return to an u n occu pied sp ace o f
your ch oice that you can see w ithin 10 feet o f the sp ace
you vanished from . If no u n occu pied sp ace is available
w ithin that range, you appear in the nearest u n occu pied
sp ace (ch osen at random if m ore than one sp ace is
equally near). You can dism iss this spell as an action.
W h ile on the Ethereal Plane, you can s e e and hear
the plane you originated from , w h ich is cast in shades
o f gray, and you ca n ’t see anything there m ore than 60
feet away. You can only affect and be affected by other
creatures on the Ethereal P lane. Creatures that aren’t
there ca n ’t perceive you or interact w ith you, u n less they
have the ability to do so.
Bl
u r
3rd-level evocation
2 nd-level
Casting Tim e: 1 bon u s action
Range: S e lf
Com ponents: V
Duration: Concentration, up to 1 minute
Casting Time: 1 action
T h e next tim e you hit a creature w ith a m elee w eapon
attack during this sp ell’s duration, your w eap on flares
w ith bright light, and the attack deals an extra 3d8
radiant dam age to the target. Additionally, the target
m ust su cce e d on a Constitution saving th row o r be
Y our b od y b e c o m e s blurred, shifting and w avering to
all w h o can see you. F or the duration, any creature has
disadvantage on attack rolls against you. A n attacker
is im m une to this effect if it d oesn ’t rely on sight,
as w ith blindsight, or can see through illusions, as
with truesight.
blin ded until the spell ends.
A creature blin ded by this spell m a kes another
C onstitution saving th row at the end o f each o f its turns.
O n a su ccessfu l save, it is n o lon ger blinded.
illusion
Range: S e lf
Components: V
Duration: C oncentration, up to 1 m inute
Br
a n d in g
Sm
it e
2 nd-level evocation
Casting Tim e: 1 bon u s action
Range: S elf
Components: V
Duration: C oncentration, up to 1 minute
The next tim e you hit a creature w ith a w eap on attack
before this spell ends, the w ea p on gleam s with astral
radiance as you strike. The attack deals an extra 2d6
radiant dam age to the target, w h ich b e c o m e s visible if
it’s invisible, and the target sh eds dim light in a 5-foot
radius and can ’t b e c o m e invisible until the spell ends.
A t H igher Levels. W h en you cast this spell using
a spell slot o f 3rd level or higher, the extra dam age
in creases by 1d6 for each slot level above 2nd.
Bu
r n in g
H
a n d s
1st-level evocation
Casting Time: 1 action
Range: S e lf (15-foot cone)
Components: V, S
Duration: Instantaneous
A s you hold your hands w ith thum bs tou chin g and
fingers spread, a thin sheet o f flam es sh oots forth from
your outstretched fingertips. Each creature in a 15-foot
con e m ust m ake a D exterity saving throw. A creature
takes 3d 6 fire dam age on a failed save, or h alf as m uch
dam age on a su ccessfu l one.
T h e fire ignites any flam m able ob jects in the area that
aren’t being w orn or carried.
A t H igher Levels. W h en you cast this spell using a
spell slot o f 2nd level or higher, the dam age in crea ses by
1d6 for each slot level above 1st.
Ca
l l
L
ig h t n in g
3rd-level conjuration
Casting Tim e: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 m inutes
A storm cloud appears in the shape o f a cylinder that
is 10 feet tall w ith a 60 -foot radius, centered on a point
you can see 100 feet directly above you. The spell fails
if you can ’t see a point in the air w here the storm cloud
cou ld appear (for exam ple, if you are in a r oom that ca n ’t
accom m od a te the cloud).
W h en you cast the spell, c h o o s e a point you can see
w ithin range. A bolt o f lightning flashes dow n from the
cloud to that point. E ach creature within 5 feet o f that
point m ust m ake a Dexterity saving throw. A creature
takes 3 d10 lightning dam age on a failed save, or half
as m uch dam age on a su ccessfu l one. O n each o f your
turns until the spell ends, you can u se your action to call
dow n lightning in this w ay again, targeting the sam e
point or a different one.
If you are ou td oors in storm y condition s w hen you
cast this spell, the spell gives you control over the
existing storm instead o f creating a n ew one. Under
such condition s, the sp ell’s dam age in creases by 1d10.
A t H igher Levels. W h en you cast this spell using a
spell slot o f 4th or higher level, the dam age in creases by
1d10 for each slot level above 3rd.
C
a l m
o t io n s
additional creature for each slot level above 1st. The
enchantment
creatu res m ust be w ithin 30 feet o f each other w hen
you target them.
Em
2 nd-level
Casting Tim e: 1 action
Range: 6 0 feet
Components: V, S
Duration: Concentration, up to 1 m inute
You attempt to su ppress stron g em otion s in a group
o f p eople. E ach h um anoid in a 20-foot-radius sphere
centered on a point you c h o o s e within range m ust m ake
a C harism a saving throw ; a creature can c h o o s e to
fail this saving th row if it w ish es. If a creature fails its
saving throw, c h o o s e on e o f the follow in g tw o effects.
Y ou can su ppress any effect cau sin g a target to be
ch arm ed or frightened. W h en this spell ends, any
su ppressed effect resu m es, provided that its duration
has not expired in the m eantim e.
Alternatively, you can m ake a target indifferent about
creatu res o f your ch oice that it is h ostile tow ard. This
indifference ends if the target is attacked or h arm ed by
a spell or if it w itn esses any o f its friends being harm ed.
W h en the spell ends, the creature b e c o m e s hostile
again, unless the D M rules oth erw ise.
C
h a in
6 th-level
L
ig h t n in g
evocation
Casting Tim e: 1 action
Range: 150 feet
Components: V, S, M (a bit o f fur; a p ie ce o f amber,
glass, or a crystal rod; and three silver pins)
Duration: Instantaneous
You create a bolt o f lightning that arcs tow ard a target o f
your ch oice that you can see w ithin range. T h ree bolts
then leap from that target to as m any as three other
targets, each o f w h ich m ust b e w ithin 30 feet o f the first
target. A target can be a creature or an object and can
b e targeted by only one o f the bolts.
A target m ust m ake a D exterity saving throw. T h e
target takes 10d8 lightning dam age on a failed save, or
h alf as m uch dam age on a su ccessfu l one.
A t H igher L evels. W h en you cast this spell using
a spell slot o f 7th level or higher, on e additional bolt
leaps from the first target to another target for each slot
level above 6th.
C
h a r m
Pe
r s o n
1st-level enchantment
Casting Tim e: 1 action
Range: 30 feet
Components: V, S
Duration: 1 hour
You attempt to ch a rm a h um anoid you can see w ithin
range. It m ust m ake a W isd om saving throw, and d oes
so w ith advantage if you or your com p a n ion s are fighting
it. If it fails the saving throw, it is ch a rm ed by you until
the spell en ds or until you or your com p a n ion s do
anything harm ful to it. T h e ch a rm ed creature regards
you as a friendly acquaintance. W h en the spell ends, the
creature k n ow s it w as charm ed by you.
A t H igher L evels. W h en you cast this spell using
a sp ell slot o f 2nd level or higher, you can target one
C
h il l
To
u c h
Necromancy cantrip
Casting Tim e: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
You create a ghostly, skeletal hand in the sp ace o f a
creature w ithin range. M ake a ranged spell attack
against the creature to assail it w ith the chill o f the
grave. O n a hit, the target takes 1d8 n ecrotic dam age,
and it ca n ’t regain hit points until the start o f 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 o f your next turn.
This sp ell’s dam age in creases by 1d8 w hen you reach
5th level (2d8), 11th level (3d8), and 17th level (4d8).
C
h r o m a t ic
O
r b
1st-level evocation
Casting Time: 1 action
Range: 9 0 feet
Components: V, S, M (a diam on d w orth at least 50 gp)
Duration: Instantaneous
You hurl a 4-inch-diam eter sphere o f energy at a
creature that you can s e e w ithin range. You c h o o s e
acid, cold, fire, lightning, p oison , or thunder for the type
o f orb you create, and then m ake a ranged spell attack
against the target. If the attack hits, the creature takes
3d8 dam age o f the type you chose.
A t H igher L evels. W h en you cast this spell using a
spell slot o f 2nd level or higher, the dam age in creases by
1d8 for each slot level above 1st.
C
ir c l e
o f
D
e a t h
6 th-level necromancy
Casting Tim e: 1 action
Range: 150 feet
Components: V, S , M (the p ow der o f a cru sh ed black
pearl w orth at least 50 0 gp)
Duration: Instantaneous
A sphere o f negative en ergy ripples out in a 60-footradius sphere from a point w ithin range. E ach creature
in that area m ust m ake a Constitution saving throw. A
target takes 8d 6 n ecrotic dam age on a failed save, or
half as m uch dam age on a su ccessfu l one.
A t H igher L evels. W h en you cast this spell using a
spell slot o f 7th level or higher, the dam age in creases by
2d6 for each slot level above 6th.
C
ir c l e
o f
Po
w e r
5th-level abjuration
Casting Tim e: 1 action
Range: S e lf (30-foot radius)
Components: V
Duration: C oncentration, up to 10 minutes
D ivine energy radiates from you, distorting and
C
diffusing m agical en ergy w ithin 30 feet o f you. Until
the spell ends, the sphere m oves w ith you, centered on
you. For the duration, each friendly creature in the area
(including you) has advantage on saving throw s against
sp ells and other m agical effects. Additionally, w hen
an affected creature su cce e d s on a saving throw m ade
against a spell or m agical effect that allow s it to m ake a
saving th row to take only h alf dam age, it instead takes
2 nd-level conjuration
n o dam age if it s u c ce e d s on the saving throw.
C
l a ir v o y a n c e
3rd-level divination
Casting Time: 10 m inutes
Range: 1 mile
Components: V, S, M (a focu s w orth at least 100
gp, either a jew eled horn for h earing or a glass
eye for seeing)
Duration: Concentration, up to 10 m inutes
You create an invisible sen sor w ithin range in a location
fam iliar to you (a place you have visited or seen before)
or in an obviou s location that is unfam iliar to you (such
as behind a door, around a corner, or in a grove o f trees).
T h e sen sor rem ains in place for the duration, and it
ca n ’t be attacked or oth erw ise interacted with.
W h en you cast the spell, you c h o o s e seein g or
hearing. You can u se the ch osen sen se through the
sen sor as if you w ere in its sp ace. A s your action, you
can sw itch b etw een seein g and hearing.
A creature that can see the sen sor (such as a creature
benefiting from s e e invisibility or truesight) s e e s a
lum inous, intangible orb about the size o f your fist.
C
l o n e
8 th-level necromancy
Casting Tim e: 1 hour
Range: Touch
Components: V, S, M (a diam on d w orth at least 1,000
gp and at least 1 cu bic inch o f flesh o f the creature
that is to be cloned, w h ich the spell con su m es, and a
v essel w orth at least 2 ,0 0 0 gp that has a sealable lid
and is large en ough to hold a M edium creature, such
as a huge urn, coffin, mud-filled cyst in the ground, or
crystal container filled w ith salt water)
Duration: Instantaneous
T h is spell grow s an inert duplicate o f a living creature
as a safeguard against death. This clon e form s inside
a sealed v essel and g row s to full size and maturity
after 120 days; you can also c h o o s e to have the clone
b e a youn ger version o f the sa m e creature. It rem ains
inert and en dures indefinitely, as long as its v essel
rem ains undisturbed.
At any tim e after the clon e m atures, if the original
creature dies, its sou l transfers to the clone, provided
that the sou l is free and w illing to return. T h e clon e is
physically identical to the original and has the sam e
personality, m em ories, and abilities, but n one o f the
original’s equipm ent. The original creatu re’s physical
rem ains, if they still exist, b e c o m e inert and ca n ’t
thereafter be restored to life, sin ce the creatu re’s sou l
is elsew here.
l o u d
o f
Da
g g e r s
Casting Tim e: 1 action
Range: 6 0 feet
Components: V, S, M (a sliver o f glass)
Duration: Concentration, up to 1 minute
You fill the air with spinning daggers in a cu b e 5 feet on
each side, centered on a point you c h o o s e w ithin range.
A creature takes 4 d 4 slashing dam age w hen it enters
the sp ell’s area for the first tim e on a turn or starts
its turn there.
A t H igher Levels. W h en you cast this spell using a
spell slot o f 3rd level or higher, the dam age in creases by
2d4 for each slot level above 2nd.
C
l o u d k il l
5th-level conjuration
Casting Tim e: 1 action
Range: 120 feet
Components: V, S
Duration: C oncentration, up to 10 m inutes
You create a 20-foot-radius sphere o f poison ou s, yellow green fog centered on a point you c h o o s e w ithin range.
T h e fog spreads around corn ers. It lasts for the duration
or until stron g w in d disp erses the fog, ending the spell.
Its area is heavily o b scu red.
W h en a creature enters the sp ell’s area for the first
tim e on a turn or starts its turn there, that creature must
m ake a Constitution saving throw. T h e creature takes
5d8 p o iso n dam age on a failed save, or h alf as m uch
dam age on a su ccessfu l one. Creatures are affected
even if they hold their breath or d on ’t n eed to breathe.
T h e fog m oves 10 feet away from you at the start
o f each o f your turns, rollin g along the su rface o f the
ground. T h e vapors, being heavier than air, sink to the
low est level o f the land, even pou rin g dow n open in gs.
A t H igher Levels. W h en you cast this sp ell using a
spell slot o f 6th level or higher, the dam age in creases by
1d8 for each slot level above 5th.
C
o l o r
Sp r
a y
1st-level illusion
Casting Time: 1 action
Range: S e lf (15-foot cone)
Components: V, S, M (a pinch o f pow der or sand that is
c olored red, yellow, and blue)
Duration: 1 round
A dazzling array o f flashing, c olored light sp rings from
your hand. R oll 6 d 1 0 ; the total is h ow m any hit points
o f creatu res this spell can effect. Creatures in a 15-foot
co n e originating from you are affected in ascen din g
order o f their current hit points (ignoring u n con sciou s
creatu res and creatu res that c a n ’t see).
Starting with the creature that has the low est current
hit points, each creature affected by this spell is blinded
until the spell ends. Subtract each creatu re’s hit points
from the total before m ovin g on to the creature with
the next low est hit points. A creatu re’s hit points must
be equal to or less than the rem ainin g total for that
creature to be affected.
A t H igher L evels. W h en you cast this spell using a
spell slot o f 2nd level or higher, roll an additional 2 d10
for each slot level above 1st.
C
o m m a n d
1st-level enchantment
Casting Tim e: 1 action
Range: 60 feet
Components: V
Duration: 1 round
You sp eak a on e-w ord com m a n d to a creature you can
see w ithin range. T h e target m ust s u cce e d on a W isd om
saving th row or follow the com m a n d on its next turn.
T h e spell has no effect if the target is undead, if it
d oesn ’t understand your language, or if your com m a n d
is directly h arm ful to it.
S o m e typical com m a n d s and their effects follow. You
m ight issue a com m a n d other than on e d escrib ed here.
If you do so, the D M determ ines h ow the target behaves.
If the target ca n ’t follow your com m a n d , the spell ends.
Approach. T h e target m oves tow ard you by the
shortest and m ost direct route, en din g its turn if it
m ov es w ithin 5 feet o f you.
D rop. T h e target d rops w hatever it is h oldin g and then
ends its turn.
F lee. The target sp en ds its turn m oving away from
you by the fastest available m eans.
Grovel. T h e target falls prone and then ends its turn.
Halt. T h e target d oesn ’t m ove and takes no actions.
A flying creature stays aloft, provided that it is able to
do so. If it m ust m ove to stay aloft, it flies the m inim um
distance n eeded to rem ain in the air.
A t H igher L evels. W h en you cast this spell using
a spell slot o f 2nd level or higher, you can affect one
additional creature for each slot level above 1st. The
creatu res m ust be w ithin 30 feet o f each other w hen
you target them.
C
o m m u n e
5th-level divination (ritual)
Casting Tim e: 1 m inute
Range: S e lf
Com ponents: V, S, M (in cen se and a vial o f holy or
unholy water)
Duration: 1 m inute
You contact y ou r deity or a divine proxy and ask up to
three questions that can be an sw ered w ith a yes or no.
You m ust ask your qu estion s b efore the spell ends. You
receive a correct an sw er for each question.
D ivine beings aren’t n ecessarily om niscient, so you
m ight receive “u n clear” as an answ er if a question
pertains to inform ation that lies beyon d the deity’s
kn ow ledge. In a ca se w h ere a on e-w ord an sw er cou ld be
m isleadin g or contrary to the deity’s interests, the DM
m ight offer a short ph rase as an an sw er instead.
If you cast the spell tw o or m ore tim es b efore finishing
your next lon g rest, there is a cum ulative 25 percent
ch a n ce for each casting after the first that you get no
answer. T h e D M m akes this roll in secret.
C
o m m u n e
w it h
Na
Casting Tim e: 1 minute
Range: S e lf
Components: V, S
Duration: Instantaneous
You briefly b e c o m e on e with nature and gain kn ow ledge
o f the su rrou nding territory. In the outdoors, the spell
gives you kn ow led ge o f the land w ithin 3 m iles o f you.
In caves and other natural u nderground settings, the
radius is lim ited to 3 0 0 feet. T h e spell d oesn ’t function
w here nature has been replaced by construction , such
as in du ngeon s and tow ns.
You instantly gain kn ow led ge o f up to three facts of
your ch oice about any o f the follow in g subjects as they
relate to the area:
•
•
•
•
•
terrain and b o d ie s o f water
prevalent plants, m inerals, anim als, or p eop les
pow erfu l celestials, fey, fiends, elem entals, or undead
influence from other planes o f existence
buildings
For exam ple, you cou ld determ ine the location o f
pow erfu l undead in the area, the location o f m ajor
sou rces o f safe drinking water, and the location o f any
nearby tow ns.
C
o mpe l l e d
D
u e l
1st-level enchantment
Casting Tim e: 1 bon u s action
Range: 30 feet
Components: V
Duration: C oncentration, up to 1 m inute
You attempt to com p el a creature into a duel. One
creature that you can see w ithin range m ust m ake a
W isd om saving throw. On a failed save, the creature is
draw n to you, com p elled by your divine dem and. For
the duration, it has disadvantage on attack rolls against
creatu res other than you, and m ust m ake a W isd om
saving th row each tim e it attem pts to m ove to a sp ace
that is m ore than 30 feet away from you; if it su cceed s
on this saving throw, this spell d oesn ’t restrict the
target’s m ovem ent 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 dam ages the target or
casts a harm ful spell on it, or if you end your turn m ore
than 30 feet away from the target.
C
o m pr e h e n d
La
T h is spell d oesn ’t d e co d e secret m essa g es in a text
t u r e
5th-level divination (ritual)
n g u a g e s
1st-level divination (ritual)
Casting Time: 1 action
Range: S elf
Components: V, S, M (a pinch o f so o t and salt)
Duration: 1 hour
For the duration, you understand the literal m ean in g o f
any sp oken language that you hear. You also understand
any written language that you see, but you must be
touching the su rface on w hich the w ord s are w ritten. It
takes about 1 m inute to read on e page o f text.
or a glyph, such as an arcane sigil, that isn’t part o f a
written language.
C
o m pu l s io n
4th-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: C oncentration, up to 1 m inute
Creatures o f your ch oice that you can see w ithin range
and that ca n hear you m ust m ake a W isd om saving
throw. A target autom atically s u c ce e d s on this saving
th row if it ca n ’t b e charm ed. On a failed save, a target
is affected by this spell. Until the spell ends, you can
u se a bonus action on each o f your turns to designate a
direction that is h orizontal to you. E ach affected target
m ust u se as m uch o f its m ovem ent as p ossib le to m ove
in that direction on its next turn. It can take its action
b efore it m oves. A fter m oving in this way, it can m ake
another W isd om saving to try to end the effect.
A target isn’t com p elled to m ove into an obviously
deadly hazard, such as a fire or pit, but it w ill provoke
opportunity attacks to m ove in the designated direction.
C
o n e
o f
C
o l d
5th-level evocation
Casting Time: 1 action
Range: S e lf (60-foot cone)
Components: V, S, M (a sm all crystal or glass cone)
Duration: Instantaneous
A blast o f cold air erupts from your hands. Each
creature in a 60 -foot con e m ust m ake a Constitution
saving throw. A creature takes 8 d 8 cold dam age on a
failed save, or h alf as m uch dam age on a su ccessfu l one.
A creature killed by this spell b e c o m e s a frozen statue
until it thaws.
A t H igher L evels. W h en you cast this spell u sin g a
spell slot o f 6th level or higher, the dam age in crea ses by
1d8 for each slot level above 5th.
C
o n f u s io n
4th-level enchantment
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (three nut shells)
Duration: C oncentration, up to 1 m inute
This spell assaults and tw ists creatu res' m inds,
spaw ning delusions and provok in g u n controlled action.
Each creature in a 10-foot-radius sphere centered on
a point you c h o o s e w ithin range m ust su cce e d on a
W isd om saving th row w hen you cast this spell or be
affected by it.
An affected target ca n ’t take reaction s and m ust roll
a d 10 at the start o f each o f its turns to determ ine its
behavior for that turn.
d10
1
Behavior
The creature uses all its movement to move in a
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
The creature uses its action to make a melee attack
C
against a randomly determined creature within its
7th-level conjuration
reach. If there is no creature within its reach, the
Casting Time: 1 minute
Range: 90 feet
Components: V, S
Duration: C oncentration, up to 1 hour
creature does nothing this turn.
9-10
The creature can act and move normally.
At the end o f each o f its turns, an affected target can
m ake a W isd om saving throw. If it su cceed s, this effect
en ds for that target.
A t H igher L evels. W h en you cast this spell using a
spell slot o f 5th level or higher, the radius o f the sphere
in creases by 5 feet for each slot level above 4th.
C
o n j u r e
A
n im a l s
3rd-level conjuration
Casting Tim e: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour
You su m m on fey spirits that take the form o f beasts and
appear in u n occu pied sp a ces that you can see within
range. C h oose on e o f the follow in g options for what
appears:
•
•
•
•
O ne beast o f challen ge rating 2 or low er
Tw o beasts o f challen ge rating 1 or low er
Four beasts o f challen ge rating 1/2 or low er
Eight beasts o f challen ge rating 1/4 or low er
E ach beast is also con sid ered fey, and it disappears
w hen it d rops to 0 hit points or w hen the spell ends.
T h e su m m on ed creatu res are friendly to you and your
com pa n ion s. Roll initiative for the su m m on ed creatures
as a group, w hich has its ow n turns. They ob ey any
verbal com m a n d s that you issue to them (no action
required by you). If you d on ’t issue any com m a n d s to
them , they defend them selves from hostile creatures,
but oth erw ise take no actions.
The D M has the creatu res’ statistics.
A t H igher L evels. W h en you cast this spell using
certain higher-level spell slots, you c h o o s e on e o f the
su m m on in g options above, and m ore creatu res appear:
tw ice as m any with a 5th-level slot, three tim es as m any
with a 7th-level slot, and four tim es as m any w ith a
9th-level slot.
C
o f identical w eap on s that sh oot forw ard and then
disappear. Each creature in a 60 -foot c o n e m ust su cceed
on a D exterity saving throw. A creature takes 3d8
dam age on a failed save, or h alf as m uch dam age on a
su ccessfu l one. The dam age type is the sam e as that o f
the w eap on or am m unition u sed as a com pon ent.
o n j u r e
Ba
r r a g e
3rd-level conjuration
Casting Tim e: 1 action
Range: S e lf (60 -foot cone)
Components: V, S, M (one p iece o f am m unition or a
throw n w eapon )
Duration: Instantaneous
You th row a n onm agical w eap on or fire a p iece of
n onm agical am m unition into the air to create a con e
o n j u r e
C
e l e s t ia l
You su m m on a celestial o f challenge rating 4 or lower,
w h ich appears in an u n occu p ied sp ace that you can see
w ithin range. The celestial disappears w hen it d rops to
0 hit points or w hen the spell ends.
The celestial is friendly to you and your com pa n ion s
for the duration. Roll initiative for the celestial, w hich
has its ow n turns. It obeys any verbal com m a n d s that
you issue to it (no action required by you), as lon g as
they d on ’t violate its alignm ent. If you d on ’t issu e any
com m a n d s to the celestial, it defends itself from hostile
creatures but oth erw ise takes no actions.
T h e DM has the celestial’s statistics.
A t H igher Levels. W h en you cast this spell using a
9th-level spell slot, you su m m on a celestial o f challenge
rating 5 or lower.
C
o n j u r e
El
e m e n t a l
5th-level conjuration
Casting Tim e: 1 minute
Range: 90 feet
Components: V, S, M (burning in cen se for air, soft clay
for earth, sulfur and p h osph oru s for fire, or w ater and
sand for water)
Duration: C oncentration, up to 1 hour
You call forth an elem ental servant. C h oose an area o f air,
earth, fire, or water that fills a 10-foot cu b e w ithin range.
A n elem ental o f challenge rating 5 or low er appropriate
to the area you ch ose appears in an u n occu pied space
within 10 feet o f it. F or exam ple, a fire elem ental
em erges from a bonfire, and an earth elem ental rises
up from the ground. The elem ental disappears w hen it
d rop s to 0 hit points or w hen the spell ends.
T h e elem ental is friendly to you and your com pa n ion s
for the duration. R oll initiative for the elem ental, w hich
has its ow n turns. It ob ey s any verbal com m a n d s that
you issue to it (no action required by you). If you don ’t
issue any com m a n d s to the elem ental, it defends itself
from h ostile creatu res but oth erw ise takes n o actions.
If your concentration is broken, the elem ental d oesn ’t
disappear. Instead, you lose control o f the elem ental,
it b e c o m e s h ostile tow ard you and your com panion s,
and it might attack. An u n controlled elem ental ca n ’t
be dism issed by you, and it disappears 1 hour after
you su m m on ed it.
T h e DM has the elem ental’s statistics.
A t H igher Levels. W h en you cast this spell using
a spell slot o f 6th level or higher, the challenge rating
in creases by 1 for each slot level above 5th.
C
o n j u r e
Fe
C
y
o n j u r e
Vo
l l e y
6 th-level conjuration
5th-level conjuration
Casting Time: 1 m inute
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 hour
Casting Time: 1 action
Range: 150 feet
Components: V, S , M (one p iece o f am m unition or one
throw n w eapon)
Duration: Instantaneous
You su m m on a fey creature o f challenge rating 6 or
lower, or a fey spirit that takes the form o f a beast of
challen ge rating 6 or lower. It appears in an u n occu pied
sp ace that you can see w ithin range. T h e fey creature
disappears w hen it d rops to 0 hit points or w hen
the spell ends.
The fey creature is friendly to you and your
com p a n ion s for the duration. R oll initiative for the
creature, w hich h as its ow n turns. It obeys any verbal
com m a n d s that you issue to it (no action required
by you), as long as they don't violate its alignm ent. If
you don ’t issue any com m a n d s to the fey creature, it
defends itself from hostile creatu res but oth erw ise
takes n o actions.
If your concentration is broken, the fey creature
d oesn ’t disappear. Instead, you lose con trol o f the
fey creature, it b e c o m e s hostile tow ard you and your
com pa n ion s, and it m ight attack. A n uncontrolled fey
creature can't be dism issed by you, and it disappears 1
hour after you su m m on ed it.
The DM has the fey creatu re’s statistics.
A t H igher Levels. W h en you cast this spell using
a spell slot o f 7th level or higher, the challenge rating
in creases by 1 for each slot level above 6th.
C
o n j u r e
M
in o r
El
e me n t a l s
4th-level conjuration
Casting Tim e: 1 m inute
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 hour
You su m m on elem entals that appear in u n occu pied
sp a ces that you can see w ithin range. You c h o o s e one
the follow in g options for w hat appears:
•
•
•
•
One elem ental o f challen ge rating 2 or low er
Two elem entals o f challen ge rating 1 or low er
Four elem entals o f challen ge rating 1/2 or low er
Eight elem entals o f challenge rating 1/4 or lower.
An elem ental su m m oned by this spell disappears w hen
it d rops to 0 hit points or w hen the spell ends.
T h e su m m on ed creatures are friendly to you and your
com pa n ion s. Roll initiative for the su m m on ed creatures
as a group, w hich has its ow n turns. Th ey o b ey any
verbal com m a n d s that you issue to them (no action
required by you). If you don ’t issue any com m a n d s to
them , they defend them selves from hostile creatures,
but oth erw ise take no actions.
T h e DM has the creatures' statistics.
A t H igher Levels. W h en you cast this spell using
certain higher-level spell slots, you c h o o s e on e o f the
su m m on in g options above, and m ore creatures appear:
tw ice as m any with a 6th-level slot and three tim es as
m any w ith an 8th-level slot.
Y ou fire a p iece o f n onm agical am m unition from a
ranged w eap on or th row a n onm agical w eap on into
the air and c h o o s e a point w ithin range. H undreds o f
duplicates o f the am m unition or w ea p on fall in a volley
from above and then disappear. Each creature in a
40-foot-radius. 20-foot-high cylinder centered on that
point m ust m ake a Dexterity saving throw. A creature
takes 8d 8 dam age on a failed save, or h alf as m uch
dam age on a su ccessfu l one. The dam age type is the
sam e as that o f the am m unition or w eapon.
C
o n j u r e
W
o o d l a n d
Be
in g s
4th-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (one holly b erry per
creature su m m on ed )
Duration: Concentration, up to 1 hour
You su m m on fey creatures that appear in u n occu pied
sp aces that you can see w ithin range. C h oose one o f the
follow in g options for w hat appears:
• One fey creature o f challenge rating 2 or low er
• Two fey creatu res o f challenge rating 1 or low er
• Four fey creatu res o f challen ge rating 1/2 or low er
• Eight fey creatu res o f challenge rating 1/4 or low er
A su m m on ed creature disappears w hen it d rops to 0 hit
points or w hen the spell ends.
The su m m on ed creatu res are friendly to you and your
com pan ion s. Roll initiative for the su m m oned creatures
as a group, w hich have their ow n turns. Th ey obey any
verbal com m a n d s that you issue to them (no action
required by you). If you don't issue any com m a n d s to
them, they defend them selves from hostile creatures,
but oth erw ise take no actions.
The D M has the crea tu res’ statistics.
A t H igher Levels. W h en you cast this spell using
certain higher-level spell slots, you c h o o s e on e o f the
su m m on in g options above, and m ore creatures appear:
tw ice as m any with a 6th-level slot and three tim es as
m any w ith an 8th-level slot.
C
o n t a c t
O
t h e r
Pl
a n e
5th-level divination (ritual)
Casting Time: 1 m inute
Range: S e lf
Components: V
Duration: 1 minute
You m entally contact a dem igod, the spirit o f a long-dead
sage, or som e other m ysterious entity from another
plane. C ontacting this extraplanar intelligence can
strain or even break your mind. W h en you cast this
spell, m ake a D C 15 Intelligence saving throw. On a
failure, you take 6d 6 psychic dam age and are insane
until you finish a long rest. W h ile insane, you c a n ’t take
actions, ca n ’t understand what other creatu res say, c a n ’t
read, and speak only in gibberish. A greater restoration
spell cast on you ends this effect.
O n a su ccessfu l save, you can ask the entity up to five
questions. You must ask your questions before the spell
ends. T h e DM an sw ers each question with on e w ord,
such as “yes,” “no,” “m aybe,” “never,” “irrelevant,” or
“u n clear” (if the entity d oesn ’t kn ow the an sw er to the
question). If a on e-w ord answ er w ou ld b e m isleading,
the DM might instead offer a short phrase as an answer.
C
o n t a g io n
5th-level necromancy
Casting Tim e: 1 action
Range: Touch
Component: V, S
Duration: 7 days
Your touch inflicts disease. M ake a m elee spell attack
against a creature w ithin your reach. On a hit, you afflict
the creature with a d isease o f your ch oice from any o f
the on es d escrib ed below.
At the end o f each o f the target’s turns, it m ust m ake
a Constitution saving throw. After failing three o f
th ese saving throw s, the d isea se’s effects last for the
duration, and the creature stops m akin g these saves.
After su cceed in g on three o f these saving throw s, the
creature recov ers from the disease, and the spell ends.
S in ce this spell in du ces a natural d isease in its
target, any effect that rem oves a d isease or oth erw ise
am eliorates a d isea se’s effects apply to it.
Blinding S ickness. Pain grips the creatu re’s mind,
and its eyes turn m ilky white. The creature has
disadvantage on W isd om ch eck s and W isd om saving
th row s and is blinded.
Filth Fever. A raging fever sw eep s through the
creatu re’s body. The creature has disadvantage on
Strength checks, Strength saving throw s, and attack
rolls that use Strength.
Flesh R ot. T h e creatu re’s flesh decays. T h e creature
has disadvantage on C harism a ch eck s and vulnerability
to all dam age.
Mindfire. T h e creatu re’s m ind b e c o m e s feverish. The
creature has disadvantage on Intelligence ch eck s and
Intelligence saving throw s, and the creature behaves as
if under the effects o f the confusion spell during com bat.
Seizure. The creature is ov ercom e with shaking.
The creature has disadvantage on Dexterity c h e c k s ,
Dexterity saving throw s, and attack rolls that
u se Dexterity.
Slim y D oom . T h e creature beg in s to bleed
uncontrollably. The creature has disadvantage on
Constitution ch eck s and Constitution saving throw s.
In addition, w hen ever the creature takes dam age, it is
stunned until the end o f its next turn.
C
o n t in g e n c y
6 th-level
evocation
Casting Time: 10 m inutes
Range: S elf
Components: V, S, M (a statuette o f y ou rself carved
from ivory and decorated w ith gem s w orth at
least 1,500 gp)
Duration: 10 days
C h oose a spell o f 5th level or low er that you can cast, that
has a casting tim e o f 1 action, and that can target you.
You cast that spell—called the contingent spell—as part
o f casting contingency, expending spell slots for both, but
the contingent spell doesn't c om e into effect. Instead, it
takes effect w hen a certain circu m stan ce occu rs. You
describe that circu m stan ce w hen you cast the tw o spells.
For exam ple, a contingency cast with water breathing
m ight stipulate that water breathing co m e s into effect
w hen you are engulfed in water or a sim ilar liquid.
The contingent spell takes effect im m ediately after the
circu m stan ce is met for the first time, w hether or not you
want it to. and then contingency ends.
T h e contingent spell takes effect only on you, even
if it can norm ally target others. You can use only one
contingency spell at a time. If you cast this spell again,
the effect o f another contingency spell on you ends. A lso,
contingency en ds on you if its m aterial com p on en t is
ever not on your person.
C
o n t in u a l
2 nd-level
Fl
a me
evocation
Casting Time: 1 action
Range: Touch
Components: V, S, M (ruby dust w orth 50 gp, w hich the
spell con su m es)
Duration: Until dispelled
A flame, equivalent in brightness to a torch, springs
forth from an object that you touch. T h e effect look s like
a regular flame, but it creates no heat and d oesn ’t use
oxygen. A continual flame can be covered or hidden but
not sm othered or quenched.
C
o n t r o l
Wa
t e r
4th-level transmutation
Casting Time: 1 action
Range: 3 0 0 feet
Components: V, S , M (a drop o f water and a
pinch o f dust)
Duration: C oncentration, up to 10 minutes
Until the spell ends, you control any freestanding water
inside an area you c h o o s e that is a cu b e up to 100 feet
on a side. You can c h o o s e from any o f the follow in g
effects w hen you cast this spell. As an action on your
turn, you can repeat the sam e effect or c h o o s e a
different one.
Flood. You cause the water level o f all standing water in
the area to rise by as m uch as 20 feet. If the area includes
a shore, the flood in g w ater spills over onto dry land.
If you c h o o s e an area in a large b od y o f water, you
instead create a 20 -foot tall wave that travels from one
side o f the area to the other and then crash es dow n. Any
H uge or sm aller vehicles in the w ave’s path are carried
with it to the other side. A ny Huge or sm aller vehicles
struck by the w ave have a 25 percent cha n ce o f capsizing.
T h e water level rem ains elevated until the spell ends
or you c h o o s e a different effect. If this effect produ ced
a wave, the w ave repeats on the start o f your next turn
w hile the flood effect lasts.
Part Water. You cau se w ater in the area to m ove
apart and create a trench. The trench extends across
the sp ell’s area, and the separated water form s a w all to
either side. T h e trench rem ains until the spell ends or
you c h o o s e a different effect. The water then slow ly fills
in the trench over the co u rse o f the next round until the
norm al w ater level is restored.
R ed irect Flow. You cau se flow in g water in the area
to m ove in a direction you ch oose, even if the water has
to flow over obstacles, up w alls, or in other unlikely
direction s. The water in the area m oves as you direct
it, but on ce it m oves beyon d the sp ell’s area, it resu m es
its flow ba sed on the terrain condition s. The water
continu es to m ove in the direction you c h ose until the
spell en ds or you c h o o s e a different effect.
W hirlpool. This effect requ ires a b od y o f water
at least 50 feet square and 25 feet deep. You cause
a w hirlpool to form in the center o f the area. The
w h irlpool form s a vortex that is 5 feet w id e at the
base, up to 50 feet w id e at the top, and 25 feet tall. Any
creature or object in the w ater and w ithin 25 feet o f the
vortex is pulled 10 feet tow ard it. A creature can sw im
away from the vortex by m akin g a Strength (Athletics)
ch eck against your spell save DC.
W h en a creature enters the vortex for the first tim e on
a turn or starts its turn there, it must m ake a Strength
saving throw. On a failed save, the creature takes 2d8
bludgeon ing dam age and is caught in the vortex until
the spell ends. On a su ccessfu l save, the creature takes
h alf dam age, and isn’t caught in the vortex. A creature
caught in the vortex can u se its action to try to sw im
away from the vortex as d escrib ed above, but has
disadvantage on the Strength (Athletics) ch eck to do so.
The first tim e each turn that an object enters the
vortex, the object takes 2d8 bludgeon ing dam age; this
dam age o c cu rs each round it rem ains in the vortex.
C
o n t r o l
W
e a t h e r
8 th-Ievel transmutation
Casting Time: 10 m inutes
Range: S e lf (5-m ile radius)
Components: V, S, M (burning in cen se and bits o f earth
and w o o d m ixed in water)
Duration: Concentration, up to 8 hours
You take control o f the w eather w ithin 5 m iles o f you
for the duration. You must be ou tdoors to cast this spell.
M oving to a place w here you d on ’t have a clear path to
the sky en ds the spell early.
W h en you cast the spell, you change the current
w eather condition s, w hich are determ ined by the DM
ba sed on the clim ate and sea son . You can change
precipitation, tem perature, and wind. It takes 1d4 x 10
m inutes for the new con dition s to take effect. O nce they
d o so, you can change the condition s again. W h en the
spell ends, the w eather gradually returns to norm al.
W h en you change the w eather condition s, find a
current condition on the follow in g tables and change its
stage by one, up or dow n. W h en changin g the w ind, you
can change its direction.
Pr
e c ip it a t io n
Stage
1
Te
2
Light clouds
3
Overcast or ground fog
4
Rain, hail, or snow
5
Torrential rain, driving hail, or blizzard
W
mp er a t u r e
Stage
Condition
in d
Stage
Condition
Unbearable heat
1
2
Hot
2
Moderate wind
3
Warm
3
Strong wind
4
Cool
4
Gale
5
Cold
5
Storm
6
Arctic cold
1
C
Condition
Clear
o r d o n
o f
A
Calm
r r o w s
2nd-level transmutation
Casting Time: 1 action
Range: 5 feet
Components: V, S, M (four or m ore arrow s or bolts)
Duration: 8 hours
You plant four p ieces o f n onm agical am m unition—
arrow s or cro s s b o w bolts—in the ground w ithin range
and lay m agic upon them to protect an area. Until the
spell ends, w hen ever a creature other than you co m e s
w ithin 30 feet o f the am m unition for the first tim e on a
turn or en ds its turn there, one p iece o f am m unition flies
up to strike it. The creature m ust su cce e d on a Dexterity
saving th row or take 1d6 piercing dam age. The piece o f
am m unition is then destroyed. The spell ends w hen no
am m unition rem ains.
W h en you cast this spell, you can designate any
creatu res you ch o o s e , and the spell ig n ores them.
A t H igher Levels. W h en you cast this spell using
a spell slot o f 3rd level or higher, the am ount o f
am m unition that can be affected in creases by tw o for
each slot level above 2nd.
C
o u n t e r s pe l l
3rd-level abjuration
Casting Tim e: 1 reaction, w h ich you take w hen you see
a creature w ithin 60 feet o f you casting a spell
Range: 60 feet
Components: S
Duration: Instantaneous
You attempt to interrupt a creature in the p r o ce s s o f
casting a spell. If the creature is casting a spell o f 3rd
level or lower, its spell fails and has no effect. If it is
casting a spell o f 4th level or higher, m ake an ability
ch eck using your sp ellcastin g ability. T h e D C equals 10
+ the sp ell’s level. On a su ccess, the creatu re’s spell fails
and has no effect.
A t H igher L evels. W h en you cast this spell using a
spell slot o f 4th level or higher, the interrupted spell has
no effect if its level is less than or equal to the level o f the
spell slot you used.
C
r e a t e
Fo
o d
a n d
Wa
t e r
3rd-level conjuration
Casting Tim e: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You create 45 pou n d s o f food and 30 gallons o f water
on the ground or in contain ers w ithin range, en ough
to sustain up to fifteen hum anoids or five steeds for
24 hours. The food is bland but nourishing, and sp oils
if uneaten after 24 hours. The water is clean and
d oesn ’t go bad.
C
r e a t e
o r
D
e s t r o y
Wa
t e r
24 hours, you m ust cast this spell on the creature
before the current 24-hou r p eriod ends. This use
o f the spell reasserts your con trol over up to three
creatures you have anim ated with this spell, rather than
anim ating n ew ones.
A t H igher Levels. W h en you cast this spell using a
7th-level spell slot, you can anim ate or reassert control
over four ghouls. W h en you cast this spell u sing an
8th-level spell slot, you can anim ate or reassert control
over five ghouls or tw o ghasts or w ights. W h en you cast
this spell using a 9th-level spell slot, you can anim ate or
reassert control over six ghouls, three ghasts or w ights,
or tw o m u m m ies.
C
r e a t io n
1st-level transmutation
5th-level illusion
Casting Tim e: 1 action
Range: 3 0 feet
Components: V, S, M (a drop o f w ater if creating water
or a few grains o f sand if destroying it)
Duration: Instantaneous
Casting Time: 1 m inute
Range: 30 feet
Components: V, S, M (a tiny p iece o f m atter o f the sam e
You either create or destroy water.
C reate Water. You create up to 10 gallons o f clean
w ater w ithin range in an op en container. Alternatively,
the w ater falls as rain in a 30 -foot cu b e w ithin range,
extinguishing e x p osed flam es in the area.
D estroy Water. You destroy up to 10 gallons o f water
in an op en container w ithin range. Alternatively, you
destroy fog in a 30 -foot cu b e w ithin range.
A t H igher L evels. W h en you cast this spell using a
spell slot o f 2nd level or higher, you create or destroy
10 additional gallons o f water, or the size o f the cube
in creases by 5 feet, for each slot level above 1st.
You pull w isp s o f sh adow m aterial from the Sh adow fell
to create a nonliving object o f vegetable m atter w ithin
C
r e a t e
U
n d e a d
6 th-level necromancy
Casting Tim e: 1 m inute
Range: 10 feet
Components: V, S, M (one clay pot filled w ith grave dirt,
on e clay pot filled with brackish water, and on e 150 gp
black onyx stone for each corpse)
Duration: Instantaneous
You can cast this spell only at night. C h oose up to three
c o rp s e s o f M edium or S m all hum anoids w ithin range.
E ach co rp s e b e c o m e s a ghoul under your control. (The
DM has gam e statistics for these creatures.)
A s a bon u s action on each o f your turns, you can
m entally com m a n d any creature you anim ated with
this spell if the creature is w ithin 120 feet o f you (if you
con trol multiple creatures, you can com m a n d any or all
o f them at the sa m e time, issuing the sam e com m a n d to
each one). You d ecide w hat action the creature w ill take
and w h ere it w ill m ove during its next turn, or you can
issue a general com m a n d , such as to guard a particular
ch a m ber or corridor. If you issue n o com m a n d s, the
creature only d efen ds itself against hostile creatures.
O n ce given an order, the creature continu es to follow it
until its task is com plete.
T h e creature is under your control for 24 hours,
after w h ich it stops ob eyin g any c om m a n d you have
given it. To m aintain con trol o f the creature for another
type o f the item you plan to create)
Duration: S p ecia l
range: soft g ood s, rope, w ood , or som eth in g similar. You
can also use this spell to create m ineral objects such as
stone, crystal, or metal. T h e object created must b e no
larger than a 5-foot cube, and the object m ust be o f a
form and material that you have seen before.
T h e duration depen ds on the o b je ct’s material. If
the object is co m p o s e d o f multiple m aterials, use the
shortest duration.
Material
Duration
Vegetable matter
1 day
Stone or crystal
12 hours
Precious metals
1 hour
Gems
10 minutes
Adamantine or mithral
1 minute
U sing any material created by this spell as another
spell’s m aterial com pon en t ca u ses that spell to fail.
A t H igher Levels. W h en you cast this spell using a
spell slot o f 6th level or higher, the cu b e in creases by 5
feet for each slot level above 5th.
C
r o w n
o f
M
a d n e ss
2 nd-level enchantment
Casting Tim e: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 m inute
O ne hum anoid o f your ch oice that you can see w ithin
range m ust su cce e d on a W isd om saving throw or
b e c o m e ch arm ed by you for the duration. W hile
the target is charm ed in this way, a tw isted crow n
o f ja gg ed iron appears on its head, and a m adn ess
g low s in its eyes.
T h e ch arm ed target m ust use its action b efore m oving
on each o f its turns to m ake a m elee attack against a
creature other than itself that you mentally c h oose.
The target can act n orm ally on its turn if you c h o o s e no
creature or if n one are w ithin its reach.
On your subsequent turns, you must u se your action to
m aintain control over the target, or the spell ends. A lso,
the target can m ake a W isd om saving th row at the end
o f each o f its turns. On a su ccess, the spell ends.
C
r u s a d e r ’s
M
a n t l e
3rd-level evocation
Casting Tim e: 1 action
Range: S e lf
Components: V
Duration: Concentration, up to 1 m inute
Holy p ow er radiates from you in an aura with a 30-foot
radius, aw akening bold n ess in friendly creatures. Until
the spell ends, the aura m oves w ith you, centered on
you. W h ile in the aura, each n onh ostile creature in the
aura (including you) deals an extra 1d4 radiant dam age
w hen it hits w ith a w eap on attack.
C
u r e
W
o u n d s
1st-level evocation
Casting Tim e: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a num ber o f hit points
equal to 1d8 + your sp ellcastin g ability m odifier. This
sp ell has no effect on undead or constructs.
A t H igher Levels. W h en you cast this spell using a
spell slot o f 2nd level or higher, the healing in creases by
1d8 for each slot level above 1st.
Da
n c in g
Lig
h t s
Evocation cantrip
Casting Tim e: 1 action
Range: 120 feet
Components: V, S, M (a bit o f ph osph oru s or w ych w ood ,
or a glow w orm )
Duration: C oncentration, up to 1 minute
You create up to fou r torch-sized lights w ithin range,
m aking them appear as torches, lanterns, or glow ing
orbs that hover in the air for the duration. You can
also com bin e the four lights into one g low in g vaguely
h um anoid form o f M edium size. W h ichever form you
c h oose , each light sh eds dim light in a 10-foot radius.
A s a bon u s action on your turn, you can m ove the
lights up to 60 feet to a n ew spot w ithin range. A light
m ust be w ithin 20 feet o f another light created by this
spell, and a light w in k s out if it ex ceed s the sp ell’s range.
Da
r k n e s s
2 nd-level
evocation
Casting Time: 1 action
Range: 60 feet
Components: V, M (bat fur and a drop o f pitch or
p iece o f coal)
Duration: Concentration, up to 10 m inutes
M agical darkness spreads from a point you c h o o s e
w ithin range to fill a 15-foot-radius sphere for the
duration. T h e darkn ess spreads around corn ers.
A creature with darkvision ca n ’t see through this
darkness, and n onm agical light ca n ’t illum inate it.
If the point you c h o o s e is on an object you are holding
or on e that isn’t bein g w orn or carried, the darkness
em anates from the object and m oves w ith it. Com pletely
coverin g the sou rce o f the darkn ess w ith an opaque
object, such as a b ow l or a helm , b lock s the darkness.
If any o f this sp ell’s area overlaps with an area o f light
created by a spell o f 2nd level or lower, the spell that
created the light is dispelled.
Da
r k v is io n
2 nd-level
transmutation
Casting Tim e: 1 action
Range: Touch
Components: V, S, M (either a pinch o f dried
carrot or an agate)
Duration: 8 hours
You touch a w illing creature to grant it the ability to
see in the dark. For the duration, that creature has
darkvision out to a range o f 6 0 feet.
Da
y l ig h t
3rd-level evocation
Casting Tim e: 1 action
Range: 6 0 feet
Components: V, S
Duration: 1 hour
A 60-foot-radius sphere o f light spreads out from a point
you c h o o s e w ithin range. The sphere is bright light and
sh eds dim light for an additional 6 0 feet.
If you c h ose a point on an object you are h olding or
on e that isn’t being w orn or carried, the light shines
from the ob ject and m oves with it. Com pletely coverin g
the affected object w ith an opaque object, such as a bow l
or a helm, block s the light.
If any o f this sp ell’s area overlaps w ith an area o f
dark n ess created by a spell o f 3rd level or lower, the
spell that created the darkn ess is dispelled.
D
e a t h
Wa
r d
4th-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 8 hours
You touch a creature and grant it a m easu re o f
protection from death.
The first time the target w ou ld drop to 0 hit points as a
result o f taking dam age, the target instead d rops to 1 hit
point, and the spell ends.
If the spell is still in effect w hen the target is subjected
to an effect that w ou ld kill it instantaneously without
dealing dam age, that effect is instead negated against
the target, and the spell ends.
D
e l a y e d
Bl
a s t
Fir
7th-level evocation
Casting Tim e: 1 action
e b a l l
Range: 150 feet
Components: V, S, M (a tiny ball o f bat
guano and sulfur)
Duration: Concentration, up to 1 m inute
A b ea m o f yellow light flashes from your pointing finger,
then con d en ses to linger at a ch osen point w ithin range
as a glow ing bead for the duration. W h en the spell
ends, either b eca u se your concentration is broken or
b eca u se you d ecide to end it, the bea d b lo ss o m s w ith a
low roar into an explosion o f flam e that spreads around
corn ers. E ach creature in a 20-foot-radius sphere
centered on that point m ust m ake a D exterity saving
throw. A creature takes fire dam age equal to the total
accum ulated dam age on a failed save, or h alf as m uch
dam age on a su ccessfu l one.
The spell’s ba se dam age is 12d6. If at the end o f
your turn the bead has not yet detonated, the dam age
in crea ses by 1d6.
If the g low in g b ea d is tou ched before the interval
has expired, the creature touching it m ust m ake a
D exterity saving throw. O n a failed save, the spell ends
im mediately, cau sin g the bead to erupt in flame. On a
su ccessfu l save, the creature can th row the bea d up to
4 0 feet. W h en it strikes a creature or a solid object, the
spell ends, and the bead explodes.
T h e fire d a m ages ob jects in the area and ignites
flam m able ob jects that aren’t bein g w orn or carried.
A t H igher Levels. W h en you cast this spell using
a spell slot o f 8th level or higher, the base dam age
in creases by 1d6 for each slot level above 7th.
D
e mipl a n e
8 th-level
conjuration
Casting Time: 1 action
Range: 6 0 feet
Components: S
Duration: 1 hour
Y ou create a sh ad ow y d oor on a flat solid su rface that
you can see w ithin range. T h e d oor is large en ough to
allow M edium creatures to pass through unhindered.
W h en open ed, the d oor leads to a dem iplane that
appears to be an em pty r oom 30 feet in each dim ension,
m ade o f w o o d or stone. W h en the spell ends, the d oor
disappears, and any creatu res or ob jects inside the
dem iplane rem ain trapped there, as the d oor also
disappears from the other side.
E ach tim e you cast this spell, you ca n create a new
dem iplane, or have the sh ad ow y d oor con n ect to a
dem iplane you created w ith a previous casting o f this
spell. Additionally, if you k n ow the nature and contents
o f a dem iplane created by a casting o f this spell by
another creature, you can have the sh ad ow y door
con n ect to its dem iplane instead.
D
e s t r u c t iv e
W
a v e
5th-level evocation
Casting Time: 1 action
Range: S e lf (30-foot radius)
Components: V
Duration: Instantaneous
You strike the ground, creating a burst o f divine
energy that ripples outw ard from you. E ach creature
you c h o o s e w ithin 30 feet o f you must su cce e d on a
Constitution saving th row or take 5d 6 thunder dam age,
as w ell as 5d 6 radiant or n ecrotic dam age (your choice),
and be k n ock ed prone. A creature that su cce e d s on
its saving th row takes h alf as m uch dam age and isn’t
kn ock ed prone.
D
e t e c t
Ev
il
a n d
G
o o d
1st-level divination
Casting Time: 1 action
Range: S e lf
Components: V, S
Duration: C oncentration, up to 10 minutes
F or the duration, you k n ow if there is an aberration,
celestial, elem ental, fey, fiend, or undead w ithin 30
feet o f you, as w ell as w here the creature is located.
Similarly, you kn ow if there is a place or object w ithin
30 feet o f you that has been m agically con secrated
or desecrated.
The spell can penetrate m ost barriers, but it is block ed
by 1 foot o f stone, 1 inch o f co m m o n metal, a thin sheet
o f lead, or 3 feet o f w o o d or dirt.
D
e t e c t
M
a g ic
1st-level divination (ritual)
Casting Time: 1 action
Range: S elf
Components: V, S
Duration: Concentration, up to 10 m inutes
F or the duration, you sen se the p resen ce o f m agic
w ithin 30 feet o f you. If you sen se m agic in this way, you
can u se y ou r action to see a faint aura around any visible
creature or object in the area that b ea rs m agic, and you
learn its sch o o l o f m agic, if any.
The spell can penetrate m ost barriers, but it is block ed
by 1 foot o f stone, 1 inch o f co m m o n metal, a thin sheet
o f lead, or 3 feet o f w o o d or dirt.
D
e t e c t
Po
is o n
a n d
D
is e a s e
1st-level divination (ritual)
Casting Time: 1 action
Range: S elf
Components: V, S, M (a y ew leaf)
Duration: C oncentration, up to 10 m inutes
For the duration, you can sen se the p resen ce and
location o f poison s, p oison ou s creatures, and diseases
w ithin 30 feet o f you. You also identify the kind o f
p oison , p oison ou s creature, or d isease in each case.
T h e spell can penetrate m ost barriers, but it is blocked
by 1 foot o f stone, 1 inch o f com m on metal, a thin sheet
o f lead, or 3 feet o f w o o d or dirt.
D
e t e c t
2 nd-level
T
h o u g h t s
divination
Casting Time: 1 action
Range: S elf
Components: V, S, M (a co p p e r p iece)
Duration: C oncentration, up to 1 minute
F or the duration, you can read the thoughts o f certain
D
creatures. W h en you cast the spell and as your action on
each turn until the spell ends, you ca n focu s your m ind
on any on e creature that you can see w ithin 30 feet o f
you. If the creature you c h o o s e has an Intelligence o f
3 or low er or d oesn ’t sp eak any language, the creature
1st-level illusion
is unaffected.
You initially learn the su rface thoughts o f the
creatu re—w hat is m ost on its m ind in that m om ent. As
an action, you can either shift your attention to another
creatu re’s thoughts or attempt to probe deep er into the
sa m e creatu re’s mind. If you probe deeper, the target
m ust m ake a W isd om saving throw. If it fails, you gain
insight into its reason in g (if any), its em otional state,
and som eth in g that loom s large in its m ind (such as
som eth in g it w orries over, loves, or hates). If it su cceed s,
the spell ends. Either way, the target k n ow s that you are
probin g into its mind, and unless you shift your attention
to another creatu re’s thoughts, the creature can use
its action on its turn to m ake an Intelligence ch eck
contested by your Intelligence check; if it su cceed s,
the spell ends.
Q uestion s verbally directed at the target creature
naturally shape the co u rse o f its thoughts, s o this spell
is particularly effective as part o f an interrogation.
You can also use this spell to detect the p resen ce o f
thinking creatu res you ca n ’t see. W h en you cast the
spell or as your action during the duration, you can
sea rch for thoughts w ithin 30 feet o f you. The spell can
penetrate barriers, but 2 feet o f rock, 2 in ch es o f any
m etal other than lead, or a thin sheet o f lead b lock s you.
Y ou ca n ’t detect a creature with an Intelligence o f 3 or
low er or one that d oesn ’t sp eak any language.
O n ce you detect the p resen ce o f a creature in this way,
you can read its thoughts for the rest o f the duration as
d escrib ed above, even if you ca n ’t se e it, but it m ust still
b e w ithin range.
D
im e n s io n
D
o o r
4th-level conjuration
Casting Tim e: 1 action
Range: 5 0 0 feet
Com ponents: V
Duration: Instantaneous
You teleport y ou rself from your current location to any
other spot w ithin range. You arrive at exactly the spot
desired. It can be a place you can see, one you can
visualize, or on e you can d escrib e by stating distance
and direction, such as “ 20 0 feet straight dow n w ard” or
“upward to the northw est at a 45-degree angle, 3 0 0 feet.”
You can bring along ob jects as long as their w eight
d oesn ’t ex ce ed w hat you can carry. You can a lso bring
on e w illing creature o f your size or sm aller w h o is
carryin g gear up to its carryin g capacity. T h e creature
m ust be w ithin 5 feet o f you w hen you cast this spell.
If you w ou ld arrive in a place already occu p ied by an
object or a creature, you and any creature traveling with
you each take 4d 6 fo rce dam age, and the spell fails to
teleport you.
is g u is e
Se
l f
Casting Tim e: 1 action
Range: S elf
Components: V, S
Duration: 1 hour
You m ake yourself—including your clothing, armor,
w eapon s, and other belon gin gs on your p erson —look
different until the spell ends or until you u se your action
to d ism iss it. You can seem 1 foot shorter or taller and
can appear thin, fat, or in betw een . You ca n ’t change
your b od y type, so you must adopt a form that has the
sa m e ba sic arrangem ent o f lim bs. O therw ise, the extent
o f the illusion is up to you.
T h e ch a n g es w rou gh t by this spell fail to hold up to
physical in spection. For exam ple, if you use this spell
to add a hat to your outfit, objects pass through the hat,
and anyone w h o tou ches it w ou ld feel nothing or w ould
feel your head and hair. If you use this spell to appear
thinner than you are, the hand o f so m e o n e w ho reaches
out to touch you w ould bum p into you w hile it w as
seem in gly still in midair.
To discern that you are disguised, a creature can u se
its action to in spect your ap pearan ce and m ust su cceed
on an Intelligence (Investigation) ch eck against your
spell save DC.
D
is in t e g r a t e
6 th-level
transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a lodeston e and a pinch o f dust)
Duration: Instantaneous
A thin green ray springs from your pointing finger to a
target that you can see w ithin range. T h e target can be a
creature, an object, or a creation o f m agical force, such
as the w all created by wall o f force.
A creature targeted by this spell m ust m ake a
Dexterity saving throw. On a failed save, the target takes
10d6 + 4 0 force dam age. If this dam age redu ces the
target to 0 hit points, it is disintegrated.
A disintegrated creature and everything it is w earin g
and carrying, except m agic items, are reduced to a pile
o f fine gray dust. The creature can b e restored to life
only by m eans o f a true resurrection or a wish spell.
This spell autom atically disintegrates a Large or
sm aller n onm agical object or a creation o f m agical
force. If the target is a H uge or larger object or creation
o f force, this spell disintegrates a 10-foot-cube portion o f
it. A m agic item is unaffected by this spell.
A t H igher Levels. W h en you cast this spell using a
spell slot o f 7th level or higher, the dam age in creases by
3d 6 for each slot level above 6th.
D
is pe l
Ev
il
a n d
G
5th-level abjuration
Casting Time: 1 action
Range: S elf
o o d
Components: V, S, M (holy water or pow dered
silver and iron)
Duration: Concentration, up to 1 m inute
S h im m erin g en ergy su rrou nd s and protects you from
fey, undead, and creatures originating from beyon d the
M aterial Plane. For the duration, celestials, elem entals,
fey, fiends, and undead have disadvantage on attack
rolls against you.
You can end the spell early by using either o f the
follow in g sp ecia l functions.
B reak Enchantm ent. A s your action, you touch a
creature you can reach that is charm ed, frightened, or
p o s s e s s e d by a celestial, an elem ental, a fey, a fiend,
or an undead. The creature you touch is no longer
charm ed, frightened, or p o s s e s s e d by such creatures.
Dismissal. A s your action, m ake a m elee spell attack
against a celestial, an elem ental, a fey, a fiend, or an
undead you can reach. On a hit, you attempt to drive
the creature ba ck to its h om e plane. The creature must
su cceed on a C harism a saving throw or be sent back to
its h om e plane (if it isn't there already). If they aren’t on
their h om e plane, undead are sent to the Shadow fell,
and fey are sent to the Feywild.
D
is pe l
M
a g ic
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
C h oose on e creature, object, or m agical effect within
range. Any spell o f 3rd level or low er on the target ends.
For each spell o f 4th level or higher on the target, m ake
an ability ch eck using your spellcastin g ability. The
D C equ als 10 + the spell’s level. On a su ccessfu l check,
the spell ends.
A t H igher L evels. W h en you cast this spell using a
spell slot o f 4th level or higher, you autom atically end
the effects o f a spell on the target if the sp ell’s level is
equal to or less than the level o f the spell slot you used.
is s o n a n t
W
iv in a t io n
Casting Tim e: 1 action
Range: S e lf
Components: V, S, M (in cen se and a sacrificial offering
appropriate to your religion, together w orth at least 25
gp, w h ich the spell con su m es)
Duration: Instantaneous
Your m agic and an offering put you in contact with
a god or a g o d ’s servants. You ask a single question
con cern in g a sp ecific goal, event, or activity to o c cu r
w ithin 7 days. The DM offers a truthful reply. T h e reply
m ight be a short phrase, a cryptic rhyme, or an om en.
T h e spell d oesn ’t take into accou n t any possible
circu m stan ces that m ight change the ou tcom e, such
as the casting o f additional sp ells or the loss or gain
o f a com panion .
If you cast the spell tw o or m ore tim es before finishing
your next long rest, there is a cum ulative 25 percent
cha n ce for each casting after the first that you get a
random reading. T h e DM m akes this roll in secret.
D
iv in e
Fa
v o r
1st-level evocation
3rd-level abjuration
D
D
4th-level divination (ritual)
h is pe r s
1st-level enchantment
Casting Tim e: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
You w hisper a discordant m elody that only on e creature
o f your ch oice w ithin range can hear, w rackin g it with
terrible pain. T h e target m ust m ake a W isd om saving
throw. On a failed save, it takes 3d6 psychic dam age and
must im m ediately u se its reaction, if available, to m ove
as far as its sp eed allow s away from you. T h e creature
d oesn ’t m ove into obviously dangerou s ground, such
as a fire or a pit. O n a su ccessfu l save, the target takes
half as m uch dam age and d oesn ’t have to m ove away. A
deafened creature autom atically su cce e d s on the save.
A t H igher Levels. W h en y ou cast this spell usin g a
spell slot o f 2nd level or higher, the dam age in creases by
1d6 for each slot level above 1st.
Casting Tim e: 1 bon u s action
Range: S elf
Components: V, S
Duration: C oncentration, up to 1 m inute
Your prayer em p ow ers you w ith divine radiance. Until
the spell ends, y ou r w eap on attacks deal an extra 1d4
radiant dam age on a hit.
D
iv in e
W
o r d
7th-level evocation
Casting Time: 1 bon u s action
Range: 3 0 feet
Components: V
Duration: Instantaneous
You utter a divine w ord, im bu ed with the pow er that
shaped the w orld at the daw n o f creation. C h oose any
num ber o f creatu res you can s e e w ithin range. Each
creature that can hear you m ust m ake a C harism a
saving throw. On a failed save, a creature suffers an
effect ba sed on its current hit points:
• 50 hit points or fewer: deafened for 1 m inute
• 40 hit points or few er: deafened and blinded for 10
m inutes
• 30 hit points or few er: blinded, deafened, and stunned
for 1 hour
• 20 hit points or few er: killed instantly
R eg ardless o f its current hit points, a celestial, an
elem ental, a fey, or a fiend that fails its save is forced
back to its plane o f origin (if it isn’t there already) and
ca n ’t return to your current plane for 24 h ours by any
m eans short o f a wish spell.
D
o m in a t e
Be
a s t
4th-level enchantment
Casting Tim e: 1 action
Range: 6 0 feet
Components: V, S
Duration: Concentration, up to 1 m inute
You attempt to begu ile a beast that you can see w ithin
range. It m ust su cce e d on a W isd om saving th row or be
ch a rm ed by you for the duration. If you or creatures that
are friendly to you are fighting it, it has advantage on the
saving throw.
W h ile the beast is charm ed, you have a telepathic link
w ith it as long as the tw o o f you are on the sam e plane
o f existence. You can u se this telepathic link to issue
com m a n d s to the creature w hile you are co n s cio u s (no
action required), w hich it d o e s its best to obey. You can
sp ecify a sim ple and general co u rse o f action, such as
“Attack that creature,” “Run over there,” or “Fetch that
object.” If the creature com pletes the order and d oesn ’t
receive further direction from you, it defends and
p reserves itself to the best o f its ability.
You ca n u se your action to take total and precise
con trol o f the target. Until the end o f your next turn, the
creature takes only the actions you c h oose, and d oesn ’t
do anything that you don ’t allow it to do. D uring this
time, you can also cau se the creature to use a reaction,
but this requires you to u se your ow n reaction as well.
E ach tim e the target takes dam age, it m akes a new
W isd om saving th row against the spell. If the saving
th row su cceed s, the spell ends.
A t H igher L evels. W h en you cast this spell w ith a
5th-level spell slot, the duration is concentration, up
to 10 minutes. W h en you u se a 6th-level spell slot,
the duration is concentration, up to 1 hour. W h en you
u se a spell slot o f 7th level or higher, the duration is
concentration, up to 8 hours.
D
o m in a t e
8 th-level
M
o n s t e r
enchantment
Casting Tim e: 1 action
Range: 60 feet
Components: V, S
Duration: C oncentration, up to 1 hour
You attempt to begu ile a creature that you can see
w ithin range. It m ust su cce e d on a W isd om saving
th row o r be charm ed by you for the duration. If you or
creatu res that are friendly to you are fighting it, it has
advantage on the saving throw.
W h ile the creature is charm ed, you have a telepathic
link w ith it as lon g as the tw o o f you are on the sam e
plane o f existence. You can u se this telepathic link to
issu e com m a n d s to the creature w hile you are con sciou s
(no action required), w h ich it d oes its best to obey. You
can sp ecify a sim ple and general co u rse o f action, such
as “A ttack that creature,” “Run over there,” or “Fetch
that object.” If the creature com pletes the order and
d oesn ’t receive further direction from you, it defends
and p reserves itself to the best o f its ability.
You can u se your action to take total and p recise
con trol o f the target. Until the end o f your next turn, the
creature takes only the actions you ch o o s e , and d oesn ’t
do anything that you d on ’t allow it to do. D uring this
time, you can also cau se the creature to u se a reaction,
but this requ ires you to u se your ow n reaction as well.
E ach tim e the target takes dam age, it m akes a new
W isd om saving throw against the spell. If the saving
th row su cceed s, the spell ends.
A t H igher Levels. W h en you cast this spell with
a 9th-level spell slot, the duration is concentration,
up to 8 hours.
D
o m in a t e
Pe
r s o n
5th-level enchantment
Casting Tim e: 1 action
Range: 60 feet
Components: V, S
Duration: C oncentration, up to 1 minute
You attempt to begu ile a hum anoid that you can see
w ithin range. It must su c ce e d on a W isd om saving
th row o r b e ch arm ed by you for the duration. If you or
creatures that are friendly to you are fighting it, it has
advantage on the saving throw.
W h ile the target is charm ed, you have a telepathic link
w ith it as lon g as the tw o o f you are on the sam e plane
o f existence. You can u se this telepathic link to issue
com m a n d s to the creature w hile you are co n s cio u s (no
action required), w hich it d oes its best to obey. You can
sp ecify a sim ple and general co u rse o f action, such as
“A ttack that creature,” “R un over there,” or “Fetch that
object.” If the creature com pletes the order and d oesn ’t
receive further direction from you, it defends and
p reserves itself to the best o f its ability.
You can u se your action to take total and precise
control o f the target. Until the end o f your next turn, the
creature takes only the actions you ch o o s e , and d oesn ’t
do anything that you don ’t allow it to do. D urin g this
tim e you can also cau se the creature to use a reaction,
but this requ ires you to u se your ow n reaction as well.
Each tim e the target takes dam age, it m akes a new
W isd om saving th row against the spell. If the saving
th row su cceed s, the spell ends.
A t H igher L evels. W h en you cast this spell using
a 6th-level spell slot, the duration is concentration,
up to 10 m inutes. W h en you u se a 7th-level spell slot,
the duration is concentration, up to 1 hour. W h en you
u se a spell slot o f 8th level or higher, the duration is
concentration, up to 8 hours.
D
r a w m i j ’s
In
s t a n t
6 th-level conjuration
Su
m m o n s
(ritual)
Casting Tim e: 1 minute
Range: Touch
Components: V, S, M (a sapphire w orth 1,0 00 gp)
Duration: Until dispelled
You touch an object w eigh in g 10 pou n d s or less w h ose
lon gest dim ension is 6 feet or less. T h e spell leaves an
invisible m ark on its su rface and invisibly in scribes the
n am e o f the item on the sapphire you use as the material
com pon ent. E ach tim e you cast this spell, you must u se
a different sapphire.
At any tim e thereafter, you can u se your action to
sp ea k the item’s nam e and crush the sapphire. The item
instantly appears in your hand rega rdless o f physical or
planar distances, and the spell ends.
If another creature is h olding or carryin g the item,
cru sh in g the sapphire d oesn ’t transport the item to you,
but instead you learn w ho the creature p o s se ss in g the
object is and roughly w here that creature is located
at that m om ent.
Dispel magic or a sim ilar effect su ccessfu lly applied to
the sapphire ends this sp ell’s effect.
D
r e a m
5th-level illusion
Casting Time: 1 minute
Range: S p ecia l
Components: V, S, M (a handful o f sand, a dab o f ink,
and a w riting quill plucked from a sleepin g bird)
Duration: 8 hours
T h is spell sh apes a creatu re’s dream s. C h oose a
creature kn ow n to you as the target o f this spell. The
target m ust be on the sam e plane o f existence as you.
Creatures that d on ’t sleep, such as elves, ca n ’t be
contacted by this spell. You, or a w illing creature you
touch, enters a trance state, acting as a m essenger.
W h ile in the trance, the m essen ger is aw are o f his or
her surroundings, but c a n ’t take actions or m ove.
If the target is asleep, the m essen ger appears in the
target’s dream s and can con verse with the target as
lon g as it rem ains asleep, through the duration o f the
spell. The m essen ger can also shape the environm ent
o f the dream , creating landscapes, objects, and other
im ages. T h e m essen ger can em erge from the trance at
any tim e, ending the effect o f the spell early. T h e target
reca lls the dream perfectly upon w aking. If the target is
aw ake w hen you cast the spell, the m essen ger k n ow s it,
and can either end the trance (and the spell) or wait for
the target to fall asleep, at w hich point the m essen ger
appears in the target’s dream s.
You can m ake the m essen ger appear m on strou s
and terrifying to the target. If you do, the m essen ger
can deliver a m essa ge o f no m ore than ten w ord s and
then the target must m ake a W isd om saving throw. On
a failed save, e c h o e s o f the phantasm al m onstrosity
spaw n a nightm are that lasts the duration o f the target’s
sleep and prevents the target from gaining any benefit
from that rest. In addition, w hen the target w ak es up, it
takes 3d 6 psychic dam age.
If you have a b od y part, lo ck o f hair, clipping from a
nail, or sim ilar portion o f the target’s body, the target
m akes its saving th row with disadvantage.
D
r u id c r a f t
Transmutation cantrip
Casting Tim e: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
W h isp erin g to the spirits o f nature, you create one o f the
follow in g effects w ithin range:
• You create a tiny, h arm less sen sory effect that predicts
what the w eather w ill be at your location for the next
24 hours. T h e effect m ight m anifest as a golden orb
for clear skies, a cloud for rain, falling sn ow flakes for
snow, and s o on. T h is effect persists for 1 round.
• You instantly m ake a flow er blossom , a seed p od open,
or a lea f bud bloom .
• You create an instantaneous, h arm less sen sory effect,
such as falling leaves, a pu ff o f w ind, the sou n d o f a
sm all anim al, or the faint o d or o f skunk. The effect
m ust fit in a 5-foot cube.
• You instantly light or snuff out a candle, a torch, or a
sm all cam pfire.
Ea
r t h q u a k e
8 th-level
evocation
Casting Time: 1 action
Range: 5 0 0 feet
Components: V, S, M (a pinch o f dirt, a piece o f rock,
and a lump o f clay)
Duration: Concentration, up to 1 m inute
You create a seism ic disturbance at a point on the
ground that you can see w ithin range. For the duration,
an intense trem or rips through the grou nd in a
100-foot-radius circle centered on that point and shakes
creatures and structures in contact w ith the ground
in that area.
T he grou nd in the area b e c o m e s difficult terrain.
Each creature on the ground that is concentratin g must
m ake a Constitution saving throw. On a failed save, the
creatu re’s concentration is broken.
W h en you cast this spell and at the end o f each turn
you spend concentrating on it, each creature on the
ground in the area m ust m ake a Dexterity saving throw.
On a failed save, the creature is kn ock ed prone.
This spell can have additional effects depen din g on
the terrain in the area, as determ ined by the DM.
Fissures. F issu res open throughout the sp ell’s area at
the start o f your next turn after you cast the spell. A total
o f 1d6 such fissures open in location s ch osen by the DM.
Each is 1d10 x 10 feet deep, 10 feet w ide, and extends
from one edge o f the spell’s area to the opposite side.
A creature standing on a spot w h ere a fissure open s
m ust s u cce e d on a Dexterity saving th row or fall in. A
creature that su ccessfu lly saves m oves w ith the fissu re’s
edge as it opens.
A fissure that op en s beneath a structure ca u ses it to
autom atically colla p se (see below ).
Structures. The trem or deals 50 bludgeon ing dam age
to any structure in contact with the ground in the area
w hen you cast the spell and at the start o f each o f your
turns until the spell ends. If a structure d rops to 0 hit
points, it colla p ses and potentially d am ages nearby
creatures. A creature w ithin h alf the distance o f a
stru ctu re’s height m ust m ake a Dexterity saving throw.
On a failed save, the creature takes 5d 6 bludgeon ing
dam age, is k n ock ed prone, and is buried in the rubble,
requiring a D C 20 Strength (Athletics) ch eck as an
action to escap e. The DM can adjust the D C higher
or lower, depen din g on the nature o f the rubble. On
a su ccessfu l save, the creature takes half as m uch
dam age and d oesn ’t fall prone or b e c o m e buried.
El
d r it c h
Bl
a s t
En
l a r g e
/R
e d u c e
Evocation cantrip
2 nd-level
Casting Tim e: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Casting Tim e: 1 action
Range: 3 0 feet
Components: V, S, M (a pinch o f p ow d ered iron)
Duration: C oncentration, up to 1 m inute
A b ea m o f crackling en ergy streaks tow ard a creature
w ithin range. M ake a ran ged spell attack against the
You cau se a creature or an object you can see w ithin
target. On a hit, the target takes 1dlO force dam age.
T h e spell creates m ore than one b ea m w hen you reach
higher levels: tw o b ea m s at 5th level, three b ea m s at
11th level, and four b ea m s at 17th level. You can direct
the b ea m s at the sam e target or at different ones. M ake
a separate attack roll for each beam .
El
e m e n t a l
W
e a po n
3rd-level transmutation
Casting Tim e: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
A n onm agical w ea p on you touch b e c o m e s a m agic
w eapon . C h oose one o f the follow in g dam age types:
acid, cold, fire, lightning, or thunder. For the duration,
the w eap on has a +1 bon u s to attack rolls and deals an
extra 1d4 dam age o f the ch osen type w hen it hits.
At Higher Levels. W h en you cast this spell using a
spell slot o f 5th or 6th level, the bon u s to attack rolls
in creases to +2 and the extra dam age in creases to
2d4. W h en you use a spell slot o f 7th level or higher,
the bon u s in creases to +3 and the extra dam age
in creases to 3d4.
En
h a n c e
2 nd-level
A
b il it y
transmutation
Casting Tim e: 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 u pon it a m agical
enhancem ent. C h oose on e o f the follow in g effects; the
target gains that effect until the spell ends.
Bear’s Endurance. T h e target has advantage on
Constitution ch eck s. It also gains 2d 6 tem porary hit
points, w hich are lost w hen the spell ends.
Bull’s Strength. T he target has advantage
on Strength checks, and his or her carryin g
capacity doubles.
Cat’s Grace. T h e target has advantage on Dexterity
check s. It also d oesn ’t take dam age from falling 20 feet
or less if it isn’t incapacitated.
Eagle’s Splendor. T h e target has advantage on
C harism a checks.
Fox’s Cunning. The target has advantage on
Intelligence checks.
Owl’s Wisdom. T h e target has advantage on
W isd om ch ecks.
At Higher Levels. W h en you cast this spell using
a spell slot o f 3rd level or higher, you can target one
additional creature for each slot level above 2nd.
transmutation
range to g row larger or sm aller for the duration. C h oose
either a creature or an object that is neither w orn
n or carried. If the target is unw illing, it can m ake a
Constitution saving throw. On a su cce s s, the spell
has no effect.
If the target is a creature, everything it is w earin g and
carryin g changes size w ith it. A ny item d ropped by an
affected creature returns to n orm al size at on ce.
Enlarge. The target’s size doubles in all dim ensions,
and its w eight is m ultiplied by eight. T his grow th
in crea ses its size by one category—from M edium to
Large, for exam ple. If there isn’t en ough room for the
target to double its size, the creature or object attains
the m axim u m p ossib le size in the sp ace available.
Until the spell ends, the target also has advantage on
Strength ch eck s and Strength saving throw s. The
target’s w ea p on s also g row to match its n ew size. W h ile
these w eap on s are enlarged, the target’s attacks with
them deal 1d4 extra dam age.
Reduce. T h e target’s size is halved in all dim ension s,
and its w eight is redu ced to one-eighth o f norm al. This
reduction d ecrea ses its size by on e category—from
M edium to Sm all, for exam ple. Until the spell ends,
the target also has disadvantage on Strength ch eck s
and Strength saving throw s. The target’s w eap on s also
shrink to m atch its n ew size. W h ile th ese w ea p on s are
reduced, the target’s attacks w ith them deal 1d4 less
dam age (this ca n ’t reduce the dam age below 1).
En
s n a r in g
St
r ik e
1st-level conjuration
Casting Tim e: 1 bon u s action
Range: S elf
Components: V
Duration: C oncentration, up to 1 m inute
The next tim e you hit a creature w ith a w ea p on attack
before this spell ends, a w rithing m a ss o f thorny vines
appears at the point o f im pact, and the target must
s u cce e d on a Strength saving th row or be restrained by
the m agical vines until the spell ends. A L arge or larger
creature has advantage on this saving throw. If the
target s u c ce e d s on the save, the vines shrivel away.
W h ile restrained by this spell, the target takes 1d6
piercing damage at the start o f each o f its turns. A creature
restrained by the vines or one that can touch the creature
can use its action to m ake a Strength ch eck against your
spell save DC. On a su ccess, the target is freed.
At Higher Levels. If you cast this spell using a spell
slot o f 2nd level or higher, the dam age in crea ses by 1d6
for each slot level above 1st.
En
t a n g l e
1st-level conjuration
Casting Tim e: 1 action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute
G rasping w eed s and vines sprout from the grou nd in a
20-foot square starting from a point w ithin range. For
the duration, th ese plants turn the ground in the area
into difficult terrain.
A creature in the area w hen you cast the spell must
su cce e d on a Strength saving throw or b e restrained
by the entangling plants until the spell ends. A creature
restrained by the plants can u se its action to m ake
a Strength ch eck against you r spell save DC. On a
su ccess, it frees itself.
W h en the spell ends, the conjured plants w ilt away.
En
t h r a l l
2 nd-level
enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 minute
You w eave a distracting string o f w ords, causing
creatures o f your ch oice that you can see w ithin range
and that can hear you to m ake a W isd om saving
throw. A ny creature that ca n ’t b e ch arm ed su cce e d s
on this saving th row automatically, and if you or your
com p a n ion s are fighting a creature, it has advantage on
the save. On a failed save, the target has disadvantage
on W isd om (P erception ) ch eck s m ade to perceive any
creature other than you until the spell ends or until the
target can no longer h ear you. The spell en ds if you are
incapacitated or can n o longer speak.
Et
h e r e a l n e s s
W h en the spell ends, you im m ediately return to the
plane you originated from in the spot you currently
occupy. If you occu p y the sam e spot as a solid object
or creature w hen this happens, you are im m ediately
shunted to the nearest u n occu p ied sp ace that you
can occu p y and take force dam age equal to tw ice the
num ber o f feet you are m oved.
T h is spell has no effect if you cast it w hile you are on
the E thereal P lane or a plane that d oesn ’t border it, such
as on e o f the Outer Planes.
A t H igher L evels. W h en you cast this spell using
a spell slot o f 8th level or higher, you can target up to
three w illing creatu res (including you) for each slot level
above 7th. The creatu res m ust be w ithin 10 feet o f you
w hen you cast the spell.
Ev
a r d ’s
Bl
a c k
T
e n t a c l e s
4th-level conjuration
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a p iece o f tentacle from a giant
octop u s or a giant squid)
Duration: Concentration, up to 1 minute
Squirm ing, ebon y tentacles fill a 20 -foot square on
ground that you can see w ithin range. F or the duration,
these tentacles turn the ground in the area into
difficult terrain.
W h en a creature enters the affected area for the first
tim e on a turn or starts its turn there, the creature
must su cce e d on a D exterity saving th row or take 3d6
bludgeon ing dam age 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
bludgeon ing dam age.
A creature restrained by the tentacles can use its
action to m ake a Strength or Dexterity ch eck (its choice)
against your spell save DC. O n a su ccess, it frees itself.
7th-level transmutation
Ex
Casting Tim e: 1 action
Range: S e lf
Components: V, S
Duration: Up to 8 hours
1st-level transmutation
You step into the bord er region s o f the Ethereal Plane,
in the area w here it overlaps with your current plane.
You rem ain in the B order E thereal for the duration or
until you use your action to d ism iss the spell. D uring
this tim e, you can m ove in any direction. If you m ove
up or dow n, every foot o f m ovem ent costs an extra foot.
You can see and hear the plane you originated from , but
everything there look s gray, and you ca n ’t see anything
m ore than 60 feet away.
W h ile on the E thereal P lane, you can only affect and
be affected by other creatu res on that plane. C reatures
that aren't on the Ethereal Plane ca n ’t perceive you and
ca n ’t interact with you, u nless a sp ecia l ability or m agic
has given them the ability to d o so.
You ignore all ob jects and effects that aren’t on the
Ethereal Plane, allow ing you to m ove through objects
you perceive on the plane you originated from .
pe d it io u s
R
e t r e a t
Casting Tim e: 1 bon u s action
Range: S elf
Components: V, S
Duration: Concentration, up to 10 m inutes
Th is spell allow s you to m ove at an incredible pace.
W h en you cast this spell, and then as a bon u s action
on each o f your turns until the spell ends, you can take
the D ash action.
Ey
e b it e
6 th-level necromancy
Casting Tim e: 1 action
Range: S e lf
Components: V, S
Duration: Concentration, up to 1 m inute
For the sp ell’s duration, your eyes b e c o m e an inky void
im bu ed w ith dread pow er. O ne creature o f your ch oice
w ithin 6 0 feet o f you that you can see m ust su cceed
on a W isd om saving th row or be affected by o n e o f the
follow in g effects o f your ch oice for the duration. On
each o f your turns until the spell ends, you can use
Fa
your action to target another creature but can ’t target
a creature again if it has su cceed ed on a saving throw
against this casting o f eyebite.
A sleep. The target falls u n con sciou s. It w a k es up if it
takes any dam age or if another creature u ses its action
to shake the sleep er awake.
1st-level necromancy
Panicked. The target is frightened o f you. On each
o f its turns, the frightened creature must take the
D ash action and m ove away from you by the safest and
shortest available route, unless there is n ow h ere to
m ove. If the target m oves to a place at least 60 feet away
from you w here it can no longer see you, this effect ends.
Sickened. T h e target has disadvantage on attack rolls
and ability check s. At the end o f each o f its turns, it can
m ake another W isd om saving throw. If it su cceed s,
the effect ends.
Fa
b r ic a t e
4th-level transmutation
Casting Tim e: 10 m inutes
Range: 120 feet
Components: V, S
Duration: Instantaneous
You convert raw m aterials into products o f the sam e
material. For exam ple, you can fabricate a w ood en
bridge from a clum p o f trees, a rope from a patch of
hem p, and cloth es from flax or w ool.
C h o o se raw m aterials that you can see w ithin range.
You can fabricate a Large or sm aller object (contained
w ithin a 10-foot cube, or eight con n ected 5 -foot cubes),
given a sufficient quantity o f raw m aterial. If you
are w orkin g with metal, stone, or another m ineral
substance, however, the fabricated object can be no
larger than M edium (contained w ithin a single 5-foot
cube). The quality o f ob jects m ade by the spell is
com m en su rate with the quality o f the raw materials.
Creatures or m agic item s ca n ’t b e created or
transm uted by this spell. You also ca n ’t u se it to
create item s that ordinarily require a high degree of
craftsm anship, such as jew elry, w eapon s, glass, or
armor, u nless you have proficiency with the type o f
artisan’s tools u sed to craft such objects.
Fa
e r ie
Fir
e
1st-level evocation
Casting Tim e: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute
E ach object in a 20 -foot cu b e within range is outlined in
blue, green, or violet light (your choice). Any creature in
the area w hen the spell is cast is also outlined in light if
it fails a Dexterity saving throw. F or the duration, objects
and affected creatures shed dim light in a 10-foot radius.
A ny attack roll against an affected creature or object
has advantage if the attacker can see it, and the affected
creature or object ca n ’t benefit from being invisible.
l s e
L
if e
Casting Time: 1 action
Range: S elf
Components: V, S, M (a sm all am ount o f alcoh ol or
distilled spirits)
Duration: 1 hour
B olsterin g y ou rself w ith a n ecrom antic facsim ile o f life,
you gain 1d4 + 4 tem porary hit points for the duration.
A t H igher Levels. W h en you cast this spell using a
spell slot o f 2nd level or higher, you gain 5 additional
tem porary hit points for each slot level above 1st.
Fe
a r
3rd-level illusion
Casting Tim e: 1 action
Range: S e lf (30-foot cone)
Components: V, S, M (a white feather or the
heart o f a hen)
Duration: Concentration, up to 1 minute
You project a phantasm al im age o f a creatu re’s w orst
fears. E ach creature in a 30 -foot con e m ust su cceed on
a W isd om saving th row or drop w hatever it is holding
and b e c o m e frightened for the duration.
W h ile frightened by this spell, a creature m ust take
the D ash action and m ove away from you by the safest
available route on each o f its turns, unless there is
now h ere to m ove. If the creature en ds its turn in a
location w here it d oesn ’t have line o f sight to you,
the creature can m ake a W isd om saving throw. On a
su ccessfu l save, the spell ends for that creature.
Fe
a t h e r
Fa
l l
1st-level transmutation
Casting Time: 1 reaction, w hich you take w hen you or a
creature w ithin 60 feet o f you falls
Range: 6 0 feet
Components: V, M (a sm all feather or p iece o f dow n)
Duration: 1 minute
C h oose up to five falling creatures w ithin range. A
falling creature's rate o f descen t slow s to 60 feet per
round until the spell ends. If the creature lands before
the spell ends, it takes no falling dam age and can land
on its feet, and the spell ends for that creature.
Fe
e b l e min d
8 th-level
enchantment
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a handful o f clay, crystal, glass,
or m ineral spheres)
Duration: Instantaneous
You blast the m ind o f a creature that you can see within
range, attem pting to shatter its intellect and personality.
The target takes 4d 6 psych ic dam age and must m ake an
Intelligence saving throw.
On a failed save, the creatu re’s Intelligence and
Charism a s c o r e s b e c o m e 1. The creature ca n ’t cast
spells, activate m agic items, understand language, or
com m u n icate in any intelligible way. The creature can,
however, identify its friends, follow them, and even
protect them.
At the end o f every 30 days, the creature can repeat
its saving throw against this spell. If it su cce e d s on its
saving throw, the sp ell ends.
T h e spell can also b e ended by greater restoration,
heal, or wish.
Fe
ig n
D
e a t h
3rd-level necrom ancy (ritual)
Casting Tim e: 1 action
Range: Touch
Components: V, S, M (a pinch o f graveyard dirt)
Duration: 1 hour
You touch a w illing creature and put it into a cataleptic
state that is indistinguishable from death.
For the sp ell’s duration, or until you use an action
to touch the target and d ism iss the spell, the target
appears dead to all outw ard in spection and to spells
u sed to determ ine the target’s status. T h e target is
blinded and incapacitated, and its sp eed d rops to 0.
T h e target has resistan ce to all dam age except psychic
dam age. If the target is diseased or p oison ed w hen you
cast the spell, or b e c o m e s diseased or p oison ed w hile
u nder the sp ell’s effect, the d isease and p oison have no
effect until the spell ends.
Fi n
d
Fa
m il ia r
1st-level conjuration (ritual)
Casting Tim e: 1 hour
Range: 10 feet
Components: V, S, M (10 gp w orth o f charcoal,
in cen se, and herbs that m ust be con su m ed by fire in a
brass brazier)
Duration: Instantaneous
You gain the serv ice o f a familiar, a spirit that takes an
anim al form you ch oose: bat, cat, crab, frog (toad), hawk,
lizard, octopu s, ow l, p oison ou s snake, fish (quipper),
rat, raven, sea horse, spider, or w easel. A pp earin g in
an u n occu pied sp ace w ithin range, the fam iliar has the
statistics o f the ch osen form , though it is a celestial, fey,
or fiend (your choice) instead o f a beast.
Your fam iliar acts independently o f you, but it always
obeys your com m a n d s. In com bat, it rolls its ow n
initiative and acts on its ow n turn. A fam iliar ca n ’t
attack, but it can take other actions as norm al.
W h en the fam iliar d rop s to 0 hit points, it disappears,
leaving behind no physical form . It reappears after you
cast this spell again
W h ile your fam iliar is w ithin 100 feet o f you, you
can com m u n icate with it telepathically. Additionally,
as an action, you can see through your fam iliar’s eyes
and hear w hat it hears until the start o f your next turn,
gaining the benefits o f any sp ecia l sen ses that the
fam iliar has. D urin g this time, you are d ea f and blind
with regard to your ow n sen ses.
A s an action, you can tem porarily dism iss your
familiar. It disappears into a pock et dim ension w here it
awaits your su m m on s. Alternatively, you can dism iss it
forever. A s an action w hile it is tem porarily dism issed,
you can cau se it to reappear in any u n occu pied sp ace
w ithin 30 feet o f you.
You c a n ’t have m ore than on e fam iliar at a time. If you
cast this spell w hile you already have a familiar, you
instead cau se it to adopt a n ew form . C h oose on e o f the
form s from the above list. Your fam iliar transform s into
the ch osen creature.
Finally, w hen you cast a spell w ith a range o f touch,
your fam iliar can deliver the spell as if it had cast the
spell. Your fam iliar must be w ithin 100 feet o f you, and
it must u se its reaction to deliver the spell w hen you cast
it. If the spell requ ires an attack roll, you u se your attack
m odifier for the roll.
Fin
d
St
2 nd-level
e e d
conjuration
Casting Tim e: 10 m inutes
Range: 30 feet
Components: V, S
Duration: Instantaneous
You su m m on a spirit that a ssu m es the form o f an
unusually intelligent, strong, and loyal steed, creating a
long-lasting bon d w ith it. A ppearing in an u n occu pied
sp ace w ithin range, the steed takes on a form that you
ch oose, such as a w arhorse, a pony, a cam el, an elk, or
a mastiff. (Your DM m ight allow other anim als to be
su m m on ed as steeds.) T h e steed has the statistics o f the
ch osen form , though it is a celestial, fey, or fiend (your
choice) instead o f its norm al type. Additionally, if your
steed has an Intelligence o f 5 or less, its Intelligence
b e c o m e s 6, and it gains the ability to understand one
language o f your ch oice that you speak.
Your steed serves you as a m ount, both in com bat and
out, and you have an instinctive bon d with it that allow s
you to fight as a sea m less unit. W h ile m ounted on your
steed, you can m ake any spell you cast that targets only
you also target your steed.
W h en the steed d rops to 0 hit points, it disappears,
leaving beh in d no physical form . You can also
dism iss your steed at any time as an action, causing
it to disappear. In either case, castin g this spell
again su m m on s the sam e steed, restored to its hit
point m axim um .
W h ile your steed is w ithin 1 m ile o f you, you can
com m u n icate w ith it telepathically.
You c a n ’t have m ore than on e steed b on d ed by this
spell at a tim e. A s an action, you can release the steed
from its bon d at any tim e, cau sin g it to disappear.
Fin
d
t h e
6 th-level
Pa
t h
divination
Casting Tim e: 1 m inute
Range: S e lf
Components: V, S, M (a set o f divinatory tools—such
as b on es, ivory sticks, cards, teeth, or carved run es—
w orth 100 gp and an object from the location you
w ish to find)
Duration: Concentration, up to 1 day
T h is spell allow s you to find the shortest, m ost direct
physical route to a sp ecific fixed location that you are
fam iliar with on the sam e plane o f existence. If you
nam e a destination on another plane o f existence, a
destination that m oves (such as a m obile fortress), or a
destination that isn’t sp ecific (such as “a green dragon ’s
lair”), the spell fails.
For the duration, as lon g as you are on the sam e plane
o f existence as the destination, you k n ow h ow far it is
and in w hat direction it lies. W h ile you are traveling
there, w henever you are presen ted w ith a ch oice o f
paths along the way, you autom atically determ ine w hich
path is the shortest and m ost direct route (but not
n ecessarily the safest route) to the destination.
Fin
d
T
r a ps
2 nd-level divination
Casting Tim e: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You sen se the p resen ce o f any trap w ithin range that
is w ithin line o f sight. A trap, for the p u rp ose o f this
spell, in cludes anything that w ou ld inflict a sudden or
u n expected effect you con sid er h arm ful or undesirable,
w h ich w as sp ecifically intended as su ch by its creator.
Thus, the spell w ou ld sen se an area affected by the
alarm spell, a glyph o f warding, or a m ech an ica l pit trap,
but it w ou ld not reveal a natural w ea k n ess in the floor,
an unstable ceiling, or a hidden sinkhole.
This spell m erely reveals that a trap is present. You
don ’t learn the location o f each trap, but you do learn the
general nature o f the danger p osed by a trap you sen se.
Fin
g e r
o f
D
e a t h
7th-level necromancy
Casting Tim e: 1 action
Range: 6 0 feet
Components: V, S
Duration: Instantaneous
You sen d negative en ergy cou rsin g through a creature
that you can see w ithin range, causing it sea rin g pain.
The target m ust m ake a Constitution saving throw. It
takes 7d8 + 30 n ecrotic dam age on a failed save, or half
as m uch dam age on a su ccessfu l one.
A hum anoid killed by this spell rises at the start o f
your next turn as a zom bie that is perm anently under
your com m a n d , follow in g your verbal orders to the best
o f its ability.
Fir
e b a l l
3rd-level evocation
Casting Tim e: 1 action
Range: 150 feet
Components: V, S , M (a tiny ball o f bat
guano and sulfur)
Duration: Instantaneous
A bright streak flashes from your pointing finger to a
point you c h o o s e w ithin range and then b lo ss o m s with
a low roar into an explosion o f flame. E ach creature
in a 20-foot-radius sphere centered on that point must
m ake a D exterity saving throw. A target takes 8 d 6 fire
d a m age on a failed save, or h alf as m uch da m age on a
s u c ce s sfu l one.
T he fire spreads around corn ers. It ignites flam m able
ob jects in the area that aren't bein g w orn or carried.
A t H igher Levels. W h en you cast this spell u sing a
spell slot o f 4th level or higher, the dam age in creases by
1d6 for each slot level above 3rd.
Fir
e
Bo
l t
Evocation cantrip
Casting Tim e: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a m ote o f fire at a creature or object w ithin
range. M ake a ranged spell attack against the
target. On a hit, the target takes 1d10 fire dam age. A
flam m able object hit by this spell ignites if it isn't being
w orn or carried.
This sp ell’s dam age in crea ses by 1d10 w hen you reach
5th level (2 d10), 11th level (3 d10), and 17th level (4 d10).
Fir
e
Sh
ie l d
4th-level evocation
Casting Tim e: 1 action
Range: S e lf
Components: V, S, M (a bit o f ph osph oru s or a firefly)
Duration: 10 m inutes
Thin and w ispy flam es w reathe your b od y for the
duration, sh edding 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 dism iss it.
T he flam es p rovide you with a w arm shield or a chill
shield, as you c h oose. The w arm shield grants you
resistan ce to cold dam age, and the chill shield grants
you resistan ce to fire dam age.
In addition, w henever a creature w ithin 5 feet o f you
hits you with a m elee attack, the shield erupts with
flame. T h e attacker takes 2d8 fire dam age from a w arm
shield, or 2d8 cold dam age from a cold shield.
Fir
e
St
o r m
7th-level evocation
Casting Tim e: 1 action
Range: 150 feet
Components: V, S
Duration: Instantaneous
A storm m ade up o f sheets o f roaring flam e appears
in a location you c h o o s e w ithin range. The area o f the
storm con sists o f up to ten 10-foot cubes, w hich you can
arrange as you w ish. Each cube must have at least one
face adjacent to the face o f another cube. E ach creature
in the area must m ake a D exterity saving throw. It
takes 7d10 fire dam age on a failed save, or h alf as much
dam age on a su ccessfu l one.
The fire dam ages objects in the area and ignites
flam m able objects that aren't being w orn or carried.
If you c h oose, plant life in the area is unaffected
by this spell.
Fl
a me
Bl
a d e
2 nd-level evocation
Casting Tim e: 1 bon u s action
Range: S elf
Components: V, S , M (leaf o f sum ac)
Duration: Concentration, up to 10 m inutes
You evoke a fiery blade in your free hand. The blade is
sim ilar in size and shape to a scim itar, and it lasts for
the duration. If you let go o f the blade, it disappears, but
you can evoke the blade again as a bon u s action.
You can use your action to m ake a m elee spell
attack w ith the fiery blade. On a hit, the target takes
3d6 fire dam age.
The flam ing blade sheds bright light in a 10-foot
radius and dim light for an additional 10 feet.
A t H igher Levels. W h en you cast this spell using a
spell slot o f 4th level or higher, the dam age in creases by
1d6 for every tw o slot levels above 2nd.
Fl
a m e
St
r ik e
5th-level evocation
Casting Time: 1 action
Range: 6 0 feet
Components: V, S, M (pinch o f sulfur)
Duration: Instantaneous
A vertical colu m n o f divine fire roars dow n from the
heavens in a location you specify. E ach creature in
a 10-foot-radius, 40-foot-h igh cylinder centered on a
point w ithin range m ust m ake a Dexterity saving throw.
A creature takes 4 d 6 fire dam age and 4 d 6 radiant
dam age on a failed save, or h alf as m uch dam age on a
su ccessfu l one.
A t H igher Levels. W h en you cast this spell using a
spell slot o f 6th level or higher, the fire dam age or the
radiant dam age (your ch oice) in creases by 1d6 for each
slot level above 5th.
Fl
a m in g
2 nd-level
Sp h
e r e
conjuration
Casting Time: 1 action
Range: 6 0 feet
Components: V, S, M (a bit o f tallow, a pinch o f
brim stone, and a dusting o f p ow dered iron)
Duration: Concentration, up to 1 m inute
A 5-foot-diam eter sphere o f fire appears in an
u n occu p ied sp ace o f your ch oice w ithin range and lasts
for the duration. Any creature that ends its turn w ithin 5
feet o f the sphere m ust m ake a D exterity saving throw.
T h e creature takes 2d6 fire dam age on a failed save, or
h alf as m uch dam age on a su ccessfu l one.
A s a bon u s action, you can m ove the sphere up to 30
feet. If you ram the sphere into a creature, that creature
m ust m ake the saving th row against the sp here’s
dam age, and the sphere stops m ovin g this turn.
W h en you m ove the sphere, you can direct it over
barriers up to 5 feet tall and ju m p it a cro ss pits up to
10 feet w ide. The sphere ignites flam m able ob jects not
being w orn or carried, and it sh eds bright light in a
20 -foot radius and dim light for an additional 20 feet.
A t H igher L evels. W h en you cast this spell using a
spell slot o f 3rd level or higher, the dam age in creases by
1d6 for each slot level above 2nd.
Fl
e sh
t o
6 th-level
St
o n e
transmutation
Casting Time: 1 action
Range: 60 feet
Com ponents: V, S , M (a pinch o f lim e, water, and earth)
Duration: Concentration, up to 1 minute
You attempt to turn on e creature that you can see within
range into stone. If the target’s b od y is m ade o f flesh, the
creature m ust m ake a Constitution saving throw. On a
failed save, it is restrained as its flesh begins to harden.
On a su ccessfu l save, the creature isn’t affected.
A creature restrained by this sp ell must m ake another
Constitution saving th row at the end o f each o f its turns.
If it su ccessfu lly saves against this spell three tim es, the
spell ends. If it fails its saves three tim es, it is turned
to stone and su bjected to the petrified condition for the
duration. T h e su cce s se s and failures don’t need to be
consecutive; keep track o f both until the target collects
three o f a kind.
If the creature is physically broken w hile petrified,
it suffers from sim ilar deform ities if it reverts to its
original state.
If you m aintain your concentration on this spell for the
entire p ossib le duration, the creature is turned to stone
until the effect is rem oved.
Fl
y
3rd-level transmutation
Casting Tim e: 1 action
Range: Touch
Components: V, S, M (a w in g feather from any bird)
Duration: Concentration, up to 10 m inutes
You touch a w illin g creature. The target gains a flying
sp eed o f 60 feet for the duration. W h en the spell ends,
the target falls if it is still aloft, u n less it ca n stop the fall.
A t H igher L evels. W h en you cast this spell using
a sp ell slot o f 4th level or higher, you can target one
additional creature for each slot level above 3rd.
Fo
g
C
l o u d
1st-level conjuration
Casting Tim e: 1 action
Range: 120 feet
Com ponents: V, S
Duration: Concentration, up to 1 hour
You create a 20-foot-radius sphere o f fog centered on a
point w ithin range. The sphere sp rea ds around corn ers,
and its area is heavily obscu red . It lasts for the duration
or until a w in d o f m oderate or greater sp eed (at least 10
m iles per hour) d isp erses it.
A t H igher Levels. W h en you cast this spell using a
spell slot o f 2nd level or higher, the radius o f the fog
in creases by 20 feet for each slot level above 1st.
Fo
r b id d a n c e
6 th-level abjuration
(ritual)
Casting Tim e: 10 minutes
Range: Touch
Components: V, S, M (a sp rinkling o f holy water, rare
in cen se, and p ow d ered ruby w orth at least 1,000 gp)
Duration: 1 day
You create a w ard against m agical travel that protects
up to 4 0 ,0 0 0 square feet o f floor sp ace to a height o f 30
feet above the floor. F or the duration, creatu res ca n ’t
teleport into the area or u se portals, such as th ose
created by the gate spell, to enter the area. T h e spell
p roofs the area against planar travel, and therefore
prevents creatu res from a ccessin g the area by w ay o f
the Astral Plane, Ethereal Plane, Feywild, Shadow fell,
or the plane shift spell.
In addition, the spell dam ages types o f creatu res that
you c h o o s e w hen you cast it. C h oose one or m ore o f the
follow ing: celestials, elem entals, fey, fiends, and undead.
W h en a ch osen creature enters the sp ell’s area for the
first tim e on a turn or starts its turn there, the creature
takes 5 d10 radiant or n ecrotic dam age (your ch oice
w hen you cast this spell).
W h en you cast this spell, you can designate a
passw ord. A creature that sp eak s the pa ssw ord as it
enters the area takes no dam age from the spell.
The sp ell’s area can't overlap w ith the area o f another
forbiddance spell. If you cast forbiddance every day for
30 days in the sam e location, the spell lasts until it is
dispelled, and the m aterial com pon en ts are con su m ed
on the last casting.
Fo
r c e c a g e
7th-level evocation
Casting Tim e: 1 action
Range: 100 feet
Components: V, S, M (ruby dust w orth 1,500 gp)
Duration: 1 hour
An im m obile, invisible, cu b e-sh aped prison co m p o s e d o f
m agical force sprin gs into existence around an area you
c h o o s e within range. The prison can be a cage or a solid
box, as you ch oose.
A prison in the sh ape o f a cage can b e up to 20 feet on
a side and is m ade from 1/2-inch diam eter bars sp aced
1/2 inch apart.
A prison in the sh ape o f a b ox can be up to 10 feet on
a side, creating a solid barrier that prevents any matter
from passing through it and block in g any sp ells cast into
or out from the area.
W h en you cast the spell, any creature that is
com pletely inside the cag e's area is trapped. Creatures
only partially w ithin the area, or th ose too large to fit
inside the area, are pushed away from the center o f the
area until they are com pletely outside the area.
A creature inside the cage c a n ’t leave it by n onm agical
m eans. If the creature tries to use teleportation or
interplanar travel to leave the cage, it m ust first m ake a
C harism a saving throw. On a su ccess, the creature can
use that m agic to exit the cage. On a failure, the creature
can't exit the cage and w astes the u se o f the spell or
effect. The cage also extends into the E thereal Plane,
block in g ethereal travel.
This spell ca n ’t be dispelled by dispel magic.
Fo
r e s ig h t
9th-level divination
Casting Tim e: 1 m inute
Range: Touch
Components: V, S, M (a h um m ingbird feather)
Duration: 8 hours
You touch a w illing creature and bestow a lim ited ability
to see into the im m ediate future. For the duration, the
target ca n ’t be su rprised and has advantage on attack
rolls, ability ch ecks, and saving throw s. Additionally,
other creatures have disadvantage on attack rolls
against the target for the duration.
T h is spell im m ediately ends if you cast it again before
its duration ends.
Fr
e e d o m
o f
M
Components: V, S, M (a bit o f gauze and a
w isp o f sm oke)
Duration: Concentration, up to 1 hour
You transform a w illing creature you touch, along with
everything it’s w earin g and carrying, into a m isty cloud
for the duration. The spell ends if the creature d rop s to
0 hit points. An in corp orea l creature isn’t affected.
W h ile in this form , the target’s only m ethod of
m ovem ent is a flying sp eed o f 10 feet. T h e target can
enter and occu p y the sp ace o f another creature. The
target has resistan ce to n onm agical dam age, and it has
advantage on Strength, Dexterity, and Constitution
saving throw s. T h e target can pa ss through sm all holes,
n arrow open in gs, and even m ere cracks, though it treats
liquids as though they w ere solid su rfaces. T h e target
can't fall and rem ains h overing in the air even w hen
stunned or oth erw ise incapacitated.
W h ile in the form o f a m isty cloud, the target ca n ’t talk
or m anipulate objects, and any objects it w as carryin g or
h olding ca n ’t be dropped, used, or oth erw ise interacted
with. The target can ’t attack or cast spells.
o v e m e n t
4th-level abjuration
Casting Tim e: 1 action
Range: Touch
Ga
t e
9th-level conjuration
Casting Tim e: 1 action
Components: V, S, M (a leather strap, bou n d around the
arm or a sim ilar appendage)
Duration: 1 hour
Range: 60 feet
Components: V, S, M (a diam ond w orth at least 5,0 0 0 gp)
Duration: C oncentration, up to 1 minute
You touch a w illing creature. For the duration, the
target’s m ovem ent is unaffected by difficult terrain, and
sp ells and other m agical effects can neither reduce
You conjure a portal linking an u n occu p ied sp ace you
can see w ithin range to a p recise location on a different
plane o f existence. The portal is a circu lar opening,
w h ich you can m ake 5 to 20 feet in diameter. You can
orient the portal in any d irection you ch o o s e . T h e portal
lasts for the duration.
The portal has a front and a ba ck on each plane w here
it appears. Travel through the portal is p ossib le only
by m ovin g through its front. A nything that d o e s so is
instantly transported to the other plane, appearing in
the target’s sp eed nor cau se the target to b e paralyzed
or restrained.
The target can also sp en d 5 feet o f m ovem ent to
autom atically esca p e from n onm agical restraints, such
as m anacles or a creature that has it grappled. Finally,
bein g underw ater im p oses no penalties on the target's
m ovem ent or attacks.
Fr
ie n d s
Enchantment cantrip
Casting Tim e: 1 action
Range: S e lf
Components: S, M (a sm all am ount o f m akeup applied
to the face as this spell is cast)
Duration: Concentration, up to 1 minute
F or the duration, you have advantage on all Charism a
ch eck s directed at on e creature o f your ch oice that isn’t
hostile tow ard you. W h en the spell ends, the creature
realizes that you u sed m agic to influence its m o o d
and b e c o m e s hostile tow ard you. A creature prone
to violen ce m ight attack you. A n oth er creature might
seek retribution in other w ays (at the D M ’s discretion),
depen din g on the nature o f your interaction w ith it.
G
a s e o u s
Fo
r m
3rd-level transmutation
Casting Time: 1 action
Range: Touch
the u n occu p ied sp ace nearest to the portal.
D eities and other planar rulers can prevent portals
created by this spell from open in g in their p resen ce or
anyw here w ithin their dom ains.
W h en you cast this spell, you can sp eak the nam e
o f a sp ecific creature (a pseudonym , title, or nicknam e
d oesn ’t w ork). If that creature is on a plane other than
the on e you are on, the portal op en s in the nam ed
creatu re’s im m ediate vicinity and draw s the creature
through it to the nearest u n occu p ied sp ace on your side
o f the portal. You gain no special p ow er over the creature,
and it is free to act as the DM deem s appropriate. It
m ight leave, attack you, or help you.
G
e as
5th-level enchantment
Casting Tim e: 1 minute
Range: 6 0 feet
Components: V
Duration: 30 days
You place a m agical com m a n d on a creature that you
ca n see w ithin range, forcin g it to ca rry out som e
serv ice or refrain from som e action or co u rse o f activity
as you decide. If the creature can understand you, it
m ust su cce e d on a W isd om saving th row o r b e c o m e
ch arm ed by you for the duration. W h ile the creature
is charm ed by you, it takes 5 d10 psychic dam age
each tim e it acts in a m ann er d irectly coun ter to your
instructions, but no m ore than on ce each day. A creature
that can't understand you is unaffected by the spell.
You can issue any c om m a n d you ch oose, sh ort o f an
activity that w ou ld result in certain death. S h ou ld you
issu e a suicidal com m a n d , the spell ends.
You can end the spell early by usin g an action to
d ism iss it. A rem ove curse, greater restoration, or wish
sp ell also ends it.
A t H igher L evels. W h en you cast this spell using
a spell slot o f 7th or 8th level, the duration is 1 year.
W h en you cast this spell using a spell slot o f 9th level,
the spell lasts until it is ended by on e o f the spells
m entioned above.
G
e n t l e
R
e po se
2 nd-level necrom ancy
(ritual)
Casting Tim e: 1 action
Range: Touch
Components: V, S, M (a pinch o f salt and on e cop p er
p iece p la ced on each o f the c o r p s e ’s eyes, w h ich must
rem ain there for the duration)
Duration: 10 days
You touch a c o rp s e or other rem ains. For the
duration, the target is protected from decay and ca n ’t
b e c o m e undead.
The spell also effectively extends the tim e lim it on
raising the target from the dead, sin ce days spent under
the influence o f this spell d on ’t coun t against the time
limit o f spells such as raise dead.
G
ia n t
In
s e c t
4th-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 10 m inutes
You transform up to ten centipedes, three spiders, five
w asps, or on e scorp ion w ithin range into giant versions
o f their natural form s for the duration. A centipede
b e c o m e s a giant centipede, a spider b e c o m e s a giant
spider, a w asp b e c o m e s a giant w asp, and a scorp ion
b e c o m e s a giant scorpion .
E ach creature obey s your verbal com m a n d s, and
in com bat, they act on your turn each round. The DM
has the statistics for th ese creatu res and resolves their
actions and m ovem ent.
A creature rem ains in its giant size for the duration,
until it d rops to 0 hit points, or until you u se an action to
dism iss the effect on it.
The DM m ight allow you to c h o o s e different targets.
F or exam ple, if you tran sform a bee, its giant version
m ight have the sam e statistics as a giant w asp.
G
l ib n e s s
8 th-level
transmutation
Casting Tim e: 1 action
Range: S elf
Components: V
Duration: 1 hour
Until the spell ends, w hen you m ake a C harism a
check, you can replace the num ber you roll w ith a 15.
Additionally, no m atter w hat you say, m agic that w ould
determ ine if you are telling the truth indicates that you
are being truthful.
G
l o b e
o f
In
v u l n e r a b il it y
6 th-level abjuration
Casting Tim e: 1 action
Range: S e lf (10-foot radius)
Components: V, S, M (a glass or crystal bead that
shatters w hen the spell ends)
Duration: Concentration, up to 1 m inute
A n im m obile, faintly sh im m erin g barrier springs into
existence in a 10-foot radius around you and rem ains for
the duration.
A ny spell o f 5th level or low er cast from outside the
barrier can't affect creatu res or ob jects w ithin it, even
if the spell is cast using a h igher level spell slot. S u ch a
spell can target creatu res and objects w ithin the barrier,
but the spell has no effect on them. Similarly, the area
w ithin the barrier is exclu ded from the areas affected
by such spells.
A t H igher Levels. W h en you cast this spell using a
sp ell slot o f 7th level or higher, the barrier block s spells
o f on e level higher for each slot level above 6th.
G
l y ph
o f
Wa
r d in g
3rd-level abjuration
Casting Tim e: 1 hour
Range: Touch
Components: V, S, M (in cen se and p ow d ered diam ond
w orth at least 2 0 0 gp, w h ich the spell con su m es)
Duration: Until dispelled or triggered
W h en you cast this spell, you in scribe a glyph that
harm s other creatures, either upon a su rface (such as
a table or a section o f floor or w all) or w ithin an object
that can b e c lo s e d (such as a book, a scroll, or a treasure
chest) to con cea l the glyph. If you c h o o s e a surface, the
glyph can cover an area o f the su rface no larger than
10 feet in diameter. If you c h o o s e an object, that object
m ust rem ain in its place; if the ob ject is m oved m ore
than 10 feet from w here you cast this spell, the glyph is
broken, and the spell en ds w ithout being triggered.
T he glyph is nearly invisible and requ ires a su ccessfu l
Intelligence (Investigation) ch e ck against your spell save
D C to be found.
You decide w hat triggers the glyph w h en you cast
the spell. For glyphs in scribed on a surface, the m ost
typical triggers include touching or standing on the
glyph, rem oving another object coverin g the glyph,
approach in g w ithin a certain distance o f the glyph, or
m anipulating the object on w h ich the glyph is in scribed.
For glyphs in scribed w ithin an object, the m ost com m on
triggers include open in g that object, approaching w ithin
a certain distance o f the object, or seein g or readin g the
glyph. O n ce a glyph is triggered, this spell ends.
You can further refine the trigger s o the spell activates
only under certain circu m stan ces or a ccord in g to
physical characteristics (such as height or weight),
creature kind (for exam ple, the w ard cou ld be set to
affect aberrations or drow), or alignm ent. You can also
set condition s for creatu res that don ’t trigger the glyph,
such as th ose w h o say a certain passw ord.
W h en you in scribe the glyph, c h o o s e explosive runes
or a spell glyph.
You conjure a vine that sprouts from the grou nd in an
u n occu p ied sp ace o f your ch oice that you can see w ithin
range. W h en you cast this spell, you can direct the vine
to lash out at a creature w ithin 30 feet o f it that you can
see. That creature m ust s u cce e d on a Dexterity saving
th row o r b e pulled 20 feet directly tow ard the vine.
Until the spell ends, you can direct the vine to lash out
at the sam e creature or another on e as a bon u s action
on each o f your turns.
E xplosive R unes. W h en triggered, the glyph erupts
with m agical energy in a 20-foot-radius sphere centered
on the glyph. T h e sphere spreads around corn ers. Each
creature in the area must m ake a Dexterity saving
throw. A creature takes 5d8 acid, cold, fire, lightning, or
thunder dam age on a failed saving throw (your ch oice
w hen you create the glyph), or h alf as m uch dam age on a
su ccessfu l one.
S pell Glyph. You can store a prepared spell o f
3rd level or low er in the glyph by castin g it as part
o f creating the glyph. The spell must target a single
creature or an area. The spell b ein g stored has no
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a bit o f pork rind or butter)
Duration: 1 m inute
im m ediate effect w hen cast in this way. W h en the glyph
is triggered, the stored spell is cast. If the spell has a
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 su m m on s h ostile creatures
or creates harm ful objects or traps, they appear as
clo se as p ossib le to the intruder and attack it. If the
spell requ ires concentration, it lasts until the end o f its
full duration.
A t H igher Levels. W h en you cast this spell using
a spell slot o f 4th level or higher, the dam age o f an
explosive runes glyph in creases by 1d8 for each slot
level above 3rd. If you create a spell glyph, you can store
any spell o f up to the sam e level as the slot you use for
the glyph o f warding.
G
o o d b e r r y
1st-level transmutation
Casting Tim e: 1 action
Range: Touch
Components: V, S, M (a sprig o f m istletoe)
Duration: Instantaneous
Up to ten berries appear in your hand and are infused
with m agic for the duration. A creature can u se its
action to eat on e berry. Eating a berry restores 1 hit
point, and the berry provides en ough nourishm ent to
sustain a creature for on e day.
T he berries lose their potency if they have not been
con su m ed w ithin 24 hours o f the casting o f this spell.
G
r a s pin g
V
in e
4th-level conjuration
Casting Tim e: 1 bon u s action
Range: 30 feet
Components: V, S
Duration: C oncentration, up to 1 minute
G
r e a se
1st-level conjuration
Slick grease covers the ground in a 10-foot square
centered on a point w ithin range and turns it into
difficult terrain for the duration.
W h en the grea se appears, each creature standing in
its area must su cce e d on a D exterity saving th row or fall
prone. A creature that enters the area or ends its turn
there must also su cce e d on a D exterity saving throw
or fall prone.
G
r e a t e r
In
v is ib il it y
4th-level illusion
Casting Tim e: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Y ou or a creature you touch b e c o m e s invisible until the
spell ends. A nything the target is w earin g or carryin g is
invisible as long as it is on the target’s person .
G
r e a t e r
R
e s t o r a t io n
5th-level abjuration
Casting Tim e: 1 action
Range: Touch
Components: V, S, M (diam ond dust w orth at least 100
gp, w hich the spell con su m es)
Duration: Instantaneous
You im bue a creature you touch w ith positive energy to
undo a debilitating effect. You can reduce the target’s
exhaustion level by one, or en d one o f the follow in g
effects on the target:
• One effect that charm ed or petrified the target
• One curse, including the target’s attunem ent to a
cu rsed m agic item
• Any reduction to on e o f the target’s ability s c o r e s
• O ne effect reducing the target’s hit point m axim um
G
u a r d ia n
o f
Fa
it h
4th-level conjuration
Casting Tim e: 1 action
Range: 30 feet
Components: V
Duration: 8 hours
A Large spectral guardian appears and h overs for the
duration in an u n occu p ied sp ace o f your ch oice that you
can see w ithin range. The guardian occu p ies that sp ace
and is indistinct except for a gleam ing sw ord and shield
em b lazon ed with the sym bol o f your deity.
Any creature hostile to you that m oves to a sp ace
within 10 feet o f the guardian for the first tim e on a
turn m ust su cce e d on a D exterity saving throw. The
creature takes 20 radiant dam age on a failed save, or
h alf as m uch dam age on a su ccessfu l one. The guardian
vanishes w hen it has dealt a total o f 60 dam age.
G
u a r d s a n d
Wa
r d s
6 th-level abjuration
Casting Tim e: 10 m inutes
Range: Touch
Components: V, S, M (burning in cen se, a sm all
m easu re o f brim ston e and oil, a knotted string, a
sm all am ount o f um ber hulk blood, and a sm all silver
rod w orth at least 10 gp)
Duration: 24 hours
You create a w ard that protects up to 2 ,5 0 0 square feet
o f floor sp a ce (an area 50 feet square, or on e hundred
5-foot squares or twenty-five 10-foot squares). The
w arded area can be up to 20 feet tall, and shaped as you
desire. You can w ard several stories o f a stron ghold by
dividing the area am ong them, as long as you can w alk
into each contigu ou s area w hile you are casting the spell.
W h en you cast this spell, you can sp ecify individuals
that are unaffected by any or all o f the effects that
you ch o o s e . You can also sp ecify a pa ssw ord that,
w hen sp oken aloud, m akes the speaker im m une to
these effects.
Guards and wards creates the follow in g effects w ithin
the w arded area.
Corridors. F og fills all the w arded corridors, m aking
them heavily ob scu red. In addition, at each intersection
or bran chin g p a ssa ge offering a ch oice o f direction,
there is a 50 percen t ch a n ce that a creature other than
you w ill believe it is going in the opposite direction from
the on e it ch ooses.
D oors. A ll d oors in the w arded area are m agically
locked, as if sealed by an arcane lock spell. In addition,
you can cover up to ten d oors with an illusion (equivalent
to the illusory object function o f the minor illusion spell)
to m ake them appear as plain section s o f wall.
Stairs. W eb s fill all stairs in the w arded area from top
to bottom , as the web spell. T h ese strands regrow in 10
m inutes if they are burned or torn away w hile guards
and wards lasts.
O ther S pell E ffect. You can place your ch oice o f one
o f the follow in g m agical effects w ithin the w arded area
o f the stronghold.
• P la ce dancing lights in four corridors. You can desig
nate a sim ple program that the lights repeat as long as
guards and wards lasts.
• P la ce magic mouth in tw o locations.
• P la ce stinking cloud in tw o locations. T h e vapors
appear in the p la ces you designate; they return w ithin
10 m inutes if disp ersed by w in d w hile guards and
wards lasts.
• P la ce a constant gust o f wind in on e corrid or or room .
• P la ce a suggestion in on e location. You select an area
o f up to 5 feet square, and any creature that enters
or p a sses through the area receives the su ggestion
mentally.
T h e w hole w arded area radiates m agic. A dispel
magic cast on a sp ecific effect, if su ccessfu l, rem oves
only that effect.
You can create a perm anently guarded and w arded
structure by casting this spell there every day
for one year.
G
u id a n c e
Divination cantrip
Casting Tim e: 1 action
Range: Touch
Components: V, S
Duration: C oncentration, up to 1 m inute
You touch one w illin g creature. O n ce b efore the spell
ends, the target can roll a d4 and add the num ber rolled
to one ability ch eck o f its ch oice. It can roll the die before
or after m aking the ability check. T h e spell then ends.
G
u id in g
Bo
l t
1st-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
A flash o f light streaks tow ard a creature o f your ch oice
w ithin range. M ake a ranged spell attack against the
target. On a hit, the target takes 4d 6 radiant dam age,
and the next attack roll m ade against this target before
the end o f your next turn has advantage, thanks to the
m ystical dim light glittering on the target until then.
A t H igher Levels. W h en you cast this spell using a
spell slot o f 2nd level or higher, the dam age in creases by
1d6 for each slot level above 1st.
G
u s t
o f
2 nd-level
W
in d
evocation
Casting Time: 1 action
Range: S e lf (60-foot line)
Components: V, S, M (a legum e seed )
Duration: C oncentration, up to 1 m inute
A line o f stron g w in d 60 feet long and 10 feet w ide
blasts from you in a direction you c h o o s e for the sp ell’s
duration. Each creature that starts its turn in the line
must s u cce e d on a Strength saving th row or be pushed
15 feet away from you in a direction follow in g the line.
A ny creature in the line must sp end 2 feet o f
m ovem ent for every 1 foot it m oves w hen m oving
c loser to you.
The gust d isp erses gas or vapor, and it extinguishes
can dles, torches, and sim ilar u nprotected flam es in
the area. It cau ses protected flam es, such as th ose o f
lanterns, to dance w ildly and has a 50 percent ch a n ce to
extinguish them.
A s a bon u s action on each o f your turns before the
spell ends, you can change the direction in w hich the
line blasts from you.
H
a il
o f
T
h o r n s
1st-level conjuration
Casting Tim e: 1 bon u s action
Range: S e lf
Components: V
Duration: Concentration, up to 1 m inute
T h e next tim e you hit a creature w ith a ranged w eapon
attack before the spell ends, this spell creates a rain
o f thorns that sprouts from your ranged w eap on or
am m unition. In addition to the n orm al effect o f the
attack, the target o f the attack and each creature w ithin
5 feet o f it m ust m ake a D exterity saving throw. A
creature takes 1dlO piercin g dam age on a failed save, or
h alf as m uch dam age on a su ccessfu l one.
A t Higher Levels. If you cast this spell using a spell
slot o f 2nd level or higher, the dam age in creases by 1d10
for each slot level above 1st (to a m axim um o f 6 d10).
H
a l l o w
5th-level evocation
Casting Tim e: 24 hours
Range: Touch
Com ponents: V, S, M (herbs, oils, and in cen se w orth at
least 1,0 00 gp, w hich the spell con su m es)
Duration: Until dispelled
You touch a point and infuse an area around it w ith holy
(or unholy) pow er. 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. T h e affected area
is su bject to the follow in g effects.
First, celestials, elem entals, fey, fiends, and undead
ca n ’t enter the area, nor can such creatures charm ,
frighten, or p o s s e s s creatu res w ithin it. Any creature
charm ed, frightened, or p o s s e s s e d by such a creature
is no longer charm ed, frightened, or p o s se ss e d upon
entering the area. You can exclude on e or m ore o f those
types o f creatu res from this effect.
S econ d , you can bind an extra effect to the area.
C h o o se the effect from the follow in g list, or c h o o s e an
effect offered by the DM. S o m e o f these effects apply to
creatu res in the area; you can designate w hether the
effect applies to all creatures, creatures that follow a
sp ecific deity or leader, or creatures o f a sp ecific sort,
such as ores or trolls. W h en a creature that w ou ld be
affected enters the sp ell’s area for the first tim e on a
turn or starts its turn there, it can m ake a Charism a
saving throw. O n a su cce s s, the creature ignores the
extra effect until it leaves the area.
Courage. A ffected creatu res ca n ’t be frightened
w hile in the area.
Darkness. D arkness fills the area. N orm al light,
as w ell as m agical light created by spells o f a low er
level than the slot you u sed to cast this spell, ca n ’t
illum inate the area.
Daylight. Bright light fills the area. M agical darkness
created by sp ells o f a low er level than the slot you used
to cast this spell ca n ’t extinguish the light.
Energy Protection. A ffected creatu res in the area
have resistan ce to on e dam age type o f your choice,
except for bludgeoning, piercing, or slashing.
Energy Vulnerability. A ffected creatures in the area
have vulnerability to one dam age type o f your choice,
except for bludgeoning, piercing, or slashing.
Everlasting Rest. D ead b o d ie s interred in the area
c a n ’t be turned into undead.
Extradimensional Interference. A ffected creatures
ca n ’t m ove or travel using teleportation or by
extradim ensional or interplanar m eans.
Fear. A ffected creatures are frightened
w hile in the area.
Silence. N o sou n d ca n em anate from w ithin the area,
and no sou n d can reach into it.
Tongues. A ffected creatures can com m u n icate with
any other creature in the area, even if they d on ’t share a
c o m m o n language.
H
a l l u c in a t o r y
T
e r r a in
4th-level illusion
Casting Tim e: 10 m inutes
Range: 3 0 0 feet
Components: V, S, M (a stone, a tw ig, and a bit
o f green plant)
Duration: 24 hours
You m ake natural terrain in a 150-foot cube in range
look, sound, and sm ell like som e other sort o f natural
terrain. Thus, open fields or a road can be m ade to
resem b le a sw am p, hill, crevasse, or som e other difficult
or im passable terrain. A p on d can be m ade to seem
like a grassy m eadow , a p recipice like a gentle slope,
or a rock-strew n gully like a w ide and sm ooth road.
M anufactured structures, equipm ent, and creatures
w ithin the area aren’t changed in appearance.
Th e tactile characteristics o f the terrain are
u nchanged, s o creatures entering the area are likely to
s ee through the illusion. If the difference isn’t obviou s
by touch, a creature carefully exam inin g the illusion can
attempt an Intelligence (Investigation) ch eck against
your spell save D C to disbelieve it. A creature w ho
discern s the illusion for w hat it is, s e e s it as a vague
im age su p erim p osed on the terrain.
H
a r m
6 th-level necromancy
Casting Tim e: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You unleash a virulent d isease on a creature that
you can see w ithin range. The target must m ake a
Constitution saving throw. On a failed save, it takes
14d6 n ecrotic dam age, or h alf as m uch dam age on a
su ccessfu l save. The dam age ca n ’t reduce the target’s
hit points below 1. If the target fails the saving throw,
its hit point m axim um is reduced for 1 hour by an
am ount equal to the n ecrotic dam age it took. Any effect
that rem oves a d isease allow s a creatu re’s hit point
m axim um to return to n orm al b efore that tim e pa sses.
H
a s t e
3rd-level transmutation
Casting Tim e: 1 action
Range: 30 feet
Components: V, S, M (a shaving o f licorice root)
Duration: C oncentration, up to 1 minute
C h oose a w illing creature that you can see w ithin range.
Until the spell ends, the target’s sp eed is doubled, it
gains a +2 bon u s to AC, it h as advantage on Dexterity
saving throw s, and it gains an additional action on each
o f its turns. That action can b e u sed only to take the
A ttack (one w eap on attack only), Dash, D isengage, Hide,
or U se an O bject action.
W h en the spell ends, the target ca n ’t m ove or take
actions until after its next turn, as a wave o f lethargy
sw eep s over it.
H
e a l
6 th-level evocation
Casting Tim e: 1 action
Range: 6 0 feet
Components: V, S
Duration: Instantaneous
C h o o se a creature that you can see within range. A
surge o f positive en ergy w ash es through the creature,
causing it to regain 70 hit points. This spell also ends
blin dness, deafness, and any d iseases affecting the
target. T h is spell has no effect on con stru cts or undead.
A t H igher Levels. W h en you cast this spell using a
spell slot o f 7th level or higher, the am ount o f healing
in creases by 10 for each slot level above 6th.
H
e a l in g
W
o r d
1st-level evocation
Casting Tim e: 1 bon u s action
Range: 6 0 feet
Components: V
Duration: Instantaneous
A creature o f your ch oice that you can see w ithin range
regains hit points equal to 1d4 + your spellcasting
ability m odifier. T h is spell h as no effect on undead
or constructs.
A t H igher Levels. W h en you cast this spell using a
spell slot o f 2nd level or higher, the healing in crea ses by
1d4 for each slot level above 1st.
If a creature is h oldin g or w earin g the object and
takes the dam age from it, the creature m ust s u cce e d on
a Constitution saving th row or drop the object if it can. If
it d oesn ’t drop the object, it has disadvantage on attack
rolls and ability ch eck s until the start o f your next turn.
A t H igher L evels. W h en you cast this spell using a
spell slot o f 3rd level or higher, the dam age in creases by
1d8 for each slot level above 2nd.
H
e a t
M
2 nd-level
e t a l
transmutation
Casting Tim e: 1 action
Range: 6 0 feet
Components: V, S, M (a p iece o f iron and a flame)
Duration: C oncentration, up to 1 minute
C h o ose a m anufactured m etal object, such as a metal
w eap on or a suit o f heavy or m edium m etal armor, that
you can see w ithin range. You cau se the object to glow
red-hot. A ny creature in physical contact w ith the object
takes 2d 8 fire dam age w hen you cast the spell. Until the
spell ends, you can use a bon u s action on each o f your
subsequent turns to cau se this dam age again.
R
e b u k e
Casting Tim e: 1 reaction, w hich you take in resp on se
to being dam aged by a creature w ithin 60 feet o f you
that you can see
Range: 60 feet
Components: V, S
Duration: Instantaneous
You point your finger, and the creature that dam aged
you is m om entarily su rrou nded by hellish flam es. The
creature must m ake a D exterity saving throw. It takes
2 d10 fire dam age on a failed save, or h alf as m uch
dam age on a su ccessfu l one.
A t H igher Levels. W h en you cast this spell using a
spell slot o f 2nd level or higher, the dam age in creases by
1dlO for each slot level above 1st.
H
e r o e s
’ Fe
a s t
6 th-level conjuration
Casting Tim e: 10 m inutes
Range: 30 feet
Components: V, S , M (a gem -en crusted bow l w orth at
least 1,0 00 gp, w h ich the spell con su m es)
Duration: Instantaneous
You bring forth a great feast, including m agnificent
fo o d and drink. T h e feast takes 1 hour to con su m e and
disappears at the end o f that time, and the beneficial
effects d on ’t set in until this hour is over. Up to twelve
other creatu res can partake o f the feast.
A creature that partakes o f the feast gains several
benefits. The creature is cu red o f all d isea ses and
p oison , b e c o m e s im m une to p oison and being
frightened, and m akes all W isd om saving throw s with
advantage. Its hit point m axim u m also in creases by
2d 1 0 , and it gains the sam e num ber o f hit points. T h ese
benefits last for 24 hours.
H
H
e l l is h
1st-level evocation
e r o is m
1st-level enchantment
Casting Tim e: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
A w illing creature you touch is im bued with bravery.
Until the spell ends, the creature is im m une to being
frightened and gains tem porary hit points equal to
your sp ellcastin g ability m odifier at the start o f each
o f its turns. W h en the spell ends, the target loses any
rem ainin g tem porary hit points from this spell.
At Higher Levels. W h en you cast this spell using
a spell slot o f 2nd level or higher, you can target one
additional creature for each slot level above 1st.
H
e x
1st-level enchantment
Casting Tim e: 1 bon u s action
Range: 9 0 feet
Components: V, S, M (the petrified eye o f a newt)
Duration: Concentration, up to 1 hour
You place a cu rse on a creature that you can see w ithin
range. Until the spell ends, you deal an extra 1d6
n ecrotic dam age to the target w hen ever you hit it with
an attack. A lso, c h o o s e on e ability w h en you cast the
spell. The target has disadvantage on ability ch eck s
m ade w ith the ch osen ability.
If the target d rop s to 0 hit points b efore this spell
ends, y ou ca n u se a bon u s action on a subsequent turn
o f yours to cu rse a n ew creature.
A rem ove curse cast on the target ends this spell early.
A t Higher Levels. W h en you cast this spell using
a spell slot o f 3rd or 4th level, you can m aintain your
concentration on the spell for up to 8 hours. W h en you
u se a spell slot o f 5th level or higher, you can maintain
your concentration on the spell for up to 24 hours.
H
o l d
M
o n s t e r
5th-level enchantment
Casting Tim e: 1 action
Range: 90 feet
Com ponents: V, S, M (a sm all, straight piece o f iron)
Duration: Concentration, up to 1 minute
C h o o se a creature that you can see w ithin range. The
target m ust s u cce e d on a W isd om saving th row or be
paralyzed for the duration. T h is spell has no effect on
undead. At the end o f each o f its turns, the target can
m ake another W isd om saving throw. O n a su ccess, the
spell ends on the target.
At Higher Levels. W h en you cast this spell using
a spell slot o f 6th level or higher, you can target one
additional creature for each slot level above 5th. T h e
creatu res m ust be w ithin 30 feet o f each other w hen
you target them.
H
o l d
Pe
2 nd-level
r s o n
enchantment
Casting Tim e: 1 action
Range: 60 feet
Components: V, S, M (a sm all, straight p iece o f iron)
Duration: Concentration, up to 1 m inute
C h o o se a hum anoid that you can see w ithin range.
T h e target m ust s u cce e d on a W isd om saving throw
or b e paralyzed for the duration. At the end o f each o f
its turns, the target can m ake another W isd om saving
throw. On a su ccess, the spell ends on the target.
At Higher Levels. W h en you cast this spell using
a spell slot o f 3rd level or higher, you can target one
additional h um anoid for each slot level above 2nd. The
hum an oids m ust be w ithin 30 feet o f each other w hen
you target them.
H
o l y
A
u r a
8 th-level abjuration
Casting Tim e: 1 action
Range: S e lf
Components: V, S, M (a tiny reliquary w orth at least
1,0 00 gp contain in g a sa cred relic, such as a scrap o f
cloth from a saint’s robe or a p iece o f parchm ent from
a religious text)
Duration: C oncentration, up to 1 m inute
D ivine light w ash es out from you and c o a le s ce s
in a soft radiance in a 30 -foot radius around you.
Creatures o f your ch oice in that radius w hen you cast
this spell shed dim light in a 5-foot radius and have
advantage on all saving throw s, and other creatures
have disadvantage on attack rolls against them until
the spell ends. In addition, w hen a fiend or an undead
hits an affected creature w ith a m elee attack, the aura
flashes w ith brilliant light. The attacker m ust s u cce e d
on a Constitution saving th row or be blinded until
the spell ends.
H
u n g e r
o f
H
a d a r
3rd-level conjuration
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a pickled octop u s tentacle)
Duration: C oncentration, up to 1 m inute
You open a gateway to the dark b etw een the stars, a
region infested w ith u nkn ow n h orrors. A 20-foot-radius
sphere o f black n ess and bitter cold appears, centered
on a point w ith range and lasting for the duration. This
void is filled with a ca cop h on y o f soft w h ispers and
slurping n oises that can b e heard up to 30 feet away. No
light, m agical or oth erw ise, can illum inate the area, and
creatures fully w ithin the area are blinded.
The void creates a w arp in the fabric o f space, and the
area is difficult terrain. A ny creature that starts its turn
in the area takes 2d6 cold dam age. A ny creature that
en ds its turn in the area m ust s u c ce e d on a Dexterity
saving th row or take 2d 6 acid dam age as milky,
oth erw orldly tentacles rub against it.
H
u n t e r
’s M
a r k
1st-level divination
Casting Time: 1 bon u s action
Range: 90 feet
Components: V
Duration: C oncentration, up to 1 hour
You c h o o s e a creature you can see w ithin range and
m ystically m ark it as your quarry. Until the spell ends,
you deal an extra 1d6 dam age to the target w henever
you hit it w ith a w eap on attack, and you have advantage
on any W isd om (P erception ) or W isd om (Survival)
ch eck you m ake to find it. If the target d rops to 0 hit
poin ts before this spell ends, you can use a bon u s action
on a subsequent turn o f yours to m ark a n ew creature.
At Higher Levels. W h en you cast this spell using
a spell slot o f 3rd or 4th level, you can m aintain your
concentration on the spell for up to 8 hours. W h en you
use a spell slot o f 5th level or higher, you can maintain
your concentration on the spell for up to 24 hours.
Hy
Pa
pn o t ic
t t e r n
3rd-level illusion
Casting Time: 1 action
Range: 120 feet
Components: S, M (a glow ing stick o f in cen se or a
crystal vial filled w ith p h osph orescen t material)
Duration: Concentration, up to 1 minute
You create a tw isting pattern o f colors that w eaves
through the air inside a 30 -foot cu b e w ithin range.
Th e pattern appears for a m om ent and vanishes. E ach
creature in the area w h o se e s the pattern m ust m ake
a W isd om saving throw. O n a failed save, the creature
b e c o m e s charm ed for the duration. W h ile charm ed
by this spell, the creature is incapacitated and has
a sp eed o f 0.
Th e spell ends for an affected creature if it takes any
dam age or if som eon e else u ses an action to shake the
creature out o f its stupor.
Ic
e
St
o r m
4th-level evocation
Casting Tim e: 1 action
Range: 3 0 0 feet
Components: V, S, M (a pinch o f dust and a few
drops o f water)
Duration: Instantaneous
A hail o f rock-hard ice pou n d s to the ground in a
20-foot-radius, 40-foot-high cylinder centered on a
point w ithin range. E ach creature in the cylinder must
m ake a D exterity saving throw. A creature takes 2d8
bludgeon ing dam age and 4 d 6 cold dam age on a failed
save, or h alf as m uch dam age on a su ccessfu l one.
H ailstones turn the storm 's area o f effect into difficult
terrain until the end o f your next turn.
A t H igher Levels. W h en you cast this spell using a
spell slot o f 5th level or higher, the bludgeon ing dam age
in creases by 1d8 for each slot level above 4th.
Id
e n t if y
1st-level divination (ritual)
Casting Time: 1 m inute
Range: Touch
Components: V, S, M (a pearl w orth at least 100 gp and
an ow l feather)
Duration: Instantaneous
You c h o o s e one ob ject that you must touch throughout
the castin g o f the spell. If it is a m agic item or som e
other m agic-im bu ed object, you learn its properties
and h ow to use them , w hether it requ ires attunem ent
to use, and h ow m any ch arges it has, if any. You learn
w hether any sp ells are affecting the item and what they
are. If the item w as created by a spell, you learn w hich
spell created it.
If you instead touch a creature throughout the casting,
you learn what spells, if any, are currently affecting it.
Il
l u s o r y
Sc
r ipt
1st-level illusion (ritual)
Casting Tim e: 1 m inute
Range: Touch
Components: S , M (a lead-based ink w orth at least 10
gp, w hich the spell con su m es)
Duration: 10 days
You w rite on parchm ent, paper, or som e other suitable
w riting material and im bue it with a potent illusion that
lasts for the duration.
To you and any creatu res you designate w hen you
cast the spell, the w riting appears norm al, written in
your hand, and conveys w hatever m eaning you intended
w hen you w rote the text. To all others, the w riting
appears as if it w ere w ritten in an u nkn ow n or m agical
script that is unintelligible. Alternatively, you can cau se
the w riting to appear to be an entirely different m essage,
written in a different hand and language, though the
language must b e on e you know.
Sh ou ld the spell b e dispelled, the original script and
the illusion both disappear.
A creature with truesight can read the
hidden m essage.
Im
pr is o n m e n t
9th-level abjuration
Casting Tim e: 1 m inute
Range: 30 feet
Components: V, S, M (a vellum depiction or a carved
statuette in the lik en ess o f the target, and a sp ecia l
com p on en t that varies accord in g to the version o f the
spell you ch oose, w orth at least 5 0 0 gp per Hit D ie
o f the target)
Duration: Until dispelled
You create a m agical restraint to hold a creature that
you can see w ithin range. T h e target m ust su cce e d on
a W isd om saving th row or be bou n d by the spell; if it
su cceed s, it is im m u ne to this spell if you cast it again.
W h ile affected by this spell, the creature doesn't need
to breathe, eat, or drink, and it d oesn ’t age. Divination
spells ca n ’t locate or p erceive the target.
W h en you cast the spell, you c h o o s e on e o f the
follow in g form s o f im prisonm ent.
Burial. The target is en tom bed far beneath the earth
in a sphere o f m agical force that is ju st large en ough to
contain the target. N othing can pass through the sphere,
nor can any creature teleport or u se planar travel to get
into or out o f it.
The sp ecia l com pon en t for this version o f the spell is a
sm all mithral orb.
Chaining. H eavy chains, firm ly rooted in the ground,
hold the target in place. T h e target is restrained until
the spell ends, and it ca n ’t m ove or be m oved by any
m eans until then.
Th e sp ecia l com p on en t for this version o f the spell is a
fine chain o f preciou s metal.
H edged Prison. The spell transports the target into
a tiny d em iplane that is w arded against teleportation
and planar travel. The dem iplane can be a labyrinth, a
cage, a tower, or any sim ilar con fin ed structure or area
o f your ch oice.
The sp ecia l com pon en t for this version o f the spell is a
miniature representation o f the prison m ade from jade.
M inimus Containm ent. The target sh rin ks to a height
o f 1 inch and is im prison ed inside a gem stone or sim ilar
object. Light can pass through the gem stone norm ally
(allow ing the target to se e out and other creatu res to see
in), but nothing else can pass through, even by m eans o f
teleportation or planar travel. The gem stone ca n ’t be cut
or broken w hile the spell rem ains in effect.
The sp ecial com p on en t for this version o f the spell
is a large, transparent gem stone, such as a corundum ,
diam ond, or ruby.
Slumber. T h e target falls asleep and can ’t be awoken.
T h e sp ecia l com p on en t for this version o f the spell
con sists o f rare sop orific herbs.
Ending the Spell. D uring the casting o f the spell,
in any o f its versions, you can sp ecify a condition that
w ill cau se the spell to end and release the target. The
condition can b e as sp ecific or as elaborate as you
ch oose, but the D M m ust agree that the condition is
reason able and has a likelih ood o f com in g to pass. The
condition s can be ba sed on a creatu re’s nam e, identity,
or deity but oth erw ise m ust be ba sed on observable
actions or qualities and not ba sed on intangibles such as
level, class, or hit points.
A dispel magic spell can end the spell only if it is cast
as a 9th-level spell, targeting either the prison or the
sp ecial com pon en t u sed to create it.
You can use a particular sp ecia l com pon en t to create
only on e prison at a time. If you cast the spell again
using the sam e com pon ent, the target o f the first casting
is im m ediately freed from its binding.
In
c e n d ia r y
8 th-level
C
l o u d
conjuration
Casting Time: 1 action
Range: 150 feet
Components: V, S
Duration: Concentration, up to 1 minute
A sw irlin g cloud o f sm ok e shot through w ith w hite-hot
em b ers appears in a 20-foot-radius sphere centered on
a point w ithin range. T h e cloud spreads around corn ers
and is heavily obscu red . It lasts for the duration or until
a w in d o f m oderate or greater sp eed (at least 10 m iles
per hour) disp erses it.
W h en the cloud appears, each creature in it must
m ake a D exterity saving throw. A creature takes 10d8
fire dam age on a failed save, or h alf as m uch dam age on
a su ccessfu l one. A creature must also m ake this saving
th row w hen it enters the sp ell’s area for the first tim e on
a turn or ends its turn there.
The cloud m oves 10 feet directly away from you
in a direction that you c h o o s e at the start o f each
o f your turns.
In
f l ic t
W
o u n d s
1st-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
M ake a m elee spell attack against a creature you can
reach. On a hit, the target takes 3 d10 n ecrotic dam age.
At Higher Levels. W h en you cast this spell usin g a
spell slot o f 2nd level or higher, the dam age in creases by
1d10 for each slot level above 1st.
In
s e c t
Pl
a g u e
5th-level conjuration
Casting Tim e: 1 action
Range: 3 0 0 feet
Components: V, S, M (a few grains o f sugar, som e
kernels o f grain, and a sm ear o f fat)
Duration: Concentration, up to 10 m inutes
Sw arm ing, biting locu sts fill a 20-foot-radius sphere
centered on a point you c h o o s e w ithin range. T h e sphere
spreads around corn ers. T h e sphere rem ains for the
duration, and its area is lightly o b scu red. T h e sp h ere’s
area is difficult terrain.
W h en the area appears, each creature in it must
m ake a Constitution saving throw. A creature takes
4 d10 piercing dam age on a failed save, or h alf as m uch
dam age on a su ccessfu l one. A creature m ust also m ake
this saving th row w hen it enters the sp ell’s area for the
first tim e on a turn or ends its turn there.
A t H igher Levels. W h en you cast this spell using a
spell slot o f 6th level or higher, the dam age in crea ses by
1d10 for each slot level above 5th.
In
v is ib il it y
2 nd-level illusion
Casting Tim e: 1 action
Range: Touch
Components: V, S, M (an eyelash en ca sed
in gum arabic)
Duration: Concentration, up to 1 hour
A creature you touch b e c o m e s invisible until the spell
ends. A nything the target is w earin g or carryin g is
invisible as long as it is on the target’s person . T h e spell
ends for a target that attacks or casts a spell.
A t H igher Levels. W h en you cast this spell using
a spell slot o f 3rd level or higher, you can target one
additional creature for each slot level above 2nd.
Ju
mp
1st-level transmutation
Casting Tim e: 1 action
Range: Touch
Components: V, S, M (a grassh op p er’s hind leg)
Duration: 1 m inute
You touch a creature. The creatu re’s ju m p distance is
tripled until the spell ends.
K
n o c k
2 nd-level
transmutation
Casting Tim e: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
C h oose an object that you can see w ithin range. The
object can be a door, a box, a chest, a set o f m anacles, a
padlock, or another object that contain s a m undane or
m agical m eans that prevents a ccess.
A target that is held shut by a m undane lo ck o r that
is stuck or barred b e c o m e s u nlocked, unstuck, or
unbarred. If the object has multiple locks, only one o f
them is u nlocked.
If you c h o o s e a target that is held shut w ith arcane
lock, that spell is su ppressed for 10 m inutes, during
w h ich tim e the target ca n b e op en ed and shut normally.
W h en you cast the spell, a loud knock, audible from as
far away as 3 0 0 feet, em anates from the target object.
L
e g e n d
L
o r e
5th-level divination
Casting Tim e: 10 m inutes
Range: S e lf
Components: V, S, M (in cen se w orth at least 2 5 0 gp,
w hich the spell con su m es, and four ivory strips w orth
at least 50 gp each)
Duration: Instantaneous
N am e or d escrib e a person, place, or object. The spell
brin gs to your m ind a brief su m m ary o f the significant
lore about the thing you nam ed. The lore m ight con sist
o f current tales, forgotten stories, or even secret lore
that has never b een w idely k now n. If the thing you
nam ed isn’t o f legendary im portance, you gain no
inform ation. T h e m ore inform ation you already have
about the thing, the m ore p recise and detailed the
inform ation you receive is.
The inform ation you learn is accurate but m ight be
cou ch ed in figurative language. F or exam ple, if you
have a m ysterious m agic axe on hand, the spell m ight
yield this inform ation: “W oe to the evildoer w h o s e hand
tou ches the axe, for even the haft slices the hand o f the
evil ones. Only a true Child o f Stone, lover and beloved
o f M oradin, m ay aw aken the true p ow ers o f the axe, and
only w ith the sa cred w ord Rudnogg on the lips.”
L
e o m u n d ’s
Se
c r e t
C
h e s t
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 m aterials w orth at
least 5 ,0 0 0 gp, and a Tiny replica m ade from the sam e
m aterials w orth at least 50 gp)
Duration: Instantaneous
You hide a chest, and all its contents, on the E thereal
Plane. You must touch the chest and the m iniature
replica that serves as a m aterial com pon en t for the spell.
The chest can contain up to 12 cu b ic feet o f nonliving
material (3 feet by 2 feet by 2 feet).
W h ile the chest rem ains on the Ethereal P lane, you
can use an action and touch the replica to recall the
chest. It appears in an u n occu p ied sp ace on the ground
within 5 feet o f you. You can sen d the chest ba ck to the
Ethereal Plane by using an action and tou chin g both the
chest and the replica.
A fter 60 days, there is a cum ulative 5 percen t ch a n ce
per day that the spell's effect ends. T h is effect en ds if
you cast this spell again, if the sm aller replica chest is
destroyed, or if you c h o o s e to end the spell as an action.
If the spell ends and the larger chest is on the Ethereal
Plane, it is irretrievably lost.
Le
o m u n d ’s
T
in y
H
u t
L
ig h t
3rd-level evocation (ritual)
Evocation cantrip
Casting Tim e: 1 m inute
Range: S e lf (10-foot-radius hem isphere)
Components: V, S, M (a sm all crystal bead)
Duration: 8 hours
Casting Time: 1 action
Range: Touch
Components: V, M (a firefly or ph osp h orescen t m oss)
Duration: 1 hour
A 10-foot-radius im m obile dom e o f force sprin gs into
You touch on e object that is no larger than 10 feet in any
existen ce arou nd and above you and rem ains stationary
for the duration. The spell ends if you leave its area.
Nine creatures o f M edium size or sm aller can fit inside
the dom e w ith you. T h e spell fails if its area includes a
larger creature or m ore than nine creatures. Creatures
and objects within the dom e w hen you cast this spell
can m ove through it freely. A ll other creatures and
objects are barred from passing through it. Sp ells and
other m agical effects ca n ’t extend through the dom e or
dim ension. Until the spell ends, the object sh eds bright
light in a 20 -foot radius and dim light for an additional
20 feet. T h e light can be c olored as you like. Com pletely
coverin g the object w ith som eth in g opaque b lock s the
light. T h e spell ends if you cast it again or dism iss it
as an action.
be cast through it. The atm osphere inside the sp ace is
com fortable and dry, regardless o f the w eather outside.
Until the sp ell ends, you can com m a n d the interior to
b e c o m e dim ly lit or dark. T h e d om e is opaque from the
outside, o f any c o lo r you c h oose, but it is transparent
from the inside.
L
e sse r
R
e s t o r a t io n
2 nd-level abjuration
Casting Tim e: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a creature and can end either one d isease or
one condition afflicting it. The condition can be blinded,
deafened, paralyzed, or poisoned.
L
e v it a t e
2 nd-level
transmutation
Casting Tim e: 1 action
Range: 6 0 feet
Components: V, S, M (either a sm all leather loop or a
p iece o f golden w ire bent into a cup shape w ith a long
shank on on e end)
Duration: Concentration, up to 10 minutes
O ne creature or ob ject o f your ch oice that you ca n see
w ithin range rises vertically, up to 20 feet, and rem ains
su sp ended there for the duration. T he spell can levitate
a target that w eigh s up to 5 0 0 pou nds. A n unw illing
creature that su c ce e d s on a Constitution saving throw
is unaffected.
T he target can m ove only by pu sh in g or pulling
against a fixed object or su rface w ithin reach (such as
a w all or a ceiling), w h ich allow s it to m ove as if it w ere
clim bing. You can change the target’s altitude by up to
2 0 feet in either direction on your turn. If you are the
target, you can m ove up or dow n as part o f your move.
O therw ise, you can u se your action to m ove the target,
w h ich m ust rem ain w ithin the sp ell’s range.
W h en the sp ell ends, the target floats gently to the
grou nd if it is still aloft.
If you target an ob ject held or w orn by a hostile
creature, that creature m ust su cce e d on a Dexterity
saving th row to avoid the spell.
Lig
h t n in g
A
r r o w
3rd-level transmutation
Casting Tim e: 1 bon u s action
Range: S e lf
Components: V, S
Duration: C oncentration, up to 1 m inute
T he next tim e you m ake a ranged w ea p on attack during
the sp ell’s duration, the w ea p on ’s am m unition, or the
w ea p on itself if it’s a throw n w eapon , transform s into
a bolt o f lightning. M ake the attack roll as norm al. The
target takes 4d 8 lightning dam age on a hit, or h alf
as m uch dam age on a m iss, instead o f the w ea p on ’s
n orm al dam age.
W h eth er you hit or m iss, each creature w ithin 10 feet
o f the target m ust m ake a D exterity saving throw. Each
o f these creatu res takes 2d8 lightning dam age on a
failed save, or half as m uch dam age on a su ccessfu l one.
T h e p iece o f am m unition or w ea p on then returns to
its norm al form .
A t H igher L evels. W h en you cast this spell using a
sp ell slot o f 4th level or higher, the dam age for both
effects o f the spell in crea ses by 1d8 for each slot
level above 3rd.
Lig
h t n in g
Bo
l t
3rd-level evocation
Casting Tim e: 1 action
Range: S e lf (100-foot line)
Components: V, S, M (a bit o f fur and a rod o f amber,
crystal, or glass)
Duration: Instantaneous
A stroke o f lightning form in g a line 100 feet lon g and 5
feet w id e blasts out from you in a direction you c h oose.
E ach creature in the line must m ake a D exterity saving
throw. A creature takes 8 d 6 lightning dam age on a
failed save, or h alf as m uch dam age on a su ccessfu l one.
T h e lightning ignites flam m able ob jects in the area
that aren’t being w orn or carried.
A t H igher Levels. W h en you cast this spell using a
spell slot o f 4th level or higher, the dam age in crea ses by
1d6 for each slot level above 3rd.
L
o c a t e
2 nd-level
A
n im a l s
o r
Pl
a n t s
divination (ritual)
Casting Tim e: 1 action
Range: S elf
Components: V, S, M (a bit o f fur from a b loodh ou n d)
Duration: Instantaneous
D e scrib e or nam e a sp ecific kind o f beast or plant.
Concentrating on the v oice o f nature in your
su rrou ndings, you learn the direction and distance to
the closest creature or plant o f that kind w ithin 5 m iles,
if any are present.
L
o c a t e
C
r e a t u r e
4th-level divination
Casting Tim e: 1 action
Range: S elf
Components: V, S, M (a bit o f fur from a bloodh ou n d)
Duration: Concentration, up to 1 hour
D escrib e or nam e a creature that is fam iliar to you. You
sen se the direction to the creatu re’s location, as lon g as
that creature is w ithin 1,000 feet o f you. If the creature
is m oving, you k n ow the direction o f its m ovem ent.
The spell can locate a sp ecific creature kn ow n to
you, or the nearest creature o f a sp ecific kind (such as
a hum an or a unicorn), s o long as you have seen such a
creature up c lo s e —within 30 feet—at least on ce. If the
creature you d escrib ed or nam ed is in a different form ,
such as being under the effects o f a polymorph spell,
this spell d oesn ’t locate the creature.
This spell ca n ’t locate a creature if running w ater at
least 10 feet w ide block s a direct path betw een you and
the creature.
L
o c a t e
O
bj e c t
2 nd-level divination
Casting Tim e: 1 action
Range: S elf
Components: V, S, M (a forked tw ig)
Duration: Concentration, up to 10 m inutes
D escrib e or nam e an object that is fam iliar to you. You
sen se the direction to the o b je ct’s location, as lon g as
that object is w ithin 1,000 feet o f you. If the object is in
m otion, you k n ow the direction o f its m ovem ent.
The spell can locate a sp ecific object kn ow n to you,
as lon g as you have seen it up clo s e —within 30 feet—at
least on ce. Alternatively, the spell can locate the nearest
object o f a particular kind, such as a certain kind of
apparel, jew elry, furniture, tool, or w eapon .
T h is spell c a n ’t locate an object if any th ickness o f
lead, even a thin sheet, b lock s a direct path b etw een you
and the object.
Lo
n g s t r id e r
1st-level transmutation
Casting Tim e: 1 action
Range: Touch
Components: V, S, M (a pinch o f dirt)
Duration: 1 hour
You touch a creature. T h e target’s sp eed in creases by 10
feet until the spell ends.
A t H igher Levels. W h en you cast this sp ell using
a spell slot o f 2nd level or higher, you can target one
additional creature for each slot level above 1st.
M
a g e
A
r mo r
1st-level abjuration
Casting Tim e: 1 action
Range: Touch
Components: V, S, M (a piece o f cured leather)
Duration: 8 hours
You touch a w illing creature w h o isn’t w earin g armor,
and a protective m agical force su rrou nd s it until the
spell ends. T h e target’s b a se AC b e c o m e s 13 + its
Dexterity modifier. T h e spell en ds if the target don s
arm or or if you d ism iss the spell as an action.
M
a g e
H
a n d
Conjuration cantrip
Casting Tim e: 1 action
Range: 30 feet
Components: V, S
Duration: 1 m inute
A spectral, floating hand appears at a point you c h o o s e
w ithin range. T h e hand lasts for the duration or until
you d ism iss it as an action. The hand van ish es if it is
ever m ore than 30 feet away from you or if you cast
this spell again.
You can u se your action to con trol the hand. You can
u se the hand to m anipulate an object, open an u nlock ed
d oor or container, stow or retrieve an item from an open
container, or pou r the contents out o f a vial. You can
m ove the hand up to 30 feet each tim e you use it.
The hand ca n ’t attack, activate m agic item s, or carry
m ore than 10 pounds.
M
a g ic
C
ir c l e
3rd-level abjuration
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (holy water or p ow dered
silver and iron w orth at least 100 gp, w hich the
spell con su m es)
Duration: 1 hour
You create a 10-foot-radius, 20-foot-tall cylinder o f
m agical energy centered on a point on the ground
that you can see w ithin range. G low ing runes appear
w herever the cylinder intersects with the floor or
other surface.
C h oose one or m ore o f the follow in g types o f
creatures: celestials, elem entals, fey, fiends, or undead.
T h e circle affects a creature o f the ch osen type in the
follow in g ways:
• The creature c a n ’t w illingly enter the cylinder by
n onm agical m eans. If the creature tries to u se tele
portation or interplanar travel to do so, it m ust first
s u cce e d on a C harism a saving throw.
• The creature has disadvantage on attack rolls against
targets w ithin the cylinder.
• Targets w ithin the cylinder c a n ’t be charm ed, fright
ened, or p o s se ss e d by the creature.
W h en you cast this spell, you can elect to cau se its
m agic to operate in the reverse direction, preventing a
creature o f the sp ecified type from leaving the cylinder
and protecting targets outside it.
A t H igher Levels. W h en you cast this spell using a
spell slot o f 4th level or higher, the duration in creases by
1 hour for each slot level above 3rd.
M
a g ic
M
is s il e
1st-level evocation
Casting Tim e: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create three glow ing darts o f m agical force. Each
M
a g ic
Ja
r
6 th-level necromancy
Casting Tim e: 1 m inute
Range: S elf
Components: V, S, M (a gem , crystal, reliquary, or som e
other ornam ental contain er w orth at least 5 0 0 gp)
Duration: Until dispelled
Your body falls into a catatonic state as your sou l leaves
it and enters the contain er you u sed for the sp ell’s
material com pon ent. W h ile your sou l inhabits the
container, you are aw are o f your su rrou ndings as if you
w ere in the con tain er’s space. You ca n ’t m ove or u se
reactions. T h e only action you can take is to project your
soul up to 100 feet out o f the container, either returning
to your living b od y (and ending the spell) or attempting
to p o s s e s s a hum anoids body.
You can attempt to p o s s e s s any hum anoid w ithin
100 feet o f you that you can see (creatures w arded by a
protection from evil and good or magic circle spell ca n ’t
be p ossessed ). T h e target must m ake a C harism a saving
throw. On a failure, your sou l m oves into the target’s
body, and the target’s sou l b e c o m e s trapped in the
container. On a su ccess, the target resists your efforts
to p o s s e s s it, and you ca n ’t attempt to p o s s e s s it again
for 24 hours.
O nce you p o s s e s s a creatu re’s body, you con trol it.
Your gam e statistics are replaced by the statistics o f the
creature, though you retain your alignm ent and your
Intelligence, W isdom , and C harism a scores. You retain
the benefit o f your ow n class features. If the target has
any class levels, you ca n ’t u se any o f its class features.
M eanw hile, the p o s s e s s e d creatu re’s soul can
perceive from the contain er using its ow n sen ses, but it
ca n ’t m ove or take actions at all.
W h ile p o s se ss in g a body, you can u se your action to
return from the host b od y to the container if it is w ithin
100 feet o f you, returning the h ost creatu re’s sou l to
its body. If the h ost b od y dies w hile y ou ’re in it, the
creature dies, and you m ust m ake a C harism a saving
th row against your ow n sp ellcastin g DC. On a su ccess,
you return to the container if it is within 100 feet o f you.
O therw ise, you die.
If the contain er is destroyed or the spell ends, your
sou l im m ediately returns to your body. If your b od y is
m ore than 100 feet away from you or if your b od y is
dead w hen you attempt to return to it, you die. If another
creatu re’s sou l is in the contain er w hen it is destroyed,
the creatu re’s sou l returns to its b od y if the b od y is alive
and w ithin 100 feet. O therw ise, that creature dies.
W h en the spell ends, the container is destroyed.
dart hits a creature o f your ch oice that you can see
within range. A dart deals 1d4 + 1 force dam age to its
target. The darts all strike sim ultaneously, and you can
direct them to hit one creature or several.
A t H igher L evels. W h en you cast this spell using a
spell slot o f 2nd level or higher, the spell creates one
m ore dart for each slot level above 1st.
M
a g ic
M
o u t h
2 nd-level illusion
(ritual)
Casting Tim e: 1 minute
Range: 30 feet
Components: V, S, M (a sm all bit o f honeycom b
and ja de dust w orth at least 10 gp, w hich the
spell con su m es)
Duration: Until dispelled
You implant a m essa ge w ithin an object in range, a
m essa ge that is uttered w hen a trigger condition is met.
C h oose an object that you can see and that isn’t being
w orn or carried by another creature. Then sp ea k the
m essage, w hich m ust be 25 w ord s or less, though it
can be delivered over as lon g as 10 minutes. Finally,
determ ine the circu m stan ce that w ill trigger the spell to
deliver your m essage.
W h en that circu m stan ce occu rs, a m agical m outh
appears on the object and recites the m essa ge in your
v oice and at the sam e volum e you spoke. If the object
you c h ose has a m outh or som eth in g that look s like a
m outh (for exam ple, the m outh o f a statue), the m agical
m outh appears there so that the w ord s appear to com e
from the o b ject’s m outh. W h en you cast this spell, you
can have the spell end after it delivers its m essage, or
it can rem ain and repeat its m essa ge w henever the
trigger occu rs.
The triggering circu m stan ce can be as general or as
detailed as you like, though it m ust be based on visual
or audible condition s that o c cu r w ithin 30 feet o f the
object. For exam ple, you cou ld instruct the m outh to
sp eak w hen any creature m oves w ithin 30 feet o f the
object or w h en a silver bell rings w ithin 30 feet o f it.
M
a g ic
W
2 nd-level
e a po n
transmutation
Casting Tim e: 1 bon u s action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
You touch a nonm agical w eapon . Until the spell ends,
that w eap on b e c o m e s a m agic w eapon with a +1 bonus
to attack rolls and dam age rolls.
A t H igher L evels. W h en you cast this spell using a
spell slot o f 4th level or higher, the bon u s in creases to
+2. W h en you use a spell slot o f 6th level or higher, the
bon u s in creases to +3.
M
a j o r
Im a
A flood o f healing en ergy flow s from you into injured
creatu res around you. You restore up to 70 0 hit points,
g e
3rd-level illusion
Casting Tim e: 1 action
Range: 120 feet
Components: V, S, M (a bit o f fleece)
Duration: C oncentration, up to 10 m inutes
You create the im age o f an object, a creature, or som e
other visible p h en om en on that is no larger than a
20-foot cube. The im age appears at a spot that you
can see w ithin range and lasts for the duration. It
seem s com pletely real, including sou n ds, sm ells, and
tem perature appropriate to the thing depicted. You
ca n ’t create sufficient heat or cold to cau se dam age, a
sou n d loud en ough to deal thunder dam age or deafen a
creature, or a sm ell that m ight sicken a creature (like a
troglodyte’s stench).
A s lon g as you are w ithin range o f the illusion, you
can u se your action to cau se the im age to m ove to
any other spot w ithin range. A s the im age changes
location, you can alter its appearan ce so that its
m ovem ents appear natural for the im age. F or exam ple,
if you create an im age o f a creature and m ove it, you
can alter the im age so that it appears to b e w alking.
Similarly, you can cau se the illusion to m ake different
sou n d s at different tim es, even m aking it carry on a
conversation, for exam ple.
P hysical interaction w ith the im age reveals it to be an
illusion, b eca u se things can pass through it. A creature
that u ses its action to exam ine the im age can determ ine
that it is an illusion with a su ccessfu l Intelligence
(Investigation) ch eck against your spell save DC. If a
creature discern s the illusion for what it is, the creature
can see through the im age, and its other sen sory
qualities b e c o m e faint to the creature.
A t H igher Levels. W h en you cast this spell using
a spell slot o f 6th level or higher, the spell lasts until
dispelled, without requiring your concentration.
M
a ss
C
u r e
W
o u n d s
5th-level conjuration
Casting Tim e: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A w ave o f healing energy w ash es out from a point o f
your ch oice w ithin range. C h o o se 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 m odifier. This spell has no effect on undead
or constructs.
A t H igher L evels. W h en you cast this spell using a
spell slot o f 6th level or higher, the healing in creases by
1d8 for each slot level above 5th.
M
a ss
H
e a l
9th-level conjuration
Casting Tim e: 1 action
Range: 60 feet
Com ponents: V, S
Duration: Instantaneous
divided as you c h o o s e am ong any n um ber o f creatures
that you can see w ithin range. Creatures h ealed by
this spell are also cured o f all d isea ses and any effect
m aking them blin ded or deafened. T h is spell has no
effect on undead or constructs.
M
a ss
H
e a l in g
W
o r d
3rd-level evocation
Casting Tim e: 1 bon u s action
Range: 6 0 feet
Components: V
Duration: Instantaneous
A s you call out w ord s o f restoration, up to six creatures
o f your ch oice that you can see w ithin range regain hit
points equal to 1d4 + your spellcastin g ability modifier.
T his spell has no effect on undead or constructs.
A t H igher L evels. W h en you cast this spell usin g a
spell slot o f 4th level or higher, the healing in crea ses by
1d4 for each slot level above 3rd.
M
a ss
Su
6 th-level
g g e s t io n
enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, M (a sn ake’s tongue and either a bit o f
h on eycom b or a drop o f sw eet oil)
Duration: 24 hours
You su ggest a co u rse o f activity (lim ited to a sen ten ce
or tw o) and m agically influence up to tw elve creatures
o f your ch oice that you can see w ithin range and that
can hear and understand you. Creatures that ca n ’t be
ch arm ed are im m une to this effect. T h e su ggestion must
b e w ord ed in such a m anner as to m ake the co u rse o f
action sou n d reasonable. A skin g the creature to stab
itself, th row itself onto a spear, im m olate itself, or do
som e other obviously h arm ful act autom atically negates
the effect o f the spell.
Each target m ust m ake a W isd om saving throw. O n a
failed save, it pu rsu es the co u rse o f action you d escrib ed
to the best o f its ability. T h e su ggested cou rse o f action
can continue for the entire duration. If the su ggested
activity can be com pleted in a shorter tim e, the spell
ends w h en the su bject finishes w hat it w as asked to do.
You can also sp ecify con dition s that w ill trigger a
sp ecia l activity during the duration. For exam ple, you
might suggest that a group o f soldiers give all their
m on ey to the first beggar they m eet. If the con dition isn’t
met b efore the spell ends, the activity isn’t perform ed.
If you or any o f your com p a n ion s dam age a creature
affected by this spell, the spell en ds for that creature.
A t H igher Levels. W h en you cast this spell using
a 7th-level spell slot, the duration is 10 days. W h en
you u se an 8th-level spell slot, the duration is 30 days.
W h en you use a 9th-level spell slot, the duration is a
year and a day.
M
a ze
8 th-level
conjuration
Casting Time: 1 action
Range: 6 0 feet
Com ponents: V, S
Duration: Concentration, up to 10 m inutes
M
You banish a creature that you can see w ithin range into
a labyrinthine dem iplane. The target rem ains there for
the duration or until it e sca p e s the m aze.
T h e target can use its action to attempt to escap e.
W h en it d oes so, it m akes a D C 20 Intelligence check. If
it su cceed s, it escap es, and the spell ends (a m inotaur or
goristro dem on autom atically su cceeds).
Casting Tim e: 1 minute
Range: Touch
W h en the spell ends, the target reappears in the
sp ace it left or, if that sp a ce is occu p ied , in the nearest
u n occu p ied space.
M
e l d
in t o
St
o n e
3rd-level transmutation (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 8 hours
You step into a stone object or su rface large en ough to
fully contain your body, m elding y ou rself and all the
equipm ent you carry w ith the stone for the duration.
U sing your m ovem ent, you step into the stone at a point
you can touch. N othing o f your p resen ce rem ains visible
or oth erw ise detectable by n onm agical sen ses.
W h ile m erged w ith the stone, you ca n ’t see what
oc cu rs outside it, and any W isd om (P erception ) ch eck s
you m ake to hear sou n d s outside it are m ade with
disadvantage. You rem ain aw are o f the pa ssage of
tim e and can cast sp ells on y ou rself w hile m erged in
the stone. You can u se your m ovem ent to leave the
stone w here you entered it, w h ich ends the spell. You
oth erw ise ca n ’t m ove.
M inor physical dam age to the stone d oesn ’t harm
you, but its partial destruction or a change in its shape
(to the extent that you no longer fit w ithin it) expels you
and deals 6 d 6 bludgeon ing dam age to you. The ston e’s
com plete destruction (or transm utation into a different
substance) expels you and deals 50 bludgeon ing dam age
to you. If expelled, you fall prone in an u n occu pied space
closest to w here you first entered.
M
e l f ’s
A
c id
A
r r o w
2 nd-level evocation
Casting Tim e: 1 action
Range: 90 feet
Components: V, S, M (p ow d ered rhubarb lea f and an
ad der’s stom ach)
Duration: Instantaneous
A sh im m erin g green arrow streaks tow ard a target
w ithin range and bursts in a spray o f acid. M ake a
ranged spell attack against the target. On a hit, the
target takes 4d 4 acid dam age im m ediately and 2d4 acid
dam age at the end o f its next turn. On a m iss, the arrow
splashes the target w ith acid for h alf as m uch o f the
initial dam age and no dam age at the end o f its next turn.
A t H igher Levels. W h en you cast this spell using a
spell slot o f 3rd level or higher, the dam age (both initial
and later) in creases by 1d4 for each slot level above 2nd.
e n d in g
Transmutation cantrip
Components: V, S, M (two lodeston es)
Duration: Instantaneous
This spell repairs a single break or tear in an object
you touch, such as a broken chain link, tw o halves o f
a broken key, a torn cloak, or a leaking w ineskin. As
lon g as the break or tear is no larger than 1 foot in
any dim ension, you m end it. leaving no trace o f the
form er dam age.
T h is spell can physically repair a m agic item
or construct, but the spell ca n ’t restore m agic to
such an object.
M
e ssag e
Transmutation cantrip
Casting Tim e: 1 action
Range: 120 feet
Components: V, S, M (a short piece o f cop p er w ire)
Duration: 1 round
You point your finger tow ard a creature w ithin range
and w h isp er a m essage. The target (and only the target)
h ears the m essa ge and can reply in a w h isper that only
you can hear.
You can cast this spell through solid objects if you
are fam iliar w ith the target and k n ow it is beyond
the barrier. M agical silence. 1 foot o f stone, 1 inch o f
co m m o n metal, a thin sheet o f lead, or 3 feet o f w o o d
block s the spell. The spell d oesn ’t have to follow a
straight line and can travel freely around corn ers or
through open in gs.
M
e t e o r
Sw
a r m
9th-level evocation
Casting Time: 1 action
Range: 1 m ile
Components: V, S
Duration: Instantaneous
B lazing orbs o f fire plum m et to the grou nd at four
different points you can see w ithin range. Each creature
in a 40-foot-radius sphere centered on each point you
c h o o s e must m ake a Dexterity saving throw. T h e sphere
spreads around corn ers. A creature takes 2 0 d 6 fire
dam age and 2 0 d 6 bludgeon ing dam age on a failed
save, or h alf as m uch dam age on a su ccessfu l one. A
creature in the area o f m ore than on e fiery burst is
affected only once.
T h e spell dam ages objects in the area and ignites
flam m able objects that aren’t being w orn or carried.
M
in d
Bl
a n k
8 th-level abjuration
Casting Tim e: 1 action
Range: Touch
Components: V, S
Duration: 24 hours
Until the spell ends, on e w illing creature you touch is
im m une to psychic dam age, any effect that w ou ld sen se
its em otion s or read its thoughts, divination spells, and
the ch a rm ed condition. T h e spell even foils wish spells
and spells or effects o f sim ilar p ow er u sed to affect the
target’s m ind or to gain inform ation about the target.
M
in o r
Il
l u s io n
the illusion’s p resen ce, the creature can still physically
interact w ith the illusion.
M
ir r o r
Im
a g e
2nd-level illusion
Illusion cantrip
Casting Tim e: 1 action
Range: S e lf
Casting Tim e: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute
Components: S, M (a bit o f fleece)
Duration: 1 minute
You create a sou n d or an im age o f an object w ithin
range that lasts for the duration. T h e illusion also ends if
you dism iss it as an action or cast this spell again.
If you create a sou n d, its volum e can range from a
w h isper to a scream . It can be your voice, som eon e
else’s voice, a lion’s roar, a beating o f drum s, or any
other sou n d you c h oose. T h e sou n d continu es unabated
throughout the duration, or you can m ake discrete
sou n d s at different tim es before the spell ends.
If you create an im age o f an object—such as a chair,
m uddy footprints, or a sm all chest—it m ust be no larger
than a 5-foot cube. T h e im age ca n ’t create sou n d, light,
sm ell, or any other sen sory effect. P hysical interaction
w ith the im age reveals it to be an illusion, b eca u se
things can pass through it.
If a creature u ses its action to exam ine the sou n d or
im age, the creature can determ ine that it is an illusion
with a su ccessfu l Intelligence (Investigation) ch eck
against your spell save DC. If a creature discern s the
illusion for w hat it is, the illusion b e c o m e s faint to
the creature.
M
ir a g e
A
r c a n e
7th-level illusion
Casting Tim e: 10 minutes
Range: Sight
Components: V, S
Duration: 10 days
You m ake terrain in an area up to 1 m ile square
look, sound, sm ell, and even feel like som e other sort
o f terrain. T h e terrain’s general shape rem ains the
sam e, however. O pen fields or a road cou ld be m ade to
resem b le a sw am p, hill, crevasse, or som e other difficult
or im passable terrain. A p on d can be m ade to seem like
a grassy m eadow , a precipice like a gentle slope, or a
rock-strew n gully like a w ide and sm ooth road.
Similarly, you can alter the ap pearan ce o f structures,
or add them w here n one are present. T h e spell d oesn ’t
disguise, con ceal, or add creatures.
T h e illusion includes audible, visual, tactile, and
olfactory elem ents, s o it can turn clear ground into
difficult terrain (or v ice versa) or oth erw ise im pede
m ovem ent through the area. A ny p iece o f the illusory
terrain (such as a rock or stick) that is rem oved from the
sp ell’s area disappears immediately.
Creatures w ith truesight can see through the illusion
to the terrain’s true form ; however, all other elem ents
o f the illusion rem ain, s o w hile the creature is aw are o f
T h ree illusory duplicates o f y ou rself appear in your
space. Until the spell ends, the duplicates m ove with
you and m im ic your actions, shifting position so it’s
im possible to track w h ich im age is real. You can use
your action to dism iss the illusory duplicates.
Each time a creature targets you with an attack during
the sp ell’s duration, roll a d2 0 to determ ine w hether the
attack instead targets on e o f your duplicates.
If you have three duplicates, you must roll a 6 or
higher to change the attack’s target to a duplicate. W ith
tw o duplicates, you must roll an 8 or higher. W ith one
duplicate, you must roll an 11 or higher.
A duplicate’s AC equals 10 + your Dexterity m odifier.
If an attack hits a duplicate, the duplicate is destroyed. A
duplicate can b e destroyed only by an attack that hits it.
It ignores all other dam age and effects. T h e spell ends
w hen all three duplicates are destroyed.
A creature is unaffected by this spell if it ca n ’t see, if it
relies on se n se s other than sight, such as blindsight, or
if it can perceive illusions as false, as with truesight.
M
is l e a d
5th-level illusion
Casting Tim e: 1 action
Range: S e lf
Components: S
Duration: C oncentration, up to 1 hour
You b e c o m e invisible at the sam e tim e that an illusory
double o f you appears w here 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 m ove your illusory double
up to tw ice your sp eed and m ake it gesture, speak, and
behave in w hatever w ay you ch oose.
You ca n see through its eyes and hear through its ears
as if you w ere located w here it is. O n each o f your turns
as a bon u s action, you can sw itch from using its sen ses
to using your ow n, or back again. W h ile you are usin g its
sen ses, you are blin ded and deafened in regard to your
ow n surroundings.
M
is t y
St
e p
2nd-level conjuration
Casting Time: 1 bon u s action
Range: S e lf
Components: V
Duration: Instantaneous
Briefly su rrou nded by silvery m ist, you teleport up to 30
feet to an u n occu p ied sp ace that you can see.
M
o d if y
M
e m o r y
5th-level enchantment
Casting Tim e: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 m inute
You attempt to resh ape another creatu re’s m em ories.
O ne creature that you can see m ust m ake a W isd om
saving throw. If you are fighting the creature, it has
advantage on the saving throw. O n a failed save, the
target b e c o m e s ch a rm ed by you for the duration. The
ch arm ed target is incapacitated and unaw are o f its
surroundings, though it can still hear you. If it takes any
dam age or is targeted by another spell, this spell ends,
and n one o f the target’s m em ories are m odified.
W h ile this charm lasts, you can affect the target’s
m em ory o f an event that it experien ced w ithin the last
24 h ours and that lasted n o m ore than 10 m inutes. You
can perm anently elim inate all m em ory o f the event,
allow the target to recall the event w ith perfect clarity
and exactin g detail, change its m em ory o f the details of
the event, or create a m em ory o f som e other event.
You m ust sp eak to the target to d escrib e h ow
its m em ories are affected, and it must b e able to
understand your language for the m odified m em ories to
take root. Its m ind fills in any gaps in the details o f your
description. If the spell ends before you have finished
d escribin g the m od ified m em ories, the creatu re’s
m em ory isn’t altered. O th erw ise, the m odified m em ories
take hold w hen the spell ends.
A m od ified m em ory d oesn ’t n ecessarily affect h ow a
creature behaves, particularly if the m em ory contradicts
the creatu re’s natural inclinations, alignm ent, or beliefs.
A n illogical m od ified m em ory, such as im planting a
m em ory o f h ow m uch the creature enjoyed dou sin g
itself in acid, is dism issed, perhaps as a bad dream . T he
DM m ight deem a m odified m em ory too n onsensical to
affect a creature in a significant manner.
A rem ove curse or greater restoration spell cast on the
target restores the creatu re’s true m em ory.
A t H igher Levels. If you cast this spell using a spell
slot o f 6th level or higher, you can alter the target’s
m em ories o f an event that took place up to 7 days ago
(6th level), 30 days ago (7th level), 1 year ago (8th level),
or any tim e in the creatu re’s past (9th level).
M
o o n b e a m
2nd-level evocation
Casting Tim e: 1 action
Range: 120 feet
Components: V, S, M (several seed s o f any m oo n se e d
plant and a p iece o f opalescen t feldspar)
Duration: Concentration, up to 1 m inute
A silvery b ea m o f pale light sh in es dow n in a 5-footradius, 40-foot-high cylinder centered on a point w ithin
range. Until the spell ends, dim light fills the cylinder.
W h en a creature enters the spell’s area for the first
tim e on a turn or starts its turn there, it is engulfed
in ghostly flam es that cau se sea rin g pain, and it must
m ake a Constitution saving throw. It takes 2 d10 radiant
d am age on a failed save, or h alf as m uch dam age on a
su ccessfu l one.
A sh apech an ger m akes its saving th row with
disadvantage. If it fails, it also instantly reverts to its
original form 
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