gdritter repos dndbooks / 40a9693
Lots but not all data Getty Ritter 7 years ago
423 changed file(s) with 26655 addition(s) and 0 deletion(s). Collapse all Expand all
1 *~
2 *.aux
3 *.dvi
4 *.log
5 *.toc
6 *.pdf
1 Between Adventures
2 ******************
3
4 Between trips to dungeons and battles against ancient
5 evils, adventurers need time to rest, recuperate, and
6 prepare for their next adventure. Many adventurers also
7 use this time to perform other tasks, such as crafting
8 arms and armor, performing research, or spending
9 their hard—earned gold.
10
11 In some cases, the passage of time is something that
12 occurs with little fanfare or description. When starting
13 a new adventure, the DM might simply declare that a
14 certain amount of time has passed and allow you to
15 describe in general terms what your character has
16 been doing. At other times, the DM might want to keep
17 track of just how much time is passing as events beyond
18 your perception stay in motion.
19
20 Lifestyle Expenses
21 ------------------
22
23 Between adventures, you choose a particular quality
24 of life and pay the cost of maintaining that lifestyle, as
25 described in chapter 5.
26
27 Living a particular lifestyle doesn’t have a huge effect
28 on your character, but your lifestyle can affect the way
29 other individuals and groups react to you. For example,
30 when you lead an aristocratic lifestyle, it might be easier
31 for you to influence the nobles of the city than if you
32 live in poverty.
33
34 Downtime Activities
35 --------------------
36
37 Between adventures, the DM might ask you what your
38 character is doing during his or her downtime. Periods
39 of downtime can vary in duration, but each downtime
40 activity requires a certain number of days to complete
41 before you gain any benefit, and at least 8 hours of each
42 day must be spent on the downtime activity for the day
43 to count. The days do not need to be consecutive. If you
44 have more than the minimum amount of days to spend,
45 you can keep doing the same thing for a longer period
46 of time, or switch to a new downtime activity.
47
48 Downtime activities other than the ones presented
49 below are possible. If you want your character to spend
50 his or her downtime performing an activity not covered
51 here, discuss it with your DM.
52
53 Crafting
54 ^^^^^^^^
55
56 You can craft nonmagical objects, including adventuring
57 equipment and works of art. You must be proficient
58 with tools related to the object you are trying to create
59 (typically artisan’s tools). You might also need access to
60 special materials or locations necessary to create it. For
61 example, someone proficient with smith’s tools needs a
62 forge in order to craft a sword or suit of armor.
63
64 For every day of downtime you spend crafting, you
65 can craft one or more items with a total market value
66 not exceeding 5 gp, and you must expend raw materials
67 worth half the total market value. If something you
68 want to craft has a market value greater than 5 gp, you
69 make progress every day in 5—gp increments until you
70 reach the market value of the item. For example, a suit
71 of plate armor (market value 1,500 gp) takes 300 days
72 to craft by yourself.
73
74 Multiple characters can combine their efforts toward
75 the crafting of a single item, provided that the character
76 all have proficiency with the requisite tools and are
77 working together in the same place. Each character
78 contributes 5 gp worth of effort for every day spent
79 helping to craft the item. For example, three characters
80 with the requisite tool proficiency and the proper
81 facilities can craft a suit of plate armor in 100 days,
82 at a total cost of 750 gp.
83
84 While crafting, you can maintain a modest lifestyle
85 without having to pay 1 gp per day, or a comfortable
86 lifestyle at half the normal cost (see chapter 5 for more
87 information on lifestyle expenses).
88
89 Practicing a Profession
90 ^^^^^^^^^^^^^^^^^^^^^^^
91
92 You can work between adventures, allowing you to
93 maintain a modest lifestyle without having to pay 1 gp
94 per day (see chapter 5 for more information on lifestyle
95 expenses). This benefit lasts as long you continue to
96 practice your profession.
97
98 If you are a member of an organization that can
99 provide gainful employment, such as a temple or a
100 thieves’ guild, you earn enough to support a comfortable
101 lifestyle instead.
102
103 If you have proficiency in the Performance skill and
104 put your performance skill to use during your downtime,
105 you earn enough to support a wealthy lifestyle instead.
106
107 Recuperating
108 ^^^^^^^^^^^^
109
110 You can use downtime between adventures to recover
111 from a debilitating injury, disease, or poison.
112
113 After three days of downtime spent recuperating,
114 you can make a DC 15 Constitution saving throw.
115 On a successful save, you can choose one of the
116 following results:
117
118 - End one effect on you that prevents you from
119 regaining hit points.
120 - For the next 24 hours, gain advantage on saving
121 throws against one disease or poison currently
122 affecting you.
123
124 Researching
125 ^^^^^^^^^^^
126
127 The time between adventures is a great chance to
128 perform research, gaining insight into mysteries
129 that have unfurled over the course of the campaign.
130 Research can include poring over dusty tomes and
131 crumbling scrolls in a library or buying drinks for the
132 locals to pry rumors and gossip from their lips.
133
134 When you begin your research, the DM determines
135 whether the information is available, how many days of
136 downtime it will take to find it, and whether there are
137 any restrictions on your research (such as needing to
138 seek out a specific individual, tome, or location). The
139 DM might also require you to make one or more ability
140 checks, such as an Intelligence (Investigation) check
141 to find clues pointing toward the information you seek,
142 or a Charisma (Persuasion) check to secure someone’s
143 aid. Once those conditions are met, you learn the
144 information if it is available.
145
146 For each day of research, you must spend 1 gp to
147 cover your expenses. This cost is in addition to your
148 normal lifestyle expenses (as discussed in chapter 5).
149
150 Training
151 ^^^^^^^^
152
153 You can spend time between adventures learning a new
154 language or training with a set of tools. Your DM might
155 allow additional training options.
156
157 First, you must find an instructor willing to teach you.
158 The DM determines how long it takes, and whether one
159 or more ability checks are required.
160
161 The training lasts for 250 days and costs 1 gp per day.
162 After you spend the requisite amount of time and money,
163 you learn the new language or gain proficiency with
164 the new tool.
1 The Environment
2 ===============
3
4 By its nature, adventuring involves delving into places
5 that are dark, dangerous, and full of mysteries to be
6 explored. The rules in this section cover some of the
7 most important ways in which adventurers interact with
8 the environment in such places. The Dungeon Master’s
9 Guide has rules covering more unusual situations.
10
11 Falling
12 -------
13
14 A fall from a great height is one of the most common
15 hazards facing an adventurer.
16
17 At the end of a fall, a creature takes 1d6 bludgeoning
18 damage for every 10 feet it fell, to a maximum of 20d6.
19 The creature lands prone, unless it avoids taking
20 damage from the fall.
21
22
23 Suffocating
24 -----------
25
26 A creature can hold its breath for a number of minutes
27 equal to 1 + its Constitution modifier (minimum
28 of 30 seconds).
29
30 When a creature runs out of breath, it can survive for
31 a number of rounds equal to its Constitution modifier
32 (minimum 1 round). At the start of its next turn, it drops
33 to 0 hit points and is dying.
34
35 For example, a creature with a Constitution of 14 can
36 hold its breath for 3 minutes. If it starts suffocating, it
37 has 2 rounds to reach air before it drops to 0 hit points.
38
39
40 Vision and Light
41 ----------------
42
43 The most fundamental tasks of adventuring—noticing
44 danger, finding hidden objects, hitting an enemy in
45 combat, and targeting a spell, to name just a few—
46 rely heavily on a character’s ability to see. Darkness
47 and other effects that obscure vision can prove a
48 significant hindrance.
49
50 A given area might be lightly or heavily obscured. In
51 a **lightly obscured** area, such as dim light, patchy fog,
52 or moderate foliage, creatures have disadvantage on
53 Wisdom (Perception) checks that rely on sight.
54
55 A **heavily obscured** area-such as darkness, opaque
56 fog, or dense foliage-blocks Vision entirely. A creature
57 in a heavily obscured area effectively suffers from the
58 blinded condition (see appendix A).
59
60 The presence or absence of light in an environment
61 creates three categories of illumination: bright light, dim
62 light, and darkness.
63
64 **Bright light** lets most creatures see normally. Even
65 gloomy days provide bright light, as do torches, lanterns,
66 fires, and other sources of illumination within a
67 specific radius.
68
69 **Dim light**, also called shadows, creates a lightly
70 obscured area. An area of dim light is usually a
71 boundary between a source of bright light, such as
72 a torch, and surrounding darkness. The soft light
73 of twilight ancl dawn also counts as dim light. A
74 particularly brilliant full moon might bathe the land
75 in dim light.
76
77 **Darkness** creates a heavily obscured area. Characters
78 face darkness outdoors at night (even most moonlit
79 nights), within the confines of an unlit dungeon or a
80 subterranean vault, or in an area of magical darkness.
81
82 Blindsight
83 ^^^^^^^^^^
84
85 A creature with blindsight can perceive its surroundings
86 without relying on sight, within a specific radius.
87 Creatures without eyes, such as oozes, and creatures
88 with echolocation or heightened senses, such as bats
89 and true dragons, have this sense.
90
91 Darkvision
92 ^^^^^^^^^^
93
94 Many creatures in the worlds of D&D, especially those
95 that dwell underground, have darkvision. Within a
96 specified range, a creature with darkvision can see in
97 darkness as if the darkness were dim light, so areas
98 of darkness are only lightly obscured as far as that
99 creature is concerned. However, the creature can’t
100 discern color in darkness, only shades of gray.
101
102 Truesight
103 ^^^^^^^^^
104
105 A creature with truesight can, out to a specific range,
106 see in normal and magical darkness, see invisible
107 creatures and objects, automatically detect Visual
108 illusions and succeed on saving throws against them,
109 and perceives the original form of a shapechanger or
110 a creature that is transformed by magic. Furthermore,
111 the creature can see into the Ethereal Plane.
112
113 Food and Water
114 --------------
115
116 Characters who don’t eat or drink suffer the effects of
117 exhaustion (see appendix A). Exhaustion caused by lack
118 of food or water can’t be removed until the character
119 eats and drinks the full required amount.
120
121 Food
122 ^^^^
123
124 A character needs one pound of food per day and can
125 make food last longer by subsisting on half rations.
126 Eating half a pound of food in a day counts as half a day
127 without food.
128
129 A character can go without food for a number of days
130 equal to 3 + his or her Constitution modifier (minimum
131 1). At the end of each day beyond that limit, a character
132 automatically suffers one level of exhaustion.
133
134 A normal day of eating resets the count of days
135 without food to zero.
136
137 Water
138 ^^^^^
139
140 A character needs one gallon of water per day, or two
141 gallons per day if the weather is hot. A character who
142 drinks only half that much water must succeed on a
143 DC 15 Constitution saving throw or suffer one level of
144 exhaustion at the end of the day. A character with access
145 to even less water automatically suffers one level of
146 exhaustion at the end of the day.
147
148 If the character already has one or more levels of
149 exhaustion, the character takes two levels in either case.
150
151 Interacting with Objects
152 ------------------------
153
154 A character’s interaction with objects in an environment
155 is often simple to resolve in the game. The player tells
156 the DM that his or her character is doing something,
157 such a moving a lever, and the DM describes what, if
158 anything happens.
159
160 For example, a character might decide to pull a lever,
161 which might, in turn, raise a portcullis, cause a room to
162 flood With water, or open a secret door in a nearby wall.
163 If the lever is rusted in position, though, a character
164 might need to force it. In such a situation, the DM might
165 call for a Strength check to see whether the character
166 can wrench the lever into place. The DM sets the DC for
167 any such check based on the difficulty of the task.
168
169 Characters can also damage objects with their
170 weapons and spells. Objects are immune to poison and
171 psychic damage, but otherwise they can be affected
172 by physical and magical attacks much like creatures
173 can. The DM determines an object’s Armor Class and
174 hit points, and might decide that certain objects have
175 resistance or immunity to certain kinds of attacks. (It's
176 hard to cut a rope with a club, for example.) Objects
177 always fail Strength and Dexterity saving throws, and
178 they are immune to effects that require other saves.
179 When an object drops to 0 hit points, it breaks.
180
181 A character can also attempt a Strength check to
182 break an object. The DM sets the DC for any such check.
1 Movement
2 ========
3
4 Swimming across a rushing river, sneaking down a
5 dungeon corridor, scaling a treacherous mountain slope~
6 all sorts of movement play a key role in D&D adventures.
7
8 The DM can summarize the adventurers’ movement
9 without calculating exact distances or travel times: “You
10 travel through the forest and find the dungeon entrance
11 late in the evening of the third day.” Even in a dungeon,
12 particularly a large dungeon or a cave network, the
13 DM can summarize movement between encounters:
14 “After killing the guardian at the entrance to the ancient
15 dwarven stronghold. you consult your map, which leads
16 you through miles of echoing corridors to a chasm
17 bridged by a narrow stone arch.”
18
19 Sometimes it’s important, though, to know how long
20 it takes to get from one spot to another, whether the
21 answer is in days, hours, or minutes. The rules for
22 determining travel time depend on two factors: the
23 speed and travel pace of the creatures moving and the
24 terrain they‘re moving over.
25
26 Speed
27 -----
28
29 Every character and monster has a speed, which is
30 the distance in feet that the character or monster
31 can walk in 1 round. This number assumes short
32 bursts of energetic movement in the midst of a life-
33 threatening situation.
34
35 The following rules determine how far a character
36 or monster can move in a minute, an hour, or a day.
37
38 Travel Pace
39 ^^^^^^^^^^^
40
41 While traveling, a group of adventurers can move at a
42 normal, fast, or slow pace, as shown on the Travel Pace
43 table. The table states how far the party can move in a
44 period of time and whether the pace has any effect. A
45 fast pace makes characters less perceptive, while a slow
46 pace makes it possible to sneak around and to search an
47 area more carefully (see the “Activity While Traveling”
48 section later in this chapter for more information).
49
50 **Forced March.** The Travel Pace table assumes that
51 characters travel for 8 hours in day. They can push on
52 beyond that limit, at the risk of exhaustion.
53
54 For each additional hour of travel beyond 8 hours,
55 the characters cover the distance shown in the Hour
56 column for their pace, and each character must make
57 a Constitution saving throw at the end of the hour. The
58 DC is 10 + 1 for each hour past 8 hours. On a failed
59 saving throw, a character suffers one level of exhaustion
60 (see appendix A).
61
62 **Mounts and Vehicles.** For short spans of time (up
63 to an hour), many animals move much faster than
64 humanoids. A mounted character can ride at a gallop
65 for about an hour, covering twice the usual distance for
66 a fast pace. If fresh mounts are available every 8 to 10
67 miles, characters can cover larger distances at this pace,
68 but this is very rare except in densely populated areas.
69
70 Characters in wagons, carriages, or other land
71 vehicles choose a pace as normal. Characters in a
72 waterborne vessel are limited to the speed of the vessel
73 (see chapter 5), and they don’t suffer penalties for a fast
74 pace or gain benefits from a slow pace. Depending on
75 the vessel and the size of the crew, ships might be able
76 to travel for up to 24 hours per day.
77
78 Certain special mounts, such as a pegasus or griffon,
79 or special vehicles, such as a carpet of flying, allow you
80 to travel more swiftly. The Dungeon Master's Guide
81 contains more information on special methods of travel.
82
83 .. csv-table::
84 :header: "Pace", "Distance per Minute", "Distance per Hour", "Distance per Day", "Effect"
85
86 "Fast", "400 feet", "4 miles", "30 miles", "—5 penalty to passive Wisdom (Perception) scores"
87 "Normal", "300 feet", "3 miles", "24 miles", ""
88 "Slow", "200 feet", "2 miles", "18 miles", "Able to use stealth"
89
90
91 Difficult Terrain
92 ^^^^^^^^^^^^^^^^^
93
94 The travel speeds given in the Travel Pace table
95 assume relatively simple terrain: roads, open plains,
96 or clear dungeon corridors. But adventurers often face
97 dense forests, deep swamps, rubble—filled ruins, steep
98 mountains, and ice-covered ground—all considered
99 difficult terrain.
100
101 You move at half speed in difficult terrain—moving
102 1 foot in difficult terrain costs 2 feet of speed—so you
103 can cover only half the normal distance in a minute,
104 an hour, or a day.
105
106 Special Types of Movement
107 -------------------------
108
109 Movement through dangerous dungeons or wilderness
110 areas often involves more than simply walking.
111 Adventurers might have to climb, crawl, swim, or jump
112 to get Where they need to go.
113
114 Climbing, Swimming and Crawling
115 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
116
117 While climbing or swimming, each foot of movement
118 costs 1 extra foot (2 extra feet in difficult terrain), unles
119 a creature has a climbing or swimming speed. At the
120 DM’s option, climbing a slippery vertical surface or
121 one with few handholds requires a successful Strength
122 (Athletics) check. Similarly, gaining any distance in
123 rough water might require a successful Strength
124 (Athletics) check.
125
126 Jumping
127 ^^^^^^^
128
129 Your Strength determines how far you can jump.
130
131 **Long Jump.** When you make a long jump, you cover a
132 number of feet up to your Strength score if you move at
133 least 10 feet on foot immediately before the jump. When
134 you make a standing longjump, you can leap only half
135 that distance. Either way, each foot you clear on the
136 jump costs a foot of movement.
137
138 This rule assumes that the height of your jump
139 doesn't matter, such as a jump across a stream or
140 chasm. At your DM’s option, you must succeed on a
141 DC 10 Strength (Athletics) check to clear a low obstacle
142 (no taller than a quarter of the jump’s distance), such as
143 a hedge or low wall. Otherwise, you hit it.
144
145 When you land in difficult terrain, you must succeed
146 on a DC 10 Dexterity (Acrobatics) check to land on your
147 feet. Otherwise, you land prone.
148
149 **High Jump.** When you make a high jump, you leap
150 into the air a number of feet equal to 3 + your Strength
151 modifier if you move at least 10 feet on foot immediately
152 before the jump. When you make a standing high jump,
153 you can jump only half that distance. Either way, each
154 foot you clear on the jump costs a foot of movement. In
155 some circumstances, your DM might allow you to make
156 a Strength (Athletics) check to jump higher than you
157 normally can.
158
159 You can extend your arms half your height above
160 yourself during the jump. Thus, you can reach above
161 you a distance equal to the height of the jump plus 1 1/2
162 times your height.
163
164 Activity While Traveling
165 ------------------------
166
167 As adventurers travel through a dungeon or the
168 wilderness, they need to remain alert for danger, and
169 some characters might perform other tasks to help
170 the group’s journey.
171
172 Marching Order
173 ^^^^^^^^^^^^^^
174
175 The adventurers should establish a marching order.
176
177 A marching order makes it easier to determine which
178 characters are affected by traps, which ones can spot
179 hidden enemies, and which ones are the closest to those
180 enemies when a fight breaks out.
181
182 A character might occupy the front rank, one or more
183 middle ranks, or the back rank. Characters in the front
184 and back ranks need enough room to travel side by
185 side with others in their rank. When space is too tight,
186 the marching order must change, usually by moving
187 characters to a middle rank.
188
189 **Fewer Than Three Ranks.** If an adventuring party
190 arranges its marching order with only two ranks, they
191 are a front rank and a back rank. If there’s only one rank,
192 it’s considered a front rank.
193
194 Stealth
195 ^^^^^^^
196
197 While traveling at a slow pace, the characters can move
198 stealthily. As long as they’re not in the open, they can try
199 to surprise or sneak by other creatures they encounter.
200 See the rules for hiding in chapter 7.
201
202 Noticing Threats
203 ^^^^^^^^^^^^^^^^
204
205 Use the passive Wisdom (Perception) scores of the
206 characters to determine whether anyone in the group
207 notices a hidden threat. The DM might decide that a
208 threat can be noticed only by characters in a particular
209 rank. For example, as the characters are exploring a
210 maze of tunnels, the DM might decide that only those
211 characters in the back rank have a chance to hear or
212 spot a stealthy creature following the group, while
213 characters in the front and middle ranks cannot.
214 While traveling at a fast pace, characters take a 75
215 penalty to their passive Wisdom (Perception) scores
216 to notice hidden threats.
217
218 **Encountering Creatures.** If the DM determines
219 that the adventurers encounter other creatures while
220 they’re traveling, it’s up to both groups to decide what
221 happens next. Either group might decide to attack,
222 initiate a conversation, run away, or wait to see what the
223 other group does.
224
225 **Surprising Foes.** If the adventurers encounter a
226 hostile creature or group, the DM determines whether
227 the adventurers or their foes might be surprised when
228 combat erupts. See chapter 9 for more about surprise.
229
230 Other Activities
231 ^^^^^^^^^^^^^^^^
232
233 Characters who turn their attention to other tasks as the
234 group travels are not focused on watching for danger.
235 These characters don’t contribute their passive Wisdom
236 (Perception) scores to the group’s chance of noticing
237 hidden threats. However, a character not watching for
238 danger can do one of the following activities instead, or
239 some other activity with the DM’s permission.
240
241 **Navigate.** The character can try to prevent the group
242 from becoming lost, making a Wisdom (Survival) check
243 when the DM calls for it. (The Dungeon Master’s Guide
244 has rules to determine whether the group gets lost.)
245
246 **Draw a Map.** The character can draw a map
247 that records the group’s progress and helps the
248 characters get back on course if they get lost. No ability
249 check is required.
250
251 **Track.** A character can follow the tracks of another
252 creature, making a Wisdom (Survival) check when the
253 DM calls for it. (The Dungeon Master's Guide has rules
254 for tracking.)
255
256 **Forage.** The character can keep an eye out for ready
257 sources of food and water, making a Wisdom (Survival)
258 check when the DM calls for it. (The Dungeon Master’s
259 Guide has rules for foraging.)
260
261 Splitting Up the Party
262 ----------------------
263
264 Sometimes, it makes sense to split an adventuring party,
265 especially ifyou want one or more characters to scout ahead.
266 You can form multiple parties, each moving at a difl’erent speed.
267 Each group has its own front, middle, and back ranks.
268
269 The drawback to this approach is that the party will be split
270 into several smaller groups in the event ofan attack. The
271 advantage is that a small group of stealthy characters moving
272 slowly might be able to sneak past enemies that clumsier
273 characters would alert. A rogue and a monk moving at a slow
274 pace are much harder to detect when they leave their dwarf
275 paladin friend behind.
1 Resting
2 *******
3
4 Heroic though they might be, adventurers can’t spend
5 every hour of the day in the thick of exploration, social
6 interaction, and combat. They need restitime to
7 sleep and eat, tend their wounds, refresh their minds
8 and spirits for spellcasting, and brace themselves for
9 further adventure.
10
11 Adventurers can take short rests in the midst of an
12 adventuring day and a long rest to end the day.
13
14 Short Rest
15 ----------
16
17 A short rest is a period of downtime, at least 1 hour long,
18 during which a character does nothing more strenuous
19 than eating, drinking, reading, and tending to wounds.
20
21 A character can spend one or more Hit Dice at the end
22 of a short rest, up to the character’s maximum number
23 of Hit Dice, which is equal to the character’s level. For
24 each Hit Die spent in this way, the player rolls the die
25 and adds the character’s Constitution modifier to it. The
26 character regains hit points equal to the total. The player
27 can decide to spend an additional Hit Die after each roll.
28 A character regains some spent Hit Dice upon finishing
29 a long rest, as explained below.
30
31 Long Rest
32 ---------
33
34 A long rest is a period of extended downtime, at least 8
35 hours long, during which a character sleeps or performs
36 light activity: reading, talking, eating, or standing watch
37 for no more than 2 hours. If the rest is interrupted by a
38 period of strenuous activity—at least 1 hour of walking,
39 fighting, casting spells, or similar adventuring activity—
40 the characters must begin the rest again to gain any
41 benefit from it.
42
43 At the end of a long rest, a character regains all lost
44 hit points. The character also regains spent Hit Dice, up
45 to a number of dice equal to half of the character’s total
46 number of them. For example, if a character has eight
47 Hit Dice, he or she can regain four spent Hit Dice upon
48 finishing a long rest.
49
50 A character can’t benefit from more than one long rest
51 in a 24-hour period, and a character must have at least
52 1 hit point at the start of the rest to gain its benefits.
1 Social Interaction
2 ******************
3
4 Exploring dungeons, overcoming obstacles, and slaying
5 monsters are key parts of D&D adventures. No less
6 important, though, are the social interactions that
7 adventurers have with other inhabitants of the world.
8
9 Interaction takes on many forms. You might need
10 to convince an unscrupulous thief to confess to some
11 malfeasance, or you might try to flatter a dragon so that
12 it will spare your life. The DM assumes the roles of any
13 characters who are participating in the interaction that
14 don"t belong to another player at the table. Any such
15 character is called a nonplayer character (NFC).
16
17 In general terms, an NPC’s attitude toward you is
18 described as friendly, indifferent, or hostile. Friendly
19 NPCs are predisposed to help you, and hostile ones are
20 inclined to get in your way. It's easier to get what you
21 want from a friendly NPC, of course.
22
23 Social interactions have two primary aspects:
24 roleplaying and ability checks.
25
26 Roleplaying
27 -----------
28
29 Roleplaying is, literally, the act of playing out a role.
30 In this case, it’s you as a player determining how your
31 character thinks, acts, and talks.
32
33 Roleplaying is a part of every aspect of the game,
34 and it comes to the fore during social interactions.
35 Your character’s quirks, mannerisms, and personality
36 influence how interactions resolve.
37
38 There are two styles you can use when roleplaying
39 your character: the descriptive approach and the active
40 approach. Most players use a combination of the two
41 styles. Use whichever mix of the two works best for you.
42
43 Descriptive Approach to Roleplaying
44 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
45
46 With this approach. you describe your character’s words
47 and actions to the DM and the other players. Drawing on
48 your mental image of your character, you tell everyone
49 what your character does and how he or she does it.
50
51 For instance, Chris plays Tordek the dwarf. Tordek
52 has a quick temper and blames the elves of the
53 Cloakwood for his family’s misfortune. At a tavern, an
54 obnoxious elf minstrel sits at Tordek's table and tries to
55 strike up a conversation with the dwarf.
56
57 Chris says, “Tordek spits on the floor, growls an
58 insult at the bard, and stomps over to the bar. He sits
59 on a stool and glares at the minstrel before ordering
60 another drink.”
61
62 In this example, Chris has conveyed Tordek’s mood
63 and given the DM a clear idea of his characters
64 attitude and actions.
65
66 When using descriptive roleplaying, keep the
67 following things in mind:
68
69 - Describe your character‘s emotions and attitude.
70 - Focus on your character’s intent and how others
71 might perceive it.
72 - Provide as much embellishment as you feel
73 comfortable with.
74
75 Don’t worry about getting things exactly right. just
76 focus on thinking about what your character would do
77 and describing what you see in your mind.
78
79 Active Approach to Roleplaying
80 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
81
82 If descriptive roleplaying tells your DM and your fellow
83 players what your character thinks and does, active
84 roleplaying shows them.
85
86 When you use active roleplaying, you speak with your
87 character’s voice, like an actor taking on a role. You might
88 even echo your character’s movements and body language.
89 This approach is more immersive than descriptive
90 roleplaying, though you still need to describe things
91 that can’t be reasonably acted out.
92
93 Going back to the example of Chris roleplaying Torde
94 above, here's how the scene might play out if Chris used
95 active roleplaying:
96
97 Speaking as Tordek, Chris says in a gruff, deep voice,
98 “I was wondering why it suddenly smelled awful in here.
99 IfI wanted to hear anything out of you, I'd snap your
100 arm and enjoy your screams.” In his normal voice. Chris
101 then adds, “I get up, glare at the elf, and head to the bar.”
102
103 Results of Roleplaying
104 ^^^^^^^^^^^^^^^^^^^^^^
105
106 The DM uses your character’s actions and attitudes to
107 determine how an NPC reacts. A cowardly NPC buckles
108 under threats of violence. A stubborn dwarf refuses to
109 let anyone badger her. A vain dragon laps up flattery.
110
111 When interacting with an NPC, pay close attention to
112 the DM’s portrayal ofthe NPC’s mood, dialogue, and
113 personality. You might be able to determine an NPC’s
114 personality traits, ideals, flaws, and bonds, then play on
115 them to influence the NPC’s attitude.
116
117 Interactions in D&D are much like interactions in
118 real life. If you can offer NPCS something they want,
119 threaten them with something they fear, or play on their
120 sympathies and goals, you can use words to get almost
121 anything you want. On the other hand, if you insult a
122 proud warrior or speak ill of a noble’s allies, your efforts
123 to convince or deceive will fall short.
124
125 Ability Checks
126 --------------
127
128 In addition to roleplaying, ability checks are key in
129 determining the outcome of an interaction.
130
131 Your roleplaying efforts can alter an NPC’s attitude,
132 but there might still be an element of chance in the
133 situation. For example, your DM can call for a Charisma
134 check at any point during an interaction if he or she
135 wants the dice to play a role in determining an NPC’s
136 reactions. Other checks might be appropriate in certain
137 situations, at your DM’s discretion.
138
139 Pay attention to your skill proficiencies when thinking
140 of how you want to interact with an NFC, and stack
141 the deck in your favor by using an approach that relies
142 on your best bonuses and skills. If the group needs to
143 trick a guard into letting them into a castle, the rogue
144 who is proficient in Deception is the best bet to lead the
145 discussion. When negotiating for a hostage’s release,
146 the cleric with Persuasion should do most of the talking.
1 Time
2 ====
3
4 In situations where keeping track of the passage of
5 time is important, the DM determines the time a task
6 requires. The DM might use a different time scale
7 depending on the context of the situation at hand. In
8
9 a dungeon environment, the adventurers‘ movement
10 happens on a scale of minutes. It takes them about a
11 minute to creep down a long hallway, another minute
12 to check for traps on the door at the end of the hall, and
13 a good ten minutes to search the chamber beyond for
14 anything interesting or valuable.
15
16 In a city or wilderness, a scale of hours is often more
17 appropriate. Adventurers eager to reach the lonely tower
18 at the heart of the forest hurry across those fifteen miles
19 in just under four hours’ time.
20
21 For long journeys, a scale of days works best.
22 Following the road from Baldur’s Gate to Waterdeep, the
23 adventurers spend four uneventful days before a goblin
24 ambush interrupts their journey.
25
26 In combat and other fast—paced situations, the game
27 relies on rounds, a 6—second span of time described
28 in chapter 9.
1 \documentclass[letterpaper]{scrbook}
2
3 \usepackage[light]{merriweather}
4 \usepackage{epigraph}
5 \usepackage{geometry}
6 \usepackage{multicol}
7 \usepackage{wrapfig}
8 \usepackage{longtable}
9 \providecommand{\tightlist}{%
10 \setlength{\itemsep}{0pt}\setlength{\parskip}{0pt}}
11 \setuptoc{toc}{twocolumn}
12
13 \setkomafont{disposition}{\merriweather\bfseries}
14 \setkomafont{descriptionlabel}{\merriweather\bfseries}
15
16 \subject{Character Handbook}
17 \title{Lebethron of Angtaur}
18 \subtitle{Race, Class, and Spell Information}
19 \author{Getty Ritter}
20 \date{}
21
22 \begin{document}
23
24 \maketitle
25
26 \begin{multicols}{2}
27 \tableofcontents
28 \end{multicols}
29
30 \chapter{Race: Firbolg}
31
32 \begin{multicols}{2}
33 \input{races/firbolg}
34 \end{multicols}
35
36 \chapter{Class: Ranger}
37
38 \begin{multicols}{2}
39 \input{classes/ranger}
40 \end{multicols}
41
42 \chapter{Spells: Ranger}
43
44 \section{Spell List}
45
46 \begin{multicols}{2}
47 \subsection{1st Level}
48 \begin{itemize}
49 \tightlist
50 \item Alarm
51 \item Animal Friendship
52 \item Cure Wounds
53 \item Detect Magic
54 \item Detect Poison and Disease
55 \item Ensnaring Strike
56 \item Fog Cloud
57 \item Goodberry
58 \item Hail of Thorns
59 \item Hunters Mark
60 \item Jump
61 \item Longstrider
62 \item Speak With Animals
63 \end{itemize}
64
65 \subsection{2nd Level}
66 \begin{itemize}
67 \tightlist
68 \item Animal Messenger
69 \item Barkskin
70 \item Beast Sense
71 \item Cordon of Arrows
72 \item Darkvision
73 \item Find Traps
74 \item Lesser Restoration
75 \item Locate Animals or Plants
76 \item Locate Object
77 \item Pass Without Trace
78 \item Protection From Poison
79 \item Silence
80 \item Spike Growth
81 \end{itemize}
82
83 \subsection{3rd Level}
84 \begin{itemize}
85 \tightlist
86 \item Conjure Animals
87 \item Conjure Barrage
88 \item Daylight
89 \item Lightning Arrow
90 \item Nondetection
91 \item Plant Growth
92 \item Protection From Energy
93 \item Speak With Plants
94 \item Water Breathing
95 \item Water Walk
96 \item Wind Wall
97 \end{itemize}
98
99 \subsection{4th Level}
100 \begin{itemize}
101 \tightlist
102 \item Conjure Woodland Beings
103 \item Freedom of Movement
104 \item Grasping Vine
105 \item Locate Creature
106 \item Stoneskin
107 \end{itemize}
108
109 \subsection{5th Level}
110
111 \begin{itemize}
112 \tightlist
113 \item Commune With Nature
114 \item Conjure Volley
115 \item Swift Quiver
116 \item Tree Stride
117 \end{itemize}
118
119 \end{multicols}
120
121 \clearpage
122 \section{Spell Descriptions}
123
124 \begin{multicols}{2}
125 \input{spells/alarm}
126 \input{spells/animal-friendship}
127 \input{spells/animal-messenger}
128 \input{spells/barkskin}
129 \input{spells/beast-sense}
130 \input{spells/commune-with-nature}
131 \input{spells/conjure-animals}
132 \input{spells/conjure-barrage}
133 \input{spells/conjure-volley}
134 \input{spells/conjure-woodland-beings}
135 \input{spells/cordon-of-arrows}
136 \input{spells/cure-wounds}
137 \input{spells/darkvision}
138 \input{spells/daylight}
139 \input{spells/detect-magic}
140 \input{spells/detect-poison-and-disease}
141 \input{spells/ensnaring-strike}
142 \input{spells/find-traps}
143 \input{spells/fog-cloud}
144 \input{spells/freedom-of-movement}
145 \input{spells/goodberry}
146 \input{spells/grasping-vine}
147 \input{spells/hail-of-thorns}
148 \input{spells/hunters-mark}
149 \input{spells/jump}
150 \input{spells/lesser-restoration}
151 \input{spells/lightning-arrow}
152 \input{spells/locate-animals-or-plants}
153 \input{spells/locate-creature}
154 \input{spells/locate-object}
155 \input{spells/longstrider}
156 \input{spells/nondetection}
157 \input{spells/pass-without-trace}
158 \input{spells/plant-growth}
159 \input{spells/protection-from-energy}
160 \input{spells/protection-from-poison}
161 \input{spells/silence}
162 \input{spells/speak-with-animals}
163 \input{spells/speak-with-plants}
164 \input{spells/spike-growth}
165 \input{spells/stoneskin}
166 \input{spells/swift-quiver}
167 \input{spells/tree-stride}
168 \input{spells/water-breathing}
169 \input{spells/water-walk}
170 \input{spells/wind-wall}
171 \end{multicols}
172
173 \end{document}
1 \section{Barbarian}\label{barbarian}
2
3 A tall human tribesman strides through a blizzard, draped in fur and
4 hefting his axe. He laughs ashe charges toward the frost giant who dared
5 poach his people's elk herd.
6
7 A half-orc snarls at the latest challenger to her authority over their
8 savage tribe, ready to break his neck with her bare hands as she did to
9 the last six rivals. Frothing at the mouth, a dwarf slams his helmet
10 into the face of his d row foe, then turns to drive his armored elbow
11 into the gut of another.
12
13 These barbarians, different as they might be, are defined by their rage:
14 unbridled, unquenchable, and unthinking fury. More than a mere emotion,
15 their anger is the ferocity of a cornered predator, the unrelenting
16 assault of a storm, the churning turmoil of the sea.
17
18 For some, their rage springs from a communion with fierce animal
19 spirits. Others draw from a roiling reservoir of anger at a world full
20 of pain. For every barbarian, rage is a power that fuels not just a
21 battle frenzy but also uncanny reflexes, resilience, and feats of
22 strength.
23
24 \subsection{Background}\label{background}
25
26 \subsubsection{Primal Instinct}\label{primal-instinct}
27
28 People of town sand cities take pride in how their civilized ways set
29 them apart from animals, as if denying on e's own nature was a mark of
30 superiority. To a barbarian, though, civilization is no virtue, but a
31 sign of weakness. The strong embrace their animal nature keen instincts,
32 primal physicality, and ferocious rage. Barbarians are uncomfortable
33 when hedged in by walls and crowds. They thrive in the wilds of their
34 homelands: the tundra, jungle, or grasslands where their tribes live and
35 hunt.
36
37 Barbarians come alive in the chaos of combat. They can enter a berserk
38 state where rage takes over, giving them superhuman strength and
39 resilience. A barbarian can draw on this reservoir of fury only a few
40 times without resting, but those few rages are usually sufficient to
41 defeat whatever threats arise.
42
43 \subsubsection{A Life of Danger}\label{a-life-of-danger}
44
45 Not every member of the tribes deemed ``barbarians'' by scions of
46 civilized society has the barbarian class. A true barbarian among these
47 people is as uncommon as a skilled fighter ina town, and he or she plays
48 a similar role as a protector of the people and a leader in times of
49 war. Life in the wild places of the world is fraught with peril: rival
50 tribes, deadly weather, and terrifying monsters. Barbarians charge
51 headlong into that danger so that their people don 't have to.
52
53 Their courage in the face of danger makes barbarians perfectly suited
54 for adventuring. Wandering is often a way of life for their native
55 tribes, and the rootless life of the adventurer is little hardship fora
56 barbarian. Some barbarians miss the close-knit family structures of the
57 tribe, but eventually find them replaced by the bonds formed among the
58 members of their adventuring parties.
59
60 \subsubsection{Creating a Barbarian}\label{creating-a-barbarian}
61
62 When creating a barbarian character, think about where your character
63 comes from and his or her place in the world. Talk with your DM about an
64 appropriate origin for your barbarian. Did you come from a distant land,
65 making you a stranger in the area of the campaign? Or is the campaign
66 set ina rough-and-tumble frontier where barbarians are common?
67
68 What led you to take up the adventuring life? Were you lured to settled
69 lands by the promise of riches? Did you join forces with soldiers of
70 those lands to face a shared threat? Did monsters oran invading horde
71 drive you out of your homeland, making you a rootless refugee? Perhaps
72 you were a prisoner of war, brought in chains to ``civilized'' lands and
73 only now able to win your freedom. Or you might have been cast out from
74 your people because of a crime you committed, a taboo you violated, ora
75 coup that removed you from a position of authority.
76
77 \paragraph{Quick Build}\label{quick-build}
78
79 You can make a barbarian quickly by following these suggestions. First,
80 put your highest ability score in Strength, followed by Constitution.
81 Second, choose the outlander background.
82
83 \subsection{Class Features}\label{class-features}
84
85 As a barbarian, you gain the following class features.
86
87 \subsubsection{Baseline}\label{baseline}
88
89 \paragraph{Hit Points}\label{hit-points}
90
91 \textbf{Hit Dice:} 1d12 per barbarian level
92
93 \textbf{Hit Points at 1st Level:} 12 + your Constitution modifier
94
95 \textbf{Hit Points at Higher Levels:} 1d12 (or 7) + your Constitution
96 modifier per barbarian level after 1st
97
98 \paragraph{Proficiencies}\label{proficiencies}
99
100 \textbf{Armor:} Light armor, medium armor, shields
101
102 \textbf{Weapons:} Simple weapons, martial weapons
103
104 \textbf{Tools:} None
105
106 \textbf{Saving Throws:} Strength, Constitution
107
108 \textbf{Skills:} Choose two from Animal Handling, Athletics,
109 Intimidation, Nature, Perception, and Survival
110
111 \paragraph{Equipment}\label{equipment}
112
113 You start with the following equipment, in addition to the equipment
114 granted by your background:
115
116 \begin{itemize}
117 \tightlist
118 \item
119 \emph{(a)} a greataxe or \emph{(b)} any martial melee weapon
120 \item
121 \emph{(a)} two handaxes or \emph{(b)} any simple weapon
122 \item
123 An explorer's pack and four javelins
124 \end{itemize}
125
126 \subsubsection{Rage}\label{rage}
127
128 In battle, you fight with primal ferocity. On your turn, you can enter a
129 rage as a bonus action.
130
131 While raging, you gain the following benefits if you aren't wearing
132 heavy armor:
133
134 \begin{itemize}
135 \tightlist
136 \item
137 You have advantage on Strength check sand Strength saving throws.
138 \item
139 When you make am elee weapon attack using Strength, you gain a bonus
140 to the damage roll that increases as you gain levels as a barbarian,
141 as shown in the Rage Damage column of the Barbarian table.
142 \item
143 You have resistance to bludgeoning, piercing, and slashing damage.
144 \end{itemize}
145
146 If you are able to cast spells, you can't cast them or concentrate on
147 them while raging.
148
149 Your rage lasts for 1 minute. It ends early if you are knocked
150 unconscious or if your turn ends and you haven't attacked a hostile
151 creature since your last turn or taken damage since then. You can also
152 end your rage on your turn as a bonus action.
153
154 Once you have raged the number of times shown for your barbarian level
155 in the Rages column of the Barbarian table, you must finish along rest
156 before you can rage again.
157
158 \subsubsection{Unarmored Defense}\label{unarmored-defense}
159
160 While you are not wearing any armor, your Armor Class equals 10 + your
161 Dexterity modifier + your Constitution modifier. You can use a shield
162 and still gain this benefit.
163
164 \subsubsection{Reckless Attack}\label{reckless-attack}
165
166 Starting at 2nd level, you can throw aside all concern for defense to
167 attack with fierce desperation. When you make your first attack on your
168 turn, you can decide to attack recklessly. Doing so gives you advantage
169 on melee weapon attack rolls using Strength during this turn, but attack
170 rolls against you have advantage until your next turn.
171
172 \subsubsection{Danger Sense}\label{danger-sense}
173
174 At 2nd level, you gain an uncanny sense of when things nearby aren't as
175 they should be, giving you an edge when you dodge away from danger.
176
177 You have advantage on Dexterity saving throws against effects that you
178 can see, such as traps and spells. To gain this benefit, you can't be
179 blinded, deafened, or incapacitated.
180
181 \subsubsection{Primal Path}\label{primal-path}
182
183 At 3rd level, you choose a path that shapes the nature of your rage.
184 Choose the Path of the Berserker or the Path of the Totem Warrior, both
185 detailed at the end of the class description. Your choice grants you
186 features at 3rd level and again at 6th, 10th, and 14th levels.
187
188 \subsubsection{Ability Score
189 Improvement}\label{ability-score-improvement}
190
191 When you reach 4th level, and again at 8th, 12th, 16th, and 19th level,
192 you can increase one ability score of your choice by 2, or you can
193 increase two ability scores of your choice by 1. As normal, you can't
194 increase an ability score above 20 using this feature.
195
196 \subsubsection{Extra Attack}\label{extra-attack}
197
198 Beginning at 5th level, you can attack twice, instead of once, whenever
199 you take the Attack action on your turn.
200
201 \subsubsection{Fast Movement}\label{fast-movement}
202
203 Starting at 5th level, your speed increases by 10 feet while you aren't
204 wearing heavy armor.
205
206 \subsubsection{Feral Instinct}\label{feral-instinct}
207
208 By 7th level, your instincts are so honed that you have advantage on
209 initiative rolls.
210
211 Additionally, if you are surprised at the beginning of combat and aren't
212 incapacitated, you can act normally on your first turn, but only if you
213 enter your rage before doing anything else on that turn.
214
215 \subsubsection{Brutal Critical}\label{brutal-critical}
216
217 Beginning at 9th level, you can roll one additional weapon damage die
218 when determining the extra damage fora critical hit with am elee attack.
219
220 This increases to two additional dice at 13th level and three additional
221 dice at 17th level.
222
223 \subsubsection{Relentless Rage}\label{relentless-rage}
224
225 Starting at 11th level, your rage can keep you fighting despite grievous
226 wounds. If you drop to 0 hit points while you 're raging and don 't die
227 outright, you can make aD C10 Constitution saving throw. If you succeed,
228 you drop to 1 hit point instead.
229
230 Each time you use this feature after the first, the DC increases by 5.
231 When you finish a short or long rest, the DC resets to 10.
232
233 \subsubsection{Persistent Rage}\label{persistent-rage}
234
235 Beginning at 15th level, your rage is so fierce that it ends early only
236 if you fall unconscious or if you choose to end it.
237
238 \subsubsection{Indomitable Might}\label{indomitable-might}
239
240 Beginning at 18th level, if your total fora Strength check is less than
241 your Strength score, you can use that score in place of the total.
242
243 \subsubsection{Primal Champion}\label{primal-champion}
244
245 At 20th level, you embody the power of the wilds. Your Strength and
246 Constitution scores increase by 4. Your maximum for those scores is now
247 24.
248
249 \subsection{Primal Paths}\label{primal-paths}
250
251 Rage burns in every barbarian's heart, a furnace that drives him or her
252 toward greatness. Different barbarians attribute their rage to different
253 sources, however. For some, it is an internal reservoir where pain,
254 grief, and anger are forged into a fury hard as steel. Others see it as
255 a spiritual blessing, a gift of a totem animal.
256
257 \subsubsection{Path of the Berserker}\label{path-of-the-berserker}
258
259 For some barbarians, rage is a means to an end----that end being
260 violence. The Path of the Berserker is a path of untrammeled fury, slick
261 with blood. As you enter the berserk er's rage, you thrill in the chaos
262 of battle, heedless of your own health or well-being.
263
264 \paragraph{Frenzy}\label{frenzy}
265
266 Starting when you choose this path at 3rd level, you can go into a
267 frenzy when you rage. If you do so, for the duration of your rage you
268 can make a single melee weapon attack as a bonus action on each of your
269 turns after this one. When your rage ends, you suffer one level of
270 exhaustion (as described in appendix A).
271
272 \paragraph{Mindless Rage}\label{mindless-rage}
273
274 Beginning at 6th level, you can't be charmed or frightened while raging.
275 If you are charmed or frightened when you enter your rage, the effect is
276 suspended for the duration of the rage.
277
278 \paragraph{Intimidating Presence}\label{intimidating-presence}
279
280 Beginning at 10th level, you can use your action to frighten someone
281 with your menacing presence. When you do so, choose one creature that
282 you can see within 30 feet of you. If the creature can see or hear you,
283 it must succeed on a Wisdom saving throw (DC equal to 8 + your
284 proficiency bonus + your Charisma modifier) or be frightened of you
285 until the end of your next turn. On subsequent turns, you can use your
286 action to extend the duration of this effect on the frightened creature
287 until the end of your next turn. This effect ends if the creature ends
288 its turnout of line of sight or more than 60 feet away from you.
289
290 If the creature succeeds on its saving throw, you can't use this feature
291 on that creature again for 24 hours.
292
293 \paragraph{Retaliation}\label{retaliation}
294
295 Starting at 14th level, when you take damage from a creature that is
296 within 5 feet of you. you can use your reaction to make am elee weapon
297 attack against that creature.
298
299 \subsubsection{Path of the Totem
300 Warrior}\label{path-of-the-totem-warrior}
301
302 The Path of the Totem Warrior is a spiritual journey, as the barbarian
303 accepts a spirit animal as guide, protector, and inspiration. In battle,
304 your totem spirit fills you with supernatural might, adding magical fuel
305 to your barbarian rage.
306
307 Most barbarian tribes consider a totem animal to be kin to a particular
308 clan. In such cases, it is unusual for an individual to have more than
309 one totem animal spirit, though exceptions exist.
310
311 \paragraph{Spirit Seeker}\label{spirit-seeker}
312
313 Yours is a path that seeks attunement with the natural world, giving you
314 a kinship with beasts. At 3rd level when you adopt this path, you gain
315 the ability to cast the beast sense and speak with animals spells, but
316 only as rituals, as described in chapter 10.
317
318 \paragraph{Totem Spirit}\label{totem-spirit}
319
320 At 3rd level, when you adopt this path, you choose a totem spirit and
321 gain its feature. You must make or acquire a physical totem object- an
322 amulet or similar adornment---that incorporates furor feathers, claws,
323 teeth, or bones of the totem animal. At your option, you also gain minor
324 physical attributes that are reminiscent of your totem spirit. For
325 example, if you have a bear totem spirit, you might be unusually hairy
326 and thickskinned, or if your totem is the eagle, your eyes turn bright
327 yellow.
328
329 Your totem animal might bean animal related to those listed here but
330 more appropriate to your homeland. For example, you could choose a hawk
331 or vulture in place of an eagle.
332
333 \textbf{Bear.} While raging, you have resistance to all damage except
334 psychic damage. The spirit of the bear makes you tough enough to stand
335 up to any punishment.
336
337 \textbf{Eagle.} While you're raging and aren't wearing heavy armor,
338 other creatures have disadvantage on opportunity attack rolls against
339 you, and you can use the Dash action as a bonus action on your turn. The
340 spirit of the eagle makes you into a predator who can weave through the
341 fray with ease.
342
343 \textbf{Wolf.} While you're raging, your friends have advantage on melee
344 attack rolls against any creature within 5 feet of you that is hostile
345 to you. The spirit of the wolf makes you a leader of hunters.
346
347 \paragraph{Aspect of the Beast}\label{aspect-of-the-beast}
348
349 At 6th level, you gain a magical benefit based on the totem animal of
350 your choice. You can choose the same animal you selected at 3rd level
351 ora different one.
352
353 \textbf{Bear.} You gain the might of a bear. Your carrying capacity
354 (including maximum load and maximum lift) is doubled, and you have
355 advantage on Strength checks made to push, pull, lift, or break objects.
356
357 \textbf{Eagle.} You gain the eyesight of an eagle. You can see up to 1
358 mile away with no difficulty, able to discern even fine details as
359 though looking at something no more than 100 feet away from you.
360 Additionally, dim light doesn't impose disadvantage on your Wisdom
361 (Perception) checks.
362
363 \textbf{Wolf.} You gain the hunting sensibilities of a wolf. You can
364 track other creatures while traveling at a fast pace, and you can move
365 stealthily while traveling at a normal pace (see chapter 8 for rules on
366 travel pace).
367
368 \paragraph{Spirit Walker}\label{spirit-walker}
369
370 At 10th level, you can cast the commune with nature spell, but only as a
371 ritual. When you do so, a spiritual version of one of the animals you
372 chose for Totem Spirit or Aspect of the Beast appears to you to convey
373 the information you seek.
374
375 \paragraph{Totemic Attunement}\label{totemic-attunement}
376
377 At 14th level, you gain a magical benefit based on a totem animal of
378 your choice. You can choose the same animal you selected previously ora
379 different one.
380
381 \textbf{Bear.} While you 're raging, any creature within 5 feet of you
382 that's hostile to you has disadvantage on attack rolls against targets
383 other than you or another character with this feature. An enemy is
384 immune to this effect if it can't see or hear you or if it can't be
385 frightened.
386
387 \textbf{Eagle.} While raging, you have a flying speed equal to your
388 current walking speed. This benefit works only in short bursts; you fall
389 if you end your turn in the air and nothing else is holding you aloft.
390
391 \textbf{Wolf.} While you 're raging, you can use a bonus action on your
392 turn to knock a Large or smaller creature prone when you hit it with
393 melee weapon attack.
394
395 \subsection{Progression Summary}\label{progression-summary}
1 \section{Bard}\label{bard}
2
3 Humming as she traces her fingers over an ancient monument ina
4 long-forgotten ruin, a half-elf in rugged leathers finds knowledge
5 springing into her mind, conjured forth by the magic of her
6 song---knowledge of the people who constructed the monument and the
7 mythic saga it depicts.
8
9 A stern human warrior bangs his sword rhythmically against his scale
10 mail, setting the tempo for his war chant and exhorting his companions
11 to bravery and heroism. The magic of his song fortifies and emboldens
12 them.
13
14 Laughing as she tunes her cittern, a gnome weaves her subtle magic over
15 the assembled nobles, ensuring that her companion s' word swill be well
16 received.
17
18 Whether scholar, skald, or scoundrel, a bard weaves magic through word
19 sand music to inspire allies, demoralize foes, manipulate minds, create
20 illusions, and even heal wounds.
21
22 \subsection{Background}\label{background}
23
24 \subsubsection{Music and Magic}\label{music-and-magic}
25
26 In the worlds of D\&D, word sand music are not just vibrations of air,
27 but vocalizations with power all their own. The bard is a master of
28 song, speech, and the magic they contain. Bards say that the multiverse
29 was spoken into existence, that the words of the gods gave it shape, and
30 that echoes of these primordial Words of Creation still resound
31 throughout the cosmos. The music of bards is an attempt to snatch and
32 harness those echoes, subtly woven into their spells and powers. The
33 greatest strength of bards is their sheer versatility. Many bards prefer
34 to stick to the sidelines in combat, using their magic to inspire their
35 allies and hinder their foes from a distance. But bards are capable of
36 defending themselves in melee if necessary, using their magic to bolster
37 their sword sand armor. Their spells lean toward charm sand illusions
38 rather than blatantly destructive spells. They have a wide-ranging
39 knowledge of many subjects and a natural aptitude that lets them do
40 almost anything well. Bards become masters of the talents they set their
41 minds to perfecting, from musical performance to esoteric knowledge.
42
43 \subsubsection{Learning from Experience}\label{learning-from-experience}
44
45 True bards are not common in the world. Not every minstrel singing in a
46 tavern or jester cavorting ina royal court is a bard. Discovering the
47 magic hidden in music requires hard study and some measure of natural
48 talent that most troubadours and jongleurs lack. It can be hard to spot
49 the difference between these performers and true bards, though. A bard's
50 life is spent wandering across the land gathering lore, telling stories,
51 and living on the gratitude of audiences, much like any other
52 entertainer. But a depth of knowledge, a level of musical skill, and a
53 touch of magic set bards apart from their fellows. Only rarely do bards
54 settle in one place for long, and their natural desire to travel---to
55 find new tales to tell, new skills to learn, and new discoveries beyond
56 the horizon---makes an adventuring career a natural calling. Every
57 adventure is an opportunity to learn, practice a variety of skills,
58 enter long-forgotten tombs, discover lost works of magic, decipher old
59 tomes, travel to strange places, or encounter exotic creatures. Bards
60 love to accompany heroes to witness their deeds firsthand. A bard who
61 can tell an awe-inspiring story from personal experience earns renown
62 among other bards. Indeed, after telling so many stories about heroes
63 accomplishing mighty deeds, many bards take these themes to heart and
64 assume heroic roles themselves.
65
66 \subsubsection{Creating a Bard}\label{creating-a-bard}
67
68 Bards thrive on stories, whether those stories are true or not. Your
69 character's background and motivations are not as important as the
70 stories that he or she tells about them. Perhaps you had a secure and
71 mundane childhood. There's no good story to be told about that, so you
72 might paint yourself as an orphan raised by a hag ina dismal swamp. Or
73 your childhood might be worthy of a story. Some bards acquire their
74 magical music through extraordinary means, including the inspiration of
75 fey or other supernatural creatures.
76
77 Did you serve an apprenticeship, studying under a master, following the
78 more experienced bard until you were ready to strikeout on your own? Or
79 did you attend a college where you studied bardic lore and practiced
80 your musical magic? Perhaps you were a young runaway or orphan,
81 befriended by a wandering bard who became your mentor. Or you might have
82 been a spoiled noble child tutored by a master. Perhaps you stumbled
83 into the clutches of a hag, making a bargain fora musical gift in
84 addition to your life and freedom, but at what cost?
85
86 \paragraph{Quick Build}\label{quick-build}
87
88 You can make a bard quickly by following these suggestions. First,
89 Charisma should be your highest ability score, followed by Dexterity.
90 Second, choose the entertainer background. Third, choose the
91 \emph{dancing lights} and \emph{vicious mockery} cantrips, along with
92 the following 1st-level spells: \emph{charm person}, \emph{detect
93 magic}, \emph{healing word}, and \emph{thunderwave}.
94
95 \subsection{Class Features}\label{class-features}
96
97 As a bard, you gain the following class features.
98
99 \subsubsection{Baseline}\label{baseline}
100
101 \paragraph{Hit Points}\label{hit-points}
102
103 \textbf{Hit Dice:} 1d8 per bard level
104
105 \textbf{Hit Points at 1st Level:} 8 + your Constitution modifier
106
107 \textbf{Hit Points at Higher Levels:} 1d8 (or 5) + your Constitution
108 modifier per bard level after 1st
109
110 \paragraph{Proficiencies}\label{proficiencies}
111
112 \textbf{Armor:} Light armor
113
114 \textbf{Weapons:} Simple weapons, hand crossbows, longswords, rapiers,
115 shortswords
116
117 \textbf{Tools:} Three musical instruments of your choice
118
119 \textbf{Saving Throws:} Dexterity, Charisma
120
121 \textbf{Skills:} Choose any three
122
123 \paragraph{Equipment}\label{equipment}
124
125 You start with the following equipment, in addition to the equipment
126 granted by your background:
127
128 \begin{itemize}
129 \tightlist
130 \item
131 \emph{(a)} a rapier, \emph{(b)} a longsword or \emph{(c)} any simple
132 weapon
133 \item
134 \emph{(a)} a diplomat's pack or \emph{(b)} an entertainer's pack
135 \item
136 \emph{(a)} a lute or \emph{(b)} any other musical instrument
137 \item
138 Leather armor and a dagger
139 \end{itemize}
140
141 \subsubsection{Spellcasting}\label{spellcasting}
142
143 You have learned to untangle and reshape the fabric of reality in
144 harmony with your wishes and music. Your spells are part of your vast
145 repertoire, magic that you can tune to different situations. See chapter
146 10 for the general rules of spellcasting and chapter 11 for the bard
147 spell list.
148
149 \paragraph{Cantrips}\label{cantrips}
150
151 You know two cantrips of your choice from the bard spell list. You learn
152 additional bard cantrips of your choice at higher levels, as shown in
153 the Cantrips Known column of the Bard table.
154
155 \paragraph{Spell Slots}\label{spell-slots}
156
157 The Bard table shows how many spell slots you have to cast your spells
158 of 1st level and higher. To cast one of these spells, you must expend a
159 slot of the spell's level or higher. You regain all expended spell slots
160 when you finish along rest. For example, if you know the 1st-level spell
161 \emph{cure wounds} and have a 1st-level and a 2nd-level spell slot
162 available, you can cast \emph{cure wounds} using either slot.
163
164 \paragraph{Spells Known of 1st Level and
165 Higher}\label{spells-known-of-1st-level-and-higher}
166
167 You know four 1st-level spells of your choice from the bard spell list.
168
169 The Spells Known column of the Bard table shows when you learn more bard
170 spells of your choice. Each of these spells must be of a level for which
171 you have spell slots, as show non the table. For instance, when you
172 reach 3rd level in this class, you can learn one new spell of 1st or 2nd
173 level.
174
175 Additionally, when you gain a level in this class, you can choose one of
176 the bard spells you know and replace it with another spell from the bard
177 spell list, which also must be of a level for which you have spell
178 slots.
179
180 \paragraph{Spellcasting Ability}\label{spellcasting-ability}
181
182 Charisma is your spellcasting ability for your bard spells. Your magic
183 comes from the heart and soul you pour into the performance of your
184 music or oration. You use your Charisma whenever aspell refers to your
185 spellcasting ability. In addition, you use your Charisma modifier when
186 setting the saving throw DC fora bard spell you cast and when making an
187 attack roll with one.
188
189 \textbf{Spell save DC} = 8 + your proficiency bonus + your Charisma
190 modifier
191
192 \textbf{Spell attack modifier} = your proficiency bonus + your Charisma
193 modifier
194
195 \paragraph{Ritual Casting}\label{ritual-casting}
196
197 You can cast any bard spell you know as a ritual if that spell has the
198 ritual tag.
199
200 \paragraph{Spell casting Focus}\label{spell-casting-focus}
201
202 You can use a musical instrument (found in chapter 5) as a spellcasting
203 focus for your bard spells.
204
205 \subsubsection{Bardic Inspiration}\label{bardic-inspiration}
206
207 You can inspire others through stirring words or music. To do so, you
208 use a bonus action on your turn to choose one creature other than
209 yourself within 60 feet of you who can hear you. That creature gains one
210 Bardic Inspiration die, a d6.
211
212 Once within the next 10 minutes, the creature can roll the die and add
213 the number rolled to one ability check, attack roll, or saving throw it
214 makes. The creature can wait until after it rolls the d20 before
215 deciding to use the Bardic Inspiration die, but must decide before the
216 DM says whether the roll succeeds or fails. Once the Bardic Inspiration
217 die is rolled, it is lost. A creature can have only one Bardic
218 Inspiration die at a time.
219
220 You can use this feature a number of times equal to your Charisma
221 modifier (a minimum of once). You regain any expended uses when you
222 finish along rest.
223
224 Your Bardic Inspiration die changes when you reach certain levels in
225 this class. The die becomes a d8 at 5th level, ad 10 at 10th level, and
226 a d12 at 15th level.
227
228 \subsubsection{Jack of All Trades}\label{jack-of-all-trades}
229
230 Starting at 2nd level, you can add half your proficiency bonus, rounded
231 down, to any ability check you make that doesn't already include your
232 proficiency bonus.
233
234 \subsubsection{Song of Rest}\label{song-of-rest}
235
236 Beginning at 2nd level, you can use soothing music or oration to help
237 revitalize your wounded allies during a short rest. If you or any
238 friendly creatures who can hear your performance regain hit points at
239 the end of the short rest, each of those creatures regains an extra 1d6
240 hit points.
241
242 The extra hit points increase when you reach certain levels in this
243 class: to 1d8 at 9th level, to 1d 10 at 13th level, and to 1d 12 at 17th
244 level.
245
246 \subsubsection{Bard College}\label{bard-college}
247
248 At 3rd level, you delve into the advanced techniques of a bard college
249 of your choice: the College of Lore or the College of Valor, both
250 detailed at the end of the class description. Your choice grants you
251 features at 3rd level and again at 6th and 14th level.
252
253 \subsubsection{Expertise}\label{expertise}
254
255 At 3rd level, choose two of your skill proficiencies. Your proficiency
256 bonus is doubled for any ability check you make that uses either of the
257 chosen proficiencies.
258
259 At 10th level, you can choose another two skill proficiencies to gain
260 this benefit.
261
262 \subsubsection{Ability Score
263 Improvement}\label{ability-score-improvement}
264
265 When you reach 4th level, and again at 8th, 12th, 16th, and 19th level,
266 you can increase one ability score of your choice by 2, or you can
267 increase two ability scores of your choice by 1. As normal, you can't
268 increase an ability score above 20 using this feature.
269
270 \subsubsection{Font of Inspiration}\label{font-of-inspiration}
271
272 Beginning when you reach 5th level, you regain all of your expended uses
273 of Bardic Inspiration when you finish a short or long rest.
274
275 \subsubsection{Countercharm}\label{countercharm}
276
277 At 6th level, you gain the ability to use musical notes or words of
278 power to disrupt mind-influencing effects. As an action, you can start a
279 performance that lasts until the end of your next turn. During that
280 time, you and any friendly creatures within 30 feet of you have
281 advantage on saving throws against being frightened or charmed. A
282 creature must be able to hear you to gain this benefit. The performance
283 ends early if you are incapacitated or silenced or if you voluntarily
284 end it (no action required)
285
286 \subsubsection{Magical Secrets}\label{magical-secrets}
287
288 By 10th level, you have plundered magical knowledge from a wide spectrum
289 of disciplines. Choose two spells from any class, including this one.
290 Aspell you choose must be of a level you can cast, as show non the Bard
291 table, or a cantrip.
292
293 The chosen spells count as bard spells for you and are included in the
294 number in the Spells Known column of the Bard table.
295
296 You learn two additional spells from any class at 14th level and again
297 at 18th level.
298
299 \subsubsection{Superior Inspiration}\label{superior-inspiration}
300
301 At 20th level, when you roll initiative and have no uses of Bardic
302 Inspiration left, you regain one use.
303
304 \subsection{Bard Colleges}\label{bard-colleges}
305
306 The way of a bard is gregarious. Bards seek each other out to swap song
307 sand stories, boast of their accomplishments, and share their knowledge.
308 Bards form loose associations, which they call colleges, to facilitate
309 their gatherings and preserve their traditions.
310
311 \subsubsection{College of Lore}\label{college-of-lore}
312
313 Bards of the College of Lore know something about most things,
314 collecting bits of knowledge from sources as diverse as scholarly tomes
315 and peasant tales. Whether singing folk ballads in taverns or elaborate
316 composition sin royal courts, these bards use their gifts to hold
317 audiences spellbound. When the applause dies down, the audience members
318 might find themselves questioning everything they held to be true, from
319 their faith in the priesthood of the local temple to their loyalty to
320 the king.
321
322 The loyalty of these bards lies in the pursuit of beauty and truth, not
323 in fealty to a monarch or following the tenets of a deity. A noble who
324 keeps such a bard as a herald or advisor knows that the bard would
325 rather be honest than politic.
326
327 The college 's members gather in libraries and sometimes in actual
328 colleges, complete with classrooms and dormitories, to share their lore
329 with one another. They also meet at festivals or affairs of state, where
330 they can expose corruption, unravel lies, and poke fun at self-important
331 figures of authority.
332
333 \paragraph{Bonus Proficiencies}\label{bonus-proficiencies}
334
335 When you join the College of Lore at 3rd level, you gain proficiency
336 with three skills of your choice.
337
338 \paragraph{Cutting Words}\label{cutting-words}
339
340 Also at 3rd level, you learn how to use your wit to distract, confuse,
341 and otherwise sap the confidence and competence of others. When a
342 creature that you can see within 60 feet of you makes an attack roll, an
343 ability check, ora damage roll, you can use your reaction to expend one
344 of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and
345 subtracting the number rolled from the creature's roll. You can choose
346 to use this feature after the creature makes its roll, but before the DM
347 determines whether the attack roll or ability check succeeds or fails,
348 or before the creature deals its damage. The creature is immune if it
349 can 't hear you or if it's immune to being charmed.
350
351 \paragraph{Additional Magical Secrets}\label{additional-magical-secrets}
352
353 At 6th level, you learn two spells of your choice from any class. Aspell
354 you choose must be of a level you can cast, as show non the Bard table,
355 ora cantrip. The chosen spells count as bard spells for you but don 't
356 count against the number of bard spells you know.
357
358 \paragraph{Peerless Skill}\label{peerless-skill}
359
360 Starting at 14th level, when you make an ability check, you can expend
361 one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the
362 number rolled to your ability check. You can choose to do so after you
363 roil the die for the ability check, but before the DM tells you whether
364 you succeed or fail.
365
366 \subsubsection{College of Valor}\label{college-of-valor}
367
368 Bards of the College of Valor are daring skalds whose tales keep alive
369 the memory of the great heroes of the past, and thereby inspire anew
370 generation of heroes. These bards gather in mead halls or around great
371 bonfires to sing the deeds of the mighty, both past and present. They
372 travel the land to witness great events firsthand and to ensure that the
373 memory of those events doesn't pass from the world. With their songs,
374 they inspire others to reach the same heights of accomplishment as the
375 heroes of old.
376
377 \paragraph{Bonus Prof iciencies}\label{bonus-prof-iciencies}
378
379 When you join the College of Valor at 3rd level, you gain proficiency
380 with medium armor, shields, and martial weapons.
381
382 \paragraph{Combat Inspiration}\label{combat-inspiration}
383
384 Also at 3rd level, you learn to inspire others in battle. A creature
385 that has a Bardic Inspiration die from you can roll that die and add the
386 number rolled to a weapon damage roll it just made. Alternatively, when
387 an attack roll is made against the creature, it can use its reaction to
388 roll the Bardic Inspiration die and add the number rolled to its AC
389 against that attack, after seeing the roll but before knowing whether it
390 hits or misses.
391
392 \paragraph{Extra Attack}\label{extra-attack}
393
394 Starting at 6th level, you can attack twice, instead of once, whenever
395 you take the Attack action on your turn.
396
397 \paragraph{Battle Magic}\label{battle-magic}
398
399 At 14th level, you have mastered the art of weaving spellcasting and
400 weapon use into a single harmonious act. When you use your action to
401 cast a bard spell, you can make one weapon attack as a bonus action.
402
403 \subsection{Progression Summary}\label{progression-summary}
1 \section{Cleric}\label{cleric}
2
3 Arms and eyes upraised toward the sun and a prayer on his lips, an elf
4 begins to glow with an inner light that spills out to heal his
5 battle-worn companions. Chanting a song of glory, a dwarf swings his axe
6 in wide swaths to cut through the ranks of orcs arrayed against him,
7 shouting praise to the gods with every foe 's fall. Calling dow na curse
8 upon the forces of undeath, a human lifts her holy symbol as light pours
9 from it to drive back the zombies crowding in on her companions. Clerics
10 are intermediaries between the mortal world and the distant planes of
11 the gods. As varied as the gods they serve, clerics strive to embody the
12 handiwork of their deities. No ordinary priest, a cleric is imbued with
13 divine magic.
14
15 \subsection{Background}\label{background}
16
17 \subsubsection{Healer sand Warriors}\label{healer-sand-warriors}
18
19 Divine magic, as the name suggests, is the power of the gods, flowing
20 from them into the world. Clerics are conduits for that power,
21 manifesting it as miraculous effects. The gods don 't grant this power
22 to everyone who seek sit, but only to those chosen to fulfill a high
23 calling. Harnessing divine magic doesn't rely on study or training. A
24 cleric might learn formulaic prayers and ancient rites, but the ability
25 to cast cleric spells relies on devotion and an intuitive sense of a
26 deity's wishes. Clerics combine the helpful magic of healing and
27 inspiring their allies with spells that harm and hinder foes. They can
28 provoke awe and dread, lay curses of plague or poison, and even call
29 down flames from heaven to consume their enemies. For those evildoers
30 who will benefit most from a mace to the head, clerics depend on their
31 combat training to let them wade into melee with the power of the godson
32 their side.
33
34 \subsubsection{Divine Agents}\label{divine-agents}
35
36 Not every acolyte or officiant at a temple or shrine is a cleric. Some
37 priests are called to a simple life of temple service, carrying out
38 their god s' will through prayer and sacrifice, not by magic and
39 strength of arms. In some cities, priesthood amounts to apolitical
40 office, viewed as a steppingstone to higher positions of authority and
41 involving no communion with a god at all. True clerics are rare inmost
42 hierarchies. When a cleric takes up an adventuring life, it is usually
43 because his or her god demands it. Pursuing the goals of the god soften
44 involves braving dangers beyond the walls of civilization, smiting evil
45 or seeking holy relics in ancient tombs. Many clerics are also expected
46 to protect their deities' worshipers, which can mean fighting rampaging
47 orcs, negotiating peace between warring nations, or sea lin ga portal
48 that would allow a demon prince to enter the world. Most adventuring
49 clerics maintain some connection to established temples and orders of
50 their faiths. A temple might ask fora cleric's aid, ora high priest
51 might be ina position to demand it.
52
53 \subsubsection{Creating a Cleric}\label{creating-a-cleric}
54
55 As you create a cleric, the most important question to con sid eris
56 which deity to serve and what principles you want your character to
57 embody. Appendix B includes lists of many of the gods of the multiverse.
58 Check with your DM to learn which deities are in your campaign. Once you
59 've chosen a deity, consider your cleric's relationship to that god. Did
60 you enter this service willingly? Or did the god choose you, impelling
61 you into service with no regard for your wishes? How do the temple
62 priests of your faith regard you: as a champion ora troublemaker? What
63 are your ultimate goals? Does your deity have a special task in mind for
64 you? Or are you striving to prove yourself worthy of a great quest?
65
66 \paragraph{Quick Build}\label{quick-build}
67
68 You can make a cleric quickly by following these suggestions. First,
69 Wisdom should be your highest ability score, followed by Strength or
70 Constitution. Second, choose the acolyte background.
71
72 \subsection{Class Features}\label{class-features}
73
74 As a cleric, you gain the following class features.
75
76 \subsubsection{Baseline}\label{baseline}
77
78 \paragraph{Hit Points}\label{hit-points}
79
80 \textbf{Hit Dice:} 1d8 per cleric level
81
82 \textbf{Hit Points at 1st Level:} 8 + your Constitution modifier
83
84 \textbf{Hit Points at Higher Levels:} 1d8 (or 5) + your Constitution
85 modifier per cleric level after 1st
86
87 \paragraph{Proficiencies}\label{proficiencies}
88
89 \textbf{Armor:} Light armor, medium armor, shields
90
91 \textbf{Weapons:} All simple weapons
92
93 \textbf{Tools:} None
94
95 \textbf{Saving Throws:} Wisdom, Charisma
96
97 \textbf{Skills:} Choose two from History, Insight, Medicine, Persuasion,
98 and Religion
99
100 \paragraph{Equipment}\label{equipment}
101
102 You start with the following equipment, in addition to the equipment
103 granted by your background:
104
105 \begin{itemize}
106 \tightlist
107 \item
108 \emph{(a)} a mace or \emph{(b)} a warhammer (if proficient)
109 \item
110 \emph{(a)} scale mail, \emph{(b)} leather armor, or \emph{(c)} chain
111 mail (if proficient)
112 \item
113 \emph{(a)} a light crossbow and 20 bolts or \emph{(b)} any simple
114 weapon
115 \item
116 \emph{(a)} a priest's pack or \emph{(b)} an explorer's pack
117 \item
118 A shield and a holy symbol
119 \end{itemize}
120
121 \subsubsection{Spellcasting}\label{spellcasting}
122
123 As a conduit for divine power, you can cast cleric spells. See chapter
124 10 for the general rules of spellcasting and chapter 11 for the cleric
125 spell list.
126
127 \paragraph{Cantrips}\label{cantrips}
128
129 At 1st level, you know three cantrips of your choice from the cleric
130 spell list. You learn additional cleric cantrips of your choice at
131 higher levels, as shown in the Cantrips Known column of the Cleric
132 table.
133
134 \paragraph{Preparing and Casting
135 Spells}\label{preparing-and-casting-spells}
136
137 The Cleric table show show many spell slots you have to cast your spells
138 of 1st level and higher. To cast one of these spells, you must expend a
139 slot of the spell's level or higher. You regain all expended spell slots
140 when you finish along rest.
141
142 You prepare the list of cleric spells that are available for you to
143 cast, choosing from the cleric spell list. When you do so, choose a
144 number of cleric spells equal to your Wisdom modifier+ your cleric level
145 (minimum of one spell). The spells must be of a level for which you have
146 spell slots.
147
148 For example, if you area 3rd-level cleric, you have four 1st-level and
149 two 2nd-level spell slots. With a Wisdom of 16, your list of prepared
150 spells can include six spells of 1st or 2nd level, in any combination.
151 If you prepare the 1st-level spell cure wounds, you can cast it using a
152 1st-level or 2nd-level slot. Casting the spell doesn't remove it from
153 your list of prepared spells.
154
155 You can change your list of prepared spells when you finish along rest.
156 Preparing anew list of cleric spells requires time spent in prayer and
157 meditation: at least 1 minute per spell level for each spell on your
158 list.
159
160 \paragraph{Spellcasting Ability}\label{spellcasting-ability}
161
162 Wisdom is your spellcasting ability for your cleric spells. The power of
163 your spells comes from your devotion to your deity. You use your Wisdom
164 whenever a cleric spell refers to your spellcasting ability. In
165 addition, you use your Wisdom modifier when setting the saving throw DC
166 fora cleric spell you cast and when making an attack roll with one.
167
168 \textbf{Spell save DC} = 8 + your proficiency bonus + your Wisdom
169 modifier
170
171 \textbf{Spell attack modifier} = your proficiency bonus + your Wisdom
172 modifier
173
174 \paragraph{Ritual Casting}\label{ritual-casting}
175
176 You can cast a cleric spell as a ritual if that spell has the ritual tag
177 and you have the spell prepared.
178
179 \paragraph{Spellcasting Focus}\label{spellcasting-focus}
180
181 You can use a holy symbol (found in chapter 5) as a spellcasting focus
182 for your cleric spells.
183
184 \subsubsection{Divine Domain}\label{divine-domain}
185
186 Choose one domain related to your deity: Knowledge, Life, Light, Nature,
187 Tempest, Trickery, or War. Each domain is detailed at the end of the
188 class description, and each one provides examples of gods associated
189 with it. Your choice grants you domain spells and other features when
190 you choose it at 1st level. It also grants you additional ways to use
191 Channel Divinity when you gain that feature at 2nd level, and additional
192 benefits at 6th, 8th, and 17th levels.
193
194 \paragraph{Domain Spells}\label{domain-spells}
195
196 Each domain has a list of spells---its domain spells--- that you gain at
197 the cleric levels noted in the domain description. Once you gain a
198 domain spell, you always have it prepared, and it doesn't count against
199 the number of spells you can prepare each day. If you have a domain
200 spell that doesn't appear on the cleric spell list, the spell is
201 nonetheless a cleric spell for you.
202
203 \subsubsection{Channel Divinity}\label{channel-divinity}
204
205 At 2nd level, you gain the ability to channel divine energy directly
206 from your deity, using that energy to fuel magical effects. You start
207 with two such effects: Turn Undead and an effect determined by your
208 domain. Some domains grant you additional effects as you advance in
209 levels, as noted in the domain description. When you use your Channel
210 Divinity, you choose which effect to create. You must then finish a
211 short or long rest to use your Channel Divinity again. Some Channel
212 Divinity effects require saving throws. When you use such an effect from
213 this class, the DC equals your cleric spell save DC. Beginning at 6th
214 level, you can use your Channel Divinity twice between rests, and
215 beginning at 18th level. you can use it three times between rests. When
216 you finish a short or long rest, you regain your expended uses.
217
218 \paragraph{Channel Divinity: Turn
219 Undead}\label{channel-divinity-turn-undead}
220
221 As an action, you present your holy symbol and speak a prayer censuring
222 the undead. Each undead that can see or hear you within 30 feet of you
223 must make a Wisdom saving throw. If the creature fails its saving throw,
224 it is turned for 1 minute or until it takes any damage.
225
226 A turned creature must spend its turns trying to move as faraway from
227 you as it can, and it can 't willingly move to a space within 30 feet of
228 you. It also can't take reactions. For its action, it can use only the
229 Dash action or try to escape from an effect that prevents it from
230 moving. If th ere's now hereto move, the creature can use the Dodge
231 action.
232
233 \subsubsection{Ability Score
234 Improvement}\label{ability-score-improvement}
235
236 When you reach 4th level, and again at 8th, 12th, 16th, and 19th level,
237 you can increase one ability score of your choice by 2, or you can
238 increase two ability scores of your choice by 1. As normal, you can't
239 increase an ability score above 20 using this feature.
240
241 \subsubsection{Destroy Undead}\label{destroy-undead}
242
243 Starting at 5th level, when an undead fails its saving throw against
244 your Turn Undead feature, the creature is instantly destroyed if its
245 challenge rating is at or below a certain threshold, as shown in the
246 Destroy Undead table.
247
248 \begin{quote}
249 \begin{longtable}[c]{@{}ll@{}}
250 \toprule
251 Cleric Level & Destroys Undead of CR\tabularnewline
252 \midrule
253 \endhead
254 5th & 1/2 or lower\tabularnewline
255 8th & 1 or lower\tabularnewline
256 11th & 2 or lower\tabularnewline
257 14th & 3 or lower\tabularnewline
258 17th & 4 or lower\tabularnewline
259 \bottomrule
260 \end{longtable}
261 \end{quote}
262
263 \subsubsection{Divine Intervention}\label{divine-intervention}
264
265 Beginning at 10th level, you can call on your deity to intervene on your
266 behalf when your need is great.
267
268 Imploring your deity's aid requires you to use your action. Describe the
269 assistance you seek, and roll percentile dice. If you roll a number
270 equal to or lower than your cleric level, your deity intervenes. The DM
271 chooses the nature of the intervention; the effect of any cleric spell
272 or cleric domain spell would be appropriate.
273
274 If your deity intervenes, you can't use this feature again for 7 days.
275 Otherwise, you can use it again after you finish along rest.
276
277 At 20th level, your call for intervention succeeds automatically, no
278 roll required.
279
280 \subsection{Divine Domains}\label{divine-domains}
281
282 In a pantheon, every deity has influence over different aspects of
283 mortal life and civilization, called a deity's domain. All the domains
284 over which a deity has influence are called the deity's portfolio. For
285 example, the portfolio of the Greek god Apollo includes the domains of
286 Knowledge, Life, and Light. As a cleric, you choose one aspect of your
287 deity's portfolio to emphasize, and you are granted powers related to
288 that domain.
289
290 Your choice might correspond to a particular sect dedicated to your
291 deity. Apollo, for example, could be worshiped in one region as Ph oeb
292 us (``radiant'') Apollo, emphasizing his influence over the Light
293 domain, and ina different place as Apollo Acesius (``healing''),
294 emphasizing his association with the Life domain. Alternatively, your
295 choice of domain could simply be a matter of personal preference, the
296 aspect of the deity that appeals to you most.
297
298 Each domain's description gives examples of deities who have influence
299 over that domain. Gods are included from the worlds of the Forgotten
300 Realms, Greyhawk, Dragon lance, and Eberron campaign settings, as well
301 as from the Celtic, Greek, Norse, and Egyptian pantheons of antiquity.
302
303 \subsubsection{Knowledge Domain}\label{knowledge-domain}
304
305 The gods of knowledge---includingOghma, Boccob, Gilean, Aureon, and
306 Thoth ---value learning and understanding above all. Some teach that
307 knowledge is to be gathered and shared in libraries and universities, or
308 promote the practical knowledge of craft and invention. Some deities
309 hoard knowledge and keep its secrets to themselves. And some promise
310 their followers that they will gain tremendous power if they unlock the
311 secrets of the multiverse. Followers of these gods study esoteric lore,
312 collect old tomes, delve into the secret places of the earth, and learn
313 all they can. Some gods of knowledge promote the practical knowledge of
314 craft and invention, including smith deities like Gond, Reorx, Onatar,
315 Moradin, Hephaestus, and Goibhniu.
316
317 \paragraph{Knowledge Domain Spells}\label{knowledge-domain-spells}
318
319 \begin{quote}
320 \begin{longtable}[c]{@{}ll@{}}
321 \toprule
322 Cleric Level & Spells\tabularnewline
323 \midrule
324 \endhead
325 1st & command, identify\tabularnewline
326 3rd & augury, suggestion\tabularnewline
327 5th & nondetection, speak with dead\tabularnewline
328 7th & arcane eye, confusion\tabularnewline
329 9th & legend lore, scrying\tabularnewline
330 \bottomrule
331 \end{longtable}
332 \end{quote}
333
334 \paragraph{Blessings of Knowledge}\label{blessings-of-knowledge}
335
336 At 1st level, you learn two languages of your choice. You also become
337 proficient in your choice of two of the following skills: Arcana,
338 History, Nature, or Religion.
339
340 Your proficiency bonus is doubled for any ability check you make that
341 uses either of those skills.
342
343 \paragraph{Channel Divinity: Knowledge of the
344 Ages}\label{channel-divinity-knowledge-of-the-ages}
345
346 Starting at 2nd level, you can use your Channel Divinity to tap into a
347 divine well of knowledge. A san action, you choose one skill or tool.
348 For 10 minutes, you have proficiency with the chosen skill or tool.
349
350 \paragraph{Channel Divinity: Read
351 Thoughts}\label{channel-divinity-read-thoughts}
352
353 At 6th level, you can use your Channel Divinity to read a creature's
354 thoughts. You can then use your access to the creature's mind to command
355 it.
356
357 As an action, choose one creature that you can see within 6 0 feet of
358 you. That creature must make a Wisdom saving throw.
359
360 If the creature succeed son the saving throw, you can't use this feature
361 on it again until you finish along rest. If the creature fails its save,
362 you can read its surface thoughts (those foremost in its mind,
363 reflecting its current emotion sand what it is actively thinking about)
364 when it is within 60 feet of you. This effect lasts for 1 minute.
365
366 During that time, you can use your action to end this effect and cast
367 the \emph{suggestion} spell on the creature without expending aspell
368 slot. The target automatically fails its saving throw against the spell.
369
370 \paragraph{Potent Spellcasting}\label{potent-spellcasting}
371
372 Starting at 8th level, you add your Wisdom modifier to the damage you
373 deal with any cleric cantrip.
374
375 \paragraph{Visions of the Past}\label{visions-of-the-past}
376
377 Starting at 17th level, you can call up visions of the past that relate
378 to an object you hold or your immediate surroundings. You spend at least
379 1 minute in meditation and prayer, then receive dreamlike, shadowy
380 glimpses of recent events. You can meditate in this way fora number of
381 minutes equal to your Wisdom score and must maintain concentration
382 during that time, as if you were casting aspell.
383
384 Once you use this feature, you can't use it again until you finish a
385 short or long rest.
386
387 \textbf{Object Reading.} Holding an object as you meditate, you can see
388 visions of the ob ject's previous owner. After meditating for 1 minute,
389 you learn how the owner acquired and lost the object, as well as the
390 most recent significant event involving the object and that owner. If
391 the object was owned by another creature in the recent past (within a
392 number of days equal to your Wisdom score), you can spend 1 additional
393 minute for each owner to learn the same information about that creature.
394
395 \textbf{Area Reading.} As you meditate, you see visions of recent events
396 in your immediate vicinity (a room, street, tunnel, clearing, or the
397 like, up to a 50-foot cube), going back a number of days equal to your
398 Wisdom score. For each minute you meditate, you learn about one
399 significant event, beginning with the most recent. Significant events
400 typically involve powerful emotions, such as battles and betrayals,
401 marriages and murders, births and funerals. However, they might also
402 include more mundane events that are nevertheless important in your
403 current situation.
404
405 \subsubsection{Life Domain}\label{life-domain}
406
407 The Life domain focuses on the vibrant positive energy---one of the
408 fundamental forces of the universe--- that sustains all life. The gods
409 of life promote vitality and health through healing the sick and
410 wounded, caring for those in need, and driving away the forces of death
411 and undeath. Almost any non-evil deity can claim influence over this
412 domain, particularly agricultural deities (such as Chauntea, Arawai, and
413 Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of
414 healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht),
415 and gods of home and community (such as Hestia, Hathor, and Boldrei)
416
417 \paragraph{Life Domain Spells}\label{life-domain-spells}
418
419 \begin{quote}
420 \begin{longtable}[c]{@{}ll@{}}
421 \toprule
422 Cleric Level & Spells\tabularnewline
423 \midrule
424 \endhead
425 1st & bless, cure wounds\tabularnewline
426 3rd & lesser restoration, spiritual weapon\tabularnewline
427 5th & beacon of hope, revivify\tabularnewline
428 7th & dead ward, guardian of faith\tabularnewline
429 9th & mass cure wounds, raise dead\tabularnewline
430 \bottomrule
431 \end{longtable}
432 \end{quote}
433
434 \paragraph{Bonus Proficiency}\label{bonus-proficiency}
435
436 When you choose this domain at 1st level, you gain proficiency with
437 heavy armor
438
439 \paragraph{Disciple of Life}\label{disciple-of-life}
440
441 Also starting at 1st level, your healing spells are more effective.
442 Whenever you use aspell of 1st level or higher to restore hit points to
443 a creature, the creature regains additional hit points equal to 2 + the
444 spell's level.
445
446 \paragraph{Channel Divinity: Preserve
447 Life}\label{channel-divinity-preserve-life}
448
449 Starting at 2nd level, you can use your Channel Divinity to heal the
450 badly injured. A san action, you present your holy symbol and evoke
451 healing energy that can restore a number of hit points equal to five
452 times your cleric level. Choose any creatures within 30 feet of you, and
453 divide those hit points among them. This feature can restore a creature
454 to no more than half of its hit point maximum. You can't use this
455 feature on an undead ora construct.
456
457 \paragraph{Blessed Healer}\label{blessed-healer}
458
459 Beginning at 6th level, the healing spells you cast on others heal you
460 as well. When you cast aspell of 1st level or higher that restores hit
461 points to a creature other than you, you regain hit points equal to 2 +
462 the spell's level.
463
464 \paragraph{Divine Strike}\label{divine-strike}
465
466 At 8th level, you gain the ability to infuse your weapon strikes with
467 divine energy. Once on each of your turns when you hit a creature with a
468 weapon attack, you can cause the attack to deal an extra 1d8 radiant
469 damage to the target. When you reach 14th level, the extra damage
470 increases to 2d8.
471
472 \paragraph{Supreme Healing}\label{supreme-healing}
473
474 Starting at 17th level, when you would normally roll one or more dice to
475 restore hit points with aspell, you instead use the highest number
476 possible for each die. For example, instead of restoring 2d6 hit points
477 to a creature, you restore 12.
478
479 \subsubsection{Light Domain}\label{light-domain}
480
481 Gods of light---including Helm, Lathander, Pholtus, Branchala, the
482 Silver Flame, Belenus, Apollo, and Re-Horakhty---promote the ideals of
483 rebirth and renewal, truth, vigilance, and beauty, often using the
484 symbol of the sun. Some of these gods are portrayed as the sun itself or
485 as a charioteer who guides the sun across the sky. Others are tireless
486 sentinels whose eyes pierce every shadow and see through every
487 deception. Some are deities of beauty and artistry, who teach that art
488 is a vehicle for the soul's improvement. Clerics of a god of light are
489 enlightened souls infused with radiance and the power of their god s'
490 discerning vision, charged with chasing away lies and burning away
491 darkness.
492
493 \paragraph{Light Domain Spells}\label{light-domain-spells}
494
495 \begin{quote}
496 \begin{longtable}[c]{@{}ll@{}}
497 \toprule
498 Cleric Level & Spells\tabularnewline
499 \midrule
500 \endhead
501 1st & burning hands, faerie fire\tabularnewline
502 3rd & flaming sphere, scorching ray\tabularnewline
503 5th & daylight, fireball\tabularnewline
504 7th & guardian of faith, wall of fire\tabularnewline
505 9th & flame strike, scrying\tabularnewline
506 \bottomrule
507 \end{longtable}
508 \end{quote}
509
510 \paragraph{Bonus Cantrip}\label{bonus-cantrip}
511
512 When you choose this domain at 1st level, you gain the \emph{light}
513 cantrip if you don 't already know it.
514
515 \paragraph{Warding Flare}\label{warding-flare}
516
517 Also at 1st level, you can interpose divine light between yourself and
518 an attacking enemy. When you are attacked by a creature within 30 feet
519 of you that you can see, you can use your reaction to impose
520 disadvantage on the attack roll, causing light to flare before the
521 attacker before it hits or misses. An attacker that can't be blinded is
522 immune to this feature.
523
524 You can use this feature a number of times equal to your Wisdom modifier
525 (a minimum of once). You regain all expended uses when you finish along
526 rest.
527
528 \paragraph{Channel Divinity: Radiance of the
529 Dawn}\label{channel-divinity-radiance-of-the-dawn}
530
531 Starting at 2nd level, you can use your Channel Divinity to harness
532 sunlight, banishing darkness and dealing radiant damage to your foes.
533
534 As an action, you present your holy symbol, and any magical darkness
535 within 30 feet of you is dispelled. Additionally, each hostile creature
536 within 30 feet of you must make a Constitution saving throw. A creature
537 takes radiant damage equal to 2 d10 + your cleric level on a failed
538 saving throw, and half as much damage on a successful one. A creature
539 that has total cover from you is not affected.
540
541 \paragraph{Improved Flare}\label{improved-flare}
542
543 Starting at 6th level, you can also use your Warding Flare feature when
544 a creature that you can see within 30 feet of you attacks a creature
545 other than you.
546
547 \paragraph{Potent Spell casting}\label{potent-spell-casting}
548
549 Starting at 8th level, you add your Wisdom modifier to the damage you
550 deal with any cleric cantrip.
551
552 \paragraph{Corona of Light}\label{corona-of-light}
553
554 Starting at 17th level, you can use your action to activate an aura of
555 sunlight that lasts for 1 minute or until you dismiss it using another
556 action. You emit bright light in a 60-foot radius and dim light 30 feet
557 beyond that. Your enemies in the bright light have disadvantage on
558 saving throws against any spell that deals fire or radiant damage.
559
560 \subsubsection{Nature Domain}\label{nature-domain}
561
562 Gods of nature areas varied as the natural world itself, from
563 inscrutable gods of the deep forests (such as Silvanus, Obad-Hai,
564 Chislev, Balinor, and Pan) to friendly deities associated with
565 particular springs and groves (such as Eldath). Druids revere nature as
566 a whole and might serve one of these deities, practicing mysterious
567 rites and reciting all-but-forgotten prayers in their own secret tongue.
568 But many of these god shave clerics as well, champions who take a more
569 active role in advancing the interests of a particular nature god. These
570 clerics might hunt the evil monstrosities that despoil the woodlands,
571 bless the harvest of the faithful, or wither the crops of those who
572 anger their gods.
573
574 \paragraph{Nature Domain Spells}\label{nature-domain-spells}
575
576 \begin{quote}
577 \begin{longtable}[c]{@{}ll@{}}
578 \toprule
579 Cleric Level & Spells\tabularnewline
580 \midrule
581 \endhead
582 1st & animal friendship, speak with animals\tabularnewline
583 3rd & barkskin, spike growth\tabularnewline
584 5th & plant growth, wind wall\tabularnewline
585 7th & dominate beast, grasping vine\tabularnewline
586 9th & insect plague, tree stride\tabularnewline
587 \bottomrule
588 \end{longtable}
589 \end{quote}
590
591 \paragraph{Acolyte of Nature}\label{acolyte-of-nature}
592
593 At 1st level, you learn one druid cantrip of your choice. You also gain
594 proficiency in one of the following skills of your choice: Animal
595 Handling, Nature, or Survival.
596
597 \paragraph{Bonus Proficiency}\label{bonus-proficiency-1}
598
599 Also at 1st level, you gain proficiency with heavy armor.
600
601 \paragraph{Channel Divinity: Charm Animals and
602 Plants}\label{channel-divinity-charm-animals-and-plants}
603
604 Starting at 2nd level, you can use your Channel Divinity to charm
605 animals and plants.
606
607 As an action, you present your holy symbol and invoke the name of your
608 deity. Each beast or plant creature that can see you within 30 feet of
609 you must make a Wisdom saving throw. If the creature fails its saving
610 throw, it is charmed by you for 1 minute or until it takes damage. While
611 it is charmed by you, it is friendly to you and other creatures you
612 designate.
613
614 \paragraph{Dampen Elements}\label{dampen-elements}
615
616 Starting at 6th level, when you ora creature within 30 feet of you takes
617 acid, cold, fire, lightning, or thunder damage, you can use your
618 reaction to grant resistance to the creature against that instance of
619 the damage.
620
621 \paragraph{Divine Strike}\label{divine-strike-1}
622
623 At 8th level, you gain the ability to infuse your weapon strikes with
624 divine energy. Once on each of your turns when you hit a creature with a
625 weapon attack, you can cause the attack to deal an extra 1d8 cold, fire,
626 or lightning damage (your choice) to the target. When you reach 14th
627 level, the extra damage increases to 2d8.
628
629 \paragraph{Master of Nature}\label{master-of-nature}
630
631 At 17th level, you gain the ability to command animals and plant
632 creatures. While creatures are charmed by your Charm Animals and Plants
633 feature, you can take a bonus action on your turn to verbally command
634 what each of those creatures will do on its next turn.
635
636 \subsubsection{Tempest Domain}\label{tempest-domain}
637
638 Gods whose portfolios include the Tempest domain including Talos,
639 Umberlee, Kord, Zeboim, the Devourer, Zeus, and Th or---govern storms,
640 sea, and sky. They include gods of lightning and thunder, gods of
641 earthquakes, some fire gods, and certain gods of violence, physical
642 strength, and courage. In some pantheons, a god of this domain rules
643 over other deities and is known for swift justice delivered by
644 thunderbolts. In the pantheons of seafaring people, gods of this domain
645 are ocean deities and the patrons of sailors. Tempest gods send their
646 clerics to inspire fear in the common folk, either to keep those folk on
647 the path of righteousness or to encourage them to offer sacrifices of
648 propitiation toward off divine wrath.
649
650 \paragraph{Tempest Domain Spells}\label{tempest-domain-spells}
651
652 \begin{quote}
653 \begin{longtable}[c]{@{}ll@{}}
654 \toprule
655 Cleric Level & Spells\tabularnewline
656 \midrule
657 \endhead
658 1st & fog cloud, thunderwave\tabularnewline
659 3rd & gust of wind, shatter\tabularnewline
660 5th & call lightning, sleet storm\tabularnewline
661 7th & control water, ice storm\tabularnewline
662 9th & destructive wave, insect plague\tabularnewline
663 \bottomrule
664 \end{longtable}
665 \end{quote}
666
667 \paragraph{Bonus Proficiencies}\label{bonus-proficiencies}
668
669 At 1st level, you gain proficiency with martial weapons and heavy armor.
670
671 \paragraph{Wrath of the Storm}\label{wrath-of-the-storm}
672
673 Also at 1st level, you can thunderously rebuke attackers. When a
674 creature within 5 feet of you that you can see hits you with an attack,
675 you can use your reaction to cause the creature to make a Dexterity
676 saving throw. The creature takes 2d8 lightning or thunder damage (your
677 choice) on a failed saving throw, and half as much damage on a
678 successful one.
679
680 You can use this feature a number of times equal to your Wisdom modifier
681 (a minimum of once). You regain all expended uses when you finish along
682 rest.
683
684 \paragraph{Channel Divinity: Destructive
685 Wrath}\label{channel-divinity-destructive-wrath}
686
687 Starting at 2nd level, you can use your Channel Divinity to wield the
688 power of the storm with unchecked ferocity.
689
690 When you roll lightning or thunder damage, you can use your Channel
691 Divinity to deal maximum damage, instead of rolling.
692
693 \paragraph{Thunderbolt Strike}\label{thunderbolt-strike}
694
695 At 6th level, when you deal lightning damage to a Large or smaller
696 creature, you can also push it up to 10 feet away from you.
697
698 \paragraph{Divine Strike}\label{divine-strike-2}
699
700 At 8th level, you gain the ability to infuse your weapon strikes with
701 divine energy. Once on each of your turns when you hit a creature with a
702 weapon attack, you can cause the attack to deal an extra 1d8 thunder
703 damage to the target. When you reach 14th level, the extra damage
704 increases to 2d8.
705
706 \paragraph{Stormborn}\label{stormborn}
707
708 At 17th level, you have a flying speed equal to your current walking
709 speed whenever you are not underground or indoors.
710
711 \subsubsection{Trickery Domain}\label{trickery-domain}
712
713 Gods of trickery---such as Tymora, Beshaba, Olidam mara, the Traveler,
714 Garl Glittergold, and Loki---aremischief-makers and instigators who
715 stand as a constant challenge to the accepted order among both god sand
716 mortals. Th ey're patrons of thieves, scoundrels, gamblers, rebels, and
717 liberators. Their clerics area disruptive force in the world, puncturing
718 pride, mocking tyrants, stealing from the rich, freeing captives, and
719 flouting hollow traditions. They prefer subterfuge, pranks, deception,
720 and theft rather than direct confrontation.
721
722 \paragraph{Trickery Domain Spells}\label{trickery-domain-spells}
723
724 \begin{quote}
725 \begin{longtable}[c]{@{}ll@{}}
726 \toprule
727 Cleric Level & Spells\tabularnewline
728 \midrule
729 \endhead
730 1st & charm person, disguise self\tabularnewline
731 3rd & mirror image, pass without trace\tabularnewline
732 5th & blink, dispel magic\tabularnewline
733 7th & dimension door, polymorph\tabularnewline
734 9th & dominate person, modify memory\tabularnewline
735 \bottomrule
736 \end{longtable}
737 \end{quote}
738
739 \paragraph{Blessing of the Trickster}\label{blessing-of-the-trickster}
740
741 Starting when you choose this domain at 1st level, you can use your
742 action to touch a willing creature other than yourself to give it
743 advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour
744 or until you use this feature again.
745
746 \paragraph{Channel Divinity: Invoke
747 Duplicity}\label{channel-divinity-invoke-duplicity}
748
749 Starting at 2nd level, you can use your Channel Divinity to create an
750 illusory duplicate of yourself.
751
752 As an action, you create a perfect illusion of yourself that lasts for 1
753 minute, or until you lose your concentration (as if you were
754 concentrating on aspell). The illusion appears in an unoccupied space
755 that you can see within 30 feet of you. As a bonus action on your turn,
756 you can move the illusion up to 30 feet to a space you can see, but it
757 must remain within 120 feet of you. For the duration, you can cast
758 spells as though you were in the illusion's space, but you must use your
759 own senses. Additionally, when both you and your illusion are within 5
760 feet of a creature that can seethe illusion, you have advantage on
761 attack rolls against that creature, given how distracting the illusion
762 is to the target.
763
764 \paragraph{Channel Divinity: Cloak of
765 Shadows}\label{channel-divinity-cloak-of-shadows}
766
767 Starting at 6th level, you can use your Channel Divinity to vanish.
768
769 As an action, you become invisible until the end of your next turn. You
770 become visible if you attack or cast a spell.
771
772 \paragraph{Divine Strike}\label{divine-strike-3}
773
774 At 8th level, you gain the ability to infuse your weapon strikes with
775 poison---a gift from your deity. Once on each of your turns when you hit
776 a creature with a weapon attack, you can cause the attack to deal an
777 extra 1d8 poison damage to the target. When you reach 14th level, the
778 extra damage increases to 2d8.
779
780 \paragraph{Improved Duplicity}\label{improved-duplicity}
781
782 At 17th level, you can create up to four duplicates of yourself, instead
783 of one, when you use Invoke Duplicity. As a bonus action on your turn,
784 you can move any number of them up to 30 feet, to a maximum range of 120
785 feet.
786
787 \subsubsection{War Domain}\label{war-domain}
788
789 War has many manifestations. It can make heroes of ordinary people. It
790 can be desperate and horrific, with acts of cruelty and cowardice
791 eclipsing instances of excellence and courage. In either case, the gods
792 of war watch over warriors and reward them for their great deeds. The
793 clerics of such gods excel in battle, inspiring others to fight the good
794 fight or offering acts of violence as prayers. Gods of war include
795 champions of honor and chivalry (such as Torm, Heironeous, and
796 KiriJolith) as well as gods of destruction and pillage (such as
797 Erythnul, the Fury, Gruum sh, and Ares) and gods of conquest and
798 domination (such as Bane, Hextor, and Maglubiyet). Other war gods (such
799 as Tem pus, Nike, and Nuada) take a more neutral stance, promoting war
800 in all its manifestations and supporting warriors in any circumstance.
801
802 \paragraph{War Domain Spells}\label{war-domain-spells}
803
804 \begin{quote}
805 \begin{longtable}[c]{@{}ll@{}}
806 \toprule
807 Cleric Level & Spells\tabularnewline
808 \midrule
809 \endhead
810 1st & divine favor, shield of faith\tabularnewline
811 3rd & magic weapon, spiritual weapon\tabularnewline
812 5th & crusader's mantle, spirit guardians\tabularnewline
813 7th & freedom of movement, stoneskin\tabularnewline
814 9th & flame strike, hold monster\tabularnewline
815 \bottomrule
816 \end{longtable}
817 \end{quote}
818
819 \paragraph{Bonus Proficiencies}\label{bonus-proficiencies-1}
820
821 At 1st level, you gain proficiency with martial weapons and heavy armor.
822
823 \paragraph{War Priest}\label{war-priest}
824
825 From 1st level, your god delivers bolts of inspiration to you while you
826 are engaged in battle. When you use the Attack action, you can make one
827 weapon attack as a bonus action. You can use this feature a number of
828 times equal to your Wisdom modifier (a minimum of once). You regain all
829 expended uses when you finish along rest.
830
831 \paragraph{Channel Divinity: Guided
832 Strike}\label{channel-divinity-guided-strike}
833
834 Starting at 2nd level, you can use your Channel Divinity to strike with
835 supernatural accuracy. When you make an attack roll, you can use your
836 Channel Divinity to gain a +10 bonus to the roll. You make this choice
837 after you seethe roll, but before the DM says whether the attack hits or
838 misses.
839
840 \paragraph{Channel Divinity: War God's
841 Blessing}\label{channel-divinity-war-gods-blessing}
842
843 At 6th level, when a creature within 30 feet of you makes an attack
844 roll, you can use your reaction to grant that creature a +10 bonus to
845 the roll, using your Channel Divinity. You make this choice after you
846 seethe roll, but before the DM says whether the attack hits or misses.
847
848 \paragraph{Divine Strike}\label{divine-strike-4}
849
850 At 8th level, you gain the ability to infuse your weapon strikes with
851 divine energy. Once on each of your turns when you hit a creature with a
852 weapon attack, you can cause the attack to deal an extra 1d8 damage of
853 the same type dealt by the weapon to the target. When you reach 14th
854 level, the extra damage increases to 2d8.
855
856 War Domain War has many manifestations. It can make heroes of ordinary
857 people. It can be desperate and horrific, with acts of cruelty and
858 cowardice eclipsing instances of excellence and courage. In either case,
859 the gods of war
860
861 \paragraph{Avatar of Battle}\label{avatar-of-battle}
862
863 At 17th level, you gain resistance to bludgeoning, piercing, and
864 slashing damage from nonmagical weapons.
865
866 \subsection{Progression Summary}\label{progression-summary}
1 \section{Druid}\label{druid}
2
3 Holding high a gnarled staff wreathed with holly, an elf summons the
4 fury of the storm and calls down explosive bolts of lightning to smite
5 the torch---carrying orcs Who threaten her forest.
6
7 Crouching out of sight on a high tree branch in the form of a leopard, a
8 human peers out of the jungle at the strange construction of a temple of
9 Evil Elemental Air, keeping a close eye on the cultists' activities.
10
11 Swinging a blade formed of pure fire, a half---elf charges into a mass of
12 skeletal soldiers, sundering the unnatural magic that gives the foul
13 creatures the mocking semblance of life.
14
15 Whether calling on the elemental forces of nature or emulating the
16 creatures of the animal world, druids are an embodiment of nature's
17 resilience, cunning, and fury. They claim no mastery over nature.
18 Instead. they see themselves as extensions of nature's indomitable will.
19
20 \subsection{Background}\label{background}
21
22 \subsubsection{Power of Nature}\label{power-of-nature}
23
24 Druids revere nature above all, gaining their spells and other magical
25 powers either from the force of nature itself or from a nature deity.
26 Many druids pursue a mystic spirituality of transcendent union with
27 nature rather than devotion to a divine entity, while others serve gods
28 of Wild nature, animals, or elemental forces. The ancient druidic
29 traditions are sometimes called the Old Faith, in contrast to the
30 worship of gods in temples and shrines.
31
32 Druid spells are oriented toward nature and animals--- the power of
33 tooth and claw, of sun and moon, of fire and storm. Druids also gain the
34 ability to take on animal forms, and some druids make a particular study
35 of this practice, even to the point where they prefer animal form to
36 their natural form.
37
38 \subsubsection{Preserve the Balance}\label{preserve-the-balance}
39
40 For druids, nature exists in a precarious balance. The four elements
41 that make up a world-air, earth, fire, and water---must remain in
42 equilibrium. If one element were to gain power over the others, the
43 world could be destroyed, drawn into one of the elemental planes and
44 broken apart into its component elements. Thus. druids oppose cults of
45 Elemental Evil and others who promote one element to the exclusion of
46 others. Druids are also concerned with the delicate ecological balance
47 that sustains plant and animal life, and the need for civilized folk to
48 live in harmony with nature. not in opposition to it. Druids accept that
49 which is cruel in nature, and they hate that which is unnatural,
50 including aberrations (such as beholders and mind flayers) and undead
51 (such as zombies and vampires). Druids sometimes lead raids against such
52 creatures, especially when the monsters encroach on the druids'
53 territory. Druids are often found guarding sacred sites or watching over
54 regions of unspoiled nature. But when a significant danger arises,
55 threatening nature's balance or the lands they protect, druids take on a
56 more active role in combating the threat, as adventurers.
57
58 \subsubsection{Sacred Plants and Wood}\label{sacred-plants-and-wood}
59
60 A druid holds certain plants to be sacred, particularly alder, ash,
61 birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and
62 yew. Druids often use such plants as part ofa spellcasting focus,
63 incorporating lengths of oak or yew or sprigs of mistletoe.
64
65 Similarly, a druid uses such woods to make other objects, such as
66 weapons and shields. Yew is associated with death and rebirth, so weapon
67 handles for scimitars or sickles might be fashioned from it. Ash is
68 associated with life and oak with strength. These woods make excellent
69 hatts or whole weapons, such as clubs or quarterstaffs, as well as
70 shields. Alder is associated with air, and it might be used forthrown
71 weapons, such as darts or javelins.
72
73 Druids from regions that lack the plants described here have chosen
74 other plants to take on similar uses. For instance, a druid ofa desert
75 region might value the yucca tree and cactus plants.
76
77 \subsubsection{Druids and the Gods}\label{druids-and-the-gods}
78
79 Some druids venerate the forces ofnature themselves, but most druids are
80 devoted to one ofthe many nature deities worshiped in the multiverse
81 (the lists of gods in appendix
82
83 B include many such deities). The worship ofthese deities is often
84 considered a more ancient tradition than the faiths ofclerics and
85 urbanized peoples. In fact, in the world of Greyhawk, the druidic faith
86 is called the Old Faith, and it claims many adherents among farmers,
87 foresters, fishers, and others who live closely with nature. This
88 tradition includes the worship of Nature as a primal force beyond
89 personification, but also encompasses the worship of Beory, the Oerth
90 Mother, as well as devotees ofObad-Hai, Ehlonna, and Ulaa.
91
92 In the worlds ofGreyhawk and the Forgotten Realms, druidic circles are
93 not usually connected to the faith ofa single nature deity. Any given
94 circle in the Forgotten Realms, for example, might include druids who
95 revere Silvanus, Mielikki, Eldath, Chauntea, or even the harsh Gods of
96 Fury: Talos, Malar, Auril, and Umberlee. These nature gods are often
97 called the First Circle, the first among the druids, and most druids
98 count them all (even the violent ones) as worthy ofveneration.
99
100 The druids of Eberron hold animistic beliefs completely unconnected to
101 the Sovereign Host, the Dark Six, or any of the other religions ofthe
102 world. They believe that every living thing and evew natural
103 phenomenon---sun, moon, wind, fire, and the world itself---has a spirit.
104 Their spells, then, are a means to communicate with and command these
105 spirits. Dififerent druidic sects, though, hold difierent philosophies
106 about the proper relationship ofthese spirits to each other and to the
107 forces ofcivilization. The Ashbound, for example, believe that arcane
108 magic is an abomination against nature, the Children ofWinter venerate
109 the forces of death, and the Gatekeepers preserve ancient traditions
110 meant to protect the world from the incursion of aberrations.
111
112 \subsubsection{Creating a Druid}\label{creating-a-druid}
113
114 When making a druid, consider why your character has such a close bond
115 with nature. Perhaps your character lives in a society where the Old
116 Faith still thrives, or was raised by a druid after being abandoned in
117 the depths of a forest. Perhaps your character had a dramatic encounter
118 with the spirits of nature, coming face to
119
120 face with a giant eagle or dire wolf and surviving the experience. Maybe
121 your character was born during an epic storm or a volcanic eruption,
122 which was interpreted as a sign that becoming a druid was part of your
123 character's destiny. Have you always been an adventurer as part of your
124 druidic calling. or did you first spend time as a caretaker of a sacred
125 grove or spring? Perhaps your homeland was befouled by evil. and you
126 took up an adventuring life in hopes of finding a new home or purpose.
127
128 \paragraph{Quick Build}\label{quick-build}
129
130 You can make a druid quickly by following these suggestions. First.
131 Wisdom should be your highest ability score. followed by Constitution.
132 Second. choose the hermit background.
133
134 \subsection{Class Features}\label{class-features}
135
136 \subsubsection{Baseline}\label{baseline}
137
138 As a druid, you gain the following class features.
139
140 \paragraph{Hit Points}\label{hit-points}
141
142 \textbf{Hit Dice:} 1d8 per druid level
143
144 \textbf{Hit Points at lst Level:} 8 + your Constitution modifier
145
146 \textbf{Hit Points at Higher Levels:} 1d8 (or 5) + your Constitution
147 modifier per druid level after lst
148
149 \paragraph{Proficiencies}\label{proficiencies}
150
151 \textbf{Armor:} Light armor, medium armor. shields (druids will not wear
152 armor or use shields made of metal)
153
154 \textbf{Weapons:} Clubs, daggers. darts. javelins, maces, quarterstaffs.
155 scimitars, sickles, slings, spears
156
157 \textbf{Tools:} Herbalism kit
158
159 \textbf{Saving Throws:} Intelligence. Wisdom
160
161 \textbf{Skills:} Choose two from Arcana, Animal Handling, Insight,
162 Medicine, Nature, Perception, Religion, and Survival
163
164 \paragraph{Equipment}\label{equipment}
165
166 You start with the following equipment, in addition to the equipment
167 granted by your background:
168
169 \begin{itemize}
170 \tightlist
171 \item
172 \emph{(a)} a wooden shield or \emph{(b)} any simple weapon
173 \item
174 \emph{(a)} a scimitar or \emph{(b)} any simple melee weapon
175 \item
176 Leather armor, an explorer's pack, and a druidic focus
177 \end{itemize}
178
179 \paragraph{Druidic}\label{druidic}
180
181 You know Druidic, the secret language of druids. You can speak the
182 language and use it to leave hidden messages. You and others who know
183 this language automatically spot such a message Others spot the
184 message's presence with a successful DC 15 Wisdom (Perception) check but
185 can't decipher it without magic.
186
187 \subsubsection{Spellcasting}\label{spellcasting}
188
189 Drawing on the divine essence of nature itself, you can cast spells to
190 shape that essence to your will. See chapter 10 for the general rules of
191 spellcasting and chapter 11 for the druid spell list.
192
193 \paragraph{Cantrips}\label{cantrips}
194
195 At 1st level, you know two cantrips of your choice from the druid spell
196 list. You learn additional druid cantrips of your choice at higher
197 levels, as shown in the Cantrips Known column of the Druid table.
198
199 \paragraph{Preparing and Casting
200 Spells}\label{preparing-and-casting-spells}
201
202 The Druid table shows how many spell slots you have to cast your spells
203 of 1st level and higher. To cast one of these druid spells, you must
204 expend a slot of the spell`s level or higher. You regain all expended
205 spell slots when you finish a long rest.
206
207 You prepare the list of druid spells that are available for you to cast,
208 choosing from the druid spell list. When you do so, choose a number of
209 druid spells equal to your Wisdom modifier + your druid level (minimum of
210 one spell). The spells must be of a level for which you have spell
211 slots.
212
213 For example, if you are a 3rd---1evel druid. you have four lst---level
214 and two 2nd---level spell slots. With a Wisdom of 16, your list of
215 prepared spells can include six spells of 1st or 2nd level, in any
216 combination. If you prepare the lst---level spell cure wounds, you can
217 cast it using a lst---level or 2nd-level slot. Casting the spell doesn't
218 remove it from your list of prepared spells.
219
220 You can also change your list of prepared spells when you finish a long
221 rest. Preparing a new list of druid spells requires time spent in prayer
222 and meditation: at least 1 minute per spell level for each spell on your
223 list.
224
225 \paragraph{Spellcasting Ability}\label{spellcasting-ability}
226
227 Wisdom is your spellcasting ability for your druid spells, since your
228 magic draws upon your devotion and attunement to nature. You use your
229 Wisdom whenever a spell refers to your spellcasting ability. In
230 addition, you use your Wisdom modifier when setting the saving throw DC
231 for a druid spell you cast and when making an attack roll with one.
232
233 \textbf{Spell save DC} = 8 + your proficiency bonus + your Wisdom
234 modifier
235
236 \textbf{Spell attack modifier} = your proficiency bonus + your Wisdom
237 modifier
238
239 \paragraph{Ritual Casting}\label{ritual-casting}
240
241 You can cast a druid spell as a ritual if that spell has the ritual tag
242 and you have the spell prepared.
243
244 \paragraph{Spellcasting Focus}\label{spellcasting-focus}
245
246 You can use a druidic focus (found in chapter 5) as a spellcasting focus
247 for your druid spells.
248
249 \subsubsection{Wild Shape}\label{wild-shape}
250
251 Starting at 2nd level, you can use your action to magically assume the
252 shape of a beast that you have seen before. You can use this feature
253 twice. You regain expended uses when you finish a short or long rest.
254
255 Your druid level determines the beasts you can transform into, as shown
256 in the Beast Shapes table. At 2nd level. for example, you can transform
257 into any beast that has a challenge rating of 1/4 or lower that doesn't
258 have a flying or swimming speed.
259
260 \textbf{Beast Shapes}
261
262 \begin{longtable}[c]{@{}llll@{}}
263 \toprule
264 Level & Max CR & Limitations & Example\tabularnewline
265 \midrule
266 \endhead
267 2nd & 1/4 & No flying or swimming speed & Wolf\tabularnewline
268 4th & 1/2 & No flying speed & Crocodile\tabularnewline
269 8th & 1 & --- & Giant Eagle\tabularnewline
270 \bottomrule
271 \end{longtable}
272
273 You can stay in a beast shape for a number of hours equal to half your
274 druid level (rounded down). You then revert to your normal form unless
275 you expend another use of this feature. You can revert to your normal
276 form earlier by using a bonus action on your turn. You automatically
277 revert if you fall unconscious, drop to 0 hit points, or die.
278
279 While you are transformed, the following rules apply:
280
281 \begin{itemize}
282 \tightlist
283 \item
284 Your game statistics are replaced by the statistics of the beast, but
285 you retain your alignment, personality, and Intelligence, Wisdom, and
286 Charisma scores. You also retain all of your skill and saving throw
287 proficien cies, in addition to gaining those of the creature. If the
288 creature has the same proficiency as you and the bonus in its stat
289 block is higher than yours, use the creature's bonus instead of yours.
290 If the creature has any legendary or lair actions, you can't use them.
291 When you transform, you assume the beast's hit points and Hit Dice.
292 When you revert to your normal form, you return to the number of hit
293 points you had before you transformed. However, if you revert as a
294 result of dropping to 0 hit points, any excess damage carries over to
295 your normal form. For example, if you take 10 damage in animal form
296 and have only 1 hit point left, you revert and take 9 damage. As long
297 as the excess damage doesn't reduce your normal form to 0 hit points,
298 you aren't knocked unconscious.
299 \item
300 You can't cast spells, and your ability to speak or take any action
301 that requires hands is limited to the capabilities of your beast form.
302 Transforming doesn't break your concentration on a spell you've
303 already cast, however, or prevent you from taking actions that are
304 part of a spell, such as cal{]} lightning, that you've already cast.
305 \item
306 You retain the benefit of any features from your class, race, or other
307 source and can use them if the new form is physically capable of doing
308 so. However, you can't use any of your special senses, such as
309 darkvi--- sion, unless your new form also has that sense.
310 \item
311 You choose whether your equipment falls to the ground in your space,
312 merges into your new form, or is worn by it. Worn equipment functions
313 as normal, but the DM decides whether it is practical for the new form
314 to wear a piece of equipment. based on the crea--- ture's shape and
315 size. Your equipment doesn't change size or shape to match the new
316 form, and any equipment that the new form can't wear must either fall
317 to the ground or merge with it. Equipment that merges with the form
318 has no effect until you leave the form.
319 \end{itemize}
320
321 \subsubsection{Druid Circle}\label{druid-circle}
322
323 At 2nd level, you choose to identify with a circle of druids: the Circle
324 of the Land or the Circle of the Moon, both detailed at the end of the
325 class description. Your choice grants you features at 2nd level and
326 again at 6th. 10th, and 14th level.
327
328 \subsubsection{Ability Score
329 Improvement}\label{ability-score-improvement}
330
331 When you reach 4th level, and again at 8th, 12th, 16th, and 19th level,
332 you can increase one ability score of your choice by 2, or you can
333 increase two ability scores of your choice by 1. As normal, you can't
334 increase an ability score above 20 using this feature.
335
336 \subsubsection{Timeless Body}\label{timeless-body}
337
338 Starting at 18th level, the primal magic that you Wield causes you to
339 age more slowly. For every 10 years that pass. your body ages only 1
340 year.
341
342 \subsubsection{Beast Spells}\label{beast-spells}
343
344 Beginning at 18th level, you can cast many of your druid spells in any
345 shape you assume using Wild Shape. You can perform the somatic and
346 verbal components of a druid spell While in a beast shape, but you
347 arenlt able to provide material components.
348
349 \subsubsection{Archdruid}\label{archdruid}
350
351 At 20th level, you can use your Wild Shape an unlimited number of times.
352
353 Additionally, you can ignore the verbal and somatic components of your
354 druid spells, as well as any material components that lack a cost and
355 aren't consumed by a spell. You gain this benefit in both your normal
356 shape and your beast shape from Wild Shape.
357
358 \subsection{Druid Circles}\label{druid-circles}
359
360 Though their organization is invisible to most outsiders, druids are
361 part of a society that spans the land, ignoring political borders. All
362 druids are nominally members of this druidic society, though some
363 individuals are so isolated that they have never seen any high---ranking
364 members of the society or participated in druidic gatherings. Druids
365 recognize each other as brothers an sisters. Like creatures of the
366 wilderness, however, druids sometimes compete with or even prey on each
367 other.
368
369 At a local scale, druids are organized into circles that share certain
370 perspectives on nature, balance, and the way of the druid.
371
372 \subsubsection{Circle of the Land}\label{circle-of-the-land}
373
374 The Circle of the Land is made up of mystics and sages who safeguard
375 ancient knowledge and rites through a vast oral tradition. These druids
376 meet Within sacred circles of trees or standing stones to whisper primal
377 secrets in Druidic. The circles wisest members preside as the chief
378 priests of communities that hold to the Old Faith and serve as advisors
379 to the rulers of those folk. As a member of this circle, your magic is
380 influenced by the land Where you were initiated into the circle's
381 mysterious rites.
382
383 \paragraph{Bonus Cantrip}\label{bonus-cantrip}
384
385 When you choose this circle at 2nd level, you learn one additional druid
386 cantrip of your choice.
387
388 \paragraph{Natural Recovery}\label{natural-recovery}
389
390 Starting at 2nd level, you can regain some of your magical energy by
391 sitting in meditation and communing with nature. During a short rest,
392 you choose expended spell slots to recover. The spell slots can have a
393 combined level that is equal to or less than half your druid level
394 (rounded up), and none of the slots can be 6th level or higher. You
395 can't use this feature again until you finish a long rest
396
397 For example, when you are a 4th-level druid, you can recover up to two
398 levels worth of spell slots. You can recover either a 2nd---level slot
399 or two lst---level slots.
400
401 \paragraph{Circle Spells}\label{circle-spells}
402
403 Your mystical connection to the land infuses you with the ability to
404 cast certain spells. At 3rd, 5th. 7th, and 9th level you gain access to
405 circle spells connected to the land where you became a druid. Choose
406 that land---arctic, coast, desert, forest, grassland. mountain, swamp,
407 or Underdark---and consult the associated list of spells.
408
409 Once you gain access to a circle spell, you always have it prepared, and
410 it doesn't count against the number of spells you can prepare each day.
411 If you gain access to a spell that doesn't appear on the druid spell
412 list. the spell is nonetheless a druid spell for you.
413
414 \textbf{Arctic}
415
416 \begin{longtable}[c]{@{}ll@{}}
417 \toprule
418 Druid Level & Circle Spells\tabularnewline
419 \midrule
420 \endhead
421 3rd & hold person, spike growth\tabularnewline
422 5th & sleet storm, slow\tabularnewline
423 7th & freedom ofmovement, ice storm\tabularnewline
424 9th & commune with nature, cone of cold\tabularnewline
425 \bottomrule
426 \end{longtable}
427
428 \textbf{Coast}
429
430 \begin{longtable}[c]{@{}ll@{}}
431 \toprule
432 Druid Level & Circle Spells\tabularnewline
433 \midrule
434 \endhead
435 3rd & mirror image, misty step\tabularnewline
436 5th & water breathing, water walk\tabularnewline
437 7th & control water, freedom of movement\tabularnewline
438 9th & conjure elemental, scrying\tabularnewline
439 \bottomrule
440 \end{longtable}
441
442 \textbf{Desert}
443
444 \begin{longtable}[c]{@{}ll@{}}
445 \toprule
446 Druid Level & Circle Spells\tabularnewline
447 \midrule
448 \endhead
449 3rd & blur, silence\tabularnewline
450 5th & create food and water, protection from energy\tabularnewline
451 7th & blight, hallucinatory terrain\tabularnewline
452 9th & insect plague, wall of stone\tabularnewline
453 \bottomrule
454 \end{longtable}
455
456 \textbf{Forest}
457
458 \begin{longtable}[c]{@{}ll@{}}
459 \toprule
460 Druid Level & Circle Spells\tabularnewline
461 \midrule
462 \endhead
463 3rd & barkskin, spider climb\tabularnewline
464 5th & call lightning, plant growth\tabularnewline
465 7th & divination,freedom of movement\tabularnewline
466 9th & commune with nature, tree stride\tabularnewline
467 \bottomrule
468 \end{longtable}
469
470 \textbf{Grassland}
471
472 \begin{longtable}[c]{@{}ll@{}}
473 \toprule
474 Druid Level & Circle Spells\tabularnewline
475 \midrule
476 \endhead
477 3rd & invisibility, pass without trace\tabularnewline
478 5th & daylight, haste\tabularnewline
479 7th & divination,freedom of movement\tabularnewline
480 9th & dream, insect plague\tabularnewline
481 \bottomrule
482 \end{longtable}
483
484 \textbf{Mountain}
485
486 \begin{longtable}[c]{@{}ll@{}}
487 \toprule
488 Druid Level & Circle Spells\tabularnewline
489 \midrule
490 \endhead
491 3rd & spider climb, spike growth\tabularnewline
492 5th & lightning bolt, meld into stone\tabularnewline
493 7th & stone shape, stoneskin\tabularnewline
494 9th & passwall, wall of stone\tabularnewline
495 \bottomrule
496 \end{longtable}
497
498 \textbf{Swamp}
499
500 \begin{longtable}[c]{@{}ll@{}}
501 \toprule
502 Druid Level & Circle Spells\tabularnewline
503 \midrule
504 \endhead
505 3rd & darkness, Melf's acid arrow\tabularnewline
506 5th & water walk, stinking cloud\tabularnewline
507 7th & freedom of movement, locate creature\tabularnewline
508 9th & insect plague, scrying\tabularnewline
509 \bottomrule
510 \end{longtable}
511
512 \textbf{Underdark}
513
514 \begin{longtable}[c]{@{}ll@{}}
515 \toprule
516 Druid Level & Circle Spells\tabularnewline
517 \midrule
518 \endhead
519 3rd & spider climb, web\tabularnewline
520 5th & gaseous form, stinking cloud\tabularnewline
521 7th & greater invisibility, stone shape\tabularnewline
522 9th & cloudkill, insect plague\tabularnewline
523 \bottomrule
524 \end{longtable}
525
526 \paragraph{Land's Stride}\label{lands-stride}
527
528 Starting at 6th level, moving through nonmagical difficult terrain costs
529 you no extra movement. You can also pass through nonmagical plants
530 without being slowed by them and without taking damage from them i they
531 have thorns, spines, or a similar hazard.
532
533 In addition, you have advantage on saving throws against plants that are
534 magically created or manipulated to impede movement, such those created
535 by the entangle spell.
536
537 \paragraph{Nature's Ward}\label{natures-ward}
538
539 When you reach 10th level, you can't be charmed or frightened by
540 elementals or fey, and you are immune to poison and disease.
541
542 Nature's Sanctuary
543
544 When you reach 14th level, creatures of the natural world sense your
545 connection to nature and become hesitant to attack you. When a beast or
546 plant creature attacks you, that creature must make a Wisdom saving
547 throw against your druid spell save DC. On a failed save, the creature
548 must choose a different target, or the attack automatically misses. On a
549 successful save, the creature is immune to this effect for 24 hours.
550
551 The creature is aware of this effect before it makes its attack against
552 you.
553
554 \subsubsection{Circle or the Moon}\label{circle-or-the-moon}
555
556 Druids of the Circle of the Moon are fierce guardians
557
558 of the wilds. Their order gathers under the full moon to share news and
559 trade warnings. They haunt the deepest parts of the wilderness, Where
560 they might go for weeks
561
562 on end before crossing paths with another humanoid creature. let alone
563 another druid.
564
565 Changeable as the moon, a druid of this circle might prowl as a great
566 cat one night, soar over the treetops as an eagle the next day, and
567 crash through the undergrowth in bear form to drive off a trespassing
568 monster. The wild is in the druid's blood.
569
570 \paragraph{Combat wild shape}\label{combat-wild-shape}
571
572 When you choose this circle at 2nd level, you gain the ability to use
573 Wild Shape on your turn as a bonus action, rather than as an action.
574
575 Additionally, while you are transformed by Wild Shape, you can use a
576 bonus action to expend one spell slot to regain 1d8 hit points per level
577 of the spell slot expended.
578
579 \paragraph{Circle Forms}\label{circle-forms}
580
581 The rites of your circle grant you the ability to transform into more
582 dangerous animal forms. Starting at 2nd level, you can use your Wild
583 Shape to transform into a beast with a challenge rating as high as 1
584 (you ignore the Max. CR column of the Beast Shapes table, but must abide
585 by the other limitations there).
586
587 Starting at 6th level, you can transform into a beast with a challenge
588 rating as high as your druid level divided by 3, rounded down.
589
590 \paragraph{Primal Strike}\label{primal-strike}
591
592 Starting at 6th level, your attacks in beast form count as magical for
593 the purpose of overcoming resistance and immunity to nonmagical attacks
594 and damage.
595
596 \paragraph{Elemental Wild Shape}\label{elemental-wild-shape}
597
598 At 10th level, you can expend two uses of Wild Shape at the same time to
599 transform into an air elemental, an earth elemental. a fire elemental, or
600 a water elemental.
601
602 \paragraph{Thousand Forms}\label{thousand-forms}
603
604 By 14th level. you have learned to use magic to alter your physical form
605 in more subtle ways. You can cast the \emph{alter self} spell at will.
606
607 \subsection{Progression Summary}\label{progression-summary}
1 \section{Fighter}\label{fighter}
2
3 A human in clanging plate armor holds her shield before her as she runs
4 toward the massed goblins. An elf behind her, clad in studded leather
5 armor, peppers the goblins with arrows loosed from his exquisite bow.
6 The half-orc nearby shouts orders, helping the two combatants coordinate
7 their assault to the best advantage.
8
9 A dwarf in chain mail interposes his shield between the ogre's club and
10 his companion, knocking the deadly blow aside. His companion, a
11 half---elfin scale armor, swings two scimitars in a blinding whirl as
12 she circles the ogre, looking for a blind spot in its defenses.
13
14 A gladiator fights for sport in an arena, a master with his trident and
15 net, skilled at toppling foes and moving them around for the crowd's
16 delight---and his own tactical advantage. His opponent's sword flares
17 with blue light an instant before she sends lightning flashing forth to
18 smite him.
19
20 All of these heroes are fighters, perhaps the most diverse class of
21 Characters in the worlds of Dungeons \& Dragons. Questing knights,
22 conquering overlords, royal champions, elite foot soldiers, hardened
23 mercenaries, and bandit kings-as fighters, they all share an
24 unparalleled mastery with weapons and armor, and a thorough knowledge of
25 the skills of combat. And they are well acquainted with death, both
26 meting it out and staring it defiantly in the face.
27
28 \subsection{Background}\label{background}
29
30 \subsubsection{Well---Rounded
31 Specialists}\label{wellrounded-specialists}
32
33 Fighters learn the basics of all combat styles. Every fighter can swing
34 an axe, fence with a rapier, wield a longsword or a greatsword, use a
35 bow, and even trap foes in a net with some degree of skill. Likewise, a
36 fighter is adept with shields and every form of armor. Beyond that basic
37 degree of familiarity, each fighter specializes in a certain style of
38 combat. Some concentrate on archery, some on fighting with two weapons
39 at once, and some on augmenting their martial skills with magic. This
40 combination of broad general ability and extensive specialization makes
41 fighters superior combatants on battlefields and in dungeons alike.
42
43 \subsubsection{Trained for Danger}\label{trained-for-danger}
44
45 Not every member of the city watch, the Village militia, or the queens
46 army is a fighter. Most of these troops are relatively untrained
47 soldiers with only the most basic combat knowledge. Veteran soldiers,
48 military officers, trained bodyguards, dedicated knights, and similar
49 figures are fighters.
50
51 Some fighters feel drawn to use their training as adventurers. The
52 dungeon delving. monster slaying, and other dangerous work common among
53 adventurers is second nature for a fighter, not all that different from
54 the life he or she left behind. There are greater risks. perhaps, but
55 also much greater rewardswfew fighters in the city watch have the
56 opportunity to discover a magic flame tongue sword, for example.
57
58 \subsubsection{Creating a Fighter}\label{creating-a-fighter}
59
60 As you build your fighter. think about two related elements of your
61 character's background: Where did you get your combat training. and what
62 set you apart from the mundane warriors around you? Were you
63 particularly ruthless? Did you get extra help from a mentor, perhaps
64 because of your exceptional dedication. What drove you to this training
65 in the first place? A threat to your homeland, a thirst for revenge. or
66 a need to prove yourself might all have been factors.
67
68 You might have enjoyed formal training in a noble's army or in a local
69 militia. Perhaps you trained in a war academy, learning strategy,
70 tactics. and military history. Or you might be
71 self---taught---unpolished but well tested. Did you take up the sword as
72 a way to escape the limits of life on a farm, or are you following a
73 proud family tradition? Where did you acquire your weapons and armor?
74 They might have been military issue or family heirlooms, or perhaps you
75 scrimped and saved for years to buy them. Your armaments are now among
76 your most important possessions---the only things that stand between you
77 and deaths embrace.
78
79 \paragraph{Quick Build}\label{quick-build}
80
81 You can make a fighter quickly by following these suggestions. First.
82 make Strength or Dexterity your highest ability score, depending on
83 whether you want to focus on melee weapons or on archery (or finesse
84 weapons). Your next---highest score should be Constitution. or
85 Intelligence if you plan to adopt the Eldritch Knight martial archetype.
86 Second, Choose the soldier background.
87
88 \subsection{Class Features}\label{class-features}
89
90 \subsubsection{Baseline}\label{baseline}
91
92 As a fighter, you gain the following class features.
93
94 \paragraph{Hit Points}\label{hit-points}
95
96 \textbf{Hit Dice:} 1d10 per fighter level
97
98 \textbf{Hit Points at lst Level:} 10 + your Constitution modifier
99
100 \textbf{Hit Points at Higher Levels:} 1d10 (or 6) + your Constitution
101 modifier per fighter level after lst
102
103 \paragraph{Proficiencies}\label{proficiencies}
104
105 \textbf{Armor:} All armor, shields
106
107 \textbf{Weapons:} Simple weapons, martial weapons
108
109 \textbf{Tools:} None
110
111 \textbf{Saving Throws:} Strength. Constitution
112
113 \textbf{Skills:} Choose two skills from Acrobatics, Animal Handling,
114 Athletics, History, Insight, Intimidation, Perception, and Survival
115
116 \paragraph{Equipment}\label{equipment}
117
118 You start with the following equipment, in addition to the equipment
119 granted by your background:
120
121 \begin{itemize}
122 \tightlist
123 \item
124 \emph{(a)} chain mail or \emph{(b)} leather, longbow, and 20 arrows
125 \item
126 \emph{(a)} a martial weapon and a shield or \emph{(b)} two martial
127 weapons
128 \item
129 \emph{(a)} a light crossbow and 20 bolts or \emph{(b)} two handaxes
130 \item
131 \emph{(a)} a dungeoneer's pack or \emph{(b)} an explorer's pack
132 \end{itemize}
133
134 \subsubsection{Fighting Style}\label{fighting-style}
135
136 You adopt a particular style of fighting as your specialty. Choose one
137 of the following options. You can't take a Fighting Style option more
138 than once, even if you later get to choose again.
139
140 \paragraph{Archery}\label{archery}
141
142 You gain a +2 bonus to attack rolls you make with ranged weapons.
143
144 \paragraph{Defense}\label{defense}
145
146 While you are wearing armor, you gain a +1 bonus to AC.
147
148 \paragraph{Dueling}\label{dueling}
149
150 When you are wielding a melee weapon in one hand and no other weapons,
151 you gain a +2 bonus to damage rolls with that weapon.
152
153 \paragraph{Great Weapon Fighting}\label{great-weapon-fighting}
154
155 When you roll a 1 or 2 on a damage die for an attack you make with a
156 melee weapon that you are wielding with two hands, you can reroll the
157 die and must use the new roll, even if the new roll is a 1 or a 2. The
158 weapon must have the two---handed or versatile property for you to gain
159 this benefit.
160
161 \paragraph{Protection}\label{protection}
162
163 When a creature you can see attacks a target other than you that is
164 within 5 feet of you, you can use your reaction to impose disadvantage
165 on the attack roll. You must be wielding a shield.
166
167 \paragraph{Two---Weapon Fighting}\label{twoweapon-fighting}
168
169 When you engage in two---weapon fighting, you can add your ability
170 modifier to the damage of the second attack.
171
172 \subsubsection{Second Wind}\label{second-wind}
173
174 You have a limited well of stamina that you can draw on to protect
175 yourself from harm. On your turn, you can use a bonus action to regain
176 hit points equal to 1d10 + your fighter level.
177
178 Once you use this feature, you must finish a short or long rest before
179 you can use it again.
180
181 \subsubsection{Action Surge}\label{action-surge}
182
183 Starting at 2nd level, you can push yourself beyond your normal limits
184 for a moment. On your turn, you can take one additional action on top of
185 your regular action and a possible bonus action.
186
187 Once you use this feature, you must finish a short or long rest before
188 you can use it again. Starting at 17th level, you can use it twice
189 before a rest, but only once on the same turn.
190
191 \subsubsection{Martial Archetype}\label{martial-archetype}
192
193 At 3rd level, you choose an archetype that you strive to emulate in your
194 combat styles and techniques. Choose Champion, Battle Master, or
195 Eldritch Knight, all detailed at the end of the class description. The
196 archetype you choose grants you features at 3rd level and again at 7th,
197 10th, 15th, and 18th level.
198
199 \subsubsection{Ability Score
200 Improvement}\label{ability-score-improvement}
201
202 When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and
203 19th level, you can increase one ability score of your choice by 2, or
204 you can increase two ability scores of your choice by 1. As normal, you
205 can't increase an ability score above 20 using this feature.
206
207 \subsubsection{Extra Attack}\label{extra-attack}
208
209 Beginning at 5th level, you can attack twice, instead of once, whenever
210 you take the Attack action on your turn. The number of attacks increases
211 to three when you reach 11th level in this class and to four when you
212 reach 20th level in this class.
213
214 \subsubsection{Indomitable}\label{indomitable}
215
216 Beginning at 9th level, you can reroll a saving throw that you fail. If
217 you do so, you must use the new roll, and you can't use this feature
218 again until you finish a long rest.
219
220 You can use this feature twice between long rests starting at 13th level
221 and three times between long rests starting at 17th level.
222
223 \subsection{Martial Archetypes}\label{martial-archetypes}
224
225 Different fighters choose different approaches to perfecting their
226 fighting prowess. The martial archetype you Choose to emulate reflects
227 your approach.
228
229 \subsubsection{Champion}\label{champion}
230
231 The archetypal Champion focuses on the development of raw physical power
232 honed to deadly perfection. Those who model themselves on this archetype
233 combine rigorous training with physical excellence to deal devastating
234 blows.
235
236 \paragraph{Improved Critical}\label{improved-critical}
237
238 Beginning when you choose this archetype at 3rd level, your weapon
239 attacks score a critical hit on a roll of 19 or 20.
240
241 \paragraph{Remarkable Athlete}\label{remarkable-athlete}
242
243 Starting at 7th level, you can add halfyour proficiency bonus (round up)
244 to any Strength, Dexterity, or Constitution check you make that doesn't
245 already use your proficiency bonus.
246
247 In addition, when you make a running longjump, the distance you can
248 cover increases by a number of feet equal to your Strength modifier.
249
250 \paragraph{Additional Fighting Style}\label{additional-fighting-style}
251
252 At 10th level, you can choose a second option from the Fighting Style
253 class feature.
254
255 \paragraph{Superior Critical}\label{superior-critical}
256
257 Starting at 15th level, your weapon attacks score a critical hit on a
258 roll of 18720.
259
260 \paragraph{Survivor}\label{survivor}
261
262 At 18th level, you attain the pinnacle of resilience in battle. At the
263 start of each of your turns, you regain hit points equal to 5 + your
264 Constitution modifier if you have no more than half of your hit points
265 left. You don't gain this benefit if you have 0 hit points.
266
267 \subsubsection{Battle Master}\label{battle-master}
268
269 Those who emulate the archetypal Battle Master employ martial techniques
270 passed down through generations. To a Battle Master, combat is an
271 academic field, sometimes including subjects beyond battle such as
272 weaponsmithing and calligraphy. Not every fighter absorbs the lessons of
273 history, theory, and artistry that are reflected in the Battle Master
274 archetype, but those who do are well---rounded fighters of great skill
275 and knowledge.
276
277 \paragraph{Combat Superiority}\label{combat-superiority}
278
279 When you choose this archetype at 3rd level, you learn maneuvers that
280 are fueled by special dice called superiority dice.
281
282 \textbf{Maneuvers.} You learn three maneuvers of your choice, which are
283 detailed under ``Maneuvers'' below. Many maneuvers enhance an attack in
284 some way. You can use only one maneuver per attack.
285
286 You learn two additional maneuvers of your choice at 7th, 10th. and 15th
287 level. Each time you learn new maneuvers, you can also replace one
288 maneuver you know with a different one.
289
290 \textbf{Superiority Dice.} You have four superiority dice, which are
291 d8s. A superiority die is expended when you use it. You regain all of
292 your expended superiority dice when you finish a short or long rest.
293
294 You gain another superiority die at 7th level and one more at 15th
295 level.
296
297 \textbf{Saving Throws.} Some of your maneuvers require your target to
298 make a saving throw to resist the maneuver's effects. The saving throw
299 DC is calculated as follows:
300
301 \begin{quote}
302 \textbf{Maneuver save DC} = 8 + your proficiency bonus + your Strength
303 or Dexterity modifier (your choice)
304 \end{quote}
305
306 \paragraph{Student of War}\label{student-of-war}
307
308 At 3rd level, you gain proficiency with one type of artisan's tools of
309 your choice.
310
311 \paragraph{Know Your Enemy}\label{know-your-enemy}
312
313 Starting at 7th level, if you spend at least 1 minute observing or
314 interacting with another creature outside combat, you can learn certain
315 information about its capabilities compared to your own. The DM tells
316 you if the creature is your equal, superior, or inferior in regard to
317 two of the following characteristics of your choice:
318
319 \begin{itemize}
320 \tightlist
321 \item
322 Strength score
323 \item
324 Dexterity score
325 \item
326 Constitution score
327 \item
328 Armor Class
329 \item
330 Current hit points
331 \item
332 Total class levels (if any)
333 \item
334 Fighter class levels (if any)
335 \end{itemize}
336
337 \paragraph{Improved Combat
338 Superiority}\label{improved-combat-superiority}
339
340 At 10th level, your superiority dice turn into d10s. At 18th level, they
341 turn into d12s.
342
343 \paragraph{Relentless}\label{relentless}
344
345 Starting at 15th level, when you roll initiative and have no superiority
346 dice remaining, you regain 1 superiority die.
347
348 \paragraph{Maneuvers}\label{maneuvers}
349
350 The maneuvers are presented in alphabetical order.
351
352 \textbf{Commander's Strike.} When you take the Attack action on your
353 turn, you can forgo one of your attacks and use a bonus action to direct
354 one of your companion to strike. When you do so, choose a friendly
355 creature who can see or hear you and expend one superiority die. That
356 creature can immediately use its reaction to make one weapon attack,
357 adding the superiority die to the attacks damage roll.
358
359 \textbf{Disarming Attack.} When you hit a creature with a weapon attack,
360 you can expend one superiority die to attempt to disarm the target,
361 forcing it to drop one item of your choice that its holding. You add the
362 superiority die to the attacks damage roll, and the target must make a
363 Strength saving throw. On a failed save, it drops the object you choose.
364 The object lands at its feet.
365
366 \textbf{Distracting Strike.} When you hit a creature with a weapon
367 attack, you can expend one superiority die to distract the creature,
368 giving your allies an opening. You add the superiority die to the
369 attack's damage roll. The next attack r011 against the target by an
370 attacker other than you has advantage if the attack is made before the
371 start of your next turn.
372
373 \textbf{Evasive Footwork.} When you move, you can expend one superiority
374 die, rolling the die and adding the number rolled to your AC until you
375 stop moving.
376
377 \textbf{Feinting Attack.} You can expend one superiority die and use a
378 bonus action on your turn to feint, choosing one creature within 5 feet
379 of you as your target. You have advantage on your next attack roll
380 against that creature. If that attack hits, add the superiority die to
381 the attacks damage roll.
382
383 \textbf{Goading Attack.} When you hit a creature with a weapon attack,
384 you can expend one superiority die to attempt to goad the target into
385 attacking you. You add the superiority die to the attacks damage roll,
386 and the target must make a Wisdom saving throw. On a failed save, the
387 target has disadvantage on all attack rolls against targets other than
388 you until the end of your next turn.
389
390 \textbf{Lunging Attack.} When you make a melee weapon attack on your
391 turn, you can expend one superiority die to increase your reach for that
392 attack by 5 feet. If you hit, you add the superiority die to the attacks
393 damage roll.
394
395 \textbf{Maneuvering Attack.} When you hit a creature With a weapon
396 attack, you can expend one superiority die to maneuver one of your
397 comrades into a more advantageous position. You add the superiority die
398 to the attack's damage roll, and you choose a friendly creature who can
399 see or hear you. That creature can use its reaction to move up to half
400 its speed without provoking opportunity attacks from the target of your
401 attack.
402
403 \textbf{Menacing Attack.} When you hit a creature with a weapon attack,
404 you can expend one superiority die to attempt to frighten the target.
405 You add the superiority die to the attacks damage roll, and the target
406 must make a Wisdom saving throw. On a failed save, it is frightened of
407 you until the end of your next turn.
408
409 \textbf{Parry.} When another creature damages you with a melee attack,
410 you can use your reaction and expend one superiority die to reduce the
411 damage by the number you roll on your superiority die + your Dexterity
412 modifier.
413
414 \textbf{Precision Attack.} When you make a weapon attack roll against a
415 creature, you can expend one superiority die to add it to the roll. You
416 can use this maneuver before or after making the attack roll, but before
417 any effects of the attack are applied.
418
419 \textbf{Pushing Attack.} When you hit a creature with a weapon attack,
420 you can expend one superiority die to attempt to drive the target back.
421 You add the superiority die to the attack's damage roll, and if the
422 target is Large or smaller, it must make a Strength saving throw. On a
423 failed save, you push the target up to 15 feet away from you.
424
425 \textbf{Rally.} On your turn, you can use a bonus action and expend one
426 superiority die to bolster the resolve of one of your companions. When
427 you do so, choose a friendly creature who can see or hear you. That
428 creature gains temporary hit points equal to the superiority die roll +
429 your Charisma modifier.
430
431 \textbf{Riposte.} When a creature misses you with a melee attack, you
432 can use your reaction and expend one superiority die to make a melee
433 weapon attack against the creature. If you hit, you add the superiority
434 die to the attack's damage roll.
435
436 \textbf{Sweeping Attack.} When you hit a creature with a melee weapon
437 attack, you can expend one superiority die to attempt to damage another
438 creature with the same attack. Choose another creature within 5 feet of
439 the original target and within your reach. If the original attack roll
440 would hit the second creature, it takes damage equal to the number you
441 roll on your superiority die. The damage is of the same type dealt by
442 the original attack.
443
444 \textbf{Trip Attack.} When you hit a creature with a weapon attack, you
445 can expend one superiority die to attempt to knock the target down. You
446 add the superiority die to the attacks damage roll, and if the target is
447 Large or smaller, it must make a Strength saving throw. On a failed
448 save, you knock the target prone.
449
450 \subsubsection{Eldritch Knight}\label{eldritch-knight}
451
452 The archetypal Eldritch Knight combines the martial mastery common to
453 all fighters with a careful study of magic. Eldritch Knights use magical
454 techniques similar to those practiced by Wizards. They focus their study
455 on two of the eight schools of magic: abjuration and evocation.
456 Abjuration spells grant an Eldritch Knight additional protection in
457 battle, and evocation spells deal damage to many foes at once, extending
458 the fighters reach in combat. These knights learn a comparatively small
459 number of spells, committing them to memory instead of keeping them in a
460 spellbook.
461
462 \paragraph{Spellcasting}\label{spellcasting}
463
464 When you reach 3rd level, you augment your martial prowess with the
465 ability to cast spells. See chapter 10 for the general rules of
466 spellcasting and chapter 11 for the wizard spell list.
467
468 \textbf{Cantrips.} You learn two cantrips of your choice from the wizard
469 spell list. You learn an additional wizard cantrip of your choice at
470 10th level.
471
472 \textbf{Spell Slots.} The Eldritch Knight Spellcasting table shows how
473 many spell slots you have to cast your spells of lst level and higher.
474 To cast one of these spells, you must expend a slot of the spell's level
475 or higher. You regain all expended spell slots when you finish a long
476 rest.
477
478 For example, if you know the lst---level spell shield and have a
479 lst---level and a 2nd---level spell slot available, you can cast shield
480 using either slot.
481
482 \textbf{Spells Known of 1st-Level and Higher.} You know three lst-level
483 wizard spells of your choice, two of which you must choose from the
484 abjuration and evocation spells on the wizard spell list.
485
486 The Spells Known column of the Eldritch Knight Spellcasting table shows
487 when you learn more wizard spells of lst level or higher. Each of these
488 spells must be an abjuration or evocation spell of your choice, and mus
489 be of a level for which you have spell slots. For instance, when you
490 reach 7th level in this class, you can learn one new spell of lst or 2nd
491 level.
492
493 The spells you learn at 8th, 14th, and 20th level can come from any
494 school of magic.
495
496 Whenever you gain a level in this class, you can replace one of the
497 wizard spells you know with another spell of your choice from the wizard
498 spell list. The new spell must be of a level for which you have spell
499 slots, and it must be an abjuration or evocation spell, unless you're
500 replacing the spell you gained at 8th, 14th. or 20th level.
501
502 \textbf{Spellcasting Ability.} Intelligence is your spellcasting ability
503 for your wizard spells, since you learn your spells through study and
504 memorization. You use your Intelligence whenever a spell refers to your
505 spellcasting ability. In addition, you use your Intelligence modifier
506 when setting the saving throw DC for a wizard spell you cast and when
507 making an attack roll with one.
508
509 \begin{quote}
510 \textbf{Spell save DC} = 8 + your proficiency bonus + your Intelligence
511 modifier
512
513 \textbf{Spell attack modifier} = your proficiency bonus + your
514 Intelligence modifier
515 \end{quote}
516
517 \begin{description}
518 \item[\textbf{Spell Slots}]
519 \end{description}
520
521 \paragraph{Weapon Bond}\label{weapon-bond}
522
523 At 3rd level, you learn a ritual that creates a magical bond between
524 yourself and one weapon. You perform the ritual over the course of 1
525 hour, which can be done during a short rest. The weapon must be Within
526 your reach throughout the ritual, at the conclusion of which you touch
527 the weapon and forge the bond.
528
529 Once you have bonded a weapon to yourself, you can't be disarmed of that
530 weapon unless you are incapacitated. If it is on the same plane of
531 existence, you can summon that weapon as a bonus action on your turn,
532 causing it to teleport instantly to your hand.
533
534 You can have up to two bonded weapons, but can summon only one at a time
535 with your bonus action.
536
537 If you attempt to bond with a third weapon, you must break the bond with
538 one of the other two.
539
540 \paragraph{War Magic}\label{war-magic}
541
542 Beginning at 7th level, when you use your action to cast a cantrip, you
543 can make one weapon attack as a bonus action.
544
545 \paragraph{Eledrich Strike}\label{eledrich-strike}
546
547 At 10th level, you learn how to make your weapon strikes undercut a
548 creature's resistance to your spells. When you hit a creature with a
549 weapon attack, that creature has disadvantage on the next saving throw
550 it makes against a spell you cast before the end of your next turn.
551
552 \paragraph{Arcane Charge}\label{arcane-charge}
553
554 At 15th level, you gain the ability to teleport up to 30 feet to an
555 unoccupied space you can see when you use your Action Surge. You can
556 teleport before or after the additional action.
557
558 \paragraph{Improved War Magic}\label{improved-war-magic}
559
560 Starting at 18th level, when you use your action to cast a spell, you
561 can make one weapon attack as a bonus action.
562
563 \subsection{Progression Summary}\label{progression-summary}
1 \section{Monk}\label{monk}
2
3 Her fists a blur as they deflect an incoming hail of arrows, a
4 half---elf springs over a barricade and throws herself into the massed
5 ranks of hobgoblins on the other side. She whirls among them, knocking
6 their blows aside and sending them reeling, until at last she stands
7 alone.
8
9 Taking a deep breath, a human covered in tattoos settles into a battle
10 stance. As the first charging orcs reach him, he exhales and a blast of
11 fire roars from his mouth, engulfing his foes.
12
13 Moving with the silence of the night, a black---clad halfling steps into
14 a shadow beneath an arch and emerges from another inky shadow on a
15 balcony a stone's throw away. She slides her blade free of its
16 cloth-Wrapped scabbard and peers through the open window at the tyrant
17 prince, so vulnerable in the grip of sleep.
18
19 Whatever their discipline. monks are united in their ability to
20 magically harness the energy that flows in their bodies. Whether
21 channeled as a striking display of combat prowess or a subtler focus of
22 defensive ability and speed, this energy infuses all that a monk does.
23
24 \subsection{Background}\label{background}
25
26 \subsubsection{The Magic of Ki}\label{the-magic-of-ki}
27
28 Monks make careful study of a magical energy that most monastic
29 traditions call ki. This energy is an element
30
31 of the magic that suffuses the multiverse---specifically, the element
32 that flows through living bodies. Monks harness this power Within
33 themselves to create magical effects and exceed their bodies' physical
34 capabilities, and some of their special attacks can hinder the flow of
35 ki in their opponents. Using this energy, monks channel uncanny speed
36 and strength into their unarmed strikes. As they gain experience, their
37 martial training and their mastery of ki gives them more. power over
38 their bodies and the bodies of their foes.
39
40 \subsubsection{Training and Asceticism}\label{training-and-asceticism}
41
42 Small walled Cloisters dot the landscapes of the worlds of D\&D. tiny
43 refuges from the flow of ordinary life, where time seems to stand still.
44 The monks who live there seek personal perfection through contemplation
45 and rigorous training. Many entered the monastery as children, sent to
46 live there when their parents died, when food couldn't be found to
47 support them. or in return for some kindness that the monks had
48 performed for their families.
49
50 Some monks live entirely apart from the surrounding population, secluded
51 from anything that might impede their spiritual progress. Others are
52 sworn to isolation, emerging only to serve as spies or assassins at the
53 command of their leader, a noble patron, or some other mortal or divine
54 power.
55
56 The majority of monks don't shun their neighbors, making frequent visits
57 to nearby towns or villages and exchanging their service for food and
58 other goods. As versatile warriors, monks often end up protecting their
59 neighbors from monsters or tyrants.
60
61 For a monk, becoming an adventurer means leaving a structured, communal
62 lifestyle to become a wanderer. This can be a harsh transition, and
63 monks don't undertake it lightly. Those who leave their cloisters take
64 their work seriously, approaching their adventures as personal tests of
65 their physical and spiritual growth.
66
67 As a rule, monks care little for material wealth and are driven by a
68 desire to accomplish a greater mission than merely slaying monsters and
69 plundering their treasure.
70
71 \subsubsection{Monastic Orders}\label{monastic-orders}
72
73 The worlds of D\&D contain a multitude of monasteries and monastic
74 traditions. in lands with an Asian cultural flavor, such as Shou Lung
75 far to the east ofthe Forgotten
76
77 Realms, these monasteries are associated with philosophical traditions
78 and martial arts practice. The Iron Hand School, the Five Stars School,
79 the Northern Fist School, and
80
81 the Southern Star School of Shou Lung teach different approaches to the
82 physical, mental, and spiritual disciplines ofthe monk. Some ofthese
83 monasteries have spread to the western lands of Faerun, particularly in
84 places with large Shou immigrant communities, such as Thesk and
85 Westgate.
86
87 Other monastic traditions are associated with deities who teach the
88 value of physical excellence and mental discipline. In the Forgotten
89 Realms, the order ofthe Dark Moon is made up ofmonks dedicated to Shar
90 (goddess ofloss), who maintain secret communities in remote hills, back
91 allies, and subterranean hideaways. Monasteries ofllmater (god
92 ofendurance) are named after flowers, and their orders carry the names
93 of great heroes ofthe faith; the Disciples of Saint Sollars the
94 Twice-Martyred reside in the Monastery of the Yellow Rose near Damara.
95 The monasteries ofEberron combine the study of martial arts with a life
96 of scholarship. Most are devoted to the deities ofthe Sovereign Host. in
97 the world of Dragonlance, most monks are devoted to Majere, god of
98 meditation and thought. In Greyhawk, many monasteries are dedicated to
99 Xan Yae, the goddess oftwilight and the superiority of mind over matter,
100 or to Zuoken, god of mental and physical mastery.
101
102 The evil monks ofthe Scarlet Brotherhood in the world of Greyhawk derive
103 their fanatic zeal not from devotion to a god but from dedication to the
104 principles oftheir nation and their race---the beliefthat the Suel
105 strand ofhumanity are meant to rule the world.
106
107 \subsubsection{Creating a Monk}\label{creating-a-monk}
108
109 As you make your monk character. think about your connection to the
110 monastery where you learned your skills and spent your formative years.
111 Were you an orphan or a child left on the monastery's threshold? Did
112 your parents promise you to the monastery in gratitude for a service
113 performed by the monks? Did you enter this secluded life to hide from a
114 crime you committed? Or did you choose the monastic life for yourself?
115
116 Consider Why you left. Did the head of your monastery choose you for a
117 particularly important mission beyond the Cloister? Perhaps you were
118 cast out because of some violation of the community's rules. Did you
119 dread leaving, or were you happy to go? Is there something you hope to
120 accomplish outside the monastery? Are you eager to return to your home?
121
122 As a result of the structured life of a monastic community and the
123 discipline required to harness ki, monks are almost always lawful in
124 alignment.
125
126 \paragraph{Quick Build}\label{quick-build}
127
128 You can make a monk quickly by following these suggestions. First, make
129 Dexterity your highest ability score, followed by Wisdom. Second. choose
130 the hermit background.
131
132 \subsection{Class Features}\label{class-features}
133
134 \subsubsection{Baseline}\label{baseline}
135
136 As a monk, you gain the following class features.
137
138 \paragraph{Hit Points}\label{hit-points}
139
140 \textbf{Hit Dice:} ld8 per monk level
141
142 \textbf{Hit Points at lst Level:} 8 + your Constitution modifier
143
144 \textbf{Hit Points at Higher Levels:} ld8 (or 5) + your Constitution
145 modifier per monk level after lst
146
147 \paragraph{Proficiencies}\label{proficiencies}
148
149 \textbf{Armor:} None
150
151 \textbf{Weapons:} Simple weapons, shortswords
152
153 \textbf{Tools:} Choose one type of artisan's tools or one musical
154 instrument
155
156 \textbf{Saving Throws:} Strength, Dexterity
157
158 \textbf{Skills:} Choose two from Acrobatics, Athletics, History,
159 Insight, Religion, and Stealth
160
161 \paragraph{Equipment}\label{equipment}
162
163 You start with the following equipment, in addition to the equipment
164 granted by your background:
165
166 \begin{itemize}
167 \tightlist
168 \item
169 \emph{(a)} a shortsword or \emph{(b)} any simple weapon
170 \item
171 \emph{(a)} a dungeoneer's pack or \emph{(b)} an explorer's pack
172 \item
173 10 darts
174 \end{itemize}
175
176 \subsubsection{Unarmored Defense}\label{unarmored-defense}
177
178 Beginning at 1st level, while you are wearing no armor and not wielding
179 a shield, your AC equals 10 + your Dexterity modifier + your Wisdom
180 modifier.
181
182 \subsubsection{Martial Arts}\label{martial-arts}
183
184 At lst level, your practice of martial arts gives you mastery of combat
185 styles that use unarmed strikes and monk weapons, which are shortswords
186 and any simple melee weapons that don't have the two---handed or heavy
187 property.
188
189 You gain the following benefits while you are unarme or wielding only
190 monk weapons and you aren't wearing armor or wielding a shield:
191
192 \begin{itemize}
193 \tightlist
194 \item
195 You can use Dexterity instead of Strength for the attack and damage
196 rolls of your unarmed strikes and monk weapons.
197 \item
198 You can roll a d4 in place of the normal damage of your unarmed strike
199 or monk weapon. This die Changes as you gain monk levels, as shown in
200 the Martial Arts column of the Monk table.
201 \item
202 When you use the Attack action with an unarmed strike or a monk weapon
203 on your turn, you can make one unarmed strike as a bonus action. For
204 example, if you take the Attack action and attack with a quarter---
205 staff, you can also make an unarmed strike as a bonus action, assuming
206 you haven't already taken a bonus action this turn.
207 \item
208 Certain monasteries use specialized forms of the monk weapons. For
209 example, you might use a club that is two lengths of wood connected by
210 a short chain (called a nunchaku) or a sickle with a shorter,
211 straighter blade (called a kama). Whatever name you use for a monk
212 weapon, you can use the game statistics provided for the weapon in
213 chapter 5.
214 \end{itemize}
215
216 \subsubsection{Ki}\label{ki}
217
218 Starting at 2nd level, your training allows you to harness the mystic
219 energy of ki. Your access to this energy is represented by a number of
220 ki points. Your monk level determines the number of points you have, as
221 shown in the Ki Points column of the Monk table.
222
223 You can spend these points to fuel various ki features. You start
224 knowing three such features: Flurry of Blows, Patient Defense, and Step
225 of the Wind. You learn more ki features as you gain levels in this
226 Class.
227
228 When you spend a ki point, it is unavailable until you finish a short or
229 long rest, at the end of which you draw all of your expended ki back
230 into yourself. You must spend at least 30 minutes of the rest meditating
231 to regain your ki points.
232
233 Some of your ki features require your target to make a saving throw to
234 resist the features effects. The saving throw DC is calculated as
235 follows:
236
237 \begin{quote}
238 \textbf{Ki save DC} = 8 + your proficiency bonus + your Wisdom modifier
239 \end{quote}
240
241 \paragraph{Flurry of Blows}\label{flurry-of-blows}
242
243 Immediately after you take the Attack action on your turn, you can spend
244 1 ki point to make two unarmed strikes as a bonus action.
245
246 \paragraph{Patient Defense}\label{patient-defense}
247
248 You can spend 1 ki point to take the Dodge action as a bonus action on
249 your turn.
250
251 \paragraph{Step of the Wind}\label{step-of-the-wind}
252
253 You can spend 1 ki point to take the Disengage or Dash action as a bonus
254 action on your turn. and your jump distance is doubled for the turn.
255
256 \subsubsection{Unarmored Movement}\label{unarmored-movement}
257
258 Starting at 2nd level, your speed increases by 10 feet While you are not
259 wearing armor or wielding a shield. This bonus increases when you reach
260 certain monk levels, as shown in the Monk table.
261
262 At 9th level, you gain the ability to move along vertical surfaces and
263 across liquids on your turn without falling during the move.
264
265 \subsubsection{Monastic Tradition}\label{monastic-tradition}
266
267 When you reach 3rd level, you commit yourself to a monastic tradition:
268 the Way of the Open Hand, the Way of Shadow. or the Way of the Four
269 Elements, all detailed at the end of the class description. Your
270 tradition grants you features at 3rd level and again at 6th, 11th, and
271 17th level.
272
273 \subsubsection{Deflect Missiles}\label{deflect-missiles}
274
275 Starting at 3rd level, you can use your reaction to deflect or catch the
276 missile when you are hit by a ranged weapon attack. When you do so, the
277 damage you take from the attack is reduced by ld10 + your Dexterity
278 modifier + your monk level.
279
280 If you reduce the damage to 0. you can catch the missile if it is small
281 enough for you to hold in one hand and you have at least one hand free.
282 Ifyou catch a missile in this way, you can spend 1 ki point to make a
283 ranged attack with the weapon or piece of ammunition you just caught, as
284 part of the same reaction. You make this attack with proficiency,
285 regardless of your weapon proficiencies, and the missile counts as a
286 monk weapon for the attack.
287
288 \subsubsection{Ability Score
289 Improvement}\label{ability-score-improvement}
290
291 When you reach 4th level, and again at 8th, 12th, 16th, and 19th level,
292 you can increase one ability score of your choice by 2, or you can
293 increase two ability scores of your choice by 1. As normal, you can't
294 increase an ability score above 20 using this feature.
295
296 \subsubsection{Slow Fall}\label{slow-fall}
297
298 Beginning at 4th level, you can use your reaction when you fall to
299 reduce any falling damage you take by an amount equal to five times your
300 monk level.
301
302 \subsubsection{Extra Attack}\label{extra-attack}
303
304 Beginning at 5th level, you can attack twice, instead of once, whenever
305 you take the Attack action on your turn.
306
307 \subsubsection{Stunning Strike}\label{stunning-strike}
308
309 Starting at 5th level, you can interfere with the flow of ki in an
310 opponent's body. When you hit another creature with a melee weapon
311 attack, you can spend 1 ki point to attempt a stunning strike. The
312 target must succeed on a Constitution saving throw or be stunned until
313 the end 0 your next turn.
314
315 \subsubsection{Ki-Empowered Strikes}\label{ki-empowered-strikes}
316
317 Starting at 6th level, your unarmed strikes count as magical for the
318 purpose of overcoming resistance and immunity to nonmagical attacks and
319 damage.
320
321 \subsubsection{Evasion}\label{evasion}
322
323 At 7th level, your instinctive agility lets you dodge out of the way of
324 certain area effects, such as a blue dragon's lightning breath or a
325 fireball spell. When you are subjected to an effect that allows you to
326 make a Dexterity saving throw to take only half damage, you instead take
327 no damage if you succeed on the saving throw, and only half damage if
328 you fail.
329
330 \subsubsection{Stillness of Mind}\label{stillness-of-mind}
331
332 Starting at 7th level, you can use your action to end one effect on
333 yourself that is causing you to be charmed or frightened.
334
335 \subsubsection{Purity of Body}\label{purity-of-body}
336
337 At 10th level, your mastery of the ki flowing through you makes you
338 immune to disease and poison.
339
340 \subsubsection{Tongue of the Sun and
341 Moon}\label{tongue-of-the-sun-and-moon}
342
343 Starting at 13th level, you learn to touch the ki of other minds so that
344 you understand all spoken languages. Moreover, any creature that can
345 understand a language can understand what you say.
346
347 \subsubsection{Diamond Soul}\label{diamond-soul}
348
349 Beginning at 14th level, your mastery of ki grants you proficiency in
350 all saving throws.
351
352 Additionally, whenever you make a saving throw and fail, you can spend 1
353 ki point to reroll it and take the second result.
354
355 \subsubsection{Timeless Body}\label{timeless-body}
356
357 At 15th level, your ki sustains you so that you suffer none of the
358 frailty of old age, and you can't be aged magically. You can still die
359 of old age, however. In addition, you no longer need food or water.
360
361 \subsubsection{Empty Body}\label{empty-body}
362
363 Beginning at 18th level, you can use your action to spend 4 ki points to
364 become invisible for 1 minute. During that time, you also have
365 resistance to all damage but force damage.
366
367 Additionally, you can spend 8 ki points to cast the astral projection
368 spell, without needing material components. When you do so, you can't
369 take any other creatures with you.
370
371 \subsubsection{Perfect Self}\label{perfect-self}
372
373 At 20th level, when you roll for initiative and have no ki points
374 remaining, you regain 4 ki points.
375
376 \subsection{Monastic Traditions}\label{monastic-traditions}
377
378 Three traditions of monastic pursuit are common in the monasteries
379 scattered across the multiverse. Most monasteries practice one tradition
380 exclusively, but a few honor the three traditions and instruct each monk
381 according to his or her aptitude and interest. All three traditions rely
382 on the same basic techniques. diverging as the student grows more adept.
383 Thus, a monk need choose a tradition only upon reaching 3rd level.
384
385 \subsubsection{Way of the Open Hand}\label{way-of-the-open-hand}
386
387 Monks of the Way of the Open Hand are the ultimate masters of martial
388 arts combat, whether armed or unarmed. They learn techniques to push and
389 trip their opponents, manipulate ki to heal damage to their bodies, and
390 practice advanced meditation that can protect them from harm.
391
392 \paragraph{Open Hand Technique}\label{open-hand-technique}
393
394 Starting when you choose this tradition at 3rd level, you can manipulate
395 your enemy`s ki when you harness your own. Whenever you hit a creature
396 with one of the attacks granted by your Flurry of Blows, you can impose
397 one of the following effects on that target:
398
399 \begin{itemize}
400 \tightlist
401 \item
402 It must succeed on a Dexterity saving throw or be knocked prone.
403 \item
404 It must make a Strength saving throw. If it fails, you can push it up
405 to 15 feet away from you.
406 \item
407 It can't take reactions until the end of your next turn.
408 \end{itemize}
409
410 \paragraph{Wholeness of Body}\label{wholeness-of-body}
411
412 At 6th level, you gain the ability to heal yourself. As an action, you
413 can regain hit points equal to three times your monk level. You must
414 finish a long rest before you can use this feature again.
415
416 \paragraph{Tranquility}\label{tranquility}
417
418 Beginning at 11th level, you can enter a special meditation that
419 surrounds you with an aura of peace. At the end of a long rest, you gain
420 the effect of a sanctuary spell that lasts until the start of your next
421 long rest (the spell can end early as normal). The saving throw DC for
422 the spell equals 8 + your Wisdom modifier + your proficiency bonus.
423
424 \paragraph{Quivering Palm}\label{quivering-palm}
425
426 At 17th level, you gain the ability to set up lethal vibrations in
427 someone's body. When you hit a creature with an unarmed strike, you can
428 spend 3 ki points to start these imperceptible vibrations, which last
429 for a number of days equal to your monk level. The vibrations are
430 harmless unless you use your action to end them. To do so, you and the
431 target must be on the same plane of existence. When you use this action,
432 the creature must make a Constitution saving throw. If it fails, it is
433 reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.
434
435 You can have only one creature under the effect of this feature at a
436 time. You can choose to end the vibrations harmlessly without using an
437 action.
438
439 \subsubsection{Way of Shadow}\label{way-of-shadow}
440
441 Monks of the Way of Shadow follow a tradition that values stealth and
442 subterfuge. These monks might be called ninjas or shadowdancers, and
443 they serve as spies and assassins. Sometimes the members of a ninja
444 monastery are family members, forming a clan sworn to secrecy about
445 their arts and missions. Other monasteries are more like thieves'
446 guilds, hiring out their services to nobles, rich merchants, or anyone
447 else who can pay their fees. Regardless of their methods, the heads of
448 these monasteries expect the unquestioning obedience of their students.
449
450 \paragraph{Shadow Arts}\label{shadow-arts}
451
452 Starting when you choose this tradition at 3rd level, you can use your
453 ki to duplicate the effects of certain spells. As an action, you can
454 spend 2 ki points to cast darkness, darkvision, pass Without trace, or
455 silence, without providing material components. Additionally, you gain
456 the minor illusion cantrip if you don't already know it.
457
458 \paragraph{Shadow Step}\label{shadow-step}
459
460 At 6th level, you gain the ability to step from one shado into another.
461 When you are in dim light or darkness, as a bonus action you can
462 teleport up to 60 feet to an unoccupied space you can see that is also
463 in dim light or darkness. You then have advantage on the first melee
464 attack you make before the end of the turn.
465
466 \paragraph{Cloak of Shadows}\label{cloak-of-shadows}
467
468 By 11th level, you have learned to become one with the shadows. When you
469 are in an area of dim light or darkness, you can use your action to
470 become invisible. You remain invisible until you make an attack, cast a
471 spell, or are in an area of bright light.
472
473 \paragraph{Opportunist}\label{opportunist}
474
475 At 17th level, you can exploit a creature's momentary distraction when
476 it is hit by an attack. Whenever a creature within 5 feet of you is hit
477 by an attack made by a creature other than you, you can use your
478 reaction to make a melee attack against that creature.
479
480 \subsubsection{Way of the Four Elements}\label{way-of-the-four-elements}
481
482 You follow a monastic tradition that teaches you to harness the
483 elements. When you focus your ki, you can align yourself with the forces
484 of creation and bend the four elements to your will, using them as an
485 extension of your body. Some members of this tradition dedicate
486 themselves to a single element. but others weave the elements together.
487
488 Many monks of this tradition tattoo their bodies with representations of
489 their ki powers, commonly imagined as coiling dragons, but also as
490 phoenixes, fish, plants, mountains, and cresting waves.
491
492 \paragraph{Disciple of the Elements}\label{disciple-of-the-elements}
493
494 When you choose this tradition at 3rd level, you learn magical
495 disciplines that harness the power of the four elements. A discipline
496 requires you to spend ki points each time you use it.
497
498 You know the Elemental Attunement discipline and one other elemental
499 discipline of your choice, which are detailed in the ``Elemental
500 Disciplines'' section below. You learn one additional elemental
501 discipline of your choice at 6th, 11th, and 17th level.
502
503 Whenever you learn a new elemental discipline, you can also replace one
504 elemental discipline that you already know with a different discipline.
505
506 \textbf{Casting Elemental Spells.} Some elemental disciplines allow you
507 to cast spells. See chapter 10 for the general rules of spellcasting. To
508 cast one of these spells, you use its casting time and other rules, but
509 you don't need to provide material components for it.
510
511 Once you reach 5th level in this class, you can spend additional ki
512 points to increase the level of an elemental discipline spell that you
513 cast, provided that the spell has an enhanced effect at a higher level,
514 as burningS hands does. The spell's level increases by 1 for each
515 additional ki point you spend. For example, if you are a 5th-level monk
516 and use Sweeping Cinder Strike to cast burning hands, you can spend 3 ki
517 points to cast it as a 2nd---level spell (the discipline's base cost of
518 2 ki points plus 1).
519
520 The maximum number of ki points you can spend to cast a spell in this
521 way (including its base ki point cost and any additional ki points you
522 spend to increase its level) is determined by your monk level, as shown
523 in the Spells and Ki Points table.
524
525 \begin{longtable}[c]{@{}ll@{}}
526 \toprule
527 Monk Levels & Maximum Ki Points for a Spell\tabularnewline
528 \midrule
529 \endhead
530 5th-8th & 3\tabularnewline
531 9th-12th & 4\tabularnewline
532 13th-17th & 5\tabularnewline
533 17th-20th & 6\tabularnewline
534 \bottomrule
535 \end{longtable}
536
537 \paragraph{Elemental Disciplines}\label{elemental-disciplines}
538
539 The elemental disciplines are presented in alphabetical order. If a
540 discipline requires a level, you must be that level in this class to
541 learn the discipline.
542
543 \textbf{Breath of Winter (17th Level Required).} You can spend 6 ki
544 points to cast cone of cold.
545
546 \textbf{Clench of the North Wind (6th Level Required).} You can spend 3
547 ki points to cast hold person.
548
549 \textbf{Elemental Attunement.} You can use your action to briefly
550 control elemental forces nearby, causing one of the following effects of
551 your choice:
552
553 \begin{quote}
554 \begin{itemize}
555 \tightlist
556 \item
557 Create a harmless, instantaneous sensory effect related to air, earth,
558 fire, or water, such as a shower of sparks, a puff of wind, a spray of
559 light mist, or a gentle rumbling of stone.
560 \item
561 Instantaneously light or snuff out a candle, a torch, or a small
562 campfire.
563 \item
564 Chill or warm up to 1 pound of nonliving material for up to 1 hour.
565 \item
566 Cause earth, fire, water, or mist that can fit within a 1-foot cube to
567 shape itself into a crude form you designate for 1 minute.
568 \end{itemize}
569 \end{quote}
570
571 \textbf{Eternal Mountain Defense (11th Level Required).} You can spend 5
572 ki points to cast stoneskin, targeting yourself.
573
574 \textbf{Fangs of the Fire Snake.} When you use the Attack action on your
575 turn, you can spend 1 ki point to cause tendrils of flame to stretch out
576 from your fists and feet. Your reach with your unarmed strikes increases
577 by 10 feet for that action, as well as the rest of the turn. A hit with
578 such an attack deals fire damage instead of bludgeoning damage, and if
579 you spend 1 ki point when the attack hits, it also deals an extra 1d10
580 fire damage.
581
582 \textbf{Fist of Four Thunders.} You can spend 2 ki points to cast
583 thunderwave.
584
585 \textbf{Fist of Unbroken Air.} You can create a blast of compressed air
586 that strikes like a mighty fist. As an action, you can spend 2 ki points
587 and choose a creature within 30 feet of you. That creature must make a
588 Strength saving throw. On a failed save, the creature takes 3d10
589 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each
590 additional ki point you spend, and you can push the creature up to 20
591 feet away from you and knock it prone. On a successful save, the
592 creature takes half as much damage, and you don't pus it or knock it
593 prone.
594
595 \textbf{Flames of the Phoenix (11th Level Required).} You can spend 4 ki
596 points to cast fireball.
597
598 \textbf{Gong of the Summit (6th Level Required).} You can spend 3 ki
599 points to cast shatter.
600
601 \textbf{Mist Stance (11th Level Required).} You can spend 4 ki points to
602 cast gaseous form, targeting yourself.
603
604 \textbf{Ride the Wind (11th Level Required).} You can spend 4 ki points
605 to cast fly, targeting yourself.
606
607 \textbf{River of Hungry Flame (17th Level Required).} You can spend 5 ki
608 points to cast Wall of fire.
609
610 \textbf{Rush of the Gale Spirits.} You can spend 2 ki points to cast
611 gust ofWind. Shape the Flowing River. As an action, you can spend 1 ki
612 point to choose an area of ice or water no larger than 30 feet on a side
613 within 120 feet of you. You can change water to ice within the area and
614 Vice versa, and you can reshape ice in the area in any manner you
615 choose. You can raise or lower the ice's elevation, create or fill in a
616 trench, erect or flatten a wall, or form a pillar. The extent of any
617 such changes can't exceed half the area's largest dimension. For
618 example, if you affect a 30---foot square, you can create a pillar up to
619 15 feet high, raise or lower the square's elevation by up to 15 feet,
620 dig a trench up to 15 feet deep, and so on. You can't shape the ice to
621 trap or injure a creature in the area.
622
623 \textbf{Sweeping Cinder Strike.} You can spend 2 ki points to cast
624 burning hands.
625
626 \textbf{Water Whip.} You can spend 2 ki points as a bonus action to
627 create a whip of water that shoves and pulls a creature to unbalance it.
628 A creature that you can see that is within 30 feet of you must make a
629 Dexterity saving throw. On a failed save, the creature takes :3le
630 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each
631 additional ki point you spend. and you can either knock it prone or pull
632 it up to 25 feet closer to you. On a successful save, the creature takes
633 half as much damage, and you don't pull it or knock it prone.
634
635 \textbf{Wave of Rolling Earth (17th Level Required).} You can spend 6 ki
636 points to cast wall of stone.
637
638 \subsection{Progression Summary}\label{progression-summary}
1 \section{Paladin}\label{paladin}
2
3 Clad in plate armor that gleams in the sunlight despite the dust and
4 grime of long travel, a human lays down her sword and shield and places
5 her hands on a mortally wounded man. Divine radiance shines from her
6 hands, the man's wounds knit closed, and his eyes open wide with
7 amazement.
8
9 A dwarf crouches behind an outcrop, his black cloak making him nearly
10 invisible in the night, and watches an orc war band celebrating its
11 recent victory. Silently, he stalks into their midst and whispers an
12 oath, and two orcs are dead before they even realize he is there.
13
14 Silver hair shining in a shaft of light that seems to illuminate only
15 him, an elf laughs with exultation. His spear flashes like his eyes as
16 he jabs again and again at a twisted giant, until at last his light
17 overcomes its hideous darkness.
18
19 Whatever their origin and their mission, paladins are united by their
20 oaths to stand against the forces of evil. Whether sworn before a god's
21 altar and the witness of a priest, in a sacred glade before nature
22 spirits and fey beings, or in a moment of desperation and grief with the
23 dead as the only witness, a paladin's oath is a powerful bond. It is a
24 source of power that turns a devout warrior into a blessed champion.
25
26 \subsection{Background}\label{background}
27
28 \subsubsection{The Cause of
29 Righteousness}\label{the-cause-of-righteousness}
30
31 A paladin swears to uphold justice and righteousness, to stand with the
32 good things of the world against the encroaching darkness, and to hunt
33 the forces of evil wherever they lurk. Different paladins focus on
34 various aspects of the cause of righteousness, but all are bound by the
35 oaths that grant them power to do their sacred work. Although many
36 paladins are devoted to gods of good. a paladin's power comes as much
37 from a commitment to justice itself as it does from a god.
38
39 Paladins train for years to learn the skills of combat, mastering a
40 variety of weapons and armor. Even so, their martial skills are
41 secondary to the magical power they wield: power to heal the sick and
42 injured, to smite the wicked and the undead, and to protect the innocent
43 and those who join them in the fight for justice.
44
45 \subsubsection{Beyond the Mundane Life}\label{beyond-the-mundane-life}
46
47 Almost by definition, the life of a paladin is an adventuring life.
48 Unless a lasting injury has taken him or her away from adventuring for a
49 time, every paladin lives on the front lines of the cosmic struggle
50 against evil. Fighters are rare enough among the ranks of the militias
51 and armies of the world, but even fewer people can claim the true
52 calling of a paladin. When they do receive the call, these warriors turn
53 from their former occupations and take up arms to fight evil. Sometimes
54 their oaths lead them into the service of the crown as leaders of elite
55 groups of knights, but even then their loyalty is first to the cause of
56 righteousness, not to crown and country.
57
58 Adventuring paladins take their work seriously. A delve into an ancient
59 ruin or dusty crypt can be a quest driven by a higher purpose than the
60 acquisition of treasure. Evil lurks in dungeons and primeval forests,
61 and even the smallest victory against it can tilt the cosmic balance
62 away from oblivion.
63
64 \subsubsection{Breaking your Oath}\label{breaking-your-oath}
65
66 A paladin tries to hold to the highest standards ofconduct, but even the
67 most virtuous paladin is fallible. Sometimes the right path proves too
68 demanding, sometimes a situation calls for the lesser oftwo evils, and
69 sometimes the heat of emotion causes a paladin to transgress his or her
70 oath.
71
72 A paladin who has broken a vow typically seeks absolution from a cleric
73 who shares his or her faith or from another paladin ofthe same order.
74 The paladin might spend an all-night vigil in prayer as a Sign of
75 penitence, or undertake a fast or similar act ofself---denial. After a
76 rite ofconfession and Forgiveness, the paladin starts fresh.
77
78 Ifa paladin willfully violates his or her oath and shows no sign of
79 repentance, the consequences can be more serious. At the DM's
80 discretion, an impenitent paladin might be forced to abandon this class
81 and adopt another, or perhaps to take the Oathbreaker paladin option
82 that appears in the Dungeon Master's Guide.
83
84 \subsubsection{Creating a Paladin}\label{creating-a-paladin}
85
86 The most important aspect of a paladin character is the nature of his or
87 her holy quest. Although the class features related to your oath don't
88 appear until you reach 3rd level, plan ahead for that choice by reading
89 the oath descriptions at the end of the class. Are you a devoted servant
90 of good, loyal to the gods of justice and honor, a holy knight in
91 shining armor venturing forth to smite evil? Are you a glorious champion
92 of the light. cherishing everything beautiful that stands against the
93 shadow, a knight whose oath descends from traditions older than many of
94 the gods? Or are you an embittered loner sworn to take vengeance on
95 those who have done great evil, sent as an angel of death by the gods or
96 driven by your need for revenge? Appendix B lists many deities worshiped
97 by paladins throughout the multiverse, such as Torm, Tyr, Heironeous,
98 Paladine, Kiri-Jolith, Dol Arrah, the Silver Flame, Bahamut, Athena,
99 Re-Horakhty, and Heimdall.
100
101 How did you experience your call to serve as a paladin? Did you hear a
102 whisper from an unseen god or angel while you were at prayer? Did
103 another paladin sense the potential within you and decide to train you
104 as a squire? Or did some terrible eventithe destruction of your home,
105 perhaps--- drive you to your quests? Perhaps you stumbled into a sacred
106 grove or a hidden elven enclave and found yourself called to protect all
107 such refuges of goodness and beauty. Or you might have known from your
108 earliest memories that the paladin's life was your calling, almost as if
109 you had been sent into the world with that purpose stamped on your soul.
110
111 As guardians against the forces of wickedness, paladins are rarely of
112 any evil alignment. Most of them walk the paths of charity and justice.
113 Consider how your alignment colors the way you pursue your holy quest
114 and the manner in which you conduct yourself before gods and mortals.
115 Your oath and alignment might be in harmony, or your oath might
116 represent standards of behavior that you have not yet attained.
117
118 \paragraph{Quick Build}\label{quick-build}
119
120 You can make a paladin quickly by following these suggestions. First,
121 Strength should be your highest ability score, followed by Charisma.
122 Second, choose the noble background.
123
124 \subsection{Class Features}\label{class-features}
125
126 \subsubsection{Baseline}\label{baseline}
127
128 As a paladin, you gain the following class features.
129
130 \paragraph{Hit Points}\label{hit-points}
131
132 \textbf{Hit Dice:} 1d10 per paladin level
133
134 \textbf{Hit Points at lst Level:} 10 + your Constitution modifier
135
136 \textbf{Hit Points at Higher Levels:} 1d10 (or 6) + your Constitution
137 modifier per paladin level after 1st
138
139 \paragraph{Proficiencies}\label{proficiencies}
140
141 \textbf{Armor:} All armor, shields
142
143 \textbf{Weapons:} Simple weapons, martial weapons \textbf{Tools:} None
144
145 \textbf{Saving Throws:} Wisdom, Charisma
146
147 \textbf{Skills:} Choose two from Athletics, Insight, Intimidation,
148 Medicine, Persuasion, and Religion
149
150 \paragraph{Equipment}\label{equipment}
151
152 You start with the following equipment, in addition to the equipment
153 granted by your background:
154
155 \begin{itemize}
156 \tightlist
157 \item
158 \emph{(a)} a martial weapon and a shield or \emph{(b)} two martial
159 weapons
160 \item
161 \emph{(a)} five javelins or \emph{(b)} any simple melee weapon
162 \item
163 \emph{(a)} a priest's pack or \emph{(b)} an explorer's pack
164 \item
165 Chain mail and a holy symbol
166 \end{itemize}
167
168 \subsubsection{Divine Sense}\label{divine-sense}
169
170 The presence of strong evil registers on your senses like a noxious
171 odor, and powerful good rings like heavenly music in your ears. As an
172 action, you can open your awareness to detect such forces. Until the end
173 of your next turn, you know the location of any celestial, fiend, or
174 undead within 60 feet of you that is not behind total cover. You know
175 the type (celestial, fiend, or undead) of any being whose presence you
176 sense, but not its identity (the vampire Count Strahd von Zarovich, for
177 instance). Within the same radius, you also detect the presence of any
178 place or object that has been consecrated or desecrated, as with the
179 halIOW spell.
180
181 You can use this feature a number of times equal to 1 + your Charisma
182 modifier. When you finish a long rest, you regain all expended uses.
183
184 \subsubsection{Lay on Hands}\label{lay-on-hands}
185
186 Your blessed touch can heal wounds. You have a pool of healing power
187 that replenishes when you take a long rest. With that pool, you can
188 restore a total number of hit points equal to your paladin level X 5.
189
190 As an action, you can touch a creature and draw power from the pool to
191 restore a number of hit points to that creature, up to the maximum
192 amount remaining in your pool.
193
194 Alternatively, you can expend 5 hit points from your pool of healing to
195 cure the target of one disease or neutralize one poison affectng it. You
196 can cure multiple diseases and neutralize multiple poisons with a single
197 use of Lay on Hands, expending hit points separately for each one.
198
199 This feature has no effect on undead and constructs.
200
201 \subsubsection{Fighting Style}\label{fighting-style}
202
203 At 2nd level, you adopt a style of fighting as your specialty. Choose
204 one of the following options. You can't take a Fighting Style option
205 more than once, even if you later get to choose again.
206
207 \paragraph{Defense}\label{defense}
208
209 While you are wearing armor, you gain a +1 bonus to AC.
210
211 \paragraph{Dueling}\label{dueling}
212
213 When you are wielding a melee weapon in one hand and no other weapons,
214 you gain a +2 bonus to damage rolls with that weapon.
215
216 \paragraph{Great Weapon Fighting}\label{great-weapon-fighting}
217
218 When you roll a 1 or 2 on a damage die for an attack you make with a
219 melee weapon that you are wielding with two hands, you can reroll the
220 die and must use the new roll. The weapon must have the two---handed or
221 versatile property for you to gain this benefit.
222
223 \paragraph{Protection}\label{protection}
224
225 When a creature you can see attacks a target other than you that is
226 within 5 feet of you, you can use your reaction to impose disadvantage
227 on the attack roll. You must be wielding a shield.
228
229 \subsubsection{Spellcasting}\label{spellcasting}
230
231 By 2nd level, you have learned to draw on divine magic through
232 meditation and prayer to cast spells as a cleric does. See chapter 10
233 for the general rules of
234
235 spellcasting and chapter 11 for the paladin spell list.
236
237 \paragraph{Preparing and Casting
238 Spells}\label{preparing-and-casting-spells}
239
240 The Paladin table shows how many spell slots you have to cast your
241 spells. To cast one of your paladin spells of lst level or higher, you
242 must expend a slot of the spell's level or higher. You regain all
243 expended spell slots when you finish a long rest.
244
245 You prepare the list of paladin spells that are available for you to
246 cast, choosing from the paladin spell list. When you do so, choose a
247 number of paladin spells equal to your Charisma modifier + half your
248 paladin level, rounded down (minimum of one spell). The spells must be
249 of a level for which you have spell slots.
250
251 For example, if you are a 5th---level paladin, you have four lst-level
252 and two 2nd---level spell slots. With a Charisma of 14, your list of
253 prepared spells can include four spells of lst or 2nd level, in any
254 combination. If you prepare the lst-level spell cure wounds, you can
255 cast it using a lst---level or a 2nd---level slot. Casting the spell
256 doesn't remove it from your list of prepared spells.
257
258 You can change your list of prepared spells when you finish a long rest.
259 Preparing a new list of paladin spells requires time spent in prayer and
260 meditation: at least 1 minute per spell level for each spell on your
261 list.
262
263 \paragraph{Spellcasting Ability}\label{spellcasting-ability}
264
265 Charisma is your spellcasting ability for your paladin spells, since
266 their power derives from the strength of your convictions. You use your
267 Charisma whenever a spell refers to your spellcasting ability. In
268 addition, you use your Charisma modifier when setting the saving throw
269 DC for a paladin spell you cast and when making an attack roll with one.
270
271 \begin{quote}
272 \textbf{Spell save DC} = 8 + your proficiency bonus + your Charisma
273 modifier
274
275 \textbf{Spell attack modifier} = your proficiency bonus + your Charisma
276 modifier
277 \end{quote}
278
279 \paragraph{Spellcasting Focus}\label{spellcasting-focus}
280
281 You can use a holy symbol (found in chapter 5) as a spellcasting focus
282 for your paladin spells.
283
284 \subsubsection{Divine Smite}\label{divine-smite}
285
286 Starting at 2nd level, when you hit a creature with a melee weapon
287 attack, you can expend one paladin spell slot to deal radiant damage to
288 the target, in addition to the weapon's damage. The extra damage is 2d8
289 for a 1st---level spell slot, plus 1d8 for each spell level higher than
290 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is
291 an undead or a fiend.
292
293 \subsubsection{Divine Health}\label{divine-health}
294
295 By 3rd level, the divine magic flowing through you makes you immune to
296 disease.
297
298 \subsubsection{Sacred Oath}\label{sacred-oath}
299
300 When you reach 3rd level, you swear the oath that binds you as a paladin
301 forever. Up to this time you have been in a preparatory stage, committed
302 to the path but not yet sworn to it. Now you choose the Oath of
303 Devotion, the Oath of the Ancients, or the Oath of Vengeance, all
304 detailed at the end of the class description.
305
306 Your choice grants you features at 3rd level and again at 7th, 15th, and
307 20th level. Those features include oath spells and the Channel Divinity
308 feature.
309
310 \paragraph{Oath Spells}\label{oath-spells}
311
312 Each oath has a list of associated spells. You gain access to these
313 spells at the levels specified in the oath description. Once you gain
314 access to an oath spell, you always have it prepared. Oath spells don't
315 count against the number of spells you can prepare each day.
316
317 If you gain an oath spell that doesn't appear on the paladin spell list,
318 the spell is nonetheless a paladin spell for you.
319
320 \paragraph{Channel Divinity}\label{channel-divinity}
321
322 Your oath allows you to channel divine energy to fuel magical effects.
323 Each Channel Divinity option provided by your oath explains how to use
324 it.
325
326 When you use your Channel Divinity, you choose which option to use. You
327 must then finish a short or long rest to use your Channel Divinity
328 again.
329
330 Some Channel Divinity effects require saving throws. When you use such
331 an effect from this class, the DC equals your paladin spell save DC.
332
333 \subsubsection{Ability Score
334 Improvement}\label{ability-score-improvement}
335
336 When you reach 4th level, and again at 8th, 12th, 16th, and 19th level,
337 you can increase one ability score of your choice by 2, or you can
338 increase two ability scores of your choice by 1. As normal, you can't
339 increase an ability score above 20 using this feature.
340
341 \subsubsection{Extra Attack}\label{extra-attack}
342
343 Beginning at 5th level, you can attack twice, instead of once, whenever
344 you take the Attack action on your turn.
345
346 \subsubsection{Aura of Protection}\label{aura-of-protection}
347
348 Starting at 6th level, whenever you or a friendly creature within 10
349 feet of you must make a saving throw, the creature gains a bonus to the
350 saving throw equal to your Charisma modifier (with a minimum bonus of
351 +1). You must be conscious to grant this bonus.
352
353 At 18th level, the range of this aura increases to 30 feet.
354
355 \subsubsection{Aura of Courage}\label{aura-of-courage}
356
357 Starting at 10th level, you and friendly creatures within 10 feet of you
358 can't be frightened while you are conscious. At 18th level, the range of
359 this aura increases to 30 feet.
360
361 \subsubsection{Improved Divine Smite}\label{improved-divine-smite}
362
363 By 11th level, you are so suffused with righteous might that all your
364 melee weapon strikes carry divine power with them. Whenever you hit a
365 creature with a melee weapon, the creature takes an extra 1d8 radiant
366 damage. If you also use your Divine Smite with an attack, you add this
367 damage to the extra damage of your Divine Smite.
368
369 \subsubsection{Cleansing Touch}\label{cleansing-touch}
370
371 Beginning at 14th level, you can use your action to end one spell on
372 yourself or on one willing creature that you touch.
373
374 You can use this feature a number of times equal to your Charisma
375 modifier (a minimum of once). You regain expended uses when you finish a
376 long rest.
377
378 \subsection{Sacred Oaths}\label{sacred-oaths}
379
380 Becoming a paladin involves taking vows that commit the paladin to the
381 cause of righteousness, an active path of fighting wickedness. The final
382 oath, taken when he or she reaches 3rd level, is the culmination of all
383 the paladin's training. Some characters with this class don't consider
384 themselves true paladins until they have reached 3rd level and made this
385 oath. For others, the actual swearing of the oath is a formality, an
386 official stamp on what has always been true in the paladin's heart.
387
388 \subsubsection{Oath of Devotion}\label{oath-of-devotion}
389
390 The Oath of Devotion binds a paladin to the loftiest ideals ofjustice,
391 virtue, and order. Sometimes called cavaliers, white knights, or holy
392 warriors, these paladins meet the ideal of the knight in shining armor,
393 acting with honor in pursuit of justice and the greater good. They hold
394 themselves to the highest standards of conduct, and some, for better or
395 worse, hold the rest of the world to the same standards. Many who swear
396 this oath are devoted to gods of law and good and use their gods' tenets
397 as the measure of their devotion. They hold angels---the perfect
398 servants of good---as their ideals, and incorporate images of angelic
399 wings into their helmets or coats of arms.
400
401 \paragraph{Tenets of Devotion}\label{tenets-of-devotion}
402
403 Though the exact words and strictures of the Oath of Devotion vary,
404 paladins of this oath share these tenets.
405
406 \textbf{Honesty.} Don't lie or cheat. Let your word be your promise.
407
408 \textbf{Courage.} Never fear to act, though caution is wise.
409
410 \textbf{Compassion.} Aid others, protect the weak, and punish those who
411 threaten them. Show mercy to your foes, but temper it with wisdom.
412
413 \textbf{Honor.} Treat others With fairness, and let your honorable deeds
414 be an example to them. Do as much good as possible while causing the
415 least amount of harm.
416
417 \textbf{Duty.} Be responsible for your actions and their consequences,
418 protect those entrusted to your care. and obey those who have just
419 authority over you.
420
421 \paragraph{Oath Spells}\label{oath-spells-1}
422
423 You gain oath spells at the paladin levels listed.
424
425 \begin{longtable}[c]{@{}ll@{}}
426 \toprule
427 Paladin Level & Spells\tabularnewline
428 \midrule
429 \endhead
430 3rd & protection from evil and good, sanctuary\tabularnewline
431 5th & lesser restoration, zone of truth\tabularnewline
432 9th & beacon ofhope, dispel magic\tabularnewline
433 13th & freedom of movement, guardian of faith\tabularnewline
434 17th & commune, flame strike\tabularnewline
435 \bottomrule
436 \end{longtable}
437
438 \paragraph{Channel Divinity}\label{channel-divinity-1}
439
440 When you take this oath at 3rd level, you gain the following two Channel
441 Divinity options.
442
443 \textbf{Sacred Weapon.} As an action, you can imbue one weapon that you
444 are holding with positive energy, using your Channel Divinity. For 1
445 minute, you add your Charisma modifier to attack rolls made with that
446 weapon (with a minimum bonus of +1). The weapon als emits bright light
447 in a 20-foot radius and dim light 20 feet beyond that. If the weapon is
448 not already magical, it becomes magical for the duration.
449
450 You can end this effect on your turn as part of any other action. Ifyou
451 are no longer holding or carrying this weapon, or if you fall
452 unconscious, this effect ends.
453
454 \textbf{Turn the Unholy.} As an action, you present your holy symbol and
455 speak a prayer censuring fiends and undead, using your Channel Divinity.
456 Each fiend or undead that can see or hear you within 30 feet of you must
457 make a Wisdom saving throw. If the creature fails its saving throw, it
458 is turned for 1 minute or until it takes damage.
459
460 A turned creature must spend its turns trying to move as far away from
461 you as it can, and it can't willingly move to a space within 30 feet of
462 you. It also can't take reactions. For its action, it can use only the
463 Dash action or try to escape from an effect that prevents it from
464 moving. If there's nowhere to move, the creature can use the Dodge
465 action.
466
467 \paragraph{Aura of Devotion}\label{aura-of-devotion}
468
469 Starting at 7th level, you and friendly creatures within 10 feet of you
470 can't be charmed while you are conscious. At 18th level, the range of
471 this aura increases to 30 feet.
472
473 \paragraph{Purity of Spirit}\label{purity-of-spirit}
474
475 Beginning at 15th level, you are always under the effects of a
476 protection from eViI and good spell.
477
478 \paragraph{Holy Nimbus}\label{holy-nimbus}
479
480 At 20th level, as an action, you can emanate an aura of sunlight. For 1
481 minute. bright light shines from you in a 30-foot radius, and dim light
482 shines 30 feet beyond that.
483
484 Whenever an enemy creature starts its turn in the bright light, the
485 creature takes 10 radiant damage.
486
487 In addition, for the duration, you have advantage on saving throws
488 against spells cast by fiends or undead.
489
490 Once you use this feature, you can't use it again until you finish a
491 long rest.
492
493 \subsubsection{Oath of the Ancients}\label{oath-of-the-ancients}
494
495 The Oath of the Ancients is as old as the race of elves and the rituals
496 of the druids. Sometimes called fey knights, green knights, or horned
497 knights, paladins who swear this oath cast their lot with the side of
498 the light in the cosmic struggle against darkness because they love the
499 beautiful and life-giving things of the world, not necessarily because
500 they believe in principles of honor, courage, and justice. They adorn
501 their armor and clothing with images of growing things---leaves,
502 antlers, or flowers---t0 reflect their commitment to preserving life and
503 light in the world.
504
505 \paragraph{Tenets of the Ancients}\label{tenets-of-the-ancients}
506
507 The tenets of the Oath of the Ancients have been preserved for uncounted
508 centuries. This oath emphasizes the principles of good above any
509 concerns of law or chaos. Its four central principles are simple.
510
511 \textbf{Kindle the Light.} Through your acts of mercy, kindness, and
512 forgiveness, kindle the light of hope in th world, beating back despair.
513
514 \textbf{Shelter the Light.} Where there is good, beauty, love, and
515 laughter in the world, stand against the wickedness that would swallow
516 it. Where life flourishes, stand against the forces that would render it
517 barren.
518
519 \textbf{Preserve Your Own Light.} Delight in song and laughter, in
520 beauty and art. If you allow the light to die in your own heart, you
521 can't preserve it in the world.
522
523 \textbf{Be the Light.} Be a glorious beacon for all who live in despair.
524 Let the light of your joy and courage shine forth in all your deeds.
525
526 \paragraph{Oath Spells}\label{oath-spells-2}
527
528 You gain oath spells at the paladin levels listed.
529
530 \begin{longtable}[c]{@{}ll@{}}
531 \toprule
532 Paladin Level & Spells\tabularnewline
533 \midrule
534 \endhead
535 3rd & ensnaring strike, speak with animals\tabularnewline
536 5th & moonbeam, misty step\tabularnewline
537 9th & plant growth, protectionfrom energy\tabularnewline
538 13th & ice storm, stoneskin\tabularnewline
539 17th & commune with nature, tree stride\tabularnewline
540 \bottomrule
541 \end{longtable}
542
543 \paragraph{Channel Divinity}\label{channel-divinity-2}
544
545 When you take this oath at 3rd level, you gain the following two Channel
546 Divinity options.
547
548 \textbf{Nature's Wrath.} You can use your Channel Divinity to invoke
549 primeval forces to ensnare a foe. As an action, you can cause spectral
550 vines to spring up and reach for a creature within 10 feet of you that
551 you can see. The creature must succeed on a Strength or Dexterity saving
552 throw (its choice) or be restrained. While restrained by the vines, the
553 creature repeats the saving throw at the end of each of its turns. On a
554 success, it frees itself and the vines vanish.
555
556 \textbf{Turn the Faithless.} You can use your Channel Divinity to utter
557 ancient words that are painful for fey and fiends to hear. As an action,
558 you present your holy symbol, and each fey or fiend within 30 feet of
559 you that can hear you must make a Wisdom saving throw. On a failed save,
560 the creature is turned for 1 minute or until it takes damage.
561
562 A turned creature must spend its turns trying to move as far away from
563 you as it can, and it can't willingly move to a space Within 30 feet of
564 you. It also can't take reactions. For its action, it can use only the
565 Dash action or try to escape from an effect that prevents it from
566 moving. If there's nowhere to move, the creature can use the Dodge
567 action.
568
569 If the creature's true form is concealed by an illusion, shapeshifting,
570 or other effect, that form is revealed while it is turned.
571
572 \paragraph{Aura of Warding}\label{aura-of-warding}
573
574 Beginning at 7th level, ancient magic lies so heavily upon you that it
575 forms an eldritch ward. You and friendly creatures Within 10 feet of you
576 have resistance to damage from spells.
577
578 At 18th level, the range of this aura increases to 30 feet.
579
580 \paragraph{Undying Sentinel}\label{undying-sentinel}
581
582 Starting at 15th level, when you are reduced to 0 hit points and are not
583 killed outright, you can choose to drop to 1 hit point instead. Once you
584 use this ability, you can't use it again until you finish a long rest.
585
586 Additionally, you suffer none of the drawbacks of old age, and you can't
587 be aged magically.
588
589 \paragraph{Elder Champion}\label{elder-champion}
590
591 At 20th level, you can assume the form of an ancient force of nature,
592 taking on an appearance you choose. For example, your skin might turn
593 green or take on a bark---like texture, your hair might become leafy or
594 moss--- like, or you might sprout antlers or a lion---like mane.
595
596 Using your action, you undergo a transformation. For 1 minute, you gain
597 the following benefits:
598
599 \begin{itemize}
600 \tightlist
601 \item
602 At the start of each of your turns, you regain 10 hit points.
603 \item
604 Whenever you cast a paladin spell that has a casting time of 1 action,
605 you can cast it using a bonus action instead.
606 \item
607 Enemy creatures within 10 feet of you have disadvan--- tage on saving
608 throws against your paladin spells and Channel Divinity options.
609 \end{itemize}
610
611 Once you use this feature, you can't use it again until you finish a
612 long rest.
613
614 \subsubsection{Oath of Vengeance}\label{oath-of-vengeance}
615
616 The Oath of Vengeance is a solemn commitment to punish those who have
617 committed a grievous sin. When evil forces slaughter helpless villagers,
618 when an entire people turns against the will of the gods. when a
619 thieves' guild grows too violent and powerful, when a dragon rampages
620 through the countrysideiat times like these, paladins arise and swear an
621 Oath of Vengeance to set right that which has gone wrong. To these
622 paladins--- sometimes called avengers or dark knights---their own purity
623 is not as important as delivering justice.
624
625 \subsubsection{Tenets of Vengeance}\label{tenets-of-vengeance}
626
627 The tenets of the Oath of Vengeance vary by paladin, but all the tenets
628 revolve around punishing wrongdoers by any means necessary. Paladins who
629 uphold these tenets are willing to sacrifice even their own
630 righteousness t0 mete out justice upon those who do evil, so the
631 paladins are often neutral or lawful neutral in alignment. The core
632 principles of the tenets are brutally simple.
633
634 \textbf{Fight the Greater Evil.} Faced with a choice of fightin my sworn
635 foes or combating a lesser evil. I choose the greater evil.
636
637 \textbf{No Mercy for the Wicked.} Ordinary foes might win my mercy, but
638 my sworn enemies do not.
639
640 \textbf{By Any Means Necessary.} My qualms can't get in the way of
641 exterminating my foes.
642
643 \textbf{Restitution.} If my foes wreak ruin on the world, it is because
644 I failed to stop them. I must help those harmed by their misdeeds.
645
646 \paragraph{Oath Spells}\label{oath-spells-3}
647
648 You gain oath spells at the paladin levels listed.
649
650 \begin{longtable}[c]{@{}ll@{}}
651 \toprule
652 Paladin Level & Spells\tabularnewline
653 \midrule
654 \endhead
655 3rd & bane, hunter's mark\tabularnewline
656 5th & hold person, misty step\tabularnewline
657 9th & haste, protectionfrom energy\tabularnewline
658 13th & banishment, dimension door\tabularnewline
659 17th & hold monster, scrying\tabularnewline
660 \bottomrule
661 \end{longtable}
662
663 \paragraph{Channel Divinity}\label{channel-divinity-3}
664
665 When you take this oath at 3rd level, you gain the following two Channel
666 Divinity options.
667
668 \textbf{Abjure Enemy.} As an action, you present your holy symbol and
669 speak a prayer of denunciation, using your Channel Divinity. Choose one
670 creature within 60 feet of you that you can see. That creature must make
671 a Wisdom saving throw, unless it is immune to being frightened. Fiends
672 and undead have disadvantage on this saving throw.
673
674 On a failed save, the creature is frightened for 1 minute or until it
675 takes any damage. While frightened, the creature's speed is O, and it
676 can't benefit from any bonus to its speed.
677
678 On a successful save, the creature's speed is halved for 1 minute or
679 until the creature takes any damage.
680
681 \textbf{Vow ofEnmity.} As a bonus action, you can utter a vow of enmity
682 against a creature you can see within 10 feet of you, using your Channel
683 Divinity. You gain advantage on attack rolls against the creature for 1
684 minute or until it drops to 0 hit points or falls unconscious.
685
686 \paragraph{Relentless Avenger}\label{relentless-avenger}
687
688 By 7th level, your supernatural focus helps you close off a foe's
689 retreat. When you hit a creature with an opportunity attack, you can
690 move up to half your speed immediately after the attack and as part of
691 the same reaction. This movement doesn't provoke opportunity attacks.
692
693 \paragraph{Soul of Vengeance}\label{soul-of-vengeance}
694
695 Starting at 15th level, the authority with which you speak your Vow of
696 Enmity gives you greater power over your foe. When a creature under the
697 effect of your Vow of Enmity makes an attack, you can use your reaction
698 to make a melee weapon attack against that creature if it is within
699 range.
700
701 \paragraph{Avenging Angel}\label{avenging-angel}
702
703 At 20th level, you can assume the form of an angelic avenger. Using your
704 action, you undergo a transformation. For 1 hour, you gain the following
705 benefits:
706
707 \begin{itemize}
708 \tightlist
709 \item
710 Wings sprout from your back and grant you a flying speed of 60 feet.
711 \item
712 You emanate an aura of menace in a 30-foot radius. The first time any
713 enemy creature enters the aura or starts its turn there during a
714 battle, the creature must succeed on a Wisdom saving throw or become
715 fright, ened of you for 1 minute or until it takes any damage. Attack
716 rolls against the frightened creature have advantage.
717 \item
718 Once you use this feature, you can't use it again until you finish a
719 long rest.
720 \end{itemize}
721
722 \subsection{Progression Summary}\label{progression-summary}
723
724 \textbf{Spell Slots}
1 \section{Ranger}\label{ranger}
2
3 Rough and wild looking, a human stalks alone through the shadows of
4 trees, hunting the orcs he knows are planning a raid on a nearby farm.
5 Clutching a shortsword in each hand, he becomes a whirlwind of steel,
6 cutting down one enemy after another.
7
8 After tumbling away from a cone of freezing air, an elf finds her feet
9 and draws back her bow to loose an arrow at the white dragon. Shrugging
10 off the wave of fear that emanates from the dragon like the cold of its
11 breath, she sends one arrow after another to find the gaps between the
12 dragon's thick scales.
13
14 Holding his hand high, a half---elf whistles to the hawk that circles
15 high above him, calling the bird back to his side. Whispering
16 instructions in Elvish, he points to the owlbear he's been tracking and
17 sends the hawk to distract the creature while he readies his bow.
18
19 Far from the bustle of cities and towns, past the hedges that shelter
20 the most distant farms from the terrors of the wild, amid the
21 dense-packed trees of trackless forests and across wide and empty
22 plains, rangers keep their unending watch.
23
24 \subsection{Background}\label{background}
25
26 \subsubsection{Deadly Hunters}\label{deadly-hunters}
27
28 Warriors of the wilderness, rangers specialize in hunting the monsters
29 that threaten the edges of civilization---humanoid raiders, rampaging
30 beasts and monstrosities, terrible giants, and deadly dragons. They
31 learn to track their quarry as a predator does, moving stealthily
32 through the wilds and hiding themselves in brush and rubble. Rangers
33 focus their combat training on techniques that are particularly useful
34 against their specific favored foes.
35
36 Thanks to their familiarity with the wilds, rangers acquire the ability
37 to cast spells that harness nature's power, much as a druid does. Their
38 spells, like their combat abilities, emphasize speed, stealth, and the
39 hunt. A ranger's talents and abilities are honed with deadly focus on
40 the grim task of protecting the borderlands.
41
42 \subsubsection{Independent Adventures}\label{independent-adventures}
43
44 Though a ranger might make a living as a hunter. a guide, or a tracker,
45 a ranger's true calling is to defend the outskirts of civilization from
46 the ravages of monster and humanoid hordes that press in from the wild.
47 In some places, rangers gather in secretive orders or join forces with
48 druidic circles. Many rangers, though, are independent almost to a
49 fault, knowing that, when a dragon or a band of orcs attacks, a ranger
50 might be the first---and possibly the last\textasciitilde{}line of
51 defense.
52
53 This fierce independence makes rangers well suited to adventuring, since
54 they are accustomed to life far from the comforts of a dry bed and a hot
55 bath. Faced with city-bred adventurers who grouse and whine about the
56 hardships of the wild, rangers respond with some mixture of amusement,
57 frustration, and compassion. But they quickly learn that other
58 adventurers who can carry their own weight in a fight against
59 civilization's foes are worth any extra burden. Coddled city folk might
60 not know how to feed themselves or find fresh water in the wild, but
61 they make up for it in other ways.
62
63 \subsubsection{Creating a Ranger}\label{creating-a-ranger}
64
65 As you create your ranger character, consider the nature of the training
66 that gave you your particular capabilities. Did you train with a single
67 mentor, wandering the wilds together until you mastered the ranger's
68 ways? Did you leave your apprenticeship, or was your mentor slain---
69 perhaps by the same kind of monster that became your favored enemy? Or
70 perhaps you learned your skills as part of a band of rangers affiliated
71 with a druidic circle, trained in mystic paths as well as wilderness
72 lore. You might be self-taught, a recluse who learned combat skills,
73 tracking, and even a magical connection to nature through the necessity
74 of surviving in the wilds.
75
76 What's the source of your particular hatred of a certain kind of enemy?
77 Did a monster kill someone you loved or destroy your home village? Or
78 did you see too much of the destruction these monsters cause and commit
79 yourself to reining in their depredations? Is your adventuring career a
80 continuation of your work in protecting the borderlands, or a
81 significant change? What made you join up with a band of adventurers? Do
82 you find it challenging to teach new allies the ways of the wild, or do
83 you welcome the relief from solitude that they offer?
84
85 \paragraph{Quick Build}\label{quick-build}
86
87 You can make a ranger quickly by following these suggestions. First.
88 make Dexterity your highest ability score, followed by Wisdom. (Some
89 rangers who focus on two-weapon fighting make Strength higher than
90 Dexterity.) Second, choose the outlander background.
91
92 \end{multicols}
93 \begin{tabular}{ l | l | l | l }
94 level & proficiency & skills & spells known \\
95 \hline
96 1st & +2 & Favored Enemy, Natural Explorer & --- \\
97 2nd & +2 & Fighting Style, Spellcasting & 2 \\
98 3rd & +2 & Ranger Archetype, Primeval Awareness & 3 \\
99 4th & +2 & Ability Score Improvement & 3 \\
100 5th & +3 & Extra Attack & 4 \\
101 6th & +3 & Favored Enemy and Natural Explorer improvements & 4 \\
102 7th & +3 & Ranger Archetype feature & 5 \\
103 8th & +3 & Ability Score Improvement, Land's Stride & 5 \\
104 9th & +4 & --- & 6 \\
105 10th & +4 & Natural Explorer improvement, Hide in Plain Sight & 6 \\
106 11th & +4 & Ranger Archetype feature & 9 \\
107 12th & +4 & Ability Score Improvement & 7 \\
108 13th & +5 & --- & 8 \\
109 14th & +5 & Favored Enemy improvement, Vanish & 8 \\
110 15th & +5 & Ranger Archetype feature & 9 \\
111 16th & +5 & Ability Score Improvement & 9 \\
112 17th & +6 & --- & 10 \\
113 18th & +6 & Feral Senses & 10 \\
114 19th & +6 & Ability Score Improvement & 11 \\
115 20th & +6 & Foe Slayer & 11
116 \end{tabular}{}
117 \begin{multicols}{2}
118
119 \subsection{Class Features}\label{class-features}
120
121 As a ranger, you gain the following class features.
122
123 \subsubsection{Baseline}\label{baseline}
124
125 \paragraph{Hit Points}\label{hit-points}
126 \begin{description}
127 \item[Hit Dice] 1d10 per ranger level
128
129 \item[Hit Points at 1st Level] 10 + your Constitution modifier
130
131 \item[Hit Points at Higher Levels] 1d10 (or 6) + your Constitution
132 modifier per ranger level after 1st
133 \end{description}
134
135 \columnbreak
136 \paragraph{Proficiencies}\label{proficiencies}
137 \begin{description}
138 \item[Armor] Light armor, medium armor, shields
139
140 \item[Weapons] Simple weapons, martial weapons
141
142 \item[Tools] None
143
144 \item[Saving Throws] Strength, Dexterity
145
146 \item[Skills] Choose three from Animal Handling, Athletics, Insight,
147 Investigation, Nature, Perception, Stealth, and Survival
148 \end{description}
149
150 \paragraph{Equipment}\label{equipment}
151
152 You start with the following equipment, in addition to the equipment
153 granted by your background:
154
155 \begin{itemize}
156 \tightlist
157 \item
158 \emph{(a)} scale mail or \emph{(b)} leather armor
159 \item
160 \emph{(a)} two shortsworcls or \emph{(b)} two simple melee weapons
161 \item
162 \emph{(a)} a dungeoneer's pack or \emph{(b)} an explorer's pack
163 \item
164 A longbow and a quiver of 20 arrows
165 \end{itemize}
166
167 \subsubsection{Favored Enemy}\label{favored-enemy}
168
169 Beginning at 1st level, you have significant experience studying,
170 tracking, hunting, and even talking to a certai type of enemy.
171
172 Choose a type of favored enemy: aberrations, beasts, celestials,
173 constructs, dragons, elementals, fey, fiends, giants, monstrosities,
174 oozes, plants, or undead. Alternatively, you can select two races of
175 humanoid (such as gnolls and orcs) as favored enemies.
176
177 You have advantage on Wisdom (Survival) checks to track your favored
178 enemies, as well as on Intelligence Checks to recall information about
179 them.
180
181 When you gain this feature, you also learn one language of your choice
182 that is spoken by your favored enemies, if they speak one at all.
183
184 You choose one additional favored enemy, as well as an associated
185 language, at 6th and 14th level. As you gain levels, your choices should
186 reflect the types of monsters you have encountered on your adventures.
187
188 \subsubsection{Natural Explorer}\label{natural-explorer}
189
190 You are particularly familiar with one type of natural environment and
191 are adept at traveling and surviving in such regions. Choose one type of
192 favored terrain: arctic, coast, desert, forest, grassland, mountain,
193 swamp, or the Underdark. When you make an Intelligence or Wisdom check
194 related to your favored terrain, your proficiency bonus is doubled if
195 you are using a skill that you're proficient in.
196
197 While traveling for an hour or more in your favored terrain, you gain
198 the following benefits:
199
200 \begin{itemize}
201 \tightlist
202 \item
203 Difficult terrain doesn't slow your group's travel.
204 \item
205 Your group can't become lost except by magical means.
206 \item
207 Even when you are engaged in another activity while traveling (such as
208 foraging, navigating, or tracking), you remain alert to danger.
209 \item
210 If you are traveling alone, you can move stealthily at a normal pace.
211 \item
212 When you forage, you find twice as much food as you normally would.
213 \item
214 While tracking other creatures, you also learn their exact number,
215 their sizes, and how long ago they passed through the area.
216 \end{itemize}
217
218 You choose additional favored terrain types at 6th and 10th level.
219
220 \subsubsection{Fighting Style}\label{fighting-style}
221
222 At 2nd level, you adopt a particular style of fighting as your
223 specialty. Choose one of the following options. You can't take a
224 Fighting Style option more than once, even if you later get to choose
225 again.
226
227 \paragraph{Archery}\label{archery}
228
229 You gain a +2 bonus to attack rolls you make with ranged weapons.
230
231 \paragraph{Defense}\label{defense}
232
233 While you are wearing armor, you gain a +1 bonus to AC.
234
235 \paragraph{Dueling}\label{dueling}
236
237 When you are wielding a melee weapon in one hand and no other weapons,
238 you gain a +2 bonus to damage rolls with that weapon.
239
240 \paragraph{Two-Weapon Fighting}\label{two-weapon-fighting}
241
242 When you engage in two---weapon fighting, you can add your ability
243 modifier to the damage of the second attack.
244
245 \begin{tabular}{ l | r | r | r | r | r }
246 level & 1st & 2nd & 3rd & 4th & 5th \\
247 \hline
248 1st & --- & --- & --- & --- & --- \\
249 2nd & 2 & --- & --- & --- & --- \\
250 3rd & 3 & --- & --- & --- & --- \\
251 4th & 3 & --- & --- & --- & --- \\
252 5th & 4 & 2 & --- & --- & --- \\
253 6th & 4 & 2 & --- & --- & --- \\
254 7th & 4 & 3 & --- & --- & --- \\
255 8th & 4 & 3 & --- & --- & --- \\
256 9th & 4 & 3 & 2 & --- & --- \\
257 10th & 4 & 3 & 2 & --- & --- \\
258 11th & 4 & 3 & 3 & --- & --- \\
259 12th & 4 & 3 & 3 & 1 & --- \\
260 13th & 4 & 3 & 3 & 1 & --- \\
261 14th & 4 & 3 & 3 & 2 & --- \\
262 15th & 4 & 3 & 3 & 2 & --- \\
263 16th & 4 & 3 & 3 & 3 & --- \\
264 17th & 4 & 3 & 3 & 3 & 1 \\
265 18th & 4 & 3 & 3 & 3 & 1 \\
266 19th & 4 & 3 & 3 & 3 & 2 \\
267 20th & 4 & 3 & 3 & 3 & 2
268 \end{tabular}
269
270 \subsubsection{Spellcasting}\label{spellcasting}
271
272 By the time you reach 2nd level, you have learned to use the magical
273 essence of nature to cast spells, much as a druid does. See chapter 10
274 for the general rules of spellcasting and chapter 11 for the ranger
275 spell list.
276
277 \paragraph{Spell Slots}\label{spell-slots}
278
279 The Ranger table shows how many spell slots you have to cast your spells
280 of 1st level and higher. To cast one of these spells, you must expend a
281 slot of the spell's level or higher. You regain all expended spell slots
282 when you finish a long rest.
283
284 For example, if you know the lst---level spell animal friendship and
285 have a lst---level and a 2nd---level spell slot available, you can cast
286 animal friendship using either slot.
287
288 \paragraph{Spells Known of 1st Level and
289 Higher}\label{spells-known-of-1st-level-and-higher}
290
291 You know two lst---level spells of your choice from the ranger spell
292 list.
293
294 The Spells Known column of the Ranger table shows when you learn more
295 ranger spells of your choice. Each of these spells must be of a level
296 for which you have spell slots. For instance, when you reach 5th level
297 in this class, you can learn one new spell of 1st or 2nd level.
298
299 Additionally, when you gain a level in this class, you can choose one of
300 the ranger spells you know and replace it with another spell from the
301 ranger spell list, which also must be of a level for which you have
302 spell slots.
303
304 \paragraph{Spellcasting Ability}\label{spellcasting-ability}
305
306 Wisdom is your spellcasting ability for your ranger spells, since your
307 magic draws on your attunement to nature. You use your Wisdom whenever a
308 spell refers to your spellcasting ability. In addition, you use your
309 Wisdom modifier when setting the saving throw DC for a ranger spell you
310 cast and when making an attack roll with one.
311
312 \begin{quote}
313 \textbf{Spell save DC} = 8 + your proficiency bonus + your Wisdom
314 modifier
315
316 \textbf{Spell attack modifier} = your proficiency bonus + your Wisdom
317 modifier
318 \end{quote}
319
320 \subsubsection{Ranger Archetype}\label{ranger-archetype}
321
322 At 3rd level, you choose an archetype that you strive to emulate: Hunter
323 or Beast Master, both detailed at the end of the class description. Your
324 choice grants you features at 3rd level and again at 7th, 11th, and 15th
325 level.
326
327 \subsubsection{Primeval Awareness}\label{primeval-awareness}
328
329 Beginning at 3rd level, you can use your action and expend one ranger
330 spell slot to focus your awareness on the region around you. For 1
331 minute per level of the spell slot you expend, you can sense Whether the
332 following types of creatures are present Within 1 mile of you (or within
333 up to 6 miles if you are in your favored terrain): aberrations,
334 celestials, dragons, elementals, fey, fiends, and undead. This feature
335 doesn't reveal the creatures' location or number.
336
337 \subsubsection{Ability Score
338 Improvement}\label{ability-score-improvement}
339
340 When you reach 4th level, and again at 8th, 12th, 16th, and 19th level,
341 you can increase one ability score of your choice by 2, or you can
342 increase two ability scores of your choice by 1. As normal, you can't
343 increase an ability score above 20 using this feature.
344
345 \subsubsection{Extra Attack}\label{extra-attack}
346
347 Beginning at 5th level, you can attack twice, instead of once, whenever
348 you take the Attack action on your turn.
349
350 \subsubsection{Land's Stride}\label{lands-stride}
351
352 Starting at 8th level, moving through nonmagical difficult terrain costs
353 you no extra movement. You can also pass through nonmagical plants
354 without being slowed by them and without taking damage from them if they
355 have thorns, spines, or a similar hazard.
356
357 In addition, you have advantage on saving throws against plants that are
358 magically created or manipulated to impede movement, such those created
359 by the entangle spell.
360
361 \subsubsection{Hide in Plain Sight}\label{hide-in-plain-sight}
362
363 Starting at 10th level, you can spend 1 minute creating camouflage for
364 yourself. You must have access to fresh mud, dirt, plants, soot, and
365 other naturally occurring materials with which to create your
366 camouflage.
367
368 Once you are camouflaged in this way, you can try to hide by pressing
369 yourself up against a solid surface, such as a tree or wall, that is at
370 least as tall and wide as you are. You gain a +10 bonus to Dexterity
371 (Stealth) checks as long as you remain there without moving or taking
372 actions. Once you move or take an action or a reaction, you must
373 camouflage yourself again to gain this benefit.
374
375 \subsubsection{Vanish}\label{vanish}
376
377 Starting at 14th level, you can use the Hide action as a bonus action on
378 your turn. Also, you can't be tracked by nonmagical means, unless you
379 choose to leave a trail.
380
381 \subsubsection{Feral Senses}\label{feral-senses}
382
383 At 18th level, you gain preternatural senses that help you fight
384 creatures you can't see. When you attack a creature you can't see, your
385 inability to see it doesn't impose disadvantage on your attack rolls
386 against it. You are also aware of the location of any invisible creature
387 within 30 feet of you, provided that the
388
389 creature isn't hidden from you and you aren't blinded or deafened.
390
391 \subsubsection{Foe Slayer}\label{foe-slayer}
392
393 At 20th level, you become an unparalleled hunter of your enemies. Once
394 on each of your turns, you can add your Wisdom modifier to the attack
395 roll or the damage roll of an attack you make against one of your
396 favored enemies. You can choose to use this feature before or after the
397 roll, but before any effects of the roll are applied.
398
399 \subsection{Ranger Archetypes}\label{ranger-archetypes}
400
401 The ideal of the ranger has two classic expressions: the Hunter and the
402 Beast Master.
403
404 \subsubsection{Hunter}\label{hunter}
405
406 Emulating the Hunter archetype means accepting your place as a bulwark
407 between civilization and the terrors of the wilderness. As you walk the
408 Hunter's path, you learn specialized techniques for fighting the threats
409 you face, from rampaging ogres and hordes of orcs to towering giants and
410 terrifying dragons.
411
412 \paragraph{Hunter's Prey}\label{hunters-prey}
413
414 At 3rd level, you gain one of the following features of your choice.
415
416 \begin{description}
417 \item[Colossus Slayer] Your tenacity can wear down the most potent
418 foes. When you hit a creature with a weapon attack, the creature takes
419 an extra 1d8 damage if it's below its hit point maximum. You can deal
420 this extra damage only once per turn.
421
422 \item[Giant Killer] When a Large or larger creature within 5 feet of
423 you hits or misses you with an attack, you can use your reaction to
424 attack that creature immediately after its attack, provided that you can
425 see the creature.
426
427 \item[Horde Breaker] Once on each of your turns when yo make a weapon
428 attack, you can make another attack with the same weapon against a
429 different creature that is within 5 feet of the original target and
430 within range of your weapon.
431 \end{description}
432
433 \paragraph{Defensive Tactics}\label{defensive-tactics}
434
435 At 7th level, you gain one of the following features of your choice.
436 \begin{description}
437 \item[Escape the Horde] Opportunity attacks against you are
438 made with disadvantage.
439
440 \item[Multiattack Defense] When a creature hits you with an attack,
441 you gain a +4 bonus to AC against all subsequent attacks made by that
442 creature for the rest of the turn.
443
444 \item[Steel Will] You have advantage on saving throws against being
445 frightened.
446 \end{description}
447
448 \paragraph{Multiattack}\label{multiattack}
449
450 At 11th level, you gain one of the following features of your choice.
451 \begin{description}
452 \item[Volley] You can use your action to make a ranged attack
453 against any number of creatures Within 10 feet of a point you can
454 see within your weapon's range. You must have ammunition for each
455 target, as normal, and you make a separate attack roll for each
456 target.
457
458 \textbf[Whirlwind Attack] You can use your action to make a melee
459 attack against any number of creatures within 5 feet of you. with a
460 separate attack roll for each target.
461 \end{description}
462
463 \paragraph{Superior Hunter's Defense}\label{superior-hunters-defense}
464
465 At 15th level, you gain one of the following features of your choice.
466 \begin{description}
467 \item[Evasion] You can nimbly dodge out of the way of certain
468 area effects, such as a red dragon's fiery breath or a lightning
469 bolt spell. When you are subjected to an effect that allows you to
470 make a Dexterity saving throw to take only half damage, you instead
471 take no damage if you succeed on the saving throw, and only half
472 damage if you fail.
473
474 \item[Stand Against the Tide] When a hostile creature misses you with
475 a melee attack, you can use your reaction to force that creature to
476 repeat the same attack against another creature (other than itself) of
477 your choice.
478
479 \item[Uncanny Dodge] When an attacker that you can see hits you with
480 an attack, you can use your reaction to halve the attacks damage against
481 you.
482 \end{description}
483
484 \subsubsection{Beast Master}\label{beast-master}
485
486 The Beast Master archetype embodies a friendship between the civilized
487 races and the beasts of the world. United in focus, beast and ranger
488 work as one to fight the monstrous foes that threaten civilization and
489 the wilderness alike. Emulating the Beast Master archetype means
490 committing yourself to this ideal, working in partnership with an animal
491 as its companion and friend.
492
493 \paragraph{Ranger's Companion}\label{rangers-companion}
494
495 At 3rd level, you gain a beast companion that accompanies you on your
496 adventures and is trained to fight alongside you. Choose a beast that is
497 no larger than Medium and that has a challenge rating of 1/4 or lower
498 (Appendix D presents statistics for the hawk, mastiff, and panther as
499 examples). Add your proficiency bonus to the beasts AC, attack rolls,
500 and damage rolls, as well as to any saving throws and skills it is
501 proficient in. Its hit point maximum equals its normal maximum or four
502 times your ranger level, whichever is higher.
503
504 The beast obeys your commands as best as it can. It takes its turn on
505 your initiative, though it doesn't take an action unless you command it
506 to. On your turn, you can verbally command the beast where to move (no
507 action required by you). You can use your action to verbally command it
508 to take the Attack, Dash, Disengage, Dodge, or Help action. Once you
509 have the Extra Attack feature, you can make one weapon attack yourself
510 when you command the beast to take the Attack action.
511
512 While traveling through your favored terrain with only the beast, you
513 can move stealthin at a normal pace.
514
515 If the beast dies, you can obtain another one by spending 8 hours
516 magically bonding with another beast that isn't hostile to you, either
517 the same type of beast as before or a different one.
518
519 \paragraph{Exceptional Training}\label{exceptional-training}
520
521 Beginning at 7th level, on any of your turns when your beast companion
522 doesn't attack, you can use a bonus action to command the beast to take
523 the Dash, Disengage, Dodge, or Help action on its turn.
524
525 \paragraph{Bestial Fury}\label{bestial-fury}
526
527 Starting at 11th level, your beast companion can make two attacks when
528 you command it to use the Attack action.
529
530 \paragraph{Share Spells}\label{share-spells}
531
532 Beginning at 15th level, when you cast a spell targeting yourself, you
533 can also affect your beast companion with the spell if the beast is
534 within 30 feet of you.
1 \section{Rogue}\label{rogue}
2
3 Signaling for her companions to wait, a halfling creeps forward through
4 the dungeon hall. She presses an ear to the door, then pulls out a set
5 of tools and picks the lock in the blink of an eye. Then she disappears
6 into the shadows as her fighter friend moves forward to kick the door
7 open.
8
9 A human lurks in the shadows of an alley while his accomplice prepares
10 for her part in the ambush. When their target, a notorious slaver,
11 passes the alleyway, the accomplice cries out, the slaver comes to
12 investigate, and the assassin's blade cuts his throat before he can make
13 a sound.
14
15 Suppressing a giggle, a gnome waggles her fingers and magically lifts
16 the key ring from the guards belt. In a moment, the keys are in her
17 hand, the cell door is open, and she and her companions are free to make
18 their escape.
19
20 Rogues rely on skill, stealth, and their foes' vulnerabilities to get
21 the upper hand in any situation. They have a knack for finding the
22 solution to just about any problem, demonstrating a resourcefulness and
23 versatility that is the cornerstone of any successful adventuring party.
24
25 \subsection{Background}\label{background}
26
27 \subsubsection{Skill and Precision}\label{skill-and-precision}
28
29 Rogues devote as much effort to mastering the use of a variety of skills
30 as they do to perfecting their combat abilities, giving them a broad
31 expertise that few other characters can match. Many rogues focus on
32 stealth and deception, while others refine the skills that help them in
33 a dungeon environment, such as climbing, finding and disarming traps,
34 and opening locks.
35
36 When it comes to combat, rogues prioritize cunning over brute strength.
37 A rogue would rather make one precise strike, placing it exactly where
38 the attack will hurt the target most, than wear an opponent down with a
39 barrage of attacks. Rogues have an almost supernatural knack for
40 avoiding danger, and a few learn magical tricks to supplement their
41 other abilities.
42
43 \subsubsection{A Shady Living}\label{a-shady-living}
44
45 Every town and city has its share of rogues. Most of them live up to the
46 worst stereotypes of the class, making a living as burglars, assassins,
47 cutpurses, and con artists. Often, these scoundrels are organized into
48 thieves' guilds or crime families. Plenty of rogues operate
49 independently, but even they sometimes recruit apprentices to help them
50 in their scams and heists. A few rogues make an honest living as
51 locksmiths. investigators, or exterminators, which can be a dangerous
52 job in a world where dire rats---and wererats---haunt the sewers.
53
54 As adventurers, rogues fall on both sides of the law. Some are hardened
55 criminals who decide to seek their fortune in treasure hoards, while
56 others take up a life of adventure to escape from the law. Some have
57 learned and perfected their skills with the explicit purpose of
58 infiltrating ancient ruins and hidden crypts in search of treasure.
59
60 \subsubsection{Creating a Rogue}\label{creating-a-rogue}
61
62 As you create your rogue character, consider the character's
63 relationship to the law. Do you have a criminal past---or present? Are
64 you on the run from the law or from an angry thieves' guild master? Or
65 did you leave your guild in search of bigger risks and bigger rewards?
66 Is it greed that drives you in your adventures. or some other desire or
67 ideal?
68
69 What was the trigger that led you away from your previous life? Did a
70 great con or heist gone terribly wrong cause you to reevaluate your
71 career? Maybe you were lucky and a successful robbery gave you the coin
72 you needed to escape the squalor of your life.
73
74 Did wanderlust finally call you away from your home? Perhaps you
75 suddenly found yourself out off from your family or your mentor, and you
76 had to find a new means of support. Or maybe you made a new
77 friend---another member of your adventuring party---who showed you new
78 possibilities for earning a living and employing your particular
79 talents.
80
81 \paragraph{Quick Build}\label{quick-build}
82
83 You can make a rogue quickly by following these suggestions. First.
84 Dexterity should be your highest ability score. Make Intelligence your
85 next---highest if you want to excel at Investigation or plan to take up
86 the Arcane Trickster archetype. Choose Charisma instead if you plan to
87 emphasize deception and social interaction. Second, choose the charlatan
88 background.
89
90 \subsection{Class Features}\label{class-features}
91
92 As a rogue. you have the following class features.
93
94 \subsubsection{Baseline}\label{baseline}
95
96 \paragraph{Hit Points}\label{hit-points}
97
98 \textbf{Hit Dice:} 1d8 per rogue level
99
100 \textbf{Hit Points at lst Level:} 8 + your Constitution modifier
101
102 \textbf{Hit Points at Higher Levels:} 1d8 (or 5) + your Constitution
103 modifier per rogue level after lst
104
105 \paragraph{Proficiencies}\label{proficiencies}
106
107 \textbf{Armor:} Light armor
108
109 \textbf{Weapons:} Simple weapons, hand crossbows, longswords, rapiers,
110 shortswords
111
112 \textbf{Tools:} Thieves' tools
113
114 \textbf{Saving Throws:} Dexterity, Intelligence
115
116 \textbf{Skills:} Choose four from Acrobatics, Athletics, Deception,
117 Insight, Intimidation, Investigation, Perception, Performance,
118 Persuasion, Sleight of Hand, and Stealth
119
120 \paragraph{Equipment}\label{equipment}
121
122 You start with the following equipment, in addition to the equipment
123 granted by your background:
124
125 \begin{itemize}
126 \tightlist
127 \item
128 \emph{(a)} a rapier or \emph{(b)} a shortsword
129 \item
130 \emph{(a)} a shortbow and quiver of 20 arrows or \emph{(b)} a
131 shortsword
132 \item
133 \emph{(a)} a burglar's pack, \emph{(b)} a dungeoneer's pack, or
134 \emph{(c)} and explorer's pack
135 \item
136 Leather armor, two daggers, and thieves' tools
137 \end{itemize}
138
139 \subsubsection{Expertise}\label{expertise}
140
141 At 1st level, choose two of your skill proficiencies, or one of your
142 skill proficiencies and your proficiency with thieves' tools. Your
143 proficiency bonus is doubled for any ability check you make that uses
144 either of the chosen proficiencies.
145
146 At 6th level, you can choose two more of your proficiencies (in skills
147 or with thieves' tools) to gain this benefit.
148
149 \subsubsection{Sneak Attack}\label{sneak-attack}
150
151 Beginning at 1st level, you know how to strike subtly and exploit a
152 foe's distraction. Once per turn, you can deal an extra 1d6 damage to
153 one creature you hit with an attack if you have advantage on the attack
154 roll. The attack must use a finesse or a ranged weapon.
155
156 You don't need advantage on the attack roll if another enemy of the
157 target is within 5 feet of it, that enemy isn't incapacitated, and you
158 don't have disadvantage on the attack roll.
159
160 The amount of the extra damage increases as you gain levels in this
161 class, as shown in the Sneak Attack column of the Rogue table.
162
163 \subsubsection{Thieves' Cant}\label{thieves-cant}
164
165 During your rogue training you learned thieves' cant, a secret mix of
166 dialect, jargon, and code that allows you to hide messages in seemingly
167 normal conversation. Only another creature that knows thieves' cant
168 understands such messages. It takes four times longer to convey sue a
169 message than it does to speak the same idea plainly. In addition, you
170 understand a set of secret signs and symbols used to convey short,
171 simple messages, such as whether an area is dangerous or the territory
172 of a thieves' guild, whether loot is nearby, or whether the people in an
173 area are easy marks or will provide a safe house for thieves on the run.
174
175 \subsubsection{Cunning Action}\label{cunning-action}
176
177 Starting at 2nd level, your quick thinking and agility allow you to move
178 and act quickly. You can take a bonus action on each of your turns in
179 combat. This action can be used only to take the Dash, Disengage, or
180 Hide action.
181
182 \subsubsection{Roguish Archetype}\label{roguish-archetype}
183
184 At 3rd level, you choose an archetype that you emulate in the exercise
185 of your rogue abilities: Thief, Assassin, or Arcane Trickster, all
186 detailed at the end of the class description. Your archetype choice
187 grants you features at 3rd level and then again at 9th, 13th, and 17th
188 level.
189
190 \subsubsection{Ability Score
191 Improvement}\label{ability-score-improvement}
192
193 When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th
194 level, you can increase one ability score of your choice by 2, or you
195 can increase two ability scores of your choice by 1. As normal, you
196 can't increase an ability score above 20 using this feature.
197
198 \subsubsection{Uncanny Dodge}\label{uncanny-dodge}
199
200 Starting at 5th level, when an attacker that you can see hits you with
201 an attack, you can use your reaction to halve the attacks damage against
202 you.
203
204 \subsubsection{Evasion}\label{evasion}
205
206 Beginning at 7th level, you can nimbly dodge out of the way of certain
207 area effects, such as a red dragon's fiery breath or an ice storm spell.
208 When you are subjected to an effect that allows you to make a Dexterity
209 saving throw to take only half damage, you instead take no damage if you
210 succeed on the saving throw, and only half damage if you fail.
211
212 \subsubsection{Reliable Talent}\label{reliable-talent}
213
214 By 11th level, you have refined your chosen skills until they approach
215 perfection. Whenever you make an ability check that lets you add your
216 proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
217
218 \subsubsection{Blindsense}\label{blindsense}
219
220 Starting at 14th level, if you are able to hear, you are aware of the
221 location of any hidden or invisible creature within 10 feet of you.
222
223 \subsubsection{Slippery Mind}\label{slippery-mind}
224
225 By 15th level, you have acquired greater mental strength. You gain
226 proficiency in Wisdom saving throws.
227
228 \subsubsection{Elusive}\label{elusive}
229
230 Beginning at 18th level, you are so evasive that attackers rarely gain
231 the upper hand against you. No attack roll has advantage against you
232 while you aren't incapacitated.
233
234 \subsubsection{Stroke of Luck}\label{stroke-of-luck}
235
236 At 20th level, you have an uncanny knack for succeeding when you need
237 to. If your attack misses a target within range, you can turn the miss
238 into a hit. Alternatively, if you fail an ability check, you can treat
239 the d20 roll as a 20.
240
241 Once you use this feature, you can't use it again until you finish a
242 short or long rest.
243
244 \subsection{Roguish Archetypes}\label{roguish-archetypes}
245
246 Rogues have many features in common, including their emphasis on
247 perfecting their skills, their precise and deadly approach to combat,
248 and their increasingly quick reflexes. But different rogues steer those
249 talents in varying directions, embodied by the rogue archetypes. Your
250 choice of archetype is a reflection of your focus--- not necessarily an
251 indication of your chosen profession, but a description of your
252 preferred techniques.
253
254 \subsubsection{Thief}\label{thief}
255
256 You hone your skills in the larcenous arts. Burglars, bandits,
257 cutpurses, and other criminals typically follow this archetype, but so
258 do rogues who prefer to think of themselves as professional treasure
259 seekers, explorers, delvers, and investigators. In addition to improving
260 your agility and stealth, you learn skills useful for delving into
261 ancient ruins, reading unfamiliar languages, and using magic items you
262 normally couldn't employ.
263
264 \paragraph{Fast Hands}\label{fast-hands}
265
266 Starting at 3rd level, you can use the bonus action granted by your
267 Cunning Action to make a Dexterity (Sleight of Hand) check, use your
268 thieves' tools to disarm a trap or open a lock, or take the Use an
269 Object action.
270
271 \paragraph{Second---Story Work}\label{secondstory-work}
272
273 When you choose this archetype at 3rd level, you gain the ability to
274 climb faster than normal; climbing no longer costs you extra movement.
275
276 In addition, when you make a running jump, the distance you cover
277 increases by a number of feet equal to your Dexterity modifier.
278
279 \paragraph{Supreme Sneak}\label{supreme-sneak}
280
281 Starting at 9th level, you have advantage on a Dexterity (Stealth) check
282 if you move no more than half your speed on the same turn.
283
284 \paragraph{Use Magic Device}\label{use-magic-device}
285
286 By 13th level, you have learned enough about the workings of magic that
287 you can improvise the use of items even when they are not intended for
288 you. You ignore all class, race, and level requirements on the use of
289 magic items.
290
291 \paragraph{Thief's Reflexes}\label{thiefs-reflexes}
292
293 When you reach 17th level, you have become adept at laying ambushes and
294 quickly escaping danger. You can take two turns during the first round
295 of any combat. You take your first turn at your normal initiative and
296 your second turn at your initiative minus 10. You can't use this feature
297 when you are surprised.
298
299 \subsubsection{Assassin}\label{assassin}
300
301 You focus your training on the grim art of death. Those who adhere to
302 this archetype are diverse: hired killers, spies, bounty hunters, and
303 even specially anointed priests trained to exterminate the enemies of
304 their deity. Stealth, poison, and disguise help you eliminate your foes
305 with deadly efficiency.
306
307 \paragraph{Bonus Proficiencies}\label{bonus-proficiencies}
308
309 When you choose this archetype at 3rd level, you gain proficiency with
310 the disguise kit and the poisoner`s kit.
311
312 \paragraph{Assasinate}\label{assasinate}
313
314 Starting at 3rd level, you are at your deadliest when you get the drop
315 on your enemies. You have advantage on attack rolls against any creature
316 that hasn't taken a turn in the combat yet. In addition, any hit you
317 score against a creature that is surprised is a critical hit.
318
319 \paragraph{Infiltration Expertise}\label{infiltration-expertise}
320
321 Starting at 9th level, you can unfailingly create false identities for
322 yourself. You must spend seven days and 25 gp to establish the history,
323 profession. and affiliations for an identity. You can't establish an
324 identity that belongs to someone else. For example, you might acquire
325 appropriate clothing, letters of introduction, and official--- looking
326 certification to establish yourself as a member of a trading house from
327 a remote city so you can insinuate yourself into the company of other
328 wealthy merchants. Thereafter, if you adopt the new identity as a
329 disguise, other creatures believe you to be that person until given an
330 obvious reason not to.
331
332 \paragraph{Impostor}\label{impostor}
333
334 At 13th level, you gain the ability to unerringly mimic another person's
335 speech, writing, and behavior. You must spend at least three hours
336 studying these three components of the person's behavior, listening to
337 speech, examining handwriting, and observing mannerisms.
338
339 Your ruse is indiscernible to the casual observer. If a wary creature
340 suspects something is amiss, you have advantage on any Charisma
341 (Deception) check you make to avoid detection.
342
343 \paragraph{Death Strike}\label{death-strike}
344
345 Starting at 17th level, you become a master of instant death. When you
346 attack and hit a creature that is surprised, it must make a Constitution
347 saving throw (DC 8 + your Dexterity modifier + your proficiency bonus).
348 On a failed save, double the damage of your attack against the creature.
349
350 \subsubsection{Arcane Trickster}\label{arcane-trickster}
351
352 Some rogues enhance their fine---honed skills of stealth and agility
353 with magic, learning tricks of enchantment and illusion. These rogues
354 include pickpockets and burglars, but also pranksters,
355 mischief---makers, and a significant number of adventurers.
356
357 \paragraph{Spellcasting}\label{spellcasting}
358
359 When you reach 3rd level, you gain the ability to cast spells. See
360 chapter 10 for the general rules of spellcasting and chapter 11 for the
361 wizard spell list.
362
363 \textbf{Cantrips.} You learn three cantrips: mage hand and two other
364 cantrips of your choice from the wizard spell list. You learn another
365 wizard cantrip of your choice at 10th level.
366
367 \textbf{Spell Slots.} The Arcane Trickster Spellcasting table shows how
368 many spell slots you have to cast your spells of lst level and higher.
369 To cast one of these spells. you must expend a slot of the spell's level
370 or higher. You regain all expended spell slots when you finish a long
371 rest.
372
373 For example, if you know the lst---level spell charm person and have a
374 lst---level and a 2nd---level spell slot available, you can cast charm
375 person using either slot.
376
377 \textbf{Spells Known of 1st-Level and Higher.} You know three
378 lst---level wizard spells of your choice, two of whic you must choose
379 from the enchantment and illusion spells on the wizard spell list.
380
381 The Spells Known column of the Arcane Trickster Spellcasting table shows
382 when you learn more wizard spells of 1st level or higher. Each of these
383 spells must be an enchantment or illusion spell of your choice, and must
384 be of a level for which you have spell slots. For instance, when you
385 reach 7th level in this class. you can learn one new spell of lst or 2nd
386 level.
387
388 The spells you learn at 8th, 14th, and 20th level can come from any
389 school of magic.
390
391 Whenever you gain a level in this class, you can replace one of the
392 wizard spells you know with another spell of your choice from the wizard
393 spell list. The new spell must be of a level for which you have spell
394 slots. and it must be an enchantment or illusion spell. unless you're
395 replacing the spell you gained at 8th, 14th. or 20th level.
396
397 \textbf{Spellcasting Ability.} Intelligence is your spellcasting ability
398 for your wizard spells, since you learn your spells through dedicated
399 study and memorization. You use your Intelligence whenever a spell
400 refers to your spellcasting ability. In addition. you use your
401 Intelligence modifier when setting the saving throw DC for a wizard
402 spell you cast and when making an attack roll with one.
403
404 \begin{quote}
405 \textbf{Spell save DC} = 8 + your proficiency bonus + your Intelligence
406 modifier
407
408 \textbf{Spell attack modifier} = your proficiency bonus + your
409 Intelligence modifier
410 \end{quote}
411
412 \paragraph{Mage Hand Legerdemain}\label{mage-hand-legerdemain}
413
414 Starting at 3rd level. when you cast mage hand, you can make the
415 spectral hand invisible, and you can perform the following additional
416 tasks with it:
417
418 \begin{itemize}
419 \tightlist
420 \item
421 You can stow one object the hand is holding in a container worn or
422 carried by another creature.
423 \item
424 You can retrieve an object in a container worn or carried by another
425 creature.
426 \item
427 You can use thieves' tools to pick locks and disarm traps at range.
428 \end{itemize}
429
430 You can perform one of these tasks without being noticed by a creature
431 if you succeed on a Dexterity (Sleight of Hand) check contested by the
432 creature's Wisdom (Perception) check.
433
434 In addition, you can use the bonus action granted by your Cunning Action
435 to control the hand.
436
437 \paragraph{Magical Ambush}\label{magical-ambush}
438
439 Starting at 9th level. if you are hidden from a creature when you cast a
440 spell on it, the creature has disadvantage on any saving throw it makes
441 against the spell this turn.
442
443 \paragraph{Versatile Trickster}\label{versatile-trickster}
444
445 At 13th level, you gain the ability to distract targets with your mage
446 hand. As a bonus action on your turn, you can designate a creature
447 within 5 feet of the spectral hand created by the spell. Doing so gives
448 you advantage on attack rolls against that creature until the end of the
449 turn.
450
451 \paragraph{Spell Thief}\label{spell-thief}
452
453 At 17th level, you gain the ability to magically steal the knowledge of
454 how to cast a spell from another spellcaster.
455
456 Immediately after a creature casts a spell that targets you or includes
457 you in its area of effect, you can use your reaction to force the
458 creature to make a saving throw with its spellcasting ability modifier.
459 The DC equals your spell save DC. On a failed save, you negate the
460 spell's effect against you, and you steal the knowledge of the spell if
461 it is at least lst level and of a level you can cast (it doesn't need to
462 be a wizard spell). For the next 8 hours. you know the spell and can
463 cast it using your spell slots. The creature can't cast that spell until
464 the 8 hours have passed.
465
466 Once you use this feature, you can't use it again until you finish a
467 long rest.
468
469 \subsection{Progression Summary}\label{progression-summary}
1 \section{Sorcerer}\label{sorcerer}
2
3 Golden eyes flashing, a human stretches out her hand and unleashes the
4 dragonfire that burns in her veins. As an inferno rages around her foes,
5 leathery wings spread from her back and she takes to the air.
6
7 Long hair whipped by a conjured wind. a half---elf spreads his arms Wide
8 and throws his head back. Lifting him momentarily off the ground, a wave
9 of magic surges up in him, through him, and out from him in a mighty
10 blast of lightning.
11
12 Crouching behind a stalagmite, a halfling points a finger at a charging
13 troglodyte. A blast of fire springs from her finger to strike the
14 creature. She ducks back behind the rock formation With a grin, unaware
15 that he wild magic has turned her skin bright blue.
16
17 Sorcerers carry a magical birthright conferred upon them by an exotic
18 bloodline, some otherworldly influence, or exposure to unknown cosmic
19 forces. One can't study sorcery as one learns a language, any more than
20 one can learn to live a legendary life. No one chooses sorcery; the
21 power chooses the sorcerer.
22
23 \subsection{Background}\label{background}
24
25 \subsubsection{Raw Magic}\label{raw-magic}
26
27 Magic is a part of every sorcerer, suffusing body, mind. and spirit with
28 a latent power that waits to be tapped. Some sorcerers wield magic that
29 springs from an ancient bloodline infused with the magic of dragons.
30 Others carry a raw, uncontrolled magic within them, a chaotic storm that
31 manifests in unexpected ways.
32
33 The appearance of sorcerous powers is wildly unpredictable. Some
34 draconic bloodlines produce exactly one sorcerer in every generation.
35 but in other lines of descent every individual is a sorcerer. Most of
36 the time, the talents of sorcery appear as apparent flukes. Some
37 sorcerers can't name the origin of their power, while others trace it to
38 strange events in their own lives. The touch of a demon. the blessing of
39 a dryad at a baby's birth, or a taste of the water from a mysterious
40 spring might spark the gift of sorcery. So too might the gift of a deity
41 of magic, exposure to the elemental forces of the Inner Planes or the
42 maddening chaos of Limbo, or a glimpse into the inner workings of
43 reality.
44
45 Sorcerers have no use for the spellbooks and ancient tomes of magic lore
46 that Wizards rely on, nor do they rely on a patron to grant their spells
47 as warlocks do. By learning to harness and channel their own inborn
48 magic, they can discover new and staggering ways to unleash that power.
49
50 \subsubsection{Unexplained Powers}\label{unexplained-powers}
51
52 Sorcerers are rare in the world, and it's unusual to find a sorcerer Who
53 is not involved in the adventuring life in some way. People with magical
54 power seething in their veins soon discover that the power doesn't like
55 to stay quiet. A sorcerer's magic wants to be wielded, and it has a
56 tendency to spill out in unpredictable ways if it isn't called on.
57
58 Sorcerers often have obscure or quixotic motivations driving them to
59 adventure. Some seek a greater understanding of the magical force that
60 infuses them, or the answer to the mystery of its origin. Others hope to
61 find a way to get rid of it, or to unleash its full potential. Whatever
62 their goals, sorcerers are every bit as useful to an adventuring party
63 as Wizards, making up for a comparative lack of breadth in their magical
64 knowledge with enormous flexibility in using the spells they know.
65
66 \subsubsection{Creating a Sorcerer}\label{creating-a-sorcerer}
67
68 The most important question to consider when creating your sorcerer is
69 the origin of your power. As a starting character, you'll choose an
70 origin that ties to a draconic bloodline or the influence of wild magic.
71 but the exact source of your power is up to you to decide. Is it a
72 family curse. passed down to you from distant ancestors? Or did some
73 extraordinary event leave you blessed with inherent magic but perhaps
74 scarred as well?
75
76 How do you feel about the magical power coursing through you? Do you
77 embrace it, try to master it. or revel in its unpredictable nature? Is
78 it a blessing or a curse? Did you seek it out, or did it find you? Did
79 you have the option to refuse it, and do you wish you had? What do you
80 intend to do with it? Perhaps you feel like you've been given this power
81 for some lofty purpose. Or you might decide that the power gives you the
82 right to do what you want, to take What you want from those who lack
83 such power. Perhaps your power links you to a powerful individual in the
84 world---the fey creature that blessed you at birth, the dragon who put a
85 drop of its blood into your veins, the lich who created you as an
86 experiment, or the deity who chose you to carry this power.
87
88 \paragraph{Quick Build}\label{quick-build}
89
90 You can make a sorcerer quickly by following these suggestions. First,
91 Charisma should be your highest ability score, followed by Constitution.
92 Second, choose the hermit background. Third, choose the light,
93 prestidigitation, ray of frost, and shocking grasp cantrips, along with
94 the lst-level spells shield and magic missile.
95
96 \subsection{Class Features}\label{class-features}
97
98 As a sorcerer, you gain the following class features.
99
100 \subsubsection{Baseline}\label{baseline}
101
102 \paragraph{Hit Points}\label{hit-points}
103
104 \textbf{Hit Dice:} 1d6 per sorcerer level
105
106 \textbf{Hit Points at lst Level:} 6 + your Constitution modifier
107
108 \textbf{Hit Points at Higher Levels:} 1d6 (or 4) + your Constitution
109 modifier per sorcerer level after lst
110
111 \paragraph{Proficiencies}\label{proficiencies}
112
113 \textbf{Armor:} None
114
115 \textbf{Weapons:} Daggers, darts, slings, quarterstaffs, light crossbows
116
117 \textbf{Tools:} None
118
119 \textbf{Saving Throws:} Constitution, Charisma
120
121 \textbf{Skills:} Choose two from Arcana, Deception, Insight,
122 Intimidation, Persuasion, and Religion
123
124 \paragraph{Equipment}\label{equipment}
125
126 You start with the following equipment. in addition to the equipment
127 granted by your background:
128
129 \begin{itemize}
130 \tightlist
131 \item
132 \emph{(a)} a light crossbow and 20 bolts or \emph{(b)} any simple
133 weapon
134 \item
135 \emph{(a)} a component pouch or \emph{(b)} an arcane focus
136 \item
137 \emph{(a)} a dungeoneer's pack or \emph{(b)} an explorer's pack
138 \item
139 Two daggers
140 \end{itemize}
141
142 \subsubsection{Spellcasting}\label{spellcasting}
143
144 An event in your past, or in the life of a parent or ancestor, left an
145 indelible mark on you, infusing you wit arcane magic. This font of
146 magic, whatever its origin, fuels your spells. See chapter 10 for the
147 general rules of spellcasting and chapter 11 for the sorcerer spell
148 list.
149
150 \paragraph{Cantrips}\label{cantrips}
151
152 At lst level, you know four cantrips of your choice from the sorcerer
153 spell list. You learn additional sorcerer cantrips of your choice at
154 higher levels, as shown in the Cantrips Known column of the Sorcerer
155 table.
156
157 \paragraph{Spell Slots}\label{spell-slots}
158
159 The Sorcerer table shows how many spell slots you have to cast your
160 spells of 1st level and higher. To cast one of these sorcerer spells.
161 you must expend a slot of the spell's level or higher. You regain all
162 expended spell slots when you finish a long rest.
163
164 For example, if you know the 1st---level spell burning hands and have a
165 1st---level and a 2nd---level spell slot available. you can cast burning
166 hands using either slot.
167
168 \paragraph{Spells Known of 1st Level and
169 Higher}\label{spells-known-of-1st-level-and-higher}
170
171 You know two 1st---level spells of your choice from the sorcerer spell
172 list.
173
174 The Spells Known column of the Sorcerer table shows when you learn more
175 sorcerer spells of your choice. Each of these spells must be of a level
176 for which you have spell slots. For instance. when you reach 3rd level
177 in this class, you can learn one new spell of 1st or 2nd level.
178
179 Additionally, when you gain a level in this class. you can choose one of
180 the sorcerer spells you know and replace it with another spell from the
181 sorcerer spell list, which also must be of a level for which you have
182 spell slots.
183
184 \paragraph{Spellcasting Ability}\label{spellcasting-ability}
185
186 Charisma is your spellcasting ability for your sorcerer spells, since
187 the power of your magic relies on your ability to project your will into
188 the world. You use your Charisma whenever a spell refers to your
189 spellcasting ability. In addition, you use your Charisma modifier when
190 setting the saving throw DC for a sorcerer spell you cast and when
191 making an attack roll with one.
192
193 \begin{quote}
194 \textbf{Spell save DC} = 8 + your proficiency bonus + your Charisma
195 modifier
196
197 \textbf{Spell attack modifier} = your proficiency bonus + your Charisma
198 modifier
199 \end{quote}
200
201 \paragraph{Spellcasting Focus}\label{spellcasting-focus}
202
203 You can use an arcane focus (found in chapter 5) as a spellcasting focus
204 for your sorcerer spells.
205
206 \subsubsection{Sorcerous Origin}\label{sorcerous-origin}
207
208 Choose a sorcerous origin, which describes the source of your innate
209 magical power: Draconic Bloodline or Wild Magic. both detailed at the
210 end of the class description.
211
212 Your choice grants you features when you choose it at 1st level and
213 again at 6th, 14th. and 18th level.
214
215 \subsubsection{Font of Magic}\label{font-of-magic}
216
217 At 2nd level, you tap into a deep wellspring of magic within yourself.
218 This wellspring is represented by sorcery points. which allow you to
219 create a variety of magical effects.
220
221 \paragraph{Sorcery Points}\label{sorcery-points}
222
223 You have 2 sorcery points, and you gain more as you reach higher levels,
224 as shown in the Sorcery Points column of the Sorcerer table. You can
225 never have more sorcery points than shown on the table for your level.
226 You regain all spent sorcery points when you finish a long rest.
227
228 \paragraph{Flexible Casting}\label{flexible-casting}
229
230 You can use your sorcery points to gain additional spell slots, or
231 sacrifice spell slots to gain additional sorcery points. You learn other
232 ways to use your sorcery points as you reach higher levels.
233
234 \textbf{Creating Spell Slots.} You can transform unexpended sorcery
235 points into one spell slot as a bonus action on your turn. The Creating
236 Spell Slots table shows the cost of creating a spell slot of a given
237 level. You can create spell slots no higher in level than 5th.
238
239 \begin{longtable}[c]{@{}ll@{}}
240 \toprule
241 Spell Slot Level & Sorcery Point Cost\tabularnewline
242 \midrule
243 \endhead
244 1st & 2\tabularnewline
245 2nd & 3\tabularnewline
246 3rd & 5\tabularnewline
247 4th & 6\tabularnewline
248 5th & 7\tabularnewline
249 \bottomrule
250 \end{longtable}
251
252 \textbf{Converting a Spell Slot to Sorcery Points.} As a bonus action on
253 your turn, you can expend one spell slot and gain a number of sorcery
254 points equal to the slots level.
255
256 \subsubsection{Metamagic}\label{metamagic}
257
258 At 3rd level, you gain the ability to twist your spells to suit your
259 needs. You gain two of the following Metamagic options of your choice.
260 You gain another one at 10th and 17th level.
261
262 You can use only one Metamagic option on a spell when you cast it,
263 unless otherwise noted.
264
265 \paragraph{Careful Spell}\label{careful-spell}
266
267 When you cast a spell that forces other creatures to mak a saving throw,
268 you can protect some of those creatures from the spell's full force. To
269 do so, you spend 1 sorcery point and choose a number of those creatures
270 up to your Charisma modifier (minimum of one creature). A chosen
271 creature automatically succeeds on its saving throw against the spell.
272
273 \paragraph{Distant Spell}\label{distant-spell}
274
275 When you cast a spell that has a range of 5 feet or greater, you can
276 spend 1 sorcery point to double the range of the spell.
277
278 When you cast a spell that has a range of touch, you can spend 1 sorcery
279 point to make the range of the spell 30 feet.
280
281 \paragraph{Empowered Spell}\label{empowered-spell}
282
283 When you roll damage for a spell, you can spend 1 sorcery point to
284 reroll a number of the damage dice up to your Charisma modifier (minimum
285 of one). You must use the new rolls.
286
287 You can use Empowered Spell even if you have already used a different
288 Metamagic option during the casting of the spell.
289
290 \paragraph{Extended Spell}\label{extended-spell}
291
292 When you cast a spell that has a duration of 1 minute or longer, you can
293 spend 1 sorcery point to double its duration, to a maximum duration of
294 24 hours.
295
296 \paragraph{Heightened Spell}\label{heightened-spell}
297
298 When you cast a spell that forces a creature to make a saving throw to
299 resist its effects, you can spend 3 sorcery points to give one target of
300 the spell disadvantage on its first saving throw made against the spell.
301
302 \paragraph{Quickened Spell}\label{quickened-spell}
303
304 When you cast a spell that has a casting time of 1 action. you can spend
305 2 sorcery points to change the casting time to 1 bonus action for this
306 casting.
307
308 \paragraph{Subtle Spell}\label{subtle-spell}
309
310 When you cast a spell, you can spend 1 sorcery point to cast it without
311 any somatic or verbal components.
312
313 \paragraph{Twinned Spell}\label{twinned-spell}
314
315 When you cast a spell that targets only one creature and doesn't have a
316 range of self, you can spend a number of sorcery points equal to the
317 spell's level to target a second creature in range with the same spell
318 (1 sorcery point if the spell is a cantrip).
319
320 \subsubsection{Ability Score
321 Improvement}\label{ability-score-improvement}
322
323 When you reach 4th level, and again at 8th, 12th, 16th, and 19th level,
324 you can increase one ability score of your choice by 2, or you can
325 increase two ability scores of your choice by 1. As normal, you can't
326 increase an ability score above 20 using this feature.
327
328 \subsubsection{Sorcerous Restoration}\label{sorcerous-restoration}
329
330 At 20th level, you regain 4 expended sorcery points whenever you finish
331 a short rest.
332
333 \subsection{Sorcerous Origins}\label{sorcerous-origins}
334
335 Different sorcerers claim different origins for their innate magic.
336 Although many variations exist, most of these origins fall into two
337 categories: a draconic bloodline and wild magic.
338
339 \subsubsection{Draconic Bloodline}\label{draconic-bloodline}
340
341 Your innate magic comes from draconic magic that was mingled with your
342 blood or that of your ancestors. Most often, sorcerers with this origin
343 trace their descent back to a mighty sorcerer of ancient times who made
344 a bargain with a dragon or who might even have claimed a dragon parent.
345 Some of these bloodlines are well established in the world, but most are
346 obscure. Any given sorcerer could be the first of a new bloodline, as a
347 result of a pact or some other exceptional circumstance.
348
349 \paragraph{Dragon Ancestor}\label{dragon-ancestor}
350
351 At 1st level, you choose one type of dragon as your ancestor. The damage
352 type associated with each dragon is used by features you gain later.
353
354 \begin{longtable}[c]{@{}ll@{}}
355 \toprule
356 Dragon & Damage Type\tabularnewline
357 \midrule
358 \endhead
359 Black & Acid\tabularnewline
360 Blue & Lightning\tabularnewline
361 Brass & Fire\tabularnewline
362 Bronze & Lightning\tabularnewline
363 Copper & Acid\tabularnewline
364 Gold & Fire\tabularnewline
365 Green & Poison\tabularnewline
366 Red & Fire\tabularnewline
367 Silver & Cold\tabularnewline
368 White & Cold\tabularnewline
369 \bottomrule
370 \end{longtable}
371
372 You can speak, read, and write Draconic. Additionally, whenever you make
373 a Charisma check when interacting with dragons, your proficiency bonus
374 is doubled if it applies to the check.
375
376 \paragraph{Draconic Resilience}\label{draconic-resilience}
377
378 As magic flows through your body, it causes physical traits of your
379 dragon ancestors to emerge. At 1st level, your hit point maximum
380 increases by 1 and increases by 1 again whenever you gain a level in
381 this class. Additionally, parts of your skin are covered by a thin sheen
382 of dragon-like scales. When you aren't wearing armor, your AC equals 13
383 + your Dexterity modifier.
384
385 \paragraph{Elemental Affinity}\label{elemental-affinity}
386
387 Starting at 6th level, when you cast a spell that deals damage of the
388 type associated with your draconic ancestry, add your Charisma modifier
389 to that damage. At the same time, you can spend 1 sorcery point to gain
390 resistance to that damage type for 1 hour.
391
392 \paragraph{Dragon Wings}\label{dragon-wings}
393
394 At 14th level, you gain the ability to sprout a pair of dragon wings
395 from your back, gaining a flying speed equal to your current speed. You
396 can create these wings as a bonus action on your turn. They last until
397 you dismiss them as a bonus action on your turn.
398
399 You can't manifest your wings while wearing armor unless the armor is
400 made to accommodate them, and clothing not made to accommodate your
401 wings might be destroyed when you manifest them.
402
403 \paragraph{Draconic Presence}\label{draconic-presence}
404
405 Beginning at 18th level, you can channel the dread presence of your
406 dragon ancestor, causing those aroun you to become awestruck or
407 frightened. As an action, you can spend 5 sorcery points to draw on this
408 power and exude an aura of awe or fear (your choice) to a distance of 60
409 feet. For 1 minute or until you lose your concentration (as if you were
410 casting a concentration spell), each hostile creature that starts its
411 turn in this aura must succeed on a Wisdom saving throw or be charmed
412 (if you chose awe) or frightened (if you chose fear) until the aura
413 ends. A creature that succeeds on this saving throw is immune to your
414 aura for 24 hours.
415
416 \subsubsection{Wild Magic}\label{wild-magic}
417
418 Your innate magic comes from the wild forces of chaos that underlie the
419 order of creation. You might have endured exposure to some form of raw
420 magic, perhaps through a planar portal leading to Limbo, the Elemental
421 Planes, or the mysterious Far Realm. Perhaps you were blessed by a
422 powerful fey creature or marked by a demon. Or your magic could be a
423 fluke of your birth. with no apparent cause or reason. However it came
424 to be, this chaotic magic churns within you, waiting for any outlet.
425
426 \paragraph{Wild Magic Surge}\label{wild-magic-surge}
427
428 Starting when you choose this origin at 1st level, your spellcasting can
429 unleash surges of untamed magic. Immediately after you cast a sorcerer
430 spell of 1st level or higher, the DM can have you roll a d20. If you
431 roll a 1, roll on the Wild Magic Surge table to create a random magical
432 effect.
433
434 \paragraph{Tides of Chaos}\label{tides-of-chaos}
435
436 Starting at 1st level, you can manipulate the forces of chance and chaos
437 to gain advantage on one attack roll, ability check, or saving throw.
438 Once you do so, you must finish a long rest before you can use this
439 feature again. Any time before you regain the use of this feature, the
440 DM can have you roll on the Wild Magic Surge table immediately after you
441 cast a sorcerer spell of lst level or higher. You then regain the use of
442 this feature.
443
444 \paragraph{Bend Luck}\label{bend-luck}
445
446 Starting at 6th level, you have the ability to twist fate using your
447 wild magic. When another creature you can see makes an attack roll, an
448 ability check, or a saving throw, you can use your reaction and spend 2
449 sorcery points to roll 1d4 and apply the number rolled as a bonus or
450 penalty (your choice) to the creature's roll. You can do so after the
451 creature rolls but before any effects of the roll occur.
452
453 \paragraph{Controlled Chaos}\label{controlled-chaos}
454
455 At 14th level, you gain a modicum of control over the surges of your
456 Wild magic. Whenever you roll on the Wild Magic Surge table, you can
457 roll twice and use either number.
458
459 \paragraph{Spell Bombardment}\label{spell-bombardment}
460
461 Beginning at 18th level. the harmful energy of your spells intensifies.
462 When you roll damage for a spell and roll the highest number possible on
463 any of the dice, choose one of those dice, roll it again and add that
464 roll to the damage. You can use the feature only once per turn.
465
466 \subsection{Progression Summary}\label{progression-summary}
467
468 \subsection{Wild Magic}\label{wild-magic-1}
1 \section{Warlock}\label{warlock}
2
3 With a pseudodragon curled on his shoulder, a young elf in golden robes
4 smiles warmly, weaving a magical charm into his honeyed words and
5 bending the palace sentinel to his will.
6
7 As flames spring to life in her hands, a wizened human whispers the
8 secret name of her demonic patron, infusing her spell with fiendish
9 magic.
10
11 Shifting his gaze between a battered tome and the odd alignment of the
12 stars overhead, a wild---eyed tiefling chants the mystic ritual that
13 will open a doorway to a distant world.
14
15 Warlocks are seekers of the knowledge that lies hidden in the fabric of
16 the multiverse. Through pacts made with mysterious beings of
17 supernatural power, warlocks unlock magical effects both subtle and
18 spectacular. Drawing on the ancient knowledge of beings such as fey
19 nobles, demons, devils, hags, and alien entities of the Far Realm,
20 warlocks piece together arcane secrets to bolster their own power.
21
22 \subsection{Background}\label{background}
23
24 \subsubsection{Sworn and Beholden}\label{sworn-and-beholden}
25
26 A warlock is defined by a pact with an otherworldly being. Sometimes the
27 relationship between warlock and patron is like that of a cleric and a
28 deity, though the beings that serve as patrons for warlocks are not
29 gods. A warlock might lead a cult dedicated to a demon prince, an
30 archdevil, or an utterly alien entity-beings not typically served by
31 clerics. More often, though, the arrangement is similar to that between
32 a master and an apprentice. The warlock learns and grows in power, at
33 the cost of occasional services performed on the patron's behalf.
34
35 The magic bestowed on a warlock ranges from minor but lasting
36 alterations to the warlock's being (such as the ability to see in
37 darkness or to read any language) to access to powerful spells. Unlike
38 bookish wizards, warlocks supplement their magic with some facility at
39 hand-to-hand combat. They are comfortable in light armor and know how to
40 use simple weapons.
41
42 \subsubsection{Delvers into Secrets}\label{delvers-into-secrets}
43
44 Warlocks are driven by an insatiable need for knowledge and power, which
45 compels them into their pacts and shapes their lives. This thirst drives
46 warlocks into their pacts and shapes their later careers as well.
47
48 Stories of warlocks binding themselves to fiends are widely known. But
49 many warlocks serve patrons that are not fiendish. Sometimes a traveler
50 in the wilds comes to a strangely beautiful tower, meets its fey lord or
51 lady, and stumbles into a pact without being fully aware of it. And
52 sometimes, while poring over tomes of forbidden lore, a brilliant but
53 crazed student's mind is opened to realities beyond the material world
54 and to the alien beings that dwell in the outer void.
55
56 Once a pact is made, a warlock's thirst for knowledge and power can't be
57 slaked with mere study and research. No one makes a pact with such a
58 mighty patron if he or she doesn't intend to use the power thus gained.
59 Rather, the vast majority of warlocks spend their days in active pursuit
60 of their goals, which typically means some kind of adventuring.
61 Furthermore, the demands of their patrons drive warlocks toward
62 adventure.
63
64 \subsubsection{Creating a Warlock}\label{creating-a-warlock}
65
66 As you make your warlock character, spend some time thinking about your
67 patron and the obligations that your pact imposes upon you. What led you
68 to make the pact. and how did you make contact with your patron? Were
69 you seduced into summoning a devil, or did you seek out the ritual that
70 would allow you to make contact with an alien elder god? Did you search
71 for your patron, or did your patron find and choose you? Do you chafe
72 under the obligations of your pact or serve joyfully in anticipation of
73 the rewards promised to you?
74
75 Work with your DM to determine how big a part your pact will play in
76 your character's adventuring career. Your patron's demands might drive
77 you into adventures, or they might consist entirely of small favors you
78 can do between adventures.
79
80 What kind of relationship do you have with your patron? Is it friendly,
81 antagonistic, uneasy, or romantic? How important does your patron
82 consider you to be? What part do you play in your patron's plans? Do you
83 know other servants of your patron?
84
85 How does your patron communicate with you? If you have a familiar, it
86 might occasionally speak with your patron's voice. Some warlocks find
87 messages from their patrons etched on trees, mingled among tea leaves,
88 or adrift in the clouds---messages that only the warlock can see. Other
89 warlocks converse with their patrons in dreams or waking visions, or
90 deal only with intermediaries.
91
92 \paragraph{Quick Build}\label{quick-build}
93
94 You can make a warlock quickly by following these suggestions. First,
95 Charisma should be your highest ability score, followed by Constitution.
96 Second, Choose the charlatan background. Third, choose the
97 \emph{eldritch blast} and \emph{chill touch} cantrips, along with the
98 1st-level spells ray of sickness and Witch boIt.
99
100 \subsection{Class Features}\label{class-features}
101
102 As a warlock, you gain the following class features.
103
104 \subsubsection{Baseline}\label{baseline}
105
106 \paragraph{Hit Points}\label{hit-points}
107
108 \textbf{Hit Dice:} 1d8 per warlock level
109
110 \textbf{Hit Points at lst Level:} 8 + your Constitution modifier
111
112 \textbf{Hit Points at Higher Levels:} 1d8 (or 5) + your Constitution
113 modifier per warlock level after lst
114
115 \paragraph{Proficiencies}\label{proficiencies}
116
117 \textbf{Armor:} Light armor
118
119 \textbf{Weapons:} Simple weapons
120
121 \textbf{Tools:} None
122
123 \textbf{Saving Throws:} Wisdom, Charisma
124
125 \textbf{Skills:} Choose two skills from Arcana, Deception, History,
126 Intimidation, Investigation, Nature, and Religion
127
128 \paragraph{Equipment}\label{equipment}
129
130 You start with the following equipment, in addition to the equipment
131 granted by your background:
132
133 \begin{itemize}
134 \tightlist
135 \item
136 \emph{(a)} a light crossbow and 20 bolts or \emph{(b)} any simple
137 weapon
138 \item
139 \emph{(a)} a component pouch or \emph{(b)} an arcane focus
140 \item
141 \emph{(a)} a scholar's pack or \emph{(b)} a dungeoneer's pack
142 \item
143 Leather armor, any simple weapon, and two daggers
144 \end{itemize}
145
146 \subsubsection{Otherworldly Patron}\label{otherworldly-patron}
147
148 At lst level, you have struck a bargain with an otherworldly being of
149 your choice: the Archfey, the Fiend, or the Great Old One, each of which
150 is detailed at the end of the class description. Your choice grants you
151 features at 1st level and again at 6th, 10th, and 14th level.
152
153 \subsubsection{Pact Magic}\label{pact-magic}
154
155 Your arcane research and the magic bestowed on you by your patron have
156 given you facility with spells. See chapter 10 for the general rules of
157 spellcasting and chapter 11 for the warlock spell list.
158
159 \paragraph{Cantrips}\label{cantrips}
160
161 You know two cantrips of your choice from the warlock spell list. You
162 learn additional warlock cantrips of your choice at higher levels, as
163 shown in the Cantrips Known column of the Warlock table.
164
165 \paragraph{Spell Slots}\label{spell-slots}
166
167 The Warlock table shows how many spell slots you have. The table also
168 shows what the level of those slots is; all of your spell slots are the
169 same level. To cast one of your warlock spells of lst level or higher,
170 you must expend a spell slot. You regain all expended spell slots when
171 you finish a short or long rest.
172
173 For example, when you are 5th level, you have two 3rd-level spell slots.
174 To cast the lst---level spell \emph{thunderwave}, you must spend one of
175 those slots, and you cast it as a 3rd---level spell.
176
177 \paragraph{Spells Known of 1st Level and
178 Higher}\label{spells-known-of-1st-level-and-higher}
179
180 At lst level, you know two lst-level spells of your choice from the
181 warlock spell list.
182
183 The Spells Known column of the Warlock table shows when you learn more
184 warlock spells of your choice of lst level and higher. A spell you
185 choose must be of a level no higher than what's shown in the table's
186 Slot Level column for your level. When you reach 6th level, for example,
187 you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
188
189 Additionally, when you gain a level in this class, you can choose one of
190 the warlock spells you know and replace it with another spell from the
191 warlock spell list, which also must be of a level for which you have
192 spell slots.
193
194 \paragraph{Spellcasting Ability}\label{spellcasting-ability}
195
196 Charisma is your spellcasting ability for your warlock spells, so you
197 use your Charisma whenever a spell refers to your spellcasting ability.
198 In addition, you use your Charisma modifier when setting the saving
199 throw DC for a warlock spell you cast and when making an attack roll
200 with one.
201
202 \begin{quote}
203 \textbf{Spell save DC} = 8 + your proficiency bonus + your Charisma
204 modifier
205
206 \textbf{Spell attack modifier} = your proficiency bonus + your Charisma
207 modifier
208 \end{quote}
209
210 \paragraph{Spellcasting Focus}\label{spellcasting-focus}
211
212 You can use an arcane focus (found in chapter 5) as a spellcasting focus
213 for your warlock spells.
214
215 \subsubsection{Eldrich Invocations}\label{eldrich-invocations}
216
217 In your study of occult lore, you have unearthed eldritch invocations,
218 fragments of forbidden knowledge that imbue you With an abiding magical
219 ability.
220
221 At 2nd level, you gain two eldritch invocations of your choice. Your
222 invocation options are detailed at the end of the class description.
223 When you gain certain warlock levels, you gain additional invocations of
224 your choice, as shown in the Invocations Known column of the Warlock
225 table.
226
227 Additionally. when you gain a level in this class, you can choose one of
228 the invocations you know and replace it with another invocation that you
229 could learn at that level.
230
231 \subsubsection{Pact Boon}\label{pact-boon}
232
233 At 3rd level, your otherworldly patron bestows a gift upon you for your
234 loyal service. You gain one of the following features of your choice.
235
236 \paragraph{Pact of the Chain}\label{pact-of-the-chain}
237
238 You learn the find familiar spell and can cast it as a ritual. The spell
239 doesn't count against your number of spells known.
240
241 When you cast the spell, you can choose one of the normal forms for your
242 familiar or one of the following special forms: imp, pseudodragon,
243 quasit, or sprite.
244
245 Additionally, when you take the Attack action, you can forgo one of your
246 own attacks to allow your familiar to make one attack of its own.
247
248 \paragraph{Pact of the Blade}\label{pact-of-the-blade}
249
250 You can use your action to create a pact weapon in your empty hand. You
251 can choose the form that this melee weapon takes each time you create it
252 (see chapter 5 for weapon options). You are proficient with it while you
253 wield it. This weapon counts as magical for the purpose of overcoming
254 resistance and immunity to nonmagical attacks and damage.
255
256 Your pact weapon disappears if it is more than 5 feet away from you for
257 1 minute or more. It also disappears if you use this feature again, if
258 you dismiss the weapon (no action required), or if you die.
259
260 You can transform one magic weapon into your pact weapon by performing a
261 special ritual while you hold the weapon. You perform the ritual over
262 the course of 1 hour, which can be done during a short rest.
263
264 You can then dismiss the weapon, shunting it into an extradimensional
265 space, and it appears whenever you create your pact weapon thereafter.
266 You can't affect an artifact or a sentient weapon in this way. The
267 weapon ceases being your pact weapon if you die, if you perform the
268 1-hour ritual on a different weapon, or ifyou use
269
270 a 1---hour ritual to break your bond to it. The weapon appears at your
271 feet if it is in the extradimensional space when the bond breaks.
272
273 \paragraph{Pact of the Tome}\label{pact-of-the-tome}
274
275 Your patron gives you a grimoire called a Book of Shadows. When you gain
276 this feature, choose three cantrips from any class's spell list. While
277 the book is on your person, you can cast those cantrips at will. They
278 don't count against your number of cantrips known.
279
280 If you lose your Book of Shadows, you can perform a 1-hour ceremony to
281 receive a replacement from your patron. This ceremony can be performed
282 during a short or long rest, and it destroys the previous book. The book
283 turns to ash when you die.
284
285 \subsubsection{Ability Score
286 Improvement}\label{ability-score-improvement}
287
288 When you reach 4th level, and again at 8th, 12th, 16th, and 19th level.
289 you can increase one ability score of your choice by 2, or you can
290 increase two ability scores of your choice by 1. As normal. you can't
291 increase an abilit score above 20 using this feature.
292
293 \subsubsection{Mystic Arcanum}\label{mystic-arcanum}
294
295 At 11th level, your patron bestows upon you a magical secret called an
296 arcanum. Choose one 6th-level spell from the warlock spell list as this
297 arcanum.
298
299 You can cast your arcanum spell once without expending a spell slot. You
300 must finish a long rest before you can do so again.
301
302 At higher levels, you gain more warlock spells of your choice that can
303 be cast in this way: one 7th-level spell at 13th level, one 8th-1evel
304 spell at 15th level, and one 9th-level spell at 17th level. You regain
305 all uses of your Mystic Arcanum when you finish a long rest.
306
307 \subsubsection{Eldrich Master}\label{eldrich-master}
308
309 At 20th level, you can draw on your inner reserve of mystical power
310 while entreating your patron to regain expended spell slots. You can
311 spend 1 minute entreating your patron for aid to regain all your
312 expended spell slots from your Pact Magic feature. Once you regain spell
313 slots with this feature, you must finish a long rest before you can do
314 so again.
315
316 \subsection{Otherworldly Patrons}\label{otherworldly-patrons}
317
318 The beings that serve as patrons for warlocks are mighty inhabitants of
319 other planes of existenceknot gods, but almost godlike in their power.
320 Various patrons give their warlocks access to different powers and
321 invocations, and expect significant favors in return. Some patrons
322 collect warlocks, doling out mystic knowledge relatively freely or
323 boasting of their ability to bind mortals to their will. Other patrons
324 bestow their power only grudgingly, and might make a pact with only one
325 warlock. Warlocks who serve the same patron might View each other as
326 allies, siblings, or rivals.
327
328 \subsubsection{The Archfey}\label{the-archfey}
329
330 Your patron is a lord or lady of the fey, a creature of legend who holds
331 secrets that were forgotten before
332
333 the mortal races were born. This being's motivations are often
334 inscrutable, and sometimes whimsical, and might involve a striving for
335 greater magical power or the settling of age---old grudges. Beings of
336 this sort include the Prince of Frost; the Queen of Air and Darkness,
337 ruler of the Gleaming Court; Titania of the Summer Court; her consort
338 Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.
339
340 \paragraph{Epanded Spell List}\label{epanded-spell-list}
341
342 The Archfey lets you choose from an expanded list of spells when you
343 learn a warlock spell. The following spells are added to the warlock
344 spell list for you.
345
346 \begin{longtable}[c]{@{}ll@{}}
347 \toprule
348 Spell & Level Spells\tabularnewline
349 \midrule
350 \endhead
351 1st & faeriefire, sleep\tabularnewline
352 2nd & calm emotions, phantasmalforce\tabularnewline
353 3rd & blink, plant growth\tabularnewline
354 4th & dominate beast, greater invisibility\tabularnewline
355 5th & dominate person, seeming\tabularnewline
356 \bottomrule
357 \end{longtable}
358
359 \paragraph{Fey Presence}\label{fey-presence}
360
361 Starting at 1st level, your patron bestows upon you the ability to
362 project the beguiling and fearsome presence of the fey. As an action,
363 you can cause each creature in a 10---foot cube originating from you to
364 make a Wisdom saving throw against your warlock spell save DC. The
365 creatures that fail their saving throws are all charmed or frightened by
366 you (your choice) until the end of your next turn.
367
368 Once you use this feature, you can't use it again until you finish a
369 short or long rest.
370
371 \paragraph{Misty Escape}\label{misty-escape}
372
373 Starting at 6th level, you can vanish in a puff of mist in response to
374 harm. When you take damage, you can use your reaction to turn invisible
375 and teleport up to 60 feet to an unoccupied space you can see. You
376 remain invisibl until the start of your next turn or until you attack or
377 cast a spell.
378
379 Once you use this feature, you can't use it again until you finish a
380 short or long rest.
381
382 \paragraph{Beguiling Defenses}\label{beguiling-defenses}
383
384 Beginning at 10th level, your patron teaches you how to turn the
385 mind-affecting magic of your enemies against them. You are immune to
386 being charmed, and when another creature attempts to charm you, you can
387 use your reaction to attempt to turn the charm back on
388
389 that creature. The creature must succeed on a Wisdom saving throw
390 against your warlock spell save DC or
391
392 be charmed by you for 1 minute or until the creature takes any damage.
393
394 \paragraph{Dark Delerium}\label{dark-delerium}
395
396 Starting at 14th level, you can plunge a creature into an illusory
397 realm. As an action, choose a creature that you can see within 60 feet
398 of you. It must make a Wisdom saving throw against your warlock spell
399 save DC. On a failed save, it is charmed or frightened by you (your
400 choice) for 1 minute or until your concentration is broken (as if you
401 are concentrating on a spell). This effect ends early if the creature
402 takes any damage.
403
404 Until this illusion ends, the creature thinks it is lost in a misty
405 realm, the appearance of which you choose. The creature can see and hear
406 only itself, you, and the illusion.
407
408 You must finish a short or long rest before you can use this feature
409 again.
410
411 \subsubsection{The Fiend}\label{the-fiend}
412
413 You have made a pact with a fiend from the lower planes of existence, a
414 being whose aims are evil, even if you strive against those aims. Such
415 beings desire the corruption or destruction of all things, ultimately
416 including you. Fiends powerful enough to forge a pact include demon
417 lords such as Demogorgon, Orcus, Fraz'Urb---luu, and Baphomet;
418 archdevils such as Asmodeus. Dispater, Mephistopheles, and Belial; pit
419 fiends and balors that are especially mighty; and ultroloths and other
420 lords of the yugoloths.
421
422 \paragraph{Expanded Spell List}\label{expanded-spell-list}
423
424 The Fiend lets you choose from an expanded list of spells when you learn
425 a warlock spell. The following spells are added to the warlock spell
426 list for you.
427
428 \begin{longtable}[c]{@{}ll@{}}
429 \toprule
430 Spell & Level Spells\tabularnewline
431 \midrule
432 \endhead
433 1st & burning hands, command\tabularnewline
434 2nd & blindness/deafness, scorching ray\tabularnewline
435 3rd & fireball, stinking cloud\tabularnewline
436 4th & fire shield, wall of fire\tabularnewline
437 5th & flame strike, hallow\tabularnewline
438 \bottomrule
439 \end{longtable}
440
441 \paragraph{Dark One's Blessing}\label{dark-ones-blessing}
442
443 Starting at lst level, when you reduce a hostile creature to 0 hit
444 points, you gain temporary hit points equal to your Charisma modifier +
445 your warlock level (minimum of 1).
446
447 \paragraph{Dark One's Own Luck}\label{dark-ones-own-luck}
448
449 Starting at 6th level, you can call on your patron to alter fate in your
450 favor. When you make an ability check or a saving throw, you can use
451 this feature to add a d10 to your roll. You can do so after seeing the
452 initial roll but before any of the roll's effects occur.
453
454 Once you use this feature, you can't use it again until you finish a
455 short or long rest.
456
457 \paragraph{Fiendish Resilience}\label{fiendish-resilience}
458
459 Starting at 10th level, you can choose one damage type when you finish a
460 short or long rest. You gain resistance to that damage type until you
461 choose a different one with this feature. Damage from magical weapons or
462 silver weapons ignores this resistance.
463
464 \paragraph{Hurl Through Hell}\label{hurl-through-hell}
465
466 Starting at 14th level, when you hit a creature with an attack, you can
467 use this feature to instantly transport the target through the lower
468 planes. The creature disappears and hurtles through a nightmare
469 landscape. At the end of your next turn. the target returns to the space
470 it previously occupied, or the nearest unoccupied space. If the target
471 is not a fiend, it takes lOle psychic damage as it reels from its
472 horrific experience. Once you use this feature, you can't use it again
473 until you finish a long rest.
474
475 \subsubsection{The Great Old One}\label{the-great-old-one}
476
477 Your patron is a mysterious entity whose nature is utterly foreign to
478 the fabric of reality. It might come from the Far Realm, the space
479 beyond reality, or it could be one of the elder gods known only in
480 legends. Its motives are incomprehensible to mortals, and its knowledge
481 so immense and ancient that even the greatest libraries pale in
482 comparison to the vast secrets it holds. The Great Old One might be
483 unaware of your existence or entirely indifferent to you, but the
484 secrets you have learned allow you to draw your magic from it.
485
486 Entities of this type include Ghaunadar, called That Which Lurks;
487 Tharizdun. the Chained God; Dendar, the Night Serpent; Zargon, the
488 Returner; Great Cthulhu; and other unfathomable beings.
489
490 \paragraph{Expanded Spell List}\label{expanded-spell-list-1}
491
492 The Great Old One lets you choose from an expanded list of spells when
493 you learn a warlock spell. The following spells are added to the warlock
494 spell list for you.
495
496 \begin{longtable}[c]{@{}ll@{}}
497 \toprule
498 Spell & Level Spells\tabularnewline
499 \midrule
500 \endhead
501 1st & dissonant whispers, Tasha's hideous laughter\tabularnewline
502 2nd & detect thoughts, phantasmal force\tabularnewline
503 3rd & clairvoyance, sending\tabularnewline
504 4th & dominate beast, Evard's black tentacles\tabularnewline
505 5th & dominate person, telekinesis\tabularnewline
506 \bottomrule
507 \end{longtable}
508
509 \paragraph{Awakened Mind}\label{awakened-mind}
510
511 Starting at 1st level, your alien knowledge gives you the ability to
512 touch the minds of other creatures. You can communicate telepathically
513 with any creature you can see within 30 feet of you. You don't need to
514 share a language with the creature for it to understand your telepathic
515 utterances, but the creature must be able to understand at least one
516 language.
517
518 \paragraph{Entropic Ward}\label{entropic-ward}
519
520 At 6th level, you learn to magically ward yourself agains attack and to
521 turn an enemy's failed strike into good luck for yourself. When a
522 creature makes an attack roll against you, you can use your reaction to
523 impose disadvantage on that roll. If the attack misses you, your next
524 attack roll against the creature has advantage if you make it before the
525 end of your next turn.
526
527 Once you use this feature, you can't use it again until you finish a
528 short or long rest.
529
530 \paragraph{Thought Shield}\label{thought-shield}
531
532 Starting at 10th level, your thoughts can't be read by telepathy or
533 other means unless you allow it. You also have resistance to psychic
534 damage, and whenever a creature deals psychic damage to you, that
535 creature takes the same amount of damage that you do.
536
537 \paragraph{Create Thrall}\label{create-thrall}
538
539 At 14th level, you gain the ability to infect a humanoid's mind with the
540 alien magic of your patron. You can use your action to touch an
541 incapacitated humanoid. That creature is then charmed by you until a
542 remove curse spell is cast on it, the charmed condition is removed from
543 it, or you use this feature again.
544
545 You can communicate telepathically with the charmed creature as long as
546 the two of you are on the same plane of existence.
547
548 \subsection{Eldrich Invocations}\label{eldrich-invocations-1}
549
550 If an eldritch invocation has prerequisites, you must meet them to learn
551 it. You can learn the invocation at the same time that you meet its
552 prerequisites.
553
554 \subsubsection{Agonizing Blast}\label{agonizing-blast}
555
556 \emph{Prerequisite:} eldritch blast \emph{cantrip}
557
558 When you cast eldritch blast, add your Charisma modifier to the damage
559 it deals on a hit.
560
561 \subsubsection{Armor of Shadows}\label{armor-of-shadows}
562
563 You can cast mage armor on yourself at will, without expending a spell
564 slot or material components.
565
566 \subsubsection{Ascendant Step}\label{ascendant-step}
567
568 \emph{Prerequisite: 9th level}
569
570 You can cast levitate on yourself at will, without expending a spell
571 slot or material components.
572
573 \subsubsection{Beast Speech}\label{beast-speech}
574
575 You can cast speak with animals at will, without expending a spell slot.
576
577 \subsubsection{Beguiling Influence}\label{beguiling-influence}
578
579 You gain proficiency in the Deception and Persuasion skills.
580
581 \subsubsection{Bewitching Whispers}\label{bewitching-whispers}
582
583 \emph{Prerequisite: 7th level}
584
585 You can cast compulsion once using a warlock spell slot. You can't do so
586 again until you finish a long rest.
587
588 \subsubsection{Book of Ancient Secrets}\label{book-of-ancient-secrets}
589
590 \emph{Prerequisite: Pact of the Tome feature}
591
592 You can now inscribe magical rituals in your Book of Shadows. Choose two
593 1st-level spells that have the ritual tag from any class's spell list.
594 The spells appear in the book and don't count against the number of
595 spells you know. With your Book of Shadows in hand, you
596
597 can cast the chosen spells as rituals. You can't cast the spells except
598 as rituals, unless you've learned them by some other means. You can also
599 cast a warlock spell you know as a ritual if it has the ritual tag.
600
601 On your adventures, you can add other ritual spells to your Book of
602 Shadows. When you find such a spell, you can add it to the book if the
603 spell's level is equal to or less than half your warlock level (rounded
604 up) and if you can spare the time to transcribe the spell. For each
605 level of the spell. the transcription process takes 2 hours and costs 50
606 gp for the rare inks needed to inscribe it.
607
608 \subsubsection{Chains of Carceri}\label{chains-of-carceri}
609
610 \emph{Prerequisite: 15th level, Pact of the Chain feature}
611
612 You can cast hold monster at will---targeting a celestial, fiend, or
613 elemental---without expending a spell slot or
614
615 material components. You must finish a long rest before you can use this
616 invocation on the same creature again.
617
618 \subsubsection{Devil's Sight}\label{devils-sight}
619
620 You can see normally in darkness, both magical and nonmagical, to a
621 distance of 120 feet.
622
623 \subsubsection{Dreadful Word}\label{dreadful-word}
624
625 \emph{Prerequisite: 7th level}
626
627 You can cast confusion once using a warlock spell slot. You can't do so
628 again until you finish a long rest.
629
630 \subsubsection{Eldrich Sight}\label{eldrich-sight}
631
632 You can cast detect magic at will, without expending a spell slot.
633
634 \subsubsection{Eldrich Spear}\label{eldrich-spear}
635
636 \emph{Prerequisite: eldritch blast cantrip}
637
638 When you cast eldritch blast, its range is 300 feet.
639
640 \subsubsection{Eyes of the Rune Keeper}\label{eyes-of-the-rune-keeper}
641
642 You can read all writing.
643
644 \subsubsection{Fiendish Vigor}\label{fiendish-vigor}
645
646 You can cast false life on yourself at will as a lst---level spell,
647 without expending a spell slot or material components.
648
649 \subsubsection{Gaze of Two Minds}\label{gaze-of-two-minds}
650
651 You can use your action to touch a willing humanoid and perceive through
652 its senses until the end of your next turn. As long as the creature is
653 on the same plane of existence as you, you can use your action on
654 subsequent turns to maintain this connection. extending the duration
655 until the end of your next turn. While perceiving through the other
656 creatures senses. you benefit from any special senses possessed by that
657 creature, and you are blinded and deafened to your 0 surroundings.
658
659 \subsubsection{Lifedrinker}\label{lifedrinker}
660
661 \emph{Prerequisite: 12th level, Pact of the Blade feature}
662
663 When you hit a creature with your pact weapon. the creature takes extra
664 necrotic damage equal to your Charisma modifier (minimum 1).
665
666 \subsubsection{Mask of Many Faces}\label{mask-of-many-faces}
667
668 You can cast disguise self at will. without expending a spell slot.
669
670 \subsubsection{Master of Myriad Forms}\label{master-of-myriad-forms}
671
672 \emph{Prerequisite: 15th level}
673
674 You can cast alter self at will, without expending a spell slot.
675
676 \subsubsection{Minions of Chaos}\label{minions-of-chaos}
677
678 \emph{Prerequisite: 9th level}
679
680 You can cast conjure elemental once using a warlock spell slot. You
681 can't do so again until you finish a long rest.
682
683 \subsubsection{Mire of the Mind}\label{mire-of-the-mind}
684
685 \emph{Prerequisite: 5th level}
686
687 You can cast slow once using a warlock spell slot. You can't do so again
688 until you finish a long rest.
689
690 \subsubsection{Misty Visions}\label{misty-visions}
691
692 You can cast silentimage at will, without expending a spell slot or
693 material components.
694
695 \subsubsection{One With Shadows}\label{one-with-shadows}
696
697 \emph{Prerequisite: 5th level}
698
699 When you are in an area of dim light or darkness. you can use your
700 action to become invisible until you move or take an action or a
701 reaction.
702
703 \subsubsection{Otherworldly Leap}\label{otherworldly-leap}
704
705 \emph{Prerequisite: 9th level}
706
707 You can cast jump on yourself at will. without expending a spell slot or
708 material components.
709
710 \subsubsection{Repelling Blast}\label{repelling-blast}
711
712 \emph{Prerequisite: eldritch blast cantrip}
713
714 When you hit a creature with eldritch blast, you can push the creature
715 up to 10 feet away from you in a straight line.
716
717 \subsubsection{Sculptor of Flesh}\label{sculptor-of-flesh}
718
719 \emph{Prerequisite: 7th level}
720
721 You can cast polymorph once using a warlock spell slot. You can't do so
722 again until you finish a long rest.
723
724 \subsubsection{Sign of Ill Omen}\label{sign-of-ill-omen}
725
726 \emph{Prerequisite: 5th level}
727
728 You can cast bestow curse once using a warlock spell slot. You can't do
729 so again until you finish a long rest.
730
731 \subsubsection{Thief of Five Fates}\label{thief-of-five-fates}
732
733 You can cast bane once using a warlock spell slot. You can't do so again
734 until you finish a long rest.
735
736 \subsubsection{Thirsing Blade}\label{thirsing-blade}
737
738 \emph{Prerequisite: 5th level, Pact of the Blade feature}
739
740 You can attack with your pact weapon twice. instead of once. Whenever
741 you take the Attack action on your turn.
742
743 \subsubsection{Visions of Distant
744 Wealth}\label{visions-of-distant-wealth}
745
746 \emph{Prerequisite: 15th level}
747
748 You can cast arcane eye at will. Without expending a spell slot.
749
750 \subsubsection{Voice of the Chain
751 Master}\label{voice-of-the-chain-master}
752
753 \emph{Prerequisite: Pact of the Chain feature}
754
755 You can communicate telepathically with your familiar and perceive
756 through your familiar's senses as long as you are on the same plane of
757 existence. Additionally, While perceiving through your familiar's
758 senses, you can also speak through your familiar in your own voice, even
759 if your familiar is normally incapable of speech.
760
761 \subsubsection{Whispers of the Grave}\label{whispers-of-the-grave}
762
763 \emph{Prerequisite: 9th level}
764
765 You can cast speak with dead at will. without expending a spell slot.
766
767 \subsubsection{Witch Sight}\label{witch-sight}
768
769 \emph{Prerequisite: 15th level}
770
771 You can see the true form of any shapechanger or creature concealed by
772 illusion or transmutation magic While the creature is within 30 feet of
773 you and within line of sight.
774
775 \subsection{Progression Summary}\label{progression-summary}
1 \section{Wizard}\label{wizard}
2
3 Clad in the silver robes that denote her station, an elf closes her eyes
4 to shut out the distractions of the battlefield and begins her quiet
5 chant. Fingers weaving in front of her, she completes her spell and
6 launches a tiny bead of fire toward the enemy ranks, where it erupts
7 into a conflagration that engulfs the soldiers.
8
9 Checking and rechecking his work, a human scribes an intricate magic
10 circle in chalk on the bare stone floor, then sprinkles powdered iron
11 along every line and graceful curve. When the circle is complete, he
12 drones a long incantation. A hole opens in space inside the circle,
13 bringing a whiff of brimstone from the otherworldly plane beyond.
14
15 Crouching on the floor in a dungeon intersection, a gnome tosses a
16 handful of small bones inscribed with mystic symbols, muttering a few
17 words of power over them. Closing his eyes to see the visions more
18 clearly, he nods slowly, then opens his eyes and points down the passage
19 to his left.
20
21 Wizards are supreme magic-users, defined and united as a class by the
22 spells they cast. Drawing on the subtle weave of magic that permeates
23 the cosmos, wizards cast spells of explosive fire, arcing lightning,
24 subtle deception, and brute---force mind control. Their magic conjures
25 monsters from other planes of existence, glimpses the future, or turns
26 slain foes into zombies. Their mightiest spells change one substance
27 into another, call meteors down from the sky, or open portals to other
28 worlds.
29
30 \subsection{Background}\label{background}
31
32 \subsubsection{Scholars of the Arcane}\label{scholars-of-the-arcane}
33
34 Wild and enigmatic, varied in form and function, the power of magic
35 draws students who seek to master its mysteries. Some aspire to become
36 like the gods, shaping reality itself. Though the casting of a typical
37 spell requires merely the utterance of a few strange words, fleeting
38 gestures, and sometimes a pinch or clump of exotic materials, these
39 surface components barely hint at the expertise attained after years of
40 apprenticeship and countless hours of study.
41
42 Wizards live and die by their spells. Everything else is secondary. They
43 learn new spells as they experiment and grow in experience. They can
44 also learn them from other wizards, from ancient tomes or inscriptions,
45 and from ancient creatures (such as the fey) that are steeped in magic.
46
47 \subsubsection{The Lure of Knowledge}\label{the-lure-of-knowledge}
48
49 Wizards' lives are seldom mundane. The closest a wizard is likely to
50 come to an ordinary life is working as a sage or lecturer in a library
51 or university, teaching others the secrets of the multiverse. Other
52 wizards sell their services as diviners, serve in military forces, or
53 pursue lives of crime or domination.
54
55 But the lure of knowledge and power calls even the most unadventurous
56 wizards out of the safety of their libraries and laboratories and into
57 crumbling ruins and lost cities. Most wizards believe that their
58 counterparts in ancient civilizations knew secrets of magic that have
59 been lost to the ages, and discovering those secrets could unlock the
60 path to a power greater than any magic available in the present age.
61
62 \subsubsection{Creating a Wizard}\label{creating-a-wizard}
63
64 Creating a Wizard character demands a backstory dominated by at least
65 one extraordinary event. How did your character first come into contact
66 with magic? How did you discover you had an aptitude for it? Do you have
67 a natural talent, or did you simply study
68
69 hard and practice incessantly? Did you encounter a magical creature or
70 an ancient tome that taught you the basics of magic?
71
72 What drew you forth from your life of study? Did your first taste of
73 magical knowledge leave you hungry for more? Have you received word of a
74 secret repository of knowledge not yet plundered by any other wizard?
75 Perhaps you're simply eager to put your newfound magical skills to the
76 test in the face of danger.
77
78 \paragraph{Quick Build}\label{quick-build}
79
80 You can make a wizard quickly by following these suggestions. First.
81 Intelligence should be your highest ability score, followed by
82 Constitution or Dexterity.
83
84 If you plan to join the School of Enchantment, make Charisma your
85 next---best score. Second, choose the sage background. Third, choose the
86 mage hand, light, and ray of frost cantrips, along with the following
87 lst---level spells for your spellbook: burning hands, charm person,
88 feather fall, mage armor, magic missile, and sleep.
89
90 \subsection{Class Features}\label{class-features}
91
92 \subsubsection{Baseline}\label{baseline}
93
94 \paragraph{Hit Points}\label{hit-points}
95
96 \emph{Hit Dice:} 1d6 per wizard level
97
98 \emph{Hit Points at lst Level:} 6 + your Constitution modifier
99
100 \emph{Hit Points at Higher Levels:} 1d6 (or 4) + your Constitution
101 modifier per Wizard level after 1st
102
103 \paragraph{Proficiencies}\label{proficiencies}
104
105 \textbf{Armor:} None
106
107 \textbf{Weapons:} Daggers, darts, slings, quarterstaffs, light crossbows
108
109 \textbf{Tools:} None
110
111 \textbf{Saving Throws:} Intelligence, Wisdom
112
113 \textbf{Skills:} Choose two from Arcana, History, Insight,
114 Investigation, Medicine, and Religion
115
116 \paragraph{Equipment}\label{equipment}
117
118 You start with the following equipment. in addition to the equipment
119 granted by your background:
120
121 \begin{itemize}
122 \tightlist
123 \item
124 \emph{(a)} a quarterstaff or \emph{(b)} a dagger
125 \item
126 \emph{(a)} a component pouch or \emph{(b)} an arcane focus
127 \item
128 \emph{(a)} a scholar's pack or \emph{(b)} an explorer's pack
129 \item
130 A spellbook
131 \end{itemize}
132
133 \subsubsection{Spellcasting}\label{spellcasting}
134
135 As a student of arcane magic. you have a spellbook containing spells
136 that show the first glimmerings of your true power. See chapter 10 for
137 the general rules of spellcasting and chapter 11 for the Wizard spell
138 list.
139
140 \paragraph{Cantrips}\label{cantrips}
141
142 At 1st level, you know three cantrips of your choice from the wizard
143 spell list. You learn additional wizard cantrips of your choice at
144 higher levels, as shown in the Cantrips Known column of the Wizard
145 table.
146
147 \paragraph{Spellbook}\label{spellbook}
148
149 At lst level. you have a spellbook containing six lst---level wizard
150 spells of your choice.
151
152 The spells that you add to your spellbook as you gain levels reflect the
153 arcane research you conduct on your own, as well as intellectual
154 breakthroughs you have had about the nature of the multiverse. You might
155 find other spells during your adventures. You could discover a spell
156 recorded on a scroll in an evil wizard's chest, for example, or in a
157 dusty tome in an ancient library.
158
159 \textbf{Copying a Spell into the Book.} When you find a wizard spell of
160 1st level or higher, you can add it to your spellbook if it is ofa level
161 for which you have spell slots and if you can spare the time to decipher
162 and copy it.
163
164 Copying a spell into your spellbook involves reproducing the basic form
165 of the spell, then deciphering the unique system of notation used by the
166 wizard who wrote it. You must practice the spell until you understand
167 the sounds or gestures required, then transcribe it into your spellbook
168 using your own notation.
169
170 For each level of the spell, the process takes 2 hours and costs 50 gp.
171 The cost represents material components you expend as you experiment
172 with the spell to master it, as well as the fine inks you need to record
173 it. Once you have spent this time and money, you can prepare the spell
174 just like your other spells.
175
176 \textbf{Replacing the Book.} You can copy a spell from your own
177 spellbook into another book---for example, if you want to make a backup
178 copy of your spellbook. This is just like copying a new spell into your
179 spellbook, but faster and easier, since you understand your own notation
180 and already know how to cast the spell. You need spend only 1 hour and
181 10 gp for each level of the copied spell.
182
183 If you lose your spellbook, you can use the same procedure to transcribe
184 the spells that you have prepared into a new spellbook. Filling out the
185 remainder of your spellbook requires you to find new spells to do so, as
186 normal. For this reason, many wizards keep backup spellbooks in a safe
187 place.
188
189 \textbf{The Book's Appearance.} Your spellbook is a unique compilation
190 of spells, with its own decorative flourishes and margin notes. It might
191 be a plain, functional leather volume that you received as a gift from
192 your master, a finely bound gilt-edged tome you found in an ancient
193 library, or even a loose collection of notes scrounged together after
194 you lost your previous spellbook in a mishap.
195
196 \paragraph{Preparing and Casting
197 Spells}\label{preparing-and-casting-spells}
198
199 The Wizard table shows how many spell slots you have to cast your spells
200 of 1st level and higher. To cast one of these spells. you must expend a
201 slot of the spell's level or higher. You regain all expended spell slots
202 when you finish a long rest.
203
204 You prepare the list of wizard spells that are available for you to
205 cast. To do so. choose a number of wizard spells from your spellbook
206 equal to your Intelligence modifier + your wizard level (minimum of one
207 spell). The spells must be of a level for which you have spell slots.
208
209 For example. ifyou're a 3rd-level wizard. you have four lst---level and
210 two 2nd---level spell slots. With an Intelligence of 16. your list of
211 prepared spells can include six spells of 1st or 2nd level. in any
212 combination, chosen from your spellbook. If you prepare the lst---level
213 spell magic missile. you can cast it using a lst---level or a
214 2nd---level slot. Casting the spell doesn't remove it from your list of
215 prepared spells.
216
217 You can change your list of prepared spells when. you finish a long
218 rest. Preparing a new list of wizard spells requires time spent studying
219 your spellbook and memorizing the incantations and gestures you must
220 make to cast the spell: at least 1 minute per spell level for each spell
221 on your list.
222
223 \paragraph{Spellcasting Ability}\label{spellcasting-ability}
224
225 Intelligence is your spellcasting ability for your wizard spells, since
226 you learn your spells through dedicated study and memorization. You use
227 your Intelligence whenever a spell refers to your spellcasting ability.
228
229 In addition. you use your Intelligence modifier when setting the saving
230 throw DC for a wizard spell you cast and when making an attack roll with
231 one.
232
233 \begin{quote}
234 \textbf{Spell save DC} = 8 + your proficiency bonus + your Intelligence
235 modifier
236
237 \textbf{Spell attack modifier} = your proficiency bonus + your
238 Intelligence modifier
239 \end{quote}
240
241 \paragraph{Ritual Casting}\label{ritual-casting}
242
243 You can cast a wizard spell as a ritual if that spell has the ritual tag
244 and you have the spell in your spellbook. You don't need to have the
245 spell prepared.
246
247 \paragraph{Spellcasting Focus}\label{spellcasting-focus}
248
249 You can use an arcane focus (found in chapter 5) as a spellcasting focus
250 for your wizard spells.
251
252 \paragraph{Learning Spells of 1st Level and
253 Higher}\label{learning-spells-of-1st-level-and-higher}
254
255 Each time you gain a wizard level, you can add two wizard spells of your
256 choice to your spellbook. Each of these spells must be of a level for
257 which you have spell slots. as shown on the Wizard table. On your
258 adventures. you might find other spells that you can add to your
259 spellbook (see the ``Your Spellbook'' sidebar).
260
261 \subsubsection{Arcane Recovery}\label{arcane-recovery}
262
263 You have learned to regain some of your magical energy by studying your
264 spellbook. Once per day when you finish a short rest, you can choose
265 expended spell slots to recover. The spell slots can have a combined
266 level tha is equal to or less than half your wizard level (rounded up),
267 and none of the slots can be 6th level or higher.
268
269 For example, if you're a 4th-level wizard, you can recover up to two
270 levels worth of spell slots. You can recover either a 2nd-level spell
271 slot or two lst---level spell slots.
272
273 \subsubsection{Arcane Tradition}\label{arcane-tradition}
274
275 When you reach 2nd level, you choose an arcane tradition, shaping your
276 practice of magic through one of eight schools: Abjuration, Conjuration,
277 Divination, Enchantment, Evocation, Illusion, Necromancy, or
278 Transmutation, all detailed at the end of the class description.
279
280 Your choice grants you features at 2nd level and again at 6th, 10th, and
281 14th level.
282
283 \subsubsection{Ability Score
284 Improvement}\label{ability-score-improvement}
285
286 When you reach 4th level, and again at 8th, 12th, 16th, and 19th level,
287 you can increase one ability score of your choice by 2, or you can
288 increase two ability scores of your choice by 1. As normal, you can't
289 increase an ability score above 20 using this feature.
290
291 \subsubsection{Spell Mastery}\label{spell-mastery}
292
293 At 18th level, you have achieved such mastery over certain spells that
294 you can cast them at will. Choose a lst---level wizard spell and a
295 2nd---level wizard spell that are in your spellbook. You can cast those
296 spells at their lowest level without expending a spell slot when you
297 have them prepared. If you want to cast either spell at a higher level,
298 you must expend a spell slot as normal.
299
300 By spending 8 hours in study, you can exchange one or both of the spells
301 you chose for different spells of the same levels.
302
303 \subsubsection{Signature Spells}\label{signature-spells}
304
305 When you reach 20th level, you gain mastery over two powerful spells and
306 can cast them with little effort. Choose two 3rd---level wizard spells
307 in your spellbook as your signature spells. You always have these spells
308 prepared, they don't count against the number of spells you have
309 prepared, and you can cast each of them once at 3rd level without
310 expending a spell slot. When you do so, you can't do so again until you
311 finish a short or long rest. If you want to cast either spell at a
312 higher level, you must expend a spell slot as normal.
313
314 \subsection{Arcane Traditions}\label{arcane-traditions}
315
316 The study of wizardry is ancient, stretching back to the earliest mortal
317 discoveries of magic. It is firmly established in the worlds of D\&D,
318 with various traditions dedicated to its complex study.
319
320 The most common arcane traditions in the multiverse revolve around the
321 schools of magic. Wizards through the ages have cataloged thousands of
322 spells, grouping them into eight categories called schools, as described
323 in chapter 10. In some places, these traditions are literally schools; a
324 wizard might study at the School of Illusion while another studies
325 across town at the School of Enchantment. In other institutions, the
326 schools are more like academic departments, with rival faculties
327 competing for students and funding. Even wizards who train apprentices
328 in the solitude of their own towers use the division of magic into
329 schools as a learning device, since the spells of each school require
330 mastery of different techniques.
331
332 \subsubsection{School of Abjuration}\label{school-of-abjuration}
333
334 The School of Abjuration emphasizes magic that blocks, banishes, or
335 protects. Detractors of this school say that its tradition is about
336 denial, negation rather than positive assertion. You understand,
337 however, that ending harmful effects, protecting the weak, and banishing
338 evil influences is anything but a philosophical void. It is a proud and
339 respected vocation.
340
341 Called abjurers, members of this school are sought when baleful spirits
342 require exorcism, when important locations must be guarded against
343 magical spying, and when portals to other planes of existence must be
344 closed.
345
346 \paragraph{Abjuration Savant}\label{abjuration-savant}
347
348 Beginning when you select this school at 2nd level, the gold and time
349 you must spend to copy an abjuration spell into your spellbook is
350 halved.
351
352 \paragraph{Arcane Ward}\label{arcane-ward}
353
354 Starting at 2nd level, you can weave magic around yourself for
355 protection. When you cast an abjuration spell of 1st level or higher,
356 you can simultaneously use a strand of the spell's magic to create a
357 magical ward on yourself that lasts until you finish a long rest. The
358 ward has hit points equal to twice your wizard level + your Intelligence
359 modifier. Whenever you take damage, the ward takes the damage instead.
360 If this damage reduces the ward to 0 hit points, you take any remaining
361 damage.
362
363 While the ward has 0 hit points, it can't absorb damage. but its magic
364 remains. Whenever you cast an abjuration spell of lst level or higher,
365 the ward regains a number of hit points equal to twice the level of the
366 spell.
367
368 Once you create the ward, you can't create it again until you finish a
369 long rest.
370
371 \paragraph{Projected Ward}\label{projected-ward}
372
373 Starting at 6th level, when a creature that you can see within 30 feet
374 of you takes damage, you can use your reaction to cause your Arcane Ward
375 to absorb that damage. If this damage reduces the ward to 0 hit points.
376 the warded creature takes any remaining damage.
377
378 \paragraph{Improved Abjuration}\label{improved-abjuration}
379
380 Beginning at 10th level. when you cast an abjuration spell that requires
381 you to make an ability check as
382
383 a part of casting that spell (as in counterspell and dispel magic), you
384 add your proficiency bonus to that ability check.
385
386 \paragraph{Spell Resistance}\label{spell-resistance}
387
388 Starting at 14th level, you have advantage on saving throws against
389 spells.
390
391 Furthermore, you have resistance against the damage of spells.
392
393 \subsubsection{School of Conjuration}\label{school-of-conjuration}
394
395 As a conjurer, you favor spells that produce objects and creatures out
396 of thin air. You can conjure billowing clouds of killing fog or summon
397 creatures from elsewhere to fight on your behalf. As your mastery grows,
398 you learn spells of transportation and can teleport yourself across vast
399 distances, even to other planes of existence, in an instant.
400
401 \paragraph{Conjuration Savant}\label{conjuration-savant}
402
403 Beginning when you select this school at 2nd level, the gold and time
404 you must spend to copy a conjuration spell into your spellbook is
405 halved.
406
407 \paragraph{Minor Conjuration}\label{minor-conjuration}
408
409 Starting at 2nd level when you select this school, you can use your
410 action to conjure up an inanimate object in your hand or on the ground
411 in an unoccupied space that you can see within 10 feet of you. This
412 object can be no larger than 3 feet on a side and weigh no more than 10
413 pounds, and its form must be that of a nonmagical object that you have
414 seen. The object is visibly magical, radiating dim light out to 5 feet.
415
416 The object disappears after 1 hour, when you use this feature again, or
417 if it takes any damage.
418
419 \paragraph{Benign Transposition}\label{benign-transposition}
420
421 Starting at 6th level, you can use your action to teleport up to 30 feet
422 to an unoccupied space that you can see. Alternatively, you can choose a
423 space within range that is occupied by a Small or Medium creature. If
424 that creature is willing, you both teleport, swapping places.
425
426 Once you use this feature, you can't use it again until you finish a
427 long rest or you cast a conjuration spell of 1st level or higher.
428
429 \paragraph{Focused Conjuration}\label{focused-conjuration}
430
431 Beginning at 10th level, while you are concentrating on a conjuration
432 spell, your concentration can't be broken as a result of taking damage.
433
434 \paragraph{Durable Summons}\label{durable-summons}
435
436 Starting at 14th level, any creature that you summon or create with a
437 conjuration spell has 30 temporary hit points.
438
439 \subsubsection{School of Divination}\label{school-of-divination}
440
441 The counsel of a diviner is sought by royalty and commoners alike, for
442 all seek a clearer understanding of the past, present, and future. As a
443 diviner, you strive to part the veils of space, time, and consciousness
444 so that you can see clearly. You work to master spells of discernment,
445 remote viewing, supernatural knowledge, and foresight.
446
447 \paragraph{Divination Savant}\label{divination-savant}
448
449 Beginning when you select this school at 2nd level, the gold and time
450 you must spend to copy a divination spell into your spellbook is halved.
451
452 \paragraph{Portent}\label{portent}
453
454 Starting at 2nd level when you choose this school, glimpses of the
455 future begin to press in on your awareness. When you finish a long rest,
456 roll two d205 and record the numbers rolled. You can replace any attack
457 roll, saving throw, or ability check made by you or a creature that you
458 can see with one of these foretelling rolls. You must choose to do so
459 before the roll, and you can replace a roll in this way only once per
460 turn.
461
462 Each foretelling roll can be used only once. When you finish a long
463 rest, you lose any unused foretelling rolls.
464
465 \paragraph{Expert Divination}\label{expert-divination}
466
467 Beginning at 6th level, casting divination spells comes so easily to you
468 that it expends only a fraction of your spellcasting efforts. When you
469 cast a divination spell of 2nd level or higher using a spell slot, you
470 regain one expended spell slot. The slot you regain must be of a level
471 lower than the spell you cast and can't be higher than 5th level.
472
473 \paragraph{The Third Eye}\label{the-third-eye}
474
475 Starting at 10th level, you can use your action to increase your powers
476 of perception. When you do so, choose one of the following benefits,
477 which lasts until you are incapacitated or you take a short or long
478 rest. You can't use the feature again until you finish a rest.
479
480 \textbf{Darkvision.} You gain darkvision out to a range of 60 feet, as
481 described in chapter 8.
482
483 \textbf{Ethereal Sight.} You can see into the Ethereal Plane within 60
484 feet of you.
485
486 \textbf{Greater Comprehension.} You can read any language.
487
488 \textbf{See Invisibility.} You can see invisible creatures and objects
489 within 10 feet of you that are within line of sight.
490
491 \paragraph{Greater Portent}\label{greater-portent}
492
493 Starting at 14th level, the visions in your dreams intensify and paint a
494 more accurate picture in your min of What is to come. You roll three
495 d205 for your Portent feature, rather than two.
496
497 \subsubsection{School of Enchantment}\label{school-of-enchantment}
498
499 As a member of the School of Enchantment, you have honed your ability to
500 magically entrance and beguile other people and monsters. Some
501 enchanters are peacemakers who bewitch the violent to lay down their
502 arms and charm the cruel into showing mercy. Others are tyrants who
503 magically bind the unwilling into their service. Most enchanters fall
504 somewhere in between.
505
506 \paragraph{Enchantment Savant}\label{enchantment-savant}
507
508 Beginning when you select this school at 2nd level, the gold and time
509 you must spend to copy an enchantment spell into your spellbook is
510 halved.
511
512 \paragraph{Hypnotic Gaze}\label{hypnotic-gaze}
513
514 Starting at 2nd level when you choose this school, your soft words and
515 enchanting gaze can magically enthrall another creature. As an action,
516 choose one creature that you can see within 5 feet of you. If the target
517 can see or hear you, it must succeed on a Wisdom saving throw against
518 your wizard spell save DC or be charmed by you until the end of your
519 next turn. The charmed creature's speed drops to O, and the creature is
520 incapacitated and visibly dazed.
521
522 On subsequent turns, you can use your action to maintain this effect,
523 extending its duration until the end of your next turn. However, the
524 effect ends if you move more than 5 feet away from the creature, if the
525 creature can neither see nor hear you, or if the creature takes damage.
526
527 Once the effect ends, or if the creature succeeds on its initial saving
528 throw against this effect, you can't use this feature on that creature
529 again until you finish a long rest.
530
531 \paragraph{Instinctive Charm}\label{instinctive-charm}
532
533 Beginning at 6th level, when a creature you can see within 30 feet of
534 you makes an attack roll against you, you can use your reaction to
535 divert the attack, provided that another creature is within the attack's
536 range. The attacker must make a Wisdom saving throw against your wizard
537 spell save DC. On a failed save, the attacker must target the creature
538 that is closest to it, not including you or itself. If multiple
539 creatures are closest, the attacker chooses which one to target. On a
540 successful save, you can't use this feature on the attacker again until
541 you finish a long rest.
542
543 You must choose to use this feature before knowing whether the attack
544 hits or misses. Creatures that can't be charmed are immune to this
545 effect.
546
547 \paragraph{Split Enchantment}\label{split-enchantment}
548
549 Starting at 10th level, when you cast an enchantment spell of lst level
550 or higher that targets only one creature, you can have it target a
551 second creature.
552
553 \paragraph{Alter Memories}\label{alter-memories}
554
555 At 14th level, you gain the ability to make a creature unaware of your
556 magical influence on it. When you cast an enchantment spell to charm one
557 or more creatures, you can alter one creature's understanding so that it
558 remains unaware of being charmed.
559
560 Additionally, once before the spell expires, you can use your action to
561 try to make the chosen creature forget some of the time it spent
562 charmed. The creature must succeed on an Intelligence saving throw
563 against your Wizard spell save DC or lose a number of hours of its
564 memories equal to 1 + your Charisma modifier (minimum 1). You can make
565 the creature forget less time, and the amount of time can't exceed the
566 duration of your enchantment spell.
567
568 \subsubsection{School of Evocation}\label{school-of-evocation}
569
570 You focus your study on magic that creates powerful elemental effects
571 such as bitter cold, searing flame, rolling thunder, crackling
572 lightning, and burning acid. Some evokers find employment in military
573 forces,
574
575 serving as artillery to blast enemy armies from afar. Others use their
576 spectacular power to protect the weak, While some seek their own gain as
577 bandits, adventurers, or aspiring tyrants.
578
579 \paragraph{Evocation Savant}\label{evocation-savant}
580
581 Beginning when you select this school at 2nd level, the gold and time
582 you must spend to copy an evocation spell into your spellbook is halved.
583
584 \paragraph{Sculpt Spells}\label{sculpt-spells}
585
586 Beginning at 2nd level, you can create pockets of relative safety within
587 the effects of your evocation spells. When you cast an evocation spell
588 that affects other creatures that you can see, you can choose a number
589
590 of them equal to 1 + the spell's level. The chosen creatures
591 automatically succeed on their saving throws against the spell, and they
592 take no damage if they would normally take half damage on a successful
593 save.
594
595 \paragraph{Potent Cantrip}\label{potent-cantrip}
596
597 Starting at 6th level, your damaging cantrips affect even creatures that
598 avoid the brunt of the effect. When a creature succeeds on a saving
599 throw against your cantrip, the creature takes half the cantrip's damage
600 (if any) but suffers no additional effect from the cantrip.
601
602 \paragraph{Empowered Evocation}\label{empowered-evocation}
603
604 Beginning at 10th level, you can add your Intelligence modifier to the
605 damage roll of any wizard evocation spell you cast.
606
607 \paragraph{Overchannel}\label{overchannel}
608
609 Starting at 14th level, you can increase the power of your simpler
610 spells. When you cast a wizard spell of 5th level or lower that deals
611 damage, you can deal maximum damage with that spell.
612
613 The first time you do so, you suffer no adverse effect. If you use this
614 feature again before you finish a long rest, you take 2d12 necrotic
615 damage for each level of the spell, immediately after you cast it. Each
616 time you use this feature again before finishing a long rest, the
617 necrotic damage per spell level increases by 1d12. Thi damage ignores
618 resistance and immunity.
619
620 \subsubsection{School of Illusion}\label{school-of-illusion}
621
622 You focus your studies on magic that dazzles the senses, befuddles the
623 mind, and tricks even the wisest folk. Your magic is subtle, but the
624 illusions crafted by your keen mind make the impossible seem real. Some
625 illusionists---including many gnome wizards---are benign tricksters who
626 use their spells to entertain. Others are more sinister masters of
627 deception, using their illusions to frighten and fool others for their
628 personal gain.
629
630 \paragraph{Illusion Savant}\label{illusion-savant}
631
632 Beginning when you select this school at 2nd level, the gold and time
633 you must spend to copy an illusion spell into your spellbook is halved.
634
635 \paragraph{Improved Minor Illusion}\label{improved-minor-illusion}
636
637 When you choose this school at 2nd level, you learn the minor illusion
638 cantrip. If you already know this cantrip, you learn a different wizard
639 cantrip of your choice. The cantrip doesn't count against your number of
640 cantrips known.
641
642 When you cast minor illusion, you can create both a sound and an image
643 with a single casting of the spell.
644
645 \paragraph{Malleable Illusions}\label{malleable-illusions}
646
647 Starting at 6th level, when you cast an illusion spell that has a
648 duration of 1 minute or longer, you can use your action to change the
649 nature of that illusion (using the spell's normal parameters for the
650 illusion), provided that you can see the illusion.
651
652 \paragraph{Illusory Self}\label{illusory-self}
653
654 Beginning at 10th level, you can create an illusory duplicate of
655 yourself as an instant, almost instinctual reaction to danger. When a
656 creature makes an attack roll against you, you can use your reaction to
657 interpose the illusory duplicate between the attacker and yourself. The
658 attack automatically misses you, then the illusion dissipates.
659
660 Once you use this feature, you can't use it again until you finish a
661 short or long rest.
662
663 \paragraph{Illusory Reality}\label{illusory-reality}
664
665 By 14th level, you have learned the secret of weaving shadow magic into
666 your illusions to give them a semi--- reality. When you cast an illusion
667 spell of lst level or higher, you can Choose one inanimate, nonmagical
668 object that is part of the illusion and make that object real. You can
669 do this on your turn as a bonus action while the spell is ongoing. The
670 object remains real for 1 minute. For example, you can create an
671 illusion of a bridge over a chasm and then make it real long enough for
672 your allies to cross.
673
674 The object can't deal damage or otherwise directly harm anyone.
675
676 \subsubsection{School of Necromancy}\label{school-of-necromancy}
677
678 The School of Necromancy explores the cosmic forces of life, death, and
679 undeath. As you focus your studies in this tradition, you learn to
680 manipulate the energy that animates all living things. As you progress,
681 you learn to sap the life force from a creature as your magic destroys
682 its body, transforming that vital energy into magical power you can
683 manipulate.
684
685 Most people see necromancers as menacing, or even villainous, due to the
686 close association with death. Not all necromancers are evil, but the
687 forces they manipulate are considered taboo by many societies.
688
689 \paragraph{Necromancy Savant}\label{necromancy-savant}
690
691 Beginning when you select this school at 2nd level, the gold and time
692 you must spend to copy a necromancy spell into your spellbook is halved.
693
694 \paragraph{Grim Harvest}\label{grim-harvest}
695
696 At 2nd level, you gain the ability to reap life energy from creatures
697 you kill with your spells. Once per turn when you kill one or more
698 creatures with a spell of lst level or higher, you regain hit points
699 equal to twice the spell's level, or three times its level if the spell
700 belongs to the School of Necromancy. You don't gain this benefit for
701 killing constructs or undead.
702
703 \paragraph{Undead Thralls}\label{undead-thralls}
704
705 At 6th level, you add the animate dead spell to your spellbook if it is
706 not there already. When you cast animate dead, you can target one
707 additional corpse or pile of bones, creating another zombie or skeleton,
708 as appropriate.
709
710 Whenever you create an undead using a necromancy spell, it has
711 additional benefits:
712
713 \begin{itemize}
714 \tightlist
715 \item
716 The creature's hit point maximum is increased by an amount equal to
717 your wizard level.
718 \item
719 The creature adds your proficiency bonus to its weapon damage rolls.
720 \end{itemize}
721
722 \paragraph{Inured to Death}\label{inured-to-death}
723
724 Beginning at 10th level, you have resistance to necrotic damage, and
725 your hit point maximum can't be reduced. You have spent so much time
726 dealing with undead and the forces that animate them that you have
727 become inured to some of their worst effects.
728
729 \paragraph{Command Undead}\label{command-undead}
730
731 Starting at 14th level, you can use magic to bring undead under your
732 control, even those created by other wizards. As an action, you can
733 choose one undead that you can see within 60 feet of you. That creature
734 must make a Charisma saving throw against your wizard spell save DC. If
735 it succeeds, you can't use this feature on it again. If it fails, it
736 becomes friendly to you and obeys your commands until you use this
737 feature again. Intelligent undead are harder to control in this way. If
738 the target has an Intelligence of 8 or higher, it has advantage on the
739 saving throw. If it fails the saving throw and has an Intelligence 0f 12
740 or higher, it can repeat the saving throw at the end of every hour until
741 it succeeds and breaks free.
742
743 \subsubsection{School of Transmutation}\label{school-of-transmutation}
744
745 You are a student of spells that modify energy and matte To you, the
746 world is not a fixed thing. but eminently mutable, and you delight in
747 being an agent of change. You wield the raw stuff of creation and learn
748 to alter both physical forms and mental qualities. Your magic gives you
749 the tools to become a smith on reality's forge.
750
751 Some transmuters are tinkerers and pranksters, turning people into toads
752 and transforming copper into silver for fun and occasional profit.
753 Others pursue their magical studies with deadly seriousness, seeking the
754 power of the gods to make and destroy worlds.
755
756 \paragraph{Transmutation Savant}\label{transmutation-savant}
757
758 Beginning when you select this school at 2nd level, the gold and time
759 you must spend to copy a transmutation spell into your spellbook is
760 halved.
761
762 \paragraph{Minor Alchemy}\label{minor-alchemy}
763
764 Starting at 2nd level when you select this school, you can temporarily
765 alter the physical properties of one nonmagical object, changing it from
766 one substance into another. You perform a special alchemical procedure
767 on one object composed entirely of wood, stone (but not a gemstone),
768 iron, copper, or silver, transforming it into a different one of those
769 materials. For each 10 minutes you spend performing the procedure, you
770 can transform up to 1 cubic foot of material. After 1 hour, or until you
771 lose your concentration (as if you were concentrating on a spell), the
772 material reverts to its original substance.
773
774 \paragraph{Transmuter's Stone}\label{transmuters-stone}
775
776 Starting at 6th level, you can spend 8 hours creating a transmuter's
777 stone that stores transmutation magic. You can benefit from the stone
778 yourself or give it to another creature. A creature gains a benefit of
779 your choice as long as the stone is in the creature's possession. When
780 you create the stone, choose the benefit from the following options:
781
782 \begin{itemize}
783 \tightlist
784 \item
785 Darkvision out to a range of 60 feet, as described in chapter 8
786 \item
787 An increase to speed of 10 feet while the creature is unencumbered
788 \item
789 Proficiency in Constitution saving throws
790 \item
791 Resistance to acid, cold, fire, lightning, or thunder damage (your
792 choice whenever you choose this benefit)
793 \end{itemize}
794
795 Each time you cast a transmutation spell of 1st level or higher, you can
796 change the effect of your stone if the stone is on your person.
797
798 If you create a new transmuter's stone, the previous one ceases to
799 function.
800
801 \paragraph{Shapechanger}\label{shapechanger}
802
803 At 10th level. you add the polymorph spell to your spellbook. if it is
804 not there already. You can cast polymorph without expending a spell
805 slot. When you do so, you can target only yourself and transform into a
806 beast whose challenge rating is 1 or lower.
807
808 Once you cast polymorph in this way, you can't do so again until you
809 finish a short or long rest, though you can still cast it normally using
810 an available spell slot.
811
812 \paragraph{Master Transmuter}\label{master-transmuter}
813
814 Starting at 14th level, you can use your action to consume the reserve
815 of transmutation magic stored within your transmuter's stone in a single
816 burst. When you do so, choose one of the following effects. Your
817 transmuter's stone is destroyed and can't be remade until you finish a
818 long rest.
819
820 \textbf{Major Transformation.} You can transmute one nonmagical
821 object---no larger than a 5---foot cubeiinto another nonmagical object
822 of similar size and mass and of equal or lesser value. You must spend 10
823 minutes handling the object to transform it.
824
825 \textbf{Panacea.} You remove all curses, diseases, and poisons affecting
826 a creature that you touch with the transmuter's stone. The creature also
827 regains all its hit points.
828
829 \textbf{Restore Life.} You cast the raise dead spell on a creature you
830 touch with the transmuter's stone, without expending a spell slot or
831 needing to have the spell in your spellbook.
832
833 \textbf{Restore Youth.} You touch the transmuter's stone to a willing
834 creature, and that creature's apparent age is reduced by 3le years, to a
835 minimum of 13 years. This effect doesn't extend the creature's lifespan.
836
837 \subsection{Progression Summary}\label{progression-summary}
838
839 \textbf{Spell Slots}
1 Actions in Combat
2 *****************
3
4 When you take your action on your turn, you can take
5 one of the actions presented here, an action you gained
6 from your class or a special feature, or an action that
7 you improvise. Many monsters have action options of
8 their own in their stat blocks.
9
10 When you describe an action not detailed elsewhere
11 in the rules, the DM tells you Whether that action is
12 possible and What kind of roll you need to make, if any,
13 to determine success or failure.
14
15 Attack
16 ------
17
18 The most common action to take in combat is the Attack
19 action, whether you are swinging a sword, firing an
20 arrow from a bow, or brawling with your fists.
21
22 With this action, you make one melee or ranged
23 attack. See the “Making an Attack” section for the rules
24 that govern attacks.
25
26 Certain features, such as the Extra Attack feature
27 of the fighter, allow you to make more than one attack
28 with this action.
29
30 Cast a Spell
31 ------------
32
33 Spellcasters such as wizards and clerics, as well as
34 many monsters, have access to spells and can use
35 them to great effect in combat. Each spell has a casting
36 time, which specifies whether the caster must use an
37 action, a reaction, minutes, or even hours to cast the
38 spell. Casting a spell is, therefore, not necessarily an
39 action. Most spells do have a casting time of 1 action,
40 so a spellcaster often uses his or her action in combat
41 to cast such a spell. See chapter 10 for the rules
42 on spellcasting.
43
44 Dash
45 ----
46
47 When you take the Dash action, you gain extra
48 movement for the current turn. The increase equals
49 your speed, after applying any modifiers. With a speed
50 of 30 feet, for example, you can move up to 60 feet on your
51 turn if you dash.
52
53 Any increase or decrease to your speed changes this
54 additional movement by the same amount. If your speed
55 of 30 feet is reduced to 15 feet, for instance, you can
56 move up to 30 feet this turn if you dash.
57
58 Disengage
59 ---------
60
61 If you take the Disengage action, your movement doesn't
62 provoke opportunity attacks for the rest of the turn.
63
64 Dodge
65 -----
66
67 When you take the Dodge action, you focus entirely on
68 avoiding attacks. Until the start of your next turn, any
69 attack roll made against you has disadvantage if you
70 can see the attacker, and you make Dexterity saving
71 throws with advantage. You lose this benefit if you are
72 incapacitated (as explained in appendix A) or if your
73 speed drops to 0.
74
75 Help
76 ----
77
78 You can lend your aid to another creature in the
79 completion of a task. When you take the Help action,
80 the creature you aid gains advantage on the next ability
81 check it makes to perform the task you are helping with,
82 provided that it makes the check before the start of
83 your next turn.
84
85 Alternatively, you can aid a friendly creature in
86 attacking a creature within 5 feet of you. You feint,
87 distract the target, or in some other way team up to
88 make your ally‘s attack more effective. If your ally
89 attacks the target before your next turn, the first attack
90 roll is made with advantage.
91
92 When you take the Hide action, you make a Dexterity
93 (Stealth) check in an attempt to hide, following the rules
94 in chapter 7 for hiding. If you succeed, you gain certain
95 benefits, as described in the “Unseen Attackers and
96 Targets” section later in this chapter.
97
98 Ready
99 -----
100
101 Sometimes you want to get the jump on a foe or wait for
102 a particular circumstance before you act. To do so, you
103 can take the Ready action on your turn so that you can
104 act later in the round using your reaction.
105
106 First, you decide what perceivable circumstance
107 will trigger your reaction. Then, you choose the action
108 you will take in response to that trigger, or you choose
109 to move up to your speed in response to it. Examples
110 include “If the cultist steps on the trapdoor, I’ll pull the
111 lever that opens it,” and “If the goblin steps next to me,
112 I move away.”
113
114 When the trigger occurs, you can either take your
115 reaction right after the trigger finishes or ignore
116 the trigger. Remember that you can take only one
117 reaction per round.
118
119 When you ready a spell, you cast it as normal but
120 hold its energy, which you release with your reaction
121 when the trigger occurs. To be readied, a spell must
122 have a casting time of 1 action, and holding onto the
123 spell’s magic requires concentration (explained in
124 chapter 10). If your concentration is broken, the spell
125 dissipates without taking effect. For example, if you are
126 concentrating on the web spell and ready magic missile,
127 your web spell ends, and if you take damage before
128 you release magic missile with your reaction. your
129 concentration might be broken.
130
131 Search
132 ------
133
134 When you take the Search action, you devote your
135 attention to finding something. Depending on the
136 nature of your search, the DM might have you make
137 a Wisdom (Perception) check or an Intelligence
138 (Investigation) check.
139
140 Use an Object
141 -------------
142
143 You normally interact with an object while doing
144 something else, such as when you draw a sword as part
145 of an attack. When an object requires your action for
146 its use, you take the Use an Object action. This action
147 is also useful when you want to interact with more than
148 one object on your turn.
149
150 Improvising an Action
151 ---------------------
152
153 Your character can do things not covered by the actions in
154 this chapter, such as breaking down doors, intimidating
155 enemies, sensing weaknesses in magical defenses, or calling
156 for a parley with a toe. The only limits to the actions you can
157 attempt are your imagination and your character’s ability
158 scores. See the descriptions of the ability scores in chapter 7
159 For inspiration as you improvise.
160
161 When you describe an action not detailed elsewhere in
162 the rules, the DM tells you whether that action is possible
163 and what kind of roll you need to make, ifany, to determine
164 success or failure.
1 Making an Attack
2 ****************
3
4 Whether you’re striking with a melee weapon, firing a
5 weapon at range, or making an attack roll as part of a
6 spell, an attack has a simple structure.
7
8 1. Choose a target. Pick a target within your attack’s
9 range: a creature, an object, or a location.
10 2. Determine modifiers. The DM determines whether
11 the target has cover and whether you have advantage
12 or disadvantage against the target. In addition, spells,
13 special abilities, and other effects can apply penalties
14 or bonuses to your attack roll.
15 3. Resolve the attack. You make the attack roll. On a
16 hit, you roll damage, unless the particular attack has
17 rules that specify otherwise. Some attacks cause
18 special effects in addition to or instead of damage.
19
20 If there’s ever any question whether something you’re
21 doing counts as an attack, the rule is simple: if you’re
22 making an attack roll, you’re making an attack.
23
24 Attack Rolls
25 ------------
26
27 When you make an attack, your attack roll determines
28 whether the attack hits or misses. To make an attack
29 roll, roll a d20 and add the appropriate modifiers. If the
30 total of the roll plus modifiers equals or exceeds the
31 target’s Armor Class (AC), the attack hits. The AC of a
32 character is determined at character creation, whereas
33 the AC of a monster is in its stat block.
34
35 Modifiers to the Roll
36 ^^^^^^^^^^^^^^^^^^^^^
37
38 When a character makes an attack roll, the two most
39 common modifiers to the roll are an ability modifier
40 and the character’s proficiency bonus. When a monster
41 makes an attack roll, it uses whatever modifier is
42 provided in its stat block.
43
44 **Ability Modifier.** The ability modifier used for a melee
45 weapon attack is Strength, and the ability modifier used
46 for a ranged weapon attack is Dexterity. Weapons that
47 have the finesse or thrown property break this rule.
48
49 Some spells also require an attack roll. The ability
50 modifier used for a spell attack depends on the
51 spellcasting ability of the spellcaster, as explained
52 in chapter 10.
53
54 **Proficiency Bonus.** You add your proficiency bonus
55 to your attack roll when you attack using a weapon with
56 which you have proficiency, as well as when you attack
57 with a spell.
58
59 Rolling 1 or 20
60 ^^^^^^^^^^^^^^^
61
62 Sometimes fate blesses or curses a combatant, causing
63 the novice to hit and the veteran to miss.
64
65 If the d20 roll for an attack is a 20, the attack hits
66 regardless of any modifiers or the target’s AC. In
67 addition, the attack is a critical hit, as explained later
68 in this chapter.
69
70 If the d20 roll for an attack is a 1, the attack misses
71 regardless of any modifiers or the target’s AC.
72
73 Unseen Attackers and Targets
74 ----------------------------
75
76 Combatants often try to escape their foes’ notice
77 by hiding, casting the invisibility spell, or lurking
78 in darkness.
79
80 When you attack a target that you can’t see, you have
81 disadvantage on the attack roll. This is true whether
82 you’re guessing the target’s location or you’re targeting
83 a creature you can hear but not see. If the target isn’t in
84 the location you targeted, you automatically miss, but
85 the DM typically just says that the attack missed, not
86 whether you guessed the target's location correctly.
87
88 When a creature can’t see you, you have advantage on
89 attack rolls against it.
90
91 If you are hidden-both unseen and unheard-when
92 you make an attack, you give away your location when
93 the attack hits or misses.
94
95 Ranged Attacks
96 --------------
97
98 When you make a ranged attack, you fire a bow or a
99 crossbow, hurl a handaxe, or otherwise send projectiles
100 to strike a foe at a distance. A monster might shoot
101 spines from its tail. Many spells also involve making a
102 ranged attack.
103
104 Range
105 -----
106
107 You can make ranged attacks only against targets within
108 a specified range.
109 If a ranged attack, such as one made with a spell, has a
110 single range, you can't attack a target beyond this range.
111 Some ranged attacks, such as those made with a
112 longbow or a shortbow, have two ranges. The smaller
113 number is the normal range, and the larger number is
114 the long range. Your attack roll has disadvantage when
115 your target is beyond normal range, and you can‘t attack
116 a target beyond the long range.
117
118 Ranged Attacks in Close Combat
119 ------------------------------
120
121 Aiming a ranged attack is more difficult when a foe
122 is next to you. When you make a ranged attack with
123 a weapon, a spell, or some other means, you have
124 disadvantage on the attack roll if you are within 5 feet
125 of a hostile creature who can see you and who isn’t
126 incapacitated.
127
128 Melee Attacks
129 -------------
130
131 Used in hand-to-hand combat, a melee attack allows
132 you to attack a foe within your reach. A melee attack
133 typically uses a handheld weapon such as a sword,
134
135 a warhammer, or an axe. A typical monster makes a
136 melee attack when it strikes with its claws, horns, teeth,
137 tentacles, or other body part. A few spells also involve
138 making a melee attack.
139
140 Most creatures have a 5—foot reach and can thus
141 attack targets within 5 feet of them when making a
142 melee attack. Certain creatures (typically those larger
143 than Medium) have melee attacks with a greater reach
144 than 5 feet, as noted in their descriptions.
145
146 When you are unarmed, you can fight in melee by
147 making an unarmed strike, as shown in the weapon
148 table in chapter 5.
149
150 Opportunity Attacks
151 ^^^^^^^^^^^^^^^^^^^
152
153 In a fight, everyone is constantly watching for enemies
154 to drop their guard. You can rarely move heedlessly past
155 your foes without putting yourself in danger; doing so
156 provokes an Opportunity attack.
157
158 You can make an opportunity attack when a hostile
159 creature that you can see moves out of your reach. To
160 make the opportunity attack, you use your reaction
161 to make one melee attack against the provoking
162 creature. The attack interrupts the provoking creature's
163 movement, occurring right before the creature
164 leaves your reach.
165
166 You can avoid provoking an opportunity attack by
167 taking the Disengage action. You also don‘t provoke an
168 opportunity attack when you teleport or when someone
169 or something moves you without using your movement,
170 action, or reaction. For example, you don’t provoke an
171 opportunity attack if an explosion hurls you out of a foe’s
172 reach or if gravity causes you to fall past an enemy.
173
174 Two-Weapon Fighting
175 ^^^^^^^^^^^^^^^^^^^
176
177 When you take the Attack action and attack with a light
178 melee weapon that you're holding in one hand. you can
179 use a bonus action to attack with a different light melee
180 weapon that you’re holding in the other hand. You don’t
181 add your ability modifier to the damage of the bonus
182 attack. unless that modifier is negative.
183
184 If either weapon has the thrown property, you
185 can throw the weapon, instead of making a melee
186 attack with it.
187
188 Grappling
189 ^^^^^^^^^
190
191 When you want to grab a creature or wrestle with it,
192 you can use the Attack action to make a special melee
193 attack, a grapple. If you're able to make multiple attacks
194 with the Attack action, this attack replaces one of them.
195
196 The target of your grapple must be no more than one
197 size larger than you, and it must be within your reach.
198 Using at least one free hand, you try to seize the target
199 by making a grapple check, a Strength (Athletics)
200 check contested by the target’s Strength (Athletics) or
201 Dexterity (Acrobatics) check (the target chooses the
202 ability to use). If you succeed, you subject the target to
203 the grappled condition (see appendix A). The condition
204 specifies the things that end it, and you can release the
205 target whenever you like (no action required).
206
207 **Escaping a Grapple.** A grappled creature can use its
208 action to escape. To do so, it must succeed on a Strength
209 (Athletics) or Dexterity (Acrobatics) check contested by
210 your Strength (Athletics) check.
211
212 **Moving a Grappled Creature.** When you move, you
213 can drag or carry the grappled creature with you, but
214 your speed is halved. unless the creature is two or more
215 sizes smaller than you.
216
217 Shoving a Creature
218 ^^^^^^^^^^^^^^^^^^
219
220 Using the Attack action, you can make a special melee
221 attack to shove a creature, either to knock it prone or
222 push it away from you. If you’re able to make multiple
223 attacks with the Attack action, this attack replaces
224 one of them.
225
226 The target of your shove must be no more than one
227 size larger than you. and it must be within your reach.
228 You make a Strength (Athletics) check contested by the
229 target’s Strength (Athletics) 0r Dexterity (Acrobatics)
230 check (the target Chooses the ability to use). If you win
231 the contest, you either knock the target prone or push
232 it 5 feet away from you.
1 Cover
2 -----
3
4 Walls, trees, creatures, and other obstacles can provid
5 cover during combat, making a target more difficult
6 to harm. A target can benefit from cover only when an
7 attack or other effect originates on the opposite side
8 of the cover.
9
10 There are three degrees of cover. If a target is behind
11 multiple sources of cover, only the most protective
12 degree of cover applies; the degrees aren't added
13 together. For example, if a target is behind a creature
14 that gives half cover and a tree trunk that gives three-
15 quarters cover, the target has three—quarters cover.
16
17 A target with **half cover** has a +2 bonus to AC and
18 Dexterity saving throws. A target has half cover if an
19 obstacle blocks at least half of its body. The obstacle
20 might be a low wall, a large piece of furniture, a narro
21 tree trunk, or a creature, whether that creature is an
22 enemy or a friend.
23
24 A target with **three-quarters cover** has a +5 bonus
25 to AC and Dexterity saving throws. A target has three—
26 quarters cover if about three—quarters of it is covered
27 by an obstacle. The obstacle might be a portcullis, an
28 arrow slit, or a thick tree trunk.
29
30 A target with **total cover** can’t be targeted directly
31 by an attack or a spell, although some spells can reach
32 such a target by including it in an area of effect. A
33 target has total cover if it is completely concealed by
34 an obstacle.
1 Damage and Healing
2 ******************
3
4 Injury and the risk of death are constant companions
5 of those who explore the worlds of D&D. The thrust of
6 a sword, a well—placed arrow, or a blast of flame from a
7 fireball spell all have the potential to damage, or even
8 kill, the hardiest of creatures.
9
10 Hit Points
11 ----------
12
13 Hit points represent a combination of physical and
14 mental durability, the will to live, and luck. Creatures
15 with more hit points are more difficult to kill. Those
16 with fewer hit points are more fragile.
17
18 A creature’s current hit points (usually just called hit
19 points) can be any number from the creature’s hit point
20 maximum down to 0. This number changes frequently
21 as a creature takes damage or receives healing.
22
23 Whenever a creature takes damage, that damage is
24 subtracted from its hit points. The loss of hit points has
25 no effect on a creature’s capabilities until the creature
26 drops to 0 hit points.
27
28 Damage Rolls
29 ------------
30
31 Each weapon, spell, and harmful monster ability
32 specifies the damage it deals. You roll the damage die
33 or dice, add any modifiers, and apply the damage to
34 your target. Magic weapons, special abilities, and other
35 factors can grant a bonus to damage.
36
37 When attacking with a weapon, you add your ability
38 modifier—the same modifier used for the attack roll*
39 to the damage. A spell tells you which dice to roll for
40 damage and Whether to add any modifiers.
41
42 If a spell or other effect deals damage to more than
43 one target at the same time, roll the damage once for
44 all of them. For example, When a wizard casts fireball or
45 a cleric casts flame strike, the spell’s damage is rolled
46 once for all creatures caught in the blast.
47
48 Critical Hits
49 ^^^^^^^^^^^^^
50
51 When you score a critical hit, you get to roll extra dice
52 for the attacks damage against the target. Roll all of the
53 attacks damage dice twice and add them together. Then
54 add any relevant modifiers as normal. To speed up play,
55 you can roll all the damage dice at once.
56
57 For example, if you score a critical hit With a dagger,
58 roll 2d4 for the damage, rather than 1d4, and then add
59 your relevant ability modifier. If the attack involves other
60 damage dice, such as from the rogue’s Sneak Attack
61 feature, you roll those dice twice as well.
62
63 Damage Types
64 ^^^^^^^^^^^^
65
66 Different attacks, damaging spells, and other harmful
67 effects deal different types of damage. Damage types
68 have no rules of their own, but other rules, such as
69 damage resistance, rely on the types.
70
71 The damage types follow, with examples to help a
72 DM assign a damage type to a new effect.
73
74 **Acid.** The corrosive spray of a black dragon’s breath
75 and the dissolving enzymes secreted by a black pudding
76 deal acid damage.
77
78 **Bludgeoning.** Blunt force attacks—hammers, falling,
79 constriction, and the like—deal bludgeoning damage.
80
81 **Cold.** The infernal chill radiating from an ice devil’s
82 spear and the frigid blast of a white dragon’s breath
83 deal cold damage.
84
85 **Fire.** Red dragons breathe fire, and many spells
86 conjure flames to deal fire damage.
87
88 **Force.** Force is pure magical energy focused into a
89 damaging form. Most effects that deal force damage are
90 spells, including magic missile and spiritual Weapon.
91
92 **Lightning.** A lightning bolt spell and a blue dragon’s
93 breath deal lightning damage.
94
95 **Necrotic.** Necrotic damage, dealt by certain undead
96 and a spell such as chill touch, Withers matter and
97 even the soul.
98
99 **Piercing.** Puncturing and impaling attacks, including
100 spears and monsters’ bites, deal piercing damage.
101
102 **Poison.** Venomous stings and the toxic gas of a green
103 dragon’s breath deal poison damage.
104
105 **Psychic.** Mental abilities such as a mind flayer’s
106 psionic blast deal psychic damage.
107
108 **Radiant.** Radiant damage, dealt by a cleric’s flame
109 strike spell or an angel’s smiting weapon, sears the flesh
110 like fire and overloads the spirit With power.
111
112 **Slashing.** Swords, axes, and monsters’ claws deal
113 slashing damage.
114
115 **Thunder.** A concussive burst of sound, such as the
116 effect of the thunderwave spell, deals thunder damage.
117
118 Damage Resistance and Vulnerability
119 -----------------------------------
120
121 Some creatures and objects are exceedingly difficult or
122 unusually easy to hurt with certain types of damage.
123
124 If a creature or an object has **resistance** to a damage
125 type, damage of that type is halved against it. If a
126 creature or an object has **vulnerability** to a damage
127 type, damage of that type is doubled against it.
128
129 Resistance and then vulnerability are applied after
130 all other modifiers to damage. For example, a creature
131 has resistance to bludgeoning damage and is hit by an
132 attack that deals 25 bludgeoning damage. The creature
133 is also within a magical aura that reduces all damage by
134 5. The 25 damage is first reduced by 5 and then halved,
135 so the creature takes 10 damage.
136
137 Multiple instances of resistance or vulnerability that
138 affect the same damage type count as only one instance.
139 For example, if a creature has resistance to fire damage
140 as well as resistance to all nonmagical damage, the
141 damage of a nonmagical fire is reduced by half against
142 the creature, not reduced by three-quarters.
143
144 Describing the Effects of Damage
145 --------------------------------
146
147 Dungeon Masters describe hit point loss in different ways.
148 When your current hit point total is half or more of your hit
149 point maximum, you typically show no signs of injury. When
150 you drop below half your hit point maximum, you show signs
151 of wear, such as cuts and bruises. An attack that reduces you
152 to 0 hit points strikes you directly, leaving a bleeding injury or
153 other trauma, or it simply knocks you unconscious.
154
155 Healing
156 -------
157
158 Unless it results in death, damage isn’t permanent. Even
159 death is reversible through powerful magic. Rest can
160 restore a creature's hit points (as explained in chapter
161 8), and magical methods such as a cure wounds spell or
162 a potion of healing can remove damage in an instant.
163
164 When a creature receives healing of any kind, hit
165 points regained are added to its current hit points. A
166 creature's hit points can’t exceed its hit point maximum,
167 so any hit points regained in excess of this number are
168 lost. For example, a druid grants a ranger 8 hit points of
169 healing. If the ranger has 14 current hit points and has a
170 hit point maximum of 20, the ranger regains 6 hit points
171 from the druid, not 8.
172
173 A creature that has died can’t regain hit points until
174 magic such as the revivify spell has restored it to life.
175
176 Dropping to 0 Hit Points
177 ------------------------
178
179 When you drop to 0 hit points, you either die outright or
180 fall unconscious, as explained in the following sections.
181
182 Instant Death
183 ^^^^^^^^^^^^^
184
185 Massive damage can kill you instantly. When damage
186 reduces you to 0 hit points and there is damage
187 remaining, you die if the remaining damage equals
188 or exceeds your hit point maximum.
189
190 For example, a cleric with a maximum of
191 12 hit points currently has 6 hit points. If she
192 takes 18 damage from an attack, she is reduced
193 to 0 hit points, but 12 damage remains. Because
194 the remaining damage equals her hit point
195 maximum, the cleric dies.
196
197 Falling Unconscious
198 ^^^^^^^^^^^^^^^^^^^
199
200 If damage reduces you to 0 hit points and fails to kill
201 you, you fall unconscious (see appendix A). This
202 unconsciousness ends if you regain any hit points.
203
204 Death Saving Throws
205 ^^^^^^^^^^^^^^^^^^^
206
207 Whenever you start your turn with 0 hit points, you
208 must make a special saving throw, called a death saving
209 throw, to determine whether you creep closer to death
210 or hang onto life. Unlike other saving throws, this one
211 isn’t tied to any ability score. You are in the hands of fate
212 now, aided only by spells and features that improve your
213 chances of succeeding on a saving throw.
214
215 Roll a d20. If the roll is 10 or higher, you succeed.
216 Otherwise, you fail. A success or failure has no effect
217 by itself. On your third success, you become stable (see
218 below). On your third failure, you die. The successes
219 and failures don‘t need to be consecutive; keep track
220 of both until you collect three of a kind. The number of
221 both is reset to zero when you regain any hit points or
222 become stable.
223
224 **Rolling 1 or 20.** When you make a death saving throw
225 and roll a 1 on the d20, it counts as two failures. If you
226 roll a 20 on the d20, you regain 1 hit point.
227
228 **Damage at 0 Hit Points.** If you take any damage while
229 you have 0 hit points, you suffer a death saving throw
230 failure. If the damage is from a critical hit, you suffer
231 two failures instead. If the damage equals or exceeds
232 your hit point maximum, you suffer instant death.
233
234 Stabilizing a Creature
235 ^^^^^^^^^^^^^^^^^^^^^^
236
237 The best way to save a creature with 0 hit points is to
238 heal it. If healing is unavailable, the creature can at
239 least be stabilized so that it isn’t killed by a failed death
240 saving throw.
241
242 You can use your action to administer first aid to an
243 unconscious creature and attempt to stabilize it, which
244 requires a successful DC 10 Wisdom (Medicine) check.
245
246 A stable creature doesn't make death saving throws,
247 even though it has 0 hit points, but it does remain
248 unconscious. The creature stops being stable, and must
249 start making death saving throws again, if it takes any
250 damage. A stable creature that isn’t healed regains
251 1 hit point after 1d4 hours.
252
253 Monsters and Death
254 ^^^^^^^^^^^^^^^^^^
255
256 Most DMs have a monster die the instant it drops to
257 0 hit points, rather than having it fall unconscious and
258 make death saving throws.
259 Mighty villains and special nonplayer Characters
260 are common exceptions; the DM might have them
261 fall unconscious and follow the same rules as
262 player characters.
263
264 Knocking a Creature Out
265 -----------------------
266
267 Sometimes an attacker wants to incapacitate a foe,
268 rather than deal a killing blow. When an attacker
269 reduces a creature to 0 hit points with a melee attack,
270 the attacker can knock the creature out. The attacker
271 can make this Choice the instant the damage is dealt.
272 The creature falls unconscious and is stable.
273
274 Temporary Hit Points
275 --------------------
276
277 Some spells and special abilities confer temporary hit
278 points to a creature. Temporary hit points aren’t actual
279 hit points; they are a buffer against damage, a pool of hi
280 points that protect you from injury.
281
282 When you have temporary hit points and take damage
283 the temporary hit points are lost first, and any leftover
284 damage carries over to your normal hit points. For
285 example, if you have 5 temporary hit points and take
286 7 damage, you lose the temporary hit points and then
287 take 2 damage.
288
289 Because temporary hit points are separate from
290 your actual hit points, they can exceed your hit point
291 maximum. A character can, therefore, be at full hit
292 points and receive temporary hit points.
293
294 Healing can’t restore temporary hit points, and they
295 can’t be added together. If you have temporary hit points
296 and receive more of them, you decide whether to keep
297 the ones you have or to gain the new ones. For example,
298 if a spell grants you 12 temporary hit points when you
299 already have 10, you can have 12 or 10, not 22.
300
301 If you have 0 hit points, receiving temporary hit points
302 doesn’t restore you to consciousness or stabilize you.
303 They can still absorb damage directed at you while
304 you’re in that state, but only true healing can save you.
305
306 Unless a feature that grants you temporary hit points
307 has a duration, they last until they’re depleted or you
308 finish a long rest.
1 Mounted Combat
2 **************
3
4 A knight charging into battle on a warhorse, a wizard
5 casting spells from the back of a griffon, or a cleric
6 soaring through the sky on a pegasus all enjoy the
7 benefits of speed and mobility that a mount can provide.
8
9 A willing creature that is at least one size larger than
10 you and that has an appropriate anatomy can serve as a
11 mount, using the following rules.
12
13 Mounting and Dismounting
14 ------------------------
15
16 Once during your move, you can mount a creature that
17 is within 5 feet of you or dismount. Doing so costs an
18 amount of movement equal to half your speed. For
19 example, if your speed is 30 feet, you must spend 15
20 feet of movement to mount a horse. Therefore, you can’t
21 mount it if you don’t have 15 feet of movement left or
22 if your speed is 0.
23
24 If an effect moves your mount against its will while
25 you’re on it, you must succeed on a DC 10 Dexterity
26 saving throw or fall off the mount, landing prone in a
27 space within 5 feet of it. If you're knocked prone while
28 mounted, you must make the same saving throw.
29
30 If your mount is knocked prone, you can use your
31 reaction to dismount it as it falls and land on your feet.
32 Otherwise, you are dismounted and fall prone in a
33 space within 5 feet it.
34
35 Controlling a Mount
36 -------------------
37
38 While you're mounted, you have two options. You
39
40 can either control the mount or allow it to act
41 independently. Intelligent creatures, such as dragons,
42 act independently.
43
44 You can control a mount only if it has been trained
45 to accept a rider. Domesticated horses, donkeys, and
46 similar creatures are assumed to have such training.
47 The initiative of a controlled mount changes to match
48 yours when you mount it. It moves as you direct it, and
49 it has only three action options: Dash, Disengage, and
50 Dodge. A controlled mount can move and act even on
51 the turn that you mount it.
52
53 An independent mount retains its place in the
54 initiative order. Bearing a rider puts no restrictions on
55 the actions the mount can take, and it moves and acts
56 as it Wishes. It might flee from combat, rush to attack
57 and devour a badly injured foe, or otherwise act against
58 your wishes.
59
60 In either case, if the mount provokes an opportunity
61 attack while you’re on it, the attacker can target you
62 or the mount.
1 Movement and Position
2 *********************
3
4 In combat, characters and monsters are in constant
5 motion. often using movement and position to gain
6 the upper hand.
7
8 On your turn, you can move a distance up to your
9 speed. You can use as much or as little of your speed as
10 you like on your turn, following the rules here.
11
12 Your movement can include jumping, climbing, and
13 swimming. These different modes of movement can
14 be combined with walking, or they can constitute your
15 entire move. However you're moving, you deduct the
16 distance of each part of your move from your speed until
17 it is used up or until you are done moving.
18
19 The “Special Types of Movement” section in
20 chapter 8 gives the particulars for jumping, climbing,
21 and swimming.
22
23 Interacting With Objects Around You
24 -----------------------------------
25
26 Here are a few examples of the sorts of thing you can do in
27 tandem with your movement and action:
28
29 - draw or sheathe a sword
30 - open or close a door
31 - withdraw a potion from your backpack
32 - pick up a dropped axe
33 - take a bauble from a table
34 - remove a ring from your finger
35 - stuff some food into your mouth
36 - plant a banner in the ground
37 - fish a few coins from your belt pouch
38 - drink all the ale in a flagon
39 - throw a lever or a switch
40 - pull a torch from a sconce
41 - take a book from a shelfyou can reach
42 - extinguish a small flame
43 - don a mask
44 - pull the hood ofyour cloak up and over your head
45 - put your ear to a door
46 - kick a small stone
47 - turn a key in a lock
48 - tap the floor with a 10-foot pole
49 - hand an item to another character
50
51 Breaking Up Your Move
52 ---------------------
53
54 You can break up your movement on your turn, using
55 some of your speed before and after your action. For
56 example, if you have a speed of 30 feet, you can move
57 10 feet, take your action, and then move 20 feet.
58
59 Moving Between Attacks
60 ^^^^^^^^^^^^^^^^^^^^^^
61
62 If you take an action that includes more than one
63 weapon attack, you can break up your movement even
64 further by moving between those attacks. For example,
65 a fighter who can make two attacks with the Extra
66 Attack feature and who has a speed of 25 feet could
67 move 10 feet, make an attack, move 15 feet, and then
68 attack again.
69
70 Using Different Speeds
71 ^^^^^^^^^^^^^^^^^^^^^^
72
73 If you have more than one speed, such as your walking
74 speed and a flying speed, you can switch back and forth
75 between your speeds during your move. Whenever you
76 switch, subtract the distance you’ve already moved from
77 the new speed. The result determines how much farther
78 you can move. If the result is 0 or less, you can't use the
79 new speed during the current move.
80
81 For example, if you have a speed of 30 and a flying
82 speed of 60 because a Wizard cast the fly spell on you,
83 you could fly 20 feet, then walk 10 feet, and then leap
84 into the air to fly 30 feet more.
85
86 Difficult Terrain
87 -----------------
88
89 Combat rarely takes place in bare rooms or on
90 featureless plains. Boulder-strewn caverns, briar—
91 choked forests, treacherous staircases—the setting of
92 a typical fight contains difficult terrain.
93
94 Every foot of movement in difficult terrain costs 1
95 extra foot. This rule is true even if multiple things in
96 a space count as difficult terrain.
97
98 Low furniture, rubble, undergrowth, steep stairs,
99 snow, and shallow bogs are examples of difficult terrain.
100 The space of another creature, whether hostile or not,
101 also counts as difficult terrain.
102
103 Being Prone
104 -----------
105
106 Combatants often find themselves lying on the ground,
107 either because they are knocked down or because they
108 throw themselves down. In the game, they are prone,
109 a condition described in appendix A.
110
111 You can drop prone without using any of your
112 speed. Standing up takes more effort; doing so costs
113 an amount of movement equal to half your speed. For
114 example, if your speed is 30 feet. you must spend 15 feet
115 of movement to stand up. You can’t stand up if you don't
116 have enough movement left or if your speed is 0.
117
118 To move while prone, you must crawl or use magic
119 such as teleportation. Every foot of movement while
120 crawling costs 1 extra foot. Crawling 1 foot in difficult
121 terrain, therefore. costs 3 feet of movement.
122
123 Moving Around Other Creatures
124 -----------------------------
125
126 You can move through a nonhostile creature’s space.
127 In contrast, you can move through a hostile creature’s
128 space only if the creature is at least two sizes larger or
129 smaller than you. Remember that another creature’s
130 space is difficult terrain for you.
131
132 Whether a creature is a friend or an enemy, you can’t
133 willingly end your move in its space.
134
135 If you leave a hostile creature’s reach during your
136 move, you provoke an opportunity attack. as explained
137 later in the chapter.
138
139 Flying Movement
140 ---------------
141
142 Flying creatures enjoy many benefits of mobility, but
143 they must also deal with the danger of falling. If a flying
144 creature is knocked prone, has its speed reduced to 0, o
145 is otherwise deprived of the ability to move, the creature
146 falls, unless it has the ability to hover or it is being held
147 aloft by magic, such as by the fly spell.
148
149 Creature Size
150 -------------
151
152 Each creature takes up a different amount of space.
153 The Size Categories table shows how much space
154 a creature of a particular size controls in combat.
155 Objects sometimes use the same size categories.
156
157 .. csv-table::
158 :header: "Size", "Space"
159
160 "Tiny", "2 1/2 by 2 1/2 ft."
161 "Small", "5 by 5 ft."
162 "Medium ", "5 by 5 ft."
163 "Large", "10 by 10 ft."
164 "Huge", "15 by 15 ft."
165 "Gargantuan", "20 by 20 ft. or larger"
166
167 Space
168 ^^^^^
169
170 A creature's space is the area in feet that it effectively
171 controls in combat. not an expression of its physical
172 dimensions. A typical Medium creature isn't 5 feet
173 wide, for example, but it does control a space that
174 wide. If a Medium hobgoblin stands in a 5—foot—wide
175 doorway, other creatures can’t get through unless the
176 hobgoblin lets them.
177
178 A creature’s space also reflects the area it needs to
179 fight effectively. For that reason. there’s a limit to the
180 number of creatures that can surround another creature
181 in combat. Assuming Medium combatants. eight
182 creatures can fit in a 5—foot radius around another one.
183
184 Because larger creatures take up more space. fewer
185 of them can surround a creature. If five Large creatures
186 crowd around a Medium or smaller one, there's little
187 room for anyone else. In contrast, as many as twenty
188 Medium creatures can surround a Gargantuan one.
189
190 Squeezing Into a Smaller Space
191 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
192
193 A creature can squeeze through a space that is large
194 enough for a creature one size smaller than it. Thus, a
195 Large creature can squeeze through a passage that's
196 only 5 feet wide. While squeezing through a space,
197
198 a creature must spend 1 extra foot for every foot it
199 moves there, and it has disadvantage 0n attack rolls
200 and Dexterity saving throws. Attack rolls against the
201 creature have advantage while it’s in the smaller space.
202
203 Variant: Playing on a Grid
204 --------------------------
205
206 If you play out a combat using a square grid and miniatures
207 or other tokens, follow these rules.
208
209 **Squares.** Each square on the grid represents 5 feet.
210
211 **Speed.** Rather than moving foot by foot, move square by
212 square on the grid. This means you use your speed in 5-foot
213 segments. This is particularly easy if you translate your speed
214 into squares by dividing the speed by 5. For example. a speed
215 of 30 feet translates into a speed of 6 squares.
216
217 If you use a grid often, consider writing your speed in
218 squares on your character sheet.
219
220 **Entering a Square.** To enter a square, you must have
221 at least 1 square of movement left, even ifthe square is
222 diagonally adjacent to the square you’re in. (The rule for
223 diagonal movement sacrifices realism for the sake of smooth
224 play. The Dungeon Master’s Guide provides guidance on using
225 a more realistic approach.)
226
227 If a square costs extra movement, as a square of difficult
228 terrain does, you must have enough movement left to pay for
229 entering it. For example, you must have at least 2 squares of
230 movement left to enter a square of difficult terrain.
231
232 **Corners.** Diagonal movement can’t cross the corner ofa
233 wall, large tree, or other terrain feature that fills its space.
234
235 **Ranges.** To determine the range on a grid between two
236 things—whether creatures or objects—start counting squares
237 from a square adjacent to one of them and stop counting in
238 the space of the other one. Count by the shortest route.
1 The Order of Combat
2 *******************
3
4 A typical combat encounter is a clash between two
5 sides, a flurry of weapon swings, feints, parries,
6 footwork, and spellcasting. The game organizes the
7 chaos of combat into a cycle of rounds and turns. A
8 round represents about 6 seconds in the game world.
9 During a round, each participant in a battle takes a
10 turn. The order of turns is determined at the beginning
11 of a combat encounter, when everyone rolls initiative.
12 Once everyone has taken a turn, the fight continues to
13 the next round if neither side has defeated the other.
14
15 Combat Step by Step
16 -------------------
17
18 1. Determine surprise, The DM determines whether anyone
19 involved in the combat encounter is surprised.
20 2. Establish positions. The DM decides where all the
21 characters and monsters are located. Given the
22 adventurers’ marching order or their stated positions in
23 the room or other location, the DM figures out where the
24 adversaries are—how far away and in what direction.
25 3. Roll initiative. Everyone involved in the combat encounter
26 rolls initiative, determining the order ofcombatants’ turns.
27 4. Take turns. Each participant in the battle takes a turn in
28 initiative order.
29 5. Begin the next round. When everyone involved in the
30 combat has had a turn, the round ends. Repeat step 4 until
31 the fighting stops.
32
33 Surprise
34 --------
35
36 A band of adventurers sneaks up on a bandit camp,
37 springing from the trees to attack them. A gelatinous
38 cube glides down a dungeon passage, unnoticed by
39 the adventurers until the cube engulfs one of them. In
40 these situations, one side of the battle gains surprise
41 over the other.
42
43 The DM determines who might be surprised. If
44 neither side tries to be stealthy, they automatically notice
45 each other. Otherwise, the DM compares the Dexterity
46 (Stealth) checks of anyone hiding with the passive
47 Wisdom (Perception) score of each creature on the
48 opposing side. Any character or monster that doesn’t
49 notice a threat is surprised at the start of the encounter.
50
51 If you’re surprised, you can’t move or take an action
52 on your first turn of the combat, and you can’t take a
53 reaction until that turn ends. A member of a group can
54 be surprised even if the other members aren't.
55
56 Initiative
57 ----------
58
59 Initiative determines the order of turns during combat.
60 When combat starts, every participant makes a
61 Dexterity check to determine their place in the initiative
62 order. The DM makes one roll for an entire group of
63 identical creatures, so each member of the group acts at
64 the same time.
65
66 The DM ranks the combatants in order from the one
67 with the highest Dexterity check total to the one with
68 the lowest. This is the order (called the initiative order)
69 in which they act during each round. The initiative order
70 remains the same from round to round.
71
72 If a tie occurs, the DM decides the order among
73 tied DM—controlled creatures, and the players decide
74 the order among their tied characters. The DM can
75 decide the order if the tie is between a monster and a
76 player character. Optionally, the DM can have the tied
77 characters and monsters each roll a d20 to determine
78 the order, highest roll going first.
79
80 Your Turn
81 ---------
82
83 On your turn, you can move a distance up to your speed
84
85 and take one action. You decide whether to move first
86 or take your action first. Your speedisometimes called
87 your walking speediis noted on your character sheet.
88
89 The most common actions you can take are described
90 in the “Actions in Combat" section later in this chapter.
91 Many class features and other abilities provide
92 additional options for your action.
93
94 The “Movement and Position" section later in this
95 chapter gives the rules for your move.
96
97 You can forgo moving, taking an action, or doing
98 anything at all on your turn. If you can‘t decide what to
99 do on your turn, consider taking the Dodge or Ready
100 action, as described in “Actions in Combat."
101
102 Bonus Actions
103 ^^^^^^^^^^^^^
104
105 Various class features, spells, and other abilities let you
106 take an additional action on your turn called a bonus
107 action. The Cunning Action feature, for example, allows
108 a rogue to take a bonus action. You can take a bonus
109 action only when a special ability, spell. or other feature
110 of the game states that you can do something as a bonus
111 action. You otherwise don't have a bonus action to take.
112
113 You can take only one bonus action on your turn, so
114 you must choose which bonus action to use when you
115 have more than one available.
116
117 You choose when to take a bonus action during your
118 turn, unless the bonus action‘s timing is specified, and
119 anything that deprives you of your ability to take actions
120 also prevents you from taking a bonus action.
121
122 Other Activity on Your Turn
123 ^^^^^^^^^^^^^^^^^^^^^^^^^^^
124
125 Your turn can include a variety of flourishes that require
126 neither your action nor your move.
127
128 You can communicate however you are able, through
129 brief utterances and gestures, as you take your turn.
130
131 You can also interact with one Object or feature of the
132 environment for free, during either your move or your
133 action. For example, you could open a door during your
134 move as you stride toward a foe, or you could draw your
135 weapon as part of the same action you use to attack.
136
137 If you want to interact with a second object, you need
138 to use your action. Some magic items and other special
139 objects always require an action to use, as stated
140 in their descriptions.
141
142 The DM might require you to use an action for any
143 of these activities when it needs special care or when it
144 presents an unusual obstacle. For instance, the DM
145 could reasonably expect you to use an action to open a
146 stuck door or turn a crank to lower a drawbridge.
147
148 Reactions
149 ---------
150
151 Certain special abilities, spells, and situations allow
152 you to take a special action called a reaction. A reaction
153 is an instant response to a trigger of some kind, which
154 can occur on your turn or on someone else’s. The
155 opportunity attack, described later in this chapter. is the
156 most common type Of reaction.
157
158 When you take a reaction, you can’t take another one
159 until the start of your next turn. If the reaction interrupts
160 another creature’s turn, that creature can continue its
161 turn right after the reaction.
1 Underwater Combat
2 -----------------
3
4 When adventurers pursue sahuagin back to their
5 undersea homes. fight off sharks in an ancient
6 shipwreck, or find themselves in a flooded dungeon
7 room, they must fight in a challenging environment.
8 Underwater the following rules apply.
9
10 When making a **melee weapon attack**, a creature
11 that doesn’t have a swimming speed (either natural or
12 granted by magic) has disadvantage on the attack roll
13 unless the weapon is a dagger, javelin, shortsword,
14 spear, or trident.
15
16 A **ranged weapon attack** automatically misses
17 a target beyond the weapon’s normal range. Even
18 against a target within normal range, the attack roll has
19 disadvantage unless the weapon is a crossbow, a net, or
20 a weapon that is thrown like a javelin (including a spear.
21 trident, or dart).
22
23 Creatures and objects that are fully immersed in
24 water have resistance to fire damage.
1
2 Adventuring Gear
3 ****************
4
5 This section describes items that have special rules or
6 require further explanation.
7
8 Equipment Packs
9 ---------------
10
11 The starting equipment you get from your class includes a
12 collection of useful adventuring gear, put together in a pack.
13 The contents of these packs are listed here. If you are buying
14 your starting equipment, you can purchase a pack for the
15 price shown, which might be cheaper than buying the items
16 individually.
17
18 **Burglar’s Pack (16gp).** Includes a backpack, a bag of 1,000
19 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a
20 hammer, 10 pitons, a hooded lantern, 2 flasks ofoil, 5 days
21 rations, a tinderbox, and a waterskin. The pack also has 50
22 feet of hempen rope strapped to the side of it.
23
24 **Diplomat’s Pack (39 gp).** Includes a chest, 2 cases for maps
25 and scrolls, a set of fine clothes, a bottle of ink, an ink pen,
26 a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume,
27 sealing wax, and soap.
28
29 **Dungeoneer’s Pack (12 gp).** Includes a backpack, a crowbar,
30 a hammer, 'iO pitons, 'lO torches, a tinderbox, TO days
31 of rations, and a waterskin. The pack also has 50 feet of
32 hempen rope strapped to the side of it.
33
34 **Entertainer’s Pack (40 gp).** Includes a backpack, a bedroll,
35 2 costumes, 5 candles, 5 days of rations, a waterskin, and a
36 disguise kit.
37
38 **Explorer’s Pack (10 gp).** includes a backpack, a bedroll,
39 a mess kit, a tinderbox, 1O torches, 10 days of rations, and
40 a waterskin. The pack also has 50 feet of hempen rope
41 strapped to the side of it.
42
43 **Priest’s Pack (19 gp).** includes a backpack, a blanket, 10
44 candles, a tinderbox, an alms box, 2 blocks of incense, a
45 censer, vestments, 2 days of rations, and a waterskin.
46
47 **Scholar’s Pack (40 gp).** includes a backpack, a book of lore,
48 a bottle of ink, an ink pen, 10 sheets of parchment, a little
49 bag of sand, and a small knife.
50
51 Container Capacity
52 ------------------
53
54 .. csv-table::
55 :header: "Container", "Capacity"
56
57 "Backpack", "1 cubic foot/30 pounds of gear"
58 "Barrel", "40 gallons liquid, 4 cubic feet solid"
59 "Basket", "2 cubic feet/40 pounds of gear"
60 "Bottle", "1 1/2 pints liquid"
61 "Bucket", "3 gallons liquid, 1/2 cubic foot solid"
62 "Chest", "12 cubic feet/300 pounds of gear"
63 "Flask or tankard", "1 pint liquid"
64 "Jug or pitcher", "1 gallon liquid"
65 "Pot, iron", "1 gallon liquid"
66 "Pouch", "1/5 cubic foot/6 pounds of gear"
67 "Sack", "1 cubic foot/30 pounds of gear"
68 "Vial", "4 ounces liquid"
69 "Waterskin", "4 pints liquid"
70
71 You can also strap items, such as a bedroll or a coil of rope,
72 to the outside of a backpack.
73
74
75 Equipment Table
76 ---------------
77
78 .. csv-table::
79 :header: "Item", "Cost", "Weight"
80 :widths: 60 20 20
81
82 "Abacus", "2 gp", "2 lb."
83 ":ref:`adventuring-acid` (vial)", "25 gp", "1 lb."
84 ":ref:`adventuring-alchemists-fire` (flask)", "50 gp", "1 lb."
85 "Ammunition: Arrows (20)", "1 gp", "1 lb."
86 "Ammunition: Blowgun needles (50)", "1 gp", "1 lb."
87 "Ammunition: Crossbow bolts (20)", "1 gp", "1 1/2 lb."
88 "Ammunition: Sling bullets (20)", "4 cp", "1 1/2 lb."
89 ":ref:`adventuring-antitoxin` (vial)", "50 gp", ""
90 ":ref:`adventuring-arcane-focus`: Crystal", "10 gp", "1 lb."
91 ":ref:`adventuring-arcane-focus`: Orb", "20 gp", "3 lb."
92 ":ref:`adventuring-arcane-focus`: Rod", "10 gp", "2 lb."
93 ":ref:`adventuring-arcane-focus`: Staff", "5 gp", "4 lb."
94 ":ref:`adventuring-arcane-focus`: Wand", "10 gp", "1 lb."
95 "Backpack", "2 gp", "5 lb."
96 ":ref:`adventuring-ball-bearings` (bag of 1,000)", "1 gp", "2 lb."
97 "Barrel", "2 gp", "70 lb."
98 "Basket", "4 sp", "2 lb."
99 "Bedroll", "1 gp", "7 lb."
100 "Bell", "1 gp", ""
101 "Blanket", "5 sp", "3 lb."
102 ":ref:`adventuring-block-and-tackle`", "1 gp", "5 lb."
103 ":ref:`adventuring-book`", "25 gp", "5 lb."
104 "Bottle, glass", "2 gp", "2 lb."
105 "Bucket", "5 cp", "2 lb."
106 ":ref:`adventuring-caltrops` (bag of 20)", "1 gp", "2 lb."
107 ":ref:`adventuring-candle`", "1 cp", ""
108 ":ref:`adventuring-case-crossbow-bolt`", "1 gp", "1 lb."
109 ":ref:`adventuring-case-map-or-scroll`", "1 gp", "1 lb."
110 ":ref:`adventuring-chain` (10 feet)", "5 gp", "10 lb."
111 "Chalk (1 piece)", "1 cp", ""
112 "Chest", "5 gp", "25 lb."
113 ":ref:`adventuring-climbers-kit`", "25 gp", "12 lb."
114 "Clothes, common", "5 sp", "3 lb."
115 "Clothes, costume", "5 gp", "4 lb."
116 "Clothes, fine", "15 gp", "6 lb."
117 "Clothes, traveler‘s", "2 gp", "4 lb."
118 ":ref:`adventuring-component-pouch`", "25 gp", "2 lb."
119 ":ref:`adventuring-crowbar`", "2 gp", "5 lb."
120 ":ref:`adventuring-druidic-focus`: Sprig of mistletoe", "1 gp", ""
121 ":ref:`adventuring-druidic-focus`: Totem", "1 gp", ""
122 ":ref:`adventuring-druidic-focus`: Wooden staff", "5 gp", "4 lb."
123 ":ref:`adventuring-druidic-focus`: Yew wand", "10 gp", "1 lb."
124 ":ref:`adventuring-fishing-tackle`", "1 gp", "4 lb."
125 "Flask or tankard", "2 cp", "1 lb."
126 "Grappling hook", "2 gp", "4 lb."
127 "Hammer", "1 gp", "3 lb."
128 "Hammer, sledge", "2 gp", "10 lb."
129 ":ref:`adventuring-healers-kit`", "5 gp", "3 lb."
130 ":ref:`adventuring-holy-symbol`: Amulet", "5 gp", "1 lb."
131 ":ref:`adventuring-holy-symbol`: Emblem", "5 gp", ""
132 ":ref:`adventuring-holy-symbol`: Reliquary", "5 gp", "2 lb."
133 ":ref:`adventuring-holy-water` (flask)", "25 gp", "1 lb."
134 "Hourglass", "25 gp", "1 lb."
135 ":ref:`adventuring-hunting-trap`", "5 gp", "25 lb."
136 "Ink (1 ounce bottle)", "10 gp", ""
137 "Ink pen", "2 cp", ""
138 "Jug or pitcher", "2 cp", "4 lb."
139 "Ladder (10-foot)", "1 sp", "25 lb."
140 ":ref:`adventuring-lamp`", "5 sp", "1 lb."
141 ":ref:`adventuring-lantern-bullseye`", "10 gp", "2 lb."
142 ":ref:`adventuring-lantern-hooded`", "5 gp", "2 lb."
143 ":ref:`adventuring-lock`", "10 gp", "1 lb."
144 ":ref:`adventuring-magnifying-glass`", "100 gp", ""
145 ":ref:`adventuring-manacles`", "2 gp", "6 lb."
146 ":ref:`adventuring-mess-kit`", "2 sp", "1 lb."
147 "Mirror, steel", "5 gp", "1/2 lb."
148 ":ref:`adventuring-oil` (flask)", "1 sp", "1 lb."
149 "Paper (one sheet)", "2 sp", ""
150 "Parchment (one sheet)", "1 sp", ""
151 "Perfume (vial)", "5 gp", ""
152 "Pick, miner’s", "2 gp", "10 lb."
153 "Piton", "5 cp", "1/4 lb."
154 ":ref:`adventuring-poison-basic` (vial)", "100 gp", ""
155 "Pole (10-foot)", "5 cp", "7 lb."
156 "Pot, iron", "2 gp", "10 lb."
157 ":ref:`adventuring-potion-of-healing`", "50 gp", "1/2 lb."
158 ":ref:`adventuring-pouch`", "5 sp", "1 lb."
159 ":ref:`adventuring-quiver`", "1 gp", "1 lb."
160 ":ref:`adventuring-ram-portable`", "4 gp", "35 lb."
161 ":ref:`adventuring-rations` (1 day)", "5 sp", "2 lb."
162 "Robes", "1 gp", "4 lb."
163 ":ref:`adventuring-rope`, hempen (50 feet)", "1 gp", "10 lb."
164 ":ref:`adventuring-rope`, silk (50 feet)", "10 gp", "5 lb."
165 "Sack", "1 cp", "1/2 lb."
166 ":ref:`adventuring-scale-merchants`", "5 gp", "3 lb."
167 "Sealing wax", "5 sp", ""
168 "Shovel", "2 gp", "5 lb."
169 "Signal whistle", "5 cp", ""
170 "Signet ring", "5 gp", ""
171 "Soap", "2 cp", ""
172 ":ref:`adventuring-spellbook`", "50 gp", "3 lb."
173 "Spikes, iron (10)", "1 gp", "5 lb."
174 ":ref:`adventuring-spyglass`", "1,000 gp", "1 lb."
175 ":ref:`adventuring-tent`, two-person", "2 gp", "20 lb."
176 ":ref:`adventuring-tinderbox`", "5 sp", "1 lb."
177 ":ref:`adventuring-torch`", "1 cp", "1 lb."
178 "Vial", "1 gp", ""
179 "Waterskin", "2 sp", "5 lb. (full)"
180 "Whetstone", "1 cp", "1 lb."
1 \section{Adventuring Gear}\label{adventuring-gear}
2
3 This section describes items that have special rules or require further
4 explanation.
5
6 \subsection{Equipment Packs}\label{equipment-packs}
7
8 The starting equipment you get from your class includes a collection of
9 useful adventuring gear, put together in a pack. The contents of these
10 packs are listed here. If you are buying your starting equipment, you
11 can purchase a pack for the price shown, which might be cheaper than
12 buying the items individually.
13
14 \textbf{Burglar's Pack (16gp).} Includes a backpack, a bag of 1,000 ball
15 bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10
16 pitons, a hooded lantern, 2 flasks ofoil, 5 days rations, a tinderbox,
17 and a waterskin. The pack also has 50 feet of hempen rope strapped to
18 the side of it.
19
20 \textbf{Diplomat's Pack (39 gp).} Includes a chest, 2 cases for maps and
21 scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2
22 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and
23 soap.
24
25 \textbf{Dungeoneer's Pack (12 gp).} Includes a backpack, a crowbar, a
26 hammer, 'iO pitons, 'lO torches, a tinderbox, TO days of rations, and a
27 waterskin. The pack also has 50 feet of hempen rope strapped to the side
28 of it.
29
30 \textbf{Entertainer's Pack (40 gp).} Includes a backpack, a bedroll, 2
31 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit.
32
33 \textbf{Explorer's Pack (10 gp).} includes a backpack, a bedroll, a mess
34 kit, a tinderbox, 1O torches, 10 days of rations, and a waterskin. The
35 pack also has 50 feet of hempen rope strapped to the side of it.
36
37 \textbf{Priest's Pack (19 gp).} includes a backpack, a blanket, 10
38 candles, a tinderbox, an alms box, 2 blocks of incense, a censer,
39 vestments, 2 days of rations, and a waterskin.
40
41 \textbf{Scholar's Pack (40 gp).} includes a backpack, a book of lore, a
42 bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand,
43 and a small knife.
44
45 \subsection{Container Capacity}\label{container-capacity}
46
47 \begin{tabular}{{ l | l }}
48 Container & Capacity \\
49 \hline
50 Backpack & 1 cubic foot/30 pounds of gear \\
51 Barrel & 40 gallons liquid, 4 cubic feet solid \\
52 Basket & 2 cubic feet/40 pounds of gear \\
53 Bottle & 1 1/2 pints liquid \\
54 Bucket & 3 gallons liquid, 1/2 cubic foot solid \\
55 Chest & 12 cubic feet/300 pounds of gear \\
56 Flask or tankard & 1 pint liquid \\
57 Jug or pitcher & 1 gallon liquid \\
58 Pot, iron & 1 gallon liquid \\
59 Pouch & 1/5 cubic foot/6 pounds of gear \\
60 Sack & 1 cubic foot/30 pounds of gear \\
61 Vial & 4 ounces liquid \\
62 Waterskin & 4 pints liquid \\
63 \end{tabular}
64
65 You can also strap items, such as a bedroll or a coil of rope, to the
66 outside of a backpack.
67
68 \subsection{Equipment Table}\label{equipment-table}
69
70 \subsubsection{Container Capacity}
71
72 \begin{longtable}{{ l | l | l }}
73 Item & Cost & Weight \\
74 \hline
75 Abacus & 2 gp & 2 lb. \\
76 Acid (vial) & 25 gp & 1 lb. \\
77 Alchemist's Fire (flask) & 50 gp & 1 lb. \\
78 Ammunition: Arrows (20) & 1 gp & 1 lb. \\
79 Ammunition: Blowgun needles (50) & 1 gp & 1 lb. \\
80 Ammunition: Crossbow bolts (20) & 1 gp & 1 1/2 lb. \\
81 Ammunition: Sling bullets (20) & 4 cp & 1 1/2 lb. \\
82 Antitoxin (vial) & 50 gp & \\
83 Arcane Focus: Crystal & 10 gp & 1 lb. \\
84 Arcane Focus: Orb & 20 gp & 3 lb. \\
85 Arcane Focus: Rod & 10 gp & 2 lb. \\
86 Arcane Focus: Staff & 5 gp & 4 lb. \\
87 Arcane Focus: Wand & 10 gp & 1 lb. \\
88 Backpack & 2 gp & 5 lb. \\
89 Ball Bearings (bag of 1,000) & 1 gp & 2 lb. \\
90 Barrel & 2 gp & 70 lb. \\
91 Basket & 4 sp & 2 lb. \\
92 Bedroll & 1 gp & 7 lb. \\
93 Bell & 1 gp & \\
94 Blanket & 5 sp & 3 lb. \\
95 Block and Tackle & 1 gp & 5 lb. \\
96 Book & 25 gp & 5 lb. \\
97 Bottle, glass & 2 gp & 2 lb. \\
98 Bucket & 5 cp & 2 lb. \\
99 Caltrops (bag of 20) & 1 gp & 2 lb. \\
100 Candle & 1 cp & \\
101 Case, crossbow bolt & 1 gp & 1 lb. \\
102 Case, Map or Scroll & 1 gp & 1 lb. \\
103 Chain (10 feet) & 5 gp & 10 lb. \\
104 Chalk (1 piece) & 1 cp & \\
105 Chest & 5 gp & 25 lb. \\
106 Climbers Kit & 25 gp & 12 lb. \\
107 Clothes, common & 5 sp & 3 lb. \\
108 Clothes, costume & 5 gp & 4 lb. \\
109 Clothes, fine & 15 gp & 6 lb. \\
110 Clothes, traveler‘s & 2 gp & 4 lb. \\
111 Component Pouch & 25 gp & 2 lb. \\
112 Crowbar & 2 gp & 5 lb. \\
113 Druidic Focus: Sprig of mistletoe & 1 gp & \\
114 Druidic Focus: Totem & 1 gp & \\
115 Druidic Focus: Wooden staff & 5 gp & 4 lb. \\
116 Druidic Focus: Yew wand & 10 gp & 1 lb. \\
117 Fishing Tackle & 1 gp & 4 lb. \\
118 Flask or tankard & 2 cp & 1 lb. \\
119 Grappling hook & 2 gp & 4 lb. \\
120 Hammer & 1 gp & 3 lb. \\
121 Hammer, sledge & 2 gp & 10 lb. \\
122 Healers Kit & 5 gp & 3 lb. \\
123 Holy Symbol: Amulet & 5 gp & 1 lb. \\
124 Holy Symbol: Emblem & 5 gp & \\
125 Holy Symbol: Reliquary & 5 gp & 2 lb. \\
126 Holy Water (flask) & 25 gp & 1 lb. \\
127 Hourglass & 25 gp & 1 lb. \\
128 Hunting Trap & 5 gp & 25 lb. \\
129 Ink (1 ounce bottle) & 10 gp & \\
130 Ink pen & 2 cp & \\
131 Jug or pitcher & 2 cp & 4 lb. \\
132 Ladder (10 foot) & 1 sp & 25 lb. \\
133 Lamp & 5 sp & 1 lb. \\
134 Lantern Bullseye & 10 gp & 2 lb. \\
135 Lantern Hooded & 5 gp & 2 lb. \\
136 Lock & 10 gp & 1 lb. \\
137 Magnifying Glass & 100 gp & \\
138 Manacles & 2 gp & 6 lb. \\
139 Mess Kit & 2 sp & 1 lb. \\
140 Mirror, steel & 5 gp & 1/2 lb. \\
141 Oil (flask) & 1 sp & 1 lb. \\
142 Paper (one sheet) & 2 sp & \\
143 Parchment (one sheet) & 1 sp & \\
144 Perfume (vial) & 5 gp & \\
145 Pick, miner’s & 2 gp & 10 lb. \\
146 Piton & 5 cp & 1/4 lb. \\
147 Poison Basic (vial) & 100 gp & \\
148 Pole (10 foot) & 5 cp & 7 lb. \\
149 Pot, iron & 2 gp & 10 lb. \\
150 Potion of Healing & 50 gp & 1/2 lb. \\
151 Pouch & 5 sp & 1 lb. \\
152 Quiver & 1 gp & 1 lb. \\
153 Ram (portable) & 4 gp & 35 lb. \\
154 Rations (1 day) & 5 sp & 2 lb. \\
155 Robes & 1 gp & 4 lb. \\
156 Rope, hempen (50 feet) & 1 gp & 10 lb. \\
157 Rope, silk (50 feet) & 10 gp & 5 lb. \\
158 Sack & 1 cp & 1/2 lb. \\
159 Scale (merchants) & 5 gp & 3 lb. \\
160 Sealing wax & 5 sp & \\
161 Shovel & 2 gp & 5 lb. \\
162 Signal whistle & 5 cp & \\
163 Signet ring & 5 gp & \\
164 Soap & 2 cp & \\
165 Spellbook & 50 gp & 3 lb. \\
166 Spikes, iron (10) & 1 gp & 5 lb. \\
167 Spyglass & 1,000 gp & 1 lb. \\
168 Tent, two-person & 2 gp & 20 lb. \\
169 Tinderbox & 5 sp & 1 lb. \\
170 Torch & 1 cp & 1 lb. \\
171 Vial & 1 gp & \\
172 Waterskin & 2 sp & 5 lb. (full) \\
173 Whetstone & 1 cp & 1 lb. \\
174 \end{longtable}
1
2 Armor and Shields
3 *****************
4
5 D&D worlds are a vast tapestry made up of many
6 different cultures, each with its own technology level.
7 For this reason, adventurers have access to a variety
8 of armor types, ranging from leather armor to chain
9 mail to costly plate armor, with several other kinds of
10 armor in between. The Armor table collects the most
11 commonly available types of armor found in the game
12 and separates them into three categories: light armor,
13 medium armor, and heavy armor. Many warriors
14 supplement their armor with a shield.
15
16 The Armor table shows the cost, weight, and other
17 properties of the common types of armor worn in the
18 worlds of D&D.
19
20 **Armor Proficiency.** Anyone can put on a suit of armor
21 or strap a shield to an arm. Only those proficient in the
22 armor‘s use know how to wear it effectively, however.
23 Your class gives you proficiency with certain types of
24 armor. If you wear armor that you lack proficiency with,
25 you have disadvantage on any ability check, saving
26 throw, or attack roll that involves Strength or Dexterity,
27 and you can’t cast spells.
28
29 **Armor Class (AC).** Armor protects its wearer from
30 attacks. The armor (and shield) you wear determines
31 your base Armor Class.
32
33 **Heavy Armor.** Heavier armor interferes with the
34 wearer’s ability to move quickly, stealthily, and freely.
35 If the Armor table shows “Str 13” or “Str 15” in the
36 Strength column for an armor type, the armor reduces
37 the wearer‘s speed by 10 feet unless the wearer has a
38 Strength score equal to or higher than the listed score.
39
40 **Stealth.** If the Armor table shows “Disadvantage” in
41 the Stealth column, the wearer has disadvantage on
42 Dexterity (Stealth) checks.
43
44 **Shields.** A shield is made from wood or metal and
45 is carried in one hand. Wielding a shield increases
46 your Armor Class by 2. You can benefit from only one
47 shield at a time.
48
49 Light Armor
50 -----------
51
52 Made from supple and thin materials, l1ght armor favors
53 agile adventurers since it offers some protection without
54 sacrificing mobility. If you wear light armor, you add
55 your Dexterity modifier to the base number from your
56 armor type to determine your Armor Class.
57
58 **Padded.** Padded armor consists of quilted layers of
59 cloth and batting.
60
61 **Leather.** The breastplate and shoulder protectors of
62 this armor are made of leather that has been stiffened
63 by being boiled in oil. The rest of the armor is made of
64 softer and more flexible materials.
65
66 **Studded Leather.** Made from tough but flexible
67 leather, studded leather is reinforced with close—set
68 rivets or spikes.
69
70 Medium Armor
71 ------------
72
73 Medium armor offers more protection than light armor,
74 but it also impairs movement more. If you wear medium
75 armor, you add your Dexterity modifier, to a maximum
76 of +2, to the base number from your armor type to
77 determine your Armor Class.
78
79 **Hide.** This crude armor consists of thick furs and
80 pelts. It is commonly worn by barbarian tribes. evil
81 humanoids, and other folk who lack access to the tools
82 and materials needed to create better armor.
83
84 **Chain Shirt.** Made of interlocking metal rings. a chain
85 shirt is worn between layers of clothing or leather. This
86 armor offers modest protection to the wearer’s upper
87 body and allows the sound of the rings rubbing against
88 one another to be muffled by outer layers.
89
90 **Scale Mail.** This armor consists of a coat and leggings
91 (and perhaps a separate skirt) of leather covered with
92 overlapping pieces of metal, much like the scales of a
93 fish. The suit includes gauntlets.
94
95 **Breastplate.** This armor consists of a fitted metal
96 chest piece worn with supple leather. Although it leaves
97 the legs and arms relatively unprotected, this armor
98 provides good protection for the wearer’s Vital organs
99 while leaving the wearer relatively unencumbered.
100
101 **Half Plate.** Half plate consists of shaped metal plates
102 that cover most of the wearer’s body. It does not include
103 leg protection beyond simple greaves that are attached
104 with leather straps.
105
106 Heavy Armor
107 -----------
108
109 Of all the armor categories, heavy armor offers the best
110 protection. These suits of armor cover the entire body
111 and are designed to stop a wide range of attacks. Only
112 proficient warriors can manage their weight and bulk.
113
114 Heavy armor doesn’t let you add your Dexterity
115 modifier to your Armor Class, but it also doesn't
116 penalize you if your Dexterity modifier is negative.
117
118 **Ring Mail.** This armor is leather armor with heavy
119 rings sewn into it. The rings help reinforce the armor
120 against blows from swords and axes. Ring mail is
121 inferior to chain mail, and it's usually worn only by those
122 who can’t afford better armor.
123
124 **Chain Mail.** Made of interlocking metal rings, chain
125 mail includes a layer of quilted fabric worn underneath
126 the mail to prevent chafing and to cushion the impact of
127 blows. The suit includes gauntlets.
128
129 **Splint.** This armor is made of narrow vertical strips
130 of metal riveted to a backing of leather that is worn over
131 cloth padding. Flexible chain mail protects the joints.
132
133 **Plate.** Plate consists of shaped, interlocking metal
134 plates to cover the entire body. A suit of plate includes
135 gauntlets, heavy leather boots, a visored helmet, and
136 thick layers of padding underneath the armor. Buckles
137 and straps distribute the weight over the body.
138
139 Getting Into and Out of Armor
140 -----------------------------
141
142 The time it takes to don or doff armor depends on the
143 armor’s category.
144
145 **Don.** This is the time it takes to put on armor. You
146 benefit from the armor's AC only if you take the full time
147 to don the suit Of armor.
148
149 **Doff:** This is the time it takes to take off armor. If you
150 have help, reduce this time by half.
151
152 .. csv-table::
153 :header: "Category", "Don", "Doff"
154
155 "Light Armor", "1 minute", "1 minute"
156 "Medium Armor", "5 minutes", "1 minute"
157 "Heavy Armor", "10 minutes", "5 minutes"
158 "Shield", "1 action", "1 action"
159
160 Armor Summary
161 -------------
162
163 .. csv-table::
164 :header: "Armor", "Cost", "Armor Class (AC)", "Strength", "Stealth", "Weight"
165
166 "**Light Armor**", "", "", "", "", ""
167 "Padded", "5 gp", "11 + Dex modifier", "", "Disadvantage", "8 lb"
168 "Leather", "10 gp", "11 + Dex modifier", "", "", "10 lb"
169 "Studded leather", "45 gp", "12 + Dex modifier", "", "", "13 lb"
170 "**Medium Armor**", "", "", "", "", ""
171 "Hide", "10 gp", "12 + Dex modifier (max 2)", "", "", "12 lb"
172 "Chain shirt", "50 gp", "13 + Dex modifier (max 2)", "", "", "20 lb"
173 "Scale Mail", "50 gp", "14 + Dex modifier (max 2)", "", "Disadvantage", "45 lb"
174 "Breastplate", "400 gp", "14 + Dex modifier (max 2)", "", "", "20 lb"
175 "Half Plate", "750 gp", "15 + Dex modifier (max 2)", "", "Disadvantage", "40 lb"
176 "**Heavy Armor**", "", "", "", "", ""
177 "Ring Mail", "30 gp", "14", "", "Disadvantage", "40 lb"
178 "Chain Mail", "75 gp", "16", "Str 13", "Disadvantage", "55 lb"
179 "Splint", "200 gp", "17", "Str 15", "Disadvantage", "60 lb"
180 "Plate", "1,500 gp", "18", "Str 15", "Disadvantage", "65 lb"
181 "**Shield**", "", "", "", "", ""
182 "Shield", "10 gp", "+2", "", "", "6 lb"
183
184
185 Variant: Equipment Sizes
186 ------------------------
187
188 In most campaigns, you can use or wear any equipment that
189 you find on your adventures, within the bounds of common
190 sense. For example, a burly half-orc won’t fit in a halfling’s
191 leather armor, and a gnome would be swallowed up in a
192 cloud giant’s elegant robe.
193
194 The DM can impose more realism. For example, a suit of
195 plate armor made for one human might not fit another one
196 without significant alterations, and a guard’s uniform might
197 be visibly ill-fitting when an adventurer tries to wear it as a
198 disguise.
199
200 Using this variant, when adventurers find armor, clothing,
201 and similar items that are made to be worn, they might need
202 to visit an armorsmith, tailor, leatherworker, or similar expert
203 to make the item wearable. The cost for such work varies
204 from 10 to 40 percent ofthe market price ofthe item. The
205 DM can either roll 1d4 x 10 or determine the increase in cost
206 based on the extent of the alterations required.
1 \section{Armor and Shields}\label{armor-and-shields}
2
3 D\&D worlds are a vast tapestry made up of many different cultures, each
4 with its own technology level. For this reason, adventurers have access
5 to a variety of armor types, ranging from leather armor to chain mail to
6 costly plate armor, with several other kinds of armor in between. The
7 Armor table collects the most commonly available types of armor found in
8 the game and separates them into three categories: light armor, medium
9 armor, and heavy armor. Many warriors supplement their armor with a
10 shield.
11
12 The Armor table shows the cost, weight, and other properties of the
13 common types of armor worn in the worlds of D\&D.
14
15 \textbf{Armor Proficiency.} Anyone can put on a suit of armor or strap a
16 shield to an arm. Only those proficient in the armor`s use know how to
17 wear it effectively, however. Your class gives you proficiency with
18 certain types of armor. If you wear armor that you lack proficiency
19 with, you have disadvantage on any ability check, saving throw, or
20 attack roll that involves Strength or Dexterity, and you can't cast
21 spells.
22
23 \textbf{Armor Class (AC).} Armor protects its wearer from attacks. The
24 armor (and shield) you wear determines your base Armor Class.
25
26 \textbf{Heavy Armor.} Heavier armor interferes with the wearer's ability
27 to move quickly, stealthily, and freely. If the Armor table shows ``Str
28 13'' or ``Str 15'' in the Strength column for an armor type, the armor
29 reduces the wearer`s speed by 10 feet unless the wearer has a Strength
30 score equal to or higher than the listed score.
31
32 \textbf{Stealth.} If the Armor table shows ``Disadvantage'' in the
33 Stealth column, the wearer has disadvantage on Dexterity (Stealth)
34 checks.
35
36 \textbf{Shields.} A shield is made from wood or metal and is carried in
37 one hand. Wielding a shield increases your Armor Class by 2. You can
38 benefit from only one shield at a time.
39
40 \subsection{Light Armor}\label{light-armor}
41
42 Made from supple and thin materials, l1ght armor favors agile
43 adventurers since it offers some protection without sacrificing
44 mobility. If you wear light armor, you add your Dexterity modifier to
45 the base number from your armor type to determine your Armor Class.
46
47 \textbf{Padded.} Padded armor consists of quilted layers of cloth and
48 batting.
49
50 \textbf{Leather.} The breastplate and shoulder protectors of this armor
51 are made of leather that has been stiffened by being boiled in oil. The
52 rest of the armor is made of softer and more flexible materials.
53
54 \textbf{Studded Leather.} Made from tough but flexible leather, studded
55 leather is reinforced with close---set rivets or spikes.
56
57 \subsection{Medium Armor}\label{medium-armor}
58
59 Medium armor offers more protection than light armor, but it also
60 impairs movement more. If you wear medium armor, you add your Dexterity
61 modifier, to a maximum of +2, to the base number from your armor type to
62 determine your Armor Class.
63
64 \textbf{Hide.} This crude armor consists of thick furs and pelts. It is
65 commonly worn by barbarian tribes. evil humanoids, and other folk who
66 lack access to the tools and materials needed to create better armor.
67
68 \textbf{Chain Shirt.} Made of interlocking metal rings. a chain shirt is
69 worn between layers of clothing or leather. This armor offers modest
70 protection to the wearer's upper body and allows the sound of the rings
71 rubbing against one another to be muffled by outer layers.
72
73 \textbf{Scale Mail.} This armor consists of a coat and leggings (and
74 perhaps a separate skirt) of leather covered with overlapping pieces of
75 metal, much like the scales of a fish. The suit includes gauntlets.
76
77 \textbf{Breastplate.} This armor consists of a fitted metal chest piece
78 worn with supple leather. Although it leaves the legs and arms
79 relatively unprotected, this armor provides good protection for the
80 wearer's Vital organs while leaving the wearer relatively unencumbered.
81
82 \textbf{Half Plate.} Half plate consists of shaped metal plates that
83 cover most of the wearer's body. It does not include leg protection
84 beyond simple greaves that are attached with leather straps.
85
86 \subsection{Heavy Armor}\label{heavy-armor}
87
88 Of all the armor categories, heavy armor offers the best protection.
89 These suits of armor cover the entire body and are designed to stop a
90 wide range of attacks. Only proficient warriors can manage their weight
91 and bulk.
92
93 Heavy armor doesn't let you add your Dexterity modifier to your Armor
94 Class, but it also doesn't penalize you if your Dexterity modifier is
95 negative.
96
97 \textbf{Ring Mail.} This armor is leather armor with heavy rings sewn
98 into it. The rings help reinforce the armor against blows from swords
99 and axes. Ring mail is inferior to chain mail, and it's usually worn
100 only by those who can't afford better armor.
101
102 \textbf{Chain Mail.} Made of interlocking metal rings, chain mail
103 includes a layer of quilted fabric worn underneath the mail to prevent
104 chafing and to cushion the impact of blows. The suit includes gauntlets.
105
106 \textbf{Splint.} This armor is made of narrow vertical strips of metal
107 riveted to a backing of leather that is worn over cloth padding.
108 Flexible chain mail protects the joints.
109
110 \textbf{Plate.} Plate consists of shaped, interlocking metal plates to
111 cover the entire body. A suit of plate includes gauntlets, heavy leather
112 boots, a visored helmet, and thick layers of padding underneath the
113 armor. Buckles and straps distribute the weight over the body.
114
115 \subsection{Getting Into and Out of
116 Armor}\label{getting-into-and-out-of-armor}
117
118 The time it takes to don or doff armor depends on the armor's category.
119
120 \textbf{Don.} This is the time it takes to put on armor. You benefit
121 from the armor's AC only if you take the full time to don the suit Of
122 armor.
123
124 \textbf{Doff:} This is the time it takes to take off armor. If you have
125 help, reduce this time by half.
126
127
128 \begin{tabular}{l | l | l }
129 Category & Don & Doff \\
130 \hline
131 Light Armor & 1 minute & 1 minute \\
132 Medium Armor & 5 minutes & 1 minute \\
133 Heavy Armor & 10 minutes & 5 minutes \\
134 Shield & 1 action & 1 action \\
135 \end{tabular}
136
137 \subsection{Armor Summary}\label{armor-summary}
138
139 \begin{tabular}{l | l | l | l | l | l }
140 Armor & Cost & AC & Strength & Stealth & Weight \\
141 \hline
142 \emph{Light Armor} & & & & & \\
143 Padded & 5 gp & 11 + Dex modifier & & Disadvantage & 8 lb \\
144 Leather & 10 gp & 11 + Dex modifier & & & 10 lb \\
145 Studded leather & 45 gp & 12 + Dex modifier & & & 13 lb \\
146 \emph{Medium Armor} & & & & & \\
147 Hide & 10 gp & 12 + Dex modifier (max 2) & & & 12 lb \\
148 Chain shirt & 50 gp & 13 + Dex modifier (max 2) & & & 20 lb \\
149 Scale Mail & 50 gp & 14 + Dex modifier (max 2) & & Disadvantage & 45 lb \\
150 Breastplate & 400 gp & 14 + Dex modifier (max 2) & & & 20 lb \\
151 Half Plate & 750 gp & 15 + Dex modifier (max 2) & & Disadvantage & 40 lb \\
152 \emph{Heavy Armor} & & & & & \\
153 Ring Mail & 30 gp & 14 & & Disadvantage & 40 lb \\
154 Chain Mail & 75 gp & 16 & Str 13 & Disadvantage & 55 lb \\
155 Splint & 200 gp & 17 & Str 15 & Disadvantage & 60 lb \\
156 Plate & 1,500 gp & 18 & Str 15 & Disadvantage & 65 lb \\
157 \emph{Shield} & & & & & \\
158 Shield & 10 gp & +2 & & & 6 lb \\
159 \end{tabular}
160
161
162 \subsection{Variant: Equipment Sizes}\label{variant-equipment-sizes}
163
164 In most campaigns, you can use or wear any equipment that you find on
165 your adventures, within the bounds of common sense. For example, a burly
166 half-orc won't fit in a halfling's leather armor, and a gnome would be
167 swallowed up in a cloud giant's elegant robe.
168
169 The DM can impose more realism. For example, a suit of plate armor made
170 for one human might not fit another one without significant alterations,
171 and a guard's uniform might be visibly ill-fitting when an adventurer
172 tries to wear it as a disguise.
173
174 Using this variant, when adventurers find armor, clothing, and similar
175 items that are made to be worn, they might need to visit an armorsmith,
176 tailor, leatherworker, or similar expert to make the item wearable. The
177 cost for such work varies from 10 to 40 percent ofthe market price ofthe
178 item. The DM can either roll 1d4 x 10 or determine the increase in cost
179 based on the extent of the alterations required.
1
2 Expenses
3 ********
4
5 When not descending into the depths of the earth,
6 exploring ruins for lost treasures, or waging war against
7 the encroaching darkness, adventurers face more
8 mundane realities. Even in a fantastical world, people
9 require basic necessities such as shelter, sustenance,
10 and clothing. These things cost money, although some
11 lifestyles cost more than others.
12
13 Lifestyle Expenses
14 ------------------
15
16 Lifestyle expenses provide you with a simple way to
17 account for the cost of living in a fantasy world. They
18 cover your accommodations, food and drink, and all
19 your other necessities. Furthermore, expenses cover the
20 cost of maintaining your equipment so you can be ready
21 when adventure next calls.
22
23 At the start of each week or month (your choice),
24 choose a lifestyle from the Expenses table and pay the
25 price to sustain that lifestyle. The prices listed are per
26 day, so if you wish to calculate the cost of your chosen
27 lifestyle over a thirty-day period. multiply the listed price
28 by 30. Your lifestyle might change from one period to
29 the next. based on the funds you have at your disposal,
30 or you might maintain the same lifestyle throughout
31 your character’s career.
32
33 Your lifestyle choice can have consequences.
34 Maintaining a wealthy lifestyle might help you make
35 contacts with the rich and powerful, though you run the
36 risk of attracting thieves. Likewise, living frugally might
37 help you avoid criminals, but you are unlikely to make
38 powerful connections.
39
40 .. csv-table::
41 :header: "Lifestyle", "Price/Day"
42
43 "Wretched", ""
44 "Squalid", "1 sp"
45 "Poor", "2 sp"
46 "Modest", "1 gp"
47 "Comfortable", "2 gp"
48 "Wealthy", "4 gp"
49 "Aristocratic", "10 gp minimum"
50
51 Wretched
52 ^^^^^^^^
53
54 You live in inhumane conditions. With
55 no place to call home, you shelter Wherever you can,
56 sneaking into barns, huddling in old crates, and relying
57 on the good graces of people better off than you. A
58 wretched lifestyle presents abundant dangers. Violence,
59 disease, and hunger follow you wherever you go. Other
60 wretched people covet your armor, weapons, and
61 adventuring gear, which represent a fortune by their
62 standards. You are beneath the notice of most people.
63
64 Squalid
65 ^^^^^^^
66
67 You live in a leaky stable, a mud—floored hut
68 just outside town, or a vermin—infested boarding house
69 in the worst part of town. You have shelter from the
70 elements, but you live in a desperate and often violent
71 environment, in places rife with disease, hunger, and
72 misfortune. You are beneath the notice of most people,
73 and you have few legal protections. Most people at
74 this lifestyle level have suffered some terrible setback.
75 They might be disturbed, marked as exiles, or suffer
76 from disease.
77
78 Poor
79 ^^^^
80
81 A poor lifestyle means going without the
82 comforts available in a stable community. Simple food
83 and lodgings, threadbare clothing, and unpredictable
84 conditions result in a sufficient, though probably
85 unpleasant, experience. Your accommodations might
86 be a room in a flophouse or in the common room above
87 a tavern. You benefit from some legal protections,
88 but you still have to contend with violence, crime.
89 and disease. People at this lifestyle level tend to be
90 unskilled laborers, costermongers, peddlers, thieves,
91 mercenaries, and other disreputable types.
92
93 Modest
94 ^^^^^^
95
96 A modest lifestyle keeps you out of the slums
97 and ensures that you can maintain your equipment.
98 You live in an older part of town, renting a room in a
99 boarding house, inn, or temple. You don't go hungry or
100 thirsty, and your living conditions are clean, if simple.
101 Ordinary people living modest lifestyles include soldiers
102 with families, laborers, students, priests, hedge wizards
103 and the like.
104
105 Comfortable
106 ^^^^^^^^^^^
107
108 Choosing a comfortable lifestyle
109 means that you can afford nicer clothing and can easily
110 maintain your equipment. You live in a small cottage
111 in a middle-class neighborhood or in a private room
112 at a fine inn. You associate with merchants, skilled
113 tradespeople, and military officers.
114
115 Wealthy
116 ^^^^^^^
117
118 Choosing a wealthy lifestyle means living a
119 life of luxury, though you might not have achieved the
120 social status associated with the old money of nobility
121 or royalty. You live a lifestyle comparable to that of a
122 highly successful merchant, a favored servant of the
123 royalty, or the owner of a few small businesses. You
124 have respectable lodgings, usually a spacious home in
125 a good part of town or a comfortable suite at a fine inn.
126 You likely have a small staff of servants.
127
128 Aristocratic
129 ^^^^^^^^^^^^
130
131 You live a life of plenty and comfort. You
132 move in circles populated by the most powerful people
133 in the community. You have excellent lodgings, perhaps
134 a townhouse in the nicest part of town or rooms in the
135 finest inn. You dine at the best restaurants, retain the
136 most skilled and fashionable tailor, and have servants
137 attending to your every need. You receive invitations
138 to the social gatherings of the rich and powerful, and
139 spend evenings in the company of politicians, guild
140 leaders, high priests, and nobility. You must also
141 contend with the highest levels of deceit and treachery.
142 The wealthier you are, the greater the chance you will
143 be drawn into political intrigue as a pawn or participant.
144
145 Food, Drink and Lodging
146 -----------------------
147
148 The Food, Drink, and Lodging table gives prices for
149 individual food items and a single night’s lodging. These
150 prices are included in your total lifestyle expenses.
151
152 Self-Sufficiency
153 ----------------
154
155 The expenses and lifestyles described in this chapter assume
156 that you are spending your time between adventures in town,
157 availing yourself of whatever services you can afford—paying
158 for food and shelter, paying townspeople to sharpen your
159 sword and repair your armor, and so on. Some characters,
160 though, might prefer to spend their time away from
161 civilization, sustaining themselves in the wild by hunting,
162 foraging, and repairing their own gear.
163
164 Maintaining this kind of lifestyle doesn’t require you to
165 spend any coin, but it is time-consuming. If you spend
166 your time between adventures practicing a profession, as
167 described in chapter 8, you can eke out the equivalent of a
168 poor lifestyle. Proficiency in the Survival skill lets you live at
169 the equivalent of a comfortable lifestyle.
170
171 Services
172 --------
173
174 Adventurers can pay nonplayer characters to assist them
175 or act on their behalf in a variety of circumstances. Most
176 such hirelings have fairly ordinary skills, while others
177 are masters of a craft or art. and a few are experts with
178 specialized adventuring skills.
179
180 Some of the most basic types of hirelings appear on
181 the Services table. Other common hirelings include
182 any of the wide variety of people who inhabit a typical
183 town or city, when the adventurers pay them to
184 perform a specific task. For example, a wizard might
185 pay a carpenter to construct an elaborate chest (and
186 its miniature replica) for use in the Leomund’s secret
187 chest spell. A fighter might commission a blacksmith to
188 forge a special sword. A bard might pay a tailor to make
189 exquisite clothing for an upcoming performance in
190 front of the duke.
191
192 Other hirelings provide more expert or dangerous
193 services. Mercenary soldiers paid to help the
194 adventurers take on a hobgoblin army are hirelings, as
195 are sages hired to research ancient or esoteric lore. If a
196 high-level adventurer establishes a stronghold of some
197 kind, he or she might hire a whole staff of servants and
198 agents to run the place, from a castellan or steward
199 to menial laborers to keep the stables clean. These
200 hirelings often enjoy a long—term contract that includes
201 a place to live within the stronghold as part of the
202 offered compensation.
203
204 Skilled hirelings include anyone hired to perform a
205 service that involves a proficiency (including weapon,
206 tool, or skill): a mercenary, artisan, scribe, and so on.
207 The pay shown is a minimum; some expert hirelings
208 require more pay. Untrained hirelings are hired for
209 menial work that requires no particular skill and can
210 include laborers. porters, maids, and similar workers.
211
212 .. csv-table::
213 :header: "Service", "Pay"
214
215 "Coach cab between towns", "3 cp per mile"
216 "Coach cab within a city", "1 cp"
217 "Hireling, skilled", "2 gp per day"
218 "Hireling, unskilled", "2 sp per day"
219 "Messenger", "2 cp per mile"
220 "Road or gate toll", "1 cp"
221 "Ship's Passage", "1 sp per mile"
222
223
224 Spellcasting Services
225 ---------------------
226
227 People who are able to cast spells don’t fall into the
228 category of ordinary hirelings. It might be possible to
229 find someone willing to cast a spell in exchange for coin
230 or favors, but it is rarely easy and no established pay
231 rates exist. As a rule, the higher the level of the desired
232 spell, the harder it is to find someone who can cast it
233 and the more it costs.
234
235 Hiring someone to cast a relatively common spell
236 of 1st or 2nd level, such as cure wounds or identify, is
237 easy enough in a city or town. and might cost 10 to 50
238 gold pieces (plus the cost of any expensive material
239 components). Finding someone able and willing to
240 cast a higher—level spell might involve traveling to a
241 large city, perhaps one with a university or prominent
242 temple. Once found, the spellcaster might ask for a
243 service instead of payment, the kind of service that
244 only adventurers can provide, such as retrieving a rare
245 item from a dangerous locale or traversing a monster-
246 infested wilderness to deliver something important to
247 a distant settlement.
248
249
1 \section{Expenses}\label{expenses}
2
3 When not descending into the depths of the earth, exploring ruins for
4 lost treasures, or waging war against the encroaching darkness,
5 adventurers face more mundane realities. Even in a fantastical world,
6 people require basic necessities such as shelter, sustenance, and
7 clothing. These things cost money, although some lifestyles cost more
8 than others.
9
10 \subsection{Lifestyle Expenses}\label{lifestyle-expenses}
11
12 Lifestyle expenses provide you with a simple way to account for the cost
13 of living in a fantasy world. They cover your accommodations, food and
14 drink, and all your other necessities. Furthermore, expenses cover the
15 cost of maintaining your equipment so you can be ready when adventure
16 next calls.
17
18 At the start of each week or month (your choice), choose a lifestyle
19 from the Expenses table and pay the price to sustain that lifestyle. The
20 prices listed are per day, so if you wish to calculate the cost of your
21 chosen lifestyle over a thirty-day period. multiply the listed price by
22 30. Your lifestyle might change from one period to the next. based on
23 the funds you have at your disposal, or you might maintain the same
24 lifestyle throughout your character's career.
25
26 Your lifestyle choice can have consequences. Maintaining a wealthy
27 lifestyle might help you make contacts with the rich and powerful,
28 though you run the risk of attracting thieves. Likewise, living frugally
29 might help you avoid criminals, but you are unlikely to make powerful
30 connections.
31
32 \begin{tabular}{ l | l }
33 Lifestyle & Price/Day \\
34 \hline
35 Wretched & \\
36 Squalid & 1 sp \\
37 Poor & 2 sp \\
38 Modest & 1 gp \\
39 Comfortable & 2 gp \\
40 Wealthy & 4 gp \\
41 Aristocratic & 10 gp minimum \\
42 \end{tabular}
43
44 \subsubsection{Wretched}\label{wretched}
45
46 You live in inhumane conditions. With no place to call home, you shelter
47 Wherever you can, sneaking into barns, huddling in old crates, and
48 relying on the good graces of people better off than you. A wretched
49 lifestyle presents abundant dangers. Violence, disease, and hunger
50 follow you wherever you go. Other wretched people covet your armor,
51 weapons, and adventuring gear, which represent a fortune by their
52 standards. You are beneath the notice of most people.
53
54 \subsubsection{Squalid}\label{squalid}
55
56 You live in a leaky stable, a mud---floored hut just outside town, or a
57 vermin---infested boarding house in the worst part of town. You have
58 shelter from the elements, but you live in a desperate and often violent
59 environment, in places rife with disease, hunger, and misfortune. You
60 are beneath the notice of most people, and you have few legal
61 protections. Most people at this lifestyle level have suffered some
62 terrible setback. They might be disturbed, marked as exiles, or suffer
63 from disease.
64
65 \subsubsection{Poor}\label{poor}
66
67 A poor lifestyle means going without the comforts available in a stable
68 community. Simple food and lodgings, threadbare clothing, and
69 unpredictable conditions result in a sufficient, though probably
70 unpleasant, experience. Your accommodations might be a room in a
71 flophouse or in the common room above a tavern. You benefit from some
72 legal protections, but you still have to contend with violence, crime.
73 and disease. People at this lifestyle level tend to be unskilled
74 laborers, costermongers, peddlers, thieves, mercenaries, and other
75 disreputable types.
76
77 \subsubsection{Modest}\label{modest}
78
79 A modest lifestyle keeps you out of the slums and ensures that you can
80 maintain your equipment. You live in an older part of town, renting a
81 room in a boarding house, inn, or temple. You don't go hungry or
82 thirsty, and your living conditions are clean, if simple. Ordinary
83 people living modest lifestyles include soldiers with families,
84 laborers, students, priests, hedge wizards and the like.
85
86 \subsubsection{Comfortable}\label{comfortable}
87
88 Choosing a comfortable lifestyle means that you can afford nicer
89 clothing and can easily maintain your equipment. You live in a small
90 cottage in a middle-class neighborhood or in a private room at a fine
91 inn. You associate with merchants, skilled tradespeople, and military
92 officers.
93
94 \subsubsection{Wealthy}\label{wealthy}
95
96 Choosing a wealthy lifestyle means living a life of luxury, though you
97 might not have achieved the social status associated with the old money
98 of nobility or royalty. You live a lifestyle comparable to that of a
99 highly successful merchant, a favored servant of the royalty, or the
100 owner of a few small businesses. You have respectable lodgings, usually
101 a spacious home in a good part of town or a comfortable suite at a fine
102 inn. You likely have a small staff of servants.
103
104 \subsubsection{Aristocratic}\label{aristocratic}
105
106 You live a life of plenty and comfort. You move in circles populated by
107 the most powerful people in the community. You have excellent lodgings,
108 perhaps a townhouse in the nicest part of town or rooms in the finest
109 inn. You dine at the best restaurants, retain the most skilled and
110 fashionable tailor, and have servants attending to your every need. You
111 receive invitations to the social gatherings of the rich and powerful,
112 and spend evenings in the company of politicians, guild leaders, high
113 priests, and nobility. You must also contend with the highest levels of
114 deceit and treachery. The wealthier you are, the greater the chance you
115 will be drawn into political intrigue as a pawn or participant.
116
117 \subsection{Food, Drink and Lodging}\label{food-drink-and-lodging}
118
119 The Food, Drink, and Lodging table gives prices for individual food
120 items and a single night's lodging. These prices are included in your
121 total lifestyle expenses.
122
123 \subsection{Self-Sufficiency}\label{self-sufficiency}
124
125 The expenses and lifestyles described in this chapter assume that you
126 are spending your time between adventures in town, availing yourself of
127 whatever services you can afford---paying for food and shelter, paying
128 townspeople to sharpen your sword and repair your armor, and so on. Some
129 characters, though, might prefer to spend their time away from
130 civilization, sustaining themselves in the wild by hunting, foraging,
131 and repairing their own gear.
132
133 Maintaining this kind of lifestyle doesn't require you to spend any
134 coin, but it is time-consuming. If you spend your time between
135 adventures practicing a profession, as described in chapter 8, you can
136 eke out the equivalent of a poor lifestyle. Proficiency in the Survival
137 skill lets you live at the equivalent of a comfortable lifestyle.
138
139 \subsection{Services}\label{services}
140
141 Adventurers can pay nonplayer characters to assist them or act on their
142 behalf in a variety of circumstances. Most such hirelings have fairly
143 ordinary skills, while others are masters of a craft or art. and a few
144 are experts with specialized adventuring skills.
145
146 Some of the most basic types of hirelings appear on the Services table.
147 Other common hirelings include any of the wide variety of people who
148 inhabit a typical town or city, when the adventurers pay them to perform
149 a specific task. For example, a wizard might pay a carpenter to
150 construct an elaborate chest (and its miniature replica) for use in the
151 Leomund's secret chest spell. A fighter might commission a blacksmith to
152 forge a special sword. A bard might pay a tailor to make exquisite
153 clothing for an upcoming performance in front of the duke.
154
155 Other hirelings provide more expert or dangerous services. Mercenary
156 soldiers paid to help the adventurers take on a hobgoblin army are
157 hirelings, as are sages hired to research ancient or esoteric lore. If a
158 high-level adventurer establishes a stronghold of some kind, he or she
159 might hire a whole staff of servants and agents to run the place, from a
160 castellan or steward to menial laborers to keep the stables clean. These
161 hirelings often enjoy a long---term contract that includes a place to
162 live within the stronghold as part of the offered compensation.
163
164 Skilled hirelings include anyone hired to perform a service that
165 involves a proficiency (including weapon, tool, or skill): a mercenary,
166 artisan, scribe, and so on. The pay shown is a minimum; some expert
167 hirelings require more pay. Untrained hirelings are hired for menial
168 work that requires no particular skill and can include laborers.
169 porters, maids, and similar workers.
170
171
172 \begin{tabular}{ l | l }
173 Service & Pay \\
174 \hline
175 Coach cab between towns & 3 cp per mile \\
176 Coach cab within a city & 1 cp \\
177 Hireling, skilled & 2 gp per day \\
178 Hireling, unskilled & 2 sp per day \\
179 Messenger & 2 cp per mile \\
180 Road or gate toll & 1 cp \\
181 Ship's Passage & 1 sp per mile \\
182 \end{tabular}
183
184 \subsection{Spellcasting Services}\label{spellcasting-services}
185
186 People who are able to cast spells don't fall into the category of
187 ordinary hirelings. It might be possible to find someone willing to cast
188 a spell in exchange for coin or favors, but it is rarely easy and no
189 established pay rates exist. As a rule, the higher the level of the
190 desired spell, the harder it is to find someone who can cast it and the
191 more it costs.
192
193 Hiring someone to cast a relatively common spell of 1st or 2nd level,
194 such as cure wounds or identify, is easy enough in a city or town. and
195 might cost 10 to 50 gold pieces (plus the cost of any expensive material
196 components). Finding someone able and willing to cast a higher---level
197 spell might involve traveling to a large city, perhaps one with a
198 university or prominent temple. Once found, the spellcaster might ask
199 for a service instead of payment, the kind of service that only
200 adventurers can provide, such as retrieving a rare item from a dangerous
201 locale or traversing a monster-infested wilderness to deliver something
202 important to a distant settlement.
1
2 Trade Goods
3 ***********
4
5 Most wealth is not in coins. It is measured in livestock,
6 grain, land, rights to collect taxes, or rights to resource
7 (such as a mine or a forest).
8
9 Guilds, nobles, and royalty regulate trade. Chartered
10 companies are granted rights to conduct trade along
11 certain routes, to send merchant ships to various ports,
12 or to buy or sell specific goods. Guilds set prices for
13 the goods or services that they control, and determine
14 who may or may not offer those goods and services.
15 Merchants commonly exchange trade goods Without
16 using currency. The Trade Goods table shows the value
17 of commonly exchanged goods.
18
19
20 .. csv-table::
21 :header: "Cost", "Goods"
22 :widths: 20 80
23
24 "1 cp", "1 lb. of wheat"
25 "2 cp", "1 lb. of flour or one chicken"
26 "5 cp", "1 lb. of salt"
27 "1 sp", "1 lb. of iron or 1 sq. yd. of canvas"
28 "5 sp", "1 lb. of copper or 1 sq. yd. of cotton cloth"
29 "1 gp", "1 lb. of ginger or one goat"
30 "2 gp", "1 lb. of cinnamon or pepper, or one sheep"
31 "3 gp", "1 lb. of cloves or one pig"
32 "5 gp", "1 lb. of silver or 1 sq. yd. of linen"
33 "1 gp", "1 sq. yd.of silk or one cow"
34 "15 gp", "1 lb. of saffron or one ox"
35 "50 gp", "1 lb. of gold"
36 "500 gp", "1 lb. of platinum"
1 \section{Trade Goods}\label{trade-goods}
2
3 Most wealth is not in coins. It is measured in livestock, grain, land,
4 rights to collect taxes, or rights to resource (such as a mine or a
5 forest).
6
7 Guilds, nobles, and royalty regulate trade. Chartered companies are
8 granted rights to conduct trade along certain routes, to send merchant
9 ships to various ports, or to buy or sell specific goods. Guilds set
10 prices for the goods or services that they control, and determine who
11 may or may not offer those goods and services. Merchants commonly
12 exchange trade goods Without using currency. The Trade Goods table shows
13 the value of commonly exchanged goods.
14
15 \begin{tabular}{l | l}
16 Cost & Goods \\ \hline
17 1 cp & 1 lb. of wheat \\
18 2 cp & 1 lb. of flour or one chicken \\
19 5 cp & 1 lb. of salt \\
20 1 sp & 1 lb. of iron or 1 sq. yd. of canvas \\
21 5 sp & 1 lb. of copper or 1 sq. yd. of cotton cloth \\
22 1 gp & 1 lb. of ginger or one goat \\
23 2 gp & 1 lb. of cinnamon or pepper, or one sheep \\
24 3 gp & 1 lb. of cloves or one pig \\
25 5 gp & 1 lb. of silver or 1 sq. yd. of linen \\
26 1 gp & 1 sq. yd.of silk or one cow \\
27 15 gp & 1 lb. of saffron or one ox \\
28 50 gp & 1 lb. of gold \\
29 500 gp & 1 lb. of platinum \\
30 \end{tabular}
1
2 Mounts and Vehicles
3 *******************
4
5 A good mount can help you move more quickly through
6 the wilderness, but its primary purpose is to carry the
7 gear that would otherwise slow you down. The Mounts
8 and Other Animals table shows each animal’s speed an
9 base carrying capacity.
10
11 An animal pulling a carriage, cart, chariot, sled,
12 or wagon can move weight up to five times its base
13 carrying capacity. including the weight of the vehicle.
14
15 If multiple animals pull the same vehicle, they can add
16 their carrying capacity together.
17
18 Mounts other than those listed here are available in
19 the worlds of D&D, but they are rare and not normally
20 available for purchase. These include flying mounts
21 (pegasi, griffons, hippogriffs, and similar animals) and
22 even aquatic mounts (giant sea horses, for example).
23 Acquiring such a mount often means securing an egg
24 and raising the creature yourself, making a bargain with
25 a powerful entity, or negotiating with the mount itself.
26
27 **Barding.** Barding is armor designed to protect an
28 animal’s head, neck, chest, and body. Any type of
29 armor shown on the Armor table in this chapter can
30 be purchased as barding. The cost is four times the
31 equivalent armor made for humanoids, and it weighs
32 twice as much.
33
34 **Saddles.** A military saddle braces the rider, helping
35 you keep your seat on an active mount in battle. It
36 gives you advantage on any check you make to remain
37 mounted. An exotic saddle is required for riding any
38 aquatic or flying mount.
39
40 **Vehicle Proficiency.** If you have proficiency with a
41 certain kind of vehicle (land or water), you can add your
42 proficiency bonus to any check you make to control that
43 kind of vehicle in difficult circumstances.
44
45 **Rowed Vessels.** Keelboats and rowboats are used on
46 lakes and rivers. If going downstream, add the speed of
47 the current (typically 3 miles per hour) to the speed of
48 the vehicle. These vehicles can’t be rowed against any
49 significant current, but they can be pulled upstream
50 by draft animals on the shores. A rowboat weighs 100
51 pounds, in case adventurers carry it over land.
52
53 Mounts
54 ------
55
56 .. csv-table::
57 :header: "Mount", "Cost", "Speed", "Carrying Capacity"
58
59 "Camel", "50 gp", "50 ft.", "480 lb."
60 "Donkey or mule", "8 gp", "40 ft.", "420 lb."
61 "Elephant", "200 gp", "40 ft.", "1,320 lb."
62 "Horse, draft", "50 gp", "40 ft.", "540 lb."
63 "Horse, riding", "75 gp", "60 ft.", "480 lb."
64 "Mastiff", "25 gp", "40 ft.", "195 lb."
65 "Pony", "30 gp", "40 ft.", "225 lb."
66 "Warhorse", "400 gp", "60 ft.", "540 lb."
67
68
69 Tack, Harnesses and Drawn Vehicles
70 ----------------------------------
71
72 .. csv-table::
73 :header: "Item", "Cost", "Weight"
74
75 "Barding", "x4", "x2"
76 "Bit and bridle", "2 gp", "1 lb."
77 "Carriage", "100 gp", "600 lb."
78 "Cart", "15 gp", "200 lb."
79 "Chariot", "250 gp", "100 lb."
80 "Feed (per day)", "5 cp", "10 lb."
81 "Saddle, Exotic", "6O gp", "40 lb."
82 "Saddle, Military", "20 gp", "30 lb."
83 "Saddle, Pack", "5 gp", "15 lb."
84 "Saddle, Riding", "10 gp", "25 lb."
85 "Saddlebags", "4 gp", "8 lb."
86 "Sled", "20 gp", "300 lb."
87 "Stabling (per day)", "5 sp", ""
88 "Wagon", "35 gp", "400 lb."
89
90 Waterborne Vehicles
91 -------------------
92
93 .. csv-table::
94 :header: "Vessel", "Cost", "Speed"
95
96 "Galley", "30,000 gp", "4 mph"
97 "Keelboat", "3,000 gp", "1 mph"
98 "Longship", "10,000 gp", "3 mph"
99 "Rowboat", "50 gp", "1 1/2 mph"
100 "Sailing ship", "10,000 gp", "2 mph"
101 "Warship", "25,000 gp", "2 1/2 mph"
1 \section{Mounts and Vehicles}\label{mounts-and-vehicles}
2
3 A good mount can help you move more quickly through the wilderness, but
4 its primary purpose is to carry the gear that would otherwise slow you
5 down. The Mounts and Other Animals table shows each animal's speed an
6 base carrying capacity.
7
8 An animal pulling a carriage, cart, chariot, sled, or wagon can move
9 weight up to five times its base carrying capacity. including the weight
10 of the vehicle.
11
12 If multiple animals pull the same vehicle, they can add their carrying
13 capacity together.
14
15 Mounts other than those listed here are available in the worlds of D\&D,
16 but they are rare and not normally available for purchase. These include
17 flying mounts (pegasi, griffons, hippogriffs, and similar animals) and
18 even aquatic mounts (giant sea horses, for example). Acquiring such a
19 mount often means securing an egg and raising the creature yourself,
20 making a bargain with a powerful entity, or negotiating with the mount
21 itself.
22
23 \textbf{Barding.} Barding is armor designed to protect an animal's head,
24 neck, chest, and body. Any type of armor shown on the Armor table in
25 this chapter can be purchased as barding. The cost is four times the
26 equivalent armor made for humanoids, and it weighs twice as much.
27
28 \textbf{Saddles.} A military saddle braces the rider, helping you keep
29 your seat on an active mount in battle. It gives you advantage on any
30 check you make to remain mounted. An exotic saddle is required for
31 riding any aquatic or flying mount.
32
33 \textbf{Vehicle Proficiency.} If you have proficiency with a certain
34 kind of vehicle (land or water), you can add your proficiency bonus to
35 any check you make to control that kind of vehicle in difficult
36 circumstances.
37
38 \textbf{Rowed Vessels.} Keelboats and rowboats are used on lakes and
39 rivers. If going downstream, add the speed of the current (typically 3
40 miles per hour) to the speed of the vehicle. These vehicles can't be
41 rowed against any significant current, but they can be pulled upstream
42 by draft animals on the shores. A rowboat weighs 100 pounds, in case
43 adventurers carry it over land.
44
45 \subsection{Mounts}\label{mounts}
46
47 \begin{tabular}{ l | l | l | l }
48 Mount & Cost & Speed & Carrying Capacity \\ \hline
49 Camel & 50 gp & 50 ft. & 480 lb. \\
50 Donkey or mule & 8 gp & 40 ft. & 420 lb. \\
51 Elephant & 200 gp & 40 ft. & 1,320 lb. \\
52 Horse, draft & 50 gp & 40 ft. & 540 lb. \\
53 Horse, riding & 75 gp & 60 ft. & 480 lb. \\
54 Mastiff & 25 gp & 40 ft. & 195 lb. \\
55 Pony & 30 gp & 40 ft. & 225 lb. \\
56 Warhorse & 400 gp & 60 ft. & 540 lb. \\
57 \end{tabular}
58
59 \subsection{Tack, Harnesses and Drawn
60 Vehicles}\label{tack-harnesses-and-drawn-vehicles}
61
62 \begin{tabular}{ l | l | l }
63 Item & Cost & Weight \\ \hline
64 Barding & x4 & x2 \\
65 Bit and bridle & 2 gp & 1 lb. \\
66 Carriage & 100 gp & 600 lb. \\
67 Cart & 15 gp & 200 lb. \\
68 Chariot & 250 gp & 100 lb. \\
69 Feed (per day) & 5 cp & 10 lb. \\
70 Saddle, Exotic & 6O gp & 40 lb. \\
71 Saddle, Military & 20 gp & 30 lb. \\
72 Saddle, Pack & 5 gp & 15 lb. \\
73 Saddle, Riding & 10 gp & 25 lb. \\
74 Saddlebags & 4 gp & 8 lb. \\
75 Sled & 20 gp & 300 lb. \\
76 Stabling (per day) & 5 sp & \\
77 Wagon & 35 gp & 400 lb. \\
78 \end{tabular}
79
80 \subsection{Waterborne Vehicles}\label{waterborne-vehicles}
81
82 \begin{tabular}{ l | l | l }
83 Vessel & Cost & Speed \\ \hline
84 Galley & 30,000 gp & 4 mph \\
85 Keelboat & 3,000 gp & 1 mph \\
86 Longship & 10,000 gp & 3 mph \\
87 Rowboat & 50 gp & 1 1/2 mph \\
88 Sailing ship & 10,000 gp & 2 mph \\
89 Warship & 25,000 gp & 2 1/2 mph \\
90 \end{tabular}
1
2 *****
3 Tools
4 *****
5
6 A tool helps you to do something you couldn't otherwise
7 do, such as craft or repair an item, forge a document, or
8 pick a lock. Your race, class, background, or feats give
9 you proficiency with certain tools. Proficiency with a to
10 allows you to add your proficiency bonus to any ability
11 check you make using that tool. Tool use is not tied to
12 a single ability, since proficiency with a tool represents
13 broader knowledge of its use. For example, the DM
14 might ask you to make a Dexterity check to carve a fine
15 detail with your woodcarver’s tools, or a Strength check
16 to make something out of particularly hard wood.
17
18 Artisan's Tools
19 ---------------
20
21 These special tools include the items
22 needed to pursue a craft or trade. The table shows
23 examples of the most common types of tools, each
24 providing items related to a single craft. Proficiency
25 with a set of artisan’s tools lets you add your proficiency
26 bonus to any ability checks you make using the tools
27 in your craft. Each type of artisan’s tools requires a
28 separate proficiency.
29
30 .. csv-table::
31 :header: "Item", "Cost", "Weight"
32 :widths: 60 20 20
33
34 "Alchemist’s supplies", "50 gp", "8 lb."
35 "Brewer‘s supplies", "20 gp", "9 lb."
36 "Calligrapher's supplies", "10 gp", "5 lb."
37 "Carpenter’s tools", "8 gp", "6 lb."
38 "Cartographer’s tools", "15 gp", "6 lb."
39 "Cobbler’s tools", "5 gp", "5 lb."
40 "Cook’s utensils", "1 gp", "8 lb."
41 "Glassblower's tools", "30 gp", "5 lb."
42 "Jeweler’s tools", "25 gp", "2 lb."
43 "Leatherworker’s tools", "5 gp", "5 lb."
44 "Mason‘s tools", "10 gp", "8 lb."
45 "Painter’s supplies", "10 gp", "5 lb."
46 "Potter’s tools", "10 gp", "3 lb."
47 "Smith’s tools", "20 gp", "8 lb."
48 "Tinker’s tools", "50 gp", "10 lb."
49 "Weaver’s tools", "1 gp", "5 lb."
50 "Woodcarver’s tools", "1 gp", "5 lb."
51
52 Disguise Kit
53 ------------
54
55 This pouch of cosmetics, hair dye, and
56 small props lets you create disguises that change your
57 physical appearance. Proficiency with this kit lets you
58 add your proficiency bonus to any ability checks you
59 make to create a visual disguise.
60
61 .. csv-table::
62 :header: "Item", "Cost", "Weight"
63 :widths: 60 20 20
64
65 "Disguise kit", "25 gp", "3 lb."
66
67 Forgery Kit
68 -----------
69
70 This small box contains a variety of
71 papers and parchments, pens and inks, seals and
72 sealing wax, gold and silver leaf, and other supplies
73 necessary to create convincing forgeries of physical
74 documents. Proficiency with this kit lets you add your
75 proficiency bonus to any ability checks you make to
76 create a physical forgery of a document.
77
78 .. csv-table::
79 :header: "Item", "Cost", "Weight"
80 :widths: 60 20 20
81
82 "Forgery kit", "15 gp", "5 lb."
83
84
85 Gaming Set
86 ----------
87
88 This item encompasses a wide range
89 of game pieces, including dice and decks of cards (for
90 games such as Three-Dragon Ante). A few common
91 examples appear on the Tools table, but other kinds of
92 gaming sets exist. If you are proficient with a gaming
93 set, you can add your proficiency bonus to ability checks
94 you make to play a game with that set. Each type of
95 gaming set requires a separate proficiency.
96
97 .. csv-table::
98 :header: "Item", "Cost", "Weight"
99 :widths: 60 20 20
100
101 "Dice set", "1 sp", ""
102 "Dragonchess set", "1 gp", "1/2 lb."
103 "Playing card set", "5 sp", ""
104 "Three-Dragon Ante", "1 gp", ""
105
106 Herbalism Kit
107 -------------
108
109 This kit contains a variety of
110 instruments such as clippers. mortar and pestle, and
111 pouches and vials used by herbalists to create remedies
112 and potions. Proficiency with this kit lets you add your
113 proficiency bonus to any ability checks you make to
114 identify or apply herbs. Also, proficiency with this kit is
115 required to create antitoxin and potions of healing.
116
117 .. csv-table::
118 :header: "Item", "Cost", "Weight"
119 :widths: 60 20 20
120
121 "Herblaism Kit", "5 gp", "3 lb."
122
123 Musical Instruments
124 -------------------
125
126 Several of the most common
127 types of musical instruments are shown on the table as
128 examples. If you have proficiency with a given musical
129 instrument, you can add your proficiency bonus to
130 any ability checks you make to play music with the
131 instrument. A bard can use a musical instrument as a
132 spellcasting focus, as described in chapter 10. Each type
133 of musical instrument requires a separate proficiency.
134
135 .. csv-table::
136 :header: "Item", "Cost", "Weight"
137 :widths: 60 20 20
138
139 "Bagpipes", "30 gp", "6 lb."
140 "Drum", "6 gp", "3 lb."
141 "Dulcimer", "25 gp", "10 lb."
142 "Flute", "2 gp", "1 lb."
143 "Lute", "35 gp", "2 lb."
144 "Lyre", "30 gp", "2 lb."
145 "Horn", "3 gp", "2 lb."
146 "Pan flute", "12 gp", "2 lb."
147 "Shawm", "2 gp", "1 lb."
148 "Viol", "30 gp", "1 lb."
149
150 Navigator’s Tools
151 -----------------
152
153 This set of instruments is used
154 for navigation at sea. Proficiency with navigator's tools
155 lets you chart a ship's course and follow navigation
156 charts. In addition, these tools allow you to add your
157 proficiency bonus to any ability check you make to avoid
158 getting lost at sea.
159
160 .. csv-table::
161 :header: "Item", "Cost", "Weight"
162 :widths: 60 20 20
163
164 "Navigator’s tools", "25 gp", "2 lb."
165
166 Poisoner’s Kit
167 --------------
168
169 A poisoner’s kit includes the vials,
170 chemicals, and other equipment necessary for the
171 creation of poisons. Proficiency with this kit lets you add
172 your proficiency bonus to any ability checks you make to
173 craft or use poisons.
174
175 .. csv-table::
176 :header: "Item", "Cost", "Weight"
177 :widths: 60 20 20
178
179 "Poisoner’s Kit", "50 gp", "2 lb."
180
181 Thieves’ Tools
182 --------------
183
184 This set of tools includes a small file,
185 a set of lock picks, a small mirror mounted on a metal
186 handle, a set of narrow—bladed scissors, and a pair of
187 pliers. Proficiency with these tools lets you add your
188 proficiency bonus to any ability checks you make to
189 disarm traps or open locks.
190
191 .. csv-table::
192 :header: "Item", "Cost", "Weight"
193 :widths: 60 20 20
194
195 "Thieves’ Tools", "25 gp", "1 lb."
1 \section{Tools}\label{tools}
2
3 A tool helps you to do something you couldn't otherwise do, such as
4 craft or repair an item, forge a document, or pick a lock. Your race,
5 class, background, or feats give you proficiency with certain tools.
6 Proficiency with a to allows you to add your proficiency bonus to any
7 ability check you make using that tool. Tool use is not tied to a single
8 ability, since proficiency with a tool represents broader knowledge of
9 its use. For example, the DM might ask you to make a Dexterity check to
10 carve a fine detail with your woodcarver's tools, or a Strength check to
11 make something out of particularly hard wood.
12
13 \subsection{Artisan's Tools}\label{artisans-tools}
14
15 These special tools include the items needed to pursue a craft or trade.
16 The table shows examples of the most common types of tools, each
17 providing items related to a single craft. Proficiency with a set of
18 artisan's tools lets you add your proficiency bonus to any ability
19 checks you make using the tools in your craft. Each type of artisan's
20 tools requires a separate proficiency.
21
22 \begin{tabular}{l | l | l}
23 Item & Cost & Weight \\ \hline
24 Alchemist’s supplies & 50 gp & 8 lb. \\
25 Brewer‘s supplies & 20 gp & 9 lb. \\
26 Calligrapher's supplies & 10 gp & 5 lb. \\
27 Carpenter’s tools & 8 gp & 6 lb. \\
28 Cartographer’s tools & 15 gp & 6 lb. \\
29 Cobbler’s tools & 5 gp & 5 lb. \\
30 Cook’s utensils & 1 gp & 8 lb. \\
31 Glassblower's tools & 30 gp & 5 lb. \\
32 Jeweler’s tools & 25 gp & 2 lb. \\
33 Leatherworker’s tools & 5 gp & 5 lb. \\
34 Mason‘s tools & 10 gp & 8 lb. \\
35 Painter’s supplies & 10 gp & 5 lb. \\
36 Potter’s tools & 10 gp & 3 lb. \\
37 Smith’s tools & 20 gp & 8 lb. \\
38 Tinker’s tools & 50 gp & 10 lb. \\
39 Weaver’s tools & 1 gp & 5 lb. \\
40 Woodcarver’s tools & 1 gp & 5 lb. \\
41 \end{tabular}
42
43 \subsection{Disguise Kit}\label{disguise-kit}
44
45 This pouch of cosmetics, hair dye, and small props lets you create
46 disguises that change your physical appearance. Proficiency with this
47 kit lets you add your proficiency bonus to any ability checks you make
48 to create a visual disguise.
49
50 \begin{tabular}{l | l | l}
51 Item & Cost & Weight \\ \hline
52 Disguise kit & 25 gp & 3 lb. \\
53 \end{tabular}
54
55 \subsection{Forgery Kit}\label{forgery-kit}
56
57 This small box contains a variety of papers and parchments, pens and
58 inks, seals and sealing wax, gold and silver leaf, and other supplies
59 necessary to create convincing forgeries of physical documents.
60 Proficiency with this kit lets you add your proficiency bonus to any
61 ability checks you make to create a physical forgery of a document.
62
63 \begin{tabular}{l | l | l}
64 Item & Cost & Weight \\ \hline
65 Forgery kit & 15 gp & 5 lb. \\
66 \end{tabular}
67
68 \subsection{Gaming Set}\label{gaming-set}
69
70 This item encompasses a wide range of game pieces, including dice and
71 decks of cards (for games such as Three-Dragon Ante). A few common
72 examples appear on the Tools table, but other kinds of gaming sets
73 exist. If you are proficient with a gaming set, you can add your
74 proficiency bonus to ability checks you make to play a game with that
75 set. Each type of gaming set requires a separate proficiency.
76
77 \begin{tabular}{l | l | l}
78 Item & Cost & Weight \\ \hline
79 Dice set & 1 sp & \\
80 Dragonchess set & 1 gp & 1/2 lb. \\
81 Playing card set & 5 sp & \\
82 Three-Dragon Ante & 1 gp & \\
83 \end{tabular}
84
85 \subsection{Herbalism Kit}\label{herbalism-kit}
86
87 This kit contains a variety of instruments such as clippers. mortar and
88 pestle, and pouches and vials used by herbalists to create remedies and
89 potions. Proficiency with this kit lets you add your proficiency bonus
90 to any ability checks you make to identify or apply herbs. Also,
91 proficiency with this kit is required to create antitoxin and potions of
92 healing.
93
94 \begin{tabular}{l | l | l}
95 Item & Cost & Weight \\ \hline
96 Herbalism Kit & 5 gp & 3 lb. \\
97 \end{tabular}
98
99 \subsection{Musical Instruments}\label{musical-instruments}
100
101 Several of the most common types of musical instruments are shown on the
102 table as examples. If you have proficiency with a given musical
103 instrument, you can add your proficiency bonus to any ability checks you
104 make to play music with the instrument. A bard can use a musical
105 instrument as a spellcasting focus, as described in chapter 10. Each
106 type of musical instrument requires a separate proficiency.
107
108 \begin{tabular}{l | l | l}
109 Item & Cost & Weight \\ \hline
110 Bagpipes & 30 gp & 6 lb. \\
111 Drum & 6 gp & 3 lb. \\
112 Dulcimer & 25 gp & 10 lb. \\
113 Flute & 2 gp & 1 lb. \\
114 Lute & 35 gp & 2 lb. \\
115 Lyre & 30 gp & 2 lb. \\
116 Horn & 3 gp & 2 lb. \\
117 Pan flute & 12 gp & 2 lb. \\
118 Shawm & 2 gp & 1 lb. \\
119 Viol & 30 gp & 1 lb. \\
120 \end{tabular}
121
122 \subsection{Navigator's Tools}\label{navigators-tools}
123
124 This set of instruments is used for navigation at sea. Proficiency with
125 navigator's tools lets you chart a ship's course and follow navigation
126 charts. In addition, these tools allow you to add your proficiency bonus
127 to any ability check you make to avoid getting lost at sea.
128
129 \begin{tabular}{l | l | l}
130 Item & Cost & Weight \\ \hline
131 Navigator’s tools & 25 gp & 2 lb. \\
132 \end{tabular}
133
134 \subsection{Poisoner's Kit}\label{poisoners-kit}
135
136 A poisoner's kit includes the vials, chemicals, and other equipment
137 necessary for the creation of poisons. Proficiency with this kit lets
138 you add your proficiency bonus to any ability checks you make to craft
139 or use poisons.
140
141 \begin{tabular}{l | l | l}
142 Item & Cost & Weight \\ \hline
143 Poisoner’s Kit & 50 gp & 2 lb. \\
144 \end{tabular}
145
146 \subsection{Thieves' Tools}\label{thieves-tools}
147
148 This set of tools includes a small file, a set of lock picks, a small
149 mirror mounted on a metal handle, a set of narrow---bladed scissors, and
150 a pair of pliers. Proficiency with these tools lets you add your
151 proficiency bonus to any ability checks you make to disarm traps or open
152 locks.
153
154 \begin{tabular}{l | l | l}
155 Item & Cost & Weight \\ \hline
156 Thieves’ Tools & 25 gp & 1 lb. \\
157 \end{tabular}
1
2 Weapons
3 *******
4
5 Your class grants proficiency in certain weapons,
6 reflecting both the class’s focus and the tools you are
7 most likely to use. Whether you favor a longsword or
8 a longbow, your weapon and your ability to wield it
9 effectively can mean the difference between life and
10 death while adventuring.
11
12 The Weapons table shows the most common weapons
13 used in the worlds of D&D, their price and weight,
14 the damage they deal when they hit, and any special
15 properties they possess. Every weapon is classified
16 as either melee or ranged. A melee weapon is used to
17 attack a target within 5 feet of you, whereas a ranged
18 weapon is used to attack a target at a distance.
19
20 Weapon Proficiency
21 ------------------
22
23 Your race, class, and feats can grant you proficiency
24 with certain weapons or categories of weapons. The two
25 categories are simple and martial. Most people can
26 use simple weapons with proficiency. These weapons
27 include clubs, maces, and other weapons Often found in
28 the hands of commoners. Martial weapons, including
29 swords, axes, and polearms, require more specialized
30 training to use effectively. Most warriors use martial
31 weapons because these weapons put their fighting style
32 and training to best use.
33
34 Proficiency with a weapon allows you to add your
35 proficiency bonus to the attack roll for any attack you
36 make with that weapon. If you make an attack roll using
37 a weapon with which you lack proficiency, you do not
38 add your proficiency bonus to the attack roll.
39
40 Weapon Properties
41 -----------------
42
43 Many weapons have special properties related to their use,
44 as shown in the Weapons table.
45
46 **Ammunition.** You can use a weapon that has the
47 ammunition property to make a ranged attack only if
48 you have ammunition to fire from the weapon. Each
49 time you attack with the weapon, you expend one piece
50 Of ammunition. Drawing the ammunition from a quiver,
51 case, or other container is part of the attack. At the
52 end of the battle, you can recover half your expended
53 ammunition by taking a minute to search the battlefield.
54
55 If you use a weapon that has the ammunition property
56 to make a melee attack, you treat the weapon as an
57 improvised weapon (see "Improvised Weapons" later in
58 the section). A sling must be loaded to deal any damage
59 when used in this way.
60
61 **Finesse.** When making an attack with a finesse
62 weapon, you use your choice of your Strength 0r
63 Dexterity modifier for the attack and damage rolls. You
64 must use the same modifier for both rolls.
65
66 **Heavy.** Small creatures have disadvantage on attack
67 rolls with heavy weapons. A heavy weapons size and
68 bulk make it too large for a Small creature to use
69 effectively.
70
71 **Light.** A light weapon is small and easy to handle,
72 making it ideal for use when fighting with two weapons.
73 See the rules for two-weapon fighting in chapter 9.
74
75 **Loading.** Because of the time required to load this
76 weapon, you can fire only one piece of ammunition
77 from it when you use an action, bonus action, or reaction
78 to fire it, regardless of the number of attacks you can
79 normally make.
80
81 **Range.** A weapon that can be used to make a ranged
82 attack has a range shown in parentheses after the
83 ammunition or thrown property. The range lists two
84 numbers. The first is the weapon's normal range in feet,
85 and the second indicates the weapon’s maximum range.
86 When attacking a target beyond normal range, you have
87 disadvantage 0n the attack roll. You can't attack a target
88 beyond the weapon’s long range.
89
90 **Reach.** This weapon adds 5 feet to your reach when
91 you attack with it.
92
93 **Special.** A weapon with the special property has
94 unusual rules governing its use, explained in the
95 weapon's description (see "Special Weapons" later in
96 this section).
97
98 **Thrown.** If a weapon has the thrown property, you
99 can throw the weapon to make a ranged attack. If the
100 weapon is a melee weapon, you use the same ability
101 modifier for that attack roll and damage roll that you
102 would use for a melee attack with the weapon. For
103 example, if you throw a handaxe, you use your Strength
104 but if you throw a dagger, you can use either your
105 Strength or your Dexterity, since the dagger has the
106 finesse property.
107
108 **Two-Handed.** This weapon requires two hands to use
109
110 **Versatile.** This weapon can be used with one or two
111 hands. A damage value in parentheses appears with the
112 property—the damage when the weapon is used with
113 two hands to make a melee attack.
114
115 Improvised Weapons
116 ------------------
117
118 Sometimes characters don't have their weapons and
119 have to attack with whatever is close at hand. An
120 improvised weapon includes any object you can wield
121 in one or two hands, such as broken glass, a table leg, a
122 frying pan, a wagon wheel, or a dead goblin.
123
124 In many cases, an improvised weapon is similar
125 to an actual weapon and can be treated as such. For
126 example, a table leg is akin to a club. At the DM’s option
127 a character proficient with a weapon can use a similar
128 object as if it were that weapon and use his or her
129 proficiency bonus.
130
131 An object that bears no resemblance to a weapon
132 deals ld4 damage (the DM assigns a damage type
133 appropriate to the object). If a character uses a ranged
134 weapon to make a melee attack, or throws a melee
135 weapon that does not have the thrown property, it als
136 deals 1d4 damage. An improvised thrown weapon has
137 normal range of 20 feet and a long range of 60 feet.
138
139 Silvered Weapons
140 ----------------
141
142 Some monsters that have immunity or resistance
143 to nonmagical weapons are susceptible to silver
144 weapons, so cautious adventurers invest extra coin to
145 plate their weapons with silver. You can silver a single
146 weapon or ten pieces of ammunition for 100 gp. This
147 cost represents not only the price of the silver, but the
148 time and expertise needed to add silver to the weapon
149 without making it less effective.
150
151 Special Weapons
152 ---------------
153
154 Weapons with special rules are described here.
155
156
157 **Lance.** You have disadvantage when you use a lance
158 to attack a target within 5 feet of you. Also, a lance
159 requires two hands to wield when you aren’t mounted.
160
161 **Net.** A Large or smaller creature hit by a net is
162 restrained until it is freed. A net has no effect on
163 creatures that are formless, or creatures that are Huge
164 or larger. A creature can use its action to make a DC 10
165 Strength check, freeing itself or another creature within
166 its reach on a success. Dealing 5 slashing damage to the
167 net (AC 10) also frees the creature without harming it,
168 ending the effect and destroying the net.
169
170 When you use an action, bonus action, or reaction
171 to attack with a net, you can make only one attack
172 regardless of the number of attacks you can
173 normally make.
174
175 Weapons Tables
176 --------------
177
178 Simple Melee Weapons
179 ^^^^^^^^^^^^^^^^^^^^
180
181 .. csv-table::
182 :header: "Name", "Cost", "Damage", "Weight", "Properties"
183 :widths: 20 10 25 15 30
184
185 "Club", "1 sp", "1d4 bludgeoning", "2 lb.", "Light"
186 "Dagger", "2 gp", "1d4 piercing", "1 lb.", "Finesse, light, thrown (range 20/60)"
187 "Greatclub", "2 sp", "1d8 bludgeoning", "10 lb.", "Two-handed"
188 "Handaxe", "5 gp", "1d6 slashing", "2 lb.", "Light, thrown (range 20/60)"
189 "Javelin", "5 sp", "1d6 piercing", "2 lb.", "Thrown (range 30/120)"
190 "Light hammer", "2 gp", "1d4 bludgeoning", "2 lb.", "Light, thrown (range 20/60)"
191 "Mace", "5 gp", "1d6 bludgeoning", "4 lb.", ""
192 "Quarterstaff", "2 sp", "1d6 bludgeoning", "4 lb.", "Versatile (1d8)"
193 "Sickle", "1 gp", "1d4 slashing", "2 lb.", "Light"
194 "Spear", "1 gp", "1d6 piercing", "3 lb.", "Thrown (range 20/60), versatile (1d8)"
195 "Unarmed strike", "", "1 bludgeoning", "", ""
196
197
198 Simple Ranged Weapons
199 ^^^^^^^^^^^^^^^^^^^^^
200
201 .. csv-table::
202 :header: "Name", "Cost", "Damage", "Weight", "Properties"
203 :widths: 20 10 25 15 30
204
205 "Crossbow, light", "25 gp", "1d8 piercing", "5 lb.", "Ammunition (range 80/320), loading, two-handed"
206 "Dart", "5 cp", "1d4 piercing", "1/4 lb.", "Finesse, thrown (range 20/60)"
207 "Shortbow", "25 gp", "1d6 piercing", "2 lb.", "Ammunition (range 80/320), two—handed"
208 "Sling", "1 sp", "1d4 bludgeoning", "", "Ammunition (range 30/120)"
209
210 Martial Melee Weapons
211 ^^^^^^^^^^^^^^^^^^^^^
212
213 .. csv-table::
214 :header: "Name", "Cost", "Damage", "Weight", "Properties"
215 :widths: 20 10 25 15 30
216
217 "Battleaxe", "10 gp", "1d8 slashing", "4 lb.", "Versatile (1d10)"
218 "Flail", "10 gp", "1d8 bludgeoning", "2 lb.", ""
219 "Glaive", "20 gp", "1d10 slashing", "6 lb.", "Heavy, reach, two-handed"
220 "Greataxe", "30 gp", "1d12 slashing", "7 lb.", "Heavy, two-handed"
221 "Greatsword", "50 gp", "2d6 slashing", "6 lb.", "Heavy, two-handed"
222 "Halberd", "20 gp", "1d10 slashing", "6 lb.", "Heavy, reach, two-handed"
223 "Lance", "10 gp", "1d12 piercing", "6 lb.", "Reach, special"
224 "Longsword", "15 gp", "1d8 slashing", "3 lb.", "Versatile (1d10)"
225 "Maul", "10 gp", "2d6 bludgeoning", "10 lb.", "Heavy, two-handed"
226 "Morningstar", "15 gp", "1d8 piercing", "4 lb.", ""
227 "Pike", "10 gp", "1d1O piercing", "18 lb.", "Heavy, reach, two-handed"
228 "Rapier", "25 gp", "1d8 piercing", "2 lb.", "Finesse"
229 "Scimitar", "25 gp", "1d6 slashing", "3 lb.", "Finesse, light"
230 "Shortsword", "10 gp", "1d6 piercing", "2 lb.", "Finesse, light"
231 "Trident", "5 gp", "1d6 piercing", "4 lb.", "Thrown (range 20/60), versatile (1d8)"
232 "War pick", "5 gp", "1d8 piercing", "2 lb.", ""
233 "Warhammer", "15 gp", "1d8 bludgeoning", "2 lb.", "Versatile (1d10)"
234 "Whip", "2 gp", "1d4 slashing", "3 lb.", "Finesse, reach"
235
236 Martial Ranged Weapons
237 ^^^^^^^^^^^^^^^^^^^^^^
238
239 .. csv-table::
240 :header: "Name", "Cost", "Damage", "Weight", "Properties"
241 :widths: 20 10 25 15 30
242
243 "Blowgun", "10 gp", "1 piercing", "1 lb.", "Ammunition (range 25/100), loading"
244 "Crossbow, hand", "75 gp", "1d6 piercing", "3 lb.", "Ammunition (range 30/120), light, loading"
245 "Crossbow, heavy", "50 gp", "1d10 piercing", "18 lb.", "Ammunition (range 100/400), heavy, loading, two-handed"
246 "Longbow", "50 gp", "1d8 piercing", "2 lb.", "Ammunition (range 150/600), heavy, two-handed"
247 "Net", "1 gp", "", "3 lb.", "Special, thrown (range 5/15)"
248
249
250
251
252
1 \section{Weapons}\label{weapons}
2
3 Your class grants proficiency in certain weapons, reflecting both the
4 class's focus and the tools you are most likely to use. Whether you
5 favor a longsword or a longbow, your weapon and your ability to wield it
6 effectively can mean the difference between life and death while
7 adventuring.
8
9 The Weapons table shows the most common weapons used in the worlds of
10 D\&D, their price and weight, the damage they deal when they hit, and
11 any special properties they possess. Every weapon is classified as
12 either melee or ranged. A melee weapon is used to attack a target within
13 5 feet of you, whereas a ranged weapon is used to attack a target at a
14 distance.
15
16 \subsection{Weapon Proficiency}\label{weapon-proficiency}
17
18 Your race, class, and feats can grant you proficiency with certain
19 weapons or categories of weapons. The two categories are simple and
20 martial. Most people can use simple weapons with proficiency. These
21 weapons include clubs, maces, and other weapons Often found in the hands
22 of commoners. Martial weapons, including swords, axes, and polearms,
23 require more specialized training to use effectively. Most warriors use
24 martial weapons because these weapons put their fighting style and
25 training to best use.
26
27 Proficiency with a weapon allows you to add your proficiency bonus to
28 the attack roll for any attack you make with that weapon. If you make an
29 attack roll using a weapon with which you lack proficiency, you do not
30 add your proficiency bonus to the attack roll.
31
32 \subsection{Weapon Properties}\label{weapon-properties}
33
34 Many weapons have special properties related to their use, as shown in
35 the Weapons table.
36
37 \textbf{Ammunition.} You can use a weapon that has the ammunition
38 property to make a ranged attack only if you have ammunition to fire
39 from the weapon. Each time you attack with the weapon, you expend one
40 piece Of ammunition. Drawing the ammunition from a quiver, case, or
41 other container is part of the attack. At the end of the battle, you can
42 recover half your expended ammunition by taking a minute to search the
43 battlefield.
44
45 If you use a weapon that has the ammunition property to make a melee
46 attack, you treat the weapon as an improvised weapon (see ``Improvised
47 Weapons'' later in the section). A sling must be loaded to deal any
48 damage when used in this way.
49
50 \textbf{Finesse.} When making an attack with a finesse weapon, you use
51 your choice of your Strength 0r Dexterity modifier for the attack and
52 damage rolls. You must use the same modifier for both rolls.
53
54 \textbf{Heavy.} Small creatures have disadvantage on attack rolls with
55 heavy weapons. A heavy weapons size and bulk make it too large for a
56 Small creature to use effectively.
57
58 \textbf{Light.} A light weapon is small and easy to handle, making it
59 ideal for use when fighting with two weapons. See the rules for
60 two-weapon fighting in chapter 9.
61
62 \textbf{Loading.} Because of the time required to load this weapon, you
63 can fire only one piece of ammunition from it when you use an action,
64 bonus action, or reaction to fire it, regardless of the number of
65 attacks you can normally make.
66
67 \textbf{Range.} A weapon that can be used to make a ranged attack has a
68 range shown in parentheses after the ammunition or thrown property. The
69 range lists two numbers. The first is the weapon's normal range in feet,
70 and the second indicates the weapon's maximum range. When attacking a
71 target beyond normal range, you have disadvantage 0n the attack roll.
72 You can't attack a target beyond the weapon's long range.
73
74 \textbf{Reach.} This weapon adds 5 feet to your reach when you attack
75 with it.
76
77 \textbf{Special.} A weapon with the special property has unusual rules
78 governing its use, explained in the weapon's description (see ``Special
79 Weapons'' later in this section).
80
81 \textbf{Thrown.} If a weapon has the thrown property, you can throw the
82 weapon to make a ranged attack. If the weapon is a melee weapon, you use
83 the same ability modifier for that attack roll and damage roll that you
84 would use for a melee attack with the weapon. For example, if you throw
85 a handaxe, you use your Strength but if you throw a dagger, you can use
86 either your Strength or your Dexterity, since the dagger has the finesse
87 property.
88
89 \textbf{Two-Handed.} This weapon requires two hands to use
90
91 \textbf{Versatile.} This weapon can be used with one or two hands. A
92 damage value in parentheses appears with the property---the damage when
93 the weapon is used with two hands to make a melee attack.
94
95 \subsection{Improvised Weapons}\label{improvised-weapons}
96
97 Sometimes characters don't have their weapons and have to attack with
98 whatever is close at hand. An improvised weapon includes any object you
99 can wield in one or two hands, such as broken glass, a table leg, a
100 frying pan, a wagon wheel, or a dead goblin.
101
102 In many cases, an improvised weapon is similar to an actual weapon and
103 can be treated as such. For example, a table leg is akin to a club. At
104 the DM's option a character proficient with a weapon can use a similar
105 object as if it were that weapon and use his or her proficiency bonus.
106
107 An object that bears no resemblance to a weapon deals ld4 damage (the DM
108 assigns a damage type appropriate to the object). If a character uses a
109 ranged weapon to make a melee attack, or throws a melee weapon that does
110 not have the thrown property, it als deals 1d4 damage. An improvised
111 thrown weapon has normal range of 20 feet and a long range of 60 feet.
112
113 \subsection{Silvered Weapons}\label{silvered-weapons}
114
115 Some monsters that have immunity or resistance to nonmagical weapons are
116 susceptible to silver weapons, so cautious adventurers invest extra coin
117 to plate their weapons with silver. You can silver a single weapon or
118 ten pieces of ammunition for 100 gp. This cost represents not only the
119 price of the silver, but the time and expertise needed to add silver to
120 the weapon without making it less effective.
121
122 \subsection{Special Weapons}\label{special-weapons}
123
124 Weapons with special rules are described here.
125
126 \textbf{Lance.} You have disadvantage when you use a lance to attack a
127 target within 5 feet of you. Also, a lance requires two hands to wield
128 when you aren't mounted.
129
130 \textbf{Net.} A Large or smaller creature hit by a net is restrained
131 until it is freed. A net has no effect on creatures that are formless,
132 or creatures that are Huge or larger. A creature can use its action to
133 make a DC 10 Strength check, freeing itself or another creature within
134 its reach on a success. Dealing 5 slashing damage to the net (AC 10)
135 also frees the creature without harming it, ending the effect and
136 destroying the net.
137
138 When you use an action, bonus action, or reaction to attack with a net,
139 you can make only one attack regardless of the number of attacks you can
140 normally make.
141
142 \subsection{Weapons Tables}\label{weapons-tables}
143
144 \subsubsection{Simple Melee Weapons}\label{simple-melee-weapons}
145
146 \begin{tabular}{l | l | l | l | l}
147 Name & Cost & Damage & Weight & Properties \\ \hline
148 Club & 1 sp & 1d4 bludgeoning & 2 lb. & Light \\
149 Dagger & 2 gp & 1d4 piercing & 1 lb. & Finesse, light, thrown (range 20/60) \\
150 Greatclub & 2 sp & 1d8 bludgeoning & 10 lb. & Two-handed \\
151 Handaxe & 5 gp & 1d6 slashing & 2 lb. & Light, thrown (range 20/60) \\
152 Javelin & 5 sp & 1d6 piercing & 2 lb. & Thrown (range 30/120) \\
153 Light hammer & 2 gp & 1d4 bludgeoning & 2 lb. & Light, thrown (range 20/60) \\
154 Mace & 5 gp & 1d6 bludgeoning & 4 lb. & \\
155 Quarterstaff & 2 sp & 1d6 bludgeoning & 4 lb. & Versatile (1d8) \\
156 Sickle & 1 gp & 1d4 slashing & 2 lb. & Light \\
157 Spear & 1 gp & 1d6 piercing & 3 lb. & Thrown (range 20/60), versatile (1d8) \\
158 Unarmed strike & & 1 bludgeoning & & \\
159 \end{tabular}
160
161 \subsubsection{Simple Ranged Weapons}\label{simple-ranged-weapons}
162
163 \begin{tabular}{l | l | l | l | l}
164 Name & Cost & Damage & Weight & Properties \\ \hline
165 Crossbow, light & 25 gp & 1d8 piercing & 5 lb. & Ammunition (range 80/320), loading, two-handed \\
166 Dart & 5 cp & 1d4 piercing & 1/4 lb. & Finesse, thrown (range 20/60) \\
167 Shortbow & 25 gp & 1d6 piercing & 2 lb. & Ammunition (range 80/320), two—handed \\
168 Sling & 1 sp & 1d4 bludgeoning & & Ammunition (range 30/120) \\
169 \end{tabular}
170
171 \subsubsection{Martial Melee Weapons}\label{martial-melee-weapons}
172
173 \begin{tabular}{l | l | l | l | l}
174 Name & Cost & Damage & Weight & Properties \\ \hline
175 Battleaxe & 10 gp & 1d8 slashing & 4 lb. & Versatile (1d10) \\
176 Flail & 10 gp & 1d8 bludgeoning & 2 lb. & \\
177 Glaive & 20 gp & 1d10 slashing & 6 lb. & Heavy, reach, two-handed \\
178 Greataxe & 30 gp & 1d12 slashing & 7 lb. & Heavy, two-handed \\
179 Greatsword & 50 gp & 2d6 slashing & 6 lb. & Heavy, two-handed \\
180 Halberd & 20 gp & 1d10 slashing & 6 lb. & Heavy, reach, two-handed \\
181 Lance & 10 gp & 1d12 piercing & 6 lb. & Reach, special \\
182 Longsword & 15 gp & 1d8 slashing & 3 lb. & Versatile (1d10) \\
183 Maul & 10 gp & 2d6 bludgeoning & 10 lb. & Heavy, two-handed \\
184 Morningstar & 15 gp & 1d8 piercing & 4 lb. & \\
185 Pike & 10 gp & 1d1O piercing & 18 lb. & Heavy, reach, two-handed \\
186 Rapier & 25 gp & 1d8 piercing & 2 lb. & Finesse \\
187 Scimitar & 25 gp & 1d6 slashing & 3 lb. & Finesse, light \\
188 Shortsword & 10 gp & 1d6 piercing & 2 lb. & Finesse, light \\
189 Trident & 5 gp & 1d6 piercing & 4 lb. & Thrown (range 20/60), versatile (1d8) \\
190 War pick & 5 gp & 1d8 piercing & 2 lb. & \\
191 Warhammer & 15 gp & 1d8 bludgeoning & 2 lb. & Versatile (1d10) \\
192 Whip & 2 gp & 1d4 slashing & 3 lb. & Finesse, reach \\
193 \end{tabular}
194
195 \subsubsection{Martial Ranged Weapons}\label{martial-ranged-weapons}
196
197 \begin{tabular}{l | l | l | l | l}
198 Name & Cost & Damage & Weight & Properties \\ \hline
199 Blowgun & 10 gp & 1 piercing & 1 lb. & Ammunition (range 25/100), loading \\
200 Crossbow, hand & 75 gp & 1d6 piercing & 3 lb. & Ammunition (range 30/120), light, loading \\
201 Crossbow, heavy & 50 gp & 1d10 piercing & 18 lb. & Ammunition (range 100/400), heavy, loading, two-handed \\
202 Longbow & 50 gp & 1d8 piercing & 2 lb. & Ammunition (range 150/600), heavy, two-handed \\
203 Net & 1 gp & & 3 lb. & Special, thrown (range 5/15) \\
204 \end{tabular}
1 ==========
2 Dragonborn
3 ==========
4
5 Born of dragons, as their name proclaims, the dragonborn walk proudly through
6 a world that greets them with fearful in comprehension. Shaped by draconic
7 gods or the dragons themselves, dragonborn originally hatched from dragon eggs
8 as a unique race, combining the best attributes of dragons and humanoids. Some
9 dragonborn are faithful servants to true dragons, others form the ranks of
10 soldiers in great wars, and still others find themselves adrift, with no clear
11 calling in life.
12
13
14 Proud Dragon Kin
15 ----------------
16
17 Dragon born look very much like dragons standing erect in humanoid form,
18 though they lack wings ora tail. The first dragonborn had scales of vibrant
19 hues matching the colors of their dragon kin, but generations of interbreeding
20 have created a more uniform appearance. Their small, fine scales are usually
21 brass or bronze in color, sometimes ranging to scarlet, rust, gold, or
22 copper-green. They are tall and strongly built, often standing close to 6.5
23 feet tall and weighing 300 pounds or more. Their hands and feet are strong,
24 talonlike claws with three fingers and a thumb on each hand.
25
26 The blood of a
27 particular type of dragon runs very strong through some dragonborn clans.
28 These dragonborn often boast scales that more closely match those of their
29 dragon an cestor—bright red, green, blue, or white, lustrous black, or
30 gleaming metallic gold, silver, brass, copper, or bronze.
31
32
33 Self-Sufficient Clans
34 ---------------------
35
36 To any dragonborn, the clan is more important than life itself. Dragon born
37 owe their devotion and respect to their clan above all else, even the gods.
38 Each dragon born ’s conduct reflects on the honor of his or her clan, and
39 bringing dishonor to the clan can result in expulsion and exile. Each
40 dragonborn knows his or her station and duties within the clan, and honor
41 demands maintaining the bounds of that position.
42
43 A continual drive for self-improvement reflects the self-sufficiency of the
44 race as a whole. Dragon born value skill and excellence in all endeavors. They
45 hate to fail, and they push themselves to extreme efforts before they give
46 upon something. Ad ragonborn holds mastery of a particular skill as a lifetime
47 goal. Members of other races who share the same commitment find it easy to
48 earn the respect of a dragonborn.
49
50 Though all dragonborn strive to be self-sufficient, they recognize that help
51 is sometimes needed in difficult situations. But the best source for such help
52 is the clan, and when a clan needs help, it turns to another dragonborn clan
53 before seeking aid from other races—or even from the gods.
54
55
56 Dragonborn Names
57 ----------------
58
59 Dragon born have personal names given at birth, but they put their clan names
60 first as a mark of honor. A childhood name or nickname is often used among
61 clutchmates as a descriptive term ora term of endearment. The name might
62 recall an event or center on a habit.
63
64 **Male Names:**
65 Arjhan, Balasar, Bharash, Donaar, Ghesh. Heskan, Kriv, Medrash, Mehen, Nadarr,
66 Pandjed, Patrin, Rhogar, Shamash, Shedinn, Tarhun, Torinn
67
68 **Female Names:**
69 Akra, Biri, Daar, Farideh, Harann, Flavilar, Jheri, Kava, Korinn, Mishann,
70 Nala, Perra, Raiann, Sora, Surina, Thava, Uadjit
71
72 **Childhood Names:**
73 Climber, Earbender, Leaper, Pious, Shieldbiter, Zealous
74
75 **Clan Names:**
76 Clethtinthiallor, Daardendrian, Delmirev, Drachedandion, Fenkenkabradon,
77 Kepeshkmolik, Kerrhylon, Kim batuul, Linxakasendalor, Myastan, Nemmonis,
78 Norixius, Ophinshtalajiir, Prexijandilin, Shestendeliath, Turnuroth,
79 Verthisathurgiesh, Yarjerit
80
81
82 Uncommon Races
83 --------------
84
85 The dragonborn and the rest of the races in this chapter are uncommon. They
86 don’t exist in every world of D&D, and even where they are found, they are
87 less widespread than dwarves, elves, halflings, and humans.
88
89 In the
90 cosmopolitan cities of the D&D multiverse, most people hardly look twice at
91 members of even the most exotic races. But the small towns and villages that
92 dot the countryside are different. The common folk aren’t accustomed to seeing
93 members of these races, and they react accordingly.
94
95 **Dragonborn.**
96 It’s easy to assume that a dragonborn is a monster, especially if his or her
97 scales betray achromatic heritage. Unless the dragonborn starts breathing fire
98 and causing destruction, though, people are likely to respond with caution
99 rather than outright fear.
100
101 **Gnome.**
102 Gnomes don’t look like a threat and can quickly disarm suspicion with good
103 humor. The common folk are often curious about gnomes, likely never having
104 seen one before, but they are rarely hostile or fearful.
105
106 **Half-Elf.**
107 Although many people have never seen a half-elf, virtually everyone knows they
108 exist. A half-elfstranger’s arrival is followed by gossip behind the
109 half-elf's back and stolen glances across the common room, rather than any
110 confrontation or open curiosity.
111
112 **Half-Orc.**
113 It’s usually safe to assume that a half-orc is belligerent and quick to anger,
114 so people watch themselves around an unfamiliar half-orc. Shopkeepers might
115 surreptitiously hide valuable or fragile goods when a half-orc comes in, and
116 people slowly clear out of a tavern, assuming a fight will break out soon.
117
118 **Tiefling.**
119 Half-orcs are greeted with a practical caution, but tieflings are the subject
120 of supernatural fear. The evil of their heritage is plainly visible in their
121 features, and as far as most people are concerned, a tiefling could very well
122 be a devil straight from the Nine Hells. People might make warding signs as a
123 tiefling approaches, cross the street to avoid passing near, or bar shop doors
124 before a tiefling can enter.
125
126
127 Dragonborn Traits
128 -----------------
129
130 Your draconic heritage manifests ina variety of traits you share with other
131 dragonborn.
132
133 **Ability Score Increase.**
134 Your Strength score increases by 2, and your Charisma score increases by 1.
135
136 **Age.**
137 Young dragonborn grow quickly. They walk hours after hatching, attain the size
138 and development of a 10-year-old human child by the age of 3, and reach
139 adulthood by 15. They live to be around 80.
140
141 **Alignment.**
142 Dragonborn tend to extremes, making a conscious choice for one side or the
143 other in the cosmic war between good and evil (represented by Bahamut and
144 Tiamat, respectively). Most dragonborn are good, but those who side with
145 Tiamat can be terrible villains.
146
147 **Size.**
148 Dragon born are taller and heavier than humans, standing well over 6 feet tall
149 and averaging almost 250 pounds. Your size is Medium.
150
151 **Speed.**
152 Your base walking speed is 30 feet.
153
154 **Draconic Ancestry.**
155 You have draconic ancestry. Choose one type of dragon from the D ra conic
156 Ancestry table. Your breath weapon and damage resistance are determined by the
157 dragon type, as shown in the table.
158
159 =========== ============== =============
160 Dragon Damage Type Breath Weapon
161 =========== ============== =============
162 Black Acid 5 by 30 ft. line (Dex save)
163 Blue Lightning 5 by 30 ft. line (Dex save)
164 Brass Fire 5 by 30 ft. line (Dex save)
165 Bronze Lightning 5 by 30 ft. line (Dex save)
166 Copper Acid 5 by 30 ft. line (Dex save)
167 Gold Fire 15 ft. cone (Dex save)
168 Green Poison 15 ft. cone (Con save)
169 Red Fire 15 ft. cone (Dex save)
170 Silver Cold 15 ft. cone (Con save)
171 White Cold 15 ft. cone (Con save)
172 =========== ============== =============
173
174 **Breath Weapon.**
175 You can use your action to exhale destructive energy. Your draconic ancestry
176 determines the size, shape, and damage type of the exhalation. When you use
177 your breath weapon, each creature in the area of the exhalation must make a
178 saving throw, the type of which is determined by your draconic ancestry. The
179 DC for this saving throw equals 8 + your Constitution modifier + your
180 proficiency bonus. A creature takes 2d6 damage on a failed save, and half as
181 much damage on a successful one. The damage increases to 3d6 at 6th level, 4
182 d6 at 11th level, and 5d6 at 16th level.
183
184 After you use your breath weapon, you can’t use it again until you complete a
185 short or long rest.
186
187 **Damage Resistance.**
188 You have resistance to the damage type associated with your draconic ancestry.
189
190 **Languages.**
191 You can speak, read, and write Common and Draconic. Draconic is thought to be
192 one of the oldest languages and is often used in the study of magic. The
193 language sounds harsh to most other creatures and includes numerous hard
194 consonants and sibilants.
195
196
197 Draconians
198 ----------
199
200 in the Dragonlance setting, the followers of the evil goddess Takhisis learned
201 a dark ritual that let them corrupt the eggs of metallic dragons, producing
202 evil dragonborn called draconians. Five types of draconians, corresponding to
203 the five types of metallic dragons, fought for Takhisis in the War of the
204 Lance: auraks (gold), baaz (brass), bozak (bronze), kapak (copper),and sivak (silver).
1 \section{Dragonborn}\label{dragonborn}
2
3 Born of dragons, as their name proclaims, the dragonborn walk proudly
4 through a world that greets them with fearful in comprehension. Shaped
5 by draconic gods or the dragons themselves, dragonborn originally
6 hatched from dragon eggs as a unique race, combining the best attributes
7 of dragons and humanoids. Some dragonborn are faithful servants to true
8 dragons, others form the ranks of soldiers in great wars, and still
9 others find themselves adrift, with no clear calling in life.
10
11 \subsection{Proud Dragon Kin}\label{proud-dragon-kin}
12
13 Dragon born look very much like dragons standing erect in humanoid form,
14 though they lack wings ora tail. The first dragonborn had scales of
15 vibrant hues matching the colors of their dragon kin, but generations of
16 interbreeding have created a more uniform appearance. Their small, fine
17 scales are usually brass or bronze in color, sometimes ranging to
18 scarlet, rust, gold, or copper-green. They are tall and strongly built,
19 often standing close to 6.5 feet tall and weighing 300 pounds or more.
20 Their hands and feet are strong, talonlike claws with three fingers and
21 a thumb on each hand.
22
23 The blood of a particular type of dragon runs very strong through some
24 dragonborn clans. These dragonborn often boast scales that more closely
25 match those of their dragon an cestor---bright red, green, blue, or
26 white, lustrous black, or gleaming metallic gold, silver, brass, copper,
27 or bronze.
28
29 \subsection{Self-Sufficient Clans}\label{self-sufficient-clans}
30
31 To any dragonborn, the clan is more important than life itself. Dragon
32 born owe their devotion and respect to their clan above all else, even
33 the gods. Each dragon born 's conduct reflects on the honor of his or
34 her clan, and bringing dishonor to the clan can result in expulsion and
35 exile. Each dragonborn knows his or her station and duties within the
36 clan, and honor demands maintaining the bounds of that position.
37
38 A continual drive for self-improvement reflects the self-sufficiency of
39 the race as a whole. Dragon born value skill and excellence in all
40 endeavors. They hate to fail, and they push themselves to extreme
41 efforts before they give upon something. Ad ragonborn holds mastery of a
42 particular skill as a lifetime goal. Members of other races who share
43 the same commitment find it easy to earn the respect of a dragonborn.
44
45 Though all dragonborn strive to be self-sufficient, they recognize that
46 help is sometimes needed in difficult situations. But the best source
47 for such help is the clan, and when a clan needs help, it turns to
48 another dragonborn clan before seeking aid from other races---or even
49 from the gods.
50
51 \subsection{Dragonborn Names}\label{dragonborn-names}
52
53 Dragon born have personal names given at birth, but they put their clan
54 names first as a mark of honor. A childhood name or nickname is often
55 used among clutchmates as a descriptive term ora term of endearment. The
56 name might recall an event or center on a habit.
57
58 \textbf{Male Names:} Arjhan, Balasar, Bharash, Donaar, Ghesh. Heskan,
59 Kriv, Medrash, Mehen, Nadarr, Pandjed, Patrin, Rhogar, Shamash, Shedinn,
60 Tarhun, Torinn
61
62 \textbf{Female Names:} Akra, Biri, Daar, Farideh, Harann, Flavilar,
63 Jheri, Kava, Korinn, Mishann, Nala, Perra, Raiann, Sora, Surina, Thava,
64 Uadjit
65
66 \textbf{Childhood Names:} Climber, Earbender, Leaper, Pious,
67 Shieldbiter, Zealous
68
69 \textbf{Clan Names:} Clethtinthiallor, Daardendrian, Delmirev,
70 Drachedandion, Fenkenkabradon, Kepeshkmolik, Kerrhylon, Kim batuul,
71 Linxakasendalor, Myastan, Nemmonis, Norixius, Ophinshtalajiir,
72 Prexijandilin, Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit
73
74 \subsection{Uncommon Races}\label{uncommon-races}
75
76 The dragonborn and the rest of the races in this chapter are uncommon.
77 They don't exist in every world of D\&D, and even where they are found,
78 they are less widespread than dwarves, elves, halflings, and humans.
79
80 In the cosmopolitan cities of the D\&D multiverse, most people hardly
81 look twice at members of even the most exotic races. But the small towns
82 and villages that dot the countryside are different. The common folk
83 aren't accustomed to seeing members of these races, and they react
84 accordingly.
85
86 \textbf{Dragonborn.} It's easy to assume that a dragonborn is a monster,
87 especially if his or her scales betray achromatic heritage. Unless the
88 dragonborn starts breathing fire and causing destruction, though, people
89 are likely to respond with caution rather than outright fear.
90
91 \textbf{Gnome.} Gnomes don't look like a threat and can quickly disarm
92 suspicion with good humor. The common folk are often curious about
93 gnomes, likely never having seen one before, but they are rarely hostile
94 or fearful.
95
96 \textbf{Half-Elf.} Although many people have never seen a half-elf,
97 virtually everyone knows they exist. A half-elfstranger's arrival is
98 followed by gossip behind the half-elf's back and stolen glances across
99 the common room, rather than any confrontation or open curiosity.
100
101 \textbf{Half-Orc.} It's usually safe to assume that a half-orc is
102 belligerent and quick to anger, so people watch themselves around an
103 unfamiliar half-orc. Shopkeepers might surreptitiously hide valuable or
104 fragile goods when a half-orc comes in, and people slowly clear out of a
105 tavern, assuming a fight will break out soon.
106
107 \textbf{Tiefling.} Half-orcs are greeted with a practical caution, but
108 tieflings are the subject of supernatural fear. The evil of their
109 heritage is plainly visible in their features, and as far as most people
110 are concerned, a tiefling could very well be a devil straight from the
111 Nine Hells. People might make warding signs as a tiefling approaches,
112 cross the street to avoid passing near, or bar shop doors before a
113 tiefling can enter.
114
115 \subsection{Dragonborn Traits}\label{dragonborn-traits}
116
117 Your draconic heritage manifests ina variety of traits you share with
118 other dragonborn.
119
120 \textbf{Ability Score Increase.} Your Strength score increases by 2, and
121 your Charisma score increases by 1.
122
123 \textbf{Age.} Young dragonborn grow quickly. They walk hours after
124 hatching, attain the size and development of a 10-year-old human child
125 by the age of 3, and reach adulthood by 15. They live to be around 80.
126
127 \textbf{Alignment.} Dragonborn tend to extremes, making a conscious
128 choice for one side or the other in the cosmic war between good and evil
129 (represented by Bahamut and Tiamat, respectively). Most dragonborn are
130 good, but those who side with Tiamat can be terrible villains.
131
132 \textbf{Size.} Dragon born are taller and heavier than humans, standing
133 well over 6 feet tall and averaging almost 250 pounds. Your size is
134 Medium.
135
136 \textbf{Speed.} Your base walking speed is 30 feet.
137
138 \textbf{Draconic Ancestry.} You have draconic ancestry. Choose one type
139 of dragon from the D ra conic Ancestry table. Your breath weapon and
140 damage resistance are determined by the dragon type, as shown in the
141 table.
142
143 \begin{longtable}[c]{@{}lll@{}}
144 \toprule
145 Dragon & Damage Type & Breath Weapon\tabularnewline
146 \midrule
147 \endhead
148 Black & Acid & 5 by 30 ft. line (Dex save)\tabularnewline
149 Blue & Lightning & 5 by 30 ft. line (Dex save)\tabularnewline
150 Brass & Fire & 5 by 30 ft. line (Dex save)\tabularnewline
151 Bronze & Lightning & 5 by 30 ft. line (Dex save)\tabularnewline
152 Copper & Acid & 5 by 30 ft. line (Dex save)\tabularnewline
153 Gold & Fire & 15 ft. cone (Dex save)\tabularnewline
154 Green & Poison & 15 ft. cone (Con save)\tabularnewline
155 Red & Fire & 15 ft. cone (Dex save)\tabularnewline
156 Silver & Cold & 15 ft. cone (Con save)\tabularnewline
157 White & Cold & 15 ft. cone (Con save)\tabularnewline
158 \bottomrule
159 \end{longtable}
160
161 \textbf{Breath Weapon.} You can use your action to exhale destructive
162 energy. Your draconic ancestry determines the size, shape, and damage
163 type of the exhalation. When you use your breath weapon, each creature
164 in the area of the exhalation must make a saving throw, the type of
165 which is determined by your draconic ancestry. The DC for this saving
166 throw equals 8 + your Constitution modifier + your proficiency bonus. A
167 creature takes 2d6 damage on a failed save, and half as much damage on a
168 successful one. The damage increases to 3d6 at 6th level, 4 d6 at 11th
169 level, and 5d6 at 16th level.
170
171 After you use your breath weapon, you can't use it again until you
172 complete a short or long rest.
173
174 \textbf{Damage Resistance.} You have resistance to the damage type
175 associated with your draconic ancestry.
176
177 \textbf{Languages.} You can speak, read, and write Common and Draconic.
178 Draconic is thought to be one of the oldest languages and is often used
179 in the study of magic. The language sounds harsh to most other creatures
180 and includes numerous hard consonants and sibilants.
181
182 \subsection{Draconians}\label{draconians}
183
184 in the Dragonlance setting, the followers of the evil goddess Takhisis
185 learned a dark ritual that let them corrupt the eggs of metallic
186 dragons, producing evil dragonborn called draconians. Five types of
187 draconians, corresponding to the five types of metallic dragons, fought
188 for Takhisis in the War of the Lance: auraks (gold), baaz (brass), bozak
189 (bronze), kapak (copper),and sivak (silver).
1 =====
2 Dwarf
3 =====
4
5 Kingdoms rich in ancient grandeur, halls carved into the roots of mountains,
6 the echoing of picks and hammers in deep mines and blazing forges, a
7 commitment to clan and tradition, and a burning hatred of goblins and
8 orcs—these common threads unite all dwarves.
9
10
11 Short and Stout
12 ---------------
13
14 Bold and hardy, dwarves are known as skilled warriors, miners, and workers of
15 stone and metal. Though they stand well under 5 feet tall, dwarves are so
16 broad and com pact that they can weigh as much as a human standing nearly two
17 feet taller. Their courage and endurance are also easily a match for any of
18 the larger folk.
19
20 Dwarven skin ranges from deep brown to a paler hue tinged with red, but the
21 most common shades are light brown or deep tan, like certain tones of earth.
22 Their hair, worn long but in simple styles, is usually black, gray, or brown,
23 though paler dwarves often have red hair. Male dwarves value their beards
24 highly and groom them carefully.
25
26
27 Long Memory, Long Grudges
28 -------------------------
29
30
31 Dwarves can live to be more than 400 years old, so the oldest living dwarves
32 often remember a very different world. For example, some of the oldest dwarves
33 living in Citadel Felbarr (in the world of the Forgotten R ealm s) can recall
34 the day, more than three centuries ago, when orcs conquered the fortress and
35 drove them into an exile that lasted over 250 years. This longevity grants
36 them a perspective on the world that shorter-lived races such as humans and
37 halflings lack.
38
39 Dwarves are solid and enduring like the mountains they love, weathering the
40 passage of centuries with stoic endurance and little change. They respect the
41 traditions of their clans, tracing their ancestry back to the founding of
42 their most ancient strongholds in the youth of the world, and don't abandon
43 those traditions lightly. Part of those traditions is devotion to the gods of
44 the dwarves, who uphold the dwarven ideals of industrious labor, skill in
45 battle, and devotion to the forge.
46
47 Individual dwarves are deteained and loyal,
48 true to their word and decisive in action, sometimes to the point of
49 stubbornness. Many dwarves have a strong sense of justice, and they are slow
50 to forget wrongs they have suffered. A wrong done to one dwarf is a wrong done
51 to the dwarf’s entire clan, so what begins as one dwarf’s hunt for vengeance
52 can become a full-blown clan feud.
53
54
55 Clans and Kingdoms
56 ------------------
57
58 Dwarven kingdoms stretch deep beneath the mountains where the dwarves mine
59 gems and precious metals and forge items of wonder. They love the beauty and
60 artistry of precious metals and fine jewelry, and in som e dwarves this love
61 festers into avarice. Whatever wealth they ca n ’t find in their mountains,
62 they gain through trade. They dislike boats, so enterprising humans and
63 halflings frequently handle trade in dwarven goods along water routes.
64 Trustworthy members of other races are welcome in dwarf settlements, though
65 some areas are off limits even to them.
66
67 The chief unit of dwarven society is
68 the clan, and dwarves highly value social standing. Even dwarves who live far
69 from their own kingdoms cherish their clan identities and affiliations,
70 recognize related dwarves, and invoke their ancestors’ names in oaths and
71 curses. To be clanless is the worst fate that can befall a dwarf.
72
73 Dwarves in
74 other lands are typically artisans, especially weaponsmiths, armorers, and
75 jewelers. Some become mercenaries or bodyguards, highly sought after for their
76 courage and loyalty.
77
78
79 Gods, Gold, and Clan
80 --------------------
81
82 Dwarves who take up the adventuring life might be motivated by a desire for
83 treasure—for its own sake, for a specific purpose, or even out of an
84 altruistic desire to help others. Other dwarves are driven by the command or
85 inspiration of a deity, a direct calling or simply a desire to bring glory to
86 one of the dwarf gods. Clan and ancestry are also important motivators. A
87 dwarf might seek to restore a clan’s lost honor, avenge an ancient wrong the
88 clan suffered, or earn a new place within the clan after having been exiled.
89 Or a dwarf might search for the axe wielded by a mighty ancestor, lost on the
90 field of battle centuries ago.
91
92
93 Slow to Trust
94 -------------
95
96 Dwarves get along passably well with most other races. “The difference between
97 an acquaintance and a friend is about a hundred years,” is a dwarf saying that
98 might be hyperbole, but certainly points to how difficult it can be for a
99 member o f a short-lived race like humans to earn a dwarf’s trust.
100
101 **Elves.**
102 “It’s not wise to depend on the elves. No telling what an elf will do next;
103 when the hammer meets the orc’s head, they’re as apt to start singing as to
104 pull out a sword. They’re flighty and frivolous. Two things to be said for
105 them, though: They don’t have many smiths, but the ones they have do very fine
106 work. And when orcs or goblins come streaming down out of the mountains, an
107 elf’s good to have at your back. Not as good as a dwarf, maybe, but no doubt
108 they hate the orcs as much as we do.”
109 **Halflings.**
110 “Sure, they’re pleasant folk.
111 But show me a halfling hero. An empire, a triumphant army. Even a treasure for
112 the ages made by halfling hands. Nothing. How can you take them seriously?”
113
114 **Humans.**
115 “You take the time to get to know a human, and by then the human’s on
116 her deathbed. If you’re lucky, she’s got kin— a daughter or granddaughter,
117 maybe— who’s got hands and heart as good as hers. That’s when you can make a
118 human friend. And watch them go! They set their hearts on something, they’ ll
119 get it, whether it’s a dragon’s hoard or an empire’s throne. You have to
120 admire that kind of dedication, even if it gets them in trouble more often
121 than not.”
122
123
124 Dwarf Names
125 -----------
126
127 A dwarf’s name is granted by a clan elder, in accordance with tradition. Every
128 proper dwarven name has been used and reused down through the generations. A
129 dwarf’s name belongs to the clan, not to the individual. A dwarf who misuses
130 or brings shame to a clan name is stripped of the name and forbidden by law to
131 use any dwarven name in its place.
132
133 **Male Names:**
134 Adrik, Alberich, Baern, Barendd, Brottor, Bruenor, Dain, Darrak, Delg, Eberk,
135 Einkil, Fargrim, Flint, Gardain, Harbek, Kildrak, Morgran, Orsik, Oskar,
136 Rangrim, Rurik, Taklinn, Thoradin, Thorin, Tordek, Traubon, Travok, Ulfgar,
137 Veit, Vondal
138
139 **Female Names:**
140 Amber, Artin, Audhild, Bardryn, Dagnal, Diesa, Eldeth, Falkrunn, Finellen,
141 Gunnloda, Gurdis, Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa, Mardred,
142 Riswynn, Sannl, Torbera, Torgga, Vistra
143
144 **Clan Names:**
145 Balderk, Battlehammer, Brawnanvil, Dankil, Fireforge, Frostbeard, Gorunn,
146 Holderhek, Ironfist, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, Ungart
147
148
149 Dwarf Traits
150 ------------
151
152 Your dwarf character has an assortment of inborn abilities, part and parcel of
153 dwarven nature.
154
155 **Ability Score Increase**.
156 Your Constitution score increases by 2.
157
158 **Age**.
159 Dwarves mature at the same rate as humans, but they’re considered young until
160 they reach the age of 50. On average, they live about 350 years.
161
162 **Alignment**.
163 Most dwarves are lawful, believing firmly in the benefits of a well-ordered
164 society. They tend toward good as well, with a strong sense of fair play and a
165 belief that everyone deserves to share in the benefits of a just order.
166
167 **Size**.
168 Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your
169 size is Medium.
170
171 **Speed**.
172 Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy
173 armor.
174
175 **Darkvision**.
176 Accustomed to life underground, you have superior vision in dark and dim
177 conditions. You can see in dim light within 60 feet of you as if it were
178 bright light, and in darkness as if it were dim light. You can’t discern color
179 in darkness, only shades of gray.
180
181 **Dwarven Resilience**.
182 You have advantage on saving throws against poison, and you have resistance
183 against poison damage (explained in chapter 9).
184
185 **Dwarven Combat Training**.
186 You have proficiency with the battleaxe, handaxe, throwing hammer, and
187 warhammer.
188
189 **Tool Proficiency**.
190 You gain proficiency with the artisan’s tools of your choice: smith’s tools,
191 brewer’s supplies, or mason’s tools.
192
193 **Stonecunning**.
194 Whenever you make an Intelligence
195 (History)
196 check related to the origin of stonework, you are considered proficient in the
197 History skill and add double your proficiency bonus to the check, instead of
198 your normal proficiency bonus.
199
200 **Languages**.
201 You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard
202 consonants and guttural sounds, and those characteristics spill over into
203 whatever other language a dwarf might speak.
204
205
206
207 Subraces
208 --------
209
210 Two main subraces of dwarves populate the worlds of D&D: hill dwarves and
211 mountain dwarves. Choose one of these subraces.
212
213
214 Hill Dwarf
215 ^^^^^^^^^^
216
217 As a hill dwarf, you have keen senses, deep intuition, and remarkable
218 resilience. The gold dwarves of Faerun in their mighty southern kingdom are
219 hill dwarves, as are the exiled Neidar and the debased Klar of Krynn in the
220 Dragon lance setting.
221
222 **Ability Score Increase**.
223 Your Wisdom score increases by 1.
224
225 **Dwarven Toughness**.
226 Your hit point maximum increases by 1, and it increases by 1 every time you
227 gain a level.
228
229
230 Mountain Dwarf
231 ^^^^^^^^^^^^^^
232
233 As a mountain dwarf, you're strong and hardy, accustomed to a difficult life
234 in rugged terrain. You’re probably on the tall side (for a dwarf), and tend
235 toward lighter coloration. The shield dwarves of northern Faerun, as well as
236 the ruling Hylar clan and the noble Daewar clan of Dragon lance, are mountain
237 dwarves.
238
239 **Ability Score Increase**.
240 Your Strength score increases by 2.
241
242 **Dwarven Armor Training**.
243 You have proficiency with light and medium armor.
244
245
246 Duergar
247 -------
248
249 In cities deep in the Underdark live the duergar, or gray
250 dwarves. These vicious, stealthy slave traders raid the surface
251 world for captives, then sell their prey to the other races of
252 the Underdark. They have innate magical abilities to become
253 invisible and to temporarily grow to giant size.
1 \section{Dwarf}\label{dwarf}
2
3 Kingdoms rich in ancient grandeur, halls carved into the roots of
4 mountains, the echoing of picks and hammers in deep mines and blazing
5 forges, a commitment to clan and tradition, and a burning hatred of
6 goblins and orcs---these common threads unite all dwarves.
7
8 \subsection{Short and Stout}\label{short-and-stout}
9
10 Bold and hardy, dwarves are known as skilled warriors, miners, and
11 workers of stone and metal. Though they stand well under 5 feet tall,
12 dwarves are so broad and com pact that they can weigh as much as a human
13 standing nearly two feet taller. Their courage and endurance are also
14 easily a match for any of the larger folk.
15
16 Dwarven skin ranges from deep brown to a paler hue tinged with red, but
17 the most common shades are light brown or deep tan, like certain tones
18 of earth. Their hair, worn long but in simple styles, is usually black,
19 gray, or brown, though paler dwarves often have red hair. Male dwarves
20 value their beards highly and groom them carefully.
21
22 \subsection{Long Memory, Long Grudges}\label{long-memory-long-grudges}
23
24 Dwarves can live to be more than 400 years old, so the oldest living
25 dwarves often remember a very different world. For example, some of the
26 oldest dwarves living in Citadel Felbarr (in the world of the Forgotten
27 R ealm s) can recall the day, more than three centuries ago, when orcs
28 conquered the fortress and drove them into an exile that lasted over 250
29 years. This longevity grants them a perspective on the world that
30 shorter-lived races such as humans and halflings lack.
31
32 Dwarves are solid and enduring like the mountains they love, weathering
33 the passage of centuries with stoic endurance and little change. They
34 respect the traditions of their clans, tracing their ancestry back to
35 the founding of their most ancient strongholds in the youth of the
36 world, and don't abandon those traditions lightly. Part of those
37 traditions is devotion to the gods of the dwarves, who uphold the
38 dwarven ideals of industrious labor, skill in battle, and devotion to
39 the forge.
40
41 Individual dwarves are deteained and loyal, true to their word and
42 decisive in action, sometimes to the point of stubbornness. Many dwarves
43 have a strong sense of justice, and they are slow to forget wrongs they
44 have suffered. A wrong done to one dwarf is a wrong done to the dwarf's
45 entire clan, so what begins as one dwarf's hunt for vengeance can become
46 a full-blown clan feud.
47
48 \subsection{Clans and Kingdoms}\label{clans-and-kingdoms}
49
50 Dwarven kingdoms stretch deep beneath the mountains where the dwarves
51 mine gems and precious metals and forge items of wonder. They love the
52 beauty and artistry of precious metals and fine jewelry, and in som e
53 dwarves this love festers into avarice. Whatever wealth they ca n 't
54 find in their mountains, they gain through trade. They dislike boats, so
55 enterprising humans and halflings frequently handle trade in dwarven
56 goods along water routes. Trustworthy members of other races are welcome
57 in dwarf settlements, though some areas are off limits even to them.
58
59 The chief unit of dwarven society is the clan, and dwarves highly value
60 social standing. Even dwarves who live far from their own kingdoms
61 cherish their clan identities and affiliations, recognize related
62 dwarves, and invoke their ancestors' names in oaths and curses. To be
63 clanless is the worst fate that can befall a dwarf.
64
65 Dwarves in other lands are typically artisans, especially weaponsmiths,
66 armorers, and jewelers. Some become mercenaries or bodyguards, highly
67 sought after for their courage and loyalty.
68
69 \subsection{Gods, Gold, and Clan}\label{gods-gold-and-clan}
70
71 Dwarves who take up the adventuring life might be motivated by a desire
72 for treasure---for its own sake, for a specific purpose, or even out of
73 an altruistic desire to help others. Other dwarves are driven by the
74 command or inspiration of a deity, a direct calling or simply a desire
75 to bring glory to one of the dwarf gods. Clan and ancestry are also
76 important motivators. A dwarf might seek to restore a clan's lost honor,
77 avenge an ancient wrong the clan suffered, or earn a new place within
78 the clan after having been exiled. Or a dwarf might search for the axe
79 wielded by a mighty ancestor, lost on the field of battle centuries ago.
80
81 \subsection{Slow to Trust}\label{slow-to-trust}
82
83 Dwarves get along passably well with most other races. ``The difference
84 between an acquaintance and a friend is about a hundred years,'' is a
85 dwarf saying that might be hyperbole, but certainly points to how
86 difficult it can be for a member o f a short-lived race like humans to
87 earn a dwarf's trust.
88
89 \textbf{Elves.} ``It's not wise to depend on the elves. No telling what
90 an elf will do next; when the hammer meets the orc's head, they're as
91 apt to start singing as to pull out a sword. They're flighty and
92 frivolous. Two things to be said for them, though: They don't have many
93 smiths, but the ones they have do very fine work. And when orcs or
94 goblins come streaming down out of the mountains, an elf's good to have
95 at your back. Not as good as a dwarf, maybe, but no doubt they hate the
96 orcs as much as we do.'' \textbf{Halflings.} ``Sure, they're pleasant
97 folk. But show me a halfling hero. An empire, a triumphant army. Even a
98 treasure for the ages made by halfling hands. Nothing. How can you take
99 them seriously?''
100
101 \textbf{Humans.} ``You take the time to get to know a human, and by then
102 the human's on her deathbed. If you're lucky, she's got kin--- a
103 daughter or granddaughter, maybe--- who's got hands and heart as good as
104 hers. That's when you can make a human friend. And watch them go! They
105 set their hearts on something, they' ll get it, whether it's a dragon's
106 hoard or an empire's throne. You have to admire that kind of dedication,
107 even if it gets them in trouble more often than not.''
108
109 \subsection{Dwarf Names}\label{dwarf-names}
110
111 A dwarf's name is granted by a clan elder, in accordance with tradition.
112 Every proper dwarven name has been used and reused down through the
113 generations. A dwarf's name belongs to the clan, not to the individual.
114 A dwarf who misuses or brings shame to a clan name is stripped of the
115 name and forbidden by law to use any dwarven name in its place.
116
117 \textbf{Male Names:} Adrik, Alberich, Baern, Barendd, Brottor, Bruenor,
118 Dain, Darrak, Delg, Eberk, Einkil, Fargrim, Flint, Gardain, Harbek,
119 Kildrak, Morgran, Orsik, Oskar, Rangrim, Rurik, Taklinn, Thoradin,
120 Thorin, Tordek, Traubon, Travok, Ulfgar, Veit, Vondal
121
122 \textbf{Female Names:} Amber, Artin, Audhild, Bardryn, Dagnal, Diesa,
123 Eldeth, Falkrunn, Finellen, Gunnloda, Gurdis, Helja, Hlin, Kathra,
124 Kristryd, Ilde, Liftrasa, Mardred, Riswynn, Sannl, Torbera, Torgga,
125 Vistra
126
127 \textbf{Clan Names:} Balderk, Battlehammer, Brawnanvil, Dankil,
128 Fireforge, Frostbeard, Gorunn, Holderhek, Ironfist, Loderr, Lutgehr,
129 Rumnaheim, Strakeln, Torunn, Ungart
130
131 \subsection{Dwarf Traits}\label{dwarf-traits}
132
133 Your dwarf character has an assortment of inborn abilities, part and
134 parcel of dwarven nature.
135
136 \textbf{Ability Score Increase}. Your Constitution score increases by 2.
137
138 \textbf{Age}. Dwarves mature at the same rate as humans, but they're
139 considered young until they reach the age of 50. On average, they live
140 about 350 years.
141
142 \textbf{Alignment}. Most dwarves are lawful, believing firmly in the
143 benefits of a well-ordered society. They tend toward good as well, with
144 a strong sense of fair play and a belief that everyone deserves to share
145 in the benefits of a just order.
146
147 \textbf{Size}. Dwarves stand between 4 and 5 feet tall and average about
148 150 pounds. Your size is Medium.
149
150 \textbf{Speed}. Your base walking speed is 25 feet. Your speed is not
151 reduced by wearing heavy armor.
152
153 \textbf{Darkvision}. Accustomed to life underground, you have superior
154 vision in dark and dim conditions. You can see in dim light within 60
155 feet of you as if it were bright light, and in darkness as if it were
156 dim light. You can't discern color in darkness, only shades of gray.
157
158 \textbf{Dwarven Resilience}. You have advantage on saving throws against
159 poison, and you have resistance against poison damage (explained in
160 chapter 9).
161
162 \textbf{Dwarven Combat Training}. You have proficiency with the
163 battleaxe, handaxe, throwing hammer, and warhammer.
164
165 \textbf{Tool Proficiency}. You gain proficiency with the artisan's tools
166 of your choice: smith's tools, brewer's supplies, or mason's tools.
167
168 \textbf{Stonecunning}. Whenever you make an Intelligence (History) check
169 related to the origin of stonework, you are considered proficient in the
170 History skill and add double your proficiency bonus to the check,
171 instead of your normal proficiency bonus.
172
173 \textbf{Languages}. You can speak, read, and write Common and Dwarvish.
174 Dwarvish is full of hard consonants and guttural sounds, and those
175 characteristics spill over into whatever other language a dwarf might
176 speak.
177
178 \subsection{Subraces}\label{subraces}
179
180 Two main subraces of dwarves populate the worlds of D\&D: hill dwarves
181 and mountain dwarves. Choose one of these subraces.
182
183 \subsubsection{Hill Dwarf}\label{hill-dwarf}
184
185 As a hill dwarf, you have keen senses, deep intuition, and remarkable
186 resilience. The gold dwarves of Faerun in their mighty southern kingdom
187 are hill dwarves, as are the exiled Neidar and the debased Klar of Krynn
188 in the Dragon lance setting.
189
190 \textbf{Ability Score Increase}. Your Wisdom score increases by 1.
191
192 \textbf{Dwarven Toughness}. Your hit point maximum increases by 1, and
193 it increases by 1 every time you gain a level.
194
195 \subsubsection{Mountain Dwarf}\label{mountain-dwarf}
196
197 As a mountain dwarf, you're strong and hardy, accustomed to a difficult
198 life in rugged terrain. You're probably on the tall side (for a dwarf),
199 and tend toward lighter coloration. The shield dwarves of northern
200 Faerun, as well as the ruling Hylar clan and the noble Daewar clan of
201 Dragon lance, are mountain dwarves.
202
203 \textbf{Ability Score Increase}. Your Strength score increases by 2.
204
205 \textbf{Dwarven Armor Training}. You have proficiency with light and
206 medium armor.
207
208 \subsection{Duergar}\label{duergar}
209
210 In cities deep in the Underdark live the duergar, or gray dwarves. These
211 vicious, stealthy slave traders raid the surface world for captives,
212 then sell their prey to the other races of the Underdark. They have
213 innate magical abilities to become invisible and to temporarily grow to
214 giant size.
1 ===
2 Elf
3 ===
4
5 Elves area magical people of otherworldly grace, living in the world but not
6 entirely part of it. They live in places of ethereal beauty, in the midst of
7 ancient forests orin silvery spires glittering with faerie light, where soft
8 music drifts through the air and gentle fragrances waft on the breeze. Elves
9 love nature and magic, art and artistry, music and poetry, and the good things
10 of the world.
11
12
13 Slender and Graceful
14 --------------------
15 With their unearthly grace and fine features, elves appear hauntingly
16 beautiful to humans and members of many other races. They are slightly shorter
17 than humans on average, ranging from well under 5 feet tall to just over 6
18 feet. They are more slender than humans, weighing only 100 to 145 pounds.
19 Males and females are about the same height, and males are only marginally
20 heavier than females.
21
22 Elves’ coloration encompasses the normal human range and also includes skin in
23 shades of copper, bronze, and almost bluish-white, hair of green or blue, and
24 eyes like pools of liquid gold or silver. Elves have no facial and little body
25 hair. They favor elegant cloth in gin bright colors, and they enjoy simple yet
26 lovely jewelry.
27
28
29 A Timeless Perspective
30 ----------------------
31
32 Elves can live well over 700 years, giving them abroad perspective on events
33 that might trouble the shorterlived races more deeply. They are more often
34 amused than excited, and more likely to be curious than greedy. They tend to
35 remain aloof and unfazed by petty happenstance. When pursuing a goal, however,
36 whether adventuring on a mission or learning anew skill or art, elves can be
37 focused and relentless. They are slow to make friends and enemies, and even
38 slower to forget them. They reply to petty insults with disdain and to serious
39 insults with vengeance.
40
41 Like the branches of a young tree, elves are flexible
42 in the face of danger. They trust in diplomacy and compromise to resolve
43 differences before they escalate to violence. They have been known to retreat
44 from intrusions into their woodland homes, confident that they can simply wait
45 the invaders out. But when the need arises, elves reveal astern martial side,
46 demonstrating skill with sword, bow, and strategy.
47
48
49 Hidden Woodland Realms
50 ----------------------
51
52 Most elves dwell in small forest villages hidden among the trees. Elves hunt
53 game, gather food, and grow vegetables, and their skill and magic allow them
54 to support themselves without the need for clearing and plow in gland. They
55 are talented artisans, crafting finely worked clothes and art objects. Their
56 contact with outsiders is usually limited, though a few elves make a good
57 living by trading crafted items for metals (which they have no interest in
58 mining).
59
60 Elves encountered outside their own lands are commonly traveling minstrels,
61 artists, or sages. Human nobles compete for the services of elf instructors to
62 teach swordplay or magic to their children.
63
64
65 Exploration and Adventure
66 -------------------------
67
68 Elves take up adventuring out of wanderlust. Since they are so long-lived,
69 they can enjoy centuries of exploration and discovery. They dislike the pace
70 of human society, which is regimented from day today but constantly changing
71 over decades, so they find careers that let them travel freely and set their
72 own pace. Elves also enjoy exercising their martial prowess or gaining greater
73 magical power, and adventuring allows them to do so. Some might join with
74 rebels fighting against oppression, and others might become champions of moral
75 causes.
76
77
78 Elf Names
79 ---------
80
81
82 Elves are considered children until they declare themselves adults, sometime
83 after the hundredth birthday, and before this period they are called by child
84 names.
85
86 On declaring adulthood, an elf selects an adult name, although those
87 who knew him or her as a youngster might continue to use the child name. Each
88 elf’s adult name is a unique creation, though it might reflect the names of
89 respected individuals or other family members. Little distinction exists
90 between male names and female names; the groupings here reflect only general
91 tendencies. In addition, every elf bears a family name, typically a
92 combination of other Elvish words. Some elves traveling among humans translate
93 their family names into Common, but others retain the Elvish version.
94
95 **Child Names:**
96 Ara, Bryn, Del, Eryn, Faen, Innil. Lael, Mella, Naill, Naeris, Phann, Rael,
97 Rinn, Sai, Syllin, Thia, Vall
98
99 **Male Adult Names:**
100 Adran, Aelar, A ram il, A rannis, Aust, Beiro, Berrian, Carric, Enialis,
101 Erdan, Erevan, Galinndan, Hadarai, Heian, Him o, Immeral, Ivellios, Laucian,
102 Mindartis, Paelias, Peren, Quarion, Riardon, R olen, Soveliss, Thamior,
103 Tharivol, Theren, Varis
104
105 **Female Adult Names:**
106 Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn,
107 Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele,
108 Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui,
109 Theirastra, Thia, Vadania, Valanthe, Xanaphia
110
111 **Family Names (Common Translations):**
112 Am akiir (Gem flower), Am astacia (Starflow er),
113 Galanodel (Moonwhisper), Holimion (Diamonddew),
114 Ilphelkiir (Gem blossom),
115 Liadon (Silverfrond),
116 Meliamne (Oakenheel),
117 Nailo(Nightbreeze),
118 Siannodel (Moon brook),
119 Xiloscient(Goldpetal)
120
121
122 Haughty but Gracious
123 --------------------
124
125 Although they can be haughty, elves are generally gracious even to those who
126 fall short of their high expectations— which is most non-elves. Still, they
127 can find good in just about anyone.
128
129
130 **Dwarves.**
131
132 Dwarves are dull, clumsy oafs. But what they lack in humor, sophistication,
133 and manners, they makeup in valor. And I must admit, their best smiths produce
134 art that approaches elven quality.
135
136
137
138
139 **Halflings.**
140
141 Halflings are people of simple pleasures, and that is not a quality to scorn.
142 They’re good folk, they care for each other and tend their gardens, and they
143 have proven themselves tougher than they seem when the need arises.
144
145
146
147
148 **Humans.**
149 “All that haste,
150 their ambition and drive to accomplish something before their brief lives pass
151 away— human endeavors seem so futile sometimes. But then you look at what they
152 have accomplished, and you have to appreciate their achievements. If only they
153 could slowdown and learn some refinement.
154
155
156
157 Elf Traits
158 ----------
159
160 Your elf character has a variety of natural abilities, the result of thousands
161 of years of elven refinement.
162
163 **Ability Score Increase.**
164 Your Dexterity score increases by 2.
165
166 **Age.**
167 Although elves reach physical maturity at about the same age as humans, the
168 elven understanding of adulthood goes beyond physical growth to encompass
169 worldly experience. An elf typically claims adulthood and an adult name around
170 the age of 100 and can live to be 750 years old.
171
172 **Alignment.**
173 Elves love freedom, variety, and selfexpression, so they lean strongly toward
174 the gentler aspects of chaos. They value and protect others' freedom as well
175 as their own, and they are more often good than not. The d row are an
176 exception; their exile into the Underdark has made them vicious and dangerous.
177 Drow are more often evil than not.
178
179 **Size.**
180 Elves range from under 5 to over 6 feet tall and have slender builds. Your
181 size is Medium.
182
183 **Speed.**
184 Your base walking speed is 30 feet.
185
186 **Darkvision.**
187 Accustomed to twilit forests and the night sky, you have superior vision in
188 dark and dim conditions. You can see in dim light within 6 0 feet of you as if
189 it were bright light, and in darkness as if it were dim light. You can’t
190 discern color in darkness, only shades of gray.
191
192 **Keen Senses.**
193 You have proficiency in the Perception skill.
194
195 **Fey Ancestry.**
196 You have advantage on saving throws against being charmed, and magic can’t put
197 you to sleep.
198
199 **Trance.**
200 Elves don ’t need to sleep. Instead, they meditate deeply, remaining
201 semiconscious, for 4 hours a day. (The Common word for such meditation
202 is “trance.”)
203 While meditating, you can dream after a fashion; such dreams are actually
204 mental exercises that have become reflexive through years of practice. After
205 resting in this way, you gain the same benefit that a human does from 8 hours
206 of sleep.
207
208 **Languages.**
209 You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle
210 intonations and intricate grammar. Elven literature is rich and varied, and
211 their song sand poems are famous among other races. Many bards learn their
212 language so they can add Elvish ballads to their repertoires.
213
214
215 Subraces
216 --------
217
218 Ancient divides among the elven people resulted in three main subraces: high
219 elves, woo delves, and dark elves, who are commonly called drow. Choose one of
220 these subraces. In some worlds, these subraces are divided still further (such
221 as the sun elves and moon elves of the Forgotten Realms),
222 so if you wish, you can choose a narrower subrace.
223
224
225 High Elf
226 ^^^^^^^^
227
228 As a high elf, you have a keen mind and a mastery of at least the basics of
229 magic. In many of the worlds of D&D, there are two kinds of high elves. One
230 type (which includes the gray elves and valley elves of
231 Greyhawk, the Silvanesti of Dragon lance, and the sun elves of the Forgotten
232 Realms) is haughty and reclusive, believing themselves to be superior to
233 non-elves and even other elves. The other type (including the high elves of Greyhawk.
234 the Qualinesti of Dragon lance, and the moon elves of the Forgotten Realms)
235 are more common and more friendly, and often encountered among humans and
236 other races.
237
238 The sun elves of Faerun (also called gold elves or sunrise elves)
239 have bronze skin and hair of copper, black, or golden blond. Their eyes are
240 golden, silver, or black. Moon elves (also called silver elves or gray elves)
241 are much paler, with alabaster skin sometimes tinged with blue. They often
242 have hair of silver-white, black, or blue, but various shades of blond, brown,
243 and red are not uncommon. Their eyes are blue or green and flecked with gold.
244
245 **Ability Score Increase.**
246 Your Intelligence score increases by 1.
247
248 **Elf Weapon Training.**
249 You have proficiency with the lon gsword, shortsword, shortbow, and longbow.
250
251 **Cantrip.**
252 You know one cantrip of your choice from the wizard spell list. Intelligence
253 is your spellcasting ability for it.
254
255 **Extra Language.**
256 You can speak, read, and write one extra language of your choice.
257
258
259 Wood Elf
260 ^^^^^^^^
261
262 As a wood elf, you have keen sense sand intuition, and your fleet feet carry
263 you quickly and stealthily through your native forests. This category includes
264 the wild elves (grugach) of Greyhawk and the Kagonesti of Dragon lance, as
265 well as the races called woo delves in Greyhawk and the Forgotten Realms. In
266 Faerun, wood elves (also called wild elves, green elves, or forest elves) are
267 reclusive and distrusting of non-elves.
268
269 Wood elves’ skin tends to be copperish in hue, sometimes with traces of green.
270 Their hair tends toward brown
271 sand blacks, but it is occasionally blond or cop per-colored. Their eyes are
272 green, brown, or hazel.
273
274 **Ability Score Increase.**
275 Your Wisdom score increases by 1.
276
277 **Elf Weapon Training.**
278 You have proficiency with the longsword, sh ortsword, shortbow, and longbow.
279
280 **Fleet of Foot.**
281 Your base walking speed increases to 35 feet.
282
283 **Mask of the Wild.**
284 You can attempt to hide even when you are only lightly obscured by foliage,
285 heavy rain, falling snow, mist, and other natural phenomena.
286
287
288 Dark Elf (Drow)
289 ^^^^^^^^^^^^^^^
290
291 Descended from an earlier su brace of dark-skinned elves, the d row were
292 banished from the surface world for following the goddess Lolth down the path
293 to evil and corruption. Now they have built their own civilization in the
294 depths of the Underdark, patterned after the Way of Lolth. Also called dark
295 elves, the drow have black skin that resembles polished obsidian and stark
296 white or pale yellow hair. They commonly have very pale eyes (so pale as to be
297 mistaken for white) in shades of lilac, silver, pink, red, and blue. They tend
298 to be smaller and thinner than most elves.
299
300 Drow adventurers are rare, and the
301 race does not exist in all worlds. Check with your Dungeon Master to see if
302 you can play a drow character.
303
304
305 **Ability Score Increase.**
306 Your Charisma score increases by 1.
307
308 **Superior Darkvision.**
309 Your darkvision has a radius of 120 feet.
310
311 **Sunlight Sensitivity.**
312 You have disadvantage on attack rolls and on Wisdom (Perception) checks that
313 rely on sight when you, the target of your attack, or whatever you are trying
314 to perceive is indirect sunlight.
315
316 **Drow Magic.**
317 You know the dancing lights cantrip. When you reach 3rd level, you can cast
318 the faerie fire spell once per day. When you reach 5th level, you can also
319 cast the darkness spell once per day. Charisma is your spellcasting ability
320 for these spells.
321
322 **Drow Weapon Training.**
323 You have proficiency with rapiers, sh ortswords, and hand crossbows.
324
325 The Darkness of the Drow
326 ------------------------
327
328 Were it not for one renowned exception,
329 the race of drow
330 would be universally reviled.
331 To most,
332 they area race of
333 demon-worshiping marauders dwelling in the subterranean
334 depths of the Underdark,
335 emerging only on the blackest
336 nights to pillage and slaughter the surface dwellers they
337 despise.
338 Their society is depraved and preoccupied with the
339 favor of Lolth,
340 their spider-goddess,
341 who sanctions murder
342 and the extermination of entire families as noble houses
343 vie for position.
344 Yet one drow,
345 at least,
346 broke the mold.
347 In the world of the
348 Forgotten Realms,
349 DrizztDo'Urden,
350 ranger of the North,
351 has
352 proven his quality as a good-hearted defender of the weak
353 and innocent.
354 Rejecting his heritage and adrift ina world that
355 looks upon him with terror and loathing,
356 Drizzt is a model
357 for those few drow who follow in his footsteps,
358 trying to find
359 a life apart from the evil society of their Underdark homes.
360 Drow grow up believing that surface-dwelling races are
361 inferior,
362 worthless except as slaves.
363 Drow who develop a
364 conscience or find it necessary to cooperate with members of
365 other races find it hard to overcome that prejudice,
366 especially
367 when they are so often on the receiving end of hatred.
1 \section{Elf}\label{elf}
2
3 Elves area magical people of otherworldly grace, living in the world but
4 not entirely part of it. They live in places of ethereal beauty, in the
5 midst of ancient forests orin silvery spires glittering with faerie
6 light, where soft music drifts through the air and gentle fragrances
7 waft on the breeze. Elves love nature and magic, art and artistry, music
8 and poetry, and the good things of the world.
9
10 \subsection{Slender and Graceful}\label{slender-and-graceful}
11
12 With their unearthly grace and fine features, elves appear hauntingly
13 beautiful to humans and members of many other races. They are slightly
14 shorter than humans on average, ranging from well under 5 feet tall to
15 just over 6 feet. They are more slender than humans, weighing only 100
16 to 145 pounds. Males and females are about the same height, and males
17 are only marginally heavier than females.
18
19 Elves' coloration encompasses the normal human range and also includes
20 skin in shades of copper, bronze, and almost bluish-white, hair of green
21 or blue, and eyes like pools of liquid gold or silver. Elves have no
22 facial and little body hair. They favor elegant cloth in gin bright
23 colors, and they enjoy simple yet lovely jewelry.
24
25 \subsection{A Timeless Perspective}\label{a-timeless-perspective}
26
27 Elves can live well over 700 years, giving them abroad perspective on
28 events that might trouble the shorterlived races more deeply. They are
29 more often amused than excited, and more likely to be curious than
30 greedy. They tend to remain aloof and unfazed by petty happenstance.
31 When pursuing a goal, however, whether adventuring on a mission or
32 learning anew skill or art, elves can be focused and relentless. They
33 are slow to make friends and enemies, and even slower to forget them.
34 They reply to petty insults with disdain and to serious insults with
35 vengeance.
36
37 Like the branches of a young tree, elves are flexible in the face of
38 danger. They trust in diplomacy and compromise to resolve differences
39 before they escalate to violence. They have been known to retreat from
40 intrusions into their woodland homes, confident that they can simply
41 wait the invaders out. But when the need arises, elves reveal astern
42 martial side, demonstrating skill with sword, bow, and strategy.
43
44 \subsection{Hidden Woodland Realms}\label{hidden-woodland-realms}
45
46 Most elves dwell in small forest villages hidden among the trees. Elves
47 hunt game, gather food, and grow vegetables, and their skill and magic
48 allow them to support themselves without the need for clearing and plow
49 in gland. They are talented artisans, crafting finely worked clothes and
50 art objects. Their contact with outsiders is usually limited, though a
51 few elves make a good living by trading crafted items for metals (which
52 they have no interest in mining).
53
54 Elves encountered outside their own lands are commonly traveling
55 minstrels, artists, or sages. Human nobles compete for the services of
56 elf instructors to teach swordplay or magic to their children.
57
58 \subsection{Exploration and Adventure}\label{exploration-and-adventure}
59
60 Elves take up adventuring out of wanderlust. Since they are so
61 long-lived, they can enjoy centuries of exploration and discovery. They
62 dislike the pace of human society, which is regimented from day today
63 but constantly changing over decades, so they find careers that let them
64 travel freely and set their own pace. Elves also enjoy exercising their
65 martial prowess or gaining greater magical power, and adventuring allows
66 them to do so. Some might join with rebels fighting against oppression,
67 and others might become champions of moral causes.
68
69 \subsection{Elf Names}\label{elf-names}
70
71 Elves are considered children until they declare themselves adults,
72 sometime after the hundredth birthday, and before this period they are
73 called by child names.
74
75 On declaring adulthood, an elf selects an adult name, although those who
76 knew him or her as a youngster might continue to use the child name.
77 Each elf's adult name is a unique creation, though it might reflect the
78 names of respected individuals or other family members. Little
79 distinction exists between male names and female names; the groupings
80 here reflect only general tendencies. In addition, every elf bears a
81 family name, typically a combination of other Elvish words. Some elves
82 traveling among humans translate their family names into Common, but
83 others retain the Elvish version.
84
85 \textbf{Child Names:} Ara, Bryn, Del, Eryn, Faen, Innil. Lael, Mella,
86 Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall
87
88 \textbf{Male Adult Names:} Adran, Aelar, A ram il, A rannis, Aust,
89 Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai,
90 Heian, Him o, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren,
91 Quarion, Riardon, R olen, Soveliss, Thamior, Tharivol, Theren, Varis
92
93 \textbf{Female Adult Names:} Adrie, Althaea, Anastrianna, Andraste,
94 Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia,
95 Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna,
96 Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania,
97 Valanthe, Xanaphia
98
99 \textbf{Family Names (Common Translations):} Am akiir (Gem flower), Am
100 astacia (Starflow er), Galanodel (Moonwhisper), Holimion (Diamonddew),
101 Ilphelkiir (Gem blossom), Liadon (Silverfrond), Meliamne (Oakenheel),
102 Nailo(Nightbreeze), Siannodel (Moon brook), Xiloscient(Goldpetal)
103
104 \subsection{Haughty but Gracious}\label{haughty-but-gracious}
105
106 Although they can be haughty, elves are generally gracious even to those
107 who fall short of their high expectations--- which is most non-elves.
108 Still, they can find good in just about anyone.
109
110 \textbf{Dwarves.} `` Dwarves are dull, clumsy oafs. But what they lack
111 in humor, sophistication, and manners, they makeup in valor. And I must
112 admit, their best smiths produce art that approaches elven quality. ''
113
114 \textbf{Halflings.} `` Halflings are people of simple pleasures, and
115 that is not a quality to scorn. They're good folk, they care for each
116 other and tend their gardens, and they have proven themselves tougher
117 than they seem when the need arises. ''
118
119 \textbf{Humans.} ``All that haste, their ambition and drive to
120 accomplish something before their brief lives pass away--- human
121 endeavors seem so futile sometimes. But then you look at what they have
122 accomplished, and you have to appreciate their achievements. If only
123 they could slowdown and learn some refinement.''
124
125 \subsection{Elf Traits}\label{elf-traits}
126
127 Your elf character has a variety of natural abilities, the result of
128 thousands of years of elven refinement.
129
130 \textbf{Ability Score Increase.} Your Dexterity score increases by 2.
131
132 \textbf{Age.} Although elves reach physical maturity at about the same
133 age as humans, the elven understanding of adulthood goes beyond physical
134 growth to encompass worldly experience. An elf typically claims
135 adulthood and an adult name around the age of 100 and can live to be 750
136 years old.
137
138 \textbf{Alignment.} Elves love freedom, variety, and selfexpression, so
139 they lean strongly toward the gentler aspects of chaos. They value and
140 protect others' freedom as well as their own, and they are more often
141 good than not. The d row are an exception; their exile into the
142 Underdark has made them vicious and dangerous. Drow are more often evil
143 than not.
144
145 \textbf{Size.} Elves range from under 5 to over 6 feet tall and have
146 slender builds. Your size is Medium.
147
148 \textbf{Speed.} Your base walking speed is 30 feet.
149
150 \textbf{Darkvision.} Accustomed to twilit forests and the night sky, you
151 have superior vision in dark and dim conditions. You can see in dim
152 light within 6 0 feet of you as if it were bright light, and in darkness
153 as if it were dim light. You can't discern color in darkness, only
154 shades of gray.
155
156 \textbf{Keen Senses.} You have proficiency in the Perception skill.
157
158 \textbf{Fey Ancestry.} You have advantage on saving throws against being
159 charmed, and magic can't put you to sleep.
160
161 \textbf{Trance.} Elves don 't need to sleep. Instead, they meditate
162 deeply, remaining semiconscious, for 4 hours a day. (The Common word for
163 such meditation is ``trance.'') While meditating, you can dream after a
164 fashion; such dreams are actually mental exercises that have become
165 reflexive through years of practice. After resting in this way, you gain
166 the same benefit that a human does from 8 hours of sleep.
167
168 \textbf{Languages.} You can speak, read, and write Common and Elvish.
169 Elvish is fluid, with subtle intonations and intricate grammar. Elven
170 literature is rich and varied, and their song sand poems are famous
171 among other races. Many bards learn their language so they can add
172 Elvish ballads to their repertoires.
173
174 \subsection{Subraces}\label{subraces}
175
176 Ancient divides among the elven people resulted in three main subraces:
177 high elves, woo delves, and dark elves, who are commonly called drow.
178 Choose one of these subraces. In some worlds, these subraces are divided
179 still further (such as the sun elves and moon elves of the Forgotten
180 Realms), so if you wish, you can choose a narrower subrace.
181
182 \subsubsection{High Elf}\label{high-elf}
183
184 As a high elf, you have a keen mind and a mastery of at least the basics
185 of magic. In many of the worlds of D\&D, there are two kinds of high
186 elves. One type (which includes the gray elves and valley elves of
187 Greyhawk, the Silvanesti of Dragon lance, and the sun elves of the
188 Forgotten Realms) is haughty and reclusive, believing themselves to be
189 superior to non-elves and even other elves. The other type (including
190 the high elves of Greyhawk. the Qualinesti of Dragon lance, and the moon
191 elves of the Forgotten Realms) are more common and more friendly, and
192 often encountered among humans and other races.
193
194 The sun elves of Faerun (also called gold elves or sunrise elves) have
195 bronze skin and hair of copper, black, or golden blond. Their eyes are
196 golden, silver, or black. Moon elves (also called silver elves or gray
197 elves) are much paler, with alabaster skin sometimes tinged with blue.
198 They often have hair of silver-white, black, or blue, but various shades
199 of blond, brown, and red are not uncommon. Their eyes are blue or green
200 and flecked with gold.
201
202 \textbf{Ability Score Increase.} Your Intelligence score increases by 1.
203
204 \textbf{Elf Weapon Training.} You have proficiency with the lon gsword,
205 shortsword, shortbow, and longbow.
206
207 \textbf{Cantrip.} You know one cantrip of your choice from the wizard
208 spell list. Intelligence is your spellcasting ability for it.
209
210 \textbf{Extra Language.} You can speak, read, and write one extra
211 language of your choice.
212
213 \subsubsection{Wood Elf}\label{wood-elf}
214
215 As a wood elf, you have keen sense sand intuition, and your fleet feet
216 carry you quickly and stealthily through your native forests. This
217 category includes the wild elves (grugach) of Greyhawk and the Kagonesti
218 of Dragon lance, as well as the races called woo delves in Greyhawk and
219 the Forgotten Realms. In Faerun, wood elves (also called wild elves,
220 green elves, or forest elves) are reclusive and distrusting of
221 non-elves.
222
223 Wood elves' skin tends to be copperish in hue, sometimes with traces of
224 green. Their hair tends toward brown sand blacks, but it is occasionally
225 blond or cop per-colored. Their eyes are green, brown, or hazel.
226
227 \textbf{Ability Score Increase.} Your Wisdom score increases by 1.
228
229 \textbf{Elf Weapon Training.} You have proficiency with the longsword,
230 sh ortsword, shortbow, and longbow.
231
232 \textbf{Fleet of Foot.} Your base walking speed increases to 35 feet.
233
234 \textbf{Mask of the Wild.} You can attempt to hide even when you are
235 only lightly obscured by foliage, heavy rain, falling snow, mist, and
236 other natural phenomena.
237
238 \subsubsection{Dark Elf (Drow)}\label{dark-elf-drow}
239
240 Descended from an earlier su brace of dark-skinned elves, the d row were
241 banished from the surface world for following the goddess Lolth down the
242 path to evil and corruption. Now they have built their own civilization
243 in the depths of the Underdark, patterned after the Way of Lolth. Also
244 called dark elves, the drow have black skin that resembles polished
245 obsidian and stark white or pale yellow hair. They commonly have very
246 pale eyes (so pale as to be mistaken for white) in shades of lilac,
247 silver, pink, red, and blue. They tend to be smaller and thinner than
248 most elves.
249
250 Drow adventurers are rare, and the race does not exist in all worlds.
251 Check with your Dungeon Master to see if you can play a drow character.
252
253 \textbf{Ability Score Increase.} Your Charisma score increases by 1.
254
255 \textbf{Superior Darkvision.} Your darkvision has a radius of 120 feet.
256
257 \textbf{Sunlight Sensitivity.} You have disadvantage on attack rolls and
258 on Wisdom (Perception) checks that rely on sight when you, the target of
259 your attack, or whatever you are trying to perceive is indirect
260 sunlight.
261
262 \textbf{Drow Magic.} You know the dancing lights cantrip. When you reach
263 3rd level, you can cast the faerie fire spell once per day. When you
264 reach 5th level, you can also cast the darkness spell once per day.
265 Charisma is your spellcasting ability for these spells.
266
267 \textbf{Drow Weapon Training.} You have proficiency with rapiers, sh
268 ortswords, and hand crossbows.
269
270 \subsection{The Darkness of the Drow}\label{the-darkness-of-the-drow}
271
272 Were it not for one renowned exception, the race of drow would be
273 universally reviled. To most, they area race of demon-worshiping
274 marauders dwelling in the subterranean depths of the Underdark, emerging
275 only on the blackest nights to pillage and slaughter the surface
276 dwellers they despise. Their society is depraved and preoccupied with
277 the favor of Lolth, their spider-goddess, who sanctions murder and the
278 extermination of entire families as noble houses vie for position. Yet
279 one drow, at least, broke the mold. In the world of the Forgotten
280 Realms, DrizztDo'Urden, ranger of the North, has proven his quality as a
281 good-hearted defender of the weak and innocent. Rejecting his heritage
282 and adrift ina world that looks upon him with terror and loathing,
283 Drizzt is a model for those few drow who follow in his footsteps, trying
284 to find a life apart from the evil society of their Underdark homes.
285 Drow grow up believing that surface-dwelling races are inferior,
286 worthless except as slaves. Drow who develop a conscience or find it
287 necessary to cooperate with members of other races find it hard to
288 overcome that prejudice, especially when they are so often on the
289 receiving end of hatred.
1 \epigraph{We spent three months tracking the green dragon
2 before locating the forest in which it sought refuge. On our
3 second day in that place, we woke to find the dragon's head
4 placed in the center of our camp. Soveliss told me that
5 firbolgs must have claimed the forest, and they wanted to
6 show us we had no further business there. If we lingered, he
7 assured me, our heads would be next.}{\textit{Gimble, ``Notes from a Treasure Hunter''}}
8
9 Firbolg tribes cloister in remote forest strongholds,
10 preferring to spend their days in quiet harmony with the
11 woods. When provoked, firbolgs demonstrate formidable
12 skills with weapons and druidic magic.
13
14 \section{Humble Guardians}
15
16 Firbolgs love nothing more than a peaceful day spent
17 among the trees of an old forest. They see forests as
18 sacred places, representing the heart of the world and
19 monuments to the durability of life.
20
21 In their role as caretakers, firbolgs live off the land
22 while striving to remain in balance with nature. Their
23 methods reflect common sense and remarkable resourcefulness.
24 During a bountiful summer, they store
25 away excess nuts, fruit, and berries. When winter arrives,
26 they scatter everything they can spare to ensure
27 the animals of the wood survive until springtime.
28 In a firbolg's eyes, there is no greater fault than greed.
29 The firbolgs believe that the world remains healthiest
30 when each creature takes only what it needs. Material
31 goods, especially precious gems and gold, have little
32 appeal to them. What use are such things when winter
33 lingers and food runs short?
34
35 \section{Natural Druids}
36
37 Firbolgs have a talent for druidic magic. Their cultural
38 reverence for nature, combined with their strong and
39 insightful minds, makes learning such magic an
40 instinctive part of their development. Almost every firbolg
41 learns a few spells, typically those used to mask their
42 presence, and many go on to master nature magic.
43 Firbolgs who become druids serve as stronghold leaders.
44 With every action the tribe takes, the druids weigh
45 not only the group's needs, but the effect each action will
46 have on the forest and the rest of the natural world. Firbolg
47 tribes would rather go hungry than strain the land
48 during a famine.
49
50 \section{Hidden Shepherds}
51
52 As caretakers of the land, firbolgs prefer to remain out
53 of sight and out of mind. They don't try to dominate
54 nature, but rather seek to ensure that it prospers and
55 survives according to its own laws.
56
57 Firbolgs use their magic to keep their presence in a
58 forest secret. This approach allows them to avoid the
59 politics and struggles of elves, humans, and ores. Such
60 events concern the firbolgs only when the events affect
61 the forest.
62
63 Even in the face of an intrusion, firbolgs prefer a
64 subtle, gentle approach to prevent damage to their territory.
65 They employ their magic to make the forest an
66 unappealing place to explore by temporarily diverting
67 springs, driving away game, stealing critical tools,
68 and altering trails to leave hunting or lumber parties
69 hopelessly lost. The firbolgs' presence is marked by an
70 absence of animals and a strange quiet, as if the forest
71 wishes to avoid attracting attention to itself. The faster
72 travelers decide to move on, the better.
73
74 If these tactics fail, the firbolgs take more direct
75 action. Their observations of a settlement determine
76 what happens next. If the outsiders seem peaceful, the
77 firbolgs approach and gently ask them to leave, even
78 offering food and other supplies to aid their departure.
79 If those who insist on remaining respect nature, take
80 only what they need, and live in harmony with the wood,
81 firbolgs explore the possibility of friendship with them,
82 as long as the outsiders vow to safeguard the forest. If
83 the settlers clearly display evil intentions, however, the
84 firbolgs martial their strength and magic for a single
85 overwhelming attack.
86
87 \section{Outcast Adventurers}
88
89 As guardians of the wood, few firbolgs would dream
90 of leaving their homes or attempting to fit into human
91 society. An exiled firbolg, or one whose clan has been
92 destroyed, might not have a choice in the matter. Most
93 adventuring firbolgs fall into this latter category.
94 Outcast firbolgs can never return home. They committed
95 some unforgivable deed, usually something that put
96 their homeland at risk, such as starting a forest fire or
97 killing a rare or beautiful wild creature. These firbolgs
98 are loners who wander the world in hope of finding a
99 new place to call home.
100
101 Orphaned firbolgs are those whose clans or homelands
102 have been destroyed. They become crusaders for
103 nature, seeking to avenge their loss and prevent the
104 further destruction of the natural world.
105
106 A few rare firbolgs are entrusted by their clan with an
107 important mission that takes them beyond their homes.
108 These firbolgs feel like pilgrims in a strange land, and
109 usually they wish only to complete their quests and return
110 home as quickly as possible.
111
112 The Firbolg Adventurers table can serve as inspiration
113 for determining why a firbolg character leaves home.
114
115 \subsection{Firbolg Adventurers}
116 \begin{tabular}{ l | p{2.2in} }
117 d8 & Reason for Adventuring \\
118 \hline
119 1 & Outcast for murder \\
120 2 & Outcast for severely damaging home territory \\
121 3 & Clan slain by invading humanoids \\
122 4 & Clan slain by a dragon or demon \\
123 5 & Separated from the tribe and lost \\
124 6 & Homeland destroyed by natural disaster \\
125 7 & Personal quest ordained by omens \\
126 8 & Dispatched on a quest by tribe leaders \\
127 \end{tabular}
128
129 \section{Firbolg Names}
130
131 Firbolg adopt elven names when they must deal with
132 outsiders, although the concept of names strikes them
133 as strange. They know the animals and plants of the
134 forest without formal names, and instead identify the
135 forest's children by their deeds, habits, and other actions.
136 By the same token, their tribe names merely refer to
137 their homes. When dealing with other races, firbolgs refer
138 to their lands by whatever name the surrounding folk
139 use, as a matter of tact and hospitality, but among their
140 own kind they simply call it "home."
141
142 Sometimes firbolgs adopt the nicknames or titles outsiders
143 give them under the assumption that those who
144 need names can call them whatever they wish.
145
146 \section{Firbolg Traits}
147
148 Your firbolg character has the following racial traits.
149 \begin{description}
150 \item[Ability Score Increase.] Your Wisdom score increases
151 by 2, and your Strength score increases by 1.
152
153 \item[Age.] As humanoids related to the fey, firbolg have long
154 lifespans. A firbolg reaches adulthood around 30, and
155 the oldest of them can live for 500 years.
156
157 \item[Alignment.] As people who follow the rhythm of nature
158 and see themselves as its caretakers, firbolg are
159 typically neutral good. Evil firbolg are rare and
160 are usually the sworn enemies of the rest of their kind.
161
162 \item[Size.] Firbolg are between 7 and 8 (eet tall and weigh
163 between 240 and 300 pounds. Your size is Medium.
164 Speed. Your base walking speed is 30 feet.
165
166 \item[Firbolg Magic.] You can cast detect magic and disguise
167 self with this trait, using Wisdom as your spell casting
168 ability for them. Once you cast either spell, you can't
169 cast it again with this trait until you finish a short or
170 long rest. When you use this version of disguise self, you
171 can seem up to 3 feet shorter than normal, allowing you
172 to more easily blend in with humans and elves.
173
174 \item[Hidden Step.] As a bonus action, you can magically
175 tum invisible until the start of your next turn or until
176 you attack, make a damage roll, or force someone to
177 make a saving throw. Once you use this trait, you can't
178 use it again until you finish a short or long rest.
179
180 \item[Powerful Build.] You count as one size larger when
181 determining your carrying capacity and the weight you
182 can push, drag, or lift.
183
184 \item[Speech of Beast and Leaf.] You have the ability to
185 communicate in a limited manner with beasts and
186 plants. They can understand the meaning of your words,
187 though you have no special ability to understand them in
188 return. You have advantage on all Charisma checks you
189 make to influence them.
190
191 \item[Languages.] You can speak, read, and write Common,
192 Elvish, and Giant.
193 \end{description}
1 =====
2 Gnome
3 =====
4
5 A constant hum of busy activity pervades the warrens and neighborhoods where
6 gnomes form their closeknit communities. Louder sounds punctuate the hum: a
7 crunch of grinding gears here, a minor explosion there, a yelp of surprise or
8 triumph, and especially bursts of laughter. Gnomes take delight in life,
9 enjoying every moment of invention, exploration, investigation, creation, and
10 play.
11
12 Vibrant Expression
13 ------------------
14
15 A gnome’s energy and enthusiasm for living shines through every inch of his or
16 her tiny body. Gnomes average slightly over 3 feet tall and weigh 40 to 45
17 pounds. Their tan or brown faces are usually adorned with broad smiles
18 (beneath their prodigious noses), and their bright eyes shine with excitement.
19 Their fair hair has a tendency to stick out in every direction, as if
20 expressing the gnome’s insatiable interest in everything around.
21
22 A gnome’s personality is writ large in his or her appearance. A male gnome’s
23 beard, in contrast to his wild hair, is kept carefully trimmed but often
24 styled into curious forks or neat points. A gnome’s clothing, though usually
25 made in modest earth tones, is elaborately decorated with embroidery,
26 embossing, or gleaming jewels.
27
28 Delighted Dedication
29 --------------------
30
31 As far as gnomes are concerned, being alive is a wonderful thing, and they
32 squeeze every ounce of enjoyment out of their three to five centuries of life.
33 Humans might wonder about getting bored over the course of such along life,
34 and elves take plenty of time to savor the beauties of the world in their long
35 years, but gnomes seem to worry that even with all that time, they can’t get
36 in enough of the things they want to do and see.
37
38 Gnomes speak as if they can’t get the thoughts out of their heads fast enough.
39 Even as they offer ideas and opinion son a range of subjects, they still
40 manage to listen carefully to others, adding the appropriate exclamations of
41 surprise and appreciation along the way.
42
43 Though gnomes love jokes of all kinds, particularly puns and pranks, th ey’re
44 just as dedicated to the more serious tasks they undertake. Many gnomes are
45 skilled engineers, alchemists, tinkers, and inventors. They ’re willing to
46 make mistakes and laugh at themselves in the process of perfecting what they
47 do, taking bold
48 (sometimes foolhardy)
49 risks and dreaming large.
50
51
52 Bright Burrows
53 --------------
54
55 Gnomes make their homes in hilly, wooded lands. They live underground but get
56 more fresh air than dwarves do, enjoying the natural, living world on the
57 surface whenever they can. Their homes are well hidden by both clever
58 construction and simple illusions. Welcome visitors are quickly ushered into
59 the bright, warm burrows. Those who are not welcome are unlikely to find the
60 burrow sin the first place. Gnomes who settle inhuman lands are commonly gem
61 cutters, engineers, sages, or tinkers. Some human families retain gnome
62 tutors, ensuring that their pupils enjoy a mix of serious learning and
63 delighted enjoyment. A gnome might tutor several generations of a single human
64 family over the course of his or her long life.
65
66 Always Appreciative
67 -------------------
68
69 It’s rare fora gnome to be hostile or malicious unless he or she has suffered
70 a grievous injury. Gnomes know that most races don’t share their sense of
71 humor, but they enjoy anyone's company just as they enjoy everything else they
72 set out to do.
73
74
75 Gnome Names
76 -----------
77
78 Gnomes love names, and most have half a dozen or so. A gnome's mother, father,
79 clan elder, aunts, and uncles each give the gnome a name, and various
80 nicknames from just about everyone else might or might not stick overtime.
81 Gnome names are typically variants on the names of ancestors or distant
82 relatives, though some are purely new inventions. When dealing with humans and
83 others who are “stuffy” about names, a gnome learns to use no more than three
84 names: a personal name, a clan name, and a nickname, choosing the one in each
85 category that’s the most fun to say.
86
87 **Male Names:**
88 Alston, Alvyn, B odd ynock, Brocc, Burgell, Dim ble, Eldon, Erky, Fonkin,
89 Frug, Gerbo, Gimble, Glim, Jebeddo, K ellen, Nam foodle, Orryn, Roondar, See
90 bo, Sindri, Warryn, Wrenn, Zoo k
91
92 **Female Names:**
93 Bimpnottin, Breena, Caramip, Carlin, Donella, Duvamil, Ella, Ellyjobell,
94 Ellywick, Lilli, Loopmottin, Lorilla, Mardnab, Nissa, Nyx, Oda, Orla, Roywyn,
95 Sham il, Tana, Waywocket, Zanna
96
97 **Clan Names:**
98 Beren, Daergel, Folkor, Garrick, Nackle, Murnig, Ningel, Raulnor, Schep pen,
99 Timbers, Turen
100
101 **Nicknames:**
102 A leslosh, Ashhearth, Badger, Cloak, Doublelock, Filchbatter, Fnipper, Ku,
103 Nim, Oneshoe, Pock, Sparklegem, Stumbleduck
104
105
106 Seeing the World
107 ----------------
108
109 Curious and impulsive, gnomes might take up adventuring as away to seethe
110 world or for the love of exploring. As lovers of gem sand other fine items,
111 some gnomes take to adventuring as a quick, if dangerous, path to wealth.
112 Regardless of what spurs them to adventure, gnomes who adopt this way of life
113 eke as much enjoyment out of it as they do out of any other activity they
114 undertake, sometimes to the great annoyance of their adventuring companions.
115
116
117
118 Gnome Traits
119 ------------
120
121 Your gnome character has certain characteristics in common with all other
122 gnomes.
123
124 **Ability Score Increase.**
125 Your Intelligence score increases by 2.
126
127 **Age.**
128 Gnomes mature at the same rate humans do, and most are expected to settle down
129 into an adult life by around age 40. They can live 350 to almost 500 years.
130
131 **Alignment.**
132 Gnomes are most often good. Those who tend toward law are sages, engineers,
133 researchers, scholars, investigators, or inventors. Those who tend toward
134 chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are
135 good-hearted, and even the tricksters among them are more playful than
136 vicious.
137
138 **Size.**
139 Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is
140 Small.
141
142 **Speed.**
143 Your base walking speed is 25 feet.
144
145 **Darkvision.**
146 Accustomed to life underground, you have superior vision in dark and dim
147 conditions. You can see in dim light within 60 feet of you as if it were
148 bright light, and in darkness as if it were dim light. You can't discern color
149 in darkness, only shades of gray.
150
151 **Gnome Cunning.**
152 You have advantage on all Intelligence, Wisdom, and Charisma saving throws
153 against magic.
154
155 **Languages.**
156 You can speak, read, and write Common and Gnomish. The Gnomish language, which
157 uses the Dwarvish script, is renowned for its technical treatises and its
158 catalogs of knowledge about the natural world.
159
160
161 Subraces
162 --------
163
164 Two subraces of gnomes are found among the worlds of D&D: forest gnomes and
165 rock gnomes. Choose one of these subraces.
166
167
168 Forest Gnome
169 ^^^^^^^^^^^^
170
171 As a forest gnome, you have a natural knack for illusion and inherent
172 quickness and stealth. In the worlds of D&D, forest gnomes are rare and
173 secretive. They gather in hidden communities in sylvan forests, using
174 illusions and trickery to conceal themselves from threats or to mask their
175 escape should they be detected. Forest gnomes tend to be friendly with other
176 good-spirited woodland folk, and they regard elves and good fey as their most
177 important allies. These gnomes also befriend small forest animals and rely on
178 them for information about threats that might prowl their lands.
179
180 **Ability Score Increase.**
181 Your Dexterity score increases by 1.
182
183 **Natural Illusionist.**
184 You know the minor illusion cantrip. Intelligence is your spellcasting ability
185 for it.
186
187 **Speak with Small Beasts.**
188 Through sound sand gestures, you can communicate simple ideas with Small or
189 smaller beasts. Forest gnomes love animals and often keep squirrels, badgers,
190 rabbits, moles, woodpeckers, and other creatures as beloved pets.
191
192
193 Rock Gnome
194 ^^^^^^^^^^
195
196 As a rock gnome, you have a natural inventiveness and hardiness beyond that of
197 other gnomes. Most gnomes in the worlds of D&D are rock gnomes, including the
198 tinker gnomes of the Dragon lance setting.
199
200 **Ability Score Increase.**
201 Your Constitution score increases by 1.
202
203 **Artificer’s Lore.**
204 Whenever you make an Intelligence
205 (History)
206 check related to magic items, alchemical objects, or technological devices,
207 you can add twice your proficiency bonus, instead of any proficiency bonus you
208 normally apply.
209
210 **Tinker.**
211 You have proficiency with artisan’s tools
212 (tinker’s tools).
213 Using those tools, you can spend 1 hour and 10 gp worth of materials to
214 construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function
215 after 24 hours (unless you spend 1 hour repairing it to keep the device
216 functioning), or when you use your action to dismantle it; at that time, you
217 can reclaim the materials used to create it. You can have up to three such
218 devices active at a time. When you create a device, choose one of the
219 following options:
220
221 *Clockwork Toy.*
222 This toy is a clockwork animal, monster, or person, such as a frog, mouse,
223 bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet
224 across the ground on each of your turns in a random direction. It makes noises
225 as appropriate to the creature it represents.
226
227 *Fire Starter.*
228 The device produces a miniature flame, which you can use to light a candle,
229 torch, or campfire. Using the device requires your action.
230
231 *Music Box.*
232 When opened, this music box plays a single song at a moderate volume. The box
233 stops playing when it reaches the song ’s end or when it is closed.
234
235
236 Deep Gnomes
237 -----------
238
239 A third subrace of gnomes,
240 the deep gnomes (or svirfneblin),
241 live in small communities scattered in the Underdark.
242 Unlike
243 the duergar and the drow,
244 svirfneblin areas good as their
245 surface cousins.
246 However,
247 their humor and enthusiasm
248 are dampened by their oppressive environment,
249 and their
250 inventive expertise is directed mostly toward stonework.
1 \section{Gnome}\label{gnome}
2
3 A constant hum of busy activity pervades the warrens and neighborhoods
4 where gnomes form their closeknit communities. Louder sounds punctuate
5 the hum: a crunch of grinding gears here, a minor explosion there, a
6 yelp of surprise or triumph, and especially bursts of laughter. Gnomes
7 take delight in life, enjoying every moment of invention, exploration,
8 investigation, creation, and play.
9
10 \subsection{Vibrant Expression}\label{vibrant-expression}
11
12 A gnome's energy and enthusiasm for living shines through every inch of
13 his or her tiny body. Gnomes average slightly over 3 feet tall and weigh
14 40 to 45 pounds. Their tan or brown faces are usually adorned with broad
15 smiles (beneath their prodigious noses), and their bright eyes shine
16 with excitement. Their fair hair has a tendency to stick out in every
17 direction, as if expressing the gnome's insatiable interest in
18 everything around.
19
20 A gnome's personality is writ large in his or her appearance. A male
21 gnome's beard, in contrast to his wild hair, is kept carefully trimmed
22 but often styled into curious forks or neat points. A gnome's clothing,
23 though usually made in modest earth tones, is elaborately decorated with
24 embroidery, embossing, or gleaming jewels.
25
26 \subsection{Delighted Dedication}\label{delighted-dedication}
27
28 As far as gnomes are concerned, being alive is a wonderful thing, and
29 they squeeze every ounce of enjoyment out of their three to five
30 centuries of life. Humans might wonder about getting bored over the
31 course of such along life, and elves take plenty of time to savor the
32 beauties of the world in their long years, but gnomes seem to worry that
33 even with all that time, they can't get in enough of the things they
34 want to do and see.
35
36 Gnomes speak as if they can't get the thoughts out of their heads fast
37 enough. Even as they offer ideas and opinion son a range of subjects,
38 they still manage to listen carefully to others, adding the appropriate
39 exclamations of surprise and appreciation along the way.
40
41 Though gnomes love jokes of all kinds, particularly puns and pranks, th
42 ey're just as dedicated to the more serious tasks they undertake. Many
43 gnomes are skilled engineers, alchemists, tinkers, and inventors. They
44 're willing to make mistakes and laugh at themselves in the process of
45 perfecting what they do, taking bold (sometimes foolhardy) risks and
46 dreaming large.
47
48 \subsection{Bright Burrows}\label{bright-burrows}
49
50 Gnomes make their homes in hilly, wooded lands. They live underground
51 but get more fresh air than dwarves do, enjoying the natural, living
52 world on the surface whenever they can. Their homes are well hidden by
53 both clever construction and simple illusions. Welcome visitors are
54 quickly ushered into the bright, warm burrows. Those who are not welcome
55 are unlikely to find the burrow sin the first place. Gnomes who settle
56 inhuman lands are commonly gem cutters, engineers, sages, or tinkers.
57 Some human families retain gnome tutors, ensuring that their pupils
58 enjoy a mix of serious learning and delighted enjoyment. A gnome might
59 tutor several generations of a single human family over the course of
60 his or her long life.
61
62 \subsection{Always Appreciative}\label{always-appreciative}
63
64 It's rare fora gnome to be hostile or malicious unless he or she has
65 suffered a grievous injury. Gnomes know that most races don't share
66 their sense of humor, but they enjoy anyone's company just as they enjoy
67 everything else they set out to do.
68
69 \subsection{Gnome Names}\label{gnome-names}
70
71 Gnomes love names, and most have half a dozen or so. A gnome's mother,
72 father, clan elder, aunts, and uncles each give the gnome a name, and
73 various nicknames from just about everyone else might or might not stick
74 overtime. Gnome names are typically variants on the names of ancestors
75 or distant relatives, though some are purely new inventions. When
76 dealing with humans and others who are ``stuffy'' about names, a gnome
77 learns to use no more than three names: a personal name, a clan name,
78 and a nickname, choosing the one in each category that's the most fun to
79 say.
80
81 \textbf{Male Names:} Alston, Alvyn, B odd ynock, Brocc, Burgell, Dim
82 ble, Eldon, Erky, Fonkin, Frug, Gerbo, Gimble, Glim, Jebeddo, K ellen,
83 Nam foodle, Orryn, Roondar, See bo, Sindri, Warryn, Wrenn, Zoo k
84
85 \textbf{Female Names:} Bimpnottin, Breena, Caramip, Carlin, Donella,
86 Duvamil, Ella, Ellyjobell, Ellywick, Lilli, Loopmottin, Lorilla,
87 Mardnab, Nissa, Nyx, Oda, Orla, Roywyn, Sham il, Tana, Waywocket, Zanna
88
89 \textbf{Clan Names:} Beren, Daergel, Folkor, Garrick, Nackle, Murnig,
90 Ningel, Raulnor, Schep pen, Timbers, Turen
91
92 \textbf{Nicknames:} A leslosh, Ashhearth, Badger, Cloak, Doublelock,
93 Filchbatter, Fnipper, Ku, Nim, Oneshoe, Pock, Sparklegem, Stumbleduck
94
95 \subsection{Seeing the World}\label{seeing-the-world}
96
97 Curious and impulsive, gnomes might take up adventuring as away to
98 seethe world or for the love of exploring. As lovers of gem sand other
99 fine items, some gnomes take to adventuring as a quick, if dangerous,
100 path to wealth. Regardless of what spurs them to adventure, gnomes who
101 adopt this way of life eke as much enjoyment out of it as they do out of
102 any other activity they undertake, sometimes to the great annoyance of
103 their adventuring companions.
104
105 \subsection{Gnome Traits}\label{gnome-traits}
106
107 Your gnome character has certain characteristics in common with all
108 other gnomes.
109
110 \textbf{Ability Score Increase.} Your Intelligence score increases by 2.
111
112 \textbf{Age.} Gnomes mature at the same rate humans do, and most are
113 expected to settle down into an adult life by around age 40. They can
114 live 350 to almost 500 years.
115
116 \textbf{Alignment.} Gnomes are most often good. Those who tend toward
117 law are sages, engineers, researchers, scholars, investigators, or
118 inventors. Those who tend toward chaos are minstrels, tricksters,
119 wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the
120 tricksters among them are more playful than vicious.
121
122 \textbf{Size.} Gnomes are between 3 and 4 feet tall and average about 40
123 pounds. Your size is Small.
124
125 \textbf{Speed.} Your base walking speed is 25 feet.
126
127 \textbf{Darkvision.} Accustomed to life underground, you have superior
128 vision in dark and dim conditions. You can see in dim light within 60
129 feet of you as if it were bright light, and in darkness as if it were
130 dim light. You can't discern color in darkness, only shades of gray.
131
132 \textbf{Gnome Cunning.} You have advantage on all Intelligence, Wisdom,
133 and Charisma saving throws against magic.
134
135 \textbf{Languages.} You can speak, read, and write Common and Gnomish.
136 The Gnomish language, which uses the Dwarvish script, is renowned for
137 its technical treatises and its catalogs of knowledge about the natural
138 world.
139
140 \subsection{Subraces}\label{subraces}
141
142 Two subraces of gnomes are found among the worlds of D\&D: forest gnomes
143 and rock gnomes. Choose one of these subraces.
144
145 \subsubsection{Forest Gnome}\label{forest-gnome}
146
147 As a forest gnome, you have a natural knack for illusion and inherent
148 quickness and stealth. In the worlds of D\&D, forest gnomes are rare and
149 secretive. They gather in hidden communities in sylvan forests, using
150 illusions and trickery to conceal themselves from threats or to mask
151 their escape should they be detected. Forest gnomes tend to be friendly
152 with other good-spirited woodland folk, and they regard elves and good
153 fey as their most important allies. These gnomes also befriend small
154 forest animals and rely on them for information about threats that might
155 prowl their lands.
156
157 \textbf{Ability Score Increase.} Your Dexterity score increases by 1.
158
159 \textbf{Natural Illusionist.} You know the minor illusion cantrip.
160 Intelligence is your spellcasting ability for it.
161
162 \textbf{Speak with Small Beasts.} Through sound sand gestures, you can
163 communicate simple ideas with Small or smaller beasts. Forest gnomes
164 love animals and often keep squirrels, badgers, rabbits, moles,
165 woodpeckers, and other creatures as beloved pets.
166
167 \subsubsection{Rock Gnome}\label{rock-gnome}
168
169 As a rock gnome, you have a natural inventiveness and hardiness beyond
170 that of other gnomes. Most gnomes in the worlds of D\&D are rock gnomes,
171 including the tinker gnomes of the Dragon lance setting.
172
173 \textbf{Ability Score Increase.} Your Constitution score increases by 1.
174
175 \textbf{Artificer's Lore.} Whenever you make an Intelligence (History)
176 check related to magic items, alchemical objects, or technological
177 devices, you can add twice your proficiency bonus, instead of any
178 proficiency bonus you normally apply.
179
180 \textbf{Tinker.} You have proficiency with artisan's tools (tinker's
181 tools). Using those tools, you can spend 1 hour and 10 gp worth of
182 materials to construct a Tiny clockwork device (AC 5, 1 hp). The device
183 ceases to function after 24 hours (unless you spend 1 hour repairing it
184 to keep the device functioning), or when you use your action to
185 dismantle it; at that time, you can reclaim the materials used to create
186 it. You can have up to three such devices active at a time. When you
187 create a device, choose one of the following options:
188
189 \emph{Clockwork Toy.} This toy is a clockwork animal, monster, or
190 person, such as a frog, mouse, bird, dragon, or soldier. When placed on
191 the ground, the toy moves 5 feet across the ground on each of your turns
192 in a random direction. It makes noises as appropriate to the creature it
193 represents.
194
195 \emph{Fire Starter.} The device produces a miniature flame, which you
196 can use to light a candle, torch, or campfire. Using the device requires
197 your action.
198
199 \emph{Music Box.} When opened, this music box plays a single song at a
200 moderate volume. The box stops playing when it reaches the song 's end
201 or when it is closed.
202
203 \subsection{Deep Gnomes}\label{deep-gnomes}
204
205 A third subrace of gnomes, the deep gnomes (or svirfneblin), live in
206 small communities scattered in the Underdark. Unlike the duergar and the
207 drow, svirfneblin areas good as their surface cousins. However, their
208 humor and enthusiasm are dampened by their oppressive environment, and
209 their inventive expertise is directed mostly toward stonework.
1 <!DOCTYPE HTML PUBLIC "-//IETF//DTD HTML 2.0//EN">
2 <html><head>
3 <title>404 Not Found</title>
4 </head><body>
5 <h1>Not Found</h1>
6 <p>The requested URL /5e/_sources/characters/races/half-elf.txt was not found on this server.</p>
7 <hr>
8 <address>Apache/2.4.7 (Ubuntu) Server at blog.onslow-web.co.uk Port 80</address>
9 </body></html>
1 \textless{}!DOCTYPE HTML PUBLIC ``-//IETF//DTD HTML
2 2.0//EN''\textgreater{}
3 \textless{}html\textgreater{}\textless{}head\textgreater{}
4 \textless{}title\textgreater{}404 Not
5 Found\textless{}/title\textgreater{}
6 \textless{}/head\textgreater{}\textless{}body\textgreater{}
7 \textless{}h1\textgreater{}Not Found\textless{}/h1\textgreater{}
8 \textless{}p\textgreater{}The requested URL
9 /5e/\_sources/characters/races/half-elf.txt was not found on this
10 server.\textless{}/p\textgreater{} \textless{}hr\textgreater{}
11 \textless{}address\textgreater{}Apache/2.4.7 (Ubuntu) Server at
12 blog.onslow-web.co.uk Port 80\textless{}/address\textgreater{}
13 \textless{}/body\textgreater{}\textless{}/html\textgreater{}
1 <!DOCTYPE HTML PUBLIC "-//IETF//DTD HTML 2.0//EN">
2 <html><head>
3 <title>404 Not Found</title>
4 </head><body>
5 <h1>Not Found</h1>
6 <p>The requested URL /5e/_sources/characters/races/half-orc.txt was not found on this server.</p>
7 <hr>
8 <address>Apache/2.4.7 (Ubuntu) Server at blog.onslow-web.co.uk Port 80</address>
9 </body></html>
1 \textless{}!DOCTYPE HTML PUBLIC ``-//IETF//DTD HTML
2 2.0//EN''\textgreater{}
3 \textless{}html\textgreater{}\textless{}head\textgreater{}
4 \textless{}title\textgreater{}404 Not
5 Found\textless{}/title\textgreater{}
6 \textless{}/head\textgreater{}\textless{}body\textgreater{}
7 \textless{}h1\textgreater{}Not Found\textless{}/h1\textgreater{}
8 \textless{}p\textgreater{}The requested URL
9 /5e/\_sources/characters/races/half-orc.txt was not found on this
10 server.\textless{}/p\textgreater{} \textless{}hr\textgreater{}
11 \textless{}address\textgreater{}Apache/2.4.7 (Ubuntu) Server at
12 blog.onslow-web.co.uk Port 80\textless{}/address\textgreater{}
13 \textless{}/body\textgreater{}\textless{}/html\textgreater{}
1 ========
2 Halfling
3 ========
4
5
6 The comforts of home are the goals of most halflings' lives: a place to settle
7 in peace and quiet, far from marauding monsters and clashing armies; a blazing
8 fire and a generous meal; fine drink and fine conversation. Though some
9 halflings live out their days in remote agricultural communities, others form
10 nomadic bands that travel constantly, lured by the open road and the wide
11 horizon to discover the wonders of new lands and peoples. But even these
12 wanderers love peace, food, hearth, and home, though home might be a wagon
13 jostling along an dirt road or a raft floating downriver.
14
15
16 Small and Practical
17 -------------------
18
19 The diminutive halflings survive ina world full of larger creatures by
20 avoiding notice or, barring that, avoiding offense. Standing about 3 feet
21 tall, they appear relatively harmless and so have managed to survive for
22 centuries in the shadow of empires and on the edges of wars and political
23 strife. They are inclined to be stout, weighing between 40 and 45 pounds.
24
25 Halflings’ skin ranges from tan to pale with a ruddy cast, and their hair is
26 usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling
27 men often sport long sideburns, but beards are rare among them and mustaches
28 even more so. They like to wear simple, comfortable, and practical clothes,
29 favoring bright colors.
30
31 Halfling practicality extends beyond their clothing. They ’re concerned with
32 basic need sand simple pleasures and have little use for ostentation. Even the
33 wealthiest of halflings keep their treasures locked ina cellar rather than on
34 display for all to see. They have a knack for finding the most straightforward
35 solution to a problem, and have little patience for dithering.
36
37
38
39 Kind and Curious
40 ----------------
41
42
43 Halflings are an affable and cheerful people. They cherish the bonds of family
44 and friendship as well as the comforts of hearth and home, harboring few
45 dreams of gold or glory. Even adventurers among them usually venture into the
46 world for reasons of community, friendship, wanderlust, or curiosity. They
47 love discovering new things, even simple things, such as an exotic food oran
48 unfamiliar style of clothing.
49
50 Halflings are easily moved to pity and hate to see any living thing suffer.
51 They are generous, happily sharing what they have even in lean times.
52
53
54 Affable and Positive
55 --------------------
56
57 Halflings try to get along with everyone else and are loath to make sweeping
58 generalizations— especially negative ones.
59
60 **Dwarves.**
61
62 Dwarves make loyal friends, and you can count on them to keep their word. But
63 would it hurt them to smile once ina while?”
64
65 **Elves.**
66 "They’re so beautiful! Their faces,
67 their music, their grace and all. It’s like they stepped out of a wonderful
68 dream. But there’sno telling what’s going on behind their smiling faces—
69 surely more than they ever let on.
70
71
72 **Humans.**
73
74 Humans area lot like us, really. At least some of them are. Step out of the
75 castles and keeps, go talk to the farmers and herders and you’ll find good,
76 solid folk. Not that there’s anything wrong with the barons and soldiers— you
77 have to admire their conviction. And by protecting their own lands, they
78 protect us as well.
79
80
81
82 Blend into the Crowd
83 --------------------
84
85 Halflings are adept at fitting into a community of humans, dwarves, or elves,
86 making themselves valuable and welcome. The combination of their inherent
87 stealth and their unassuming nature helps halflings to avoid unwanted
88 attention.
89
90 Halflings work readily with others, and they are loyal to their friends,
91 whether halfling or otherwise. They can display remarkable ferocity when their
92 friends, families, or communities are threatened.
93
94
95 Pastoral Pleasantries
96 ---------------------
97
98 Most halflings live in small, peaceful communities with large farm sand
99 well-kept groves. They rarely build kingdoms of their ow nor even hold much
100 land beyond their quiet shires. They typically don ’t recognize any sort of
101 halfling nobility or royalty, instead looking to family elders to guide them.
102 Families preserve their traditional ways despite the rise and fall of empires.
103
104 Many halflings live among other races, where the halflings’ hard work and
105 loyal outlook offer them abundant rewards and creature comforts. Some halfling
106 communities travel as away of life, driving wagons or guiding boats from place
107 to place and maintaining no permanent home.
108
109 Exploring Opportunities
110 -----------------------
111
112
113 Halflings usually set out on the adventurer’s path to defend their
114 communities, support their friends, or explore a wide and wonder-filled world.
115 For them, adventuring is less a career than an opportunity or sometimes a
116 necessity.
117
118 Halfling Names
119 --------------
120
121
122 A halfling has a given name, a family name, and possibly a nickname. Family
123 names are often nicknames that stuck so tenaciously they have been passed down
124 through the generations.
125
126 **Male Names:**
127 Alton, Ander, Cade, Corrin, Eldon, Errich, Finnan, Garret, Lindal, Lyle,
128 Merric, Milo, Osborn, Perrin, Reed, Roscoe, Wellby
129
130 **Female Names:**
131 Andry, Bree, Callie, Cora, Euphemia, Jillian, Kithri, Lavinia, Lidda, Merla,
132 Nedda, Paela, Portia, Seraphina, Shaena, Trym, Vani, Verna
133
134 **Family Names:**
135 Brushgather, Goodbarrel, Greenbottle, High-hill, Hilltopple, Leagallow,
136 Tealeaf, Thorngage, Tosscobble, Underbough
137
138
139 Halfling Traits
140 ---------------
141
142 Your halfling character has a number of traits in common with all other
143 halflings.
144
145 **Ability Score Increase.**
146 Your Dexterity score increases by 2.
147
148 **Age.**
149 A halfling reaches adulthood at the age of 20 and generally lives into the
150 middle of his or her second century.
151
152 **Alignment.**
153 Most halflings are lawful good. As a rule, they are good-hearted and kind,
154 hate to see others in pain, and haven o tolerance for oppression. They are
155 also very orderly and traditional, leaning heavily on the support of their
156 community and the comfort of their old ways.
157
158 **Size.**
159 Halflings average about 3 feet tall and weigh about 40 pounds. Your size is
160 Small.
161
162 **Speed.**
163 Your base walking speed is 25 feet.
164
165 **Lucky.**
166 When you roll a 1 on an attack roll, ability check, or saving throw, you can
167 reroll the die and must use the new roll.
168
169 **Brave.**
170 You have advantage on saving throws against being frightened.
171
172 **Halfling Nimbleness.**
173 You can move through the space of any creature that is of a size larger than
174 yours.
175
176 **Languages.**
177 You can speak, read, and write Common and Halfling. The Halfling language
178 isn’t secret, but halflings are loath to share it with others. They write very
179 little, so they don ’t have a rich body of literature. Their oral tradition,
180 however, is very strong. Almost all halflings speak Common to converse with
181 the people in whose lands they dwell or through which they are traveling.
182
183 Subraces
184 --------
185
186 The two main kinds of halfling, lightfoot and stout, are more like closely
187 related families than true su braces. Choose one of these subraces.
188
189
190 Lightfoot
191 ^^^^^^^^^
192
193 As a lightfoot halfling, you can easily hide from notice, even using other
194 people as cover. You’re inclined to be affable and get along well with others.
195 In the Forgotten Realms, lightfoot halflings have spread the farthest and thus
196 are the most common variety.
197
198 Lightfoots are more prone to wanderlust than other halflings, and often dwell
199 alongside other races or take up a nomadic life. In the world of Greyhawk,
200 these halflings are called hairfeet or tallfellows.
201
202 **Ability Score Increase.**
203 Your Charisma score increases by 1.
204
205 **Naturally Stealthy.**
206 You can attempt to hide even when you are obscured only by a creature that is
207 at least one size larger than you.
208
209
210 Stout
211 ^^^^^
212
213 As a stout halfling, you ’re hardier than average and have some resistance to
214 poison. Some say that stouts have dwarven blood. In the Forgotten Realms,
215 these halflings are called stronghearts, and they’re most common in the south.
216
217 **Ability Score Increase.**
218 Your Constitution score increases by 1.
219
220 **Stout Resilience.**
221 You have advantage on saving
222 throws against poison,
223 and you have resistance
224 against poison damage.
1 \section{Halfling}\label{halfling}
2
3 The comforts of home are the goals of most halflings' lives: a place to
4 settle in peace and quiet, far from marauding monsters and clashing
5 armies; a blazing fire and a generous meal; fine drink and fine
6 conversation. Though some halflings live out their days in remote
7 agricultural communities, others form nomadic bands that travel
8 constantly, lured by the open road and the wide horizon to discover the
9 wonders of new lands and peoples. But even these wanderers love peace,
10 food, hearth, and home, though home might be a wagon jostling along an
11 dirt road or a raft floating downriver.
12
13 \subsection{Small and Practical}\label{small-and-practical}
14
15 The diminutive halflings survive ina world full of larger creatures by
16 avoiding notice or, barring that, avoiding offense. Standing about 3
17 feet tall, they appear relatively harmless and so have managed to
18 survive for centuries in the shadow of empires and on the edges of wars
19 and political strife. They are inclined to be stout, weighing between 40
20 and 45 pounds.
21
22 Halflings' skin ranges from tan to pale with a ruddy cast, and their
23 hair is usually brown or sandy brown and wavy. They have brown or hazel
24 eyes. Halfling men often sport long sideburns, but beards are rare among
25 them and mustaches even more so. They like to wear simple, comfortable,
26 and practical clothes, favoring bright colors.
27
28 Halfling practicality extends beyond their clothing. They 're concerned
29 with basic need sand simple pleasures and have little use for
30 ostentation. Even the wealthiest of halflings keep their treasures
31 locked ina cellar rather than on display for all to see. They have a
32 knack for finding the most straightforward solution to a problem, and
33 have little patience for dithering.
34
35 \subsection{Kind and Curious}\label{kind-and-curious}
36
37 Halflings are an affable and cheerful people. They cherish the bonds of
38 family and friendship as well as the comforts of hearth and home,
39 harboring few dreams of gold or glory. Even adventurers among them
40 usually venture into the world for reasons of community, friendship,
41 wanderlust, or curiosity. They love discovering new things, even simple
42 things, such as an exotic food oran unfamiliar style of clothing.
43
44 Halflings are easily moved to pity and hate to see any living thing
45 suffer. They are generous, happily sharing what they have even in lean
46 times.
47
48 \subsection{Affable and Positive}\label{affable-and-positive}
49
50 Halflings try to get along with everyone else and are loath to make
51 sweeping generalizations--- especially negative ones.
52
53 \textbf{Dwarves.} `` Dwarves make loyal friends, and you can count on
54 them to keep their word. But would it hurt them to smile once ina
55 while?''
56
57 \textbf{Elves.} ``They're so beautiful! Their faces, their music, their
58 grace and all. It's like they stepped out of a wonderful dream. But
59 there'sno telling what's going on behind their smiling faces--- surely
60 more than they ever let on.''
61
62 \textbf{Humans.} `` Humans area lot like us, really. At least some of
63 them are. Step out of the castles and keeps, go talk to the farmers and
64 herders and you'll find good, solid folk. Not that there's anything
65 wrong with the barons and soldiers--- you have to admire their
66 conviction. And by protecting their own lands, they protect us as well.
67 ''
68
69 \subsection{Blend into the Crowd}\label{blend-into-the-crowd}
70
71 Halflings are adept at fitting into a community of humans, dwarves, or
72 elves, making themselves valuable and welcome. The combination of their
73 inherent stealth and their unassuming nature helps halflings to avoid
74 unwanted attention.
75
76 Halflings work readily with others, and they are loyal to their friends,
77 whether halfling or otherwise. They can display remarkable ferocity when
78 their friends, families, or communities are threatened.
79
80 \subsection{Pastoral Pleasantries}\label{pastoral-pleasantries}
81
82 Most halflings live in small, peaceful communities with large farm sand
83 well-kept groves. They rarely build kingdoms of their ow nor even hold
84 much land beyond their quiet shires. They typically don 't recognize any
85 sort of halfling nobility or royalty, instead looking to family elders
86 to guide them. Families preserve their traditional ways despite the rise
87 and fall of empires.
88
89 Many halflings live among other races, where the halflings' hard work
90 and loyal outlook offer them abundant rewards and creature comforts.
91 Some halfling communities travel as away of life, driving wagons or
92 guiding boats from place to place and maintaining no permanent home.
93
94 \subsection{Exploring Opportunities}\label{exploring-opportunities}
95
96 Halflings usually set out on the adventurer's path to defend their
97 communities, support their friends, or explore a wide and wonder-filled
98 world. For them, adventuring is less a career than an opportunity or
99 sometimes a necessity.
100
101 \subsection{Halfling Names}\label{halfling-names}
102
103 A halfling has a given name, a family name, and possibly a nickname.
104 Family names are often nicknames that stuck so tenaciously they have
105 been passed down through the generations.
106
107 \textbf{Male Names:} Alton, Ander, Cade, Corrin, Eldon, Errich, Finnan,
108 Garret, Lindal, Lyle, Merric, Milo, Osborn, Perrin, Reed, Roscoe, Wellby
109
110 \textbf{Female Names:} Andry, Bree, Callie, Cora, Euphemia, Jillian,
111 Kithri, Lavinia, Lidda, Merla, Nedda, Paela, Portia, Seraphina, Shaena,
112 Trym, Vani, Verna
113
114 \textbf{Family Names:} Brushgather, Goodbarrel, Greenbottle, High-hill,
115 Hilltopple, Leagallow, Tealeaf, Thorngage, Tosscobble, Underbough
116
117 \subsection{Halfling Traits}\label{halfling-traits}
118
119 Your halfling character has a number of traits in common with all other
120 halflings.
121
122 \textbf{Ability Score Increase.} Your Dexterity score increases by 2.
123
124 \textbf{Age.} A halfling reaches adulthood at the age of 20 and
125 generally lives into the middle of his or her second century.
126
127 \textbf{Alignment.} Most halflings are lawful good. As a rule, they are
128 good-hearted and kind, hate to see others in pain, and haven o tolerance
129 for oppression. They are also very orderly and traditional, leaning
130 heavily on the support of their community and the comfort of their old
131 ways.
132
133 \textbf{Size.} Halflings average about 3 feet tall and weigh about 40
134 pounds. Your size is Small.
135
136 \textbf{Speed.} Your base walking speed is 25 feet.
137
138 \textbf{Lucky.} When you roll a 1 on an attack roll, ability check, or
139 saving throw, you can reroll the die and must use the new roll.
140
141 \textbf{Brave.} You have advantage on saving throws against being
142 frightened.
143
144 \textbf{Halfling Nimbleness.} You can move through the space of any
145 creature that is of a size larger than yours.
146
147 \textbf{Languages.} You can speak, read, and write Common and Halfling.
148 The Halfling language isn't secret, but halflings are loath to share it
149 with others. They write very little, so they don 't have a rich body of
150 literature. Their oral tradition, however, is very strong. Almost all
151 halflings speak Common to converse with the people in whose lands they
152 dwell or through which they are traveling.
153
154 \subsection{Subraces}\label{subraces}
155
156 The two main kinds of halfling, lightfoot and stout, are more like
157 closely related families than true su braces. Choose one of these
158 subraces.
159
160 \subsubsection{Lightfoot}\label{lightfoot}
161
162 As a lightfoot halfling, you can easily hide from notice, even using
163 other people as cover. You're inclined to be affable and get along well
164 with others. In the Forgotten Realms, lightfoot halflings have spread
165 the farthest and thus are the most common variety.
166
167 Lightfoots are more prone to wanderlust than other halflings, and often
168 dwell alongside other races or take up a nomadic life. In the world of
169 Greyhawk, these halflings are called hairfeet or tallfellows.
170
171 \textbf{Ability Score Increase.} Your Charisma score increases by 1.
172
173 \textbf{Naturally Stealthy.} You can attempt to hide even when you are
174 obscured only by a creature that is at least one size larger than you.
175
176 \subsubsection{Stout}\label{stout}
177
178 As a stout halfling, you 're hardier than average and have some
179 resistance to poison. Some say that stouts have dwarven blood. In the
180 Forgotten Realms, these halflings are called stronghearts, and they're
181 most common in the south.
182
183 \textbf{Ability Score Increase.} Your Constitution score increases by 1.
184
185 \textbf{Stout Resilience.} You have advantage on saving throws against
186 poison, and you have resistance against poison damage.
1 =====
2 Human
3 =====
4
5 In the reckonings of most worlds, humans are the youngest of the common races,
6 late to arrive on the world scene and short-lived in comparison to dwarves,
7 elves, and dragons. Perhaps it is because of their shorter lives that they
8 strive to achieve as much as they can in the years they are given. Or maybe
9 they feel they have something to prove to the elder races, and that’s why they
10 build their mighty empires on the foundation of conquest and trade. Whatever
11 drives them, humans are the innovators, the achievers, and the pioneers of the
12 worlds.
13
14
15 A Broad Spectrum
16 ----------------
17
18 With their penchant for migration and conquest, humans are more physically
19 diverse than other common races. There is no typical human. An individual can
20 stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250
21 pounds. Human skin shades range from nearly black to very pale, and hair
22 colors from black to blond (curly, kinky, or straight);
23 males might sport facial hair that is sparse or thick. A lot of humans have a
24 dash of nonhuman blood, revealing hints of elf, or c, or other lineages.
25 Humans reach adulthood in their late teens and rarely live even a single
26 century.
27
28
29 Variety in All Things
30 ---------------------
31
32 Humans are the most adaptable and ambitious people among the common races.
33 They have widely varying tastes, morals, and custom sin the many different
34 lands where they have settled. When they settle, though, they stay: they build
35 cities to last for the ages, and great kingdoms that can persist for long
36 centuries. An individual human might have a relatively short lifespan, but a
37 human nation or culture preserves traditions with origins far beyond the reach
38 of any single hum an’s memory. They live fully in the present—m akin g them
39 well suited to the adventuring life—but also plan for the future, striving to
40 leave a lasting legacy. Individually and as a group, humans are adaptable
41 opportunists, and they stay alert to changing political and social dynamics.
42
43
44 Everyone’s Second-Best Friends
45 ------------------------------
46
47 Just as readily as they mix with each other, humans mingle with members of
48 other races. They get along with almost everyone, though they might not be
49 close to many. Humans serve as ambassadors, diplomats, magistrates, merchants,
50 and functionaries of all kinds.
51
52 **Dwarves.**
53 “They’re stout folk,
54 stalwart friends, and true to their word. Their greed for gold is their
55 downfall, though.”
56
57 **Elves.**
58
59 It’s best not to wander into elven woods. They don't like intruders, and
60 you’ll as likely be bewitched as peppered with arrows. Still, if an elf can
61 get past that damned racial pride and actually treat you like an equal, you
62 can learn a lot from them.”
63
64 **Halflings.**
65
66 "It’s hard to beat a meal ina halfling home,
67 as long as you don’t crack your head on the ceiling— good food and good
68 stories in front of a nice, warm fire. If halflings had a shred of ambition,
69 they might really amount to something.”
70
71
72 Lasting Institutions
73 --------------------
74
75 Where a single elf or dwarf might take on the responsibility of guarding a
76 special location ora powerful secret, humans found sacred orders and
77 institutions for such purposes. While dwarf clans and halfling elders pass on
78 the ancient traditions to each new generation, human temples, governments,
79 libraries, and codes of law fix their traditions in the bedrock of history.
80 Humans dream of immortality, but (except for those few who seek undeath or
81 divine ascension to escape death’s clutches) they achieve it by ensuring that
82 they will be remembered when they are gone.
83
84 Although some humans can be xenophobic, in general their societies are
85 inclusive. Human lands welcome large numbers of nonhuman s compared to the
86 proportion of humans who live in nonhuman lands.
87
88
89 Exemplars of Ambition
90 ---------------------
91
92 Humans who seek adventure are the most daring and ambitious members of a
93 daring and ambitious race. They seek to earn glory in the eyes of their
94 fellows by amassing power, wealth, and fame. More than other people, humans
95 champion causes rather than territories or groups.
96
97
98 Human Names and Ethnicities
99 ---------------------------
100
101 Having so much more variety than other cultures, humans as a whole have no
102 typical names. Some human parents give their children names from other
103 languages, such as Dwarvish or Elvish (pronounced more or less correctly), but
104 most parents give names that are linked to their region ’s culture or to the
105 naming traditions of their ancestors.
106
107 The material culture and physical characteristics of humans can change wildly
108 from region to region. In the Forgotten Realms, for example, the clothing,
109 architecture, cuisine, music, and literature are different in the northwestern
110 lands of the Silver Marches than in distant Turmish or Impiltur to the
111 east—and even more distinctive in far-offKara-Tur. Human physical
112 characteristics, though, vary according to the ancient migrations of the
113 earliest humans, so that the humans of the Silver Marches have every possible
114 variation of coloration and features.
115
116 In the Forgotten Realms, nine human ethnic groups are widely recognized,
117 though over a dozen others are found in more localized areas of Faerun. These
118 groups, and the typical names of their members, can be used as inspiration no
119 matter which world your human is in.
120
121
122 Calishite
123 ^^^^^^^^^
124
125 Shorter and slighter in build than most other humans, Calishites have dusky
126 brown skin, hair, and eyes. Th ey’re found primarily in southwest Faerun.
127
128 **Calishite Names:**
129 (Male)
130 Aseir, Bardeid, Haseid, K hem ed, Mehmen, Sudeim an, Zasheir;
131 (female)
132 Atala, Ceidil, Ham a, Jasmal, Meilil, Seipora, Yasheira, Zasheida;
133 (surnames)
134 Basha, D um ein, Jassan, Khalid, Mostana, Pashar, Rein
135
136
137 Chondathan
138 ^^^^^^^^^^
139
140 Chondathans are slender, tawny-skinned folk with brown hair that ranges from
141 almost blond to almost black. Most are tall and have green or brown eyes, but
142 these traits are hardly universal. Humans of Chondathan descent dominate the
143 central lands of Faerun. around the Inner Sea.
144
145 **Chondathan Names:**
146
147 (Male)
148 Darvin, Dorn, Evendur, Gorstag, Grim, Helm, Malark, Morn, Randal, Stedd;
149 (female)
150 A rveene, Esvele, Jhessail, Kerri, Lureene, Miri, Row an, Shandri, Tessele;
151 (surnames)
152 Am blecrown, Buckm an, Dundragon, Evenwood, Greycastle, Tallstag
153
154
155 Damaran
156 ^^^^^^^
157
158 Found primarily in the northwest of Faerun, Damarans are of moderate height
159 and build, with skin hues ranging from tawny to fair. Their hair is usually
160 brown or black, and their eye color varies widely, though brown is most
161 common.
162
163 **Damaran Names:**
164
165 (Male)
166 Bor, Fodel, Glar, Grigor, Igan, Ivor, Kosef, Mival, Orel, Pavel, Sergor;
167 (female)
168 Alethra, Kara, Katernin, Mara, Natali, Olma, Tana, Zora;
169 (surnames)
170 Bersk, Chernin, Dotsk, Kulenov, Marsk, N em etsk, Shemov, Starag
171
172
173 Illuskan
174 ^^^^^^^^
175
176 Illuskans are tall, fair-skinned folk with blue or steely gray eyes. Most have
177 raven-black hair, but those who inhabit the extreme northwest have blond, red,
178 or light brown hair.
179
180 **Illuskan Names:**
181 (Male)
182 Ander, Blath, Bran, Frath, Geth, Lander, Luth, Malcer, Stor, Taman, Urth;
183 (female)
184 Am afrey, Betha, Cefrey, Kethra, Mara, Olga, Silifrey, Westra;
185 (surnames)
186 Brightwood, Helder, Hornraven, Lackm an, Storm wind, Windrivver
187
188
189 Mulan
190 ^^^^^
191
192 Dominant in the eastern and southeastern shores of the Inner Sea, the Mulan
193 are generally tall, slim, and am ber-skinned, with eyes of hazel or brown.
194 Their hair ranges from black to dark brown, but in the lands where theM ulan
195 are most prominent, nobles and many other Mulan shave off all their hair.
196
197 **Mulan Names:**
198 (Male)
199 Aoth, Bareris, Ehput-Ki, Kethoth, Mum ed, Ram as, So-Kehur, Thazar-De, Urhur;
200 (female)
201 Arizim a, Chathi, Nephis, Nulara, Murithi, Sefris, Thola, Umara, Zolis;
202 (surnames)
203 Ankhalab, Anskuld, Fezim, Hahpet, Nathandem, Sepret, Uuthrakt
204
205
206 Rashemi
207 ^^^^^^^
208
209 Most often found east of the Inner Sea and often intermingled with theM ulan,
210 Rash em is tend to be short, stout, and muscular. They usually have dusky
211 skin, dark eyes, and thick black hair.
212
213 **Rashemi Names:**
214 (Male)
215 Borivik, Faurgar, Jandar, Kanithar, Madislak, Ralmevik, Shaum ar, Vladislak;
216 (female)
217 Fyevarra, Hulmarra, Immith, Imzel, Navarra, Shevarra, Tam mith. Yuldra;
218 (surnames)
219 Chergoba, Dyernina, Iltazyara, Murnyethara, Stayanoga, Ulmokina
220
221
222 Shou
223 ^^^^
224 The Shou are the most numerous and powerful ethnic group in Kara-Tur, far to
225 the east of Faerun. They are yellowish -bronze in hue, with black hair and
226 dark eyes. Sh ou surnames are usually presented before the given name.
227
228 **Shou Names:**
229 (Male)
230 An, Chen, Chi, Fai, Jiang, Jun, Lian, Long, M eng, On, Shan, Shui, Wen;
231 (female)
232 Bai, Chao, Jia, Lei, Mei, Qiao, Shui, Tai;
233 (surnames)
234 Chien, Huang, Kao, Kung, Lao, Ling, Mei, Pin, Shin, Sum, Tan, Wan
235
236
237 Tethyrian
238 ^^^^^^^^^
239
240 Widespread along the entire Sword Coast at the western edge of Faerun,
241 Tethyrians are of medium build and height, with dusky skin that tends to grow
242 fairer the farther north they dwell. Their hair and eye color varies widely,
243 but brown hair and blue eyes are the most common. Tethyrians primarily use
244 Chondathan names.
245
246
247 Turami
248 ^^^^^^
249
250 Native to the southern shore of the Inner Sea, the Turami people are generally
251 tall and muscular, with dark mahogany skin, curly black hair, and dark eyes.
252
253 **Turami Names:**
254
255 (Male)
256 Anton, Diero, Marcon, Pieron, Rim ardo, Romero, Salazar, Um bero;
257 (female)
258 Balam a, Dona, Faila, Jalana, Luisa, Marta, Quara, Selise, Vonda;
259 (surnames)
260 A gosto, A storio, Calabra, Domine, Falone, Marivaldi, Pisacar, Ramondo
261
262
263 Human Traits
264 ------------
265
266 It’s hard to make generalizations about humans, but your human character has
267 these traits.
268
269 **Ability Score Increase.**
270 Your ability scores each increase by 1.
271
272 **Age.**
273 Humans reach adulthood in their late teens and live less than a century.
274
275 **Alignment.**
276 Humans tend toward no particular alignment. The best and the worst are found
277 among them.
278
279 **Size.**
280 Humans vary widely in height and build, from barely 5 feet to well over 6 feet
281 tall. Regardless of your position in that range, your size is Medium.
282
283 **Speed.**
284 Your base walking speed is 30 feet.
285
286 **Languages.**
287 You can speak, read, and write Common and one extra language of your choice.
288 Humans typically learn the languages of other peoples they deal with,
289 including obscure dialects. They are fond of sprinkling their speech with
290 words borrowed from other tongues: Orc curses, Elvish musical expressions,
291 Dwarvish military phrases, and so on.
292
293
294 Variant Human Traits
295 --------------------
296
297 If your campaign uses the optional feat rules from chapter 5, your Dungeon
298 Master might allow these variant traits, all of which replace the human’s
299 Ability Score Increase trait.
300
301 **Ability Score Increase.**
302 Two different ability scores of your choice increase by 1.
303
304 **Skills.**
305 You gain proficiency in one skill of your choice.
306
307 **Feat.**
308 You gain one feat of your choice.
1 \section{Human}\label{human}
2
3 In the reckonings of most worlds, humans are the youngest of the common
4 races, late to arrive on the world scene and short-lived in comparison
5 to dwarves, elves, and dragons. Perhaps it is because of their shorter
6 lives that they strive to achieve as much as they can in the years they
7 are given. Or maybe they feel they have something to prove to the elder
8 races, and that's why they build their mighty empires on the foundation
9 of conquest and trade. Whatever drives them, humans are the innovators,
10 the achievers, and the pioneers of the worlds.
11
12 \subsection{A Broad Spectrum}\label{a-broad-spectrum}
13
14 With their penchant for migration and conquest, humans are more
15 physically diverse than other common races. There is no typical human.
16 An individual can stand from 5 feet to a little over 6 feet tall and
17 weigh from 125 to 250 pounds. Human skin shades range from nearly black
18 to very pale, and hair colors from black to blond (curly, kinky, or
19 straight); males might sport facial hair that is sparse or thick. A lot
20 of humans have a dash of nonhuman blood, revealing hints of elf, or c,
21 or other lineages. Humans reach adulthood in their late teens and rarely
22 live even a single century.
23
24 \subsection{Variety in All Things}\label{variety-in-all-things}
25
26 Humans are the most adaptable and ambitious people among the common
27 races. They have widely varying tastes, morals, and custom sin the many
28 different lands where they have settled. When they settle, though, they
29 stay: they build cities to last for the ages, and great kingdoms that
30 can persist for long centuries. An individual human might have a
31 relatively short lifespan, but a human nation or culture preserves
32 traditions with origins far beyond the reach of any single hum an's
33 memory. They live fully in the present---m akin g them well suited to
34 the adventuring life---but also plan for the future, striving to leave a
35 lasting legacy. Individually and as a group, humans are adaptable
36 opportunists, and they stay alert to changing political and social
37 dynamics.
38
39 \subsection{Everyone's Second-Best
40 Friends}\label{everyones-second-best-friends}
41
42 Just as readily as they mix with each other, humans mingle with members
43 of other races. They get along with almost everyone, though they might
44 not be close to many. Humans serve as ambassadors, diplomats,
45 magistrates, merchants, and functionaries of all kinds.
46
47 \textbf{Dwarves.} ``They're stout folk, stalwart friends, and true to
48 their word. Their greed for gold is their downfall, though.''
49
50 \textbf{Elves.} `` It's best not to wander into elven woods. They don't
51 like intruders, and you'll as likely be bewitched as peppered with
52 arrows. Still, if an elf can get past that damned racial pride and
53 actually treat you like an equal, you can learn a lot from them.''
54
55 \textbf{Halflings.}
56
57 ``It's hard to beat a meal ina halfling home, as long as you don't crack
58 your head on the ceiling--- good food and good stories in front of a
59 nice, warm fire. If halflings had a shred of ambition, they might really
60 amount to something.''
61
62 \subsection{Lasting Institutions}\label{lasting-institutions}
63
64 Where a single elf or dwarf might take on the responsibility of guarding
65 a special location ora powerful secret, humans found sacred orders and
66 institutions for such purposes. While dwarf clans and halfling elders
67 pass on the ancient traditions to each new generation, human temples,
68 governments, libraries, and codes of law fix their traditions in the
69 bedrock of history. Humans dream of immortality, but (except for those
70 few who seek undeath or divine ascension to escape death's clutches)
71 they achieve it by ensuring that they will be remembered when they are
72 gone.
73
74 Although some humans can be xenophobic, in general their societies are
75 inclusive. Human lands welcome large numbers of nonhuman s compared to
76 the proportion of humans who live in nonhuman lands.
77
78 \subsection{Exemplars of Ambition}\label{exemplars-of-ambition}
79
80 Humans who seek adventure are the most daring and ambitious members of a
81 daring and ambitious race. They seek to earn glory in the eyes of their
82 fellows by amassing power, wealth, and fame. More than other people,
83 humans champion causes rather than territories or groups.
84
85 \subsection{Human Names and
86 Ethnicities}\label{human-names-and-ethnicities}
87
88 Having so much more variety than other cultures, humans as a whole have
89 no typical names. Some human parents give their children names from
90 other languages, such as Dwarvish or Elvish (pronounced more or less
91 correctly), but most parents give names that are linked to their region
92 's culture or to the naming traditions of their ancestors.
93
94 The material culture and physical characteristics of humans can change
95 wildly from region to region. In the Forgotten Realms, for example, the
96 clothing, architecture, cuisine, music, and literature are different in
97 the northwestern lands of the Silver Marches than in distant Turmish or
98 Impiltur to the east---and even more distinctive in far-offKara-Tur.
99 Human physical characteristics, though, vary according to the ancient
100 migrations of the earliest humans, so that the humans of the Silver
101 Marches have every possible variation of coloration and features.
102
103 In the Forgotten Realms, nine human ethnic groups are widely recognized,
104 though over a dozen others are found in more localized areas of Faerun.
105 These groups, and the typical names of their members, can be used as
106 inspiration no matter which world your human is in.
107
108 \subsubsection{Calishite}\label{calishite}
109
110 Shorter and slighter in build than most other humans, Calishites have
111 dusky brown skin, hair, and eyes. Th ey're found primarily in southwest
112 Faerun.
113
114 \textbf{Calishite Names:} (Male) Aseir, Bardeid, Haseid, K hem ed,
115 Mehmen, Sudeim an, Zasheir; (female) Atala, Ceidil, Ham a, Jasmal,
116 Meilil, Seipora, Yasheira, Zasheida; (surnames) Basha, D um ein, Jassan,
117 Khalid, Mostana, Pashar, Rein
118
119 \subsubsection{Chondathan}\label{chondathan}
120
121 Chondathans are slender, tawny-skinned folk with brown hair that ranges
122 from almost blond to almost black. Most are tall and have green or brown
123 eyes, but these traits are hardly universal. Humans of Chondathan
124 descent dominate the central lands of Faerun. around the Inner Sea.
125
126 \textbf{Chondathan Names:}
127
128 (Male) Darvin, Dorn, Evendur, Gorstag, Grim, Helm, Malark, Morn, Randal,
129 Stedd; (female) A rveene, Esvele, Jhessail, Kerri, Lureene, Miri, Row
130 an, Shandri, Tessele; (surnames) Am blecrown, Buckm an, Dundragon,
131 Evenwood, Greycastle, Tallstag
132
133 \subsubsection{Damaran}\label{damaran}
134
135 Found primarily in the northwest of Faerun, Damarans are of moderate
136 height and build, with skin hues ranging from tawny to fair. Their hair
137 is usually brown or black, and their eye color varies widely, though
138 brown is most common.
139
140 \textbf{Damaran Names:}
141
142 (Male) Bor, Fodel, Glar, Grigor, Igan, Ivor, Kosef, Mival, Orel, Pavel,
143 Sergor; (female) Alethra, Kara, Katernin, Mara, Natali, Olma, Tana,
144 Zora; (surnames) Bersk, Chernin, Dotsk, Kulenov, Marsk, N em etsk,
145 Shemov, Starag
146
147 \subsubsection{Illuskan}\label{illuskan}
148
149 Illuskans are tall, fair-skinned folk with blue or steely gray eyes.
150 Most have raven-black hair, but those who inhabit the extreme northwest
151 have blond, red, or light brown hair.
152
153 \textbf{Illuskan Names:} (Male) Ander, Blath, Bran, Frath, Geth, Lander,
154 Luth, Malcer, Stor, Taman, Urth; (female) Am afrey, Betha, Cefrey,
155 Kethra, Mara, Olga, Silifrey, Westra; (surnames) Brightwood, Helder,
156 Hornraven, Lackm an, Storm wind, Windrivver
157
158 \subsubsection{Mulan}\label{mulan}
159
160 Dominant in the eastern and southeastern shores of the Inner Sea, the
161 Mulan are generally tall, slim, and am ber-skinned, with eyes of hazel
162 or brown. Their hair ranges from black to dark brown, but in the lands
163 where theM ulan are most prominent, nobles and many other Mulan shave
164 off all their hair.
165
166 \textbf{Mulan Names:} (Male) Aoth, Bareris, Ehput-Ki, Kethoth, Mum ed,
167 Ram as, So-Kehur, Thazar-De, Urhur; (female) Arizim a, Chathi, Nephis,
168 Nulara, Murithi, Sefris, Thola, Umara, Zolis; (surnames) Ankhalab,
169 Anskuld, Fezim, Hahpet, Nathandem, Sepret, Uuthrakt
170
171 \subsubsection{Rashemi}\label{rashemi}
172
173 Most often found east of the Inner Sea and often intermingled with theM
174 ulan, Rash em is tend to be short, stout, and muscular. They usually
175 have dusky skin, dark eyes, and thick black hair.
176
177 \textbf{Rashemi Names:} (Male) Borivik, Faurgar, Jandar, Kanithar,
178 Madislak, Ralmevik, Shaum ar, Vladislak; (female) Fyevarra, Hulmarra,
179 Immith, Imzel, Navarra, Shevarra, Tam mith. Yuldra; (surnames) Chergoba,
180 Dyernina, Iltazyara, Murnyethara, Stayanoga, Ulmokina
181
182 \subsubsection{Shou}\label{shou}
183
184 The Shou are the most numerous and powerful ethnic group in Kara-Tur,
185 far to the east of Faerun. They are yellowish -bronze in hue, with black
186 hair and dark eyes. Sh ou surnames are usually presented before the
187 given name.
188
189 \textbf{Shou Names:} (Male) An, Chen, Chi, Fai, Jiang, Jun, Lian, Long,
190 M eng, On, Shan, Shui, Wen; (female) Bai, Chao, Jia, Lei, Mei, Qiao,
191 Shui, Tai; (surnames) Chien, Huang, Kao, Kung, Lao, Ling, Mei, Pin,
192 Shin, Sum, Tan, Wan
193
194 \subsubsection{Tethyrian}\label{tethyrian}
195
196 Widespread along the entire Sword Coast at the western edge of Faerun,
197 Tethyrians are of medium build and height, with dusky skin that tends to
198 grow fairer the farther north they dwell. Their hair and eye color
199 varies widely, but brown hair and blue eyes are the most common.
200 Tethyrians primarily use Chondathan names.
201
202 \subsubsection{Turami}\label{turami}
203
204 Native to the southern shore of the Inner Sea, the Turami people are
205 generally tall and muscular, with dark mahogany skin, curly black hair,
206 and dark eyes.
207
208 \textbf{Turami Names:}
209
210 (Male) Anton, Diero, Marcon, Pieron, Rim ardo, Romero, Salazar, Um bero;
211 (female) Balam a, Dona, Faila, Jalana, Luisa, Marta, Quara, Selise,
212 Vonda; (surnames) A gosto, A storio, Calabra, Domine, Falone, Marivaldi,
213 Pisacar, Ramondo
214
215 \subsection{Human Traits}\label{human-traits}
216
217 It's hard to make generalizations about humans, but your human character
218 has these traits.
219
220 \textbf{Ability Score Increase.} Your ability scores each increase by 1.
221
222 \textbf{Age.} Humans reach adulthood in their late teens and live less
223 than a century.
224
225 \textbf{Alignment.} Humans tend toward no particular alignment. The best
226 and the worst are found among them.
227
228 \textbf{Size.} Humans vary widely in height and build, from barely 5
229 feet to well over 6 feet tall. Regardless of your position in that
230 range, your size is Medium.
231
232 \textbf{Speed.} Your base walking speed is 30 feet.
233
234 \textbf{Languages.} You can speak, read, and write Common and one extra
235 language of your choice. Humans typically learn the languages of other
236 peoples they deal with, including obscure dialects. They are fond of
237 sprinkling their speech with words borrowed from other tongues: Orc
238 curses, Elvish musical expressions, Dwarvish military phrases, and so
239 on.
240
241 \subsection{Variant Human Traits}\label{variant-human-traits}
242
243 If your campaign uses the optional feat rules from chapter 5, your
244 Dungeon Master might allow these variant traits, all of which replace
245 the human's Ability Score Increase trait.
246
247 \textbf{Ability Score Increase.} Two different ability scores of your
248 choice increase by 1.
249
250 \textbf{Skills.} You gain proficiency in one skill of your choice.
251
252 \textbf{Feat.} You gain one feat of your choice.
1 ========
2 Tiefling
3 ========
4
5 To be greeted with stares and whispers, to suffer violence and insult on the
6 street, to see mistrust and fear in every eye: this is the lot of the
7 tiefling. And to twist the knife, tieflings know that this is because a pact
8 struck generations ago infused the essence of As mod eu s—overlord of the Nine
9 Hells—into their bloodline. Their appearance and their nature are not their
10 fault but the result of an ancient sin, for which they and their children and
11 their children’s children will always beheld accountable.
12
13
14 Infernal Blood line
15 -------------------
16
17 Tieflings are derived from human blood lines, and in the broadest possible
18 sense, they still look human. However, their infernal heritage has left a
19 clear imprint on their appearance. Tieflings have large horns that take any of
20 a variety of shapes: some have curling horns like a ram, others have straight
21 and tall horns like a gazelle’s, and some spiral upward like an antelopes’
22 horns. They have thick tails, four to five feet long, which lash or coil
23 around their legs when they get upset or nervous. Their canine teeth are
24 sharply pointed, and their eyes are solid colors —black, red, white, silver,
25 or gold—with no visible sclera or pupil. Their skin tones cover the full range
26 of human coloration, but also include various shades of red. Their hair,
27 cascading down from behind their horns, is usually dark, from black or brown
28 to dark red, blue, or purple.
29
30
31 Self-Reliant and Suspicious
32 ---------------------------
33
34 Tieflings subsist in small minorities found mostly in human cities or towns,
35 often in the roughest quarters of those places, where they grow up to be
36 swindlers, thieves, or crime lords. Sometimes they live among other minority
37 populations in enclaves where they are treated with more respect. Lacking a
38 homeland, tieflings know that they have to make their own way in the world and
39 that they have to be strong to survive. They are not quick to trust anyone who
40 claims to be a friend, but when a tiefling’s companions demonstrate that they
41 trust him or her, the tiefling learns to extend the same trust to them. And
42 once a tiefling gives someone loyalty, the tiefling is a firm friend or ally
43 for life.
44
45 Mutual Mistrust
46 ---------------
47
48 People tend to be suspicious of tieflings, assuming that their infernal
49 heritage has left its mark on their personality and morality, not just their
50 appearance. Shopkeepers keep a close eye on their goods when tieflings enter
51 their stores, the town watch might follow a tiefling around for awhile, and
52 demagogues blame tieflings for strange happenings. The reality, though, is
53 that a tiefling’s bloodline doesn’t affect his or her personality to any great
54 degree. Years of dealing with mistrust does leave its mark on most tieflings,
55 and they respond to it indifferent ways. Some choose to live up to the wicked
56 stereotype, but others are virtuous. Most are simply very aware of how people
57 respond to them. After dealing with this mistrust throughout youth, a tiefling
58 often develops the ability to overcome prejudice through charm or
59 intimidation.
60
61
62 Tiefling Names
63 --------------
64
65 Tiefling names fall into three broad categories. Tieflings born into another
66 culture typically have names reflective of that culture. Some have names
67 derived from the Infernal language, passed down through generations, that
68 reflect their fiendish heritage. And some younger tieflings, striving to find
69 a place in the world, adopt a name that signifies a virtue or other concept
70 and then try to embody that concept. For some, the chosen name is a noble
71 quest. For others, it’s a grim destiny.
72
73 **Male Infernal Names:**
74 Akmenos, Amnon, Barakas, Damakos, Ekemon, Iados, Kairon, Leucis, Melech,
75 Mordai, Morthos, Pelaios, Skamos, Therai
76
77 **Female Infernal Names:**
78 Akta, A nakis, Bryseis, Criella, Dam aia, Ea, Kallista, Lerissa, Makaria,
79 Nemeia, Orianna, Phelaia, Rieta
80
81 **“Virtue” Names:**
82 Art, Carrion, Chant, Creed, Despair, Excellence, Fear, Glory, Hope, Ideal,
83 Music, Nowhere, Open, Poetry, Quest, Random, Reverence, Sorrow, Temerity,
84 Torment, Weary
85
86
87 Tiefling Traits
88 ---------------
89
90 Tieflings share certain racial traits as a result of their infernal descent.
91
92 **Ability Score Increase.**
93 Your Intelligence score increases by 1, and your Charisma score increases by
94 2.
95
96 **Age.**
97 Tieflings mature at the same rate as humans but live a few years longer.
98
99 **Alignment.**
100 Tieflings might not have an innate tendency toward evil, but many of them end
101 up there. Evil or not, an independent nature inclines many tieflings toward a
102 chaotic alignment.
103
104 **Size.**
105 Tieflings are about the same size and build as humans. Your size is Medium.
106
107 **Speed.**
108 Your base walking speed is 30 feet.
109
110 **Darkvision.**
111 Thanks to your infernal heritage, you have superior vision in dark and dim
112 conditions. You can see in dim light within 60 feet of you as if it were
113 bright light, and in darkness as if it were dim light. You can’t discern color
114 in darkness, only shades of gray. Hellish Resistance. You have resistance to
115 fire damage.
116
117 **Infernal Legacy.**
118 You know the *thaumaturgy* cantrip. Once you reach 3rd level, you can cast the
119 *hellish rebuke* spell once per day as a 2nd-level spell. Once you reach 5th
120 level, you can also cast the *darkness* spell once per day. Charisma is your
121 spellcasting ability for these spells.
122
123 **Languages.**
124 You can speak, read, and write Common and Infernal.
1 \section{Tiefling}\label{tiefling}
2
3 To be greeted with stares and whispers, to suffer violence and insult on
4 the street, to see mistrust and fear in every eye: this is the lot of
5 the tiefling. And to twist the knife, tieflings know that this is
6 because a pact struck generations ago infused the essence of As mod eu
7 s---overlord of the Nine Hells---into their bloodline. Their appearance
8 and their nature are not their fault but the result of an ancient sin,
9 for which they and their children and their children's children will
10 always beheld accountable.
11
12 \subsection{Infernal Blood line}\label{infernal-blood-line}
13
14 Tieflings are derived from human blood lines, and in the broadest
15 possible sense, they still look human. However, their infernal heritage
16 has left a clear imprint on their appearance. Tieflings have large horns
17 that take any of a variety of shapes: some have curling horns like a
18 ram, others have straight and tall horns like a gazelle's, and some
19 spiral upward like an antelopes' horns. They have thick tails, four to
20 five feet long, which lash or coil around their legs when they get upset
21 or nervous. Their canine teeth are sharply pointed, and their eyes are
22 solid colors ---black, red, white, silver, or gold---with no visible
23 sclera or pupil. Their skin tones cover the full range of human
24 coloration, but also include various shades of red. Their hair,
25 cascading down from behind their horns, is usually dark, from black or
26 brown to dark red, blue, or purple.
27
28 \subsection{Self-Reliant and
29 Suspicious}\label{self-reliant-and-suspicious}
30
31 Tieflings subsist in small minorities found mostly in human cities or
32 towns, often in the roughest quarters of those places, where they grow
33 up to be swindlers, thieves, or crime lords. Sometimes they live among
34 other minority populations in enclaves where they are treated with more
35 respect. Lacking a homeland, tieflings know that they have to make their
36 own way in the world and that they have to be strong to survive. They
37 are not quick to trust anyone who claims to be a friend, but when a
38 tiefling's companions demonstrate that they trust him or her, the
39 tiefling learns to extend the same trust to them. And once a tiefling
40 gives someone loyalty, the tiefling is a firm friend or ally for life.
41
42 \subsection{Mutual Mistrust}\label{mutual-mistrust}
43
44 People tend to be suspicious of tieflings, assuming that their infernal
45 heritage has left its mark on their personality and morality, not just
46 their appearance. Shopkeepers keep a close eye on their goods when
47 tieflings enter their stores, the town watch might follow a tiefling
48 around for awhile, and demagogues blame tieflings for strange
49 happenings. The reality, though, is that a tiefling's bloodline doesn't
50 affect his or her personality to any great degree. Years of dealing with
51 mistrust does leave its mark on most tieflings, and they respond to it
52 indifferent ways. Some choose to live up to the wicked stereotype, but
53 others are virtuous. Most are simply very aware of how people respond to
54 them. After dealing with this mistrust throughout youth, a tiefling
55 often develops the ability to overcome prejudice through charm or
56 intimidation.
57
58 \subsection{Tiefling Names}\label{tiefling-names}
59
60 Tiefling names fall into three broad categories. Tieflings born into
61 another culture typically have names reflective of that culture. Some
62 have names derived from the Infernal language, passed down through
63 generations, that reflect their fiendish heritage. And some younger
64 tieflings, striving to find a place in the world, adopt a name that
65 signifies a virtue or other concept and then try to embody that concept.
66 For some, the chosen name is a noble quest. For others, it's a grim
67 destiny.
68
69 \textbf{Male Infernal Names:} Akmenos, Amnon, Barakas, Damakos, Ekemon,
70 Iados, Kairon, Leucis, Melech, Mordai, Morthos, Pelaios, Skamos, Therai
71
72 \textbf{Female Infernal Names:} Akta, A nakis, Bryseis, Criella, Dam
73 aia, Ea, Kallista, Lerissa, Makaria, Nemeia, Orianna, Phelaia, Rieta
74
75 \textbf{``Virtue'' Names:} Art, Carrion, Chant, Creed, Despair,
76 Excellence, Fear, Glory, Hope, Ideal, Music, Nowhere, Open, Poetry,
77 Quest, Random, Reverence, Sorrow, Temerity, Torment, Weary
78
79 \subsection{Tiefling Traits}\label{tiefling-traits}
80
81 Tieflings share certain racial traits as a result of their infernal
82 descent.
83
84 \textbf{Ability Score Increase.} Your Intelligence score increases by 1,
85 and your Charisma score increases by 2.
86
87 \textbf{Age.} Tieflings mature at the same rate as humans but live a few
88 years longer.
89
90 \textbf{Alignment.} Tieflings might not have an innate tendency toward
91 evil, but many of them end up there. Evil or not, an independent nature
92 inclines many tieflings toward a chaotic alignment.
93
94 \textbf{Size.} Tieflings are about the same size and build as humans.
95 Your size is Medium.
96
97 \textbf{Speed.} Your base walking speed is 30 feet.
98
99 \textbf{Darkvision.} Thanks to your infernal heritage, you have superior
100 vision in dark and dim conditions. You can see in dim light within 60
101 feet of you as if it were bright light, and in darkness as if it were
102 dim light. You can't discern color in darkness, only shades of gray.
103 Hellish Resistance. You have resistance to fire damage.
104
105 \textbf{Infernal Legacy.} You know the \emph{thaumaturgy} cantrip. Once
106 you reach 3rd level, you can cast the \emph{hellish rebuke} spell once
107 per day as a 2nd-level spell. Once you reach 5th level, you can also
108 cast the \emph{darkness} spell once per day. Charisma is your
109 spellcasting ability for these spells.
110
111 \textbf{Languages.} You can speak, read, and write Common and Infernal.
1 \subsection{Acid Splash}\label{acid-splash}
2
3 \emph{Conjuration cantrip}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 You hurl a bubble of acid. Choose one creature within range, or choose
18 two creatures within range that are within 5 feet of each other. A
19 target must succeed on a Dexterity saving throw or take 1d6 acid damage.
20
21 This spell's damage increases by 1d6 when you reach 5th level (2d6),
22 11th level (3d6), and 17th level (4d6).
1 \subsection{Aid}\label{aid}
2
3 \emph{2nd---level abjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 30 feet
11 \item
12 \textbf{Components:} V, S, M (a tiny strip of white cloth)
13 \item
14 \textbf{Duration:} 8 hours
15 \end{itemize}
16
17 Your spell bolsters your allies with toughness and resolve. Choose up to
18 three creatures within range. Each target's hit point maximum and
19 current hit points increase by 5 for the duration.
20
21 \textbf{At Higher Levels:} When you cast this spell using a spell slot
22 of 3rd level or higher, a target's hit points increase by an additional
23 5 for each slot level above 2nd.
1 \subsection{Alarm}\label{alarm}
2
3 \emph{1st---level abjuration (ritual)}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 minute
9 \item
10 \textbf{Range:} 30 feet
11 \item
12 \textbf{Components:} V, S, M (a tiny bell and a piece of fine silver
13 wire)
14 \item
15 \textbf{Duration:} 8 hours
16 \end{itemize}
17
18 You set an alarm against unwanted intrusion. Choose a door, a window, or
19 an area within range that is no larger than a 20---foot cube. Until the
20 spell ends, an alarm alerts you whenever a Tiny or larger creature
21 touches or enters the warded area. When you cast the spell, you can
22 designate creatures that won't set off the alarm. You also choose
23 whether the alarm is mental or audible.
24
25 A mental alarm alerts you with a ping in your mind if you are within 1
26 mile of the warded area. This ping awakens you if you are sleeping.
27
28 An audible alarm produces the sound of a hand bell for 10 seconds within
29 60 feet.
1 \subsection{Alter Self}\label{alter-self}
2
3 \emph{2nd---level transmutation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Concentration, up to 1 hour
15 \end{itemize}
16
17 You assume a different form. When you cast the spell, choose one of the
18 following options, the effects of which last for the duration of the
19 spell. While the spell lasts,
20
21 you can end one option as an action to gain the benefits of a different
22 one.
23
24 \textbf{Aquatic Adaptation.} You adapt your body to an aquatic
25 environment, sprouting gills and growing webbing between your fingers.
26 You can breathe underwater and gain a swimming speed equal to your
27 walking speed.
28
29 \textbf{Change Appearance.} You transform your appearance You decide
30 what you look like, including your height, weight, facial features,
31 sound of your voice, hair length, coloration, and distinguishing
32 characteristics, if any. You can make yourself appear as a member of
33 another race, though none of your statistics change. You also can't
34 appear as a creature of a different size than you, and your basic shape
35 stays the same; if you`re bipedal, you can't use this spell to become
36 quadrupedal, for instance. At any time for the duration of the spell,
37 you can use your action to change your appearance in this way again.
38
39 \textbf{Natural Weapons.} You grow claws, fangs, spines, horns, or a
40 different natural weapon of your choice. Your unarmed strikes deal 1d6
41 bludgeoning, piercing, or slashing damage, as appropriate to the natural
42 weapon you chose, and you are proficient with your unarmed strikes.
43 Finally, the natural weapon is magic and you have a +1 bonus to the
44 attack and damage rolls you make using it.
1 \subsection{Animal Friendship}\label{animal-friendship}
2
3 \emph{1st---level enchantment}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 30 feet
11 \item
12 \textbf{Components:} V, S, M (a morsel of food)
13 \item
14 \textbf{Duration:} 24 hours
15 \end{itemize}
16
17 This spell lets you convince a beast that you mean it no harm. Choose a
18 beast that you can see within range. It must see and hear you. If the
19 beast's Intelligence is 4 or higher, the spell fails. Otherwise, the
20 beast must succeed on a Wisdom saving throw or be charmed by you for the
21 spell's duration. If you or one of your companions harms the target, the
22 spells ends.
23
24 \textbf{At Higher Levels:} When you cast this spell using a spell slot
25 of 2nd level or higher, you can affect one additional beast for each
26 slot level above 1st.
1 \subsection{Animal Messenger}\label{animal-messenger}
2
3 \emph{2nd---level enchantment (ritual)}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 30 feet
11 \item
12 \textbf{Components:} V, S, M (a morsel of food)
13 \item
14 \textbf{Duration:} 24 hours
15 \end{itemize}
16
17 By means of this spell, you use an animal to deliver a message. Choose a
18 Tiny beast you can see within range, such as a squirrel, a blue jay, or
19 a bat. You specify a location, which you must have visited, and a
20 recipient who matches a general description, such as ``a man or woman
21 dressed in the uniform of the town guard'' or ``a red-haired dwarf
22 wearing a pointed hat.'' You also speak a message of up to twenty---five
23 words. The target beast travels for the duration of the spell toward the
24 specified location, covering about 50 miles per 24 hours for a flying
25 messenger, or 25 miles for other animals.
26
27 When the messenger arrives, it delivers your message to the creature
28 that you described, replicating the sound of your voice. The messenger
29 speaks only to a creature matching the description you gave. If the
30 messenger doesn't reach its destination before the spell ends, the
31 message is lost, and the beast makes its way back to where you cast this
32 spell.
33
34 \textbf{At Higher Levels:} If you cast this spell using a spell slot of
35 3nd level or higher, the duration of the spell increases by 48 hours for
36 each slot level above 2nd.
1 \subsection{Animal Shapes}\label{animal-shapes}
2
3 \emph{8th---level transmutation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 30 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Concentration, up to 24 hours
15 \end{itemize}
16
17 Your magic turns others into beasts. Choose any number of willing
18 creatures that you can see within range. You transform each target into
19 the form of a Large or smaller beast with a challenge rating of 4 or
20 lower. On subsequent turns, you can use your action to transform
21 affected creatures into new forms.
22
23 The transformation lasts for the duration for each target, or until the
24 target drops to 0 hit points or dies. You can choose a different form
25 for each target. A target's game statistics are replaced by the
26 statistics of the Chosen beast, though the target retains its alignment
27 and Intelligence, Wisdom, and Charisma scores. The target assumes the
28 hit points of its new form, and when it reverts to its normal form, it
29 returns to the number of hit points it had before it transformed. If it
30 reverts as a result of dropping to 0 hit points, any excess damage
31 carries over to its normal form. As long as the excess damage doesn't
32 reduce the creature's normal form to 0 hit points, it isn't knocked
33 unconscious. The creature is limited in the actions it can perform by
34 the nature of its new form, and it can't speak or cast spells.
35
36 The target's gear melds into the new form. The target can't activate,
37 wield, or otherwise benefit from any of its equipment.
1 \subsection{Animate Dead}\label{animate-dead}
2
3 \emph{3rd---level necromancy}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 minute
9 \item
10 \textbf{Range:} 10 feet
11 \item
12 \textbf{Components:} V, S, M (a drop of blood, a piece of flesh, and a
13 pinch of bone dust)
14 \item
15 \textbf{Duration:} Instantaneous
16 \end{itemize}
17
18 This spell creates an undead servant. Choose a pile of bones or a corpse
19 of a Medium or Small humanoid within range. Your spell imbues the target
20 with a foul mimicry of life, raising it as an undead creature. The
21 target becomes a skeleton if you chose bones or a zombie if you chose a
22 corpse (the DM has the creature's game statistics).
23
24 On each of your turns, you can use a bonus action to mentally command
25 any creature you made with this spell if the creature is within 60 feet
26 of you (if you control multiple creatures, you can command any or all of
27 them at the same time, issuing the same command 0 each one). You decide
28 what action the creature will take and where it will move during its
29 next turn, or you can issue a general command, such as to guard a
30 particular chamber or corridor. If you issue no commands, the creature
31 only defends itself against hostile creatures. Once given an order, the
32 creature continues to follow it until its task is complete.
33
34 The creature is under your control for 24 hours, after which it stops
35 obeying any command you've given it. To maintain control of the creature
36 for another 24 hours, you must cast this spell on the creature again
37 before the current 24-hour period ends. This use of the spell reasserts
38 your control over up to four creatures you have animated with this
39 spell, rather tha animating a new one.
40
41 \textbf{At Higher Levels:} When you cast this spell using a spell slot
42 of 4th level or higher, you animate or reassert control over two
43 additional undead creatures for each slot level above 3rd. Each of the
44 creatures must come from a different corpse or pile of bones.
1 \subsection{Animate Objects}\label{animate-objects}
2
3 \emph{5th---level transmutation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 120 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 Objects come to life at your command. Choose up to ten nonmagical
18 objects within range that are not being worn or carried. Medium targets
19 count as two objects, Large targets count as four objects, Huge targets
20 count as eight objects. You can't animate any object larger than Huge.
21 Each target animates and becomes a creature under your control until the
22 spell ends or until reduced to 0 hit points.
23
24 As a bonus action, you can mentally command any creature you made with
25 this spell if the creature is Within 500 feet of you (if you control
26 multiple creatures, you can command any or all of them at the same time,
27 issuing the same command to each one). You decide What action the
28 creature will take and where it will move during its next turn, or you
29 can issue a general command, such as to guard a particular chamber or
30 corridor. If you issue no commands, the creature only defends itself
31 against hostile creatures. Once given an order, the creature continues
32 to follow it until its task is complete.
33
34 An animated object is a construct with AC, hit points, attacks,
35 Strength, and Dexterity determined by its size. Its Constitution is 10
36 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed
37 is 30 feet; if the object lacks legs or other appendages it can use for
38 locomotion, it instead has a flying speed 0f 30 feet and can hover. If
39 the object is securely attached to a surface or a larger object, such as
40 a chain bolted to a wall, its speed is 0. It has blindsight with a
41 radius of 30 feet and is blind beyond that distance. When the animated
42 object drops to 0 hit points, it reverts to its original object form,
43 and any remaining damage carries over to its original object form.
44
45 If you command an object to attack, it can make a single melee attack
46 against a creature Within 5 feet of it. It makes a slam attack with an
47 attack bonus and bludgeoning damage determined by its size. The DM might
48 rule that a specific object inflicts slashing or piercing damage based
49 on its form.
50
51 \textbf{At Higher Levels:} If you cast this spell using a spell slot of
52 6th level or higher, you can animate two additional objects for each
53 slot level above 5th.
54
55 \textbf{Animated Object Statistics}
1 \subsection{Antilife Shell}\label{antilife-shell}
2
3 \emph{5th-level abjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self (10---foot radius)
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Concentration, up to 1 hour
15 \end{itemize}
16
17 A shimmering barrier extends out from you in a 10---foot radius and
18 moves with you, remaining centered on you and hedging out creatures
19 other than undead and constructs. The barrier lasts for the duration.
20
21 The barrier prevents an affected creature from passing or reaching
22 through. An affected creature can cast spells or make attacks with
23 ranged or reach weapons through the barrier.
24
25 If you move so that an affected creature is forced to pass through the
26 barrier. the spell ends.
1 \subsection{Antimagic Field}\label{antimagic-field}
2
3 \emph{8th-level abjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self (10---foot---radius sphere)
11 \item
12 \textbf{Components:} V, S, M (a pinch of powdered iron or iron
13 filings)
14 \item
15 \textbf{Duration:} Concentration, up to 1 hour
16 \end{itemize}
17
18 A 10---foot---radius invisible sphere of antimagic surrounds you. This
19 area is divorced from the magical energy that suffuses the multiverse.
20 Within the sphere, spells can't be cast, summoned creatures disappear,
21 and even magic items become mundane. Until the spell ends, the sphere
22 moves with you, centered on you.
23
24 Spells and other magical effects, except those created by an artifact or
25 a deity, are suppressed in the sphere and can't protrude into it. A slot
26 expended to cast a suppressed spell is consumed. While an effect is
27 suppressed, it doesn't function, but the time it spends suppressed
28 counts against its duration.
29
30 \textbf{Targeted Effects.} Spells and other magical effects, such as
31 magic missile and charm person, that target a creature or an object in
32 the sphere have no effect on that target.
33
34 \textbf{Areas of Magic.} The area of another spell or magical effect,
35 such as fireball, can't extend into the sphere. If the sphere overlaps
36 an area of magic, the part of the area that is covered by the sphere is
37 suppressed. For example, the flames created by a wall of fire are
38 suppressed within the sphere, creating a gap in the wall if the overlap
39 is large enough.
40
41 \textbf{Spells.} Any active spell or other magical effect on a creature
42 or an object in the sphere is suppressed while the creature or object is
43 in it.
44
45 \textbf{Magic Items.} The properties and powers of magic items are
46 suppressed in the sphere. For example, a +1 longsword in the sphere
47 functions as a nonmagical longsword.
48
49 A magic weapon's properties and powers are suppressed if it is used
50 against a target in the sphere or wielded by an attacker in the sphere.
51 If a magic weapon or a piece of magic ammunition fully leaves the sphere
52 (for example, if you fire a magic arrow or throw a magic spear at a
53 target outside the sphere), the magic of the item ceases to be
54 suppressed as soon as it exits.
55
56 \textbf{Magical Travel.} Teleportation and planar travel fail to work in
57 the sphere, whether the sphere is the destination or the departure point
58 for such magical travel. A portal to another location, world, or plane
59 of existence, as well as an opening to an extradimensional space such as
60 that created by the rope trick spell, temporarily closes While in the
61 sphere.
62
63 \textbf{Creatures and Objects.} A creature or object summoned or created
64 by magic temporarily winks out of existence in the sphere. Such a
65 creature instantly reappears once the space the creature occupied is no
66 longer Within the sphere.
67
68 \textbf{Dispel Magic.} Spells and magical effects such as dispel magic
69 have no effect on the sphere. Likewise, the spheres created by different
70 antimagic field spells don't nullify each other.
1 \subsection{Antipathy/Sympathy}\label{antipathysympathy}
2
3 \emph{8th-level enchantment}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 hour
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V, S, M (either a lump of alum soaked in vinegar
13 for the antipathy effect or a drop of honey for the sympathy effect)
14 \item
15 \textbf{Duration:} 10 days
16 \end{itemize}
17
18 This spell attracts or repels creatures of your choice. You target
19 something within range, either a Huge or smaller object or creature or
20 an area that is no larger than a 200-foot cube. Then specify a kind of
21 intelligent creature, such as red dragons, goblins, or vampires. You
22 invest the target with an aura that either attracts or repels the
23 specified creatures for the duration. Choose antipathy or sympathy as
24 the aura's effect.
25
26 \textbf{Antipathy.} The enchantment causes creatures of the kind you
27 designated to feel an intense urge to leave the area and avoid the
28 target. When such a creature can see the target or comes within 60 feet
29 of it, the creature must succeed on a Wisdom saving throw or become
30 frightened. The creature remains frightened while it ca see the target
31 or is within 60 feet of it. While frightened by the target, the creature
32 must use its movement to move to the nearest safe spot from which it
33 can't see the target. If the creature moves more than 60 feet from the
34 target and can't see it, the creature is no longer frightened, but the
35 creature becomes frightened again if it regains sight of the target or
36 moves within 60 feet of it.
37
38 \textbf{Sympathy.} The enchantment causes the specified creatures to
39 feel an intense urge to approach the target while within 60 feet of it
40 or able to see it. When such a creature can see the target or comes
41 within 60 feet of it, the creature must succeed on a Wisdom saving throw
42 or use its movement on each of its turns to enter the area or move
43 within reach of the target. When the creature has done so, it can't
44 willingly move away from the target. If the target damages or otherwise
45 harms an affected creature, the affected creature can make a Wisdom
46 saving throw to end the effect, as described below.
47
48 \textbf{Ending the Effect.} If an affected creature ends its turn while
49 not within 60 feet of the target or able to see it, the creature makes a
50 Wisdom saving throw. On a successful save, the creature is no longer
51 affected by the target and recognizes the feeling of repugnance or
52 attraction as magical. In addition, a creature affected by the spell is
53 allowed another Wisdom saving throw every 24 hours while the spell
54 persists.
55
56 A creature that successfully saves against this effect is immune to it
57 for 1 minute, after which time it can be affected again.
1 \subsection{Arcane Eye}\label{arcane-eye}
2
3 \emph{4th---level divination}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 30 feet
11 \item
12 \textbf{Components:} V, S, M (a bit of bat fur)
13 \item
14 \textbf{Duration:} Concentration, up to 1 hour
15 \end{itemize}
16
17 You create an invisible, magical eye within range that hovers in the air
18 for the duration.
19
20 You mentally receive visual information from the eye, which has normal
21 vision and darkvision out to 30 feet. The eye can look in every
22 direction.
23
24 As an action, you can move the eye up to 30 feet in any direction. There
25 is no limit to how far away from you the eye can move, but it can't
26 enter another plane of existence. A solid barrier blocks the eye's
27 movement, but the eye can pass through an opening as small as 1 inch in
28 diameter.
1 \subsection{Arcane Gate}\label{arcane-gate}
2
3 \emph{6th-level conjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 500 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Concentration, up to 10 minutes
15 \end{itemize}
16
17 You create linked teleportation portals that remain open for the
18 duration. Choose two points on the ground that you can see, one point
19 within 10 feet of you and one point within 500 feet of you. A circular
20 portal, 10 feet in diameter, opens over each point. If the portal would
21 open in the space occupied by a creature, the spell fails, and the
22 casting is lost.
23
24 The portals are two-dimensional glowing rings filled with mist, hovering
25 inches from the ground and perpendicular to it at the points you choose.
26 A ring is visible only from one side (your choice), which is the sid
27 that functions as a portal.
28
29 Any creature or object entering the portal exits from the other portal
30 as if the two were adjacent to each other; passing through a portal from
31 the nonportal side has no effect. The mist that fills each portal is
32 opaque and blocks vision through it. On your turn, you can rotate the
33 rings as a bonus action so that the active side faces in a different
34 direction.
1 \subsection{Arcane Lock}\label{arcane-lock}
2
3 \emph{2nd---level abjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S, M (gold dust worth at least 25 gp, which
13 the spell consumes)
14 \item
15 \textbf{Duration:} Until dispelled
16 \end{itemize}
17
18 You touch a closed door. window, gate, chest, or other entryway, and it
19 becomes locked for the duration. You and the creatures you designate
20 when you cast this spell can open the object normally. You can also set
21 a password that, when spoken within 5 feet of the object, suppresses
22 this spell for 1 minute. Otherwise, it is impassable until it is broken
23 or the spell is dispelled or suppressed. Casting knock on the object
24 suppresses arcane lock for 10 minutes.
25
26 While affected by this spell, the object is more difficult to break or
27 force open; the DC to break it or pick any locks on it increases by 10.
1 \subsection{Armor of Agathys}\label{armor-of-agathys}
2
3 \emph{1st---level abjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V, S, M (a cup of water)
13 \item
14 \textbf{Duration:} 1 hour
15 \end{itemize}
16
17 A protective magical force surrounds you, manifesting as a spectral
18 frost that covers you and your gear.
19
20 You gain 5 temporary hit points for the duration. If a creature hits you
21 with a melee attack while you have these hit points, the creature takes
22 5 cold damage.
23
24 \textbf{At Higher Levels:} When you cast this spell using a spell slot
25 of 2nd level or higher. both the temporary hit points and the cold
26 damage increase by 5 for each slot level above 1st.
1 \subsection{Arms of Hadar}\label{arms-of-hadar}
2
3 \emph{1st-level conjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self (10---foot radius)
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy
18 erupt from you and batter all creatures within 10 feet of you. Each
19 creature in that area must make a Strength saving throw. On a failed
20 save, a target takes 2d6 necrotic damage and can't take reactions until
21 its next turn. On a successful save, the creature takes half damage, but
22 suffers no other effect.
23
24 \textbf{At Higher Levels:} When you cast this spell using a spell slot
25 of 2nd level or higher, the damage increases by M6 for each slot level
26 above 1st.
1 \subsection{Astral Projection}\label{astral-projection}
2
3 \emph{9th---level necromancy}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 hour
9 \item
10 \textbf{Range:} 10 feet
11 \item
12 \textbf{Components:} V, S, M (for each creature you affect with this
13 spell, you must provide one jacinth worth at least 1,000 gp and one
14 ornately carved bar of silver worth at least 100 gp, all of which the
15 spell consumes)
16 \item
17 \textbf{Duration:} Special
18 \end{itemize}
19
20 You and up to eight willing creatures within range project your astral
21 bodies into the Astral Plane (the spell fails and the casting is wasted
22 if you are already on that plane). The material body you leave behind is
23 unconscious and in a state of suspended animation; it doesn't need food
24 or air and doesn't age.
25
26 Your astral body resembles your mortal form in almost every way,
27 replicating your game statistics and possessions. The principal
28 difference is the addition of a silvery cord that extends from between
29 your shoulder blades and trails behind you, fading to invisibility after
30 1 foot. This cord is your tether to your material body. As long as the
31 tether remains intact, you can find your way home. If the cord is
32 cut---something that can happen only when an effect specifically states
33 that it doesiyour soul and body are separated, killing you instantly.
34
35 Your astral form can freely travel through the Astral Plane and can pass
36 through portals there leading to any other plane. If you enter a new
37 plane or return to the plane you were on when casting this spell, your
38 body and possessions are transported along the silver cord, allowing you
39 to re-enter your body as you enter the new plane. Your astral form is a
40 separate incarnation. Any damage or other effects that apply to it have
41 no effect on your physical body, nor do they persist when you return to
42 it.
43
44 The spell ends for you and your companions when you use your action to
45 dismiss it. When the spell ends, the affected creature returns to its
46 physical body, and it awakens.
47
48 The spell might also end early for you or one of your companions. A
49 successful dispel magic spell used against an astral or physical body
50 ends the spell for that creature. If a creature's original body or its
51 astral form drops to 0 hit points, the spell ends for that creature. If
52 the spell ends and the silver cord is intact, the cord pulls the
53 creature's astral form back to its body, ending its state of suspended
54 animation.
55
56 If you are returned to your body prematurely, your companions remain in
57 their astral forms and must find their own way back to their bodies,
58 usually by dropping to 0 hit points.
1 \subsection{Augury}\label{augury}
2
3 \emph{2nd---level divination (ritual)}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 minute
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V, S, M (specially marked sticks, bones, or
13 similar tokens worth at least 25 gp)
14 \item
15 \textbf{Duration:} Instantaneous
16 \end{itemize}
17
18 By casting gem---inlaid sticks, rolling dragon bones, laying out ornate
19 cards, or employing some other divining tool, you receive an omen from
20 an otherworldly entity about the results of a specific course of action
21 that you plan to take within the next 30 minutes. The DM chooses from
22 the following possible omens:
23
24 \begin{itemize}
25 \tightlist
26 \item
27 Weal, for good results
28 \item
29 Woe, for bad results
30 \item
31 Weal and woe, for both good and bad results
32 \item
33 Nothing, for results that aren't especially good or bad
34 \end{itemize}
35
36 The spell doesn't take into account any possible circumstances that
37 might change the outcome, such as the casting of additional spells or
38 the loss or gain of a companion.
39
40 If you cast the spell two or more times before completing your next long
41 rest, there is a cumulative 25 percent chance for each casting after the
42 first that you get a random reading. The DM makes this roll in secret.
1 \subsection{Aura of Life}\label{aura-of-life}
2
3 \emph{4th---level abjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self (30---foot radius)
11 \item
12 \textbf{Components:} V
13 \item
14 \textbf{Duration:} Concentration, up to 10 minutes
15 \end{itemize}
16
17 Life-preserving energy radiates from you in an aura wit a 30-foot
18 radius. Until the spell ends, the aura moves with you, centered on you.
19 Each nonhostile creature in the aura (including you) has resistance to
20 necrotic damage, and its hit point maximum can't be reduced. In
21 addition, a nonhostile, living creature regains 1 hit point when it
22 starts its turn in the aura with 0 hit points.
1 \subsection{Aura of Purity}\label{aura-of-purity}
2
3 \emph{4th---level abjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self (30-foot radius)
11 \item
12 \textbf{Components:} V
13 \item
14 \textbf{Duration:} Concentration, up to 10 minutes
15 \end{itemize}
16
17 Purifying energy radiates from you in an aura with a 30---foot radius.
18 Until the spell ends, the aura moves with you, centered on you. Each
19 nonhostile creature in the aura (including you) can't become diseased,
20 has resistance to poison damage, and has advantage on saving throws
21 against effects that cause any of the following conditions: blinded,
22 charmed, deafened, frightened, paralyzed, poisoned, and stunned.
1 \subsection{Aura of Vitality}\label{aura-of-vitality}
2
3 \emph{3rd---level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self (30-foot radius)
11 \item
12 \textbf{Components:} V
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 Healing energy radiates from you in an aura with a 307foot radius. Until
18 the spell ends, the aura moves with you, centered on you. You can use a
19 bonus action to cause one creature in the aura (including you) to regain
20 2d6 hit points.
1 \subsection{Awaken}\label{awaken}
2
3 \emph{5th---level transmutation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 8 hours
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S, M (an agate worth at least 1,000 gp. which
13 the spell consumes)
14 \item
15 \textbf{Duration:} Instantaneous
16 \end{itemize}
17
18 After spending the casting time tracing magical pathways within a
19 precious gemstone, you touch a Huge or smaller beast or plant. The
20 target must have either no Intelligence score or an Intelligence of 3 or
21 less. The target gains an Intelligence of 10. The target also gains the
22 ability to speak one language you know. If the target is a plant, it
23 gains the ability to move its limbs, roots, vines, creepers, and so
24 forth, and it gains senses similar to a human's. Your DM chooses
25 statistics appropriate for the awakened plant, such as the statistics
26 for the awakened shrub or the awakened tree.
27
28 The awakened beast or plant is charmed by you for 30 days or until you
29 or your companions do anything harmful to it. When the charmed condition
30 ends, the awakened creature chooses whether to remain friendly to you,
31 based on how you treated it while it was charmed.
1 \subsection{Bane}\label{bane}
2
3 \emph{1st---level enchantment}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 30 feet
11 \item
12 \textbf{Components:} V, S, M (a drop of blood)
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 Up to three creatures of your choice that you can see within range must
18 make Charisma saving throws. Whenever a target that fails this saving
19 throw makes an attack roll or a saving throw before the spell ends, the
20 target must roll a d4 and subtract the number rolled from the attack
21 roll or saving throw.
22
23 \textbf{At Higher Levels:} When you cast this spell using a spell slot
24 of 2nd level or higher, you can target one additional creature for each
25 slot level above 1st.
1 \subsection{Banishing Smite}\label{banishing-smite}
2
3 \emph{5th---level abjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 bonus action
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 The next time you hit a creature with a weapon attack before this spell
18 ends, your weapon crackles with force, and the attack deals an extra
19 5d10 force damage to the target. Additionally, if this attack reduces
20 the target to 50 hit points or fewer, you banish it. If the target is
21 native to a different plane of existence than the one you're on, the
22 target disappears, returning to its home plane. If the target is native
23 to the plane you're on, the creature vanishes into a harmless demiplane.
24 While there, the target is incapacitated. It remains there until the
25 spell ends, at which point the target reappears in the space it left or
26 in the nearest unoccupied space if that space is occupied.
1 \subsection{Banishment}\label{banishment}
2
3 \emph{4th---level abjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V, S, M (an item distasteful t0 the target)
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 You attempt to send one creature that you can see within range to
18 another plane of existence. The target must succeed on a Charisma saving
19 throw or be banished.
20
21 If the target is native to the plane of existence you're on, you banish
22 the target to a harmless demiplane. While there, the target is
23 incapacitated. The target remains there until the spell ends, at which
24 point the target reappears in the space it left or in the nearest
25 unoccupied space if that space is occupied.
26
27 If the target is native to a different plane of existence than the one
28 you're on, the target is banished with a faint popping noise, returning
29 to its home plane.
30
31 If the spell ends before 1 minute has passed, the target reappears in
32 the space it left or in the nearest unoccupied space if that space is
33 occupied. Otherwise, the target doesn't return.
34
35 \textbf{At Higher Levels:} When you cast this spell using a spell slot
36 of 5th level or higher, you can target one additional creature for each
37 slot level above 4th.
1 \subsection{Barkskin}\label{barkskin}
2
3 \emph{2nd---level transmutation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S, M (a handful of oak bark)
13 \item
14 \textbf{Duration:} Concentration, up to 1 hour
15 \end{itemize}
16
17 You touch a willing creature. Until the spell ends, the target's skin
18 has a rough, bark-like appearance, and th target's AC can't be less than
19 16, regardless of what kin of armor it is wearing.
1 \subsection{Beacon of Hope}\label{beacon-of-hope}
2
3 \emph{3rd---level abjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 30 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 This spell bestows hope and vitality. Choose any number of creatures
18 within range. For the duration, each target has advantage on Wisdom
19 saving throws and death saving throws, and regains the maximum number of
20 hit points possible from any healing.
1 \subsection{Beast Sense}\label{beast-sense}
2
3 \emph{2nd---level divination (ritual)}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} S
13 \item
14 \textbf{Duration:} Concentration, up to 1 hour
15 \end{itemize}
16
17 You touch a willing beast. For the duration of the spell, you can use
18 your action to see through the beast's eyes and hear what it hears, and
19 continue to do so until you use your action to return to your normal
20 senses.
21
22 While perceiving through the beast's senses, you gain the benefits of
23 any special senses possessed by that creature, though you are blinded
24 and deafened to your own surroundings.
1 \subsection{Bestow Curse}\label{bestow-curse}
2
3 \emph{3rd---level necromancy}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 You touch a creature, and that creature must succeed on a Wisdom saving
18 throw or become cursed for the duration of the spell. When you cast this
19 spell, choose the nature of the curse from the following options:
20
21 \begin{itemize}
22 \tightlist
23 \item
24 Choose one ability score. While cursed, the target has disadvantage on
25 ability checks and saving throws made with that ability score.
26 \item
27 While cursed, the target has disadvantage on attack rolls against you.
28 \item
29 While cursed, the target must make a Wisdom sav-ing throw at the start
30 of each of its turns. If it fails, it wastes its action that turn
31 doing nothing.
32 \item
33 While the target is cursed, your attacks and spells deal an extra 1d8
34 necrotic damage to the target.
35 \item
36 A remove curse spell ends this effect. At the DM's option, you may
37 choose an alternative curse effect, but it should be no more powerful
38 than those described above. The DM has final say on such a curse's
39 effect.
40 \end{itemize}
41
42 \textbf{At Higher Levels:} If you cast this spell using a spell slot of
43 4th level or higher, the duration is concentration, up to 10 minutes. If
44 you use a spell slot of 5th level or higher, the duration is 8 hours. If
45 you use a spell slot of 7th level or higher, the duration is 24 hours.
46 If you use a 9th level spell slot, the spell lasts until it is
47 dispelled. Using a spell slot of 5th level or higher grants a duratio
48 that doesn't require concentration.
1 \subsection{Bigby's Hand}\label{bigbys-hand}
2
3 \emph{5th---level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 120 feet
11 \item
12 \textbf{Components:} V, S, M (an eggshell and a snakeskin glove)
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 You create a Large hand of shimmering, translucent force in an
18 unoccupied space that you can see within range. The hand lasts for the
19 spell's duration, and it moves at your command, mimicking the movements
20 of your own hand.
21
22 The hand is an object that has AC 20 and hit points equal to your hit
23 point maximum. If it drops to 0 hit points, the spell ends. It has a
24 Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill
25 its space.
26
27 When you cast the spell and as a bonus action on your subsequent turns,
28 you can move the hand up to 60 feet and then cause one of the following
29 effects with it.
30
31 \textbf{Clenched Fist.} The hand strikes one creature or object within 5
32 feet of it. Make a melee spell attack for the hand using your game
33 statistics. On a hit, the target takes 4d8 force damage.
34
35 \textbf{Forceful Hand.} The hand attempts to push a creature within 5
36 feet of it in a direction you choose. Make a check with the band's
37 Strength contested by the Strength (Athletics) check of the target. If
38 the target is Medium or smaller, you have advantage on the check. If you
39 succeed, the hand pushes the target up to 5 feet plus a number of feet
40 equal to five times your spellcasting ability modifier. The hand moves
41 with the target to remain within 5 feet of it.
42
43 \textbf{Grasping Hand.} The hand attempts to grapple a Huge or smaller
44 creature within 5 feet of it. You use the hands Strength score to
45 resolve the grapple. If the target is Medium or smaller, you have
46 advantage on the check. While the hand is grappling the target, you can
47 use a bonus action to have the hand crush it. When you do so, the target
48 takes bludgeoning damage equal to 2d6 + your spellcasting ability
49 modifier.
50
51 \textbf{Interposing Hand.} The hand interposes itself between you and a
52 creature you choose until you give the hand a different command. The
53 hand moves to stay between you and the target, providing you with half
54 cover against the target. The target can't move through the band's space
55 if its Strength score is less than or equal to the hands Strength score.
56 If its Strength score is higher than the hands Strength score, the
57 target can move toward you through the band's space, but that space is
58 difficult terrain for the target.
59
60 \textbf{At Higher Levels:} When you cast this spell using a spell slot
61 of 6th level or higher, the damage from the clenched fist option
62 increases by 2d8 and the damage from the grasping hand increases by 2d6
63 for each slot level above 5th.
1 \subsection{Blade Barrier}\label{blade-barrier}
2
3 \emph{6th-level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 90 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Concentration, up to 10 minutes
15 \end{itemize}
16
17 You create a vertical wall of whirling, razor-sharp blades made of
18 magical energy. The wall appears within range and lasts for the
19 duration. You can make a straight wall up to 100 feet long, 20 feet
20 high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20
21 feet high, and 5 feet thick. The wall provides three---quarters cover to
22 creatures behind it, and its space is difficult terrain.
23
24 When a creature enters the walls area for the first time on a turn or
25 starts its turn there, the creature must make a Dexterity saving throw.
26 On a failed save, the creature takes 6d10 slashing damage. On a
27 successful save, the creature takes half as much damage.
1 \subsection{Blade Ward}\label{blade-ward}
2
3 \emph{Abjuration cantrip}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} 1 round
15 \end{itemize}
16
17 You extend your hand and trace a sigil of warding in the air. Until the
18 end of your next turn, you have resistance against bludgeoning,
19 piercing, and slashing damage dealt by weapon attacks.
1 \subsection{Bless}\label{bless}
2
3 \emph{1st---level enchantment}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 30 feet
11 \item
12 \textbf{Components:} V, S, M (a sprinkling of holy water)
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 You bless up to three creatures of your choice within range. Whenever a
18 target makes an attack roll or a saving throw before the spell ends, the
19 target can roll a d4 and add the number rolled to the attack roll or
20 saving throw.
21
22 \textbf{At Higher Levels:} When you cast this spell using a spell slot
23 of 2nd level or higher, you can target one additional creature for each
24 slot level above 1st.
1 \subsection{Blight}\label{blight}
2
3 \emph{4th---level necromancy}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 30 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 Necromantic energy washes over a creature of your choice that you can
18 see within range, draining moisture and vitality from it. The target
19 must make a Constitution saving throw. The target takes 8d8 necrotic
20 damage on a failed save, or half as much damage on a successful one.
21 This spell has no effect on undead or constructs.
22
23 If you target a plant creature or a magical plant, it makes the saving
24 throw with disadvantage, and the spel deals maximum damage to it.
25
26 If you target a nonmagical plant that isn't a creature, such as a tree
27 or shrub, it doesn't make a saving throw; it simply withers and dies.
28
29 \textbf{At Higher Levels:} When you cast this spell using a spell slot
30 of 5th level or higher, the damage increases by 1d8 for each slot level
31 above 4th.
1 \subsection{Blinding Smite}\label{blinding-smite}
2
3 \emph{3rd---level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 bonus action
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 The next time you hit a creature with a melee weapon attack during this
18 spell's duration, your weapon flares with bright light, and the attack
19 deals an extra 3d8 radiant damage to the target. Additionally, the
20 target must succeed on a Constitution saving throw or be blinded until
21 the spell ends.
22
23 A creature blinded by this spell makes another Constitution saving throw
24 at the end of each of its turns. On a successful save, it is no longer
25 blinded.
1 \subsection{Blindness/Deafness}\label{blindnessdeafness}
2
3 \emph{2nd---level necromancy}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 30 feet
11 \item
12 \textbf{Components:} V
13 \item
14 \textbf{Duration:} 1 minute
15 \end{itemize}
16
17 You can blind or deafen a foe. Choose one creature that you can see
18 Within range to make a Constitution saving throw. If it fails, the
19 target is either blinded or deafened (your choice) for the duration. At
20 the end of each of its turns, the target can make a Constitution saving
21 throw. On a success, the spell ends.
22
23 \textbf{At Higher Levels:} When you cast this spell using a spell slot
24 of 3rd level or higher, you can target one additional creature for each
25 slot level above 2nd.
1 \subsection{Blink}\label{blink}
2
3 \emph{3rd---level transmutation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} 1 minute
15 \end{itemize}
16
17 Roll 3 d20 at the end of each of your turns for the duration of the
18 spell. On a roll of 11 or higher, you vanish from your current plane of
19 existence and appear in the Ethereal Plane (the spell fails and the
20 casting is wasted if you were already on that plane). At the start of
21 your next turn, and when the spell ends if you are on the Ethereal
22 Plane, you return to an unoccupied space of your choice that you can see
23 within 10 feet of the space you vanished from. If no unoccupied space is
24 available within that range, you appear in the nearest unoccupied space
25 (chosen at random if more than one space is equally near). You can
26 dismiss this spell as an action.
27
28 While on the Ethereal Plane, you can see and hear the plane you
29 originated from, which is cast in shades of gray, and you can't see
30 anything there more than 60 feet away. You can only affect and be
31 affected by other creatures on the Ethereal Plane. Creatures that aren't
32 there can't perceive you or interact with you, unless they have the
33 ability to do so.
1 \subsection{Blur}\label{blur}
2
3 \emph{2nd---level illusion}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 Your body becomes blurred, shifting and wavering to all who can see you.
18 For the duration, any creature has disadvantage on attack rolls against
19 you. An attacker is immune to this effect if it doesn't rely on sight,
20 as with blindsight, or can see through illusions, as with truesight.
1 \subsection{Branding Smite}\label{branding-smite}
2
3 \emph{2nd-level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 bonus action
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 The next time you hit a creature with a weapon attack before this spell
18 ends, the weapon gleams with astral radiance as you strike. The attack
19 deals an extra 2d6 radiant damage to the target, which becomes visible
20 if it's invisible, and the target sheds dim light in a 5-foot radius and
21 can't become invisible until the spell ends. \textbf{At Higher Levels:}
22 When you cast this spell using a spell slot of 3rd level or higher. the
23 extra damage increases by 1d6 for each slot level above 2nd.
1 \subsection{Burning Hands}\label{burning-hands}
2
3 1st---level evocation*
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self (15---foot cone)
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 As you hold your hands with thumbs touching and fingers spread, a thin
18 sheet of flames shoots forth from your outstretched fingertips. Each
19 creature in a 15---foot cone must make a Dexterity saving throw. A
20 creature takes 3d6 fire damage on a failed save, or half as much damage
21 on a successful one.
22
23 The fire ignites any flammable objects in the area that aren't being
24 worn or carried.
25
26 \textbf{At Higher Levels:} When you cast this spell using a spell slot
27 of 2nd level or higher, the damage increases by M6 for each slot level
28 above 1st.
1 \subsection{Call Lightning}\label{call-lightning}
2
3 \emph{3rd-level conjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 120 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Concentration, up to 10 minutes
15 \end{itemize}
16
17 A storm cloud appears in the shape of a cylinder that is 10 feet tall
18 with a 60---foot radius, centered on a point you can see 100 feet
19 directly above you. The spell fails if you can't see a point in the air
20 where the storm cloud could appear (for example, if you are in a room
21 that can't accommodate the cloud).
22
23 When you cast the spell, choose a point you can see within range. A bolt
24 of lightning flashes down from the cloud to that point. Each creature
25 Within 5 feet of that point must make a Dexterity saving throw. A
26 creature takes 3d10 lightning damage on a failed save, or half as much
27 damage on a successful one. On each of your turns until the spell ends,
28 you can use your action to call down lightning in this way again,
29 targeting the same point or a different one.
30
31 If you are outdoors in stormy conditions when you cast this spell, the
32 spell gives you control over the existing storm instead of creating a
33 new one. Under such conditions, the spell's damage increases by 1d10.
34
35 \textbf{At Higher Levels:} When you cast this spell using a spell slot
36 of 4th or higher level, the damage increases by 1d10 for each slot level
37 above 3rd.
1 \subsection{Calm Emotions}\label{calm-emotions}
2
3 \emph{2nd-level enchantment}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 You attempt to suppress strong emotions in a group of people. Each
18 humanoid in a 20-foot---radius sphere centered on a point you choose
19 within range must make a Charisma saving throw; a creature can choose to
20 fail this saving throw if it wishes. If a creature fails its saving
21 throw, choose one of the following two effects.
22
23 You can suppress any effect causing a target to be charmed or
24 frightened. When this spell ends, any suppressed effect resumes,
25 provided that its duration has not expired in the meantime.
26
27 Alternatively, you can make a target indifferent about creatures of your
28 choice that it is hostile toward. This indifference ends if the target
29 is attacked or harmed by a spell or if it witnesses any of its friends
30 being harmed. When the spell ends, the creature becomes hostile again,
31 unless the DM rules otherwise.
1 \subsection{Chain Lightning}\label{chain-lightning}
2
3 \emph{6th-level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 150 feet
11 \item
12 \textbf{Components:} V, S, M (a bit of fur; a piece of amber, glass,
13 or a crystal rod; and three silver pins)
14 \item
15 \textbf{Duration:} Instantaneous
16 \end{itemize}
17
18 You create a bolt of lightning that arcs toward a target 0 your choice
19 that you can see within range. Three bolts then leap from that target to
20 as many as three other targets, each of which must be within 30 feet of
21 the first target. A target can be a creature or an object and can be
22 targeted by only one of the bolts.
23
24 A target must make a Dexterity saving throw. The target takes 10d8
25 lightning damage on a failed save, or half as much damage on a
26 successful one.
27
28 \textbf{At Higher Levels:} When you cast this spell using a spell slot
29 of 7th level or higher, one additional bolt leaps from the first target
30 to another target for each slot level above 6th.
1 \subsection{Charm Person}\label{charm-person}
2
3 \emph{1st---level enchantment}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 30 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} 1 hour
15 \end{itemize}
16
17 You attempt to charm a humanoid you can see within range. It must make a
18 Wisdom saving throw, and does so with advantage if you or your
19 companions are fighting it. If it fails the saving throw, it is charmed
20 by you until the spell ends or until you or your companions do anything
21 harmful to it. The charmed creature regards you as a friendly
22 acquaintance. When the spell ends, the creature knows it was charmed by
23 you.
24
25 \textbf{At Higher Levels:} When you cast this spell using a spell slot
26 of 2nd level or higher, you can target one additional creature for each
27 slot level above 1st. The creatures must be Within 30 feet of each other
28 when you target them.
1 \subsection{Chill Touch}\label{chill-touch}
2
3 \emph{Necromancy cantrip}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 120 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} 1 round
15 \end{itemize}
16
17 You create a ghostly, skeletal hand in the space of a creature within
18 range. Make a ranged spell attack against the creature to assail it with
19 the chill of the grave. On a hit, the target takes 1d8 necrotic damage,
20 and it can't regain hit points until the start of your next turn. Until
21 then, the hand clings to the target.
22
23 If you hit an undead target, it also has disadvantage on attack rolls
24 against you until the end of your next turn.
25
26 This spell's damage increases by 1d8 when you reach 5th level (2d8),
27 11th level (3d8), and 17th level (4d8).
1 \subsection{Chromatic Orb}\label{chromatic-orb}
2
3 \emph{1st---level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 90 feet
11 \item
12 \textbf{Components:} V, S, M (a diamond worth at least 50 gp)
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 You hurl a 4---inch-diameter sphere of energy at a creature that you can
18 see within range. You choose acid, cold, fire, lightning, poison, or
19 thunder for the type of orb you create, and then make a ranged spell
20 attack
21
22 against the target. If the attack hits, the creature takes 3d8 damage of
23 the type you chose.
24
25 \textbf{At Higher Levels:} When you cast this spell using a spell slot
26 of 2nd level or higher, the damage increases by 1d8 for each slot level
27 above 1st.
1 \subsection{Circle of Death}\label{circle-of-death}
2
3 \emph{6th-level necromancy}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 150 feet
11 \item
12 \textbf{Components:} V, S, M (the powder of a crushed black pearl
13 worth at least 500 gp)
14 \item
15 \textbf{Duration:} Instantaneous
16 \end{itemize}
17
18 A sphere of negative energy ripples out in a 60-foot-radius sphere from
19 a point within range. Each creature in that area must make a
20 Constitution saving throw. A target takes 8d6 necrotic damage on a
21 failed save, or half as much damage on a successful one.
22
23 \textbf{At Higher Levels:} When you cast this spell using a spell slot
24 of 7th level or higher, the damage increases by 2d6 for each slot level
25 above 6th.
1 \subsection{Circle of Power}\label{circle-of-power}
2
3 \emph{5th---level abjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self (30-foot radius)
11 \item
12 \textbf{Components:} V
13 \item
14 \textbf{Duration:} Concentration, up to 10 minutes
15 \end{itemize}
16
17 Divine energy radiates from you, distorting and diffusing magical energy
18 within 30 feet of you. Until the spell ends, the sphere moves with you,
19 centered on you. For the duration, each friendly creature in the area
20 (including you) has advantage on saving throws against spells and other
21 magical effects. Additionally, when an affected creature succeeds on a
22 saving throw made against a spell or magical effect that allows it to
23 make a saving throw to take only half damage, it instead takes no damage
24 if it succeeds on the saving throw.
1 \subsection{Clairvoyance}\label{clairvoyance}
2
3 \emph{3rd-level divination}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 10 minutes
9 \item
10 \textbf{Range:} 1 mile
11 \item
12 \textbf{Components:} V, S, M (a focus worth at least 100 gp, either a
13 jeweled horn for hearing or a glass eye for seeing)
14 \item
15 \textbf{Duration:} Concentration, up to 10 minutes
16 \end{itemize}
17
18 You create an invisible sensor within range in a location familiar to
19 you (a place you have visited or seen before) or in an obvious location
20 that is unfamiliar to you (such as behind a door, around a corner, or in
21 a grove of trees The sensor remains in place for the duration, and it
22 can't be attacked or otherwise interacted with.
23
24 When you cast the spell, you choose seeing or hearing. You can use the
25 Chosen sense through the sensor as if you were in its space. As your
26 action, you can switch between seeing and hearing.
27
28 A creature that can see the sensor (such as a creature benefiting from
29 see invisibility or truesight) sees a luminous, intangible orb about the
30 size of your fist.
1 \subsection{Clone}\label{clone}
2
3 \emph{8th---level necromancy}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 hour
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S, M (a diamond worth at least 1,000 gp and at
13 least 1 cubic inch of flesh of the creature that is to be cloned,
14 which the spell consumes, and a vessel worth at least 2,000 gp that
15 has a sealable lid and is large enough to hold a Medium creature, such
16 as a huge urn, coffin, mud---filled cyst in the ground, or crystal
17 container filled with salt water)
18 \item
19 \textbf{Duration:} Instantaneous
20 \end{itemize}
21
22 This spell grows an inert duplicate of a living creature as a safeguard
23 against death. This clone forms inside a sealed vessel and grows to full
24 size and maturity after 120 days; you can also choose to have the clone
25 be a younger version of the same creature. It remains inert and endures
26 indefinitely, as long as its vessel remains undisturbed.
27
28 At any time after the clone matures, if the original creature dies, its
29 soul transfers to the clone, provided that the soul is free and willing
30 to return. The clone is physically identical to the original and has the
31 same personality, memories, and abilities, but none of the original's
32 equipment. The original creature's physical remains, if they still
33 exist, become inert and can't thereafter be restored to life, since the
34 creature's soul is elsewhere.
1 \subsection{Cloud of Daggers}\label{cloud-of-daggers}
2
3 \emph{2nd-level conjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V, S, M (a sliver of glass)
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 You fill the air with spinning daggers in a cube 5 feet on each side,
18 centered on a point you choose within range. A creature takes 4d4
19 slashing damage when it enters the spell's area for the first time on a
20 turn or starts its turn there.
21
22 \textbf{At Higher Levels:} When you cast this spell using a spell slot
23 of 3rd level or higher, the damage increases by 2d4 for each slot level
24 above 2nd.
1 \subsection{Cloudkill}\label{cloudkill}
2
3 \emph{5th-level conjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 120 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Concentration, up to 10 minutes
15 \end{itemize}
16
17 You create a 20---foot---radius sphere of poisonous, yellow--- green fog
18 centered on a point you choose within range. The fog spreads around
19 corners. It lasts for the duration or until strong wind disperses the
20 fog, ending the spell. Its area is heavily obscured.
21
22 When a creature enters the spell's area for the first time on a turn or
23 starts its turn there, that creature must make a Constitution saving
24 throw. The creature takes 5d8 poison damage on a failed save, or half as
25 much damage on a successful one. Creatures are affected even if they
26 hold their breath or don't need to breathe.
27
28 The fog moves 10 feet away from you at the start of each of your turns,
29 rolling along the surface of the ground. The vapors, being heavier than
30 air, sink to the lowest level of the land, even pouring down openings.
31
32 \textbf{At Higher Levels:} When you cast this spell using a spell slot
33 of 6th level or higher, the damage increases by 1d8 for each slot level
34 above 5th.
1 \subsection{Color Spray}\label{color-spray}
2
3 \emph{1st---level illusion}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self (15---foot cone)
11 \item
12 \textbf{Components:} V, S, M (a pinch of powder or sand that is
13 colored red, yellow, and blue)
14 \item
15 \textbf{Duration:} 1 round
16 \end{itemize}
17
18 A dazzling array of flashing, colored light springs from your hand. Roll
19 6d10; the total is how many hit points of creatures this spell can
20 effect. Creatures in a 15---foot cone originating from you are affected
21 in ascending order of their current hit points (ignoring unconscious
22 creatures and creatures that can't see).
23
24 Starting with the creature that has the lowest current hit points, each
25 creature affected by this spell is blinded until the spell ends.
26 Subtract each creature's hit points from the total before moving on to
27 the creature with the next lowest hit points. A creature's hit points
28 must be equal to or less than the remaining total for that creature to
29 be affected.
30
31 \textbf{At Higher Levels:} When you cast this spell using a spell slot
32 of 2nd level or higher, roll an additional 2d10 for each slot level
33 above 1st.
1 \subsection{Command}\label{command}
2
3 \emph{1st---level enchantment}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V
13 \item
14 \textbf{Duration:} 1 round
15 \end{itemize}
16
17 You speak a one-word command to a creature you can see within range. The
18 target must succeed on a Wisdom saving throw or follow the command on
19 its next turn. The spell has no effect if the target is undead, if it
20 doesn't understand your language, or if your command is directly harmful
21 to it.
22
23 Some typical commands and their effects follow. You might issue a
24 command other than one described here. If you do so, the DM determines
25 how the target behaves. If the target can't follow your command, the
26 spell ends.
27
28 \textbf{Approach.} The target moves toward you by the shortest and most
29 direct route, ending its turn if it moves within 5 feet of you.
30
31 \textbf{Drop.} The target drops whatever it is holding and the ends its
32 turn.
33
34 \textbf{Flee.} The target spends its turn moving away from you by the
35 fastest available means.
36
37 \textbf{Gravel.} The target falls prone and then ends its turn.
38
39 \textbf{Halt.} The target doesn't move and takes no actions. A flying
40 creature stays aloft, provided that it is able to do so. If it must move
41 to stay aloft, it flies the minimum distance needed to remain in the
42 air.
43
44 \textbf{At Higher Levels:} When you cast this spell using a spell slot
45 of 2nd level or higher, you can affect one additional creature for each
46 slot level above 1st. The creatures must be within 30 feet of each other
47 when you target them.
1 \subsection{Commune With Nature}\label{commune-with-nature}
2
3 \emph{5th---level divination (ritual)}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 minute
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V. S
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 You briefly become one with nature and gain knowledge of the surrounding
18 territory. In the outdoors, the spell gives you knowledge of the land
19 within 3 miles of you. In caves and other natural underground settings,
20 the radius is limited to 300 feet. The spell doesn`t function where
21 nature has been replaced by construction. such as in dungeons and towns.
22
23 You instantly gain knowledge of up to three facts of your choice about
24 any of the following subjects as they relate to the area:
25
26 \begin{itemize}
27 \tightlist
28 \item
29 terrain and bodies of water
30 \item
31 prevalent plants, minerals, animals, or peoples
32 \item
33 powerful celestials, fey, fiends, elementals, or undead
34 \item
35 influence from other planes of existence
36 \item
37 buildings
38 \end{itemize}
39
40 For example, you could determine the location of powerful undead in the
41 area, the location of major sources of safe drinking water, and the
42 location of any nearby towns.
1 \subsection{Commune}\label{commune}
2
3 \emph{5th-level divination (ritual)}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 minute
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V, S, M (incense and a vial of holy or unholy
13 water)
14 \item
15 \textbf{Duration:} 1 minute
16 \end{itemize}
17
18 You contact your deity or a divine proxy and ask up to three questions
19 that can be answered with a yes or no. You must ask your questions
20 before the spell ends. You receive a correct answer for each question.
21
22 Divine beings aren't necessarily omniscient, so you might receive
23 ``unclear'' as an answer if a question pertains to information that lies
24 beyond the deity's knowledge. In a case where a one---word answer could
25 be misleading or contrary to the deity's interests, the DM might offer a
26 short phrase as an answer instead.
27
28 If you cast the spell two or more times before finishing your next long
29 rest, there is a cumulative 25 percent chance for each casting after the
30 first that you get no answer. The DM makes this roll in secret.
1 \subsection{Compelled Duel}\label{compelled-duel}
2
3 1st---level enchantment*
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 bonus action
9 \item
10 \textbf{Range:} 30 feet
11 \item
12 \textbf{Components:} V
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 You attempt to compel a creature into a duel. One creature that you can
18 see within range must make a Wisdom saving throw. On a failed save, the
19 creature is drawn to you, compelled by your divine demand. For the
20 duration. it has disadvantage on attack rolls against creatures other
21 than you, and must make a Wisdom saving throw each time it attempts to
22 move to a space that is more than 30 feet away from you; if it succeeds
23 on this saving throw, this spell doesn't restrict the target's movement
24 for that turn.
25
26 The spell ends if you attack any other creature, if you cast a spell
27 that targets a hostile creature other than the target, if a creature
28 friendly to you damages the target 0 casts a harmful spell on it, or if
29 you end your turn more than 30 feet away from the target.
1 \subsection{Comprehend Languages}\label{comprehend-languages}
2
3 \emph{1st---level divination (ritual)}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V, S, M (a pinch of soot and salt)
13 \item
14 \textbf{Duration:} 1 hour
15 \end{itemize}
16
17 For the duration, you understand the literal meaning of any spoken
18 language that you hear. You also understand any written language that
19 you see, but you must be touching the surface on which the words are
20 written. It takes about 1 minute to read one page of text.
21
22 This spell doesn't decode secret messages in a teXt or a glyph, such as
23 an arcane sigil, that isn't part of a written language.
1 \subsection{Compulsion}\label{compulsion}
2
3 \emph{4th---level enchantment}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 30 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 Creatures of your choice that you can see within range and that can hear
18 you must make a Wisdom saving throw. A target automatically succeeds on
19 this saving throw if it can't be charmed. On a failed save, a target is
20 affected by this spell. Until the spell ends, you can use a bonus action
21 on each of your turns to designate a direction that is horizontal to
22 you. Each affected target must use as much of its movement as possible
23 to move in that direction on its next turn. It can take its action
24 before it moves. After moving in this way, it can make another Wisdom
25 saving to try to end the effect.
26
27 A target isn't compelled to move into an obviously deadly hazard, such
28 as a fire or pit, but it will provoke opportunity attacks to move in the
29 designated direction.
1 \subsection{Cone of Cold}\label{cone-of-cold}
2
3 \emph{5th---level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self (60-foot cone)
11 \item
12 \textbf{Components:} V, S, M (a small crystal or glass cone)
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 A blast of cold air erupts from your hands. Each creature in a 60---foot
18 cone must make a Constitution saving throw. A creature takes 8d8 cold
19 damage on a failed save, or half as much damage on a successful one.
20
21 A creature killed by this spell becomes a frozen statue until it thaws.
22
23 \textbf{At Higher Levels:} When you cast this spell using a spell slot
24 of 6th level or higher, the damage increases by ld8 for each slot level
25 above 5th.
1 \subsection{Confusion}\label{confusion}
2
3 \emph{4th---level enchantment}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 90 feet
11 \item
12 \textbf{Components:} V, S, M (three nut shells)
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 This spell assaults and twists creatures'' minds, spawning delusions and
18 provoking uncontrolled action. Each creature in a 10---foot---radius
19 sphere centered on a point you choose within range must succeed on a
20 Wisdom saving throw when you cast this spell or be affected by it.
21
22 An affected target can't take reactions and must roll a d10 at the start
23 of each of its turns to determine its behavior for that turn.
24
25 At the end of each of its turns, an affected target can make a Wisdom
26 saving throw. If it succeeds, this effect ends for that target.
27
28 \textbf{At Higher Levels:} When you cast this spell using a spell slot
29 of 5th level or higher, the radius of the sphere increases by 5 feet for
30 each slot level above 4th.
1 \subsection{Conjure Animals}\label{conjure-animals}
2
3 \emph{3rd---level conjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Concentration, up to 1 hour
15 \end{itemize}
16
17 You summon fey spirits that take the form of beasts and appear in
18 unoccupied spaces that you can see within range. Choose one of the
19 following options for what appears:
20
21 \begin{itemize}
22 \tightlist
23 \item
24 One beast of challenge rating 2 or lower
25 \item
26 Two beasts of challenge rating 1 or lower
27 \item
28 Four beasts of challenge rating 1/2 or lower
29 \item
30 Eight beasts of challenge rating 1/4 or lower
31 \end{itemize}
32
33 Each beast is also considered fey, and it disappears when it drops to 0
34 hit points or when the spell ends.
35
36 The summoned creatures are friendly to you and you companions. Roll
37 initiative for the summoned creatures as a group, which has its own
38 turns. They obey any verbal commands that you issue to them (no action
39 required by you). If you don't issue any commands to them, they defend
40 themselves from hostile creatures, but otherwise take no actions.
41
42 The DM has the creatures' statistics.
43
44 \textbf{At Higher Levels:} When you cast this spell using certain
45 higher---level spell slots, you choose one of the summoning options
46 above, and more creatures appear: twice as many with a 5th-level slot,
47 three times as many with a 7th---level slot, and four times as many with
48 a 9th-level slot.
1 \subsection{Conjure Barrage}\label{conjure-barrage}
2
3 \emph{3rd---level conjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self (60---foot cone)
11 \item
12 \textbf{Components:} V, S, M (one piece of ammunition or a thrown
13 weapon)
14 \item
15 \textbf{Duration:} Instantaneous
16 \end{itemize}
17
18 You throw a nonmagical weapon or fire a piece of nonmagical ammunition
19 into the air to create a cone of identical weapons that shoot forward
20 and then disappear. Each creature in a 60---foot cone must succeed on a
21 Dexterity saving throw. A creature takes 3d8 damage on a failed save, or
22 half as much damage on a successful one. The damage type is the same as
23 that of the weapon or ammunition used as a component.
1 \subsection{Conjure Celestial}\label{conjure-celestial}
2
3 \emph{7th---level conjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 minute
9 \item
10 \textbf{Range:} 90 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Concentration, up to 1 hour
15 \end{itemize}
16
17 You summon a celestial of challenge rating 4 or lower, which appears in
18 an unoccupied space that you can see within range. The celestial
19 disappears when it drops to 0 hit points or when the spell ends.
20
21 The celestial is friendly to you and your companions for the duration.
22 Roll initiative for the celestial, which has its own turns. It obeys any
23 verbal commands that you issue to it (no action required by you), as
24 long as they don't violate its alignment. Ifyou don't issue any commands
25 to the celestial, it defends itself from hostile creatures but otherwise
26 takes no actions.
27
28 The DM has the celestial's statistics.
29
30 \textbf{At Higher Levels.} When you cast this spell using a 9th---level
31 spell slot, you summon a celestial of challenge rating 5 or lower.
1 \subsection{Conjure Elemental}\label{conjure-elemental}
2
3 \emph{Sth-level conjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 minute
9 \item
10 \textbf{Range:} 90 feet
11 \item
12 \textbf{Components:} V, S, M (burning incense for air, soft clay for
13 earth, sulfur and phosphorus for fire, or water and sand for water)
14 \item
15 \textbf{Duration:} Concentration, up to 1 hour
16 \end{itemize}
17
18 You call forth an elemental servant. Choose an area of air, earth, fire,
19 or water that fills a 10---foot cube within range. An elemental of
20 challenge rating 5 or lower appropriate to the area you chose appears in
21 an unoccupied space within 10 feet of it. For example, a fire elemental
22 emerges from a bonfire, and an earth elemental rises up from the ground.
23 The elemental disappears when it drops to 0 hit points or when the spell
24 ends.
25
26 The elemental is friendly to you and your companions for the duration.
27 Roll initiative for the elemental, which has its own turns. It obeys any
28 verbal commands that you issue to it (no action required by you). If you
29 don't issue any commands to the elemental, it defends itself from
30 hostile creatures but otherwise takes no actions.
31
32 If your concentration is broken, the elemental doesn't disappear.
33 Instead, you lose control of the elemental, it becomes hostile toward
34 you and your companions, and it might attack. An uncontrolled elemental
35 can't be dismissed by you, and it disappears 1 hour after you summoned
36 it.
37
38 The DM has the elemental's statistics.
39
40 \textbf{At Higher Levels:} When you cast this spell using a spell slot
41 of 6th level or higher, the challenge rating increases by 1 for each
42 slot level above 5th.
1 \subsection{Conjure Fey}\label{conjure-fey}
2
3 \emph{6th-level conjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 minute
9 \item
10 \textbf{Range:} 90 feet
11 \item
12 \textbf{Components:} V. S
13 \item
14 \textbf{Duration:} Concentration. up to 1 hour
15 \end{itemize}
16
17 You summon a fey creature of challenge rating 6 or lower. or a fey
18 spirit that takes the form of a beast of challenge rating 6 or lower. It
19 appears in an unoccupie space that you can see within range. The fey
20 creature disappears when it drops to 0 hit points or when the spell
21 ends.
22
23 The fey creature is friendly to you and your companions for the
24 duration. Roll initiative for the creature, which has its own turns. It
25 obeys any verbal commands that you issue to it (no action required by
26 you). as long as they don't violate its alignment. If you don't issue
27 any commands to the fey creature. it defends itself from hostile
28 creatures but otherwise takes no actions.
29
30 If your concentration is broken. the fey creature doesn't disappear.
31 Instead. you lose control of the fey creature. it becomes hostile toward
32 you and your companions. and it might attack. An uncontrolled fey
33 creature can't be dismissed by you. and it disappears 1 hour after you
34 summoned it.
35
36 The DM has the fey creature's statistics.
37
38 \textbf{At Higher Levels:} When you cast this spell using a spell slot
39 of 7th level or higher. the challenge rating increases by 1 for each
40 slot level above 6th.
1 \subsection{Conjure Minor Elementals}\label{conjure-minor-elementals}
2
3 \emph{4th---level coniuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 minute
9 \item
10 \textbf{Range:} 90 feet
11 \item
12 \textbf{Components:} V. S
13 \item
14 \textbf{Duration:} Concentration. up to 1 hour
15 \end{itemize}
16
17 You summon elementals that appear in unoccupied spaces that you can see
18 within range. You choose one the following options for what appears:
19
20 \begin{itemize}
21 \tightlist
22 \item
23 One elemental of challenge rating 2 or lower
24 \item
25 Two elementals of challenge rating 1 or lower
26 \item
27 Four elementals of challenge rating 1/2 or lower
28 \item
29 Eight elementals of challenge rating 1/4 or lower.
30 \end{itemize}
31
32 An elemental summoned by this spell disappears when it drops to 0 hit
33 points or when the spell ends.
34
35 The summoned creatures are friendly to you and you companions. Roll
36 initiative for the summoned creatures as a group. which has its own
37 turns. They obey any verbal commands that you issue to them (no action
38 required by you). If you don't issue any commands to them, they defend
39 themselves from hostile creatures. but otherwise take no actions.
40
41 The DM has the creatures' statistics.
42
43 \textbf{At Higher Levels:} When you cast this spell using certain
44 higher---level spell slots. you choose one of the summoning options
45 above. and more creatures appear: twice as many with a 6th---level slot
46 and three times as many with an 8th---level slot.
1 \subsection{Conjure Volley}\label{conjure-volley}
2
3 \emph{5th---level conjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 150 feet
11 \item
12 \textbf{Components:} V. S. M (one piece of ammunition or one thrown
13 weapon)
14 \item
15 \textbf{Duration:} Instantaneous
16 \end{itemize}
17
18 You fire a piece of nonmagical ammunition from a ranged weapon or throw
19 a nonmagical weapon into the air and choose a point within range.
20 Hundreds of duplicates of the ammunition or weapon fall in a volley from
21 above and then disappear. Each creature in a 40---foot---radius.
22 20---foot---high cylinder centered on that point must make a Dexterity
23 saving throw. A creature takes 8d8 damage on a failed save. or half as
24 much damage on a successful one. The damage type is the same as that of
25 the ammunition or weapon.
1 \subsection{Conjure Woodland Beings}\label{conjure-woodland-beings}
2
3 \emph{4th---level conjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V. S, M (one holly berry per creature summoned)
13 \item
14 \textbf{Duration:} Concentration. up to 1 hour
15 \end{itemize}
16
17 You summon fey creatures that appear in unoccupied spaces that you can
18 see within range. Choose one of the following options for what appears:
19
20 \begin{itemize}
21 \tightlist
22 \item
23 One fey creature of challenge rating 2 or lower
24 \item
25 Two fey creatures of challenge rating 1 or lower
26 \item
27 Four fey creatures of challenge rating 1/2 or lower
28 \item
29 Eight fey creatures of challenge rating 1/4 or lower
30 \end{itemize}
31
32 A summoned creature disappears when it drops to 0 hit points or when the
33 spell ends.
34
35 The summoned creatures are friendly to you and your companions. Roll
36 initiative for the summoned creatures as a group. which have their own
37 turns. They obey any verbal commands that you issue to them (no action
38 required by you). If you don't issue any commands to them. they defend
39 themselves from hostile creatures, but otherwise take no actions.
40
41 The DM has the creatures' statistics.
42
43 \textbf{At Higher Levels:} When you cast this spell using certain
44 higher---level spell slots. you choose one of the summoning options
45 above. and more creatures appear: twice as many with a 6th---level slot
46 and three times as many with an 8th---level slot.
1 \subsection{Contact Other Plane}\label{contact-other-plane}
2
3 \emph{5th---level divination (ritual)}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 minute
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V
13 \item
14 \textbf{Duration:} 1 minute
15 \end{itemize}
16
17 You mentally contact a demigod. the spirit of a long-dead sage. or some
18 other mysterious entity from another plane. Contacting this extraplanar
19 intelligence can strain or even break your mind. When you cast this
20 spell, make a DC 15 Intelligence saving throw. On a
21
22 failure. you take 6d6 psychic damage and are insane until you finish a
23 long rest. While insane, you can't take actions, can't understand What
24 other creatures say, can' read, and speak only in gibberish. A greater
25 restoration spell cast on you ends this effect.
26
27 On a successful save, you can ask the entity up to five questions. You
28 must ask your questions before the spell ends. The DM answers each
29 question with one word. such as ``yes,'' ``no,'' ``maybe,'' ``never,''
30 ``irrelevant,'' or ``unclear'' (if the entity doesn't know the answer to
31 the question). If a one---word answer would be misleading, the DM might
32 instead offer a short phrase as an answer.
1 \subsection{Contagion}\label{contagion}
2
3 \emph{5th---level necromancy}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} 7 days
15 \end{itemize}
16
17 Your touch inflicts disease. Make a melee spell attack against a
18 creature within your reach. On a hit. you afflict the creature with a
19 disease of your choice from any of the ones described below.
20
21 At the end of each of the target's turns, it must make a Constitution
22 saving throw. After failing three of these saving throws, the diseases
23 effects last for the duration, and the creature stops making these
24 saves. After succeeding on three of these saving throws, the creature
25 recovers from the disease. and the spell ends.
26
27 Since this spell induces a natural disease in its target, any effect
28 that removes a disease or otherwise ameliorates a disease's effects
29 apply to it.
30
31 \textbf{Blinding Sickness.} Pain grips the creature's mind. and its eyes
32 turn milky white. The creature has disadvantage on Wisdom checks and
33 Wisdom saving throws and is blinded.
34
35 \textbf{Filth Fever.} A raging fever sweeps through the creature's body.
36 The creature has disadvantage on Strength checks, Strength saving
37 throws. and attack rolls that use Strength.
38
39 \textbf{Flesh Rot.} The creature's flesh decays. The creature has
40 disadvantage on Charisma checks and vulnerability to all damage.
41
42 \textbf{Mindfire.} The creature's mind becomes feverish. The creature
43 has disadvantage on Intelligence checks and Intelligence saving throws,
44 and the creature behaves as if under the effects of the confusion spell
45 during combat.
46
47 \textbf{Seizure.} The creature is overcome with shaking. The creature
48 has disadvantage on Dexterity checks. Dexterity saving throws. and
49 attack rolls that use Dexterity.
50
51 \textbf{Slimy Doom.} The creature begins to bleed uncontrollably. The
52 creature has disadvantage on Constitution Checks and Constitution saving
53 throws. In addition. Whenever the creature takes damage, it is stunned
54 until the end of its next turn.
1 \subsection{Contingency}\label{contingency}
2
3 \emph{6th---level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 10 minutes
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V, S. M (a statuette of yourself carved from
13 ivory and decorated with gems worth at least 1500 gp)
14 \item
15 \textbf{Duration:} 10 days
16 \end{itemize}
17
18 Choose a spell of 5th level or lower that you can cast. that has a
19 casting time of 1 action. and that can target you. You cast that
20 spell---called the contingent spell---as part of casting contingency.
21 expending spell slots for both. but the contingent spell doesn't come
22 into effect. Instead. it takes effect when a certain circumstance
23 occurs. You describe that circumstance when you cast the two spells. For
24 example. a contingency cast with water breathing might stipulate that
25 water breathing comes into effect when you are engulfed in water or a
26 similar liquid.
27
28 The contingent spell takes effect immediately after the circumstance is
29 met for the first time. whether or not you want it to. and then
30 contingency ends.
31
32 The contingent spell takes effect only on you. even if it can normally
33 target others. You can use only one contingency spell at a time. If you
34 cast this spell again. the effect of another contingency spell on you
35 ends. Also. contingency ends on you if its material component is ever
36 not on your person.
1 \subsection{Continual Flame}\label{continual-flame}
2
3 \emph{2nd---level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V. S. M (ruby dust worth 50 gp. which the spell
13 consumes)
14 \item
15 \textbf{Duration:} Until dispelled
16 \end{itemize}
17
18 A flame. equivalent in brightness to a torch. springs forth from an
19 object that you touch. The effect looks like a regular flame. but it
20 creates no heat and doesn't use oxygen. A continua{]} flame can be
21 covered or hidden but not smothered or quenched.
1 \subsection{Control Water}\label{control-water}
2
3 \emph{4th---level transmutation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 300 feet
11 \item
12 \textbf{Components:} V. S. M (a drop of water and a pinch of dust)
13 \item
14 \textbf{Duration:} Concentration. up to 10 minutes
15 \end{itemize}
16
17 Until the spell ends. you control any freestanding water inside an area
18 you choose that is a cube up to 100 feet on a side. You can choose from
19 any of the following effects when you cast this spell. As an action on
20 your turn. you can repeat the same effect or choose a different one.
21
22 Flood. You cause the water level of all standing water in the area to
23 rise by as much as 20 feet. If the area includes a shore. the flooding
24 water spills over onto dry land.
25
26 If you choose an area in a large body ofwater, you instead create a
27 20---foot tall wave that travels from one side of the area to the other
28 and then crashes down. Any Huge or smaller vehicles in the waves path
29 are carried with it to the other side. Any Huge or smaller vehicles
30 struck by the wave have a 25 percent chance of capsizing.
31
32 The water level remains elevated until the spell ends or you choose a
33 different effect. If this effect produced a wave, the wave repeats on
34 the start of your next turn while the flood effect lasts.
35
36 \textbf{Part Water.} You cause water in the area to move apart and
37 create a trench. The trench extends across the spell's area, and the
38 separated water forms a wall to either side. The trench remains until
39 the spell ends or you choose a different effect. The water then slowly
40 fills in the trench over the course of the next round until the normal
41 water level is restored.
42
43 \textbf{Redirect Flow.} You cause flowing water in the area to move in a
44 direction you choose, even if the water has to flow over obstacles, up
45 walls, or in other unlikely directions. The water in the area moves as
46 you direct it, but once it moves beyond the spell's area, it resumes its
47 flow based on the terrain conditions. The water continues to move in the
48 direction you Chose until the spell ends or you choose a different
49 effect.
50
51 \textbf{Whirlpool.} This effect requires a body of water at least 50
52 feet square and 25 feet deep. You cause a whirlpool to form in the
53 center of the area. The whirlpool forms a vortex that is 5 feet wide at
54 the base, up to 50 feet wide at the top, and 25 feet tall. Any creature
55 or object in the water and within 25 feet of the vortex is pulled 10
56 feet toward it. A creature can swim away from the vortex by making a
57 Strength (Athletics) Check against your spell save DC.
58
59 When a creature enters the vortex for the first time on a turn or starts
60 its turn there, it must make a Strength saving throw. On a failed save,
61 the creature takes 2d8 bludgeoning damage and is caught in the vortex
62 until the spell ends. On a successful save, the creature takes half
63 damage, and isn't caught in the vortex. A creature caught in the vortex
64 can use its action to try to swim away from the vortex as described
65 above. but has disadvantage on the Strength (Athletics) check to do so.
66 The first time each turn that an object enters the vortex, the object
67 takes 2d8 bludgeoning damage; this damage occurs each round it remains
68 in the vortex.
1 \subsection{Control Weather}\label{control-weather}
2
3 \emph{8th---level transmutation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 10 minutes
9 \item
10 \textbf{Range:} Self (5---mile radius)
11 \item
12 \textbf{Components:} V, S, M (burning incense and bits of eart and
13 wood mixed in water)
14 \item
15 \textbf{Duration:} Concentration, up to 8 hours
16 \end{itemize}
17
18 You take control of the weather within 5 miles of you for the duration.
19 You must be outdoors to cast this spell. Moving to a place Where you
20 don't have a clear path to the sky ends the spell early.
21
22 When you cast the spell, you change the current weather conditions,
23 which are determined by the DM based on the climate and season. You can
24 change precipitation, temperature, and wind. It takes 1d4 X 10 minutes
25 for the new conditions to take effect. Once they do so, you can change
26 the conditions again. When the spell ends, the weather gradually returns
27 to normal.
28
29 When you change the weather conditions, find a current condition on the
30 following tables and change its stage by one, up or down. When changing
31 the wind, you can change its direction.
32
33 \textbf{Precipitation}
34
35 \textbf{Temperature}
36
37 \textbf{Wind}
1 \subsection{Cordon of Arrows}\label{cordon-of-arrows}
2
3 \emph{2nd---level transmutation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 5 feet
11 \item
12 \textbf{Components:} V, S, M (four or more arrows or bolts)
13 \item
14 \textbf{Duration:} 8 hours
15 \end{itemize}
16
17 You plant four pieces of nonmagical ammunition--- arrows 0r crossbow
18 bolts---in the ground within range and lay magic upon them to protect an
19 area. Until the spell ends, whenever a creature other than you comes
20 within 30 feet of the ammunition for the first time on a turn or ends
21 its turn there, one piece of ammunition flies up to strike it. The
22 creature must succeed on a Dexterity saving throw or take 1d6 piercing
23 damage. The piece of ammunition is then destroyed. The spell ends when
24 no ammunition remains.
25
26 When you cast this spell, you can designate any creatures you choose,
27 and the spell ignores them.
28
29 \textbf{At Higher Levels:} When you cast this spell using a spell slot
30 of 3rd level or higher, the amount of ammunition that can be affected
31 increases by two for each slot level above 2nd.
1 \subsection{Counterspell}\label{counterspell}
2
3 \emph{3rd-level abjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 reaction, which you take when you see a
9 creature within 60 feet of you casting a spell
10 \item
11 \textbf{Range:} 60 feet
12 \item
13 \textbf{Components:} S
14 \item
15 \textbf{Duration:} Instantaneous
16 \end{itemize}
17
18 You attempt to interrupt a creature in the process of casting a spell.
19 If the creature is casting a spell of 3rd level or lower, its spell
20 fails and has no effect. If it is casting a spell of 4th level or
21 higher, make an ability check using your spellcasting ability. The DC
22 equals 10 + the spell's level. On a success, the creature's spell fails
23 and has no effect.
24
25 \textbf{At Higher Levels:} When you cast this spell using a spell slot
26 of 4th level or higher, the interrupted spell has no effect if its level
27 is less than or equal to the level of the spell slot you used.
1 \subsection{Create Food and Water}\label{create-food-and-water}
2
3 \emph{3rd---level conjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 30 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 You create 45 pounds of food and 30 gallons of water on the ground or in
18 containers Within range, enough to sustain up to fifteen humanoids or
19 five steeds for 24 hours. The food is bland but nourishing, and spoils
20 if uneaten after 24 hours. The water is clean and doesn't go bad.
1 \subsection{Create or Destroy Water}\label{create-or-destroy-water}
2
3 \emph{1st---level transmutation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 30 feet
11 \item
12 \textbf{Components:} V, S, M (a drop of water if creating water or a
13 few grains of sand if destroying it)
14 \item
15 \textbf{Duration:} Instantaneous
16 \end{itemize}
17
18 You either create or destroy water.
19
20 \textbf{Create Water.} You create up to 10 gallons of clean water Within
21 range in an open container. Alternatively, the water falls as rain in a
22 30---foot cube Within range, extinguishing exposed flames in the area.
23
24 \textbf{Destroy Water.} You destroy up to 10 gallons of water in an open
25 container Within range. Alternatively, you destroy fog in a 30-foot cube
26 Within range.
27
28 \textbf{At Higher Levels:} When you cast this spell using a spell slot
29 of 2nd level or higher, you create or destroy 10 additional gallons of
30 water. or the size of the cube
31
32 increases by 5 feet, for each slot level above 1st.
1 \subsection{Create Undead}\label{create-undead}
2
3 \emph{6th---level necromancy}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 minute
9 \item
10 \textbf{Range:} 10 feet
11 \item
12 \textbf{Components:} V, S, M (one clay pot filled with grave dirt, one
13 clay pot filled with brackish water, and one 150 - black onyx stone
14 for each corpse)
15 \item
16 \textbf{Duration:} Instantaneous
17 \end{itemize}
18
19 You can cast this spell only at night. Choose up to three corpses of
20 Medium or Small humanoids within range. Each corpse becomes a ghoul
21 under your control. (The DM has game statistics for these creatures.)
22
23 As a bonus action on each of your turns, you can mentally command any
24 creature you animated with this spell if the creature is Within 120 feet
25 of you (if you control multiple creatures, you can command any or all of
26 them at the same time, issuing the same command to each one). You decide
27 What action the creature will take and Where it Will move during its
28 next turn, or you can issue a general command, such as to guard a
29 particular chamber or corridor. If you issue no commands, the creature
30 only defends itself against hostile creatures. Once given an order, the
31 creature continues to follow it until its task is complete.
32
33 The creature is under your control for 24 hours, after Which it stops
34 obeying any command you have given it. To maintain control of the
35 creature for another 24 hours, you must cast this spell on the creature
36 before the current 24---hour period ends. This use of the spell
37 reasserts your control over up to three creatures you have animated with
38 this spell, rather than animating new ones.
39
40 \textbf{At Higher Levels:} When you cast this spell using a 7th---level
41 spell slot, you can animate or reassert control over four ghouls. When
42 you cast this spell using an 8th---level spell slot, you can animate or
43 reassert control over five ghouls or two ghasts or wights. When you cast
44 this spell using a 9th---level spell slot, you can animate or reassert
45 control over six ghouls, three ghasts or wights, or two mummies.
1 \subsection{Creation}\label{creation}
2
3 \emph{5th---level illusion}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 minute
9 \item
10 \textbf{Range:} 30 feet
11 \item
12 \textbf{Components:} V, S, M (a tiny piece of matter of the same type
13 of the item you plan to create)
14 \item
15 \textbf{Duration:} Special
16 \end{itemize}
17
18 You pull wisps of shadow material from the Shadowfell to create a
19 nonliving object of vegetable matter within range: soft goods, rope,
20 wood. or something similar. You can also use this spell to create
21 mineral objects such as stone, crystal, or metal. The object created
22 must be no larger than a 5---foot cube, and the object must be of a form
23 and material that you have seen before.
24
25 The duration depends on the object's material. If the object is composed
26 of multiple materials, use the shortest duration.
27
28 Using any material created by this spell as another spell's material
29 component causes that spell to fail.
30
31 \textbf{At Higher Levels:} When you cast this spell using a spell slot
32 of 6th level or higher, the cube increases by 5 feet for each slot level
33 above 5th.
1 \subsection{Crown of Madness}\label{crown-of-madness}
2
3 \emph{2nd-level enchantment}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 120 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 One humanoid of your choice that you can see within range must succeed
18 on a Wisdom saving throw or become charmed by you for the duration.
19 While the target is charmed in this way, a twisted crown ofjagged iron
20 appears on its head, and a madness glows in its eyes.
21
22 The charmed target must use its action before moving on each of its
23 turns to make a melee attack against a creature other than itself that
24 you mentally choose.
25
26 The target can act normally on its turn if you choose no creature or if
27 none are within its reach.
28
29 On your subsequent turns, you must use your action . maintain control
30 over the target, or the spell ends. Also, the target can make a Wisdom
31 saving throw at the end of each of its turns. On a success, the spell
32 ends.
1 \subsection{CRUSADER'S MANTLE}\label{crusaders-mantle}
2
3 \emph{3rd-level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 Holy power radiates from you in an aura with a 30---foot radius,
18 awakening boldness in friendly creatures. Until the spell ends, the aura
19 moves with you, centered on you. While in the aura, each nonhostile
20 creature in the aura (including you) deals an extra 1d4 radiant damage
21 when it hits with a weapon attack.
1 \subsection{Cure Wounds}\label{cure-wounds}
2
3 \emph{1st---level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 A creature you touch regains a number of hit points equal to 1d8 + your
18 spellcasting ability modifier. This spell has no effect on undead or
19 constructs.
20
21 \textbf{At Higher Levels:} When you cast this spell using a spell slot
22 of 2nd level or higher, the healing increases by 1d8 for each slot level
23 above 1st.
1 \subsection{Dancing Lights}\label{dancing-lights}
2
3 \emph{Evocation cantrip}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 120 feet
11 \item
12 \textbf{Components:} V, S, M (a bit of phosphorus or wychwood. or a
13 glowworm)
14 \item
15 \textbf{Duration:} Concentration. up to 1 minute
16 \end{itemize}
17
18 You create up to four torch---sized lights within range, making them
19 appear as torches, lanterns, 0r glowing orbs that hover in the air for
20 the duration. You can also combine the four lights into one glowing
21 vaguely humanoid form of Medium size. Whichever form you choose, each
22 light sheds dim light in a 10-foot radius. As a bonus action on your
23 turn, you can move the lights up to 60 feet to a new spot within range.
24 A light must be within 20 feet of another light created by this spell,
25 and a light winks out if it exceeds the spell's range.
1 \subsection{Darkness}\label{darkness}
2
3 \emph{2nd-level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V, M (bat fur and a drop of pitch or piece of
13 coal)
14 \item
15 \textbf{Duration:} Concentration, up to 10 minutes
16 \end{itemize}
17
18 Magical darkness spreads from a point you Choose within range to fill a
19 15---foot---radius sphere for the duration. The darkness spreads around
20 corners. A creature with darkvision can't see through this darkness, and
21 nonmagical light can't illuminate it.
22
23 If the point you choose is on an object you are holding or one that
24 isn't being worn or carried, the darkness emanates from the object and
25 moves with it. Completely covering the source of the darkness with an
26 opaque object, such as a bowl or a helm, blocks the darkness.
27
28 If any of this spell's area overlaps with an area of light created by a
29 spell of 2nd level or lower, the spell that created the light is
30 dispelled.
1 \subsection{Darkvision}\label{darkvision}
2
3 \emph{2nd---level transmutation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S, M (either a pinch of dried carrot or an
13 agate)
14 \item
15 \textbf{Duration:} 8 hours
16 \end{itemize}
17
18 You touch a willing creature to grant it the ability to see in the dark.
19 For the duration, that creature has darkvision out to a range of 60
20 feet.
1 \subsection{Daylight}\label{daylight}
2
3 \emph{3rd---level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} 1 hour
15 \end{itemize}
16
17 A 60-f00t---radius sphere of light spreads out from a point you choose
18 within range. The sphere is bright light and sheds dim light for an
19 additional 60 feet.
20
21 If you chose a point on an object you are holding or one that isn't
22 being worn or carried, the light shines from the object and moves with
23 it. Completely covering the affected object with an opaque object, such
24 as a bowl or a helm, blocks the light.
25
26 If any of this spell's area overlaps with an area of darkness created by
27 a spell of 3rd level or lower. the spell that created the darkness is
28 dispelled.
1 \subsection{Death Ward}\label{death-ward}
2
3 \emph{4th-level abjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} 8 hours
15 \end{itemize}
16
17 You touch a creature and grant it a measure of protection from death.
18
19 The first time the target would drop to 0 hit points as a result of
20 taking damage. the target instead drops to 1 hit point, and the spell
21 ends.
22
23 If the spell is still in effect when the target is subjected to an
24 effect that would kill it instantaneously without dealing damage, that
25 effect is instead negated against the target, and the spell ends.
1 \subsection{Delayed Blast Fireball}\label{delayed-blast-fireball}
2
3 \emph{7th---level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 150 feet
11 \item
12 \textbf{Components:} V, S, M (a tiny ball of bat guano and sulfur)
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 A beam of yellow light flashes from your pointing finger then condenses
18 to linger at a chosen point within range as a glowing bead for the
19 duration. When the spell ends, either because your concentration is
20 broken or because you decide to end it, the bead blossoms with a low
21 roar into an explosion of flame that spreads around corners. Each
22 creature in a 20---f00t---radius sphere centered on that point must make
23 a Dexterity saving throw. A creature takes fire damage equal to the
24 total accumulated damage on a failed save, or half as much damage on a
25 successful one.
26
27 The spell's base damage is 12d6. If at the end of your turn the bead has
28 not yet detonated, the damage increases by ld6.
29
30 If the glowing bead is touched before the interval has expired, the
31 creature touching it must make a Dexterity saving throw. On a failed
32 save, the spell ends immediately, causing the bead to erupt in flame. On
33 a successful save, the creature can throw the bead up to 40 feet. When
34 it strikes a creature or a solid object, the spell ends, and the bead
35 explodes.
36
37 The fire damages objects in the area and ignites flammable objects that
38 aren't being worn or carried.
39
40 \textbf{At Higher Levels:} When you cast this spell using a spell slot
41 of 8th level or higher, the base damage increases by ld6 for each slot
42 level above 7th.
1 \subsection{Demiplane}\label{demiplane}
2
3 \emph{8th-level conjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} S
13 \item
14 \textbf{Duration:} 1 hour
15 \end{itemize}
16
17 You create a shadowy door on a flat solid surface that you can see
18 within range. The door is large enough to allow Medium creatures to pass
19 through unhindered. When opened, the door leads to a demiplane that
20 appears to be an empty room 30 feet in each dimension made of wood or
21 stone. When the spell ends, the door disappears, and any creatures or
22 objects inside the demiplane remain trapped there, as the door also
23 disappears from the other side.
24
25 Each time you cast this spell, you can create a new demiplane, or have
26 the shadowy door connect to a demiplane you created with a previous
27 casting of this spell. Additionally, if you know the nature and contents
28 of a demiplane created by a casting of this spell by another creature,
29 you can have the shadowy door connect to its demiplane instead.
1 \subsection{Destructive Wave}\label{destructive-wave}
2
3 \emph{5th-level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self (30-foot radius)
11 \item
12 \textbf{Components:} V
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 You strike the ground, creating a burst of divine energy that ripples
18 outward from you. Each creature you choose within 30 feet of you must
19 succeed on a Constitution saving throw or take 5d6 thunder damage, as
20 well as 5d6 radiant or necrotic damage (your choice), and be knocked
21 prone. A creature that succeeds on its saving throw takes half as much
22 damage and isn't knocked prone.
1 \subsection{Detect Evil and Good}\label{detect-evil-and-good}
2
3 \emph{1st-level divination}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Concentration, up to 10 minutes
15 \end{itemize}
16
17 For the duration, you know if there is an aberration, celestial,
18 elemental, fey, fiend, or undead within 30 feet of you, as well as where
19 the creature is located. Similarly, you know if there is a place or
20 object within 30 feet of you that has been magically consecrated or
21 desecrated.
22
23 The spell can penetrate most barriers, but it is blocked by 1 foot of
24 stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood
25 or dirt.
1 \subsection{Detect Magic}\label{detect-magic}
2
3 \emph{1st-level divination (ritual)}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Concentration, up to 10 minutes
15 \end{itemize}
16
17 For the duration, you sense the presence of magic within 30 feet of you.
18 If you sense magic in this way, you can use your action to see a faint
19 aura around any visible creature or object in the area that bears magic,
20 and you learn its school of magic, if any.
21
22 The spell can penetrate most barriers, but it is blocked by 1 foot of
23 stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood
24 or dirt.
1 \subsection{Detect Poison and Disease}\label{detect-poison-and-disease}
2
3 \emph{1st-level divination (ritual)}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V, S, M (a yew leaf)
13 \item
14 \textbf{Duration:} Concentration, up to 10 minutes
15 \end{itemize}
16
17 For the duration, you can sense the presence and location of poisons,
18 poisonous creatures, and diseases within 30 feet of you. You also
19 identify the kind of poison, poisonous creature, or disease in each
20 case.
21
22 The spell can penetrate most barriers, but it is blocked by 1 foot of
23 stone. 1 inch of common metal, a thin sheet of lead, or 3 feet of wood
24 or dirt.
1 \subsection{Detect Thoughts}\label{detect-thoughts}
2
3 \emph{2nd-level divination}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V, S, M (a copper piece)
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 For the duration, you can read the thoughts of certain creatures. When
18 you cast the spell and as your action on each turn until the spell ends,
19 you can focus your mind on any one creature that you can see within 30
20 feet of you. If the creature you choose has an Intelligence of 3 or
21 lower or doesn't speak any language, the creature is unaffected.
22
23 You initially learn the surface thoughts of the creatureiwhat is most on
24 its mind in that moment. As an action, you can either shift your
25 attention to another creature's thoughts or attempt to probe deeper into
26 the same creature's mind. If you probe deeper, the target must make a
27 Wisdom saving throw. If it fails, you gain insight into its reasoning
28 (if any), its emotional state, and something that looms large in its
29 mind (such as something it worries over, loves, or hates). If it
30 succeeds, the spell ends. Either way, the target knows that you are
31 probing into its mind, and unless you shift your attentio to another
32 creature's thoughts, the creature can use its action on its turn to make
33 an Intelligence check contested by your Intelligence check; if it
34 succeeds, the spell ends.
35
36 Questions verbally directed at the target creature naturally shape the
37 course of its thoughts, so this spell is particularly effective as part
38 of an interrogation.
39
40 You can also use this spell to detect the presence of thinking creatures
41 you can't see. When you cast the spell or as your action during the
42 duration, you can search for thoughts within 30 feet of you. The spell
43 can penetrate barriers, but 2 feet of rock, 2 inches of any metal other
44 than lead, or a thin sheet of lead blocks you. You can't detect a
45 creature with an Intelligence of 3 or lower or one that doesn't speak
46 any language.
47
48 Once you detect the presence of a creature in this way, you can read its
49 thoughts for the rest of the duration as described above, even if you
50 can't see it, but it must still be within range.
1 \subsection{Dimension Door}\label{dimension-door}
2
3 \emph{4th---level conjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 500 feet
11 \item
12 \textbf{Components:} V
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 You teleport yourself from your current location to any other spot
18 within range. You arrive at exactly the spot desired. It can be a place
19 you can see, one you can visualize, or one you can describe by stating
20 distance and direction, such as ``200 feet straight downward" or
21 ``upward to the northwest at a 45-degree angle, 300 feet.''
22
23 You can bring along objects as long as their weight doesn't exceed what
24 you can carry. You can also bring one willing creature of your size or
25 smaller who is carrying gear up to its carrying capacity. The creature
26 must be within 5 feet of you when you cast this spell.
27
28 If you would arrive in a place already occupied by an object or a
29 creature, you and any creature traveling with you each take 4d6 force
30 damage, and the spell fails to teleport you.
1 \subsection{Disguise Self}\label{disguise-self}
2
3 \emph{1st-level illusion}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} 1 hour
15 \end{itemize}
16
17 You make yourself---including your clothing, armor, weapons, and other
18 belongings on your person---look different until the spell ends or until
19 you use your action to dismiss it. You can seem 1 foot shorter or taller
20 and can appear thin, fat, or in between. You can't change your body
21 type, so you must adopt a form that has the same basic arrangement of
22 limbs. Otherwise, the extent of the illusion is up to you.
23
24 The changes wrought by this spell fail to hold up to physical
25 inspection. For example, if you use this spell to add a hat to your
26 outfit, objects pass through the hat, and anyone who touches it would
27 feel nothing or would feel your head and hair. Ifyou use this spell to
28 appear thinner than you are, the hand of someone who reaches out to
29 touch you would bump into you while it was seemingly still in midair.
30
31 To discern that you are disguised, a creature can use its action to
32 inspect your appearance and must succeed on an Intelligence
33 (Investigation) check against your spell save DC.
1 \subsection{Disintegrate}\label{disintegrate}
2
3 \emph{6th---level transmutation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V, S. M (a lodestone and a pinch of dust)
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 A thin green ray springs from your pointing finger to a target that you
18 can see within range. The target can be a creature, an object, or a
19 creation of magical force, such as the wall created by W811 of force.
20
21 A creature targeted by this spell must make a Dexterity saving throw. On
22 a failed save, the target takes 10d6 + 40 force damage. If this damage
23 reduces the target to 0 hit points, it is disintegrated.
24
25 A disintegrated creature and everything it is wearing and carrying,
26 except magic items, are reduced to a pile of fine gray dust. The
27 creature can be restored to life only by means of a true resurrection or
28 a Wish spell.
29
30 This spell automatically disintegrates a Large or smaller nonmagical
31 object or a creation of magical force. If the target is a Huge or larger
32 object or creation of force, this spell disintegrates a lO---foot---cube
33 portion of it. A magic item is unaffected by this spell.
34
35 \textbf{At Higher Levels:} When you cast this spell using a spell slot
36 of 7th level or higher, the damage increases by 3d6 for each slot level
37 above 6th.
1 \subsection{Dispel Evil and Good}\label{dispel-evil-and-good}
2
3 \emph{5th-level abjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V, S, M (holy water or powdered silver and iron)
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 Shimmering energy surrounds and protects you from fey, undead, and
18 creatures originating from beyond the Material Plane. For the duration,
19 celestials, elementals, fey, fiends, and undead have disadvantage on
20 attack rolls against you.
21
22 You can end the spell early by using either of the following special
23 functions.
24
25 \textbf{Break Enchantment.} As your action. you touch a creature you can
26 reach that is charmed, frightened, or possessed by a celestial, an
27 elemental. a fey, a fiend, or an undead. The creature you touch is no
28 longer charmed, frightened, or possessed by such creatures.
29
30 \textbf{Dismissal.} As your action, make a melee spell attack against a
31 celestial, an elemental, a fey, a fiend, or an undead you can reach. On
32 a hit, you attempt to drive the creature back to its home plane. The
33 creature must succeed on a Charisma saving throw or be sent back to its
34 home plane (if it isn`t there already). If they aren`t on their home
35 plane, undead are sent to the Shadowfell, and fey are sent to the
36 Feywild.
1 \subsection{Dispel Magic}\label{dispel-magic}
2
3 \emph{3rd---level abjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 120 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 Choose one creature, object, or magical effect within range. Any spell
18 of 3rd level or lower on the target ends. For each spell of 4th level or
19 higher on the target, make an ability check using your spellcasting
20 ability. The
21
22 DC equals 10 + the spell's level. On a successful check, the spell ends.
23
24 \textbf{At Higher Levels:} When you cast this spell using a spell slot
25 of 4th level or higher, you automatically end the effects of a spell on
26 the target if the spell's level is equal to or less than the level of
27 the spell slot you used.
1 \subsection{Dissonant Whispers}\label{dissonant-whispers}
2
3 \emph{1st---level enchantment}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 You whisper a discordant melody that only one creature of your choice
18 within range can hear, wracking it with terrible pain. The target must
19 make a Wisdom saving throw. On a failed save, it takes 3d6 psychic
20 damage an must immediately use its reaction, if available, to move as
21 far as its speed allows away from you. The creature doesn't move into
22 obviously dangerous ground. such as a fire or a pit. On a successful
23 save, the target takes half as much damage and doesn`t have to move
24 away. A deafened creature automatically succeeds on the save.
25
26 \textbf{At Higher Levels:} When you cast this spell using a spell slot
27 of 2nd level or higher, the damage increases by M6 for each slot level
28 above 1st.
1 \subsection{Divination}\label{divination}
2
3 \emph{4th-level divination (ritual)}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V, S, M (incense and a sacrificial offering
13 appropriate to your religion. together worth at least 25 gp, which the
14 spell consumes)
15 \item
16 \textbf{Duration:} Instantaneous
17 \end{itemize}
18
19 Your magic and an offering put you in contact with a god or a god's
20 servants. You ask a single question concerning a specific goal, event,
21 or activity to occur within 7 days. The DM offers a truthful reply. The
22 reply might be a short phrase, a cryptic rhyme, or an omen.
23
24 The spell doesn't take into account any possible circumstances that
25 might change the outcome, such as the casting of additional spells or
26 the loss or gain of a companion.
27
28 If you cast the spell two or more times before finishing your next long
29 rest, there is a cumulative 25 percent chance for each casting after the
30 first that you get a random reading. The DM makes this roll in secret.
1 \subsection{Divine Favor}\label{divine-favor}
2
3 \emph{1st-level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 bonus action
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 Your prayer empowers you with divine radiance. Until the spell ends,
18 your weapon attacks deal an extra 1d4 radiant damage on a hit.
1 \subsection{Divine Word}\label{divine-word}
2
3 \emph{7th-level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 bonus action
9 \item
10 \textbf{Range:} 30 feet
11 \item
12 \textbf{Components:} V
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 You utter a divine word, imbued with the power that shaped the world at
18 the dawn of creation. Choose any number of creatures you can see within
19 range. Each creature that can hear you must make a Charisma saving
20 throw. On a failed save, a creature suffers an effect based on its
21 current hit points:
22
23 \begin{itemize}
24 \tightlist
25 \item
26 50 hit points or fewer: deafened for 1 minute
27 \item
28 40 hit points or fewer: deafened and blinded for 10 minutes
29 \item
30 30 hit points or fewer: blinded, deafened, and stunned for 1 hour
31 \item
32 20 hit points or fewer: killed instantly
33 \end{itemize}
34
35 Regardless of its current hit points, a celestial, an elemental, a fey,
36 or a fiend that fails its save is forced back to its plane of origin (if
37 it isn`t there already) and can't return to your current plane for 24
38 hours by any means short of a Wish spell.
1 \subsection{Dominate Beast}\label{dominate-beast}
2
3 \emph{4th-level enchantment}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 You attempt to beguile a beast that you can see within range. It must
18 succeed on a Wisdom saving throw or be charmed by you for the duration.
19 If you or creatures that are friendly to you are fighting it, it has
20 advantage on the saving throw.
21
22 While the beast is charmed, you have a telepathic link with it as long
23 as the two of you are on the same plane of existence. You can use this
24 telepathic link to issue commands to the creature while you are
25 conscious (no action required), which it does its best to obey. You can
26 specify a simple and general course of action, such as ``Attack that
27 creature," ``Run over there,'' or ``Fetch that object.'' If the creature
28 completes the order and doesn't receive further direction from you, it
29 defends and preserves itself to the best of its ability.
30
31 You can use your action to take total and precise control of the target.
32 Until the end of your next turn, the creature takes only the actions you
33 choose, and doesn't do anything that you don't allow it to do. During
34 this time, you can also cause the creature to use a reaction, but this
35 requires you to use your own reaction as well.
36
37 Each time the target takes damage, it makes a new Wisdom saving throw
38 against the spell. If the saving throw succeeds, the spell ends.
39
40 \textbf{At Higher Levels:} When you cast this spell with a 5th---level
41 spell slot, the duration is concentration. up to 10 minutes. When you
42 use a 6th---level spell slot, the duration is concentration, up to 1
43 hour. When you use a spell slot of 7th level or higher, the duration is
44 concentration, up to 8 hours.
1 \subsection{Dominate Monster}\label{dominate-monster}
2
3 \emph{8th-level enchantment}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Concentration, up to 1 hour
15 \end{itemize}
16
17 You attempt to beguile a creature that you can see within range. It must
18 succeed on a Wisdom saving throw or be charmed by you for the duration.
19 If you or creatures that are friendly to you are fighting it, it has
20 advantage on the saving throw.
21
22 While the creature is charmed, you have a telepathic link with it as
23 long as the two of you are on the same plane of existence. You can use
24 this telepathic link to issue commands to the creature while you are
25 consciou (no action required), which it does its best to obey. You can
26 specify a simple and general course of action, such as ``Attack that
27 creature,'' ``Run over there,'' or ``Fetch that object." If the creature
28 completes the order and doesn't receive further direction from you, it
29 defends and preserves itself to the best of its ability.
30
31 You can use your action to take total and precise control of the target.
32 Until the end of your next turn, the creature takes only the actions you
33 choose, and doesn't do anything that you don't allow it to do. During
34 this time, you can also cause the creature to use a reaction, but this
35 requires you to use your own reaction as well.
36
37 Each time the target takes damage, it makes a new Wisdom saving throw
38 against the spell. If the saving throw succeeds, the spell ends.
39
40 \textbf{At Higher Levels:} When you cast this spell with a 9th---level
41 spell slot, the duration is concentration, up to 8 hours.
1 \subsection{Dominate Person}\label{dominate-person}
2
3 \emph{5th-level enchantment}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 You attempt to beguile a humanoid that you can see within range. It must
18 succeed on a Wisdom saving throw or be charmed by you for the duration.
19 If you or creatures that are friendly to you are fighting it, it has
20 advantage on the saving throw.
21
22 While the target is charmed, you have a telepathic link with it as long
23 as the two of you are on the same plane of existence. You can use this
24 telepathic link to issue commands to the creature while you are
25 conscious (no action required), which it does its best to obey. You can
26 specify a simple and general course of action, such as ``Attack that
27 creature," ``Run over there,'' or ``Fetch that object.'' If the creature
28 completes the order and doesn't receive further direction from you, it
29 defends and preserves itself to the best of its ability.
30
31 You can use your action to take total and precise control of the target.
32 Until the end of your next turn, the creature takes only the actions you
33 choose, and doesn't do anything that you don't allow it to do. During
34 this time you can also cause the creature to use a reaction, but this
35 requires you to use your own reaction as well.
36
37 Each time the target takes damage, it makes a new Wisdom saving throw
38 against the spell. If the saving throw succeeds, the spell ends.
39
40 \textbf{At Higher Levels:} When you cast this spell using a 6th---level
41 spell slot, the duration is concentration, up to 10 minutes. When you
42 use a 7th---level spell slot, the duration is concentration, up to 1
43 hour. When you use a spell slot of 8th level or higher, the duration is
44 concentration, up to 8 hours.
1 \subsection{Drawmij's Instant Summons}\label{drawmijs-instant-summons}
2
3 \emph{6th---level conjuration (ritual)}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 minute
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S, M (a sapphire worth 1,000 gp)
13 \item
14 \textbf{Duration:} Until dispelled
15 \end{itemize}
16
17 You touch an object weighing 10 pounds or less whose longest dimension
18 is 6 feet or less. The spell leaves an invisible mark on its surface and
19 invisibly inscribes the name of the item on the sapphire you use as the
20 material component. Each time you cast this spell, you must use a
21 different sapphire.
22
23 At any time thereafter, you can use your action to speak the item's name
24 and crush the sapphire. The item instantly appears in your hand
25 regardless of physical or planar distances, and the spell ends.
26
27 If another creature is holding or carrying the item, crushing the
28 sapphire doesn't transport the item to you, but instead you learn who
29 the creature possessing the object is and roughly where that creature is
30 located at that moment.
31
32 Dispel magic or a similar effect successfully applied 0 the sapphire
33 ends this spell's effect.
1 \subsection{Dream}\label{dream}
2
3 \emph{5th-level illusion}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 minute
9 \item
10 \textbf{Range:} Special
11 \item
12 \textbf{Components:} V, S, M (a handful of sand, a dab of ink. and a
13 writing quill plucked from a sleeping bird)
14 \item
15 \textbf{Duration:} 8 hours
16 \end{itemize}
17
18 This spell shapes a creature's dreams. Choose a creature known to you as
19 the target of this spell. The target must be on the same plane of
20 existence as you. Creatures that don't sleep, such as elves, can't be
21 contacted by this spell. You. or a willing creature you touch, enters a
22 trance state, acting as a messenger. While in the trance, the messenger
23 is aware of his or her surroundings, but can't take actions or move.
24
25 If the target is asleep, the messenger appears in the target's dreams
26 and can converse with the target as long as it remains asleep, through
27 the duration of the spell. The messenger can also shape the environment
28 of the dream, creating landscapes, objects, and other images. The
29 messenger can emerge from the trance at any time, ending the effect of
30 the spell early. The target recalls the dream perfectly upon waking. If
31 the target is awake when you cast the spell, the messenger knows it, and
32 can either end the trance (and the spell) or wait for the target to fall
33 asleep, at which point the messenger appears in the target's dreams.
34
35 You can make the messenger appear monstrous and terrifying to the
36 target. If you do, the messenger can deliver a message of no more than
37 ten words and then the target must make a Wisdom saving throw. On a
38 failed save, echoes of the phantasmal monstrosity spawn a nightmare that
39 lasts the duration of the target's sleep and prevents the target from
40 gaining any benefit from that rest. In addition, when the target wakes
41 up, it takes 3d6 psychic damage.
42
43 If you have a body part, lock of hair, clipping from a nail, or similar
44 portion of the target's body, the target makes its saving throw with
45 disadvantage.
1 \subsection{Druidcraft}\label{druidcraft}
2
3 \emph{Transmutation cantrip}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 30 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 Whispering to the spirits of nature, you create one of the following
18 effects within range:
19
20 \begin{itemize}
21 \tightlist
22 \item
23 You create a tiny, harmless sensory effect that predict what the
24 weather will be at your location for the next 24 hours. The effect
25 might manifest as a golden orb for clear skies, a cloud for rain,
26 falling snowflakes for snow, and so on. This effect persists for 1
27 round.
28 \item
29 You instantly make a flower blossom, a seed pod open. or a leaf bud
30 bloom.
31 \item
32 You create an instantaneous, harmless sensory effect, such as falling
33 leaves, a puff of wind, the sound of a small animal, or the faint odor
34 of skunk. The effect must fit in a 5-foot cube.
35 \item
36 You instantly light or snuff out a candle, a torch, or a small
37 campfire.
38 \end{itemize}
1 \subsection{Earthquake}\label{earthquake}
2
3 \emph{8th-level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 500 feet
11 \item
12 \textbf{Components:} V, S, M (a pinch of dirt, a piece of rock, and a
13 lump of clay)
14 \item
15 \textbf{Duration:} Concentration, up to 1 minute
16 \end{itemize}
17
18 You create a seismic disturbance at a point on the ground that you can
19 see within range. For the duration, an intense tremor rips through the
20 ground in a lOO-foot---radius circle centered on that point and shakes
21 creatures and structures in contact with the ground in that area.
22
23 The ground in the area becomes difficult terrain.
24
25 Each creature on the ground that is concentrating must make a
26 Constitution saving throw. On a failed save, the creature's
27 concentration is broken.
28
29 When you cast this spell and at the end of each turn you spend
30 concentrating on it, each creature on the ground in the area must make a
31 Dexterity saving throw. On a failed save, the creature is knocked prone.
32
33 This spell can have additional effects depending on the terrain in the
34 area, as determined by the DM.
35
36 \textbf{Fissures.} Fissures open throughout the spell's area at the
37 start of your next turn after you cast the spell. A total of 1d6 such
38 fissures open in locations chosen by the DM. Each is lle X 10 feet deep,
39 10 feet wide, and extends from one edge of the spell's area to the
40 opposite side.
41
42 A creature standing on a spot where a fissure opens must succeed on a
43 Dexterity saving throw or fall in. A creature that successfully saves
44 moves with the fissure's edge as it opens.
45
46 A fissure that opens beneath a structure causes it to automatically
47 collapse (see below).
48
49 \textbf{Structures.} The tremor deals 50 bludgeoning damage to any
50 structure in contact with the ground in the area when you cast the spell
51 and at the start of each of your turns until the spell ends. If a
52 structure drops to 0 hit points, it collapses and potentially damages
53 nearby creatures. A creature within half the distance of a structure's
54 height must make a Dexterity saving throw. On a failed save, the
55 creature takes 5d6 bludgeoning damage, is knocked prone, and is buried
56 in the rubble, requiring a DC 20 Strength (Athletics) check as an action
57 to escape. The DM can adjust the DC higher or lower, depending on the
58 nature of the rubble. On a successful save, the creature takes half as
59 much damage and doesn't fall prone or become buried.
1 \subsection{Eldritch Blast}\label{eldritch-blast}
2
3 \emph{Evocation cantrip}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 120 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 A beam of crackling energy streaks toward a creature within range. Make
18 a ranged spell attack against the target. On a hit, the target takes lle
19 force damage.
20
21 The spell creates more than one beam when you rea higher levels: two
22 beams at 5th level, three beams at 11th level, and four beams at 17th
23 level. You can direct the beams at the same target or at different ones.
24 Make a separate attack roll for each beam.
1 \subsection{Elemental Weapon}\label{elemental-weapon}
2
3 \emph{3rd-level transmutation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Concentration, up to 1 hour
15 \end{itemize}
16
17 A nonmagical weapon you touch becomes a magic weapon. Choose one of the
18 following damage types: acid, cold, fire, lightning, or thunder. For the
19 duration. the weapon has a +1 bonus to attack rolls and deals an extra
20 1d4 damage of the chosen type when it hits.
21
22 \textbf{At Higher Levels:} When you cast this spell using a spell slot
23 of 5th or 6th level, the bonus to attack rolls increases to +2 and the
24 extra damage increases to 2d4. When you use a spell slot of 7th level or
25 higher, the bonus increases to +3 and the extra damage increases to 3d4.
1 \subsection{Enhance Ability}\label{enhance-ability}
2
3 \emph{2nd---level transmutation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S, M (fur or a feather from a beast)
13 \item
14 \textbf{Duration:} Concentration, up to 1 hour.
15 \end{itemize}
16
17 You touch a creature and bestow upon it a magical enhancement. Choose
18 one of the following effects; the target gains that effect until the
19 spell ends.
20
21 \textbf{Bear's Endurance.} The target has advantage on Constitution
22 checks. It also gains 2d6 temporary hit points, which are lost when the
23 spell ends.
24
25 \textbf{Bull's Strength.} The target has advantage on Strength checks,
26 and his or her carrying capacity doubles.
27
28 \textbf{Cat's Grace.} The target has advantage on Dexterity checks. It
29 also doesn't take damage from falling 20 feet or less if it isn't
30 incapacitated.
31
32 \textbf{Eagle's Splendor.} The target has advantage on Charisma checks.
33
34 \textbf{Fox's Cunning.} The target has advantage on Intelligence checks.
35
36 \textbf{Owl's Wisdom.} The target has advantage on Wisdom checks.
37
38 \textbf{At Higher Levels:} When you cast this spell using a spell slot
39 of 3rd level or higher, you can target one additional creature for each
40 slot level above 2nd.
1 \subsection{Enlarge/Reduce}\label{enlargereduce}
2
3 \emph{2nd---level transmutation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 30 feet
11 \item
12 \textbf{Components:} V, S, M (a pinch of powdered iron)
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 You cause a creature or an object you can see within range to grow
18 larger or smaller for the duration. Choose either a creature or an
19 object that is neither worn nor carried. If the target is unwilling, it
20 can make a Constitution saving throw. On a success, the spell has no
21 effect.
22
23 If the target is a creature, everything it is wearing and carrying
24 changes size with it. Any item dropped by an affected creature returns
25 to normal size at once.
26
27 \textbf{Enlarge.} The target's size doubles in all dimensions, and its
28 weight is multiplied by eight. This growth increases its size by one
29 category---from Medium to Large, for example. If there isn't enough room
30 for the target to double its size, the creature or object attains the
31 maximum possible size in the space available. Until the spell ends, the
32 target also has advantage on Strength checks and Strength saving throws.
33 The target's weapons also grow to match its new size. While these
34 weapons are enlarged, the target's attacks with them deal 1d4 extra
35 damage.
36
37 \textbf{Reduce.} The target's size is halved in all dimensions, and its
38 weight is reduced to one---eighth of normal. This reduction decreases
39 its size by one category---from Medium to Small, for example. Until the
40 spell ends, the target also has disadvantage on Strength checks and
41 Strength saving throws. The target's weapons also shrink to match its
42 new size. While these weapons are reduced, the target's attacks with
43 them deal 1d4 less damage (this can't reduce the damage below 1).
1 \subsection{Ensnaring Strike}\label{ensnaring-strike}
2
3 \emph{1st---level conjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 bonus action
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 The next time you hit a creature with a weapon attack before this spell
18 ends, a writhing mass of thorny vines appears at the point of impact,
19 and the target must succeed on a Strength saving throw or be restrained
20 by the magical vines until the spell ends. A Large or larger creature
21 has advantage on this saving throw. If the target succeeds on the save,
22 the vines shrivel away.
23
24 While restrained by this spell, the target takes 1d6 piercing damage at
25 the start of each of its turns. A creature restrained by the Vines or
26 one that can touch the creature can use its action to make a Strength
27 check against your spell save DC. On a success, the target is freed.
28
29 \textbf{At Higher Levels:} If you cast this spell using a spell slot of
30 2nd level or higher, the damage increases by 1d6 for each slot level
31 above 1st.
1 \subsection{Entangle}\label{entangle}
2
3 \emph{1st---level conjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 90 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Concentration. up to 1 minute
15 \end{itemize}
16
17 Grasping weeds and vines sprout from the ground in a 20---foot square
18 starting from a point within range. For the duration, these plants turn
19 the ground in the area into difficult terrain.
20
21 A creature in the area when you cast the spell must succeed on a
22 Strength saving throw or be restrained by the entangling plants until
23 the spell ends. A creature restrained by the plants can use its action
24 to make a Strength check against your spell save DC. On a success, it
25 frees itself.
26
27 When the spell ends. the conjured plants wilt away.
1 \subsection{Enthrall}\label{enthrall}
2
3 \emph{2nd---level enchantrnent}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} 1 minute
15 \end{itemize}
16
17 You weave a distracting string of words. causing creatures of your
18 choice that you can see within range and that can hear you to make a
19 Wisdom saving throw. Any creature that can't be charmed succeeds on this
20 saving throw automatically. and if you or your companions are fighting a
21 creature, it has advantage on the save. On a failed save, the target has
22 disadvantage on Wisdom (Perception) checks made to perceive any creature
23 other than you until the spell ends or until the target can no longer
24 hear you. The spell ends if you are incapacitated or can no longer
25 speak.
1 \subsection{Etherealness}\label{etherealness}
2
3 \emph{7th---level transmutation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Up to 8 hours
15 \end{itemize}
16
17 You step into the border regions of the Ethereal Plane, in the area
18 where it overlaps with your current plane. You remain in the Border
19 Ethereal for the duration or until you use your action to dismiss the
20 spell. During this time, you can move in any direction. Ifyou move up or
21 down, every foot of movement costs an extra foot. You can see and hear
22 the plane you originated from. bu everything there looks gray, and you
23 can't see anything more than 60 feet away.
24
25 While on the Ethereal Plane, you can only affect and be affected by
26 other creatures on that plane. Creatures that aren't on the Ethereal
27 Plane can't perceive you and can't interact with you, unless a special
28 ability or magic has given them the ability to do so.
29
30 You ignore all objects and effects that aren't on the Ethereal Plane,
31 allowing you to move through objects you perceive on the plane you
32 originated from.
33
34 When the spell ends, you immediately return to the plane you originated
35 from in the spot you currently occupy. If you occupy the same spot as a
36 solid object or creature when this happens, you are immediately shunted
37 to the nearest unoccupied space that you can occupy and take force
38 damage equal to twice the number of feet you are moved.
39
40 This spell has no effect if you cast it while you are on the Ethereal
41 Plane or a plane that doesn't border it, such as one of the Outer
42 Planes.
43
44 \textbf{At Higher Levels:} When you cast this spell using a spell slot
45 of 8th level or higher, you can target up to three willing creatures
46 (including you) for each slot level above 7th. The creatures must be
47 within 10 feet of you when you cast the spell.
1 \subsection{Evard's Black Tentacles}\label{evards-black-tentacles}
2
3 \emph{4th---level conjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 90 feet
11 \item
12 \textbf{Components:} V, S, M (a piece of tentacle from a giant octopus
13 or a giant squid)
14 \item
15 \textbf{Duration:} Concentration, up to 1 minute
16 \end{itemize}
17
18 Squirming, ebony tentacles fill a 20-foot square on ground that you can
19 see within range. For the duration, these tentacles turn the ground in
20 the area into difficult terrain.
21
22 When a creature enters the affected area for the first time on a turn or
23 starts its turn there, the creature must succeed on a Dexterity saving
24 throw or take 3d6 bludgeoning damage and be restrained by the tentacles
25 until the spell ends. A creature that starts its turn in the area and is
26 already restrained by the tentacles takes 3d6 bludgeoning damage.
27
28 A creature restrained by the tentacles can use its action to make a
29 Strength or Dexterity check (its choice) against your spell save DC. On
30 a success, it frees itself.
1 \subsection{Expeditious Retreat}\label{expeditious-retreat}
2
3 \emph{1st---level transmutation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 bonus action
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Concentration, up to 10 minutes
15 \end{itemize}
16
17 This spell allows you to move at an incredible pace. When you cast this
18 spell, and then as a bonus action on each of your turns until the spell
19 ends, you can take the Dash action.
1 \subsection{Eyebite}\label{eyebite}
2
3 \emph{6th---level necromancy}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 For the spell's duration, your eyes become an inky void imbued with
18 dread power. One creature of your choice within 60 feet of you that you
19 can see must succeed on a Wisdom saving throw or be affected by one of
20 the following effects of your choice for the duration. On each of your
21 turns until the spell ends. you can use your action to target another
22 creature but can't target a creature again if it has succeeded on a
23 saving throw against this casting of eyebite.
24
25 \textbf{Asleep.} The target falls unconscious. It wakes up if it takes
26 any damage or if another creature uses its action to shake the sleeper
27 awake.
28
29 \textbf{Panicked.} The target is frightened of you. On each of its
30 turns, the frightened creature must take the Dash action and move away
31 from you by the safest and shortest available route. unless there is
32 nowhere to move. If the target moves to a place at least 60 feet awa
33 from you where it can no longer see you. this effect ends
34
35 \textbf{Sickened.} The target has disadvantage on attack rolls and
36 ability checks. At the end of each of its turns. it can make another
37 Wisdom saving throw. If it succeeds, the effect ends.
1 \subsection{Fabricate}\label{fabricate}
2
3 \emph{4th-level transmutation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 10 minutes
9 \item
10 \textbf{Range:} 120 feet
11 \item
12 \textbf{Components:} V, 8
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 You convert raw materials into products of the same material. For
18 example, you can fabricate a wooden bridge from a clump of trees. a rope
19 from a patch of hemp. and clothes from flax or wool.
20
21 Choose raw materials that you can see within range. You can fabricate a
22 Large or smaller object (contained within a 10---foot cube. or eight
23 connected 5---foot cubes). given a sufficient quantity of raw material.
24 lfyou are working with metal, stone, or another mineral substance.
25 however. the fabricated object can be no larger than Medium (contained
26 within a single 5---foot cube). The quality of objects made by the spell
27 is commensurate with the quality of the raw materials.
28
29 Creatures or magic items can't be created or transmuted by this spell.
30 You also can't use it to create items that ordinarily require a high
31 degree of craftsmanship. such as jewelry, weapons. glass. or armor,
32 unless you have proficiency with the type of artisan's tools used to
33 craft such objects.
1 \subsection{Faerie Fire}\label{faerie-fire}
2
3 \emph{1st---level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V
13 \item
14 \textbf{Duration:} Concentration. up to 1 minute
15 \end{itemize}
16
17 Each object in a 20---foot cube within range is outlined in blue, green.
18 or violet light (your choice). Any creature in the area when the spell
19 is cast is also outlined in light if it fails a Dexterity saving throw.
20 For the duration. objects and affected creatures shed dim light in a
21 10---foot radius. Any attack roll against an affected creature or object
22 has advantage if the attacker can see it. and the affected creature or
23 object can't benefit from being invisible.
1 \subsection{False Life}\label{false-life}
2
3 \emph{1st---level necromancy}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V, S, M (a small amount of alcohol or distilled
13 spirits)
14 \item
15 \textbf{Duration:} 1 hour
16 \end{itemize}
17
18 Bolstering yourself with a necromantic facsimile of life, you gain 1d4 +
19 4 temporary hit points for the duration. \textbf{At Higher Levels:} When
20 you cast this spell using a spell slot of 2nd level or higher, you gain
21 5 additional temporary hit points for each slot level above 1st.
1 \subsection{Fear}\label{fear}
2
3 \emph{3rd-level illusion}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self (30---foot cone)
11 \item
12 \textbf{Components:} V, S, M (a white feather or the heart of a hen)
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 You project a phantasmal image of a creature's worst fears. Each
18 creature in a 30---foot cone must succeed on a Wisdom saving throw or
19 drop whatever it is holding and become frightened for the duration.
20
21 While frightened by this spell. a creature must take the Dash action and
22 move away from you by the safest available route on each of its turns,
23 unless there is nowhere to move. If the creature ends its turn in a
24 location where it doesn't have line of sight to you, the creature can
25 make a Wisdom saving throw. On a successful save, the spell ends for
26 that creature.
1 \subsection{Feather Fall}\label{feather-fall}
2
3 \emph{1st-level transmutation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 reaction, which you take when you or a
9 creature within 60 feet of you falls
10 \item
11 \textbf{Range:} 60 feet
12 \item
13 \textbf{Components:} V, M (a small feather or piece of down)
14 \item
15 \textbf{Duration:} 1 minute
16 \end{itemize}
17
18 Choose up to five falling creatures within range. A falling creature`s
19 rate of descent slows to 60 feet per round until the spell ends. If the
20 creature lands before the spell ends. it takes no falling damage and can
21 land on its feet. and the spell ends for that creature.
1 \subsection{Feeblemind}\label{feeblemind}
2
3 \emph{8th-level enchantment}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 150 feet
11 \item
12 \textbf{Components:} V. S. M (a handful of clay, crystal, glass. or
13 mineral spheres)
14 \item
15 \textbf{Duration:} Instantaneous
16 \end{itemize}
17
18 You blast the mind of a creature that you can see within range,
19 attempting to shatter its intellect and personality. The target takes
20 4d6 psychic damage and must make an Intelligence saving throw.
21
22 On a failed save, the creature's Intelligence and Charisma scores become
23 1. The creature can't cast spells, activate magic items, understand
24 language, or communicate in any intelligible way. The creature can.
25 however, identify its friends, follow them, and even protect them.
26
27 At the end of every 30 days, the creature can repeat its saving throw
28 against this spell. If it succeeds on its saving throw, the spell ends.
29
30 The spell can also be ended by greater restoration, heal, or Wish.
1 \subsection{Feign Death}\label{feign-death}
2
3 \emph{3rd-level necromancy (ritual)}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S. M (a pinch of graveyard dirt)
13 \item
14 \textbf{Duration:} 1 hour
15 \end{itemize}
16
17 You touch a willing creature and put it into a cataleptic state that is
18 indistinguishable from death.
19
20 For the spell's duration, or until you use an action to touch the target
21 and dismiss the spell. the target appears dead to all outward inspection
22 and to spells used to determine the target's status. The target is
23 blinded and incapacitated. and its speed drops to 0. The target has
24 resistance to all damage except psychic damage. If the target is
25 diseased or poisoned when you cast the spell, or becomes diseased or
26 poisoned while under the spell's effect, the disease and poison have no
27 effect until the spell ends.
1 \subsection{Find Familiar}\label{find-familiar}
2
3 \emph{1st---level conjuration (ritual)}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 hour
9 \item
10 \textbf{Range:} 10 feet
11 \item
12 \textbf{Components:} V, S, M (10 gp worth of charcoal, incense, and
13 herbs that must be consumed by fire in a brass brazier)
14 \item
15 \textbf{Duration:} Instantaneous
16 \end{itemize}
17
18 You gain the service of a familiar, a spirit that takes an animal form
19 you choose: bat, cat, crab, frog (toad). lizard, octopus, owl, poisonous
20 snake, fish (quipper). rat, raven, sea horse, spider, or weasel.
21 Appearing in an unoccupied space within range, the familiar has the
22 statistics of the chosen form, though it is a celestial, fey, or fiend
23 (your choice) instead of a beast.
24
25 Your familiar acts independently of you, but it always obeys your
26 commands. In combat, it rolls its own initiative and acts on its own
27 turn. A familiar can`t attack, but it can take other actions as normal.
28
29 When the familiar drops to 0 hit points, it disappears, leaving behind
30 no physical form. It reappears after you cast this spell again
31
32 While your familiar is within 100 feet of you, you can communicate with
33 it telepathically. Additionally, as an action, you can see through your
34 familiar's eyes and hear what it hears until the start of your next
35 turn, gaining the benefits of any special senses that the familiar has.
36 During this time, you are deaf and blind with regard to your own senses.
37
38 As an action, you can temporarily dismiss your familiar. It disappears
39 into a pocket dimension where it awaits your summons. Alternatively, you
40 can dismiss it forever. As an action While it is temporarily dismissed,
41 you can cause it to reappear in any unoccupied space Within 30 feet of
42 you.
43
44 You can't have more than one familiar at a time. If you cast this spell
45 while you already have a familiar, you instead cause it to adopt a new
46 form. Choose one of the forms from the above list. Your familiar
47 transforms into the chosen creature.
48
49 Finally, when you cast a spell with a range of touch, your familiar can
50 deliver the spell as if it had cast the spell. Your familiar must be
51 within 100 feet of you, and it must use its reaction to deliver the
52 spell when you cast it. If the spell requires an attack roll, you use
53 your attack modifier for the roll.
1 \subsection{Find Steed}\label{find-steed}
2
3 \emph{2nd---level conjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 10 minutes
9 \item
10 \textbf{Range:} 30 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 You summon a spirit that assumes the form of an unusually intelligent,
18 strong, and loyal steed, creating a long-lasting bond with it. Appearing
19 in an unoccupied space within range, the steed takes on a form that you
20 choose, such as a warhorse, a pony, a camel, an elk, or a mastiff. (Your
21 DM might allow other animals to be summoned as steeds.) The steed has
22 the statistics of the chosen form, though it is a celestial, fey, or
23 fiend (your choice) instead of its normal type. Additionally, if your
24 steed has an Intelligence of 5 or less, its Intelligence becomes 6, and
25 it gains the ability to understand one language of your choice that you
26 speak.
27
28 Your steed serves you as a mount, both in combat and out, and you have
29 an instinctive bond with it that allows you to fight as a seamless unit.
30 While mounted on your steed. you can make any spell you cast that
31 targets only you also target your steed.
32
33 When the steed drops to 0 hit points, it disappears, leaving behind no
34 physical form. You can also dismiss your steed at any time as an action,
35 causing it to disappear. In either case, casting this spell again
36 summons the same steed, restored to its hit point maximum.
37
38 While your steed is within 1 mile of you, you can communicate With it
39 telepathically.
40
41 You can't have more than one steed bonded by this spell at a time. As an
42 action, you can release the steed from its bond at any time, causing it
43 to disappear.
1 \subsection{Find the Path}\label{find-the-path}
2
3 \emph{6th-level divination}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 minute
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V, S, M (a set of divinatory
13 tools\textasciitilde{}such as bones, ivory sticks, cards, teeth, or
14 carved runesi worth 100 gp and an object from the location you wish to
15 find)
16 \item
17 \textbf{Duration:} Concentration, up to 1 day
18 \end{itemize}
19
20 This spell allows you to find the shortest, most direct physical route
21 to a specific fixed location that you are familiar with on the same
22 plane of existence. If you name a destination on another plane of
23 existence, a destination that moves (such as a mobile fortress), or a
24 destination that isn't specific (such as ``a green dragon's lair''), the
25 spell fails.
26
27 For the duration, as long as you are on the same plane of existence as
28 the destination, you know how far it is and in what direction it lies.
29 While you are traveling there, whenever you are presented with a choice
30 of paths along the way, you automatically determine which path is the
31 shortest and most direct route (but not necessarily the safest route) to
32 the destination.
1 \subsection{Find Traps}\label{find-traps}
2
3 \emph{2nd---level divination}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 120 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 You sense the presence of any trap within range that is within line of
18 sight. A trap, for the purpose of this spell, includes anything that
19 would inflict a sudden or unexpected effect you consider harmful or
20 undesirable, which was specifically intended as such by its creator.
21 Thus, the spell would sense an area affected by the alarm spell, a glyph
22 of warding, or a mechanical pit trap, but it would not reveal a natural
23 weakness in the floor, an unstable ceiling, or a hidden sinkhole.
24
25 This spell merely reveals that a trap is present. You don't learn the
26 location of each trap, but you do learn th general nature of the danger
27 posed by a trap you sense.
1 \subsection{Finger of Death}\label{finger-of-death}
2
3 \emph{7th---level necromancy}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 You send negative energy coursing through a creature that you can see
18 within range, causing it searing pain. The target must make a
19 Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed
20 save, or half as much damage on a successful one.
21
22 A humanoid killed by this spell rises at the start of your next turn as
23 a zombie that is permanently under your command, following your verbal
24 orders to the best of its ability.
1 \subsection{Fire Bolt}\label{fire-bolt}
2
3 \emph{Evocation cantrip}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 120 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 You hurl a mote of fire at a creature or object within range. Make a
18 ranged spell attack against the target. On a hit, the target takes lle
19 fire damage. A flammable object hit by this spell ignites if it isn`t
20 being worn or carried.
21
22 This spell's damage increases by 1d10 when you reach 5th level (2d10).
23 11th level (3d10), and 17th level (4d10).
1 \subsection{Fire Shield}\label{fire-shield}
2
3 \emph{4th---level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V. S. M (a bit of phosphorus or a firefly)
13 \item
14 \textbf{Duration:} 10 minutes
15 \end{itemize}
16
17 Thin and wispy flames wreathe your body for the duration, shedding
18 bright light in a 10-foot radius and dim light for an additional 10
19 feet. You can end the spell early by using an action to dismiss it.
20
21 The flames provide you with a warm shield or a chill shield, as you
22 choose. The warm shield grants you resistance to cold damage. and the
23 chill shield grants you resistance to fire damage.
24
25 In addition, whenever a creature within 5 feet of you hits you with a
26 melee attack, the shield erupts with flame. The attacker takes 2d8 fire
27 damage from a warm shield, or 2d8 cold damage from a cold shield.
1 \subsection{Fire Storm}\label{fire-storm}
2
3 \emph{7th---level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 150 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 A storm made up of sheets of roaring flame appears in a location you
18 choose within range. The area of the storm consists of up to ten
19 10---foot cubes, which you can arrange as you wish. Each cube must have
20 at least one face adjacent to the face of another cube. Each creature in
21 the area must make a Dexterity saving throw. It takes 7d10 fire damage
22 on a failed save, or half as much damage on a successful one.
23
24 The fire damages objects in the area and ignites flammable objects that
25 aren't being worn or carried. If you choose, plant life in the area is
26 unaffected by this spell.
1 \subsection{Fireball}\label{fireball}
2
3 \emph{3rd---level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 150 feet
11 \item
12 \textbf{Components:} V, S, M (a tiny ball of bat guano and sulfur)
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 A bright streak flashes from your pointing finger to a point you choose
18 within range and then blossoms with a low roar into an explosion of
19 flame. Each creature in a 20---foot---radius sphere centered on that
20 point must make a Dexterity saving throw. A target takes 8d6 fire damage
21 on a failed save, or half as much damage on a successful one.
22
23 The fire spreads around corners. It ignites flammable objects in the
24 area that aren't being worn or carried.
25
26 \textbf{At Higher Levels:} When you cast this spell using a spell slot
27 of 4th level or higher, the damage increases by 1d6 for each slot level
28 above 3rd.
1 \subsection{Flame Blade}\label{flame-blade}
2
3 \emph{2nd---level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 bonus action
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V, S, M (leaf of sumac)
13 \item
14 \textbf{Duration:} Concentration, up to 10 minutes
15 \end{itemize}
16
17 You evoke a fiery blade in your free hand. The blade is similar in size
18 and shape to a scimitar, and it lasts for the duration. If you let go of
19 the blade, it disappears, but you can evoke the blade again as a bonus
20 action.
21
22 You can use your action to make a melee spell attack with the fiery
23 blade. On a hit, the target takes 3d6 fire damage.
24
25 The flaming blade sheds bright light in a 10---foot radius and dim light
26 for an additional 10 feet.
27
28 \textbf{At Higher Levels:} When you cast this spell using a spell slot
29 of 4th level or higher, the damage increases by 1d6 for every two slot
30 levels above 2nd.
1 \subsection{Flame Strike}\label{flame-strike}
2
3 \emph{5th-level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V, S, M (pinch of sulfur)
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 A vertical column of divine fire roars down from the heavens in a
18 location you specify. Each creature in a 10---foot---radius,
19 40---foot-high cylinder centered on a point within range must make a
20 Dexterity saving throw.
21
22 A creature takes 4d6 fire damage and 4d6 radiant damage on a failed
23 save, or half as much damage on a successful one.
24
25 \textbf{At Higher Levels:} When you cast this spell using a spell slot
26 of 6th level or higher, the fire damage or the radiant damage (your
27 choice) increases by 1d6 for each slot level above 5th.
1 \subsection{Flaming Sphere}\label{flaming-sphere}
2
3 \emph{2nd---level conjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V, S, M (a bit of tallow, a pinch of brimstone,
13 and a dusting of powdered iron)
14 \item
15 \textbf{Duration:} Concentration, up to 1 minute
16 \end{itemize}
17
18 A 5---foot---diameter sphere of fire appears in an unoccupied space of
19 your choice within range and lasts for the duration. Any creature that
20 ends its turn within 5 feet of the sphere must make a Dexterity saving
21 throw. The creature takes 2d6 fire damage on a failed save, or half as
22 much damage on a successful one.
23
24 As a bonus action, you can move the sphere up to 30 feet. If you ram the
25 sphere into a creature, that creature must make the saving throw against
26 the spheres damage, and the sphere stops moving this turn.
27
28 When you move the sphere, you can direct it over barriers up to 5 feet
29 tall and jump it across pits up to 10 feet wide. The sphere ignites
30 flammable objects not being worn or carried. and it sheds bright light
31 in a 20---foot radius and dim light for an additional 20 feet.
32
33 \textbf{At Higher Levels:} When you cast this spell using a spell slot
34 of 3rd level or higher, the damage increases by ld6 for each slot level
35 above 2nd.
1 \subsection{Flesh to Stone}\label{flesh-to-stone}
2
3 \emph{6th---level transmutation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V, S, M (a pinch of lime, water, and earth)
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 You attempt to turn one creature that you can see withi range into
18 stone. If the target's body is made of flesh, the creature must make a
19 Constitution saving throw. On a failed save, it is restrained as its
20 flesh begins to harden. On a successful save, the creature isn't
21 affected.
22
23 A creature restrained by this spell must make another Constitution
24 saving throw at the end of each of its turns. If it successfully saves
25 against this spell three times, the spell ends. If it fails its saves
26 three times, it is turned to stone and subjected to the petrified
27 condition for the duration. The successes and failures don't need to be
28 consecutive; keep track of both until the target collects three of a
29 kind.
30
31 If the creature is physically broken while petrified, it suffers from
32 similar deformities if it reverts to its original state.
33
34 If you maintain your concentration on this spell forth entire possible
35 duration, the creature is turned to stone until the effect is removed.
1 \subsection{Fly}\label{fly}
2
3 \emph{3rd---level transmutation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S, M (a wing feather from any bird)
13 \item
14 \textbf{Duration:} Concentration. up to 10 minutes
15 \end{itemize}
16
17 You touch a willing creature. The target gains a flying speed of 60 feet
18 for the duration. When the spell ends, the target falls if it is still
19 aloft. unless it can stop the fall.
20
21 \textbf{At Higher Levels:} When you cast this spell using a spell slot
22 of 4th level or higher, you can target one additional creature for each
23 slot level above 3rd.
1 \subsection{Fog Cloud}\label{fog-cloud}
2
3 \emph{1st-level conjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 120 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Concentration, up to 1 hour
15 \end{itemize}
16
17 You create a 20---f00t---radius sphere of fog centered on a point within
18 range. The sphere spreads around corners, and its area is heavily
19 obscured. It lasts for the duration or until a wind of moderate or
20 greater speed (at least 10 miles per hour) disperses it.
21
22 \textbf{At Higher Levels:} When you cast this spell using a spell slot
23 of 2nd level or higher, the radius of the fog increases by 20 feet for
24 each slot level above 1st.
1 \subsection{Forbiddance}\label{forbiddance}
2
3 \emph{6th-level abjuration (ritual)}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 10 minutes
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S, M (a sprinkling of holy water, rare
13 incense, and powdered ruby worth at least 1,000 gp)
14 \item
15 \textbf{Duration:} 1 day
16 \end{itemize}
17
18 You create a ward against magical travel that protects up to 40,000
19 square feet of floor space to a height of 30 feet above the floor. For
20 the duration, creatures can't teleport into the area or use portals,
21 such as those created by the gate spell, to enter the area. The spell
22 proofs the area against planar travel, and therefore prevents creatures
23 from accessing the area by way of the Astral Plane, Ethereal Plane,
24 Feywild, Shadowfell, or the plane shift spell.
25
26 In addition, the spell damages types of creatures that you choose when
27 you cast it. Choose one or more of the following: celestials,
28 elementals, fey, fiends, and undead. When a chosen creature enters the
29 spell's area for the first time on a turn or starts its turn there, the
30 creature takes 5d10 radiant or necrotic damage (your choice when you
31 cast this spell).
32
33 When you cast this spell, you can designate a password. A creature that
34 speaks the password as it enters the area takes no damage from the
35 spell.
36
37 The spell's area can`t overlap with the area of another forbiddance
38 spell. If you cast forbiddance every day for 30 days in the same
39 location, the spell lasts until it is dispelled, and the material
40 components are consumed on the last casting.
1 \subsection{Forcecage}\label{forcecage}
2
3 \emph{7th---level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 100 feet
11 \item
12 \textbf{Components:} V, S, M (ruby dust worth 1,500 gp)
13 \item
14 \textbf{Duration:} 1 hour
15 \end{itemize}
16
17 An immobile, invisible, cube---shaped prison composed of magical force
18 springs into existence around an area you choose within range. The
19 prison can be a cage or a solid box, as you choose.
20
21 \begin{itemize}
22 \tightlist
23 \item
24 A prison in the shape of a cage can be up to 20 feet on a side and is
25 made from 1/2---inch diameter bars spaced 1/2 inch apart.
26 \item
27 A prison in the shape of a box can be up to 10 feet on a side,
28 creating a solid barrier that prevents any matter from passing through
29 it and blocking any spells cast into or out from the area.
30 \end{itemize}
31
32 When you cast the spell, any creature that is completely inside the
33 cage's area is trapped. Creatures only partially within the area, or
34 those too large to fit inside the area, are pushed away from the center
35 of the area until they are completely outside the area.
36
37 A creature inside the cage can't leave it by nonmagical means. If the
38 creature tries to use teleportation or interplanar travel to leave the
39 cage, it must first make a Charisma saving throw. On a success, the
40 creature can use that magic to exit the cage. On a failure, the creature
41 can't exit the cage and wastes the use of the spell or effect. The cage
42 also extends into the Ethereal Plane, blocking ethereal travel.
43
44 This spell can't be dispelled by dispel magic.
1 \subsection{Foresight}\label{foresight}
2
3 \emph{9th---level divination}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 minute
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S, M (a hummingbird feather)
13 \item
14 \textbf{Duration:} 8 hours
15 \end{itemize}
16
17 You touch a willing creature and bestow a limited abilit to see into the
18 immediate future. For the duration, the target can`t be surprised and
19 has advantage on attack rolls, ability checks, and saving throws.
20 Additionally, other creatures have disadvantage on attack rolls against
21 the target for the duration.
22
23 This spell immediately ends if you cast it again before its duration
24 ends.
1 \subsection{Freedom of Movement}\label{freedom-of-movement}
2
3 \emph{4th---level abjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S, M (a leather strap, bound around the arm or
13 a similar appendage)
14 \item
15 \textbf{Duration:} 1 hour
16 \end{itemize}
17
18 You touch a willing creature. For the duration, the target's movement is
19 unaffected by difficult terrain, and spells and other magical effects
20 can neither reduce the target's speed nor cause the target to be
21 paralyzed or restrained.
22
23 The target can also spend 5 feet of movement to automatically escape
24 from nonmagical restraints, such as manacles or a creature that has it
25 grappled. Finally, being underwater imposes no penalties on the target's
26 movement or attacks.
1 \subsection{Friends}\label{friends}
2
3 \emph{Enchantment cantrip}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} 8, M (a small amount of makeup applied to the
13 face as this spell is cast)
14 \item
15 \textbf{Duration:} Concentration, up to 1 minute
16 \end{itemize}
17
18 For the duration, you have advantage on all Charisma checks directed at
19 one creature of your choice that isn't hostile toward you. When the
20 spell ends. the creature realizes that you used magic to influence its
21 mood and becomes hostile toward you. A creature prone to violence might
22 attack you. Another creature might seek retribution in other ways (at
23 the DM's discretion), depending on the nature of your interaction with
24 it.
1 \subsection{Gaseous Form}\label{gaseous-form}
2
3 \emph{3rd-level transmutation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S, M (a bit of gauze and a wisp of smoke)
13 \item
14 \textbf{Duration:} Concentration, up to 1 hour
15 \end{itemize}
16
17 You transform a Willing creature you touch, along with everything it's
18 wearing and carrying, into a misty cloud for the duration. The spell
19 ends if the creature drops to 0 hit points. An incorporeal creature
20 isn't affected.
21
22 While in this form, the target`s only method of movement is a flying
23 speed of 10 feet. The target can enter and occupy the space of another
24 creature. The target has resistance to nonmagical damage, and it has
25 advantage on Strength, Dexterity, and Constitution saving throws. The
26 target can pass through small holes, narrow openings, and even mere
27 cracks, though it treats liquids as though they were solid surfaces. The
28 target can't fall and remains hovering in the air even when stunned or
29 otherwise incapacitated.
30
31 While in the form of a misty cloud, the target can't talk or manipulate
32 objects, and any objects it was carrying or holding can't be dropped,
33 used, or otherwise interacted with. The target can't attack or cast
34 spells.
1 \subsection{Gate}\label{gate}
2
3 \emph{9th-level conjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V, S, M (a diamond worth at least 5,000 gp)
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 You conjure a portal linking an unoccupied space you can see within
18 range to a precise location on a different plane of existence. The
19 portal is a circular opening, which you can make 5 to 20 feet in
20 diameter. You can orient the portal in any direction you choose. The
21 portal lasts for the duration.
22
23 The portal has a front and a back on each plane where it appears. Travel
24 through the portal is possible only by moving through its front.
25 Anything that does so is instantly transported to the other plane,
26 appearing in the unoccupied space nearest to the portal.
27
28 Deities and other planar rulers can prevent portals created by this
29 spell from opening in their presence or anywhere within their domains.
30
31 When you cast this spell, you can speak the name of a specific creature
32 (a pseudonym, title, or nickname doesn't work). If that creature is on a
33 plane other than the one you are on, the portal opens in the named
34 creature's immediate vicinity and draws the creature through it to the
35 nearest unoccupied space on your side of the portal. You gain no special
36 power over the creature, and it is free to act as the DM deems
37 appropriate. It might leave, attack you, or help you.
1 \subsection{Geas}\label{geas}
2
3 \emph{5th---level enchantment}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 minute
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V
13 \item
14 \textbf{Duration:} 30 days
15 \end{itemize}
16
17 You place a magical command on a creature that you can see within range,
18 forcing it to carry out some service or refrain from some action or
19 course of activity as you decide. If the creature can understand you. it
20 must succeed on a Wisdom saving throw or become charmed by you for the
21 duration. While the creature is charmed by you, it takes 5le psychic
22 damage each time it acts in a manner directly counter to your
23 instructions, but no more than once each day. A creatur that can't
24 understand you is unaffected by the spell.
25
26 You can issue any command you choose, short of an activity that would
27 result in certain death. Should you issue a suicidal command, the spell
28 ends.
29
30 You can end the spell early by using an action to dismiss it. A remove
31 curse, greater restoration, or Wish spell also ends it.
32
33 \textbf{At Higher Levels:} When you cast this spell using a spell slot
34 of 7th or 8th level, the duration is 1 year. When you cast this spell
35 using a spell slot of 9th level, the spell lasts until it is ended by
36 one of the spells mentioned above.
1 \subsection{Gentle Repose}\label{gentle-repose}
2
3 \emph{2nd---level necromancy (ritual)}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S, M (a pinch of salt and one copper piece
13 placed on each of the corpses eyes, which must remain there for the
14 duration)
15 \item
16 \textbf{Duration:} 10 days
17 \end{itemize}
18
19 You touch a corpse or other remains. For the duration, the target is
20 protected from decay and can't become undead.
21
22 The spell also effectively extends the time limit on raising the target
23 from the dead, since days spent under the influence of this spell don't
24 count against the time limit of spells such as raise dead.
1 \subsection{Giant Insect}\label{giant-insect}
2
3 \emph{4th---level transmutation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 30 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Concentration, up to 10 minutes
15 \end{itemize}
16
17 You transform up to ten centipedes, three spiders, five wasps, or one
18 scorpion within range into giant versions of their natural forms for the
19 duration. A centipede becomes a giant centipede, a spider becomes a
20 giant spider, a wasp becomes a giant wasp, and a scorpion becomes a
21 giant scorpion.
22
23 Each creature obeys your verbal commands, and in combat, they act on
24 your turn each round. The DM has the statistics for these creatures and
25 resolves their actions and movement.
26
27 A creature remains in its giant size for the duration, until it drops to
28 0 hit points, or until you use an action to dismiss the effect on it.
29
30 The DM might allow you to choose different targets. For example, if you
31 transform a bee, its giant version might have the same statistics as a
32 giant wasp.
1 \subsection{Glibness}\label{glibness}
2
3 \emph{8th-level transmutation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V
13 \item
14 \textbf{Duration:} 1 hour
15 \end{itemize}
16
17 Until the spell ends, When you make a Charisma check, you can replace
18 the number you roll with a 15. Additionally, no matter what you say,
19 magic that would determine if you are telling the truth indicates that
20 you are being truthful.
1 \subsection{Globe of Invulnerability}\label{globe-of-invulnerability}
2
3 \emph{6th-level abjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self (10---foot radius)
11 \item
12 \textbf{Components:} V, S, M (a glass or crystal bead that shatters
13 when the spell ends)
14 \item
15 \textbf{Duration:} Concentration, up to 1 minute
16 \end{itemize}
17
18 An immobile, faintly shimmering barrier springs into existence in a
19 10-foot radius around you and remains for the duration.
20
21 Any spell of 5th level or lower east from outside the barrier can't
22 affect creatures or objects Within it, even if the spell is cast using a
23 higher level spell slot. Such a spell can target creatures and objects
24 within the barrier, but the spell has no effect on them. Similarly, the
25 area within the barrier is excluded from the areas affected by such
26 spells.
27
28 \textbf{At Higher Levels:} When you cast this spell using a spell slot
29 of 7th level or higher, the barrier blocks spells of one level higher
30 for each slot level above 6th.
1 \subsection{Glyph of Warding}\label{glyph-of-warding}
2
3 \emph{3rd---level abjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 hour
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S, M (incense and powdered diamond worth at
13 least 200 gp, which the spell consumes)
14 \item
15 \textbf{Duration:} Until dispelled or triggered
16 \end{itemize}
17
18 When you cast this spell, you inscribe a glyph that harms other
19 creatures, either upon a surface (such as a table or a section of floor
20 or wall) or within an object that can be closed (such as a book, a
21 scroll. or a treasure chest) to conceal the glyph. If you choose a
22 surface, the glyph can cover an area of the surface no larger than 10
23 feet in diameter. If you choose an object, that object must remain in
24 its place; if the object is moved more than 10 feet from where you cast
25 this spell, the glyph is broken, and the spell ends without being
26 triggered.
27
28 The glyph is nearly invisible and requires a successful Intelligence
29 (Investigation) check against your spell save DC to be found.
30
31 You decide What triggers the glyph when you cast the spell. For glyphs
32 inscribed on a surface, the most typical triggers include touching or
33 standing on the glyph, removing another object covering the glyph,
34 approaching Within a certain distance of the glyph, or manipulating the
35 object on which the glyph is inscribed. For glyphs inscribed Within an
36 object, the most common triggers include opening that object,
37 approaching within a certain distance of the object, or seeing or
38 reading the glyph. Once a glyph is triggered, this spell ends.
39
40 You can further refine the trigger so the spell activates only under
41 certain circumstances or according to physical characteristics (such as
42 height or weight), creature kind (for example, the ward could be set to
43 affect aberrations or drow), or alignment. You can also set conditions
44 for creatures that don't trigger the glyph, such as those who say a
45 certain password.
46
47 When you inscribe the glyph, Choose explosive runes or a spell glyph.
48
49 \textbf{Explosive Runes.} When triggered, the glyph erupts with magical
50 energy in a 20-foot---radius sphere centered on the glyph. The sphere
51 spreads around corners. Each creature in the area must make a Dexterity
52 saving throw. A creature takes 5d8 acid, cold, fire, lightning, or
53 thunder damage on a failed saving throw (your choice when you create the
54 glyph), or half as much damage on . successful one.
55
56 \textbf{Spell Glyph.} You can store a prepared spell of 3rd level or
57 lower in the glyph by casting it as part of creating the glyph. The
58 spell must target a single creature or an area. The spell being stored
59 has no immediate effect when cast in this way. When the glyph is
60 triggered, the stored spell is cast. If the spell has a target, it
61 targets the creature that triggered the glyph.
62
63 If the spell affects an area, the area is centered on that creature. If
64 the spell summons hostile creatures or creates harmful objects or traps,
65 they appear as close as possible to the intruder and attack it. If the
66 spell requires concentration, it lasts until the end of its full
67 duration.
68
69 \textbf{At Higher Levels:} When you cast this spell using a spell slot
70 of 4th level or higher, the damage of an explosive runes glyph increases
71 by 1d8 for each slot level above 3rd. If you create a spell glyph, you
72 can store any spell of up to the same level as the slot you use for the
73 glyph of warding.
1 \subsection{Goodberry}\label{goodberry}
2
3 \emph{1st---level transmutation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S, M (a sprig of mistletoe)
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 Up to ten berries appear in your hand and are infused with magic for the
18 duration. A creature can use its action to eat one berry. Eating a berry
19 restores 1 hit point, and the berry provides enough nourishment to
20 sustain a creature for one day.
21
22 The berries lose their potency if they have not been consumed within 24
23 hours of the casting of this spell.
1 \subsection{Grasping Vine}\label{grasping-vine}
2
3 \emph{4th-level conjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 bonus action
9 \item
10 \textbf{Range:} 30 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 You conjure a vine that sprouts from the ground in an unoccupied space
18 of your choice that you can see within range. When you cast this spell,
19 you can direct the vine to lash out at a creature within 30 feet of it
20 that you can see. That creature must succeed on a Dexterity saving throw
21 or be pulled 20 feet directly toward the Vine.
22
23 Until the spell ends, you can direct the vine to lash out at the same
24 creature or another one as a bonus action on each of your turns.
1 \subsection{Grease}\label{grease}
2
3 \emph{1st-level conjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V, S, M (a bit of pork rind or butter)
13 \item
14 \textbf{Duration:} 1 minute
15 \end{itemize}
16
17 Slick grease covers the ground in a 10-foot square centered on a point
18 within range and turns it into difficult terrain for the duration.
19
20 When the grease appears, each creature standing in its area must succeed
21 on a Dexterity saving throw or fall prone. A creature that enters the
22 area or ends its turn there must also succeed on a Dexterity saving
23 throw or fall prone.
1 \subsection{Greater Invisibility}\label{greater-invisibility}
2
3 \emph{4th-level illusion}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 You or a creature you touch becomes invisible until the spell ends.
18 Anything the target is wearing or carrying is invisible as long as it is
19 on the target's person.
1 \subsection{Greater Restoration}\label{greater-restoration}
2
3 \emph{5th---level abjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S, M (diamond dust worth at least 100 gp,
13 which the spell consumes)
14 \item
15 \textbf{Duration:} Instantaneous
16 \end{itemize}
17
18 You imbue a creature you touch with positive energy to undo a
19 debilitating effect. You can reduce the target's exhaustion level by
20 one, or end one of the following effects on the target:
21
22 \begin{itemize}
23 \tightlist
24 \item
25 One effect that charmed or petrified the target
26 \item
27 One curse, including the target's attunement to a cursed magic item
28 \item
29 Any reduction to one of the target's ability scores
30 \item
31 One effect reducing the target's hit point maximum
32 \end{itemize}
1 \subsection{Guardian of Faith}\label{guardian-of-faith}
2
3 \emph{4th---level conjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 30 feet
11 \item
12 \textbf{Components:} V
13 \item
14 \textbf{Duration:} 8 hours
15 \end{itemize}
16
17 A Large spectral guardian appears and hovers for the duration in an
18 unoccupied space of your choice that you can see within range. The
19 guardian occupies that space and is indistinct except for a gleaming
20 sword and shield emblazoned with the symbol of your deity.
21
22 Any creature hostile to you that moves to a space within 10 feet of the
23 guardian for the first time on a turn must succeed on a Dexterity saving
24 throw. The creature takes 20 radiant damage on a failed save, or half as
25 much damage on a successful one. The guardian vanishes when it has dealt
26 a total of 60 damage.
1 \subsection{Guards and Wards}\label{guards-and-wards}
2
3 \emph{6th-level abjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 10 minutes
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S, M (burning incense, a small measure of
13 brimstone and oil, a knotted string, a small amount of umber hulk
14 blood, and a small silver rod worth at least 10 gp)
15 \item
16 \textbf{Duration:} 24 hours
17 \end{itemize}
18
19 You create a ward that protects up to 2,500 square feet of floor space
20 (an area 50 feet square, or one hundred 5---foot squares or twenty-five
21 10-foot squares). The warded area can be up to 20 feet tall, and shaped
22 as you desire. You can ward several stories of a stronghold by dividing
23 the area among them, as long as you can walk into each contiguous area
24 while you are casting the spell
25
26 When you cast this spell, you can specify individuals that are
27 unaffected by any or all of the effects that you choose. You can also
28 specify a password that, when spoken aloud, makes the speaker immune to
29 these effects.
30
31 Guards and wards creates the following effects within the warded area.
32
33 \textbf{Corridors.} Fog fills all the warded corridors, making them
34 heavily obscured. In addition, at each intersection or branching passage
35 offering a choice of direction, there is a 50 percent chance that a
36 creature other than you will believe it is going in the opposite
37 direction from the one it chooses.
38
39 \textbf{Doors.} All doors in the warded area are magically locked, as if
40 sealed by an arcane lock spell. In addition. you can cover up to ten
41 doors with an illusion (equivalent to the illusory object function of
42 the minor illusion spell) to make them appear as plain sections of wall.
43
44 \textbf{Stairs.} Webs fill all stairs in the warded area from top to
45 bottom, as the web spell. These strands regrow in 10 minutes if they are
46 burned or torn away while guards and wards lasts.
47
48 \textbf{Other Spell Effect.} You can place your choice of one of the
49 following magical effects within the warded area of the stronghold.
50
51 \begin{itemize}
52 \tightlist
53 \item
54 Place dancing lights in four corridors. You can designate a simple
55 program that the lights repeat as long as guards and wards lasts.
56 \item
57 Place magic mouth in two locations.
58 \item
59 Place stinking cloud in two locations. The vapors appear in the places
60 you designate; they return within 10 minutes if dispersed by wind
61 while guards and wards lasts.
62 \item
63 Place a constant gust of wind in one corridor or room.
64 \item
65 Place a suggestion in one location. You select an area of up to 5 feet
66 square, and any creature that enters or passes through the area
67 receives the suggestion mentally.
68 \item
69 The whole warded area radiates magic. A dispel magic cast on a
70 specific effect, if successful, removes only that effect.
71 \item
72 You can create a permanently guarded and warded structure by casting
73 this spell there every day for one year.
74 \end{itemize}
1 \subsection{Guidance}\label{guidance}
2
3 \emph{Divination cantrip}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 You touch one willing creature. Once before the spell ends, the target
18 can roll a d4 and add the number rolled to one ability check of its
19 choice. It can roll the die before or after making the ability check.
20 The spell then ends.
1 \subsection{Guiding Bolt}\label{guiding-bolt}
2
3 \emph{1st---level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 120 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} 1 round
15 \end{itemize}
16
17 A flash of light streaks toward a creature of your choice within range.
18 Make a ranged spell attack against the target. On a hit, the target
19 takes 4d6 radiant damage, and the next attack roll made against this
20 target before the end of your next turn has advantage, thanks to the
21 mystical dim light glittering on the target until then.
22
23 \textbf{At Higher Levels:} When you cast this spell using a spell slot
24 of 2nd level or higher, the damage increases by M6 for each slot level
25 above 1st.
1 \subsection{Gust of Wind}\label{gust-of-wind}
2
3 \emph{2nd---level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self (60-foot line)
11 \item
12 \textbf{Components:} V, S, M (a legume seed)
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 A line of strong wind 60 feet long and 10 feet wide blasts from you in a
18 direction you choose for the spell's duration. Each creature that starts
19 its turn in the line must succeed on a Strength saving throw or be
20 pushed 15 feet away from you in a direction following the line.
21
22 Any creature in the line must spend 2 feet of movement for every 1 foot
23 it moves when moving closer to you.
24
25 The gust disperses gas or vapor, and it extinguishes candles, torches,
26 and similar unprotected flames in the area. It causes protected flames,
27 such as those of lanterns, to dance wildly and has a 50 percent chance
28 to extinguish them.
29
30 As a bonus action on each of your turns before the spell ends, you can
31 change the direction in which the line blasts from you.
1 \subsection{Hail of Thorns}\label{hail-of-thorns}
2
3 \emph{1st---level conjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 bonus action
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 The next time you hit a creature with a ranged weapon attack before the
18 spell ends, this spell creates a rain of thorns that sprouts from your
19 ranged weapon or ammunition. In addition to the normal effect of the
20 attack, the target of the attack and each creature within 5 feet of it
21 must make a Dexterity saving throw. A creature takes 1d10 piercing
22 damage on a failed save, or half as much damage on a successful one.
23
24 \textbf{At Higher Levels:} If you cast this spell using a spell slot of
25 2nd level or higher, the damage increases by M1 for each slot level
26 above 1st (to a maximum of 6d10).
1 \subsection{Hallow}\label{hallow}
2
3 \emph{5th---level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 24 hours
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S, M (herbs, oils, and incense worth at least
13 1,000 gp, which the spell consumes)
14 \item
15 \textbf{Duration:} Until dispelled
16 \end{itemize}
17
18 You touch a point and infuse an area around it with holy (or unholy)
19 power. The area can have a radius up to 60 feet, and the spell fails if
20 the radius includes an area already under the effect a hallow spell. The
21 affected are is subject to the following effects.
22
23 First, celestials, elementals, fey, fiends, and undead can't enter the
24 area, nor can such creatures charm, frighten, or possess creatures
25 within it. Any creature charmed, frightened, 0r possessed by such a
26 creature is no longer charmed, frightened, or possessed upon entering
27 the area. You can exclude one or more of those types of creatures from
28 this effect.
29
30 Second, you can bind an extra effect to the area. Choose the effect from
31 the following list, or choose an effect offered by the DM. Some of these
32 effects apply to creatures in the area; you can designate whether the
33 effect applies to all creatures, creatures that follow a specific deity
34 or leader, or creatures of a specific sort, such as orcs or trolls. When
35 a creature that would be affected enters the spell's area for the first
36 time on a turn or starts its turn there, it can make a Charisma saving
37 throw. On a success. the creature ignores the extra effect until it
38 leaves the area.
39
40 \textbf{Courage.} Affected creatures can't be frightened while in the
41 area.
42
43 \textbf{Darkness.} Darkness fills the area. Normal light, as well as
44 magical light created by spells of a lower level than the slot you used
45 to cast this spell, can't illuminate the area.
46
47 \textbf{Daylight.} Bright light fills the area. Magical darkness created
48 by spells of a lower level than the slot you used to cast this spell
49 can't extinguish the light.
50
51 \textbf{Energy Protection.} Affected creatures in the area have
52 resistance to one damage type of your choice, except for bludgeoning,
53 piercing, or slashing.
54
55 \textbf{Energy Vulnerability.} Affected creatures in the area have
56 vulnerability to one damage type of your choice, except for bludgeoning,
57 piercing, or slashing.
58
59 \textbf{Everlasting Rest.} Dead bodies interred in the area can't be
60 turned into undead.
61
62 \textbf{Extradimensional Interference.} Affected creatures can't move or
63 travel using teleportation or by extradimensional or interplanar means.
64
65 \textbf{Fear.} Affected creatures are frightened while in the area.
66
67 \textbf{Silence.} No sound can emanate from within the area, and no
68 sound can reach into it.
69
70 \textbf{Tongues.} Affected creatures can communicate with any other
71 creature in the area, even if they don't share a common language.
1 \subsection{Hallucinatory Terrain}\label{hallucinatory-terrain}
2
3 \emph{4th-level I11usion}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 10 minutes
9 \item
10 \textbf{Range:} 300 feet
11 \item
12 \textbf{Components:} V, S, M (a stone, a twig, and a bit of green
13 plant)
14 \item
15 \textbf{Duration:} 24 hours
16 \end{itemize}
17
18 You make natural terrain in a ISO-foot cube in range look, sound, and
19 smell like some other sort of natural terrain. Thus, open fields or a
20 road can be made to resemble a swamp, hill, crevasse, or some other
21 difficult or impassable terrain. A pond can be made to seem like a
22 grassy meadow, a precipice like a gentle slope, or a rock-strewn gully
23 like a wide and smooth road. Manufactured structures, equipment, and
24 creatures within the area aren't Changed in appearance.
25
26 The tactile characteristics of the terrain are unchanged, so creatures
27 entering the area are likely to see through the illusion. If the
28 difference isn't obvious by touch, a creature carefully examining the
29 illusion can attempt an Intelligence (Investigation) check against your
30 spell save DC to disbelieve it. A creature who discerns the illusion for
31 what it is, sees it as a vague image superimposed on the terrain.
1 \subsection{Harm}\label{harm}
2
3 \emph{6th---level necromancy}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 You unleash a virulent disease on a creature that you can see within
18 range. The target must make a Constitution saving throw. On a failed
19 save, it takes 14d6 necrotic damage, or half as much damage on a
20 successful save. The damage can't reduce the target's hit points below
21 1. If the target fails the saving throw, its hit point maximum is
22 reduced for 1 hour by an amount equal to the necrotic damage it took.
23 Any effect that removes a disease allows a creature's hit point maximum
24 to return to normal before that time passes.
1 \subsection{Haste}\label{haste}
2
3 \emph{3rd-level transmutation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 30 feet
11 \item
12 \textbf{Components:} V, S, M (a shaving of licorice root)
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 Choose a willing creature that you can see within rang Until the spell
18 ends, the target's speed is doubled, it gains a +2 bonus to AC, it has
19 advantage on Dexterity saving throws, and it gains an additional action
20 on each of its turns. That action can be used only to take the Attack
21 (one weapon attack only), Dash, Disengage, Hide or Use an Object action.
22
23 When the spell ends, the target can't move or take actions until after
24 its next turn, as a wave of lethargy sweeps over it.
1 \subsection{Heal}\label{heal}
2
3 \emph{6th-level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 Choose a creature that you can see within range. A surge of positive
18 energy washes through the creature, causing it to regain 70 hit points.
19 This spell also ends blindness, deafness, and any diseases affecting the
20 target. This spell has no effect on constructs or undead.
21
22 \textbf{At Higher Levels:} When you cast this spell using a spell slot
23 of 7th level or higher, the amount of healing increases by 10 for each
24 slot level above 6th.
1 \subsection{Healing Word}\label{healing-word}
2
3 \emph{1st---level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 bonus action
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 A creature of your choice that you can see Within range regains hit
18 points equal to ld4 + your spellcasting ability modifier. This spell has
19 no effect on undead or constructs.
20
21 \textbf{At Higher Levels:} When you cast this spell using a spell slot
22 of 2nd level or higher, the healing increases by ld4 for each slot level
23 above 1st.
1 \subsection{Heat Metal}\label{heat-metal}
2
3 \emph{2nd---level transmutation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V, S, M (a piece of iron and a flame)
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 Choose a manufactured metal object, such as a metal weapon or a suit of
18 heavy or medium metal armor, that you can see within range. You cause
19 the object to glow red---hot. Any creature in physical contact with the
20 object takes 2d8 fire damage when you cast the spell. Until the spell
21 ends, you can use a bonus action on each of your subsequent turns to
22 cause this damage again.
23
24 If a creature is holding or wearing the object and takes the damage from
25 it, the creature must succeed on a Constitution saving throw or drop the
26 object if it can. If it doesn't drop the object, it has disadvantage on
27 attack rolls and ability checks until the start of your next turn.
28
29 \textbf{At Higher Levels.} When you cast this spell using a spell slot
30 of 3rd level or higher, the damage increases by MS for each slot level
31 above 2nd.
1 \subsection{Hellish Rebuke}\label{hellish-rebuke}
2
3 1st---level evocation*
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 reaction, which you take in response to being
9 damaged by a creature within 60 feet of you that you can see
10 \item
11 \textbf{Range:} 60 feet
12 \item
13 \textbf{Components:} V, S
14 \item
15 \textbf{Duration:} Instantaneous
16 \end{itemize}
17
18 You point your finger, and the creature that damaged you is momentarily
19 surrounded by hellish flames. The creature must make a Dexterity saving
20 throw. It takes 2d10 fire damage on a failed save, or half as much
21 damage on a successful one.
22
23 \textbf{At Higher Levels:} When you cast this spell using a spell slot
24 of 2nd level or higher, the damage increases by 1d10 for each slot level
25 above 1st.
1 \subsection{HEROES' FEAST}\label{heroes-feast}
2
3 \emph{6th---level conjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 10 minutes
9 \item
10 \textbf{Range:} 30 feet
11 \item
12 \textbf{Components:} V, S , M (a gem-encrusted bowl worth at least
13 1,000 gp, which the spell consumes)
14 \item
15 \textbf{Duration:} Instantaneous
16 \end{itemize}
17
18 You bring forth a great feast, including magnificent food and drink. The
19 feast takes 1 hour to consume and disappears at the end of that time,
20 and the beneficial effects don't set in until this hour is over. Up to
21 twelve other creatures can partake of the feast.
22
23 A creature that partakes of the feast gains several benefits. The
24 creature is cured of all diseases and poison, becomes immune to poison
25 and being frightened, and makes all Wisdom saving throws with advantage.
26 Its hit point maximum also increases by 2le, and it gains the same
27 number of hit points. These benefits last for 24 hours.
1 \subsection{Heroism}\label{heroism}
2
3 \emph{1st-level enchantment}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 A willing creature you touch is imbued with bravery. Until the spell
18 ends, the creature is immune to being frightened and gains temporary hit
19 points equal to your spellcasting ability modifier at the start of each
20 of its turns. When the spell ends, the target loses any remaining
21 temporary hit points from this spell.
22
23 \textbf{At Higher Levels:} When you cast this spell using a spell slot
24 of 2nd level or higher, you can target one additional creature for each
25 slot level above 1st.
1 \subsection{Hex}\label{hex}
2
3 \emph{1st-level enchantment}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 bonus action
9 \item
10 \textbf{Range:} 90 feet
11 \item
12 \textbf{Components:} V, S, M (the petrified eye of a newt)
13 \item
14 \textbf{Duration:} Concentration, up to 1 hour
15 \end{itemize}
16
17 You place a curse on a creature that you can see within range. Until the
18 spell ends, you deal an extra ld6 necrotic damage to the target whenever
19 you hit it with an attack. Also, choose one ability when you cast the
20 spell. The target has disadvantage on ability checks made with the
21 chosen ability.
22
23 If the target drops to 0 hit points before this spell ends, you can use
24 a bonus action on a subsequent turn of yours to curse a new creature.
25
26 A remove curse cast on the target ends this spell early
27
28 \textbf{At Higher Levels:} When you cast this spell using a spell slot
29 of 3rd or 4th level, you can maintain your concentration on the spell
30 for up to 8 hours. When you use a spell slot of 5th level or higher, you
31 can maintain your concentration on the spell for up to 24 hours.
1 \subsection{Hold Monster}\label{hold-monster}
2
3 \emph{5th-level enchantment}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 90 feet
11 \item
12 \textbf{Components:} V, S, M (a small, straight piece of iron)
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 Choose a creature that you can see within range. The target must succeed
18 on a Wisdom saving throw or be paralyzed for the duration. This spell
19 has no effect on undead. At the end of each of its turns, the target can
20 make another Wisdom saving throw. On a success, the spell ends on the
21 target.
22
23 \textbf{At Higher Levels:} When you cast this spell using a spell slot
24 of 6th level or higher, you can target one additional creature for each
25 slot level above 5th. The creatures must be within 30 feet of each other
26 when you target them.
1 \subsection{Hold Person}\label{hold-person}
2
3 \emph{2nd---level enchantment}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V, S, M (a small, straight piece of iron)
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 Choose a humanoid that you can see within range. The target must succeed
18 on a Wisdom saving throw or be paralyzed for the duration. At the end of
19 each of its turns, the target can make another Wisdom saving throw. On a
20 success, the spell ends on the target.
21
22 \textbf{At Higher Levels:} When you cast this spell using a spell slot
23 of 3rd level or higher, you can target one additional humanoid for each
24 slot level above 2nd. The humanoids must be within 30 feet of each other
25 when you target them.
1 \subsection{Holy Aura}\label{holy-aura}
2
3 \emph{8th-level abjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V, S, M (a tiny reliquary worth at least 1,000 gp
13 containing a sacred relic, such as a scrap of cloth from a saint's
14 robe or a piece of parchment from a religious text)
15 \item
16 \textbf{Duration:} Concentration, up to 1 minute
17 \end{itemize}
18
19 Divine light washes out from you and coalesces in a soft radiance in a
20 30---foot radius around you. Creatures of your choice in that radius
21 when you cast this spell shed dim light in a 5-foot radius and have
22 advantage on all saving throws, and other creatures have disadvantage on
23 attack rolls against them until the spell ends. In addition, when a
24 fiend or an undead hits an affected creature with a melee attack, the
25 aura flashes with brilliant light. The attacker must succeed on a
26 Constitution saving throw or be blinded until the spell ends.
1 \subsection{Hunger of Hadar}\label{hunger-of-hadar}
2
3 \emph{3rd-level conjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 150 feet
11 \item
12 \textbf{Components:} V, S, M (a pickled octopus tentacle)
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 You open a gateway to the dark between the stars, a region infested with
18 unknown horrors. A 20---foot---radius sphere of blackness and bitter
19 cold appears, centered on a point with range and lasting for the
20 duration. This void is filled with a cacophony of soft whispers and
21 slurping noises that can be heard up to 30 feet away. No light, magical
22 or otherwise, can illuminate the area, and creatures fully within the
23 area are blinded.
24
25 The void creates a warp in the fabric of space, and the area is
26 difficult terrain. Any creature that starts its turn in the area takes
27 2d6 cold damage. Any creature that ends its turn in the area must
28 succeed on a Dexterity saving throw or take 2d6 acid damage as milky,
29 otherworldly tentacles rub against it.
1 \subsection{Hunter's Mark}\label{hunters-mark}
2
3 \emph{1st-level divination}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 bonus action
9 \item
10 \textbf{Range:} 90 feet
11 \item
12 \textbf{Components:} V
13 \item
14 \textbf{Duration:} Concentration, up to 1 hour
15 \end{itemize}
16
17 You choose a creature you can see within range and mystically mark it as
18 your quarry. Until the spell ends, you deal an extra ld6 damage to the
19 target whenever you hit it with a weapon attack, and you have advantage
20 on any Wisdom (Perception) or Wisdom (Survival) check you make to find
21 it. If the target drops to 0 hit points before this spell ends, you can
22 use a bonus action on a subsequent turn of yours to mark a new creature.
23 \textbf{At Higher Levels:} When you cast this spell using a spell slot
24 of 3rd or 4th level, you can maintain your concentration on the spell
25 for up to 8 hours. When you use a spell slot of 5th level or higher, you
26 can maintain your concentration on the spell for up to 24 hours.
1 \subsection{Hypnotic Pattern}\label{hypnotic-pattern}
2
3 \emph{3rd-level illusion}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 120 feet
11 \item
12 \textbf{Components:} S, M (a glowing stick of incense or a crystal
13 vial filled with phosphorescent material)
14 \item
15 \textbf{Duration:} Concentration. up to 1 minute
16 \end{itemize}
17
18 You create a twisting pattern of colors that weaves through the air
19 inside a 30---foot cube within range. The pattern appears for a moment
20 and vanishes. Each creature in the area who sees the pattern must make a
21 Wisdom saving throw. On a failed save. the creature becomes charmed for
22 the duration. While charmed by this spell, the creature is incapacitated
23 and has a speed of 0.
24
25 The spell ends for an affected creature if it takes any damage or if
26 someone else uses an action to shake the creature out of its stupor.
1 \subsection{Ice Storm}\label{ice-storm}
2
3 \emph{4th-level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 300 feet
11 \item
12 \textbf{Components:} V, S, M (a pinch of dust and a few drops of
13 water)
14 \item
15 \textbf{Duration:} Instantaneous
16 \end{itemize}
17
18 A hail of rock---hard ice pounds to the ground in a 20---foot---radius,
19 40---foot---high cylinder centered on a point within range. Each
20 creature in the cylinder must make a Dexterity saving throw. A creature
21 takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or
22 half as much damage on a successful one. Hailstones turn the storms area
23 of effect into difficult terrain until the end of your next turn.
24 \textbf{At Higher Levels:} When you cast this spell using a spell slot
25 of 5th level or higher, the bludgeoning damage increases by 1d8 for each
26 slot level above 4th.
1 \subsection{Identify}\label{identify}
2
3 \emph{1st---level divination (ritual)}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 minute
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S, M (a pearl worth at least 100 gp and an owl
13 feather)
14 \item
15 \textbf{Duration:} Instantaneous
16 \end{itemize}
17
18 You choose one object that you must touch throughout the casting of the
19 spell. If it is a magic item or some other magic-imbued object, you
20 learn its properties and how to use them, whether it requires attunement
21 to use, and how many charges it has, if any. You learn whether any
22 spells are affecting the item and what they are. If the item was created
23 by a spell. you learn which spell created it.
24
25 If you instead touch a creature throughout the casting you learn what
26 spells, if any, are currently affecting it.
1 \subsection{Illusory Script}\label{illusory-script}
2
3 \emph{1st---level illusion (ritual)}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 minute
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} S, M (a lead---based ink worth at least 10 gp,
13 which the spell consumes)
14 \item
15 \textbf{Duration:} 10 days
16 \end{itemize}
17
18 You write on parchment, paper, or some other suitable writing material
19 and imbue it with a potent illusion that lasts for the duration.
20
21 To you and any creatures you designate when you cast the spell, the
22 writing appears normal, written in your hand, and conveys whatever
23 meaning you intended when you wrote the text. To all others, the writing
24 appears as if it were written in an unknown or magical script that is
25 unintelligible. Alternatively, you can cause the writing to appear to be
26 an entirely different message, written in a different hand and language,
27 though the language must be one you know.
28
29 Should the spell be dispelled, the original script and the illusion both
30 disappear.
31
32 A creature with truesight can read the hidden message.
1 \subsection{Imprisonment}\label{imprisonment}
2
3 \emph{9th-level abjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 minute
9 \item
10 \textbf{Range:} 30 feet
11 \item
12 \textbf{Components:} V, S, M (a vellum depiction or a carved statuette
13 in the likeness of the target, and a special component that varies
14 according to the version of the spell you choose, worth at least 500
15 gp per Hit Die of the target)
16 \item
17 \textbf{Duration:} Until dispelled
18 \end{itemize}
19
20 You create a magical restraint to hold a creature that you can see
21 within range. The target must succeed on a Wisdom saving throw or be
22 bound by the spell: if it succeeds, it is immune to this spell if you
23 cast it again. While affected by this spell, the creature doesn't need
24 to breathe, eat, or drink, and it doesn't age. Divination spells can't
25 locate or perceive the target.
26
27 When you cast the spell, you choose one of the following forms of
28 imprisonment.
29
30 \textbf{Burial.} The target is entombed far beneath the earth in a
31 sphere of magical force that is just large enough to contain the target.
32 Nothing can pass through the sphere, nor can any creature teleport or
33 use planar travel to get into or out of it.
34
35 The special component for this version of the spell is a small mithral
36 orb.
37
38 \textbf{Chaining.} Heavy chains, firmly rooted in the ground, hold the
39 target in place. The target is restrained until the spell ends, and it
40 can't move or be moved by any means until then.
41
42 The special component for this version of the spell is a fine chain of
43 precious metal.
44
45 \textbf{Hedged Prison.} The spell transports the target into a tiny
46 demiplane that is warded against teleportation and planar travel. The
47 demiplane can be a labyrinth, a cage, a tower, or any similar confined
48 structure or area of your choice.
49
50 The special component for this version of the spell is a miniature
51 representation of the prison made from jade.
52
53 \textbf{Minimus Containment.} The target shrinks to a height of 1 inch
54 and is imprisoned inside a gemstone or similar object. Light can pass
55 through the gemstone normally (allowing the target to see out and other
56 creatures to se ' in), but nothing else can pass through, even by means
57 of teleportation or planar travel. The gemstone can't be cut or broken
58 while the spell remains in effect.
59
60 The special component for this version of the spell is a large,
61 transparent gemstone, such as a corundum, diamond, or ruby.
62
63 \textbf{Slumber.} The target falls asleep and can't be awoken. The
64 special component for this version of the spell consists of rare
65 soporific herbs.
66
67 \textbf{Ending the Spell.} During the casting of the spell, in any of
68 its versions, you can specify a condition that will cause the spell to
69 end and release the target. The condition can be as specific or as
70 elaborate as you choose, but the DM must agree that the condition is
71 reasonable and has a likelihood of coming to pass. The conditions can be
72 based on a creature's name, identity, or deity but otherwise must be
73 based on observable actions or qualities and not based on intangibles
74 such a level, class, or hit points.
75
76 A dispel magic spell can end the spell only if it is cast as a 9th-level
77 spell, targeting either the prison or the special component used to
78 create it.
79
80 You can use a particular special component to create only one prison at
81 a time. If you cast the spell again using the same component, the target
82 of the first casting is immediately freed from its binding.
1 \subsection{Incendiary Cloud}\label{incendiary-cloud}
2
3 \emph{8th-level conjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 150 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 A swirling cloud of smoke shot through with white---hot embers appears
18 in a 20-foot-radius sphere centered on a point within range. The cloud
19 spreads around corners and is heavily obscured. It lasts for the
20 duration or until a wind of moderate or greater speed (at least 10 miles
21 per hour) disperses it.
22
23 When the cloud appears, each creature in it must make a Dexterity saving
24 throw. A creature takes 10d8 fire damage on a failed save, or half as
25 much damage on a successful one. A creature must also make this saving
26 throw when it enters the spell's area for the first time on a turn or
27 ends its turn there.
28
29 The cloud moves 10 feet directly away from you in a direction that you
30 choose at the start of each of your turns.
1 \subsection{Inflict Wounds}\label{inflict-wounds}
2
3 \emph{1st---level necromancy}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 Make a melee spell attack against a creature you can reach. On a hit,
18 the target takes 3d10 necrotic damage.
19
20 \textbf{At Higher Levels:} When you cast this spell using a spell slot
21 of 2nd level or higher, the damage increases by 1d10 for each slot level
22 above 1st.
1 \subsection{Insect Plague}\label{insect-plague}
2
3 \emph{5th-level conjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 300 feet
11 \item
12 \textbf{Components:} V, S, M (a few grains of sugar, some kernels of
13 grain, and a smear of fat)
14 \item
15 \textbf{Duration:} Concentration, up to 10 minutes
16 \end{itemize}
17
18 Swarming, biting locusts fill a 20-foot-radius sphere centered on a
19 point you choose within range. The spher spreads around corners. The
20 sphere remains for the duration, and its area is lightly obscured. The
21 sphere's area is difficult terrain.
22
23 When the area appears, each creature in it must make a Constitution
24 saving throw. A creature takes 4le piercing damage on a failed save, or
25 half as much damage on a successful one. A creature must also make this
26 saving throw when it enters the spell's area for the first time on a
27 turn or ends its turn there.
28
29 \textbf{At Higher Levels:} When you cast this spell using a spell slot
30 of 6th level or higher, the damage increases by 1d10 for each slot level
31 above 5th.
1 \subsection{Invisibility}\label{invisibility}
2
3 \emph{2nd---level illusion}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S, M (an eyelash encased in gum arabic)
13 \item
14 \textbf{Duration:} Concentration, up to 1 hour
15 \end{itemize}
16
17 A creature you touch becomes invisible until the spell ends. Anything
18 the target is wearing or carrying is invisible as long as it is on the
19 target's person. The spell ends for a target that attacks or casts a
20 spell.
21
22 \textbf{At Higher Levels:} When you cast this spell using a spell slot
23 of 3rd level or higher, you can target one additional creature for each
24 slot level above 2nd.
1 \subsection{Jump}\label{jump}
2
3 \emph{1st---level transmutation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S, M (a grasshopper's hind leg)
13 \item
14 \textbf{Duration:} 1 minute
15 \end{itemize}
16
17 You touch a creature. The creature's jump distance is tripled until the
18 spell ends.
1 \subsection{Knock}\label{knock}
2
3 \emph{2nd---level transmutation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 Choose an object that you can see within range. The object can be a
18 door, a box, a chest, a set of manacles, a padlock, or another object
19 that contains a mundane or magical means that prevents access.
20
21 A target that is held shut by a mundane lock or that is stuck or barred
22 becomes unlocked, unstuck, or unbarred. If the object has multiple
23 locks, only one of them is unlocked.
24
25 If you choose a target that is held shut with arcane lock, that spell is
26 suppressed for 10 minutes, during which time the target can be opened
27 and shut normally.
28
29 When you cast the spell, a loud knock, audible from as far away as 300
30 feet, emanates from the target object.
1 \subsection{Legend Lore}\label{legend-lore}
2
3 \emph{5th---level divination}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 10 minutes
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V, S, M (incense worth at least 250 gp. which the
13 spell consumes, and four ivory strips worth at least 50 gp each)
14 \item
15 \textbf{Duration:} Instantaneous
16 \end{itemize}
17
18 Name or describe a person, place, or object. The spell brings to your
19 mind a brief summary of the significant lore about the thing you named.
20 The lore might consist of current tales, forgotten stories, or even
21 secret lore that has never been widely known. If the thing you named
22 isn't of legendary importance, you gain no information. The more
23 information you already have about the thing, the more precise and
24 detailed the information you receive is.
25
26 The information you learn is accurate but might be couched in figurative
27 language. For example, if you have a mysterious magic axe on hand, the
28 spell might yield this information: ``Woe to the evildoer whose hand
29 touches the axe, for even the haft slices the hand of the evil ones.
30 Only a true Child of Stone, lover and beloved of Moradin, may awaken the
31 true powers of the axe, and only with the sacred word Rudnogg on the
32 lips.''
1 \subsection{Leomund's Secret Chest}\label{leomunds-secret-chest}
2
3 \emph{4th---level conjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S, M (an exquisite chest, 3 feet by 2 feet by
13 2 feet, constructed from rare materials worth at least 5,000 gp, and a
14 Tiny replica made from the same materials worth at least 50 gp)
15 \item
16 \textbf{Duration:} Instantaneous
17 \end{itemize}
18
19 You hide a chest, and all its contents, on the Ethereal Plane. You must
20 touch the chest and the miniature replica that serves as a material
21 component for the spell. The chest can contain up to 12 cubic feet of
22 nonliving material (3 feet by 2 feet by 2 feet).
23
24 While the chest remains on the Ethereal Plane, you can use an action and
25 touch the replica to recall the chest. It appears in an unoccupied space
26 on the ground Within 5 feet of you. You can send the chest back to the
27 Ethereal Plane by using an action and touching both the chest and the
28 replica.
29
30 After 60 days, there is a cumulative 5 percent chance per day that the
31 spell's effect ends. This effect ends if you cast this spell again, if
32 the smaller replica chest is destroyed, or if you choose to end the
33 spell as an action. If the spell ends and the larger chest is on the
34 Ethereal Plane, it is irretrievably lost.
1 \subsection{Leomund's Tiny Hut}\label{leomunds-tiny-hut}
2
3 \emph{3rd-level evocation (ritual)}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 minute
9 \item
10 \textbf{Range:} Self (10---foot---radius hemisphere)
11 \item
12 \textbf{Components:} V, S, M (a small crystal bead)
13 \item
14 \textbf{Duration:} 8 hours
15 \end{itemize}
16
17 A 10---foot---radius immobile dome of force springs into existence
18 around and above you and remains stationary for the duration. The spell
19 ends if you leave its area.
20
21 Nine creatures of Medium size or smaller can fit inside the dome with
22 you. The spell fails if its area includes a larger creature or more than
23 nine creatures. Creatures and objects within the dome when you cast this
24 spell can move through it freely. All other creatures and objects are
25 barred from passing through it. Spells and other magical effects can't
26 extend through the dome or be cast through it. The atmosphere inside the
27 space is comfortable and dry, regardless of the weather outside.
28
29 Until the spell ends, you can command the interior to become dimly lit
30 or dark. The dome is opaque from the outside, of any color you choose,
31 but it is transparent from the inside.
1 \subsection{Lesser Restoration}\label{lesser-restoration}
2
3 \emph{2nd---level abjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 You touch a creature and can end either one disease or one condition
18 afflicting it. The condition can be blinded, deafened, paralyzed, or
19 poisoned.
1 \subsection{Levitate}\label{levitate}
2
3 \emph{2nd---level transmutation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V, S, M (either a small leather loop or a piece
13 of golden wire bent into a cup shape with a long shank on one end)
14 \item
15 \textbf{Duration:} Concentration, up to 10 minutes
16 \end{itemize}
17
18 One creature or object of your choice that you can see within range
19 rises vertically, up to 20 feet, and remains suspended there for the
20 duration. The spell can levitate a target that weighs up to 500 pounds.
21 An unwilling creature that succeeds on a Constitution saving throw is
22 unaffected.
23
24 The target can move only by pushing or pulling against a fixed object or
25 surface within reach (such as a wall or a ceiling), which allows it to
26 move as if it were climbing. You can change the target's altitude by up
27 to 20 feet in either direction on your turn. If you are the target, you
28 can move up or down as part of your move. Otherwise, you can use your
29 action to move the target, which must remain within the spell's range.
30
31 When the spell ends, the target floats gently to the ground if it is
32 still aloft.
1 \subsection{Light}\label{light}
2
3 \emph{Evocation cantrip}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, M (a firefly or phosphorescent moss)
13 \item
14 \textbf{Duration:} 1 hour
15 \end{itemize}
16
17 You touch one object that is no larger than 10 feet in any dimension.
18 Until the spell ends, the object sheds bright light in a 20-foot radius
19 and dim light for an additional 20 feet. The light can be colored as you
20 like. Completely covering the object with something opaque blocks the
21 light. The spell ends if you cast it again or dismiss it as an action.
22
23 If you target an object held or worn by a hostile creature, that
24 creature must succeed on a Dexterity saving throw to avoid the spell.
1 \subsection{Lightning Arrow}\label{lightning-arrow}
2
3 \emph{3rd---level transmutation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 bonus action
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 The next time you make a ranged weapon attack during the spell's
18 duration, the weapons ammunition, or the weapon itself if it's a thrown
19 weapon, transforms into a bolt of lightning. Make the attack roll as
20 normal. The target takes 4d8 lightning damage on a hit, or half as much
21 damage on a miss, instead of the weapon's normal damage.
22
23 Whether you hit or miss, each creature within 10 feet of the target must
24 make a Dexterity saving throw. Each of these creatures takes 2d8
25 lightning damage on a failed save, or half as much damage on a
26 successful one.
27
28 The piece of ammunition or weapon then returns to its normal form.
29
30 \textbf{At Higher Levels:} When you cast this spell using a spell slot
31 of 4th level or higher, the damage for both effects of the spell
32 increases by 1d8 for each slot level above 3rd.
1 \subsection{Lightning Bolt}\label{lightning-bolt}
2
3 \emph{3rd-level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self (lOO---foot line)
11 \item
12 \textbf{Components:} V, S, M (a bit of fur and a rod of amber,
13 crystal, or glass)
14 \item
15 \textbf{Duration:} Instantaneous
16 \end{itemize}
17
18 A stroke of lightning forming a line 100 feet long and 5 feet wide
19 blasts out from you in a direction you choose. Each creature in the line
20 must make a Dexterity saving throw. A creature takes 8d6 lightning
21 damage on a failed save, or half as much damage on a successful one.
22
23 The lightning ignites flammable objects in the area that aren't being
24 worn or carried.
25
26 \textbf{At Higher Levels:} When you cast this spell using a spell slot
27 of 4th level or higher, the damage increases by 1d6 for each slot level
28 above 3rd.
1 \subsection{Locate Animals or Plants}\label{locate-animals-or-plants}
2
3 \emph{2nd---level divination (ritual)}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V, S, M (a bit of fur from a bloodhound)
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 Describe or name a specific kind of beast or plant. Concentrating on the
18 voice of nature in your surroundings, you learn the direction and
19 distance to the Closest creature or plant of that kind within 5 miles,
20 if any are present.
1 \subsection{Locate Creature}\label{locate-creature}
2
3 \emph{4th-level divination}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V, S, M (a bit of fur from a bloodhound)
13 \item
14 \textbf{Duration:} Concentration, up to 1 hour
15 \end{itemize}
16
17 Describe or name a creature that is familiar to you. You sense the
18 direction to the creature's location, as long as that creature is within
19 1.000 feet of you. If the creature is moving, you know the direction of
20 its movement.
21
22 The spell can locate a specific creature known to you, or the nearest
23 creature of a specific kind (such as a human or a unicorn), so long as
24 you have seen such a creature up close\textasciitilde{}within 30
25 feet---at least once. If the creature you described or named is in a
26 different form, such as being under the effects of apolymorph spell,
27 this spell doesn't locate the creature.
28
29 This spell can't locate a creature if running water at least 10 feet
30 wide blocks a direct path between you and the creature.
1 \subsection{Locate Object}\label{locate-object}
2
3 \emph{2nd-level divination}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V, S, M (a forked twig)
13 \item
14 \textbf{Duration:} Concentration, up to 10 minutes
15 \end{itemize}
16
17 Describe or name an object that is familiar to you. You sense the
18 direction to the object's location, as long as that object is within
19 1,000 feet of you. If the object is in motion, you know the direction of
20 its movement.
21
22 The spell can locate a specific object known to you, as long as you have
23 seen it up close---within 30 feet\textasciitilde{}at least once.
24 Alternatively, the spell can locate the nearest object of a particular
25 kind, such as a certain kind of apparel, jewelry, furniture, tool, or
26 weapon.
27
28 This spell can't locate an object if any thickness of lead, even a thin
29 sheet, blocks a direct path between yo and the object.
1 \subsection{Longstrider}\label{longstrider}
2
3 \emph{1st---level transmutation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S, M (a pinch of dirt)
13 \item
14 \textbf{Duration:} 1 hour
15 \end{itemize}
16
17 You touch a creature. The target's speed increases by 10 feet until the
18 spell ends.
19
20 \textbf{At Higher Levels:} When you cast this spell using a spell slot
21 of 2nd level or higher, you can target one additional creature for each
22 slot level above 1st.
1 \subsection{Mage Armor}\label{mage-armor}
2
3 \emph{1st---level abjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S, M (a piece of cured leather)
13 \item
14 \textbf{Duration:} 8 hours
15 \end{itemize}
16
17 You touch a willing creature who isn't wearing armor, and a protective
18 magical force surrounds it until the spell ends. The target's base AC
19 becomes 13 + its Dexterity modifier. The spell ends if the target dons
20 armor or if you dismiss the spell as an action.
1 \subsection{Mage Hand}\label{mage-hand}
2
3 \emph{Conjuration cantrip}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 30 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} 1 minute
15 \end{itemize}
16
17 A spectral, floating hand appears at a point you choose within range.
18 The hand lasts for the duration or until you dismiss it as an action.
19 The hand vanishes if it is ever more than 30 feet away from you or if
20 you cast this spell again.
21
22 You can use your action to control the hand. You can use the hand to
23 manipulate an object, open an unlocked door or container, stow or
24 retrieve an item from an open container, or pour the contents out of a
25 Vial. You can move the hand up to 30 feet each time you use it.
26
27 The hand can't attack, activate magic items, or carry more than 10
28 pounds.
1 \subsection{Magic Circle}\label{magic-circle}
2
3 \emph{3rd-level abjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 minute
9 \item
10 \textbf{Range:} 10 feet
11 \item
12 \textbf{Components:} V, S, M (holy water or powdered silver and iron
13 worth at least 100 gp, which the spell consumes)
14 \item
15 \textbf{Duration:} 1 hour
16 \end{itemize}
17
18 You create a lO---foot---radius, 20---foot---tall cylinder of magical
19 energy centered on a point on the ground that you can see within range.
20 Glowing runes appear wherever the cylinder intersects with the floor or
21 other surface.
22
23 Choose one or more of the following types of creatures: celestials,
24 elementals, fey, fiends, or undead. The circle affects a creature of the
25 chosen type in the following ways:
26
27 \begin{itemize}
28 \tightlist
29 \item
30 The creature can't willingly enter the cylinder by nonmagical means.
31 If the creature tries to use teleportation or interplanar travel to do
32 so, it must first succeed on a Charisma saving throw.
33 \item
34 The creature has disadvantage on attack rolls against targets within
35 the cylinder.
36 \item
37 Targets within the cylinder can't be charmed, fright--- ened, or
38 possessed by the creature.
39 \end{itemize}
40
41 When you cast this spell, you can elect to cause its magic to operate in
42 the reverse direction, preventing a creature of the specified type from
43 leaving the cylinder and protecting targets outside it.
44
45 \textbf{At Higher Levels:} When you cast this spell using a spell slot
46 of 4th level or higher, the duration increases by 1 hour for each slot
47 level above 3rd.
1 \subsection{Magic Jar}\label{magic-jar}
2
3 \emph{6th-level necromancy}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 minute
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V, S, M (a gem, crystal. reliquary, or some other
13 ornamental container worth at least 500 gp)
14 \item
15 \textbf{Duration:} Until dispelled
16 \end{itemize}
17
18 Your body falls into a catatonic state as your soul leaves it and enters
19 the container you used for the spell's material component. While your
20 soul inhabits the container, you are aware of your surroundings as if
21 you were in the containers space. You can't move or use reactions. The
22 only action you can take is to project your soul up to 100 feet out of
23 the container, either returning to your living body (and ending the
24 spell) or attempting to possess a humanoids body.
25
26 You can attempt to possess any humanoid within 100 feet of you that you
27 can see (creatures warded by a protection from evil and good or magic
28 circle spell can't be possessed). The target must make a Charisma savin
29 throw. On a failure, your soul moves into the target's body, and the
30 target's soul becomes trapped in the container. On a success, the target
31 resists your efforts to possess it, and you can't attempt to possess it
32 again for 24 hours.
33
34 Once you possess a creature's body, you control it. Your game statistics
35 are replaced by the statistics of the creature, though you retain your
36 alignment and your Intelligence, Wisdom, and Charisma scores. You retain
37 the benefit of your own class features. If the target has any class
38 levels, you can't use any of its class features.
39
40 Meanwhile, the possessed creature's soul can perceive from the container
41 using its own senses, but it can't move or take actions at all.
42
43 While possessing a body, you can use your action to return from the host
44 body to the container if it is within 100 feet of you, returning the
45 host creature's soul to its body. If the host body dies while you're in
46 it, the creature dies, and you must make a Charisma saving throw against
47 your own spellcasting DC. On a success, you return to the container if
48 it is within 100 feet of you. Otherwise, you die.
49
50 If the container is destroyed or the spell ends, your soul immediately
51 returns to your body. If your body is more than 100 feet away from you
52 or if your body is dead when you attempt to return to it, you die. If
53 another creature's soul is in the container when it is destroyed, the
54 creature's soul returns to its body if the body is alive and within 100
55 feet. Otherwise, that creature dies.
56
57 When the spell ends, the container is destroyed.
1 \subsection{Magic Missile}\label{magic-missile}
2
3 1st---level evocation*
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 120 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 You create three glowing darts of magical force. Each dart hits a
18 creature of your choice that you can see within range. A dart deals 1d4
19 + 1 force damage to its target. The darts all strike simultaneously, and
20 you can direct them to hit one creature or several.
21
22 \textbf{At Higher Levels:} When you cast this spell using a spell slot
23 of 2nd level or higher, the spell creates one more dart for each slot
24 level above 1st.
1 \subsection{Magic Mouth}\label{magic-mouth}
2
3 \emph{2nd-level illusion (ritual)}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 minute
9 \item
10 \textbf{Range:} 30 feet
11 \item
12 \textbf{Components:} V, S, M (a small bit of honeycomb andjade dust
13 worth at least 10 gp, which the spell consumes)
14 \item
15 \textbf{Duration:} Until dispelled
16 \end{itemize}
17
18 You implant a message within an object in range, a message that is
19 uttered when a trigger condition is met. Choose an object that you can
20 see and that isn't being worn or carried by another creature. Then speak
21 the message, which must be 25 words or less, though it can be delivered
22 over as long as 10 minutes. Finally, determine the circumstance that
23 will trigger the spell to deliver your message.
24
25 When that circumstance occurs, a magical mouth appears on the object and
26 recites the message in your voice and at the same volume you spoke. If
27 the object you chose has a mouth or something that looks like a mouth
28 (for example, the mouth of a statue), the magical mouth appears there so
29 that the words appear to come from the object's mouth. When you cast
30 this spell, you can have the spell end after it delivers its message, or
31 it can remain and repeat its message whenever the trigger occurs.
32
33 The triggering circumstance can be as general or as detailed as you
34 like, though it must be based on Visual or audible conditions that occur
35 within 30 feet of the object. For example, you could instruct the mouth
36 to speak when any creature moves within 30 feet of the object or when a
37 silver bell rings within 30 feet of it.
1 \subsection{Magic Weapon}\label{magic-weapon}
2
3 \emph{2nd-level transmutation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 bonus action
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Concentration, up to 1 hour
15 \end{itemize}
16
17 You touch a nonmagical weapon. Until the spell ends, that weapon becomes
18 a magic weapon with a +1 bonus to attack rolls and damage rolls.
19
20 \textbf{At Higher Levels:} When you cast this spell using a spell slot
21 of 4th level or higher, the bonus increases to +2. When you use a spell
22 slot of 6th level or higher, the bonus increases to +3.
1 \subsection{Major Image}\label{major-image}
2
3 \emph{3rd---level illusion}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 120 feet
11 \item
12 \textbf{Components:} V, S, M (a bit of fleece)
13 \item
14 \textbf{Duration:} Concentration, up to 10 minutes
15 \end{itemize}
16
17 You create the image of an object, a creature, or some other visible
18 phenomenon that is no larger than a 20---foot cube. The image appears at
19 a spot that you can see within range and lasts for the duration. It
20 seems completely real, including sounds, smells, and temperature
21 appropriate to the thing depicted. You can`t create sufficient heat or
22 cold to cause damage. a sound loud enough to deal thunder damage or
23 deafen a creature, or a smell that might sicken a creature (like a
24 troglodyte's stench).
25
26 As long as you are within range of the illusion, you can use your action
27 to cause the image to move to any other spot within range. As the image
28 changes location, you can alter its appearance so that its movements
29 appear natural for the image. For example, if you create an image of a
30 creature and move it, you can alter the image so that it appears to be
31 walking. Similarly, you can cause the illusion to make different sounds
32 at different times, even making it carry on a conversation, for example.
33
34 Physical interaction with the image reveals it to be an illusion,
35 because things can pass through it. A creature that uses its action to
36 examine the image can determine that it is an illusion with a successful
37 Intelligence (Investigation) check against your spell save DC. If a
38 creature discerns the illusion for what it is, the creature can see
39 through the image, and its other sensory qualities become faint to the
40 creature.
41
42 \textbf{At Higher Levels:} When you cast this spell using a spell slot
43 of 6th level or higher, the spell lasts until dispelled, without
44 requiring your concentration.
1 \subsection{Mass Cure Wounds}\label{mass-cure-wounds}
2
3 \emph{5th-level conjuratz'on}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 A wave of healing energy washes out from a point of your choice within
18 range. Choose up to six creatures in a 30---foot-radius sphere centered
19 on that point. Each target regains hit points equal to 3d8 + your
20 spellcastin ability modifier. This spell has no effect on undead or
21 constructs.
22
23 \textbf{At Higher Levels:} When you cast this spell using a spell slot
24 of 6th level or higher, the healing increases by MB for each slot level
25 above 5th.
1 \subsection{Mass Heal}\label{mass-heal}
2
3 \emph{9th-level conjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 A flood of healing energy flows from you into injured creatures around
18 you. You restore up to 700 hit points, divided as you choose among any
19 number of creatures that you can see within range. Creatures healed by
20 this spell are also cured of all diseases and any effect making them
21 blinded or deafened. This spell has no effect on undead or constructs.
1 \subsection{Mass Healing Word}\label{mass-healing-word}
2
3 \emph{3rd---level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 bonus action
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 As you call out words of restoration, up to six creatures of your choice
18 that you can see within range regain hit points equal to ld4 + your
19 spellcasting ability modifier. This spell has no effect on undead or
20 constructs.
21
22 \textbf{At Higher Levels:} When you cast this spell using a spell slot
23 of 4th level or higher, the healing increases by ld4 for each slot level
24 above 3rd.
1 \subsection{Mass Suggestion}\label{mass-suggestion}
2
3 \emph{6th---level enchantment}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V, M (a snake's tongue and either a bit of
13 honeycomb or a drop of sweet oil)
14 \item
15 \textbf{Duration:} 24 hours
16 \end{itemize}
17
18 You suggest a course of activity (limited to a sentence or two) and
19 magically influence up to twelve creatures of your choice that you can
20 see within range and that can hear and understand you. Creatures that
21 can't be charmed are immune to this effect. The suggestion must be
22 worded in such a manner as to make the course of action sound
23 reasonable. Asking the creature to stab itself, throw itself onto a
24 spear, immolate itself, or do some other obviously harmful act
25 automatically negates the effect of the spell.
26
27 Each target must make a Wisdom saving throw. On a failed save, it
28 pursues the course of action you described to the best of its ability.
29 The suggested course of action can continue for the entire duration. If
30 the suggested activity can be completed in a shorter time, the spell
31 ends when the subject finishes what it was asked to do.
32
33 You can also specify conditions that will trigger a special activity
34 during the duration. For example, you might suggest that a group of
35 soldiers give all their money to the first beggar they meet. If the
36 condition isn't met before the spell ends, the activity isn`t performed.
37
38 If you or any of your companions damage a creature affected by this
39 spell, the spell ends for that creature.
40
41 \textbf{At Higher Levels:} When you cast this spell using a 7th---level
42 spell slot, the duration is 10 days. When you use an 8th---level spell
43 slot, the duration is 30 days. When you use a 9th-level spell slot, the
44 duration is a year and a day.
1 \subsection{Maze}\label{maze}
2
3 \emph{8th---level conjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Concentration, up to 10 minutes
15 \end{itemize}
16
17 You banish a creature that you can see within range int 3 labyrinthine
18 demiplane. The target remains there for the duration or until it escapes
19 the maze.
20
21 The target can use its action to attempt to escape. When it does so, it
22 makes a DC 20 Intelligence check. If it succeeds, it escapes, and the
23 spell ends (a minotaur or goristro demon automatically succeeds).
24
25 When the spell ends, the target reappears in the space it left or, if
26 that space is occupied. in the nearest unoccupied space.
1 \subsection{Meld Into Stone}\label{meld-into-stone}
2
3 \emph{3rd---level transmutation (ritual)}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} 8 hours
15 \end{itemize}
16
17 You step into a stone object or surface large enough to fully contain
18 your body, melding yourself and all the equipment you carry with the
19 stone for the duration. Using your movement, you step into the stone at
20 a point you can touch. Nothing of your presence remains visible or
21 otherwise detectable by nonmagical senses.
22
23 While merged with the stone, you can't see what occurs outside it, and
24 any Wisdom (Perception) checks you make to hear sounds outside it are
25 made with disadvantage. You remain aware of the passage of time and can
26 cast spells on yourself while merged in the stone. You can use your
27 movement to leave the stone where you entered it, which ends the spell.
28 You otherwise can't move.
29
30 Minor physical damage to the stone doesn't harm you, but its partial
31 destruction or a change in its shape (to the extent that you no longer
32 fit within it) expels you and deals 6d6 bludgeoning damage to you. The
33 stone's complete destruction (or transmutation into a different
34 substance) expels you and deals 50 bludgeoning damag to you. If
35 expelled, you fall prone in an unoccupied space closest to where you
36 first entered.
1 \subsection{Melf's Acid Arrow}\label{melfs-acid-arrow}
2
3 \emph{2nd-level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 90 feet
11 \item
12 \textbf{Components:} V, S, M (powdered rhubarb leaf and an adder's
13 stomach)
14 \item
15 \textbf{Duration:} Instantaneous
16 \end{itemize}
17
18 A shimmering green arrow streaks toward a target within range and bursts
19 in a spray of acid. Make a ranged spell attack against the target. On a
20 hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at
21 the end of its next turn. On a miss, the arrow splashes the target with
22 acid for half as much of the initial damage and no damage at the end of
23 its next turn.
24
25 \textbf{At Higher Levels:} When you cast this spell using a spell slot
26 of 3rd level or higher, the damage (both initial and later) increases by
27 1d4 for each slot level above 2nd.
1 \subsection{Mending}\label{mending}
2
3 \emph{Transmutation cantrip}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 minute
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V. S. M (two lodestones)
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 This spell repairs a single break or tear in an object you touch. such
18 as a broken chain link. two halves of a broken key. a torn cloak. or a
19 leaking wineskin. As long as the break or tear is no larger than 1 foot
20 in any dimension, you mend it. leaving no trace of the former damage.
21
22 This spell can physically repair a magic item or construct, but the
23 spell can`t restore magic to such an object.
1 \subsection{Message}\label{message}
2
3 \emph{Transmutation cantrip}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 120 feet
11 \item
12 \textbf{Components:} V. S. M (a short piece of copper wire)
13 \item
14 \textbf{Duration:} 1 round
15 \end{itemize}
16
17 You point your finger toward a creature within range and whisper a
18 message. The target (and only the target) hears the message and can
19 reply in a whisper that only you can hear.
20
21 You can cast this spell through solid objects if you are familiar with
22 the target and know it is beyond the barrier. Magical silence. 1 foot of
23 stone, 1 inch of common metal. a thin sheet of lead. or 3 feet of wood
24 blocks the spell. The spell doesn't have to follow a straight line and
25 can travel freely around corners or through openings.
1 \subsection{Meteor Swarm}\label{meteor-swarm}
2
3 \emph{9th---level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 1 mile
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 Blazing orbs of fire plummet to the ground at four different points you
18 can see Within range. Each creature in a 40---foot---radius sphere
19 centered on each point you choose must make a Dexterity saving throw.
20 The sphere spreads around corners. A creature takes 20d6 fire damage and
21 20d6 bludgeoning damage on a failed save. or half as much damage on a
22 successful one. A creature in the area of more than one fiery burst is
23 affected only once.
24
25 The spell damages objects in the area and ignites flammable objects that
26 aren't being worn or carried.
1 \subsection{Mind Blank}\label{mind-blank}
2
3 \emph{8th\textasciitilde{}level abjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} 24 hours
15 \end{itemize}
16
17 Until the spell ends, one willing creature you touch is immune to
18 psychic damage. any effect that would sense its emotions or read its
19 thoughts, divination spells, and the charmed condition. The spell even
20 foils Wish spells and spells or effects of similar power used to affect
21 the target's mind or to gain information about the target.
1 \subsection{Minor Illusion}\label{minor-illusion}
2
3 \emph{111usz'on cantrip}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 30 feet
11 \item
12 \textbf{Components:} S, M (a bit of fleece)
13 \item
14 \textbf{Duration:} 1 minute
15 \end{itemize}
16
17 You create a sound or an image of an object within range that lasts for
18 the duration. The illusion also ends i you dismiss it as an action or
19 cast this spell again.
20
21 If you create a sound, its volume can range from a whisper to a scream.
22 It can be your voice, someone else's voice, a lion's roar, a beating of
23 drums, or any other sound you choose. The sound continues unabated
24 throughout the duration, or you can make discrete sounds at different
25 times before the spell ends.
26
27 If you create an image of an object---such as a chair, muddy footprints,
28 or a small chest---it must be no larger than a 5-foot cube. The image
29 can't create sound, light, smell, or any other sensory effect. Physical
30 interaction with the image reveals it to be an illusion, because things
31 can pass through it.
32
33 If a creature uses its action to examine the sound or image, the
34 creature can determine that it is an illusion with a successful
35 Intelligence (Investigation) check against your spell save DC. If a
36 creature discerns the illusion for what it is, the illusion becomes
37 faint to the creature.
1 \subsection{Mirage Arcane}\label{mirage-arcane}
2
3 \emph{7th-level illusion}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 10 minutes
9 \item
10 \textbf{Range:} Sight
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} 10 days
15 \end{itemize}
16
17 You make terrain in an area up to 1 mile square look, sound, smell, and
18 even feel like some other sort of terrain. The terrain's general shape
19 remains the same, however. Open fields or a road could be made to
20 resemble a swamp, hill, crevasse, or some other difficult or impassable
21 terrain. A pond can be made to seem like a grassy meadow, a precipice
22 like a gentle slope, or a rock---strewn gully like a wide and smooth
23 road.
24
25 Similarly, you can alter the appearance of structures, or add them where
26 none are present. The spell doesn't disguise, conceal, or add creatures.
27
28 The illusion includes audible, visual, tactile, and olfactory elements,
29 so it can turn clear ground into difficult terrain (or Vice versa) or
30 otherwise impede movement through the area. Any piece of the illusory
31 terrain (such as a rock or stick) that is removed from the spell's area
32 disappears immediately.
33
34 Creatures with truesight can see through the illusion to the terrain's
35 true form; however, all other elements of the illusion remain, so while
36 the creature is aware of the illusion's presence, the creature can still
37 physically interact with the illusion.
1 \subsection{Mirror Image}\label{mirror-image}
2
3 \emph{2nd---level illusion}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} 1 minute
15 \end{itemize}
16
17 Three illusory duplicates of yourself appear in your space. Until the
18 spell ends, the duplicates move with you and mimic your actions,
19 shifting position so it's impossible to track which image is real. You
20 can use your action to dismiss the illusory duplicates.
21
22 Each time a creature targets you with an attack during the spell's
23 duration, roll a d20 to determine whether the attack instead targets one
24 of your duplicates.
25
26 If you have three duplicates, you must roll a 6 or higher to change the
27 attacks target to a duplicate. With two duplicates, you must roll an 8
28 or higher. With one duplicate, you must roll an 11 or higher.
29
30 A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits
31 a duplicate, the duplicate is destroyed. A duplicate can be destroyed
32 only by an attack that hits it. It ignores all other damage and effects.
33 The spell ends when all three duplicates are destroyed.
34
35 A creature is unaffected by this spell if it can't see, if it relies on
36 senses other than sight, such as blindsight, or if it can perceive
37 illusions as false, as with truesight.
1 \subsection{Mislead}\label{mislead}
2
3 \emph{5th-level illusion}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} S
13 \item
14 \textbf{Duration:} Concentration, up to 1 hour
15 \end{itemize}
16
17 You become invisible at the same time that an illusory double of you
18 appears where you are standing. The double lasts for the duration, but
19 the invisibility ends if you attack or cast a spell.
20
21 You can use your action to move your illusory double up to twice your
22 speed and make it gesture, speak, and behave in whatever way you choose.
23
24 You can see through its eyes and hear through its ears as if you were
25 located where it is. On each of your turns as a bonus action, you can
26 switch from using its senses to using your own, or back again. While you
27 are using its senses, you are blinded and deafened in regard to your own
28 surroundings.
1 \subsection{Misty Step}\label{misty-step}
2
3 \emph{2nd---level conjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 bonus action
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 Briefly surrounded by silvery mist, you teleport up to 30 feet to an
18 unoccupied space that you can see.
1 \subsection{Modify Memory}\label{modify-memory}
2
3 \emph{5th---level enchantment}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 30 feet
11 \item
12 \textbf{Components:} V, 8
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 You attempt to reshape another creature's memories. One creature that
18 you can see must make a Wisdom saving throw. If you are fighting the
19 creature, it has advantage on the saving throw. On a failed save, the
20 target becomes charmed by you for the duration. The charmed target is
21 incapacitated and unaware of its surroundings, though it can still hear
22 you. If it takes any damage or is targeted by another spell. this spell
23 ends, and none of the target's memories are modified.
24
25 While this charm lasts, you can affect the target's memory of an event
26 that it experienced within the last 24 hours and that lasted no more
27 than 10 minutes. You can permanently eliminate all memory of the event,
28 allow the target to recall the event with perfect clarity and exacting
29 detail, change its memory of the details of the event, or create a
30 memory of some other event.
31
32 You must speak to the target to describe how its memories are affected,
33 and it must be able to understand your language for the modified
34 memories to take root. Its mind fills in any gaps in the details of your
35 description. If the spell ends before you have finished describing the
36 modified memories, the creature's memory isn't altered. Otherwise, the
37 modified memorie take hold when the spell ends.
38
39 A modified memory doesn't necessarily affect how a creature behaves,
40 particularly if the memory contradicts the creature's natural
41 inclinations, alignment, or beliefs. An illogical modified memory, such
42 as implanting a memory of how much the creature enjoyed dousing itself
43 in acid, is dismissed, perhaps as a bad dream. The DM might deem a
44 modified memory too nonsensical to affect a creature in a significant
45 manner.
46
47 A remove curse or greater restoration spell cast on the target restores
48 the creature's true memory.
49
50 \textbf{At Higher Levels:} If you cast this spell using a spell slot of
51 6th level or higher, you can alter the target's memories of an event
52 that took place up to 7 days ago (6th level), 30 days ago (7th level), 1
53 year ago (8th level), or any time in the creature's past (9th level).
1 \subsection{Moonbeam}\label{moonbeam}
2
3 \emph{2nd---level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 120 feet
11 \item
12 \textbf{Components:} V, S, M (several seeds of any moonseed plant and
13 a piece of opalescent feldspar)
14 \item
15 \textbf{Duration:} Concentration, up to 1 minute
16 \end{itemize}
17
18 A silvery beam of pale light shines down in a 5---foot--- radius,
19 40---foot-high cylinder centered on a point within range. Until the
20 spell ends, dim light fills the cylinder. When a creature enters the
21 spell's area for the first time on a turn or starts its turn there, it
22 is engulfed in ghostly flames that cause searing pain, and it must make
23 a Constitution saving throw. It takes 2d10 radiant damage on a failed
24 save, or half as much damage on a successful one.
25
26 A shapechanger makes its saving throw with disadvantage. If it fails, it
27 also instantly reverts to its original form and can't assume a different
28 form until it leaves the spell's light.
29
30 On each of your turns after you cast this spell, you can use an action
31 to move the beam 60 feet in any direction.
32
33 \textbf{At Higher Levels:} When you cast this spell using a spell slot
34 of 3rd level or higher, the damage increases by lle for each slot level
35 above 2nd.
1 \subsection{Mordenkainen's Faithful
2 Hound}\label{mordenkainens-faithful-hound}
3
4 \emph{4th---level conjuration}
5
6 \begin{itemize}
7 \tightlist
8 \item
9 \textbf{Casting Time:} 1 action
10 \item
11 \textbf{Range:} 30 feet
12 \item
13 \textbf{Components:} V, S, M (a tiny silver whistle, a piece of bone,
14 and a thread)
15 \item
16 \textbf{Duration:} 8 hours
17 \end{itemize}
18
19 You conjure a phantom watchdog in an unoccupied space that you can see
20 within range, where it remains for the duration. until you dismiss it as
21 an action, or until you move more than 100 feet away from it.
22
23 The hound is invisible to all creatures except you and can't be harmed.
24 When a Small or larger creature comes within 30 feet of it without first
25 speaking the password that you specify when you cast this spell, the
26 hound starts barking loudly. The hound sees invisible creatures and can
27 see into the Ethereal Plane. It ignores illusions.
28
29 At the start of each of your turns, the hound attempts to bite one
30 creature within 5 feet of it that is hostile to you. The hound's attack
31 bonus is equal to your spellcasting ability modifier + your proficiency
32 bonus. On a hit, it deals 4d8 piercing damage.
1 \subsection{Mordenkainen's Magnificent
2 Mansion}\label{mordenkainens-magnificent-mansion}
3
4 \emph{7th-level conjuration}
5
6 \begin{itemize}
7 \tightlist
8 \item
9 \textbf{Casting Time:} 1 minute
10 \item
11 \textbf{Range:} 300 feet
12 \item
13 \textbf{Components:} V, S, M (a miniature portal carved from ivory, a
14 small piece of polished marble, and a tiny silver spoon, each item
15 worth at least 5 gp)
16 \item
17 \textbf{Duration:} 24 hours
18 \end{itemize}
19
20 You conjure an eXtradimensional dwelling in range that lasts for the
21 duration. You choose where its one entrance is located. The entrance
22 shimmers faintly and is 5 feet wide and 10 feet tall. You and any
23 creature you designate when you cast the spell can enter the
24 extradimensional dwelling as long as the portal remains open. You can
25 open or close the portal if you are within 30 feet of it. While closed,
26 the portal is invisible. Beyond the portal is a magnificent foyer with
27 numerous chambers beyond. The atmosphere is clean, fresh, and warm.
28
29 You can create any floor plan you like, but the space can't exceed 50
30 cubes, each cube being 10 feet on each side. The place is furnished and
31 decorated as you choose. It contains sufficient food to serve a nine---
32 course banquet for up to 100 people. A staff of 100 near-transparent
33 servants attends all who enter. You decide the visual appearance of
34 these servants and their attire. They are completely obedient to your
35 orders. Each servant can perform any task a normal human servant could
36 perform, but they can't attack or take any action that would directly
37 harm another creature. Thus the servants can fetch things, clean, mend,
38 fold clothes, light fires, serve food, pour wine, and so on. The
39 servants can go anywhere in the mansion but can't leave it. Furnishings
40 and other objects created by this spell dissipate into smoke if removed
41 from the mansion. When the spell ends, any creatures inside the
42 extradimensional space are expelled into the open spaces nearest to the
43 entrance.
1 \subsection{Mordenkainen's Private
2 Sanctum}\label{mordenkainens-private-sanctum}
3
4 \emph{4th---level abjuration}
5
6 \begin{itemize}
7 \tightlist
8 \item
9 \textbf{Casting Time:} 10 minutes
10 \item
11 \textbf{Range:} 120 feet
12 \item
13 \textbf{Components:} V. S, M (a thin sheet of lead, a piece of opaque
14 glass, a wad of cotton or cloth, and powdered chrysolite)
15 \item
16 \textbf{Duration:} 24 hours
17 \end{itemize}
18
19 You make an area within range magically secure. The area is a cube that
20 can be as small as 5 feet to as large as 100 feet on each side. The
21 spell lasts for the duration or until you use an action to dismiss it.
22
23 When you cast the spell, you decide what sort of security the spell
24 provides, choosing any or all of the following properties:
25
26 \begin{itemize}
27 \tightlist
28 \item
29 Sound can't pass through the barrier at the edge of the warded area.
30 \item
31 The barrier of the warded area appears dark and foggy, preventing
32 vision (including darkvision) through it.
33 \item
34 Sensors created by divination spells can't appear inside the protected
35 area or pass through the barrier at its perimeter.
36 \item
37 Creatures in the area can't be targeted by divination spells.
38 \item
39 Nothing can teleport into or out of the warded area.
40 \item
41 Planar travel is blocked within the warded area.
42 \end{itemize}
43
44 Casting this spell on the same spot every day for a year makes this
45 effect permanent.
46
47 \textbf{At Higher Levels:} When you cast this spell using a spell slot
48 of 5th level or higher, you can increase the size of the cube by 100
49 feet for each slot level beyond 4th. Thus you could protect a cube that
50 can be up to 200 feet on one side by using a spell slot of 5th level.
1 \subsection{Mordenkainen's Sword}\label{mordenkainens-sword}
2
3 \emph{7th-level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V. S. M (a miniature platinum sword with a grip
13 and pommel of copper and zinc, worth 250 gp)
14 \item
15 \textbf{Duration:} Concentration, up to 1 minute
16 \end{itemize}
17
18 You create a sword-shaped plane of force that hovers within range. It
19 lasts for the duration.
20
21 When the sword appears, you make a melee spell attack against a target
22 of your choice Within 5 feet of the sword. On a hit. the target takes
23 3le force damage.
24
25 Until the spell ends, you can use a bonus action on each of your turns
26 to move the sword up to 20 feet to a spot you can see and repeat this
27 attack against the same target or a different one.
1 \subsection{Move Earth}\label{move-earth}
2
3 \emph{6th---level transmutation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 120 feet
11 \item
12 \textbf{Components:} V, S, M (an iron blade and a small bag containing
13 a mixture of soils---clay, loam, and sand)
14 \item
15 \textbf{Duration:} Concentration, up to 2 hours
16 \end{itemize}
17
18 Choose an area of terrain no larger than 40 feet on a side within range.
19 You can reshape dirt, sand, or clay in the area in any manner you Choose
20 for the duration. You can raise or lower the area's elevation, create or
21 fill in a trench, erect or flatten a wall, or form a pillar. The extent
22 of any such changes can't exceed half the area's largest dimension. So,
23 if you affect a 40---foot square, you can create a pillar up to 20 feet
24 high, raise or lower the square's elevation by up to 20 feet, dig a
25 trench up to 20 feet deep, and so on. It takes 10 minutes for these
26 changes to complete.
27
28 At the end of every 10 minutes you spend concentrating on the spell, you
29 can choose a new area 0 terrain to affect.
30
31 Because the terrain's transformation occurs slowly, creatures in the
32 area can't usually be trapped or injure by the grounds movement.
33
34 This spell can't manipulate natural stone or stone construction. Rocks
35 and structures shift to accommodate the new terrain. If the way you
36 shape the terrain would make a structure unstable, it might collapse.
37
38 Similarly, this spell doesn't directly affect plant growth. The moved
39 earth carries any plants along with it
1 \subsection{Nondetection}\label{nondetection}
2
3 \emph{3rd-level abjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S, M (a pinch of diamond dust worth 25 gp
13 sprinkled over the target, which the spell consumes)
14 \item
15 \textbf{Duration:} 8 hours
16 \end{itemize}
17
18 For the duration, you hide a target that you touch from divination
19 magic. The target can be a willing creature or a place or an object no
20 larger than 10 feet in any dimension. The target can't be targeted by
21 any divination magic or perceived through magical scrying sensors.
1 \subsection{Nystul's Magic Aura}\label{nystuls-magic-aura}
2
3 \emph{2nd---level illusion}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S, M (a small square of silk)
13 \item
14 \textbf{Duration:} 24 hours
15 \end{itemize}
16
17 You place an illusion on a creature or an object you touch so that
18 divination spells reveal false information about it. The target can be a
19 willing creature or an object that isn't being carried or worn by
20 another creature.
21
22 When you cast the spell, choose one or both of the following effects.
23 The effect lasts for the duration. If you cast this spell on the same
24 creature or object every day for 30 days, placing the same effect on it
25 each time, the illusion lasts until it is dispelled.
26
27 \textbf{False Aura.} You change the way the target appears to spells and
28 magical effects, such as detectmagic, that detect magical auras. You can
29 make a nonmagical object appear magical, a magical object appear
30 nonmagical, or change the object's magical aura so that it appears to
31 belong to a specific school of magic that you choose. When you use this
32 effect on an object, you can make the false magic apparent to any
33 creature that handles the item.
34
35 \textbf{Mask.} You change the way the target appears to spells and
36 magical effects that detect creature types, such as a paladin's Divine
37 Sense or the trigger of a symbol spell. You choose a creature type and
38 other spells and magical effects treat the target as if it were a
39 creature of that type or of that alignment.
1 \subsection{Otiluke's Freezing Sphere}\label{otilukes-freezing-sphere}
2
3 \emph{6th-level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 300 feet
11 \item
12 \textbf{Components:} V, S, M (a small crystal sphere)
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 A frigid globe of cold energy streaks from your fingertips to a point of
18 your choice within range, where it explodes in a 60-foot---radius
19 sphere. Each creature within the area must make a Constitution saving
20 throw. On a failed save, a creature takes 10d6 cold damage. On a
21 successful save, it takes half as much damage.
22
23 If the globe strikes a body of water or a liquid that is principally
24 water (not including water---based creatures), it freezes the liquid to
25 a depth of 6 inches over an area 30 feet square. This ice lasts for 1
26 minute. Creatures that were swimming on the surface of frozen water are
27 trapped in the ice. A trapped creature can use an action to make a
28 Strength check against your spell save DC to break free.
29
30 You can refrain from firing the globe after completing the spell. if you
31 wish. A small globe about the size of a sling stone, cool to the touch,
32 appears in your hand. At any time, you or a creature you give the globe
33 to can throw the globe (to a range of 40 feet) or hurl it with a sling
34 (to the sling's normal range). It shatters on impact, with the same
35 effect as the normal casting of the spell. You can also set the globe
36 down without shattering it. After 1 minute, if the globe hasn't already
37 shattered, it explodes.
38
39 \textbf{At Higher Levels:} When you cast this spell using a spell slot
40 of 7th level or higher, the damage increases by 1d6 for each slot level
41 above 6th.
1 \subsection{Otiluke's Resilient Sphere}\label{otilukes-resilient-sphere}
2
3 \emph{4th-level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 30 feet
11 \item
12 \textbf{Components:} V, S, M (a hemispherical piece of clear crystal
13 and a matching hemiSpherical piece of gum arabic)
14 \item
15 \textbf{Duration:} Concentration, up to 1 minute
16 \end{itemize}
17
18 A sphere of shimmering force encloses a creature or object of Large size
19 or smaller within range. An unwilling creature must make a Dexterity
20 saving throw. On a failed save. the creature is enclosed for the
21 duration.
22
23 Nothing---not physical objects. energy, or other spell effects---can
24 pass through the barrier, in or out, though a creature in the sphere can
25 breathe there. The sphere is immune to all damage, and a creature or
26 object inside can't be damaged by attacks or effects originating from
27 outside, nor can a creature inside the sphere damage anything outside
28 it.
29
30 The sphere is weightless and just large enough to contain the creature
31 or object inside. An enclosed creature can use its action to push
32 against the sphere's walls and thus roll the sphere at up to half the
33 creature' speed. Similarly, the globe can be picked up and moved by
34 other creatures.
35
36 A disintegrate spell targeting the globe destroys it without harming
37 anything inside it.
1 \subsection{Otto's Irresistible Dance}\label{ottos-irresistible-dance}
2
3 \emph{6th-level enchantment}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 30 feet
11 \item
12 \textbf{Components:} V
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 Choose one creature that you can see within range. The target begins a
18 comic dance in place: shuffling, tapping its feet, and capering for the
19 duration. Creatures that can't be charmed are immune to this spell.
20
21 A dancing creature must use all its movement to dance without leaving
22 its space and has disadvantage on Dexterity saving throws and attack
23 rolls. While the target is affected by this spell, other creatures have
24 advantage on attack rolls against it. As an action, a dancing creature
25 makes a Wisdom saving throw to regain control of itself. On a successful
26 save, the spell ends.
1 \subsection{Pass Without Trace}\label{pass-without-trace}
2
3 \emph{2nd---level abjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V, S, M (ashes from a burned leaf of mistletoe
13 and a sprig of spruce)
14 \item
15 \textbf{Duration:} Concentration, up to 1 hour
16 \end{itemize}
17
18 A veil of shadows and silence radiates from you, masking you and your
19 companions from detection. For the duration, each creature you choose
20 within 30 feet of you (including you) has a +10 bonus to Dexterity
21 (Stealth) checks and can't be tracked except by magical means. A
22 creature that receives this bonus leaves behind no tracks or other
23 traces of its passage.
1 \subsection{Passwall}\label{passwall}
2
3 \emph{5th-level transmutation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 30 feet
11 \item
12 \textbf{Components:} V, S, M (a pinch of sesame seeds)
13 \item
14 \textbf{Duration:} 1 hour
15 \end{itemize}
16
17 A passage appears at a point of your choice that you can see on a
18 wooden, plaster, or stone surface (such as a wall, a ceiling, or a
19 floor) Within range, and lasts for the duration. You choose the openings
20 dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The
21 passage creates no instability in a structure surrounding it. When the
22 opening disappears, any creatures or objects still in the passage
23 created by the spell are safely ejected to an unoccupied space nearest
24 to the surface on which you cast the spell.
1 \subsection{Phantasmal Force}\label{phantasmal-force}
2
3 \emph{2nd---level illusion}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V, S, M (a bit of fleece)
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 You craft an illusion that takes root in the mind ofa creature that you
18 can see within range. The target must make an Intelligence saving throw.
19 On a failed save, you create a phantasmal object, creature, or other
20 visible phenomenon of your choice that is no larger than a 10---foot
21 cube and that is perceivable only to the target for the duration. This
22 spell has no effect on undead or constructs.
23
24 The phantasm includes sound. temperature, and other stimuli, also
25 evident only to the creature.
26
27 The target can use its action to examine the phantasm with an
28 Intelligence (Investigation) check against your spell save DC. If the
29 check succeeds, the target realizes that the phantasm is an illusion,
30 and the spell ends.
31
32 While a target is affected by the spell, the target treats the phantasm
33 as if it were real. The target rationalizes any illogical outcomes from
34 interacting with the phantasm. For example, a target attempting to walk
35 across a phantasmal bridge that spans a chasm falls once it steps onto
36 the bridge. If the target survives the fall, it still believes that the
37 bridge exists and comes up with some other explanation for its fall---it
38 was pushed, it slipped, or a strong wind might have knocked it off.
39
40 An affected target is so convinced of the phantasm's reality that it can
41 even take damage from the illusion. A phantasm created to appear as a
42 creature can attack the target. Similarly, a phantasm created to appear
43 as fire, a pool of acid, or lava can burn the target. Each round on your
44 turn, the phantasm can deal 1d6 psychic damage to the target if it is in
45 the phantasm's area or within 5 feet of the phantasm, provided that the
46 illusion is of a creature or hazard that could logically deal damage,
47 such as by attacking. The target perceives the damage as a type
48 appropriate to the illusion.
1 \subsection{Phantasmal Killer}\label{phantasmal-killer}
2
3 \emph{4th---level illusion}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 120 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 You tap into the nightmares of a creature you can see within range and
18 create an illusory manifestation of its deepest fears, visible only to
19 that creature. The target must make a Wisdom saving throw. On a failed
20 save, the target becomes frightened for the duration. At the start of
21 each of the target's turns before the spell ends, the target must
22 succeed on a Wisdom saving throw or take 4le psychic damage. On a
23 successful save, the spell ends.
24
25 \textbf{At Higher Levels:} When you cast this spell using a spell slot
26 of 5th level or higher, the damage increases by lle for each slot level
27 above 4th.
1 \subsection{Phantom Steed}\label{phantom-steed}
2
3 \emph{3rd---level illusion (ritual)}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 minute
9 \item
10 \textbf{Range:} 30 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} 1 hour
15 \end{itemize}
16
17 A Large quasi-real, horselike creature appears on the ground in an
18 unoccupied space of your choice within range. You decide the creature's
19 appearance, but it is equipped with a saddle, bit, and bridle. Any of
20 the equipment created by the spell vanishes in a puff of smoke if it is
21 carried more than 10 feet away from the steed.
22
23 For the duration, you or a creature you choose can ride the steed. The
24 creature uses the statistics for a riding horse, except it has a speed
25 of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast
26 pace. When the spell ends, the steed gradually fades, giving the rider 1
27 minute to dismount. The spell ends if you use an action to dismiss it or
28 if the steed takes any damage.
1 \subsection{Planar Ally}\label{planar-ally}
2
3 \emph{6th-level conjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 10 minutes
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 You beseech an otherworldly entity for aid. The being must be known to
18 you: a god, a primordial, a demon prince, or some other being of cosmic
19 power. That entit sends a celestial, an elemental, or a fiend loyal to
20 it to aid you, making the creature appear in an unoccupied space within
21 range. If you know a specific creature's name, you can speak that name
22 when you cast this spell to request that creature, though you might get
23 a different creature anyway (DM's choice).
24
25 When the creature appears, it is under no compulsion to behave in any
26 particular way. You can ask the creature to perform a service in
27 exchange for payment, but it isn't obliged to do so. The requested task
28 could range from simple (fly us across the chasm, or help us fight a
29 battle) to complex (spy on our enemies, or protect us during our foray
30 into the dungeon). You must be able to communicate with the creature to
31 bargain for its services.
32
33 Payment can take a variety of forms. A celestial might require a sizable
34 donation of gold or magic items to an allied temple, while a fiend might
35 demand a living sacrifice or a gift of treasure. Some creatures might
36 exchange their service for a quest undertaken by you.
37
38 As a rule of thumb, a task that can be measured in minutes requires a
39 payment worth 100 gp per minute. A task measured in hours requires 1,000
40 gp per hour. And a task measured in days (up to 10 days) requires 10,000
41 gp per day. The DM can adjust these payments based on the circumstances
42 under which you cast the spell. If the task is aligned with the
43 creature's ethos, the payment might be halved or even waived.
44 Nonhazardous tasks typically require only half the suggested payment,
45 while especially dangerous tasks might require a greater gift. Creatures
46 rarely accept tasks that seem suicidal.
47
48 After the creature completes the task, or when the agreed---upon
49 duration of service expires, the creature returns to its home plane
50 after reporting back to you, if appropriate to the task and if possible.
51 If you are unable to agree on a price for the creature's service, the
52 creature immediately returns to its home plane.
53
54 A creature enlisted to join your group counts as a member of it,
55 receiving a full share of experience points awarded.
1 \subsection{Planar Binding}\label{planar-binding}
2
3 \emph{5th---level abjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 hour
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V, S, M (a jewel worth at least 1,000 gp, which
13 the spell consumes)
14 \item
15 \textbf{Duration:} 24 hours
16 \end{itemize}
17
18 With this spell, you attempt to bind a celestial, an elemental, a fey,
19 or a fiend to your service. The creature must be within range for the
20 entire casting of the spell. (Typically, the creature is first summoned
21 into the center of an inverted magic circle in order to keep it trapped
22 while this spell is cast.) At the completion of the casting, the target
23 must make a Charisma saving throw. On a failed save, it is bound to
24 serve you for the duration. If the creature was summoned or created by
25 another spell, that spell's duration is extended to match the duration
26 of this spell.
27
28 A bound creature must follow your instructions to the best of its
29 ability. You might command the creature to accompany you on an
30 adventure, to guard a location, or to deliver a message. The creature
31 obeys the letter of your instructions, but if the creature is hostile to
32 you, it strives to twist your words to achieve its own objectives. If
33 the creature carries out your instructions completely before the spell
34 ends, it travels to you to report this fact if you are on the same plane
35 of existence. If you are on a different plane of existence, it returns
36 to the place Where you bound it and remains there until the spell ends.
37
38 \textbf{At Higher Levels:} When you cast this spell using a spell slot
39 of a higher level, the duration increases to 10 days with a 6th---level
40 slot, to 30 days with a 7th---level slot, to 180 days with an 8th-level
41 slot, and to a year and a day with a 9th-level spell slot.
1 \subsection{Plane Shift}\label{plane-shift}
2
3 \emph{7th-level conjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S, M (a forked, metal rod worth at least 250
13 gp, attuned to a particular plane of existence)
14 \item
15 \textbf{Duration:} Instantaneous
16 \end{itemize}
17
18 You and up to eight willing creatures who link hands in a circle are
19 transported to a different plane of existence. You can specify a target
20 destination in general terms, such as the City of Brass on the Elemental
21 Plane of Fire or the palace of Dispater on the second level of the Nine
22 Hells, and you appear in or near that destination. If you are trying to
23 reach the City of Brass, for example, you might arrive in its Street of
24 Steel, before its Gate of Ashes, or looking at the city from across the
25 Sea of Fire, at the DM's discretion.
26
27 Alternatively, if you know the sigil sequence of a teleportation circle
28 on another plane of existence, this spell can take you to that circle.
29 If the teleportation circle is too small to hold all the creatures you
30 transported, they appear in the closest unoccupied spaces next to the
31 circle.
32
33 You can use this spell to banish an unwilling creature to another plane.
34 Choose a creature within your reach and make a melee spell attack
35 against it. On a hit, the creature must make a Charisma saving throw. If
36 the creature fails this save, it is transported to a random location on
37 the plane of existence you specify. A creatur so transported must find
38 its own way back to your current plane of existence.
1 \subsection{Plant Growth}\label{plant-growth}
2
3 \emph{3rd---level transmutation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action or 8 hours
9 \item
10 \textbf{Range:} 150 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 This spell channels Vitality into plants within a specific area. There
18 are two possible uses for the spell, granting either immediate or
19 long-term benefits.
20
21 If you cast this spell using 1 action, choose a point within range. All
22 normal plants in a 100-foot radius centered on that point become thick
23 and overgrown. A creature moving through the area must spend 4 feet of
24 movement for every 1 foot it moves.
25
26 You can exclude one or more areas of any size within the spell's area
27 from being affected.
28
29 If you cast this spell over 8 hours, you enrich the land. All plants in
30 a half---mile radius centered on a point within range become enriched
31 for 1 year. The plants yield twice the normal amount of food when
32 harvested.
1 \subsection{Poison Spray}\label{poison-spray}
2
3 \emph{Conjuration cantrip}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 10 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 You extend your hand toward a creature you can see within range and
18 project a puff of noxious gas from your palm. The creature must succeed
19 on a Constitution saving throw or take 1d12 poison damage.
20
21 This spell's damage increases by 1d12 when you reach 5th level (2d12),
22 11th level (3d12), and 17th level (4d12).
1 \subsection{Polymorph}\label{polymorph}
2
3 \emph{4th-level transmutation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V, S, M (a caterpillar cocoon)
13 \item
14 \textbf{Duration:} Concentration, up to 1 hour
15 \end{itemize}
16
17 This spell transforms a creature that you can see within range into a
18 new form. An unwilling creature must make a Wisdom saving throw to avoid
19 the effect. A shapechanger automatically succeeds on this saving throw.
20
21 The transformation lasts for the duration, or until the target drops to
22 0 hit points or dies. The new form can be any beast whose challenge
23 rating is equal to or less than the target's (or the target's level, if
24 it doesn't have a challenge rating). The target's game statistics,
25 including mental ability scores, are replaced by the statistics of the
26 chosen beast. It retains its alignment and personality.
27
28 The target assumes the hit points of its new form. When it reverts to
29 its normal form, the creature returns to the number of hit points it had
30 before it transformed. If it reverts as a result of dropping to 0 hit
31 points, any excess damage carries over to its normal form. As long as
32 the excess damage doesn't reduce the creature's normal form to 0 hit
33 points, it isn't knocked unconscious.
34
35 The creature is limited in the actions it can perform by the nature of
36 its new form, and it can't speak, cast spells, or take any other action
37 that requires hands or speech.
38
39 The target's gear melds into the new form. The creature can't activate,
40 use, wield, or otherwise benefit from any of its equipment.
1 \subsection{Power Word Heal}\label{power-word-heal}
2
3 \emph{9th-level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 A wave of healing energy washes over the creature you touch. The target
18 regains all its hit points. If the creature is charmed, frightened,
19 paralyzed, or stunned, the condition ends. If the creature is prone, it
20 can use its reaction to stand up. This spell has no effect on undead or
21 constructs.
1 \subsection{Power Word Kill}\label{power-word-kill}
2
3 \emph{9th-level enchantment}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 You utter a word of power that can compel one creature you can see
18 within range to die instantly. If the creature you choose has 100 hit
19 points or fewer, it dies. Otherwise, the spell has no effect.
1 \subsection{Power Word Stun}\label{power-word-stun}
2
3 \emph{8th---level enchantment}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 You speak a word of power that can overwhelm the mind of one creature
18 you can see within range, leaving it dumbfounded. If the target has 150
19 hit points or fewe it is stunned. Otherwise, the spell has no effect.
20
21 The stunned target must make a Constitution saving throw at the end of
22 each of its turns. On a successful save, this stunning effect ends.
1 \subsection{Prayer of Healing}\label{prayer-of-healing}
2
3 \emph{2nd-level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 10 minutes
9 \item
10 \textbf{Range:} 30 feet
11 \item
12 \textbf{Components:} V
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 Up to six creatures of your choice that you can see within range each
18 regain hit points equal to 2d8 + your spellcasting ability modifier.
19 This spell has no effect on undead or constructs.
20
21 \textbf{At Higher Levels:} When you cast this spell using a spell slot
22 of 3rd level or higher, the healing increases by 1d8 for each slot level
23 above 2nd.
1 \subsection{Prestidigitation}\label{prestidigitation}
2
3 \emph{Transmutation cantrip}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 10 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Up to 1 hour
15 \end{itemize}
16
17 This spell is a minor magical trick that novice spellcasters use for
18 practice. You create one of the following magical effects within range:
19
20 \begin{itemize}
21 \tightlist
22 \item
23 You create an instantaneous, harmless sensory effect, such as a shower
24 of sparks, a puff of wind, faint musical notes, or an odd odor.
25 \item
26 You instantaneously light or snuff out a candle, a torch, or a small
27 campfire.
28 \item
29 You instantaneously clean or soil an object no larger than 1 cubic
30 foot.
31 \item
32 You chill, warm, or flavor up to 1 cubic foot of nonliv--- ing
33 material for 1 hour.
34 \item
35 You make a color, a small mark, or a symbol appear on an object or a
36 surface for 1 hour.
37 \item
38 You create a nonmagical trinket or an illusory image that can fit in
39 your hand and that lasts until the end of your next turn.
40 \end{itemize}
41
42 If you cast this spell multiple times, you can have up to three of its
43 non---instantaneous effects active at a time, and you can dismiss such
44 an effect as an action.
1 \subsection{Prismatic Spray}\label{prismatic-spray}
2
3 \emph{7th---level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self (60-foot cone)
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 Eight multicolored rays of light flash from your hand. Each ray is a
18 different color and has a different power and purpose. Each creature in
19 a 60-foot cone must make a Dexterity saving throw. For each target, roll
20 a d8 to determine which color ray affects it.
21
22 \begin{enumerate}
23 \def\labelenumi{\arabic{enumi}.}
24 \tightlist
25 \item
26 \textbf{Red.} The target takes 10d6 fire damage on a failed save, or
27 half as much damage on a successful one.
28 \item
29 \textbf{Orange.} The target takes 10d6 acid damage on a failed save,
30 or half as much damage on a successful one.
31 \item
32 \textbf{Yellow.} The target takes 10d6 lightning damage on a failed
33 save, or half as much damage on a successful one.
34 \item
35 \textbf{Green.} The target takes 10d6 poison damage on a failed save,
36 or half as much damage on a successful one.
37 \item
38 \textbf{Blue.} The target takes 10d6 cold damage on a failed save, or
39 half as much damage on a successful one.
40 \item
41 \textbf{Indigo.} On a failed save, the target is restrained. It must
42 then make a Constitution saving throw at the end of each of its turns.
43 If it successfully saves three times, the spell ends. If it fails its
44 save three times, it permanently turns to stone and is subjected to
45 the petrified condition. The successes and failures don't need to be
46 consecutive; keep track of both until the target collects three of a
47 kind.
48 \item
49 \textbf{Violet.} On a failed save, the target is blinded. It must then
50 make a Wisdom saving throw at the start of your next turn. A
51 successful save ends the blindness. If it fails that save, the
52 creature is transported to another plane of existence of the DM's
53 choosing and is no longer blinded. (Typically, a creature that is on a
54 plane that isn't its home plane is banished home, While other
55 creatures are usually cast into the Astral or Ethereal planes.)
56 \item
57 \textbf{Special.} The target is struck by two rays. Roll twice more,
58 rerolling any 8.
59 \end{enumerate}
1 \subsection{Prismatic Wall}\label{prismatic-wall}
2
3 \emph{9th-level abjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} 10 minutes
15 \end{itemize}
16
17 A shimmering, multicolored plane of light forms a vertical opaque
18 walliup to 90 feet long, 30 feet high, and 1 inch thick---centered on a
19 point you can see within range. Alternatively, you can shape the wall
20 into a sphere up to 30 feet in diameter centered on a point you choose
21 within range. The wall remains in place for the duration. If you
22 position the wall so that it passes through a space occupied by a
23 creature, the spell fails, and your action and the spell slot are
24 wasted.
25
26 The wall sheds bright light out to a range of 100 feet and dim light for
27 an additional 100 feet. You and creatures you designate at the time you
28 cast the spell can pass through and remain near the wall without harm.
29 If another creature that can see the wall moves to within 20 feet of it
30 or starts its turn there, the creature must succeed on a Constitution
31 saving throw or become blinded for 1 minute.
32
33 The wall consists of seven layers, each with a differen color. When a
34 creature attempts to reach into or pass through the wall, it does so one
35 layer at a time through all the walls layers. As it passes or reaches
36 through each layer, the creature must make a Dexterity saving throw or
37 be affected by that layer's properties as described below.
38
39 The wall can be destroyed, also one layer at a time, in order from red
40 to violet, by means specific to each layer. Once a layer is destroyed,
41 it remains so for the duration of the spell. A rod of cancellation
42 destroys a prismatic wall, but an antimagic field has no effect on it.
43
44 \begin{enumerate}
45 \def\labelenumi{\arabic{enumi}.}
46 \tightlist
47 \item
48 \textbf{Red.} The creature takes 10d6 fire damage on a failed save, or
49 half as much damage on a successful one. While this layer is in place,
50 nonmagical ranged attacks can`t pass through the wall. The layer can
51 be destroyed by dealing at least 25 cold damage to it.
52 \item
53 \textbf{Orange.} The creature takes 10d6 acid damage on a failed save,
54 or half as much damage on a successful one. While this layer is in
55 place, magical ranged attacks can't pass through the wall. The layer
56 is destroyed by a strong wind.
57 \item
58 \textbf{Yellow.} The creature takes 10d6 lightning damage on a failed
59 save, or half as much damage on a successful one. This layer can be
60 destroyed by dealing at least 60 force damage to it.
61 \item
62 \textbf{Green.} The creature takes 10d6 poison damage on a failed
63 save, or half as much damage on a successful one. Apasswall spell, or
64 another spell of equal or greater level that can open a portal on a
65 solid surface, destroys this layer.
66 \item
67 \textbf{Blue.} The creature takes 10d6 cold damage on a failed save,
68 or half as much damage on a successful one. This layer can be
69 destroyed by dealing at least 25 fire damage to it.
70 \item
71 \textbf{Indigo.} On a failed save, the creature is restrained. It must
72 then make a Constitution saving throw at the end of each of its turns.
73 If it successfully saves three times, the spell ends. If it fails its
74 save three times, it permanently turns to stone and is subjected to
75 the petrified condition. The successes and failures don't need to be
76 consecutive; keep track of both until the creature collects three of a
77 kind. While this layer is in place, spells can't be cast through the
78 wall. The layer is destroyed by bright light shed by a daylight spell
79 or a similar spell of equal or higher level.
80 \item
81 \textbf{Violet.} On a failed save, the creature is blinded. It must
82 then make a Wisdom saving throw at the start of your next turn. A
83 successful save ends the blindness. If it fails that save, the
84 creature is transported to another plane of the DM's choosing and is
85 no longer blinded. (Typically, a creature that is on a plane that
86 isn't its home plane is banished home, while other creatures are
87 usually cast into the Astral or Ethereal planes.) This layer is
88 destroyed by a dispel magic spell or a similar spell of equal or
89 higher level that can end spells and magical effects.
90 \end{enumerate}
1 \subsection{Produce Flame}\label{produce-flame}
2
3 \emph{Conjuration cantrip}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} 10 minutes
15 \end{itemize}
16
17 A flickering flame appears in your hand. The flame remains there for the
18 duration and harms neither you nor your equipment. The flame sheds
19 bright light in a 10-foot radius and dim light for an additional 10
20 feet. The spell ends if you dismiss it as an action or if you cast it
21 again.
22
23 You can also attack with the flame, although doing so ends the spell.
24 When you cast this spell, or as an action on a later turn, you can hurl
25 the flame at a creature within 30 feet ofyou. Make a ranged spell
26 attack. On a hit, the target takes 1d8 fire damage.
27
28 This spell's damage increases by 1d8 when you reach 5th level (2d8),
29 11th level (3d8), and 17th level (4d8).
1 \subsection{Programmed Illusion}\label{programmed-illusion}
2
3 \emph{6th-level illusion}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 120 feet
11 \item
12 \textbf{Components:} V, S, M (a bit of fleece and jade dust worth at
13 least 25 gp)
14 \item
15 \textbf{Duration:} Until dispelled
16 \end{itemize}
17
18 You create an illusion of an object, a creature, or some other visible
19 phenomenon within range that activates when a specific condition occurs.
20 The illusion is imperceptible until then. It must be no larger than a
21 30-foot cube, and you decide when you cast the spell how the illusion
22 behaves and what sounds it makes. This scripted performance can last up
23 to 5 minutes.
24
25 When the condition you specify occurs, the illusion springs into
26 existence and performs in the manner you described. Once the illusion
27 finishes performing, it disappears and remains dormant for 10 minutes.
28 After this time, the illusion can be activated again.
29
30 The triggering condition can be as general or as detailed as you like,
31 though it must be based on visual or audible conditions that occur
32 within 30 feet of the area. For example, you could create an illusion of
33 yourself to appear and warn off others who attempt to open a trapped
34 door, or you could set the illusion to trigger only when a creature says
35 the correct word or phrase.
36
37 Physical interaction With the image reveals it to be an illusion,
38 because things can pass through it. A creature that uses its action to
39 examine the image can determine that it is an illusion with a successful
40 Intelligence (Investigation) check against your spell save DC. If a
41 creature discerns the illusion for what it is, the creature can see
42 through the image, and any noise it makes sounds hollow to the creature.
1 \subsection{Project Image}\label{project-image}
2
3 \emph{7th-level illusion}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 500 miles
11 \item
12 \textbf{Components:} V, S, M (a small replica of you made from
13 materials worth at least 5 gp)
14 \item
15 \textbf{Duration:} Concentration, up to 1 day
16 \end{itemize}
17
18 You create an illusory copy of yourself that lasts for the duration. The
19 copy can appear at any location within range that you have seen before,
20 regardless of intervening obstacles. The illusion looks and sounds like
21 you but is intangible. If the illusion takes any damage, it disappears,
22 and the spell ends.
23
24 You can use your action to move this illusion up to twice your speed,
25 and make it gesture, speak, and behave in whatever way you choose. It
26 mimics your mannerisms perfectly.
27
28 You can see through its eyes and hear through its ears as if you were in
29 its space. On your turn as a bonus action, you can switch from using its
30 senses to using your own, or back again. While you are using its senses
31 you are blinded and deafened in regard to your own surroundings.
32
33 Physical interaction with the image reveals it to be an illusion,
34 because things can pass through it. A creature that uses its action to
35 examine the image can determin that it is an illusion with a successful
36 Intelligence (Investigation) check against your spell save DC. If a
37 creature discerns the illusion for what it is, the creature can see
38 through the image, and any noise it makes sounds hollow to the creature.
1 \subsection{Protection From Energy}\label{protection-from-energy}
2
3 \emph{3rd-level abjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Concentration, up to 1 hour
15 \end{itemize}
16
17 For the duration, the Willing creature you touch has resistance to one
18 damage type of your choice: acid, cold fire, lightning, or thunder.
1 \subsection{Protection From Evil and
2 Good}\label{protection-from-evil-and-good}
3
4 \emph{1st---level abjuration}
5
6 \begin{itemize}
7 \tightlist
8 \item
9 \textbf{Casting Time:} 1 action
10 \item
11 \textbf{Range:} Touch
12 \item
13 \textbf{Components:} V, S, M (holy water or powdered silver and iron,
14 which the spell consumes)
15 \item
16 \textbf{Duration:} Concentration up to 10 minutes
17 \end{itemize}
18
19 Until the spell ends, one willing creature you touch is protected
20 against certain types of creatures: aberrations, celestials, elementals,
21 fey, fiends, and undead.
22
23 The protection grants several benefits. Creatures of those types have
24 disadvantage on attack rolls against the target. The target also can't
25 be charmed, frightened, or possessed by them. If the target is already
26 charmed, frightened, or possessed by such a creature, the target has
27 advantage on any new saving throw against the relevant effect.
1 \subsection{Protection From Poison}\label{protection-from-poison}
2
3 \emph{2nd---level abjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} 1 hour
15 \end{itemize}
16
17 You touch a creature. If it is poisoned, you neutralize the poison. If
18 more than one poison afflicts the target, you neutralize one poison that
19 you know is present, or you neutralize one at random.
20
21 For the duration, the target has advantage on saving throws against
22 being poisoned, and it has resistance to poison damage.
1 \subsection{Purify Food and Drink}\label{purify-food-and-drink}
2
3 1st---level transmutation (ritual)*
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 10 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 All nonmagical food and drink within a 5---foot-radius sphere centered
18 on a point of your choice within range is purified and rendered free of
19 poison and disease.
1 \subsection{Raise Dead}\label{raise-dead}
2
3 \emph{5th-level necromancy}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 hour
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S, M (a diamond worth at least 500 gp, which
13 the spell consumes)
14 \item
15 \textbf{Duration:} Instantaneous
16 \end{itemize}
17
18 You return a dead creature you touch to life, provided that it has been
19 dead no longer than 10 days. If the creature's soul is both willing and
20 at liberty to rejoin the body, the creature returns to life with 1 hit
21 point.
22
23 This spell also neutralizes any poisons and cures nonmagical diseases
24 that affected the creature at the time it died. This spell doesn't,
25 however, remove magical diseases, curses, or similar effects; if these
26 aren't first removed prior to casting the spell, they take effect when
27 the creature returns to life. The spell can't return an undead creature
28 to life.
29
30 This spell closes all mortal wounds, but it doesn't restore missing body
31 parts. If the creature is lacking body parts or organs integral for its
32 survival---its head, for instance---the spell automatically fails.
33
34 Coming back from the dead is an ordeal. The target takes a -4 penalty to
35 all attack rolls, saving throws, and ability checks. Every time the
36 target finishes a long rest, the penalty is reduced by 1 until it
37 disappears.
1 \subsection{Rary's Telepathic Bond}\label{rarys-telepathic-bond}
2
3 \emph{5th---level divination (ritual)}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 30 feet
11 \item
12 \textbf{Components:} V, S, M (pieces of eggshell from two different
13 kinds of creatures)
14 \item
15 \textbf{Duration:} 1 hour
16 \end{itemize}
17
18 You forge a telepathic link among up to eight willing creatures of your
19 choice within range, psychically linking each creature to all the others
20 for the duration. Creatures with Intelligence scores of 2 or less aren't
21 affected by this spell.
22
23 Until the spell ends, the targets can communicate telepathically through
24 the bond whether or not they hav a common language. The communication is
25 possible over any distance, though it can't extend to other planes of
26 existence.
1 \subsection{Ray of Enfeeblement}\label{ray-of-enfeeblement}
2
3 \emph{2nd-level necromancy}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 A black beam of enervating energy springs from your finger toward a
18 creature within range. Make a ranged spell attack against the target. On
19 a hit, the target deals only half damage with weapon attacks that use
20 Strength until the spell ends.
21
22 At the end of each of the target's turns, it can make a Constitution
23 saving throw against the spell. On a success, the spell ends.
1 \subsection{Ray of Frost}\label{ray-of-frost}
2
3 \emph{Evocation cantrip}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 A frigid beam of blue---White light streaks toward a creature within
18 range. Make a ranged spell attack against the target. On a hit, it takes
19 1d8 cold damage, and its speed is reduced by 10 feet until the start of
20 your next turn.
21
22 The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th
23 level (3d8), and 17th level (4d8).
1 \subsection{Ray of Sickness}\label{ray-of-sickness}
2
3 \emph{1st-level necromancy}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 A ray of sickening greenish energy lashes out toward a creature within
18 range. Make a ranged spell attack against the target. On a hit, the
19 target takes 2d8 poison damage and must make a Constitution saving
20 throw. On a failed save, it is also poisoned until the end of your next
21 turn.
22
23 \textbf{At Higher Levels:} When you cast this spell using a spell slot
24 of 2nd level or higher, the damage increases by 1d8 for each slot level
25 above 1st.
1 \subsection{Regenerate}\label{regenerate}
2
3 \emph{7th-level transmutation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 minute
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S, M (a prayer wheel and holy water)
13 \item
14 \textbf{Duration:} 1 hour
15 \end{itemize}
16
17 You touch a creature and stimulate its natural healing ability. The
18 target regains 4d8 + 15 hit points. For the duration of the spell, the
19 target regains 1 hit point at the start of each of its turns (10 hit
20 points each minute).
21
22 The target's severed body members (fingers, legs, tails, and so on), if
23 any, are restored after 2 minutes. If you have the severed part and hold
24 it to the stump, the spell instantaneously causes the limb to knit to
25 the stump.
1 \subsection{Reincarnate}\label{reincarnate}
2
3 \emph{5th-level transmutation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 hour
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S, M (rare oils and unguents worth at least
13 1,000 gp, which the spell consumes)
14 \item
15 \textbf{Duration:} Instantaneous
16 \end{itemize}
17
18 You touch a dead humanoid or a piece of a dead humanoid. Provided that
19 the creature has been dead no longer than 10 days, the spell forms a new
20 adult body for it and then calls the soul to enter that body. If the
21 target's soul isn't free or willing to do so, the spell fails. The magic
22 fashions a new body for the creature to inhabit, which likely causes the
23 creature's race to change. The DM rolls a d100 and consults the
24 following table to determine what form the creature takes when restored
25 to life, or the DM chooses a form.
26
27 The reincarnated creature recalls its former life and experiences. It
28 retains the capabilities it had in its original form, except it
29 exchanges its original race for the new one and changes its racial
30 traits accordingly.
1 \subsection{Remove Curse}\label{remove-curse}
2
3 \emph{3rd-level abjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 At your touch, all curses affecting one creature or object end. If the
18 object is a cursed magic item, its curse remains, but the spell breaks
19 its owner's attunement to the object so it can be removed or discarded.
1 \subsection{Resistance}\label{resistance}
2
3 \emph{Abjuration cantrip}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S, M (a miniature cloak)
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 You touch one willing creature. Once before the spell ends, the target
18 can roll a d4 and add the number rolled to one saving throw of its
19 choice. It can roll the die before or after making the saving throw. The
20 spell then ends.
1 \subsection{Resurrection}\label{resurrection}
2
3 \emph{7th---level necromancy}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 hour
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S, M (a diamond worth at least 1,000 gp, which
13 the spell consumes)
14 \item
15 \textbf{Duration:} Instantaneous
16 \end{itemize}
17
18 You touch a dead creature that has been dead for no more than a century,
19 that didn't die of old age, and that isn't undead. If its soul is free
20 and willing, the target returns to life with all its hit points.
21
22 This spell neutralizes any poisons and cures normal diseases afflicting
23 the creature when it died. It doesn't, however, remove magical diseases,
24 curses, and the like if such effects aren't removed prior to casting the
25 spell, they afflict the target on its return to life.
26
27 This spell closes all mortal wounds and restores any missing body parts.
28
29 Coming back from the dead is an ordeal. The target takes a ---4 penalty
30 to all attack rolls, saving throws, and ability checks. Every time the
31 target finishes a long rest the penalty is reduced by 1 until it
32 disappears.
33
34 Casting this spell to restore life to a creature that has been dead for
35 one year or longer taxes you greatly. Until you finish a long rest, you
36 can't cast spells again, and you have disadvantage on all attack rolls,
37 ability checks, and saving throws.
1 \subsection{Reverse Gravity}\label{reverse-gravity}
2
3 \emph{7th-level transmutation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 100 feet
11 \item
12 \textbf{Components:} V, S, M (a lodestone and iron filings)
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 This spell reverses gravity in a 50-foot---radius, 100---
18
19 foot high cylinder centered on a point within range. All creatures and
20 objects that aren't somehow anchored to the ground in the area fall
21 upward and reach the top of the area when you cast this spell. A
22 creature can make a Dexterity saving throw to grab onto a fixed object
23 it can reach, thus avoiding the fall.
24
25 If some solid object (such as a ceiling) is encountered in this fall,
26 falling objects and creatures strike itjust as they would during a
27 normal downward fall. If an object or creature reaches the top of the
28 area without striking anything, it remains there, oscillating slightly,
29 for the duration.
30
31 At the end of the duration, affected objects and creatures fall back
32 down.
1 \subsection{Revivify}\label{revivify}
2
3 \emph{3rd---level conjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S, M (diamonds worth 300 gp, which the spell
13 consumes)
14 \item
15 \textbf{Duration:} Instantaneous
16 \end{itemize}
17
18 You touch a creature that has died within the last minute. That creature
19 returns to life with 1 hit point. This spell can't return to life a
20 creature that has died of old age, nor can it restore any missing body
21 parts.
1 \subsection{Rope Trick}\label{rope-trick}
2
3 \emph{2nd-level transmutation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S, M (powdered corn extract and a twisted loop
13 of parchment)
14 \item
15 \textbf{Duration:} 1 hour
16 \end{itemize}
17
18 You touch a length of rope that is up to 60 feet long. One end of the
19 rope then rises into the air until the whole rope hangs perpendicular to
20 the ground. At the upper end of the rope, an invisible entrance opens to
21 an extradirnensional space that lasts until the spell ends.
22
23 The extradirnensional space can be reached by climbing to the top of the
24 rope. The space can hold as many as eight Medium or smaller creatures.
25 The rope can be pulled into the space, making the rope disappear from
26 view outside the space.
27
28 Attacks and spells can't cross through the entrance into or out of the
29 extradimensional space, but those inside can see out of it as if through
30 a 3---foot---by---5---foot window centered on the rope.
31
32 Anything inside the extradirnensional space drops out when the spell
33 ends.
1 \subsection{Sacred Flame}\label{sacred-flame}
2
3 \emph{Evocation cantrip}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 Flame---like radiance descends on a creature that you can see Within
18 range. The target must succeed on a Dexterity saving throw or take 1d8
19 radiant damage. The target gains no benefit from cover for this saving
20 throw.
21
22 The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th
23 level (3d8), and 17th level (4d8).
1 \subsection{Sanctuary}\label{sanctuary}
2
3 \emph{1st---level abjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 bonus action
9 \item
10 \textbf{Range:} 30 feet
11 \item
12 \textbf{Components:} V, S, M (a small silver mirror)
13 \item
14 \textbf{Duration:} 1 minute
15 \end{itemize}
16
17 You ward a creature within range against attack. Until the spell ends,
18 any creature who targets the warded creature with an attack or a harmful
19 spell must first make a Wisdom saving throw. On a failed save, the
20 creature must choose a new target or lose the attack or spell. This
21 spell doesn't protect the warded creature from area effects, such as the
22 explosion of a fireball.
23
24 If the warded creature makes an attack or casts a spell that affects an
25 enemy creature, this spell ends.
1 \subsection{Scorching Ray}\label{scorching-ray}
2
3 \emph{2nd-level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 120 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 You create three rays of fire and hurl them at targets within range. You
18 can hurl them at one target or several. Make a ranged spell attack for
19 each ray. On a hit, the target takes 2d6 fire damage.
20
21 \textbf{At Higher Levels:} When you cast this spell using a spell slot
22 of 3rd level or higher, you create one additiona ray for each slot level
23 above 2nd.
1 \subsection{Scrying}\label{scrying}
2
3 \emph{5th-level divination}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 10 minutes
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V, S, M (a focus worth at least 1,000 gp, such as
13 a crystal ball, a silver mirror, or a font filled with holy water)
14 \item
15 \textbf{Duration:} Concentration, up to 10 minutes
16 \end{itemize}
17
18 You can see and hear a particular creature you choose that is on the
19 same plane of existence as you. The target must make a Wisdom saving
20 throw. which is modified by how well you know the target and the sort of
21 physical connection you have to it. If a target knows you're casting
22 this spell, it can fail the saving throw voluntarily if it wants to be
23 observed.
24
25 On a successful save, the target isn't affected, and you can't use this
26 spell against it again for 24 hours.
27
28 On a failed save, the spell creates an invisible sensor within 10 feet
29 of the target. You can see and hear through the sensor as if you were
30 there. The sensor moves with the target, remaining within 10 feet of it
31 for the duration. A creature that can see invisible objects sees the
32 sensor as a luminous orb about the size of your fist.
33
34 Instead of targeting a creature, you can choose a location you have seen
35 before as the target of this spell. When you do, the sensor appears at
36 that location and doesn't move.
1 \subsection{Searing Smite}\label{searing-smite}
2
3 \emph{1st---level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 bonus action
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V
13 \item
14 \textbf{Duration:} Concentration. up to 1 minute
15 \end{itemize}
16
17 The next time you hit a creature with a melee weapon attack during the
18 spell's duration, your weapon flares with White---hot intensity, and the
19 attack deals an extra 1d6 fire damage to the target and causes the
20 target to ignite in flames. At the start of each of its turns until the
21 spell ends, the target must make a Constitution saving throw. On a
22 failed save, it takes 1d6 fire damage. On a successful save, the spell
23 ends. If the target or a creature Within 5 feet of it uses an action to
24 put out the flames, or if some other effect douses the flames (such as
25 the target being submerged in water). the spell ends.
26
27 \textbf{At Higher Levels:} When you cast this spell using a spell slot
28 of 2nd level or higher, the initial extra damage dealt by the attack
29 increases by 1d6 for each slot level above 1st.
1 \subsection{See Invisibility}\label{see-invisibility}
2
3 \emph{2nd---level divination}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V, S, M (a pinch of talc and a small sprinkling
13 of powdered silver)
14 \item
15 \textbf{Duration:} 1 hour
16 \end{itemize}
17
18 For the duration, you see invisible creatures and objects as if they
19 were visible, and you can see into the Ethereal Plane. Ethereal
20 creatures and objects appear ghostly and translucent.
1 \subsection{Seeming}\label{seeming}
2
3 \emph{5th---level illusion}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 30 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} 8 hours
15 \end{itemize}
16
17 This spell allows you to change the appearance of any number of
18 creatures that you can see within range. You give each target you choose
19 a new, illusory appearance. An unwilling target can make a Charisma
20 saving throw, and if it succeeds, it is unaffected by this spell.
21
22 The spell disguises physical appearance as well as clothing, armor,
23 weapons, and equipment. You can mak each creature seem 1 foot shorter or
24 taller and appear thin, fat, or in between. You can't change a target`s
25 body type, so you must choose a form that has the same basic arrangement
26 of limbs. Otherwise, the extent of the illusion is up to you. The spell
27 lasts for the duration. unless you use your action to dismiss it sooner.
28
29 The changes wrought by this spell fail to hold up to physical
30 inspection. For example, if you use this spell to add a hat to a
31 creature's outfit, objects pass through the hat, and anyone who touches
32 it would feel nothing or would feel the creature's head and hair. If you
33 use this spell to appear thinner than you are, the hand of someone who
34 reaches out to touch you would bump into you while it was seemingly
35 still in midair.
36
37 A creature can use its action to inspect a target and make an
38 Intelligence (Investigation) check against your spell save DC. If it
39 succeeds, it becomes aware that the target is disguised.
1 \subsection{Sending}\label{sending}
2
3 \emph{3rd---level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Unlimited
11 \item
12 \textbf{Components:} V, S, M (a short piece of fine copper wire)
13 \item
14 \textbf{Duration:} 1 round
15 \end{itemize}
16
17 You send a short message of twenty---five words or less to a creature
18 with which you are familiar. The creature hears the message in its mind,
19 recognizes you as the sender if it knows you, and can answer in a like
20 manner immediately. The spell enables creatures with Intelligence scores
21 of at least 1 to understand the meaning of your message.
22
23 You can send the message across any distance and even to other planes of
24 existence, but if the target is on a different plane than you, there is
25 a 5 percent chance that the message doesn't arrive.
1 \subsection{Sequester}\label{sequester}
2
3 \emph{7th---level transmutation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S, M (a powder composed of diamond, emerald,
13 ruby, and sapphire dust worth at least 5,000 gp, which the spell
14 consumes)
15 \item
16 \textbf{Duration:} Until dispelled
17 \end{itemize}
18
19 By means of this spell, a willing creature or an object can be hidden
20 away, safe from detection for the duration. When you cast the spell and
21 touch the target, it becomes invisible and can't be targeted by
22 divination spells or perceived through scrying sensors created by
23 divination spells.
24
25 If the target is a creature, it falls into a state of suspended
26 animation. Time ceases to flow for it, and it doesn't grow older.
27
28 You can set a condition for the spell to end early. The condition can be
29 anything you choose, but it must occur or be visible Within 1 mile of
30 the target. Examples include ``after 1,000 years'' or ``when the
31 tarrasque awakens.'' This spell also ends if the target takes any
32 damage.
1 \subsection{Shapechange}\label{shapechange}
2
3 \emph{9th---level transmutation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V, S, M (a jade circlet worth at least 1,500 gp,
13 which you must place on your head before you cast the spell)
14 \item
15 \textbf{Duration:} Concentration, up to 1 hour
16 \end{itemize}
17
18 You assume the form of a different creature for the duration. The new
19 form can be of any creature with a challenge rating equal to your level
20 or lower. The creature can't be a construct or an undead, and you must
21 have seen the sort of creature at least once. You transform into an
22 average example of that creature, one without any class levels or the
23 Spellcasting trait.
24
25 Your game statistics are replaced by the statistics of the chosen
26 creature, though you retain your alignment and Intelligence, Wisdom, and
27 Charisma scores. You also retain all of your skill and saving throw
28 proficiencies, in addition to gaining those of the creature. If the
29 creature has the same proficiency as you and the bonus listed in its
30 statistics is higher than yours, use the creature's bonus in place of
31 yours. You can't use any legendary actions or lair actions of the new
32 form.
33
34 You assume the hit points and Hit Dice of the new form. When you revert
35 to your normal form, you return to the number of hit points you had
36 before you transformed. If you revert as a result of dropping to 0 hit
37 points, any excess damage carries over to your normal form. As long as
38 the excess damage doesn't reduce your normal form to 0 hit points, you
39 aren't knocked unconscious.
40
41 You retain the benefit of any features from your class, race, or other
42 source and can use them, provided that your new form is physically
43 capable of doing so. You can't use any special senses you have (for
44 example, darkvision) unless your new form also has that sense. You can
45 only speak if the creature can normally speak.
46
47 When you transform. you choose whether your equipment falls to the
48 ground, merges into the new form, or is worn by it. Worn equipment
49 functions as normal. The DM determines whether it is practical for the
50 new form to wear a piece of equipment, based on the creature's shape and
51 size. Your equipment doesn't change shape or size to match the new form,
52 and any equipment that the new form can't wear must either fall to the
53 ground or merge into your new form. Equipment that merges has no effect
54 in that state.
55
56 During this spell's duration, you can use your action 0 assume a
57 different form following the same restrictions and rules for the
58 original form. with one exception: if your new form has more hit points
59 than your current one, your hit points remain at their current value.
1 \subsection{Shatter}\label{shatter}
2
3 \emph{2nd-level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V, S. M (a chip of mica)
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 A sudden loud ringing noise, painfully intense, erupts from a point of
18 your choice within range. Each creature in a 10---foot---radius sphere
19 centered on that point must make a Constitution saving throw. A creature
20 takes 3d8 thunder damage on a failed save, or half as much damage on a
21 successful one. A creature made of inorganic material such as stone,
22 crystal, or metal has disadvantage on this saving throw.
23
24 A nonmagical object that isn't being worn or carried also takes the
25 damage if it's in the spell's area.
26
27 \textbf{At Higher Levels:} When you cast this spell using a spell slot
28 of 3rd level or higher, the damage increases by 1d8 for each slot level
29 above 2nd.
1 \subsection{Shield of Faith}\label{shield-of-faith}
2
3 \emph{1st---level abjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 bonus action
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V, S, M (a small parchment with a bit of holy
13 text written on it)
14 \item
15 \textbf{Duration:} Concentration, up to 10 minutes
16 \end{itemize}
17
18 A shimmering field appears and surrounds a creature of your choice
19 within range, granting it a +2 bonus to AC for the duration.
1 \subsection{Shield}\label{shield}
2
3 \emph{1st---level abjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 reaction, which you take when you are hit by
9 an attack or targeted by the magic missile spell
10 \item
11 \textbf{Range:} Self
12 \item
13 \textbf{Components:} V, S
14 \item
15 \textbf{Duration:} 1 round
16 \end{itemize}
17
18 An invisible barrier of magical force appears and protects you. Until
19 the start of your next turn, you have a +5 bonus to AC, including
20 against the triggering attack, and you take no damage from magic
21 missile.
1 \subsection{Shillelagh}\label{shillelagh}
2
3 \emph{Transmutation cantrip}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 bonus action
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S, M (mistletoe. a shamrock leaf, and a club
13 or quarterstaff)
14 \item
15 \textbf{Duration:} 1 minute
16 \end{itemize}
17
18 The wood of a club or quarterstaff you are holding is imbued with
19 nature's power. For the duration, you can use your spellcasting ability
20 instead of Strength for the attack and damage rolls of melee attacks
21 using that weapon. and the weapons damage die becomes a d8. The weapon
22 also becomes magical, if it isn't already. The spell ends if you cast it
23 again or if you let go of the weapon.
1 \subsection{Shocking Grasp}\label{shocking-grasp}
2
3 \emph{Evocation cantrip}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 Lightning springs from your hand to deliver a shock to a creature you
18 try to touch. Make a melee spell attack against the target. You have
19 advantage on the attack roll if the target is wearing armor made of
20 metal. On a hit, the target takes 1d8 lightning damage, and it can't
21 take reactions until the start of its next turn.
22
23 The spell's damage increases by ld8 when you reach 5th level (2d8), 11th
24 level (3d8), and 17th level (4d8).
1 \subsection{Silence}\label{silence}
2
3 \emph{2nd-level illusion (ritual)}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 120 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Concentration. up to 10 minutes
15 \end{itemize}
16
17 For the duration, no sound can be created within or pass through a
18 20---foot---radius sphere centered on a point you choose within range.
19 Any creature or object entirely inside the sphere is immune to thunder
20 damage, and creatures are deafened while entirely inside it. Casting a
21 spell that includes a verbal component is impossible there.
1 \subsection{Silent Image}\label{silent-image}
2
3 \emph{1st---level illusion}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V, S, M (a bit of fleece)
13 \item
14 \textbf{Duration:} Concentration, up to 10 minutes
15 \end{itemize}
16
17 You create the image of an object, a creature, or some other visible
18 phenomenon that is no larger than a 15---foo cube. The image appears at
19 a spot within range and lasts for the duration. The image is purely
20 visual; it isn`t accompanied by sound, smell, or other sensory effects.
21
22 You can use your action to cause the image to move to any spot within
23 range. As the image changes location, you can alter its appearance so
24 that its movements appear natural for the image. For example, if you
25 create an image of a creature and move it, you can alter the image so
26 that it appears to be walking.
27
28 Physical interaction with the image reveals it to be an illusion,
29 because things can pass through it. A creature that uses its action to
30 examine the image can determine that it is an illusion with a successful
31 Intelligence (Investigation) check against your spell save DC. If a
32 creature discerns the illusion for what it is, the creature can see
33 through the image.
1 \subsection{Simulacrum}\label{simulacrum}
2
3 \emph{7th---level illusion}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 12 hours
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S, M (snow or ice in quantities sufficient to
13 made a life-size copy of the duplicated creature; some hair,
14 fingernail clippings, or other piece of that creature's body placed
15 inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled
16 over the duplicate and consumed by the spell)
17 \item
18 \textbf{Duration:} Until dispelled
19 \end{itemize}
20
21 You shape an illusory duplicate of one beast or humanoid that is within
22 range for the entire casting time of the spell. The duplicate is a
23 creature, partially real and formed from ice or snow, and it can take
24 actions and otherwise be affected as a normal creature. It appears to be
25 the same as the original, but it has half the creature's hit point
26 maximum and is formed without any equipment. Otherwise, the illusion
27 uses all the statistics of the creature it duplicates.
28
29 The simulacrum is friendly to you and creatures you designate. It obeys
30 your spoken commands, moving and acting in accordance with your wishes
31 and acting on your turn in combat. The simulacrum lacks the ability to
32 learn or become more powerful, so it never increases its level or other
33 abilities, nor can it regain expended spell slots.
34
35 If the simulacrum is damaged, you can repair it in an alchemical
36 laboratory, using rare herbs and minerals worth 100 gp per hit point it
37 regains. The simulacrum lasts until it drops to 0 hit points, at which
38 point it reverts to snow and melts instantly.
39
40 If you cast this spell again, any currently active duplicates you
41 created with this spell are instantly destroyed.
1 \subsection{Sleep}\label{sleep}
2
3 \emph{1st-level enchantment}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 90 feet
11 \item
12 \textbf{Components:} V, S, M (a pinch of fine sand, rose petals, or a
13 cricket)
14 \item
15 \textbf{Duration:} 1 minute
16 \end{itemize}
17
18 This spell sends creatures into a magical slumber. Roll 5d8; the total
19 is how many hit points of creatures this spell can affect. Creatures
20 within 20 feet of a point you choose within range are affected in
21 ascending order of their current hit points (ignoring unconscious
22 creatures).
23
24 Starting with the creature that has the lowest current hit points, each
25 creature affected by this spell falls unconscious until the spell ends,
26 the sleeper takes damage, or someone uses an action to shake or slap the
27 sleeper awake. Subtract each creature's hit points from the total before
28 moving on to the creature with the next lowest hit points. A creature's
29 hit points must be equal to or less than the remaining total for that
30 creature to be affected.
31
32 Undead and creatures immune to being charmed aren't affected by this
33 spell.
34
35 \textbf{At Higher Levels:} When you cast this spell using a spell slot
36 of 2nd level or higher, roll an additional 2d8 for each slot level above
37 1st.
1 \subsection{Sleet Storm}\label{sleet-storm}
2
3 \emph{3rd---level conjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 150 feet
11 \item
12 \textbf{Components:} V, S, M (a pinch of dust and a few drops of
13 water)
14 \item
15 \textbf{Duration:} Concentration, up to 1 minute
16 \end{itemize}
17
18 Until the spell ends, freezing rain and sleet fall in a 20-foot-tall
19 cylinder with a 40-foot radius centered on a point you choose within
20 range. The area is heavily obscured, and exposed flames in the area are
21 doused. The ground in the area is covered with slick ice, making it
22 difficult terrain. When a creature enters the spell's area for the first
23 time on a turn or starts its turn there, it must make a Dexterity saving
24 throw. On a failed save, it falls prone. If a creature is concentrating
25 in the spell's area, the creature must make a successful Constitution
26 saving throw against your spell save DC or lose concentration.
1 \subsection{Slow}\label{slow}
2
3 \emph{3rd-level transmutation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 120 feet
11 \item
12 \textbf{Components:} V, S, M (a drop of molasses)
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 You alter time around up to six creatures of your choice in a 40---foot
18 cube Within range. Each target must succeed on a Wisdom saving throw or
19 be affected by this spell for the duration.
20
21 An affected target's speed is halved, it takes a -2 penalty to AC and
22 Dexterity saving throws, and it can't use reactions. On its turn, it can
23 use either an action or a bonus action, not both. Regardless of the
24 creature's abilities or magic items, it can't make more than one melee
25 or ranged attack during its turn.
26
27 If the creature attempts to cast a spell with a casting time of 1
28 action, roll a d20. On an 11 or higher, the spell doesn't take effect
29 until the creature's next turn, and the creature must use its action on
30 that turn to complete th spell. If it can't, the spell is wasted.
31
32 A creature affected by this spell makes another Wisdom saving throw at
33 the end of its turn. On a successful save, the effect ends for it.
1 \subsection{Spare the Dying}\label{spare-the-dying}
2
3 \emph{Necromancy cantrip}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 You touch a living creature that has 0 hit points. The creature becomes
18 stable. This spell has no effect on undead or constructs.
1 \subsection{Speak With Animals}\label{speak-with-animals}
2
3 \emph{1st---level divination (ritual)}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} 10 minutes
15 \end{itemize}
16
17 You gain the ability to comprehend and verbally communicate with beasts
18 for the duration. The knowledge and awareness of many beasts is limited
19 by their intelligence, but at minimum, beasts can give you information
20 about nearby locations and monsters, including whatever they can
21 perceive or have perceived within the past day. You might be able to
22 persuade a beast to perform a small favor for you, at the DM's
23 discretion.
1 \subsection{Speak With Dead}\label{speak-with-dead}
2
3 \emph{3rd-level necromancy}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 10 feet
11 \item
12 \textbf{Components:} V, S, M (burning incense)
13 \item
14 \textbf{Duration:} 10 minutes
15 \end{itemize}
16
17 You grant the semblance of life and intelligence to a corpse of your
18 choice Within range, allowing it to answer the questions you pose. The
19 corpse must still have a mouth and can't be undead. The spell fails if
20 the corpse was the target of this spell within the last 10 days.
21
22 Until the spell ends, you can ask the corpse up to five questions. The
23 corpse knows only what it knew in life, including the languages it knew.
24 Answers are usually brief, cryptic, or repetitive, and the corpse is
25 under no compulsion to offer a truthful answer if you are hostile to it
26 or it recognizes you as an enemy. This spell doesn't return the
27 creature's soul to its body, only its animating spirit. Thus, the corpse
28 can't learn new information, doesn't comprehend anything that has
29 happened since it died, and can't speculate about future events.
1 \subsection{Speak With Plants}\label{speak-with-plants}
2
3 \emph{3rd-level transmutation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self (30---foot radius)
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} 10 minutes
15 \end{itemize}
16
17 You imbue plants within 30 feet of you with limited sentience and
18 animation, giving them the ability
19
20 to communicate with you and follow your simple commands. You can
21 question plants about events in the spell's area within the past day,
22 gaining information about creatures that have passed, weather, and other
23 circumstances.
24
25 You can also turn difficult terrain caused by plant growth (such as
26 thickets and undergrowth) into ordinary terrain that lasts for the
27 duration. Or you can turn ordinary terrain where plants are present into
28 difficult terrain that lasts for the duration, causing vines and
29 branches to hinder pursuers, for example.
30
31 Plants might be able to perform other tasks on your behalf, at the DM's
32 discretion. The spell doesn't enable plants to uproot themselves and
33 move about, but they can freely move branches, tendrils, and stalks.
34
35 If a plant creature is in the area, you can communicate with it as if
36 you shared a common language, but you gain no magical ability to
37 influence it.
38
39 This spell can cause the plants created by the entangle spell to release
40 a restrained creature.
1 \section{Spell Descriptions}\label{spell-descriptions}
2
3 The spells are presented in alphabetical order.
1 \subsection{Spider Climb}\label{spider-climb}
2
3 \emph{2nd-level transmutation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S, M (a drop of bitumen and a spider)
13 \item
14 \textbf{Duration:} Concentration, up to 1 hour
15 \end{itemize}
16
17 Until the spell ends, one willing creature you touch gains the ability
18 to move up, clown, and across vertical surfaces and upside down along
19 ceilings, while leaving its hands free. The target also gains a climbing
20 speed equal to its walking speed.
1 \subsection{Spike Growth}\label{spike-growth}
2
3 \emph{2nd-level transmutation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 150 feet
11 \item
12 \textbf{Components:} V, S, M (seven sharp thorns or seven small twigs,
13 each sharpened to a point)
14 \item
15 \textbf{Duration:} Concentration, up to 10 minutes
16 \end{itemize}
17
18 The ground in a 20-foot radius centered on a point within range twists
19 and sprouts hard spikes and thorns. The area becomes difficult terrain
20 for the duration. When a creature moves into or within the area, it
21 takes 2d4 piercing damage for every 5 feet it travels.
22
23 The transformation of the ground is camouflaged to look natural. Any
24 creature that can't see the area at the time the spell is cast must make
25 a Wisdom (Perception) check against your spell save DC to recognize the
26 terrain as hazardous before entering it.
1 \subsection{Spirit Guardians}\label{spirit-guardians}
2
3 \emph{3rd-level conjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self (15---foot radius)
11 \item
12 \textbf{Components:} V, S, M (a holy symbol)
13 \item
14 \textbf{Duration:} Concentration, up to 10 minutes
15 \end{itemize}
16
17 You call forth spirits to protect you. They flit around you to a
18 distance of 15 feet for the duration. If you are good or neutral, their
19 spectral form appears angelic or fey (your choice). If you are evil,
20 they appear fiendish.
21
22 When you cast this spell, you can designate any number of creatures you
23 can see to be unaffected by it. An affected creature's speed is halved
24 in the area, and when the creature enters the area for the first time on
25 a turn or starts its turn there, it must make a Wisdom saving throw. On
26 a failed save, the creature takes 3d8 radiant damage (if you are good or
27 neutral) or 3d8 necrotic damage (if you are evil). On a successful save,
28 the creature takes half as much damage.
29
30 \textbf{At Higher Levels:} When you cast this spell using a spell slot
31 of 4th level or higher. the damage increases by 1d8 for each slot level
32 above 3rd.
1 \subsection{Spiritual Weapon}\label{spiritual-weapon}
2
3 \emph{2nd-level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 bonus action
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} 1 minute
15 \end{itemize}
16
17 You create a floating, spectral weapon within range that lasts for the
18 duration or until you cast this spell again. When you cast the spell,
19 you can make a melee spell attack against a creature within 5 feet of
20 the weapon. 0 a hit, the target takes force damage equal to 1d8 + your
21 spellcasting ability modifier.
22
23 As a bonus action on your turn, you can move the weapon up to 20 feet
24 and repeat the attack against a creature within 5 feet of it.
25
26 The weapon can take whatever form you choose. Clerics of deities who are
27 associated with a particular weapon (as St. Cuthbert is known for his
28 mace and Thor for his hammer) make this spell's effect resemble that
29 weapon.
30
31 \textbf{At Higher Levels:} When you cast this spell using a spell slot
32 of 3rd level or higher, the damage increases by 1d8 for every two slot
33 levels above the 2nd.
1 \subsection{Staggering Smite}\label{staggering-smite}
2
3 \emph{4th---level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 bonus action
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 The next time you hit a creature with a melee weapon attack during this
18 spell's duration, your weapon pierces both body and mind, and the attack
19 deals an extra 4d6 psychic damage to the target. The target must make a
20 Wisdom saving throw. On a failed save, it has disadvantage on attack
21 rolls and ability checks, and can't take reactions, until the end of its
22 next turn.
1 \subsection{Stinking Cloud}\label{stinking-cloud}
2
3 \emph{3rd---level conjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 90 feet
11 \item
12 \textbf{Components:} V, S, M (a rotten egg or several skunk cabbage
13 leaves)
14 \item
15 \textbf{Duration:} Concentration, up to 1 minute
16 \end{itemize}
17
18 You create a 20---foot-radius sphere of yellow, nauseating gas centered
19 on a point within range. The cloud spreads around corners. and its area
20 is heavily obscured. The cloud lingers in the air for the duration.
21
22 Each creature that is completely within the cloud at the start of its
23 turn must make a Constitution saving throw against poison. On a failed
24 save, the creature spends its action that turn retching and reeling.
25 Creatures that don't need to breathe or are immune to poison
26 automatically succeed on this saving throw.
27
28 A moderate wind (at least 10 miles per hour) disperses the cloud after 4
29 rounds. A strong wind (at least 20 miles per hour) disperses it after 1
30 round.
1 \subsection{Stone Shape}\label{stone-shape}
2
3 \emph{4th---level transmutation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V. S. M (soft clay, which must be worked into
13 roughly the desired shape of the stone object)
14 \item
15 \textbf{Duration:} Instantaneous
16 \end{itemize}
17
18 You touch a stone object of Medium size or smaller or a section of stone
19 no more than 5 feet in any dimension and form it into any shape that
20 suits your purpose. So, for example, you could shape a large rock into a
21 weapon, idol, or coffer, or make a small passage through a wall, as long
22 as the wall is less than 5 feet thick. You could also shape a stone door
23 or its frame to seal the door shut. The object you create can have up to
24 two hinges and a latch, but finer mechanical detail isn't possible.
1 \subsection{Stoneskin}\label{stoneskin}
2
3 \emph{4th-level abjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S, M (diamond dust worth 100 gp, which the
13 spell consumes)
14 \item
15 \textbf{Duration:} Concentration, up to 1 hour
16 \end{itemize}
17
18 This spell turns the flesh of a willing creature you touch as hard as
19 stone. Until the spell ends, the target has resistance to nonmagical
20 bludgeoning, piercing, and slashing damage.
1 \subsection{Storm of Vengeance}\label{storm-of-vengeance}
2
3 \emph{9th---level conjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Sight
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 A churning storm cloud forms, centered on a point you can see and
18 spreading to a radius of 360 feet. Lightning flashes in the area,
19 thunder booms, and strong winds roar. Each creature under the cloud (no
20 more than 5,000 feet beneath the cloud) when it appears must make a
21 Constitution saving throw. On a failed save, a creature takes 2d6
22 thunder damage and becomes deafened for 5 minutes.
23
24 Each round you maintain concentration on this spell, the storm produces
25 additional effects on your turn.
26
27 \textbf{Round 2.} Acidic rain falls from the cloud. Each creature and
28 object under the cloud takes 1d6 acid damage.
29
30 \textbf{Round 3.} You call six bolts of lightning from the cloud to
31 strike six creatures or objects of your choice beneath the cloud. A
32 given creature or object can't be struck by more than one bolt. A struck
33 creature must make a Dexterity saving throw. The creature takes 10d6
34 lightning damage on a failed save, or half as much damage on a
35 successful one.
36
37 \textbf{Round 4.} Hailstones rain down from the cloud. Each creature
38 under the cloud takes 2d6 bludgeoning damage.
39
40 \textbf{Round 5---10.} Gusts and freezing rain assail the area under the
41 cloud. The area becomes difficult terrain and is heavily obscured. Each
42 creature there takes 1d6 cold damage. Ranged weapon attacks in the area
43 are impossible. The wind and rain count as a severe distraction for the
44 purposes of maintaining concentration on spells. Finally, gusts of
45 strong wind (ranging from 20 to 50 miles per hour) automatically
46 disperse fog, mists, and similar phenomena in the area, whether mundane
47 or magical.
1 \subsection{Suggestion}\label{suggestion}
2
3 \emph{2nd---level enchantment}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 30 feet
11 \item
12 \textbf{Components:} V, M (a snake's tongue and either a bit of
13 honeycomb or a drop of sweet oil)
14 \item
15 \textbf{Duration:} Concentration, up to 8 hours
16 \end{itemize}
17
18 You suggest a course of activity (limited to a sentence or two) and
19 magically influence a creature you can see within range that can hear
20 and understand you. Creatures that can't be charmed are immune to this
21 effect. The suggestion must be worded in such a manner as to make the
22 course of action sound reasonable. Asking the creature to stab itself,
23 throw itself onto a spear, immolate itself, or do some other obviously
24 harmful act ends the spell.
25
26 The target must make a Wisdom saving throw. On a failed save, it pursues
27 the course of action you described to the best of its ability. The
28 suggested course of action can continue for the entire duration. If the
29 suggested activity can be completed in a shorter time, the spell ends
30 when the subject finishes what it was asked to do.
31
32 You can also specify conditions that will trigger a special activity
33 during the duration. For example, you might suggest that a knight give
34 her warhorse to the first beggar she meets. If the condition isn't met
35 before the spell expires, the activity isn't performed.
36
37 If you or any of your companions damage the target, the spell ends.
1 \subsection{Sunbeam}\label{sunbeam}
2
3 \emph{6th-level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self (60---foot line)
11 \item
12 \textbf{Components:} V, S, M (a magnifying glass)
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 A beam of brilliant light flashes out from your hand in a
18 5---foot---wide, 60---foot---long line. Each creature in the line must
19 make a Constitution saving throw. On a failed save, a creature takes 6d8
20 radiant damage and is blinded until your next turn. On a successful
21 save, it takes half as much damage and isn't blinded by this spell.
22 Undead and oozes have disadvantage on this saving throw.
23
24 You can create a new line of radiance as your action on any turn until
25 the spell ends.
26
27 For the duration, a mote of brilliant radiance shines in your hand. It
28 sheds bright light in a 30---foot radius and dim light for an additional
29 30 feet. This light is sunlight.
1 \subsection{Sunburst}\label{sunburst}
2
3 \emph{8th-level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 150 feet
11 \item
12 \textbf{Components:} V, S, M (fire and a piece of sunstone)
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 Brilliant sunlight flashes in a 60---foot radius centered on a point you
18 choose within range. Each creature in that light must make a
19 Constitution saving throw. On a failed save, a creature takes 12d6
20 radiant damage and is blinded for 1 minute. On a successful save, it
21 takes half as much damage and isn't blinded by this spell. Undead and
22 oozes have disadvantage on this saving throw.
23
24 A creature blinded by this spell makes another Constitution saving throw
25 at the end of each of its turns. On a successful save, it is no longer
26 blinded.
27
28 This spell dispels any darkness in its area that was created by a spell.
1 \subsection{Swift Quiver}\label{swift-quiver}
2
3 \emph{5th-level transmutation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 bonus action
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S, M (a quiver containing at least one piece
13 of ammunition)
14 \item
15 \textbf{Duration:} Concentration, up to 1 minute
16 \end{itemize}
17
18 You transmute your quiver so it produces an endless supply of nonmagical
19 ammunition, which seems to leap into your hand when you reach for it.
20
21 On each of your turns until the spell ends. you can us a bonus action to
22 make two attacks with a weapon that uses ammunition from the quiver.
23 Each time you make such a ranged attack, your quiver magically replaces
24 the piece of ammunition you used with a similar piece of nonmagical
25 ammunition. Any pieces of ammunition created by this spell disintegrate
26 when the spell ends. If the quiver leaves your possession, the spell
27 ends.
1 \subsection{Symbol}\label{symbol}
2
3 \emph{7th-level abjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 minute
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S, M (mercury, phosphorus, and powdered
13 diamond and opal with a total value of at least 1,000 gp, which the
14 spell consumes)
15 \item
16 \textbf{Duration:} Until dispelled or triggered
17 \end{itemize}
18
19 When you cast this spell, you inscribe a harmful glyph either on a
20 surface (such as a section of floor, a wall, or a table) or within an
21 object that can be closed to conceal the glyph (such as a book, a
22 scroll, or a treasure chest). If you choose a surface, the glyph can
23 cover an area of the surface no larger than 10 feet in diameter. If you
24 choose an object, that object must remain in its place; if the object is
25 moved more than 10 feet from where you cast this spell, the glyph is
26 broken, and the spell ends without being triggered.
27
28 The glyph is nearly invisible, requiring an Intelligence (Investigation)
29 check against your spell save DC to find it.
30
31 You decide what triggers the glyph when you cast the spell. For glyphs
32 inscribed on a surface, the most typical triggers include touching or
33 stepping on the glyph, removing another object covering it, approaching
34 within a certain distance of it, or manipulating the object that holds
35 it. For glyphs inscribed within an object, the most common triggers are
36 opening the object, approaching within a certain distance of it, or
37 seeing or reading the glyph.
38
39 You can further refine the trigger so the spell is activated only under
40 certain circumstances or according to a creature's physical
41 characteristics (such as height or weight), or physical kind (for
42 example, the ward could be set to affect hags or shapechangers). You can
43 also specify creatures that don't trigger the glyph, such as those who
44 say a certain password.
45
46 When you inscribe the glyph, choose one of the options below for its
47 effect. Once triggered, the glyph glows, filling a 60-f00t---radius
48 sphere with dim light for 10 minutes, after which time the spell ends.
49 Each creature in the sphere when the glyph activates is targeted by its
50 effect, as is a creature that enters the sphere for the first time on a
51 turn or ends its turn there.
52
53 \textbf{Death.} Each target must make a Constitution saving throw,
54 taking 10le necrotic damage on a failed save, or half as much damage on
55 a successful save.
56
57 \textbf{Discord.} Each target must make a Constitution saving throw. On
58 a failed save, a target bickers and argues with other creatures for 1
59 minute. During this time, it is incapable of meaningful communication
60 and has disadvantage on attack rolls and ability checks.
61
62 \textbf{Fear.} Each target must make a Wisdom saving throw and becomes
63 frightened for 1 minute on a failed save. While frightened, the target
64 drops whatever it is holding and must move at least 30 feet away from
65 the glyph on each of its turns, if able.
66
67 \textbf{Hopelessness.} Each target must make a Charisma saving throw. On
68 a failed save, the target is overwhelmed with despair for 1 minute.
69 During this time, it can't attack or target any creature with harmful
70 abilities, spells, or other magical effects.
71
72 \textbf{Insanity.} Each target must make an Intelligence saving throw.
73 On a failed save, the target is driven insane for 1 minute. An insane
74 creature can't take actions, can't understand what other creatures say,
75 can't read, and speaks only in gibberish. The DM controls its movement,
76 which is erratic.
77
78 \textbf{Pain.} Each target must make a Constitution saving throw and
79 becomes incapacitated with excruciating pain for 1 minute on a failed
80 save.
81
82 \textbf{Sleep.} Each target must make a Wisdom saving throw and falls
83 unconscious for 10 minutes on a failed save. A creature awakens if it
84 takes damage or if someone uses an action to shake or slap it awake.
85
86 \textbf{Stunning.} Each target must make a Wisdom saving throw and
87 becomes stunned for 1 minute on a failed save.
1 \subsection{Tasha's Hideous Laughter}\label{tashas-hideous-laughter}
2
3 \emph{1st-level enchantment}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 30 feet
11 \item
12 \textbf{Components:} V, S, M (tiny tarts and a feather that is waved
13 in the air)
14 \item
15 \textbf{Duration:} Concentration, up to 1 minute
16 \end{itemize}
17
18 A creature of your choice that you can see within range perceives
19 everything as hilariously funny and falls into fits of laughter if this
20 spell affects it. The target must succeed on a Wisdom saving throw or
21 fall prone, becoming incapacitated and unable to stand up for the
22 duration. A creature with an Intelligence score of 4 or less isn't
23 affected.
24
25 At the end of each of its turns, and each time it takes damage, the
26 target can make another Wisdom saving throw. The target has advantage on
27 the saving throw if it's triggered by damage. On a success, the spell
28 ends.
1 \subsection{Telekinesis}\label{telekinesis}
2
3 \emph{5th-level transmutation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Concentration, up to 10 minutes
15 \end{itemize}
16
17 You gain the ability to move or manipulate creatures or objects by
18 thought. When you cast the spell, and as your action each round for the
19 duration, you can exert your will on one creature or object that you can
20 see within range, causing the appropriate effect below. You can affect
21 the same target round after round, or choose a new one at any time. If
22 you switch targets, the prior target is no longer affected by the spell.
23
24 \textbf{Creature.} You can try to move a Huge or smaller creature. Make
25 an ability check with your spellcasting ability contested by the
26 creature's Strength check. If you win the contest, you move the creature
27 up to 30 feet in any direction, including upward but not beyond the
28 range of this spell. Until the end of your next turn, the creature is
29 restrained in your telekinetic grip. A creatur lifted upward is
30 suspended in mid---air.
31
32 On subsequent rounds, you can use your action to attempt to maintain
33 your telekinetic grip on the creature by repeating the contest.
34
35 \textbf{Object.} You can try to move an object that weighs up to 1,000
36 pounds. If the object isn't being worn or carried, you automatically
37 move it up to 30 feet in any direction, but not beyond the range of this
38 spell.
39
40 If the object is worn or carried by a creature, you must make an ability
41 check with your spellcasting ability contested by that creature's
42 Strength check. If you succeed, you pull the object away from that
43 creature and can move it up to 30 feet in any direction but not beyond
44 the range of this spell.
45
46 You can exert fine control on objects with your telekinetic grip, such
47 as manipulating a simple tool, opening a door or a container, stowing or
48 retrieving an item from an open container, or pouring the contents from
49 a vial.
1 \subsection{Telepathy}\label{telepathy}
2
3 \emph{8th---level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Unlimited
11 \item
12 \textbf{Components:} V, S, M (a pair of linked silver rings)
13 \item
14 \textbf{Duration:} 24 hours
15 \end{itemize}
16
17 You create a telepathic link between yourself and a willing creature
18 with which you are familiar. The creature can be anywhere on the same
19 plane of existence as you. The spell ends if you or the target are no
20 longer on the same plane.
21
22 Until the spell ends, you and the target can instantaneously share
23 words, images, sounds, and other sensory messages with one another
24 through the link, and the target recognizes you as the creature it is
25 communicating with. The spell enables a creature with an Intelligence
26 score of at least 1 to understand the meaning of your words and take in
27 the scope of any sensory messages you send to it.
1 \subsection{Teleport}\label{teleport}
2
3 \emph{7th-level conjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 10 feet
11 \item
12 \textbf{Components:} V
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 This spell instantly transports you and up to eight willing creatures of
18 your choice that you can see within range, or a single object that you
19 can see within range, to a destination you select. If you target an
20 object, it must be able to fit entirely inside a 10-foot cube, and it
21 can't be held or carried by an unwilling creature.
22
23 The destination you choose must be known to you, and it must be on the
24 same plane of existence as you. Your familiarity with the destination
25 determines whether you arrive there successfully. The DM rolls d100 and
26 consults the table.
27
28 \textbf{Familiarity.} ``Permanent circle'' means a permanent
29 teleportation circle whose sigil sequence you know.
30
31 ``Associated object'' means that you possess an object taken from the
32 desired destination within the last six months, such as a book from a
33 Wizard's library, bed linen from a royal suite, or a chunk of marble
34 from a lich's secret tomb.
35
36 ``Very familiar'' is a place you have been very often, a place you have
37 carefully studied, or a place you can see when you cast the spell.
38 ``Seen casually" is someplace you have seen more than once but with
39 which you aren't very familiar. ``Viewed once" is a place you have seen
40 once, possibly using magic. ``Description'' is a place whose location
41 and appearance you know through someone else's description, perhaps from
42 a map.
43
44 ``False destination'' is a place that doesn't exist. Perhaps you tried
45 to scry an enemy's sanctum but instead viewed an illusion, or you are
46 attempting to teleport to a familiar location that no longer exists.
47
48 \textbf{On Target.} You and your group (or the target object) appear
49 where you want to.
50
51 \textbf{Off Target.} You and your group (or the target object) appear a
52 random distance away from the destination in a random direction.
53 Distance off target is 1d10 x 1d10 percent of the distance that was to
54 be traveled. For example, if you tried to travel 120 miles, landed off
55 target, and rolled a 5 and 3 on the two d10s, then you would be off
56 target by 15 percent, or 18 miles. The DM determines the direction off
57 target randomly by rolling a d8 and designating 1 as north, 2 as
58 northeast, 3 as east, and so on around the points of the compass. If you
59 were teleporting to a coastal city and wound up 18 miles out at sea, you
60 could be in trouble.
61
62 \textbf{Similar Area.} You and your group (or the target object) wind up
63 in a different area that's visually or thematically similar to the
64 target area. If you are heading for your home laboratory, for example,
65 you might wind up in another Wizard's laboratory or in an alchemical
66 supply shop that has many of the same tools and implements as your
67 laboratory. Generally, you appear in the closest similar place, but
68 since the spell has no range limit, you could conceivably wind up
69 anywhere on the plane.
70
71 \textbf{Mishap.} The spell's unpredictable magic results in a difficult
72 journey. Each teleporting creature (or the target object) takes 3d10
73 force damage, and the DM rerolls on the table to see where you wind up
74 (multiple mishaps can occur, dealing damage each time).
1 \subsection{Teleportation Circle}\label{teleportation-circle}
2
3 \emph{5th---level conjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 minute
9 \item
10 \textbf{Range:} 10 feet
11 \item
12 \textbf{Components:} V, M (rare chalks and inks infused with precious
13 gems with 50 gp, which the spell consumes)
14 \item
15 \textbf{Duration:} 1 round
16 \end{itemize}
17
18 As you cast the spell, you draw a 10---foot---diameter circle on the
19 ground inscribed with sigils that link your location to a permanent
20 teleportation circle of your choice whose sigil sequence you know and
21 that is on the same plane of existence as you. A shimmering portal opens
22 within the circle you drew and remains open until the end of your next
23 turn. Any creature that enters the portal instantly appears within 5
24 feet of the destination circle or in the nearest unoccupied space if
25 that space is occupied.
26
27 Many major temples, guilds, and other important places have permanent
28 teleportation circles inscribed somewhere within their confines. Each
29 such circle includes a unique sigil sequence-a string of magical runes
30 arranged in a particular pattern. When you first gain the ability to
31 cast this spell, you learn the sigil sequences for two destinations on
32 the Material Plane, determined by the DM. You can learn additional sigil
33 sequences during your adventures. You can commit a new sigil sequence to
34 memory after studying it for 1 minute.
35
36 You can create a permanent teleportation circle by casting this spell in
37 the same location every day for one year. You need not use the circle to
38 teleport when you cast the spell in this way.
1 \subsection{Tenser's Floating Disk}\label{tensers-floating-disk}
2
3 \emph{1st---level conjuration (ritual)}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 30 feet
11 \item
12 \textbf{Components:} V, S, M (a drop of mercury)
13 \item
14 \textbf{Duration:} 1 hour
15 \end{itemize}
16
17 This spell creates a circular, horizontal plane of force, 3 feet in
18 diameter and 1 inch thick, that floats 3 feet above the ground in an
19 unoccupied space of your choice that you can see within range. The disk
20 remains for the duration, and can hold up to 500 pounds. If more weight
21 is placed on it, the spell ends, and everything on the dis falls to the
22 ground.
23
24 The disk is immobile while you are within 20 feet of it. If you move
25 more than 20 feet away from it, the disk follows you so that it remains
26 within 20 feet of you. It can move across uneven terrain, up or down
27 stairs, slopes and the like, but it can't cross an elevation Chang of 10
28 feet or more. For example, the disk can't move across a lO---foot-deep
29 pit. nor could it leave such a pit if it was created at the bottom.
30
31 If you move more than 100 feet from the disk (typicall because it can't
32 move around an obstacle to follow you), the spell ends.
1 \subsection{Thaumaturgy}\label{thaumaturgy}
2
3 \emph{Transmutation cantrip}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 30 feet
11 \item
12 \textbf{Components:} V
13 \item
14 \textbf{Duration:} Up to 1 minute
15 \end{itemize}
16
17 You manifest a minor wonder, a sign of supernatural power, within range.
18 You create one of the following magical effects Within range:
19
20 \begin{itemize}
21 \tightlist
22 \item
23 Your voice booms up to three times as loud as normal for 1 minute.
24 \item
25 You cause flames to flicker, brighten, dim, or change color for 1
26 minute.
27 \item
28 You cause harmless tremors in the ground for 1 minute.
29 \item
30 You create an instantaneous sound that originates from a point of your
31 choice within range, such as a rumble of thunder, the cry of a raven,
32 or ominous whispers.
33 \item
34 You instantaneously cause an unlocked door or window to fly open or
35 slam shut.
36 \item
37 You alter the appearance of your eyes for 1 minute.
38 \end{itemize}
39
40 If you cast this spell multiple times, you can have up to three of its
41 1---minute effects active at a time, and you can dismiss such an effect
42 as an action.
1 \subsection{Thorn Whip}\label{thorn-whip}
2
3 \emph{Transmutation cantrip}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 30 feet
11 \item
12 \textbf{Components:} V, S, M (the stem of a plant With thorns)
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 You create a long, vine-like Whip covered in thorns that lashes out at
18 your command toward a creature in range. Make a melee spell attack
19 against the target. If the attack hits, the creature takes 1d6 piercing
20 damage, and if the creature is Large or smaller, you pull the creature
21 up to 10 feet closer to you.
22
23 This spell's damage increases by 1d6 when you reach 5th level (2d6),
24 11th level (3d6), and 17th level (4d6).
1 \subsection{Thunderous Smite}\label{thunderous-smite}
2
3 \emph{1st-level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 bonus action
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 The first time you hit with a melee weapon attack during this spell's
18 duration, your weapon rings with thunder that is audible within 300 feet
19 of you, and the attack deals an extra 2d6 thunder damage to the target.
20 Additionally, if the target is a creature, it must succeed on a Strength
21 saving throw or be pushed 10 feet away from you and knocked prone.
1 \subsection{Thunderwave}\label{thunderwave}
2
3 \emph{1st---level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self (15-foot cube)
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 A wave of thunderous force sweeps out from you. Each creature in a
18 15---foot cube originating from you must make a Constitution saving
19 throw. On a failed save, a creature takes 2d8 thunder damage and is
20 pushed 10 feet away from you. On a successful save, the creature takes
21 half as much damage and isn't pushed.
22
23 In addition, unsecured objects that are completely within the area of
24 effect are automatically pushed 10 fee away from you by the spell's
25 effect, and the spell emits a thunderous boom audible out to 300 feet.
26
27 \textbf{At Higher Levels:} When you cast this spell using a spell slot
28 of 2nd level or higher, the damage increases by 1d8 for each slot level
29 above 1st.
1 \subsection{Time Stop}\label{time-stop}
2
3 \emph{9th-level transmutation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 You briefly stop the flow of time for everyone but yourself. No time
18 passes for other creatures, while you take ld4 + 1 turns in a row,
19 during which you can use actions and move as normal.
20
21 This spell ends if one of the actions you use during this period, or any
22 effects that you create during this period, affects a creature other
23 than you or an object being worn or carried by someone other than you.
24 In addition, the spell ends if you move to a place more than 1,000 feet
25 from the location where you cast it.
1 \subsection{Tongues}\label{tongues}
2
3 \emph{3rd---level divination}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, M (a small clay model of a ziggurat)
13 \item
14 \textbf{Duration:} 1 hour
15 \end{itemize}
16
17 This spell grants the creature you touch the ability to understand any
18 spoken language it hears. Moreover, when the target speaks, any creature
19 that knows at least one language and can hear the target understands
20 what it says.
1 \subsection{Transport via Plants}\label{transport-via-plants}
2
3 \emph{6th-level conjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 10 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} 1 round
15 \end{itemize}
16
17 This spell creates a magical link between a Large or larger inanimate
18 plant within range and another plant, at any distance, on the same plane
19 of existence. You must have seen or touched the destination plant at
20 least once before. For the duration, any creature can step into the
21 target plant and exit from the destination plant by using 5 feet of
22 movement.
1 \subsection{Tree Stride}\label{tree-stride}
2
3 \emph{5th-level conjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 You gain the ability to enter a tree and move from inside it to inside
18 another tree of the same kind within 500 feet. Both trees must be living
19 and at least the same size as you. You must use 5 feet of movement to
20 enter a tree. You instantly know the location of all other trees of the
21 same kind within 500 feet and, as part of the move used to enter the
22 tree, can either pass into one of those trees or step out of the tree
23 you're in. You appear in a spot of your choice within 5 feet of the
24 destination tree, using another 5 feet of movement. If you have no
25 movement left, you appear within 5 feet of the tree you entered. You can
26 use this transportation ability once per round for the duration. You
27 must end each turn outside a tree.
1 \subsection{True Polymorph}\label{true-polymorph}
2
3 \emph{9th-level transmutation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 30 feet
11 \item
12 \textbf{Components:} V, S, M (a drop of mercury, a dollop of gum
13 arabic, and a wisp of smoke)
14 \item
15 \textbf{Duration:} Concentration, up to 1 hour
16 \end{itemize}
17
18 Choose one creature or nonmagical object that you can see within range.
19 You transform the creature into a different creature, the creature into
20 an object, or the object into a creature (the object must be neither
21 worn nor carried by another creature). The transformation lasts for the
22 duration, or until the target drops to 0 hit points or dies. If you
23 concentrate on this spell for the full duration, the transformation
24 becomes permanent.
25
26 Shapechangers aren't affected by this spell. An unwilling creature can
27 make a Wisdom saving throw, and if it succeeds, it isn't affected by
28 this spell.
29
30 \textbf{Creature into Creature.} If you turn a creature into another
31 kind of creature, the new form can be any kind you choose whose
32 challenge rating is equal to or less than the target's (or its level. if
33 the target doesn't have a challenge rating). The target's game
34 statistics, including mental ability scores, are replaced by the
35 statistics of the new form. It retains its alignment and personality.
36
37 The target assumes the hit points of its new form, and when it reverts
38 to its normal form, the creature returns to the number of hit points it
39 had before it transformed. If it reverts as a result of dropping to 0
40 hit points, any excess damage carries over to its normal form. As long
41 as the excess damage doesn't reduce the creature's normal form to 0 hit
42 points, it isn't knocked unconscious.
43
44 The creature is limited in the actions it can perform by the nature of
45 its new form, and it can't speak, cast spells, or take any other action
46 that requires hands or speech unless its new form is capable of such
47 actions.
48
49 The target's gear melds into the new form. The creature can't activate,
50 use, wield, or otherwise benefit from any of its equipment.
51
52 \textbf{Object into Creature.} You can turn an object into any kind of
53 creature, as long as the creature's size is no larger than the object's
54 size and the creature's challenge rating is 9 or lower. The creature is
55 friendly to you and your companions. It acts on each of your turns. You
56 decide What action it takes and how it moves. The DM has the creature's
57 statistics and resolves all of its actions and movement.
58
59 If the spell becomes permanent, you no longer control the creature. It
60 might remain friendly to you. depending on how you have treated it.
61
62 \textbf{Creature into Object.} If you turn a creature into an object, it
63 transforms along with whatever it is wearing and carrying into that
64 form. The creature`s statistics become those of the object, and the
65 creature has no memory of time spent in this form, after the spell ends
66 and it returns to its normal form.
1 \subsection{True Resurrection}\label{true-resurrection}
2
3 \emph{9th---level necromancy}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 hour
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S, M (a sprinkle of holy water and diamonds
13 worth at least 25,000 gp. which the spell consumes)
14 \item
15 \textbf{Duration:} Instantaneous
16 \end{itemize}
17
18 You touch a creature that has been dead for no longer than 200 years and
19 that died for any reason except old age. If the creature's soul is free
20 and willing, the creature is restored to life with all its hit points.
21
22 This spell closes all wounds, neutralizes any poison, cures all
23 diseases, and lifts any curses affecting the creature when it died. The
24 spell replaces damaged or missing organs and limbs.
25
26 The spell can even provide a new body if the original no longer exists,
27 in which case you must speak the creature's name. The creature then
28 appears in an unoccupied space you choose within 10 feet of you.
1 \subsection{True Seeing}\label{true-seeing}
2
3 \emph{6th---level divination}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S, M (an ointment for the eyes that costs 25
13 gp; is made from mushroom powder, saffron, and fat; and is consumed by
14 the spell)
15 \item
16 \textbf{Duration:} 1 hour
17 \end{itemize}
18
19 This spell gives the willing creature you touch the ability to see
20 things as they actually are. For the duration, the creature has
21 truesight, notices secret doors hidden by magic, and can see into the
22 Ethereal Plane, all out to a range of 120 feet.
1 \subsection{True Strike}\label{true-strike}
2
3 \emph{Divination cantrip}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 30 feet
11 \item
12 \textbf{Components:} S
13 \item
14 \textbf{Duration:} Concentration, up to 1 round
15 \end{itemize}
16
17 You extend your hand and point a finger at a target in range. Your magic
18 grants you a brief insight into the target's defenses. On your next
19 turn, you gain advantage on your first attack roll against the target,
20 provided that this spell hasn't ended.
1 \subsection{Tsunami}\label{tsunami}
2
3 \emph{8th-level conjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 minute
9 \item
10 \textbf{Range:} Sight
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Concentration, up to 6 rounds
15 \end{itemize}
16
17 A wall of water springs into existence at a point you choose within
18 range. You can make the wall up to 300 feet long, 300 feet high, and 50
19 feet thick. The wall lasts for the duration.
20
21 When the wall appears, each creature within its area must make a
22 Strength saving throw. On a failed save, a creature takes 6d10
23 bludgeoning damage, or half as much damage on a successful save.
24
25 At the start of each of your turns after the wall appears, the wall,
26 along with any creatures in it, moves 50 feet away from you. Any Huge or
27 smaller creature inside the wall or whose space the wall enters when it
28 moves must succeed on a Strength saving throw or take 5le bludgeoning
29 damage. A creature can take this damage only once per round. At the end
30 of the turn, the walls height is reduced by 50 feet, and the damage
31 creatures take from the spell on subsequent rounds is reduced by 1d10.
32 When the wall reaches 0 feet in height, the spell ends.
33
34 A creature caught in the wall can move by swimming. Because of the force
35 of the wave, though, the creature must make a successful Strength
36 (Athletics) check against your spell save DC in order to move at all. If
37 it fails the check, it can't move. A creature that moves out of the area
38 falls to the ground.
1 \subsection{Unseen Servant}\label{unseen-servant}
2
3 \emph{1st-level conjuration (ritual)}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V, S, M (a piece of string and a bit of wood)
13 \item
14 \textbf{Duration:} 1 hour
15 \end{itemize}
16
17 This spell creates an invisible, mindless, shapeless force that performs
18 simple tasks at your command until the spell ends. The servant springs
19 into existence in an unoccupied space on the ground within range. It has
20 AC 10, 1 hit point, and 3 Strength of 2, and it can't attack. If it
21 drops to 0 hit points, the spell ends.
22
23 Once on each of your turns as a bonus action, you can mentally command
24 the servant to move up to 15 feet and interact with an object. The
25 servant can perform simple tasks that a human servant could do, such as
26 fetching things, cleaning, mending, folding clothes, lighting fires,
27 serving food, and pouring wine. Once you give the command, the servant
28 performs the task to the best of its ability until it completes the
29 task, then waits for your next command.
30
31 If you command the servant to perform a task that would move it more
32 than 60 feet away from you, the spell ends.
1 \subsection{Vampiric Touch}\label{vampiric-touch}
2
3 \emph{3rd---level necromancy}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 The touch of your shadow---wreathed hand can siphon lif-force from
18 others to heal your wounds. Make a melee spell attack against a creature
19 within your reach. On a hit, the target takes 3d6 necrotic damage, and
20 you regain hit points equal to half the amount of necrotic damage dealt.
21 Until the spell ends, you can make the attack again on each of your
22 turns as an action.
23
24 \textbf{At Higher Levels:} When you cast this spell using a spell slot
25 of 4th level or higher, the damage increases by 1d6 for each slot level
26 above 3rd.
1 \subsection{Vicious Mockery}\label{vicious-mockery}
2
3 \emph{Enchantment cantrip}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 You unleash a string of insults laced with subtle enchantments at a
18 creature you can see within range. If the target can hear you (though it
19 need not understand you), it must succeed on a Wisdom saving throw or
20 take 1d4 psychic damage and have disadvantage on the next attack roll it
21 makes before the end of its next turn.
22
23 This spell's damage increases by 1d4 when you reach 5th level (2d4),
24 11th level (3d4), and 17th level (4d4).
1 \subsection{Wall of Fire}\label{wall-of-fire}
2
3 \emph{4th---level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 120 feet
11 \item
12 \textbf{Components:} V, S, M (a small piece of phosphorus)
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 You create a wall of fire on a solid surface within range. You can make
18 the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed
19 wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall
20 is opaque and lasts for the duration.
21
22 When the wall appears, each creature within its area must make a
23 Dexterity saving throw. On a failed save, a creature takes 5d8 fire
24 damage, or half as much damage on a successful save.
25
26 One side of the wall, selected by you when you cast this spell, deals
27 5d8 fire damage to each creature that ends its turn within 10 feet of
28 that side or inside the wall. A creature takes the same damage when it
29 enters the wall for the first time on a turn or ends its turn there. The
30 other side of the wall deals no damage.
31
32 \textbf{At Higher Levels:} When you cast this spell using a spell slot
33 of 5th level or higher, the damage increases by 1d8 for each slot level
34 above 4th.
1 \subsection{Wall of Force}\label{wall-of-force}
2
3 \emph{5th---level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 120 feet
11 \item
12 \textbf{Components:} V, S, M (a pinch of powder made by crushing a
13 clear gemstone)
14 \item
15 \textbf{Duration:} Concentration, up to 10 minutes
16 \end{itemize}
17
18 An invisible wall of force springs into existence at a point you choose
19 within range. The wall appears in any orientation you choose, as a
20 horizontal or vertical barrier or at an angle. It can be free floating
21 or resting on a solid surface. You can form it into a hemispherical dome
22 or a sphere with a radius of up to 10 feet, or you can shape a flat
23 surface made up of ten lO-foot-by--- 10-foot panels. Each panel must be
24 contiguous with another panel. In any form, the wall is 1/4 inch thick.
25 It lasts for the duration. If the wall cuts through a creature's space
26 when it appears, the creature is pushed to one side of the wall (your
27 choice which side). Nothing can physically pass through the wall. It is
28 immune to all damage and can't be dispelled by dispel magic. A
29 disintegrate spell destroys the wall instantly, however. The wall also
30 extends into the Ethereal Plane, blocking ethereal travel through the
31 wall.
1 \subsection{Wall of Ice}\label{wall-of-ice}
2
3 \emph{6th-level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 120 feet
11 \item
12 \textbf{Components:} V, S, M (a small piece of quartz)
13 \item
14 \textbf{Duration:} Concentration, up to 10 minutes
15 \end{itemize}
16
17 You create a wall of ice on a solid surface within range. You can form
18 it into a hemispherical dome or a sphere with a radius of up to 10 feet,
19 or you can shape a flat surface made up of ten lO---foot---square
20 panels. Each panel must be contiguous with another panel. In any form,
21 the wall is 1 foot thick and lasts for the duration.
22
23 If the wall cuts through a creature's space when it appears, the
24 creature within its area is pushed to one side of the wall and must make
25 a Dexterity saving throw. On a failed save, the creature takes 10d6 cold
26 damage, or half as much damage on a successful save.
27
28 The wall is an object that can be damaged and thus breached. It has AC
29 12 and 30 hit points per 10---f00t section, and it is vulnerable to fire
30 damage. Reducing a 10-foot section of wall to 0 hit points destroys it
31 and leaves behind a sheet of frigid air in the space the wall occupied.
32 A creature moving through the sheet of frigid air for the first time on
33 a turn must make a Constitution saving throw. That creature takes 5d6
34 cold damage on a failed save, or half as much damage on a successful
35 one.
36
37 \textbf{At Higher Levels:} When you cast this spell using a spell slot
38 of 7th level or higher, the damage the wall deals when it appears
39 increases by 2d6, and the damage from passing through the sheet of
40 frigid air increases by 1d6, for each slot level above 6th.
1 \subsection{Wall of Stone}\label{wall-of-stone}
2
3 \emph{5th---level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 120 feet
11 \item
12 \textbf{Components:} V, S, M (a small block of granite)
13 \item
14 \textbf{Duration:} Concentration, up to 10 minutes
15 \end{itemize}
16
17 A nonmagical wall of solid stone springs into existence at a point you
18 choose within range. The wall is 6 inches thick and is composed of ten
19 lO-foot---by---lO-foot panels. Each panel must be contiguous with at
20 least one other panel. Alternatively, you can create
21 lO-foot-by---20-foot panels that are only 3 inches thick.
22
23 If the wall cuts through a creature's space when it appears, the
24 creature is pushed to one side of the wall (your choice). If a creature
25 would be surrounded on all sides by the wall (or the wall and another
26 solid surface), that creature can make a Dexterity saving throw. On a
27 success, it can use its reaction to move up to its speed u that it is no
28 longer enclosed by the wall.
29
30 The wall can have any shape you desire, though it can't occupy the same
31 space as a creature or object. The wall doesn't need to be vertical or
32 rest on any firm foundation. It must, however, merge with and be solidly
33 supported by existing stone. Thus, you can use this spell to bridge a
34 chasm or create a ramp.
35
36 If you create a span greater than 20 feet in length, you must halve the
37 size of each panel to create supports. You can crudely shape the wall to
38 create crenellations, battlements, and so on.
39
40 The wall is an object made of stone that can be damaged and thus
41 breached. Each panel has AC 15 and 30 hit points per inch of thickness.
42 Reducing a panel to 0 hit points destroys it and might cause connected
43 panels to collapse at the DM's discretion.
44
45 If you maintain your concentration on this spell for its whole duration,
46 the wall becomes permanent and can't be dispelled. Otherwise, the wall
47 disappears when the spell ends.
1 \subsection{Wall of Thorns}\label{wall-of-thorns}
2
3 \emph{orb-level conjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 120 feet
11 \item
12 \textbf{Components:} V, S, M (a handful of thorns)
13 \item
14 \textbf{Duration:} Concentration, up to 10 minutes
15 \end{itemize}
16
17 You create a wall of tough, pliable, tangled brush bristling with
18 needle---sharp thorns. The wall appears within range on a solid surface
19 and lasts for the duration. You choose to make the wall up to 60 feet
20 long, 10 feet high, and 5 feet thick or a circle that has a 20---foot
21 diameter and is up to 20 feet high and 5 feet thick. The wall blocks
22 line of sight.
23
24 When the wall appears, each creature within its area must make a
25 Dexterity saving throw. On a failed save, a creature takes 7d8 piercing
26 damage, or half as much damage on a successful save.
27
28 A creature can move through the wall, albeit slowly and painfully. For
29 every 1 foot a creature moves through the wall, it must spend 4 feet of
30 movement. Furthermore, the first time a creature enters the wall on a
31 turn or ends its turn there, the creature must make a Dexterity saving
32 throw. It takes 7d8 slashing damage on a failed save, or half as much
33 damage on a successful one.
34
35 \textbf{At Higher Levels:} When you cast this spell using a spell slot
36 of 7th level or higher, both types of damage increase by 1d8 for each
37 slot level above 6th.
1 \subsection{Warding Bond}\label{warding-bond}
2
3 \emph{2nd---level abjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Touch
11 \item
12 \textbf{Components:} V, S, M (a pair of platinum rings worth at least
13 50 gp each, which you and the target must wear for the duration)
14 \item
15 \textbf{Duration:} 1 hour
16 \end{itemize}
17
18 This spell wards a Willing creature you touch and creates a mystic
19 connection between you and the target until the spell ends. While the
20 target is within 60 feet of you, it gains a +1 bonus to AC and saving
21 throws, and it has resistance to all damage. Also, each time it takes
22 damage, you take the same amount of damage.
23
24 The spell ends if you drop to 0 hit points or ifyou and the target
25 become separated by more than 60 feet. It also ends if the spell is cast
26 again on either of the connected creatures. You can also dismiss the
27 spell as an action.
1 \subsection{Water Breathing}\label{water-breathing}
2
3 \emph{3rd---level transmutation (ritual)}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 30 feet
11 \item
12 \textbf{Components:} V, S, M (a short reed or piece of straw)
13 \item
14 \textbf{Duration:} 24 hours
15 \end{itemize}
16
17 This spell grants up to ten Willing creatures you can see within range
18 the ability to breathe underwater until the spell ends. Affected
19 creatures also retain their normal mode of respiration.
1 \subsection{Water Walk}\label{water-walk}
2
3 \emph{3rd---level transmutation (ritual)}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 30 feet
11 \item
12 \textbf{Components:} V, S, M (a piece of cork)
13 \item
14 \textbf{Duration:} 1 hour
15 \end{itemize}
16
17 This spell grants the ability to move across any liquid surface---such
18 as water, acid, mud, snow, quicksand, or lava---as if it were harmless
19 solid ground (creatures crossing molten lava can still take damage from
20 the heat). Up to ten willing creatures you can see within range gain
21 this ability for the duration.
22
23 If you target a creature submerged in a liquid, the spell carries the
24 target to the surface of the liquid at a rate of 60 feet per round.
1 \subsection{Web}\label{web}
2
3 \emph{2nd---level conjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V, S, M (a bit of Spiderweb)
13 \item
14 \textbf{Duration:} Concentration, up to 1 hour
15 \end{itemize}
16
17 You conjure a mass of thick, sticky webbing at a point of your choice
18 within range. The webs fill a 20-foot cube from that point for the
19 duration. The webs are difficult terrain and lightly obscure their area.
20
21 If the webs aren't anchored between two solid masses (such as walls or
22 trees) or layered across a floor, wall, or ceiling, the conjured web
23 collapses on itself, and the spell ends at the start of your next turn.
24 Webs layered over a flat surface have a depth of 5 feet.
25
26 Each creature that starts its turn in the webs or that enters them
27 during its turn must make a Dexterity saving throw. On a failed save,
28 the creature is restraine as long as it remains in the webs or until it
29 breaks free.
30
31 A creature restrained by the webs can use its action to make 3 Strength
32 check against your spell save DC. If it succeeds, it is no longer
33 restrained.
34
35 The webs are flammable. Any 5---foot cube of webs exposed to fire burns
36 away in 1 round, dealing 2d4 fire damage to any creature that starts its
37 turn in the fire.
1 \subsection{Weird}\label{weird}
2
3 \emph{9th---level illusion}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 120 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} Concentration, up to one minute
15 \end{itemize}
16
17 Drawing on the deepest fears of a group of creatures, you create
18 illusory creatures in their minds, visible only to them. Each creature
19 in a 30---foot---radius sphere centered on a point of your choice within
20 range must make a Wisdom saving throw. On a failed save, a creature
21 becomes frightened for the duration. The illusion calls on the
22 creature's deepest fears. manifesting its worst nightmares as an
23 implacable threat. At the start of each of the frightened creature's
24 turns, it must succeed on a Wisdom saving throw or take 4d10 psychic
25 damage. On a successful save, the spell ends for that creature.
1 \subsection{Wind Walk}\label{wind-walk}
2
3 \emph{6th-level transmutation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 minute
9 \item
10 \textbf{Range:} 30 feet
11 \item
12 \textbf{Components:} V, S, M (fire and holy water)
13 \item
14 \textbf{Duration:} 8 hours
15 \end{itemize}
16
17 You and up to ten willing creatures you can see within range assume a
18 gaseous form for the duration, appearing as wisps of cloud. While in
19 this cloud form. a creature has a flying speed of 300 feet and has
20 resistance to damage from nonmagical weapons. The only actions a
21 creature can take in this form are the Dash action or to revert to its
22 normal form. Reverting takes 1 minute, during which time a creature is
23 incapacitated and can`t move. Until the spell ends, a creature can
24 revert to cloud form, which also requires the 1---minute transformation.
25
26 If a creature is in cloud form and flying when the effect ends, the
27 creature descends 60 feet per round for 1 minute until it lands, which
28 it does safely. If it can't land after 1 minute, the creature falls the
29 remaining distance.
1 \subsection{Wind Wall}\label{wind-wall}
2
3 \emph{3rd-level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 120 feet
11 \item
12 \textbf{Components:} V, S, M (a tiny fan and a feather of exotic
13 origin)
14 \item
15 \textbf{Duration:} Concentration, up to 1 minute
16 \end{itemize}
17
18 A wall of strong wind rises from the ground at a point you choose within
19 range. You can make the wall up
20
21 to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall
22 in any way you choose so long as it makes one continuous path along the
23 ground. The wall lasts for the duration.
24
25 When the wall appears, each creature within its area must make a
26 Strength saving throw. A creature takes 3d8 bludgeoning damage on a
27 failed save, or half as much damage on a successful one.
28
29 The strong wind keeps fog, smoke, and other gases at bay. Small or
30 smaller flying creatures or objects can't pass through the wall. Loose,
31 lightweight materials brought into the wall fly upward. Arrows, bolts,
32 and other ordinary projectiles launched at targets behind the wall are
33 deflected upward and automatically miss. (Boulders hurled by giants or
34 siege engines, and similar projectiles, are unaffected.) Creatures in
35 gaseous form can't pass through it.
1 \subsection{Wish}\label{wish}
2
3 \emph{9th-level conjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 Wish is the mightiest spell a mortal creature can cast. By simply
18 speaking aloud, you can alter the very foundations of reality in accord
19 with your desires.
20
21 The basic use of this spell is to duplicate any other spell of 8th level
22 or lower. You don't need to meet any requirements in that spell.
23 including costly components. The spell simply takes effect.
24
25 Alternatively, you can create one of the following effects of your
26 choice:
27
28 \begin{itemize}
29 \tightlist
30 \item
31 You create one object of up to 25,000 gp in value that isn't a magic
32 item. The object can be no more than 300 feet in any dimension, and it
33 appears in an unoc--- cupied space you can see on the ground.
34 \item
35 You allow up to twenty creatures that you can see to regain all hit
36 points, and you end all effects on them described in the greater
37 restoration spell.
38 \item
39 You grant up to ten creatures that you can see resis-tance to a damage
40 type you choose.
41 \item
42 You grant up to ten creatures you can see immunity to a single spell
43 or other magical effect for 8 hours. For instance, you could make
44 yourself and all your com-panions immune to a lich's life drain
45 attack.
46 \item
47 You undo a single recent event by forcing a reroll of any roll made
48 within the last round (including your last turn). Reality reshapes
49 itself to accommodate the new result. For example, a Wish spell could
50 undo an opponent's successful save, a foe's critical hit, or a
51 friend's failed save. You can force the reroll to be made with
52 advantage or disadvantage, and you can choose whether to use the
53 reroll or the original roll.
54 \end{itemize}
55
56 You might be able to achieve something beyond the scope of the above
57 examples. State your wish to the DM as precisely as possible. The DM has
58 great latitude in ruling what occurs in such an instance; the greater
59 the wish, the greater the likelihood that something goes wrong. This
60 spell might simply fail, the effect you desire might only be partly
61 achieved, or you might suffer some unforeseen consequence as a result of
62 how you worded the wish. For example, wishing that a villain were dead
63 might propel you forward in time to a period when that villain is no
64 longer alive, effectively removing you from the game. Similarly, wishing
65 for a legendary magic item or artifact might instantly transport you to
66 the presence of the item's current owner.
67
68 The stress of casting this spell to produce any effect other than
69 duplicating another spell weakens you. After enduring that stress, each
70 time you cast a spell until you finish a long rest, you take lle
71 necrotic damage per level of that spell. This damage can't be reduced or
72 prevented in any way. In addition, your Strength drops to 3, if it isn't
73 3 or lower already, for 2d4 days. For each of those days that you spend
74 resting and doing nothing more than light activity, your remaining
75 recovery time decreases by 2 days. Finally, there is a 33 percent chance
76 that you are unable to cast wish ever again if you suffer this stress.
1 \subsection{Witch Bolt}\label{witch-bolt}
2
3 \emph{1st-level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 30 feet
11 \item
12 \textbf{Components:} V, S, M (a twig from a tree that has been struck
13 by lightning)
14 \item
15 \textbf{Duration:} Concentration, up to 1 minute
16 \end{itemize}
17
18 A beam of crackling, blue energy lances out toward a creature within
19 range, forming a sustained arc of lightning between you and the target.
20 Make a ranged spell attack against that creature. On a hit, the target
21 takes 1d12 lightning damage, and on each of your turns for the duration,
22 you can use your action to deal 1d12 lightning damage to the target
23 automatically. The spell ends if you use your action to do anything
24 else. The spell also ends if the target is ever outside the spell's
25 range or if it has total cover from you.
26
27 \textbf{At Higher Levels:} When you cast this spell using a spell slot
28 of 2nd level or higher, the initial damage increases by 1d12 for each
29 slot level above 1st.
1 \subsection{Word of Recall}\label{word-of-recall}
2
3 \emph{6th-level conjuration}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 5 feet
11 \item
12 \textbf{Components:} V
13 \item
14 \textbf{Duration:} Instantaneous
15 \end{itemize}
16
17 You and up to five willing creatures within 5 feet of you instantly
18 teleport to a previously designated sanctuary. You and any creatures
19 that teleport with you appear in the nearest unoccupied space to the
20 spot you designated when you prepared your sanctuary (see below). If you
21 cast this spell without first preparing a sanctuary, the spell has no
22 effect.
23
24 You must designate a sanctuary by casting this spell within a location,
25 such as a temple, dedicated to or strongly linked to your deity. If you
26 attempt to cast the spell in this manner in an area that isn't dedicated
27 to your deity, the spell has no effect.
1 \subsection{Wrathful Smite}\label{wrathful-smite}
2
3 \emph{1st---level evocation}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 bonus action
9 \item
10 \textbf{Range:} Self
11 \item
12 \textbf{Components:} V
13 \item
14 \textbf{Duration:} Concentration, up to 1 minute
15 \end{itemize}
16
17 The next time you hit with a melee weapon attack during this spell's
18 duration, your attack deals an extra 1d6 psychic damage. Additionally,
19 if the target is a creature, it must make a Wisdom saving throw or be
20 frightened of you until the spell ends. As an action, the creature can
21 make a Wisdom check against your spell save DC to steel its resolve and
22 end this spell.
1 \subsection{Zone of Truth}\label{zone-of-truth}
2
3 \emph{2nd---level enchantment}
4
5 \begin{itemize}
6 \tightlist
7 \item
8 \textbf{Casting Time:} 1 action
9 \item
10 \textbf{Range:} 60 feet
11 \item
12 \textbf{Components:} V, S
13 \item
14 \textbf{Duration:} 10 minutes
15 \end{itemize}
16
17 You create a magical zone that guards against deception in a
18 15---foot---radius sphere centered on a point of your choice within
19 range. Until the spell ends, a creature that enters the spell's area for
20 the first time on a turn or starts its turn there must make a Charisma
21 saving throw. On a failed save, a creature can't speak a deliberate lie
22 while in the radius. You know whether each creature succeeds or fails on
23 its saving throw.
24
25 An affected creature is aware of the spell and can thus avoid answering
26 questions to which it would normally respond with a lie. Such a creature
27 can be evasive in its answers as long as it remains within the
28 boundaries of the truth.