Lots but not all data
Getty Ritter
8 years ago
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. |
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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. |