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Xanathar's Guide To Everything Deluxe
Xanathar's Guide To Everything Deluxe
XAtlATHAR'S GUIDE
TO EVERYTHitIG
CREDITS
Lead Designers: Jeremy Crawford, Mike Mearls Jerry Behrendt, Teddy Benson, Deb Berlin, Stacy Bermes, Jim
Designer: Robert J. Schwalb Berrier, Lauren Bilanko, Jordan Brass, Ken J. Breese, Robert
Additional Design: Adam Lee, Christopher Perkins, Matt Sernett "Bobby" Brown, Matthew Budde, Matt Burton, David Callander,
Development: Ben Petrisor Mik Calow, Richard Chamberlain, Wayne Chang, Emre Cihangir,
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Additional Editing: Michele Carter, Scott Fitzgerald Gray Elmore, Russell Engel, Andrew Epps, David M . Ewalt, Justin Faris,
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Additional Art Direction: Shauna Narciso Derek A. Gray, Richard Green, Kevin Grigsby, Christopher Hackler,
Graphic Designer: Emi Tanji Bryan Harris, Gregory Harris, Randall Harris, Fred Harvey, Ian
Cover Illustrator: Jason Rainville Hawthorne, Adam Hennebeck, Sterling Hershey, Justin Hicks, Will
Cover Illustrator (Alternative Cover): Hydro74 Hoffm an , Scott Holmgren, Paul Hughes, Daniel E. Chapman II,
Interior Illustrators: Rob Alexander, Mark Behm, Eric Belisle, Stanislav Ivanov, Matt Jarmak, James Jorstad, Evan Jorstad, Alex
Zoltan Boros, Christopher Bradley, Noah Bradley, Sam Burley, Jedd Kammer, Joshua Kaufman, Bill Grishnak Kerney, Jake Kiefer, Chet
Chevrier, jD, O lga Drebas, Jesper Ejsing, Wayne England, Leesha King, Atis Kleinbergs, Steven Knight, David Krolnik, Yan Lacharite,
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Paquette, Claudio Pozas, Vincent Proce, A.M. Sartor, Chris Seaman, Kevin D. Luebke, Michael Lydon, Matthew Maranda, Joel Marsh,
David Sladek, Craig J Spearing, Cory Trego-Erdner, Beth Trott, Jose Gleb Masaltsev, Chris McDaniel, Chris McGovern, Jim McKay,
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Project Management: Stan!, Heather Flem ing Milman, Daren Mitchell, TL Frasqueri-Molina, Scott Moore, David
Production Services: Cynda Callaway, Jefferson Dunlap, David Morris, Tim Mottishaw, JoDee Murch, Joshua Murdock, William
Gershman, Kevin Yee Myers, Walter Nau, Kevin Neff, Daniel "KBlin" Oliveira, Grigory
Parovichnikov, Alan Patrick, Russ Paulsen, Matt Petruzzell i, Zachary
This book includes some subclasses and spells that originally Pickett, Chris Presnall , Nel Pulanco, Jack Reid, Joe Reilly, Renout
appeared in Princes of the Apocalypse (2015) and Sword Coast van Rij n, Sam Robertson, Carlos Robles, Evan Rodarte, Matthew
Adventurer's Guide (2015). Roderick, Zane Romine, Nathan Ross, Dave Rosser, David Russell,
Ruty Rutenberg, A.C. Ryder, Arthur Saucier, Benjamin Schindewolf,
Other D&D Team Members: Bart Carroll, Trevor Kidd , Christopher Ken Schreu r, James Schweiss, the Seer, Jonathan Connor Self,
Lindsay, Shelly Mazzanoble, Hilary Ross, Liz Schuh, Nathan Nicholas Sementelli, Arthur Severance, Ben Siekert, Jim my Spiva,
Stewa r t, Greg Tito the Dead Squad, Francois P. Lefebvre Sr., Keaton Stamp s, Matthew
Talley, Da n Taylor, Kirsten A. Thomas, Laura Thom pson, Jia Jian
Playtesters: Charles Benscoter, Dan Klinestiver, Dave Kovarik, Ti n, Kyle Turner, Justin Turner, Alex Vine, Yoerik de Voogd, Shane
Davena Oaks, Kevin Engling, Teos Abadia, Robert Alaniz, Phil Walker, Matthew Warwick, Chris "Waffles" Wathen, Eric Weberg,
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Arcken, Dee Ashe, Andrew Bahls, Chris Balboni, Jason Baxter, Williamson, Travis Woodall, Arthur Wright, Keoki Young
CE
620C2215000001 EN Disclaimer: No goldji<h were harmed in the making ofrhi< book. Especially not Sy/gar.
Sy/gar definitely did nor die becou<e we forgot to ehange hi< water. If you <ee Xanathar,
ISBN: 978-0-7869-6612-7 make <ur< it.know< ll1a1. Be perfectly clear Sy/gar 1vas not harmed. And we had nothing 10
First Pri nting: November 2017 do wiih it. Bttteryet, don 't bdng ii up, and don't mention us.
98765432 1
DUNGEONS & DRAGONS. D&D, Wizards of the Coast. Fo rgotten Realms, the dragon ampersand, Player'< Handbook, Mon<ler Manual, Dungeon Ma<ter'< Cuide, Xanathar'< Guide 10
Everything. all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their
distinctive likenesses are property of Wizards of the Coast. This materlal ls protected under the copyright laws of the United States of America. Any reproduction or unauthorized use
of the material or artwork contained herein is prohibited without th e express written permission of Wizards of the Coast.
Prin ted in the USA. ~2017 Wizards of the Coast LLC, PO Box 707. Renton, WA 98057-0707, USA. Manufactured by Hasbro SA. Rue Emile-Boechat 31, 2800 Dclemont, CH.
Represented by Hasbro Europe 4 The Square Stockley park U xbridrc Middlesex UBJJ JET tJK
CONTENTS
lntroduction................................................... 4 This Is You r Life ......................................... 61 Award ing Magic Items ............................ 13S
Using This Book........................................ 4 Origins ...................................................... 61 Sidebar: Behind the Design: Magic
The Core Ru les.......................................... S Persona l Decisions................................ 64 Item Distribution .............................. 13S
Ch. 1: Character Options ........................... 7 Life Events ............................................... 69 Common Magic Items ......................... 136
Barbarian ........................................................ 8 Supplemental Tables............................. 72 S idebar: Are Magic Items
Primal Paths .............................................. 9 Racia l Feats ................................................. 73 Necessary in a Campaign? ............. 136
Path of the Ancestra l Guardian ............ 9 Ch. 2: Dungeon Master 's Tools ............. 77 Sidebar: Creating Additional
Path of the Storm Herald ..................... 10 S imultaneous Effects ................................ 77 Common ltems .................................. 140
Path of the Zealot ................................... 11 Fal ling ........................................................... 77 Magic Item Tables................................ 140
Bard ............................................................... 12 Rate of Fa ll ing ........................................ 77 Sidebar: Recharging without
F lying Creatures and Fa ll ing .............. 77 a Dawn ................................................ 144
Bard Colleges .......................................... 14
College of Glamour ................................. 14 Sleep .............................................................. 77 Ch. 3: Spells .............................................. 147
College of Swords .................................. lS Waking Someone................................... 77 Spell Lists................................................... 147
College of Whispers .............................. 16 S leeping in Armor ................................. 77 Spell Descriptions .................................... lSO
Cleric .............................................................. 17 Going without a Long Rest .................. 78 App. A: Shared Campaigns .................. 172
Divine Domains ...................................... 18 Adamanti ne Weapons ............................... 78
S idebar: Serving a Pantheon; Tying Knots .................................................. 78 App. B: Character Names ..................... l 7S
P h ilosophy, or Force .......................... 18 Tool Proficiencies ....................................... 78 Nonhuman Names ................................... 17S
Forge Domain ......................................... 18 Tools a nd Skills Together .................... 78 Dragonborn ........................................... l 7S
Grave Domain ......................................... 19 Tool Descriptions ................................... 78 Dwa rf ...................................................... 176
Druid .............................................................. 21 Spellcasting ................................................. 8S Elf.. ........................................................... 176
Druid Circles ........................................... 22 Perceiving a Caster at Work ................ 8S Gnome .................................................... 178
Circle of Dreams .................................... 22 Identifying a Spell.. ................................ 8S HalA ing ................................................... 179
Circle of the Shepherd .......................... 23 Inva lid Spell Targets ............................. 8S HalfOrc .................................................. 179
Learn ing Beast Shapes ........................ 24 Areas of Effect on a Grid ...................... 86 TieAing.................................................... 180
Fighter ........................................................... 27 Encounter Build ing .................................... 88 Human Names .......................................... 181
Martia l Archetypes ................................ 28 Quick Matchups...................................... 91 Arabic ...................................................... 181
Arcane Archer ........................................ 28 Random Encou nters: A World of Celtic ....................................................... 182
Cavalier .................................................... 30 Possibilities .............................................. 92 Chinese ................................................... 182
Samurai .................................................... 31 Arctic Encounters .................................. 92 Egyptian ................................................. 183
Monk .............................................................. 32 Coasta l Encou nters ............................... 93 English .................................................... 184
Monastic Traditions .............................. 33 Desert Encou nters ................................. 9S French ..................................................... 18S
Way of the Drunken Master ................ 33 Forest Encounters ................................. 97 German .................................................. 18S
Way of the Kensei .................................. 34 Grassland Encounters ........................ 100 G reek ...................................................... 186
Way of the Sun Soul... ........................... 3S Hil l Encounters .................................... 101 Indian ...................................................... 186
Paladin .......................................................... 36 Mou ntain Encounters ......................... 104 Japanese ................................................. 187
Sacred Oaths .......................................... 37 Swamp Encounters ............................. lOS Mesoamerican ...................................... 188
Oath of Conquest ................................... 37 Underdark Encounters ....................... 106 Niger- Congo ......................................... 189
Oath of Redemption .............................. 38 Underwater Encounters ..................... 109 Norse ....................................................... 189
Ranger........................................................... 40 Urban Encounters................................ 110 Polynesian ............................................. 190
Ranger Archetypes ................................ 41 Traps Revisited ......................................... 113 Roman .................................................... 190
G loom Stalker ........................................ 41 Simple Traps ......................................... 113 Slavic....................................................... 191
Horizon Walker ...................................... 42 Sidebar: Making Traps Spanish .................................................. 192
Monster Slayer ....................................... 43 Meaningfu l ......................................... 114
Rogue ............................................................ 44 Designing Simple Traps .................... llS
Roguish Archetypes .............................. 4S Complex Traps...................................... 118
Inqu isitive ................................................ 4S Designing Complex Traps ................. 121
Mastermind ............................................. 46 Sidebar: Complex Traps and
Scout ......................................................... 47 Legendary Monsters ........................ 123
Swashbuckle r ......................................... 47 Downtime Revisited ................................. 123
Sorcerer ........................................................ 48 R ivals ...................................................... 123
Sorcerous Origins ................................. SO Downtime Activities ............................ 12S
Divine Soul... ........................................... SO Buying a Magic Item ........................ 126
Shadow Magic ........................................ SO Carousi ng ........................................... 127
Storm Sorcery ........................................ Sl Crafting an Item ................................ 128
Warlock ......................................................... S3 Crime ................................................... 130
Otherworldly Patrons ........................... S4 Gambling ............................................ 130
The Celestial ........................................... S4 Pit Fighting ........................................ 131
The Hexblade .......................................... SS Relaxation .......................................... 131
Eldritch Invocations .............................. S6 Religious Service ............................. 131
Wizard ........................................................... S8 Resea rch ............................................. 132
Arcane Trad ition .................................... S9 Scribing a Spell Scroll... ................. 133
War Magic ................................................ S9 Selling a Magic Item ........................ 133
Training .............................................. 134
Work .................................................... 134
lb INTRODUCTION
ENEATH THE BUSTLI NG CITY OF WATERDEEP,
a beho lder crime lord keeps tabs on everyone
and everything-or so the beholder thinks.
Known as Xanathar, this bizarre being be-
lieves it can gather information o n everything
in the DU NGEONS & DRAGONS multiverse.
The be holde r desires to know it a ll! But no
matter what the beholder learns and what treasures it
acquires, its most prized possession in a ll the multi-
verse re ma ins its goldfis h, Sylgar.
The firs t major ru les expans ion to the fifth edition of
D&D, Xanathar's Guide to Everything provides a wealth
of new optio ns for the game. Xanathar might not be able
to realize its dream to know everything, but th is book
does delve into every major part of the game: adventur-
ers, their adventures, a nd the magic they wield.
U NEART H ED A RCA NA
Much of the material in this book originally appea red in
Unearthed Arcana, a series of online articles we publish
to explore rules that might officially become part of the
game. Some Unearthed Arcana offerings don't end up
resonating with fans and are set aside fo r the time being.
The Unearthed Arcana m aterial that inspired the options
in the following chapters was well received a nd , thanks to
feedba ck from thousands of you, has been refined into the
official forms presented here.
INTRODUCTION
ADVANTAGE AND DISADVA NTA GE
THE C O RE RULES Even if more than one factor gives you adva ntage or
This book relies on the ru les in the three core ru le- d is advantage on a roll, yo u have it only once, a nd if you
books . T he game especia lly ma kes freque nt use of have adva ntage and d is adva ntage on the same roll , they
the rules in chapters 7- 10 of the Player's Handbook: ca ncel each other.
"Using Ability S cores," "Adve ntur ing," "Combat," a nd
"Spellcasting." That book's a ppendix A is als o crucial; C OMBINI NG D I FFERE NT EFFECTS
it contains defini tions of conditio ns, like invisible a nd Diffe re nt gam e effects can affect a ta rge t at the same
prone . Yo u don't need to k now the ru les by heart, but it's time. For example, two di ffe re nt be nefits can give you
helpfuJ to know w he re to find them whe n you need the m . a bonus to your Armor Class. But w hen two or mo re
If you'r e a DM, you s ho uld a lso k now where to look e ffects have the s ame proper name, o nly one of the m
things up in the Dungeon Mas ter's Guide , especia lly the (the most powe rful one if their be ne fits a re n't identical)
ru les on how magic ite ms work (see chapte r 7 of th a t applies while the d urations of the effects overlap. For ex-
book). T he introduction of the Mons ter Manual is your a mple, if bless is cast o n yo u w hen you're s till unde r the
guide on how to use a mons te r's stat block. e ffect of an earl ie r bless, yo u gain the benefit of o nly o ne
casti ng. S imila rly, if yo u're in the radius of m ore than
THE DM ADJUDICATES THE RULE S one Aura of P rotectio n, yo u benefit only from the one
One ruJe ove rr ides a ll othe rs : the DM is the fina l a uthor- that grants the highest bonus.
ity on bow the rules work in play.
Rules a re part of w ha t makes D&D a game , rathe r R E ACTION TIMIN G
tha n j ust improvised s torytelling. The ga me's ru les are Certa in ga me fea tu res let you take a s pecial action,
meant to he lp orga ni ze, a nd even ins pire , the action of a called a reaction, in respo nse to s ome event. Making
D&D campa ign. The rules a re a tool , a nd we wa nt our opportunity attacks a nd casting the shield s pell ar e two
tools to be as effective as p ossible . No ma tte r how good ty pical uses of reactio ns . If yo u're uns u re when a reac-
those too ls m ight be , they need a group of playe rs to tio n occurs in re la tio n to its trigger, here's the rule : the
br ing the m to life a nd a DM to guide their use. reaction ha ppens a fter its trigger completes, unless the
The DM is key. Ma ny unexpected eve nts can occur in descr iption of the reaction explicitly says otherwise.
a D&D campaig n, a nd no set of ru les could reasona bly Once you ta ke a reaction, you can't ta ke a nothe r one
account for every contingency. If the ru les tried to do s o, until the s ta rt of your next turn .
the ga me would become a s log. An alte rnat ive wo uld be
RESISTANCE AND VULN ERABILITY
for the rules to sever ely lim it w ha t cha racte rs can do,
He re's t he order that you apply m odifiers to damage: (1)
which would be contra ry to the open-endedness of D&D .
a ny r elevant da m age immunity, (2) any add ition or s ub-
He re's the path th e ga me ta kes: it lays a fou ndatio n of
traction to the damage, (3) o ne relevant damage resis -
ru les that a DM can build on, a nd it embraces the DM's
tance, a nd (4) one releva nt damage vulne rability.
role as the bridge be tween the things the r ules address
Even if multiple sources give you resis ta nce to a ty pe
and the things they don't.
of da mage you're ta king, you can apply resis tance to it
TEN R ULES T O REMEMBER o nly o nce. T he same is true of vulne rability.
A few r ules in the core rulebooks some times trip up a PROFICIENCY BONUS
new player or DM. Here are te n of those ru les . Keep- If your proficie ncy bonus a pplies to a roll, you can add
ing them in mi nd will help you inter pre t the optio ns in the bonus o nly o nce to the ro ll, even if m ultiple th ings in
this book. the game s ay your bonus a pplies. Moreover, if mor e than
one th ing te lls you to doub le or ha lve yo ur bo n us, you
EXCEPTIONS SUPERSEDE GENERAL RULES double it only once or ha lve it only once before apply-
Gener al ru les govern each pa rt of the game . F or exam- ing it. Whethe r m ultiplie d, d ivided, or left at its normal
ple, the combat ru les tell you tha t melee weapon attacks value, the bonus can be used only once per roll.
use Streng th a nd ra nge d weapon attacks use Dex terity.
T ha t's a ge neral ru le, a nd a ge ne ra l ru le is in effect as BONUS ACTIQN SPELLS
(
long as somethi ng in the ga m e doesn't explicitly s ay If you wa nt to cast a s pell that ha s a cas ting time of 1
otherwise. bonus action, re membe r that you can't cas t any othe r
T he ga me also includes ele me nts - class features , s pe lls before or a fte r it o n the same turn, except for can-
s pells , magic item s , monster a bilities, a nd the li ke- that trips with a casting time of 1 action .
sometimes contrad ic t a gene ra l rule. When a n exception
a nd a genera l ru le d is agree, the exception wins . For ex- CONCENTRATIO N
ample, if a feature s ays you can m ake melee weapon at- As soon as you s ta rt casting a s pell or us ing a s pecia l
tacks us ing yo ur Charisma, you can do so, eve n though ability that req ui res co ncentration, you r concentration
tha t s tateme nt disagrees with the general ru le. on a nother effect e nds instantly.
~:
W he neve r you divide or multiply a n umbe r in the gam e,
round down if you e nd up with a fraction, even if the porary hit points a nd receive more of them , you don't
fraction is one-half or greater. add them toge ther, unle ss a gam e feature says you can.
Ins te ad, yo u decide which te mporary hit points to keep.
CHAPTER 1
CHARACTER OPTIONS
H E MAI N FIGURES I N ANY D &D CAMPA I GN each o f the s ubclasses in this book. In addition, the sec-
a re t he c ha racters c reate d by the players. tion for druids presents details on how the Wild Shape
The heroics, folly, righteous ness, and po- feat ure w orks, and th e warlock receives a collectio n of
tential villainy of your cha racters are at the new choices for the class's E ld ritch Invocations feature.
heart of the story. This c ha pte r provides a Each of the class presentations leads off with advice
variety of new options for t he m , foc usi ng on how to add d epth a nd detail to your c haracte r's pe r-
on additiona l subclasses for each of the son ality. You can use the tables in these sections as a
classes in the Player's Handbook. source of inspi ration, or roll a die to randomly deter-
Each class offers a cha racter-de fining choice at 1st, m in e a result if desi red.
2nd, or 3rd level that un locks a series of special fea- Following the subclasses, the section called "This Is
tures, n ot available to the class as a whole. That c h oice Your Life" presents a series o f tables for adding deta il to
is called a subclass. Each class has a collective term your character's backstory.
that describes its subclasses; in the fighter, for instance, The c h apter concludes with a selection of feats for the
the s ubcl asses are called martial arch etypes, a nd in the races in the Player's Handbook, offering ways to delve
palad in, they're sacred oaths. The table below ide ntifies deeper into a c h a racter's racial ide ntity.
SUB C LASSES
Class Subclass Leve l Available Description
Barbaria n Path of the Ancestral Guardia n 3rd Calls on the spi rits of honored ancestors to protect others
Barbarian Path of the Storm Herald 3rd Filled with a rage that channels the primal magic of th e st orm
Barbarian Path of the Zealot 3rd Fueled by a religious zeal that visits destruction on foes
Bard College of Gl amou r 3rd Wields the beguiling, glorious magic of the Feywild
Bard College of Swords 3rd Entertains and slays with daring feats of weapon prowess
Bard College of Whis pers 3rd Plants fea r and doubt in the minds of others
Cleric Forge Domain 1st Clad in heavy armor, serves a god of the forge or c reation
Cl eric Grave Domain 1st Opposes the blight of undeath
Druid Circle of Dreams 2nd Mends wounds , guards the weary, and strides through dreams
Druid Circle of the Shepherd 2nd Summons nature s pirits to bolster friends and harry foes
Fighter Arcane Archer 3rd Imb ues arrows with spectacular magical effects
Fighter Cavalier 3rd Defend s allies and knocks down enemies, often on horseback
Fighter Samurai 3rd Combines resilience with co urtly elegance and mighty strikes
Mon k Way of the Drunke n Master 3rd Co nfounds foes t hrough a martial arts tradition inspired by t he
swaying o f a drun kard
Mo nk Way of the Kensei 3rd Channels ki through a set of mastered weapons
Monk Way of the Sun Soul 3rd Tra nsforms ki into bursts of fire and searing bolts of light
Paladin Oath of Co nquest 3rd Strikes terro r in enemies and crushes the forces of chaos
Paladin O ath of Redemption 3rd Offe rs redemption to the wo rthy a nd destruction to those who
refuse mercy or righteousness
Ranger Gloom Stalker 3rd Unafraid of the dark, relentlessly stalks and ambushes foes
Ranger Ho rizo n Wal ker 3rd Finds po rtals to other worlds and channels plan ar magic
Ranger Monster Slayer 3rd Hunts down creatu res of the night a nd wielders of grim magic
Rogue Inquis itive 3rd Roots out secrets, akin to a masterful detec tive
Rogue Masterm ind 3rd A master tactician , man ipulates others
Rogue Scout 3rd Combines stealth with a knack for s urvival
Rogue Swashbuckler 3rd Delivers deadly strikes with speed and panache
Sorce rer Divine Soul 1st Harnesses magic bestowed by a god or other divine source
Sorce rer Shadow Magic 1st Wields the grim magic of the Shadowfell
Sorcerer Storm Sorcery 1st Crackles with th e power of the storm
Warlock The Celestial 1st Forges a pact with a being from celestial realms
Wa rlock The Hexblade 1st Serves a shadowy e ntity t hat bestows dread curses
Wizard War Magic 2nd Mixes evocation and abjuration magic to dominate the battlefield
;
P ERSO N A L TOTEMS
d6 Totem
A tuft of fur from a solitary wolf that you be-
friended during a hunt
2 Three eagle feathers given to you by a wise sha-
man, who told you they would play a role in deter-
mining your fate
3 A necklace made from the claws of a young cave
bear that you slew singlehandedly as a child
BARBARIAN 4 A small leathe r pouch holding three s tones that
represent your ancestors
I HAVE WITNESSED THE I NDOMITABLE PERFORMANCE OF
5 A few small bones from the first beast you killed,
barbarians on the.field of battle, and it makes me wonder tied together with colored wool
what force lies at the hea rt of their rage. 6 An egg-sized stone in the shape of your spirit ani -
-Seret, archwizard mal that appeared one day in your belt pouch
Both of these attitudes can give rise to s upersti- So G"-'utors c,rt f to fl' t..11Ao J,i). tlA fro'rc,tio"' tlAi"'~ to ..... c,kt
tions. These beliefs are often passed down within a
family or shared among the me mbers of a clan or a
w-or f'ofl' \ot{ort '10"'- t..1trt \oor"'? Uk IAot..1 w-G"''1 f to fl/
hunting group. 11Ac.t'1 c. tot o{ tlA rcrc.tio"' tlA'"'Y
If your barbarian character has a ny superstitions,
were they ingrained in you by your family, or are they
~"' ti_o.,.. rt J,is~.,..sti"'Y
0
0
the result of personal experience?
SUPERSTITIO N S
PATH OF THE ANCESTRAL GUARDIAN
d6 Superstition Some barbarians ha il from cultures that revere their an-
If you disturb the bones of the dead, you inherit all
cestors. These tribes teach that the warriors of the past
linger in the world as mighty spirits, who can guide and
the troubles that plagued them in life.
protect the living. When a barbarian who follows this
2 Never trust a wizard. They 're all devils in disgui se,
path rages, the barbaria n contacts the spirit world and
especially the friendly ones.
calls on these guardian s pirits for aid.
3 Dwarves have lost t heir spirits, and are almost like Barbarians who draw on their ancestral guardians
the undead . That's why they live underground. can bette r fight to protect their tribes and their allies. In
4 Magical things bring trouble. Never s lee p with a order to ceme nt ties to their ancestral guardians, bar-
magic object within ten feet of you . barians who follow this path cover themselves in elabo-
5 When you walk through a graveyard, be sure to rate tattoos that celebrate their ancestors' deeds. These
wear silver, or a ghost might jump into your body. tattoos tell sagas of victories against terrible monsters
6 If an elf looks you in the eyes , she's trying to read and other fearsome rivals.
your thoughts.
PATH OF THE A N CESTRAL GU A RDIAN FEATURES
Barbarian
PRIMAL PATHS Level Feature
At 3rd level, a barbarian gains the Primal Path feature. 3rd Ancestral Protectors
The following options are available to a barbarian, in 6th Spirit Shield (2d8)
addition to those offe red in the Player's Handbook: the
10th Consult the Spirits, Spirit Shield (3d8)
Path of the Ancestral Guardian, the Path of the Storm
Herald, and the Path of the Zealot. 14th Vengeful Ancestors , Spirit Shield (4d8)
Some deities inspire th eir followers to pitc h the m selves ZEALOUS PRESEN CE
into a fe rocious battle fury. T hese barbarians are zeal- At 10th level, you lea rn to c hannel divine power to in-
ots- warriors wh o cha nne l their rage into powerful dis- s pire zealotry in others . As a bonus action, you un leash
plays of divine power. a battle c ry infused with divine e ne rgy. Up to te n other
A variety of gods across the worlds of D&D inspire c reatures of your choice within 60 feet of you that can
their followers to e mbrace this path. Tempus from the hear you gain advantage on attack rolls and saving
Forgotte n Realms and Hextor and Erythnul of Grey- throws until the start of your next turn.
hawk a re a ll prime examples. In gene ral, t he gods who Once you use this feature, you can 't use it again until
inspire zealots a re d eities o f combat, d estruction, and you finis h a long rest.
viole nce. Not all are e vil, but few are good.
RAGE BEYOND DEATH
PATH OF THE ZEALOT FEATURES Beginning a t 14t h level, t he divine power t hat fuels your
Barbarian rage a llows you to shrug off fatal blows.
Level Feature While you're raging, having 0 hit points doesn't knock
you unconscious. You still must make death saving
3rd Divine Fury, Warrior of the Gods
throws, and you s uffe r the normal effects of taking
6th Fanatical Focus
damage while at 0 hit points. However, if you would die
10th Zealous Presence due to failing death saving throws, you do n't die until
14th Rage beyond Death your rage ends, and you die then only if you still have 0
hit points.
T he ways th at a performance ca n go w rong are as a muse- a p ar t icular concept t hat inspires much o f wh at
varied as the fish in the sea. No m atter what sort of those bards do in front o f an audience.
disaster might occur, however, a ba rd has the courage A bard who follows a muse generally does so to gain a
and t he confidence to rebound from it- either pressing d eeper understanding of w h at that muse represents and
on w ith the show (if possible) or promising to com e back how to best convey that understand ing to other s t h roug h
tomorrow w ith a new performa nce that's guara nteed per for mance.
to please. If your bard cha racter has a m use, it could be one of
the three d escribed here, or one o f your own devising.
EMBARRASSMENT S Nature. You feel a k inship w ith the natural world, a nd
its beauty and mystery inspire you . For you , a tree is
d6 Embarrassment
deeply symbolic, its roots delving into t he da rk unknown
The time when your comedic song, " Big Tom's
to draw forth t he power of the earth, wh ile its branches
Hijinks"-which, by the way, you thought was bril- reach towa rd th e sun to nourish their flowers and
liant-did not go over well with Big Tom frui t. Nature is the ancient witness who has seen every
2 The matinee performance when a circus's owlbear k ingd om rise a nd fa ll , even those whose names have
got loose and terrorized the crowd been forgotten and wait to be rediscovered. The gods of
3 When your o pening song was your e nthusiastic nature share their secrets with druids and sages, open-
but universally hated rendition of "Song of the ing t heir hearts and minds to new ways of seeing, and
Froghemoth" as with those individ uals, you find that your cr eativity
4 The first and last public perfo rmance of"M irt, Man b lossoms while you wander in an open field of wavi ng
a bout Town" grass or wa lk i~ si lent reverence through a g rove o f an-
cient oaks.
5 The time on stage when your wig caught fire and
Love. You ar e o n a quest to identify the essence o f
you threw it down-which set fire to the stage
true love. Though you do not disdain the superficial
6 When you sat o n your lute by mistake during the love of flesh and form, the deeper form of love that ca n
final stanza of "Starlight Serenade" inspire thousands o r bring joy to o ne's every moment
is what you a re i nterested in. Love o f t his sort takes o n
A BARD'S MUSE m any forms, and you can see its presence everyw here-
Natura lly, every bard has a r epertoire o f songs and sto- from the sparkling o f a beautiful gem to t he song of a
simple fisher tha nking the sea for its bounty. You a re
ries. Some bards are general ists w ho can draw from
a wide range of topics for each per formance, a nd w ho o n the trail of love, that most p recious and mysterious
take pride in their versatility. Others adopt a more per- of emotion s, a nd your search fi lls your stories a nd your
son gs wit h vita l ity and passion.
sonal approach to thei r a r t, driven by th eir attachment to
ing Blade F lour ish options of your c hoice. You can use
BONUS PROFICIENCIES
only o ne Blade Flouris h option pe r turn.
When you join the College of S words a t 3rd level, you Defensive Flourish. You can expe nd one use of your
gain proficie ncy with medium armor and the sci mita r. Bardic Inspiration to cause th e weapo n to deal extra
If you're proficient w ith a s imple or martia l me lee damage to the ta rge t you hit. The da m age equ a ls the
weapon, you ca n use it as a spellcasting focus for yo ur numbe r you roll on the Ba rdic Inspiration die . You a lso
ba rd s pells. add t he number rolJed to your AC until the start of your
nex t turn.
FIGHTING S TYLE
Slashing Flourish. You can expend o ne use of your
At 3rd level, you adopt a s tyle of fighting as your spe-
Bardic Ins piration to cause the weapon to deal extra
cialty. C hoose o ne of the following options. You can't
damage to the target you hit and to any othe r creature
take a F ighting S ty le option mo re tha n once, even if
o f your choice tha t you can see w ithin 5 feet of you. The
some thing in the game le ts you choose again.
damage equa ls. the numbe r you roll on the Bardic Inspi-
Dueling. Whe n you a re wielding a melee weapon in
r a tion die .
one hand and no othe r weapons, you gain a +2 bonus to
Mobile Flourish. You can expe nd one use of you r Bar-
d amage rolls with that weapon.
dic Inspiration to cause the weapon to deal extra dam-
Two-Weapon Fighting. Whe n you e n gage in two-
age to the target you bit. The damage equals th e number
weapon fighting, you can add your a bility modifier to the
you roll o n the Bardic Insp ira tion die. You ca n a lso push
d amage of the second attack.
the ta rget up to 5 feet away from you, plus a number of
BLADE FLOURISH feet equa l to the numbe r you roll on that di e. You ca n
At 3rd level, you learn to pe rform impressive displays of th e n immediately use your reaction to move up to your
martial prowess and sp eed. walking speed to an unoccupied space w ith in 5 feet of
Whe never you take the Attack action on your turn, th e target.
your walking s peed inc reases by 10 feet until the e nd of
EXTRA ATTACK
th e turn, and if a weapon a ttack th a t you make as part of
Starting at 6th level, you can attack twice, instead of
this action hits a c reatu re, you can use one of the follow-
once, whenever you take the Attack action o n your turn.
MANTLE OF WHISPERS
At 6th level, you gain the ability to adopt a huma noid's
persona. When a huma noid dies within 3 0 feet of you,
you can m agically capture its shadow using your reac-
tion. You retain this s hadow until you use it or you finis h
MASTER'S FLOURISH a long rest.
Starting at 14th level, whenever you use a Blade Flour- You can use the s hadow as a n action. When you do so,
ish option, you can roll a d6 a nd use it instead of expend- it vanishes, magically transforming into a disguise that
ing a Bardic Inspiration die. appears on you. You now look like the dead person, but
healthy a nd a'live. This disguise lasts for 1 hour or until
COLLEGE OF WHISPERS you end it as a bonus action.
While you're in the disguise, you gain access to a ll
Most folk are happy to welcome a ba rd into their midst. information that the humanoid would freely s hare with
Bards of the College of Whispers use this to the ir ad- a casua l acquainta nce. Such information includes gen-
vantage. They appear to be li ke other ba rds , s haring eral details on its background a nd personal life, but
news, singing songs, a nd telling tales to the audiences doesn't include secrets. The information is enough that
they gather. In truth, the College of Whispers teaches its you can pass yourself off as the person by drawing on
students that they are wolves among s heep. These ba rds its memories.
use their knowledge and magic to uncover secrets and Another creature can see through this disguise by
turn them against others through extortion and threats . s ucceeding on a Wisdom (Insight) check contested by
Many other ba rds hate the College of Whispers, your Cha risma (Deception) check. You gain a +5 bonus
viewing it as a parasite that uses a bard's reputation to to your check.
acquire wealth a nd power. For this reason, members Once you capture a s hadow with this feature , you
of this college rarely reveal their true nature. They typ- can't capture a nother one with it until you finish a s hort
icalJy claim to follow some other college, or they keep or long rest.
their actual calling secret in order to infiltrate and ex-
ploit royal courts a nd other settings of power. SH ADOW LORE
At 14th level, you gai n the ability to weave dark magic
COLLEGE OF WHISPERS FEATURES into your words a nd tap into a creature's deepest fears.
Bard Level Feature As an action, you magically whisper a phrase that
3rd Psychic Blades, Words of Terror only one creature of your choice within 30 feet of you
Mantle of Whispers
can hear. The target must make a Wisdom saving throw
6th
against your s pell save DC. It automatically succeeds
14th Shadow Lore
if it doesn't s hare a lang uage with you or ii it can't hear
you. On a successful saving throw, your w hisper sounds
PSYCHIC BLADES like unintelligible mumbling a nd has no effect.
When you join the College of Whispers at 3rd level, you On a fai led saving throw, the target is cha rmed by you
gain the ability to ma ke your weapon attacks magically for the next 8 hours or until you or your a llies attack it,
toxic to a creature's mind. da mage it, or force it to make a saving throw. It inter-
When you hit a creature with a weapon attack, you prets the whispers as a description of its mos t mortify-
can expend one use of your Bardic Ins piratio n to dea l a n ing secret. You gain no k nowledge of this secret, but the
extra 2d6 psychic damage to that target. You can do so target is convinced you know it.
only once per round on your turn. The cha rm ed creature obeys your commands for fear
The psychic da mage increases when you reach cer- that you will reveal its secret. It won't ris k its life for
tain levels in this class, increasing to 3d6 at 5th level, you or fight for you, unless it was already inclined to
5d6 at 10th level, a nd 8d6 at 15th level. do so. It grants you favors and gifts it would offer to a
close friend.
WORDS OF TERROR
When the effect ends, the creature has no understand-
At 3rd level, you learn to infuse innocent-seeming words
ing of why it held you in such fear.
with a n ins idious magic that can inspire terror. Once you use this feature, you can't use it again until
If you speak to a humanoid a lone for at least 1 minute,
you finis h a long rest.
you can attempt to seed paranoia in its mind. At the
end of the conversation, the ta rget must succeed on a
Wis dom saving throw against your spell save DC or be
frightened of you or another creature of your choice. The
target is frightened in this way for 1 hour, until it is at-
tacked or damaged, or unti l it witnesses its allies being
attacked or damaged.
Almost a ll the folk in the world who revere a deity live KEEPSAKES
their lives witho ut ever being directly touched by a di-
d6 Keepsake
vine being. As s uch, they can never know what it feels
like to be a cleric- someone who is not only a devout 1 The finger bone of a saint
wors hiper, but who has a lso been invested with a mea- 2 A metal-bound book that tells how to hunt and de-
s ure of a de ity's power. stroy infernal creatures
The question has lo ng been debated : Does a mo rtal 3 A pig's whistle that reminds you of your humble
become a cleric as a conseque nce of deep devotion to and beloved mentor
one's deity, thereby attracting the god's favor? Or is it the 4 A braid of hair woven from the tai l of a unicorn
de ity who sees the potential in a pe rson a nd calls that 5 A scroll that describes how best to rid the world of
individual into service? U ltimately, perhaps, the answer necromance rs
does n't m atte r. However cle rics come into bein g, the
6 A runes tone sa id to be blessed by your god
world need s clerics as much as clerics a nd deities need
each othe r.
If you 're playing a cleric c haracter, the following sec- SECRET
tions offer ways to add some deta il to that ch a racte r 's No morta l soul is e ntirely free of second thoughts or
his tory and personality. doubt. Even a cleric must grapple with dark desires o r
the forbidden attr action of turning against the teachings
TEMPLE of one's deity.
Most clerics s tart their lives of service as priests in a n If you h aven't cons idered this aspect of your cha rac-
ord er, then later realize that they have been blessed by ter yet, see the table e ntries for some possibilities, or
their god with the qualities needed to become a cleric. use t hem fo r inspiration. Your deep, dark secre t might
To prepare for th is new duty, candida tes typica lly re- involve something you did (or a re doing), or it could
ceive ins truction from a cleric of a te mple or another be rooted in the way you feel about the world and your
p lace of study devoted to their deity. role in it.
Some temples are c ut off from the world so that their
occupants can focus on devotio ns, while o ther temples SECRETS
open their doors to minis ter to a nd heal the masses. d6 Secret
What is noteworthy a bout t he temple you studied a t? An imp offers you counsel. You try to ignore the
creattJre, but sometimes its advice is helpful.
TEMPLES 2 You be lieve that, in the final analysis, the gods are
d6 Temple nothin g more tha n ultrapowerful mortal creatures.
Your temple is said to be the o ldest su rviving struc- 3 You acknowledge the power of the gods, but you
ture built to honor your god. think that most events are dictated by pure chance.
2 Acolytes of several like-mi nde d deities all received 4 Even though you ca n work divi ne magic, yo u have
instruction together in your temple. never tru ly fe lt the presence of a divine essence
3 You come from a temple famed for the brewery it within yourself.
operates. Some say you smell like o ne of its ales. 5 You are plagued by nightmares that you believe are
4 Your temple is a fo rtress and a provi ng ground t hat sent by your god as punishment for some unknown
tra ins warrior-priests. transgression.
5 You r temple is a peaceful, humble place, filled with 6 In times of despair, you feel that you are but a play-
vegetable gardens and s imple priests. thing of the gods, and yo u resent their re moteness.
6 You served in a te mpl e in the Ou ter Planes.
FORGE DOMAIN
The gods of the forge are patrons of a rtisans who work
with metal, from a humble blacksmith who keeps a
village in horseshoes and plow blades to the mighty elf
artisa n whose diamond-tipped arrows of mithral have
felled demon lords. The gods of the fo rge teach that,
with patience a nd hard work, eve n the most intractable
meta l can be transformed from a lump of ore to a beau-
tifu lly wrought object. Clerics of these deities search
for objects lost to the forces of darkness, liberate mines
overrun by ores, and uncover rare and wondrous mate-
r ia ls necessary to create potent magic items. Followers
of these gods take great pride in their work, and they
are willing to craft and use heavy armor and power-
ful weapons to protect them. Deities of this domain
include Gond , Reorx, Ona tar, Morad in, Hephaestus,
and Goibhn iu.
BLESSING O F TH E F O RGE
At 1s t leve l, you gain the ability to imbue magic into
a weapon o r a rmo r. At the e nd of a lo ng rest, you can
touch one no nmagical object that is a s uit of a rmo r o r
a s im ple o r ma r tia l weapon. Unti l the e nd of your next
long rest o r until you die, the o bject becom es a magic
item , g ra nting a +1 bo nus to AC if it's a rmo r or a +1 bo-
nus to attack a nd da mage ro lls if it's a weapon.
O nce you use this fea ture, you can't use it again until
you finis h a long rest.
KEEPER OF SOULS
GRAV E DO MA I N SPELLS
Starting at 17th level , you ca n seize a trace of vitality
Cleric Level Spe lls from a parting soul and use it to heal the living. When
1st bane, false life an enemy you can see dies within 60 feet of you, you or
3rd gentle repose, ray ofenfeeblement one creature of your choice that is within 60 feet of you
5th revivify, vampiric touch regains hit points equa l to the enemy's number of H it
Dice. You can use this feature only if you aren't incapac-
7th blight, death ward
i tated. Once you use it, you can 't do so again unti l the
9th antilife shell, raise dead
start of your next turn.
HIDDEN PATHS
DRUID CIRCLES Starting at 10th level, you can use the hidden, magical
At 2nd level, a druid gains the Druid Circle feature. The pathways that some fey use to traverse space in the
following options are available to a druid, in addition blink of an eye. As a bonus action o n your turn, you can
to those offered in the Player's Handbook: the Circle of teleport up to 60 feet to an unoccupied space you can
Dreams and the Circle of the Shepherd. see. Alternatively, you can use your action to teleport
WALKER IN D REAMS
At 14th level, the magic of the Feywild grants you
the a bility to travel me nta lly o r phys ically through
dreamlands.
W he n you finis h a s hort rest, you ca n cast one of the
following spells, without expending a spell s lot or re-
quiring mate ria l compo ne nts: dream (with you as the
messenge r), scrying, or te/eportation circle.
T his use of teleportation circle is specia l. Ra ther tha n
opening a portal to a pe rma ne nt tele porta tion circle, it
opens a porta l to the last location whe re you finished
a long rest o n your c urre nt plane of existence. If you
have n 't taken a long rest on your curren t plane, the
s pell fai ls but isn't was ted .
Once you use this feature, you ca n't use it again
until you finis h a long rest.
diffi c ulty d efe nding the mselves. S he phe rds, as they are
known, see s uc h cr eatures as the ir c ha rges. They wa rd
off mons te r s that threaten them, re buke hunters w ho combine this a bility with g ifts to c urry favor with them
kill more prey than necessary, a nd prevent civilization as you wou ld with a ny nonplayer character.
from e nc roaching on rare animal ha bita ts a nd o n s ites SPIRIT TOTEM
sacre d to the fey. Many of these druids a re h a ppiest far
Starting at 2nd level, you can call fo rth nature spirits to
from cities and towns, conte nt to s pe nd the ir d ays in the
influe nce the world around you. As a bonus action, you
company of a nima ls a nd the fey cr eatures of the wilds.
can magica lly s ummon a n incorporeal spirit to a point
Members of this circle become adventurers to oppose you can see within 60 fee t of you. The spirit c reates a n
forces that threaten their c h a rges or to seek kn owledge aura in a 30 -foot radius a round that point. It counts as
and power that will help them safegua rd th eir c h a rges
neither a c reature nor an object, though it has the spec-
better. Wherever t hese druids go, the s pirits of the wil- tra l a ppea rance of the c reature it re p resents.
de rness a re w ith t he m. As a bonus actio n, you can move the s pirit up to 60
feet to a point you can see.
CIRCLE OF THE SHEPHERD FEATURES
The s pirit pe rsists for 1 minute o r until you're incapac-
Druid Level Feature itated. Once you use this fea ture , you can't use it again
2nd Speech of the Woods, Spirit Totem until you finish a s hort or long rest.
6th Mighty Summoner The effect of.the s pirit's a ura depe nds on the type of
10th Guard ian Spirit spirit you summon from the options below.
Bear Spirit. T he bear s pirit g rants you and your allies
14th Faithful Summons
its might a nd e ndura nce. Each creature of your choice
in the a ura when t he spirit a ppears gains temporary
SPEECH OF THE WOODS
hit points equal to 5 +your druid level. In addition, you
At 2nd level, you gain the a bility to converse wit h beasts a nd your allies gain advantage on Strength c hecks and
a od many fey. Strength saving throws while in the a ura.
You learn to s peak, read, a nd write Sylvan. In addi- Hawk Spirit. The hawk s pirit is a consummate
tion, beasts can understand your speech, and you gain hunter, aiding you and your allies with its keen sight.
the a bility to deciphe r their noises a nd motions. Most Whe n a c reature makes a n attack r oll against a target
beasts lack the in telligence to convey or under stand in the spirit's a ura, you cao use your reaction to grant
sophisticated concepts, but a friendly beas t could relay advantage to that attack roll. In addition, you and your
what it has seen or heard in the rece nt pas t. This a bility a !Ues have advantage on Wisdom (Perception) c hecks
doesn 't grant you friends hip with beasts, though you can w hile in the aura.
Unicorn Spirit. The unicorn spirit lends its protection l c.10...-()..._'l, B(cc,...-u (v(r;t~i"~
to those nearby. You and your a llies gain advantage on 4u is '"f(rior to w<(,
all ability checks made to detect creatures in the spirit's
aura. In addition, if you cast a spell using a spell slot
that restores hjt points to any creature inside or outside T he tables include all the individua l beasts that are
the aura, each creature of your choice in the aura also eligible for Wild Shape (up to a challenge rating of 1) or
regains hit points equal to your druid level. the Circle Forms feat ure of the Circle of the Moon (up to
a cha llenge rating of 6).
MIGHTY SUMMONER
Starting at 6th level, beasts and fey that you conjure are A RCTIC
more resilient than normal. Any beast or fey summoned
CR Beast Fly/Sw im
or created by a spell that you cast gains the follow-
ing benefits: 0 Owl Fly
1/8 Blood hawk Fly
The creature appears with more hit points than nor-
1/4 Giant owl Fly
mal: 2 extra hit points per Hit Die it has.
Brown bear
The damage from its natural weapons is considered
magical for the purpose of overcoming immuruty a nd 2 Polar bear Swim
resistance to nonmagical attacks and damage. 2 Saber-toothed tiger
6 Mammoth
GUARDIAN SPIRIT
Beginning at 10th level, your Spirit Totem safeguards COA ST
the beasts and fey that you call forth with your magic.
When a beast or fey that you summoned or created with CR Beast Fly/Swim
a spell ends its turn in your Spirit Totem aura, that crea- 0 Crab Swim
ture regains a numbe r of hit points equal to half your 0 Eagle Fly
druid level. 1/8 Blood hawk Fly
1/8 Giant crab Swim
FAITHFUL SUMMONS Poisonous snake Swim
1/8
Starting at 14th level, the nature spirits you commune Stirge Fly
1/8
with protect you when you are the most defenseless.
1/4 Giant lizard
If you a re reduced to 0 hit points or are incapacitated
1/4 Giant wolf spider
against you r will , you can immediately gain the benefits
1/4 Pteranodon Fly
of conjure animals as if it were cast using a 9th-level
spell s lot. It summons four beasts of your cho ice that are Giant eagle Fly
challenge rating 2 or lower. The conjured beasts appear Giant toad Swim
within 20 feet of you. If they receive no commands from 2 Plesiosaurus Swim
you, they protect you from harm a nd attack your foes.
The spell lasts for 1 hour, requiring no concentration, or DE SERT
until you dismiss it (no action required).
CR Beast Fly/ Swim
Once you use this feature, you can't use it again until
you finish a long rest. 0 Cat
0 Hyena
0 jackal
LEARNING BEAST SHAPES
0 Scorpion
The Wild Shape feature in the Player's Handbook lets
0 Vulture Fly
you transform into a beast that you've seen. That rule
1/8 Camel
gives you a tremendous amount of flexibility, making it
1/8 Flying snake Fly
easy to amass an array of beast form options for your-
self, but you must abide by the limitations in the Beast 1/8 Mule
Shapes table in that book. 1/8 Poisonou s snake Swim
When you gain Wild Shape as a 2nd-level druid, you 1/8 Stirge Fly
might wonder which beasts you've a lready seen. The 1/4 Constrictor snake Swim
following tables organize beasts from the Monster Man- 1/4 Giant lizard
ual according to the beasts' most likely environments. 1/4 Giant poisonous snake Swim
Consider the environment your druid grew up in, then 1/4 Giant wolf spider
consult the appropriate table for a list of an imals that Giant hyena
your druid has probably seen by 2nd level. Giant spider
These tables can also help you and your DM deter-
Giant toad Swim
mine which animals you might see on your travels.
Giant vulture Fly
In addition, the tables include each beast's challenge
rating and note whether a beast has a flyi ng or swim- Lion
ming s peed. This information will help you determine 2 Giant constrictor snake Swim
whether you qualify to assume that beast's form. 3 Giant scorpion
Banishing Arrow. You use abjura tion m agic to try to o n a Cons titution saving throw, or the da m age dealt
temporarily b a nish your ta rget to a h armless location by its weapon attack s is ha lved until the start of your
in the Feywild. The c r eature hit by the arrow mus t a lso next turn.
su cceed o n a Ch arism a saving throw or be banis h ed . The necrotic d a mage incr eases to 4d6 whe n you reach
W hile ba nis hed in this way, the ta rget's speed is 0 , and 18th level in this class.
it is incapacitated . At t he e nd of its next turn, the ta rge t Grasping Arrow. Whe n this arrow s trikes its ta rge t,
reappears in the s pace it vacated or in the nearest unoc- conjuration magic creates grasping, poisonous bram -
cupied s pace if that s pace is occupied. bles, which wrap a round the ta rget. T he creature hit by
After you reach 18th level in this class, a target also th e arrow takes an extra 2d6 po ison da mage, its s peed
ta k es 2d6 force d a mage when t he a rrow hits it. is reduced by 10 feet, and it takes 2d6 s las hfog dam-
Beguiling Arrow. Your e n ch a nt me nt magic causes age the fi rst time on each turn it moves 1 foot or more
this a rrow to tempora rily beguile its target. The c reature without tele p orting. T he targe t or a ny c r eature tha t can
hit by the a rrow takes a n extra 2d6 psychic damage, a nd reach it ca n use its action to re move the brambles with
c hoose one of you r aJJies within 3 0 feet o f the target. a s uccessful S tre ngth (Athle tics) c heck against your Ar-
The targe t must s ucceed on a Wis dom saving throw, or cane Shot save D C. Othe rwise, the brambles last for 1
it is c ha rm ed by the c h osen ally until the start of your minute or until you use this option again.
next turn. This effect e nds early if the c hosen a lly at- The poison d amage and s las hing damage both in-
tacks the c h a rmed target, deals da mage to it, or forces it c rease to 4d6 ~hen you reach 18th level in this class.
to m a k e a saving throw. Piercing Arrow. You use transmutation m agic to
The psychic d amage inc reases to 4d6 w hen you reach give your a rrow a n e the real qu a lity. Whe n you use this
18th level in this class. option, you don't m ake an attack roll for the a ttack.
Bursting Arrow. You imbue your arrow with force Ins tead, the arrow s hoots forward in a line, which is 1
e n e rgy drawn from the school of evocation. The e ne r gy foot wide and 3 0 feet long, before disappearing. The
de ton a tes a fte r your attack. Immedi ately after the a r- arrow passes ha rmlessly through objects, ignoring
row hits the c reature, the targe t and all other c reatures cover. E ach creature in tha t line must make a D exte r ity
within 10 feet of it ta ke 2d6 force da mage each. saving throw. On a failed save, a c reature takes dam a ge
The force damage inc reases to 4d6 when you reach as if it were hit by the a rrow, plus a n extra ld6 pie rcing
18th level in this class. d a mage. On a successful save, a target takes h a lf as
Enfeebling Arrow. You weave necromantic magic into muc h damage.
your arrow. The c reature hit by the a rrow ta kes a n extra The pie rcing da m age increases to 2d6 when you reach
2d6 necrotic damage. The target mus t a lso s ucceed 18th level in this class.
SAMURAI
T he Sam urai is a fi ghter who draws on a n im placable
fig hting s pir it to overcome enem ies. A Samurai's resolve
is nea rly unbreakable, a nd the enemies in a Samura i's
path have two cho ices: yield or die fig hting.
SAMURAI F E ATUR E S
Fighter Level Feature
3rd Bonus Profi ciency, Fightin g Spirit (5 temp . hp)
7th Elega nt Co urtier
10th Tireless Spirit, Fighting Spirit (10 temp. hp)
15th Ra pid Stri ke, Fighting Spirit (1 5 te m p. hp)
18th Strength before Deat h
TIRE LE SS SPIRI T
BONUS PROFI CIENCY
Star ting a t 10th level, whe n you roll initiative and
Whe n you choose this archetype at 3rd level, you gain
have no uses of Fighting S pir it re ma ining, you re-
proficie ncy in one of the following skills of your choice:
gain o ne use.
History, Ins ig ht, P e r fo rma nce, o r P ers uas ion. Alterna-
tively, you lea rn o ne la ng uage of your choice. R APID STRIKE
FIGHTING SPIRIT
S ta r ting at 15th level, you learn to trade accuracy fo r
swift strikes. Tf you take the Attack action on your turn
S ta rting at 3rd leve l, your intens ity in battle can s hield
a nd have adva ntage on a n attack roll aga ins t one of
you and help you s trike true. As a bonus action o n your
the targets, you can forgo the adva ntage for tha t roll to
turn, you can give yourself adva ntage on weapo n a ttack
ma ke a n additio na l weapon attack aga ins t that target,
rolls until the end of the curre nt tum. Whe n you do so,
as part of the same action. Yo u can do so no mo re th an
you a lso gain 5 te mpora ry hit points. The numbe r of
once per turn.
tempo ra ry hi t points increases when you reach certa in
leve ls in this class, increasing to 10 a t 10th level and 15 S TRENGTH BEFOR E D EATH
at 15th level. Sta rting at 18 th leve l, your fi ghting spirit can delay the
Yo u can use this feature three times, and you regain g rasp of death. If you take da mage that reduces you to
a ll expended uses of it when yo u finis h a long rest. 0 hit points a nd doesn't kill you outright, you can use
ELEGANT C O U RTIER
your reaction to delay fa lling unconscious, a nd you can
immed iately take a n extra turn, interrupting the current
S ta rting at 7th level, your discipline a nd attentio n to de-
turn. While you have 0 hit points during that extra turn,
ta il a llow you to excel in socia l s ituations. Whe never you
taking da mage causes death saving th row failures as
ma ke a Cha ris ma (P ers uasion) check, you gain a bo nus
norm a l, a nd three death saving th row failures can s till
to the check equa l to your Wis dom modifier.
kill yo u. When the extra turn ends, yo u fa ll unconscious
Your self-control a lso causes you to ga in proficiency
if you s till have 0 hit points.
in Wis dom saving throws . If you already have this pro-
Once you use this feature, you can't use it aga in until
ficiency, you ins tead gain proficie ncy in Inte lligence or
yo u finis h a long rest.
Charis m a saving throws (your choice).
NEMESES
d6 Nemesis
A mighty ore war chief who threatens to overrun
and destroy everything you hold sacred
2 A fiend or a celestial, the agent of a power of the
Outer Planes, who has been charged with corrupt-
ing or redeeming you , as appropriate
3 A dragon whose servants dog your steps
4 A high priest who sees you as a misguided fool and
wants you to abandon your religion
5 A rival paladin who trained with you but became an
oath-breake r and holds you responsible
6 A vampire who has sworn revenge against all pala-
dins after being defeated by one
TEMPTATION
Although paladins are dedicated to their oaths, they are
PALl\OIN OF CoNQ.uE s T
mortals, and thus they are flawed. Many of them exhibit
a type of behavior or hold to an attitude that is not in
keeping with the highest ideals of their calling. OATH OF CONQU_E_S_T_ _ __
What is the temptation that your character succumbs
to o r finds it difficult to resist? The Oath of Conquest calls to paladins who seek glory
in battle and the subjugation of their enemies. It isn't
TEMPTATIONS enough for these paladins to establish order. They must
crush the forces of chaos. Sometimes called knight ty-
d6 Temptation
rants or iron mongers, those who swear this oath gather
Fury. When your anger is roused, you have trouble into grim orders that serve gods or philosophies of war
thinking straight, and you fear you might do some- and well-ordered might.
thing you'll regret. Some of these paladins go so far as to consort with
2 Pride. Your deeds are noteworthy, and no one takes the powers of the Nine Hells, valuing the rule of law
note of them more often than you. over the balm of mercy. The arcbdevil Bel, warlord of
3 Lust. You can't resist an attractive face and a pleas- Avernus, counts many of these paladins- called hell
ant smile. knights- as his most ardent supporters. Hell knights
4 Envy. You are mindful of what some famous folk cover their armor with trophies taken from fallen en-
emies, a grim-warning to any w ho dare oppose them
have accomplished, and you feel inadequate when
and the decrees of their lords. These knights are often
your deeds don't compare to theirs.
most fiercely resisted by other paladins of this oath,
5 Despair. You consider the great stre ngth of the who believe that the hell knights have wandered too far
enemies you must defeat, and at times you see no into darkness.
way to achieve final victory.
6 Greed . Regardless of how much glory and treasure TENETS OF CONQUEST
you amass, it's never enough for you. A paladin who takes this oath has the tenets of conquest
seared on the upper arm.
Douse the Flame ofHope. It is not enough to merely
SACRED OATHS defeat an enemy in battle. Your victory must be so over-
At 3rd level, a paladin gains the Sacred Oath feature. whelming that your enemies' will to fight is shattered
The following options are available to a paladin, in addi- forever. A blade can end a life. Fear can end an empire.
tion to those offered in the Player's Handbook: the Oath Rule with an Iron Fist. Once you have conquered,
of Conquest a nd the Oath of Redemption. tolerate no dissent. Your word is law. Those who obey it
OATH SPELLS
You gain oath spells at the paladin levels listed in the AURA OF THE GUARDIAN
Oath of Redemption Spells table. See the Sacred Oath Starting at 7th level, you can shield others from harm at
class feature for how oath spells work. the cost of your own health. When a creature within 10
feet of you takes damage, you can use your reaction to
OATH OF REDEMPTION SPELLS magically take that damage, instead of that creature tak-
ing it. This feature doesn't tr ansfer any other effects that
Paladin
might accompa ny the da mage, a nd this damage can't be
Level Spells
reduced in any way.
3rd sanctuary, sleep At 18th level, the range of this aura increases
5th calm emotions, hold person to 30 feet.
9th counterspell, hypnotic pattern
13th Otiluke's resilient sphere, stoneskin PROTECTIVE SPIRIT
Starting at 15th level, a holy presence mends your
17th hold monster, wall offorce
wounds in battle. You regain hit points equal to ld6 +
half your paladin level if you end your turn in combat
CHANNEL DIVINITY
w ith fewer than half of your hit points remaining and
When you take this oath at 3rd level, you gain the follow- you aren't incapacitated.
ing two Channel Divinity options.
Emissary ofPeace. You can use your Channel Divin- EMISSARY OF REDEMPTION
ity to augment your presence with divine power. As a At 20th level, you become an avatar of peace, which
bonus action, you grant yourself a +5 bonus to Charisma gives you two benefits:
(Persuasion) checks for the next 10 minutes.
Rebuke the Violent. You can use your Channel Divin- You have resistance to a ll damage dealt by othe r crea-
ity to rebuke those who use violence. Immediately after tures (their attacks, spells , and other effects).
an attacker within 30 feet of you deals damage with an Whenever a creature hits you with an attack, it takes
attack against a creature other than you, you can use radia nt damage equal to half the damage you take
your reaction to force the attacker to make a Wisdom from the attack.
saving throw. On a failed save, the attacker takes radiant If you attack a creatu re, cast a spell on it, or dea l dam-
damage equal to the damage it just dealt. On a success- age to it by any means but this feature, neither benefit
ful save, it takes half as much damage. works against that creature until you finish a long rest.
6 You respect you r chosen enemy, and you see your 7th Iron Mind
battles as a test of res pective skills. 11th Stalker's Flurry
15th Shad owy Dodge
I CHARACTER OPTIONS
HAPTER 1
/
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takes an extra 1d8 force da mage from the a ttack. When
you reach 11th level in thfa class, the extra damage in- it kttfJ o"' ~tHi "'~ fc:;rt~tr c:;wc:;;. Boo""'!
creases to 2d8. \)i), \ ~v..Jt \o[ow ;ov..r ""'i"'J.?
ETHEREAL STEP
\ ),i),, J,iJ,..... 'l \? 0
At 7th level, you learn to step through the Ethereal
Plane. As a bonus action, you can cast the etherealness
spell with this feature, without expending a spell s lot,
but the spell ends at the end of the current tu rn.
Once you use this feat ure , you can't use it again until
you finish a short or long rest.
DISTANT STRI KE
At 11th level, you gain the a bility to pass between the
planes in the blink of a n eye. When you take the Attack HUNTER' S SENSE
action, you can teleport up to 10 feet before each a ttack At 3 rd level, you gain the abi lity to peer at a creature
to an unoccupied space you can see. a nd magically discern how best to hurt it. As an action,
If you attack a t least two different creatures with choose one creature you can see with in 60 feet of you.
the action, you can m a ke one additional attack with it You immediately learn whether the creature has any
aga ins t a third creature. da mage immunities, resistances, or vulnerabilities and
what they a re. If the creature is hidden from divination
SPECTRAL D EFENSE
magic, you sense that it has no damage immunities, re-
At 15th level, your ability to move between planes sistances, or vulnerabilities.
enables you to s lip through the planar boundaries to You can use this feature a nu mber of times equa l to
lessen the ha rm done to you during battle. When you your Wisdom modifier (m inimum of once). You regain all
take damage fro m an attack, you can use your reaction expended uses of it when you finish a long rest.
to give yourself resis tance to a ll of that attack's damage
on this turn. SLAYER'S P REY
Starting at 3 rd level, you can focus your ire on one foe,
MONSTER SLAYER increasing the harm you inflict on it. As a bonus action,
You have dedicated yourself to hunting down creatures you designate one creature you can see within 60 feet of
of the night and wielders of g rim magic. A Mons ter you as the ta rget of this feature. The first time each turn
S layer seeks out va mpires, dragons, evil fey, fiends, and that you hit that target with a weapon attack, it takes an
other magical threats. Trained in supern atura l tech- extra 1d6 damage from the weapon.
niques to overcome such mons te rs, s layers a re experts This benefit lasts until you finis h a short or long rest. It
at unearthing and defeating mighty, mystical foes. ends early if you designate a di ffe rent creature.
When brute force won't get the job done, o r when magic
is n't ava ilable or appropriate, the rogue rises to the ADVERSARY
fore. With s kills tied to stealth, subterfuge, and trickery, Natura lly, those who enfo rce the law a re bound to come
rogues can get into a nd o ut of trou ble in ways that few up against those who break it, and it's the ra re rogue
othe r cha racters can emulate . who is n't feat ured on at least o ne wa nted poster. Beyond
Some rogues who turn to adventuring a re former that, it's in the nature of their profession that rogues
crimina ls w ho have decided that dodgi ng mons ters often come into contact with criminal elements, whether
is preferable to remai nin g one s te p a head of the law. out of choice or necessity. Some of those people can be
Others a re professional killers in search of a profitable adversaries too, a nd they're li kely to be ha rder to deaJ
application of their ta lents between contracts. Some with tha n the average member of the city watch.
s imply love the thrill of overcoming a ny challe nge that If yo ur cha racter 's backstory doesn't a lready include a
s tands in their way. personage of this sort, you could work with your DM to
On adventures, a rogue is likely to mix a n outwa rdly come up with a reason why an adversary has appeared
cautious approach- few rogues enjoy combat- with a in your life. Perhaps you've been the s ubject of scrutiny
ravenous hunger fo r loot. Most of the time, in a rogue's for a while from someone who wa nts to use you fo r
mind, taking up a rms aga inst a creature is not about ne farious purposes a nd has j ust now become k nown to
killing the creature but about becoming the new owner you. S uch a n incident could be the basis for a n upcom-
of its treasure. ing adventure.
T he following sections explore certain facets of w hat it Does you r rogue character have an adversary w ho
means to be a rogue, which you can use to add depth to a lso happe ns to be a criminal? If so, how is th is relation-
your cha racter. s hip affecting your life?
2 The Beggar King has hidden you from your pursu- Rogue Level Feature
ers many times, in return for future consideration s. 3rd Ear for Deceit, Eye for Detail,
3 A magistrate once kept you out of jail in return for Insightful Fighting
information on a powerful crime lord. 9th Steady Eye
4 Your parents used their savings to bail you out of 13th Unerring Eye
trouble in your younger days and are now destitute. 17th Eye for Weakness
S A dragon didn't eat you when it had a chance, and
in return you promised to set aside choice pieces EAR FOR D ECEIT
of treasure for it. When you choose this archetype at 3rd level, you de-
6 A druid once helped you out of a tight spot; now velop a talent for picking out lies. Whenever you make a
any random animal you see could be that benefac- Wisdom (Insight) check to determine whether a creature
tor, perhaps come to claim a return favor. is lyi ng, treat a roll o f 7 or lower on the d20 as an 8.
ARCANE ORIG I NS
d6 Origi n
Your power arises from your family's bloodline.
You are related to some powerful creature, or you
inherited a blessing or a curse.
2 You are the reincarnation of a being from another
plane of existence.
SORCE RER 3 A powerfu l entity entered the world . Its magic
PRACTICE AND STUDY ARE FOR AMATEURS. TRUE POWER
changed you.
4 Your birth was prophesied in an ancient text, and
is a birthright.
you are foretold to use your power for terrible ends.
- Hennet, scion ofTiamat 5 You are the product of generations of careful, se-
lective breeding.
When it comes to dr awing forth their abilities in times 6 You were made in a vat by an alchemist.
of need, sorcerers have it easy compared to other char-
acters. Their power not only rests within them, but it
likely takes some effort to keep it at bay. Every sorcerer
REACTIO N
is born to the role, or stumbles into it through cosmic When a new sorcerer enters the world, either at birth
chance. Unlike other characters, who must actively or later when one's power becomes evident, the con-
learn, embrace, and pursue their talents, sorcerers have sequences of that event depend greatly on how its wit-
their power thrust upon them. nesses react to what they have seen.
Because the idea of an innately magical being trav- When your sorcerer's powers appeared, how did the
eling among them does not sit well with many folk, world around you respond? Were other people support-
sorcerers tend to breed mistrust and s uspicion in others ive, fearful, or somewhere in between?
they come across. Nonetheless, many sorcerers succeed
in overcoming that prejudice through deeds that benefit REACTIONS
their Jess magically gifted contemporaries. d6 Reaction
Sorcerers are often defined by the events s urroundjng Your powers are seen as a great blessing by those
the manifestation of their power. For those who receive
around you, and you are expected to use them in
it as an expected birthright, its appearance is a cause
service to your community.
for celebration. Other sorcerers are treated as outcasts,
banished from their homes after the sudden, terrifying 2 Your powers caused destruction and even a death
arrival of their abilities. when they became evident, and you were treated
Playing a sorcerer character can be as rewarrung as it a s a criminal.
is challenging. The sections below offer suggestions on 3 Your neighbors hate and fear your power, causing
how to flesh out and personalize your persona. them to shun you.
4 You came to the attention of a sinister cult that
ARCANE ORIGIN plans on exploiting your abi lities.
Some sorcerers understand where their power came 5 People around you believe that your powers are a
from, based on how their abilities manifested. Others curse levied on your family for a past transgression .
can only speculate, since their powers came to them in a 6 Your powers are believed to be tied to an ancient
way that suggests no particular cause. line of mad kings that s upposedly ended in a
Does your character know the source of your magi- bloody revolt over a century ago.
cal power? Does it tie back to some distant relative, a
cosmic event, or blind chance? If your sorcerer doesn't
know where their power arose from, your DM can use SUPER NATURAL MARK
this table (or select an origin) and reveal it to you when A sorcerer at rest is almost indistinguishable from a
the information plays a role in the campaign. normal person; it's only when their magic flies forth that
sorcerers reveal their true nature. Even so, many sorcer-
ers have a subtle but telling physical trait that sets them
apa rt from other folk.
If your sorcerer has a supernatural mark, it might be by a telltale s ign that makes it clear w he re that magical
one that's easily concealed, or it could be a source of e nergy came from.
pride that you keep on constant display. When your sorcerer character casts a spell, does the
effort reveal itself in a sign of sorcery? Is this sign tied to
SUPERNATURAL MARKS your origin or some o ther aspect of who you are, or is it
a seemingly random phenomenon?
d6 Mark
Your eyes are an unusual color, such as red.
SIGNS OF SORCERY
2 You have an extra toe on one foot.
d6 Sign
3 One of your ears is noticeably larger than the other.
You ~eliver the verbal components of your spells in
4 Your hair grows at a prodigious rate.
the booming voice of a titan.
5 You wrinkle your nose repeated ly while you are
2 For a moment after you cast a spell, the area
chewing.
around you grows dark and gloomy.
6 A red splotch appears on your neck once a day,
3 You sweat profusely while casting a spell and for a
then vanishes after an hour.
few seconds thereafte r.
4 Your hair and garments are briefly buffeted about,
as if by a breeze, whenever you call fo rth a spell.
As the world well knows , some sorcerers are better than 5 If you are standing when you cast a spell, you rise
others at controlling their s pellcasting. Sometimes a six inc hes into the air and gently float back down.
wild display of m agic gone awry emanates from a sor-
6 Illusory blue flames wreathe your head as you be-
cerer who casts a spell. But even when o ne's magic goes
gin your cas ting, then abru ptly disappear.
off as planned, the act of casting is often accompanied
W~'l J..o so ""G"''l Ct(Htic;( t~\"~ l ~Cjvt ~irJ.. wi"~l
t~i"'~l ~c;v< ~c;t wi"'~s? \t
c;"'J.. i"'f<r"'c;l Ht.,...s
SORCEROUS ORIGINS c;r~itw'l' ~trt s~oV\.(J.. ~' c; ~c;t G"'~'d
At 1st level, a sorcerer gains the Sorcerous Origin fea-
ture. The following options a re available to a sorcerer,
in add ition to those offered in the Player's Handbook:
D ivine Soul, Shadow Magic, a nd Storm Sorcery.
DIVINE SOUL
the outcome. Once you use this feature, you can't use it
Sometimes the spark of magic that fuels a sorcerer again until you finish a short or long rest.
comes from a divine sou rce that glim mers within the
soul. Having s uch a blessed soul is a sign that your EMPOWERED HEALING
innate magic might come from a distant but powerful fa. Starting at 6th level, the divine energy cours ing through
milial connection to a divine being. Perhaps your ances- you can empower healing spells. Whenever you or
tor was an angel, tra nsformed into a mortal and sent to an a lly within 5 feet of you rolls dice to determ ine the
fight in a god's name. Or your birth might align with a n number of hit points a spell restores, you can spend 1
ancient prophecy, marki ng you as a servant of the gods sorcery point to reroll any number of those d ice once,
or a chosen vessel of divine magic. provided you aren't incapacitated. You can use this fea-
A Divine Soul, with a natural magnetism, is seen as a ture only once per turn.
threat by some religious hierarchies. As an outsider who
commands sacred power, a Divine Soul can undermine OTHERWORLDLY WINGS
a n existing order by claiming a direct tie to the divine. Starting at 14th level, you can use a bonus action to
In some cul tures, only those who can claim the power ma nifest a pair of spectral wings from your back. Wh ile
of a Divine Soul may command religious power. In the wings are present, you have a flying speed of 30 feet.
these lands, ecclesiastical positions a re dominated by a The wings last un ti l you're incapacitated, you die, or you
few bloodlines and preserved over generations. d ismiss them as a bonus action.
The affin ity you chose for your Divine Magic feature
DIVINE SOUL FEATURES determ ines the appearance of the spectral wings: eagle
Sorcerer Level Feature wings for good or law, bat wings for evil or chaos, and
d ragonfly wings for neutrality.
1st Divine Magic, Favored by the Gods
6th Empowered Healing UNEARTHLY RECOVERY
14th O therworldly Wi ngs At 18th level, you gain the ability to overcome grievous
18th Unearthly Recovery injuries. As a bonus action when you have fewer than
half of you r hi t points rema ining, you can regain a n um-
DIVINE MAGIC ber of hit points equa l to half your hit point maxim um.
Your link to the divine a llows you to learn spells from Once you use this feature, you can't use it again until
the cleric class. When your Spellcasting feature lets you you finish a long rest.
learn or replace a sorcerer cantrip or a sorcerer spell of
1st level or higher, you can choose the new spell from SHADOW MAGIC
the cleric spell Lis t or the sorcerer spell list. You must You are a creature of shadow, for your innate magic
otherwise obey all the restrictions for selecting the comes from the Shadowfell itself. You might trace your
spell, and it becomes a sorcerer spell for you. lineage to a n entity from that place, or perhaps you were
In addition, choose an affi nity for the source of you r exposed to its fell energy and transformed by it.
divine power: good, evil, law, chaos, or ne utrality. You The power of s hadow magic casts a stra nge pall over
learn an add itional spell based on that affinity, as shown your physical presence. The spark of life that sustains
below. It is a sorcerer spell for you, but it doesn't count you is muffled, as if it struggles to remain viable against
aga inst your nu mber of sorcerer spells known. If you the dark energy that im bues your soul. At your option ,
later replace this spell , you must replace it w ith a spell you can pick from or roll on the Shadow Sorcerer
fro m the cleric spell list. Quirks table to create a quirk for your character.
WIND SOUL
At 18th level, you gain immunity to lightning and thun-
der damage.
You also gain a magical flying s peed of 60 feet. As a n
action, you can red uce your flying speed to 30 feet for 1
hour and choose a numbe r of creatures wi thin 30 feet
of you equal to 3 + your Charis ma modifier. The chosen
creatures gain a magical flying speed of 30 feet for 1
hour. Once you reduce your flyin g speed in this way, you
can't do so agai n until you finis h a s hort o r long rest.
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writi"'\ f r'~G"''.? Wl(, "-vr . . . i"'~
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fowrl ~'1 c;ti"'~ 'lo.....? 0
PATRON ATTITUDES
d6 Attitude
Your patron has guided and helped your family for
generations and is kindly toward you.
2 Each interaction with your capricious patron is a
surprise, whether pleasant or painful.
3 Your patron is the spirit of a long-dead hero who
sees your pact as a way for it to continue to influ-
WARLOCK
ence the world.
You THINK ME MAD? I THINK TRUE INSAN ITY I S BEING 4 Your patron is a strict disciplinarian but treats you
content to live a life of mortal drudge1y when knowledge with a measure of respect.
and power is therefor the taking in the realm beyond. s Your patron tricked you into a pact and treats you
-Xarren, h erald of Acamar as a slave.
6 You are mostly left to your own devices with no in-
terference from your patron. Sometimes you dread
Wa rlocks a re finders and keepers of secrets. They push
at the edge of our understanding of the world, always the demands it will make when it does appear.
seeking to expand their expertise. Where sages or wiz-
a rds might heed a clear sign of danger and e nd their SPECIAL TERMS OF THE PACT
research, a warlock plunges ahead, heedless of the cost. A pact can range from a loose agreement to a forma l
Thus, it takes a peculiar mixture of intelligence, curios- contract with lengthy, detailed clauses and lists of re-
ity, and recklessness to produce a warlock. Many folk quirements. The terms of a pact- what a warlock must
would describe that combination as evidence of mad- do to receive a patron's favor- are always dictated by
ness. Warlocks see it as a demonstration of bravery. the patron. On occasion, those terms include a special
Warlocks a re defined by two elements that work proviso that might seem odd or whimsical, but warlocks
in concert to forge their path into this class. The first take these dictates as seriously as they do the other re-
element is the event or circumstances that led to a quirements of their pacts.
warlock's entering into a pact with a planar entity. The Does you r character have a pact that requires you
second one is the nature of the entity a warlock is bound to change your behavior in an unusual or seemingly
to. Unlike clerics, who typically e mbrace a deity a nd that frivolous way? Even if your patron hasn't imposed
god's ethos, a warlock might have no love for a patron, s uch a duty on you a lready, that's not to say it couldn't
or vice versa. still happen.
The sections that follow provide ways to embellis h a
warlock character that could generate some intriguing SPECIAL TERMS
story and roleplaying opportunities.
d6 Term
P ATRON 'S ATTITUDE When directed, you must take immediate action
against a specific enemy of your patron.
Every relationship is a two-way street, but in the case of
2 Your pact tests your willpower; you are required to
warlocks and their patrons it's not necessarily true that
both sides of the street are the same width or made of abstain from alcohol and other intoxicants.
the same stuff. The feeling that a warlock holds for their 3 At least once a day, you must inscribe o r carve your
patron, whether positive or negative, might be recipro- patron's name or symbol on the wall of a building.
cated by the patron, or the two participants in the pact 4 You must occasionally conduct bizarre rituals to
might view one another with opposing emotions. maintain your pact.
When you determine the attitude your warlock charac- s You can never wear the same outfit twice, since
ter holds towa rd your patron, also consider how things your patron finds such predictability to be boring.
look from the patron's perspective. How does your pa- When you use an eldritch invocatio n, you must
6
tron behave toward you? Is your patron a friend and ally,
speak your patron's name aloud or risk incurring
or an enemy that grants you power only because you
its displeasure .
forced a pact upon it?
THE CELESTIAL
Your patron is a powerful be ing of the Upper Planes.
You have bound yourself to an ancient e mpyrean, solar,
ki-rin, unicorn, or other entity that resides in the planes
of everlasting bliss. Your pact with that being allows you
to experience the barest touch of the holy light that illu-
minates the multiverse.
Being connected to such power can cause changes in
you r behavior and beliefs. You might find yourself driven
to annihilate the undead, to defeat fiends, and to protect
the innocent. At times, your heart might a lso be filled
with a longing for the celes tial realm of your patron,
and a desire to wander that paradise for the res t of your
days . But you know that your mission is among mortals
fo r now, and that your pact binds you to bring light to the
dark places of the world.
CELESTIAL FEATURES
Warlock
Leve l Featu re
1st Expanded Spell List, Bonus Cantrips,
Healing Light
6th Rad iant Soul
10th Celestial Resilience
14th Searing Vengeance
HEXBLADE FEATURES
Warlock
Level Fe ature
1st Expanded Spell List, Hexblade's Curse,
Hex Warrior
6th Accursed Specter
10th Armor of Hexes
14th Master of Hexes
ELDRITCH INVOCATIONS
At 2nd level, a warlock gains the Eldritch Invocations
feature. Here are new options for that feature, in add i-
tion to the options in the Player's Handbook.
If an eldritch invocation has a prerequisite, you must
meet it to learn the invocation. You can learn the invo-
cation at the same time that you meet its prerequisite. A
level prerequisite refers to your level in this class.
LANCE OF LETHARGY
Prerequisite: eldritch blast cantrip
Once on each of your turns when you hit a creature with
your eldritch blast, you can reduce that creature's speed
by 10 feet until the end of your next turn.
MADDENING HEX
Prerequisite: 5th level, hex spell or a warlock feature
that curses
As a bonus action, you cause a psychic disturbance
around the target cursed by your hex spell or by a war-
lock feature of yours, such as Hex blade's Curse or Sign
of Ill Omen. When you do so, you deal psychic damage
to the cursed target and each creature of your choice
that you can see within 5 feet of it. The psychic damage
equals your Charisma modifier (minimum of 1 dam-
age). To use this invocation, you must be able to see the
cursed target, and it must be within 30 feet of you.
RELENTLESS HEX
Prerequisite: 7th level, hex spell or a warlock feature
that curses
Your curse creates a temporary bond between you and
your target. As a bonus action, you can magically tele-
SPELLBOO KS
d6 Spellbook ~~::===~~
A tome with pages that are thin sheets of metal,
spells etched into them with acid
2 Long straps of leather on which spells are written,
wrapped around a staff for ease of transport
WIZARD 3 A battered tome filled with pictographs that only
WIZARDRY REQUIRES UNDERSTANDlNC. THE KNOWLEDGE you can understand
4 Sma ll stones inscribed with spells and kept in a
of how and why magic works, and our efforts to broaden
cloth bag
that understanding, have brought about th e key advances
5 A scorched book, ravaged by dra gon fi re, with the
in civilization over the centuries. script of your s pells barely visi ble o n its pages
- Gimble the illusio nist 6 A tome full of black pages whose writing is visible
on ly in dim light or darkness
Only a select few people in the world a re wielders of
magic. Of all those, wizards s tand at the pin nacle of AMBITION
the craft. Even the least of them can manipulate forces
that flout the laws of nature, and the most accomplished Few aspi ring wizards undertake the study of magic
among them can cast spells with world-shaking effects. without some personal goal in mind. Many wizards use
The price th at wizards pay for their mastery is that their spells as a tool to produce a tangible benefit, in ma-
mos t valuable of commodities: time. It takes years of terial goods or in status, fo r themselves or their compan-
s tudy, instruction, and experimentation to learn how to ions. For o thers, the theoretical aspect of magic might
harness magical energy and carry s pells around in o ne's have a strong appeal, pushing those wizards to seek out
own mind. For adventuring wizards a nd other spellcast- knowledge that s upports new theories of the arcane or
e rs who aspire to the highest echelons of the profession, confirms old o nes.
the s tudying never ends, nor does the quest for knowl- Beyond the o bvious, why does your wiza rd character
ed ge a nd power. study magic, a nd what do you want to achieve? If you ha-
If you're playing a wizard, take advantage of the ven't given these questions much thoug ht, you can do so
opportunity to ma ke your characte r more than just a now, and the answers you come up with will likely affect
s tereotypical spell-slinger. Use the advice that follows to how your future unfolds.
add some intrig uing details to how your wiza rd interacts
AMBITIONS
with the world.
d6 Ambition
SPELLBOOK 1 You will prove that the gods aren't as powerful as
Your wizard character's most prized possess ion- your folk believe .
spellbook- mig ht be a n innocuous-looking volu me 2 Immortality is the end goal of your s tudies .
w hose covers show no hint of what's ins ide. Or you 3 If you can fully understand magic, you can unlock
mig ht display some flair, as many wizards do, by car- its use for all and usher in an era of equality.
rying a spellbook of an unus ua l s ort. If you d on't own 4 Magic is a dangerou s tool. You use it to protect
s uch a n item already, one of your goals might be to find what you t reasure.
a spellbook that sets you a part by its appeara nce or its 5 Arcane power mus t be taken away from those who
means of ma nufacture.
would abuse it.
6 You will become the greatest wizard the world has
seen in generations.
\-le;
ECCENTRICITY
Endless hours of solitary s tudy and research can have
a negative effect on a nyone's social s kills. Wizards, w ho
a re a breed apart to begin with, are no exception. An
odd manneris m or two is not necessarily a drawback,
though; a n eccentricity of this sort is us ua lly harmless
and could provide a source of amusement or serve as a
calling card of sorts.
If your character has a n eccentricity, is it a physical
tic or a mental one? Are you well known in some circles
because of it? Do you fight to overcome it, or do you em-
brace this minor claim to fa me of yours?
ECCENTRICITI ES
d6 Eccentricity
You have the habit of tapping your foot incessantly,
which often annoys those around you.
2 Your memory is quite good, but you have no trou-
ble pretending to be absentminded when it suits
your purposes.
3 You never enter a room without looking to see
what's hanging from the ceiling.
4 Your m ost prized possession is a dead worm that
you keep inside a potion vial.
5 When you want people to leave you alone, you start
talking to you rself. That usually does the trick.
6 Your fashion sense and grooming, o r more ac-
curately lack thereof, sometimes cause others to
ass ume you are a beggar.
In great battles, a wa r mage often works with evokers,
abjurers, a nd other types of wizards. Evokers, in par-
ARCANE TRADITION ticular, sometimes tease war mages for s plitt ing their
At 2nd level, a wizard gains the Arcane Tradition fea- a ttention between offense and defense. A war mage's
ture . The following War Magic option is available to a ty pical response: "What good is being able to throw a
w izard, in addition to the options offered in the Play- mighty fireball if I die before I can cast it?"
er's Handbook.
WAR MAGIC F EATUR ES
WAR MAGIC
Wizard Level Feature
A variety of arcane colleges specialize in training wiz- 2nd Arcane Deflection, Tactical Wit
ards for war. The tradition of War Magic blends princi-
6t h Power Surge
ples of evocation and abjuration, rather than specia liz-
10th Durable Magic
ing in either of those schools. It teaches techniques that
empower a caster's s pells , while also providing methods 14th Deflecting Shroud
for wizards to bols ter their own defenses.
Followers of this tradition are known as war mages. ARCANE D EFLECTION
They see their magic as both a weapon a nd armor, a re- At 2nd level, you have learned to weave your magic to
source s uperior to any piece of s teel. War mages act fast fortify yourself against harm. When you are hit by a n at-
in battle, using their spells to seize tactical control of a tack or you fail a saving throw, you can use your reaction
s ituation. Their spells s trike hard, while their defensive to gain a +2 bonus to your AC against that attack or a +4
skills foi l their opponents' attempts to counterattack. bonus to that saving throw.
War mages are a lso adept at turning o ther spellcasters' When you use th is feat ure, you can't cast s pells other
magical energy against them. tha n cantrips until the end of your next turn.
0
TACTICAL WIT Once per turn when you deal damage to a creature
Starting at 2nd level, your keen ability to assess tacti cal or object with a wizard spell, you can spend o ne power
s ituations a llows you to act quickly in battle. You can surge to deal extra force damage to that target. T he ex-
give yourself a bonus to your initiative rolls equal to your tra damage equals half your wizard level.
Intelligence modifie r.
DURABLE MAGIC
POWER SURGE Beginning at 10th level, the magic you channel helps
Starting at 6th level, you can store magical e nergy ward off harm. While you maintain concentration o n a
within you rself to later empower your damaging s pe lls. spell, you have a +2 bonus to AC and all saving throws.
In its stored form, this energy is called a power surge.
DEFLECTING SHROUD
You can store a ma ximum number of power surges
At 14th level, your Arcane Deflection becomes infused
equal to your Intelligence modifier (minimum of one).
with deadly magic. W hen you use your Arca ne Deflec-
Whenever you finis h a long rest, you r number of powe r
tion feature, you can cause magical e nergy to arc from
surges resets to one. Whenever you successfully end
you. Up to three creatures of your choice that you can
a spell with dispel magic or counterspell, you gain o ne
see within 60 feet of you each take force damage equal
power surge, as you steal m agic from the spell you
to ha lf you r wizard level.
foiled. If you end a s hor t rest with no power su rges, you
gain one power s urge.
THrs Is YouR LIFE
The c ha racte r c reation rules in the P lay er's Handbook
provide a ll the information you need to de fine your cha r-
acte r in preparation for a life of adventuring. Wha t they
don't do is account for a ll the circ umstances tha t s haped
your c haracter during the years be tween your birth a nd
the s ta rt of your career as a membe r of a class.
W hat did your cha racter accomplis h or expe r ience be-
fore deciding to become a n adventurer? W ha t were the
circ ums tances of your birth? How la rge is your fam ily,
a nd what sor ts of relationships do you h ave with your
re latives? Which people we re the greatest influe nces on
you during your formative year s, for bette r or worse?
To a nswer these questions an d more, you ca n use
the tables a nd the advice in this section to compose a
well-developed backstory for your ch aracter-an a u to-
biography of sorts - tha t you can use to inform h ow you
role play the ch a rac ter. Your DM can draw from this m a-
te ria l as the ca mpa ign proceeds, c reating situations and
scenarios tha t build off your previous life experiences.
BIRTH ORDER
2d6 Birth Order
2 Twin, triplet, or quadruplet
3-7 Older
8-12 Younger
BACKGROUND
Roll on the appropriate table in this section as soon as
you decide your background, or at any later time if you
choose. If a background includes a special decision
point, such as a folk hero's defining event or the spe-
cialty of a criminal or a sage, it's best to make that deter-
mination before using the pertinent table below.
ACOLYTE
d6 I became an acolyte because ...
I ran away from home at an early age and found
refuge in a temple.
TH O UGH S H E SU R V IV ED THE SINKING O F H E R S H IP, S H E LOST
2 My family gave me to a temple, since they were un-
AL L H ER \V O R LOLV GOOO S -EX.C:E P T F O R H E R SPEL L.B OO K
able or unwilling to care for me.
3 I g rew up in a household with strong religious con-
victions. Entering the service of one or more gods
CHILDHOOD HOME seemed natural.
4 An impassioned sermon struck a chord deep in my
d100'~ Ho me
soul and moved me to serve the faith .
0 or lower On the streets
5 I followed a childhood friend, a respected acquain-
1- 20 Rundown shack
tance, or someone I loved into religious service.
21 - 30 No permanent residence; you moved around
6 After encountering a true servant of the gods , I was
a lot
so inspired that I immediately entered the service
31-40 Encampment or village in the wilderness
of a religious group.
41-50 Apartment in a rundown neigh borhood
51-70 Small house
CHARLATAN
71-90 Large house
d6 I became a charlatan because ...
91-110 Mansion
I was left to my own devices , and my knack for ma-
111 or higher Palace or castle
nipulating others helped me survive.
~After making this rol l, apply the modifier from the Family Life-
2 I learned early on that peop le are gu lli ble and easy
style table to arrive at t he result.
to exploit.
3 I often got in trouble, but I managed to talk my way
CHILDHOOD MEMORIES
out of it every time.
3d6 +
4 I took up with a confidence artist, from whom I
Cha mo d Me mory
learned my craft.
3 or lower I am still haunted by my childhood, when I
5 After a charlatan fleeced my family, I decided to
was treated bad ly by my peers.
learn the trade so I would never be fooled by such
4- 5 I spent most of my childhood alone, with no
deception again .
close friends.
6 I was poor or I feared becoming poor, so I learned
6-8 Others saw me as being different or strange,
the tricks I needed to keep myself out of poverty.
and so I had few compan ions.
9- 12 I had a few close friends and lived an ordinary
childhood.
2 I wanted to see the world, so I signed on as a deck- My devotion to my people lifted me in battle, mak-
hand for a merchant ship. ing me powerful and dangerous .
3 One of my relatives was a sailor who took me to 2 The spirits of my ancestors called on me to carry
sea. out a great task.
4 I needed to escape my community quickly, so I 3 I lost control in battle one day, and it was as if
stowed away on a ship . When the crew found me , I something else was ma nipulating my body, forcing
was forced to work for m y passage. it to kill every foe I could reach .
5 Reavers attacked my community, so I found refuge 4 I went on a spiritua l journey to find myself a nd
on a ship until I could seek vengeance. instead found a s pirit animal to guide, protect, and
6 I had few prospects where I was living, so I left to inspire me.
find my fortune elsewhere. 5 I was struck by lightning and lived . Afterward, I
fou nd a new strength with in me that let me push
beyond my limitations.
SO LDIER
6 My anger needed to be channeled into battle, or I
d6 I became a s oldier beca use ...
risked becoming an indiscriminate killer.
I joined the militia to help protect my community
from monsters.
BARD
2 A relative of mine was a soldier, and I wanted to
carry on the family tradition . d6 I beca m e a bard becau se ...
3 The local lord forced me to enlist in the army. I awakened my latent bardic abilities through trial
5 I wanted fame and fortune, so I joined a mercenary tion of a master bard who schooled m e in the o ld
DRUID
d6 I became a druid because ...
I saw too much devastation in the wild places, too
much of nature's splendor ruined by the despoil-
ers. I joined a circle of druids to fight back against
the enemies of nature.
2 I found a place a mong a group of druids after I fled
a catastrophe.
3 I have always had an affin ity for animals, so I ex-
plored my talent to see how I cou ld best use it.
4 I befriended a druid and was moved by druidic
teachings . I decided to follow my friend's guidance
and give something back to the world .
5 While I was growing up, I saw spi rits all around
me- entities no one else could perceive. I sought Too11V. HER HUMBLE ORIGINS Fl\R B E HIND HER, SHE Hl\S BECOME
I\ \Vl~l\RO OF GREAT RENOWN \V ITH I\ F L l\IR FOR THE HIGH SEl\S
out the druids to help me understand the vis ions
and communicate with these beings.
6 I have a lways felt disgust for creatures of unnatural
MONK
origin. For this reason, I immersed myself in the
d6 I beca me a monk beca use ...
study of the druidic mysteries and became a cham-
pion of the natural order. I was chosen to study at a secluded monastery.
There, I was taught the fundamental techniques
required to eventually master a tradition.
FIGHTER
2 I sought instruction to gain a deeper understand-
d6 I became a fighter because ...
ing of existence and my place in the world.
I st~mbled into a portal to the Shadowfell and took
I wanted to hone my combat skills, and so I joined
3
a war college.
refuge in a strange monastery, where I learned how
2 I squi red for a knight who taught me how to fight, to defend myself against the forces of darkness.
care for a steed , and conduct myself with honor. I
4 I was overwhelmed with grief after losing someone
decided to take up that path for myself.
close to me, and I sought the advice of philoso-
3 Ho rrible monsters descended on my community, phers to help me cope with my loss.
killing someone I loved. I took up arms to destroy
5 I could feel that a special sort of power lay within
those creatures and others of a simi lar nature.
me, so I sought out those who could help me call it
4 I joined the army a nd learned how to fight as part forth and master it.
of a group.
6 I was wild and undisciplined as a youngster, but
5 I grew up fighting, and I refined my talents by de then I realized the error of my ways. I applied to a
fending myself against people who crossed me. monastery and became a monk as a way to live a
6 I could always pick up just about a ny weapon and life of discipline.
know how to use it effectively.
3 I stumbled into the clutches of my patron after I ac- dlOO Current Age Life Events
cidenta lly step ped through a magical doorway. 01 - 20 20 years o r younger
4 Whe n I was faced with a terrible crisis, I prayed to 21-59 21-30 years ld4
any being who wou ld listen, and the creat ure that 60- 69 31- 40 years ld6
answered became my patron. 70-89 41 - 50 years ld8
5 My future patron vis ited me in my dreams an d of- 90-99 51 - 60 years ldlO
fe red great power in exchange fo r my service. 00 61 yea rs or o lde r ld12
6 One of my ancestors had a pact with my patron, so
t hat entity was determined to bind me to the same LIFE EVENTS
agreement. dlOO Event
01 - 10 You suffered a tragedy. Roll on the Tragedies t able.
WIZARD
11 -20 You gained a bit of good fortu ne. Roll on the Boons
d6 I became a wizard because ... tab le.
An old wizard chose m e from among several candi- 21-30 You fe ll in love or got married . If you get this result
dates to serve an apprenticeship. more than once, you can choose to have a child
2 When I became lost in a fores t, a hedge wizard instead. Work with you r DM to determine the iden-
found me, took me in, and taught me t he rudi- tity of your love interest.
ments of magic. 31 -40 You made an enemy of an advent ure r. Roll a d6. An
3 I grew up listening to tales of great wizards and odd num ber indicates you are to blame for t he rift,
knew I wanted to follow their path. I strove to be and an even number indicates you are blameless.
accepted at an academy of magic and succeeded. Use the supplemental tables a nd wo rk with your
4 One of my relatives was an accom plished wizard DM to determine this hostile character's identity
who decided I was smart enough to learn the craft. and the danger th is enemy poses to you.
5 While exploring an old tomb, libra ry, or tem ple, 41 - 50 You made a friend of an adventurer. Use the sup-
I fo und a spellbook. I was immediately driven to plemental tables and work wi th your DM to add
learn all I could about becoming a wizard. more detail to this friend ly character and establish
6 I was a prodigy who demonstrated mastery of the how your friendship began.
arcane arts at an early age. When I became old 51-70 You spent ti me working in a job related to your
enough to set o ut on m y own, I did so to learn background . Start the game with an extra 2d6 g p.
more magic and expand my power. 71-75 You met someone important. Use the supplemen-
tal tables to determine this character's identity and
LIFE EVENTS how this individual feels about you. Work out ad-
No matter how long you've been a live, you have expe- ditiona l details with yo ur DM as needed to fit this
rienced at least one s ignature event that has markedly character into your backstory.
influenced your character. Life events include wond rous 76- 80 You went on an adventure. Roll on the Adventures
happenings a nd tragedies, conflicts a nd s uccesses, and table to see what happened to you. Work with your
encounters with the unusual. They can help to explain DM to determine the nature of t he adventure a nd
why your character became a n adventurer, a nd some the creatures you encounte red.
might sWI affect your life even after they a re long over. 81-85 You had a supernatural experience. Roll on t he Su-
The older a character is, the greater the chance for pernatural Events table to find out what it was.
multiple life events, as s hown on the Life Events by Age
86-90 You fought in a battle. Roll on th e War table to
table. If you have a lready chosen your cha racter's start-
ing age, see the en try in the Life Events column that learn what happened to you. Work with your DM to
corresponds to how old you a re. Otherwise, you can roll come up with the reason for the battle and the fac-
dice to determine you r curre nt age a nd number of life tions involved. It might have been a small conAict
events ra ndomly. between your com mu nity and a band of ores, or it
After you know the nu mber of life events your charac- could have been a major battle in a larger war.
ter has experienced, roll once on the Life Events table 91-95 You committed a crime or were wrongly accused of
for each of them. Many of the results on that table direct doi ng so. Roll on the Crime table to determine the
you to one of the secondary tables that follow. Once you nature of the offense and on the Punishm ent table
have determined a ll of your character's life events, you
to see what became of you.
can arrange them in any chronological order you see fit.
96-99 You encountered something magical. Roll on the
Arcane Matters table.
00 Som ething truly strange happened to you . Roll on
the Weird Stuff table.
PRODIGY
Prerequisite: Half-elf, half-ore, or human
You have a knack for lea rning new thi ngs. You gain the
following be nefits:
You gain one s kill proficiency of your c hoice, o ne tool
proficie n cy of your choice, a nd flue ncy in one la nguage
of your ch oice.
Choose one s kill in w hic h you have proficie ncy. You
ga in exp e r tise with tha t s kill, whic h means your profi-
cie n cy bonus is doubled for a ny a bility check you ma ke
with it. The skilJ you c hoose mus t be one tha t is n't
already ben efitin g from a feature, s uc h as Exp e rtise,
t hat doubles your pro ficie n cy bonus.
SECOND CHANCE
P rerequis ite: Haffling
Fortune favors you whe n s omeone tries to s trike you.
You gain the follow ing be ne fits:
Increase your D exterity, Cons tit ution, o r Ch aris m a
score by l , to a m aximum of 2 0 .
When a c re ature you can see hits you w ith an a ttack
roll, you can use your reaction to force tha t c reature to
reroll. Once you use this a bility, you ca n't use it again
until you roll initia tive at the s ta rt of comba t or until
you finjs h a s hort or long rest.
ALCHEMIST'S SUPPLIES
Alc he mist's supplies e na ble a c haracte r to produce use-
fu l concoctions , s uch as acid o r alchemist's fire.
Components. Alchemist's s upp lies include two glass
beakers, a metal frame to ho ld a beaker in place over
a n open fla me, a g lass stirring rod, a small mortar and
pestle, a nd a pouch of common alchemical ingredients,
including salt, powdered iron, a nd purified water.
Arcana. Proficiency w ith alchemist's s upplies allows
you to unlock mo re informa tion on Arcan a c heck s in-
volving potions a nd simila r m ateria ls.
Investigation. When you inspect an a rea fo r clues,
proficie ncy with a lc hemist's supplies grants additional
ins ig ht in to any chemicals or othe r s ubs ta nces that
might have been used in the area.
Alchemical Crafting. You can use this tool proficiency
to c reate alchemical items. A c h aracter can s pe nd
money to collect raw m a te ria ls, wh ic h weigh 1 pound
for every 50 gp spent. T he DM can allow a cha racter to
make a c heck us ing the indicated skill with advantage.
As part of a lo ng rest, you can use alch emist's supplies
to make one dose of acid, alch emis t's fir e, antitox in,
oil, perfume, or soap. S ubtract half the value of the c re-
a ted item from th e tota l gp worth of raw materi a ls you
a re carry ing.
ALCHEMIST'S SUPPLIES
Activity DC
BREWER'S SUPPLIES
Create a puff of thick s m oke 10
Identify a poison 10 Activity DC
Identify a s ubstance 15 Detect poison or impurities in a drink 10
Sta rt a fi re 15 Identify alcohol 15
Neutralize acid 20 Ignore effects of alcohol 20
Activity DC Activity DC
Modify a leather item's appearance 10 Plot a course 10
Determine a leather item's history 20 Discover your pos ition on a nautical chart 15
S MITH'S T OO LS
Activity DC
Sharpen a dull blade 10
Repair a suit of armor 15
Sunder a nonmagical metal object 15
THIEVES' TOOLS
Perhaps the most common tools used by adventurers,
thieves' tools are designed for picking locks and foiling
traps. Proficiency with t he tools a lso grants you a gen-
e ra l knowledge of traps and locks.
Comp onents. Thieves' tools include a small file, a set
of lo ck picks, a s m all mirror mounted on a metal ha ndle,
a set of narrow-blad ed scissors, a nd a pair of pliers.
History. Your knowledge of traps grants you insight
when a nswering questions a bout locations tha t are re-
nowned for their traps.
In vestigation and Perception. You gain additional in-
s ight when looking for traps, because you have learned
a variety of common s igns that be tray their presence.
Set a Trap. Just as you ca n disable traps, you ca n als o
POTTER'S TOOLS set them. As pa rt of a s hort rest, you can create a trap
Potter 's tools are used to c reate a varie ty of cera mic ob- us ing ite ms you have on hand. The total of your check
jects, most typically pots and s imilar vessels . becomes the D C for someone else's attempt to discover
Comp onents. Potter's tools include potter's needles, or disable the trap. The trap deals damage a ppropriate
ribs, scrapers, a knife, a nd calipers. to th e ma terials used in crafting it (such as poison or a
History. Your expe rtise a ids you in ide ntifying ce- weapon) or d a mage equal to ha lf the tota l of your check,
ramic objects, including whe n they were created and whichever the DM deems appropriate.
their likely place or c ulture of origin.
Investigation, Perception. You gain additional ins ight THI EVES ' T OO LS
when inspecting ceramics, uncove ring clues others Activity DC
wou ld overlook by spotting minor irregularities. Pick a lock Varies
Recons truction. By examining potte ry shards, you
Disab le a trap Varies
can determine an object's original, intact form and its
likely purpose.
TINKER'S TOOLS
P OTT ER'S TOO L S
A set of tinker's tools is designed to e n a ble you to repair
many munda ne objects. Though you can't manufacture
Activity DC much w ith tinke r 's tools, you can m e nd torn clothes,
Determine what a vessel once held 10 s harpe n a worn sword, a nd patch a tattered s u it of
Create a serviceable pot 15 chain m ail.
Find a weak point in a ceramic o bject 20 Components. Tinke r's tools include a variety of ha nd
tools, thread, need les, a whetstone, scra ps of cloth a nd
SMITH'S TOOLS leather, and a s mal l pot of glue.
Smith's tools allow you to work metal, beating it to History. You can de te rmine the age and origin of ob-
alter its s hap e, re pair da mage, or work ra w ingots into jects, eve n if you have only a few pieces re maining from
useful items. the origina l.
Components. Smith's tools include hammers, tongs, Investigation. Whe n you inspect a da maged ob-
charcoal, rags, and a whe tstone. ject, you gain knowledge of how it was damaged and
how long ago.
TEMPLATE METHOD
The template method uses two-dimensional shapes
th a t represent differe nt a reas of effect. The a im of the
method is to accurately portray the le ngth and width
of each area on the grid and to leave little dou bt about
w hic h creatures are affected by it. You'll need to make
these templates or find premad e ones.
Making a Template. Making a template is s imple. Get
a piece of paper or card stock, and c ut it in the shape of
the area of effect you're us ing. Every 5 feet of t he area DIAGRAM 2 .3 : SQ.Ul\RE
equals 1 inch of the templa te's size. For example, the AREA USING TOKE N S
When you place a te mplate, follow a ll the r ules in the Using Tok ens . Every 5-foot squa re of a n area of e ffect
Play er 's Handbook fo r placing the associated a re a of becomes a die or other token that you place on t he grid.
effect. If an a rea of effect, s uch as a cone o r a line, origi- Each token goes inside a square, not at a n intersection
nates from a spellcaster, t he template s hould extend out of lines. If a n area's token is in a s quare, that s quare is
from the caste r a nd be positioned however the caster incl uded in the area of effect. It's that s imple.
likes within t he bo unds of the rules. D iagra ms 2.3 t h rough 2.6 s how this method in action,
Diagrams 2.1 and 2.2 show the templa te m ethod us ing dice as the tokens.
in action. Circles. This method depicts everything using
squa res, and a circula r a rea of effect becomes s quar e in
TOK EN M ETHO D it, whe ther the area is a sphere, cylinder, or radius. For
The token method is meant to ma ke a reas of effect ins ta nce, t he 10-foot radius of flame strike, which bas a
tactile and fun . To use t his m ethod, grab s ome dice or dia meter of 20 feet, is expressed as a square t hat is 20
other toke ns, w hich you're going to use to re present your feet on a s ide, as s hown in di agram 2.3. Diagram 2.4
a reas of effect. s hows that area w ith tota l cover inside it.
Rather than fa ithfully representing the s hapes of the Cones. A cone is represented by rows of tokens on t he
different areas o f effect, this me thod gives you a way to grid, extending fro m t he cone's poin t o f origin. In the
create square-ed ged vers ions of them on a grid easily, as rows, the s quares a re adjoining s ide by side or corner to
described in the followi ng s ubsections. corne r, as s hown in di agra m 2.5. To determine the num-
stack up agai ns t your group. Hit points, attacks, and number of creatures in the encounter, you can come up
saving th rows are all usefuJ indicators. Compare the with different options for building the e ncounter.
damage a monster can deal to the hit point maximum of
each character. Be wary of any monster that is capable STEP 5: Ann FLAVOR
of dropping a character with a single attack, un less you The events that unfold during an encou nter have to do
are designing the fight to be especially deadly. with a lot more than swinging weapons a nd casting
In the same way, compare the monsters' hit points to spells . The most interesting confrontations also take
the damage o utput of the party's strongest characters, into account the personality or behavior of the monsters,
again looking for targets that can be killed with one perhaps determining whether they can be communi-
blow. Having a s ignifica nt number of foes drop in the cated with or whether they're a ll acting in concert. Other
first rounds of combat can make an encounter too easy. possible factors include the nature of the physical envi-
Likewise, look at whether a monster's deadliest ronment, such as whether it includes obstacles or other
abi li ties call for saving throws that most of the party features that might come into play, and the ever-present
members are weak with, and compare the characters' possibility of something unexpected taking place.
offensive abilities to the monsters' saving throws. If you al ready have ideas for how to flesh out your
If the on ly creatures you can choose from at the de- encounter in these ways, go right a head and finish your
s ired challenge rating aren't a good match for the char- cr eation. Otherwise, take a look at the following sec-
acters' statistics, don't be afraid to go back to step 3. By tions for some basic advice on adding flavor elements to
altering your challenge rating targets and adjusting the the simple mechanics of the fight.
QUICK MATCHUPS
MONSTER RELATIONSHIPS
Character
d6 Relationship
Level 1 Monster 2 Monsters 4 Monsters
1 Has a rival; wants one random ally to suffer
1st 1/ 4 1/8
2 Is abused by o thers; hangs back, betrays at first
2nd 1/2 1/ 4
opportunity
3rd 1/2 1/4 1/8
3 Is worshiped; allies will die for it
4th 1/2 1/4
4 Is outcast by group; its a llies ignore it
5th 2 1/2
5 Is outcast by choice; cares only for itself
6th 2 1/2
6 Is seen as a bully; its allies wa nt to see it defeated
7th 3 1/2
8th 3 2
TERRAIN AND TRAPS
A few ele ments that make a battlefield som e thing other 9th 4 2
than a large a rea of flat ground can go a long way to- 10th 4 2 1
ward spicing up a n e ncounte r. Consider setting your e n- 11th 4 3 2
counte r in an area that wou ld provide c halle nges even if 12th 5 3 2
a fight were not taking place the re. What potentia l perils 13th 6 4 2
or other features might draw the characters' attention, 14th 6 4 2
eithe r before or during the fight? Why are monsters lurk-
15th 7 4 3
ing in this a rea to begin with-does it offer good hiding
places, for instance? 16th 7 4 3
To add deta ils to a n encounter area at random, look to 17th 8 5 3
the tables in appendix A of the Dungeon Master's Guide 18th 8 5 3
to de te rmine room and area features, p ote ntial hazards, 19th 9 6 4
obstacles, traps, a nd more. 20th 10 6 4
0 30-31
32-33
3d4 kobolds
2d4 + 5 blood hawks
Crc,i.'1 tki. . . ~1 k"'W"' c,l( tk ti ....<. 34-35 ld8 + 1 pteranodons
t{o'-" "'-vr k"'ow wkc,l's ~'-"st c,ro"""'J. 36- 40 A few dozen baby turtles s truggling to make their
t k cor,,...t r or btki"'J. tkc,t ).oor or way to the sea
).ow"' '"' t kc,t tit wkr \ tkrtw 41 - 42 ld6 + 2 giant lizards
(
11 -20 1 storm giant 06 2d6 hyenas or 2d6 jackals
21 - 25 An adult bronze dragon fighti ng an adult blue 07 1d6 guards escorting a noble to the edge of the
dragon to the death desert, all of them astride camels
26-40 2d6 cyclopes 08 1d6 cats
41 -50 1 adult bronze dragon or 1 adult blue dragon 09 1 pseudodragon
51-60 ld3 djinn or l d3 marids 10 1d4 poisonous snakes
61-70 1 dragon turtle 11-13 2d4 stirges
71- 75 ld3 roes 14- 15 1d6 + 2 giant wolf spiders
76-80 ld 6 + 2 waterspouts that dance on the water before 16- 17 1 scout
stopping abrupt ly 18-20 2d4 giant poisonous snakes
81-90 ld6 young blue dragons 21-25 Si ngle-file tracks marching deeper into t he d esert
91-96 1 ancient bronze dragon 26-27 4d4 kobolds
97-99 1 ancient blue dragon 28-29 1 jackalwere
00 ld3 + 1 storm giants 30- 31 3d6 tribal warriors
,HJ:YI #
Encounter UNDERDARK ENCOUNTERS (LEVELS 11-16)
dlOO
51 l wraith dlOO Encounter
52 l umber hulk 01-02 3d6 carrion crawlers
53 l xorn 03-04 l d6 + l gelatinous cubes
54 ld6 + 2 dwarf hunters (veterans) searching for 05-06 ld8 + 2 gibbering mouthers
trolls 07- 08 2d8 minotaur skeletons
55 l hobgoblin captain with 3dl0 hobgoblins 09- 10 2d6 ochre jellies
56 1 roper 11- 12 2d4 doppelgangers
57 l kuo-toa monitor with ld4 kuo-toa whips and ld8 13- 14 ld4 quaggoth thonots with ldlO + 2 quaggoths
+ l kuo-toa 15- 16 ld3 ropers
58 ld3 water weirds 17-18 3d6 gargoyles
59 ld4 ghasts with ldlO ghouls 19-20 ldlO mimics
60 l otyugh 21 - 25 A 100-foot-long ravine, 4dl0 feet wide and 5d20 +
61-62 A merchant caravan consisting of l drow mage, 2 200 feet deep
drow elite warriors, and 2dl0 quaggoths 26-27 l hobgoblin captain with 3dl0 hobgoblins
63 ld4 wights 28-29 2d4 spectators
64 l d4 doppelgangers 30-31 3d6 ghasts
65 2d8 fire snakes 32- 33 2d8 intellect devourers
66 ld4 spectators 34- 35 ld3 ore Eyes ofGruumsh with 2d4 orogs and 2dl0
67 l ore Eye ofGruumsh with ld4 orogs and 2dl0 + ores
3 ores 36-40 A large cave containing 2dl0 extraordinarily de-
68 ld3 vampire spawn tai led statues of various creatures
69 ld4 hook horrors or ld4 minotaurs 41 - 42 l d8 + l kuo-toa monitors
70 3d6 quaggoth spore servants 43-44 2d4 water weirds
71- 72 l d3 grells 45-46 2dl0 gricks
73 ld6 + l intellect devourers 47-48 3d6 nothics
74 ldlO gargoyles 49-50 2d8 + l ogres
75 l beholder zombie 51-52 ld6 + 2 chuuls
76-77 l quaggoth thonot with 2d4 quaggoths 53- 54 ld8 + l ettins
78 l d6 ettins or l d4 trolls 55 3d6 grells
79 ld8 + l phase spiders 56 2d4 flameskulls
80 l fomorian or ld3 cyclopes 57 2dl2 dwarf soldiers (veterans) on patrol
81 l d4 earth elementals 58 2d8 hell hounds
82 3d6 ogres 59 ldlO ghosts
83 ld4 + l chuuls 60 3d4 wights
84 ld lO hell hounds 61 3d6 phase spiders
85 ld3 drow elite warriors 62 ld8 + l bone nagas
86 l d4 chimeras 63-65 A shrill scream followed by dark laughter
87 l d4 salamanders 66 ld4 chimeras
88 l cloaker 67 ldlO black puddings
89 2d4 wights 68 3d6 minotaurs
90 ld4 driders 69 2d4 otyughs
91 l fire giant 70 ld6 + l beholder zombies
92 l grick alpha with 2d4 gricks 71 4d4 hook horrors
93 l mind flayer arcanist 72 ld8 + l umber hulks
94 ld4 drow mages 73 2d4 salamanders
95 l spirit naga 74 ld3 grick alphas
96 ld4 mind flayers 75 ld6 + 2 xorn
97 l behir 76-80 A ru ined village that once belonged to deep
98 l aboleth gnomes. A search has a 50% chance of uncovering
99 l dao or l stone giant ld3 potions ofhealing and a 25% chance of finding
00 l beholder a random common magic item.
81 2d4 earth elementals
82 ld3 spirit nagas
Simple trap (level 1-4, deadly threat) Yo u can c reate your own s imple tra ps by using the fol-
low ing guidelines. You ca n a lso adapt t he exa mple traps
A tiny, poisoned needle hidde n in a lock is a good way
for diffe re nt levels a nd seve rity of threat by modifying
to discourage thieves fro m plunde ring a hoa rd. S uch
th eir D Cs a nd damage values as s hown b elow.
a tra p is us ua lly put in a c hest or in the door to a trea-
s ure cha mbe r. P URPOSE
Trigger. Anyone a tte mpting to pick or open the lock Before diving into the de ta ils of your trap, think about
trigge rs the trap. its reason for being. Why would someone build s uch a
Effect. T he trigge ring c reature must mak e a D C 20 trap? What is its purpose? Cons ide r the trap's c reator (in
Cons titution saving throw. On a failed save, the creature the adventure), the c reator's purpose, a nd the location
ta kes 14 (4d6) pois on da mage and is poisoned for 10 the tra p protects. Tra ps have context in the world- they
minutes. While poisoned in this way, the c reature is pa r- a re n't c reated for no reas on-and tha t context drives the
a lyzed . On a s uccessful save, the c reature ta kes ha lf as trap's nature a nd e ffects .
muc h da mage a nd is n't poisoned. D escribed b elow a re a few of the gene ra l purposes a
Countermeasures. A s uccessful DC 20 Wis do m (Pe r- trap might have . Use the m to ins pire the c reation o f your
ception) c heck reveals the needle, but only if a c ha racter ow n traps.
ins pects the lock. A s uccessful DC 20 Dexte rity c heck Alarm. An al a rm tra p is designed to a le rt an area's
us ing thieves' tools disables the n eedle, a nd a check occupa nts of intrude rs. It might cause a bell or a gong
with a tota l o f 10 or lowe r trigge rs the tra p. to s ound. This type of trap ra rely involves a s aving
throw, beca use the a la rm ca n't be avoided whe n the
trap go es off.
Delay. Some traps are designed to s low down e ne-
mies, giving a dungeon's inha bitants time to mount a
INITIATIVE
A complex trap acts repeatedly, but unlike characters
and monsters, traps don't roll for initiative. As mechan-
ical or magical devices, their active elements operate in
time its active element is triggered. As water floods a a periodic manner. When designing a complex trap, you
chamber, the characters must swim across areas they need to decide when and how often its active elements
could walk through just a round or two earl ier. produce their effects.
Since a complex trap remains active over the course In a trap with multiple active elements that work in
of several rounds, it might be possible to predict its concert, those different elements would act on different
future behavior by examining how it functions. This initiative counts. For instance, on initiative count 20,
information can give its targets a much better chance of blades sweep across a treasure vault, driving the charac-
thwarting it. To minimize this possibility, design your ters back into the hallway. On initiative count 10, magic
trap so that it presents multiple threats that can change darts fire from statues in the hallway while a portcullis
each round. The changes can include how a trap targets falls to confine the characters.
creatures (different attacks or saving throws), the dam- Initiative 10. If a trap's active element takes time to
age or effects it produces, the areas it covers, and so build up its effects, then it acts on initiative count 10.
on. Some traps might have a random effect each round, This option is good for a trap that functions a longside
while others follow a carefully programmed sequence a llied monsters or other guard ians; the delay before it
of attacks. acts can give guards the chance to move o ut of its area
Dynamic elements usually occur according to a sched- or force characters into the area before the trap triggers.
ule. For a room that floods, you can plan out how the Initiative 20. If an element is designed to surprise
rising water level affects the area each round. The water intruders and hit them before they can react, then it acts
might be ankle deep at the end of the first round, knee on initiative count 20. This option is generally best for a
deep the next, and so on. Not only does the water bring a complex trap. Think of it as the default. Such a trap acts
risk of drowning, it also makes it harder to move across quickly enough to take advantage of most characters,
the area. On the other hand, the rising water level might with nimble characters like rogues, rangers, and monks
allow characters to swim to the upper reaches of the having the best chance to move out of the area before
chamber that they couldn't get to from the floor. the element activates.
Dynamic e lements can a lso come into play in reaction Initiative 20 and 10. Some active elements are in-
to the characters' actions. Disarming one element of the credibly fast acti ng, laying waste to intruders in a few
trap might m ake the others dead lier. Disabling a rune moments unless countered. They act on initiative count
that triggers a fire-breathing statue might cause the 20 and 10.
statue to explode.
d6 Co mplication d6 Complication
You are accused of cheating. You decide whether 1 An opponent swears to take revenge on you.'~
you actually did cheat or were framed.'~ 2 A crime boss approaches you and offers to pay you
2 The town guards raid the gambling hall and throw to intentionally lose a few matches.'~
you in jail/' 3 You defeat a popular local champion, drawing the
3 A noble in town loses badly to you and loudly vows crowd's ire.
to get revenge.* 4 You defeat a noble's servant, drawing the wrath of
4 You won a sum from a low-ranking member of a the noble's house.*
thieves' guild, and the guild wants its money back. 5 You are accused of cheating. Whether the allega
5 A local crime boss insists you start frequenting the tion is true or not, your reputation is tarnished.*
boss's gambling parlor and no others. 6 You accidentally deliver a near-fatal wound to a foe.
6 A high-stakes gambler comes to town and insists ''Might involve a rival
that you take part in a game.
RELAXATION
*Might involve a rival
Sometimes the best thing to do between adventu res is
PIT FIGHTING relax. Whether a cha racter wants a bard-earned vaca-
Pit fighting includes boxing, wrestling, and other nonle- tion or needs to recover from injuries, relaxation is t he
thal forms of combat in an organized setting with prede- ideal option for adventurer s who need a brea k. This op
ter mined matches. If you want to introduce competi tive tion is a lso idea l for pl ayers who don't want to make use
fighting in a battle-to-the-death situation, the standard of the downtime system.
combat ru les apply to that sort of activity. Resources. Relaxation requires one week. A charac-
Resources. Engaging in this activity requires one ter needs to maintain at least a modest lifestyle while
workweek of effort from a character. relaxing to gain the benefit of the activity.
Resolution. The character must make a series of Resolution. C ha racters who maintain at least a mod-
checks, with a D C determined at random based on the est l ifestyle while relaxing gain several benefits. While
quality of the opposition that the character runs i nto. relaxing, a character gains advantage on saving throws
A big part of the challenge in pit fighting lies in the un- to recover from long-acting diseases and poisons. In
known nature of a cha racter 's opponents. addition, at the end of the week, a character can end one
The character makes three checks: Strength (Athlet- effect that keeps the character from regaining hit points,
ics), Dexterity (Acrobatics), and a special Constitution or ca n restore one ability score that has been reduced to
check that has a bonus equal to a rol l of the character's less than its normal value. T his benefit ca nnot be used
largest Hit Die (this roll doesn't spend that die). ff de- if the harmful effect was caused by a spell or some other
sired, the character can replace one of these skill check s magica l effect with a n ongoing duration.
w ith an attack roll using one o f the cha racter's weapons. Complications. Relaxation rarely comes with com-
The DC for each o f the checks is 5 + 2d10; generate a plicat ions. I f you want to make life complicated for the
separate DC for each one. ConsuJt the Pit F ighti ng Re- characters, introduce an action or an event connected
sults table to see how the character did. to a r ival.
RELIGIOUS SERVICE
PIT FIGHTING RESULT S
C haracters with a religious bent might want to spend
Result Value downtime in ser vice to a temple, either by attending
0 successes Lose your bouts, earning nothing. rites or by prosely tizing in the community. Someone
1 success Win 50 gp. w ho undertakes this activity has a chance of winning
2 successes Win 100 gp. the favor of the temple's leaders.
3 successes Win 200 gp. R esources. Performing religious service requires ac-
cess to, and often attendance at, a temple whose beliefs
and et ho~ align with the character's. If such a place is
Complications. Characters involved in pit fighting
available, the activity takes one workweek of t ime but
must deal with thei r opponents, the people who bet on
involves no gold piece expend iture.
matches, and the m atches' promoters. Every workweek
R esolution. At t he end of t he required time, the char-
spent pit fighting bri ngs a 10 percent chance of a compli
acter chooses to make either an Intelligence (Religion)
cation, examples of w hich are on the P it Fighting Com-
check or a Charisma (Persuasion) check. The total of
pl ications table.
the check determines the benefits of service, as shown
on the Religious Service table.
workweek spent in religious service brings a 10 percent
chance of a complication, examples of which are on the
Religious Service Complicatio ns table.
RESEARCH
Forewarned is forearmed. The research downtime ac-
tivity a llows a cha racter to de lve into lo re concerning a
monster, a location, a magic item, or some other partic-
ular topic.
Resources. Typically, a character needs access to a
library or a sage to conduct research. Assuming such
access is available, conducting research requires one
workweek of effort and at least 50 gp spent on materia ls,
bribes, gifts, and other ex penses.
Resolution. The character decla res the foc us of the
research-a specific person, place, or thing. After one
workweek, the cha racter makes a n Intell igence check
with a +1 bonus per 100 gp s pent beyond the initial
100 gp, to a maximum of +6. In addition, a character
R EL IGIOUS S ERV I C E who has access to a particula rly well-stocked library
Check or knowledgeable sages gains adva ntage on this check.
Total Result Determine how much lore a cha racter learns using the
1-10 No effect. Your efforts fail to make a lasting Research Outcomes table.
impression.
RESEARCH OUTCOMES
11-20 You earn one favor.
Check
21+ You earn two favors.
Total Outcome
1- 5 No effect.
A favo r, in broad terms, is a promise of future assis-
tance from a representative of the te mple . It can be 6- 10 You lea rn one piece of lore.
expended to ask the temple for he lp in deali ng with a 11 - 20 You learn two pieces of lore.
s pecific problem, for general political or s ocia l support, 21+ You learn three pieces of lore.
or to red uce the cost of cleric spellcasting by 50 percent.
A favor could also take the form of a de ity's intervention, Each piece of lore is the equivalent of one true s tate-
s uch as an omen, a vision, or a minor miracle provided ment about a person, place, or thing. Examples include
at a key moment. This la tte r sort of favor is expended by knowl edge of a creature's resis ta nces, the password
the DM, who a lso determines its nature. needed to ente r a sealed dungeon level, the spells com-
Favors earned need not be expended immediately, but monly prepa red by an order of wizards, a nd so on.
only a certain numbe r can be stored up. A character can As DM, you are the fina l a rbiter concerning exactly
have a maximum number of unused favors equal to 1 + what a cha racter learns. For a monster or an NPC, you
the character 's Charisma modifier (minimum of one un- can reveal eleme nts of statistics or personality. For a lo-
used favor). cation, you can reveal secrets a bout it, such as a hidden
Complication s . Temples can be labyrinths of political entrance, the a nswer to a riddle, or the nature of a crea-
and social scheming. Even the bes t-intentioned sect can ture that guards the place.
fall prone to riva lries. A character who serves a temple Complications. The greatest ris k in research is un-
risks becoming embroiled in such struggles. Every covering fa lse information. Not a ll lore is accurate or
WORK
When all else fails, a n adventurer can turn to an honest
trade to earn a living. This activity re prese nts a char-
acter's attempt to find temporary work, the qua lity and
wages of which are diffic u lt to predict.
Resources. Performing a job requ ires one workweek
of effort.
Resolution. To determine how much money a c har-
acter earns, the character makes an ability check:
Strength (Athletics), Dexterity (Acrobatics), Intelligen ce
using a set of tools , Charisma (Performance), or Cha-
risma using a musical instru ment. Consult the Wages
table to see how much money is generated according to
t he tota l of the check.
WAGES
Check
Tota l Ea rnings
MAGIC ITEM SALE COMPLICAT IONS 9 or lower Poor lifestyle for the week
d6 Complication 10-14 Modest lifestyle for the week
Your enemy secretly arranges to buy the item to 15-20 Comfortable lifestyle for the week
use it against you.* 21+ Comfortable lifestyle for the week+ 25 gp
2 A thieves' guild, alerted to the sale, attempts to
steal your item.1' Complications. Ordinary work is rarely fi lled with
3 A foe circulates rumors that your item is a fake.* significant complications. Still, the Work Complications
4 A sorcerer claims your item as a birthright and de- table can add some difficulties to a worke r's life. Each
mands you hand it over. workweek of activity brings a 10 percent chance that a
character e ncou nters a complication.
5 Your item 's previous owner, or surviving all ies of
the owner, vow to retake the item by force.
WOR K COMPLICATIONS
6 The buyer is murdered before the sale is finalized.*
d6 Complication
* Might involve a rival
A difficu lt customer or a fight with a coworker re-
TRAINING duces t he wages you earn by one category.*
Giveo e nough free time and the services of an instruc- 2 Your emp loyer's financial difficu lties result in you r
tor, a cha racter can lea rn a language or pick up profi- not being paid.'~
ciency with a tool. 3 A coworker with ties to an important family in town
Resources. Receiving training in a language or tool takes a dislike to you.*
typica lly ta kes at least ten workweeks, but this time is 4 Your employer is involved w ith a dark cu lt or a
reduced by a numbe r of workweeks equa l to th e c ha r- criminal enterprise.
acter 's Intellige nce modifier (an Intellige nce p e nalty
5 A crime ring targets you r business for extortion.*
doesn't increase the time needed). Training costs 25 gp
per workweek. 6 You gain a reputation for laziness (unjustified or
Complications. Complications that arise w hile train- not, as you choose), giving you disadvantage on
ing typically involve the teache r. Every ten workweeks checks made for this downtime activity for the next
spent in training brings a 10 percent chance of a compli- six workweeks you devote to it.*
cation, examples of which are on the Training Complica- * Might involve a rival
tions table.
SMOLDERING ARMOR
Armor (a ny), common
Wisps of harmless, odorless smoke rise fro m this armor
while it is worn.
STAFF OF ADORNMENT
Staff, common
If you place a n object weighing no mo re th a n 1 pound
(suc h as a s hard o f c rys ta.I, a n egg, or a stone) a bove
the tip of the s ta ff while holdi ng it, the object Boa ts a n
inch from th e staff's tip a nd re m a ins there u nti l it is
re moved or until t he s taff is no longer in your posses-
s ion. The s taff can have up to three s uch objects floating
over its tip a t a ny g ive n time. While holding the staff,
you ca n ma ke one or more of the objects s lowly s pin or
turn in place.
STAFF OF BIRDCALLS
Staff, common
T his woode n s taff is d ecorated w ith bird ca rvings. It has
10 c harges. While ho lding it, you can use a n action to
expe nd 1 c ha rge from t he staff a nd cause it to c reate one
of t he following sounds out to a range of 60 feet: a finc h's
chirp, a rave n's caw, a duck's quack, a chicken's cluck, a
goose's honk, a loon's call, a turkey's gobble, a seagull's
cry, an owl's hoot, o r an eagle's shrie k.
T he staff regains ld6 + 4 expended charges da ily at
dawn. If you expe nd t he last cha rge, roll a d20. On a 1,
UN BR E AKABL E A RROW S
the s taff explod es in a harm less cloud of bird feathe rs
and is lost forever.
('"I(I
t~ o{~ -i"'
I
sorption) l ( \,,li"'-
0
""''"\
loun stone (mastery) Wondrous item Yes O"', o ' o"',
loun stone (regenera-
ti on)
Wondrous item Yes
0
Iron flask Wondrous item No
Luck blade Weapon Yes
Cll1\PTFR 3 J SPELLS
6TH LEVEL Life transference (necromancy) Transmute rock (transmutation)
Investiture offlame (transmutation) Melfs minute meteors (evocation) Wall of light (evocation)
Investiture of ice (transmutation) Summon lesser demons (conjuration)
6TH LEVEL
Investiture ofstone (transmutation) Thunder step (conjuration)
Create homunculus (transmutation)
Investiture of wind (transmutation) Tidal wave (conjuration)
Investiture offlame (transmutation)
Mental prison (illusion) Tiny servant (transmutation)
Investiture ofice (transmutation)
Scatter (conjuration) Wall of sand (evocation)
Investiture ofstone (transmutation)
Soul cage (necromancy) Wall of water (evocation)
Investiture of wind (transmutation)
]TH LEVEL 4TH LEVEL Mental prison (illus ion)
Crown ofstars (evocation) Charm monster (enchantment) Scatter (conjuration)
Power word pain (enchantment) Elemental bane (transmutation) Soul cage (necromancy)
Sickening radiance (evocation) Tenser's transformation (transmutation)
8TH LEVEL Storm sphere (evocation)
Maddening darkness (evocation) ]TH LEVEL
Summon greater demon (conjuration)
Crown ofstars (evocation)
Vitriolic sphere (evocation)
9TH LEVEL Power word pain (enchantment)
Watery sphere (conjuration)
Psychic scream (enchantment) Whirlwind (evocation)
STH LEVEL
WIZARD SPELLS 8TH LEVEL
Control winds (transmutation)
Abi-Dalzim's horrid wilting (necromancy)
Danse macabre (necromancy)
CANTRIPS {o LEVEL) Illusory dragon (illusion)
Dawn (evocation)
Control flames (transmutation) Maddening darkness (evocation)
Enervation (necromancy)
Create bonfire (conjuration) Mighty fortress (conjuration)
Far step (conjuration)
Frostbite (evocation)
Immolation (evocation) 9TH LEVEL
Gust (transmutation)
Infernal calling (conjuration) Invulnerability (abjuration)
Infestation (conjuration)
Negative energy flood (necromancy) Mass polymorph (transmutation)
Mold earth (transmutation)
Skill empowerment (transmutation) Psychic scream (enchantment)
Shape water (transmutation)
Steel wind strike (conjuration)
Thunderclap (evocation)
Synaptic static (enchantment)
Toll the dead (necromancy)
lST LEVEL
Absorb elements (abjuration)
Catapult (transmutation)
Cause fear (necromancy)
Earth tremor (evocation)
Ice knife (conjuration)
Snare (abjuration)
2ND LEVEL
Aganazzar's scorcher (evocation)
Dragon's breath (transmutation)
Dust devil (conjuration)
Earthbind (transmutation)
Maximilian's earthen grasp
(transmutation)
Mind spike (divination)
Pyrotechnics (transmutation)
Shadow blade (illusion)
Skywrite (transmutation, ritual)
Snilloc's snowball swarm (evocation)
Warding wind {evocation)
3RD LEVEL
Catnap (enchantment)
Enemies abound (enchantment)
Erupting earth (transm utation)
Flame arrows (transmutation)
if the beast's Intelligence score is 4 or higher. Until the
SPELL DESCRIPTIONS spell ends, the link is active while you and the beast are
The spells are presented in alphabetical order. within line of sight of each other. Through the link, the
beast can understand your telepathic messages to it,
ABI-DALZIM'S HORRID WILTING
and it can telepathically communicate simple emotions
8th-level necromancy a nd concepts back to you. While the link is active, the
Casting Time: 1 action beast gains advantage on attack rolls against a ny crea-
Range: 150 feet ture within 5 feet of you that you can see.
Components: V, S, M (a bit of sponge)
Duration: Instantaneous BO NES OF THE EARTH
6th-level transmutation
You draw the moisture from every creature in a 30-foot
cube centered on a point you choose within range. Each Casting Time: 1 action
creature in that a rea must make a Constitution saving Range: 120 feet
throw. Constructs a nd undead a ren't affected, and plants Components: V, S
and water elementa ls make this saving throw with dis- Duration: Instantaneous
advantage. A creature takes 12d8 necrotic damage on a You cause up to six pillars of s tone to burst from places
failed save, or half as much damage on a successful one. on the ground that you can see within ra nge. Each pilla r
Nonmagical plants in the a rea that are n't creatures, is a cylinder that has a diameter of 5 feet a nd a he ight of
s uch as trees and shrubs, wither a nd die instantly. up to 30 feet. The ground where a pillar a ppears must
be wide enoug h for its diameter, a nd you can target the
ABSORB ELEMENTS
ground under a creature if that cr eature is Medium or
1st-level abjuration smalle r. Each pillar has AC 5 a nd 30 hit points. When
Casting Time: 1 reaction, which you take when you take reduced to 0 hit points, a pillar crumbles into rubble,
acid, cold, fire, lig htning, or thunder damage which creates an a rea of difficult terrain with a 10-
Range: Self foot radius that lasts until the rubble is cleared. Each
Components: S 5-foot-diameter portion of the a rea requires at least 1
Duration: 1 round minute to clear by ha nd.
The spell captures some of the incoming energy, less- If a pillar is created under a creature , that creature
ening its effect on you a nd storing it for your next melee must s ucceed on a Dexterity saving throw or be lifted by
attack. You have resistance to the triggering damage the pillar. A creature can choose to fail the save.
type until the s tart of your next turn. Also, the first time If a pillar is prevented fro m reaching its full height
you hit with a melee attack on your next turn, the target because of a ceiling or other obstacle, a creature on the
takes an extra ld6 da mage of the triggering type, a nd pillar takes 6d6 bludgeoning damage a nd is restrained,
the spell ends . pinched between the pillar a nd the obstacle. The re-
At Higher Levels. When you cast this spell using a stra ined creature can use an action to make a Strength
s pell slot of 2nd level or higher, the extra damage in- or Dexterity check (the creature's choice) agai nst the
creases by ld6 for each s lot level above 1st. spell's save DC. On a success, the creature is no lo n-
ger restrained and must either move off the pillar or
1
AGANAZZAR S SCORCHER fa ll off it.
2nd-level evocation At Higher Levels. When you cast this spell using a
s pell s lot of 7th level or higher, you can create two addi-
Casting Time: 1 action
tional pillars for each s lot level above 6th.
Range: 30 feet
Components: V, S, M (a red dragon's scale) CATAPULT
Duration: Instanta neous 1st-level transmutation
A line of roaring flame 30 feet lo ng and 5 feet wide ema- Casting Time: 1 action
na tes from you in a direction you choose. Each creature Range: 60 feet
in the line must make a Dexterity saving throw. A crea- Components: S
ture takes 3d8 fire damage on a failed save, o r ha lf as Duration: Instantaneous
much damage o n a s uccessful one.
At Higher Levels. When you cast this spell us ing a Choose one object weighing 1 to 5 pounds within range
spell slot of 3rd level or higher, the damage increases by that is n't being worn or carried. T he object flies in a
ld8 for each slot level above 2nd. straight line up to 90 feet io a direction you choose
before falling to the ground, stopping early if it impacts
B EAST BOND against a solid surface. If the object would strike a crea-
1st-level divination ture, that creature must make a Dexterity saving throw.
On a fa iled save, the object strikes the target a nd stops
Casting Time: 1 action
moving. When the object strikes something, the object
Range: Touch
and what it s trikes each take 3d8 bludgeoning damage.
Components: V, S , M (a bit of fur wrapped in a cloth)
At Higher Levels. When you cast this s pe ll using a
Duration: Concentration, up to 10 minutes
spell s lot of 2 nd level o r higher, the maximum weight of
You establis h a telepathic link with one beast you touch objects that you can target w ith this spell increases by 5
that is frie ndly to you or charmed by you. The spell fa ils pounds, and the damage incr eases by ld8, for each s lot
level a bove 1st.
C H APTER 3 f SPELLS
CATNAP hours, whenever the target makes a saving throw, it can
3rd-level enchantment roll a d4 and add the number rolled to the save. A crea-
ture can benefit from this rite only once.
Casting Time: 1 action
Funeral Rite. You touch one corpse, a nd for the next
Range: 30 feet
7 days, the target can't become undead by any means
Components: S , M (a pinch of sand)
s hort of a wis h s pell.
Duration: 10 minutes
Wedding. You touch adult humanoids willing to be
You make a calming gesture, and up to three willing bonded together in marriage. For the next 7 days, each
creatures of your choice that you can see within range target gains a +2 bonus to AC while they a re within 30
fall unconscio us for the spell's duration. The spell ends feet of each other. A creature can benefit from this rite
on a ta rget early if it takes damage or s omeone uses a n aga in only if w idowed.
action to s ha ke o r s lap it awake. Jf a target rema ins un-
conscious for the ful l duration , that ta rget gains the ben- CHA OS BOLT
efit of a short rest, and it can't be affected by this spell I st-level evocation
again until it finis hes a long rest. Casting Time: 1 action
At Higher Levels. When you cast this s pell usi ng a Range: 120 feet
spell s lot of 4th level or higher, you can target one addi- Components: V, S
tiona l willing creature for each s lot level above 3 rd. Duration: Ins tanta neous
CAUSE FEA R You hurl a n undulating, wa rbling mass of chaotic energy
1st-level necrom ancy at one creature in range. Make a ranged spell attack
agai nst the target. On a hit, the target takes 2d8 + ld6
Casting Time: 1 action
damage. Choose one of the d8s. The numbe r rolled
Range: 60 feet
on that die determines the attack's damage type, as
Components: V
s hown below.
Duration: Concentration, up to 1 minu te
You awa ken the sense of morta lity io one creature you d8 Damage Type
can see within ra nge. A construct or an undead is im- Acid
mune to this effect. The target must s ucceed on a Wis- 2 Cold
dom saving throw or become frightened of you until the 3 Fire
spell ends. The frighte ned target can repeat the saving
4 Force
throw at the end of each of its turns, ending the effect on
itself on a s uccess. 5 Lightning
At Higher Levels. When you cast this spell using 6 Poison
a spell s lot of 2nd level or higher, you can target one 7 Psychic
additional creature for each s lot level above 1st. The 8 Thunder
creatures must be within 30 feet of each other when you
target the m. If you roll the same number on both d8s, the chaotic
energy leaps from the target to a different creature of
CEREMONY
your choice within 30 feet of it. Make a new attack roll
l s t-/eve/ abjuration (ritual)
agains t the new target, and make a new damage roll,
Casting Time: 1 hour which could cause the chaotic energy to leap aga in.
Range: Touch A creature can be ta rgeted only once by each casting
Components: V, S , M (25 gp worth of powdered s ilver, of this spell.
which the s pell cons umes) At Higher Levels. When you cast th is spell using
Duration: Instanta neous a spell s lot of 2nd level or higher, each target takes
You perform a s pecia l religious ceremony that is infused ld6 extra da mage of the type rol led for each s lot level
with magic. Whe n you cast the spell, choose one of the above 1st.
following rites, the ta rget of which must be within 10
CHARM MONSTER
feet of you throughout the casting.
4th-level enchantm ent
Atonement. You touch one willing creature whose
alignment has cha nged, and you make a DC 20 Wisdom Casting Time: 1 action
(Insight) check. On a s uccessful check, you restore the Range: 30 feet
target to its original a lignment. Components: V, S
Bless Water. You touch one vial of wate r a nd cause it Duration: 1 hour
to become holy water. You attempt to cha rm a creature you can see within
Coming ofAge. You touch one humanoid who is a range. It must make a Wisdom saving throw, and it does
young adult. For the next 24 hours, whenever the ta rget so with adva ntage if you or your companions are fight-
makes a n ability check, it can roll a d4 and add the num- ing it. If it fails the saving throw, it is charmed by you
ber rolled to the ability check. A creature can benefit unti l the s pell ends or until you or your compan ions do
from this rite only once. anything harmful to it. The charmed creature is friendly
Dedication. You touch one huma noid who wis hes to you. When the spell ends, the creature k nows it was
to be dedicated to your god's service. For the next 24 charmed by you .
....
At Higher Levels . When you cas t this spell us ing Updraft. You cause a s us tained updraft w ithin the
a s pe ll s lot of 5t h level or higher, you ca n target o ne cube, rising upwa rd from the cube's bottom s ide. Crea-
additiona l creat ure for each slot level above 4th. The tures that e nd a fall within the cube take only half da m-
creatures mus t be within 30 feet of each other whe n you age from the fall . When a creature in the cube makes a
ta rget them . vertical jump, t he creature can jump up to 10 feet highe r
than normal.
CO NTROL F LAM E S
Trans mutation cantrip CREAT E B O NFIRE
Casting Time: 1 action Conjuration cantrip
Range: 60 feet Casting Time: 1 action
Components: S Range: 60 fee t
Duration: Ins tanta neous or 1 hour (see below) Components: V, S
Duration: Concentra tion , up to 1 minute
You choose a nonmagical fla me that you can see within
range a nd tha t fits within a 5 -foot cube. You a ffect it in You create a bo nfire on g round tha t yo u can see w ith in
one of the following ways: ra nge. Until the s pe ll ends, the magic bonfire fills a
5 -foot cube. Aoy creature in the bo nfire's s pace whe n
You ins tanta neous ly expand the fla me 5 feet in one
you cas t the s pell must s ucceed on a D exterity s aving
direction, provided that wood or othe r fuel is present
throw or take ld8 fire d am age. A creature mus t a lso
in the new location.
ma ke the saving throw w hen it moves into t he bonfire's
You ins tanta neous ly extinguish the fla mes
s pace for the firs t time o n a turn or e nds its turn the re.
within t he cube.
The bo nfire ignites fla mmable o bjects in its area t hat
You double or ha lve the a rea of brig ht ligh t and dim
a re n't being worn or carr ied.
light cast by the fla me, change its color, or both . The
The s pe ll's da mage increases by ld8 w hen you reach
cha nge lasts for 1 hour.
5th level (2d8), 11th leve l (3d8), and 17th level (4d8).
You cause s imple s ha pes-such as the vague form of a
creature, a n inanima te object, or a location- to appear C REATE HOM UNCULUS
within the fl a mes a nd a nimate as you like. The s ha pes 6th-level trans mutation
last for 1 hour.
Casting Time: 1 hour
If you cast this s pe ll multiple times, you can have up to Range: Touch
three non-ins tantaneous effects created by it active a t a Components: V, S , M (clay, ash, a nd m a ndrake root, all
time, a nd you can dis miss s uch an effect as an action. of which the spell cons umes, a nd a j ewel-encrus ted
dagger wor th a t least 1,000 gp)
C O NTROL W IN DS
Duration: Ins ta nta neous
5th-le vel trans mutation
While s peaking a n intricate incantation, you cut your-
Casting Time: 1 actio n
self with a jewel-encrus ted dagger, ta king 2d4 piercing
Range: 3 00 feet
da mage that can't be reduced in a ny way. You t hen drip
Components: V, S
your blood on t he spell's othe r compo ne nts a nd touch
Duration: Concentra tio n, up to 1 hour
the m , transforming them into a special cons truct called
You ta ke control o f the a ir in a 100-foo t cube that you a ho munculus.
can see wit hin range. Choose one of the following e f- T he s tatis tics of t he ho munc ulus a re in t he Mons ter
fects whe n you cast the s pell. The e ffect lasts fo r the Manual. It is your fa ithful compa nion, a nd it dies if you
s pell's duratio n, unless you use your action on a late r die. Whenever you fini s h a lo ng rest, you can spend up
turn to switch to a differe nt e ffect. Yo u can also use your to ha lf your H it Dice if th e ho mu nculus is on t he same
action to tempora rily halt the effect or to resta rt one pla oe of exis tence as you. When you do so, roll each
you've ha lted. die a nd add your Constitution modifie r to it. Your hit
Gusts. A wind picks up within the cube, continu- point max imum is reduced by the tota l, a nd the ho mun-
ally blowing in a horizonta l direction you designate. culus's hit point maximum a nd current hit points a re
You choose the inte ns ity o f the wind: calm, moderate, both increased by it. T his process can reduce you to no
o r s trong. If the w ind is moderate or s trong, ra nged lower than 1 hit point, a nd the change to your and the
weapo n attacks that ente r or leave the cube or pass homunculus's hit points ends when you finis h your nex t
thro ug h it have disadvantage on t he ir attack ro lls. ff long rest. The reductio n to you r hi t point max im um can't
the w ind is s trong, a ny creature moving agains t the be removed by any mea ns before t hen, except by the ho-
wind mus t s pe nd 1 ex tra foot of moveme nt for each muoculus's death.
foot moved. You can have only o ne ho munculus at a time. If
Downdraft. You cause a s us ta ined blast o f s trong you cast this s pell while your homunculus lives, the
wind to blow downwa rd from t he top of the cube. s pell fai ls .
Ra nged weapon attacks that pass thro ug h t he cube
or tha t are made agains t targets within it have dis ad- CROWN OF STA R S
vantage on the ir attack rolls . A creature mus t ma ke a 7th-level e vocation
Strength saving throw if it flies into the cube for the firs t Casting Time: 1 action
time on a turn o r s tarts its turn there flying. On a failed Range: Self
s ave, the creature is knocked prone .
CHAPTER 3 I SPELLS
OllNSE MACllBRE
Components: V, S s ter Manual), and it gains a bonus to its a ttack and dam-
Duration: 1 hour age rolls eq ual to your spellcasting ability modifier.
Seven star-like motes of light appea r a nd o rbit your You ca n use a bonus action to mentally command the
head until the s pell ends. You can use a bonus action to creatures you make with t his spell , issui ng the same
send one of the motes streaking toward one c reature command to a ll of the m. To receive the command,
or obj ect within 120 feet of you. When you do so, make a creature must be within 60 feet of you. You decide
a ra nged s pell a ttack. On a hit, the ta rget takes 4dl2 what action the creatures will ta ke a nd where they wiU
radia nt damage. Whethe r you hit or m iss, the mote is ex- move durin g t hei r next turn, or you can issue a general
pended. T he s pell e nds early if you expe nd t he last mote. command , s uch as to guard a chambe r or passageway
If you have fou r or more motes remaining, they s hed aga ins t your foes. If you issue no commands, the crea-
bright light in a 30 -foot rad ius and dim lig ht for a n addi- tures d o nothing except defend t he mselves against
tional 3 0 feet. If you have one to three motes re ma ining, hostile creatures. Once g iven an orde r, the creatures
they s hed dim light in a 30-foot radius. continue to follow it until the ir task is complete.
At Higher Levels. When you cast this s pell us ing a The creatu res a re unde r your control until the spell
s pell slot of 8th level or higher, the numbe r of motes c re- e nds, after which t hey become inan imate once more.
ated inc reases by two for each s lot level above 7th. At Higher Levels. When you cast this spell using a
spell slot of 6th level or higher, you a nimate up to two
D ANSE MACAB R E add itiona l corpses for each s lot level above 5th.
5th-level necromancy
DAWN
Casting Time: 1 action 5th-level evocation
Range: 60 feet
Components: V, S Casting Time: 1 action
Duration: Concentration, up to 1 hour Range : 60 feet
Components: V, S, M (a sunburst pe ndant worth a t
T hreads of dark power leap from your fingers to pierce least 100 gp)
up to five Small or Medium corpses you can see within Duration: Concentrat ion, up to 1 minute
ra nge. Each corpse immedia tely s tands up and becomes
undead. You decide whe ther it is a zombie or a s keleton The Lig ht of dawn s hines down on a location you spec-
(the statis tics for zombies and s keletons are in the Mon- ify within ra nge. Until the spell e nds, a 30 -foot-rad ius,
CJlAPTER 3
40-foot-high cylinde r of bright light gli mmers there. This with grasping weeds a nd vines, as if they were affected
light is s unUght. by a n entangle spell. To a creature immune to this effect,
When the cylinder appea rs, each creature in it must the weeds and vines feel soft and reshape themselves to
make a Cons titution saving throw, ta king 4dl0 radia nt serve as temporary seats or beds.
damage o n a failed save, or half as much damage on a Grove Guardians. You can animate up to fou r trees
successful one. A creature must a lso make this saving in the a rea, caus ing them to uproot themselves from
throw whenever it ends its turn in the cylinder. the g round. These trees have the same statistics as an
If you're within 60 feet of the cylinder, you can move it awa kened tree, which appears in the Monster Manual,
up to 60 feet as a bonus actio n on your turn. except they can't speak, and their bark is covered with
druidic symbols. If a ny creature not immune to this
DRAGON'S BRE ATH e ffect enters the wa rded area, the g rove guardians fight
2nd-level transmutation unti l they have driven off or s la in the intruders. T he
Casting Time: 1 bonus action grove gua rdians also obey your spoken commands (no
Range: Touch acti on required by you) that you issue while in the area.
Components: V, S, M (a hot pepper) If you don't give them com ma nds and no intruders a re
Duration: Concentra tion, up to 1 minute present, the grove gua rdia ns do nothing. The grove
guardians can't leave the warded a rea. When the spell
You touch one willing creature a nd imbue it with the ends, the magic a nimating them disappears, a nd the
power to s pew magical energy from its mouth, provided trees take root again if possible.
it has one. Choose acid, cold, fire, lig htning, or poison. Additional Spell Effect. You can place your choice
Until the spell ends, the creature can use an actio n to of o ne of the following magical effects within the
ex hale energy of the chosen type in a 15-foot cone. Each wa rded area:
creature in that a rea must make a Dexterity saving
throw, taking 3d6 damage of the chosen type on a fa iled A constant gust of wind in two locations of your choice
save, or half as much damage on a s uccessful one. Spil<e growth in o ne location of your choice
At Higher Levels. When you cast this spell us ing a Wind wall in two locations of your choice
spell s lot of 3 rd level or higher, the damage increases by To a creature immune to this effect, the winds are a
l d6 for each s lot level above 2nd. fragrant, gentle breeze, a nd the a rea of spil<e growth
is harmless.
DRUID GROVE
6th-level abjuration DUST DEVIL
Casting Time: 10 minutes 2nd-level conjuration
Range: Touch Casting Time: 1 action
Components: V, S, M (mistletoe, which the spell con- Range: 60 feet
sumes, that was harvested with a golden sickle under Components: V, S, M (a pinch of dust)
the light of a full moon) Duration: Concentration, up to 1 minute
Duration: 24 hours
Choose an unoccupied 5-foot cube of air that you can
You invoke the spirits of nature to protect a n a rea out- see within range. An elemental force that resembles
doors or unde rground. The area can be as small as a a dus t devil appears in the cube and lasts fo r the
30-foot cube or as la rge as a 90-foot cube. Bui ldings a nd spell's duration.
other structures are excluded from the affected area. If Any creature that ends its turn within 5 feet of the
you cast this spell in the same area every day for a yea r, dust devil must make a Strength saving throw. On a
the spell las ts until dispelled. fai led save, the creature takes l d8 bludgeoning damage
The spell creates the following e ffects within the area. and is pus hed 10 feet away from the dust devil. On a suc-
When you cast th is spell, you can s pecify creatures as cessful s ave, the creature ta kes ha lf as much damage
friends who are immune to the effects. You can also and is n't pushed.
s pecify a password that, when s poken a loud, makes the As a bonus action, you can move the dust devil up to
s peaker immune to these effects. 30 feet in any direction. If the dust devi l moves over
T he entire warded area radiates magic. A dispel magic sand, dust, loose dirt, or light g ravel, it s ucks up the ma-
cast on the area, if s uccessful , removes only one of the teria l a nd forms a 10-foot-radius cloud of debris around
following effects, not the entire area. That spell's caster itself that lasts unti l the start of you r next turn. The
chooses which effect to end. Only when a ll its e ffects are cloud heavily obscures its area.
gone is this s pell dis pelled. At Higher Levels. When you cast this spell using a
Solid Fog. You can fill any number of 5-foot squares spell s lot of 3rd level or higher, the damage increases by
on the g round with thick fog, making the m heavily ob- ld8 for each s lot level above 2nd.
scured. T he fog reaches 10 feet high. In addition, every
foot of move ment through the fog costs 2 extra feet. To a EARTHBIND
creature immune to this effect, the fog obscures nothing 2nd-level transmutation
and looks like soft mis t, with motes of green light float- Casting Time: 1 action
ing in the air. Range: 300 feet
Grasping Undergrowth. You can fill any number of Components: V
5-foot squares on the ground that a ren't filled with fog Duration: Concentration, up to 1 minute
CHAPTER 3 I SPELLS
-
Choose one creature you can see within range . Yellow Whenever the affected creature chooses another
strips of magical energy loop around the creature. The creature as a target, it must choose the target at random
target must succeed on a Strength saving throw, or its from among the cr eatures it can see within ra nge of the
flying speed (if any) is reduced to 0 feet for the s pell's du- attack, spell, or other abi lity it's using. lf a n enemy pro-
ration. An airborne creature affected by this s pell safely vokes an opportunity attack from the affected creature,
descends at 60 feet per round until it reaches the ground the creature must make that attack if it is able to.
or the spell ends.
ENERVATION
EARTH 'TREMO R 5th-level necromancy
1s t-level evocation Casting Time: 1 action
Casting Time: 1 action Range: 60 feet
Range: 10 feet Components: V, S
Components: V, S Duration: Concentration, up to 1 m inute
Duration: Ins tanta neo us
A tendril of inky darkness reaches out from you, touch-
You cause a tre mor in the ground within range. Each ing a creature you can see within ra nge to drain life
creature other tha n you in that a rea must ma ke a Dex- from it. The target mus t ma ke a Dexterity saving throw.
terity saving throw. On a fa iled save, a creature takes On a s uccessful save, the target ta kes 2d8 necrotic dam-
ld6 bludgeonin g da mage a nd is knocked prone. If the age, a nd the spell ends . On a failed save, the target takes
ground in that ar ea is loose earth or stone, it becomes 4d8 necrotic damage, a nd until the spell ends, you can
difficult terrain unti l cleared, with each 5-foot-diameter use your action on each of your turns to automatically
po rtion requiring at least 1 minute to clear by ha nd. deal 4d8 necrotic damage to the target. The spell ends
At Higher Levels. When you cast this s pell us ing a if you use you r action to do anything else, if the ta rget is
s pell slot of 2nd level o r highe r, the da mage increases by ever outside the s pell's ra nge, or if the target has total
ld6 for each slot level above 1s t. cover from you.
Whenever the spell deals damage to a target, you re-
ELEMENTAL BA NE gain hit points equal to ha lf the amount of necrotic dam-
4th -level transmutation age the target takes.
Casting Time: 1 action At Higher Levels. Whe n you cast this s pell us ing a
Range: 90 feet s pell s lot of 6th level or highe r, the dam age increases by
Components: V, S ld8 for each slot level above 5th .
Duration: Concentration, up to 1 m inute
ERUPTING EARTH
Choose o ne creature you can see w ithin range, a nd 3rd-level transmutation
choose one of the following damage types: acid, cold,
fire, lightning, or thunder. The target must s ucceed on a Casting Time: 1 action
Constitution saving throw or be affected by the spell for Range: 120 feet
its duration. The first time each turn the affected target Components: V, S, M (a piece of obsidian)
takes da mage of the chosen type, the target takes an ex- Duration: Instanta neous
tra 2d6 damage of that type. Moreover, the ta rget loses Choose a point you can see on the ground within ra nge.
a ny resistance to that damage type until the spell ends. A fo unta in of churned earth and stone erupts in a 20-
At Higher Levels. When you cast this spell using foot cube centered on that point. Each cr eature in that
a s pe ll s lot of 5th level or higher, you can target one area must make a Dexterity saving throw. A creature
additional creature for each s lot level above 4th. The takes 3d12 bludgeoning da mage on a fa iled save, or
creatures must be within 30 feet of each other when you ha lf as much damage on a s uccessfu l one. Additionally,
ta rget them. the ground in that a rea becomes difficult terrain until
clear ed. Each 5 -foot-square po rtion of the a rea requires
ENEMIES ABOUND at least 1 minute to clear by hand .
3rd-le vel enchantment At Higher Levels. When you cast this s pell using a
Casting Time: 1 action spell s lot of 4th level or higher, the da mage increases by
Range: 120 feet ld12 for each slot level above 3rd.
Components: V, S
Duration: Concentration, up to 1 minute FAR STE P
Stli-level conjuration
You reach into the mind of one creature you can s ee a nd
force it to make an Intelligence saving throw. A creature Casting Time: 1 bonus action
automatically succeeds if it is im mune to being fright- Range: Self
ened. On a failed save, the ta rget loses the abi lity to dis- Components: V
tinguish friend from foe, regarding all creatures it can Duration: Concentration, up to 1 minute
see as enemies until the spell ends. Each time the ta rget You tele port up to 60 feet to an unoccupied space you
takes damage, it can repeat the saving throw, endi ng the can see. On each of your turns before the spell ends, you
effect on itself on a s uccess. can use a bonus action to teleport in this way again.
F1NO GREATER STEED
CHAPTER 3 I S P ELLS
The spell's damage increases by 1d6 when you reach you can see within range. The spirit looks like a trans-
5th level (2d6), 11th level (3d6), and 17th level (4d6). pare nt beas t or fey (your choice).
Until the spell ends, whenever you or a creature you
GUARDIAN OF NATURE can see moves into the s pirit's space for the firs t time on
4th-level transmutation a turn or starts its turn there, you can cause the s pirit
Casting Time: 1 bonus action to restore ld6 hit points to that creature (no action re-
Range: S elf quired). The spirit ca n't heal constructs or undead.
Components: V As a bonus action on your turn, you can move the
Duration: Concentration, up to 1 minute s pirit up to 30 feet to a space you can see.
At Higher Levels. Whe n you cast this spell using a
A nature spirit answers your call a nd transforms you s pell slot of 3rd level or higher, the healing inc reases by
into a powerful guardian. The transformation lasts until 1d6 for each slot level a bove 2nd.
the spell ends. You choose one of the following forms to
assume: Primal Beast or Great Tree. HOLY WEAPON
Primal Beast. Bestial fur covers your body, your 5th-level evocation
facial features become feral, and you gain the follow-
Casting Time: 1 bonus action
ing benefits:
Range: Touch
Your walking s peed increases by 10 feet. Components: V, S
You gain darkvision with a range of 120 feet. Duration: Concentration, up to 1 hour
You ma ke Strength-based attack rolls with advantage.
You imbue a weapon you touch with holy power. Until
Your melee weapon attacks deal an extra 1d6 force
damage on a hit. the spell e nds, the weapon emits bright light in a 30-
foot radius and dim light for an additional 30 feet. In
Great Tree. Your skin appears barky, leaves sprout addition, weapon attacks made with it deal an extra 2d8
from your hair, and you gain the following be nefits: radi a nt damage on a hit. If the weapon isn't already a
You gain 10 te mporary hit points. magic weapon, it becomes one for the duration.
You make Constitution saving throws with advantage. As a bonus action on your turn, you ca n dis miss this
You make D exterity- and Wisdom-based attack rolls spell and cause the w eapon to e mjt a burst of radiance.
with advantage. Each creature of your choice that you can see within 30
Wh ile you are on the ground, the ground within 15 feet of you must make a Constitution saving throw. On a
feet of you is difficult terra in for your e nemies. failed save, a creature takes 4d8 radiant d a mage, and it
is blinded for 1 minute. On a successful save, a creature
GUST takes half as much damage and isn't blinded. At the
Transmutation cantrip e nd of each of its turns, a blinded creature can make a
Casting Time: 1 action Constitution saving throw, e nding the effect on itself on
Range: 30 feet a s uccess.
Components: V, S I CE KNIFE
Duration: Instantaneous
1st-level conjuration
You seize the air a nd compel it to create one of the fol- Casting Time: 1 action
lowing effects at a point you ca n see within range: Range: 60 feet
One Medium or s maller creature that you c hoose Components: S, M (a drop of water or a piece of ice)
must succeed on a Strength saving throw or be Duration: Instantaneous
push ed up to 5 feet away from you. You create a shard of ice a nd fling it at one c reature
You create a s mall blas t of air capable of moving one within range. Ma ke a ranged spell attack against the tar-
object that is neithe r held nor carried and that weighs get. On a hit, the targe t takes 1d10 pierci ng damage. Hit
no more than 5 pounds. The object is pushed up to 10 or miss, the s hard then explodes. The targe t a nd each
feet away from you. It isn't pushed w ith e nough force creature within 5 feet of it must succeed on a Dexterity
to cause damage. saving throw or take 2d6 cold damage.
You create a harm less sensory effect us ing air, such as At Higher Levels. Whe n you cast this spell using a
causing leaves to rustle, wind to s lam shutters closed, spell slot of 2nd level or higher, the cold d amage in-
or your clothing to ripple in a breeze. creases by 1d6 for each s lot level above 1s t.
HEALING SPIRIT ILLUSORY DRAGON
2nd-level conjuration 8th-level illusion
Casting Time: 1 bonus action Casting Time: 1 action
Range: 60 feet Range: 120 feet
Components: V, S Components: S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
You call forth a nature spirit to soothe the wounded. The By gathering threads of s hadow mate rial from the Shad-
intangible spirit appears in a space that is a 5-foot cube owfell, you create a Huge shadowy dragon in an unoc-
CHAPTER 3 I SPELLS
cupied space that you can see within range. The illusion devil or a bearded devil. The devil appears in an unoc-
lasts for the spell's duration and occupies its space, as if cupied space that you can see within range. The devil
it were a creature. disappears when it drops to 0 hit points or when the
When the illusion appears, any of your enemies that spell ends.
can see it must succeed on a Wisdom saving throw or The devil is unfriendly toward you and your com-
become frightened of it for 1 minute. If a frightened crea- panions. Ro ll initiative for the devi l, which has its own
ture ends its turn in a location where it doesn't have line tu rns. It is under the Dungeon Master's control and acts
of sight to the illusion, it can repeat the saving throw, according to its nature on each of its turns, which might
ending the effect on itself on a s uccess. resu lt in its attacki ng you if it thinks it can prevail, or
As a bonus action on your turn, you can move the illu- trying to tempt you to undertake an evil act in exchange
sion up to 60 feet. At any point during its movement, you for limited service. The DM has the creature's statistics.
can cause it to ex hale a blast of energy in a 60-foot cone On each of your turns, you can try to iss ue a verbal
originating from its space. When you create the dragon, command to the devil (no action required by you). It
choose a damage type: acid, cold, fire, lig htning, ne- obeys the command if the likely outcome is in accor-
crotic, or poison. Each creature in the cone must make dance with its desires, especially if the resu lt would
an Intelligence saving throw, taking 7d6 damage of the draw you toward evil. Otherwise, you must make a Cha-
chosen damage type on a failed save, or half as much risma (Deception, Intimidation, or Persuasion) check
damage on a successful one. contested by its Wisdom (Insight) check. You make the
The illus ion is tangible because of the shadow stuff check with advantage if you say the devil's true name.
used to create it, but attacks miss it automatically, it s uc- If your check fails, the devil becomes immune to your
ceeds on a ll saving throws, and it is immune to a ll dam- verbal comma nds for the duration of the spell , though it
age and conditions. A creature that uses an action to can still carry o ut your commands if it chooses. If your
examine the dragon can determine that it is an illusion check succeeds, the devil carries out your command-
by succeeding on an Intelligence (Jnvestigation) check such as "attack my e nemies," "explore the room ahead,"
against your spell save DC. If a creature disce rns the or "bear this message to the queen"- until it completes
illusion for w hat it is, the creatu re can see through it and the activity, at which point it returns to you to report hav-
has advantage on saving throws against its breath. ing done so.
If your concentration ends before the spell reaches its
IMMOLATION full duration, the devil doesn't disappear if it has become
5th-level evocation immune to your verbal commands. Instead, it acts in
Casting Time: 1 action whatever manner it chooses for 3d6 minutes, and then it
Range: 90 feet disappears.
Components: V If you possess an individual devil's talisman, you can
Duration: Concentration, up to 1 minute summon that devil if it is of the appropriate challenge
rating plus 1, and it obeys all your commands, with no
Flames wreathe one creature you can see within range. Charisma checks required.
The target must make a Dexterity saving throw. It takes At Higher Levels. When you cast this spell using a
8d6 fire damage on a failed save, or ha lf as much dam- spell slot of 6th level or higher, the challenge rating in-
age on a successful one. On a failed save, the ta rget creases by 1 for each slot level above 5th.
also burns for the spell's duration. The burning target
sheds bright light in a 30-foot radius and dim light for INFESTATION
an additional 30 feet. At the end of each of its turns, the Conjuration cantrip
target repeats the saving throw. It takes 4d6 fire damage
Casting Time: 1 action
on a failed save, and the spell ends on a successful one.
Range: 30 feet
T hese magical fla mes can't be extinguished by nonmag-
Components: Y, S, M (a living flea)
ical means.
Duration: Instantaneous
If damage from this spell kills a target, the target is
turned to ash. You cause a cloud of mites, fleas, and other parasites to
appear momentarily on one creature you can see within
INFERNAL CALLING range. The target must succeed on a Constitution saving
5th-level conjuration throw, or it takes ld6 poison damage and moves 5 feet
Casting Time: 1 minute in a random direction if it can move a nd its speed is at
Range: 90 feet least 5 feet. Roll a d4 for the direction: 1, north; 2, south;
Components: V, S, M (a ruby worth at least 999 gp) 3, east; or 4, west. Th is movement doesn't provoke op-
Duration: Concentration, up to 1 hour portunity attacks, and if the direction rolled is blocked,
the target doesn't move.
Uttering a dark incantation, you summon a devil from The spell's damage increases by ld6 when you reach
the Nine Hells. You choose the devil's type, which must 5th level (2d6), 11th level (3d6), and 17th level (4d6).
be one of challenge rating 6 or lower, such as a barbed
CHAPTER 3 I SPELLS
INF ER N AL C ALLI N G
I NVESTITURE OF FLAME Until the s pell e nds, ice ri mes you r body, a nd you gain
6th-level transmutation the following be nefits:
Casting Time: 1 action You are immune to cold da mage a nd have resistan ce
Range: Self to fi re da mage.
Components: V, S You can move across d iffic ult terrai n c reated by ice or
Duration: Concentratio n, up to 10 minutes s now wi thout s p e nding extra moveme nt.
Th e gro und in a 10-foot radius a round you is icy a nd
F lames race across your body, s hedding bright ligh t in
is diffic ult terra in fo r c reatu res oth e r tha n you. The
a 30 -foot radius a nd d im light for a n additional 30 fee t
radi us moves w ith you.
fo r the spell's du ration. T he fla mes don't harm you. Until
You can use your action to c reate a 15-foot cone of
t he spell e nds, you gain t he following be nefits:
freezing w ind extendin g from your outs tretched ha nd
You ar e immune to fi re da mage a nd have resistance to in a di rection you ch oose. Each creature in the cone
cold da mage. must ma ke a Constitution saving t hrow. A creature
Any creature that moves w ithin 5 feet of you fo r the takes 4 d6 cold damage on a failed save, or half as
firs t time on a turn or e n ds its turn t he re takes l d lO m uch da mage on a s uccessful one. A creature tha t
fire damage. fa ils its save agains t th is effect has its s peed halved
You ca n use your acti on to create a li ne of fire 15 feet until the start of you r n ext t urn.
long a n d 5 feet w ide exte ndi ng from you in a d irec-
tio n you choose. Each c reatu re in the line must ma ke INVESTITURE OF STONE
a D exterity saving throw. A creature takes 4 d8 fi re 6th-level transmutation
da mage on a failed save, o r ha lf as much d a mage o n a Casting Time: 1 action
s uccessfu l one. Range: Self
Components: V, S
INVEST ITURE OF ICE
D uration: Concentra tion, up to 10 minutes
6th-level transmutation
Until t he s pell e nds, bits of rock spread across your
Casting Time: 1 action
body, a nd you gain the following ben efits:
Range: Self
Components: V, S You have resistance to bludgeoning, pier cing, a nd
Duration: Concentration, up to 10 min utes slashing damage from nonmagical attacks .
CHAPTER 3 I SPELLS
You can use your action to create a small earthqua ke MAD DENING D ARKNESS
on the g round in a 15-foot radius centered on you. 8th-level evocation
Other creatures on that ground mus t s ucceed o n a Casting Time: 1 action
Dexterity saving throw o r be k nocked prone. Range: 150 feet
You can move across difficult terrai n made of ear th Components: V, M (a drop of pitch mixed with a drop
o r stone witho ut spend ing extra movement. You can of mercury)
move th roug h solid ear th or s to ne as if it was a ir Duration: Concentration, up to 10 minutes
a nd without destabilizing it, but you can't end your
movement the re. If you do so, you are ejected to the Magical da rkness spreads from a point you choose
nearest unoccupied space, this s pell ends, a nd you are with in range to fi ll a 6 0-foot-radius sphere until the spell
s tunned until the end of your next turn. ends. The darkness spreads arou nd corners. A creature
with darkvis ion can't see through this darkness. Non-
I NV E STIT UR E OF WIN D magical light, as well as light c reated by spells of 8th
6th-level transmutation level or lower, can't illuminate the area.
Casting Time: 1 action Shrieks, gibbering, a nd mad laughter can be heard
Range: Self within the sphere. Whenever a creature starts its turn in
Components: V, S the s phere, it must make a Wisdom saving throw, taking
Duration: Concentration, up to 10 minutes 8 d8 psychic damage on a fa iled save, or ha lf as much
damage on a successful one.
U ntil the spell ends, w ind w hirls a rou nd you, and you
gain the following benefits: MAELSTROM
Ra nged weapon attacks made aga inst you have disad- 5th-level evocation
va ntage on the attack ro ll. Casting Time: 1 action
You gain a flying s peed of 6 0 feet. If you a re still flying Range: 120 feet
when the s pell ends, you fa ll, unless you can somehow Components: V, S, M (paper or leaf in the shape
prevent it. of a fu nnel)
You can use your action to create a 15-foot cube of Duration: Concentration, up to 1 minute
swirling wind centered on a poi nt you can see withi n A s w irling mass of 5-foot-deep water appears in a 30-
60 feet of you. Each creature in that area mus t ma ke foot radius centered on a point you can see within range.
a Constitution saving th row. A creature takes 2d10 T he point must be o n the ground or in a body of water.
bludgeoning damage o n a failed save, or half as much Until the spell ends, that a rea is difficult terrain, a nd
da mage on a successful one. If a Large or smaller a ny creature that starts its turn there must succeed on a
creature fa ils the save, that creature is a lso pushed up Strength saving throw or ta ke 6d6 bludgeoning damage
to 10 feet away fro m the center of the cube. and be pulled 10 feet toward the center.
I NVU LNE RABILITY
MAGIC S TONE
9th-level abjuration Transmutation cantrip
Casting Time: 1 action Casting Time: 1 bonus action
Range: Self Range: To uch
Components: V, S , M (a s ma ll piece of ada ma ntine Components: V, S
wor th a t least 500 gp, w hich the s pell cons umes) Duration: 1 min ute
Duration: Concentration, up to 10 mi nutes
You touch one to three pebbles and imbue them with
You a re immune to all da mage until the spell e nds. magic. You or someone else can make a ra nged spell
LIFE TRAN SFE R E N CE
attack w ith one of the pebbles by throw ing it or hurli ng
it with a s ling. lf thrown, a pebble has a range of 60 feet.
3rd-level necromancy
If someone else attacks with a pebble, that attacker adds
Casting Time: 1 action your spellcasting ability modifier, not the attacker 's, to
Range: 30 feet the attack roll. O n a hit, the ta rget takes bludgeoning
Components: V, S da mage equal to ld6 +your spellcasti ng ability modifier.
Duration: Ins ta nta neous Whether the attack hits or misses, the spell then ends
Yo u sacrifice some of your health to mend another crea- on the stone.
ture's inj uries. You take 4d8 necrotic da mage, a nd one If you cast th is spell again, the spell ends o n any peb-
creature of your choice that you can see within ra nge re- bles still affected by your previous casting.
ga ins a nu mber of hit points equa l to twice the necrotic
MASS POLYMORPH
damage you take.
At Higher Levels. When you cast this spell us ing a 9th-level transmutation
s pell s lot of 4th level or hig her, the da mage increases by Casting Time: 1 actio n
l d8 for each s lot level above 3 rd. Range: 120 feet
Components: V, S , M (a caterpillar cocoon)
Duration: Concentration, up to 1 hour
CHAPTER 3 f SPELLS
You transform up to ten creatures of your choice that Components: V, S, M (niter, s ulfur, a nd pine tar for med
you can see within range. An unwilling target must suc- into a bead)
ceed on a Wisdom saving throw to resist the tra nsforma- Duration: Concentration, up to 10 m inutes
tion. An unwilling shapechanger automatically succeeds You create s ix tiny meteors in your space. They float
on the save. in the air and orbit you for the spell's duration. When
Each ta rget assumes a beast form of your choice, a nd you cast the s pell- and as a bonus actio n o n each of
you can choose the same form or different ones fo r each your turns thereafter- you can expend one or two of
target. The new form can be any beast you have seen the meteors, sending them streaking toward a point or
whose challenge rating is equal to or less than the tar- points you choose within 120 feet of you. Once a me-
get's (or half the target's level, if the target doesn't have a teor reaches its destination or impacts agai nst a solid
challenge rating). T he target's game statistics, including su r face, the meteor explodes. Each creature within 5
mental ability scores, are replaced by the statistics of feet of the point whe re the meteor explodes must make
the chosen beast, but the target retains its hit points , a Dexterity saving throw. A creature takes 2d6 fire
alignment, a nd personality. damage on a fai led save, or ha lf as much damage o n a
Each target gai ns a number of temporary hit poi nts s uccessful one.
equa l to the hit points of its new fo rm. These temporary At Higher Levels. When you cast this spell using a
hit points can't be replaced by temporary bit points from spell s lot of 4th level or higher, the number of meteors
another sou rce. A target reverts to its normal form whe n created increases by two for each s lot level above 3rd.
it bas no mo re temporary hit points or it dies. If the spell
ends before then, the creature loses all its temporary hi t MENTAL PRISON
points a nd reverts to its norma l form. 6 th-level illusion
T he creature is limited in the actions it can perform by
Casting Time: 1 action
the nature of its new form. It can't speak , cast spells, or
Range: 60 feet
do a nythin g else that requires hands or speech.
Components: S
The target's gear melds into the new form. T he target
Duration: Concentration, up to 1 minute
can't activate, use, wield, o r otherwise benefit from a ny
of its equipment. You attempt to bind a creature within an illusory cell
that only it perceives. One creature you can see w ithin
MAXIMILIAN'S EARTHEN GRASP range must make a n Intelligence saving th row. The
2nd-level transmutation target succeeds autom atically if it is immune to being
Casting Time: 1 action charmed. On a s uccessful save, the target takes SdlO
Range: 30 feet psychic damage, and the spell ends. On a fai led save,
Components: V, S, M (a miniature hand sculpted the target takes SdlO psychic damage, and you make
from clay) the area immediately around the target's space appear
Duration: Concentration, up to 1 minute dangerous to it in some way. You mig ht cause the ta rget
to perceive itself as being s urrounded by fire, floating
You choose a 5-foot-square un occupied space on the razors, or hideous maws filled with dripping teeth.
ground that you can see within ra nge. A Medium ha nd Whatever form the illusion takes, the target can't see or
made from compacted soil rises there a nd reaches for hear anything beyond it and is restrained for the spell's
one creature you can see within 5 feet of it. The target duration. If the target is moved out of the illusion, makes
must make a Strength saving throw. On a fai led save, a melee attack through it, o r reaches a ny part of its body
the target takes 2d6 bludgeonin g damage and is re- through it, the target takes lOdlO psychic damage, and
strained for the s pell's duration. the s pell ends.
As an action, you can cause the hand to crus h the
restrained target, which must make a Strength saving MIGHTY FORTRESS
throw. The ta rget ta kes 2d6 bludgeoning damage on a 8th-level conjuration
fai led save, or ha lf as much damage o n a s uccessful one.
Casting Time: 1 minute
To break out, the restrained target can use its action
Range: 1 mile
to make a Strength check agains t your s pell save DC.
Components: V, S, M (a diamond worth at least 500 gp,
On a s uccess, the target escapes a nd is no longer re-
which the spell consumes)
strained by the hand.
Duration: Instanta neous
As an action, you can cause the ha nd to reach for a
different creature or to move to a different unoccupied A fortress of s tone erupts from a square area of ground
s pace within ra nge. The hand releases a restrained tar- of you r choice that you can see within range. The a rea is
get if you do either. 120 feet on each side, and it must not have a ny buildings
o r other structures on it. Any creatu res in the a rea a re
1
MELF S MINUTE METEORS harmlessly lifted up as the fo rtress rises.
3rd-level evocation The fortress has four turrets with square bases, each
Casting Time: 1 action one 20 feet on a s ide and 30 feet tall, with one turret on
Range: Self each corner. The turrets ar e connected to each other by
s tone walls that a re each 80 feet long, creating an en-
CHAPTER 3 ) SPELLS
...
MI G HTY F O RTRES S
closed a rea. Each wall is 1 foot thick and is composed of into the ground, leaving a ny creatures that were ins ide it
panels that are 10 feet wide and 20 feet ta ll. Each panel sa fely on the g round.
is contiguous with two other panels or one othe r panel Casting this spell on the same spot once every 7 days
a nd a turret. You can place up to four s tone doors in the fo r a year makes the fortress permanent.
fortress's outer wall.
A s mall keep s ta nds ins ide the enclosed area. The MIND SPIKE
keep has a s quare base that is 50 feet on each s ide, and 2nd-level divination
it has three floors with 10-foot-high ceilings. Each of the Casting Time: 1 actio n
floors can be divided into as many rooms as you like, Range: 60 feet
provided each room is at least 5 feet on each s ide. The Components: S
floors of the keep are connected by stone staircases, its Duration: Concentration, up to 1 hour
walls a re 6 inches thick, a nd interior rooms can have
stone doors or open archways as you choose. The keep You reach into the mind of one creature you can see
is furnished a nd decorated however you like, and it con- within range. The target must m a ke a Wisdom s aving
tains s ufficient food to serve a nine-course ba nquet for throw, ta king 3d8 psychic damage on a fa iled save, or
up to 100 people each day. Furnishings, food, a nd other ha lf as much da mage o n a s uccessful one. On a failed
objects created by this spell crumble to dust if removed save, you a lso always know the target's location unti l the
from the fortress. spell ends, but only w hile the two of you are o n the same
A staff of one hundred invisible servants obeys any plane of existence. While you have this knowledge, the
command given to them by creatures you designate target can't become hidden from you, a nd if it's invisible,
when you cast the s pell. Each servant functions as if cre- it gains no benefit from th at condition against you.
ated by the unseen servant s pell. At Higher Levels. When you cast this s pell using a
The walls, turrets, and keep are all made of stone s pell s lot of 3rd leve l or highe r, the damage increases by
that can be da maged. Each 10-foot-by-10-foot section of ld6 for each s lot level above 2nd.
stone has AC 15 a nd 30 hit points per inch of thickness. MOLD EARTH
It is immune to poison a nd psychic damage. Reducing
Transmutation cantrip
a section of stone to 0 hit points destroys it and might
cause connected sections to buckle and collapse at the Casting Time: 1 action
DM's discretion . Range: 30 feet
After 7 days or when you cast this s pell somewhere Components: S
else, the fortress ha rm lessly crumbles a nd s inks back Duration: Instanta neous or 1 hour (see below)
You c hoose a portion of dirt or stone that you can see PRIMAL SAVAGERY
within range a nd that fits within a 5-foot cube. You ma- Transmutation cantrip
njpulate it in one of the following ways: Casting Time: 1 action
If you ta rget an area of loose ear t h, you can instan- Range: Self
taneously excavate it, move it along the ground, a nd Components: S
deposit it up to 5 feet away. Trus movement doesn't Duration: Instantaneous
involve enough force to cause damage. You channel primal magic to cause your teeth or fin-
You cause s hapes, colors, or both to appear on the dirt gernails to s harpen, ready to deliver a corrosive attack.
or stone, spelling out words, creating images, or s hap- Make a melee spell attack against one c reature within 5
ing patterns . The c hanges last for 1 hour. feet of you. On a hit, the target takes ldlO acid damage .
If the dirt or stone you target is on the grou nd, you After you make the attack, your teeth or fingernails re-
cause it to become difficult terrain. Alternatively, you turn to normal.
can cause the ground to become normal terrain if it is The spell's damage increases by ldlO whe n you reach
already difficu lt terrain . This change lasts fo r 1 hour. 5th level (2d10), 11th level (3d10), a nd 17th level (4d10).
If you cast this spell multiple times, you can have no
more than two of its non-instanta neous effects active at PRIMORDIAL WARD
a time, and you can dismiss s uch an effect as an action. 6th-level abjuration
Casting Time: 1 action
NEGATIVE ENERGY FLOOD Range: Self
5th-level necromancy Components: V, S
Casting Time: 1 action Duration: Concentration, up to 1 minute
Range: 6 0 feet You have resistance to acid, cold, fire, lightning, and
Components: V, M (a broken bone a nd a square of thunder d a mage for the spell's duration.
black s il k) When you take damage of one of those types, you can
Duration: Instantaneous use your reaction to gain immunity to that type of dam-
You send ribbons of negative e ne rgy at one creature you age, including against the triggering damage. If you do
can see within range. Un less the target is undead, it so, the resistances end, and you have the immuruty until
mus t make a Constitution saving throw, taking Sd12 ne- the end of you r next turn, at which time the spell e nds.
crotic damage on a failed save, or half as much damage
on a successful one. A target killed by this damage rises PSYCHIC SCREAM
up as a zombie at the start of your next turn. T he zombie 9th-level enchantment
pursues whatever creature it can see that is closest to it. Casting Time: 1 action
Statistics fo r the zombie are in the Monster Manual. Range: 90 feet
If you target an undead with th is spell, th e target Components: S
doesn't make a saving throw. Instead, roll Sdl2. The tar- Duration: Instantaneous
get gains half t he total as temporary hit points.
You unleash the power of your mind to blast the intellect
POWER WORD PAIN of up to ten creatures of you r choice that you can see
7th-level enchantment with in range. Creatures that have a n Intelligence score
of 2 or lower are unaffected.
Casting Time: 1 action Each target must mak e a n Intelligence saving throw.
Range: 60 feet On a failed save, a target takes 14d6 psychic damage
Components: V a nd is stunned. On a s uccessful save, a target ta kes half
Duration: Instantaneous as much d a mage and isn't stunned. If a target is killed
You speak a word of power that causes waves of intense by this damage, its head explodes, assuming it has one.
pain to assai l one creature you can see within range. A stu nned target can make an Intelligence saving
If the target has 100 hit points or fewer, it is subject throw at the end of each of its turns. On a successful
to c rippling pain. Otherwise, the spell has no effect save, the stunn ing effect e nds.
on it. A target is also unaffected if it is immune to be-
ing charmed. PYROTECHNICS
While the target is affected by crippling pain, any 2nd-level transmutation
speed it has can be no higher tha n 10 feet. The target Casting Time: 1 action
also has disadvantage on attack rolls, ability checks, a nd Range: 6 0 feet
savi ng throws, other than Constitution savi ng throws. Components: V, S
Finally, if the target tries to cast a spell, it must first suc- Duration: Instantaneous
ceed on a Constitution saving throw, or the casting fails
Choose an area of nonmagical fla me that you can see
a nd the spell is wasted.
and that fits w ithin a 5-foot cube within ra nge. You can
A target suffering this pain can make a Constitution
extinguis h the fire in that ar ea, and you create either
saving throw at the e nd of each of its turns. On a s uc-
fireworks or smoke when you do so.
cessful save, the pain e nds.
Fireworks. T he ta rget explodes with a dazzling dis-
play of colors. Each creature within 10 feet of the target
CHAPTER 3 I SPELLS
...
properties (r ange 20/6 0). In addition, w hen you use the
sword to attack a target that is in dim light or da rkness,
you ma ke the attack roll with advantage.
If you drop the weapon or throw it, it dissipates at the
end of the turn. Thereafter, while the spell persists, you
can use a bonus action to cause the sword to reappear
in your band.
At Higher Levels. When you cast this spell using a
3rd- or 4th-level spell s lot, the damage increases to 3d8.
When you cast it using a 5th- or 6th-level spell s lot, the
damage incr eases to 4d8. When you cast it using a spell
s lo t of 7th level or hig her, the damage increases to 5d8.
SHADOW OF MOIL
4th-level necromancy
Casting Time: 1 action
Range: Self
Components: V, S, M (an undead eyeball encased in a
/
The s hadows turn dim light within 10 feet of you into
da rkness, and bright lig ht in the same a rea to dim light.
Until the s pell ends, you have resistance to radiant
damage. In addition, whenever a creature within 10 feet
of you hits you with an attack, the s hadows lash out at
that creature, dealing it 2d8 necrotic damage.
SHAPE WATER
must s ucceed on a Constitution saving throw or become Transmutation cantrip
blinded until the end of your next turn.
Smoke. Thick black s moke s preads o ut from the tar- Casting Time: 1 action
get in a 20-foot radfos, moving around corners. The area Range: 3 0 feet
of the smoke is heavily o bscured. The smoke persists for Components: S
1 minute or until a strong wind disperses it. Duration: Instanta neous or 1 hour (see below)
You choose an a rea of water that you can see within
SCATTER ra nge a nd that fits within a 5-foot cube. You ma nipulate
6th-level conjuration it in one of the following ways:
Casting Time: 1 action You instantaneously move or otherwise change the
Range: 30 feet flow of the water as you direct, up to 5 feet in any di-
Components: V rection. This movement doesn't have enoug h force to
Duration: Instantan eous cause damage.
The air quivers around up to five creatures of your You cause the water to form into simple s hapes
choice that you can see within range. An unwi lling crea- a nd ani mate at your direction. This cha nge lasts
ture must s ucceed on a Wisdom saving throw to resist for 1 hour.
this spell. You teleport each affected target to an unoccu- You change the water's color or opacity. T he water
pied space that you can see within 120 feet of you. That mus t be changed in the same way throughout. This
space must be on the ground or on a floor. change lasts for 1 hour.
You freeze the water, provided that there are no crea-
SHADOW BLA DE tures in it. T he water unfreezes in 1 hour.
2nd-level illusion
If you cast this spell multiple ti mes, you can have no
Casting Time: 1 bonus action mor e than two of its non-ins tanta neous effects active at
Range: Self a time, a nd you can dismiss such a n effect as a n action.
Components: V, S
Duration: Concentration, up to 1 minute SICKENING RADIANCE
4th-level evocation
You weave togethe r threads of s hadow to create a sword
of solidified gloom in your ha nd. This magic sword lasts Casting Time: 1 action
until the spell ends. I t counts as a simple me lee weapon Range: 120 feet
with which you a re proficient. It deals 2d8 psychic Components: V, S
dam age on a hit and bas the finesse, light, a nd thrown Duration: Concentration, up to 10 minutes
Dim, greenish light spreads withfo a 30-foot-radius A restrained creature can make a Dexterity saving
sphere centered on a point you choose within range. throw at the end of each of its turns, ending the effect on
The light spreads around corners, and it lasts until the itself on a success. Alternatively, the creature or some-
spell ends. one else who can reach it can use an action to make an
When a creature moves into the spell's area for the Intelligence (Arcana) check against your spell save DC.
first time on a turn or starts its turn there, that creature On a success, the restrained effect ends.
must succeed on a Constitution saving throw or take After the trap is triggered, the spell ends when no
4d10 radiant damage, and it s uffers one level of exhaus- creature is restrained by it.
tion and emits a dim, greenish light in a 5-foot radius.
This light makes it impossible for the creature to benefit SNILLOC 'S SNOWBALL SWARM
from being invisible. The light and any levels of exhaus- 2nd-level evocation
tion caused by this spell go away when the spell ends. Casting Time: 1 action
Range: 90 feet
SKILL EMPOWERMENT Components: V, S, M (a piece of ice or a small white
5th-level transmutation rock chip)
Casting Time: 1 action Duration: instantaneous
Range: Touch A flurry of magic snowballs erupts from a point you
Components: V, S choose within range. Each creature in a 5-foot-radius
Duration: Concentration, up to 1 hour sphere centered on that point m ust make a Dexterity
Your magic deepens a creature's understanding of its saving throw. A creature takes 3d6 cold damage on a
own talent. You touch one willing creature a nd give it fai led save, or half as much damage on a s uccessful one.
expertise in one skill of your choice; until the spell ends, At Higher Levels. When you cast this spell using a
the creature doubles its proficiency bonus for abi lity spell s lot of 3rd level or higher, the damage increases by
checks it makes that use the chosen skill. ld6 for each slot level above 2nd.
You must choose a skill in which the target is profi-
cient and that isn't a lready benefiting from an effect, SOUL CAGE
s uch as Expertise, that doubles its proficiency bonus. 6th-level necromancy
Casting Time: 1 reaction, which you take when a hu-
SKYWRITE manoid you can see within 60 feet of you dies
2nd-level transmutation (ritual) Range: 60 feet
Casting Time: 1 action Components: V, S, M (a tiny silver cage worth 100 gp)
Range: Sight Duration: 8 hours
Components: V, S This spell snatches the soul of a humanoid as it dies and
Duration: Concentration, up to 1 hour traps it inside the tiny cage you use for the material com-
You cause up to ten words to form in a part of the sky ponent. A stolen soul remai ns inside the cage until the
you can see. The words appear to be made of cloud and spell ends or until you destroy the cage, which ends the
remain in place for the spell's duration. The words dis- spell. While you have a soul inside the cage, you can ex-
sipate when the spell ends. A strong wind can disperse ploit it in any of t he ways described below. You can use a
the clouds and end the spell early. trapped soul up to six times. Once you exploit a soul for
the sixth time, it is released, and the spell ends. While
SNARE a soul is trapped, the dead humanoid it came from can't
1st-level abjuration be revived.
Casting Time: 1 minute Steal Life. You can use a bonus action to d rain vigor
Range: Touch from the soul and regain 2d8 hit points.
Components: S, M (25 feet of rope, which the Query Soul. You ask t he soul a question (no action re-
spell consumes) quired) and receive a brief telepathic answer, which you
Duration: 8 hours can understand regardless of the language used. The
soul knows only what it knew in life, but it must answer
As you cast this spell, you use the rope to create a circle you truthfully and to the best of its ability. The answer is
with a 5-foot radius on the grou nd or the floor. When no more than a sentence or two and might be cryptic.
you finish casting, the rope disappears and the circle Borrow Experience. You ca n use a bonus action to
becomes a magic trap. bolster yourself with the soul's life experience, making
This trap is nearly invisible, requiring a successful your next attack roll, ability check, or saving throw with
Intelligence (Investigation) check against your spell save advantage. 1f you don't use this benefit before the start of
DC to be discerned. your next turn, it is lost.
The trap triggers when a Small, Medium, or Large Eyes of the Dead. You can use an action to name a
creature moves onto the ground or t he floor in the place the humanoid saw in life, which creates an invis-
spell's radius. That creature must succeed on a Dex- ible sensor somewhere in that place if it is on the plane
terity saving throw or be magically hoisted into the air, of existence you're currently on. The sensor remains for
leaving it hanging upside down 3 feet above the ground as long as you concentrate, up to 10 minutes (as if you
or the floor. The creature is restrained there until the were concentrating on a spell). You receive visual and
spell ends.
CHAPTER 3 I SPELLS
S T O RM S P H E R E
auditory information from the sensor as if you were in The sphere remains for the spell's duration. Each crea-
its space using your senses. ture in the sphere when it appea rs or that ends its turn
A creature that can see the sensor (such as one using there must succeed o n a Strength saving throw or take
see invisibility or truesight) sees a translucent image of 2d6 bludgeoning damage. The sphere's space is diffi-
the tormented humanoid whose soul you caged. cult terrain.
Until the spell ends, you can use a bonus action on
STEEL WIND STRIKE each of your turns to cause a bolt of lig htning to leap
5th-level conjuration from the center of the sphere towa rd one creature you
Casting Time: 1 action choose withi n 60 feet of the center. Make a ranged spell
Range: 30 feet attack. You have advantage on the attack roll if the target
Components: S, M (a melee weapon worth at least 1 sp) is in the sphere. On a hit, the target takes 4d6 light-
Duration: Insta ntaneous ning damage.
Creatures withi n 30 feet of the sphere have disadva n-
You flourish the weapon used in the cas ting and then tage on Wis dom (Perception) checks made to listen.
vanis h to strike like the wind. Choose up to five crea- At Higher Levels. W hen you cast this spell using a
tures you can see within ra nge. Make a melee spell spell s lot of 5th level or higher, the damage for each of
attack against each target. On a hit, a ta rget takes 6d 10 its effects increases by ld6 for each s lot level above 4th.
force damage.
You can then teleport to an unoccupied space you can SUMMON GREATER DEMON
see within 5 feet of one of the targets you hit or missed. 4th-level conjuration
STORM SPHERE Casting Time: 1 action
4th-level evocation Range : 60 feet
Components: V, S, M (a vial of blood from a humanoid
Casting Time: 1 action
ki lled within the past 24 hours)
Range : 150 feet Duration: Concentration, up to 1 hour
Components: V, S
Duration: Concentration, up to 1 minute You utter foul words, s ummoning one demon from the
chaos of the Abyss. You choose the demon's type, wh ich
A 20-foot-radius sphere of wh irling air springs into ex- must be one of challenge rating 5 or lower, s uch as a
istence, center ed on a point you choose within range. shadow demon or a barlgura. The demon appears in
an unoccupied space you can see within range, and the anyone withi n it. Using the material component in this
demon disappears when it drops to 0 hit points or when manner consumes it when the spell ends.
the spell ends. At Higher Levels. When you cast this spell using a
Roll initiative for the demon, which has its own turns. spell slot of 6th or 7th level, you summon twice as many
When you summon it and on each of your turns thereaf- demons. If you cast it using a spell slot of 8th or 9th
ter, you can issue a verbal command to it (requfring no level, you summon three times as many demons.
action on your part), telling it what it must do on its next
turn. If you issue no command, it spends its turn attack- SYNAPTIC STATIC
ing any creature within reach that has attacked it. 5th-level enchantment
At the end of each of the demon's turns, it makes a Casting Time: 1 action
Charisma saving throw. The demon has disadvantage Range: 120 feet
on this saving throw if you say its true name. On a failed Components: V, S
save, the demon continues to obey you. On a success- Duration: Instanta neous
ful save, your control of the demon ends for the rest of
You choose a point within range and cause psychic en-
the duration, and the demon spends its turns pursuing
ergy to explode there. Each creature in a 20-foot-radius
and attacking the nearest non-demons to the best of its
sphere centered on that point must make an Intelligence
ability. If you stop concentrating on the spell before it
saving throw. A creature wiili an Intelligence score of
reaches its full duration, an uncontrolled demon doesn't
2 or lower can't be affected by this spell. A target takes
disappear for ld6 rounds if it still has hit points.
8d6 psychic damage on a failed save, or ha lf as much
As part of casting the spell, you can form a circle
damage on a successful one.
on the ground with the blood used as a material com-
After a fai led save, a target has muddled thoughts for
ponent. The circle is large enough to encompass your
1 minute. During that time, it rolls a d6 and s ubtracts
space. While the spell lasts, the s ummoned demon can't
the number rolled from all its attack rolls and ability
cross the circle or harm it, and it can't target anyone
checks, as well as its Constitu tion saving throws to
within it. Using the materia l component in this manner
maintain concentration. The target can make an Intelli-
consumes it when the spell ends.
gence saving throw at the end of each of its turns, end-
At Higher Levels. When you cast this spell using a
ing the effect on itself on a success.
spell s lot of 5th level or higher, the challenge rating in-
creases by 1 for each slot level above 4th. TEMPLE OF THE GODS
SUMMON LESSER DEMONS
7th-level conjuration
3rd-level conjuration Casting Time: 1 hour
Range: 120 feet
Casting Time: 1 action
Components: V, S, M (a holy symbol worth at least 5 gp)
Range: 60 feet
Duration: 24 hours
Components: V, S , M (a vial of blood from a humanoid
killed within the past 24 hours) You cause a temple to shimmer into existence on ground
Duration: Concentration, up to 1 hour you can see within range. The temple must fit within an
unoccupied cube of space, up to 120 feet on each side.
You utter foul words, s ummoning demons from the
The temple remains until the spell ends. It is dedicated
chaos of the Abyss. Roll on the following table to deter-
to whatever god, pantheon, or philosophy is represented
mine what appears.
by the holy symbol used in the casting.
d6 Demons Summoned You make all decisions about the temple's appear-
1-2 Two demons of challenge rating 1 or lower
ance. The interior is enclosed by a floor, walls, and a
roof, with one door granting access to the interior and
3-4 Four demons of challenge rating 1/2 or lower
as many windows as you wish. Only you a nd any crea-
5-6 Eight demons of challenge rating 1/4 or lower tures you designate when you cast the spell can open or
close the door.
The DM chooses the demons, such as manes or The temple's interior is an open space with a n idol
dretches, a nd you choose the unoccupied spaces you or a lta r at one end. You decide whether the temple is
can see within range w here they appear. A summoned illuminated and whether that illumination is bright light
demon disappears when it drops to 0 hit points or when or dim light. The smell of burning incense fills the air
the spell ends. within, and the temperature is mild.
The demons are hostile to all creatures, including you. The temple opposes types of creatures you choose
Roll initiative for the s ummoned demons as a group, when you cast this spell. Choose one or more of the fol-
which has its own turns. The demons pursue and attack lowing: celestials, elementals, fey, fiends, or undead. If a
the nearest non-demons to the best of their abi li ty. creature of the chosen type attempts to enter the temple,
As part of casting the spell, you can form a circle that creature must make a Charisma saving throw. On
on the ground with the blood used as a material com- a failed save, it can't enter the temple for 24 hours. Even
ponent. The circle is large enough to encompass your if the creature can enter the temple, the m agic there
space. While U1e spell lasts, the summoned demons hinders it; whenever it makes an attack roll, an ability
can't cross the circle or harm it, and they can't target check, or a saving throw inside ilie temple, it must roll a
d4 and subtract the number rolled from the d20 roll.
CHAPTER 3 I SPELLS
In addition, the sensor s created by divination spells THUNDER STEP
can't appear ins ide the temple, and creatures within 3rd-level conjuration
can't be targeted by divination spells.
Casting Time: 1 action
Finally, whenever any creature in the temple regains
Range: 90 feet
hit points from a spell of 1st level or higher, the creature
Components: V
regains add itional hit points equal to your Wisdom mod-
Duration: Instantaneous
ifier (minimum 1 hit point).
The temple is made from opaque magical force that You teleport yourself to an unoccupied space you can
extends into the Ethereal Plane, thus blocking ethereal see within range. Immediately after you disappear, a
travel in to the temple's interior. Nothing can physically thunderous boom sounds, and each creature within 10
pass through the temple's exterior. It can't be dispelled feet of the space you left must make a Constitution sav-
by dispel magic, and antimagic field has no effect on it. A ing throw, taking 3dl0 thunder damage on a failed save,
disintegrate spell destroys the temple instantly. or half as much damage on a successful one. The thun-
Casting this spell on the same spot every day for a der can be heard from up to 300 feet away.
year makes this effect permanent. You can bring along objects as long as their weight
doesn't exceed what you can carry. You can also tele-
TENSER' S TRANSFORMATION port one willing creature of your size or smaller who is
6th-level transmutation carrying gear up to its carrying capacity. The creature
Casting Time: 1 action must be within 5 feet of you when you cast this spell,
Range: Self and there must be an unoccupied space within 5 feet of
Components: V, S, M (a few hairs from a bull) your destination space for the creature to appear in; oth-
Duration: Concentration, up to 10 minutes erwise, the creature is left behind.
At Higher Levels- When you cast this spell using a
You endow yourself with endurance and martial prow- spell s lot of 4th level or higher, the damage increases by
ess fueled by magic. Until the spell ends , you can't cast ldlO fo r each s lot level above 3rd.
spells, and you gain the following benefits:
1)DAL WAVE
You gain 50 temporary hit points. If a ny of these re-
main when the spell ends, they are lost. 3rd-level conjuration
You have advantage on attack rolls that you make with Casting Time: 1 action
s imple and martial weapons. Range: 120 feet
When you hit a target with a weapon attack, that tar- Components: V, S, M (a drop of water)
get takes an extra 2dl2 force damage. Duration: Instantaneous
You have proficiency with all a rmor, s hields, simple
You conjure up a wave of water that crashes down on an
weapons, and martia l weapons.
a rea within range. The area can be up to 30 feet long,
You have proficiency in Strength and Constitution sav-
up to 10 feet wide, and up to 10 feet tall. Each creature
ing throws.
in that area must make a Dexterity saving throw. On a
You can attack twice, instead of once, when you take
failed save, a creature takes 4d8 bludgeoning damage
the Attack action on your turn. You ignore this benefit
and is knocked prone. On a successful save, a creature
if you already have a feature, like Extra Attack, that
takes half as much damage and isn't knocked prone.
gives you extra attacks.
The water then spreads out across the ground in all
Immediately after the spell ends, you must succeed on directions, extinguishing unprotected flames in its area
a DC 15 Constitution saving throw or suffer one level of and within 30 feet of it, and then it vanishes.
exha ustion.
TINY SERVANT
THUNDERCLAP 3rd-level transmutation
Evocation cantrip Casting Time: 1 minute
Casting Time: 1 action Range: Touch
Range: 5 feet Components: V, S
Components: S Duration: 8 hours
Duration: Instantaneous
You touch one Tiny, nonmagical object that isn't at-
You create a burst of thunderous sound that can be tached to another object or a s urface a nd isn't being
heard up to 100 feet away. Each creature within range, carried by another creature. The target a nimates and
other than you, must succeed on a Constitution saving sprouts little arms and legs, becoming a creature under
throw or take ld6 thunder damage. your control until the spell ends or the creature drops to
The spell's damage increases by ld6 when you reach 0 hit points. See the stat block for its statistics.
5th level (2d6), 11th level (3d6), and 17th level (4d6). As a bonus action, you can mentally command the
creature if it is within 120 feet of you. (If you control
multiple creatures with this spell, you can command any
or a ll of them at the same time, issuing the same com-
CHAPTER 3 I SPELLS
TOLL THE DEA D
Necromancy can trip
Casting Time: l action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You point at one creature you can see within range,
and the sound of a dolorous bell fills the a ir around it
for a moment. The targe t must s ucceed on a Wisdom
saving throw or take ld8 necrotic damage. If the target
is missing a ny of its hit points, it instead takes ldl2 ne-
crotic da mage.
The spell's damage increases by one die when you
reach 5th level (2d8 or 2dl2), 11th level (3d8 or 3d12),
and 17th level (4d8 or 4d12).
TRAN SM UTE RO CK
5th-level transmutation
Casting Time: 1 action
Range: 120 feet
Components: V, S , M (clay a nd wate r)
Duration: Until dispelled
You c hoose an a rea of s tone or mud that you can see
that fits within a 4 0 -foot c ube and is within range, and
choose one of the following effects.
TINY SERVANT Transmute Rock to Mud. Nonmagical rock of any
Tiny construct, unaligned sort in the a rea becomes a n equal volume of thick, flow-
ing mud that remains for the s p ell's duration.
Armor Class 15 (natural armo r) The ground in the spell's a rea becomes muddy e nough
Hit Points 10 (4d4) that creatures can s ink into it. Each foot that a c reature
Speed 30 ft., climb 30 ft.
moves through the mud costs 4 feet of movement, and
INT WIS CHA any c reature on the ground w he n you cast the spell must
STR DEX CON
4 (-3) 16 (+3) 10 (+O) 2 (- 4) 10 (+O) l (-5) make a Strength saving throw. A creature mus t a lso
make the saving throw when it moves into the area for
Damage Immunities poison, psychic the first time on a turn or e nds its turn there. On a failed
Condition Immunities blinded, cha rmed, deafened, exhaustion, save, a creature s inks into the mud and is restrained,
frightened, paralyzed, petrified, poisoned though it can use a n action to e nd the restrained condi-
Senses blindsight 60 ft. (blind beyond this radius), passive tion on itself by pulling itself free of the mud.
Perception 10 If you cast the s pell on a ceiling, the mud falls. Any
Languages- creature under the mud whe n it falls must ma ke a Dex-
terity savi ng throw. A c reature takes 4d8 bludgeoning
A CTIONS
damage on a failed save, or ha lf as much damage o n a
Slam. Melee Weapo n Attack: +5 to hit, reach 5 ft., one target. s uccessful one.
Hit: 5 (ld4 + 3) bludgeoning damage. Transmute Mud to Rock. Nonmagical mud or quick-
sa nd in the area no more than 10 fee t deep tra nsforms
mand to each one.) You decide what action the c reature into soft s tone for the spell's duration. Any c reature in
will take and where it w ill move during its next turn, or the mud when it transforms mus t make a Dexterity sav-
you can issue a s imple, gene ra l command, s uch as to ing throw. bn a s uccessful save, a creature is s hunted
fetch a key, s ta nd watch, or s tack some books. If you is- safely to the s urface in an unoccup ied s pace. On a failed
s ue no comma nds, the servant does nothing other than save, a c reature becomes restrai ned by the rock. A re-
defend itself agains t hostile creatures. Once given an strained creature, or a nother c reature within reach, can
order, the servant continues to follow that orde r unti l its use a n action to try to break the rock by s ucceeding on
task is comple te. a DC 20 S trength check or by dealing da mage to it. The
When the creature drops to 0 hit points, it reverts to rock h as AC 15 and 25 hit points, and it is immune to
its original form, a nd any re m aining damage carries poison and psychic da mage.
over to that form.
At Higher Levels. When you cast this s pell us ing a
spell s lot of 4 th level or hig her, you can animate two ad-
ditional objects for each s lot level above 3 rd.
CHAPTER 3 I SPELLS
VITRIOLIC SPHERE up to 30 feet long, 10 feet high, and 10 feet thick, and it
4th-level evocation vanishes when the spell ends. It blocks line of sight but
Casting Time: 1 action not movement. A creature is blinded while in the wall's
Range: 150 feet space and must spend 3 feet of movem ent for every 1
Components: V, S , M (a drop of giant s lug bile) foot it moves there.
Duration: Ins tantaneous WALL OF WATER
You point at a location within range, and a glowing, 3rd-level evocation
1-foot-cliameter ball of emerald acid streaks there and Casting Time: 1 action
explodes in a 20-foot-radius sphere. Each creature in Range: 60 feet
th at area must make a Dexterity saving throw. On a Components: V, S, M (a drop of water)
failed save, a creature takes 10d4 acid damage and an- Duration: Concentration, up to 10 minutes
other 5d4 acid damage at the end of its next turn. On a
s uccessful save, a c reature takes half the initial damage You create a wall of water on the ground at a point you
and no damage at the end of its next turn. can see within range. You can make the wall up to 30
At Higher Levels. When you cast this spell using a feet long, 10 feet high, and 1 foot thick, or you can make
spell s lot of 5th level or higher, the initial damage in- a ringed wall up to 20 feet in diameter, 20 feet hi gh, and
creases by 2d4 for each s lot level above 4th. 1 foot thick. The wall vanishes when the spell ends. The
wall's space is difficult terrain.
WALL OF LIGHT Any ranged weapon attack that enters the wall's space
5th-level evocation has disadvantage on the attack roll, and fire damage
Casting Time: 1 action is halved if the fire effect passes through the wall to
Range: 120 feet reach its target. Spells that deal cold damage that pass
Components: V, S, M (a hand mirror) through the wall cause the area of the wall they pass
Duration: Concentration, up to 10 minutes through to freeze solid (at least a 5-foot-square section is
frozen). Each 5-foot-square frozen section has AC 5 and
A s himmering wall of bright Light appears at a point you 15 hit points. Reducing a frozen section to 0 hit points
choose within range. The wall appears in any orienta- destroys it. When a section is destroyed, the wall's water
tion you choose: horizonta lly, vertica lly, or diagonally. It doesn't fi ll it.
can be free floating, or it can rest on a solid s urface. The
wall can be up to 60 feet long, 10 feet high, and 5 feet WARDING WIND
thick. The wall blocks line of s ight, but creatures and ob- 2nd-level evocation
jects can pass through it. It emits bright light out to 120 Casting Time: 1 action
feet and dim light for an additional 120 feet. Range: Self
When the wall appears, each creature in its area must Components: V
make a Constitution saving throw. On a failed save, a Duration: Concentration, up to 10 minutes
creature takes 4d8 rad iant damage, and it is blinded for
1 minute. On a s uccessful save, it takes ha lf as much A s trong wind (20 miles per hour) blows around you in a
damage and is n't blinded. A blinded creature can make 10-foot radius a nd moves with you, remaining centered
a Constitution saving throw at the end of each of its on you. The wind lasts for the spell's duration.
turns, ending the effect on itself on a success. The wind has the following effects:
A creature that e nds its turn in the wall's area takes It deafens you and other creatures in its area .
4d8 radiant damage. It extinguishes unprotected flames in its area that are
Until the spell ends, you can use an action to launch a torch-sized or s ma ller.
beam of radiance from the wall at one creature you can It hedges out vapor, gas, and fog that can be dispersed
see within 60 feet of it. Make a ranged spell a ttack. On by s trong wind.
a hit, the target takes 4d8 radiant damage. Whether you The area is difficult terrain for creatures
hit or miss, reduce the length of the wall by 10 feet. If other than you.
the wall's length drops to 0 feet, the spell ends. The attack rolls of ranged weapon attacks have disad-
At Higher Levels. When you cast this spell using a vantage if the attacks pass in o r out of the wind.
spell slot of 6th level or higher, the damage increases by
ld8 for each s lot level above 5th. WATERY SPHERE
4th-level conjuration
WALL OF SAND
Casting Time: 1 action
3rd-level evocation
Range: 90 feet
Casting Time: 1 action Components: V, S, M (a droplet of water)
Range: 90 feet Duration: Concentration, up to 1 minute
Components: V, S, M (a handful of sand)
Duration: Concentration, up to 10 minutes You conjure up a sphere of water with a 5-foot radius at
a point you can see within range. The sphere can hover
You create a wall of swirling sand on the ground at a but no more than 10 feet off the ground. The sphere re-
point you can see within range. You can make the wall mains for the spell's duration.
Any creature in the sphere's s pace must make a WORD OF RADIANCE
Strength saving throw. On a successful save, a creature Evocation cantrip
is ejected from that space to the nearest unoccupied Casting Time: 1 action
space of the creature's choice outside the sphe re. A Range: 5 feet
Huge or la rger creature succeeds on the saving throw Component s: V, M (a holy symbol)
automatically, and a La rge or s ma ller creature can Duration: Ins tanta neous
choose to fa il it. On a fai led save, a creature is restra ined
by the sphere a nd is engul fed by the water. At the end of You utter a divine word, a nd burning radiance erupts
each of its turns, a restrained target can repeat the sav- fro m you. Each creature of your choice that you can see
ing throw, ending the effect on itself on a s uccess. within range must succeed on a Constitution saving
The s phere can restra in as ma ny as four Medium or throw or take ld6 radia nt damage.
s ma ller creatures or one Large creature. If the sphere The spell's damage increases by ld6 whe n you reach
restrains a creature that causes it to exceed th is capac- 5th level (2d6), 11th level (3d6), a nd 17th level (4d6).
ity, a ra ndom creature that was a lready restrained by the
WRATH OF NATURE
sphere falls out of it a nd lands prone in a space within 5
5th-level evocation
feet of it.
As an action, you can move the s phere up to 30 feet Casting Time: 1 action
in a straight line. If it moves over a pit, a cliff, or other Range : 120 feet
drop-off, it safely descends unti l it is hovering 10 feel Component s: V, S
above the ground. Any creature restrained by the sphere Duration: Concentratio n, up to 1 minute
moves with it. You can ram the sphere into creatures, You call out to the spiri ts of nature to rouse them
forci ng them to ma ke the saving throw. aga inst your enemies. Choose a point you can see
When the spell e nds, the sphe re fa lls to the g round within range. The s pirits cause trees, rocks, a nd grasses
and exti nguis hes all normal fl ames within 30 feet of it. in a 60-foot cube centered on that point to become a ni-
Any creature restrained by the sphe re is knocked prone mated until the spell ends.
in the s pace w here it fa lls. The water then vanishes. Grasses and Undergrowt h. Any area of ground in the
cube that is covered by grass or undergrowth is difficult
WHIRLWIN D
terrain for your enemies.
7th-level evocation Trees. At the start of each of your turns, each of you r
Casting Time: 1 action enemies within 10 feet of a ny tree in the cube mus t s uc-
Range: 300 feet ceed on a Dexterity saving throw or take 4d6 s lashing
Component s: V, M (a piece of straw) damage from whipping branches.
Duration: Concentratio n, up to 1 minute Roots and Vines. At the end of each of your turns, one
A whirlwind howls down to a point that you can creature of your choice that is on the ground in the cube
see on the ground withi n range. The whirlwind is a must succeed on a Strength saving throw or become
10-foot-radiu s, 30-foot- high cylinder centered on that restrai ned un til the s pell e nds. A restrained creature
point. Unt il the spell ends, you can use your action to can use an actio n to make a Strength (Athletics) check
move the whirlwind up to 30 feet in a ny d irection a long against your spell save DC, ending the effect on itself on
the groun d. The whirlwind s ucks up any Medium or a s uccess.
s maller objects that aren't secured to a nything and that Rocks. As a bonus action on your turn, you can cause
a ren't worn or carried by anyone. a loose rock in the cube to launch at a creature you can
A creature must make a Dexterity saving throw the see in the cube. Make a ra nged s pell attack aga ins t the
first time on a turn that it enters the whirlwi nd or that target. On a bit, the target ta kes 3d8 nonmagical blud-
the whirlwind e nters its space, including when the wh irl- geoning damage, and it must succeed on a Strength
wind first appea rs. A creature ta kes 10d6 bludgeoning saving throw or fa ll prone.
da mage on a failed save, or half as much damage on a
ZEPHYR STRIKE
successful one. In add ition, a Large o r smaller creature
1st-level transmutatio n
that fails the save must s ucceed on a Strength saving
throw or become restra ined in the whi rlwind until the Casting Time: 1 bonus action
spell ends . When a creature starts its turn restrained by Range: Self
the whirlwind, the creature is pulled 5 feet higher inside Component s: V
it, unless the creature is at the top. A restra ined creature Duration: Concentratio n, up to 1 minute
moves with the whirlwind and fal ls when the spell ends, You move like the wind. Until the spell ends, your move-
unless the creature has some means to s tay a loft. ment doesn't provoke opportunity attacks.
A restrained creature can use a n action to make a Once before the spell ends, you ca n give yourself ad-
Strength or Dexte rity check against your spell save DC. va ntage on one weapon attack roll o n your turn. That at-
If s uccessful, the creature is no longer restrai ned by the tack dea ls an extra ld8 force damage on a hit. Whether
whirlwind a nd is hurled 3d6 x 10 feet away from it in a you hit or miss, your walking speed increases by 30 feet
ra ndom direction. until the end of that turn.
CHAPTER 3 I SPELLS
APPENDIX A: SHARED CAMPAIGNS
Coordinating a regular schedule of D&D game sessions, In order to be s uccessful, a s hared campaign needs
to keep a campaign active and vibrant, can be a chal- a champion-someone who takes on the responsibil-
lenge. If the campaign's only Dungeon Master or enough ity of organizing and maintai ning the group. U you're
playe rs aren't available, the next session might have to interested in learning more about how to run a s hared
be pos tponed, and repeated problems of this sort can cam paign and seeing how the Adventurers League
endange r the continuation of the campaign. handles certa in issues, then the rest of this appendix is
In short: in a world filled with distractions, it can be meant for you.
hard to keep a campa ign going. Enter the concept of the
sha red campaign. DESIGNING ADVENTURES
In a s hared campaign, more than one member of the
group can take on the role of DM. A s hared campaign is Designi ng adventures for a shared campaign involves a
episodic rather than continuous, with each play session different set of cons iderations than designing for a s ta n-
compris ing a complete adventure. dard group of players. Most important, the adventure
The largest shared campaigns are administered by must be timed to conclude when the session is sched-
the D&D Adventurers League and overseen by Wizards uled to end. You also need to balance combat encounters
of the Coast. You can also create your own s hared cam- for a range of levels, since a wide range of cha racters
might be experiencing the adventure at the same time.
pa ign for a school D&D club, at a game store, a libra ry,
or anywhere else where D&D players and DMs gather.
ADVENTURE DURATION
A shared campaign establis hes a framework that a l-
lows a player to take a character from one DM's game Every adventure in a s hared campaign begins and ends
to a nother one within the shared campaign. It creates a in the same play session. (If a group of participa nts
s ituation where almost nothing can prevent a scheduled wants to take longer to finish and all are wiJling to do
session from happening. T he roster of potentia l players so, they can exceed the time li mit.) A session or an event
can be qu.ite large, virtually ens uring that any session can't e nd with the adven ture unfinished, since there's no
has at least the minimum number of characters needed way to guarantee that the same players a nd DM wi ll be
to play. If everyone shows up to play at the same time, ava ilable for the next session.
multiple DMs ens ure that everyone can take part. Typically, adventures in a shared campaign a re de-
s igned to take either 2 hours or 4 hours. In each hour of
CODE OF CO N DUCT play, assume the characters can complete the following:
Time and time again, the core rulebooks come back to Three or four s imple combat e ncounters, or one or
the point that the most important goal of a D&D play ses- two complex ones
s ion is for everyone involved to have fun . In keeping with Three or fou r scenes involving significant exploration
that goal , it's a good idea for a shared campaign to have or social interaction
a code of conduct. Because people who don't normally
play together might end up at the same table in a shared Within these constra ints, it can be d ifficul t to create
campaign, it can be helpful to establish some ground rules open-ended adventures. A time limit assumes a specific
for be havior. starting point a nd endpoint. A good way to get around
On the broadest level, everyone in a shared campaign this restriction is to create an adventure with multiple
is responsible for making sure that everyone else has an possible endings.
enjoyable time. If anyone feels offended, belittled, or bul- Location-based adventures also work well with this
lied by the actions of another person, the e ntire purpose of
format. A dungeon presents a natural limit on character
getting together to play is defeated .
The basic code of conduct for a shared campaign might
options, while strn giving the players choices. The ad-
be modeled on a similar document that another organiza- venture could be a quest to defeat a creature or recover
tion or location uses. Beyond that, some special policies an item, but the path to achieving that goal can be diffe r-
might need to be added to account for what might happen ent for each group.
at the table when players and DMs interact. As a starting For more narrative adventures, try to focus on s imple
point, consider the following material, which is excerpted but flexible encounters or events. For instance, a n ad-
from the Adventurers League code of conduct. venture requires the characters to protect a high priest
During a play session, participants are expected to ... of Tyr from assassins . Give the players a cha nce to plan
out how they want to protect the temple, complete with
Follow the DM's lead and refrain from arguing with the
DM or other playe rs ove r rules.
authority over the guards. A few well-fleshed out NPCs,
Let other players speak, and allow other players to get some of whom might be s uspected of working with the
attention from the OM . temple's enem ies, add a layer of tension. Cons ider leav-
Avoid excessive conversation that is not relevant to the ing some details or plot points for the DM to decide. For
adventure. example, the DM might have the option to pick which
Discourage others from usi ng social media to bully, member of the temple guards is the traitor, ensuring
shame, or intimidate other participants. that the scenario is different for each group.
Make the DM or the campaign's admin istrators aware
of disruptive o r aggressive be havior so that a ppropriate
action can be taken.
Dungeon Master's Guide or are making an estimate. In a s ha red campaign, characters gain levels not by
For each battle, provide guidelines to help DMs adjust accumulating experience points but by reaching experi-
the difficulty up or down to match stronger or wea ker e nce checkpoints. This system rewards every character
parties. As a rule of thumb, account for a pa rty two (and player) for taking part in a play session.
levels higher and for a party two levels lower, and don't A character reaches 1 c heckpoint for each hour an
worry about balancing the adventure for parties outside adventure is designed to last. Note t hat the award is
the adventure's tier. based on the adventure's projected playing time, rathe r
than the actual time spent at t he table. The reward for
REWARDS comple ting an adventure designed fo r 2 hours of play is
Adventures in a shared campaign that uses variant rules 2 c heckpoints, even if a group spends more than 2 hours
for gai ning levels a nd acquiring treas ure (such as those playing through it.
descr ibed below) don't include exp erience point awards If a c haracter completes an adventu re designed for a
or speci fic amounts and kinds of treasure. tie r hig her than the character's cu rre nt tier, the c ha r-
acter is awarded 1 additional checkpoint. For example,
CHARACTE R CREATION if a 2nd-level cha racter completes a 6th-level adven-
ture designed to take 2 hours, the c haracter reaches 3
A shared campaign's gu ide lines for cha racter creation
c heckpoints.
might include definition of which races a nd classes
P laying time might seem li ke a n odd way to measure
players can choose from , how players generate abi li ty experience awards, but the concept is in keeping with
scores, a nd which alignments playe rs ca n c hoose. how a s hared campaign is meant to work. A character
played for 10 hours reaches the same number of check-
PLAYER'S HANDBOOK PLUS ONE
points, whether the c haracter went up against a dragon
You should thi n k about which products playe r s can use or spen t all that time lurking in a pub. Th is approach en-
to create a character. The Adventurers League specifies sures that a player's preferred style is neither pe nalized
that a player can use the Player's Handbook and one nor rewa rded. Whe ther someone focuses on roleplaying
other official D&D source, such as a book or a PDF, to and social interaction, defeating monsters in combat,
create a character. This restriction e ns ures that players or finding clever ways to avoid battles, t his system gives
don't need to own a lot of books to make a c ha racter credit whe re credit is due.
a nd makes it easie r for DMs to know how all th e char-
acters in the campaign work. S ince a DM in a shared USING CHECKPOINTS
campaign must deal with a broad range of characters, The number of checkpoints needed to gain the next level
rather than the same characters each week, it can be dif- depends on a character's level:
fic ul t to track all the inte ractions and abilities possible At levels 1- 4, reaching 4 c heckpoi nts is sufficient to
through mixing options freely. We strongly recomme nd advance to the next level.
th is ru le fo r any shared campaign. At level 5 o r highe r, reaching 8 checkpoints is needed
to advance to the next level.
ABILITY SCORES
At the e nd of a play session, cha racters must level up
For generating abil ity scores, we recomme nd allowing if they have reached e nough checkpoints to do so. The
playe rs to choose between the standard array- 15, 14, required number of c heckpoints is ex pe nded, and a ny
13, 12, 10, 8-and the option presented in "Variant:
remaining checkpoints are applied toward the next op-
Customizing Abi lity Scores" in chapter 1 of the Play-
portunity for advancement.
er's Handbook.
INDIVIDUAL TREASURE
STARTING EQUIPMENT
In a shared campaign, each cha racter receives a fixed
For the sake of simplicity a nd e fficiency, it's a good
number of gold pieces upon gaining a new level. (This
idea to require that beginning characters must take the gain represents the treasu re a character might find in a
starting equipment specified by a character's class a nd
standard adventure.)
background.
As an add itional benefit, c haracters are not required
to put out gold to mainta in a lifestyle. Instead, each cha r-
APPENDIX B
HALF-0RC, MAL E TIEFLI N G , FEM ALE TIEFLING, MALE TIEFLING, VIRTUE