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P r o f ic ie n c ie s Additionally, w hen you gain a level in this class,Armor: Light armor you can ch oose one o f the w arlock spells you knowWeapons: Simple weapons and replace it with another spell from the w arlockTools: None spell list, w hich also must be o f a level for w hich you have spell slots.Saving Throws: W isdom , CharismaSkills: Choose two skills from Arcana, Spe l l c a st in g A b il it y Charisma is your spellcasting ability for your w arlock D eception, History, Intimidation, Investigation, spells, so you use your Charisma whenever a spell refers Nature, and Religion to your spellcastin g ability. In addition, you u se your Charisma modifier w hen setting the saving throw DCE q u ip m e n t for a w arlock spell you cast and w hen making an attackYou start w ith the follow ing equipment, in addition to roll with one.the equipment granted by your background: Spell save D C = 8 + your proficiency bonus +• (a) a light c ro s s b o w and 20 bolts or (b) any sim ple your Charisma modifier weapon Spell attack modifier = your proficiency bonus +• (a) a com p on en t pou ch or (b) an arcane focu s your Charisma modifier• (a) a sch ola r’s pack o r (b) a du ng eon eer’s pack• Leather armor, any simple weapon, and two daggers Sp e l l c a s t in g Fo c u s You can use an arcane focus (found in chapter 5) as aO t h e r w o r l d l y Pa t r o n spellcasting focus for your w arlock spells.At 1st level, you have struck a bargain with an E l d r it c h In v o c a t i o n sotherworldly being o f your choice: the Archfey, theFiend, or the Great Old One, each o f w hich is detailed In your study o f occult lore, you have unearthed eldritchat the end o f the class description. Your ch oice invocations, fragm ents o f forbidden know ledge thatgrants you features at 1st level and again at 6th, 10th, im bue you w ith an abiding m agical ability.and 14th level. At 2nd level, you gain tw o eldritch invocations of yourPa c t M a g i c ch oice. Your invocation options are detailed at the end o f the class description. W hen you gain certain w arlockYour arcane research and the m agic bestow ed on you levels, you gain additional invocations of your choice,by your patron have given you facility with spells. See as show n in the Invocations K now n colum n o f thechapter 10 for the general rules o f spellcasting and W arlock table.chapter 11 for the w a rlock spell list. Additionally, w hen you gain a level in this class,C a n t r ip s you can choose one o f the invocations you know andYou know two cantrips of your choice from the w arlock replace it w ith another invocation that you cou ld learnspell list. You learn additional w arlock cantrips of your at that level.c h oice at higher levels, as sh ow n in the Cantrips K now ncolum n o f the W arlock table. Pa c t B o o nSpell Slo ts At 3rd level, your otherworldly patron bestow s a giftThe W arlock table show s how m any spell slots you have. upon you for your loyal service. You gain one o f theT h e table also sh ow s w hat the level o f those slots is; all following features of your choice.o f your spell slots are the sam e level. To cast one o f yourw arlock spells o f 1st level or higher, you must expend a Pa c t o f t h e C h a i nspell slot. You regain all expended spell slots w hen you You learn the find familiar spell and can cast it as afinish a short or long rest. ritual. The spell doesn’t count against your num ber of spells known. For example, when you are 5th level, you havetw o 3rd-level sp ell slots. To cast the 1st-level spell W hen you cast the spell, you can ch oose one of thethunderwave, you must spend on e o f th ose slots, and norm al form s for your familiar or one of the followingyou cast it as a 3rd-level spell. special form s: imp, pseudodragon, quasit, or sprite.S p e l l s K n o w n o f 1s t L e v e l a n d H i g h e r Additionally, when you take the Attack action, you canAt 1st level, you know tw o 1st-level spells o f your choice forgo one o f your own attacks to allow your familiar tofrom the w a rlock spell list. m ake one attack o f its own. The Spells Know n colum n o f the W arlock table show s Pa c t o f t h e B l a d ew hen you learn m ore w a rlock spells o f your ch oice o f 1st You can use your action to create a pact w eapon in yourlevel and higher. A spell you ch oose must be o f a level em pty hand. You can ch oose the form that this m eleen o higher than w hat’s sh ow n in the table's S lot Level w ea p on takes each tim e you create it (see chapter 5 forcolum n for your level. W hen you reach 6th level, for w ea p on options). Y ou are proficient with it w hile youexample, you learn a new w arlock spell, w hich can be w ield it. T h is w ea p on coun ts as m agical for the p u rp ose1st, 2nd, or 3rd level. o f overcom ing resistance and immunity to nonm agical attacks and damage.

Y our pact w ea p on disappears if it is m ore than 5 feet Yo u r Pa c t B o o naway from you for 1 m inute or m ore. It also disappearsif you use this feature again, if you dism iss the w eapon Each Pact Boon option produces a special creature or an(no action required), or if you die. object that reflects your patron’s nature. You can transform one m agic w eapon into your pact Pact o f the Chain. Your familiar is more cunning than aw eapon by perform ing a special ritual w hile you hold typical familiar. Its default form can be a reflection o f yourthe w eapon. You perform the ritual over the course patron, with sprites and pseudodragons tied to the Archfeyof 1 hour, which can be done during a short rest. and imps and quasits tied to the Fiend. Because the Great OldYou can then d ism iss the w eapon , shunting it into an One’s nature is inscrutable, any familiar form is suitable for it.extradim ensional space, and it appears w henever youcreate your pact w eapon thereafter. You can’t affect an Pact o f the Blade. If your patron is the Archfey, yourartifact or a sentient w eapon in this way. The w eapon weapon might be a slender blade wrapped in leafy vines.ceases being your pact w eapon if you die, if you perform If you serve the Fiend, your weapon could be an axe madethe 1-hour ritual on a different w eapon, or if you use o f black metal and adorned with decorative flames. If youra 1-hour ritual to break your bon d to it. The w eapon patron is the Great Old One, your weapon might be anappears at your feet if it is in the extradim ensional sp ace ancient-looking spear, with a gemstone embedded in itswhen the bond breaks. head, carved to look like a terrible unblinking eye.Pa c t o f t h e T o m e Pact o f the Tome. Your Book o f Shadows might be a fine,Your patron gives you a grim oire called a B ook of gilt-edged tome with spells o f enchantment and illusion,Shadows. W hen you gain this feature, ch oose three gifted to you by the lordly Archfey. It could be a weighty tomecantrips from any cla ss’s spell list. W h ile the b o o k is on bound in demon hide studded with iron, holding spells ofyour person , you can cast th ose cantrips at w ill. They conjuration and a wealth of forbidden lore about the sinisterdon’t count against your num ber of cantrips known. regions of the cosmos, a gift of the Fiend. Or it could be the tattered diary o f a lunatic driven mad by contact with the If you lose your B ook of Shadows, you can perform Great Old One, holding scraps o f spells that only your owna 1-hour cerem ony to receive a replacement from your burgeoning insanity allows you to understand and cast.patron. This cerem ony can be perform ed during a shortor long rest, and it destroys the previous book . The b o o k O th e rw o rld ly Patronsturns to ash when you die. The beings that serve as patrons for w arlocks areA b ility Score Im pro vem en t mighty inhabitants o f other planes o f existence—not gods, but alm ost godlike in their power. Various patronsW h en you reach 4th level, and again at 8th, 12th, 16th, give their w arlocks access to different pow ers andand 19th level, you can increase one ability score o f your invocations, and expect significant favors in return.choice by 2, or you can increase two ability scores ofyour ch oice by 1. A s norm al, you can't in crease an ability Som e patrons collect w arlocks, doling out mysticscore above 20 using this feature. knowledge relatively freely or boasting o f their ability to bind m ortals to their will. Other patrons bestow theirM y stic A r c a n u m pow er only grudgingly, and might make a pact with only one warlock. W arlocks w ho serve the same patronAt 11th level, your patron bestow s upon you a m agical might view each other as allies, siblings, or rivals.secret called an arcanum. C hoose one 6th-level spellfrom the w arlock spell list as this arcanum. T he A rch fey You can cast your arcanum spell once without Your patron is a lord or lady o f the fey, a creature o fexpending a spell slot. You must finish a long rest before legend w ho holds secrets that w ere forgotten beforeyou can do so again. the m ortal races w ere born. This being’s motivations are often inscrutable, and som etim es whimsical, and At higher levels, you gain m ore w arlock spells o f your might involve a striving for greater m agical pow er or thech oice that can be cast in this way: one 7th-level spell settling of age-old grudges. Beings of this sort includeat 13th level, one 8th-level spell at 15th level, and one the Prince of Frost; the Queen of Air and Darkness,9th-level spell at 17th level. You regain all u ses o f your ruler o f the Gloam ing Court; Titania of the Sum m erMystic A rcanum when you finish a long rest. Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.E ld ritch M a ster E x p a n d e d Spell L istAt 20th level, you can draw on your inner reserve of The Archfey lets you ch oose from an expanded list ofmystical pow er w hile entreating your patron to regain spells w hen you learn a w arlock spell. The followingexpended spell slots. You can spend 1 minute entreating spells are added to the w arlock spell list for you.your patron for aid to regain all your expended spell slotsfrom your Pact M agic feature. Once you regain spell slots A rch fey Ex p a n d e d S pellswith this feature, you must finish a long rest before youcan do so again. Spell Level Spells 1st faerie fire, sleep 2nd calm emotions, phantasm al force 3rd blink, plant growth 4th dom inate beast, greater invisibility 5th dominate person, seeming

Fey Presence E x p a n d e d Spe ll L istStarting at 1st level, your patron bestow s u pon you the The Fiend lets you ch oose from an expanded list ofability to project the beguiling and fearsom e presence spells when you learn a w arlock spell. The followingo f the fey. A s an action, you can cau se each creature in spells are added to the w arlock spell list for you.a 10-foot cube originating from you to make a W isdomsaving throw against your w arlock spell save DC. The Fie n d Ex p a n d e d S pellscreatures that fail their saving throw s are all charm edor frightened by you (your choice) until the end of Spell Level Spellsyour next turn. 1st b u rning hands, c o m m a n d 2nd blindness/deafness, scorch ing ray O nce you u se this feature, you ca n ’t use it again until 3rd fireball, stinking cloudyou finish a short or long rest. 4th fire shield, wall o f fire 5th fla m e strike, hallowM ist y E scapeStarting at 6th level, you can vanish in a puff o f mist in D a r k O n e ’s B le ssin gresponse to harm. W hen you take damage, you can use Starting at 1st level, w hen you reduce a hostile creatureyour reaction to turn invisible and teleport up to 60 feet to 0 hit points, you gain tem porary hit points equal to yourto an unoccupied space you can see. You remain invisible Charism a m odifier + your w arlock level (m inim um o f 1).until the start o f your next turn or until you attack orcast a spell. D a r k O n e ’s O w n L u c k Starting at 6th level, you can call on your patron to alter O nce you u se this feature, you can't use it again until fate in your favor. W h en you m ake an ability ch eck or ayou finish a short or long rest. saving throw, you can use this feature to add a d 10 to your roll. You can do so after seeing the initial roll butB e g u il in g D efenses before any o f the roll’s effects occur.B egin ning at 10th level, your patron teaches you h ow toturn the mind-affecting m agic o f your enem ies against O nce you u se this feature, you c a n ’t use it again untilthem. You are im m une to being charm ed, and when you finish a short or long rest.another creature attempts to charm you, you can useyour reaction to attempt to turn the charm back on Fie n d ish R e silie n c ethat creature. The creature must succeed on a W isdom Starting at 10th level, you can c h o o s e one dam age typesaving throw against your warlock spell save DC or when you finish a short or long rest. You gain resistancebe charm ed by you for 1 minute or until the creature to that dam age type until you ch oose a different onetakes any damage. with this feature. D am age from m agical w eapons or silver w eapons ignores this resistance.D a r k D e l ir iu mStarting at 14th level, you can plunge a creature into H u rl T h rou gh H ellan illusory realm. As an action, choose a creature Starting at 14th level, w hen you hit a creature w ith anthat you can see w ithin 60 feet o f you. It must m ake a attack, you can use this feature to instantly transportW isdom saving throw against your warlock spell save the target through the lower planes. The creatureDC. O n a failed save, it is charm ed or frightened by you disappears and hurtles through a nightmare landscape.(your choice) for 1 minute or until your concentrationis broken (as if you are concentrating on a spell). This At the end o f your next turn, the target returns to theeffect ends early if the creature takes any damage. sp a ce it previously o ccu pied, or the nearest u n occu pied space. If the target is not a fiend, it takes 10d 10 psychic Until this illusion ends, the creature thinks it is lost dam age as it reels from its h orrific experience.in a m isty realm , the appearance o f w hich you choose.The creature can see and hear only itself, you, and O nce you u se this feature, you ca n ’t u se it again untilthe illusion. you finish a long rest. You must finish a short or long rest before you can T he G reat O ld O n euse this feature again. Your patron is a m ysterious entity w hose nature isT h e F ien d utterly foreign to the fabric o f reality. It might co m e from the Far Realm , the sp a ce beyon d reality, or it cou ld beYou have m ade a pact with a fiend from the lower one of the elder gods known only in legends. Its motivesplanes o f existence, a being w h ose aim s are evil, are incom prehensible to mortals, and its know ledge soeven if you strive against those aims. Such beings im m ense and ancient that even the greatest librariesdesire the corruption or destruction of all things, pale in com p a rison to the vast secrets it holds. Theultimately including you. Fiends pow erful enough to Great Old One might be unaware o f your existenceforge a pact include dem on lords such as D em ogorgon, or entirely indifferent to you, but the secrets you haveOrcus, Fraz’Urb-luu, and Baphomet; archdevils such learn ed allow you to draw your m agic from it.as A sm odeus, Dispater, M ephistopheles, and Belial;pit fiends and balors that are especially mighty; and Entities of this type include Ghaunadar, called Thatultroloths and other lords of the yugoloths. W hich Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings.

Ex p a n d e d Spell L ist A r m o r of Sh a d o w sThe Great Old One lets you ch o o s e from an expanded list You can cast mage armor on y ou rself at will, withoutof spells when you learn a w arlock spell. The following expending a spell slot or material components.spells are added to the w arlock spell list for you. A s c e n d a n t Ste pG reat O ld O ne Ex p a n d e d S pells Prerequisite: 9th level You can cast levitate on y ou rself at will, withoutSpell Level Spells expending a spell slot or material com ponents. 1st dissonant whispers, Tasha's hideous laughter 2nd detect thoughts, phantasm alforce B east Speech 3rd clairvoyance, sending You can cast speak with animals at will, without 4th dom inate beast, E va rd ’s black tentacles expending a spell slot. 5th dom inate person, telekinesis Beg u ilin g InfluenceA w ak en ed M ind You gain proficiency in the D eception andStarting at 1st level, your alien kn ow led ge gives you Persuasion skills.the ability to touch the m inds of other creatures. Youcan com m unicate telepathically with any creature you B e w it c h in g W hisperscan see within 30 feet o f you. You don’t need to share Prerequisite: 7th levela language with the creature for it to understand your You can cast compulsion on ce using a w arlock spell slot.telepathic utterances, but the creature must be able to You can ’t do so again until you finish a long rest.understand at least on e language. B o o k of A n c ie n t SecretsEntropic W ard Prerequisite: Pact o f the Tome featureAt 6th level, you learn to m agically w ard yourself againstattack and to turn an enem y’s failed strike into good You can n ow in scribe m agical rituals in your B o o k o fluck for yourself. W hen a creature m akes an attack Sh a dow s. C h oose tw o 1st-level sp ells that have theroll against you, you can use your reaction to im pose ritual tag from any cla ss’s spell list. The sp ells appeardisadvantage on that roll. If the attack m isses you, your in the b o o k and don’t count against the num ber o f spellsnext attack roll against the creature has advantage if you you know. W ith your B ook o f Shadow s in hand, youm ake it b efore the end o f your next turn. can cast the chosen spells as rituals. You can’t cast the spells except as rituals, u nless y ou ’ve learned them by O nce you use this feature, you ca n ’t use it again until som e other means. You can also cast a warlock spellyou finish a short or long rest. you kn ow as a ritual if it has the ritual tag.T h o u g h t Shield On your adventures, you can add other ritual spells toStarting at 10th level, your thoughts ca n ’t b e read by your B ook o f Shadow s. W hen you find such a spell, youtelepathy or other m ea n s unless you allow it. You also can add it to the b o o k if the sp ell’s level is equal to orhave resistance to psychic damage, and whenever a less than half your w arlock level (rounded up) and if youcreature deals psychic dam age to you, that creature can spare the time to transcribe the spell. For each leveltakes the sam e am ount o f dam age that you do. o f the spell, the transcription p rocess takes 2 hours and c o sts 50 gp for the rare inks n eeded to in scribe it.C reate T hrallAt 14th level, you gain the ability to infect a h um an oid’s C h ain s of C arcerimind with the alien m agic of your patron. You can use Prerequisite: 15th level, Pact o f the Chain featureyour action to touch an incapacitated humanoid. That You can cast hold monster at w ill—targeting a celestial,creature is then charm ed by you until a remove curse fiend, or elem ental—w ithout expending a spell slot orspell is cast on it, the ch arm ed condition is rem oved material com ponents. You must finish a long rest beforefrom it, or you u se this feature again. you can use this invocation on the sam e creature again. You can com m unicate telepathically with the charm ed D e v il ’s Si g h tcreature as long as the tw o o f you are on the sam e plane You can see normally in darkness, both magical andof existence. nonm agical, to a distance o f 120 feet.Eldritch Invocations D readful W ord Prerequisite: 7th levelIf an eldritch invocation has prerequisites, you must You can cast confusion on ce using a w a rlock spell slot.m eet them to learn it. You can learn the invocation at the You can’t do so again until you finish a long rest.sam e tim e that you m eet its prerequisites. Eld ritch Sigh tA g o n izin g Blast You can cast detect magic at w ill, without expendingPrerequisite: eldritch blast cantrip a spell slot.W h en you cast eldritch blast, add your Charism am odifier to the dam age it deals on a hit.

El d r it c h Spear O therw orldly L eapPrerequisite: eldritch blast cantrip Prerequisite: 9th levelW h en you cast eldritch blast, its range is 3 0 0 feet. You can cast jump on y ou rself at w ill, w ithout expending a spell slot or material com ponents.Eyes of th e R un e K eeperYou can read all writing. R e pe llin g B l a st Prerequisite: eldritch blast cantripFie n d ish V ig o r W h en you hit a creature with eldritch blast, you can pushYou ca n cast false life on you rself at w ill as a the creature up to 10 feet away from you in a straight line.1st-level spell, w ithout expen din g a spell slot ormaterial com ponents. Sc u lpto r of Flesh Prerequisite: 7th levelG a ze of T w o M in d s Y ou can cast polymorph on ce using a w arlock spell slot.You can use your action to touch a w illing hum anoid Y ou ca n ’t do s o again until you finish a lon g rest.and perceive through its sen ses until the end o f yournext turn. A s long as the creature is on the sam e Sig n of Ill O m enplane of existence as you, you can use your action Prerequisite: 5th levelon subsequent turns to maintain this connection, You can cast bestow curse once using a w arlock spellextending the duration until the end of your next turn. slot. You can’t do so again until you finish a long rest.W hile perceiving through the other creature’s senses,you benefit from any special sen ses p ossessed by that T h ie f o f F iv e Fa t e screature, and you are blinded and deafened to your own You can cast bane o n ce usin g a w a rlock spell slot. Yousurroundings. can ’t do so again until you finish a long rest.L if e d r in k e r T h ir st in g B ladePrerequisite: 12th level, Pact o f the Blade feature Prerequisite: 5th level, Pact o f the Blade feature You can attack with your pact w eapon twice, instead ofW h en you hit a creature with your pact w eapon , the once, w henever you take the Attack action on your turn.creature takes extra necrotic dam age equal to yourC harism a m odifier (m inim um 1). V isio n s of D is t a n t R e alm s Prerequisite: 15th levelM a s k o f M a n y Fa c e s You can cast arcane eye at will, without expendingYou can cast disguise self at will, without expending a spell slot.a spell slot. V o ic e o f t h e C h a in M a st e rM a ste r of M y r ia d Form s Prerequisite: Pact o f the Chain featurePrerequisite: 15th level You can com m unicate telepathically with your familiarYou can cast alter self at will, without expending and perceive through your fam iliar’s sen ses as lon g asa spell slot. you are on the sam e plane of existence. Additionally, w hile perceivin g through your fam iliar’s sen ses, you canM in io n s of C h a o s also speak through your fam iliar in your ow n voice, evenPrerequisite: 9th level if your familiar is norm ally incapable o f speech.You can cast conjure elemental on ce using aw arlock spell slot. You can’t do so again until you W h ispe r s o f t h e G ravefinish a long rest. Prerequisite: 9th level You can cast speak with dead at w ill, w ithout expendingM ire t h e M in d a spell slot.Prerequisite: 5th levelYou can cast slow once using a w arlock spell slot. You W it c h Sig h tcan ’t do so again until you finish a long rest. Prerequisite: 15th level You can see the true form o f any shapechanger orM is t y V isio n s creature concealed by illusion or transmutation magicYou can cast silent image at will, w ithout expending a w hile the creature is within 30 feet o f you and withinspell slot or material com ponents. line of sight.O ne w it h Sh ad o w sPrerequisite: 5th levelW hen you are in an area o f dim light or darkness, youcan use your action to becom e invisible until you moveor take an action or a reaction.

W izardClad in the silver rob es that denote her station, anelf closes her eyes to shut out the distractions o f thebattlefield and begins her quiet chant. Fingers weavingin front o f her, she com pletes her spell and launches atiny bead o f fire tow ard the en em y ranks, w here it eruptsinto a conflagration that engulfs the soldiers. Checking and rechecking his work, a human scribesan intricate m agic circle in chalk on the bare stonefloor, then sprinkles pow dered iron along every line andgraceful curve. W hen the circle is complete, he drones along incantation. A hole opens in space inside the circle,bringing a w hiff of brim stone from the otherworldlyplane beyond. Crouching on the floor in a dungeon intersection, agnom e tosses a handful of small bones inscribed withmystic symbols, muttering a few w ords of pow er overthem. Closing his eyes to see the visions m ore clearly,he nods slowly, then opens his eyes and points dow n thepassage to his left. W izards are supreme m agic-users, defined and unitedas a class by the spells they cast. Drawing on the subtleweave o f m agic that perm eates the cosm os, w izards castspells o f explosive fire, arcing lightning, subtle deception,and brute-force mind control. Their magic conjuresm onsters from other planes o f existence, glim pses thefuture, or turns slain foes into zom bies. Their mightiestspells change one substance into another, call m eteorsdow n from the sky, or open portals to other worlds.Scholars of the A rcaneW ild and enigm atic, varied in form and function, thepow er of m agic draws students w ho seek to masterits mysteries. S om e aspire to b ecom e like the gods,shaping reality itself. Though the casting o f a typicalspell requires merely the utterance of a few strangewords, fleeting gestures, and som etim es a pinch orclump o f exotic materials, these surface com ponentsbarely hint at the expertise attained after years o fapprenticeship and countless hours o f study. W izards live and die by their spells. Everything elseis secondary. They learn new spells as they experim entand grow in experience. They can also learn them fromother wizards, from ancient tom es or inscriptions,and from ancient creatures (such as the fey) that aresteeped in magic.

T h e W iz a r d Proficiency Cantrips — Spells Slots per Spell Level —Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st2nd +2 Spellcasting, Arcane Recovery 3 2 ————— — — 3rd 4th — 5th 6th +2 Arcane Tradition 3 3 ———— — —— — 7th 8th +2 — 3 4 2——————— 9th10th +2 Ability Score Improvement 4 4 3 ———————11th12th +3 — 4 4 3 2——————13th14th +3 Arcane Tradition feature 4 4 3 3 ——————15th16th +3 — 4 4 3 3 1 — —— — —17th18th +3 Ability Score Improvement 4 4 3 3 2—————19th20th +4 — 4 4 3 3 3 1— — — — +4 Arcane Tradition feature 5 4 3 3 3 2———— +4 — 5 4 3 3 3 2 1——— +4 Ability Score Improvement 5 4 3 3 3 2 1 —— — +5 — 5 4 3 3 3 2 11 — — +5 Arcane Tradition feature 5 4 3 3 3 2 11 —— +5 — 5 4 3 3 3 2 11 1 — +5 Ability Score Improvement 5 4 3 3 3 2 11 1 — +6 — 5 4 3 3 3 2 11 1 1 +6 Spell Mastery 5 4 3 3 3 3 11 1 1 +6 Ability Score Improvement 5 4 3 3 3 3 21 1 1 +6 Signature Spell 5 4 3 3 3 3 2 21 1T he L ure of K now ledge Q u ic k Build You can make a wizard quickly by following theseW izards’ lives are seldom mundane. The closest a suggestions. First, Intelligence should be your highestw izard is likely to com e to an ordinary life is working ability score, follow ed by Constitution or Dexterity.as a sage or lecturer in a library or university, teaching If you plan to join the S ch ool o f Enchantment, makeothers the secrets of the multiverse. Other w izards sell Charisma your next-best score. Second, choose the sagetheir services as diviners, serve in military forces, or background. Third, c h o o s e the mage hand, light, andpursue lives of crim e or domination. ray o f frost cantrips, along with the follow in g 1st-level spells for your spellbook: burning hands, charm person, But the lure o f knowledge and pow er calls even the feather fall, mage armor, magic missile, and sleep.m ost unadventurous w izards out o f the safety o f theirlibraries and laboratories and into crum bling ruins and C lass Featureslost cities. M ost w izards believe that their counterpartsin ancient civilizations knew secrets o f m agic that have A s a wizard, you gain the follow ing class features.been lost to the ages, and discovering those secretscould unlock the path to a pow er greater than any m agic H it Po in tsavailable in the present age. Hit Dice: 1d6 per w izard level Hit Points at 1st Level: 6 + your Constitution m odifierC r e a t in g a W iza r d __________ Hit Points at Higher Levels: 1d6 (or 4) + yourCreating a w izard character demands a backstory Constitution m odifier per w izard level after 1stdom inated by at least on e extraordinary event. H owdid your character first com e into contact with m agic? P roficienciesH ow did you d iscover you had an aptitude for it? D o Armor: Noneyou have a natural talent, or did you simply study Weapons: Daggers, darts, slings, quarterstaffs,hard and practice incessantly? Did you encounter am agical creature or an ancient tome that taught you the light crossbow sbasics of magic? Tools: None W hat drew you forth from your life o f study? Did your Saving Throws: Intelligence, W isdomfirst taste o f m agical know ledge leave you hungry for Skills: C h oose tw o from Arcana, History, Insight,more? Have you received w ord of a secret repositoryof knowledge not yet plundered by any other wizard? Investigation, M edicine, and ReligionPerhaps y ou ’re sim ply eager to put your new foundm agical skills to the test in the face o f danger.

E q u ip m e n t Sp e l l b o o k At 1st level, you have a sp ellbook containing six 1st-levelYou start with the follow ing equipment, in addition to wizard spells of your choice.the equipment granted by your background: P r e p a r in g a n d C a st in g Spells• (a) a quarterstaff or (b) a dagger The W izard table show s how many spell slots you have• (a) a com pon en t pou ch or (b) an arcane focu s to cast your spells o f 1st level and higher. To cast one of• (a) a sch ola r’s pack o r (b) an explorer’s pack these spells, you m ust expend a slot o f the sp ell’s level• A spellbook or higher. You regain all expended spell slots w hen you finish a long rest.Spellcastin g You prepare the list o f w izard spells that are availableAs a student o f arcane magic, you have a spellbook for you to cast. To do so. choose a number of wizardcontaining spells that show the first glim m erings of spells from your spellbook equal to your Intelligenceyour true power. S e e chapter 10 for the general rules of modifier + your w izard level (minimum o f one spell). Thesp ellcastin g and chapter 11 for the w izard spell list. spells must be o f a level for w hich you have spell slots.C a n t r ip s For example, if you're a 3rd-level wizard, you have four 1st-level and tw o 2nd-level spell slots. W ith anAt 1st level, you know three cantrips o f your choice Intelligence o f 16, your list o f prepared sp ells canfrom the w izard spell list. You learn additional w izard include six spells o f 1st or 2nd level, in any com bination,cantrips o f your ch oice at higher levels, as sh ow n in the chosen from your spellbook. If you prepare the 1st-levelCantrips K now n colum n of the W izard table. spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell d oesn ’t rem ove it from Your S pellbo ok your list o f prepared spells. The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well You can change your list of prepared spells w hen as intellectual breakthroughs you have had about the nature you finish a long rest. Preparing a new list o f w izard o f the multiverse. You might find other spells during your spells requires time spent studying your spellbook and adventures. You could discover a spell recorded on a scroll in m em orizing the incantations and gestures you must an evil wizard's chest, for example, or in a dusty tome in an m ake to cast the spell: at least 1 m inute per spell level ancient library. for each spell on your list. Copying a Spell into the Book. When you find a wizard spell Sp e l l c a st in g A b il it y o f 1st level or higher, you can add it to your spellbook if it is Intelligence is your spellcasting ability for your w izard of a level for which you have spell slots and if you can spare spells, since you learn your spells through dedicated the time to decipher and copy it. study and m em orization. You use your Intelligence w hen ever a spell refers to your sp ellcastin g ability. Copying a spell into your spellbook involves reproducing In addition, you use your Intelligence m odifier when the basic form o f the spell, then deciphering the unique setting the saving throw DC for a wizard spell you cast system o f notation used by the wizard who wrote it. You and when m aking an attack roll with one. must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook Spell save D C = 8 + your proficiency bonus + using your own notation. your Intelligence modifier For each level o f the spell, the process takes 2 hours and Spell attack modifier = your proficiency bonus + costs 50 gp. The cost represents material components you your intelligence modifier expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent R it u a l C a st in g this time and money, you can prepare the spell just like your You can cast a w izard spell as a ritual if that spell has other spells. the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared. Replacing the Book. You can copy a spell from your own spellbook into another book— for example, if you want Sp e l l c a st in g Focu s to make a backup copy o f your spellbook. This is just like You can use an arcane focus (found in chapter 5) as a copying a new spell into your spellbook, but faster and easier, spellcasting focus for your w izard spells. since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp L e a r n i n g S p e l l s o f 1s t L e v e l a n d H i g h e r for each level o f the copied spell. Each time you gain a w izard level, you can add two wizard spells of your choice to your spellbook. Each If you lose your spellbook, you can use the same procedure o f these spells must be of a level for w hich you have to transcribe the spells that you have prepared into a new spell slots, as shown on the W izard table. On your spellbook. Filling out the remainder o f your spellbook adventures, you might find other spells that you can add requires you to find new spells to do so, as normal. For this to your spellbook (see the “Your Spellbook” sidebar). reason, many wizards keep backup spellbooks in a safe place. The Book’s Appearance. Your spellbook is a unique compilation o f spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection o f notes scrounged together after you lost your previous spellbook in a mishap.

A rcane R ecovery the ages have cataloged thousands o f spells, grouping them into eight categories called sch ools, as describedYou have learned to regain som e of your magical energy in chapter 10. In som e places, these traditions areby studying your spellbook. O nce per day when you literally sch ools; a w izard m ight study at the S c h o o l o ffinish a short rest, you can ch oose expended spell slots Illusion w hile another studies a cross tow n at the S ch o o lto recover. The spell slots can have a com bined level that o f Enchantm ent. In other institutions, the sch ools areis equal to or less than half your w izard level (rounded m ore like academ ic departments, with rival facultiesup), and none o f the slots can be 6th level or higher. com peting for students and funding. Even w izards who train apprentices in the solitude o f their own towers use For example, if you’re a 4th-level wizard, you can recover the division of m agic into sch ools as a learning device,up to two levels worth o f spell slots. You can recover either since the spells of each school require m astery ofa 2nd-level spell slot or tw o 1st-level spell slots. different techniques.A rcan e T rad itio n S c h o o l of A bju ratio nW hen you reach 2nd level, you ch oose an arcane The S ch ool o f Abjuration em phasizes m agic that blocks,tradition, shaping your practice o f m agic through one banishes, or protects. Detractors o f this sch ool sayo f eight schools: Abjuration, Conjuration, Divination, that its tradition is about denial, negation rather thanEnchantment, Evocation, Illusion, Necrom ancy, positive assertion. You understand, however, that endingor Transmutation, all detailed at the end o f the harmful effects, protecting the w eak, and banishing evilclass description. influences is anything but a p h ilosoph ica l void. It is a proud and respected vocation. Your ch oice grants you features at 2nd level and againat 6th, 10th, and 14th level. Called abjurers, m em bers o f this school are sought w hen baleful spirits require exorcism , w hen importantA b il it y S co re Im pr o v e m e n t locations must be guarded against magical spying, and when portals to other planes o f existence must be closed.W h e n you reach 4th level, and again at 8th, 12th, 16th,and 19th level, you can increase one ability score o f your A b ju r a t io n Sa v a n tchoice by 2, or you can increase tw o ability scores of B egin ning w hen you select this sch ool at 2nd level, theyour ch oice by 1. A s norm al, you ca n ’t in crease an ability gold and time you must spend to copy an abjurationscore above 20 using this feature. spell into your spellbook is halved.Spell M a ste ry A rcane Ward Starting at 2nd level, you can weave m agic aroundAt 18th level, you have achieved such m astery over yourself for protection. W hen you cast an abjurationcertain sp ells that you can cast them at w ill. C h oose a spell o f 1st level or higher, you can sim ultaneously use a1st-level w izard spell and a 2nd-level w izard spell that strand o f the spell’s m agic to create a m agical w ard onare in your sp ellbook . You can cast th ose spells at their yourself that lasts until you finish a long rest. The w ardlowest level without expending a spell slot w hen you has hit points equal to tw ice your w izard level + yourhave them prepared. If you w ant to cast either spell at a Intelligence modifier. W henever you take damage, thehigher level, you must expend a spell slot as norm al. w ard takes the damage instead. If this damage reduces the w ard to 0 hit points, you take any rem aining dam age. By spending 8 hours in study, you can exchange oneor both o f the spells you chose for different spells of W h ile the w ard has 0 hit points, it ca n ’t absorbthe sam e levels. dam age, but its m agic rem ains. W h enever you cast an abjuration spell o f 1st level or higher, the w ard regains aSig n atu r e Spells num ber o f hit points equal to tw ice the level o f the spell.W hen you reach 20th level, you gain m astery over two O n ce you create the w ard, you can't create it againpow erful spells and can cast them with little effort. until you finish a long rest.C h oose tw o 3rd-level w izard spells in your spellbookas your signature spells. You always have these spells P rojected W ardprepared, they don’t count against the num ber o f spells Starting at 6th level, w h en a creature that you can seeyou have prepared, and you can cast each o f them on ce at within 30 feet of you takes damage, you can use your3rd level without expending a spell slot. W hen you do so, reaction to cause your A rcane W ard to absorb thatyou can’t do so again until you finish a short or long rest. dam age. If this dam age red u ces the w ard to 0 hit points, the warded creature takes any remaining damage. If you w ant to cast either spell at a higher level, youmust expend a spell slot as normal. Im p r o v e d A b ju r a t io n B egin ning at 10th level, w hen you cast an abjurationA rcane T raditions spell that requires you to m ake an ability check as a part o f casting that spell (as in counterspell andThe study o f w izardry is ancient, stretching back to dispel magic), you add your proficiency bon u s to thatthe earliest m ortal discov eries o f m agic. It is firmly ability check.established in the w orlds o f D&D, with varioustraditions dedicated to its com plex study. The m ost com m on arcane traditions in the multiverserevolve around the schools of m agic. W izards through

Spell R e sista n c e object that you have seen. The object is visibly magical,Starting at 14th level, you have advantage on saving radiating dim light out to 5 feet.throws against spells. The object disappears after 1 hour, when you use this Furthermore, you have resistance against the feature again, or if it takes any dam age.damage of spells. B e n ig n T r a n s p o s it io nSch o o l of C o n ju ratio n Starting at 6th level, you can u se your action to teleport up to 30 feet to an unoccupied space that you can see.A s a conjurer, you favor spells that produce objects Alternatively, you can ch oose a space within rangeand creatures out o f thin air. You can conjure billow ing that is occu p ied by a Sm all or M edium creature. If thatclouds of killing fog or sum m on creatures from creature is willing, you both teleport, sw apping places.elsewhere to fight on your behalf. As your masterygrows, you learn spells of transportation and can O nce you u se this feature, you c a n ’t u se it again untilteleport yourself across vast distances, even to other you finish a long rest or you cast a conjuration spell ofplanes o f existence, in an instant. 1st level or higher.C o n ju r a t io n Sa va n t Fo cu sed C o n ju r a t io nB egin ning w hen you select this sc h o o l at 2nd level, the B egin ning at 10th level, w hile you are concentrating ongold and time you must spend to copy a conjuration spell a conjuration spell, your concentration can’t be brokeninto your spellbook is halved. as a result of taking damage.M in o r C o n ju r a t io n D u ra b le Su m m o n sStarting at 2nd level w hen you select this sch ool, you Starting at 14th level, any creature that youcan use your action to conjure up an inanimate object sum m on or create with a conjuration spell has 30in your hand or on the ground in an unoccupied space tem porary hit points.that you can see w ithin 10 feet o f you. This object can beno larger than 3 feet on a side and weigh no m ore than Sch o o l of D iv in atio n10 pou nds, and its form m ust be that o f a nonm agical The counsel o f a diviner is sought by royalty and com m oners alike, for all seek a clearer understanding o f the past, present, and future. A s a diviner, you strive to part the veils o f space, time, and consciousness so that you can see clearly. You w ork to master spells of discernment, remote viewing, supernatural knowledge, and foresight. D iv in a t io n Sa v a n t B egin ning w hen you select this sch o o l at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved. Portent Starting at 2nd level w hen you c h o o s e this sch ool, glim pses o f the future begin to press in on your awareness. W hen you finish a long rest, roll tw o d20s and record the num bers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one o f these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this w ay only on ce per turn. Each foretelling roll can be used only once. W hen you finish a long rest, you lose any unused foretelling rolls. Exp e r t D iv in a t io n B egin ning at 6th level, casting divination sp ells co m e s s o easily to you that it expends only a fraction o f your spellcasting efforts. W hen you cast a divination spell o f 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level. T h e T h ir d Eye Starting at 10th level, you can use your action to increase your pow ers o f perception. W hen you do so,

ch oose one o f the follow ing benefits, w hich lasts until On a su ccessfu l save, you can’t use this feature on theyou are incapacitated or you take a short or long rest. attacker again until you finish a long rest.You can’t use the feature again until you finish a rest. You must ch oose to use this feature before knowing Darkvision. You gain darkvision out to a range o f 60 w hether the attack hits or m isses. Creatures that can’tfeet, as described in chapter 8. be charm ed are im m une to this effect. E thereal Sight. You can see into the Ethereal Plane Sp l it E n c h a n t m e n twithin 60 feet of you. Starting at 10th level, w hen you cast an enchantm ent spell o f 1st level or higher that targets only one creature, Greater Comprehension. You can read any language. you can have it target a se co n d creature. S ee Invisibility. You can see invisible creatures andobjects within 10 feet o f you that are within line o f sight. A lte r M e m o r ie s At 14th level, you gain the ability to m ake a creatureG reater Portent unaw are o f your m agical influence on it. W h en you castStarting at 14th level, the vision s in your dream s an enchantment spell to charm one or m ore creatures,intensify and paint a m ore accurate picture in your mind you can alter on e creatu re’s understanding s o that ito f what is to com e. You roll three d20s for your Portent remains unaware of being charmed.feature, rather than two. Additionally, once before the spell expires, you canSch ool of En ch an tm en t use your action to try to make the chosen creature forget som e o f the tim e it spent charm ed. The creatureAs a m em ber of the School of Enchantment, you have must succeed on an Intelligence saving throw againsthoned your ability to magically entrance and beguile your w izard spell save DC or lose a number of hoursother people and monsters. Som e enchanters are o f its m em ories equal to 1 + your Charism a m odifierpeacem akers w h o bew itch the violent to lay dow n their (m inim um 1). You can m ake the creature forget lessarm s and charm the cruel into show ing mercy. Others time, and the am ount o f time can’t exceed the durationare tyrants w ho m agically bind the unwilling into their of your enchantment spell.service. M ost enchanters fall som ew h ere in betw een. Sch o o l of Evo catio nE n c h a n t m e n t Sa v a n tB egin ning w hen you select this sch o o l at 2nd level, the You focus your study on m agic that creates pow erfulgold and time you must spend to copy an enchantment elemental effects such as bitter cold, searing flame,spell into your sp ellbook is halved. rolling thunder, crackling lightning, and burning acid. S om e evokers find em ploym ent in military forces,H y p n o t ic G aze serving as artillery to blast enem y arm ies from afar.Starting at 2nd level w hen you c h o o s e this sch ool, your Others use their spectacular pow er to protect the weak,soft w ords and enchanting gaze can magically enthrall while som e seek their ow n gain as bandits, adventurers,another creature. A s an action, ch oose one creature that or aspiring tyrants.you can see within 5 feet of you. If the target can see orhear you, it must su cce e d on a W isd om saving throw Ev o c a t io n Sa v a n tagainst your wizard spell save DC or be charm ed by you B egin ning w hen you select this sch o o l at 2nd level, theuntil the end o f your next turn. The charm ed creature’s gold and time you must spend to copy an evocation spellspeed drops to 0, and the creature is incapacitated and into your spellbook is halved.visibly dazed. Sc u l p t Spells On subsequent turns, you can use your action to B egin ning at 2nd level, you can create pock ets o fm aintain this effect, extending its duration until the relative safety within the effects o f your evocation spells.end o f your next turn. However, the effect ends if you W hen you cast an evocation spell that affects otherm ove m ore than 5 feet away from the creature, if the creatures that you can see, you can ch oose a numbercreature can neither see nor hear you, or if the creature of them equal to 1 + the spell’s level. T he chosentakes damage. creatures automatically succeed on their saving throws against the spell, and they take no damage if they would O nce the effect ends, or if the creature su cceed s on its norm ally take half dam age on a successful save.initial saving throw against this effect, you can ’t use thisfeature on that creature again until you finish a long rest. Po t e n t C a n t r ip Starting at 6th level, your dam aging cantrips affectIn st in c t iv e C h a r m even creatures that avoid the brunt o f the effect. W henB egin ning at 6th level, w hen a creature you can see a creature succeeds on a saving throw against yourwithin 30 feet of you m akes an attack roll against cantrip, the creature takes h alf the cantrip’s dam age (ifyou, you can use your reaction to divert the attack, any) but suffers no additional effect from the cantrip.provided that another creature is w ithin the attack’srange. The attacker must make a W isdom saving throw E m po w ered Ev o c a t io nagainst your w izard spell save DC. On a failed save, B egin ning at 10th level, you can add your Intelligencethe attacker must target the creature that is closest m odifier to the damage roll of any w izard evocationto it, not including you or itself. If multiple creatures spell you cast.are closest, the attacker ch ooses w hich one to target.

O verchannel choice. The cantrip doesn’t count against your numberStarting at 14th level, you can in crease the pow er o f of cantrips known.your simpler spells. W hen you cast a wizard spell of5th level or lower that deals damage, you can deal W h en you cast minor illusion, you can create both am axim um dam age with that spell. sound and an im age with a single casting o f the spell. The first time you do so, you suffer no adverse effect. M a l l e a b l e I llu sio n sIf you use this feature again before you finish a long Starting at 6th level, w hen you cast an illusion spell thatrest, you take 2 d 12 necrotic dam age for each level of has a duration of 1 minute or longer, you can use yourthe spell, im m ediately after you cast it. E ach tim e you action to change the nature o f that illusion (using theuse this feature again before finishing a long rest, the sp ell’s n orm al param eters for the illusion), provided thatn ecrotic dam age per spell level in creases by 1d 12. This you can see the illusion.dam age ignores resistance and immunity. Illu so ry SelfS c h o o l of Illu sio n B egin ning at 10th level, you can create an illusory duplicate o f yourself as an instant, almost instinctualYou focus your studies on m agic that dazzles the reaction to danger. W hen a creature m akes an attacksenses, befuddles the mind, and tricks even the w isest roll against you, you can use your reaction to interposefolk. Your m agic is subtle, but the illusions crafted by the illusory duplicate betw een the attacker andyour keen m ind make the im possible seem real. Som e yourself. The attack automatically m isses you, then theillusionists—including m any gnom e w izards—are illusion dissipates.benign tricksters w ho use their spells to entertain.Others are m ore sinister masters of deception, using O nce you u se this feature, you ca n ’t u se it again untiltheir illusions to frighten and fool others for their you finish a short or long rest.personal gain. Illu so ry R e a l it yIl l u sio n Sa v a n t By 14th level, you have learned the secret o f w eavingB egin ning w hen you select this sch o o l at 2nd level, the shadow m agic into your illusions to give them a sem i-gold and time you must spend to copy an illusion spell reality. W h en you cast an illusion spell o f 1st level orinto your spellbook is halved. higher, you can ch oose one inanimate, nonm agical object that is part o f the illusion and m ake that objectI m pr o v e d M in o r Illu sio n real. You can do this on your turn as a bonus actionW h en you c h o o s e this sch ool at 2nd level, you learn while the spell is ongoing. The object rem ains real forthe minor illusion cantrip. If you already k n ow this 1 minute. For example, you can create an illusion o f acantrip, you learn a different w izard cantrip o f your bridge over a chasm and then m ake it real long en ough for your allies to cross. The object can’t deal dam age or otherwise directly harm anyone. Sch ool of N ecrom an cy The School of N ecrom ancy explores the cosm ic forces o f life, death, and undeath. A s you focus your studies in this tradition, you learn to manipulate the energy that anim ates all living things. As you progress, you learn to sap the life force from a creature as your m agic destroys its body, transform ing that vital energy into m agical pow er you can manipulate. Most people see necrom ancers as menacing, or even villainous, due to the close association with death. Not all necrom ancers are evil, but the forces they manipulate are considered taboo by many societies. N e c r o m a n c y Sa va n t B egin ning w hen you select this sch o o l at 2nd level, the gold and time you must spend to copy a necrom ancy spell into your spellbook is halved. G r im H a r v e st At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. O nce per turn when you kill one or m ore creatures w ith a spell of 1st level or higher, you regain hit poin ts equal to tw ice the sp ell’s level, or three tim es its level if the spell b elon gs to the S ch ool o f N ecrom ancy. You don ’t gain this benefit for killing constructs or undead.

U ndead T hralls you spend perform ing the procedure, you can transformAt 6th level, you add the animate dead spell to your up to 1 cubic foot o f material. After 1 hour, or until yousp ellb ook if it is not there already. W h en you cast lose your concentration (as if you w ere concentrating onanimate dead, you can target one additional corp se a spell), the material reverts to its original substance.or pile of bones, creating another zom bie or skeleton,as appropriate. T r a n s m u t e r ’s St o n e Starting at 6th level, you can spend 8 hours creating a W henever you create an undead using a necrom ancy transm uter’s stone that stores transmutation m agic. Youspell, it has additional benefits: can benefit from the stone y ou rself or give it to another creature. A creature gains a benefit of your choice• T h e creatu re’s hit point m axim u m is in creased by an as long as the stone is in the creature’s possession. am ount equal to your w izard level. W hen you create the stone, ch oose the benefit from the following options:• T h e creature adds your proficiency bon u s to its w eapon dam age rolls. • Darkvision out to a range o f 60 feet, as described in chapter 8Inured to U ndeathB egin n in g at 10th level, you have resistan ce to n ecrotic • An increase to speed o f 10 feet w hile the creature isdam age, and your hit point m axim u m can't be reduced. u nencum beredYou have spent so much time dealing with undead andthe forces that anim ate them that you have b ecom e • Proficiency in Constitution saving throwsinured to som e of their w orst effects. • R esistan ce to acid, cold, fire, lightning, or thunderC om m and Undead damage (your choice whenever you ch oose thisStarting at 14th level, you can use m a gic to bring benefit)undead under your control, even those created by otherw izards. A s an action, you can ch oose one undead that Each time you cast a transmutation spell o f 1st levelyou can see within 60 feet of you. That creature must or higher, you can change the effect o f your stone if themake a Charisma saving throw against your wizard stone is on your person.spell save DC. If it su cceed s, you ca n ’t u se this featureon it again. If it fails, it b e c o m e s friendly to you and If you create a n ew transm uter’s stone, the previousobeys your com m ands until you use this feature again. one ceases to function. Intelligent undead are harder to control in this way. Sh a p e c h a n g e rIf the target has an Intelligence o f 8 or higher, it has At 10th level, you add the polymorph spell to youradvantage on the saving throw. If it fails the saving sp ellbook , if it is not there already. You can castth row and h as an Intelligence o f 12 or higher, it can polymorph without expending a spell slot. W h en yourepeat the saving th row at the end o f every h our until it do so, you can target only yourself and transform into asucceeds and breaks free. beast w hose challenge rating is 1 or lower.Sch o o l of T ran sm u tatio n O nce you cast polymorph in this way, you ca n ’t do so again until you finish a short or long rest, though youYou are a student of spells that m odify energy and matter. can still cast it n orm ally using an available spell slot.To you, the w orld is not a fixed thing, but eminentlymutable, and you delight in being an agent o f change. M aster T ransm uterYou wield the raw stuff o f creation and learn to alter both Starting at 14th level, you can u se your action tophysical form s and mental qualities. Your m agic gives consum e the reserve of transmutation m agic storedyou the tools to b e co m e a smith on reality’s forge. w ithin your transm uter’s stone in a single burst. W hen you do so, choose one of the following effects. Your Som e transmuters are tinkerers and pranksters, transm uter’s stone is destroyed and ca n ’t be rem adeturning people into toads and transform ing copper into until you finish a long rest.silver for fun and occasional profit. Others pursue theirm agical studies with deadly seriousness, seeking the Major Transformation. You can transm ute onepow er o f the gods to m ake and destroy worlds. n on m agica l ob ject—no larger than a 5-foot cu b e —into another nonm agical object of similar size and m ass andT r a n s m u t a t io n Sa v a n t o f equal or lesser value. You must spend 10 minutesB egin ning w hen you select this sc h o o l at 2nd level, the h andling the ob ject to transform it.gold and time you must spend to copy a transmutationspell into your spellbook is halved. Panacea. You rem ove all curses, diseases, and poisons affecting a creature that you touch with the transm uter’sM in o r A lc h e m y stone. The creature also regains all its hit points.Starting at 2nd level w hen you select this sch ool, youcan tem porarily alter the physical properties o f one Restore Life. You cast the raise dead spell on an onm agical object, changin g it from on e su bstance into creature you touch with the transm uter’s stone, withoutanother. You perform a special alchem ical procedure expending a spell slot or needing to have the spell inon one object com posed entirely o f w ood, stone (but not your spellbook.a gem stone), iron, copper, or silver, transform ing it intoa different one o f those materials. For each 10 minutes Restore Youth. You touch the transm uter’s stone to a w illing creature, and that creatu re’s apparent age is red u ced by 3 d 10 years, to a m inim um o f 13 years. This effect d oesn ’t extend the creatu re’s lifespan.

C hapter 4: Per so n a lity a n d Back g r o u n d CHARACTERS ARE DEFINED BY MUCH MORE THAN You don’t need to be confined to binary notions of their race and class. They’re individuals with sex and gender. The elf god Corellon Larethian is often their ow n stories, interests, connections, and seen as androgynous or hermaphroditic, for example, capabilities beyond those that class and race and som e elves in the m ultiverse are m ade in C orellon ’s define. This chapter expounds on the details image. You could also play a female character w ho that distinguish characters from on e another, presents h erself as a man, a m an w ho feels trapped in aincluding the basics o f name and physical description, female body, or a bearded female dwarf w ho hates beingthe rules of backgrounds and languages, and the finer m istaken for a male. Likew ise, your character’s sexualpoints of personality and alignment. orientation is for you to decide.C h ar acter D etails H eig h t a n d W eig h tYour character’s nam e and physical description might You can d ecide your character’s height and weight,be the first things that the other players at the table using the information provided in your race descriptionlearn about you. It’s w orth thinking about h ow these or on the Random Height and W eight table. Think aboutcharacteristics reflect the character you have in mind. w hat your character’s ability s c o r e s m ight say about his or her height and weight. A w eak but agile characterNam e might be thin. A strong and tough character might be tall or just heavy.Your character’s race description includes sam plenam es for m em bers o f that race. Put som e thought into If you want to, you can roll random ly for youryour nam e even if y ou ’re ju st pickin g on e from a list. character’s height and w eight using the R andom Height and W eight table. The dice roll given in the HeightSex M odifier colum n determ ines the character’s extra height (in inches) beyond the base height. That sam eYou can play a male or fem ale character without gaining n um ber m ultiplied by the d ice roll or quantity given inany special benefits or hindrances. Think about how the W eight M odifier colum n determ ines the character’syour character does or does not conform to the broader extra weight (in pounds) beyond the base weight.culture’s expectations o f sex, gender, and sexualbehavior. For example, a male drow cleric defies the Ra n d o m H e ig h t a n d W e ig h ttraditional gender divisions o f drow society, which couldbe a reason for your character to leave that society and Race Base Height Base Weightcom e to the surface. Human Height Modifier Weight Modifier Dwarf, hill 4'8\" + 2 d 10 110 lb. x (2d4) lb. T ika a n d A r tem is: C o n t r a s t in g C h ara c ters Dwarf, mountain 3'8” +2d4 115 lb. x (2d6) lb. The details in this chapter make a big difference in setting Elf, high 4' +2d4 130 lb. x (2d6) lb. your character apart from every other character. Consider the Elf, wood 4’6\" + 2 d 10 90 lb. x (1d4) lb. following two human fighters. Elf, drow 4'6\" + 2 d 10 100 lb. x (1d4) lb. Halfling 4 '5 \" +2d6 75 lb. x (1d6) lb. Hailing from the Dragonlance setting, Tika Waylan was a Dragonborn 2'7\" +2d4 35 lb. x 1 lb. brash teenager who had a rough childhood. The daughter of Gnome 5'6\" +2d8 175 lb. x (2d6) lb. a thief, she ran away from home and practiced her father’s Half-elf 2' 11\" +2d4 35 lb. x 1 lb. trade on the streets o f Solace. When she tried to rob the Half-orc 4'9\" +2d8 110 lb. x (2d4) lb. proprietor o f the Inn o f the Last Home, he caught her and Tiefling 4 '1 0 \" +2d10 140 lb. x (2d6) lb. took her under his wing, giving her a job as a barmaid. But 4 '9 \" +2d8 110 lb. x (2d4) lb. when the dragonarmies laid waste to the town o f Solace and destroyed the inn, necessity forced Tika into adventure For example, as a human, Tika has a height o f 4 feet 8 alongside the friends she’d known from her childhood. Her in ch es plus 2 d 10 inches. H er player rolls 2 d 10 and gets skill as a fighter (a frying pan remains one o f her favorite a total o f 12, s o Tika stands 5 feet 8 in ch es tall. Then weapons) combined with her history on the streets gave her the player u ses that sam e roll o f 12 and m ultiplies it by skills invaluable in her adventuring career. 2d4 pounds. Her 2d4 roll is 3, so Tika w eighs an extra 36 pounds ( 1 2 x 3) on top o f her base 110 pounds, for a Artemis Entreri grew up on the streets of Calimport in the total o f 146 pounds. Forgotten Realms. He used his wits, strength, and agility to carve out his own territory in one o f the city's hundreds O th er P h ysica l C h aracteristics o f poor shanty towns. After several years, he attracted the notice o f one o f the most powerful thieves’ guilds in the city, You ch oose your character’s age and the color of and he ascended the ranks o f the guild quickly despite his his or her hair, eyes, and skin. To add a touch of youth. Artemis became the favored assassin of one of the distinctiveness, you might want to give your character city’s pashas, who sent him to far-off Icewind Dale to recover an unusual or memorable physical characteristic, such some stolen gems. He’s a professional killer, constantly as a scar, a limp, or a tattoo. challenging himself to improve his skills. Tika and Artemis are both human and both fighters (with some experience as rogues), possessing similarly high Strength and Dexterity scores, but there the similarity ends.

Tika a n d A r tem is: C h a ra cter D etails doin g w hat seem s best at the tim e. Lizardfolk, m ost Consider how the names Tika Waylan and Artemis Entreri druids, and many hum ans are neutral. set these characters apart from each other and reflect their personalities. Tika is a young woman determined to prove Chaotic neutral (CN) creatures follow their w him s, that she's not just a kid any more, and her name makes her holding their personal freedom above all else. sound young and ordinary. Artemis Entreri comes from an Many barbarians and rogues, and som e bards, are exotic land and carries a more mysterious name. chaotic neutral. Tika is nineteen years old at the start of her adventuring Lawful evil (LE) creatures m ethodically take what they career and has auburn hair, green eyes, fair skin with freckles, want, within the limits o f a cod e o f tradition, loyalty, or and a mole on her right hip. Artemis is a small man, compact order. Devils, blue dragons, and hobgoblins are lawful evil. and all wiry muscle. He has angular features and high cheekbones, and he always seems in need o f a shave. His Neutral evil (N E ) is the alignm ent o f th ose w ho do raven-black hair is thick and full, but his eyes are gray and whatever they can get away with, without com passion or lifeless— betraying the emptiness of his life and soul. qualms. Many drow, som e cloud giants, and yugoloths are neutral evil.A lig n m en t Chaotic evil (CE) creatu res act w ith arbitraryA typical creature in the w orlds o f D u n g e o n s & violence, spurred by their greed, hatred, or bloodlust.D r a g o n s has an alignment, which broadly describes D em on s, red dragons, and orc s are chaotic evil.its m oral and personal attitudes. Alignm ent is acombination of two factors: one identifies morality A lig n m e n t in th e M ultiverse(good, evil, or neutral), and the other describes For many thinking creatures, alignment is a moralattitudes toward society and order (lawful, chaotic, choice. Humans, dwarves, elves, and other humanoidor neutral). Thus, nine distinct alignments define the races can choose whether to follow the paths o f good orpossible combinations. evil, law or chaos. A ccordin g to myth, the good-aligned gods w ho created these races gave them free will to T hese brief sum m aries of the nine alignments ch oose their moral paths, know ing that good withoutdescribe the typical behavior o f a creature with that free will is slavery.alignment. Individuals might vary significantly fromthat typical behavior, and few people are perfectly and The evil deities w ho created other races, though, madeconsistently faithful to the precepts o f their alignment. those races to serve them. T hose races have strong inborn tendencies that match the nature o f their gods. Lawful good (LG) creatures can be counted on to do M ost orcs share the violent, savage nature o f the orcthe right thing as expected by society. G old dragons, god, Gruumsh, and are thus inclined toward evil. Even ifpaladins, and m ost dwarves are lawful good. an orc c h o o s e s a g o o d alignm ent, it stru ggles against its innate ten den cies for its entire life. (Even h alf-orcs feel Neutral good (NG) folk do the best they can to help the lingering pull o f the orc g o d ’s influence.)others according to their needs. Many celestials, som ecloud giants, and m ost gnom es are neutral good. Alignment is an essential part o f the nature of celestials and fiends. A devil does not ch oose to be Chaotic good (CG) creatures act as their conscien ce lawful evil, and it d oesn ’t tend tow ard lawful evil, butdirects, with little regard for what others expect. Copper rather it is lawful evil in its essen ce. If it som eh owdragons, many elves, and unicorns are chaotic good. cea sed to b e law ful evil, it w ou ld ce a se to be a devil. Lawful neutral (LN ) individuals act in a ccord a n ce M ost creatures that lack the capacity for rationalw ith law, tradition, or p erson al cod es. M any m on k s and thought do not have alignm ents—they are unaligned.som e w izards are lawful neutral. Such a creature is incapable o f m aking a moral or ethical choice and acts according to its bestial nature. Neutral (N) is the alignment o f those w ho prefer to Sharks are savage predators, for example, but they aresteer clear of m oral questions and don’t take sides, not evil; they have no alignment.D w a r v is h S c r ip t : S a m p l e A l p h a b e t

L anguages Tika and A rtemis: A lignm ent Tika Waylan is neutral good, fundamentally good-heartedYour race indicates the languages your character can and striving to help others where she can. Artemis is lawfulspeak by default, and your background might give you evil, unconcerned with the value o f sentient life but at leastaccess to one or m ore additional languages o f your professional in his approach to murder.choice. Note these languages on your character sheet. As an evil character, Artemis is not an ideal adventurer. He C hoose your languages from the Standard Languages began his career as a villain, and only cooperates with heroestable, or ch oose one that is com m on in your cam paign. when he must— and when it’s in his own best interests. InW ith your D M ’s perm ission , you can instead c h o o s e a most games, evil adventurers cause problems in groupslanguage from the Exotic Languages table or a secret alongside others who don’t share their interests and objectives.language, such as thieves’ cant or the tongue of druids. Generally, evil alignments are for villains and monsters. Som e of these languages are actually families P erson al C h aracteristicso f languages with many dialects. For example, thePrim ordial language includes the Auran, Aquan, Ignan, F lesh in g out your character’s personality—the array o fand Terran dialects, one for each of the four elemental traits, m annerism s, habits, beliefs, and flaws that giveplanes. Creatures that speak different dialects o f the a p erson a unique identity—w ill help you brin g himsam e language can com m unicate with one another. or her to life as you play the game. Four categories o f characteristics are presented here: personality traits,St a n d a r d La n g u a g e s ideals, bonds, and flaws. Beyond those categories, think about your character’s favorite w ord s or phrases,Language Typical Speakers Script tics and habitual gestures, vices and pet peeves, andCommon Humans Common whatever else you can imagine.Dwarvish Dwarves DwarvishElvish Elves Elvish Each background presented later in this chapterGiant Ogres, giants Dwarvish includes suggested characteristics that you can useGnomish Gnomes Dwarvish to spark your im agination. Y ou’re not bou n d to th oseGoblin Goblinoids Dwarvish options, but they’re a g ood starting point.Halfling Halflings CommonOrc Orcs Dwarvish P e r s o n a l it y T r a it s Give your character tw o personality traits. PersonalityEx o t ic La n g u a g e s traits are small, simple ways to help you set your character apart from every other character. YourLanguage Typical Speakers Script personality traits should tell you som ething interestingAbyssal Demons Infernal and fun about your character. They should be self-Celestial Celestials Celestial descriptions that are specific about what m akes yourDraconic Dragons, Draconic character stand out. “I’m sm art” is not a g o o d trait, dragonborn b eca u se it d escrib es a lot o f characters. “I’ve read everyDeep Speech Mind flayers, --- book in Candlekeep” tells you som ething specific about beholders your character’s interests and disposition.Infernal Devils InfernalPrimordial Elementals Dwarvish Personality traits might describe the things yourSylvan Fey creatures Elvish character likes, his or her past accom plishm ents, thingsUndercommon Underdark traders Elvish your character dislikes or fears, your character’s self- attitude or m annerism s, or the influence o f his or her ability scores.E l v ish S c r ip t : S a m p l e A l p h a b e t

T ika an d A rtem is: Perso n al C h aracteristics Ideals Tika and Artemis have distinct personality traits. Tika Waylan D escribe one ideal that drives your character. Your ideals dislikes boastfulness and has a fear of heights resulting are the things that you believe in m ost strongly, the from a bad fall during her career as a thief. Artemis Entreri fundamental moral and ethical principles that com pel you is always prepared for the worst and moves with a quick, to act as you do. Ideals encom pass everything from your precise confidence. life goals to your core belief system. Consider their ideals. Tika Waylan is innocent, almost Ideals might answer any of these questions: W hat are childlike, believing in the value o f life and the importance of the principles that you will never betray? W hat w ould appreciating everyone. Neutral good in alignment, she cleaves prom pt you to m ake sacrifices? W hat drives you to act to ideals o f life and respect. Artemis Entreri never allows and guides your goals and ambitions? W hat is the single his emotions to master him, and he constantly challenges m ost important thing you strive for? himself to improve his skills. His lawful evil alignment gives him ideals o f impartiality and a lust for power. You can ch oose any ideals you like, but your character’s alignm ent is a g o o d place to start defining Tika Waylan’s bond is to the Inn o f the Last Home. The them. Each background in this chapter includes six inn’s proprietor gave her a new chance at life, and her suggested ideals. Five of them are linked to aspects of friendship with her adventuring companions was forged alignment: law, chaos, good, evil, and neutrality. The last during her time working there. Its destruction by the one has m ore to do with the particular background than marauding dragonarmies gives Tika a very personal reason to with moral or ethical perspectives. hate them with a fiery passion. Her bond might be phrased as “ I will do whatever it takes to punish the dragonarmies for B onds the destruction o f the Inn o f the Last Home.” Create one bond for your character. Bonds represent a character’s con n ection s to people, places, and events in Artemis Entreri’s bond is a strange, almost paradoxical the world. They tie you to things from your background. relationship with Drizzt Do’ Urden, his equal in swordplay They might inspire you to heights o f heroism, or lead and grim determination. In his first battle with Drizzt, you to act against your ow n best interests if they are Artemis recognized something o f himself in his opponent, threatened. They can w ork very much like ideals, some indication that if his life had gone differently, he driving a character’s m otivations and goals. might have led a life more like the heroic drow’s. From that moment, Artemis is more than a criminal assassin— he is an Bonds might answer any of these questions: W hom do antihero, driven by his rivalry with Drizzt. His bond might be you care m ost about? To what place do you feel a special phrased as “ I will not rest until I have proved myself better connection? What is your most treasured possession? than Drizzt Do’ Urden.” Your bonds might be tied to your class, your Each o f these characters also has an important flaw. background, your race, or som e other aspect of your Tika Waylan is naive and emotionally vulnerable, younger character’s history or personality. You might also gain than her companions and annoyed that they still think new bonds over the course of your adventures. o f her as the kid they knew years ago. She might even be tempted to act against her principles if she's convinced that F law s a particular achievement would demonstrate her maturity. Finally, ch oose a flaw for your character. Your Artemis Entreri is completely walled off from any personal character’s flaw represents som e vice, com pu lsion, fear, relationship and just wants to be left alone. or w eakn ess—in particular, anything that som eone else could exploit to bring you to ruin or cause you to A useful place to start thinking about personality act against your best interests. M ore significant thantraits is to look at your highest and low est ability s co re s negative personality traits, a flaw might answer anyand define one trait related to each. Either one could be o f these questions: W hat en rages you? W h a t’s the onepositive or negative: you might w ork hard to overcom e a person, concept, or event that you are terrified of? W hatlow score, for example, or be cocky about your high score. are your vices?D r a c o n ic S c rip t : S am ple A lphabet

Inspiration The sample backgrounds in this chapter provide both concrete benefits (features, proficiencies, andInspiration is a rule the D ungeon M aster can use to languages) and roleplaying suggestions.reward you for playing your character in a w ay that’strue to his or her person ality traits, ideal, bond, and flaw. P roficienciesBy using inspiration, you can draw on your personality Each background gives a character proficiency in twotrait o f com passion for the dow ntrodden to give you skills. Skills are d escrib ed in chapter 7.an edge in negotiating with the Beggar P rince. Orinspiration can let you call on your bond to the defense In addition, m ost backgrounds give a characterof your hom e village to push past the effect of a spell proficiency with one or m ore tools. Tools and toolthat has been laid on you. proficien cies are detailed in chapter 5.G a in in g In spiratio n If a character would gain the sam e proficiency from two different sources, he or she can ch oose a differentYour DM can choose to give you inspiration for a variety proficiency o f the sam e kind (skill or tool) instead.o f reason s. Typically, D M s award it w hen you playout your personality traits, give in to the drawbacks Languagespresented by a flaw or bond, and otherwise portray your Som e backgrounds also allow characters to learncharacter in a com pelling way. Your DM w ill tell you additional languages beyond those given by race.how you can earn inspiration in the game. S ee “Languages” earlier in this chapter. You either have inspiration or you don ’t—you ca n ’t E qu ipm en tstockpile multiple “inspirations” for later use. Each background provides a package of starting equipment. If you use the optional rule from chapter 5U sing In spir a tio n to spend coin on gear, you do not receive the starting equipment from your background.If you have inspiration, you can expend it w hen you m akean attack roll, saving throw, or ability check. Spending Su ggested C h a r a c t e r ist ic syour inspiration gives you advantage on that roll. A background contains suggested personal characteristics based on your background. You can Additionally, if you have inspiration, you can reward pick characteristics, roll dice to determineanother player for good roleplaying, clever thinking, them randomly, or use the suggestionsor simply doing som ething exciting in the game. as inspiration for characteristics ofW hen another player character d oes som ething that your ow n creation.really contributes to the story in a fun and interestingway, you can give up your inspiration to give that C u sto m izin g acharacter inspiration. Background You might want to tweakBackgroun ds som e of the features of a ba ckgrou n d s o it betterEvery story has a beginning. Your character’s fits your characterbackground reveals w here you cam e from, how you or the campaignbecam e an adventurer, and your place in the world. setting. To custom izeYour fighter might have been a courageous knight or a a background, you cangrizzled soldier. Your w izard could have been a sage or replace one featurean artisan. Your rogue might have gotten by as a guild with any other one,thief or com m anded audiences as a jester. choose any two skills, and choose Choosing a background provides you with important a total of two toolstory c u e s about your character’s identity. T h e m ost proficiencies orim portant question to ask about your back grou n d is languages from thewhat changed? W h y did you stop doin g w hatever your sample backgrounds.background describes and start adventuring? W here You can either usedid you get the m on ey to pu rch ase your starting gear, or, the equipmentif you com e from a w ealthy background, why don't you package from yourhave more money? H ow did you learn the skills o f your background or spendclass? W hat sets you apart from ordinary people who coin on gear asshare your background? described in chapter 5. (If you spend T ik a a n d A r t e m is: Ba c k g r o u n d s coin, you can’t also Tika Waylan and Artemis Entreri both lived their earliest years take the equipment as street urchins. Tika’s later career as a barmaid didn’t really package suggested change her, so she might choose the urchin background, for your class.) gaining proficiency in the Sleight of Hand and Stealth skills, Finally, ch oose and learning the tools of the thieving trade. Artemis is more two personality defined by his criminal background, giving him skills in Deception and Stealth, as well as proficiency with the tools of thievery and poison.

traits, on e ideal, on e bond, and on e flaw. If you ca n ’t find d8 Personality Trait a feature that m atches your desired background, w ork 1 I idolize a particular hero o f my faith, and constantlywith your DM to create one. refer to that person’s deeds and example.A colyte 3 I see omens in every event and action. The gods try toYou have spent your life in the serv ice o f a tem ple speak to us, we just need to listento a specific god or pantheon o f gods. You act as anintermediary betw een the realm o f the holy and the 4 Nothing can shake my optimistic attitude.mortal world, perform ing sacred rites and offering 5 I quote (or misquote) sacred texts and proverbs insacrifices in order to conduct w orshipers into thepresence o f the divine. You are not necessarily a almost every situation.cleric-p erform in g sacred rites is not the sam e thing as 6 I am tolerant (or intolerant) o f other faiths and respectchanneling divine power. (or condemn) the worship o f other gods. Choose a god, a pantheon of gods, or som e other 7 I've enjoyed fine food, drink, and high society amongquasi-divine being from am ong those listed in appendixB or those specified by your DM, and work with your my temple’s elite. Rough living grates on me.DM to detail the nature of your religious service. 8 I’ve spent so long in the temple that I have littleW ere you a lesser functionary in a temple, raised fromchildhood to assist the priests in the sacred rites? Or practical experience dealing with people in the outsidewere you a high priest w ho suddenly experienced a call world.to serve your god in a different way? Perhaps you w erethe leader o f a sm all cult outside of any established d6 Idealtemple structure, or even an occult group that served a 1 Tradition. The ancient traditions o f worship andfiendish master that you now deny. sacrifice must be preserved and upheld. (Lawful)Skill Proficiencies: Insight, Religion 2 Charity. I always try to help those in need, no matterLanguages: Two o f your choiceEquipment: A holy sym bol (a gift to you w hen you what the personal cost. (Good) 3 Change. We must help bring about the changes the entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of com m on gods are constantly working in the world. (Chaotic) clothes, and a belt pouch containing 15 gp 4 Power. I hope to one day rise to the top of my faith’sF e a t u r e : S h e l t e r o f t h e Fa i t h f u l religious hierarchy. (Lawful)As an acolyte, you com m and the respect of those who 5 Faith. I trust that my deity will guide my actions, I haveshare your faith, and you can perform the religiouscerem on ies o f your deity. You and your adventuring faith that if I work hard, things will go well. (Lawful)com panions can expect to receive free healing and 6 Aspiration. I seek to prove myself worthy o f my god’scare at a temple, shrine, or other established presen ceo f your faith, though you must provide any material favor by matching my actions against his or hercom ponents needed for spells. Those w ho share teachings. (Any)your religion w ill support you (but only you) at am odest lifestyle. d6 Bond 1 I would die to recover an ancient relic o f my faith that You might also have ties to a specific temple dedicatedto your chosen deity or pantheon, and you have a was lost long ago.residence there. This could be the temple w here you 2 Iwill someday get revenge on the corrupt templeu sed to serve, if you rem ain on g ood term s w ith it, or atemple where you have found a new hom e. W hile near hierarchy who branded me a heretic.your temple, you can call upon the priests for assistance, 3 I owe my life to the priest who took me in when myprovided the assistance you ask for is not hazardous andyou remain in good standing with your temple. parents died. 4 Everything I do is for the common people.Su gg ested C h a r a c t e r ist ic s 5 I will do anything to protect the temple where I served.A colytes are shaped by their experien ce in tem ples 6 I seek to preserve a sacred text that my enemiesor other religious com m unities. Their study of thehistory and tenets o f their faith and their relationships consider heretical and seek to destroy.to temples, shrines, or hierarchies affect theirm annerism s and ideals. Their flaws might be som e d6 Flawhidden hypocrisy or heretical idea, or an ideal or bond 1 Ijudge others harshly, and myself even more severely.taken to an extreme. 2 I put too much trust in those who wield power within my temple’s hierarchy. 3 My piety sometimes leads me to blindly trust those that profess faith in my god. 4 I am inflexible in my thinking. 5 I am suspicious o f strangers and expect the worst of them. 6 Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.

C harlatan d8 Personality Trait 1 I fall in and out o f love easily, and am always pursuingYou have always had a way with people. You knowwhat m akes them tick, you can tease out their hearts' someone.desires after a few minutes of conversation, and with a 2 I have a joke for every occasion, especially occasionsfew leading questions you can read them like they w erechildren 's book s. It’s a useful talent, and on e that you ’re where humor is inappropriate.perfectly willing to use for your advantage. 3 Flattery is my preferred trick for getting what I want. 4 I’m a born gambler who can't resist taking a risk for a You know what people want and you deliver, or rather,you prom ise to deliver. C om m on sense should steer potential payoff.people away from things that sound too good to be true, 5 I lie about almost everything, even when there’s nobut com m on sen se seem s to be in short supply w henyou’re around. The bottle o f pink-colored liquid will good reason to.surely cure that unseem ly rash, this ointment—nothing 6 Sarcasm and insults are my weapons o f choice.m ore than a bit o f fat with a sprinkle o f silver dust—can 7 I keep multiple holy symbols on me and invokerestore youth and vigor, and there’s a bridge in the citythat just happens to be for sale. T h ese marvels sound whatever deity might come in useful at any givenimplausible, but you make them sound like the real deal. moment. 8 I pocket anything I see that might have some value.Skill Proficiencies: D eception, Sleight o f HandTool Proficiencies: D isgu ise kit, forgery kit d6 IdealEquipment: A set o f fine clothes, a disgu ise kit, tools 1 Independence. I am a free spirit— no one tells me what o f the con o f your ch oice (ten stoppered bottles filled to do. (Chaotic) with colored liquid, a set o f weighted dice, a deck of 2 Fairness. I never target people who can’t afford to lose m arked cards, or a signet ring o f an im aginary duke), and a belt pou ch containing 15 gp a few coins. (Lawful) 3 Charity. I distribute the money I acquire to the peopleFa v o r i t e S c h e m e sEvery charlatan has an angle he or she u ses in who really need it. (Good)preference to other schem es. C hoose a favorite scam or 4 Creativity. I never run the same con twice. (Chaotic)roll on the table below. 5 Friendship. Material goods come and go. Bonds of d6 Scam friendship last forever. (Good) 1 I cheat at games o f chance. 6 Aspiration. I’m determined to make something 2 I shave coins or forge documents. 3 I insinuate myself into people’s lives to prey on their o f myself. (Any) weakness and secure their fortunes. d6 Bond 4 I put on new identities like clothes. 5 I run sleight-of-hand cons on street corners. 1 Ifleeced the wrong person and must work to ensure 6 I convince people that worthless junk is worth their that this individual never crosses paths with me or hard-earned money. those I care about. 2 I owe everything to my mentor— a horrible personF e a t u r e : Fa l s e I d e n t i t y who’s probably rotting in jail somewhere.You have created a second identity that includes 3 Somewhere out there, I have a child who doesn’tdocumentation, established acquaintances, and know me. I’m making the world better for him or her.disguises that allow you to assum e that persona. 4 I come from a noble family, and one day I’ll reclaim myAdditionally, you can forge docum ents including official lands and title from those who stole them from me.papers and personal letters, as long as you have seen an 5 A powerful person killed someone I love. Some dayexample of the kind of docum ent or the handwriting you soon, I’ll have my revenge.are trying to copy. 6 I swindled and ruined a person who didn’t deserve it. I seek to atone for my misdeeds but might never be ableSu g g ested C h a r a c t e r ist ic s to forgive myself.Charlatans are colorful characters w ho conceal theirtrue selves behind the m asks they construct. They d6 Flawreflect what people want to see, what they want to 1 I can’t resist a pretty face.believe, and how they see the world. But their true 2 I'm always in debt. I spend my ill-gotten gains onselves are som etim es plagued by an uneasy conscience,an old enemy, or deep-seated trust issues. decadent luxuries faster than I bring them in.. 3 I’m convinced that no one could ever fool me the way I fool others. 4 I’m too greedy for my own good. I can’t resist taking a risk if there’s money involved. 5 I can’t resist swindling people who are more powerful than me. 6 I hate to admit it and will hate myself for it, but I'll run and preserve my own hide if the going gets tough.

C r im in al d6 IdealYou are an experienced crim inal with a history of 1 Honor. I don’t steal from others in the trade. (Lawful)breaking the law. You have spent a lot o f time am ongother crim inals and still have contacts within the 2 Freedom. Chains are meant to be broken, as are thosecrim inal underw orld. You’re far closer than m ost people who would forge them. (Chaotic)to the w orld o f murder, theft, and violence that pervadesthe underbelly of civilization, and you have survived up to 3 Charity. I steal from the wealthy so that I can helpthis point by flouting the rules and regulations o f society. people in need. (Good)Skill Proficiencies: D eception, Stealth 4 Greed. I will do whatever it takes to becomeTool Proficiencies: One type o f gam ing set, wealthy. (Evil) thieves’ tools 5 People. I’m loyal to my friends, not to any ideals, andEquipment: A crowbar, a set o f dark com m on clothes everyone else can take a trip down the Styx for all I care. (Neutral) including a hood, and a belt pouch containing 15 gp 6 Redemption. There’s a spark o f good in everyone.C r im in a l Sp e c ia l t y (Good)There are many kinds of criminals, and within a thieves’ d6 Bondguild or sim ilar crim inal organization, individualm em bers have particular specialties. Even criminals 1 I’m trying to pay off an old debt I owe to a generouswho operate outside of such organizations have strongpreferences for certain kinds of crim es over others. benefactor.C h oose the role you played in your crim inal life, or roll 2 My ill-gotten gains go to support my family.on the table below. 3 Something important was taken from me, and I aim tod8 Specialty d8 Specialty steal it back. 1 Blackmailer 5 Highway robber 4 I will become the greatest thief that ever lived.2 Burglar 6 Hired killer 5 I’m guilty of a terrible crime. I hope I can redeem3 Enforcer 7 Pickpocket4 Fence 8 Smuggler myself for it. 6 Someone I loved died because o f amistake I made. That will never happen again.Featu re: C rim in al C on tactYou have a reliable and trustworthy contact w ho acts asyour liaison to a network o f other crim inals. You knowhow to get m essages to and from your contact, evenover great distances; specifically, you know the localm essengers, corrupt caravan masters, and seedy sailorsw ho can deliver m essages for you.Su g g e st e d C h a r a c t e r is t ic sCrim inals might seem like villains on the surface,and many of them are villainous to the core. But som ehave an abundance o f endearing, if not redeeming,characteristics. There might be honor am ong thieves, butcrim inals rarely sh ow any respect for law or authority. d8 Personality Trait4 I would rather make a new friend than a new enemy.8 I blow up at the slightest insult.

d6 Flaw E n ter tain er 1 When I see something valuable, I can’t think about You thrive in front o f an audience. You know h ow to anything but how to steal it. entrance them, entertain them, and even inspire them. 2 When faced with a choice between money and my Your poetics can stir the hearts o f those w ho hear you, awakening grief or joy, laughter or anger. Your music friends, I usually choose the money. raises their spirits or captures their sorrow. Your dance 3 If there’s a plan, I’ll forget it. If I don’t forget it, I’ll steps captivate, your hum or cuts to the quick. Whatever techniques you use, your art is your life. ignore it. 4 I have a “tell” that reveals when I'm lying. Skill Proficiencies: Acrobatics, Perform ance 5 Iturn tail and run when things look bad. Tool Proficiencies: D isgu ise kit, on e type o f 6 An innocent person is in prison for a crime that I musical instrument committed. I’m okay with that. Equipment: A m usical instrument (one o f your choice),Va r ia n t C r im in a l : Spy the favor o f an adm irer (love letter, lock o f hair, orAlthough your capabilities are not m uch different trinket), a costum e, and a belt pouch containing 15 gpfrom those of a burglar or smuggler, you learnedand practiced them in a very different context: as an En tertain er R o u tin esespionage agent. You might have been an officially A good entertainer is versatile, spicing up everysanctioned agent o f the crow n, or perhaps you sold the perform ance with a variety of different routines. Choosesecrets you uncovered to the highest bidder. one to three routines or roll on the table below to define your expertise as an entertainer. d10 Entertainer Routine d10 Entertainer Routine 1 Actor 6 Instrumentalist 2 Dancer 7 Poet 3 Fire-eater 8 Singer 4 jester 9 Storyteller 5 juggler 10 Tumbler Featu re: By Po pu lar D em and You can always find a place to perform , usually in an inn or tavern but p ossib ly with a circu s, at a theater, or even in a n oble’s court. At such a place, you receive free lodging and food of a m odest or com fortable standard (depending on the quality o f the establishment), as long as you perform each night. In addition, your perform ance m akes you som ething o f a local figure. W hen strangers recognize you in a town where you have perform ed, they typically take a liking to you. Su g g e s t e d C h a r a c t e r is t ic s S u ccessfu l entertainers have to be able to capture and hold an audience’s attention, so they tend to have flam boyant or forcefu l personalities. T h ey’re inclined toward the rom antic and often cling to high-minded ideals about the practice o f art and the appreciation of beauty. d8 Personality Trait 1 I know a story relevant to almost every situation. 2 Whenever I come to a new place, I collect local rumors and spread gossip. 3 I’m a hopeless romantic, always searching for that “ special someone.” 4 Nobody stays angry at me or around me for long, since I can defuse any amount of tension. 5 I love a good insult, even one directed at me. 6 I get bitter if I’m not the center of attention. 7 I’ll settle for nothing less than perfection. 8 I change my mood or my mind as quickly as I change key in a song.

d6 Ideal Skill Proficiencies: Anim al Handling, Survival 1 Beauty. When I perform, I make the world better than Tool Proficiencies: O ne type o f artisan’s tools, it was. (Good) vehicles (land) 2 Tradition. The stories, legends, and songs o f the past Equipment: A set o f artisan’s tools (one o f your choice), must never be forgotten, for they teach us who we a shovel, an iron pot, a set of com m on clothes, and a are. (Lawful) belt pouch containing 10 gp 3 Creativity. The world is in need o f new ideas and bold action. (Chaotic) D efin in g Ev en t 4 Greed. I’m only in it for the money and fame. (Evil) You previously pursued a simple profession among 5 People. I like seeing the smiles on people’s faces when the peasantry, perhaps as a farmer, miner, servant, I perform. That’s all that matters. (Neutral) shepherd, woodcutter, or gravedigger. But som ething 6 Honesty. Art should reflect the soul; it should come happened that set you on a different path and marked from within and reveal who we really are. (Any) you for greater things. C hoose or randomly determine a defining event that m arked you as a hero o f the people. d6 Bond 1 My instrument is my most treasured possession, and it d 10 Defining Event 1 I stood up to a tyrant’s agents. reminds me o f someone I love. 2 I saved people during a natural disaster. 2 Someone stole my precious instrument, and someday 3 I stood alone against a terrible monster. 4 I stole from a corrupt merchant to help the poor. I’ll get it back. 5 I led a militia to fight off an invading army. 3 I want to be famous, whatever it takes. 6 I broke into a tyrant’s castle and stole weapons to arm 4 I idolize a hero o f the old tales and measure my deeds the people. 7 I trained the peasantry to use farm implements as against that person’s. weapons against a tyrant’s soldiers. 5 I will do anything to prove myself superior to my hated 8 A lord rescinded an unpopular decree after I led a symbolic act o f protect against it. rival. 9 A celestial, fey, or similar creature gave me a blessing 6 I would do anything for the other members of my or revealed my secret origin. 10 Recruited into a lord’s army, I rose to leadership and old troupe. was commended for my heroism. d6 Flaw Fe a t u r e : R ustic H o spita lity 1 I’ll do anything to win fame and renown. Since you com e from the ranks o f the com m on folk, 2 I’m a sucker for a pretty face. you fit in am ong them with ease. You can find a place 3 A scandal prevents me from ever going home again. to hide, rest, or recuperate am ong other com m oners, unless you have show n yourself to be a danger to That kind of trouble seems to follow me around. them. They will shield you from the law or anyone 4 I once satirized a noble who still wants my head. It was else searching for you, though they will not risk their lives for you. a mistake that I will likely repeat. 5 I have trouble keeping my true feelings hidden. My Su g g ested C h a r a c t e r ist ic s A folk hero is one of the com m on people, for better sharp tongue lands me in trouble. or for w orse. M ost folk heroes look on their humble 6 Despite my best efforts, I am unreliable to my friends. origins as a virtue, not a shortcom ing, and their home com m unities remain very important to them.Va r ia n t En tertain er: G lad iato rA gladiator is as much an entertainer as any minstrel d8 Personality Traitor circus performer, trained to make the arts of combat 1 Ijudge people by their actions, not their words.into a spectacle the crow d can enjoy. This kind of 2 If someone is in trouble, I’m always ready to lend help.flashy com bat is your entertainer routine, though you 3 When I set my mind to something, I follow through nomight also have som e skills as a tumbler or actor.Using your By Popular D em and feature, you can find a matter what gets in my way.place to perform in any place that features com bat for 4 I have a strong sense o f fair play and always try to findentertainment—perhaps a gladiatorial arena or secretpit fighting club. You can replace the m usical instrument the most equitable solution to arguments.in your equipm ent package with an inexpensive but 5 I’m confident in my own abilities and do what I can tounusual w eapon , such as a trident or net. instill confidence in others.Fo lk H ero 6 Thinking is for other people. I prefer action. 7 I misuse long words in an attempt to sound smarter.You com e from a humble social rank, but you are 8 I get bored easily. When am I going to get on with mydestined for so much more. Already the people ofyour hom e village regard you as their champion, and destiny?your destiny calls you to stand against the tyrants andm onsters that threaten the com m on folk everywhere.

d6 Ideal d6 Flaw 1 Respect. People deserve to be treated with dignity and 1 The tyrant who rules my land will stop at nothing to respect. (Good) see me killed. 2 Fairness. No one should get preferential treatment 2 I’m convinced of the significance of my destiny, and before the law, and no one is above the law. (Lawful) blind to my shortcomings and the risk o f failure. 3 Freedom. Tyrants must not be allowed to oppress the 3 The people who knew me when I was young know my people. (Chaotic) shameful secret, so I can never go home again.4 Might. If I become strong, I can take what I want— 4 I have a weakness for the vices of the city, especially what I deserve. (Evil) hard drink. 5 Sincerity. There’s no good in pretending to be 5 Secretly, I believe that things would be better if Iwere a something I’m not. (Neutral) tyrant lording over the land. 6 Destiny. Nothing and no one can steer me away from 6 I have trouble trusting in my allies. my higher calling. (Any) G uild A rtisand6 Bond You are a m em ber o f an artisan’s guild, skilled in 1 I have a family, but I have no idea where they are. One a particular field and closely associated with other artisans. You are a w ell-established part o f the day, I hope to see them again. mercantile world, freed by talent and wealth from the2 Iworked the land, I love the land, and I will protect the constraints of a feudal social order. You learned your skills as an apprentice to a master artisan, under the land. sp on sorsh ip o f your guild, until you b eca m e a m aster in 3 A proud noble once gave me a horrible beating, and I your ow n right. will take my revenge on any bully I encounter. Skill Proficiencies: Insight, Persuasion4 My tools are symbols of my past life, and I carry them Tool Proficiencies: O ne type o f artisan’s tools Languages: One o f your choice so that I will never forget my roots. Equipment: A set o f artisan’s tools (one o f your choice),5 I protect those who cannot protect themselves.6 Iwish my childhood sweetheart had come with me to a letter of introduction from your guild, a set of traveler’s clothes, and a belt pou ch containing 15 gp pursue my destiny. G u ild Business Guilds are generally found in cities large enough to support several artisans practicing the sam e trade. However, your guild might instead be a loose network o f artisans w ho each w ork in a different village within a larger realm. W ork with your DM to determ ine the nature o f your guild. You can select your guild business from the Guild Business table or roll randomly. d20 Guild Business 1 Alchemists and apothecaries 2 Armorers, locksmiths, and finesmiths 3 Brewers, distillers, and vintners 4 Calligraphers, scribes, and scriveners 5 Carpenters, roofers, and plasterers 6 Cartographers, surveyors, and chart-makers 7 Cobblers and shoemakers 8 Cooks and bakers 9 Glassblowers and glaziers 10 Jewelers and gemcutters 11 Leatherworkers, skinners, and tanners 12 Masons and stonecutters 13 Painters, limners, and sign-makers 14 Potters and tile-makers 15 Shipwrights and sailmakers 16 Smiths and metal-forgers 17 Tinkers, pewterers, and casters 18 Wagon-makers and wheelwrights 19 Weavers and dyers 20 Woodcarvers, coopers, and bowyers

As a m em ber o f your guild, you know the skills needed d6 Idealto create finished item s from raw m aterials (reflected in 1 Community. It is the duty o f all civilized people toyour proficiency w ith a certain kind o f artisan’s tools),as w ell as the principles o f trade and good business strengthen the bonds of community and the securitypractices. The question now is whether you abandon of civilization. (Lawful)your trade for adventure, or take on the extra effort to 2 Generosity. My talents were given to me so that I couldweave adventuring and trade together. use them to benefit the world. (Good) 3 Freedom. Everyone should be free to pursue his or herF e a t u r e : G u il d M e m b e r sh ip own livelihood. (Chaotic)As an established and respected m em ber o f a guild, you 4 Greed. I’m only in it for the money. (Evil)can rely on certain benefits that m em bership provides. 5 People. I’m committed to the people I care about, notYour fellow guild m em bers will provide you with to ideals. (Neutral)lodging and food if necessary, and pay for your funeral 6 Aspiration. I work hard to be the best there is atif needed. In som e cities and towns, a guildhall offers a my craft.central place to meet other m em bers of your profession,which can be a good place to meet potential patrons, d6 Bondallies, or hirelings. 1 The workshop where I learned my trade is the most Guilds often wield tremendous political power. If important place in the world to me.you are accused of a crim e, your guild will support you 2 I created a great work for someone, and then foundif a good case can be made for your innocence or thecrim e is justifiable. You can also gain access to pow erful them unworthy to receive it. I’m still looking forpolitical figures through the guild, if you are a m em ber someone worthy.in good standing. Such connections might require the 3 I owe my guild a great debt for forging me into thedonation o f m on ey or m a gic item s to the guild’s coffers. person I am today. 4 I pursue wealth to secure someone’s love. You must pay dues o f 5 gp per month to the guild. If 5 One day I will return to my guild and prove that I amyou m iss payments, you must make up back dues to the greatest artisan o f them all.rem ain in the guild’s g ood graces. 6 Iwill get revenge on the evil forces that destroyed my place o f business and ruined my livelihood.Su g g e st e d C h a r a c t e r is t ic sG uild artisans are am ong the m ost ordinary p eople in d6 Flawthe w orld—until they set dow n their tools and take up 1 I’ll do anything to get my hands on something rare oran adventuring career. They understand the value o fhard w ork and the im portan ce o f com m unity, but they’re priceless.vulnerable to sins of greed and covetousness. 2 I’m quick to assume that someone is trying to cheat d8 Personality Trait me. 1 I believe that anything worth doing is worth doing 3 No one must ever learn that I once stole money from right. I can’t help it— I’m a perfectionist. guild coffers. 2 I’m a snob who looks down on those who can’t 4 I’m never satisfied with what I have— I always want appreciate fine art. more. 3 I always want to know how things work and what 5 I would kill to acquire a noble title. makes people tick. 6 I’m horribly jealous of anyone who can outshine my 4 I’m full o f witty aphorisms and have a proverb for handiwork. Everywhere I go, I’m surrounded by rivals. every occasion. 5 I’m rude to people who lack my commitment to hard Va r ia n t G u il d A r t is a n : G u il d M e r c h a n t Instead of an artisans’ guild, you might belong to a work and fair play. guild o f traders, caravan masters, or shopkeepers. You 6 I like to talk at length about my profession. don’t craft items yourself but earn a living by buying 7 I don’t part with my money easily and will haggle and selling the w orks of others (or the raw materials artisans need to practice their craft). Your guild might tirelessly to get the best deal possible. be a large merchant consortium (or family) with 8 I’m well known for my work, and I want to make sure interests across the region. Perhaps you transported goods from one place to another, by ship, wagon, or everyone appreciates it. I'm always taken aback when caravan, or bought them from traveling traders and sold people haven’t heard o f me. them in your ow n little shop. In som e ways, the traveling m erchant’s life lends itself to adventure far m ore than the life of an artisan. Rather than proficiency w ith artisan’s tools, you m ight b e proficient with navigator’s tools or an additional language. And instead of artisan’s tools, you can start with a mule and a cart.

H erm it d8 Life of Seclusion 5 I needed a quiet place to work on my art, literature,You lived in seclusion—either in a sheltered com m unitysuch as a monastery, or entirely alone—for a formative music, or manifesto.part o f your life. In your time apart from the clam or of 6 I needed to commune with nature, far from civilization.society, you found quiet, solitude, and perhaps som e of 7 I was the caretaker o f an ancient ruin or relic.the an sw ers you w ere look in g for. 8 I was a pilgrim in search o f a person, place, or relic ofSkill Proficiencies: M edicine, Religion spiritual significance.Tool Proficiencies: H erbalism kitLanguages: One of your choice Fe a tu r e : D iscoveryEquipment: A scroll case stuffed full o f notes from your The quiet seclusion o f your extended hermitage gave you access to a unique and pow erful discovery. The exact studies or prayers, a winter blanket, a set of com m on nature o f this revelation depends on the nature o f your cloth es, an h erbalism kit, and 5 gp seclu sion. It m ight be a great truth about the co sm o s , the deities, the pow erful beings o f the outer planes, orL ife of Se c lu sio n the forces o f nature. It cou ld be a site that no on e elseW hat w as the reason for your isolation, and what has ever seen. You might have uncovered a fact that haschanged to allow you to end your solitude? You can w ork long been forgotten, or unearthed som e relic of the pastwith your DM to determine the exact nature o f your that cou ld rewrite history. It might b e inform ation thatseclusion, or you can ch oose or roll on the table below to w ould be dam aging to the people w ho or consigned youdetermine the reason behind your seclusion. to exile, and hence the reason for your return to society. d8 Life o f Seclusion W ork with your DM to determine the details o f your 1 Iwas searching for spiritual enlightenment. discovery and its im pact on the cam paign. 2 Iwas partaking o f communal living in accordance with Su g g e st e d C h a r a c t e r is t ic s the dictates of a religious order. S om e hermits are w ell suited to a life o f seclusion, 3 I was exiled for a crime I didn’t commit. w h ereas others chafe against it and long for com pany. 4 I retreated from society after a life-altering event. W h eth er they em brace solitude or lon g to esca p e it, the solitary life shapes their attitudes and ideals. A few are driven slightly m ad by their years apart from society. d8 Personality Trait 1 I’ve been isolated for so long that I rarely speak, preferring gestures and the occasional grunt. 2 I am utterly serene, even in the face o f disaster. 3 The leader of my community had something wise to say on every topic, and I am eager to share that wisdom. 4 I feel tremendous empathy for all who suffer. 5 I’m oblivious to etiquette and social expectations. 6 I connect everything that happens to me to a grand, cosmic plan. 7 I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings. 8 I am working on a grand philosophical theory and love sharing my ideas. d6 Ideal 1 Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Good) 2 Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful) 3 Free Thinking. Inquiry and curiosity are the pillars of progress. (Chaotic) 4 Power. Solitude and contemplation are paths toward mystical or magical power. (Evil) 5 Live and Let Live. Meddling in the affairs o f others only causes trouble. (Neutral) 6 Self-Knowledge. If you know yourself, there’s nothing left to know. (Any)

d6 Bond does your family have am ong the other aristocrats o f the region? H ow do the com m on people regard them? 1 Nothing is more important than the other members of W hat’s your position in the fam ily? A re you the heir my hermitage, order, or association. to the head o f the family? Have you already inherited 2 I entered seclusion to hide from the ones who might the title? H ow do you feel about that responsibility? Or are you so far dow n the line o f inheritance that no one still be hunting me. I must someday confront them. cares what you do, as long as you don’t em barrass the 3 I’m still seeking the enlightenment I pursued in my family? H ow does the head o f your family feel about your adventuring career? A re you in your fam ily’s good seclusion, and it still eludes me. graces, or shunned by the rest o f your family? 4 Ientered seclusion because I loved someone I could D oes your family have a coat o f arms? An insignia you not have. might w ear on a signet ring? Particular colors you wear 5 Should my discovery come to light, it could bring ruin to all the time? A n animal you regard as a sym bol o f your line or even a spiritual m em ber of the family? the world. 6 My isolation gave me great insight into a great evil that T h ese details help establish your fam ily and your title as features of the w orld of the campaign. only I can destroy. Skill Proficiencies: History, Persuasion d6 Flaw Tool Proficiencies: One type o f gam ing set 1 Now that I've returned to the world, I enjoy its delights Languages: One of your choice Equipment: A set o f fine clothes, a signet ring, a scroll a little too much. 2 I harbor dark, bloodthirsty thoughts that my isolation of pedigree, and a purse containing 25 gp and meditation failed to quell. Featu r e : Po sitio n of P rivilege 3 I am dogmatic in my thoughts and philosophy. Thanks to your noble birth, people are inclined to 4 I let my need to win arguments overshadow think the best o f you. You are w elcom e in high society, and people assum e you have the right to be wherever friendships and harmony. you are. The com m on folk m ake every effort to 5 I’d risk too much to uncover a lost bit of knowledge. accom m odate you and avoid your displeasure, and other 6 I like keeping secrets and won’t share them with people of high birth treat you as a m em ber of the sam e social sphere. You can secure an audience with a local anyone. n oble if you n eed to.O th e r H erm its Su g g e s t e d C h a r a c t e r is t ic sThis hermit background assum es a contemplative sort N obles are born and raised to a very different lifestyleo f seclusion that allow s room for study and prayer. If you than m ost people ever experience, and their personalitieswant to play a rugged w ilderness recluse w ho lives off reflect that upbringing. A noble title com es with athe land while shunning the com pany of other people, plethora o f bon ds—responsibilities to family, to otherlook at the outlander background. On the other hand, if nobles (including the sovereign), to the people entrustedyou want to go in a m ore religious direction, the acolyte to the fam ily’s care, or even to the title itself. But thismight b e w hat y ou ’re look in g for. Or you cou ld even be a responsibility is often a good way to undermine a noble.charlatan, posing as a w ise and holy person and lettingpious fools support you. d8 Personality TraitN oble 1 My eloquent flattery makes everyone Italk to feelYou understand wealth, power, and privilege. You like the most wonderful and important person in thecarry a n oble title, and your fam ily o w n s land, collects world.taxes, and w ields significant political influence. You 2 The common folk love me for my kindness andmight be a pam pered aristocrat unfamiliar with generosity.w ork or discom fort, a form er merchant just elevated 3 No one could doubt by looking at my regal bearing thatto the nobility, or a disinherited scoundrel with a I am a cut above the unwashed masses.disproportionate sense o f entitlement. Or you could be 4 I take great pains to always look my best and follow thean honest, hard-working landowner w ho cares deeply latest fashions.about the people w ho live and w ork on your land, keenly 5 I don’t like to get my hands dirty, and I won’t be caughtaware of your responsibility to them. dead in unsuitable accommodations. 6 Despite my noble birth, I do not place myself above W ork with your DM to com e up with an appropriate other folk. We all have the same blood.title and determ ine h ow m uch authority that title 7 My favor, once lost, is lost forever.carries. A noble title d oesn ’t stand on its ow n —it’s 8 Ifyou do me an injury, I will crush you, ruin your name,conn ected to an entire family, and w hatever title you and salt your fields.hold, you w ill pa ss it dow n to your ow n children. Notonly do you n eed to determ ine your n oble title, but youshould also w ork with the DM to describe your familyand their influence on you. Is your fam ily old and established, or w as your titleonly recently bestow ed? H ow much influence do theywield, and over what area? W hat kind of reputation

d6 Ideal training on his or her ow n path to knighthood. Your two remaining retainers might include a groom to care for 1 Respect. Respect is due to me because o f my position, your horse and a servant w ho polishes your arm or (and even helps you put it on). but all people regardless o f station deserve to be treated with dignity. (Good) As an emblem of chivalry and the ideals o f courtly 2 Responsibility. It is my duty to respect the authority o f love, you might include am ong your equipment a banner those above me, just as those below me must respect or other token from a noble lord or lady to w hom you mine. (Lawful) have given your heart—in a chaste sort o f devotion. 3 Independence. I must prove that I can handle myself (This person could be your bond.) without the coddling o f my family. (Chaotic) 4 Power. If I can attain more power, no one will tell me OUTLANDER what to do. (Evil) 5 Family. Blood runs thicker than water. (Any) You grew up in the wilds, far from civilization and the 6 Noble Obligation. It is my duty to protect and care for c om forts o f town and technology. Y ou’ve w itn essed the the people beneath me. (Good) migration o f herds larger than forests, survived weather m ore extrem e than any city-dweller could comprehend, d6 Bond and enjoyed the solitude o f being the only thinking creature for m iles in any direction. The w ilds are in 1 I will face any challenge to win the approval of my your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in family. places w here you don ’t know the specific features o f the 2 My house’s alliance with another noble family terrain, you know the ways o f the wild. must be sustained at all costs. Skill Proficiencies: Athletics, Survival 3 Nothing is more important than the other members Tool Proficiencies: One type o f musical instrument Languages: One o f your choice o f my family. Equipment: A staff, a hunting trap, a trophy from an 4 I am in love with the heir o f a family that my family anim al you killed, a set o f traveler’s clothes, and a belt despises. pouch containing 10 gp 5 My loyalty to my sovereign is unwavering. 6 The common folk must see me as a hero o f the people. O r ig in You've been to strange places and seen things that d6 Flaw others cannot begin to fathom. Consider som e o f the 1 I secretly believe that everyone is beneath me. distant lands you have visited, and how they impacted 2 I hide a truly scandalous secret that could ruin my you. You can roll on the follow ing table to determine your occupation during your time in the wild, or choose family forever. on e that best fits your character. 3 I too often hear veiled insults and threats in every word d 10 Origin d 10 Origin addressed to me, and I’m quick to anger. 6 Bounty hunter 4 I have an insatiable desire for carnal pleasures. 1 Forester 7 Pilgrim 5 In fact, the world does revolve around me. 8 Tribal nomad 6 By my words and actions, I often bring shame to 2 Trapper 9 Hunter-gatherer 3 Homesteader 10 Tribal marauder my family. 4 Guide 5 Exile or outcastVa r ia n t N o b le : K n ig h tA knighthood is am ong the low est noble titles in m ost Feature: Wanderersocieties, but it can be a path to higher status. If you You have an excellent m em ory for maps and geography,w ish to be a knight, choose the Retainers feature (see and you can always recall the general layout o f terrain,the sidebar) instead o f the Position o f Privilege feature. settlem ents, and other features arou nd you. In addition,One of your com m on er retainers is replaced by a noble you can find food and fresh water for yourself and up tow ho serves as your squire, aiding you in exchange for five other p eop le each day, provided that the land offers berries, sm all game, water, and so forth. Var ia n t Featu re: Retain ers If your character has a noble background, you may select this Su g g e s t e d C h a r a c t e r is t ic s background feature instead o f Position o f Privilege. Often considered rude and uncouth am ong civilized folk, outlanders have little respect for the niceties of You have the service o f three retainers loyal to your family. life in the cities. The ties o f tribe, clan, family, and the These retainers can be attendants or messengers, and one natural world of which they are a part are the most might be a majordomo. Your retainers are commoners who important bonds to m ost outlanders. can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.

d8 Personality Trait Sag e 1 I’m driven by a wanderlust that led me away You spent years learning the lore o f the multiverse. You from home. scoured manuscripts, studied scrolls, and listened to the 2 I watch over my friends as if they were a litter of greatest experts on the subjects that interest you. Your efforts have m ade you a m aster in your fields o f study. newborn pups. 3 I once ran twenty-five miles without stopping to warn Skill Proficiencies: Arcana, History Languages: Two of your choice to my clan of an approaching orc horde. I’d do it again Equipment: A bottle of black ink, a quill, a sm all knife, if I had to. 4 I have a lesson for every situation, drawn from a letter from a dead colleague posing a question you observing nature. have not yet been able to answer, a set of com m on 5 I place no stock in wealthy or well-mannered folk. clothes, and a belt pouch containing 10 gp Money and manners won’t save you from a hungry owlbear. Spe c ia l t y 6 I’m always picking things up, absently fiddling with To determine the nature o f your scholarly training, roll a them, and sometimes accidentally breaking them. d8 or ch oose from the options in the table below. 7 I feel far more comfortable around animals than people. d8 Specialty d8 Specialty 8 I was, in fact, raised by wolves. 1 Alchemist 5 Professor 2 Astronomer 6 Researcherd6 Ideal 3 Discredited 7 Wizard’s apprentice 1 Change. Life is like the seasons, in constant change, 8 Scribe academic and we must change with it. (Chaotic) 4 Librarian 2 Greater Good. It is each person’s responsibility to make the most happiness for the whole tribe. (Good) 3 Honor. If I dishonor myself, I dishonor my whole clan. (Lawful) 4 Might. The strongest are meant to rule. (Evil) 5 Nature. The natural world is more important than all the constructs o f civilization. (Neutral) 6 Glory. I must earn glory in battle, for myself and my clan. (Any)d6 Bond 1 My family, clan, or tribe is the most important thing in my life, even when they are far from me. 2 An injury to the unspoiled wilderness of my home is an injury to me. 3 I will bring terrible wrath down on the evildoers who destroyed my homeland.4 I am the last o f my tribe, and it is up to me to ensure their names enter legend. 5 I suffer awful visions o f a coming disaster and will do anything to prevent it. 6 It is my duty to provide children to sustain my tribe.d6 Flaw 1 I am too enamored o f ale, wine, and other intoxicants. 2 There’s no room for caution in a life lived to the fullest. 3 I remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me.4 I am slow to trust members of other races, tribes, and societies. 5 Violence is my answer to almost any challenge.6 Don’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish.

Feature: R esearcher d8 Personality TraitW hen you attempt to learn or recall a piece of lore, if you 1 I use polysyllabic words that convey the impression ofdo not know that information, you often know where andfrom w h om you can obtain it. Usually, this inform ation great erudition.com es from a library, scriptorium , university, or a sage 2 I've read every book in the world’s greatest libraries—or other learned person or creature. Your DM mightrule that the knowledge you seek is secreted away in an or I like to boast that I have.alm ost in accessible place, or that it sim ply can n ot be 3 I'm used to helping out those who aren’t as smart as Ifound. Unearthing the deepest secrets of the multiversecan require an adventure or even a whole campaign. am, and I patiently explain anything and everything to others.Su g g e st e d C h a r a c t e r is t ic s 4 There’s nothing I like more than a good mystery.Sages are defined by their extensive studies, and their 5 I’m willing to listen to every side o f an argument beforecharacteristics reflect this life o f study. D evoted to I make my own judgment.scholarly pursuits, a sage values knowledge highly— 6 I . . . speak . . . slowly . . . when talking . . . to idiots, . . .som etim es in its ow n right, som etim es as a m eans which . . . almost. . . everyone . . . is . . . compared . . .toward other ideals. to me. 7 I am horribly, horribly awkward in social situations. 8 I’m convinced that people are always trying to steal my secrets. d6 Ideal 1 Knowledge. The path to power and self-improvement is through knowledge. (Neutral) 2 Beauty. What is beautiful points us beyond itself toward what is true. (Good) 3 Logic. Emotions must not cloud our logical thinking. (Lawful) 4 No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic) 5 Power. Knowledge is the path to power and domination. (Evil) 6 Self-Improvement. The goal of a life o f study is the betterment of oneself. (Any) d6 Bond 1 It is my duty to protect my students. 2 I have an ancient text that holds terrible secrets that must not fall into the wrong hands. 3 I work to preserve a library, university, scriptorium, or monastery. 4 My life’s work is a series o f tomes related to a specific field o f lore. 5 I've been searching my whole life for the answer to a certain question. 6 I sold my soul for knowledge. I hope to do great deeds and win it back. d6 Flaw 1 I am easily distracted by the promise o f information. 2 Most people scream and run when they see a demon. I stop and take notes on its anatomy. 3 Unlocking an ancient mystery is worth the price o f a civilization. 4 I overlook obvious solutions in favor of complicated ones. 5 I speak without really thinking through my words, invariably insulting others. 6 I can’t keep a secret to save my life, or anyone else’s.

Sa il o r d6 Ideal 1 Respect. The thing that keeps a ship together is mutualYou sailed on a seagoing vessel for years. In thattime, you faced dow n mighty storm s, m onsters o f the respect between captain and crew. (Good)deep, and those w ho w anted to sink your craft to the 2 Fairness. We all do the work, so we all share in thebottom less depths. Your first love is the distant line ofthe horizon, but the time has com e to try your hand rewards. (Lawful)at som eth in g new. 3 Freedom. The sea is freedom— the freedom to go D iscuss the nature o f the ship you previously sailed anywhere and do anything. (Chaotic)with your D u n geon Master. W as it a m erchant ship, 4 Mastery. I’m a predator, and the other ships on the seaa naval vessel, a ship of discovery, or a pirate ship?H ow fam ous (or infam ous) is it? Is it w idely traveled? are my prey. (Evil)Is it still sailing, or is it m issin g and presu m ed lost 5 People. I’m committed to my crewmates, not to ideals.with all hands? (Neutral) W hat w ere your duties on b oa rd —boatsw ain, captain, 6 Aspiration. Someday I’ll own my own ship and chartnavigator, cook, or som e other position? W h o w ere thecaptain and first mate? Did you leave your ship on good my own destiny. (Any)terms with your fellows, or on the run? d6 BondSkill Proficiencies: Athletics, PerceptionTool Proficiencies: Navigator’s tools, vehicles (water) 1 I’m loyal to my captain first, everything else second.Equipment: A belaying pin (club), 50 feet o f silk rope, 2 The ship is most important— crewmates and captains a lucky charm such as a rabbit foot or a sm all stone come and go. with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of 3 I’ll always remember my first ship. com m on clothes, and a belt pouch containing 10 gp 4 In a harbor town, I have a paramour whose eyes nearlyF e a t u r e : S h i p ’s Pa s s a g e stole me from the sea.W hen you need to, you can secure free passage on 5 Iwas cheated out of my fair share o f the profits, and Ia sailing ship for yourself and your adventuringcom panions. You might sail on the ship you served on, want to get my due.or another ship you have good relations with (perhaps 6 Ruthless pirates murdered my captain and crewmates,on e captained by a form er crew m ate). B eca u se y ou ’recalling in a favor, you can ’t be certain o f a schedule or plundered our ship, and left me to die. Vengeance willroute that w ill m eet your every need. Your D ungeon be mine.M aster w ill determ ine h ow long it takes to get w hereyou need to go. In return for your free passage, you d6 Flawand your com panions are expected to assist the crew 1 I follow orders, even if I think they’re wrong.during the voyage. 2 I’ll say anything to avoid having to do extra work. 3 Once someone questions my courage, I never backSu gg ested C h a r a c t e r ist ic sSailors can be a rough lot, but the responsibilities of down no matter how dangerous the situation.life on a ship m ake them generally reliable as well. Life 4 Once I start drinking, it’s hard for me to stop.aboard a ship shapes their outlook and form s their most 5 I can’t help but pocket loose coins and other trinkets Iimportant attachments. come across. d8 Personality Trait 6 My pride will probably lead to my destruction. 1 My friends know they can rely on me, no matter what. 2 I work hard so that I can play hard when the work Va r i a n t Sa i l o r : P ir a t e You spent your youth under the sway o f a dread pirate, is done. a ruthless cutthroat w ho taught you how to survive in a 3 I enjoy sailing into new ports and making new friends w orld o f sharks and savages. Y ou’ve indulged in larceny on the high seas and sent m ore than one deserving soul over a flagon o f ale. to a briny grave. Fear and bloodshed are no strangers 4 I stretch the truth for the sake o f a good story. to you, and you’ve garnered a som ew hat unsavory 5 To me, a tavern brawl is a nice way to get to know a reputation in m any a port town. new city. If you decide that your sailing career involved piracy, 6 I never pass up a friendly wager. you can choose the Bad Reputation feature (see sidebar) 7 My language is as foul as an otyugh nest. instead o f the S h ip ’s P assa ge feature. 8 I like a job well done, especially if I can convince Va r ia n t Fe a tu r e : Bad R epu ta tio n someone else to do it. If your character has a sailor background, you may select this background feature instead of Ship’s Passage. No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.

So l d ie r Sp e c ia l t y D uring your time as a soldier, you had a specific role toW ar has been your life for as long as you care to play in your unit or army. Roll a d8 or ch oose from theremember. You trained as a youth, studied the use of options in the table below to determine your role:w eapons and armor, learned basic survival techniques,including h ow to stay alive on the battlefield. You d8 Specialty d8 Specialtymight have been part of a standing national army or a 1 Officer 6 Quartermasterm ercenary company, or perhaps a mem ber of a local 2 Scout 7 Standard bearermilitia w ho rose to prom inence during a recent war. 3 Infantry 8 Support staff (cook, 4 Cavalry W hen you choose this background, w ork with your 5 Healer blacksmith, or theDM to determine w hich military organization you w ere like)a part of, h ow far through its ranks you p rogressed, andwhat kind o f experiences you had during your military Featu re: M ilitary R a n kcareer. W as it a standing army, a tow n guard, or a village You have a military rank from your career as a soldier.m ilitia? O r it m ight have b een a n oble’s or m erchant’s Soldiers loyal to your form er military organizationprivate army, or a m ercenary company. still recognize your authority and influence, and they defer to you if they are o f a lower rank. You can invokeSkill Proficiencies: Athletics, Intimidation your rank to exert influence over other soldiers andTool Proficiencies: One type o f gam ing set, requisition simple equipment or horses for tem porary use. You can also usually gain access to friendly vehicles (land) military encampm ents and fortresses w here yourEquipment: An insignia o f rank, a trophy taken from rank is recognized. a fallen enem y (a dagger, broken blade, or p iece o f a Su g g e st e d C h a r a c t e r is t ic s banner), a set of bone dice or deck o f cards, a set of The horrors of war com bined with the rigid discipline of com m on clothes, and a belt pouch containing 10 gp military service leave their mark on all soldiers, shaping their ideals, creating strong bonds, and often leaving them scarred and vulnerable to fear, sham e, and hatred. d8 Personality Trait 1 I'm always polite and respectful. 2 I’m haunted by memories o f war. I can’t get the images of violence out o f my mind. 3 I’ve lost too many friends, and I’m slow to make new ones. 4 I’m full of inspiring and cautionary tales from my military experience relevant to almost every combat situation. 5 I can stare down a hell hound without flinching. 6 I enjoy being strong and like breaking things. 7 I have a crude sense of humor. 8 I face problems head-on. A simple, direct solution is the best path to success. d6 Ideal 1 Greater Good. Our lot is to lay down our lives in defense of others. (Good) 2 Responsibility. I do what I must and obey just authority. (Lawful) 3 Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic) 4 Might. In life as in war, the stronger force wins. (Evil) 5 Live and Let Live. Ideals aren’t worth killing over or going to war for. (Neutral) 6 Nation. My city, nation, or people are all that matter. (Any)

d6 Bond d8 Personality Trait 1 I would still lay down my life for the people I 1 I hide scraps o f food and trinkets away in my pockets. 2 I ask a lot o f questions. served with. 3 I like to squeeze into small places where no one else 2 Someone saved my life on the battlefield. To this day, I can get to me. will never leave a friend behind. 4 I sleep with my back to a wall or tree, with everything I 3 My honor is my life. 4 I’ll never forget the crushing defeat my company own wrapped in a bundle in my arms. 5 I eat like a pig and have bad manners. suffered or the enemies who dealt it. 6 I think anyone who’s nice to me is hiding evil intent. 5 Those who fight beside me are those worth dying for. 7 I don’t like to bathe. 6 I fight for those who cannot fight for themselves. 8 I bluntly say what other people are hinting at or hiding. d6 Flaw d6 Ideal 1 The monstrous enemy we faced in battle still leaves 1 Respect. All people, rich or poor, deserve respect. me quivering with fear. 2 I have little respect for anyone who is not a (Good) 2 Community. We have to take care of each other, proven warrior. 3 I made a terrible mistake in battle cost many lives— because no one else is going to do it. (Lawful) 3 Change. The low are lifted up, and the high and mighty and I would do anything to keep that mistake secret. 4 My hatred o f my enemies is blind and unreasoning. are brought down. Change is the nature o f things. 5 I obey the law, even if the law causes misery. (Chaotic) 6 I’d rather eat my armor than admit when I’m wrong. 4 Retribution. The rich need to be shown what life and death are like in the gutters. (Evil)U rch in 5 People. I help the people who help me— that’s what keeps us alive. (Neutral)You grew up on the streets alone, orphaned, and poor. 6 Aspiration. I'm going to prove that I'm worthy o f aYou had no one to watch over you or to provide for better life.you, so you learned to provide for yourself. You foughtfiercely over food and kept a constant watch out for other d6 Bonddesperate souls w ho might steal from you. You slept onrooftops and in alleyways, exposed to the elements, and 1 My town or city is my home, and I’ll fight to defend it.endured sickness without the advantage of m edicine ora place to recuperate. Y ou’ve survived despite all odds, 2 I sponsor an orphanage to keep others from enduringand did so through cunning, strength, speed, or som e what I was forced to endure.combination of each. 3 I owe my survival to another urchin who taught me to You begin your adventuring career with enough live on the streets.m oney to live m odestly but secu rely for at least ten days.H ow did you com e by that money? W hat allowed you to 4 I owe a debt I can never repay to the person who tookbreak free of your desperate circum stances and embark pity on me.on a better life? 5 I escaped my life o f poverty by robbing an importantSkill Proficiencies: Sleight o f Hand, Stealth person, and I’m wanted for it.Tool Proficiencies: D isgu ise kit, th ieves’ toolsEquipment: A sm all knife, a map o f the city you 6 No one else should have to endure the hardships I’ve been through. g rew up in, a pet m ou se, a token to rem em ber your parents by, a set o f co m m o n clothes, and a belt pouch d6 Flaw containing 10 gp 1 If I'm outnumbered, I will run away from a fight.F e a t u r e : C it y SecretsYou know the secret patterns and flow to cities and can 2 Gold seems like a lot of money to me, and I’ll do justfind passages through the urban sprawl that others would about anything for more o f it.miss. W hen you are not in combat, you (and com panionsyou lead) can travel betw een any tw o locations in the city 3 Iwill never fully trust anyone other than myself.tw ice as fast as your speed w ould norm ally allow. 4 I’d rather kill someone in their sleep then fight fair. 5 It’s not stealing if I need it more than someone else.Su g g e s t e d C h a r a c t e r is t ic s 6 People who can't take care o f themselves get what theyUrchins are shaped by lives of desperate poverty, forg o o d and for ill. Th ey tend to be driven either by a deserve.com m itm ent to the people with w hom they shared lifeon the street or by a burning desire to find a better life—and m aybe get som e payback on all the rich people w hotreated them badly.

C h a p t e r 5: Eq u ip m e n t THE MARKETPLACE OF A LARGE CITY TEEMS M em bers of the nobility trade either in legal rights, such with buyers and sellers of many sorts: as the rights to a mine, a port, or farmland, or in gold dw arf smiths and elf woodcarvers, halfling bars, m easuring gold by the pound rather than by the farmers and gnom e jewelers, not to mention coin. Only merchants, adventurers, and those offering humans of every shape, size, and color professional services for hire com m only deal in coins. drawn from a spectrum of nations and cultures. In the largest cities, almost C oin ageanything imaginable is offered for sale, from exoticspices and luxurious clothing to w icker baskets and C om m on coins com e in several different denom inationspractical swords. based on the relative w orth o f the metal from w hich they For an adventurer, the availability o f armor, w eapons, are made. The three m ost com m on coins are the goldbackpacks, rope, and sim ilar good s is o f paramount p iece (gp), the silver p iece (sp), and the co p p e r p iece (cp).im portance, since proper equipment can m ean thedifference betw een life and death in a dungeon or the With one gold piece, a character can buy a beltuntamed wilds. This chapter details the mundane and pouch, 50 feet o f good rope, or a goat. A skilled (butexotic m erchandise that adventurers com m only find useful not exception al) artisan can earn on e gold p iece a day.in the face o f the threats that the w orlds o f D & D present. The gold piece is the standard unit o f m easure for wealth, even if the coin itself is not com m only used.St a r t in g E q u ip m e n t W hen m erchants discuss deals that involve good s or services worth hundreds or thousands of gold pieces,W hen you create your character, you receive equipment the transactions don ’t usually involve the exchange o fbased on a combination of your class and background. individual coins. Rather, the gold piece is a standardAlternatively, you can start with a num ber o f gold pieces m easure of value, and the actual exchange is in goldbased on your class and spend them on items from the bars, letters of credit, or valuable goods.lists in this chapter. S ee the Starting W ealth by Classtable to determine how much gold you have to spend. One gold piece is w orth ten silver pieces, the most prevalent coin am ong com m oners. A silver piece buys a You decide how your character cam e by this starting la borer’s w ork for a day, a flask o f lam p oil, or a night’sequipm ent. It m ight have been an inheritance, or g o o d s rest in a p oor inn.that the character purchased during his or her upbringing.You might have been equipped with a weapon, armor, and One silver piece is worth ten copper pieces, which area backpack as part o f military service. You might even have com m on am ong laborers and beggars. A single copperstolen your gear. A w eapon could be a family heirloom, piece buys a candle, a torch, or a piece of chalk.passed dow n from generation to generation until yourcharacter finally took up the mantle and follow ed in an In addition, unusual coin s m ade o f other preciousan cestor’s adventurous footsteps. metals som etim es appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originateSt a r t in g W ealth by C lass from fallen em pires and lost kingdom s, and they som etim es arouse suspicion and skepticism when usedClass Funds in transactions. An electrum piece is w orth five silver pieces, and a platinum p iece is worth ten gold pieces.Barbarian 2d4 x 10 gpBard 5d4 x 10 gp A standard coin w eighs about a third of an ounce,Cleric 5d4 x 10 gp so fifty coins w eigh a pound.Druid 2d4 x 10 gpFighter 5d4 x 10 gp St a n d a r d Ex c h a n g e RatesMonkPaladin 5d4 gp Coin cp sp ep gp ppRanger 5d4 x 10 gp Copper (cp) 1 1/10 1/50 1/100 1/1,000Rogue 5d4 x 10 gp Silver (sp)Sorcerer 4d4 x 10 gp Electrum (ep) 10 1 1/5 1/10 1/100Warlock 3d4 x 10 gp Gold (gp) 50 5 1 1/2 1/20Wizard 4d4 x 10 gp Platinum (pp) 100 10 2 1 1/10 4d4 x 10 gp 1,000 100 10 1 20W ealthW ealth appears in m any form s in a D & D w orld. Coins,gemstones, trade goods, art objects, animals, andproperty can reflect your character’s financial w ell-being.M em bers o f the peasantry trade in goods, bartering forwhat they need and paying taxes in grain and cheese.

Sellin g T reasure The A rm or table show s the cost, weight, and other properties of the com m on types o f arm or w orn in theOpportunities abound to find treasure, equipment, worlds of D&D.w eapons, armor, and m ore in the dungeons you explore.Normally, you can sell your treasures and trinkets w hen Armor Proficiency. A nyone can put on a suit o f arm oryou return to a town or other settlement, provided that you or strap a shield to an arm. Only those proficient in thecan find buyers and m erchants interested in your loot. a rm or’s use k n ow h ow to w ea r it effectively, however. Your class gives you proficiency with certain types of Arms, Armor, and Other Equipment. A s a general armor. If you w ear arm or that you lack proficiency with,rule, undam aged weapons, armor, and other equipment you have disadvantage on any ability check, savingfetch half their cost w hen sold in a market. W eapons throw, or attack roll that involves Strength or Dexterity,and arm or used by m onsters are rarely in good enough and you can’t cast spells.condition to sell. Armor Class (AC). A rm or protects its w earer from Magic Items. Sellin g m a gic item s is problem atic. attacks. The arm or (and shield) you w ear determ inesFinding som eon e to buy a potion or a scroll isn’t too your base Arm or Class.hard, but other items are out o f the realm of m ost but thewealthiest nobles. Likewise, aside from a few com m on Heavy Armor. Heavier arm or interferes w ith them agic items, you w on ’t norm ally com e across m agic w ea rer’s ability to m ove quickly, stealthily, and freely.items or spells to purchase. The value of m agic is far If the A rm or table show s “Str 13” or “Str 15” in thebeyond simple gold and should always be treated as such. Strength colum n for an arm or type, the arm or reduces the w ea rer’s sp eed by 10 feet u nless the w earer has a Gems,Jewelry, and Art Objects. T h ese items retain Strength score equal to or higher than the listed score.their full value in the marketplace, and you can eithertrade them in for coin or use them as currency for other Stealth. If the A rm or table sh ow s “D isadvantage” intransactions. For exceptionally valuable treasures, the the Stealth colum n, the w earer has disadvantage onDM might require you to find a buyer in a large tow n or Dexterity (Stealth) checks.larger com m u n ity first. Shields. A shield is m ade from w o o d or m etal and Trade Goods. On the borderlands, m any p eople is carried in one hand. W ielding a shield increasesconduct transactions through barter. Like gem s and art your A rm or Class by 2. You can benefit from only oneobjects, trade g o o d s—bars o f iron, bags o f salt, livestock, shield at a time.and so on—retain their full value in the market and canbe used as currency. L ig h t A rm orA rm or a n d Shields M ade from supple and thin materials, light arm or favors agile adventurers sin ce it offers som e protection w ithoutD&D worlds are a vast tapestry made up of many sacrificing mobility. If you w ear light armor, you adddifferent cultures, each with its ow n technology level. your Dexterity m odifier to the base num ber from yourFor this reason, adventurers have access to a variety arm or type to determine your A rm or Class.o f arm or types, ranging from leather arm or to chainmail to costly plate armor, with several other kinds o f Padded. P added arm or consists o f quilted layers ofarm or in between. The Arm or table collects the m ost cloth and batting.com m on ly available types o f arm or found in the gameand separates them into three categories: light armor, Leather. The breastplate and shou lder protectors o fmedium armor, and heavy armor. Many warriors this arm or are m ade o f leather that has been stiffenedsupplement their arm or with a shield. by being boiled in oil. The rest o f the arm or is m ade of softer and m ore flexible materials. Va r ia n t: Eq u ipm en t S izes In most campaigns, you can use or wear any equipment that Studded Leather. M ade from tough but flexible you find on your adventures, within the bounds o f common leather, studded leather is reinforced with close-set sense. For example, a burly half-orc won't fit in a halfling’s rivets or spikes. leather armor, and a gnome would be swallowed up in a cloud giant’s elegant robe. M ediu m A rm or The DM can impose more realism. For example, a suit of M edium arm or offers m ore protection than light armor, plate armor made for one human might not fit another one but it also im pairs m ovem ent m ore. If you w ear m edium without significant alterations, and a guard’s uniform might armor, you add your Dexterity modifier, to a maximum be visibly ill-fitting when an adventurer tries to wear it as a of +2, to the base num ber from your arm or type to disguise. determine your Arm or Class. Using this variant, when adventurers find armor, clothing, Hide. T his cru de arm or con sists o f thick furs and and similar items that are made to be worn, they might need pelts. It is com m on ly w orn by barbarian tribes, evil to visit an armorsmith, tailor, leatherworker, or similar expert humanoids, and other folk w ho lack access to the tools to make the item wearable. The cost for such work varies and materials needed to create better armor. from 10 to 40 percent o f the market price o f the item. The DM can either roll 1d4 x 10 or determine the increase in cost Chain Shirt. M ade o f interlocking m etal rings, a chain based on the extent o f the alterations required. shirt is w orn betw een layers o f clothing or leather. This arm or offers m odest protection to the w earer’s upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. Scale Mail. T h is arm or con sists o f a coat and leggings (and perhaps a separate skirt) o f leather covered with

overlapping pieces o f metal, much like the scales o f afish. The suit includes gauntlets. B reastplate. This arm or consists o f a fitted metalchest p iece w orn w ith supple leather. A lthough it leavesthe legs and arm s relatively unprotected, this arm orp rovides g o o d protection for the w ea rer’s vital organsw hile leaving the w earer relatively unencum bered. H a lfPlate. H alf plate consists o f shaped m etal platesthat cover m ost o f the w ea rer’s body. It d o e s not includeleg protection beyond sim ple greaves that are attachedwith leather straps.H eavy A rmorO f all the arm or categories, heavy arm or offers the bestprotection. T hese suits o f arm or cover the entire bodyand are designed to stop a wide range of attacks. Onlyproficient w arriors can m anage their weight and bulk. Heavy arm or d oesn ’t let you add your Dexteritym odifier to your A rm or Class, but it also d oesn ’tpenalize you if your Dexterity m odifier is negative. R ing Mail. T h is arm or is leather arm or with heavyrings sew n into it. T h e rings help rein force the arm oragainst blow s from sw ords and axes. Ring mail isinferior to chain mail, and it's usually w orn only by thosew ho can’t afford better armor. Chain Mail. M ade o f interlocking m etal rings, chainmail includes a layer o f quilted fabric w orn underneaththe mail to prevent chafing and to cushion the impact ofblows. The suit includes gauntlets. Splint. T h is arm or is m ade o f n arrow vertical stripsof m etal riveted to a backing o f leather that is w orn overcloth padding. Flexible chain mail protects the joints. Plate. Plate consists o f shaped, interlocking metalplates to cover the entire body. A suit o f plate includesgauntlets, heavy leather boots, a visored helmet, andthick layers of padding underneath the armor. Bucklesand straps distribute the weight over the body.Light Armor 5 gp 11 + Dex modifier — Disadvantage 8 lb. Padded 10 gp 11 + Dex modifier — — 10 lb. Leather 45 gp 12 + Dex modifier — — 13 lb. Studded leather 10 gp 12 + Dex modifier (max 2) — — 12 lb.Medium Armor 50 gp 13 + Dex modifier (max 2) — — 20 lb. Hide 50 gp 14 + Dex modifier (max 2) — 45 lb. Chain shirt 400 gp 14 + Dex modifier (max 2) Disadvantage 20 lb. Scale mail 750 gp 15 + Dex modifier (max 2) — 40 lb. Breastplate — Half plate 30 gp 14 — 40 lb. 75 gp 16 Disadvantage 55 lb.Heavy Armor 200 gp 17 — 60 lb. Ring mail 1,500 gp 18 Str 13 Disadvantage 65 lb. Chain mail Str 15 Disadvantage Splint 10 gp +2 Str 15 Disadvantage 6 lb. Plate Disadvantage —Shield — Shield

G e t t in g In t o a n d O u t of A rm orT h e tim e it takes to don or d off arm or depen ds on thea rm or’s category. D on. T h is is the tim e it takes to put on arm or. Youbenefit from the arm or's AC only if you take the full timeto don the suit o f armor. D off. This is the tim e it takes to take o ff armor. If youhave help, reduce this time by half.Category Don DoffLight Armor 1 minute 1 minuteMedium Armor 5 minutes 1 minuteHeavy Armor 10 minutes 5 minutesShield 1 action 1 actionW eaponsYour class grants proficiency in certain w eapons,reflecting both the class's focus and the tools you aremost likely to use. W hether you favor a longsw ord ora longbow , your w ea p on and your ability to w ield iteffectively can m ean the difference betw een life anddeath while adventuring. The W eapons table show s the m ost com m on w eaponsused in the w orlds o f D&D, their price and weight,the dam age they deal w hen they hit, and any sp ecia lproperties they possess. Every weapon is classifiedas either m elee or ranged. A melee weapon is used toattack a target within 5 feet o f you, w hereas a rangedweapon is u sed to attack a target at a distance.W eapo n P ro ficien cyYour race, class, and feats can grant you proficiencywith certain w eapons or categories of w eapons. The twocategories are simple and martial. M ost people canuse simple w eapons with proficiency. These w eaponsinclude clubs, m a ces, and other w ea p on s often found inthe hands o f com m oners. Martial w eapons, includingswords, axes, and polearm s, require m ore specializedtraining to use effectively. M ost w arriors use martialw eapons because these w eapons put their fighting styleand training to best use. Proficiency with a w eapon allows you to add yourproficiency bonus to the attack roll for any attack youmake w ith that w eapon. If you m ake an attack roll usinga w eapon with w hich you lack proficiency, you do notadd your proficiency bonus to the attack roll.W e a p o n P ropertiesMany weapons have special properties related to their use,as show n in the W eapons table. Am m unition. You can use a w eap on that has theammunition property to make a ranged attack only ifyou have ammunition to fire from the w eapon. Eachtime you attack with the weapon, you expend one pieceo f ammunition. D rawing the am m unition from a quiver,case, or other container is part o f the attack. At theend o f the battle, you can recover half your expendedam munition by taking a minute to search the battlefield.

If you use a weapon that has the ammunition propertyto m ake a melee attack, you treat the w eapon as anim provised w eapon (see \"Im provised W eapons\" later inthe section). A sling must be loaded to deal any dam agew hen u sed in this way. Finesse. W hen m aking an attack with a finesseweapon, you use your choice o f your Strength orDexterity modifier for the attack and damage rolls. Youmust use the sam e m odifier for both rolls. Heavy. S m all creatu res have disadvantage on attackrolls w ith heavy w eapon s. A heavy w ea p on ’s size andbulk m ake it too large for a S m all creature to useeffectively. Light. A light w eap on is sm all and easy to handle,m aking it ideal for u se w hen fighting w ith tw o w eapon s.S e e the rules for tw o-w eapon fighting in chapter 9. Loading. B ecau se o f the time required to load thisweapon, you can fire only one piece o f ammunitionfrom it w hen you use an action, bonus action, or reactionto fire it, regardless o f the num ber o f attacks you cannormally make. Range. A w eap on that can b e u sed to m ake a rangedattack has a range show n in parentheses after theammunition or thrown property. The range lists twon um bers. T h e first is the w ea p on ’s n orm al range in feet,and the secon d indicates the w eapon’s m axim um range.W hen attacking a target beyond norm al range, you havedisadvantage on the attack roll. You can ’t attack a targetbeyond the w eapon ’s long range. Reach. T his w ea p on adds 5 feet to your reach w henyou attack with it. Special. A w ea p on w ith the sp ecia l property hasunusual rules governing its use, explained in thew ea p on ’s description (see \"S p ecia l W ea pon s\" later inthis section). Thrown. If a w eap on has the throw n property, youcan throw the w eapon to m ake a ranged attack. If thew eapon is a m elee w eapon, you use the sam e abilitym odifier for that attack roll and dam age roll that youwould use for a melee attack with the weapon. Forexample, if you throw a handaxe, you use your Strength,but if you throw a dagger, you can use either yourStrength or your Dexterity, since the dagger has thefinesse property. Two-Handed. T h is w ea p on requires tw o hands to use. Versatile. T his w eap on can b e u sed with one or tw ohands. A dam age value in parentheses appears with theproperty—the dam age w hen the w eapon is used withtwo hands to m ake a m elee attack.Im provised W eaponsS om etim es characters don’t have their w eapon s andhave to attack w ith w hatever is clo se at hand. Anim provised weapon includes any object you can wieldin one or tw o hands, such as broken glass, a table leg, afrying pan, a w agon wheel, or a dead goblin. In m any cases, an im provised w eapon is sim ilarto an actual weapon and can be treated as such. Forexam ple, a table leg is akin to a club. At the D M ’s option,a character proficient with a weapon can use a similarobject as if it w ere that w eap on and u se his or herproficiency bonus.

An object that bears no resem blance to a w eapon creatures that are form less, or creatures that are Hugedeals 1d4 dam age (the DM assigns a dam age type or larger. A creature can u se its action to m ake a D C 10appropriate to the object). If a character uses a ranged Strength check, freeing itself or another creature withinweapon to make a m elee attack, or throws a m elee its reach on a su ccess. D ealing 5 slashing dam age to thew eap on that d o e s not have the throw n property, it also net (AC 10) also frees the creature without h arm in g it,deals 1d4 dam age. A n im provised throw n w eap on has a ending the effect and destroying the net.norm al range o f 20 feet and a long range o f 60 feet. W hen you use an action, bonus action, or reactionSilvered W eapons to attack with a net, you can m ake only one attackS om e m onsters that have immunity or resistance regardless of the number of attacks you canto nonm agical w eapons are susceptible to silver normally make.w eapons, so cautious adventurers invest extra coin toplate their w eapon s w ith silver. You can silver a single A dventuring G earweapon or ten pieces of ammunition for 100 gp. Thiscost represents not only the price o f the silver, but the This section describes items that have special rules ortime and expertise needed to add silver to the w eapon require further explanation.w ithout m akin g it less effective. Acid. As an action, you can splash the contents ofSp e c ia l W eapo n s this vial onto a creature within 5 feet o f you or throwW eapons with special rules are described here. the vial up to 20 feet, shattering it on im pact. In either case, make a ranged attack against a creature or object, Lance. You have disadvantage when you use a lance treating the acid as an im provised w eapon . O n a hit, theto attack a target within 5 feet of you. Also, a lance target takes 2d6 acid damage.requires tw o hands to wield when you aren’t mounted. A lch em ist’s Fire. T h is sticky, adhesive fluid ignites Net. A Large or sm aller creature hit by a net is w h en e x p osed to air. A s an action, you can th row thisrestrained until it is freed. A net has no effect on flask up to 20 feet, shattering it on im pact. M ake a ranged attack against a creature or object, treating

W eapons Cost Damage Weight Properties Name 1 sp 1d4 bludgeoning 2 lb. Light Sim ple Melee W eapons 2 gp 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60) 2 sp 1d8 bludgeoning 10 lb. Two-handed Club 5 gp 1d6 slashing 2 lb. Light, thrown (range 20/60) Dagger 5 sp 1d6 piercing 2 lb. Thrown (range 30/120) Greatclub 2 gp 1d4 bludgeoning 2 lb. Light, thrown (range 20/60) Handaxe 5 gp 1d6 bludgeoning 4 lb. — javelin 2 sp 1d6 bludgeoning 4 lb. Versatile (1d8) Light hammer 1 gp 1d4 slashing 2 lb. Light Mace 1 gp 1d6 piercing 3 lb. Thrown (range 20/60), versatile (1d8) Quarterstaff 1 bludgeoning — Sickle — — Spear Unarmed strike 25 gp 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed Simple Ranged Weapons 5 cp 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60) Crossbow, light 1d6 piercing Ammunition (range 80/320), two-handed Dart 25 gp 1d4 bludgeoning 2 lb. Ammunition (range 30/120) Shortbow 1 sp — Sling M artial Melee W eapons 10 gp 1d8 slashing 4 lb. Versatile (1d10) Battleaxe 10 gp 1d8 bludgeoning 2 lb. — Flail 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed Glaive 30 gp 1d12 slashing 7 lb. Heavy, two-handed Greataxe 50 gp 2d6 slashing 6 lb. Heavy, two-handed Greatsword 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed Halberd 10 gp 1d12 piercing 6 lb. Reach, special Lance 15 gp 1d8 slashing 3 lb. Versatile (1d10) Longsword 10 gp 2d6 bludgeoning 10 lb. Heavy, two-handed Maul 15 gp 1d8 piercing 4 lb. — Morningstar 1d10 piercing 18 lb. Heavy, reach, two-handed Pike 5 gp 1d8 piercing 2 lb. Finesse Rapier 25 gp 1d6 slashing 3 lb. Finesse, light Scimitar 25 gp 1d6 piercing 2 lb. Finesse, light Shortsword 10 gp 1d6 piercing 4 lb. Thrown (range 20/60), versatile (1d8) Trident 1d8 piercing 2 lb. — War pick 5 gp 1d8 bludgeoning 2 lb. Versatile (1d10) Warhammer 5 gp 1d4 slashing 3 lb. Finesse, reach Whip 15 gp Martial Ranged Weapons 2 gp 1 piercing 1 lb. Ammunition (range 25/100), loading Blowgun 1d6 piercing 3 lb. Ammunition (range 30/120), light, loading Crossbow, hand 10 gp 1d10 piercing 18 lb. Ammunition (range 100/400), heavy, loading, two-handed Crossbow, heavy 75 gp 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed Longbow 50 gp 3 lb. Special, thrown (range 5/15) Net 50 gp — 1 gp

A d v e n t u r in g G ear Cost Weight Item Cost Weight 2 lb. Holy symbol Item 2 gp 1 lb. 5 gp 1 lb. Abacus 25 gp 1 lb. Amulet 5 gp — Acid (vial) 50 gp Emblem 5 gp Alchemist’s fire (flask) 1 lb. Reliquary 25 gp 2 lb. Ammunition 1 gp 1 lb. Holy water (flask) 25 gp 1 lb. 1 gp 11/2 lb. Hourglass 5 gp 1 lb. Arrows (20) 1 gp 11/2 lb. Hunting trap 10 gp 25 lb. Blowgun needles (50) 4 cp Ink (1 ounce bottle) 2 cp Crossbow bolts (20) 50 gp — Ink pen 2 cp — Sling bullets (20) Jug or pitcher 1 sp — Antitoxin (vial) 10 gp 1 lb. Ladder (10-foot) 5 sp 4 lb. Arcane focus 20 gp 3 lb. Lamp 10 gp 25 lb. Crystal 10 gp 2 lb. Lantern, bullseye 1 lb. Orb 4 lb. Lantern, hooded 5 gp 2 lb. Rod 5 gp 1 lb. Lock 10 gp 2 lb. Staff 10 gp 5 lb. Magnifying glass 100 gp 1 lb. Wand 2 lb. Manacles — Backpack 2 gp 70 lb. Mess kit 2 gp 6 lb. Ball bearings (bago f 1,000) 1 gp 2 lb. Mirror, steel 2 sp 1 lb. Barrel 2 gp 7 lb. Oil (flask) 5 gp 1/2 lb. Basket 4 sp Paper (one sheet) 1 sp 1 lb. Bedroll 3 lb. Parchment (one sheet) 2 sp — Bell 1 gp 5 lb. Perfume (vial) 1 sp — Blanket 1 gp 5 lb. Pick, miner’s — Block and tackle 5 sp 2 lb. Piton 5 gp 10 lb. Book 1 gp 2 lb. Poison, basic (vial) 2 gp 1/4 lb. Bottle, glass 25 gp 2 lb. Pole (10-foot) 5 cp — Bucket 2 gp Pot, iron 100 gp 7 lb. Caltrops (bag of 20) 5 cp — Potion o f healing 5 cp 10 lb. Candle 1 gp Pouch 1/2 lb. Case, crossbow bolt 1 cp 1 lb. Quiver 2 gp 1 lb.Case, map or scroll 1 gp 1 lb. Ram, portable 50 gp 1 lb.Chain (10 feet) 1 gp 10 lb. Rations (1 day) 35 lb.Chalk (1 piece) 5 gp Robes 5 sp 2 lb.Chest 1 cp — Rope, hempen (50 feet) 4 lb.Climber's kit 5 gp Rope, silk (50 feet) 1 gp 10 lb.Clothes, common 25 gp 25 lb. Sack 4 gp 5 lb.Clothes, costume 5 sp 12 lb. Scale, merchant’s 5 sp 1/2 lb.Clothes, fine 5 gp 3 lb. Sealing wax 3 lb.Clothes, traveler’s 15 gp 4 lb. Shovel 1 gpComponent pouch 2 gp 6 lb. Signal whistle 1 gp 5 lb.Crowbar 25 gp 4 lb. Signet ring 10 gp —Druidicfocus 2 gp 2 lb. Soap 1 cp — Sprig o f mistletoe 5 lb. Spellbook — Totem 1 gp Spikes, iron (10) 5 gp Wooden staff 1 gp — Spyglass 5 sp 3 lb. Yew wand 5 gp Tent, two-person 2 gp 5 lb.Fishing tackle 10 gp — Tinderbox 5 cp 1 lb.Flask or tankard Torch 5 gp 2 0 lb.Grappling hook 1 gp 4 lb. Vial 2 cp 1 lb.Hammer 2 cp 1 lb. Waterskin 50 gp 1 lb.Hammer, sledge 2 gp 4 lb. WhetstoneHealer’s kit 1 gp 1 lb. 1 gp — 2 gp 4 lb. 1,000 gp 5 lb. (full) 5 gp 3 lb. 10 lb. 2 gp 1 lb. 3 lb. 5 sp 1 cp 1 gp 2 sp 1 cp

the alchem ist's fire as an im provised weapon. On a Druidic Focus. A druidic focu s m ight be a sprig o fhit, the target takes 1d4 fire dam age at the start o f m istletoe or holly, a w and or scepter m ade o f yew oreach o f its turns. A creature can end this dam age by another special w ood, a staff drawn w hole out o f a livingusing its action to m ake a DC 10 Dexterity check to tree, or a totem object incorporating feathers, fur, bones,extinguish the flames. and teeth from sacred animals. A druid can use such an object as a spellcasting focus, as described in chapter 10. Antitoxin. A creature that drinks this vial o f liquidgains advantage on saving throws against poison for 1 Fishing Tackle. T his kit includes a w o o d e n rod, silkenhour. It con fers no benefit to undead or constructs. line, cork w ood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting. Arcane Focus. A n arcane focu s is a sp ecia l item—an orb, a crystal, a rod, a specially constructed staff, Healer’s Kit. T h is kit is a leather pou ch containinga wand-like length o f w ood, or som e similar item— bandages, salves, and splints. The kit has ten uses. Asdesigned to channel the pow er o f arcane spells. A an action, you can expend one use o f the kit to stabilizesorcerer, w arlock, or w izard can use such an item as a a creature that h as 0 hit points, w ithout n eedin g to m akesp ellcastin g focus, as d escrib ed in chapter 10. a W isdom (M edicine) check. Ball Bearings. A s an action, you can spill th ese tiny Holy Symbol. A holy sym bol is a representation o fm etal balls from their p ou ch to cover a level area 10 a god or pantheon. It m ight b e an am ulet depicting afeet square. A creature moving across the covered area sym b ol representing a deity, the sa m e sym bol carefullymust su cceed on a D C 10 Dexterity saving throw or fall engraved or inlaid as an em blem on a shield, or a tinyprone. A creature m ovin g through the area at h alf sp eed box holding a fragment o f a sacred relic. Appendix Bd oesn ’t n eed to m ake the saving throw. lists the sym bols com m only associated with many gods in the multiverse. A cleric or paladin can use a holy Block and Tackle. A set o f pulleys with a cable sym bol as a spellcasting focus, as described in chapterthreaded through them and a hook to attach to objects, a 10. To u se the sym bol in this way, the caster m ust hold itblock and tackle allow s you to hoist up to four tim es the in hand, w ear it visibly, or bea r it on a shield.w eight you can n orm ally lift. Holy Water. A s an action, you can splash the contents Book. A b o o k might contain poetry, historical of this flask onto a creature within 5 feet of you or throwaccounts, inform ation pertaining to a particular field it up to 20 feet, shattering it on im pact. In either case,of lore, diagram s and notes on gnom ish contraptions, m ake a ranged attack against a target creature, treatingor just about anything else that can be represented the holy water as an im provised w eapon. If the target isusing text or pictures. A b ook o f spells is a spellbook a fiend or undead, it takes 2d6 radiant dam age.(described later in this section). Eq u i p m e n t Pa c k s Caltrops. A s an action, you can spread a single bago f caltrops to cover a 5-foot-square area. Any creature The starting equipment you get from your class includes athat enters the area must su cceed on a D C 15 Dexterity collection of useful adventuring gear, put together in a pack.saving throw or stop moving and take 1 piercing The contents o f these packs are listed here. If you are buyingdam age. Until the creature regains at least 1 hit point, your starting equipment, you can purchase a pack for theits w alking sp eed is reduced by 10 feet. A creature price shown, which might be cheaper than buying the itemsm ovin g through the area at h alf sp eed d oesn ’t n eed to individually.make the saving throw. Burglar’s Pack (16 gp). Includes a backpack, a bag of 1,000 Candle. F or 1 hour, a candle sh eds bright light in a ball bearings, 10 feet o f string, a bell, 5 candles, a crowbar, a5-foot radius and dim light for an additional 5 feet. hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 Case, Crossbow Bolt. Th is w o o d e n ca se can hold up feet o f hempen rope strapped to the side o f it.to twenty crossbow bolts. Diplomat's Pack (39 gp). Includes a chest, 2 cases for maps Case, Map or Scroll. Th is cylindrical leather ca se can and scrolls, a set of fine clothes, a bottle o f ink, an ink pen,hold up to ten rolled-up sheets o f paper or five rolled-up a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume,sheets of parchment. sealing wax, and soap. Chain. A chain has 10 hit points. It can be burst with a Dungeoneer’s Pack (12 gp). Includes a backpack, a crowbar,successful DC 20 Strength check. a hammer, 10 pitons, 10 torches, a tinderbox, 10 days o f rations, and a waterskin. The pack also has 50 feet of Climber’s Kit. A clim b er’s kit includes sp ecia l pitons, hempen rope strapped to the side o f it.boot tips, gloves, and a harness. You can use theclim b er’s kit as an action to an chor yourself; w hen you Entertainer’s Pack (40 gp). Includes a backpack, a bedroll,do, you can’t fall m ore than 25 feet from the point w here 2 costumes, 5 candles, 5 days o f rations, a waterskin, and ayou anchored yourself, and you can't clim b m ore than 25 disguise kit.feet away from that point without undoing the anchor. Explorer’s Pack (10 gp). Includes a backpack, a bedroll, Component Pouch. A com p on ent pouch is a small, a mess kit, a tinderbox, 10 torches, 10 days of rations, andwatertight leather belt pouch that has com partm ents a waterskin. The pack also has 50 feet o f hempen ropeto hold all the material com ponents and other special strapped to the side of it.items you need to cast your spells, except for thosecom ponents that have a specific cost (as indicated in a Priest’s Pack (19 gp). Includes a backpack, a blanket, 10spell's description). candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin. Crowbar. Using a crow bar grants advantageto Strength ch ecks w here the crow ba r’s leverage Scholar’s Pack (40 gp). Includes a backpack, a book o f lore,can be applied. a bottle o f ink, an ink pen, 10 sheets o f parchment, a little bag of sand, and a small knife.

A cleric or paladin may create holy water by Magnifying Glass. T his lens allow s a closer look atperform ing a special ritual. The ritual takes 1 hour sm all objects. It is also useful as a substitute for flintto perform , uses 25 gp w orth of pow dered silver, and and steel when starting fires. Lighting a fire with arequires the caster to expend a 1st-level spell slot. m agnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire Hunting Trap. W h en you use your action to set it, to ignite. A m agnifying glass grants advantage on anythis trap form s a saw -toothed steel ring that snaps shut ability ch eck m ade to appraise or in spect an item that isw hen a creature steps on a pressure plate in the center. small or highly detailed.The trap is affixed by a heavy chain to an im m obileobject, such as a tree or a spike driven into the ground. Manacles. T h ese m etal restraints can bind a Sm allA creature that steps on the plate must su cceed on a DC or M edium creature. Escaping the m anacles requires13 D exterity saving th row o r take 1d4 piercin g dam age a successful DC 20 Dexterity check. Breaking themand stop moving. Thereafter, until the creature breaks requires a successful DC 20 Strength check. Eachfree o f the trap, its m ovem ent is limited by the length set o f m anacles c o m e s with on e key. W ithout the key,o f the chain (typically 3 feet long). A creature can use a creature proficient with thieves’ tools can pick theits action to m ake a D C 13 Strength check, freeing m anacles’ lock with a su ccessfu l D C 15 Dexterityitself or another creature w ithin its reach on a su ccess. check. M an acles have 15 hit points.Each failed check deals 1 piercing damage to thetrapped creature. Mess Kit. This tin b ox contains a cup and sim ple cutlery. The box clam ps together, and one side can Lamp. A lam p casts bright light in a 15-foot radius be used as a cooking pan and the other as a plate orand dim light for an additional 30 feet. O nce lit, it burns shallow bowl.for 6 h ours on a flask (1 pint) o f oil. Oil. Oil usually c om es in a clay flask that holds 1 Lantern, Bullseye. A bullseye lantern casts bright pint. A s an action, you can splash the oil in this flasklight in a 60-foot cone and dim light for an additional 60 onto a creature w ithin 5 feet o f you or th row it up tofeet. O nce lit, it burns for 6 hours on a flask (1 pint) o f oil. 20 feet, shattering it on im pact. M ake a ranged attack against a target creature or object, treating the oil as Lantern, Hooded. A h ood ed lantern casts bright light an im provised w eapon . On a hit, the target is coveredin a 30-foot radius and dim light for an additional 30 in oil. If the target takes any fire dam age before the oilfeet. O nce lit, it burns for 6 hours on a flask (1 pint) o f dries (after 1 minute), the target takes an additional 5oil. A s an action, you can low er the hood, reducing the fire dam age from the burning oil. You can also pour alight to dim light in a 5-foot radius. flask of oil on the ground to cover a 5-foot-square area, provided that the su rface is level. If lit, the oil burns for Lock. A key is provided w ith the lock. W ithout the 2 rounds and deals 5 fire dam age to any creature thatkey, a creature proficient w ith thieves’ tools can pick enters the area or en ds its turn in the area. A creaturethis lock with a su ccessfu l D C 15 Dexterity check. can take this dam age only on ce per turn.Your DM may decide that better locks are availablefor higher prices.

Poison, Basic. You can use the p oison in this vial Spyglass. O bjects view ed through a spyglass areto coat one slashing or piercing w eapon or up to three magnified to tw ice their size.pieces o f ammunition. Applying the poison takesan action. A creature hit by the poisoned w eapon or Tent. A sim ple and portable canvas shelter, aam m unition m ust m ake a D C 10 Constitution saving tent sleeps two.th row o r take 1d4 p oison dam age. O n ce applied, thepoison retains potency for 1 minute before drying. Tinderbox. This sm all container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to Potion o fHealing. A character w h o drinks the m agical kindle a fire. U sing it to light a torch —or anything elsered fluid in this vial regains 2d4 + 2 hit points. D rinking with abundant, exposed fuel—takes an action. Lightingor administering a potion takes an action. any other fire takes 1 minute. Pouch. A cloth or leather pou ch can hold up to 20 Torch. A torch burns for 1 hour, providing bright lightsling bullets or 50 blowgun needles, am ong other in a 20-foot radius and dim light for an additional 20things. A com partm entalized pouch for holding spell feet. If you m ake a m elee attack with a burning torchcom ponents is called a com ponent pouch (described and hit, it deals 1 fire dam age.earlier in this section). C o n t a in e r C a p a c it y Quiver. A quiver can hold up to 20 arrows. Ram, Portable. You can use a portable ram to break Container Capacitydow n doors. W hen doing so, you gain a +4 bonus on the Backpack* 1 cubic foot/30 pounds of gearStrength check. One other character can help you use Barrel 40 gallons liquid, 4 cubic feet solidthe ram, giving you advantage on this check. Basket 2 cubic feet/40 pounds of gear Rations. R ations consist o f dry fo o d s suitable Bottle 11/2 pints liquidfor extended travel, including jerky, dried fruit, Bucket 3 gallons liquid, 1/2 cubic foot solidhardtack, and nuts. Chest 12 cubic feet/300 pounds o f gear Rope. R op e, w hether m ade o f hem p or silk, has 2 hit Flask or tankard 1 pint liquidpoints and can be burst w ith a D C 17 Strength check. Jug or pitcher 1 gallon liquid Scale, Merchant’s. A scale includes a sm all balance, Pot, iron 1 gallon liquidpans, and a suitable assortm ent of weights up to 2 Pouch 1/5 cubic foot/6 pounds of gearpou nds. W ith it, you can m easu re the exact w eigh t of Sack 1 cubic foot/30 pounds of gearsm all objects, such as raw precious metals or trade Vial 4 ounces liquidgoods, to help determine their worth. Waterskin 4 pints liquid Spellbook. E ssential for w izards, a sp ellb ook isa leather-bound tome with 100 blank vellum pages * You can also strap items, such as a bedroll or a coil of rope,suitable for recording spells. to the outside o f a backpack.

T ools Artisan’s Tools. T h ese sp ecia l tools include the items needed to pursue a craft or trade. The table show sA tool helps you to do som ething you couldn't otherwise exam ples of the m ost com m on types o f tools, eachdo, such as craft or repair an item, forge a docum ent, or providing items related to a single craft. Proficiencypick a lock. Your race, class, background, or feats give w ith a set o f artisan’s tools lets you add your proficiencyyou proficiency with certain tools. Proficiency with a tool bonus to any ability checks you make using the toolsallow s you to add your proficiency bonus to any ability in your craft. Each type of artisan’s tools requires acheck you m ake using that tool. Tool use is not tied to separate proficiency.a single ability, sin ce proficiency w ith a tool representsbroader know ledge o f its use. For example, the DM Disguise Kit. T h is pou ch o f cosm etics, hair dye, andmight ask you to m ake a Dexterity check to carve a fine sm all props lets you create disguises that change yourdetail w ith your w o o d ca rv e r ’s tools, or a Strength ch eck physical appearance. P roficiency with this kit lets youto make som ething out of particularly hard w ood. add your proficiency bonus to any ability checks you make to create a visual disguise.To o l s Forgery Kit. T h is sm all b o x contain s a variety o f Item Cost Weight papers and parchm ents, pens and inks, seals andArtisan’s tools sealing wax, gold and silver leaf, and other supplies 50 gp 8 lb. necessary to create convincing forgeries of physical Alchemist’s supplies 20 gp 9 lb. docum ents. Proficiency with this kit lets you add your Brewer’s supplies 10 gp 5 lb. proficiency bonus to any ability checks you make to Calligrapher's supplies 6 lb. create a physical forgery of a document. Carpenter’s tools 8 gp 6 lb. Cartographer’s tools 15 g p 5 lb. Gaming Set. T his item e n com p a sses a w ide range Cobbler’s tools 8 lb. of game pieces, including dice and decks of cards (for Cook’s utensils 5 gp 5 lb. gam es such as Three-Dragon Ante). A few com m on Glassblower’s tools 1 gp 2 lb. exam ples appear on the Tools table, but other kinds of Jeweler’s tools 30 gp 5 lb. gaming sets exist. If you are proficient with a gaming Leatherworker’s tools 25 gp 8 lb. set, you can add your proficiency bonus to ability checks Mason’s tools 5 gp 5 lb. you make to play a gam e with that set. Each type o f Painter’s supplies 10 gp 3 lb. gaming set requires a separate proficiency. Potter’s tools 10 gp 8 lb. Smith’s tools 10 gp 10 lb. Herbalism Kit. T h is kit contains a variety o f Tinker’s tools 20 gp 5 lb. instruments such as clippers, m ortar and pestle, and Weaver’s tools 50 gp 5 lb. pouches and vials used by herbalists to create rem edies Woodcarver's tools 1 gp 3 lb. and potions. P roficien cy w ith this kit lets you add yourDisguise kit 1 gp 5 lb. proficiency bonus to any ability checks you m ake toForgery kit 25 gp identify or apply herbs. Also, proficiency with this kit isGaming set 15 gp — required to create antitoxin and potions o f healing. Dice set Dragonchess set 1 sp 1/2 lb. Musical Instrument. Several o f the m ost com m on Playing card set 1 gp — types o f m usical instruments are shown on the table as Three-Dragon Ante set 5 sp — examples. If you have proficiency with a given musicalHerbalism kit 1 gp instrument, you can add your proficiency bonus toMusical instrument 5 gp 3 lb. any ability checks you m ake to play m usic with the Bagpipes instrument. A bard can use a m usical instrument as a Drum 30 gp 6 lb. spellcasting focus, as described in chapter 10. Each type Dulcimer 3 lb. of m usical instrument requires a separate proficiency. Flute 6 gp 10 lb. Lute 25 gp 1 lb. Navigator’s Tools. Th is set o f instrum ents is u sed Lyre 2 lb. for navigation at sea. P roficien cy w ith navigator's tools Horn 2 gp 2 lb. lets you chart a ship's course and follow navigation Pan flute 35 gp 2 lb. charts. In addition, these tools allow you to add your Shawm 30 gp 2 lb. proficiency bonus to any ability check you m ake to avoid Viol 1 lb. getting lost at sea.Navigator’s tools 3 gp 1 lb.Poisoner’s kit 12 gp 2 lb. Poisoner’s Kit. A p o iso n e r’s kit includes the vials,Thieves’ tools 2 gp 2 lb. chem icals, and other equipm ent necessary for theVehicles (land or water) 30 gp 1 lb. creation o f poisons. P roficiency with this kit lets you add 25 gp your proficiency bonus to any ability checks you m ake to 50 gp * craft or use poisons. 25 gp Thieves’ Tools. T h is set o f tools includes a sm all file, * a set of lock picks, a small m irror m ounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.* See the “ Mounts and Vehicles” section.

M o u n ts a n d V ehiclesA good mount can help you move m ore quickly throughthe w ilderness, but its prim ary p u rp ose is to carry thegear that w ould otherw ise slow you down. The Mountsand Other A n im als table sh ow s each anim al’s sp eed andbase carrying capacity. An animal pulling a carriage, cart, chariot, sled,or w agon ca n m ove w eight up to five tim es its basecarrying capacity, including the weight of the vehicle.If multiple anim als pull the sam e vehicle, they can addtheir carrying capacity together. M ounts other than th ose listed here are available inthe worlds of D&D, but they are rare and not normallyavailable for purchase. T h ese include flying mounts(pegasi, griffons, hippogriffs, and similar animals) andeven aquatic mounts (giant sea horses, for example).Acquiring such a mount often m eans securing an eggand raising the creature yourself, making a bargain witha pow erfu l entity, or negotiating w ith the m ount itself. Barding. Barding is arm or design ed to protect anan im al’s head, neck, chest, and body. Any type o farm or show n on the A rm or table in this chapter canbe purchased as barding. The cost is four times theequivalent arm or m ade for hum anoids, and it w eigh stwice as much. Saddles. A m ilitary saddle braces the rider, helpingyou k eep your seat on an active m ount in battle. Itgives you advantage on any check you make to remainmounted. An exotic saddle is required for riding anyaquatic or flying mount. Vehicle Proficiency. If you have proficiency with acertain kind o f vehicle (land or water), you can add yourproficiency bonus to any check you m ake to control thatkind o f vehicle in difficult circum stances. R ow ed V essels. K eelboats and row boats are used onlakes and rivers. If going downstream , add the speed ofthe current (typically 3 m iles per hour) to the speed of

the vehicle. T h ese vehicles ca n ’t be row ed against any Trade G o o d ssignificant current, but they can be pulled upstreamby draft animals on the shores. A rowboat w eighs 100 Cost Goodspou nds, in ca se adventurers carry it over land. 1 lb. of wheat 1 cp 1 lb. o f flour or one chickenM o u n t s a n d O t h e r A n im a l s 2 cp 1 lb. of salt 5 cp 1 lb. of iron or 1 sq. yd. o f canvasItem Cost Speed Carrying 1 sp 1 lb. of copper or 1 sq. yd. o f cotton clothCamel 50 gp 50 ft. Capacity 5 sp 1 lb. of ginger or one goatDonkey or mule 40 ft. 1 lb. of cinnamon or pepper, or one sheepElephant 8 gp 40 ft. 480 lb. 1 gp 1 lb. o f cloves or one pigHorse, draft 200 gp 40 ft. 420 lb. 2 gp 1 lb. o f silver or 1 sq. yd. of linenHorse, riding 60 ft. 1,320 lb. 3 gp 1 sq. yd. of silk or one cowMastiff 50 gp 40 ft. 540 lb. 5 gp 1 lb. o f saffron or one oxPony 40 ft. 480 lb. 10 gp 1 lb. of goldWarhorse 75 gp 60 ft. 195 lb. 15 gp 1 lb. of platinum 25 gp 225 lb. 50 gp 30 gp 540 lb. 500 gp 400 gpTa c k , H a r n e s s , a n d D r a w n V e h ic l e sItem Cost Weight ExpensesBarding x4 x2Bit and bridle W hen not descending into the depths o f the earth,Carriage 2 gp 1 lb. exploring ruins for lost treasures, or waging w ar againstCart 100 gp 600 lb. the encroaching darkness, adventurers face m oreChariot 200 lb. mundane realities. Even in a fantastical world, peopleFeed (per day) 15 gp 100 lb. require basic necessities such as shelter, sustenance,Saddle 250 gp and clothing. These things cost money, although som e 10 lb. lifestyles cost m ore than others. Exotic 5 cp Military 40 lb. L ife style E xpenses Pack 60 gp 30 lb. Riding 20 gp 15 lb. Lifestyle expenses provide you with a sim ple way toSaddlebags 25 lb. accou n t for the cost o f living in a fantasy w orld. T h eySled 5 gp cover your accom m od a tion s, fo o d and drink, and allStabling (per day) 10 gp 8 lb. your other necessities. Furthermore, expenses cover theWagon 4 gp 300 lb. cost of maintaining your equipment so you can be ready 20 gp when adventure next calls. — 5 sp 400 lb. At the start of each w eek or month (your choice), 35 gp ch oose a lifestyle from the E xpenses table and pay the price to sustain that lifestyle. The prices listed are perW a t e r b o r n e V e h ic l e s Cost Speed day, so if you w ish to calculate the cost o f your chosen 30,000 gp 4 mph lifestyle over a thirty-day period, multiply the listed price Item 1 mph by 30. Your lifestyle might change from one period to Galley 3,000 gp 3 mph the next, based on the funds you have at your disposal, Keelboat 10,000 gp 11/2 mph or you might maintain the sam e lifestyle throughout Longship 2 mph your character’s career. Rowboat 50 gp 21/2 mph Sailing ship 10,000 gp Your lifestyle choice can have consequences. Warship 25,000 gp M aintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run theT rade G oods risk o f attracting thieves. Likewise, living frugally might help you avoid crim inals, but you are unlikely to makeM ost w ealth is not in coin s. It is m easu red in livestock, powerful connections.grain, land, rights to collect taxes, or rights to resources(such as a mine or a forest). Lif e st y l e Ex p e n s e s Price/Day —- Guilds, nobles, and royalty regulate trade. Chartered Lifestylecom panies are granted rights to conduct trade along Wretched 1 spcertain routes, to send merchant ships to various ports, Squalidor to buy or sell specific goods. Guilds set prices for Poor 2 spthe goods or services that they control, and determine Modest 1 gpw ho may or may not offer those goods and services. Comfortable 2 gpMerchants com m only exchange trade goods without Wealthy 4 gpusing currency. The Trade G ood s table show s the value Aristocratic 10 gp minimumof com m only exchanged goods.

W retched. You live in inhum ane conditions. W ith C om fortable. C h oosing a com fortable lifestyleno place to call home, you shelter wherever you can, m eans that you can afford nicer clothing and can easilysn eak ing into barns, huddling in old crates, and relying maintain your equipment. You live in a sm all cottageon the good graces of people better off than you. A in a m iddle-class n eigh borh ood or in a private roomwretched lifestyle presents abundant dangers. Violence, at a fine inn. You associate with m erchants, skilleddisease, and hunger follow you wherever you go. Other tradespeople, and military officers.wretched people covet your armor, weapons, andadventuring gear, which represent a fortune by their Wealthy. C h oosin g a w ealthy lifestyle m eans living astandards. You are beneath the notice of m ost people. life o f luxury, though you might not have achieved the social status associated with the old money of nobility Squalid. You live in a leaky stable, a m ud-floored hut or royalty. You live a lifestyle com parable to that o f ajust outside town, or a vermin-infested boarding house highly successful merchant, a favored servant o f thein the w orst part o f town. You have shelter from the royalty, or the ow ner of a few sm all businesses. Youelements, but you live in a desperate and often violent have respectable lodgin gs, usually a sp aciou s h om e inenvironment, in places rife with disease, hunger, and a g o o d part o f tow n or a com fortab le suite at a fine inn.misfortune. You are beneath the notice of m ost people, You likely have a sm all staff o f servants.and you have few legal protection s. M ost p eop le atthis lifestyle level have suffered som e terrible setback. A ristocratic. You live a life o f plenty and com fort. YouThey might be disturbed, marked as exiles, or suffer m ove in circles populated by the m ost pow erful peoplefrom disease. in the community. You have excellent lodgings, perhaps a tow nhouse in the nicest part o f town or room s in the Poor. A poor lifestyle m eans going without the finest inn. You dine at the best restaurants, retain thecom forts available in a stable community. Sim ple food m ost skilled and fashionable tailor, and have servantsand lodgings, threadbare clothing, and unpredictable attending to your every need. You receive invitationsconditions result in a sufficient, though probably to the social gatherings o f the rich and powerful, andunpleasant, experience. Your accom m odations might spend evenings in the com pany o f politicians, guildbe a room in a flophouse or in the com m on room above leaders, high priests, and nobility. You must alsoa tavern. You benefit from som e legal protections, contend with the highest levels of deceit and treachery.but you still have to contend with violence, crime, The wealthier you are, the greater the chance you willand disease. P eop le at this lifestyle level tend to be be drawn into political intrigue as a pawn or participant.unskilled laborers, costerm ongers, peddlers, thieves,m ercenaries, and other disreputable types. Fo o d , D r in k , a n d L od ging M odest. A m odest lifestyle keeps you out of the slum s The Food, Drink, and Lodging table gives prices forand ensures that you can maintain your equipment. individual fo o d item s and a single night’s lodging. T h eseYou live in an older part o f town, renting a room in a prices are included in your total lifestyle expenses.boarding house, inn, or temple. You don't go hungry orthirsty, and your living conditions are clean, if simple. Fo o d , D r i n k , a n d Lo d g i n g CostOrdinary people living m odest lifestyles include soldierswith families, laborers, students, priests, hedge w izards, Item 2 spand the like. Ale 4 cp 10 gp Gallon 2 cp Mug 1 sp Banquet (per person) Bread, loaf 7 cp Cheese, hunk 1 sp Inn stay (per day) 5 sp Squalid 8 sp Poor 2 gp Modest 4 gp Comfortable Wealthy 3 cp Aristocratic 6 cp Meals (per day) 3 sp Squalid 5 sp Poor 8 sp Modest 2 gp Comfortable 3 sp Wealthy Aristocratic 2 sp Meat, chunk 10 gp Wine Common (pitcher) Fine (bottle)

S elf-Su f f ic ien cyThe expenses and lifestyles described in this chapter assumethat you are spending your time between adventures in town,availing yourself o f whatever services you can afford— payingfor food and shelter, paying townspeople to sharpen yoursword and repair your armor, and so on. Some characters,though, might prefer to spend their time away fromcivilization, sustaining themselves in the wild by hunting,foraging, and repairing their own gear. Maintaining this kind o f lifestyle doesn’t require you tospend any coin, but it is time-consuming. If you spendyour time between adventures practicing a profession, asdescribed in chapter 8, you can eke out the equivalent o f apoor lifestyle. Proficiency in the Survival skill lets you live atthe equivalent o f a comfortable lifestyle.S e r v ic e s Skilled hirelings include anyone hired to perform a service that involves a proficiency (including w eapon,Adventurers can pay nonplayer characters to assist them tool, or skill): a mercenary, artisan, scribe, and so on.or act on their behalf in a variety o f circum stances. M ost The pay show n is a minimum; som e expert hirelingssuch hirelings have fairly ordinary skills, w hile others require m ore pay. Untrained hirelings are hired forare m asters o f a craft or art, and a few are experts with menial work that requires no particular skill and canspecialized adventuring skills. include laborers, porters, maids, and similar workers. S om e of the most basic types of hirelings appear on Sp e l l c a st in g Servicesthe Services table. Other com m on hirelings includeany o f the w ide variety o f people w ho inhabit a typical P eople w h o are able to cast spells don’t fall into thetow n or city, w hen the adventurers pay them to category o f ordinary hirelings. It m ight be p ossib le toperform a specific task. For example, a wizard might find som eone w illing to cast a spell in exchange for coinpay a carpenter to construct an elaborate chest (and or favors, but it is rarely easy and no established payits m iniature replica) for u se in the Leomund’s secret rates exist. A s a rule, the higher the level o f the desiredchest spell. A fighter m ight com m ission a blacksm ith to spell, the h arder it is to find som eon e w h o can cast itforge a special sword. A bard might pay a tailor to make and the m ore it costs.exquisite cloth in g for an u p com in g p erform a n ce infront of the duke. Hiring som eone to cast a relatively com m on spell o f 1st or 2nd level, such as cure wounds or identify, is Other hirelings provide m ore expert or dangerous easy enough in a city or town, and might cost 10 to 50services. M ercenary soldiers paid to help the gold pieces (plus the cost o f any expensive materialadventurers take on a hobgoblin army are hirelings, as com ponents). Finding som eon e able and w illing toare sages hired to research ancient or esoteric lore. If a cast a higher-level spell might involve traveling to ahigh-level adventurer establishes a stronghold o f som e large city, perhaps one w ith a university or prom inentkind, he or she might hire a w hole staff of servants and temple. O nce found, the spellcaster might ask for aagents to run the place, from a castellan or steward service instead o f payment—the kind o f service thatto menial laborers to keep the stables clean. These only adventurers can provide, such as retrieving a rarehirelings often enjoy a long-term contract that includes item from a dangerous locale or traversing a monster-a place to live within the stronghold as part o f the infested w ilderness to deliver som ething important tooffered compensation. a distant settlement.S e r v ic e s Pay T rinkets Service 3 cp per mile W hen you make your character, you can roll once on Coach cab 1 cp the Trinkets table to gain a trinket, a simple item lightly touched by mystery. The DM might also use this table. Between towns 2 gp per day It can help stock a room in a du ngeon or fill a creatu re’s Within a city 2 sp per day pockets. Hireling 2 cp per mile Skilled 1 cp Untrained 1 sp per mile Messenger Road or gate toll Ship’s passage

Tr in k e t s d 100 Trinket 27 A shard o f obsidian that always feels warm to the d100 Trinket touch 01 A mummified goblin hand 28 A dragon's bony talon hanging from a plain leather 02 A piece o f crystal that faintly glows in the moonlight necklace 03 A gold coin minted in an unknown land 29 A pair o f old socks 04 A diary written in a language you don’t know 30 A blank book whose pages refuse to hold ink, chalk, 05 A brass ring that never tarnishes graphite, or any other substance or marking 06 An old chess piece made from glass 31 A silver badge in the shape o f a five-pointed star 07 A pair of knucklebone dice, each with a skull symbol 32 A knife that belonged to a relative on the side that would normally show six pips 33 A glass vial filled with nail clippings 08 A small idol depicting a nightmarish creature that 34 A rectangular metal device with two tiny metal cups gives you unsettling dreams when you sleep near it on one end that throws sparks when wet 09 A rope necklace from which dangles four mummified 35 A white, sequined glove sized for a human elf fingers 36 A vest with one hundred tiny pockets 10 The deed for a parcel o f land in a realm unknown 37 A small, weightless stone block to you 38 A tiny sketch portrait of a goblin 11 A 1-ounce block made from an unknown material 39 An empty glass vial that smells o f perfume when 12 A small cloth doll skewered with needles opened 13 A tooth from an unknown beast 40 A gemstone that looks like a lump o f coal when 14 An enormous scale, perhaps from a dragon examined by anyone but you 15 A bright green feather 41 A scrap of cloth from an old banner 16 An old divination card bearing your likeness 42 A rank insignia from a lost legionnaire 17 A glass orb filled with moving smoke 43 A tiny silver bell without a clapper 18 A 1-pound egg with a bright red shell 44 A mechanical canary inside a gnomish lamp 19 A pipe that blows bubbles 45 A tiny chest carved to look like it has numerous feet 20 A glass jar containing a weird bit o f flesh floating in on the bottom pickling fluid 46 A dead sprite inside a clear glass bottle 21 A tiny gnome-crafted music box that plays a song 47 A metal can that has no opening but sounds as if it you dimly remember from your childhood is filled with liquid, sand, spiders, or broken glass 22 A small wooden statuette o f a smug halfling 48 (your choice) 23 A brass orb etched with strange runes A glass orb filled with water, in which swims a 24 A multicolored stone disk 49 clockwork goldfish 25 A tiny silver icon of a raven 50 A silver spoon with an M engraved on the handle 26 A bag containing forty-seven humanoid teeth, one A whistle made from gold-colored wood of which is rotten


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