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d 100 Trinket d100 Trinket 79 An invitation to a party where a murder happened 51 A dead scarab beetle the size o f your hand 80 A bronze pentacle with an etching o f a rat's head 52 Two toy soldiers, one with a missing head in its center 53 A small box filled with different-sized buttons 81 A purple handkerchief embroidered with the name o f 54 A candle that can’t be lit a powerful archmage 55 A tiny cage with no door 82 Half o f a floorplan for a temple, castle, or some other 56 An old key structure 57 An indecipherable treasure map 83 A bit o f folded cloth that, when unfolded, turns into 58 A hilt from a broken sword a stylish cap 59 A rabbit’s foot 84 A receipt o f deposit at a bank in a far-flung city 60 A glass eye 85 A diary with seven missing pages 61 A cameo carved in the likeness of a hideous person 86 An empty silver snuffbox bearing an inscription on 62 A silver skull the size o f a coin the surface that says “dreams’’ 63 An alabaster mask 87 An iron holy symbol devoted to an unknown god 64 A pyramid o f sticky black incense that smells very bad 88 A book that tells the story of a legendary hero's rise 65 A nightcap that, when worn, gives you pleasant and fall, with the last chapter missing 89 A vial of dragon blood dreams 90 An ancient arrow of elven design 66 A single caltrop made from bone 91 A needle that never bends 67 A gold monocle frame without the lens 92 An ornate brooch of dwarven design 68 A 1-inch cube, each side painted a different color 93 An empty wine bottle bearing a pretty label that says, 69 A crystal knob from a door “The Wizard o f Wines Winery, Red Dragon Crush, 70 A small packet filled with pink dust 331422-W\" 71 A fragment o f a beautiful song, written as musical 94 A mosaic tile with a multicolored, glazed surface 95 A petrified mouse notes on two pieces of parchment 96 A black pirate flag adorned with a dragon's skull 72 A silver teardrop earring made from a real teardrop and crossbones 73 The shell of an egg painted with scenes of human 97 A tiny mechanical crab or spider that moves about when it’s not being observed misery in disturbing detail 98 A glass jar containing lard with a label that reads, 74 A fan that, when unfolded, shows a sleeping cat “Griffon Grease” 75 A set of bone pipes 99 A wooden box with a ceramic bottom that holds a 76 A four-leaf clover pressed inside a book discussing living worm with a head on each end of its body 100 A metal urn containing the ashes o f a hero manners and etiquette 77 A sheet of parchment upon which is drawn a complex mechanical contraption 78 An ornate scabbard that fits no blade you have found so far

C h a p t e r 6: C u s t o m iz a t io n O p t io n s THE COMBINATION OF ABILITY SCORES, RACE, P rerequ isites class, and background defines your character’s capabilities in the gam e, and To qualify for a new class, you must meet the ability score the personal details you create set your prerequisites for both your current class and your new character apart from every other character. one, as show n in the M ulticlassing Prerequisites table. Even within your class and race, you have For example, a barbarian w ho decides to multiclass into options to fine-tune what your character the druid class must have both Strength and W isdomcan do. But this chapter is for players w h o —with the scores o f 13 or higher. W ithout the full training thatD M ’s p erm ission —w ant to go a step further. a beginning character receives, you must be a quick This chapter defines two optional sets of rules for study in your n ew class, having a natural aptitude thatcustom izing your character: multiclassing and feats. is reflected by higher-than-average ability scores.Multiclassing lets you com bine classes together,and feats are special options you can choose instead M ulticlassing Prerequisiteso f increasing your ability scores as you gain levels.Your DM decides whether these options are available Class Ability Score M i n i m u min a cam paign. Barbarian Strength 13M ulticlassing Bard Charisma 13M ulticlassing allow s you to gain levels in multipleclasses. D oing s o lets you m ix the abilities o f those Cleric Wisdom 13classes to realize a character concept that might not be Druid Wisdom 13reflected in one o f the standard class options. Fighter Strength 13 or Dexterity 13 Monk Dexterity 13 and Wisdom 13 W ith this rule, you have the option of gaining a levelin a n ew class w henever you advance in level, instead Paladin Strength 13 and Charisma 13o f gaining a level in your current class. Your levels inall your classes are added together to determine your Ranger Dexterity 13 and Wisdom 13character level. F or exam ple, if you have three levels inw izard and tw o in fighter, you ’re a 5th-level character. Rogue Dexterity 13 Sorcerer Charisma 13 A s you advance in levels, you might primarily remain Warlock Charisma 13a m em ber o f your original class with just a few levelsin another class, or you might change course entirely, Wizard Intelligence 13never look in g ba ck at the class you left behind. Youm ight even start progressin g in a third or fourth class. E xperien ce P o in tsCom pared to a single-class character o f the sam e level,you ’ll sa crifice so m e focu s in exchange for versatility. The experience point cost to gain a level is always based on your total character level, as show n in the M ulticlassing Ex a m p l e Character A dvancem ent table in chapter 1, not your level Gary is playing a 4th-level fighter. When his character earns in a particular class. S o, if you are a cleric 6/fighter 1, enough experience points to reach 5th level, Gary decides you must gain enough X P to reach 8th level before you that his character will multiclass instead of continuing to can take your second level as a fighter or your seventh progress as a fighter. Gary’s fighter has been spending a lot level as a cleric. of time with Dave’s rogue, and has even been doing some jobs on the side for the local thieves’ guild as a bruiser. Gary H it P o in t s a n d H it D ice decides that his character will multiclass into the rogue class, and thus his character becomes a 4th-level fighter and 1st- Y ou gain the hit points from your new class as d escribed level rogue (written as fighter 4/rogue 1). for levels after 1st. You gain the 1st-level hit points for a class only w hen you are a 1st-level character. When Gary’s character earns enough experience to reach 6th level, he can decide whether to add another You add together the Hit D ice granted by all your fighter level (becoming a fighter 5/rogue 1), another rogue classes to form your p ool o f Hit Dice. If the Hit D ice are level (becoming a fighter 4/rogue 2), or a level in a third the sam e die type, you can simply pool them together. class, perhaps dabbling in wizardry thanks to the tome of For example, both the fighter and the paladin have a mysterious lore he acquired (becoming a fighter 4/rogue 1/ d 10, s o if you are a paladin 5/fighter 5, you have ten d 10 wizard 1). Hit D ice. If your classes give you Hit D ice o f different types, keep track o f them separately. If you are a paladin 5/cleric 5, for exam ple, you have five d 10 Hit D ice and five d8 Hit D ice. P r o ficien cy B o n u s Your proficiency bonus is always based on your total character level, as sh ow n in the Character Advancem ent table in chapter 1, not your level in a particular class. For exam ple, if you are a fighter 3/rogue 2, you have the proficiency bonus o f a 5th-level character, w hich is +3.

P ro ficien cies U n arm o red D efenseW h en you gain a level in a class other than your first, If you already have the Unarmored D efense feature, youyou gain only som e o f that class’s starting proficiencies, c a n ’t gain it again from another class.as show n in the M ulticlassing P roficiencies table. Sp e l l c a s t in gM u lticla ssin g Pr o f ic ien c ies Your capacity for spellcasting depends partly on your com bined levels in all your spellcasting classes andClass Proficiencies Gained partly on your individual levels in those classes. O nce you have the Spellcasting feature from m ore than oneBarbarian Shields, simple weapons, martial weapons class, use the rules below. If you m ulticlass but have the Spellcasting feature from only one class, you follow theBard Light armor, one skill of your choice, one rules as described in that class. musical instrument o f your choice Spells Known and Prepared. You determine what spells you know and can prepare for each classCleric Light armor, medium armor, shields individually, as if you w ere a single-classed m em ber of that class. If you are a ranger 4/w izard 3, for example,Druid Light armor, medium armor, shields (druids you kn ow three 1st-level ranger sp ells ba sed on your levels in the ranger class. A s 3rd-level w izard, you know will not wear armor or use shields made of three w izard cantrips, and your spellbook contains ten w izard spells, tw o o f w hich (the tw o you gained w hen metal) you reached 3rd level as a w izard) can be 2nd-level spells. If your Intelligence is 16, you can prepare sixFighter Light armor, medium armor, shields, simple wizard spells from your spellbook. weapons, martial weapons Each spell you know and prepare is associated with one o f your classes, and you use the spellcasting ability o f thatMonk Simple weapons, shortswords class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for thePaladin Light armor, medium armor, shields, simple spells from the class associated with that focus.Ranger weapons, martial weapons Spell Slots. You determine your available spell slots Light armor, medium armor, shields, simple by adding together all your levels in the bard, cleric, druid, sorcerer, and w izard classes, half your levels weapons, martial weapons, one skill from the (rounded down) in the paladin and ranger classes, and a third o f your fighter or rogue levels (rounded down) class’s skill list if you have the Eldritch Knight or the Arcane Trickster feature. Use this total to determine your spell slots byRogue Light armor, one skill from the class’s skill list, consulting the Multiclass Spellcaster table. thieves’ tools If you have m ore than one spellcasting class, this table might give you spell slots o f a level that is higher thanSorcerer — the spells you know or can prepare. You can use thoseWarlock slots, but only to cast your lower-level spells. If a lower- Light armor, simple weapons level spell that you cast, like burning hands, has an enhanced effect w hen cast using a higher-level slot, youWizard — can use the enhanced effect, even though you don’t have any spells o f that higher level.C lass F eatures For example, if you are the aforementioned ranger 4/W h en you gain a n ew level in a class, you get its features w izard 3, you count as a 5th-level character w henfor that level. A few features, however, have additional determ ining your spell slots: you have four 1st-levelrules w hen you ’re m ulticlassing: Channel Divinity, Extra slots, three 2nd-level slots, and tw o 3rd-level slots.Attack, Unarm ored Defense, and Spellcasting. However, you don’t know any 3rd-level spells, nor do you know any 2nd-level ranger spells. You can use the spellC h a n n e l D iv in it y slots o f those levels to cast the spells you do know —andIf you already have the Channel Divinity feature and gain potentially enhance their effects.a level in a class that also grants the feature, you gain theChannel Divinity effects granted by that class, but getting Pact Magic. If you have both the Spellcasting classthe feature again doesn’t give you an additional use of feature and the Pact M agic class feature from the w arlockit. You gain additional u ses only w hen you reach a class class, you can use the spell slots you gain from the Pactlevel that explicitly grants them to you. For example, if Magic feature to cast spells you know or have preparedyou are a cleric 6/paladin 4, you can use Channel Divinity from classes with the Spellcasting class feature, and youtw ice betw een rests because you are high enough level can use the spell slots you gain from the Spellcastingin the cleric class to have m ore uses. W henever you use class feature to cast w arlock spells you know.the feature, you can ch oose any o f the Channel Divinityeffects available to you from your two classes.Extra A ttackIf you gain the Extra Attack class feature from m orethan one class, the features don’t add together. Youcan’t m ake m ore than tw o attacks with this featureunless it says you do (as the fighter’s version o f ExtraAttack does). Similarly, the w arlock’s eldritch invocationThirsting Blade d oesn ’t give you additional attacks if youalso have Extra Attack.

M u lticlass S pellc a ster: • C lim bing d oesn ’t halve your speed. • You can make a running long jum p or a running highS pell S lo ts per S pell Level jum p after moving only 5 feet on foot, rather thanLvl. 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10 feet.1st 2 — — — — — — — — A ctor2nd 3 — — — — — — — — Skilled at m im icry and dram atics, you gain the follow ing benefits:3rd 4 2— — — — — — — • Increase your Charisma score by 1, to a m axim um o f 20.4th 4 3 — — — — — — — • You have advantage on Charisma (Deception) and5th 4 3 2 — — — — — — Charisma (Perform ance) checks when trying to pass yourself off as a different person.6th 4 3 3 — — — — — — • You can m im ic the speech o f another person or the sounds made by other creatures. You must have7th 4 3 3 1 — — — — — heard the person speaking, or heard the creature m ake the sound, for at least 1 minute. A su ccessfu l8th 4 3 3 2 — — — — — W isdom (Insight) check contested by your Charisma (D eception) check allow s a listener to determ ine that9th 4 3 3 3 1 — — — — the effect is faked.10th 4 3 3 3 2 — — — — C harger11th 4 3 3 3 2 1 — — — W hen you use your action to Dash, you can use a bonus action to m ake one m elee w eapon attack or to12th 4 3 3 3 2 1 — — — shove a creature.13th 4 3 3 3 2 1 1 — — If you m ove at least 10 feet in a straight line immediately before taking this bonus action, you either14th 4 3 3 3 2 1 1 — — gain a +5 bon u s to the attack’s dam age roll (if you c h ose to m ake a m elee attack and hit) or push the target up15th 4 3 3 3 2 1 1 1 — to 10 feet away from you (if you ch ose to shove and you succeed).16th 4 3 3 3 2 1 1 1 — C rossbow Expert17th 4 3 3 3 2 1 1 1 1 Thanks to extensive practice with the crossbow , you18th 4 3 3 3 3 1 1 1 1 gain the follow ing benefits:19th 4 3 3 3 3 2 1 1 1 • You ignore the loading quality o f crossbow s with w hich you are proficient.20th 4 3 3 3 3 2 2 1 1 • B eing within 5 feet o f a hostile creature d oesn ’tFeats im pose disadvantage on your ranged attack rolls.A feat represents a talent or an area of expertise that gives • W hen you use the Attack action and attack with a one-a character special capabilities. It em bodies training, handed w eapon, you can use a bonus action to attackexperience, and abilities beyond what a class provides. with a loaded hand crossbow you are holding. At certain levels, your class gives you the Ability Score D efen sive D u elistImprovement feature. Using the optional feats rule, youcan forgo taking that feature to take a feat o f your choice Prerequisite: Dexterity 13 or higherinstead. You can take each feat only once, unless thefeat’s description says otherwise. W hen you are wielding a finesse weapon with which you are proficient and another creature hits you with You must m eet any prerequisite specified in a feat a m elee attack, you can use your reaction to add yourto take that feat. If you ever lose a feat’s prerequisite, proficiency bonus to your AC for that attack, potentiallyyou can ’t use that feat until you regain the prerequisite. causing the attack to m iss you.For example, the Grappler feat requires you to have aStrength o f 13 or higher. If your Strength is reduced DualWi e l d e rbelow 13 som ehow —perhaps by a w ithering cu rse—you can’t benefit from the Grappler feat until your You master fighting with tw o w eapons, gaining theStrength is restored. following benefits:A lert • You gain a +1 bonus to AC while you are w ielding a separate m elee w eapon in each hand.Always on the lookout for danger, you gain thefollowing benefits: • You can use two-w eapon fighting even w hen the one- handed m elee w ea p on s you are w ielding aren’t light.• You gain a +5 bonus to initiative.• You can’t be surprised w hile you are conscious. • You can draw or stow two one-handed w eapons when• Other creatures don’t gain advantage on attack rolls you w ould normally be able to draw or stow only one. against you as a result of being hidden from you.A th leteYou have undergone extensive physical training to gainthe follow ing benefits:• In crease your Strength or D exterity sco re by 1, to a maximum of 20.• W hen you are prone, standing up uses only 5 feet of your movement.

D ungeon D elver • W h en you roll a Hit D ie to regain hit points, the m inim um num ber o f hit points you regain fromAlert to the hidden traps and secret d oors found in many the roll equals twice your Constitution modifierdungeons, you gain the follow ing benefits: (m inim um o f 2).• You have advantage on W isdom (Perception) and Elem ental A dept Intelligence (Investigation) checks made to detect the presence of secret doors. Prerequisite: The ability to cast at least one spell• You have advantage on saving throws made to avoid W hen you gain this feat, ch oose one o f the follow ing or resist traps. dam age types: acid, cold, fire, lightning, or thunder.• You have resistance to the dam age dealt by traps. Spells you cast ignore resistance to dam age o f the• You can sea rch for traps w hile traveling at a norm al chosen type. In addition, when you roll dam age for a spell you cast that deals dam age o f that type, you can pace, instead o f only at a slow pace. treat any 1 on a dam age die as a 2.D urable You can select this feat multiple times. Each time you do so, you must ch oose a different dam age type.Hardy and resilient, you gain the follow ing benefits:• In crea se y ou r C onstitution s c o r e by 1, to a maximum of 20.

G rappler Inspirin g L eaderPrerequisite: Strength 13 or higher Prerequisite: Charisma 13 or higherY ou’ve developed the skills n ecessa ry to hold your You can spend 10 minutes inspiring your com panions,ow n in close-quarters grappling. You gain the sh orin g up their resolve to fight. W h en you d o so, c h o o s efollowing benefits: up to six friendly creatures (which can include yourself)• You have advantage on attack rolls against a creature within 30 feet of you w ho can see or hear you and w ho can understand you. Each creature can gain temporary you are grappling. hit points equal to your level + your C harism a modifier.• You can use your action to try to pin a creature grap- A creature ca n ’t gain tem porary hit poin ts from this feat again until it has finished a short or long rest. pled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained K een M ind until the grapple ends.• Creatures that are one size larger than you d on ’t auto- You have a mind that can track time, direction, matically succeed on checks to escape your grapple. and detail with uncanny precision. You gain the follow ing benefits.G reat W eapon M aster • In crease your Intelligence sc o r e by 1, to a m axim umY ou’ve learned to put the w eight o f a w eap on to your of 20.advantage, letting its m om entum em p ow er your strikes.You gain the following benefits: • You always know which way is north. • You always know the num ber o f hours left before the• O n your turn, w hen you sco re a critical hit w ith a m elee w eap on or redu ce a creature to 0 hit points next sunrise or sunset. with one, you can make one m elee weapon attack as a • You can accurately recall anything you have seen or bonus action. heard within the past month.• Before you make a m elee attack with a heavy weapon that you are proficient with, you can ch oose to take a L ig h tly A r m o r e d - 5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s dam age. You have trained to master the use of light armor, gaining the follow ing benefits:H ealer • In crease your Strength or D exterity s co re by 1, to aYou are an able physician, allowing you to m end wounds maximum of 20.quickly and get your allies back in the fight. You gain thefollowing benefits: • You gain proficiency with light armor.• W h en you u se a h ealer’s kit to stabilize a dying crea- L in g u ist ture, that creature also regains 1 hit point. You have studied languages and cod es, gaining the• A s an action, you can spend on e use o f a h ealer’s kit to following benefits: tend to a creature and restore 1d6 + 4 hit poin ts to it, plus additional hit points equal to the creatu re’s m ax- • Increase your Intelligence score by 1, to a m aximum o f 20. im um num ber o f Hit D ice. The creature can’t regain • You learn three languages of your choice. hit points from this feat again until it finishes a short • You can ably create written ciphers. O thers ca n ’t d eci- or long rest. pher a code you create unless you teach them, theyH eavily A rm ored succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or theyPrerequisite: Proficiency with medium armor u se m agic to deciph er it.You have trained to m aster the use of heavy armor, Luckygaining the follow ing benefits: You have inexplicable luck that seem s to kick in at just• Increase your Strength score by 1, to a m axim um o f 20. the right moment.• You gain proficiency with heavy armor. You have 3 luck points. W henever you make an attackH eavy A rmor M aster roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choosePrerequisite: Proficiency with heavy armor to spend one o f your luck points after you roll the die, but before the outcom e is determined. You choose whichYou can use your arm or to deflect strikes that w ould kill o f the d20s is used for the attack roll, ability check, orothers. You gain the following benefits: saving throw.• In crease your Strength score by 1, to a m axim um o f 20. You can also spend one luck point w hen an attack• W hile you are w earing heavy armor, bludgeoning, roll is made against you. Roll a d20, and then choose w hether the attack u ses the attacker’s roll or yours. piercing, and slashing dam age that you take from non m agical w eap on s is reduced by 3. If m ore than one creature spends a luck point to influence the ou tcom e o f a roll, the poin ts can cel each other out; no additional dice are rolled. You regain your expended luck points w hen you finish a long rest.

M age Slayer • W hen you use the Dash action, difficult terrain d oesn ’t cost you extra m ovem ent on that turn.You have practiced techniques useful in m elee com batagainst spellcasters, gaining the follow ing benefits: • W hen you make a m elee attack against a creature, you don’t provoke opportunity attacks from that creature• W hen a creature within 5 feet of you casts a spell, you for the rest o f the turn, w hether you hit or not. can use your reaction to make a m elee weapon attack against that creature. M oderately A rmored• W hen you dam age a creature that is concentrating on Prerequisite: Proficiency with light armor a spell, that creature has disadvantage on the saving th row it m akes to maintain its concentration. You have trained to master the use o f m edium armor and shields, gaining the follow ing benefits:• You have advantage on saving throws against spells cast by creatures within 5 feet of you. • In crease your Strength or Dexterity sc o r e by 1, to a maximum of 20.M agic In itiate • You gain proficiency with m edium arm or and shields.C hoose a class: bard, cleric, druid, sorcerer, warlock, orw izard. You learn tw o cantrips o f your choice from that M ounted C om batantcla ss’s spell list. You are a dangerous foe to face while mounted. W hile In addition, c h o o s e on e 1st-level spell from that sam e you are m ounted and aren’t incapacitated, you gain thelist. You learn that spell and can cast it at its low est follow ing benefits:level. O n ce you cast it, you must finish a lon g rest beforeyou can cast it again. • You have advantage on m elee attack rolls against any unm ounted creature that is sm aller than your mount. Your spellcasting ability for these spells dependson the class you chose: Charisma for bard, • You can force an attack targeted at your m ount to tar-sorcerer, or warlock; W isdom for cleric or druid: or get you instead.Intelligence for wizard. • If your m ount is su bjected to an effect that allow s it toM a r tial A dept make a Dexterity saving throw to take only half dam - age, it instead takes no dam age if it su cce e d s on theYou have martial training that allow s you to saving throw, and only h alf dam age if it fails.perform special com bat maneuvers. You gain thefollow ing benefits: O bservant• You learn two maneuvers of your choice from among Quick to notice details o f your environment, you gain those available to the Battle M aster archetype in the the following benefits: fighter class. If a maneuver you use requires your tar- get to m ake a saving th row to resist the m aneuver’s • In crease your Intelligence or W isd om sco re by 1, to a effects, the saving throw DC equals 8 + your profi- maximum of 20. ciency bonus + your Strength or Dexterity modifier (your choice). • If you can see a creatu re’s m outh w hile it is sp eak in g a language you understand, you can interpret what it’s• If you already have superiority dice, you gain one saying by reading its lips. m ore; otherwise, you have one superiority die, which is a d6. This die is used to fuel your maneuvers. A • You have a +5 bonus to your passive W isdom superiority die is expended w hen you use it. You (Perception) and passive Intelligence (Investigation) regain your expended superiority dice when you scores. finish a short or long rest. Polearm M asterM ed iu m A rm or M aster You can keep your en em ies at bay with reach w eapon s.Prerequisite: Proficiency with medium armor You gain the follow ing benefits:You have practiced m oving in m edium arm or to gain the • W hen you take the Attack action and attack with onlyfollow ing benefits: a glaive, halberd, or quarterstaff, you can use a bonus action to make a m elee attack with the opposite end of• W earing medium arm or doesn’t im pose disadvantage the w eapon. The w ea p on ’s dam age die for this attack on your Dexterity (Stealth) checks. is a d4, and the attack deals bludgeoning damage.• W h en you w ear m edium arm or, you can add 3, • W hile you are w ielding a glaive, halberd, pike, or quar- rather than 2, to your AC if you have a Dexterity of terstaff, other creatures provoke an opportunity attack 16 or higher. from you when they enter your reach.M obile R esilien tYou are exceptionally speedy and agile. You gain the C hoose one ability score. You gain the follow ing benefits:following benefits: • In crease the ch osen ability sco re by 1, to a m axim um• Your sp eed in creases by 10 feet. of 20. • You gain proficiency in saving th row s using the ch osen ability.

R itu a l C a ste r it must have the ritual tag. The p r o ce s s o f cop yin g the spell into your ritual book takes 2 hours per level o f thePrerequisite: Intelligence or Wisdom 13 or higher spell, and costs 50 gp per level. The cost represents material com ponents you expend as you experimentYou have learned a num ber o f spells that you can cast as w ith the spell to m aster it, as w ell as the fine inks yourituals. T h ese spells are written in a ritual book, which n eed to record it.you must have in hand w hile casting one o f them. Savag e A t t a c k e r W hen you ch oose this feat, you acquire a ritual bookholding tw o 1st-level spells o f your choice. C hoose one O nce per turn when you roll damage for a m elee w eaponof the following classes: bard, cleric, druid, sorcerer, attack, you can reroll the w eapon ’s dam age dice and usewarlock, or wizard. You must choose your spells either total.from that cla ss’s spell list, and the spells you ch oosemust have the ritual tag. The class you ch oose also Se n t in e ldeterm ines your spellcasting ability for these spells:Charisma for bard, sorcerer, or warlock; W isdom for You have mastered techniques to take advantagecleric or druid; or Intelligence for wizard. o f every drop in any enem y’s guard, gaining the follow ing benefits: If you com e across a spell in written form, such as am agical spell scroll or a w iza rd ’s sp ellbook , you might • W h en you hit a creature with an opportu nity attack,be able to add it to your ritual book . The spell m ust be the creatu re’s sp eed b e c o m e s 0 for the rest o fon the spell list for the class you chose, the spell’s level the turn.can be no higher than h alf your level (rounded up), and

• Creatures within 5 feet of you provoke opportunity • W hen you cast a spell that requires you to m ake an attacks from you even if they take the Disengage attack roll, the sp ell’s range is doubled. action before leaving your reach. • Your ranged spell attacks ignore half cover and• W hen a creature within 5 feet of you m akes an attack three-quarters cover. against a target other than you (and that target d oesn ’t have this feat), you can use your reaction to m ake a • You learn one cantrip that requires an attack roll. melee weapon attack against the attacking creature. C hoose the cantrip from the bard, cleric, druid, sor- cerer, w arlock, or w izard spell list. Your spellcastingSh arpsh o o ter ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock;You have mastered ranged weapons and can make W isdom for cleric or druid; or Intelligence for wizard.shots that others find im possible. You gain thefollow ing benefits: T avern B rawler• Attacking at long range doesn't im p ose disadvantage A ccustom ed to rough-and-tumble fighting using on your ranged w eapon attack rolls. w hatever w eap on s happen to be at hand, you gain the following benefits:• Your ranged weapon attacks ignore half cover and three-quarters cover. • In crease your Strength or Constitution sc o r e by 1, to a maximum o f 20.• B efore you m ake an attack with a ranged w eapon that you are proficient with, you can ch oose to take a - 5 • You are proficient with im provised w eapons and penalty to the attack roll. If the attack hits, you add +10 unarmed strikes. to the attack’s dam age. • Your unarm ed strike uses a d4 for damage.Sh ield M a s t e r • W hen you hit a creature with an unarm ed strike or anYou use shields not just for protection but also for im provised w eapon on your turn, you can use a bonusoffense. You gain the follow ing benefits while you are action to attempt to grapple the target.wielding a shield: T ough• If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet Your hit point m axim u m in creases by an am ount equal of you with your shield. to tw ice your level w hen you gain this feat. W henever you gain a level thereafter, your hit point m axim um• If you aren’t incapacitated, you can add your shield’s AC in creases by an additional 2 hit points. bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you. War C aster• If you are subjected to an effect that allow s you to Prerequisite: The ability to cast at least one spell m ake a Dexterity saving throw to take only half dam - age, you can use your reaction to take no damage if You have practiced casting spells in the midst of you succeed on the saving throw, interposing your combat, learning techniques that grant you the shield between yourself and the source of the effect. follow ing benefits:Sk il l e d • You have advantage on Constitution saving throws that you make to maintain your concentration on aYou gain proficiency in any com bination o f three skills spell when you take damage.or tools of your choice. • You can perform the som atic com ponents of spellsSk u lk er even when you have w eapons or a shield in one or both hands.Prerequisite: Dexterity 13 or higher • W h en a hostile creatu re’s m ovem ent provok es anYou are expert at slinking through sh adow s. You gain opportunity attack from you, you can use your reac-the follow ing benefits: tion to cast a spell at the creature, rather than m aking an opportunity attack. The spell must have a casting• You can try to hide w hen you are lightly obscured time o f 1 action and must target only that creature. from the creature from which you are hiding. W eapon M aster• W h en you are hidden from a creature and m iss it with a ranged w eapon attack, m aking the attack doesn't You have practiced extensively with a variety of reveal your position. w eapons, gaining the follow ing benefits:• Dim light d oesn ’t im pose disadvantage on your • In crease your Strength or Dexterity sc o r e by 1, to a W isdom (Perception) checks relying on sight. maximum of 20.Spell Sniper • You gain proficiency with four w eapons o f your choice.Prerequisite: The ability to cast at least one spellYou have learned techniques to enhance yourattacks with certain kinds o f spells, gaining thefollow ing benefits:

C h a p t e r 7: U s i n g A b i l i t y S c o r e s ISX ABILITIES PROVIDE A QUICK DESCRIPTION To determine an ability m odifier without consulting o f every creature’s physical and mental the table, subtract 10 from the ability sco re and then characteristics: divide the total by 2 (round down). • Strength, m easuring physical pow er Because ability m odifiers affect alm ost every attack • Dexterity, m easu ring agility roll, ability check, and saving throw, ability m odifiers • Constitution, m easuring endurance co m e up in play m ore often than their associa ted scores.• Intelligence, m easuring reasoning and memory A dvantage and• Wisdom, m easuring perception and insight• Charisma, m easuring force o f personality D isadvantageIs a character m uscle-bound and insightful? Brilliant S om etim es a special ability or spell tells you that youand charm ing? Nimble and hardy? Ability scores have advantage or disadvantage on an ability check,define th ese qualities—a creatu re’s assets as w ell a saving throw, or an attack roll. W hen that happens,as weaknesses. you roll a second d20 w hen you make the roll. Use the higher of the tw o rolls if you have advantage, and use The three main rolls o f the gam e—the ability check, the lower roll if you have disadvantage. For example, ifthe saving throw, and the attack roll—rely on the six you have disadvantage and roll a 17 and a 5, you u se theability scores. The b o o k ’s introduction d escribes the 5. If you instead have advantage and roll th ose num bers,basic rule behind these rolls: roll a d20, add an ability you u se the 17.m odifier derived from one o f the six ability scores, andcom pare the total to a target number. If multiple situations affect a roll and each one grants advantage or im p oses disadvantage on it, you d on ’t roll This chapter focuses on how to use ability checks m ore than one additional d20. If two favorable situationsand saving throws, covering the fundamental activities grant advantage, for example, you still roll only onethat creatures attempt in the game. R u les for attack rolls additional d20.appear in chapter 9. If circum stances cause a roll to have both advantageA b ility Scores a n d and disadvantage, you are considered to have neither of them, and you roll one d20. This is true even if multipleM odifiers circum stances im pose disadvantage and only one grants advantage or vice versa. In such a situation, you haveEach o f a creature’s abilities has a score, a num ber that neither advantage nor disadvantage.defines the m agnitude o f that ability. A n ability scoreis not just a m easure o f innate capabilities, but also W hen you have advantage or disadvantage ande n com p a sses a creatu re’s training and com p eten ce in som eth in g in the gam e, su ch as the halfling’s Luckyactivities related to that ability. trait, lets you reroll the d20, you can reroll only one of the dice. You choose which one. For example, if a A s c o r e o f 10 or 11 is the norm al hum an average, but halfling has advantage on an ability check and rollsadventurers and many m onsters are a cut above average a 1 and a 13, the halfling could use the Lucky trait toin m ost abilities. A score o f 18 is the highest that a reroll the 1.person usually reaches. Adventurers can have scoresas high as 20, and monsters and divine beings can have You usually gain advantage or disadvantage throughscores as high as 30. the use of special abilities, actions, or spells. Inspiration (see chapter 4) can also give a character advantage on Each ability also has a modifier, derived from the checks related to the character’s personality, ideals,sc o r e and ranging from 5 (for an ability sc o r e o f 1) to or bonds. The DM can also decide that circum stances+10 (for a score o f 30). The Ability S cores and M odifiers influence a roll in one direction or the other and granttable notes the ability m odifiers for the range o f possible advantage or im pose disadvantage as a result.ability scores, from 1 to 30. Proficiency BonusA bility S c o r e s a n d M o d if ie r s Characters have a proficiency bonus determined byScore Modifier Score Modifier level, as detailed in chapter 1. M onsters also have this +3 bonus, w hich is incorporated in their stat blocks. The1 -5 16-17 +4 bon u s is u sed in the rules on ability checks, saving +5 throws, and attack rolls.2-3 -4 18-19 +6 Your proficiency bonus can ’t be added to a single die4-5 -3 20-21 +7 roll or other number m ore than once. For example, if +8 two different rules say you can add your proficiency6-7 -2 22-23 +9 bonus to a W isdom saving throw, you nevertheless add +10 the bonus only once w hen you make the save.8-9 -1 24-25 Occasionally, your proficiency bonus might be10-11 +0 26-27 multiplied or divided (doubled or halved, for example)12-13 +1 28-2914-15 +2 30

before you apply it. For exam ple, the rogu e's E xpertise is holding closed. In situations like these, the outcom efeature doubles the proficiency bonus for certain ability is determ ined by a special form o f ability check,checks. If a circum stance suggests that your proficiency called a contest.bonus applies m ore than once to the sam e roll, you stilladd it only on ce and multiply or divide it only on ce. Both participants in a contest m ake ability checks appropriate to their efforts. They apply all appropriate By the sam e token, if a feature or effect allow s you bon u ses and penalties, but instead o f com paring theto multiply your proficiency bonus w hen m aking an total to a DC, they com pare the totals o f their twoability check that w ouldn’t norm ally benefit from your checks. The participant with the higher check total w insproficiency bonus, you still don’t add the bonus to the the contest. That character or monster either succeedscheck. For that check your proficiency bonus is 0, given at the action or prevents the other on e from su cceedin g.the fact that multiplying 0 by any num ber is still 0. Forinstance, if you lack proficiency in the H istory skill, If the contest results in a tie, the situation rem ains theyou gain no benefit from a feature that lets you double sam e as it w as before the contest. Thus, on e contestantyour proficiency bonus w hen you make Intelligence m ight w in the contest by default. If tw o characters tie in(History) checks. a contest to snatch a ring off the floor, neither character grabs it. In a contest b etw een a m onster trying to open In general, you d on ’t multiply your proficiency bon u s a door and an adventurer trying to keep the door closed,for attack rolls or saving throws. If a feature or effect a tie m eans that the d oor rem ains shut.allow s you to do so, these sam e rules apply. Sk il l sA bility C hecks Each ability covers a broad range o f capabilities,An ability ch eck tests a character’s or m on ster’s innate including skills that a character or a m onster can betalent and training in an effort to overcom e a challenge. proficient in. A skill represents a sp ecific aspect o f anThe DM calls for an ability check w hen a character or ability score, and an individual’s proficiency in a skillm onster attempts an action (other than an attack) that dem onstrates a focu s on that aspect. (A character’shas a chance o f failure. W hen the outcom e is uncertain, starting skill proficien cies are determ ined at characterthe dice determine the results. creation, and a m on ster’s skill proficiencies appear in the m onster’s stat block.) For every ability check, the DM decides which o f the sixabilities is relevant to the task at hand and the difficulty For example, a Dexterity check might reflect aof the task, represented by a Difficulty Class. The m ore character’s attempt to pull off an acrobatic stunt, to palmdifficult a task, the higher its DC. The Typical Difficulty an object, or to stay hidden. Each o f these aspects o fC lasses table show s the m ost com m on DCs. Dexterity has an associated skill: Acrobatics, Sleight of Hand, and Stealth, respectively. S o a character w ho hasTy p ic a l D if f ic u l t y C l a s s e s proficiency in the Stealth skill is particularly g o o d at Dexterity checks related to sneaking and hiding.Task Difficulty DCVery easy 5 The skills related to each ability sc o r e are sh ow n inEasy 10 the follow ing list. (N o skills are related to Constitution.) S e e an ability’s description in the later section s o f thisMedium 15 chapter for exam ples o f how to use a skill associatedHard 20 w ith an ability.Very hard 25Nearly impossible 30 Strength Wisdom Athletics Anim al Handling To make an ability check, roll a d20 and add the Insightrelevant ability modifier. As with other d20 rolls, apply Dexterity M edicinebonuses and penalties, and com pare the total to the DC. A crob a tics PerceptionIf the total equals or exceeds the DC, the ability check Sleight of Hand Survivalis a su ccess—the creature overcom es the challenge Stealthat hand. O therw ise, it’s a failure, w h ich m eans the Charismacharacter or m onster m akes no progress toward the Intelligence D ecep tionobjective or m akes progress com bined with a setback Arcana In tim idationdetermined by the DM. History Perform ance Investigation PersuasionC o n t e s t s _______________________________ Nature ReligionS om etim es on e character’s or m on ster’s efforts aredirectly op p osed to another’s. This can occu r w hen both Som etim es, the DM might ask for an ability checko f them are trying to do the sam e thing and only one using a specific skill—for example, “M ake a W isdomcan succeed, such as attempting to snatch up a m agic (Perception) check.” At other times, a player might askring that has fallen on the floor. This situation also the DM if proficiency in a particular skill applies to aapplies when one o f them is trying to prevent the other check. In either case, proficiency in a skill m eans anone from accom plishing a goal—for exam ple, w hen a individual can add his or her proficiency bonus to abilitymonster tries to force open a door that an adventurer checks that involve that skill. W ithout proficiency in the skill, the individual m akes a norm al ability check.

For exam ple, if a character attempts to clim b up a character w h o lacks that proficiency ca n ’t help anotherdangerous cliff, the D ungeon M aster might ask for a character in that task. Moreover, a character can helpStrength (Athletics) check. If the character is proficient only when two or m ore individuals w orking togetherin Athletics, the character’s proficiency bon u s is added would actually be productive. Som e tasks, such asto the Strength check. If the character lacks that threading a needle, are no easier with help.proficiency, he or she just m akes a Strength check. G roup C hecksV a r ia n t : Sk il l s w it h D if f e r e n t A b il it ie s W hen a num ber of individuals are trying to accom plishNormally, your proficiency in a skill applies only to a som ething as a group, the DM might ask for a groupspecific kind o f ability check. Proficiency in Athletics, ability check. In such a situation, the characters w ho arefor example, usually applies to Strength checks. In som e skilled at a particular task help cover th ose w h o aren't.situations, though, your proficiency might reasonablyapply to a different kind o f check. In such ca ses, the DM To m ake a group ability check, everyone in the groupmight ask for a check using an unusual com bination of m akes the ability check. If at least h alf the groupability and skill, or you might ask your DM if you can succeeds, the whole group succeeds. Otherwise,apply a proficiency to a different check. For example, the group fails.if you have to sw im from an offshore island to themainland, your DM might call for a Constitution check G roup ch eck s d on ’t co m e up very often, and they’reto see if you have the stam ina to m ake it that far. In this m ost useful w hen all the characters succeed orcase, your DM might allow you to apply your proficiency fail as a group. For exam ple, when adventurers arein Athletics and ask for a Constitution (Athletics) check. navigating a swamp, the DM might call for a groupS o if y ou ’re proficient in A thletics, you apply your W isdom (Survival) check to see if the characters canproficiency bonus to the Constitution check just as you avoid the quicksand, sinkholes, and other naturalwould normally do for a Strength (Athletics) check. hazards o f the environm ent. If at least h alf the groupSimilarly, when your half-orc barbarian uses a display succeeds, the successful characters are able to guideof raw strength to intimidate an enemy, your DM might their com panions out of danger. Otherwise, the groupask for a Strength (Intimidation) check, even though stum bles into one o f these hazards.Intimidation is norm ally associated with Charisma. U sing Each A bilityPa s s i v e C h e c k s Every task that a character or m onster might attemptA passive check is a special kind o f ability check that in the game is covered by one o f the six abilities. Thisd oesn ’t involve any die rolls. Such a check can represent section explains in m ore detail what those abilitiesthe average result for a task done repeatedly, such as m ean and the w ays they are u sed in the gam e.searching for secret doors over and over again, or canbe used when the DM wants to secretly determine St r e n g t hw hether the characters su cceed at som eth in g withoutrolling dice, such as noticing a hidden monster. Strength m easures bodily power, athletic training, and the extent to w hich you can exert raw physical force. H ere’s h ow to determ ine a character’s total for apassive check: St r e n g t h C h e c k s A Strength ch eck can m od el any attempt to lift, push, 10 + all modifiers that normally apply to the check pull, or break som ething, to force your body through a space, or to otherw ise apply brute force to a situation.If the character has advantage on the check, add 5. For The Athletics skill reflects aptitude in certain kinds ofdisadvantage, subtract 5. The gam e refers to a passive Strength checks.check total as a score. Athletics. Your Strength (Athletics) check covers F or exam ple, if a 1st-level character has a W isd om o f difficult situations you encounter w hile climbing,15 and proficiency in P erception, he or she has a passive jum ping, or sw im m ing. Exam ples include theW isd om (P erception ) sc o r e o f 14. follow ing activities: The rules on hiding in the “D exterity” section below • You attempt to climb a sheer or slippery cliff, avoidrely on passive checks, as do the exploration rules hazards w hile scaling a wall, or cling to a surfacein chapter 8. w hile som ething is trying to kn ock you off.W o r k in g Together • You try to jum p an unusually long distance or pull off a stunt midjump.Som etim es two or m ore characters team up to attempt atask. The character w h o’s leading the effort—or the one • You struggle to sw im or stay afloat in treacherous cur­with the highest ability m odifier—can make an ability rents, storm -tossed waves, or areas o f thick seaweed.check with advantage, reflecting the help provided by Or another creature tries to push or pull you underw a­the other characters. In combat, this requires the Help ter or otherwise interfere with your swim ming.action (see chapter 9). Other Strength Checks. The DM might also call for A character can only provide help if the task is on e that a Strength check w hen you try to accom plish tasks likehe or she could attempt alone. For exam ple, trying to the following:open a lock requires proficiency with thieves’ tools, so a

• Force open a stuck, locked, or barred door Va r ia n t : En cu m bran ce• Break free of bonds The rules for lifting and carrying are intentionally• Push through a tunnel that is too sm all simple. Here is a variant if you are looking for m ore• H ang on to a w agon w hile bein g d ragged behind it detailed rules for determ ining how a character is• Tip over a statue hindered by the w eight o f equipment. W hen you use this• Keep a boulder from rolling variant, ignore the Strength colum n o f the A rm or table in chapter 5.A tta ck R olls an d Dam ageYou add your Strength m odifier to your attack roll and If you carry weight in excess o f 5 tim es your Strengthyour damage roll w hen attacking with a melee weapon score, you are encumbered, which means your speedsuch as a m ace, a battleaxe, or a javelin. You use drops by 10 feet.m elee w eapon s to m ake m elee attacks in hand-to-handcombat, and som e of them can be thrown to make a If you carry w eight in ex ce s s o f 10 tim es yourranged attack. Strength score, up to your m axim um carrying capacity, you are instead heavily encumbered, which m eans yourL if t in g a n d C a r r y in g speed drops by 20 feet and you have disadvantage onYour Strength score determ ines the amount of weight ability checks, attack rolls, and saving throws that useyou can bear. The following terms define what you can Strength, Dexterity, or Constitution.lift or carry. D ex ter ity Carrying Capacity. Your carrying capacity is yourStrength score multiplied by 15. This is the weight (in Dexterity m easures agility, reflexes, and balance.pounds) that you can carry, w hich is high enough thatm ost characters d on ’t usually have to w orry about it. D e x t e r it y C h e ck s A Dexterity check can m odel any attempt to move Push, Drag, or Lift. You can push, drag, or lift a nimbly, quickly, or quietly, or to keep from fallingweight in pounds up to tw ice your carrying capacity on tricky footing. The Acrobatics, Sleight of Hand,(or 30 times your Strength score). W hile pushing or and Stealth skills reflect aptitude in certain kinds o fdragging w eight in ex ce s s o f your carryin g capacity, Dexterity checks.your speed drops to 5 feet. Acrobatics. Your Dexterity (Acrobatics) check covers Size and Strength. Larger creatures can bear m ore your attempt to stay on your feet in a tricky situation,weight, whereas Tiny creatures can carry less. For such as w hen y ou ’re trying to run a cross a sheet o f ice,each size category above M edium , double the creatu re’s balance on a tightrope, or stay upright on a rockingcarryin g capacity and the am ount it can push, drag, or ship’s deck. The DM m ight also call for a Dexteritylift. For a Tiny creature, halve these weights. (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, som ersaults, and flips.

Sleight o fHand. W henever you attempt an act o f A rm or G lasslegerdemain or manual trickery, such as planting Depending on the armor you wear, you might add som esom ething on som eone else or concealing an object on or all o f your Dexterity m odifier to your Arm or Class,your person, make a Dexterity (Sleight o f Hand) check. as d escrib ed in chapter 5.The DM might also call for a Dexterity (Sleight of Hand)check to determ ine w hether you can lift a coin purse off In it ia t iv eanother person or slip som ething out o f another At the beginning o f every com bat, you roll initiativeperson’s pocket. by m aking a Dexterity check. Initiative determ ines the order of creatures’ turns in combat, as described Stealth. M ake a D exterity (Stealth) ch eck w hen you in chapter 9.attempt to conceal yourself from enem ies, slink pastguards, slip away without being noticed, or sneak up on C o n stitu tio nsom eone without being seen or heard. Constitution m easures health, stamina, and vital force. Other Dexterity Checks. The DM might call for aDexterity check w hen you try to accom plish tasks like C o n st it u t io n C h eck sthe following: Constitution checks are uncom m on, and no skills apply to Constitution checks, because the endurance this• Control a heavily laden cart on a steep descent ability represents is largely passive rather than involving• Steer a chariot around a tight turn a specific effort on the part of a character or monster.• Pick a lock A Constitution check can m odel your attempt to push• Disable a trap beyond norm al limits, however.• Securely tie up a prisoner• W riggle free of bonds The DM might call for a Constitution check when you• Play a stringed instrument try to accom plish tasks like the following:• Craft a sm all or detailed object • Hold your breathA tta ck Rolls an d Dam age • M arch or labor for hours without rest • Go without sleepYou add your Dexterity m odifier to your attack roll and • Survive without food or wateryour damage roll w hen attacking with a ranged weapon, • Quaff an entire stein o f ale in one gosuch as a sling or a longbow. You can also add yourDexterity m odifier to your attack roll and your damage H it P o in t sroll w hen attacking with a m elee w eapon that has the Your Constitution m odifier contributes to your hitfinesse property, such as a dagger or a rapier. points. Typically, you add your Constitution m odifier to each Hit D ie you roll for your hit points. H iding When you try to hide, make a Dexterity (Stealth) check. Until If your Constitution m odifier changes, your hit point you are discovered or you stop hiding, that check’s total is m axim um changes as well, as though you had the new contested by the Wisdom (Perception) check o f any creature m odifier from 1st level. For example, if you raise your that actively searches for signs o f your presence. Constitution score when you reach 4th level and your Constitution m odifier in crea ses from +1 to +2, you You can’t hide from a creature that can see you, and if you adjust your hit point m axim u m as though the m odifier make noise (such as shouting a warning or knocking over a had always b een +2. S o you add 3 hit points for your vase), you give away your position. An invisible creature can’t first three levels, and then roll your hit points for 4th be seen, so it can always try to hide. Signs of its passage level using your n ew modifier. Or if you ’re 7th level and might still be noticed, however, and it still has to stay quiet. som e effect low ers your Constitution score so as to reduce your Constitution m odifier by 1, your hit point In combat, most creatures stay alert for signs o f danger m axim u m is reduced by 7. all around, so if you come out o f hiding and approach a creature, it usually sees you. However, under certain In t e llig e n c e circumstances, the Dungeon Master might allow you to stay hidden as you approach a creature that is distracted, allowing Intelligence m easures mental acuity, accuracy o f recall, you to gain advantage on an attack before you are seen. and the ability to reason. Passive Perception. When you hide, there’s a chance In t e l l ig e n c e C h e c k s someone will notice you even if they aren't searching. To An Intelligence check com es into play when you need determine whether such a creature notices you, the DM to draw on logic, education, memory, or deductive compares your Dexterity (Stealth) check with that creature’s reasoning. The Arcana, History, Investigation, Nature, passive Wisdom (Perception) score, which equals 10 + the and Religion skills reflect aptitude in certain kinds of creature’s Wisdom modifier, as well as any other bonuses Intelligence checks. or penalties. Ifthe creature has advantage, add 5. For disadvantage, subtract 5. Arcana. Your Intelligence (Arcana) check m easures your ability to recall lore about spells, m agic items, For example, if a 1st-level character (with a proficiency eldritch sym bols, m agical traditions, the planes of bonus o f +2) has a Wisdom o f 15 (a +2 modifier) and existence, and the inhabitants of those planes. proficiency in Perception, he or she has a passive Wisdom (Perception) o f 14. History. Your Intelligence (History) check m easures your ability to recall lore about historical events, What Can You See? One o f the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be lightly or heavily obscured, as explained in chapter 8.

legendary people, ancient kingdom s, past disputes, Fin d in g a H id d en O bjectrecent wars, and lost civilizations. When your character searches for a hidden object such as a secret door or a trap, the DM typically asks you to make a Investigation. W h en you look around for clues and Wisdom (Perception) check. Such a check can be used to findmake deductions based on those clues, you make an hidden details or other information and clues that you mightIntelligence (Investigation) check. You might deduce the otherwise overlook.location of a hidden object, discern from the appearanceo f a w oun d w hat kind o f w eap on dealt it, or determ ine In most cases, you need to describe where you are lookingthe w eakest point in a tunnel that cou ld cau se it to in order for the DM to determine your chance o f success. Forcollapse. P oring through ancient scrolls in search of example, a key is hidden beneath a set o f folded clothes ina hidden fragment of knowledge might also call for an the top drawer o f a bureau. If you tell the DM that you paceIntelligence (Investigation) check. around the room, looking at the walls and furniture for clues, you have no chance o f finding the key, regardless o f your Nature. Your Intelligence (Nature) ch eck m easures Wisdom (Perception) check result. You would have to specifyyour ability to recall lore about terrain, plants and that you were opening the drawers or searching the bureau inanimals, the weather, and natural cycles. order to have any chance o f success. Religion. Your Intelligence (R eligion) ch eck m easures For example, you might try to hear a conversationyour ability to recall lore about deities, rites and prayers, through a closed door, eavesdrop under an open window,religious hierarchies, holy symbols, and the practices or hear m onsters m oving stealthily in the forest. Or youo f secret cults. might try to spot things that are obscured or easy to miss, whether they are orc s lying in ambush on a road, Other Intelligence Checks. The DM might call for an thugs hiding in the sh ad ow s o f an alley, or candlelightIntelligence check w hen you try to accom plish tasks like under a closed secret door.the following: Survival. T h e DM m ight ask you to m ake a W isd om• Com municate with a creature without using w ords (Survival) check to follow tracks, hunt wild game, guide• Estimate the value o f a precious item your group through frozen wastelands, identify signs• Pull together a disguise to pass as a city guard that ow lbears live nearby, predict the weather, or avoid• Forge a document quicksand and other natural hazards.• R ecall lore about a craft or trade• W in a game o f skill Other Wisdom Checks. The DM m ight call for a W isdom check w hen you try to accom plish tasks likeSpe l l c a st in g A b il it y the following:W izards use Intelligence as their sp ellcastin g ability,which helps determine the saving throw D Cs of • Get a gut feeling about what course o f action to followspells they cast. • D iscern whether a seem ingly dead or living creatureW isd o m is undeadW isdom reflects how attuned you are to the world Sp e l l c a s t in g A b il it yaround you and represents perceptiveness and intuition. Clerics, druids, and rangers use W isdom as their spellcastin g ability, w h ich helps determ ine the savingW isd o m C h eck s throw DCs of spells they cast.A W isdom check might reflect an effort to read bodylanguage, understand s o m e o n e ’s feelings, n otice things C h a r ism aabout the environment, or care for an injured person.The Anim al Handling, Insight, Medicine, Perception, Charisma m easures your ability to interact effectivelyand Survival skills reflect aptitude in certain kinds of w ith others. It includes such factors as con fid en ceW isdom checks. and eloqu en ce, and it can represent a charm ing or com m anding personality. Animal Handling. W h en there is any questionwhether you can calm dow n a dom esticated animal, C h a r ism a C h eck skeep a m ount from getting sp ooked , or intuit an anim al’s A Charisma check might arise when you try to influenceintentions, the DM might call for a W isdom (Animal or entertain others, when you try to make an im pressionHandling) check. You also make a W isdom (Animal or tell a convincing lie, or w hen you are navigating aHandling) check to control your mount w hen you attempt tricky social situation. The Deception, Intimidation,a risky maneuver. P erform an ce, and P ersu asion skills reflect aptitude in certain kinds of Charisma checks. Insight. Your W isd om (Insight) ch eck d ecid es w hetheryou can determine the true intentions of a creature, such Deception. Your C harism a (D eception ) ch eckas w h en search in g out a lie or predicting s o m e o n e ’s determ ines w hether you can convincingly hide thenext move. D oing so involves gleaning clues from body truth, either verbally or through your actions. Thislanguage, speech habits, and changes in m annerism s. deception can encom pass everything from misleading others through ambiguity to telling outright lies. Typical Medicine. A W isd om (M edicine) ch eck lets you try to situations include trying to fast-talk a guard, con astabilize a dying com panion or diagnose an illness. merchant, earn money through gambling, pass yourself o ff in a disguise, dull s o m e o n e ’s su sp icion s w ith false Perception. Your W isd om (Perception) ch eck lets assurances, or maintain a straight face while tellingyou spot, hear, or otherwise detect the presence of a blatant lie.som ething. It m easu res your general aw areness o fyour surroundings and the keenness of your senses.

Intimidation. W h en you attempt to influence som eon ethrough overt threats, hostile actions, and physicalviolence, the DM might ask you to make a Charisma(Intimidation) check. Exam ples include trying to pryinform ation out of a prisoner, convincing street thugsto back dow n from a confrontation, or using the edge ofa broken bottle to convince a sneering vizier toreconsider a decision. Performance. Your Charisma (Perform ance) checkdeterm ines how well you can delight an audience withmusic, dance, acting, storytelling, or som e other form ofentertainm ent. Persuasion. W hen you attempt to influence som eoneor a group o f people with tact, social graces, or goodnature, the DM might ask you to make a Charisma(Persuasion) check. Typically, you use persuasion w henacting in g ood faith, to foster friendships, m ake cordialrequests, or exhibit proper etiquette. Exam ples ofpersuading others include convincing a chamberlain tolet your party see the king, negotiating peace betw eenwarring tribes, or inspiring a crow d of townsfolk. Other Charisma Checks. Th e DM m ight call for aCharism a check w hen you try to accom plish tasks likethe following:• Find the best person to talk to for news, rumors, and gossip• Blend into a crow d to get the sense o f key topics o f conversationSp e l l c a s t in g A b il it yBards, paladins, sorcerers, and w arlocks use Charismaas their spellcasting ability, w hich helps determ ine thesaving throw DCs of spells they cast.Sa v in g T h r o w sA saving throw —also called a save—represents anattempt to resist a spell, a trap, a poison, a disease, ora sim ilar threat. You don’t norm ally decide to m ake asaving throw; you are forced to make one because yourcharacter or m on ster is at risk o f harm. To m ake a saving throw, roll a d20 and add theappropriate ability modifier. For example, you use yourDexterity m odifier for a Dexterity saving throw. A saving throw can be modified by a situationalbonus or penalty and can be affected by advantageand disadvantage, as determined by the DM. E ach class gives proficiency in at least tw o savingthrows. The wizard, for example, is proficientin Intelligence saves. A s with skill proficiencies,proficiency in a saving throw lets a character add hisor her proficiency bonus to saving throws made usinga particular ability score. S om e m onsters have savingthrow proficiencies as well. The Difficulty Class for a saving throw is determinedby the effect that ca u ses it. F or exam ple, the D C for asaving throw allowed by a spell is determined by thecaster’s sp ellcastin g ability and proficiency bonus. The result o f a su ccessfu l or failed saving throw isalso detailed in the effect that allow s the save. Usually,a successful save m eans that a creature suffers noharm, or reduced harm, from an effect.

C hapter 8: A dven turin g DELVING INTO THE ANCIENT TOMB OF HORRORS. M ovement slipping through the back alleys of W aterdeep, hacking a fresh trail through S w im m in g a cross a rushing river, sn eaking dow n a the thick ju n g les on the Isle o f D rea d—these dungeon corridor, scaling a treacherous mountain s lo p e - are the things that D u n g e o n s & D r a g o n s all sorts o f m ovem ent play a key role in D&D adventures. adventures are m ade of. Your character in the game might explore forgotten ruins and The DM can sum m arize the adventurers’ movementuncharted lands, uncover dark secrets and sinister without calculating exact distances or travel times: “Youplots, and slay foul m onsters. And if all goes well, your travel through the forest and find the dungeon entrancecharacter will survive to claim rich rewards before late in the evening o f the third day.” Even in a dungeon,embarking on a new adventure. particularly a large du ngeon or a cave netw ork, the This chapter covers the basics o f the adventuring life, DM can summ arize movement between encounters:from the m echanics o f movement to the com plexities of “A fter killing the guardian at the entrance to the ancientsocia l interaction. The rules for resting are also in this dwarven stronghold, you consult your map, which leadschapter, along with a discussion o f the activities your you through miles of echoing corridors to a chasmcharacter might pursue between adventures. bridged by a narrow stone arch.” W hether adventurers are exploring a dusty dungeonor the com plex relationships o f a royal court, the game S om etim es it’s im portant, though, to kn ow h ow longfollow s a natural rhythm, as outlined in the b o o k ’s it takes to get from on e sp ot to another, w hether theintroduction: answ er is in days, hours, or minutes. The rules for determining travel time depend on tw o factors: the1. T h e DM d escrib es the environm ent. speed and travel pace o f the creatures m oving and the2. The players describe what they want to do. terrain they're m oving over.3. The DM narrates the results o f their actions. SpeedTypically, the DM uses a m ap as an outline o f theadventure, tracking the characters’ progress as they Every character and m onster has a sp eed, w h ich isexplore dungeon corridors or wilderness regions. the distance in feet that the character or m onsterT h e D M ’s notes, including a key to the map, describe can w alk in 1 round. This num ber assum es shortwhat the adventurers find as they enter each new area. bursts of energetic m ovem ent in the m idst o f a life-Som etim es, the passage of time and the adventurers’ threatening situation.actions determine what happens, so the DM mightuse a timeline or a flowchart to track their progress The following rules determine how far a characterinstead o f a map. or m on ster can m ove in a minute, an hour, or a day.T ime T r a v e l Pa c e W h ile traveling, a group o f adventurers can m ove at aIn situations w here keeping track o f the passage of normal, fast, or slow pace, as show n on the Travel Pacetime is important, the DM determ ines the time a task table. The table states how far the party can move in arequires. The DM might use a different time scale period o f time and whether the pace has any effect. Adepen din g on the context o f the situation at hand. In fast pace m akes characters less perceptive, w hile a slowa dungeon environment, the adventurers’ movement pace m akes it p ossib le to sn eak around and to sea rch anhappens on a scale o f minutes. It takes them about a area m ore carefully (see the “Activity W h ile Traveling”minute to creep dow n a long hallway, another minute section later in this chapter for m ore information).to ch e ck for traps on the d oor at the end o f the hall, anda good ten minutes to search the cham ber beyond for Forced March. The Travel Pace table assum es thatanything interesting or valuable. characters travel for 8 h ours in day. They can push on beyon d that limit, at the risk o f exhaustion. In a city or wilderness, a scale of hours is often moreappropriate. Adventurers eager to reach the lonely tower For each additional hour o f travel beyond 8 hours,at the heart o f the forest hurry a cross th ose fifteen m iles the characters cover the distance shown in the Hourin just under four hours’ time. colum n for their pace, and each character must make a Constitution saving th row at the end o f the hour. The For long journeys, a scale of days w orks best. D C is 10 + 1 for each hour past 8 hours. On a failedFollow ing the road from Baldur’s Gate to W aterdeep, the saving throw, a character suffers one level o f exhaustionadventurers spend four uneventful days before a goblin (see appendix A).am bush interrupts their journey. Mounts and Vehicles. For short spans o f tim e (up In com bat and other fast-paced situations, the game to an hour), many anim als move much faster thanrelies on rounds, a 6-second span of time described hum anoids. A m ounted character can ride at a gallopin chapter 9. for about an hour, covering tw ice the usual distance for a fast pace. If fresh m ounts are available every 8 to 10 m iles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas.

Characters in w agons, carriages, or other land DC 10 Strength (Athletics) check to clear a low obstaclevehicles ch o o se a pace as norm al. Characters in a (no taller than a quarter o f the ju m p ’s distance), su ch aswaterborne vessel are limited to the speed o f the vessel a h edge or low w all. O therw ise, you hit it.(see chapter 5), and they don’t suffer penalties for a fastpace or gain benefits from a slow pace. Depending on W h en you land in difficult terrain, you must su cceedthe vessel and the size o f the crew, ships might be able on a D C 10 Dexterity (Acrobatics) check to land on yourto travel for up to 24 hours p er day. feet. Otherwise, you land prone. Certain special mounts, such as a pegasus or griffon, HighJump. W h en you m ake a high jum p, you leapor sp ecial vehicles, such as a carpet o f flying, allow you into the air a num ber o f feet equal to 3 + your Strengthto travel m ore swiftly. T h e Dungeon Master’s Guide m odifier if you m ove at least 10 feet on foot im m ediatelycontains m ore inform ation on special m ethods o f travel. before the jump. W hen you make a standing high jump, you can jum p only half that distance. Either way, eachT r a v e l Pa c e foot you clear on the ju m p c o sts a foot o f m ovem ent. In som e circum stances, your DM might allow you to make Distance Traveled p e r... a Strength (Athletics) check to jum p higher than you normally can.Pace Minute Hour Day EffectFast 400 feet 4 miles 30 miles -5 penalty to You can extend your arm s half your height above passive Wisdom yourself during the jum p. Thus, you can reach aboveNormal 300 feet 3 miles 24 miles (Perception) scores you a distance equal to the height o f the ju m p plus 11/2Slow 200 feet 2 miles 18 miles tim es your height. — A c t iv it y W h ile T r avelin g Able to use stealth As adventurers travel through a dungeon or theD ifficu lt T errain wilderness, they need to remain alert for danger, andThe travel sp eeds given in the Travel P ace table som e characters might perform other tasks to helpassum e relatively sim ple terrain: roads, open plains, the grou p’s journey.or clear dungeon corridors. But adventurers often facedense forests, deep swam ps, rubble-filled ruins, steep M a rch in g O rdermountains, and ice-covered ground—all considered The adventurers should establish a m arching order.difficult terrain. A m arch ing order m akes it easier to determ ine w hich characters are affected by traps, w hich ones can spot You m ove at h alf sp eed in difficult terrain—m oving hidden enemies, and which ones are the closest to those 1 foot in difficult terrain costs 2 feet o f speed—so you en em ies w hen a fight breaks out.can cover only half the norm al distance in a minute,an hour, or a day. A character might occupy the front rank, one or m ore m iddle ranks, or the back rank. Characters in the frontSpecial Types of M o vem en t and back ranks need enough room to travel side by side with others in their rank. W hen space is too tight,Movement through dangerous dungeons or wilderness the m arching order must change, usually by m ovingareas often involves m ore than simply walking. characters to a m iddle rank.Adventurers might have to climb, crawl, swim , or jum pto get where they need to go. Few er Than Three Ranks. If an adventuring party arranges its m arching order with only tw o ranks, theyC l im b in g , Sw im m in g , a n d C r a w l in g are a front rank and a back rank. If th ere’s only on e rank,W hile climbing or swimming, each foot of movement it’s con sid ered a front rank.costs 1 extra foot (2 extra feet in difficult terrain), unlessa creature has a clim bing or sw im m ing speed. At the St e a l t hD M ’s option, clim bin g a slippery vertical su rface or W h ile traveling at a slow pace, the characters can m oveone with few handholds requires a successful Strength stealthily. A s lon g as they’re not in the open, they can try(Athletics) check. Similarly, gaining any distance in to surprise or sneak by other creatures they encounter.rough water might require a successful Strength S e e the rules for hiding in chapter 7.(Athletics) check. N o ticin g T hreatsJum pin g Use the passive W isdom (Perception) scores o f theYour Strength determ ines how far you can jump. characters to determ ine w hether anyone in the group notices a hidden threat. The DM might decide that a LongJump. W hen you m ake a long jum p, you cover a threat can be noticed only by characters in a particularn um ber o f feet up to your Strength sc o r e if you m ove at rank. For example, as the characters are exploring aleast 10 feet on foot immediately before the jump. W hen m aze o f tunnels, the DM might decide that only thoseyou m ake a standing long jump, you can leap only half characters in the ba ck rank have a ch a n ce to hear orthat distance. Either way, each foot you clear on the spot a stealthy creature follow ing the group, whilejum p costs a foot of movement. characters in the front and m iddle ranks cannot. This rule assum es that the height o f your jum p W h ile traveling at a fast pace, characters take a - 5doesn’t matter, such as a jum p across a stream or penalty to their passive W isdom (Perception) scoreschasm . At your D M ’s option, you must su cceed on a to notice hidden threats.

Encountering Creatures. If the DM determines S p l it t in g U p t h e Pa r t ythat the adventurers encounter other creatures while Sometimes, it makes sense to split an adventuring party,they’re traveling, it’s up to both grou ps to d ecide w hat especially if you want one or more characters to scout ahead.happens next. Either group might decide to attack, You can form multiple parties, each moving at a different speed.initiate a conversation, run away, or wait to see what the Each group has its own front, middle, and back ranks.other group does. The drawback to this approach is that the party will be split Surprising Foes. If the adventurers encounter a into several smaller groups in the event o f an attack. Thehostile creature or group, the DM determines whether advantage is that a small group o f stealthy characters movingthe adventurers or their foes might be surprised when slowly might be able to sneak past enemies that clumsiercom bat erupts. S ee chapter 9 for m ore about surprise. characters would alert. A rogue and a monk moving at a slow pace are much harder to detect when they leave their dwarfO t h e r A c t iv it ie s paladin friend behind.Characters w ho turn their attention to other tasks as thegroup travels are not focused on w atching for danger. For exam ple, a creature with a Constitution o f 14 canT hese characters don’t contribute their passive W isdom hold its breath for 3 m inutes. If it starts suffocating, it(P erception ) s c o r e s to the grou p’s ch a n ce o f n oticing h as 2 roun ds to reach air before it d rops to 0 hit points.hidden threats. However, a character not watching fordanger can do one o f the follow ing activities instead, or V isio n a n d L ig h tso m e other activity with the D M ’s perm ission . The m ost fundamental tasks o f adventuring—noticing Navigate. T h e character can try to prevent the group danger, finding hidden objects, hitting an enem y infrom becom ing lost, m aking a W isdom (Survival) check combat, and targeting a spell, to name just a few—w hen the DM calls for it. (T he Dungeon Master’s Guide rely heavily on a character’s ability to see. D arknesshas rules to determ ine w hether the group gets lost.) and other effects that obscu re vision can prove a significant hindrance. Draw a Map. The character can draw a mapthat records the group’s progress and helps the A given area might be lightly or heavily obscured. Incharacters get back on course if they get lost. No ability a lightly obscured area, such as dim light, patchy fog,check is required. or moderate foliage, creatures have disadvantage on W isdom (Perception) checks that rely on sight. Track. A character can follow the tracks o f anothercreature, m aking a W isdom (Survival) check w hen the A heavily obscured area—such as darkness, opaqueD M calls for it. (The Dungeon Master’s Guide has rules fog, or dense foliage—blocks vision entirely. A creaturefor tracking.) in a heavily ob scu red area effectively suffers from the blinded condition (see appendix A). Forage. The character can keep an eye out for readysou rces o f food and water, making a W isdom (Survival) The presence or absence o f light in an environmentch eck w hen the DM calls for it. (T he Dungeon Master’s creates three categories of illumination: bright light, dimGuide has rules for foraging.) light, and darkness.T he Environm ent Bright light lets m ost creatu res see norm ally. Even gloom y days provide bright light, as do torches, lanterns,By its nature, adventuring involves delving into places fires, and other sources o f illumination within athat are dark, dangerous, and full o f mysteries to be specific radius.explored. The rules in this section cover som e o f them ost im portant ways in w hich adventurers interact with Dim light, also called sh adow s, creates a lightlythe environm ent in such places. T h e Dungeon Master’s obscured area. An area o f dim light is usually aGuide has rules coverin g m ore unusual situations. boundary betw een a sou rce o f bright light, such as a torch, and surrounding darkness. The soft lightFa l l i n g o f twilight and dawn also counts as dim light. A particularly brilliant full m oon might bathe the landA fall from a great height is one o f the m ost com m on in dim light.hazards facing an adventurer. Darkness creates a heavily obscured area. Characters At the end o f a fall, a creature takes 1d6 bludgeoning face darkn ess ou tdoors at night (even m ost m oonlitdam age for every 10 feet it fell, to a m axim u m o f 20d6. nights), within the confines o f an unlit dungeon or aT h e creature lands prone, u nless it avoids taking subterranean vault, or in an area o f m agical darkness.dam age from the fall. B l in d s ig h tSu ffo c a t in g A creature w ith blindsight can perceive its surrou ndings without relying on sight, within a specific radius.A creature can hold its breath for a num ber o f minutes Creatures without eyes, such as oozes, and creaturesequal to 1 + its Constitution m odifier (m inim um with echolocation or heightened senses, such as batsof 30 seconds). and true dragons, have this sense. W h en a creature runs out o f breath, it can survive for D a r k v is io na num ber o f roun ds equal to its Constitution m odifier Many creatures in the w orlds o f D&D, especially those(m inim um 1 round). At the start o f its next turn, it drops that dwell underground, have darkvision. W ithin ato 0 hit points and is dying. sp ecified range, a creature w ith darkvision can see in

darkn ess as if the darkn ess w ere dim light, s o areas can. The D M determ ines an o b je ct’s A rm or C lass ando f darkness are only lightly obscured as far as that hit points, and might d ecide that certain objects havecreature is concerned. However, the creature can’t resistan ce or im m unity to certain kinds o f attacks. (It’sdiscern color in darkness, only sh ad es o f gray. hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, andT r u e sig h t they are im m une to effects that require other saves.A creature with truesight can, out to a specific range, W h en an object d rops to 0 hit points, it breaks.see in norm al and m agical darkness, see invisiblecreatures and objects, automatically detect visual A character can also attempt a Strength check toillusions and succeed on saving throws against them, break an object. The DM sets the DC for any such check.and perceives the original form of a shapechanger ora creature that is transform ed by m agic. Furthermore, So cial Interactionthe creature can see into the Ethereal Plane. Exploring dungeons, overcom ing obstacles, and slayingFood and Water m onsters are key parts of D&D adventures. No less important, though, are the social interactions thatCharacters w ho don’t eat or drink suffer the effects of adventurers have with other inhabitants o f the world.exhaustion (see appendix A). Exhaustion caused by lacko f food or water can’t b e rem oved until the character Interaction takes on many forms. You might needeats and drinks the full required amount. to convince an unscrupulous thief to confess to som e m alfeasance, or you might try to flatter a dragon so thatFo o d it w ill spare your life. The DM a ssu m es the roles o f anyA character needs one pound of food per day and can characters w ho are participating in the interaction thatm ake food last longer by subsisting on half rations. don ’t belon g to another player at the table. A n y suchEating half a pound o f food in a day counts as half a day character is called a nonplayer character (NPC).without food. In general terms, an N P C ’s attitude toward you is A character can go without food for a number of days described as friendly, indifferent, or hostile. Friendlyequal to 3 + his or her Constitution modifier (minimum NPCs are predisposed to help you, and hostile ones are1). At the end o f each day beyon d that limit, a character inclined to get in your way. It’s easier to get what youautomatically suffers one level of exhaustion. want from a friendly NPC, o f course. A norm al day o f eating resets the count of days Social interactions have two primary aspects:without food to zero. roleplaying and ability checks.Water R o leplayin gA character n eed s one gallon o f water per day, or tw ogallons per day if the w eather is hot. A character who R oleplaying is, literally, the act o f playing out a role.drinks only half that much water must su cceed on a In this case, it’s you as a player determ ining h ow yourDC 15 Constitution saving throw or suffer one level of character thinks, acts, and talks.exhaustion at the end o f the day. A character w ith a cce ssto even less water automatically suffers one level of Roleplaying is a part o f every aspect o f the game,exhaustion at the end o f the day. and it c o m e s to the fore during socia l interactions. Your character’s quirks, m ann erism s, and personality If the character already has one or m ore levels of influence how interactions resolve.exhaustion, the character takes tw o levels in either case. There are two styles you can use w hen roleplayingIn t e r a c t in g w it h O bjects your character: the descriptive approach and the active approach. M ost players use a com bination o f the twoA character’s interaction w ith ob jects in an environm ent styles. Use whichever m ix of the two works best for you.is often simple to resolve in the game. The player tellsthe DM that his or her character is doing som ething, D e sc r ip t iv e A ppr o a c h t o R o l e p l a y in gsuch a m oving a lever, and the DM d escribes what, if W ith this approach, you describe your character’s w ordsanything happens. and actions to the DM and the other players. Drawing on your mental im age of your character, you tell everyone F or exam ple, a character m ight d ecide to pull a lever, w hat your character d o e s and h ow he or she d o e s it.w h ich might, in turn, raise a portcullis, cau se a ro o m toflood with water, or open a secret d oor in a nearby wall. For instance, Chris plays Tordek the dwarf. TordekIf the lever is rusted in position, though, a character has a quick tem per and blam es the elves o f them ight n eed to force it. In such a situation, the D M might C loa k w ood for his fam ily’s m isfortune. At a tavern, ancall for a Strength check to see whether the character obn ox iou s elf m instrel sits at T ordek ’s table and tries tocan w rench the lever into place. The DM sets the DC for strike up a conversation with the dwarf.any such check based on the difficulty o f the task. Chris says, “Tordek spits on the floor, growls an Characters can also damage objects with their insult at the bard, and stom ps over to the bar. H e sitsw eapons and spells. O bjects are im mune to poison and on a stool and glares at the m instrel b efore orderingpsychic damage, but otherwise they can be affected another drink.”by physical and m agical attacks much like creatures In this exam ple, Chris has conveyed T ordek’s m ood and given the DM a clear idea o f his character’s attitude and actions.

W hen using descriptive roleplaying, keep the on your best bonuses and skills. If the group needs tofollow in g things in mind: trick a guard into letting them into a castle, the rogue w h o is proficient in D eception is the best bet to lead the• D escrib e your character’s em otion s and attitude. discu ssion . W h en negotiating for a h osta ge’s release,• Focus on your character’s intent and how others the cleric with Persuasion should do m ost o f the talking. m ight perceive it. R esting• Provide as much embellishment as you feel H eroic though they m ight be, adventurers ca n ’t spend com fortable with. every hour o f the day in the thick o f exploration, social interaction, and com bat. They need rest—time to D on ’t w orry about getting things exactly right. Just sleep and eat, tend their wounds, refresh their mindsfocus on thinking about what your character would do and spirits for spellcasting, and brace themselves forand describing what you see in your mind. further adventure.A c t iv e A ppro ach t o R o l e p l a y in g Adventurers can take short rests in the m idst of anIf descriptive roleplaying tells your DM and your fellow adventuring day and a long rest to end the day.players what your character thinks and does, activeroleplaying shows them. Sh ort R est W hen you use active roleplaying, you speak with your A short rest is a p eriod o f dow ntim e, at least 1 hour long,character’s voice, like an actor taking on a role. You might during which a character does nothing m ore strenuouseven echo your character’s m ovem ents and body language. than eating, drinking, reading, and tending to wounds.This approach is m ore im mersive than descriptiveroleplaying, though you still need to describe things A character can spend on e or m ore Hit D ice at the endthat can ’t be reasonably acted out. o f a short rest, up to the character’s m axim u m num ber of Hit Dice, which is equal to the character's level. For Going back to the example of Chris roleplaying Tordek each Hit Die spent in this way, the player rolls the dieabove, h ere’s h ow the scen e m ight play out if Chris used and adds the character’s Constitution m odifier to it. Theactive roleplaying: character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll. Speaking as Tordek, Chris says in a gruff, deep voice, A character regains som e spent Hit D ice upon finishing“I w as w on derin g w hy it suddenly sm elled aw ful in here. a long rest, as explained below.If I w anted to hear anything out o f you, I'd snap yourarm and enjoy your scream s.” In his norm al voice, Chris L o n g R estthen adds, “I get up, glare at the elf, and head to the bar.” A lon g rest is a p eriod o f extended dow ntim e, at least 8R esults o f R o l e p l a y in g hours long, during w hich a character sleeps or perform sThe DM uses your character’s actions and attitudes to light activity: reading, talking, eating, or standing watchdetermine how an NPC reacts. A cowardly NPC buckles for no m ore than 2 hours. If the rest is interrupted by aunder threats o f violence. A stubborn dw arf refuses to p eriod o f strenuous activity—at least 1 hour o f w alking,let anyone badger her. A vain dragon laps up flattery. fighting, casting spells, or similar adventuring activity— the characters must begin the rest again to gain any W hen interacting with an N PC, pay close attention to benefit from it.the D M ’s portrayal o f the N P C ’s m ood , dialogue, andpersonality. You might be able to determ ine an N P C ’s At the end o f a long rest, a character regains all lostpersonality traits, ideals, flaws, and bonds, then play on hit points. T h e character also regains spent Hit D ice, upthem to influence the N P C ’s attitude. to a num ber o f dice equal to h alf o f the character’s total number o f them. For example, if a character has eight Interactions in D & D are m uch like interactions in Hit Dice, he or she can regain four spent Hit D ice uponreal life. If you can offer N P C s som ething they want, finishing a long rest.threaten them with som ething they fear, or play on theirsympathies and goals, you can use words to get almost A character ca n ’t benefit from m ore than on e long restanything you want. On the other hand, if you insult a in a 24-hou r period, and a character m ust have at leastproud w arrior or sp eak ill o f a n oble’s allies, your efforts 1 hit point at the start o f the rest to gain its benefits.to convince or deceive w ill fall short. Between A dventuresA b ility C h eck s Between trips to dungeons and battles against ancientIn addition to roleplaying, ability ch eck s are key in evils, adventurers need time to rest, recuperate, anddetermining the outcom e o f an interaction. prepare for their next adventure. Many adventurers also use this time to perform other tasks, such as crafting Your roleplaying efforts can alter an N P C ’s attitude, arms and armor, perform ing research, or spendingbut there might still be an elem ent o f chance in the their hard-earned gold.situation. For example, your DM can call for a Charismach eck at any point during an interaction if he or she In som e cases, the passage o f time is som ething thatw ants the d ice to play a role in determ ining an N P C ’s occu rs with little fanfare or description. W hen startingreactions. Other checks might be appropriate in certain a new adventure, the DM might simply declare that asituations, at your D M ’s discretion. certain am ount of time has passed and allow you to Pay attention to your skill proficiencies when thinkingo f h ow you want to interact with an NPC, and stackthe deck in your favor by using an approach that relies

describe in general term s what your character has P r a c t ic in g a P r o fe ssio nbeen doing. At other times, the DM might want to keep You can w ork between adventures, allowing you totrack o f just how much time is passing as events beyond maintain a m odest lifestyle without having to pay 1 gpyour perception stay in motion. per day (see chapter 5 for m ore information on lifestyle expenses). This benefit lasts as long you continue toL ifestyle E x penses practice your profession.Between adventures, you ch oose a particular quality If you are a m em ber o f an organization that cano f life and pay the cost o f maintaining that lifestyle, as provide gainful employment, such as a temple or ad escrib ed in chapter 5. thieves’ guild, you earn enough to support a com fortable lifestyle instead. Living a particular lifestyle d oesn ’t have a huge effecton your character, but your lifestyle can affect the way If you have proficiency in the Perform ance skill andother individuals and groups react to you. For example, put your perform ance skill to use during your downtime,w h en you lead an aristocratic lifestyle, it m ight be easier you earn enough to support a wealthy lifestyle instead.for you to influence the nobles o f the city than if youlive in poverty. R e c u p e r a t in g You can use downtime between adventures to recoverD o w n tim e A ctivities from a debilitating injury, disease, or poison.Between adventures, the DM might ask you what your After three days of downtime spent recuperating,character is doing during his or her downtime. Periods you can m ake a D C 15 Constitution saving throw.o f downtim e can vary in duration, but each downtime On a successful save, you can ch oose one o f theactivity requires a certain num ber o f days to complete following results:b efore you gain any benefit, and at least 8 h ours o f eachday must be spent on the downtim e activity for the day • End one effect on you that prevents you from regain­to count. The days do not need to be consecutive. If you ing hit points.have m ore than the minim um amount of days to spend,you can keep doing the sam e thing for a longer period • For the next 24 hours, gain advantage on savingo f time, or switch to a new dow ntim e activity. throws against one disease or poison currently affecting you. Downtim e activities other than the ones presentedbelow are possible. If you want your character to spend R e se a r c h in ghis or her downtim e perform ing an activity not covered The time betw een adventures is a great chance tohere, d iscu ss it w ith your DM. perform research, gaining insight into mysteries that have unfurled over the course o f the campaign.C r a f t in g Research can include poring over dusty tom es andYou can craft nonm agical objects, including adventuring crum bling scrolls in a library or buying drinks for theequipm ent and w orks o f art. You must be proficient locals to pry rum ors and gossip from their lips.with tools related to the object you are trying to create(typically artisan’s tools). You might also need a ccess to W hen you begin your research, the DM determ inessp ecia l m aterials or locations n ecessa ry to create it. F or whether the inform ation is available, how many days o fexam ple, som eon e proficient w ith sm ith’s tools n eeds a dow ntim e it w ill take to find it, and w hether there areforge in order to craft a sw ord or suit of armor. any restrictions on your research (such as needing to seek out a specific individual, tome, or location). The For every day of downtime you spend crafting, you DM might also require you to m ake one or m ore abilitycan craft one or m ore items with a total market value checks, such as an Intelligence (Investigation) checknot exceeding 5 gp, and you must expend raw materials to find clues pointing toward the inform ation you seek,w orth half the total market value. If som ething you or a Charism a (P ersu asion) ch eck to secu re so m e o n e ’swant to craft has a market value greater than 5 gp, you aid. O nce those conditions are met, you learn them ake p rogress every day in 5-gp increm ents until you inform ation if it is available.reach the market value o f the item. For exam ple, a suito f plate arm or (market value 1,500 gp) takes 300 days For each day o f research, you must spend 1 gp toto craft by yourself. cover your expenses. This cost is in addition to your n orm al lifestyle ex p en ses (as d iscu ssed in chapter 5). Multiple characters can com bine their efforts towardthe crafting o f a single item, provided that the characters T r a in in gall have proficiency with the requisite tools and are You can spend time between adventures learning a neww orking together in the sam e place. Each character language or training with a set o f tools. Your DM mightcontributes 5 gp worth of effort for every day spent allow additional training options.helping to craft the item. For example, three characterswith the requisite tool proficiency and the proper First, you must find an instructor w illing to teach you.facilities ca n craft a suit o f plate arm or in 100 days, T h e DM determ ines h ow lon g it takes, and w hether oneat a total co st o f 750 gp. or m ore ability checks are required. W hile crafting, you can maintain a m odest lifestyle The training lasts for 2 5 0 days and co sts 1 gp per day.w ithout having to pay 1 gp per day, or a com fortable After you spend the requisite amount o f time and money,lifestyle at half the norm al cost (see chapter 5 for m ore you learn the new language or gain proficiency withinformation on lifestyle expenses). the new tool.

C h apter 9: C o m b at opposing side. Any character or m onster that d oesn ’t n otice a threat is su rprised at the start o f the encounter. HT E CLATTER OF A SWORD STRIKING AGAINST a shield. The terrible rending sound as If you ’re su rprised, you can ’t m ove or take an action m onstrous claws tear through armor. A on your first turn o f the com bat, and you can’t take a brilliant flash o f light as a ball o f flame reaction until that turn ends. A m em ber o f a group can b lo ss o m s from a w iza rd ’s spell. T h e sharp b e surprised even if the other m em bers aren’t. tang o f b lo o d in the air, cutting through the stench o f vile m onsters. R oars o f fury, In it ia t iv eshouts o f triumph, cries o f pain. Com bat in D&D can bechaotic, deadly, and thrilling. Initiative determ ines the order o f turns during combat. This chapter provides the rules you need for your W hen com bat starts, every participant m akes acharacters and m onsters to engage in combat, whether Dexterity check to determ ine their place in the initiativeit is a brief skirm ish or an extended conflict in a order. The DM makes one roll for an entire group ofdungeon or on a field o f battle. Throughout this chapter, identical creatures, so each m em ber o f the group acts atthe rules address you, the player or Dungeon Master. the sam e time.The D ungeon M aster controls all the m onsters andnonplayer characters involved in com bat, and each other The DM ranks the combatants in order from the oneplayer controls an adventurer. “You” can also mean the with the highest Dexterity check total to the one withcharacter or m onster that you control. the lowest. This is the order (called the initiative order) in w hich they act during each round. The initiative orderT he O rder of C ombat rem ains the sam e from round to round.A typical com bat encounter is a clash betw een two If a tie occurs, the DM decides the order am ongsides, a flurry o f w eapon swings, feints, parries, tied DM -controlled creatures, and the players decidefootw ork, and spellcasting. The gam e organizes the the order am ong their tied characters. The DM canchaos o f com bat into a cycle o f rounds and turns. A decide the order if the tie is betw een a monster and around represents about 6 secon d s in the gam e world. player character. Optionally, the DM can have the tiedD uring a round, each participant in a battle takes a characters and m onsters each roll a d20 to determineturn. Th e order o f turns is determ ined at the begin ning the order, highest roll going first.o f a com bat encounter, w hen everyone rolls initiative.O nce everyone has taken a turn, the fight continues to Y our Turnthe next round if neither side has defeated the other. On your turn, you can move a distance up to your speedSu rprise and take one action. You d ecide w hether to m ove first or take your action first. Your sp eed —som etim es calledA band of adventurers sneaks up on a bandit camp, your w alking sp eed—is noted on your character sheet.springing from the trees to attack them. A gelatinouscube glides down a dungeon passage, unnoticed by The most com m on actions you can take are describedthe adventurers until the cu b e en gu lfs one o f them. In in the “A ction s in C om bat” section later in this chapter.these situations, one side o f the battle gains surprise Many class features and other abilities provideover the other. additional options for your action. The DM determines w ho might be surprised. If The “ M ovem ent and P osition” section later in thisneither side tries to b e stealthy, they automatically notice chapter gives the rules for your move.each other. Otherwise, the DM com pares the Dexterity(Stealth) checks o f anyone hiding with the passive You can forgo moving, taking an action, or doingW isdom (Perception) score o f each creature on the anything at all on your turn. If you c a n ’t d ecide what to do on your turn, consider taking the D odge or Ready C om bat Step by Step action, as d escrib ed in “A ction s in C om bat.” 1. Determine surprise. The DM determines whether anyone B o n u s A c tio n s involved in the combat encounter is surprised. Various class features, spells, and other abilities let you 2.Establish positions. The DM decides where all the take an additional action on your turn called a bonus action. The Cunning Action feature, for example, allows characters and monsters are located. Given the a rogue to take a bonus action. You can take a bonus adventurers’ marching order or their stated positions in action only w hen a sp ecia l ability, spell, or other feature the room or other location, the DM figures out where the o f the game states that you can do som ething as a bonus adversaries are— how far away and in what direction. action. You otherw ise don’t have a bonus action to take. 3. Roll initiative. Everyone involved in the combat encounter rolls initiative, determining the order o f combatants’ turns. You can take only one bonus action on your turn, so 4.Take turns. Each participant in the battle takes a turn in you must choose which bonus action to use w hen you initiative order. have m ore than one available. 5.Begin the next round. When everyone involved in the combat has had a turn, the round ends. Repeat step 4 until You choose when to take a bonus action during your the fighting stops. turn, u nless the bon u s action ’s tim ing is specified, and anything that deprives you o f your ability to take actions also prevents you from taking a bonus action.

O th e r A c t iv it y on Y ou r Turn On your turn, you can m ove a distance up to yourYour turn can include a variety of flourishes that require speed. You can use as m uch or as little o f your sp eed asneither your action nor your move. you like on your turn, follow ing the rules here. You can com m unicate however you are able, through Your m ovement can include jumping, climbing, andbrief utterances and gestures, as you take your turn. swim ming. These different m odes of movement can be com bined with walking, or they can constitute your You can also interact with one object or feature o f the entire m ove. H ow ever you ’re m oving, you deduct theenvironment for free, during either your move or your distance o f each part o f your m ove from your speed untilaction. For example, you could open a door during your it is u sed up or until you are done m oving.move as you stride toward a foe, or you could draw yourw eapon as part o f the sam e action you use to attack. The “S p ecia l Types o f M ovem ent’’ section in chapter 8 gives the particulars for jumping, climbing, If you want to interact with a secon d object, you need and swimming.to use your action. S om e m agic items and other specialobjects always require an action to use, as stated B r ea k ing U p Y our M ovein their descriptions. You can break up your movement on your turn, using The DM might require you to use an action for any som e of your speed before and after your action. Foro f these activities w h en it n eed s sp ecia l care or w hen it example, if you have a speed of 30 feet, you can movepresents an unusual obstacle. For instance, the DM 10 feet, take your action, and then m ove 20 feet.could reasonably expect you to use an action to open astuck door or turn a crank to low er a drawbridge. M o v in g betw een A tta c k s If you take an action that includes m ore than oneR eactio n s w eapon attack, you can break up your movement even further by m oving between those attacks. For example,Certain special abilities, spells, and situations allow a fighter w ho can make two attacks with the Extrayou to take a special action called a reaction. A reaction Attack feature and w ho has a speed o f 25 feet couldis an instant response to a trigger of som e kind, which m ove 10 feet, m ake an attack, m ove 15 feet, and thenca n o c cu r on your turn or on som eon e e lse’s. The attack again.opportunity attack, described later in this chapter, is them ost com m on type of reaction. U sin g D if f e r e n t Speeds If you have more than one speed, such as your walking W hen you take a reaction, you can’t take another one speed and a flying speed, you can switch back and forthuntil the start o f your next turn. If the reaction interrupts between your speeds during your move. W henever youanother creatu re’s turn, that creature can continue its switch, subtract the distance you've already m oved fromturn right after the reaction. the new speed. The result determ ines how much farther you can move. If the result is 0 or less, you can’t use theM o v e m e n t a n d Po sit io n new speed during the current move.In combat, characters and m onsters are in constant For example, if you have a speed of 30 and a flyingmotion, often using movement and position to gain sp eed o f 60 b eca u se a w izard cast the fly spell on you,the upper hand. you could fly 20 feet, then w alk 10 feet, and then leap into the air to fly 30 feet m ore. In ter a c tin g w ith O bjects A r o u n d You Here are a few examples o f the sorts o f thing you can do in D ifficu lt T er r ain tandem with your movement and action: Com bat rarely takes place in bare room s or on • draw or sheathe a sword featureless plains. Boulder-strewn caverns, briar- • open or close a door ch oked forests, treach erou s sta irca ses—the setting o f • withdraw a potion from your backpack a typical fight contains difficult terrain. • pick up a dropped axe • take a bauble from a table Every foot o f movement in difficult terrain costs 1 • remove a ring from your finger extra foot. This rule is true even if multiple things in • stuff some food into your mouth a space count as difficult terrain. • plant a banner in the ground • fish a few coins from your belt pouch Low furniture, rubble, undergrowth, steep stairs, • drink all the ale in a flagon snow, and shallow bogs are exam ples o f difficult terrain. • throw a lever or a switch The space o f another creature, whether hostile or not, • pull a torch from a sconce also counts as difficult terrain. • take a book from a shelf you can reach • extinguish a small flame B ein g P rone • don a mask • pull the hood of your cloak up and over your head Combatants often find themselves lying on the ground, • put your ear to a door either because they are knocked dow n or because they • kick a small stone throw them selves down. In the game, they are prone, • turn a key in a lock a condition described in appendix A. • tap the floor with a 10-foot pole • hand an item to another character You can drop prone without using any o f your speed. Standing up takes m ore effort; doing so costs

an amount of movement equal to half your speed. Forexam ple, if your sp eed is 30 feet, you must spend 15 feeto f m ovem ent to stand up. You ca n ’t stand up if you d on ’thave enough m ovem ent left or if your sp eed is 0. To m ove w hile prone, you must crawl or use m agicsuch as teleportation. Every foot of movement whilecraw ling costs 1 extra foot. Crawling 1 foot in difficultterrain, therefore, costs 3 feet o f movement.M o v in g A r o u n d O th e rC reaturesY ou can m ove through a n on h ostile creatu re’s space.In contrast, you can m ove through a hostile creature'ssp ace only if the creature is at least tw o sizes larger orsm aller than you. R em em ber that another creatu re’sspace is difficult terrain for you. W hether a creature is a friend or an enemy, you can’tw illingly end your m ove in its space. If you leave a hostile creatu re’s reach during yourmove, you provoke an opportunity attack, as explainedlater in the chapter.F l y in g M o v e m e n tFlying creatures enjoy m any benefits o f mobility, butthey must also deal with the danger o f falling. If a flyingcreature is knocked prone, has its speed reduced to 0, oris otherw ise deprived o f the ability to move, the creaturefalls, unless it has the ability to hover or it is b ein g heldaloft by m agic, such as by the fly spell.C r e a t u r e SizeEach creature takes up a different amount of space.The Size Categories table show s how much spacea creature o f a particular size controls in combat.O bjects som etim es use the sam e size categories.S iz e C a t e g o r ie sSize SpaceTiny 21/2 by 2 1/2 ftSmall 5 by 5 ft.Medium 5 by 5 ft.Large 10 by 10 ft.Huge 15 by 15 ft.Gargantuan 20 by 20 ft. or largerSpaceA creature's sp ace is the area in feet that it effectivelycon trols in com bat, not an expression o f its physicaldim ensions. A typical M edium creature isn't 5 feetw ide, for exam ple, but it d o e s con trol a sp ace thatwide. If a M edium hobgoblin stands in a 5-foot-widedoorway, other creatures can’t get through unless thehobgoblin lets them. A creatu re’s sp ace also reflects the area it n eeds tofight effectively. For that reason, there’s a limit to thenum ber o f creatures that can surround another creaturein combat. Assum ing M edium combatants, eightcreatures can fit in a 5-foot radius around another one. B ecause larger creatures take up m ore space, fewero f them can surround a creature. If five Large creatures

Va r ia n t : P l a y in g o n a G r id C ast a Spell If you play out a combat using a square grid and miniatures or other tokens, follow these rules. Spellcasters such as w izards and clerics, as well as many m onsters, have access to spells and can use Squares. Each square on the grid represents 5 feet. them to great effect in com bat. Each spell has a casting Speed. Rather than moving foot by foot, move square by time, w hich specifies whether the caster must use an square on the grid. This means you use your speed in 5-foot action, a reaction, minutes, or even hours to cast the segments. This is particularly easy if you translate your speed spell. Casting a spell is, therefore, not necessarily an into squares by dividing the speed by 5. For example, a speed action. M ost spells do have a casting time of 1 action, o f 30 feet translates into a speed o f 6 squares. so a spellcaster often uses his or her action in com bat If you use a grid often, consider writing your speed in to cast such a spell. S ee chapter 10 for the rules squares on your character sheet. on spellcasting. Entering a Square. To enter a square, you must have at least 1 square o f movement left, even if the square is Dash diagonally adjacent to the square you’re in. (The rule for diagonal movement sacrifices realism for the sake of smooth W hen you take the Dash action, you gain extra play. The Dungeon M aster’s Guide provides guidance on using movement for the current turn. The increase equals a more realistic approach.) your speed, after applying any m odifiers. With a speed If a square costs extra movement, as a square o f difficult o f 30 feet, for example, you can move up to 60 feet on your terrain does, you must have enough movement left to pay for turn if you dash. entering it. For example, you must have at least 2 squares of movement left to enter a square o f difficult terrain. Any increase or decrease to your speed changes this Corners. Diagonal movement can’t cross the corner o f a additional movement by the sam e amount. If your speed wall, large tree, or other terrain feature that fills its space. o f 30 feet is reduced to 15 feet, for instance, you can Ranges. To determine the range on a grid between two move up to 30 feet this turn if you dash. things— whether creatures or objects— start counting squares from a square adjacent to one o f them and stop counting in Di s e n g a g e the space of the other one. Count by the shortest route. If you take the D isengage action, your m ovem ent doesn ’tcrow d around a M edium or sm aller one, there’s little provoke opportunity attacks for the rest o f the turn.room for anyone else. In contrast, as many as twentyMedium creatures can surround a Gargantuan one. D odgeSq u e e zin g in t o a Sm a l l e r Space W hen you take the D odge action, you focus entirely onA creature can squeeze through a space that is large avoiding attacks. Until the start o f your next turn, anyen ough for a creature one size sm aller than it. Thus, a attack roll made against you has disadvantage if youL arge creature can sq u eeze through a pa ssa ge that's can see the attacker, and you make Dexterity savingonly 5 feet w ide. W hile squeezing through a space, throws with advantage. You lose this benefit if you area creature m ust sp en d 1 extra foot for every foot it incapacitated (as explained in appendix A) or if yourm oves there, and it has disadvantage on attack rolls sp eed d rop s to 0.and Dexterity saving throws. Attack rolls against thecreature have advantage w hile it’s in the sm aller space. H elpA ctions in C om bat You can lend your aid to another creature in the com pletion o f a task. W hen you take the Help action,W hen you take your action on your turn, you can take the creature you aid gains advantage on the next abilityone o f the actions presented here, an action you gained ch eck it m akes to perform the task you are helping with,from your class or a special feature, or an action that provided that it m akes the ch eck before the start o fyou improvise. Many monsters have action options of your next turn.their ow n in their stat blocks. Alternatively, you can aid a friendly creature in W hen you describe an action not detailed elsewhere attacking a creature within 5 feet of you. You feint,in the rules, the DM tells you w hether that action is distract the target, or in som e other way team up topossib le and what kind o f roll you n eed to m ake, if any, m ake your ally’s attack m ore effective. If your allyto determ ine su ccess or failure. attacks the target before your next turn, the first attack roll is made with advantage.A ttack H ideThe m ost com m on action to take in com bat is the Attackaction, whether you are swinging a sword, firing an W hen you take the Hide action, you make a Dexterityarrow from a bow, or brawling with your fists. (Stealth) check in an attempt to hide, follow ing the rules in chapter 7 for hiding. If you succeed, you gain certain With this action, you make one m elee or ranged benefits, as described in the “Unseen Attackers andattack. S ee the “M aking an Attack” section for the rules Targets” section later in this chapter.that govern attacks. Certain features, such as the Extra Attack featureo f the fighter, allow you to m ake m ore than one attackwith this action.

Im p r o v i s i n g a n A c t i o n Your character can do things not covered by the actions in this chapter, such as breaking down doors, intimidating enemies, sensing weaknesses in magical defenses, or calling for a parley with a foe. The only limits to the actions you can attempt are your imagination and your character’s ability scores. See the descriptions o f the ability scores in chapter 7 for inspiration as you improvise. When you describe an action not detailed elsewhere in the rules, the DM tells you whether that action is possible and what kind o f roll you need to make, if any, to determine success or failure.R eadySom etim es you want to get the jum p on a foe or wait fora particular circum stance before you act. To do so, youcan take the Ready action on your turn so that you canact later in the round using your reaction. First, you decide what perceivable circum stancew ill trigger your reaction. Then, you ch oose the actionyou w ill take in respon se to that trigger, or you ch ooseto m ove up to your sp eed in resp on se to it. E xam plesinclude “If the cultist steps on the trapdoor, I’ll pull thelever that op en s it,” and “If the goblin steps next to me,I m ove away.” W hen the trigger occurs, you can either take yourreaction right after the trigger finishes or ignorethe trigger. R em em ber that you can take only onereaction per round. W h en you ready a spell, you cast it as norm al buthold its energy, w hich you release with your reactionwhen the trigger occurs. To be readied, a spell musthave a casting time o f 1 action, and holding onto thesp ell’s m agic requ ires concentration (explained inchapter 10). If your concentration is broken, the spelldissipates without taking effect. For example, if you areconcentrating on the web spell and ready magic missile,your web spell ends, and if you take dam age beforeyou release magic missile with your reaction, yourconcentration might be broken.SearchW hen you take the Search action, you devote yourattention to finding som ething. D epending on thenature of your search, the DM might have you makea W isdom (Perception) check or an Intelligence(Investigation) check.U se a n O b je c tYou norm ally interact with an object w hile doingsom ething else, such as w hen you draw a sw ord as partof an attack. W hen an object requires your action forits use, you take the U se an O bject action. This actionis also useful w hen you want to interact with m ore thanone object on your turn.M aking an A ttackW h eth er you ’re striking w ith a m elee w eapon , firing aw ea p on at range, or m akin g an attack roll as part o f aspell, an attack has a simple structure.

1. Choose a target. P ick a target w ithin y ou r attack’s range: a creature, an object, or a location.2. Determine modifiers. The DM determ ines whether the target has cover and whether you have advantage or disadvantage against the target. In addition, spells, special abilities, and other effects can apply penalties or bon u ses to your attack roll.3. Resolve the attack. You m ake the attack roll. On a hit, you roll dam age, unless the particular attack has rules that specify otherwise. S om e attacks cause sp ecia l effects in addition to or instead o f dam age. If th ere’s ever any question w hether som eth in g y ou ’redoin g coun ts as an attack, the rule is sim ple: if you ’rem akin g an attack roll, you ’re m aking an attack.A tta ck RollsW hen you make an attack, your attack roll determineswhether the attack hits or m isses. To make an attackroll, roll a d20 and add the appropriate m odifiers. If thetotal o f the roll plus m odifiers equals or exceeds thetarget’s A rm or C lass (AC), the attack hits. The AC o f acharacter is determ ined at character creation, w h ereasthe AC o f a m onster is in its stat block.M od ifiers t o t h e R o llW hen a character m akes an attack roll, the tw o mostcom m on m odifiers to the roll are an ability m odifierand the character’s proficiency bonus. W h en a m onsterm akes an attack roll, it u ses w hatever m odifier isprovided in its stat block. A bility M odifier. T h e ability m odifier u sed for a m eleew eapon attack is Strength, and the ability m odifier usedfor a ranged w eapon attack is Dexterity. W eapons thathave the finesse or thrown property break this rule. S om e spells also require an attack roll. The abilitym odifier used for a spell attack depends on thespellcasting ability o f the spellcaster, as explainedin chapter 10. P roficiency Bonus. You add your proficiency bonusto your attack roll w hen you attack using a w eapon withwhich you have proficiency, as w ell as w hen you attackwith a spell.R ollin g 1 or 20Som etim es fate blesses or cu rses a combatant, causingthe n ovice to hit and the veteran to m iss. If the d20 roll for an attack is a 20, the attack hitsregardless o f any m odifiers or the target’s AC. Inaddition, the attack is a critical hit, as explained laterin this chapter. If the d2 0 roll for an attack is a 1, the attack m issesregardless o f any m odifiers or the target’s AC.U nseen A ttackers an d T argetsCombatants often try to escape their foes’ noticeby hiding, casting the invisibility spell, or lurkingin darkness. W hen you attack a target that you can ’t see, you havedisadvantage on the attack roll. This is true whetheryou ’re gu essin g the target’s location or you ’re targetinga creature you can hear but not see. If the target isn’t in

the location you targeted, you automatically m iss, but C o n t e s t s in C o m b a tthe DM typically just says that the attack m issed, not Battle often involves pitting your prowess against that ofw hether you g u essed the target’s location correctly. your foe. Such a challenge is represented by a contest. This section includes the most common contests that require an W h en a creature ca n ’t see you, you have advantage on action in combat: grappling and shoving a creature. The DMattack rolls against it. can use these contests as models for improvising others. If you are h idden—both u n seen and u nheard—w hen creature. T h e attack interrupts the provokin g creatu re’syou m ake an attack, you give away your location when movement, occurring right before the creaturethe attack hits or m isses. leaves your reach.Ranged A t t a c k s You can avoid provoking an opportunity attack by taking the D isengage action. You also don’t provoke anW hen you make a ranged attack, you fire a bow or a opportunity attack when you teleport or when som eonecrossbow , hurl a handaxe, or otherwise send projectiles or som ething m oves you without using your movement,to strike a foe at a distance. A m onster might shoot action, or reaction. For exam ple, you don’t provoke anspines from its tail. M any sp ells also involve m akin g a opportu nity attack if an explosion hurls you out o f a fo e ’sranged attack. reach or if gravity causes you to fall past an enemy.R ange Two-W e a p o n F ig h t in gYou can make ranged attacks only against targets withina specified range. W hen you take the Attack action and attack with a light m elee w eap on that you ’re h olding in on e hand, you can If a ranged attack, such as one made with a spell, has a use a bonus action to attack with a different light m eleesingle range, you can’t attack a target beyond this range. w eap on that you ’re h olding in the other hand. You d on ’t add your ability m odifier to the dam age o f the bonus S om e ranged attacks, such as those made with a attack, unless that m odifier is negative.longbow or a shortbow, have two ranges. The smallernum ber is the norm al range, and the larger num ber is If either w eapon has the thrown property, youthe long range. Your attack roll has disadvantage when can throw the weapon, instead of making a meleeyour target is beyond norm al range, and you can’t attack attack w ith it.a target beyond the long range. G r a p p l in gR a n g e d A t t a c k s in C lose C o m b a t W h en you w ant to grab a creature or w restle w ith it,Aim ing a ranged attack is m ore difficult w hen a foe you can use the Attack action to make a special meleeis next to you. W hen you m ake a ranged attack with attack, a grapple. If you ’re able to m ake multiple attacksa weapon, a spell, or som e other means, you have with the Attack action, this attack replaces one of them.disadvantage on the attack roll if you are within 5 feeto f a hostile creature w ho can see you and w ho isn’t The target of your grapple must be no m ore than oneincapacitated. size larger than you, and it must be w ithin your reach. U sing at least one free hand, you try to seize the targetM elee A ttacks by m aking a grapple check, a Strength (Athletics) check contested by the target’s Strength (Athletics) orU sed in hand-to-hand combat, a m elee attack allows Dexterity (Acrobatics) check (the target ch ooses theyou to attack a foe within your reach. A m elee attack ability to use). If you su cceed, you subject the target totypically uses a handheld w eapon such as a sword, the grappled condition (see appendix A). The conditiona warhammer, or an axe. A typical monster m akes a sp ecifies the things that end it, and you can release them elee attack w h en it strikes w ith its claw s, horns, teeth, target whenever you like (no action required).tentacles, or other body part. A few spells also involvem aking a m elee attack. Escaping a Grapple. A grappled creature can use its action to escap e. To do so, it must su cce e d on a Strength M ost creatures have a 5-foot reach and can thus (Athletics) or Dexterity (Acrobatics) check contested byattack targets within 5 feet of them w hen making a your Strength (Athletics) check.m elee attack. Certain creatures (typically those largerthan Medium) have melee attacks with a greater reach Moving a Grappled Creature. W hen you move, youthan 5 feet, as noted in their descriptions. can drag or carry the grappled creature with you, but your speed is halved, unless the creature is tw o or more W hen you are unarmed, you can fight in m elee by sizes sm aller than you.m aking an unarm ed strike, as show n in the w eapontable in chapter 5. Sh o v in g a C reatu re Using the Attack action, you can make a special meleeO p p o r t u n it y A ttack s attack to shove a creature, either to k n ock it prone orIn a fight, everyone is constantly w atching for en em ies push it away from you. If you ’re able to m ake multipleto drop their guard. You can rarely move heedlessly past attacks with the Attack action, this attack replacesyour foes without putting yourself in danger; doing so one of them.provokes an opportunity attack. The target of your shove must be no m ore than one You can make an opportunity attack when a hostile size larger than you, and it m ust be w ithin your reach.creature that you can see m oves out o f your reach. To You make a Strength (Athletics) check contested by themake the opportunity attack, you use your reaction target’s Strength (Athletics) or D exterity (A crobatics)to make one m elee attack against the provoking

check (the target ch ooses the ability to use). If you win W hen attacking with a weapon, you add your abilitythe contest, you either knock the target prone or push m odifier—the sam e m odifier used for the attack roll—it 5 feet away from you. to the damage. A spell tells you w hich dice to roll for damage and whether to add any modifiers.C over If a spell or other effect deals dam age to more thanWalls, trees, creatures, and other obstacles can provide one target at the sam e time, roll the dam age on ce forcover during combat, m aking a target m ore difficult all o f them. For exam ple, w hen a w izard casts fireball orto harm. A target can benefit from cover only w hen an a cleric casts flame strike, the sp ell’s dam age is rolledattack or other effect originates on the opposite side on ce for all creatures caught in the blast.of the cover. C r it ic a l H its There are three degrees o f cover. If a target is behind W h en you sco re a critical hit, you get to roll extra dicemultiple sou rces o f cover, only the m ost protective for the attack’s dam age against the target. R oll all o f thedegree o f cover applies; the degrees aren't added attack’s dam age d ice tw ice and add them together. Thentogether. For example, if a target is behind a creature add any relevant m odifiers as norm al. To sp eed up play,that gives half cover and a tree trunk that gives three- you can roll all the dam age d ice at once.quarters cover, the target has three-quarters cover. For exam ple, if you sco re a critical hit w ith a dagger, A target with half cover has a +2 bonus to AC and roll 2d4 for the dam age, rather than 1d4, and then addDexterity saving throws. A target has half cover if an your relevant ability modifier. If the attack involves otherobstacle block s at least h alf o f its body. The obstacle dam age dice, such as from the rogue’s Sneak Attackmight be a low wall, a large piece o f furniture, a narrow feature, you roll those dice tw ice as well.tree trunk, or a creature, whether that creature is anenem y or a friend. Dam age Types Different attacks, damaging spells, and other harmful A target with three-quarters cover has a +5 bonus effects deal different types o f damage. Damage typesto AC and Dexterity saving throws. A target has three- have no rules of their own, but other rules, such asquarters cover if about three-quarters o f it is covered damage resistance, rely on the types.by an obstacle. The obstacle might be a portcullis, anarrow slit, or a thick tree trunk. The damage types follow, with examples to help a DM assign a damage type to a new effect. A target with total cover can’t be targeted directlyby an attack or a spell, although som e spells can reach Acid. T h e corrosiv e spray o f a black dragon ’s breathsuch a target by including it in an area o f effect. A and the dissolving enzym es secreted by a black puddingtarget has total cover if it is com pletely con cea led by deal acid damage.an obstacle. Bludgeoning. Blunt force attacks—ham m ers, falling,Dam age a n d H ealing constriction, and the like—deal bludgeoning damage.Injury and the risk of death are constant com panions Cold. The infernal chill radiating from an ice devil’sof those w ho explore the w orlds of D&D. The thrust of spear and the frigid blast o f a w hite dragon ’s breatha sword, a well-placed arrow, or a blast of flame from a deal cold damage.fireball spell all have the potential to dam age, or evenkill, the hardiest o f creatures. Fire. R ed dragons breathe fire, and m any spells conjure flam es to deal fire damage.H it Po in ts Force. F orce is pure m agical en ergy focu sed into aHit points represent a com bination o f physical and dam aging form. M ost effects that deal force dam age aremental durability, the w ill to live, and luck. Creatures spells, including magic missile and spiritual weapon.w ith m ore hit points are m ore difficult to kill. T h osewith fewer hit points are m ore fragile. Lightning. A lightning bolt spell and a blue dragon ’s breath deal lightning damage. A creatu re’s current hit points (usually ju st called hitpoints) can be any n um ber from the creatu re’s hit point Necrotic. N ecrotic dam age, dealt by certain undeadm axim um dow n to 0. This num ber changes frequently and a spell such as chill touch, w ithers matter andas a creature takes dam age or receives healing. even the soul. W henever a creature takes dam age, that dam age is Piercing. P unctu ring and im paling attacks, includingsubtracted from its hit points. The loss o f hit points has spears and m onsters’ bites, deal piercing damage.n o effect on a creatu re’s capabilities until the creatured rops to 0 hit points. Poison. V en om ou s stings and the toxic gas o f a green dragon ’s breath deal p oison dam age.Dam age R olls Psychic. M ental abilities such as a m ind flayer’sEach w eapon, spell, and harm ful m onster ability psionic blast deal psychic damage.sp ecifies the dam age it deals. You roll the dam age dieor dice, add any m odifiers, and apply the dam age to Radiant. Radiant dam age, dealt by a cleric’s flameyour target. M agic w eapons, special abilities, and other strike spell or an angel’s sm iting w eapon , sea rs the fleshfactors can grant a bonus to damage. like fire and overloads the spirit with power. Slashing. S w ord s, axes, and m on sters’ claw s deal slashing damage. Thunder. A con cu ssive burst o f sound, such as the effect o f the thunderwave spell, deals thunder dam age.

D a m a g e R esistan ce a n d D escrib in g th e Effects o f Dam age Dungeon Masters describe hit point loss in different ways.V u ln er a bility When your current hit point total is half or more o f your hit point maximum, you typically show no signs of injury. WhenS om e creatures and objects are exceedingly difficult or you drop below half your hit point maximum, you show signsunusually easy to hurt with certain types of damage. o f wear, such as cuts and bruises. An attack that reduces you to 0 hit points strikes you directly, leaving a bleeding injury or If a creature or an object has resistance to a damage other trauma, or it simply knocks you unconscious.type, dam age o f that type is halved against it. If acreature or an object has vulnerability to a dam age D e a t h Sa v in g T h r o w stype, dam age o f that type is dou bled against it. W h enever you start your turn with 0 hit points, you must make a special saving throw, called a death saving Resistance and then vulnerability are applied after throw, to determine w hether you creep closer to deathall other m odifiers to damage. For example, a creature or hang onto life. Unlike other saving throws, this onehas resistance to bludgeoning dam age and is hit by an isn’t tied to any ability score. You are in the hands o f fateattack that deals 25 bludgeoning dam age. The creature now, aided only by spells and features that im prove youris also within a m agical aura that reduces all dam age by chances o f succeeding on a saving throw.5. T he 25 dam age is first reduced by 5 and then halved,so the creature takes 10 dam age. R oll a d20. If the roll is 10 or higher, you succeed. O therw ise, you fail. A su ccess or failure has no effect Multiple instances o f resistance or vulnerability that by itself. On your third success, you becom e stable (seeaffect the sam e damage type count as only one instance. below). On your third failure, you die. The su ccessesFor example, if a creature has resistance to fire damage and failures don't need to be consecutive; keep trackas w ell as resistance to all nonm agical damage, the o f both until you collect three of a kind. The num ber ofdam age o f a nonm agical fire is reduced by half against both is reset to zero w hen you regain any hit points orthe creature, not reduced by three-quarters. becom e stable.H ealin g Rolling 1 or 20. W hen you m ake a death saving throw and roll a 1 on the d20, it coun ts as tw o failures. If youU n less it results in death, dam age isn’t perm anent. Even roll a 20 on the d20, you regain 1 hit point.death is reversible through pow erful magic. Rest canrestore a creature's hit points (as explained in chapter Damage at 0 Hit Points. If you take any dam age while8), and m agical m ethods such as a cure wounds spell or you have 0 hit points, you suffer a death saving throwa potion o f healing can rem ove dam age in an instant. failure. If the dam age is from a critical hit, you suffer tw o failures instead. If the dam age equals or exceeds W h en a creature receives healing o f any kind, hit your hit point m axim um , you suffer instant death.points regained are added to its current hit points. Acreatu re’s hit points ca n ’t ex ceed its hit point m axim um , St a b il iz in g a C r e a t u r eso any hit points regained in ex ce s s o f this num ber are T h e best w ay to save a creature w ith 0 hit poin ts is tolost. For exam ple, a druid grants a ranger 8 hit points of heal it. If healing is unavailable, the creature can athealing. If the ranger h as 14 current hit points and has a least be stabilized so that it isn’t killed by a failed deathhit point m axim u m o f 20, the ranger regains 6 hit points saving throw.from the druid, not 8. You can use your action to administer first aid to an A creature that has died can’t regain hit points until u n con sciou s creature and attempt to stabilize it, w hichm agic such as the revivify spell has restored it to life. requ ires a su ccessfu l D C 10 W isd om (M edicine) check.D ropping t o 0 H it P o in ts A stable creature d oesn ’t m ake death saving throw s, even though it has 0 hit points, but it d o e s rem ainW h en you drop to 0 hit points, you either die outright or unconscious. The creature stops being stable, and mustfall u nconscious, as explained in the follow ing sections.In stan t D eathM assive dam age can kill you instantly. W hen damageredu ces you to 0 hit points and there is dam ageremaining, you die if the remaining damage equalsor ex ce e d s your hit point m axim um . For example, a cleric with a m axim um of12 hit points currently has 6 hit points. If shetakes 18 dam age from an attack, she is reducedto 0 hit points, but 12 dam age rem ains. B ecau sethe rem aining dam age equals her hit pointmaximum, the cleric dies.Fa l l i n g U n c o n s c i o u sIf dam age red u ces you to 0 hit points and fails to killyou, you fall u nconscious (see appendix A). Thisu n con sciou sn ess ends if you regain any hit points.

start m aking death saving throw s again, if it takes any M o u n tin g a n d D ism o u n tin gdam age. A stable creature that isn’t healed regains 1 hit point after 1d4 hours. O nce during your move, you can mount a creature that is within 5 feet of you or dismount. D oing so costs anM onsters an d D eath amount of movement equal to half your speed. ForM ost D M s have a m onster die the instant it d rops to example, if your speed is 30 feet, you must spend 150 hit points, rather than having it fall u n con sciou s and feet of m ovem ent to m ount a horse. Therefore, you can’tmake death saving throws. m ount it if you d on ’t have 15 feet o f m ovem ent left or if your sp eed is 0. Mighty villains and special nonplayer charactersare com m on exceptions; the DM might have them If an effect m oves your mount against its w ill whilefall unconscious and follow the sam e rules as you ’re on it, you m ust su cce e d on a D C 10 Dexterityplayer characters. saving throw or fall off the mount, landing prone in a sp ace w ithin 5 feet o f it. If you ’re k n ock ed prone w hileK n o ck in g a C reature O u t mounted, you must make the sam e saving throw.Som etim es an attacker wants to incapacitate a foe, If your mount is knocked prone, you can use yourrather than deal a killing blow. W hen an attacker reaction to dism ount it as it falls and land on your feet.redu ces a creature to 0 hit points with a m elee attack, O therw ise, you are dism ounted and fall prone in athe attacker can knock the creature out. The attacker sp ace w ithin 5 feet it.can make this choice the instant the dam age is dealt.The creature falls unconscious and is stable. C o n tr o llin g a M o u n tT e m po r a r y H it P o in ts W hile you're mounted, you have two options. You can either control the m ount or allow it to actS o m e sp ells and sp ecial abilities con fer tem porary hit independently. Intelligent creatures, such as dragons,points to a creature. Tem porary hit points aren’t actual act independently.hit points; they are a buffer against dam age, a p o o l o f hitpoints that protect you from injury. You can control a m ount only if it has been trained to accept a rider. D om esticated horses, donkeys, and W hen you have tem porary hit points and take damage, similar creatures are assum ed to have such training.the tem porary hit points are lost first, and any leftover The initiative o f a controlled mount changes to matchd am age carries over to your norm al hit points. For y ou rs w hen you m ount it. It m oves as you direct it, andexam ple, if you have 5 tem porary hit poin ts and take it has only three action options: Dash, D isengage, and7 dam age, you lose the tem porary hit points and then Dodge. A controlled mount can move and act even ontake 2 damage. the turn that you m ount it. B ecause tem porary hit points are separate from An independent m ount retains its place in theyour actual hit points, they can ex ceed your hit point initiative order. B earing a rider puts no restrictions onm axim um . A character can, therefore, be at full hit the actions the m ount can take, and it m oves and actspoin ts and receive tem porary hit points. as it w ish es. It might flee from com bat, rush to attack and devour a badly injured foe, or otherwise act against H ealing ca n ’t restore tem porary hit points, and they your wishes.ca n ’t b e added together. If you have tem porary hit pointsand receive m ore of them, you decide whether to keep In either case, if the mount provokes an opportunitythe ones you have or to gain the new ones. For example, attack w hile y ou ’re on it, the attacker can target youif a spell grants you 12 tem porary hit points w hen you or the mount.already have 10, you can have 12 or 10, not 22. U nderwater C ombat If you have 0 hit points, receivin g tem porary hit pointsdoesn ’t restore you to consciou sness or stabilize you. W hen adventurers pursue sahuagin back to theirT h ey can still absorb dam age directed at you w hile undersea hom es, fight off sharks in an ancientyou’re in that state, but only true healing can save you. shipw reck, or find them selves in a flooded dungeon room , they must fight in a challenging environment. U nless a feature that grants you tem porary hit points U nderw ater the follow in g rules apply.has a duration, they last until they’re depleted or youfinish a long rest. W h en m aking a melee weapon attack, a creature that d oesn ’t have a sw im m ing speed (either natural orM ounted C ombat granted by magic) has disadvantage on the attack roll unless the w eapon is a dagger, javelin, shortsword,A knight charging into battle on a warhorse, a wizard spear, or trident.casting spells from the back of a griffon, or a clericsoaring through the sky on a pegasus all enjoy the A ranged weapon attack automatically m issesbenefits of speed and mobility that a mount can provide. a target beyon d the w ea p on ’s n orm al range. Even against a target within norm al range, the attack roll has A w illing creature that is at least on e size larger than disadvantage unless the w eapon is a crossbow , a net, oryou and that has an appropriate anatomy can serve as a a w eapon that is thrown like a javelin (including a spear,mount, using the follow ing rules. trident, or dart). Creatures and objects that are fully im m ersed in water have resistance to fire damage.

C h a p t e r 10: Sp e l l c a s t i n g MAGIC PERMEATES THE WORLDS OF D&D AND In every case, the number o f spells a caster can m ost often appears in the form o f a spell. have fixed in m ind at any given tim e depen ds on the This chapter provides the rules for character’s level. casting spells. Different character classes have distinctive ways of learning Spell Slots and preparing their spells, and monstersuse spells in unique ways. R egardless o f its source, Regardless of how many spells a caster knows ora spell follow s the rules here. prepares, he or she can cast only a limited num ber of spells before resting. Manipulating the fabric of magicW h a t Is a Spell? and chann elin g its energy into even a sim ple spell is physically and mentally taxing, and higher-level spellsA spell is a discrete m agical effect, a single shaping are even m ore so. Thus, each spellcasting class’so f the m agical energies that suffuse the multiverse description (except that o f the w arlock) includes a tableinto a specific, limited expression. In casting a spell, show ing how many spell slots of each spell level aa character carefully plucks at the invisible strands of character can u se at each character level. For exam ple,raw m agic suffusing the w orld, pins them in place in a the 3rd-level w izard Um ara has four 1st-level spell slotsparticular pattern, sets them vibrating in a specific way, and two 2nd-level slots.and then releases them to unleash the desired effect—inm ost cases, all in the span o f seconds. W hen a character casts a spell, he or she expends a slot o f that sp ell’s level or higher, effectively “filling” Spells can be versatile tools, w eapons, or protective a slot with the spell. You can think o f a spell slot as aw ards. Th ey can deal dam age or undo it, im p ose or g roove o f a certain size—sm all for a 1st-level slot, largerrem ove conditions (see appendix A), drain life energy for a spell o f higher level. A 1st-level spell fits into a slotaway, and restore life to the dead. o f any size, but a 9th-level spell fits only in a 9th-level slot. S o w hen Um ara casts magic missile, a 1st-level Uncounted thousands of spells have been created spell, she sp en ds on e o f her four 1st-level slots and hasover the cou rse o f the m ultiverse’s history, and m any o f three remaining.them are long forgotten. S o m e m ight yet lie record ed incrum bling spellbooks hidden in ancient ruins or trapped Finishing a long rest restores any expended spell slotsin the m inds o f dead gods. O r they m ight som eday be (see chapter 8 for the rules on resting).reinvented by a character w ho has am assed enoughpow er and w isdom to do so. S om e characters and m onsters have special abilities that let them cast spells without using spell slots. ForSpell L evel example, a m onk w ho follow s the Way o f the Four Elements, a w arlock w ho ch ooses certain eldritchEvery spell has a level from 0 to 9. A sp ell’s level is a invocations, and a pit fiend from the Nine H ells can allgeneral indicator o f h ow p ow erfu l it is, w ith the low ly cast spells in such a way.(but still im pressive) magic missile at 1st level andthe earth-shaking wish at 9th. Cantrips—sim ple but C a s t in g a Spell a t a H ig h e r L e velpow erful spells that characters can cast alm ost by rote— W hen a spellcaster casts a spell using a slot that is o f aare level 0. The higher a spell’s level, the higher level a higher level than the spell, the spell assum es the higherspellcaster must be to use that spell. level for that casting. For instance, if Um ara casts magic missile using on e o f her 2nd-level slots, that magic Spell level and character level don ’t correspond missile is 2nd level. Effectively, the spell expands to filldirectly. Typically, a character has to be at least 17th the slot it is put into.level, not 9th level, to cast a 9th-level spell. S om e spells, such as magic missile and cure wounds,K now n an d Prepared Spells have m ore pow erfu l effects w hen cast at a higher level, as detailed in a sp ell’s description.Before a spellcaster can use a spell, he or she musthave the spell firmly fixed in mind, or must have access C an tripsto the spell in a m agic item. M em bers o f a few classes,including bards and sorcerers, have a limited list of A cantrip is a spell that can be cast at will, w ithoutspells they know that are always fixed in mind. The using a spell slot and without being prepared insam e thing is true o f many m agic-using m onsters. Other advance. R epeated practice has fixed the spell in thespellcasters, such as clerics and wizards, undergo a caster’s m ind and in fused the caster w ith the m agicprocess o f preparing spells. This process varies for needed to produce the effect over and over. A cantrip’sdifferent classes, as detailed in their descriptions. spell level is 0. C a s t in g in A r m o r R itu als Because o f the mental focus and precise gestures required for spellcasting, you must be proficient with the armor you Certain spells have a special tag: ritual. Such a spell are wearing to cast a spell. You are otherwise too distracted can be cast follow ing the norm al rules for spellcasting, and physically hampered by your armor for spellcasting. or the spell can be cast as a ritual. The ritual version of a spell takes 10 minutes longer to cast than norm al.

It also d oesn ’t expend a spell slot, w hich m ea n s the ritual version o f a spell ca n ’t be cast at a higher level. To cast a spell as a ritual, a spellcaster must have a feature that grants the ability to do so. The cleric and the druid, for example, have such a feature. The caster must also have the spell prepared or on his or her list o f spellsknown, unless the character’s ritual feature specifiesoth erw ise, as the w iza rd ’s does.C a s t in g a SpellW hen a character casts any spell, the sam e basic rulesare follow ed, regardless o f the character’s class or thesp ell’s effects. Each spell description in chapter 11 begin s with a blocko f inform ation, including the spell’s name, level, sch oolo f magic, casting time, range, com ponents, and duration.T he rest o f a spell entry d escribes the spell’s effect.C a st in g T im eM ost spells require a single action to cast, but som espells require a bonus action, a reaction, or much moretime to cast.B on u s A c t io nA spell cast with a bonus action is especially swift. Youmust use a bonus action on your turn to cast the spell,provided that you haven’t already taken a bon u s actionthis turn. You can’t cast another spell during the sam eturn, except for a cantrip with a casting time o f 1 action.R e a c t io n sSom e spells can be cast as reactions. These spellstake a fraction of a second to bring about and are castin response to som e event. If a spell can be cast as areaction, the spell description tells you exactly whenyou can do so.L o n g e r C a s t in g T im e sCertain spells (including spells cast as rituals) requirem ore time to cast: minutes or even hours. W hen youcast a spell with a casting time longer than a singleaction or reaction, you must spend your action eachturn casting the spell, and you must maintain yourconcentration while you do so (see “Concentration”below). If your concentration is broken, the spell fails,but you don’t expend a spell slot. If you want to trycasting the spell again, you must start over.R angeThe target o f a spell m ust be w ithin the sp ell’s range.For a spell like magic missile, the target is a creature.F or a spell like fireball, the target is the point in sp acew here the ball of fire erupts. M ost spells have ranges expressed in feet. Som espells can target only a creature (including you) that youtouch. Other spells, such as the shield spell, affect onlyyou. T hese spells have a range o f self. Sp ells that create con es or lines o f effect that originatefrom you also have a range o f self, indicating that theorigin point o f the sp ell’s effect must be you (see “A reaso f Effect” later in the this chapter).

O nce a spell is cast, its effects aren’t limited by its The S c h o o ls of Ma g icrange, unless the spell’s description says otherwise. Academies o f magic group spells into eight categories called schools o f magic. Scholars, particularly wizards, apply theseC om ponents categories to all spells, believing that all magic functions in essentially the same way, whether it derives from rigorousA sp ell’s com pon en ts are the physical requirem ents you study or is bestowed by a deity.m ust m eet in order to cast it. E ach spell’s descriptionindicates w hether it requ ires verbal (V), som atic (S), The schools of magic help describe spells; they have noor m aterial (M ) com pon en ts. If you ca n ’t provide one rules of their own, although some rules refer to the schools.or m ore o f a sp ell’s com pon en ts, you are unable tocast the spell. Abjuration spells are protective in nature, though some o f them have aggressive uses. They create magical barriers,V erbal (V ) negate harmful effects, harm trespassers, or banish creaturesM ost spells require the chanting of mystic words. The to other planes o f existence.w ord s them selves aren’t the so u rce o f the sp ell’s pow er;rather, the particular com bination o f sounds, with Conjuration spells involve the transportation of objectsspecific pitch and resonance, sets the threads of magic and creatures from one location to another. Some spellsin motion. Thus, a character w ho is gagged or in an area summon creatures or objects to the caster’s side, whereaso f silence, such as one created by the silence spell, can’t others allow the caster to teleport to another location. Somecast a spell with a verbal component. conjurations create objects or effects out o f nothing.S o m a t ic (S) Divination spells reveal information, whether in the form ofSpellcasting gestures might include a forceful secrets long forgotten, glimpses o f the future, the locationsgesticulation or an intricate set of gestures. If a spell o f hidden things, the truth behind illusions, or visions ofrequires a som atic com ponent, the caster must have free distant people or places.use o f at least one hand to perform these gestures. Enchantment spells affect the minds o f others, influencingM a t e r ia l (M ) or controlling their behavior. Such spells can make enemiesCasting som e spells requires particular objects, see the caster as a friend, force creatures to take a course ofspecified in parentheses in the com ponent entry. action, or even control another creature like a puppet.A character can use a component pouch or aspellcasting focus (found in chapter 5) in place of Evocation spells manipulate magical energy to produce athe com ponents specified for a spell. But if a cost is desired effect. Some call up blasts o f fire or lightning. Othersindicated for a com ponent, a character must have that channel positive energy to heal wounds.specific com ponent before he or she can cast the spell. Illusion spells deceive the senses or minds o f others. They If a spell states that a material com ponent is cause people to see things that are not there, to miss thingsconsum ed by the spell, the caster must provide this that are there, to hear phantom noises, or to remembercom ponent for each casting o f the spell. things that never happened. Some illusions create phantom images that any creature can see, but the most insidious A spellcaster must have a hand free to access these illusions plant an image directly in the mind o f a creature.com pon en ts, but it can be the sam e hand that he or sheuses to perform som atic com ponents. Necromancy spells manipulate the energies o f life and death. Such spells can grant an extra reserve o f life force,D u r a tio n drain the life energy from another creature, create the undead, or even bring the dead back to life.A spell's duration is the length o f time the spell persists.A duration can be expressed in rounds, minutes, hours, Creating the undead through the use of necromancy spellsor even years. S om e spells specify that their effects last such as animate dead is not a good act, and only evil castersuntil the spells are dispelled or destroyed. use such spells frequently.In sta n ta n e o u s Transmutation spells change the properties o f a creature,Many spells are instantaneous. The spell harms, object, or environment. They might turn an enemy into aheals, creates, or alters a creature or an object in a way harmless creature, bolster the strength o f an ally, make anthat can’t b e dispelled, because its m agic exists only object move at the caster’s command, or enhance a creature’sfor an instant. innate healing abilities to rapidly recover from injury.C o n c e n t r a t io n Norm al activity, such as m oving and attacking, d oesn ’tS om e spells require you to maintain concentration interfere with concentration. The follow ing factors canin order to keep their m agic active. If you lose break concentration:concentration, such a spell ends. • Casting another spell that requires concentration. If a spell must be maintained with concentration, You lose concentration on a spell if you cast anotherthat fact appears in its Duration entry, and the spell spell that requires concentration. You can’t con cen ­sp ecifies h ow lon g you can concentrate on it. You can trate on tw o sp ells at once.end concentration at any tim e (no action required). • Taking damage. W henever you take dam age while you are concentrating on a spell, you must m ake a Constitution saving throw to maintain your concentra­ tion. The D C equals 10 or half the dam age you take, w hichever num ber is higher. If you take dam age from multiple sou rces, such as an arrow and a dragon ’s breath, you make a separate saving throw for each source of damage. • Being incapacitated or killed. You lose concentration on a spell if you are incapacitated or if you die.

The DM might also decide that certain environmental position its point o f origin. Typically,phenomena, such as a wave crashing over you while a point o f origin is a point in space, buty ou ’re on a storm -tossed ship, require you to su cceed som e spells have an area w hose origin is aon a DC 10 Constitution saving throw to maintain creature or an object.concentration on a spell. A sp ell’s effect expands in straight lin es from the pointTargets o f origin. If no unblocked straight line extends from the point o f origin to a location w ithin the area o f effect, thatA typical spell requires you to pick one or m ore targets location isn’t included in the sp ell’s area. To block one o fto be affected by the sp ell’s m agic. A spell's description these im aginary lines, an obstruction must provide totaltells you whether the spell targets creatures, objects, or cover, as explained in chapter 9.a point of origin for an area of effect (described below). C one Unless a spell has a perceptible effect, a creature A cone extends in a direction you ch oose from its pointmight not k n ow it w as targeted by a spell at all. A n effect o f origin. A c o n e ’s w idth at a given point along its lengthlike crackling lightning is obvious, but a m ore subtle is equal to that poin t’s distance from the point o f origin.effect, such as an attempt to read a creatu re’s thoughts, A c o n e ’s area o f effect sp ecifies its m axim u m length.typically goes unnoticed, unless a spell says otherwise. A c o n e ’s point o f origin is not included in the c o n e ’sA C l e a r Pa t h t o t h e T a r g e t area of effect, unless you decide otherwise.To target som ething, you m ust have a clear path to it,so it ca n ’t be beh in d total cover. C ube You select a cube’s point o f origin, which lies anywhere If you place an area o f effect at a point that you ca n ’t on a face o f the cubic effect. T h e cu b e ’s size is ex p ressedsee and an obstruction, such as a wall, is betw een you as the length of each side.and that point, the point o f origin com es into being onthe near side o f that obstruction. A c u b e ’s point o f origin is not included in the cu b e ’s area of effect, unless you decide otherwise.T a r g e tin g Y ourselfIf a spell targets a creature of your choice, you can C ylin d erchoose yourself, unless the creature must be hostile or A cylinder’s point o f origin is the center o f a circle o f aspecifically a creature other than you. If you are in the particular radius, as given in the spell description. Thearea of effect of a spell you cast, you can target yourself. circle m ust either b e on the grou nd or at the height o f the spell effect. The en ergy in a cylinder expands inA reas of E ffect straight lines from the point o f origin to the perim eter of the circle, form ing the base o f the cylinder. The spell’sS p ells such as burning hands and cone o f cold cover an effect then shoots up from the base or dow n from thearea, allow ing them to affect m ultiple creatu res at on ce. top, to a distance equal to the height of the cylinder. A sp ell’s description sp ecifies its area o f effect, A cylinder’s point o f origin is included in the cylinder’swhich typically has one o f five different shapes: cone, area of effect.cube, cylinder, line, or sphere. Every area o f effect hasa point o f origin, a location from w hich the spell’senergy erupts. The rules for each shape specify how you

L in e Th e W eave o f M a g icA line extends from its point o f origin in a straight pathup to its length and covers an area defined by its width. The worlds within the D&D multiverse are magical places. All existence is suffused with magical power, and potential A lin e’s point o f origin is not included in the line’s area energy lies untapped in every rock, stream, and livingof effect, unless you decide otherwise. creature, and even in the air itself. Raw magic is the stuff of creation, the mute and mindless will o f existence, permeatingSph ere every bit o f matter and present in every manifestation ofYou select a sp here’s point o f origin, and the sphere energy throughout the multiverse.extends outw ard from that point. T h e sp here’ssize is expressed as a radius in feet that extends Mortals can’t directly shape this raw magic. Instead, theyfrom the point. make use o f a fabric o f magic, a kind o f interface between the will of a spellcaster and the stuff o f raw magic. The A sp h ere’s point o f origin is included in the sp h ere’s spellcasters o f the Forgotten Realms call it the Weave andarea of effect. recognize its essence as the goddess Mystra, but casters have varied ways o f naming and visualizing this interface. BySa v in g T hrow s any name, without the Weave, raw magic is locked away and inaccessible;the most powerful archmage can't light a candleMany spells specify that a target can make a saving with magic in an area where the Weave has been torn. Butthrow to avoid som e or all o f a spell’s effects. The spell surrounded by the Weave, a spellcaster can shape lightningspecifies the ability that the target uses for the save and to blast foes, transport hundreds o f miles in the blink o f anwhat happens on a su ccess or failure. eye, or even reverse death itself. The DC to resist one o f your spells equals 8 + your All magic depends on the Weave, though different kindsspellcasting ability m odifier + your proficiency bonus + o f magic access it in a variety of ways. The spells o f wizards,any special modifiers. warlocks, sorcerers, and bards are commonly called arcane magic. These spells rely on an understanding— learned orA tta c k R olls intuitive— o f the workings o f the Weave. The caster plucks directly at the strands o f the Weave to create the desiredS om e spells require the caster to make an attack roll effect. Eldritch knights and arcane tricksters also use arcaneto determine whether the spell effect hits the intended magic. The spells o f clerics, druids, paladins, and rangers aretarget. Your attack bonus with a spell attack equals your called divine magic. These spellcasters’ access to the Weavespellcasting ability m odifier + your proficiency bonus. is mediated by divine power— gods, the divine forces of nature, or the sacred weight o f a paladin’s oath. M ost spells that require attack rolls involve rangedattacks. R em em ber that you have disadvantage on a Whenever a magic effect is created, the threads o f theranged attack roll if you are within 5 feet of a hostile Weave intertwine, twist, and fold to make the effect possible.creature that can see you and that isn’t incapacitated When characters use divination spells such as detect magic or(see chapter 9). identify, they glimpse the Weave. A spell such as dispel magic smooths the Weave. Spells such as antimagicfield rearrangeC o m bin in g M a g ical Effects the Weave so that magic flows around, rather than through, the area affected by the spell. And in places where the WeaveThe effects o f different spells add together while is damaged or torn, magic works in unpredictable ways— orthe durations o f those spells overlap. The effects of not at all.the sam e spell cast multiple tim es don't com bine,however. Instead, the m ost potent effect—such as thehighest bonus—from those castings applies w hile theirdurations overlap. For example, if two clerics cast bless on the sam etarget, that character gains the sp ell’s benefit onlyonce; he or she d oesn ’t get to roll tw o bonus dice.

C h a p t e r 11: S p e l l s HT IS CHAPTER DESCRIBES THE MOST COMMON Hold Monster 1s t L e v e l spells in the w orlds of DUNGEONS & Legend Lore Bane D r a g o n s . The chapter begins with the Mass Cure Wounds Bless spell lists o f the spellcasting classes. The Mislead Command remainder contains spell descriptions, Modify Memory Create or Destroy Water presented in alphabetical order by the Planar Binding Cure Woundsnam e o f the spell. Raise Dead Detect Evil and Good Scrying Detect MagicB ard Spells Hold Person Seeming Detect Poison and Disease Invisibility Teleportation Circle Guiding BoltC a n t r i p s (0 L e v e l ) Knock Healing WordBlade Ward Lesser Restoration 6th Level Inflict WoundsDancing Lights Locate Animals or Plants Eyebite Protection fromFriends Locate Object Find the PathLight Magic Mouth Guards and Wards Evil and GoodMage Hand Phantasmal Force Mass Suggestion Purify Food and DrinkMending See Invisibility Otto’s Irresistible Dance SanctuaryMessage Shatter Programmed Illusion Shield o f FaithMinor Illusion Silence True SeeingPrestidigitation Suggestion 2ND L evelTrue Strike Zone o f Truth 7th L evelVicious Mockery Etherealness Aid 3rd Level Forcecage Augury1s t L e v e l Bestow Curse Mirage Arcane Blindness/DeafnessAnimal Friendship Clairvoyance Mordenkainen’s Calm EmotionsBane Dispel Magic Continual FlameCharm Person Fear Magnificent Mansion Enhance AbilityComprehend Languages Feign Death Mordenkainen’s Sword Find TrapsCure Wounds Glyph o f Warding Project Image Gentle ReposeDetect Magic Hypnotic Pattern Regenerate Hold PersonDisguise Self Leomund’s Tiny Hut Resurrection Lesser RestorationDissonant Whispers Major Image Symbol Locate ObjectFaerie Fire Nondetection Teleport Prayer of HealingFeather Fall Plant Growth Protection from PoisonHealing Word Sending 8t h L evel SilenceHeroism Speak with Dead Dominate Monster Spiritual WeaponIdentify Speak with Plants Feeblemind Warding BondIllusory Script Stinking Cloud Glibness Zone o f TruthLongstrider Tongues Mind BlankSilent Image Power Word Stun 3rd LevelSleep 4th Level Animate DeadSpeak with Animals Compulsion 9th Level Beacon of HopeTasha’s Hideous Laughter Confusion Foresight Bestow CurseThunderwave Dimension Door Power Word Heal ClairvoyanceUnseen Servant Freedom of Movement Power Word Kill Create Food and Water Greater Invisibility True Polymorph Daylight2ND Level Hallucinatory Terrain Dispel MagicAnimal Messenger Locate Creature C l e r ic Sp ells Feign DeathBlindness/Deafness Polymorph Glyph o f WardingCalm Emotions C a n t r i p s (0 L e v e l ) Magic CircleCloud o f Daggers 5t h L e v e l Guidance Mass Healing WordCrown of Madness Animate Objects Light Meld into StoneDetect Thoughts Awaken Mending Protection from EnergyEnhance Ability Dominate Person Resistance Remove CurseEnthrall Dream Sacred Flame RevivifyHeat Metal Geas Spare the Dying Sending Greater Restoration Thaumaturgy Speak with Dead

Spirit Guardians Gate Dispel Magic Mirage ArcaneTongues Mass Heal Feign Death Plane ShiftWater Walk True Resurrection Meld into Stone Regenerate Plant Growth Reverse Gravity4th Level D r u id Sp e l l s Protection from EnergyBanishment Sleet Storm 8th LevelControl Water C a n t r i p s (0 L e v e l ) Speak with Plants Animal ShapesDeath Ward Druidcraft Water Breathing Antipathy/SympathyDivination Guidance Water Walk Control WeatherFreedom of Movement Mending Wind Wall EarthquakeGuardian of Faith Poison Spray FeeblemindLocate Creature Produce Flame 4th L evel SunburstStone Shape Resistance Blight Tsunami Shillelagh Confusion5t h L e v e l Thorn Whip Conjure Minor Elementals 9th LevelCommune Conjure Woodland Beings ForesightContagion 1s t L e v e l Control Water ShapechangeDispel Evil and Good Animal Friendship Dominate Beast Storm o f VengeanceFlame Strike Charm Person Freedom of Movement True ResurrectionGeas Create or Destroy Water Giant InsectGreater Restoration Cure Wounds Grasping Vine Pa l a d in SpellsHallow Detect Magic Hallucinatory TerrainInsect Plague Detect Poison and Disease Ice Storm 1s t L e v e lLegend Lore Entangle Locate Creature BlessMass Cure Wounds Faerie Fire Polymorph CommandPlanar Binding Fog Cloud Stone Shape Compelled DuelRaise Dead Goodberry Stoneskin Cure WoundsScrying Healing Word Wall of Fire Detect Evil and Good Jump Detect Magic6th Level Longstrider 5t h L e v e l Detect Poison and DiseaseBlade Barrier Purify Food and Drink Antilife Shell Divine FavorCreate Undead Speak with Animals Awaken HeroismFind the Path Thunderwave Commune with Nature Protection fromForbiddance Conjure ElementalHarm 2nd Level Contagion Evil and GoodHeal Animal Messenger Geas Purify Food and DrinkHeroes’ Feast Barkskin Greater Restoration Searing SmitePlanar Ally Beast Sense Insect Plague Shield o f FaithTrue Seeing Darkvision Mass Cure Wounds Thunderous SmiteWord of Recall Enhance Ability Planar Binding Wrathful Smite Find Traps Reincarnate7t h L e ve l Flame Blade Scrying 2nd LevelConjure Celestial Flaming Sphere Tree Stride AidDivine Word Gust of Wind Wall of Stone Branding SmiteEtherealness Heat Metal Find SteedFire Storm Hold Person 6th Level Lesser RestorationPlane Shift Lesser Restoration Conjure Fey Locate ObjectRegenerate Locate Animals or Plants Find the Path Magic WeaponResurrection Locate Object Heal Protection from PoisonSymbol Moonbeam Heroes’ Feast Zone o f Truth Pass without Trace Move Earth8th L evel Protection from Poison Sunbeam 3rd L evelAntimagic Field Spike Growth Transport via Plants Aura o f VitalityControl Weather Wall o f Thorns Blinding SmiteEarthquake 3rd L evel Wind Walk Create Food and WaterHoly Aura Call Lightning Crusader's Mantle Conjure Animals 7th L evel Daylight9th Level Daylight Fire Storm Dispel MagicAstral Projection Elemental Weapon

Magic Circle Plant Growth Sleep Greater InvisibilityRemove Curse Protection from Energy Thunderwave Ice StormRevivify Speak with Plants Witch Bolt Polymorph Water Breathing Stoneskin4th L evel Water Walk 2nd Level Wall of FireAura o f Life Wind Wall Alter SelfAura o f Purity Blindness/Deafness 5t h L e v e lBanishment 4th Level Blur Animate ObjectsDeath Ward Conjure Woodland Beings Cloud of Daggers CloudkillLocate Creature Freedom o f Movement Crown of Madness Cone o f ColdStaggering Smite Grasping Vine Darkness Creation Locate Creature Darkvision Dominate Person5t h L e v e l Stoneskin Detect Thoughts Hold MonsterBanishing Smite Enhance Ability Insect PlagueCircle o f Power 5t h L e v e l Enlarge/Reduce SeemingDestructive Smite Commune with Nature Gust of Wind TelekinesisDispel Evil and Good Conjure Volley Hold Person Teleportation CircleGeas Swift Quiver Invisibility Wall of StoneRaise Dead Tree Stride Knock Levitate 6th LevelR an ger Spells Sorcerer Spells Mirror Image Arcane Gate Misty Step Chain Lightning1s t L e v e l C a n t r i p s (0 L e v e l ) Phantasmal Force Circle o f DeathAlarm Acid Splash Scorching Ray DisintegrateAnimal Friendship Blade Ward See Invisibility EyebiteCure Wounds Chill Touch Shatter Globe o f InvulnerabilityDetect Magic Dancing Lights Spider Climb Mass SuggestionDetect Poison and Disease Fire Bolt Suggestion Move EarthEnsnaring Strike Friends Web SunbeamFog Cloud Light True SeeingGoodberry Mage Hand 3rd L evelHail o f Thorns Mending Blink 7th L evelHunter’s Mark Message Clairvoyance Delayed Blast FireballJump Minor Illusion Counterspell EtherealnessLongstrider Poison Spray Daylight Finger of DeathSpeak with Animals Prestidigitation Dispel Magic Fire Storm Ray o f Frost Fear Plane Shift2nd Level Shocking Grasp Fireball Prismatic SprayAnimal Messenger True Strike Fly Reverse GravityBarkskin Gaseous Form TeleportBeast Sense 1s t L e v e l HasteCordon o f Arrows Burning Hands Hypnotic Pattern 8th LevelDarkvision Charm Person Lightning Bolt Dominate MonsterFind Traps Chromatic Orb Major Image EarthquakeLesser Restoration Color Spray Protection from Energy Incendiary CloudLocate Animals or Plants Comprehend Languages Sleet Storm Power Word StunLocate Object Detect Magic Slow SunburstPass without Trace Disguise Self Stinking CloudProtection from Poison Expeditious Retreat Tongues 9th LevelSilence False Life Water Breathing GateSpike Growth Feather Fall Water Walk Meteor Swarm Fog Cloud Power Word Kill3rd Level Jump 4th Level Time StopConjure Animals Mage Armor Banishment WishConjure Barrage Magic Missile BlightDaylight Ray of Sickness ConfusionLightning Arrow Shield Dimension DoorNondetection Silent Image Dominate Beast

Wa r l o c k Spells Dimension Door 1s t L e v e l Misty Step Hallucinatory Terrain Alarm Nystul’s Magic AuraC a n t r i p s (0 L e v e l ) Burning Hands Phantasmal ForceBlade Ward 5t h L e v e l Charm Person Ray of EnfeeblementChill Touch Contact Other Plane Chromatic Orb Rope TrickEldritch Blast Dream Color Spray Scorching RayFriends Hold Monster Comprehend Languages See InvisibilityMage Hand Scrying Detect Magic ShatterMinor Illusion Disguise Self Spider ClimbPoison Spray 6th L evel Expeditious Retreat SuggestionPrestidigitation Arcane Gate False Life WebTrue Strike Circle o f Death Feather Fall Conjure Fey Find Familiar 3rd Level1s t L e v e l Create Undead Fog Cloud Animate DeadArmor of Agathys Eyebite Grease Bestow CurseArms o f Hadar Flesh to Stone Identify BlinkCharm Person Mass Suggestion Illusory Script ClairvoyanceComprehend Languages True Seeing Jump CounterspellExpeditious Retreat Longstrider Dispel MagicHellish Rebuke 7t h L e v e l Mage Armor FearHex Etherealness Magic Missile Feign DeathIllusory Script Finger o f Death Protection from FireballProtection from Forcecage Fly Plane Shift Evil and Good Gaseous Form Evil and Good Ray of Sickness Glyph o f WardingUnseen Servant 8th Level Shield HasteWitch Bolt Demiplane Silent Image Hypnotic Pattern Dominate Monster Sleep Leomund’s Tiny Hut2nd Level Feeblemind Tasha’s Hideous Laughter Lightning BoltCloud of Daggers Glibness Tenser’s Floating Disk Magic CircleCrown of Madness Power Word Stun Thunderwave Major ImageDarkness Unseen Servant NondetectionEnthrall 9th Level Witch Bolt Phantom SteedHold Person Astral Projection Protection from EnergyInvisibility Foresight 2nd Level Remove CurseMirror Image Imprisonment Alter Self SendingMisty Step Power Word Kill Arcane Lock Sleet StormRay of Enfeeblement True Polymorph Blindness/Deafness SlowShatter Blur Stinking CloudSpider Climb W iza r d Spells Cloud of Daggers TonguesSuggestion Continual Flame Vampiric Touch C a n t r i p s (0 L e v e l ) Crown of Madness Water Breathing3rd L evel Acid Splash DarknessCounterspell Blade Ward Darkvision 4th LevelDispel Magic Chill Touch Detect ThoughtsFear Dancing Lights Enlarge/Reduce Arcane EyeFly Fire Bolt Flaming Sphere BanishmentGaseous Form Friends Gentle Repose BlightHunger o f Hadar Light Gust of Wind ConfusionHypnotic Pattern Mage Hand Hold Person Conjure Minor ElementalsMagic Circle Mending Invisibility Control WaterMajor Image Message Knock Dimension DoorRemove Curse Minor Illusion Levitate Evard's Black TentaclesTongues Poison Spray Locate Object FabricateVampiric Touch Prestidigitation Magic Mouth Fire Shield Ray of Frost Magic Weapon Greater Invisibility4th Level Shocking Grasp Melf’s Acid Arrow Hallucinatory TerrainBanishment True Strike Mirror Image Ice StormBlight Leomund’s Secret Chest

Locate Creature Sunbeam Spell D escriptionsMordenkainen’s True Seeing Wall o f Ice The spells are presented in alphabetical order. Faithful HoundMordenkainen’s 7th L evel A cid Splash Delayed Blast Fireball Conjuration cantrip Private Sanctum EtherealnessOtiluke’s Resilient Sphere Finger of Death Casting Time: 1 actionPhantasmal Killer Forcecage Range: 60 feetPolymorph Mirage Arcane Components: V, SStone Shape Mordenkainen's Duration: InstantaneousStoneskinWall of Fire Magnificent Mansion You hurl a bubble of acid. C hoose one creature within Mordenkainen’s Sword range, or ch oose tw o creatures within range that are5t h L e v e l Plane Shift within 5 feet o f each other. A target must su cceed on aAnimate Objects Prismatic Spray D exterity saving th row or take 1d6 acid dam age.Bigby’s Hand Project ImageCloudkilI Reverse Gravity T h is sp ell’s dam age in creases by 1d6 w hen you reachCone o f Cold Sequester 5th level (2d6), 11th level (3d6), and 17th level (4d6).Conjure Elemental SimulacrumContact Other Plane Symbol A idCreation Teleport 2 nd-level abjurationDominate PersonDream 8th L evel Casting Time: 1 actionGeas Antimagic Field Range: 30 feetHold Monster Antipathy/Sympathy Components: V, S, M (a tiny strip o f w hite cloth)Legend Lore Clone Duration: 8 hoursMislead Control WeatherModify Memory Demiplane Your spell bolsters your allies with toughness andPasswall Dominate Monster resolve. C hoose up to three creatures within range.Planar Binding Feeblemind Each target’s hit point m axim u m and current hit pointsRary’s Telepathic Bond Incendiary Cloud increase by 5 for the duration.Scrying MazeSeeming Mind Blank A t H igher L evels. W h en you cast this spell usingTelekinesis Power Word Stun a spell slot o f 3rd level or higher, a target’s hit pointsTeleportation Circle Sunburst increase by an additional 5 for each slot level above 2nd.Wall of Force TelepathyWall of Stone Trap the Soul A larm 1st-level abjuration (ritual)6th Level 9th LevelArcane Gate Astral Projection Casting Time: 1 minuteChain Lightning Foresight Range: 30 feetCircle o f Death Gate Components: V, S, M (a tiny bell and a p iece o fContingency ImprisonmentCreate Undead Meteor Swarm fine silver wire)Disintegrate Power Word Kill Duration: 8 hoursDrawmij’s Instant Prismatic Wall Shapechange You set an alarm against unwanted intrusion. Choose Summons Time Stop a door, a window, or an area within range that is noEyebite True Polymorph larger than a 20-foot cube. Until the spell ends, an alarmFlesh to Stone Weird alerts you whenever a Tiny or larger creature touchesGlobe o f Invulnerability Wish or enters the w arded area. W hen you cast the spell, youGuards and Wards can designate creatures that w on ’t set off the alarm. YouMagic Jar also ch oose whether the alarm is mental or audible.Mass SuggestionMove Earth A mental alarm alerts you with a ping in your mindOtiluke’s Freezing Sphere if you are within 1 mile of the warded area. This pingOtto’s Irresistible Dance awakens you if you are sleeping.Programmed Illusion An audible alarm produces the sound of a hand bell for 10 secon d s within 60 feet. A lter Self 2 nd-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 hour You assum e a different form. W hen you cast the spell, ch oose one o f the follow ing options, the effects o f which last for the duration o f the spell. W hile the spell lasts,

you can end one option as an action to gain the benefits location, covering about 50 m iles per 24 hours for a o f a different one. flying messenger, or 25 m iles for other animals. Aquatic Adaptation. You adapt your body to an W h en the m essen ger arrives, it delivers your m essa ge aquatic environment, sprouting gills and growing to the creature that you described, replicating the soundw ebbing between your fingers. You can breathe of your voice. The m essenger speaks only to a creatureunderwater and gain a sw im m ing speed equal to your matching the description you gave. If the m essengerwalking speed. d oesn ’t reach its destination before the spell ends, the m essage is lost, and the beast m akes its way back to Change Appearance. You transform your appearance. where you cast this spell.You decide what you look like, including your height,weight, facial features, sound of your voice, hair length, At Higher Levels. If you cast this spell using a spellcoloration, and distinguishing characteristics, if any. slot o f 3nd level or higher, the duration o f the spellYou can make yourself appear as a m em ber of another increases by 48 hours for each slot level above 2nd.race, though none of your statistics change. You alsocan’t appear as a creature o f a different size than you, A n im a l Shapesand your basic shape stays the same; if you're bipedal, 8 th-level transmutationyou can’t use this spell to becom e quadrupedal, forinstance. At any time for the duration of the spell, you Casting Time: 1 actioncan use your action to change your appearance in Range: 30 feetthis way again. Components: V, S Duration: Concentration, up to 24 hours Natural Weapons. You g row claw s, fangs, spines,horns, or a different natural w eapon o f your choice. Your Your m agic turns others into beasts. C hoose anyunarm ed strikes deal 1d6 bludgeoning, piercing, or num ber o f w illing creatures that you can see withinslashing damage, as appropriate to the natural w eapon range. You transform each target into the form o f ayou chose, and you are proficient with your unarm ed Large or sm aller beast with a challenge rating of 4 orstrikes. Finally, the natural w eapon is m agic and you lower. On subsequent turns, you can use your action tohave a +1 b on u s to the attack and dam age rolls you transform affected creatures into new forms.m ake usin g it. The transformation lasts for the duration for eachA n im a l Friendsh ip target, or until the target drops to 0 hit points or dies.1st-level enchantment You can ch oose a different form for each target. A target’s gam e statistics are replaced by the statistics o fCasting Time: 1 action the ch osen beast, though the target retains its alignm entRange: 30 feet and Intelligence, W isdom , and Charisma scores. TheComponents: V, S, M (a m orsel o f food ) target a ssu m es the hit points o f its n ew form , and w henDuration: 24 hours it reverts to its n orm al form , it returns to the num ber o f hit points it had before it transform ed. If it reverts asTh is spell lets you con v in ce a beast that you m ean it no a result o f droppin g to 0 hit points, any e x ce s s dam ageharm. C h oose a beast that you can see within range. carries over to its norm al form. A s long as the excessIt must see and hear you. If the b ea st’s Intelligence is dam age d oesn ’t redu ce the creatu re’s n orm al form to 04 or higher, the spell fails. Otherwise, the beast must hit points, it isn’t k n ock ed u n con sciou s. T h e creature issucceed on a W isdom saving throw or be charm ed lim ited in the actions it can perform by the nature o f itsby you for the spell’s duration. If you or one of your n ew form , and it ca n ’t sp eak or cast spells.com panions harm s the target, the spells ends. The target’s gear m elds into the n ew form . T h e target At Higher Levels. W h en you cast this spell using ca n ’t activate, w ield, or oth erw ise benefit from any o fa spell slot o f 2nd level or higher, you can affect one its equipment.additional beast for each slot level above 1st. A n im ate D eadA n im a l M essenger 3rd-level necromancy2 nd-level enchantment (ritual) Casting Time: 1 minuteCasting Time: 1 action Range: 10 feetRange: 30 feet Components: V, S, M (a drop o f blood , a piece o f flesh,Components: V, S , M (a m orsel o f food)Duration: 24 hours and a pinch o f bone dust) Duration: InstantaneousBy m eans o f this spell, you use an animal to deliver amessage. C hoose a Tiny beast you can see within range, This spell creates an undead servant. C hoose a pilesuch as a squirrel, a blue jay, or a bat. You sp ecify a of bones or a corpse of a M edium or Sm all humanoidlocation, w hich you must have visited, and a recipient within range. Your spell im bues the target with a foulw ho matches a general description, such as “a man or m im icry o f life, raising it as an undead creature. Thew om an dressed in the uniform o f the town guard” or “a target becom es a skeleton if you chose bones or ared-haired dw arf w earing a pointed hat.” You also speak zom bie if you ch ose a corp se (the DM has the creature’sa m essage o f up to twenty-five words. The target beast game statistics).travels for the duration o f the spell toward the specified On each of your turns, you can use a bonus action to mentally com m and any creature you made with this spell if the creature is within 60 feet o f you (if you

control multiple creatures, you can com m and any or all are 3, and its C harism a is 1. Its sp eed is 30 feet; if theo f them at the sa m e tim e, issuing the sam e com m a n d to object lack s legs or other appendages it can u se foreach one). You decide what action the creature will take locom otion , it instead has a flying sp eed o f 3 0 feet andand w here it w ill m ove during its next turn, or you can can hover. If the object is securely attached to a surfaceissue a general com m and, such as to guard a particular or a larger object, such as a chain bolted to a w all, itscham ber or corridor. If you issue no com m ands, the sp eed is 0. It has blindsight w ith a radius o f 30 feet andcreature only defends itself against hostile creatures. is blind beyond that distance. W hen the anim ated objectO n ce given an order, the creature continu es to follow it d rops to 0 hit points, it reverts to its original objectuntil its task is com plete. form , and any rem aining dam age carries over to its original object form. The creature is under your control for 24 hours,after w hich it stop s obeyin g any c om m a n d y ou ’ve given If you com m a n d an object to attack, it can m ake ait. To m aintain control o f the creature for another single melee attack against a creature within 5 feet24 hours, you must cast this spell on the creature o f it. It m ak es a slam attack w ith an attack bon u s andagain before the current 24-hour period ends. This bludgeoning damage determ ined by its size. The DMuse o f the spell reasserts your control over up to four might rule that a specific object inflicts slashing orcreatures you have animated with this spell, rather than piercing dam age based on its form.animating a new one. A t H igher Levels. If you cast this spell using a A t H igher L evels. W h en you cast this spell using a spell slot o f 6th level or higher, you can animate twospell slot o f 4th level or higher, you animate or reassert additional objects for each slot level above 5th.control over two additional undead creatures for eachslot level above 3rd. Each o f the creatures must com e A ntilife Shellfrom a different corpse or pile of bones. 5th-level abjurationA n im a t e O bjects Casting Time: 1 action5th-level transmutation Range: Self (10-foot radius) Components: V, SCasting Time: 1 action Duration: Concentration, up to 1 hourRange: 120 feetComponents: V, S A shim m ering barrier extends out from you in a 10-footDuration: Concentration, up to 1 minute radius and m oves with you, remaining centered on you and hedging out creatures other than undead andO bjects c om e to life at your com m a n d . C h oose up to constructs. The barrier lasts for the duration.ten nonm agical objects within range that are not beingw orn or carried. Medium targets count as two objects, The barrier prevents an affected creature fromLarge targets count as four objects, Huge targets passing or reaching through. An affected creaturecount as eight objects. You can’t anim ate any object can cast spells or make attacks with ranged or reachlarger than Huge. Each target anim ates and becom es a w eapons through the barrier.creature under your control until the spell ends or untilredu ced to 0 hit points. If you m ove so that an affected creature is forced to pass through the barrier, the spell ends. As a bonus action, you can mentally com m and anycreature you m ade with this spell if the creature is A n t im a g ic F ieldwithin 500 feet o f you (if you control multiple creatures, 8 th-level abjurationyou can com m a n d any or all o f them at the sam e time,issuing the sam e com m and to each one). You decide Casting Time: 1 actionw hat action the creature w ill take and w here it w ill Range: Self (10-foot-radius sphere)m ove during its next turn, or you can issue a general Components: V, S, M (a pinch o f p ow d ered iron orcom m and, such as to guard a particular cham ber orcorridor. If you issue no com m ands, the creature only iron filings)defends itself against hostile creatures. O nce given Duration: Concentration, up to 1 houran order, the creature continu es to follow it until itstask is complete. A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the m agical energy thatA n im a t e d O bject Statistics su ffu ses the multiverse. W ithin the sphere, sp ells ca n ’t be cast, sum m oned creatures disappear, and even m agicSize H P AC Attack Str Dex items b ecom e mundane. Until the spell ends, the sphere 4 18 m oves with you, centered on you.Tiny 20 18 +8 to hit, 1d4 + 4 damage 6 14 10 12 Spells and other magical effects, except those createdSmall 25 16 +6 to hit, 1d8 + 2 damage 14 10 by an artifact or a deity, are su p p ressed in the sphere 18 6 and ca n ’t protrude into it. A slot expen ded to castMedium 40 13 +5 to hit, 2d6 + 1 damage a suppressed spell is consum ed. W hile an effect is su ppressed, it d oesn ’t function, but the tim e it spendsLarge 50 10 +6 to hit, 2d10 + 2 damage suppressed counts against its duration.Huge 80 10 +8 to hit, 2d12 + 4 damage Targeted E ffects. S p ells and other m agical effects, such as magic m issile and charm person , that target A n anim ated object is a construct with AC, hit points, a creature or an object in the sphere have no effectattacks, Strength, and Dexterity determ ined by its size. on that target.Its Constitution is 10 and its Intelligence and W isdom

Areas o fMagic. T h e area o f another spell or m agical m ove to the nearest safe spot from w hich it ca n ’t seeeffect, su ch as fireball, ca n ’t extend into the sphere. the target. If the creature m oves m ore than 60 feet fromIf the sphere overlaps an area o f magic, the part of the target and c a n ’t see it, the creature is no longerthe area that is covered by the sphere is suppressed. frightened, but the creature becom es frightened again ifFor exam ple, the flam es created by a wall o f fire are it regains sight o f the target or m oves w ithin 60 feet o f it.suppressed within the sphere, creating a gap in the wallif the overlap is large enough. Sympathy. T h e enchantm ent ca u ses the sp ecified creatures to feel an intense urge to approach the target Spells. Any active spell or other m agical effect on a w hile w ithin 60 feet o f it or able to see it. W h en such acreature or an object in the sphere is suppressed w hile creature can see the target or c o m e s w ithin 6 0 feet o f it,the creature or object is in it. the creature must su cceed on a W isdom saving throw or use its m ovem ent on each o f its turns to enter the area Magic Items. T h e properties and p ow ers o f or move within reach o f the target. W hen the creaturem agic items are suppressed in the sphere. For has don e so, it ca n ’t w illingly m ove away from the target.exam ple, a + 1 longsword in the sphere functions as anonm agical longsword. If the target dam ages or otherw ise harm s an affected creature, the affected creature can make a W isdom A m agic w eapon’s properties and pow ers are saving throw to end the effect, as described below.su ppressed if it is u sed against a target in the sphere orw ielded by an attacker in the sphere. If a m agic w eapon Ending the Effect. If an affected creature ends itsor a piece o f m agic ammunition fully leaves the sphere turn while not within 60 feet o f the target or able to see(for example, if you fire a m agic arrow or throw a magic it, the creature m akes a W isd om saving throw. On asp ear at a target outside the sphere), the m a gic o f the successful save, the creature is no longer affected byitem ce a s e s to b e su ppressed as s o o n as it exits. the target and recognizes the feeling o f repugnance or attraction as m agical. In addition, a creature affected by Magical Travel. Teleportation and planar travel the spell is allowed another W isdom saving throw everyfail to w ork in the sphere, w hether the sphere is the 24 hours while the spell persists.destination or the departure point for such magicaltravel. A portal to another location, world, or plane of A creature that successfully saves against this effectexistence, as w ell as an opening to an extradim ensional is im m u ne to it for 1 minute, after w hich tim e it can besp ace such as that created by the rope trick spell, affected again.tem porarily closes w hile in the sphere. A r can e Eye Creatures and Objects. A creature or object 4th-level divinationsum m oned or created by m agic temporarily winks outo f existence in the sphere. S u ch a creature instantly Casting Time: 1 actionreappears once the space the creature occupied is no Range: 30 feetlonger within the sphere. Components: V, S, M (a bit o f bat fur) Duration: Concentration, up to 1 hour Dispel Magic. S p ells and m agical effects such asdispel magic have no effect on the sphere. Likew ise, the You create an invisible, m agical eye within range thatspheres created by different antimagic field spells d on ’t hovers in the air for the duration.nullify each other. You mentally receive visual inform ation from the eye,A n tipath y/S ym path y w hich has norm al vision and darkvision out to 30 feet.8 th-level enchantment The eye can look in every direction.Casting Time: 1 hour A s an action, you can m ove the eye up to 30 feet inRange: 60 feet any direction. There is no limit to how far away fromComponents: V, S, M (either a lump o f alum soa k ed in you the eye can m ove, but it ca n ’t enter another plane o f existence. A solid barrier b lock s the eye’s m ovem ent, vinegar for the antipathy effect or a d rop o f honey for but the eye can pass through an opening as small as 1 the sympathy effect) inch in diameter.Duration: 10 days A rcane G ateThis spell attracts or repels creatures of your choice. 6 th-level conjurationYou target som ething within range, either a Huge orsm aller object or creature or an area that is no larger Casting Time: 1 actionthan a 200-foot cube. Then sp ecify a kind o f intelligent Range: 500 feetcreature, such as red dragons, goblins, or vampires. Components: V, SYou invest the target with an aura that either attracts or Duration: Concentration, up to 10 minutesrepels the specified creatures for the duration. C hooseantipathy or sym pathy as the aura’s effect. You create linked teleportation portals that rem ain open for the duration. C h oose tw o points on the ground that Antipathy. T h e enchantm ent cau ses creatures o f the you can see, one point w ithin 10 feet o f you and onekind you designated to feel an intense urge to leave the point within 500 feet o f you. A circular portal, 10 feetarea and avoid the target. W hen such a creature can in diameter, opens over each point. If the portal w oulds e e the target or c o m e s w ithin 60 feet o f it, the creature open in the space occu pied by a creature, the spell fails,must succeed on a W isdom saving throw or becom e and the casting is lost.frightened. T h e creature rem ains frightened w hile it cansee the target or is w ithin 60 feet o f it. W h ile frightened The portals are two-dim ensional glowing ringsby the target, the creature m ust use its m ovem ent to filled with mist, hovering inches from the ground and

perpend icu lar to it at the poin ts you c h oose. A ring is A t H igher Levels. W h en you cast this spell using avisible only from one side (your choice), which is the side spell slot o f 2nd level or higher, the dam age increases bythat functions as a portal. 1d6 for each slot level above 1st. Any creature or object entering the portal exits from A stral P rojectionthe other portal as if the two were adjacent to each 9th-level necromancyother; passing through a portal from the nonportal sidehas no effect. The mist that fills each portal is opaque Casting Time: 1 hourand b lo ck s vision through it. On your turn, you can Range: 10 feetrotate the rings as a bonus action so that the active side Components: V, S , M (for each creature you affect withfaces in a different direction. this spell, you must provide one jacinth w orth at leastA rcane L ock 1,000 gp and one ornately carved bar of silver worth2 nd-level abjuration at least 100 gp, all o f w h ich the spell con su m es) Duration: SpecialCasting Time: 1 actionRange: Touch You and up to eight willing creatures within rangeCom ponents: V, S, M (gold dust w orth at least 25 gp, project your astral bod ies into the Astral Plane (the spell fails and the casting is w asted if you are already which the spell consum es) on that plane). The material bod y you leave behind isDuration: Until dispelled u n con sciou s and in a state o f su sp ended anim ation; it d oesn ’t need food or air and doesn’t age.You touch a closed door, window, gate, chest, or otherentryway, and it b e c o m e s lock ed for the duration. You Y our astral b od y resem b les your m ortal form inand the creatures you designate w hen you cast this alm ost every way, replicating your game statistics andspell can open the object normally. You can also set a possessions. The principal difference is the addition o fpassw ord that, when spoken within 5 feet o f the object, a silvery cord that extends from betw een your shouldersu p p resses this spell for 1 minute. O therw ise, it is blades and trails behind you, fading to invisibility afterim passable until it is broken or the spell is dispelled or 1 foot. This cord is your tether to your material body. Assuppressed. Casting knock on the object suppresses long as the tether rem ains intact, you can find your wayarcane lock for 10 minutes. home. If the cord is cut—som ething that can happen only w hen an effect sp ecifically states that it d o e s —your W hile affected by this spell, the object is m ore difficult soul and body are separated, killing you instantly.to break or force open; the D C to break it or pick anylock s on it in crea ses by 10. Your astral form can freely travel through the Astral Plane and can pass through portals there leading to anyA rm or of A gathys other plane. If you enter a new plane or return to the1st-level abjuration plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowingCasting Time: 1 action you to re-enter your body as you enter the new plane.Range: Self Your astral form is a separate incarnation. Any damageComponents: V, S, M (a cup o f water) or other effects that apply to it have no effect on yourDuration: 1 hour physical body, nor do they persist w hen you return to it.A protective m agical force surrounds you, manifesting The spell ends for you and your com panions whenas a spectral frost that covers you and your gear. you use your action to dism iss it. W h en the spell ends,You gain 5 tem porary hit points for the duration. If a the affected creature returns to its physical body,creature hits you with a m elee attack while you have and it awakens.th ese hit points, the creature takes 5 cold dam age. The spell might also end early for you or one o f your A t H igher L evels. W h en you cast this spell using a com panion s. A su ccessfu l dispel magic spell usedspell slot o f 2nd level or higher, both the tem porary hit against an astral or physical body ends the spell for thatpoints and the cold damage increase by 5 for each slot creature. If a creatu re’s original b od y or its astral formlevel above 1st. d rops to 0 hit points, the spell en ds for that creature. If the spell ends and the silver cord is intact, the cord pullsA rms of H adar the creatu re’s astral form ba ck to its body, ending its1st-level conjuration state of suspended animation.Casting Time: 1 action If you are returned to your body prematurely, yourRange: S elf (10-foot radius) com panions remain in their astral form s and must findComponents: V, S their own way back to their bodies, usually by droppingDuration: Instantaneous to 0 hit points.You invoke the pow er o f Hadar, the Dark Hunger. A uguryTendrils o f dark en ergy erupt from you and batter all 2 nd-level divination (ritual)creatures w ithin 10 feet o f you. Each creature in thatarea must m ake a Strength saving throw. On a failed Casting Time: 1 minutesave, a target takes 2d6 necrotic dam age and can’t take Range: Selfreactions until its next turn. On a su ccessfu l save, the Components: V, S, M (specially m arked sticks, bon es,creature takes half damage, but suffers no other effect. or sim ilar tokens w orth at least 25 gp) Duration: Instantaneous

By casting gem-inlaid sticks, rolling dragon bones, A w akenlaying out ornate cards, or em ploying som e other 5th-level transmutationdivining tool, you receive an om en from an otherworldlyentity about the results o f a specific cou rse o f action that Casting Time: 8 hoursyou plan to take within the next 30 minutes. The DM Range: Touchchooses from the following possible omens: Components: V, S, M (an agate w orth at least 1,000 gp,• Weal, for g o o d results which the spell consum es)• Woe, for bad results Duration: Instantaneous• Weal and w oe, for both g o o d and bad results• Nothing, for results that aren’t esp ecially g o o d or bad After spending the casting time tracing magical pathways within a precious gemstone, you touch a HugeThe spell d oesn ’t take into account any possible or sm aller beast or plant. The target must have eithercircum stances that might change the outcom e, such no Intelligence score or an Intelligence of 3 or less. Theas the casting o f additional spells or the loss or gain target gains an Intelligence o f 10. The target also gainsof a companion. the ability to speak one language you know. If the target is a plant, it gains the ability to m ove its lim bs, roots, If you cast the spell two or m ore tim es before vines, creep ers, and s o forth, and it gains se n se s sim ilarcom pleting your next long rest, there is a cumulative 25 to a hum an’s. Your DM ch ooses statistics appropriatepercent chance for each casting after the first that you for the awakened plant, such as the statistics for theget a random reading. The DM m akes this roll in secret. awakened shrub or the awakened tree.A u r a of L ife The awakened beast or plant is charm ed by you for4th-level abjuration 30 days or until you or your com panions do anything harm ful to it. W h en the ch arm ed condition ends,Casting Time: 1 action the awakened creature ch ooses whether to remainRange: S elf (30-foot radius) friendly to you, based on h ow you treated it w hileComponents: V it w as charm ed.Duration: Concentration, up to 10 minutes Ba n eLife-preserving energy radiates from you in an aura with 1st-level enchantmenta 30-foot radius. Until the spell ends, the aura m oveswith you, centered on you. Each nonhostile creature Casting Time: 1 actionin the aura (including you) has resistance to necrotic Range: 30 feetdam age, and its hit point m axim u m can't be reduced. In Components: V, S, M (a drop o f blood )addition, a nonhostile, living creature regains 1 hit point Duration: Concentration, up to 1 minutew hen it starts its turn in the aura with 0 hit points. Up to three creatures o f your choice that you can seeA u ra of Pu rity within range must make Charisma saving throws.4th-level abjuration W henever a target that fails this saving throw m akes an attack roll or a saving throw before the spell ends,Casting Time: 1 action the target must roll a d4 and subtract the num ber rolledRange: Self (30-foot radius) from the attack roll or saving throw.Components: VDuration: Concentration, up to 10 minutes A t H igher Levels. W hen you cast this spell using a spell slot o f 2nd level or higher, you can target onePurifying energy radiates from you in an aura w ith a additional creature for each slot level above 1st.30-foot radius. Until the spell ends, the aura m oveswith you, centered on you. Each nonhostile creature Ba n ish in g Sm itein the aura (including you) ca n ’t b e c o m e diseased, 5th-level abjurationhas resistance to poison damage, and has advantageon saving throw s against effects that cause any o f the Casting Time: 1 bonus actionfollowing conditions: blinded, charm ed, deafened, Range: Selffrightened, paralyzed, poisoned, and stunned. Components: V Duration: Concentration, up to 1 minuteA u ra of V ita lity3rd-level evocation T h e next time you hit a creature with a w ea p on attack before this spell ends, your w eapon crackles with force,Casting Time: 1 action and the attack deals an extra 5d10 force dam age to theRange: S elf (30-foot radius) target. Additionally, if this attack reduces the targetComponents: V to 50 hit points or fewer, you banish it. If the target isDuration: Concentration, up to 1 minute native to a different plane o f existence than the one you ’re on, the target disappears, returning to its h om eH ealing energy radiates from you in an aura with a plane. If the target is native to the plane you’re on, the30-foot radius. Until the spell ends, the aura m oves with creature vanishes into a harm less demiplane. W hileyou, centered on you. You can use a bonus action to there, the target is incapacitated. It rem ains there untilcause one creature in the aura (including you) to regain the spell ends, at w h ich point the target reappears in the2d 6 hit points. sp ace it left or in the nearest u n occu p ied sp ace if that space is occupied.

Ban ish m en t4th-level abjurationCasting Time: 1 actionRange: 60 feetComponents: V, S, M (an item distasteful to the target)Duration: Concentration, up to 1 minuteYou attempt to send one creature that you can seewithin range to another plane of existence. Thetarget must su cceed on a Charism a saving throwor be banished. If the target is native to the plane o f existence y ou ’reon, you banish the target to a harm less demiplane.W hile there, the target is incapacitated. The targetrem ains there until the spell ends, at w hich point thetarget reappears in the sp ace it left or in the nearestunoccupied space if that space is occupied. If the target is native to a different plane of existencethan the one you ’re on, the target is banish ed witha faint popping noise, returning to its hom e plane.If the spell ends before 1 minute has passed, thetarget reappears in the sp ace it left or in the nearestunoccupied space if that sp ace is occupied. Otherwise,the target doesn't return. A t H igher L evels. W h en you cast this spell usinga spell slot o f 5th level or higher, you can target oneadditional creature for each slot level above 4th.Ba rk sk in2 nd-level transmutationCasting Time: 1 actionRange: TouchComponents: V, S, M (a handful o f oak bark)Duration: Concentration, up to 1 hourYou touch a w illing creature. Until the spell ends, thetarget’s skin has a rough, bark-like appearance, and thetarget’s AC ca n ’t b e less than 16, regardless o f w hat kindo f arm or it is w earing.Be ac o n of H ope3rd-level abjurationCasting Time: 1 actionRange: 30 feetComponents: V, SDuration: Concentration, up to 1 minuteT h is sp ell b estow s h ope and vitality. C h oose anynum ber of creatures within range. For the duration,each target has advantage on W isdom saving throwsand death saving throws, and regains the maximumnum ber o f hit points p ossib le from any healing.Beast Sense2 nd-level divination (ritual)Casting Time: 1 actionRange: TouchComponents: SDuration: Concentration, up to 1 hourYou touch a w illing beast. For the duration o f the spell,you can use your action to see through the b e a st’s eyesand hear w hat it hears, and continue to do s o untilyou use your action to return to your norm al senses.

W h ile perceivin g through the b ea st’s sen ses, you gain the hand using your gam e statistics. O n a hit, the targetthe benefits o f any special senses possessed by that takes 4d8 force damage.creature, though you are blinded and deafened to yourown surroundings. Forceful Hand. T h e hand attem pts to push a creature within 5 feet o f it in a direction you c h oose. M akeB estow C urse a ch eck with the h and’s Strength con tested by the3rd-level necromancy Strength (Athletics) ch eck o f the target. If the target is M edium or smaller, you have advantage on the check. IfCasting Time: 1 action you succeed, the hand pushes the target up to 5 feet plusRange: Touch a num ber of feet equal to five tim es your spellcastingComponents: V, S ability m odifier. The hand m oves with the target toDuration: Concentration, up to 1 minute rem ain w ithin 5 feet o f it.You touch a creature, and that creature must su cceed Grasping Hand. T h e hand attempts to grapple a H ugeon a W isdom saving throw or becom e cursed for the or sm aller creature w ithin 5 feet o f it. You use the h and’sduration o f the spell. W hen you cast this spell, ch oose Strength score to resolve the grapple. If the target isthe nature o f the curse from the follow ing options: M edium or smaller, you have advantage on the check. W hile the hand is grappling the target, you can use a• C h oose one ability score. W hile cursed, the target bon u s action to have the hand cru sh it. W h en you do has disadvantage on ability checks and saving throws so, the target takes bludgeoning damage equal to 2d6 + made with that ability score. your spellcasting ability modifier.• W hile cursed, the target has disadvantage on attack Interposing Hand. T he hand in terposes itself rolls against you. betw een you and a creature you ch oose until you give the hand a different com m and. The hand m oves to stay• W hile cursed, the target must make a W isdom sav­ betw een you and the target, providing you with half ing th row at the start o f each o f its turns. If it fails, it cover against the target. The target can't m ove through w astes its action that turn doing nothing. the h and’s sp ace if its Strength sc o r e is less than or equal to the h and’s Strength score. If its Strength sco re• W hile the target is cursed, your attacks and spells is higher than the hand’s Strength score, the target can deal an extra 1d8 necrotic dam age to the target. m ove toward you through the hand’s space, but that space is difficult terrain for the target.A rem ove curse spell ends this effect. At the D M ’soption, you may ch oose an alternative curse effect, but At Higher Levels. W h en you cast this spell using ait sh ou ld b e no m ore pow erfu l than th ose d escribed spell slot of 6th level or higher, the dam age from theabove. The DM has final say on such a curse’s effect. clenched fist option increases by 2d8 and the dam age from the grasping hand increases by 2d6 for each slot At Higher Levels. If you cast this spell using a spell level above 5th.slot o f 4th level or higher, the duration is concentration,up to 10 minutes. If you use a spell slot o f 5th level or Blade Barrierhigher, the duration is 8 hours. If you use a spell slot of 6 th-level evocation7th level or higher, the duration is 24 hours. If you usea 9th level spell slot, the spell lasts until it is dispelled. Casting Time: 1 actionUsing a spell slot o f 5th level or higher grants a duration Range: 90 feetthat doesn’t require concentration. Components: V, S Duration: Concentration, up to 10 minutesB i g b y ’s H a n d5th-level evocation You create a vertical wall of whirling, razor-sharp blades made of m agical energy. The wall appears within rangeCasting Time: 1 action and lasts for the duration. You can make a straight wallRange: 120 feet up to 100 feet long, 20 feet high, and 5 feet thick, or aComponents: V, S, M (an eggshell and a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to snakeskin glove) creatu res beh in d it, and its sp ace is difficult terrain.Duration: Concentration, up to 1 minute W h en a creature enters the w a ll’s area for the firstYou create a Large hand of shimmering, translucent time on a turn or starts its turn there, the creature mustforce in an unoccupied space that you can see within make a Dexterity saving throw. On a failed save, therange. The hand lasts for the sp ell’s duration, and it creature takes 6 d10 slashing damage. On a successfulm oves at you r com m and , m im ick in g the m ovem ents o f save, the creature takes half as much damage.your own hand. Blade Ward Th e hand is an ob ject that has AC 20 and hit points Abjuration cantripequal to your hit point m axim um . If it d rop s to 0 hitpoints, the spell ends. It has a Strength o f 26 (+8) and a Casting Time: 1 actionD exterity o f 10 (+0). T h e hand d oesn ’t fill its space. Range: Self Components: V, S W hen you cast the spell and as a bonus action on your Duration: 1 roundsubsequent turns, you can m ove the hand up to 60 feetand then cau se on e o f the follow in g effects w ith it. Clenched Fist. Th e hand strikes one creature orobject w ithin 5 feet o f it. M ake a m elee spell attack for

You extend your hand and trace a sigil of warding in the B lindness/D eafnessair. Until the end o f your next turn, you have resistance 2 nd-level necrom ancyagainst bludgeoning, piercing, and slashing damagedealt by w eapon attacks. Casting Time: 1 action Range: 30 feetB less Components: V1st-level enchantment Duration: 1 minuteCasting Time: 1 action You can blind or deafen a foe. C h oose one creature thatRange: 30 feet you can see within range to make a Constitution savingComponents: V, S, M (a sp rinkling o f holy water) throw. If it fails, the target is either blinded or deafenedDuration: Concentration, up to 1 minute (your ch oice) for the duration. At the end o f each o f its turns, the target can m ake a Constitution saving throw.You bless up to three creatures of your choice within On a success, the spell ends.range. W henever a target m akes an attack roll or asaving throw before the spell ends, the target can roll A t H igher L evels. W h en you cast this spell usinga d4 and add the num ber rolled to the attack roll or a spell slot o f 3rd level or higher, you can target onesaving throw. additional creature for each slot level above 2nd. A t H igher L evels. W h en you cast this spell using Blin ka spell slot o f 2nd level or higher, you can target one 3rd-level transmutationadditional creature for each slot level above 1st. Casting Time: 1 actionBligh t Range: Self4th-level necromancy Components: V, S Duration: 1 minuteCasting Time: 1 actionRange: 30 feet R oll a d20 at the end o f each o f your turns for theComponents: V, S duration o f the spell. O n a roll o f 11 or higher, youDuration: Instantaneous vanish from your current plane of existence and appear in the E thereal P lane (the spell fails and the casting isNecromantic energy w ashes over a creature of your w asted if you w ere already on that plane). At the start ofchoice that you can see within range, draining moisture your next turn, and w hen the spell ends if you are on theand vitality from it. T h e target m ust m ake a Constitution Ethereal Plane, you return to an unoccupied space ofsaving throw. The target takes 8d8 necrotic dam age on your choice that you can see within 10 feet o f the spacea failed save, or half as much damage on a successful you vanished from. If no unoccupied space is availableone. This spell has no effect on undead or constructs. w ithin that range, you appear in the nearest unoccupied sp ace (ch osen at random if m ore than one sp ace is If you target a plant creature or a m agical plant, it equally near). You can dism iss this spell as an action.m akes the saving throw with disadvantage, and the spelldeals m axim u m dam age to it. W hile on the Ethereal Plane, you can see and hear the plane you originated from, w hich is cast in shades If you target a n on m agica l plant that isn’t a creature, o f gray, and you ca n ’t see anything there m ore than 60such as a tree or shrub, it d oesn ’t m ake a saving throw; feet away. You can only affect and be affected by otherit sim ply w ithers and dies. creatures on the Ethereal Plane. Creatures that aren’t there can’t perceive you or interact w ith you, unless they A t H igher L evels. W h en you cast this spell using a have the ability to do so.spell slot o f 5th level or higher, the dam age increases by1d8 for each slot level above 4th. Blur 2 nd-level illusionB l in d in g Sm ite3rd-level evocation Casting Time: 1 action Range: SelfCasting Time: 1 bonus action Components: VRange: Self Duration: Concentration, up to 1 minuteComponents: VDuration: Concentration, up to 1 minute Your body becom es blurred, shifting and wavering to all w ho can see you. For the duration, any creature hasThe next time you hit a creature with a m elee w eapon disadvantage on attack rolls against you. An attackerattack during this sp ell’s duration, your w eap on flares is im m une to this effect if it d oesn ’t rely on sight,with bright light, and the attack deals an extra 3d8 as with blindsight, or can see through illusions, asradiant dam age to the target. Additionally, the target with truesight.must succeed on a Constitution saving throw or beblinded until the spell ends. B r a n d in g Sm ite 2 nd-level evocation A creature blinded by this spell m akes anotherC onstitution saving th row at the end o f each o f its turns. Casting Time: 1 bonus actionO n a su ccessfu l save, it is n o lon ger blinded. Range: Self


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