or spell. This spell d oesn ’t protect the w arded creaturefrom area effects, such as the explosion o f a fireball. If the warded creature makes an attack or casts a spellthat affects an enemy creature, this spell ends.Scorch in g R ay2nd-level evocationCasting Time: 1 actionRange: 120 feetCom ponents: V, SDuration: InstantaneousYou create three rays o f fire and hurl them at targetsw ithin range. You can hurl them at on e target or several. M ake a ranged spell attack for each ray. On a hit, thetarget takes 2d6 fire damage. A t H igher L evels. W h en you cast this spell using aspell slot o f 3rd level or higher, you create one additionalray for each slot level above 2nd.Sc r y in g5th-level divinationCasting Time: 10 minutesRange: SelfComponents: V, S, M (a focu s w orth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water)Duration: Concentration, up to 10 minutesYou can see and hear a particular creature you choosethat is on the sam e plane o f existence as you. The targetmust make a W isdom saving throw, which is modifiedby how well you know the target and the sort of physicalcon n ection you have to it. If a target k n ow s you'recastin g this spell, it can fail the saving th row voluntarilyif it w ants to be observed.Knowledge Save ModifierSecondhand (you have heard of the target) +5Firsthand (you have met the target) +0Familiar (you know the target well) -5Connection Save ModifierLikeness or picture -2Possession or garment -4Body part, lock of hair, bit of nail, or the like -10 On a successful save, the target isn’t affected, and youca n ’t use this spell against it again for 24 hours. On a failed save, the spell creates an invisible sensorwithin 10 feet of the target. You can see and hear throughthe sensor as if you w ere there. The sensor m oves withthe target, rem ainin g w ithin 10 feet o f it for the duration.A creature that can see invisible objects sees the sensoras a lu m in ou s orb about the size o f your fist. Instead of targeting a creature, you can choose alocation you have seen before as the target o f this spell.W h en you do, the sen sor appears at that location andd o e s n ’t m ove.
Se a r in g Sm ite som eone w ho reaches out to touch you w ould bump into1st-level evocation you w hile it w as seem in gly still in midair.Casting Time: 1 bonus action A creature can use its action to inspect a target andRange: Self make an Intelligence (Investigation) check against yourComponents: V spell save DC. If it su cceed s, it b e c o m e s aw are that theDuration: Concentration, up to 1 minute target is disguised.T h e next tim e you hit a creature with a m elee w eapon Se n d in gattack during the spell’s duration, your w eapon flares 3rd-level evocationwith white-hot intensity, and the attack deals an extra1d6 fire dam age to the target and causes the target to Casting Time: 1 actionignite in flam es. At the start o f each o f its turns until Range: Unlimitedthe spell ends, the target must make a Constitution Components: V, S, M (a short p iece o f fine co p p e r w ire)saving throw. On a failed save, it takes 1d6 fire dam age. Duration: 1 roundOn a successful save, the spell ends. If the target or acreature w ithin 5 feet o f it u ses an action to put out the You send a short m essage o f twenty-five w ords orflames, or if som e other effect douses the flam es (such less to a creature with which you are familiar. Theas the target being subm erged in water), the spell ends. creature hears the m essa ge in its m ind, recog n izes you as the sen der if it k n ow s you, and can an sw er in a A t H igher L evels. W h en you cast this spell using a like manner immediately. The spell enables creaturesspell slot o f 2nd level or higher, the initial extra dam age with Intelligence s c o r e s o f at least 1 to understand thedealt by the attack increases by 1d6 for each slot meaning of your message.level above 1st. You can send the m essage across any distance andSee In v is ib il it y even to other planes o f existence, but if the target is on a2nd-level divination different plane than you, there is a 5 percent chance that the m essa ge d oesn ’t arrive.Casting Time: 1 actionRange: Self Se q u este rComponents: V, S, M (a pinch o f talc and a sm all 7th-level transmutation sprinkling o f pow dered silver) Casting Time: 1 actionDuration: 1 hour Range: Touch Components: V, S, M (a p ow der co m p o s e d o f diam ond,For the duration, you see invisible creatures and objectsas if they w ere visible, and you can see into the Ethereal em erald, ruby, and sapphire dust w orth at least 5 ,0 0 0Plane. Ethereal creatures and objects appear ghostly gp, which the spell consum es)and translucent. Duration: Until dispelledSe e m in g By means of this spell, a willing creature or an object5th-level illusion can be hidden away, safe from detection for the duration. W hen you cast the spell and touch the target,Casting Time: 1 action it b e c o m e s invisible and can ’t be targeted by divinationRange: 30 feet spells or perceived through scrying sensors created byComponents: V, S divination spells.Duration: 8 hours If the target is a creature, it falls into a state o fThis spell allow s you to change the appearance o f any su sp ended anim ation. Tim e ce a se s to flow for it, and itnum ber o f creatures that you can see within range. You d oesn ’t grow older.give each target you ch oose a new, illusory appearance.An unwilling target can make a Charisma saving throw, You can set a condition for the spell to end early.and if it su cceed s, it is unaffected by this spell. T h e condition can b e anything you ch o o s e , but it must occu r or be visible within 1 mile o f the target. The spell disguises physical appearance as well as Exam ples include “after 1,000 years” or “w hen theclothing, armor, w eapons, and equipment. You can make tarrasque awakens.” This spell also ends if the targeteach creature seem 1 foot shorter or taller and appear takes any damage.thin, fat, or in betw een . You ca n ’t change a target’s bodytype, so you must ch oose a form that has the sam e Sh apech an g ebasic arrangement o f limbs. Otherwise, the extent of 9th-level transmutationthe illusion is up to you. The spell lasts for the duration,u n less you u se your action to d ism iss it sooner. Casting Time: 1 action Range: Self The changes w rought by this spell fail to hold up to Components: V, S, M (a ja de circlet w orth at least 1,500physical inspection. For example, if you use this spellto add a hat to a creatu re’s outfit, objects pass through gp, which you must place on your head before youthe hat, and anyone w h o tou ches it w ou ld feel nothing cast the spell)or w ou ld feel the creatu re’s head and hair. If you use Duration: Concentration, up to 1 hourthis spell to appear thinner than you are, the hand of You assum e the form o f a different creature for the duration. The new form can be o f any creature with a challenge rating equal to your level or lower. The
creature can’t be a construct or an undead, and you Sh ie l dm ust have seen the sort o f creature at least on ce. You 1st-level abjurationtransform into an average exam ple o f that creature, onew ithout any cla ss levels or the S p ellcastin g trait. Casting Time: 1 reaction, which you take w hen you are hit by an attack or targeted by the magic m issile spell Your gam e statistics are replaced by the statisticsof the chosen creature, though you retain your Range: Selfalignment and Intelligence, W isdom , and Charisma Components: V, Sscores. You also retain all o f your skill and saving Duration: 1 roundth row proficiencies, in addition to gaining th ose o f thecreature. If the creature has the sam e proficiency as you An invisible barrier of m agical force appears andand the bonus listed in its statistics is higher than yours, protects you. Until the start o f your next turn, you have au se the creatu re’s bon u s in place o f yours. You ca n ’t use +5 bonus to AC, including against the triggering attack,any legendary actions or lair actions o f the new form. and you take no dam age from magic missile. You assu m e the hit poin ts and Hit D ice o f the new S h i e l d o f Fa i t hform. When you revert to your normal form, you 1st-level abjurationreturn to the num ber o f hit points you had b efore youtransformed. If you revert as a result o f dropping to Casting Time: 1 bonus action0 hit points, any excess dam age carries over to your Range: 60 feetnorm al form. A s long as the excess dam age d oesn ’t Components: V, S, M (a sm all parchm ent with a bit o freduce your n orm al form to 0 hit points, you aren’tknocked unconscious. holy text w ritten on it) Duration: Concentration, up to 10 minutes You retain the benefit o f any features from your class,race, or other source and can use them, provided that A shim m ering field appears and surrounds a creatureyour new form is physically capable o f doing so. You o f your ch oice within range, granting it a +2 bon u s to ACcan’t use any special sen ses you have (for example, for the duration.darkvision) unless your new form also has that sense.You can only speak if the creature can normally speak. Sh il l e l a g h Transmutation cantrip W hen you transform, you choose whether yourequipm ent falls to the ground, m erges into the new Casting Time: 1 bonus actionform , or is w orn by it. W orn equipm ent fu nction s as Range: Touchnorm al. The D M determ ines w hether it is practical for Components: V, S, M (m istletoe, a sh a m rock leaf, and athe new form to w ear a piece of equipment, based onthe creatu re’s shape and size. Your equipm ent d oesn ’t club or quarterstaff)change shape or size to match the new form, and any Duration: 1 minuteequipm ent that the new form can’t w ear must either fallto the ground or m erge into your new form. Equipment The w o o d of a club or quarterstaff you are holding isthat m erges has no effect in that state. im bued with nature’s pow er. For the duration, you can use your spellcasting ability instead o f Strength for D uring this sp ell’s duration, you can u se your action to the attack and damage rolls of melee attacks usingassum e a different form follow ing the sam e restrictions that w eapon , and the w eapon 's dam age die b e co m e sand rules for the original form, with one exception: if a d8. T h e w eap on also b e c o m e s m agical, if it isn’tyour n ew form has m ore hit points than your current already. T h e spell ends if you cast it again or if you let goone, your hit points rem ain at their current value. of the weapon.Sh a t t e r Sh o c k in g G rasp2nd-level evocation Evocation cantripCasting Time: 1 action Casting Time: 1 actionRange: 60 feet Range: TouchComponents: V, S, M (a chip o f m ica) Components: V, SDuration: Instantaneous Duration: InstantaneousA sudden loud ringing noise, painfully intense, erupts Lightning springs from your hand to deliver a shock tofrom a point of your choice within range. Each creature a creature you try to touch. Make a melee spell attackin a 10-foot-radius sphere centered on that point must against the target. You have advantage on the attack rollmake a Constitution saving throw. A creature takes if the target is w earin g arm or m ade o f metal. On a hit,3d8 thunder dam age on a failed save, or half as much the target takes 1d8 lightning dam age, and it ca n ’t takedamage on a successful one. A creature made of reaction s until the start o f its next turn.inorganic material such as stone, crystal, or metal hasdisadvantage on this saving throw. The spell’s dam age in creases by 1d8 w hen you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). A nonm agical object that isn’t being w orn or carriedalso takes the dam age if it’s in the spell's area. Sil e n c e 2nd-level illusion (ritual) A t H igher L evels. W hen you cast this spell using aspell slot of 3rd level or higher, the dam age increases by Casting Time: 1 action1d8 for each slot level above 2nd. Range: 120 feet Components: V, S Duration: Concentration, up to 10 minutes
For the duration, no sound can be created within or If the sim u lacru m is dam aged, you can repair it in anpass through a 20-foot-radius sphere centered on a alchem ical laboratory, using rare herbs and mineralspoint you ch oose within range. Any creature or object w orth 100 gp per hit point it regains. T h e sim ulacrumentirely inside the sphere is im m une to thunder damage, lasts until it d rops to 0 hit points, at w h ich point itand creatures are deafened w hile entirely inside it. reverts to sn ow and melts instantly.Casting a spell that includes a verbal com ponent isim possible there. If you cast this spell again, any currently active duplicates you created with this spell areSile n t Im age instantly destroyed.1st-level illusion SleepCasting Time: 1 action 1st-level enchantmentRange: 60 feetComponents: V, S, M (a bit o f fleece) Casting Time: 1 actionDuration: Concentration, up to 10 m inutes Range: 90 feet Components: V, S, M (a pinch o f fine sand, ro se petals,You create the im age o f an object, a creature, or som eother visible phenom enon that is no larger than a 15-foot or a cricket)cube. The im age appears at a spot w ithin range and Duration: 1 minutelasts for the duration. The im age is purely visual; it isn'taccom panied by sound, smell, or other sensory effects. This spell sends creatures into a m agical slumber. Roll 5d8; the total is h ow m any hit points o f creatures You can use your action to cause the im age to m ove to this spell can affect. Creatures within 20 feet ofany spot within range. As the im age changes location, a point you c h o o s e w ithin range are affected inyou can alter its appearan ce s o that its m ovem ents a scen din g order o f their current hit points (ignoringappear natural for the image. For example, if you create unconscious creatures).an im age o f a creature and m ove it, you can alter theim age so that it appears to be w alking. Starting with the creature that has the low est current hit points, each creature affected by this spell falls P hysical interaction with the im age reveals it to be an u nconscious until the spell ends, the sleeper takesillusion, b eca u se things can pass through it. A creature damage, or som eone uses an action to shake or slap thethat uses its action to exam ine the im age can determine sleeper awake. Subtract each creatu re’s hit points fromthat it is an illusion w ith a su ccessfu l Intelligence the total before m oving on to the creature with the next(Investigation) check against your spell save DC. If a low est hit points. A creatu re’s hit points must b e equalcreature discern s the illusion for w hat it is, the creature to or less than the rem aining total for that creaturecan see through the image. to be affected.Sim u l a c r u m Undead and creatures immune to being charm ed7th-level illusion aren’t affected by this spell.Casting Time: 12 hours A t H igher L evels. W h en you cast this spell using aRange: Touch spell slot o f 2nd level or higher, roll an additional 2d8 forComponents: V, S, M (sn ow or ice in quantities each slot level above 1st. sufficient to m ade a life-size copy of the duplicated Sl e e t St o r m creature; som e hair, fingernail clippings, or other 3rd-level conjuration p iece o f that creatu re’s b od y p laced inside the sn ow or ice; and pow dered ruby w orth 1,500 gp, sprinkled Casting Time: 1 action over the duplicate and consum ed by the spell) Range: 150 feetDuration: Until dispelled Components: V, S, M (a pinch o f dust and a fewYou shape an illusory duplicate of one beast or drops o f water)hum anoid that is within range for the entire casting Duration: Concentration, up to 1 minutetime of the spell. The duplicate is a creature, partiallyreal and form ed from ice or snow, and it can take Until the spell ends, freezing rain and sleet fall in aactions and otherwise be affected as a normal creature. 20-foot-tall cylinder with a 40-foot radius centered onIt appears to b e the sam e as the original, but it has half a point you ch oose within range. The area is heavilythe creatu re’s hit point m axim u m and is form ed without obscured, and exposed flam es in the area are doused.any equipment. Otherwise, the illusion uses all thestatistics o f the creature it duplicates. The ground in the area is covered with slick ice, m aking it difficult terrain. W h en a creature enters the The simulacrum is friendly to you and creatures you sp ell’s area for the first tim e on a turn or starts its turndesignate. It obeys your sp oken com m a n d s, m oving there, it m ust m ake a D exterity saving throw. On a failedand acting in accordance with your w ishes and acting save, it falls prone.on your turn in com bat. The sim ulacrum lacks theability to learn or b e c o m e m ore pow erful, s o it never If a creature is concentratin g in the sp ell’s area, thein creases its level or other abilities, nor can it regain creature must make a successful Constitution savingexpended spell slots. throw against your spell save DC or lose concentration.
Slow mouth and can’t be undead. The spell fails if the corpse3rd-level transmutation w as the target o f this spell w ithin the last 10 days.Casting Time: 1 action Until the spell ends, you can ask the c orp se up to fiveRange: 120 feet questions. The co rp s e k n ow s only what it kn ew in life,Components: V, S, M (a drop o f m olasses) including the languages it knew. A n sw ers are usuallyDuration: Concentration, up to 1 minute brief, cryptic, or repetitive, and the corpse is under no com pulsion to offer a truthful answer if you are hostileYou alter time around up to six creatures o f your to it or it recog n izes you as an enemy. This spell d oesn ’tchoice in a 40-foot cube within range. Each target must return the creature’s sou l to its body, only its anim atingsucceed on a W isdom saving throw or be affected by spirit. Thus, the corpse can’t learn new information,this spell for the duration. d oesn ’t com prehen d anything that has h appened since it died, and can’t speculate about future events. A n affected target’s sp eed is halved, it takes a - 2penalty to AC and D exterity saving throw s, and it ca n ’t Sp e a k w it h P l a n t suse reactions. On its turn, it can u se either an action or 3rd-level transmutationa bon u s action, not both. R eg ardless o f the creatu re’sabilities or m agic items, it can ’t m ake m ore than one Casting Time: 1 actionm elee or ranged attack during its turn. Range: S elf (30-foot radius) Components: V, S If the creature attempts to cast a spell with a casting Duration: 10 minutestim e o f 1 action, roll a d20. On an 11 or higher, the spelld oesn ’t take effect until the creatu re’s next turn, and the You imbue plants within 30 feet o f you with limitedcreature must use its action on that turn to com plete the sentience and animation, giving them the abilityspell. If it ca n ’t, the spell is w asted. to com m unicate with you and follow your simple com m a n d s. You can question plants about events in the A creature affected by this spell m akes another sp ell’s area w ithin the past day, gaining inform ationW isd om saving throw at the end o f its turn. On a about creatures that have passed, weather, and othersu ccessfu l save, the effect ends for it. circumstances.Spare th e D y in g You can also turn difficult terrain caused by plantNecrom ancy cantrip growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turnCasting Time: 1 action ordinary terrain w here plants are present into difficultRange: Touch terrain that lasts for the duration, causing vines andComponents: V, S branches to hinder pursuers, for example.Duration: Instantaneous Plants might be able to perform other tasks on yourY ou touch a living creature that has 0 hit points. The behalf, at the D M ’s discretion. The spell d oesn ’t enablecreature becom es stable. This spell has no effect on plants to uproot themselves and m ove about, but theyundead or constructs. can freely move branches, tendrils, and stalks.Sp e a k w it h A n im a l s If a plant creature is in the area, you can com m unicate1st-level divination (ritual) with it as if you shared a co m m o n language, but you gain no m agical ability to influence it.Casting Time: 1 actionRange: Self T h is spell can cau se the plants created by the entangleComponents: V, S spell to release a restrained creature.Duration: 10 minutes Spid e r C l im bYou gain the ability to com prehend and verbally 2nd-level transmutationcom m unicate with beasts for the duration. Theknowledge and awareness of many beasts is limited Casting Time: 1 actionby their intelligence, but at m inim um , beasts can Range: Touchgive you inform ation about nearby locations and Components: V, S, M (a drop o f bitum en and a spider)monsters, including whatever they can perceive or have Duration: Concentration, up to 1 hourp erceived w ithin the past day. You might be able topersu ade a beast to perform a sm all favor for you, at the Until the spell ends, one w illing creature you touchD M ’s discretion. gains the ability to m ove up, dow n, and across vertical surfaces and upside dow n along ceilings, while leavingSpeak w it h D ead its hands free. The target also gains a clim bing speed3rd-level necromancy equal to its w alking speed.Casting Time: 1 action Spik e G r o w thRange: 10 feet 2nd-level transmutationComponents: V, S, M (burning incense)Duration: 10 minutes Casting Time: 1 action Range: 150 feetYou grant the sem blance o f life and intelligence to a Components: V, S, M (seven sharp thorns or sevenc orp se o f your ch oice w ithin range, allow ing it to answ erthe questions you pose. The corpse must still have a small twigs, each sharpened to a point) Duration: Concentration, up to 10 minutes
The ground in a 20-foot radius centered on a point St a g g e r in g Sm it ewithin range twists and sprouts hard spikes and thorns. 4th-level evocationThe area b ecom es difficult terrain for the duration.W h en a creature m oves into or w ithin the area, it takes Casting Time: 1 bonus action2d4 piercing dam age for every 5 feet it travels. Range: Self Components: V The transform ation o f the ground is cam ouflaged to Duration: Concentration, up to 1 minutelook natural. Any creature that ca n ’t see the area at thetime the spell is cast must make a W isdom (Perception) The next tim e you hit a creature with a m elee w eaponcheck against your spell save DC to recognize the attack during this sp ell’s duration, your w eap on piercesterrain as hazardou s before entering it. both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target mustSp ir it G u a r d ia n s m ake a W isd om saving throw. On a failed save, it has3rd-level conjuration disadvantage on attack rolls and ability checks, and can't take reactions, until the end o f its next turn.Casting Time: 1 actionRange: S elf (15-foot radius) St in k in g C l o u dComponents: V, S, M (a holy sym bol) 3rd-level conjurationDuration: Concentration, up to 10 minutes Casting Time: 1 actionYou call forth spirits to protect you. They flit around you Range: 90 feetto a distance of 15 feet for the duration. If you are good Components: V, S, M (a rotten egg or several skunkor neutral, their spectral form appears angelic or fey(your choice). If you are evil, they appear fiendish. cabbage leaves) Duration: Concentration, up to 1 minute W hen you cast this spell, you can designate anyn um ber o f creatures you can see to be unaffected by it. You create a 20-foot-radius sphere of yellow, nauseatingA n affected creatu re’s sp eed is halved in the area, and gas centered on a point within range. The cloud spreadsw hen the creature enters the area for the first time on around corn ers, and its area is heavily obscu red . Thea turn or starts its turn there, it m ust m ake a W isdom cloud lingers in the air for the duration.saving throw. On a failed save, the creature takes 3d8radiant damage (if you are good or neutral) or 3d8 Each creature that is com pletely w ithin the cloud atnecrotic dam age (if you are evil). On a successful save, the start o f its turn m ust m ake a Constitution savingthe creature takes half as much damage. throw against poison. On a failed save, the creature spends its action that turn retching and reeling. A t H igher L evels. W h en you cast this spell using a Creatures that don’t need to breathe or are im m une tospell slot o f 4th level or higher, the dam age increases by poison automatically su cceed on this saving throw.1d8 for each slot level above 3rd. A m oderate w ind (at least 10 m iles per hour) d ispersesSp ir it u a l W e a po n the cloud after 4 rounds. A stron g w ind (at least 202nd-level evocation m iles per hour) disp erses it after 1 round.Casting Time: 1 bonus action Sto n e Sh apeRange: 60 feet 4th-level transmutationComponents: V, SDuration: 1 minute Casting Time: 1 action Range: TouchYou create a floating, spectral w eapon within range that Components: V, S, M (soft clay, w hich m ust be w orkedlasts for the duration or until you cast this spell again.W hen you cast the spell, you can make a m elee spell into roughly the desired shape o f the stone object)attack against a creature within 5 feet of the weapon. On Duration: Instantaneousa hit, the target takes force dam age equal to 1d8 + yourspellcasting ability modifier. You touch a stone object of Medium size or smaller or a section o f stone no m ore than 5 feet in any dim ension As a bonus action on your turn, you can move the and form it into any shape that suits your p u rpose. So,w eapon up to 20 feet and repeat the attack against a for example, you could shape a large rock into a weapon,creature w ithin 5 feet o f it. idol, or coffer, or m ake a sm all passage through a wall, as long as the wall is less than 5 feet thick. You could The weapon can take whatever form you choose. also shape a stone door or its fram e to seal the doorClerics of deities w ho are associated with a particular shut. The object you create can have up to tw o hingesw eapon (as St. Cuthbert is know n for his m ace and a latch, but finer m echanical detail isn’t possible.and Thor for his hamm er) m ake this spell’s effectresem ble that w eapon. St o n e sk in 4th-level abjuration A t H igher Levels. W h en you cast this spell using aspell slot o f 3rd level or higher, the dam age increases by Casting Time: 1 action1d8 for every tw o slot levels above the 2nd. Range: Touch Components: V, S, M (diam ond dust w orth 100 gp, which the spell consum es) Duration: Concentration, up to 1 hour
This spell turns the flesh of a willing creature you touch The target must make a W isdom saving throw. On aas hard as stone. Until the spell ends, the target has failed save, it pu rsues the co u rse o f action you d escribedresistance to nonm agical bludgeoning, piercing, and to the best o f its ability. T h e su ggested cou rse o f actionslashing damage. can continue for the entire duration. If the suggested activity can be com pleted in a shorter time, the spellSt o r m o f V e n g e a n c e ends w hen the subject finishes w hat it w as asked to do.9th-level conjuration You can also specify conditions that will trigger aCasting Time: 1 action special activity during the duration. For example, youRange: Sight might suggest that a knight give her w arhorse to theComponents: V, S first beggar she m eets. If the condition isn’t met beforeDuration: Concentration, up to 1 minute the spell expires, the activity isn’t perform ed.A churning storm cloud forms, centered on a point you If you or any o f your com panions dam age the target,can see and spreading to a radius o f 360 feet. Lightning the spell ends.flashes in the area, thunder boom s, and strong w indsroar. Each creature under the cloud (no m ore than 5,000 Su n be a mfeet beneath the cloud) w hen it appears must m ake a 6th-level evocationConstitution saving throw. On a failed save, a creaturetakes 2d6 thunder damage and becom es deafened Casting Time: 1 actionfor 5 minutes. Range: S elf (60-foot line) Components: V, S, M (a m agnifying glass) Each round you maintain concentration on this spell, Duration: Concentration, up to 1 minutethe storm produces additional effects on your turn. A beam o f brilliant light flashes out from your hand Round 2. A cidic rain falls from the cloud. in a 5-foot-wide, 60-foot-lon g line. E ach creature inEach creature and object under the cloud takes the line must make a Constitution saving throw. On a1d6 acid damage. failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, Round 3. You call six bolts o f lightning from the it takes h alf as m uch dam age and isn’t blinded by thiscloud to strike six creatures or objects of your choice spell. Undead and oozes have disadvantage on thisbeneath the cloud. A given creature or object can’t be saving throw.struck by m ore than one bolt. A struck creature mustmake a Dexterity saving throw. The creature takes You can create a new line of radiance as your action10d6 lightning dam age on a failed save, or half as much on any turn until the spell ends.damage on a successful one. F or the duration, a m ote o f brilliant radiance sh in es in Round 4. H ailstones rain dow n from the your hand. It sheds bright light in a 30 -foot radius andcloud. Each creature under the cloud takes 2d6 dim light for an additional 30 feet. This light is sunlight.bludgeoning damage. Su n b u r s t Round 5-1 0. Gusts and freezing rain assail the 8th-level evocationarea under the cloud. The area b ecom es difficultterrain and is heavily obscured. Each creature there Casting Time: 1 actiontakes 1d6 cold dam age. R an ged w eap on attacks in Range: 150 feetthe area are im possible. The w ind and rain count as Components: V, S, M (fire and a p iece o f sunstone)a severe distraction for the purposes o f maintaining Duration: Instantaneousconcentration on spells. Finally, gusts of strong wind(ranging from 20 to 50 miles per hour) automatically Brilliant sunlight flashes in a 60-foot radius centereddisperse fog, mists, and sim ilar phenom ena in the area, on a point you c h o o s e w ithin range. E ach creature inwhether mundane or magical. that light must m ake a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and isSu g g e s t io n blinded for 1 minute. On a su ccessfu l save, it takes h alf2nd-level enchantment as much dam age and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw.Casting Time: 1 actionRange: 30 feet A creature blinded by this spell m akes anotherComponents: V, M (a sn ake’s tongue and either a bit o f C onstitution saving th row at the end o f each o f its turns. On a su ccessfu l save, it is no longer blinded. honeycom b or a drop o f sweet oil)Duration: Concentration, up to 8 hours This spell dispels any darkn ess in its area that w as created by a spell.You suggest a course o f activity (limited to a sentenceor two) and magically influence a creature you can Sw if t Q u iv e rsee within range that can hear and understand you. 5th-level transmutationCreatures that can’t be charm ed are im m une to thiseffect. The suggestion must be w orded in such a manner Casting Time: 1 bonus actionas to make the course of action sound reasonable. Range: TouchA sking the creature to stab itself, throw itself onto Components: V, S, M (a quiver contain in g at least onea spear, im molate itself, or do som e other obviouslyharmful act ends the spell. piece of ammunition) Duration: Concentration, up to 1 minute
You transm ute your quiver so it p rod u ces an en dless it is incapable o f m eaningful com m u n ica tion and hassupply of nonm agical ammunition, which seem s to leap disadvantage on attack rolls and ability checks.into your hand w hen you reach for it. Fear. Each target must make a W isdom saving throw On each o f your turns until the spell ends, you can use and becom es frightened for 1 minute on a failed save.a bonus action to m ake tw o attacks with a w eapon that W h ile frightened, the target d rops w hatever it is holdinguses am m unition from the quiver. Each time you make and must m ove at least 30 feet away from the glyph onsuch a ranged attack, your quiver m agically replaces each of its turns, if able.the piece o f ammunition you used with a similar pieceof nonm agical ammunition. Any pieces of ammunition H opelessness. Each target must make a Charismacreated by this spell disintegrate when the spell ends. If saving throw. On a failed save, the target isthe quiver leaves your possession, the spell ends. overwhelm ed with despair for 1 minute. During this time, it c a n ’t attack o r target any creature w ith harm fulSy m b o l abilities, spells, or other m agical effects.7th-level abjuration Insanity. Each target must m ake an Intelligence savingCasting Time: 1 minute throw. On a failed save, the target is driven insane forRange: Touch 1 minute. An insane creature can’t take actions, can'tComponents: V, S, M (mercury, ph osph orus, and understand what other creatures say, can’t read, and speaks only in gibberish. The DM controls its movement, p ow d ered diam on d and opal with a total value o f at which is erratic. least 1,000 gp, which the spell consum es)Duration: Until dispelled or triggered Pain. Each target m ust m ake a Constitution saving throw and becom es incapacitated with excruciating painW hen you cast this spell, you inscribe a harmful glyph for 1 minute on a failed save.either on a surface (such as a section o f floor, a wall, ora table) or within an object that can be closed to conceal Sleep. Each target must m ake a W isdom saving throwthe glyph (such as a book, a scroll, or a treasure chest). and falls unconscious for 10 minutes on a failed save. AIf you choose a surface, the glyph can cover an area of creature aw akens if it takes dam age or if som eon e u sesthe surface no larger than 10 feet in diameter. If you an action to shake or slap it awake.c h o o s e an object, that object must rem ain in its place; ifthe object is m oved m ore than 10 feet from w here you Stunning. Each target must m ake a W isd om savingcast this spell, the glyph is broken, and the spell ends throw and becom es stunned for 1 minute on a failed save.without being triggered. T a s h a ’s H id e o u s L a u g h t e r The glyph is nearly invisible, requiring an Intelligence 1st-level enchantment(Investigation) check against your spell saveD C to find it. Casting Time: 1 action Range: 30 feet You decide what triggers the glyph when you cast the Components: V, S, M (tiny tarts and a feather that isspell. For glyphs inscribed on a surface, the m ost typicaltriggers include touching or stepping on the glyph, w aved in the air)rem oving another object coverin g it, approach in g w ithin Duration: Concentration, up to 1 minutea certain distance o f it, or m anipulating the objectthat holds it. For glyphs in scribed w ithin an object, A creature o f your ch oice that you can see within rangethe most com m on triggers are opening the object, perceives everything as hilariously funny and fallsapproaching w ithin a certain distance o f it, or seein g or into fits o f laughter if this spell affects it. The targetreading the glyph. must succeed on a W isdom saving throw or fall prone, becom ing incapacitated and unable to stand up for the You can further refine the trigger so the spell is duration. A creature with an Intelligence score o f 4 oractivated only under certain circum stances or according less isn’t affected.to a creatu re’s physical characteristics (such as heightor weight), or physical kind (for example, the ward could At the end o f each o f its turns, and each tim e it takesbe set to affect hags or shapechangers). You can also damage, the target can make another W isdom savingsp ecify creatures that don’t trigger the glyph, such as throw. The target has advantage on the saving throw ifthose w ho say a certain password. it’s triggered by dam age. On a su ccess, the spell ends. W hen you inscribe the glyph, ch oose one o f the T e l e k in e sisoptions b elow for its effect. O nce triggered, the glyph 5th-level transmutationglows, filling a 60-foot-radius sphere with dim lightfor 10 minutes, after w hich time the spell ends. Each Casting Time: 1 actioncreature in the sphere w hen the glyph activates is Range: 60 feettargeted by its effect, as is a creature that enters the Components: V, Ssphere for the first time on a turn or ends its turn there. Duration: Concentration, up to 10 minutes Death. Each target must m ake a Constitution saving You gain the ability to move or manipulate creaturesthrow, taking 10d 10 n ecrotic dam age on a failed save, or or objects by thought. W hen you cast the spell, and ashalf as much damage on a successful save. your action each round for the duration, you can exert your will on one creature or object that you can see D iscord. Each target must make a Constitution saving within range, causing the appropriate effect below. Youthrow. On a failed save, a target bickers and argues can affect the sam e target round after round, or choosewith other creatures for 1 minute. During this time, a n ew one at any time. If you sw itch targets, the prior target is no longer affected by the spell.
Creature. You can try to m ove a Huge or sm aller you. Your familiarity with the destination determ inescreature. Make an ability check with your spellcasting whether you arrive there successfully. The DM rollsability contested by the creature’s Strength check. If d 100 and consults the table.you win the contest, you m ove the creature up to 30 feetin any direction, including upward but not beyon d the Familiarity Mishap Similar Off Onrange o f this spell. Until the end o f your next turn, the Area Target Targetcreature is restrained in your telekinetic grip. A creature Permanent circle — — — 01-100lifted upward is su sp ended in mid-air. — 01-100 Associated object — — 14-24 25-100 On subsequent rounds, you can use your action to 06-13 44-53 54-100attempt to maintain your telekinetic grip on the creature Very familiar 01-05 34-43 54-73 74-100by repeating the contest. 44-53 54-73 74-100 Seen casually 01-33 44-53 — — O bject. You can try to m ove an object that w eigh s 51-100up to 1,000 pounds. If the object isn’t being w orn or Viewed once 01-43carried, you autom atically m ove it up to 30 feet in anydirection, but not beyond the range o f this spell. Description 01-43 If the object is w orn or carried by a creature, you must False destination 01-50m ake an ability check with your spellcasting abilitycontested by that creatu re’s Strength check. If you Familiarity. “P erm anent circle” m eans a perm anentsucceed, you pull the object away from that creature and teleportation circle w hose sigil sequence you know.can m ove it up to 30 feet in any direction but not beyond “A ssociated o b ject” m eans that you p o s s e s s an objectthe range o f this spell. taken from the desired destination within the last six months, such as a b o o k from a w izard’s library, bed You can exert fine control on objects with your linen from a royal suite, or a chunk o f marble from atelekinetic grip, such as manipulating a sim ple tool, lich’s secret tom b.opening a door or a container, stowing or retrievingan item from an open container, or pouring the “Very familiar” is a place you have been very often, acontents from a vial. place you have carefully studied, or a place you can see when you cast the spell. “Seen casually” is som eplaceT elepath y you have seen m ore than once but with w hich you aren’t8 th-level evocation very familiar. “Viewed on ce” is a place you have seen once, possibly using magic. “D escription” is a placeCasting Time: 1 action w hose location and appearance you know throughRange: Unlimited som eon e else’s description, perhaps from a map.Components: V, S , M (a pair o f linked silver rings)Duration: 24 hours “False destination” is a place that d oesn ’t exist. Perhaps you tried to scry an en em y’s sanctu m butYou create a telepathic link between yourself and instead view ed an illusion, or you are attempting toa willing creature with which you are familiar. The teleport to a fam iliar location that no longer exists.creature can be anywhere on the sam e plane ofexistence as you. The spell ends if you or the target are On Target. You and your group (or the target object)no longer on the sam e plane. appear w here you want to. Until the spell ends, you and the target can O ff Target. You and your group (or the target object)instantaneously share words, im ages, sounds, and appear a random distance away from the destinationother sensory m essages with one another through the in a random direction. D istan ce off target is 1d10 xlink, and the target r e co g n iz e s you as the creature it 1d10 percent of the distance that w as to be traveled.is com m unicating with. The spell enables a creature For example, if you tried to travel 120 miles, landed offwith an Intelligence sc o r e o f at least 1 to understand target, and rolled a 5 and 3 on the two d 10s, then youthe m eaning o f your w ords and take in the sco p e o f any w ould be off target by 15 percent, or 18 m iles. The DMsen sory m essa ges you sen d to it. determ ines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east,T eleport and so on around the points of the com pass. If you were7th-level conjuration teleporting to a coastal city and w ound up 18 m iles out at sea, you cou ld be in trouble.Casting Time: 1 actionRange: 10 feet Sim ilar A rea. You and your group (or the targetComponents: V object) w ind up in a different area that’s visually orDuration: Instantaneous thematically similar to the target area. If you are heading for your hom e laboratory, for example, youThis spell instantly transports you and up to eight might w ind up in another w iza rd ’s laboratory or inw illing creatures o f your choice that you can see within an alchem ical supply shop that has many o f the sam erange, or a single object that you can see within range, tools and implements as your laboratory. Generally,to a destination you select. If you target an object, it you appear in the closest sim ilar place, but since themust be able to fit entirely inside a 10-foot cube, and it spell has no range limit, you could conceivably w ind upcan’t be held or carried by an unwilling creature. anywhere on the plane. The destination you ch oose must be known to you, M ishap. The sp ell’s unpredictable m agic results in aand it must be on the sam e plane o f existence as difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the DM rerolls on
the table to see w here you w ind up (multiple m ishaps T haum aturgycan occur, dealing dam age each time). Transmutation cantripT e l e p o r t a t io n C ir cle Casting Time: 1 action5th-level conjuration Range: 30 feet Components: VCasting Time: 1 minute Duration: Up to 1 minuteRange: 10 feetComponents: V, M (rare chalks and inks in fused with You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following precious gem s with 50 gp, which the spell consum es) magical effects within range:Duration: 1 round • Your voice boom s up to three tim es as loud as norm alA s you cast the spell, you draw a 10-foot-diameter for 1 minute.circle on the ground inscribed with sigils that linkyour location to a permanent teleportation circle of • You cause flames to flicker, brighten, dim, or changeyour choice w hose sigil sequence you know and that is color for 1 minute.on the sam e plane o f existence as you. A shim m eringportal opens within the circle you drew and remains • You cause harm less trem ors in the ground for 1open until the end o f your next turn. Any creature that minute.enters the portal instantly appears within 5 feet o f thedestination circle or in the nearest unoccupied space if • You create an instantaneous sound that originatesthat space is occupied. from a point of your choice within range, such as a rumble of thunder, the cry o f a raven, or om inous Many m ajor temples, guilds, and other important whispers.places have permanent teleportation circles inscribedsom ewhere within their confines. Each such circle • You instantaneously cause an unlocked door or w inincludes a unique sigil sequence—a string of magical dow to fly open or slam shut.runes arranged in a particular pattern. W hen you firstgain the ability to cast this spell, you learn the sigil • You alter the appearance o f your eyes for 1 minute.sequences for two destinations on the Material Plane,determined by the DM. You can learn additional sigil If you cast this spell multiple times, you can have up tosequences during your adventures. You can comm it three o f its 1-minute effects active at a tim e, and you cana n ew sigil seq u en ce to m em ory after studying it dism iss such an effect as an action.for 1 minute. T h o r n W h ip You can create a permanent teleportation circle by Transmutation cantripcasting this spell in the sam e location every day for oneyear. You need not use the circle to teleport when you Casting Time: 1 actioncast the spell in this way. Range: 30 feet Components: V, S, M (the stem o f a plant w ith thorns)T e n s e r ’s F l o a t in g D is k Duration: Instantaneous1st-level conjuration (ritual) You create a long, vine-like w hip covered in thorns thatCasting Time: 1 action lashes out at your com m a n d tow ard a creature in range.Range: 30 feet Make a m elee spell attack against the target. If theComponents: V, S, M (a drop o f m ercury) attack hits, the creature takes 1d6 piercing dam age, andDuration: 1 hour if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.This spell creates a circular, horizontal plane of force,3 feet in diameter and 1 inch thick, that floats 3 feet This spell’s dam age increases by 1d6 w hen you reachabove the ground in an unoccupied space o f your choice 5th level (2d6), 11th level (3d6), and 17th level (4d6).that you can see within range. The disk rem ains for theduration, and can hold up to 500 pounds. If m ore weight T h u n d e r o u s Sm iteis placed on it, the spell ends, and everything on the disk 1st-level evocationfalls to the ground. Casting Time: 1 bonus action The disk is im m obile while you are within 20 feet of Range: Selfit. If you m ove m ore than 20 feet away from it, the disk Components: Vfollow s you so that it rem ains w ithin 20 feet o f you. It Duration: Concentration, up to 1 minutecan move across uneven terrain, up or dow n stairs,slop es and the like, but it ca n ’t c ro s s an elevation change T h e first tim e you hit w ith a m elee w eap on attacko f 10 feet or m ore. For exam ple, the disk can’t move during this spell’s duration, your w eapon rings witha cross a 10-foot-deep pit, nor cou ld it leave such a pit if it thunder that is audible within 300 feet o f you, and thew as created at the bottom . attack deals an extra 2d6 thunder dam age to the target. Additionally, if the target is a creature, it m ust su cceed If you m ove m ore than 100 feet from the disk (typically on a Strength saving throw or be pushed 10 feet awayb eca u se it ca n ’t m ove around an obstacle to follow you), from you and knocked prone.the spell ends. T hunderwave 1st-level evocation Casting Time: 1 action Range: Self (15-foot cube)
Components: V, S T r e e St r id eDuration: Instantaneous 5th-level conjurationA wave of thunderous force sw eeps out from you. Each Casting Time: 1 actioncreature in a 15-foot cube originating from you must Range: Selfmake a Constitution saving throw. On a failed save, a Components: V, Screature takes 2d8 thunder dam age and is pu sh ed 10 Duration: Concentration, up to 1 minutefeet away from you. On a successful save, the creaturetakes half as much damage and isn’t pushed. You gain the ability to enter a tree and m ove from inside it to inside another tree o f the sa m e kind w ithin 500 In addition, unsecured objects that are completely feet. Both trees must be living and at least the sam e sizewithin the area o f effect are automatically pushed 10 feet as you. You must use 5 feet of movement to enter a tree.away from you by the sp ell’s effect, and the spell em its a You instantly know the location o f all other trees o f thethunderous b oom audible out to 3 0 0 feet. sam e kind within 500 feet and, as part of the move used to enter the tree, can either pass into one o f those trees A t H igher Levels. W h en you cast this spell using a or step out o f the tree y ou ’re in. You appear in a spot o fspell slot o f 2nd level or higher, the damage increases by your choice within 5 feet of the destination tree, using1d8 for each slot level above 1st. another 5 feet of movement. If you have no movement left, you appear within 5 feet o f the tree you entered.T im e St o p9th-level transmutation You can use this transportation ability once per round for the duration. You must end each turn outside a tree.Casting Time: 1 actionRange: Self T rue Polym orphComponents: V 9th-level transmutationDuration: Instantaneous Casting Time: 1 actionYou briefly stop the flow o f time for everyone but Range: 30 feetyourself. No time passes for other creatures, while you Components: V, S, M (a drop o f m ercury, a dollop o ftake 1d4 + 1 turns in a row, during which you can useactions and move as normal. gum arabic, and a w isp o f smoke) Duration: Concentration, up to 1 hour This spell ends if one o f the actions you use duringthis period, or any effects that you create during this C h oose one creature or nonm agical object that youperiod, affects a creature other than you or an object can see within range. You transform the creature intobeing w orn or carried by som eon e other than you. In a different creature, the creature into an object, or theaddition, the spell ends if you move to a place m ore than object into a creature (the object must be neither w orn1,0 00 feet from the location w here you cast it. nor carried by another creature). The transformation lasts for the duration, or until the target d rops to 0 hitT ongues points or dies. If you concentrate on this spell for the full3rd-level divination duration, the transformation becom es permanent.Casting Time: 1 action Shapechangers aren’t affected by this spell. AnRange: Touch unwilling creature can make a W isdom saving throw,Components: V, M (a sm all clay m od el o f a ziggurat) and if it su cceed s, it isn’t affected by this spell.Duration: 1 hour C reature into Creature. If you turn a creature intoThis spell grants the creature you touch the ability to another kind o f creature, the new form can be any kindunderstand any spoken language it hears. M oreover, you ch oose w hose challenge rating is equal to or lessw hen the target speaks, any creature that k n ow s at than the target’s (or its level, if the target d oesn ’t have aleast one language and can hear the target understands challenge rating). The target’s gam e statistics, includingwhat it says. mental ability scores, are replaced by the statistics of the n ew form . It retains its alignm ent and personality.T ran spo rt v ia P lan ts6 th-level conjuration The target a ssu m es the hit points o f its n ew form , and w hen it reverts to its norm al form , the creatureCasting Time: 1 action returns to the num ber o f hit points it had before itRange: 10 feet transform ed. If it reverts as a result o f droppin g toComponents: V, S 0 hit points, any ex cess dam age carries over to itsDuration: 1 round norm al form . A s long as the excess dam age doesn ’t reduce the creatu re’s n orm al form to 0 hit points, it isn’tThis spell creates a m agical link between a Large or knocked unconscious.larger inanim ate plant w ithin range and another plant,at any distance, on the sa m e plane o f existence. You Th e creature is lim ited in the actions it can perform bym ust have seen or tou ched the destination plant at least the nature o f its n ew form , and it ca n ’t speak, cast spells,on ce before. For the duration, any creature can step into or take any other action that requires hands or speechthe target plant and exit from the destination plant by unless its n ew form is capable o f such actions.using 5 feet of movement. Th e target’s gear m elds into the new form . The creature can’t activate, use, wield, or otherw ise benefit from any o f its equipment.
O bject into Creature. You can turn an object into target’s defen ses. On your next turn, you gain advantageany kind o f creature, as long as the creatu re’s size on your first attack roll against the target, provided thatis no larger than the object’s size and the creature’s this spell hasn’t ended.challenge rating is 9 or lower. The creature is friendly toyou and your com pa n ion s. It acts on each o f your turns. T sunam iYou d ecide what action it takes and h ow it m oves. The 8 th-level conjurationDM has the creatu re’s statistics and resolves all o f itsactions and movement. Casting Time: 1 minute Range: Sight If the spell becom es permanent, you no longer control Components: V, Sthe creature. It m ight rem ain friendly to you, depen din g Duration: Concentration, up to 6 roundson h ow you have treated it. A w all o f w ater springs into existence at a point you C reature into O bject. If you turn a creature into an choose within range. You can make the wall up to 300object, it transform s along with w hatever it is w earin g feet long, 300 feet high, and 50 feet thick. The wall lastsand carryin g into that form . The creatu re’s statistics for the duration.b ecom e those o f the object, and the creature has nom em ory o f time spent in this form, after the spell ends W h en the w all appears, each creature w ithin its areaand it returns to its n orm al form . must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half asT rue R e su r r e c t io n much damage on a successful save.9th-level necrom ancy At the start o f each o f your turns after the wallCasting Time: 1 hour appears, the w all, along w ith any creatu res in it, m ovesRange: Touch 50 feet away from you. Any Huge or sm aller creatureComponents: V, S, M (a sprin kle o f holy water and inside the wall or w hose space the wall enters when it m oves m ust su cceed on a Strength saving th row or dia m on ds w orth at least 2 5 ,0 0 0 gp, w hich the take 5 d10 bludgeoning damage. A creature can take spell consum es) this dam age only on ce per round. At the end o f the turn,Duration: Instantaneous the w all’s height is reduced by 50 feet, and the dam age creatures take from the spell on subsequent rounds isYou touch a creature that has been dead for no longer reduced by 1d10. W hen the wall reaches 0 feet in height,than 20 0 years and that died for any reason except the spell ends.old age. If the creature’s soul is free and willing, thecreature is restored to life w ith all its hit points. A creature caught in the wall can m ove by sw im m ing. Because o f the force of the wave, though, the creature This spell closes all w ounds, neutralizes any poison, must make a successful Strength (Athletics) checkcures all diseases, and lifts any curses affecting the against your spell save D C in order to m ove at all. If itcreatu re w hen it died. T h e spell replaces dam aged or fails the check, it ca n ’t m ove. A creature that m oves outm issing organs and limbs. o f the area falls to the ground. The spell can even provide a new body if the original U n seen Se r v a n tno longer exists, in w hich case you must speak the 1st-level conjuration (ritual)creature’s name. The creature then appears in anunoccupied space you ch oose within 10 feet o f you. Casting Time: 1 action Range: 60 feetT rue Se e in g Components: V, S, M (a p iece o f string and6 th-level divination a bit o f w ood)Casting Time: 1 action Duration: 1 hourRange: TouchComponents: V, S, M (an ointm ent for the eyes that This spell creates an invisible, m indless, shapeless force that perform s sim ple tasks at your com m a n d until costs 25 gp; is made from m ushroom powder, saffron, the spell ends. The servant springs into existen ce in an and fat; and is con su m ed by the spell) u n occu p ied sp ace on the ground w ithin range. It has ACDuration: 1 hour 10, 1 hit point, and a Strength o f 2, and it c a n ’t attack. If it d rop s to 0 hit points, the spell ends.This spell gives the w illing creature you touch the abilityto see things as they actually are. For the duration, the Once on each of your turns as a bonus action, you cancreature has truesight, notices secret doors hidden by mentally com m and the servant to m ove up to 15 feet andm agic, and can see into the Ethereal Plane, all out to a interact with an object. The servant can perform simplerange o f 120 feet. tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lightingT r u e St r ik e fires, serving food, and pouring w ine. O nce you give theDivination cantrip com m and, the servant perform s the task to the best of its ability until it com pletes the task, then w aits for yourCasting Time: 1 action next command.Range: 30 feetComponents: S If you com m and the servant to perform a task thatDuration: Concentration, up to 1 round w ou ld m ove it m ore than 60 feet away from you, the spell ends.You extend your hand and point a finger at a target inrange. Your m agic grants you a brief insight into the
Va m p ir ic T o u c h Wa l l of Force3rd-level necromancy 5th-level evocationCasting Time: 1 action Casting Time: 1 actionRange: Self Range: 120 feetComponents: V, S Components: V, S, M (a pinch o f p ow d er m ade byDuration: Concentration, up to 1 minute crushing a clear gemstone)The touch of your shadow-wreathed hand can siphon life Duration: Concentration, up to 10 minutesforce from others to heal your w ounds. Make a meleespell attack against a creature within your reach. On A n invisible w all o f force springs into existence at aa hit, the target takes 3d 6 n ecrotic dam age, and you point you c h o o s e w ithin range. The w all appears inregain hit points equal to h alf the am ount o f n ecrotic any orientation you choose, as a horizontal or verticaldam age dealt. Until the spell ends, you can m ake the barrier or at an angle. It can be free floating or restingattack again on each of your turns as an action. on a solid surface. You can form it into a h em ispherical dom e or a sphere with a radius o f up to 10 feet, or you A t H igher L evels. W h en you cast this spell using a can shape a flat su rface m ade up o f ten 10-foot-by-spell slot o f 4th level or higher, the dam age increases by 10-foot panels. Each panel must be contiguous with1d6 for each slot level above 3rd. another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the w all cuts through aV ic io u s M o c k e r y creatu re’s sp ace w hen it appears, the creature is pushedEnchantment cantrip to one side of the wall (your choice w hich side).Casting Time: 1 action N othing can physically p a ss through the w all. It isRange: 60 feet im m une to all dam age and ca n ’t b e dispelled by dispelComponents: V magic. A disintegrate spell destroys the w all instantly,Duration: Instantaneous however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.You unleash a string o f insults laced with subtleenchantm ents at a creature you can see w ithin range. If W a l l of Icethe target can hear you (though it n eed not understand 6 th-level evocationyou), it m ust su cceed on a W isd om saving th row or take1d4 psychic dam age and have disadvantage on the next Casting Time: 1 actionattack roll it m akes before the end o f its next turn. Range: 120 feet Components: V, S, M (a sm all p iece o f quartz) This spell’s dam age increases by 1d4 w hen you reach Duration: Concentration, up to 10 minutes5th level (2d4), 11th level (3d4), and 17th level (4d4). You create a wall of ice on a solid surface within range.W a l l o f F ir e You can form it into a h em ispherical d om e or a sphere4th-level evocation with a radius o f up to 10 feet, or you can shape a flat surface made up o f ten 10-foot-square panels. EachCasting Time: 1 action panel must be contiguous with another panel. In anyRange: 120 feet form, the wall is 1 foot thick and lasts for the duration.Components: V, S, M (a sm all p iece o f phosph orus)Duration: Concentration, up to 1 minute If the w all cuts through a creatu re’s sp ace w hen it appears, the creature w ithin its area is pushed to oneYou create a wall o f fire on a solid surface within side o f the wall and must make a Dexterity saving throw.range. You can make the wall up to 60 feet long, 20 On a failed save, the creature takes 10d6 cold damage,feet high, and 1 foot thick, or a ringed wall up to 20 feet or half as much dam age on a successful save.in diameter, 20 feet high, and 1 foot thick. T h e w all isopaque and lasts for the duration. The w all is an object that can be dam aged and thus breached. It has AC 12 and 30 hit points per 10-foot W h en the w all appears, each creature w ithin its area section, and it is vulnerable to fire dam age. R edu cin gmust make a Dexterity saving throw. On a failed save, a a 10-foot section o f w all to 0 hit points destroys it andcreature takes 5d8 fire damage, or half as much damage leaves behind a sheet o f frigid air in the space the wallon a successful save. occupied. A creature moving through the sheet of frigid air for the first time on a turn must m ake a Constitution One side of the wall, selected by you when you cast saving throw. That creature takes 5d6 cold damage on athis spell, deals 5d8 fire dam age to each creature that failed save, or half as much damage on a successful one.ends its turn w ithin 10 feet o f that side or inside thewall. A creature takes the sam e dam age w hen it enters A t H igher L evels. W h en you cast this spell using athe w all for the first time on a turn or ends its turn there. spell slot o f 7th level or higher, the dam age the wallThe other side o f the wall deals no damage. deals w hen it appears in creases by 2d6, and the dam age from passing through the sheet of frigid air increases by A t H igher Levels. W h en you cast this spell using a 1d6, for each slot level above 6th.spell slot o f 5th level or higher, the dam age increases by1d8 for each slot level above 4th.
W a l l of St o n e m ake a Dexterity saving throw. It takes 7d8 slashing5th-level evocation damage on a failed save, or half as much damage on a successful one.Casting Time: 1 actionRange: 120 feet A t H igher Levels. W h en you cast this spell using aComponents: V, S, M (a sm all b lo ck o f granite) spell slot o f 7th level or higher, both types o f damageDuration: Concentration, up to 10 minutes increase by 1d8 for each slot level above 6th.A nonm agical wall of solid stone springs into existence W a r d in g B o n dat a point you ch oose within range. The wall is 6 inches 2nd-level abjurationthick and is com posed o f ten 10-foot-by-10-foot panels.E ach panel m ust be contigu ou s w ith at least on e other Casting Time: 1 actionpanel. Alternatively, you can create 10-foot-by-20-foot Range: Touchpanels that are only 3 inches thick. Components: V, S , M (a pair o f platinum rings w orth at If the w all cuts through a creatu re’s sp ace w hen it least 50 gp each, w hich you and the target must wearappears, the creature is pushed to one side o f the wall for the duration)(your choice). If a creature w ould be surrounded on all Duration: 1 hoursides by the wall (or the wall and another solid surface),that creature can make a Dexterity saving throw. On a This spell wards a w illing creature you touch andsu cce s s, it can u se its reaction to m ove up to its sp eed so creates a mystic connection betw een you and the targetthat it is no longer en closed by the w all. until the spell ends. W hile the target is within 60 feet of you, it gains a +1 bon u s to AC and saving throw s, and T h e w all can have any shape you desire, though it it has resistan ce to all dam age. A lso, each time it takescan’t occupy the same space as a creature or object. damage, you take the sam e amount of damage.The wall d oesn ’t need to be vertical or rest on any firmfoundation. It must, however, m erge with and b e solidly T h e spell en ds if you d rop to 0 hit points or if yousupported by existing stone. Thus, you can use this spell and the target becom e separated by m ore than 60 feet.to bridge a chasm or create a ramp. It a lso ends if the spell is cast again on either o f the connected creatures. You can also dism iss the spell If you create a span greater than 20 feet in length, you as an action.must halve the size of each panel to create supports.You can crudely shape the wall to create crenellations, W a ter B r e a t h in gbattlements, and so on. 3rd-level transmutation (ritual) The wall is an object m ade o f stone that can be Casting Time: 1 actiondam aged and thus breached. E ach panel has AC 15 and Range: 30 feet30 hit points per inch o f th ickness. R edu cin g a panel Components: V, S , M (a short reed or p iece o f straw)to 0 hit points destroys it and m ight cau se con n ected Duration: 24 hourspanels to collap se at the D M ’s discretion. This spell grants up to ten w illing creatures you can see If you maintain your concentration on this spell for within range the ability to breathe underwater until theits w hole duration, the w all b e c o m e s perm anent and spell ends. Affected creatures also retain their normalcan’t be dispelled. O therw ise, the w all disappears w hen m ode of respiration.the spell ends. Water WalkWall of T horns 3rd-level transmutation (ritual)6 th-level conjuration Casting Time: 1 actionCasting Time: 1 action Range: 30 feetRange: 120 feet Components: V, S, M (a p iece o f cork)Components: V, S, M (a handful o f thorns) Duration: 1 hourDuration: Concentration, up to 10 minutes This spell grants the ability to m ove across any liquidYou create a wall o f tough, pliable, tangled brush surface—such as water, acid, mud, snow, quicksand,bristling with needle-sharp thorns. The wall appears or lava—as if it w ere h arm less solid ground (creatureswithin range on a solid surface and lasts for the crossin g molten lava can still take dam age from theduration. You ch oose to make the wall up to 60 feet heat). Up to ten w illing creatures you can see withinlong, 10 feet high, and 5 feet thick or a circle that has range gain this ability for the duration.a 20-foot diameter and is up to 20 feet high and 5 feetthick. The wall blocks line o f sight. If you target a creature subm erged in a liquid, the spell carries the target to the su rface o f the liquid at a W h en the w all appears, each creature w ithin its area rate o f 60 feet per round.must make a Dexterity saving throw. On a failed save,a creature takes 7d8 piercing damage, or half as much W ebdamage on a successful save. 2nd-level conjuration A creature can m ove through the wall, albeit slowly Casting Time: 1 actionand painfully. For every 1 foot a creature m oves Range: 60 feetthrough the wall, it must sp end 4 feet o f m ovem ent. Components: V, S, M (a bit o f spiderw eb)Furtherm ore, the first time a creature enters the wall Duration: Concentration, up to 1 houron a turn or ends its turn there, the creature must
You conjure a m a ss o f thick, sticky w ebbin g at a point o f You and up to ten willing creatures you can seeyour ch oice w ithin range. T h e w eb s fill a 20 -foot cube within range assum e a gaseous form for the duration,from that point for the duration. The w ebs are difficult appearing as w isps o f cloud. W hile in this cloud form,terrain and lightly obscure their area. a creature has a flying speed o f 30 0 feet and has resistance to damage from nonm agical w eapons. The If the w ebs aren’t anchored betw een tw o solid m asses only actions a creature can take in this form are the(such as w alls or trees) or layered across a floor, wall, D ash action or to revert to its n orm al form . Revertingor ceiling, the conjured w eb collapses on itself, and the takes 1 minute, during w hich time a creature isspell ends at the start o f your next turn. W eb s layered incapacitated and can’t move. Until the spell ends, aover a flat su rface have a depth o f 5 feet. creature can revert to cloud form, which also requires the 1-minute transformation. E ach creature that starts its turn in the w eb s or thatenters them during its turn must m ake a Dexterity If a creature is in cloud form and flying w hen the effectsaving throw. On a failed save, the creature is restrained ends, the creature descends 60 feet per round for 1as long as it rem ains in the w ebs or until it breaks free. minute until it lands, w h ich it d o e s safely. If it ca n ’t land after 1 minute, the creature falls the rem aining distance. A creature restrained by the w ebs can use its action tom ake a Strength ch eck against your spell save DC. If it W in d W a l lsu cceed s, it is no longer restrained. 3rd-level evocation The w ebs are flammable. Any 5-foot cube of w ebs Casting Time: 1 actionex p o se d to fire bu rns away in 1 round, dealing 2d4 fire Range: 120 feetdam age to any creature that starts its turn in the fire. Components: V, S, M (a tiny fan and a feather o fW e ir d exotic origin)9th-level illusion Duration: Concentration, up to 1 minuteCasting Time: 1 action A w all o f strong w in d rises from the ground at a pointRange: 120 feet you ch oose within range. You can make the wall upComponents: V, S to 50 feet long, 15 feet high, and 1 foot thick. You canDuration: Concentration, up to one minute shape the w all in any w ay you c h o o s e s o long as it m akes one continuous path along the ground. The wallDrawing on the deepest fears of a group of creatures, lasts for the duration.you create illusory creatures in their minds, visibleonly to them. Each creature in a 30-foot-radius W h en the w all appears, each creature w ithin its areasphere centered on a point of your choice within must make a Strength saving throw. A creature takesrange must make a W isdom saving throw. On a failed 3d8 bludgeoning damage on a failed save, or half assave, a creature becom es frightened for the duration. much damage on a successful one.The illusion calls on the creature’s deepest fears,m anifesting its w orst n ightm ares as an im placable The stron g w ind keeps fog, sm oke, and other gases atthreat. At the start o f each o f the frightened creatu re’s bay. S m all or sm aller flying creatu res or ob jects ca n ’tturns, it m ust su cce e d on a W isd om saving th row or pass through the wall. L oose, lightweight materialstake 4 d10 psychic dam age. On a su ccessfu l save, the brought into the w all fly upward. A rrow s, bolts, andspell ends for that creature. other ordinary p rojectiles launched at targets behind the wall are deflected upward and automatically miss.W in d W a l k (Boulders hurled by giants or siege engines, and similar6 th-level transmutation projectiles, are unaffected.) Creatures in gaseous form ca n ’t pass through it.Casting Time: 1 minuteRange: 30 feet W ishComponents: V, S, M (fire and holy water) 9th-level conjurationDuration: 8 hours Casting Time: 1 action Range: Self Components: V Duration: Instantaneous Wish is the m ightiest spell a m ortal creature can cast. By simply speaking aloud, you can alter the very foundations o f reality in accord with your desires. The basic use o f this spell is to duplicate any other spell o f 8th level or lower. You don ’t need to m eet any requirem ents in that spell, including costly com ponents. The spell simply takes effect. Alternatively, you can create one o f the follow ing effects of your choice: • You create one object o f up to 2 5 ,000 gp in value that isn’t a m agic item. The object can be no m ore than
3 0 0 feet in any dim ension, and it appears in an u n o c also en ds if the target is ever outside the sp ell’s range or cupied space you can see on the ground. if it has total cover from you.• You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them A t H igher L evels. W h en you cast this spell using described in the greater restoration spell. a spell slot o f 2nd level or higher, the initial dam age• You grant up to ten creatures that you can see resis in creases by 1d12 for each slot level above 1st. tance to a damage type you choose.• You grant up to ten creatures you can see immunity to W ord of R ecall a single spell or other magical effect for 8 hours. For 6 th-level conjuration instance, you could m ake yourself and all your com panion s im m une to a lich ’s life drain attack. Casting Time: 1 action• You undo a single recent event by forcing a reroll of Range: 5 feet any roll m ade within the last round (including your Components: V last turn). Reality reshapes itself to accom m odate the Duration: Instantaneous n ew result. F or exam ple, a wish spell cou ld undo an op p on en t’s su ccessfu l save, a fo e ’s critical hit, or a You and up to five w illing creatures within 5 feet o f you friend’s failed save. You can force the reroll to be m ade instantly teleport to a previously designated sanctuary. with advantage or disadvantage, and you can choose You and any creatures that teleport with you appear in whether to use the reroll or the original roll. the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If youYou might be able to achieve som ething beyond the cast this spell without first preparing a sanctuary, thescop e o f the above examples. State your wish to the DM spell has no effect.as precisely as p ossib le. T h e DM has great latitude inruling what occu rs in such an instance; the greater the You must designate a sanctuary by casting this spellwish, the greater the likelihood that som ething goes within a location, such as a temple, dedicated to orw rong. This spell might simply fail, the effect you desire strongly linked to your deity. If you attempt to cast themight only be partly achieved, or you might suffer som e spell in this m anner in an area that isn’t dedicated tounforeseen consequence as a result of how you worded your deity, the spell has n o effect.the w ish. For example, w ishing that a villain w ere deadmight propel you forw ard in time to a period w hen that W r a t h f u l Sm it evillain is no longer alive, effectively rem oving you from 1st-level evocationthe game. Similarly, w ishing for a legendary m agic itemor artifact might instantly transport you to the presence Casting Time: 1 bonus actiono f the item ’s current owner. Range: Self Components: V The stress o f casting this spell to produce any effect Duration: Concentration, up to 1 minuteother than duplicating another spell w eakens you. Afterenduring that stress, each time you cast a spell until T h e next tim e you hit w ith a m elee w ea p on attackyou finish a long rest, you take 1d10 necrotic damage during this spell’s duration, your attack deals an extraper level o f that spell. This dam age can’t be reduced or 1d6 psychic damage. Additionally, if the target is aprevented in any way. In addition, your Strength drops creature, it must m ake a W isd om saving th row o r beto 3, if it isn’t 3 or low er already, for 2d4 days. F or each frightened o f you until the spell ends. A s an action, theo f those days that you spend resting and doing nothing creature can make a W isdom check against your spellm ore than light activity, your rem aining recovery time save D C to steel its resolve and end this spell.decreases by 2 days. Finally, there is a 33 percentch a n ce that you are unable to cast wish ever again if you Z one of T ruthsuffer this stress. 2nd-level enchantmentW it c h B olt Casting Time: 1 action1st-level evocation Range: 60 feet Components: V, SCasting Time: 1 action Duration: 10 minutesRange: 30 feetComponents: V, S, M (a tw ig from a tree that has been You create a m agical zone that guards against deception in a 15-foot-radius sphere centered on a point o f your struck by lightning) choice w ithin range. Until the spell ends, a creatureDuration: Concentration, up to 1 minute that enters the spell’s area for the first tim e on a turn or starts its turn there m ust m ake a C harism a savingA beam of crackling, blue energy lances out toward throw. On a failed save, a creature c a n ’t sp eak aa creature within range, form ing a sustained arc of deliberate lie w hile in the radius. You know whetherlightning betw een you and the target. Make a ranged each creature su cceed s or fails on its saving throw.spell attack against that creature. O n a hit, the targettakes 1d12 lightning damage, and on each o f your turns An affected creature is aware o f the spell and can thusfor the duration, you can use your action to deal 1d12 avoid an sw erin g questions to w h ich it w ou ld norm allylightning dam age to the target automatically. The spell resp on d w ith a lie. S u ch a creature can be evasive inends if you use your action to do anything else. The spell its an sw ers as long as it rem ains w ithin the bou n daries o f the truth.
A ppendix A: C on dition s OCNDITIONS ALTER A CREATURE’S CAPABILITIES IN • The charm er has advantage on any ability check to a variety of ways and can arise as a result of interact socially with the creature. a spell, a class feature, a m onster’s attack, or other effect. M ost conditions, such as D eafened blinded, are impairments, but a few, such as • A deafened creature can’t hear and autom atically fails invisible, can be advantageous. A condition lasts either until it is countered any ability check that requires hearing. (the prone condition is countered by standingup, for example) or for a duration specified by the effect Fr ig h te n e dthat im posed the condition. • A frightened creature has disadvantage on ability If multiple effects im pose the sam e condition on acreature, each instance o f the condition has its ow n ch eck s and attack rolls w hile the sou rce o f its fear isduration, but the con dition ’s effects don't get w orse. within line o f sight.A creature either has a condition or d oesn ’t. • The creature can’t willingly move closer to the source The follow ing definitions sp ecify what happens to o f its fear.a crea tu re w h ile it is su bjected to a con dition . G rappledB lin d e d • A grappled creatu re’s sp eed b e c o m e s 0, and it can't• A blinded creature can’t see and autom atically fails benefit from any bonus to its speed. any ability check that requires sight. • The condition ends if the grappler is incapacitated• Attack rolls against the creature have advantage, and (see the condition). the creature’s attack rolls have disadvantage. • The condition also ends if an effect rem oves theC harm ed grappled creature from the reach of the grappler or• A charm ed creature can't attack the charm er or target grappling effect, such as when a creature is hurled away by the thunderwave spell. the charm er with harmful abilities or m agical effects. In c a pa c ita te d • A n incapacitated creature ca n ’t take actions or reactions.
In v isib le Ex h a u s t io n• An invisible creature is im possible to see without the Some special abilities and environmental hazards, such as aid o f m agic or a special sense. For the purpose of starvation and the long-term effects o f freezing or scorching hiding, the creature is heavily obscured. The crea temperatures, can lead to a special condition called ture’s location can be detected by any n oise it m akes exhaustion. Exhaustion is measured in six levels. An effect or any tracks it leaves. can give a creature one or more levels o f exhaustion, as• Attack rolls against the creature have disadvantage, specified in the effect’s description. and the creature’s attack rolls have advantage. Level EffectPa r a l y z e d 1 Disadvantage on ability checks• A paralyzed creature is incapacitated (see the condi 2 Speed halved 3 Disadvantage on attack rolls and saving throws tion) and can’t m ove or speak. 4 Hit point maximum halved• The creature automatically fails Strength and 5 Speed reduced to 0 6 Death Dexterity saving throws.• Attack rolls against the creature have advantage. If an already exhausted creature suffers another effect that• Any attack that hits the creature is a critical hit if the causes exhaustion, its current level o f exhaustion increases by the amount specified in the effect’s description. attacker is within 5 feet of the creature. A creature suffers the effect o f its current level ofP e tr ifie d exhaustion as well as all lower levels. For example, a creature• A petrified creature is transformed, along with any suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks. n onm agical object it is w earin g or carrying, into a solid inanim ate substance (usually stone). Its weight An effect that removes exhaustion reduces its level as in creases by a factor o f ten, and it c e a se s aging. specified in the effect’s description, with all exhaustion• The creature is incapacitated (see the condition), can’t effects ending if a creature’s exhaustion level is reduced move or speak, and is unaware o f its surroundings. below 1.• Attack rolls against the creature have advantage.• The creature automatically fails Strength and Finishing a long rest reduces a creature's exhaustion level Dexterity saving throws. by 1, provided that the creature has also ingested some• The creature has resistance to all damage. food and drink.• The creature is im m une to poison and disease, although a poison or disease already in its system is suspended, not neutralized. ■f
P o iso n e d• A poisoned creature has disadvantage on attack rolls and ability checks.Prone• A prone creature’s only movem ent option is to crawl, u n less it stands up and thereby en ds the condition.• The creature has disadvantage on attack rolls.• An attack roll against the creature has advantage if the attacker is within 5 feet o f the creature. Otherwise, the attack roll has disadvantage.R e st r a in e d• A restrained creatu re’s sp eed b e c o m e s 0, and it can ’t benefit from any bon u s to its speed.• Attack rolls against the creature have advantage, and the creatu re’s attack rolls have disadvantage.• The creature has disadvantage on Dexterity saving throws.Stu n n e d• A stunned creature is incapacitated (see the condition), can’t move, and can sp eak only falteringly.• The creature automatically fails Strength and Dexterity saving throws.• Attack rolls against the creature have advantage.U n co n sc io u s• An unconscious creature is incapacitated (see the condition), can’t m ove or speak, and is unaware of its surroundings• T h e creature d rops w hatever it’s h olding and falls prone.• The creature automatically fails Strength and Dexterity saving throws.• Attack rolls against the creature have advantage.• Any attack that hits the creature is a criti cal hit if the attacker is within 5 feet o f the creature.
A ppe n d ix B: G ods of t h e M u ltiverse RELIGION IS AN IMPORTANT PART OF LIFE IN G reyhaw k th e w orlds of the D&D multiverse. W hen The gods o f G reyhaw k c o m e from at least four different gods w alk the world, clerics channel divine pantheons, representing the faiths of the various ethnic pow er, evil cults perform dark sa crifices in groups that populated the continent o f Oerik over the subterranean lairs, and shining paladins ages. As a result, there’s a great deal o f overlap in their stand like b e a co n s against the darkness, it’s portfolios: Pelor is the Flan god of the sun and Pholtus hard to be ambivalent about the deities and is the Oeridian sun god, for example. deny their existence. Many people in the w orlds o f D&D w orship different D ragonlanceg od s at different tim es and circu m stan ces. P eop le in The gods o f the w orld o f Krynn are three families: seventhe Forgotten Realm s, for example, might pray to Sune gods of good headed by Paladine and Mishakal, seven offor luck in love, m ake an offering to W aukeen before neutrality headed by Gilean, and seven o f evil headed byheading to the market, and pray to appease Talos when Takhisis and Sargonnas. These deities have been calleda severe storm blow s in—all in the sa m e day. M any by many different nam es and held in varying levels o fpeople have a favorite am ong the gods, one w hose ideals esteem by different peoples and cultures through theand teachings they m ake their own. And a few people w orld ’s history, but they are the only g od s o f this w orld—dedicate them selves entirely to a single god, usually their place fixed in the stars as constellations.servin g as a priest or cham pion o f that g o d ’s ideals. Your DM determ ines w hich gods, if any, are w orshiped Eberronin his or her campaign. From am ong the gods available, The w orld o f Eberron has many different religions, butyou can choose a single deity for your character to the m ost important revolves around a pantheon calledserve, worship, or pay lip service to. Or you can pick the Sovereign H ost and their m align shadow, the Darka few that your character prays to m ost often. Or just Six. The gods o f the Sovereign H ost are thought to havem ake a mental note o f the gods w ho are revered in your dom inion over every aspect o f existence, and to speakD M ’s cam paign s o you can invoke their n am es w hen with a unified voice. But the Dark Six are the primitive,appropriate. If you ’re playing a cleric or a character with bloody, and cruel gods w ho offer a dissenting voice.the Acolyte background, decide which god your deityserves or served, and consider the deity’s suggested E b erron ’s other religions are very different from thedom ain s w hen selecting your character’s dom ain. traditional D&D pantheons. The m onotheistic Church o f the Silver F lam e is devoted to fighting against evil inD&D P a n t h e o n s the w orld, but plagued by corruption in its ow n ranks. The philosophy of the B lood o f Vol teaches that divinityE ach w orld in the D & D m ultiverse has its ow n lies within all mortal beings and reveres the undeadpantheons o f deities, ranging in size from the teem ing w ho have secured that immortality. Various mad cultspantheons o f the Forgotten Realm s and Greyhawk to are devoted to the dem ons and horrors im prisonedthe m ore focused religions of Eberron and Dragonlance. in Eberron's Underdark (called Khyber, the DragonMany o f the nonhuman races w orship the sam e gods on Below). The follow ers o f the Path o f Light believe thatdifferent w orlds—Moradin, for example, is revered by the w orld is heading toward a glorious future wheredwarves of the Forgotten Realms, Greyhawk, and many the shadow s that cloud this w orld will be transform edother worlds. into light. And tw o related nations o f elves revere their ancestral spirits: the Undying Court, preserved asT he Forgo tten R ealm s spirits or even undead form s, and the glorified SpiritsD ozens of deities are revered, worshiped, and feared of the Past, the great heroes o f ancient wars.throughout the w orld o f the Forgotten Realm s. At leastthirty deities are widely known across the Realm s, and N o n h u m a n D e it ie sm any m ore are w orshiped locally, by individual tribes, Certain gods closely associated with nonhuman racessm all cults, or certain sects of larger religious temples. are revered on many different worlds, though not always in the sam e way. The nonhum an races of the Forgotten T h e Life a n d D e a t h D o m a i n s Realm s and Greyhawk share these deities. Many deities in this section suggest the Life domain, Nonhuman races often have whole pantheons of particularly if they are closely associated with healing, their own. Besides Moradin, for example, the dwarf protection, childbirth, nurturing, or fertility. As described in g od s include M oradin’s w ife, B erron ar Truesilver, and the chapter 3, though, the Life domain is incredibly broad, a number of other gods thought to be their children and a cleric o f any non-evil deity can choose it. and grandchildren: Abbathor, Clangeddin Silverbeard, Dugm aren Brightmantle, Dumathoin, G orm Gulthyn, A number o f other deities, mostly evil ones, suggest the Haela Brightaxe, M arthamm or Duin, Sharindlar, Thard Death domain, which is detailed in the Dungeon Master’s Harr, and Vergadain. Individual clans and kingdom s of Guide. Most clerics who choose this domain are evil NPCs, d w arves m ight revere som e, all, or n one o f th ese deities, but if you want to worship a god o f death, consult your and som e have other gods unknown (or known by other Dungeon Master. names) to outsiders.
D e it ie s o f t h e Fo r g o t t e n R e a l m sDeity Alignment Suggested Domains SymbolAuril, goddess o f winter NE Nature, Tempest Six-pointed snowflakeAzuth, god o f wizards LN Knowledge Left hand pointing upward, outlined in fireBane, god o f tyranny LE War Upright black right hand, thumb and fingers togetherBeshaba, goddess of misfortune CE Trickery Black antlersBhaal, god o f murder NE Death Skull surrounded by a ring o f blood dropletsChauntea, goddess o f agriculture NG Life Sheaf o f grain or a blooming rose over grainCyric, god o f lies CE Trickery White jawless skull on black or purple sunburstDeneir, god o f writing NG Knowledge Lit candle above an open eyeEldath, goddess o f peace NG Life, Nature Waterfall plunging into still poolGond, god of craft N Knowledge Toothed cog with four spokesHelm, god o f protection LN Life, Light Staring eye on upright left gauntletIlmater, god o f endurance LG Life Hands bound at the wrist with red cordKelemvor, god o f the dead LN Death Upright skeletal arm holding balanced scalesLathander, god o f birth and renewal NG Life, Light Road traveling into a sunriseLeira, goddess o f illusion CN Trickery Point-down triangle containing a swirl o f mistLliira, goddess o f joy CG Life Triangle o f three six-pointed starsLoviatar, goddess o f pain LE Death Nine-tailed barbed scourgeMalar, god o f the hunt CE Nature Clawed pawMask, god o f thieves CN Trickery Black maskMielikki, goddess o f forests NG Nature Unicorn’s headMilil, god o f poetry and song NG Light Five-stringed harp made of leavesMyrkul, god o f death NE Death White human skullMystra, goddess o f magic NG Knowledge Circle o f seven stars, or nine stars encircling a flowing red mist, or a single starOghma, god o f knowledge N Knowledge Blank scrollSavras, god o f divination and fate LN Knowledge Crystal ball containing many kinds o f eyesSelune, goddess o f the moon CG Knowledge, Life Pair o f eyes surrounded by seven starsShar, goddess o f darkness and loss NE Death, Trickery Black disk encircled with a borderSilvanus, god o f wild nature N Nature Oak leafSune, goddess o f love and beauty CG Life, Light Face o f a beautiful red-haired womanTalona, goddess o f disease and poison CE Death Three teardrops on a triangleTalos, god o f storms CE Tempest Three lightning bolts radiating from a central pointTempus, god o f war N War Upright flaming swordTorm, god o f courage and self-sacrifice LG War White right gauntletTymora, goddess o f good fortune CG Trickery Face-up coinTyr, god o f justice LG War Balanced scales resting on a warhammerUmberlee, goddess o f the sea CE Tempest Wave curling left and rightWaukeen, goddess o f trade N Knowledge, Trickery Upright coin with Waukeen’s profile facing left
D eities of G reyhaw k Alignment Suggested Domains Symbol N Nature Green disk Deity N Knowledge Eye within a pentagram Beory, goddess o f nature N Knowledge Arc o f seven stars inside a circle Boccob, god o f magic NG Life, Nature Unicorn horn Celestian, god o f stars and wanderers CE War Blood drop Ehlonna, goddess o f woodlands NG Knowledge, Trickery Circle crossed by a curved horizon line Erythnul, god o f envy and slaughter LG War Lightning bolt Fharlanghn, god of horizons and travel LE War Six arrows facing downward in a fan Heironeous, god of chivalry and valor CG Tempest, War Four spears and four maces radiating out Hextor, god o f war and discord from a central point Kord, god o f athletics and sport Death Reptilian eye with a horizontal diamond Knowledge Weaver's spindle with three strandsIncabulos, god o f plague and famine NE Death Grinning human skullIstus, goddess o f fate and destiny N Death Skull with either a sickle or a scytheluz, god o f pain and oppression CE Nature Oak leaf and acornNerull, god o f death NE Trickery Laughing maskObad-Hai, god o f nature N Life, Light SunOlidammara, god o f revelry CN Light Silver sun or full moon partially eclipsed by aPelor, god o f the sun and healing NG smaller crescent moonPholtus, god o f light and law LG Trickery Three bone fate-casting sticks Knowledge White heartRalishaz, god o f ill luck and insanity CN Knowledge Circle at the center o f a starburst o f linesRao, god o f peace and reason LG Trickery Dark spiral or inverted zigguratSt. Cuthbert, god o f common sense and zeal LN War TriskelionTharizdun, god o f eternal darkness CE Life, War Mountain with a circle at its heartTrithereon, god o f liberty and retribution CG Knowledge Hand with eye in the palmUlaa, goddess o f hills and mountains LG Death, Knowledge Red skull in front o f fireballVecna, god o f evil secrets NEWee Jas, goddess o f magic and death LND e it ie s o f D r a g o n l a n c e Alignment Suggested Domains Symbol LG War Silver triangle The Cods o f Good NG Light Bard’s harp Paladine, god o f rulers and guardians NG Nature, Tempest Blue bird Branchala, god o f music LG War Bison’s horns Habbakuk, god o f animal life and the sea LG Knowledge Copper spider Kiri-Jolith, god o f honor and war LG Knowledge, Life Blue infinity sign Majere, god o f meditation and order LG no clerics White circle or sphere Mishakal, goddess o f healing Solinari, god o f good magic Alignment Suggested Domains Symbol N Knowledge Open book The G od s o f Neutrality N Nature Feather Gilean, god o f knowledge N Knowledge Forging hammer Chislev, goddess o f nature N Knowledge, Trickery Griffon’s wing Reorx, god o f craft N Nature Multi-colored fire Shinare, goddess o f wealth and trade N Knowledge Great green or gold tree Sirrion, god o f fire and change N no clerics Red circle or sphere Zivilyn, god o f wisdom Lunitari, goddess o f neutral magic Alignment Suggested Domains Symbol LE Death Black crescent The G od s o f Evil LE Death Yellow skullTakhisis, goddess o f night and hatred CE Trickery Broken merchant’s scalesChemosh, god o f the undead NE Death Hood with two red eyes Hiddukel, god of lies and greed LE War Stylized red condor Morgion, god o f disease and secrecy CE Tempest Turtle shellSargonnas, god o f vengeance and fire LE no clerics Black circle or sphereZeboim, goddess o f the sea and stormsNuitari, god o f evil magic
D eities of Eberro n Alignment Suggested Domains Symbol NG Life, Nature Sheaf of wheat tied with green ribbon The Sovereign Host LN Knowledge Open tome Arawai, goddess o f fertility N Life, Nature Pair o f antlers Aureon, god o f law and knowledge LG Life Fire in a stone hearth Balinor, god o f beasts and the hunt LG Light, War Rising sun Boldrei, goddess of community and home CG War Longsword crossed over a shield Dol Arrah, goddess of sunlight and honor N Trickery Nine-sided gold coin Dol Dorn, god o f strength at arms NG Life, Trickery Domino Kol Korran, god o f trade and wealth NG Knowledge Crossed hammer and tongs Olladra, goddess of good fortune Onatar, god of craft Alignment Suggested Domains Symbol NE Tempest Bundle o f five sharpened bones The Dark Six NE War Winged wyrm with woman’s head andThe Devourer, god of nature’s wrath upper bodyThe Fury, goddess of wrath and madness NE Death Dragonshard stone in the shape o f a fang NE War Five blood-spattered toolsThe Keeper, god o f greed and death CE Knowledge Obsidian towerThe Mockery, god o f violence and treachery CN Knowledge, Trickery Four crossed, rune-inscribed bonesThe Shadow, god o f dark magicThe Traveler, deity o f chaos and change Alignment Suggested Domains Symbol LG Life, Light, War Flame drawn on silver or molded from silver Other Faiths o f Eberron LN Death, Life Stylized dragon skull on red teardrop gemThe Silver Flame, deity of protection and goodThe Blood of Vol, philosophy o f immortality NE Trickery Varies LN Life, Light Brilliant crystal and undeathCults o f the Dragon Below, deities o f madness NG Knowledge, Life VariesThe Path of Light, philosophy o f light and CG War Varies self-improvementThe Undying Court, elven ancestorsThe Spirits of the Past, elven ancestorsN o n h u m a n D eitiesDeity Alignment Suggested Domains SymbolBahamut, dragon god of good LG Life, War Dragon’s head in profileBlibdoolpoolp, kuo-toa goddess NE Death Lobster head or black pearlCorellon Larethian, elf deity o f art and magic CG Light Quarter moon or starburstDeep Sashelas, elf god o f the sea CG Nature, Tempest DolphinEadro, merfolk deity o f the sea N Nature, Tempest Spiral designGarl Glittergold, gnome god of trickery and wiles LG Trickery Gold nuggetGrolantor, hill giant god o f war CE War Wooden clubGruumsh, orc god o f storms and war CE Tempest, War Unblinking eyeHruggek, bugbear god of violence CE War MorningstarKurtulmak, kobold god o f war and mining LE War Gnome skullLaogzed, troglodyte god o f hunger CE Death Image o f the lizard/toad godLolth, drow goddess of spiders CE Trickery SpiderMaglubiyet, goblinoid god of war LE War Bloody axeMoradin, dwarf god o f creation LG Knowledge Hammer and anvilRillifane Rallathil, wood elf god of nature CG Nature OakSehanine Moonbow, elf goddess o f the moon CG Knowledge Crescent moonSekolah, sahuagin god of the hunt LE Nature, Tempest SharkSemuanya, lizardfolk deity o f survival N LifeSkerrit, centaur and satyr god o f nature N Nature EggSkoraeus Stonebones, god of stone giants and art N Knowledge Oak growing from acornSurtur, god o f fire giants and craft LE Knowledge, War StalactiteThrym, god of frost giants and strength CE War Flaming swordTiamat, dragon goddess of evil LE Trickery White double-bladed axeYondalla, halfling goddess o f fertility and protection LG Life Dragon head with five claw marks Shield
Fa n t a s y - H i s t o r i c a l Pa n t h e o n sThe Celtic, Egyptian, Greek, and N orse pantheons arefantasy interpretations of historical religions from ourw orld’s ancient tim es. They include deities that arem ost appropriate for u se in a D & D gam e, divorced fromtheir historical context in the real w orld and united intopantheons that serve the needs o f the game.T h e C e l t ic Pa n t h e o nIt’s said that som eth in g w ild lurks in the heart o f everysoul, a space that thrills to the sound of geese callingat night, to the w hispering w ind through the pines, tothe unexpected red o f m istletoe on an oak—and it is inthis space that the Celtic gods dwell. They sprang fromthe brook and stream, their might heightened by thestrength of the oak and the beauty of the w oodlands andopen moor. W hen the first forester dared put a name tothe face seen in the bole o f a tree or the voice babblingin a brook, these gods forced them selves into being. The Celtic gods are as often served by druids as byclerics, for they are closely aligned with the forces ofnature that druids revere.T h e G r e e k Pa n t h e o nThe gods o f Olympus make themselves known with thegentle lap o f waves against the shores and the crash ofthe thunder am ong the cloud-enshrouded peaks. Thethick boar-infested w ood s and the sere, olive-coveredhillsides hold evidence o f their passing. Every aspecto f nature e c h o e s w ith their p resen ce, and they’ve m adea place for them selves inside the human heart, too.T h e E g y p t ia n Pa n t h e o nT hese gods are a young dynasty o f an ancient divinefamily, heirs to the rulership o f the cosm os and them aintenance o f the divine principle o f M a’at—thefundam ental order o f truth, justice, law, and order thatputs gods, mortal pharaohs, and ordinary men andw om en in their logical and rightful place in the universe. The Egyptian pantheon is unusual in having threegods with the Death dom ain o f different alignments.Anubis is the lawful neutral god of the afterlife, w ho
ju dges the souls o f the dead. Set is a chaotic evil god the needs o f their environment. Given the necessity ofof murder, perhaps best known for killing his brother raiding for food and w ealth, it’s su rprisin g the m ortalsOsiris. And Nephthys is a chaotic good goddess of turned out as w ell as they did. Their pow ers reflectmourning. Thus, although m ost clerics of the Death the need these w arriors had for strong leadership anddom ain (found in the Dungeon Master's Guide) are decisive action. Thus, they see their deities in everyvillainous characters, clerics w ho serve Anubis or ben d o f a river, hear them in the crash o f the thunderNephthys need not be. and the boom in g o f the glaciers, and sm ell them in the sm oke of a burning longhouse.T h e N o r s e Pa n t h e o nW here the land plumm ets from the snow y hills into the The N orse pantheon includes tw o main fam ilies, theicy fjords below, w here the longboats draw up on to the Aesir (deities o f w ar and destiny) and the Vanir (godsbeach, where the glaciers flow forward and retreat with o f fertility and prosperity). O nce enem ies, these twoevery fall and spring—this is the land of the Vikings, fam ilies are now closely allied against their com m onthe h om e o f the N orse pantheon. It’s a brutal clim e, enem ies, the giants (including the gods Surtur andand one that calls for brutal living. The w arriors of Thrym). Like the gods o f Greyhawk, gods in differentthe land have had to adapt to the harsh condition s in fam ilies som etim es have overlap in their spheres o forder to survive, but they haven’t been too twisted by influence: Frey (of the Vanir) and Odur (of the Aesir) are both associated with the sun, for example.Deity Alignment Suggested Domains SymbolThe Daghdha, god o f weather and crops CG Nature, Trickery Bubbling cauldron or shieldArawn, god o f life and death NE Life, Death Black star on gray backgroundBelenus, god o f sun, light, and warmth NG Light Solar disk and standing stonesBrigantia, goddess o f rivers and livestock NG Life FootbridgeDiancecht, god o f medicine and healing LG Life Crossed oak and mistletoe branchesDunatis, god o f mountains and peaks N Nature Red sun-capped mountain peakGoibhniu, god of smiths and healing NG Knowledge, Life Giant mallet over swordLugh, god o f arts, travel, and commerce CN Knowledge, Life Pair o f long handsManannan mac Lir, god o f oceans and sea creatures LN Nature, Tempest Wave o f white water on greenMath Mathonwy, god o f magic NE Knowledge StaffMorrigan, goddess o f battle CE War Two crossed spearsNuada, god o f war and warriors N War Silver hand on black backgroundOghma, god o f speech and writing NG Knowledge Unfurled scrollSilvanus, god o f nature and forests N Nature Summer oak treeG r e e k D e it ie s Alignment Suggested Domains Symbol N Tempest Fist full o f lightning bolts Deity CG Light Sea shell Zeus, god o f the sky, ruler o f the gods CG Knowledge, Life, Light Lyre Aphrodite, goddess o f love and beauty CE War Spear Apollo, god o f light, music, and healing NG Life, Nature Bow and arrow on lunar disk Ares, god o f war and strife LG Knowledge, War Owl Artemis, goddess o f hunting and childbirth NG Life Mare’s head Athena, goddess o f wisdom and civilization CN Life Thyrsus (staff tipped with pine cone) Demeter, goddess of agriculture LE Death Black ram Dionysus, god o f mirth and wine CE Knowledge, Trickery Setting moon Hades, god o f the underworld NG Knowledge Hammer and anvil Hecate, goddess o f magic and the moon CN Trickery Fan o f peacock feathers Hephaestus, god of smithing and craft CG Tempest, War Lion’s head Hera, goddess o f marriage and intrigue CG Trickery Caduceus (winged staff and serpents) Hercules, god o f strength and adventure Life Hearth Hermes, god o f travel and commerce NG War Winged woman Hestia, goddess o f home and family LN Nature Syrinx (pan pipes) Nike, goddess o f victory CN Tempest Trident Pan, god o f nature CN Trickery Red pentagram Poseidon, god o f the sea and earthquakes NTyche, goddess o f good fortune
Egyptian D eities Alignment Suggested Domains Symbol LG Life, Light Solar disk encircled by serpent Deity LN Death Black jackal Re-Horakhty, god o f the sun, ruler o f the gods NE Trickery Flaming snake Anubis, god o f judgment and death CG War Cat Apep, god o f evil, fire, and serpents CN Trickery Image o f the misshapen deity Bast, goddess o f cats and vengeance NG Life, Light Horned cow’s head with lunar disk Bes, god o f luck and music Hathor, goddess o f love, music, and NG Knowledge Step pyramid motherhood NG Knowledge, Life Ankh and star Imhotep, god o f crafts and medicine Isis, goddess o f fertility and magic CG Death Horns around a lunar disk Nephthys, goddess o f death and grief Osiris, god o f nature and the underworld LG Life, Nature Crook and flail Ptah, god o f crafts, knowledge, and secrets Set, god of darkness and desert storms LN Knowledge Bull Sobek, god o f water and crocodiles CE Death, Tempest, Coiled cobraThoth, god o f knowledge and wisdom Trickery LE Nature, Tempest Crocodile head with horns and plumes N Knowledge IbisN o r s e D e it ie s Alignment Suggested Domains Symbol NG Knowledge, War Watching blue eye Deity NE Tempest Rough ocean waves Odin, god of knowledge and war NG Life, Light Gem-encrusted silver chalice Aegir, god o f the sea and storms N Light Head o f a bearded man Balder, god o f beauty and poetry NG Life, Light Ice-blue greatsword Forseti, god o f justice and law NG Life Falcon Frey, god o f fertility and the sun N Life, Light Cat Freya, goddess o f fertility and love LG Light, War Curling musical horn Frigga, goddess o f birth and fertility NE Death Woman’s face, rotting on one side Heimdall, god o f watchfulness and loyalty CN Trickery Winged scroll Hel, goddess o f the underworld CE Trickery Flame Hermod, god o f luck NG Nature, Tempest Gold coin Loki, god o f thieves and trickery CG Light Solar disk Njord, god o f sea and wind CG War Upraised sword Odur, god o f light and the sun N Nature Mountain peak Sif, goddess o f war LE War Flaming sword Skadi, god o f earth and mountains CG Tempest, War Hammer Surtur, god o f fire giants and war CE War White double-bladed axeThor, god o f storms and thunder LN Knowledge, War SwordThrym, god o f fire giants and cold CN Nature LongbowTyr, god of courage and strategy Uller, god o f hunting and winter
A ppen dix C: T he Planes of Existence NI CREDIBLY VAST IS THE COSMOS OF THE The best-known w orlds in the multiverse are the D u n g e o n s & D r a g o n s game, which teem s ones that have been published as official cam paign with a multitude o f worlds as well as myriad settings for the D&D game over the years—Greyhawk, alternate dim ensions o f reality, called the planes Blackm oor, Dragonlance, the Forgotten Realm s, of existence. It e n com p a sses every w orld Mystara, Birthright, Dark Sun, and Eberron, am ong where Dungeon Masters run their adventures, others. Each o f these w orlds boasts its ow n cast of all within the relatively m undane realm o f the heroic adventurers and schem ing villains, its own Material Plane. Beyond that plane are dom ains ancient ruins and forgotten artifacts, its ow n du ngeon so f raw elemental matter and energy, realm s o f pure and its ow n dragons. But if your cam paign takes placethought and ethos, the hom es o f dem ons and angels, on on e o f th ese w orlds, it b elon gs to your DM —youand the dom inions o f the gods. might im agine it as one o f th ou san ds o f parallel versions Many spells and m agic items can draw energy of the world, which might diverge wildly from thefrom these planes, sum m on the creatures that dwell published version.there, com m unicate with their denizens, and allowadventurers to travel there. As your character achieves M a t e r ia l E ch o e sgreater pow er and higher levels, you might undertakea quest to rescue a friend from the horrific depths o f The M aterial Plane is a richly m agical place, and itsthe Abyss, or find yourself hoisting a tankard with the m agical nature is reflected in the tw o planes that sharefriendly giants o f Ysgard. You might w alk on streets its central place in the multiverse. The Feywild and themade o f solid fire or test your mettle on a battlefield Shadowfell are parallel dim ensions occupying the sam ew here the fallen are resurrected with each dawn. cosm ological space, so they are often called echo planes or mirror planes to the Material Plane. The w orlds andT he M aterial Plane landscapes o f these planes mirror the natural world o f the Material Plane but reflect those features intoThe Material Plane is the nexus w here the philosophical different form s—m ore m arvelous and m agical in theand elemental forces that define the other planes collide Feywild, distorted and colorless in the Shadowfell.in the jum bled existence o f m ortal life and m undane W here a volcano stands in the Material Plane, amatter. All the w orlds o f D&D exist within the Material mountain topped with skyscraper-sized crystals thatP lane, m aking it the starting point for m ost cam paigns glow with internal fire towers in the Feywild, and aand adventures. T h e rest o f the m ultiverse is defined in jagged rock outcropping resem bling a skull marks therelation to the Material Plane. spot on the Shadowfell. The w orlds o f the Material Plane are infinitely diverse, T h e Feywild, also called the Plane o f Faerie, is a landfor they reflect the creative imagination of the DMsw ho set their gam es there, as well as the players w hose o f soft lights and wonder, a country o f little people withheroes adventure there. They include magic-wasted great desires, a place o f m usic and death. It is a realmdesert planets and island-dotted water worlds, worlds o f eternal twilight, with slow lanterns bobbing in thewhere m agic com bines with advanced technology and gentle breeze and huge fireflies buzzing through grovesothers trapped in an endless Stone Age, w orlds w here and fields. The sky is alight with the faded colors ofthe gods w alk and places they have abandoned. the setting, or perhaps rising, sun. But, in fact, the sun never truly sets or rises; it rem ains stationary, dusky and low in the sky. Away from the settled areas ruled by the Seelie Court, the land is a tangle o f sharp-toothed bram bles and syrupy fens—perfect territory for the Unseelie to hunt their prey. Fey creatures, such as those brought to the w orld by conjure woodland beings and sim ilar spells, dwell in the Feywild. The Shadowfell, also called the Plane o f Shadow, is a darkly lighted dim ension, a world o f black and white w here c o lo r has been leach ed from everything. It is a place o f toxic dark n ess that hates the light, w here the sky is a black vault with neither sun nor stars. Po sitiv e an d N egative Pla n es Like a dome above the other planes, the Positive Plane is the source o f radiant energy and the raw life force that suffuses all living beings, from the puny to the sublime. Its dark reflection is the Negative Plane, the source of necrotic energy that destroys the living and animates the undead.
Beyond the M aterial o f force. The depths o f the plane, the D eep Ethereal, are a region of swirling mists and colorful fogs.Beyond the Material Plane, the various planes ofexistence are realm s o f myth and mystery. T h ey ’re The Astral Plane is the realm o f thought and dream,not simply other worlds, but different qualities of w here visitors travel as disem bodied souls to reachbeing, form ed and governed by spiritual and elemental the planes o f the divine and dem onic. It is a great,principles abstracted from the ordinary world. silvery sea, the sam e above and below, with swirling w isp s o f white and gray streaking am ong m otes o f lightPlana r T ravel resem bling distant stars. Erratic w hirlpools o f color flicker in midair like spinning coins. O ccasional bits ofW hen adventurers travel into other planes o f existence, solid matter can be found here, but m ost of the Astralthey are undertaking a legendary journey across the Plane is an endless, open domain.thresholds of existence to a mythic destination wherethey strive to com plete their quest. Such a journey is the In n e r P la n esstuff o f legend. Braving the realm s o f the dead, seekingout the celestial servants o f a deity, or bargaining with The Inner Planes surround and enfold the Materialan efreeti in its hom e city will be the subject o f son g and Plane and its echoes, providing the raw elementalstory for years to com e. substance from which all the w orlds w ere made. The four Elemental P lanes—Air, Earth, Fire, and W ater— Travel to the planes beyond the Material Plane can be form a ring around the Material Plane, suspendedaccom plished in tw o ways: by casting a spell or by using within the churning Elemental Chaos.a planar portal. At their innerm ost edges, where they are closest Spells. A num ber o f spells allow direct or indirect to the M aterial Plane (in a con ceptu al if not a literala cce s s to other planes o f existence. Plane shift and geographical sense), the four Elemental Planesgate can transport adventurers directly to any other resem ble a w orld in the Material Plane. The fourplane o f existence, with different degrees o f precision. elem ents m ingle together as they do in the MaterialEtherealness allow s adventurers to enter the Ethereal Plane, form ing land, sea, and sky. Farther from thePlane and travel from there to any o f the planes it Material Plane, though, the Elemental Planes are bothtou ch es—the Shadow fell, the Feywild, or the Elem ental alien and hostile. Here, the elem ents exist in theirPlanes. A nd the astral projection spell lets adventurers purest form —great expanses o f solid earth, blazing fire,project them selves into the Astral Plane and travel to crystal-clear water, and unsullied air. T h ese region sthe Outer Planes. are little-known, so when discussing the Plane o f Fire, for example, a speaker usually m eans just the border Portals. A portal is a general term for a stationary region. At the farthest extents o f the Inner Planes,interplanar connection that links a specific location the pure elem ents dissolve and bleed together into anon one plane to a specific location on another. Som e unending tumult of clashing energies and collidingportals are like doorways, a clear window, or a fog- substance, the Elemental Chaos.sh rouded passage, and sim ply stepping through iteffects the interplanar travel. Others are locations— O uter Planescircles of standing stones, soaring towers, sailing ships,or even w hole tow n s—that exist in multiple planes at If the Inner Planes are the raw matter and energy thaton ce or flicker from one plane to another in turn. S om e m akes up the multiverse, the Outer Planes are theare vortices, typically joining an Elemental Plane with a direction, thought and purpose for such construction.very similar location on the Material Plane, such as the Accordingly, many sages refer to the Outer Planes asheart of a volcano (leading to the Plane o f Fire) or the divine planes, spiritual planes, or godly planes, for thedepths o f the ocea n (to the Plane o f Water). Outer Planes are best known as the hom es o f deities.T ran sitive P lanes W hen discussing anything to do with deities, the language used must be highly metaphorical. TheirThe Ethereal Plane and the Astral Plane are called the actual h om es are not literally “p la ces” at all, butTransitive Planes. They are mostly featureless realms exem plify the idea that the Outer P lanes are realm s ofthat serve prim arily as w ays to travel from one plane thought and spirit. As with the Elemental Planes, oneto another. Sp ells such as etherealness and astral can im agine the perceptible part of the Outer Planes asprojection allow characters to enter these planes and a sort o f border region, while extensive spiritual regionstraverse them to reach the planes beyond. lie beyond ordinary sensory experience. The Ethereal Plane is a misty, fog-bound dim ension Even in those perceptible regions, appearancesthat is som etim es described as a great ocean. Its shores, can be deceptive. Initially, m any o f the Outer P la n escalled the Border Ethereal, overlap the Material Plane appear hospitable and familiar to natives o f theand the Inner Planes, so that every location on those M aterial Plane. But the lan dscape can change at theplanes has a corresponding location on the Ethereal w him s o f the pow erful forces that live on the OuterPlane. Certain creatures can see into the Border Planes. The desires o f the mighty forces that dwell onEthereal, and the see invisibility and true seeing spell these planes can remake them completely, effectivelygrant that ability. S om e m agical effects also extend from erasing and rebuilding existence itself to better fulfillthe Material Plane into the Border Ethereal, particularly their own needs.effects that use force energy such as forcecage and wall
D istance is a virtually m eaningless concept on the planes. That argument might be circular, however,Outer Planes. The perceptible regions of the planes for it is p ossib le that the arrangem ent o f the O utlandsoften seem quite sm all, but they can also stretch on to inspired the idea o f the Great W heel in the first place.w hat seem s like infinity. It m ight be p ossib le to takea guided tour o f the Nine Hells, from the first layer to Around the outside edge of the circle, evenly spaced,the ninth, in a single day—if the pow ers o f the Hells are the gate-towns: sixteen settlem ents, each builtdesire it. Or it cou ld take w eek s for travelers to m ake a around a portal leading to one o f the Outer Planes. Eachgrueling trek a cross a single layer. town shares many o f the characteristics o f the plane w here its gate leads. The m ost well-known Outer Planes are a group ofsixteen planes that correspon d to the eight alignments At the center o f the Outlands, like the axle o f the(excluding neutrality) and the shades o f distinction planar wheel, the Spire shoots im possibly high into thebetween them. sky. Above this thin peak floats the ring-shaped city o f Sigil, the City o f D oors. This bustling planar m etropolisO uter Planes Alignment holds countless portals to other planes and worlds. LG Outer Plane NG, LG Sigil is a trader’s city. G ood s, m erchandise, and Mount Celestia, the Seven Heavens o f NG inform ation co m e to it from a cross the planes. T here Bytopia, the Twin Paradises of NG, CG is a brisk trade in inform ation about the planes, in Elysium, the Blessed Fields of CG particular in the com m and w ords or items required for The Beastlands, the Wilderness of CN, CG the operation o f particular portals. T hese portal keys Arborea, the Olympian Glades of CN are highly sought after, and many travelers within the Ysgard, the Heroic Domains of CN, CE city are looking for a particular portal or a portal key Limbo, the Ever-Changing Chaos of CE to allow them to continue on their way. Pandemonium, the Windswept Depths of NE, CE The Abyss, the Infinite Layers of NE D em iplanes Carceri, the Tarterian Depths of NE, LE D em iplanes are sm all extradim ensional spaces with Hades, the Gray Waste of LE their ow n unique rules. They are pieces o f reality that Gehenna, the Bleak Eternity o f LN, LE don ’t seem to fit anyw here else. D em iplan es com e The Nine Hells ( o f Baator) LN into being by a variety o f m eans. S om e are created by Acheron, the Infinite Battlefield of LN, LG spells, such as demiplane, or generated at the desire o f a Mechanus, the Clockwork Nirvana of pow erful deity or other force. They m ay exist naturally, Arcadia, the Peaceable Kingdoms of as a fold o f existing reality that has been pinched off from the rest o f the multiverse, or as a baby universeThe planes w ith som e elem ent o f g ood in their nature grow ing in power. A given dem iplane can be enteredare called the Upper Planes. Celestial creatures such through a single point w here it tou ch es another plane.as angels and pegasi dwell in the Upper Planes. Planes Theoretically, a plane shift spell can also carry travelerswith som e element o f evil are the Lower Planes. Fiends to a demiplane, but the proper frequency requiredsuch as dem ons, devils, and yugoloths dwell in the for the tuning fork is extremely hard to acquire. TheL ow er P lanes. A plane’s alignm ent is its essen ce, and gate spell is m ore reliable, assum ing the caster know sa character w h o s e alignm ent d oesn ’t match the plane’s o f the demiplane.experiences a profound sense of dissonance there.W h en a g o o d creature visits Elysium , for exam ple, it T h e Fa r R e a l mfeels in tune with the plane, but an evil creature feels T h e Far R ea lm is beyon d the kn ow n m ultiverse. In fact,out o f tune and m ore than a little uncom fortable. it might b e an entirely separate m ultiverse w ith its ow n physical and m agical laws. W here stray energies fromO ther Planes the Far Realm leak onto another plane, life and matter are w arped and twisted into alien shapes that defyExisting som ehow betw een or beyond the known planes ordinary geom etry and biology.o f existence are a variety o f other realms. T he entities that abide in the Far Realm are too alienSig il a n d t h e O u t l a n d s for a norm al m ind to accept without damage. TitanicThe Outlands is the plane between the Outer Planes, a creatures swim through nothingness, preoccupiedplane o f neutrality, but not the neutrality o f nothingness. with m adness. Unspeakable things w hisper awfulInstead it in corporates a little o f everything, keeping it truths to those w ho dare listen. For mortals, know ledgeall in a paradoxical ba la n ce—sim ultaneously concordan t o f the Far Realm is a triumph o f mind over the rudeand in opposition. It is a broad region o f varied terrain, boundaries o f matter, space, and eventually sanity.with open prairies, towering mountains, and twisting,shallow rivers, strongly resem bling an ordinary world There are no known portals to the Far Realm, oro f the Material Plane. at least none that are still viable. Ancient elves on ce pierced the boundary o f eons with a vast portal to the The Outlands is circular, like a great w heel—in fact, Far Realm within a mountain called Firestorm Peak,those w ho envision the Outer Planes as a w heel point but their civilization im ploded in bloody terror andto the O utlands as proof, calling it a m icr o co s m o f the the porta l’s location —even its h om e w orld—is long- forgotten. Other portals might still exist, marked by the alien forces leaking through to corrupt the Material Plane around them.
A p p e n d ix D : C r e a t u r e St a t is t ic s PSELLS AND CLASS FEATURES ALLOW CHARACTERS Boar to transform into animals, sum m on creatures to serve as familiars, and create undead. M edium beast, unaligned Statistics for such creatures are grouped in this appendix for your convenience. For Armor Class 11 (natural armor) inform ation on how to read a stat block, see Hit Points 11 (2d8 + 2) Speed 40 ft. the Monster Manual.Ba t STR DEX CON IN T W IS CHA 13 (+1) 11 (+0) 12 (+1) 2 (-4) 9 (-1) 5 (-3)Tiny beast, unaligned Senses passive Perception 9Arm or C lass 12 Languages —Hit Points 1 (1d4 - 1) Challenge 1/4 (50 XP)Speed 5 ft., fly 30 ft. STR DEX CON INT W IS CHA Charge. If the boar moves at least 20 feet straight toward a2 (-4) 15 (+2) 8 (-1) 2 (-4) 12 (+1) 4 (-3) creature right before hitting it with a tusk attack, the target takes an extra 3 (1d6) slashing damage and must succeed on aSenses blindsight 60 ft., passive Perception 11 DC 11 Strength saving throw or be knocked prone.Languages —Challenge 0 (10 XP) Relentless (Recharges after the Boar Finishes a Short or Long Rest). If the boar takes damage that reduces it to 0 hit points,Echolocation. While it can’t hear, the bat has no blindsight. unless the damage is 7 or more or from a critical hit, it drops to 1 hit point instead.Keen Hearing. The bat has advantage on Wisdom (Perception)checks that rely on hearing. A c t i o n s ________________________________________________A c t i o n s ________________________________________________ Tusk. Melee W eapon Attack: +3 to hit, reach 5 ft., one target.Bite. Melee W eapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.Hit: 1 piercing damage. Brown Bear Large beast, unalignedBlack Bear Armor Class 11 (natural armor) Hit Points 34 (4d10 + 12)M edium beast, unaligned Speed 40 ft., climb 30 ft.Armor Class 11 (natural armor) STR DEX CON INT W IS CHAHit Points 19 (3d8 + 6) 2 (-4) 13 (+1) 7 (-2)Speed 40 ft., climb 30 ft. 19 (+4) 10 (+0) 16 (+3)STR DEX CON IN T W IS CHA Skills Perception +3 2 (-4) 12 (+1) 7 (-2) Senses passive Perception 1315 (+2) 10 (+0) 14 (+2) Languages — Challenge 1 (200 XP)Skills Perception +3 Keen Smell. The bear has advantage on Wisdom (Perception)Senses passive Perception 13 checks that rely on smell.Languages —Challenge 1/2 (100 XP) A c t i o n s ________________________________________________ Multiattack. The bear makes two attacks, one with its bite andKeen Smell. The bear has advantage on Wisdom (Perception) one with its claws.checks that rely on smell. Bite. Melee W eapon Attack: +5 to hit, reach 5 ft., one target.A c t i o n s ________________________________________________ Hit: 8 (1d8 + 4) piercing damage.Multiattack. The bear makes two attacks, one with its bite andone with its claws. Claws. Melee W eapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.Bite. Melee W eapon Attack: +3 to hit, reach 5 ft., one target.Hit: 5 (1d6 + 2) piercing damage.Claws. Melee W eapon Attack: +3 to hit, reach 5 ft., one target.Hit: 1 (2d4 + 2) slashing damage.
Cat A c t i o n s ______________________________________Tiny beast, unaligned Bite. Melee W eapon Attack: + 4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage, and the target is grappled.Armor Class 12 Until this grapple ends, the target is restrained, and theHit Points 2 (1d4) crocodile can’t bite another target.Speed 40 ft., climb 30 ft. STR DEX CON INT W IS CHA D ire W olf3 (-4) 3 (-4) 12 (+1) 7 (-2) 15 (+2) 10 (+0) Large beast, unalignedSkills Perception +3, Stealth +4 Armor Class 14 (natural armor)Senses passive Perception 13 Hit Points 37 (5d10 + 10)Languages — Speed 50 ft.Challenge 0 (10 XP)Keen Smell. The cat has advantage on Wisdom (Perception) STR DEX CON INT W IS CHAchecks that rely on smell. 17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 7 (-2)A c t i o n s _______________________________________ Skills Perception +3, Stealth +4 Senses passive Perception 13Claws. Melee W eapon Attack: +0 to hit, reach 5 ft., one target. Languages —Hit: 1 slashing damage. Challenge 1 (200 XP)C o n str ic to r Sn a k e Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.Large beast, unaligned Pack Tactics. The wolf has advantage on attack rolls against aArmor Class 12 creature if at least one o f the wolf's allies is within 5 feet o f theHit Points 13 (2d10 + 2) creature and isn’t incapacitated.Speed 30 ft., swim 30 ft. A c t i o n s _______________________________________ STR DEX CON INT W IS CHA15 (+2) 14 (+2) 12 (+1) 1 (-5) 10 (+0) 3 (-4) Bite. Melee W eapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature,Senses blindsight 10 ft., passive Perception 10 it must succeed on a DC 13 Strength saving throw or beLanguages — knocked prone.Challenge 1/4 (50 XP) Frog Tiny beast, unalignedA c t i o n s _______________________________________ Armor C lass 11 Hit Points 1 (1d4 - 1)Bite. Melee W eapon Attack: +4 to hit, reach 5 ft., one creature. Speed 20 ft., swim 20 ft.Hit: 5 (1d6 + 2) piercing damage. STR DEX CON INT W IS CHAConstrict. Melee W eapon Attack: +4 to hit, reach 5 ft., one 1 (-5) 13 (+1) 8 (-1) 1 (-5) 8 (-1) 3 (-4)creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the targetis grappled. Until this grapple ends, the creature is restrained,and the snake can’t constrict another target.C rocodile Skills Perception +1, Stealth +3 Senses darkvision 30 ft., passive Perception 11Large beast, unaligned Languages — Challenge 0 (0 XP)Armor Class 12 (natural armor) Amphibious. The frog can breathe air and water.Hit Points 19 (3d10 + 3)Speed 20 ft., swim 30 ft. Standing Leap. As part o f its movement and without a running start, the frog can long jump up to 10 feet and high jumpSTR DEX CON INT W IS CHA up to 5 feet. 2 (-4) 10 (+0) 5 (-3)15 (+2) 10 (+0) 13 (+1)Skills Stealth +2Senses passive Perception 10Languages —Challenge 1/2 (100 XP)H old Breath. The crocodile can hold its breath for 15 minutes.
G ia n t Eagle Web (Recharge 5-6). Ranged W eapon Attack: +5 to hit, range 30 ft./60 ft., one creature. Hit: The target is restrained byLarge beast, neutral good webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. TheArmor C lass 13 webbing can also be attacked and destroyed (AC 10; hp 5;Hit Points 26 (4d10 + 4) vulnerability to fire damage; immunity to bludgeoning, poison,Speed 10 ft., fly 80 ft. and psychic damage). STR DEX CON INT W IS CHA16 (+3) 17 (+3) 13 (+1) 8 (-1) 14 (+2) 10 (+0) H a w k (Fa l c o n )Skills Perception +4 Tiny beast, unalignedSenses passive Perception 14Languages Giant Eagle, understands Common but doesn't Armor C lass 13 Hit Points 1 (1d4 - 1) speak it Speed 10 ft., fly 60 ft.Challenge 1 (200 XP)Keen Sight. The eagle has advantage on Wisdom (Perception) STR DEX CON IN T W IS CHAchecks that rely on sight. 5 (-3) 16 (+3) 8 (-1) 2 (-4) 14 (+2) 6 (-2)A c t i o n s _______________________________________ Skills Perception +4 Senses passive Perception 14Multiattack. The eagle makes two attacks, one with its beak Languages —and one with its talons. Challenge 0 (10 XP)Beak. Melee W eapon Attack: +5 to hit, reach 5 ft., one target. Keen Sight. The hawk has advantage on Wisdom (Perception)Hit: 6 (1d6 + 3) piercing damage. checks that rely on sight.Talons. Melee W eapon Attack: +5 to hit, reach 5 ft., one target. A c t i o n s _______________________________________Hit: 10 (2d6 + 3) slashing damage. Talons. Melee W eapon Attack: +5 to hit, reach 5 ft., one target.G ia n t Spider Hit: 1 slashing damage.Large beast, unalignedArmor Class 14 (natural armor) ImpHit Points 26 (4d10 + 4)Speed 30 ft., climb 30 ft. Tiny fiend (devil, shapechanger), lawful evilSTR DEX CON INT W IS CHA Armor C lass 13 2 (-4) 11 (+0) 4 (-3) Hit Points 10 (3d4 + 3)14 (+2) 16 (+3) 12 (+1) Speed 20 ft., fly 40 ft. (20 ft. in rat form; 20 ft., fly 60 ft. in raven form; 20 ft., climb 20 ft. in spider form)Skills Stealth +7 STR DEX CON INT W IS CHASenses blindsight 10 ft., darkvision 60 ft., passive Perception 10 6 (-2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)Languages —Challenge 1 (200 XP) Skills Deception +4, Insight+3, Persuasion +4, Stealth +5 Dam age Resistances cold; bludgeoning, piercing, and slashingSpider Climb. The spider can climb difficult surfaces, includingupside down on ceilings, without needing to make an from nonmagical weapons that aren’t silveredability check. Dam age Immunities fire, poison Condition Immunities poisonedWeb Sense. While in contact with a web, the spider knows the Senses darkvision 120 ft., passive Perception 11exact location of any other creature in contact with the same web. Languages Infernal, Common Challenge 1 (200 XP)Web Walker. The spider ignores movement restrictions causedby webbing. Shapechanger. The imp can use its action to polymorph into the beast form o f a rat, a raven, or a spider, or into its devilA c t i o n s _______________________________________ form. Its statistics are the same in each form, although its attack is different in some o f them. Any equipment it carries isBite. Melee W eapon Attack: +5 to hit, reach 5 ft., one creature. not transformed. If slain, the imp reverts to its devil form.Hit: 7 (1d8 + 3) piercing damage, and the target must make aDC 11 Constitution saving throw, taking 9 (2d8) poison damage D evil’s Sight. Magical darkness doesn’t impede theon a failed save, or half as much damage on a successful one. If imp’s darkvision.the poison damage reduces the target to 0 hit points, the targetis stable but poisoned for 1 hour, and paralyzed while poisoned Magic Resistance. The imp has advantage on saving throwsin this way. against spells and other magical effects.
A c t i o n s _______________________________________ Pounce. If the lion moves at least 20 feet straight toward a target right before hitting it with a claw attack, the target mustSting (Bite in Beast Form). Melee W eapon Attack: +5 to hit, succeed on a DC 13 Strength saving throw or be knockedreach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and prone. If the target is prone, the lion can take a bonus action tothe target must make on a DC 11 Constitution saving throw, make one bite attack against it.taking 10 (3d6) poison damage on a failed save, or half asmuch damage on a successful one. Running Leap. As part o f its movement and after a 10-foot running start, the lion can long jump up to 25 feet.Invisibility. The imp turns invisible until it attacks or until itsconcentration ends. Anything the invisible imp is carrying or A c t i o n s _______________________________________wearing is invisible as long as it remains in contact with the imp. Bite. Melee W eapon Attack: +5 to hit, reach 5 ft., one target.L io n Hit: 7 (1d8 + 3) piercing damage.Large beast, unaligned Claw. Melee W eapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.Armor C lass 12 M astiffHit Points 26 (4d10 + 4)Speed 50 ft. M edium beast, unaligned STR DEX CON INT W IS CHA Armor C lass 1217 (+3) 15 (+2) 13 (+1) 3 (-3) 12 (+1) 8 (-1) Hit Points 5 (1d8 + 1) Speed 40 ft.Skills Perception +3, Stealth +6 STR DEX CON INT W IS CHASenses passive Perception 13 13 (+1) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 7 (-2)Languages —Challenge 1 (200 XP)Keen Smell. The lion has advantage on Wisdom (Perception) Skills Perception +3checks that rely on smell. Senses passive Perception 13 Languages —Pock Tactics. The lion has advantage on attack rolls against a Challenge 1/8 (25 XP)creature if at least one o f the lion’s allies is within 5 feet o f thecreature and isn’t incapacitated. Keen Hearing and Smell. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell. A c t i o n s _______________________________________ Bite. Melee W eapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. M ule M edium beast, unaligned Armor C lass 10 Hit Points 11 (2d8 + 2) Speed 40 ft. STR DEX CON INT W IS CHA 2 (-4) 10 (+0) 5 (-3) 14 (+2) 10 (+0) 13 (+1) Senses passive Perception 10 Languages — Challenge 1/8 (25 XP) Beast o f Burden. The mule is considered to be a Large animal for the purpose o f determining its carrying capacity. Sure-Footed. Whenever the mule would be knocked prone, it stays on its feet if it succeeds on a DC 10 Dexterity saving throw. A c t i o n s _______________________________________ Hooves. Melee W eapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Owl Po iso n o u s Sn a k eTiny beast, unaligned Tiny beast, unalignedArmor Class 11 Armor Class 13Hit Points 1 (1d4 - 1) Hit Points 2 (1d4)Speed 5 ft., fly 60 ft. Speed 30 ft., swim 30 ft. STR DEX CON INT W IS CHA STR DEX CON INT W IS CHA3 (-4) 13 (+1) 8 (-1) 2 (-4) 12 (+1) 7 (-2) 2 (-4) 1 (-5) 10 (+0) 3 (-4) 16 (+3) 11 (+0)Skills Perception +3, Stealth +3 Senses blindsight 10 ft., passive Perception 10Senses darkvision 120 ft., passive Perception 13 Languages —Languages — Challenge 1/8 (25 XP)Challenge 0 (10 XP)Flyby. The owl provokes no opportunity attacks when it flies A c t i o n s ____________________________________________out of an enemy’s reach. Bite. Melee W eapon Attack: +5 to hit, reach 5 ft., one target.Keen Sight. The owl has advantage on Wisdom (Perception) Hit: 1 piercing damage, and the target must make a DC 10checks that rely on sight. Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.A c t i o n s ____________________________________________Talons. Melee W eapon Attack: +3 to hit, reach 5 ft., one target. PseudodragonH it : 1 slashing damage. Tiny dragon, neutral goodPa n t h e r Armor Class 13 (natural armor) Hit Points 7 (2d4 + 2)M edium beast, unaligned Speed 15 ft., fly 60 ft.Armor C lass 12 STR DEX CON INT W IS CHAHit Points 13 (3d8) 6 (-2) 15 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0)Speed 50 ft., climb 40 ft.STR DEX CON INT W IS CHA Skills Perception +3, Stealth +4 3 (-4) 14 (+2) 7 (-2) Senses blindsight 10 ft., darkvision 60 ft., passive Perception 1314 (+2) 15 (+2) 10 (+0) Languages understands Common and Draconic but doesn’tSkills Perception +4, Stealth +6 speakSenses passive Perception 14 Challenge 1/4 (50 XP)Languages —Challenge 1/4 (50 XP) Keen Senses. The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.Keen Smell. The panther has advantage on Wisdom(Perception) checks that rely on smell. Magic Resistance. The pseudodragon has advantage on saving throws against spells and other magical effects.Pounce. If the panther moves at least 20 feet straight towarda creature right before hitting it with a claw attack, the target Lim ited Telepathy. The pseudodragon can communicatemust succeed on a DC 12 Strength saving throw or be knocked simple ideas, emotions, and images telepathically with anyprone. If the target is prone, the panther can take a bonus creature within 100 feet o f it that can understand a language.action to make one bite attack against it. A c t i o n s ____________________________________________A c t i o n s ____________________________________________ Bite. Melee W eapon Attack: + 4 to hit, reach 5 ft., one target.Bite. Melee W eapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.Hit: 5 (1d6 + 2) piercing damage. Sting. Melee W eapon Attack: +4 to hit, reach 5 ft., one creature.Claw. Melee W eapon Attack: + 4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target must succeedHit: 4 (1d4 + 2) slashing damage. on a DC 11 Constitution saving throw or become poisoned for 1 hour. If its saving throw result is 6 or lower, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to wake it.
Q u asit A c t i o n s _______________________________________Tiny f e n d (demon, shapechanger), chaotic evil Bite. Melee W eapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.Armor Class 13 RavenHit Points 7 (3d4)Speed 40 ft. (10 ft., fly 40 ft. in bat form; 40 ft., climb 40 ft. in Tiny beast, unaligned centipede form; 40 ft., swim 40 ft. in toad form) STR DEX CON IN T W IS CHA Armor C lass 125 (-3) 7 (-2) Hit Points 1 (1d4 - 1) 17 (+3) 10 (+0) 10 (+0) 10 (+0) Speed 10 ft., fly 50 ft.Skills Stealth +5 STR DEX CON INT W IS CHADam age Resistances cold, fire, lightning; bludgeoning, 2 (-4) 14 (+2) 8 (-1) 2 (-4) 12 (+1) 6 (-2) piercing, and slashing from nonmagical weapons Skills Perception +3Damage Immunities poison Senses passive Perception 13Condition Immunities poisoned Languages —Senses darkvision 120 ft., passive Perception 10 Challenge 0 (10 XP)Languages Abyssal, CommonChallenge 1 (200 XP)Shapechanger. The quasit can use its action to polymorph into Mimicry. The raven can mimic simple sounds it has heard,the beast form of a bat, centipede, or toad, or into its demon such as a person whispering, a baby crying, or an animalform. Its statistics are the same in each form, although its chittering. A creature that hears the sounds can tell they areattack is different in some of them. Any equipment it carries is imitations with a successful DC 10 Wisdom (Insight) check.not transformed. If slain, the quasit reverts to its demon form. A c t i o n s _______________________________________Magic Resistance. The quasit has advantage on saving throwsagainst spells and other magical effects. Beak. Melee W eapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.A c t i o n s ______________________________________ R eef Sh a r kClaws (Bite in Beast Form). Melee W eapon Attack: +4 to hit,reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the M edium beast, unalignedtarget is a creature, it must succeed on a DC 10 Constitutionsaving throw or take 5 (2d4) poison damage and become Armor Class 12 (natural armor)poisoned for 1 minute. The creature can repeat the saving Hit Points 22 (4d8 + 4)throw at the end o f each o f its turns, ending the effect early Speed 0 ft., swim 40 ft.on a success. STR DEX CON INT W IS CHAScare (1/Day). One creature o f the quasit’s choice within 20 14 (+2) 13 (+1) 13 (+1) 1 (-5) 10 (+0) 4 (-3)feet of it must succeed on a DC 10 Wisdom saving throw or befrightened for 1 minute. The target can repeat the saving throw Skills Perception +2at the end o f each of its turns, with disadvantage if the quasit is Senses blindsight 30 ft., passive Perception 12within line o f sight, ending the effect early on a success. Languages — Challenge 1/2 (100 XP)Invisibility. The quasit turns invisible until it attacks or usesScare, or until its concentration ends. Anything the invisible Pack Tactics. The shark has advantage on attack rolls against aquasit is carrying or wearing is invisible as long as it remains in creature if at least one o f the shark’s allies is within 5 feet o f thecontact with the quasit. creature and isn't incapacitated.Rat Water Breathing. The shark can breathe only while underwater.Tiny beast, unaligned A c t i o n s _______________________________________Armor Class 10 Bite. Melee W eapon Attack: +4 to hit, reach 5 ft., one target.Hit Points 1 (1d4 - 1) Hit: 6 (1d8 + 2) piercing damage.Speed 20 ft. STR DEX CON INT W IS CHA2 (-4) 11 (+0) 9 (-1) 2 (-4) 10 (+0) 4 (-3)Senses darkvision 30 ft., passive Perception 10Languages —Challenge 0 (10 XP)Keen Smell. The rat has advantage on Wisdom (Perception)checks that rely on smell.
R id in g H orseLarge beast, unalignedArmor C lass 10Hit Points 13 (2d10 + 2)Speed 60 ft.STR DEX CON INT W IS CHA 2 (-4) 11 (+0) 7 (-2)16 (+3) 10 (+0) 12 (+1)Senses passive Perception 10Languages —Challenge 1/4 (50 XP)A c t i o n s _______________________________________Hooves. Melee W eapon Attack: +2 to hit, reach 5 ft., one target.Hit: 8 (2d4 + 3) bludgeoning damage.Sk e l e t o nM edium undead, lawful evilArmor Class 13 (armor scraps)Hit Points 13 (2d8 + 4)Speed 30 ft.STR DEX CON INT W IS CHA 6 (-2) 8 (-1) 5 (-3)10 (+0) 14 (+2) 15 (+2)Dam age Vulnerabilities bludgeoning Shortbow. Ranged Weapon Attack: +6 to hit, range 40 ft./160Dam age Immunities poison ft., one target. Hit: 1 piercing damage. If the target is aCondition Immunities poisoned creature, it must succeed on a DC 10 Constitution savingSenses darkvision 60 ft., passive Perception 9 throw or become poisoned for 1 minute. If its saving throwLanguages understands languages it knew in life but can’t speak result is 5 or lower, the target falls unconscious for the sameChallenge 1/4 (50 XP) duration, or until it takes damage or another creature uses an action to wake it.A c t i o n s _______________________________________ Heart Sight. The sprite touches a creature and knows theShortsword. Melee W eapon Attack: +4 to hit, reach 5 ft., one creature’s current emotional state. Ifthe target fails a DC 10target. Hit: 5 (1d6 + 2) piercing damage. Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail theShortbow. Ranged W eapon Attack: + 4 to hit, range 80 ft./320 saving throw.ft., one target. Hit: 5 (1d 6 + 2) piercing damage. Invisibility. The sprite turns invisible until it attacks or castsSp r it e a spell, or until its concentration ends. Anything the invisible sprite is carrying or wearing is invisible as long as it remains inTiny fey, neutral good contact with the sprite.Armor Class 15 (leather armor)Hit Points 2 (1d4)Speed 10 ft., fly 40 ft. STR DEX CON IN T W IS CHA Va r ia n t: Wa r h o r se A rmor3 (-4) 18 (+4) 10 (+0) 14 (+2) 13 (+1) 11 (+0) An armored warhorse has an Armor Class based on theSkills Perception +3, Stealth +8 (the check is made with type o f barding worn (see chapter 5 for more information disadvantage if the sprite is flying) on barding). Its Armor Class includes the horse’s Dexterity modifier, where applicable.Senses passive Perception 13Languages Common, Elvish, Sylvan AC Barding AC BardingChallenge 1/4 (50 XP) 12 Leather 16 Chain mail 13 Studded leather 17 Splint 14 Ring mail 18 Plate 15 Scale mailA c t i o n s _______________________________________Longsword. Melee W eapon Attack: + 2 to hit, reach 5 ft., onetarget. Hit: 1 slashing damage.
T iger W olfLarge beast, unaligned M edium beast, unalignedArmor C lass 12 Armor Class 13 (natural armor)Hit Points 37 (5d10 + 10) Hit Points 11 (2d8 + 2)Speed 40 ft. Speed 40 ft. STR DEX CON INT W IS CHA STR DEX CON IN T W IS CHA17 (+3) 15 (+2) 14 (+2) 3 (-4) 12 (+1) 8 (-1) 12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)Skills Perception +3, Stealth +6 Skills Perception +3, Stealth +4Senses passive Perception 13 Senses passive Perception 13Languages — Languages —Challenge 1 (200 XP) Challenge 1/4 (50 XP)Keen Smell. The tiger has advantage on Wisdom (Perception) Keen Hearing and Smell. The wolf has advantage on Wisdomchecks that rely on smell. (Perception) checks that rely on hearing or smell.Pounce. If the tiger moves at least 20 feet straight toward a Pack Tactics. The wolf has advantage on attack rolls against acreature right before hitting it with a claw attack, the target creature if at least one o f the wolf’s allies is within 5 feet o f themust succeed on a DC 13 Strength saving throw or be knocked creature and isn't incapacitated.prone. If the target is prone, the tiger can take a bonus actionto make one bite attack against it. A c t i o n s _______________________________________A c t i o n s _______________________________________ Bite. Melee W eapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature,Bite. Melee W eapon Attack: +5 to hit, reach 5 ft., one target. it must succeed on a DC 11 Strength saving throw or beHit: 8 (1d10 + 3) piercing damage. knocked prone.Claw. Melee W eapon Attack: +5 to hit, reach 5 ft., one target. Z om bieHit: 7 (1d8 + 3) slashing damage. M edium undead, neutral evilW arhorse Armor Class 8 Hit Points 22 (3d8 + 9)Large beast, unaligned Speed 20 ft.Armor C lass 11 STR DEX CON INT W IS CHAHit Points 19 (3d10 + 3) 13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)Speed 60 ft. STR DEX CON INT W IS CHA Saving Throws Wis +018 (+4) 12 (+1) 13 (+1) 2 (-4) 12 (+1) 7 (-2) Dam age Immunities poison Condition Immunities poisonedSenses passive Perception 11 Senses darkvision 60 ft., passive Perception 8Languages — Languages understands the languages it knew in life but can’tChallenge 1/2 (100 XP) speak Challenge 1/4 (50 XP)Trampling Charge. If the horse moves at least 20 feet straight Undead Fortitude. If damage reduces the zombie to 0 hittoward a creature right before hitting it with a hooves attack, points, it must make a Constitution saving throw with a DCthe target must succeed on a DC 14 Strength saving throw or o f 5 + the damage taken, unless the damage is radiant orbe knocked prone. If the target is prone, the horse can take a from a critical hit. On a success, the zombie drops to 1 hitbonus action to make another attack with its hooves against point instead.the target. A c t i o n s _______________________________________A c t i o n s ________ Slam . Melee W eapon Attack: +3 to hit, reach 5 ft., one target.Hooves. Melee W eapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.Hit: 11 (2d6 + 4) bludgeoning damage.
A p p e n d ix E: I n s p i r a t i o n a l R e a d in g NI SPIRATION FOR ALL OF THE FANTASYWORK I HAVE Farmer, Philip Jose. Maker o f Universes and the rest of the World of Tiers series. done stems directly from the love m y father showed when I was a lad, for he spent many Fox, Gardner. Kothar and the Conjurer’s Curse and the rest of hours telling me stories he made up as he went the Kothar series, and Kyrik and the Lost Queen and the rest along, tales o f cloaked old men who could grant of the Kyrik series. wishes, o fmagic rings and enchanted swords, or wicked sorcerers and dauntless swordsmen. . Froud, Brian & Alan Lee. Faeries. .. All o f us tend to get ample helpings o f fantasy Hickman, Tracy & Margaret Weis. Dragons o fAutumn Twilightwhen we are veryyoung, from fairy tales such as thosewritten by the Brothers Grimm and Andrew Lang. and the rest of the Chronicles Trilogy.This often leads to reading books o f mythology, paging Hodgson, William Hope. The Night Land.through bestiaries, and consultation o f compilations Howard, Robert E. The Coming o f Conan the Cimmerian ando f the myths o f various lands and peoples. Upon sucha base I built my interest in fantasy, being an avid the rest of the Conan series.reader o f all science fiction and fantasy literature Jemisin, N.K. The Hundred Thousand Kingdoms and thesince 1950. The following authors were o fparticularinspiration to me. rest of the Inheritance series, The Killing Moon, and The —E. Gary Gygax, D ungeon M aster’s G uide (1979) Shadowed Sun. Jordan. Robert. The Eye o f the World and the rest of the WheelA great deal o f fantasy literature has been published of Time series.since the co-creator o f D u n g e o n s & D r a g o n s w rote Kay, Guy Gavriel. Tigana.those w ords, including breakthrough w orks set in the King, Stephen. The Eyes o f the Dragon.shared w orlds o f D & D . The follow ing list includes Lanier, Sterling. Hiero’sJourney and The Unforsaken Hiero.G ary’s original list and som e additional w ork s that have LeGuin, Ursula. A Wizard o f Earthsea and the rest of theinspired the gam e’s design ers in the years since. Earthsea series. Leiber, Fritz. Swords and Deviltry and the rest of the Fafhrd &Ahmed, Saladin. Throne o f the Crescent Moon. Gray Mouser series.Alexander, Lloyd. The Book o f Three and the rest of the Lovecraft, H.P. The Complete Works. Lynch, Scott. The Lies o fLocke Lamora and the rest of the Chronicles of Prydain series. Gentlemen Bastard series.Anderson, Poul. The Broken Sword, The High Crusade, and Martin, George R.R. A Game o f Thrones and the rest of the Song of Ice and Fire series. Three Hearts and Three Lions. McKillip, Patricia. The Forgotten Beasts o f Eld.Anthony, Piers. Split Infinity and the rest of the Apprentice Merritt, A. Creep, Shadow, Creep; Dwellers in the Mirage; and The Moon Pool. Adept series. Mieville, China. Perdido Street Station and the otherAugusta, Lady Gregory. Gods and Fighting Men. Bas-Lag novels.Bear, Elizabeth. Range o f Ghosts and the rest of the Moorcock, Michael. Elric o f Melnibone and the rest of the Elric series, and TheJewel in the Skull and the rest of the Eternal Sky trilogy. Hawkmoon series.Bellairs, John. The Face in the Frost. Norton, Andre. Quag Keep and Witch World.Brackett, Leigh. The B est o f Leigh Brackett, The Long Offutt, Andrew J., ed. Swords against Darkness III. Peake, Mervyn. Titus Groan and the rest of the Tomorrow, and The Sword o f Rhiannon. Gormenghast series.Brooks, Terry. The Sword o f Shannara and the rest of the Pratchett, Terry. The Colour o f Magic and the rest of the Discworld series. Shannara novels. Pratt, Fletcher. Blue Star.Brown, Fredric. Hall o f Mirrors and What Mad Universe. Rothfuss, Patrick. The Name o f the Wind and the rest of theBulfinch, Thomas. Bulfinch’s Mythology. Kingkiller series.Burroughs, Edgar Rice. At the Earth’s Core and the rest Saberhagen, Fred. The Broken Lands and Changeling Earth. Salvatore, R.A. The Crystal Shard and the rest of The of the Pellucidar series, Pirates o f Venus and the rest of Legend of Drizzt. the Venus series, and A Princess o f Mars and the rest of Sanderson, Brandon. Mistborn and the rest of the the Mars series. Mistborn trilogy.Carter, Lin. Warrior o f World’s End and the rest of the Smith, Clark Ashton. The Return o f the Sorcerer. World’s End series. St. Clair, Margaret. Change the Sky and Other Stories, TheCook, Glen. The Black Company and the rest of the Black Shadow People, and Sign o f the Labrys. Company series, Tolkien, J.R.R. The Hobbit, The Lord o f the Rings, and Thede Camp, L. Sprague. The Fallible Fiend and Lest Silmarillion. Darkness Fall. Tolstoy, Nikolai. The Coming o f the King.de Camp, L. Sprague & Fletcher Pratt. The Compleat Vance, Jack. The Dying Earth and The Eyes o f the Overworld. Enchanter and the rest of the Harold Shea series, and Weinbaum, Stanley. Valley o f Dreams and The Worlds o f If. Carnelian Cube. Wellman, Manly Wade. The Golgotha Dancers.Derleth, August and H.P. Lovecraft. Watchers out o f Time. Williamson, Jack. The Cosmic Express and The Pygmy Planet.Dunsany, Lord. The Book o f Wonder, The Essential Lord Wolfe, Gene. The Shadow o f the Torturer and the rest of The Dunsany Collection, The Gods o f Pegana, The King o f Book of the New Sun. Elfland’s Daughter, Lord Dunsany Compendium, and The Zelazny, Roger.Jack o f Shadows and Nine Princes in Amber Sword o f Welleran and Other Tales. and the rest of the Amber series.
In d e x Archery. See under fighting styles bear, black. See creature statistics Knowledge of the Ages co m m o n ra ces Archfey, the (warlock). See under bear, brown. See creature statistics0 hit points. See hit points: Beastlands, the. See planes of (Knowledge domain), 59 C om m and Undead(wizard), 1 1 9 dropping to 0 otherworldly patrons Preserve Life (Life domain), 60 area of effect, 204-205 existence component, spel. See casting aability check, 7, 12, 173-179, 186 armor and shields, 144-146 Beast Master (ranger). See under Radiance of the Dawn (Light contest, 174 spell: components group, 175 barding, 155, 310 ranger archetypes domain), 61 casting a spell in. See casting a Beast Speech (warlock). See See also material spel passive, 175 spell: in armor Read Thoughts (Knowledge component; somatic spell skill, 174-175 getting into and out of, 146 eldritch invocations skills with different abilities Stealth, 144 Beast Spells (druid), 67 domain), 59-60 component; verbal spell (variant), 175 table, 145 Beguiling Defenses (warlock), 109 Turn Undead, 59 working together, 175 Armor Class (AC), 7, 14, 144, 177 Beguiling Influence (warlock). See componentability modifier, 7, 13, 173 Armor of Shadows (warlock). See War God’s Blessing (War determining, 13, 173 eldritch invocations eldritch invocations concentration, 203-204 armor proficiency, 144 Bend Luck (sorcerer), 103 domain), 63 table, 13,173 See also specific class entries Benign Transposition (wizard), 116 conditions, 290-292ability score, 7, 12-13, 173 Artificer’s Lore (rock gnome), 37 Bestial Fury (ranger), 93 Channel Divinity paladin options, Ascendant Step (warlock). See Bewitching Whispers (warlock). 86-88 cone. See area of effect customizing (variant), 13 eldritch invocations determining, 12-13 Aspect of the Beast (barbarian), See eldritch invocations Abjure Enemy (Oath of conjuration, 116, 203 increase. See under racial traits 50 Blessed Healer (cleric), 60 point cost table, 13 Assassin (rogue). See under Blessings of Knowledge (cleric), 59 Vengeance), 88 school (wizard). See under rolling, 13 roguish archetypes Blessing of the Trickster (cleric), 63 standard set, 13 Assassinate (rogue), 97 blinded. See conditions Nature’s Wrath (Oath of the arcane traditions summary, 12, 173 Astral Plane. See planes of Blindsense (rogue), 96 using, 173-179 existence Ancients), 87 Conjuration Savant (wizard), 116Ability Score Improvement. See Athletics (skill). See under blindsight, 183 specific class entries Strength bludgeoning damage. See damage Sacred Weapon (Oath of conjurer, 116abjuration, 115, 203 attack of opportunity. See school (wizard). See under opportunity attack types Devotion), 86 Constitution, 12, 177 arcane traditions attack, 14, 193-196 boar. See creature statisticsAbjuration Savant (wizard), 115 Attack action. See under action bonds. See personality Turn the Faithless (Oath of the checks, 177Abjure Enemy (paladin). See attack modifier, 14, 194 bonus, 7 under Channel Divinity paladin spell. See specifci Spellcasting bonus action, 189 Ancients), 87 hit points and. See hit points options entries attack roll, 7, 14, 176, 177, 194 See also casting a spell: casting Turn the Unholy (Oath of container capacity, 153abjurer, 115 ability modifier, 194 timeAbyss, the. See planes of existence Dexterity-based, 177, 194 Book of Ancient Secrets (warlock). Devotion), 86 contest. See under ability checkAbyssal. See language modifiers to, 194 See eldritch invocationsAC. See Armor Class proficiency bonus, 194 Book of Shadows (warlock), 108 Vow of Enmity (Oath of Controlled Chaos (sorcerer), 103Acheron. See planes of existence rolling a 1, 194 Border Ethereal. See planes ofacid damage. See damage types rolling a 20, 194 existence Vengeance), 88 Converting a spell slot to sorceryacolyte. See under background spell. See spell attack roll Brave (halfling), 28 points (sorcerer). See FontAcolyte of Nature (cleric), 62 Strength-based, 176, 194 breaking concentration. See chaotic evil. See alignmentAcrobatics (skill). See under Auran. See language concentration chaotic good. See alignment of Magic Aura of Courage (paladin), 85 Breath of Winter (monk). See chaotic neutral. See alignment Dexterity Aura of Devotion (paladin), 86 Elemental Disciplines character, 5, 11-15 copper piece (cp). See coinageaction, 189, 192-193 Aura of Protection (paladin), 85 Aura o fWarding (paladin), 87 Breath Weapon (dragonborn), 34 advancement, 15 Corona of Light (cleric) , 61 Attack action, 192 automatic hit. See attack roll: age. See specific race entries cast a spell. See casting a spell: rolling a 20 bright light. See light alignment. See alignment Countercharm (bard), 54 casting time automatic miss. See attack roll: bringing back the dead. See under Dash action, 192 rolling a 1 creating a, 11-15 cover, 196 Disengage action, 192 Avatar of Battle (cleric), 63 dead Dodge action, 192 Avenging Angel (paladin), 88 Brutal Critical (barbarian), 49 describing your, 13-14 crafting. See downtime activity Help action, 192 Awakened Mind (warlock), 110 bull rush. See shoving equipping your, 14, 125, Hide action, 192 background, 11, 12, 13-14, By Popular Demand (entertainer), 143-157 crawling. See under movement improvising, 193 125-141 Ready action, 193 acolyte, 127 130 height and weight, 121 Create Thrall (warlock), 110 Search action, 193 charlatan, 128 Bytopia. See planes of existence Use an Object action, 193 criminal, 129-130 Calishite. See human ethnicities name, 121. See also specific race creating a character. See underAction Surge (fighter), 72 customizing, 125-126 campaign, 5, 6 entriesadvancement. See under character entertainer, 130-131 personality. See personality characteradvantage, 7, 173 equipment, 125 cantrips, 201adventure, 5, 7-8 folk hero, 131-132 See also Spellcasting: bard; sex and gender, 121 creating spell slots (sorcerer). See See also adventuring gladiator (variant), 131 cleric; druid; fighter, Eldritchadventurer. See character guild artisan, 132-133 character sheet, 11, 317-319 Font of Magicadventuring, 181-187 guild merchant (variant), 133 Knight; rogue, Arcane Trickster; Charisma, 12, 178-179adventuring gear, 148,150-153 hermit, 134-135 sorcerer; warlock; wizard creature statistics, 304-311 table, 150 languages, 125 Carceri. See planes of existence checks, 178-179age (character). See specific race noble, 135-136 Careful Spell (sorcerer). See Deception, 178 criminal. See under background entries noble knight (variant), 136 Metamagic Intimidation, 179Agonizing Blast (warlock). See outlander, 136-137 carrying capacity. See under lifting Performance, 179 Criminal Contact (criminal), 129 eldritch invocations pirate (variant), 139 and carrying Persuasion, 179alignment, 122 proficiencies, 125 charlatan. See under background critical hit, 196 of planes. See planes of casting a spell, 201-205 existence: alignment of sage, 137-138 area of effect, 204-205 Charm Animals and Plants crocodile. See creature statisticsAlter Memories (wizard), 117 sailor, 139 at a higher level, 201ammunition (weapon property). soldier, 140-141 (cleric). See under Channel cube. See area of effect See weapon properties spy (variant), 130 attack roll, 205Animal Handling (skill). See under suggested characteristics, 125 Divinity cleric options Cunning Action (rogue), 96 Wisdom urchin, 141 casting time, 202Aquan. See language Bad Reputation (pirate variant), charmed. See conditions current hit points. See hit points:Arborea. See planes of existence 139 combining effects, 205 check. See ability checkArcadia. See planes of existence barbarian, 45, 46-50 components, 203 Chondathan. See human currentArcana (skill). See under primal paths. See primal paths duration, 203-204 Intelligence quick build, 47 in armor, 201 ethnicities Cutting Words (bard), 54-55Arcane Charge (fighter), 75 bard, 45, 51-55 range, 202-203arcane magic, 205 colleges. See bard colleges saving throw, 205 Circle Forms (druid), 69 cylinder. See area of effect See also bard; martial quick build, 52 targeting, 204 Circle of the Land (druid). See archetypes: Eldritch Knight; spell list, 207 See also specific Spellcasting damage, 14, 196-197 roguish archetypes: Arcane Bard College (bard), 54 entries under druid circles Trickster; sorcerer; warlock; bard colleges, 54—55 casting time. See under casting Circle of the Moon (druid). See at 0 hit points. See under death wizard College of Lore, 54-55 a spellArcane Recovery (wizard), 115 College o fValor, 55 cat. See creature statistics under druid circles saving throwsArcane Tradition (wizard), 115 Bardic Inspiration (bard), 53-54 Celestial. See language Circle Spells (druid), 68 barding. See under armor and centipede, giant. See creature City Secrets (urchin), 141 damage resistance, 197arcane traditions, 115-119 shields statistics Cleansing Touch (paladin), 85 base attack bonus. See proficiency Chains of Carceri (warlock). See Cloak of Shadows (cleric). See Damage Resistance (dragonborn), School of Abjuration, 115-116 bonus eldritch invocations School of Conjuration, 116 base save bonus. See proficiency Champion (fighter). See under under Channel Divinity cleric 34 bonus martial archetypes School of Divination, 116-117 bat. See creature statistics options damage roll, 14, 176, 177, 196 School of Enchantment, 117 Battle Magic (bard), 55 Channel Divinity (cleric), 58-59 School of Evocation, 117-118 Battle Master (fighter). See under multiclassing and. See under (monk), 80 Dexterity-based, 177 martial archetypes multiclassing class, 11, 45 School of Illusion, 118 (paladin), 85 spell, 196 See also Channel Divinity cleric choosing a, 11 School of Necromancy, 118- options; Channel Divinity Strength-based, 176 features, 11,15 119 paladin options more than one target, 196 Channel Divinity cleric options, proficiencies, 12 School of Transmutation, 119 weapon, 14, 196Arcane Trickster (rogue). See under 59-63 quick build, 11 Charm Animals and Plants damage types, 196 roguish archetypes (Nature Domain), 62 See also specific class entriesArcane Ward (wizard), 115 Cloak of Shadows (Trickery clear path to the target. See damage vulnerability, 197Archdruid (druid), 67-68 domain), 63 Damaran. See human ethnicities Destroy Undead, 59 casting a spell: targeting Destructive Wrath (Tempest Dampen Elements (cleric), 62 domain), 62 Clench of the North Wind (monk). Guided Strike (War domain), 63 Danger Sense (barbarian), 48 Invoke Duplicity (Trickery See Elemental Disciplines cleric, 45, 56-63 Dark Delirium (warlock), 109 domain), 63 divine domains. See divine dark elf. See elf domains darkness. See light quick build, 57 Dark One’s Blessing (warlock), 109 spell list, 207-208 climbing. See under movement Dark One’s Own Luck (warlock), coinage, 143 cold damage. See damage types 109 College of Lore (bard). See under darkvision, 183, 185 bard colleges See also specific race entries College of Valor (bard). See under Dash action. See under action bard colleges DC. See Difficulty Class Colossus Slayer (ranger). See dead, 197 Hunter’s Prey bringing back the. See the spell combat, 8, 189-198 descriptions fo r raise dead, mounted, 198 step by step, 189 reincarnate, resurrection, underwater, 198 revivify, true resurrection Combat Inspiration (bard), 55 combat round. See time: round deafened. See conditions Combat Superiority (fighter), 73 Combat Wild Shape (druid), 69 death, 197 combining spell effects. See instant, 197 casting a spell: combining monsters and, 198 effects Death domain, 293 Commander’s Strike maneuver death saving throws, 197 (fighter). See maneuvers Common. See language damage at 0 hit points, 197 rolling a 1 or 20 on, 197 Death Strike (rogue), 97 Deception (skill). See under Charisma deep gnome. See gnome Deep Speech. See language Defense. See under fighting styles Defensive Tactics (ranger), 93 Deflect Missiles (monk), 78 dehydration. See food and drink: water requirements deities, 293-299 Celtic, 297, 298 Dragonlance, 293, 295 Eberron, 293, 296 Egyptian, 297-298, 299 Forgotten Realms, 293, 294 Greek, 297, 298 Greyhawk, 293, 295
nonhuman, 293, 296 druidic focus, 150, 151 exotic language. See language Giant Killer (ranger). See Hunter’s holy symbol. See Spellcasting: Norse, 298, 299 See also spellcasting focus: expenses, 157-158, 187 Prey cleric; paladin See also cleric; druid; paladin druid experience points (XP), 15 demiplanes. See planes of gladiator. See under background Horde Breaker (ranger). See existence druids and the gods, 69 multiclassing and. See under gnome, 35-37 Hunter’s Prey Destroy Undead. See under Dueling. See under fighting styles multiclassing Gnome Cunning (gnome), 37 Channel Divinity cleric options duergar. See dwarf Expert Divination (wizard), 116 gnome names, 36 horse, riding. See creature Destructive Wrath (cleric). See Dungeon Master (DM ), 5 Expertise (bard), 54 gnome traits, 36-37 statistics under Channel Divinity cleric Durable Summons (wizard), 116 (rogue), 96 Gnomish, 37 See also mounts and vehicles options duration. See under casting a spell exploration, 8 Devil’s Sight (warlock). See dwarf, 18-20 Extended Spell (sorcerer). See See language how to play. See under rules eldritch invocations dwarf names, 20 Metamagic Goading Attack maneuver Huge. See size category Dexterity, 12, 176-177 dwarf traits, 20 Extra Attack (barbarian), 49 human, 29-31 Acrobatics, 176 Dwarven Armor Training (bard), 55 (fighter). See maneuvers human ethnicities, 30-31 checks, 176-177 (fighter), 72 gold dwarf. See dwarf human names, 30, 31 Sleight of Hand, 177 (mountain dwarf), 20 (monk), 79 gold piece (gp), 14 human traits, 31 Stealth, 177 Dwarven Combat Training, 20 Diamond Soul (monk), 79 (paladin), 85 See also coinage variant, 31 d (abbreviation). See dice Dwarven Resilience, 20 (ranger), 92 Gong o fthe Summit (monk). See Hunter (ranger). See under ranger dice, 6-7 Dwarven Toughness (hill dwarf), Eyes of the Rune Keeper (warlock). d2 or d3, 7 See eldritch invocations Elemental Disciplines archetypes percentile, 6 20 Faerie. See planes of existence: grappled. See conditions Hunter’s Prey (ranger), 93difficult terrain. See under Dwarvish, 20 Feywild, the grappling, 195 Hurl Through Hell (warlock), 109 movement falling, 183 hustle. See action: Dash action Difficulty Class (DC), 7, 174 alphabet, 122 False Identity (charlatan), 128 gray dwarf. See dwarf Hypnotic Gaze (wizard), 117 typical DCs table, 174 See also language familiar (warlock), 107 Greater Portent (wizard), 117 ideals. See personalitydim light. See light effect, 201 Fangs of the Fire Snake (monk). Great Old One, the (warlock). See Ignan. See language disadvantage, 7, 173 Elder Champion (paladin), 87 See Elemental Disciplines illusion, 118, 203 Disarming Attack maneuver Eldritch Invocations (warlock), 107 Far Realm. See planes of existence under otherworldly patrons (fighter). See maneuvers eldritch invocations, 110-111 Fast Hands (rogue), 97 Great Weapon Fighting. See under school (wizard). See under Disciple of Life (cleric), 60 Eldritch Knight (fighter). See under Fast Movement (barbarian), 49 arcane traditions Disciple of the Elements (monk), martial archetypes Favored Enemy (ranger), 91 fighting styles illusionist, 118 80 Eldritch Master (warlock), 108 feats, 165-170 Great Wheel, the. See planes of Illusion Savant (wizard), 118 Discovery (hermit), 134 Eldritch Sight (warlock). See gaining, 165 llluskan. See human ethnicities Disengage action. See under action eldritch invocations prerequisites, 165 existence Illusory Reality (wizard), 118 Distant Spell (sorcerer). See Eldritch Spear (warlock). See Feinting Attack maneuver grid (variant), 192 Illusory Self (wizard), 118 Metamagic eldritch invocations (fighter). See maneuvers Grim Harvest (wizard), 118 imp. See creature statistics Distracting Strike maneuver Eldritch Strike (fighter), 75 Feral Instinct (barbarian), 49 group checks. See under ability Impostor (rogue), 97 (fighter). See maneuvers electrum piece (ep). See coinage Feral Senses (ranger), 92 Improved Abjuration (wizard), 115divination, 116-117, 203 Elemental Affinity (sorcerer), 103 Fey Ancestry (elf), 23 check Improved Combat Superiority school (wizard). See under Elemental Attunement (monk). (half-elf), 39 Guided Strike (cleric). See under (fighter), 74 arcane traditions See Elemental Disciplines Fey Presence (warlock), 108 Improved Critical (fighter), 72 Divination Savant (wizard), 116 Elemental Chaos. See planes of Feywild, the. See planes of Channel Divinity cleric options Improved Divine Smite (paladin), Divine Domain (cleric), 58 existence existence guild artisan. See under 85 domain spells, 58 Elemental Disciplines (monk), 81 Fiendish Resilience (warlock), 109divine domains, 59 Elemental Planes. See planes of Fiendish Vigor (warlock). See background Improved Duplicity (cleric), 63 Knowledge, 59-60 existence eldritch invocations Guild Membership (guild artisan), Life, 60 Elemental Wild Shape (druid), 69 Fiend, the (warlock). See under Improved Flare (cleric), 61 Light, 60-61 elf, 21-24 otherworldly patrons 133 Improved Minor Illusion (wizard), Nature, 61-62 elf names, 22-23 fighter, 45, 70-75 guild merchant. See under Tempest, 62 elf traits, 23-24 martial archetypes. See martial 118 Trickery, 62-63 ElfWeapon Training, 23, 24 archetypes background Improved War Magic (fighter), 75 War, 63 Elusive (rogue), 96 quick build, 71 Hades. See planes of existence improvised weapons. See under Elvish, 23 Fighting Style (fighter), 72 half cover. See coverDivine Health (paladin), 85 alphabet, 123 (paladin), 84 half-elf, 38-39 weaponDivine Intervention (cleric), 59 See also language (ranger), 91 half-elf names, 39 incapacitated. See conditionsdivine magic, 205 Elysium. See planes of existence fighting styles, 72, 84, 91 half-elf traits, 39 Indomitable (fighter), 72 Empowered Evocation (wizard), Archery, 72, 91 halfling, 26-28 Indomitable Might (barbarian), 49 See also cleric; druid; paladin; 117 Defense, 72, 84, 91 Halfling (language), 28 Infernal. See language ranger Empowered Spell (sorcerer). See Dueling, 72, 84, 91 Infernal Legacy (tiefling), 43diviner, 116 Metamagic Great Weapon Fighting, 72, 84 See also language Infiltration Expertise (rogue), 97Divine Sense (paladin), 84 Empty Body (monk), 79 Protection, 72, 84 halfling names, 27 initiative, 177, 189Divine Smite (paladin), 85 enchantment, 117, 203 Two-Weapon Fighting, 72, 91 Halfling Nimbleness, 28 Inner Planes. See planes ofDivine Strike (cleric, Life domain), school (wizard). See under finding a hidden creature, 177 halfling traits, 28 60 arcane traditions finding a hidden object, 178 half-orc, 40-41 existence (cleric, Tempest domain), 62 Enchantment Savant (wizard), 117 finesse (weapon property). See half-orc names, 41 Insight (skill). See under Wisdom (cleric, Trickery domain), 63 enchanter, 117 weapon properties half-orc traits, 41 inspiration, 125 (cleric, War domain), 63 encounters. See under travel fire damage. See damage types hawk. See creature statistics instantaneous (spell duration), 203DM. See Dungeon Master encumbrance. See under lifting Fist of Four Thunders (monk). See healing, 197 Instinctive Charm (wizard), 117Dodge action. See un d eraction and carrying Elemental Disciplines hearing. See Wisdom: Perception Intelligence, 12, 177-178domain spells. See under Divine entertainer. See under background Fist of Unbroken Air (monk). See Domain EntropicWard (warlock), 110 Elemental Disciplines See also conditions Arcana, 177donning and doffing armor. See environment, 183-185 Flames o fthe Phoenix (monk). heavily obscured, 183 checks, 177-178 armor and shields: getting into equipment, 14, 125, 143-161 See Elemental Disciplines heavy (weapon property). See History, 177-178 and out of background, 125 flaws. See personality Investigation, 178downtime activities, 187 packs, 151 Fleet of Foot (wood elf), 24 weapon properties Nature, 178draconians, 34 size (variant), 144 Flexible Casting (sorcerer). See heavy armor. See armor and Religion, 178Draconic, 34 starting, 143 Font of Magic Intimidating Presence (barbarian), alphabet, 124 See also adventuring gear; Flurry of Blows (monk). See Ki shields 49-50 See also language armor and shields; tools; flying. See under movement See also movement: in heavy Intimidation (skill). See underDraconic Ancestry (dragonborn), mounts and vehicles; weapon; Focused Conjuration (wizard), 116 armor Charisma 34 and specific background entries Foe Slayer (ranger), 92 Inured to Undeath (wizard), 119Draconic Presence (sorcerer), 102 under backgrounds folk hero. See under background heavy weapons and Small Investigation (skill). See underDraconic Resilience (sorcerer), 102 equipment packs. See under Font of Inspiration (bard), 54 creatures, 147 IntelligenceDragon Ancestor (sorcerer), 102 equipment Font of Magic (sorcerer), 101 invisible. See conditionsdragonborn, 32-34 See also specific class entries: food and drink, 158, 185 height and weight. See under See also unseen attackers anddragonborn names, 33-34 quick build expenses, 158 character targetsdragonborn traits, 34 Escape the Horde (ranger). See food requirements, 185 Invoke Duplicity (cleric). See underDragon Wings (sorcerer), 103 Defensive Tactics water requirements, 185 Heightened Spell (sorcerer). See Channel Divinity cleric optionsdraw or sheathe a weapon. See escaping a grapple, 195 foraging. See under travel Metamagic Jack of All Trades (bard), 54 objects: using during combat Eternal Mountain Defense force damage. See damage types jumping. See under movementDreadful Word (warlock). See (monk). See Elemental forced march. See under Hellish Resistance (tiefling), 43 Keen Senses (elf), 23 eldritch invocations Disciplines movement Help action. See under action Ki (monk), 78drink (expenses), 158 Ethereal Plane. See planes of forest gnome. See gnome hermit. See under backgrounddrop an object. See objects: using existence Frenzy (barbarian), 49 hidden, 177, 178 saving throws, 78 during combat Evasion (monk), 79 frightened. See conditions Ki-Empowered Strikes (monk), 79drow. See elf (ranger). See Superior Hunter’s frog. See creature statistics See also Dexterity: Stealth; ki points, 78Drow Magic, 24 Defense gaining a level, 15 finding a hidden creature;druid, 45, 64-69 (rogue), 96 Gargantuan. See size category finding a hidden object; hiding; spells and, 80 druid circles. See druid circles Evasive Footwork maneuver Gaze o fTwo Minds (warlock). See unseen attackers and targets knight. See background: noble quick build, 65 (fighter). See maneuvers eldritch invocations Hide action. See under action spell list, 208 evocation, 117-118, 203 Gehenna. See planes of existence Hide in Plain Sight (ranger), 92 knightDruid Circle, 67 school (wizard). See under gender. See character: sex and hiding, 177 knocking a creature out, 198druid circles, 68-69 arcane traditions gender high elf. See elf Know Your Enemy (fighter), 73-74 Circle of the Land, 68-69 Evocation Savant (wizard), 117 getting into and out of armor. See hill dwarf. See dwarf Knowledge domain (cleric). See Circle of the Moon, 69 evoker, 117 under armor and shields hirelings, 159Druidic, 66 Exceptional Training (ranger), 93 Giant. See language History (skill). See under under divine domains exception-based rules. See under Intelligence Knowledge o f the Ages (cleric). rules Hit Dice, 12 exhaustion, 181, 185, 291 multiclassing and. See under See under Channel Divinity multiclassing cleric options See also specific class entries Land’s Stride (druid), 69 hit point maximum, 12, 15, 177 (ranger), 92 hit points, 12, 13, 15, 177, language, 17, 123, 125 Druidic. See Druidic 196-198 thieves’ cant. See thieves’ cant Constitution and, 177 Large. See size category current, 196 lawful evil. See alignment damage at 0. See under death lawful good. See alignment saving throws lawful neutral. See alignment dropping to 0, 197-198 Lay on Hands (paladin), 84 increasing with level, 15 learning spells. See specific multiclassing and. See under multiclassing starting, 12, 13 subtracting damage from, 196 temporary, 198 holding breath. See suffocating Holy Nimbus (paladin), 86
Spellcasting entries Elemental Disciplines 159, 185, 189, 198 existence rat. See creature statisticslethal damage. See damage Misty Escape (warlock), 109 nonlethal damage. See damage Portent (wizard), 116 raven. See creature statisticslevel, 11, 15 Misty Visions (warlock). See NPC. See nonplayer character reach (creature), 195Life domain (cleric). See under Oath of Devotion (paladin). See Potent Cantrip (wizard), 117 reach (weapon property). See eldritch invocations Potent Spellcasting (cleric, divine domains modifier, 7 under sacred oaths weapon propertiesLifedrinker (warlock). See eldritch Oath of the Ancients (paladin). Knowledge domain), 60 reaction, 190 ability, 7 (cleric, Light domain), 61 invocations bonus, 7 See under sacred oaths Precision Attack maneuver See also casting a spell: castinglifestyle. See expenses penalty, 7 Oath o fVengeance (paladin). See (fighter). See maneuvers timelifting and carrying, 176 monastic orders, 81 preparing spells. See Spellcasting: Read Thoughts (cleric). See under Monastic Tradition (monk), 78 under sacred oaths cleric; druid; paladin; wizard Channel Divinity cleric options carrying capacity, 176 monastic traditions, 79-81 oath spells. See under Sacred Oath Preserve Life (cleric). See under Ready action. See under action encumbrance (variant), 176 Way of the Open Hand, 79-80 objects, 185 Channel Divinity cleric options Reckless Attack (barbarian), 48 size and, 176 Way of Shadow, 80 Primal Champion (barbarian), 49 recovering ammunition.light, 183 Way of the Four Elements, attacking, 185 Primal Path (barbarian), 48 See weapon properties:light (weapon property). See 80-81 primal paths, 49-50 ammunition weapon properties monk, 45, 76-81 interacting with, 185 Path o f the Berserker, 49-50 recuperating. See downtimelight armor. See armor and shields monastic traditions. See using during combat, 190 Path o f the Totem Warrior, 50 activityLight domain (cleric). See under monastic traditions One with Shadows (warlock). See Primal Strike (druid), 69 refitting plate armor. See under divine domains quick build, 77 eldritch invocations Primeval Awareness (ranger), 92 plate armorlightly obscured, 183 monk weapons, 78 Open Hand Technique (monk), 79 Primordial. See language Relentless (fighter). 74lightning damage. See damage moon elf. See elf open locks. See thieves’ tools profession. See downtime activity Relentless A venger (paladin), 88 types mount. See mounts and vehicles Opportunist (monk), 80 proficiencies, 11, 12, 14, 155 Relentless Endurance (half-orc), 41Limbo. See planes of existence mountain dwarf. See dwarf opportunity attack, 195 multiclassing and. See under Relentless Rage (barbarian), 49line. See area of effect Mount Celestia. See planes of Orc, 41 multiclassing Reliable Talent (rogue), 96line of sight. See casting a spell: existence See also language saving throw, 14 religion, 293 targeting mounted combat. See under orison. See cantrip skill, 14 See also cleric; druid; paladinlion. See creature statistics combat Otherworldly Leap (warlock). See spell, 14 Religion (skill). See underlistening. See Wisdom: Perception mounts and vehicles, 155, 157 eldritch invocations tool, 14 Intelligence See also conditions See also under movement Otherwordly Patron (warlock), 107 vehicle, 155 reloading. See weapon properties:loading (weapon property). See move action. See movement weapon, 14 ammunition weapon properties movement, 181-183, 190-192 otherworldly patrons, 108-110 proficiency bonus, 14, 173-174, See also objects: using duringlock, opening or picking. See around creatures, 191 Archfey, the, 108-109 194 combat; weapon properties: thieves’ tools breaking up, 190 Fiend, the, 109 adding, 14, 173 loadinglodging (expenses), 158 climbing, 182, 190 Great Old One, the, 109-110 dividing, 14, 173-174 Remarkable Athlete (fighter), 72Lolth, 24, 296 crawling, 182, 191 increasing with level, 15 Repelling Blast (warlock). Seelong rest. See resting combat, 190-192 Outer Planes. See planes of multiclassing and. See under eldritch invocationsLower Planes. See planes of difficult terrain, 182, 190 existence multiclassing research. See downtime activity existence flying, 191 multiplying, 14, 173-174 Researcher (sage), 138low-light vision. See darkvision prone, 190-191 outlander. See under background Projected Ward (wizard), 115 resistance. See damage resistanceLucky (halfling), 28 forced march, 181 Outlands, the. See planes of projectile weapon. See weapon resting, 186Lunging Attack maneuver in heavy armor, 144 properties: ammunition restrained. See conditions (fighter). See maneuvers jumping, 182, 190 existence prone, 190-191 result. See totalMage Hand Legerdemain mounts and vehicles, 181-182 Overchannel (wizard), 118 See also conditions (rogue), 98 size, 191-192 owl. See creature statistics Protection. See under fighting styles Retainers (noble variant), 136Magical Ambush (rogue), 98 speed, 14, 17,181 Pact Boon (warlock), 107-108 pseudodragon. See creature Retaliation (barbarian), 50Magical Secrets (bard), 54 squeezing, 192 statistics Ride the Wind (monk). Seemagic, 8, 201-289 stand up, 190-191 Pact o f the Blade, 107-108 psychic damage. See damage types See also specific class entries swimming, 182, 190 Pact o fthe Chain, 107 punching. See under melee attack Elemental Disciplinesmagic item. See under wealth travel pace, 181 Pact of the Tome, 108 Purity of Body (monk), 79 Riposte maneuver (fighter). Seemagic-user. See wizard using different speeds, 190 Purity of Spirit (paladin), 86 See also arcane magic moving a grappled creature, 195 Your Pact Boon, 108 Pushing Attack maneuver maneuversMalleable Illusions (wizard), 118 Mulan. See human ethnicities Pact Magic (warlock), 107 (fighter). See maneuvers Ritual Casting. See Spellcasting:maneuver (fighter), 73 mule. See creature statistics quasit. See creature statisticsManeuvering Attack maneuver Multiattack (ranger), 93 multiclassing and. See under quick build, 11 bard; cleric; druid; wizard (fighter). See maneuvers Multiattack Defense (ranger). See multiclassing See also under specific class See also featsmaneuvers, 73, 74 Defensive Tactics pact weapon (warlock), 107-108 entries rituals, 201-202 list, 74 multiclassing, 163-164 paladin, 45, 82-88 Quickened Spell (sorcerer). See See also casting a spell: casting saving throws, 73 Channel Divinity, 164 quick build, 83 Metamagic timemapping. See under travel experience points, 163 sacred oaths. See sacred oaths Quivering Palm (monk), 80 River of Hungry Flame (monk).marching order. See under travel hit points and Hit Dice, 163 spell list, 208-209 r a c e , 11 See Elemental DisciplinesMartial Archetype (fighter), 72 Pact Magic, 164 Pandemonium. See planes of choosing a, 11, 17 rock gnome. See gnomemartial archetypes, 72-75 prerequisites, 163 existence traits. See racial traits rogue, 45, 94-98 Battle Master, 73-74 proficiencies, 163-164 panther. See creature statistics See also specific race entries quick build, 95 Champion, 72-73 proficiency bonus, 163 paralyzed. See conditions racial ability score increase. See roguish archetype. See roguish Eldritch Knight, 74-75 spell slots, 164 Parry maneuver (fighter). See racial traits: ability score archetypesMartial Arts (monk), 78 Spellcasting, 164 maneuvers increase Roguish Archetype (rogue), 96martial weapon. See weapon spells known and prepared, 164 party (adventuring), 15 racial traits, 11,17 roguish archetypes, 97-98 categories Unarmored Defense, 164 passive check. See under ability ability score increase, 11, 12, Arcane Trickster, 97-98Mask of Many Faces (warlock). multiverse, 5-6, 293, 300 check 13, 17 Assassin, 97 See eldritch invocations Mystic Arcanum (warlock), 108 Path o fthe Berserker. See under age, 17 Thief, 97Mask o fthe Wild (wood elf), 24 name. See under character primal paths alignment, 17 roleplaying, 8, 185-186Master of Myriad Forms Natural Explorer (ranger), 91 Path o f the Totem Warrior. See languages, 17 roll, 6-7 (warlock). See eldritch Natural Illusionist (forest gnome), under primal paths size, 17 round. See undertime invocations 37 Patient Defense (monk). See Ki speed, 17 rounding numbers, 7Master of Nature (cleric), 62 Naturally Stealthy (lightfoot Peerless Skill (bard), 55 subrace, 17 rowed vessel, 155-157M asterTransmuter (wizard), 119 halfling), 28 See also specific race rules, 6-7mastiff. See creature statistics Natural Recovery (druid), 68 penalty, 6 entries exceptions, 7 See also mounts and vehicles Nature (skill). See under percentile (dice). See under dice Radiance o fthe Dawn (cleric). See how to play, 6material spell component, 203 Intelligence Perception (skill). See under under Channel Divinity clericMaterial Plane. See planes of Nature domain (cleric). See under options specific beats general, 7 existence divine domains Wisdom radiant damage. See damage types run. See action: Dash actionMechanus. See planes of existence Nature’s Sanctuary (druid), 69 See also travel: noticing threats Rage (barbarian), 48 Rush of the Gale Spirits (monk).Medicine (skill). See under Nature’s Ward (druid), 69 Perfect Self (monk), 79 Rally maneuver (fighter). See Wisdom Nature’s Wrath (paladin). See Performance (skill). See under maneuvers See Elemental DisciplinesMedium. See size category under Channel Divinity paladin Charisma range, 195 Rustic Hospitality (folk hero), 131medium armor. See armor and options Persistent Rage (barbarian), 49 maximum, 147 Sacred Oath (paladin), 85 navigating. See under travel personality (character), 122-124 normal, 147 shields necromancer, 118-119 Persuasion (skill). See under of spells. See casting a spell: oath spells, 85melee attack, 195 necromancy, 118, 203 Charisma range sacred oaths, 85-88 school (wizard). See under petrified. See conditions range (weapon property). See unarmed, 195 arcane traditions pick locks. See thieves’ tools weapon properties breaking, 86 with a weapon that requires Necromancy Savant (wizard), 118 pick pockets. See Dexterity: Sleight ranged attack, 195 Oath of Devotion, 85-86 ammunition, 147 necrotic damage. See damage of Hand in melee, 195 Oath of the Ancients, 86-87 reach, 195 types piercing damage. See damage ranged weapon, 14, 146, 149, 195 Oath o fVengeance, 87-88melee weapon, 14, 146, 149, 195 Negative Plane. See planes of types ranger, 45, 89-93 sacred plants and wood (druid), 66Menacing (half-orc), 41 existence pirate. See under background quick build, 90 Sacred Weapon (paladin). SeeMenacing Attack maneuver neutral. See alignment planar travel, 301 ranger archetype. See ranger under Channel Divinity paladin (fighter). See maneuvers neutral evil. See alignment Plane of Air. See planes of archetypes optionsMetamagic (sorcerer), 101-102 neutral good. See alignment existence spell list, 209 sage. See under backgroundMilitary Rank (soldier), 140 Nine Hells, the. See planes of Plane of Earth. See planes of Ranger Archetype (ranger), 92 sailor. See under backgroundMindless Rage (barbarian), 49 existence existence ranger archetypes, 93 Savage Attacks (half-orc), 41Minions of Chaos (warlock). See noble. See under background Plane of Faerie. See planes of Beast Master, 93 save. See saving throw eldritch invocations noble knight. See under existence Hunter, 93 saving throw, 7, 12, 179,205Minor Alchemy (wizard), 119 background Plane of Fire. See planes of Ranger’s Companion (ranger), 93 death. See death saving throwsMinor Conjuration (wizard), 116 nonplayer character (NPC), 8, existence Rashemi. See human ethnicities ki. See ki: saving throwsMire the Mind (warlock). See Plane of Shadow. See planes of maneuver. See maneuvers: eldritch invocations existence saving throwsMist Stance (monk). See Plane o fWater. See planes of proficiency. See proficiencies: existence saving throw planes of existence, 5, 300-303 spell. See spell saving throws platinum piece (pp). See coinage saving throw modifier, 12, 179, player character. See character 205 point of origin. See area of effect poison damage. See damage types poisoned. See conditions Position of Privilege (noble), 135 Positive Plane. See planes of
School of Abjuration (wizard). See Slow Fall (monk), 78 spider, giant. See creature tiefling, 42-43 Upper Planes. See planes of under arcane traditions Small. See size category statistics tiefling names, 43 existence snake, constrictor. See creature tiefling traits, 43 School of Conjuration (wizard). Spirit Seeker (barbarian), 50 tiers of play, 15 urchin. See under background See under arcane traditions statistics Spirit Walker (barbarian), 50 tiger. See creature statistics Use an Object action. See under snake, poisonous. See creature Split Enchantment (wizard), 117 time, 181School of Divination (wizard). See sprite. See creature statistics action under arcane traditions statistics spy. See under background day, 181 Use Magic Device (rogue), 97 Sneak Attack (rogue), 96 squeezing. See under movement minute, 181 using this book, 6 School of Enchantment (wizard). social interaction, 8, 185-186 stabilizing a creature, 197 round, 181, 189 Vanish (ranger), 92 See under arcane traditions soldier. See under background stable, 197-198 turn, 189 vehicle. See mounts and vehicles somatic spell component, 203 stacking. See casting a spell: Timeless Body (druid), 67 verbal spell component, 203School of Evocation (wizard). See Song of Rest (bard), 54 (monk), 79 versatile (weapon property). See under arcane traditions sorcerer, 45, 99-104 combining effects Tinker (rock gnome), 37 See also advantage; Tiny. See size category weapon propertiesSchool of Illusion (wizard). See quick build, 100 disadvantage Tongue o fthe Sun and Moon Versatile Trickster (rogue), 98 under arcane traditions sorcerous origin. See sorcerous standard action. See action (monk), 79 vision, 183 origins standard language. See language tools, 154School of Necromancy (wizard). spell list, 209 Stand Against the Tide (ranger). total, 7 See also blindsight; darkvision; See under arcane traditions Sorcerous Origin, 101 See Superior Hunter’s Defense total cover. See cover truesight; Wisdom: Perception sorcerous origins, 102-104 starting wealth. See under wealth Totemic Attunement (barbarian), Visions of Distant RealmsSchool of Transmutation (wizard). Draconic Bloodline, 102-103 starvation. See food and drink: 50 (warlock). See eldritch See under arcane traditions Wild Magic, 103-104 food requirements Totem Spirit (barbarian), 50 invocations Sorcerous Restoration, 102 Stealth (skill). See under Dexterity tracking. See under travel Visions o fthe Past (cleric), 60schools of magic. See arcane Sorcery Points (sorcerer). See Font See also armor and shields: trade goods, 144, 157 Voice o fthe Chain Master traditions of Magic Stealth; hiding; travel training. See downtime activity (warlock). See eldritch Soul o fVengeance (paladin), 88 Steel Will (ranger). See Defensive traits. See under personality invocationsSculptor of Flesh (warlock). See space. See under size Tactics See also specific race trait entries Volley (ranger). See Multiattack eldritch invocations Speak with Small Beasts (forest Step o fthe Wind (monk). See Ki Trance (elf), 23 Vow of Enmity (paladin). See gnome), 37 Stillness of Mind (monk), 79 Transitive Planes. See planes of under Channel Divinity paladinSculpt Spells (wizard), 117 special (weapon property). See Stonecunning (dwarf), 20 existence optionsSecond-Story Work (rogue), 97 weapon properties Stormborn (cleric), 62 Tranquility (monk), 80 vulnerability. See damageSecond Wind (fighter), 72 speed. See under movement Stout Resilience (stout halfling), transmutation, 119, 203 vulnerabilitySearch action. See under action See also mounts and vehicles; 28 school (wizard). See under Wanderer (outlander), 136searching. See under travel racial traits; travel Strength, 12, 175-176 arcane traditions Warding Flare (cleric), 61 spell, 201 Athletics, 175 Transmutation Savant (wizard), War domain (cleric). See under See also Intelligence: spell attack modifier. See specific checks, 175 119 divine domains Investigation; Wisdom: Spellcasting entries Stroke of Luck (rogue), 96 transmuter, 119 War God’s Blessing (cleric). See Perception spell attack roll, 205 strongheart halfling. See halfling: Transmuter’s Stone (wizard), 119 under Channel Divinity clericself. See casting a spell: range; See also specific Spellcasting stout traps, finding. See Wisdom: options targeting entries Student of War (fighter), 73 Perception warhorse. See creature statisticsselling treasure. See underwealth Spell Bombardment (sorcerer), 103 stunned. See conditions See also Intelligence: See also mounts and vehiclesservices, 159 Spellbook (wizard), 114 Stunning Strike (monk), 79 Investigation War Magic (fighter), 75sex. See character: sex and gender spellcaster, 201 subrace, 17 traps, removing or disabling. See War Priest (cleric), 63Shadow Arts (monk), 80 spellcasting, 201-205 Subtle Spell (sorcerer). See thieves’ tools Water Whip (monk). SeeShadowfell, the. See planes of Spellcasting (bard), 52-53 Metamagic travel, 181-183 Elemental Disciplines existence (cleric), 58 suffocating, 183 drawing a map, 183 warlock, 45, 105-111Shadow Step (monk), 80 (druid), 66 sun elf. See elf encounters, 183 quick build, 106Shapechanger (wizard), 119 (fighter, Eldritch Knight), 75 Sunlight Sensitivity (drow), 24 foraging, 183 otherworldly patron. SeeShape the Flowing River (monk). (paladin), 84-85 Superior Critical (fighter), 73 marching order, 182 otherworldly patrons See Elemental Disciplines (ranger), 91-92 Superior Darkvision (drow), 24 navigating, 183 spell list, 210Share Spells (ranger), 93 (rogue, Arcane Trickster), Superior Hunter’s Defense noticing threats, 182-183 Wave of Rolling Earth (monk). Seeshark, reef. See creature statistics 97-98 (ranger), 93 pace, 181 Elemental DisciplinesShelter o fthe Faithful (acolyte), (sorcerer), 101 Superior Inspiration (bard), 54 searching, 183 wealth, 143-144 127 (warlock). See Pact Magic superiority dice (fighter), 73 stealth, 182 magic item, 144shield. See armor and shields (wizard), 114 Supreme Healing (cleric), 60 surprise, 183 selling treasure, 144shield dwarf. See dwarf: mountain See also under multiclassing Supreme Sneak (rogue), 97 tracking, 183 starting, 143Ship’s Passage (sailor), 139 spellcasting ability, 178, 179, 205 surprise, 189 Trickery domain (cleric). See under See also expensesshort rest. See resting See also specific Spellcasting See also travel: surprise divine domains weapon, 14, 146-148, 149Shou. See human ethnicities entries Survival (skill). See under W isdom trinkets, 160-161 improvised, 147-148shoving, 195 spellcasting focus. See See also travel: foraging, Trip Attack maneuver (fighter). See silvered, 148Sigil. See planes of existence Spellcasting: bard; cleric; navigating, or tracking maneuvers table, 149Signature Spells (wizard), 115 druid; paladin; sorcerer; Survivor (fighter), 73 truesight, 185 Weapon Bond (fighter), 75silvered weapon. See under warlock; wizard svirfneblin. See gnome Turami. See human ethnicities weapon categories, 146 weapon spell components. See casting a Sweeping Attack maneuver turn. See under time weapon proficiency, 14, 146silver piece (sp). See coinage spell: components (fighter). See maneuvers turn, taking yours, 189-190 See also specific classes:simple weapon. See weapon See also material spell Sweeping Cinder Strike (monk). See also action; bonus action; proficiencies; and specific race categories component; somatic spell See Elemental Disciplines movement trait entriessize, 176, 191-192 component; verbal spell Sylvan. See language Turn the Faithless (paladin). See weapon properties, 146-147 and weapons. See weapon component targeting a spell. See casting a under Channel Divinity paladin Weave, the, 205 properties: heavy spell descriptions, 211-289 options Whirlwind Attack (ranger). See lifting and carrying. See lifting spell level, 201 spell: targeting Turn the Unholy (paladin). See Multiattack and carrying: size and spell list, 207-211 target number, 7 under Channel Divinity paladin Whispers o fthe Grave (warlock). of equipment. See equipment: Spell Mastery (wizard), 115 options See eldritch invocations size spell preparation. See Armor Class (AC), 7 Turn Undead. See under Channel Wholeness of Body (monk), 79-80 space, 191-192 Spellcasting: cleric; druid; Difficulty Class (DC), 7 Divinity cleric options wild elf. See elf See also racial traits; and paladin; wizard Tempest domain (cleric). See Twinned Spell (sorcerer). See Wild Magic (sorcerer). See under specific race trait entries See also under multiclassing under divine domains Metamagic sorcerous originssize category, 191 Spell Resistance (wizard), 116 temporary hit points. See under two-handed (weapon property). Wild Magic Surge (sorcerer), 103skeleton. See creature statistics spell save DC, 205 hit points See weapon properties table, 104skill check. See ability check: skill See also specific Spellcasting Tenets of Devotion (paladin), 86 two-weapon fighting, 195 Wild Shape (druid), 66-67Skill Versatility (half-elf), 39 entries Tenets o f the Ancients (paladin), Two-Weapon Fighting (class Wisdom, 12, 178skills with different abilities spell saving throws, 205 86-87 feature). See under fighting Animal Handling, 178 (variant). See under ability check spells known, 201 styles checks, 178slashing damage. See damage See also Spellcasting: bard; Tenets o fVengeance (paladin), 88 unarmed. See under melee attack Insight, 178 types fighter, Eldritch Knight; ranger; Terran. See language Unarmored Defense (barbarian), Medicine, 178Sleight of Hand (skill). See under rogue, Arcane Trickster; Tethyrian. See human ethnicities 48 Perception, 178 Dexterity sorcerer; warlock; and THAC0. See attack roll (monk), 78 Survival, 178Slippery Mind (rogue), 96 multiclassing Thief (rogue). See under roguish Unarmored Movement (monk), 78 Witch Sight (warlock). See eldritch spell slots, 201 Uncanny Dodge (ranger). See invocations See also specific Spellcasting archetypes Superior Hunter’s Defense wizard, 45, 112-119 entries; and multiclassing Thief of Five Fates (warlock). See (rogue), 96 arcane tradition. See arcane Spell Thief (rogue), 98 Undead Thralls (wizard), 119 traditions sphere. See area of effect eldritch invocations Underdark, 17 quick build, 113 Thief’s Reflexes (rogue), 97 Undying Sentinel (paladin), 87 spell list, 210-211 thieves’ cant (rogue), 96 uncommon races, 33 wolf, dire. See creature statistics thieves’ tools, 154 unconscious, 197, 198 wolf. See creature statistics Third Eye, The (wizard), 116-117 See also conditions wood elf. See elf Thirsting Blade (warlock). See Undercommon. See language world, 5-6, 8 underwater combat. See under See also planes of existence: eldritch invocations combat Material Plane Thought Shield (warlock), 110 unseen attackers and targets, Wrath o fthe Storm (cleric), 62 Thousand Forms (druid), 69 194-195 XP. See experience points three-quarters cover. See cover Ysgard. See planes of existence thrown (weapon property). See zombie. See creature statistics weapon properties Thunderbolt Strike (cleric), 62 thunder damage. See damage types Tides of Chaos (sorcerer), 103
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