Xanathar S Guide To Everything

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CONTENTS
Introduction
Using This Book
The Core Rules

4
4
5

Ch. 1: Character Options ........................... 7
8
Barbarian

9
Primal Paths
Path of the Ancestral Guardian ............ 9
Path ofthe Storm Herald ..................... 10
Path of the Zealot

11

Bard Colleges

14

Bard

l2

College of Glamour
College of Swords

14
15

Divine Domains
Sidebar: Serving a Pantheon;
Philosophy, or Force ...................
Forge Domain

18

College of Whispers .......................
Cleric

Grave Domain

Druid
Druid Circles
Circle of Dreams
Circle of the Shepherd ...................
Learning Beast Shapes .................

Fighter
Martial Archetypes
Arcane Archer
Cavalier
Samurai
Monk

Monastic Traditions .......................
Way of the Drunken Master .........
Way of the Kensei
Way of the Sun Soul .......................

Paladin

Sacred Oaths

Oath of Conquest

Oath of Redemption .......................
Ranger
Ranger Archetypes

Gloom Stalker

Horizon Walker

Monster Slayer
Rogue
Roguish Archetypes .......................
Inquisitive
Mastermind

Scout
Swashbuckler
Sorcerer
Sorcerous Origins
Divine Soul
Shadow Magic
Storm Sorcery
Warlock
Otherworldly Patrons ....................
The Celestial
The Hexblade
Eldritch Invocations .......................
Wizard
Arcane Tradition
1War Magic

16
17

18
18
19

21
22
22
23

24

27
28
28
30
31
32

33
33
34
35

36

37

37

38
4O
41

4].

42

43
44
45
45
46

47
47
48
50
50
50
51
53
54
54
55
56
58
59
59

61
61
64
Personal Decisions
69
Life Events
Supplemental Tables...................... ....... 72
73
Racial Feats
This Is Your Life

Origins

Ch. 2: Dungeon Master's Tools ...... ....... 77
77
77
Falling
77
Rate of Falling
Flying Creatures and Falling ....... ....... 77
77
Sleep
77
Waking Someone
Sleeping in Armor .......................... ....... 77
Going without a Long Rest ........... ....... 78
Adamantine Weapons ........................ ....... 78
78
Tying Knots
78
Tool Proficiencies
Tools and Skills Together ............. ....... 78
78
Tool Descriptions
85
Spellcasting
Perceiving a Caster at Work ......... ....... 85
85
Identifying a Spell
Invalid Spell Targets ...................... ....... 85
Areas of Effect on a Grid ............... ....... 86
.....
88
Encounter Building
91
Quick Matchups

Simultaneous Effects

Random Encounters: A World of
Possibilities
Arctic Encounters
Coastal Encounters ........................ ....... 93
Desert Encounters
97
Forest Encounters
Grassland Encounters ................... ..... 100
101
Hill Encounters
104
Mountain Encounters ....................
105
Swamp Encounters ........................
106
Underdark Encounters ..................
Underwater Encounters ................. 109
110
Urban Encounters

Traps Revisited
Simple Traps
Sidebar: Making Traps
Meaningful

Designing Simple Traps ................

Complex Traps
Designing Complex Traps .............
Sidebar: Complex Traps and
Legendary Monsters ...................
Downtime Revisited
Rivals
Downtime Activities .......................

Buying a Magic Item ...................
Carousing

Crafting an Item

Crime

Gambling
Pit Fighting

Relaxation

Religious Service .........................
Research

Scribing a Spell Scroll ...............
Selling a Magic Item ...................
Training

Work

113
113

114
115
118
121

123
123
123
125
126
127
128
130
130
131
131
131
132
133
133
134
134

Awarding Magic Items ...................... ...... 135

Sidebar: Behind the Design: Magic
Item Distribution ........................ ...... 135
Common Magic Items ................... ...... 136
Sidebar: Are Magic Items
Necessary in a Campaign? ....... ...... 136
Sidebar: Creating Additional
140
Common Items
140
Magic Item Tables
Sidebar: Recharging without
144
a Dawn

Ch. 3: Spells
Spell Lists
Spell Descriptions

147
147
150

App. A: Shared Campaigns ............

172

App. B: Character Names ...............

175
175
175
176
176
178
179
179

Nonhuman Names
Dragonborn
Dwarf

Elf

Gnome

Halfling

Half-Ore
Tiefling
Human Names
Arabic
Celtic
Chinese
Egyptian

English

French
German
Greek
Indian
japanese
Mesoamerican

Niger—Congo
Norse

Polynesian

Roman
Slavic
Spanish

INTRODUCTION
D

ENEATH THE BUSTL-ING CITY OF WATERDEEP,
a beholder crime lord keeps tabs on everyone
and everything—or so the beholder thinks.

Known as Xanathar, this bizarre being be-

.

lieves it can gather information on everything
in the DUNGEONS 8t DRAGONS multiverse.

The beholder desires to know it all! But no

matter what the beholder learns and what treasures it
acquires, its most prized possession in all the multi—
verse remains its goldfish, Sylgar.
The first major roles expansion to the fifth edition of
D&D, Xanathar's Guide to Everything provides a wealth
of new options for the game. Xanathar might not be able

to realize its dream to know everything, but this book
does delve into every major part of the game: adventur-

ers, their adventures, and the magic they wield.

USING THIS BOOK

Written for both players and Dungeon Masters, this

book offers options to enhance campaigns in any world,
whether you’re adventuring in the Forgotten Realms,
another official D&D setting, or a world of your own

creation. The options here build on the official rules
contained within the Player's Handbook, the Monster
Manual, and the Dungeon Master’s Guide. Think of this
book as the companion to those volumes. It builds on
their foundation, exploring pathways first laid in those
publications. Nothing herein is required for a D8£D cam-

paign—this is not a fourth core rulebook—but we hope it

will provide you new ways to enjoy the game.

Chapter 1 offers character options that expand on

those offered in the Player’s Handbook. Chapter 2 is a
toolkit for the DM that provides new resources for run—

ning the game and designing adventures, all of it building on the Monster Manual and the Dungeon Master’s

Guide. Chapter 3 presents new spells for player charac—
ters and spellcasting monsters to unleash.

Appendix A provides guidance on running a shared

campaign, similar to the activities staged by the D&D
Adventurers League, and appendix B contains a host of
tables that allow you to quickly generate names for the
characters in your D&D stories.
As you peruse the many options herein, you'll come
across observations from Xanathar itself. Like the

beholder’s roving mind, your reading will take you to
places in the game familiar and new. May you enjoy
thejourney!

4L

.‘

UNEARTHED ARCANA

Much ofthe material in this book originally appeared in

Unearthed Arcana, a series ofonline articles we publish

to explore rules that might ofificially become part of the
game. Some Unearthed Arcana offerings don’t end up
resonating with fans and are set aside for the time being.
The Unearthed Arcana material that inspired the options

in the following chapters was well received and, thanks to
feedback from thousands ofyou, has been refined into the

official forms presented here.

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THE CORE RULES
This book relies on the rules in the three core rules

ADVANTAGE AND DISADVANTAGE
Even if more than one factor gives you advantage or

disadvantage on a roll, you have it only once, and if you

books. The game especially makes frequent use of
the rules in chapters 7—10 of the Player’s Handbook:

have advantage and disadvantage on the same roll, they
cancel each other.

prone. You don’t need to know the rules by heart, but it’s
helpful to know where to find them when you need them.
If you’re a BM, you should also know where to look
things up in the Dungeon Master’s Guide, especially the

Different game effects can affect a target at the same
time. For example, two different benefits can give you
a bonus to your Armor Class. But when two or more
effects have the same proper name, only one of them
(the most powerful one if their benefits aren’t identical)
applies while the durations of the effects overlap. For ex—

“Using Ability Scores,” “Adventuring,” “Combat,” and
“Spellcasting.” That book’s appendix A is also crucial;
it contains definitions of conditions, like invisible and

rules on how magic items work (see chapter '7 of that

book). The introduction of the Monster Manual is your

guide on how to use a monster’s stat block.

THE DM ADJUDICATES THE RULES
One rule overrides all others: the DM is the final authority on how the rules work in play.
Rules are part of what makes DEED a game, rather
thanjust improvised storytelling. The game’s rules are
meant to help organize, and even inspire, the action of a
DEED campaign. The rules are a tool, and we want our
tools to be as effective as possible. No matter how good
those tools might be, they need a group of players to

bring them to life and a BM to guide their use.

The DM is key. Many unexpected events can occur in
a DEED campaign, and no set of rules could reasonably
account for every contingency. If the rules tried to do so,
the game would become a slog. An alternative would be
for the rules to severely limit what characters can do,
which would be contrary to the open—endedness of D8tD.
Here's the path the game takes: it lays a foundation of
rules that a BM can build on, and it embraces the DM's

role as the bridge between the things the rules address
and the things they don’t.

TEN RULES To REMEMBER
A few rules in the core rulebooks sometimes trip up a
new player or DM. Here are ten of those rules. Keep—
ing them in mind will help you interpret the options in
this book.

EXCEPTIONS SUPERSEDE GENERAL RULES

General rules govern each part of the game. For exam—
ple, the combat rules tell you that melee weapon attacks
use Strength and ranged weapon attacks use Dexterity.
That’s a general rule, and a general rule is in effect as
long as something in the game doesn't explicitly say
otherwise.
The game also includes elements—class features,
spells, magic items, monster abilities, and the like—that
sometimes contradict a general rule. When an exception
and a general rule disagree, the exception wins. For example, if a feature says you can make melee weapon at—
tacks using your Charisma, you can do so, even though
that statement disagrees with the general rule.

Rou N D DOWN

Whenever you divide or multiply a number in the game,
round down if you end up with a fraction, even if the
fraction is one-half or greater.

COMBINING DIFFERENT EFFECTS

ample, if bless is cast on you when you’re still under the

effect of an earlier bless, you gain the benefit of only one
casting. Similarly, if you’re in the radius of more than

one Aura of Protection, you benefit only from the one

that grants the highest bonus.

REACTION TIMING

Certain game features let you take a special action,
called a reaction, in response to some event. Making
opportunity attacks and casting the shield spell are two
typical uses of reactions. If you’re unsure when a reaction occurs in relation to its trigger, here’s the rule: the
reaction happens after its trigger completes, unless the
description of the reaction explicitly says otherwise.
Once you take a reaction, you can’t take another one
until the start of your next turn.

RESISTANCE AND VULNERABILITY

Here’s the order that you apply modifiers to damage: (1)

any relevant damage immunity, (2) any addition or subtraction to the damage, (3) one relevant damage resistance, and (4) one relevant damage vulnerability.
Even if multiple sources give you resistance to a type
of damage you’re taking, you can apply resistance to it
only once. The same is true of vulnerability.
PROFICIENCY BONUS

If your proficiency bonus applies to a roll, you can add
the bonus only once to the roll, even if multiple things in
the game say your bonus applies. Moreover, if more than
one thing tells you to double or halve your bonus, you
double it only once or halve it only once before applying it. Whether multiplied, divided, or left at its normal
value, the bonus can be used only once per roll.

BONUS ACTION SPELLS

If you want to cast a spell that has a casting time of 1
bonus action, remember that you can’t cast any other
spells before or after it on the same turn, except for can-

trips with a casting time of 1 action.

CONCENTRATION

As soon as you start casting a spell or using a special
ability that requires concentration, your concentration

on another effect ends instantly.

TEM PORARY I-IIT POINTS

Temporary hit points aren’t cumulative. If you have tem—
porary hit points and receive more of them, you don’t
add them together, unless a game feature says you can.
Instead, you decide which temporary hit points to keep.

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_ CHAPTERI

CHARACTER OPTIONS

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heart of the story. This chapter provides a
variety of new options for them, focusing
on additional subclasses for each of the
classes in the Player's Handbook.
Each class offers a character—defining choice at lst,
2nd, or 3rd level that unlocks a series of special features, not available to the class as a whole. That choice
is called a subclass. Each class has a collective term
that describes its subclasses: in the fighter, for instance,
the subclasses are called martial archetypes, and in the
paladin, they’re sacred oaths. The table below identifies

__.fi=——._—-—-—--

tential villainy of your characters are at the

Following the subclasses, the section called “This Is

._

The heroics, folly, righteousness, and po-

each of the subclasses in this book. In addition, the section for druids presents details on how the Wild Shape
feature works, and the warlock receives a collection of
new choices for the class's Eldritch Invocations feature.
Each of the class presentations leads off with advice
on how to add depth and detail to your character’s personality. You can use the tables in these sections as a
source of inspiration, or roll a die to randomly deter—
mine a result if desired.

Your Life" presents a series of tables for adding detail to
your character’s backstory.
The chapter concludes with a selection of feats for the

"

are the characters created by the players.

“‘

HE MAIN FIGURES IN ANY DBZD CAMPAIGN

.,..

- -

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races in the Player’s Handbook, offering ways to delve
deeper into a character's racial identity.

SUBCLASSES
Class

Barbarian
Barbarian
Barbarian

Path ofthe Storm Herald
Path ofthe Zealot

Level Available

3rd
3rd
3rd

College ofGlamour
College of Swords

3rd
3rd

Bard

College ofWhispers
Forge Domain
Crave Domain

lst
lst

Druid
Druid
Fighter
Fighter

Circle of Dreams
Circle ofthe Shepherd
Arcane Archer
Cavalier

Fighter

Samurai

3rd

2nd
2nd
3rd
3rd
3rd

Monk

Way ofthe Drunken Master

3rd

Monk

Way ofthe Kensei

3rd

Monk

Way ofthe Sun Soul

Paladin
Paladin

Oath ofConquest
Oath of Redemption

3rd
3rd

Ranger
Ranger
Ranger
Rogue

Gloom Stalker
Horizon Walker
Monster Slayer
Inquisitive

3rd
3rd
3rd
3rd

Rogue

'

Path ofthe Ancestral Guardian

Bard
Bard
Cleric
Cleric

-

Subclass

Mastermind

Rogue
Rogue

Scout
Swashbuckler

Sorcerer

Divine Soul

Sorcerer

Shadow Magic

Sorcerer

Storm Sorcery
The Celestial

Warlock

Warlock
Wizard

The Hexblade
War Magic

Description
Calls on the spirits of honored ancestors to protect others

Filled with a rage that channels the primal magic ofthe storm
Fueled by a religious zeal that visits destruction on foes
Wields the beguiling, glorious magic ofthe Feywild
Entertains and slays with daring feats ofweapon prowess

Plants fear and doubt in the minds ofothers
Clad in heavy armor, serves a god ofthe forge or creation
Opposes the blight of undeath

Mends wounds, guards the weary, and strides through dreams
Summons nature spirits to bolster friends and harry foes
Imbues arrows with spectacular magical effects
Defends allies and knocks down enemies, often on horseback
Combines resilience with courtly elegance and mighty strikes

Confounds foes through a martial arts tradition inspired by the

swaying ofa drunkard

3rd

Channels ki through a set of mastered weapons
Transforms ki into bursts offire and searing bolts oflight
Strikes terror in enemies and crushes the forces of chaos
Offers redemption to the worthy and destruction to those who
refuse mercy or righteousness

Unafraid ofthe dark, relentlessly stalks and ambushes foes
Finds portals to other worlds and channels planar magic
Hunts down creatures ofthe night and wielders ofgrim magic

3rd

Roots out secrets, akin to a masterful detective
A mastertactician, manipulates others

3rd
3rd

Delivers deadly strikes with speed and panache

lst

lst
lst
lst

lst
2nd

Combines stealth with a knack for survival

Harnesses magic bestowed by a god or other divine source
Wields the grim magic ofthe Shadowfell
Crackles with the power ofthe storm

»

Forges a pact with a being from celestial realms
Serves a shadowy entity that bestows dread curses
Mixes evocation and abjuration magic to dominate the battlefield

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PERSONAL TOTEMS

d6
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2

Totem
A tuft offur from a solitary wolfthat you befriended during a hunt
Three eagle feathers given to you by a wise shaman, who told you they would play a role in determining your fate

3

BARBARIAN

4

I HAVE VVITNESSED THE INDOMITABLE PERFORlyiANCE OF

5

barbarians an thefieid of battle, and it makes me wonder

whatforce lies at the heart of their rage.

represent your ancestors

6

—Seret, archwizard

The anger felt by a normal person resembles the rage of

a barbarian in the same way that a gentle breeze is akin
to a furious thunderstorm. The barbarian’s driving force
comes from a place that transcends mere emotion, mak-

ing its manifestation all the more terrible. Whether the
impetus for the fury comes entirely from within or from
forging a link with a spirit animal, a raging barbarian

becomes able to perform supernatural feats of strength

and endurance. The outburst is temporary, but while it
lasts, it takes over body and mind, driving the barbarian
on despite peril and injury, until the last enemy falls.
It can be tempting to play a barbarian character that
is a straightforward application of the classic archetype—a brute, and usually a dimwitted one at that, who
rushes in where others fear to tread. But not all the

barbarians in the world are cut from that cloth, so you
can certainly put your own spin on things. Either way,

d6
l

your character—-objects that hold a special link to your
character‘s past or future. Think about how a totem
might affect your character’s actions.
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The wings ofan eagle are spread wide across your
upper back.

2

5

lies ahead.
A personal totem of this sort might be associated with
a barbarian’s spirit animal, or might actually be the to
tem object for the animal, but such a connection is not
essential. One who has a bear totem spirit, for instance,
could still carry an eagle’s feather as a personal totem.
Consider creating one or more personal totems for

An egg-sized stone in the shape ofyour spirit ani-

TATTOOS

PERSONAL TOTEMS

ant moment in the character’s life—perhaps a remembrance from the barbarian’s past or a harbinger of what

tied together with colored wool

The members of many barbarian clans decorate their
bodies with tattoos, each of which represents a significant moment in the life of the bearer or the bearer's
ancestors, or which symbolizes a feeling or an attitude.
As with personal totems, a barbarian’s tattoos might or
might not be related to an animal spirit.
Each tattoo a barbarian displays contributes to that individuals identity. If your character wears tattoos, what
do they look like, and what do they represent?

3

of personal effects or other unnecessary gear. The few
possessions they do carry often include small items that
have special significance. A personal totem is significant
because it has a mystical origin or is tied to an import-

A few small bones from the first beast you killed,

TATTOOS

consider adding some flourishes to make your barbarian
stand out from all others; see the following sections for
some ideas.

Barbarians tend to travel light, carrying little in the way

A necklace made from the claws ofa young cave
bear that you slew singlehandedly as a child
A small leather pouch holding three stones that

Etched on the backs ofyour hands are the paws of

a cave bear.

6

The symbols ofyour clan are displayed in viny pat»
terns along your arms.
The antlers of an elk are inked across your back.
Images ofyour spirit animal are tattooed along
your weapon arm and hand.
The eyes ofa wolfare marked on your back to help

you see and ward off evil spirits.

SUPERSTITIONS
Barbarians vary widely in how they understand life.
Some follow gods and look for guidance from those

deities in the cycles of nature and the animals they en—
counter. These barbarians believe that spirits inhabit
the plants and animals of the world, and the barbarians
look to them for omens and power.

Other barbarians trust only in the blood that runs in
their veins and the steel they hold in their hands. They
have no use for the invisible world, instead relying on
their senses to hunt and survive like the wild beasts
they emulate.

LEFT TO Qiom’: ZEALOT, STORM HERALD, AND ANCESTRAL GUARoiAN

Both of these attitudes can give rise to superstitions. These beliefs are often passed down within a
family or shared among the members of a clan or a
hunting group.

If your barbarian character has any superstitions,

were they ingrained in you by your family, or are they
the result of personal experience?

SUPERSTITIONS

d6

l
2

Superstition

lfyou disturb the bones ofthe dead, you inherit all

the troubles that plagued them in life.

Never trust a wizard. They’re all devils in disguise,

especially the friendly ones.

3
4

5

6

Dwarves have lost their spirits, and are almost like
the undead. That's why they live underground.
Magical things bring trouble. Never sleep with a

magic object within ten feet of you.
When you walk through a graveyard, be sure to
wear silver, or a ghost might jump into your body.
lfan elf looks you in the eyes, she’s trying to read
yourthoughts.

PRIMAL PATHS

At 3rd level, a barbarian gains the Primal Path feature.
The following options are available to a barbarian, in

addition to those offered in the Player’s Handbook: the
Path of the Ancestral Guardian, the Path of the Storm

Herald, and the Path of the Zealot.

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PATH OF THE ANCESTRAL GUARDIAN
Some barbarians hail from cultures that revere their an-

cestors. These tribes teach that the warriors of the past
linger in the world as mighty spirits, who can guide and

protect the living. When a barbarian who follows this

path rages, the barbarian contacts the spirit world and
calls on these guardian spirits for aid.
Barbarians who draw on their ancestral guardians

can better fight to protect their tribes and their allies. In
order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elabo—
rate tattoos that celebrate their ancestors’ deeds. These
tattoos tell sagas of victories against terrible monsters

and other fearsome rivals.

PATH or THE ANCESTRAL GUARDIAN FEATURES

Barbarian
Level

Feature

3rd

Ancestral Protectors

10th

Consult the Spirits, Spirit Shield (3d8)

14th

Vengeful Ancestors, Spirit Shield (4d8)

6th

Spirit Shield (2d8)

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ANGESTRAL PROTECTORS

Starting when you choose this path at 3rd level, spectral
warriors appear when you enter your rage. While you’re
raging, the first creature you hit with an attack on your

with an attack, that creature has resistance to the dam—

age dealt by the attack. The effect on the target ends
early ifyour rage ends.

SPIRIT SHIELD

Beginning at 6th level, the guardian spirits that aid you
can provide supernatural protection to those you de—
fend. If you are raging and another creature you can see
within 30 feet of you takes damage, you can use your
reaction to reduce that damage by 2d6.
When you reach certain levels in this class. you can
reduce the damage by more: by 3d6 at 10th level and by
4d6 at 14th level.

CONSULT THE SPIRITS

At 10th level, you gain the ability to consult with your
ancestral spirits. When you do so, you cast the augury or
clairvoyance spell, without using a spell slot or material
components. Rather than creating a spherical sensor,

this use of clairvoyance invisibly summons one Of your
ancestral spirits to the chosen location. Wisdom is your
spellcasting ability for these spells.
After you cast either spell in this way, you can’t use
this feature again until you finish a short or long rest.

VENOEFUL ANOESTORS

At 14th level, your ancestral spirits grow powerful

enough to retaliate. When you use your Spirit Shield to
reduce the damage of an attack, the attacker takes an

amount of force damage equal to the damage that your
Spirit Shield prevents.

PATH OF THE STORM HERALD
All barbarians harbor a fury within. Their rage grants
them superior strength, durability, and speed. Barbar—
ians who follow the Path of the Storm Herald learn
to transform that rage into a mantle of primal magic,
which swirls around them. When in a fury, a barbarian

ofthis path taps into the forces of nature to create pow-

erful magical effects.
Storm heralds are typically elite champions who train
alongside druids, rangers, and others sworn to protect

nature. Other storm heralds hone their craft in lodges in

regions wracked by storms, in the frozen reaches at the
world’s end, or deep in the hottest deserts.

PATH OF THE STORM HERALD FEATURES
Barbarian
Level

Feature

3rd

Storm Aura

6th

Storm Soul

10th
14th

Shielding Storm
Raging Storm

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turn becomes the target of the warriors, which hinder

its attacks. Until the start of your next turn, that target
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STORM AURA

Starting at 3rd level, you emanate a stormy, magical
aura while you rage. The aura extends 10 feet from you
in every direction, but not through total cover.
Your aura has an effect that activates when you enter
your rage, and you can activate the effect again on each
of your turns as a bonus action. Choose desert, sea, or
tundra. Your aura’s effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.
lfyour aura's effects require a saving throw, the DC
equals 8 + your proficiency bonus + your Constitution modifier.
Desert. When this effect is activated, all other crea—
tures in your aura take 2 fire damage each. The damage
increases when you reach certain levels in this class, in—
creasing to 3 at 5th level, 4 at 10th level, 5 at 15th level,
and 6 at 20th level.
Sea. When this effect is activated, you can choose one
other creature you can see in your aura. The target must

make a Dexterity saving throw. The target takes 1d6

lightning damage on a failed save, or half as much damage on a successful one. The damage increases when
you reach certain levels in this class, increasing to 2d6
at 10th level, 3d6 at 15th level, and 4d6 at 20th level.
Tundra. When this effect is activated, each creature of
your choice in your aura gains 2 temporary hit points, as
icy spirits inure it to suffering. The temporary hit points
increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level,
and 6 at 20th level.

STORM SOUL

At 6th level, the storm grants you benefits even when

your aura isn’t active. The benefits are based on the en—
vironment you chose for your Storm Aura.
Desert. You gain resistance to fire damage, and you
don’t suffer the effects of extreme heat, as described in
the Dungeon Master’s Guide. Moreover, as an action,
you can touch a flammable object that isn’t being worn

or carried by anyone else and set it on fire.

See. You gain resistance to lightning damage, and
you can breathe underwater. You also gain a swimming
speed of 30 feet.
Tundra. You gain resistance to cold damage, and you
don’t suffer the effects of extreme cold, as described in
the Dungeon Master’s Guide. Moreover, as an action,
you can touch water and turn a 5-foot cube Of it into ice,
which melts after 1 minute. This action fails if a creature
is in the cube.

SHIELDING STORM

At 10th level, you learn to use your mastery of the storm
to protect others. Each creature of your choice has the

damage resistance you gained from the Storm Soul fea

ture while the creature is in your Storm Aura.

*

RAGING STORM

At 14th level, the power of the storm you channel grows
mightier, lashing out at your foes. The effect is based on
the environment you chose for your Storm Aura.
Desert. Immediately after a creature in your aura hits
you with an attack, you can use your reaction to force
that creature to make a Dexterity saving throw. On a
failed save, the creature takes fire damage equal to half
your barbarian level.
Sea. When you hit a creature in your aura with an
attack, you can use your reaction to force that creature
to make a Strength saving throw. On a failed save, the
creature is knocked prone, as if struck by a wave.
Tundra. Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the
aura. That creature must succeed on a Strength saving
throw, or its speed is reduced to 0 until the start of your
next turn, as magical frost covers it.

PATH OF THE ZEALOT
Some deities inspire their followers to pitch themselves
into a ferocious battle fury. These barbarians are zeal-

DIVINE FU RY

Starting when you choose this path at 3rd level, you can

channel divine fury into your weapon strikes. While
you’re raging, the first creature you hit on each of your
turns with a weapon attack takes extra damage equal
to M6 + half your barbarian level. The extra damage is
necrotic or radiant; you choose the type of damage when
you gain this feature.

WARRIOR OF THE GODS

At 3rd level, your soul is marked for endless battle. If a
spell, such as raise dead, has the sole effect of restoring
you to life (but not uncleath), the caster doesn’t need material components to cast the spell on you.

FANATICAL FOCUS

Starting at 6th level, the divine power that fuels your

rage can protect you. If you fail a saving throw while

you’re raging, you can reroll it, and you must use the
new roll. You can use this ability only once per rage.

ZEALOUS PRESENCE

inspire zealots are deities of combat, destruction, and

At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash
a battle cry infused with divine energy. Up to ten other
creatures of your choice within 60 feet of you that can
hear you gain advantage on attack rolls and saving
throws until the start of your next turn.
Once you use this feature, you can’t use it again until
you finish a long rest.

PATH or THE ZEALOT FEATURES

Beginning at 14th level, the divine power that fuels your

ots—warriors who channel their rage into powerful disn
plays of divine power.
A variety of gods across the worlds of D&D inspire
their followers to embrace this path. Tempus from the

Forgotten Realms and Hextor and Erythnul of Grey-

hawk are all prime examples. In general, the gods who

violence. Not all are evil, but few are good.

Barbarian
Level
3rd

Feature
Divine Fury, Warrior ofthe Gods

6th

Fanatical Focus

10th

Zealous Presence

14th

Rage beyond Death

RAGE BEYOND DEATH

rage allows you to shrug off fatal blows.

While you’re raging, having 0 hit points doesn’t knock
you unconscious. You still must make death saving
throws, and you suffer the normal effects of taking
damage while at 0 hit points. However, if you would die

due to failing death saving throws, you don"t die until

your rage ends, and you die then only if you still have 0
hit points.

DEFINING WORKS

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would bring to this world!
—F1etcher Danairia, master bard

Bards bring levity during grave times; they impart wisdom to offset ignorance; and they make the ridiculous
seem sublime. Bards are preservers of ancient history,
their songs and tales perpetuating the memory of great
events down through time—knowledge so important
that it is memorized and passed along as oral history, to
survive even when no written record remains.
It is also the bard’s role to chronicle smaller and more
contemporary events—the stories of today’s heroes.
including their feats of valor as well as their less than

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*

dren in particular enjoy

_

Avernus

-

”Asmodeus's Golden Arse," a dramatic poem
you claim was inspired by your personal visit to

3

can a bard go to the root of this tree? Can one tap into the
source ofthot power?Ah. then what manner of music they

“The Three Flambinis,” a ribald song concerning
mistaken identities and unfettered desire

“Walt: ofthe Myconids,” an upbeat tune that chil-

2

MUSIC 13 THE FRUIT OF THE DIVINE TREE THAT VIBRATES
with the Words of Creation. But the question i aslryou is.

Defining Work

6

INSTRUMENT
In a bard’s quest for the ultimate performance and the
highest acclaim, one's instrument is at least as important as one’s vocal ability. The instrument’s quality of
manufacture is a critical factor, of course; the best ones
make the best music, and some bards are continually
on the lookout for an improvement. Perhaps just as im—
portant, though, is the instrument’s own entertainment
value; those that are bizarrely constructed. or made of
exotic materials are likely to leave a lasting impression

because it’s all you can afford right now. Or, if your

INSTRUMENTS

are typically flamboyant and outgoing when they perform. The most famous of them are essentially the D&D

world’s equivalent of pop stars. If you’re playing a bard,
consider using one of your favorite musicians as a role

model for your character.

You can add some unique aspects to your bard character by considering the suggestions that follow.

DEFINING WORK
Every successful bard is renowned for at least one piece
of performance art, typically a song or a poem that
is popular with everyone who hears it. These performances are spoken about for years by those who View
them, and some spectators have had their lives forever

changed because of the experience.
If your character isjust starting out, your ultimate defining work is likely in the future. But in order to make
any sort of living at your profession, chances are you
already have a piece or two in your repertoire that have

proven to be audience pleasers.

,

on an audience.
You might have an “off the rack” instrument, perhaps

a tune or tell a good story, and there’s much more to any
voice. Yet what truly sets bards apart from others—and
from one another—are the style and substance of their
performances.
To grab and hold the attention of an audience, bards

I

“A Fool in the Abyss," a comedic poem about a
jester's travels among demons

impressive failures.

adventuring bard than a glib tongue and a melodious

i

“The Pirates of Luskan,” your firsthand account of
being kidnapped by sea reavers as a child
"A Hoop, Two Pigeons, and a Hell Hound,” a subtle parody ofan incompetent noble

first instrument was gifted to you, it might be of a more
elaborate sort. Are you satisfied with the instrument you
have, or do you aspire to replace it with something truly
distinctive?

Of course, the world has many people who can carry

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Instrument
A masterfully crafted halfling fiddle
A mithral horn made by elves
A zither made with drow spider silk
An orcish drum

A wooden bullywug croak box

A tinker’s harp ofgnomish design

EMBARRASSMENT
Almost every bard has suffered at least one bad experi-

ence in front of an audience, and chances are you’re no
exception. No one becomes famous right away, after all;
perhaps you had a few small difficulties early in your ca—
tear, or maybe it took you a while to restore your reputa—

tion after one agonizing night when the fates conspired

to bring about your theatrical ruin.

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When your opening song was your enthusiastic

4

The first and last public performance of “Mirt, Man

5

about Town”
The time on stage when your wig caught fire and

6

got loose and terrorized the crowd

but universally hated rendition of “Song ofthe
Froghemoth”

you threw it down——which set fire to the stage

When you sat on your lute by mistake during the
final stanza of “Starlight Serenade”

A BARD’S MUSE
Naturally, every bard has a repertoire of songs and stories. Some bards are generalists who can draw from
a wide range of topics for each performance, and who
take pride in their versatility. Others adopt a more personal approach to their art, driven by their attachment to

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been forgotten and wait to be rediscovered. The gods of
nature share their secrets with druids and sages, open—
ing their hearts and minds to new ways of seeing, and
as with those individuals, you find that your creativity

blossoms while‘ you wander in an open field of waving

grass or walk in silent reverence through a grove of an—
cient oaks.
Love. You are on a quest to identify the essence of

true love. Though you do not disdain the superficial

love of flesh and form, the deeper form of love that can
inspire thousands or bring joy to one’s every moment
is what you are interested in. Love of this sort takes on
many forms, and you can see its presence everywhere—
from the sparkling of a beautiful gem to the song of a
simple fisher thanking the sea for its bounty. You are
on the trail. of love, that most precious and mysterious
of emotions, and your search fills your stories and your

songs with vitality and passion.

-____.__

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a muse—a particular concept that inspires much of what
those bards do in front of an audience.
A bard who follows a muse generally does so to gain a
deeper understanding of what that muse represents and
how to best convey that understanding to others through
performance.
Ifyour bard character has a muse, it could be one of
the three described here, or one of your own devising.
Nature. You feel a kinship with the natural world, and
its beauty and mystery inspire you. For you, a tree is
deeply symbolic, its roots delving into the dark unknown
to draw forth the power of the earth, while its branches
reach toward the sun to nourish their flowers and
fruit. Nature is the ancient witness who has seen every
kingdom rise and fall, even those whose names have

-

The ways that a performance can go wrong are as
varied as the fish in the sea. No matter what sort of
disaster might occur, however, a bard has the courage
and the confidence to rebound from it—either pressing
on with the show (if possible) or promising to come back
tomorrow with a new performance that’s guaranteed
to please.

_‘—:-

or GLAMDUR, Ewe-nos, m-io WHisFEa-s

Conflict. Drama embodies conflict, and the best
stories have conflict as a key element. From the morn—

ing-after tale of a tavern brawl to the saga of an epic
battle, from a lover’s spat to a rift between powerful

dynasties, conflict is what inspires tale-tellers like you to

create your best work. Conflict can bring out the best in

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some people, causing their heroic nature to shine forth

and transform the world, but it can cause others to grav—
itate toward darkness and fall under the sway of evil.

You strive to experience or witness all forms of conflict,

great and small, so as to study this eternal aspect of life
and immortalize it in your words and music.

BARD COLLEGES

At 3rd level, a hard gains the Bard College feature. The
following options are available to a bard, in addition

to those offered in the Player’s Handbook: the College

of Glamour, the College. of Swords, and the College
of Whispers.

COLLEGE OF GLAMOUR
The College of Glamour is the home Of bards who mas—

tered their craft in the vibrant realm of the Feywild or
under the tutelage Of someone who dwelled there. Tutored by satyrs, eladrin, and other fey, these bards learn
to use their magic to delight and captivate others.

The bards of this college are regarded with a mixture

of awe and fear. Their performances are the stuff Of leg-

end. These bards are so eloquent that a speech or song

that one of them performs can cause captors tO release
the bard unharmed and can lull a furious dragon into
complacency. The same magic that allows them to quell
beasts can also bend minds. Villainous bards Of this
college can leech Off a community for weeks, misusing
their magic to turn their hosts into thralls. Heroic bards
of this college instead use this power to gladden the
downtrodden and undermine oppressors.

COLLEGE or GLAMOUR FEATURES
Bard Level

Feature

3rd

Mantle of Inspiration, Enthralling Performance

6th

Mantle of Majesty

14th

Unbreakable Majesty

MANTLE OF INSPIRATION

When you join the College of Glamour at 3rd level, you
gain the ability to weave a song of fey magic that imbues

your allies with vigor and speed.
As a bonus action, you can expend one use of your

Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures

you can see and that can see you within 60 feet of you,
up to a number equal to your Charisma modifier (mini

mum of one). Each of them gains 5 temporary hit points.
When a creature gains these temporary hit points, it
can immediately use its reaction to move up to its speed,
without provoking opportunity attacks.
The number of temporary hit points inoreases when

you reach certain levels in this class, increasing to 8 at
5th level, 11 at 10th level, and 14 at 15th level.

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ENTHRALLING PERFORMANCE

Starting at 3rd level, you can charge your performance
with seductive, fey magic.
If you perform for at least 1 minute, you can attempt
to inspire wonder in your audience by singing, reciting
a poem, or dancing. At the end of the performance,
choose a number of humanoids within 60 feet of you
who watched and listened to all of it, up to a number
equal tO your Charisma modifier (minimum of one).
Each target must succeed on a Wisdom saving throw

against your spell save DC or be charmed by you. While

charmed in this way, the target idolizes you, it speaks
glowingly Of you to anyone who talks to it, and it hinders
anyone who Opposes you, although it avoids violence

unless it was already inclined to fight on your behalf.

This effect ends on a target after 1 hour, if it takes any
damage, if you attack it, or if it witnesses you attacking
or damaging any of its allies.
If a target succeeds on its saving throw, the target has
nO hint that you tried tO charm it.

Once you use this feature, you can’t use it again until

you finish a short or long rest.

MANTLE OF MAJESTY
At 6th level, you gain the ability to cloak yourself in a fey
magic that makes Others want to serve you. As a bonus
action, you cast command, without expending a spell
slot, and you take on an appearance of unearthly beauty
for 1 minute or until your concentration ends (as if you
were concentrating on a spell). During this time, you
can cast command as a bonus action on each of your
turns, without expending a spell slot.
Any creature charmed by you automatically fails

its saving throw against the command you cast with

this feature.
Once you use this feature, you can’t use it again until
you finish a long rest.

UNBREAKABLE MAJESTY

At 14th level, your appearance permanently gains an
otherworldly aspect that makes you look more lovely
and fierce.
In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are
incapacitated. For the duration, whenever any creature
tries to attack you for the first time on a turn, the at—
tacker must make a Charisma saving throw against your

spell save DC. On a failed save, it can’t attack you on this
turn, and it must choose a new target for its attack or the
attack is wasted. On a successful save, it can attack you

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on this turn, but it has disadvantage on any saving throw
it makes against your spells on your next turn.
Once you assume this majestic presence, you can’t do
so again until you finish a short or long rest.

COLLEGE OF SWORDS
Bards of the College of Swords are called blades, and
they entertain through daring feats of weapon prowess.
Blades perform stunts such as sword swallowing, knife
throwing and juggling, and mock combats. Though they
use their weapons to entertain, they are also highly

trained and skilled warriors in their own right.

Their talent with weapons inspires many blades to
lead double lives. One blade might use a circus troupe
as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked,
bringingjustice to bear against the cruel and powerful.
Most troupes are happy to accept a blade’s talent for the
excitement it adds to a performance, but few entertainers fully trust a blade in their ranks.
Blades who abandon their lives as entertainers have
often run into trouble that makes maintaining their
secret activities impossible. A blade caught stealing or
engaging in vigilante justice is too great a liability for
most troupes. With their weapon skills and magic, these
blades either take up work as enforcers for thieves’
guilds or strike out on their own as adventurers.

COLLEGE OF Swonos FEATURES
Bard Level

3rd

Feature

Bonus Proficiencies, Fighting Style,
Blade Flourish

6th

Extra Attack

14th

Master's Flourish

BONUS PROFICIENGIES

When you join the College of Swords at 3rd level, you
gain proficiency with medium armor and the scimitar.
If you‘re proficient with a simple or martial melee
weapon, you can use it as a spellcasting focus for your
hard spells.

FIGHTING STYLE

At 3rd level, you adopt a style of fighting as your spe—
cialty. Choose one of the following options. You can’t
take a Fighting Style option more than once, even if
something in the game lets you choose again.
Dueling. When you are wielding a melee weapon in

one hand and no other weapons, you gain a +2 bonus to
damage rolls with that weapon.
Two-Weapon Fighting. When you engage in two‘

weapon fighting, you can add your ability modifier to the

damage of the second attack.

BLADE FLOURISH

At 3rd level, you learn to perform impressive displays of
martial prowess and speed.
Whenever you take the Attack action on your turn,

your walking speed increases by 10 feet until the end of

the turn, and if a weapon attack that you make as part of
this action hits a creature, you can use one of the follow-

ing Blade Flourish options of your choice. You can use
only one Blade Flourish option per turn.
Defensive Flourish. You can expend one use of your
Bardic Inspiration to cause the weapon to deal extra
damage to the target you hit. The damage equals the
number you roll on the Bardic Inspiration die. You also
add the number rolled to your AC until the start of your
next turn.

Slashing Flourish. You can expend one use of your

Bardic Inspiration to cause the weapon to deal extra

damage to the target you hit and to any other creature

of your choice that you can see within 5 feet ofyou. The
damage equalsthe number you roll on the Bardic Inspi—
ration die.
Mobile Flourish. You can expend one use of your Bar—
dic InSpiration to cause the weapon to deal extra dam—

age to the target you hit. The damage equals the number

you roll on the Bardic Inspiration die. You can also push
the target up to 5 feet away from you, plus a number of
feet equal to the number you roll on that die. You can
then immediately use your reaction to move up to your
walking speed to an unoccupied space within 5 feet of
the target.

EXTRA ATTACK

Starting at 6th level, you can attack twice, instead of

once, whenever you take the Attack action on your turn.
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If the target succeeds on its saving throw, the target

has no hint that you tried to frighten it.

Once you use this feature, you can't use it again until

you finish a short or long rest.

MANTLE or WHISPERS

At 6th level, you gain the ability to adopt a humanoid’s

MASTER’S FLOURISH

Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expend—

ing a Bardic Inspiration die.

COLLEGE or WHISPERS
Most folk are happy to welcome a bard into their midst.
Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing
news, singing songs, and telling tales to the audiences

they gather. In truth, the College of Whispers teaches its

students that they are wolves among sheep. These bards
use their knowledge and magic to uncover secrets and
turn them against others through extortion and threats.

Many other bards hate the College of Whispers,

viewing it as a parasite that uses a bard’s reputation to

acquire wealth and power. For this reason, members
of this college rarely reveal their true nature. They typically claim to follow some other college, or they keep
their actual calling secret in order to infiltrate and ex-

ploit royal courts and other settings of power.
COLLEGE OF WHISPERS FEATURES
Bard Level

Feature

3rd

Psychic Blades, Words ofTerror

6th

Mantle ofWhispers

14th

Shadow Lore

persona. When a humanoid dies within 30 feet of you,
you can magically capture its shadow using your reac—
tion. You retain this shadow until you use it or you finish
a long rest.
You can use the shadow as an action. When you do so,
it vanishes, magically transforming into a disguise that
appears on you. You now look like the dead person, but

healthy and alive. This disguise lasts for 1 hour or until
you end it as a bonus action.
While you’re in the disguise, you gain access to all
information that the humanoid would freely share with
a casual acquaintance. Such information includes gen-

eral details on its background and personal life, but

doesn’t include secrets. The information is enough that
you can pass yourself off as the person by drawing on
its memories.
Another creature can see through this disguise by
succeeding on a Wisdom (Insight) check contested by

your Charisma (Deception) check. You gain a +5 bonus
to your check.

Once you capture a shadow with this feature, you
can’t capture another one with it until you finish a short
or long rest.

SHADOW LORE

At 14th level, you gain the ability to weave dark magic
into your words and tap into a creature’s deepest fears.
As an action, you magically whisper a phrase that
only one creature of your choice within 30 feet of you

can hear. The target must make a Wisdom saving throw
against your spell save DC. It automatically succeeds

PSYCHIC BLADES

if it doesn’t share a language with you or if it can’t hear
you. On a successful saving throw, your whisper sounds
like unintelligible mumbling and has no effect.

gain the ability to make your weapon attacks magically

for the next 8 hours or until you or your allies attack it,

tain levels in this class, increasing to 3d6 at 5th level,

target is convinced you know it.
The charmed creature obeys your commands for fear
that you will reveal its secret. It won’t risk its life for
you or fight for you, unless it was already inclined to

WORDS OF TERROR

close friend.
When the effect ends, the creature has no understand-

When you join the College of Whispers at 3rd level, you

toxic to a creature’s mind.
When you hit a creature with a weapon attack, you
can expend one use of your Bardic Inspiration to deal an
extra 2d6 psychic damage to that target. You can do so
only once per round on your turn.
The psychic damage increases when you reach cer5d6 at 10th level, and 8d6 at 15th level.

At 3rd level, you learn to infuse innocent-seeming words
with an insidious magic that can inspire terror.
If you speak to a humanoid alone for at least 1 minute,
you can attempt to seed paranoia in its mind. At the

On a failed saving throw, the target is charmed by you

damage it, or force it to make a saving throw. It interprets the whispers as a description of its most mortify—

ing secret. You gain no knowledge of this secret, but the

do so. It grants you favors and gifts it would offer to a

ing of why it held you in such fear.
Once you use this feature, you can’t use it again until

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end of the conversation, the target must succeed on a
Wisdom saving throw against your spell save DC or be

frightened of you or another creature of your choice. The
target is frightened in this way for 1 hour, until it is at—
tacked or damaged, or until it witnesses its allies being
attacked or damaged.

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each other.
If you’re playing a cleric character, the following sec—
tions offer ways to add some detail to that character’s
history and personality.

TEMPLE
Most clerics start their lives of service as priests in an
order, then later realize that they have been blessed by
their god with the qualities needed to become a cleric.
To prepare for this new duty, candidates typically receive instruction from a cleric of a temple or another

place of study devoted to their deity.
Some temples are cut off from the world so that their

occupants can focus on devotions, while other temples
open their doors to minister to and heal the masses.
What is noteworthy about the temple you studied at?

TEMPLES

3

4

Temple

Your temple is said to be the oldest surviving structure built to honor your god.
Acolytes of several like—minded deities all received

instruction together in your temple.
You come from a temple famed for the brewery it

operates. Some say you smell like one of its ales.

Your temple is a fortress and a proving ground that

KEEPSAKES

6

Yourtemple is a peaceful, humble place, filled with
vegetable gardens and simple priests.
You served in a temple in the Outer Planes.

.
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necromancers
A runestone said to be blessed by your god

_

6

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5

and beloved mentor
A braid ofhair woven from the tail ofa unicorn
A scroll that describes how best to rid the world of

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SECRET
No mortal soul is entirely free of second thoughts or

doubt. Even a cleric must grapple with dark desires or

the forbidden attraction of turning against the teachings

of one’s deity.

If you haven’t considered this aspect of your character yet, see the table entries for some possibilities, or
use them for inspiration. Your deep, dark secret might

involve something you did (or are doing), or it could
be rooted in the way you feel about the world and your
role in it.

SECRETS
d6
1
2

3

4

5

trains warrior-priests.

5

Keepsake

The finger bone ofa saint
A metal-bound book that tells how to hunt and destroy infernal creatures
A pig’s whistle that reminds you ofyour humble

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their lives without ever being directly touched by a divine being. As such, they can never know what it feels
like to be a cleric—someone who is not only a devout
worshiper, but who has also been invested with a measure of a deity’s power.
The question has long been debated: Does a mortal
become a cleric as a consequence of deep devotion to
one's deity, thereby attracting the god’s favor? Or is it the
deity who sees the potential in a person and calls that
individual into service? Ultimately, perhaps, the answer
doesn’t matter. However clerics come into being, the
world needs clerics as much as clerics and deities need

._

Almost all the folk in the world who revere a deity live

represents.

l_"=!'x.l-“. I.

——Riggby the patriarch

2-: H—flfin‘

comes with tremendous responsibility.

Many clerics have items among their personal gear that
symbolize their faith, remind them of their vows, or otherwise help to keep them on their chosen paths. Even
though such an item is not imbued with divine power,
it is vitally important to its owner because of what it

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To BECOME A CLERIC IS TO BECOME A MESSENGER OF

1

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CLERIG

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Secret
An imp offers you counsel. You try to ignore the
creature, but sometimes its advice is helpful.
You believe that, in the final analysis, the gods are

nothing more than ultrapowerful mortal creatures.
You acknowledge the power ofthe gods, but you
think that most events are dictated by pure chance.
Even though you can work divine magic, you have
never truly felt the presence ofa divine essence

within yourself.
You are plagued by nightmares that you believe are
sent by your god as punishment for some unknown
transgression.

6

In times ofdespair, you feel that you are but a plaything ofthe gods, and you resent their remoteness.

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At 1st level, a cleric gains the Divine Domain feature.
The following domain options are available to a cleric,
in addition to those offered in the Player’s Handbook:

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W.

DIVINE DOMAINS
Forge and Grave.

FORGE DOMAIN
——--'-'

--

The gods of the forge are patrons of artisans who work

with metal, from a humble blacksmith who keeps a

village in horseshoes and plow blades to the mighty elf
artisan whose diamond-tipped arrows of mithral have

felled demon lords. The gods of the forge teach that,

with patience and hard work, even the most intractable
metal can be transformed from a lump of ore to a beau—
tifully wrought object. Clerics of these deities search
for objects lost to the forces of darkness, liberate mines
overrun by ores, and uncover rare and wondrous materials necessary to create potent magic items. Followers
of these gods take great pride in their work, and they
are willing to craft and use heavy armor and powerful weapons to protect them. Deities of this domain
include Gond, Reorx, Onatar, Moradin, Hephaestus,
and Goibhniu.

FORGE DOMAIN FEATURES
Cleric Level

lst

Feature

Domain Spells, Bonus Proficiencies,

Blessing ofthe Forge

2nd

Channel Divinity: Artisan's Blessing

6th

Soul ofthe Forge

8th

Divine Strike (ld8)

14th
17th

Divine Strike (2d3)
Saint of Forge and Fire

DOMAIN SPELLS

SERVING A PANTHEON, PHILOSOPHY, OR FORCE

You gain domain spells at the cleric levels listed in the
Forge Domain Spells table. See the Divine Domain
class feature for how domain spells work.

and chooses a Divine Domain associated with that deity.

FORGE DOMAIN SPELLS

The typical cleric is an ordained servant ofa particular god

The cleric’s magic flows from the god or the god's sacred
realm, and often the cleric bears a holy symbol that represents that divinity.

Some clerics, especially in a world like Eberron, serve a

Cleric Level

Spells

lst

identify, searing smite

3rd

whole pantheon, rather than a single deity. In certain campaigns, a cleric might instead serve a cosmic force, such
as life or death, or a philosophy or concept, such as love,

5th

heat metal, magic weapon
elementai weapon, protectianfrom energy

7th

fabricate, wall affire

Dungeon Master’s Guide explores options like these, in the

9th

animate objects, creation

peace, or one ofthe nine alignments. Chapter 1 ofthe

section “Gods oourWorld.”
Talk with your DM about the divine options available in

your campaign, whether they're gods, pantheons, philos-

ophies, or cosmic forces. Whatever being or thing your
cleric ends up serving, choose a Divine Domain that is ap—
propriate for it, and ifit doesn’t have a holy symbol, work
with your DM to design one.
The clericTs class features often refer to your deity. lfyou
are devoted to a pantheon, cosmic force, or philosophy,

your cleric features still work for you as written. Think of
the references to a god as references to the divine thing
you serve that gives you your magic.

=‘

BONUS PROFICIENCIES

When you choose this domain at 1st level, you gain pro-

ficiency with heavy armor and smith’s tools.

BLESSING OF THE FORGE

At 1st level, you gain the ability to imbue magic into

a weapon or armor. At the end of a long rest, you can
touch one nonmagical object that is a suit of armor or

a simple or martial weapon. Until the end of your next
long rest or until you die, the object becomes a magic

item, granting a +1 bonus to AC if it’s armor or a +1 bo—
nus to attack and damage rolls if it’s a weapon.

Once you use this feature, you can’t use it again until

you finish a long rest.

CHANNEL DIVINITY: ARTISAN‘S BLESSING

Starting at 2nd level, you can use your Channel Divinity
to create simple items.
You conduct an hour—long ritual that crafts a nonmagi—
cal item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition,

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a set of tools, or another metal Object (see chapter 5,
“Equipment,” in the Player’s Handbook for examples of
these items). The creation is completed at the end of the
hour, coalescing in an unoccupied space of your choice
on a surface within 5 feet of you.
The thing you create can be something that is worth
no more than 100 gp. As part of this ritual, you must lay
out metal, which can include coins, with a value equal
to the creation. The metal irretrievably coalesces and
transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.
The ritual can create a duplicate of a nonmagical item
that contains metal, such as a key, if you possess the
original during the ritual.
CLERIC OF THE GRAVE

SOUL OF THE FORGE

Starting at 6th level, your mastery of the forge grants
you special abilities:

- You gain resistance to fire damage.

- While wearing heavy armor, you gain a +1
bonus to AC.

DIVINE STRIKE

At 8th level, you gain the ability to infuse your weapon

strikes with the fiery power of the forge. Once on each
of your turns when you hit a creature with a weapon
attack, you can cause the attack to deal an extra 1d8 fire
damage to the target. When you reach 14th level, the ex-

tra damage increases to 2d8.

SAINT OF FORGE AND FIRE

At 17th level, your blessed affinity with fire and metal
becomes more powerful:

- You gain immunity to fire damage.

- While wearing heavy armor, you have resistance to
bludgeoning, piercing, and slashing damage from nonmagical attacks.

GRAVE DOMAIN
Gods of the grave watch over the line between life and

death. To these deities, death and the afterlife are a
foundational part of the multiverse. To desecrate the
peace of the dead is an abomination. Deities of the grave

include Kelemvor, Wee jas, the ancestral spirits of the

Undying Court, Hades, Anubis, and Osiris. Followers

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of these deities seek to put wandering spirits to rest,
destroy the undead, and ease the suffering of the dying.
Their magic also allows them to stave off death for a

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CIRCLE OF MORTALITY

At 1st level, you gain the ability to manipulate the line
between life and death. When you would normally roll
one or more dice to restore hit points with a spell to
a creature at 0 hit points, you instead use the highest
number possible for each die.
In addition, you learn the spare the dying cantrip,

which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and

you can cast it as a bonus action.

EYES OF THE GRAVE

At lst level, you gain the ability to occasionally sense the
presence of the undead, whose existence is an insult to
the natural cycle of life. As an action, you can open your

awareness to magically detect undead. Until the end

of your next turn, you know the location of any undead

within 60 feet of you that isn’t behind total cover and

that isn’t protected from divination magic. This sense
doesn’t tell you anything about a creature's capabilities
or identity.
You can use this feature a number of times equal to
your Wisdom modifier (minimum Of once). You regain
all expended uses when you finish a long rest.

CHANNEL DIVINITY: PATH TO THE GRAVE

Starting at 2nd level, you can use your Channel Divinity
to mark another creature’s life force for termination.
As an action, you choose one creature you can see

within 30 feet of you, cursing it until the end Of your
next turn. The next time you or an ally Ofyours hits

GRAVE DOMAIN FEATURES
Cleric Level

lst

Feature
Domain Spells, Circle of Mortality,

Eyes ofthe Grave
2nd

Channel Divinity: Path to the Grave

6th

Sentinel at Death’s Door

8th

Potent Spellcasting

17th

Keeper of Souls

DOMAIN SPELLS
You gain domain spells at the cleric levels listed in the

the cursed creature with an attack, the creature has
vulnerability tO all of that attack's damage, and then the
curse ends.

SENTINEL AT DEATH’S DOOR

At 6th level, you gain the ability to impede death’s prog-

ress. As a reaction when you or a creature you can see

within 30 feet of you suffers a critical hit, you can turn
that hit into a normal hit. Any effects triggered by a critical hit are canceled.
You can use this feature a number of times equal to

your Wisdom modifier (minimum of once). You regain
all expended uses when you finish a long rest.

POTENT SPELLCASTING

Starting at 8th level, you add your Wisdom modifier to

Grave Domain Spells table. See the Divine Domain
class feature for how domain spells work.

the damage you deal with any cleric cantrip.

GRAVE DOMAIN SPELLS

Starting at 17th level. you can seize a trace of vitality

Cleric Level

Spells

lst

banefalse life

3rd

gentle repose, ray ofenfeeblement

5th
?th
9th

revlw'fy, vemplrlt: touch
blight, death ward
antllife shell, raise dead

KEEPER or SOULS

from a parting soul and use it to heal the living. When
an enemy you can see dies within 60 feet of you, you or
one creature of your choice that is within 60 feet of you

regains hit points equal to the enemy’s number of Hit

Dice. You can use this feature only if you aren’t incapac-

itated. Once you use it, you can't do so again until the

start of your next turn.

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TREASURED ITEMS
d6

DRUID
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1

the destructive behavior of the mortal races. Thejarther

atvayfrom nature their actions take them. the more car—

rupting their influence becomes. As druids, we seek mainly

to protect and educate, to preserve the Great Balance, but

there are times when we must rise up against danger and
eradicate it.

A vial ofwater from the source ofa sacred river

Special herbs tied together in a bundle
A small bronze bowl engraved with animal images
A rattle made from a dried gourd and holly berries
A miniature golden sickle handed down to you by
your mentor

maintaining the Great Balance. But now an imbalance

grows, aforce that seeks to hold svvay over nature. This is

Item

A twig from the meeting tree that stands in the
center ofyour village

GUIDING ASPECT
Many druids feel a strong link to a specific aspect of the
natural world, such as a body of water, an animal, a type
of tree, or some other sort of plant. You identify with
your chosen aspect; by its behavior or its very nature, it
sets an example that you seek to emulate.

GUIDING ASPECTS
—Safhran, archdruid

Druids are the caretakers of the natural world, and it is
said that in time a druid becomes the voice of nature,
speaking the truth that is too subtle for the general pop—
ulace to hear. Many who become druids find that they
naturally gravitate toward nature; its forces, cycles, and
movements fill their minds and spirits with wonder and
insight. Many sages and wise folk have studied nature,
writing volumes about its mystery and power, but druids
are a special kind of being: at some point, they begin
to embody these natural forces, producing magical
phenomena that link them to the spirit of nature and

the flow of life. Because of their strange and mysterious

power, druids are often revered, shunned, or considered
dangerous by the people around them.
Your druid character might be a true worshiper of na—
ture, one who has always scorned civilization and found
solace in the wild. Or your character could be a child of
the city who now strives to bring the civilized world into
harmony with the wilderness. You can use the sections
that follow to flesh out your druid, regardless of how
your character came to the profession.

TREASURED ITEM
Some druids carry one or more items that are sacred
to them or have deep personal significance. Such items
are not necessarily magical, but every one is an object
whose meaning connects the druid’s mind and heart to
a profound concept or spiritual outlook.

When you decide what your character’s treasured

item is, think about giving it an origin story: how did you
come by the item, and why is it important to you?

d6

Guiding Aspect

1

Yew trees remind you of renewing your mind and

2

spirit, letting the old die and the new spring forth.
Oak trees represent strength and vitality. Meditating under an oak fills your body and mind with
resolve and fortitude.

3

The river’s endless flow reminds you ofthe great
span ofthe world. You seek to act with the longterm interests of nature in mind.

4

5

6

The sea is a constant, churning cauldron of power
and chaos. It reminds you that accepting change is
necessary to sustain yourselfin the world.
The birds in the sky are evidence that even the
smallest creatures can survive ifthey remain above
the fray.
As demonstrated by the actions ofthe wolf, an

individual’s strength is nothing compared to the
power ofthe pack.

MENTOR
It’s not unusual for would-be druids to seek out (or be
sought out by) instructors or elders who teach them the

basics of their magical arts. Most druids who learn from
a mentor begin their training at a young age, and the

mentor has a vital role in shaping a student’s attitudes

and beliefs.

If your character received training from someone
else, who or what was that individual, and what was the
nature of your relationship? Did your mentor imbue you
with a particular outlook or otherwise influence your
approach to achieving the goals of your chosen path?

CIRCLE OF DREAMS
Druids who are members of the Circle of Dreams hail
from regions that have strong ties to the Feywild and
its dreamlike realms. The druids’ guardianship of the

natural world makes for a natural alliance between
them and good-aligned fey. These druids seek to fill the

world with dreamy wonder. Their magic mends wounds

and brings joy to downcast hearts, and the realms they

protect are gleaming, fruitful places, where dream and
reality blur together and where the weary can find rest.

CIRCLE OF DREAMS FEATURES

Druid Level
2nd

6th
DRUID or
THE CIRCLE
or: DREAMS

Feature
Balm ofthe Summer Court

Hearth of Moonlight and Shadow

10th

Hidden Paths

14th

Walker in Dreams

BALM OF THE SUMMER COURT

At 2nd level, you become imbued with the blessings of

MENTORS
d6
1

2

Mentor
Your mentor was a wise treant who taught you to
think in terms ofyears and decades rather than
days or months.
You were tutored by a dryad who watched over

a slumbering portal to the Abyss. During your
training, you were tasked with watching for hidden
threats to the world.

3

4

5

6

Your tutor always interacted with you in the form of
a falcon. You never saw the tutor’s humanoid form.
You were one of several youngsters who were
mentored by an old druid, until one ofyour fellow
pupils betrayed your group and killed your master.
Your mentor has appeared to you only in visions.
You have yet to meet this person, and you are not
sure such a person exists in mortal form.
Your mentor was a werebear who taught you to
treat all living things with equal regard.

DRUID CIRCLES

At 2nd level, a druid gains the Druid Circle feature. The
following options are available to a druid, in addition
to those offered in the Player’s Handbook: the Circle of
Dreams and the Circle of the Shepherd.

the Summer Court. You are a font of energy that offers
respite from injuries. You have a pool of fey energy represented by a number of C168 equal to your druid level.
As a bonus action, you can choose one creature you

can see within 120 feet of you and spend a number of
those dice equal to half your druid level or less. Roll the
spent dice and add them together. The target regains a
number of hit points equal to the total. The target also
gains 1 temporary hit point per die spent.
You regain all expended dice when you finish a

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long rest.

HEARTH OF MOONLIGHT AND SHADOW

At 6th level, home can be wherever you are. During a
short or long rest, you can invoke the shadowy power of
the Gleaming Court to help guard your respite. At the
start of the rest, you touch a point in space, and an invisible, 30-foot—radius sphere of magic appears, centered
on that point. Total cover blocks the sphere.
While within the sphere, you and your allies gain a +5

bonus to Dexterity (Stealth) and Wisdom (Perception)
checks, and any light from open flames in the sphere (a
campfire, torches, or the like) isn’t visible outside it.

The sphere vanishes at the end of the rest or when you

leave the sphere.

HIDDEN PATHS

Starting at 10th level, you can use the hidden, magical
pathways that some fey use to traverse space in the
blink of an eye. As a bonus action on your turn, you can
teleport up to 60 feet to an unoccupied space you can
see. Alternatively, you can use your action to teleport

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one willing creature you touch up to 30 feet to an unoccupied space you can see.
You can use this feature a number of times equal to

your Wisdom modifier (minimum of once), and you re-

gain all expended uses of it when you finish a long rest.

WALKER IN DREAMS
At 14th level, the magic of the Feywild grants you

the ability to travel mentally or physically through
dreamlands.
When you finish a short rest, you can cast one of the
following spells, without expending a spell slot or requiring material components: dream (with you as the
messenger), scrying, or teleportation circle.
This use of teleportation circle is special. Rather than
opening a portal to a permanent teleportation circle, it
opens a portal to the last location where you finished
a long rest on your current plane of existence. If you
haven*t taken a long rest on your current plane, the
spell fails but isn’t wasted.
Once you use this feature, you can’t use it again
until you finish a long rest.

CIRCLE OF THE SHEPHERD

CIRCLE OF THE SHEPHERD FEATURES
Druid Level

Feature

2nd

Speech ofthe Woods, Spirit Totem

6th

Mighty Summoner

10th

Guardian Spirit

14th

Faithful Summons

SPEECH or THE Woons

At 2nd level, you gain the ability to converse with beasts
and many fey.

You learn to speak, read, and write Sylvan. In addi‘

tion, beasts can understand your speech, and you gain
the ability to decipher their noises and motions. Most

beasts lack the intelligence to convey or understand

sophisticated concepts, but a friendly beast could relay

what it has seen or heard in the recent past. This ability
doesn’t grant you friendship with beasts, though you can

Damn or THE CiRCl-E or THE SHEPHERD

combine this ability with gifts to curry favor with them
as you would with any nonplayer character.

SPIRIT TOTEM

Starting at 2nd level, you can call forth nature spirits to
influence the world around you. As a bonus action, you
can magically summon an incorporeal spirit to a point
you can see within 60 feet of you. The spirit creates an
aura in a 30-foot radius around that point. It counts as
neither a creature nor an object, though it has the spectral appearance of the creature it. represents.
As a bonus action, you can move the spirit up to 60
feet to a point you can see.
The spirit persists for 1 minute or until you’re incapac—
itated. Once you use this feature, you can’t use it again
until you finish a short or long rest.
The effect of.the spirit’s aura depends on the type of
spirit you summon from the options below.
Bear Spirit. The bear spirit grants you and your allies
its might and endurance. Each creature of your choice
in the aura when the spirit appears gains temporary

hit points equal to 5 + your druid level. In addition, you

and your allies gain advantage on Strength checks and
Strength saving throws while in the aura.
Hawk Spirit. The hawk spirit is a consummate

hunter, aiding you and your allies with its keen sight.

When a creature makes an attack roll against a target
in the spirit’s aura, you can use your reaction to grant
advantage to that attack roll. In addition, you and your

allies have advantage on Wisdom (Perception) checks

while in the aura.

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Druids of the Circle of the Shepherd commune
with the spirits of nature, especially the spirits
of beasts and the fey, and call to those spirits for
aid. These druids recognize that all living things
play a role in the natural world, yet they focus on
protecting animals and fey creatures that have
difficulty defending themselves. Shepherds, as they are
known, see such creatures as their charges. They ward
off monsters that threaten them, rebuke hunters who
kill more prey than necessary, and prevent civilization
from encroaching on rare animal habitats and on sites
sacred to the fey. Many of these druids are happiest far
from cities and towns, content to spend their days in the
company of animals and the fey creatures of the wilds.
Members of this circle become adventurers to oppose
forces that threaten their charges or to seek knowledge
and power that will help them safeguard their charges
better. Wherever these druids go, the spirits of the wil—
derness are with them.

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Unicorn Spirit. The unicorn spirit lends its protection

to those nearby. You and your allies gain advantage on
all ability checks made to detect creatures in the spirit’s
aura. In addition. if you cast a spell using a spell slot
that restores hit points to any creature inside or outside
the aura, each creature of your choice in the aura also
regains hit points equal to your druid level.

MIGHTY SUMMONER

Starting at 6th level, beasts and fey that you conjure are

more resilient than normal. Any beast or fey summoned

or created by a spell that you cast gains the. follow—
ing benefits:

- The creature appears with more hit points than nor—
mal: 2 extra hit points per Hit Die it has.
- The damage from its natural weapons is considered

magical for the purpose of overcoming immunity and
resistance to nonmagical attacks and damage.

GUARDIAN SPIRIT

Beginning at 10th level, your Spirit Totem safeguards

the beasts and fey that you call forth with your magic.

When a beast or fey that you summoned or created with
a spell ends its turn in your Spirit Totem aura, that crea—
ture regains a number of hit points equal to halfyour
druid level.

FAITHFUL SUMMONS

Starting at 14th level, the nature spirits you commune
with protect you when you are the most defenseless.

If you are reduced to 0 hit points or are incapacitated

against your will, you can immediately gain the benefits

of conjure animals as if it were cast using a 9th-level
spell slot. It summons four beasts of your choice that are

challenge rating 2 or lower. The conjured beasts appear
within 20 feet of you. If they receive no commands from

you, they protect you from harm and attack your foes.

The spell lasts for 1 hour, requiring no concentration, or

until you dismiss it (no action required).

Once you use this feature, you can’t use it again until
you finish a long rest.

LEARNING BEAST SHAPES

The Wild Shape feature in the Player’s Handbook lets
you transform into a beast that you’ve seen. That rule
gives you a tremendous amount of flexibility, making it
easy to amass an array of beast form options for yourself, but you must abide by the limitations in the Beast
Shapes table in that book.

rlsz is ihlzrior lo: we.

The tables include all the individual beasts that are
eligible for Wild Shape (up to a challenge rating of 1) or
the Circle Forms feature of the Circle of the Moon (up to
a challenge rating of 6).

ARCTIC
CR

O

Blood hawk
Giant owl '

1

Brown bear

—

Polar bear
Saber-toothed tiger

6

Mammoth

——

CR

Beast

Fly/Swim

0

Crab

Swim

ti l-l .‘~. l’i" in E3. 1

I..ii_". it .‘~.I.'

Fly
Fly

0
l/S

Eagle
Blood hawk

1/8

Giant crab

l/8

Poisonous snake

Swim
Swim

Fly
~—

l/8
1/4

Stirge
Giant lizard

1/4
1/4

Giant wolfspider
Pteranodon

—
Fly

1

Giant eagle

1

Giant toad

2

Plesiosaurus

Swim
Swim

Fly

DESERT
CR

Beast

Fly/Swim

0
O
0

Cat
Hyena

-—
—

O

——

Jackal

——

Scorpion

0

Vulture

l/S

Fly

Camel

—-

1/8

Flying snake

l/8
1/8

Mule
Poisonous snake

Fly

Stirge

—
Swim
Fly

1/4

Constrictor snake

1/4

Giant lizard

——

Giant poisonous snake
Giant wolf spider

Swim
——

Giant hyena

—

1

Giant spider

1
1
1

Giant toad
Giant vulture

Swim
Fly

l/4
1/4

ming speed. This information will help you determine
whether you qualify to assume that beast’s form.

Swim
—

COAST

ual according to the beasts’ most likely environments.
Consider the environment your druid grew up in, then

In addition, the tables include each beast’s challenge
rating and note whether a beast has a flying or swims

Fly
Fly

2
2

1/8

consult the appropriate table for a list of animals that
your druid has probably seen by 2nd level.
These tables can also help you and your DM determine which animals you might see on your travels.

Fly/Swim

Fly

1/8
1/4

When you gain Wild Shape as a 2nd—level druid, you
might wonder which beasts you've already seen. The

following tables organize beasts from the Monster Man—

Beast

Owl

1

Swim

——

Lion

—

2

Giant constrictor snake

3

Giant scorpion

—

ii F3, i 3 PT i (I j.‘ .“x'. 3'
_ _.-..—..-_—.—-..-—.—..__._

Swim

FOREST
CR

Beast

GRASSLAND
Fly/Swim

Cat

Badger

Deer

0

Cat
Deer

Goat

0
0

Hyena
Owl

Fly

1/8
1/8

Blood hawk
Flying snake

Fly

Hyena
Jackal
Vulture
Blood hawk

1/8

Giant rat
Giant weasel
Poisonous snake
Mastiff

Swim

Giant weasel
Poisonous snake

1/8
1/8

Fly

Stirge

Fly

1/4
1/4

Boar
Constrictor snake
Elk

Swim

1/4

Giant badger

1/4
1/4

Giant bat

Fly

Giant frog

Swim

1/8
1/4

1/4

Giant lizard

1/4
1/4

Giant owl
Giant poisonous snake

1/4
1/4

Giant wolfspider
Panther

1/4
1/2

Wollf
Ape

1/2

Black bear

1/2

Giant wasp

1
1

Brown bear
Dire wolf

1
1

Giant hyena
Giant spider

1

Giant toad

1

Tiger

2

Giant boar

2

Giant constrictor snake

2

Giant elk

Fly

Flying snake

Stirge
Axe beak
Boar
Elk
Giant poisonous snake

Giant wolfspider

Fly

Swim

1/4
1/4
1/4
1/2
1/2
_.I

1/8

Eagle

Ln-h-UJNNNN—I—‘A—I

0
0

Fly/Swim

Beast

Baboon

0

Panther (leopard)
Pteranodon
Riding horse

Wolf
Giant goat
Giant wasp
Giant eagle
Giant hyena
Giant vulture
Lion
Tiger
Allosaurus
Giant boar
Giant elk
Rhinoceros
Ankylosaurus
Elephant
Triceratops

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SWAMP

HILL

CR

Beast

Fly/Swim

0
0
0
0

Baboon
Eagle
Goat
Hyena

—

O

—

1/8

0

Raven

Vulture

0

1/8
1/3

1/3

1/8

1/3
1/8

Blood hawk
Giant weasel

Mastifi'
Mule

Poisonous snake
Stirge

1/4

Axe beak

1/4

Boar
Elk

1/4

1/4
1/4

Giant owl
Giant wolf spider

1/4

Panther (cougar)

1/4
1/2
1

Wolf
Giant goat
Brown bear

1

Dire wolf

1

Giant eagle
Giant hyena

1
1
2
2

Lion
Giant boar
Giant elk

Fly

Beast

0
0

Eagle
Goat

1/8

Blood hawk

1/3

Stirge

1/2
1

Giant goat
Giant eagle

1/4

1
2

2

Pteranodon

Lion
Giant elk

Saber-toothed tiger

Beast

Fly/Swim

Rat

Raven

Fly

Giant rat
Swim

._

1/3

Poisonous snake

Fly

1/8

Stirge

Fly

1/4
1/4
1/4

Constrictor snake
Giant frog
Giant lizard
Giant poisonous snake

Swim

Crocodile
Giant spider

Swim

Fly
Fly
—

—
—
Swim

Fly
—

Fly

—

Fly

—
—
_
_

MOUNTAIN
CR

0

Fly/Swim

F'Y

—
Fly
Fly
Fly
—
Fly

__

1/4
1/2
1

1
2
5

Swim
Swim

Giant toad

Swim

Giant constrictor snake
Giant crocodile

Swim
Swim

UNDERDARK

CR

Beast

Fly/Swim

0
1/8
1/8
1/4

Giant fire beetle
Giant rat
Stirge
Giant bat

Fly
Fly

1/4
1/4

Giant centipede
Giant lizard

1/4
1
1
2
2

Giant poisonous snake
Giant spider
Giant toad
Giant constrictor snake
Polar bear (cave bear)

Swim

Swim

Swim

Swim

UNDERWATER

CR Beast
0
1/4
1/2
1/2
1
mwNNN

CR

Fly/Swim

Quipper
Constrictor snake
Giant sea horse
Reelc shark
Giant octopus

Swim

Giant constrictor snake
Hunter shark

Swim
Swim

Plesiosaurus

Swim

Killer whale

Swim

Giant shark

Swim

Swim

Swim

Swim

Swim

Sign

2

A rampant golden dragon on a green field, representing valor and a quest for wealth
The fist ofa storm giant clutching lightning before

3

a storm cloud, symbolizing wrath and power
Crossed greatswords in front ofa castle gate, signi-

l

4

FIGHTER

5

domitable spirit

LET ME KNOw WEN YOU’RE ALL DONE TALKING.
-—Tordel<

Of all the adventurers in the worlds of D&D, the fighter
is perhaps the greatest paradox. On the one hand, a singular feature of the class is that no two fighters ply their
craft in quite the same way; their weapons, armor, and
tactics differ across a vast spectrum. On the other hand,
regardless of the tools and methods one uses, at the
heart of every fighter’s motivation lies the same basic
truth: it is better to wound than to be wounded.
Although some adventuring fighters risk their lives
fighting for glory or treasure, others are primarily con
cerned with the welfare of others. They put more value

on the well-being of the society, the village, or the group

than on their own safety. Even if there’s gold in the off—
ing, the true reward for most fighters comes from sending enemies to their doom.
The sections below offer ways to add a little depth and
a few personal touches to your fighter character.

HERALDIC SIGN
Fighters typically do battle for a cause. Some fight on
behalf of kingdoms besieged by monsters, while others
quest only for personal glory. In either case, a fighter
often displays a heraldic sign that represents that cause,
either adopting the symbol of a nation or a royal line, or
creating a crest to represent one’s self—interest.

Your character could be affiliated with an organization

or a cause, and thus might already travel under a banner
of some sort. If that’s not the case, consider devising a
heraldic sign that symbolizes an aspect of your nature
or speaks to what you see as your purpose in the world.

fying the defense ofa city or kingdom
A skull with a dagger through it, representing the
doom you bring to your enemies
A phoenix in a ring offire, an expression ofan in-

6

Three drops ofblood beneath a horizontal sword
blade on a black background, symbolizing three
foes you have sworn to kill

INSTRUCTOR
Some fighters are natural—born combatants who have

a talent for surviving in battle. Others learned the ba-

sics of their combat prowess in their formative years
from spending time in a military or some other martial
organization, when they were taught by the leaders of
the group.

A third type of fighter comes from the ranks of those

who received one—on-one instruction from an accomplished veteran of the craft. That instructor was, or
perhaps still is, well versed in a certain aspect of combat

that relates to the student’s background.

If you decide that your character had an individual
instructor, What is that person’s specialty? Do you

emulate your instructor in how you fight, or did you
take the instructor’s teachings and adapt them to your
own purposes?
INSTRUCTORS
d6

1

2
3

4

Instructor

Gladiator. Your instructor was a slave who fought

for freedom in the arena, or one who willingly
chose the gladiator’s life to earn money and fame.
Military. Your trainer served with a group ofsoldiers and knows much about working as a team.
City Watch. Crowd control and peacekeeping are
your instructor’s specialties.
Tribal Warrior. Your instructor grew up in a tribe,
where fighting for one's life was practically an
everyday occurrence.

5

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Street Fighter. Your trainer excels at urban combat,
combining close-quarters work with silence and
efficiency.
Weapon Master. Your mentor helped you to become one with your chosen weapon, by imparting

highly specialized knowledge of how to wield it

most effectively.

ARCANE ARCHER FEATURES

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Fighter Level

Feature

3rd

Arcane Archer Lore, Arcane Shot (2 options)

7th

Curving Shot, Magic Arrow,

10th

Arcane Shot (4 options)

Arcane Shot (3 options)

15th

18th

Ever-Ready Shot, Arcane Shot (5 options)

Arcane Shot (6 options, improved shots)

ARCANE ARCHER LORE

by adopting and perfecting a particular style or method

martial tradition. You choose to gain proficiency in ei—
ther the Arcana or the Nature skill, and you choose to
learn either the prestidigr'tation or the drufdcraft cantrip.

not necessarily dictate how that person operates when
lives are on the line.
Do you have a combat style that mirrors your outlook

At 3rd level, you learn to unleash special magical effects
with some of your shots. When you gain this feature, you
learn two Arcane Shot options of your choice (see “Arcane Shot Options” below).

weapons are drawn?

SIGNATURE STYLES

Once per turn when you fire a magic arrow from a

shortbow or longbow as part of the Attack action, you
can apply one of your Arcane Shot options to that ar—

row. You decide to use the option when the arrow hits

3

meant to splinter bone or send blood flying.
Cunning. You dart in to attack at just the right mo-

a creature, unless the option doesn’t involve an attack
roll. You have two uses of this ability, and you regain all
expended uses of it when you finish a short or long rest.
You gain an additional Arcane Shot option of your
choice when you reach certain levels in this class: 7th,
10th, 15th, and 18th level. Each option also improves
when you become an 18th—level fighter.

4

your favor.
Effortless. You rarely perspire or display anything

At 7th level, you gain the ability to infuse arrows with

d6

1
2

5

6

Style

Elegant. You move with precise grace and total
control, never using more energy than you need.

Brutal. Your attacks rain down like hammer blows,

ment and use small-scale tactics to tilt the odds in

other than a stoic expression in battle.
Energetic. You sing and laugh during combat as
your spirit soars. You are happiest when you have a

foe in front ofyou and a weapon in hand.
Sinister. You scowl and sneer while fighting, and
you enjoy mocking your foes as you defeat them.

MARTIAL ARCHETYPES

At 3rd level, a fighter gains the Martial Archetype fea-

ture. The following options are available to a fighter, in
addition to those offered in the Player’s Handbook: the
Arcane Archer, the Cavalier, and the Samurai.

ARCANE ARCHER
An Arcane Archer studies a unique elven method of
archery that weaves magic into attacks to produce su-

pernatural effects. Arcane Archers are some of the most
elite warriors among the elves. They stand watch over

the fringes of elven domains, keeping a keen eye out for

trespassers and using magic—infused arrows to defeat
monsters and invaders before they can reach elven set—
tlements. Over the centuries, the methods of these elf
archers have been learned by members of other races

who can also balance arcane aptitude with archery.

M AGIC A now

magic. Whenever you fire a nonmagical arrow from a
shortbow or longbow, you can make it magical for the

purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the
arrow immediately after it hits or misses its target.

C U Rv I N c S H OT

At 7th level, you learn how to direct an errant arrow

toward a new target. When you make an attack roll with

—'-..-

on life, or is something else inside you unleashed when

A RC A N E S H OT

_.—_——___—_..—-_

of waging combat. Although this style might be a natural
outgrowth of a fighter’s personality, that's not always the
case—someones approach to the world in general does

a magic arrow and miss, you can use a bonus action to

reroll the attack roll against a different target within 60
feet of the original target.

EvER-REA DY SHOT

Starting at 15th level, your magical archery is available
whenever battle starts. If you roll initiative and have no
uses of Arcane Shot remaining, you regain one use of it.

ARCANE SHOT OPTIONS

The Arcane Shot feature lets you choose options for it at

certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one
is associated with one of the schools of magic.

If an option requires a saving throw, your Arcane Shot

save DC equals 8 + your proficiency bonus + your Intelli-

gence modifier.

—'-r

Many fighters distinguish themselves from their peers

I.

SIGNATURE STYLE

At 3rd level, you learn magical theory or some of the
secrets of nature—typical for practitioners of this elven

LEFT To QIsHT: Sara-team, CAVALIER, AND ARCANE ARCHER

Banishing Arrow. You use abjuration magic to try to
temporarily banish your target to a harmless location
in the Feywild. The creature hit by the arrow must also
succeed on a Charisma saving throw or be banished.
While banished in this way, the target’s speed is 0, and
it is incapacitated. At the end of its next turn, the target
reappears in the Space it vacated or in the nearest unoccupied space if that space is occupied.
After you reach 18th level in this class, a target also
takes 2d6 force damage when the arrow hits it.
Regaining Arrow. Your enchantment magic causes
this arrow to temporarily beguile its target. The creature
hit by the arrow takes an extra 2d6 psychic damage, and
choose one ofyour allies within 30 feet of the target.
The target must succeed on a Wisdom saving throw, or
it is charmed by the chosen ally until the start of your
next turn. This effect ends early if the chosen ally at—
tacks the charmed target, deals damage to it, or forces it
to make a saving throw.
The psychic damage increases to 4d6 when you reach

18th level in this class.

Bursting Arrow. You imbue your arrow with force
energy drawn from the school of evocation. The energy
detonates after your attack. Immediately after the ar—
row hits the creature, the target and all other creatures

within 10 feet of it take 2d6 force damage each.

The force damage increases to 4d6 when you reach
18th level in this class.
Enfeeblfng Arrow. You weave necromantic magic into
your arrow. The creature hit by the arrow takes an extra
2d6 necrotic damage. The target must also succeed

on a Constitution saving throw, or the damage dealt

by its weapon attacks is halved until the start of your
next turn.

The necrotic damage increases to 4d6 when you reach

18th level in this class.
Grasping Arrow. When this arrow strikes its target,
conjuration magic creates grasping, poisonous brams
bles, which wrap around the target. The creature hit by
the arrow takes an extra 2(16 poison damage, its speed
is reduced by 10 feet, and it takes 2-d6 slashing dam—
age the first time on each turn it moves 1 foot or more
without teleporting. The target or any creature that can
reach it can use its action to remove the brambles with
a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1
minute or until you use this option again.
The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.
Piercing Arrow. You use transmutation magic to
give your arrow an ethereal quality. When you use this
option, you don’t make an attack roll for the attack.
Instead, the arrow shoots forward in a line, which is 1

foot wide and 30 feet long, before disappearing. The

arrow passes harmlessly through objects, ignoring
cover. Each creature in that line must make a Dexterity

saving throw. On a failed save, a creature takes damage
as if it were hit by the arrow, plus an extra 1d6 piercing
damage. On a successful save, a target takes half as

much damage.

The piercing damage increases to 2d6 when you reach
18th level in this class.

Seeking Arrow. Using divination magic, you grant
your arrow the ability to seek out a target. When you use
this option, you don’t make an attack roll for the attack.
Instead, choose one creature you have seen in the past

minute. The arrow flies toward that creature, moving
around corners if necessary and ignoring three-quarters
cover and half cover. If the target is within the weapon’s

range and there is a path large enough for the arrow to
travel to the target, the target must make a Dexterity
saving throw. Otherwise, the arrow disappears after

traveling as far as it can. On a failed save, the target

takes damage as if it were hit by the arrow, plus an extra
1d6 force damage, and you learn the target’s current
location. On a successful save, the target takes half as
much damage, and you don’t learn its location.
The force damage increases to 2d6 when you reach

18th level in this class.
Shadow Arrow. You weave illusion magic into your

arrow, causing it to occlude your fees vision with shadows. The creature hit by the arrow takes an extra 2d6
psychic damage, and it must succeed on a Wisdom

CAVALIERs, SAMURAI, AND HISTORY

While both cavaliers and samurai existed in the real world,

our inspirations for both fighter archetypes are taken from

popular culture (folk tales, movies, and comic books), not

from history. Our intent is to capture the cinematic, heroic

element of both archetypes in the game, rather than create
an accurate historical representation ofeither one.

*1—

I"

UNWAVERING MARK

Starting at 3rd level, you can menace your foe-s, foiling
their attacks and punishing them for harming others.

When you hit a creature with a melee weapon attack,
you can mark the creature until the end of your next

turn. This effect ends early if you are incapacitated or

you die, or if someone else marks the creature.
While it is within 5 feet of you, a creature marked by

you has disadvantage on any attack roll that doesn’t
target you.

In addition, if a creature marked by you deals damage

saving throw or be unable to see anything farther than 5
feet away until the start of your next turn.

to anyone other than you, you can make a special melee
weapon attack against the marked creature as a bonus
action on your next turn. You have advantage on the
attack roll, and if it hits, the attacks weapon deals extra
damage to the target equal to half your fighter level.
Regardless of the number of creatures you mark, you

CAVALIER

your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

The psychic damage increases to 4d6 when you reach
18th level in this class.

The archetypal Cavalier excels at mounted combat.
Usually born among the nobility and raised at court, a
Cavalier is equally at home leading a cavalry charge or

exchanging repartee at a state dinner. Cavaliers also
learn how to guard those in their charge from harm,

often serving as the protectors of their superiors and of
the weak. Compelled to right wrongs or earn prestige,

many of these fighters leave their lives of comfort to em—
bark on glorious adventure.
CAVALIER FEATURES
Fighter Level Feature
3rd
7th

Bonus Proficiency, Born to the Saddle,

WARDING MANEUVER

At 7th level, you learn to fend off strikes directed at
you, your mount, or other creatures nearby. If you or
a creature you can see within 5 feet of you is hit by an

attack, you can roll ld8 as a reaction if you’re wielding
a melee weapon or a shield. Roll the die, and add the

number rolled to the target’s AC against that attack. If

the attack still hits, the target has resistance against the
attack’s damage.
You can use this feature a number of times equal

to your Constitution modifier (minimum of once), and
you regain all expended uses of it when you finish a

Unwavering Mark

long rest.

Warding Maneuver

HOLD THE LINE
At 10th level, you become a master of locking down

10th
15th

Hold the Line
Ferocious Charger

18th

Vigilant Defender

BONUS PROFICIENCY

When you choose this archetype at 3rd level, you gain
proficiency in one of the following skills of your choice:
Animal Handling, History, Insight, Performance, or
Persuasion. Alternatively, you learn one language of
your choice.

BORN TO THE SADDLE

Starting at 3rd level, your mastery as a rider becomes
apparent. You have advantage on saving throws made

to avoid falling off your mount. If you fall off your mount

and descend no more than 10 feet, you can land on your

feet if you’re not incapacitated.
Finally, mounting or dismounting a creature costs you

only 5 feet of movement, rather than half your speed.
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can make this special attack a number of times equal to

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your enemies. Creatures provoke an opportunity attack

from you when they move 5 feet or more while within

your reach, and if you hit a creature with an opportunity

attack, the target’s speed is reduced to 0 until the end of
the current turn.

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FEROGIOUS CHARGER

Starting at 15th level, you can run down your foes,
whether you’re mounted or not. If you move at least 10
feet in a straight line right before attacking a creature

and you hit it with the attack, that target must succeed

on a Strength saving throw (DC 8 + your proficiency bo—
nus + your Strength modifier) or be knocked prone. You
can use this feature only once on each of your turns.

VIGILANT DEFENDER

Starting at 18th level, you respond to danger with

extraordinary vigilance. In combat, you get a special
reaction that you can take once on every creature’s turn,
except your turn. You can use this special reaction only
to make an opportunity attack, and you can’t use it on
the same turn that you take your normal reaction.

SAMURAI
The Samurai is a fighter who draws on an implacable
fighting spirit to overcome enemies. A Samurai’s resolve
is nearly unbreakable, and the enemies in a Samurai's
path have two choices: yield or die fighting.

SAMURAI FEATURES

Elegant Courtier

BONUS PROFICIENCY

When you choose this archetype at 3rd level, you gain
proficiency in one of the following skills of your choice:
History, Insight, Performance, or Persuasion. Alterna—
tively, you learn one language of your choice.

FIGHTING SPIRIT

Starting at 3rd level, your intensity in battle can shield

you and help you strike true. As a bonus action on your
turn, you can give yourself advantage on weapon attack
rolls until the end of the current turn. When you do so,
you also gain 5 temporary hit points. The number of
temporary hit points increases when you reach certain

levels in this class, increasing to 10 at 10th level and 15

TIRELEss SPIRIT

Starting at 10th level, when you roll initiative and

have no uses of Fighting Spirit remaining, you regain one use.

RAPID STRIKE
Starting at 15th level, you learn to trade accuracy for
swift strikes. If you take the Attack action on your turn
and have advantage on an attack roll against one of
the targets, you can forgo the advantage for that roll to
make an additional weapon attack against that target,
as part of the same action. You can do so no more than
once per turn.‘

STRENGTH BEFORE DEATH

at 15th level.
You can use this feature three times, and you regain
all expended uses of it when you finish a long rest.

Starting at 18th level, your fighting spirit can delay the
grasp of death. If you take damage that reduces you to

ELEGANT COURTIER

your reaction to delay falling unconscious, and you can

Starting at 7th level, your discipline and attention to de—
tail allow you to excel in social situations. Whenever you

make a Charisma (Persuasion) check, you gain a bonus
to the check equal to your Wisdom modifier.
Your self-control also causes you to gain proficiency
in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or

Charisma saving throws (your choice).

0 hit points and doesn’t kill you outright, you can use

immediately take an extra turn, interrupting the current
turn. While you have 0 hit points during that extra turn,
taking damage causes death saving throw failures as

normal, and three death saving throw failures can still

kill you. When the extra turn ends, you fall unconscious
ifyou still have 0 hit points.

Once you use this feature, you can’t use it again until

you finish a long rest.

._

Strength before Death

.

18th

_.

Rapid Strike, Fighting Spirit (l5 temp. hp)

_____

l5th

_

Tireless Spirit, Fighting Spirit (10 temp. hp)

;_

10th

'1'.

F’th

Feature

Bonus Proficiency, Fighting Spirit (5 temp. hp)

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3rd

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Fighter Level

.MONASTERIES

Monastery
Your monastery is carved out ofa mountainside,
where it looms over a treacherous pass.

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Your monastery is high in the branches ofan im-

3

Your monastery was founded long ago by a cloud
giant and is inside a cloud castle that can be
reached only by flying.

mense tree in the Feywild.

4

Your monastery is built beside a volcanic system

5

Your monastery was founded by gnomes and is an
underground labyrinth oftunnels and rooms.

of hot springs, geysers, and sulfur pools. You regularly received visits from azer traders.

MONK
DO NOT MISTAKE MY SILENCE FOR ACCEPTANCE OF YOUR
uillainy. Whileyou blustered and threatened, I’ve planned

four difierent ways to snapyour neck with my bare hands.
—Ember, grand master of flowers

Monks walk a path of contradiction. They study their art
as a wizard does, and like a wizard, they wear no armor
and typically eschew weapons. Yet they are deadly combatants, their abilities on a par with those of a raging
e
barbarian or a superbly trained fighter. Monks embrac
of
core
the
to
speaks
it
for
iction,
this seeming contrad
all monastic study. By coming to know oneself com—

pletely, one learns much of the wider world.
A monk’s focus on inner mastery leads many such
individuals to become detached from society, more con—
cerned with their personal experience than with hap-

penings elsewhere. Adventuring monks are a rare breed
of an already rare type of character, taking their quest

for perfection beyond the walls of the monastery into the
world at large.
Playing a monk character offers many intriguing op—
portunities to try something different. To distinguish
your monk character even further, consider the options
in the sections that follow.

Your monastery was carved from an iceberg in the

6

frozen reaches ofthe world.

MONASTIC ICON
Even in the monastic lifestyle, which eschews materi—
alism and personal possessions, symbolism plays an
important part in defining the identity of an order. Some
monastic orders treat certain creatures with special

regard, either because the creature is tied to the orders
history or because it serves as an example of a quality
the monks seek to emulate.

If your character’s monastery had a special icon, you

might wear a crude image of the creature somewhere
inconspicuous on your clothing to serve as an identify-

ing mark. Or perhaps your order’s icon does not have a
a
physical form but is expressed through a gesture or
posture that you adopt, and which other monks might
know how to interpret.

MONASTIC Icons

d6
1

your order admires the monkey.

2

MONA STE RY

make it their home for the rest of their lives, with the
exception of adventurers and others who have reason to

leave. For those individuals, a monastery might serve as

a refuge between excursions to the world or as a source

3

4

of support in times of need.

What sort of place was your monastery, and where is

it located? Did attending it contribute to your experience
in an unusual or distinctive way?

Dragon Turtle. The monks ofyour seaside mon-

astery venerate the dragon turtle, reciting ancient

prayers and offering garlands offlowers to honor
this living spirit ofthe sea.

A monk studies in a monastery in preparation for a life

of asceticism. Most of those who enter a monastery

Icon
Monkey. Quick reflexes and the ability to travel
through the treetops are two ofthe reasons why

Ki-rin. Your monastery sees its main purpose as

watching over and protecting the land in the manner ofthe ki-rin.
Owlbear. The monks ofyour monastery revere a

family of owlbears and have coexisted with them

for generations.

5

6

Hydra. Your order singles out the hydra for its ability to unleash several attacks simultaneously.
Dragon. A dragon once laired within your monas-

tery. Its influence remains long after its departure.

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LEFT To QIGHTZ URUNKEN MASTER, KENSEI, AND SUN SOUL

MASTER

MONASTIC TRADITIONS

During your studies, you were likely under the tutelage
of a master who imparted to you the precepts of the
order. Your master was the one most responsible for
shaping your understanding of the martial arts and your
attitude toward the world. What sort of person was your
master, and how did your relationship with your master

At 3rd level, a monk gains the Monastic Tradition fea—
ture. The following options are available to a monk, in
addition to those offered in the Player’s Handbook: the
Way of the Drunken Master, the Way of the Kensei, and
the Way of the Sun Soul.

aflhctyou?

WAY OF THE DRUNKEN MASTER

MASTERS

to move with the jerky, unpredictable movements of

the two ofyou might be related.
Your master was kind and generous, never critical
ofyour progress. Nevertheless, you feel you never
fully lived up to the expectations placed on you.

drunken master can be a maddening, masterful foe.

WAY or THE DRUNKEN MASTER FEATURES

Monk Level

3rd
6th

Feature

Bonus Proficiencies, Drunken Technique
Tipsy Sway

'l'lth

Drunkard's Luck

17th

Intoxicated Frenzy
_

6

you, but betrayed your monastery in the end.
Your master was cold and distant. You suspect that

-::~v

5

brutal practice session.
Your master seemed goodhearted while tutoring

__

4

A drunken master often enjoys playing the fool to

bring gladness to the despondent or to demonstrate
humility to the arrogant, but when battle is joined, the

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Your master was kindly and taught you to pursue
the cause of peace.
Your master was merciless in pushing you to your
limits. You nearly lost an eye during one especially

a drunkard. A drunken master sways, tottering on

unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The
drunken master’s erratic stumbles conceal a carefully
executed dance of blocks, parries, advances, attacks,
and retreats.

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-_-—_

2

Master

Your master was a tyrant whom you had to defeat
in single combat to complete your instruction.

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The Way of the Drunken Master teaches its students

WAY or THE KENSEI
Monks of the Way of the Kensei train relentlessly with
their weapons, to the point where the weapon becomes
an extension of the body. Founded on a mastery of

sword fighting, the tradition has expanded to include

many different weapons.
A kensei sees a weapon in much the same way a calligrapher or painter regards a pen or brush. Whatever
the weapon, the kensei views it as a tool used to express
the beauty and precision of the martial arts. That such
mastery makes a kensei a peerless warrior is but a side
effect of intense devotion, practice, and study.
WAY OF THE KENSEI FEATURES
Monk Level

BONUS PROFICIENCIES

When you choose this tradition at 3rd level, you gain
proficiency in the Performance skill if you don’t already

have it. Your martial arts technique mixes combat train-

ing with the precision of a dancer and the antics of a

jester. You also gain proficiency with brewer’s supplies if
you don’t already have it.

DRUNKEN TECHNIQUE

At 3rd level, you learn how to twist and turn quickly as
part of your Flurry of Blows. Whenever you use Flurry
of Blows, you gain the benefit of the Disengage action,

and your walking speed increases by 10 feet until the
end of the current turn.

TIPSY SWAY

Starting at 6th level, you can move in sudden, swaying

ways. You gain the following benefits.
Leap to Your Feet. When you’re prone, you can stand
up by spending 5 feet of movement, rather than half
your speed.

Redirect Attack. When a creature misses you with

a melee attack roll, you can spend 1 ki point as a re-

action to cause that attack to hit one creature of your

choice, other than the attacker, that you can see within 5

feet of you.

DRUNKARD’S LUCK

Starting at llth level, you always seem to get a lucky
bounce at the right moment. When you make an ability

check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 ki points to cancel

the disadvantage for that roll.

INTOXICATED FRENZY

At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When

you use your Flurry of Blows, you can make up to three
additional attacks with it (up to a total of five Flurry of
Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.
t. ii ”I. li'l'fi' l3 1

Feature

6th

Path ofthe Kensei (2 weapons)
One with the Blade,
Path ofthe Kensei (3 weapons)

llth

Sharpen the Blade,

17th

Unerring Accuracy,
Path ofthe Kensei (5 weapons)

3rd

Path ofthe Kensei (4 weapons)

PATH or THE KENSEI

When you choose this tradition at 3rd level, your spe-

cial martial arts training leads you to master the use of

certain weapons. This path also includes instruction in
the deft strokes of calligraphy or painting. You gain the
following benefits.
Kensei Weapons. Choose two types of weapons to
be your kensei weapons: one melee weapon and one
ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special

properties. The longbow is also a valid choice. You gain

proficiency with these weapons if you don’t already have

it. Weapons of the chosen types are monk weapons for

you. Many of this tradition’s features work only with
your kensei weapons. When you reach 6th, 11th, and

1'7th level in this class. you can choose another type of

weapon—either melee or ranged—to be a kensei weapon

for you. following the criteria above.

Agile Parry. If you make an unarmed strike as part of
the Attack action on your turn and are holding a kensei

weapon, you can use it to defend yourself if it is a melee

weapon. You gain a +2 bonus to AC until the start of
your next turn, while the weapon is in your hand and
you aren't incapacitated.
Kensei’s Shot. You can use a bonus action on your

turn to make your ranged attacks with a kensei weapon
more deadly. When you do so, any target you hit with a

ranged attack using a kensei weapon takes an extra 1d4
damage of the weapons type. You retain this benefit un—

til the end of the current turn.
Way ofthe Brush. You gain proficiency with your

choice of calligrapher's supplies or painter's supplies.

ONE WITH THE BLADE

At 6th level, you extend your ki into your kensei weapons, granting you the following benefits.

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sei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks
and damage.

Deft Strike. When you hit a target with a kensei

weapon, you can spend 1 ki point to cause the weapon
to deal extra damage to the target equal to your Martial
Arts die. You can use this feature only once on each of

yourturns.

SHARPEN THE BLADE

At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can
expend up to 3 ki points to grant one kensei weapon

you touch a bonus to attack and damage rolls when you

attack with it. The bonus equals the number of ki points
you spent. This bonus lasts for 1 minute or until you
use this feature again. This feature has no effect on a
magic weapon that already has a bonus to attack and

damage rolls.

UNERRING ACCURACY

At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll
using a monk weapon on your turn, you can reroll it. You
can use this feature only once on each of your turns.

WAY OF THE SUN SOUL
Monks of the Way of the Sun Soul learn to channel their
life energy into searing bolts of light. They teach that
meditation can unlock the ability to unleash the indomi-

table light shed by the soul of every living creature.
WAY OF THE SUN SOUL FEATURES
Monk Level

Feature

3rd

Radiant Sun Bolt

6th

Searing Arc Strike

'Ilth

Searing Sunburst

17th

Sun Shield

RADIANT SUN BOLT

Starting when you Choose this tradition at 3rd level, you
can hurl searing bolts of magical radiance.
You gain a new attack option that you can use with
the Attack action. This special attack is a ranged spell

attack with a range of 30 feet. You are proficient with
it, and you add your Dexterity modifier to its attack and
damage rolls. Its damage is radiant, and its damage die
is a d4. This die changes as you gain monk levels, as
shown in the Martial Arts column of the Monk table.
When you take the Attack action on your turn and use
this special attack as part of it, you can. spend 1 ki point
to make the special attack twice as a bonus action.

When you gain the Extra Attack feature, this special
attack can be used for any of the attacks you make as
part of the Attack action.

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SEARING ARC STRIKE

At 6th level, you gain the ability to channel your ki into
searing waves of energy. Immediately after you take the
Attack action on your turn, you can spend 2 ki points to
cast the burning hands spell as a bonus action.
You can spend additional ki points to cast burning

hands as a higher-level spell. Each additional ki point

you spend increases the spell’s level by 1. The maximum
number of ki points (2 plus any additional points) that
you can spend on the spell equals half your monk level.

SEARING SUNBURST

At 11th level, you gain the ability to create an orb of light

that erupts into a devastating explosion. As an action,
you magically create an orb and hurl it at a point you
choose within 150 feet, where it erupts into a sphere of
radiant light for a brief but deadly instant.
Each creature in that 20—foot-radius sphere must suc-

ceed on a Constitution saving throw or take 2d6 radiant
damage. A creature doesn’t need to make the save if the
creature is behind total cover that is opaque.
You can increase the spheres damage by spending
ki points. Each point you spend, to a maximum of 3, in-

creases the damage by 2d6.

SUN SHIELD

At 17th level, you become wreathed in a luminous, mag-

ical aura. You shed bright light in a 30-foot radius and
dim light for an additional 30 feet. You can extinguish or
restore the light as a bonus action.
If a creature hits you with a melee attack while this
light shines, you can use your reaction to deal radiant

damage to the creature. The radiant damage equals 5 +
your Wisdom modifier.

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PERSONAL GOALS

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2

PALADIN
THE TRUE WORTH OF A PALADIN Is MEASURED NOT IN
foes defeated or dungeons plundered. It is measured in lives
saved and hearts turned to the causes of mercy and justice.
—Isteva1

A paladin is a living embodiment of an oath—a promise

or a vow made manifest in the person of a holy warrior
who has the skill and the determination to see the cause

through to the end. Some paladins devote themselves

expressly to protecting the innocent and spreading justice in the world, while others resolve to attain that goal

by conquering those who stand defiant and bringing

them under the rule of law.
Although no paladin in the world could be described

as typical, a number of them are narrow—minded
do—gooders who refuse to tolerate even the smallest

deviation from their own outlook. Paladins who take
up the adventuring life, however, rarely remain so rigid
in their attitudes—if only to keep from alienating their
companions.

You can flesh out your paladin character by using the
suggestions below. It’s important to keep in mind that

most paladins aren’t robots. They have doubts and prej-

udices and harbor contradictory thoughts just as any
other character does. Some are compelled by an inter—

nal motivation that might sometimes be at odds with the
principles of their oaths.

PERSONAL GOAL
The precepts of a paladin’s oath provide purpose to the

character and dictate an ultimate goal or an overall in—
tent that the paladin abides by and advances. Aside from
that, some paladins are driven by a personal goal that
either complements or transcends the dictates of their
oaths. Paladins who swear different oaths might have

the same personal goal, differing only in how they apply

i' ._

that goal to their actions when upholding their oaths.
If your paladin character has a personal goal, it might
be drawn from some life event and thus not directly tied
to the oath.

Goal
Peace. You fight so that future generations will not
have to.
Revenge. Your oath is the vehicle through which

3

you will right an ancient wrong.
Duty. You will live up to what you have sworn to do,

4

or die trying.
Leadership. You will win a great battle that bards

5
6

will sing about, and in so doing, you will become

an example to inspire others.
Faith. You know your path is righteous, or else the
gods would not have set you upon it.
Glory. You will lead the world into a grand new era,
one that will be branded with your name.

SYMBOL
Paladins are mindful of the influence of symbols, and
many of them adopt or design an artistic device that

bears a distinctive image. Your symbol exemplifies the

oath you have taken and communicates that message to
those around you, friend and foe alike.
Your symbol might be. displayed on a banner, a flag, or
your clothing for all to see. Or it could be less obvious,
such as a trinket or a token that you carry concealed on

your person.

SYMBOLS
d6

Symbol

l

A dragon, emblematic ofyour nobility in peace and

2

your ferocity in combat
A clenched fist, because you are always ready to

3
4

5

6

fight for your beliefs

An upraised open hand, indicating your preference

for diplomacy over combat

A red heart, showing the world your commitment
to justice

A black heart, signifying that emotions such as pity
do not sway your dedication to your oath
An unblinking eye, meaning that you are ever alert
to all threats against your cause

NEMESIS
Their adherence to a sacred oath demands that paladins

take an active stance in carrying their beliefs into the
world. This activity naturally leads to conflict with creatures or entities that oppose those beliefs. Among those

opponents, one often stands out as a paladin’s most persistent or most formidable foe—a nemesis whose presence or influence is a constant factor in a paladin's life.

Your paladin character might have an enemy that

dates from the days before you took up your path. Or you
could be a target because when you became a paladin,

you immediately attracted the attention of those that
would do you in. If you have a nemesis, who or what is

it? Whom among your enemies do you consider to be the

biggest threat to achieving your goals?

NEM ESES
d6

l
2

Nemesis

A mighty orc war chiefwho threatens to overrun

and destroy everything you hold sacred
A fiend or a celestial, the agent ofa power ofthe

Outer Planes, who has been charged with corrupting or redeeming you, as appropriate

3

5
6

A dragon whose servants dog your steps
A high priest who sees you as a misguided fool and
wants you to abandon your religion
A rival paladin who trained with you but became an
oath—breaker and holds you responsible
A vampire who has sworn revenge against all paladins after being defeated by one

TEMPTATION
Although paladins are dedicated to their oaths, they are
mortals, and thus they are flawed. Many of them exhibit
a type of behavior or hold to an attitude that is not in
keeping with the highest ideals of their calling.
What is the temptation that your character succumbs
to or finds it difficult to resist?
TEMPTATIONS

d6
l

2

Temptation
Fury. When your anger is roused, you have trouble

thinking straight, and you fear you might do something you’ll regret.
Pride. Your deeds are noteworthy, and no one takes
note ofthem more often than you.

3

Lust. You can't resist an attractive face and a pleas-

4

ant smile.
Envy. You are mindful ofwhat some famous folk

5

6

have accomplished, and you feel inadequate when
your deeds don't compare to theirs.
Despair. You consider the great strength ofthe
enemies you must defeat, and at times you see no
way to achieve final victory.
Greed. Regardless ofhow much glory and treasure
you amass, it’s never enough for you.

SACRED OATHS

At 3rd level, a paladin gains the Sacred Oath feature.
The following options are available to a paladin, in addi—

tion to those offered in the Player’s Handbook: the Oath

of Conquest and the Oath of Redemption.

PALADIN OF CONQUEST

OATH OF CONQUEST
The Oath of Conquest calls to paladins who seek glory
in battle and the subjugation of their enemies. It isn’t
enough for these paladins to establish order. They must
crush the forces of chaos. Sometimes called knight ty-

rants or iron mongers, those who swear this oath gather

into grim orders that serve gods or philosophies of war
and well-ordered might.

Some of these paladins go so far as to consort with

the powers of the Nine Hells, valuing the rule of law
over the balm of mercy. The archdevil Bel, warlord of
Avernus, counts many of these paladins—called hell
knights—as his most ardent supporters. Hell knights
cover their armor with trophies taken from fallen en—
emies, a grim~warning to any who dare oppose them

and the decrees of their lords. These knights are often
most fiercely resisted by other paladins of this oath,
who believe that the hell knights have wandered too far
into darkness.

TEN ETS or CONQU EST

A paladin who takes this oath has the tenets of conquest
seared on the upper arm.
Douse the Flame ofHope. It is not enough to merely

defeat an enemy in battle. Your victory must be so overwhelming that your enemies' will to fight is shattered

forever. A blade can end a life. Fear can end an empire.
Rule with an Iron Fist. Once you have conquered,
tolerate no dissent. Your word is law. Those who obey it

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shall be favored. Those who defy it shall be punished as
an example to all who might follow.

Strength Above All. You shall rule until a stronger

one arises. Then you must grow mightier and meet the
challenge, or fall to your own ruin.

OATH or CONQUEST FEATURES
Paladin
Level

Feature

3rd

Oath Spells, Channel Divinity

i’th
15th
l8th

Aura ofConquest (10 ft.)
Scornful Rebuke
Aura of Conquest (30 ft.)

20th

Invincible Conqueror

OATH SPELLS

You gain oath spells at the paladin levels listed in the
Oath of Conquest Spells table. See the Sacred Oath
class feature for how oath spells work.

OATH 0F CONQUEST SPELLS
Paladin
Level

Spells

3rd

armor onathys, command

5th

hold person, spiritual weapon

9th

bestow curse, fear

13th

dominate beast, stoneskin

17th

cloudkill, dominate person

CHANNEL DIVINITY

When you take this oath at 3rd level, you gain the follow—
ing two Channel Divinity options. See the Sacred Oath
class feature for how Channel Divinity works.

Conquering Presence. You can use your Channel
Divinity to exude a terrifying presence. As an action,
you force each creature of your choice that you can see

within 30 feet of you to make a Wisdom saving throw.
On a failed save, a creature becomes frightened of you
for 1 minute. The frightened creature can repeat this

saving throw at the end of each of its turns, ending the
effect on itself on a success.

Guided Strike. You can use your Channel Divinity to

strike with supernatural accuracy. When you make an

attack roll, you can use your Channel Divinity to gain a

+10 bonus to the roll. You make this choice after you see
the roll, but before the DM says whether the attack hits
or misses.

Starting at 7th level, you constantly emanate a menacing
aura while you’re not incapacitated. The aura extends
10 feet from you in every direction, but not through
total cover.

If a creature is frightened of you, its speed is reduced

to 0 while in the aura, and that creature takes psychic
damage equal to half your paladin level if it starts its
turn there.

At 18th level, the range of this aura increases
to 30 feet.

SCORNFUL REBUKE

Starting at 15th level, those who dare to strike you are
psychically punished for their audacity. Whenever a
creature hits you with an attack, that creature takes
psychic damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated.

INVINCIBLE CONQUEROR

At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically
become an avatar of conquest, gaining the following
benefits for 1 minute:

- You have resistance to all damage.
- When you take the Attack action on your turn, you can
make one additional attack as part of that action.
- Your melee weapon attacks score a critical hit on a
roll of 19 or 20 on the d20.
Once you use this feature, you can’t use it again until
you finish a long rest.

OATH OF REDEMPTION
The Oath of Redemption sets a paladin on a difficult
path, one that requires a holy warrior to use violence
only as a last resort. Paladins who dedicate themselves
to this oath believe that any person can be redeemed
and that the path of benevolence and justice is one that
anyone can walk. These paladins face evil creatures in
the hope of turning their foes to the light, and they slay

their enemies only when such a deed will clearly save

other lives. Paladins who follow this path are known as
redeemers.
While redeemers are idealists, they are no fools. Re—
deemers know that undead, demons, devils, and other
supernatural threats can be inherently evil. Against
such fees, paladins who swear this oath bring the full
wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption.

TENETS or REDEMPTION

The tenets of the Oath of Redemption hold a paladin to a
high standard of peace and justice.
Peace. Violence is a weapon of last resort. Diplomacy
and understanding are the paths to long-lasting peace.
Innocence. All people begin life in an innocent state,
and it is their environment or the influence of dark
forces that drives them to evil. By setting the proper

example, and working to heal the wounds of a deeply
flawed world, you can set anyone on a righteous path.

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Patience. Change takes time. Those who have walked

the path of the wicked must be given reminders to keep

them honest and true. Once you have planted the seed of
righteousness in a creature, you must work day after day
to allow that seed to survive and flourish.
Wisdom. Your heart and mind must stay clear, for

eventually you will be forced to admit defeat. While ev-

ery creature can be redeemed, some are so far along the
path of evil that you have no choice but to end their lives
for the greater good. Any such action must be carefully
weighed and the consequences fully understood, but
once you have made the decision, follow through with it
knowing your path is just.

OATH OF REDEMPTION FEATURES
Paladin
Level

Feature

3rd
7th

Oath Spells. Channel Divinity
Aura ofthe Guardian (l0 ft.)

15th

Protective Spirit

13th

Aura ofthe Guardian (30 ft.)

20th

Emissary of Redemption

OATH SPELLS

You gain oath spells at the paladin levels listed in the
Oath of Redemption Spells table. See the Sacred Oath
class feature for how oath spells work.
OATH 0F REDEMPTION SPELLS
Paladin
Level

Spells

3rd

sanctuary, sleep

5th

cairn emotions, hold person

9th

counterspell, hypnotic pattern

13th

Otiiuke’s resilient sphere, stoneskin

l7th

hold monster, wall efforce

CHANNEL DIVINITY

When you take this oath at 3rd level, you gain the follow—

ing two Channel Divinity options.
Emissary ofPeace. You can use your Channel Divinity to augment your presence with divine power. As a

bonus action, you grant yourself a +5 bonus to Charisma
(Persuasion) checks for the next 10 minutes.
Rebuke the Violent. You can use your Channel Divin—
ity to rebuke those who use violence. Immediately after

an attacker within 30 feet of you deals damage with an

attack against a creature other than you, you can use

your reaction to force the attacker to make a Wisdom

saving throw. On a failed save, the attacker takes radiant

damage equal to the damage it just dealt. On a success—
ful save, it takes half as much damage.

PALADIN or

QEDEMPTEON

AURA OF THE GUARDIAN

Starting at 7th level, you can shield others from harm at

the cost of your own health. When a creature within 10
feet of you takes damage, you can use your reaction to
magically take that damage, instead of that creature tak—
ing it. This feature doesn't transfer any other effects that

might accompany the damage, and this damage can't be
reduced in any way.
At 18th level, the range of this aura increases
to 30 feet.

PROTECTIVE SPIRIT

Starting at 15th level, a holy presence mends your

wounds in battle. You regain hit points equal to M6 +

half your paladin level if you end your turn in combat
with fewer than half of your hit points remaining and
you aren't incapacitated.

EMISSARY OF REDEMPTION

At 20th level, you become an avatar of peace, which
gives you two benefits:

- You have resistance to all damage dealt by other crea—
tures (their attacks, spells, and other effects).
- Whenever a creature hits you with an attack, it takes
radiant damage equal to half the damage you take
from the attack.
If you attack a creature, cast a spell on it, or deal dam-

age to it by any means but this feature, neither benefit
works against that creature until you finish a long rest.
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VIEWS OF THE WORLD
d6

1
is.)

RANGER
I SPEND A LOT OF MY LIFE AWAY FROM CIVILIZATION,
keeping to itsfringes to protect it. Don't assume that because Idon’t bend the knee toyour hing that I haven’t done

more to protect him than all his knights put together.
—Soveliss

Rangers are free—minded wanderers and seekers who

patrol the edges of civilized territory, turning back the
denizens of the wild lands beyond. It is a thankless job,
since their efforts are rarely understood and almost
never rewarded. Yet rangers persist in their duties,
never doubting that their work makes the world a

safer place.

A relationship with civilization informs every ranger’s

personality and history. Some rangers see themselves

as enforcers of the law and bringers of justice on civili-

zation’s frontier, answering to no sovereign power. Others are survivalists who eschew civilization altogether.
They vanquish monsters to keep themselves safe while
they live in and travel through the perilous wild areas of

the world. If their efforts also benefit the kingdoms and

other civilized realms that they avoid, so be it.
If you’re creating or playing a ranger character, the

following sections offer ideas for embellishing the char—

acter and enhancing your roleplaying experience.

VIEW OF THE WORLD
A ranger’s view of the world begins (and sometimes
ends) with that character’s outlook toward civilized folk

3

View
Towns and cities are the best places for those who
can't survive on their own.
The advancement ofcivilization is the best way to
thwart chaos, but its reach must be monitored.
Towns and cities are a necessary evil, but once the

wilderness is purged ofsupernatural threats, we
will need them no more.

4

Walls are for cowards, who huddle behind them

while others do the work ofmaking the world safe.

5

Visiting a town is not unpleasant, but after a few

6

Cities breed weakness by isolating folk from the

days | feel the irresistible call to return to the wild.
harsh lessons ofthe wild.

HOMELAND
All rangers, regardless of how they came to take up
the profession, have a strong connection to the natural
world and its various terrains. For some rangers, the

wilderness is where they grew up, either as a result of

being born there or moving there at a young age. For
other rangers, civilization was originally home, but the
wilderness became a second homeland.
Think of your character’s backstory and decide what
terrain feels most like home, whether or not you were
born there. What does that terrain say about your personality? Does it influence which spells you choose to
learn? Have your experiences there shaped who your

favored enemies are?

HOMELANDS
d6

Homeland

1

You patrolled an ancient forest, darkened and cor-

while others pity the people they have sworn to pro—

2

As part ofa group of nomads, you acquired the

difference between one ranger and another. Indeed, to
those who have seen them operate and been the beneficiaries of their prowess, it scarcely matters why rangers

3

4

express their opinions on any matter in the same way.

5

and the places they occupy. Some rangers have an atti-

tude toward civilization that’s deeply rooted in disdain,

tect—though on the battlefield, it’s impossible to tell the

do what they do. That said, no two rangers are likely to
If you haven’t yet thought about the details of your

character’s worldview, consider putting a finer point on
things by summarizing that viewpoint in a short state-

ment (such as the entries on the following table). How
might that feeling affect the way you conduct yourself?

rupted by several crossings to the Shadowfell.

skills for surviving in the desert.
Your early life in the Underdark prepared you for
the challenges ofcornbating its denizens.
You dwelled on the edge ofa swamp, in an area imperiled by land creatures as well as aquatic ones.

Because you grew up among the peaks, finding the
best path through the mountains is second nature

to you.

6

You wandered the far north, learning how to pro-

tect yourselfand prosper in a realm overrun by ice.

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SWORN ENEMY

RANGER ARCHETYPES

Every ranger begins with a favored enemy (or two). The

At 3rd level, a ranger gains the Ranger Archetype feature. The following options are available to a ranger,
in addition to those offered in the Player’s Handbook:
the Gloom Stalker, the Horizon Walker, and the Mon-

SwoaN ENEMIES
d6

1
2

Enemy

You seek revenge on nature’s behalfforthe great
transgressions your foe has committed.
Your forebears or predecessors fought these creatures, and so shall you.

3
4

5

6

You hear no enmity toward your foe. You stalk such
creatures as a hunter tracks down a wild animal.
You find your foe fascinating, and you collect books
oftales and history concerning it.
You collect tokens ofyour fallen enemies to remind
you ofeach kill.
You respect your chosen enemy, and you see your
battles as a test of respective skills.

__.

ster Slayer.

GLOOM STALKER

__.__

specific event in the character’s early life, or it might be
entirely a matter of choice.
What spurred your character to select a particular
enemy? Was the choice made because of tradition or onriosity, or do you have a grudge to settle?

..
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1

Gloom Stalkers are at home in the darkest places:
deep under the earth, in gloomy alleyways, in primeval

forests, and wherever else the light dims. Most folk
enter such places with trepidation, but a Gloom Stalker

.

ventures boldly into the darkness, seeking to ambush

go any place Where evil lurks in the shadows.

*

GLOOM STALKER FEATURES

3rd
7th
11th

15th

Feature

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Gloom Stalker Magic, Dread Ambusher,
Umbral Sight
Iron Mind
Stalker’s Flurry

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threats before they can reach the broader world. Such
rangers are often found in the Underdark, but they will

Ranger Level

__

determination of a favored enemy might be tied to a

-:;___:_____.__...r,_,,._.__

LEFT TO RioHT: l‘lORIlON WALKER. MONSTER SLAYER. AND GLoom STALKER

1,

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HORIZON WALKER

GLOOM STALKER MAGIC

Starting at 3rd level, you learn an additional spell when
you reach certain levels in this class, as shown in the
Gloom Stalker Spells table. The spell counts as a ranger
spell for you, but it doesn't count against the number of
ranger spells you know.

GLOOM STALKER SPELLS

Ranger Level Spell
disguise self
3rd
5th

rope trick

9th

fear

13th

greater invisibility

17th

seeming

DREAD AMBUSHER

At 3rd level, you master the art of the ambush. You can

give yourself a bonus to your initiative rolls equal to your
Wisdom modifier.

At the start of your first turn Of each combat, your

walking speed increases by 10 feet, which lasts until
the end of that turn. If you take the Attack action on that
turn, you can make one additional weapon attack as
part of that action. If that attack hits, the target takes an

extra 1d8 damage of the weapons damage type.

UMBRAL SIGHT

At 3rd level, you gain darkvision out to a range of 60

' feet. If you already have darkvision from your race, its
range increases by 30 feet.
You are also adept at evading creatures that rely
on darkvision. While in darkness, you are invisible
to any creature that relies on darkvision to see you in

that darkness.

IRON MIND

By 7th level, you have honed your ability to resist the
mind—altering powers of your prey. You gain proficiency

in Wisdom saving throws. Ifyou already have this proficiency, you instead gain proficiency in Intelligence or
Charisma saving throws (your choice).

STALKER’S FLURRY

At 11th level, you learn to attack with such unexpected

speed that you can turn a miss into another strike. Once
on each of your turns when you miss with a weapon at-

tack, you can make another weapon attack as part of the
same action.

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ways, with wisps of supernatural shadow around you.
Whenever a creature makes an attack roll against you
and doesn’t have advantage on the roll, you can use your
reaction to impose disadvantage on it. You must use this
feature before you know the outcome of the attack roll.

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Horizon Walkers guard the world against threats that
originate from other planes or that seek to ravage the
mortal realm with otherworldly magic. They seek out
planar portals and keep watch over them, venturing to
the Inner Planes and the Outer Planes as needed to
pursue their foes. These rangers are also friends to any
forces in the multiverse—especially benevolent dragons,
fey, and elementals—that work to preserve life and the
order of the planes.
HORIZON WALKER FEATURES
Ranger Level

3rd

7th

Feature

Horizon Walker Magic, Detect Portal,

Planar Warrior (ld3)
Ethereal Step

llth

Distant Strike, Planar Warrior (2d8)

15th

Spectral Defense

HORIZON WALKER MAGIC

Starting at 3rd level, you learn an additional spell when
you reach certain levels in this class, as shown in the
Horizon Walker Spells table. The spell counts as a
ranger spell for you, but it doesn’t count against the

number of ranger spells you know.
HORIZON WALKER SPELLS

Ranger Level

Spell

3rd

protectionfrom evil and good

5th

misty step

9th

haste

13th

banishment

17th

teleportation circle

DETECT PORTAL

At 3rd level, you gain the ability to magically sense the

presence of a planar portal. As an action, you detect
the distance and direction to the closest planar portal
within 1 mile of you.
Once you use this feature, you can’t use it again until
you finish a short or long rest.
See the “Planar Travel” section in chapter 2 of the
Dungeon Master’s Guide for examples of planar portals.

PLANAR WARRIOR

At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.
As a bonus action, choose one creature you can see
within 30 feet of you. The next time you hit that creature
on this turn with a weapon attack, all damage dealt

by the attack becomes force damage, and the creature

takes an extra 1d8 force damage from the attack. When
you reach 11th level in this class, the extra damage increases to 2d8.

ETHEREAL STEP

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At 7th level, you learn to step through the Ethereal
Plane. As a bonus action, you can cast the etherealncss
spell with this feature, without expending a spell slot,
but the spell ends at the end of the current turn.

Once you use this feature, you can’t use it again until
you finish a short or long rest.

DISTANT STRIKE

At 11th level, you gain the ability to pass between the

planes in the blink of an eye. When you take the Attack

action, you can teleport up to 10 feet before each attack
to an unoccupied space you can see.
If you attack at least two different creatures with
the action, you can make one additional attack with it
against a third creature.

SPECTRAL DEFENSE

HUNTER’S SENSE

At 3rd level, you gain the ability to peer at a creature
and magically discern how best to hurt it. As an action,
choose one creature you can see within 60 feet of you.
You immediately learn whether the creature has any
damage immunities, resistances, or vulnerabilities and
What they are. If the creature is hidden from divination
magic, you sense that it has no damage immunities, re—
sistances, or vulnerabilities.
You can use this feature a number of times equal to

At 15th level, your ability to move between planes
enables you to slip through the planar boundaries to
lessen the harm done to you during battle. When you
take damage from an attack, you can use your reaction
to give yourself resistance to all of that attack’s damage
on this turn.

your Wisdom modifier (minimum of once). You regain all

MONSTER SLAYER

Starting at 3rd level, you can focus your ire on one foe,
increasing the harm you inflict on it. As a bonus action,

You have dedicated yourself to hunting down creatures

of the night and wielders of grim magic. A Monster
Slayer seeks out vampires, dragons, evil fey, fiends, and
other magical threats. Trained in supernatural techniques to overcome such monsters, Slayers are experts

at unearthing and defeating mighty, mystical foes.
MONSTER SLAYER FEATURES

Ranger Level

Feature

3rd

Monster Slayer Magic, Hunter’s Sense,
Slayer's Prey

Tth

Supernatural Defense

llth
15th

Magic-User’s Nemesis
Slayer's Counter

MONSTER SLAYER MAGIC

Starting at 3rd level, you learn an additional spell
when you reach certain levels in this class, as shown
in the Monster Slayer Spells table. The spell counts as
a ranger spell for you, but it doesn’t count against the

number of ranger spells you know.
MONSTER SLAYER SPELLS

Ranger Level

Spell

3rd
5th
9th

protectionfrom evil and good
zone oftrutli
magic: circle

13th

banishment

lith

hold monster

expended uses of it when you finish a long rest.

SLAYER’S PREY

you designate one creature you can see within 60 feet of

you as the target of this feature. The first time each turn
that you hit that target with a weapon attack, it takes an

extra 1d6 damage from the weapon.

This benefit lasts until you finish a short or long rest. It

ends early if you designate a different creature.

SUPERNATURAL DEFENSE

At 7th level, you gain extra resilience against your prey’s

assaults on your mind and body. Whenever the target

of your Slayer’s Prey forces you to make a saving throw
and whenever you make an ability check to escape that

targets grapple, add 1d6 to your roll.

MAGIC—USER’S NEMESIS

At 11th level, you gain the ability to thwart someone

else’s magic. When you see a creature casting a spell or
teleporting within 60 feet of you, you can use your reac-

tion to try to magically foil it. The creature must succeed

on a Wisdom saving throw against your spell save DC,
or its spell or teleport fails and is wasted.
Once you use this feature, you can’t use it again until
you finish a short or long rest.

SLAYER’S COUNTER

At 15th level, you gain the ability to counterattack when

your prey tries to sabotage you. If the target of your Slayd
er’s Prey forces you to make a saving throw, you can use
your reaction to make one weapon attack against the

quarry. You make this attack immediately before making
the saving throw. If your attack hits, your save automatir
cally succeeds, in addition to the attack’s normal effects.

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What’s the one form of temptation that your rogue
character can’t resist when the opportunity presents itself, even if giving into it might mean trouble for you and

your companions?

GUILTY PLEASURES
PEOPLE FORGET THAT THE. ENTIRE POINT OF VENTURING
down into a dusty tomb is to bring back the prizes hidden

away there. Fighting isforfoois. Dead men can’t spend
theirfortunes.
—Barnabas Bladecutter

When brute force won’t get the job done, or when magic
isn’t available or appropriate, the rogue rises to the

fore. With skills tied to stealth, subterfuge, and trickery,
rogues can get into and out of trouble in ways that few

d6
1
2

3
4

5
6

Pleasure
Large gems
A smile from a pretty face

Anew ringfor your finger

The chance to deflate someone’s ego

The finest food and drink
Adding to your collection ofexotic coins

ADVERSARY
Naturally, those who enforce the law are bound to come
up against those who break it, and it's the rare rogue

other characters can emulate.

who isn’t featured on at least one wanted poster. Beyond

is preferable to remaining one step ahead of the law.
Others are professional killers in search of a profitable
application of their talents between contracts. Some
simply love the thrill of overcoming any challenge that

adversaries too, and they’re likely to be harder to deal
with than the average member of the city watch.

Some rogues who turn to adventuring are former
criminals who have decided that dodging monsters

stands in their way.
On adventures, a rogue is likely to mix an outwardly
cautious approach—few rogues enjoy combat—with a

ravenous hunger for loot. Most of the time, in a rogue’s
mind, taking up arms against a creature is not about

killing the creature but about becoming the new owner

that, it’s in the nature of their profession that rogues
often come into contact with criminal elements, whether
out of choice or necessity. Some of those people can be

If your character’s backstory doesn’t already include a
personage of this sort, you could work with your DM to
come up with a reason why an adversary has appeared
in your life. Perhaps you’ve been the subject of scrutiny
for a while from someone who wants to use you for

nefarious purposes and has just now become known to

of its treasure.
The following sections explore certain facets of what it
means to be a rogue, which you can use to add depth to
your character.

you. Such an incident could be the basis for an upcoming adventure.
Does your rogue character have an adversary who
also happens to be a criminal? lfso, how is this relationship affecting your life?

GUILTY PLEASURE

ADVERSARIES

Most of what rogues do revolves around obtaining trea—

sure and preventing others from doing the same. Little
gets in the way of attaining those goals, except that
many rogues are enticed away from that path by a com—

pulsion that clouds their thinking—an irresistible need
that must be satisfied, even if doing so is risky.
A rogue’s guilty pleasure could be the acquisition

d6
l

2

Adversary
The pirate captain on whose ship you once served;

what you call moving on, the captain calls mutiny
A master spy to whom you unwittingly fed bad

information, which led to the assassination ofthe

wrong target

of a physical item, something to be experienced, or a

3

might not be able to pass up any loot made of silver, for
instance, even if said loot is hanging around the neck
of a castle guard. Another one can’t go through a day

4

The master ofthe local thieves' guild, who wants
you to join the organization or leave town
An art collector who uses illegal means to acquire

5

A fence who uses you as a messenger to set up

6

The proprietor ofan illegal pit fighting arena where

way of conducting oneself at certain times. One rogue

in the city without lifting a purse or two, just to keep
in practice.

masterpieces

illicit meetings

you once took bets

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BENEFACTOR
Few rogues make it far in life before needing someone’s
help, which means thereafter owing that benefactor a
significant debt.
If your character’s backstory doesn’t already include a
personage of this sort, you could work with your DM to
determine why a benefactor has appeared in your life.
Perhaps you benefited from something your benefactor
did for you without realizing who was responsible, and

that person has now just become known to you. Who

helped you in the past, whether or not you knew it at the
time, and what do you owe that person as recompense?

BENEFACTORS
d6
i

2

3

4

5

6

Benefactor
A smuggler kept you from getting caught but lost a
valuable shipment in doing so. Now you owe that
person an equally valuable favor.
The Beggar King has hidden you from your pursuers many times, in return for future considerations.

A magistrate once kept you out ofjail in return for
information on a powerful crime lord.
Your parents used their savings to bail you out of
trouble in your younger days and are now destitute.
A dragon didn't eat you when it had a chance, and
in return you promised to set aside choice pieces

oftreasure for it.
A druid once helped you out ofa tight spot; now
any random animal you see could be that benefac—
tor, perhaps come to claim a return favor.

ROGUISH ARCHETYPES

At 3rd level, a rogue gains the Roguish Archetype feature. The following options are available to a rogue,

in addition to those offered in the Player’s Handbook:
the Inquisitive, the Mastermind, the Scout, and the
Swashbuckler.

INQUISITIVE
As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp
eye for detail, but also on your finely honed ability to
read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures
that hide among and prey upon ordinary folk, and your
mastery of lore and your keen deductions make you well
equipped to expose and end hidden evils.

lNQUISITIVE FEATURES
Rogue Level

3rd

Feature

Ear for Deceit, Eye for Detail,

9th

Insightful Fighting
Steady Eye

13th

Unerring Eye

17th

Eye for Weakness

EAR FOR DEGEIT

When you choose this archetype at 3rd level, you de—

velop a talent for picking out lies. Whenever you make a
Wisdom (Insight) check to determine whether a creature
is lying, treat a roll of 7 or lower on the c120 as an 8.

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INSIGHTFUL FIGHTING

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At 3rd level, you gain the ability to decipher an oppo-

nent's tactics and develop a counter to them. As a bonus

action, you can make a Wisdom (Insight) check against

a creature you can see that isn’t incapacitated, contested

by the target’s Charisma (Deception) check. If you suc—
ceed, you can use your Sneak Attack against that target

even if you don’t have advantage on the attack roll, but
not if you have disadvantage on it.

This benefit lasts for 1 minute or until you success-

fully use this feature against a different target.

'.

STEADY EYE

Starting at 9th level, you have advantage on any Wisdom

(Perception) or Intelligence (Investigation) check if you

move no more than half your speed on the same turn.

UNERRING EYE

Beginning at 13th level, your senses are almost im«
possible to foil. As an action, you sense the presence

of illusions, shapechangers not in their original form,
and other magic designed to deceive the senses within
30 feet of you, provided you aren’t blinded or deafened.

You sense that an effect is attempting to trick you,
but you gain no insight into what is hidden or into its
true nature.

You can use this feature a number of times equal to
your Wisdom modifier (minimum of once), and you re-

gain all expended uses of it when you finish a long rest.
EYE FOR WEAKNESS

At 17th level, you learn to exploit a creature’s weak—
nesses by carefully studying its tactics and movement.

While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature
increases by 3d6.

MASTERMIND
Your focus is on people and on the influence and secrets
they have. Many spies, courtiers, and schemers follow
this archetype, leading lives of intrigue. Words are your

weapons as often as knives or poison, and secrets and
favors are some of your favorite treasures.

MASTERMIND FEATURES

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3rd
9th

Feature
Master of Intrigue, Master ofTactics

MASTER OF INTRIGUE

When you choose this archetype at 3rd level, you gain
proficiency with the disguise kit, the forgery kit, and one
gaming set Of your choice. You also learn two languages
of your choice.

Additionally, you can unerringly mimic the speech

patterns and accent of a creature that you hear speak
for at least 1 minute, enabling you to pass yourself off as
a native speaker of a particular land, provided that you
know the language.

MASTER OF TACTICS

Starting at 3rd level, you can use the Help action as a
bonus action. Additionally, when you use the Help action
to aid an ally in attacking a creature, the target of that
attack can be within 30 feet of you, rather than within 5
feet of you, if the target can see or hear you.

INSIGHTFUL MANIPULATOR

Starting at 9th level, if you spend at least 1 minute

observing or interacting with another creature outside
combat, you can learn certain information about its ca—
pabilities compared to your own. The DM tells you if the
creature is your equal, superior, or inferior in regard to
two of the following characteristics of your choice:
.

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Intelligence score
Wisdom score
Charisma score
Class levels (if any)

At the DM’s option, you might also realize you know a
piece of the creature’s history or one of its personality
traits, if it has any.

MISDIRECTION
Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When
you are targeted by an attack while a creature within 5
feet of you is granting you cover against that attack, you
can use your reaction to have the attack target that crea—
ture instead of you.

SOUL OF DECEIT

Starting at 17th level, your thoughts can’t be read by

telepathy or other means, unless you allow it. You can
present false thoughts by succeeding on a Charisma

(Deception) check contested by the mind reader’s Wis—
dom (Insight) check.

Additionally, no matter what you say, magic that would

13th

Insightful Manipulator
.
. .
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determine if you are telling the truth indicates you are

17th

Soul of Deceit

pelled to tell the truth by magic.

being truthful if you so choose, and you can’t be com-

SWASHBUCKLER FEATURES

SCOUT
You are skilled in stealth and surviving far from the
streets of a city, allowing you to scout ahead of your
companions during expeditions. Rogues who embrace
this archetype are at home in the wilderness and among

barbarians and rangers, and many Scouts serve as the

eyes and ears of war bands. Ambusher, spy, bounty
hunter#these are just a few of the roles that Scouts assume as they range the world.
SCOUT FEATURES

Rogue Level
3rd

Feature
Skirmisher, Survivalist

9th

Superior Mobility

13th

Ambush Master

Nth

Sudden Strike

SKIRMISHER

Starting at 3rd level, you are difficult to pin down during
a fight. You can move up to half your speed as a reaction
when an enemy ends its turn within 5 feet of you. This
movement doesn’t provoke opportunity attacks.

SURVIVALIST

When you choose this archetype at 3rd level, you gain
proficiency in the Nature and Survival skills if you don’t
already have it. Your proficiency bonus is doubled for
any ability check you make that uses either of those pro—
ficiencies.

SUPERIOR MOBILITY

At 9th level, your walking speed increases by 10 feet. If
you have a climbing or swimming speed, this increase
applies to that speed as well.

AMBUSH MASTER

Starting at 13th level, you excel at leading ambushes
and acting first in a fight.
You have advantage on initiative rolls. In addition, the
first creature you hit during the first round of a combat
becomes easier for you and others to strike; attack rolls
against that target have advantage until the start of your
next turn.

SUDDEN STRIKE

Starting at 17th level, you can strike with deadly speed.

If you take the Attack action on your turn, you can make

one additional attack as a bonus action. This attack can
benefit from your Sneak Attack even if you have already
used it this turn, but you can’t use your Sneak Attack
against the same target more than once in a turn.

SW%SHBUCKLER
You focus your training on the art of the blade, relying
on speed, elegance, and charm in equal parts. While
some warriors are brutes clad in heavy armor, your

method of fighting looks almost like a performance. Du—
elists and pirates typically belong to this archetype.

A Swashbuckler excels in single combat, and can

fight with two weapons while safely darting away from

an opponent.

Rogue Level

Feature

3rd

Fancy Footwork, Rakish Audacity

9th

Panache

13th

Elegant Maneuver

17th

Master Duelist

FANCY FOOTWORK

When you choose this archetype at 3rd level, you learn
how to land a strike and then slip away without reprisal.
During your turn, if you make a melee attack against a
creature, that creature can’t make opportunity attacks
against you for the rest ofyour turn.

RAKISH AUDACITY

Starting at 3rd level, your confidence propels you into
battle. You can give yourself a bonus to your initiative
rolls equal to your Charisma modifier.

You also gain an additional way to use your Sneak At—

tack; you don’t need advantage on the attack roll to use
your Sneak Attack against a creature if you are within 5
feet of it, no other creatures are within 5 feet of you, and
you don’t have disadvantage on the attack roll. All the
other rules for Sneak Attack still apply to you.

PANACHE

At 9th level, your charm becomes extraordinarily be—
guiling. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and
the two of you must share a language.
If you succeed on the check and the creature is hostile
to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks
against targets other than you. This effect lasts for 1
minute, until one of your companions attacks the target
or affects it with a spell, or until you and the target are
more than 60 feet apart.
If you succeed on the check and the creature isn’t
hostile to you, it is charmed by you for 1 minute. While
charmed, it regards you as a friendly acquaintance. This

effect ends immediately if you or your companions do
anything harmful to it.

ELEGANT MANEUVER

Starting at 13th level, you can use a bonus action on

your turn to gain advantage on the next Dexterity (Ac—

robatics) or Strength (Athletics) check you make during

the same turn.

MASTER DUELIST

Beginning at 17th level, your mastery of the blade lets

you turn failure into success in combat. If you miss with
an attack roll, you can roll it again with advantage. Once

you do so, you can’t use this feature again until you finish a short or long rest.

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ARCANE ORIGINS
d6

1

Origin

Your power arises from your family's bloodline.
You are related to some powerful creature, or you

inherited a blessing or a curse.
2

You are the reincarnation ofa being from another

3

A powerful entity entered the world. Its magic

4

changed you.
Your birth was prophesied in an ancient text, and

plane ofexistence.

SORCERER
PRACTICE AND STUDY ARE FOR AMATEURS. TRUE POWER

is a birthright.
—Hennet, scion of Tiamat

When it comes to drawing forth their abilities in times
of need, sorcerers have it easy compared to other char—
acters. Their power not only rests within them, but it
likely takes some effort to keep it at bay. Every sorcerer

is born to the role, or stumbles into it through cosmic
chance. Unlike other characters, who must actively

learn, embrace, and pursue their talents, sorcerers have
their power thrust upon them.
Because the idea of an innately magical being trav—
eling among them does not sit well with many folk,
sorcerers tend to breed mistrust and suspicion in others
they come across. Nonetheless, many sorcerers succeed

in overcoming that prejudice through deeds that benefit

their less magically gifted contemporaries.
Sorcerers are often defined by the events surrounding
the manifestation of their power. For those who receive
it as an expected birthright, its appearance is a cause
for celebration. Other sorcerers are treated as outcasts,

5

you are foretold to use your power for terrible ends.
You are the product of generations ofcareful, se—
lective breeding.

6

You were made in a vat by an alchemist.

REACTION
When a new sorcerer enters the world, either at birth
or later when one’s power becomes evident, the consequences of that event depend greatly on how its wit-

nesses react to what they have seen.

When your sorcerer’s powers appeared, how did the
world around you respond? Were other people supportive, fearful, or somewhere in between?

REACTIONS
d6

1

Reaction

Your powers are seen as a great blessing by those
around you, and you are expected to use them in
service to your community.

Your powers caused destruction and even a death

banished from their homes after the sudden, terrifying

2

is challenging. The sections below offer suggestions on
how to flesh out and personalize your persona.

3

Your neighbors hate and fear your power, causing

4

them to shun you.
You came to the attention ofa sinister cult that

arrival of their abilities.
Playing a sorcerer character can be as rewarding as it

ARCANE ORIGIN
Some sorcerers understand where their power came
from, based on how their abilities manifested. Others

can only speculate, since their powers came to them in a
way that suggests no particular cause.
Does your character know the source of your magi—

cal power? Does it tie back to some distant relative, a

cosmic event, or blind chance? If your sorcerer doesn’t
know where their power arose from, your DM can use
this table (or select an origin) and reveal it to you when
the information plays a role in the campaign.

when they became evident, and you were treated
as a criminal.

5

plans on exploiting your abilities.
Peeple around you believe that your powers are a
curse levied on your family for a past transgression.

6

Your powers are believed to be tied to an ancient

line ofmad kings that supposedly ended in a
bloody revolt over a century ago.

SUPERNATURAL MARK
A sorcerer at rest is almost indistinguishable from a
normal person; it’s only when their magic flies forth that

sorcerers reveal their true nature. Even so, many sorcerers have a subtle but telling physical trait that sets them

apart from other folk.

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If your sorcerer has a supernatural mark, it might be
one that’s easily concealed, or it could be a source of
pride that you keep on constant display.
SUPERNATURAL MARKS

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Mark
Your eyes are an unusual color, such as red.
You have an extra toe on one foot.
One ofyour ears is noticeably larger than the other.
Your hair grows at a prodigious rate.
You wrinkle your nose repeatedly while you are
chewing.

6

A red splotch appears on your neck once a day,
then vanishes after an hour.

SIGN OF SORCERY
As the world well knows, some sorcerers are better than
others at controlling their spellcasting. Sometimes a
wild display of magic gone awry emanates from a sorcerer who casts a spell. But even when one’s magic goes

off as planned, the act of casting is often accompanied

by a telltale sign that makes it clear where that magical
energy came from.
When your sorcerer character casts a spell, does the
effort reveal itself in a sign of sorcery? Is this sign tied to
your origin or some other aspect of who you are, or is it
a seemingly random phenomenon?

SIGNS or Soncsnv

d6
l

Sign

You deliver the verbal components ofyour spells in
the booming voice ofa titan.
For a moment after you cast a spell, the area
around you grows dark and gloomy.

You sweat profusely while casting a spell and for a
few seconds thereafter.
Your hair and garments are briefly buffeted about,
as ifby a breeze, whenever you call forth a spell.
Ifyou are standing when you cast a spell, you rise
six inches into the air and gently float back down.
Illusory blue flames wreathe your head as you be-

gin your casting, then abruptly disappear.

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At 1st level, a sorcerer gains the Sorcerous Origin fea-

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ture. The following options are available to a sorcerer,
in addition to those offered in the Player's Handbook:

Divine Soul, Shadow Magic, and Storm Sorcery.

DIVINE SOUL
Sometimes the spark of magic that fuels a sorcerer
comes from a divine source that glimmers within the

soul. Having such a blessed soul is a sign that your

innate magic might come from a distant but powerful fa-

milial connection to a divine being. Perhaps your ances—
tor was an angel, transformed into a mortal and sent to

fight in a god’s name. Or your birth might align with an

ancient prophecy, marking you as a servant of the gods

or a chosen vessel of divine magic.

A Divine Soul, with a natural magnetism, is seen as a
threat by some religious hierarchies. As an outsider who
commands sacred power, a Divine Soul can undermine
an existing order by claiming a direct tie to the divine.
In some cultures, only those who can claim the power

of a Divine Soul may command religious power. In

these lands, ecclesiastical positions are dominated by a
few bloodlines and preserved over generations.
DIvINE SOUL FEATURES
Sorcerer Level

Feature

lst
6th
14th

Divine Magic, Favored by the Gods
Empowered Healing
Otherworldly Wings

13th

Unearthly Recovery

DIVINE MAGIC

Your link to the divine allows you to learn spells from
the cleric class. When your Spellcasting feature lets you
learn or replace a sorcerer cantrip or a sorcerer spell of
1st level or higher, you can choose the new spell from
the cleric spell list or the sorcerer spell list. You must

otherwise obey all the restrictions for selecting the

spell, and it becomes a sorcerer spell for you.
In addition, choose an affinity for the source of your
divine power: good, evil, law, chaos, or neutrality. You
learn an additional spell based on that affinity, as shown
below. It is a sorcerer spell for you, but it doesn’t count
against your number of sorcerer spells known. Ifyou
later replace this spell, you must replace it with a Spell
from the cleric spell list.

Affinity

Spell

Good

cure wounds

Evil

inflict wounds

Law

bless

Chaos

bone

Neutrality

protectionfrom evil and good

the outcome. Once you use this feature, you can’t use it
again until you finish a short or long rest.
EMPOWERED HEALING

Starting at 6th level, the divine energy coursing through
you can empower healing spells. Whenever you or
an ally within 5 feet of you rolls dice to determine the
number of hit points a spell restores, you can spend 1
sorcery point to reroll any number of those dice once,
provided you aren't incapacitated. You can use this feature only once per turn.

OTHERWORLDLY WINGS

Starting at 14th level, you can use a bonus action to
manifest a pair of spectral wings from your back. While
the wings are present, you have a flying speed of 30 feet.
The wings last until you're incapacitated, you die, or you
dismiss them as a bonus action.
The affinity you chose for your Divine Magic feature
determines the appearance of the spectral wings: eagle
wings for good or law, bat wings for evil or chaos, and
dragonfly wings for neutrality.

UN EARTHLY RECOVERY

At 18th level, you gain the ability to overcome grievous
injuries. As a bonus action when you have fewer than
half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.

Once you use this feature, you can’t use it again until

you finish a long rest.

SHADOW MAGIC
You are a creature of shadow, for your innate magic
comes from the Shadowfell itself. You might trace your
lineage to an entity from that place, or perhaps you were
exposed to its fell energy and transformed by it.
The power of shadow magic casts a strange pall over
your physical presence. The spark of life that sustains
you is muffled, as if it struggles to remain viable against
the dark energy that imbues your soul. At your option,
you can pick from or roll on the Shadow Sorcerer
Quirks table to create a quirk for your character.

SHADOW SORCERER QUIRKS
d6

I
2

can roll 2d4 and add it to the total, possibly changing

You are always icy cold to the touch.
When you are asleep, you don’t appear to breathe
(though you must still breathe to survive).

3

You barely bleed, even when badly injured.

5

Your heart beats once per minute. This event
sometimes surprises you.
You have trouble remembering that living creatures

6

You blinked. Once. Last week.

FAVORED BY THE GODS

Starting at 1st level, divine power guards your destiny.
Ifyou fail a saving throw or miss with an attack roll, you

Quirk

and corpses should be treated differently.

SHADOW MAGIC FEATURES
Sorcerer
Level

lst
3rd
6th
14th
18th

Feature

Eyes ofthe Dark, Strength ofthe Grave
Eyes ofthe Dark (darkness)
Hound of III Omen
Shadow Walk
Umbral Form

EYES OF THE DARK

Starting at lst level, you have darkvision with a range
of 120 feet.
When you reach 3rd level in this class, you learn
the darkness spell, which doesn’t count against your
number of sorcerer spells known. In addition, you can

cast it by spending 2 sorcery points or by expending a

spell slot. If you cast it with sorcery points, you can see

through the darkness created by the spell.

STRENGTH OF THE GRAVE

Starting at lst level, your existence in a twilight state between life and death makes you difficult to defeat. When
damage reduces you to 0 hit points, you can make a

Charisma saving throw (DC 5 + the damage taken). On

a success, you instead drop to 1 hit point. You can’t use
this feature if you are reduced to 0 hit points by radiant
damage or by a critical hit.
After the saving throw succeeds, you can’t use this
feature again until you finish a long rest.

HOUND or ILL OMEN

At 6th level, you gain the ability to call. forth a howling

creature of darkness to harass your foes. As a bonus

action, you can spend 3 sorcery points to magically

summon a hound of ill omen to target one creature you

can see within 120 feet of you. The hound uses the dire
wolf’s statistics (see the Monster Manual or appendix C
in the Player’s Handbook), with the following changes:

. The hound is size Medium, not Large, and it counts as
a monstrosity, not a beast.
- It appears with a number of temporary hit points
equal to half your sorcerer level.
- It can move through other creatures and objects as

if they were difficult terrain. The bound takes 5 force

damage if it ends its turn inside an object.
- At the start of its turn, the hound automatically knows

its target's location. If the target was hidden, it is no
longer hidden from the hound.

The hound appears in an unoccupied space of your
choice within 30 feet of the target. Roll initiative for the
hound. On its turn, it can move only toward its target by
the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks,

but only against its target. Additionally, while the hound

is within 5 feet of the target, the target has disadvantage

on saving throws against any spell you cast. The hound
disappears if it is reduced to 0 hit points, if its target is
reduced to 0 hit points, or after 5 minutes.

SHADOW WALK

At 14th level, you gain the ability to step from one

shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to
120 feet to an unoccupied space you can see that is also
in dim light or darkness.

UMBRAL FORM

Starting at 18th level, you can spend 6 sorcery points
as a bonus action to magically transform yourself into
a shadowy form. In this form, you have resistance to

all damage except force and radiant damage, and you

can move through other creatures and objects as if they
were difficult terrain. You take 5 force damage if you end

your turn inside an object.
You remain in this form for 1 minute. It ends early if

you are incapacitated, if you die, or if you dismiss it as a
bonus action.

STORM SORCERY
Your innate magic comes from the power of elemental
air. Many with this power can trace their magic back to
a near-death experience caused by the Great Rain, but
perhaps you were born during a howling gale so power-

ful that folk still tell stories of it, or your lineage might

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Storm sorcerers are invaluable members of a ship’s
crew. Their magic allows them to exert control over
wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin,
pirates, and other waterborne threats.

STORM SORCERY FEATURES

Sorcerer
Level

Feature

lst

Wind Speaker, Tempestuous Magic

6th

Heart of the Storm, Storm Guide

14th

Storm’s Fury

18th

Wind Soul

WIND SPEAKER
The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial.
Knowing this language allows you to understand and
be understood by those who speak its dialects: Aquan,
Auran, Ignan, and Terran.

TEMPESTUOUS MAGIC
Starting at 1st level, you can use a bonus action on your
turn to cause whirling gusts of elemental air to briefly
surround you, immediately before or after you cast a
spell of 1st level or higher. Doing so allows you to fly up
to 10 feet without provoking opportunity attacks.

HEART OF THE STORM
At 6th level, you gain resistance to lightning and thunder
damage. In addition, whenever you start casting a spell
of 1st level or higher that deals lightning or thunder
damage, stormy magic erupts from you. This eruption
causes creatures of your choice that you can see within
10 feet of you to take lightning or thunder damage
(choose each time this ability activates) equal to half
your sorcerer level.

STORM GUIDE

At 6th level, you gain the ability to subtly control the

weather around you.
Ifit is raining, you can use an action to cause the rain

to stop falling in a 20-foot—radius sphere centered on

you. You can end this effect as a bonus action.
If it is windy, you can use a bonus action each
round to choose the direction that the wind blows in a
IOO-foot-radius sphere centered on you. The wind blows
in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.

STORM’S FURY

Starting at 14th level, when you are hit by a melee at-

tack, you can use your reaction to deal lightning damage
to the attacker. The damage equals your sorcerer level.
The attacker must also make a Strength saving throw
against your sorcerer spell save DC. On a failed save,
the attacker is pushed in a straight line up to 20 feet
away from you.

WIND SOUL
At 18th level, you gain immunity to lightning and thunder damage.
You also gain a magical flying speed of 60 feet. As an
action. you can reduce your flying speed to 30 feet for 1
hour and choose a number of creatures within 30 feet

of you equal to 3 + your Charisma modifier. The chosen
creatures gain a magical flying speed of 30 feet for 1
hour. Once you reduce your flying speed in this way, you
can’t do so again until you finish a short or long rest.

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PATRON ATTITUDES

Attitude

1
2

3

WARLOCK
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content to live o life of mortal drudgery when l-rnowledge

ondporoer is therefor the tohingin the realm beyond.

—Xarren. herald of Acamar
Warlocks are finders and keepers of secrets. They push
at the edge of our understanding of the world, always
seeking to expand their expertise. Where sages or wiz—
ards might heed a clear sign of danger and end their
research, a warlock plunges ahead, heedless of the cost.
Thus, it takes a peculiar mixture of intelligence, curios—
ity, and recklessness to produce a warlock. Many folk
would describe that combination as evidence of madness. Warlocks see it as a demonstration of bravery.

Warlocks are defined by two elements that work

in concert to forge their path into this class. The first
element is the event or circumstances that led to a
warlock’s entering into a pact with a planar entity. The
second one is the nature of the entity a warlock is bound
to. Unlike clerics, who typically embrace a deity and that

god’s ethos, a warlock might have no love for a patron,

or vice versa.
The sections that follow provide ways to embellish a

warlock character that could generate some intriguing
story and roleplaying opportunities.

PATRON’S ATTITUDE
Every relationship is a two-way street, but in the case of
warlocks and their patrons it’s not necessarily true that
both sides of the street are the same width or made of

the same stuff. The feeling that a warlock holds for their

patron, whether positive or negative, might be reciprocated by the patron, or the two participants in the pact

might view one another with opposing emotions.
When you determine the attitude your warlock charac—
ter holds toward your patron, also consider how things
look from the patron’s perspective. How does your pa~

tron behave toward you? Is your patron a friend and ally,

or an enemy that grants you power only because you
forced a pact upon it?

Your patron has guided and helped your family for
generations and is kindly toward you.
Each interaction with your capricious patron is a
surprise, whether pleasant or painful.

Your patron is the spirit ofa long-dead hero who

sees your pact as a way for it to continue to influ-

ence the world.

5

Your patron is a strict disciplinarian but treats you
with a measure of respect.
Your patron tricked you into a pact and treats you

6

You are mostly left to your own devices with no in-

4

as a slave.

terference from your patron. Sometimes you dread
the demands it will make when it does appear.

SPECIAL TERMS OF THE PACT
A pact can range from a loose agreement to a formal

contract with lengthy, detailed clauses and lists of re«

quirements. The terms of a pact—what a warlock must
do to receive a patron’s favor—are always dictated by
the patron. On occasion, those terms include a special
proviso that might seem odd or whimsical, but warlocks
take these dictates as seriously as they do the other requirements of their pacts.
Does your character have a pact that requires you

to change your behavior in an unusual or seemingly
frivolous way? Even if your patron hasn’t imposed

such a duty on you already, that’s not to say it couldn't
still happen.

SPECIAL TERMS
d6

1
2

3

Term

When directed, you must take immediate action
against a specific enemy ofyour patron.

Your pact tests your willpower; you are required to
abstain from alcohol and other intoxicants.
At least once a day, you must inscribe or carve your

patron’s name or symbol on the wall ofa building.

5

You must occasionally conduct bizarre rituals to
maintain your pact.
You can never wear the same outfit twice, since

6

When you use an eldritch invocation, you must

4

your patron finds such predictability to be boring.
speak your patron’s name aloud or risk incurring
its displeasure.

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WARLOCH or

THE CELESTIAL

OTHERWORLDLY PATRONS

At 1st level, a warlock gains the Otherworldly Patron

feature. The following options are available to a warlock,
in addition to those offered in the Pfayer’s Handbook:

the Celestial and the Hexblade.

THE CELESTIAL
Your patron is a powerful being of the Upper Planes.
You have bound yourself to an ancient empyrean, solar,

ki-rin, unicorn, or other entity that resides in the planes
of everlasting bliss. Your pact with that being allows you

to experience the barest touch of the holy light that illu—
minates the multiverse.
Being connected to such power can cause changes in
your behavior and beliefs. You might find yourself driven
to annihilate the undead, to defeat fiends, and to protect
the innocent. At times, your heart might also be filled
with a longing for the celestial realm of your patron,
and a desire to wander that paradise for the rest of your
days. But you know that your mission is among mortals
for now, and that your pact binds you to bring light to the

dark places of the world.
CELESTIAL FEATURES
Warlock
Level

lst

BINDING MARK
Some patrons make a habit of, and often enjoy, marking the warlocks under their sway in some fashion. A

binding mark makes it clear—t0 those who know about
such things—that the individual in question is bound to

the patron’s service. A warlock might take advantage of

such a mark, claiming it as proof of one’s pact, or might
want to keep it under wraps (if possible) to avoid the dif-

ficulties it might bring.

If your warlock’s pact comes with a binding mark,
how you feel about displaying it probably depends on the

nature of your relationship with the one who gave it to

you. Is the mark a source of pride or something you are
secretly ashamed of?

BINDING MARKS

d6
1

2

3

sir-w]
.v' X'-

4
6

Mark
One ofyour eyes looks the same as one ofyour
patron's eyes.

Each time you wake up, the small blemish on your
face appears in a different place.
You display outward symptoms ofa disease but
suffer no ill effects from it.
Your tongue is an unnatural color.
You have a vestigial tail.
Your nose glows in the dark.

Feature

Expanded Spell List, Bonus Cantrips,
Healing Light

6th

Radiant Soul

10th
14th

Celestial Resilience
Searing Vengeance

EXPANDED SPELL LIST

The Celestial lets you choose from an expanded list of
spells when you learn a warlock spell. The following
spells are added to the warlock spell list for you.
CELESTIAL EXPANDED SPELLS
Spell Level

lst
2nd
3rd
4th
5th

Spells

care wounds, guiding bolt
flaming sphere, lesser restoration
daylight, revivify
guardian offaith, wall offire
flame strike, greater restoration

BONUS CANTRIPS

At 1st level, you learn the light and sacred flame cantrips. They count as warlock cantrips for you, but they

don’t count against your number of cantrips known.

HEALING LIGHT

At lst level, you gain the ability to channel celestial
energy to heal wounds. You have a pool of d6s that you

spend to fuel this healing. The number of dice in the

pool equals 1 + your warlock level.

As a bonus action, you can heal one creature you can
see within 60 feet of you, spending dice from the pool.
The maximum number of dice you can spend at once
equals your Charisma modifier (minimum of one die).

r-—~- .

a number of hit points equal to the total.
Your pool regains all expended dice when you finish a
long rest.

Roll the dice you spend, add them together, and restore

EXPANDED SPELL LIST
The Hexblade lets you choose from an expanded list of
spells when you learn a warlock spell. The following
spells are added to the warlock spell list for you.

RADIANT SOUL

HEXBLADE EXPANDED SPELLs

Starting at 6th level, your link to the Celestial allows
you to serve as a conduit for radiant energy. You have
resistance to radiant damage, and when you cast a spell
that deals radiant or fire damage, you can add your Cha-

risma modifier to one radiant or fire damage roll of that
spell against one of its targets.

CELESTIAL RESILIENCE

Starting at 10th level, you gain temporary hit points
whenever you finish a short or long rest. These tempo—
rary hit points equal your warlock level + your Charisma
modifier. Additionally, choose up to five creatures you
can see at the end of the rest. Those creatures each gain
temporary hit points equal to half your warlock level +
your Charisma modifier.

BEARING VENGEANCE

Starting at 14th level, the radiant energy you channel
allows you to resist death. When you have to make a
death saving throw at the start of your turn, you can
instead spring back to your feet with a burst of radiant
energy. You regain hit points equal to half your hit point
maximum, and then you stand up if you so choose. Each
creature of your choice that is within 30 feet of you takes
radiant damage equal to 2d8 + your Charisma modifier,
and it is blinded until the end of the current turn.

Once you use this feature, you can’t use it again until

you finish a long rest.

THE HEXBLADE
You have made your pact with a mysterious entity from
the Shadowfell—a force that manifests in sentient magic
weapons carved from the stuff of shadow. The mighty
sword Blaclrrazor is the most notable of these weapons,
which have been spread across the multiverse over the
ages. The shadowy force behind these weapons can
offer power to warlocks who form pacts with it. Many
hexhlade warlocks create weapons that emulate those
formed in the Shadowfell. Others forgo such arms,
content to weave the dark magic of that plane into their

Spells

Spell Level

shield, wratbfal smite

lst

2nd

blur, branding smite

3rd
4th
5th

blink, elemental weapon
pbantasmal killer, staggering smite
banishing smite, cone ofcold

HEXBLADE’S CURSE

Starting at lst level, you gain the ability to place a bale—
ful curse on someone. As a bonus action, choose one
creature you can see within 30 feet of you. The target is

cursed for 1 minute. The curse ends early if the target
dies, you die, or you are incapacitated. Until the curse
ends, you gain the following benefits:

- You gain a bonus to damage rolls against the cursed

target. The bonus equals your proficiency bonus.
- Any attack roll you make against the cursed target is a
critical hit on a roll of 19 or 20 on the d20.
. If the cursed target dies, you regain hit points equal
to your warlock level + your Charisma modifier (minimum of 1 hit point).

You can’t use this feature again until you finish a short
or long rest.

HEX WARRIOR

At lst level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with
medium armor, shields, and martial weapons.
The influence of your patron also allows you to mystically channel your will through a particular weapon.

Whenever you finish a long rest, you can touch one

weapon that you are proficient with and that lacks
the two-handed property. When you attack with that
weapon, you can use your Charisma modifier, instead of

Strength or Dexterity, for the attack and damage rolls.

This benefit lasts until you finish a long rest. If you later

spellcasting.

Because the Raven Queen is known to have forged the
first of these weapons, many sages speculate that she
and the force are one and that the weapons, along with
hexblade warlocks, are tools she uses to manipulate

events on the Material Plane to her inscrutable ends.

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HEXBLADE FEATURES

Warlock
Level

lst

Feature

Expanded Spell List, Hexblade’s Curse,
Hex Warrior

6th

Accursed Specter

10th

Armor of Hexes

14th

Master of Hexes

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the creature cursed by your Hexblade’s Curse dies,
you can apply the curse to a different creature you can

see within 30 feet of you, provided you aren’t inca—

pacitated. When you apply the curse in this way, you
don’t regain hit points from the death of the previously
cursed creature.

ELDRITCH INVOCATIONS
At 2nd level, a warlock gains the Eldritch lnvocations
feature. Here are new options for that feature, in addi—
tion to the options in the Player’s Handbook.
If an eldritch invocation has a prerequisite, you must
meet it to learn the invocation. You can learn the invo~
cation at the same time that you meet its prerequisite. A
level prerequisite refers to your level in this class.

ASPECT OF THE MOON
Prerequisite: Pact of the Tome feature
WARLOCK or THE Hexamos

You no longer need to sleep and can’t be forced to sleep
by any means. To gain the benefits of a long rest, you

can spend all 8 hours doing light activity, such as readgain the Pact of the Blade feature, this benefit extends

to every pact weapon you conjure with that feature, no
matter the weapon’s type.

ACCURSED SPECTER
Starting at 6th level, you can curse the soul of a person
you slay, temporarily binding it to your service. When
you slay a humanoid, you can cause its Spirit to rise from
its corpse as a specter, the statistics for which are in
the Monster Manual. When the specter appears, it gains
temporary hit points equal to half your warlock level.
Roll initiative for the specter, which has its own turns.

It obeys your verbal commands, and it gains a special
bonus to its attack rolls equal to your Charisma modifier
(minimum of +0).
The specter remains in your service until the end of

your next long rest, at which point it vanishes to the

ing your Book of Shadows and keeping watch.

CLOAK or FLIEs
Prerequisite: 5th level
As a bonus action, you can surround yourself with a
magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through
total cover. It lasts until you’re incapacitated or you dismiss it as a bonus action.
The aura grants you advantage on Charisma (Intimi-

dation) checks but disadvantage on all other Charisma

checks. Any other creature that starts its turn in the
aura takes poison damage equal to your Charisma mod-

ifier (minimum of O damage).

Once you use this invocation, you can’t use it again

until you finish a short or long rest.

ELDRITCH SMITE

afterlife.

Prerequisite: 5th level, Pact of the Blade feature

ARMOR or HEXES

Once per turn when you hit a creature with your pact
weapon, you can expend a warlock spell slot to deal an
extra 1d8 force damage to the target, plus another 14:18

Once you bind a specter with this feature, you can’t
use the feature again until you finish a long rest.
At 10th level, your hex grows more powerful. If the tar-

get cursed by your Hexblade’s Curse hits you with an

attack roll, you can use your reaction to roll a d6. On a

4 or higher, the attack instead misses you, regardless
of its roll.

MASTER OF HEXES
Starting at 14th level, you can spread your Hexblade’s
Curse from a slain creature to another creature. When

per level of the spell slot, and you can knock the target
prone if it is Huge or smaller.

GHOSTLY Gaza
Prerequisite: 7th level

As an action, you gain the ability to see through solid

objects to a range of 30 feet. Within that range, you have
darkvision if you don’t already have it. This special sight
lasts for 1 minute or until your concentration ends (as

if you were concentrating on a spell). During that time,

port up to 30 feet to an unoccupied space you can see
within 5 feet of the target cursed by your hex spell or by

until you finish a short or long rest.

Sign of 111 Omen. To teleport in this way, you must be

you perceive objects as ghostly, transparent images.
Once you use this invocation, you can’t use it again

GIFT OF THE DEPTHS

a warlock feature of yours, such as Hexblade’s Curse or

able to see the cursed target.

Prerequisite: 5th level

SHROUD or SHADOW

You can breathe underwater, and you gain a swimming

Prerequisite: 15th level

speed equal to your walking speed.
You can also cast water breathing once without ex-

pending a spell slot. You regain the ability to do so when

you finish a long rest.

GIFT OF THE EVER-LIVING ONES

Prerequisite: Pact of the Chain feature

Whenever you regain hit points while your familiar is
within 100 feet of you, treat any dice rolled to determine
the hit points you regain as having rolled their maximum value for you.

You can cast invisibility at will, without expending a
spell slot.

TOMB or LEVISTUS
Prerequisite: 5th level

As a reaction when you take damage, you can entomb
yourself in ice, which melts away at the end of your
next turn. You gain 10 temporary hit points per warlock

level, which take as much of the triggering damage as
possible. Immediately after you take the damage, you

gain vulnerability to fire damage, your speed is reduced

Once on each of your turns when you hit a creature
with your eldritcli blast, you can move that creature in a

to 0, and you are incapacitated. These effects, including
any remaining temporary hit points, all end when the
ice melts.
Once you use this invocation, you can’t use it again
until you finish a short or long rest.

IMPROVED PACT WEAPON

Prerequisite: 7th level

GRASP or HADAR
Prerequisite: eldritch blast cantrip

straight line 10 feet closer to you.

Prerequisite: Pact of the Blade feature

You can use any weapon you summon with your Pact of

the Blade feature as a spellcasting focus for your waru

lock spells.
In addition, the weapon gains a +1 bonus to its attack
and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.
Finally, the weapon you conjure can be a shortbow,
longbow, light crossbow, or heavy crossbow.

LANCE 0F LETHARGY
Prerequisite: eldritch blast cantrip

Once on each of your turns when you hit a creature with
your eldritch blast, you can reduce that creature’s speed

by 10 feet until the end of your next turn.

MADDENING HEX
Prerequisite: 5th level, hex spell or a warlock feature
that curses

As a bonus action, you cause a psychic disturbance
around the target cursed by your he); spell or by a warlock feature of yours, such as Hexblade’s Curse or Sign
of Ill Omen. When you do so, you deal psychic damage

to the cursed target and each creature of your choice

that you can see within 5 feet of it. The psychic damage
equals your Charisma modifier (minimum of 1 dam-

age). To use this invocation, you must be able to see the
cursed target, and it must be within 30 feet of you.

RELENTLESS HEX

Prerequisite: 7th level, hex spell or a warlock feature
that curses

Your curse creates a temporary bond between you and

your target. As a bonus action, you can magically teler

TRICKSTER’S ESCAPE

You can cast freedom of movement once on yourself

without expending a spell slot. You regain the ability to
do so when you finish a long rest.

SPELLBOOKS
d6

WIZARD

A tome with pages that are thin sheets ofmetal,

2

spells etched into them with acid
Long straps ofleather on which spells are written,
wrapped around a stafffor ease oftransport

3

WIZARDRY REQUIRES UNDERSTANDING. THE KNOWLEDGE

ofhoui and why magic works. and our efforts to broaden
that understanding, have brought about the key advances
in civilization over the centuries.

—Gimble the illusionist

4
5
6

Only a select few people in the world are wielders of

magic. Ofall those, wizards stand at the pinnacle of

the craft. Even the least of them can manipulate forces
that fiout the laws of nature, and the most accomplished
among them can cast spells with world-shaking effects.

The price that wizards pay for their mastery is that

most valuable of commodities: time. It takes years of
study, instruction, and experimentation to learn how to
harness magical energy and carry spells around in one’s
own mind. For adventuring wizards and other spellcasters who aspire to the highest echelons of the profession,
the studying never ends, nor does the quest for knowledge and power.
If you're playing a wizard, take advantage of the
opportunity to make your character more than just a
stereotypical spell-slinger. Use the advice that follows to
add some intriguing details to how your wizard interacts
with the world.

SPELLBOOK
Your wizard character’s most prized possession—your
spellbook—might be an innocuous-looking volume

whose covers show no hint of what’s inside. Or you
might display some flair, as many wizards do, by carrying a spellbook of an unusual sort. If you don’t own

such an item already, one of your goals might be to find
a spellbook that sets you apart by its appearance or its

means of manufacture.

SpeHbook

l

A battered tome filled with pictographs that only
you can understand

Small stones inscribed with spells and kept in a
cloth bag
A scorched book, ravaged by dragon fire, with the
script ofyour spells barely visible on its pages

A tome full ofblack pages whose writing is visible

only in dim light or darkness

AMBITION
Few aspiring wizards undertake the study of magic

without some personal goal in mind. Many wizards use
their spells as a tool to produce a tangible benefit, in material goods or in status, for themselves or their companions. For others, the theoretical aspect of magic might
have a strong appeal, pushing those wizards to seek out
knowledge that supports new theories of the arcane or

confirms old ones.

Beyond the obvious, why does your wizard character
study magic, and what do you want to achieve? If you ha—
ven’t given these questions much thought, you can do so
now, and the answers you come up with will likely affect
how your future unfolds.

AMBITIONS
d6

Ambition

4

You will prove that the gods aren't as powerful as
folk believe.
Immortality is the end goal ofyour studies.
lfyou can fully understand magic, you can unlock
its use for all and usher in an era of equality.
Magic is a dangerous tool. You use it to protect

5

what you treasure.
Arcane power must be taken away from those who

6

would abuse it.
You will become the greatest wizard the world has

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ECCENTRICITY
Endless hours of solitary study and research can have

a negative effect on anyone’s social skills. Wizards, who /
are a breed apart to begin with, are no exception. An

odd mannerism or two is not necessarily a drawback,

though; an eccentricity of this sort is usually harmless
and could provide a source of amusement or serve as a
calling card of sorts.
If your character has an eccentricity, is it a physical
tic or a mental one? Are you well known in some circles
because of it? Do you fight to overcome it, or do you embrace this minor claim to fame of yours?

ECCENTRICITIES
d6

Eccentricity

l

You have the habit oftapping your foot incessantly,
which often annoys those around you.

2

Your memory is quite good, but you have no trouble pretending to be absentminded when it suits

3
4

your purposes.
You never enter a room without looking to see
what’s hanging from the ceiling.
Your most prized possession is a dead worm that
you keep inside a potion vial.

5

When you want people to leave you alone, you start
talking to yourself. That usually does the trick.

6

Your fashion sense and grooming, or more accurately lack thereof, sometimes cause others to

assume you are a beggar.

ARCANE TRADITION
At 2nd level, a wizard gains the Arcane Tradition fea—

ture. The following War Magic option is available to a
wizard, in addition to the options offered in the Play—
eris Handbook.

WAR MAGIC
A variety of arcane colleges specialize in training wiz—

ards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializ—

ing in either of those schools. It teaches techniques that
empower a caster’s spells, while also providing methods
for wizards to bolster their own defenses.

Followers of this tradition are known as war mages.

They see their magic as both a weapon and armor, a re
source superior to any piece of steel. War mages act fast
in battle, using their spells to seize tactical control of a
situation. Their spells strike hard, while their defensive
skills foil their opponents“ attempts to counterattack.

War mages are also adept at turning other spellcasters’
magical energy against them.

WAR MAGE

In great battles, a war mage often works with evokers,

abjurers, and other types of wizards. Evokers, in par—
ticular, sometimes tease war mages for splitting their
attention between offense and defense. A war mage’s
typical response: “What good is being able to throw a
mighty fireball if I die before I can cast it?”

WAR MAGIC FEATURES

Wizard Level

Feature

2nd

Arcane Deflection, Tactical Wit

6th

Power Surge

10th
14th

Durable Magic
Deflecting Shroud

ARCANE DEFLECTION

At 2nd level, you have learned to weave your magic to
fortify yourself against harm. When you are hit by an at-

tack or you fail a saving throw, you can use your reaction

to gain a +2 bonus to your AC against that attack or a +4
bonus to that saving throw.

When you use this feature, you can't cast spells other
than cantrips until the end of your next turn.

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TACTICAL WIT

Once per turn when you deal damage to a creature

Starting at 2nd level, your keen ability to assess tactical
situations allows you to act quickly in battle. You can
give yourself a bonus to your initiative rolls equal to your
Intelligence modifier.

or object with a wizard spell, you can spend one power
surge to deal extra force damage to that target. The ex-

POWER SURGE

Beginning at 10th level, the magic you channel helps

Starting at 6th level, you can store magical energy
within yourself to later empower your damaging spells.

In its stored form, this energy is called a power surge.

You can store a maximum number of power surges
equal to your Intelligence modifier (minimum of one).
Whenever you finish a long rest, your number of power
surges reset-s to one. Whenever you successfully end
a spell with dispel magic or counterspel], you gain one
power surge, as you steal magic from the spell you

foiled. If you end a short rest with no power surges, you

gain one power surge.

tra damage equals half your wizard level.

DURABLE MAGIC

ward off harm. While you maintain concentration on a
spell, you have a +2 bonus to AC and all saving throws.

DEFLECTING SH ROUD

At 14th level, your Arcane Deflection becomes infused
with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to are from
you. Up to three creatures of your choice that you can
see within 60 feet of you each take force damage equal
to half your wizard level.

THIS Is YOUR LIFE
The character creation rules in the Player’s Handbook

provide all the information you need to define your char-

acter in preparation for a life of adventuring. What they
don't do is account for all the circumstances that shaped
your character during the years between your birth and
the start of your career as a member of a class.
What did your character accomplish or experience before deciding to become an adventurer? What were the
circumstances of your birth? How large is your family,
and what sorts of relationships do you have with your
relatives? Which people were the greatest influences on
you during your formative years, for better or worse?
To answer these questions and more, you can use
the tables and the advice in this section tO compose a

well-developed backstory for your character—an auto-

biography of sorts—that you can use to inform how you
roleplay the character. Your DM can draw from this material as the campaign proceeds, creating situations and
scenarios that build off your previous life experiences.

IDEAS, NOT RULES
Even though these pages are full Of tables and die rolls,
they don’t make up a rules system—in fact, the Opposite
is true. You can use as much or as little Of this material
as you desire, and you can make decisions in any or—

der you want.

For instance, you might not want these tables to help
you decide who your parents and siblings are, because
that’s among the information you’ve already come up
with. But you can still use other parts, such as the section on life events, to provide added depth and detail.

HOW AND WHEN TO USE THE TABLES

lfyou’re comfortable with letting the dice decide a cer-

tain fact about your character, go ahead and rOll. If not,
you can take charge and make the decision, choosing
from among the possibilities on a table. Of course, you

also have the option of disregarding the result Of a die

roll if it conflicts with another result. Likewise, if the
text instructs you to roll on a table, that’s not meant tO
be taken literally. You can always make your own choice.
Although these tables are meant to augment the
step-by—step character creation process in the Player’s
Handbook, they don’t occupy a specific place in that pro—
cess. You can use some of them early on—for instance,
it’s possible to determine your parents and other family
members immediately after deciding your character’s
race—but you could also wait until later in the process.
You might prefer to establish more facts about your
character’s game identity—such as your class, ability
scores, and alignment—before supplementing that information with what‘s offered here.

SECTION BY SECTION

This material is divided into four sections, each addressing a different aspect of your character’s backstory.

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Personal Decisions. After you have selected your
character's background and class, use the appro—
priate tables tO determine how you came to make
those choices.
Life Events. Your character’s existence until now, no
matter how brief or uneventful, has been marked by one
or more life events—memorable happenings that have
had an effect on who you are today.
Supplemental Tables. Your life has intersected with.
the lives Of plenty Of other people, all the way from your
infancy tO today. When a result mentions such a person,
you can use the supplemental tables (page 72) to add
needed details—such as race, class, or occupation—to
that person. Some tables in the other sections direct you
to one or more of the supplemental tables, and you can
also use them any other time you see fit.

ORIGINS
The usual first step in creating your character’s life story
is to determine your early circumstances. Who were
your parents? Where were you born? Did you have any
siblings? Who raised you? You can address these ques—

tions by using the following tables.

PARENTS

Origins. To find out who and where you came from,

You had parents, of course, even if they didn't raise you.
To determine what you know about these people, use
the Parents table. If you want, you can roll separately on

lings, and the circumstances under which you grew up.

plemental tables as desired (particularly Class, Occupai

use the “Origins" section. When you’re done, you will
have a summary of facts about your parents, your sib-

the table for your mother and your father. Use the sup-

tion, and Alignment) to learn more about your parents.

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BIRTH PLACE
d100

PARENTS
lO

Parents

01—95

You know who your parents are or were.
You do not know who your parents were.

96-00

Nonhuman Parents. If your character is a half-elf, a
half-ore, or a tiefling, you can use one of the tables below
to determine the race of each of your parents. When you

have a result, randomly determine which part of the result refers to your father and which to your mother.
HALF-ELF PARENTS
d8

Parents

1—5

One parent was an elfand the other was a human.
One parent was an elf and the other was a half-elf.

6

7'

One parent was a human and the other was a halfelf.

8

Both parents were half—elves.

d8

Parents

1—3

One parent was an orc and the other was a human.
One parent was an ore and the other was a half-

4-5

orc.

6—?

8

Home

51—55

Home ofa family friend

56—63

Home ofa healer or midwife

64—65

Carriage, cart, or wagon

66—68

Barn, shed, or other outbuilding

69—70

Cave

71—72

Field

73—74

Forest

75—77

Temple

78

One parent was a human and the other was a halforc.

Both parents were half-ores.

TIEFLING PARENTS
d8
1—4

Parents
Both parents were humans, their infernal heritage
dormant until you came along.

5—6

One parent was a tiefling and the other was a
human.

7

One parent was a tiefling and the other was a devil.

3

One parent was a human and the other was a devil.

BIRTHPLACE

After establishing your parentage, you can determine
where you were born by using the Birthplace table.

(Modify the result or roll again if you get a result that’s
inconsistent with what you know about your parents.)

Once you have a result, roll percentile dice. On a roll of

00, a strange event coincided with your birth: the moon

briefly turning red, all the milk within a mile spoiling,
the water in the area freezing solid in midsummer, all
the iron in the home rusting or turning to silver, or some
other unusual event of your choice.
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Battlefield

79—80

Alley or street

81—82

Brothel, tavern, or inn
Castle, keep, tower, or palace

83—84

85

Sewer or rubbish heap

86—88

Among people ofa difi'erent race

89—9l

On board a boat or a ship

92—93

In a prison or in the headquarters ofa secret orga-

nization

94—95

HALF-ORC PARENTS

Location

01—50

In a sage’s laboratory

96

In the Feywild

97

in the Shadowfell
On the Astral Plane or the Ethereal Plane
On an Inner Plane ofyour choice

98

99

00

On an Outer Plane ofyour choice

SIBLINGS

You might be an only child or one of many children.

Your siblings could be cherished friends or hated rivals.
Roll on the Number of Siblings table to determine how

many brothers or sisters you have. If you are a dwarf or
an elf, subtract 2 from your roll. Then, roll on the Birth
Order table for each sibling to determine that person’s

age relative to yours (older, younger, or born at the
same time).

Occupation. For each sibling of suitable age, roll on

the Occupation supplemental table to determine what

that person does for a living.
Alignment. You can choose your siblings’ alignments
or roll on the Alignment supplemental table.

Status. By now, each of your siblings might be alive

and well, alive and not so well, in dire straits, or dead.
Roll on the Status supplemental table.
Relationship. You can roll on the Relationship sup—
plemental table to determine how your siblings feel

about you. They might all have the same attitude toward

you, or some might view you differently from how the
others do.

Other Details. You can decide any other details you
like about each sibling, including gender, personality,
and place in the world.

NUMBER OF SIBLINGS
dlD

Siblings

2or lower

3—4
5—6
7—8
9—10

None

id3
1d4+1
id6+ 2
1d3+ 3

BIRTH ORDER
2d6

2

Birth Order

Twin, triplet, or quadruplet

3—?

Older

3—12

Younger

FAMILY AND FRIENDS
Who raised you, and what was life like for you when you
were growing up? You might have been raised by your
parents, by relatives, or in an orphanage. Or you could
have spent your childhood on the streets of a crowded
city with only your fellow runaways and orphans to keep
you company.
Use the Family table to determine who raised you. If
you know who your parents are but you get a result that
does not mention one or both of them, use the Absent
Parent table to determine what happened.
Next, refer to the Family Lifestyle table to determine

the general circumstances of your upbringing. (Chapter

5 of the Player’s Handbook has more information about

lifestyles.) The result on that table includes a number
that is applied to your roll on the Childhood Home table,

which tells you where you spent your early years. Wrap

Yams LATER, WHILE gem-mo ON a suits-'5 anew. sue

up this section by using the Childhood Memories table,

which tells you how you were treated by other youngsters as you were growing up.
Supplemental Tables. You can roll on the Relation—
ship table to determine how your family members or
other important figures in your life feel about you. You
can also use the Race, Occupation, and Alignment ta—

bles to learn more about the family members or guardians who raised you.

CALLS ON A BIT OF HER |".-'l;"1tC:|C TO HELD RIC: A MEET

ABSENT PARENT

d4

1

Your parent died (roll on the Cause of Death supplemental table).

2

Your parent was imprisoned, enslaved, or other-

4

Your parent abandoned you.
You} parent disappeared to an unknown fate.

wise taken away.

FAMILY
{“00

Family

01

None

02

Institution, such as an asylum

03

Fate

FAMILY LIFESTYLE

Temple

3d6

Lifestyle"-‘

04—05

Orphanage

06—07

Guardian

3
4—5

Wretched (—40)
Squalid (—20)

08—i5

Paternal or maternal aunt, uncle, or both; or ex—

6—8

Poor (—lO)

tended family such as a tribe or clan

9—12

Modest (+0)

16—25

Paternal or maternal grandparent(s)

13—15

Comfortable (+10)

26—35

Adoptive family (same or different race)

16—17

Wealthy (+20)

36—55
56—?5

Single father or stepfather
Single mother or stepmother

76—00

Mother and father

18

Aristocratic (+40)

*Use the number in this result as a modifier to your roll on the

Childhood Home table.

3d6 +

Memory

Cha mod

I had several friends, and my childhood was

13—15

generally a happy one.

1 always found it easy to make Friends, and I
loved being around people.

16—17
18 or higher

Everyone knew who I was, and I had friends

everywhere I went.

PERSONAL DECISIONS
Your character’s life takes a particular course depending on the choices you make for the character’s background and class.

BACKGROUND

Roll on the appropriate table in this section as soon as
you decide your background, or at any later time if you
choose. If a background includes a special decision
point, such as a folk hero’s defining event or the spe—

cialty of a criminal or a sage, it’s best to make that determination before using the pertinent table below.

ACOLYTE
d6
l
THouovcmaesunvweo'naesrwknusosiaenswip,waeLosr
ALL HER WORLDLY GOODS—EXCEPT FOR HER SPELLBOOK

2

3
CHILDHOOD HOME
Home

til 00""

On the streets

0 or lower

l—20

Rundown shack

21—30

No permanent residence; you moved around
a lot

31—40

41—50

Encampment or village in the wilderness
Apartment in a rundown neighborhood

51-70

Small house

71-90

Large house

91—110

Mansion

111 or higher

Palace or castle

*After making this roll, apply the modifier from the Family Life-

style table to arrive at the result.
CHILDHOOD MEMORIES
3d6 +

Cha mod

6—8

lam still haunted by my childhood, when l
was treated badly by my peers.
I spent most of my childhood alone, with no
close friends.
Others saw me as being diiferent or strange,

9—12

and sol had few companions.
I had a few close friends and lived an ordinary

3 or lower

4—5

I

Memory

E'ills‘t E’Tlift l

I became an acolyte because
I ran away from home at an early age and found
refuge in a temple.
My family gave me to a temple, since they were un-

able or unwilling to care for me.
I grew up in a household with strong religious con-

victions. Entering the service ofone or more gods
seemed natural.

4

5

6

An impassioned sermon struck a chord deep in my

soul and moved me to serve the faith.
I followed a childhood friend, a respected acquain-

tance, or someone I loved into religious service.

After encountering a true servant ofthe gods, l was
so inspired that I immediately entered the service
ofa religious group.

CHARLATAN
d6
l

2

I became a charlatan because
l was left to my own devices, and my knack for manipulating others helped me survive.
I learned early on that people are gullible and easy
to exploit.

3

I often got in trouble, but I managed to talk my way

out ofit every time.

4

5

I took up with a confidence artist, from whom I
learned my craft.
After a charlatan fleeced my family, I decided to
learn the trade so I would never be fooled by such
deception again.

6

I was poor or I feared becoming poor, sol learned
the tricks I needed to keep myselfout of poverty.

cthood.
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4

5

HERM IT

time and discovered I was quite good at it.
ENTERTAINER

d6
1

d6

1
2

3

4
5

inner peace.

4

| always had a keen insight into other people,

5

great reluctance, and sometimes I regret making
that decision.
I lost everything—my home, my family, my friends.

enough so that I could make them laugh or cry
with my stories or songs.
I ran away from home to follow a minstrel troupe.

6

I saw a bard perform once, and I knew from that
moment on what I was born to do.
I earned coin by performing on street corners and

NOBLE

Members ofmy family made ends meet by per-

forming, so it was fitting for me to follow their

A traveling entertainer took me in and taught me

FOLK HERO
i

My enemies ruined my reputation, and | fled to the
wilds to avoid further disparagement.
I am comfortable with being isolated, as I seek
I never liked the people I called my friends, so it

the trade.

d6

I became a hermit because

was easy for me to strike out on my own.
I felt compelled to forsake my past, but did so with

I became an entertainer because

eventually made a name for myself.

6

but had to join the guild to finish my training.

3

example.

2

I learned the essentials of my craft from a mentor

2

I was always enamored by tales of heroes and
wished I could be something more than ordinary.

3

I hated my mundane life, so when it was time for
someone to step up and do the right thing, I took

Going it alone was all I could do.
Society's decadence disgusted me, so I decided to
leave it behind.

d6

l

I became a noble because

I come from an old and storied family, and it fell to

me to preserve the family name.

2

My family has been disgraced, and I intend to clear

3

our name.
My family recently came by its title, and that eleva—
tion thrust us into a new and strange world.

I became a folk hero because

I learned what was right and wrong from my family.

4

5

6

My family has a title, but none of my ancestors

have distinguished themselves since we gained it.
My family is filled with remarkable people. I hope
to live up to their example.
I hope to increase my family’s power and influence.

my chance.

4

5
6

A parent or one of my relatives was an adventurer,
and l was inspired by that person’s courage.
A mad old hermit spoke a prophecy when l was
born, saying that I would accomplish great things.
l have always stood up for those who are weaker
than I am.

GUILD ARTISAN

d6
1

I became a guild artisan because

OUTLANDER
d6
l
2

3

i helped a guild artisan keep a secret or complete a
task, and in return I was taken on as an apprentice.

I became an outlander because
I spent a lot oftime in the wilderness as a youngster, and I came to love that way oflife.
From a young age, I couldn't abide the stink ofthe
cities and preferred to spend my time in nature.
I came to understand the darkness that lurks in the
wilds, and l vowed to combat it.

4

l was apprenticed to a master who taught me the

guild’s business.

--

6

wells, and I learned my specialty from them.
A parent or relative taught me my criminal spe—
cialty to prepare me for the family business.

.

I fell in with a gang of reprobates and ne’er-do-

—_.

start a new life.

the only way I could survive.

I left home and found a place in a thieves’ guild or
some other criminal organization.
I was always bored, so I turned to crime to pass the

I became a guild artisan because
One of my family members who belonged to the
guild made a place for me.
l was always good with my hands, so I took the opportunity to learn a trade.
I wanted to get away from my home situation and

_‘_..

| resented authority in my younger days and saw a
life ofcrime as the best way to fight against tyranny
and oppression.
Necessity forced me to take up the life, since it was

d6
3

._.

1

I became a criminal because

5
6

My people lived on the edges ofcivilization, and i
learned the methods ofsurvival from my family.
After a tragedy l retreated to the wilderness, leaving my old life behind.
My family moved away from civilization, and I
learned to adapt to my new environment.

if. H .-'I. l"'i'l'.l71 1 5: L.‘ l i .-'~ l‘! -'\i._i'i'1-.. l\: ‘5. 1‘ l"|_l {.l .‘y' .6

.._l

d6

A

CRIMINAL

_

|

|

SAGE
I was naturally curious, so I packed up and went to

'l

I

A notorious thieflooked after me and other or-

2

3

l was always an avid reader, and I learned much

gry, with no memory of my early childhood.

about my favorite topic on my own.
I discovered an old library and pored over the texts
I found there. That experience awakened a hunger
for more knowledge.
| impressed a wizard who told me I was squandering my talents and should seek out an education to
take advantage of my gifts.
One of my parents or a relative gave me a basic ed-

5

6

ucation that whetted my appetite, and I left home
to build on what I had learned.

i
!

2

l

I became a sailor because

d6

i

l was press-ganged by pirates and forced to serve
on their ship until I finally escaped.
I wanted to see the world, so I signed on as a deckhand for a merchant ship.

3

One of my relatives was a sailor who took me to

4

I needed to escape my community quickly, so I

l

stowed away on a ship. When the crew found me, |

[

5

was forced to work for my passage.
Reavers attacked my community, so I found refuge

l

I'

SOLDIER

I

d6
'l

3

A relative of mine was a soldier, and I wanted to
carry on the family tradition.
The local lord forced me to enlist in the army.

4

War ravaged my homeland while I was growing up.

2

i

Fighting was the only life i ever knew.
i wanted fame and fortune, so i joined a mercenary
company, selling my sword to the highest bidder.
Invaders attacked my homeland. It was my duty to
take up arms in defense of my people.

5

5

6

d6

i

2

{Iii

BARBARIAN

d6
1

I became a barbarian because

My devotion to my people lifted me in battle, making me powerful and dangerous.

The spirits of my ancestors called on me to carry

out a great task.

I lost control in battle one day, and it was as if
something else was manipulating my body, forcing

it to kill every foe I could reach.
i went on a spiritual journey to find myselfand
instead found a spirit animal to guide, protect, and
inspire me.

I was struck by lightning and lived. Afterward, I
found a new strength within me that let me push
beyond my limitations.
My anger needed to be channeled into battle, or i
risked becoming an indiscriminate killer.
BARD
d6

I became a bard because
l awakened my latent bardic abilities through trial
and error.

i was a gifted performer and attracted the attention ofa master bard who schooled me in the old

techniques.

I joined a loose society of scholars and orators to
learn new techniques of performance and magic.
i felt a calling to recount the deeds of champions

and heroes, to bring them alive in song and story.

URCHIN

in,

have established so far. Once you’ve made your selec—
tion, roll a (16 and find the number you rolled on the appropriate table in this section, which describes how you
came to be a member of that class.
The class sections earlier in this chapter have further
story suggestions, which you can use in concert with the

I became a soldier because
i joined the militia to help protect my community
from monsters.

It _
1%?
TR
I. I

in mind your background and all the other details you

I had few prospects where l was living, so I left to
find my fortune elsewhere.

i

” . l

CLASS TRAINING

If you haven’t chosen your class yet, do so now, keeping

on a ship until I could seek vengeance.

6

.I:

My parents died, leaving no one to look after me. I
raised myself.

material here.

SAILOR
l

phans, and we spied and stole to earn our keep.
One day I woke up on the streets, alone and hun-

possibilities in that field of study.

4

'

I became an urchin because

Monsters wiped out my village, and I was the sole
survivor. I had to find a way to survive.

a university to learn more about the world.
My mentor’s teachings opened my mind to new

I

i
,

d6
I became a sage because

d6

l

I became an urchin because
Wanderlust caused me to leave my family to see
the world. I look after myself.
I ran away from a bad situation at home and made
my own way in the world.

§'=‘I'1' it i l Lit-"t P..*~.i..'i't. 5-1 iii"!"!tf.>f-¢s‘

I joined one ofthe great colleges to learn old lore,
the secrets of magic, and the art ofperformance.
I picked up a musical instrument one day and instantly discovered that I could play it.

I became a cleric because

A supernatural being in service to the gods called
me to become a divine agent in the world.

'I
2

3
4

5

6

I saw the injustice and horror in the world and felt

moved to take a stand against them.
My god gave me an unmistakable sign. i dropped

everything to serve the divine.
Although I was always devout, it wasn't until I completed a pilgrimage that I knew my true calling.

I used to serve in my religion's bureaucracy but

found I needed to work in the world, to bring the

message of my faith to the darkest corners ofthe
land.
I realize that my god works through me, and I do as
commanded, even though I don’t know why I was
chosen to serve.

Demo
I became a druid because

d6
i

2

I saw too much devastation in the wild places, too
much of nature’s splendor ruined by the despoil-

ers. I joined a circle ofdruids to fight back against
the enemies of nature.
I found a place among a group ofdruids after I fled
a catastrophe.

3

4

5

I have always had an affinity for animals, so I explored my talent to see how I could best use it.
l befriended a druid and was moved by druidic
teachings. i decided to follow my friend’s guidance

and give something back to the world.
Whiie l was growing up, I saw spirits all around

6

and communicate with these beings.
l have always felt disgust for creatures of unnatural
origin. For this reason, i immersed myselfin the
study ofthe druidic mysteries and became a champion ofthe natural order.

FIGHTER
d6

i

I became a fighter because

i wanted to hone my combat skills, and so I joined
a war college.

2

Isquired for a knight who taught me how to fight,
care for a steed, and conduct myselfwith honor. I
decided to take up that path for myself.

3

Horrible monsters descended on my community,

4

killing someone I loved. I took up arms to destroy
those creatures and others ofa similar nature.
I joined the army and learned how to fight as part
ofa group.

5
6

TODAY, HER HUMBLE ORIGINS FAR BEHlNU HER, SHE HAS BECOME

me—entities no one else could perceive. I sought
out the druids to help me understand the visions

I grew up fighting, and I refined my talents by defending myself against people who crossed me.
1 could always pick up just about any weapon and
know how to use it effectively.

A \VllARD OF GREAT RENOWN WlTH A FLAIR FOR THE HIGH SEAS

MONK
d6
1

I became a monk because
l was chosen to study at a secluded monastery.
There, I was taught the fundamental techniques
required to eventually master a tradition.
I sought instruction to gain a deeper understanding‘of existence and my place in the world.
I stumbled into a portal to the Shadowfell and took
refuge in a strange monastery, where I learned how
to defend myselfagainst the forces ofdarkness.
l was overwhelmed with grief after losing someone
close to me, and I sought the advice ofphiloso-

phers to help me cope with my loss.

I could feel that a special sort of power lay within
me, so I sought out those who could help me call it
forth and master it.
I was wild and undisciplined as a youngster, but
then I realized the error of my ways. I applied to a
monastery and became a monk as a way to live a
life ofdiscipline.
i

ii“. i“ if it l

i. llsl‘il‘l. it. i'l.'.i-.‘. “3‘ l ltthfi

I became a rogue because
I've always been nimble and quick ofwit, so 1 decided to use those talents to help me make my way
in the world.

An assassin or a thiefwronged me, so I focused
my training on mastering the skills of my enemy to
better combat foes ofthat sort.
An experienced rogue saw something in me and

taught me several useful tricks.
I decided to turn my natural lucky streak into the
basis ofa career, though I still realize that improving my skills is essential.

I took up with a group of ruffians who showed me

how to get what I want through sneakiness rather
than direct confrontation.
I’m a sucker for a shiny bauble or a sack of coins,
as long as I can get my hands on it without risking

life and limb.

PALADIN

d6
1

I became a paladin because

A fantastical being appeared before me and called
on me to undertake a holy quest.
One of my ancestors left a holy quest unfulfilled,

SORCERER

d6
1

sol intend to finish that work.

l served as a paladin’s squire, learning all I needed
to swear my own sacred oath.

have fought to control it ever since.

My immediate family never spoke of my ancestors,

Evil must be opposed on all fronts. | feel compelled to seek out wickedness and purge it from
the world.

and when I asked, they would change the subject.
It wasn't until I started displaying strange talents

that the full truth of my heritage came out.

Becoming a paladin was a natural consequence of
my unwavering faith. In taking my vows, I became

When a monster threatened one of my friends, I
became filled with anxiety. I lashed out instinctively

the holy sword of my religion.

and blasted the wretched thing with a force that

came from within me.

RANGER

1

solid. the milk spoiled, or all the iron turned to cop-

per. My family is convinced that this event was a
harbinger of stranger things to come for me.
I suffered a terrible emotional or physical strain,
which brought forth my latent magical power. l

The world is a dark and terrible place. l decided to
serve as a beacon of light shining out against the
gathering shadows.

d6

I became a sorcerer because
When I was born, all the water in the house froze

Sensing something special in me, a strangertaught

I became a ranger because

me how to control my gift.
After I escaped from a magical conflagration, I
realized that though I was unharmed, I was not

I found purpose while I honed my hunting skills by
bringing down dangerous animals at the edge of
civilization.

unchanged. I began to exhibit unusual abilities that

I always had a way with animals, able to calm them
with a soothing word and a touch.

I suffer from terrible wanderlust, so being a ranger
gave me a reason not to remain in one place for

toolong.

I have seen what happens when the monsters

come out from the dark. I took it upon myselfto
become the first line of defense against the evils
that lie beyond civilization's borders.

i met a grizzled ranger who taught me woodcraft
and the secrets ofthe wild lands.
I served in an army, learning the precepts of my

profession while blazing trails and scouting enemy

encampments.

lam just beginning to understand.

WARLOCK

d6
1

I became a warlock because
While wandering around in a forbidden place, I

encountered an otherworldly being that offered to
enter into a pact with me.
I was examining a strange tome I found in an aban~

cloned library when the entity that would become
my patron suddenly appeared before me.

d6
3
4

5
6

I became a warlock because

d100

Current Age

Life Events

0l—20

20 years or younger

1

21—59

21—30 years

ld4

any being who would listen, and the creature that
answered became my patron.

60—69

My future patron visited me in my dreams and of—
fered great power in exchange for my service.
One of my ancestors had a pact with my patron, so
that entity was determined to bind me to the same

90—99

31—40 years
41—50 years
51~60 years
61 years or older

ld6
ld8
ll
ldlZ

I stumbled into the clutches of my patron after I ac—

cidentally stepped through a magical doorway.

When I was faced with a terrible crisis, I prayed to

agreement.

2

When I became lost in a forest, a hedge wizard

found me, took me in, and taught me the rudi-

ments of magic.

5

LIFE EVENTS
d'IOO
11-20

An old wizard chose me from among several candidates to serve an apprenticeship.

4

00

I became a wizard because

1

3

70—89

01-10

WIZARD
d6

LIFE EVENTS BY AGE

I grew up listening to tales of great wizards and
knew I wanted to follow their path. I strove to be
accepted at an academy of magic and succeeded.

21—30

instead. Work with your DM to determine the iden-

31—40

tity of your love interest.

You made an enemy of an adventurer. Roll a d6. An
odd number indicates you are to blame for the rift,
and an even number indicates you are blameless.
Use the supplemental tables and work with your

DM to determine this hostile character's identity
and the danger this enemy poses to you.

One of my relatives was an accomplished wizard

who decided l was smart enough to learn the craft.
41—50

You made a friend ofan adventurer. Use the supplemental tables and work with your DM to add
more detail to this friendly character and establish
how your friendship began.

arcane arts at an early age. When I became old

Sle70

You Spent time working in a job related to your

more magic and expand my power.

71—75

You met someone important. Use the supplemental tables to determine this character's identity and
how this individual feels about you. Work out ad
ditional details with your DM as needed to fit this

While exploring an old tomb, library, or temple,
I found a spellbook. I was immediately driven to

learn all I could about becoming a wizard.

6

Event

You suffered a tragedy. Roll on the Tragedies table.
You gained a bit of good fortune. Roll on the Boons
table.
You fell in love or got married. lfyou get this result
more than once, you can choose to have a child

I was a prodigy who demonstrated mastery ofthe

enough to set out on my own, I did so to learn

LIFE EVENTS
No matter how long you’ve been alive, you have expe—
rienced at least one signature event that has markedly
influenced your character. Life events include wondrous
happenings and tragedies, conflicts and successes, and

76—80

why your character became an adventurer, and some
might still affect your life even after they are long over.
The older a character is, the greater the chance for
multiple life events, as shown on the Life Events by Age

81—85

the creatures you encountered.

86—90

ing age, see the entry in the Life Events column that

corresponds to how old you are. Otherwise. you can roll

dice to determine your current age and number of life
events randomly.
After you know the number of life events your charac—
ter has experienced, roll once on the Life Events table
for each of them. Many of the results on that table direct

9l-95

you to one of the secondary tables that follow. Once you
have determined all of your character’s life events, you

can arrange them in any chronological order you see fit.

character into your backstory.
You went on an adventure. Roll on the Adventures
table to see what happened to you. Work with your

DM to determine the nature ofthe adventure and

encounters with the unusual. They can help to explain

table. If you have already chosen your character’s start-

background. Start the game with an extra 2d6 gp.

96—99

You had a supernatural experience. Roll on the Supernatural Events table to find out what it was.

You fought in a battle. Roll on the War table to
leafn what happened to you. Work with your DM to
come up with the reason for the battle and the factions involved. It might have been a small conflict
between your community and a band oforcs, or it
could have been a major battle in a larger war.
You committed a crime or were wrongly accused of
doing so. Roll on the Crime table to determine the
nature ofthe offense and on the Punishment table
to see what became ofyou.
You encountered something magical. Roll on the
Arcane Matters table.

00

Something truly strange happened to you. Roll on

the Weird Stufftable.

i

SECONDARY TABLES

These tables add detail to many of the results on the Life
Events table. The tables are in alphabetical order.

ADVENTURES
d'IOO

Outcome

01—10

You nearly died. You have nasty scars on your
body, and you are missing an ear, ld3 fingers, or

Boous

d10
l
2

You suffered a grievous injury. Although the wound

21—30
31—40

You were wounded, but in time you fully recovered.

healed, it still pains you from time to time.

l

You contracted a disease while exploring a filthy
warren. You recovered from the disease, but you

have a persistent cough, pockmarks on your skin,

or prematurely gray hair.
41—50

You were poisoned by a trap or a monster. You re-

covered, but the next time you must make a saving
throw against poison, you make the saving throw

3
4

You found some money. You have ld20 gp in addi—

61—70

A relative bequeathed you a simple weapon ofyour

6

You found something interesting. You gain one
additional trinket.

choice.

7

71—80

You lost something of sentimental value to you
during your adventure. Remove one trinket from

8

your possessions.

9

You were terribly frightened by something you en—
countered and ran away, abandoning your companions to their fate.
You learned a great deal during your adventure.

10

9l—99

l
i

00

your adventure. You have ld20 + 50 gp left from
your share ofit.
You came across a common magic item (ofthe
DM’s choice).

ARCANE MATTERS
d'lO
l

2

Magical Event
You were charmed or frightened by a spell.
You were injured by the effect ofa spell.
You witnessed a powerful spell being cast by a

_|

\DDOMU"

U1

cleric, a druid, a sorcerer, a warlock, or a wizard.

C)

i

You found some treasure on your adventure. You
have 2d6 gp left from your share of it.
You found a considerable amount oftreasure on

You drank a potion (ofthe DM's choice).
You found a spell scroll (ofthe DM's choice) and
succeeded in casting the Spell it contained.
You were affected by teleportation magic.
You turned invisible for a time.
You identified an illusion for what it was.
You saw a creature being conjured by magic.

Your fortune was read by a diviner. Roll twice on
the Life Events table, but don’t apply the results.
Instead, the DM picks one event as a portent of
your future (which might or might not come true).

. .i' f; 1

{Lil \i:.-'~.ti'i'if. F1 i‘fi‘ii"‘l'ii_)'§~.s

You once performed a service for a local temple.
The next time you visit the temple, you can receive
healing up to your hit point maximum.
A friendly alchemist gifted you with a potion of
healing or a flask ofacid, as you choose.
You found a treasure map.

A distant relative left you a stipend that enables

you to live at the comfortable lifestyle for id20
years. lfyou choose to live at a higher lifestyle, you

reduce the price ofthe lifestyle by 2 gp during that
time period.

The next time you make an ability check or a saving

throw, you have advantage on the roll.
81-90

tion to your regular starting funds.

5

with disadvantage.
51—60

You saved the life ofa commoner, who now owes
you a life debt. This individual accompanies you on
your travels and performs mundane tasks for you,

but will leave if neglected, abused, or imperiled.
Determine details about this character by using the
supplemental tables and working with your DM.
You found a riding horse.

ld4 toes.

ll—ZO

Boon
A friendly wizard gave you a spell scroll containing
one cantrip (ofthe DM's choice).

CRIME
d8

Crime

1

Murder

2

Theft

3

Burglary

4

Assault

5

Smuggling

6

Kidnapping

7

Extortion

8

Counterfeiting

Pu N IS H M E NT
d12

Punishment

1—3

You did not commit the crime and were exonerated
after being accused.
You committed the crime or helped do so, but

4—6
7—8

9—12

nonetheless the authorities found you not guilty.

You were nearly caught in the act. You had to flee
and are wanted in the community where the crime
occurred.
You were caught and convicted. You spent time in
jail, chained to an oar, or performing hard labor.
You served a sentence ofld4 years or succeeded in
escaping after that much time.

SUPERNATURAL EVENTS

d1 00

Event

01—05

You were ensorcelled by a fey and enslaved for 1d6
years before you escaped.

06——1 0

You saw a demon and ran away before it could do
anything to you.

11-15

16—20

A devil tempted you. Make a DC 10 Wisdom saving
throw. On a failed save, your alignment shifts one
step toward evil (ifit‘s not evil already), and you
start the game with an additional 1d20 + 50 gp.
You woke up one morning miles from your home,
with no idea how you got there.

21——30

You visited a holy site and felt the presence ofthe
divine there.

31 —-40

You witnessed a falling red star, a face appearing in
the frost, or some other bizarre happening. You are

certain that it was an omen of some sort.

41 —50

You escaped certain death and believe it was the
intervention ofa god that saved you.

51—60
61 —70

You witnessed a minor miracle.
You explored an empty house and found it to be

71—75

haunted.
You were briefly possessed. Roll a d6 to determine

d12

A terrible blight in your home community caused

what type ofcreature possessed you: 1, celestial; 2,

crops to fail, and many starved. You lost a sibling
or some other family member.
You did something that brought terrible shame to
you in the eyes ofyour family. You might have been
involved in a scandal, dabbled in dark magic, or

devil; 3, demon; 4, fey; 5, elemental; 6, undead.

?6—30

You saw a ghost.

36—90

You saw a ghoul feeding on a corpse.
A celestial or a fiend visited you in your dreams to

91—95

give a warning of dangers to come.
You briefly visited the Feywild or the Shadowfell.

81—85

96—00

offended someone important. The attitude ofyour
family members toward you becomes indifferent at
best, though they might eventually forgive you.

You saw a portal that you believe leads to another
plane of existence.

For a reason you were never told, you were exiled

from your community. You then either wandered in
the wilderness for a time or promptly found a new

TRAGEDIES

d'lZ
1—2

1Yagedy

A family member or a close friend died. Roll on
the Cause of Death supplemental table to find out

Tragedy

11

place to live.
A romantic relationship ended. Roll 3 d6. An odd

number means it ended with bad feelings, while an

even number means it ended amicably.
A current or prospective romantic partner ofyours

how.

A friendship ended bitterly, and the other person
is now hostile to you. The cause might have been a

died. Roll on the Cause of Death supplemental

misunderstanding or something you or the former

table to find out how. lfthe result is murder, roll a

friend did.

d12. On a 1, you were responsible, whether directly

You lost all your possessions in a disaster, and you

orindirectly.

had to rebuild your life.
You were imprisoned for a crime you didn’t commit and spent 1d6 years at hard labor, in jail, or
shackled to an oar in a slave galley.
War ravaged your home community, reducing everything to rubble and ruin. in the aftermath, you

either helped your town rebuild or moved some-

where else.

A lover disappeared without a trace. You have been
looking for that person ever since.

WAR
d12

2—3

War Outcome

You were knocked out and left for dead. You woke
up hours later with no recollection ofthe battle.
You were badly injured in the fight, and you still
bear the awful scars ofthose wounds.
You ran away from the battle to save your life, but

you still feel shame for your cowardice.
You suffered only minor injuries, and the wounds
all healed without leaving scars.

i. ll 5x5"? iii? '5

' 4. 'i!

1.3. \i ii“. l~.' i ‘ l‘Tl (.1 is.“

.‘

d12
8—9

lO—l'l

12

War Outcome
You survived the battle, but you suffer from terrible
nightmares in which you relive the experience.

You escaped the battle unscathed, though many of
your Friends were injured or lost.
You acquitted yourselfwell in battle and are re—

membered as a hero. You might have received a
medal for your bravery.

WEIRD STUFF

d12
1

What Happened

You were turned into a toad and remained in that
form for id4 weeks.
You were petrified and remained a stone statue for

a time until someone freed you.

You were enslaved by a hag, a satyr, or some other

being and lived in that creature’s thrall for ld6
years.

A dragon held you as a prisoner for ld4 months
until adventurers killed it.

d12

1

Cause of Death

Unknown

2

Murdered

3

Killed in battle

4

Accident related to class or occupation

5
6—7
8

Accident unrelated to class or occupation
Natural causes, such as disease or old age
Apparent suicide

9
10

Torn apart by an animal or a natural disaster
Consumed by a monster

ll

Executed for a crime or tortured to death
Bizarre event, such as being hit by a meteorite,

12

struck down by an angry god, or killed by a hatching slaad egg

d100

Class

01—07

Barbarian

08—14

Bard

15—29

Cleric

30—36

Druid

53—58

Monk

37—52

Fighter

A lover of yours was secretly a silver dragon.
You were captured by a cult and nearly sacrificed

59—64

Paladin

65—70

Ranger

71—84

Rogue

You escaped, but you fear they will find you.
You met a demigod, an archdevil, an archfey, a de-

85—89

Sorcerer

90—94

Warlock

95—00

Wizard

on an altarto the foul being the cultists served.

mon lord, or a titan, and you lived to tell the tale.
You were swallowed by a giant fish and spent a
month in its gullet before you escaped.
A powerful being granted you a wish, but you
squandered it on something frivolous.

SUPPLEMENTAL TABLES
The supplemental tables below give you a way to randomly determine characteristics and other facts about

individuals who are part of your character’s life. Use
these tables when directed to do so by another table, or
when you simply want to come up with a piece of infor-

mation quickly. The tables are in alphabetical order.

ALI c. N M E N T
3

CAUSE OF DEATH

You served a powerful adventurer as a hireling. You
have only recently left that service. Use the supple-

behavior might linger.

3d6

18

Neutral good
Lawful good (50%) or lawful neutral (50%)
Chaotic good (50%) or chaotic neutral (50%)

CLASS

the basic details about your former employer.
You went insane for id6 years and recently regained your sanity. A tic or some other bit ofodd

ll

16—17

Alignment

You were taken captive by a race ofevil humanoids
such as drow, kuo-toa, or quaggoths. You lived as a
slave in the Underdark until you escaped.

mental tables and work with your DM to determine

'IO

3d6

13-15

Alignment

Chaotic evil (50%) or chaotic neutral (50%)

4—5

Lawful evil

6—8

Neutral evil

9—12

Neutral

(iils‘t lJTlE i-i i

i iii-Hi \i'lL-LEt r.'::i'='i'ir::‘:-;<.

OCCUPATION
d100

Occupation

01—05

Academic

06—10
‘li

Adventurer (roll on the Class table)
Aristocrat

12—26

Artisan or guild member

27—31

Criminal

32—36

Entertainer

37—38

Exile, hermit, or refugee

39—43

Explorer or wanderer

44—55

Farmer or herder

56—60

Hunter or trapper

61—75

Laborer

76—80

Merchant

81—35

Politician or bureaucrat

86—90

Priest

91—95

Sailor

96—00

Soldier

RACE
Human

41—50

Dwarf

51-—60

Elf

Halfling

71—75

Dragonborn

76—80

Gnome

31—35

Half-elf

86—90

Half~orc

9l—95

Tiefling

96—00

DM’s choice

RELATIONSHIP
3d4

Attitude

3—4

Hostile

5-10

Friendly

11—12

Indifferent

STATUS
3d6

3
4—5

6—

ther. These feats are each associated with a race from

the Player’s Handbook, as summarized in the Racial

Feats table. A racial feat represents either a deepening
connection to your race’s culture or a physical transformation that brings you closer to an aspect of your
race’s lineage.
The cause of a particular transformation is up to you
and your DM. A transformational feat can symbolize a
latent quality that has emerged as you age, or a transformation might be the result of an event in the campaign,
such as exposure to powerful magic or visiting a place of
ancient significance to your race. Transformations are a

fundamental motif of fantasy literature and folklore. Fig—

Status

Dead (roll on the Cause of Death table)
Missing or unknown
Alive, but doing poorly due to injury, financial trouble, or relationship difficulties

9—12

Alive and well

l3—l5

Alive and quite successful

i6—l7

Alive and infamous

18

that allow you to explore your character’s race fur-

Alive and famous

WHAT’S NEXT?
When you’re finished using these tables, you’ll have a
collection of facts and notes that—at a minimum—encap-

sulate what your character has been doing in the world

up till now. Sometimes that might be all the information
you want, but you don’t have to stop there.
By using your creativity to stitch all these bits together
into a continuous narrative, you can create a full-fledged
autobiography for your character in as little as a few
sentences—an excellent example of how the whole is
greater than the sum of its parts.

Did you get a couple of results on the tables that don’t

outright contradict each other but also don’t seem to fit
together smoothly? If so, now is your chance to explain
what happened to you. For instance, let’s say you were
born in a castle, but your childhood home was in the

wilderness. It could be that your parents traveled from
their forest home to seek help from a midwife at the
castle when your mother was close to giving birth. Or

your parents might have been members of the castle’s

staff before you were born, but they were released from
service soon after you came into the world.
In addition to deepening your own roleplaying experi-

ence, your character’s history presents your DM with op—
portunities to weave those elements into the story of the
campaign. Any way you look at it, adding definition to

your character’s pro—adventuring life is time well spent.

uring out why your character has changed can be a rich
addition to your campaign’s story.

--

61—70

RACIAL FEATS
Leveling up in a class is the main way a character
evolves during a campaign. Some DMs also allow the
use of feats to customize a character. Feats are an op—
tional rule in chapter 6, “Customization Options,” of the
Player’s Handbook. The DM decides whether they’re
used and may also decide that some feats are available
in a campaign and others aren’t.
This section introduces a collection of special feats

RACIAL FEATS

.g.

01—40

Race

Race

Feat

Dragonborn

Dragon Fear

Dragonborn

Dragon Hide

Dwarf

Dwarven Fortitude

Dwarf

Squat Nimbleness

Elf

Elven Accuracy

Elf (drow)
Elf (high)

Drow High Magic
Fey Teleportation

Elf (wood)

Wood ElfMagic

Gnome

Fade Away

Gnome

Squat Nimbleness

Half-elf

Elven Accuracy

Half-elf

Prodigy

Half-arc

Orcish Fury

Half-ore

Prodigy

Halfling
Halfling
Halfling
Human

’

Tiefling

Tiefling

Bountiful Luck
Second Chance
Squat Nimbleness
Prodigy
Flames of Phlegethos

Infernal Constitution

The feats are presented below in alphabetical order.

BOUNTIFUL LUCK
Prerequisite: Halfling

Your people have extraordinary luck, which you have

learned to mystically lend to your companions when you
see them falter. You’re not sure how you do it; you just
wish it, and it happens. Surely a sign of fortune’s favor!

.. -_;—r;;:

d100

ing throw, you can use your reaction to let the ally reroll
the die. The ally must use the new roll.
When you use this ability, you can’t use your Lucky
racial trait before the end of your next turn.

- Whenever you take the Dodge action in combat, you
can spend one Hit Die to heal yourself. Roll the die,

add your Constitution modifier, and regain a number
of hit points equal to the total (minimum of 1).

ELVEN ACCURACY

DRAGON FEAR

Prerequisite: Elf or half-eff

Prerequisite: Dragonborn

archers and spellcasters. You have uncanny aim with at-

The accuracy of elves is legendary, especially that of elf

When angered, you can radiate menace. You gain the

tacks that rely on precision rather than brute force. You

- Increase your Strength, Constitution, or Charisma
score by 1, to a maximum of 20.

- Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
. Whenever you have advantage on an attack roll using
Dexterity, Intelligence, Wisdom, or Charisma, you can
reroll one of the dice once.

following benefits:

- Instead of exhaling destructive energy, you can ex—

pend a use of your Breath Weapon trait to roar, forcing

each creature of your choice within 30 feet of you to

make a Wisdom saving throw (DC 8 + your proficiency
bonus + your Charisma modifier). A target automatically succeeds on the save if it can’t hear or see you.
On a failed save, a target becomes frightened of you
for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect
on itself on a success.

DRAGON HIDE
Prerequisite: Dragonborn
You manifest scales and claws reminiscent of your dra-

conic ancestors. You gain the following benefits:

- Increase your Strength, Constitution, or Charisma
score by 1, to a maximum of 20.
- Your scales harden. While you aren’t wearing armor,
you can calculate your AC as 13 + your Dexterity mod—
ifier. You can use a shield and still gain this benefit.

- You grow retractable claws from the tips of your fin—
gers. Extending or retracting the claws requires no

action. The claws are natural weapons, which you can

use to make unarmed strikes. Ifyou hit with them, you

deal slashing damage equal to M4 + your Strength

modifier, instead of the normal bludgeoning damage
for an unarmed strike.

DROW HIGH MAGIC
Prerequisite: Eif (drow)
You learn more of the magic typical of dark elves. You
learn the detect magic spell and can cast it at will, without expending a spell slot. You also learn levitate and
dispei magic, each of which you can cast once without

expending a spell slot. You regain the ability to cast
those two spells in this way when you finish a long rest.
Charisma is your spellcasting ability for all three spells.

gain the following benefits:

FADE AWAY
Prerequisite: Gnome

Your people are Clever, with a knack for illusion magic.
You have learned a magical trick for fading away when
you suffer harm. You gain the following benefits:

. Increase your Dexterity or Intelligence score by l, to a
maximum of 20.
- Immediately after you take damage, you can use a
reaction to magically become invisible until the end
of your next turn or until you attack, deal damage,
or force someone to make a saving throw. Once you
use this ability, you can’t do so again until you finish a
short or long rest.

FEY TELEPORTATION
Prerequisite: Eiffliigh)
Your study of high elven lore has unlocked fey power
that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily

stride through the Feywild to shorten your path from

one place to another. You gain the following benefits:

- Increase your Intelligence or Charisma score by 1, to
a maximum of 20.

- You learn to speak, read, and write Sylvan.
. You learn the misty step spell and can cast it once
without expending a spell slot. You regain the abil—
ity to cast it in this way when you finish a short or
long rest. Intelligence is your spellcasting ability for
this spell.

FLAMES or PHLEGETHOS
Prerequisite: Tiefling

DWARVEN FORTITUDE

You learn to call on hellfire to serve your commands.
You gain the following benefits:

Prerequisite: Dwa rf

- Increase your Intelligence or Charisma score by 1, to

You have the blood of dwarf heroes flowing through
your veins. You gain the following benefits:

a maximum of 20.
- When you roll fire damage for a spell you cast, you can
reroll any roll of 1 on the fire damage dice, but you
must use the new roll, even if it is another I- Whenever you cast a spell that deals fire damage, you
can cause flames to wreathe you until the end of your

- Increase your Constitution score by l, to a max—
imum of 20.

w

When an ally you can see within 30 feet of you rolls a

1 on the d20 for an attack roll, an ability check, or a sav—

next turn. The flames don’t harm you or your posses—

sions, and they shed bright light out to 30 feet and dim

light for an additional 30 feet. While the flames are
present, any creature within 5 feet of you that hits you
with a melee attack takes 1d4 fire damage.

INFERNAL CONSTITUTION
Prerequisite: fielding

Fiendish blood runs strong in you, unlocking a resild

ience akin to that possessed by some fiends. You gain
the following benefits:

- Increase your Constitution score by l, to a maximum of 20.

- You have resistance to cold damage and poi-

son damage.
- You have advantage on saving throws against be-

ing poisoned.

ORCI SH FU RY
Prerequisite: Half-ore

Your inner fury burns tirelessly. You gain the follow~
ing benefits:

- Increase your Strength or Constitution score by l, to a
maximum of 20.
. When you hit with an attack using a simple or martial
weapon, you can roll one of the weapon’s damage dice
an additional time and add it as extra damage of the
weapon’s damage type. Once you use this ability, you
can’t use it again until you finish a short or long rest.
- Immediately after you use your Relentless Endur—
ance trait, you can use your reaction to make one
weapon attack.

PRODIGY
Prerequisite: Haifieiif half-ore, or human
You have a knack for learning new things. You gain the
following benefits:

- You gain one skill proficiency of your choice, one tool
proficiency of your choice, and fluency in one language
of your choice.
- Choose one skill in which you have proficiency. You
gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make
with it. The skill you choose must be one that isn’t
already benefiting from a feature, such as Expertise,

that doubles your proficiency bonus.

SECOND CHANGE
Prerequisite: Halfling

Fortune favors you when someone tries to strike you.

You gain the following benefits:

- Increase your Dexterity, Constitution, or Charisma

score by 1, to a maximum of 20.

- When a creature you can see hits you with an attack
roll, you can use your reaction to force that creature to
reroll. Once you use this ability, you can’t use it again
until you roll initiative at the start of combat or until
you finish a short or long rest.

SQUAT NIMBLENESS
Prerequisite: Dwarf or a Small race

You are uncommonly nimble for your race. You gain the
following benefits:
- Increase your Strength or Dexterity score by l, to a

maximum of 20.
. Increase your walking speed by 5 feet.

- You gain proficiency in the Acrobatics or Athletics

skill (your choice).

- You have advantage on any Strength (Athletics) or
Dexterity (Acrobatics) check you make to escape from

being grappled.

WOOD ELF MAGIC
Prerequisite: E1f(wood)
You learn the magic of the primeval woods, which are
revered and protected by your people. You learn one
druid cantrip of your choice. You also learn the long
strider and pass Without trace spells, each of which you
can cast once without expending a spell slot. You regain
the ability to cast these two spells in this way when you
finish a long rest. Wisdom is your spellcasting ability for
all three spells.

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DUNGEON MASTER’S TOOLS
5 THE DUNGEON MASTER, YOU OVERSEE

the game and weave together the story ex-

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perienced by your players. You’re the one

who keeps it all going, and this chapter is

for you. It gives you new rules options, as
well as some refined tools for creating and
running adventures and campaigns. It is a
supplement to the tools and advice offered
in the Dungeon Master’s Guide.
The chapter opens with optional rules meant to help

you run certain parts of the game more smoothly. The
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chapter then goes into greater depth on several topics—
encounter building, random encounters, traps, magic
items, and downtime—which largely relate to how you
create and stage your adventures.
The material in this chapter is meant to make your

life easier. Ignore anything you find here that doesn’t

help you, and don’t hesitate to customize the things that
you do use. The game’s rules exist to serve you and the
games you run. As always, make them your own.

SnuULLsNEOUsEErECTs

Most effects in the game happen in succession, following an order set by the rules or the DM. In rare cases,
effects can happen at the same time, especially at the
start or end of a creature’s turn. If two or more things
happen at the same time on a character or monster's
turn, the person at the game table—whether player or

turn, you descend up to 500 feet at the end of that turn.
This process continues until the fall ends, either be—

cause you hit the ground or the fall is otherwise halted.

FLYING CREATURES AND FALLING
A flying creature in flight falls if it is knocked prone, if
its speed is reduced to 0 feet, or if it otherwise loses the
ability to move, unless it can hover or it is being held
aloft by magic, such as the fly spell.
If you’d like a flying creature to have a better chance of
surviving a fall than a non-flying creature does, use this
rule: subtract the creature’s current flying speed from
the distance it fell before calculating falling damage.
This rule is helpful to a flier that is knocked prone but
is still conscious and has a current flying speed that is
greater than 0 feet. The rule is designed to simulate the
creature flapping its wings furiously or taking similar
measures to slow the velocity of its fall.
If you use the rule for rate of falling in the previous

section, a flying creature descends 500 feet on the turn

when it falls, just as other creatures do. But ifthat crea—
ture starts any of its later turns still falling and is prone,
it can halt the fall on its turn by spending half its flying
speed to counter the prone condition (as if it were standing up in midair).

SLEEP

which those things happen. For example, if two effects
occur at the end of a player character’s turn, the player
decides which of the two effects happens first.

Just as in the real world, D&D characters spend many
hours sleeping, most often as part of a long rest. Most
monsters also need to sleep. While a creature sleeps,
it is subjected to the unconscious condition. Here are a
few rules that expand on that basic fact.

FALLLNG

WAKING SOMEONE

DM—who controls that creature decides the order in

Falling from a great height is a significant risk for ad—

venturers and their foes. The rule given in the Player’s
Handbook is simple: at the end of a fall, you take 1d6

A creature that is naturally sleeping, as opposed to be—
ing in a magically or chemically induced sleep, wakes
up if it takes any damage or if someone else uses an ac-

mum of 20d6. You also land prone, unless you somehow
avoid taking damage from the fall. Here are two optional
rules that expand on that simple rule.

noise—such as yelling, thunder, or a ringing bellaalso
awakens someone that is sleeping naturally.
Whispers don"t disturb sleep, unless a sleeper’s pas-

bludgeoning damage for every 10 feet you fell, to a maxi—

RATE OF FALLING
The rule for falling assumes that a creature immediately

drops the entire distance when it falls. But what if a
creature is at a high altitude when it falls, perhaps on
the back of a griffon or on board an airship? Realisti—
cally, a fall from such a height can take more than a few
seconds, extending past the end of the turn when the fall
occurred. If you’d like high-altitude falls to be properly

time—consuming, use the following optional rule.

When you fall from a great height, you instantly descend up to 500 feet. If you’re still falling on your next

tion to shake or slap the creature awake. A sudden loud

sive Wisdom (Perception) score is 20 or higher and the

whispers are within 10 feet of the sleeper. Speech at a
normal volume awakens a sleeper if the environment
is otherwise silent (no wind, birdsong, crickets, street

sounds, or the like) and the sleeper has a passive Wisdom (Perception) score of 15 or higher.

SLEEPING IN ARMOR
Sleeping in light armor has no adverse effect on the

wearer, but sleeping in medium or heavy armor makes it

difficult to recover fully during a long rest.

When you finish a long rest during which you slept in

medium or heavy armor, you regain only one quarter of
your spent Hit Dice (minimum of one die). If you have
any levels of exhaustion, the rest doesn’t reduce your
exhaustion level.

GOING WITHOUT A LONG REST
A long rest is never mandatory, but going without sleep
does have its consequences. If you want to account for
the effects of sleep deprivation on characters and creatures, use these rules.
Whenever you end a 24-hour period without finishing
a long rest, you must succeed on a DC 10 Constitution

saving throw or suffer one level of exhaustion.

It becomes harder to fight off exhaustion if you stay
awake for multiple days. After the first 24 hours, the
DC increases by 5 for each consecutive 24-hour period

without a long rest. The DC resets to 10 when you finish
a long rest.

TOOLS AND SKILLS TOGETHER
Tools have more specific applications than skills. The

History skill applies to any event in the past. A tool such
as a forgery kit is used to make fake objects and little

else. Thus, why would a character who has the opportunity to acquire one or the other want to gain a tool profi—
ciency instead of proficiency in a skill?
To make tool proficiencies more attractive choices for
the characters, you can use the methods outlined below.

Advantage. If the use of a tool and the use of a skill

both apply to a check, and a character is proficient with
the tool and the skill, consider allowing the character
to make the check with advantage. This simple benefit
can go a long way toward encouraging players to pick
up tool proficiencies. In the tool descriptions that follow,
this benefit is often expressed as additional insight (or
something similar), which translates into an increased
chance that the check will be a success.

Added Benefit. In addition, consider giving characters

ADAMANTINE WEAPONS
Adamantine is an ultrahard metal found in meteorites
and extraordinary mineral veins. In addition to being
used to craft adamann'ne armor, the metal is also used
for weapons.
Melee weapons and ammunition made Of or coated
with adamantine are unusually effective when used
to break objects. Whenever an adamantine weapon

or piece of ammunition hits an object, the hit is a

critical hit.
The adamantine version of a melee weapon or of

ten pieces of ammunition costs 500 gp more than the

normal version, whether the weapon or ammunition is
made of the metal or coated with it.

who have both a relevant skill and a relevant tool proficiency an added benefit on a successful check. This benefit might be in the form of more detailed information or

could simulate the effect of a different sort of successful

check. For example, a character proficient with mason’s
tools makes a successful Wisdom (Perception) check to
find a secret door in a stone wall. Not only does the character notice the doors presence, but you decide that the
tool proficiency entitles the character to an automatic
success on an Intelligence (Investigation) check to determine how to open the door.

TOOL DESCRIPTIONS
The following sections go into detail about the tools pre-

sented in the Player’s Handbook, offering advice on how

TOOL PROFICIENCIES

to use them in a campaign.
Components. The first paragraph in each description
gives details on what a set of supplies or tools is made
up of. A character who is proficient with a tool knows
how to use all of its component parts.
Skills. Every tool potentially provides advantage on a
check when used in conjunction with certain skills, pro—
vided a character is proficient with the tool and the skill.
As DM, you can allow a character to make a check using
the indicated skill with advantage. Paragraphs that be—
gin with skill names discuss these possibilities. In each
of these paragraphs, the benefits apply only to someone
who has proficiency with the tool, not someone who sim—
ply owns it.
With respect to skills, the system is mildly abstract in
terms of what a tool proficiency represents; essentially,
it assumes that a character who has proficiency with a
tool also has learned about facets of the trade or profession that are not necessarily associated with the use
of the tool.
In addition, you can consider giving a character extra

ter’s background and talents. At the game table, though,
the use of tools sometimes overlaps with the use of

text provides some examples and ideas when this opportunity is relevant.

certain situations. This section offers various ways that
tools can be used in the game.

with it a particular benefit in the form of a special use,
as described in this paragraph.

TYING KNOTS
The rules are purposely open-ended concerning mun-

dane tasks like tying knots, but sometimes knowing

how well a knot was fashioned is important in a dramatic scene when someone is trying to untie a knot or
slip out of one. Here’s an optional rule for determining
the effectiveness of a knot.
The creature who ties the knot makes an Intelligence

(Sleight of Hand) check when doing so. The total of the
check becomes the DC for an attempt to untie the knot

with an Intelligence (Sleight of Hand) check or to slip
out of it with a Dexterity (Acrobatics) check.

This rule intentionally links Sleight of Hand with
Intelligence, rather than Dexterity. This is an example

of how to apply the rule in the “Variant: Skills with
Different Abilities" section in chapter 7 of the Play;
er’s Handbook.

Tool proficiencies are a useful way to highlight a charac—

skills, and it can be unclear how to use them together in

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information or an added benefit on a skill check. The

Special Use. Proficiency with a tool usually brings

Sample DCs. A table at the end of each section lists
activities that a tool can be used to perform, and sug-

gested DCs for the necessary ability checks.

ALCHEMIST’S SUPPLIES

Alchemist’s supplies enable a character to produce useful concoctions, such as acid or alchemist’s fire.

Components. Alchemist‘s supplies include two glass

beakers, a metal frame to hold a beaker in place over

an open flame, a glass stirring rod, a small mortar and

pestle, and a pouch of common alchemical ingredients,
including salt, powdered iron, and purified water.
Arcana. Proficiency with alchemist’s supplies allows
you to unlock more information on Arcana checks in—
volving potions and similar materials.
Investigation. When you inspect an area for clues,
proficiency with alchemist’s supplies grants additional
insight into any chemicals or other substances that
might have been used in the area.
Aichemicai Crafting. You can use this tool proficiency
to create alchemical items. A character can spend
money to collect raw materials, which weigh 1 pound
for every 50 gp spent. The DM can allow a character to

make a check using the indicated skill with advantage.

As part of a long rest, you can use alchemist’s supplies
to make one dose of acid, alchemist’s fire, antitoxin,
oil, perfume, or soap. Subtract half the value of the cre—

ated item from the total gp worth of raw materials you
are carrying.

ALCHEMIST’S SUPPLIES

Activity

Create a puffofthick smoke
Identify a poison

DC

10
1O

Identify a substance

15

Start a fire

15

Neutralize acid

20

BREWER’S SUPPLIES

Brewing is the art of producing beer. Not only does beer
serve as an alcoholic beverage, but the process of brew—
ing purifies water. Crafting beer takes weeks of fermen—
tation, but only a few hours of work.
Components. Brewer's supplies include a large
glass jug, a quantity of hops, a siphon, and several feet

of tubing.

History. Proficiency with brewer’s supplies gives
you additional insight on Intelligence (History) checks
concerning events that involve alcohol as a significant element.
Medicine. This tool proficiency grants additional
insight when you treat anyone suffering from alcohol
poisoning or when you can use alcohol to dull pain.

Persuasion. A stiff drink can help soften the hardest

heart. Your proficiency with brewer’s supplies can help
you ply someone with drink, giving them just enough
alcohol to mellow their mood.
Potable Water. Your knowledge of brewing enables
you to purify water that would otherwise be undrink—
able. As part of a long rest, you can purify up to 6 gallons of water, or 1 gallon as part of a short rest.

BREWER’S SUPPLIES
Activity

DC

Detect poison or impurities in a drink

10

15
20

Identify alcohol
Ignore effects ofalcohol

CALLIGRAPHER’S SUPPLIES

Calligraphy treats writing as a delicate, beautiful art.
Calligraphers produce text that is pleasing to the eye,
using a style that is difficult to forge. Their supplies also
give them some ability to examine scripts and determine
if they are legitimate, since a calligrapher’s training in-

volves long hours of studying writing and attempting to

replicate its style and design.
Components. Calligrapher’s supplies include ink, a
dozen sheets of parchment, and three quills.
Arcana. Although calligraphy is of little help in deci—
phering the content of magical writings, proficiency with
these supplies can aid in identifying who wrote a script
of a magical nature.
History. This tool proficiency can augment the
benefit of successful checks made to analyze or inves—
tigate ancient writings, scrolls, or other texts, including runes etched in stone or messages in frescoes or
other displays.
Decipher Treasure Map. This tool proficiency grants
you expertise in examining maps. You can make an
Intelligence check to determine a map’s age, whether a

map includes any hidden messages, or similar facts.

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CALLIORAPHER’S SUPPLIES

Activityr

Identify writer of nonmagical script
Determine writer's state of mind
Spot forged text
Forge a signature

DC

10
15
15

20

CARPENTER’S TOOLs

Skill at carpentry enables a character to construct
wooden structures. A carpenter can build a house, a
shack, a wooden cabinet, or similar items.
Components. Carpenter’s tools include a saw, a hammer, nails, a hatchet, a square, a ruler, an adze, a plane,

and a chisel.
History. This tool proficiency aids you in identifying

the use and the origin of wooden buildings and other
large wooden objects.
Investigation. You gain additional insight when in-

specting areas within wooden structures, because you
know tricks of construction that can conceal areas from

discovery.

Perception. You can spot irregularities in wooden
walls or floors, making it easier to find trap doors and

secret passages.
Stealth. You can quickly assess the weak spots in a
wooden floor, making it easier to avoid the places that
creek and groan when they’re stepped on.
Fortifv. With 1 minute of work and raw materials,
you can make a door or window harder to force open.

Increase the DC needed to open it by 5.
Temporary Shelter. As part of a long rest, you can

construct a lean-to or a similar shelter to keep your

group dry and in the shade for the duration of the rest.

Because it was fashioned quickly from whatever wood

was available, the shelter collapses 1d3 days after being
assembled.

CARPENTER’S TOOLS
Activity

DC

Build a simple wooden structure

10

Find a weak point in a wooden wall
Pry apart a door

15
20

Design a complex wooden structure

15

CARTOGRAPHER’S TOOLS

Using cartographer’s tools, you can create accurate
maps to make travel easier for yourself and those who

come after you. These maps can range from large-scale
depictions of mountain ranges to diagrams that show
the layout of a dungeon level.

Components. Cartographer’s tools consist of a

quill, ink, parchment, a pair of compasses, calipers,
and a ruler.
Arcana, History, Religion. You can use your knowl—

edge of maps and locations to unearth more detailed

information when you use these skills. For instance, you

might spot hidden messages in a map, identify when the
map was made to determine if geographical features
have changed since then, and so forth.

makes it easier for you to answer questions or solve issues relating to the terrain around you.

Survival. Your understanding of geography makes it

easier to find paths to civilization, to predict areas where

villages or towns might be found, and to avoid becom-

ing lost. You have studied so many maps that common
patterns, such as how trade routes evolve and where
settlements arise in relation to geographic locations, are
familiar to you.
Crafta Map. While traveling, you can draw a map as

you go in addition to engaging in other activity.
CARTOGRAPH ER’S TOOLS
Activity

Determine a map’s age and origin
Estimate direction and distance to a landmark
Discern that a map is fake
Fill in a missing part ofa map

DC

10
15
15
20

COBBLER’S TOOLS

Although the cobbler’s trade might seem too humble for

an adventurer, a good pair of boots will see a character
across rugged wilderness and through deadly dungeons.
Components. Cobbler’s tools consist of a hammer,
an awl, a knife, a shoe stand, a cutter, spare leather,

and thread.
Arcana, History. Your knowledge of shoes aids you in
identifying the magical properties of enchanted boots or
the history Of such items.
Investigation. Footwear holds a surprising number
of secrets. You can learn where someone has recently
visited by examining the wear and the dirt that has accumulated on their shoes. Your experience in repairing
shoes makes it easier for you to identify where damage
might come from.
Maintain Shoes. As part of a long rest, you can repair
your companions’ shoes. For the next 24 hours, up to six
creatures of your choice who wear shoes you worked on

can travel up to 10 hours a day without making saving
throws to avoid exhaustion.

Craft Hidden Compartment. With 8 hours of work,
you can add a hidden compartment to a pair of shoes.

The compartment can hold an object up to 3 inches long
and 1 inch wide and deep. You make an Intelligence
check using your tool proficiency to determine the lntelligence (Investigation) check DC needed to find the
compartment.

COBBLER’s TOOLs

Activity

Determine a shoe’s age and origin
Find a hidden compartment in a boot heel

DC

10
15

COOK’S UTENSILS

Adventuring is a hard life. With a cook along on the journey, your meals will be much better than the typical mix
of hardtack and dried fruit.

Components. Cook’s utensils include a metal pot,

knives, forks, a stirring spoon, and a ladle.

History. Your knowledge of cooking techniques al—
lows you to assess the social patterns involved in a cul-

tures eating habits.
Medicine. When administering treatment, you can
transform medicine that is bitter or sour into a pleasing
concoction.

Survival. When foraging for food, you can make do

with ingredients you scavenge that others would be un-

FORGERY KIT

A forgery kit is designed to duplicate documents and to
make it easier to copy a person’s seal or signature.

Components. A forgery kit includes several different

types of ink, a variety of parchments and papers, several
quills, seals and sealing wax, gold and silver leaf, and
small tools to sculpt melted wax to mimic a seal.
Arcana. A forgery kit can be used in conjunction

able to transform into nourishing meals.

with the Arcana skill to determine if a magic item is

Coox’s UTENSILS

of history improves your ability to create fake historical
documents or to tell if an old document is authentic.
Investigation. When you examine objects, proficiency

Prepare Meals. As part of a short rest, you can pre—
pare a tasty meal that helps your companions regain
their strength. You and up to five creatures of your
choice regain 1 extra hit point per Hit Die spent during
a short rest, provided you have access to your cook’s
utensils and sufficient food.

Activity

DC

Create atypical meal
Duplicate a meal
Spot poison or impurities in food
Create a gourmet meal

10
10
15
15

DISGUISE KIT

The perfect tool for anyone who wants to engage in
trickery, a disguise kit enables its owner to adopt a
false identity.
Components. A disguise kit includes cosmetics, hair
dye, small props, and a few pieces of clothing.
Deception. In certain cases, a disguise can improve

your ability to weave convincing lies.

Intimidation. The right disguise can make you look
more fearsome, whether you want to scare someone
away by posing as a plague victim or intimidate a gang
of thugs by taking the appearance of a bully.
Performance. A cunning disguise can enhance an audience’s enjoyment of a performance, provided the dis—
guise is properly designed to evoke the desired reaction.
Persuasion. Folk tend to trust a person in uniform. If
you disguise yourself as an authority figure, your efforts
to persuade others are often more effective.
Create Disguise. As part of a long rest, you can

real or fake.
Deception. A wellwcrafted forgery, such as papers proclaiming you to be a noble or a writ that grants you safe
passage, can lend credence to a lie.

History. A forgery kit combined with your knowledge

with a forgery kit is useful for determining how an ob—

ject was made and whether it is genuine.

Other Tools. Knowledge of other tools makes your

forgeries that much more believable. For example, you

could combine proficiency with a forgery kit and profi-

ciency with cartographer’s tools to make a fake map.
Quick Fake. As part of a short rest, you can produce
a forged document no more than one page in length. As
part of a long rest, you can produce a document that is
up to four pages long. Your Intelligence check using a

forgery kit determines the DC for someone else’s Intelligence (Investigation) check to spot the fake.
FORGERY KIT

DC

Activity

15

Mimic handwriting

20

Duplicate a wax seal

GAMING SET

Proficiency with a gaming set applies to one type of
game, such as Three-Dragon Ante or games of chance
that use dice.
Components. A gaming set has all the pieces needed

to play a specific game or type of game, such as a com-

disguise once you have created it. You can carry only
one such disguise on you at a time without drawing

plete deck of cards or a board and tokens.
History. Your mastery of a game includes knowledge
of its history, as well as of important events it was con—
nected to or prominent historical figures involved with it.

a similar method to keep them hidden. Each disguise

gain understanding of their personality, granting you a

At other times, it takes 10 minutes to craft a disguise
that involves moderate changes to your appearance,
and 30 minutes for one that requires more extensive changes.

read their mood.

Dnscurse KIT

dexterous movements is a great distraction for a pickpocketing attempt.

create a disguise. It takes you 1 minute to don such a
undue attention, unless you have a bag ofholding or

weighs 1 pound.

Activity

Cover injuries or distinguishing marks
Spot a disguise being used by someone else
Copy a humanoid’s appearance

DC

10
15
20

Insight. Playing games with someone is a good way to

better ability to discern their lies from their truths and

Sleight‘ofHand. Sleight of Hand is a useful skill for

cheating at a game, as it allows you to swap pieces,
palm cards, or alter a die roll. Alternatively, engrossing

a target in a game by manipulating the components with

GAMING SET
DC

Activity

15
15

Catch a player cheating
Gain insight into an Opponent’s personality

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GLASSBLOWER’S TOOLS
Someone who is proficient with glassblower’s tools
has not only the ability to shape glass, but also specialized knowledge of the methods used to produce
glass objects.
Components. The tools include a blowpipe, a small
marver, blocks, and tweezers. You need a source of heat

to work glass.

Arcana, History. Your knowledge of glassmaking
techniques aids you when you examine glass objects,
such as potion bottles or glass items found in a treasure
hoard. For instance, you can study how a glass potion
bottle has been changed by its contents to help deter—

mine a potion’s effects. (A potion might leave behind a

residue, deform the glass, or stain it.)
Investigation. When you study an area, your knowL

edge can aid you if the clues include broken glass or

glass objects.
Identify Weakness. With 1 minute of study, you can

identify the weak points in a glass object. Any damage
dealt to the Object by striking a weak spot is doubled.
GLASSBLOWER’S TOOLS
Activity

DC

identify source of glass

10

Determine what a glass object once held

20

HERBALISM KIT
Proficiency with an herbalism kit allows you to identify
plants and safely collect their useful elements.

Components. An herbalism kit includes pouches to

store herbs, clippers and leather gloves for collecting
plants, a mortar and pestle, and several glass jars.
Arcana. Your knowledge of the nature and uses of
herbs can add insight to your magical studies that deal
with plants and your attempts to identify potions.
Investigation. When you inspect an area overgrown
with plants, your proficiency can help you pick out de—
tails and clues that others might miss.
Medicine. Your mastery of herbalism improves your
ability to treat illnesses and wounds by augmenting your
methods of care with medicinal plants.

Nature and Survival. When you travel in the wild,

your skill in herbalism makes it easier to identify plants
and spot sources of food that others might overlook.
Identify Plants. You can identify most plants with a
quick inspection of their appearance and smell.
HERBALISM KIT
Activity

DC

Find plants
Identify poison

15
20

jEWELER‘S TOOLS
Training with jeweler’s tools includes the basic techniques needed to beautify gems. it also gives you exper—
tise in identifying precious stones.
Components. Jeweler’s tools consist Of a small saw
and hammer, files, pliers, and tweezers.
Arcana. Proficiency with jeweler’s tools grants you
knowledge about the reputed mystical uses of gems.
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This insight proves handy when you make Arcana
checks related to gems or gem—encrusted items.
Investigation. When you inspect jeweled objects. your
proficiency with jeweler’s tools aids you in picking out

clues they might hold.

Identify Gems. You can identify gems and determine
their value at a glance.

JEWELER’S TOOLS
Activity

DC

Modify a gem's appearance

15

Determine a gem's history

20

LAND AND WATER VEHICLES
Proficiency with land vehicles covers a wide range of options, from chariots and howdahs to wagons and carts.
Proficiency with water vehicles covers anything that navigates waterways. Proficiency with vehicles grants the
knowledge needed to handle vehicles of that type, along
with knowledge of how to repair and maintain them.
In addition, a character proficient with water vehicles
is knowledgeable about anything a professional sailor
would be familiar with, such as information about the
sea and islands, tying knots, and assessing weather and
sea conditions.
Arcana. When you study a magic vehicle, this tool proficiency aids you in uncovering lore or determining how
the vehicle operates.
Investigation, Perception. When you inspect a vehi—
cle for clues or hidden inform ation, your proficiency aids
you in noticing things that others might miss.
Vehicle Handling. When piloting a vehicle, you can
apply your proficiency bonus to the vehicle's AC and saving throws.

VEHICLES
Activity

DC

Navigate rough terrain or waters

10

Assess a vehicle's condition

Take a tight corner at high speed

15

20

LEATHERWORKER’S TOOLS
Knowledge of leatherworking extends to lore concern—
ing animal hides and their properties. It also confers
knowledge of leather armor and similar goods.
Components. Leatherworker’s tools include a knife,
a small mallet, an edger, a hole punch, thread, and
leather scraps.
Arcana. Your expertise in working with leather grants
you added insight when you inspect magic items crafted
from leather, such as boots and some cloaks.
Investigation. You gain added insight when studying
leather items or clues related to them, as you draw on
your knowledge of leather to pick out details that others
would overlook.

Identify Hides. When looking at a hide or a leather

item, you can determine the source of the leather and
any special techniques used to treat it. For example,
you can spot the difference between leather crafted
using dwarven methods and leather crafted using halfling methods.

NAVIGATOR’S TOOLS

LEATHERwoRKER’s TOOLS

DC

Activity

DC

Modify a leather item’s appearance

10

Determine a leather item’s history

20

Plot a course
Discover your position on a nautical chart

10
15

Activity

PAINTER’S SUPPLIES

MASON’S TOOLS

Mason’s tools allow you to craft stone structures, includ-

ing walls and buildings crafted from brick.

Components. Mason’s tools consist of a trowel, a
hammer, a chisel, brushes, and a square.

History. Your expertise aids you in identifying a stone
building’s date of construction and purpose, along with
insight into who might have built it.
Investigation. You gain additional insight when in—

specting areas within stone structures.

Perception. You can spot irregularities in stone walls
or floors, making it easier to find trap doors and se-

cret passages.

Demolition. Your knowledge. of masonry allows you
to spot weak points in brick walls. You deal double damage to such structures with your weapon attacks.

MASON’S TOOLS

Activity

DC

Chisel a small hole in a stone wall
Findaweak pointinastonewall

10
15

MUSICAL INSTRUMENTS

Proficiency with a musical instrument indicates you are
familiar with the techniques used to play it. You also
have knowledge of some songs commonly performed
with that instrument.
History. Your expertise aids you in recalling lore related to your instrument.
Performance. Your ability to put on a good show
is improved when you incorporate an instrument
into your act.
Compose 3 Tune. As part of a long rest, you can
compose a new tune and lyrics for your instrument. You
might use this ability to impress a noble or spread scan-

dalous rumors with a catchy tune.

Proficiency with painter’s supplies represents your
ability to paint and draw. You also acquire an understanding of art history, which can aid you in examining
works of art.
Components. Painter’s supplies include an easel, canvas, paints, brushes, charcoal sticks. and a palette.
Arcana, History, Religion. Your expertise aids you in

uncovering lore of any sort that is attached to a work of
art, such as the magical properties of a painting or the

origins of a strange mural found in a dungeon.

Investigation, Perception. When you inspect a
painting or a similar work of visual art, your knowledge
of the practices behind creating it can grant you additional insight.
Painting and Drawing. As part of a short or long rest,
you can produce a simple work of art. Although your
work might lack precision, you can capture an image or
a scene, or make. a quick copy of a piece of art you saw.
PAINTER’S SUPPLIES
Activity

DC

Paint an accurate portrait
Create a painting with a hidden message

20

10

POISONER’S KIT

A poisoner’s kit is a favored resource for thieves, assassins, and others who engage in skulduggery. It allows
you to apply poisons and create them from various
materials. Your knowledge of poisons also helps you
treat them.
Components. A poisoner’s kit includes glass vials, a
mortar and pestle, chemicals, and a glass stirring rod.
History. Your training with poisons can help you
when you try to recall facts about infamous poisonings.
Investigation, Perception. Your knowledge of poisons

has taught you to handle those substances carefully,

MUSICAL INSTRUMENT
Activity

DC

Identify a tune
Improvise a tune

10
20

NAVIGATOR’S TOOLS

Proficiency with navigator's tools helps you determine a
true course based on observing the stars. It also grants

you insight into charts and maps while developing your

sense of direction.
Components. Navigator’s tools include a sextant, a
compass, calipers, a ruler, parchment, ink, and a quill.
Survival. Knowledge of navigator’s tools helps you
avoid becoming lost and also grants you insight into the
most likely location for roads and settlements.
Sighting. By taking careful measurements, you can
determine your position on a nautical chart and the
time of day.

giving you an edge when you inspect poisoned objects or
try to extract clues from events that involve poison.
Medicine. When you treat the victim of a poison, your
knowledge grants you added insight into how to provide
the best care to your patient.
Nature, Survival. Working with poisons enables
you to acquire lore about which plants and animals are
poisonous.
Handle Poison. Your proficiency allows you to handle
and apply a poison without risk of exposing yourself to
its effects.

POISONER’S TOOLS

Activity

DC

Spot a poisoned object
Determine the effects ofa poison

10
20

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Arcana and History. Your expertise lends you ad
ditional insight when examining metal objects, such
as weapons.

Investigation. You can spot clues and make deduc—

tions that others might overlook when an investigation
involves armor, weapons, or other metalwork.
Repair. With access to your tools and an open flame
hot enough to make metal pliable, you can restore 10 hit
points to a damaged metal object for each hour of work.

SMITH’s TOOLS

Activity

DC

Sharpen a dull blade
Repaira suit oiarmor

10
lS

Sunder a nonmagical metal object

15

THIEVES’ TOOLS
Perhaps the most common tools used by adventurers,
thieves’ tools are designed for picking locks and foiling
traps. Proficiency with the tools also grants you a general knowledge of traps and locks.
Components. Thieves’ tools include a small file, a set
Of lock picks, a small mirror mounted on a metal handle,
a set of narrow—bladed scissors, and a pair of pliers.
History. Your knowledge of traps grants you insight
when answering questions about locations that are renowned for their traps.
Investigation and Perception. You gain additional insight when looking for traps, because you have learned

a variety of common signs that betray their presence.

POTTER’S TOOLS

Potter’s tools are used to create a variety of ceramic Ob-

jects, most typically pots and similar vessels.

Components. Potter’s tools include potter’s needles,

ribs, scrapers, a knife, and calipers.
History. Your expertise aids you in identifying ce'
ramic objects, including when they were created and
their likely place or culture of origin.
Investigation, Perception. You gain additional insight
when inspecting ceramics, uncovering clues others

would overlook by spotting minor irregularities.

Reconstruction. By examining pottery shards, you
can determine an object’s original, intact form and its
likely purpose.

THIEVES’ TOOLs
Activity
Pick a lock
Disable a trap

DC
Varies
Varies

TINKER’S TOOLS
A set of tinker’s tools is designed to enable you to repair

POTTER’S TOOLS

Activity

DC

Determine what a vessel once held
Create a serviceable pot

10
15

Find a weak point in a ceramic Object

20

SMITH’S TOOLS
Smith’s tools allow you to work metal, heating it to
alter its shape, repair damage, or work raw ingots into
useful items.

Components. Smith’s tools include hammers, tongs,

charcoal, rags, and a Whetstone.

Seta Trap. just as you can disable traps, you can also
set them. As part of a short rest, you can create a trap
using items you have on hand. The total of your check
becomes the DC for someone else’s attempt to discover
or disable the trap. The trap deals damage appropriate
to the materials used in crafting it (such as poison or a
weapon) or damage equal to half the total of your check,
whichever the DM deems appropriate.

many mundane objects. Though you can’t manufacture

much with tinker’s tools, you can mend torn clothes,
sharpen a worn sword, and patch a tattered suit of
chain mail.
Components. Tinker’s tools include a variety of hand
tools, thread, needles, a Whetstone, scraps of cloth and
leather, and a small pot of glue.
History. You can determine the age and origin of objects, even if you have only a few pieces remaining from
the original.
Investigation. When you inspect a damaged object, you gain knowledge of how it was damaged and
how long ago.

Repair. You can restore 10 hit points to a damaged ob—
ject for each hour of work. For any object, you need access to the raw materials required to repair it. For metal
objects, you need access to an open flame hot enough to
make the metal pliable.

SPELLCASTING
This section expands on the spellcasting rules pre—

sented in the Player's Handbook and the Dungeon Master’s Guide, providing clarifications and new Options.

PERCEIVING A CASTER AT WORK

TINKER’s TOOLs
Activity

DC

Temporarily repair a disabled device
Repair an item in halfthe time
Improvise a temporary item using scraps

10
l5
20

Waxvsa‘s TOOLS
Weaver‘s tools allow you to create cloth and tailor it into
articles of clothing.
Components. Weaver’s tools include thread, needles,
and scraps of cloth. You know how to work a loom, but
such equipment is too large to transport.
Arcana, History. Your expertise lends you additional
insight when examining cloth objects, including cloaks

and robes.

Investigation. Using your knowledge of the process of
creating cloth objects, you can spot clues and make deductions that others would overlook when you examine
tapestries, upholstery, clothing, and other woven items.
Repair. As part of a short rest, you can repair a single
damaged cloth object.
Craft Clothing. Assuming you have access to suf—
ficient cloth and thread, you can create an outfit for a
creature as part of a long rest.

Many spells create obvious effects: explosions of fire,
walls of ice, teleportation, and the like. Other spells,
such as charm person, display no visible, audible, or oth—

erwise perceptible sign of their effects, and could easily

go unnoticed by someone unaffected by them. As noted
in the Player’s Handbook, you normally don’t know that
a spell has been cast unless the spell produces a noticeable effect.
But what about the act of casting a spell? Is it possible
for someOne to perceive that a spell is being cast in their
presence? To be perceptible, the casting of a spell must
involve a verbal, somatic, or material component. The
form of a material component doesn’t matter for the
purposes of perception, whether it’s an object specified
in the spell’s description, a component pouch, or a spellcasting focus.
If the need for a spell’s components has been removed
by a special ability, such as the sorcerer’s Subtle Spell
feature or the Innate Spellcasting trait possessed by
many creatures, the casting of the spell is imperceptible.

If an imperceptible casting produces a perceptible ef-

fect, it’s normally impossible to determine who cast the
spell in the absence of other evidence.

IDENTIFYING A SPELL

WEMER’S TOOLS
Activity

DC

Repurpose cloth
Mend a hole in a piece ofcloth

l0
l0

Tailor an outfit

15

Wooncxavsa’s TOOLS

Sometimes a character wants to identify a spell that
someone else is casting or that was already cast. To do
so, a character can use their reaction to identify a spell
as it’s being cast, or they can use an action on their turn
to identify a spell by its effect after it is cast.
If the character perceived the casting, the spell’s ef—
fect, or both, the character can make an Intelligence (Ar-

Woodcarver’s tools allow you to craft intricate objects
from wood, such as wooden tokens or arrows.
Components. Woodcarver’s tools consist of a knife, a
gouge, and a small saw.
Arcana, History. Your expertise lends you additional

cana) check with the reaction or action. The DC equals

rines or arrows.
Nature. Your knowledge of wooden objects gives you
some added insight when you examine trees.
Repair. As part of a short rest, you can repair a single
damaged wooden object.
Craft Arrows. As part of a short rest, you can craft
up to five arrows. As part of a long rest, you can craft
up to twenty. You must have enough wood on hand to
produce them.

ciated with any class when they’re cast, such as when a
monster uses its Innate Spellcasting trait.

that identifying a spell requires a quick mind and familiarity with the theory and practice of casting. This is
true even for a character whose spellcasting ability is
Wisdom or Charisma. Being able to cast spells doesn’t
by itself make you adept at deducing exactly what others
are doing when they cast their spells.

WOODCARVER’S TOOLS

INVALID SPELL TARGETS

insight when you examine wooden objects, such as figu-

Activity

DC

Craft a small wooden figurine
Carve an intricate pattern in wood

lO
l5

15 + the spell’s level. If the spell is cast as a class spell
and the character is a member of that class, the check
is made with advantage. For example, if the spellcaster
casts a spell as a cleric, another cleric has advantage on

the check to identify the spell. Some spells aren't asso—

This Intelligence (Arcana) Check represents the fact

A spell specifies what a caster can target with it: any
type of creature, a creature of a certain type (humanoid
or beast, for instance), an object, an area, the caster,
or something else. But what happens if a spell tar-

gets something that isn’t a valid target? For example,

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someone might cast charm person on a creature be-

lieved to be a humanoid, not knowing that the target is

in fact a vampire. If this issue comes up, handle it using

the following rule.
If you cast a spell on someone or something that can’t

be affected by the spell, nothing happens to that target,
but if you used a spell slot to cast the spell, the slot is

still expended. If the spell normally has no effect on a
target that succeeds on a saving throw, the invalid target

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appears to have succeeded on its saving throw, even
though it didn’t attempt one (giving no hint that the crea-

ture is in fact an invalid target). Otherwise, you perceive
that the spell did nothing to the target.

DIAGRAM 2,1:

CONE TEMPLATE

AREAS OF EFFECT ON A GRID
The Dungeon Master’s Guide includes the following
short rule for using areas of effect on a grid.

Choose an intersection of squares as the point of
origin of an area of effect, then follow the rules for that
kind of area as normal (see the “Areas of Effect" section

in chapter 10 of the Player’s Handbook). If an area of ef—
fect is circular and covers at least half a aware, it affects
that square.

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That rule works, but it can require a fair amount of
on-the-spot adjudication. This section offers two alternatives for determining the exact location of an area: the
template method and the token method. Both of these
methods assume you’re using a grid and miniatures of

some sort. Because these methods can yield different

DIAGRAM 2.2:

SPHERE TEMPLATE

results for the number of squares in a given area, it’s
not recommended that they be combined at the table—
choose whichever method you and your players find easier or more intuitive.

TEMPLATE METHOD
The template method uses two—dimensional shapes
that represent different areas of effect. The aim of the
method is to accurately portray the length and width
of each area on the grid and to leave little doubt about
which creatures are affected by it. You’ll need to make
these templates or find premade ones.
Making a Template. Making a template is simple. Get
a piece of paper or card stock, and cut it in the shape of
the area of effect you’re using. Every 5 feet of the area

equals 1 inch of the template’s size. For example, the

20-foot—radius sphere of the fireball spell, which has a
40—foot diameter, would translate into a circular tem—
plate with an 8-inch diameter.
Using a Template. To use an area-of—effect template,
apply it to the grid. If the terrain is flat, you can lay it on
the surface; otherwise, hold the template above the surface and take note of which squares it covers or partially
covers. If any part of a square is under the template, that
square is included in the area of effect. If a creature’s
miniature is in an affected square, that creature is in
the area. Being adjacent to the edge of the template
isn't enough for a square to be included in the area of
effect; the square must be entirely or partly covered by
the template.
You can also use this method without a grid. If you do

so, a creature is included in an area of effect if any part

of the miniature’s base is overlapped by the template.

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DIAGRAM 2.3: SQUARE

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DIAGRAM 2J5: LINES USING TOHENS

When you place a template, follow all the rules in the
Player’s Handbook for placing the associated area of
effect. If an area of effect, such as a cone or a line, originates from a spellcaster, the template should extend out
from the caster and be positioned however the caster

likes within the bounds of the rules.

Diagrams 2.1 and 2.2 show the template method
in action.

TOKEN METHOD

The token method is meant to make areas of effect
tactile and fun. To use this method, grab some dice or
other tokens, which you’re going to use to represent your
areas of effect.
Rather than faithfully representing the shapes of the

different areas of effect, this method gives you a way to

create square-edged versions of them on a grid easily, as

described in the following subsections.

Using Tokens. Every 5-foot square of an area of effect

becomes a die or other token that you place on the grid.
Each token goes inside a square, not at an intersection
of lines. If an area’s token is in a square, that square is
included in the area of effect. It’s that simple.

Diagrams 2.3 through 2.6 show this method in action,

using dice as the tokens.
Circles. This method depicts everything using
squares, and a circular area of effect becomes square in
it, whether the area is a sphere, cylinder, or radius. For
instance, the 10-foot radius of flame strike, which has a

diameter of 20 feet, is expressed as a square that is 20
feet on a side, as shown in diagram 2.3. Diagram 2.4

shows that area with total cover inside it.
Cones. A cone is represented by rows of tokens on the
grid, extending from the cone’s point of origin. In the
rows, the squares are adjoining side by side or corner to
corner, as shown in diagram 2.5. To determine the num-

ber of rows a cone contains, divide its length by 5. For

example, a 30-foot cone contains six rows.
Here’s how to create the rows. Starting with a square

adjacent to the cone’s point of origin, place one token.

The square can be orthogonally or diagonally adjacent
to the point of origin. In every row beyond that one,
place as many tokens as you placed in the previous row,
plus one more token. Place this row’s tokens so that
their squares each share a side with a square in the
previous row. If the cone is orthogonally adjacent to the
point of origin, you’ll have one more token to place in the
row; place it on one end or the other of the row you just
created (you don’t have to pick the side chosen in dia—

gram 2.5). Keep placing tokens in this way until you’ve
created all of the cone’s rows.

Lines. A line can extend from its source orthogonally
or diagonally, as shown in diagram 2.6.

ENCOUNTER BUILDING
This section introduces new guidelines on building combat encounters for an adventure. They are an alternative
to the rules in “Creating Encounters” in chapter 3 of the
Dungeon Master’s Guide. This approach uses the same
math that underlies the rules presented in that book, but
it makes a few adjustments to the way that math is pre-

sented to produce a more flexible system.

This encounter—building system assumes that, as DM,

you want to have a clear understanding Of the threat

posed by a group Of monsters. It will be useful to you if
you want to emphasize combat in your adventure, ifyou
want to ensure that a foe isn't tOO deadly for a group Of
characters, and if you want to understand the relationship between a character’s level and a monster’s challenge rating.
Building an encounter using these guidelines follows
a series of steps.

STEP 1: ASSESS THE CHARACTERS
To build an encounter using this system, first take stock
of the player characters. "This system uses the characters’ levels to determine the numbers and challenge
ratings of creatures you can pit them against Without
making a fight too hard or too easy. Even though character level is important, you should also take note Of

each character’s hit point maximum and saving throw
modifiers, as well as how much damage the mightiest

characters can deal with a single attack. Character level

and challenge rating are good for defining the difficulty

of an encounter, but they don't tell the whole story. You’ll
make use of these additional character statistics when
you select monsters for an encounter in step 4.

STEP 2: CHOOSE ENCOUNTER SIZE
Determine whether you want to create a battle that pits
one creature against the characters, or if you want to
use multiple monsters. If the fight is against a single
opponent, your best candidate for that foe is one of the

game’s legendary creatures, which are designed to fill

this need. If the battle involves multiple monsters, de—
cide roughly how many creatures you want to use before

continuing with step 3.
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STEP 3: DETERMINE NUMBERS AND
CHALLENGE RATINGS
The process for building fights that feature only one legendary monster is simple. The Solo Monster Challenge

Rating table shows you which challenge rating (CR) to

use for a legendary creature opposing a party of four to

six characters, creating a satisfying but difficult battle.

For example, for a party of five 9th~level characters, a
CR 12 legendary creature makes an optimal encounter.

For a more perilous battle, match up the characters
with a legendary creature whose challenge rating is 1 or

2 higher than optimal. For an easy fight, use a legendary

creature whose challenge rating is 3 or more lower than

the challenge rating for an optimal encounter.

SOLo MONSTER CHALLENGE RATlNG

Party Size—

Character
Level

6 Characters

5 Characters

4 Characters

lst

2

2

1

2nd

4

3

2

3rd

5

4

3

4th

6

5

4

5th

9

8

7’

6th

10

9

8

7th

11

1O

9

12

11

10

8th

9th

13

12

11

10th

14

13

12

11th

15

14

13

12th

17

16

15

13th

13

1?

16

14th

19

18

17

15th

20

19

13

16th

21

20

19

17th

22

21

20

18th

22

21

20

19th

23

22

21

23

22

20th

24

If your encounter features multiple monsters, balancing it takes a little more work. Refer to the Multiple
Monsters tables, which are broken up by level ranges,
providing information for how to balance encounters for
characters of let—5th level, 6th—10th level, llth—15th
level, and 16th—20th level.
First, you need to note the challenge rating for each

creature the party will face. Then, to create your encoun-

ter, find the level of each character on the appropriate table. Each table shows what a single character of a given
level is equivalent to in terms of challenge rating—a
value represented by a ratio that compares numbers of
characters to a single monster ranked by challenge rat—
ing. The first number in each expression is the number
of characters of the given level. The second number tells
how many monsters of the listed challenge rating those
characters are equivalent to.

For example, reading the row for lst-level characters
from the let—5th Level table, we see that one lat—level
character is the equivalent of two CR 1/8 monsters or
one CR 1/4 monster. The ratio reverses for higher chal—
lenge ratings, where a single monster is more powerful

than a single 1st-level character. One CR 1/2 creature is

equivalent to three lst-level characters, while one CR 1
opponent is equivalent to five.
Let’s say you have a party of four 3rdulevel characters.
Using the table, you can see that one CR 2 foe is a good

match for the entire party, but that the characters will

likely have a hard time handling a CR 3 creature.
Using the same guidelines, you can mix and match
challenge ratings to put together a group of creatures
to oppose four 3rd-level characters. For example, you

could select one CR 1 creature. That’s worth two 3rd—

level characters, leaving you with two characters’ worth

of monsters to allocate. You could then add two CR 1/4

monsters to account for one other character and one CR
1/2 monster to account for the final character. In total,
your encounter has one CR 1, one CR 1/2, and two CR
1/4 creatures.
For groups in which the characters are of different levels, you have two options. You can group all characters
of the same level together, match them with monsters,
and then combine all the creatures into one encounter.
Alternatively, you can determine the group’s average
level and treat each character as being of that level for
the purpose of selecting appropriate monsters.

The above guidelines are designed to create a fight

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that will challenge a party while still being winnable.
If you want to create an easier encounter that will
challenge characters but not threaten to defeat them,
you can treat the party as if it were roughly one-third

smaller than it is. For example, to make an easy encounu
tor for a party of five characters, put them up against
monsters that would be a tough fight for three characters. Likewise, you can treat the party as up to half again

larger to build a battle that is potentially deadly, though

still not likely to be an automatic defeat. A party of four
characters facing an encounter designed for six characters would fall into this category.

WEAK MONSTERS AND HIGH—LEVEL
CHARACTERS
To save space on the tables and keep them simple, some
of the lower challenge ratings are missing from the high—
er-level tables. For low challenge ratings not appearing
on the table, assume a 1:12 ratio, indicating that twelve
creatures of those challenge ratings are equivalent to
one character of a specific level.

STEP 4: SELECT MONSTERS
After using the tables from the previous step to determine the challenge ratings of the monsters in your en—
counter, you’re ready to pick individual monsters. This
process is more of an art than a science.
In addition to assessing monsters by challenge rating,
it’s important to look at how certain monsters might

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MULTIPLE MONSTERS: 1ST—5TH LEVEL
Character

Level

Challenge Rating

1/3

1/4

1/2

1

2

3

4

1st

1:2

1:1

3:1

5:1

—

—

—

2nd

1:3

1:2

1:1

3:1

6:1

—

——

3rd

1:5

1:2

1:1

2:1

4:1

6:1

—

4th

1:8

1:4

1:2

1:1

2:1

4:1

6:1

5th

1:12

1:8

1:4

1:2

1:1

2:1

3:1

6:1

5:1

MULTIPLE MONSTERS: 6TH—1OTH LEVEL
Character

Challenge Rating

Level

113

1/4

1/2

1

2

3

4

5

6th

1:12

1:9

1:5

1:2

1:1

2:1

2:1

4:1

5:1

7th

1:12

1:12

1:6

1:3

1:1

1:1

2:1

3:1

4:1

5:1

1:12

1:7

1:4

1:2

1:1

2:1

3:1

3:1

4:1

1:1

1:1

2:1

3:1

4:1

1:1

1:1

2:1

2:1

3:1

8th

1:12

9th

1:12

1:12

1:8

1:4

1:2

10th

1:12

1:12

1:10

1:5

1:2

MULTIPLE MONSTERS: 11TH—15TH LEVEL
1

2

3

4

5

6

7

11th

1:6

1:3

1:2

1:1

2:1

2:1

6:1

—

4:1

5:1

6:1

1:2

1:1

1:1

2:1

1:4

1:2

1:2

1:1

1:1

2:1

14th

1:10

1:4

1:3

1:2

1:1

1:1

2:1

2:1

15th

1:12

1:5

1:3

1:2

1:1

1:1

1:1

2:1

MULTIPLE MONSTERS: 16TH—2OTH LEVEL

14

—

——

—

—

6:1

—

—

—

4:1

5:1

6:1

—

4:1

5:1

5:1

6:1

5:1

6:1

4:1

5:1

3:1

3:1

4:1

5:1

3:1

4:1

3:1

2:1

3:1

3:1

15

13

3:1

2:1

1:3

1:9

7

—

5:1

4:1

3:1

3:1

1:8

6

—

12

2:1

13th

5

—
—

11

9

12th

4

—
6:1

10

8

2:1

3

—

Challenge Rating

Character
Level

Character

—

—

6:1

Challenge Rating
9

8

10

12

13

14

15

16

17

18

19

20

3:1

4:1

4:1

5:1

5:1

6:1

-—

-—

—

——

2:1

3:1

3:1

4:1

4:1

5:1

6:1

-—

—

—

4:1

5:1

6:1

6:1

—

——

6:1

6:1

—

5:1

6:1

11

Level

2

16th

1:5

1:3

1:2

1:1

1:1

1:1

2:1

2:1

2:1

12th

1:7

1:4

1:3

1:2

1:1

1:1

1:1

2:1

2:1

18th

1:7

1:5

1:3

1:2

1:1

1:1

1:1

2:1

2:1

19th

1:8

1:5

1:3

1:2

1:2

1:1

1:1

1:1

2:1

2:1

20th

129

1:6

1:4

1:2

1:2

1:1

1:1

1:1

1:1

2:1

stack up against your group. Hit points, attacks, and

saving throws are all useful indicators. Compare the

damage a monster can deal to the hit point maximum of
each character. Be wary of any monster that is capable
of dropping a character with a single attack, unless you

2:1

3:1
2:1

2:1

3:1
3:1

2:1

4:1
3:1

3:1

4:1

3:1

4:1

4:1

5:1

4:1

5:1

number of creatures in the encounter, you can come up
with different options for building the encounter.

STEP 5: ADD FLAVOR

are designing the fight to be especially deadly.

The events that unfold during an encounter have to do
with a lot more than swinging weapons and casting

abilities call for saving throws that most of the party

into account the personality or behavior of the monsters,
perhaps determining whether they can be communi—
cated with or whether they’re all acting in concert. Other
possible factors include the nature of the physical environment, such as whether it includes obstacles or other
features that might come into play, and the ever—present

In the same way, compare the monsters’ hit points to
the damage output of the party’s strongest characters,
again looking for targets that can be killed with one
blow. Having a significant number of foes drop in the
first rounds of combat can make an encounter too easy.
Likewise. look at whether a monster’s deadliest

members are weak with, and compare the characters’

offensive abilities to the monsters’ saving throws.
If the only creatures you can choose from at the de—

sired challenge rating aren’t a good match for the char-

acters’ statistics, don’t be afraid to go back to step 3. By
altering your challenge rating targets and adjusting the

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M31113

spells. The most interesting confrontations also take

possibility of something unexpected taking place.

If you already have ideas for how to flesh out your
encounter in these ways, go right ahead and finish your
creation. Otherwise, take a look at the following sec—
tions for some basic advice on adding flavor elements to
the simple mechanics of the fight.

Greedy; wants treasure
Braggart; makes a show of bravery but runs from
danger

4

Fanatic; ready to die fighting

5

Rabble; poorly trained and easily rattled

6

Brave; stands its ground

7

Joker; taunts its enemies

8

Bully; refuses to believe it can lose

MONSTER RELATIONSHIPS
Do rivalries, hatreds, or attachments exist among the
monsters in an encounter? If so, you can use such re—
lationships to inform the monsters’ behavior during
combat. The death of a much—revered leader might

throw its followers into a frenzy. On the other hand, a

monster might decide to flee if its spouse is killed, or a
mistreated toady might be eager to surrender and betray
its master in return for its life.

MONSTER RELATIONSHIPS

d6

Relationship

1

Has a rival; wants one random ally to suffer

2

ls abused by others; hangs back, betrays at first

Chm-hum

opportunity
ls worshiped; allies will die for it
Is outcast by group; its allies ignore it

Is outcast by choice; cares only for itself

ls seen as a bully; its allies want to see it defeated

TERRAIN AND TRAPS
A few elements that make a battlefield something other

than a large area of flat ground can go a long way to-

ward spicing up an encounter. Consider setting your en—
counter in an area that would provide challenges even if

a fight were not taking place there. What potential perils

or other features might draw the characters’ attention,

either before or during the fight? Why are monsters lurking in this area to begin with—does it offer good hiding

places, for instance?
To add details to an encounter area at random, look to
the tables in appendix A of the Dungeon Master’s Guide
to determine room and area features, potential hazards,
obstacles, traps, and more.

for indoor and outdoor encounters—especially the tables
for obstacles, traps, and tricks. Finally, consult the random encounter tables in the next section of this book for
inspiration.

QUICK MATCHUPS
The guidelines above assume that you are concerned
about balance in your combat encounters and have
enough time to prepare them. If you don’t have much
time, or if you want simpler but less precise guidelines,
the Quick Matchups table below offers an alternative.
This table gives you a way to match a character of
a certain level with a number of monsters. The table
lists the challenge ratings to use for including one, two,
and four monsters per character for each level. For instance, looking at the 3rd-1eve1 entry on the table, you
can see that a CR 1/2- monster is equivalent to one 3rdlevel character, as are two CR 1/4 monsters and four
CR 1/8 ones.

QUICK MATCHUPS
Character
Level

'| Monster

2 Monsters

4 Monsters

lst
2nd

1/4
I/2

1/8
1/4

-*—a

3rd

1/2

1/4

1/8

4th
5th
6th
7th
8th

9th ‘
10th
llth

12th
13th
14th

15th

16th
17th
18th
19th
20th

1/2

1/4
1/2
1/2
1/2
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2
3

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Cowardly; looking to surrender

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Personality

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MONSTER PERSONALITY

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ample, one bandit gang might be an unruly mob of brag—

garts, while the members of another gang are always on
edge and ready to flee at the first sign of danger.

Consider what might happen in an encounter area if the
characters were to never enter it. Do the guards serve in
shifts? What other characters or monsters might visit?
Do creatures gather there to eat or gossip? Are there
any natural phenomena—such as strong winds, earth
tremors, or rain squalls—that sometimes take place
in the area? Random events can add a fun element of
the unexpected to an encounter. Just when you think
a fight’s outcome is evident, an unforeseen event can
make things more compelling.
A number of the tables in the Dungeon Master’s Guide
can suggest random events. The tables used for encoun—
ter location, weird locales, and wilderness weather in
chapter 5 of that book are a good starting point for out—
door encounters. The tables in appendix A can be useful

O

actions. To keep things simple, you can assign the same

personality traits to an entire group of monsters. For ex-

RANDOM EVENTS

_I

MONSTER PERSONALITY

To address the question of a monster’s personality, you
can use the tables in chapter 4 of the Dungeon Master’s
Guide, use the Monster Personality table below, or simply jot down a few notes based on a creature’s Monster
Manna} description. During the battle, you can use these
ideas to inform how you portray the monsters and their

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RANDOM ENCOUNTERS:
AWORLD OF POSSIBILITIES

Chapter 3 of the Dungeon Master’s Guide provides guidance on using random encounters in your game. This
section builds on that guidance, offering a host of ran—
dom encounter tables for you to use when you determine
that a random encounter is going to take place.
Using the monster lists in appendix B of that book as
a basis, we’ve built a set of tables for each environment
category: arctic, coastal, desert, forest, grassland, hill,
mountain, swamp, Underdark, underwater, and urban.

Within each category, separate tables are provided for
each of the four tiers of play: levels 1—4, 5—10, 11—16,

and 17—20.

Even though you can use these tables “out of the box,”
the advice in the Dungeon Master’s Guide still holds
true: tailoring such tables to your game can reinforce

the themes and flavor of your campaign. We encourage

you to customize this material to make it your own.
In the tables, a name in bold refers to a stat block in
the Monster Manual.

FLIGHT, OR FIGHT, OR

‘?

Each of the results on these tables represents a certain

kind of challenge or potential challenge.
Ifyou let the dice have their way and the result is a

large number of monsters, the generated encounter

might be too difficult or dangerous for the characters in

their present circumstances. They might want to flee to
avoid contact, or not to approach any closer after per—
ceiving the monsters from a distance.
Of course, you also have the freedom to adjust the

numbers, but it’s important to remember that not every

encounter involving a monster needs to result in combat.
An encounter might indeed be the prelude to a battle,
a parley, or some other interaction. What happens next
depends on what the characters try, or what you decide

is bound to occur.

The tables also include entries for what the Dungeon

Master’s Guide calls “encounters of a less monstrous
nature.” Many of these results cry out to be customized
or detailed, which offers you an opportunity to connect
them to the story of your campaign. And in so doing,

you've taken a step toward making your own personalized encounter table. Now, keep going!

d100

13_20

21—25

26—29

30—35

36~40

01

1 giant owl

02‘05

1d6 + 3 kobolds

06—08

1d4 + 3 trappers (commoners)

09—10

1 owl

11‘12

2d4 blood hawks

1347

2:16 bandits

in ‘xi-"TE-‘ii '_-‘ I Eiii'ityl'ilfihi maul-2‘s ‘rtimisa

2d8 hunters (tribal warriors)
1 half-ogre

Single-file tracks in the snow that stop abruptly

1d3 ice mephits

46—50

1 brown bear

51—53

1d6 + 1 orcs

54—55

1 polar bear

56—57

1d6 scouts

58—60

1 saber-toothed tiger

61—65

A frozen pond with a jagged hole in the ice that appears recently made

66—68

1 berserker

69—70

1 ogre

71—72

1 griffon

73—75
76—80
81

1 druid

3d4 refugees (commoners) fleeing from orcs
1d3 veterans

82

1d4 orogs

83

2 brown bears

84

1 are Eye ofGruumsh with 2d8 orcs

85

1d3 winter wolves

86—87

1d4 yetis

88

1 half-ogre

89

1d3 manticores

90

1 bandit captain with 2d6 bandits

91

1 revenant

92-93

1 troll

94—95

1 werebear

96—97

98

1 young remorhaz

1 mammoth

99

1 young white dragon

00

1 frost giant

ARCTIC ENCOUNTERS (LEVELS 5—10)
d100

Encounter

01—05

2 saber-toothed tigers

06—07

1d4 half-ogres

08—10

1d3 + 1 brown bears

11—15

1d3 polar bears

16—20

2d4 berserkers

ARCTIC ENCOUNTERS (LEVELs1—4)
Encounter

which 1d4 weeks of rations can be harvested

41—45

21—25
d100

Encounter

1d3 winged kobolds with 1d6 kobolds
The partially eaten carcass ofa mammoth, from

A half-orc druid tending to an injured polar bear. If
the characters assist the druid, she gives them a
vial ofantitoxin.

26—30

2d8 scouts

31—35

2d4 ice mephits

36—40

41—45
46—50
51—53

2d6 +1 zombies aboard a galleon trapped in the
ice. Searching the ship yields 2d20 days of rations.
1 manticore-

2d6 + 3 orcs
1d6 + 2 ogres

ARCTIC ENCOUNTERS (LEVELS 17—20)

d100

Encounter

54—55

2d4 griffons

d100

Encounter

56—57

1d4 veterans

01—02

2d10 revenants

53—60

1 bandit captain with 1 druid. 1d3 berserkers, and
2d10 + 5 bandits

03—04

2d8 trolls

05~06

2d 10 werebears

61—65

1d4 hours ofextrerne cold (see chapter 5 ofthe

07—08

Dungeon Master's Guide)

09—10

66—63

1 young remorhaz
1 orc Eye ofGruumsh with 1d6 orogs and 2d8 + 6

21—25

1 frost giant
2d4 young remorhazes
1d4 frost giants
A Circular patch of black ice on the ground. The air

69—?2

11—20

orcs

temperature around the patch is warmer than in

73—75

1 revenant

the surrounding area. and characters who inspect

?6—80

A howl that echoes over the land for 1d3 minutes

81—82

1d3 mammoths

26—35

1 ancient white dragon

36-—4O

An adventurer frozen 6 feet under the ice; 50%
chance the corpse has a rare magic item ofthe

41—50

1d3 abominable yetis

33—84

1 young white dragon

35—86

2d4 winter wolves

37—38

1d6 + 2 yetis

39—90

1d2 frost giants

91—92

1d3 werebears

93~94

1d4 trolls

95—96

1 abominable yeti

97—93

1 remorhaz

99

1 roc

00

2d4 young remorhazes

ARCTIC ENCOUNTERS (LEVELS 11—16)
d100
01

Encounter

1 abominable yeti

02—04

1d6 revenants

05—10

1d4 + 1 werebears

11—20

1d3 young white dragons

21—25

A blizzard that reduces visibility to 5 feet for 1d6

26—35

1 roC

36—40

51—60

A herd of3d20 + 60 caribou (deer) moving through
the snow
1d4 mammoths
1d3 + 1 trolls

61—65

A mile-wide frozen lake in which the preserved

hours

41—50

the ice find bits ofmachinery frozen within.

DM’S choice
51—60

1d4 remorhazes

61—65

A BOO—foot-high wall of ice that is 300 feet thick and
spread across 1d4 miles

66—75

1d4 recs

76—80

The likeness ofa stern woman with long, flowing
hair, carved into the side ofa mountain

81—90

1d10 frost giants with 2d4 polar bears

91—96

1d3 adult white dragons

97—99

2d4 abominable yetis

00

1 ancient white dragon with 1d3 young white
dragons

COASTAL ENCOUNTERS (LEVELS 1—4)
d100
01

Encounter
1 pseudodragon

02—05

2d8 crabs

06—10

2d6 fishers (commoners)

11

1d3 poisonous snakes

corpses of strange creatures can be seen

12—13

1d6 guards protecting a stranded noble

66—75

2d4 young remorhazes

2d4 scouts

76—80

A crumbling ice castle littered with the frozen bodies ofblue-skinned humanoids

14—15
16—13

2d10 merfolk

19—20

1d6 + 2 sahuagin

1 adult white dragon

21—25

1d4 ghouls feeding on corpses aboard the wreck-

81—90
91-96

1d8 + 1 frost giants

97-—99

1d4 remorhazes

00

age ofa merchant ship. A search uncovers 2d6

1 ancient white dragon
26—27

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28~29
30—3i

32—33

bolts of ruined silk, a 50-foot length ofrope. and a
barrel ofsalted herring.
1d4 winged kobolds with 1d6 + 1 kobolds
2d6 tribal warriors
3d4 kobolds
2d4 + 5 blood hawks

34—35

1d8 + 1 pteranodons

36—40

A few dozen baby turtles struggling to make their

41—42

way to the sea

1d6 + 2 giant lizards

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d100

d100

Encounter

43—44

1d6 + 4 giant crabs

45—46

2d4 stirges

47—48

2d6 + 3 bandits

49—53

2d4 sahuagin

54—55

1d6 + 2 scouts

56—60

1 sea hag

61—65

A momentary formation in the waves that looks
like an enormous humanoid face

66—70

1 druid

71—75

1d4 harpies

76—80

A lone hermit (acolyte) sitting on the beach, con—

36—40

A stoppered bottle containing an illegible note and
half buried in the sand

41—43

3 sea hags

44—46

1d8 + 1 harpies

47—50

1d4 plesiosauruses

51—53

1d4 manticores

54—56

2d4 ogres

57—60
61—65

1d10 grifi'ons
A battle at sea between two galleons

66—70

71—75

templating the meaning ofthe multiverse

1d4 + 3 merrow

A pirate crew consisting of1 bandit captain, 1

druid, 2 berserkers, and 2d12 bandits, all searching
for buried treasure

81

1d4 berserkers

82

1d6 giant eagles

76—80

A severed humanoid hand tangled in a net

83

1 water elemental

84

2d4 giant toads
1d4 ogres or 1d4 merrow

81-82
83—84

1 cyclops

85

3d6 sahuagin

86

1d4 veterans

87
88
89

1 young bronze dragon

1 bandit captain with 2d6 bandits
1:13 manticores

94—95

1 young blue dragon
1 sahuagin baron with 1d3 sahuagin priestesses

95—96

1 sahuagin baron

97—98

1 water elemental

1 cyclops

00

1 young bronze dragon

Encounter

2d8 giant wolf spiders
3d6 pteranodons
2d4 scouts
1d6 + 2 sahuagin
1d4 + 1 giant toads

11—15

3d6 sahuagin

16—20

2d6 giant eagles

26—29

1d2 druids

2d4 + 1 giant toads

33—35

1 commoner singing a dirge (day only) or
1 banshee (night only)

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1 marid
1 storm giant

d100

01

1 cyclops

05—08
09—10

1d6 + 2 manticores
1d8 + 2 veterans

1d4 sahuagin barons

A trident partially buried in the sand

41—50

1 young bronze dragon

51-55

1 marid

56-60
61-65

1d6 water elementals
2d6 ghasts crawling over 1d6 wrecked ships and
feeding on the dead
1 djinni

66—70
71—75

76—80

1d3 young bronze dragons
A beached whale, dead and bloated. Ifit takes any

damage, it explodes, and each creature within
30 feet of it must make a DC 15 Dexterity saving

throw, taking 5d6 bludgeoning damage on a failed

save, or halfas much damage on a successful one.

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1 young blue dragon

A nest of1d6 dragon turtle eggs

36—40

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UAc‘h \

Encounter

1d4 banshees (night only)

02—04

26—35

30—32

5

99
00

11—20

A pseudodragon chasing gulls through the air

21—25

1 djinni

1 rec

21—25

1 sea hag

09—10

97

98

COASTAL ENCOUNTERS (LEVELS 11—16)

COASTAL ENCOUNTERS (LEVELS 5—10)

08

96

and 2d8 sahuagin

99

01
02—03
04—05
06—07

2d4 veterans

1d3 cyclopes

sahuagin

d100

87—88

91—93

1 sahuagin priestess with 1d3 merrow and 2d6

93—94

1d4 banshees (night only)

1d2 plesiosauruses

1d4 + 3 griffons

91—92

85—86
89—90

1 banshee

90

‘

Encounter

81—82

2d4 cyclopes

83—84

1 storm giant

85—86

1d3 young blue dragons

d100

Encounter

8?—83
89—90

1 adult bronze dragon
1 adult blue dragon

91—93

1d3 recs

94—9?

1 dragon turtle

98—99

1 ancient bronze dragon

00

1 ancient blue dragon

COASTAL ENCOUNTERS (LEVELS 17—20)

DESERT ENCOUNTERS (LEVELS 1—4)
d100

Encounter

01

3d8 scorpions

02

2d4 vultures

O3

1 abandoned mule

04

2d6 commoners with 2d4 camels bound for a distant city

d100

Encounter

01—10

1 rec

05

1d6 flying snakes

11—20

1 storm giant

O6

2d6 hyenas or 2d6 jackals

21—25

An adult bronze dragon fighting an adult blue

07

2d6 cyclopes

08

1d6 guards escorting a noble to the edge ofthe
desert, all ofthem astride camels
1d6 cats

41—50

1 adult bronze dragon or 1 adult blue dragon

09

1 pseudodragon

51—60

1d3 djinn or 1d3 marids

61 —70

1 dragon turtle

dragon to the death
26—40

10
11—13

1d4 poisonous snakes

2d4 stirges
1d6 + 2 giant wolfspiders

F1—75

1d3 rocs

14-15

76—30

1d6 + 2 waterspouts that dance on the water before

16—17

1 scout

stopping abruptly

18—20

81—90

1d6 young blue dragons

21—25

2d4 giant poisonous snakes
Sing|e~file tracks marching deeper into the desert

91—96

1 ancient bronze dragon

26~27

4d4 kobolds

9?—99

1 ancient blue dragon

23~29

1 jackalwere

00

1d3 + 1 storm giants

30—31

3d6 tribal warriors

t.21l.--\i"l-l".?l ‘3.

i‘Ji_F=‘~.'IT}lf.t'.'1.\J .‘il 1.5 FER'F- THURS

d100

Encounter

32—33

1d6 giant lizards

34—35

1 swarm of insects

36—40

Encounter

18—20

1d8 + 1 giant vultures
A stone obelisk partly buried in the sand

21—25
26—28

1 ogre with 1d3 half-ogres

29—35

1d10 giant hyenas

3d6 bandits

36—40

1d6 +1 empty tents

1d4 constrictor snakes

41—43

1d6 + 2 thri-kreen

2d4 winged kobolds

44—46

2d4 yuan-ti purebloods

1 dust mephit

47—50

1d6 + 3 death dogs

51—52

1d4 giant scorpions

An oasis surrounded by palm trees and containing
the remnants ofan old camp

41—44
45—46
47—43
49~50
51—52
53—54
55
56—57
53
59~50
61—65
66—67
68
69
30—31
32
73—74
75
76—30
31—32
33
34
35—36
37
33—39
90
91
92
93
94
95
96
97
93
99
00

d100

1d3 + 1 giant toads

53

1d4 giant spiders
1 druid
2d4 hobgoblins

54—55
56

1 wight

57—58

1 ogre

59—60

A brass lamp lying on the ground

61—65

1d4 giant vultures

66

1 phase spider

67—68

1 giant constrictor snake
1 gnoll pack lord with 1d3 giant hyenas
1d6 + 2 gnolls

69—70

1 mummy

1d3 half-ogres
A pile ofhumanoid bones wrapped in rotting cloth
1 lamia
1 hobgoblin captain with 2d6 hobgoblins
2d4 death dogs

1d4 giant scorpions

1 yuan-ti malison with 1d4 + 1 yuan-ti purebloods
1 bandit captain with 1 druid and 3d6 bandits

2d4 thri-kreen

1 fire elemental

1 hobgoblin captain with 3d4 hobgoblins

1d6 + 2 ogres

1d4 lamias
1 air elemental

A meteorite resting at the bottom ofa glassy crater
1d4 + 1 wights

1 young brass dragon

1 bandit captain with 1d3 berserkers and 3d6

bandns
71—72
73
74—75

76—80

1 cyclops
1d4 couatls

1d4 yuan-ti malisons

Strong winds that kick up dust and reduce visibility
to 1d6teetfor1d4 hours

81—83

1 revenant with 1d3 wights

84—85

1d8 + 1 phase spiders

86—87

1d6 + 2 weretigers
2d4 gnoll fangs oeenoghu

88—90
91

1 young blue dragon

92

1d4 cyclopes

93

1d3 yuan-ti abominations

1d3 couatls

94

1d4 medusas

1 fire elemental
1d4 gnoll fangs oeenoghu

95
96

1 guardian naga
1d3 young brass dragons

97

1 efreeti

1 air elemental

1 revenant

1d4 weretigers

1 cyclops

1 young brass dragon
1 medusa

98

1 roc

99

1 gynOSphinx

00

1 adult brass dragon

DESERT

1 yuan-ti abomination

DESERT ENCOUNTERS (LEVELS 5—10)

d100
01

ENCOUNTERS (LEVELS 11—16)
Encounter
1 young brass dragon

02—05

4d6 gnolls

1d6 scouts

06—10

3d10 giant hyenas

11—12

1d8 + 1 lamias

03

2d4 jackalweres
2d6 hobgoblins

13—14

2d4 gnoll fangs oeenoghu

04

1d4 + 3 dust mephits

OS

1d6 swarms of insects
1 giant constrictor snake

dioo

Encounter

01
02

06

07—08

2d4 wights

21—25

26—27

09—10

11—12

2d6 giant toads

13—17

1 mummy

liiliM (.1

33—35

18—20

1 lion

2d4 gnolls

1' ‘ | l :1. 1-" l' i" ii

31—32

1d6 + 2 giant scorpions
2d4 phase spiders
A desert caravan consisting oi1d6 merchants {nobles) with 2d6 guards
1d6 + 1 couatls
1d4 fire elementals
1 hobgoblin captain with 3d10 + 10 hobgoblins

15—17

L1 rs

28—30

Ni i‘t'fé'l' ii it ' H

l ()l'. l l .l'-'.

d100

Encounter

36—40

49—50

1d6 square miles ofdesert glass
1 young blue dragon
1d6 + 2 weretigers
1d4 air elementals
1d6 + 1 yuan-ti malisons

51—55

1d4 medusas

41—42
43—45
46—43

FOREST ENCOUNTERS (LEVELS 1—4)
d100

Encounter

01

1 giant owl

56—60

1d4 revenants with 3d12 skeletons

02

1d4 cats

61—65

A plundered pyramid

O3

66—70

1d4 young brass dragons

O4

2d4 woodcutters (commoners)
1 badger or 1d4 poisonous snakes

71—75

1d3 yuan-ti abominations

05

2d8 baboons

76—73

1d6 + 2 cyclopes

O6

1d6 + 3 hyenas

79—82

1 adult brass dragon

O7

1 owl

33—85

1 purple worm

08

1 pseudodragon

1d2 young blue dragons

09

1 panther

1 giant poisonous snake

11

1d6 + 2 boars

90

1 mummy lord
1d3 guardian nagas
1 adult blue dragon

1O

12

1d4 + 1 giant lizards

91

1d2 gynosphinxes

13

1 ape or 1 tiger

36
8?—33
89

1d3 efreet

14

2d6 tribal warriors with 1d6 mastis

94

1 androsphinx

15

1d6 + 2 giant bats or 3d6 flying snakes

95

16

1 scout or 2d4 guards with 1d8 mastifi's

96—97

1d4 rocs
1 adult blue dracolich

17

1d8 + 1 winged kobolds

93—99

1 ancient brass dragon

18

1d3 constrictor snakes

00

1 ancient blue dragon

92-93

DESERT ENCOUNTERS (LEVELS 17—20)
d100

01405
06410

11—14
15—18
19—22
23—25

31 —35
36—40

1d2 yuan-ti abominations with 2d10 + 5 yuan-ti
malisons and 4d6 + 6 yuan-ti purebloods

1d6 + 2 medusas
1d2 purple worms

2d4 cyclopes
An abandoned city made from white marble, empty

their lives.
1d3 young blue dragons
1 mummy lord
1d4 hours ofextreme heat (see chapter 5 ofthe
Dungeon Master’s Guide)

41—50

1d3 guardian nagas

51—60

1d4 efreet

61—63

An old signpost identifying a single destination,
called Pazar
1d4 rocs
1d3 gynosphinxes
1 adult blue dracolich
1 androsphinx
1 ancient brass dragon
1 ancient blue dragon
1d4 adult brass dragons

64—?2
?3—80

81—85
36~90
91—96
97—99
00

1d10 + 5 giant rats or 2d6 + 3 giant weasels

1d4 + 1 needle blights with 1d6 + 3 twig blights
A lost, weeping child. lithe characters take the
child home, the parents reward them with 1d3 potions ofhealing.

21—25

Encounter
1 adult brass dragon

during the day. At night, harmless apparitions
roam the streets, replaying the final moments of

26-30

19
20

26

1d8 + 1 giant frogs

27

4d4 kobolds

28

1d3 black bears

29

3d6 stirges

30

1 satyr

31

2d4 kenku

32

1d3 vine blights with 1d12 awakened shrubs

33

1d4 swarms ofravens

34

1 faerie dragon (yellow or younger)

35

1d4 + 2 giant badgers
A young woodcutter (scout) racing through the for-

36—40

41
42
43
44
45
46
47
48
49
50
51
52

est to rescue a lost friend

2d4 blink dogs
1d8 +1 sprites
1d6 + 2 elk

1d4 lizardfolk or 3d6 bandits
1d4 + 4 wolves

2d4 giant wolfspiders
1 swarm ofinsects or 2d8 blood hawks

1d6 + 2 pixies
1 brown bear

1d4 + 3 goblins
1d3 dryads
1 awakened tree

illi.--'xl"ilal--1 L’

:_11.I:-4111-_'r.1.‘~< ."al 1.51114?

._.,’__..,.

l'k—T'i'llf‘

'

'

d100

53

1 phase spider

54

1d6 harpies

56

1 ettercap or 1d8 + 1 orcs
1 goblin boss with 2d6 + 1 goblins

57

1 ankheg

58

1 giant constrictor snake

55

59

1d4 bugbears or 2d4 hobgoblins

60

1 pegasus

67

A stream of cool, clean water flowing between the
trees
1d4 half-ogres or 1 ogre
1 faerie dragon (green or older)

68

1 werewolfor 1d8 + 1 worgs

61-65
66

69

1 druid harvesting mistletoe

70

1 will-o’-wisp

3’2

1d4 dire wolves or 1 giant boar
1d10 giant wasps

73

1 owlbear or 1 giant elk

3’4

2d6 gnolls

75

1d6 giant toads

71

?6—80

q [(-1

d100

Encounter

1d6 web cocoons hanging from the branches, holding withered carcasses

r. :im a r a 5'3

I

[1 ii ,‘u' ('_:

{"1 i'x' _‘-.'1 .‘~. .‘wi '1‘. i=1 ' ‘~ if .73 1'. ,3 1...“?

81

82
83

84
85

86
87
88
89
9O

91

Encounter
1 wereboar or 1d4 giant boars

1d6 + 2 giant spiders
1d4 centaurs or 1d4 giant elk
1 orc Eye ofGruumsh with 2d4 + 2 orcs

1 gnoll fang oeenoghu
1d4 gricks
1 bandit captain with 2d6 + 3 bandits

1d4 wererats
1 couatl (day) or 1 banshee (night)
1 gnoll pack lord with 1d4 giant hyenas

2d4 berserkers or 1d4 veterans

92

1 lizardfolk shaman with 1d3 swarms of poisonous
snakes and 1d10 + 2 lizardfolk

93

1d4 displacer beasts

94

1d3 green hags

96

1 hobgoblin captain with 2d6 hobgoblins and 1d4
giant boars
1 yuan-ti malison with 1d6 + 1 yuan-ti purebloods

97

1d3 weretigers

98
99

1 gorgon or1 unicorn
1 shambling mound

00

1 yuan-ti abomination

95

FOREST ENCOUNTERS (LEVELs 5—10)
d100

Encounter

d100

Encounter

82

2d4 displacer beasts

1d4 shambling mounds
1 hobgoblin captain with 3d10 hobgoblins and 4d12

U1

2d4 vine blights

83

02

2d6 hobgoblins or 2d6 orcs

84

03

2d4 apes or 2d4 satyrs

04

05

gobfins

1d3 will-o'-wisps

85

1 yuan-ti abomination

1d4 swarms of poisonous snakes

86

1d8 + 1 phase spiders

06

1 orc Eye ofGruumsh with 1d3 orogs and 1d8 + 2
orcs

0?

1d3 constrictor snakes or 1d4 tigers

87

1d4 trolls

88

2d4 yuan-ti malisons

89

1 oni

08
09

1 goblin boss with 3d6 goblins
1 faerie dragon (any age)

90

1d4 unicorns

91

1d6 + 2 weretigers

10

1 brown bear or 1d6 + 2 black bears

92

1 young green dragon

11—13

1d4 giant boars

93

1d4 gorgons

14—15

1d8 + 1 giant spiders

94

1d6 + 2 gnoll fangs oeenoghu

1 lizardfolk shaman with 2d4 lizardfolk

95

1 treant

1d10 giant toads

96

1d4 revenants

16—17
18

19
20
21—25

26

1d4 ankhegs
1d3 awakened trees (day) or 1 banshee (night)
A small shack almost hidden by the deep forest.
The interior is empty aside from a large cast-iron
oven.
1 couatl

29—30

1d4 ogres or 1d6 + 2 half-ogres
1 gnoll pack lord with 1d4 + 1 giant hyenas

31—32

1d6 wererats

27—28

33

1d4 gricks

34

1d8 + 1 yuan-ti purebloods

35

1d6 pegasi

36—40

41—42
43

44
45—46

An old stone archway ofobvious elven design. Any
character who passes under it makes Wisdom (Perception) checks with advantage for 1 hour.
1d6 + 2 dryads
1d4 giant elk

1d8 + 1 harpies
1 bandit captain with 1 druid and 1d6 + 5 bandits

42—48

2d4 dire wolves

49—50

2d4 bugbears

51—52

2d4 centaurs

53—54

3d10 blink dogs

55—56

1d4 owibears

511—58
59—60
61—65

1d8 + 1 berserkers
1d3 green hags
A clear pool ofwater with 1d6 sleeping animals
lying around its edge

66—6?

1d4 werewolves

68—69

1 werebear

70—71

1d8 + 1 ettercaps

72—?3

2d10 elk

14—75

1d4 veterans

76—80

An old tree with a wizened face carved into the
trunk

81

1d4 wereboars

97

1 grick alpha with 1d6 + 1 gricks

98

1d4 giant apes

99

1 guardian naga

00

1 adult gold dragon

FOREST
d100
01—03
04—05
06—07
08-10
11—15

16-20
21—25
26—30

ENCOUNTERS (LEVELS 11—16)
Encounter
1 werebear
1d4 druids performing a ritual for the dead (day
only) or 1d4 banshees (night only)
1d3 couatls

1d3 gnoll fangs oeenoghu with 2d6 + 3 gnolls
2d4 displacer beasts

1d6 + 2 veterans
A pool ofclear, still water. Cold coins litter the bot-

tom, but they disappear if removed from the pool.
1d4 + 1 green hags with 1d3 owibears

36—40

1d6 + 2 werewolves
A small woodland shrine dedicated to a mysterious
cult named the Siswa

41—45

1d6 + 2 phase spiders

46—50

2d4 yuan-ti malisons

51—52

1d3 werebears

53—54

1d4 revenants

31—35

55—56

1 young green dragon

57—58

1d4 trolls

59—60
61—65

1d6 + 2 wereboars
A group of seven people (commoners) wearing ani—

66—67

1d4 gorgons

mal masks and ambling through the woods

68—69

1d3 shambling mounds

70—71

1 treant

72—73

1d4 unicorns

74—75

1d6 + 2 weretigers

76-80
81—82
83—84

Peals ofsilvery laughter that echo from a distance
1 guardian naga
1 young gold dragon
' '

E1 i_‘,"~{f_'.- EVUT‘J

hi -"-.I‘4 i ]_.l-L‘."~. Tfil life .'

51:]

I

d100

Encounter

85—86

1 grick alpha with 2d4 gricks

83—88

1d3 yuan-ti abominations

89—90

91—93

1 adult green dragon
1d8 + 1 giant apes

94—96

2d4 oni

97—99
00

1d3 treants
1 ancient green dragon

FOREST ENCOUNTERS (LEVELS 17—20)
d100

Encounter

01-05

1 young green dragon

06—10

1 treant

11—13

1 guardian naga

14—16

1d10 revenants

17—19

1d8 +1 unicorns

20—22

1d3 grick alphas

23—25

For a few hundred feet, wherever the characters
step. flowers bloom and emit soft light.

26—28

1 young gold dragon

29—31

1d6 + 2 shambling mounds

32—34

2d4 werebears

35—37
38—40

1d4 oni
4d6 +10 elves living in a small community in the
treetops

41——43

1d6 + 2 gorgons

44—46

2d4 trolls

47~49

1d4 giant apes

50—52

1d3 yuan-ti abominations

15~16
17~13
19—20
21—22
23—24
25—28
29—32
33—36
37—40
41—44
45—46
47—43
49—50
51—52
53—54
55—58
59—62
63—65
66—69
70—74
75—76
77—73
79—80

Encounter

A circle of standing stones within which the air is
utterly still, no matter how hard the wind blows
outside
1 phase spider

1 gnoll pack lord with 1d4 giant hyenas
1 orog or 1 pegasus

1 ankheg
1d3 rhinoceroses

1d3 cockatrices

1d6 + 2 giant wasps or 1d4 + 3 swarms ofinsects
1d4 jackalweres or 1d4 scouts
1d8 giant goats or 1d8 worgs
2d4 hobgoblins, 2d4 orcs. or 2d4 gnolls
1d2 giant poisonous snakes
1d6 + 2 elk or 1d6 + 2 riding horses
2d4 goblins
1d3 boars
1 panther (leopard) or 1 lion

1d6 + 3 goblins riding wolves
2d6 giant wolfspiders or 1 giant eagle
1d8 + 4 pteranodons

3d6 wolves

2d4 + 2 axe beaks

1 giant boar or 1d2 tigers

1 ogre or 1d3 bugbears
1 giant elk, or 1 gnoll pack lord with 1d3 giant

hyenas

53—62

1d3 young green dragons

63—65

A 50-foot-tall stone statue ofan elfwarrior with
hand raised, palm out, as ifto forbid travelers from

coming this way

66—75

1d4 treants

76—80

A cairn set atop a low hill

81—90

1 adult gold dragon

91—96

1 ancient green dragon

97—99

2d4 + 1 treants

00

d1oo
10-14

1 ancient gold dragon

81—82

83—84

1d3 giant vultures or 1d3 hippogriffs
1 goblin boss with 1d6 + 2 goblins and 1d4 + 3
wolves, or 1d3 thri-kreen

85—89
90—91
92—93
94

1d3 druids patrolling the wilds
1d6 scarecrows or 1 wereboar
1d3 centaurs or 1d3 griffons
1d3 gnoll fangs oeenoghu, or 1 orc Eye of
Gruumsh with 2d4 + 1 orcs

95—96

97

98-99
00

1 triceratops
1 cyclops or 1 bulette
1d4 manticores

1 tyrannosaurus rex

CRASSLAND ENCOUNTERS (LEVELS 6—10)
d100

GRASSLAND ENCOUNTERS (LEVELs1—5)
d100
01

Encounter
1 hobgoblin captain with 1d4 + 1 hobgoblins

02

1 chimera

03

1 gorgon
1d2 couatls

OS

1 ankylosaurus

06

1 weretiger

07

1d3 allosauruses

03—09

1d3 elephants

iii-i .—\ ii'l 1C 3-2 2")

iiij T‘Jt} lat-.13.;

1d3 gorgons

02

1d4 cyclopes

03—04

1d3 gnoll fangs oeenoghu

05—06

1 chimera
1d4 + 1 veterans on riding horses

07—09
10—11

04

.‘ki ‘a ié'i'i; ii ‘ E'- T (ii I1“: 1.3%

Encounter

01

A tornado that touches down 1d6 miles away, tear—
ing up the land for 1 mile before it dissipates

12—13

1d3 manticores

14—15

2d4 ankhegs

16—17

1d8 + 1 centaurs

18—19

1d6 + 2 griffons

d100

Encounter

d100

Encounter

20—21

1d6 elephants

70—79

1d4 + 3 gorgons

22—24

A stretch oFland littered with rotting war ma-

80—88

1d3 young gold dragons

chines, bones, and banners oFForgotten armies

89—90

A circular section oFgrass nearly a quarter-mile

25-23

1d8 + 1 bugbears

29—32
33—36

1 gnoll pack lord with 1d4 + 1 giant hyenas
2d4 scarecrows

3?—40

across that appears to have been pressed down;
1d4 more such circles connected by lines can be
seen From overhead.

1d12 lions

91—96

2d4 tyrannosaurus rexes

97_99

1 adult gold dragon
1 ancient gold dragon

41—44

1d10 thri-kreen

45—46

1 allosaurus

47—48

1 tiger

49—50

1d2 giant eagles or 1d2 giant vultures

00

GRASSLAND ENCOUNTERS (LEVELS 17—20)

51—52

1 goblin boss with 2d4 goblins

d100

Encounter

53—54

1d2 pegasi

01—10

2d6 triceratops

55—53

1 ankylosaurus

11—20

1d10 gorgons

59—62

1d2 couatls

63—66
6?—?0

1 orc Eye oFGruumsh with 1d8 + 1 orcs
2d4 hippogriFFs

21—25
26—35

2d6 hyenas Feeding on the carcass oFa dead
dinosaur
3d6 bulettes

71—74

1d4 + 1 rhinoceroses

36—40

A fiery chariot that races across the sky

75—?6

1 hobgoblin captain with 2d6 hobgoblins

41—50

1d3 young gold dragons

??—?8

1d3 phase spiders

51—60

2d4 cyclopes

79—30

1d6 + 2 giant boars

61—65

31—82

2d4 giant elk

A valley where all the grass has died and the
ground is littered with stumps and Fallen tree
trunks, all petrified

83—34

1d4 ogres and 1d4 orogs

85—87

A hot wind that carries the stench of rot

66—75

2d10 bugbears with 4d6 goblins and 2d10 wolves

38—90

1d3 weretigers

76—80

91—92

1 bulette

A Friendly adventuring party oF1d6 +1 characters
oarying races, classes, and levels (average level
1d6 + 2). They share inFormation about their recent

riding horses Following a herd oFantelope (deer).

travels.

93-94

95—96
97

93—99
00

A tribe oF 2d20 + 20 nomads (tribal warriors) on

The nomads are willing to trade Food, leather, and

81—90

1d12 chimeras

inFormation For weapons.

91—96

1d6 + 2 tyrannosaurus rexes

1d6 + 2 wereboars

97—99

1 young gold dragon

00

1 adult gold dragon
1 ancient gold dragon

1d4 triceratops
1d3 tyrannosaurus rexes

GRASSLAND ENCOUNTERS (LEVELs11—16)

31—40
41—46

2d4 weretigers

47—56

1d8 + 1 cyclopes

5?—61

1d3 chimeras

62—66

5 triceratops

6?—69

A giant hole 50 Feet across that descends nearly
500 Feet before opening into an empty cave

1.2 l l .-\.1‘*1":: 13 'Z.‘ i

t) L" i": f Ir [1.11.1 ll .‘1'-'-'Ti; [-53%

_..L

28—30

rection beFore ending
1d12 couatls
A witch (mage) dwelling in a crude hut. She oFFers
potions ofhenling, antitoxins, and other consumable items For sale in exchange For Food and news.
2d10 elephants

-; ' '.

18—27

,‘::'.l'-:'.

wilderness, that travels For 1d8 miles in either di-

L ....1.-.-

11—15
16—1?

HILL ENCOUNTERS (LEVELS1—4)
d100 Encounter
1 eagle
01
02—03 2d4 baboons
04—06 1d6 bandits
1d4 vultures
07
1d10 commoners
03
1 raven
09
1 poisonous snake
10
11—13 2d6 bandits or 2d6 tribal warriors
2d8 goats
14
1d6 + 4 blood hawks
15
1d4 + 3 giant weasels
16
17—18 1d3 guards with 1d2 mastifl's and 1 mule
19*20 1d6 + 5 hyenas
21—22 2d4 stirges

' i."“FIRE'l“__
"7m.

06—10

Encounter

3d6 wereboars
2d10 gnoll Fangs oFYeenoghu
1d4 bulettes
An old road oF paved stones, partly reclaimed by

-.

d100
01—05

1'1 11‘ 1L};

HILL ENCOUNTERS (LEVELS 5—10)

d'lOO

Encounter

23225
26

An empty cave littered with bones
1 pseudodragon or 1d3 giant owls

27

1 lion or 1 panther (cougar)

28-30

2d8 kobolds

31

1 hippogrifi'

32—34
35

1 worg

37

1 giant eagle
An old dwarf sitting on a stump, whittling a piece

of wood

64

1d4 winged kobolds with 1d6 kobolds

1d6 + 2 giant wolfspiders

2d4 wolves
1 swarm of insects

1d8 + 1 axe beaks

1 brown bear or 1d3 boars
1 scout
1 ogre

2d4 gnolls

1 giant elk
1d3 + 1 harpies

1 werewolf
2d4 orcs
1 druid or1 veteran
The corpse of an adventurer that carries an intact

explorer’s pack and lies atop a longsword
1 green hag

67—63

A small cemetery containing 2d6 graves
1 hobgoblin captain with 2d4 hobgoblins

71

2d4 giant goats

72

1 manticore

1d6 + 2 hobgoblins

80

1 phase spider
A pile ofdroppings from a very large bird
1 gnoll fang oeenoghu
1d3 giant boars

81

1 gnoll pack lord with 1d3 giant hyenas

82

1 bandit captain with 2d4 bandits
1 orc Eye ofGruumsh with 1d8 + 2 orcs

75
76—78
79

83
84
85-86

87—38
89
90

1d3 orogs or 1d4 berserkers
1 ettin or 1 wereboar
1 goblin boss with 2d6 goblins

1d3 grifi'ons

1d3 perytons or 1d4 pegasi

91—96

1d3 trolls

97—99

1 cyclops

00

1 stone giant

’ 7' :

1:11 i' i"; l' ,1 EC (:1 N

.‘n‘ '

1d8 +1 gnolls or 1d8 +1 hobgoblins
1d4 lions

06

1d6 + 2 worgs

07

1d4 brown bears

O8

3d6 axe beaks

09
10
13

1 half-ogre with 2d6 orcs
2d10 winged kobolds
1 goblin boss with 1d4 dire wolves and 2d6 goblins
1d6 giant elk

14—15

1d8 + 1 giant eagles

16—17

1d4 phase spiders
1 gnoll pack lord with 2d4 giant hyenas

18—19

26—27

2d4 hippogris
A 15-foot-tall stone statue ota dwarfwarrior that
has been tipped over on its side
2d4 orogs

28—29

1d4 + 1 griffons

30—31

1d6 + 2 harpies

32—33

1 orc Eye ofGruumsh with 2d6 + 3 orcs

34—35

1d4 + 3 giant boars
A stone door set into the side ofa steep hill, open-

20
21—25

1d4 half-ogres

1d3 dire wolves

?3—74

1 manticore

36—40

65—66
69—70

1d6 + 2 giant goats

03

11—12

1d4 elk

Encounter

1d4 pegasi or 1d3 perytons

02

05

2d4 goblins

36

41
42
43
44—45
46
47
43—49
50
51
52—53
54
55
56
5?—53
59
60
61—63

01

O4

1d3 swarms of bats or 1d3 swarms of ravens

38—40

d100

41—42
43—44
45—46
47—43
49—50
51—54
55—53
59—62
63—65
66—69
70—73
74—77
78—80
31—32
83—84
85—86
87—88
89—90
91—93
94—96
97—93
99
00

ing onto 15 feet ofdescending stairs that end at a

cave-in

1d3 green hags
1d4 werewolves
1d6 + 2 ogres

1 hobgoblin captain with 2d8 hobgoblins

1 bandit captain with 3d6 bandits
1 chimera
1d4 ettins

1d6 + 2 veterans with 2d6 berserkers
An abandoned wooden hut

1 galeb duhr
1 bulette
1 wyvern
2d6 + 10 goats with 1 herder (tribal warrior)

1d3 hill giants
2d4 wereboars

1d4 revenants
1d2 gorgons
1d8 + 1 gnoll fangs of'Yeenoghu
1d4 cyclopes
1 young red dragon
1d4 stone giants
1d3 young copper dragons
1 roc

HILL ENCOUNTERS (LEVELS 11—16)

|

d100
01
02—04
05—0?

Encounter

81—85

1 adult copper dragon

1d6 green bags with 1d6 wyverns

86—90

2d4 stone giants

l hobgoblin captain with 1 hill giant and 4d10
hobgobfins
2d6 + 3 werewolves

11—14

id6 + 2 ettins

15—13

id3 bulettes
ld4 werebears
A stream otsmoke emerging from a small chimney

19—22

in the hillside

l

25-23

1d4 wyverns

29—32

ld8 + l wereboars

33—36

ld3 revenants

3?—33

A mild earthquake that shakes the region for lO
seconds

|

l

39—42
43—46
4r~50
51—54
55—53
59—52
53—55

66—69
70—73
74—7?

Encounter

ld3 nobles with M4 scouts prospecting for gold

2d8 manticores or 2d3 phase spiders

03—10

23—24

d100
78—80

ld3 chimeras
ld4 gorgons

91—96

1d4 recs

97~99

1 adult red dragon
1 ancient copper dragon

00

HILL ENCOUNTERS (LEVELS 17—20)
d100

Encounter

01

ld2 rocs

02—05

1 young red dragon

06—10

2d6 ettins

11—15

ld4 bulettes

16—20

ldiO revenants

21—25

The white outline ofan enormous horse carved

26—30

id6 + l gorgons

31—35

2d4 + l trolls

into the side ofa high hill

id6 + 2 gnoll fangs oeenoghu
'ld4 hill giants

36—40

The scorched remains 01‘2l humanoids littering

1 young red dragon

41—45

2d4 hill giants

ld3 +1 galeb duhr

2d10 dwarfminers (commoners), whistling as they
march toward their mine

ld3 young copper dragons
ld4 trolls

a hillside

46—50

ld6 + 2 werebears

51—55

2d4 galeb duhr

ld4 + 2 wyverns

56—60

A massive boulder partly buried in the earth as ifit

61—65

fell or was thrown there

ld3 cyclopes

"M me}-

.

' --.,4_
.r —\
“ -- .'
‘

.4v

ulh'l‘

Rye.
3.

'v‘

'

~.

'I._

I

.'

.

.
_r..:
._ NH - .II:
_'n

'-'. .- --

l

d100

Encounter

d'IOO

Encounter

66—70

1 adult copper dragon

84—85

71—75
76—80
81—85

86—90
91 —96
97—99
00

91

1 saber—toothed tiger
A sparkling stream ofwater spilling from a crevice
1d2 ettins

ofa hill

92

1 cyclops

2d4 stone giants

93

1 troll

1 adult red dragon
1 ancient copper dragon
1 ancient red dragon
1d2 adult red dragons with 1d3 young red dragons

94
95

1 galeb duhr
1 air elemental

96

1 bulette

97

1 chimera

98

1 wyvern

99

1 stone giant

00

1 frost giant

1d6 + 3 cyclopes
The stub of an old stone tower jutting from the top

MOUNTAIN ENCOUNTERS (LEVELS 1—4)
d100

Encou nter

01—02

1 eagle

86—90

MOUNTAIN ENCOUNTERS (LEVELS 5—10)
d100

01—02

03—05
06—08

1d3 swarms ofbats
1d6 goats

09—11

1d10 + 5 tribal warriors

12—14

1d6 + 3 pteranodons

15—17

1d8 +1 winged kobolds

18—20

1 lion

Encounter
2d8 + 1 aarakocra

03—04

1 lion or 1 saber-toothed tiger

05—06

1d8 + 1 giant goats

07—08

1d4 + 3 dwarftrailblazers (scouts)

09—10

1d6 + 2 orcs

11—15

1d10 giant eagles

16—20
21—25

1d8 + 1 hippogriffs
1d8 fissures venting steam that partially obscures a
20-foot cube above each fissure

26—30

1 basilisk

21—24

Stairs chiseled into the side of the mountain that
climb 3d20 + 40 feet before ending abruptly

25—27

2d10 stirges

28-30

2d4 aarakocra

36—40

with iron ore

A ravine blocked by a 100-foot-high wall, which has
an opening in the center where a gate used to be

41—45

1 manticore

46—50

2d4 harpies

51‘52

1 galeb duhr

53e54

1 bulette

31—»33

34-36
37—38

31—35

2d6 dwarfsoldiers (guards) with 1d6 mules laden

1 giant eagle
A small shrine dedicated to a lawful neutral god,
perched on a stone outcropping

39—41

2d8 + 1 blood hawks

42-44

1 giant goat

45-47

3d4 kobolds

48—50

1 half-ogre

51—53

1 berserker

54—55

1 orog

56

1 hell hound

57

1 druid

58—59

1 peryton

60~61

1d2 hippogrifis

62

63—64

65—67

1d12 half-ogres

55—56

1d10 berserkers

57—58

1d3 hell hounds

59—60

1d8 + 1 veterans

61—65

A distant mountain whose peak resembles a tooth

66—69

1d4 ettins

70~73

1 wyvern

74—75

1 orc Eye ofGruumsh with 1d6 orogs and 3d6 + 10

orcs
76—80

1 manticore

A row of1d10 + 40 stakes upon which the bodies of

kobolds, dwarves, or orcs are impaled

1d6 + 2 scouts

81—83

1 fire giant

84—85

1 young silver dragon

into the mountain peaks

86—87

1d4 air elementals

88—90

1d4 trolls

91~92

1d3 +1 cyclopes

93~94

1d4 chimeras

Enormous footprints left by a giant, which head

68—73

2d4 orcs

74—75

1 giant elk

76—77

1 veteran

78—79
80

1 orc Eye ofGruumsh
1d4 harpies

81

1 ogre

82

1 griffon

83

1 basilisk

1'1-1-11‘1‘1 111.1 1:

1.'t-:£:~-c-::;1-'ti;»

1;:411:12~s "1'1'11 11.1:

95—96

1 cloud giant

97

1 roc

98

1d4 stone giants

99

1 young red dragon

DO

1d4 frost giants

d100

(1100

Encounter

Encounter

31—35

1d4 rocs

01—02

1d8 + 1 basilisks

86—90

03—04

2d4 hell hounds

91—96

1d4 young red dragons
1 ancient silver dragon

05—06

1d3 chimeras

97—00

1 ancient red dragon

07—03

1 galeb duhr

09—10

2d6 veterans

11—1 5

1 young silver dragon

16—20

2d4 trolls

21-25

1 red dragon gliding through the sky above the
highest mountaintops

SWAMP ENCOUNTERS (LEVEL51—4)

26—30

1d8 + 1 manticores

31—35

1d4 cyclopes

36—40

Heavy snowfall that lasts for 1d6 hours

02—05

3d6 rats

d100
01

Encounter

1d4 poisonous snakes

41—45

1d10 air elementals

06—10

2d8 ravens

46—50

1d6 + 2 bulettes

51—55
56—60

1d4 stone giants
1 fire giant

11-12

3d6 giant rats

61—65

2 stone giants playing catch with a boulder a few
hundred feet away

13

1d10 + 5 tribal warriors

14—15

1d8 + 1 giant lizards

16—17

1 crocodile

i .

1 swarm of insects

1

1 giant spider

;

18-19

66—70

1013 + 1 ettins

71—75

1d3 frost giants

76—30

A wide crevasse, its depths shrouded in mist

81—35

1d4 cloud giants

36—90

1 adult silver dragon

91—96

1 adult red dragon

97—93

1d4 rocs

31—32

1 scout

99

1 ancient silver dragon

33—34

00

1 ancient red dragon

The corpse ofan adventurer tangled in the weeds.
Looting the body turns up an explorer's pack and

20
21—22
23-25
26
27—29
30

01—05

Encou nter

1d10 bulettes

06—10

1:18 +1 chimeras

11—15

1 adult silver dragon

16—20

1d8 + 1 wyverns

21—25

A massive boat perched atop a mountain

26—30

2d4 galeb duhr

31-35
36—40

1d4 frost giants
A wooded valley haunted by secretive and reclusive
elves who tell warily oftheir master: a mad wizard

2d4 mud mephits

1d6 + 2 giant poisonous snakes

2d4 winged kobolds

:

perhaps (50% chance) a random common magic

MOUNTAIN ENCOUNTERS (LEVELS 17—20)
£1100

1d4 +1 mud huts partially sunken in murky water
2d8 + 1 kobolds

item.

35—38

1 giant toad

39—41

1d6 + 2 constrictor snakes

42—44

2d4 giant frogs

45

1d8 + 1 swarms ofrats or 1d6 + 2 swarms ofravens

46—48

2d10 stirges

49—52

2d6 + 3 bullywugs

53-54

1d8 + 1 orcs

55—56

1d4 yuan-ti purebloods

57

1 druid

58-59

1 yuan-ti malison

60-62
63-64

1 giant constrictor snake
A high-pitched shriek that lasts for 1d4 minutes

41—45

who lives in the heart ofthe valley
1d10 air elementals

46—50

1d6 + 3 trolls

65—67

2d4 lizardfolk

51—55

1 adult red dragon

68—69

1d4 ghouls

56—60

1d4 cloud giants

70—71

1 will-o’-wisp

61-65

A waterfall hundreds offeet high that drops into a
clear pool

72

1 wight

73

1 ghast

1d3 fire giants

74—75

71—75
76—30

2d4 stone giants
A force of100 dwarves (veterans) standing guard

76—77

1 swarm of poisonous snakes
A foul stench bubbling up from brackish waters

78—80

1d4 + 2 ogres

at a mountain pass, permitting no passage until

81—83

1 shambling mound

a traveler pays 100 gp (ifon foot) or 200 gp (if
mounted)

84—86

Laugh...

66—70

L
' -' .‘II‘
“five.

MOUNTAIN ENCOUNTERS (LEVELs 11—16)

1 lizardfolk shaman with 1d6 giant lizards and 2d10

lizardfolk

1

-~v‘-r—'--'.»

ii.".1’!1'l'-'.-_

-1-\;..--.

\“;g

Litistitain.

ts'rtia's 'E't_!<“t1...'fi

10" I

d100

d100

Encounter

Encounter

1 troll

89-90

1d6 + 1 yuan-ti malisons

91—93

1d4 + 1 trolls

90—91

1d4 green hags
1 revenant

94—96

92—93

1 giant crocodile

1d10 revenants
1d8 + 1 water elementals

87
88—89

94—95

97—99

1 orc Eye ofGruumsh with 1d3 orogs and 2d6 + 3

orcs
98

1 young black dragon
1 yuan-ti abomination

99

1d4 water elementals

00

1 hydra

96—97

01

02—03
04—05
06—07

2d4 giant lizards or 2d4 giant poisonous snakes
2d8 winged kobolds
1d10 + 1 bullywugs with 1d8 + 1 giant frogs

08—09

1 druid

10

d100

Encounter

01—10

1d4 giant crocodiles
1d3 yuan-ti abominations

21—25

1d6 +1 green hags
A large, spreading tree from which 2d6 armored
knights hang by the neck

26-30

2d4 wights

31—35

1d8 + 1 yuan-ti malisons

16—20

Encounter

1 green hag

1d8 + 1 swarms ofinsects

11—13

1d12 ghouls

14—16

2d8 scouts

17—19

2d10 orcs

20—22

2d4 giant spiders

1d3 hydras

SWAMP ENCOUNTERS (LEVELS 11—20)

11—15

SWAMP ENCOUNTERS (LEVELS 5—10)
d100

00

36—40

Fog that rolls across the terrain, making the area
within 1d3 miles heavily obscured for 1d4 hours

41_45 1d4 revenants
46—50 1d6 shambling mounds
51—55 1d10 water elementals
56—60 1d4 young black dragons
61—65 An eerie, bat-headed idol almost completely covered by vines

Tainted water that exposes creatures that move
through it to sight rot (see “Diseases" in chapter 8

66—70

1d8 + 2 trolls

71—75

1d3 hydras

76—80

The sound ofdrums beating several miles away

25—27

1d6 + 2 giant toads

81—96

1 adult black dragon

28—30

3d6 lizardfolk

31—33

1d8 + 1 yuan-ti purebloods
1d4 + 1 swarms of poisonous snakes

23—24

ofthe Dungeon Master’s Guide)

34—36

32—38

97—00

1 ancient black dragon

A bloated humanoid corpse floating facedown in
the water

39—41

1 shambling mound

42—44

1d4 + 1 will-o’-wisps

45—47

2d6 crocodiles

48—50

1d4 + 1 giant constrictor snakes

51—54
55—58

59—62
63—65
66-69

70—73

74—77
78—80

UNDERDARK ENCOUNTERS (LEVELS 1—4)
d100

Encounter

02

1 mind flayer arcanist
1d3 + 1 giant poisonous snakes

snakes and 1d8 + 2 lizardfolk

03

1d3 giant lizards

1d8 + 1 ogres

04

2d4 giant fire beetles

2d4 ghasts

05

1d8 + 1 flumphs

06

1 shrieker

07

1 lizardfolk shaman with 1d3 swarms of poisonous

An altar partially sunk into the mud, devoted to a

god that is part human and part frog

01

1 giant crocodile

08

1d12 giant rats
2d4 kobolds

1 shambling mound

09

1d8 +1 stirges

1 orc Eye ofGruumsh with 1d3 ogres and 2d10 + 5
orcs
A torrential rain that lasts 1d6 minutes and puts
out all unprotected flames within 1 mile

81—82
83-84

1 young black dragon
1d4 green bags with 1d6 +1 ogres

85—86

1 yuan-ti abomination

8?—88

1d4 + 1 wights

i) l. ‘ i‘w.‘ 'C L- i' ("L1

10

11—12
13—14

1d2 gray oozes

15—16

3d6 stirges

17—18

1d3 magma mephits

19—20

1d10 goblins

21—22

'«i "if.“{l' l; 11' h 1‘71 0 L14

2d4 humans (tribal warriors) seeking the way to the
surface, fleeing their Underdark oppressors
1d10 troglodytes

Orc graffiti on the walls, suggesting something
rude about the mother of someone named |

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