Xanathars Guide To Everything (DDB Rip)

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Chapter 1: Subclasses
The main figures in any D&D campaign are the characters created by the players. The heroics,
folly, righteousness, and potential villainy of your characters are at the 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 Players Handbook.
Each class offers a character-defining choice at 1st, 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, theyre sacred oaths. The table below identifies
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 classs
Eldritch Invocations feature.
Each of the class presentations leads off with advice on how to add depth and detail to your
characters personality. You can use the tables in these sections as a source of inspiration, or roll
a die to randomly determine a result if desired.
Following the subclasses, the section called This Is Your Life presents a series of tables for
adding detail to your characters backstory.
The chapter concludes with a selection of feats for the races in the Players Handbook, offering
ways to delve deeper into a characters racial identity.
Subclasses
Class
Subclass
Level
Available
Description
Barbarian
Path of the Ancestral
Guardian
3rd
Calls on the spirits of honored ancestors to
protect others
Barbarian
Path of the Storm
Herald
3rd
Filled with a rage that channels the primal magic
of the storm
Barbarian
Path of the Zealot
3rd
Fueled by a religious zeal that visits destruction
on foes
Bard
College of Glamour
3rd
Wields the beguiling, glorious magic of the
Feywild
Bard
College of Swords
3rd
Entertains and slays with daring feats of weapon
prowess
Bard
College of Whispers
3rd
Plants fear and doubt in the minds of others
Cleric
Forge Domain
1st
Clad in heavy armor, serves a god of the forge or
creation
Class
Subclass
Level
Available
Description
Cleric
Grave Domain
1st
Opposes the blight of undeath
Druid
Circle of Dreams
2nd
Mends wounds, guards the weary, and strides
through dreams
Druid
Circle of the
Shepherd
2nd
Summons nature spirits to bolster friends and
harry foes
Fighter
Arcane Archer
3rd
Imbues arrows with spectacular magical effects
Fighter
Cavalier
3rd
Defends allies and knocks down enemies, often
on horseback
Fighter
Samurai
3rd
Combines resilience with courtly elegance and
mighty strikes
Monk
Way of the Drunken
Master
3rd
Confounds foes through a martial arts tradition
inspired by the swaying of a drunkard
Monk
Way of the Kensei
3rd
Channels ki through a set of mastered weapons
Monk
Way of the Sun Soul
3rd
Transforms ki into bursts of fire and searing bolts
of light
Paladin
Oath of Conquest
3rd
Strikes terror in enemies and crushes the forces
of chaos
Paladin
Oath of Redemption
3rd
Offers redemption to the worthy and destruction
to those who refuse mercy or righteousness
Ranger
Gloom Stalker
3rd
Unafraid of the dark, relentlessly stalks and
ambushes foes
Ranger
Horizon Walker
3rd
Finds portals to other worlds and channels planar
magic
Ranger
Monster Slayer
3rd
Hunts down creatures of the night and wielders of
grim magic
Rogue
Inquisitive
3rd
Roots out secrets, akin to a masterful detective
Rogue
Mastermind
3rd
A master tactician, manipulates others
Rogue
Scout
3rd
Combines stealth with a knack for survival
Rogue
Swashbuckler
3rd
Delivers deadly strikes with speed and panache
Sorcerer
Divine Soul
1st
Harnesses magic bestowed by a god or other
divine source
Sorcerer
Shadow Magic
1st
Wields the grim magic of the Shadowfell
Sorcerer
Storm Sorcery
1st
Crackles with the power of the storm
Warlock
The Celestial
1st
Forges a pact with a being from celestial realms
Warlock
The Hexblade
1st
Serves a shadowy entity that bestows dread
curses
Wizard
War Magic
2nd
Mixes evocation and abjuration magic to
Class
Subclass
Level
Available
Description
dominate the battlefield
Barbarian
I have witnessed the indomitable performance of barbarians on the field of battle, and it makes
me wonder what force lies at the heart of their rage.
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 barbarians driving force comes from a place that
transcends mere emotion, making 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, consider adding some flourishes to make your barbarian stand
out from all others; see the following sections for some ideas.
Rawr! Im really angry! Funny, I dont feel any stronger. Maybe because Im always angry, Im
always in top condition. Stands to reason.
Personal Totems
Barbarians tend to travel light, carrying little in the way 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 important moment
in the characters life perhaps a remembrance from the barbarians past or a harbinger of what
lies ahead.
A personal totem of this sort might be associated with a barbarians spirit animal, or might
actually be the totem object for the animal, but such a connection is not essential. One who has a
bear totem spirit, for instance, could still carry an eagles feather as a personal totem.
Consider creating one or more personal totems for your character objects that hold a special
link to your characters past or future. Think about how a totem might affect your characters
actions.
Personal Totems
d6
Totem
1
A tuft of fur from a solitary wolf that you befriended during a hunt
2
Three eagle feathers given to you by a wise shaman, who told you they would play a role in
determining your fate
3
A necklace made from the claws of a young cave bear that you slew singlehandedly as a
child
4
A small leather pouch holding three stones that represent your ancestors
5
A few small bones from the first beast you killed, tied together with colored wool
6
An egg-sized stone in the shape of your spirit animal that appeared one day in your belt
pouch
Tattoos
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 bearers ancestors, or which
symbolizes a feeling or an attitude. As with personal totems, a barbarians 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?
Tattoos
d6
Tattoo
1
The wings of an eagle are spread wide across your upper back.
2
Etched on the backs of your hands are the paws of a cave bear.
3
The symbols of your clan are displayed in viny patterns along your arms.
4
The antlers of an elk are inked across your back.
5
Images of your spirit animal are tattooed along your weapon arm and hand.
6
The eyes of a wolf are 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 encounter. 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.
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
Superstition
1
If you disturb the bones of the dead, you inherit all the troubles that plagued them in life.
2
Never trust a wizard. Theyre all devils in disguise, especially the friendly ones.
3
Dwarves have lost their spirits, and are almost like the undead. Thats why they live
underground.
4
Magical things bring trouble. Never sleep with a magic object within ten feet of you.
5
When you walk through a graveyard, be sure to wear silver, or a ghost might jump into your
body.
6
If an elf looks you in the eyes, shes trying to read your thoughts.
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 Players Handbook: the Path of the Ancestral
Guardian, the Path of the Storm Herald, and the Path of the Zealot.
Path of the Ancestral Guardian
Some barbarians hail from cultures that revere their ancestors. 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 elaborate tattoos that celebrate their ancestors deeds. These tattoos tell sagas of
victories against terrible monsters and other fearsome rivals.
So ancestors are people who did the procreation thing to make more people before you were
born? Like how many people?
Thats a lot of the procreation thing.
Ew. Youre disgusting.
Path of the Ancestral Guardian Features
Feature
Ancestral Protectors
Spirit Shield (2d6)
Consult the Spirits, Spirit Shield (3d6)
Vengeful Ancestors, Spirit Shield (4d6)
Ancestral Protectors
Starting when you choose this path at 3rd level, spectral warriors appear when you enter your
rage. While youre raging, the first creature you hit with an attack on your turn becomes the
target of the warriors, which hinder its attacks. Until the start of your next turn, that target has
disadvantage on any attack roll that isnt against you, and when the target hits a creature other
than you with an attack, that creature has resistance to the damage dealt by the attack. The effect
on the target ends early if your rage ends.
Spirit Shield
Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to
those you defend. 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 cant use this feature again until you finish a short or
long rest.
Vengeful Ancestors
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. Barbarians 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 of this path taps
into the forces of nature to create powerful 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 worlds end, or deep in the hottest deserts.
You know one of the great benefits of living underground? No weather. Dont mess this up for
me.
Path of the Storm Herald Features
Feature
Storm Aura
Storm Soul
Shielding Storm
Raging Storm
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 auras effect
depends on that chosen environment, as detailed below. You can change your environment
choice whenever you gain a level in this class.
If your auras effects require a saving throw, the DC equals 8 + your proficiency bonus + your
Constitution modifier.
Desert. When this effect is activated, all other creatures in your aura take 2 fire damage each.
The damage increases 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.
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 isnt active. The benefits are
based on the environment you chose for your Storm Aura.
Desert. You gain resistance to fire damage, and you dont suffer the effects of extreme heat, as
described in the Dungeon Masters Guide. Moreover, as an action, you can touch a flammable
object that isnt being worn or carried by anyone else and set it on fire.
Sea. 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 dont suffer the effects of extreme cold, as
described in the Dungeon Masters 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 feature 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 zealots warriors who channel their rage into powerful displays 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 Greyhawk are all prime examples. In
general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are
evil, but few are good.
Path of the Zealot Features
Feature
Divine Fury, Warrior of the Gods
Fanatical Focus
Zealous Presence
Rage beyond Death
Divine Fury
Starting when you choose this path at 3rd level, you can channel divine fury into your weapon
strikes. While youre raging, the first creature you hit on each of your turns with a weapon attack
takes extra damage equal to 1d6 + 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 undeath), the caster doesnt 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 youre raging, you can reroll it, and you must use the new roll. You can use this
ability only once per rage.
Zealous Presence
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 cant use it again until you finish a long rest.
Rage beyond Death
Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal
blows.
While youre raging, having 0 hit points doesnt 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 dont die until your rage ends,
and you die then only if you still have 0 hit points.
Bard
Music is the fruit of the divine tree that vibrates with the Words of Creation. But the question I
ask you is, can a bard go to the root of this tree? Can one tap into the source of that power? Ah,
then what manner of music they would bring to this world!
Fletcher 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 bards role to chronicle smaller and more contemporary events the stories of
todays heroes, including their feats of valor as well as their less than impressive failures.
Of course, the world has many people who can carry a tune or tell a good story, and theres much
more to any adventuring bard than a glib tongue and a melodious 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 are typically flamboyant and outgoing when
they perform. The most famous of them are essentially the D&D worlds equivalent of pop stars.
If youre 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.
Music is stupid. Wait. I changed my mind. Music is fun. Play more music. No, I was right the
first time. Music is stupid. But I wont maim you after all, in case I change my mind again.
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 is just 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.
Defining Works
d6
Defining Work
1
The Three Flambinis, a ribald song concerning mistaken identities and unfettered desire
2
Waltz of the Myconids, an upbeat tune that children in particular enjoy
3
Asmodeuss Golden Arse, a dramatic poem you claim was inspired by your personal visit to
Avernus
4
The Pirates of Luskan, your firsthand account of being kidnapped by sea reavers as a child
5
A Hoop, Two Pigeons, and a Hell Hound, a subtle parody of an incompetent noble
6
A Fool in the Abyss, a comedic poem about a jesters travels among demons
Instrument
In a bards quest for the ultimate performance and the highest acclaim, ones instrument is at
least as important as ones vocal ability. The instruments 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 important, though, is the instruments own
entertainment value; those that are bizarrely constructed or made of exotic materials are likely to
leave a lasting impression on an audience.
You might have an off the rack instrument, perhaps because its all you can afford right now.
Or, if your 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?
Instruments
d6
Instrument
1
A masterfully crafted halfling fiddle
2
A mithral horn made by elves
3
A zither made with drow spider silk
4
An orcish drum
5
A wooden bullywug croak box
6
A tinkers harp of gnomish design
Embarrassment
Almost every bard has suffered at least one bad experience in front of an audience, and chances
are youre no exception. No one becomes famous right away, after all; perhaps you had a few
small difficulties early in your career, or maybe it took you a while to restore your reputation
after one agonizing night when the fates conspired to bring about your theatrical ruin.
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 thats guaranteed to please.
Embarrassments
d6
Embarrassment
1
The time when your comedic song, Big Toms Hijinks which, by the way, you thought
was brilliant did not go over well with Big Tom
2
The matinee performance when a circuss owlbear got loose and terrorized the crowd
3
When your opening song was your enthusiastic but universally hated rendition of Song of
the Froghemoth
4
The first and last public performance of Mirt, Man about Town
5
The time on stage when your wig caught fire and you threw it down which set fire to the
stage
6
When you sat on your lute by mistake during the final stanza of Starlight Serenade
A Bards 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 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.
If your 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 been
forgotten and wait to be rediscovered. The gods of nature share their secrets with druids and
sages, opening 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 ancient 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 ones 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.
Conflict. Drama embodies conflict, and the best stories have conflict as a key element. From the
morning-after tale of a tavern brawl to the saga of an epic battle, from a lovers 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 some people, causing their heroic nature to shine forth
and transform the world, but it can cause others to gravitate 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 bard gains the Bard College feature. The following options are available to a bard,
in addition to those offered in the Players 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 mastered 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 legend. 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.
Illusions? How quaint. Before I destroy you, make one that looks like a really big goldfish like
as big as me! Hmm. Thats too big. Goodbye!
College of 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 (minimum 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 increases when you reach certain levels in this class,
increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.
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 cant 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 cant 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 attacker must make a Charisma saving throw against your spell save DC.
On a failed save, it cant 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 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 cant 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, bringing justice to bear against the cruel and powerful. Most troupes
are happy to accept a blades 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 Swords Features
Bard Level
Feature
3rd
Bonus Proficiencies, Fighting Style, Blade Flourish
6th
Extra Attack
14th
Masters Flourish
Bonus Proficiencies
When you join the College of Swords at 3rd level, you gain proficiency with medium armor and
the scimitar.
If youre proficient with a simple or martial melee weapon, you can use it as a spellcasting focus
for your bard spells.
Fighting Style
At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options.
You cant 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 following 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 of you. The damage equals the number you roll on the Bardic Inspiration die.
Mobile 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 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.
Masters Flourish
Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it
instead of expending a Bardic Inspiration die.
College of 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 bards
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 exploit royal courts and other settings of power.
Speak up! Its really hard to hear you over the screaming. Nope. Its no use. Ill have to stop the
screaming. Disintegrations all around, then.
College of Whispers Features
Bard Level
Feature
3rd
Psychic Blades, Words of Terror
6th
Mantle of Whispers
14th
Shadow Lore
Psychic Blades
When you join the College of Whispers at 3rd level, you gain the ability to make your weapon
attacks magically toxic to a creatures 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 certain levels in this class, increasing to 3d6 at
5th level, 5d6 at 10th level, and 8d6 at 15th level.
Words of Terror
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 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 attacked or damaged, or until it witnesses its allies
being attacked or damaged.
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 cant use it again until you finish a short or long rest.
Mantle of Whispers
At 6th level, you gain the ability to adopt a humanoids persona. When a humanoid dies within
30 feet of you, you can magically capture its shadow using your reaction. 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 youre in the disguise, you gain access to all information that the humanoid would freely
share with a casual acquaintance. Such information includes general details on its background
and personal life, but doesnt 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 cant 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 creatures
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 if it doesnt share a language with you or if it cant hear you. On a
successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.
On a failed saving throw, the target is charmed by you for the next 8 hours or until you or your
allies attack it, damage it, or force it to make a saving throw. It interprets the whispers as a
description of its most mortifying secret. You gain no knowledge of this secret, but the target is
convinced you know it.
The charmed creature obeys your commands for fear that you will reveal its secret. It wont risk
its life for you or fight for you, unless it was already inclined to do so. It grants you favors and
gifts it would offer to a close friend.
When the effect ends, the creature has no understanding of why it held you in such fear.
Once you use this feature, you cant use it again until you finish a long rest.
Cleric
To become a cleric is to become a messenger of the gods. The power the divine offers is great,
but it always comes with tremendous responsibility.
Riggby the patriarch
Almost all the folk in the world who revere a deity live 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
deitys power.
The question has long been debated: Does a mortal become a cleric as a consequence of deep
devotion to ones deity, thereby attracting the gods favor? Or is it the deity who sees the
potential in a person and calls that individual into service? Ultimately, perhaps, the answer
doesnt matter. However clerics come into being, the world needs clerics as much as clerics and
deities need each other.
If youre playing a cleric character, the following sections offer ways to add some detail to that
characters history and personality.
I dont understand the attraction of gods. Why would anyone worship anything other than me?
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
d6
Temple
1
Your temple is said to be the oldest surviving structure built to honor your god.
2
Acolytes of several like-minded deities all received instruction together in your temple.
3
You come from a temple famed for the brewery it operates. Some say you smell like one of
its ales.
4
Your temple is a fortress and a proving ground that trains warrior-priests.
5
Your temple is a peaceful, humble place, filled with vegetable gardens and simple priests.
6
You served in a temple in the Outer Planes.
Keepsake
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 represents.
Keepsakes
d6
Keepsake
1
The finger bone of a saint
2
A metal-bound book that tells how to hunt and destroy infernal creatures
3
A pigs whistle that reminds you of your humble and beloved mentor
4
A braid of hair woven from the tail of a unicorn
5
A scroll that describes how best to rid the world of necromancers
6
A runestone said to be blessed by your god
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 ones deity.
If you havent 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
Secret
1
An imp offers you counsel. You try to ignore the creature, but sometimes its advice is helpful.
2
You believe that, in the final analysis, the gods are nothing more than ultrapowerful mortal
creatures.
3
You acknowledge the power of the gods, but you think that most events are dictated by pure
chance.
4
Even though you can work divine magic, you have never truly felt the presence of a divine
essence within yourself.
5
You are plagued by nightmares that you believe are sent by your god as punishment for
some unknown transgression.
6
In times of despair, you feel that you are but a plaything of the gods, and you resent their
remoteness.
SERVING A PANTHEON, PHILOSOPHY, OR FORCE
The typical cleric is an ordained servant of a particular god and chooses a Divine Domain
associated with that deity. The clerics magic flows from the god or the gods sacred realm, and
often the cleric bears a holy symbol that represents that divinity.
Some clerics, especially in a world like Eberron, serve a 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, peace, or one of the nine alignments. Chapter 1 of the
Dungeon Masters Guide explores options like these, in the section Gods of Your World.
Talk with your DM about the divine options available in your campaign, whether theyre gods,
pantheons, philosophies, or cosmic forces. Whatever being or thing your cleric ends up serving,
choose a Divine Domain that is appropriate for it, and if it doesnt have a holy symbol, work
with your DM to design one.
The clerics class features often refer to your deity. If you 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.
Divine Domains
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 Players Handbook: 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
beautifully wrought object. Clerics of these deities search for objects lost to the forces of
darkness, liberate mines overrun by orcs, 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.
Ive got a minion that forges things.
An ink-stained little twerp with excellent penmanship. So how do the hammers and fire help the
process? Wouldnt the paper get burned? Oh, the fire must be for the wax seals!
Forge Domain Features
Cleric Level
Feature
1st
Domain Spells, Bonus Proficiencies, Blessing of the Forge
2nd
Channel Divinity: Artisans Blessing
6th
Soul of the Forge
8th
Divine Strike (1d8)
14th
Divine Strike (2d8)
17th
Saint of Forge and Fire
Domain Spells
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.
Forge Domain Spells
Cleric Level
Spells
1st
identify, searing smite
3rd
heat metal, magic weapon
5th
elemental weapon, protection from energy
7th
fabricate, wall of fire
9th
animate objects, creation
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with heavy armor and smiths
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 its armor or a +1 bonus to attack and damage rolls if its a weapon.
Once you use this feature, you cant use it again until you finish a long rest.
Channel Divinity: Artisans Blessing
Starting at 2nd level, you can use your Channel Divinity to create simple items.
You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a
simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another
metal object (see chapter 5, Equipment, in the Players 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 rituals 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.
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 extra
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 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 time, particularly for a person who still has some great work to
accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get
its due.
I guess if you cant disintegrate them or eat them, burying dead bodies makes as much
sense as anything else.
Grave Domain Features
Cleric Level
Feature
1st
Domain Spells, Circle of Mortality, Eyes of the Grave
2nd
Channel Divinity: Path to the Grave
6th
Sentinel at Deaths Door
8th
Potent Spellcasting
17th
Keeper of Souls
Domain Spells
You gain domain spells at the cleric levels listed in the Grave Domain Spells table. See the
Divine Domain class feature for how domain spells work.
Grave Domain Spells
Cleric Level
Spells
1st
bane, false life
3rd
gentle repose, ray of enfeeblement
5th
revivify, vampiric touch
7th
blight, death ward
9th
antilife shell, raise dead
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 doesnt 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 1st 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 isnt behind total cover and that isnt protected from divination magic.
This sense doesnt tell you anything about a creatures 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 creatures 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 of yours hits the cursed creature with an attack,
the creature has vulnerability to all of that attacks damage, and then the curse ends.
Sentinel at Deaths Door
At 6th level, you gain the ability to impede deaths progress. 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 the damage you deal with any cleric
cantrip.
Keeper of Souls
Starting at 17th level, you can seize a trace of vitality 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 enemys number of Hit Dice.
You can use this feature only if you arent incapacitated. Once you use it, you cant do so again
until the start of your next turn.
Druid
Even in death, each creature plays its part in maintaining the Great Balance. But now an
imbalance grows, a force that seeks to hold sway over nature. This is the destructive behavior of
the mortal races. The farther away from nature their actions take them, the more corrupting
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.
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 populace 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 nature, 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.
Ive always liked druids, because they are made of natural ingredients. And I believe that
everyone should have such a healthy diet.
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
druids mind and heart to a profound concept or spiritual outlook.
When you decide what your characters treasured item is, think about giving it an origin story:
how did you come by the item, and why is it important to you?
Treasured Items
d6
Item
1
A twig from the meeting tree that stands in the center of your village
2
A vial of water from the source of a sacred river
3
Special herbs tied together in a bundle
4
A small bronze bowl engraved with animal images
5
A rattle made from a dried gourd and holly berries
6
A miniature golden sickle handed down to you by your mentor
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
d6
Guiding Aspect
1
Yew trees remind you of renewing your mind and spirit, letting the old die and the new spring
forth.
2
Oak trees represent strength and vitality. Meditating under an oak fills your body and mind
with resolve and fortitude.
3
The rivers endless flow reminds you of the great span of the world. You seek to act with the
long-term interests of nature in mind.
4
The sea is a constant, churning cauldron of power and chaos. It reminds you that accepting
change is necessary to sustain yourself in the world.
5
The birds in the sky are evidence that even the smallest creatures can survive if they remain
above the fray.
6
As demonstrated by the actions of the wolf, an individuals strength is nothing compared to
the power of the pack.
Mentor
Its 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 students 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?
Mentors
d6
Mentor
1
Your mentor was a wise treant who taught you to think in terms of years and decades rather
than days or months.
2
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
Your tutor always interacted with you in the form of a falcon. You never saw the tutors
humanoid form.
4
You were one of several youngsters who were mentored by an old druid, until one of your
fellow pupils betrayed your group and killed your master.
5
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.
6
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 Players Handbook: the Circle of Dreams and the Circle
of the Shepherd.
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.
I dont dream because I dont sleep. Im always awake so no one can ever sneak up on me.
If I dreamed, they would be bigger dreams than yours, though, because my head is bigger.
Circle of Dreams Features
Druid Level
Feature
2nd
Balm of the Summer Court
6th
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 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 d6s 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 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 Gloaming 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) isnt 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 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 regain 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 havent taken a long rest on your current plane, the spell fails
but isnt wasted.
Once you use this feature, you cant use it again until you finish a long rest.
Circle of the Shepherd
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 wilderness are with them.
Circle of the Shepherd Features
Druid Level
Feature
2nd
Speech of the Woods, Spirit Totem
6th
Mighty Summoner
10th
Guardian Spirit
14th
Faithful Summons
Speech of the Woods
At 2nd level, you gain the ability to converse with beasts and many fey.
You learn to speak, read, and write Sylvan. In addition, 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 doesnt grant you friendship with beasts, though you can
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 youre incapacitated. Once you use this feature, you cant
use it again until you finish a short or long rest.
The effect of the spirits 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 spirits 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.
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 spirits 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 following benefits:
The creature appears with more hit points than normal: 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 creature regains a number of hit points equal to half your 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 cant use it again until you finish a long rest.
Learning Beast Shapes
The Wild Shape feature in the Players Handbook lets you transform into a beast that youve
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.
When you gain Wild Shape as a 2nd-level druid, you might wonder which beasts youve already
seen. The following tables organize beasts from the Monster Manual according to the beasts
most likely environments. Consider the environment your druid grew up in, then consult the
appropriate table for a list of animals that your druid has probably seen by 2nd level.
If I could turn into something else, I wouldnt. Because everything else is inferior to me.
These tables can also help you and your DM determine which animals you might see on your
travels. In addition, the tables include each beasts challenge rating and note whether a beast has
a flying or swimming speed. This information will help you determine whether you qualify to
assume that beasts form.
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
Beast
Fly/Swim
0
Owl
Fly
1/8
Blood hawk
Fly
1/4
Giant owl
Fly
1
Brown bear
2
Polar bear
Swim
2
Saber-toothed tiger
6
Mammoth
Coast
CR
Beast
Fly/Swim
0
Crab
Swim
0
Eagle
Fly
1/8
Blood hawk
Fly
1/8
Giant crab
Swim
1/8
Poisonous snake
Swim
1/8
Stirge
Fly
1/4
Giant lizard
1/4
Giant wolf spider
1/4
Pteranodon
Fly
CR
Beast
Fly/Swim
1
Giant eagle
Fly
1
Giant toad
Swim
2
Plesiosaurus
Swim
Desert
CR
Beast
Fly/Swim
0
Cat
0
Hyena
0
Jackal
0
Scorpion
0
Vulture
Fly
1/8
Camel
1/8
Flying snake
Fly
1/8
Mule
1/8
Poisonous snake
Swim
1/8
Stirge
Fly
1/4
Constrictor snake
Swim
1/4
Giant lizard
1/4
Giant poisonous snake
Swim
1/4
Giant wolf spider
1
Giant hyena
1
Giant spider
1
Giant toad
Swim
1
Giant vulture
Fly
1
Lion
2
Giant constrictor snake
Swim
3
Giant scorpion
Forest
CR
Beast
Fly/Swim
0
Baboon
0
Badger
0
Cat
0
Deer
0
Hyena
CR
Beast
Fly/Swim
0
Owl
Fly
1/8
Blood hawk
Fly
1/8
Flying snake
Fly
1/8
Giant rat
1/8
Giant weasel
1/8
Poisonous snake
Swim
1/8
Mastiff
1/8
Stirge
Fly
1/4
Boar
1/4
Constrictor snake
Swim
1/4
Elk
1/4
Giant badger
1/4
Giant bat
Fly
1/4
Giant frog
Swim
1/4
Giant lizard
1/4
Giant owl
Fly
1/4
Giant poisonous snake
Swim
1/4
Giant wolf spider
1/4
Panther
1/4
Wolf
1/2
Ape
1/2
Black bear
1/2
Giant wasp
Fly
1
Brown bear
1
Dire wolf
1
Giant hyena
1
Giant spider
1
Giant toad
Swim
1
Tiger
2
Giant boar
2
Giant constrictor snake
Swim
2
Giant elk
Grassland
CR
Beast
Fly/Swim
CR
Beast
Fly/Swim
0
Cat
0
Deer
0
Eagle
Fly
0
Goat
0
Hyena
0
Jackal
0
Vulture
Fly
1/8
Blood hawk
Fly
1/8
Flying snake
Fly
1/8
Giant weasel
1/8
Poisonous snake
Swim
1/8
Stirge
Fly
1/4
Axe beak
1/4
Boar
1/4
Elk
1/4
Giant poisonous snake
Swim
1/4
Giant wolf spider
1/4
Panther (leopard)
1/4
Pteranodon
Fly
1/4
Riding horse
1/4
Wolf
1/2
Giant goat
1/2
Giant wasp
Fly
1
Giant eagle
Fly
1
Giant hyena
1
Giant vulture
Fly
1
Lion
1
Tiger
2
Allosaurus
2
Giant boar
2
Giant elk
2
Rhinoceros
3
Ankylosaurus
4
Elephant
5
Triceratops
Hill
CR
Beast
Fly/Swim
0
Baboon
0
Eagle
Fly
0
Goat
0
Hyena
0
Raven
Fly
0
Vulture
Fly
1/8
Blood hawk
Fly
1/8
Giant weasel
1/8
Mastiff
1/8
Mule
1/8
Poisonous snake
Swim
1/8
Stirge
Fly
1/4
Axe beak
1/4
Boar
1/4
Elk
1/4
Giant owl
Fly
1/4
Giant wolf spider
1/4
Panther (cougar)
1/4
Wolf
1/2
Giant goat
1
Brown bear
1
Dire wolf
1
Giant eagle
Fly
1
Giant hyena
1
Lion
2
Giant boar
2
Giant elk
Mountain
CR
Beast
Fly/Swim
0
Eagle
Fly
0
Goat
1/8
Blood hawk
Fly
1/8
Stirge
Fly
CR
Beast
Fly/Swim
1/4
Pteranodon
Fly
1/2
Giant goat
1
Giant eagle
Fly
1
Lion
2
Giant elk
2
Saber-toothed tiger
Swamp
CR
Beast
Fly/Swim
0
Rat
0
Raven
Fly
1/8
Giant rat
1/8
Poisonous snake
Swim
1/8
Stirge
Fly
1/4
Constrictor snake
Swim
1/4
Giant frog
Swim
1/4
Giant lizard
1/4
Giant poisonous snake
Swim
1/2
Crocodile
Swim
1
Giant spider
1
Giant toad
Swim
2
Giant constrictor snake
Swim
5
Giant crocodile
Swim
Underdark
CR
Beast
Fly/Swim
0
Giant fire beetle
1/8
Giant rat
1/8
Stirge
Fly
1/4
Giant bat
Fly
1/4
Giant centipede
1/4
Giant lizard
1/4
Giant poisonous snake
Swim
1
Giant spider
1
Giant toad
Swim
CR
Beast
Fly/Swim
2
Giant constrictor snake
Swim
2
Polar bear (cave bear)
Swim
Underwater
CR
Beast
Fly/Swim
0
Quipper
Swim
1/4
Constrictor snake
Swim
1/2
Giant sea horse
Swim
1/2
Reef shark
Swim
1
Giant octopus
Swim
2
Giant constrictor snake
Swim
2
Hunter shark
Swim
2
Plesiosaurus
Swim
3
Killer whale
Swim
5
Giant shark
Swim
Fighter
Let me know when youre all done talking.
Tordek
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 fighters 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 concerned 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 theres gold in the offing, 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.
Sticks and stones may break my bones, but swords will never hurt me as long as I stay really
high and shoot down at an angle.
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 ones 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 thats 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.
Heraldic Signs
d6
Sign
1
A rampant golden dragon on a green field, representing valor and a quest for wealth
2
The fist of a storm giant clutching lightning before a storm cloud, symbolizing wrath and
power
3
Crossed greatswords in front of a castle gate, signifying the defense of a city or kingdom
4
A skull with a dagger through it, representing the doom you bring to your enemies
5
A phoenix in a ring of fire, an expression of an indomitable spirit
6
Three drops of blood 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 basics 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 students background.
If you decide that your character had an individual instructor, what is that persons specialty? Do
you emulate your instructor in how you fight, or did you take the instructors teachings and adapt
them to your own purposes?
Instructors
d6
Instructor
1
Gladiator. Your instructor was a slave who fought for freedom in the arena, or one who
willingly chose the gladiators life to earn money and fame.
2
Military. Your trainer served with a group of soldiers and knows much about working as a
team.
3
City Watch. Crowd control and peacekeeping are your instructors specialties.
4
Tribal Warrior. Your instructor grew up in a tribe, where fighting for ones life was practically
an everyday occurrence.
d6
Instructor
5
Street Fighter. Your trainer excels at urban combat, combining close-quarters work with
silence and efficiency.
6
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.
Signature Style
Many fighters distinguish themselves from their peers by adopting and perfecting a particular
style or method of waging combat. Although this style might be a natural outgrowth of a
fighters personality, thats not always the case someones approach to the world in general
does not necessarily dictate how that person operates when lives are on the line.
Do you have a combat style that mirrors your outlook on life, or is something else inside you
unleashed when weapons are drawn?
Signature Styles
d6
Style
1
Elegant. You move with precise grace and total control, never using more energy than you
need.
2
Brutal. Your attacks rain down like hammer blows, meant to splinter bone or send blood
flying.
3
Cunning. You dart in to attack at just the right moment and use small-scale tactics to tilt the
odds in your favor.
4
Effortless. You rarely perspire or display anything other than a stoic expression in battle.
5
Energetic. You sing and laugh during combat as your spirit soars. You are happiest when
you have a foe in front of you and a weapon in hand.
6
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 feature. The following options are available to
a fighter, in addition to those offered in the Players 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 supernatural 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
settlements. 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.
Arrows are the worst. They go much farther than eye rays. Thats why I stay indoors all the time.
Besides, the sky is totally overrated.
Arcane Archer Features
Fighter Level
Feature
3rd
Arcane Archer Lore, Arcane Shot (2 options)
7th
Curving Shot, Magic Arrow, Arcane Shot (3 options)
10th
Arcane Shot (4 options)
15th
Ever-Ready Shot, Arcane Shot (5 options)
18th
Arcane Shot (6 options, improved shots)
Arcane Archer Lore
At 3rd level, you learn magical theory or some of the secrets of nature typical for practitioners
of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature
skill, and you choose to learn either the prestidigitation or the druidcraft cantrip.
Arcane Shot
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).
Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action,
you can apply one of your Arcane Shot options to that arrow. You decide to use the option when
the arrow hits a creature, unless the option doesnt 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.
Magic Arrow
At 7th level, you gain the ability to infuse arrows with 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.
Curving Shot
At 7th level, you learn how to direct an errant arrow toward a new target. When you make an
attack roll with 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-Ready 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 Intelligence modifier.
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 targets 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.
Beguiling 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 of your 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
attacks 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 arrow 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.
Enfeebling 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 brambles, which wrap around the target. The creature hit by the arrow takes an extra
2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage 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 dont 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 dont 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
weapons 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 targets current location. On a successful save, the target takes
half as much damage, and you dont 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 foes
vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it
must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away
until the start of your next turn.
The psychic damage increases to 4d6 when you reach 18th level in this class.
So there are different names for different sorts of people who swing swords? Why? Let me try:
big sword swinger and tiny sword swinger. No, that sounds like its the size of the sword that
matters. How about: big meat bag with a sword and little meat bag with a sword!
Cavalier
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 embark on glorious adventure.
Cavalier Features
Fighter Level
Feature
3rd
Bonus Proficiency, Born to the Saddle, Unwavering Mark
7th
Warding Maneuver
10th
Hold the Line
15th
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 youre not incapacitated.
Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half
your speed.
Unwavering Mark
Starting at 3rd level, you can menace your foes, 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
doesnt target you.
In addition, if a creature marked by you deals damage 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 can make this special attack a number of
times equal to your Strength modifier (minimum of once), and you regain all expended uses of it
when you finish a long rest.
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 1d8 as a
reaction if youre wielding a melee weapon or a shield. Roll the die, and add the number rolled to
the targets AC against that attack. If the attack still hits, the target has resistance against the
attacks 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 long rest.
Hold the Line
At 10th level, you become a master of locking down 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 targets speed is reduced to 0 until the end of the
current turn.
Ferocious Charger
Starting at 15th level, you can run down your foes, whether youre 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 bonus + 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 creatures turn, except your turn. You can use
this special reaction only to make an opportunity attack, and you cant use it on the same turn
that you take your normal reaction.
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 of either one.
Samurai
The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A
Samurais resolve is nearly unbreakable, and the enemies in a Samurais path have two choices:
yield or die fighting.
Samurai Features
Fighter Level
Feature
3rd
Bonus Proficiency, Fighting Spirit (5 temp. hp)
7th
Elegant Courtier
10th
Tireless Spirit, Fighting Spirit (10 temp. hp)
15th
Rapid Strike, Fighting Spirit (15 temp. hp)
18th
Strength before Death
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. Alternatively, 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
at 15th level.
You can use this feature three times, and you regain all expended uses of it when you finish a
long rest.
Elegant Courtier
Starting at 7th level, your discipline and attention to detail 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).
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
Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that
reduces you to 0 hit points and doesnt kill you outright, you can use your reaction to delay
falling unconscious, and you can 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 if you still have 0 hit points.
Once you use this feature, you cant use it again until you finish a long rest.
Monk
Do not mistake my silence for acceptance of your villainy. While you blustered and threatened,
Ive planned four different ways to snap your 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 barbarian or a superbly trained fighter. Monks embrace
this seeming contradiction, for it speaks to the core of all monastic study. By coming to know
oneself completely, one learns much of the wider world.
A monks focus on inner mastery leads many such individuals to become detached from society,
more concerned with their personal experience than with happenings 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 opportunities to try something different. To
distinguish your monk character even further, consider the options in the sections that follow.
I bet I could be a monk if I wanted.
What? Why are you laughing?
Monastery
A monk studies in a monastery in preparation for a life of asceticism. Most of those who enter a
monastery 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 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?
Monasteries
d6
Monastery
1
Your monastery is carved out of a mountainside, where it looms over a treacherous pass.
2
Your monastery is high in the branches of an immense tree in the Feywild.
3
Your monastery was founded long ago by a cloud giant and is inside a cloud castle that can
be reached only by flying.
4
Your monastery is built beside a volcanic system of hot springs, geysers, and sulfur pools.
You regularly received visits from azer traders.
5
Your monastery was founded by gnomes and is an underground labyrinth of tunnels and
rooms.
6
Your monastery was carved from an iceberg in the frozen reaches of the world.
Monastic Icon
Even in the monastic lifestyle, which eschews materialism 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 characters monastery had a special icon, you might wear a crude image of the creature
somewhere inconspicuous on your clothing to serve as an identifying mark. Or perhaps your
orders icon does not have a physical form but is expressed through a gesture or a posture that
you adopt, and which other monks might know how to interpret.
Monastic Icons
d6
Icon
1
Monkey. Quick reflexes and the ability to travel through the treetops are two of the reasons
why your order admires the monkey.
d6
Icon
2
Dragon Turtle. The monks of your seaside monastery venerate the dragon turtle, reciting
ancient prayers and offering garlands of flowers to honor this living spirit of the sea.
3
Ki-rin. Your monastery sees its main purpose as watching over and protecting the land in the
manner of the ki-rin.
4
Owlbear. The monks of your monastery revere a family of owlbears and have coexisted with
them for generations.
5
Hydra. Your order singles out the hydra for its ability to unleash several attacks
simultaneously.
6
Dragon. A dragon once laired within your monastery. Its influence remains long after its
departure.
Master
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 affect you?
Masters
d6
Master
1
Your master was a tyrant whom you had to defeat in single combat to complete your
instruction.
2
Your master was kindly and taught you to pursue the cause of peace.
3
Your master was merciless in pushing you to your limits. You nearly lost an eye during one
especially brutal practice session.
4
Your master seemed goodhearted while tutoring you, but betrayed your monastery in the
end.
5
Your master was cold and distant. You suspect that the two of you might be related.
6
Your master was kind and generous, never critical of your progress. Nevertheless, you feel
you never fully lived up to the expectations placed on you.
Monastic Traditions
At 3rd level, a monk gains the Monastic Tradition feature. The following options are available to
a monk, in addition to those offered in the Players Handbook: the Way of the Drunken Master,
the Way of the Kensei, and the Way of the Sun Soul.
Way of the Drunken Master
The Way of the Drunken Master teaches its students to move with the jerky, unpredictable
movements of 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 masters
erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and
retreats.
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 drunken master can be a
maddening, masterful foe.
Way of the Drunken Master Features
Monk Level
Feature
3rd
Bonus Proficiencies, Drunken Technique
6th
Tipsy Sway
11th
Drunkards Luck
17th
Intoxicated Frenzy
Bonus Proficiencies
When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you
dont already have it. Your martial arts technique mixes combat training with the precision of a
dancer and the antics of a jester. You also gain proficiency with brewers supplies if you dont
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 youre 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 reaction to cause that attack to hit one creature of your choice, other than the attacker, that
you can see within 5 feet of you.
Drunkards Luck
Starting at 11th 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.
Way of 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.
Why did the samurai cross the road? … Now you say “Why? … Okay, here’s the joke part: I
kensei. Get it? What? Why arent you laughing? The joke is solid gold, and my delivery was
perfect. Maybe you didnt get it because youre stupid.
Way of the Kensei Features
Monk Level
Feature
3rd
Path of the Kensei (2 weapons)
6th
One with the Blade, Path of the Kensei (3 weapons)
11th
Sharpen the Blade, Path of the Kensei (4 weapons)
Monk Level
Feature
17th
Unerring Accuracy, Path of the Kensei (5 weapons)
Path of the Kensei
When you choose this tradition at 3rd level, your special 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 dont already have it. Weapons of the chosen types are monk weapons for
you. Many of this traditions features work only with your kensei weapons. When you reach 6th,
11th, and 17th 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 arent
incapacitated.
Kenseis 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 until the
end of the current turn.
Way of the Brush. You gain proficiency with your choice of calligraphers supplies or painters
supplies.
One with the Blade
At 6th level, you extend your ki into your kensei weapons, granting you the following benefits.
Magic Kensei Weapons. Your attacks with your kensei 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 your turns.
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 indomitable light shed by the
soul of every living creature.
So you have this soul, but you cant see it or touch it. And when you die, this invisible thing
leaves your body and goes to a place you cant see. And you people think Im crazy?
Way of the Sun Soul Features
Monk Level
Feature
3rd
Radiant Sun Bolt
6th
Searing Arc Strike
11th
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.
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 spells 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 succeed on a Constitution saving throw or take
2d6 radiant damage. A creature doesnt 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, increases the damage by 2d6.
Sun Shield
At 17th level, you become wreathed in a luminous, magical 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.
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.
Isteval
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. Its important to keep
in mind that most paladins arent robots. They have doubts and prejudices and harbor
contradictory thoughts just as any other character does. Some are compelled by an internal
motivation that might sometimes be at odds with the principles of their oaths.
Living up to an oath? That sounds ridiculous. Why would anyone ever do that? Theres nothing
wrong with making promises, but only suckers keep them.
Personal Goal
The precepts of a paladins oath provide purpose to the character and dictate an ultimate goal or
an overall intent 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 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.
Personal Goals
d6
Goal
1
Peace. You fight so that future generations will not have to.
2
Revenge. Your oath is the vehicle through which you will right an ancient wrong.
3
Duty. You will live up to what you have sworn to do, or die trying.
4
Leadership. You will win a great battle that bards will sing about, and in so doing, you will
become an example to inspire others.
5
Faith. You know your path is righteous, or else the gods would not have set you upon it.
6
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
1
A dragon, emblematic of your nobility in peace and your ferocity in combat
2
A clenched fist, because you are always ready to fight for your beliefs
3
An upraised open hand, indicating your preference for diplomacy over combat
4
A red heart, showing the world your commitment to justice
5
A black heart, signifying that emotions such as pity do not sway your dedication to your oath
6
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 paladins most persistent
or most formidable foe a nemesis whose presence or influence is a constant factor in a
paladins 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?
Nemeses
d6
Nemesis
1
A mighty orc war chief who threatens to overrun and destroy everything you hold sacred
2
A fiend or a celestial, the agent of a power of the Outer Planes, who has been charged with
corrupting or redeeming you, as appropriate
3
A dragon whose servants dog your steps
4
A high priest who sees you as a misguided fool and wants you to abandon your religion
5
A rival paladin who trained with you but became an oath-breaker and holds you responsible
6
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
Temptation
1
Fury. When your anger is roused, you have trouble thinking straight, and you fear you might
do something youll regret.
2
Pride. Your deeds are noteworthy, and no one takes note of them more often than you.
3
Lust. You cant resist an attractive face and a pleasant smile.
4
Envy. You are mindful of what some famous folk have accomplished, and you feel
inadequate when your deeds dont compare to theirs.
5
Despair. You consider the great strength of the enemies you must defeat, and at times you
see no way to achieve final victory.
d6
Temptation
6
Greed. Regardless of how much glory and treasure you amass, its 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 addition to those offered in the Players Handbook: the Oath of Conquest and the
Oath of Redemption.
Oath of Conquest
The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their
enemies. It isnt enough for these paladins to establish order. They must crush the forces of
chaos. Sometimes called knight tyrants 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 enemies, 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.
Tenets of Conquest
A paladin who takes this oath has the tenets of conquest seared on the upper arm.
Douse the Flame of Hope. 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 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.
Conquest sounds cool.
Do you have to leave your house for that? Because Ive got a fish named Sylgar, and I cant be
away for too long or he gets sad.
Oath of Conquest Features
Paladin Level
Feature
3rd
Oath Spells, Channel Divinity
7th
Aura of Conquest (10 ft.)
15th
Scornful Rebuke
18th
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 of Conquest Spells
Paladin Level
Spells
3rd
armor of Agathys, command
5th
hold person, spiritual weapon
9th
bestow curse, fear
13th
dominate beast, stoneskin
Paladin Level
Spells
17th
cloudkill, dominate person
Channel Divinity
When you take this oath at 3rd level, you gain the following 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.
Aura of Conquest
Starting at 7th level, you constantly emanate a menacing aura while youre 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 youre 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 cant 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. Redeemers know that undead, demons, devils,
and other supernatural threats can be inherently evil. Against such foes, 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 of 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.
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 every 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.
Redemption. So you feel bad about having done something, and then you have to do something to
feel better? Why dont you just kill and eat someone? That always makes me feel better.
Oath of Redemption Features
Paladin Level
Feature
3rd
Oath Spells, Channel Divinity
7th
Aura of the Guardian (10 ft.)
15th
Protective Spirit
18th
Aura of the 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 of Redemption Spells
Paladin Level
Spells
3rd
sanctuary, sleep
5th
calm emotions, hold person
9th
counterspell, hypnotic pattern
13th
Otilukes resilient sphere, stoneskin
17th
hold monster, wall of force
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Emissary of Peace. 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 Divinity 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
successful save, it takes half as much damage.
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 taking it. This feature doesnt transfer any other effects that
might accompany the damage, and this damage cant 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 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit
points remaining and you arent 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 creatures (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 damage to it by any means but this feature,
neither benefit works against that creature until you finish a long rest.
Ranger
I spend a lot of my life away from civilization, keeping to its fringes to protect it. Dont assume
that because I dont bend the knee to your king that I havent 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 rangers personality and history. Some rangers see
themselves as enforcers of the law and bringers of justice on civilizations 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 youre creating or playing a ranger character, the following sections offer ideas for
embellishing the character and enhancing your roleplaying experience.
Im a monster. Are you going to try to kill me? Didnt think so. Go kill some goblins or
something. On second thought, goblins arent monsters theyre people. So maybe you should
call yourself a people killer.
View of the World
A rangers view of the world begins (and sometimes ends) with that characters outlook toward
civilized folk and the places they occupy. Some rangers have an attitude toward civilization
thats deeply rooted in disdain, while others pity the people they have sworn to protect though
on the battlefield, its impossible to tell 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 do what they do. That said, no two rangers are likely to express their opinions on
any matter in the same way.
If you havent yet thought about the details of your characters worldview, consider putting a
finer point on things by summarizing that viewpoint in a short statement (such as the entries on
the following table). How might that feeling affect the way you conduct yourself?
Views of the World
d6
View
1
Towns and cities are the best places for those who cant survive on their own.
2
The advancement of civilization is the best way to thwart chaos, but its reach must be
monitored.
3
Towns and cities are a necessary evil, but once the wilderness is purged of supernatural
threats, we will need them no more.
4
Walls are for cowards, who huddle behind them while others do the work of making the world
safe.
5
Visiting a town is not unpleasant, but after a few days I feel the irresistible call to return to the
wild.
6
Cities breed weakness by isolating folk from the harsh lessons of the 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 characters 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 corrupted by several crossings to the
Shadowfell.
d6
Homeland
2
As part of a group of nomads, you acquired the skills for surviving in the desert.
3
Your early life in the Underdark prepared you for the challenges of combating its denizens.
4
You dwelled on the edge of a swamp, in an area imperiled by land creatures as well as
aquatic ones.
5
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 protect yourself and prosper in a realm overrun
by ice.
Sworn Enemy
Every ranger begins with a favored enemy (or two). The determination of a favored enemy might
be tied to a specific event in the characters 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 curiosity, or do you have a grudge to settle?
Sworn Enemies
d6
Enemy
1
You seek revenge on natures behalf for the great transgressions your foe has committed.
2
Your forebears or predecessors fought these creatures, and so shall you.
3
You bear no enmity toward your foe. You stalk such creatures as a hunter tracks down a wild
animal.
4
You find your foe fascinating, and you collect books of tales and history concerning it.
5
You collect tokens of your fallen enemies to remind you of each kill.
6
You respect your chosen enemy, and you see your battles as a test of respective skills.
Ranger Archetypes
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 Players Handbook: the Gloom Stalker, the Horizon
Walker, and the Monster Slayer.
Gloom Stalker
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 threats before they can
reach the broader world. Such rangers are often found in the Underdark, but they will go any
place where evil lurks in the shadows.
So you sneak around in the dark? You know most everything but humans can see in the dark,
right? We all see you. Tiptoeing doesnt turn you invisible.
Gloom Stalker Features
Ranger Level
Feature
3rd
Gloom Stalker Magic, Dread Ambusher, Umbral Sight
7th
Iron Mind
11th
Stalkers Flurry
15th
Shadowy Dodge
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 doesnt
count against the number of ranger spells you know.
Gloom Stalker Spells
Ranger Level
Spell
3rd
disguise self
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. If you already have this proficiency, you instead gain
proficiency in Intelligence or Charisma saving throws (your choice).
Stalkers 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 attack, you can make
another weapon attack as part of the same action.
Shadowy Dodge
Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow
around you. Whenever a creature makes an attack roll against you and doesnt 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.
Horizon Walker
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.
You cant walk to the horizon, because it keeps on getting farther away. Boom! Did I just blow
your mind?
I did, didnt I?
Horizon Walker Features
Ranger Level
Feature
3rd
Horizon Walker Magic, Detect Portal, Planar Warrior (1d8)
7th
Ethereal Step
11th
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
doesnt count against the number of ranger spells you know.
Horizon Walker Spells
Ranger Level
Spell
3rd
protection from 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 cant use it again until you finish a short or long rest.
See the Planar Travel section in chapter 2 of the Dungeon Masters 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
At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the
etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of
the current turn.
Once you use this feature, you cant 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
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 attacks damage on this turn.
Monster Slayer
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, Hunters Sense, Slayers Prey
7th
Supernatural Defense
11th
Magic-Users Nemesis
15th
Slayers 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
doesnt count against the number of ranger spells you know.
Monster Slayer Spells
Ranger Level
Spell
3rd
protection from evil and good
5th
zone of truth
9th
magic circle
13th
banishment
Ranger Level
Spell
17th
hold monster
Hunters 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,
resistances, or vulnerabilities.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once).
You regain all expended uses of it when you finish a long rest.
Slayers Prey
Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a
bonus action, 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 preys assaults on your mind and body.
Whenever the target of your Slayers 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-Users Nemesis
At 11th level, you gain the ability to thwart someone elses magic. When you see a creature
casting a spell or teleporting within 60 feet of you, you can use your reaction 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 cant use it again until you finish a short or long rest.
Slayers Counter
At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the
target of your Slayers 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 automatically succeeds, in addition to the attacks
normal effects.
Rogue
People forget that the entire point of venturing down into a dusty tomb is to bring back the prizes
hidden away there. Fighting is for fools. Dead men cant spend their fortunes.
Barnabas Bladecutter
When brute force wont get the job done, or when magic isnt 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 other characters can emulate.
Some rogues who turn to adventuring are former criminals who have decided that dodging
monsters 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 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 rogues mind, taking up arms
against a creature is not about killing the creature but about becoming the new owner 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.
Thieves are the worst. I hate anyone that handles my stuff when Im not looking, especially if
they dont put it back where they found it.
Guilty Pleasure
Most of what rogues do revolves around obtaining treasure 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 compulsion that clouds their thinking an irresistible need that must be
satisfied, even if doing so is risky.
A rogues guilty pleasure could be the acquisition of a physical item, something to be
experienced, or a way of conducting oneself at certain times. One rogue 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 cant go through a day in the city without lifting a purse or two, just to keep
in practice.
Whats the one form of temptation that your rogue character cant resist when the opportunity
presents itself, even if giving into it might mean trouble for you and your companions?
Guilty Pleasures
d6
Pleasure
1
Large gems
2
A smile from a pretty face
3
A new ring for your finger
4
The chance to deflate someones ego
5
The finest food and drink
6
Adding to your collection of exotic coins
Adversary
Naturally, those who enforce the law are bound to come up against those who break it, and its
the rare rogue who isnt featured on at least one wanted poster. Beyond that, its 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 adversaries too, and theyre likely to be harder
to deal with than the average member of the city watch.
If your characters backstory doesnt 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
youve 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 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? If so, how is
this relationship affecting your life?
Adversaries
d6
Adversary
1
The pirate captain on whose ship you once served; what you call moving on, the captain
calls mutiny
2
A master spy to whom you unwittingly fed bad information, which led to the assassination of
the wrong target
3
The master of the local thieves guild, who wants you to join the organization or leave town
4
An art collector who uses illegal means to acquire masterpieces
5
A fence who uses you as a messenger to set up illicit meetings
6
The proprietor of an illegal pit fighting arena where you once took bets
Benefactor
Few rogues make it far in life before needing someones help, which means thereafter owing that
benefactor a significant debt.
If your characters backstory doesnt 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
Benefactor
1
A smuggler kept you from getting caught but lost a valuable shipment in doing so. Now you
owe that person an equally valuable favor.
2
The Beggar King has hidden you from your pursuers many times, in return for future
considerations.
3
A magistrate once kept you out of jail in return for information on a powerful crime lord.
4
Your parents used their savings to bail you out of trouble in your younger days and are now
destitute.
5
A dragon didnt eat you when it had a chance, and in return you promised to set aside choice
pieces of treasure for it.
6
A druid once helped you out of a tight spot; now any random animal you see could be that
benefactor, 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 Players 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.
Inquisitive Features
Rogue Level
Feature
3rd
Ear for Deceit, Eye for Detail, Insightful Fighting
9th
Steady Eye
13th
Unerring Eye
17th
Eye for Weakness
Ear for Deceit
When you choose this archetype at 3rd level, you develop 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 d20 as an 8.
Eye for Detail
Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a
hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher
clues.
Insightful Fighting
At 3rd level, you gain the ability to decipher an opponents 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 isnt incapacitated, contested by the targets Charisma (Deception) check. If you succeed,
you can use your Sneak Attack against that target even if you dont have advantage on the attack
roll, but not if you have disadvantage on it.
This benefit lasts for 1 minute or until you successfully 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 impossible 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 arent 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 regain all expended uses of it when you finish a long rest.
Eye for Weakness
At 17th level, you learn to exploit a creatures weaknesses 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.
Oh, please. If anyone is a mastermind around here, its me. Youre like a master doofus or a
master dummy. No, you are!
Mastermind Features
Rogue Level
Feature
3rd
Master of Intrigue, Master of Tactics
9th
Insightful Manipulator
13th
Misdirection
17th
Soul of Deceit
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 capabilities 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:
Intelligence score
Wisdom score
Charisma score
Class levels (if any)
At the DMs option, you might also realize you know a piece of the creatures 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 creature instead
of you.
Soul of Deceit
Starting at 17th level, your thoughts cant 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 readers Wisdom (Insight) check.
Additionally, no matter what you say, magic that would determine if you are telling the truth
indicates you are being truthful if you so choose, and you cant be compelled to tell the truth by
magic.
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
Feature
3rd
Skirmisher, Survivalist
9th
Superior Mobility
13th
Ambush Master
17th
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 doesnt
provoke opportunity attacks.
Survivalist
When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival
skills if you dont already have it. Your proficiency bonus is doubled for any ability check you
make that uses either of those proficiencies.
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 cant use your Sneak Attack
against the same target more than once in a turn.
Swashbuckler
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. Duelists 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.
Whats a swashbuckler? Do you swash buckles or buckle swashes? You cant tell me you dont
think that word is funny.
Swashbuckler Features
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
cant make opportunity attacks against you for the rest of your 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 Attack; you dont 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 dont 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 beguiling. As an action, you can make a
Charisma (Persuasion) check contested by a creatures 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 cant 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 isnt 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 (Acrobatics) 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 cant use
this feature again until you finish a short or long rest.
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 characters. 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 traveling 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, banished from their homes after the sudden, terrifying arrival of their
abilities.
Playing a sorcerer character can be as rewarding as it is challenging. The sections below offer
suggestions on how to flesh out and personalize your persona.
Divine? Arcane? What difference does it make where magic comes from? Youve got it or you
dont. Fortunately, Ive got loads of the stuff.
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 magical power? Does it tie back to some distant
relative, a cosmic event, or blind chance? If your sorcerer doesnt 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.
Arcane Origins
d6
Origin
1
Your power arises from your familys bloodline. You are related to some powerful creature,
or you inherited a blessing or a curse.
2
You are the reincarnation of a being from another plane of existence.
3
A powerful entity entered the world. Its magic changed you.
4
Your birth was prophesied in an ancient text, and you are foretold to use your power for
terrible ends.
5
You are the product of generations of careful, selective 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 ones power becomes evident,
the consequences of that event depend greatly on how its witnesses react to what they have seen.
When your sorcerers powers appeared, how did the world around you respond? Were other
people supportive, fearful, or somewhere in between?
Reactions
d6
Reaction
1
Your powers are seen as a great blessing by those around you, and you are expected to use
them in service to your community.
2
Your powers caused destruction and even a death when they became evident, and you were
treated as a criminal.
3
Your neighbors hate and fear your power, causing them to shun you.
4
You came to the attention of a sinister cult that plans on exploiting your abilities.
5
People around you believe that your powers are a curse levied on your family for a past
transgression.
d6
Reaction
6
Your powers are believed to be tied to an ancient line of mad 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; its 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.
If your sorcerer has a supernatural mark, it might be one thats easily concealed, or it could be a
source of pride that you keep on constant display.
Supernatural Marks
d6
Mark
1
Your eyes are an unusual color, such as red.
2
You have an extra toe on one foot.
3
One of your ears is noticeably larger than the other.
4
Your hair grows at a prodigious rate.
5
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 ones 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 of Sorcery
d6
Sign
1
You deliver the verbal components of your spells in the booming voice of a titan.
2
For a moment after you cast a spell, the area around you grows dark and gloomy.
3
You sweat profusely while casting a spell and for a few seconds thereafter.
4
Your hair and garments are briefly buffeted about, as if by a breeze, whenever you call forth
a spell.
d6
Sign
5
If you are standing when you cast a spell, you rise six inches into the air and gently float
back down.
6
Illusory blue flames wreathe your head as you begin your casting, then abruptly disappear.
Sorcerous Origins
At 1st level, a sorcerer gains the Sorcerous Origin feature. The following options are available to
a sorcerer, in addition to those offered in the Players 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 familial connection to a divine being. Perhaps your ancestor was an angel,
transformed into a mortal and sent to fight in a gods 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.
Why do so many celestial things have bird wings and infernal things have bat wings?
It seems arbitrary. There should be a bat angel!
Divine Soul Features
Sorcerer Level
Feature
1st
Divine Magic, Favored by the Gods
6th
Empowered Healing
14th
Otherworldly Wings
18th
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 doesnt count against your number of sorcerer spells known. If you 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
bane
Neutrality
protection from evil and good
Favored by the Gods
Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an
attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use
this feature, you cant 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 arent 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 youre
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.
Unearthly 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 cant 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.
Sometimes I disintegrate my shadow when I see it, because I think its a different beholder.
Shadow Sorcerer Quirks
d6
Quirk
1
You are always icy cold to the touch.
2
When you are asleep, you dont appear to breathe (though you must still breathe to survive).
3
You barely bleed, even when badly injured.
4
Your heart beats once per minute. This event sometimes surprises you.
5
You have trouble remembering that living creatures and corpses should be treated
differently.
6
You blinked. Once. Last week.
Shadow Magic Features
Sorcerer Level
Feature
1st
Eyes of the Dark, Strength of the Grave
3rd
Eyes of the Dark (darkness)
6th
Hound of Ill Omen
14th
Shadow Walk
18th
Umbral Form
Eyes of the Dark
Starting at 1st level, you have darkvision with a range of 120 feet.
When you reach 3rd level in this class, you learn the darkness spell, which doesnt 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 1st 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 cant 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 cant use this feature again until you finish a long rest.
Hound of 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 wolfs statistics
(see the Monster Manual or appendix C in the Players 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
hound takes 5 force damage if it ends its turn inside an object.
At the start of its turn, the hound automatically knows its targets 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 powerful that folk still tell stories of it, or your lineage might include
the influence of potent air creatures such as djinn. Whatever the case, the magic of the storm
permeates your being.
Storm sorcerers are invaluable members of a ships 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.
What is it with people and the weather?
Its just the sky weeping and shouting because its so far away from me.
Storm Sorcery Features
Sorcerer Level
Feature
1st
Wind Speaker, Tempestuous Magic
6th
Heart of the Storm, Storm Guide
14th
Storms 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.
If it 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 100-foot-radius sphere centered on you. The wind blows in that direction until the end of
your next turn. This feature doesnt alter the speed of the wind.
Storms Fury
Starting at 14th level, when you are hit by a melee attack, 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 cant do so again until you finish a short or long
rest.
Warlock
You think me mad? I think true insanity is being content to live a life of mortal drudgery when
knowledge and power is there for the taking in 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 wizards 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, curiosity, 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 warlocks 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 gods 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.
So you got your powers by making a contract with something? Is it in writing, perchance? Well,
never mind. Just tell me this: Can I get your powers by eating you?
Patrons Attitude
Every relationship is a two-way street, but in the case of warlocks and their patrons its 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 character holds toward your patron, also consider
how things look from the patrons perspective. How does your patron 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?
Patron Attitudes
d6
Attitude
1
Your patron has guided and helped your family for generations and is kindly toward you.
2
Each interaction with your capricious patron is a surprise, whether pleasant or painful.
3
Your patron is the spirit of a long-dead hero who sees your pact as a way for it to continue to
influence the world.
4
Your patron is a strict disciplinarian but treats you with a measure of respect.
5
Your patron tricked you into a pact and treats you as a slave.
6
You are mostly left to your own devices with no interference 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 requirements. The terms of a pact what a warlock must do to receive a patrons 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 hasnt imposed such a duty on you already, thats
not to say it couldnt still happen.
Special Terms
d6
Term
1
When directed, you must take immediate action against a specific enemy of your patron.
2
Your pact tests your willpower; you are required to abstain from alcohol and other
intoxicants.
3
At least once a day, you must inscribe or carve your patrons name or symbol on the wall of
d6
Term
a building.
4
You must occasionally conduct bizarre rituals to maintain your pact.
5
You can never wear the same outfit twice, since your patron finds such predictability to be
boring.
6
When you use an eldritch invocation, you must speak your patrons name aloud or risk
incurring its displeasure.
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 to those who know about such things that the
individual in question is bound to the patrons service. A warlock might take advantage of such a
mark, claiming it as proof of ones pact, or might want to keep it under wraps (if possible) to
avoid the difficulties it might bring.
If your warlocks 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
Mark
1
One of your eyes looks the same as one of your patrons eyes.
2
Each time you wake up, the small blemish on your face appears in a different place.
3
You display outward symptoms of a disease but suffer no ill effects from it.
4
Your tongue is an unnatural color.
5
You have a vestigial tail.
6
Your nose glows in the dark.
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 Players 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
illuminates 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
Feature
1st
Expanded Spell List, Bonus Cantrips, Healing Light
6th
Radiant Soul
10th
Celestial Resilience
14th
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
Spells
1st
cure wounds, guiding bolt
2nd
flaming sphere, lesser restoration
3rd
daylight, revivify
4th
guardian of faith, wall of fire
5th
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 dont count against your number of cantrips known.
Healing Light
At 1st 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). Roll the dice you spend, add them together, and restore a
number of hit points equal to the total.
Your pool regains all expended dice when you finish a long rest.
Radiant Soul
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 Charisma 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 temporary 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.
Searing 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 cant 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 Blackrazor 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
hexblade 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 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.
Hexblade. What a cool name! So is your sword evil or cursed or something? But youre evil,
right? … Okay, now I don’t like the name. Names arent cool if they dont make sense. Like
mine: The Xanathar. See? Its cool, and it makes sense!
Hexblade Features
Warlock Level
Feature
1st
Expanded Spell List, Hexblades Curse, Hex Warrior
6th
Accursed Specter
10th
Armor of Hexes
14th
Master of Hexes
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.
Hexblade Expanded Spells
Spell Level
Spells
1st
shield, wrathful smite
2nd
blur, branding smite
3rd
blink, elemental weapon
4th
phantasmal killer, staggering smite
5th
banishing smite, cone of cold
Hexblades Curse
Starting at 1st level, you gain the ability to place a baleful 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 cant use this feature again until you finish a short or long rest.
Hex Warrior
At 1st 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 gain the Pact of the Blade feature, this benefit
extends to every pact weapon you conjure with that feature, no matter the weapons 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 afterlife.
Once you bind a specter with this feature, you cant use the feature again until you finish a long
rest.
Armor of Hexes
At 10th level, your hex grows more powerful. If the target cursed by your Hexblades 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 Hexblades Curse from a slain creature to another
creature. When the creature cursed by your Hexblades Curse dies, you can apply the curse to a
different creature you can see within 30 feet of you, provided you arent incapacitated. When
you apply the curse in this way, you dont regain hit points from the death of the previously
cursed creature.
Eldritch Invocations
At 2nd level, a warlock gains the Eldritch Invocations feature. Here are new options for that
feature, in addition to the options in the Players Handbook.
If an eldritch invocation has a prerequisite, you must meet it to learn the invocation. You can
learn the invocation 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
You no longer need to sleep and cant 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 reading your Book of Shadows
and keeping watch.
Cloak of 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
youre incapacitated or you dismiss it as a bonus action.
The aura grants you advantage on Charisma (Intimidation) 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 modifier (minimum of 0 damage).
Once you use this invocation, you cant use it again until you finish a short or long rest.
Eldritch Smite
Prerequisite: 5th level, Pact of the Blade feature
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 1d8 per level of the spell slot,
and you can knock the target prone if it is Huge or smaller.
Ghostly Gaze
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 dont 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, you
perceive objects as ghostly, transparent images.
Once you use this invocation, you cant use it again until you finish a short or long rest.
Gift of the Depths
Prerequisite: 5th level
You can breathe underwater, and you gain a swimming speed equal to your walking speed.
You can also cast water breathing once without expending 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.
Grasp of Hadar
Prerequisite: eldritch blast cantrip
Once on each of your turns when you hit a creature with your eldritch blast, you can move that
creature in a straight line 10 feet closer to you.
Improved Pact Weapon
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 warlock 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 of Lethargy
Prerequisite: eldritch blast cantrip
Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that
creatures speed by 10 feet until the end of your next turn.
Maddening Hex
Prerequisite: 5th level, hex spell or a warlock feature that curses
As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or
by a warlock feature of yours, such as Hexblades 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 damage).
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 teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target
cursed by your hex spell or by a warlock feature of yours, such as Hexblades Curse or Sign of
Ill Omen. To teleport in this way, you must be able to see the cursed target.
Shroud of Shadow
Prerequisite: 15th level
You can cast invisibility at will, without expending a spell slot.
Tomb of 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 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 cant use it again until you finish a short or long rest.
Tricksters Escape
Prerequisite: 7th level
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.
Wizard
Wizardry requires understanding. The knowledge of how 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
Only a select few people in the world are wielders of magic. Of all those, wizards stand at the
pinnacle of the craft. Even the least of them can manipulate forces that flout 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 ones 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 youre 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.
Watch. I love this trick.
Hey, wizard! You cant do magic.
Oops, now you can.
Oops, now you cant anymore. Ha ha ha!
Spellbook
Your wizard characters most prized possession your spellbook might be an innocuous-
looking volume whose covers show no hint of whats inside. Or you might display some flair, as
many wizards do, by carrying a spellbook of an unusual sort. If you dont 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.
Spellbooks
d6
Spellbook
1
A tome with pages that are thin sheets of metal, spells etched into them with acid
2
Long straps of leather on which spells are written, wrapped around a staff for ease of
transport
3
A battered tome filled with pictographs that only you can understand
4
Small stones inscribed with spells and kept in a cloth bag
5
A scorched book, ravaged by dragon fire, with the script of your spells barely visible on its
pages
6
A tome full of black 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 havent 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
1
You will prove that the gods arent as powerful as folk believe.
2
Immortality is the end goal of your studies.
3
If you can fully understand magic, you can unlock its use for all and usher in an era of
equality.
4
Magic is a dangerous tool. You use it to protect what you treasure.
5
Arcane power must be taken away from those who would abuse it.
6
You will become the greatest wizard the world has seen in generations.
Eccentricity
Endless hours of solitary study and research can have a negative effect on anyones 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
1
You have the habit of tapping your foot incessantly, which often annoys those around you.
2
Your memory is quite good, but you have no trouble pretending to be absentminded when it
suits your purposes.
3
You never enter a room without looking to see whats hanging from the ceiling.
4
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 feature. The following War Magic option is
available to a wizard, in addition to the options offered in the Players Handbook.
War Magic
A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic
blends principles of evocation and abjuration, rather than specializing in either of those schools.
It teaches techniques that empower a casters 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 resource 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.
In great battles, a war mage often works with evokers, abjurers, and other types of wizards.
Evokers, in particular, sometimes tease war mages for splitting their attention between offense
and defense. A war mages typical response: What good is being able to throw a mighty fireball
if I die before I can cast it?
War magic? Does that make you a War Wizard? Ive heard about them. They dress in
purple, I think. But youre not dressed in purple. Thats disappointing. Go change.
War Magic Features
Wizard Level
Feature
2nd
Arcane Deflection, Tactical Wit
6th
Power Surge
10th
Durable Magic
14th
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 attack 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 cant cast spells other than cantrips until the end of your next
turn.
Tactical Wit
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.
Power Surge
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 resets to one.
Whenever you successfully end a spell with dispel magic or counterspell, 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.
Once per turn when you deal damage to a creature or object with a wizard spell, you can spend
one power surge to deal extra force damage to that target. The extra damage equals half your
wizard level.
Durable Magic
Beginning at 10th level, the magic you channel helps ward off harm. While you maintain
concentration on a spell, you have a +2 bonus to AC and all saving throws.
Deflecting Shroud
At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your
Arcane Deflection feature, you can cause magical energy to arc 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.
Chapter 1: This Is Your Life
The character creation rules in the Players Handbook provide all the information you need to
define your character in preparation for a life of adventuring. What they dont 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 autobiography 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 dont 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 order you want.
For instance, you might not want these tables to help you decide who your parents and siblings
are, because thats among the information youve 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
If youre comfortable with letting the dice decide a certain 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, thats 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
Players Handbook, they dont occupy a specific place in that process. You can use some of them
early on for instance, its possible to determine your parents and other family members
immediately after deciding your characters race but you could also wait until later in the
process. You might prefer to establish more facts about your characters game identity such as
your class, ability scores, and alignment before supplementing that information with whats
offered here.
Section by Section
This material is divided into four sections, each addressing a different aspect of your characters
backstory.
Origins. To find out who and where you came from, use the Origins section. When youre
done, you will have a summary of facts about your parents, your siblings, and the circumstances
under which you grew up.
Personal Decisions. After you have selected your characters background and class, use the
appropriate tables to determine how you came to make those choices.
Life Events. Your characters 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 characters 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 questions by using the following tables.
So, where are you from? Uh-huh. And the people who did the procreation thing to make you
are they still alive? Okay. Cool. You know, I actually dont care. Im just making small talk while
my minion sneaks up behind you. Ha! Made you look!
Parents
You had parents, of course, even if they didnt raise you. To determine what you know about
these people, use the Parents table. If you want, you can roll separately on the table for your
mother and your father. Use the supplemental tables as desired (particularly Class, Occupation,
and Alignment) to learn more about your parents.
d100
Parents
0195
You know who your parents are or were.
9600
You do not know who your parents were.
Nonhuman Parents. If your character is a half-elf, a half-orc, 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
15
One parent was an elf and the other was a human.
6
One parent was an elf and the other was a half-elf.
7
One parent was a human and the other was a half-elf.
8
Both parents were half-elves.
Half-Orc Parents
d8
Parents
d8
Parents
13
One parent was an orc and the other was a human.
45
One parent was an orc and the other was a half-orc.
67
One parent was a human and the other was a half-orc.
8
Both parents were half-orcs.
Tiefling Parents
d8
Parents
14
Both parents were humans, their infernal heritage dormant until you came along.
56
One parent was a tiefling and the other was a human.
7
One parent was a tiefling and the other was a devil.
8
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 thats 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.
d100
Location
0150
Home
5155
Home of a family friend
5663
Home of a healer or midwife
6465
Carriage, cart, or wagon
6668
Barn, shed, or other outbuilding
6970
Cave
7172
Field
7374
Forest
7577
Temple
78
Battlefield
7980
Alley or street
8182
Brothel, tavern, or inn
8384
Castle, keep, tower, or palace
85
Sewer or rubbish heap
8688
Among people of a different race
d100
Location
8991
On board a boat or a ship
9293
In a prison or in the headquarters of a secret organization
9495
In a sages laboratory
96
In the Feywild
97
In the Shadowfell
98
On the Astral Plane or the Ethereal Plane
99
On an Inner Plane of your choice
00
On an Outer Plane of your 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 persons 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 supplemental 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
d10
Siblings
2 or lower
None
34
1d3
56
1d4 + 1
78
1d6 + 2
910
1d8 + 3
Birth Order
2d6
Birth Order
2
Twin, triplet, or quadruplet
37
Older
812
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 Players 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 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 Relationship 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 tables to learn more about the family members or guardians who
raised you.
Family
d100
Family
01
None
02
Institution, such as an asylum
03
Temple
0405
Orphanage
0607
Guardian
0815
Paternal or maternal aunt, uncle, or both; or extended family such as a tribe or clan
1625
Paternal or maternal grandparent(s)
2635
Adoptive family (same or different race)
3655
Single father or stepfather
5675
Single mother or stepmother
7600
Mother and father
Absent Parent
d4
Fate
1
Your parent died (roll on the Cause of Death supplemental table).
2
Your parent was imprisoned, enslaved, or otherwise taken away.
d4
Fate
3
Your parent abandoned you.
4
Your parent disappeared to an unknown fate.
Family Lifestyle
3d6
Lifestyle*
3
Wretched (40)
45
Squalid (20)
68
Poor (10)
912
Modest (+0)
1315
Comfortable (+10)
1617
Wealthy (+20)
18
Aristocratic (+40)
*Use the number in this result as a modifier to your roll on the Childhood Home table.
Childhood Home
d100*
Home
0 or lower
On the streets
120
Rundown shack
2130
No permanent residence; you moved around a lot
3140
Encampment or village in the wilderness
4150
Apartment in a rundown neighborhood
5170
Small house
7190
Large house
91110
Mansion
111 or higher
Palace or castle
*After making this roll, apply the modifier from the Family Lifestyle table to arrive at the result.
Childhood Memories
3d6 +
Cha mod
Memory
3 or lower
I am still haunted by my childhood, when I was treated badly by my peers.
45
I spent most of my childhood alone, with no close friends.
68
Others saw me as being different or strange, and so I had few companions.
912
I had a few close friends and lived an ordinary childhood.
1315
I had several friends, and my childhood was generally a happy one.
1617
I always found it easy to make friends, and I loved being around people.
3d6 +
Cha mod
Memory
18 or higher
Everyone knew who I was, and I had friends everywhere I went.
Personal Decisions
Your characters life takes a particular course depending on the choices you make for the
characters 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 heros
defining event or the specialty of a criminal or a sage, its best to make that determination before
using the pertinent table below.
Acolyte
d6
I became an acolyte because …
1
I ran away from home at an early age and found refuge in a temple.
2
My family gave me to a temple, since they were unable or unwilling to care for me.
3
I grew up in a household with strong religious convictions. Entering the service of one or
more gods seemed natural.
4
An impassioned sermon struck a chord deep in my soul and moved me to serve the faith.
5
I followed a childhood friend, a respected acquaintance, or someone I loved into religious
service.
6
After encountering a true servant of the gods, I was so inspired that I immediately entered
the service of a religious group.
Charlatan
d6
I became a charlatan because …
1
I was left to my own devices, and my knack for manipulating others helped me survive.
2
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 of it every time.
4
I took up with a confidence artist, from whom I learned my craft.
5
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, so I learned the tricks I needed to keep myself out of
poverty.
Criminal
d6
I became a criminal because …
1
I resented authority in my younger days and saw a life of crime as the best way to fight
against tyranny and oppression.
2
Necessity forced me to take up the life, since it was the only way I could survive.
3
I fell in with a gang of reprobates and neer-do-wells, and I learned my specialty from them.
4
A parent or relative taught me my criminal specialty to prepare me for the family business.
5
I left home and found a place in a thieves guild or some other criminal organization.
6
I was always bored, so I turned to crime to pass the time and discovered I was quite good at
it.
Entertainer
d6
I became an entertainer because …
1
Members of my family made ends meet by performing, so it was fitting for me to follow their
example.
d6
I became an entertainer because …
2
I always had a keen insight into other people, enough so that I could make them laugh or cry
with my stories or songs.
3
I ran away from home to follow a minstrel troupe.
4
I saw a bard perform once, and I knew from that moment on what I was born to do.
5
I earned coin by performing on street corners and eventually made a name for myself.
6
A traveling entertainer took me in and taught me the trade.
Folk Hero
d6
I became a folk hero because …
1
I learned what was right and wrong from my family.
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 my chance.
4
A parent or one of my relatives was an adventurer, and I was inspired by that persons
courage.
5
A mad old hermit spoke a prophecy when I was born, saying that I would accomplish great
things.
6
I have always stood up for those who are weaker than I am.
Guild Artisan
d6
I became a guild artisan because …
1
I was apprenticed to a master who taught me the guilds business.
2
I helped a guild artisan keep a secret or complete a task, and in return I was taken on as an
apprentice.
3
One of my family members who belonged to the guild made a place for me.
4
I was always good with my hands, so I took the opportunity to learn a trade.
5
I wanted to get away from my home situation and start a new life.
6
I learned the essentials of my craft from a mentor but had to join the guild to finish my
training.
Hermit
d6
I became a hermit because …
1
My enemies ruined my reputation, and I fled to the wilds to avoid further disparagement.
2
I am comfortable with being isolated, as I seek inner peace.
3
I never liked the people I called my friends, so it was easy for me to strike out on my own.
4
I felt compelled to forsake my past, but did so with great reluctance, and sometimes I regret
d6
I became a hermit because …
making that decision.
5
I lost everything my home, my family, my friends. Going it alone was all I could do.
6
Societys decadence disgusted me, so I decided to leave it behind.
Noble
d6
I became a noble because …
1
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 our name.
3
My family recently came by its title, and that elevation thrust us into a new and strange world.
4
My family has a title, but none of my ancestors have distinguished themselves since we
gained it.
5
My family is filled with remarkable people. I hope to live up to their example.
6
I hope to increase my familys power and influence.
Outlander
d6
I became an outlander because …
1
I spent a lot of time in the wilderness as a youngster, and I came to love that way of life.
2
From a young age, I couldnt abide the stink of the cities and preferred to spend my time in
nature.
3
I came to understand the darkness that lurks in the wilds, and I vowed to combat it.
4
My people lived on the edges of civilization, and I learned the methods of survival from my
family.
5
After a tragedy I retreated to the wilderness, leaving my old life behind.
6
My family moved away from civilization, and I learned to adapt to my new environment.
Sage
d6
I became a sage because …
1
I was naturally curious, so I packed up and went to a university to learn more about the
world.
2
My mentors teachings opened my mind to new possibilities in that field of study.
3
I was always an avid reader, and I learned much about my favorite topic on my own.
4
I discovered an old library and pored over the texts I found there. That experience awakened
a hunger for more knowledge.
5
I impressed a wizard who told me I was squandering my talents and should seek out an
education to take advantage of my gifts.
6
One of my parents or a relative gave me a basic education that whetted my appetite, and I
d6
I became a sage because …
left home to build on what I had learned.
Sailor
d6
I became a sailor because …
1
I was press-ganged by pirates and forced to serve on their ship until I finally escaped.
2
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 sea.
4
I needed to escape my community quickly, so I stowed away on a ship. When the crew
found me, I was forced to work for my passage.
5
Reavers attacked my community, so I found refuge on a ship until I could seek vengeance.
6
I had few prospects where I was living, so I left to find my fortune elsewhere.
Soldier
d6
I became a soldier because
1
I joined the militia to help protect my community from monsters.
2
A relative of mine was a soldier, and I wanted to carry on the family tradition.
3
The local lord forced me to enlist in the army.
4
War ravaged my homeland while I was growing up. Fighting was the only life I ever knew.
5
I wanted fame and fortune, so I joined a mercenary company, selling my sword to the
highest bidder.
6
Invaders attacked my homeland. It was my duty to take up arms in defense of my people.
Urchin
d6
I became an urchin because …
1
Wanderlust caused me to leave my family to see the world. I look after myself.
2
I ran away from a bad situation at home and made my own way in the world.
3
Monsters wiped out my village, and I was the sole survivor. I had to find a way to survive.
4
A notorious thief looked after me and other orphans, and we spied and stole to earn our
keep.
5
One day I woke up on the streets, alone and hungry, with no memory of my early childhood.
6
My parents died, leaving no one to look after me. I raised myself.
Class Training
If you havent chosen your class yet, do so now, keeping in mind your background and all the
other details you have established so far. Once youve made your selection, roll a d6 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 material here.
Barbarian
d6
I became a barbarian because …
1
My devotion to my people lifted me in battle, making me powerful and dangerous.
2
The spirits of my ancestors called on me to carry out a great task.
3
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.
4
I went on a spiritual journey to find myself and instead found a spirit animal to guide, protect,
and inspire me.
5
I was struck by lightning and lived. Afterward, I found a new strength within me that let me
push beyond my limitations.
6
My anger needed to be channeled into battle, or I risked becoming an indiscriminate killer.
Bard
d6
I became a bard because …
1
I awakened my latent bardic abilities through trial and error.
2
I was a gifted performer and attracted the attention of a master bard who schooled me in the
old techniques.
3
I joined a loose society of scholars and orators to learn new techniques of performance and
magic.
4
I felt a calling to recount the deeds of champions and heroes, to bring them alive in song and
story.
5
I joined one of the great colleges to learn old lore, the secrets of magic, and the art of
performance.
6
I picked up a musical instrument one day and instantly discovered that I could play it.
Cleric
d6
I became a cleric because …
1
A supernatural being in service to the gods called me to become a divine agent in the world.
2
I saw the injustice and horror in the world and felt moved to take a stand against them.
3
My god gave me an unmistakable sign. I dropped everything to serve the divine.
4
Although I was always devout, it wasnt until I completed a pilgrimage that I knew my true
calling.
5
I used to serve in my religions bureaucracy but found I needed to work in the world, to bring
the message of my faith to the darkest corners of the land.
6
I realize that my god works through me, and I do as commanded, even though I dont know
why I was chosen to serve.
Druid
d6
I became a druid because …
1
I saw too much devastation in the wild places, too much of natures splendor ruined by the
despoilers. I joined a circle of druids to fight back against the enemies of nature.
2
I found a place among a group of druids after I fled a catastrophe.
3
I have always had an affinity for animals, so I explored my talent to see how I could best use
it.
4
I befriended a druid and was moved by druidic teachings. I decided to follow my friends
guidance and give something back to the world.
5
While I was growing up, I saw spirits all around me entities no one else could perceive. I
sought out the druids to help me understand the visions and communicate with these beings.
6
I have always felt disgust for creatures of unnatural origin. For this reason, I immersed
myself in the study of the druidic mysteries and became a champion of the natural order.
Fighter
d6
I became a fighter because …
1
I wanted to hone my combat skills, and so I joined a war college.
2
I squired for a knight who taught me how to fight, care for a steed, and conduct myself with
honor. I decided to take up that path for myself.
3
Horrible monsters descended on my community, killing someone I loved. I took up arms to
destroy those creatures and others of a similar nature.
4
I joined the army and learned how to fight as part of a group.
5
I grew up fighting, and I refined my talents by defending myself against people who crossed
me.
6
I could always pick up just about any weapon and know how to use it effectively.
Monk
d6
I became a monk because …
1
I was chosen to study at a secluded monastery. There, I was taught the fundamental
techniques required to eventually master a tradition.
2
I sought instruction to gain a deeper understanding of existence and my place in the world.
3
I stumbled into a portal to the Shadowfell and took refuge in a strange monastery, where I
learned how to defend myself against the forces of darkness.
4
I was overwhelmed with grief after losing someone close to me, and I sought the advice of
philosophers to help me cope with my loss.
5
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.
6
I was wild and undisciplined as a youngster, but then I realized the error of my ways. I
d6
I became a monk because …
applied to a monastery and became a monk as a way to live a life of discipline.
Paladin
d6
I became a paladin because …
1
A fantastical being appeared before me and called on me to undertake a holy quest.
2
One of my ancestors left a holy quest unfulfilled, so I intend to finish that work.
3
The world is a dark and terrible place. I decided to serve as a beacon of light shining out
against the gathering shadows.
4
I served as a paladins squire, learning all I needed to swear my own sacred oath.
5
Evil must be opposed on all fronts. I feel compelled to seek out wickedness and purge it from
the world.
6
Becoming a paladin was a natural consequence of my unwavering faith. In taking my vows, I
became the holy sword of my religion.
Ranger
d6
I became a ranger because …
1
I found purpose while I honed my hunting skills by bringing down dangerous animals at the
edge of civilization.
2
I always had a way with animals, able to calm them with a soothing word and a touch.
3
I suffer from terrible wanderlust, so being a ranger gave me a reason not to remain in one
place for too long.
4
I have seen what happens when the monsters come out from the dark. I took it upon myself
to become the first line of defense against the evils that lie beyond civilizations borders.
5
I met a grizzled ranger who taught me woodcraft and the secrets of the wild lands.
6
I served in an army, learning the precepts of my profession while blazing trails and scouting
enemy encampments.
Rogue
d6
I became a rogue because …
1
Ive always been nimble and quick of wit, so I decided to use those talents to help me make
my way in the world.
2
An assassin or a thief wronged me, so I focused my training on mastering the skills of my
enemy to better combat foes of that sort.
3
An experienced rogue saw something in me and taught me several useful tricks.
4
I decided to turn my natural lucky streak into the basis of a career, though I still realize that
improving my skills is essential.
5
I took up with a group of ruffians who showed me how to get what I want through sneakiness
d6
I became a rogue because …
rather than direct confrontation.
6
Im 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.
Sorcerer
d6
I became a sorcerer because …
1
When I was born, all the water in the house froze solid, the milk spoiled, or all the iron turned
to copper. My family is convinced that this event was a harbinger of stranger things to come
for me.
2
I suffered a terrible emotional or physical strain, which brought forth my latent magical
power. I have fought to control it ever since.
3
My immediate family never spoke of my ancestors, and when I asked, they would change
the subject. It wasnt until I started displaying strange talents that the full truth of my heritage
came out.
4
When a monster threatened one of my friends, I became filled with anxiety. I lashed out
instinctively and blasted the wretched thing with a force that came from within me.
5
Sensing something special in me, a stranger taught me how to control my gift.
6
After I escaped from a magical conflagration, I realized that though I was unharmed, I was
not unchanged. I began to exhibit unusual abilities that I am just beginning to understand.
Warlock
d6
I became a warlock because …
1
While wandering around in a forbidden place, I encountered an otherworldly being that
offered to enter into a pact with me.
2
I was examining a strange tome I found in an abandoned library when the entity that would
become my patron suddenly appeared before me.
3
I stumbled into the clutches of my patron after I accidentally stepped through a magical
doorway.
4
When I was faced with a terrible crisis, I prayed to any being who would listen, and the
creature that answered became my patron.
5
My future patron visited me in my dreams and offered great power in exchange for my
service.
6
One of my ancestors had a pact with my patron, so that entity was determined to bind me to
the same agreement.
Wizard
d6
I became a wizard because …
1
An old wizard chose me from among several candidates to serve an apprenticeship.
d6
I became a wizard because …
2
When I became lost in a forest, a hedge wizard found me, took me in, and taught me the
rudiments of magic.
3
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.
4
One of my relatives was an accomplished wizard who decided I was smart enough to learn
the craft.
5
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
I was a prodigy who demonstrated mastery of the arcane arts at an early age. When I
became old enough to set out on my own, I did so to learn more magic and expand my
power.
Life Events
No matter how long youve been alive, you have experienced at least one signature event that
has markedly influenced your character. Life events include wondrous happenings and tragedies,
conflicts and successes, and encounters with the unusual. They can help to explain 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 table. If you have already chosen your characters starting 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 character has experienced, roll once on the Life
Events table for each of them. Many of the results on that table direct you to one of the
secondary tables that follow. Once you have determined all of your characters life events, you
can arrange them in any chronological order you see fit.
Life Events by Age
d100
Current Age
Life Events
0120
20 years or younger
1
2159
2130 years
1d4
6069
3140 years
1d6
7089
4150 years
1d8
9099
5160 years
1d10
00
61 years or older
1d12
Life Events
d100
Event
0110
You suffered a tragedy. Roll on the Tragedies table.
1120
You gained a bit of good fortune. Roll on the Boons table.
2130
You fell in love or got married. If you get this result more than once, you can choose to
have a child instead. Work with your DM to determine the identity of your love interest.
3140
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 characters identity
and the danger this enemy poses to you.
4150
You made a friend of an adventurer. Use the supplemental tables and work with your
DM to add more detail to this friendly character and establish how your friendship
began.
5170
You spent time working in a job related to your background. Start the game with an
extra 2d6 gp.
7175
You met someone important. Use the supplemental tables to determine this characters
identity and how this individual feels about you. Work out additional details with your
DM as needed to fit this character into your backstory.
7680
You went on an adventure. Roll on the Adventures table to see what happened to you.
Work with your DM to determine the nature of the adventure and the creatures you
encountered.
8185
You had a supernatural experience. Roll on the Supernatural Events table to find out
what it was.
8690
You fought in a battle. Roll on the War table to learn 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 of orcs, or it could have
d100
Event
been a major battle in a larger war.
9195
You committed a crime or were wrongly accused of doing so. Roll on the Crime table to
determine the nature of the offense and on the Punishment table to see what became of
you.
9699
You encountered something magical. Roll on the Arcane Matters table.
00
Something truly strange happened to you. Roll on the Weird Stuff table.
Secondary Tables
These tables add detail to many of the results on the Life Events table. The tables are in
alphabetical order.
Adventures
d100
Outcome
0110
You nearly died. You have nasty scars on your body, and you are missing an ear, 1d3
fingers, or 1d4 toes.
1120
You suffered a grievous injury. Although the wound healed, it still pains you from time to
time.
2130
You were wounded, but in time you fully recovered.
3140
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.
4150
You were poisoned by a trap or a monster. You recovered, but the next time you must
make a saving throw against poison, you make the saving throw with disadvantage.
5160
You lost something of sentimental value to you during your adventure. Remove one
trinket from your possessions.
6170
You were terribly frightened by something you encountered and ran away, abandoning
your companions to their fate.
7180
You learned a great deal during your adventure. The next time you make an ability
check or a saving throw, you have advantage on the roll.
8190
You found some treasure on your adventure. You have 2d6 gp left from your share of it.
9199
You found a considerable amount of treasure on your adventure. You have 1d20 + 50
gp left from your share of it.
00
You came across a common magic item (of the DMs choice).
Arcane Matters
d10
Magical Event
1
You were charmed or frightened by a spell.
d10
Magical Event
2
You were injured by the effect of a spell.
3
You witnessed a powerful spell being cast by a cleric, a druid, a sorcerer, a warlock, or a
wizard.
4
You drank a potion (of the DMs choice).
5
You found a spell scroll (of the DMs choice) and succeeded in casting the spell it
contained.
6
You were affected by teleportation magic.
7
You turned invisible for a time.
8
You identified an illusion for what it was.
9
You saw a creature being conjured by magic.
10
Your fortune was read by a diviner. Roll twice on the Life Events table, but dont apply the
results. Instead, the DM picks one event as a portent of your future (which might or might
not come true).
Boons
d10
Boon
1
A friendly wizard gave you a spell scroll containing one cantrip (of the DMs choice).
2
You saved the life of a 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.
3
You found a riding horse.
4
You found some money. You have 1d20 gp in addition to your regular starting funds.
5
A relative bequeathed you a simple weapon of your choice.
6
You found something interesting. You gain one additional trinket.
7
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.
8
A friendly alchemist gifted you with a potion of healing or a flask of acid, as you choose.
9
You found a treasure map.
10
A distant relative left you a stipend that enables you to live at the comfortable lifestyle for
1d20 years. If you choose to live at a higher lifestyle, you reduce the price of the lifestyle by
2 gp during that time period.
Crime
d8
Crime
1
Murder
2
Theft
d8
Crime
3
Burglary
4
Assault
5
Smuggling
6
Kidnapping
7
Extortion
8
Counterfeiting
Punishment
d12
Punishment
13
You did not commit the crime and were exonerated after being accused.
46
You committed the crime or helped do so, but nonetheless the authorities found you not
guilty.
78
You were nearly caught in the act. You had to flee and are wanted in the community where
the crime occurred.
9
12
You were caught and convicted. You spent time in jail, chained to an oar, or performing
hard labor. You served a sentence of 1d4 years or succeeded in escaping after that much
time.
Supernatural Events
d100
Event
0105
You were ensorcelled by a fey and enslaved for 1d6 years before you escaped.
0610
You saw a demon and ran away before it could do anything to you.
1115
A devil tempted you. Make a DC 10 Wisdom saving throw. On a failed save, your
alignment shifts one step toward evil (if its not evil already), and you start the game with
an additional 1d20 + 50 gp.
1620
You woke up one morning miles from your home, with no idea how you got there.
2130
You visited a holy site and felt the presence of the divine there.
3140
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.
4150
You escaped certain death and believe it was the intervention of a god that saved you.
5160
You witnessed a minor miracle.
6170
You explored an empty house and found it to be haunted.
7175
You were briefly possessed. Roll a d6 to determine what type of creature possessed
you: 1, celestial; 2, devil; 3, demon; 4, fey; 5, elemental; 6, undead.
7680
You saw a ghost.
8185
You saw a ghoul feeding on a corpse.
8690
A celestial or a fiend visited you in your dreams to give a warning of dangers to come.
d100
Event
9195
You briefly visited the Feywild or the Shadowfell.
9600
You saw a portal that you believe leads to another plane of existence.
Tragedies
d12
Tragedy
12
A family member or a close friend died. Roll on the Cause of Death supplemental table to
find out how.
3
A friendship ended bitterly, and the other person is now hostile to you. The cause might
have been a misunderstanding or something you or the former friend did.
4
You lost all your possessions in a disaster, and you had to rebuild your life.
5
You were imprisoned for a crime you didnt commit and spent 1d6 years at hard labor, in
jail, or shackled to an oar in a slave galley.
6
War ravaged your home community, reducing everything to rubble and ruin. In the
aftermath, you either helped your town rebuild or moved somewhere else.
7
A lover disappeared without a trace. You have been looking for that person ever since.
8
A terrible blight in your home community caused crops to fail, and many starved. You lost a
sibling or some other family member.
9
You did something that brought terrible shame to you in the eyes of your family. You might
have been involved in a scandal, dabbled in dark magic, or offended someone important.
The attitude of your family members toward you becomes indifferent at best, though they
might eventually forgive you.
10
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 place to live.
11
A romantic relationship ended. Roll a d6. An odd number means it ended with bad feelings,
while an even number means it ended amicably.
12
A current or prospective romantic partner of yours died. Roll on the Cause of Death
supplemental table to find out how. If the result is murder, roll a d12. On a 1, you were
responsible, whether directly or indirectly.
War
d12
War Outcome
1
You were knocked out and left for dead. You woke up hours later with no recollection of
the battle.
23
You were badly injured in the fight, and you still bear the awful scars of those wounds.
4
You ran away from the battle to save your life, but you still feel shame for your cowardice.
57
You suffered only minor injuries, and the wounds all healed without leaving scars.
89
You survived the battle, but you suffer from terrible nightmares in which you relive the
experience.
d12
War Outcome
10
11
You escaped the battle unscathed, though many of your friends were injured or lost.
12
You acquitted yourself well in battle and are remembered as a hero. You might have
received a medal for your bravery.
Weird Stuff
d12
What Happened
1
You were turned into a toad and remained in that form for 1d4 weeks.
2
You were petrified and remained a stone statue for a time until someone freed you.
3
You were enslaved by a hag, a satyr, or some other being and lived in that creatures thrall
for 1d6 years.
4
A dragon held you as a prisoner for 1d4 months until adventurers killed it.
5
You were taken captive by a race of evil humanoids such as drow, kuo-toa, or quaggoths.
You lived as a slave in the Underdark until you escaped.
6
You served a powerful adventurer as a hireling. You have only recently left that service.
Use the supplemental tables and work with your DM to determine the basic details about
your former employer.
7
You went insane for 1d6 years and recently regained your sanity. A tic or some other bit of
odd behavior might linger.
8
A lover of yours was secretly a silver dragon.
9
You were captured by a cult and nearly sacrificed on an altar to the foul being the cultists
served. You escaped, but you fear they will find you.
10
You met a demigod, an archdevil, an archfey, a demon lord, or a titan, and you lived to tell
the tale.
11
You were swallowed by a giant fish and spent a month in its gullet before you escaped.
12
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 characters life. Use these tables when directed to do
so by another table, or when you simply want to come up with a piece of information quickly.
The tables are in alphabetical order.
Alignment
3d6
Alignment
3
Chaotic evil (50%) or chaotic neutral (50%)
45
Lawful evil
68
Neutral evil
912
Neutral
1315
Neutral good
1617
Lawful good (50%) or lawful neutral (50%)
18
Chaotic good (50%) or chaotic neutral (50%)
Cause of Death
d12
Cause of Death
1
Unknown
2
Murdered
3
Killed in battle
4
Accident related to class or occupation
5
Accident unrelated to class or occupation
67
Natural causes, such as disease or old age
8
Apparent suicide
9
Torn apart by an animal or a natural disaster
10
Consumed by a monster
11
Executed for a crime or tortured to death
12
Bizarre event, such as being hit by a meteorite, struck down by an angry god, or killed by a
hatching slaad egg
Class
d100
Class
0107
Barbarian
0814
Bard
1529
Cleric
3036
Druid
3752
Fighter
5358
Monk
5964
Paladin
6570
Ranger
7184
Rogue
d100
Class
8589
Sorcerer
9094
Warlock
9500
Wizard
Occupation
d100
Occupation
0105
Academic
0610
Adventurer (roll on the Class table)
11
Aristocrat
1226
Artisan or guild member
2731
Criminal
3236
Entertainer
3738
Exile, hermit, or refugee
3943
Explorer or wanderer
4455
Farmer or herder
5660
Hunter or trapper
6175
Laborer
7680
Merchant
8185
Politician or bureaucrat
8690
Priest
9195
Sailor
9600
Soldier
Race
d100
Race
0140
Human
4150
Dwarf
5160
Elf
6170
Halfling
7175
Dragonborn
7680
Gnome
8185
Half-elf
8690
Half-orc
9195
Tiefling
9600
DMs choice
Relationship
3d4
Attitude
34
Hostile
510
Friendly
1112
Indifferent
Status
3d6
Status
3
Dead (roll on the Cause of Death table)
45
Missing or unknown
68
Alive, but doing poorly due to injury, financial trouble, or relationship difficulties
912
Alive and well
1315
Alive and quite successful
1617
Alive and infamous
18
Alive and famous
Whats Next?
When youre finished using these tables, youll have a collection of facts and notes that at a
minimum encapsulate what your character has been doing in the world up till now.
Sometimes that might be all the information you want, but you dont 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 dont outright contradict each other but also
dont seem to fit together smoothly? If so, now is your chance to explain what happened to you.
For instance, lets 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 castles 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 experience, your characters history presents your
DM with opportunities to weave those elements into the story of the campaign. Any way you
look at it, adding definition to your characters pre-adventuring life is time well spent.
Chapter 2: Dungeon Master's Tools
As the Dungeon Master, you oversee the game and weave together the story experienced by your
players. Youre 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 Masters Guide.
The chapter opens with optional rules meant to help you run certain parts of the game more
smoothly. The 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
doesnt help you, and dont hesitate to customize the things that you do use. The games rules
exist to serve you and the games you run. As always, make them your own.
Simultaneous Effects
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 creatures turn.
If two or more things happen at the same time on a character or monsters turn, the person at the
game table whether player or DM who controls that creature decides the order in which
those things happen. For example, if two effects occur at the end of a player characters turn, the
player decides which of the two effects happens first.
Falling
Falling from a great height is a significant risk for adventurers and their foes. The rule given in
the Players Handbook is simple: at the end of a fall, you take 1d6 bludgeoning damage for every
10 feet you fell, to a maximum 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.
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? Realistically, 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 youd 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 youre still falling on
your next turn, you descend up to 500 feet at the end of that turn. This process continues until the
fall ends, either because 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 youd like a flying creature to have a better chance of surviving a fall than a non-flying
creature does, use this rule: subtract the creatures 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 if that creature 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
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.
Waking Someone
A creature that is naturally sleeping, as opposed to being in a magically or chemically induced
sleep, wakes up if it takes any damage or if someone else uses an action to shake or slap the
creature awake. A sudden loud noise such as yelling, thunder, or a ringing bell also
awakens someone that is sleeping naturally.
Whispers dont disturb sleep, unless a sleepers passive 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 doesnt 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.
Adamantine Weapons
Adamantine is an ultrahard metal found in meteorites and extraordinary mineral veins. In
addition to being used to craft adamantine 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.
Tying Knots
The rules are purposely open-ended concerning mundane 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. Heres 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 Players Handbook.
Tool Proficiencies
Tool proficiencies are a useful way to highlight a characters background and talents. At the
game table, though, the use of tools sometimes overlaps with the use of skills, and it can be
unclear how to use them together in certain situations. This section offers various ways that tools
can be used in the game.
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 proficiency
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 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 masons 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 presented in the Players Handbook,
offering advice on how 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, provided 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 begin 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 simply 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 information or an added benefit on a skill
check. The text provides some examples and ideas when this opportunity is relevant.
Special Use. Proficiency with a tool usually brings with it a particular benefit in the form of a
special use, as described in this paragraph.
Sample DCs. A table at the end of each section lists activities that a tool can be used to perform,
and suggested DCs for the necessary ability checks.
Alchemists Supplies
Alchemists supplies enable a character to produce useful concoctions, such as acid or
alchemists fire.
Components. Alchemists 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 alchemists supplies allows you to unlock more information on Arcana
checks involving potions and similar materials.
Investigation. When you inspect an area for clues, proficiency with alchemists supplies grants
additional insight into any chemicals or other substances that might have been used in the area.
Alchemical 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 alchemists supplies to make one dose of acid, alchemists fire, antitoxin, oil,
perfume, or soap. Subtract half the value of the created item from the total gp worth of raw
materials you are carrying.
Alchemists Supplies
Activity
DC
Create a puff of thick smoke
10
Identify a poison
10
Identify a substance
15
Start a fire
15
Neutralize acid
20
Brewers Supplies
Brewing is the art of producing beer. Not only does beer serve as an alcoholic beverage, but the
process of brewing purifies water. Crafting beer takes weeks of fermentation, but only a few
hours of work.
Components. Brewers supplies include a large glass jug, a quantity of hops, a siphon, and
several feet of tubing.
History. Proficiency with brewers 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 brewers
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
undrinkable. As part of a long rest, you can purify up to 6 gallons of water, or 1 gallon as part of
a short rest.
Brewers Supplies
Activity
DC
Detect poison or impurities in a drink
10
Identify alcohol
15
Ignore effects of alcohol
20
Calligraphers 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 calligraphers training involves long
hours of studying writing and attempting to replicate its style and design.
Components. Calligraphers supplies include ink, a dozen sheets of parchment, and three quills.
Arcana. Although calligraphy is of little help in deciphering 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
investigate 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 maps age, whether a map includes any hidden
messages, or similar facts.
Calligraphers Supplies
Activity
DC
Identify writer of nonmagical script
10
Activity
DC
Determine writers state of mind
15
Spot forged text
15
Forge a signature
20
Carpenters 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. Carpenters 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 inspecting 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 creak and groan when theyre stepped on.
Fortify. 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.
Carpenters Tools
Activity
DC
Build a simple wooden structure
10
Design a complex wooden structure
15
Find a weak point in a wooden wall
15
Pry apart a door
20
Cartographers Tools
Using cartographers 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. Cartographers tools consist of a quill, ink, parchment, a pair of compasses,
calipers, and a ruler.
Arcana, History, Religion. You can use your knowledge 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.
Nature. Your familiarity with physical geography 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 becoming 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.
Craft a Map. While traveling, you can draw a map as you go in addition to engaging in other
activity.
Cartographers Tools
Activity
DC
Determine a maps age and origin
10
Estimate direction and distance to a landmark
15
Discern that a map is fake
15
Fill in a missing part of a map
20
Cobblers Tools
Although the cobblers 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. Cobblers 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 Intelligence
(Investigation) check DC needed to find the compartment.
Cobblers Tools
Activity
DC
Determine a shoes age and origin
10
Find a hidden compartment in a boot heel
15
Cooks 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. Cooks utensils include a metal pot, knives, forks, a stirring spoon, and a ladle.
History. Your knowledge of cooking techniques allows you to assess the social patterns involved
in a cultures 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 unable to transform into nourishing meals.
Prepare Meals. As part of a short rest, you can prepare 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 cooks utensils and sufficient
food.
Cooks Utensils
Activity
DC
Create a typical meal
10
Duplicate a meal
10
Activity
DC
Spot poison or impurities in food
15
Create a gourmet meal
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 audiences enjoyment of a performance,
provided the disguise 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 create a disguise. It takes you 1 minute to don
such a disguise once you have created it. You can carry only one such disguise on you at a time
without drawing undue attention, unless you have a bag of holding or a similar method to keep
them hidden. Each disguise weighs 1 pound.
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.
Disguise Kit
Activity
DC
Cover injuries or distinguishing marks
10
Spot a disguise being used by someone else
15
Copy a humanoids appearance
20
Forgery Kit
A forgery kit is designed to duplicate documents and to make it easier to copy a persons 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 with the Arcana skill to determine if a magic
item is real or fake.
Deception. A well-crafted 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 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 with a forgery kit is useful for determining
how an object 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 proficiency with cartographers
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 elses Intelligence
(Investigation) check to spot the fake.
Forgery Kit
Activity
DC
Mimic handwriting
15
Duplicate a wax seal
20
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 complete 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 connected to or prominent historical figures involved with it.
Insight. Playing games with someone is a good way to gain understanding of their personality,
granting you a better ability to discern their lies from their truths and read their mood.
Sleight of Hand. 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 dexterous movements is a great distraction for a
pickpocketing attempt.
Gaming Set
Activity
DC
Catch a player cheating
15
Gain insight into an opponents personality
15
Glassblowers Tools
Someone who is proficient with glassblowers 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 determine a potions
effects. (A potion might leave behind a residue, deform the glass, or stain it.)
Investigation. When you study an area, your knowledge 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.
Glassblowers 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 details 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
15
Identify poison
20
Jewelers Tools
Training with jewelers tools includes the basic techniques needed to beautify gems. It also gives
you expertise in identifying precious stones.
Components. Jewelers tools consist of a small saw and hammer, files, pliers, and tweezers.
Arcana. Proficiency with jewelers tools grants you knowledge about the reputed mystical uses
of gems. 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 jewelers tools aids you
in picking out clues they might hold.
Identify Gems. You can identify gems and determine their value at a glance.
Jewelers Tools
Activity
DC
Modify a gems appearance
15
Determine a gems 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 vehicle for clues or hidden information, 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
vehicles AC and saving throws.
Vehicles
Activity
DC
Navigate rough terrain or waters
10
Assess a vehicles condition
15
Take a tight corner at high speed
20
Leatherworkers Tools
Knowledge of leatherworking extends to lore concerning animal hides and their properties. It
also confers knowledge of leather armor and similar goods.
Components. Leatherworkers 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.
Leatherworkers Tools
Activity
DC
Modify a leather items appearance
10
Determine a leather items history
20
Masons Tools
Masons tools allow you to craft stone structures, including walls and buildings crafted from
brick.
Components. Masons tools consist of a trowel, a hammer, a chisel, brushes, and a square.
History. Your expertise aids you in identifying a stone buildings date of construction and
purpose, along with insight into who might have built it.
Investigation. You gain additional insight when inspecting areas within stone structures.
Perception. You can spot irregularities in stone walls or floors, making it easier to find trap doors
and secret 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.
Masons Tools
Activity
DC
Chisel a small hole in a stone wall
10
Find a weak point in a stone wall
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 a 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 scandalous rumors with a
catchy tune.
Musical Instrument
Activity
DC
Identify a tune
10
Improvise a tune
20
Navigators Tools
Proficiency with navigators 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. Navigators tools include a sextant, a compass, calipers, a ruler, parchment, ink,
and a quill.
Survival. Knowledge of navigators 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.
Navigators Tools
Activity
DC
Plot a course
10
Discover your position on a nautical chart
15
Painters Supplies
Proficiency with painters 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. Painters 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.
Painters Supplies
Activity
DC
Paint an accurate portrait
10
Create a painting with a hidden message
20
Poisoners Kit
A poisoners 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 poisoners 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, 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.
Poisoners Tools
Activity
DC
Spot a poisoned object
10
Determine the effects of a poison
20
Potters Tools
Potters tools are used to create a variety of ceramic objects, most typically pots and similar
vessels.
Components. Potters tools include potters needles, ribs, scrapers, a knife, and calipers.
History. Your expertise aids you in identifying ceramic 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 objects original, intact form
and its likely purpose.
Potters Tools
Activity
DC
Determine what a vessel once held
10
Create a serviceable pot
15
Find a weak point in a ceramic object
20
Smiths Tools
Smiths tools allow you to work metal, heating it to alter its shape, repair damage, or work raw
ingots into useful items.
Components. Smiths tools include hammers, tongs, charcoal, rags, and a whetstone.
Arcana and History. Your expertise lends you additional insight when examining metal objects,
such as weapons.
Investigation. You can spot clues and make deductions 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.
Smiths Tools
Activity
DC
Sharpen a dull blade
10
Repair a suit of armor
15
Sunder a nonmagical metal object
15
Thieves Tools
Perhaps the most common tools used by adventurers, thieves tools are designed for picking
locks and foiling traps. Proficiency with 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.
Set a 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
elses 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.
Thieves Tools
Activity
DC
Pick a lock
Varies
Disable a trap
Varies
Tinkers Tools
A set of tinkers tools is designed to enable you to repair many mundane objects. Though you
cant manufacture much with tinkers tools, you can mend torn clothes, sharpen a worn sword,
and patch a tattered suit of chain mail.
Components. Tinkers 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 object 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.
Tinkers Tools
Activity
DC
Temporarily repair a disabled device
10
Repair an item in half the time
15
Improvise a temporary item using scraps
20
Weavers Tools
Weavers tools allow you to create cloth and tailor it into articles of clothing.
Components. Weavers 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 sufficient cloth and thread, you can create an outfit
for a creature as part of a long rest.
Weavers Tools
Activity
DC
Repurpose cloth
10
Mend a hole in a piece of cloth
10
Tailor an outfit
15
Woodcarvers Tools
Woodcarvers tools allow you to craft intricate objects from wood, such as wooden tokens or
arrows.
Components. Woodcarvers tools consist of a knife, a gouge, and a small saw.
Arcana, History. Your expertise lends you additional insight when you examine wooden objects,
such as figurines 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.
Woodcarvers Tools
Activity
DC
Craft a small wooden figurine
10
Carve an intricate pattern in wood
15
Spellcasting
This section expands on the spellcasting rules presented in the Players Handbook and the
Dungeon Masters Guide, providing clarifications and new options.
Perceiving a Caster at Work
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 otherwise perceptible sign of
their effects, and could easily go unnoticed by someone unaffected by them. As noted in the
Players Handbook, you normally dont 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 doesnt matter for the
purposes of perception, whether its an object specified in the spells description, a component
pouch, or a spellcasting focus.
If the need for a spells components has been removed by a special ability, such as the sorcerers
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 effect, its normally
impossible to determine who cast the spell in the absence of other evidence.
Identifying a Spell
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 its 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 spells effect, or both, the character can make an
Intelligence (Arcana) check with the reaction or action. The DC equals 15 + the spells 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 arent associated with any class when
theyre cast, such as when a monster uses its Innate Spellcasting trait.
This Intelligence (Arcana) check represents the fact 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 doesnt by itself make you
adept at deducing exactly what others are doing when they cast their spells.
Invalid Spell Targets
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 targets something that isnt a valid target? For example, someone might cast
charm person on a creature believed 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 cant 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 appears to
have succeeded on its saving throw, even though it didnt attempt one (giving no hint that the
creature is in fact an invalid target). Otherwise, you perceive that the spell did nothing to the
target.
Areas of Effect on a Grid
The Dungeon Masters 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 Players
Handbook). If an area of effect is circular and covers at least half a square, it affects that square.
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 youre using a grid and miniatures of some sort. Because
these methods can yield different results for the number of squares in a given area, its 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. Youll 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 youre using. Every 5 feet of the area equals 1 inch of the
templates size. For example, the 20-foot-radius sphere of the fireball spell, which has a 40-foot
diameter, would translate into a circular template 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 creatures miniature is in an affected square, that creature is in
the area. Being adjacent to the edge of the template isnt 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 miniatures base is overlapped by the template.
When you place a template, follow all the rules in the Players 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 youre 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 areas
token is in a square, that square is included in the area of effect. Its 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 cones 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 number of rows a cone contains, divide its length by 5. For
example, a 30-foot cone contains six rows.
Heres how to create the rows. Starting with a square adjacent to the cones 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 rows 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, youll have one more token to
place in the row; place it on one end or the other of the row you just created (you dont have to
pick the side chosen in diagram 2.5). Keep placing tokens in this way until youve created all of
the cones 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 Masters 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 presented 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, if you want to ensure that a foe isnt too deadly for a group of characters, and
if you want to understand the relationship between a characters level and a monsters 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 characters 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
dont tell the whole story. Youll 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 games legendary creatures, which are designed to fill this need. If the
battle involves multiple monsters, decide roughly how many creatures you want to use before
continuing with step 3.
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 Rating
Party Size
6 Characters
5 Characters
4 Characters
2
2
1
4
3
2
5
4
3
6
5
4
9
8
7
10
9
8
11
10
9
12
11
10
13
12
11
14
13
12
15
14
13
17
16
15
18
17
16
19
18
17
20
19
18
21
20
19
22
21
20
22
21
20
23
22
21
24
23
22
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 1st5th level, 6th10th level, 11th15th level, and 16th
20th level.
First, you need to note the challenge rating for each creature the party will face. Then, to create
your encounter, 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 rating. 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 1st-level characters from the 1st5th Level table, we see that
one 1st-level character is the equivalent of two CR 1/8 monsters or one CR 1/4 monster. The
ratio reverses for higher challenge ratings, where a single monster is more powerful than a single
1st-level character. One CR 1/2 creature is equivalent to three 1st-level characters, while one CR
1 opponent is equivalent to five.
Lets say you have a party of four 3rd-level 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.
Thats 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 groups 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 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 encounter 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 higher-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.
Managing a lot of minions is hard.
You end up getting mad and eating half of them. Its easier if you can keep an eye on each one.
So stick with ten, eleven tops
.
Step 4: Select Monsters
After using the tables from the previous step to determine the challenge ratings of the monsters
in your encounter, youre ready to pick individual monsters. This process is more of an art than a
science.
In addition to assessing monsters by challenge rating, its important to look at how certain
monsters might 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
are designing the fight to be especially deadly.
In the same way, compare the monsters hit points to the damage output of the partys 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 monsters deadliest abilities call for saving throws that most of the
party 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 desired challenge rating arent a good match for
the characters statistics, dont be afraid to go back to step 3. By altering your challenge rating
targets and adjusting the number of creatures in the encounter, you can come up with different
options for building the encounter.
Multiple Monsters: 1st5th Level
Character
Level
Challenge Rating
1/8
1/4
1/2
1
2
3
4
5
6
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
5:1
6:1
Multiple Monsters: 6th10th Level
Character
Level
Challenge Rating
1/8
1/4
1/2
1
2
3
4
5
6
7
8
9
10
6th
1:12
1:9
1:5
1:2
1:1
2:1
2:1
4:1
5:1
6:1
7th
1:12
1:12
1:6
1:3
1:1
1:1
2:1
3:1
4:1
5:1
8th
1:12
1:12
1:7
1:4
1:2
1:1
2:1
3:1
3:1
4:1
6:1
9th
1:12
1:12
1:8
1:4
1:2
1:1
1:1
2:1
3:1
4:1
5:1
6:1
Character
Level
Challenge Rating
1/8
1/4
1/2
1
2
3
4
5
6
7
8
9
10
10th
1:12
1:12
1:10
1:5
1:2
1:1
1:1
2:1
2:1
3:1
4:1
5:1
6:1
Multiple Monsters: 11th15th Level
Character
Level
Challenge Rating
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
11th
1:6
1:3
1:2
1:1
2:1
2:1
2:1
3:1
4:1
5:1
6:1
12th
1:8
1:3
1:2
1:1
1:1
2:1
2:1
3:1
3:1
4:1
5:1
6:1
13th
1:9
1:4
1:2
1:2
1:1
1:1
2:1
2:1
3:1
3:1
4:1
5:1
6:1
14th
1:10
1:4
1:3
1:2
1:1
1:1
2:1
2:1
3:1
3:1
4:1
4:1
5:1
6:1
15th
1:12
1:5
1:3
1:2
1:1
1:1
1:1
2:1
2:1
3:1
3:1
4:1
5:1
5:1
6:1
Multiple Monsters: 16th20th Level
Character
Level
Challenge Rating
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
16th
1:5
1:3
1:2
1:1
1:1
1:1
2:1
2:1
2:1
3:1
4:1
4:1
5:1
5:1
6:1
17th
1:7
1:4
1:3
1:2
1:1
1:1
1:1
2:1
2:1
2:1
3:1
3:1
4:1
4:1
5:1
6:1
18th
1:7
1:5
1:3
1:2
1:1
1:1
1:1
2:1
2:1
2:1
3:1
3:1
4:1
4:1
5:1
6:1
6:1
19th
1:8
1:5
1:3
1:2
1:2
1:1
1:1
1:1
2:1
2:1
2:1
3:1
3:1
4:1
4:1
5:1
6:1
6:1
20th
1:9
1:6
1:4
1:2
1:2
1:1
1:1
1:1
1:1
2:1
2:1
2:1
3:1
3:1
4:1
4:1
5:1
5:1
6:1
Step 5: Add Flavor
The events that unfold during an encounter have to do with a lot more than swinging weapons
and casting spells. The most interesting confrontations also take into account the personality or
behavior of the monsters, perhaps determining whether they can be communicated with or
whether theyre 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 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 sections for some basic advice on
adding flavor elements to the simple mechanics of the fight.
Monster Personality
To address the question of a monsters personality, you can use the tables in chapter 4 of the
Dungeon Masters Guide, use the Monster Personality table below, or simply jot down a few
notes based on a creatures Monster Manual description. During the battle, you can use these
ideas to inform how you portray the monsters and their actions. To keep things simple, you can
assign the same personality traits to an entire group of monsters. For example, one bandit gang
might be an unruly mob of braggarts, while the members of another gang are always on edge and
ready to flee at the first sign of danger.
d8
Personality
1
Cowardly; looking to surrender
2
Greedy; wants treasure
3
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 relationships 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.
d6
Relationship
1
Has a rival; wants one random ally to suffer
2
Is abused by others; hangs back, betrays at first opportunity
3
Is worshiped; allies will die for it
4
Is outcast by group; its allies ignore it
5
Is outcast by choice; cares only for itself
6
Is 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 toward spicing up an encounter. Consider setting your encounter 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
Masters Guide to determine room and area features, potential hazards, obstacles, traps, and
more.
Random Events
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 fights outcome is evident, an unforeseen
event can make things more compelling.
A number of the tables in the Dungeon Masters Guide can suggest random events. The tables
used for encounter location, weird locales, and wilderness weather in chapter 5 of that book are a
good starting point for outdoor encounters. The tables in appendix A can be useful 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 dont 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-level entry on the table, you can see that a CR 1/2
monster is equivalent to one 3rd-level character, as are two CR 1/4 monsters and four CR 1/8
ones.
1 Monster
2 Monsters
4 Monsters
1/4
1/8
1/2
1/4
1/2
1/4
1/8
1
1/2
1/4
2
1
1/2
2
1
1/2
3
1
1/2
3
2
1
1 Monster
2 Monsters
4 Monsters
4
2
1
4
2
1
4
3
2
5
3
2
6
4
2
6
4
2
7
4
3
7
4
3
8
5
3
8
5
3
9
6
4
10
6
4
Random Encounters
A World of Possibilities
Chapter 3 of the Dungeon Masters Guide provides guidance on using random encounters in
your game. This section builds on that guidance, offering a host of random 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, weve 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 14, 510, 1116, and 1720.
Even though you can use these tables out of the box, the advice in the Dungeon Masters
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.
If you 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 perceiving the
monsters from a distance.
Of course, you also have the freedom to adjust the numbers, but its 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 Masters 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, youve taken a
step toward making your own personalized encounter table. Now, keep going!
Crazy things happen all the time. You never know whats just around the corner or behind that
door or down in that pit where I threw all those dwarves. Dwarves might be down there still.
Theyre hardy. They bounce. Sometimes.
Arctic Encounters
Arctic Encounters (Levels 14)
d100
Encounter
01
1 giant owl
0205
1d6 + 3 kobolds
0608
1d4 + 3 trappers (commoners)
0910
1 owl
1112
2d4 blood hawks
1317
2d6 bandits
1820
1d3 winged kobolds with 1d6 kobolds
2125
The partially eaten carcass of a mammoth, from which 1d4 weeks of rations can be
harvested
2629
2d8 hunters (tribal warriors)
3035
1 half-ogre
3640
Single-file tracks in the snow that stop abruptly
4145
1d3 ice mephits
d100
Encounter
4650
1 brown bear
5153
1d6 + 1 orcs
5455
1 polar bear
5657
1d6 scouts
5860
1 saber-toothed tiger
6165
A frozen pond with a jagged hole in the ice that appears recently made
6668
1 berserker
6970
1 ogre
7172
1 griffon
7375
1 druid
7680
3d4 refugees (commoners) fleeing from orcs
81
1d3 veterans
82
1d4 orogs
83
2 brown bears
84
1 orc Eye of Gruumsh with 2d8 orcs
85
1d3 winter wolves
8687
1d4 yetis
88
1 half-ogre
89
1d3 manticores
90
1 bandit captain with 2d6 bandits
91
1 revenant
9293
1 troll
9495
1 werebear
9697
1 young remorhaz
98
1 mammoth
99
1 young white dragon
00
1 frost giant
Arctic Encounters (Levels 510)
d100
Encounter
0105
2 saber-toothed tigers
0607
1d4 half-ogres
0810
1d3 + 1 brown bears
1115
1d3 polar bears
1620
2d4 berserkers
d100
Encounter
2125
A half-orc druid tending to an injured polar bear. If the characters assist the druid, she
gives them a vial of antitoxin.
2630
2d8 scouts
3135
2d4 ice mephits
3640
2d6 + 1 zombies aboard a galleon trapped in the ice. Searching the ship yields 2d20
days of rations.
4145
1 manticore
4650
2d6 + 3 orcs
5153
1d6 + 2 ogres
5455
2d4 griffons
5657
1d4 veterans
5860
1 bandit captain with 1 druid, 1d3 berserkers, and 2d10 + 5 bandits
6165
1d4 hours of extreme cold (see chapter 5 of the Dungeon Masters Guide)
6668
1 young remorhaz
6972
1 orc Eye of Gruumsh with 1d6 orogs and 2d8 + 6 orcs
7375
1 revenant
7680
A howl that echoes over the land for 1d3 minutes
8182
1d3 mammoths
8384
1 young white dragon
8586
2d4 winter wolves
8788
1d6 + 2 yetis
8990
1d2 frost giants
9192
1d3 werebears
9394
1d4 trolls
9596
1 abominable yeti
9798
1 remorhaz
99
1 roc
00
2d4 young remorhazes
Arctic Encounters (Levels 1116)
d100
Encounter
01
1 abominable yeti
0204
1d6 revenants
0510
1d4 + 1 werebears
1120
1d3 young white dragons
d100
Encounter
2125
A blizzard that reduces visibility to 5 feet for 1d6 hours
2635
1 roc
3640
A herd of 3d20 + 60 caribou (deer) moving through the snow
4150
1d4 mammoths
5160
1d8 + 1 trolls
6165
A mile-wide frozen lake in which the preserved corpses of strange creatures can be
seen
6675
2d4 young remorhazes
7680
A crumbling ice castle littered with the frozen bodies of blue-skinned humanoids
8190
1 adult white dragon
9196
1d8 + 1 frost giants
9799
1d4 remorhazes
00
1 ancient white dragon
Arctic Encounters (Levels 1720)
d100
Encounter
0102
2d10 revenants
0304
2d8 trolls
0506
2d10 werebears
0708
1 frost giant
0910
2d4 young remorhazes
1120
1d4 frost giants
2125
A circular patch of black ice on the ground. The air temperature around the patch is
warmer than in the surrounding area, and characters who inspect the ice find bits of
machinery frozen within.
2635
1 ancient white dragon
3640
An adventurer frozen 6 feet under the ice; 50% chance the corpse has a rare magic
item of the DMs choice
4150
1d3 abominable yetis
5160
1d4 remorhazes
6165
A 500-foot-high wall of ice that is 300 feet thick and spread across 1d4 miles
6675
1d4 rocs
7680
The likeness of a stern woman with long, flowing hair, carved into the side of a
mountain
8190
1d10 frost giants with 2d4 polar bears
9196
1d3 adult white dragons
d100
Encounter
9799
2d4 abominable yetis
00
1 ancient white dragon with 1d3 young white dragons
Coastal Encounters
Coastal Encounters (Levels 14)
d100
Encounter
01
1 pseudodragon
0205
2d8 crabs
0610
2d6 fishers (commoners)
11
1d3 poisonous snakes
1213
1d6 guards protecting a stranded noble
1415
2d4 scouts
1618
2d10 merfolk
1920
1d6 + 2 sahuagin
2125
1d4 ghouls feeding on corpses aboard the wreckage of a merchant ship. A search
uncovers 2d6 bolts of ruined silk, a 50-foot length of rope, and a barrel of salted herring.
2627
1d4 winged kobolds with 1d6 + 1 kobolds
2829
2d6 tribal warriors
3031
3d4 kobolds
3233
2d4 + 5 blood hawks
3435
1d8 + 1 pteranodons
3640
A few dozen baby turtles struggling to make their way to the sea
4142
1d6 + 2 giant lizards
4344
1d6 + 4 giant crabs
4546
2d4 stirges
4748
2d6 + 3 bandits
d100
Encounter
4953
2d4 sahuagin
5455
1d6 + 2 scouts
5660
1 sea hag
6165
A momentary formation in the waves that looks like an enormous humanoid face
6670
1 druid
7175
1d4 harpies
7680
A lone hermit (acolyte) sitting on the beach, contemplating the meaning of the
multiverse
81
1d4 berserkers
82
1d6 giant eagles
83
2d4 giant toads
84
1d4 ogres or 1d4 merrow
85
3d6 sahuagin
86
1d4 veterans
87
1d2 plesiosauruses
88
1 bandit captain with 2d6 bandits
89
1d3 manticores
90
1 banshee
9192
1d4 + 3 griffons
9394
1 sahuagin priestess with 1d3 merrow and 2d6 sahuagin
9596
1 sahuagin baron
9798
1 water elemental
99
1 cyclops
00
1 young bronze dragon
Coastal Encounters (Levels 510)
d100
Encounter
01
2d8 giant wolf spiders
0203
3d6 pteranodons
0405
2d4 scouts
0607
1d6 + 2 sahuagin
08
1 sea hag
0910
1d4 + 1 giant toads
1115
3d6 sahuagin
1620
2d6 giant eagles
d100
Encounter
2125
A pseudodragon chasing gulls through the air
2629
1d2 druids
3032
2d4 + 1 giant toads
3335
1 commoner singing a dirge (day only) or
1 banshee (night only)
3640
A stoppered bottle containing an illegible note and half buried in the sand
4143
3 sea hags
4446
1d8 + 1 harpies
4750
1d4 plesiosauruses
5153
1d4 manticores
5456
2d4 ogres
5760
1d10 griffons
6165
A battle at sea between two galleons
6670
1d4 + 3 merrow
7175
A pirate crew consisting of 1 bandit captain, 1 druid, 2 berserkers, and 2d12 bandits, all
searching for buried treasure
7680
A severed humanoid hand tangled in a net
8182
1 water elemental
8384
1 cyclops
8586
1d4 banshees (night only)
8788
2d4 veterans
8990
1 young bronze dragon
9193
1d3 cyclopes
9495
1 young blue dragon
96
1 sahuagin baron with 1d3 sahuagin priestesses and 2d8 sahuagin
97
1 djinni
98
1 roc
99
1 marid
00
1 storm giant
Coastal Encounters (Levels 1116)
d100
Encounter
01
1d4 banshees (night only)
0204
1 cyclops
0508
1d6 + 2 manticores
0910
1d8 + 2 veterans
1120
1 young blue dragon
2125
A nest of 1d6 dragon turtle eggs
2635
1d4 sahuagin barons
3640
A trident partially buried in the sand
4150
1 young bronze dragon
5155
1 marid
5660
1d6 water elementals
6165
2d6 ghasts crawling over 1d6 wrecked ships and feeding on the dead
6670
1 djinni
7175
1d3 young bronze dragons
7680
A beached whale, dead and bloated. If it takes any damage, it explodes, and each
d100
Encounter
creature within 30 feet of it must make a DC 15 Dexterity saving throw, taking 5d6
bludgeoning damage on a failed save, or half as much damage on a successful one.
8182
2d4 cyclopes
8384
1 storm giant
8586
1d3 young blue dragons
8788
1 adult bronze dragon
8990
1 adult blue dragon
9193
1d3 rocs
9497
1 dragon turtle
9899
1 ancient bronze dragon
00
1 ancient blue dragon
Coastal Encounters (Levels 1720)
d100
Encounter
0110
1 roc
1120
1 storm giant
2125
An adult bronze dragon fighting an adult blue dragon to the death
2640
2d6 cyclopes
4150
1 adult bronze dragon or 1 adult blue dragon
5160
1d3 djinn or 1d3 marids
6170
1 dragon turtle
7175
1d3 rocs
7680
1d6 + 2 waterspouts that dance on the water before stopping abruptly
8190
1d6 young blue dragons
9196
1 ancient bronze dragon
9799
1 ancient blue dragon
00
1d3 + 1 storm giants
Danger is everywhere. Always keep one eye open.
Thats much easier for me than it is for you.
Desert Encounters
Desert Encounters (Levels 14)
d100
Encounter
01
3d8 scorpions
02
2d4 vultures
03
1 abandoned mule
04
2d6 commoners with 2d4 camels bound for a distant city
05
1d6 flying snakes
06
2d6 hyenas or 2d6 jackals
07
1d6 guards escorting a noble to the edge of the desert, all of them astride camels
08
1d6 cats
09
1 pseudodragon
10
1d4 poisonous snakes
1113
2d4 stirges
1415
1d6 + 2 giant wolf spiders
1617
1 scout
1820
2d4 giant poisonous snakes
2125
Single-file tracks marching deeper into the desert
2627
4d4 kobolds
2829
1 jackalwere
3031
3d6 tribal warriors
3233
1d6 giant lizards
3435
1 swarm of insects
3640
An oasis surrounded by palm trees and containing the remnants of an old camp
4144
3d6 bandits
4546
1d4 constrictor snakes
4748
2d4 winged kobolds
4950
1 dust mephit
5152
1d3 + 1 giant toads
d100
Encounter
5354
1d4 giant spiders
55
1 druid
5657
2d4 hobgoblins
58
1 wight
5960
1 ogre
6165
A brass lamp lying on the ground
6667
1d4 giant vultures
68
1 phase spider
69
1 giant constrictor snake
7071
1 gnoll pack lord with 1d3 giant hyenas
72
1d6 + 2 gnolls
7374
1 mummy
75
1d3 half-ogres
7680
A pile of humanoid bones wrapped in rotting cloth
8182
1 lamia
83
1 hobgoblin captain with 2d6 hobgoblins
84
2d4 death dogs
8586
1d4 giant scorpions
87
1 yuan-ti malison with 1d4 + 1 yuan-ti purebloods
8889
1 bandit captain with 1 druid and 3d6 bandits
90
2d4 thri-kreen
91
1 air elemental
92
1d3 couatls
93
1 fire elemental
94
1d4 gnoll fangs of Yeenoghu
95
1 revenant
96
1d4 weretigers
97
1 cyclops
98
1 young brass dragon
99
1 medusa
00
1 yuan-ti abomination
Desert Encounters (Levels 510)
d100
Encounter
01
1d6 scouts
d100
Encounter
02
2d4 jackalweres
03
2d6 hobgoblins
04
1d4 + 3 dust mephits
05
1d6 swarms of insects
06
1 giant constrictor snake
0708
1 lion
0910
2d4 gnolls
1112
2d6 giant toads
1317
1 mummy
1820
1d8 + 1 giant vultures
2125
A stone obelisk partly buried in the sand
2628
1 ogre with 1d3 half-ogres
2935
1d10 giant hyenas
3640
1d6 + 1 empty tents
4143
1d6 + 2 thri-kreen
4446
2d4 yuan-ti purebloods
4750
1d6 + 3 death dogs
5152
1d4 giant scorpions
53
1 fire elemental
5455
1 hobgoblin captain with 3d4 hobgoblins
56
1d6 + 2 ogres
5758
1d4 lamias
5960
1 air elemental
6165
A meteorite resting at the bottom of a glassy crater
66
1d4 + 1 wights
6768
1 young brass dragon
6970
1 bandit captain with 1d3 berserkers and 3d6 bandits
7172
1 cyclops
73
1d4 couatls
7475
1d4 yuan-ti malisons
7680
Strong winds that kick up dust and reduce visibility to 1d6 feet for 1d4 hours
8183
1 revenant with 1d3 wights
8485
1d8 + 1 phase spiders
8687
1d6 + 2 weretigers
8890
2d4 gnoll fangs of Yeenoghu
d100
Encounter
91
1 young blue dragon
92
1d4 cyclopes
93
1d3 yuan-ti abominations
94
1d4 medusas
95
1 guardian naga
96
1d3 young brass dragons
97
1 efreeti
98
1 roc
99
1 gynosphinx
00
1 adult brass dragon
Desert Encounters (Levels 1116)
d100
Encounter
01
1 young brass dragon
0205
4d6 gnolls
0610
3d10 giant hyenas
1112
1d8 + 1 lamias
1314
2d4 gnoll fangs of Yeenoghu
1517
1d6 + 2 giant scorpions
1820
2d4 phase spiders
2125
A desert caravan consisting of 1d6 merchants (nobles) with 2d6 guards
2627
1d6 + 1 couatls
2830
1d4 fire elementals
3132
1 hobgoblin captain with 3d10 + 10 hobgoblins
3335
2d4 wights
3640
1d6 square miles of desert glass
4142
1 young blue dragon
4345
1d6 + 2 weretigers
4648
1d4 air elementals
4950
1d6 + 1 yuan-ti malisons
5155
1d4 medusas
5660
1d4 revenants with 3d12 skeletons
6165
A plundered pyramid
6670
1d4 young brass dragons
7175
1d3 yuan-ti abominations
d100
Encounter
7678
1d6 + 2 cyclopes
7982
1 adult brass dragon
8385
1 purple worm
86
1d2 young blue dragons
8788
1 mummy lord
89
1d3 guardian nagas
90
1 adult blue dragon
91
1d2 gynosphinxes
9293
1d3 efreet
94
1 androsphinx
95
1d4 rocs
9697
1 adult blue dracolich
9899
1 ancient brass dragon
00
1 ancient blue dragon
Desert Encounters (Levels 1720)
d100
Encounter
0105
1 adult brass dragon
0610
1d2 yuan-ti abominations with 2d10 + 5 yuan-ti malisons and 4d6 + 6 yuan-ti
purebloods
1114
1d6 + 2 medusas
1518
1d2 purple worms
1922
2d4 cyclopes
2325
An abandoned city made from white marble, empty during the day. At night, harmless
apparitions roam the streets, replaying the final moments of their lives.
2630
1d3 young blue dragons
3135
1 mummy lord
3640
1d4 hours of extreme heat (see chapter 5 of the Dungeon Masters Guide)
4150
1d3 guardian nagas
5160
1d4 efreet
6163
An old signpost identifying a single destination, called Pazar
6472
1d4 rocs
7380
1d3 gynosphinxes
8185
1 adult blue dracolich
8690
1 androsphinx
d100
Encounter
9196
1 ancient brass dragon
9799
1 ancient blue dragon
00
1d4 adult brass dragons
Forest Encounters
Forest Encounters (Levels 14)
d100
Encounter
01
1 giant owl
02
1d4 cats
03
2d4 woodcutters (commoners)
04
1 badger or 1d4 poisonous snakes
05
2d8 baboons
06
1d6 + 3 hyenas
07
1 owl
08
1 pseudodragon
09
1 panther
10
1 giant poisonous snake
11
1d6 + 2 boars
12
1d4 + 1 giant lizards
13
1 ape or 1 tiger
14
2d6 tribal warriors with 1d6 mastiffs
15
1d6 + 2 giant bats or 3d6 flying snakes
16
1 scout or 2d4 guards with 1d8 mastiffs
17
1d8 + 1 winged kobolds
18
1d3 constrictor snakes
19
1d10 + 5 giant rats or 2d6 + 3 giant weasels
20
1d4 + 1 needle blights with 1d6 + 3 twig blights
2125
A lost, weeping child. If the characters take the child home, the parents reward them
d100
Encounter
with 1d3 potions of healing.
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 of ravens
34
1 faerie dragon (yellow or younger)
35
1d4 + 2 giant badgers
3640
A young woodcutter (scout) racing through the forest to rescue a lost friend
41
2d4 blink dogs
42
1d8 + 1 sprites
43
1d6 + 2 elk
44
1d4 lizardfolk or 3d6 bandits
45
1d4 + 4 wolves
46
2d4 giant wolf spiders
47
1 swarm of insects or 2d8 blood hawks
48
1d6 + 2 pixies
49
1 brown bear
50
1d4 + 3 goblins
51
1d3 dryads
52
1 awakened tree
53
1 phase spider
54
1d6 harpies
55
1 ettercap or 1d8 + 1 orcs
56
1 goblin boss with 2d6 + 1 goblins
57
1 ankheg
58
1 giant constrictor snake
59
1d4 bugbears or 2d4 hobgoblins
60
1 pegasus
6165
A stream of cool, clean water flowing between the trees
66
1d4 half-ogres or 1 ogre
67
1 faerie dragon (green or older)
d100
Encounter
68
1 werewolf or 1d8 + 1 worgs
69
1 druid harvesting mistletoe
70
1 will-o'-wisp
71
1d4 dire wolves or 1 giant boar
72
1d10 giant wasps
73
1 owlbear or 1 giant elk
74
2d6 gnolls
75
1d6 giant toads
7680
1d6 web cocoons hanging from the branches, holding withered carcasses
81
1 wereboar or 1d4 giant boars
82
1d6 + 2 giant spiders
83
1d4 centaurs or 1d4 giant elk
84
1 orc Eye of Gruumsh with 2d4 + 2 orcs
85
1 gnoll fang of Yeenoghu
86
1d4 gricks
87
1 bandit captain with 2d6 + 3 bandits
88
1d4 wererats
89
1 couatl (day) or 1 banshee (night)
90
1 gnoll pack lord with 1d4 giant hyenas
91
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
95
1 hobgoblin captain with 2d6 hobgoblins and 1d4 giant boars
96
1 yuan-ti malison with 1d6 + 1 yuan-ti purebloods
97
1d3 weretigers
98
1 gorgon or 1 unicorn
99
1 shambling mound
00
1 yuan-ti abomination
Forest Encounters (Levels 510)
d100
Encounter
01
2d4 vine blights
02
2d6 hobgoblins or 2d6 orcs
03
2d4 apes or 2d4 satyrs
04
1d3 will-o'-wisps
05
1d4 swarms of poisonous snakes
06
1 orc Eye of Gruumsh with 1d3 orogs and 1d8 + 2 orcs
07
1d3 constrictor snakes or 1d4 tigers
08
1 goblin boss with 3d6 goblins
09
1 faerie dragon (any age)
10
1 brown bear or 1d6 + 2 black bears
1113
1d4 giant boars
1415
1d8 + 1 giant spiders
1617
1 lizardfolk shaman with 2d4 lizardfolk
18
1d10 giant toads
19
1d4 ankhegs
20
1d3 awakened trees (day) or 1 banshee (night)
d100
Encounter
2125
A small shack almost hidden by the deep forest. The interior is empty aside from a
large cast-iron oven.
26
1 couatl
2728
1d4 ogres or 1d6 + 2 half-ogres
2930
1 gnoll pack lord with 1d4 + 1 giant hyenas
3132
1d6 wererats
33
1d4 gricks
34
1d8 + 1 yuan-ti purebloods
35
1d6 pegasi
3640
An old stone archway of obvious elven design. Any character who passes under it
makes Wisdom (Perception) checks with advantage for 1 hour.
4142
1d6 + 2 dryads
43
1d4 giant elk
44
1d8 + 1 harpies
4546
1 bandit captain with 1 druid and 1d6 + 5 bandits
4748
2d4 dire wolves
4950
2d4 bugbears
5152
2d4 centaurs
5354
3d10 blink dogs
5556
1d4 owlbears
5758
1d8 + 1 berserkers
5960
1d3 green hags
6165
A clear pool of water with 1d6 sleeping animals lying around its edge
6667
1d4 werewolves
6869
1 werebear
7071
1d8 + 1 ettercaps
7273
2d10 elk
7475
1d4 veterans
7680
An old tree with a wizened face carved into the trunk
81
1d4 wereboars
82
2d4 displacer beasts
83
1d4 shambling mounds
84
1 hobgoblin captain with 3d10 hobgoblins and 4d12 goblins
85
1 yuan-ti abomination
86
1d8 + 1 phase spiders
87
1d4 trolls
d100
Encounter
88
2d4 yuan-ti malisons
89
1 oni
90
1d4 unicorns
91
1d6 + 2 weretigers
92
1 young green dragon
93
1d4 gorgons
94
1d6 + 2 gnoll fangs of Yeenoghu
95
1 treant
96
1d4 revenants
97
1 grick alpha with 1d6 + 1 gricks
98
1d4 giant apes
99
1 guardian naga
00
1 adult gold dragon
Forest Encounters (Levels 1116)
d100
Encounter
0103
1 werebear
0405
1d4 druids performing a ritual for the dead (day only) or 1d4 banshees (night only)
0607
1d3 couatls
0810
1d3 gnoll fangs of Yeenoghu with 2d6 + 3 gnolls
1115
2d4 displacer beasts
1620
1d6 + 2 veterans
2125
A pool of clear, still water. Gold coins litter the bottom, but they disappear if removed
from the pool.
2630
1d4 + 1 green hags with 1d3 owlbears
3135
1d6 + 2 werewolves
3640
A small woodland shrine dedicated to a mysterious cult named the Siswa
4145
1d6 + 2 phase spiders
4650
2d4 yuan-ti malisons
5152
1d3 werebears
5354
1d4 revenants
5556
1 young green dragon
5758
1d4 trolls
5960
1d6 + 2 wereboars
6165
A group of seven people (commoners) wearing animal masks and ambling through
d100
Encounter
the woods
6667
1d4 gorgons
6869
1d3 shambling mounds
7071
1 treant
7273
1d4 unicorns
7475
1d6 + 2 weretigers
7680
Peals of silvery laughter that echo from a distance
8182
1 guardian naga
8384
1 young gold dragon
8586
1 grick alpha with 2d4 gricks
8788
1d3 yuan-ti abominations
8990
1 adult green dragon
9193
1d8 + 1 giant apes
9496
2d4 oni
9799
1d3 treants
00
1 ancient green dragon
Forest Encounters (Levels 1720)
d100
Encounter
0105
1 young green dragon
0610
1 treant
1113
1 guardian naga
1416
1d10 revenants
1719
1d8 + 1 unicorns
2022
1d3 grick alphas
2325
For a few hundred feet, wherever the characters step, flowers bloom and emit soft
light.
2628
1 young gold dragon
2931
1d6 + 2 shambling mounds
3234
2d4 werebears
3537
1d4 oni
3840
4d6 + 10 elves living in a small community in the treetops
4143
1d6 + 2 gorgons
4446
2d4 trolls
4749
1d4 giant apes
d100
Encounter
5052
1d3 yuan-ti abominations
5362
1d3 young green dragons
6365
A 50-foot-tall stone statue of an elf warrior with hand raised, palm out, as if to forbid
travelers from coming this way
6675
1d4 treants
7680
A cairn set atop a low hill
8190
1 adult gold dragon
9196
1 ancient green dragon
9799
2d4 + 1 treants
00
1 ancient gold dragon
Grassland Encounters
Grassland Encounters (Levels 15)
d100
Encounter
01
1 hobgoblin captain with 1d4 + 1 hobgoblins
02
1 chimera
03
1 gorgon
04
1d2 couatls
05
1 ankylosaurus
06
1 weretiger
07
1d3 allosauruses
0809
1d3 elephants
1014
A circle of standing stones within which the air is utterly still, no matter how hard the
wind blows outside
1516
1 phase spider
1718
1 gnoll pack lord with 1d4 giant hyenas
1920
1 orog or 1 pegasus
2122
1 ankheg
2324
1d3 rhinoceroses
d100
Encounter
2528
1d3 cockatrices
2932
1d6 + 2 giant wasps or 1d4 + 3 swarms of insects
3336
1d4 jackalweres or 1d4 scouts
3740
1d8 giant goats or 1d8 worgs
4144
2d4 hobgoblins, 2d4 orcs, or 2d4 gnolls
4546
1d2 giant poisonous snakes
4748
1d6 + 2 elk or 1d6 + 2 riding horses
4950
2d4 goblins
5152
1d3 boars
5354
1 panther (leopard) or 1 lion
5558
1d6 + 3 goblins riding wolves
5962
2d6 giant wolf spiders or 1 giant eagle
6365
1d8 + 4 pteranodons
6669
3d6 wolves
7074
2d4 + 2 axe beaks
7576
1 giant boar or 1d2 tigers
7778
1 ogre or 1d3 bugbears
7980
1 giant elk, or 1 gnoll pack lord with 1d3 giant hyenas
8182
1d3 giant vultures or 1d3 hippogriffs
8384
1 goblin boss with 1d6 + 2 goblins and 1d4 + 3 wolves, or 1d3 thri-kreen
8589
1d3 druids patrolling the wilds
9091
1d6 scarecrows or 1 wereboar
9293
1d3 centaurs or 1d3 griffons
94
1d3 gnoll fangs of Yeenoghu, or 1 orc Eye of Gruumsh with 2d4 + 1 orcs
9596
1 triceratops
97
1 cyclops or 1 bulette
9899
1d4 manticores
00
1 tyrannosaurus rex
Grassland Encounters (Levels 610)
d100
Encounter
01
1d3 gorgons
02
1d4 cyclopes
0304
1d3 gnoll fangs of Yeenoghu
0506
1 chimera
d100
Encounter
0709
1d4 + 1 veterans on riding horses
1011
A tornado that touches down 1d6 miles away, tearing up the land for 1 mile before it
dissipates
1213
1d3 manticores
1415
2d4 ankhegs
1617
1d8 + 1 centaurs
1819
1d6 + 2 griffons
2021
1d6 elephants
2224
A stretch of land littered with rotting war machines, bones, and banners of forgotten
armies
2528
1d8 + 1 bugbears
2932
1 gnoll pack lord with 1d4 + 1 giant hyenas
3336
2d4 scarecrows
3740
1d12 lions
4144
1d10 thri-kreen
4546
1 allosaurus
4748
1 tiger
4950
1d2 giant eagles or 1d2 giant vultures
5152
1 goblin boss with 2d4 goblins
5354
1d2 pegasi
5558
1 ankylosaurus
5962
1d2 couatls
6366
1 orc Eye of Gruumsh with 1d8 + 1 orcs
6770
2d4 hippogriffs
7174
1d4 + 1 rhinoceroses
7576
1 hobgoblin captain with 2d6 hobgoblins
7778
1d3 phase spiders
7980
1d6 + 2 giant boars
8182
2d4 giant elk
8384
1d4 ogres and 1d4 orogs
8587
A hot wind that carries the stench of rot
8890
1d3 weretigers
9192
1 bulette
9394
A tribe of 2d20 + 20 nomads (tribal warriors) on riding horses following a herd of
antelope (deer). The nomads are willing to trade food, leather, and information for
weapons.
d100
Encounter
9596
1d6 + 2 wereboars
97
1 young gold dragon
9899
1d4 triceratops
00
1d3 tyrannosaurus rexes
Grassland Encounters (Levels 1116)
d100
Encounter
0105
3d6 wereboars
0610
2d10 gnoll fangs of Yeenoghu
1115
1d4 bulettes
1617
An old road of paved stones, partly reclaimed by wilderness, that travels for 1d8 miles in
either direction before ending
1827
1d12 couatls
2830
A witch (mage) dwelling in a crude hut. She offers potions of healing, antitoxins, and
other consumable items for sale in exchange for food and news.
3140
2d10 elephants
4146
2d4 weretigers
4756
1d8 + 1 cyclopes
5761
1d3 chimeras
6266
5 triceratops
6769
A giant hole 50 feet across that descends nearly 500 feet before opening into an empty
cave
7079
1d4 + 3 gorgons
8088
1d3 young gold dragons
8990
A circular section of grass nearly a quarter-mile across that appears to have been
pressed down; 1d4 more such circles connected by lines can be seen from overhead.
9196
2d4 tyrannosaurus rexes
9799
1 adult gold dragon
00
1 ancient gold dragon
Grassland Encounters (Levels 1720)
d100
Encounter
0110
2d6 triceratops
1120
1d10 gorgons
2125
2d6 hyenas feeding on the carcass of a dead dinosaur
2635
3d6 bulettes
d100
Encounter
3640
A fiery chariot that races across the sky
4150
1d3 young gold dragons
5160
2d4 cyclopes
6165
A valley where all the grass has died and the ground is littered with stumps and fallen
tree trunks, all petrified
6675
2d10 bugbears with 4d6 goblins and 2d10 wolves
7680
A friendly adventuring party of 1d6 + 1 characters of varying races, classes, and levels
(average level 1d6 + 2). They share information about their recent travels.
8190
1d12 chimeras
9196
1d6 + 2 tyrannosaurus rexes
9799
1 adult gold dragon
00
1 ancient gold dragon
Hill Encounters
Hill Encounters (Levels 14)
d100
Encounter
01
1 eagle
0203
2d4 baboons
0406
1d6 bandits
07
1d4 vultures
08
1d10 commoners
09
1 raven
10
1 poisonous snake
1113
2d6 bandits or 2d6 tribal warriors
14
2d8 goats
15
1d6 + 4 blood hawks
16
1d4 + 3 giant weasels
1718
1d3 guards with 1d2 mastiffs and 1 mule
1920
1d6 + 5 hyenas
d100
Encounter
2122
2d4 stirges
2325
An empty cave littered with bones
26
1 pseudodragon or 1d3 giant owls
27
1 lion or 1 panther (cougar)
2830
2d8 kobolds
31
1 hippogriff
3234
2d4 goblins
35
1 worg
36
1d3 swarms of bats or 1d3 swarms of ravens
37
1 giant eagle
3840
An old dwarf sitting on a stump, whittling a piece of wood
41
1d4 elk
42
1d4 winged kobolds with 1d6 kobolds
43
1d6 + 2 giant wolf spiders
4445
2d4 wolves
46
1 swarm of insects
47
1d8 + 1 axe beaks
4849
1 brown bear or 1d3 boars
50
1 scout
51
1 ogre
5253
2d4 gnolls
54
1 giant elk
55
1d3 + 1 harpies
56
1 werewolf
5758
2d4 orcs
59
1d4 half-ogres
60
1 druid or 1 veteran
6163
The corpse of an adventurer that carries an intact explorers pack and lies atop a
longsword
64
1 green hag
6566
1d3 dire wolves
6768
A small cemetery containing 2d6 graves
6970
1 hobgoblin captain with 2d4 hobgoblins
71
2d4 giant goats
72
1 manticore
7374
1d6 + 2 hobgoblins
d100
Encounter
75
1 phase spider
7678
A pile of droppings from a very large bird
79
1 gnoll fang of Yeenoghu
80
1d3 giant boars
81
1 gnoll pack lord with 1d3 giant hyenas
82
1 bandit captain with 2d4 bandits
83
1 orc Eye of Gruumsh with 1d8 + 2 orcs
84
1d3 orogs or 1d4 berserkers
8586
1 ettin or 1 wereboar
8788
1 goblin boss with 2d6 goblins
89
1d3 griffons
90
1d3 perytons or 1d4 pegasi
9196
1d3 trolls
9799
1 cyclops
00
1 stone giant
Hill Encounters (Levels 510)
d100
Encounter
01
1d4 pegasi or 1d3 perytons
02
1d6 + 2 giant goats
03
1 manticore
04
1d8 +1 gnolls or 1d8 + 1 hobgoblins
05
1d4 lions
06
1d6 + 2 worgs
07
1d4 brown bears
08
3d6 axe beaks
09
1 half-ogre with 2d6 orcs
10
2d10 winged kobolds
1112
1 goblin boss with 1d4 dire wolves and 2d6 goblins
13
1d6 giant elk
1415
1d8 + 1 giant eagles
1617
1d4 phase spiders
1819
1 gnoll pack lord with 2d4 giant hyenas
20
2d4 hippogriffs
2125
A 15-foot-tall stone statue of a dwarf warrior that has been tipped over on its side
2627
2d4 orogs
2829
1d4 + 1 griffons
3031
1d6 + 2 harpies
3233
1 orc Eye of Gruumsh with 2d6 + 3 orcs
3435
1d4 + 3 giant boars
3640
A stone door set into the side of a steep hill, opening onto 15 feet of descending stairs
that end at a cave-in
4142
1d3 green hags
4344
1d4 werewolves
4546
1d6 + 2 ogres
4748
1 hobgoblin captain with 2d8 hobgoblins
4950
1 bandit captain with 3d6 bandits
5154
1 chimera
5558
1d4 ettins
5962
1d6 + 2 veterans with 2d6 berserkers
6365
An abandoned wooden hut
6669
1 galeb duhr
d100
Encounter
7073
1 bulette
7477
1 wyvern
7880
2d6 + 10 goats with 1 herder (tribal warrior)
8182
1d3 hill giants
8384
2d4 wereboars
8586
1d4 revenants
8788
1d2 gorgons
8990
1d8 + 1 gnoll fangs of Yeenoghu
9193
1d4 cyclopes
9496
1 young red dragon
9798
1d4 stone giants
99
1d3 young copper dragons
00
1 roc
Hill Encounters (Levels 1116)
d100
Encounter
01
2d8 manticores or 2d8 phase spiders
0204
1d6 green hags with 1d6 wyverns
0507
1 hobgoblin captain with 1 hill giant and 4d10 hobgoblins
0810
2d6 + 3 werewolves
1114
1d6 + 2 ettins
1518
1d3 bulettes
1922
1d4 werebears
2324
A stream of smoke emerging from a small chimney in the hillside
2528
1d4 wyverns
2932
1d8 + 1 wereboars
3336
1d3 revenants
3738
A mild earthquake that shakes the region for 1d20 seconds
3942
1d3 chimeras
4346
1d4 gorgons
4750
1d6 + 2 gnoll fangs of Yeenoghu
5154
1d4 hill giants
5558
1 young red dragon
5962
1d3 + 1 galeb duhr
6365
2d10 dwarf miners (commoners), whistling as they march toward their mine
d100
Encounter
6669
1d3 young copper dragons
7073
1d4 trolls
7477
1d3 cyclopes
7880
1d3 nobles with 1d4 scouts prospecting for gold
8185
1 adult copper dragon
8690
2d4 stone giants
9196
1d4 rocs
9799
1 adult red dragon
00
1 ancient copper dragon
Hill Encounters (Levels 1720)
d100
Encounter
01
1d2 rocs
0205
1 young red dragon
0610
2d6 ettins
1115
1d4 bulettes
1620
1d10 revenants
2125
The white outline of an enormous horse carved into the side of a high hill
2630
1d6 + 1 gorgons
3135
2d4 + 1 trolls
3640
The scorched remains of 2d10 humanoids littering a hillside
4145
2d4 hill giants
4650
1d6 + 2 werebears
5155
2d4 galeb duhr
5660
1d4 + 2 wyverns
6165
A massive boulder partly buried in the earth as if it fell or was thrown there
6670
1 adult copper dragon
7175
1d6 + 3 cyclopes
7680
The stub of an old stone tower jutting from the top of a hill
8185
2d4 stone giants
8690
1 adult red dragon
9196
1 ancient copper dragon
9799
1 ancient red dragon
00
1d2 adult red dragons with 1d3 young red dragons
Mountain Encounters
Mountain Encounters (Levels 14)
d100
Encounter
0102
1 eagle
0305
1d3 swarms of bats
0608
1d6 goats
0911
1d10 + 5 tribal warriors
1214
1d6 + 3 pteranodons
1517
1d8 + 1 winged kobolds
1820
1 lion
2124
Stairs chiseled into the side of the mountain that climb 3d20 + 40 feet before ending
abruptly
2527
2d10 stirges
2830
2d4 aarakocra
3133
2d6 dwarf soldiers (guards) with 1d6 mules laden with iron ore
3436
1 giant eagle
3738
A small shrine dedicated to a lawful neutral god, perched on a stone outcropping
3941
2d8 + 1 blood hawks
4244
1 giant goat
4547
3d4 kobolds
4850
1 half-ogre
5153
1 berserker
5455
1 orog
56
1 hell hound
57
1 druid
5859
1 peryton
6061
1d2 hippogriffs
62
1 manticore
6364
1d6 + 2 scouts
d100
Encounter
6567
Enormous footprints left by a giant, which head into the mountain peaks
6873
2d4 orcs
7475
1 giant elk
7677
1 veteran
7879
1 orc Eye of Gruumsh
80
1d4 harpies
81
1 ogre
82
1 griffon
83
1 basilisk
8485
1 saber-toothed tiger
8690
A sparkling stream of water spilling from a crevice
91
1d2 ettins
92
1 cyclops
93
1 troll
94
1 galeb duhr
95
1 air elemental
96
1 bulette
97
1 chimera
98
1 wyvern
99
1 stone giant
00
1 frost giant
Mountain Encounters (Levels 510)
d100
Encounter
0102
2d8 + 1 aarakocra
0304
1 lion or 1 saber-toothed tiger
0506
1d8 + 1 giant goats
0708
1d4 + 3 dwarf trailblazers (scouts)
0910
1d6 + 2 orcs
1115
1d10 giant eagles
1620
1d8 + 1 hippogriffs
2125
1d8 fissures venting steam that partially obscures a 20-foot cube above each fissure
2630
1 basilisk
3135
1d12 half-ogres
3640
A ravine blocked by a 100-foot-high wall, which has an opening in the center where a
d100
Encounter
gate used to be
4145
1 manticore
4650
2d4 harpies
5152
1 galeb duhr
5354
1 bulette
5556
1d10 berserkers
5758
1d3 hell hounds
5960
1d8 + 1 veterans
6165
A distant mountain whose peak resembles a tooth
6669
1d4 ettins
7073
1 wyvern
7475
1 orc Eye of Gruumsh with 1d6 orogs and 3d6 + 10 orcs
7680
A row of 1d10 + 40 stakes upon which the bodies of kobolds, dwarves, or orcs are
impaled
8183
1 fire giant
8485
1 young silver dragon
8687
1d4 air elementals
8890
1d4 trolls
9192
1d3 + 1 cyclopes
9394
1d4 chimeras
9596
1 cloud giant
97
1 roc
98
1d4 stone giants
99
1 young red dragon
00
1d4 frost giants
Mountain Encounters (Levels 1116)
d100
Encounter
0102
1d8 + 1 basilisks
0304
2d4 hell hounds
0506
1d3 chimeras
0708
1 galeb duhr
0910
2d6 veterans
1115
1 young silver dragon
1620
2d4 trolls
d100
Encounter
2125
1 red dragon gliding through the sky above the highest mountaintops
2630
1d8 + 1 manticores
3135
1d4 cyclopes
3640
Heavy snowfall that lasts for 1d6 hours
4145
1d10 air elementals
4650
1d6 + 2 bulettes
5155
1d4 stone giants
5660
1 fire giant
6165
2 stone giants playing catch with a boulder a few hundred feet away
6670
1d8 + 1 ettins
7175
1d3 frost giants
7680
A wide crevasse, its depths shrouded in mist
8185
1d4 cloud giants
8690
1 adult silver dragon
9196
1 adult red dragon
9798
1d4 rocs
99
1 ancient silver dragon
00
1 ancient red dragon
Mountain Encounters (Levels 1720)
d100
Encounter
0105
1d10 bulettes
0610
1d8 + 1 chimeras
1115
1 adult silver dragon
1620
1d8 + 1 wyverns
2125
A massive boat perched atop a mountain
2630
2d4 galeb duhr
3135
1d4 frost giants
3640
A wooded valley haunted by secretive and reclusive elves who tell warily of their
master: a mad wizard who lives in the heart of the valley
4145
1d10 air elementals
4650
1d6 + 3 trolls
5155
1 adult red dragon
5660
1d4 cloud giants
6165
A waterfall hundreds of feet high that drops into a clear pool
d100
Encounter
6670
1d3 fire giants
7175
2d4 stone giants
7680
A force of 100 dwarves (veterans) standing guard at a mountain pass, permitting no
passage until a traveler pays 100 gp (if on foot) or 200 gp (if mounted)
8185
1d4 rocs
8690
1d4 young red dragons
9196
1 ancient silver dragon
9700
1 ancient red dragon
Swamp Encounters
Swamp Encounters (Levels 14)
d100
Encounter
01
1d4 poisonous snakes
0205
3d6 rats
0610
2d8 ravens
1112
3d6 giant rats
13
1d10 + 5 tribal warriors
1415
1d8 + 1 giant lizards
1617
1 crocodile
1819
1 swarm of insects
20
1 giant spider
2122
1d4 + 1 mud huts partially sunken in murky water
2325
2d8 + 1 kobolds
26
2d4 mud mephits
2729
1d6 + 2 giant poisonous snakes
30
2d4 winged kobolds
3132
1 scout
3334
The corpse of an adventurer tangled in the weeds. Looting the body turns up an
explorers pack and perhaps (50% chance) a random common magic item.
d100
Encounter
3538
1 giant toad
3941
1d6 + 2 constrictor snakes
4244
2d4 giant frogs
45
1d8 + 1 swarms of rats or 1d6 + 2 swarms of ravens
4648
2d10 stirges
4952
2d6 + 3 bullywugs
5354
1d8 + 1 orcs
5556
1d4 yuan-ti purebloods
57
1 druid
5859
1 yuan-ti malison
6062
1 giant constrictor snake
6364
A high-pitched shriek that lasts for 1d4 minutes
6567
2d4 lizardfolk
6869
1d4 ghouls
7071
1 will-o'-wisp
72
1 wight
73
1 ghast
7475
1 swarm of poisonous snakes
7677
A foul stench bubbling up from brackish waters
7880
1d4 + 2 ogres
8183
1 shambling mound
8486
1 lizardfolk shaman with 1d6 giant lizards and 2d10 lizardfolk
87
1 troll
8889
1d4 green hags
9091
1 revenant
9293
1 giant crocodile
9495
1 orc Eye of Gruumsh with 1d3 orogs and 2d6 + 3 orcs
9697
1 young black dragon
98
1 yuan-ti abomination
99
1d4 water elementals
00
1 hydra
Swamp Encounters (Levels 510)
d100
Encounter
01
1 green hag
d100
Encounter
0203
2d4 giant lizards or 2d4 giant poisonous snakes
0405
2d8 winged kobolds
0607
1d10 + 1 bullywugs with 1d8 + 1 giant frogs
0809
1 druid
10
1d8 + 1 swarms of insects
1113
1d12 ghouls
1416
2d8 scouts
1719
2d10 orcs
2022
2d4 giant spiders
2324
Tainted water that exposes creatures that move through it to sight rot (see Diseases in
chapter 8 of the Dungeon Masters Guide)
2527
1d6 + 2 giant toads
2830
3d6 lizardfolk
3133
1d8 + 1 yuan-ti purebloods
3436
1d4 + 1 swarms of poisonous snakes
3738
A bloated humanoid corpse floating facedown in the water
3941
1 shambling mound
4244
1d4 + 1 will-o'-wisps
4547
2d6 crocodiles
4850
1d4 + 1 giant constrictor snakes
5154
1 lizardfolk shaman with 1d3 swarms of poisonous snakes and 1d8 + 2 lizardfolk
5558
1d8 + 1 ogres
5962
2d4 ghasts
6365
An altar partially sunk into the mud, devoted to a god that is part human and part frog
6669
1 giant crocodile
7073
1 shambling mound
7477
1 orc Eye of Gruumsh with 1d3 ogres and 2d10 + 5 orcs
7880
A torrential rain that lasts 1d6 minutes and puts out all unprotected flames within 1 mile
8182
1 young black dragon
8384
1d4 green hags with 1d6 + 1 ogres
8586
1 yuan-ti abomination
8788
1d4 + 1 wights
8990
1d6 + 1 yuan-ti malisons
9193
1d4 + 1 trolls
9496
1d10 revenants
9799
1d8 + 1 water elementals
d100
Encounter
00
1d3 hydras
Swamp Encounters (Levels 1120)
d100
Encounter
0110
1d4 giant crocodiles
1115
1d3 yuan-ti abominations
1620
1d6 + 1 green hags
2125
A large, spreading tree from which 2d6 armored knights hang by the neck
2630
2d4 wights
3135
1d8 + 1 yuan-ti malisons
3640
Fog that rolls across the terrain, making the area within 1d3 miles heavily obscured for
1d4 hours
4145
1d4 revenants
4650
1d6 shambling mounds
5155
1d10 water elementals
5660
1d4 young black dragons
6165
An eerie, bat-headed idol almost completely covered by vines
6670
1d8 + 2 trolls
7175
1d3 hydras
7680
The sound of drums beating several miles away
8196
1 adult black dragon
9700
1 ancient black dragon
Underdark Encounters
Underdark Encounters (Levels 14)
d100
Encounter
01
1 mind flayer arcanist
02
1d3 + 1 giant poisonous snakes
d100
Encounter
03
1d3 giant lizards
04
2d4 giant fire beetles
05
1d8 + 1 flumphs
06
1 shrieker
07
1d12 giant rats
08
2d4 kobolds
09
1d8 + 1 stirges
10
2d4 humans (tribal warriors) seeking the way to the surface, fleeing their Underdark
oppressors
1112
1d10 troglodytes
1314
1d2 gray oozes
1516
3d6 stirges
1718
1d3 magma mephits
1920
1d10 goblins
2122
Orc graffiti on the walls, suggesting something rude about the mother of someone
named Krusk
2324
1 swarm of insects
25
1 deep gnome
2628
1d8 + 1 drow
2930
1d4 violet fungi
3132
1d12 kuo-toa
33
1 rust monster
3435
A rubble-strewn passage that appears to have been recently cleared after a cave-in
3637
1d8 + 1 giant bats
3839
3d6 kobolds
4041
2d4 grimlocks
4243
1d4 + 3 swarms of bats
44
1 dwarf prospector (scout) looking for gold
45
1 carrion crawler or 1 gelatinous cube
46
1d8 darkmantles or 2d4 piercers
47
1 hell hound
48
1d3 specters
49
1d4 bugbears
50
1d10 + 5 winged kobolds
51
1d4 fire snakes
52
2d8 + 1 troglodytes
d100
Encounter
53
1d6 giant spiders
54
3d6 kuo-toa
55
1 goblin boss with 2d4 goblins
56
4d4 grimlocks
57
1 ochre jelly
58
2d10 giant centipedes
59
1 nothic or 1 giant toad
60
1d4 myconid adults with 5d4 myconid sprouts
61
1 minotaur skeleton or 1 minotaur
62
3d6 drow
63
1 mimic or 1 doppelganger
64
1d6 + 3 hobgoblins
65
1 intellect devourer or 1 spectator
66
1d8 + 1 orcs
6768
A faint tapping coming from inside a nearby wall
69
1 gibbering mouther or 1 water weird
70
1d12 gas spores
71
1 giant constrictor snake
72
1d10 shadows
73
1d3 grells
74
1d4 wights
75
1d8 + 1 quaggoth spore servants
76
1d2 gargoyles
77
1d4 ogres or 1d3 ettins
78
1d4 dwarf explorers (veterans)
7980
An abandoned miners camp spattered with blood and littered with the contents of 1d3
dungeoneers packs
81
1 chuul or 1 salamander
82
1d4 phase spiders or 1d3 hook horrors
83
5d4 duergar
84
1 ghost or 1 flameskull or 1 wraith
85
1 druid with 1 polar bear (cave bear)
86
1 hobgoblin captain with 1d4 half-ogres and 2d10 hobgoblins
87
1 earth elemental or 1 black pudding
88
1 kuo-toa monitor with 1d8 + 1 kuo-toa whips
89
1 quaggoth thonot with 1d3 quaggoths
d100
Encounter
90
1 beholder zombie or 1 bone naga
91
1 orc Eye of Gruumsh with 1d4 orogs and 2d8 orcs
92
1d4 ghasts with 1d10 ghouls
9395
A reeking puddle where slimy water has dripped from the ceiling
96
1 otyugh or 1 roper
97
1 vampire spawn
98
1 chimera
99
1 mind flayer
00
1 spirit naga
Underdark Encounters (Levels 510)
d100
Encounter
01
3d6 swarms of bats
02
1d4 giant spiders or 1d4 giant toads
03
1 mimic
04
2d4 gray oozes
05
2d10 orcs or 3d6 troglodytes
06
3d6 grimlocks
07
1d6 + 2 magma mephits
08
1 goblin boss with 2d4 goblins
09
2d4 darkmantles
10
2d8 + 1 drow
11
2d10 piercers
12
1d4 minotaur skeletons
1314
3d6 deep gnomes
15
1 druid with 1 polar bear (cave bear)
1617
3d6 orcs
18
1 bone naga
1920
2d6 bugbears
2125
Luminescent fungi growing on the walls of a moist cave, filling it with dim light
26
2d4 specters
27
1d12 + 4 shadows
28
1d3 gibbering mouthers
2930
4d4 hobgoblins
3132
1d4 carrion crawlers
d100
Encounter
3334
1 black pudding
35
1d4 ochre jellies
3640
A patch of mold that appears yellow when light is directed toward it
41
1d4 nothics
4243
2d8 + 1 gas spores
4445
1d3 gelatinous cubes
46
1 ghost
4748
1 flameskull
4950
2d8 duergar
51
1 wraith
52
1 umber hulk
53
1 xorn
54
1d6 + 2 dwarf hunters (veterans) searching for trolls
55
1 hobgoblin captain with 3d10 hobgoblins
56
1 roper
57
1 kuo-toa monitor with 1d4 kuo-toa whips and 1d8 + 1 kuo-toa
58
1d3 water weirds
59
1d4 ghasts with 1d10 ghouls
60
1 otyugh
6162
A merchant caravan consisting of 1 drow mage, 2 drow elite warriors, and 2d10
quaggoths
63
1d4 wights
64
1d4 doppelgangers
65
2d8 fire snakes
66
1d4 spectators
67
1 orc Eye of Gruumsh with 1d4 orogs and 2d10 + 3 orcs
68
1d3 vampire spawn
69
1d4 hook horrors or 1d4 minotaurs
70
3d6 quaggoth spore servants
7172
1d3 grells
73
1d6 + 1 intellect devourers
74
1d10 gargoyles
75
1 beholder zombie
7677
1 quaggoth thonot with 2d4 quaggoths
78
1d6 ettins or 1d4 trolls
79
1d8 + 1 phase spiders
d100
Encounter
80
1 fomorian or 1d3 cyclopes
81
1d4 earth elementals
82
3d6 ogres
83
1d4 + 1 chuuls
84
1d10 hell hounds
85
1d3 drow elite warriors
86
1d4 chimeras
87
1d4 salamanders
88
1 cloaker
89
2d4 wights
90
1d4 driders
91
1 fire giant
92
1 grick alpha with 2d4 gricks
93
1 mind flayer arcanist
94
1d4 drow mages
95
1 spirit naga
96
1d4 mind flayers
97
1 behir
98
1 aboleth
99
1 dao or 1 stone giant
00
1 beholder
Underdark Encounters (Levels 1116)
d100
Encounter
0102
3d6 carrion crawlers
0304
1d6 + 1 gelatinous cubes
0506
1d8 + 2 gibbering mouthers
0708
2d8 minotaur skeletons
0910
2d6 ochre jellies
1112
2d4 doppelgangers
1314
1d4 quaggoth thonots with 1d10 + 2 quaggoths
1516
1d3 ropers
1718
3d6 gargoyles
1920
1d10 mimics
2125
A 100-foot-long ravine, 4d10 feet wide and 5d20 + 200 feet deep
d100
Encounter
2627
1 hobgoblin captain with 3d10 hobgoblins
2829
2d4 spectators
3031
3d6 ghasts
3233
2d8 intellect devourers
3435
1d3 orc Eyes of Gruumsh with 2d4 orogs and 2d10 orcs
3640
A large cave containing 2d10 extraordinarily detailed statues of various creatures
4142
1d8 + 1 kuo-toa monitors
4344
2d4 water weirds
4546
2d10 gricks
4748
3d6 nothics
4950
2d8 + 1 ogres
5152
1d6 + 2 chuuls
5354
1d8 + 1 ettins
55
3d6 grells
56
2d4 flameskulls
57
2d12 dwarf soldiers (veterans) on patrol
58
2d8 hell hounds
59
1d10 ghosts
60
3d4 wights
61
3d6 phase spiders
62
1d8 + 1 bone nagas
6365
A shrill scream followed by dark laughter
66
1d4 chimeras
67
1d10 black puddings
68
3d6 minotaurs
69
2d4 otyughs
70
1d6 + 1 beholder zombies
71
4d4 hook horrors
72
1d8 + 1 umber hulks
73
2d4 salamanders
74
1d3 grick alphas
75
1d6 + 2 xorn
7680
A ruined village that once belonged to deep gnomes. A search has a 50% chance of
uncovering 1d3 potions of healing and a 25% chance of finding a random common
magic item.
81
2d4 earth elementals
d100
Encounter
82
1d3 spirit nagas
83
1d8 + 1 cyclopes
84
1d6 + 2 trolls
85
2d4 stone giants
86
2d4 wraiths
87
1d4 fomorians
88
1d3 drow mages with 1d4 drow elite warriors
89
1d10 vampire spawn
90
1d3 cloakers
91
1d4 fire giants
92
1 mind flayer arcanist with 1d6 + 1 mind flayers
93
1d4 dao
94
1d8 + 1 driders
95
1d3 behirs
96
1d4 aboleths
97
1 beholder
98
1 young red shadow dragon
99
1 death tyrant
00
1 purple worm
Underdark Encounters (Levels 1720)
d100
Encounter
01
1d4 grick alphas
02
2d8 spectators
0304
3d6 minotaurs or 2d8 kuo-toa monitors
0506
2d8 grells
0708
2d10 phase spiders
0910
4d4 hell hounds
1112
1d6 + 2 ropers
1314
2d10 wights
1516
3d6 doppelgangers
1718
1d8 + 1 chimeras
1920
1d4 cloakers
21
1d4 hobgoblin captains with 5d10 hobgoblins
2223
1d8 + 1 earth elementals
d100
Encounter
2425
2d4 vampire spawn
2627
3d6 minotaurs
2830
A 30-foot-tall inverted black pyramid floating 1 inch above the floor in a large
cave
3132
1d10 beholder zombies
3334
1d4 mind flayer arcanists
3536
1d6 + 2 otyughs
3738
1d12 trolls
3940
1d10 wraiths
4143
A beautiful obsidian sculpture of a panther lying on the floor
4445
1d4 drow mages with 1d6 drow elite warriors
4647
1d4 spirit nagas
4849
1d8 + 1 salamanders
5051
2d4 umber hulks
5253
1d10 xorn
5456
1 young red shadow dragon
5759
2d4 fomorians
6062
1d8 + 1 driders
6365
1d20 + 20 spiders crawling on the walls of a web-filled cave
6668
1d4 fire giants
6970
1d10 mind flayers
7173
2d4 stone giants
7476
1d12 cyclopes
7780
A large cave in which stands a 50-foot-tall idol of Blibdoolpoolp
8185
1d3 dao
8690
1d4 beholders
9193
1d4 behirs
9496
1 death tyrant
9799
1d3 purple worms
00
2d4 aboleths
Underwater Encounters
Underwater Encounters (Levels 14)
d100
Encounter
0110
3d6 quippers
1114
2d4 steam mephits
1518
1d4 sahuagin
1922
2d6 merfolk
2325
2d4 corpses of drowned sailors tangled in kelp
2629
2d4 constrictor snakes
3033
1d4 reef sharks
3437
1 swarm of quippers
3840
A bed of enormous clams
4145
1d10 merfolk with 1d3 giant sea horses
4650
1 giant octopus
5155
1 merrow
5660
1 plesiosaurus
6165
2d10 pieces of corroded brass dinnerware littering the bottom
6670
1 giant constrictor snake
7175
1 sea hag
7680
A school of silvery fish darting through the water
8185
1d4 hunter sharks
8690
1 sahuagin priestess with 2d4 sahuagin
9196
1d4 killer whales
9798
1 giant shark
99
1 water elemental
00
1 sahuagin baron
Underwater Encounters (Levels 510)
d100
Encounter
0102
3d6 steam mephits
0304
1d10 sahuagin
0506
1 giant octopus
0708
3d6 constrictor snakes
0910
2d10 merfolk with 1d4 giant sea horses
1115
1d4 sea hags
d100
Encounter
1620
2d4 swarms of quippers
2125
A sunken galleon with a 50% chance of a random treasure hoard inside (roll on the
Treasure Hoard: Challenge 510 table in chapter 7 of the Dungeon Masters Guide)
2630
1d4 plesiosauruses
3135
3d6 reef sharks
3640
An abandoned bathysphere
4150
1d4 giant constrictor snakes
5155
2d4 hunter sharks
5660
1d3 sahuagin priestesses with 2d10 sahuagin
6165
An empty castle made from coral
6670
1d4 killer whales
7175
1d10 merrow
7680
An eerie statue of a squatting humanoid, with bat wings on its back and tentacles
sprouting from its face
8185
1d4 water elementals
8690
1 sahuagin baron with 2d8 sahuagin
9196
1d4 giant sharks
9799
1 marid
00
1 storm giant
Underwater Encounters (Levels 1120)
d100
Encounter
0110
1 sahuagin baron with 1d4 sahuagin priestesses and 2d10 sahuagin
1135
1d10 killer whales
3640
A ghost ship passing overhead, containing 2d6 + 10 ghosts
4160
1d6 giant sharks
6165
A 1-mile-radius sphere of effervescent water that allows air-breathing creatures to
breathe water while in the sphere
6675
1d10 water elementals
7680
A shimmering, blue-green portal to the Elemental Plane of Water
8190
1d4 marids
9196
1d3 storm giants
9799
1 dragon turtle
00
1 kraken
Urban Encounters
Urban Encounters (Levels 14)
d100
Encounter
01
1d6 cats
0203
1 commoner with 1d6 goats
0405
2d10 rats
06
1 raven perched on a signpost
07
1 commoner on a draft horse
08
2d4 mastiffs
09
1d2 commoners leading 1d4 mules or 1d4 ponies
10
1 pseudodragon
11
1 spy
1213
1d8 + 1 acolytes
14
1d6 + 6 flying snakes
15
3d6 kobolds
16
2d4 giant centipedes
17
1d8 + 1 skeletons
1819
1d6 + 2 swarms of rats
20
1d12 zombies
2125
A peddler weighed down with a load of pots, pans, and other basic supplies
26
1 giant wasp
2728
1 warhorse
29
2d8 cultists
3031
3d4 giant rats
32
2d8 stirges
33
1d3 + 2 giant poisonous snakes
34
1d4 + 2 swarms of bats
35
2d4 winged kobolds
3640
A wagon loaded with apples that has a broken wheel and holds up traffic
d100
Encounter
41
1 crocodile
4243
1 swarm of insects
4445
3d6 bandits
4647
1d3 + 2 nobles on riding horses with an escort of 1d10 guards
48
2d4 kenku
49
1d6 + 2 smoke mephits
50
1d8 + 1 swarms of ravens
5152
1 wererat
5354
1d3 half-ogres
5556
1 mimic
5758
1d4 ghouls
5960
1d4 specters
6162
1d10 shadows
6365
Someone empties a chamber pot onto the street from a second-floor window
6667
1 ghast
6869
1 priest
7071
1 will-o'-wisp
7273
1d3 giant spiders
7475
1d4 yuan-ti purebloods
7677
2d4 thugs
7880
A doomsayer who preaches the end of the world from a street corner
81
1 cambion
82
1 vampire spawn
83
1 couatl
84
1 ghost
85
1 succubus or 1 incubus
86
1 bandit captain with 3d6 bandits
87
1d4 + 1 cult fanatics
88
1 knight or 1 veteran
89
1 water weird
90
1 wight
91
1 mage
92
1 shield guardian
93
1 gladiator
94
1 revenant
d100
Encounter
95
2d4 gargoyles
96
1d4 doppelgangers
97
1 oni
98
1 invisible stalker
99
1d8 + 1 phase spiders
00
1 assassin
Urban Encounters (Levels 510)
d100
Encounter
0102
1d10 kenku
0304
2d6 giant centipedes
0506
2d8 skeletons
0708
1d6 swarms of bats and 1d6 swarms of rats
0910
3d6 winged kobolds
1113
2d4 specters
1416
1d4 wights
1719
4d4 acolytes on draft horses
2022
3d6 giant centipedes
2325
A talkative urchin, badgering passersby to serve as their guide through the community
for a price of 1 sp
2628
1d10 spies
2931
3d6 crocodiles
3234
1d6 + 2 swarms of insects
3537
2d4 smoke mephits
3840
A noble shouts Stop! Thief! at a fleeing scoundrel (bandit)
4143
1 succubus or 1 incubus
4446
1d10 half-ogres
4749
2d10 giant wasps
5051
4d10 zombies
5253
1d4 knights on warhorses
5455
1d4 + 1 water weirds
5657
1d8 + 1 mimics
5859
2d8 giant spiders
6061
3d6 shadows
6265
An actor leans out from a second-story window to call to passersby, announcing a
d100
Encounter
show
6667
1 bandit captain with 3d8 bandits
6869
1d10 will-o'-wisps
7071
2d4 priests
7274
3d6 yuan-ti purebloods
7576
2d10 thugs
7780
A fortune-teller reads cards for those who pay a price of 1 sp
81
1d3 gladiators
82
1d4 + 1 couatls
83
1d8 ghosts
84
2d4 doppelgangers
85
1d6 +2 phase spiders
86
2d4 veterans
87
1d8 ghasts with 2d6 ghouls
88
3d6 gargoyles
89
2d10 cult fanatics
90
3d6 wererats
91
1 assassin
92
1d3 invisible stalkers
93
1 gray slaad
94
1 young silver dragon
95
1d4 cambions or 1d4 revenants
96
3d6 wights
97
1 archmage
98
2d4 vampire spawn or 1d4 oni
99
1 mage with 1 shield guardian
00
1 rakshasa or 1 vampire
Urban Encounters (Levels 1116)
d100
Encounter
01
1 mimic
0205
1 bandit captain with 5d10 bandits, all on riding horses
0610
1d10 knights on warhorses (one knight is a doppelganger)
1113
1d8 succubi or 1d8 incubi
1416
3d6 cult fanatics
d100
Encounter
1719
1d10 wights
2022
3d6 wererats
2325
A distant boom followed by a plume of smoke rising from the other side of the
community
2628
1d8 + 1 ghosts
2931
2d10 gargoyles
3234
1d6 + 2 water weirds
3537
1d4 + 4 will-o'-wisps
3840
Street performers putting on a puppet show, involving two puppets beating each other
with sticks to the amusement of the gathered crowd
4143
2d4 couatls
4446
2d8 ghasts
4751
1d8 + 1 veterans
5255
3d4 priests
5658
2d4 cambions
5961
1d10 revenants
6265
2d4 phase spiders
6669
A scruffy commoner that ducks into an alley to make a purchase from a suspicious-
looking figure
7072
1d8 invisible stalkers
7375
1d8 + 1 gladiators
7680
Two farmers trading blows over the price of potatoes (50% chance for one farmer to be
a retired assassin)
8182
1d4 young silver dragons
8384
1d4 assassins
8586
1d8 oni
8788
1d4 mages with 1d4 shield guardians
8990
1d10 vampire spawn
9192
1 adult silver dragon
9394
1d4 gray slaadi
9596
1 spellcaster vampire or 1 warrior vampire
97
1 archmage speeding down the street on a riding horse, blasting 1d4 guards with
spells
98
1 rakshasa
99
1 vampire
00
1 ancient silver dragon
Urban Encounters (Levels 1720)
d100
Encounter
0105
1d10 invisible stalkers
0610
1d10 revenants
1114
1d6 + 2 gladiators
1518
2d4 cambions
1922
2d6 succubi or 2d6 incubi
2325
A witch (archmage) who zooms overhead on a broom of flying
2630
1d4 gray slaadi
3135
2d8 couatls
3640
A distraught parent who rushes up to people, begging for help for a child who fell into
the sewer
4145
1d3 young silver dragons
4650
3d6 ghosts
5155
1 adult silver dragon
5660
1d4 mages with 1d4 shield guardians
6165
An aggressive merchant who hawks wares to passersby, claiming to be the purveyor
of the finest silks in all the land
6670
1 ancient silver dragon
7175
3d6 vampire spawn
7680
A patrol of 2d10 guards marching up the street, searching for someone or something
8185
1d10 assassins
8690
1d4 + 1 gray slaadi
9193
1d10 oni
9496
1 spellcaster vampire or 1 warrior vampire
97
1d4 archmages
98
1d3 rakshasas
99
1d4 vampires
00
1 tarrasque
Traps Revisited
The rules for traps in the Dungeon Masters Guide provide the basic information you need to
manage traps at the game table. The material here takes a different, more elaborate approach
describing traps in terms of their game mechanics and offering guidance on creating traps of
your own using these new rules.
Rather than characterize traps as mechanical or magical, these rules separate traps into two other
categories: simple and complex.
Simple Traps
A simple trap activates and is thereafter harmless or easily avoided. A hidden pit dug at the
entrance of a goblin lair, a poison needle that pops from a lock, and a crossbow rigged to fire
when an intruder steps on a pressure plate are all simple traps.
Elements of a Simple Trap
The description of a simple trap begins with a line that gives the traps level and the severity of
the threat it poses. Following a general note on what the trap looks like and how it functions are
three paragraphs that tell how the trap works in the game.
Level and Threat. A traps level is actually a range of levels, equivalent to one of the tiers of play
(levels 14, 510, 1116, and 1720), indicating the appropriate time to use the trap in your
campaign. Additionally, each trap poses either a moderate, dangerous, or deadly threat, based on
its particular details.
Trigger. A simple trap activates when an event occurs that triggers it. This entry in a traps
description gives the location of the trigger and the activity that causes the trap to activate.
Effect. A traps effect occurs after it activates. The trap might fire a dart, unleash a cloud of
poison gas, cause a hidden enclosure to open, and so on. This entry specifies what the trap
targets, its attack bonus or saving throw DC, and what happens on a hit or a failed saving throw.
Countermeasures. Traps can be detected or defeated in a variety of ways by using ability checks
or magic. This entry in a traps description gives the means for counteracting the trap. It also
specifies what happens, if anything, on a failed attempt to disable it.
MAKING TRAPS MEANINGFUL
If you want to improve the chance that the characters will come up against the traps youve set
for them in an encounter or an adventure, it can be tempting to use a large number of traps.
Doing so ensures that the characters will have to deal with at least one or two of them, but its
better to fight that urge.
If your encounters or adventures are sown with too many traps, and if the characters are
victimized over and over again as a result, they are likely to take steps to prevent further bad
things from happening. Because of their recent experience, the characters can become overly
cautious, and you run the risk of the action grinding to a halt as the players search every square
inch of the dungeon for trip wires and pressure plates.
Traps are most effective when their presence comes as a surprise, not when they appear so often
that the characters spend all their effort watching out for the next one.
Running a Simple Trap
To prepare for using a simple trap in play, start by making note of the characters passive
Wisdom (Perception) scores. Most traps allow Wisdom (Perception) checks to detect their
triggers or other elements that can tip off their presence. If you stop to ask players for this
information, they might suspect a hidden danger.
When a trap is triggered, apply its effects as specified in its description.
If the characters discover a trap, be open to adjudicating their ideas for defeating it. The traps
description is a starting point for countermeasures, rather than a complete definition.
To make it easier for you to describe what happens next, the players should be specific about
how they want to defeat the trap. Simply stating the desire to make a check isnt helpful for you.
Ask the players where their characters are positioned and what they intend to do to defeat the
trap.
Example Simple Traps
The following simple traps can be used to populate your adventures or as models for your own
creations.
Bear Trap
Simple trap (level 14, dangerous threat)
A bear trap resembles a set of iron jaws that springs shut when stepped on, clamping down on a
creatures leg. The trap is spiked in the ground, leaving the victim immobilized.
Trigger. A creature that steps on the bear trap triggers it.
Effect. The trap makes an attack against the triggering creature. The attack has a +8 attack bonus
and deals 5 (1d10) piercing damage on a hit. This attack cant gain advantage or disadvantage. A
creature hit by the trap has its speed reduced to 0. It cant move until it breaks free of the trap,
which requires a successful DC 15 Strength check by the creature or another creature adjacent to
the trap.
Countermeasures. A successful DC 10 Wisdom (Perception) check reveals the trap. A successful
DC 10 Dexterity check using thieves tools disables it.
Crossbow Trap
Simple trap (level 14, dangerous threat)
The crossbow trap is a favorite of kobolds and other creatures that rely on traps to defend their
lairs. It consists of a trip wire strung across a hallway and connected to a pair of hidden heavy
crossbows. The crossbows are aimed to fire down the hallway at anyone who disturbs the trip
wire.
Trigger. A creature that walks through the trip wire triggers the trap.
Effect. The trap makes two attacks against the triggering creature. Each attack has a +8 attack
bonus and deals 5 (1d10) piercing damage on a hit. This attack cant gain advantage or
disadvantage.
Countermeasures. A successful DC 15 Wisdom (Perception) check reveals the trip wire. A
successful DC 15 Dexterity check using thieves tools disables the trip wire, and a check with a
total of 5 or lower triggers the trap.
Falling Portcullis
Simple trap (level 14, moderate threat)
Some folk who build dungeons, such as mad wizards in search of new victims, have no intention
of allowing their visitors to make an easy escape. A falling portcullis trap can be especially
devious if it causes a portcullis to drop some distance away from the pressure plate that activates
the trap. Although the trap is deep in the dungeon, the portcullis closes off the dungeon entrance,
which is hundreds of feet away, meaning that adventurers dont know they are trapped until they
decide to head for the exit.
Trigger. A creature that steps on the pressure plate triggers the trap.
Effect. An iron portcullis drops from the ceiling, blocking an exit or a passageway.
Countermeasures. A successful DC 20 Wisdom (Perception) check reveals the pressure plate. A
successful DC 20 Dexterity check using thieves tools disables it, and a check with a total of 5 or
lower triggers the trap.
Fiery Blast
Simple trap (level 510, dangerous threat)
The temple of Pyremius, a god of fire, is threatened by thieves who seek to steal the fire opals
displayed there by the priests in tribute to their god. A mosaic on the floor of the entryway to the
inner sanctum delivers a fiery rebuke to intruders.
Trigger. Anyone who steps on the mosaic causes fire to erupt from it. Those who openly wear
holy symbols of Pyremius dont trigger this trap.
Effect. A 15-foot cube of fire erupts, covering the pressure plate and the area around it. Each
creature in the area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a
failed save, or half as much damage on a successful one.
Countermeasures. A successful DC 15 Wisdom (Perception) check reveals the presence of ash
and faint burn marks in the area affected by this trap. A successful DC 15 Intelligence (Religion)
check enables a creature to destroy the trap by defacing a key rune on the perimeter of the
mosaic that is within reach; failing this check causes the trap to activate. A successful dispel
magic (DC 15) cast on the runes destroys the trap.
Net Trap
Simple trap (level 14, dangerous threat)
Goblins, with their propensity to enslave their enemies, prefer traps that leave intruders intact so
the victims can be put to work in the mines or elsewhere.
Trigger. A trip wire strung across a hallway is rigged to a large net. If the trip wire is broken, the
net falls on intruders. An iron bell is also rigged to the trip wire. It rings when the trap activates,
alerting nearby guards.
Effect. A net covering a 10-foot-by-10-foot area centered on the trip wire falls to the floor as a
bell rings. Any creature fully within this area must succeed on a DC 15 Dexterity saving throw or
be restrained. A creature can use its action to make a DC 10 Strength check to try to free itself or
another creature in the net. Dealing 5 slashing damage to the net (AC 10, 20 hp) also frees a
creature without harming the creature.
Countermeasures. A successful DC 15 Wisdom (Perception) check reveals the trip wire and the
net. A successful DC 15 Dexterity check using thieves tools disables the trip wire without
causing the net to drop or the bell to ring; failing the check causes the trap to activate.
Pit Trap
Simple trap (level 14, moderate threat)
The simplest of pit traps consists of a 10-foot-deep hole in the floor, concealed by tattered canvas
thats covered with leaves and dirt to look like solid ground. This type of trap is useful for
blocking off the entrance to a monster lair, and usually has narrow ledges along its sides to allow
for movement around it.
Trigger. Anyone who steps on the canvas might fall into the pit.
Effect. The triggering creature must make a DC 10 Dexterity saving throw. On a successful save,
the creature catches itself on the pits edge or instinctively steps back. On a failed save, the
creature falls into the pit and takes 3 (1d6) bludgeoning damage from the fall.
Countermeasures. A successful DC 10 Wisdom (Perception) check reveals the presence of the
canvas and the 1-foot-wide ledge around the edges of the pit where it is safe to travel.
Pit traps are hilarious!
Because when one of you walking
things steps on one, you fall down!
And you get hurt! Thats the best part.
Poison Needle
Simple trap (level 14, deadly threat)
A tiny, poisoned needle hidden in a lock is a good way to discourage thieves from plundering a
hoard. Such a trap is usually put in a chest or in the door to a treasure chamber.
Trigger. Anyone attempting to pick or open the lock triggers the trap.
Effect. The triggering creature must make a DC 20 Constitution saving throw. On a failed save,
the creature takes 14 (4d6) poison damage and is poisoned for 10 minutes. While poisoned in
this way, the creature is paralyzed. On a successful save, the creature takes half as much damage
and isnt poisoned.
Countermeasures. A successful DC 20 Wisdom (Perception) check reveals the needle, but only if
a character inspects the lock. A successful DC 20 Dexterity check using thieves tools disables
the needle, and a check with a total of 10 or lower triggers the trap.
Scything Blade
Simple trap (level 510, dangerous threat)
This trap uses moving blades that sweep down through a chamber, threatening anyone nearby.
Typically, a scything blade trap is activated by manipulating a lever or some other simple device.
Kobolds especially like this kind of trap, since it can take down bigger creatures.
Trigger. When the lever is pulled, the trap activates.
Effect. Each Medium or larger creature in a 5-foot-wide, 20-foot-long area must make a DC 15
Dexterity saving throw, taking 14 (4d6) slashing damage on a failed save, or half as much
damage on a successful one.
Countermeasures. The lever isnt hidden. A successful DC 15 Wisdom (Perception) check
involving the surfaces in the traps area of effect reveals scrape marks and bloodstains on the
walls and floor. A successful DC 15 Dexterity check using thieves tools disables the lever.
Sleep of Ages
Simple trap (level 1116, deadly threat)
When a sleep of ages trap activates, a pressure plate unleashes a spell that threatens to send
intruders into a deep slumber. The dungeons guardians can then more easily dispose of the
sleepers.
Trigger. Stepping on the pressure plate triggers this trap.
Effect. When activated, this trap casts a sleep spell centered on the pressure plate, using a 9th-
level spell slot.
Countermeasures. A successful DC 20 Wisdom (Perception) check reveals the pressure plate. A
successful DC 20 Intelligence (Arcana) check made within 5 feet of the pressure plate disables
the trap, and a check with a total of 10 or lower triggers it. A successful dispel magic (DC 19)
cast on the pressure plate destroys the trap.
Designing Simple Traps
You can create your own simple traps by using the following guidelines. You can also adapt the
example traps for different levels and severity of threat by modifying their DCs and damage
values as shown below.
Purpose
Before diving into the details of your trap, think about its reason for being. Why would someone
build such a trap? What is its purpose? Consider the traps creator (in the adventure), the
creators purpose, and the location the trap protects. Traps have context in the world they
arent created for no reason and that context drives the traps nature and effects.
Described below are a few of the general purposes a trap might have. Use them to inspire the
creation of your own traps.
Alarm. An alarm trap is designed to alert an areas occupants of intruders. It might cause a bell
or a gong to sound. This type of trap rarely involves a saving throw, because the alarm cant be
avoided when the trap goes off.
Delay. Some traps are designed to slow down enemies, giving a dungeons inhabitants time to
mount a defense or flee. The hidden pit is a classic example of this kind of trap. A 10-foot-deep
pit usually deals little damage and is easy to escape, but it serves its purpose by impeding
intruders. Other examples of delaying traps include collapsing walls, a portcullis that drops from
the ceiling, and a locking mechanism that shuts and bars a door. If a delaying trap has moving
parts that directly threaten characters when they operate, the characters are usually required to
make Dexterity saving throws to avoid harm.
Restrain. A restraining trap tries to keep its victims in place, leaving them unable to move. Such
traps are often employed in conjunction with regular guard patrols, so that victims are
periodically extricated and taken away to be dealt with. But in an ancient dungeon, the guards
might be long gone.
Restraining traps usually require a successful Strength saving throw to be avoided, but some
dont allow saving throws. In addition to dealing damage, a restraining trap also renders a
creature unable to move. Making a subsequent successful Strength check (using the traps saving
throw DC) or dealing damage against the trap can break it and free the captive. Examples include
a bear trap, a cage that drops from a ceiling, and a device that flings a net.
Slay. Some traps are designed to eliminate intruders, plain and simple. Their effects include
poisoned needles that spring out when a lock is tampered with, blasts of fire that fill a room,
poison gas, and other lethal measures. Saving throws usually Dexterity or Constitution
allow creatures to avoid or mitigate the traps effects.
Level and Lethality
Before creating a traps effects, think about its level and its lethality.
Traps are divided into four level ranges: 14, 510, 1116, and 1720. The level you choose for
a trap gives you a starting point for determining its potency.
To further delineate the traps strength, decide whether it is a moderate, dangerous, or deadly
threat to characters in its level range. A moderate trap is unlikely to kill a character. A dangerous
trap typically deals enough damage that a character hit by one is eager for healing. A deadly trap
might reduce a creature to 0 hit points in one shot, and leaves most creatures hit by it in need of a
short or long rest.
Consult the following tables when determining a traps effects. The Trap Save DCs and Attack
Bonuses table provides guidelines for a traps saving throw DC, check DC, and attack bonus.
The check DC is the default for any check used to interact with the trap.
The Damage Severity by Level table lists the typical damage a trap deals at certain character
levels. The damage values given assume that the trap damages one creature. Use d6s for damage
in place of d10s for traps that can affect more than one creature at a time.
The Spell Equivalent by Level table shows the spell slot level that is appropriate for a given
character level and the severity of danger posed by the trap. A spell is a great foundation to use
as the design of a trap, whether the trap duplicates the spell (a mirror that casts charm person on
whoever looks into it) or uses its effects (an alchemical device that explodes like a fireball).
The Deadly entry for characters of 17th level or higher suggests combining a 9th-level and a 5th-
level spell into one effect. In this case, pick two spells, or combine the effects of a spell cast
using a 9th-level and a 5th-level slot. For instance, a fireball spell of this sort would deal 24d6
fire damage on a failed saving throw.
Trap Save DCs and Attack Bonuses
Trap Danger
Save/Check DC
Attack Bonus
Moderate
10
+5
Dangerous
15
+8
Deadly
20
+12
Damage Severity by Level
Moderate
Dangerous
Deadly
Moderate
Dangerous
Deadly
5 (1d10)
11 (2d10)
22 (4d10)
11 (2d10)
22 (4d10)
55 (10d10)
22 (4d10)
55 (10d10)
99 (18d10)
55 (10d10)
99 (18d10)
132 (24d10)
Spell Equivalent by Level
Moderate
Dangerous
Deadly
Cantrip
1st
2nd
1st
3rd
6th
3rd
6th
9th
6th
9th
9th + 5th
Triggers
A trigger is the circumstance that needs to take place to activate the trap.
Decide what causes the trap to activate and determine how the characters can find the trigger.
Here are some example triggers:
A pressure plate that, when it is stepped on, activates the trap
A trip wire that springs a trap when it is broken, usually when someone walks through it
A doorknob that activates a trap when it is turned the wrong way
A door or chest that triggers a trap when it is opened
A trigger usually needs to be hidden to be effective. Otherwise, avoiding the trap is usually easy.
A trigger requires a Wisdom (Perception) check if simply spotting it reveals its nature. The
characters can foil a pit trap hidden by a leaf-covered net if they spot the pit through a gap in the
leaves. A trip wire is foiled if it is spotted, as is a pressure plate.
Other traps require careful inspection and deduction to notice. A doorknob opens a door when
turned to the left, but activates a trap when turned to the right. Such a subtle trap requires a
successful Intelligence (Investigation) check to notice. The trigger is obvious. Understanding its
nature is not.
The DC of the check, regardless of its type, depends on the skill and care taken to conceal the
trap. Most traps can be detected with a successful DC 20 check, but a crudely made or hastily
built trap has a DC of 15. Exceptionally devious traps might have a DC of 25.
You must then put some thought into what the characters learn with a successful check. In most
cases, the check reveals the trap. In other cases, it uncovers clues, but foiling the trap still
requires some deduction. The characters might succeed on the check but still trigger the trap if
they dont understand what they have learned.
Effects
Designing a traps effects is a straightforward process. The tables for saving throw DCs, attack
bonuses, damage, and the like give you a starting point for most simple traps that deal damage.
For traps with more complex effects, your best starting point is to use the Spell Equivalent by
Level table to find the best match for your traps intended effect. Spells are a good starting point
because they are compact pieces of game design that deliver specific effects.
If you are using a spell as a starting point, check to see if you need to tweak its effects to fit the
traps nature. For instance, you can easily change the damage type a spell delivers or the saving
throw it requires.
Disarming a Simple Trap
Only one successful ability check is required to disarm a simple trap. Imagine how your trap
operates, and then think about how the characters could overcome it. More than one kind of
ability check might be possible. Some traps are so poorly concealed that they can be discovered
or circumvented without active effort. For instance, a hidden pit trap is effectively disarmed as
soon as the characters notice it. After that, they can simply walk around it, or they can climb
down one side, walk across the bottom of the pit, and climb up the other side.
Once you determine how a trap can be disarmed or avoided, decide the appropriate ability and
skill combinations that characters can use. A Dexterity check using thieves tools, a Strength
(Athletics) check, and an Intelligence (Arcana) check are all commonly used for this purpose.
A Dexterity check using thieves tools can apply to any trap that has a mechanical element.
Thieves tools can be used to disable a trip wire or a pressure plate, disassemble a poison needle
mechanism, or clog a valve that leaks poisonous gas into a room.
A Strength check is often the method for thwarting traps that can be destroyed or prevented from
operating through the use of brute force. A scything blade can be broken, a sliding block can be
held in place, or a net can be torn apart.
A magic trap can be disabled by someone who can undermine the magic used to power it.
Typically, a successful Intelligence (Arcana) check enables a character to figure out how a magic
trap functions and how to negate its effect. For instance, the character could discover that a statue
that belches a jet of magical flame can be disabled by shattering one of its glass eyes.
Once you know what kind of check is called for, you then determine what happens on a failed
attempt to disable the trap. Depending on the kind of check involved and the nature of the trap,
you might determine that any failed check has negative consequences usually involving the
triggering of the trap. At other times, you could assign a number that the check must exceed to
prevent the trap from going off. If the total of the check is equal to or lower than that number, the
trap activates.
Placing a Simple Trap
Context and environment are critical when it comes to properly locating a trap. A swinging log
trap thats meant to knock characters aside is a mere inconvenience on a typical forest path,
where it can be easily circumvented. But its a potentially deadly hazard on a narrow trail that
hugs the side of a towering cliff face.
Choke points and narrow passages that lead to important places in a dungeon are good spots for
traps, especially those that serve as alarms or restraints. The goal is to foil or delay intruders
before they can reach a critical location, giving the dungeons denizens a chance to mount a
defense or a counterattack.
A treasure chest, a door leading to a vault, or any other obstacle or container that bars the way to
a valuable treasure is the ideal location for a slaying trap. In such instances, the trap is the last
line of defense against a thief or intruder.
Alarm traps, since they pose no direct physical threat, are appropriate for areas that are also used
by a dungeons denizens assuming the residents know about the trap and how to avoid setting
it off. Accidents can happen, but if a goblin stumbles inside its den and activates an alarm trap,
theres no real harm done. The alarm sounds, the guards arrive, they punish the clumsy goblin,
and they reset the trap.
Complex Traps
A complex trap poses multiple dangers to adventurers. After a complex trap activates, it remains
dangerous round after round until the characters avoid it or disable it. Some complex traps
become more dangerous over time, as they accumulate power or gain speed.
Complex traps are also more difficult to disable than simple ones. A single check is not enough.
Instead, a series of checks is required to slowly disengage the traps components. The traps
effect degrades with each successful check until the characters finally deactivate it.
Most complex traps are designed so that they can be disarmed only by someone who is exposed
to the traps effect. For example, the mechanism that controls a hallway filled with scything
blades is on the opposite end from the entrance, or a statue that bathes an area in necrotic energy
can be disabled only by someone standing in the affected area.
Describing a Complex Trap
A complex trap has all the elements of a simple trap, plus special characteristics that make the
trap a more dynamic threat.
Level and Threat. A complex trap uses the same level and severity designations that a simple
trap does.
Trigger. Just like a simple trap, a complex trap has a trigger. Some complex traps have multiple
triggers.
Initiative. A complex trap takes turns as a creature does, because it functions over a period of
time. This part of a traps description tells whether the trap is slow (acts on initiative count 10),
fast (acts on initiative count 20), or very fast (acts on initiative count 20 and also initiative count
10). A trap always acts after creatures that have the same initiative count.
Active Elements. On a traps turn, it produces specific effects that are detailed in this part of its
description. The trap might have multiple active elements, a table you roll on to determine its
effect at random, or options for you to choose from.
Dynamic Elements. A dynamic element is a threat that arises or evolves while the trap functions.
Usually, changes involving dramatic elements take effect at the end of each of the traps turns or
in response to the characters actions.
Constant Elements. A complex trap poses a threat even when it is not taking its turn. The
constant elements describe how these parts of the trap function. Most make an attack or force a
saving throw against any creature that ends its turn within a certain area.
Countermeasures. A trap can be defeated in a variety of ways. A traps description details the
checks or spells that can detect or disable it. It also specifies what happens, if anything, on a
failed attempt to disable it.
Disabling a complex trap is like disarming a simple trap, except that a complex trap requires
more checks. It typically takes three successful checks to disable one of a complex traps
elements. Many of these traps have multiple elements, requiring a lot of work to shut down every
part of the trap. Usually, a successful check reduces a trap elements effectiveness even if it
doesnt disable the trap.
Running a Complex Trap
A complex trap functions in play much like a legendary monster. When it is activated, the traps
active elements act according to its initiative. On each of its initiative counts, after all creatures
with that same initiative count have acted, the traps features activate. Apply the effects detailed
in the traps description.
After resolving the effects of the traps active elements, check its dynamic elements to see if
anything changes about the trap. Many complex traps have effects that vary during an encounter.
A magical aura might do more damage the longer it is active, or a swinging blade might change
which area of a chamber it attacks.
The traps constant elements allow it to have effects when it isnt the traps turn. At the end of
each creatures turn, look at the traps constant elements to see if any of their effects are
triggered.
Experience for Complex Traps
Overcoming a complex trap merits an experience point award, depending on the danger it poses.
Judging whether a party has overcome a trap requires some amount of adjudication. As a rule of
thumb, if the characters disable a complex trap or are exposed to its effects and survive, award
them experience points for the effort according to the table below.
Complex Trap Experience Awards
Trap Level
Experience Points
14
650
510
3,850
Trap Level
Experience Points
1116
11,100
1720
21,500
Example Complex Traps
The following complex traps can be used to challenge characters or to inspire your own
creations.
Path of Blades
Complex trap (level 14, dangerous threat)
Hidden within a buried pyramid that marks the location of the Lost City of Cynidicea is the tomb
of King Alexander and Queen Zenobia. The entrance to their tomb is a long hallway riddled with
traps, accessible only by cunningly hidden secret doors. The hallway is 20 feet wide and 160 feet
long. It is mostly clear. After 80 feet, the floor is broken and cracked, becoming difficult terrain
until the 130-foot mark.
Trigger. This trap activates as soon as a non-undead creature enters the hallway, and it remains
active while any non-undead creature is within the hall.
Initiative. The trap acts on initiative count 20 and initiative count 10.
Active Elements. The Path of Blades includes a set of whirling blades along the first 80 feet of
the trap, crushing pillars that slam down from the ceiling to the floor before rising back up to the
ceiling in the next 50 feet, and a rune of fear in its final 30 feet.
Whirling Blades (Initiative 20). The blades attack each creature in the first 80 feet of the hallway,
with a +5 bonus to the attack roll and dealing 11 (2d10) slashing damage on a hit.
Crushing Pillars (Initiative 10). Each creature in the 50-foot-long area beyond the first 80 feet of
the hallway must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 11
(2d10) bludgeoning damage and is knocked prone. On a successful save, the creature takes half
as much damage and isnt knocked prone.
Rune of Fear (Initiative 10). Each creature in the 30-foot-long area beyond the Crushing Pillars
must make a DC 15 Wisdom saving throw. On a failed saving throw, the creature becomes
frightened by the rune, and it must immediately use its reaction to move its speed in the direction
of the pillars. The frightened creature cant move closer to the far end of the hallway until it uses
its action to make a DC 15 Wisdom saving throw, which ends the frightened condition on itself
on a success.
Dynamic Elements. The blades and the rune become more dangerous the longer the trap remains
active.
Blades Accelerate. The blades move with increasing speed, slowing only when they hit a target.
Each time the blades miss with an attack, their next attack becomes harder to avoid. After each
miss, the blades attack bonus increases by 2, and their damage increases by 3 (1d6). These
benefits apply until the blades hit a target, after which the values return to normal.
Runes Defense. Tampering with the Rune of Fear increases the traps power. Each successful
check on an attempt to disable the rune increases the damage of the blades and the crushing
pillars by 5 (1d10) and increases the runes saving throw DC by 1.
Constant Elements. The Whirling Blades and the Rune of Fear affect each creature that ends its
turn in an area affected by these elements.
Whirling Blades. Any creature that ends its turn in the blades area is targeted by an attack: +5
attack bonus; 5 (1d10) slashing damage on a hit.
Rune of Fear. Any creature that ends its turn within 30 feet of the far end of the corridor must
make a saving throw against the Rune of Fear effect.
Countermeasures. Each of the traps active elements can be thwarted by particular
countermeasures.
Whirling Blades. Characters can smash the blades, damage their components, or discern how to
avoid them. The blades are disabled if their attack bonus is reduced to −8. Ways to reduce it are
described below.
Intelligence (Investigation), DC 15. As an action, a creature that can see the blades can attempt
an Intelligence (Investigation) check. A successful check means that the character has learned
how to anticipate the blades movement, imposing disadvantage on the blades attacks against
the creature while it isnt incapacitated.
Attack. A creature in the area can ready an attack to strike at one of the blades as it goes by. The
blade gains advantage on its attack against the creature. The creature then attacks. Each blade has
AC 15 and 15 hit points. Destroying a blade reduces the Whirling Blades attack bonus by 2.
Dexterity check using thieves tools, DC 15. Creatures can use thieves tools in the area attacked
by the blades to foil their mechanism. A successful check reduces the Whirling Blades attack
bonus by 2.
Crushing Pillars. The pillars are not susceptible to countermeasures.
Rune of Fear. The rune can be disabled with three successful DC 15 Intelligence (Arcana)
checks. Each check requires an action. A creature must be at the end of the hallway to attempt
the check, and only one creature can work on this task at once. Once a creature attempts a check
for this purpose, no other character can do so until the end of that creatures next turn.
Alternatively, the rune can be disabled with three successful castings of dispel magic (DC 13)
targeting the rune.
Sphere of Crushing Doom
Complex trap (level 510, deadly threat)
The court jester devised a deadly trap to foil anyone who sought to steal his magic fools cap.
The jesters tomb is located at the end of a 10-foot-wide, 150-foot-long hallway that descends
sharply from north to south. The entrance to the tomb is a door on the eastern wall at the bottom
of the slope, at the south end of the hall.
Trigger. This trap activates as soon as the door leading to the jesters coffin is opened. A magic
portal opens at the northern end of the hallway and disgorges an enormous steel sphere, which
hurtles down the slope. When it reaches the bottom of the slope, a second portal briefly appears
and teleports the sphere back to the top of the slope to begin the process again.
Initiative. The trap acts on initiative count 10 (but see the dynamic element below).
Active Element. Although the trap is complex in nature, it has a single active element. Thats all
it needs.
Sphere of Crushing Doom (Initiative 10). The traps active element is a sphere of steel that
almost fills the 10-foot width of the hallway and rolls to the bottom of the slope on its turn. Each
creature in the spheres path must make a DC 20 Strength saving throw. On a failed save, a
creature takes 22 (4d10) bludgeoning damage and is knocked prone. On a successful save, a
creature takes half as much damage and isnt knocked prone. Objects that block the sphere, such
as a conjured wall, take maximum damage from the impact.
Dynamic Element. The longer it rolls, the more lethal the sphere becomes.
Speed Kills. After its turn, the sphere gains speed, represented by its damage increasing by 11
(2d10). While its damage is 55 (10d10) or greater, it acts on initiative count 20 and 10.
Countermeasures. The trap can be neutralized either by stopping the sphere or preventing it from
teleporting.
Stop the Sphere. Stopping the sphere is the easiest way to disrupt the trap. A wall of force can do
so easily, as can any object placed in its path that has enough hit points to absorb damage from
the sphere without being destroyed.
Disrupt the Portals. Either portal can be neutralized with three successful DC 20 Intelligence
(Arcana) checks, but the process of analyzing a portal to disrupt it takes time. Faint runes in the
ceiling and floor at both ends of the hallway are involved in the functioning of the portals. A
creature must first use an action to examine a set of runes, then use a subsequent action to
attempt to vandalize the runes. Each successful check reduces the spheres damage by 11 (2d10),
as the disrupted sphere loses speed moving through the failing portal.
Alternatively, a set of runes can be disabled with three successful castings of dispel magic (DC
19) targeting any of the runes in the set.
If the southern portal is destroyed, the sphere slams into the south wall and comes to a halt. It
blocks the door to the tomb, but the characters can escape.
Poisoned Tempest
Complex trap (level 1116, deadly threat)
This fiendish trap was built to eliminate intruders who infiltrate a yuan-ti temple. The trap is a
room, 60 feet on a side, with 5-foot-wide stone doors in the middle of each wall. In each corner
of the room stands a 10-foot-tall statue of a great serpent, coiled and ready to strike. The eyes in
each statue are rubies worth 200 gp apiece.
Trigger. This trap activates when a ruby is pried from one of the statues. Each statues mouth
slides open, revealing a 1-foot-wide pipe that runs down its throat.
Initiative. The trap acts on initiative count 20 and initiative count 10.
Active Elements. The trap fills the room with poison and other deadly effects.
Locked Doors (Initiative 20). The four doors to this room slam shut and are locked in place by
magic. This effect activates only once, the first time the trap is triggered.
Poison Gas (Initiative 20). Poison gas floods the room. Each creature inside must make a DC 20
Constitution saving throw, taking 33 (6d10) poison damage on a failed save, or half as much
damage on a successful one.
Tempest (Initiative 10). Air and gas boils from the trap. Roll a d6, and consult the following
table.
Tempest Effects
d6
Effect
1
Hallucinatory gas scrambles the mind and senses. All Intelligence and Wisdom checks made
in the room have disadvantage until the Tempest element activates again.
2
Explosive gas fills the area. If anyone holds an open flame, it causes an explosion. All
creatures in the area must make a DC 20 Dexterity saving throw, taking 22 (4d10) fire
damage on a failed save, or half as much damage on a successful one. The flame is then
extinguished.
3
Weakening gas fills the room. All Strength and Dexterity checks made in the room have
disadvantage until the Tempest element activates again.
4
Buffeting winds force each creature in the room to succeed on a DC 20 Strength saving
throw or be knocked prone.
d6
Effect
5
Smoke fills the room. Visibility is reduced to 1 foot until the next time the Tempest element
activates.
6
Poison floods the room, forcing creatures to make saving throws as for the Poison Gas
element.
Dynamic Element. The longer the poison gas remains in the room, the more lethal it becomes.
Increased Potency. The damage from the Poison Gas element increases by 11 (2d10) each round
after it activates, to a maximum of 55 (10d10).
Countermeasures. There are a few ways that the trap can be overcome.
Open the Doors. Opening the doors is the quickest way to circumvent the trap, but they are
warded with magic. To open the doors, a character must first succeed on a DC 20 Wisdom
(Perception) check to find the locking mechanism. A successful DC 20 Intelligence (Arcana)
check is then required to disable the sphere of force that surrounds the lock (dispel magic is
ineffective against it). Success on a DC 20 Dexterity check using thieves tools picks the lock.
Finally, a successful DC 20 Strength (Athletics) check is needed to push the door open. Each
check requires an action.
Disable the Statues. A statue can be disabled by blocking the flow of gas from its mouth. Heavily
damaging a statue is a bad idea, for doing so leaves the gas vents open. Reducing a statue to 0 hit
points (AC 17; 20 hp; resistance to fire, piercing, and slashing damage; immune to poison and
psychic damage) or making a successful DC 20 Strength check to break it cracks the statue and
increases the Poison Gas damage by 5 (1d10). A successful DC 20 Dexterity check using
thieves tools, or a successful DC 15 Strength check made to block up the statue with a cloak or
similar object, decreases the poison damage by 5 (1d10). Once a character succeeds on the
check, someone must remain next to the statue to keep it blocked up. When all four statues are
blocked in this manner, the trap deactivates.
Designing Complex Traps
Creating a complex trap takes more work than building a simple one, but with some practice, you
can learn the process and make it move quickly.
Familiarize yourself with the advice on designing a simple trap before proceeding with the
guidelines on complex traps.
Purpose
Complex traps are typically designed to protect an area by killing or disabling intruders. It is
worth your time to consider who made the trap, the traps purpose, and its desired result. Does
the trap protect a treasure? Does it target only certain kinds of intruders?
Level and Lethality
Complex traps use the same level designations and lethality descriptors that simple traps do.
Refer to that section for a discussion of how level and lethality help determine saving throw and
check DCs, attack bonuses, and other numerical elements of a complex trap.
Map
A complex trap has multiple parts, typically relies on the characters positions to resolve some of
its effects, and can bring several effects to bear in each round. The traps are called complex for a
reason! To begin the design process, consider drawing a map of the area to be affected by the
trap on graph paper, using a scale of 5 feet per square. This level of detail allows you to develop
a clear idea of what the trap can do and how each of its parts interact. Your map is the starting
point and context for the rest of the design process.
Dont limit yourself to one room. Look at the passages and rooms around the area of the trap and
think about the role they can play. The trap might cause doors to lock and barriers to fall into
place to prevent escape. It could cause darts to fire from the walls in one area, forcing characters
to enter rooms where other devices trigger and threaten them.
Consider how terrain and furniture can add to the traps danger. A chasm or a pit might create a
buffer that allows a trap to send bolts of magic at the characters, while making it difficult or even
impossible for them to reach the runes they must deface to foil that attack.
Think of your map like a script. Where do the characters want to go? What does the trap protect?
How can the characters get there? What are their likely escape routes? Answering these
questions tells you where the traps various elements should be placed.
Active Elements
A complex traps active elements work the same way as a simple traps effects, except that a
complex trap activates in every round. Otherwise, the guidelines for picking saving throw DCs,
attack bonuses, and damage are the same. To make your trap logically consistent, make sure the
elements you design can activate each round. For instance, ordinary crossbows rigged to fire at
the characters would need a mechanism for reloading them between attacks.
In terms of lethality, its better to have multiple dangerous effects in a trap than a single deadly
one. For example, the Path of Blades trap uses two dangerous elements and one moderate
element.
Its useful to create multiple active elements, with each affecting a different area. Its also a good
idea to use a variety of effects. Some parts of the trap might deal damage, and others might
immobilize characters or isolate them from the rest of the party. A bashing lever might knock
characters into an area engulfed by jets of flame. Think about how the elements can work
together.
Constant Elements
In addition to the active steps a complex trap takes, it should also present a continual hazard.
Often, the active and constant effects are the same thing. Imagine a hallway filled with whirling
saw blades. On the traps turn, the blades attack anyone in the hall. In addition, anyone who
lingers in the hallway takes damage at the end of each of their turns, accounting for the constant
threat that the blades pose.
A constant element should apply its effect to any creature that ends its turn in that elements area.
If an active element presents a threat when it isnt the traps turn, define the threat it poses as a
constant element. As a rule of thumb, keep the saving throw DC or attack bonus the same as for
the active element but reduce the damage by half.
Avoid filling the entire encounter area with constant elements. Part of the challenge of a complex
trap lies in figuring out which areas are safe. A moments respite can help add an element of
pacing to an encounter with a complex trap and give the characters the feeling that they arent in
constant peril. For example, walls that slam together might need to reset between slams, making
them harmless when it isnt their turn to act.
Dynamic Elements
Just as a battle is more interesting if the monsters change their tactics or unveil new abilities in
later rounds, so too are complex traps more fun if their nature changes in some way. The
whirling blades that protect a treasure chest do more damage each round as they speed up. The
poison gas in a room grows thicker as more of it floods the chamber, dealing greater damage and
affecting line of sight. The necrotic aura around an idol of Demogorgon produces random effects
each time its active element is triggered. As water floods a chamber, the characters must swim
across areas they could walk through just a round or two earlier.
Since a complex trap remains active over the course of several rounds, it might be possible to
predict its future behavior by examining how it functions. This information can give its targets a
much better chance of thwarting it. To minimize this possibility, design your trap so that it
presents multiple threats that can change each round. The changes can include how a trap targets
creatures (different attacks or saving throws), the damage or effects it produces, the areas it
covers, and so on. Some traps might have a random effect each round, while others follow a
carefully programmed sequence of attacks.
Dynamic elements usually occur according to a schedule. For a room that floods, you can plan
out how the rising water level affects the area each round. The water might be ankle deep at the
end of the first round, knee deep the next, and so on. Not only does the water bring a risk of
drowning, it also makes it harder to move across the area. On the other hand, the rising water
level might allow characters to swim to the upper reaches of the chamber that they couldnt get
to from the floor.
Dynamic elements can also come into play in reaction to the characters actions. Disarming one
element of the trap might make the others deadlier. Disabling a rune that triggers a fire-breathing
statue might cause the statue to explode.
Triggers
The advice on triggers given for simple traps also applies to complex traps, with one exception.
Complex traps have multiple triggers, or are designed such that avoiding a trigger prevents
intruders from reaching the area the trap guards. Other complex traps use magical triggers that
activate on specific cues, such as when a door opens or someone enters an area without wearing
the correct badge, amulet, or robe.
Look at your map and consider when you want the trap to spring into action. Its best to have a
complex trap trigger after the characters have committed to exploring an area. A simple trap
might activate when the characters open a door. A complex trap that triggers so early leaves the
characters still outside the trapped room, in a place where they could decide to close the door and
move on. A simple trap aims to keep intruders out. A complex trap wants to lure them in, so that
when it activates, the intruders must deal with the trap before they can escape.
The trigger for a complex trap should be as foolproof as you can make it. A complex trap
represents a serious expenditure of effort and magical power. No one builds such a trap and
makes it easy to avoid. Wisdom (Perception) and Intelligence (Investigation) checks might be
unable to spot a trigger, especially a magical one, but they can still give hints about the trap
before it triggers. Bloodstains, ashes, gouges in the floor, and other clues of that sort can serve as
evidence of the traps presence.
Initiative
A complex trap acts repeatedly, but unlike characters and monsters, traps dont roll for initiative.
As mechanical or magical devices, their active elements operate in a periodic manner. When
designing a complex trap, you need to decide when and how often its active elements produce
their effects.
In a trap with multiple active elements that work in concert, those different elements would act
on different initiative counts. For instance, on initiative count 20, blades sweep across a treasure
vault, driving the characters back into the hallway. On initiative count 10, magic darts fire from
statues in the hallway while a portcullis falls to confine the characters.
Initiative 10. If a traps active element takes time to build up its effects, then it acts on initiative
count 10. This option is good for a trap that functions alongside allied monsters or other
guardians; the delay before it acts can give guards the chance to move out of its area or force
characters into the area before the trap triggers.
Initiative 20. If an element is designed to surprise intruders and hit them before they can react,
then it acts on initiative count 20. This option is generally best for a complex trap. Think of it as
the default. Such a trap acts quickly enough to take advantage of most characters, with nimble
characters like rogues, rangers, and monks having the best chance to move out of the area before
the element activates.
Initiative 20 and 10. Some active elements are incredibly fast acting, laying waste to intruders in
a few moments unless countered. They act on initiative count 20 and 10.
COMPLEX TRAPS AND LEGENDARY MONSTERS
A complex trap is like a legendary monster in some ways. It has several tricks it can use on its
turn, and it remains a threat throughout the round, not just on its turn. The traps active elements
are like a legendary creatures normal actions, and its constant elements are equivalent to
legendary actions except they are tied to specific areas in the trapped room.
Although a legendary creature can move, improvise actions, and so forth, a trap is set to a
specific script an aspect that has the potential to make a complex trap stale and predictable.
Thats where dynamic elements come in. They keep the players on their toes and make dealing
with a complex trap feel like a challenging, evolving situation.
Defeating Complex Traps
A complex trap is never defeated with a single check. Instead, each successful check foils some
part of it or degrades its performance. Each element of the trap must be overcome individually to
defeat the trap as a whole.
As part of determining how your trap can be overcome, look at your map and consider where the
characters must be located to attempt an action that can foil part of the trap. As a rule, the
characters should need to be near or adjacent to an element to have a chance of affecting it. An
element can be designed so that it protects itself. A fighter might be able to break a whirling
blade, but moving close enough to attack it requires giving the blade a chance to strike.
What methods are effective against your trap? Obvious candidates are activities covered by the
same sorts of checks used to defeat simple traps, but use your knowledge of the traps design to
identify other options. A valve that leaks poison gas into a room can be stopped up. A statue that
emits a deadly aura can be pushed over and smashed. Attacks, spells, and special abilities can all
play a role in undermining a trap.
Leave room for improvisation by the characters. Dont create a few predetermined solutions and
wait for the players to figure out the right approach. If you understand the mechanism behind
how a trap works, that makes it much easier for you to respond to the players ideas. If a
character wants to try something you havent allowed for, pick an ability, assess the chance of
success, and ask for a roll.
Shutting down one part of a complex trap usually requires multiple successes. As a default, it
takes three successful checks or actions to disable an element. The first successful check might
reduce the elements saving throw DC or attack bonus. The second successful check might halve
the elements damage, and the final successful check shuts it down.
For elements that dont attack, allow each successful check to reduce that elements effectiveness
by one-third. A locks DC is decreased, or a gate opens wide enough to allow a Small character
to squeeze through it. A mechanism pumping poison gas into the room becomes defective,
causing the gass damage to increase more slowly or not at all.
It takes time to disable a complex trap. Three characters cant make checks in rapid succession to
disarm a complex trap in a matter of seconds. Each would get in another characters way and
disrupt the effort. Once a character succeeds on a check, another character cant attempt the same
check against the same trap element until the end of the successful characters next turn.
Not all of the characters options need to be focused on stopping a trap from operating. Think of
what characters can do to mitigate or avoid a traps effects. Making the trap vulnerable to this
sort of effort is a way to engage characters who might be ill-suited to confront the trap directly.
A successful Intelligence (Religion) check might provide insight into the imagery displayed by a
trap in a temple or shrine, giving other characters a clue about how and where to direct their
efforts. A character could stand in front of a dart trap while holding a shield that the darts can
target harmlessly, while other characters trigger that element as they work to disable it.
Downtime Revisited
Its possible for the characters to start a campaign at 1st level, dive into an epic story, and reach
10th level and beyond in a short amount of game time. Although that pace works fine for many
campaigns, some DMs prefer a campaign story with pauses built into it times when
adventurers are not going on adventures. The downtime rules given in this section can be used as
alternatives to the approach in the Players Handbook and the Dungeon Masters Guide, or you
can use the material here to inspire the creation of your own options.
By engaging the characters in downtime activities that take weeks or even months to complete,
you can give your campaign a longer time line one in which events in the world play out over
years. Wars begin and end, tyrants come and go, and royal lines rise and fall over the course of
the story that you and the characters tell.
Downtime rules also provide ways for characters to spend or be relieved of the monetary
treasure they amass on their adventures.
The system presented here consists of two elements. First, it introduces the concept of rivals.
Second, it details a number of downtime activities that characters can undertake.
When minions come back from a mission, sometimes I send them shopping.
Shopping is this thing where minions give away their stuff to other people, and other people give
them different stuff.
Its so strange.
Rivals
Rivals are NPCs who oppose the characters and make their presence felt whenever the characters
are engaging in downtime. A rival might be a villain you have featured in past adventures or plan
to use in the future. Rivals can also include good or neutral folk who are at odds with the
characters, whether because they have opposing goals or they simply dislike one another. The
cultist of Orcus whose plans the characters have foiled, the ambitious merchant prince who
wants to rule the city with an iron fist, and the nosy high priest of Helm who is convinced the
characters are up to no good are all examples of rivals.
A rivals agenda changes over time. Though the characters engage in downtime only between
adventures, their rivals rarely rest, continuing to spin plots and work against the characters even
when the characters are off doing something else.
Creating a Rival
In essence, a rival is a somewhat specialized NPC. You can use chapter 4 of the Dungeon
Masters Guide to build a new NPC for this purpose, or pick one from your current cast of
supporting characters and embellish that NPC as described below.
Its possible for the characters to have two or three rivals at a time, each with a separate agenda.
At least one should be a villain, but the others might be neutral or good; conflicts with those
rivals might be social or political, rather than manifesting as direct attacks.
The best rivals have a connection with their adversaries on a personal level. Find links in the
characters backstories or the events of recent adventures that explain what sparked the rivals
actions. The best trouble to put the characters in is trouble they created for themselves.
Example Rivals
d20
Rival
1
Tax collector who is convinced the characters are dodging fees
2
Politician who is concerned that the characters are causing more trouble than they solve
3
High priest who worries the characters are diminishing the temples prestige
4
Wizard who blames the characters for some recent troubles
5
Rival adventuring party
6
Bard who loves a scandal enough to spark one
7
Childhood rival or member of a rival clan
8
Scorned sibling or parent
9
Merchant who blames the characters for any business woes
10
Newcomer out to make a mark on the world
11
Sibling or ally of defeated enemy
12
Official seeking to restore a tarnished reputation
d20
Rival
13
Deadly foe disguised as a social rival
14
Fiend seeking to tempt the characters to evil
15
Spurned romantic interest
16
Political opportunist seeking a scapegoat
17
Traitorous noble looking to foment a revolution
18
Would-be tyrant who brooks no opposition
19
Exiled noble looking for revenge
20
Corrupt official worried that recent misdeeds will be revealed
To add the right amount of detail to a rival you want to create, give some thought to what that
NPC is trying to accomplish and what resources and methods the rival can bring to bear against
the characters.
Goals. An effective rival has a clear reason for interfering with the characters lives. Think about
what the rival wants, how and why the characters stand in the way, and how the conflict could be
resolved. Ideally, a rivals goal directly involves the characters or something they care about.
Assets. Think about the resources the rival can marshal. Does the character have enough money
to pay bribes or to hire a small gang of mercenaries? Does the rival hold sway over any guilds,
temples, or other groups? Make a list of the rivals assets, and consider how they can be used.
Plans. The foundation of a rivals presence in the campaign is the actions the rival takes or the
events that occur as a result of that characters goals. Each time you resolve one or more
workweeks of downtime, pick one of the ways a rivals plans might be advanced and introduce it
into play.
Think about how a rival might operate in order to bring specific plans to fruition, and jot down
three or four kinds of actions the rival might undertake. Some of these might be versions of the
downtime activities described later in this section, but these are more often efforts that are
specific to the rival.
A rivals action might be a direct attack, such as an assassination attempt, that you play out
during a session. Or it might be a background activity that you describe as altering the campaign
in some way. For example, a rival who wants to increase the prestige of the temple of a war god
might hold a festival with drink, food, and gladiatorial games. Even if the characters arent
directly involved, the event becomes the talk of the town.
Some elements of a rivals plans might involve events in the world that arent under the rivals
control. Whether such an event can be easily anticipated or not, the rivals plans might include
contingencies for taking advantage of such happenings.
Example Rival: Marina Rodemus
The Rodemus clan was a small but powerful family of traders in the city, but years ago, they
pulled up stakes and left town overnight. Marina Rodemus, the youngest child, has now returned
to restore her familys prestige.
In truth, the family fled because its members became afflicted by lycanthropy. They joined a clan
of wererats and delved into smuggling in a distant city, out of fear that their secret would be
impossible to keep in their former home. After fighting her way to the top ranks of the wererat
clans, Marina along with a small army of followers has returned to claim her place among
the elite of her home city. She vows that if she doesnt succeed, shell leave the city in ruins.
Goals. Marina wants to become the most respected, most important merchant in town
someone to whom even the prince must yield.
Assets. Marina has a small fortune in gold; her abilities as a wererat, alchemist, and
necromancer; a group of wererats dedicated to her; and a shield guardian that protects her.
Plans. Marina works to discredit and ruin other merchants. Her wererats spy on her opponents
and sneak into warehouses, unleashing hordes of rats to spoil goods. Marina even victimizes a
few of her own warehouses to avoid suspicion.
If Marinas plans fail, she has a terrible alternative. Her knowledge of alchemy has enabled her
to create a plague that she will unleash on the city through her rats. If she cant rule, then no one
will.
Marinas Plans
Element
Description
Event
Rats become a noticeable problem in the streets, with swarms sighted in rundown
neighborhoods. Folk demand that action be taken.
Action
Caravan raids by goblinoids become more common, and folk talk of gathering a militia.
Marina contributes generously to the effort.
Action
Warehouses are overrun with rats, ruining thousands of gold pieces worth of goods.
Marina blames the city for a lax effort in pest control.
Action
If the characters interfere, Marina sends her assassins against them.
Event
A sudden storm creates minor flooding, washing dozens of dead, bloated, diseased
rats from the sewers. Terror over the plague rips through town.
Action
Marina fans the flames of panic, spreading rumors that the characters or other rivals in
town are responsible for the disease.
Example Rival: High Priest Cheldar
The temple of Pholtus, god of the sun, seeks to bring as many folk as possible under its sway.
Though it has been in town for only two years, the temple is already an influential force because
of the determination and the brilliant oration of Cheldar, its high priest.
Goals. Cheldar wants to make the temple of Pholtus the most popular religion in town by
bringing about peace and security for all. He believes keeping adventurers in check or driving
them out of town is an important step in that plan.
Assets. The charismatic high priest has his oratory skill, divine spellcasting ability, and a few
hundred common folk recently converted to the temples cause.
Plans. Cheldar is stern but fundamentally a good person. He tries to win support by providing
charity, promoting peace, and working to enforce law and order. He is skeptical of the
characters, however, convinced that they are troublemakers who will undermine the peace. He
wants only officials of the town or the temple to be involved in handling any crises that arise. He
strongly believes in his goals, yet he might still be made into an ally by good-hearted characters.
Cheldars Plans
Element
Description
Event
The grand festival of Pholtus fills the streets with somber worshipers, who maintain a
day-long torchlit vigil. They offer food, drink, and shelter to all in the temple of Pholtus.
Action
Cheldar, along with a small group of followers, appears in a tavern frequented by
adventurers and seeks converts. A few NPC adventurers join his cause.
Action
In a public address in the town square, Cheldar rails against the forces of chaos,
laying blame for recent troubles on adventurers who are meddling in things best left
alone.
Event
The characters find that all adventurers in town receive an icy reception at best.
Action
Cheldar demands that the city levy enormous taxes on adventurers, claiming that they
must pay their fair share to keep the city safe.
Downtime Activities
Downtime activities are tasks that usually take a workweek (5 days) or longer to perform. These
tasks can include buying or creating magic items, pulling off crimes, and working at a job. A
character selects a downtime activity from among those available and pays the cost of that
activity in time and money. You, as DM, then follow the rules for the activity to resolve it,
informing the player of the results and any complications that ensue.
Consider handling downtime away from the game table. For example, you could have the players
pick their downtime activities at the end of a session, and then communicate about them by email
or text, until you next see them in person.
Resolving Activities
The description of each activity tells you how to resolve it. Many activities require an ability
check, so be sure to note the characters relevant ability modifiers. Follow the steps in the
activity, and determine the results.
Most downtime activities require a workweek (5 days) to complete. Some activities require days,
weeks (7 days), or months (30 days). A character must spend at least 8 hours of each day
engaged in the downtime activity for that day to count toward the activitys completion.
The days of an activity dont need to be consecutive; you can spread them over a longer period
of time than is required for the activity. But that period of time should be no more than twice as
long as the required time; otherwise you should introduce extra complications (see below) and
possibly double the activitys costs to represent the inefficiency of the characters progress.
Complications
The description of each activity includes a discussion of complications you can throw at the
characters. The consequences of a complication might spawn entire adventures, introduce NPCs
to vex the party, or give the characters headaches or advantages in any number of other ways.
Each of these sections has a table that offers possible complications. You can roll to determine a
complication randomly, pick one from the table, or devise one of your own, and then share it
with the player.
Example Downtime Activities
The following activities are suitable for any character who can afford to pursue them. As DM,
you have the final say on which activities are available to the characters. The activities you allow
might depend on the nature of the area where the characters are located. For example, you might
disallow the creation of magic items or decide that the characters are in a town that is too isolated
from major markets for them to buy such items.
Buying a Magic Item
Purchasing a magic item requires time and money to seek out and contact people willing to sell
items. Even then, there is no guarantee a seller will have the items a character desires.
Resources. Finding magic items to purchase requires at least one workweek of effort and 100 gp
in expenses. Spending more time and money increases your chance of finding a high-quality
item.
Resolution. A character seeking to buy a magic item makes a Charisma (Persuasion) check to
determine the quality of the seller found. The character gains a +1 bonus on the check for every
workweek beyond the first that is spent seeking a seller and a +1 bonus for every additional 100
gp spent on the search, up to a maximum bonus of +10. The monetary cost includes a wealthy
lifestyle, for a buyer must impress potential business partners.
As shown on the Buying Magic Items table, the total of the check dictates which table in the
Dungeon Masters Guide to roll on to determine which items are on the market. Or you can roll
for items from any table associated with a lower total on the Buying Magic Items table. As a
further option to reflect the availability of items in your campaign, you can apply a −10 penalty
for low magic campaigns or a +10 bonus for high magic campaigns. Furthermore, you can
double magic item costs in low magic campaigns.
Using the Magic Item Price table, you then assign prices to the available items, based on their
rarity. Halve the price of any consumable item, such as a potion or a scroll, when using the table
to determine an asking price.
You have final say in determining which items are for sale and their final price, no matter what
the tables say.
If the characters seek a specific magic item, first decide if its an item you want to allow in your
game. If so, include the desired item among the items for sale on a check total of 10 or higher if
the item is common, 15 or higher if it is uncommon, 20 or higher if it is rare, 25 or higher if it is
very rare, and 30 or higher if it is legendary.
Buying Magic Items
Check Total
Items Acquired
15
Roll 1d6 times on Magic Item Table A.
610
Roll 1d4 times on Magic Item Table B.
1115
Roll 1d4 times on Magic Item Table C.
1620
Roll 1d4 times on Magic Item Table D.
2125
Roll 1d4 times on Magic Item Table E.
2630
Roll 1d4 times on Magic Item Table F.
3135
Roll 1d4 times on Magic Item Table G.
3640
Roll 1d4 times on Magic Item Table H.
41+
Roll 1d4 times on Magic Item Table I.
Magic Item Price
Rarity
Asking Price*
Common
(1d6 + 1) × 10 gp
Uncommon
1d6 × 100 gp
Rare
2d10 × 1,000 gp
Very rare
(1d4 + 1) × 10,000 gp
Legendary
2d6 × 25,000 gp
*Halved for a consumable item like a potion or scroll
Complications. The magic item trade is fraught with peril. The large sums of money involved
and the power offered by magic items attract thieves, con artists, and other villains. If you want
to make things more interesting for the characters, roll on the Magic Item Purchase
Complications table or invent your own complication.
Magic Item Purchase Complications
d12
Complication
1
The item is a fake, planted by an enemy.*
2
The item is stolen by the partys enemies.*
3
The item is cursed by a god.
4
The items original owner will kill to reclaim it; the partys enemies spread news of its sale.*
5
The item is at the center of a dark prophecy.
6
The seller is murdered before the sale.*
7
The seller is a devil looking to make a bargain.
8
The item is the key to freeing an evil entity.
9
A third party bids on the item, doubling its price.*
10
The item is an enslaved, intelligent entity.
11
The item is tied to a cult.
12
The partys enemies spread rumors that the item is an artifact of evil.*
*Might involve a rival
Carousing
Carousing is a default downtime activity for many characters. Between adventures, who doesnt
want to relax with a few drinks and a group of friends at a tavern?
Resources. Carousing covers a workweek of fine food, strong drink, and socializing. A character
can attempt to carouse among lower-, middle-, or upper-class folk. A character can carouse with
the lower class for 10 gp to cover expenses, or 50 gp for the middle class. Carousing with the
upper class requires 250 gp for the workweek and access to the local nobility.
A character with the noble background can mingle with the upper class, but other characters can
do so only if you judge that the character has made sufficient contacts. Alternatively, a character
might use a disguise kit and the Deception skill to pass as a noble visiting from a distant city.
Resolution. After a workweek of carousing, a character stands to make contacts within the
selected social class. The character makes a Charisma (Persuasion) check using the Carousing
table.
Carousing
Check Total
Result
15
Character has made a hostile contact.
610
Character has made no new contacts.
Check Total
Result
1115
Character has made an allied contact.
1620
Character has made two allied contacts.
21+
Character has made three allied contacts.
Contacts are NPCs who now share a bond with the character. Each one either owes the character
a favor or has some reason to bear a grudge. A hostile contact works against the character,
placing obstacles but stopping short of committing a crime or a violent act. Allied contacts are
friends who will render aid to the character, but not at the risk of their lives.
Lower-class contacts include criminals, laborers, mercenaries, the town guard, and any other folk
who normally frequent the cheapest taverns in town.
Middle-class contacts include guild members, spellcasters, town officials, and other folk who
frequent well-kept establishments.
Upper-class contacts are nobles and their personal servants. Carousing with such folk covers
formal banquets, state dinners, and the like.
Once a contact has helped or hindered a character, the character needs to carouse again to get
back into the NPCs good graces. A contact provides help once, not help for life. The contact
remains friendly, which can influence roleplaying and how the characters interact with them, but
doesnt come with a guarantee of help.
You can assign specific NPCs as contacts. You might decide that the barkeep at the Wretched
Gorgon and a guard stationed at the western gate are the characters allied contacts. Assigning
specific NPCs gives the players concrete options. It brings the campaign to life and seeds the
area with NPCs that the characters care about. On the other hand, it can prove difficult to track
and might render a contact useless if that character doesnt come into play.
Alternatively, you can allow the player to make an NPC into a contact on the spot, after
carousing. When the characters are in the area in which they caroused, a player can expend an
allied contact and designate an NPC they meet as a contact, assuming the NPC is of the correct
social class based on how the character caroused. The player should provide a reasonable
explanation for this relationship and work it into the game.
Using a mix of the two approaches is a good idea, since it gives you the added depth of specific
contacts while giving players the freedom to ensure that the contacts they accumulate are useful.
The same process can apply to hostile contacts. You can give the characters a specific NPC they
should avoid, or you might introduce one at an inopportune or dramatic moment.
At any time, a character can have a maximum number of unspecified allied contacts equal to 1 +
the characters Charisma modifier (minimum of 1). Specific, named contacts dont count toward
this limit only ones that can be used at any time to declare an NPC as a contact.
Complications. Characters who carouse risk bar brawls, accumulating a cloud of nasty rumors,
and building a bad reputation around town. As a rule of thumb, a character has a 10 percent
chance of triggering a complication for each workweek of carousing.
Lower-Class Carousing Complications
d8
Complication
1
A pickpocket lifts 1d10 × 5 gp from you.*
2
A bar brawl leaves you with a scar.*
3
You have fuzzy memories of doing something very, very illegal, but cant remember exactly
what.
4
You are banned from a tavern after some obnoxious behavior.*
5
After a few drinks, you swore in the town square to pursue a dangerous quest.
6
Surprise! Youre married.
7
Streaking naked through the streets seemed like a great idea at the time.
8
Everyone is calling you by some weird, embarrassing nickname, like Puddle Drinker or
Bench Slayer, and no one will say why.*
*Might involve a rival
Middle-Class Carousing Complications
d8
Complication
1
You accidentally insulted a guild master, and only a public apology will let you do business
with the guild again.*
2
You swore to complete some quest on behalf of a temple or a guild.
3
A social gaffe has made you the talk of the town.*
4
A particularly obnoxious person has taken an intense romantic interest in you.*
5
You have made a foe out of a local spellcaster.*
6
You have been recruited to help run a local festival, play, or similar event.
7
You made a drunken toast that scandalized the locals.
8
You spent an additional 100 gp trying to impress people.
*Might involve a rival
Upper-Class Carousing Complications
d8
Complication
1
A pushy noble family wants to marry off one of their scions to you.*
2
You tripped and fell during a dance, and people cant stop talking about it.
3
You have agreed to take on a nobles debts.
4
You have been challenged to a joust by a knight.*
d8
Complication
5
You have made a foe out of a local noble.*
6
A boring noble insists you visit each day and listen to long, tedious theories of magic.
7
You have become the target of a variety of embarrassing rumors.*
8
You spent an additional 500 gp trying to impress people.
*Might involve a rival
Crafting an Item
A character who has the time, the money, and the needed tools can use downtime to craft armor,
weapons, clothing, or other kinds of nonmagical gear.
Resources and Resolution. In addition to the appropriate tools for the item to be crafted, a
character needs raw materials worth half of the items selling cost. To determine how many
workweeks it takes to create an item, divide its gold piece cost by 50. A character can complete
multiple items in a workweek if the items combined cost is 50 gp or lower. Items that cost more
than 50 gp can be completed over longer periods of time, as long as the work in progress is
stored in a safe location.
Multiple characters can combine their efforts. Divide the time needed to create an item by the
number of characters working on it. Use your judgment when determining how many characters
can collaborate on an item. A particularly tiny item, like a ring, might allow only one or two
workers, whereas a large, complex item might allow four or more workers.
A character needs to be proficient with the tools needed to craft an item and have access to the
appropriate equipment. Everyone who collaborates needs to have the appropriate tool
proficiency. You need to make any judgment calls regarding whether a character has the correct
equipment. The following table provides some examples.
Proficiency
Items
Herbalism kit
Antitoxin, potion of healing
Leatherworkers tools
Leather armor, boots
Smiths tools
Armor, weapons
Weavers tools
Cloaks, robes
If all the above requirements are met, the result of the process is an item of the desired sort. A
character can sell an item crafted in this way at its listed price.
Crafting Magic Items. Creating a magic item requires more than just time, effort, and materials.
It is a long-term process that involves one or more adventures to track down rare materials and
the lore needed to create the item.
Potions of healing and spell scrolls are exceptions to the following rules. For more information,
see Brewing Potions of Healing later in this section and the Scribing a Spell Scroll section,
below.
To start with, a character needs a formula for a magic item in order to create it. The formula is
like a recipe. It lists the materials needed and steps required to make the item.
An item invariably requires an exotic material to complete it. This material can range from the
skin of a yeti to a vial of water taken from a whirlpool on the Elemental Plane of Water. Finding
that material should take place as part of an adventure.
The Magic Item Ingredients table suggests the challenge rating of a creature that the characters
need to face to acquire the materials for an item. Note that facing a creature does not necessarily
mean that the characters must collect items from its corpse. Rather, the creature might guard a
location or a resource that the characters need access to.
Magic Item Ingredients
Item Rarity
CR Range
Common
13
Uncommon
48
Item Rarity
CR Range
Rare
912
Very rare
1318
Legendary
19+
If appropriate, pick a monster or a location that is a thematic fit for the item to be crafted. For
example, creating mariners armor might require the essence of a water weird. Crafting a staff of
charming might require the cooperation of a specific arcanaloth, who will help only if the
characters complete a task for it. Making a staff of power might hinge on acquiring a piece of an
ancient stone that was once touched by the god of magic a stone now guarded by a suspicious
androsphinx.
In addition to facing a specific creature, creating an item comes with a gold piece cost covering
other materials, tools, and so on, based on the items rarity. Those values, as well as the time a
character needs to work in order to complete the item, are shown on the Magic Item Crafting
Time and Cost table. Halve the listed price and creation time for any consumable items.
Magic Item Crafting Time and Cost
Item Rarity
Workweeks*
Cost*
Common
1
50 gp
Uncommon
2
200 gp
Rare
10
2,000 gp
Very rare
25
20,000 gp
Legendary
50
100,000 gp
*Halved for a consumable item like a potion or scroll
To complete a magic item, a character also needs whatever tool proficiency is appropriate, as for
crafting a nonmagical object, or proficiency in the Arcana skill.
If all the above requirements are met, the result of the process is a magic item of the desired sort.
Complications. Most of the complications involved in creating something, especially a magic
item, are linked to the difficulty in finding rare ingredients or components needed to complete
the work. The complications a character might face as byproducts of the creation process are
most interesting when the characters are working on a magic item: theres a 10 percent chance
for every five workweeks spent on crafting an item that a complication occurs. The Crafting
Complications table provides examples of what might happen.
Crafting Complications
d6
Complication
1
Rumors swirl that what youre working on is unstable and a threat to the community.*
d6
Complication
2
Your tools are stolen, forcing you to buy new ones.*
3
A local wizard shows keen interest in your work and insists on observing you.
4
A powerful noble offers a hefty price for your work and is not interested in hearing no for an
answer.*
5
A dwarf clan accuses you of stealing its secret lore to fuel your work.*
6
A competitor spreads rumors that your work is shoddy and prone to failure.*
*Might involve a rival
Brewing Potions of Healing. Potions of healing fall into a special category for item crafting,
separate from other magic items. A character who has proficiency with the herbalism kit can
create these potions. The times and costs for doing so are summarized on the Potion of Healing
Creation table.
Potion of Healing Creation
Type
Time
Cost
Healing
1 day
25 gp
Greater healing
1 workweek
100 gp
Superior healing
3 workweeks
1,000 gp
Supreme healing
4 workweeks
10,000 gp
Crime
Sometimes it pays to be bad. This activity gives a character the chance to make some extra cash,
at the risk of arrest.
Resources. A character must spend one week and at least 25 gp gathering information on
potential targets before committing the intended crime.
Resolution. The character must make a series of checks, with the DC for all the checks chosen by
the character according to the amount of profit sought from the crime.
The chosen DC can be 10, 15, 20, or 25. Successful completion of the crime yields a number of
gold pieces, as shown on the Loot Value table.
To attempt a crime, the character makes three checks: Dexterity (Stealth), Dexterity using
thieves tools, and the players choice of Intelligence (Investigation), Wisdom (Perception), or
Charisma (Deception).
If none of the checks are successful, the character is caught and jailed. The character must pay a
fine equal to the profit the crime would have earned and must spend one week in jail for each 25
gp of the fine.
If only one check is successful, the heist fails but the character escapes.
If two checks are successful, the heist is a partial success, netting the character half the payout.
If all three checks are successful, the character earns the full value of the loot.
Loot Value
DC
Value
10
50 gp, robbery of a struggling merchant
15
100 gp, robbery of a prosperous merchant
20
200 gp, robbery of a noble
25
1,000 gp, robbery of one of the richest figures in town
Complications. A life of crime is filled with complications. Roll on the Crime Complications
table (or create a complication of your own) if the character succeeds on only one check. If the
characters rival is involved in crime or law enforcement, a complication ensues if the character
succeeds on only two checks.
Crime Complications
d8
Complication
1
A bounty equal to your earnings is offered for information about your crime.*
2
An unknown person contacts you, threatening to reveal your crime if you dont render a
service.*
3
Your victim is financially ruined by your crime.
4
Someone who knows of your crime has been arrested on an unrelated matter.*
5
Your loot is a single, easily identified item that you cant fence in this region.
6
You robbed someone who was under a local crime lords protection, and who now wants
revenge.
7
Your victim calls in a favor from a guard, doubling the efforts to solve the case.
8
Your victim asks one of your adventuring companions to solve the crime.
*Might involve a rival
Gambling
Games of chance are a way to make a fortune and perhaps a better way to lose one.
Resources. This activity requires one workweek of effort plus a stake of at least 10 gp, to a
maximum of 1,000 gp or more, as you see fit.
Resolution. The character must make a series of checks, with a DC determined at random based
on the quality of the competition that the character runs into. Part of the risk of gambling is that
one never knows who might end up sitting across the table.
The character makes three checks: Wisdom (Insight), Charisma (Deception), and Charisma
(Intimidation). If the character has proficiency with an appropriate gaming set, that tool
proficiency can replace the relevant skill in any of the checks. The DC for each of the checks is 5
+ 2d10; generate a separate DC for each one. Consult the Gambling Results table to see how the
character did.
Gambling Results
Result
Value
0 successes
Lose all the money you bet, and accrue a debt equal to that amount.
1 success
Lose half the money you bet.
2 successes
Gain the amount you bet plus half again more.
3 successes
Gain double the amount you bet.
Complications. Gambling tends to attract unsavory individuals. The potential complications
involved come from run-ins with the law and associations with various criminals tied to the
activity. Every workweek spent gambling brings a 10 percent chance of a complication,
examples of which are on the Gambling Complications table.
Gambling Complications
d6
Complication
1
You are accused of cheating. You decide whether you actually did cheat or were framed.*
2
The town guards raid the gambling hall and throw you in jail.*
3
A noble in town loses badly to you and loudly vows to get revenge.*
4
You won a sum from a low-ranking member of a thieves guild, and the guild wants its money
back.
5
A local crime boss insists you start frequenting the bosss gambling parlor and no others.
6
A high-stakes gambler comes to town and insists that you take part in a game.
*Might involve a rival
Pit Fighting
Pit fighting includes boxing, wrestling, and other nonlethal forms of combat in an organized
setting with predetermined matches. If you want to introduce competitive fighting in a battle-to-
the-death situation, the standard combat rules apply to that sort of activity.
Resources. Engaging in this activity requires one workweek of effort from a character.
Resolution. The character must make a series of checks, with a DC determined at random based
on the quality of the opposition that the character runs into. A big part of the challenge in pit
fighting lies in the unknown nature of a characters opponents.
The character makes three checks: Strength (Athletics), Dexterity (Acrobatics), and a special
Constitution check that has a bonus equal to a roll of the characters largest Hit Die (this roll
doesnt spend that die). If desired, the character can replace one of these skill checks with an
attack roll using one of the characters weapons. The DC for each of the checks is 5 + 2d10;
generate a separate DC for each one. Consult the Pit Fighting Results table to see how the
character did.
Pit Fighting Results
Result
Value
0 successes
Lose your bouts, earning nothing.
1 success
Win 50 gp.
2 successes
Win 100 gp.
3 successes
Win 200 gp.
Complications. Characters involved in pit fighting must deal with their opponents, the people
who bet on matches, and the matches promoters. Every workweek spent pit fighting brings a 10
percent chance of a complication, examples of which are on the Pit Fighting Complications table.
Pit Fighting Complications
d6
Complication
1
An opponent swears to take revenge on you.*
2
A crime boss approaches you and offers to pay you to intentionally lose a few matches.*
3
You defeat a popular local champion, drawing the crowds ire.
4
You defeat a nobles servant, drawing the wrath of the nobles house.*
5
You are accused of cheating. Whether the allegation is true or not, your reputation is
tarnished.*
6
You accidentally deliver a near-fatal wound to a foe.
*Might involve a rival
Relaxation
Sometimes the best thing to do between adventures is relax. Whether a character wants a hard-
earned vacation or needs to recover from injuries, relaxation is the ideal option for adventurers
who need a break. This option is also ideal for players who dont want to make use of the
downtime system.
Resources. Relaxation requires one week. A character needs to maintain at least a modest
lifestyle while relaxing to gain the benefit of the activity.
Resolution. Characters who maintain at least a modest lifestyle while relaxing gain several
benefits. While relaxing, a character gains advantage on saving throws to recover from long-
acting diseases and poisons. In addition, at the end of the week, a character can end one effect
that keeps the character from regaining hit points, or can restore one ability score that has been
reduced to less than its normal value. This benefit cannot be used if the harmful effect was
caused by a spell or some other magical effect with an ongoing duration.
Complications. Relaxation rarely comes with complications. If you want to make life
complicated for the characters, introduce an action or an event connected to a rival.
Religious Service
Characters with a religious bent might want to spend downtime in service to a temple, either by
attending rites or by proselytizing in the community. Someone who undertakes this activity has a
chance of winning the favor of the temples leaders.
Resources. Performing religious service requires access to, and often attendance at, a temple
whose beliefs and ethos align with the characters. If such a place is available, the activity takes
one workweek of time but involves no gold piece expenditure.
Resolution. At the end of the required time, the character chooses to make either an Intelligence
(Religion) check or a Charisma (Persuasion) check. The total of the check determines the
benefits of service, as shown on the Religious Service table.
Religious Service
Check Total
Result
110
No effect. Your efforts fail to make a lasting impression.
1120
You earn one favor.
21+
You earn two favors.
A favor, in broad terms, is a promise of future assistance from a representative of the temple. It
can be expended to ask the temple for help in dealing with a specific problem, for general
political or social support, or to reduce the cost of cleric spellcasting by 50 percent. A favor
could also take the form of a deitys intervention, such as an omen, a vision, or a minor miracle
provided at a key moment. This latter sort of favor is expended by the DM, who also determines
its nature.
Favors earned need not be expended immediately, but only a certain number can be stored up. A
character can have a maximum number of unused favors equal to 1 + the characters Charisma
modifier (minimum of one unused favor).
Complications. Temples can be labyrinths of political and social scheming. Even the best-
intentioned sect can fall prone to rivalries. A character who serves a temple risks becoming
embroiled in such struggles. Every workweek spent in religious service brings a 10 percent
chance of a complication, examples of which are on the Religious Service Complications table.
Religious Service Complications
d6
Complication
1
You have offended a priest through your words or actions.*
2
Blasphemy is still blasphemy, even if you did it by accident.
3
A secret sect in the temple offers you membership.
4
Another temple tries to recruit you as a spy.*
5
The temple elders implore you to take up a holy quest.
6
You accidentally discover that an important person in the temple is a fiend worshiper.
*Might involve a rival
Research
Forewarned is forearmed. The research downtime activity allows a character to delve into lore
concerning a monster, a location, a magic item, or some other particular topic.
Resources. Typically, a character needs access to a library or a sage to conduct research.
Assuming such access is available, conducting research requires one workweek of effort and at
least 50 gp spent on materials, bribes, gifts, and other expenses.
Resolution. The character declares the focus of the research a specific person, place, or thing.
After one workweek, the character makes an Intelligence check with a +1 bonus per 100 gp spent
beyond the initial 100 gp, to a maximum of +6. In addition, a character who has access to a
particularly well-stocked library or knowledgeable sages gains advantage on this check.
Determine how much lore a character learns using the Research Outcomes table.
Research Outcomes
Check Total
Outcome
15
No effect.
610
You learn one piece of lore.
1120
You learn two pieces of lore.
21+
You learn three pieces of lore.
Each piece of lore is the equivalent of one true statement about a person, place, or thing.
Examples include knowledge of a creatures resistances, the password needed to enter a sealed
dungeon level, the spells commonly prepared by an order of wizards, and so on.
As DM, you are the final arbiter concerning exactly what a character learns. For a monster or an
NPC, you can reveal elements of statistics or personality. For a location, you can reveal secrets
about it, such as a hidden entrance, the answer to a riddle, or the nature of a creature that guards
the place.
Complications. The greatest risk in research is uncovering false information. Not all lore is
accurate or truthful, and a rival with a scholarly bent might try to lead the character astray,
especially if the object of the research is known to the rival. The rival might plant false
information, bribe sages to give bad advice, or steal key tomes needed to find the truth.
In addition, a character might run into other complications during research. Every workweek
spent in research brings a 10 percent chance of a complication, examples of which are on the
Research Complications table.
Research Complications
d6
Complication
1
You accidentally damage a rare book.
d6
Complication
2
You offend a sage, who demands an extravagant gift.*
3
If you had known that book was cursed, you never would have opened it.
4
A sage becomes obsessed with convincing you of a number of strange theories about
reality.*
5
Your actions cause you to be banned from a library until you make reparations.*
6
You uncovered useful lore, but only by promising to complete a dangerous task in return.
*Might involve a rival
Scribing a Spell Scroll
With time and patience, a spellcaster can transfer a spell to a scroll, creating a spell scroll.
Resources. Scribing a spell scroll takes an amount of time and money related to the level of the
spell the character wants to scribe, as shown in the Spell Scroll Costs table. In addition, the
character must have proficiency in the Arcana skill and must provide any material components
required for the casting of the spell. Moreover, the character must have the spell prepared, or it
must be among the characters known spells, in order to scribe a scroll of that spell.
If the scribed spell is a cantrip, the version on the scroll works as if the caster were 1st level.
Spell Scroll Costs
Spell Level
Time
Cost
Cantrip
1 day
15 gp
1st
1 day
25 gp
2nd
3 days
250 gp
3rd
1 workweek
500 gp
4th
2 workweeks
2,500 gp
5th
4 workweeks
5,000 gp
6th
8 workweeks
15,000 gp
7th
16 workweeks
25,000 gp
8th
32 workweeks
50,000 gp
9th
48 workweeks
250,000 gp
Complications. Crafting a spell scroll is a solitary task, unlikely to attract much attention. The
complications that arise are more likely to involve the preparation needed for the activity. Every
workweek spent scribing brings a 10 percent chance of a complication, examples of which are on
the Scribe a Scroll Complications table.
Scribe a Scroll Complications
d6
Complication
1
You bought up the last of the rare ink used to craft scrolls, angering a wizard in town.
2
The priest of a temple of good accuses you of trafficking in dark magic.*
3
A wizard eager to collect one of your spells in a book presses you to sell the scroll.
4
Due to a strange error in creating the scroll, it is instead a random spell of the same level.
5
The rare parchment you bought for your scroll has a barely visible map on it.
6
A thief attempts to break into your workroom.*
*Might involve a rival
Selling a Magic Item
Selling a magic item is by no means an easy task. Con artists and thieves are always looking out
for an easy score, and theres no guarantee that a character will receive a good offer even if a
legitimate buyer is found.
Resources. A character can find a buyer for one magic item by spending one workweek and 25
gp, which is used to spread word of the desired sale. A character must pick one item at a time to
sell.
Resolution. A character who wants to sell an item must make a Charisma (Persuasion) check to
determine what kind of offer comes in. The character can always opt not to sell, instead
forfeiting the workweek of effort and trying again later. Use the Magic Item Base Prices and
Magic Item Offer tables to determine the sale price.
Magic Item Base Prices
Rarity
Base Price*
Common
100 gp
Uncommon
400 gp
Rare
4,000 gp
Very rare
40,000 gp
Legendary
200,000 gp
*Halved for a consumable item like a potion or scroll
Magic Item Offer
Check Total
Offer
110
50% of base price
1120
100% of base price
Check Total
Offer
21+
150% of base price
Complications. The main risk in selling a magic item lies in attracting thieves and anyone else
who wants the item but doesnt want to pay for it. Other folk might try to undermine a deal in
order to bolster their own business or seek to discredit the character as a legitimate seller. Every
workweek spent trying to sell an item brings a 10 percent chance of a complication, examples of
which are on the Magic Item Sale Complications table.
Magic Item Sale Complications
d6
Complication
1
Your enemy secretly arranges to buy the item to use it against you.*
2
A thieves guild, alerted to the sale, attempts to steal your item.*
3
A foe circulates rumors that your item is a fake.*
4
A sorcerer claims your item as a birthright and demands you hand it over.
5
Your items previous owner, or surviving allies of the owner, vow to retake the item by force.
6
The buyer is murdered before the sale is finalized.*
*Might involve a rival
Training
Given enough free time and the services of an instructor, a character can learn a language or pick
up proficiency with a tool.
Resources. Receiving training in a language or tool typically takes at least ten workweeks, but
this time is reduced by a number of workweeks equal to the characters Intelligence modifier (an
Intelligence penalty doesnt increase the time needed). Training costs 25 gp per workweek.
Complications. Complications that arise while training typically involve the teacher. Every ten
workweeks spent in training brings a 10 percent chance of a complication, examples of which are
on the Training Complications table.
Training Complications
d6
Complication
1
Your instructor disappears, forcing you to spend one workweek finding a new one.*
2
Your teacher instructs you in rare, archaic methods, which draw comments from others.
3
Your teacher is a spy sent to learn your plans.*
4
Your teacher is a wanted criminal.
5
Your teacher is a cruel taskmaster.
6
Your teacher asks for help dealing with a threat.
*Might involve a rival
Work
When all else fails, an adventurer can turn to an honest trade to earn a living. This activity
represents a characters attempt to find temporary work, the quality and wages of which are
difficult to predict.
Resources. Performing a job requires one workweek of effort.
Resolution. To determine how much money a character earns, the character makes an ability
check: Strength (Athletics), Dexterity (Acrobatics), Intelligence using a set of tools, Charisma
(Performance), or Charisma using a musical instrument. Consult the Wages table to see how
much money is generated according to the total of the check.
Wages
Check Total
Earnings
9 or lower
Poor lifestyle for the week
1014
Modest lifestyle for the week
1520
Comfortable lifestyle for the week
Check Total
Earnings
21+
Comfortable lifestyle for the week + 25 gp
Complications. Ordinary work is rarely filled with significant complications. Still, the Work
Complications table can add some difficulties to a workers life. Each workweek of activity
brings a 10 percent chance that a character encounters a complication.
Work Complications
d6
Complication
1
A difficult customer or a fight with a coworker reduces the wages you earn by one category.*
2
Your employers financial difficulties result in your not being paid.*
3
A coworker with ties to an important family in town takes a dislike to you.*
4
Your employer is involved with a dark cult or a criminal enterprise.
5
A crime ring targets your business for extortion.*
6
You gain a reputation for laziness (unjustified or not, as you choose), giving you
disadvantage on checks made for this downtime activity for the next six workweeks you
devote to it.*
*Might involve a rival
Awarding Magic Items
Magic items are prized by D&D adventurers of all sorts and are often the main reward in an
adventure. The rules for magic items are presented, along with the Treasure Hoard tables, in
chapter 7 of the Dungeon Masters Guide. This section expands on those rules by offering you an
alternative way of determining which magic items end up in the characters possession and by
adding a collection of common magic items to the game. The section ends with tables that group
magic items according to rarity.
The system in the Dungeon Masters Guide is designed so that you can generate all treasure
randomly, and the tables also govern the number of magic items the characters receive. In short,
the tables do the work. But a DM whos designing or modifying an adventure might prefer to
choose the magic items that come into play. If youre in that situation, you can use the rules in
this section to personalize your treasure hoards while staying within the games limits for how
many items the characters should ultimately accumulate.
Distribution by Rarity
This alternative method of treasure determination focuses on choosing magic items based on
their rarity, rather than by rolling on the tables in the Dungeon Masters Guide. This method uses
two tables: Magic Items Awarded by Tier and Magic Items Awarded by Rarity.
By Tier. The Magic Items Awarded by Tier table shows the number of magic items a D&D party
typically gains during a campaign, culminating in the groups having accumulated one hundred
magic items by 20th level. The table shows how many of those items are meant to be handed out
during each of the four tiers of play. The emphasis on characters receiving more items during the
second tier (levels 510) than in other tiers is by design. The second tier is where much of the
play occurs in a typical D&D campaign, and the items gained in that tier prepare the characters
for higher-level adventures.
By Rarity. The Magic Items Awarded by Rarity table takes the numbers from the Magic Items
Awarded by Tier table and breaks them down to show the number of items of each rarity the
characters are expected to have when they reach the end of a tier.
Minor and Major Items. Both tables in this section make a distinction between minor magic
items and major magic items. This distinction exists in the Dungeon Masters Guide, yet those
terms arent used there. In that book, the minor items are those listed on Magic Item Tables A
through E, and the major items are on Magic Item Tables F through I. As you can see from the
Treasure Hoard tables in that book, major magic items are meant to be handed out much less
frequently than minor items, even at higher levels of play.
Magic Items Awarded by Tier
Minor Items
Major Items
All Items
9
2
11
28
6
34
24
6
30
19
6
25
80
20
100
Choosing Items Level by Level
You decide when to place an item in an adventure that youre creating or modifying, usually
because you think the story calls for a magic item, the characters need one, or the players would
be especially pleased to get one.
When you want to select an item as treasure for an encounter, the Magic Items Awarded by
Rarity table serves as your item budget. Heres how to use it:
1. Jot down a copy of the table in your notes, so that you can make adjustments to the numbers as
you select items to be placed in an adventure.
2. Refer to the line in the Level/CR column that corresponds to one of the following values (your
choice): the level of the player characters, the challenge rating of the magic items owner, or the
challenge rating of the group of creatures guarding the item. The entries in that row of the table
indicate the total number of items that would be appropriate for the characters to receive by the
end of the tier represented by that row.
3. Choose a magic item of any rarity for which the entry in this row is not 0.
4. When the characters obtain an item, modify your notes to indicate which part of your budget
this expenditure came from by subtracting 1 from the appropriate entry on the table.
In the future, if you choose an item of a rarity thats not available in the current tier but is still
available in a lower tier, deduct the item from the lower tier. If all lower tiers also have no items
available of a given rarity, deduct the item from a higher tier.
Magic Items Awarded by Rarity
Minor Magic Items
Major Magic Items
Level/CR
Common
Uncommon
Rare
Very Rare
Legendary
Uncommon
Rare
Very Rare
Legendary
14
6
2
1
0
0
2
0
0
0
510
10
12
5
1
0
5
1
0
0
1116
3
6
9
5
1
1
2
2
1
17+
0
0
4
9
6
0
1
2
3
Total
19
20
19
15
7
8
4
4
4
Choosing Items Piecemeal
If you prefer a more free-form method of choosing magic items, simply select each magic item
you want to give out; then, when the characters acquire one, deduct it from the Magic Items
Awarded by Rarity table in your notes. Whenever you do so, start with the lowest tier, and
deduct the item from the first number you come across in the appropriate rarity column for the
item, whether its minor or major. If that tier doesnt have a number greater than 0 for that rarity,
go up a tier until you find one that does, and deduct the magic item from that number. Following
this process, you will zero out each row of the table in order, going from the lowest levels to the
highest.
Overstocking an Adventure
The magic item tables in this section are based on the number of items the characters are
expected to receive, not the number of items that are available in an adventure. When creating or
modifying an adventure, assume that the characters wont find all the items you place in it,
unless most of the loot is in easy-to-find locations. Heres a good rule of thumb: an adventure
can include a number of items thats 25 percent higher than the numbers in the tables (round up).
For example, an adventure designed to take characters from 1st to 4th level might include
fourteen items rather than eleven, in the expectation that three of those items wont be found.
BEHIND THE DESIGN: MAGIC ITEM DISTRIBUTION
The Dungeon Masters Guide assumes a certain amount of treasure will be found over the
course of a campaign. Over twenty levels of typical play, the game expects forty-five rolls on the
Treasure Hoard tables, distributed as follows:
Seven rolls on the Challenge 04 table
Eighteen rolls on the Challenge 510 table
Twelve rolls on the Challenge 1116 table
Eight rolls on the Challenge 17+ table
Because many of the table results call for more than one magic item, those forty-five rolls will
result in the characters obtaining roughly one hundred items. The optional system described
here yields the same number of items, distributed properly throughout the spectrum of rarity,
while enabling you to control exactly which items the characters have a chance of acquiring.
Common Magic Items
The Dungeon Masters Guide includes many magic items of every rarity. The one exception are
common items; that book includes few of them. This section introduces more of them to the
game. These items seldom increase a characters power, but they are likely to amuse players and
provide fun roleplaying opportunities.
CREATING ADDITIONAL COMMON ITEMS
The Special Features section in chapter 7 of the Dungeon Masters Guide is useful if you want
to design other common magic items. For example, the What Minor Property Does It Have?
table might inspire you to create a magic item that allows a character to speak and understand the
Goblin language (based on the tables Language property), a magic item that glows in the
presence of fiends (based on the Sentinel property), or a magic item that projects its users voice
over a great distance (based on the War Leader property).
Armor of Gleaming
Armor (any medium or heavy), common
This armor never gets dirty.
Bead of Nourishment
Wondrous item, common
This spongy, flavorless, gelatinous bead dissolves on your tongue and provides as much
nourishment as 1 day of rations.
Bead of Refreshment
Wondrous item, common
This spongy, flavorless, gelatinous bead dissolves in liquid, transforming up to a pint of the
liquid into fresh, cold drinking water. The bead has no effect on magical liquids or harmful
substances such as poison.
Boots of False Tracks
Wondrous item, common
Only humanoids can wear these boots. While wearing the boots, you can choose to have them
leave tracks like those of another kind of humanoid of your size.
Candle of the Deep
Wondrous item, common
The flame of this candle is not extinguished when immersed in water. It gives off light and heat
like a normal candle.
Cast-Off Armor
Armor (light, medium, or heavy), common
You can doff this armor as an action.
Charlatans Die
Wondrous item, common (requires attunement)
Whenever you roll this six-sided die, you can control which number it rolls.
Cloak of Billowing
Wondrous item, common
While wearing this cloak, you can use a bonus action to make it billow dramatically.
Cloak of Many Fashions
Wondrous item, common
While wearing this cloak, you can use a bonus action to change the style, color, and apparent
quality of the garment. The cloaks weight doesnt change. Regardless of its appearance, the
cloak cant be anything but a cloak. Although it can duplicate the appearance of other magic
cloaks, it doesnt gain their magical properties.
Clockwork Amulet
Wondrous item, common
This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a
plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking
and whirring noises coming from within.
When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a
10 on the die. Once used, this property cant be used again until the next dawn.
Clothes of Mending
Wondrous item, common
This elegant outfit of travelers clothes magically mends itself to counteract daily wear and tear.
Pieces of the outfit that are destroyed cant be repaired in this way.
Dark Shard Amulet
Wondrous item, common (requires attunement by a warlock)
This amulet is fashioned from a single shard of resilient extraplanar material originating from the
realm of your warlock patron. While you are wearing it, you gain the following benefits:
You can use the amulet as a spellcasting focus for your warlock spells.
You can try to cast a cantrip that you dont know. The cantrip must be on the warlock
spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check
succeeds, you cast the spell. If the check fails, so does the spell, and the action used to
cast the spell is wasted. In either case, you cant use this property again until you finish a
long rest.
Dread Helm
Wondrous item, common
This fearsome steel helm makes your eyes glow red while you wear it.
Ear Horn of Hearing
Wondrous item, common
While held up to your ear, this horn suppresses the effects of the deafened condition on you,
allowing you to hear normally.
Enduring Spellbook
Wondrous item, common
This spellbook, along with anything written on its pages, cant be damaged by fire or immersion
in water. In addition, the spellbook doesnt deteriorate with age.
Ersatz Eye
Wondrous item, common (requires attunement)
This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded
in your eye socket, it cant be removed by anyone other than you, and you can see through the
tiny orb as though it were a normal eye.
Hat of Vermin
Wondrous item, common
This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges
and speak a command word that summons your choice of a bat, a frog, or a rat (see the Players
Handbook or the Monster Manual for statistics). The summoned creature magically appears in
the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor
hostile, and it isnt under your control. It behaves as an ordinary creature of its kind and
disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges
daily at dawn.
Hat of Wizardry
Wondrous item, common (requires attunement by a wizard)
This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are
wearing it, you gain the following benefits:
You can use the hat as a spellcasting focus for your wizard spells.
You can try to cast a cantrip that you dont know. The cantrip must be on the wizard spell
list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you
cast the spell. If the check fails, so does the spell, and the action used to cast the spell is
wasted. In either case, you cant use this property again until you finish a long rest.
Hewards Handy Spice Pouch
Wondrous item, common
This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an
action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt,
pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A
pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at
dawn.
Horn of Silent Alarm
Wondrous item, common
This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear
the horns blare, provided the creature is within 600 feet of the horn and not deafened. No other
creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at
dawn.
Instrument of Illusions
Wondrous item, common (requires attunement)
While you are playing this musical instrument, you can create harmless, illusory visual effects
within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to
15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and
gently falling snow. The magical effects have neither substance nor sound, and they are
obviously illusory. The effects end when you stop playing.
Instrument of Scribing
Wondrous item, common (requires attunement)
This musical instrument has 3 charges. While you are playing it, you can use an action to expend
1 charge from the instrument and write a magical message on a nonmagical object or surface that
you can see within 30 feet of you. The message can be up to six words long and is written in a
language you know. If you are a bard, you can scribe an additional seven words and choose to
make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel
magic on the message erases it. Otherwise, the message fades away after 24 hours.
The instrument regains all expended charges daily at dawn.
Lock of Trickery
Wondrous item, common
This lock appears to be an ordinary lock (of the type described in chapter 5 of the Players
Handbook) and comes with a single key. The tumblers in this lock magically adjust to thwart
burglars. Dexterity checks made to pick the lock have disadvantage.
Moon-Touched Sword
Weapon (any sword), common
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-
foot radius and dim light for an additional 15 feet.
Mystery Key
Wondrous item, common
A question mark is worked into the head of this key. The key has a 5 percent chance of
unlocking any lock into which its inserted. Once it unlocks something, the key disappears.
Orb of Direction
Wondrous item, common
While holding this orb, you can use an action to determine which way is north. This property
functions only on the Material Plane.
Orb of Time
Wondrous item, common
While holding this orb, you can use an action to determine whether it is morning, afternoon,
evening, or nighttime outside. This property functions only on the Material Plane.
Perfume of Bewitching
Wondrous item, common
This tiny vial contains magic perfume, enough for one use. You can use an action to apply the
perfume to yourself, and its effect lasts 1 hour. For the duration, you have advantage on all
Charisma checks directed at humanoids of challenge rating 1 or lower. Those subjected to the
perfumes effect are not aware that theyve been influenced by magic.
Pipe of Smoke Monsters
Wondrous item, common
While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a
single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to
fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke.
Pole of Angling
Wondrous item, common
While holding this 10-foot pole, you can speak a command word and transform it into a fishing
pole with a hook, a line, and a reel. Speaking the command word again changes the fishing pole
back into a normal 10-foot pole.
Pole of Collapsing
Wondrous item, common
While holding this 10-foot pole, you can use an action to speak a command word and cause it to
collapse into a 1-foot-long rod, for ease of storage. The poles weight doesnt change. You can
use an action to speak a different command word and cause the rod to revert to a pole; however,
the rod will elongate only as far as the surrounding space allows.
Pot of Awakening
Wondrous item, common
If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub
magically transforms into an awakened shrub (see the Monster Manual for statistics) at the end
of that time. When the shrub awakens, its roots break the pot, destroying it.
The awakened shrub is friendly toward you. Absent commands from you, it does nothing.
Rope of Mending
Wondrous item, common
You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an
action to speak a command word and cause the pieces to knit back together. The pieces must be
in contact with each other and not otherwise in use. A rope of mending is forever shortened if a
section of it is lost or destroyed.
Ruby of the War Mage
Wondrous item, common (requires attunement by a spellcaster)
Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial
weapon as a spellcasting focus for your spells. For this property to work, you must attach the
ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby
cant be removed unless you detach it as an action or the weapon is destroyed. Not even an
antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the
ruby ends.
Shield of Expression
Armor (shield), common
The front of this shield is shaped in the likeness of a face. While bearing the shield, you can use a
bonus action to alter the faces expression.
Smoldering Armor
Armor (any), common
Wisps of harmless, odorless smoke rise from this armor while it is worn.
Staff of Adornment
Staff, common
If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a
stone) above the tip of the staff while holding it, the object floats an inch from the staffs tip and
remains there until it is removed or until the staff is no longer in your possession. The staff can
have up to three such objects floating over its tip at any given time. While holding the staff, you
can make one or more of the objects slowly spin or turn in place.
Staff of Birdcalls
Staff, common
This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can
use an action to expend 1 charge from the staff and cause it to create one of the following sounds
out to a range of 60 feet: a finchs chirp, a ravens caw, a ducks quack, a chickens cluck, a
gooses honk, a loons call, a turkeys gobble, a seagulls cry, an owls hoot, or an eagles shriek.
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a
d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever.
Staff of Flowers
Staff, common
This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge
from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of you, or
from the staff itself. Unless you choose a specific kind of flower, the staff creates a mild-scented
daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would.
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a
d20. On a 1, the staff turns into flower petals and is lost forever.
Talking Doll
Wondrous item, common (requires attunement)
While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six
phrases, none of which can be more than six words long, and set a condition under which the doll
speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it
must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up
the doll, it might say, I want a piece of candy. The dolls phrases are lost when your
attunement to the doll ends.
Tankard of Sobriety
Wondrous item, common
This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other
nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no
effect on magical liquids or harmful substances such as poison.
Unbreakable Arrow
Weapon (arrow), common
This arrow cant be broken, except when it is within an antimagic field.
Veterans Cane
Wondrous item, common
When you grasp this walking cane and use a bonus action to speak the command word, it
transforms into an ordinary longsword and ceases to be magical.
Walloping Ammunition
Weapon (any ammunition), common
This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10
Strength saving throw or be knocked prone.
Wand of Conducting
Wand, common
This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and
create orchestral music by waving it around. The music can be heard out to a range of 60 feet and
ends when you stop waving the wand.
The wand regains all expended charges daily at dawn. If you expend the wands last charge, roll
a d20. On a 1, a sad tuba sound plays as the wand crumbles to dust and is destroyed.
Wand of Pyrotechnics
Wand, common
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and
create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst
of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as
bright as a torch flame but lasts only a second.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wands last charge,
roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed.
Wand of Scowls
Wand, common
This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and
target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10
Charisma saving throw or be forced to scowl for 1 minute.
The wand regains all expended charges daily at dawn. If you expend the wands last charge, roll
a d20. On a 1, the wand transforms into a wand of smiles.
Wand of Smiles
Wand, common
This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and
target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10
Charisma saving throw or be forced to smile for 1 minute.
The wand regains all expended charges daily at dawn. If you expend the wands last charge, roll
a d20. On a 1, the wand transforms into a wand of scowls.
Magic Item Tables
The tables in this section classify the magic items from the Dungeon Masters Guide and the new
items presented here into minor items and major items, then separate the items in each group
according to rarity. Each table entry includes the items type and an indication of whether the
item requires attunement. Artifacts arent included here; they are beyond even major items in
power and importance.
RECHARGING WITHOUT A DAWN
Some magic items can be used a limited number of times but are recharged by the arrival of
dawn. What if youre on a plane of existence that lacks anything resembling dawn? The DM
should choose a time every 24 hours when such magic items recharge on that plane of existence.
Even on a world that experiences dawn each day, the DM is free to choose a different time
perhaps noon, sunset, or midnight when certain magic items recharge.
The tables in this section classify the magic items from the Dungeon Masters Guide and the new
items presented here into minor items and major items, then separate the items in each group
according to rarity. Each table entry includes the items type and an indication of whether the
item requires attunement. Artifacts arent included here; they are beyond even major items in
power and importance.
Minor Items, Common
Item
Type
Attune?
Armor of gleaming
Armor
No
Bead of nourishment
Wondrous item
No
Bead of refreshment
Wondrous item
No
Boots of false tracks
Wondrous item
No
Candle of the deep
Wondrous item
No
Cast-off armor
Armor
No
Charlatans die
Wondrous item
Yes
Cloak of billowing
Wondrous item
No
Cloak of many fashions
Wondrous item
No
Clockwork amulet
Wondrous item
No
Clothes of mending
Wondrous item
No
Dark shard amulet
Wondrous item
Yes (warlock)
Dread helm
Wondrous item
No
Ear horn of hearing
Wondrous item
No
Enduring spellbook
Wondrous item
No
Item
Type
Attune?
Ersatz eye
Wondrous item
Yes
Hat of vermin
Wondrous item
No
Hat of wizardry
Wondrous item
Yes (wizard)
Hewards handy spice pouch
Wondrous item
No
Horn of silent alarm
Wondrous item
No
Instrument of illusions
Wondrous item
Yes
Instrument of scribing
Wondrous item
Yes
Lock of trickery
Wondrous item
No
Moon-touched sword
Weapon
No
Mystery key
Wondrous item
No
Orb of direction
Wondrous item
No
Orb of time
Wondrous item
No
Perfume of bewitching
Wondrous item
No
Pipe of smoke monsters
Wondrous item
No
Pole of angling
Wondrous item
No
Pole of collapsing
Wondrous item
No
Pot of awakening
Wondrous item
No
Potion of climbing
Potion
No
Potion of healing
Potion
No
Rope of mending
Wondrous item
No
Ruby of the war mage
Wondrous item
Yes
(spellcaster)
Shield of expression
Armor
No
Smoldering armor
Armor
No
Spell scroll (cantrip)
Scroll
No
Spell scroll (1st level)
Scroll
No
Staff of adornment
Staff
No
Staff of birdcalls
Staff
No
Staff of flowers
Staff
No
Talking doll
Wondrous item
Yes
Tankard of sobriety
Wondrous item
No
Unbreakable arrow
Weapon
No
Veterans cane
Wondrous item
No
Walloping ammunition
Weapon
No
Wand of conducting
Wand
No
Wand of pyrotechnics
Wand
No
Item
Type
Attune?
Wand of scowls
Wand
No
Wand of smiles
Wand
No
Minor Items, Uncommon
Item
Type
Attune?
Alchemy jug
Wondrous item
No
Ammunition, +1
Weapon
No
Bag of holding
Wondrous item
No
Cap of water breathing
Wondrous item
No
Cloak of the manta ray
Wondrous item
No
Decanter of endless water
Wondrous item
No
Driftglobe
Wondrous item
No
Dust of disappearance
Wondrous item
No
Dust of dryness
Wondrous item
No
Dust of sneezing and choking
Wondrous item
No
Elemental gem
Wondrous item
No
Eyes of minute seeing
Wondrous item
No
Goggles of night
Wondrous item
No
Helm of comprehending languages
Wondrous item
No
Immovable rod
Rod
No
Keoghtoms ointment
Wondrous item
No
Lantern of revealing
Wondrous item
No
Mariners armor
Armor
No
Mithral armor
Armor
No
Oil of slipperiness
Potion
No
Periapt of health
Wondrous item
No
Philter of love
Potion
No
Potion of animal friendship
Potion
No
Potion of fire breath
Potion
No
Potion of healing, greater
Potion
No
Potion of growth
Potion
No
Potion of hill giant strength
Potion
No
Potion of poison
Potion
No
Potion of resistance
Potion
No
Potion of water breathing
Potion
No
Item
Type
Attune?
Ring of swimming
Ring
No
Robe of useful items
Wondrous item
No
Rope of climbing
Wondrous item
No
Saddle of the cavalier
Wondrous item
No
Sending stones
Wondrous item
No
Spell scroll (2nd level)
Scroll
No
Spell scroll (3rd level)
Scroll
No
Wand of magic detection
Wand
No
Wand of secrets
Wand
No
Minor Items, Rare
Item
Type
Attune?
Ammunition, +2
Weapon
No
Bag of beans
Wondrous item
No
Bead of force
Wondrous item
No
Chime of opening
Wondrous item
No
Elixir of health
Potion
No
Folding boat
Wondrous item
No
Hewards handy haversack
Wondrous item
No
Horseshoes of speed
Wondrous item
No
Necklace of fireballs
Wondrous item
No
Oil of etherealness
Potion
No
Portable hole
Wondrous item
No
Potion of clairvoyance
Potion
No
Potion of diminution
Potion
No
Potion of fire giant strength
Potion
No
Potion of frost giant strength
Potion
No
Potion of gaseous form
Potion
No
Potion of heroism
Potion
No
Potion of invulnerability
Potion
No
Potion of mind reading
Potion
No
Potion of stone giant strength
Potion
No
Potion of healing, superior
Potion
No
Quaals feather token
Wondrous item
No
Scroll of protection
Scroll
No
Item
Type
Attune?
Spell scroll (4th level)
Scroll
No
Spell scroll (5th level)
Scroll
No
Minor Items, Very Rare
Item
Type
Attune?
Ammunition, +3
Weapon
No
Arrow of slaying
Weapon
No
Bag of devouring
Wondrous item
No
Horseshoes of a zephyr
Wondrous item
No
Nolzurs marvelous pigments
Wondrous item
No
Oil of sharpness
Potion
No
Potion of cloud giant strength
Potion
No
Potion of flying
Potion
No
Potion of invisibility
Potion
No
Potion of longevity
Potion
No
Potion of speed
Potion
No
Potion of healing, supreme
Potion
No
Potion of vitality
Potion
No
Spell scroll (6th level)
Scroll
No
Spell scroll (7th level)
Scroll
No
Spell scroll (8th level)
Scroll
No
Minor Items, Legendary
Item
Type
Attune?
Potion of storm giant strength
Potion
No
Sovereign glue
Wondrous item
No
Spell scroll (9th level)
Scroll
No
Universal solvent
Wondrous item
No
Major Items, Uncommon
Item
Type
Attune?
Adamantine armor
Armor
No
Amulet of proof against detection and location
Wondrous item
Yes
Item
Type
Attune?
Bag of tricks
Wondrous item
No
Boots of elvenkind
Wondrous item
No
Boots of striding and springing
Wondrous item
Yes
Boots of the winterlands
Wondrous item
Yes
Bracers of archery
Wondrous item
Yes
Brooch of shielding
Wondrous item
Yes
Broom of flying
Wondrous item
No
Circlet of blasting
Wondrous item
No
Cloak of elvenkind
Wondrous item
Yes
Cloak of protection
Wondrous item
Yes
Deck of illusions
Wondrous item
No
Eversmoking bottle
Wondrous item
No
Eyes of charming
Wondrous item
Yes
Eyes of the eagle
Wondrous item
Yes
Figurine of wondrous power (silver raven)
Wondrous item
No
Gauntlets of ogre power
Wondrous item
Yes
Gem of brightness
Wondrous item
No
Gloves of missile snaring
Wondrous item
Yes
Gloves of swimming and climbing
Wondrous item
Yes
Gloves of thievery
Wondrous item
No
Hat of disguise
Wondrous item
Yes
Headband of intellect
Wondrous item
Yes
Helm of telepathy
Wondrous item
Yes
Instrument of the bards (Doss lute)
Wondrous item
Yes (bard)
Instrument of the bards (Fochlucan bandore)
Wondrous item
Yes (bard)
Instrument of the bards (Mac-Fuirmidh cittern)
Wondrous item
Yes (bard)
Javelin of lightning
Weapon
No
Medallion of thoughts
Wondrous item
Yes
Necklace of adaptation
Wondrous item
Yes
Pearl of power
Wondrous item
Yes (spellcaster)
Periapt of wound closure
Wondrous item
Yes
Pipes of haunting
Wondrous item
No
Pipes of the sewers
Wondrous item
Yes
Quiver of Ehlonna
Wondrous item
No
Ring of jumping
Ring
Yes
Item
Type
Attune?
Ring of mind shielding
Ring
Yes
Ring of warmth
Ring
Yes
Ring of water walking
Ring
No
Rod of the pact keeper, +1
Rod
Yes (warlock)
Sentinel shield
Armor
No
Shield, +1
Armor
No
Slippers of spider climbing
Wondrous item
Yes
Staff of the adder
Staff
Yes (cleric, druid, or warlock)
Staff of the python
Staff
Yes (cleric, druid, or warlock)
Stone of good luck (luckstone)
Wondrous item
Yes
Sword of vengeance
Weapon
Yes
Trident of fish command
Weapon
Yes
Wand of magic missiles
Wand
No
Wand of the war mage, +1
Wand
Yes (spellcaster)
Wand of web
Wand
Yes (spellcaster)
Weapon of warning
Weapon
Yes
Weapon, +1
Weapon
No
Wind fan
Wondrous item
No
Winged boots
Wondrous item
Yes
Major Items, Rare
Item
Type
Attune?
Amulet of health
Wondrous
item
Yes
Armor of resistance
Armor
Yes
Armor of vulnerability
Armor
Yes
Armor, +1
Armor
No
Arrow-catching shield
Armor
Yes
Belt of dwarvenkind
Wondrous
item
Yes
Belt of hill giant strength
Wondrous
item
Yes
Berserker axe
Weapon
Yes
Boots of levitation
Wondrous
item
Yes
Item
Type
Attune?
Boots of speed
Wondrous
item
Yes
Bowl of commanding water
elementals
Wondrous
item
No
Bracers of defense
Wondrous
item
Yes
Brazier of commanding fire
elementals
Wondrous
item
No
Cape of the mountebank
Wondrous
item
No
Censer of controlling air elementals
Wondrous
item
No
Cloak of displacement
Wondrous
item
Yes
Cloak of the bat
Wondrous
item
Yes
Cube of force
Wondrous
item
Yes
Daerns instant fortress
Wondrous
item
No
Dagger of venom
Weapon
No
Dimensional shackles
Wondrous
item
No
Dragon slayer
Weapon
No
Elven chain
Armor
No
Figurine of wondrous power (bronze
griffon)
Wondrous
item
No
Figurine of wondrous power (ebony
fly)
Wondrous
item
No
Figurine of wondrous power (golden
lions)
Wondrous
item
No
Figurine of wondrous power (ivory
goats)
Wondrous
item
No
Figurine of wondrous power (marble
elephant)
Wondrous
item
No
Figurine of wondrous power (onyx
dog)
Wondrous
item
No
Figurine of wondrous power
Wondrous
No
Item
Type
Attune?
(serpentine owl)
item
Flame tongue
Weapon
Yes
Gem of seeing
Wondrous
item
Yes
Giant slayer
Weapon
No
Glamoured studded leather
Armor
No
Helm of teleportation
Wondrous
item
Yes
Horn of blasting
Wondrous
item
No
Horn of Valhalla (silver or brass)
Wondrous
item
No
Instrument of the bards (Canaith
mandolin)
Wondrous
item
Yes (bard)
Instrument of the bards (Cli lyre)
Wondrous
item
Yes (bard)
Ioun stone (awareness)
Wondrous
item
Yes
Ioun stone (protection)
Wondrous
item
Yes
Ioun stone (reserve)
Wondrous
item
Yes
Ioun stone (sustenance)
Wondrous
item
Yes
Iron bands of Bilarro
Wondrous
item
No
Mace of disruption
Weapon
Yes
Mace of smiting
Weapon
No
Mace of terror
Weapon
Yes
Mantle of spell resistance
Wondrous
item
Yes
Necklace of prayer beads
Wondrous
item
Yes (cleric, druid, or paladin)
Periapt of proof against poison
Wondrous
item
No
Ring of animal influence
Ring
No
Ring of evasion
Ring
Yes
Ring of feather falling
Ring
Yes
Item
Type
Attune?
Ring of free action
Ring
Yes
Ring of protection
Ring
Yes
Ring of resistance
Ring
Yes
Ring of spell storing
Ring
Yes
Ring of the ram
Ring
Yes
Ring of X-ray vision
Ring
Yes
Robe of eyes
Wondrous
item
Yes
Rod of rulership
Rod
Yes
Rod of the pact keeper, +2
Rod
Yes (warlock)
Rope of entanglement
Wondrous
item
No
Shield of missile attraction
Armor
Yes
Shield, +2
Armor
No
Staff of charming
Staff
Yes (bard, cleric, druid, sorcerer, warlock,
or wizard)
Staff of healing
Staff
Yes (bard, cleric, or druid)
Staff of swarming insects
Staff
Yes (bard, cleric, druid, sorcerer, warlock,
or wizard)
Staff of the woodlands
Staff
Yes (druid)
Staff of withering
Staff
Yes (cleric, druid, or warlock)
Stone of controlling earth elementals
Wondrous
item
No
Sun blade
Weapon
Yes
Sword of life stealing
Weapon
Yes
Sword of wounding
Weapon
Yes
Tentacle rod
Rod
Yes
Vicious weapon
Weapon
No
Wand of binding
Wand
Yes (spellcaster)
Wand of enemy detection
Wand
Yes
Wand of fear
Wand
Yes
Wand of fireballs
Wand
Yes (spellcaster)
Wand of lightning bolts
Wand
Yes (spellcaster)
Wand of paralysis
Wand
Yes (spellcaster)
Wand of the war mage, +2
Wand
Yes (spellcaster)
Wand of wonder
Wand
Yes (spellcaster)
Item
Type
Attune?
Weapon, +2
Weapon
No
Wings of flying
Wondrous
item
Yes
Major Items, Very Rare
Item
Type
Attune?
Amulet of the planes
Wondrous
item
Yes
Animated shield
Armor
Yes
Armor, +2
Armor
No
Belt of fire giant strength
Wondrous
item
Yes
Item
Type
Attune?
Belt of frost giant strength, Belt of stone giant
strength
Wondrous
item
Yes
Candle of invocation
Wondrous
item
Yes
Carpet of flying
Wondrous
item
No
Cloak of arachnida
Wondrous
item
Yes
Crystal ball (very rare)
Wondrous
item
Yes
Dancing sword
Weapon
Yes
Demon armor
Armor
Yes
Dragon scale mail
Armor
Yes
Dwarven plate
Armor
No
Dwarven thrower
Weapon
Yes (dwarf)
Efreeti bottle
Wondrous
item
No
Figurine of wondrous power (obsidian steed)
Wondrous
item
No
Frost brand
Weapon
Yes
Helm of brilliance
Wondrous
item
Yes
Horn of Valhalla (bronze)
Wondrous
item
No
Instrument of the bards (Anstruth harp)
Wondrous
item
Yes (bard)
Ioun stone (absorption)
Wondrous
item
Yes
Ioun stone (agility)
Wondrous
item
Yes
Ioun stone (fortitude)
Wondrous
item
Yes
Ioun stone (insight)
Wondrous
item
Yes
Ioun stone (intellect)
Wondrous
item
Yes
Ioun stone (leadership)
Wondrous
item
Yes
Item
Type
Attune?
Ioun stone (strength)
Wondrous
item
Yes
Manual of bodily health
Wondrous
item
No
Manual of gainful exercise
Wondrous
item
No
Manual of golems
Wondrous
item
No
Manual of quickness of action
Wondrous
item
No
Mirror of life trapping
Wondrous
item
No
Nine lives stealer
Weapon
Yes
Oathbow
Weapon
Yes
Ring of regeneration
Ring
Yes
Ring of shooting stars
Ring
Yes (outdoors at night)
Ring of telekinesis
Ring
Yes
Robe of scintillating colors
Wondrous
item
Yes
Robe of stars
Wondrous
item
Yes
Rod of absorption
Rod
Yes
Rod of alertness
Rod
Yes
Rod of security
Rod
No
Rod of the pact keeper, +3
Rod
Yes (warlock)
Scimitar of speed
Weapon
Yes
Shield, +3
Armor
No
Spellguard shield
Armor
Yes
Staff of fire
Staff
Yes (druid, sorcerer, warlock, or
wizard)
Staff of frost
Staff
Yes (druid, sorcerer, warlock, or
wizard)
Staff of power
Staff
Yes (sorcerer, warlock, or wizard)
Staff of striking
Staff
Yes
Staff of thunder and lightning
Staff
Yes
Sword of sharpness
Weapon
Yes
Tome of clear thought
Wondrous
No
Item
Type
Attune?
item
Tome of leadership and influence
Wondrous
item
No
Tome of understanding
Wondrous
item
No
Wand of polymorph
Wand
Yes (spellcaster)
Wand of the war mage, +3
Wand
Yes (spellcaster)
Weapon, +3
Weapon
No
Major Items, Legendary
Item
Type
Attune?
Apparatus of Kwalish
Wondrous
item
No
Armor of invulnerability
Armor
Yes
Armor, +3
Armor
No
Belt of cloud giant strength
Wondrous
item
Yes
Belt of storm giant strength
Wondrous
item
Yes
Cloak of invisibility
Wondrous
item
Yes
Crystal ball (legendary)
Wondrous
item
Yes
Cubic gate
Wondrous
item
No
Deck of many things
Wondrous
item
No
Defender
Weapon
Yes
Efreeti chain
Armor
Yes
Hammer of thunderbolts
Weapon
Yes (Giants Bane)
Holy avenger
Weapon
Yes (paladin)
Horn of Valhalla (iron)
Wondrous
item
No
Instrument of the bards (Ollamh
harp)
Wondrous
item
Yes (bard)
Ioun stone (greater absorption)
Wondrous
item
Yes
Item
Type
Attune?
Ioun stone (mastery)
Wondrous
item
Yes
Ioun stone (regeneration)
Wondrous
item
Yes
Iron flask
Wondrous
item
No
Luck blade
Weapon
Yes
Plate armor of etherealness
Armor
Yes
Ring of air elemental command
Ring
Yes
Ring of djinni summoning
Ring
Yes
Ring of earth elemental command
Ring
Yes
Ring of fire elemental command
Ring
Yes
Ring of invisibility
Ring
Yes
Ring of spell turning
Ring
Yes
Ring of three wishes
Ring
No
Ring of water elemental command
Ring
Yes
Robe of the archmagi
Wondrous
item
Yes (sorcerer, warlock, or wizard)
Rod of lordly might
Rod
Yes
Rod of resurrection
Rod
Yes (cleric, druid, or paladin)
Scarab of protection
Wondrous
item
Yes
Sphere of annihilation
Wondrous
item
No
Staff of the magi
Staff
Yes (sorcerer, warlock, or wizard)
Sword of answering
Weapon
Yes (creature of same alignment as
sword)
Talisman of pure good
Wondrous
item
Yes (creature of good alignment)
Talisman of the sphere
Wondrous
item
Yes
Talisman of ultimate evil
Wondrous
item
Yes (creature of evil alignment)
Tome of the stilled tongue
Wondrous
item
Yes (wizard)
Vorpal sword
Weapon
Yes
Well of many worlds
Wondrous
No
Item
Type
Attune?
item
ARE MAGIC ITEMS NECESSARY IN A CAMPAIGN?
The D&D game is built on the assumption that magic items appear sporadically and that they are
always a boon, unless an item bears a curse. Characters and monsters are built to face each other
without the help of magic items, which means that having a magic item always makes a
character more powerful or versatile than a generic character of the same level. As DM, you
never have to worry about awarding magic items just so the characters can keep up with the
campaigns threats. Magic items are truly prizes. Are they useful? Absolutely. Are they
necessary? No.
Magic items can go from nice to necessary in the rare group that has no spellcasters, no monk,
and no NPCs capable of casting magic weapon. Having no magic makes it extremely difficult for
a party to overcome monsters that have resistances or immunity to nonmagical damage. In such a
game, youll want to be generous with magic weapons or else avoid using such monsters.
Never rely on magic items. Theyre so fickle. First, they work, and then they dont.
On, off, on, off in the blink of my eye!
Chapter 3: Spells
Many of the character classes in the Players Handbook harness magic in the form of spells. This
chapter provides new spells for those classes, as well as for spellcasting monsters. The Dungeon
Master decides which of these spells are available in a campaign and how they can be learned.
For example, a DM might decide that some of the spells are freely available, that others are
unobtainable, and that a handful can be found only after a special quest, perhaps discovered in a
long-lost tome of magic. Wizard spells, in particular, can be introduced to a campaign in
spellbooks found astreasure.
When a DM adds spells to a campaign, clerics, druids, and paladins require special
consideration. When characters of those classes prepare their spells, they have access to the
entire spell list for their class. Given that fact, the DM should be cautious about making all of
these new spells available to a player who is overwhelmed when presented with many options.
For such a player, consider adding only story-appropriate spells to the spell list of that players
character.
So why cant people who use magic do it all the time?
I can disintegrate things whenever I want. Like now. And now. And now. And now … Hey,
whered everybody go?
Spell Lists
The following spell lists show which spells can be cast by characters of each class. A spells
school of magic is noted in parentheses. If a spell can be cast as a ritual, the ritual tag also
appears in the parentheses.
Bard Spells
Cantrips (0 Level)
Thunderclap (evocation)
1st Level
Earth tremor (evocation)
2nd Level
Pyrotechnics (transmutation)
Skywrite (transmutation, ritual)
Warding wind (evocation)
3rd Level
Catnap (enchantment)
Enemies abound (enchantment)
4th Level
Charm monster (enchantment)
5th Level
Skill empowerment (transmutation)
Synaptic static (enchantment)
9th Level
Mass polymorph (transmutation)
Psychic scream (enchantment)
Cleric Spells
Cantrips (0 Level)
Toll the dead (necromancy)
Word of radiance (evocation)
1st Level
Ceremony (abjuration, ritual)
3rd Level
Life transference (necromancy)
5th Level
Dawn (evocation)
Holy weapon (evocation)
7th Level
Temple of the gods (conjuration)
Druid Spells
Cantrips (0 Level)
Control flames (transmutation)
Create bonfire (conjuration)
Frostbite (evocation)
Gust (transmutation)
Infestation (conjuration)
Magic stone (transmutation)
Mold earth (transmutation)
Primal savagery (transmutation)
Shape water (transmutation)
Thunderclap (evocation)
1st Level
Absorb elements (abjuration)
Beast bond (divination)
Earth tremor (evocation)
Ice knife (conjuration)
Snare (abjuration)
2nd Level
Dust devil (conjuration)
Earthbind (transmutation)
Healing spirit (conjuration)
Skywrite (transmutation, ritual)
Warding wind (evocation)
3rd Level
Erupting earth (transmutation)
Flame arrows (transmutation)
Tidal wave (conjuration)
Wall of water (evocation)
4th Level
Charm monster (enchantment)
Elemental bane (transmutation)
Guardian of nature (transmutation)
Watery sphere (conjuration)
5th Level
Control winds (transmutation)
Maelstrom (evocation)
Transmute rock (transmutation)
Wrath of nature (evocation)
6th Level
Bones of the earth (transmutation)
Druid grove (abjuration)
Investiture of flame (transmutation)
Investiture of ice (transmutation)
Investiture of stone (transmutation)
Investiture of wind (transmutation)
Primordial ward (abjuration)
7th Level
Whirlwind (evocation)
Paladin Spells
1st Level
Ceremony (abjuration, ritual)
4th Level
Find greater steed (conjuration)
5th Level
Holy weapon (evocation)
Ranger Spells
1st Level
Absorb elements (abjuration)
Beast bond (divination)
Snare (abjuration)
Zephyr strike (transmutation)
2nd Level
Healing spirit (conjuration)
3rd Level
Flame arrows (transmutation)
4th Level
Guardian of nature (transmutation)
5th Level
Steel wind strike (conjuration)
Wrath of nature (evocation)
Sorcerer Spells
Cantrips (0 Level)
Control flames (transmutation)
Create bonfire (conjuration)
Frostbite (evocation)
Gust (transmutation)
Infestation (conjuration)
Mold earth (transmutation)
Shape water (transmutation)
Thunderclap (evocation)
1st Level
Absorb elements (abjuration)
Catapult (transmutation)
Chaos bolt (evocation)
Earth tremor (evocation)
Ice knife (conjuration)
2nd Level
Aganazzars scorcher (evocation)
Dragons Breath (transmutation)
Dust devil (conjuration)
Earthbind (transmutation)
Maximilians earthen grasp (transmutation)
Mind spike (divination)
Pyrotechnics (transmutation)
Shadow blade (illusion)
Snillocs snowball swarm (evocation)
Warding wind (evocation)
3rd Level
Catnap (enchantment)
Enemies abound (enchantment)
Erupting earth (transmutation)
Flame arrows (transmutation)
Melfs minute meteors (evocation)
Thunder step (conjuration)
Tidal wave (conjuration)
Wall of water (evocation)
4th Level
Charm monster (enchantment)
Sickening radiance (evocation)
Storm sphere (evocation)
Vitriolic sphere (evocation)
Watery sphere (conjuration)
5th Level
Control winds (transmutation)
Enervation (necromancy)
Far step (conjuration)
Immolation (evocation)
Skill empowerment (transmutation)
Synaptic static (enchantment)
Wall of light (evocation)
6th Level
Investiture of flame (transmutation)
Investiture of ice (transmutation)
Investiture of stone (transmutation)
Investiture of wind (transmutation)
Mental prison (illusion)
Scatter (conjuration)
7th Level
Crown of stars (evocation)
Power word pain (enchantment)
Whirlwind (evocation)
8th Level
Abi-Dalzims horrid wilting (necromancy)
9th Level
Mass polymorph (transmutation)
Psychic scream (enchantment)
Warlock Spells
Cantrips (0 Level)
Create bonfire (conjuration)
Frostbite (evocation)
Infestation (conjuration)
Magic stone (transmutation)
Thunderclap (evocation)
Toll the dead (necromancy)
1st Level
Cause fear (necromancy)
2nd Level
Earthbind (transmutation)
Mind spike (divination)
Shadow blade (illusion)
3rd Level
Enemies abound (enchantment)
Thunder step (conjuration)
Summon lesser demons (conjuration)
4th Level
Charm monster (enchantment)
Elemental bane (transmutation)
Shadow of moil (necromancy)
Sickening radiance (evocation)
Summon greater demon (conjuration)
5th Level
Danse Macabre (necromancy)
Enervation (necromancy)
Far step (conjuration)
Infernal calling (conjuration)
Negative energy flood (necromancy)
Synaptic static (enchantment)
Wall of light (evocation)
6th Level
Investiture of flame (transmutation)
Investiture of ice (transmutation)
Investiture of stone (transmutation)
Investiture of wind (transmutation)
Mental prison (illusion)
Scatter (conjuration)
Soul cage (necromancy)
7th Level
Crown of stars (evocation)
Power word pain (enchantment)
8th Level
Maddening darkness (evocation)
9th Level
Psychic scream (enchantment)
Wizard Spells
Cantrips (0 Level)
Control flames (transmutation)
Create bonfire (conjuration)
Frostbite (evocation)
Gust (transmutation)
Infestation (conjuration)
Mold earth (transmutation)
Shape water (transmutation)
Thunderclap (evocation)
Toll the dead (necromancy)
1st Level
Absorb elements (abjuration)
Catapult (transmutation)
Cause fear (necromancy)
Earth tremor (evocation)
Ice knife (conjuration)
Snare (abjuration)
2nd Level
Aganazzars scorcher (evocation)
Dragons Breath (transmutation)
Dust devil (conjuration)
Earthbind (transmutation)
Maximilians earthen grasp (transmutation)
Mind spike (divination)
Pyrotechnics (transmutation)
Shadow blade (illusion)
Skywrite (transmutation, ritual)
Snillocs snowball swarm (evocation)
Warding wind (evocation)
3rd Level
Catnap (enchantment)
Enemies abound (enchantment)
Erupting earth (transmutation)
Flame arrows (transmutation)
Life transference (necromancy)
Melfs minute meteors (evocation)
Summon lesser demons (conjuration)
Thunder step (conjuration)
Tidal wave (conjuration)
Tiny servant (transmutation)
Wall of sand (evocation)
Wall of water (evocation)
4th Level
Charm monster (enchantment)
Elemental bane (transmutation)
Sickening radiance (evocation)
Storm sphere (evocation)
Summon greater demon (conjuration)
Vitriolic sphere (evocation)
Watery sphere (conjuration)
5th Level
Control winds (transmutation)
Danse Macabre (necromancy)
Dawn (evocation)
Enervation (necromancy)
Far step (conjuration)
Immolation (evocation)
Infernal calling (conjuration)
Negative energy flood (necromancy)
Skill empowerment (transmutation)
Steel wind strike (conjuration)
Synaptic static (enchantment)
Transmute rock (transmutation)
Wall of light (evocation)
6th Level
Create homunculus (transmutation)
Investiture of flame (transmutation)
Investiture of ice (transmutation)
Investiture of stone (transmutation)
Investiture of wind (transmutation)
Mental prison (illusion)
Scatter (conjuration)
Soul cage (necromancy)
Tensers transformation (transmutation)
7th Level
Crown of stars (evocation)
Power word pain (enchantment)
Whirlwind (evocation)
8th Level
Abi-Dalzims horrid wilting (necromancy)
Illusory dragon (illusion)
Maddening darkness (evocation)
Mighty fortress (conjuration)
9th Level
Invulnerability (abjuration)
Mass polymorph (transmutation)
Psychic scream (enchantment)
Spell Descriptions
The spells are presented in alphabetical order.
Abi-Dalzims Horrid Wilting
8th-level necromancy
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a bit of sponge)
Duration: Instantaneous
You draw the moisture from every creature in a 30-foot cube centered on a point you choose
within range. Each creature in that area must make a Constitution saving throw. Constructs and
undead arent affected, and plants and water elementals make this saving throw with
disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage
on a successful one.
Nonmagical plants in the area that arent creatures, such as trees and shrubs, wither and die
instantly.
Absorb Elements
1st-level abjuration
Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder
damage
Range: Self
Components: S
Duration: 1 round
The spell captures some of the incoming energy, lessening its effect on you and storing it for
your next melee attack. You have resistance to the triggering damage type until the start of your
next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an
extra 1d6 damage of the triggering type, and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra
damage increases by 1d6 for each slot level above 1st.
Aganazzars Scorcher
2nd-level evocation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a red dragons scale)
Duration: Instantaneous
A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you
choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire
damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage
increases by 1d8 for each slot level above 2nd.
Beast Bond
1st-level divination
Casting Time: 1 action
Range: Touch
Components: V, S, M (a bit of fur wrapped in a cloth)
Duration: Concentration, up to 10 minutes
You establish a telepathic link with one beast you touch that is friendly to you or charmed by
you. The spell fails if the beasts Intelligence score is 4 or higher. Until the spell ends, the link is
active while you and the beast are within line of sight of each other. Through the link, the beast
can understand your telepathic messages to it, and it can telepathically communicate simple
emotions and concepts back to you. While the link is active, the beast gains advantage on attack
rolls against any creature within 5 feet of you that you can see.
Bones of the Earth
6th-level transmutation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You cause up to six pillars of stone to burst from places on the ground that you can see within
range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The
ground where a pillar appears must be wide enough for its diameter, and you can target the
ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit
points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of
difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot-diameter
portion of the area requires at least 1 minute to clear by hand.
If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or
be lifted by the pillar. A creature can choose to fail the save.
If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a
creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar
and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check
(the creatures choice) against the spells save DC. On a success, the creature is no longer
restrained and must either move off the pillar or fall off it.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can
create two additional pillars for each slot level above 6th.
Catapult
1st-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Instantaneous
Choose one object weighing 1 to 5 pounds within range that isnt being worn or carried. The
object flies in a straight line up to 90 feet in a direction you choose before falling to the ground,
stopping early if it impacts against a solid surface. If the object would strike a creature, that
creature must make a Dexterity saving throw. On a failed save, the object strikes the target and
stops moving. When the object strikes something, the object and what it strikes each take 3d8
bludgeoning damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the
maximum weight of objects that you can target with this spell increases by 5 pounds, and the
damage increases by 1d8, for each slot level above 1st.
Catnap
3rd-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: S, M (a pinch of sand)
Duration: 10 minutes
You make a calming gesture, and up to three willing creatures of your choice that you can see
within range fall unconscious for the spells duration. The spell ends on a target early if it takes
damage or someone uses an action to shake or slap it awake. If a target remains unconscious for
the full duration, that target gains the benefit of a short rest, and it cant be affected by this spell
again until it finishes a long rest.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can
target one additional willing creature for each slot level above 3rd.
Cause Fear
1st-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute
You awaken the sense of mortality in one creature you can see within range. A construct or an
undead is immune to this effect. The target must succeed on a Wisdom saving throw or become
frightened of you until the spell ends. The frightened target can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a success.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can
target one additional creature for each slot level above 1st. The creatures must be within 30 feet
of each other when you target them.
Ceremony
1st-level abjuration (ritual)
Casting Time: 1 hour
Range: Touch
Components: V, S, M (25 gp worth of powdered silver, which the spell consumes)
Duration: Instantaneous
You perform a special religious ceremony that is infused with magic. When you cast the spell,
choose one of the following rites, the target of which must be within 10 feet of you throughout
the casting.
Atonement. You touch one willing creature whose alignment has changed, and you make a DC
20 Wisdom (Insight) check. On a successful check, you restore the target to its original
alignment.
Bless Water. You touch one vial of water and cause it to become holy water.
Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever
the target makes an ability check, it can roll a d4 and add the number rolled to the ability check.
A creature can benefit from this rite only once.
Dedication. You touch one humanoid who wishes to be dedicated to your gods service. For the
next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number
rolled to the save. A creature can benefit from this rite only once.
Funeral Rite. You touch one corpse, and for the next 7 days, the target cant become undead by
any means short of a wish spell.
Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7
days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature
can benefit from this rite again only if widowed.
Chaos Bolt
1st-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged
spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the
d8s. The number rolled on that die determines the attacks damage type, as shown below.
d8
Damage Type
1
Acid
2
Cold
3
Fire
4
Force
5
Lightning
6
Poison
7
Psychic
8
Thunder
If you roll the same number on both d8s, the chaotic energy leaps from the target to a different
creature of your choice within 30 feet of it. Make a new attack roll against the new target, and
make a new damage roll, which could cause the chaotic energy to leap again.
A creature can be targeted only once by each casting of this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each target
takes 1d6 extra damage of the type rolled for each slot level above 1st.
Charm Monster
4th-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 hour
You attempt to charm a creature you can see within range. It must make a Wisdom saving throw,
and it does so with advantage if you or your companions are fighting it. If it fails the saving
throw, it is charmed by you until the spell ends or until you or your companions do anything
harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it
was charmed by you.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can
target one additional creature for each slot level above 4th. The creatures must be within 30 feet
of each other when you target them.
Control Flames
Transmutation cantrip
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Instantaneous or 1 hour (see below)
You choose a nonmagical flame that you can see within range and that fits within a 5-foot cube.
You affect it in one of the following ways:
You instantaneously expand the flame 5 feet in one direction, provided that wood or
other fuel is present in the new location.
You instantaneously extinguish the flames within the cube.
You double or halve the area of bright light and dim light cast by the flame, change its
color, or both. The change lasts for 1 hour.
You cause simple shapes such as the vague form of a creature, an inanimate object,
or a location to appear within the flames and animate as you like. The shapes last for
1 hour.
If you cast this spell multiple times, you can have up to three non-instantaneous effects created
by it active at a time, and you can dismiss such an effect as an action.
Control Winds
5th-level transmutation
Casting Time: 1 action
Range: 300 feet
Components: V, S
Duration: Concentration, up to 1 hour
You take control of the air in a 100-foot cube that you can see within range. Choose one of the
following effects when you cast the spell. The effect lasts for the spells duration, unless you use
your action on a later turn to switch to a different effect. You can also use your action to
temporarily halt the effect or to restart one youve halted.
Gusts. A wind picks up within the cube, continually blowing in a horizontal direction you
designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is
moderate or strong, ranged weapon attacks that enter or leave the cube or pass through it have
disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind
must spend 1 extra foot of movement for each foot moved.
Downdraft. You cause a sustained blast of strong wind to blow downward from the top of the
cube. Ranged weapon attacks that pass through the cube or that are made against targets within it
have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies
into the cube for the first time on a turn or starts its turn there flying. On a failed save, the
creature is knocked prone.
Updraft. You cause a sustained updraft within the cube, rising upward from the cubes bottom
side. Creatures that end a fall within the cube take only half damage from the fall. When a
creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than
normal.
Create Bonfire
Conjuration cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You create a bonfire on ground that you can see within range. Until the spell ends, the magic
bonfire fills a 5-foot cube. Any creature in the bonfires space when you cast the spell must
succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the
saving throw when it moves into the bonfires space for the first time on a turn or ends its turn
there.
The bonfire ignites flammable objects in its area that arent being worn or carried.
The spells damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th
level (4d8).
Create Homunculus
6th-level transmutation
Casting Time: 1 hour
Range: Touch
Components: V, S, M (clay, ash, and mandrake root, all of which the spell consumes, and a
jewel-encrusted dagger worth at least 1,000 gp)
Duration: Instantaneous
While speaking an intricate incantation, you cut yourself with a jewel-encrusted dagger, taking
2d4 piercing damage that cant be reduced in any way. You then drip your blood on the spells
other components and touch them, transforming them into a special construct called a
homunculus.
The statistics of the homunculus are in the Monster Manual. It is your faithful companion, and it
dies if you die. Whenever you finish a long rest, you can spend up to half your Hit Dice if the
homunculus is on the same plane of existence as you. When you do so, roll each die and add
your Constitution modifier to it. Your hit point maximum is reduced by the total, and the
homunculuss hit point maximum and current hit points are both increased by it. This process
can reduce you to no lower than 1 hit point, and the change to your and the homunculuss hit
points ends when you finish your next long rest. The reduction to your hit point maximum cant
be removed by any means before then, except by the homunculuss death.
You can have only one homunculus at a time. If you cast this spell while your homunculus lives,
the spell fails.
Crown of Stars
7th-level evocation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour
Seven star-like motes of light appear and orbit your head until the spell ends. You can use a
bonus action to send one of the motes streaking toward one creature or object within 120 feet of
you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage.
Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote.
If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim
light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a
30-foot radius.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of
motes created increases by two for each slot level above 7th.
Danse Macabre
5th-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour
Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you
can see within range. Each corpse immediately stands up and becomes undead. You decide
whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster
Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability
modifier.
You can use a bonus action to mentally command the creatures you make with this spell, issuing
the same command to all of them. To receive the command, a creature must be within 60 feet of
you. You decide what action the creatures will take and where they will move during their next
turn, or you can issue a general command, such as to guard a chamber or passageway against
your foes. If you issue no commands, the creatures do nothing except defend themselves against
hostile creatures. Once given an order, the creatures continue to follow it until their task is
complete.
The creatures are under your control until the spell ends, after which they become inanimate
once more.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you animate
up to two additional corpses for each slot level above 5th.
Dawn
5th-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a sunburst pendant worth at least 100 gp)
Duration: Concentration, up to 1 minute
The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-
foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight.
When the cylinder appears, each creature in it must make a Constitution saving throw, taking
4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature
must also make this saving throw whenever it ends its turn in the cylinder.
If youre within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your
turn.
Dragons Breath
2nd-level transmutation
Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (a hot pepper)
Duration: Concentration, up to 1 minute
You touch one willing creature and imbue it with the power to spew magical energy from its
mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the
creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in
that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed
save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage
increases by 1d6 for each slot level above 2nd.
Druid Grove
6th-level abjuration
Casting Time: 10 minutes
Range: Touch
Components: V, S, M (mistletoe, which the spell consumes, that was harvested with a golden
sickle under the light of a full moon)
Duration: 24 hours
You invoke the spirits of nature to protect an area outdoors or underground. The area can be as
small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded
from the affected area. If you cast this spell in the same area every day for a year, the spell lasts
until dispelled.
The spell creates the following effects within the area. When you cast this spell, you can specify
creatures as friends who are immune to the effects. You can also specify a password that, when
spoken aloud, makes the speaker immune to these effects.
The entire warded area radiates magic. A dispel magic cast on the area, if successful, removes
only one of the following effects, not the entire area. That spells caster chooses which effect to
end. Only when all its effects are gone is this spell dispelled.
Solid Fog. You can fill any number of 5-foot squares on the ground with thick fog, making them
heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the
fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks
like soft mist, with motes of green light floating in the air.
Grasping Undergrowth. You can fill any number of 5-foot squares on the ground that arent
filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a
creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as
temporary seats or beds.
Grove Guardians. You can animate up to four trees in the area, causing them to uproot
themselves from the ground. These trees have the same statistics as an awakened tree, which
appears in the Monster Manual, except they cant speak, and their bark is covered with druidic
symbols. If any creature not immune to this effect enters the warded area, the grove guardians
fight until they have driven off or slain the intruders. The grove guardians also obey your spoken
commands (no action required by you) that you issue while in the area. If you dont give them
commands and no intruders are present, the grove guardians do nothing. The grove guardians
cant leave the warded area. When the spell ends, the magic animating them disappears, and the
trees take root again if possible.
Additional Spell Effect. You can place your choice of one of the following magical effects
within the warded area:
A constant gust of wind in two locations of your choice
Spike growth in one location of your choice
Wind wall in two locations of your choice
To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike
growth is harmless.
Dust Devil
2nd-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a pinch of dust)
Duration: Concentration, up to 1 minute
Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that
resembles a dust devil appears in the cube and lasts for the spells duration.
Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw.
On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away from
the dust devil. On a successful save, the creature takes half as much damage and isnt pushed.
As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil
moves over sand, dust, loose dirt, or light gravel, it sucks up the material and forms a 10-foot-
radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily
obscuresits area.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage
increases by 1d8 for each slot level above 2nd.
Earthbind
2nd-level transmutation
Casting Time: 1 action
Range: 300 feet
Components: V
Duration: Concentration, up to 1 minute
Choose one creature you can see within range. Yellow strips of magical energy loop around the
creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is
reduced to 0 feet for the spells duration. An airborne creature affected by this spell safely
descends at 60 feet per round until it reaches the ground or the spell ends.
Earth Tremor
1st-level evocation
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Instantaneous
You cause a tremor in the ground within range. Each creature other than you in that area must
make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is
knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until
cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage
increases by 1d6 for each slot level above 1st.
Elemental Bane
4th-level transmutation
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute
Choose one creature you can see within range, and choose one of the following damage types:
acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or
be affected by the spell for its duration. The first time each turn the affected target takes damage
of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses
any resistance to that damage type until the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can
target one additional creature for each slot level above 4th. The creatures must be within 30 feet
of each other when you target them.
Enemies Abound
3rd-level enchantment
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
You reach into the mind of one creature you can see and force it to make an Intelligence saving
throw. A creature automatically succeeds if it is immune to being frightened. On a failed save,
the target loses the ability to distinguish friend from foe, regarding all creatures it can see as
enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw,
ending the effect on itself on a success.
Whenever the affected creature chooses another creature as a target, it must choose the target at
random from among the creatures it can see within range of the attack, spell, or other ability its
using. If an enemy provokes an opportunity attack from the affected creature, the creature must
make that attack if it is able to.
Enervation
5th-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
A tendril of inky darkness reaches out from you, touching a creature you can see within range to
drain life from it. The target must make a Dexterity saving throw. On a successful save, the
target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8
necrotic damage, and until the spell ends, you can use your action on each of your turns to
automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do
anything else, if the target is ever outside the spells range, or if the target has total cover from
you.
Whenever the spell deals damage to a target, you regain hit points equal to half the amount of
necrotic damage the target takes.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage
increases by 1d8 for each slot level above 5th.
Erupting Earth
3rd-level transmutation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a piece of obsidian)
Duration: Instantaneous
Choose a point you can see on the ground within range. A fountain of churned earth and stone
erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity
saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much
damage on a successful one. Additionally, the ground in that area becomes difficult terrain until
cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage
increases by 1d12 for each slot level above 3rd.
Far Step
5th-level conjuration
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the
spell ends, you can use a bonus action to teleport in this way again.
Find Greater Steed
4th-level conjuration
Casting Time: 10 minutes
Range: 30 feet
Components: V, S
Duration: Instantaneous
You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an
unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a
peryton, a dire wolf, a rhinoceros, or a saber-toothed tiger. The creature has the statistics
provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend
(your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5
or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your
choice that you speak.
You control the mount in combat. While the mount is within 1 mile of you, you can
communicate with it telepathically. While mounted on it, you can make any spell you cast that
targets only you also target the mount.
The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an
action. Casting this spell again re-summons the bonded mount, with all its hit points restored and
any conditions removed.
You cant have more than one mount bonded by this spell or find steed at the same time. As an
action, you can release a mount from its bond, causing it to disappear permanently.
Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.
Flame Arrows
3rd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack
using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage.
The spells magic ends on a piece of ammunition when it hits or misses, and the spell ends when
twelve pieces of ammunition have been drawn from the quiver.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of
pieces of ammunition you can affect with this spell increases by two for each slot level above
3rd.
Frostbite
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You cause numbing frost to form on one creature that you can see within range. The target must
make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has
disadvantage on the next weapon attack roll it makes before the end of its next turn.
The spells damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th
level (4d6).
Guardian of Nature
4th-level transmutation
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
A nature spirit answers your call and transforms you into a powerful guardian. The
transformation lasts until the spell ends. You choose one of the following forms to assume:
Primal Beast or Great Tree.
Primal Beast. Bestial fur covers your body, your facial features become feral, and you gain the
following benefits:
Your walking speed increases by 10 feet.
You gain darkvision with a range of 120 feet.
You make Strength-based attack rolls with advantage.
Your melee weapon attacks deal an extra 1d6 force damage on a hit.
Great Tree. Your skin appears barky, leaves sprout from your hair, and you gain the following
benefits:
You gain 10 temporary hit points.
You make Constitution saving throws with advantage.
You make Dexterity- and Wisdom-based attack rolls with advantage.
While you are on the ground, the ground within 15 feet of you is difficult terrain for your
enemies.
Gust
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You seize the air and compel it to create one of the following effects at a point you can see
within range:
One Medium or smaller creature that you choose must succeed on a Strength saving
throw or be pushed up to 5 feet away from you.
You create a small blast of air capable of moving one object that is neither held nor
carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away
from you. It isnt pushed with enough force to cause damage.
You create a harmless sensory effect using air, such as causing leaves to rustle, wind to
slam shutters closed, or your clothing to ripple in a breeze.
Healing Spirit
2nd-level conjuration
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that
is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your
choice).
Until the spell ends, whenever you or a creature you can see moves into the spirits space for the
first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that
creature (no action required). The spirit cant heal constructs or undead.
As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing
increases by 1d6 for each slot level above 2nd.
Holy Weapon
5th-level evocation
Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright
light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made
with it deal an extra 2d8 radiant damage on a hit. If the weapon isnt already a magic weapon, it
becomes one for the duration.
As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst
of radiance. Each creature of your choice that you can see within 30 feet of you must make a
Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is
blinded for 1 minute. On a successful save, a creature takes half as much damage and isnt
blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw,
ending the effect on itself on a success.
Ice Knife
1st-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: S, M (a drop of water or a piece of ice)
Duration: Instantaneous
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack
against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then
explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving
throw or take 2d6 cold damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold
damage increases by 1d6 for each slot level above 1st.
Illusory Dragon
8th-level illusion
Casting Time: 1 action
Range: 120 feet
Components: S
Duration: Concentration, up to 1 minute
By gathering threads of shadow material from the Shadowfell, you create a Huge shadowy
dragon in an unoccupied space that you can see within range. The illusion lasts for the spells
duration and occupies its space, as if it were a creature.
When the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving
throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location
where it doesnt have line of sight to the illusion, it can repeat the saving throw, ending the effect
on itself on a success.
As a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its
movement, you can cause it to exhale a blast of energy in a 60-foot cone originating from its
space. When you create the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or
poison. Each creature in the cone must make an Intelligence saving throw, taking 7d6 damage of
the chosen damage type on a failed save, or half as much damage on a successful one.
The illusion is tangible because of the shadow stuff used to create it, but attacks miss it
automatically, it succeeds on all saving throws, and it is immune to all damage and conditions. A
creature that uses an action to examine the dragon can determine that it is an illusion by
succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature
discerns the illusion for what it is, the creature can see through it and has advantage on saving
throws against its breath.
Immolation
5th-level evocation
Casting Time: 1 action
Range: 90 feet
Components: V
Duration: Concentration, up to 1 minute
Flames wreathe one creature you can see within range. The target must make a Dexterity saving
throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On
a failed save, the target also burns for the spells duration. The burning target sheds bright light
in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the
target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a
successful one. These magical flames cant be extinguished by nonmagical means.
If damage from this spell kills a target, the target is turned to ash.
Infernal Calling
5th-level conjuration
Casting Time: 1 minute
Range: 90 feet
Components: V, S, M (a ruby worth at least 999 gp)
Duration: Concentration, up to 1 hour
Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devils
type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil.
The devil appears in an unoccupied space that you can see within range. The devil disappears
when it drops to 0 hit points or when the spell ends.
The devil is unfriendly toward you and your companions. Roll initiative for the devil, which has
its own turns. It is under the Dungeon Masters control and acts according to its nature on each
of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt
you to undertake an evil act in exchange for limited service. The DM has the creatures statistics.
On each of your turns, you can try to issue a verbal command to the devil (no action required by
you). It obeys the command if the likely outcome is in accordance with its desires, especially if
the result would draw you toward evil. Otherwise, you must make a Charisma (Deception,
Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check
with advantage if you say the devils true name. If your check fails, the devil becomes immune
to your verbal commands for the duration of the spell, though it can still carry out your
commands if it chooses. If your check succeeds, the devil carries out your command such as
attack my enemies, explore the room ahead, or bear this message to the queen until it
completes the activity, at which point it returns to you to report having done so.
If your concentration ends before the spell reaches its full duration, the devil doesnt disappear if
it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses
for 3d6 minutes, and then it disappears.
If you possess an individual devils talisman, you can summon that devil if it is of the
appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks
required.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge
rating increases by 1 for each slot level above 5th.
Infestation
Conjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a living flea)
Duration: Instantaneous
You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you
can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6
poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5
feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesnt
provoke opportunity attacks, and if the direction rolled is blocked, the target doesnt move.
The spells damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th
level (4d6).
Investiture of Flame
6th-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
Flames race across your body, shedding bright light in a 30-foot radius and dim light for an
additional 30 feet for the spells duration. The flames dont harm you. Until the spell ends, you
gain the following benefits:
You are immune to fire damage and have resistance to cold damage.
Any creature that moves within 5 feet of you for the first time on a turn or ends its turn
there takes 1d10 fire damage.
You can use your action to create a line of fire 15 feet long and 5 feet wide extending
from you in a direction you choose. Each creature in the line must make a Dexterity
saving throw. A creature takes 4d8 fire damage on a failed save, or half as much
damage on a successful one.
Investiture of Ice
6th-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
Until the spell ends, ice rimes your body, and you gain the following benefits:
You are immune to cold damage and have resistance to fire damage.
You can move across difficult terrain created by ice or snow without spending extra
movement.
The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other
than you. The radius moves with you.
You can use your action to create a 15-foot cone of freezing wind extending from your
outstretched hand in a direction you choose. Each creature in the cone must make a
Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as
much damage on a successful one. A creature that fails its save against this effect has
its speed halved until the start of your next turn.
Investiture of Stone
6th-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
Until the spell ends, bits of rock spread across your body, and you gain the following benefits:
You have resistance to bludgeoning, piercing, and slashing damage from nonmagical
attacks.
You can use your action to create a small earthquake on the ground in a 15-foot radius
centered on you. Other creatures on that ground must succeed on a Dexterity saving
throw or be knocked prone.
You can move across difficult terrain made of earth or stone without spending extra
movement. You can move through solid earth or stone as if it was air and without
destabilizing it, but you cant end your movement there. If you do so, you are ejected to
the nearest unoccupied space, this spell ends, and you are stunned until the end of your
next turn.
Investiture of Wind
6th-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
Until the spell ends, wind whirls around you, and you gain the following benefits:
Ranged weapon attacks made against you have disadvantage on the attack roll.
You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall,
unless you can somehow prevent it.
You can use your action to create a 15-foot cube of swirling wind centered on a point
you can see within 60 feet of you. Each creature in that area must make a Constitution
saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as
much damage on a successful one. If a Large or smaller creature fails the save, that
creature is also pushed up to 10 feet away from the center of the cube.
Invulnerability
9th-level abjuration
Casting Time: 1 action
Range: Self
Components: V, S, M (a small piece of adamantine worth at least 500 gp, which the spell
consumes)
Duration: Concentration, up to 10 minutes
You are immune to all damage until the spell ends.
Life Transference
3rd-level necromancy
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You sacrifice some of your health to mend another creatures injuries. You take 4d8 necrotic
damage, and one creature of your choice that you can see within range regains a number of hit
points equal to twice the necrotic damage you take.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage
increases by 1d8 for each slot level above 3rd.
Maddening Darkness
8th-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, M (a drop of pitch mixed with a drop of mercury)
Duration: Concentration, up to 10 minutes
Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere
until the spell ends. The darkness spreads around corners. A creature with darkvision cant see
through this darkness. Nonmagical light, as well as light created by spells of 8th level or lower,
cant illuminate the area.
Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts
its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a
failed save, or half as much damage on a successful one.
Maelstrom
5th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (paper or leaf in the shape of a funnel)
Duration: Concentration, up to 1 minute
A swirling mass of 5-foot-deep water appears in a 30-foot radius centered on a point you can see
within range. The point must be on the ground or in a body of water. Until the spell ends, that
area is difficult terrain, and any creature that starts its turn there must succeed on a Strength
saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.
Magic Stone
Transmutation cantrip
Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: 1 minute
You touch one to three pebbles and imbue them with magic. You or someone else can make a
ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a
pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your
spellcasting ability modifier, not the attackers, to the attack roll. On a hit, the target takes
bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Whether the attack hits or
misses, the spell then ends on the stone.
If you cast this spell again, the spell ends on any pebbles still affected by your previous casting.
Mass Polymorph
9th-level transmutation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a caterpillar cocoon)
Duration: Concentration, up to 1 hour
You transform up to ten creatures of your choice that you can see within range. An unwilling
target must succeed on a Wisdom saving throw to resist the transformation. An unwilling
shapechanger automatically succeeds on the save.
Each target assumes a beast form of your choice, and you can choose the same form or different
ones for each target. The new form can be any beast you have seen whose challenge rating is
equal to or less than the targets (or half the targets level, if the target doesnt have a challenge
rating). The targets game statistics, including mental ability scores, are replaced by the statistics
of the chosen beast, but the target retains its hit points, alignment, and personality.
Each target gains a number of temporary hit points equal to the hit points of its new form. These
temporary hit points cant be replaced by temporary hit points from another source. A target
reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends
before then, the creature loses all its temporary hit points and reverts to its normal form.
The creature is limited in the actions it can perform by the nature of its new form. It cant speak,
cast spells, or do anything else that requires hands or speech.
The targets gear melds into the new form. The target cant activate, use, wield, or otherwise
benefit from any of its equipment.
Maximilians Earthen Grasp
2nd-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a miniature hand sculpted from clay)
Duration: Concentration, up to 1 minute
You choose a 5-foot-square unoccupied space on the ground that you can see within range. A
Medium hand made from compacted soil rises there and reaches for one creature you can see
within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target
takes 2d6 bludgeoning damage and is restrained for the spells duration.
As an action, you can cause the hand to crush the restrained target, which must make a Strength
saving throw. The target takes 2d6 bludgeoning damage on a failed save, or half as much damage
on a successful one.
To break out, the restrained target can use its action to make a Strength check against your spell
save DC. On a success, the target escapes and is no longer restrained by the hand.
As an action, you can cause the hand to reach for a different creature or to move to a different
unoccupied space within range. The hand releases a restrained target if you do either.
Melfs Minute Meteors
3rd-level evocation
Casting Time: 1 action
Range: Self
Components: V, S, M (niter, sulfur, and pine tar formed into a bead)
Duration: Concentration, up to 10 minutes
You create six tiny meteors in your space. They float in the air and orbit you for the spells
duration. When you cast the spell and as a bonus action on each of your turns thereafter
you can expend one or two of the meteors, sending them streaking toward a point or points you
choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid
surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes
must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as
much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of
meteors created increases by two for each slot level above 3rd.
Mental Prison
6th-level illusion
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Concentration, up to 1 minute
You attempt to bind a creature within an illusory cell that only it perceives. One creature you can
see within range must make an Intelligence saving throw. The target succeeds automatically if it
is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and
the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area
immediately around the targets space appear dangerous to it in some way. You might cause the
target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with
dripping teeth. Whatever form the illusion takes, the target cant see or hear anything beyond it
and is restrained for the spells duration. If the target is moved out of the illusion, makes a melee
attack through it, or reaches any part of its body through it, the target takes 10d10 psychic
damage, and the spell ends.
Mighty Fortress
8th-level conjuration
Casting Time: 1 minute
Range: 1 mile
Components: V, S, M (a diamond worth at least 500 gp, which the spell consumes)
Duration: Instantaneous
A fortress of stone erupts from a square area of ground of your choice that you can see within
range. The area is 120 feet on each side, and it must not have any buildings or other structures on
it. Any creatures in the area are harmlessly lifted up as the fortress rises.
The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with
one turret on each corner. The turrets are connected to each other by stone walls that are each 80
feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are
10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel
and a turret. You can place up to four stone doors in the fortresss outer wall.
A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each
side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as
many rooms as you like, provided each room is at least 5 feet on each side. The floors of the
keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have
stone doors or open archways as you choose. The keep is furnished and decorated however you
like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day.
Furnishings, food, and other objects created by this spell crumble to dust if removed from the
fortress.
A staff of one hundred invisible servants obeys any command given to them by creatures you
designate when you cast the spell. Each servant functions as if created by the unseen servant
spell.
The walls, turrets, and keep are all made of stone that can be damaged. Each 10-foot-by-10-foot
section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and
psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause
connected sections to buckle and collapse at the DMs discretion.
After 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and
sinks back into the ground, leaving any creatures that were inside it safely on the ground.
Casting this spell on the same spot once every 7 days for a year makes the fortress permanent.
Mind Spike
2nd-level divination
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Concentration, up to 1 hour
You reach into the mind of one creature you can see within range. The target must make a
Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a
successful one. On a failed save, you also always know the targets location until the spell ends,
but only while the two of you are on the same plane of existence. While you have this
knowledge, the target cant become hidden from you, and if its invisible, it gains no benefit
from that condition against you.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage
increases by 1d6 for each slot level above 2nd.
Mold Earth
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Instantaneous or 1 hour (see below)
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot
cube. You manipulate it in one of the following ways:
If you target an area of loose earth, you can instantaneously excavate it, move it along
the ground, and deposit it up to 5 feet away. This movement doesnt involve enough
force to cause damage.
You cause shapes, colors, or both to appear on the dirt or stone, spelling out words,
creating images, or shaping patterns. The changes last for 1 hour.
If the dirt or stone you target is on the ground, you cause it to become difficult terrain.
Alternatively, you can cause the ground to become normal terrain if it is already difficult
terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous
effects active at a time, and you can dismiss such an effect as an action.
Negative Energy Flood
5th-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, M (a broken bone and a square of black silk)
Duration: Instantaneous
You send ribbons of negative energy at one creature you can see within range. Unless the target
is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed
save, or half as much damage on a successful one. A target killed by this damage rises up as a
zombie at the start of your next turn. The zombie pursues whatever creature it can see that is
closest to it. Statistics for the zombie are in the Monster Manual.
If you target an undead with this spell, the target doesnt make a saving throw. Instead, roll 5d12.
The target gains half the total as temporary hit points.
Power Word Pain
7th-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
You speak a word of power that causes waves of intense pain to assail one creature you can see
within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise,
the spell has no effect on it. A target is also unaffected if it is immune to being charmed.
While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The
target also has disadvantage on attack rolls, ability checks, and saving throws, other than
Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a
Constitution saving throw, or the casting fails and the spell is wasted.
A target suffering this pain can make a Constitution saving throw at the end of each of its turns.
On a successful save, the pain ends.
Primal Savagery
Transmutation cantrip
Casting Time: 1 action
Range: Self
Components: S
Duration: Instantaneous
You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a
corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit,
the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to
normal.
The spells damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and
17th level (4d10).
Primordial Ward
6th-level abjuration
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
You have resistance to acid, cold, fire, lightning, and thunder damage for the spells duration.
When you take damage of one of those types, you can use your reaction to gain immunity to that
type of damage, including against the triggering damage. If you do so, the resistances end, and
you have the immunity until the end of your next turn, at which time the spell ends.
Psychic Scream
9th-level enchantment
Casting Time: 1 action
Range: 90 feet
Components: S
Duration: Instantaneous
You unleash the power of your mind to blast the intellect of up to ten creatures of your choice
that you can see within range. Creatures that have an Intelligence score of 2 or lower are
unaffected.
Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6
psychic damage and is stunned. On a successful save, a target takes half as much damage and
isnt stunned. If a target is killed by this damage, its head explodes, assuming it has one.
A stunned target can make an Intelligence saving throw at the end of each of its turns. On a
successful save, the stunning effect ends.
Pyrotechnics
2nd-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Choose an area of nonmagical flame that you can see and that fits within a 5-foot cube within
range. You can extinguish the fire in that area, and you create either fireworks or smoke when
you do so.
Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of
the target must succeed on a Constitution saving throw or become blinded until the end of your
next turn.
Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around
corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a
strong wind disperses it.
Scatter
6th-level conjuration
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Instantaneous
The air quivers around up to five creatures of your choice that you can see within range. An
unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each
affected target to an unoccupied space that you can see within 120 feet of you. That space must
be on the ground or on a floor.
Shadow Blade
2nd-level illusion
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
You weave together threads of shadow to create a sword of solidified gloom in your hand. This
magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are
proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties
(range 20/60). In addition, when you use the sword to attack a target that is in dim light or
darkness, you make the attack roll with advantage.
If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell
persists, you can use a bonus action to cause the sword to reappear in your hand.
At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage
increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to
4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.
Shadow of Moil
4th-level necromancy
Casting Time: 1 action
Range: Self
Components: V, S, M (an undead eyeball encased in a gem worth at least 150 gp)
Duration: Concentration, up to 1 minute
Flame-like shadows wreathe your body until the spell ends, causing you to become heavily
obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright
light in the same area to dim light.
Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature
within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8
necrotic damage.
Shape Water
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Instantaneous or 1 hour (see below)
You choose an area of water that you can see within range and that fits within a 5-foot cube. You
manipulate it in one of the following ways:
You instantaneously move or otherwise change the flow of the water as you direct, up to
5 feet in any direction. This movement doesnt have enough force to cause damage.
You cause the water to form into simple shapes and animate at your direction. This
change lasts for 1 hour.
You change the waters color or opacity. The water must be changed in the same way
throughout. This change lasts for 1 hour.
You freeze the water, provided that there are no creatures in it. The water unfreezes in 1
hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous
effects active at a time, and you can dismiss such an effect as an action.
Sickening Radiance
4th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes
Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within
range. The light spreads around corners, and it lasts until the spell ends.
When a creature moves into the spells area for the first time on a turn or starts its turn there, that
creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers
one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it
impossible for the creature to benefit from being invisible. The light and any levels of exhaustion
caused by this spell go away when the spell ends.
Skill Empowerment
5th-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
Your magic deepens a creatures understanding of its own talent. You touch one willing creature
and give it expertise in one skill of your choice; until the spell ends, the creature doubles its
proficiency bonus for ability checks it makes that use the chosen skill.
You must choose a skill in which the target is proficient and that isnt already benefiting from an
effect, such as Expertise, that doubles its proficiency bonus.
Skywrite
2nd-level transmutation (ritual)
Casting Time: 1 action
Range: Sight
Components: V, S
Duration: Concentration, up to 1 hour
You cause up to ten words to form in a part of the sky you can see. The words appear to be made
of cloud and remain in place for the spells duration. The words dissipate when the spell ends. A
strong wind can disperse the clouds and end the spell early.
Snare
1st-level abjuration
Casting Time: 1 minute
Range: Touch
Components: S, M (25 feet of rope, which the spell consumes)
Duration: 8 hours
As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the
floor. When you finish casting, the rope disappears and the circle becomes a magic trap.
This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against
your spell save DC to be discerned.
The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in
the spells radius. That creature must succeed on a Dexterity saving throw or be magically
hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The
creature is restrained there until the spell ends.
A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending
the effect on itself on a success. Alternatively, the creature or someone else who can reach it can
use an action to make an Intelligence (Arcana) check against your spell save DC. On a success,
the restrained effect ends.
After the trap is triggered, the spell ends when no creature is restrained by it.
Snillocs Snowball Swarm
2nd-level evocation
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a piece of ice or a small white rock chip)
Duration: Instantaneous
A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-
foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes
3d6 cold damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage
increases by 1d6 for each slot level above 2nd.
Soul Cage
6th-level necromancy
Casting Time: 1 reaction, which you take when a humanoid you can see within 60 feet of you
dies
Range: 60 feet
Components: V, S, M (a tiny silver cage worth 100 gp)
Duration: 8 hours
This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for
the material component. A stolen soul remains inside the cage until the spell ends or until you
destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it
in any of the ways described below. You can use a trapped soul up to six times. Once you exploit
a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead
humanoid it came from cant be revived.
Steal Life. You can use a bonus action to drain vigor from the soul and regain 2d8 hit points.
Query Soul. You ask the soul a question (no action required) and receive a brief telepathic
answer, which you can understand regardless of the language used. The soul knows only what it
knew in life, but it must answer you truthfully and to the best of its ability. The answer is no
more than a sentence or two and might be cryptic.
Borrow Experience. You can use a bonus action to bolster yourself with the souls life
experience, making your next attack roll, ability check, or saving throw with advantage. If you
dont use this benefit before the start of your next turn, it is lost.
Eyes of the Dead. You can use an action to name a place the humanoid saw in life, which creates
an invisible sensor somewhere in that place if it is on the plane of existence youre currently on.
The sensor remains for as long as you concentrate, up to 10 minutes (as if you were
concentrating on a spell). You receive visual and auditory information from the sensor as if you
were in its space using your senses.
A creature that can see the sensor (such as one using see invisibility or truesight) sees a
translucent image of the tormented humanoid whose soul you caged.
Steel Wind Strike
5th-level conjuration
Casting Time: 1 action
Range: 30 feet
Components: S, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous
You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to
five creatures you can see within range. Make a melee spell attack against each target. On a hit, a
target takes 6d10 force damage.
You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you
hit or missed.
Storm Sphere
4th-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S
Duration: Concentration, up to 1 minute
A 20-foot-radius sphere of whirling air springs into existence, centered on a point you choose
within range. The sphere remains for the spells duration. Each creature in the sphere when it
appears or that ends its turn there must succeed on a Strength saving throw or take 2d6
bludgeoning damage. The spheres space is difficult terrain.
Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning
to leap from the center of the sphere toward one creature you choose within 60 feet of the center.
Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere.
On a hit, the target takes 4d6 lightning damage.
Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made
to listen.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage
for each of its effects increases by 1d6 for each slot level above 4th.
Summon Greater Demon
4th-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a vial of blood from a humanoid killed within the past 24 hours)
Duration: Concentration, up to 1 hour
You utter foul words, summoning one demon from the chaos of the Abyss. You choose the
demons type, which must be one of challenge rating 5 or lower, such as a shadow demon or a
barlgura. The demon appears in an unoccupied space you can see within range, and the demon
disappears when it drops to 0 hit points or when the spell ends.
Roll initiative for the demon, which has its own turns. When you summon it and on each of your
turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it
what it must do on its next turn. If you issue no command, it spends its turn attacking any
creature within reach that has attacked it.
At the end of each of the demons turns, it makes a Charisma saving throw. The demon has
disadvantage on this saving throw if you say its true name. On a failed save, the demon continues
to obey you. On a successful save, your control of the demon ends for the rest of the duration,
and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its
ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled
demon doesnt disappear for 1d6 rounds if it still has hit points.
As part of casting the spell, you can form a circle on the ground with the blood used as a material
component. The circle is large enough to encompass your space. While the spell lasts, the
summoned demon cant cross the circle or harm it, and it cant target anyone within it. Using the
material component in this manner consumes it when the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the challenge
rating increases by 1 for each slot level above 4th.
Summon Lesser Demons
3rd-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a vial of blood from a humanoid killed within the past 24 hours)
Duration: Concentration, up to 1 hour
You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following
table to determine what appears.
d6
Demons Summoned
12
Two demons of challenge rating 1 or lower
34
Four demons of challenge rating 1/2 or lower
56
Eight demons of challenge rating 1/4 or lower
The DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces
you can see within range where they appear. A summoned demon disappears when it drops to 0
hit points or when the spell ends.
The demons are hostile to all creatures, including you. Roll initiative for the summoned demons
as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the
best of their ability.
As part of casting the spell, you can form a circle on the ground with the blood used as a material
component. The circle is large enough to encompass your space. While the spell lasts, the
summoned demons cant cross the circle or harm it, and they cant target anyone within it. Using
the material component in this manner consumes it when the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you summon
twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three
times as many demons.
Synaptic Static
5th-level enchantment
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You choose a point within range and cause psychic energy to explode there. Each creature in a
20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature
with an Intelligence score of 2 or lower cant be affected by this spell. A target takes 8d6 psychic
damage on a failed save, or half as much damage on a successful one.
After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and
subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution
saving throws to maintain concentration. The target can make an Intelligence saving throw at the
end of each of its turns, ending the effect on itself on a success.
Temple of the Gods
7th-level conjuration
Casting Time: 1 hour
Range: 120 feet
Components: V, S, M (a holy symbol worth at least 5 gp)
Duration: 24 hours
You cause a temple to shimmer into existence on ground you can see within range. The temple
must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains
until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by
the holy symbol used in the casting.
You make all decisions about the temples appearance. The interior is enclosed by a floor, walls,
and a roof, with one door granting access to the interior and as many windows as you wish. Only
you and any creatures you designate when you cast the spell can open or close the door.
The temples interior is an open space with an idol or altar at one end. You decide whether the
temple is illuminated and whether that illumination is bright light or dim light. The smell of
burning incense fills the air within, and the temperature is mild.
The temple opposes types of creatures you choose when you cast this spell. Choose one or more
of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type
attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save,
it cant enter the temple for 24 hours. Even if the creature can enter the temple, the magic there
hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple,
it must roll a d4 and subtract the number rolled from the d20 roll.
In addition, the sensors created by divination spells cant appear inside the temple, and creatures
within cant be targeted by divination spells.
Finally, whenever any creature in the temple regains hit points from a spell of 1st level or higher,
the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point).
The temple is made from opaque magical force that extends into the Ethereal Plane, thus
blocking ethereal travel into the temples interior. Nothing can physically pass through the
temples exterior. It cant be dispelled by dispel magic, and antimagic field has no effect on it. A
disintegrate spell destroys the temple instantly.
Casting this spell on the same spot every day for a year makes this effect permanent.
Tensers Transformation
6th-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S, M (a few hairs from a bull)
Duration: Concentration, up to 10 minutes
You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends,
you cant cast spells, and you gain the following benefits:
You gain 50 temporary hit points. If any of these remain when the spell ends, they are
lost.
You have advantage on attack rolls that you make with simple and martial weapons.
When you hit a target with a weapon attack, that target takes an extra 2d12 force
damage.
You have proficiency with all armor, shields, simple weapons, and martial weapons.
You have proficiency in Strength and Constitution saving throws.
You can attack twice, instead of once, when you take the Attack action on your turn. You
ignore this benefit if you already have a feature, like Extra Attack, that gives you extra
attacks.
Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or
suffer one level of exhaustion.
Thunderclap
Evocation cantrip
Casting Time: 1 action
Range: 5 feet
Components: S
Duration: Instantaneous
You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature
within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder
damage.
The spells damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th
level (4d6).
Thunder Step
3rd-level conjuration
Casting Time: 1 action
Range: 90 feet
Components: V
Duration: Instantaneous
You teleport yourself to an unoccupied space you can see within range. Immediately after you
disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must
make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much
damage on a successful one. The thunder can be heard from up to 300 feet away.
You can bring along objects as long as their weight doesnt exceed what you can carry. You can
also teleport one willing creature of your size or smaller who is carrying gear up to its carrying
capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an
unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise,
the creature is left behind.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage
increases by 1d10 for each slot level above 3rd.
Tidal Wave
3rd-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a drop of water)
Duration: Instantaneous
You conjure up a wave of water that crashes down on an area within range. The area can be up to
30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a
Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is
knocked prone. On a successful save, a creature takes half as much damage and isnt knocked
prone. The water then spreads out across the ground in all directions, extinguishing unprotected
flames in its area and within 30 feet of it, and then it vanishes.
Tiny Servant
3rd-level transmutation
Casting Time: 1 minute
Range: Touch
Components: V, S
Duration: 8 hours
You touch one Tiny, nonmagical object that isnt attached to another object or a surface and isnt
being carried by another creature. The target animates and sprouts little arms and legs, becoming
a creature under your control until the spell ends or the creature drops to 0 hit points. See the stat
block for its statistics.
As a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you
control multiple creatures with this spell, you can command any or all of them at the same time,
issuing the same command to each one.) You decide what action the creature will take and where
it will move during its next turn, or you can issue a simple, general command, such as to fetch a
key, stand watch, or stack some books. If you issue no commands, the servant does nothing other
than defend itself against hostile creatures. Once given an order, the servant continues to follow
that order until its task is complete.
When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage
carries over to that form.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can
animate two additional objects for each slot level above 3rd.
Toll the Dead
Necromancy cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You point at one creature you can see within range, and the sound of a dolorous bell fills the air
around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic
damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
The spells damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8
or 3d12), and 17th level (4d8 or 4d12).
Transmute Rock
5th-level transmutation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (clay and water)
Duration: Until dispelled
You choose an area of stone or mud that you can see that fits within a 40-foot cube and is within
range, and choose one of the following effects.
Transmute Rock to Mud. Nonmagical rock of any sort in the area becomes an equal volume of
thick, flowing mud that remains for the spells duration.
The ground in the spells area becomes muddy enough that creatures can sink into it. Each foot
that a creature moves through the mud costs 4 feet of movement, and any creature on the ground
when you cast the spell must make a Strength saving throw. A creature must also make the
saving throw when it moves into the area for the first time on a turn or ends its turn there. On a
failed save, a creature sinks into the mud and is restrained, though it can use an action to end the
restrained condition on itself by pulling itself free of the mud.
If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must
make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or
half as much damage on a successful one.
Transmute Mud to Rock. Nonmagical mud or quicksand in the area no more than 10 feet deep
transforms into soft stone for the spells duration. Any creature in the mud when it transforms
must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the
surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock. A
restrained creature, or another creature within reach, can use an action to try to break the rock by
succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25
hit points, and it is immune to poison and psychic damage.
Vitriolic Sphere
4th-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a drop of giant slug bile)
Duration: Instantaneous
You point at a location within range, and a glowing, 1-foot-diameter ball of emerald acid streaks
there and explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity
saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage
at the end of its next turn. On a successful save, a creature takes half the initial damage and no
damage at the end of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial
damage increases by 2d4 for each slot level above 4th.
Wall of Light
5th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a hand mirror)
Duration: Concentration, up to 10 minutes
A shimmering wall of bright light appears at a point you choose within range. The wall appears
in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it
can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The
wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to
120 feet and dim light for an additional 120 feet.
When the wall appears, each creature in its area must make a Constitution saving throw. On a
failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful
save, it takes half as much damage and isnt blinded. A blinded creature can make a Constitution
saving throw at the end of each of its turns, ending the effect on itself on a success.
A creature that ends its turn in the walls area takes 4d8 radiant damage.
Until the spell ends, you can use an action to launch a beam of radiance from the wall at one
creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes
4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the
walls length drops to 0 feet, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage
increases by 1d8 for each slot level above 5th.
Wall of Sand
3rd-level evocation
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a handful of sand)
Duration: Concentration, up to 10 minutes
You create a wall of swirling sand on the ground at a point you can see within range. You can
make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell
ends. It blocks line of sight but not movement. A creature is blinded while in the walls space
and must spend 3 feet of movement for every 1 foot it moves there.
Wall of Water
3rd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a drop of water)
Duration: Concentration, up to 10 minutes
You create a wall of water on the ground at a point you can see within range. You can make the
wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet
in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The walls
space is difficult terrain.
Any ranged weapon attack that enters the walls space has disadvantage on the attack roll, and
fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal
cold damage that pass through the wall cause the area of the wall they pass through to freeze
solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and
15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed,
the walls water doesnt fill it.
Warding Wind
2nd-level evocation
Casting Time: 1 action
Range: Self
Components: V
Duration: Concentration, up to 10 minutes
A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you,
remaining centered on you. The wind lasts for the spells duration.
The wind has the following effects:
It deafens you and other creatures in its area.
It extinguishes unprotected flames in its area that are torch-sized or smaller.
It hedges out vapor, gas, and fog that can be dispersed by strong wind.
The area is difficult terrain for creatures other than you.
The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or
out of the wind.
Watery Sphere
4th-level conjuration
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a droplet of water)
Duration: Concentration, up to 1 minute
You conjure up a sphere of water with a 5-foot radius at a point you can see within range. The
sphere can hover but no more than 10 feet off the ground. The sphere remains for the spells
duration.
Any creature in the spheres space must make a Strength saving throw. On a successful save, a
creature is ejected from that space to the nearest unoccupied space of the creatures choice
outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a
Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the
sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat
the saving throw, ending the effect on itself on a success.
The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If
the sphere restrains a creature that causes it to exceed this capacity, a random creature that was
already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.
As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a
cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any
creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing
them to make the saving throw.
When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30
feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The
water then vanishes.
Whirlwind
7th-level evocation
Casting Time: 1 action
Range: 300 feet
Components: V, M (a piece of straw)
Duration: Concentration, up to 1 minute
A whirlwind howls down to a point that you can see on the ground within range. The whirlwind
is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use
your action to move the whirlwind up to 30 feet in any direction along the ground. The
whirlwind sucks up any Medium or smaller objects that arent secured to anything and that arent
worn or carried by anyone.
A creature must make a Dexterity saving throw the first time on a turn that it enters the
whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A
creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a
successful one. In addition, a Large or smaller creature that fails the save must succeed on a
Strength saving throw or become restrained in the whirlwind until the spell ends. When a
creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it,
unless the creature is at the top. A restrained creature moves with the whirlwind and falls when
the spell ends, unless the creature has some means to stay aloft.
A restrained creature can use an action to make a Strength or Dexterity check against your spell
save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 ×
10 feet away from it in a random direction.
Word of Radiance
Evocation cantrip
Casting Time: 1 action
Range: 5 feet
Components: V, M (a holy symbol)
Duration: Instantaneous
You utter a divine word, and burning radiance erupts from you. Each creature of your choice that
you can see within range must succeed on a Constitution saving throw or take 1d6 radiant
damage.
The spells damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th
level (4d6).
Wrath of Nature
5th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
You call out to the spirits of nature to rouse them against your enemies. Choose a point you can
see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that
point to become animated until the spell ends.
Grasses and Undergrowth. Any area of ground in the cube that is covered by grass or
undergrowth is difficult terrain for your enemies.
Trees. At the start of each of your turns, each of your enemies within 10 feet of any tree in the
cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping
branches.
Roots and Vines. At the end of each of your turns, one creature of your choice that is on the
ground in the cube must succeed on a Strength saving throw or become restrained until the spell
ends. A restrained creature can use an action to make a Strength (Athletics) check against your
spell save DC, ending the effect on itself on a success.
Rocks. As a bonus action on your turn, you can cause a loose rock in the cube to launch at a
creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the
target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving
throw or fall prone.
Zephyr Strike
1st-level transmutation
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
You move like the wind. Until the spell ends, your movement doesnt provoke opportunity
attacks.
Once before the spell ends, you can give yourself advantage on one weapon attack roll on your
turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking
speed increases by 30 feet until the end of that turn.
Appendix A: Shared Campaigns
Coordinating a regular schedule of D&D game sessions, to keep a campaign active and vibrant,
can be a challenge. If the campaigns only Dungeon Master or enough players arent available,
the next session might have to be postponed, and repeated problems of this sort can endanger the
continuation of the campaign.
In short: in a world filled with distractions, it can be hard to keep a campaign going. Enter the
concept of the shared campaign.
In a shared campaign, more than one member of the group can take on the role of DM. A shared
campaign is episodic rather than continuous, with each play session comprising a complete
adventure.
The largest shared campaigns are administered by the D&D Adventurers League and overseen
by Wizards of the Coast. You can also create your own shared campaign for a school D&D club,
at a game store, a library, or anywhere else where D&D players and DMs gather.
A shared campaign establishes a framework that allows a player to take a character from one
DMs game to another one within the shared campaign. It creates a situation where almost
nothing can prevent a scheduled session from happening. The roster of potential players can be
quite large, virtually ensuring that any session has at least the minimum number of characters
needed to play. If everyone shows up to play at the same time, multiple DMs ensure that
everyone can take part.
In order to be successful, a shared campaign needs a champion someone who takes on the
responsibility of organizing and maintaining the group. If youre interested in learning more
about how to run a shared campaign and seeing how the Adventurers League handles certain
issues, then the rest of this appendix is meant for you.
CODE OF CONDUCT
Time and time again, the core rulebooks come back to the point that the most important goal of a
D&D play session is for everyone involved to have fun. In keeping with that goal, its a good
idea for a shared campaign to have a code of conduct. Because people who dont normally play
together might end up at the same table in a shared campaign, it can be helpful to establish some
ground rules for behavior. On the broadest level, everyone in a shared campaign is responsible
for making sure that everyone else has an enjoyable time. If anyone feels offended, belittled, or
bullied by the actions of another person, the entire purpose of getting together to play is defeated.
The basic code of conduct for a shared campaign might be modeled on a similar document that
another organization or location uses. Beyond that, some special policies might need to be added
to account for what might happen at the table when players and DMs interact. As a starting point,
consider the following material, which is excerpted from the Adventurers League code of
conduct. During a play session, participants are expected to …
Follow the DMs lead and refrain from arguing with the DM or other players over rules.
Let other players speak, and allow other players to get attention from the DM.
Avoid excessive conversation that is not relevant to the adventure.
Discourage others from using social media to bully, shame, or intimidate other
participants.
Make the DM or the campaigns administrators aware of disruptive or aggressive
behavior so that appropriate action can be taken.
Designing Adventures
Designing adventures for a shared campaign involves a different set of considerations than
designing for a standard group of players. Most important, the adventure must be timed to
conclude when the session is scheduled to end. You also need to balance combat encounters for a
range of levels, since a wide range of characters might be experiencing the adventure at the same
time.
Adventure Duration
Every adventure in a shared campaign begins and ends in the same play session. (If a group of
participants wants to take longer to finish and all are willing to do so, they can exceed the time
limit.) A session or an event cant end with the adventure unfinished, since theres no way to
guarantee that the same players and DM will be available for the next session.
Typically, adventures in a shared campaign are designed to take either 2 hours or 4 hours. In
each hour of play, assume the characters can complete the following:
Three or four simple combat encounters, or one or two complex ones
Three or four scenes involving significant exploration or social interaction
Within these constraints, it can be difficult to create open-ended adventures. A time limit
assumes a specific starting point and endpoint. A good way to get around this restriction is to
create an adventure with multiple possible endings.
Location-based adventures also work well with this format. A dungeon presents a natural limit
on character options, while still giving the players choices. The adventure could be a quest to
defeat a creature or recover an item, but the path to achieving that goal can be different for each
group.
For more narrative adventures, try to focus on simple but flexible encounters or events. For
instance, an adventure requires the characters to protect a high priest of Tyr from assassins. Give
the players a chance to plan out how they want to protect the temple, complete with authority
over the guards. A few well-fleshed out NPCs, some of whom might be suspected of working
with the temples enemies, add a layer of tension. Consider leaving some details or plot points
for the DM to decide. For example, the DM might have the option to pick which member of the
temple guards is the traitor, ensuring that the scenario is different for each group.
Combat Encounters
Design your adventure for one of the four tiers, as set forth in chapter 1 of the Players
Handbook: tier 1 includes levels 14, tier 2 is levels 510, tier 3 is levels 1116, and tier 4
includes levels 1720. Within each tier, its a good idea to use a specific level as a starting point.
Assume a party of five 3rd-level characters for tier 1, five 8th-level characters for tier 2, five
13th-level characters for tier 3, and five 18th-level characters for tier 4. Use that assumption
when creating combat encounters, whether you use the encounter-building rules in the Dungeon
Masters Guide or are making an estimate.
For each battle, provide guidelines to help DMs adjust the difficulty up or down to match
stronger or weaker parties. As a rule of thumb, account for a party two levels higher and for a
party two levels lower, and dont worry about balancing the adventure for parties outside the
adventures tier.
Rewards
Adventures in a shared campaign that uses variant rules for gaining levels and acquiring treasure
(such as those described below) dont include experience point awards or specific amounts and
kinds of treasure.
Character Creation
A shared campaigns guidelines for character creation might include definition of which races
and classes players can choose from, how players generate ability scores, and which alignments
players can choose.
Players Handbook plus One
You should think about which products players can use to create a character. The Adventurers
League specifies that a player can use the Players Handbook and one other official D&D source,
such as a book or a PDF, to create a character. This restriction ensures that players dont need to
own a lot of books to make a character and makes it easier for DMs to know how all the
characters in the campaign work. Since a DM in a shared campaign must deal with a broad range
of characters, rather than the same characters each week, it can be difficult to track all the
interactions and abilities possible through mixing options freely. We strongly recommend this
rule for any shared campaign.
Ability Scores
For generating ability scores, we recommend allowing players to choose between the standard
array 15, 14, 13, 12, 10, 8 and the option presented in Variant: Customizing Ability
Scores in chapter 1 of the Players Handbook.
Starting Equipment
For the sake of simplicity and efficiency, its a good idea to require that beginning characters
must take the starting equipment specified by a characters class and background.
Variant Rules
A shared campaign might use some variant rules to handle certain aspects of the game. The
Adventurers League, for instance, has variant systems for gaining levels and acquiring treasure.
These house rules, presented below, serve as a sort of common language, ensuring that the
rewards all characters receive are equivalent no matter what kind of adventure a character
experienced.
Character Advancement
In a shared campaign, characters gain levels not by accumulating experience points but by
reaching experience checkpoints. This system rewards every character (and player) for taking
part in a play session.
A character reaches 1 checkpoint for each hour an adventure is designed to last. Note that the
award is based on the adventures projected playing time, rather than the actual time spent at the
table. The reward for completing an adventure designed for 2 hours of play is 2 checkpoints,
even if a group spends more than 2 hours playing through it.
If a character completes an adventure designed for a tier higher than the characters current tier,
the character is awarded 1 additional checkpoint. For example, if a 2nd-level character completes
a 6th-level adventure designed to take 2 hours, the character reaches 3 checkpoints.
Playing time might seem like an odd way to measure experience awards, but the concept is in
keeping with how a shared campaign is meant to work. A character played for 10 hours reaches
the same number of checkpoints, whether the character went up against a dragon or spent all that
time lurking in a pub. This approach ensures that a players preferred style is neither penalized
nor rewarded. Whether someone focuses on roleplaying and social interaction, defeating
monsters in combat, or finding clever ways to avoid battles, this system gives credit where credit
is due.
Using Checkpoints
The number of checkpoints needed to gain the next level depends on a characters level:
At levels 14, reaching 4 checkpoints is sufficient to advance to the next level.
At level 5 or higher, reaching 8 checkpoints is needed to advance to the next level.
At the end of a play session, characters must level up if they have reached enough checkpoints to
do so. The required number of checkpoints is expended, and any remaining checkpoints are
applied toward the next opportunity for advancement.
Individual Treasure
In a shared campaign, each character receives a fixed number of gold pieces upon gaining a new
level. (This gain represents the treasure a character might find in a standard adventure.)
As an additional benefit, characters are not required to put out gold to maintain a lifestyle.
Instead, each character begins with a modest lifestyle, which improves as the character attains
higher levels.
These benefits are summarized on the Individual Treasure table. Ways for characters to spend
their treasure are covered in the Buying and Selling section below.
Individual Treasure
Level Gained
Lifestyle
Reward
24
Modest
75 gp
510
Comfortable
150 gp
1116
Wealthy
550 gp
1720
Aristocratic
5,500 gp
Magic Items
Characters earn treasure points from adventures, then redeem those points in exchange for magic
items. The list of available magic items is agreed to and compiled by the DMs running the
campaign.
Gaining Treasure Points
Each character earns treasure points based on an adventures tier and its intended playing time:
1 treasure point is awarded for every 2 hours played in a tier 1 or tier 2 adventure.
1 treasure point is awarded for every 1 hour played in a tier 3 or tier 4 adventure.
As with the variant rules for gaining levels, this award is based on the adventures projected
playing time, rather than the actual time a group spent at the table.
If a character completes an adventure of a tier higher than that characters tier, the character
receives 1 additional treasure point for that adventure.
Creating an Item List
The DMs of the shared campaign should work together to compile a list of magic items that
players can purchase. The magic item tables in chapter 2 of this book and in chapter 7 of the
Dungeon Masters Guide are the obvious starting point. Choosing which items to allow or ban is
a matter of personal preference, just as it is for the DM in a standard campaign. Involving all the
DMs helps to ensure that the list meets everyones expectations. When in doubt, disallow an
item; its easier to add it to the available items at a later time than it would be to remove it from
the game once it has been handed out.
Naturally, the list of available items is longer for adventures in the higher tiers, and the point cost
of those higher-tier items likewise increases. The Magic Items by Tier table provides the details.
For instance, treasure points from a tier 1 adventure can be spent on items from tables A, B, C,
and F. Any item on the first three tables costs 4 points, and an item from table F costs 8 points.
Magic Items by Tier
Magic Item Table
Available at Tiers
Point Cost
A
14
4
B
14
4
C
14
4
D
24
8
E
34
8
F
14
8
G
24
10
H
34
10
I
34
12
Spending Treasure Points
Players must spend treasure points at the end of a play session, immediately after determining
whether their characters have gained a level. The order of these steps is important, since a
character might enter a new tier because of the level gain.
Players are entitled to choose any approved item from one of the magic item tables available in
the current tier. Treasure points can be spread across multiple items.
Many items cost more treasure points than a character can earn in a 2- or 4-hour adventure. To
buy such an item, a character can make a deposit, spending treasure points on the item until its
paid off, at which time the character gains the item.
Buying and Selling
Characters can use their monetary treasure to purchase anything from the equipment lists in
chapter 5 of the Players Handbook. In addition, the Adventurers League allows characters to
purchase potions and spell scrolls, as detailed below. A spell scroll can be purchased only by a
character who is capable of casting the spell in question.
Potions for Sale
Potion of …
Cost
Healing
50 gp
Climbing
75 gp
Animal friendship
100 gp
Greater healing
100 gp
Water breathing
100 gp
Superior healing
500 gp
Supreme healing
5,000 gp
Invisibility
5,000 gp
Spell Scrolls for Sale
Spell Level
Cost
Cantrip
25 gp
1st
75 gp
2nd
150 gp
3rd
300 gp
4th
500 gp
5th
1,000 gp
Selling Items
In a shared campaign, characters are not entitled to sell items they find on adventures or
equipment they purchase with their personal funds. Weapons, armor, and other gear used by
enemies are considered too damaged to have any monetary value.
Appendix B: Character Names
Some players and DMs have a knack for coming up with character names on the fly, while others
find that task more of a challenge. The tables in this appendix are designed to make life easier for
both kinds of people, whether youre naming a player character, a nonplayer character, a
monster, or even a place.
Each table contains names that are associated with a nonhuman character race in the Players
Handbook or a real-world ethnic or language group, with a focus on groups from antiquity and
the Middle Ages. You can select from the possibilities here, or use dice to determine a name.
Even though names are associated with races in this appendix, a character might not have a name
from their own race. For instance, a half-orc might have grown up among dwarves and have a
dwarven name. Or, as DM, you might decide that dragonborn in your campaign have a culture
reminiscent of ancient Rome and therefore use Roman names, rather than the dragonborn names
suggested here.
Nonhuman Names
Dragonborn, Female
d100
Name
0102
Akra
0304
Aasathra
0506
Antrara
0708
Arava
0910
Biri
1112
Blendaeth
1314
Burana
1516
Chassath
1718
Daar
1920
Dentratha
2122
Doudra
2324
Driindar
2526
Eggren
2728
Farideh
2930
Findex
3132
Furrele
3334
Gesrethe
3536
Gilkass
3738
Harann
3940
Havilar
4142
Hethress
4344
Hillanot
4546
Jaxi
4748
Jezean
4950
Jheri
5152
Kadana
5354
Kava
5556
Korinn
5758
Megren
5960
Mijira
6162
Mishann
6364
Nala
d100
Name
6566
Nuthra
6768
Perra
6970
Pogranix
7172
Pyxrin
7374
Quespa
7576
Raiann
7778
Rezena
7980
Ruloth
8182
Saphara
8384
Savaran
8586
Sora
8788
Surina
8990
Synthrin
9192
Tatyan
9394
Thava
9596
Uadjit
9798
Vezera
9900
Zykroff
Dragonborn, Male
d100
Name
0102
Adrex
0304
Arjhan
0506
Azzakh
0708
Balasar
0910
Baradad
1112
Bharash
1314
Bidreked
1516
Dadalan
1718
Dazzazn
1920
Direcris
2122
Donaar
2324
Fax
2526
Gargax
2728
Ghesh
d100
Name
2930
Gorbundus
3132
Greethen
3334
Heskan
3536
Hirrathak
3738
Ildrex
3940
Kaladan
4142
Kerkad
4344
Kiirith
4546
Kriv
4748
Maagog
4950
Medrash
5152
Mehen
5354
Mozikth
5556
Mreksh
5758
Mugrunden
5960
Nadarr
6162
Nithther
6364
Norkruuth
6566
Nykkan
6768
Pandjed
6970
Patrin
7172
Pijjirik
7374
Quarethon
7576
Rathkran
7778
Rhogar
7980
Rivaan
8182
Sethrekar
8384
Shamash
8586
Shedinn
8788
Srorthen
8990
Tarhun
9192
Torinn
9394
Trynnicus
9596
Valorean
9798
Vrondiss
d100
Name
9900
Zedaar
Dragonborn, Clan
d100
Name
0102
Akambherylliax
0304
Argenthrixus
0506
Baharoosh
0708
Beryntolthropal
0910
Bhenkumbyrznaax
1112
Caavylteradyn
1314
Chumbyxirinnish
1516
Clethtinthiallor
1718
Daardendrian
1920
Delmirev
2122
Dhyrktelonis
2324
Ebynichtomonis
2526
Esstyrlynn
2728
Fharngnarthnost
2930
Ghaallixirn
3132
Grrrmmballhyst
3334
Gygazzylyshrift
3536
Hashphronyxadyn
3738
Hshhsstoroth
3940
Imbixtellrhyst
4142
Jerynomonis
4344
Jharthraxyn
4546
Kerrhylon
4748
Kimbatuul
4950
Lhamboldennish
5152
Linxakasendalor
5354
Mohradyllion
5556
Mystan
5758
Nemmonis
5960
Norixius
6162
Ophinshtalajiir
d100
Name
6364
Orexijandilin
6566
Pfaphnyrennish
6768
Phrahdrandon
6970
Pyraxtallinost
7172
Qyxpahrgh
7374
Raghthroknaar
7576
Shestendeliath
7778
Skaarzborroosh
7980
Sumnarghthrysh
8182
Tiammanthyllish
8384
Turnuroth
8586
Umbyrphrael
8788
Vangdondalor
8990
Verthisathurgiesh
9192
Wivvyrholdalphiax
9394
Wystongjiir
9596
Xephyrbahnor
9798
Yarjerit
9900
Zzzxaaxthroth
Dwarf, Female
d100
Name
0102
Anbera
0304
Artin
0506
Audhild
0708
Balifra
0910
Barbena
1112
Bardryn
1314
Bolhild
1516
Dagnal
1718
Dariff
1920
Delre
2122
Diesa
2324
Eldeth
2526
Eridred
d100
Name
2728
Falkrunn
2930
Fallthra
3132
Finellen
3334
Gillydd
3536
Gunnloda
3738
Gurdis
3940
Helgret
4142
Helja
4344
Hlin
4546
Ilde
4748
Jarana
4950
Kathra
5152
Kilia
5354
Kristryd
5556
Liftrasa
5758
Marastyr
5960
Mardred
6162
Morana
6364
Nalaed
6566
Nora
6768
Nurkara
6970
Oriff
7172
Ovina
7374
Riswynn
7576
Sannl
7778
Therlin
7980
Thodris
8182
Torbera
8384
Tordrid
8586
Torgga
8788
Urshar
8990
Valida
9192
Vistra
9394
Vonana
9596
Werydd
d100
Name
9798
Whurdred
9900
Yurgunn
Dwarf, Male
d100
Name
0102
Adrik
0304
Alberich
0506
Baern
0708
Barendd
0910
Beloril
1112
Brottor
1314
Dain
1516
Dalgal
1718
Darrak
1920
Delg
2122
Duergath
2324
Dworic
2526
Eberk
2728
Einkil
2930
Elaim
3132
Erias
3334
Fallond
3536
Fargrim
3738
Gardain
3940
Gilthur
4142
Gimgen
4344
Gimurt
4546
Harbek
4748
Kildrak
4950
Kilvar
5152
Morgran
5354
Morkral
5556
Nalral
5758
Nordak
5960
Nuraval
d100
Name
6162
Oloric
6364
Olunt
6566
Orsik
6768
Oskar
6970
Rangrim
7172
Reirak
7374
Rurik
7576
Taklinn
7778
Thoradin
7980
Thorin
8182
Thradal
8384
Tordek
8586
Traubon
8788
Travok
8990
Ulfgar
9192
Uraim
9394
Veit
9596
Vonbin
9798
Vondal
9900
Whurbin
Dwarf, Clan
d100
Name
0102
Aranore
0304
Balderk
0506
Battlehammer
0708
Bigtoe
0910
Bloodkith
1112
Bofdann
1314
Brawnanvil
1516
Brazzik
1718
Broodfist
1920
Burrowfound
2122
Caebrek
2324
Daerdahk
d100
Name
2526
Dankil
2728
Daraln
2930
Deepdelver
3132
Durthane
3334
Eversharp
3536
Fallack
3738
Fireforge
3940
Foamtankard
4142
Frostbeard
4344
Glanhig
4546
Goblinbane
4748
Goldfinder
4950
Gorunn
5152
Graybeard
5354
Hammerstone
5556
Helcral
5758
Holderhek
5960
Ironfist
6162
Loderr
6364
Lutgehr
6566
Morigak
6768
Orcfoe
6970
Rakankrak
7172
Ruby-Eye
7374
Rumnaheim
7576
Silveraxe
7778
Silverstone
7980
Steelfist
8182
Stoutale
8384
Strakeln
8586
Strongheart
8788
Thrahak
8990
Torevir
9192
Torunn
9394
Trollbleeder
d100
Name
9596
Trueanvil
9798
Trueblood
9900
Ungart
Elf, Child
d100
Name
0102
Ael
0304
Ang
0506
Ara
0708
Ari
0910
Arn
1112
Aym
1314
Broe
1516
Bryn
1718
Cael
1920
Cy
2122
Dae
2324
Del
2526
Eli
2728
Eryn
2930
Faen
3132
Fera
3334
Gael
3536
Gar
3738
Innil
3940
Jar
4142
Kan
4344
Koeth
4546
Lael
4748
Lue
4950
Mai
5152
Mara
5354
Mella
5556
Mya
5758
Naeris
d100
Name
5960
Naill
6162
Nim
6364
Phann
6566
Py
6768
Rael
6970
Raer
7172
Ren
7374
Rinn
7576
Rua
7778
Sael
7980
Sai
8182
Sumi
8384
Syllin
8586
Ta
8788
Thia
8990
Tia
9192
Traki
9394
Vall
9596
Von
9798
Wil
9900
Za
Elf, Female Adult
d100
Name
0102
Adrie
0304
Ahinar
0506
Althaea
0708
Anastrianna
0910
Andraste
1112
Antinua
1314
Arara
1516
Baelitae
1718
Bethrynna
1920
Birel
2122
Caelynn
d100
Name
2324
Chaedi
2526
Claira
2728
Dara
2930
Drusilia
3132
Elama
3334
Enna
3536
Faral
3738
Felosial
3940
Hatae
4142
Ielenia
4344
Ilanis
4546
Irann
4748
Jarsali
4950
Jelenneth
5152
Keyleth
5354
Leshanna
5556
Lia
5758
Maiathah
5960
Malquis
6162
Meriele
6364
Mialee
6566
Myathethil
6768
Naivara
6970
Quelenna
7172
Quillathe
7374
Ridaro
7576
Sariel
7778
Shanairla
7980
Shava
8182
Silaqui
8384
Sumnes
8586
Theirastra
8788
Thiala
8990
Tiaathque
9192
Traulam
d100
Name
9394
Vadania
9596
Valanthe
9798
Valna
9900
Xanaphia
Elf, Male Adult
d100
Name
0102
Adran
0304
Aelar
0506
Aerdeth
0708
Ahvain
0910
Aramil
1112
Arannis
1314
Aust
1516
Azaki
1718
Beiro
1920
Berrian
2122
Caeldrim
2324
Carric
2526
Dayereth
2728
Dreali
2930
Efferil
3132
Eiravel
3334
Enialis
3536
Erdan
3738
Erevan
3940
Fivin
4142
Galinndan
4344
Gennal
4546
Hadarai
4748
Halimath
4950
Heian
5152
Himo
5354
Immeral
5556
Ivellios
d100
Name
5758
Korfel
5960
Lamlis
6162
Laucian
6364
Lucan
6566
Mindartis
6768
Naal
6970
Nutae
7172
Paelias
7374
Peren
7576
Quarion
7778
Riardon
7980
Rolen
8182
Soveliss
8384
Suhnae
8586
Thamior
8788
Tharivol
8990
Theren
9192
Theriatis
9394
Thervan
9596
Uthemar
9798
Vanuath
9900
Varis
Elf, Family
d100
Name
0102
Aloro
0304
Amakiir
0506
Amastacia
0708
Ariessus
0910
Arnuanna
1112
Berevan
1314
Caerdonel
1516
Caphaxath
1718
Casilltenirra
1920
Cithreth
d100
Name
2122
Dalanthan
2324
Eathalena
2526
Erenaeth
2728
Ethanasath
2930
Fasharash
3132
Firahel
3334
Floshem
3536
Galanodel
3738
Goltorah
3940
Hanali
4142
Holimion
4344
Horineth
4546
Iathrana
4748
Ilphelkiir
4950
Iranapha
5152
Koehlanna
5354
Lathalas
5556
Liadon
5758
Meliamne
5960
Mellerelel
6162
Mystralath
6364
Naïlo
6566
Netyoive
6768
Ofandrus
6970
Ostoroth
7172
Othronus
7374
Qualanthri
7576
Raethran
7778
Rothenel
7980
Selevarun
8182
Siannodel
8384
Suithrasas
8586
Sylvaranth
8788
Teinithra
8990
Tiltathana
d100
Name
9192
Wasanthi
9394
Withrethin
9596
Xiloscient
9798
Xistsrith
9900
Yaeldrin
Gnome, Female
d100
Name
0102
Abalaba
0304
Bimpnottin
0506
Breena
0708
Buvvie
0910
Callybon
1112
Caramip
1314
Carlin
1516
Cumpen
1718
Dalaba
1920
Donella
2122
Duvamil
2324
Ella
2526
Ellyjoybell
2728
Ellywick
2930
Enidda
3132
Lilli
3334
Loopmottin
3536
Lorilla
3738
Luthra
3940
Mardnab
4142
Meena
4344
Menny
4546
Mumpena
4748
Nissa
4950
Numba
5152
Nyx
5354
Oda
d100
Name
5556
Oppah
5758
Orla
5960
Panana
6162
Pyntle
6364
Quilla
6566
Ranala
6768
Reddlepop
6970
Roywyn
7172
Salanop
7374
Shamil
7576
Siffress
7778
Symma
7980
Tana
8182
Tenena
8384
Tervaround
8586
Tippletoe
8788
Ulla
8990
Unvera
9192
Veloptima
9394
Virra
9596
Waywocket
9798
Yebe
9900
Zanna
Gnome, Male
d100
Name
0102
Alston
0304
Alvyn
0506
Anverth
0708
Arumawann
0910
Bilbron
1112
Boddynock
1314
Brocc
1516
Burgell
1718
Cockaby
1920
Crampernap
2122
Dabbledob
2324
Delebean
2526
Dimble
2728
Eberdeb
2930
Eldon
3132
Erky
d100
Name
3334
Fablen
3536
Fibblestib
3738
Fonkin
3940
Frouse
4142
Frug
4344
Gerbo
4546
Gimble
4748
Glim
4950
Igden
5152
Jabble
5354
Jebeddo
5556
Kellen
5758
Kipper
5960
Namfoodle
6162
Oppleby
6364
Orryn
6566
Paggen
6768
Pallabar
6970
Pog
7172
Qualen
7374
Ribbles
7576
Rimple
7778
Roondar
7980
Sapply
8182
Seebo
8384
Senteq
8586
Sindri
8788
Umpen
8990
Warryn
9192
Wiggens
9394
Wobbles
9596
Wrenn
9798
Zaffrab
9900
Zook
Gnome, Clan
d100
Name
0102
Albaratie
0304
Bafflestone
0506
Beren
0708
Boondiggles
0910
Cobblelob
1112
Daergel
1314
Dunben
1516
Fabblestabble
1718
Fapplestamp
1920
Fiddlefen
2122
Folkor
2324
Garrick
2526
Gimlen
2728
Glittergem
2930
Gobblefirn
3132
Gummen
3334
Horcusporcus
3536
Humplebumple
3738
Ironhide
3940
Leffery
4142
Lingenhall
4344
Loofollue
4546
Maekkelferce
4748
Miggledy
4950
Munggen
5152
Murnig
5354
Musgraben
5556
Nackle
5758
Ningel
5960
Nopenstallen
6162
Nucklestamp
6364
Offund
6566
Oomtrowl
6768
Pilwicken
d100
Name
6970
Pingun
7172
Quillsharpener
7374
Raulnor
7576
Reese
7778
Rofferton
7980
Scheppen
8182
Shadowcloak
8384
Silverthread
8586
Sympony
8788
Tarkelby
8990
Timbers
9192
Turen
9394
Umbodoben
9596
Waggletop
9798
Welber
9900
Wildwander
Halfling, Female
d100
Name
0102
Alain
0304
Andry
0506
Anne
0708
Bella
0910
Blossom
1112
Bree
1314
Callie
1516
Chenna
1718
Cora
1920
Dee
2122
Dell
2324
Eida
2526
Eran
2728
Euphemia
2930
Georgina
3132
Gynnie
d100
Name
3334
Harriet
3536
Jasmine
3738
Jillian
3940
Jo
4142
Kithri
4344
Lavinia
4546
Lidda
4748
Maegan
4950
Marigold
5152
Merla
5354
Myria
5556
Nedda
5758
Nikki
5960
Nora
6162
Olivia
6364
Paela
6566
Pearl
6768
Pennie
6970
Philomena
7172
Portia
7374
Robbie
7576
Rose
7778
Saral
7980
Seraphina
8182
Shaena
8384
Stacee
8586
Tawna
8788
Thea
8990
Trym
9192
Tyna
9394
Vani
9596
Verna
9798
Wella
9900
Willow
Halfling, Male
d100
Name
0102
Alton
0304
Ander
0506
Bernie
0708
Bobbin
0910
Cade
1112
Callus
1314
Corrin
1516
Dannad
1718
Danniel
1920
Eddie
2122
Egart
2324
Eldon
2526
Errich
2728
Fildo
2930
Finnan
3132
Franklin
3334
Garret
3536
Garth
3738
Gilbert
3940
Gob
4142
Harol
4344
Igor
4546
Jasper
4748
Keith
4950
Kevin
5152
Lazam
5354
Lerry
5556
Lindal
5758
Lyle
5960
Merric
6162
Mican
6364
Milo
6566
Morrin
6768
Nebin
d100
Name
6970
Nevil
7172
Osborn
7374
Ostran
7576
Oswalt
7778
Perrin
7980
Poppy
8182
Reed
8384
Roscoe
8586
Sam
8788
Shardon
8990
Tye
9192
Ulmo
9394
Wellby
9596
Wendel
9798
Wenner
9900
Wes
Halfling, Family
d100
Name
0102
Appleblossom
0304
Bigheart
0506
Brightmoon
0708
Brushgather
0910
Cherrycheeks
1112
Copperkettle
1314
Deephollow
1516
Elderberry
1718
Fastfoot
1920
Fatrabbit
2122
Glenfellow
2324
Goldfound
2526
Goodbarrel
2728
Goodearth
2930
Greenbottle
3132
Greenleaf
d100
Name
3334
High-hill
3536
Hilltopple
3738
Hogcollar
3940
Honeypot
4142
Jamjar
4344
Kettlewhistle
4546
Leagallow
4748
Littlefoot
4950
Nimblefingers
5152
Porridgepot
5354
Quickstep
5556
Reedfellow
5758
Shadowquick
5960
Silvereyes
6162
Smoothhands
6364
Stonebridge
6566
Stoutbridge
6768
Stoutman
6970
Strongbones
7172
Sunmeadow
7374
Swiftwhistle
7576
Tallfellow
7778
Tealeaf
7980
Tenpenny
8182
Thistletop
8384
Thorngage
8586
Tosscobble
8788
Underbough
8990
Underfoot
9192
Warmwater
9394
Whispermouse
9596
Wildcloak
9798
Wildheart
9900
Wiseacre
Half-Orc, Female
d100
Name
0102
Arha
0304
Baggi
0506
Bendoo
0708
Bilga
0910
Brakka
1112
Creega
1314
Drenna
1516
Ekk
1718
Emen
1920
Engong
2122
Fistula
2324
Gaaki
2526
Gorga
2728
Grai
2930
Greeba
3132
Grigi
3334
Gynk
3536
Hrathy
3738
Huru
3940
Ilga
4142
Kabbarg
4344
Kansif
4546
Lagazi
4748
Lezre
4950
Murgen
5152
Murook
5354
Myev
5556
Nagrette
5758
Neega
5960
Nella
6162
Nogu
6364
Oolah
6566
Ootah
6768
Ovak
d100
Name
6970
Ownka
7172
Puyet
7374
Reeza
7576
Shautha
7778
Silgre
7980
Sutha
8182
Tagga
8384
Tawar
8586
Tomph
8788
Ubada
8990
Vanchu
9192
Vola
9394
Volen
9596
Vorka
9798
Yevelda
9900
Zagga
Half-Orc, Male
d100
Name
0102
Argran
0304
Braak
0506
Brug
0708
Cagak
0910
Dench
1112
Dorn
1314
Dren
1516
Druuk
1718
Feng
1920
Gell
2122
Gnarsh
2324
Grumbar
2526
Gubrash
2728
Hagren
2930
Henk
3132
Hogar
d100
Name
3334
Holg
3536
Imsh
3738
Karash
3940
Karg
4142
Keth
4344
Korag
4546
Krusk
4748
Lubash
4950
Megged
5152
Mhurren
5354
Mord
5556
Morg
5758
Nil
5960
Nybarg
6162
Odorr
6364
Ohr
6566
Rendar
6768
Resh
6970
Ront
7172
Rrath
7374
Sark
7576
Scrag
7778
Sheggen
7980
Shump
8182
Tanglar
8384
Tarak
8586
Thar
8788
Thokk
8990
Trag
9192
Ugarth
9394
Varg
9596
Vilberg
9798
Yurk
9900
Zed
Tiefling, Female
d100
Name
0102
Akta
0304
Anakis
0506
Armara
0708
Astaro
0910
Aym
1112
Azza
1314
Beleth
1516
Bryseis
1718
Bune
1920
Criella
2122
Damaia
2324
Decarabia
2526
Ea
2728
Gadreel
2930
Gomory
3132
Hecat
3334
Ishte
3536
Jezebeth
3738
Kali
3940
Kallista
4142
Kasdeya
4344
Lerissa
4546
Lilith
4748
Makaria
4950
Manea
5152
Markosian
5354
Mastema
5556
Naamah
5758
Nemeia
5960
Nija
6162
Orianna
6364
Osah
6566
Phelaia
6768
Prosperine
d100
Name
6970
Purah
7172
Pyra
7374
Rieta
7576
Ronobe
7778
Ronwe
7980
Seddit
8182
Seere
8384
Sekhmet
8586
Semyaza
8788
Shava
8990
Shax
9192
Sorath
9394
Uzza
9596
Vapula
9798
Vepar
9900
Verin
Tiefling, Male
d100
Name
0102
Abad
0304
Ahrim
0506
Akmen
0708
Amnon
0910
Andram
1112
Astar
1314
Balam
1516
Barakas
1718
Bathin
1920
Caim
2122
Chem
2324
Cimer
2526
Cressel
2728
Damakos
2930
Ekemon
3132
Euron
d100
Name
3334
Fenriz
3536
Forcas
3738
Habor
3940
Iados
4142
Kairon
4344
Leucis
4546
Mamnen
4748
Mantus
4950
Marbas
5152
Melech
5354
Merihim
5556
Modean
5758
Mordai
5960
Mormo
6162
Morthos
6364
Nicor
6566
Nirgel
6768
Oriax
6970
Paymon
7172
Pelaios
7374
Purson
7576
Qemuel
7778
Raam
7980
Rimmon
8182
Sammal
8384
Skamos
8586
Tethren
8788
Thamuz
8990
Therai
9192
Valafar
9394
Vassago
9596
Xappan
9798
Zepar
9900
Zephan
Tiefling, Virtue
d100
Name
0102
Ambition
0304
Art
0506
Carrion
0708
Chant
0910
Creed
1112
Death
1314
Debauchery
1516
Despair
1718
Doom
1920
Doubt
2122
Dread
2324
Ecstasy
2526
Ennui
2728
Entropy
2930
Excellence
3132
Fear
3334
Glory
3536
Gluttony
3738
Grief
3940
Hate
4142
Hope
4344
Horror
4546
Ideal
4748
Ignominy
4950
Laughter
5152
Love
5354
Lust
5556
Mayhem
5758
Mockery
5960
Murder
6162
Muse
6364
Music
6566
Mystery
6768
Nowhere
d100
Name
6970
Open
7172
Pain
7374
Passion
7576
Poetry
7778
Quest
7980
Random
8182
Reverence
8384
Revulsion
8586
Sorrow
8788
Temerity
8990
Torment
9192
Tragedy
9394
Vice
9596
Virtue
9798
Weary
9900
Wit
Human Names
Arabic, Female
d100
Name
0102
Aaliyah
0304
Aida
0506
Akilah
0708
Alia
0910
Amina
1112
Atefeh
1314
Chaima
1516
Dalia
1718
Ehsan
1920
Elham
2122
Farah
2324
Fatemah
2526
Gamila
2728
Iesha
2930
Inbar
3132
Kamaria
3334
Khadija
3536
Layla
3738
Lupe
3940
Nabila
4142
Nadine
4344
Naima
4546
Najila
4748
Najwa
4950
Nakia
5152
Nashwa
5354
Nawra
5556
Nuha
5758
Nura
5960
Oma
6162
Qadira
6364
Qamar
6566
Qistina
6768
Rahima
d100
Name
6970
Rihanna
7172
Saadia
7374
Sabah
7576
Sada
7778
Saffron
7980
Sahar
8182
Salma
8384
Shatha
8586
Tahira
8788
Takisha
8990
Thana
9192
Yadira
9394
Zahra
9596
Zaida
9798
Zaina
9900
Zeinab
Arabic, Male
d100
Name
0102
Abbad
0304
Abdul
0506
Achmed
0708
Akeem
0910
Alif
1112
Amir
1314
Asim
1516
Bashir
1718
Bassam
1920
Fahim
2122
Farid
2324
Farouk
2526
Fayez
2728
Fayyaad
2930
Fazil
3132
Hakim
d100
Name
3334
Halil
3536
Hamid
3738
Hazim
3940
Heydar
4142
Hussein
4344
Jabari
4546
Jafar
4748
Jahid
4950
Jamal
5152
Kalim
5354
Karim
5556
Kazim
5758
Khadim
5960
Khalid
6162
Mahmud
6364
Mansour
6566
Musharraf
6768
Mustafa
6970
Nadir
7172
Nazim
7374
Omar
7576
Qadir
7778
Qusay
7980
Rafiq
8182
Rakim
8384
Rashad
8586
Rauf
8788
Saladin
8990
Sami
9192
Samir
9394
Talib
9596
Tamir
9798
Tariq
9900
Yazid
Celtic, Female
d100
Name
0102
Aife
0304
Aina
0506
Alane
0708
Ardena
0910
Arienh
1112
Beatha
1314
Birgit
1516
Briann
1718
Caomh
1920
Cara
2122
Cinnia
2324
Cordelia
2526
Deheune
2728
Divone
2930
Donia
3132
Doreena
3334
Elsha
3536
Enid
3738
Ethne
3940
Evelina
4142
Fianna
4344
Genevieve
4546
Gilda
4748
Gitta
4950
Grania
5152
Gwyndolin
5354
Idelisa
5556
Isolde
5758
Keelin
5960
Kennocha
6162
Lavena
6364
Lesley
6566
Linnette
6768
Lyonesse
d100
Name
6970
Mabina
7172
Marvina
7374
Mavis
7576
Mirna
7778
Morgan
7980
Muriel
8182
Nareena
8384
Oriana
8586
Regan
8788
Ronat
8990
Rowena
9192
Selma
9394
Ula
9596
Venetia
9798
Wynne
9900
Yseult
Celtic, Male
d100
Name
0102
Airell
0304
Airic
0506
Alan
0708
Anghus
0910
Aodh
1112
Bardon
1314
Bearacb
1516
Bevyn
1718
Boden
1920
Bran
2122
Brasil
2324
Bredon
2526
Brian
2728
Bricriu
2930
Bryant
3132
Cadman
d100
Name
3334
Caradoc
3536
Cedric
3738
Conalt
3940
Conchobar
4142
Condon
4344
Darcy
4546
Devin
4748
Dillion
4950
Donaghy
5152
Donall
5354
Duer
5556
Eghan
5758
Ewyn
5960
Ferghus
6162
Galvyn
6364
Gildas
6566
Guy
6768
Harvey
6970
Iden
7172
Irven
7374
Karney
7576
Kayne
7778
Kelvyn
7980
Kunsgnos
8182
Leigh
8384
Maccus
8586
Moryn
8788
Neale
8990
Owyn
9192
Pryderi
9394
Reaghan
9596
Taliesin
9798
Tiernay
9900
Turi
Chinese, Female
d100
Name
0102
Ai
0304
Anming
0506
Baozhai
0708
Bei
0910
Caixia
1112
Changchang
1314
Chen
1516
Chou
1718
Chunhua
1920
Daianna
2122
Daiyu
2324
Die
2526
Ehuang
2728
Fenfang
2930
Ge
3132
Hong
3334
Huan
3536
Huifang
3738
Jia
3940
Jiao
4142
Jiaying
4344
Jingfei
4546
Jinjing
4748
Lan
4950
Li
5152
Lihua
5354
Lin
5556
Ling
5758
Liu
5960
Meili
6162
Ning
6364
Qi
6566
Qiao
6768
Rong
d100
Name
6970
Shu
7172
Shuang
7374
Song
7576
Ting
7778
Wen
7980
Xia
8182
Xiaodan
8384
Xiaoli
8586
Xingjuan
8788
Xue
8990
Ya
9192
Yan
9394
Ying
9596
Yuan
9798
Yue
9900
Yun
Chinese, Male
d100
Name
0102
Bingwen
0304
Bo
0506
Bolin
0708
Chang
0910
Chao
1112
Chen
1314
Cheng
1516
Da
1718
Dingxiang
1920
Fang
2122
Feng
2324
Fu
2526
Gang
2728
Guang
2930
Hai
3132
Heng
d100
Name
3334
Hong
3536
Huan
3738
Huang
3940
Huiliang
4142
Huizhong
4344
Jian
4546
Jiayi
4748
Junjie
4950
Kang
5152
Lei
5354
Liang
5556
Ling
5758
Liwei
5960
Meilin
6162
Niu
6364
Peizhi
6566
Peng
6768
Ping
6970
Qiang
7172
Qiu
7374
Quan
7576
Renshu
7778
Rong
7980
Ru
8182
Shan
8384
Shen
8586
Tengfei
8788
Wei
8990
Xiaobo
9192
Xiaoli
9394
Xin
9596
Yang
9798
Ying
9900
Zhong
Egyptian, Female
d100
Name
0102
Aat
0304
Ahset
0506
Amunet
0708
Aneksi
0910
Atet
1112
Baketamon
1314
Betrest
1516
Bunefer
1718
Dedyet
1920
Hatshepsut
2122
Hentie
2324
Herit
2526
Hetepheres
2728
Intakaes
2930
Ipwet
3132
Itet
3334
Joba
3536
Kasmut
3738
Kemanub
3940
Khemut
4142
Kiya
4344
Maia
4546
Menhet
4748
Merit
4950
Meritamen
5152
Merneith
5354
Merseger
5556
Muyet
5758
Nebet
5960
Nebetah
6162
Nedjemmut
6364
Nefertiti
6566
Neferu
6768
Neithotep
d100
Name
6970
Nit
7172
Nofret
7374
Nubemiunu
7576
Peseshet
7778
Pypuy
7980
Qalhata
8182
Rai
8384
Redji
8586
Sadeh
8788
Sadek
8990
Sitamun
9192
Sitre
9394
Takhat
9596
Tarset
9798
Taweret
9900
Werenro
Egyptian, Male
d100
Name
d100
Name
0102
Ahmose
0304
Akhom
0506
Amasis
0708
Amenemhet
0910
Anen
1112
Banefre
1314
Bek
1516
Djedefre
1718
Djoser
1920
Hekaib
2122
Henenu
2324
Horemheb
2526
Horwedja
2728
Huya
2930
Ibebi
3132
Idu
3334
Imhotep
3536
Ineni
3738
Ipuki
3940
Irsu
4142
Kagemni
4344
Kawab
4546
Kenamon
4748
Kewap
4950
Khaemwaset
5152
Khafra
5354
Khusebek
5556
Masaharta
5758
Meketre
5960
Menkhaf
6162
Merenre
6364
Metjen
6566
Nebamun
6768
Nebetka
6970
Nehi
d100
Name
7172
Nekure
7374
Nessumontu
7576
Pakhom
7778
Pawah
7980
Pawero
8182
Ramose
8384
Rudjek
8586
Sabaf
8788
Sebek-khu
8990
Sebni
9192
Senusret
9394
Shabaka
9596
Somintu
9798
Thaneni
9900
Thethi
English, Female
d100
Name
0102
Adelaide
0304
Agatha
0506
Agnes
0708
Alice
0910
Aline
1112
Anne
1314
Avelina
1516
Avice
1718
Beatrice
1920
Cecily
2122
Egelina
2324
Eleanor
2526
Elizabeth
2728
Ella
2930
Eloise
3132
Elysande
3334
Emeny
d100
Name
3536
Emma
3738
Emmeline
3940
Ermina
4142
Eva
4344
Galiena
4546
Geva
4748
Giselle
4950
Griselda
5152
Hadwisa
5354
Helen
5556
Herleva
5758
Hugolina
5960
Ida
6162
Isabella
6364
Jacoba
6566
Jane
6768
Joan
6970
Juliana
7172
Katherine
7374
Margery
7576
Mary
7778
Matilda
7980
Maynild
8182
Millicent
8384
Oriel
8586
Rohesia
8788
Rosalind
8990
Rosamund
9192
Sarah
9394
Susannah
9596
Sybil
9798
Williamina
9900
Yvonne
English, Male
d100
Name
0102
Adam
0304
Adelard
0506
Aldous
0708
Anselm
0910
Arnold
1112
Bernard
1314
Bertram
1516
Charles
1718
Clerebold
1920
Conrad
2122
Diggory
2324
Drogo
2526
Everard
2728
Frederick
2930
Geoffrey
3132
Gerald
3334
Gilbert
3536
Godfrey
d100
Name
3738
Gunter
3940
Guy
4142
Henry
4344
Heward
4546
Hubert
4748
Hugh
4950
Jocelyn
5152
John
5354
Lance
5556
Manfred
5758
Miles
5960
Nicholas
6162
Norman
6364
Odo
6566
Percival
6768
Peter
6970
Ralf
7172
Randal
7374
Raymond
7576
Reynard
7778
Richard
7980
Robert
8182
Roger
8384
Roland
8586
Rolf
8788
Simon
8990
Theobald
9192
Theodoric
9394
Thomas
9596
Timm
9798
William
9900
Wymar
French, Female
d100
Name
d100
Name
0102
Aalis
0304
Agatha
0506
Agnez
0708
Alberea
0910
Alips
1112
Amée
1314
Amelot
1516
Anne
1718
Avelina
1920
Blancha
2122
Cateline
2324
Cecilia
2526
Claricia
2728
Collette
2930
Denisete
3132
Dorian
3334
Edelina
3536
Emelina
3738
Emmelot
3940
Ermentrudis
4142
Gibelina
4344
Gila
4546
Gillette
4748
Guiburgis
4950
Guillemette
5152
Guoite
5354
Hecelina
5556
Heloysis
5758
Helyoudis
5960
Hodeardis
6162
Isabellis
6364
Jaquette
6566
Jehan
6768
Johanna
6970
Juliote
d100
Name
7172
Katerine
7374
Luciana
7576
Margot
7778
Marguerite
7980
Maria
8182
Marie
8384
Melisende
8586
Odelina
8788
Perrette
8990
Petronilla
9192
Sedilia
9394
Stephana
9596
Sybilla
9798
Ysabeau
9900
Ysabel
French, Male
d100
Name
0102
Ambroys
0304
Ame
0506
Andri
0708
Andriet
0910
Anthoine
1112
Bernard
1314
Charles
1516
Charlot
1718
Colin
1920
Denis
2122
Durant
2324
Edouart
2526
Eremon
2728
Ernault
2930
Ethor
3132
Felix
3334
Floquart
d100
Name
3536
Galleren
3738
Gaultier
3940
Gilles
4142
Guy
4344
Henry
4546
Hugo
4748
Imbert
4950
Jacques
5152
Jacquot
5354
Jean
5556
Jehannin
5758
Louis
5960
Louys
6162
Loys
6364
Martin
6566
Michel
6768
Mille
6970
Morelet
7172
Nicolas
7374
Nicolle
7576
Oudart
7778
Perrin
7980
Phillippe
8182
Pierre
8384
Regnault
8586
Richart
8788
Robert
8990
Robinet
9192
Sauvage
9394
Simon
9596
Talbot
9798
Tanguy
9900
Vincent
German, Female
d100
Name
0102
Adelhayt
0304
Affra
0506
Agatha
0708
Allet
0910
Angnes
1112
Anna
1314
Apell
1516
Applonia
1718
Barbara
1920
Brida
2122
Brigita
2324
Cecilia
2526
Clara
2728
Cristina
2930
Dorothea
3132
Duretta
3334
Ella
3536
Els
3738
Elsbeth
3940
Engel
4142
Enlein
4344
Enndlin
4546
Eva
4748
Fela
4950
Fronicka
5152
Genefe
5354
Geras
5556
Gerhauss
5758
Gertrudt
5960
Guttel
6162
Helena
6364
Irmel
6566
Jonata
6768
Katerina
d100
Name
6970
Kuen
7172
Kungund
7374
Lucia
7576
Madalena
7778
Magdalen
7980
Margret
8182
Marlein
8384
Martha
8586
Otilia
8788
Ottilg
8990
Peternella
9192
Reusin
9394
Sibilla
9596
Ursel
9798
Vrsula
9900
Walpurg
German, Male
d100
Name
0102
Albrecht
0304
Allexander
0506
Baltasar
0708
Benedick
0910
Berhart
1112
Caspar
1314
Clas
1516
Cristin
1718
Cristoff
1920
Dieterich
2122
Engelhart
2324
Erhart
2526
Felix
2728
Frantz
2930
Fritz
3132
Gerhart
d100
Name
3334
Gotleib
3536
Hans
3738
Hartmann
3940
Heintz
4142
Herman
4344
Jacob
4546
Jeremias
4748
Jorg
4950
Karll
5152
Kilian
5354
Linhart
5556
Lorentz
5758
Ludwig
5960
Marx
6162
Melchor
6364
Mertin
6566
Michel
6768
Moritz
6970
Osswald
7172
Ott
7374
Peter
7576
Rudolff
7778
Ruprecht
7980
Sewastian
8182
Sigmund
8384
Steffan
8586
Symon
8788
Thoman
8990
Ulrich
9192
Vallentin
9394
Wendel
9596
Wilhelm
9798
Wolff
9900
Wolfgang
Greek, Female
d100
Name
0102
Acantha
0304
Aella
0506
Alektos
0708
Alkippe
0910
Andromeda
1112
Antigone
1314
Ariadne
1516
Astraea
1718
Chloros
1920
Chryseos
2122
Daphne
2324
Despoina
2526
Dione
2728
Eileithyia
2930
Elektra
3132
Euadne
3334
Eudora
3536
Eunomia
3738
Hekabe
3940
Helene
4142
Hermoione
4344
Hippolyte
4546
Ianthe
4748
Iokaste
4950
Iole
5152
Iphigenia
5354
Ismene
5556
Kalliope
5758
Kallisto
5960
Kalypso
6162
Karme
6364
Kassandra
6566
Kassiopeia
6768
Kirke
d100
Name
6970
Kleio
7172
Klotho
7374
Klytië
7576
Kynthia
7778
Leto
7980
Megaera
8182
Melaina
8384
Melpomene
8586
Nausikaa
8788
Nemesis
8990
Niobe
9192
Ourania
9394
Phaenna
9596
Polymnia
9798
Semele
9900
Theia
Greek, Male
d100
Name
0102
Adonis
0304
Adrastos
0506
Aeson
0708
Aias
0910
Aineias
1112
Aiolos
1314
Alekto
1516
Alkeides
1718
Argos
1920
Brontes
2122
Damazo
2324
Dardanos
2526
Deimos
2728
Diomedes
2930
Endymion
3132
Epimetheus
d100
Name
3334
Erebos
3536
Euandros
3738
Ganymedes
3940
Glaukos
4142
Hektor
4344
Heros
4546
Hippolytos
4748
Iacchus
4950
Iason
5152
Kadmos
5354
Kastor
5556
Kephalos
5758
Kepheus
5960
Koios
6162
Kreios
6364
Laios
6566
Leandros
6768
Linos
6970
Lykos
7172
Melanthios
7374
Menelaus
7576
Mentor
7778
Neoptolemus
7980
Okeanos
8182
Orestes
8384
Pallas
8586
Patroklos
8788
Philandros
8990
Phoibos
9192
Phrixus
9394
Priamos
9596
Pyrrhos
9798
Xanthos
9900
Zephyros
Indian, Female
d100
Name
0102
Abha
0304
Aishwarya
0506
Amala
0708
Ananda
0910
Ankita
1112
Archana
1314
Avani
1516
Chandana
1718
Chandrakanta
1920
Chetan
2122
Darshana
2324
Devi
2526
Dipti
2728
Esha
2930
Gauro
3132
Gita
3334
Indira
3536
Indu
3738
Jaya
3940
Kala
4142
Kalpana
4344
Kamala
4546
Kanta
4748
Kashi
4950
Kishori
5152
Lalita
5354
Lina
5556
Madhur
5758
Manju
5960
Meera
6162
Mohana
6364
Mukta
6566
Nisha
6768
Nitya
d100
Name
6970
Padma
7172
Pratima
7374
Priya
7576
Rani
7778
Sarala
7980
Shakti
8182
Shanta
8384
Shobha
8586
Sima
8788
Sonal
8990
Sumana
9192
Sunita
9394
Tara
9596
Valli
9798
Vijaya
9900
Vimala
Indian, Male
d100
Name
0102
Abhay
0304
Ahsan
0506
Ajay
0708
Ajit
0910
Akhil
1112
Amar
1314
Amit
1516
Ananta
1718
Aseem
1920
Ashok
2122
Bahadur
2324
Basu
2526
Chand
2728
Chandra
2930
Damodar
3132
Darhsan
d100
Name
3334
Devdan
3536
Dinesh
3738
Dipak
3940
Gopal
4142
Govind
4344
Harendra
4546
Harsha
4748
Ila
4950
Isha
5152
Johar
5354
Kalyan
5556
Kiran
5758
Kumar
5960
Lakshmana
6162
Mahavir
6364
Narayan
6566
Naveen
6768
Nirav
6970
Prabhakar
7172
Prasanna
7374
Raghu
7576
Rajanikant
7778
Rakesh
7980
Ranjeet
8182
Rishi
8384
Sanjay
8586
Sekar
8788
Shandar
8990
Sumantra
9192
Vijay
9394
Vikram
9596
Vimal
9798
Vishal
9900
Yash
Japanese, Female
d100
Name
0102
Aika
0304
Akemi
0506
Akiko
0708
Amaya
0910
Asami
1112
Ayumi
1314
Bunko
1516
Chieko
1718
Chika
1920
Chiyo
2122
Cho
2324
Eiko
2526
Emiko
2728
Eri
2930
Etsuko
3132
Gina
3334
Hana
3536
Haruki
3738
Hideko
3940
Hikari
4142
Hiroko
4344
Hisoka
4546
Hishi
4748
Hotaru
4950
Izumi
5152
Kameyo
5354
Kasumi
5556
Kimiko
5758
Kotone
5960
Kyoko
6162
Maiko
6364
Masako
6566
Mi
6768
Minori
d100
Name
6970
Mizuki
7172
Naoki
7374
Natsuko
7576
Noriko
7778
Rei
7980
Ren
8182
Saki
8384
Shigeko
8586
Shinju
8788
Sumiko
8990
Toshiko
9192
Tsukiko
9394
Ume
9596
Usagi
9798
Yasuko
9900
Yuriko
Japanese, Male
d100
Name
0102
Akio
0304
Atsushi
0506
Daichi
0708
Daiki
0910
Daisuke
1112
Eiji
1314
Fumio
d100
Name
1516
Hajime
1718
Haru
1920
Hideaki
2122
Hideo
2324
Hikaru
2526
Hiro
2728
Hiroki
2930
Hisao
3132
Hitoshi
3334
Isamu
3536
Isao
3738
Jun
3940
Katashi
4142
Katsu
4344
Kei
4546
Ken
4748
Kenshin
4950
Kenta
5152
Kioshi
5354
Makoto
5556
Mamoru
5758
Masato
5960
Masumi
6162
Noboru
6364
Norio
6566
Osamu
6768
Ryota
6970
Sadao
7172
Satoshi
7374
Shigeo
7576
Shin
7778
Sora
7980
Tadao
8182
Takehiko
8384
Takeo
d100
Name
8586
Takeshi
8788
Takumi
8990
Tamotsu
9192
Tatsuo
9394
Toru
9596
Toshio
9798
Yasuo
9900
Yukio
Mesoamerican, Female
d100
Name
0102
Ahuiliztli
0304
Atl
0506
Centehua
0708
Chalchiuitl
0910
Chipahua
1112
Cihuaton
1314
Citlali
1516
Citlalmina
1718
Coszcatl
1920
Cozamalotl
2122
Cuicatl
2324
Eleuia
2526
Eloxochitl
2728
Eztli
2930
Ichtaca
3132
Icnoyotl
3334
Ihuicatl
3536
Ilhuitl
3738
Itotia
3940
Iuitl
4142
Ixcatzin
4344
Izel
4546
Malinalxochitl
4748
Mecatl
d100
Name
4950
Meztli
5152
Miyaoaxochitl
5354
Mizquixaual
5556
Moyolehuani
5758
Nahuatl
5960
Necahual
6162
Nenetl
6364
Nochtli
6566
Noxochicoztli
6768
Ohtli
6970
Papan
7172
Patli
7374
Quetzalxochitl
7576
Sacnite
7778
Teicui
7980
Tepin
8182
Teuicui
8384
Teyacapan
8586
Tlaco
8788
Tlacoehua
8990
Tlacotl
9192
Tlalli
9394
Tlanextli
9596
Xihuitl
9798
Xiuhcoatl
9900
Xiuhtonal
Mesoamerican, Male
d100
Name
0102
Achcauhtli
0304
Amoxtli
0506
Chicahua
0708
Chimalli
0910
Cipactli
1112
Coaxoch
d100
Name
1314
Coyotl
1516
Cualli
1718
Cuauhtémoc
1920
Cuetlachtilo
2122
Cuetzpalli
2324
Cuixtli
2526
Ehecatl
2728
Etalpalli
2930
Huemac
3132
Huitzilihuitl
3334
Iccauhtli
3536
Ilhicamina
3738
Itztli
3940
Ixtli
4142
Mahuizoh
4344
Manauia
4546
Matlal
4748
Matlalihuitl
4950
Mazatl
5152
Mictlantecuhtli
5354
Milintica
5556
Momoztli
5758
Namacuix
5960
Necalli
6162
Necuametl
6364
Nezahualcoyotl
6566
Nexahualpilli
6768
Nochehuatl
6970
Nopaltzin
7172
Ollin
7374
Quauhtli
7576
Tenoch
7778
Teoxihuitl
7980
Tepiltzin
8182
Tezcacoatl
d100
Name
8384
Tlacaelel
8586
Tlacelel
8788
Tlaloc
8990
Tlanextic
9192
Tlazohtlaloni
9394
Tlazopillo
9596
Uetzcayotl
9798
Xipilli
9900
Yaotl
NigerCongo, Female
d100
Name
0102
Abebi
0304
Abena
0506
Abimbola
0708
Akoko
0910
Akachi
1112
Alaba
1314
Anuli
d100
Name
1516
Ayo
1718
Bolanle
1920
Bosede
2122
Chiamaka
2324
Chidi
2526
Chidimma
2728
Chinyere
2930
Chioma
3132
Dada
3334
Ebele
3536
Efemena
3738
Ejiro
3940
Ekundayo
4142
Enitan
4344
Funanya
4546
Ifunanya
4748
Ige
4950
Ime
5152
Kunto
5354
Lesedi
5556
Lumusi
5758
Mojisola
5960
Monifa
6162
Nakato
6364
Ndidi
6566
Ngozi
6768
Nkiruka
6970
Nneka
7172
Ogechi
7374
Olamide
7576
Oluchi
7778
Omolara
7980
Onyeka
8182
Simisola
8384
Temitope
d100
Name
8586
Thema
8788
Titlayo
8990
Udo
9192
Uduak
9394
Ufuoma
9596
Yaa
9798
Yejide
9900
Yewande
NigerCongo, Male
d100
Name
0102
Abebe
0304
Abel
0506
Abidemi
0708
Abrafo
0910
Adisa
1112
Amadi
1314
Amara
1516
Anyim
1718
Azubuike
1920
Bapoto
2122
Baraka
2324
Bohlale
2526
Bongani
2728
Bujune
2930
Buziba
3132
Chakide
3334
Chibuzo
3536
Chika
3738
Chimola
3940
Chiratidzo
4142
Dabulamanzi
4344
Dumisa
4546
Dwanh
4748
Emeka
d100
Name
4950
Folami
5152
Gatura
5354
Gebhuza
5556
Gero
5758
Isoba
5960
Kagiso
6162
Kamau
6364
Katlego
6566
Masego
6768
Matata
6970
Nthanda
7172
Ogechi
7374
Olwenyo
7576
Osumare
7778
Paki
7980
Qinisela
8182
Quanda
8384
Samanya
8586
Shanika
8788
Sibonakaliso
8990
Tapiwa
9192
Thabo
9394
Themba
9596
Uzoma
9798
Zuberi
9900
Zuri
Norse, Female
d100
Name
0102
Alfhild
0304
Arnbjorg
0506
Ase
0708
Aslog
0910
Astrid
1112
Auda
d100
Name
1314
Audhid
1516
Bergljot
1718
Birghild
1920
Bodil
2122
Brenna
2324
Brynhild
2526
Dagmar
2728
Eerika
2930
Eira
3132
Gudrun
3334
Gunborg
3536
Gunhild
3738
Gunvor
3940
Helga
4142
Hertha
4344
Hilde
4546
Hillevi
4748
Ingrid
4950
Iona
5152
Jorunn
5354
Kari
5556
Kenna
5758
Magnhild
5960
Nanna
6162
Olga
6364
Ragna
6566
Ragnhild
6768
Ranveig
6970
Runa
7172
Saga
7374
Sigfrid
7576
Signe
7778
Sigrid
7980
Sigrunn
8182
Solveg
d100
Name
8384
Svanhild
8586
Thora
8788
Torborg
8990
Torunn
9192
Tove
9394
Unn
9596
Vigdis
9798
Ylva
9900
Yngvild
Norse, Male
d100
Name
0102
Agni
0304
Alaric
0506
Anvindr
0708
Arvid
0910
Asger
1112
Asmund
1314
Bjarte
1516
Bjorg
1718
Bjorn
1920
Brandr
2122
Brandt
2324
Brynjar
2526
Calder
2728
Colborn
2930
Cuyler
3132
Egil
3334
Einar
3536
Eric
3738
Erland
3940
Fiske
4142
Folkvar
4344
Fritjof
4546
Frode
4748
Geir
4950
Halvar
5152
Hemming
5354
Hjalmar
5556
Hjortr
5758
Ingimarr
5960
Ivar
6162
Knud
6364
Leif
6566
Liufr
6768
Manning
d100
Name
6970
Oddr
7172
Olin
7374
Ormr
7576
Ove
7778
Rannulfr
7980
Sigurd
8182
Skari
8384
Snorri
8586
Sten
8788
Stigandr
8990
Stigr
9192
Sven
9394
Trygve
9596
Ulf
9798
Vali
9900
Vidar
Polynesian, Female
d100
Name
0102
Ahulani
0304
Airini
0506
Alani
0708
Aluala
0910
Anahera
1112
Anuhea
1314
Aolani
1516
Elenoa
1718
Emele
1920
Fetia
2122
Fiva
2324
Halona
2526
Hiilei
2728
Hina
2930
Hinatea
3132
Huali
d100
Name
3334
Inia
3536
Inina
3738
Iolani
3940
Isa
4142
Kaanaana
4344
Kaena
4546
Kaamia
4748
Kahula
4950
Kailani
5152
Kamaile
5354
Kamakani
5556
Kamea
5758
Latai
5960
Liona
6162
Lokelani
6364
Marva
6566
Mehana
6768
Millawa
6970
Moana
7172
Ngana
7374
Nohea
7576
Pelika
7778
Sanoe
7980
Satina
8182
Tahia
8384
Tasi
8586
Tiaho
8788
Tihani
8990
Toroa
9192
Ulanni
9394
Uluwehi
9596
Vaina
9798
Waiola
9900
Waitara
Polynesian, Male
d100
Name
0102
Afa
0304
Ahohako
0506
Aisake
0708
Aleki
0910
Anewa
1112
Anitelu
1314
Aputi
1516
Ariki
1718
Butat
1920
Enele
2122
Fef
2324
Fuifui
2526
Haaheo
2728
Hanohano
2930
Haunui
3132
Hekili
3334
Hiapo
3536
Hikawera
3738
Hanano
3940
Hoonani
4142
Hoku
4344
eu
4546
Ina
4748
Itu
4950
Kaaukai
5152
Kaeo
5354
Kaelani
5556
Kahale
5758
Kaiea
5960
Kaikoa
6162
KanaI
6364
Koamalu
6566
Ka
6768
Laki
d100
Name
6970
Makai
7172
Manu
7374
Manuka
7576
Nui
7778
Pono
7980
Popoki
8182
Ruru
8384
Tahu
8586
Taurau
8788
Tuala
8990
Turoa
9192
Tusitala
9394
Uaine
9596
Waata
9798
Waipuna
9900
Zamar
Roman, Female
d100
Name
0102
Aelia
0304
Aemilia
0506
Agrippina
0708
Alba
0910
Antonia
1112
Aquila
1314
Augusta
1516
Aurelia
1718
Balbina
1920
Blandina
2122
Caelia
2324
Camilla
2526
Casia
2728
Claudia
2930
Cloelia
3132
Domitia
d100
Name
3334
Drusa
3536
Fabia
3738
Fabricia
3940
Fausta
4142
Flavia
4344
Floriana
4546
Fulvia
4748
Germana
4950
Glaucia
5152
Gratiana
5354
Hadriana
5556
Hermina
5758
Horatia
5960
Hortensia
6162
Iovita
6364
Iulia
6566
Laelia
6768
Laurentia
6970
Livia
7172
Longina
7374
Lucilla
7576
Lucretia
7778
Marcella
7980
Marcia
8182
Maxima
8384
Nona
8586
Octavia
8788
Paulina
8990
Petronia
9192
Porcia
9394
Tacita
9596
Tullia
9798
Verginia
9900
Vita
Roman, Male
d100
Name
0102
Aelius
0304
Aetius
0506
Agrippa
0708
Albanus
0910
Albus
1112
Antonius
1314
Appius
1516
Aquilinus
1718
Atilus
1920
Augustus
2122
Aurelius
2324
Avitus
2526
Balbus
2728
Blandus
2930
Blasius
3132
Brutus
3334
Caelius
3536
Caius
3738
Casian
3940
Cassius
4142
Cato
4344
Celsus
4546
Claudius
4748
Cloelius
4950
Cnaeus
5152
Crispus
5354
Cyprianus
5556
Diocletianus
5758
Egnatius
5960
Ennius
6162
Fabricius
6364
Faustus
6566
Gaius
6768
Germanus
d100
Name
6970
Gnaeus
7172
Horatius
7374
Iovianus
7576
Iulius
7778
Lucilius
7980
Manius
8182
Marcus
8384
Marius
8586
Maximus
8788
Octavius
8990
Paulus
9192
Quintilian
9394
Regulus
9596
Servius
9798
Tacitus
9900
Varius
Slavic, Female
d100
Name
0102
Agripina
0304
Anastasiya
0506
Bogdana
0708
Boleslava
0910
Bozhena
1112
Danica
1314
Darya
1516
Desislava
1718
Dragoslava
1920
Dunja
2122
Efrosinia
2324
Ekaterina
2526
Elena
2728
Faina
2930
Galina
3132
Irina
d100
Name
3334
Iskra
3536
Jasna
3738
Katarina
3940
Katya
4142
Kresimira
4344
Lyudmila
4546
Magda
4748
Mariya
4950
Militsa
5152
Miloslava
5354
Mira
5556
Miroslava
5758
Mokosh
5960
Morana
6162
Natasha
6364
Nika
6566
Olga
6768
Rada
6970
Radoslava
7172
Raisa
7374
Slavitsa
7576
Sofiya
7778
Stanislava
7980
Svetlana
8182
Tatyana
8384
Tomislava
8586
Veronika
8788
Vesna
8990
Vladimira
9192
Yaroslava
9394
Yelena
9596
Zaria
9798
Zarya
9900
Zoria
Slavic, Male
d100
Name
0102
Aleksandru
0304
Berislav
0506
Blazh
0708
Bogumir
0910
Boguslav
1112
Borislav
1314
Bozhidar
1516
Bratomil
1718
Bratoslav
1920
Bronislav
2122
Chedomir
2324
Chestibor
2526
Chestirad
2728
Chestislav
2930
Desilav
3132
Dmitrei
3334
Dobromil
3536
Dobroslav
3738
Dragomir
3940
Dragutin
4142
Drazhan
4344
Gostislav
4546
Kazimir
4748
Kyrilu
4950
Lyubomir
5152
Mechislav
5354
Milivoj
5556
Milosh
5758
Mstislav
5960
Nikola
6162
Ninoslav
6364
Premislav
6566
Radomir
6768
Radovan
d100
Name
6970
Ratimir
7172
Rostislav
7374
Slavomir
7576
Stanislav
7778
Svetoslav
7980
Tomislav
8182
Vasili
8384
Velimir
8586
Vladimir
8788
Vladislav
8990
Vlastimir
9192
Volodimeru
9394
Vratislav
9596
Yarognev
9798
Yaromir
9900
Zbignev
Spanish, Female
d100
Name
0102
Abella
0304
Adalina
0506
Adora
0708
Adriana
0910
Ana
1112
Antonia
1314
Basilia
1516
Beatriz
1718
Bonita
1920
Camila
2122
Cande
2324
Carmen
2526
Catlina
2728
Dolores
2930
Dominga
3132
Dorotea
d100
Name
3334
Elena
3536
Elicia
3738
Esmerelda
3940
Felipina
4142
Francisca
4344
Gabriela
4546
Imelda
4748
Ines
4950
Isabel
5152
Juana
5354
Leocadia
5556
Leonor
5758
Leta
5960
Lucinda
6162
Maresol
6364
Maria
6566
Maricela
6768
Matilde
6970
Melania
7172
Monica
7374
Neva
7576
Nilda
7778
Petrona
7980
Rafaela
8182
Ramira
8384
Rosario
8586
Sofia
8788
Suelo
8990
Teresa
9192
Tomasa
9394
Valentia
9596
Veronica
9798
Ynes
9900
Ysabel
Spanish, Male
d100
Name
0102
Alexandre
0304
Alfonso
0506
Alonso
0708
Anthon
0910
Arcos
1112
Arnaut
1314
Arturo
1516
Bartoleme
1718
Benito
1920
Bernat
2122
Blasco
2324
Carlos
2526
Damian
2728
Diego
2930
Domingo
3132
Enrique
3334
Escobar
3536
Ettor
3738
Fernando
3940
Franciso
4142
Gabriel
4344
Garcia
4546
Gaspar
4748
Gil
4950
Gomes
5152
Goncalo
5354
Gostantin
5556
Jayme
5758
Joan
5960
Jorge
6162
Jose
6364
Juan
6566
Machin
6768
Martin
d100
Name
6970
Mateu
7172
Miguel
7374
Nicolas
7576
Pascual
7778
Pedro
7980
Porico
8182
Ramiro
8384
Ramon
8586
Rodrigo
8788
Sabastian
8990
Salvador
9192
Simon
9394
Tomas
9596
Tristan
9798
Valeriano
9900
Ynigo
Credits
Lead Designers: Jeremy Crawford, Mike Mearls
Designer: Robert J. Schwalb
Additional Design: Adam Lee, Christopher Perkins, Matt Sernett
Development: Ben Petrisor
Managing Editor: Jeremy Crawford
Editor: Kim Mohan
Additional Editing: Michele Carter, Scott Fitzgerald Gray
Art Director: Kate Irwin
Additional Art Direction: Shauna Narciso
Graphic Designer: Emi Tanji
Cover Illustrator: Jason Rainville
Cover Illustrator (Alternative Cover): Hydro74
Interior Illustrators: Rob Alexander, Mark Behm, Eric Belisle, Zoltan Boros, Christopher
Bradley, Noah Bradley, Sam Burley, Jedd Chevrier, jD, Olga Drebas, Jesper Ejsing, Wayne
England, Leesha Hannigan, Jon Hodgson, Ralph Horsley, Lake Hurwitz, Julian Kok, Raphael
Lübke, Warren Mahy, Mark Molnar, Scott Murphy, Adam Paquette, Claudio Pozas, Vincent
Proce, A.M. Sartor, Chris Seaman, David Sladek, Craig J Spearing, Cory Trego-Erdner, Beth
Trott, Jose Vega, Richard Whitters, Ben Wootten, Min Yum
Project Management: Stan!, Heather Fleming
Production Services: Cynda Callaway, Jefferson Dunlap, David Gershman, Kevin Yee
This book includes some subclasses and spells that originally appeared in Princes of the
Apocalypse (2015) and Sword Coast Adventurers Guide (2015).
Other D&D Team Members: Bart Carroll, Trevor Kidd, Christopher Lindsay, Shelly
Mazzanoble, Hilary Ross, Liz Schuh, Nathan Stewart, Greg Tito
Playtesters: Charles Benscoter, Dan Klinestiver, Dave Kovarik, Davena Oaks, Kevin Engling,
Teos Abadia, Robert Alaniz, Phil Allison, Robert Allison, Jay Anderson, Paul Aparicio, Paul
Van Arcken, Dee Ashe, Andrew Bahls, Chris Balboni, Jason Baxter, Jerry Behrendt, Teddy
Benson, Deb Berlin, Stacy Bermes, Jim Berrier, Lauren Bilanko, Jordan Brass, Ken J. Breese,
Robert "Bobby" Brown, Matthew Budde, Matt Burton, David Callander, Mik Calow, Richard
Chamberlain, Wayne Chang, Emre Cihangir, Bruno Cobbi, Garrett Colón, Mark Craddock, Max
Cushner, Brian Dahl, Derek DaSilva, Phil Davidson, Krupal Desai, Scott Deschler, Yorcho Diaz,
Mario A. DiGirolamo, Adam Dowdy, Curt Duval, Jay Elmore, Russell Engel, Andrew Epps,
David M. Ewalt, Justin Faris, Jared Fegan, Frank Foulis, Max Frutig, Travis Fuller, Kyle Garms,
Ben Garton, Louis Gentile, Genesis Emanuale Martinez Gonzalez, Derek A. Gray, Richard
Green, Kevin Grigsby, Christopher Hackler, Bryan Harris, Gregory Harris, Randall Harris, Fred
Harvey, Ian Hawthorne, Adam Hennebeck, Sterling Hershey, Justin Hicks, Will Hoffman, Scott
Holmgren, Paul Hughes, Daniel E. Chapman II, Stanislav Ivanov, Matt Jarmak, James Jorstad,
Evan Jorstad, Alex Kammer, Joshua Kaufman, Bill Grishnak Kerney, Jake Kiefer, Chet King,
Atis Kleinbergs, Steven Knight, David Krolnik, Yan Lacharité, Jon F. Lamkin, Marjorie Lamkin,
Shane Leahy, Stephen Lindberg, Tom Lommel, Michael Long, Jonathan Longstaff, Ginny
Loveday, Kevin D. Luebke, Michael Lydon, Matthew Maranda, Joel Marsh, Gleb Masaltsev,
Chris McDaniel, Chris McGovern, Jim McKay, Mark Meredith, Mark Merida, Lou Michelli,
David Middleton, Mike Mihalas, Mark A. Miller, Paige Miller, Ian Mills, Stacy Mills, David
Milman, Daren Mitchell, TL Frasqueri-Molina, Scott Moore, David Morris, Tim Mottishaw,
JoDee Murch, Joshua Murdock, William Myers, Walter Nau, Kevin Neff, Daniel "KBlin"
Oliveira, Grigory Parovichnikov, Alan Patrick, Russ Paulsen, Matt Petruzzelli, Zachary Pickett,
Chris Presnall, Nel Pulanco, Jack Reid, Joe Reilly, Renout van Rijn, Sam Robertson, Carlos
Robles, Evan Rodarte, Matthew Roderick, Zane Romine, Nathan Ross, Dave Rosser, David
Russell, Ruty Rutenberg, A.C. Ryder, Arthur Saucier, Benjamin Schindewolf, Ken Schreur,
James Schweiss, the Seer, Jonathan Connor Self, Nicholas Sementelli, Arthur Severance, Ben
Siekert, Jimmy Spiva, the Dead Squad, Francois P. Lefebvre Sr., Keaton Stamps, Matthew
Talley, Dan Taylor, Kirsten A. Thomas, Laura Thompson, Jia Jian Tin, Kyle Turner, Justin
Turner, Alex Vine, Yoerik de Voogd, Shane Walker, Matthew Warwick, Chris "Waffles"
Wathen, Eric Weberg, Werebear, Gary West, Andy Wieland, Keith Williams, David Williamson,
Travis Woodall, Arthur Wright, Keoki Young
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon
ampersand, Players Handbook, Monster Manual, Dungeon Masters Guide, Xanathars Guide
to Everything, all other Wizards of the Coast product names, and their respective logos are
trademarks of Wizards of the Coast in the USA and other countries. All characters and their
distinctive likenesses are property of Wizards of the Coast. This material is protected under the
copyright laws of the United States of America. Any reproduction or unauthorized use of the
material or artwork contained herein is prohibited without the express written permission of
Wizards of the Coast.

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