Professional Documents
Culture Documents
1
Chapter 1 - Creating a Character
Y our first step in playin an adventure in the dungeons&
dragons game is to imagine and create a character
of your own. Your character is a combination of game
capabilities that set your character apart from members of
other classes.
You also gain a number of proficiencies: armor, weapons,
statistics, roleplaying hooks, and your imagination. You skills, saving throws, and some times tools. Your
choose a race and a class. You also invent the personality, proficiencies define many of the things your character can
appearance, and backstory of your character. Once do particularly well, from using certain weapons to telling
completed, your character serves as your representative in a convincing lie. On your character sheet, record all the
the game, your avatar in the dungeons& dragons world. features that your class gives you at 1st level.
Before you dive into step 1 below, think about the
kind of adventurer you want to play. You might be a Level
courageous fighter, a skulking rogue, a fervent cleric, or
Typically, a character starts at 1st level and advances in
a flamboyant wizard. Or you might be more interested in
level by adventuring and gaining experience rewards. A 1st-
an unconventional character, such as a brawny rogue who
level character is inexperienced in the adventuring world,
likes hand-to-hand combat, or a sharpshooter who picks of
although he or she might have been a soldier or a pirate
enemies from afar.
and done dangerous things before.
Do you want your character to be the toughest adventurer
Starting off at 1st level marks your character’s entry into
at the table? Consider a class like barbarian or Paladin.
the adventuring life. If you’re already familiar with the
If you don’t know where else to begin, take a look at the
game, or if you are joining an existing d&d campaign, your
illustrations in this book to see what catches your interest.
DM might decide to have you begin at a higher level, on the
Once you have a character in mind, follow these steps in assumption that your character has already survived a few
order, making decisions that reflect the character you want. harrowing adventures.
Your conception of your character might evolve with each
Record your level on your character sheet. If you’re
choice you make. What’s important is that you come to the
starting at a higher level, record the additional elements
table with a character you’re excited to play.
your c1ass gives you for your levels past 1st.
Throughout this chapter, we use the term character sheet
to mean whatever you use to track your character, whether Proficency Bonus
it’s a formal character sheet (like the one at the end of this
book), some form of digital record, or a piece of notebook The table that appears in your c1ass description shows
paper. An official d&d character sheet is a fine place to start your proficiency bonus, which is +2 for a 1st-Ievel character.
until you know what information you need and how you use Your proficiency bonus applies to many of the numbers
it during the game. you’ll be recording on your character sheet:
• Attack Rolls using weapons you’re proficient with
1. Choose a Race • Ability Checks using skills you’re proficient in
• Ability Checks using tools you’re proficient with
Every character belongs to a the human race, the sole
intelligent humanoid species in the d&d world, however • Saving throws you’re proficient in
there are a number of ethnicities that differs the various Your c1ass determines your weapon proficiencies, your
human races . Chapter 2 provides more information about saving throw proficiencies, and some of your skill and tool
these races. proficiencies. (Skills are described in chapter 7, tools in
The race you choose contributes to your character’s chapter 5.)
identity in an important way, by establishing a general Your background gives you additional skill and to all
appearance and the natural talents gained from culture proficiencies, and some races give you more proficiencies.
and ancestry. Be sure to note all of these proficiencies, as well as your
Your character’s race grants particular racial traits, such proficiency bonus, on your character sheet.
as special senses, proficiency with certain weapons or Your proficiency bonus can’t be added to a single die
toois, proficiency in one or more skills, or the ability to roll or other number more than once. Occasionally, your
use minor spells. These traits sometimes dovetail with the proficiency bonus might be modified (doubled or halved, for
capabilities of certain classes (see step 2). example) before you apply it.
Sometimes playing against type can be fun, too. Your race If a circumstance suggests that your proficiency bonus
also increases one or more of your ability scores, which you applies more than once to the same roll or that it should
determine in step 3. Note these increases and remember be multiplied more than once, you nevertheless add it only
to apply them later. Record the traits granted by your race once, multiply it only once, and halve it only once.
on your character sheet. Be sure to note your starting
languages and your base speed as well.
3. Determine Ability Scores
2. Choose a Class Much of what your character does in the game depends on
his or her six abilities: Strength, Dexterity, Constitution,
Every adventurer is a member of a class. Class broadly Intelligence, Wisdom, and Charisma. Each ability has
describes a character’s vocation, what special talents he or a score, which is a number you record on your character
she possesses, and the tactics he or she is most likely to sheet. The seven abilities and their use in the game are
employ when exploring a dungeon, fighting monsters, or described in chapter 7. The Ability Score Summary table
engaging in a tense negotiation. provides a quick reference for what qualities are measured
Your character receives a number of benefits from your by each ability, what races increases which abilities, and
choice of class. Many of these benefits are class features- what classes consider each ability particularly important.
2
You can generate your character’s six ability scores chapter 4, and might be willing to work with you to craft
randomly. In this case roll four 6-sided dice and record the a background that’s a more precise fit for your character
total of the highest three dice on a piece of scratch paper. concept. A background gives your character a background
Do this five more times, so that you have six numbers. feature and proficiency in two skills, and it might also give
If you want to save time or don’t like the ide a of randomly you additionallanguages or proficiency with certain kinds
determining ability scores, you can use the following scores of tools. Record this information, along with the personality
instead: 15, 14, 13, 12, 11, 10, 8. information you develop, on your character sheet.
Otherwise you have 27 points to spend on your ability Your Character Abilities
scores. The cost of each score is shown on the Ability
Score Point Cost table. For example, a score of 14 costs Take your character’s ability scores and race into account
7 points. Using this method, 18 is the highest ability score as you flesh out his or her appearance and personality.
you can end up with, before applying racial increases. You For example, high Strength usually corresponds with a
can’t have a score lower than 7. burly or athletic body, while a character with low Strength
might be scrawny or plump.
Ability Score Point Cost
A character with high Dexterity is probably lithe and slim,
Score Cost Score Cost while a character with low Dexterity might be either gangly
7 +1 13 -5 and awkward or heavy and thick-fingered. A character with
8 0 14 -7 high Constitution usually looks healthy, with bright eyes
9 -1 15 -9 and abundant energy.
10 -2 16 -12 A character with low Constitution might be sickly or frail.
11 -3 17 -15
A character with high Intelligence might be highly
12 -4 18 -19
inquisitive and studious, while a character with low
Now take your seven numbers and write each number Intelligence might speak simply or easily forget details.
beside one of your character’s six abilities to assign scores
A character with high Wisdom has good judgment,
to Strength, Dexterity, Constitution, Intelligence, Wisdom,
empathy, and a general awareness of what’s going on.
Charisma. Afterward, make any changes to your ability
Acharacter with low Wisdom might be absent-minded,
scores as a result of your race choice. After assigning your
foolhardy, or oblivious.
ability scores, determine your ability modifiers using the
Ability Scores and Modifiers table. To determine an ability A character with high Charisma exudes confidence,
modifier without consulting the table, subtract 10 from the which is usually mixed with a graceful or intimidating
ability score and then divide the result by 2 (round down). presence. A character with a low Charisma might come
Write the modifier next to each of your scores. across as abrasive, inarticulate, or tímid.
3
Weapons Then your Constitution modifier increases by 1, your
hit point maximum increases by 1 for each level you
For each weapon your character wields, calculate the
have attained. For example, if your 7th-level Fighter has
modifier you use when you attack with the weapon and the
a Constitution score of 17, when he reaches 8th level,
damage you deal when you hit. When you make an attack
he increases his Constitution score from 17 to 18, thus
with a weapon, you roll a d20 and add your proficiency
increasing his Constitution modifier from +3 to +4. His hit
bonus (but only if you are proficient with the weapon) and
point maximum then increases by 8.
the appropriate ability modifier.
The Character Advancement table summarizes the XP you
For attacks with melee weapons, use your Strength
need to advance in levels from level 1 through level 20, and
modifier for attack and damage rolls. A weapon that has the
the proficiency bonus for a character of that level. Consult
finesse property, such as a rapier, can use your Dexterity
the information in your character’s class description to see
modifier instead.
what other improvements you gain at each level.
For attacks with ranged weapons, use your Dexterity
modifier for attack and damage rolls. A weapon that has Character Advancement
the thrown property, such as a handaxe, can use your
Experience Points 1% Level Proficiency Bonus
Strength modifier instead.
0 3 1 +2
300 6 2 +2
Beyond 1st Level 900 18 3 +2
Character levels can be divided on the four tiers of play. The 2700 38 4 +2
tiers don’t have any rules associated with them; they are a 6500 75 5 +3
general description of how the play experience changes as 14000 90 6 +3
characters gain levels.
23000 105 7 +3
In the first tier (levels 1-4), characters are effectively 33500 120 8 +3
apprentice adventurers. They are learning the features that
45500 135 9 +4
define them as members of particular classes, including
the major choices that flavor their c1ass features as they 59000 160 10 +4
advance. The threats they face are relatively minor, usually 75000 200 11 +4
posing a manger lo local farms leads or villages. 95000 200 12 +4
In the second tier (levels 5-10), characters come into
115000 250 13 +5
their own. At this tier, many weapon-using classes gain
the ability to make multiple attacks in one round. These 140000 250 14 +5
characters have become important, facing dangers that 165000 300 15 +5
threaten cities and kingdoms. 195000 300 16 +5
In the third tier (levels 11-16), characters have reached 225000 400 17 +6
a level of power that sees them high above the ordinary
populace and makes them special even among adventurers. 265000 400 18 +6
At 11th level, characters gain features that allow them lo 305000 500 19 +6
make more attacks or do more impressive things with 355000 20 +6
those attacks. These mighty adventurers often confront
threats to whole regions and continents. Earning and Dividing XP
At the fourth tier (levels 17-20), characters achieve You gain experience points through activities representing
the pinnacle of their class features, becoming heroic (or each of the three pillars of adventuring: exploration,
villainous) archetypes in their own right. The fate of the social interaction, and combat. Each type of game play
world or even the fundamental order of the multiverse awards XP differently. The XP award is not the same for
might hang in the balance during their adventures all members of the party. Earned XP are shared only with
characters present on the same scene. Xp awards and
Character Advancement bonus XPs are calculated on % of the Average Party Level.
Exploration. XPs deriving from Exploration are shared
As your character goes on adventures and overcomes
equally between all members of the party in the same scene.
challenges, he or she gains experience, represented by
experience points. A character who reaches a specified Combat. For Combat, XPs are equally shared between all
experience point total advances in capability. This members of the party caught into the battle,
advancement is called gaining a level. Social Interaction. XPs due to interaction with NPC are
When your character gains a level, his or her class rewarded as follows: the most interacting character (or
often grants additional features, as detailed in the class characters if with equal merit) gains the full award for the
description. Some of these features allow you to increase interaction, any meaningful helping character gains an half
your Ability Scores, either increasing two scores by 1 each of the reward, while the other don’t recieve XPs at all.
or increasing one score by 2. You can’t increase an ability
score above 20. In addition, every character’s proficiency Exploration
bonus increases at certain levels. You gain XP for discovering and exploring abandoned,
Each time you gain a level, you gain 1 additional Hit Die. hidden or somewhat unaccessible sites, or discovering
Roll that Hit Die, add your Constitution modifier to the roll, items and Relics and gaining the knowledge of their
and add the total to your hit point maximum. Alternatively, properties. The GM can reward 1 to10% based on the
you can use the fixed value shown in your class entry, which importance of the discovery or the completness of the
is the average result of the die roll (rounded up). exploration.
4
Social Interaction
You gain experience points for interacting and or turning
General Rules
NPCs into allies, aligning them with your cause or denying Staking. In most cases, modifiers to a given check or roll
them as assets to your enemies. The GM can reward 1 or effects stack (combine for a cumulative effect) if they
to 10% based on the importance and revelance of the come from different sources and have different types (or
interaction through the story or for its possible outcomes. no type at all), but do not stack if they have the same type
or come from the same source (such as the same spell
Combat cast twice in succession). If the modifiers or effects to a
particular roll do not stack, only the best bonus and worst
You gain XP for defeating monsters in combat, whether penalty applies.
by slaying them or leaving them in a state in which they Rounding. In general, if you wind up with a fraction or
pose no threat. The XP you gain for defeating a monster any not inger number, round down, even if the fraction is
is determined by adding each single monster’s xp rewards one-half or larger. An exception to this rule are damage
and then dividing it between the characters. rolls that have a minimum of 1.
Survival & Default Multiplying. Sometimes a rule makes you multiply a
number or a die roll. As long as you’re applying a single
In any case characters are meant to gain at least 10% multiplier, multiply the number normally. When two or
from each session (about 4 hours of play), even if they don’t more multipliers apply to any abstract value (such as a
earn any or enough of the previous XPs awards, to put modifier or a die roll), however, combine them into a single
in account minor interactions and dicoveries that are not multiple, with each extra multiple adding 1 less than its
singulary rewarded and the bare survival of the character. value to the first multiple. Thus, a double (×2) and a double
(×2) applied to the same number results in a triple (×3,
Inspiration because 2 + 1 = 3).
Your GM can choose to give you inspiration XP awards When applying multipliers to real-world values (such as
for a variety of reasons. Typically, GMs award it when you weight or distance), normal rules of math apply instead. A
play out your personality traits, give in to the drawbacks creature whose size doubles (thus multiplying its weight by
presented by a flaw or bond, and otherwise portray your 8) and then is turned to stone (which would multiply its
character in a compelling way. weight by a factor of roughly 3) now weighs about 24 times
normal, not 10 times normal. Similarly, a blinded creature
XPs awarded by ispirations are Bonus XPs and dont’
attempting to negotiate difficult terrain would count each
count through the sum of conventional XPs awards for
square as 4 squares (doubling the cost twice, for a total
waht concerns the Survival and Default XP.
multiplier of ×4), rather than as 3 squares (adding 100%
Incitement. GM can reward 1 to 5% to the charaters twice).
that made and portrayed some bold, illustrious eroic (or Average Party Level & Normalized Party Level. The
villanous) actions both inside or outside of combat. average and normalized party level are two tools for the GM
Interpretation. GM can reward 1 to 5 % to the characters to manage the difficulty of the adventure and it’s challenges.
that followed accurately the background, appeal, or more The Average Party Level (AVP) it’s the mean of the
generally the flavor of their charater. level through the party members, in order to find it do the
Investigation. GM can reward 1 to 5% to the charaters following:
that have guessed or understood important clues for the • Add up the total levels of all the characters.
purposes of the campaign.
• Divide the total by the number of characters.
5
6 6
7 7
Chapter 2 - Races
T hese were the stories of a restless people who long
ago took to the seas and rivers in longboats, first to
pillage and terrorize, then to settle. Yet there was an energy,
Turmish or Impiltur to the east—and even more distinctive
in far-off Kara-Tur. Human physical characteristics, though,
vary according to the ancient migrations of the earliest
a love of adventure, that sang from every page. Long into humans, so that the humans of the Silver Marches have
the night Uriel read, lighting candle after precious candle. every possible variation of coloration and features.
She’d never given much thought to humans, but these In the Forgotten Realms, nine human ethnic groups are
stories fascinated her. In these yellowed pages were tales widely recognized, though over a dozen others are found
of bold heroes, strange and fierce animals, mighty primitive in more localized areas of Faerun. These groups, and the
gods, and a magic that was part and fabric of that distant typical names of their members, can be used as inspiration
land.Perhaps it is because of their shorte lives that they no matter which world your human is in.
strive to achieve as much as they can in the years they are
given. Whatever drives them, humans are the innovators,
the achievers, and the pioneers of the worlds.
Bedine
The Bedine were a proud warlike race that inhabited the
A Broad Spectrum southern Anauroch regions but were concentrated in the
There is no typical human. An individual can stand from region known as the Sword. They had brown-hued skin,
5 feet to a little over 6 feet tall and weigh from 125 to 250 brown eyes, and black or brown hair and were of average
pounds. Human skin shades range from nearly black to height and weight for a humanoid creature of Faerun.
very pale, and hair colors from black to blond (curly, kinky, Those rare instances of blue eyes or blonde hair were a
or straight); males might sport facial hair that is sparse product of “outlander blood”.
or thick. Humans reach adulthood in their late teens and Bedine mostly kept to their desert lands and interacted
rarely live even a single century. little with outsiders, except for trading. Bedine have
become city dwellers, leaving behind their nomadic ways,
Variety in All Things and reducing the number of tribes that stiff espouse their
Humans are the most adaptable and ambitious people traditional way of life.
among the common races. They have widely varying tastes,
morals, and customs in the many different lands where History
they have settled. When they settle, though, they stay: they Back in the past a group of humanoids immigrated from
build cities to last for the ages, and great kingdoms that can Zakhara using a portal. They intermingled with some
persist for long centuries. An individual human might have surviving Netherese and over time their culture became
a relatively short life span, but a human nation or culture what was called the Bedine. They maintained knowledge
preserves traditions with origins far beyond the reach of of their spoken language, Midani, or Uloushinn, but had
any single human’s memory. all but forgotten their native written language. Over the
They live fully in the present—making them well suited to centuries since, traders introduced them to the Thorass
the adventuring life—but also plan for the future, striving to alphabet.
leave a lasting legacy. Individually and as a group, humans
are adaptable opportunists, and they stay alert to changing Culture
political and social dynamics. Honor was prime among the Bedine’s beliefs. Their harsh
existence, full of death and hardship, molded their culture
Lasting Institutions to believe the gods would measure them based on their
Humans dream of immortality, but they achieve it by behavior in the Fugue Plane. The Bedine were divided
ensuring that they will be remembered when they are gone. into over 100 tribes with the largest having more than
Although some humans can be xenophobic, in general their 300 members. Each tribe was ruled by a sheikh. However
societies are inclusive. the sheikh’s ultimate power was limited by tradition and
important decisions made by the tribe’s council of elders.
Exemplars of Ambition Some clothing played a symbolic role in Bedine culture.
Humans who seek adventure are the most daring and Many Bedine wore kufiya scarves on their head. An igal
ambitious members of a daring and ambitious race. They held the kufiya on the head and indicated a person’s statue
seek to earn glory in the eyes of their fellows by amassing and pride, a type of sleeveless coat was called an aba.
power, wealth, and fame. Humans champion causes rather
than territories or groups. Bedine Traits
Ability Score Increase. Your Dexterity score increases
Human Names and Ethnicities by 2 and one between Itelligence or Wisdom by 1.
Having so much more variety than other cultures, humans Size. Bedine range around 6 feet tall and have slender
as a whole have no typical names. Some human parents builds. Your size is Medium.
give their children names from other languages, but most Speed. Your base walking speed is 35 feet.
parents give names that are linked to their region’s culture
or to the naming traditions of their ancestors. Keen Senses. You have proficiency in the Wisdom
(Perception) skill.
The material culture and physical characteristics of
humans can change wildly from region to region. In the Weapon Training. You have proficiency with the
Forgotten Realms, for example, the clothing, architecture, longsword, shortsword, shortbow, and longbow.
cuisine, music, and literature are different in the Mask of the Wild. You have advantage when you use
northwestern lands of the Silver Marches than in distant Dexterity (Stealth) skill within natual environment.
8
Calishite
Calishite was the name given to the majority of humans
who came from Calimshan. Calishites usually had dusky
brown skin, brown hair and brown eyes. They were also
on average a little shorter and of slighter build than most
humans of other ethnicities
History
Calishites were descendants of the slaves of the genies
who ruled great empires south of the Marching Mountains.
These ancestors were not native to the continent of Faerûn.
After the djinni Calim’s power dwindled, the Calishites
were able to free themselves of the genies’ yoke and
founded the nation of Coramshan in 606 DR. Since this
time the Calishite race has expanded and migrated to the
various regions listed above.
Culture
The pervaiding Calishite view was that they were the
rightful rulers of all the land south and west of the Sea of
Fallen Stars. They had a tendency to look on the northern
cultures as being short-lived barbarian cultures barely
worthy of notice. This, however, did not prevent them from
trading with these nations.
9
among the tribes of the Endless Wastes. Because the Oigur about having their magical secrets stolen. They rarely
were afraid of the anger of the Yamun Khahan, they allied desired to travel far from their homes. The Crinti were
themselves with the Gur in supporting the Tuigan. openly disliked by most Halruaans.
The average Halruaan was wealthy, and they cared very
Culture much about appearances, dressing in flashy, colorful,
The Gur were divided into two distinct cultures, those flamboyant garb and employed magic in their everyday
who traveled throughout the Western Heartlands and lives, such as for transportation. Similarly, they were keen
those living in the Endless Wastes. A few settled in some of on exotic pets. Education and literacy were extremely
the poorer sections of cities such as Baldur’s Gate, Elturel, important to a Halruaan.
and Iriaebor. The Gur of the Western Heartlands were
arranged by large extended families. Halruaan Traits
A nomadic people, they traveled from settlement to Ability Score Increase. All your ability scores each
settlement in assorted caravans, picking up random jobs increase by 1.
and selling or trading any unwanted goods. Some found Size. Halruaans reach on average 5 feet tall and weight
work as soothsayers and diviners. Those few who settled about 60 pounds. Your size is Medium, however.
in cities struggled to survive in their poorer quarters. Gur
Speed. Your base walking speed is 30 feet.
culture placed a high value on honor, but they suffered
long-standing prejudices from other folk. Trance. Can meditate for 4 hours a day instead of sleeping
for 8 hours.
Gur Traits Magic Initiate. Choose a class: cleric, druid, sorcerer or
Ability Score Increase. Your Constitution score wizard. You learn four cantrips of your choice from that
increases by 2 and one between your Wisdom or Charisma class’s spell list. Your spellcasting ability for these spells
score increases by 1. depends on the class you chose: Charisma for sorcerer;
Constitution for cleric; Wisdom for druid; or Intelligence
Size. Gur stand between 4 and 5 feet tall and average for wizard.
about 150 pounds. Your size is Medium.
Speed. Your base walking speed is 25 feet. Your speed is
not reduced by wearing heavy armor.
Imaskari
Resilience. You have advantage on saving throws against The Imaskari were the citizens of Imaskar, the ancient
poison, and you have resistance against poison damage. empire later swallowed by the Raurin Desert and the
Combat Training. You have proficiency with the battleaxe, Plains of Purple Dust. They were vilified by the Mulan, who
handaxe, light hammer, and warhammer. were the descendants of the slaves the Imaskari artificers
abducted from other worlds using the mighty portals they
Toughness. Your hit point maximum increases by 1, and
crafted. Imaskaris are tall, fair-skinned folk with blue or
it increases by 1 every time you gain a level.
steely gray eyes. Most have raven-black hair, but those who
inhabit the extreme northwest have blond, red, or light
Halruaan brown hair.
The Halruaans were an ethnic group of humans who
made up the vast majority of the population of Halruaa
History
and Nimbral. They also composed a tiny percentage of The great empire of Imaskar was destroyed when the
the population of Lapaliiya and the Shaar.Halruaans are gods of their slaves, the Mulan, rose up and shattered the
of moderate height and build, with skin huesranging from empire. Some of the Imaskari retreated to Deep Imaskar
tawny to fair. Their hair is usually brown or black, and their in the Underdark beneath the Hordelands. Explorers from
eye color varies widely, though brown is most common. Deep Imaskar set out to see if the Mulhorandi persisted,
only to find another group of descendants, under the wizard
History Ususi Manaallin, had relocated the old Palace of the Purple
Emperor to the barren Mulhorandi lands and founded the
The Halruaans were the result of an intermingling of
city of Skyclave.
refugees from Netheril, led by the archmage Raumark,
and the Lapal people, who were also the predecessors of Deep Imaskar was subsequently attacked by ancient
the Tashalans. The Lapal were simple farmers and fishers living weapons of Imaskari design and only the timely
when the Netherese refugees arrived. The Lapal taught the intervention of Empress Ususi and the vengeance-taker
Netherese how to work the land, and the refugees taught Iahn Qoyllor saved the beleaguered city. When the threat
the Lapal the magic arts. The two groups had merged had been dealt with, many of the younger Imaskari of Deep
within only three generations. The Halruaan people split Imaskar left with Ususi to support the growth of High
into two major groups near the end of the second century Imaskar.
DR. The group worshiping Leira emigrated from Halruaa
and settled Nimbral. Culture
Deep Imaskari are guarded and detached, keeping an
Culture unconscious watchful eye in all their interactions. Even
Most Halruaans were lovers of magic, especially arcane before their fleeing into the deep bowels of the earth, they
magic. In fact, Halruaans had the strongest magic tradition were fascinated by magics. During their long isolation they
of any of the human races of Faerûn. Even the poorest have focused themselves on magical experimentation, never
commoner could cast simple spells, and it was considered shunning risky outcome or dangerous spell preparations.
a mark of honor and prestige to excel in the arcane arts. Regarding their fondness and curiosity of everything
Halruaans tended to be a happy lot, and enjoyed treating magical, the surest way to gain a Deep Imaskari’s friendship
each other with all kinds of pleasantries. In contrast, they is by gifting it with magic, either an ancient spell scroll or
were often very suspicious of foreigners with anxieties mysterious artifact of the same nature.
10
Imaskari Traits Nar
Ability Score Increase. Your Intelligence score increases
by 2 and one between Dexterity or Constitution by 1. The Nars were an ethnic group descended from the
survivors of the empire of Narfell. More than a thousand
Size. Imaskari vary widely in height and build, from barely years ago, the dark priests of Narfell amassed great
5 feet to well over 6 feet tall. Regardless of your position in power, but their actions eventually brought about a war
that range, your size is Medium. that destroyed their civilization. The Nars abandoned
Speed. Your base Walking speed is 30 feet. their ruined and accursed cities and became nomads and
Cunning Intutions. Advantage on all Intelligence, traders. Nars have tanned skin, brown or black eyes, and
Wisdom, and Charisma saving throws against magic. black hair, often worn long and tied in a tail or topknot.
Ancient’s Lore. You have proficency and advantage on
Intelligence (Knowledge) skill.
History
Mulan The Nar tribes were first discovered by Mulhorandi scouts
when that nation began expanding into the north. By the
Mulan were typically tall and thin with a sallow skin time of the Orcgate Wars nearly 500 years later, the Nars
tone and brown or hazel eyes. Lower class Mulan of Thay, had been hired as mercenaries to fight in Mulhorand’s
Mulhorand, and Unther frequently had significant Rashemi armies. After the wars had ended, the Nar tribes returned
or Turmish blood, resulting in darker complexions. Mulan to their native lands, inspired to forge their own kingdom.
often had little body hair, ranging in color from black to The most important of these kingdoms were Ashanath
dark brown. Mulan generally preferred simple, unadorned and Tharos. Tharos, the namesake of the Nar kingdom of
clothing, particularly those that worshipped the god-kings, the same name, led his tribe into the Riildath where they
so as not to outshine them. Other differences in appearance discovered the ruins of Narathmault and with it, many
varied by region; for example, Mulan Red Wizards of Thay secrets of demonic lore left behind by the Ilythiiri.
were often heavily tattooed. Then the king of Tharos, Thargaun son of Tharos, by
means of the wicked artifact known as the Crown of Narfell,
History began to conquer all of the neighboring tribes. After the
The Mulan were first brought to Toril through portals fall of the empire, the surviving Nars retreated into tiny
to another world created by wizard rulers of the Imaskar enclaves in an attempt to defend themselves from the
Empire. They were used as slaves and for many years their demons that they had unbound.
fervent prayers went unanswered because of the magical
Imaskar barrier. However, mortal avatars of the slaves’ Culture
deities were able to circumvent the barrier and defeat the The Nars were considered fierce barbarians, much like
Imaskari. The freed Mulan settled the lands to the west and the Uthgardt tribes. They were known across Faerûn as
created the nations of Mulhorand and Unther. some of the greatest horsemen and breeders of the hardiest
For many generations, god-king avatars of the Mulhorandi horses. They were responsible for the Nars heavy horse
and Untheric deities ruled these empires and led to the breed. By the late 14th century DR, few Nars remembered
development of a powerful priest class. Those who practiced any of the traditions of their earlier ancestors. They avoided
arcane magic struggled under their heavy-handed rule and the ruins of Narfell and would often drive away adventurers
eventually rebelled, forming the independent nation of wanting to explore them.
Thay, ruled by Red Wizards of Mulan descent.
Nar Traits
Culture Ability Score Increase. Your Strength score increases by
Mulan were an arrogant, conservative group, resistant to 2, and one between your Charisma or Intelligence by 1.
change and convinced of their cultural superiority over all Size. Nar are somewhat larger and bulkier than the
others. In Thay, many even believed they were above the average human, and they range from 6 feet tall to 7. Your
gods. Mulan felt they were more civilized, inventive, and size is Medium.
capable than other ethnic groups and believed strongly in Speed. Your base walking speed is 30 feet.
the values of order and discipline.
Relentless Endurance. When you are reduced to 0 hit
All upper and middle class Mulan received at least some points but not killed outright, you can drop to 1 hit point
education, and apprenticeship at a young age was common. instead. You can’t use this feature again until you finish a
Mulan followed the rigid class structures of their society, long rest.
and the practice of slavery was commonplace. They also
Savage Attacks. When you score a critical hit with a
had a strong tradition in the use of magic, but disagreed
melee weapon attack, you can roll one of the weapon’s
over the pursuit of arcane versus divine magic. The arcane
damage dice one additional time and add it to the extra
arts were lauded in Thay, but distrusted in Mulhorand and
damage of the critical hit.
Unther.
11
History Culture
The Rashemi are descendants of the nomadic tribes Shaaran society is built around extended family units
that were employed as mercenaries by Mulhorand. They known as clans. Several clans form a tribe which is
then forged the empire of Raumathar, which rivaled the governed by a chieftain and a council of wise elders.
Mulhorand and Unther empires in its day. In the centuries Because the Shaar region acts as a crossroad in southern
after, they fought many battles against the Narfell empire Faerûn, the Shaarans have learned to get along reasonably
over the contested Rashemi tribal lands on the Priador well with other cultures. The dozen or so tribes of Shaarans
plateau. Finally, the empires suffered a mutual defeat in a share a common culture, but each also maintains separate
massive fiery clash involving an avatar of Kossuth and an elements of its own tradition. Outsiders have difficulty
army of fiends led by the demon lord Eltab. distinguishing among the different tribes, but the nomads
The armies of the Mulhorand empire quickly swept in can readily identify one another’s tribal affiliation by the
and reoccupied the Priador plateau, and their descendants differences in dress, horse coloration, dwelling styles,
continue to subjugate the Rashemi of Thay today. Today, weapon styles and decorations, and traditional roaming
the Rashemi are the most numerous human ethnic group territories.
on the Priador plateau of Thay and in Rashemen. Minority
groups of them can be found throughout the surrounding Shaaran Traits
regions as well. Ability Score Increase. Your Wisdom score increases
by 2, and one between your Strenght or Constitution score
Culture increases by 1.
Rashemi think of themselves as inhabitants of a harsh Size. Shaaran are around 5 feet tall and weigh between
and beautiful land ruled by spirits and rarely display the
90 and 120 pounds. Your size is Medium.
arrogance of other human ethnic groups. Children are
expected to earn their place in the world, rather than Speed. Your base walking speed is 30 feet.
having it handed to them, and they view life as a series of Saving Face: Shaaran are careful not to show weakness
challenges to face and defeat. in front of their allies, for fear of losing status. If you miss
They place a high value on individual accomplishment with an attack roll or fail an ability check or a saving throw,
and strength, physical in Rashemen. Elders are respected you can gain a bonus to the roll equal to the number of
for their wisdom and mental strength. Most young adult allies you can see within 30 feet of you (maximum bonus of
Rashemi travel extensively for a year as part of a coming- +5). Once you use this trait, you can’t use it again until you
of-age ritual called dajemma, resulting in a population finish a short or long rest.
with considerable worldly knowledge. Formal schooling is Lucky. Once for long rest, when you roll a 1 on an Attack
not emphasized because of the strong warrior culture in Roll, ability Check, or saving throw, you reroll the die and
Rashemen and the subjugation of the lower classes in Thay. must use the new roll.
12
Culture they used this wealth to constantly scheme and plot for
mercantile and military domination of neighboring nations.
Telamont had a great love of Netherese culture and
Thayans believed that the gods sent luck to the strong and
has sought to preserve it even when his subjects and
resolute, not to the gentle and compassionate.
he were forced onto the Demiplane of Shadow. His
unwavering determination to rule the city means that he
considers himself to be the true embodiment of the city’s
Thayan Traits
culture, laws and beliefs. The Shadovar are proud of Ability Score Increase. Your Charisma score increases
their accomplishments and feel that they are gradually by 2 and one between your Srenght or Dexterity score
reclaiming the land that was stolen from their ancestors. increases by 1.
They have little sympathy for the savage tribes that overran Size. Thayan vary widely in height and build, about 5 feet
their ancestral lands, and fear that those tribes seek to bring tall. Regardless of your position in that range, your size is
Netheril low again. The Netherese view Sembians with a Medium.
measure of disdain, eyeing their commercial inclinations
Speed. Your base walking speed is 30 feet.
with suspicion but acknowledging their contributions to
the Empire of Netheril. Aggressive. On you first turn of any combat you can add
1d6 to your damage rolls and you can move up to your
Shadovar Traits speed toward an enemy as a free action.
Slaver. You gain Proficency into the Intimidation Skill.
Ability Score Increase. Any one ability score of your
choice increases by 2.
Size. Shadovar are average size and weight. Your size is
Ulutiun
Medium. The Ulutiuns were a grouping of related races of humans
Speed. Your base walking speed is 30 feet. who inhabited the far polar regions of Faerûn. The
Darkvision. You can see in dim light within 60 feet of you Ulutiuns are short, dark-haired, golden-skinned people who
as if it were bright light, and in darkness as if it were dim originated in northern Kara-Tur and migrated westward
light. You can’t discern color in darkness. to Icewind Dale and other cold lands near the Endless
Ice Sea. Hunters and gatherers, Ulutiuns live in small
Shroud of Darkness. As an action your eyes to turn into
tribes that have managed to survive in one of the harshest
pools of darkness, obscuring an area of 5 feet around you,
environments in the world.
granting you Half Cover. This effect lasts for 1 round per
level, and once on each of your turns you can deal extra History
necrotic damage equal to your level, whenever you damage
a creature with an attack or spell. Once you use this trait, Ulutiuns were originally from the lands of Kara-Tur and
you can’t use it again until you finish a long rest. migrated west to Faerûn over the ice over a thousand years
Shadow Step. As a bonus action, you can use one of before the Dalereckoning. Between Kara-Tur and Faerûn
those magical effect. Once you use this trait, you can’t use stretches the Hordelands for hundreds of miles. At the
it again until you finish a short or long rest. far South East of it lies the mysterious continent of Osse.
Trade, characters and artifacts occasionally arrive from
• You can turn invisible until the start of your next turn. Kara-Tur via the Golden Way, but beyond that there is little
• You can teleport to any point within 30ft. for which you interaction between the continents.
have line of sight.
Culture
Thayan Ulutiuns are an adaptable and nomadic people and live
close to nature in their hunter-gatherer tribes. The strongest
Thayan tended to have brown skin and dark hair. A variety
warrior of the tribe, is usualy the chieftain. Some tribes
of robelike garments were the usual clothing of Thayan,
prefer to have an old, and wise leader as their chieftain,
while tunics or the combination of shirt and trousers were
usualy with a strong second in command to add weight to
worn by the lower classes.
his word. Uluituins will judge you based on your physique
and your abilities in survival and combat, but are rarely
History impressed by magic, which they believe are evil spirits
The nation of Thay came about when a sect, calling being manipulated by the caster. Even healing potions are
itself the Red Wizards, declared its freedom from the god considered evil, and instead they rely on nature medicin.
kings of Mulhorand. The sect’s center of strength was in
the northern provinces where the natives did not have the Ulutiun Traits
inbred reverence for the god-kings. After razing the city
Ability Score Increase. Any four ability scores of your
of Delhumide they declared themselves the free nation
choice increase by 1.
of Thay. Since then, Mulhorand has defended itself, quite
successfully, against two invasions from Thay. On the other Size. Uluituins are between 7 and 8 feet tall and weigh
hand, few invasions ever overcame the great mountains between 280 and 340 pounds. Your size is Medium.
girding the Plateau of Thay, and the secretive and Speed. Your base walking speed is 30 feet.
suspicious Red Wizards raised barriers just as formidable Powerful Build. You add 6 slots when determining your
to discourage travelers from venturing into their lands. maximum carrying capacity.
13
Chapter 3 - Classes
Barbarian
Class Features
Hit Points
Hit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your
Constitution modifier per barbarian level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, three martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, Intimidation, Nature,
Perception, and Survival.
Equipment
You start with the following equipment, in addition to the
equiment granted by your background:
• (a) a greataxe or (b) any martial melee weapon
• (a) two handaxes or (b) any simple weapon also end your rage on your turn as a bonus action. Once you
• An explorer’s pack and four javelin have raged the number of times shown for your barbarian
level in the Rages column of the Barbarian table, you must
• 5 gold pieces
finish a long rest before you can rage again.
or 50 gold pieces
While raging, you gain the following benefits if you aren’t
wearing heavy armor:
Rage • You have advantage on Strength Checks and Strength
In battle, you fight with primal ferocity. On your turn,you saving throws.
can enter a rage as a bonus action. Your rage lasts for 1 • When you make a melee weapon attack using Strength,
minute. It ends early if you are knocked unconscious or if you gain a bonus to the damage roll that increases as you
your turn ends and you haven’t attacked a hostile creature gain levels as a barbarian, as shown in the Rage Damage
since your last turn or taken damage since then. You can column of the Barbarian table.
14
• You have resistance to bludgeoning, piercing, and
slashing damage. The Barbarian
• You can’t cast or concentrate on spells while raging. Proficency Rage
Level Features Rages
Bonus Damage
Unarmored Defense 1 +2
Rage, Unarmored
Defense
2 +2
While you are not w earing any armor, your Armor Class Reckless Attack,
2 +2 2 +2
equals 10 + your Dexterity modifier + your Constitution Danger Sense
modifier. You can use a shield and still gain this benefit. 3 +2 Primal Path 3 +2
Reckless Attack 4 +2
Ability Score
Improvement
3 +2
Starting at 2nd level, you can throw aside all concern for Extra Attack, Fast
5 +3 3 +3
defense to attack with fierce desperation. When you make Movement
your first attack on your turn, you can decide to attack 6 +3 Path Feature 4 +3
recklessly.
Doing so gives you advantage on melee weapon Attack 7 +3 Feral Insticnt 4 +3
Rolls using Strength during this turn, but Attack Rolls Ability Score
against you have advantage until your next turn. 8 +3 4 +3
Improvement
9 +4 Brutal Critical (1 die) 4 +4
Danger Sense
10 +4 Path Feature 4 +4
At 2nd level, you gain an uncanny sense of when things
nearby aren’t as they should be, giving you an edge when 11 +4 Rentless Rage 4 +4
you dodge away from danger.
Ability Score
You have advantage on Dexterity saving throws against 12 +4 5 +4
Improvement
effects that you can see, such as traps and spells. To gain
13 +5 Brutal Critical (2 dice) 5 +5
this benefit, you can’t be blinded, deafened, or incapacitated.
14 +5 Path Feature 5 +5
Primal Path
15 +5 Persistent Rage 5 +5
At 3rd level, you choose a path that shapes the nature of
Ability Score
your rage. Choose the Path of the Berserker, Path of the 16 +5 5 +5
Improvement
Guardian or the Path of the Totem Warrior, both detailed
at the end of the class description. Your choice grants you 17 +6 Brutal Critical (3 dice) 6 +6
features at 3rd level and again at 6th, 10th, and 14th levels.
18 +6 Indomitable Might 6 +6
When you reach 4th level, and again at 8th, 12th, 16th, 20 +6 Primal Champion Unlimited +6
and 19th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of your
choice by 1.
Relentless Rage
Extra Attack Starting at 11th level, your rage can keep you fighting
Beginning at 5th level, you can attack twice, instead of despite grieYous wounds. If you drop to 0 hit points while
once, whenever you take the Attack action on your turn. you’re raging and don’t die outright, you can make a DC 10
Constitution saving throw. If you succeed, you drop to 1 hit
Fast Movement point instead. Each time you use this feature after the first,
the DC increases by 5. When you finish a short or long rest,
Starting at 5th level, your speed increases by 10 feet while the DC resets to 10.
you aren’t w earing heavy armor.
Persistent Rage
Feral Instinct Beginning at 15th level, your rage is so fierce that it ends
By 7th level, your instincts are so honed that you early only if you fall unconscious or if you choose to end it.
have advantage on initiative rolls. Additionally, if you
are surprised at the beginning of combat and aren’t Indomitable Might
incapacitated, you can act normally on your first turn, but
only if you enter your rage before doing anything else on Beginning at 18th level, if your total for a Strength Check
that turn. is less than your Strength score, you can use that score in
place of the total.
Brutal Critical
Primal Champion
Beginning at 9th level, you multiply one additional time
the damage when determining the extra damage for a At 20th level, you embody the power of the wilds. Your
critical hit with a melee attack. This increases to two times Strength and Constitution scores increase by 4. Your
at 13th level and three at 17th level. maximum for those scores is now 24.
15
Primal Paths
Totem Spirit
At 3rd level, when you adopt this path, you choose a totem
Rage burns in every barbarian’s heart, a furnace that spirit and gain its feature. You must make or acquire a
drives him or her toward greatness. Different barbarians physical totem object that incorporates fur or feathers,
attribute their rage to different sources, however. For some, claws, teeth, or bones of the totem animal.
it is an internal reservoir where pain, grief, and anger are
Bear. While raging, you have resistance to all damage
forged into a fury hard as steel. Others see it as a spiritual
except psychic damage. The spirit of the bear makes you
blessing, a gift of a totem animal.
tough enough to stand up to any punishment.
Path of the Berserker Eagle. While you’re raging and aren’t wearing heavy
armor, other creatures have disadvantage on opportunity
For some barbarians, rage is a means to an end-—that Attack Rolls against you, and you can use the Dash action
end being violence. The Path of the Berserker is a pathof as a bonus action on your turn. The spirit of the eagle
untrammeled fury, slick with blood. makes you into a predator who can weave through the fray
with ease.
As you enter the berserker’s rage, you thrill in the chaos of
Wolf. While you’re raging, your friends have advantage
battle, heedless of your own health or well-being.
on melee Attack Rolls against any creature within 5 feet of
Frenzy you that is hostile to you. The spirit of the wolf makes you
a leader of hunters.
Starting when you choose this path at 3rd level, you can Elk. While you’re raging and aren’t wearing heavy armor,
go into a frenzy when you rage. If you do so, for the duration your walking speed increases by 15 feet. The spirit of the
of your rage you can make a single melee weapon attack as elk makes you extraordinarily swift.
a bonus action on each of your turns after this one.
When your rage ends, you suffer one level of exhaustion Aspect of the Beast
(as described in appendix A). At 6th level, you gain a benefit based on the totem animal
of your choice. You can choose the same animal you
Mindless Rage selected at 3rd level or a different one.
Beginning at 6th level, you can’t be charmed or frightened Bear. You gain the might of a bear. Your carrying capacity
while raging. If you are charmed or frightened when you (including maximum load and maximum lift) is doubled,
enter your rage, the effect is suspended for the duration of and you have advantage on Strength Checks made to push,
the rage. pull, lift, or break objects.
Eagle. You gain the eyesight of an eagle. You can see up
Intimidating Presence to 1 mile away with no difficulty, able to discern even fine
Beginning at 10th level, you can use your action to frighten details as though looking at something no more than 100
someone with your menacing presence. When you do so, feet away from you. Additionally, dim light doesn’t impose
choose one creature that you can see within 30 feet of you. disadvantage on your Wisdom (Perception) Checks.
If the creature can see or hear you, it must succeed on a Wolf. You gain the hunting sensibilities of a wolf. You can
Wisdom saving throw against DC of 8 + your Proficiency track other creatures while traveling at a fast pace, and you
Bonus + your Charisma modifier or be frightened of you can move stealthily while traveling at a normal pace (see
until the end of your next turn. chapter 8 for rules on travel pace).
On subsequent turns, you can use a bonus action to extend Elk. You gain proficiency in two skills from the following
the duration of this effect on the frightened creature until list: Athletics, Acrobatics, Stealth, and Survival. The Elk
the end of your next turn. This effect ends if the creature spirit hones your survival instincts.
ends its turn out of line of sight or more than 60 feet away
from you. If the creature succeeds on its saving throw, you Animal Presence
can’t use this feature on that creature again for 24 hours. At 10th level, you gain a benefit based on a totem animal of
your choice. You can choose the same animal you selected
Vengeance previously or a different one.
Starting at 14th level, when you take damage from a Bear. While you’re raging, any creature within 5 feet of
creature that is within 5 feet of you. you can use your you at the start of his turn must succeed a Wisdom saving
reaction to make a melee weapon attack against that throw with DC equal to 8 + your Proficiency Bonus + your
creature. Charisma modifier or be frightened of you until the end of
your next turn.
Path of the Totem Warrior Eagle. While raging, you have advantage to Wisdom
(Perception) Checks to spot hidden enemies or traps.
The Path of the Totem Warrior is a spiritual journey, as Wolf. While you’re raging, you can use a bonus action on
the barbarian accepts a spirit animal as guide, protector, your turn to gain advantage to Attack Rolls for this turn
and inspiration. In battle, your totem spirit fills you with agaist any adiacent creature that fails a Intelligence saving
supernatural might, adding magical fuel to your barbarian throw with DC equal to 8 + your Proficiency Bonus + your
rage. Intelligence Modifier.
Spirit Seeker Elk. While raging, you can use a bonus action during
your move to pass through the space of a Large or smaller
Yours is a path that seeks attunement with the natural creature. That creature must succeed on a Strength saving
world, giving you a kinship with beasts. At 3rd level when throw with 8 + your Proficiency Bonus + your Strenght
you adopt this path, you gain the ability sense beasts within modifier or be overrun and take bludgeoning damage
60 feet from you. equal to ld12 +your Strength modifier.
16
Totemic Attunement Storm of Fury
At 14th level, you gain a benefit based on a totem animal of When you select this path at 3rd level, choose one of the
your choice. You can choose the same animal you selected following options: desert, sea, or tundra. The environment
previously or a different one. you choose shapes the nature of the storm you conjure.
Bear. While you’re raging, any creature within 5 feet of While raging, you emanate an aura in a 10-foot radius. The
you that’s hostile to you has disadvantage on Attack Rolls effects of this aura depend on your chosen environment.
against targets other than you. An enemy is immune to this Desert. Any enemy that ends its turn in your aura takes
effect if it can’t see or hear you or if it can’t be frightened. fire damage equal to 2 + your barbarian level divided by 4.
Eagle. While raging, you have a flying speed equal to your Sea. At the end of each of your turns, you can choose a
current walking speed. This benefit works only in short creature in your aura, other than yourself. The target must
bursts, you fall to the groudn at the end your turn. make a Dexterity saving throw against a DC equal to 8 +
Wolf. While you’re raging, you can use a bonus action on your proficiency bonus + your Constitution modifier. The
your turn to knock a Large or smaller creature prone when target takes 2d6 lightning damage on a failed save, and
you hit it with melee weapon attack. half as much damage on a successful one. This damage
Elk. While you’re raging, if you move at least 20 feet in a increases by 1d6 for each 4 levels after the 3rd.
straight line toward a target right before making a melee Tundra. Any enemy that ends its turn in your aura takes
weapon attack against it, you can use a bonus action to cold damage equal to 2 + your barbarian level divided by 4.
make an additional melee weapon attack against it.
Storm Soul
Path of the Guardian At 6th level, your link to the power of the storm grants you
additional abilities based on the environment you chose at
In order to cement ties to their ancestral guardians, 3rd level.
barbarians who follow this path cover themselves in
Desert. You gain resistance to fire damage and don’t
elaborate tattoos that celebrate their ancestors’ deeds.
suffer the effects of extreme heat.
These tattoos tell epic sagas of victories against terrible
monsters and other fearsome rivals. Sea. You gain resistance to lightning damage and can
breathe underwater.
Fury Tundra. You gain resistance to cold damage and don’t
Starting when you choose this path at 3rd level, you can suffer the effects of extreme cold.
enter in a state of fury while raging, whirling your weapons
around you. At the end of your turns each creature within Shield of the Storm
5 feet of you takes damage equal to half of your primary At 10th level, you learn to use your mastery of the storm to
weapon damage dice plus your Barbarian level. If you are protect your allies. While you are raging, allies within your
weilding two weapons, add half of your secondary weapon aura gain the benefits of your Storm Soul feature.
damage dice too. The damage is of the same type of the
weapons that you are weilding. Raging Storm
Strenght of the Ancients At 14th level, the power of the storm you channel grows
mightier.
At 3rd level, whenever you drop unconcious, you begin
Desert. The ground around you becomes like shifting
with one successful death saving throw.
sand. Any enemy that attempts to move more than 5 feet
Zealous Focus per turn on the ground while in your aura must make a
Strength saving throw (DC 8 + your proficiency bonus +
At 6th level, if you fail a saving throw while raging, you can your Constitution modifier). On a failed save, the creature’s
instead succeed on that saving throw as a reaction. Doing speed drops to 0 until the start of its next turn.
so immediately ends your rage, and you can’t rage again Sea. Roaring winds tear through the area around you. Any
until you finish a short or long rest. creature in your aura that you hit with an attack must make
a Strength saving throw (DC 8 + your proficiency bonus +
Whirlwind Attack your Strength modifier) or be knocked prone.
At 10th level, while raging you can use your action to Tundra. The air around you coldly slows your foes. The
make a special attack against each opponent within reach. area within your aura is difficult terrain for your enemies.
17
Bard Class Features
As a Bard, you gain the following class features.
Words and music are not just vibrations of air, but
vocalizations with power all their own. The bard is a master
of song, speech, and the magic they contain. Bards say that
Hit Points
the multiverse was spoken into existence, that the words of Hit Dice: 1d8 per Bard level
the gods gave it shape, and that echoes of these primordial Hit Points at 1st Level: 8 + your Constitution modifier
Words of Creation still resound throughout the cosmos.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
The music of bards is an attempt to snatch and harness
modifier per Bard level after 1st.
those echoes, subtly woven into their spells and powers.
The greatest strength of bards is their sheer versatility. Proficiencies
Many bards prefer to stick to the sidelines in combat, using
their magic to inspire their allies and hinder their foes from Armor: Light armor
a distance. But bards are capable of defending themselves Weapons: Simple weapons, hand crossbows, longswords,
in melee if necessary, using their magic to bolster their rapiers, shortswords
swords and armor. Their spells lean toward charms and Tools: Three musical instruments of your choice.
illusions rather than blatantly destructive spells. They
Saving Throws: Dexterity, Charisma.
have a wide-ranging knowledge of many subjects and a
natural aptitude that lets them do almost anything well. Skills: Choose any three.
Bards become masters of the talents they set their minds
to perfecting, from musical performance to esoteric Equipment
knowledge. You start with the following equipment, in addition to the
Only rarely do bards settle in one place for long, and their equipment granted by your background:
natural desire to travel—to find new tales to tell, new skills • (a) a rapier, (b) a longsword, or (c) any simple weapon
to learn, and new discoveries beyond the horizon—makes
• (a) a diplomat’s pack or (b) an entertainer’s pack
an adventuring career a natural calling. Every adventure
is an opportunity to learn, practice a variety of skills, • (a) a lute or (b) any other musical instrument
enter long-forgotten tombs, discover lost works of magic, • Leather armor and a dagger
decipher old tomes, travel to strange places, or encounter
exotic creatures. Bards love to accompany heroes to
witness their deeds firsthand.
18 18
or 100 gold pieces
The Bard
Bardic Inspiration Level
Proficency
Features
Bonus
You can inspire others through stirring words or music.
1 +2 Bardic Music, Bardic Inspiration (d6)
To do so, you use a bonus action on your turn to choose
one creature other than yourself within 60 feet of you who
2 +2 Jack of All Trades, Song of Rest (d6)
can hear you. That creature gains one Bardic Inspiration
die, a d6. Once within the next 10 minutes, the creature can 3 +2 Bard College, Expertise
roll the die and add the number rolled to one ability check,
4 +2 Ability Score Improvement
attack roll, or saving throw it makes.
The creature can wait until after it rolls the d20 before 5 +3 Bardic Inspiration (d8), Font of inspiration
deciding to use the Bardic Inspiration die, but must decide
6 +3 Bard College feature
before the GM says whether the roll succeeds or fails. Once
the Bardic Inspiration die is rolled, it is lost. A creature can 7 +3 Countercharm, Bardic Music
have only one Bardic Inspiration die at a time.You can use
8 +3 Ability Score Improvement
this feature a number of times equal to your Charisma
modifier (a minimum of once). 9 +4 Song of Rest (d8)
You regain any expended uses when you finish a long rest.
10 +4 Bardic Inspiration (d10)
Your Bardic Inspiration die changes when you reach
certain levels in this class. The die becomes a d8 at 5th 11 +4 Tides of Luck
level, a d10 at 10th level, and a d12 at 15th level. 12 +4 Ability Score Improvement
19
To inspire greatness, a Bard must sing and an ally must Font of Inspiration
hear him sing. The effect lasts for as long as the ally hears
the Bard sing and for 5 rounds thereafter. A creature Beginning when you reach 5th level, you regain all of your
inspired with greatness gains 2 bonus Hit Dice (d10s), expended uses of Bardic Inspiration when you finish a
the commensurate number of temporary hit points (apply short or long rest.
the target’s Constitution modifier, if any, to these bonus
Hit Dice), a +2 competence bonus on attack rolls, and Countercharm
a +1 competence bonus on Constitution saves. Inspire
greatness is a mind-affecting ability. At 7th level, you gain the ability to use musical notes or
words of power to disrupt mind-influencing effects. As an
Inspire Heroics action, you can start a performance that lasts until the end
of your next turn. During that time, you and any friendly
A Bard of 13th level or higher can use music or poetics
creatures within 30 feet of you have advantage on saving
to inspire tremendous heroism in himself or a single
throws against being frightened or charmed.
willing ally within 30 feet. For every three Bard levels the
character attains beyond 15th, he can inspire heroics in A creature must be able to hear you to gain this benefit.
one additional creature. To inspire heroics, a Bard must The performance ends early if you are incapacitated or
sing and an ally must hear the Bard sing for a full round. silenced or if you voluntarily end it (no action required).
A creature so inspired gains advantage on saving throws
and all enemies have disadvantage to hit him. The effect Tides of Luck
lasts for as long as the ally hears the Bard sing and for up
Bards seem to have a knack for pulling themselves out of
to 5 rounds thereafter. Inspire heroics is a mind-affecting
tight situations, transforming what looks like sure failure
ability.
into an embarrassing but effective success.
Mass Suggestion At 11th level, you can expend one use of Bardic Inspiration
after you fail an ability check, fail a saving throw, or miss
A Bard of 18th level can make the suggestion effect of with an attack roll. Roll a Bardic Inspiration die and add
bardic music simultaneously to any number of creatures the number rolled to your attack, saving throw, or ability
that he has already fascinated. Mass suggestion is an check, using the new result in place of the failed one.
enchantment (compulsion), mind-affecting, language-
dependent ability. If using this ability grants you a success on the attack,
saving throw, or ability check, note the number you rolled
on the Bardic Inspiration die. The DM can then apply that
Jack of All Trades result as a penalty to an attack or check you make, and you
Starting at 2nd level, you can add half your proficiency cannot use this ability again until you suffer this drawback.
bonus, rounded down, to any ability check you make that
doesn’t already include your proficiency bonus. Superior Inspiration
At 20th level, when you roll initiative and have no uses of
Song of Rest Bardic Inspiration left, you regain one use.
Beginning at 2nd level, you can use soothing music or
oration to help revitalize your wounded allies during a short
rest. If you or any friendly creatures who can hear your Bard Colleges
performance regain hit points at the end of the short rest The way of a Bard is gregarious. Bards seek each other out
by spending one or more Hit Dice, each of those creatures to swap songs and stories, boast of their accomplishments,
regains an extra 1d6 hit points.
and share their knowledge. Bards form loose associations,
The extra hit points increase when you reach certain which they call colleges, to facilitate their gatherings and
levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, preserve their traditions.
and to 1d12 at 17th level.
College of Lore
Bard College
Bards of the College of Lore know something about most
At 3rd level, you delve into the advanced technicques things, collecting bits of knowledge from sources as diverse
of a Bard college of your choice. Your choice grants you as scholarly tomes and peasant tales. Whether singing folk
features at 3rd level and again at 6th and 14th level. ballads in taverns or elaborate compositions in royal courts.
20
roll, but before the GM determines whether the attack roll Blade Flourish
or ability check succeeds or fails, or before the creature
At 14th level, you learn to conduct impressive displays
deals its damage. The creature is immune if it can’t hear
of skill with your weapons. When you use the Attack
you or if it’s immune to being charmed.
action on your turn and attack with a dagger, longsword,
rapier, scimitar, or shortsword, you can attempt one of the
Subliminal Insight following flourishes.
At 6th level, your ability to gather stories and lore gains a Defensive Flourish. You spin your weapon around you in
supernatural edge. Up to a number of times equal to your swift circles, creating a hypnotic display. As a bonus action,
Charisma modifier, you can read the thoughts of certain you expend one use of Bardic Inspiration, rolling a Bardic
creatures. As an action on each turn for 1 minute, you Inspiration die and applying the number rolled as a bonus
can focus your mind on any one creature that you can see to your AC until the start of your next turn.
within 30 feet of you. If the creature you choose has an
Trick Shooter’s Flourish. This favorite trick of knife
Intelligence of 3 or lower or doesn’t speak any language,
throwers allows you to expend one use of Bardic Inspiration
the creature is unaffected.
as a bonus action. Roll a Bardic Inspiration die and apply
You initially learn the surface thoughts of the creature— the number rolled as a bonus to the next ranged attack
what is most on its mind in that moment. As an action, you roll you make with a dagger this turn. If the target of the
can either shift your attention to another creature’s thoughts attack is an unattended, inanimate object, the bonus equals
or attempt to probe deeper into the same creature’s mind. double the die roll.
If you probe deeper, the target must make a Wisdom Unnerving Flourish. Your deadly display of combat
saving throw against your Bardic Music DC. If it fails, prowess unnerves your opponents, leaving them cowering
you gain insight into its reasoning (if any), its emotional in fear and at your mercy. Whenever you reduce a creature
state, and something that looms large in its mind (such as to 0 hit points with a melee attack, you can use a bonus
something it worries over, loves, or hates). If it succeeds, action to expend one use of Bardic Inspiration, and instead
the effect ends. leave the creature at 1 hit point. The creature is frightened
Either way, the target knows that you are probing into of you for a number of minutes equal to your Charisma
its mind, and unless you shift your attention to another modifier.
creature’s thoughts, the creature can use its action on It must also make a Charisma saving throw with a DC
its turn to make an Intelligence check contested by your equal to your Bardic Music DC + a bonus equal to the roll of
Intelligence check; if it succeeds, the spell ends. You regain your Bardic Inspiration die. If the creature fails this saving
any expended uses of this ability after completing a long throw, it answers truthfully any questions you ask it and
rest. obeys your direct orders while it is frightened by this effect.
21
While charmed in this way, the target idolizes you, it Venomous Words
speaks glowingly of you to anyone who speaks to it, and it
At 3rd level, you learn to infuse innocentseeming words
hinders anyone who opposes you, avoiding violence unless
with an insidious magic. A creature that hears you speak
it was already inclined to fight on your behalf. This effect
can become plunged into fear and paranoia. If you speak to
ends on a target after 1 hour, if it takes any damage, if you
a humanoid alone for at least 10 minutes, you can attempt
attack it, or if it witnesses you attacking or damaging any of
to seed paranoia and fear into its mind.
its allies. If a target succeeds on its save against this effect,
the target has no hint that you tried to charm it. Once you At the end of the conversation, the target must succeed
use this feature, you can’t use it again until you finish a on a Wisdom saving throw against your Bardic Music save
short or long rest. DC or be frightened for the next hour, until it is attacked
or damaged, or until it witnesses its allies being attacked
Mantle of Majesty or damaged.
If the target succeeds on its save, the target has no hint
At 6th level, you gain the ability to cloak yourself in a way
that you tried to frighten it. Once you use this feature, you
that makes others want to serve you. As a bonus action, you
can’t use it again until you finish a short rest or long rest.
take on an appearance of unearthly beauty for 1 minute.
During this time, As a bonus action on each of your turns
you can speak a one-word command to a creature you can
Mantle of Whispers
see within range. The target must succeed on a Wisdom At 6th level, you gain the ability to adopt a creature’s
saving throw against your Bardic Music Save DC or follow persona. When you slay a creature with an attack or
the command on its next turn. a creature dies within 5 feet of you, you take on its
appearance and gain access to its surface memories. As
Approach. The target moves toward you by the shortest
an action, you take on the creature’s appearance for 1 hour
and most direct route, ending its turn if it moves within 5
or until you end this effect as a bonus action. The disguise
feet of you.
and the knowledge it grants disappears when this ability’s
Drop. The target drops whatever it is holding and then duration ends.
ends its turn.
During that hour, you gain access to all information that
Flee. The target spends its turn moving away from you by the creature would freely share with a casual acquaintance.
the fastest available means. Information includes general details on its background
Grovel. The target falls prone and then ends its turn. and personal life, but does not include secrets. Another
Halt. The target doesn’t move and takes no actions. A creature can see through this disguise by making a Wisdom
flying creature stays aloft, provided that it is able to do so. (Insight) check opposed by your Charisma (Deception)
If it must move to stay aloft, it flies the minimum distance check, though you gain a +5 bonus to your check.
needed to remain in the air.
Shadow Lore
This effect lasts for 1 minute, and any creature charmed
by you automatically fails its saving throw against the spell. At 14th level, you gain the ability to tap into a creature’s
deepest fears. As an action, you whisper a phrase that only
Once you use this feature, you can’t use it again until you
one creature of your choice within 30 feet of you can hear.
finish a long rest.
The target must make a Wisdom saving throw against your
Bardic Music save DC.
Unbreakable Majesty
It automatically succeeds if it doesn’t share a language
At 14th level, once per short rest, you can make that for with you or if it can’t hear you. On a successful saving throw,
one hour, any creature who targets you with an attack or a your whisper sounds like unintelligible mumbling and has
harmful means must first make a Wisdom saving throw on no effect. If the target fails its saving throw, it is charmed by
your Bardic Music Save DC. On a failed save, the creature you for the next 8 hours or until you or your allies attack or
lose the attack. If a creature fails its saving throw, you also damage it. It interprets the whispers as a description of its
gain advantage on all Charisma checks against the creature most mortifying secret.
for 1 minute, and it has disadvantage on any saving throw it
While you gain no knowledge of this secret, the target
makes against you on your next turn.
is convinced you know it. While charmed in this way, the
creature obeys your commands for fear that you will reveal
College of Whispers its secret. Once you use this feature, you can’t use it again
until you finish a long rest.
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 any other bard, 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.
Venomous Blades
When you join the College of Whispers at 3rd level, you
gain the ability to make your weapon attacks toxic for a
moment. When you hit a creature with a weapon attack,
you can expend one use of your Bardic Inspiration to deal
an additional 2d6 poison damage to that target. You can do
so only once per round on your turn.
The additional damage increases when you reach certain
levels in this class, increasing to 2d8 at 5th level, 2d10 at
10th level, and 2d12 at 15th level.
22
Fighter Class Features
As a fighter, you gain the following class features.
AFighters learn the basics of all combat styles. Every
fighter can swing an axe, fence with a rapier, wield a
longsword or a greatsword, use a bow, and even trap foes
Hit Points
in a net with some degree of skill. Likewise, a fighter is Hit Dice: 1d10 per fighter level
adept with shields and every form of armor.
Hit Points at 1st Level: 10 + your Constitution modifier
Beyond that basic degree of familiarity, each fighter
Hit Points at Higher Levels: 1d10 (or 6) + your
specializes in a certain style of combat. Some concentrate
Constitution modifier per fighter level after 1st
on archery, some on fighting with two weapons at once,
and some on augmenting their martial skills with magic.
This combination of broad general ability and extensive
Proficiencies
specialization makes fighters superior combatants on Armor: All armor, shields
battlefields and in dungeons alike. Weapons: Simple weapons, martial weapons
Not every member of the city watch, the village militia,
Tools: None
or the queen’s army is a fighter. Most of these troops are
relatively untrained soldiers with only the most basic Saving Throws: Strength, Constitution
combat knowledge. Veteran soldiers, military officers, Skills: Choose two from Acrobatics, Athletics, History,
trained bodyguards, dedicated knights, and similar figures Insight, Intimidation, Perception, and Survival
are fighters.
Some fighters feel drawn to use their training as Equipment
adventurers. The dungeon delving, monster slaying, and You start with the following equipment, in addition to the
other dangerous work common among adventurers is
equipment granted by your background:
second nature for a fighter, not all that different from the
life he or she left behind. There are greater risks, perhaps, • (a) chain mail or (b) leather, longbow, and 20 arrows
but also much greater rewards—few fighters in the city • (a) a martial weapon and a shield or (b) two martial
watch have the opportunity to discover a magic flame weapons
tongue sword, for example.
• (a) a light c rossbow and 20 bolts or (b) two handaxes
• (a) a dungeoneer’s pack or (b) an explorer’s pack
• 10 gold pieces
or 125 gold pieces
23 23
Fighting Style The Fighter
You adopt a particular style of fighting as your specialty. Proficency
Choose one of the following options. Level Features
Bonus
1 +2 Fighting Style, Second Wind
Archery 2 +2 Action Surge (one use)
You gain a +2 bonus to Attack Rolls you make with ranged
3 +2 Martial Archetype
weapons.
4 +2 Ability Score Improvement
Defense 5 +3 Extra attack
While you are wearing armor, you gain a +1 bonus to AC, if 6 +3 Ability Score Improvement
you are weilding a Shield you gain an additional +1.
7 +3 Martial Archetype Feature
Dueling 8 +3 Ability Score Improvement
When you are wielding a melee w eapon in one hand and Action Surge (two uses), Indomitable
9 +4
no other weapons, you gain a +2 bonus to damage rolls (one use)
with that weapon. 10 +4 Martial Archetype Feature
11 +4 Extra Attack (2)
Great Weapon Fighting
12 +4 Ability Score Improvement
When you roll a 1 or 2 on a damage die for an attack you
make with a melee weapon that you are wielding with two 13 +5 Indomitable (two uses)
hands, you can reroll the die and must use the new roll, 14 +5 Ability Score Improvement
even if the new roll is a 1 or a 2. The weapon must have the
two-handed or versatile property for you to gain this benefit. 15 +5 Martial Archetype Feature
16 +5 Ability Score Improvement
Protection Action Surge (three uses), Indomitable
17 +6
When a creature you can see attacks a target other than (three uses)
you that is within 5 feet of you, you can use your reaction to 18 +6 Martial Archetype Feature
give him disadvantage to the attack.
19 +6 Ability Score Improvement
Two-Weapon Fighting 20 +6 Extra Attack (3)
When you engage in two-weapon fighting, you can add
your ability modifier to the damage of the second attack.
Extra Attack
Second Wind Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn.
You have a limited well of stamina that you can draw on The number of attacks increases to three when you reach
to protect yourself from harm. On your turn, you can use a
11th level in this class and to four when you reach 20th
bonus action to gain temporary hit points equal to 1d10 +
level in this class.
your fighter level.Once you use this feature, you must finish
a short or long rest before you can use it again.
Indomitable
Action Surge Beginning at 9th level, you can reroll a saving throw that
you fail. If you do so, you must use the new roll, and you
Starting at 2nd level, you can push yourself beyond your
can’t use this feature again until you finish a long rest. You
normal limits for a moment. On your turn, you can take
can use this feature twice between long rests starting at
one additional action on top of your regular action and
13th level and three times starting at 17th level.
a possible bonus action. Once you use this feature, you
must finish a short or long rest before you can use it again.
Starting at 9th level, you can use it twice before a rest, but
only once on the same turn. At 17th level you can use this
Martial Archetypes
feature three times between rests. Different fighters choose different approaches to
perfecting their fighting prowess. The martial archetype
Martial Archetype you choose to emulate reflects your approach.
At 3rd level, you choose an archetype that you strive
to emulate in your combat styles and techniques. The Battle Master
archetype you choose grants you features at 3rd level and
Those who emulate the archetypal Battle Master employ
again at 7th, 10th, 15th, and 18th level.
martial techniques passed down through generations, but
not every fighter absorbs the lessons of Battle Masters, but
Ability Score Improvement those who do are fighters of great skill and knowledge.
When you reach 4th level, and again at 6th, 8th, 12th,
14th, 16th, and 19th level, you can increase one ability
Combat Superiority
score of your choice by 2, or you can increase two ability When you choose this archetype at 3rd level, you learn
scores of your choice by 1. maneuvers based on special dice called superiority dice.
24
Maneuvers. You learn four maneuvers of your choice, save succeded or failed.
which are detailed under “Maneuvers” below. Many Lunging Attack. When you make a melee weapon attack
maneuvers enhance an attack in some way. You can use on your turn, you can expend one superiority die to increase
only one maneuver per attack. You learn two additional your reach for that attack by 5 feet. If you hit, you add the
maneuvers of your choice at 7th, 10th, and 15th level. superiority die to the attack’s damage roll.
Each time you learn new maneuvers, you can also replace Maneuvering Attack. When you hit a creature with
one maneuver you know with a different one. a weapon attack, you can expend one superiority die to
Superiority Dice. You have four superiority dice, which maneuver one of your comrades into a more advantageous
are d8s. A superiority die is expended when you use it. position. You add the superiority die to the attack’s damage
You regain all of your expended superiority dice when you roll, and you choose a friendly creature who can see or hear
finish a short or long rest. You gain another superiority die you. That creature can use its reaction to move up to half
at 7th level and one more at 15th level. its speed without provoking opportunity attacks from the
Saving Throws. Some of your maneuvers require your target of your attack.
target to make a saving throw to resist the maneuver’s Menacing Attack. When you hit a creature with a weapon
effects. The saving throw DC is calculated as follows: attack, you can expend one superiority die to attempt
8 + your Proficiency Bonus + your Strength or Dexterity to frighten the target. You add the superiority die to the
modifier (your choice) attack’s damage roll, and the target must make a Wisdom
saving throw. On a failed save, it is frightened of you until
Know your Enemy the end of your next turn.
Starting at 7rd level, you can use an action to observe a Parry. When another creature damages you with a
creature and learn certain information about its capabilities. melee attack, you can use your reaction and expend one
The DM tells you the exact score or two of the following: superiority die to reduce the damage by the number you
roll on your superiority die + your Dexterity modifier.
• Strength score • Dexterity score
Precision Attack. When you make a weapon Attack Roll
• Constitution score • Armor Class
against a creature, you can expend one superiority die to
• Current hit points • Total class levels (if any) add it to the roll. You can use this maneuver before or after
You can use this feature a number of times equal to 1+ your making the Attack Roll, but before any effects of the attack
Intelligence Modifier (minimum 1 time) every short rest. are applied.
Pushing Attack. When you hit a creature with a weapon
Improved Combat Superiority attack, you can expend one superiority die to attempt to
At 10th level, your superiority dice turn into d10s. At drive the target back. You add the superiority die to the
18th level, they turn into dl2s. attack’s damage roll, and if the target is Large or smaller, it
must make a Strength saving throw. On a failed save, you
Restless push the target up to 15 feet away from you.
Starting at 15th level, when you roll initiative and have no Riposte. When a creature misses you with a melee attack,
superiority dice remaining, you regain 1d4 superiority die. you can use your reaction and expend one superiority die
to make a melee weapon attack against the creature. If you
Maneuvers Master hit, you add the superiority die to the attack’s damage roll.
From 18th level, you can use two maneuvers at the same
Trip Attack. When you hit a creatu-re with a weapon
time, adding benefits and effects of both.
attack, you can expend one superiority die to attempt to
knock the target down. You add the superiority die to the
Maneuvers attack’s damage roll, and if the target is Large or smaller, it
Disarming Attack. When you hit a creature with a weapon must make a Strength saving throw. On a failed save, you
attack, you can expend one superiority die to attempt to knock the target prone.
disarm the target, forcing it to drop one item of your choice
that it’s holding. You add the superiority die to the attack’s
damage roll, and the target must make a Strength saving
Champion
throw. On a failed save, it drops the object you choose. The The archetypal Champion focuses on the development of
object lands at its feet. raw physical power honed to deadly perfection, combining
Distracting Strike. When you hit a creature with a rigorous training with physical excellence.
weapon attack, you can expend one superiority die to
distract the creature, giving your allies an opening. You Improved Critical
add the superiority die to the attack’s damage roll. The next
Beginning when you choose this archetype at 3rd level,
Attack Roll against the target by an attacker other than you
your weapon attacks score a critical hit on a roll of 19 or 20.
has advantage if the attack is made before the start of your
next turn. Remarkable Athlete
Goading Attack. When you hit a creature with a weapon
attack, you can expend one superiority die to at-tempt to Starting at 7th level, you can add half your proficiency
goad the target into attacking you. You add the superiority bonus (round up) to any Strength, Dexterity, or Constitution
die to the attack’s damage roll, and the target must make Check you make, skills that already benefit of your
a Wisdom saving throw. On a failed save, the target has proficency bonus increase their bonus of an half (rounded
disadvantage on all Attack Rolls against targets other than down).
you until the end of your next turn.
Quick Response. When you make a Saving Throw you
Additional Fighting Style
can expend your reaction and a superiority die to add it to At 10th level, you can choose a second option from the
the roll. You can use this feature only before you learn if the Fighting Style class feature.
25
Superior Critical Knight
Starting at 15th level, your weapon attacks score a critical The Knight is a fighter who draws on an implacable
hit on a roll of 18-20. fighting spirit to overcome enemies. A Knight’s willpower
is nearly unbreakable, and the enemies in a Knight’s path
Survivor have two choices: yield or die fighting.
At 18th level, you attain the pinnacle of resilience in battle.
At the start of each of your turns, you regain hit points equal
Fighting Spirit
to 5 + your Constitution modifier if you have no more than Starting at 3rd level, the might of your willpower can
half of your hit points left. You don’t gain this benefit if you shield you and help you strike true. As a bonus action on
your turn, you can give yourself two benefits: advantage on
have 0 hit points.
all attack rolls and resistance to bludgeoning, piercing, and
slashing damage. These benefits last until the end of your
Sharpshooter next turn.
You can use this feature three times. You regain all
The Sharpshooter is a master of ranged combat. An
expended uses of it when you finish a short or long rest.
excellent sniper and eagle-eyed scout, this fighter is a
perilous foe who can defeat an entire war band so long as Elegant Courtier
they are kept at range.
Starting at 7th level, your discipline and attention to detail
Steady Aim allow you to excel in social situations that require strict
adherence to etiquette. You can add your Wisdom modifier
Beginning when you choose this archetype at 3rd level, to any Charisma check you make to persuade or please a
your aim becomes deadly. As a bonus action on your turn, noble or anyone else of high social station.
you can take careful aim at a creature you can see that is You also gain proficiency in the History, Insight, and
within range of a ranged weapon you’re wielding. Until the Persuasion skill (choose one) and, you learn one language
end of this turn, your ranged attacks with that weapon gain of your choice.
one of those two benefits against the target:
• You gain advantage on Attack Rolls if the target is within
Hold the Line
30 feet and ignore half and three-quarters cover. At 10th level, you master the ability to harass and slow
your enemies. As a reaction when a creature moves at least
• On each hit, the weapon deals additional damage to the 1 foot within 5 feet ofyou, you can make one melee weapon
target equal to 2 + half your fighter level. attack against that creature. If you hit, the attack’s weapon
• You can attack beyond the first range increment of your deals extra damage to the target equal to half your fighter
ranged weapon without disadvantage. level, and the target’s speed is reduced to 0 until the end of
this turn.
You can use this feature a number of times equal to 1 +
your Wisdom modifier, every long or short rest. Rapid Strike
Careful Eyes Starting at 15th level, you learn to trade accuracy for swift
strikes. If you have advantage on a weapon attack against
Starting at 7th level, you excel at picking out hidden a target on your turn, you can forgo that advantage to
enemies and other threats. You can take the Search immediately make an additional weapon attack against the
action as a bonus action. You also gain proficiency in the same target as a bonus action.
Perception, Investigation, or Survival skill (choose one).
Strength Before Death
Close-Quarters Shooting Starting at 18th level, your fighting spirit can delay the
At 10th level, you learn to handle yourself in close combat. grasp of death. If you take damage that would reduce you
to 0 hit points, you can delay that damage and immediately
Making a ranged Attack Roll while within 5 feet of an
take a bonus turn, interrupting the current turn. You don’t
enemy doesn’t impose disadvantage on your roll. take the damage until the bonus turn ends.
In addition, if you hit a creature within 5 feet of you with Once you use this feature, you can’t use it again until you
a ranged attack on your turn, that creature can’t take finish a long rest.
reactions until the end of this turn.
Rapid Strike
Starting at 15th level, you learn to trade accuracy for swift
strikes. If you have advantage on a weapon attack against
a target on your turn, you can forgo that advantage to
immediately make an additional weapon attack against the
same target as a bonus action.
Snap Shot
Starting at 18th level, you are ever ready to spring into
action. If you take the Attack action on your first turn of
a combat, you can make one additional ranged weapon
attack as part of that action.
26
Inventor Item Analysis
Starting at 1st level, your understanding of Relics allows
Every Inventor is defined by a specific craft. Inventor you to analyze and understand their secrets. By analizing
see mastering the basic methods of a craft as the first for one minute an object you can make a check adding
step to true progress, the invention of new methods and double you proficency bonus and intelligence modifier
approaches. Some Inventors are engineers, students of to learn its properties and how to use them, whether it
invention and warfare who craft deadly firearms that they requires attunement to use, and how many charges it has,
can augment with magic. if any, and it’s price. The table reports the DC for this check
Other Inventors are alchemists. Using their knowledge of Rarity DC Rarity DC
magic and various exotic ingredients, they create potions
and draughts to aid them on their adventures. Alchemy and Mundane 15 Rare 24
engineering are the two most common areas of study for Common 18 Very rare 27
Inventors, but others do exist. All Inventors are united by Uncommon 21 Legendary 30
their curiosity and inventive nature.
To an Inventor, his is an evolving art with a leading edge
of discovery and mastery that pushes further ahead with
each passing year. Inventors value novelty and discovery.
This penchant pushes them to seek a life of adventure. A
hidden ruin might hold a forgotten knowledge.
Inventors win respect and renown among their kind by
uncovering new lore or inventing new methods of creation.
The Inventors’ drive to invent and expand their knowledge
creates an intense drive to uncover new magic discoveries.
An Inventor who hears news of a newly discovered magic
item must act fast to get it before any rivals do.
Class Features
As an Inventor, you gain the following class features.
Hit Points
Hit Dice: 1d8
Hit Points at 1st Level: 8 + your Constitution Modfier.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per Inventor level after 1st.
Proficiencies
Armor: Light and medium armor
Weapons: Simple weapons
Tools: Three tools of your choice
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, Investigation, Medicine,
Persuasion, Stealth.
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
• (a) a handaxe and a light hammer or (b) any two simple
weapons
• (a) light crossbow and 20 bolts
• (a) scale mail or (b) studded leather armor
• One tool and one Pack of your choice
• 10 gold pieces
or 100 gold pieces
Inventor Specalist
At 1st level, you choose the type of Inventor Specialist you
are, detailed at the end of the class description. Your choice
grants you features at 1st level and again at 3rd, 9th, 13th,
and 17th level.
27
Wondrous Invention
At 2nd level, you gain the use of a Relic-like device that The Inventor
youhave crafted. Crafting an item is a difficult task. When Proficency
Level Features
you gain a device from this feature, it reflects long hours of Bonus
study, tinkering, and experimentation that allowed you to 1 +2 Inventor Specialist, Item Analysis
finally complete theitem. 2 +2 Wondrous Invention
You are assumed to work on this item in your leisure
3 +2 Inventor Specialist Feature
time and to finish it when you level up. You complete
another item of your choice when you reach certain levels 4 +2 Ability Score Improvement
in this class: 5th, 10th, 15th, and 20th. Items gained in 5 +3 Wondrous Invention
this fashon however need daily maintenance and specific
expertise to operate. If the Inventor loose the possession 6 +3 Emergency Thinkering
of his inventions for more of 8 hours, they become non- 7 +3 Inventor Specialist Features
functional or crumble.
8 +3 Ability Score Improvement
Devices gained in this manner do not count thoward the
maxmum relic number that a creature can have. 9 +4 Crafting Mastery
At 2nd level you can choose: 10 +4 Wondrous Invention
Night Visor: While wearing these bulky eyepieces, you 11 +4 Inventor Specialist Features
have darkvision out to a range of 60 feet.
12 +4 Ability Score Improvement
Gravitic Rod: This two flat iron rod have a button on
one end. You can use an action to press the button, which 13 +5 Persistent Thinkering
causes the rod to become fixed in place. Until you or 14 +5 Wondrous Invention
another creature uses an action to push the button again,
the rod doesn’t move, even if it is defying gravity. The rod 15 +5 Inventor Specialist Features
can hold up to 8,000 pounds of weight. More weight causes 16 +5 Ability Score Improvement
the rod to deactivate and fall. A creature can use an action
17 +6 Crafting Mastery
to make a DC 30 Strength Check, moving the fixed rod up
to 10 feet on a success. 18 +6 Ability Score Improvement
Bionic Tentacle: This 30-foot length of metallic wires 19 +6 Inventor Specialist Features
that form a tentacle that have an Encumbrance of 3 Slots.
20 +6 Wondrous Invention
If you hold one end of the tentacle with manual controls
and use an action to operate it, the tentacle animates. The
tentacle has a Strenght score of 10 and a Dexterity score
of 18. As a bonus action, you can command the tentacle to Portable Hole: This fine black cloth, soft as silk, is
move toward a destination you choose with the speed of 10 folded up to the dimensions of a handkerchief. It unfolds
feet per round. As an action you could attemp any Strenght into a circular sheet 6 feet in diameter. You can use an
or Dexterity Check and even fine manipulations throught it, action to unfold it and place it on or against a solid surface,
but without applying any of your proficencies. whereupon creates an extradimensional hole 10 feet deep.
At 5th level you can choose one of the following or of the You can use an action to close a portable hole by taking hold
previous options. of the edges of the cloth and folding it up. Folding the cloth
closes the hole, and any creatures or objects within remain
Adamantine Armor: You modify an armor you
in the extradimensional space. No matter what’s in it, the
possess with alchemical processes to make it harden as
hole weighs next to nothing. A breathing creature within a
Adamantium. While you’re wearing it, reduce by one the
closed portable hole can survive for up to 10 minutes, after
extra dices of any critical hit against you.
which time it begins to suffocate.
Radio: You craft a pair of corns connected one to the
At 14th level you can choose one of the following or of the
other, with those you can communicate a short message of previous options.
25 words each round up to 10 miles away.
Pneumatic Arm: This 10-foot length of metallic wires and
Termite Tube: This hollow metal tube measures about 1 pistons form a mechanical arms that have an Encumbrance
foot long and weighs 1 pound. Once every long rest you can of 6 Slots. The mechanical arm is stored within an aposite
strike it to an object that can be opened, such as a door, lid, backpack and you coud direct it with at least one free hand
or lock, as an action. The Tube release a termite charge, for its manual controls as an action. The tentacle has a
and the lock or latche striked on the object opens. If no Strenght score of 24. As a bonus action, you can command
locks or latches remain, the object itself opens. The chime the tentacle to move toward a destination you choose
can be used ten times. with the speed of 10 feet per round. You could attemp any
At 10th level you can choose one of the following or of the Strenght Check throught it and even attack with his Slam
previous options. Melee Attack ( +7 bonus to hit, 1d12+7 damage, reach 10
Dampened Boots: While you wear these boots, your steps feet), but without applying any of your proficencies.
make no sound, regardless of the surface you are moving Armor Servo Motors: You can modify an armor with
across. You have advantage on Dexterity (Stealth) Checks. servo motors that enhances your stregnth. While wearing
Adhesive Slippers: While you wear these light shoes, the modified armor, your Strength score changes to 22.
you can move up, down, and across vertical surfaces and Thoughts Resonator: The resonator has 3 charges.
upside down along ceilings, while leaving your hands free. While wearing it, you can use an action and expend 1
You have a climbing speed equal to half your walking speed. charge to listen to thoughts for 1 minute in a cone of 60ft in
However, the slippers don’t allow you to move this way on a front of you. The medallion regains 1d3 expended charges
slippery surface, such as one covered by ice or oil. daily at dawn.
28
At 20th level you can choose one of the following or of the Alchemist’s Backpack
previous options.
At 1st level, you craft an Alchemist’s Backpack, a bag
Advanced Sensor Array: This bulky eyepiece has 3 of reagents that you use to create a variety of instable
charges. As an action, you can activate the array and expend concoctions. Alchemical Formulae you produce with the
1 charge. For the next 10 minutes, you have truesight out Alchemist Backpack denaturate and become unusable
to 120 feet. The Array regains 1d3 expended charges daily within 1 round once pulled out, and last for the maximum
at dawn. of one day inside the backpack.
Gravitic Boots: While you wear these boots, you can You use your Intelligence Modifier to determine the saving
use an action to rise vertically, up to 20 feet, and remains throw DC for an alchemical formula you craft.
suspended there up to 10 minutes. you can also move in air
Alchemical Formula Save DC. 8 + your proficiency
with a fly speed of 20 feet per round in any direction, even
bonus + your Intelligence modifier
changing your altitude by up to 20 feet in either direction
as part of your move. At the end of the 10 minutes, you float
gently to the ground.
Alchemical Formula
Hologram Cloack: While you wear this cloak, it projects You learn Two Alchemical Discovery of your choice at 1st
an hologram that makes you appear to be standing in a level and one for each Inventor Specialist Feature at 3rd,
place near your actual location, causing any creature to 7th, 11th, 15th level and 19th level.
have disadvantage on Attack Rolls against you. Alchemical Vial. As an action, you can reach into your
Alchemist’s Satchel, pull out a vial of volatile liquid, and
Emergency Thinkering hurl the vial at a creature, object, or surface within 30
feet of you with a Melee or Ranged Touch Attack, on
Starting at 6th level, you gain the ability to thinker items impact, the liquid ignites and any creature or object hit
on the fly. As an action, you can tweak an item to function must succeed takes 1d10 + you Intelligence Modifier Fire
as one of your Wondrous Inventions. If you do so, chose damage. This formula’s damage increases by 1d10 for
an item from the second last Wondrous Inventions item each three Inventor class levels you have.
list that you have access. The object gains for 1 minute Acid Vial. As for Alchemical Vial, except deals 1d8 + your
the chosen properties. You can use this feature up to your intelligence modifier Acid damage and double damage to
Intelligence Modifier +1 times each long rest. objects.
Thunder Vial. As for Alchemical Vial, except deals 1d8 +
Ability Score Improvement your intelligence modifier Thunder damage the target must
succeed a Wisdom Saving Throw or become deafened for
When you reach 4th, 8th, 12th, 16th, and 18th level, you one round.
can increase one ability score of your choice by 2, or you
Alchemical Bomb. As an action, you can reach into your
can increase two ability scores of your choice by 1.
Alchemist’s Satchel, pull out a spherical wooden enclosuer,
and hurl it at a creature or object within 30 feet of you. The
Crafting Mastery bomb explodes on impact. Any creature within a 5 feet
radius on the impact point take 1d8 + your inteligence
At the 9th level an Inventor can craft any armor, object or
modifier fire damage or half as much with a successful
weapon twice as fast as normal. At 17th level an Inventor
Dexterity saving throw. This formula’s damage and radius
could start to build Relics. Follow the table to know the raw
increase by 1d8 and 5 feet for each three Inventor class
material cost and build time for each relic rarity.
levels you have.
Rarity Materials Cost Days to Build Electrostatic Bomb: As for Alchemical Bomb except
Common 100 gp 1 it detonates with electric sparks, dealing 1d6 + your
Intelligence Modifier lightning damage within a radious of
Uncommon 500 gp 2
10 feet. You are immune from this damage. This formula’s
Rare 5,000 gp 10 damage and radius increase by 1d6 and 10 feet for each
Very rare 50,000 gp 100 three Inventor class levels you have.
Legendary 500,000 gp 1000 Force Bomb: As for Alchemical Bomb except it detonates
detonates with grat concussive power but low heat, dealing
1d6 damage by force and any creature that fails ist saving
Persistent Thinkering throw is moved 5 feet outward from the center of the
explosion. This formula’s damage and drag increase by
At 13th level, when you use your Emergency Thinkering 1d6 and 5 feet for each three Inventor class levels you have.
feature, you may spend 10 minutes instead to an action, in
order to to grant it it the chosen properties up to 1 hour. Ice Bomb. As for Alchemical Bomb except it generate
intense cold, creatures caught witin must succeed a
Constitution saving throw or suffer 1d6 + your Intelligence
Inventor Specialists
Modifier cold damage. For 1 minute the area of the explosion
will be covered by a thin sheet of ice. Any creature moving
Inventors pursue a variety of specializations. The inside the area must succeed a Dexterity Saving Thow or
three most common ones, alchemy and engineering and fall prone. This formula’s damage and radious increase by
medicine, are presented here. 1d6 and 5 feet for each three Inventor class levels you have.
Magnetic Vial. This vial filled with a tiny magnetic shards.
Alchemist As an action, you can hurl it at a creature, object, or surface
within 30 feet of you, on impact, the target he must succeed
An alchemist is an expert at combining exotic reagents to a Streght saving throw or become restrained for 1 minute.
produce a variety of materials, like acids that can dissolve At the start of his turn he can repeat the saving thow as an
a rock to clinging goo that slows creatures down. action to end the effect.
29
Light Vial. This vial filled with a cristalline liquid and you deal an additional 1 point of damage. For every four levels
can hurl it at a creature, object, or surface within 30 feet of you obtain in this class, this damage improves by 1.
you, as an action. The vial shatters on impact with a blast When you gain an Inventor Specialist Feature at 3rd level
of dazzling light. Each creature within 5 feet of the point you can choose one between the following options:
of impact must succeed on a Wisdom saving throw or be
Darkvision. The Armiger gains darkvision out to a range
blinded for 1 minute. At the start of their turns they can
of 60 feet. You can choose this customization more the
repeat the saving thow as an action to end the effect.
once, the effect stacks.
Smoke Vial. This vial seems full of a thick black substance
Flexible Suit. The Armiger’s maximum dexterity bonus
and when opened produces a thick plume of smoke. You
on his armor is increased by 1. You can choose this
can hold on to the stick or throw it to a point within 30 feet
customization more the once, the effect stacks.
of you, as part of the action used to produce it. The area in
a 10-foot radius around the stick is filled with thick smoke Hardened Gauntlets. The gautlets inclueded into the
that blocks vision, including darkvision or true seeing. Armiger’s Armor increase his damage by one step a and
In addition the smoke makes difficult to breathe, and can deal slashing or piercing damage, chosen at the time
creatures caught within must succeed on a Constitution the customization is selected, instead of bludgeoning
saving throw at the start of their turns or be nauseated. At damage. You can choose this customization more the once,
the start of their turns they can repeat the saving thow as the effect stacks.
an action to end the effect. The smoke persist for 1 minute Masterwork Armor. The Armiger’s Armor thickens and
and then disappear. strengthens, increasing the Armiger’s Armor bonus by +1,
Oleous Flask. This flask is filled with a oleous liquid. gaininig the appropriate mastework grade. You can choose
You can hurl it at a point on the ground within 30 feet of this customization more the once, the effect stacks.
you. The flask bursts on impact and covers the ground in a Spiked Carapace. The Armiger’s Armor is covered in
10- foot radius with slippery oil. The area becomes difficult sharp spikes as if equipped with armor spikes.
terrain and who enters or wants to move inside the area When you gain an Inventor Specialist Feature at 7th level
must succeed a Dexterity saving throw or fall prone. The you can choose one of the following options or from the
oil dries after 1 minute, but is highly flammable, if any fire previous lists:
enters in contact with the oil, delivers the fire effect to all
the creatures caught within its spread and he targets takes Blindsense. The Armiger’s Armor augments the
an additional 5 fire damage from the burning oil. Armiger’s senses, giving him blindsense out to a range
of 30 feet. This ability allows the Armiger to pinpoint the
Tanglefoot Flask. This flask is filled with a sticky black location of creatures that he cannot see without having
tar, you can hurl it at a point on the ground within 30 feet to make a Perception check, but such creatures still have
of you. The flask bursts on impact and covers the ground Total Cover from the Armiger.
in a 5- foot radius with sticky goo. Who is within the burst
radius must succeed a Strenght saving throw or become Energy Resistance. The Armiger gain resistance to one
restrained. Each round on his turn he can spend an action damage type. You can choose this customization more the
to make another saving throw to break free. once, choose a different damage type each time.
Evasion: As long as the Armiger is wearing the Armiger’s
Armiger Armor,if the Armiger is subjected to an attack that normally
allows a Dexterity save for half damage, he takes no
While other Inventors rely on ranged attacks or canny damage if he makes a successful saving throw.
explosives to defend themselves, the armiger trusts in Physical Enhancement. The Armiger gains a +2 bonus
his armor. Armigers create their own protective gear and to Strength, Dexterity or Constitution while he is wearing
improve it over time. They can stand before dozens of his Armiger’s Armor. You can choose this customization
opponents, confident that their armor will shield them from more the once, the effect stacks.
harm. The armiger wins battles by wearing down his foes. Retaliate. As a reaction the Armiger can make a melee
attack against an enemy that has successfully hit him with
Armiger’s Armor a melee attack. This counts as an attack of opportunity and
Drawing on his ability to modify armor, the Armiger is the Armiger must be able to reach the enemy.
the unquestioned master of armored fighting. At the first Stalwart. As long as the Armiger is wearing the Armiger’s
level you gain proficency with all armors and shields and Armor, if the Armiger is subjected to an attack that normally
gain an Armor of your choice, that from now it will be your allows a Constitution or Wisdom save for a reduced or
Armiger’s Armor, that for it’s unique fittings, can be worn partial effect, he ignores the effect if he makes a successful
only by you. If you lose your Armiger’s Armor, you can saving throw.
create a new one over the course of one week of work.
Weaponized Armor. The Armiger’s Armor hosts one
melee single handed weapon chosen by the Armiger. The
Unique Tinkering weapon increases it’s damage die by one step. The Armiger
Beginning at 1st level, you begin to tinker with your armor is proficent with the weapon, and he can sheath or draw the
developing customizations and enhancements for your weapon as a free action from the armor.
Amiger’s Armor. When you gain an Inventor Specialist Feature at 11th
Through the course of your Armiger’s career you will gain level you can choose one of the following options or from
a number of customizations for your armor that will grant the previous lists:
you abilities whenever you are wearing your Armiger’s Diehard. When the Armiger’s hit point total reach 0, he
Armor. At the 1st level you gain: starts with a successful Death Saving Throw.
Damage Reduction. You subtract 2 points to any damage Enhanced Momentum. The Armiger’s melee attacks deal
that would be dealt to you. For every three levels you obtain additional damage. If wielding a two-handed weapon, the
in this class, this damage reduction improves by 1. Armiger deals 3 additional points of damage on a successful
Increased Momentum. The Armiger’s melee attacks hit. If wielding a one-handed weapon, the Armiger deals 2
30
additional points of damage on a successfu hit. If wielding Thunder Cannon
a light weapon, the Armiger deals 1 additional point of
At 1st level, you forge a deadly firearm called a Thunder
damage on a successful hit.
Cannon, a ferocious weapon. You can enhance it to a
Flight. The Armiger gain a fly speed equal to its speed, masterwork weapon for half the price. You are proficient
up to 1 minute each long or short rest. You can choose this with the Thunder Cannon. The firearm is a two-handed
customization more the once, the effect stacks. ranged weapon that deals 2d6 Thunder damage. Its normal
Fortification. The Armiger gains 50% chance to negate range is 150 feet, and its maximum range if 500 feet. Once
critical hits or sneak attacks (so damage is rolled normally). fired, it must be reloaded as a bonus action.
Quickened Attacks. When the Armiger makes an Attack
Action he gains one additional attack This customization High Velocity Rounds
does not stack with other sources of extra attacks. At 3rd level, you learn to build ammunitions that can
Reach. The Armiger’s reach increases by 5 feet. You can exceed the speed of sound. This is a special round that deals
choose this customization more the once, the effect stacks. an extra 2d6 thunder damage on a hit. For each 3 level
When you gain an Inventor Specialist Feature at 15th after the 3rd you can increase the damage by an additional
level you can choose one of the following options or from 2d6. You can have as many High Velocity Rounds as your
the previous lists: Inventor level plus twice your Intelligence modifier each
Blindsight. The Armiger’s Armor massively augments long rest.
the Armiger’s senses, giving him blindsight out to a range
of 30 feet. The Armiger can maneuver and attack as normal, Sharpnel Shells
ignoring darkness, invisibility, and most forms of Three- Starting at 7th level, you can fire a sharpnel filled explosive
Quarters Cover as long as he has line of effect to the target. ammunition with your firearms. Rather than making an
The Armiger must have the Blindsense customization to Attack Roll, you unleash a blast in a 20-foot cone from the
select this customization. gun. Each creature in that area must make a Constituition
Energy Immunity. The Armiger gain immunity to saving throw with a DC of 8 + your Proficiency Bonus +
one damage type. The Armiger must have the Energy your Intelligence Modifier. On a failed saving throw, each
Resistance customization to select this customization. You target takes additional 4d6 force damage and is pushed 10
can choose this customization more the once, choose a feet away from you and half as much on a sucessful one
different damage type each time. This damage increases to 8d6 when you reach 15th level
Improved Evasion. As long as the Armiger is wearing the in this class. You can use this ability for a number of times
Armiger’s Armor, if the Armiger is subjected to an attack equal to the half of your Inventor level plus your Intelligence
that normally allows a Dexterity save for half damage, modifier each long rest.
he takes no damage if he makes a successful saving
throw and only half damage if the saving throw fails. The Piercing Round
Armiger must have the Evasion customization to select this Starting at 11th level, you can shoot lightning fast shot
customization. with your firearms. Rather than making an Attack Roll, you
Improved Stalwart. As long as the Armiger is wearing projectile pierces all targets in a line within your first range
the Armiger’s Armor, if the Armiger is subjected to an increment. Each creature in that area must make Dexterity
attack that normally allows a Constitution or Wisdom save saving throws with a DC of 8 + your Proficiency Bonus +
for a reduced or partial effect, he can ignore the effect if he your Intelligence Modifier. On a failed saving throw, each
makes a successful saving throw and suffers the reduced target takes additional 8d6 lightning damage and half as
effect if the saving throw fails. The Armiger must have the much on a sucessful one. This damage increases to 16d6
Stalwart customization to select this customization. when you reach 19th level in this class. You can use this
Retaliate, Improved. As the Retaliate customization, ability for a number of times equal to the one third of your
except the triggering attack does not need to be successful. Inventor level plus your Intelligence modifier each long rest.
The Armiger must have the Retaliate customization to
select this customization. Explosive Round
Starting at 15th level, you develop explosive shells. Rather
Armiger of Legend than making an Attack Roll, you fire an explosive round
At 19th level your Armiger’s Armor grants to you to from the gun. The round detonates in a 30-foot radius
choose any three armor modifications and add them to sphere at a point you aim within your first range increment.
your selection. Each creature in that area must make a Dexterity saving
throw with a DC of 8 + your Proficiency Bonus + your
Gunsmith Intelligence Modifier. On a failed saving throw, a target
takes 10d8 fire damage and half as much on a sucessful
A master of engineering, you forge firearms with all kind one. You can use this ability for a number of times equal to
of particular bullets. the a quarter of your Inventor level plus your Intelligence
modifier each long rest.
Gunsmith Satchel
At 1st level, you craft a leather Satchel used to carry your
Hollow Point Shell
tools and ammunition including the powders, lead shot, and Starting at 19th level, you can shoot a murdeous
other materials needed to keep firearms functioning. At the projectile that spread wide open when hits its target. If
end of each long rest, you can produce 50 ammunitions you hit your target with the Attack Roll, the creature must
with you Satchel. Ammunition produced in this way make a Consitution saving throws with a DC equal to your
become inert after a day from their creation. If you lose Attack Roll. On a failed save the target lose all his hit points,
your Gunsmith Satchel or Thunder Cannon, you can create otherwise trat this attack as a critical hit. You can use this
a new one over of three days of work. feature once between long rests.
31
Physician Pheromons. This potion is a trasparent, liquid that
exhales a strong animal smell when open. As an action you
An Physician is an expert at combining herbs and animal can hurl the potion at a creature within 30 feet of you or a
liquids to produce a variety of potions and poisons, from creature can drink it. It must make a Wisdom saving throw,
healing draughts that can mend a wound in moments to and does so with advantage if you or your companions are
toxins that charms creatures heart. fighting it. If it fails the saving throw or drinks the potion,
it is charmed by you until the effect ends or until you or
Physician Bag your companions do anything harmful to it. The charmed
creature regards you as a friendly acquaintance for 1 hour.
At 1st level, you craft an Physician bag, a kit of reagents
that you use to create your concoctions. However those For for each three Inventor class levels you have the
denaturate and become unusable within 1 round, once vapors of the potion can affect one more target and increase
pull out from your Physician Bag. If you lose the bag, you the area of effect by 10 feet. At 11th level you can forego
can create a new one over the course of three days of work. additional targets to to issue commands to the creature,
You use your Intelligence Modifier to determine the saving which it does its best to obey. You can specify a simple and
throw DC for an pharmaceutical innovation you brew. general course of action or you can use your action to take
total and precise control of the target. Until the end of your
Pharmaceutical Innovation Save DC. 8 + your next turn, the creature takes only the actions you choose,
proficiency bonus + your Intelligence modifier and doesn’t do anything that you don’t allow it to do.
Pharmaceutical Innovations Barbiturate. As an action, you can reach into your
Physician bag and pull out a potion of this thick and black
You learn two Pharmaceutical Discovery of your choice e liquid, and hurl it at a creature, within 30 feet of you. On
at 1st, and one for each Inventor Specialist Feature at 3rd, impact, the vial brakes and spread its content on the target
7th, 11th, 15th level and 19th level. that must succeed on a Constituition saving throw or suffer
Amphetamine. Who drinks this potion, gain +5 feet bonus its effects until the end of your next round. Roll a d4 to
on his speed , and a +1 bonus to AC, and it has advantage determine the effect:
on Dexterity saving throws. The effect ends after 1 minute 1. Choose one ability score. The target has disadvantage
and after that, the target can’t move or take actions for 1d6 on ability checks and saving throws made with that score.
rounds, as a wave of lethargy comes in. For each four levels
2. Attacks of the target decrease the damage die by 1 step
of Inventor you have increase the bonuses by +1 and 5 feet.
(minimum 1 damage).
Endorfine. The potion’s crimson liquid regularly shines
3. The target have a 25% chance to forgo its action during
with dulllight. Who drink this potion, it removes one level
its turn.
of exhaustion that’s suffering and for the next 24 hours, he
regain the maximum number of hit points for the first Hit 4. Attacks deal an extra 1d4 necrotic damage to the target.
Die you spend with a short or long rest. For each four level For for each three Inventor class levels you have, you gain
of Inventor you have you can remove an additional level of to roll the d4 one more time and add the results.
exaustion and gain another maximized Hit Dice. Vitamins. A creature that drinks the liquid contained in
Ketamine. The potion’s syrupy liquid looks like liquified this vial regains a number of hit points equal to 1d8 + your
iron. For 1 minute after you drink this potion, you have Intelligence Modifier, however you can heal a creature to
resistance to one from Bludgeoning, Piercing and Slashing the half of its maximum hit points. For each two Inventor
damage. From the 5th level of Inventor you can also choose class levels you have, the healing factor increase by another
an additional immunity from Acid, Cold and Fire damage 1d8.
resistance. From the 9th level you can also choose an
additional immunity from Lightning, Poison and Thunder
damage resistance. From 13th level you can also choose
an additional immunity from Force, Necrotic, Psychic and
Radiant damage reisitance.
Methylhexamine. This blue potion bubbles and steams as
if boiling. After drinking it, you gain 10 temporary hit points
that last for 1 minute. For the same duration, whenever the
target makes an Attack Roll or a saving throw, can roll a
d4 and add the number rolled to the Attack Roll or saving
throw. For each 4 Inventor levels you have increase the
temporary hit points by 10
Steroids. This potion’s transparent liquid has floating
drop of a red blody substance. When you drink this potion,
your Strength or Dexterity score changes to 19 for 1 minute.
The potion has no effect on you if your score is equal to or
greater then the new one. For each 4 Inventor levels you
have increase the agumented abilty by 2.
Morphine. As an action, you can reach into your Physician
bag and pull out a potion, and hurl it at a creature, object,
or surface within 30 feet of you. On impact, the vial brakes
and the liquid transforms in vapour that send a creature
into slumber. Roll 5d6; if the target has fewer current hit
points, falls unconscious for 1 minute or if someone uses
an action to awake the sleeper. This potion maximum
affected hit points increase by 2d6 for each three Inventor
class levels you have.
32
Monk Class Features
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
• (a) a shortsword or (b) any simple weapon
• (a) a dungeoneer’s pack or (b) an explorer’s pack
• (a) 10 darts
• 5 gold pieces
or 25 gold pieces
33 33
Tradition The Monk
At 1st level, your practice of Faith’s liturgies gives you the
Proficency Faith
gfit of unnatural accuracy and of movement and foresight Level Features
Bonus Points
of the surroundings, granting abilities unknown to the
common man. You gain the following benefits while you 1 +2 Unarmored Defense, Tradition 1
are unarmed or wielding only monk weapons and you
aren’t wearing armor or wielding a shield: 2 +2 Faith, Unarmored Movement 2
• You can use Dexterity instead of Strength for the attack 3 +2 Faith Mistery 3
and damage rolls of your unarmed strikes and monk
weapons. Ability Score Improvement,
4 +2 4
Slow Fall
• Your AC equals 10 + your Dexterity modifier + your
Wisdom modifier and increase with an additional +1 at 5th, 5 +3 Extra Attack 5
10th 15th and 20th level. Mystical Strikes, Faith Mistery
6 +3 6
• You can roll a d4 in place of the normal damage of your Feature
unarmed strike or monk weapon. This die increase to 1d6 7 +3 Evasion, Stillness of Mind 7
ath 5th level, 1d8 at 10th level, 1d10 at 15th level and 1d12
at 20th level. 8 +3 Ability Score Improvement 8
• When you use the Attack action with an unarmed strike Unarmored Movement
9 +4 9
or a monk weapon on your turn, you can make one unarmed Improvement
strike as a bonus action. 10 +4 Purity of Body 10
• When using your reaction to parry, you can either use
an Atlethics or Acrobatics Check and your unarmed attack 11 +4 Faith Mistery Feature 11
count as a normal weapon instead of light.
12 +4 Ability Score Improvement 12
Faith 13 +5 Tongue of Sun and Moon 13
Starting at 2nd level, your Faith allows to guide your 14 +5 Diamond Soul 14
action, represented by a number of Faith points determined
by your monk level as shown in the Monk Table. When 15 +5 Timeless Body 15
you spend a Faith point, it is unavailable until you finish a
short or long rest, at the end of which you regain all your 16 +5 Ability Score Improvement 16
expended Faith points.
17 +6 Faith Mistery Feature 17
Pugnorum Furor. Immediately after you take the Attack
action on your turn, you can spend 1 Faith point to make 18 +6 Empty Body 18
two unarmed strikes as a bonus action.
Semper Paratus. You can spend 1 Faith point to regain 19 +6 Ability Score Improvement 19
your reaction at any moment.
20 +6 Perfect Self 20
Adductum Deo. You can spend 1 Faith point to take the
Disengage, Dodge or Dash action as a bonus action on your
turn.
Consecrata Manus. Starting at 3rd level, you can spend and 18th level. At 9th level, you gain the ability to move
1 Faith point to deflect the missile when you are hit by a along vertical surfaces and across liquids on your turn
ranged weapon attack. When you do so, the damage you without falling during the move.
take from the attack is reduced by 1d12 + your Dexterity
modifier + your monk level. Faith Misteries
Visus Dei. Starting at 5th level, you can manifest short
vision of God to an opponent. When you hit another When you reach 3rd level, you commit yourself to a specific
creature with a melee attack, you can spend 1 Faith point. Faith Mistery detailed at the end of the class description.
The target must succeed on a Constitution saving throw or
Your tradition grants you features at 3rd level and again at
be stunned until the end of your next turn.
6th, 11th, and 17th level.
Malorum Expiatio. Starting at 9th level, by spending 3
Faith points, you can touch a creature or object and dispel
a curse affecting it. If the object is a cursed Relic, its curse Ability Score Improvement
remains, but this ability breaks its owner’s attunement to
When you reach 4th level, and again at 8th, 12th, 16th,
the object so it can be removed or discarded.
and 19th level, you can increase one ability score of your
If a Fait feature requires to make a saving throw to resist
choice by 2, or you can increase two ability scores of your
its effects calculate it as follows:
choice by 1. As normal, you can’t increase an ability score
Faith Save DC. 8 + your proficiency bonus + your Wisdom
above 20 using this feature.
modifier
34
Extra Attack Mistery of Ascension
Beginning at 5th level, you can attack twice, instead of Monks of the Mistery of Ascension are the ultimate
once, whenever you take the Attack action on your turn. masters of the Tradition. They learn techniques to push
and trip their opponents and use Faith to heal damage to
Mystical Strikes their bodies.
Starting at 6th level, your unarmed strikes and monk Liturgies Purificacionis
weapons count as magical for the purpose of overcoming Starting when you choose this tradition at 3rd level, you
resistance and immunity to nonmagical attacks and can manipulate your enemy’s body. Whenever you hit a
damage. creature with one of the attacks granted by your Flurry of
Blows, you can impose one of the following effects on that
Evasion target:
• It must succeed on a Dexterity saving throw or be
At 7th level, your instinctive agility and blessings from
knocked prone.
God lets you dodge out of the way of certain area effects.
• It must make a Strength saving throw. If it fails, you can
When you are subjected to an effect that allows you to
push it up to 15 feet away from you.
make a Dexterity saving throw to take only half damage,
you instead take no damage if you succeed on the saving • If you spend an additional Faith point, it must make a
throw, and only half damage if you fail. Wisdom saving throw. If it fails, it becomes Dazed until the
start of your next turn.
Stillness of Mind • It can’t take reactions until the end of your next turn.
Starting at 7th level, you can use your action to end one
Corpus Integrite
effect on yourself that is causing you to be charmed or At 6th level, you gain the ability to heal yourself. As an
frightened. action, you can regain hit points equal to three your monk
level. You must finish a long rest before you can use this
Purity of Body feature again.
35
Mors Dominium Mistery of Self
Beginning at 11th level, you use your fami liarity with Monks of the Mistery of Self train relentlessly with their
death to escape its grasp. When you are reduced to 0 hit bodies, to the point that it becomes a perfect organism. A
points, you can expend 1 Faith point (no action required) to Monk of the Self sees its body in much the same way a
have 1 hit point instead. painter regards a brush or a writer sees parchment, ink,
and quill.
Tactum Mortis
Starting at 17th level, your touch can channel the energy of Interiorem Hominem
death into a creature. As an action, you touch one creature When you choose this tradition at 3rd level, your special
within 5 feet of you, and you expend any amount of Faith Tradition studying leads you to master the use of your inner
points. The target must make a Constitution saving throw, divine spark gaining the following benefits:
and it takes 1d12 necrotic damage per Faith point spent on
• If you make an unarmed strike as part of the Attack
a failed save, or half as much damage on a successful one.
action on your turn you bloster your defences with the flow
of your movements, gaining a +2 bonus to AC until the start
Mistery of Peace of your next turn, if you aren’t incapacitated.
Monks of the Way of Tranquility see violence as a last • You further enhance your Faith Pool adding points equal
resort. They use diplomacy, mercy, and understanding your Wisdom modifier.
to resolve conflicts. If pushed, though, they are capable
warriors who can bring an end to the unjust or cruel folk
Corpus Unum
who refuse to make excellent diplomats. At 6th level, you futher extend your awareness into your
unarmed strikes. When you hit a target with a unarmed
Pacis Itinere strike, you can spend 2 Faith point to increase the unarmed
When you choose this tradition at 3rd level, you can use damage die by one step. You can spend many Faith point in
one action and spend 1 Faith point to enter in a state of this way as much as your Monk Level.
peace. Any creature who targets you with an attack or a
harmful means must first make a Wisdom saving throw on Acuite Animae
your Faith DC. On a failed save, the creature lose the attack. At 11th level, you gain the ability to augment your unarmed
The effect lasts for 1hour and once you use this ability you strikes further with your Faith. As a bonus action, you can
can’t do so again for 1 minute. expend 3 Faith points to grant yourself a bonus to attack
and damage rolls when you attack with your unarmed
Thaumaturge strikes. For each two Faith points you spent beyond the
Starting at 3rd level, you have a pool of healing power third, you gain +1 bonus to Attack and Damage rolls. This
that replenishes when you take a long rest. With that pool, bonus lasts for 1 minute. You can spend many Faith point
you can restore a total number of hit points equal to your for this feature as much as your Monk Level.
monk level × 10. As an action, you can touch a creature and
restore a number of hit points to that creature, up to the
Ictus Certus
maximum amount remaining in the pool. Instead of healing At 17th level, your mastery of your Tradition tecniques
the creature, you can expend 5 hit points from your pool of grants you extraordinary accuracy. If you make an attack
healing to cure the target of one disease or neutralize one roll with a unarmed strike and miss, you can reroll it. You
poison affecting it. When you use your Flurry of Blows, you can use this feature only once on each of your turns.
can replace one of the unarmed strikes with a use of this
feature.
Messus Pacis
At 6th level, you gain the ability to diffuse violent situations
and to speak the masses whit your indomitable Faith. You
can use Your Wisdom Modifier in addition of your Charisma
modifier when using your Charisma (Persuasion) Skill.
Extinguit Iracundia
At 11th level, you gain the ability to extinguish a creature’s
violent impulses. As an action, you can touch a creature,
and it must make a Wisdom saving throw with a DC equal
to your Faith DC. If the target fails the save, it can’t attack
or take offensive actions for 1 minute. This effect ends if
the target is attacked, takes damage, or is forced to make
a saving throw.
Libra et Dolorem
At 17th level, you gain the ability to embrace vengeance. If
you see a creature reduce another creature to 0 hit points,
you can use your reaction to grant yourself a bonus to all
damage rolls against the aggressor until the end of the fight.
The bonus equals your monk level. Once you use this ability,
you can’t use it again until you finish a short or long rest.
36
Class Features
As a Mystic, you gain the following class features.
Hit Points
Mystic Hit Dice: 1d6 per Mystic level
Hit Points at 1st Level: 4 + your Constitution modifier
Divine magic, as the name suggests, is the power of the Hit Points at Higher Levels: 1d6 (or 4) + your Constitution
gods, flowing from them into the world. Clerics are conduits modifier per Mystic level after 1st.
for that power, manifesting it as miraculous effects. God
don’t grant this power to everyone who seeks it, but only Proficiencies
to those chosen to fulfill a high calling. Harnessing divine
Armor: None
magic doesn’t rely on study or training. A cleric might learn
formulaic prayers and ancient rites, but the ability to cast Weapons: Clubs, daggers, javelins, maces, darts, slings,
cleric spells relies on devotion. quarterstaffs, light crossbows.
Druids revere nature above all, gaining their spells and Tools: None.
other magical powers either from the force of nature itself Saving Throws: Constitution.
or from a nature deity. Skills: Concentration.
Many druids pursue a mystic spirituality of transcendent
union with nature rather than devotion to a divine entity, Equipment
while others serve gods of wild nature, animals, or elemental
You start with the following equipment, in addition to the
forces. The ancient druidic traditions are sometimes called
equipment granted by your background:
the Old Faith, in contrast to the worship of God in temples .
• (a) a quarterstaff or (b) a dagger
Magic is a part of every sorcerer, suffusing body, mind,
and spirit with a latent power that waits to be tapped. • (a) a scholar’s pack or (b) an explorer’s pack
Some sorcerers wield magic that springs from an ancient • (a) a magical focus or (b) a spellbook
bloodline infused with the magic of dragons. Others carry a • 10 gold Pieces
raw, uncontrolled magic within them, a chaotic storm that
or 75 Gold Pieces.
manifests in unexpected ways.
Wild and enigmatic, varied in form and function, the power
of magic draws students who seek to master its mysteries.
Mystical Source
Some aspire to become like the gods, shaping reality itself. At 1st level, you choose the Mystical Source that shapes
Though the casting of a typical spell requires merely the your practice of magic through three sources of power:
utterance of a few strange words, fleeting gestures, and Nature, Willpower or Arcane Arts, becoming accordignly
sometimes a pinch or clump of exotic materials, these a Druid, Sorcerer or a Wizard. Your choice grants you
surface components barely hint at the expertise attained proficences at 1st level and unique features at 3rd level and
after years of apprenticeship and countless hours of study. again at 6th, 10th, 14th and 18th level.
37
The Mystic
Spells Slots per Spell Level
Proficiency
Level Features 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Bonus
1st +2 Spellcasting, Mystical Source 2 - - - - - - - -
2nd +2 3 - - - - - - - -
3rd +2 Mystical Source feature 4 2 - - - - - - -
4th +2 Ability Score Improvement 4 3 - - - - - - -
5th +3 4 3 2 - - - - - -
6th +3 Mystical Source feature 4 3 3 - - - - - -
7th +3 4 3 3 1 - - - - -
8th +3 Ability Score Improvement 4 3 3 2 - - - - -
9th +4 4 3 3 3 1 - - - -
10th +4 Mystical Source feature 4 3 3 3 2 - - - -
11th +4 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement 4 3 3 3 2 1 - - -
13th +5 4 3 3 3 2 1 1 - -
14th +5 Mystical Source feature 4 3 3 3 2 1 1 - -
15th +5 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement 4 3 3 3 2 1 1 1 -
17th +6 4 3 3 3 2 1 1 1 1
18th +6 Mystical Source feature 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 3 3 3 3 2 1 1 1
20th +6 Everlasting Power 4 3 3 3 3 2 2 1 1
38
Spell Attack Modifier. your proficiency bonus + your Coroner of Souls
Consitution modifier.
At 14th level, you gain the ability to manipulate the
Cantrips. At 1st level, you know three cantrips of your boundary between life and death.
choice from the cleric spell list. You learn an additional
Mercy. Once for long rest, when an ally you can see dies
cleric cantrip ath 4th level and another one at 10th.
within 30 feet of you, you can stabilize it using your reaction.
Beseech Spells. At dawn you can pray to have a number
Punishment. Once for long rest, when an enemy you can
of cleric spells that will be available for you to cast trough
see dies within 30 feet of you, you can regain hit points
the day, equal to your Constitution modifier + your cleric
equal to the enemy’s number of Hit Dice and inflict him a
level (minimum of one spell), choosen from the cleric spell
failed saving throw.
list. You can change your list of prepared spells when you
finish a long rest. Preparing a new list of spells requires
one hour spent in prayer and meditation.
Hand of God
Ritual Casting. You can cast a cleric spell as a ritual if Starting at 18th level, once for short or long rest, when
that spell has the ritual tag and you have the spell prepared. you would normally roll one or more dice to restore hit
points or deal Necrotic damage, with a spell, you instead
Disciple of Mercy or Punishment use the highest number possible for each die.
39
You can stay in a beast shape for a number of hours equal Archdruid
to half your druid level (rounded down), then revert to
Starting at 18th level, the primal magic that you wield
your normal form unless you expend another use. You can
causes you to cease to age, for every 10 years that pass,
revert to your normal form by using a bonus action on your
your body ages only 1 year. In addition you can use your
turn. or you automatically revert if you fall unconscious,
Wild Shape an unlimited number of times.
drop to 0 hit points, or die. While you are transformed, the
following rules apply:
• Your game statistics are replaced by the statistics of
Sorcerer
the beast, but you retain your alignment, personality, and Sorcerers carry a magical birthright conferred upon them
Intelligence, Wisdom, and Charisma scores. You also by an exotic bloodline, or exposure to unknown cosmic
retain all of your skill and saving throw proficiencies, in forces.
addition to gaining those of the creature. If the creature has
the same proficiency as you and the bonus in its stat block Sorcerous Blood
is higher than yours, use the creature’s bonus instead of
yours. If the creature has any legendary or lair actions, you Your atered bloodline grant you proficency in Charisma
can’t use them. Saving Throws and two from Arcana, Deception, Insight,
Intimidation, Persuasion, and Religion Skils.
• When you transform, you assume the beast’s hit points and
Hit Dice. When you revert to your normal form, you return Spellcasting Ability
to the number of hit points you had before you transformed.
However, if you revert as a result of dropping to 0 hit points, Charisma it’s your spellcasting ability and you use your
any excess damage carries over to your normal form. As Charisma modifier when Setting the saving throw DC for
long as the excess damage doesn’t reduce your normal a sorcerer spell you cast or when Making an Attack roll
form to 0 hit points, you aren’t knocked unconscious. with one.
• You can’t cast spells, and your ability to speak or take Spell save DC. 8 + your proficiency bonus + your
any action that requires hands is limited to the capabilities Charisma modifier.
of your beast form. Transforming doesn’t break your Spell Attack modifier. Your proficiency bonus + your
concentration on a spell you’ve already cast, however, or Charisma modifier.
prevent you from taking actions that are part of a spell. Cantrips. At 1st level, you know four cantrips of your
• You retain the benefit of any features from your class, choice from the Sorcerer spell list. You learn an additional
race, or other source and can use them if the new form is cleric cantrip ath 4th level and another one at 10th.
physically capable of doing so. However, you can’t use any Conjuring Spell. You know a limited number of Sorcerer
of your special senses, such as darkvision, unless your new spells each level, as shown into the following table. Each
form also has that sense. of these spells must be of a level for which you have spell
• You choose whether your equipment falls to the ground slots, additionally, when you gain a level in this class, you
in your space, merges into your new form, or is worn by it. can choose one of the sorcerer spells you know and replace
Worn equipment functions as normal, but the GM decides it with another spell from the sorcerer spell list.
whether it is practical for the new form to wear. Your
Level Spells Known Level Spells Known
equipment doesn’t change size or shape to match the new
form. Equipment that merges with the form has no effect 1 4 11 14
until you leave the form. 2 5 12 14
• You can use a bonus action to expend one spell slot to 3 6 13 15
regain ld10 hit points per level of the spell slot expended.
4 7 14 15
Beast Shapes 5 8 15 16
Level Max CR Limitations 6 9 16 16
1st 1/2 No Flying or 7 10 17 17
Swimmig Speed 8 11 18 17
3rd 1 No Flying Speed 9 12 19 18
6th Mystic level /3 10 13 20 18
Primal Strike The power of your magic relies on your ability to project
your bare will, thus you’re able cast spells without complex
Starting at 6th level, your attacks in beast form count somatic components.
as magical for the purpose of overcoming resistance and
immunity to nonmagical attacks and damage. Sorcery Points
Elemental Wild Shape At first level you have 1 sorcery points, and you gain one
additional point every time you level up, to a maximum of
At 10th level, you can expend two uses of Wild Shape at 20 at level 20. You can never have more sorcery points
the same time to transform into an air elemental, an earth than your current Mystic level. You regain all spent sorcery
elemental, a fire elemental, or a water elemental instead of points when you finish a Long Rest.
any beast form.
Flexible Casting
Beast Spells You can use your sorcery points to gain additional Spell
Starting at 14th level, you can cast your druid spells in Slots, or sacrifice Spell Slots to gain additional sorcery
any shape you assume using Wild Shape, performing the points. You learn other ways to use your sorcery points as
somatic and verbal components as normal. you reach higher levels.
40
Converting a Spell Slot to Sorcery Points. As a bonus Wizard
action on your turn, you can expend one spell slot and gain
a number of sorcery points equal to the slot’s level. Wizards are seekers of the knowledge that lies hidden
Creating Spell Slots. You can transform unexpended in the fabric of the multiverse. Through pacts made with
mysterious beings of supernatural power, warlocks unlock
sorcery points into one spell slot as a Bonus Action on
magical effects both subtle and spectacular.
Your Turn. The created Spell Slots vanish at the end of a
Long Rest. The Creating Spell Slots table shows the cost
of creating a spell slot of a given level. You can create Spell
Wizardy Studies
Slots with a level no higher than the maximum spell slot Your studies grant you proficency in Intelligence saves,
you can cast. and two from Arcana, History, Insight, Investigation,
Medicine, and Religion Skills.
Spell Slot Level Sorcery Point Cost
1st 2 Spellbook
2nd 3 At 1st level, you have a spellbook containing six 1st-
3rd 5 level wizard spells of your choice. Your spellbook is the
4th 6 repository of the wizard spells you know, except your
cantrips, which are fixed in your mind. Each time you gain
5th 8 a wizard level, you can add two wizard spells of your choice
6th 9 to your spellbook for free. Each of these spells must be of a
7th 11 level for which you have spell slots, as shown on the Mystic
table.
8th 13
Copying a Spell into the Book. When you find a wizard
9th 15
spell of 1st level or higher, you can add it to your spellbook
if it is of a spell level you can prepare and if you can spare
Metamagic the time to decipher and copy it. For each level of the
At 3rd level, you gain the ability to twist your spells to suit spell you are going to copy, the process takes 2 hours and
your needs. You gain two Metamagic options of your choice. costs 50 gp. The cost represents material components you
You gain another one at 6th, 10th and 14th level. You can expend as you experiment with the spell to master it, as
use only one Metamagic option on a spell when you cast it, well as the fine inks you need to record it.
unless otherwise noted. Replacing the Book. You can copy a spell from your own
Careful Spell. When you cast a spell that forces other spellbook into another book—for example, if you want to
creatures to make a saving throw, you can protect some of make a backup copy of your spellbook. This is just like
those creatures. To do so, you spend 1 sorcery point and copying a new spell into your spellbook, but faster and
choose a number of those creatures up to your Charisma easier, since you understand your own notation and already
modifier. A chosen creature is immune to the spell. know how to cast the spell. You need spend only 1 hour
and 10 gp for each level of the copied spell. If you lose your
Distant Spell. When you cast a spell that has a range of 5 spellbook, you can use the same procedure to transcribe
feet or greater, you can spend 1 sorcery point to double the the spells that you have prepared into a new spellbook.
range of the spell. When you cast a spell that has a range Filling out the remainder of your spellbook requires you to
of touch, you can spend 1 sorcery point to make the range find new spells to do so, as normal. For this reason, many
of the spell 30 feet. wizards keep backup spellbooks in a safe place.
Empowered Spell. When you roll damage for a spell, you
can spend 1 sorcery point to reroll a number of the damage Spellcasting Ability
dice up to your Charisma modifier (minimum of one). You
Intelligence is your spellcasting ability for your wizard
must use the new rolls. You can use Empowered Spell
spells, since you learn your spells through dedicated study
even if you have already used a different Metamagic option
and memorization.You use your Intelligence whenever a
during the casting of the spell.
spell refers to your spellcasting ability. In addition, you use
Extended Spell. When you cast a spell that has a duration your Intelligence modifier when setting the saving throw
of 1 minute or longer, you can spend 1 sorcery point to DC for a wizard spell you cast and when making an attack
double its duration, to a maximum duration of 24 hours. roll with one.
Heightened Spell. When you cast a spell that forces a Spell Save DC. 8 + your proficiency bonus + your
creature to make a saving throw to resist its effects, you Intelligence modifier
can spend 3 sorcery points to give one target of the spell
Spell Attack Modifier. Your proficiency bonus + your
disadvantage on its saving throw made against the spell.
Intelligence modifier.
Quickened Spell. When you cast a spell that has a casting
Cantrips. At 1st level, you know three cantrips of your
time of 1 action, you can spend 2 sorcery points to change
choice from the wizard spell list. You learn an additional
the casting time to 1 bonus action for this casting.
cleric cantrip ath 4th level and another one at 10th.
Twinned Spell. When you cast a spell, you can spend a
Preparing Spells. You prepare the list of wizard spells
number of sorcery points equal to the spell’s level to create
that are available for you to cast. To do so, choose a
a second effect in range with the same spell (1 sorcery
number of wizard spells from your spellbook equal to your
point if the spell is a cantrip).
intelligence modifier + your wizard level (minimum of one
spell). The spells must be of a level for which you have spell
Sorcerous Restoration slots, in any combination, chosen from your spellbook. You
At 18th level, your blood it’s full of magic prowness and can change your list of prepared spells when you finish a
you may regain 4 + your Charisma Modifier expended long rest. Preparing a new list of wizard spells requires
sorcery points whenever you finish a short rest. time 1 hour studying your spellbook.
41
Ritual Casting. You can cast any wizard spell you know The eight schools of arcane magic are abjuration,
as a ritual if that spell has the ritual tag and you have the conjuration, divination, enchantment, evocation, illusion,
spell in your spellbook. You don’t need to have the spell necromancy, and transmutation. Spells that do not fall into
prepared. any of these schools are called universal spells.
Abjuration. Spells that protect, block, or banish. An
Familiar abjuration specialist is called an abjurer.
At 1st level a Wizard gain a familiar, an tiny animal (A Conjuration. Spells that bring creatures or materials to
challenge 0 Beast, check Appendix A of the Monster the caster. A conjuration specialist is called a conjurer.
Manual) summoned to service a wizard. It retains the Divination. Spells that reveal information. A divination
appearance, but also have the following special abilities. specialist is called a diviner. Unlike the other specialists, a
These special abilities apply only when the master and diviner must give up only one other school.
familiar are within 1 mile of each other. Share Spells
Enchantment. Spells that imbue the recipient with some
Share Spells. At the master’s option, he may have any property or grant the caster power over another being. An
spell he casts on himself also affect his familiar. The enchantment specialist is called an enchanter.
familiar must be within 5 feet at the time of casting to
Evocation. Spells that manipulate energy or create
receive the benefit. If the spell or effect has a duration
something from nothing. An evocation specialist is called
other than instantaneous, it stops affecting the familiar if
an evoker.
it moves farther than 5 feet away and will not affect the
familiar again even if it returns to the master before the Illusion. Spells that alter perception or create false
duration expires. Additionally, the master may cast a spell images. An illusion specialist is called an illusionist.
with a target of “You” on his familiar (as a touch range spell) Necromancy. Spells that manipulate, create, or destroy
instead of on himself. A master and his familiar can share life or life force. A necromancy specialist is called a
spells even if the spells normally do not affect creatures of necromancer.
the familiar’s type. Transmutation. Spells that transform the recipient
Empathic Link. The master has an empathic link with his physically or change its properties in a more subtle way. A
familiar out to a distance of up to 1 mile. The master cannot transmutation specialist is called a transmuter.
see through the familiar’s eyes, but they can communicate
empathically. Because of the limited nature of the link, only Spell Mastery
general emotional content can be communicated. At 6th level, you have achieved such mastery over certain
Deliver Touch Spells. If the master is 3rd level or higher, spells that you can cast them at will. Choose a 1st-level
a familiar can deliver touch spells for him. If the master Wizard spell that have in your spellbook. At 10th level you
and the familiar are in contact at the time the master casts can choose a 2nd level and 14th level a 3rd level Wizard
a touch spell, he can designate his familiar as the “toucher.” spells respectively.
The familiar can then deliver the touch spell just as the You can cast those spells at their lowest level without
master could. As usual, if the master casts another spell expending a spell slot when you have them prepared. If you
before the touch is delivered, the touch spell dissipates. want to cast either spell at a higher level, you must expend a
Speak with Master. If the master is 5th level or higher, spell slot as normal. By spending 8 hours in study, you can
a familiar and the master can communicate verbally as if exchange one or both of the spells you chose for different
they were using a common language. Other creatures do spells of the same levels.
not understand the communication without magical help.
Speak with Animals of Its Kind. If the master is 7th Signature Spells
level or higher, a familiar can communicate with animals When you reach 18th level, you gain mastery over two
of approximately the same kind as itself (including dire powerful spells and can cast them with little effort. Choose
varieties): bats with bats, rats with rodents, cats with two 4th or lower level wizard spells in your spellbook
felines, hawks and owls and ravens with birds, lizards as your signature spells. You always have these spells
and snakes with reptiles, toads with amphibians, weasels prepared, they don’t count against the number of spells
with similar creatures (weasels, minks, polecats, ermines, you have prepared, and you can cast each of them one time
skunks, wolverines, and badgers). Such communication is each short rest at 4th level without expending a spell slot.
limited by the intelligence of the conversing creatures. If you want to cast either spell at a higher level, you must
expend a spell slot as normal.
School Specialization
When you reach 3rd level, you choose an arcane tradition,
shaping your practice of magic through one magic schools.
A school is one of eight groupings of spells, each defined
by a common theme. A specialist wizard can prepare one
additional spell of her specialty school per spell level each
long rest. She also gains advantage on Spellcraft checks
inherent to the spells of her chosen school. The wizard
must choose whether to specialize and, he must also
give up two other schools of magic (unless she chooses
to specialize in divination; see below), which become her
prohibited schools.
A wizard can never give up divination to fulfill this
requirement. Spells of the prohibited school or schools are
not available to the wizard, and she can’t learn such spells
from scrolls. She may not change either her specialization
or her prohibited schools later.
42
Class Features
Hit Points
Paladin Hit Dice: 1d10 per Paladin level
Hit Points at 1st Level: 10 + your Constitution modifier
A paladin swears to uphold justice and righteousness, Hit Points at Higher Levels: 1d10 (or 6) + your
to stand with the good things of the world against the Constitution modifier per Paladin level after 1st
encroaching darkness, and to hunt the forces of evil
wherever they lurk. Different paladins focus on various Proficiencies
aspects of the cause of righteousness, but all are bound by
Armor: All armor, shields
the oaths that grant them power to do their sacred work.
Weapons: Simple weapons, martial weapons
Although many paladins are devoted to gods of good, a
paladin’s power comes as much from a commitment to Tools: None
justice itself as it does from a god. Saving Throws: Wisdom, Charisma
Paladins train for years to learn the skills of combat, Skills: Choose two from Athletics, Insight, Intimidation,
mastering a variety of weapons and armor. Even so, their Medicine, Persuasion, and Religion
martial skills are secondary to the magical power they
wield: power to heal the sick and injured, to smite the Equipment
wicked and the undead, and to protect the innocent and You start with the following equipment, in addition to the
those who join them in the fight for justice. equipment granted by your background:
Almost by definition, the life of a paladin is an adventuring • (a) a martial weapon and a shield or (b) two martial
life. Unless a lasting injury has taken him or her away from weapons, a Chain mail and a holy symbol
adventuring for a time, every paladin lives on the front • (a) five javelins or (b) any simple melee weapon
lines of the cosmic struggle against evil. Fighters are rare
• (a) a priest’s pack or (b) an explorer’s pack
enough among the ranks of the militias and armies of the
world, but even fewer people can claim the true calling of • 10 gold pieces
a paladin. or 125 gold pieces
43
Judgment The Paladin
The presence of strong evil registers on your senses like a Proficency
noxious odor, and powerful good rings like heavenly music Level Features
Bonus
in your ears. As an action, you can open your awareness to Judgment, Lay on Hands, Sacred Relics
1 +2
detect such forces, learning the strongest allignment (Evil, (one use)
Good, Lawful or Chaotic ) of one subject or object or area. 2 +2 Fighting Style, Punishment 2d8
You can use this feature a number of times equal to 1 +
your Charisma modifier. When you finish a long rest, you 3 +2 Divine Healt, Sacred Oath
regain all expended uses. 4 +2 Ability Score Improvement
6 +3 Aura of Protection
Your blessed touch an heal wounds. You have a pool of
healing power that replenishes when you take a long rest. 7 +3 Sacred Oath Feature
With that pool, you can restore a total number of hit points 8 +3 Ability Score Improvement
equal to your paladin level x 5.
As an action, you can touch a creature and draw power 9 +4 Punishment 4d8
from the pool to restore a number of hit points to that 10 +4 Aura of Courage, Divine Intervention
creature, up to the maximum amount remaining in your
pool. 11 +4 Sacred Relics (two uses)
Alternatively, you can expend 5 hit points from your pool 12 +4 Ability Score Improvement
of healing to cure the target of one disease or neutralize
one poison affecting it. 13 +5 Punishment 5d8
14 +5 Inquisition’s Ban
Sacred Relics 15 +5 Sacred Oath Feature
At 1st l evel, you gain the ability to use Relics provided 16 +5 Ability Score Improvement
by the Faith. Once for short or long rest you can use its
features. Some Sacred Relics effects require saving throws, 17 +6 Punishment 6d8
. When you use such an effect from this class, the DC equals: 18 +6 Aura Improvements
Sacred Relics Save DC. 8 + your Proficiency Bonus +
your Charisma Modifier. 19 +6 Ability Score Improvement
At 11th level, you can use your Sacred Relics twice 20 +6 Sacred Oath Feature
between short or long rests .
Holy Bomb. As an action, you can throw this reliquary
adorned with sacred scriptures to a point, creature or
surface within 30 feet. On impact the bomb detonates in a
Protection
blinding flash, each hostile creature within 30feet of point When a creature you can see attacks a target other than
of impact must take a Constitution saving throw. you that is within 5 feet of you, you can use your reaction to
A creature takes radiant damage equals to 1d10 + your give him disadvantage to the attack.
Charisma modifier plus and additional 1d10 for each three
levels after the first on a falied saving throw, and half as Punishment
much on a successful one. A creature that has total cover
from you is not affected. Starting at 2nd level, when you hit a creature with a melee
weapon attack, you can expend one Paladin’s Punishment
Fighting Style to deal radiant damage to the target, in addition to the
weapon’s damage. You regain all uses after a long rest.
At 2nd level, you adopt a style of fighting as your specialty. The extra damage is 2d8 at 2nd level, 3d8 at 5th, 4d8 at
Choose one of the following options. 9th, 5d8 at 13th and 6d8 at 17th. You can use Punishment
two times for each damage increase, for example at 5th
Defense level you can use two 2d8 and two 3d8 Punishments.
While you are wearing armor, you gain a +1 bonus to AC,
if you are weilding a Shield you gain an additional +1. Divine Healt
Dueling By 3rd level, the prayers, the your ritualistic way of
conducting life and remoteness from all vice makes you
When you are wielding a melee weapon in one hand and immune to disease.
no other weapons, you gain a +2 bonus to damage rolls
with that weapon.
Sacred Oath
Great Weapon Fighting When you reach 3rd level, you swear the oath that binds
When you roll a 1 or 2 on a damage die for an attack you you as a Paladin forever. Now you choose the Oath of
make with a melee weapon that you are wielding with two Devotion, the Oath of the Ancients or the Oath of Vengeance,
hands, you can reroll the die and must use the new roll, all detailed at the end of the class description. Your choice
even if the new roll is a 1 or a 2. The weapon must have the grants you features at 3rd level and again at 7th, 15th, and
two-handed or versatile property for you to gain this benefit. 20th level.
44
Ability Score Improvement Sacred Relics
When you reach 4th level, and again at 8th, 12th, 16th, When you take this oath at 3rd level, you gain the following
Sacred Relics options.
and 19th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of your Heaven’s Chains. You can animate a pair of unbelivaby
choice by 1. strong and hard chains that move by themselves on to
ensnare a foe. As an action, you can cause gold plated
As normal, you can’t increase an ability score above 20
chains to spring up and reach for a creature within 30 feet
using this feature.
of you that you can see. The creature must succeed on a
Dexterity saving throw or be restrained for 1 minute.
Extra Attack
Beginning at 5th level, you can attack twice, instead of
Warding of Tortures
once, whenever you take the Attack action on your turn. Beginning at 7th level, the continuos assist to countless
tortures make you resistent to the dangers of the trade. You
Aura of Protection gain resistance to Acid, Fire and Lightning damage.
Beginning at 14th level, you can use your action to Sacred Relics
inhibit every supernatural ability of one creature within When you take this oath at 3rd level, you gain the following
30 feet of you. The creature must succeed a Charisma or Sacred Relics options.
Wisdom saving throw against your a DC equal to 8 + your Gauntlets of the Righteous. As a bonus action, you can
Proficiency Bonus + Charisma modifier or loose the use call the powers of those gautlets given to you by the Faith.
of any of his ability for 1 minute. You can use the Inquistion For 1 minute, while wearing those gloves you add your
Ban once every long rest. Charisma modifier to Attack Rolls made with any weapon
(with a minimum bonus of +1). and if the weapon is not
Sacred Oaths
already a Relic, it considered a Relic for the duration.
At 3rd level, while wielding a simple weapon that deals Soul of Vengeance
bludgeoning damage, you gain a special benefit if you
Starting at 15th level, the authority with which you speak
reduce a creature to 0 hit points with that weapon and
your Vow of Enmity gives you greater power over your foe.
decide to spare the creature’s life. Instead of falling
When a creature under the effect of your Vow of Enmity
unconscious, the creature is charmed by you for 1 minute.
makes an attack, you can use your reaction to make a melee
During that time, the charmed creature is peaceful and weapon attack against that creature if it is within range.
docile, refusing to move or to take actions or reactions,
unless you command it to. You can’t order the creature to Avenging Angel
do any offensive action. When the effect ends, the creature
falls unconscious if it still has 0 hit points. At 20th level, the Inquisition grants to you an Adamantine
Full plate with a unique propertes: when you are wearing
Sacred Relics it, as a bonus action, you can gain the following benefits for
1 minute:
When you take this oath at 3rd level, you gain the following
• You gain a flying speed of 60 feet.
Sacred Relics options.
• You emanate an aura of menace in a 30-foot radius. The
Brooch of Redemption. You can use your Sacred Relic first time any enemy creature enters the area or starts its
to rebuke those who use violence. As a reaction when an turn there during a battle, the creature must succeed on a
enemy within 10 feet of you deals damage with a melee Wisdom saving throw or become Paniked for 1 minute or
attack, you force that attacker to take radiant damage equal until it takes any damage.
to the damage it just dealt.
Once you use this feature, you can’t use it again until you
Aura of the Guardian finish a long rest
Starting at 7th level, you can shield your allies from harm
at the cost of your own health. As a reaction when an ally
within 10 feet of you takes damage, you instead take that
damage.
Protective Spirit
Starting at 15th level, a holy presence mends your wounds.
You regain hit points equal to 1d10 + half your paladin level
if you end your turn in combat with fewer than half of your
hit points remaining and you aren’t incapacitated.
Emissary of Redemption
At 20th level, you become an avatar of peace, gaining
resistance to all damage dealt by other creatures. In
Addition whenever a creature damages you, it takes
damage equal to half the amount it dealt to you. If you
attack a creature, deal damage to it, or force it to make a
46
Ranger
Warriors of the wilderness, rangers specialize in hunting
the monsters that threaten the edges of civilization—
Class Features
humanoid raiders, rampaging beasts and monstrosities, As a Hunter, you gain the following class features.
terrible giants, and deadly dragons. They learn to track
their quarry as a predator does, moving stealthily through Hit Points
the wilds and hiding themselves in brush and rubble. Hit Dice: 1d10 per ranger level
Rangers focus their combat training on techniques that are Hit Points at 1st Level: 10 + your Constitution modifier
particularly useful against their specific favored foes.
Hit Points at Higher Levels: 1d10 (or 6) + your
Thanks to their familiarity with the wilds, rangers acquire Constitution modifier per ranger level after 1st.
the ability to cast spells that harness nature’s power, much
as a druid does. Their spells, like their combat abilities, Proficiencies
emphasize speed, stealth, and the hunt. A ranger’s talents
Armor: Light armor, medium armor, shields
and abilities are honed with deadly focus on the grim task
of protecting the borderlands. Weapons: Simple weapons, martial weapons
This fierce independence makes rangers well suited to Tools: None
adventuring, since they are accustomed to life far from the Saving Throws: Strength, Dexterity
comforts of a dry bed and a hot bath. Skills: Choose two from Acrobatics, Athletics, Nature,
Insight, Intimidation, Perception, and Survival
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
• (a) scale mail or (b) leather armor
• (a) two shortswords or (b) two simple melee weapons
• (a) a dungeoneer’s pack or (b) an explorer’s pack
• A longbow and a quiver of 20 arrows
or 100 gp
Favored Enemy
Beginning at 1st level, you have significant experience
studying, tracking, hunting, and even talking to a certain
type of enemy. Choose a type of favored enemy: aberrations,
beasts, celestials, constructs, dragons, elementals, fey,
fiends, giants, monstrosities, oozes, plants, or undead.
Alternatively, you can select two races as favored enemies.
The ranger gains advantage on Deception, Perception,
Insight, and Survival checks when using these skills
against creatures of this type. Likewise, he gets a +2 bonus
on weapon damage rolls against such creatures.
At 5th level and every five levels thereafter (10th, 15th,
and 20th level), the ranger may select an additional
favored enemy from those given on the table. In addition,
at each such interval, the bonus on damage against any
one favored enemy (including the one just selected, if so
desired) increases by 2. When you gain this feature, you
also learn one language of your choice that is spoken by
your favored enemies, if they speak one at all.
Terrain Mastery
You are particularly familiar with one type of natural
environment and are adept at traveling and surviving in
such regions. Choose one type of favored terrain: Arctic,
Coast, Desert, Forest, Hills, Mountains, Plains, Swamp,
Underground. When you make an Intelligence of Wisdom
check related to your favored terrain, your proficiency bonus
is doubled if you are using a skill that you’re proficient in. In
addition you are accustomed to fight in such environments
thus gaining a +1 bonus on attack and damage rolls. You
choose additional favored terrain types and increase the
attack and damage bonuses of the previous ones by +1 at
6th, 10th and 13th level.
47 47
Fighting Style The Ranger
At 2nd level, you adopt a particular style of fighting as your Proficency
specialty. Choose one of the following options. You can’t Level Features
Bonus
take a Fighting Style option more than once, even if you
1 +2 Favored Enemy, Terrain Mastery
later get to choose again.
2 +2 Fighting Style, Wild Emphaty
Archery
3 +2 Ranger Archetype, Primeval Awareness
You gain a +2 bonus to attack rolls you make with ranged
weapons. 4 +2 Ability Score Improvement
While you are wearing armor, you gain a +1 bonus to AC, if 6 +3 Natural Explorer
you are weilding a Shield you gain an additional +1. 7 +3 Ranger Archetype feature
When you are wielding a melee weapon in one hand and 9 +4 Venom Mastery
no other weapons, you gain a +2 bonus to damage rolls 10 +4 Hide in Plain Sight, Natural Explorer
with that weapon..
11 +4 Ranger Archetype feature
Two-Weapon Fighting 12 +4 Ability Score Improvement
When you engage in two-weapon fighting, you can add
13 +5 Natural Explorer
your ability modifier to the damage of the second attack.
14 +5 Vanish
Wild Empathy 15 +5 Ranger Archetype feature
At 2nd level ranger can improve the attitude of an animal. 16 +5 Ability Score Improvement
This ability functions just like a Charisma (Persuasion)
check to improve the attitude of a person. 17 +6 Song of Rest (d12)
The ranger rolls 1d20 and adds proficency and his 18 +6 Feral Senses
intelligence modifier to determine the wild empathy check
19 +6 Ability Score Improvement
result. The typical domestic animal has a starting attitude
of indifferent, while wild animals are usually unfriendly. 20 +6 Foe Slayer
Ranger Archetype
At 3rd level, you choose an archetype. Your choice grants to collect poison from a creature and you add half your
you features at again at 7th, 11th, and 15th level. proficency bonus to the Save DC of any poison you brew.
48
Foe Slayer Uncanny Dodge. When an attacker that you can see hits
you with an attack, you can use your reaction to halve the
At 20th level, you become an unparalleled hunter of your attack’s damage against you.
enemies. Once on each of your turns, you can add your
Wisdom modifier to the attack roll or the damage roll of an
attack you make against one of your favored enemies. You
Primeval Guardian
can choose to use this feature before or after the roll, but Rangers of the Primeval Guardian Conclave follow an
before any effects of the roll are applied. ancient tradition rooted in powerful and old pagan belief of
the nature. These rangers learn to become one with nature,
Ranger Archetypes allowing them to channel the aspects of various beasts and
plants in order to overcome their foes.
These rangers dwell in the elder forests of the world. They
Here are described the most typical Ranger Archetypes. venture out only rarely, as they consider it their sacred duty
to protect the nature that saw the earliest days of the world.
Hunter
Guardian Soul
Emulating the Hunter archetype means accepting your
place as a bulwark between civilization and the terrors of Starting at 3rd level, you gain the ability to temporarily
the wilderness. As you walk the Hunter’s path, you learn grow and take on the appearance of a treelike person,
specialized techniques for fighting the threats you face, covered with leaves and bark. As a bonus action, you
assume this guardian form, which lasts until you end it as
from rampaging ogres and hordes of orcs to towering
a bonus action or until you are incapacitated. You undergo
giants and terrifying dragons.
the following changes while in your guardian form:
Hunter’s Prey • Your reach increases by 5 feet.
• You gain a number of temporary hit points at the start
At 3rd level, you gain one of the following features of your
of each of your turns. The number equals half your ranger
choice.
level. When the form ends, you lose any temporary hit
Colossus Slayer. Your tenacity can wear down the most points you have from it.
potent foes. When you hit a creature with a weapon attack,
the creature takes an extra 1d8 damage if it’s below its hit Piercing Thorns
point maximum. You can deal this extra damage only once At 3rd level, your command of primal magic allows you to
per turn. enhance your attacks with thorns. Once during each of your
Horde Breaker. Once on each of your turns when you turns, you can deal an additional 1d6 piercing damage to
make a weapon attack, you can make another attack with one creature you hit with a weapon attack.
the same weapon against a different creature that is within
5 feet of the original target and within range of your weapon. Ancient Fortitude
At 7th level, you gain the endurance of the ancient forests.
Defensive Tactics Your hit point maximum and current hit points increase by
At 7th level, you gain one of the following features of your 2 per ranger level when you assume your guardian form.
choice. This increase lasts until you leave the form; your hit
Escape the Horde. Opportunity attacks against you are point maximum then returns to normal, but your current
made with disadvantage. hit points remain the same, unless they must decrease to
abide by your hit point maximum.
Multiattack Defense. When a creature hits you with an
attack, you gain a +4 bonus to AC against all subsequent Rooted Defense
attacks made by that creature for the rest of the turn.
At 11th level, you gain the ability to twist and turn the
Multiattack ground beneath you. While you are in your guardian form,
the ground within 30 feet of you is difficult terrain for your
At 11th level, you gain one of the following features of your enemies.
choice.
Volley. You can use your action to make a ranged attack Guardian Aura
against any number of creatures within 10 feet of a point Starting at 15th level, your guardian form emanates a
you can see within your weapon’s range. You must have magical aura that fortifies your injured allies. When any
ammunition for each target, as normal, and you make a ally starts their turn within 30 feet of your guardian form,
separate attack roll for each target. that ally regains a number of hit points equal to half your
Whirlwind Attack. You can use your action to make a ranger level. This aura has no effect on a creature that has
melee attack against any number of creatures within 5 feet half or more of its hit points, and it has no effect on undead
of you, with a separate attack roll for each target. . and constructs.
49
Underdark Scout Slayer’s Counter
At 3rd level, you master the art of the ambush. On your At 15th level, you gain the ability to counterattack when
first turn during combat, you gain a +10 bonus to your your prey tries to sabotage you. If the target of your Slayer’s
speed. If you use the attack action on that turn, you can Eye forces you to make a saving throw, you can use your
make one additional attack. You gain an additional benefit reaction to make one weapon attack against it.
on all turns after your first turn. At the end of each such You make this attack immediately before making the
turn, you can attempt to hide as a bonus action if you meet saving throw. If the attack hits, your save automatically
the normal requirements for hiding. From the 14th level, succeeds, in addition to the attack’s normal effects.
when you get the Vanish class feature, you can hide as a
free action.
Iron Mind
At 7th level, you gain proficiency in Wisdom saving throws.
Stalker’s Flurry
Starting at 11th level, you have the ability to ensure that
your attacks count. If you miss with an attack during your
turn, you can immediately make an additional attack. You
can gain one additional attack during your turn with this
ability.
Stalker’s Dodge
At 15th level, you master the ability to disrupt an
opponent’s attacks. If a creature attacks you and does not
have advantage on the attack roll, you can use your reaction
to grant it disadvantage on the attack roll. You must use
this ability before you know the result of the attack
Slayer
Rangers of the Slayer Conclave seek out all threats of
the natural and supernatural world. Trained in a variety of
obscure techniques to overcome such monsters, slayers
are experts at unearthing and defeating mighty and obscure
foes.
Slayer’s Eye
Starting at 3rd level, you gain the ability to study and
unravel a creature’s defenses. As a bonus action, choose
one creature you can see within 120 feet of you. You
immediately learn the target’s vulnerabilities, immunities,
and resistances. You also learn any special effects triggered
when the target takes damage, such as fire damage halting
its regeneration. In addition, the first time each turn you hit
the target with a weapon attack, the target takes an extra
1d6 damage from the weapon. This benefit lasts until you
target a different creature with this feature or until you
finish a short or long rest.
Supernatural Defense
At 7th level, you gain extra resilience against your prey’s
assaults on your mind and body. Whenever the target of
your Slayer’s Eye forces you to make a saving throw, add
1d6 to your roll.
Relentless Slayer
At 11th level, you gain the ability to foil your foe’s ability
to escape. Your study of folklore and arcane knowledge
gives you a key insight to keep your prey cornered.
If the target of your Slayer’s Eye attempts use a special
ability, you can use your reaction to make a Wisdom check
contested by a Wisdom check made by the target. To use
this ability, you must be able to see the target and need to
be within 30 feet of it.
If you succeed, you foil its attempt, causing it to waste the
action, bonus action, or reaction it used.
50
Rogue Class Features
51 51
Expertise The Rogue
At 1st level, choose two of your skill proficiencies, or one
Proficency Sneak
of your skill proficiencies and your proficiency with thieves’ Level Features
Bonus Attack
tools. Expertise, Sneak Attak,
1 +2 1d6
Your proficiency bonus is doubled for any ability Check Poisoner
you make that uses either of the chosen proficiencies. At 2 +2 Lightning Action 1d6
6th level, you can choose two more of your proficiencies (in
skills or with thieves’ tools) to gain this benefit. 3 +2 Roguish Archetype 2d6
Beginning at 1st level, you know how to strike subtly and 5 +3 Uncanny Dodge 3d6
exploit a foe’s distraction. Once per turn, you can deal an
6 +3 Expertise 3d6
extra 1d6 damage to one creature you hit with an attack if
you have advantage on the Attack Roll. 7 +3 Improved Lightning Action 4d6
The attack must use a finesse or a ranged weapon. You
don’t need advantage on the Attack Roll if another enemy of 8 +3 Ability Score Improvement 4d6
the target is within 5 feet of it, that enemy isn’t incapacitated,
and you don’t have disadvantage on the Attack Roll. 9 +4 Roguish Archtetype Feature 5d6
The amount of the extra damage increases as you gain 10 +4 Ability Score Improvement 5d6
levels in this class, as shown in the Sneak Attack column
of the Rogue table. 11 +4 Reliable Talent 6d6
52
Elusive Your ruse is indiscernible to the casual observer. If a wary
creature suspects something is amiss, you have advantage
Beginning at 18th level, you are so evasive that attackers on any Charisma (Deception) Check you make to avoid
rarely gain the upper hand against you. No Attack Roll has detection.
advantage against you while you aren’t incapacitated
Death Strike
Stroke of Luck Starting at 17th level, you become a master of instant
At 20th level, you have an uncanny knack for succeeding death. When you attack and hit a creature that is surprised,
when you need to. If your attack misses a target within it must make a Constitution saving throw with DC:
range, you can turn the miss into a hit. Alternatively, if you 10 + your Dexterity modifier + your proficiency bonus
fail an ability Check, you can treat it as a critical success On a failed save, double the damage of your attack against
instead. Once you use this feature, you can’t use it again the creature.
until you finish a short or long rest.
Spy
Roguish Archetypes As an archetypal Spy, you excel at rooting out secrets and
unraveling mysteries. You rely on your sharp eye for details,
Rogues have many features in common, including their but also on your finely honed ability to read the words and
emphasis on perfecting their skills, their precise and deadly deeds of other creatures to determine their true intent.
approach to combat, and their increasingly quick reflexes.
But different rogues steer those talents in varying
Ear for Deceit
directions, embodied by the rogue archetypes. Your choice When you choose this archetype at 3rd level, you develop
of archetype is a reflection of your focus— not necessarily a keen ear for picking out lies. Whenever you make a
an indication of your chosen profession, but a description Wisdom (Insight) Check to sense if a creature is lying, you
of your preferred techniques use the total of your Check or 8 + your Wisdom modifier,
whichever is higher.
Assassin If you are proficient in Insight, you add your proficiency
bonus to the fixed result. If you chose Insight as a skill for
You focus your training on the grim art of death. Those your Expertise feature, add double your proficiency bonus.
who adhere to this archetype are diverse: hired killers,
spies, bounty hunters, and even specially anointed priests Eye for Detail
trained to exterminate the enemies of their deity. Stealth,
poison, and disguise help you eliminate your foes with Starting at 3rd level, you can use the bonus action
deadly efficiency. granted by your Cunning Action feature to make a Wisdom
(Perception) Check to spot a hidden creature or object, to
Bonus Proficiencies make an Intelligence (Investigation) Check to uncover and
decipher clues, or to use Insightful Fighting (see below).
When you choose this archetype at 3rd level, you gain
proficiency with the disguise kit and the poisoner’s kit. Insightful Fighting
Assassinate At 3rd level, you gain the ability to decipher an opponent’s
tactics and develop a counter to them. As an action (or
Starting at 3rd level, you are at your deadliest when you
as a bonus action using Eye for Detail), you make a
get the drop on your enemies. You have advantage on Attack
Wisdom (Insight) Check against a creature you can see
Rolls against on the first round of combat. In addition, any
that isn’t incapacitated, opposed by the target’s Charisma
hit you score against a creature that hasn’t taken a turn in
(Deception) Check.
the combat yet or is surprised is a critical hit.
If you succeed, you can use Sneak Attack against that
Infiltration Expertise creature even if you do not have advantage against it or if
no enemy of the target is within 5 feet of it. You can use
Starting at 9th level, you can unfailingly create false
Sneak Attack in this way even if you have disadvantage
identities for yourself. You must spend seven days and 25
against the target. This benefit lasts for 1 minute or until
gp to establish the history, profession, and affiliations for
you successfully use Insightful Fighting against a different
an identity. You can’t establish an identity that belongs to
target.
someone else.
For example, you might acquire appropriate clothing, Steady Eye
letters of introduction, and official looking certification to
establish yourself as a member of a trading house from a At 9th level, you gain advantage on any Wisdom
remote city so you can insinuate yourself into the company (Perception) Check made on your turn to find a hidden
of other wealthy merchants. Thereafter, if you adopt the creature or object if you do not move during that turn. If you
new identity as a disguise, other creatures believe you to be use this ability before moving, you cannot move or ready
that person until given an obvious reason not to. movement during your turn.
53
Eye for Weakness Survivalist
At 17th level, you learn to exploit a creature’s weaknesses When you choose this archetype at 3rd level, you
by carefully studying its tactics and movement. While your gain proficiency in the Nature and Survival skills. Your
Insightful Fighting feature applies to a creature, your Sneak proficiency bonus is doubled for any ability check you make
Attack damage against that creature increases by 2d6. that uses either of those proficiencies.
Swashbuckler Skirmisher
Starting at 3rd level, you are difficult to pin down during
You focus your training on the art of the blade, relying on a fight. You can move up to half your speed as a reaction
speed, elegance, and charisma in equal parts. While other when an enemy ends its turn within 5 feet of you. This
warriors are brutes clad in heavy armor, your method of movement doesn’t provoke opportunity attacks.
fighting looks more like performance. Rakes, duelists, and
pirates typically follow this archetype. A swashbuckler Superior Mobility
excels in single combat, and can fight with two weapons
while safely darting away from an opponent. Swashbucklers At 9th level, your walking speed increases by 10 feet. If
are especially talented at making difficult maneuvers to you have a climbing or swimming speed, this increase
escape enemies or attack from an unexpected direction. applies to that speed as well.
Elegant Maneuver
You complete difficult maneuvers with practiced ease.
Starting at 13th level, you can use a bonus action to gain
advantage on the next Dexterity (Acrobatics) or Strength
(Athletics) check you make on your turn.
Master Duelist
At 17th level your mastery of the blade lets you turn failure
to success in combat. If you miss with an attack, you can
choose to roll the attack again with advantage. Once you
use this ability, you cannot use it again until you finish a
short or long rest.
Scout
You are skilled in woodcraft and stealth, allowing you
to range ahead of your companions during expeditions.
Rogues who embrace this archetype are at home in the
wilderness and among barbarians and fighters, as they
serve as the eyes and ears of war bands across the world.
54
Chapter 4 - Personality & Background
C haractrs are defined to much more that their race
and class. They are individuals with their own stories,
interests, connections, and capabilities beyond those that
Chaotic neutral (CN) creatures follow their whims,
holding their personal freedom above all else.
Lawful evil (LE) creatures methodically take what they
class and race define. This chapter expounds on the details want, within the limits of a code of tradition, loyalty, or
that distinguish characters from one another, including order.
the basics of name and physical description, the rules Neutral evil (NE) is the alignment of those who do
of backgrounds and languages, and the finer points of whatever they can get away with, without compassion or
personality and alignment. qualms.
Chaotic evil (CE) creatures act with arbitrary violence,
Character Details
spurred by their greed, hatred, or bloodlust.
55
betray? What would prompt you to make sacrifices? What Suggested Characteristics
drives you to act and guides your goals and ambitions?
A background contains suggested personal characteristics
What is the single most important thing you strive for?
based on your background. You can pick characteristics, roll
You can choose any ideals you like, but your character’s dice to determine them randomly, or use the suggestions
alignment is a good place to start defining them. Each as inspiration for characteristics of your own creation.
background in this chapter includes six suggested ideals.
Five of them are linked to aspects of alignment: law, chaos,
good, evil, and neutrality. The last one has more to do
Acolyte
with the particular background than with moral or ethical You have spent your life in the service of a temple to a
perspectives. specific god or pantheon of gods. You act as an intermediary
between the realm of the holy and the mortal world,
Bonds performing sacred rites and offering sacrifices in order to
Create one bond for your character. Bonds represent a conduct worshipers into the presence of the divine. You are
character’s connections to people, places, and events in not necessarily a cleric performin g sacred rites is not the
the world. They tie you to things from your background. same thing as channeling divine power.
They might inspire you to heights of heroism, or lead you Were you a lesser functionary in a temple, raised from
to act against your own best interests if they are threatened. childhood to assist the priests in the sacred rites? Or were
They can work very much like ideals, driving a character’s you a high priest who suddenly experienced a call to serve
motivations and goals. your god in a different way? Perhaps you were the leader
Bonds might answer any of these questions: Whom do of a small cult outside of any established temple structure,
you care most about? To what place do you feel a special or even an occult group that served a fiendish master that
connection? What is your most treasured possession? Your you now deny.
bonds might be tied to your class, your background, your Skill Proficiencies: Medicine, Religion
race, or some other aspect of your character’s history or Languages: Two of your choice
personality. You might also gain new bonds over the course
Equipment: A holy symbol (a gift to you when you entered
of your adventures.
the priesthood), a prayer book or prayer wheel, 5 sticks of
Flaws incense, vestments, a set of common clothes, and a belt
pouch containing 15 gp
Finally, choose a flaw for your character. Your character’s
flaw represents some vice, compulsion, fear, or weakness— Feature: Shelter of the Faithful
in particular, anything that someone else could exploit
As an acolyte, you command the respect of those who share
to bring you to ruin or cause you to act against your best
your faith, and you can perform the religious ceremonies
interests. More significant than negative personality traits,
of your deity. You and your adventuring companions can
a flaw might answer any of these questions: What enrages
expect to receive free healing and care at a temple, shrine,
you? W hat’s the one person, concept, or event that you are
or other established presence of your faith, though you
terrified of? What are your vices?
must provide any material components needed for spells.
Those who share your religion will support you (but only
Backgrounds you) at a modest lifestyle. You might also have ties to a
specific temple dedicated to your chosen deity or pantheon,
Every story has a beginning. Your character’s background and you have a residence there. This could be the temple
reveals where you came from, how you became an where you used to serve, if you remain on good terms with it,
adventurer, and your place in the world. Your fighter might or a temple where you have found a new home. While near
have been a courageous knight or a grizzled soldier. your temple, you can call upon the priests for assistance,
The sample backgrounds in this chapter provide both provided the assistance you ask for is not hazardous and
concrete benefits (features, proficiencies, and languages) you remain in good standing with your temple.
and roleplaying suggestions.
Suggested Characteristics
Proficiencies Acolytes are shaped by their experience in temples or
Each background gives a character proficiency in two other religious communities. Their study of the history
skills. Skills are described in chapter 7. In addition, most and tenets of their faith and their relationships to temples,
backgrounds give a character proficiency with one or more shrines, or hierarchies affect their mannerisms and ideals.
tools. Tools and tool proficiencies are detailed in chapter Their flaws might be some hidden hypocrisy or heretical
5. If a character would gain the same proficiency from idea, or an ideal or bond taken to an extreme.
two different sources, he or she can choose a different
proficiency of the same kind (skill or tool) instead. Charlatan
Languages You have always had a way with people.You know what
makes them tick, you can tease out their hearts’ desires
Some backgrounds also allow characters to learn after a few minutes of conversation, and with a few leading
additional languages beyond those given by race. See questions you can read them like they were children’s
“Languages” earlier in this chapter. books.It’s a useful talent, and one that you’re perfectly
willing to use for your advantage.You know what people
Equipment want and you deliver, or rather, you promise to deliver.
Each background provides a package of starting Common sense should steer people away from things that
equipment. If you use the optional rule from chapter 5 sound too good to be true, but common sense seems to
to spend coin on gear, you do not receive the starting be in short supply when you’re around.The bottle of pink-
equipment from your background. colored liquid will surely cure that unseemly rash, this
56
ointment—nothing more than a bit of fat with a sprinkle Perhaps instead you were taken in by the scholars of the
of silver dust—can restore youth and vigor, and there’s a Vault of the Sages or the Map House in Silverymoon, and
bridge in the city that just happens to be for sale.These now you have struck out to increase your knowledge and
marvels sound implausible, but you make them sound like to make yourself available to help those in other places
the real deal. who seek your expertise. You might be one of the few who
Skill Proficiencies: Deception, Sleight of Hand aid Herald’s Holdfast, helping to catalogue and maintain
records of the information that arrives daily from across
Tool Proficiencies: Disguise Kit, Forgery Kit
Faerun.
Equipment: A set of fine clothes, a disguise kit, tools of
Skill Proficiencies: Arcana, Investigation
the con of your choice (ten stoppered bottles filled with
colored liquid, a set of weighted dice, a deck of marked Languages: Two of your choice
cards, or a signet ring of an imaginary duke), and a belt Equipment: The scholar’s robes of your cloister, a writing
pouch containing 15 gp kit (small pouch with a quill, ink, folded parchment, and
a small penknife), a borrowed book on the subject of your
Feature: False Identity current study, and a pouch containing 10 gp
You have created a second identity that includes
documentation, established acquaintances, and disguises
Feature: Library Access
that allow you to assume that persona. Though others must often endure extensive interviews
Additionally, you can forge documents including official and significant fees to gain access to even the most
papers and personal letters, as long as you have seen an common archives in your library, you have free and easy
example of the kind of document or the handwriting you access to the majority of the library, though it might also
are trying to copy have repositories of lore that are too valuable, magical,
or secret to permit anyone immediate access. You
have a working knowledge of your cloister’s personnel
City Watch and bureaucracy, and you know how to navigate those
You have served the community where you grew up, s connections with some ease. Additionally, you are likely
tanding as its fi rst line of defense against crime. You a ren’t to gain preferential treatment at other libraries across the
a soldier, directing your gaze outward at possible enemies. Realms, as professional courtesy shown to a fellow scholar.
Ins tead, your service to your hometown was to help police
its populace, protecting the citizenry from lawbreakers and Courtier
malefactors of every stripe.
EDITIn your earlier days, you were a personage of some
Even if you’re not city-born or city-bred, this background can significance in a noble court or a bureaucratic organization.
describe your early years as a member of law enforcement. You might or might not come from an upper-class family;
Most settlements of any size have their own constables and your talents, rather than the circumstances of your birth,
police fo rces, and even smaller communities have sheriffs could have secured you this position. You might have
and bai liffs who s tand ready to protect their community. been one of the many functionaries, attendants, and other
Skill Proficiencies: Athletics, Insight hangers-on in the Court, or perhaps you traveled in baroque
Languages: Two of your choice and sometimes cutthroat conglomeration of guilds, nobles,
adventurers, and secret societies. Even if you are no longer
Equipment: A uniform in the style of your unit and
a full-fledged member of the group that gave you your start
indicative of your rank, a horn with which to summon help,
in life, your relationships with your former fellows can be
a set of manacles, and a pouch containing 10 gp
an advantage for you and your adventuring comrades. You
Feature: Watcher’s Eye might undertake missions with your new companions that
further the interest of the organization that gave you your
Your experience in enforcing the law, and dealing with start in life. In any event, the abilities that you honed while
lawbreakers, gives you a feel for local laws and criminals. serving as a courtier will stand you in good stead as an
You can easily find the local outpost of the watch or a adventurer.
similar organization, and just as easily pick out the dens Skill Proficiencies: Insight, Persuasion
of criminal activity in a community, although you’re more
likely to be welcome in the former locations rather than the Languages: Two of your choice
latter. Equipment: A set of fine clothes and 5 gp
57
Skill Proficiencies: Deception, Stealth Defining Event
Tool Proficiencies: One type of gaming set, thieves’ tools You previously pursued a simple profession among the
Equipment: A crowbar, a set of dark common clothes peasantry. But something happened that set you on a
including a hood, and a belt pouch containing 15 gp different path and marked you for greater things.
58
excommunicated you from your temple, or forbidden Skill Proficiencies: Investigation, Religion
dogma provided answers to questions you never sought. Tool Proficiencies: Thieves’ tools, one set of artisan’s
Whatever your origin, you’re now shunned by the faithful, tools of your choice
or worse, hunted.
Equipment: A holy symbol, a set of traveler’s clothes, and
Skill Proficiency: Deception, Religion a belt pouch containing 15 gp
Languages: Two of your choice
Equipment: A holy symbol (subtly modified to represent Feature: Legal Authority
your own heretical belief), a prayer book or prayer wheel, As an inquisitor of the church, you have the authority to
vestments, a bottle of invisible ink, a quill, a set of common arrest criminals. In the absence of other authorities, you are
clothes, and a pouch containing 10 gp. authorized to pass judgment and even carry out sentencing.
Heretical Belief. Hundreds of outlawed sects exist If you abuse this power, however, your superiors in the
throughout the Forgotten Realms. Choose a belief that church might strip it from you.
defines you as a heretic.
59
Or you could be an honest, hard-working landowner who Feature: Researcher
cares deeply about the people who live and work on your
When you attempt to learn or recall a piece of lore, if
land, keenly aware of your responsibility to them. Work
you do not know that information, you often know where
with your DM to come up with an appropriate title and
and from w hom you can obtain it. Usually, this information
determine how much authority that title carries.
comes from a library, scriptorium, university, or a sage
A noble title doesn’t stand on its own—it’s connected or other learned person or creature. Your DM might
to an entire family, and whatever title you hold, you will rule that the knowledge you seek is secreted away in an
pass it down to your own children. Not only do you need to almost inaccessible place, or that it simply cannot be found.
determine your noble title, but you should also work with Unearthing the deepest secrets of the multiverse can
the DM to describe your family and their influence on you. require an adventure or even a whole campaign.
Skill Proficiencies: History, Persuasion
Tool Proficiencies: One type of gaming set Soldier
Languages: One of your choice War has been your life for as long as you care to
Equipment: A set of fine clothes, a signet ring, a scroll of remember. You trained as a youth, studied the use of
pedigree, and a purse containing 25 gp weapons and armor, learned basic survival techniques,
including how to stay alive on the battlefield. You might
Feature: Position of Privilege have been part of a standing national army or a mercenary
company, or perhaps a member of a local militia w ho rose
Thanks to your noble birth, people are inclined to think
to prominence during a recent war.
the best of you. You are welcome in high society, and
people assume you have the right to be wherever you are. Skill Proficiencies: Athletics, Intimidation
The common folk and merchants make every effort to Tool Proficiencies: One type of gaming set, vehicles
accommodate you and avoid your displeasure, and other (land)
people of high birth treat you as a member of the same Equipment: An insignia of rank, a trophy taken from a
social sphere. You can secure an audience with a local fallen enemy (a dagger, broken blade, or piece of a banner),
noble if you need to. a set of bone dice or deck of cards, a set of common clothes,
and a belt pouch containing 10 gp
Outlander
Feature: Military Rank
You grew up in the wilds, far from civilization and the
comforts of town and technology. You’ve witnessed the You have a military rank from your career as a soldier.
migration of herds larger than forests, survived weather Soldiers loyal to your former military organization still
more extreme than any city-dweller could comprehend, and recognize your authority and influence, and they defer to
enjoyed the solitude of being the only thinking creature for you if they are of a lower rank.
miles in any direction. The wilds are in your blood, whether You can invoke your rank to exert influence over other
you were a nomad, an explorer, a recluse, a hunter-gatherer, soldiers and requisition simple equipment or horses for
or even a marauder. Even in places where you don’t know temporary use. You can also usually gain access to friendly
the specific features of the terrain, you know the ways of military encampments and fortresses where your rank is
the wild. recognized.
Skill Proficiencies: Athletics, Survival
Tool Proficiencies: One type of musical instrument
Urchin
Languages: One of your choice You grew up on the streets alone, orphaned, and poor.
Equipment: A staff, a hunting trap, a trophy from an You had no one to watch over you or to provide for you,
animal you killed, a set of traveler’s clothes, and a belt so you learned to provide for yourself. You fought fiercely
pouch containing 10 gp over food and kept a constant watch out for other desperate
souls who might steal from you. You slept on rooftops
Feature: Wanderer and in alleyways, exposed to the elements, and endured
sickness without the advantage of medicine or a place to
You have an excellent memory for maps and geography, recuperate. You’ve survived despite all odds, and did so
and you can always recall the general layout of terrain, through cunning, strength, speed, or some combination
settlements, and other features around you. In addition, of each. You begin your adventuring career with enough
you can find food and fresh water for yourself and up to five money to live modestly but securely for at least ten days.
other people each day, provided that the land offers berries,
Skill Proficiencies: Sleight of Hand, Stealth
small game, water, and so forth.
Tool Proficiencies: Disguise kit, thieves’ tools
Sage Equipment: A small knife, a map of the city you grew up
in, a pet mouse, a token to remember your parents by, a set
You spent years learning the lore of the multiverse. You of common clothes, and a belt pouch containing 10 gp
scoured manuscripts, studied scrolls, and listened to the
greatest experts on the subjects that interest you. Your Feature: City Secrets
efforts have made you a master in your fields of study. You know the secret patterns and flow to cities and can
Skill Proficiencies: Arcana, Religion find passages through the urban sprawl that others would
Languages: Two of your choice miss. When you are not in combat, you (and companions
you lead) can travel between any two locations in the city
Equipment: A bottle of black ink, a quill, a small knife, a
twice as fast as your speed would normally allow.
letter from a dead colleague posing a question you have not
yet been able to answer, a set of common clothes, and a belt
pouch containing 10 gp
60
Chapter 5 - Equipment
T HE MARKETPLACE OF A LARGE CITY TEEMS
with buyers and sellers of many sorts: dwarf smiths
and elf woodcarvers, halfling farmers and gnome jewelers,
you return to a town or other settlement, provided that you
can find buyers and merchants interested in your loot.
Arms, Armor, and Other Equipment. As a general rule,
not to mention humans of every shape, size, and color undamaged weapons, armor, and other equipment fetch
drawn from a spectrum of nations and cultures. In the
half their cost when sold in a market. Weapons and armor
largest cities, almost anything imaginable is offered for sale,
used by monsters are rarely in good enough condition to
from exotic spices and luxurious clothing to w icker baskets
sell.
and practical swords. For an adventurer, the availability of
armor, weapons, backpacks, rope, and similar goods is of Relics. Selling Relics items is problematic. Finding
paramount importance, since proper equipment can mean someone to buy a potion or a scroll isn’t too hard, but other
the difference between life and death in a dungeon or the items are out of the realm of most but the wealthiest nobles.
untamed wilds. This chapter details the mundane and Likewise, aside from a few common relics, you won’t
exotic merchandise that adventurers commonly find useful normally come across those items to purchase.
in the face of the threats that the worlds of D&D present. The value of a relic is far beyond simple gold and should
always be treated as such. Not counting the inquisition and
Wealth the faith, that could sentence to death just for having the
wrong item
Wealth appears in many forms in a D&D world. Coins,
gemstones, trade goods, art objects, animals, and property Gems, Jewelry, and Art Objects. These items retain their
can reflect your character’s financial well-being. Members full value in the marketplace, and you can either trade them
of the peasantry trade in goods, bartering for what they in for coin or use them as currency for other transactions.
need and paying taxes in grain and cheese. Members of For exceptionally valuable treasures, the DM might require
the nobility trade either in legal rights, such as the rights you to find a buyer in a large town or larger community first.
to a mine, a port, or farmland, or in gold bars, measuring Trade Goods. On the borderlands, many people conduct
gold by the pound rather than by the coin. Only merchants, transactions through barter. Like gems and art objects,
adventurers, and those offering professional services for trade g oods—bars of iron, bags of salt, livestock, and so
hire commonly deal in coins. on—retain their full value in the market and can be used
as currency.
Coinage
Common coins come in several different denominations
based on the relative worth of the metal from which they
Armor and Shields
are made. The three most common coins are the gold piece D&D worlds are a vast tapestry made up of many
(gp), the silver piece (sp), and the copper piece (cp). different cultures, each with its own technology level. For
With one gold piece, a character can buy a belt pouch, 50 this reason, adventurers have access to a variety o f armor
feet of good rope, or a goat. A skilled (but not exceptional) types, ranging from leather armor to chain mail to costly
artisan can earn one gold piece a day. The gold piece is the plate armor, with several other kinds o f armor in between.
standard unit of measure for wealth, even if the coin itself The Armor table collects the most commonly available
is not commonly used. When merchants discuss deals that types of armor found in the game and separates them into
involve goods or services worth hundreds or thousands three categories: light armor, medium armor, and heavy
of gold pieces, the transactions don’t usually involve the armor. Many warriors supplement their armor with a
exchange of individual coins.
shield. The A rmor table shows the cost, weight, and other
Rather, the gold piece is a standard measure of value, properties of the common types of armor w orn in the
and the actual exchange is in gold bars, letters of credit, or worlds of D&D.
valuable goods. One gold p iece is w orth ten silver pieces,
Armor or Shields Proficiency. Anyone can put on a suit
the most prevalent coin among commoners. A silver piece
buys a laborer’s work for a day, a flask of lamp oil, or a of armor or strap a shield to an arm. Only those proficient
night’s rest in a poor inn. One silver piece is w orth ten in the armor’s use know how to wear it effectively, however.
copper pieces, which are common among laborers and Your class gives you proficiency with certain types of
beggars. armor. If you wear armor that you lack proficiency with,
A single copper piece buys a candle, a torch, or a piece of you have disadvantage on any ability Check, saving
chalk. In addition, unusual coins made of other precious throw, or Attack Roll that involves Strength or Dexterity.
metals sometimes appear in treasure hoards. The electrum Armor Class (AC). Armor protects its wearer from
piece (ep) and the platinum piece (pp) originate from fallen attacks. The armor (and shield) you wear determines your
empires and lost kingdoms, and they sometimes arouse base Armor Class.
suspicion and skepticism when used in transactions. An
Heavy Armor. Heavier armor interferes with the wearer’s
electrum piece is worth five silver pieces, and a platinum p
ability to move quickly, stealthily, and freely. If the Armor
iece is worth ten gold pieces. A standard coin weighs about
table shows “Str 13” or “Str 15” in the Strength column
a third of an ounce, so fifty coins weigh a pound.
for an armor type, the armor reduces the wearer’s speed by
10 feet unless the wearer has a Strength score equal to or
Selling Treasure higher than the listed score.
Opportunities abound to find treasure, equipment, Disadvantage. If the Armor table shows something in the
weapons, armor, and more in the dungeons you explore. Disadvantage column, the wearer has disadvantage on that
Normally, you can sell your treasures and trinkets when Ability Check, Saving Throw or Attack Roll.
61
Light Armor Scale Mail. This armor consists of a coat and leggings
(and perhaps a separate skirt) of leather covered with
Made from supple and thin materials, light armor favors overlapping pieces of metal, much like the scales of a fish.
agile adventurers since it offers some protection without The suit includes gauntlets.
sacrificing mobility. If you wear light armor, you add your Breastplate. This armor consists of a fitted metal chest
Dexterity modifier to the base number from your armor piece worn with supple leather. Although it leaves the legs
type to determine your Armor Class. and arms relatively unprotected, this armor provides good
Padded. Padded armor consists of quilted layers of cloth protection for the wearer’s vital organs while leaving the w
and batting. earer relatively unencumbered.
Leather. The breastplate and shoulder protectors of this Half Plate. Half plate consists of shaped metal plates that
armor are made of leather that has been stiffened by being cover most of the wearer’s body. It does not include leg
boiled in oil. The rest of the armor is made of softer and protection beyond simple greaves that are attached with
more flexible materials. leather straps.
Studded Leather. Made from tough but flexible leather,
studded leather is reinforced with close-set rivets or spikes. Heavy Armor
Medium Armor Of all the armor categories, heavy armor offers the best
protection. These suits of armor cover the entire body and
Medium armor offers more protection than light armor, are designed to stop a wide range of attacks.
but it also impairs movement more. If you wear medium Only proficient warriors can manage their weight and
armor, you add your Dexterity modifier, to a maximum of bulk. Heavy armor doesn’t let you add your Dexterity
+2, to the base number from your armor type to determine modifier to your Armor Class, but it also doesn’t penalize
your Armor Class. you if your Dexterity modifier is negative.
Hide. This crude armor consists of thick furs and pelts. Ring Mail. This armor is leather armor with heavy rings
It is commonly worn by barbarian tribes, evil humanoids, sewn into it. The rings help reinforce the armor against
and other folk who lack access to the tools and materials blows from swords and axes. Ring mail is inferior to chain
needed to create better armor. mail, and it’s usually worn only by those who can’t afford
Chain Shirt. Made of interlocking metal rings, a chain better armor.
shirt is worn between layers of clothing or leather. This Chain Mail. Made of interlocking metal rings, chain mail
armor offers modest protection to the wearer’s upper body includes a layer of quilted fabric w orn underneath the mail
and allows the sound of the rings rubbing against one to prevent chafing and to cushion the impact of blows. The
another to be muffled by outer layers. suit includes gauntlets.
Medium Armor
Hide 30 gp 13 + Dex Modifier (max 2) Dexterity Checks 5 Slots 38 - 40
Heavy Armor
Ring Mail 70 gp 15 Dexterity Checks 6 Slots 65 - 72
Shields
Light Shield 10 gp +1 2 Slots 86 - 89
Dexterity Checks,
Tower Shield 50 gp +4 / Total Cover 15 6 Slots 100
Attacks and Saves
Extra
Armor Spikes +50 gp +2 Slots
Gauntlet Loked +10 gp +1 Slots
Shield Spikes +10 gp +5 lb.
62
Splint. This armor is made of narrow vertical strips of Shield Spikes. When added to your shield, these spikes
metal riveted to a backing of leather that is worn over cloth turn it into a martial piercing weapon and increases the
padding. Flexible chain mail protects the joints. damage dealt. Otherwise, attacking with a spiked shield is
Plate. Plate consists of shaped, interlocking metal plates like making a shield bash (Chapter 9 - Combat) attack.
to cover the entire body. A suit of plate includes gauntlets, A Masterwork bonus on a spiked shield does not improve
heavy leather boots, a visored helmet, and thick layers the effectiveness of a shield bash made with it, but a spiked
of padding underneath the armor. Buckles and straps shield can be made into a Enhacnced weapon in its own
distribute the weight over the body. right.
63
Each time you attack with the weapon, you expend one If a character uses a ranged weapon to make a melee
piece of ammunition. Drawing the ammunition from a attack, or throws a melee weapon that does not have the
quiver, case, or other container is part of the attack. thrown property, it also deals 1d4 damage. An improvised
Disarming. Disarming with this weapon don’t allow your thrown weapon has a normal range of 20 feet and a long
opponent to gain advantage on his check if he is holding an range of 60 feet.
item with two or more hands.
Double. You can fight with it as if fighting with two Weapons
weapons, just as if you were using a one-handed weapon
and a light weapon. You can use a double weapon in one Weapons with special rules are described here.
hand but, only one end of the weapon can be used in any Bolas. You can use this weapon to make a ranged trip
given round. attack against an opponent. You can’t be tripped during
Finesse. When making an attack with a finesse weapon, your own trip attempt when using a set of bolas.
you use your choice of your Strength or Dexterity modifier Crossbow, Hand. You can shoot, but not load, a hand
for the attack and damage rolls. You must use the same crossbow with one hand at no penalty. You can shoot a
modifier for both rolls. hand crossbow with each hand.
Heavy. Those weapons need at least 15 Strenght to be Crossbow, Light or Heavy. Normally, operating a heavy
used without Disadvantage. crossbow requires two hands. However, you can shoot, but
Light. A light weapon is small and easy to handle, making not load, a crossbow with one hand with disadvantage on
it ideal for use when fighting with two weapons. See the Attack Rolls.
rules for two-weapon fighting in chapter 9. Gauntlet or Spiked Gauntlet. A strike with a gauntlet is
Loading. Because of the effort and time required to load otherwise considered an unarmed attack and with a melee
this weapon, you need a free hand to reload this weapon light weapons. The cost and weight given are for a single
and you can fire only one piece of ammunition from it gauntlet. Heavy armors come with gauntlets, and spiked
when you use an action, bonus action, or reaction to fire it, gautlets if the armor is spiked.
regardless of the number of attacks you can normally make. Halberd. If you use a ready action to set a halberd against
Range. A weapon that can be used to make a ranged attack a charge, you deal double damage on a successful hit
has a range shown in parentheses after the ammunition against a charging character.
or thrown property. The range lists two numbers. The Hammer, Hooked. A hooked hammer is a double weapon.
first is the weapon’s normal range in feet, and the second The hammer’s blunt head is a bludgeoning weapon that
indicates the weapon’s maximum range. When attacking a deals 1d6 points of damage. Its hook is a piercing weapon
target beyond normal range, you have disadvantage on the that deals 1d4 points of damage. You can use either head as
Attack Roll. You can’t attack a target beyond the weapon’s the primary weapon. The other head is the offhand weapon.
long range. Lance. A lance deals double damage when used from the
Reach. This weapon adds 5 feet to your reach when you back of a charging mount. While mounted, you can wield a
attack with it, as well as when determining your reach for lance with one hand.
opportunity attacks with it..
Longspear. If you use a ready action to set a longspear
Shield. This weapon is a shield used for the shield bash against a charge, you deal double damage on a successful
action (Chapter 9 - Combat). hit against a charging character.
Tripping. You can make trip attacks with this weapon. Net. A Large or smaller creature hit by a net is restrained
Thrown. If a weapon has the thrown property, you can until it is freed. A creature can use its action to make a DC
throw the weapon to make a ranged attack. If the weapon 10 Strength Check, to free itself or another creature within
is a melee weapon, you use the same ability modifier for its reach. Dealing 5 slashing damage to the net (AC 10)
that Attack Roll and damage roll that you would use for a also frees the creature, and destroying the net. When you
melee attack with the weapon. For example, if you throw a attack with a net, you can make only one attack regardless
handaxe, you use your Strength, but if you throw a dagger, of the number of attacks you can normally make.
you can use either your Strength or your Dexterity, since Shield, Spiked Heavy or Light. You can bash (Chapter 9
the dagger has the finesse property. Combat) with a shield instead of using it for defense.
Two-Handed. This weapon requires two hands to use. Spiked Armor. You can outfit your armor with spikes,
Versatile. This weapon can be used with one or two which can deal damage in a grapple or as a separate attack.
hands. A damage value in parentheses appears with the See Armor Extras for details.
property—the damage when the weapon is used with two Whip. A whip deal damage to all creatures within reach.
hands to make a melee attack. When used with two hands , Compare you attack roll to all the Armor Classes to
Two Handed rueles apply. dertermine individually hits or misses.
Vicious. Whenever this weapon scores a critical hit, roll
weapon damage dice once more time.
Improvised Weapons
Special Manifacture
64
Weapons
Dagger 2gp 1d4 Piercing 2 Slots Finesse, light, thrown 20/60 ft. 2
Handaxe 5gp 1d6 Slashing 3 Slots Light, thrown 20/60 ft. 5-6
Hammer, Light 2gp 1d4 Bludgeoning 3 Slots Light, thrown 20/60 ft. 8-9
Spear 1gp 1d6 Piercing 3 Slots Thrown 20/60 ft., Versatile (1d8) 16 - 17
Shortbow 25gp 1d6 Piercing 4 Slots Ammunition 80/320 ft., Two handed 24 - 25
Chain, Spiked 70gp 2d4 Piercing 7 Slots Two handed, Tripping, Disarming, Finesse 32 - 33
Flail, Heavy 20gp 1d10 Bludgeoning 6 Slots Disarming, Heavy, Tripping, Two handed 42 - 43
Halberd 40gp 1d10 Slashing 7 Slots Heavy, Two handed, Tripping, Special 53 - 54
65
Those Masterworks items grant a bonus to AC (in the Mithral
case of Armors and Shields) and Damage and To-Hit rolls
(for Weapons), raging from +1 to +3. Mithral is a very rare silvery, glistening metal that is
lighter than iron but just as hard. When worked like steel, it
For Armors or Shields add 500 gp for a +1 bonus, 1500
becomes a wonderful material from which to create armor
gp for a +2 and 4500 gp for a +3 Masterwork Bonus.
and is occasionally used for other items as well.
For Weapons and Ammunitions, instead, add 1000 gp
for a +1 bonus, 3000 gp for a +2 and 9000 gp for a +3 Mithral Cost Modifiers
Masterwork Bonus Item Type Cost Modifier
Weapons can also have just a +1 bonus for To-Hit rolls Light armor +1,000 gp
for 500 gp. Enhancements can be done on an existing item,
and enhancing a item altready with a bonus on it costs with Medium armor +4,000 gp
3/4 of the price for the new masterwork bonus price. Heavy armor +9,000 gp
Weapon +4000 gp
Adamantine Shield +2,000 gp
This ultrahard metal adds to the quality of a weapon or Armor. Mithral armors and shields have maximum
suit of armor, only weapons, armor, and shields normally Dexterity bonus is increased by 1, including heavy armors,
made of metal can be crafted from adamantine. and skill penalties are removed.
Weapons. Weapons made of Mithral with the Versatile
Adamantine Cost Modifiers property used with one hand gain the light property.
Item Type Cost Modifier Weapons with the Two-Handed property can be used with
one hand decreasing their damage dice by one step.
Ammunition +60gp
Light armor
Medium armor
+5,000 gp
+10,000 gp Adventuring Gear
Heavy armor +15,000 gp This section describes items that have special rules or
Weapon +5,000 gp require further explanation.
Shield +2,000 gp Acid (Vial). As an action, you can spill the contents of
this vial onto a any object. That object suffers 1d12 acid
Armor. Armors made from adamantine reduces the
damage.
impact of weapons: any critical hit losses extra damage
damage dices for type of armor: one dice for Light armor Antitoxin (flask). A creature that drinks this vial of liquid
and shieds, two for Medium and tree for Heavy. gains advantage on saving throws against poison for 1 hour.
Weapons. Adamantine weapons, instead, deal double Ball Bearings. As an action, you can spill these tiny metal
damage to objects and ignore resistance to Piercing, balls from their pouch to cover a level area 10 feet square.
Slashing and Bludgeoning damage. A creature moving across the covered area must succeed
on a DC 10 Dexterity saving throw or fall prone. A creature
moving through the area at half speed doesn’t need to
Darkwood make the saving throw.
This rare wood is twice as hard as normal wood and Bacpack. This is a medium sized backpack, suitable
with the same weight. A weapon of darkwood increases for camping and moderate loads. It adds 2 slots to your
his damage dice of one step (1d4 to 1d6, 1d6 to 1d8, 1d8 carrying capacity
to 1d10, 1d10 to 1d12). Only weapons interely made of Block and Tackle. A set of pulleys with a cable threaded
wood can benefit of this bonus. To determine the price of a through them and a hook to attach to objects, a block and
darkwood item, use the original price of the item and add tackle allows you to hoist up to four times the weight you
50gp per Encumbrance Slot to the price. can normally lift.
Trident 5gp 1d6 Piercing 4 Slots Thrown 20/60 ft., Versatile (1d8), Special 82 - 84
Crossbow Hand 75gp 1d6 Piercing 3 Slots Ammunition 30/120 ft., light, Loading 95
Crossbow Heavy 50gp 1d10 Piercing 5 Slots Ammunition 100/400 ft., Loading, Special 96
Longbow 50gp 1d8 Piercing 5 Slots Ammunition 150/600 ft., Two handed 97 - 98
66
Caltrops. As an action, you can spread a single bag of successful DC 20 Dexterity Check. Breaking them requires
caltrops to cover a 5-foot-square area. Any creature that a successful DC 20 Strength Check. Each set of manacles
enters the area must succeed on a DC 15 Dexterity saving comes with one key. Without the key, a creature proficient
throw or stop moving and take 1 piercing damage. Until with thieves’ tools can pick the manacles’ lock with a
the creature regains at least 1 hit point, its walking speed is successful DC 15 Dexterity Check. Manacles have 15 hit
reduced by 10 feet. A creature moving through the area at points.
half speed doesn’t need to make the saving throw. Mess Kit. This tin box contains a cup and simple cutlery.
Candle. For 1 hour, a candle sheds bright light in a 5-foot The box clamps together, and one side can be used as a
radius and dim light for an additional 5 feet. cooking pan and the other as a plate or shallow bowl.
Case, Crossbow Bolt. This wooden case can hold up to Oil. Oil usually comes in a clay flask that holds 1 pint.
twenty crossbow bolts. As an action, can throw the oil in this flask up to 20 feet,
Case, Map or Scroll. This cylindrical leather case can shattering it on impact, and coveing a square of 5ft in oil.
hold up to ten rolled-up sheets of paper or five rolled-up The surface become sdifficult terrain and if lit, the oil burns
sheets of parchment. for 2 rounds and deals 5 fire damage to any creature that
enters the area or ends its turn in the area, the oil dries
Chain. A chain has 10 hit points. It can be burst with a
after 1 minute.
successful DC 20 Strength Check.
Pouch Belt. This small pouch adds 1 slot to your carrying
Crowbar. Using a crowbar grants advantage to Strength
capacity.
Checks where the crowbar’s leverage can be applied.
Quiver. A quiver can hold up to 20 arrows.
Flash Powder (vial): When the contents of this powder-
filled pellet hits the air, it creates a bright flash that blinds Ram, Portable. You can use a portable ram to break
those within 10 feet if they fail a Constitution Saving Throw down doors. When doing so, you gain advantage on your
with DC 12 for 1d4 rounds. Strength Check. One other character can help you use the
ram, giving you another advantage on this Check.
Hammer Sledge. Using a Sledge Hammer grants
advantage to Strength Checks when breakign things. Rations. Rations consist of dry foods suitable for extended
travel, including jerky, dried fruit, hardtack, and nuts.
Healer’s Kit. This kit is a leather pouch containing
bandages, salves, and splints. if you expend the use of this Rope. Rope, whether made of hemp or silk, has 2 hit
kit it grants you advantage on wisdom (Medicine) Checks. points and can be burst with a DC 17 Strength Check
Hunting Trap. When you use your action to set it, this Scale, Merchant’s. A scale includes a small balance, pans,
trap forms a saw-toothed steel ring that snaps shut when and a suitable assortment of weights up to 2 pounds. With
a creature steps on a pressure plate in the center. The it, you can measure the exact weight of small objects, such
trap is affixed by a heavy chain to an immobile object. A as raw precious metals or trade goods, to help determine
creature that steps on the plate must succeed on a DC 15 their worth.
Dexterity saving throw or take 1d4 piercing damage and Smoke Bomb. As an action, a character can light this
stop moving. Thereafter, until the creature breaks free of bomb and throw it at a point up to 60 feet away. It instantly
the trap, its movement is limited by the length of the chain creates thick, opaque smoke when ignited. The smoke
(typically 3 feet long). A creature can use its action to make fills a 10-foot cube the obscures all vision (granting total
a DC 12 Strength Check, freeing itself or another creature concealing trought it). The smoke is consumed after 1d4
within its reach on a success. Each failed Check deals 1 rounds, dissipating naturally.
piercing damage to the trapped creature. You can craft or Thunderstone. When this stone strikes a hard surface, it
buy more complex traps, double the price to add +2 to the creates a deafening bang, all creatures within 10 feet that
Saving Throws or Checks and the Damage. fail a Constitution Saving Throw with DC12 go deaf for
Lamp. A lamp casts bright light in a 15-foot radius and 1d6+4 rounds and suffer disadvantage on initiative checks.
dim light for an additional 30 feet. Once lit, it burns for 6 Tonic. A character who drinks the magical red fluid in
hours on a flask (1 pint) of oil. this vial gains 2d4+2 temporary hit points. Drinking or
Lantern, Bullseye. A bullseye lantern casts bright light in administering a potion takes an action.
a 60-foot cone and dim light for an additional 60 feet. Once Torch. A torch burns for 1 hour, providing bright light in a
lit, it burns for 6 hours on a flask (1 pint) of oil. 20-foot radius and dim light for an additional 20 feet. If you
Lantern, Hooded. A hooded lantern casts bright light in a make a melee attack with a burning torch and hit, it deals
30-foot radius and dim light for an additional 30 feet. Once 1d6 fire damage.
lit, it burns for 6 hours on a flask (1 pint) of oil. As an action,
you can lower the hood, reducing the light to dim light in a Equipment Packs
5-foot radius. The starting equipment you get from your class includes
Lock. A key is provided with the lock. Without the key, a collection of useful adventuring gear, you can forgo items
a creature proficient with thieves’ tools can pick this lock for 1Gp per item removed.
with a successful DC 15 Dexterity Check. Your DM may Burglar’s Pack. Includes a Backpack (+2 Slots), a bag of
decide that better locks are available for higher prices. 1,000 ball bearings (2 Slots), a bell (1 Slots), 4 candles (2
Magnifying Glass. This lens allows a closer look at small Slots), a crowbar (2 Slots), a hooded lantern (1 Slots), 2
objects. It is also useful as a substitute for flint and steel flasks of oil (1 Slots), 4 days rations (2 Slots), a tinderbox
when starting fires. Lighting a fire with a magnifying glass (1 Slots), a waterskin (2 Slots). The pack also has 50 feet of
requires light as bright as sunlight to focus, tinder to ignite, hempen rope strapped to the side of it (2 Slots).
and about 5 minutes for the fire to ignite. A magnifying glass Diplomat’s Pack. Includes a 2 cases for maps and scrolls
grants advantage on any ability Check made to appraise or (2 Slots), a set of fine clothes (2 Slots), a bottle of ink and an
inspect an item that is small or highly detailed. ink pen, sealing wax and paper (2 Slots), a lamp (1 Slots), 2
Manacles. These metal restraints can bind a Small flasks of oil (1 Slots), a vial of perfume (1 Slots), and soap
or Medium creature. Escaping the manacles requires a (1 Slots).
67
Adventuring Gear
Item Cost Encumbrance % Item Cost Encumbrance %
Abacus 2 gp 1 Slots 1 Lantern, hooded 5 gp 2 Slots 55
Dungeoneer’s Pack. Includes a backpack (+2 Slots), a Explorer’s Pack. Includes a backpack (+2 Slots), a
crowbar (2 Slots), a hammer (1 Slots), 10 torches (5 Slots), bedroll (2 Slots), a mess kit (1 Slots), a tinderbox (1 Slots),
a tinderbox (1 Slots), 10 days of rations (5 Slots), and a 10 torches (5 Slots), 10 days of rations (5 Slots), and a
waterskin (2 Slots). The pack also has 50 feet of hempen waterskin (2 Slots). The pack also has 50 feet of hempen
rope strapped to the side of it (2 Slots). rope strapped to the side of it (2 Slots).
Entertainer’s Pack. Includes a backpack (+2 Slots), a Priest’s Pack. Includes a backpack (+2 Slots), a blanket (1
bedroll (2 Slots), 2 costumes (4 Slots), 4 candles (2 Slots), Slots), 10 candles (3 Slots), a tinderbox (1 Slots), 2 blocks
4 days of rations (2 Slots), a waterskin (2 Slots), and a of incense and a censer (2 Slots), vestments (2 Slots), 2
disguise kit (2 Slots). days of rations (1 Slots), and a waterskin (2 Slots).
68
Poisons poison did not affect you and any later doses are treated
independently.
Given A poison is a substance that interferes with the However, if there is still poison active in you when you
natural functions of a living creature’s body, causing injury are attacked with that type of poison again, the doses stack
or death, typically requiring only a very small amount. The increase the poison’s DC by +2 and suffering of another
target of a poison may resist with a successful saving throw. istance of primary and secondary damage. These increases
Poison Qualities are cumulative and dses from different poisons do not
stack—the effects of each are tracked separately.
Type. The poison’s method of delivery (contact, ingested,
inhaled, or via an injury) and the Fortitude save DC to avoid Harvesting Poisons
the poison’s damage.
While some think of poison as an assassin’s tool, the
• Contact. Merely touching this type of poison necessitates
herbalists and naturalists of the world know that poison
a saving throw. It can be actively delivered via a weapon or
carries in it no more inherent evil than fire or water. Indeed,
a touch attack. A chest or other object can be smeared with
in the wildlands of the world, harvesting poison to give a
contact poison as part of a trap.Contact poisons could be
hunter an edge or to aid in the production of antivenom is a
also used trowing the vial where are contained to a creature
time-honored practice.
within 30 feet with a ranged touch attack or pouring the
contents with a melee touch attack at a creature within 5 While Craft (alchemy) is necessary to brew long-lasting
feet, in this case the you have 10% chance that you expose poisons, there are many natural sources of poison in the
yourself to the poison. world, and poison crafters who wish to avoid the expense
of purchasing raw ingredients may seek to harvest poison
• Ingested. Ingested poisons are virtually impossible to
from natural sources instead. The following section
utilize in a combat situation. A poisoner could administer
presents rules for harvesting poisons from the wild.
a potion to an unconscious creature or attempt to dupe
someone into drinking or eating something poisoned. . Unless a dose of harvested poison is preserved (see
Preserving Harvested Poison), it remains potent for 24
• Inhaled. Inhaled poisons are usually contained in fragile hours after it is harvested.
vials or eggshells. They can be thrown as a ranged touch
attack with a range increment of 10 feet. When it strikes Harvesting from Dead Creatures. Once a venomous
a hard surface (or is struck hard), the container releases creature is slain, its venom sacs can be removed, allowing
its poison. One dose spreads to fill the volume of a 10-foot 1 or more doses of its venom to be harvested for later use.
cube. Each creature within the area must make a saving In order to harvest venom, the creature must have been
throw. (Holding one’s breath is ineffective against inhaled dead for less than 24 hours. Every hour the source creature
has been dead reduces the lifespan of the harvested poison
poisons; they affect the nasal membranes, tear ducts, and
by an hour. Removing venom sacs is a messy and time-
other parts of the body.)
consuming process, requiring 10 minutes of work, access
• Injury. This poison must be delivered through a wound. If to surgical tools, and a container to store the venom in.
a creature has sufficient damage reduction to avoid taking
If proper surgical tools are not available, a dagger or
any damage from the attack, the poison does not affect it.
other light slashing weapon can be used, although this
Traps that cause damage from weapons, needles, and the
imposes disadvantage on checks to harvest the venom. The
like sometimes contain injury poisons. Applying poison
harvester must succeed at a Survival check (C = 6 + the
to a weapon or single piece of ammunition is an action.
dead creature’s CR) in order to successfully harvest poison.
Whenever you apply or ready a poison for use, there is a
10% chance that you expose yourself to the poison and On a success, the harvester acquires a single dose of
must save against the poison as normal. This does not the creature’s venom, plus 1 additional dose for every
consume the dose of poison. Whenever you attack with a 5 by which the result of this check exceeded the DC (to
poisoned weapon, if the attack roll results in a natural 1, a maximum number of doses equal to the creature’s
you expose yourself to the poison. A poisoned weapon or Constitution modifier, minimum 1). Failing the check
object retains its poison until the weapon scores a hit or causes all of the venom to be lost. Failure by 5 or more
the object is touched (unless the poison is wiped off before exposes the harvester to 1d3 doses of the creature’s venom
a target comes in contact with it). unless she has the poison use class feature.
Initial Damage. The ability or hp damage the character Milking Venom. Venom can be harvested from a living
takes immediately upon failing his saving throw against creature without harming the creature, although the
this poison. Altered statuses lasts for 2d6 minutes. process is dangerous. For most venomous creatures, this
involves stretching a thin canvas over a jar or vial and
Secondary Damage. The amount of damage the character then coaxing the creature to bite into the canvas before
takes 1 minute after exposure as a result of the poisoning, massaging its venom glands, causing the venom to drip
if he fails a second saving throw. Unconsciousness lasts for from its fangs into the container. Similar methods are used
1d3 hours. Ability damage marked with a superscript “1” is for creatures that deliver venom in other ways, such as with
permanent drain instead of temporary damage. a stinger.
Price. The cost of one dose (one vial) of the poison. It is Milking a single dose of poison from a creature takes
not possible to use or apply poison in any quantity smaller 10 minutes of work and requires a successful Wisodm
than one dose. The purchase and possession of poison is (Animal Handling) skill check (DC = 8 + the donor’s Hit
always illegal, and even in big cities it can be obtained only Dice). Failure by less than 5 indicates that the venom is
from specialized, less than reputable sources. not collected, but the handler suffers no other ill effect.
Failure by 5 or more indicates that the creature bites,
Multiple Doses of Poison stings, or otherwise injects the handler with its venom.
Unlike other afflictions, multiple doses of the same poison It automatically hits the handler with one of its natural
“stack,” meaning that successive doses combine to increase attacks that delivers its poison, and it applies the effects of
the poison’s DC and duration. Making your initial saving the attack normally.
throw against a poison means stacking does not occur, the A creature can produce a number of doses of venom in this
69
Poisons
Poison Type DC Initial Damage Secondary Damage Price %
Arsenic Ingested 13 1 Con 1d6 Con 120 gp 1-2
Dark Reaver Powder Ingested 18 2d6 Con 1d6 Con + 1d6 Str 300 gp 32 - 33
Striped Toadstool Ingested 11 1d4 Wis 2d6 Wis + 1d4 Int 180 gp 88 - 89
70
Artisan’s Tools. These special tools include the items
needed to pursue a craft or trade. The table shows examples Tools
of the most common types of tools, each providing items
related to a single craft. Each type of artisan’s tools requires Item Cost Encumbrance %
a separate proficiency. Alchemist’s supplies 50 gp 5 Slots 1-3
Climber’s Kit. A climber’s kit includes special pitons, Brewer’s supplies 20 gp 3 Slots 4-9
boot tips, gloves, and a harness. You can use the climber’s
kit as an action to anchor yourself; when you do, you can’t Calligrapher’s supplies 10 gp 3 Slots 10 - 11
fall more than 25 feet from the point where you anchored Carpenter’s tools 8 gp 8 Slots 12 - 17
yourself, and you can’t climb more than 25 feet away from Cartographer’s tools 15 gp 2 Slots 18 - 19
that point without undoing the anchor.
Cobbler’s tools 5 gp 5 Slots 20 - 22
Disguise Kit. This pouch of cosmetics, hair dye, and
Cook’s utensils 1 gp 4 Slots 23 - 26
small props lets you create disguises that change your
physical appearance. Proficiency with this kit lets you add Glassblower’s tools 30 gp 6 Slots 27
your proficiency bonus to any ability Checks you make to Jeweler’s tools 25 gp 4 Slots 28
create a visual disguise.
Leatherworker’s tools 5 gp 5 Slots 29 - 34
Forgery Kit. This small b ox contains a variety of papers
Mason’s tools 10 gp 8 Slots 35 - 41
and parchments, pens and inks, seals and sealing wax,
gold and silver leaf, and other supplies necessary to create Painter’s supplies 10 gp 5 Slots 42 - 43
Herbalism Kit. This kit contains a variety of instruments Smith’s tools 20 gp 6 Slots 46 - 49
such as clippers, mortar and pestle, and pouches and
Tinker’s tools 50 gp 5 Slots 50 - 64
vials used by herbalists to create remedies and potions.
Proficiency with this kit lets you add your proficiency bonus Weaver’s tools 1 gp 5 Slots 65 - 66
to any ability Checks you make to identify or apply herbs. Woodcarver’s tools 1 gp 5 Slots 67 - 76
Also, proficiency with this kit is required to create antitoxin Climber’s Kit 10 gp 3 Slot 77
and Tonics.
Disguise kit 25 gp 2 Slots 78 - 83
Navigator’s Tools. This set of instruments is used for
navigation at sea. Proficiency with navigator’s tools lets Forgery kit 15 gp 2 Slots 84
you chart a ship’s course and follow navigation charts. In Herbalism Kit 5 gp 2 Slots 85 - 95
addition, these tools allow you to add your proficiency Navigator’s tools 25 gp 3 Slots 96 - 97
bonus to any ability Check you make to avoid getting lost
at sea. Poisoner’s kit 50 gp 2 Slots 98 - 99
Poisoner’s Kit. A poisoner’s kit includes the vials, Thieves’ tools 25 gp 2 Slots 100
conduct trade along certain routes, to send merchant ships When characters need to saw through ropes, shatter a
to various ports, or to buy or sell specific goods. window, or smash a vampire’s coffin, the only hard and
fast rule is this: given enough time and the right tools,
Treasures characters can destroy any destructible object.
Use common sense when determining a character’s
Adventureres strive for many things, including glory, success at damaging an object. Can a fighter cut through a
knowledge, and justice. Many adventurers also seek section of a stone wall with a sword? No, the sword is likely
something more tangible: fortune. to break before the wall does.
Coins. The most basic type of treasure is money, including
copper pieces (cp), silver pieces (sp), electrum pieces (ep), Armor Class
gold pieces (gp), and platinum pieces (pp). Fifty coins of any Objects are easier to hit than creatures because they
type weigh 1 pound. usually don’t move, but many are tough enough to shrug
Gemstones. Gemstones are small, lightweight, and easily off some damage from each blow. You automatically hit an
secured compared to their same value in coins. see the unattended object, instead an item carried by someoneas an
“Gemstones” section for types of stones, gems, and jewels Armor Class equal to 10 + its size modifier + the Dexterity
that can be found as treasure. modifier of the carrier. .
71
Ranged Weapon. Objects take half damage from ranged
Size and Armor Class of Objects weapons (unless the weapon is a siege engine or something
Size AC Modifier similar). Divide the damage dealt by 2 before applying the
Colossal -8 object’s hardness.
Gargantuan -4 Ineffective Weapons. Certain weapons just can’t
effectively deal damage to certain objects, as a general rule
Huge -2
for objects with materials hard as stone or more slashing
Large -1 and piercing weapons deal half damage. Divide the damage
Medium +0 dealt by 2 before applying the object’s hardness.
Small +1 Immunities. Objects are immune to nonlethal damage ,
psychic, radiant and necrotic damage and to critical hits.
Tiny +2
Diminutive +4 Saving Throws
Fine +8
Mundane, unattended items never make saving throws.
Note that carried object are often smaller then the They are considered to have failed their saving throws, so
carrier, for reference a light weapon is an object two size they always are affected by spells. An item attended by a
categories smaller than the wielder, a one-handed weapon character (being grasped, touched, or worn) uses the saves
is an object one size category smaller than the wielder, and of the character. Unless the descriptive text for a spell (or
a two-handed weapon is an object of the same size category attack) specifies otherwise, all items carried or worn by
as the wielder. a creature are assumed to survive a magical attack. If a
creature rolls a natural 1 on its saving throw against the
Hardness and Hit Points effect, however, an exposed item is harmed (if the attack
can harm objects)
Each object has hardness: a number that represents how
well it resists damage. Whenever an object takes damage, Relics, instead always get saving throws. A magic item’s
subtract its hardness from the damage. Only damage in Saves bonuses are equal to +2 for each level of rarity they
excess of its hardness is deducted from the object’s hit have (common, uncommon, rare, very rare, or legendary.
points. An attended magic item either makes saving throws as its
An object’s hit point total depends on what it is made of owner or uses its own saving throw bonus, whichever is
and how big it is. When an object’s hit points reach 0, it’s better.
ruined. Very large objects, like a stone wall have separate
hit point totals for different sections. Common Items ardness and Hit Points
A damaged object remains fully functional until the item’s Weapon or Shield Hardness HP
hit points are reduced to 0, at which point it is destroyed. Light blade 10 2
Damaged (but not destroyed) objects can be repaired with One-handed blade 10 5
the Craft skill.
Two-handed blade 10 10
Masterworks and Relics. Each +1 of bonus adds 2 to the
hardness of armor, a weapon, or a shield and +10 to the Light metal-hafted weapon 10 10
item’s hit points. A Relic gains +2 to the hardness and +10 One-handed metal-hafted weapon 10 20
to the hit points for each level of rarity they have (common, Light hafted weapon 5 2
uncommon, rare, very rare, or legendary), bonuses from
One-handed hafted weapon 5 5
Masterwork and Relics’ rarity stack.
Two-handed hafted weapon 5 10
Substance Hardness and Hit Points Projectile weapon 5 5
Substance Hardness Hit Points Armor Material AC x 2
Paper or cloth 0 2/inch of thickness Buckler 10 5
Rope 0 2/inch of thickness Light steel shield 10 10
Glass 1 1/inch of thickness Heavy steel shield 10 20
Ice 0 3/inch of thickness Tower shield 5 20
Leather or hide 2 5/inch of thickness Object Hardness HP
Wood 5 10/inch of thickness Rope (1 inch diam.) 0 2
Stone 8 15/inch of thickness Simple wooden door 5 10
Iron or steel 10 30/inch of thickness Small chest 5 1
Mithral 15 30/inch of thickness Good wooden door 5 15
Adamantine 20 40/inch of thickness Treasure chest 5 15
Strong wooden door 5 20
Damage Masonry wall (1 ft. thick) 8 90
Energy Attacks. Acid and Thunder attacks deal damage Hewn stone (3 ft. thick) 8 540
to most objects just as they do to creatures; roll damage
and apply it normally after a successful hit. Electricity Chain 10 5
and fire attacks deal half damage to most objects; divide Manacles 10 10
the damage dealt by 2 before applying the hardness. Cold Masterwork manacles 10 10
attacks deal one-quarter damage to most objects; divide the
damage dealt by 4 before applying the hardness. Iron door (2 in. thick) 10 60
72
Trade Goods Tourmaline (transparent pale green , blue, 51
brown , or red)
Value Goods %
500 gp Alexandrite (transparent dark green) 52
1 cp 1 lb. of wheat 1
Aquamarine (transparent pale blue-green) 53
2 cp 1 lb. of flour or one chicken 2
Black pearl (opaque pure black) 54
5 cp 1 lb. of salt 3
Topaz (transparent golden yellow) 55 - 56
1 sp 1 sq. yd. of canvas 4
1000 Black opal (translucent dark green with black 57
5 sp 1 sq. yd. of cotton cloth 5
gp mottling and golden flecks)
1 gp 1 lb. of ginger or one goat 6
Blue sapphire (transparent blue-white to 58
5 gp 1 sq. yd. of linen 10 2000 Opal (translucent pale blue with green and 60 - 61
gp golden mottling)
10 gp 1 sq. yd. of silk or one cow 11
Star ruby (translucent ruby with white star- 62
15 gp 1 lb. of saffron or one ox 12
shaped center)
20 gp 1 lb. of iron 13
5000 Black sapphire (translucent lustrous black 63
25 gp 1 lb. of silver 14 gp with glowing highlights)
35 gp 1 lb. of etherium 15 - 16
Works of Art
50 gp 1 lb. of gold 17
Value Description %
500 gp 1 lb. of platinum 18
100 gp Carved bone statuette 64
10 gp Azurite (opaque mottled deep blue) 19 Copper chalice with silver filigree 68
Tiger eye (translucent brown with golden 27 - 28 Box of turquoise animal figurines 80
Jasper (opaque blue, black, or brown) 36 Obsidian statuette with gold fittings and 87
inlay
Moonstone (translucent white with pale blue 37
90 gp Quartz (transparent white, smoky gray, or 38 2500 Fine gold chain set with a fire opal 89
yellow) gp
Star rose quartz (translucent rosy stone with 39 - 40 Old masterpiece painting 90
73
Common Relics Aligned Weapon Unholy 66
Armor of Influence 32 - 33
Uncommon Relics
Elixir of Love 34
Relic %
Ring of Sustenance 35
Ring of the Ghost Skin 1-2
Bag of Holding +5 36
Dust of Choking 3
Boots of the Snow 37
Amulet of Natural Armor +1 4-6
Potion of Water Breathing 38 - 39
Wand of the Magus +1 7-9
Dust of Tracelessness 40 - 41
Potion of Stone Giant Strenght 10
Chime of Molten 42
Amulet of Health 11 - 12
Armor of Nightmares 43
Keen Weapon 13 - 14
Aligned Weapon Axiomatic 44
Armor of the Wilderness 15
Armor of Fortification 45
Prayer Bead Healing 16 - 17
Elixir of Fire Breath 46 - 47
Consacrated Weapon 18
Shield of Light 48 - 49
Seeking Weapon 19 - 20
Mithral Armor 50
Periapt of the Snakes 21
Boots of Silence 51
Mace of Suppression 22
Stone of Alarm 52
Wand of Paralysis 23 - 25
Elemental Weapon Shocking 53
Armor of the Healthy 26
Slippers of the Spider 54
Mace of Explosion 27 - 30
Potion of Resistance 55 - 56
Cloak of Ghosts 31 - 32
Ring of the Friends 57
Dust of Witchbane 33
Horn of Fogs 58 - 59
Ring of Arcane Might 1 34 - 35
Aligned Weapon Holy 60
Dust of Disappearance 36
Prayer Bead Blessing 61
Horn of Storms 37 - 39
Immovable Rod 62 - 63
Masterwork Weapon +1 40
Armor of the Stubborn Slashing 64
Masterwork Shield +2 41 - 43
Armor of Celestials 65
Masterwork Ammunition +2 44
74
Circlet of Thoughts 45 Potion of Speed 16
Masterwork Weapon +2 13
Ghost Weapon 2
Ring of Rulership 14 - 15
Vest of Invisible Doors 3-6
75
Belt of the Fire Giant 7
Legendary Relics
Rod of the Extinguisher 8
Relic %
Amulet of Mighty Fists +2 9
Ring of Arcane Might 4 1-2
Rod of Overwhelming Power 10 - 12
Trumpet of Heavens 3
Masterwork Weapon +2 13
Potion of Storm Giant Strenght 4
Ring of Rulership 14 - 15
Belt of the Storm Giant 5 - 13
Potion of Speed 16
Spell Scroll 9th Level 14
Ring of Evasion 17 - 20
Robe of the Archiwizard 15
Ring of Blinking 21 - 22
Cube of Cunai 16 - 19
Wand of Wonders 23
Mirror of Life Trapping 20 - 21
Trumpet of Doom 24 - 25
Blade of Beheading 22 - 27
Ring of Invisibility 26 - 27
Robe of the Archicleric 28 - 39
Adamantine Armor 28
Armor of Etherealness 40 - 41
Rod of Lordly Might 29
Talisman of Ultimate Evil 42 - 51
Spike of Sunlight 30
Sphere of Annihilation 52 - 55
Mantle of Spell Resistance 31 - 32
Robe of the Archisorcer 56 - 57
Rod of Paradise 33 - 34
Crystal Ball True Seeing 58 - 63
Adamantine Weapon 35 - 36
Ring of Spell Turning 64 - 68
Masterwork Armor +2 37 - 40
Spehere of Annilhation 69 - 73
Masterwork Ammunition +3 41 - 42
Talisman of Pure Good 74 - 76
Portable Hole 43 - 44
Robe of the Archidruid 77 - 88
Rod of Rulership 45
Reliquary Stone Regeneration 89 - 96
Reliquary Stone Awareness 46 - 47
Reliquary Stone Mastery 97 - 100
Armor of the Deads 48 - 51
Potion of Invisibility 57
Tools 22-41
Ring of Resistance 59
Weapons 57-71
Blade of Wounding 60
Poison 72-76
Masterwork Shield +3 61
Common Relic 77-86
Arrow of Slaying 62
Uncommon Relic 87-93
Gauntlet of Rust 63 - 66
Rare Relic 94-97
Mace of Terrors 67
Very Rare Relic 98-99
Cube of Force 68 - 69
Legendary Relic 100
Ring of Regeneration 71
Gem of Seeing 72 - 75
Wand of Devastation 76 - 78
String of Withering 81 - 82
Belt of Wellbeing 83 - 84
Spike of Venom 86 - 87
Spike of Frost 94 - 95
Necklace of Adaption 99
76
Relics Identify and Attune to a Relic
Relics are gleaned from the hoards of conquered Some Relics are indistinguishable from their nonmagical
monsters or discovered in long-lost vaults. Such items counterparts, whereas other Relics display their nature
grant capabilities a character could Rarely have otherwise, conspicuously. Whatever a Relic’s appearance, handling
or they complement their owner’s capabilities in wondrous the item is enough to give a character a sense that something
ways. is extraordinary about it. Discovering a Relic’s properties
isn’t automatic, however. A character can focus on one
Rarity Relic during a short rest, while being in physical contact
with the item. At the end of the rest, the character may roll
Each Relic has a rarity: Common, Uncommon, Rare, Very an Intelligence (Knowledge) Check with DC proportional
Rare, or Legendary. Common Relics are the most plentiful. of the rarity of the item: Common DC5, Uncommon DC10,
Some Legendary items , are unique. The game assumes Rare DC15, Very Rare DC20, or Legendary DC25.
that the secrets of creating the most powerful items arose If Successful the end of a short rest the creature gains
centuries ago and were then gradually lost. an intuitive understanding of how to activate any magical
However, even Uncommon items can’t be easily created. properties of the item, including any necessary command
words, if the relic need attunement the character also
Thus, many Relics are well-preserved antiquities. Rarity
attunes to the Relic.
provides a rough measure of an item’s power relative to
other Relics. Each rarity corresponds to character level, as Attunement it’s a bond with a Relic that must be formed
shown in the Relic Rarity table. before it can be used. Without becoming attuned to an item
that requires attunement, a creature gains only its mundane
Magic Item Rarity characteristics unless its description states otherwise.
Rarity Character Level Value An item can be attuned to only one creature at time and a
creature can be attuned to no more than one relic of each
Common 3rd 500 gp
three levels he has. Any attempt to attune another item
Uncommon 7th 5,000 gp fails; the creature must end its attunement to one item first.
Rare 11th 15,000 gp A creature’s attunement to an item ends if the no longer
Very Rare 15th 50,000gp
satisfies the prerequisites for attunement, if the item has
been more than 100 feet away for 24 hours, if the creature
Legendary 19th - dies, or if another creature attunes to the item.
77
Armor of Fumes to one mundane damage type (Piercing, Slashing or
Bludgeoning) for 1 minute. This kind of armor, however
Armor, Common (requires attunement)
could only provide resistance to singular type of damage,
This armor once for long rest could generate a tiny cloud deterimined randomly when you found this relic. Once you
of smoke, granting the wearer Three-Quarters Cover (20% use this feature you can’t use it again until next dawn.
miss chance) for 1d10 rounds.
Armor of the Wilderness
Armor of Fury
Armor, Uncommon (requires attunement)
Armor, Uncommon (requires attunement)
The wearer of a suit of armor or a shield with this ability
This armor allows to deal an additional 2d6 points of preserves his armor bonus while in a wild shape. Armor
damage on any successful charge attack made by the and shields with this ability usually appear to be made
wearer, including mounted charges. In addition if the w covered in leaf patterns.
While the wearer is in a wild shape, he can choose to have
Armor of Influence the wildshaped animal AC or retain the AC derived from
Armor, Common (requires attunement) his armor, the armor cannot be seen while in wild shape.
The armor bestows a dignified and commanding aura
upon its owner. The wearer gains advantage to Persuasion Armor of Vengeance
and Performance checks while is wearing this armor. Armor, Uncommon (requires attunement)
This amor strikes back at foes who hit hard in melee.
Armor of Masks Each time the wearer takes 10 or more points of damage
Armor, Common (requires attunement) from a single melee attack, the armor deals 1d6 points of
This amor protects its wearer and his gear from divination damage to the attacker. If the wearer is dropped to below 0
spells, abilities and items. If a divination effect is attempted hit points by a melee attack, the armor strikes the attacker
on the wearer, the origin of the effect must succeed a DC for 3d6 points of damage.
15 Charisma, Intelligence or Wisdom Check (of his choice).
Guardian Shield
Armor of Nightmares Armor (any shield), Uncommon
Armor, Common (requires attunement) While holding this shield, you can activate it as a bonus
While wearing this armor, you have advantage on action making it hover for 1 minute in your space to protect
Intimidation Checks. In addition, the armor’s clawed you as if you were wielding it, leaving your hands free.
gauntlets turn unarmed strikes with your hands into magic
weapons that deal 1d10 slashing damage. Shield of Attraction
Armor (any shield), Common
Armor of the Courtier
Whenever an attacker makes a ranged attack against a
Armor, Common target within 5 feet of you, you can use your reaction to
You can use a bonus action to speak the armor’s command become the target of the attack instead.
word and cause the armor to assume the appearance of a
normal set of clothing. You decide what it looks like, but the Shiled of Light
armor retains its normal bulk and weight.
Shield, Common
Armor of the Deads A shield with this ability flashes with a brilliant light up to
twice per day upon command of the wielder. Anyone within
Armor, Rare (requires attunement) 20 feet except the wielder must make a DC 14 Reflex save
Once per long rest, someone wearing this amor who is or be blinded for 1d4 rounds.
struck with a death effect or necrotic damage can ignore
the effect. Shield of the Legion
Shield, Common (requires attunement)
Armor of the Healty
This shield is ringed by a series of scales that lock into
Armor, Uncommon (requires attunement) a mesh when brought in contact with an ally’s shield that
A character wearing a suit of armor or a shield with this possesses the same ability. The wielder of a paired shield
property is immune to all types of diseases, whether natural gains a +1 bonus to Armor Class for every adjacent ally also
or supernatural. wielding a paired shield.
78
Weapons Blade of Wounding
Weapon (any slashing), Rare (requires attunement)
Accurate Weapon Hit points lost to this weapon’s damage can be
Weapon, Uncommon (requires attunement) regained only through a short or long rest, rather than by
regeneration, magic, or any other means. Once per turn,
An accurate weapon helps its wielder correct his mistakes.
when you hit a creature with an attack using this magic
When you miss the weapon provides advantage on your
weapon, you can wound the target. At the start of each of
next attack roll with it.
the wounded creature’s turns, it takes 1d4 necrotic damage
for each time you’ve wounded i. The creature could make
Aligned Weapon a DC 15 Constitution saving throw at the start of his turn
Ammunition or Weapon, Common (requires attunement) to end the effect of all such wounds on itself on a success.
Anarchic. An anarchic weapon is chaotically aligned Alternatively, a DC 15 Wisdom (Medicine) check, ends the
and infused with the power of chaos. It deals an extra 1d6 effect of such wounds on it on a success.
points of damage against all of lawful alignment.
Axiomatic. An axiomatic weapon is lawfully aligned and
Consacrated Weapon
infused with the power of law. It deals an extra 1d6 points Weapon, Uncommon (requires attunement)
of damage against all of chaotic alignment. This weapon is consacrated by the faith and counts as a
Holy. A holy weapon is imbued with holy power. It deals monk weapon, and a monk could use his abilities through
an extra 1d6 points of damage against all of evil alignment. the weapon as if they were unarmed attacks. .
Unholy. An unholy weapon is imbued with unholy power.
It deals an extra 1d6 points of damage against all of good
Elemental Weapon
alignment. Ammunition or Weapon, Common (requires attunement)
Flaming. Upon command, a flaming weapon is sheathed
Arrow of Slaying in fire. A flaming weapon deals an extra 1d6 points of fire
Ammunition, Rare damage on a successful hit.
An arrow of slaying is a magic weapon meant to slay a Frosted. Upon command, a frost weapon is sheathed in
particular kind of creature. Some are more focused than icy cold. A frost weapon deals an extra 1d6 points of cold
others; If a creature belonging to the type, race, or group damage on a successful hit.
associated with an arrow of slaying takes damage from Shocking. Upon command, a shocking weapon is covered
the arrow, the creature must make a DC 15 Constitution in electricity arcs. A shocking weapon deals an extra 1d6
saving throw, taking an extra 6d10 piercing damage on a points of electricity damage on a successful hit.
failed save, or half as much extra damage on a successful Caustic. Upon command, a caustic weapon is sheathed in
one. Once an arrow of slaying deals its extra damage to a dripping acids. A caustic weapon deals an extra 1d6 points
creature, is destroyed. of acid damage on a successful hit.
Blade of Beheading Ghost Weapon
Weapon (any slashing), Legendary Ammunition or Weapon, Rare
This weapon ignores resistance to damage. When you A Ghost weapon ignores nonliving matter. Armor and
score a critical hit, make another Attack Roll. If the second shield bonuses to AC (including any enhancement bonuses
roll still hit the target, your strike is unbelievably strong to that armor) do not count against it because the weapon
and kills the target. A creature is immune to this effect if passes through armor. A brilliant energy weapon cannot
it is immune to the weapon’s damage type, has Legendary harm undead, constructs, and objects.
actions, or the it’s more two size larger then you. Such a
creature instead takes an extra 6d8 damage from the hit. Holy Avenger
Blade of Bloody Massacre Weapon, Very Rare (requires attunement, good only)
Weapon (any slashing), Uncommon When you hit a fiend or an undead with it, that creature
takes an extra 2d10 radiant damage. In addition, while you
Once per turn, when you hit a creature with an attack hold the drawn sword, it creates an aura in a 10-foot radius
using this weapon, you can wound the target. At the start of around you. You and all creatures friendly to you in the
each of the wounded creature’s turns, it takes 1d6 necrotic aura have advantage on saving throws against spells and
damage for each time you’ve wounded it, and it can then other magical effects. If you have 17 or more levels in the
make a DC 15 Constitution saving throw, ending the effect paladin class, the radius of the aura increases to 30 feet.
of all such wounds on itself on a success. Alternatively, the
wounded creature, or a creature within 5 feet of it, can Keen or Impact Weapon
use an action to make a DC 15 Wisdom (Medicine) Check,
ending the effect of such wounds on it on a success. Ammunition or Weapon, Uncommon
This ability increase by one the critical range of a weapon,
Blade of Separation scoring a critical hit on 19 or 20. This benefit doesn’t stack
with any other effect that increase the critical range.
Weapon (any slashing), Very Rare (requires attunement)
When you attack an object with this Relic and hit, Mace of Explosions
maximize your weapon damage dice against the target and
ignore damage reduction. When you attack a creature with Weapon (any bludgeoning), Uncommon
this weapon and roll a 20 on the Attack Roll, that target You can use a bonus action to speak this Relic command
takes an extra 4d6 slashing damage. Then roll another d20. word, causing flames to erupt from the blade. These flames
If you roll a 20, you chop off one of the target’s limbs. shed bright light in a 40-foot radius and dim light for an
79
additional 40 feet. While the sword is ablaze, and you attack, Spike of Lightning
it deals an extra 2d6 fire damage to any target within 5 feet
Weapon (any piercing), Uncommon
centered on you. Any creature can make a DC15 Dexterity
save to half the damage. When you speak the command word, this Relic transforms
into a bolt of lightning, forming a line 5 feet wide that
Mace of Fortunes extends out from you to a target within 120 feet. Each
creature in the line excluding you and the end of lighting
Weapon (any bludgeoning), Uncommon must make a Dexterity saving throw against your Attack
If the weapon is on your person, you can call on its luck Roll, taking 4d6 lightning damage on a failed save, and half
(no action required) to reroll one attack roll, ability check, as much damage on a successful one.
or saving throw you dislike. You must use the second roll.
This property can’t be used again until the next dawn. Spike of Sunlight
Weapon (any piercing), Rare (requires attunement)
Mace of Suppression
While grasping this Relic, you can use a bonus action to
Weapon (any Bludgeoning), Uncommon cause pure radiance to spring into existence. While the
When you roll a 20 on an attack roll made with this radiance exists, this Relic has the finesse property and
weapon, the target takes an extra 2d6 bludgeoning damage, deals radiant damage instead of piercing damage and an
or 4d6 bludgeoning damage if it’s a construct. If a construct extra 2d8 radiant damage. The radiance emits bright light
has 25 hit points or fewer after taking this damage, it is in a 15 foot radius and dim light for an additional 15 feet.
destroyed.
Spike of Thunder
Mace of Terror Weapon (any piercing), Very Rare
Weapon (any bludgeoning), Rare (requires attunement) This weapon has the following properties, when one used,
This magic weapon has 3 charges. While holding it, you it can’t be used again until the next dawn.
can use an action and expend 1 charge to release a wave Thunder. When you hit with a melee attack using the
of terror. The mace regains 1d3 expended charges daily staff, you can cause the staff to emit a crack of thunder, the
at dawn. Each creature of your choice in a 30-foot radius target you hit must succeed on a DC 17 Constitution saving
extending from you must succeed on a DC 15 Wisdom throw or become stunned until the end of your next turn.
saving throw or become frightened of you for 1 minute. Lightning Strike. You can use an action to cause a bolt
become frightened of you for 1 minute. While it is frightened of lightning to leap from the staff’s in a line that is 5 feet
in this way, a creature must spend its turns trying to move wide and 120 feet long. Each creature in that line must
as far away from you as it can, and it can’t willingly move make a DC 17 Dexterity saving throw, taking 9d6 lightning
to a space within 30 feet of you. It also can’t take reactions. damage on a failed save, or half as much damage on a
successful one.
Mace of the Protector Thunderclap. You can use an action to cause a deafening
Weapon (any bludgeoning), Uncommon thunderclap, audible out to 600 feet. Each creature within
The first time you attack with this weapon on each of your 60 feet of you, must make a DC 17 Constitution saving throw.
turns, you can transfer some or all of your attack bonus On a failed save, a creature takes 4d6 thunder damage
to your Armor Class, instead of using the bonus on any and becomes deafened for 1 minute. On a successful save,
attacks that turn. The adjusted bonuses remain in effect takes half damage and isn’t deafened.
until the start of your next turn, although you must hold the
sword to gain a bonus to AC from it. Spike of Venom
Weapon (piercing weapon), Rare
Returning Weapon You can use an action to cause thick, black poison to coat
Weapon (any Thrown), Common the weapon. The poison remains for 1 minute or until an
This special ability can only be placed on a weapon that attack using this weapon hits a creature. That creature
can be thrown. A returning weapon flies through the air must succeed on a DC 15 Constitution saving throw or take
back to the creature that threw it. It returns to the thrower 2d10 poison damage and become poisoned for 1 minute.
just before the creature’s next turn. The dagger can’t be used this way again until the next dawn
80
String of the Cursed property can’t be used again until the next dawn.
Weapon (any ranged), Very Rare Terrify. While holding the rod, you can use an action to
force each creature you can see within 30 feet of you to
When you nock an projectile on this weapon, it whispers,
make a DC 17 Wisdom saving throw. On a failure, a target
“Swift defeat to my enemies.” When you use this weapon to
is frightened of you for 1 minute. A frightened target can
make a ranged attack, you can, as a command phrase, say,
repeat the saving throw at the end of each of its turns,
“Swift death to you who have wronged me.” The target of
ending the effect on itself on a success. This property can’t
your attack becomes your sworn enemy until it dies or until
be used again until the next dawn.
dawn seven days later. You can have only one such sworn
enemy at a time. Rod of Overwhelming Power
When your sworn enemy dies, you can choose a new
one after the next dawn. When you make a ranged attack Staff, Rare (requires attunement)
roll with this weapon against your sworn enemy, you have The staff has 20 charges for the following properties. The
advantage on the roll. In addition, your target gains no staff regains 2d8 + 4 expended charges daily at dawn. If
benefit from cover, other than total cover, and you suffer you expend the last charge, roll a d20. On a 1, loses all
no disadvantage due to long range. If the attack hits, your other properties. On a 20, the staff regains 1d8 + 2 charges.
sworn enemy takes an extra 3d6 piercing damage. When you roll any damage die, you can expend 1 charge to
deal an extra 1d6 damage to the target. For each 1 charge
String of Withering you spend you have a cumulative 5% chance to provoke
Weapon (any ranged) , Rare (requires attunement) a magical explosion dealing 1d10 force damage and in a
radious of 5 feet, for each charge spent, centred on you.
This weapon has 3 charges and regains 1d3 expended
charges daily at dawn. On a hit, it deals damage as normal, Rod of Paradise
and you can expend 1 charge to deal an extra 2d10
necrotic damage to the target. In addition you can spend an Rod, Rare
additional charge to force the target to succeed on a DC 15 While holding this rod, you can use an action to activate it.
Constitution saving throw or have disadvantage for 1 hour The rod then instantly transports you and up to 199 other
on any ability Check or saving throw that uses Strength or willing creatures you can see to a paradise that exists in an
Constitution. extraplanar space. You choose the form that the paradise
takes. It could be a tranquil garden, lovely glade, cheery
Rods and Wands tavern, immense palace, tropical island, fantastic carnival,
or whatever else you can imagine.
Regardless of its nature, the paradise contains enough
Immovable Rod water and food to sustain its visitors. Everything else that
Rod, Common can be interacted with inside the extraplanar space can
You can speek the command word to fix this rod in space. exist only there. For each hour spent in the paradise, a
Until you or another creature uses an action speek the visitor regains hit points as if it had spent 1 Hit Die. Also,
command word again, the rod doesn’t move, even if it is creatures don’t age while in the paradise, although time
defying gravity. A creature can use an action to make a DC passes normally. Visitors can remain in the paradise for
30 Strength Check, moving the fixed rod up to 10 feet on up to 200 days divided by the number of creatures present
a success. (round down). When the time runs out or you use an action
to end it, all visitors reappear in the location they occupied
Rod of Cancellation when you activated the rod, or an unoccupied space nearest
that location. The rod can’t be used again until ten days
Rod, Very Rare (requires attunement) have passed.
This dreaded rod is a bane to Relics, for its touch drains
an item of all magical properties. The item touched must Rod of Rulership
make a DC 23 Wisdom save to prevent the rod from Rod, Rare (requires attunement)
draining it. If a creature is holding it, then the item can use
the holder’s save in place of its own if better. In such cases, You can use an action to present the rod and command
contact is made by making a melee touch attack roll. obedience from Each creature of your choice that you can
see within 120 feet of you. Each target must succeed on a
Rod of Lordly Might DC 15 Wisdom saving throw or be charmed by you for 8
hours. While charmed in this way, the creature regards you
Rod, Rare (requires attunement) as its trusted leader. If harmed by you or your companions,
The rod has properties associated with six different or commanded to do something contrary to its nature, a
buttons that are set in a row along the haft. It has three target ceases to be charmed in this way. The rod can’t be
other properties as well, detailed below. used again until the next dawn.
Drain Life. When you hit a creature with a melee attack
using the rod, you can force the target to make a DC 17
Rod of the Extinguisher
Constitution saving throw. On a failure, the target takes an Rod, Rare
extra 4d6 necrotic damage, and you regain a number of hit This rod can extinguish Medium-size or smaller
points equal to half that necrotic damage. This property nonmagical fires with simply a touch (an action).
can’t be used again until the next dawn. Extinguishing a Large or larger nonmagical fire, or a magic
Paralyze. When you hit a creature with a melee attack fire of Medium-size or smaller expends 1 charge. Continual
using the rod, you can force the target to make a DC 17 magic flames, such as those of a weapon or a fire creature,
Strength saving throw. On a failure, the target is paralyzed are suppressed for 6 rounds and flare up again after that
for 1 minute. The target can repeat the saving throw at the time. To extinguish an instantaneous fire spell, the rod must
end of each of its turns, ending the effect on a success. This be within the area of the effect and the wielder must have
81
used a ready action, effectively countering the entire spell. Wand of Secrets
When applied to Large or larger magic fires, such as those
Wand, Uncommon
caused by fireball, flame strike, or wall of fire, extinguishing
the flames expends 2 charges from the rod.If the device is The wand has 3 charges. While holding it, you can use
used upon a fire creature, a successful attack roll deals 6d6 an action to expend 1 of its charges, and if a secret door or
points of damage to the creature. This requires 3 charges. trap is within 30 feet of you, the wand pulses and points at
The rod has 10 charges, renewed each day at dawn. the one nearest to you. The wand regains 1d3 expended
charges daily at dawn.
Rod of the Ravenous
Staff, Very Rare (requires attunement)
Wand of the Depths
The staff may have maximum 10 charges. It regains 1d6 Wand, Very Rare (requires attunement)
+ 4 expended charges daily at dawn. If you expend the last This appears to be a long, sinuous rod of unknown (but
charge, roll a d20. On a 20, the staff regains 1d6 charges. presumably organic) composition, ending in six “branches”.
While holding the staff, you can use your reaction when Upon command, these branches animate and grapple like
another creature casts a spell that targets only you. If you tentacles, using their own attack bonus rather than the
do, the staff absorbs the magic of the spell, canceling its wielder’s bonus. The rod’s attacks count as an action for
effect and consuming number of charges equal to the the wielder. The tentacle attacks follow all the normal
absorbed spell’s level. If don’t have enough charges to rules for grapple attacks, with the exceptions: that the
absorb the spell, you still consume all the charges and the wielder need not move into the target’s space to maintain
spell is unaffected. Once the staff has assorbed a spell, you the grapple. The tentacle, not the wielder, is considered to
can recast it as an action with all the variables equal to the be the grappler (and the wielder doesn’t suffer any of the
spell you absorbed when it was cast. drawbacks of grappling).
Treat the rod as a Medium-size creature for purposes of
Wand of Devastation the grapple check. Each tentacle has hardness 10, 20 hp,
Wand, Very Rare (requires attunement) and a break DC of 30, it has an attack bonus of +10, deal
2d10+6 damage and have Stregnth 22, and a +10 Bonus
This wand has 7 charges. While holding it, you can use an
to Strenght (Athletics) checks and a reach of 15 feet.. In
action to expend 1 or more of its charges to blossoms with
addition, if at least three tentacles grapple a single target, it
a low roar into an explosion of flame in a point within 150
must succeed on a Wisdom saving throw DC 14 or become
feet. Each creature in a 20-foot-radius sphere centered on
cursed, gaining permanent disadvantage on attacks, saves,
that point must make a Dexterity saving throw with DC 15
and checks.
A target takes 8d6 fire damage on a failed save, or half as
much damage on a successful one. The fire spreads around Wand of the Magus
corners. It ignites flammable objects in the area that aren’t
being worn or carried.(save DC 15) from it. Wand, Rarity Varies (requires attunement, Mystic only)
For each additional charge you expend the damage While holding this wand, you gain a bonus to spell
increases by 1d6 and the radious by 5 feet. The wand attack rolls and Saves determined by the wand’s rarity
regains 1d6 + 1 expended charges daily at dawn. If you (Uncommon +1, Rare +2, Very Rare +3).
expend the wand’s last charge, roll a d20. On a 1, the wand
crumbles into ashes and is destroyed. Wand of Wonders
Wand, Rare
Wand of Enemy Detection This wand has 7 charges. While holding it, you can use
Wand, Uncommon (requires attunement) an action to expend 1 of its charges and choose a target
This wand has 7 charges. While holding it, you can use within 120 feet of you. The target can be a creature, an
an action and expend 1 charge to speak its command object, or a point in space. Roll d100 and consult the
word. For the next minute, you know the direction of the following table to discover what happens. If the effect
nearest creature hostile to you within 60 feet, but not its causes you to cast a spell from the wand, the spell’s save
distance from you. The wand can sense the presence of DC is 15. If the spell normally has a range expressed in
hostile creatures that are ethereal, invisible, disguised, or feet, its range becomes 120 feet if it isn’t already.If an effect
hidden, as well as those in plain sight. The effect ends if you covers an area, you must center the spell on and include
stop holding the wand.The wand regains 1d6 + 1 expended the target. If an effect has multiple possible subjects,
charges daily at dawn. If you expend the wand’s last charge, the GM randomly determines which ones are affected.
roll a d20. On a 1, the wand crumbles into ashes and is The wand regains 1d6 + 1 expended charges daily at dawn.
destroyed. If you expend the wand’s last charge, roll a d20. On a 1, the
wand crumbles into dust and is destroyed.
Wand of Paralysis
d100 Effect
Wand, Uncommon (requires attunement)
01-05 You cast slow.
This wand has 6 charges. While holding it, you can use
06-10 You cast faerie fire.
an action to expend 1 of its charges to cause a thin blue
ray to streak from the tip toward a creature you can see 11-15 You are stunned until the start of your next turn,
within 60 feet of you. The target must succeed on a DC believing something awesome just happened.
15 Constitution saving throw or be paralyzed for 1 minute. 16-20 You cast gust of wind.
At the end of each of the target’s turns, it can repeat the
21-25 You cast detect thoughts on the target you chose.
saving throw, ending the effect on itself on a success. The If you didn’t target a creature, you instead take 1d6
wand regains 1d6 expended charges daily at dawn. If you psychic damage.
expend the wand’s last charge, roll a d20. On a 1, the wand
crumbles into ashes and is destroyed. 26-30 You cast stinking cloud.
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31-33 Heavy rain falls in a 60-foot radius centered on the of the dust into the air, you and each creature that needs
target. The area becomes lightly obscured. The rain to breathe within 30 feet of you must succeed on a DC 15
falls until the start of your next turn. Constitution saving throw or become unable to breathe,
while sneezing uncontrollably. A creature affected in
34-36 You cast lightning bolt.
this way is incapacitated and suffocating. As long as it is
37-46 You cast darkness. conscious, a creature can repeat the saving throw at the
47-49 You cast invisibility on yourself. end of each of its turns, ending the effect on it on a success.
The lesser restoration spell can also end the effect on a
50-53 An animal appears in the unoccupied space nearest
the target. The animal isn’t under your control and creature
acts as it normally would. Roll a d100 to determine
which animal appears. On a 01–25, a rhinoceros Dust of Disappearance
appears on a 26–50, an elephant appears and on a Dust, Uncommon
51–100, a rat appears.
Found in a small packet, this powder resembles Very fine
54-58 A cloud of 600 oversized butterflies fills a 30-foot sand. There is enough of it for one use. When you use an
radius centered on the target. The area becomes action to throw the dust into the air, you and each creature
heavily obscured. The butterflies remain for 10
and object within 10 feet of you become invisible for 2d4
minutes.
minutes. The duration is the same for all subjects, and the
59-62 Grass grows on the ground in a 60-foot radius dust is consumed when its magic takes effect. If a creature
centered on the target. If grass is already there, it affected by the dust attacks or casts a spell, the invisibility
grows to ten times its normal size and remains ends for that creature.
overgrown for 1 minute.
63-65 You shrink yourself as if you had cast enlarge/reduce Dust of Dreams
on yourself.
Dust, Common
66-69 You cast fireball.
When exposed to air, this dust creates a temporary, mildly
70-79 An object of the GM’s choice disappears into the toxic cloud that puts living creatures to sleep. You can
Ethereal Plane. The object must be neither worn nor throw a flask of sleep gas with a ranged touch attack with
carried, within 120 feet of the target, and no larger a range increment of 10 feet. On a direct hit, a living target
than 10 feet in any dimension. must succeed on a Constitution save DC 15 or fall asleep
80-84 You enlarge a target chosen randomly as if you had for 1 round. After 1 round, the target must make another
cast enlarge/reduce. If the target can’t be affected Constitution save DC 15 or sleep 1d4 additional minutes.
by that spell, or if you didn’t target a creature, you
become the target. Dust of Tracelessness
85-87 Leaves grow from the target. If you chose a point in Dust, Common
space as the target, leaves sprout from thecreature
nearest to that point. Unless they are picked off, the This normal-seeming dust is actually a magic powder
leaves turn brown and fall off after 24 hours. that can conceal the passage of its possessor and his
companions. Tossing a handful of this dust into the air
88-90 A stream of 1d4 × 10 gems, each worth 1 gp, shoots
from the wand’s tip in a line 30 feet long
causes a chamber of up to 100 square feet of floor space to
and 5 feet wide. Each gem deals 1 bludgeoning become as dusty, dirty, and cobweb-laden as if it had been
damage. abandoned and disused for a decade. A handful of dust
sprinkled along a trail causes evidence of the passage of
91-95 A burst of colorful shimmering light extends from you
as many as a dozen men and horses to be obliterated for
in a 30-foot radius. You and each creature in the area
250 feet back into the distance. The results of the dust are
that can see must succeed on a DC 15 Constitution
saving throw or become blinded for 1minute. A
instantaneous, and no magical aura lingers afterward from
creature can repeat the saving throw at the end of this use of the dust. Survival checks made to track a quarry
each of its turns, ending the effect on itself on a across an area affected by this dust have a DC 20 higher
success. than normal.
96-97 The target’s skin turns bright blue for 1d10 days. If
you chose a point in space, the creature nearest
Dust of Witchbane
to that point is affected. Dust, Uncommon
98-00 If you targeted a creature, it must make a DC 15 This paste, which smells like tobacco, is refined from the
Constitution saving throw. If the saving throw fails stalks and leaves of the witchweed plant. When ignited
by 5 or more, the target is instantly petrified. On any it creates a 10-foot cube of light smoke that provides no
other failed save, the target is restrained and begins to Three-Quarters Cover. Anyone attempting to cast arcane
turn to stone. While restrained, the target must repeat spells within the smoke must succeed at a Concentration
the saving throw at the end of its next turn, becoming check with DC 10 + spell level. If the check fails, the spell is
petrified on a failure or ending the effect on a success. lost. The smoke loses its alchemical abilities after 5 rounds,
and dissipates normally.
Potions and Dustes Elixir of Life
Dust of Choking Potion, Common
This glass jar, 3 inches in diameter, contains 1d4 + 1
Dust, Uncommon doses of a thick mixture of vitamis that smells faintly of aloe.
Found in a small container, this powder resembles very The jar and its contents weigh 1/2 pound. As an action, one
fine sand. It appears to be dust of disappearance, and an dose of the ointment can be swallowed or applied to the
identify spell reveals it to be such. There is enough of it skin. The creature that receives it regains 2d8 + 2 hit points,
for one use. When you use an action to throw a handful ceases to be poisoned, and is cured of any disease.
83
Elixir of Love unfamiliar to you (such as behind a door, around a corner,
or in a grove of trees). The sensor remainsin place for the
Potion, Common
duration, and it can’t be attacked or otherwise interacted
This sweet-tasting liquid causes the character drinking it with. When you create the sensor, you choose seeing or
to become charmed with the first creature she sees after hearing. You can use the chosen sense through the sensor
consuming the draft if fails a DC 12 Wisdom saving throw. as if you were in its space. As your action, you can switch
The charm effects wear off in 1 hour. between seeing and hearing. A creature that can see the
sensor (such as a creature benefiting from see invisibility
Elixir of Truth or truesight) sees a luminous, intangible orb about the size
Potion, Common of your fist.
This elixir forces the individual drinking it to say nothing
but the truth for 10 minutes if he fails a Wisdom or
Potion of Climbing
Charisma Saving Throw with DC 17. She is compelled to Potion, Common
answer any questions put to her in that time, but with each When you drink this potion, you gain a climbing speed
question she is free to make a separate save. equal to your walking speed for 1 hour. During this time,
you have advantage on Strength (Athletics) checks you
Elixir of Fire Breath make to climb. The potion is separated into brown, silver,
Potion, Common and gray layers resembling bands of stone. Shaking the
bottle fails to mix the colors.
This strange elixir bestows upon the drinker the ability to
spit gouts of flame. He can breathe fire up to three times,
each time dealing 3d6 points of fire damage to a single
Potion of Giant Strength
target up to 25 feet away. The victim can attempt a Dexterity Potion, rarity varies
save (DC 12) for half damage. Unused blasts dissipate 1 When you drink this potion, your Strength score changes
hour after the potion is consumed. Most drinkers suffer for 1 hour. The type of giant determines the score (see
from terrible heartburn afterward. the table below). The potion has no effect on you if your
Strength is equal to or greater than that score.
Oil of Sharpness
Type Strength Rarity
Potion, Common
Hill Giant 17 Common
This clear, gelatinous oil sparkles with tiny, ultrathin silver
shards. The oil can coat one slashing or piercing weapon or Stone Giant 19 Uncommon
up to 5 pieces of slashing or piercing ammunition. Applying Fire Giant 21 Rare
the oil takes 1 minute. For 1 hour, the coated item counts Cloud Giant 23 Very Rare
as a Relic and score a critical hit with 19 or 20.
Storm Giant 27 Legendary
Oil of Silence Potion of Gaseous Form
Potion, Common
Potion, Rare
When applied to boots and armor, this noise-dampening
oil provides a +2 alchemical bonus on Stealth checks. You When you drink this potion, you gain the following effect
can throw a flask of alchemical silence with a ranged touch for 1 hour or until you end the effect as a bonus action.
attack with a range increment of 10 feet. You transform along with everything you’re wearing and
carrying, into a misty cloud for the duration. While in this
A creature struck by a thrown flask of alchemical silence form, your only movement is a flying speed of 10 feet.You
cannot speak louder than a whisper, and indeed some
can enter and occupy the space of another creature. You
of his words become completely muffled. If thrown on
have resistance to nonmagical damage, and advantage on
a spellcaster, the target suffers a 20% chance of spell
Strength, Dexterity, and Constitution saving throws.
failure when casting any spell with a verbal component for
1d4rounds. The creature, however, does gain the benefits You can pass through small holes, narrow openings, and
of the alchemical silence as detailed above. even mere cracks, though it treats liquids as though they
were solid surfaces. You can’t fall and remain hovering
Oil of Timelessness in the air even when stunned or otherwise incapacitated.
While in the form of a misty cloud, You can’t talk or
Potion, Common manipulate objects, and any objects it was carrying or
When applied to any matter that was once alive (leather, holding can’t be dropped, used, or otherwise interacted
leaves, paper, wood, dead flesh, and so on), this oil allows with. The target can’t attack or cast spells.
that substance to resist the passage of time. Each year of
actual time affects the substance as if only a day had passed. Potion of Growth
The coated object has advantage on all saving throws. The
Potion, Uncommon
oil never wears off, although it can be magically removed
(by dispelling the effect, for instance). One flask contains When you drink this potion, you gain the following effects
enough oil to coat eight Medium-size objects or an for 1 hour. Your size doubles, and your weight is multiplied
equivalent area. by eight. This growth increases its size by one category
and your stregnth score by 2. If there isn’t enough room
Potion of Clairvoyance the creature or object attains the maximum possible size in
the space available. Until the spell ends, the target also has
Potion, Rare advantage on Strength checks and Strength saving throws.
When you drink this potion, you create an invisible sensor Your weapons also grow to match its new size. While these
within range in a location familiar to you (a place you have weapons are enlarged, the target’s attacks with them deal
visited or seen before) or in an obvious location that is 1d4 extra damage.
84
Potion of Healing Rarity Spell levels doubled
Potion, rarity varies Uncommon 1st
You regain hit points when you drink this potion. The Rare 2rd
number of hit points depends on the potion’s rarity, as
Very Rare 3th
shown in the Potions of Healing table. Whatever its potency,
the potion’s red liquid glimmers when agitated. Legendary 4th
85
Ring of Evasion Ring of Spell Storing
Ring, Rare (requires attunement) Ring, Rare (requires attunement)
This ring has 3 charges, and it regains 1d3 expended This ring stores spells cast into it, holding them until the
charges daily at dawn. When you fail a Dexterity saving attuned wearer uses them. The ring can store up to 5 levels
throw while wearing it, you can use your reaction to expend worth of spells at a time. Any creature can cast a spell of
1 of its charges to succeed on that saving throw instead. 1st through 5th level into the ring by touching the ring as
the spell is cast. The spell has no effect, other than to be
Ring of Feather Falling stored in the ring. If the ring can’t hold the spell, the spell is
expended without effect.
Ring, Common
The level of the slot used to cast the spell determines how
When you fall while wearing this ring, you descend 60 feet
much space it uses. While wearing this ring, you can cast
per round and take no damage from falling.
any spell stored in it. The spell uses the slot level, spell
save DC, spell attack bonus, and spellcasting ability of the
Ring of Invisibility original caster, but is otherwise treated as if you cast the
Ring, Rare (requires attunement) spell. The spell cast from the ring is no longer stored in it,
While wearing this ring, you can turn invisible as an action. freeing up space.
Anything you are wearing or carrying is invisible with you.
You remain invisible until the ring is removed, until you Ring of Spell Turning
attack or cast a spell, or until you use a bonus action to Ring, Legendary (requires attunement)
become visible again.
While wearing this ring, you have advantage on saving
throws against any spell that targets only you (not in an
Ring of Mind Shielding area of effect). In addition, if you roll a 20 for the save and
Ring, Uncommon (requires attunement) the spell is 7th level or lower, the spell has no effect on
While wearing this ring, you are immune to other you and instead targets the caster, using the slot level, spell
creatures that can read your thoughts, determine whether save DC, attack bonus, and spellcasting ability of the caster.
you are lying, know your alignment, or know your creature
type. Creatures can telepathically communicate with you Ring of Sustenance
only if you allow it. You can use an action to cause the ring Ring, Common (requires attunement)
to become invisible until you use another action to make it This ring continually provides its wearer with life-
visible, until you remove the ring, or until you die. sustaining nourishment. The ring also refreshes the body
and mind, so that its wearer needs only sleep 2 hours
Ring of Regeneration per day to gain the benefit of 8 hours of sleep. The ring
Ring, Rare (requires attunement) must be worn for a full week before it begins to work. If
While wearing this ring, you regain 1d6 hit points every it is removed, the owner must wear it for another week to
10 minutes, provided that you have at least 1 hit point. If reattune it to himself.
you lose a body part, the ring causes the missing part to
regrow and return to full functionality after 1d6 + 1 days if Ring of the Aires
you have at least 1 hit point the whole time. Ring, Uncommon (requires attunement)
Ring of Resistance This ring has 3 charges, and it regains 1d3 expended
charges daily at dawn. While wearing the ring, you can
Ring, Rare (requires attunement)
use an action to expend 1 to 3 of its charges to attack
When you wear this ring you have resistance to one one creature you can see within 60 feet of you. The ring
damage type while wearing this ring. The GM chooses the produces a force blast that makes an Attack Roll with a +5
type or determines it randomly from the options below. bonus. On a hit, for each charge you spend, the target takes
2d10 force damage and is pushed 5 feet away from you.
d10 Damage Type d10 Damage Type
1 Acid 6 Necrotic Ring of the Friends
2 Cold 7 Poison Ring, Common
3 Fire 8 Psychic These curious rings always come in pairs. A friend shield
4 Force 9 Radiant ring without its mate is useless. Either wearer of one of a
5 Lightning 10 Thunder pair of the rings can, as a bonus action, activate his ring to
recieve half of the incoming damage of the owner of the
paired ring, making him subject only to half the damage.
Rod of Rulership Once each long rest, one of the two wearers could also
Rod, Rare (requires attunement) redirect a single targeted spell to himself.
You can use an action to present the rod and command
obedience from each creature of your choice that you can
Ring of the Ghost Skin
see within 120 feet of you. Each target must succeed on a Ring, Uncommon (requires attunement)
DC 15 Wisdom saving throw or be charmed by you for 8 This pair of black iron rings must be worn as a set, one
hours, but they could make another save after 4 hours. on either hand with no other magic ring, to function. They
While charmed in this way, the creature regards you as sheathe their wearer in a field of magical force, granting an
its trusted leader. If harmed by you or your companions, or AC of 14 plus the creature dexterity. This sheath is harmful
commanded to do something contrary to its nature, a target to the touch: Any creature whose bare flesh contacts the
ceases to be charmed in this way. The rod can’t be used wearer takes 1d4 points of damage. The wearers unarmed
again until the next dawn. strikes gain deal an additional 1d4 points of damage.
86
Wondrous Items throw the bead up to 60 feet. The bead explodes on impact
and is destroyed. Each creature within a 10-foot radius of
where the bead landed must succeed on a DC 15 Dexterity
Amulet of Health saving throw or take 5d4 force damage.
Wondrous item, Uncommon Afterwards, a sphere of transparent force then encloses
Your Constitution score is 17 while you wear this amulet. the area for 1 minute. Any creature that failed the save and
It has no effect on you if your Constitution is already 17 or is completely within the area is trapped inside this sphere.
higher. Creatures that succeeded on the save, or are partially within
the area, are pushed away from the center of the sphere
Amulet of the Ancients until they are no longer inside it, taking 1d10 Bludgeoning
Wondrous item, Rare (requires attunement) damage for each 5 feet traveled.
While you are wearing this amulet if you are knocked Only breathable air can pass through the sphere’s wall.
out during a fight, one warrior spirit from the Valhalla No attack or other effect can. An enclosed creature can
appears within 60 feet to avenge you. Use the statistics use its action to push against the sphere’s wall, moving the
of a berserker for the Spirit. He returns to Valhalla after sphere up to half the creature’s walking speed. The bead of
1 minute or when drops to 0 hit points. Once the spirit force can be used 1d4 times, after that many times it loses
is called, he can’t return again until 7 days have passed. it’s powers and become nonmagical.
In addition this amulet grant you proficency to Medium
Armor, Shields and the Martial weapon used by the Spirit. Belt of the Giant
Wondrous item, rarity varies
Amulet of Mighty Fists
While wearing this Belt, your Strength score changes to a
Wondrous item, Rarity Varies fixed score. If your Strength is already equal to or greater
This amulet grants an bonus of +1 to +3 (+1 Uncommon, than the belt’s score, the item has no effect on you. Six
+2 Rare, +3 Very Rare) on attack and damage rolls with varieties of this belt exist, corresponding with and having
unarmed attacks and natural weapons. rarity according to the six kinds of true giants.
87
Boots of the Snow Brooch of the Ghost Armor
Wondrous Item, Common (requires attunement) Wondrous item, Uncommon (requires attunement)
These furred boots are snug and feel quite warm. While An iron band, this simple Brooch generates a large shield-
you wear them, you gain the following benefits: You have sized (and shield-shaped) wall of force that stays with
resistance to cold damage, ignore difficult terrain created the ring and can be wielded by the wearer as if it were a
by ice or snow and you can tolerate freezing temperatures normal shield (+2 AC). This special creation, since it can be
without any additional protection. activated and deactivated at will (a free action).
88
Cloak of the Winds has a different effect. If the cube has insufficient charges
remaining, nothing happens. Otherwise, a barrier of
Wondrous item, Uncommon (requires attunement)
invisible force springs into existence, forming a cube 15
While wearing this cloak, you can use an action to speak feet on a side. The barrier is centered on you, moves with
its command word. This turns the cloak into a flowing you, and lasts for 1 minute, until you use an action to press
mass of tissue around you for 1 hour or until you repeat the the cube’s sixth face, or the cube runs out of charges. You
command word as an action. The Cloak give you a flying can change the barrier’s effect by pressing a different face
speed of 60 feet. When the effect ends, you can’t use it of the cube and expending the requisite number of charges,
again for 1d12 hours. resetting the duration. If your movement causes the barrier
to come into contact with a solid object that can’t pass
Crystal Ball through the cube, you can’t move any closer to that object
Wondrous item, Rarity Varies (requires attunement) as long as the barrier remains.
The typical crystal ball is a Rare item, is about 6 inches Face Charges Effect
in diameter. While touching it, you can can see and hear a 1 1 Gases, wind, and fog can’t pass
particular Location you choose that is on the same plane through the barrier.
of existence as you. The Crysital Ball creates an invisible
2 2 Nonliving matter can’t pass through
sensor within 10 feet of the target. You can see and hear
the barrier. Walls, floors, and ceilings
through the sensor as if you were there. The sensor moves can pass through at your discretion.
within the location, remaining within 10 feet of it for the
duration. The following crystal ball variants and have 3 3 Living matter can’t pass through the
additional properties. barrier.
Crystal Ball of Mind Reading (Very Rare). You can use 4 4 Spell effects can’t pass through the
barrier.
an action to you can read the thoughts (save DC 17) while
you are scrying with the crystal ball, targeting creatures you 5 5 Nothing can pass through the barrier.
can see within 30 feet of the spell’s sensor. You don’t need Walls, floors, and ceilings can pass
to concentrate on this detect thoughts to maintain it during through at your discretion.
its duration, but it ends if scrying ends. 6 0 The barrier deactivates.
Crystal Ball of Telepathy (Very Rare). While scrying
with the crystal ball, you can communicate telepathically Decanter of Endless Water
with creatures you can see within 30 feet of the spell’s Wondrous Item, Common
sensor. You can also use an action to suggest a course of
If the stopper is removed from this ordinary-looking flask
activity (limited to a sentence or two) and influence (save
and a command word spoken, an amount of fresh or salt
DC 17) through the sensor on one of those creatures. You
water pours out. Separate command words determine the
don’t need to concentrate on this suggestion to maintain it
type as well as the volume and velocity.
during its duration, but it ends if scrying ends. Once used,
the suggestion power of the crystal ball can’t be used again Stream. Pours out 1 gallon per round.
until the next dawn. Fountain. Produces a 5 gallons per round vertical steam.
Crystal Ball of True Seeing (Legendary). While scrying Geyser. Produces a 20-foot-long, 1-foot-wide stream at 30
with the crystal ball, you have truesight with a radius of 120 gallons per round. The geyser effect causes considerable
feet centered on the spell’s sensor. back pressure, requiring the holder to make a DC 12
Strength check to avoid being knocked down. The force of
Cube of Cunai the geyser deals 1d8 bludgeoning damage in a 20 feet line.
The command word must be spoken to stop it.
Wondrous item, Legendary
The cube of Cunai is an ancient relic of a poweful mage, Dimensional Shackles
dedited to crafting. The cube of Cunai appears to be a
square box made of expensive veneers and once open, you Wondrous Item, Common
can put inside any relic you own. The cube, over 24 hours You can use an action to place these shackles on an
dissipate the relic, producing a liquid essence that contains incapacitated creature. The shackles adjust to fit a creature
its magical properties. This unguent once poured over any of Small to Large size.
other items grants it the properties of the dissolved relic. In addition to serving as mundane manacles, the shackles
This process however is far from perfect, more a relic is prevent a creature bound by them from using any method
Rare, more is difficult to dissolve: Common relics have 90% of extradimensional movement, including teleportation or
chance, Uncommon 70%, Rare 50%, Very Rare 30% and travel to a different plane of existence.
Legendary 10%. Even if the process is unsuccessful any They don’t prevent the creature from passing through
relic once put into the Cube of Cunai is destroyed. Items an interdimensional portal. You and any creature you
that recieve the essence of a relic, nd ist properties, become designate when you use the shackles can use an action to
themself a relic of the same rarity of the dissolved one. remove them. Once every 30 days, the bound creature can
make a DC 30 Strength (Athletics) check. On a success, the
Cube of Force creature breaks free and destroys the shackles.
Wondrous item, Rare
Gauntlet of Rust
This cube is about an inch across. Each face has a distinct
marking on it that can be pressed. The cube starts with Wondrous item, Rare
6 charges, and it regains 1d6 expended charges daily at This single metal gauntlet looks rusted and pitted but is
dawn. You can use an action to press one of the cube’s actually quite powerful. Once per day, any iron or iron alloy
faces, expending a number of charges based on the chosen item you touch becomes instantaneously rusted, pitted,
face, as shown in the Cube of Force Faces table. Each face and worthless, effectively destroyed. into a 3-foot radius a
89
3-foot-radius volume. Relics are immune to this effect. Handy Haversack
You may employ your rusting grasp in combat with a Wondrous item, Common
successful melee attack. Rusting grasp used in this way
A backpack of this sort appears to be well made, well used,
instantaneously destroys 1d12 points of Armor Class
and quite ordinary. However When the wearer reaches
gained from metal armor (to the maximum amount of
into it for a specific item, that item is always on top. Thus,
protection the armor offered) through corrosion.
retrieving any specific item from a haversack don’t count
Weapons in use by an opponent, on the other hand, are as the free manipulation of a turn, neither use any action.
more difficult to grasp. You must succeed on a melee touch
against the weapon, a metal weapon that is hit is destroyed. Headband of Intellect
Wondrous item, Uncommon (requires attunement)
Gem of Lights
Your Intelligence score is 17 while you wear this headband.
Wondrous item, Common It has no effect on you if your Intelligence is already 17 or
This prism has 50 charges. While you are holding it, you higher.
can use an action to speak one of its command words to
cause one of the following effects: Horn of Fogs
• The first command word causes the gem to shed bright Wondrous item, Common
light in a 30-foot radius and dim light for an additional
This small bugle allows its possessor to blow forth a thick
30 feet. It lasts until you use a bonus action to repeat the
cloud of heavy fog similar to that of an obscuring mist spell.
command word or until you use another function.
The fog covers a 10-foot square next to the horn blower
• The second command word expends 1 charge and causes each round that the user continues to blow the horn; fog
the gem to fire a brilliant beam of light at one creature you clouds travel 10 feet each round in a straight line from the
can see within 60 feet. The creature must succeed on a DC emanation point unless blocked by something substantial
12 Constitution save or become blinded for 1 minute. The such as a wall. The device makes a deep, foghorn-like noise,
creature can repeat the saving throw at the end of each of with the note dropping abruptly to a lower register at the
its turns, ending the effect on a success. end of each blast. The fog dissipates after 3 minutes. A
• The third command word expends 5 charges and causes moderate wind disperses the fog in 4 rounds; a strong wind
the gem to flare with blinding light in a 30-foot cone disperses the fog in 1 round.
originating from it. Each creature in the cone must make
a saving throw as if struck by the beam created with the Horn of Storms
second command word.
Wondrous item, Uncommon
Gem of Seeing You can use an action to speak the horn’s command word
and then blow the horn, which emits a thunderous blast in
Wondrous item, Rare (requires attunement) a 30-foot cone that is audible 600 feet away. Each creature
This gem has 3 charges. As an action, you can speak the in the cone must make a DC 15 Constitution saving throw.
gem’s command word and expend 1 or all charges. For the On a failed save, a creature takes 5d6 thunder damage and
next 10 minutes, if you spend 1 charge you have Blindsight is deafened for 1 minute. On a successful save, a creature
out of 60 feet. If you spend 3 charges you have truesight out takes half as much damage and isn’t deafened. Creatures
to 120 feet. The gem regains 1d3 charges daily at dawn. and objects made of glass or crystal have disadvantage on
the saving throw and take 10d6 thunder damage instead
Gloves of Dexterity of 5d6. Each use of the horn has a 30 percent chance of
Wondrous item, Uncommon (requires attunement) causing the horn to explode. The explosion deals 5d6 fire
Your Dexterity score is 17 while you wear those gloves. It damage to the blower and destroys the horn.
has no effect on you if your Dexterity is already 17 or higher.
Lantern of Revealing
Glove of Storing Wondrous item, Common
Wondrous item, Common While lit, this hooded lantern burns for 6 hours on 1 pint
On command, one item held in the hand wearing the glove of oil, shedding bright light in a 30-foot radius and dim light
disappears. The item can occupy maximum 2 slots. With a for an additional 30 feet. Invisible creatures and objects are
snap of the fingers wearing the glove, the item reappears. A visible as long as they are in the lantern’s bright light. You
glove can only store one item at a time. Storing or retrieving can use an action to lower the hood, reducing the light to
the item is a free action. dim light in a 5- foot radius.
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Manual of Gainful Exercise Necklace of Adaptation
Wondrous item, Very Rare Wondrous item, Rare
This book describes fitness exercises. If you spend 48 This necklace is a heavy chain with a platinum medallion.
hours over a period of 6 days or fewer studying the book’s The magic of the necklace wraps the wearer in a shell of
contents and practicing its guidelines, your Strength score fresh air, making him immune to all harmful vapors and
increases by 2, as does your maximum for that score. Then gases and allowing him to breathe, even underwater or in
the manual ceases to function. a vacuum.
91
If the bag is turned inside out, its contents spill forth, Robe of Thousand Eyes
unharmed, but the bag must be put right before it can be
Wondrous item, Rare
used again. Breathing creatures inside the bag can survive
up to a number of minutes equal to 10 divided by the This robe is adorned with eyelike trinkets, moving and
number of creatures (minimum 1 minute), after which time blinking anytime. Even if you close or avert your own eyes,
they begin to suffocate. you are never considered to be doing so while wearing
this robe. While you wear the robe, you gain the following
Prayer Beads benefits: The robe lets you see in all directions, and you
have advantage on Wisdom (Perception) checks that rely
Wondrous Item, Rarity Varies on sight. • You have darkvision out to a range of 120 feet.
This item appears to be a normal string of prayer beads You can see invisible creatures and objects, as well as see
until the owner casts a divine spell. Once that occurs, the into the Ethereal Plane, out to a range of 120 feet.
owner instantly knows the powers of the prayer beads and
how to activate them. Each bead power can be used once Robe of the Archimystic
per day, by meditiating about 1 hour in advance.
Wondrous Item, Legendary (requires attunement)
Type Rarity Special Bead Ability This elegant garment is made from exquisite cloth of
Blessing Common Wearer can gain advantage on any white, gray, or black and adorned with silvery runes. The
roll. robe’s color accents corresponds to the type of Mystic for
Healing Uncommon Wearer can heal 1.5 times the rolled which the item was created. A Gold robe was made for
number of hit points with a spell. Cleric, Green for Druids, Red for Sorcerers, and Blue for
Wizard. You can’t attune to a robe of the archmagi that
Karma Rare Wearer casts his spells as they were
doesn’t correspond to your archetype.
1 level higher for 1 minute.
You gain these benefits while wearing the robe: if you
Smiting Very Rare Wearer maximixe any dice roll for
aren’t wearing armor, your base Armor Class is 15 + your
one round.
Dexterity modifier. You have advantage on saving throws
against spells and other magical effects. Your spell save DC
Reliquary Stones and spell attack bonus each increase by 2.
Wondrous item, rarity varies
When you use an action to toss one of these stones into
Slippers of the Spider
the air, the stone orbits your head at a distance of 1 feet Wondrous item, Common
and confers a benefit to you. Another creature must use an While you wear these light shoes, you can move up,
action to grasp or net the stone to separate it from you, either down, and across vertical surfaces and upside down along
by making an Attack Roll against AC 24 or a successful DC ceilings, while leaving your hands free. You have a climbing
24 Dexterity (Sleight of Hand) Check, ending its effect. speed equal to your walking speed. However, the slippers
Agility (Very Rare). Your Dexterity score increases by 2, don’t allow you to move this way on a slippery surface, such
to a maximum of 20, while this deep red sphere orbits your as one covered by ice or oil.
head.
Awareness (Rare). You can’t be surprised while this dark
Stone of Alarm
blue rhomboid orbits your head. Wondrous item, Common
Fortitude (Very Rare). Your Constitution score increases This stone cube, when given the command word, affixes
by 2, to a maximum of 20, while this pink rhomboid orbits itself to any object. If that object is touched thereafter by
your head. anyone who does not first speak that same command word,
Insight (Very Rare). Your Wisdom score increases by 2, the stone emits a piercing screech for 1 hour that can be
to a maximum of 20, while this incandescent blue sphere heard up to a quarter-mile away (assuming no intervening
orbits your head. barriers).
Intellect (Very Rare). Your Intelligence score increases
by 2, to a maximum of 20, while this marbled scarlet and
Stone of Good Luck
blue sphere orbits your head. Wondrous Item, Uncommon (requires attunement)
Leadership (Very Rare). Your Charisma score increases While this polished agate is on your person, you gain a +1
by 2, to a maximum of 20, while this marbled pink and bonus to ability checks and saving throws.
green sphere orbits your head.
Luck (Common). You can gain advantage on any one roll, Sphere of Annihilation
Once you use this ability the Stone loses its powers. Wondrous item, Legendary
Mastery (Legendary). Your proficiency bonus increases This 2-foot-diameter black sphere is a hole in the
by 1 while this pale green prism orbits your head. multiverse, hovering in space and stabilized. The sphere
Protection (Uncommon). You gain a +1 bonus to AC obliterates all matter it passes through and all matter that
while this dusty rose prism orbits your head. passes through it. Anything else that touches the sphere but
Regeneration (Legendary). You regain 15 hit points isn’t wholly engulfed and obliterated by it takes 4d10 force
every hour this pearly white spindle orbits your head damage. The sphere is stationary until someone controls it.
If you are within 60 feet of an uncontrolled sphere, you can
Renewal (Uncommon). When you are rolling hit dice
use an action to make a DC 25 Intelligence (Relic) Check.
during a long or short rest, you have advantage to the roll.
On a success, the sphere levitates in one direction of your
Strength (Very Rare). Your Strength score increases by choice, up to a number of feet equal to 5 × your Intelligence
2, to a maximum of 20. Modifier (minimum 5 feet). On a failure, the sphere moves
Sustenance (Rare). You don’t need to eat or drink while 10 feet toward you. A creature whose space the sphere
this clear spindle orbits your head. enters must succeed on a DC 13 Dexterity saving throw or
92
be touched by it, taking 4d10 force damage. If you attempt Tome of Understanding
to control a sphere that is under another creature’s control,
Wondrous item, Very Rare
you make an Intelligence Check contested by the other
creature’s Intelligence Check. The winner of the contest This book contains intuition and insight exercises. If you
gains control of the sphere and can levitate it as normal. spend 48 hours over a period of 6 days studying the book,
your Wisdom score increases by 2, as does your maximum
Sustaining Spoon for that score. The manual then ceases to function
93
Chapter 6 - Customization Options
Experience Points
T HE COMBINATION OF ABILITY SCORES, RACE,
class, and background defines your character’s
capabilities in the game, and the personal details you The experience point cost to gain a level is always based
create set your character apart from every other character. on your total character level, as shown in the Character
Advancement table, not your level in a particular class. So,
Even within your class and race, you have options to fine-
if you are a Cleric 6/fighter 1, you must gain enough XP to
tune what your character can do. But this chapter is for
reach 8th level before you can take your second level as a
players who—with the DM’s permission—want to go a step
Fighter or your seventh level as a Cleric.
further. This chapter defines two optional sets of rules for
customizing your character: multiclassing and feats.
Multiclassing lets you combine classes together, and feats
Hit Points and Hit Dice
are special options you can choose instead of increasing You gain the hit points from your new class as described
your ability s cores as you gain levels. Your DM decides for levels after 1st. You gain the 1st-level hit points for a
whether these options are available in a campaign. class only when you are a 1st-level character.
You add together the Hit Dice granted by all your Classes
Multiclassing
to form your pool of Hit Dice. If the Hit Dice are the same
die type, you can simply pool them together. If your Classes
give you Hit Dice of different types, keep track of them
separately. If you are a Paladin 5/cleric 5, for example, you
Multiclassing allows you to gain levels in multiple Classes. have five d10 Hit Dice and five d8 Hit Dice.
Doing so lets you mix the Abilities of those Classes to
realize a character concept that might not be reflected in
one of the standard class options.
Proficiency Bonus
With this rule, you have the option of gaining a level in a Your proficiency bonus is always based on your total
new class whenever you advance in level, instead of gaining character level, as shown in the Character Advancement
a level in your current class. Your levels in all your Classes table in chapter 1, not your level in a particular class.
are added together to determine your character level. For For example, if you are a fighter 3/rogue 2, you have the
example, if you have three levels in Wizard and two in proficiency bonus of a 5th-level character, which is +3.
Fighter, you’re a 5th-level character. Proficiencies When you gain a level in a class other
As you advance in levels, you might primarily remain than your first, you gain only some of that class’s starting
a member of your original class with just a few levels in proficiencies, as shown in the Multiclassing Proficiencies
another class, or you might change course entirely, never table.
looking back at the class you left behind. You might even
start progressing in a third or fourth class. Compared to Multiclassing Proficiencies
a single-class character of the same level, you’ll sacrifice Class Proficiencies Gained
some focus in exchange for versatility. Barbarian Shields, simple weapons, martial weapons
Fighter Light armor, medium armor, shields, simple
Prerequisites weapons, martial weapons
Paladin Light armor, medium armor, shields, simple
To qualify for a new class, you must meet the ability score
weapons, martial weapons
prerequisites for both your current class and your new one,
as shown in the Multiclassing Prerequisites table. Ranger Light amor, medium armor, shields, simple
weapons, martial weapons
For example, a Barbarian who decides to multiclass
into the druid class must have both Strength and Wisdom Inventor One skill from the class skill list, one tool
scores of 15 or higher. Without the full Training that a Monk -
beginning character receives, you must be a quick study in Rogue Light armor, one skill from the class’s skill list,
your new class, having a natural aptitude that is reflected by thieves’ tools
higher- than-average Ability Scores. Bard Light Armor, One skill of your choice, one
musical insturment
Multiclassing Prerequisites
Mystic Knowledge Skill
Class Ability Score Minimum
Barbarian
Fighter
Strength 13
Strength 13 or Dexterity 13
Class Features
Paladin Strength 13 and Charisma 13 When you gain a new level in a class, you get its features
for that level. A few features, however, have additional rules
Ranger Strength 13 or Dexterity 13 when you’re multiclassing: Channel Divinity, Extra Attack,
Inventor Intelligence 13 Unarmored Defense, and Spellcasting.
Monk Dexterity 13 and Wisdom 13
Rogue Dexterity 13
Extra Attack
Bard Charisma 13
If you gain the Extra Attack class feature from more than
one class, the features don’t add together. You can’t make
Mystic Intelligence, Charisma, Wisdom or more than two attacks with this feature unless it says you
Constitution 13 do (as the fighter’s version of Extra Attack does).
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Unarmored Defense Athlete
If you already have the Unarmored Defense feature, and You have undergone extensive physical training to gain
you would gain it again from another class, you can choose the following benefits:
which one to use. • Increase your Strength or Dexterity score by 1, to a
maximum of 20.
Spellcasting • When you are prone, standing up uses only 5 feet of your
Your capacity for spellcasting depends partly on your movement. Climbing doesn’t halve your speed.
combined levels in your spellcasting Class and partly on • You can make a running long jump or a running high
your individual levels in those Classes. For each three jump after moving only 5 feet on foot, rather than 10 feet.
levels you have in another class advance by one level on the
spell slots chart aviable in your Mystic Class. However you Bountiful Luck
don’t gain any other feature of the Mystic class in this way
(both spells known and class features). Whenever an ally you can see within 30 feet of you rolls a
1 on the d20 for an attack roll, an ability check, or a saving
throw, you can use your reaction to let the ally reroll the die.
Brawny
A feat represents a talent or an area of expertise that You become stronger, gaining the following benefits:
gives a character special capabilities. It embodies training,
• Increase your Strength score by 1, to a maximum of 20.
experience, and abilities beyond what a class provides.
At certain levels, your class gives you the Ability Score • You gain proficiency in the Athletics skill. If you are already
Improvement feature, you can forgo taking that feature to proficient in the skill, you add double your proficiency
take a feat of your choice instead. bonus to checks you make with it.
You can take each feat only once, unless the feat’s • You count as if you were one size larger for the purpose
description says otherwise. You must meet any prerequisite of special attacks.
specified in a feat to take that feat. If you ever lose a feat’s
prerequisite, you can’t use that feat until you regain the Combat Brute
prerequisite. You employ strength and leverage to great effect in battle.
For example, the Grappler feat requires a Strength of 13 • If you make a successful Shove attempt against a foe, you
or higher. If your Strength is reduced below 13 you can’t can make a single melee attack as a Bonus Action dealing
benefit from the feat until your Strength is restored. 1 additional damage for each 5 feet your moved that foe.
• If you Disarm successfully a foe you can make a single
Actor melee attack as a Bonus Action.
Skilled at mimicry and dramatics, you gain the following • Increase your Strength score by 1, to a maximum of 20.
benefits:
• Increase your Charisma score by 1, to a maximum of 20. Combat Expertise
• You have advantage on Charisma (Deception) and Prerequisite: Dexterity 13 or higher
Charisma (Performance) Checks when trying to pass • When you are wielding a finesse weapon with which you
yourself off as a different person. are proficient and another creature hits you with a melee
• You can mimic the speech of another person or the sounds attack, you can use your reaction to add your proficiency
made by other creatures. You must have heard the person bonus to your AC for that attack, potentially causing the
speaking, or heard the creature make the sound, for at least attack to miss you. make to disarm your opponent.
1 minute. A successful Wisdom (Insight) Check contested • When you use the attack action you can take disavantage
by your Charisma (Deception) Check allows a listener to on your Attack Roll and give disadvantage to all creatures
determine that the effect is faked. that try to hit you this turn.
Alert Crossbow Expert
Always on the lookout for danger, you gain the following
Thanks to extensive practice with the crossbow, you gain
benefits:
the following benefits:
• You gain a +5 bonus to initiative.
• You ignore the loading quality of crossbows with which
• You can’t be surprised while you are conscious. you are proficient.
• Other creatures don’t gain advantage on Attack Rolls • Being within 5 feet of a hostile creature doesn’t impose
against you as a result of being hidden from you. disadvantage on your ranged Attack Rolls.
Arcanist • When you use the Attack action and attack with a one
handed weapon, you can use a bonus action to attack with
You study the arcane arts, gaining the following benefits: a loaded hand crossbow you are holding.
• Increase your Intelligence score by 1, to a maximum of 20.
• You gain proficiency in the Arcana skill. If you are already
Determination
proficient in the skill, you add double your proficiency You are filled with a determination that can draw the
bonus to checks you make with it. unreachable within your reach. You gain the following
• You learn the Prestidigitation and Detect Magic spells. benefits:
You can cast them once each long rest without expending • Increase one ability score of your choice by 1, to a
a spell slot. maximum of 20.
95
• When you make an attack roll, an ability check, or a saving Spells you cast ignore resistance to damage of the chosen
throw, you can do so with advantage. Once you use this type. In addition, when you roll damage for a spell you cast
ability, you can’t use it again until you finish a short or long that deals damage of that type, you can treat any 1 on a
rest. damage die as a 2.
You can select this feat multiple times. Each time you do
Diplomat so, you must choose a different damage type.
You master the arts of diplomacy, gaining the following
benefits: Empathic
• Increase your Charisma score by 1, to a maximum of 20. You possess keen insight into how other people think and
• You gain proficiency in the Persuasion skill. If you feel. You gain the following benefits:
are already proficient in this skill, you add double your • Increase your Wisdom score by 1, to a maximum of 20.
proficiency bonus to checks you make with it.
• You gain proficiency in the Insight skill. If you are already
• If you spend 1 minute talking to someone who can proficient in the skill, you add double your proficiency
understand what you say, you can make a Charisma bonus to checks you make with it.
(Persuasion) check contested by the creature’s Wisdom
(Insight) check. If the creature is fighting, your check • You can use your action to try to get uncanny insight
automatically fails. If your check succeeds, the target is about one humanoid you can see within 30 feet of you.
charmed. Make a Wisdom (Insight) check contested by the target’s
Charisma (Deception) check. If your check succeeds, you
Defensive Duelist have advantage on attack rolls and ability checks against
the target until the end of your next turn.
Prerequisite: Dexterity 13 or higher
When you are wielding a finesse weapon with which you Eyes in the Back of your Head
are proficient and another creature hits you with a melee
Your superior battle sense helps minimize the threat of
attack, you can use your reaction to add your proficiency
flanking attacks.
bonus to your AC for that attack, potentially causing the
attack to miss you. • Attackers do not gain the usual advantage on their Attack
Rolls when flanking you. And Rogues can’t qualify sneak
Dual Wielder attacks if an its ally it’s within 5ft. of you. (But he can qualify
for sneak attacks by other means).
You master fighting with two weapons, gaining the
following benefits: • Increase your Wisdom score by 1, to a maximum of 20.
• You gain a +1 bonus to AC while you are wielding a
separate melee weapon in each hand.
Grappler
• You can use two-weapon fighting even when the Prerequisite: Strength 13 or higher
onehanded melee weapons you are wielding aren’t light. You’ve developed the skills necessary to hold your own in
• You can draw, stow or otherwise manipulate two one- close-quarters grappling. You gain the following benefits:
handed weapons when you would normally be able to draw, • You have advantage on Attack Rolls against a creature
stow or manipulate only one. you are grappling.
• You can use your action to try to pin a creature grappled
Dungeon Delver by you. To do so, make another grapple Check. If you
Alert to the hidden traps and secret doors found in many succeed, you and the creature are both restrained until the
dungeons, you gain the following benefits: grapple ends.
• When you roll a Hit Die to regain hit points, the minimum • Creatures that are one size larger than you don’t
number of hit points you regain from the roll equals twice automatically succeed on Checks to escape your grapple.
your Constitution modifier (minimum of 2).
• You have advantage on Wisdom (Perception) and Great Weapon Master
Intelligence (Investigation) Checks made to detect the You’ve learned to put the weight of a weapon to your
presence of secret doors. advantage, letting its momentum empower your strikes.
• You have advantage on saving throws made to avoid or You gain the following benefits:
resist traps. • On your turn, when you score a critical hit with a melee
• You have resistance to the damage dealt by traps. weapon or reduce a creature to 0 hit points with one, you
can make one melee weapon attack as a bonus action.
Durable • Before you make a melee attack with a heavy weapon
Hardy and resilient, you gain the following benefits: that you are proficient with, you can choose to take a - 5
• Increase your Constitution score by 1, to a maximum of penalty to the Attack Roll. If the attack hits, you add +10 to
20. the attack’s damage.
• When you roll a Hit Die to regain hit points, the minimum
number of hit points you regain from the roll equals twice
Grudge-Bearer
your Constitution modifier (minimum of 2). You have a deep hatred for a particular kind of creature.
Choose two races of humanoid. You gain those benefits:
Elemental Adept • Increase your Strength, Constitution, or Wisdom score by
Prerequisite: The ability to cast at least one spell 1, to a maximum of 20.
When you gain this feat, choose one of the following • During the first round of any combat against your chosen
damage types: acid, cold, fire, lightning, or thunder. foes, your attack rolls against any of them have advantage.
96
• When any of your chosen foes makes an opportunity attack Keen Mind
against you, it makes the attack roll with disadvantage.
You have a mind that can track time, direction, and detail
• Whenever you make an Intelligence (Knowledge) check to with uncanny precision. You gain the following benefits.
recall information about your chosen foes, you add double • Increase your Intelligence score by 1, to a maximum of 20.
your proficiency bonus to the check.
• You always know which way is north.
Healer • You always know the number of hours left before the next
sunrise or sunset.
You are an able physician, allowing you to mend wounds
quickly and get your allies back in the fight. You gain the • You can accurately recall anything you have seen or heard
following benefits: within the past month.
• When you use a healer’s kit to stabilize a dying creature, Lightly Armored
that creature also regains 1 hit point.
You have trained to master the use of light armor, gaining
• As an action, you can spend one use of a healer’s kit to
the following benefits:
tend to a creature and restore 1d6 + 4 hit points to it, plus
additional hit points equal to the creature’s maximum • Increase your Strength or Dexterity score by 1, to a
number of Hit Dice. The creature can’t regain hit points maximum of 20.
from this feat again until it finishes a short or long rest. • You gain proficiency with light armor.
You have an eye for detail. You gain the following benefits: Martial Adept
• Increase your Intelligence score by 1, to a maximum of 20.
You have martial training that allows you to perform
• You gain proficiency in the Investigation skill. If you special combat maneuvers. You gain the following benefits:
are already proficient in the skill, you add double your • You learn two maneuvers of your choice from among
proficiency bonus to checks you make with it. those available to the Battle Master archetype in the fighter
• You can take the Search action as a bonus action. class. If a maneuver you use requires your target to make
97
a saving throw to resist the maneuver’s effects, the saving • Increase your Strength or Dexterity score by 1, to a
throw DC equals 8 + your Proficiency Bonus + your maximum of 20.
Strength or Dexterity modifier (your choice). • You gain proficiency with medium armor and shields.
• If you already have superiority dice, you gain one more;
otherwise, you have one superiority die, which is a d6. You Mounted Combatant
regain your expended superiority dice when you finish a You are a dangerous foe to face while mounted. While
short or long rest. you are mounted and aren’t incapacitated, you gain the
following benefits:
Medic • You have advantage on melee Attack Rolls against any
You master the physician’s arts, gaining the following unmounted creature that is smaller than your mount.
benefits: • You can force an attack targeted at your mount to target
• Increase your Wisdom score by 1, to a maximum of 20. you instead.
• You gain proficiency in the Medicine skill. If you are • If your mount is subjected to an effect that allows it to
already proficient in the skill, you add double your make a Dexterity saving throw to take only half damage, it
proficiency bonus to checks you make with it. instead takes no damage if it succeeds on the saving throw,
and only half damage if it fails.
• During a short or long rest, you can clean and bind the
wounds of up to six willing humanoids. Make a DC 15
Wisdom (Medicine) check for each creature. On a success,
Nimbleness
if a creature spends a Hit Die during this rest, that creature You are uncommonly nimble for your race. You gain the
can forgo the roll and instead regain the maximum number following benefits:
of hit points the die can restore. A creature can do so only • Increase your Strength or Dexterity score by 1, to a
once per rest, regardless of how many Hit Dice it spends. maximum of 20.
• Increase your walking speed by 5 feet.
Medium Armor Master • You gain proficiency in the Acrobatics or Athletics skill. If
Prerequisite: Proficiency with medium armor you’re already proficient in the skill, your proficiency bonus
You have practiced moving in medium armor to gain the is doubled for any check you make with it.
following benefits:
• Wearing medium armor doesn’t impose disadvantage on
Observant
your Dexterity (Stealth) Checks. Quick to notice details of your environment, you gain the
• When you wear medium armor, you can add 3, rather following benefits:
than 2, to your AC if you have a Dexterity of 16 or higher. • Increase your Intelligence or Wisdom score by 1, to a
maximum of 20.
Menacing • If you can see a creature’s mouth while it is speaking a
You become fearsome to others, gaining the following language you understand, you can interpret what it’s saying
by reading its lips.
benefits:
• You gain advantage to your Wisdom (Perception) or
• Increase your Charisma score by 1, to a maximum of 20.
passive Intelligence (Investigation) checks
• You gain proficiency in the Intimidation skill. If you
are already proficient in the skill, you add double your Perceptive
proficiency bonus to checks you make with it.
You hone your senses until they become razor sharp. You
• When you take the Attack action on your turn, you can gain the following benefits:
replace one attack with an attempt to demoralize one
• Increase your Wisdom score by 1, to a maximum of 20.
humanoid you can see within 30 feet of you that can see and
hear you. Make a Charisma (Intimidation) check contested • You gain proficiency in the Perception skill. If you
by the target’s Wisdom (Insight) check. If your check are already proficient in the skill, you add double your
succeeds, the target is frightened until the end of your next proficiency bonus to checks you make with it.
turn. If your check fails, the target can’t be frightened by • Being in a lightly obscured area doesn’t impose
you in this way for 1 hour. disadvantage on your Wisdom (Perception) checks if you
can both see and hear.
Mobile
You are exceptionally speedy and agile. You gain the
Poison Master
following benefits: You are specialized in brewing potions, choose three
poisons you know.
• Your speed increases by 10 feet.
• The initial and secondary damage dealt by poisons
• When you use the Dash action, difficult terrain doesn’t
selected that you create and use increases by 1 point per
cost you extra movement on that turn.
die of damage.
• When you make a melee attack against a creature, you
• You can craft and or harvest poison more quickly and
don’t provoke opportunity attacks from that creature for efficiently: you can craft up to the double of the daily potion
the rest of the turn, whether you hit or not. value and expend ¼ of the base value in raw materials.
Moderately Armored Polearm Master
Prerequisite: Proficiency with light armor You can keep your enemies at bay with reach weapons.
You have trained to master the use of medium armor and You gain the following benefits:
shields, gaining the following benefits: • When you take the Attack action and attack with only a
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glaive, halberd, or quarterstaff, you can use a bonus action Sentinel
to make a melee attack with the opposite end of the weapon. You have mastered techniques to take advantage of every
The weapon’s damage die for this attack is a d4, and the drop in any enemy’s guard, gaining the following benefits:
attack deals bludgeoning damage. When you hit a creature with an opportunity attack,
• While you are wielding a glaive, halberd, pike, or the creature’s speed becomes 0 for the rest of the turn.
quarterstaff, other creatures provoke an opportunity attack Creatures within 5 feet of you provoke opportunity attacks
from you when they enter your reach. from you even if they take the Disengage action before
leaving your reach.
Prodigy When a creature within 5 feet of you makes an attack
You have a knack for learning new things. You gain the against a target other than you (and that target doesn’t
following benefits: have this feat), you can use your reaction to make a melee
weapon attack against the attacking creature.
• Increase one ability score of your choice by 1, to a
maximum of 20. Sharpshooter
• You gain one skill proficiency of your choice, one tool
You have mastered ranged weapons and can make shots
proficiency of your choice, and fluency in one language of
that others find impossible. You gain the following benefits:
your choice
• Attacking at long range doesn’t impose disadvantage on
Resilient your ranged weapon Attack Rolls.
• Your ranged weapon attacks ignore half cover and three-
Choose one ability score. You gain the following benefits: quarters cover.
• Increase the chosen ability score by 1, to a maximum of • Before you make an attack with a ranged weapon that
20. you are proficient with, you can choose to take a - 5 penalty
• You gain proficiency in saving throws using the chosen to the Attack Roll. If the attack hits, you add +10 to the
ability. attack’s damage.
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Skilled • Increase Intelligence or Dexterity ability scores by 1, to a
You gain proficiency in any combination of three skills or maximum of 20.
tools of your choice.
True Believer
Skulker Your deity rewards your unquestioning faith and
Prerequisite: Dexterity 13 or higher dedication. By granting every long rest the use of a Relic for
one hour without succeeding the Attunement Ritual.
You are expert at slinking through shadows. You gain the
following benefits:
Unstoppable
• You can try to hide when you are lightly obscured from the
creature from which you are hiding. • When you perform a bull rush you do not provoke an
attack of opportunity from the defender. You also gain a +4
• When you are hidden from a creature and miss it with
bonus on the opposed Strength Check you make to push
a ranged weapon attack, making the attack doesn’t reveal
back the defender.
your position.
• When you attempt to overrun an opponent, the target may
• Dim light doesn’t impose disadvantage on your Wisdom
not choose to avoid you. You also gain a +4 bonus on your
(Perception) Checks relying on sight.
Strength Check to knock down your opponent.
Spell Sniper War Caster
Prerequisite: The ability to cast at least one spell
Prerequisite: The ability to cast at least one spell
You have learned techniques to enhance your attacks with
You have practiced casting spells in the midst of combat,
certain kinds of spells, gaining the following benefits:
learning techniques that grant you the following benefits
When you cast a spell that requires you to make an attack
• You have advantage on Constitution saving throws that
roll, the spell’s range is doubled. Your ranged spell attacks
you make to maintain your concentration on a spell when
ignore half cover and three-quarters cover.
you take damage.
You learn one cantrip that requires an attack roll. Choose
• You can perform the somatic components of spells even
the cantrip from the cleric, druid, sorcerer, or wizard spell
when you have weapons or a shield in one or both hands.
list. Your spellcasting ability for this cantrip depends on the
spell list you choose from. • When a hostile creature’s movement provokes an
opportunity attack from you, you can use your reaction
Stealthy to cast a spell at the creature, rather than making an
opportunity attack. The spell must have a casting time of 1
You know how to hide. You gain the following benefits: action and must target only that creature.
• Increase your Dexterity score by 1, to a maximum of 20.
• You gain proficiency in the Stealth skill. If you are already Weapon Master
proficient in the skill, you add double your proficiency You have practiced extensively with a variety of weapons,
bonus to checks you make with it. gaining the following benefits:
• If you are hidden, you can move up to 10 feet in the open • Increase your Strength or Dexterity score by 1, to a
without revealing yourself if you end the move in a position maximum of 20.
where you’re not clearly visible.
• You gain proficiency with four weapons of your choice.
Tavern Brawler Wood Magic
Accustomed to rough-and-tumble fighting using whatever You learn the magic of the primeval woods.
weapons happen to be at hand, you gain the following
benefits: • You learn one Druid cantrip of your choice.
• Increase your Strength or Constitution score by 1, to a • You also learn Longstrider and Pass without Trace, each
maximum of 20. of which you can cast once without expending a spell slot.
You regain the ability to cast the spell in this way when you
• You are proficient with improvised weapons and unarmed finish a long rest. Wisdom is your spellcasting ability for
strikes. these spells.
• Your unarmed strike uses a d6 for damage.
• When you hit a creature with an unarmed strike or an
improvised weapon on your turn, you can use a bonus
action to attempt to grapple the target.
Tough
Your hit point maximum increases by an amount equal to
twice your level when you gain this feat. Whenever you gain
a level thereafter, your hit point maximum increases by an
additional 2 hit points.
Tricky
You prefer to play dirty during combat, developing always
new tequinques and strategies to overcome enemies
toughter then you. You gain the following benefits:
• You can use the Feint, Overrun and tumble action as as a
bonus action during your turn.
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Chapter 7 - Using Abitliy Scores
S even ability scores provide a quick description of
every creature’s physical and mental characteristics:
results. For every ability check, the GM decides which
of the six abilities is relevant to the task at hand and the
difficulty of the task, represented by a Difficulty Class.
• Strength, measuring physical power
The more difficult a task, the higher its DC. The Typical
• Dexterity, measuring agility
Difficulty Classes table shows the most common DCs.
• Constitution, measuring endurance
• Intelligence, measuring reasoning and memory Difficulty Classes
• Wisdom, measuring perception and insight DC Task Difficulty Description
• Charisma, measuring force of personality 0 Routine Anyone can do this basically every time.
• Fortune, measuring luck or unluck. Most people can do this most of the
3 Easy
Is a character muscle-bound and insightful? Brilliant and time.
charming? Nimble and hardy? Ability scores define these 6 Simple
Typical task requiring focus, but most
qualities—a creature’s assets as well as weaknesses.Then people can usually do this.
there is a seventh ability: fortune rarely used in Checks but Requires full attention: but most people
we’ll discuss it later. 9 Standard
succeed the task
12 Moderate Trained people succeed
Ability Scores and Modifiers 15 Demanding Even trained people sometimes fail.
Each of a creature’s abilities has a score, a number that 18 Challenging Normal people almost never succeed.
defines the magnitude of that ability. An ability score is not 21 Formidable Impossible without skills or great effort.
just a measure of innate capabilities, but also encompasses
A task worthy of tales told for years
a creature’s training and competence in activities related 24 Heroic
afterward.
to that ability. A score of 10 or 11 is the normal human
average, but adventurers and many monsters are a cut A task worthy of legends that last
27 Immortal
above average in most abilities. A score of 18 is the highest lifetimes.
that a person usually reaches. Adventurers can have scores A task that normal humans couldn’t
as high as 20, and monsters and divine beings can have 30 Impossible consider (but one that doesn’t break the
scores as high as 30. laws of physics).
Each ability also has a modifier, derived from the score
and ranging from 5 (for an ability score of 1) to +10 (for a Making a Check
score of 30). The Ability Scores and Modifiers table notes
the ability modifiers for the range of possible ability scores, To make an ability check, roll a d20 and add the relevant
from 1 to 30. ability modifier. As with other d20 rolls, apply bonuses
and penalties, and compare the total to the DC.
Ability Modifiers
Score Modifier Score Modifier
Taking 10 and Passive Checks
When your character is not being threatened or distracted,
1 -5 16-17 +3
you may choose to take 10. Instead of rolling 1d20 for the
2-3 -4 18-19 +4 check, calculate your result as if you had rolled a 10. For
4-5 -3 20-21 +5 many routine tasks, taking 10 makes them automatically
6-7 -2 22-23 +6 successful, thus 10 it’s the dice value for a passive check.
8-9 -1 24-25 +7 Distractions or threats (such as combat) make it impossible
for a character to take 10. In most cases, taking 10 is purely
10-11 +0 26-27 +8 a safety measure —you know (or expect) that an average
12-13 +1 28-29 +9 roll will succeed so you elect to settle for the average roll
14-15 +2 30 +10 (a 10). Taking 10 is especially useful in situations where a
particularly high roll wouldn’t help.
To determine an ability modifier without consulting the
table, subtract 10 from the ability score and then divide the Taking 20
total by 2 (round down). Because ability modifiers affect
When you have plenty of time (generally 2 minutes for
almost every Attack Roll, ability Check, and saving throw,
a skill that can normally be checked in 1 round), you are
ability modifiers come up in play more often than their
faced with no threats or distractions, and the skill being
associated scores, they even affect the number of Effort roll
attempted carries no penalties for failure, you can take
you can make.
20. In other words, eventually you will get a 20 on 1d20 if
you roll enough times. Instead of rolling 1d20 for the skill
Checks check, just calculate your result as if you had rolled a 20.
Taking 20 means you are trying until you get it right, and it
A Check tests a character’s innate talent and training in assumes that you fail many times before succeeding. Taking
An ability check tests a character’s or creature innate talent 20 takes twenty times as long as making a single check
and training in an effort to overcome a challenge. The GM would take. Since taking 20 assumes that the character
calls for an ability check when a character attempts an will fail many times before succeeding, if you did attempt
action (other than an attack) that has a chance of failure. to take 20 on a skill that carries penalties for failure, your
When the outcome is uncertain, the dice determine the character would automatically incur those penalties.
101
Contests If circumstances cause a roll to have both advantage
and disadvantage, you are considered to have neither of
Sometimes one character’s or monster’s efforts are
them, and you roll one d20. The GM can also decide that
directly opposed to another’s. This can occur when both
of them are trying to do the same thing and only one can circumstances influence a roll in one direction or the other
succeed, such as attempting to snatch up a magic ring and grant advantage or impose disadvantage as a result.
that has fallen on the floor. This situation also applies
when one of them is trying to prevent the other one from Proficiency Bonus
accomplishing a goal—for example, when a monster tries
to force open a door that an adventurer is holding closed. Characters have a proficiency bonus determined by level,
In situations like these, the outcome is determined by a as detailed in chapter 1. Monsters also have this bonus,
special form of ability check, called a contest. which is incorporated in their stat blocks. The bonus is used
Both participants in a contest make ability checks in the rules on ability Checks, saving throws, and Attack
appropriate to their efforts. They apply all appropriate Rolls. Your proficiency bonus can’t be added to a single die
bonuses and penalties, but instead of comparing the total roll or other number more than once. For example, if two
to a DC, they compare the totals of their two checks. The different rules say you can add your proficiency bonus to a
participant with the higher check total wins the contest. Wisdom saving throw, you nevertheless add the bonus only
That character or monster either succeeds at the action or once when you make the save.
prevents the other one from succeeding. Occasionally, your proficiency bonus might be multiplied
If the contest results in a tie, the situation remains the or divided (doubled or halved, for example) before you
same as it was before the contest. Thus, one contestant apply it. By the same token, if a feature or effect allows you
might win the contest by default. If two characters tie in to multiply your proficiency bonus when making an ability
a contest to snatch a ring off the floor, neither character Check that wouldn’t normally benefit from your proficiency
grabs it. In a contest between a monster trying to open a bonus, you still don’t add the bonus to the Check. For
door and an adventurer trying to keep the door closed, a tie that Check your proficiency bonus is 0, given the fact that
means that the door remains shut. multiplying 0 by any number is still 0.
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Saving Throws Climbing is part of movement, so it’s generally part of
a move action (and may be combined with other types
A saving throw—also called a save—represents an attempt of movement in a move action). Each move action that
to resist a trap, a poison, a disease, or a similar threat. You includes any climbing requires a separate Climb check.
don’t normally decide to make a saving throw; you are
forced to make one because your character or monster is Climb DC Example Surface or Activity
at risk o f harm. 6 A slope too steep to walk up, or a knotted rope
Making a Saving Throw is a Check, so in order to make with a wall to brace against.
a saving throw, roll a d20 and add the appropriate ability 9 A rope with a wall to brace against, or a knotted
modifiers. A saving throw can be modified by a situational rope, or a rope affected by the rope trick spell.
bonus or penalty and can be affected by advantage and 12 A surface with ledges to hold on to and stand on,
disadvantage, as determined by the DM. such as a very rough wall or a ship’s rigging.
The Difficulty Class for a saving throw is determined by 15 Any surface with adequate handholds and
the effect that causes it. The result of a successful or failed footholds (natural or artificial), such as a very
saving throw is also detailed in the effect that allows the rough natural rock surface or a tree, or an
save. unknotted rope, or pulling yourself up when
dangling by your hands.
Skills Checks 18 An uneven surface with some narrow handholds
and footholds, such as a typical wall in a dungeon
Each ability covers a broad range of capabilities, including or ruins.
skills that a character or a monster can be proficient in. A 21 A rough surface, such as a natural rock wall or a
skill represents a specific aspect of an ability score, and an brick wall.
individual’s proficiency in a skill demonstrates a focus on 24 An overhang or ceiling with handholds but no
that aspect. (A character’s starting skill proficiencies are footholds.
determined at character creation, and a monster’s skill
30 A perfectly smooth, flat, vertical surface
proficiencies appear in the monster’s stat block.)
For example, a Dexterity Check might reflect a character’s Catching a Falling Character While Climbing: If
attempt to pull off an acrobatic stunt, to palm an object, or someone climbing above you or adjacent to you falls, you
to stay hidden. Each of these aspects of Dexterity has an can try to catch him if he is within your reach. To catch
associated skill: Acrobatics, Sleight of Hand, and Stealth, him requires an Athletics Check against character’s Armor
respectively. So a character who has proficiency in the Class melee attack against the falling character. Success
Stealth skill is particularly good at Dexterity Checks related indicates that you catch the falling character. However, his
to sneaking and hiding. total weight including equipment cannot exceed your heavy
The skills related to each ability score are shown in the load limit, or you automatically fall.
following list. (No skills are related to Constitution.) See an
ability’s description in the later sections of this chapter for
Jump
examples of how to use a skill associated with an ability. A Jump check is included in your movement, so it is part
Sometimes, the DM might ask for an ability Check using of a move action. If you run out of movement mid-jump,
a specific skill—for example, “Make a Wisdom (Perception) your next action must be a move action to complete the
Check.”. Proficiency in a skill means an individual can add jump. Distance moved by jumping is counted against your
his or her proficiency bonus to ability Checks that involve normal maximum movement in a round. Your Jump check
that skill. Without proficiency in the skill, the individual is modified by your speed. If your speed is 30 feet then no
makes a normal ability Check. modifier based on speed applies to the check. If your speed
is less than 30 feet, you take disadvantage for every 10 feet
of speed less than 30 feet. If your speed is greater than 30
Strength feet, you gain advantage for every 10 feet beyond 30 feet.
Vertical Strike: You can use a wall or other terrain
Strength measures bodily power, athletic training, and feature to assist a jump you make as part of an attack. By
the extent to which you can exert raw physical force. taking to the air, you force an opponent to guard against an
attack from an unexpected direction. Make a Atletics check
Athletics opposed by your foe’s base attack check. If you succeed,
your opponent loses his Dexterity bonus to defense against
Your Strength (Athletics) Check covers difficult situations your attacks for the rest of your action. You must make a
you encounter while climbing, jumping, or swimming. standing jump of at least 10 feet (DC 20) to gain this benefit;
Examples include the following activities: if you fail, you do not gain the benefits of the vertical strike,
even if your Jump check beats your opponent’s base attack
Climb check. You must move this distance as normal and may
With a successful Climb check, you can advance up, down, suffer attacks of opportunity.
or across a slope, a wall, or some other steep incline (or
even a ceiling with handholds) at one-quarter your normal
Ride
speed. A slope is considered to be any incline at an angle If you attempt to ride a creature that is ill suited as a mount,
measuring less than 60 degrees; a wall is any incline at an you take disadvantage on your Ride checks. Mounting or
angle measuring 60 degrees or more. A Climb check that dismounting normally is a move action. Other checks are
fails by 4 or less means that you make no progress, and one a move action, a free action, or no action at all, as noted
that fails by 5 or more means that you fall from whatever above. Typical riding actions don’t require checks. You can
height you have already attained. The DC of the check saddle, mount, ride, and dismount from a mount without a
depends on the conditions of the climb. problem.
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Swim Push, Drag, or Lift. You can push, drag, or lift an
encumbrance score up to 2.5 times your strenght score
Make a Swim check once per round while you are in the
.While pushing or dragging items in excess of your carrying
water. Success means you may swim at up to one-half your
capacity, your speed drops to 5 feet.
speed (as a full-round action) or at one-quarter your speed
(as a move action). If you fail by 4 or less, you make no Size and Strength. Larger creatures can bear more
progress through the water. If you fail by 5 or more, you go weight, whereas Tiny creatures can carry less. For each
underwater. Each hour that you swim, you must make a size category above Medium, add half of the creature’s
DC 20 Swim check or take a level of Exaustion. carrying capacity and the amount it can push, drag, or lift.
If you are underwater, you must hold your breath. You For a Tiny creature, reduce by half these its capacity.
can hold your breath for a number of rounds equal to
twice your Constitution score, but only if you do nothing
other than take move actions or free actions. If you take Dexterity
a standard action or a full-round action, the remainder of
Dexterity measures hand-eye coordination, agility,
the duration for which you can hold your breath is reduced
reflexes, and balance.
by 1 round. After that period of time, you must make a DC
10 Constitution check every round to continue holding your
breath. Each round, the DC for that check increases by 1. If Acrobatics
you fail the Constitution check, you begin to drown.
Your Dexterity (Acrobatics) Check covers your attempt
Water Swim DC to stay on your feet in a tricky situation, such as when
Calm water 9 you’re trying to run across a sheet of ice, balance on a
tightrope, or stay upright on a rocking ship’s deck. The DM
Rough water 15
might also call for a Dexterity (Acrobatics) Check to see
Stormy water 21 if you can perform acrobatic stunts, including dives, rolls,
somersaults, and flips.
Use Rope
Most tasks with a rope are relatively simple, throwing a
Balance
grappling hook is a standard action that provokes an attack You can walk on a precarious surface. A successful check
of opportunity. Tying a knot, tying a special knot, or tying lets you move at half your speed along the surface for 1
a rope around yourself one-handed is a full-round action round. A failure by 4 or less means you can’t move for 1
that provokes an attack of opportunity. Splicing two ropes round. A failure by 5 or more means you fall. A Balance
together takes 5 minutes. Binding a character takes 1 check doesn’t require an action; it is made as part of
minute. another action or as a reaction to a situation.
Use Rope DC Task Surface Balance DC
10 Tie a firm knot 7-12 inches wide or uneven flagstone 12
12 Secure a grappling hook 2-6 inches wide or hewn stone floor 15
15 Tie a special knot, such as one Less than 2 inches wide or sloped or angled floor 24
that slips, slides slowly, or
loosens with a tug Being Attacked while Balancing. You are considered
flat-footed while balancing, since you can’t move to avoid
Use Rope vs Escape Artist Bind a creature
a blow, and thus you lose your Dexterity bonus to AC (if
any). If you take damage while balancing, you must make
Strength Checks another Balance check against the same DC to remain
standing.
A Strength Check can model any attempt to lift, push, pull,
or break something, to force your body through a space, or Perilous Balance: If your DM judges it feasible, you can
to otherwise apply brute force to a situation. shake or disturb the object that you must balance upon. In
return for taking disadvantage on your Acrobatics Check,
Attack Rolls and Damage you keep your balance and inflict Disadvantage of all
Acrobatics Checks that others must make on this surface
You add your Strength modifier to your Attack Roll and until your next turn.
your damage roll when attacking with a melee weapon. You
use melee weapons to make melee attacks in hand-to-hand Tumble
combat, and some of them can be thrown to make a ranged You can land softly when you fall or tumble past opponents
attack with throw weapons. (see Chapter 9 – Combat). When falling treat the fall as if
it were shorter than it really is when determining damage.
Carrying Capacity Tumbling Mobility: You can make an Acrobatics Check
You can carry without any disadvantage items occupying as a part of your Move Action to move through difficult
a total of Encumbrance Slots equal to 10 plus your terrain without penalty. The Difficulty Class for this Check
Strenght ability Score. If you exceed this limit you incurr is 9, but each square of difficult terrain beyond the first
into Disadvantage on Strenght and Dexterity Checks and increases the DC by 3.
Attacks. Anyhow, an humanoid creature can’t carry more You make one Acrobatics Check and compare the result
of 30 slots of equipment with him. If the Encumbrance of to each square’s Difficulty Class separately. If your result
an item is not listed, a small one occupies 1 Slot, a medium meets or beats the DC, you move through the square as if
3 and a big 6 Slots, a bigger item like an human body costs it were normal terrain, if you fail you stop at your current
10 slots instead. position.
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Sleight of Hand Stealth
Make a Dexterity (Stealth) Check when you attempt to
Whenever you attempt an act of legerdemain or manual
conceal yourself from enemies, slink past guards, slip away
trickery, such as planting something on someone else or
without being noticed, or sneak up on someone without
concealing an object on your person, make a Dexterity
being seen or heard.
(Sleight of Hand) check. The GM might also call for a
Dexterity (Sleight of Hand) check to determine whether you
can lift a coin purse off another person or slip something
Hide
out of another person’s pocket. Your Hide check is opposed by the Spot check of anyone
who might see you. Normally, you make a Hide check as
Steal part of movement, so it doesn’t take a separate action. You
Any Sleight of Hand check normally is a standard action. can move up to one-half your normal speed and hide at no
However, you may perform a Sleight of Hand check as a penalty. When moving at a speed greater than one-half but
bonus action by taking a disadvantage on the check. You less than your normal speed, you take disadvantage. It’s
can also try again if you score a faliure but a second Sleight practically impossible to hide while attacking, running or
of Hand attempt against the same target (or while you are charging. You need cover or Three-Quarters Cover in order
being watched by the same observer who noticed your to attempt a Hide check.
previous attempt) impose disadvantage. If people are observing you, even casually, you can’t hide.
When you use this skill under close observation, your You can run around a corner or behind cover so that you’re
skill check is opposed by the observer’s Spot check. The out of sight and then hide, but the others then know at
observer’s success doesn’t prevent you from performing least where you went. If your observers are momentarily
the action, just from doing it unnoticed. you can plant or distracted, though, you can attempt to hide.
steal an object on or from a target, conceal an object on Passive Perception. When you hide, there’s a chance
your person. someone will notice you even if they aren’t searching.
To hide a small object (including a light weapon or an To determine whether such a creature notices you, the
easily concealed ranged weapon, such as a dart, sling, or DM compares your Dexterity (Stealth) Check with that
hand crossbow) on your body. Your Sleight of Hand check creature’s passive Wisdom (Perception) score, which
is opposed by the Spot check of anyone observing you or equals 10 + the creature’s Wisdom modifier, as well as any
the Search check of anyone frisking you. Drawing a hidden other bonuses or penalties.
weapon is a standard action and doesn’t provoke an attack Creating a Diversion to Hide. You can use Bluff to
of opportunity. help you hide. A successful Bluff check can give you the
If you try to take something from another creature, you momentary diversion you need to attempt a Hide check
must make a Sleight of Hand copposed to a Perception while people are aware of you.
check to detect the attempt. An opponent who succeeds
on this check notices the attempt, may use it’s reaction to Move Silently
interrupt you with an opposed Sleight of Hand check or
Your Move Silently check is opposed by the Listen check
with an Attack of Opportunity.
of anyone who might hear you. You can move up to one-half
Escape Artist your normal speed at no penalty. When moving at a speed
greater than one-half but less than your full speed, you take
Making an Escape Artist check to escape from rope disadvantage. It’s practically impossible to move silently
bindings, manacles, or other restraints (except a grappler) while running or charging.
requires 1 minute of work. Escaping from a net or an
animate rope, command plants, control plants, or entangle
spell is a full-round action. Escaping from a grapple or pin
Dexterity Checks
is a standard action. Squeezing through a tight space takes A Dexterity Check can model any attempt to move nimbly,
at least 1 minute, maybe longer, depending on how long quickly, or quietly, or to keep from falling on tricky footing..
the space is.
Restraint Escape Artist DC Attack Rolls and Damage
Ropes Binder’s Use Rope check with
You add your Dexterity modifier to your Attack Roll and
Disadvantage
your damage roll when attacking with a ranged weapon,
Manacles 24 such as a sling or a longbow. You can also add your
Tight space 21 Dexterity modifier to your Attack Roll and your damage roll
Grappler Grappler’s Atlethics check result when attacking with a melee weapon that has the finesse
property, such as a dagger or a rapier.
Open Lock
Attempting an Open Lock check without a set of thieves’
Armor Class
tools imposes a disadvantage on the check, even if a simple Depending on the armor you wear, you might add some
tool is employed. Opening a lock is a full-round action. or all of your Dexterity modifier to your Armor Class, as
described in chapter 5.
Lock DC
Very simple lock 18
Initiative
Average lock 21
Good lock 24 At the beginning of every combat, you roll initiative by
making a Dexterity Check. Initiative determines the order
Amazing lock 27 of creatures’ turns in combat, as described in chapter 9.
105
Constitution Cleric Spellcasting
Constitution measures health, stamina, and vital force. Clerics use Constitution as their spellcasting ability,
which helps determine the saving throw DCs of Spells they
Concentration cast.
9 Weather is a high wind carrying 12 + spell level Learn a spell from a spellbook or scroll
blinding rain or sleet. (wizard only). Requires 8 hours.
12 Weather is wind-driven hail, dust, or 12 + spell level Prepare a spell from a borrowed spellbook
debris. (wizard only). One try per day.
Spell’s save DC Weather caused by a spell 18 + spell level Identify a spell that’s already in place and in
effect. You must be able to see or detect the
Focused Determination: You can push pain and other effects of the spell. No retry.
distractions from your mind, allowing you to act while 18 + spell level After rolling a saving throw against a spell
ignoring penalties or altered statuses that you may suffer targeted on you, determine what that spell
from. As an action, make a Consitution Check with DC 21. was. No action required. No retry.
Success allows you to ignore the penalty until the end of 30 Understand a strange or unique magical
your next turn. effect, such as the effects of a magic stream.
Time required varies. No retry.
Constitution Checks
Arcana
Constitution Checks are uncommon, because the
Your Arcana check measures your ability to recall lore
endurance this ability represents is largely passive rather
about arcane Spells, Relics, magical traditions, The Planes
than involving a specific effort on the part of a character or
of Existence, and the inhabitants of those planes
monster. A Constitution Check can model your attempt to
push beyond normal limits, however. The DM might call for
a Constitution Check when you try to accomplish tasks like
History
hold your breath , march or labor for hours without rest, go Your History check measures your ability to recall
without sleep, survive without food or water, quaff an entire lore about historical events, legendary people, ancient
stein of ale in one go kingdoms, past disputes, recent wars, and lost civilizations.
106
Nature the price of the item determine how long it takes to make a
particular item. The item’s finished price also determines
Your Nature check measures your ability to recall lore
the cost of raw materials. All crafts require artisan’s tools
about terrain, Plants and animals, the weather, and natural
to make the appropriate check.
cycles and druidic magic.
To determine how much time and money it takes to make
Religion an item, follow these steps: First, find the item’s price. Put
the price in silver pieces (1 gp = 10 sp) and pay one-third of
Your Religion check measures your ability to recall lore the item’s price for the cost of raw materials. Then, make
about deities, rites and prayers, religious hierarchies, holy an Craft check, representing one week’s workwhen your
symbols, and the practices of secret cults and divine magic. culative check result equals the price of the item in sp, then
you have completed the item. If the result × the DC doesn’t
Investigation equal the price, then it represents the progress you’ve made
this day. Each day, you make more progress until your total
When you look around for clues and make deductions reaches the price of the item in silver pieces.
based on those clues, you make an Intelligence
(Investigation) check. You might deduce the location of a Repairing Items. Generally, you can repair an item by
hidden object, discern from the appearance of a wound making checks against the same DC that it took to make
what kind of weapon dealt it, or determine the weakest the item in the first place. The cost of repairing an item is
point in a tunnel that could cause it to collapse. one-fifth of the item’s price.
107
Speak Language Long-Term Care. Providing long-term care means
treating a wounded person for a day or more. If your Heal
You start at 1st level knowing one language (based on check is successful, the patient recovers hit points or ability
your race), plus an additional number of languages equal score points (lost to ability damage) at increased rate: the
to your starting Intelligence bonus. If you have a negative creature regains 1.5 times the hp from long or short rests;
intelligence modifier you can speak your language but and 2 ability score points for a full 8 hours of rest in a day,
not read it and count as a illiterate. You can forgo a skill or 4 ability score points for each full day of complete rest.
proficency to become literate. A literate character can read You can tend as many as six patients at a time. You need a
and write any language she speaks. Each language has few items and supplies bandages, salves, and so on. Giving
an alphabet, though sometimes several spoken languages long-term care counts as light activity for the healer. You
share a single alphabet. cannot give long-term care to yourself.
Treat Poison. To treat poison means to tend a single
Wisdom character who has been poisoned and who is going to take
more damage from the poison (or suffer some other effect).
Wisdom reflects how attuned you are to the world around Every time the poisoned character makes a saving throw
you and represents perceptiveness and intuition. against the poison, you make a Heal check. The poisoned
character uses your check result or his or her saving throw,
Insight whichever is higher.
Treat Disease. To treat a disease means to tend a single
Your Wisdom (Insight) Check decides whether you can diseased character. Every time he or she makes a saving
determine the true intentions of a creature, such as when throw against disease effects, you make a Heal check. The
searching out a lie or predicting someone’s next move. diseased character uses your check result or his or her
Doing so involves gleaning clues from body language, saving throw, whichever is higher.
speech habits, and changes in mannerisms. rying to gain
information with Insight generally takes at least 1 minute. Task Heal DC
First aid 15
Task Sense Motive DC
Long-term care 15
Hunch 20
Treat poison Poison’s save DC
Sense enchantment 25 or 15
Treat disease Disease’s save DC
Discern secret message Varies
108
you must make a Attack Roll opposed by your Perception Animal Handling
Check result. If this Attack Roll fails, the attacker loses the When there is any question whether you can calm down a
benefits of the flank until the end of your next turn. domesticated animal, keep a mount from getting spooked,
or intuit an animal’s intentions, the DM might call for a W
Spot isdom (Animal Handling) Check. You also make a Wisdom
The Spot skill is used primarily to detect characters or (Animal Handling) Check to control your mount when you
creatures who are hiding. Typically, your Spot check is attempt a risky maneuver.
opposed by the Hide check of the creature trying not to be
seen. Sometimes a creature isn’t intentionally hiding but is Track
still difficult to see, so a successful Spot check is necessary
To find tracks or to follow them for 1 mile requires a
to notice it. A Spot check result higher than 20 generally lets
successful Survival check. You must make another Survival
you become aware of an invisible creature near you, though
check every time the tracks become difficult to follow. You
you can’t actually see it.Every time you have a chance to
move at half your normal speed (or at your normal speed
spot something in a reactive manner you can make a Spot
with a -5 penalty on the check, or at up to twice your normal
check without using an action. Trying to spot something
speed with a -20 penalty on the check). The DC depends
you failed to see previously is a move action. To read lips,
you must concentrate for a full minute before making a on the surface and the prevailing conditions. If you fail a
Spot check, and you can’t perform any other action (other Survival check, you can retry after 1 hour (outdoors) or 10
than moving at up to half speed) during this minute minutes (indoors) of searching.
Spot is also used to detect someone in disguise, and to Surface DC
read lips when you can’t hear or understand what someone Very soft ground 9
is saying. Spot checks may be called for to determine the
Soft ground 12
distance at which an encounter begins. A penalty applies
on such checks, depending on the distance between the Firm ground 15
two individuals or groups, and an additional penalty may Hard ground 21
apply if the character making the Spot check is distracted
Every 24 hours since the trail was made +1
(not concentrating on being observant).
Every hour of rain since the trail was made +1
Condition Penalty
Fresh snow cover since the trail was made +10
Per 10 feet of distance -1
Overcast or moonless night +6
Spotter distracted Disadvantage
Moonlight +3
Read Lips. To understand what someone is saying by Fog or precipitation +3
reading lips, you must be within 30 feet of the speaker, be
Tracked party hides trail +5
able to see him or her speak, and understand the speaker’s
language. (This use of the skill is language-dependent.) The
base DC is 15, but it increases for complex speech or an Spellcasting Ability
inarticulate speaker. You must maintain a line of sight to
the lips being read. If your Spot check succeeds, you can Druids, use Wisdom as their spellcasting ability, which
understand the general content of a minute’s worth of helps determine the saving throw DCs of Spells they cast.
speaking, but you usually still miss certain details. If the
check fails by 4 or less, you can’t read the speaker’s lips. Wisdom Checks
If the check fails by 5 or more, you draw some incorrect
conclusion about the speech. The check is rolled secretly A Wisdom Check might reflect an effort to read body
in this case, so that you don’t know whether you succeeded language, understand someone’s feelings, notice things
or missed by 5. about the environment, the DM might call for a Wisdom
Check when you try to accomplish tasks like get a gut
Survival feeling about what course of action to follow
109
Bluff Disguise
A Bluff check is opposed by the target’s Insight check. See Your Disguise check result determines how good the
the accompanying table for examples of different kinds disguise is, and it is opposed by others’ Spot check results.
of bluffs and the modifier to the target’s Sense Motive If you don’t draw any attention to yourself, others do not get
check for each one. A Bluff check made as part of general to make Spot checks. If you come to the attention of people
interaction always takes at least 1 round (and is at least who are suspicious (such as a guard who is watching
a full-round action), but it can take much longer if you try commoners walking through a city gate), it can be assumed
something elaborate. that such observers are taking 10 on their Spot checks.
A Bluff check made to feint in combat or create a Creating a disguise requires 1d3×10 minutes of work,
diversion to hide is an action. A Bluff check made to deliver you get only one Disguise check per use of the skill, even
a secret message doesn’t take an action; it is part of normal if several people are making Spot checks against it. The
communication.Generally, a failed Bluff check in social Disguise check is made secretly, so that you can’t be sure
interaction makes the target too suspicious for you to try how good the result is. The effectiveness of your disguise
again in the same circumstances, but you may retry freely depends in part on how much you’re attempting to change
on Bluff checks made to feint in combat. Retries are also your appearance. If you are impersonating a particular
allowed when you are trying to send a message, but you individual, those who know what that person looks like get
may attempt such a retry only once per round. a bonus on their Spot checks according to the table below.
Favorable and unfavorable circumstances weigh heavily Furthermore, they are automatically considered to be
on the outcome of a bluff. Two circumstances can weigh suspicious of you, so opposed checks are always called for.
against you: The bluff is hard to believe, or the action that Usually, an individual makes a Spot check to see through
the target is asked to take goes against its self-interest, your disguise immediately upon meeting you and each hour
nature, personality, orders, or the like. If it’s important, you thereafter. If you casually meet many different creatures,
can distinguish between a bluff that fails because the target each for a short time, check once per day or hour, using an
doesn’t believe it and one that fails because it just asks too average Spot modifier for the group.
much of the target.
Example Circumstances Bluff Check
Intimidation
The target wants to believe you. Advantage When you attempt to influence someone through overt
The bluff is believable and doesn’t affect the threats, hostile actions, and physical violence, the DM
- might ask you to make a Charisma (Intimidation) Check.
target much.
Examples include trying to pry information out of a prisoner,
The bluff is a little hard to believe or puts the
Disadvantage convincing street thugs to back down from a confrontation,
target at some risk.
or using the edge of a broken bottle to convince a sneering
The bluff is hard to believe or puts the target vizier to reconsider a decision. hanging another’s behavior
2 Disadvantage
at significant risk. requires 1 minute of interaction. Intimidating an opponent
The bluff is way out there, almost too in combat is an action.
3 Disadvantage
incredible to consider. You can change another’s behavior with a successful
check. Your Intimidate check is opposed by the target’s
If the Insight check succeeds by 10 or less, then the target
Wisdom or Charisma Saving Throw. If you beat your
didn’t so much see through the bluff as prove reluctant to
target’s check result, you may treat the target as friendly,
go along with it. A target that succeeds by 11 or more has
but only for the purpose of actions taken while it remains
seen through the bluff. A successful Bluff check indicates
intimidated. The effect lasts as long as the target remains
that the target reacts as you wish, at least for a short time
in your presence, and for 1d6×10 minutes afterward. After
(usually 1 round or less) or believes something that you
this time, the target’s default attitude toward you shifts
want it to believe. Bluff, however, is not a suggestion spell.
to unfriendly (or, if normally unfriendly, to hostile). If you
Feinting in Combat. You can also use Bluff to mislead an fail the check by 5 or more, the target provides you with
opponent in melee combat (so that it can’t dodge your next incorrect or useless information, or worse.
attack effectively). See Chapter 9 - Combat.
Demoralize Opponent: As an Action you can use an
Creating a Diversion to Hide. You can use the Bluff skill Intimidation Check to weaken an opponent’s resolve
to help you hide. A successful Bluff check against an Insight in combat. The result of your Intimidation Check is the
or Perception check gives you the momentary diversion Difficulty Class that your target must achieve using his
you need to attempt a Hide check while people are aware of choice of a Wisdom or Charisma Saving Throw. If you
you. This usage does not provoke an attack of opportunity. win, the target becomes frightened for a number of rounds
Delivering a Secret Message. You can use Bluff to get equal to 1 + your Charisma modifier. You can Intimidate
a message across to another character without others only an opponent that you threaten in melee combat and
understanding it. The DC is 15 for simple messages, or 20 that can see you.
for complex messages, especially those that rely on getting
across new information. Failure by 4 or less means you
can’t get the message across. Failure by 5 or more means
Persuasion
that some false information has been implied or inferred. When you attempt to influence someone or a group of
Anyone listening to the exchange can make a Insight check people with tact, social graces, or good nature, the DM
opposed by the Bluff check you made to transmit in order might ask you to make a Charisma (Persuasion) Check.
to intercept your message (see Sense Motive). Typically, you use persuasion when acting in good faith,
Encode Message: You can create a simple cipher to hide to foster friendships, make cordial requests, or exhibit
a message’s true meaning. Anyone reading the message proper etiquette. Examples of persuading others include
must make a Investigation Check against your Bluff check convincing a chamberlain to let your party see the king,
to attempt to understand it. Anyone who knows the cipher negotiating peace between warring tribes, or inspiring a
can read it automatically. crowd of townsfolk
110
Diplomacy 21 Great performance. In a prosperous city, you can
You can change the attitudes of others (nonplayer earn 4d10 gp/day. In time, you may be invited to join
characters) with a successful Diplomacy check; see the a professional troupe and may develop a regional
Influencing NPC Attitudes sidebar, below, for basic DCs. In reputation.
negotiations, participants roll opposed Diplomacy checks, 24 Memorable performance. In a prosperous city, you can
and the winner gains the advantage. Opposed checks also earn 5d10 gp/day. In time, you may come to the attention
resolve situations when two advocates or diplomats plead of noble patrons and develop a national reputation.
opposite cases in a hearing before a third party. Distract: Your Performance Check can distract creatures,
Changing others’ attitudes with Diplomacy generally drawing their attention away from your allies. In a
takes at least 1 full minute (10 consecutive full-round noncombat situation, you may make a Perform Check
actions). In some situations, this time requirement may opposed by your target’s Wisdom Saving Throw. If any of
greatly increase. A rushed Diplomacy check can be made the creatures you target succeed in this save, they all do. If
as a full-round action, but you take disadvantage on the the audience fails its save, they suffer disadvantage to all
check. Perception Checks while you continue to entertain them.
Initial New Attitude (DC to achieve) Inspire Courage: As an Action you can start a
Attitude Performance Check with DC 24 that inspires you and your
Hostile Unfriendly Indifferent Friendly allies to fight with greater determination and focus. To be
Hostile 20 or Less 21 24 30 affected, an ally must be able to hear you sing. The effect
lasts for as long as your allies hear you and uses a Bonus
Action to mantain. An affected ally receives advantage to
Unfriendly 14 or Less 15 18 21
attack rols and Wisdom Saving Throw. You can attempt to
Indifferent 11 or Less 12 15 use Perform in this manner once per encounter.
Friendly 8 or Less 9
Gather Informations
An evening’s time, a few gold pieces for buying drinks and
making friends, and a DC 10 Gather Information check get
you a general idea of a city’s major news items, assuming
there are no obvious reasons why the information would
be withheld. A typical Gather Information check takes
1d4+1 hours. The higher your check result, the better the
information. If you want to find out about a specific rumor,
or a specific item, or obtain a map, or do something else
along those lines, the DC for the check is 15 to 25, or higher.
Performance
Your Charisma (Performance) Check determines how
well you can delight an audience with music, dance, acting,
storytelling, or some other form of entertainment.
DC Performance
9 Routine performance. Trying to earn money by playing in
public is essentially begging. You can earn 1d10 gp/day.
15 Enjoyable performance. You can earn 2d10 gp/day.
111
Chapter 8 - Adventuring
Delving into the ancient tomb of horrors. slipping through by a narrow stone arch.” Sometimes it’s important, though,
the back alleys of Waterdeep, hacking a fresh trail through to know h ow long it takes to get from one spot to another,
the thick jungles on the Isle of Dread—these are the things whether the answer is in days, hours, or minutes. The
that D&D adventures are made of. rules for determining travel time depend on two factors:
Your character in the game might explore forgotten ruins the speed and travel pace of the creatures moving and the
and uncharted lands, uncover dark secrets and sinister plots, terrain they’re moving over.
and slay foul monsters. And if all goes well, your character
will survive to claim rich rewards before embarking on Speed
a new adventure. This chapter covers the basics of the
adventuring life, from the mechanics of movement to the Every character and monster has a speed, which is the
complexities of social interaction. distance in feet that the character or monster can walk in
The rules for resting are also in this chapter, along with 1 round. This number assumes short bursts of energetic
a discussion of the activities your character might pursue movement in the midst of a lifethreatening situation. The
between adventures. Whether adventurers are exploring following rules determine how far a character or monster
a dusty dungeon or the complex relationships of a royal can move in a minute, an hour, or a day.
court, the game follows a natural rhythm, as outlined in the
book’s introduction:
Travel Pace
1. The DM describes the environment. While traveling, a group of adventurers can move at a
normal, fast, or slow pace, as shown on the Travel Pace
2. The players describe what they want to do.
table. The table states how far the party can move in a
3. The DM narrates the results of their actions. period of time and whether the pace has any effect. A fast
Typically, the DM uses a map as an outline of the adventure, pace makes characters less perceptive, while a slow pace
tracking the characters’ progress as they explore dungeon makes it possible to sneak around and to search an area
corridors or wilderness regions. The DM’s notes, including more carefully (see the “Activity While Traveling” section
a key to the map, describe what the adventurers find as later in this chapter for more information).
they enter each new area. Sometimes, the passage of time Forced March. The Travel Pace table assumes that
and the adventurers’ actions determine what happens, so characters travel for 8 hours in day. They can push on
the DM might use a timeline or a flowchart to track their beyond that limit, at the risk of exhaustion. For each
progress instead of a map. additional hour of travel beyond 8 hours, the characters
cover the distance shown in the Hour column for their pace,
Time and each character must make a Constitution saving throw
at the end of the hour. The DC is 10 + 1 for each hour past
In situations where keeping track of the passage of time 8 hours. On a failed saving throw, a character suffers one
is important, the DM determines the time a task requires. level of exhaustion (see appendix A).
The DM might use a different time scale depending on the
context of the situation at hand. In a dungeon environment, Mounts and Vehicles. For short spans of time (up to an
the adventurers’ movement happens on a scale of minutes. hour), many animals move much faster than humanoids. A
It takes them about a minute to creep down a long hallway, mounted character can ride at a gallop for about an hour,
another minute to Check for traps on the door at the end covering twice the usual distance for a fast pace. If fresh
of the hall, and a good ten minutes to search the chamber mounts are available every 8 to 10 miles, characters can
beyond for anything interesting or valuable. cover larger distances at this pace, but this is very rare
except in densely populated areas. Characters in wagons,
In a city or wilderness, a scale of hours is often more carriages, or other land vehicles choose a pace as normal.
appropriate. Adventurers eager to reach the lonely tower Characters in a waterborne vessel are limited to the speed
at the heart of the forest hurry across those fifteen miles of the vessel (see chapter 5), and they don’t suffer penalties
in just under four hours’ time. For long journeys, a scale for a fast pace or gain benefits from a slow pace. Depending
of days works best. Following the road from Baldur’s Gate
on the vessel and the size of the crew, ships might be able
to Waterdeep, the adventurers spend four uneventful days
to travel for up to 24 hours per day.
before a goblin ambush interrupts their journey. In combat
and other fast-paced situations, the game relies on rounds, Pace Minute Hour Day Effect
a 6-second span of time described in chapter 9.
-5 penalty
Movement Fast 400 feet 4 miles
to passive
30 miles Wisdom
(Perception)
Swimming across a rushing river, sneaking down a
scores
dungeon corridor, scaling a treacherous mountain slopr -
all sorts of movement play a key role in D&D adventures. Normal 300 feet 3 miles 24 miles —
The DM can summarize the adventurers’ movement
Able to use
without calculating exact distances or travel times: “You Slow 200 feet 2 miles 18 miles
stealth
travel through the forest and find the dungeon entrance
late in the evening of the third day.”
Even in a dungeon, particularly a large dungeon or a
Difficult Terrain
cave network, the DM can summarize movement between The travel speeds given in the Travel Pace table assume
encounters: “After killing the guardian at the entrance to relatively simple terrain: roads, open plains, or clear
the ancient stronghold, you consult your map, which leads dungeon corridors. But adventurers often face dense
you through miles of echoing corridors to a chasm bridged forests, deep swamps, rubble-filled ruins, steep mountains,
112
and ice-covered ground—all considered difficult terrain. Stealth
You move at half speed in difficult terrain—moving 1 foot
While traveling at a slow pace, the characters can move
in difficult terrain costs 2 feet of speed—so you can cover
stealthily. As long as they’re not in the open, they can try to
only half the normal distance in a minute, an hour, or a day.
surprise or sneak by other creatures they encounter. See
the rules for hiding in chapter 7.
Special Types of Movement
Movement through dangerous dungeons or wilderness Noticing Threats
areas often involves more than simply walking. Adventurers Use the Wisdom (Perception) scores of the characters to
might have to climb, crawl, swim, or jump to get where they determine whether anyone in the group notices a hidden
need to go. threat. The DM might decide that a threat can be noticed
Climbing , Swimming , and Crawling. While climbing or only by characters in a particular rank. For example, as
swimming, each foot of movement costs 1 extra foot (2 extra the characters are exploring a maze of tunnels, the DM
feet in difficult terrain), unless a creature has a climbing or might decide that only those characters in the back rank
swimming speed. At the DM’s option, climbing a slippery have a chance to hear or spot a stealthy creature following
vertical surface or one with few handholds requires a the group, while characters in the front and middle ranks
successful Strength (Athletics) Check. Similarly, gaining cannot. While traveling at a fast pace, characters take a -
any distance in rough water might require a successful 5 penalty to their passive Wisdom (Perception) scores to
Strength (Athletics) Check. notice hidden threats.
Long Jump. When you make a long jump, you cover a Encountering Creatures. If the DM determines that
number of feet up to your Strength score if you move at the adventurers encounter other creatures while they’re
least 10 feet on foot immediately before the jump. When traveling, it’s up to both groups to decide what happens next.
you make a standing long jump, you can leap only half that Either group might decide to attack, initiate a conversation,
distance. Either way, each foot you clear on the jump costs run away, or wait to see what the other group does.
a foot of movement. This rule assumes that the height of Surprising Foes. If the adventurers encounter a hostile
your jump doesn’t matter, such as a jump across a stream creature or group, the DM determines whether the
or chasm. At your DM’s option, you must succeed on a adventurers or their foes might be surprised when combat
DC 10 Strength (Athletics) Check to clear a low obstacle erupts. See chapter 9 for more about surprise.
(no taller than a quarter of the jump’s distance), such as
a hedge or low wall. Otherwise, you hit it. When you land Other Activities
in difficult terrain, you must succeed on a DC 10 Dexterity Characters who turn their attention to other tasks as
(Acrobatics) Check to land on your feet. Otherwise, you the group travels are not focused on watching for danger.
land prone. These characters don’t contribute their passive Wisdom
High Jump. When you make a high jump, you leap into (Perception) scores to the group’s chance of noticing
the air a number of feet equal to 3 + your Strength modifier hidden threats. However, a character not watching for
if you move at least 10 feet on foot immediately before the danger can do one of the following activities instead, or
jump. When you make a standing high jump, you can jump some other activity with the DM’s permission.
only half that distance. Either way, each foot you clear on Navigate. The character can try to prevent the group from
the jump costs a foot of movement. In some circumstances, becoming lost, making a Wisdom (Survival) Check when
your DM might allow you to make a Strength (Athletics) the DM calls for it. (The Dungeon Master’s Guide has rules
Check to jump higher than you normally can. You can to determine whether the group gets lost.)
extend your arms half your height above yourself during
Draw a Map. The character can draw a map that records
the jump. Thus, you can reach above you a distance equal the group’s progress and helps the characters get back on
to the height of the jump plus 1 1/2 times your height. course if they get lost. No ability Check is required. Track. A
character can follow the tracks of another creature, making
Activity While Traveling a Wisdom (Survival) Check when the DM calls for it. (The
Dungeon Master’s Guide has rules for tracking.)
As adventurers travel through a dungeon or the wilderness,
Forage. The character can keep an eye out for ready
they need to remain alert for danger, and some characters
sources of food and water, making a Wisdom (Survival)
might perform other tasks to help the group’s journey.
Check when the DM calls for it. (The Dungeon Master’s
Marching Order Guide has rules for foraging.)
113
The fumes from most acids are inhaled poisons. Those exposure, except in the case of total immersion (such as
who come close enough to a large body of acid to dunk a when a character falls into the crater of an active volcano),
creature in it must make a DC 13 Constitution save or take which deals 20d6 points of damage per round. Damage
1 point of Constitution damage. All such characters must from magma continues for 1d3 rounds after exposure
make a second save 1 minute later or take another 1d4 ceases, but this additional damage is only half of that dealt
points of Constitution damage. during actual contact (that is, 1d6 or 10d6 points per round).
Cold Heat
Whenever the temperature is at or below 0 degrees When the temperature is at or above 100 degrees
Fahrenheit, a creature exposed to the cold must succeed on Fahrenheit, a creature exposed to the heat and without
a DC 10 Constitution saving throw at the end of each hour access to drinkable water must succeed on a Constitution
or gain one level of exhaustion. Creatures with resistance saving throw at the end of each hour or gain one level of
or immunity to cold damage automatically succeed on the exhaustion. The DC is 5 for the first hour and increases
saving throw, as do creatures wearing cold weather gear by 1 for each additional hour. Creatures wearing medium
(thick coats, gloves, and the like) and creatures naturally or heavy armor, or who are clad in heavy clothing, have
adapted to cold climates. disadvantage on the saving throw.
Darkness Ice
Darkvision allows characters and monsters to see Slippery ice is difficult terrain. When a creature moves
perfectly well without any light at all, but characters with onto slippery ice for the first time on a turn, it must succeed
normal vision (or low-light vision, for that matter) can be on a DC 10 Dexterity (Acrobatics) Check or fall prone. Thin
rendered completely blind by putting out the lights. ice has a weight tolerance of 50 encumbrance slots per
A creature blinded by darkness can make a Wisdom 10-foot-square area. Whenever the total weight on an area
(Perception) Check to Listen as a Bonus Action each round of thin ice exceeds its tolerance, the ice in that area breaks.
in order to locate foes (DC equal to opponents’ Dexterity All creatures on broken ice fall through.
(Stealth) Checks). A successful Check lets a blinded
character hear an unseen creature “over there somewhere.” Quicksand
It’s almost impossible to pinpoint the location of an unseen A quicksand pit covers the ground in roughly a
creature. A Wisdom (Perception) Check that beats the DC 10-footsquare area and is usually 10 feet deep. When
by 21 reveals the unseen creature’s square (but the unseen a creature enters the area, it sinks ld4 + 1 feet into the
creature still has Total Cover from the blinded creature). quicksand and becomes restrained. At the start of each of
the creature’s turns, it sinks another 1d4 feet. As long as the
Falling creature isn’t completely submerged in quicksand, it can
A fall from a great height is one of the most common escape by using its action and succeeding on a Strength
hazards facing an adventurer. At the end of a fall, a creature Check. The DC is 10 plus the number of feet the creature
takes 1d6 bludgeoning damage for every 10 feet it fell, to has sunk into the quicksand. A creature that is completely
a maximum of 20d6. The creature lands prone, unless it submerged in quicksand can’t breathe. A creature can pull
avoids taking damage from the fall. Just as characters take another creature within its reach out of a quicksand pit by
damage when they fall more than 10 feet, so too do they using its action and succeeding on a Strength Check. The
take damage when they are hit by falling objects. DC is 5 plus the number of feet the target creature has sunk
For each 40 pounds (18kg) of an object’s weight, the into the quicksand.
object deals 1d6 points of damage, provided it falls at least
10 feet. Distance also comes into play, adding an additional Razorvine
1d6 points of damage for every 10-foot increment it falls Razorvine is a plant that grows in wild tangles and hedges.
beyond the first (to a maximum of 20d6 points of damage). It also clings to the sides of buildings and other surfaces as
Objects smaller than 20 pounds also deal damage when ivy does. A 10-foot-high, 10-foot-wide, 5-foot-thick wall or
dropped, but they must fall farther to deal the same hedge of razorvine has AC 11, 25 hit points, and immunity
damage. For example an object weighting 10 pounds must to bludgeoning, piercing, and psychic damage. When a
fall for 40 foot to deal 1d6 damage. Objects weighing less creature comes into direct contact with razorvine for the
than 1 pound do not deal damage no matter how far they first time on a turn, the creature must succeed on a DC 10
have fallen. Dexterity saving throw or take 5 (1d10) slashing damage
from the razorvine’s bladelike thorns.
Fire
Characters exposed to burning oil, bonfires, and such can Smoke
find their clothes, hair, or equipment on fire. Characters at A character who breathes heavy smoke must make a
risk of catching fire are allowed a DC 15 Dexterity save to Constitution save each round (DC 15, +1 per previous
avoid this fate. If a character’s clothes or hair catch fire, he Check) or spend that round choking and coughing. A
takes 1d6 points of damage immediately. character who chokes for 2 consecutive rounds takes 1d6
In each subsequent round, the burning character must points of damage. Smoke obscures vision, giving half cover
make another Dexterity saving throw. Failure means he to characters within it.
takes another 1d6 points of damage that round. Success
means that the fire has gone out. A character on fire may Strong Wind
automatically extinguish the flames by jumping into enough A strong wind imposes disadvantage on ranged weapon
water to douse himself. If no body of water is at hand, Attack Rolls and Wisdom (Perception) Checks that rely
rolling on the ground or smothering the fire with cloaks on hearing. A strong wind also extinguishes open flames,
permits the character another save with a advantage. disperses fog, and makes flying nearly impossible. A strong
Lava or magma deals 2d6 points of damage per round of wind in a desert can create a sandstorm that imposes
114
disadvantage on Wisdom (Perception) Checks that rely Medium Knocked down
on sight. The wind can create a stinging spray of sand or
Large or
dust, fan a large fire, heel over a small boat, and blow gases Checked
Huge
or vapors away. If powerful enough, it can even knock
characters down interfere with ranged attacks, or impose Gargantuan None
penalties on some skill Checks. Medium or
Hurricane Impossible Blown away 20
smaller
The table here presented describes the wind force and the
related penalities to ranged attacks and wind effect for size Large Knocked down
of affected creature or object. To resist the wind effect a Huge Checked
creature must succeed a Constitution or Strenght Saving Gargantuan
Throw or suffer the wind effects. None
or Colossal
Light Wind. A gentle breeze, having little or no game Large or
effect. Tornado Impossible Blown away 30
smaller
Moderate Wind. A steady wind with a 50% chance of Huge Knocked down
extinguishing small, unprotected flames, such as candles.
Gargantuan
Strong Wind. Gusts that automatically extinguish Checked
or Colossal
unprotected flames (candles, torches, and the like). Such Checked. Creatures are unable to move forward against the
gusts impose a -2 penalty on ranged Attack Rolls and on force of the wind. Flying creatures are blown back 1d6×5 feet.
Listen Checks. Knocked Down. Creatures are knocked prone by the force of
Severe Wind. In addition to automatically extinguishing the wind. Flying creatures are instead blown back 1d6×10 feet.
any unprotected flames, winds of this magnitude cause Blown Away. Creatures on the ground are knocked prone and
protected flames to dance wildly and have a 50% chance rolled 1d4×10 feet, taking 1d4 points of damage per 10 feet.
Flying creatures are blown back 2d6×10 feet and take 2d6
of extinguishing these lights. Ranged weapon attacks and
points of nonlethal damage due to battering and buffeting.
Listen Checks are at a -4 penalty.
Windstorm. Powerful enough to bring down branches Suffocating
if not whole trees, windstorms automatically extinguish
unprotected flames and have a 75% chance of blowing A creature can hold its breath for a number of rounds equal
out protected flames, such as those of lanterns. Ranged to 1 + its Constitution modifier. When a creature runs out
weapon attacks are impossible, and even siege weapons of breath, it drops to 0 hit points and is dying. For example,
have a -4 penalty on Attack Rolls. Listen Checks are at a -8 a creature with a Constitution of 14 can hold its breath for
penalty due to the howling of the wind. 3 minutes. If it starts suffocating, it has 2 rounds to reach
air before it drops to 0 hit points.
Hurricane. All flames are extinguished. Ranged attacks
are impossible (except with siege weapons, which have a -8
penalty on Attack Rolls). Listen Checks are impossible: All Swimming
characters can hear is the roaring of the wind. Hurricane- Any character can wade in relatively calm water that isn’t
force winds often fell trees. over his head, no Check required. Similarly, swimming in
Tornado. All flames are extinguished. All ranged attacks calm water only requires a Strenght (Atlethics) Checks
are impossible, as are Listen Checks. Instead of being with a DC of 10. Trained swimmers can just take 10.
blown away, characters in close proximity to a tornado who (Remember, however, that armor or heavy gear makes any
fail their Fortitude saves are sucked toward the tornado. attempt at swimming much more difficult.)
Those who come in contact with the actual funnel cloud are By contrast, fast-moving water is much more dangerous.
picked up and whirled around for 1d10 rounds, taking 6d6 On a successful DC 15 Strenght (Atlethics) Check or a
points of damage per round, before being violently expelled DC 15 Strength Check, it deals 1d3 points of damage per
(falling damage may apply). While a tornado’s rotational round (1d6 points of lethal damage if flowing over rocks
speed can be as great as 300 mph, the funnel itself moves and cascades). On a failed Check, the character must make
forward at an average of 30 mph (roughly 250 feet per another Check that round to avoid going under and begin
round). A tornado uproots trees, destroys buildings, and suffocating.
causes other similar forms of major destruction.
Wind Force Attacks Creature Wind Effect DC
Vision and Light
Light Any None The most fundamental tasks of adventuring—noticing
danger, finding hidden objects, hitting an enemy in combat,
Moderate Any None
and targeting a spell, to name just a few— rely heavily on
Tiny or a character’s ability to see. Darkness and other effects that
Strong -2 Knocked down 10
smaller obscure vision can prove a significant hindrance. A given
Small or
None
area might be lightly or heavily obscured.
larger
In a lightly obscured area, such as dim light, patchy
Severe -4 Tiny Blown away 15 fog, or moderate foliage, creatures have disadvantage on
Small Knocked down Wisdom (Perception) Checks that rely on sight.
Medium Checked A heavily obscured area—such as darkness, opaque fog,
or dense foliage—blocks vision entirely. A creature in a
Large or
None heavily obscured area effectively suffers from the blinded
larger
condition (see appendix A). The presence or absence of light
Small or in an environment creates three categories of illumination:
Windstorm Impossible Blown away 18
smaller bright light, dim light, and darkness.
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Bright light lets most creatures see normally. Even Resting
gloomy days provide bright light, as do torches, lanterns,
fires, and other sources of illumination within a specific Heroic though they might be, adventurers can’t spend
radius. every hour of the day in the thick of exploration, social
interaction, and combat. They need rest—time to sleep and
Dim light, also called shadows, creates a lightly obscured
eat, tend their wounds, refresh their minds and spirits for
area. An area of dim light is usually a boundary between
spellcasting, and brace themselves for further adventure.
a source of bright light, such as a torch, and surrounding
Adventurers can take short rests in the midst of an
darkness. The soft light of twilight and dawn also counts as
adventuring day and a long rest to end the day.
dim light. A particularly brilliant full moon might bathe the
land in dim light.
Short Rest
Darkness creates a heavily obscured area. Characters
face darkness outdoors at night (even most moonlit nights), A short rest is a period of downtime, at least 1 hour long,
within the confines of an unlit dungeon or a subterranean during which a character during which a character sleeps
vault, or in an area of magical darkness. or performs light activity like eating, drinking, reading, and
tending to wounds. A character can regain up to one third
Blindsight (rounded up) of his Hit Dice at the end of a short rest.
For each Hit Die spent in this way, the player rolls the die
A creature with blindsight can perceive its surroundings
regains hit points equal to the total. The player can decide
without relying on sight, within a specific radius.
to spend an additional Hit Die after each roll. A character
Creatures without eyes, such as oozes, and creatures with regains some spent Hit Dice upon finishing a long rest, as
echolocation or heightened senses, such as bats and true explained below.
dragons, have this sense.
Food
A character needs one pound of food per day and can
make food last longer by subsisting on half rations. Eating
half a pound of food in a day counts as half a day without
food. A character can go without food for a number of days
equal to 3 + his or her Constitution modifier (minimum
1). At the end of each day beyond that limit, a character
automatically suffers one level of exhaustion. A normal
day of eating resets the count of days without food to zero.
Water
A character needs one gallon of water per day, or two
gallons per day if the weather is hot. A character who
drinks only half that much water must succeed on a DC 15
Constitution saving throw or suffer one level of exhaustion
at the end of the day. A character with access to even less
water automatically suffers one level of exhaustion at the
end of the day. If the character already has one or more
levels of exhaustion, the character takes two levels in either
case.
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Chapter 9 - Combat
The clatter of a sword striking against a shield. The Your Turn
terrible rending sound as monstrous claws tear through
armor. The sharp tang of blood in the air, cutting through On your turn, you can move a distance up to your speed
the stench of vile monsters. Roars of fury, shouts of triumph, and take one action. You decide whether to move first or
cries of pain. Combat in D&D can be chaotic, deadly, and take your action first. Your speed—sometimes called your
thrilling. This chapter provides the rules you need for your walking speed—is noted on your character sheet.
characters and monsters to engage in combat, whether it The most common actions you can take are described
is a brief skirmish or an extended conflict in a dungeon in the “Actions in Combat” section later in this chapter.
or on a field of battle. Throughout this chapter, the rules Many class features and other abilities provide additional
address you, the player or Dungeon Master. The Dungeon options for your action. The “Movement and Position”
Master controls all the monsters and nonplayer characters section later in this chapter gives the rules for your move.
involved in combat, and each other player controls an You can forgo moving, taking an action, or doing anything at
adventurer. “You” can also mean the character or monster all on your turn. If you can’t decide what to do on your turn,
that you control. consider taking the Dodge or Ready action, as described in
“Actions in Combat.”
117
Breaking Up Your Move Then, the smaller creature uses its action to make a
Strength (Athletics) or Dexterity (Acrobatics) Check
You can break up your movement on your turn, using contested by the target’s Strength (Athletics). If it wins
some of your speed before and after your action. For the contest, the smaller creature successfully moves into
example, if you have a speed of 30 feet, you can move 10 the target creature’s space and clings to its body. While
feet, take your action, and then move 20 feet. in the target’s space, the smaller creature moves with
Moving between Attacks. If you take an action that the target and has advantage on Attack Rolls against it.
includes more than one weapon attack, you can break up The smaller creature can move around within the larger
your movement even further by moving between those creature’s space, treating the space as difficult terrain.
attacks. For example, a fighter who can make two attacks The larger creature can dislodge the smaller creature
with the Extra Attack feature and who has a speed of 25 as an action knocking it off, scraping it against a wall, or
feet could move 10 feet, make an attack, move 15 feet, and grabbing and throwing it- by making a Strength (Athletics)
then attack again. Check contested by the smaller creature’s Strength
Using Different Speeds. If you have more than one (Athletics) or Dexterity (Acrobatics) Check. The climbing
speed, you can switch back and forth between your speeds creature must repeat the contest Check every turn or fall
during your move. Whenever you switch, subtract the off on failure.
distance you’ve already moved from the new speed. The
result determines how much farther you can move. If the Flanking
result is 0 or less, you can’t use the new speed during the
current move. Flanking gives combatants a simple way to gain
advantage on Attack Rolls against a common enemy. A
Difficult Terrain creature can’t flank an enemy that it can’t see. A creature
also can’t flank while it is incapacitated. A Large or larger
Combat rarely takes place in bare rooms or on featureless creature is flanking as long as at leas
plains. Boulder-strewn caverns, briarchoked forests, Flanking on Squares. When a creature and at least one
treacherous staircases—the setting of a typical fight of its allies are adjacent to an enemy and on opposite
contains difficult terrain. Every foot of movement in sides or corners of the enemy’s space, they flank that
difficult terrain costs 1 extra foot. This rule is true even if enemy, and each of them has advantage on melee Attack
multiple things in a space count as difficult terrain. Rolls against that enemy. When in doubt about whether
Low furniture, rubble, undergrowth, steep stairs, snow, two creatures flank an enemy on a grid, trace an imaginary
and shallow bogs are examples of difficult terrain. The line between the centers of the creatures’ spaces. If the line
space of another creature, whether hostile or not, also passes through opposite sides or corners of the enemy’s
counts as difficult terrain. space, the enemy is flanked.
118
Playing on a Grid Dash
If you play out a combat using a square grid and miniatures When you take the Dash action, you gain extra movement
or other tokens, follow these rules. for the current turn. The increase equals your speed, after
applying any modifiers. Any increase or decrease to your
Squares. Each square on the grid represents 5 feet. speed changes this additional movement by the same
Speed. Rather than moving foot by foot, move square by amount. If your speed of 30 feet is reduced to 15 feet, for
square on the grid. This means you use your speed in 5-foot instance, you can move up to 30 feet this turn if you dash.
segments. This is particularly easy if you translate your
speed into squares by dividing the speed by 5. For example, Disengage
a speed of 30 feet translates into a speed of 6 squares. If
If you take the Disengage action, your movement doesn’t
you use a grid often, consider writing your speed in squares
provoke opportunity attacks for the rest of the turn.
on your character sheet.
Entering a Square. To enter a square, you must have Dodge
at least 1 square of movement left, even if the square is
diagonally adjacent to the square you’re in. If a square costs When you take the Dodge action, you focus entirely on
extra movement, as a square of difficult terrain does, you avoiding attacks. Until the start of your next turn, any
must have enough movement left to pay for entering it. For Attack Roll made against you has disadvantage if you
example, you must have at least 2 squares of movement left can see the attacker, and you make Dexterity saving
to enter a square of difficult terrain. throws with advantage.
Corners. Diagonal movement can’t cross the corner of a Feint
wall, large tree, or other terrain feature that fills its space.
To feint, make a Charisma (Deception) Check opposed
Ranges. To determine the range on a grid between two
by a Dexterity (Acrobatics) or Wisdom (Insight) Check
things—whether creatures or objects—start counting
by your target. If your Check result exceeds your target’s
squares from a square adjacent to one of them and stop
Check result, the, on your next turn, you gain advantage
counting in the space of the other one. Count by the
on you first melee attack roll. When feinting in this way
shortest route.
against a nonhumanoid you take disadvantage on your
Check.
Actions
Help
When you take your action on your turn, you can take You can lend your aid to another creature in the
one of the actions presented here, an action you gained completion of a task. When you take the Help action, the
from your class or a special feature, or an action that you creature you aid gains advantage on the next ability Check
improvise. Many monsters have action options of their it makes to perform the task you are helping with, provided
own in their stat blocks. When you describe an action not that it makes the Check before the start of your next turn.
detailed elsewhere in the rules, the DM tells you whether Alternatively, you can aid a friendly creature in attacking a
that action is possible and what kind of roll you need to creature within 5 feet of you. If your ally attacks the target
make, if any, to determine success or failure. before your next turn, the first Attack Roll is made with
advantage.
Aim
If you are weilding a ranged weapon and not engaged Hide
in melee combat, you could spend your action to aim to When you take the Hide action, you make a Dexterity
a target with a Wisdom (Perception) Check opposed (Stealth) Check in an attempt to hide, following the rules
to your target’s Dexterity (Acrobatics), or Charisma in chapter 7 for hiding. If you succeed, you gain certain
(Deception) Check. If you succeed, you gain advantage benefits, as described in the “Unseen Attackers and
on you first ranged attack roll. If you make another attak Targets” section later in this chapter.
before your next turn or you shoot at another target, you
will lose the advantage gained in this fashon. Overrun
Attack When a creature tries to move through a hostile creature’s
space, the mover can try to force its way through. As an
The most common action to take in combat is the Attack action, the mover makes a Strength (Athletics) Check
action, whether you are swinging a sword, firing an arrow contested by the hostile creature’s Strength (Athletics).
from a bow, or brawling with your fists. With this action, The creature with the bigger size has Advantage for the
you make one melee or ranged attack. See the “Attacks” Overrun check. If the mover wins the contest, it can move
section for the rules that govern attacks. Certain features, through the hostile creature’s space once this turn.
such as the Extra Attack feature of the fighter, allow you to
make more than one attack with this action. Ready
Sometimes you want to wait for a particular circumstance
Cast a Spell before you act. To do so, you can take the Ready action
Spellcasters such as wizards and clerics, as well as many on your turn so that you can act later in the round
Monsters, have access to Spells and can use them to great using your reaction. First, you decide what perceivable
effect in combat. Each spell has a Casting Time, which circumstance will trigger your reaction. Then, you choose
specifies whether the caster must use an action, a reaction, the action you will take in response to that trigger, or you
minutes, or even hours to cast the spell. Casting a Spell is, choose to move up to your speed in response to it. When
therefore, not necessarily an action. Most Spells do have a the trigger occurs, you can either take your reaction right
Casting Time of 1 action, so a spellcaster often uses his or after the trigger finishes or ignore the trigger. Remember
her action in combat to cast such a spell. that you can take only one reaction per round.
119
Search Attacks
When you take the Search action, you devote your
attention to finding something. Depending on the nature Whether you’re striking with a melee weapon, firing a
weapon at range has a simple structure.
of your search, the DM might have you make a Wisdom
(Perception) Check or an Intelligence (Investigation) Check. 1. Choose a target. Pick a target within your attack’s
range: a creature, an object, or a location.
Tumble 2. Determine modifiers. The DM determines whether
When a creature tries to move through a hostile the target has cover and whether you have advantage or
disadvantage against the target. Special abilities, and other
creature’s space, the mover can try to bypass the opponent
effects can apply penalties or bonuses to your Attack Roll.
by tumblign over it. As an action, the mover makes a
Dexterity (Acrobatics) Check contested by the hostile 3. Resolve the attack. You make the Attack Roll. On a hit,
creature’s Dexterity (Acrobatics) Check. The creature you roll damage, unless the particular attack has rules that
with the bigger size has Disadvantage for the Tumble check specify otherwise. Some attacks cause special effects in
(both if it is the moving or resisting creature). addition to or instead of damage. If during an action you’re
making an Attack Roll, you’re making an attack.
If the mover wins the contest, it can move through the
hostile creature’s space once this turn.
Attack Rolls
Use an Object When you make an attack, your Attack Roll determines
You normally interact with an object while doing whether the attack hits or misses. To make an Attack Roll,
something else, such as when you draw a sword as part roll a d20 and add the appropriate modifiers. If the total
of an attack. When an object requires your action for its of the roll plus modifiers equals or exceeds the target’s
use, you take the Use an Object action. This action is also Armor Class (AC), the attack hits. The AC of a character
useful when you want to interact with more than one object is determined at character creation, whereas the AC of a
on your turn. monster is in its stat block.
120
There are three degrees of cover. If a target is behind Melee Attacks
multiple sources of cover, only the most protective degree
of cover applies; the degrees aren’t added together. Used in hand-to-hand combat, a melee attack allows you
to attack a foe within your reach. A melee attack typically
Half Cover u ses a handheld weapon such as a sword, a warhammer,
or an axe. A typical monster makes a melee attack when
A target has half cover if an obstacle blocks at least half
it strikes with its claws, horns, teeth, tentacles, or other
of its body. The obstacle might be a low wall, a large piece
body part. Most creatures have a 5-foot reach and can
of furniture, a narrow tree trunk, or a creature, whether
thus attack targets within 5 feet of them when making a
that creature is an enemy or a friend. Half Cover gives the
melee attack. Certain creatures (typically those larger than
subject of a successful attack a 10% chance that the attacker Medium) have melee attacks with a greater reach than 5
missed because of it. If the attacker hits, the attacker must feet, as noted in their descriptions.
make a miss chance percentile roll to confirm the hit.
Multiple Half Covers do not stack. All Out Attack
Three-Quarters Cover The character makes a furious melee attack, exposing
himself to danger in order to land a forceful blow.
A target has three-quarters cover if about three-quarters
of it is covered by an obstacle. The obstacle might be a You gain disadvantage on all your Attack Rolls, but you
portcullis, an arrow slit, or a thick tree trunk. gain Advantage on the damage rolls, in addition until your
next turn you can’t take any reaction.
Three-Quarters Cover gives the subject of a successful
attack a 25% chance that the attacker missed because of Cleave
the Three-Quarters Cover. If the attacker hits, the attacker
must make a miss chance percentile roll to confirm the hit. When a melee attack reduces an undamaged creature to
Multiple Three-Quarters Cover conditions do not stack. 0 hit points, any excess damage from that attack might
carry over to another creature nearby.
Total Cover The attacker may target another creature within reach
Combatants often try to escape their foes’ notice by and, if the original Attack Roll would hit it, applies any
hiding or lurking in darkness. When you attack a target remaining damage to it. If that creature is reduced to 0 hit
that you can’t see - If you have line of effect to a target points too, repeat this process, carrying over the remaining
but not line of sight - he is considered to have Total Cover damage until there are no valid targets.
from you. This is true whether you’re guessing the target’s
location or you’re targeting a creature you can hear but not
Charge
see. Normally you can’t attack an opponent that has Total When you use your action to Dash, you can use a bonus
Cover, though you can attack into a square that you think action to make one melee weapon attack or to shove
he occupies. a creature. If you move at least 10 feet in a straight line
A character with Total Cover has a 50% miss chance. If the immediately before taking this bonus action, you either
target isn’t in the location you targeted, you automatically gain a +5 bonus to the attack’s damage roll (if you chose
miss, but the DM typically just says that the attack missed, to make a melee attack and hit) or push the target up to 10
not whether you guessed the target’s location correctly. feet away from you (if you chose to shove and you succeed).
Unseen Attackers. When a creature can’t see you, you
have advantage on Attack Rolls against it. If you are hidden— Special Attacks
both unseen and unheard—when you make an attack, you
While the ranged and melee attack actions cover the
give away your location when the attack hits or misses.
typical methods for mayhem and violence, there are other
types of attacks you can use to defeat your enemies as well.
Ranged Attacks Warriors do not simply stand in place and trade blows.
When you make a ranged attack, you fire a bow or a Rather, they rely on a variety of daring actions and stunts to
crossbow, hurl a handaxe, or otherwise send projectiles to overcome foes. If a special attack action provokes an attack
strike a foe at a distance. A monster might shoot spines of opportunity, its description notes that fact.
from its tail.
Disarm
Range Using the Attack Action, you can make a special Melee
You can make ranged attacks only against targets within Touch Attack to knock a weapon or another item from a
a specified range. If a ranged attack has a single range, target’s grasp. If you’re able to make multiple attacks with
you can’t attack a target beyond this range. Some ranged the Attack action, this attack replaces one of them.
attacks, such as those made with a longbow or a shortbow, If the attack succeeds you deal no damage and compare
have two ranges. The smaller number is the normal range, your Attack Roll with the target’s Strength (Athletics),
and the larger number is the long range. Your Attack Roll Dexterity (Sleight of Hand) or Wisdom (Insight) Check.
has disadvantage when your target is beyond normal range, If the attacker wins the contest, the defender drops the
and you can’t attack a target beyond the long range. item. The creature that has an heavier weapon and/or hold
with two hands, gain advantage on its Check, Disarming
Ranged Attacks in Close Combat Weapons (Chapter 5 – Equipment) can prevent that.
Aiming a ranged attack is more difficult when a foe is next
to you. When you make a ranged attack with a weapon or
Flurry
some other means, you have disadvantage on the Attack You gain an additional, highly inaccurate attack, with you
Roll if you are within 5 feet of a hostile creature who can Attack Action. Although you have Disadvantage on all your
see you and who isn’t incapacitated. Attack Rolls until the beginning of your next turn.
121
Grapple
When you want to grab a creature or wrestle with it, you
Damage
can use the Attack Action to make a special Unarmed The thrust of a sword, a well-placed arrow, all have the
Melee Touch Attack. If you’re able to make multiple potential to damage, or even kill, the hardiest of creatures.
attacks with the Attack action, this attack replaces one. The
target of your grapple must be no more than one size larger Damage Rolls
than you, and the larger one gains advantage.
Each weapon and harmful monster ability specifies the
If the attack succeeds you deal no damage and compare
damage it deals. You roll the damage die or dice, add any
your Attack Roll with the target’s Strength (Athletics),
modifiers, and apply the damage to your target. Masterwork
Dexterity (Sleight of Hand) or Charisma (Deception).
weapons, special abilities, and other factors can grant a
If you succeed, you and the target gain the grappled
bonus to damage. When attacking with a weapon, you
condition (see appendix A) as grappler and grappled
add your ability modifier—the same modifier used for
creatures. You can release the target whenever you like (no
the Attack Roll— to the damage. If some other effect deals
action required).
damage to more than one target at the same time, roll the
Escaping a Grapple. A grappled creature can use its damage once for all of them
action to escape. To do so, it must succeed on a Strength
(Athletics) or Dexterity (Sleight of Hand) Check contested Critical Hits
by your Strength (Athletics) Check.
When you score a critical hit, you get to roll extra dice
Moving a Grappled Creature. When you move, you can
for the attack’s damage against the target. Roll all of the
drag or carry the grappled creature with you, but your
attack’s damage dice twice and add them together. Then
speed is halved, unless the creature is two or more sizes
add any relevant modifiers as normal. If the attack involves
smaller than you.
other damage dice, such as from the rogue’s Sneak Attack
Damage Your Opponent. if you are grappling, you can feature, you roll those dice twice as well.
deal damage to your opponent equivalent to an unarmed
strike, without any attack roll. Damage Types
Shield Bash Different attacks and other harmful effects deal different
types of damage. Damage types have no rules of their own,
You can use your Bonus Action to make a melee attack but other rules, such as damage resistance, rely on the
with your shield, using it as an off-hand weapon. If you use types.
your shield as a weapon, you lose its AC bonus until your
Acid. The corrosive spray of a black dragon’s breath and
next action (usually until the next round) and you don’t add
the dissolving enzymes secreted by a black pudding deal
your ability modifier to the damage of the bonus attack,
acid damage.
unless that modifier is negative.
Bludgeoning. Blunt force attacks—hammers, falling,
Shove constriction, and the like—deal bludgeoning damage.
Using the Attack Action, you can make a Melee Touch Cold. The infernal chill radiating from an ice devil’s spear
Attack to shove a creature to push it away from you. If and the frigid blast of a white dragon’s breath deal cold
you’re able to make multiple attacks with the Attack action, damage.
this attack replaces one. The target of your shove must be Fire. Flames to deal fire damage.
no more than one size larger than you, and the larger one Force. Force is pure energy focused into a damaging form.
gains advantage.
Lightning. A lightning bolt and a blue dragon’s breath
If the attack succeeds you deal no damage and nd deal lightning damage.
compare your Attack Roll with the target’s Strength
Necrotic. Necrotic damage, dealt by certain undead
(Athletics), Dexterity (Acrobatics) Check or Charisma
withers matter and even the soul.
(Deception). If you win the contest, you can push it 10 feet
away from you for each 3 points more of the defender’s Piercing. Puncturing and impaling attacks, including
check (Rounded down, minimum 5 feet). spears and monsters’ bites, deal piercing damage.
Poison. Venomous stings and the toxic gas of a green
Trip dragon’s breath deal poison damage.
You can try to trip an opponent with an Unarmed Melee Psychic. Mental abilities deal psychic damage.
Touch Attack. If you’re able to make multiple attacks with Radiant. Radiant damage, sears the flesh like fire and
the Attack action, this attack replaces one. The target of overloads the spirit with power.
your trip attempt must be no more than one size larger than Slashing. Swords, axes, and monsters’ claws deal
you, and the larger one gains advantage. slashing damage.
If the attack succeeds you deal no damage and compare Thunder. A concussive burst of sound, such as the effect
your Attack Roll with the target’s Strength (Athletics), of the thunderwave, deals thunder damage.
Dexterity (Acrobatics) or Wisdom (Insight) Check. If the
attacker wins the contest, the defender falls prone. You can
make Trip Attacks also with Tripping Weapons in (chapter Resistance and Vulnerability
5 – Equipment).
If a creature or an object has resistance to a damage type,
damage of that type is halved. If a creature or an object
Two-Weapon Fighting has vulnerability to a damage type, damage of that type is
When you take the Attack Action, you can use a Bonus doubled. Resistance and Vulnerability are applied after
Action to attack with a light weapon that you’re holding modifiers to damage and rounded up in both cases.
in your off-hand. You don’t add your ability modifier to the Multiple instances of resistance or vulnerability that affect
damage of the bonus attack, unless that modifier is negative. the same damage type count as only one instance.
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Injury and Death
Dying
Whenever you start your turn with 0 hit points, you must
Injury and the risk of death are constant companions of make a Special saving throw, called a death saving throw,
those who explore fantasy gaming worlds. to determine whether you creep closer to death or hang
onto life. Unlike other saving throws, this one isn’t tied to
Hit Points any ability score. You are in the hands of fate.
Roll a d20: If the roll is 10 or higher, you succeed.
Hit points represent a combination of physical and mental
Otherwise, you fail. A success or failure has no effect by
durability, the will to live, and luck. Creatures with more hit
itself. On your third success, you become stable (see below).
points are more difficult to kill. Those with fewer hit points
On your third failure, you die. The successes and failures
are more fragile.
don’t need to be consecutive; keep track of both until you
A creature’s current hit points can be any number from collect three of a kind. The number of both is reset to zero
the creature’s hit point maximum down to 0. This number when you regain any hit points or become stable.
changes frequently as a creature takes damage or receives
Rolling 1 or 20: When you make a death saving throw
healing. Whenever a creature takes damage, that damage
and roll a 1 on the d20, it counts as two failures. If you roll
is subtracted from its hit points. The loss of hit points has
a 20 on the d20, you regain 1 hit point.
no effect on a creature’s capabilities until the creature
drops to 0 hit points. Damage at 0 Hit Points: If you take any damage while
you have 0 hit points, you suffer a death saving throw
failure. If the damage is from a critical hit, you suffer one
Temporary Hit Points additional failure for each extra critical die rolled.
Some special abilities confer temporary hit points to a
creature. Temporary hit points aren’t actual hit points; they
Stabilizing a Creature
are a buffer against damage, a pool of hit points that protect A dying creature can at least be stabilized so that it isn’t
you from injury.When you have temporary hit points and killed by a failed death saving throw. You can use your
take damage, the temporary hit points are lost first, and action to administer first aid to an unconscious creature
any leftover damage carries over to your normal hit and attempt to stabilize it, which requires a successful
points. For example, if you have 5 temporary hit points and DC 15 Wisdom (Medicine) Check (see chapter 8 - Using
take 7 damage, you lose the temporary hit points and then Ability Scores).
take 2 damage. A stable creature doesn’t make death saving throws, even
Because temporary hit points are separate from your though it has 0 hit points, but it does remain unconscious.
actual hit points, they can exceed your hit point maximum. The creature stops being stable, and must start making
A character can, therefore, be at full hit points and receive death saving throws again, if it takes any damage. A stable
temporary hit points. Healing can’t restore temporary creature that isn’t healed regains 1d4 hit points after 1 hour.
hit points, and they can’t be added together. If you have
temporary hit points and receive more of them, you decide
whether to keep the ones you have or to gain the new ones. Mounted Combat
Unless a feature that grants you temporary hit points has a
duration, they last until they’re depleted or one hour A knight charging into battle on a warhorse, enjoys the
benefits of speed and mobility that a mount can provide.
If you have 0 hit points, receiving temporary hit points Any willing creature that is at least one size larger than you
doesn’t restore you to consciousness or stabilize you. They and that has an appropriate anatomy can serve as a mount.
can still absorb damage directed at you while you’re in that
state, but only true healing can save you. Mounting and Dismounting
Dropping to 0 Hit Points Once during your move, you can mount a creature that is
within 5 feet of you or dismount. Doing so costs an amount
When you drop to 0 hit points, you either die outright or of movement equal to half your speed. For example, if your
fall unconscious, as explained in the following sections. speed is 30 feet, you must spend 15 feet of movement to
mount a horse. Therefore, you can’t mount it if you don’t
Sudden Death & Unconsciousness have 15 feet of movement left or if your speed is 0.
If an effect moves your mount against its will while you’re
When an Attack reduces you to 0 hit points and there
on it, you must succeed on a DC 10 Dexterity saving throw
is damage remaining, if the remaining damage equals or
or fall off the mount, landing prone in a space within 5 feet
exceeds your Constitution Modifier multiplied for your
of it. If you’re knocked prone while mounted, you must
Character Levels, you are killed outright.
make the same saving throw. If your mount is knocked
Instead, if damage reduces you to 0 hit points and fails to prone, you can use your reaction to dismount it as it falls
kill you, you fall unconscious (see appendix A) at 0 hit point, and land on your feet. Otherwise, you are dismounted and
and dying. Uncounciousness and Dying statuses end when fall prone in a space within 5 feet it.
you regain any hit points.
Controlling a Mount
Knocking a Creature Out You can control a mount only if it has been trained to
Sometimes an attacker wants to incapacitate a foe, rather accept a rider. Domesticated horses, donkeys, and similar
than deal a killing blow. When an attacker reduces a creatures are assumed to have such training. The initiative
creature to 0 hit points with a melee attack, the attacker of a controlled mount changes to match yours when you
can knock the creature out. The attacker can make this mount it. It moves as you direct it, and it has only three
choice the instant the damage is dealt. The creature falls action options: Dash, Disengage, and Dodge. A controlled
unconscious at 0 hit points and is stable. mount can move and act even on the turn that you mount it.
123
The mount provokes an opportunity attack while you’re
on it, the attacker can target you or the mount. If you’re
Spellcasting
knocked prone while mounted, you must make the same A spell is a discrete magical effect, a single shaping of
saving throw. If your mount is knocked prone, you can use the magical energies that suffuse the multiverse into a
your reaction to dismount it as it falls and land on your feet. specific, limited expression. In casting a spell, a character
Otherwise, you are dismounted and fall prone in a space carefully plucks at the invisible strands of raw magic, pins
within 5 feet it. them in place in a particular pattern, sets them vibrating
in a specific way, and then releases them to unleash the
Special Actions desired effect—in most cases, all in the span of seconds.
Guide with Knees. You can guide your mount with your Uncounted thousands of spells have been created over the
knees so that you can use both hands in combat. Make your course of the multiverse’s history, and many of them are
Strenght (Atlethics), or Wisdom (Animal Handling) Check long forgotten. Some might yet lie recorded in crumbling
with DC 5 at the start of your turn. If you fail, you can use spellbooks hidden in ancient ruins or trapped in the minds
only one hand this round because you need to use the other of dead gods. Or they might someday be reinvented by a
to control your mount. character who has amassed enough power and wisdom to
do so.
Cover. As a reaction you can react instantly to drop down
and hang alongside your mount, using it as cover by making Spell Level
your Strenght (Atlethics), or Wisdom (Animal Handling)
Check with DC 15. You can’t attack or cast spells while Every spell has a level from 0 to 9. A spell’s level is a
using your mount as cover. If you fail your check, you don’t general indicator of how powerful it is, with the lowly (but
get the cover benefit. still impressive) magic missile at 1st level and the earth-
Soft Fall. Make your Strenght (Atlethics), or Wisdom shaking wish at 9th. Cantrips—simple but powerful spells
(Animal Handling) Check with DC 15, if you succeed you that characters can cast almost by rote—are level 0. The
can react instantly to try to take no damage when you fall higher a spell’s level, the higher level a spellcaster must be
off a mount—when it is killed or when it falls. If you fail your to use that spell.
check, you take 1d6 points of falling damage. This usage
does not take an action.
Spell Slots
Leap. You can get your mount to leap obstacles as part Regardless of how many spells a caster knows or prepares,
of its movement. Use your Strenght (Atlethics), or Wisdom he or she can cast only a limited number of spells before
(Animal Handling) Check to see how far the creature can resting. Manipulating the fabric of magic and channeling
jump. If you fail your check, you fall off the mount when it its energy into even a simple spell is physically and
leaps and take the appropriate falling damage. mentally and phisically taxing, and higher-level spells are
even more so. Thus, the Mystic class’s description includes
Spur Mount. You can spur your mount to greater speed
a table showing how many spell slots of each spell level a
with a move action. Make your Strenght (Atlethics), or
character can use at each character level.
Wisdom (Animal Handling) Check with DC 15 increases
the mount’s speed by 10 feet for 1 round but deals 1 point When a character casts a spell, he or she expends a slot
of damage to the creature. You can use this ability every of that spell’s level or higher, effectively “filling” a slot with
round, but each consecutive round of additional speed the spell. Finishing a long rest restores any expended spell
deals twice as much damage to the mount as the previous slots.
round.
Fast Mount or Dismount. Make your Strenght (Atlethics),
Overcasting
or Wisdom (Animal Handling) Check with DC 20 if you When a spellcaster casts a spell using a slot that is of a
succeed you mount or dismount from a mount of up to one higher level than the spell, the spell assumes the higher level
size category larger than yourself without using any action, for that casting and is generically known as Overcasting.
provided that you still have a move action available that Effectively, the spell expands to fill the slot it is put into,
round. If you fail the check, mounting or dismounting is a infact some spells, have more powerful effects when cast at
move action. You can’t use fast mount or dismount on a a higher level, as detailed in a spell’s description.
mount more than one size category larger than yourself.
Casting in Armor
Underwater Combat
Because of the mental focus and precise gestures required
for spellcasting, you must be proficient with the armor you
When adventurers pursue sahuagin back to their are wearing to cast a spell. You are otherwise too distracted
undersea homes, fight off sharks in an ancient shipwreck, and physically hampered by your armor for spellcasting.
or find themselves in a flooded dungeon room, they must
fight in a challenging environment.
Cantrips
When making a melee weapon attack, a creature that A cantrip is a spell that can be cast at will, without using a
doesn’t have a swimming speed (either natural or granted spell slot and without being prepared in advance. Repeated
by magic) has disadvantage on the attack roll unless the practice has fixed the spell in the caster’s mind and infused
weapon is a dagger, javelin, shortsword, spear, or trident. the caster with the magic needed to produce the effect over
and over. A cantrip’s spell level is 0.
A ranged weapon attack automatically misses a target
beyond the weapon’s normal range. Even against a target
within normal range, the attack roll has disadvantage
Rituals
unless the weapon is a crossbow, a net, or a weapon that Certain spells have a special tag: ritual. Such a spell can
is thrown like a javelin (including a spear, trident, or dart). be cast following the normal rules for spellcasting, or the
Creatures and objects that are fully immersed in water spell can be cast as a ritual. The ritual version of a spell
have resistance to fire damage. takes 10 minutes longer to cast than normal.
124
It also doesn’t expend a spell slot, which means the ritual Thus, a character who is gagged or in an area of silence,
version of a spell can’t be cast at a higher level. To cast such as one created by the silence spell, can’t cast a spell
a spell as a ritual, a spellcaster must have a feature that with a verbal component.
grants the ability to do so. The cleric and the druid, for Somatic (S). Spellcasting gestures might include a
example, have such a feature. The caster must also have forceful gesticulation or an intricate set of gestures. If a
the spell prepared or on his or her list of spells known, spell requires a somatic component, the caster must have
unless the character’s ritual feature specifies otherwise, as free use of at least one hand to perform these gestures.
the wizard’s does.
Material (M). Casting some spells requires particular
objects, specified in parentheses in the component entry.
Casting a Spell A character can use a component pouch or a spellcasting
focus in place of the components specified for a spell. But if
When a character casts any spell, the same basic rules
a cost is indicated for a component, a character must have
are followed, regardless of the character’s class or the
that specific component before he or she can cast the spell.
spell’s effects. Each spell description begins with a block
of information, including the spell’s name, level, school of If a spell states that a material component is consumed
magic, casting time, range, components, and duration. The by the spell, the caster must provide this component for
rest of a spell entry describes the spell’s effect. each casting of the spell. A spellcaster must have a hand
free to access a spell’s material components—or to hold a
Casting Time spellcasting focus—but it can be the same hand that he or
she uses to perform somatic components.
Most spells require a single action to cast, but some spells
require a bonus action, a reaction, or much more time. Duration
Bonus Action. A spell cast with a bonus action is A spell’s duration is the length of time the spell persists.
especially swift. You must use a bonus action on your turn A duration can be expressed in rounds, minutes, hours, or
to cast the spell, provided that you haven’t already taken a even years. Some spells specify that their effects last until
bonus action this turn. You can’t cast another spell during the spells are dispelled or destroyed.
the same turn, except for a cantrip with a casting time of 1
action. Instantaneous. Many spells are instantaneous. The spell
harms, heals, creates, or alters a creature or an object in a
Reactions. Some spells can be cast as reactions. These way that can’t be dispelled, because its magic exists only
spells take a fraction of a second to bring about and are for an instant.
cast in response to some event. If a spell can be cast as a
reaction, the spell description tells you exactly when you Concentration. Some spells require you to maintain
can do so. concentration in order to keep their magic active. If you
lose concentration, such a spell ends. If a spell must be
Longer Casting Times. Certain spells (including spells maintained with concentration, that fact appears in its
cast as rituals) require more time to cast: minutes or even Duration entry, and the spell specifies how long you can
hours. When you cast a spell with a casting time longer concentrate on it. You can end concentration at any time
than a single action or reaction, you must spend your action (no action required). Normal activity, such as moving
each turn casting the spell, and you must maintain your and attacking, doesn’t interfere with concentration. The
concentration while you do so (see “Concentration” below). following factors can break concentration:
If your concentration is broken, the spell fails, but you don’t
Casting another spell that requires concentration. You
expend a spell slot. If you want to try casting the spell again,
lose concentration on a spell if you cast another spell that
you must start over.
requires concentration. You can’t concentrate on two spells
Range at once.
Taking damage. Whenever you take damage while you
The target of a spell must be within the spell’s range. For are concentrating on a spell, you must make a Constitution
a spell like magic missile, the target is a creature. For a (Concentration) Check to maintain your concentration.
spell like fireball, the target is the point in space where the The DC equals 10 or half the damage you take, whichever
ball of fire erupts. Most spells have ranges expressed in number is higher. If you take damage from multiple
feet. Some spells can target only a creature (including you) sources, such as an arrow and a dragon’s breath, you make
that you touch. Other spells, such as the shield spell, affect a separate saving throw for each source of damage.
only you. These spells have a range of self.
Being incapacitated or killed. You lose concentration
Spells that create cones or lines of effect that originate on a spell if you are incapacitated or if you die. Certain
from you also have a range of self, indicating that the origin environmental phenomena, such as a wave crashing
point of the spell’s effect must be you (see “Areas of Effect”). over you while you’re on a storm-tossed ship, require you
Once a spell is cast, its effects aren’t limited by its range, to succeed on a Constitution (Concentration) Check to
unless the spell’s description says otherwise. maintain concentration on a spell.
Components Targets
A spell’s components are the physical requirements you A typical spell requires you to pick one or more targets to
must meet in order to cast it. Each spell’s description be affected by the spell’s magic. A spell’s description tells
indicates whether it requires verbal (V), somatic (S), or you whether the spell targets creatures, objects, or a point
material (M) components. If you can’t provide one or more of origin for an area of effect (described below).
of a spell’s components, you are unable to cast the spell. Unless a spell has a perceptible effect, a creature might
Verbal (V). Most spells require the chanting of mystic not know it was targeted by a spell at all. An effect like
words. The words themselves aren’t the source of the crackling lightning is obvious, but a more subtle effect,
spell’s power; rather, the particular combination of sounds, such as an attempt to read a creature’s thoughts, typically
with specific pitch and resonance, sets the threads of magic. goes unnoticed, unless a spell says otherwise.
125
A Clear Path to the Target. To target something, you Attack Rolls
must have a clear path to it, so it can’t be behind total cover.
If you place an area of effect at a point that you can’t see Some spells require the caster to make an attack roll
and an obstruction, such as a wall, is between you and that to determine whether the spell effect hits the intended
point, the point of origin comes into being on the near side target. Your attack bonus with a spell attack equals your
of that obstruction. spellcasting ability modifier + your proficiency bonus, an
Targeting Yourself. If a spell targets a creature of your exception for this rule is the Cleric that uses the standard
choice, you can choose yourself, unless the creature must melee and ranged attack rolls.
be hostile or specifically a creature other than you. If you Most spells that require attack rolls involve ranged attacks.
are in the area of effect of a spell you cast, you can target Remember that you have disadvantage on a ranged attack
yourself. roll if you are within 5 feet of a hostile creature that can see
you and that isn’t incapacitated.
Areas of Effect
Spells such as burning hands and cone of cold cover an Combining Magical Effects
area, allowing them to affect multiple creatures at once. A
The effects of different spells add together while the
spell’s description specifies its area of effect, which typically
durations of those spells overlap. The effects of the same
has one of five different shapes: cone, cube, cylinder, line,
spell cast multiple times don’t combine, however. Instead,
or sphere.
the most potent effect—such as the highest bonus—from
Every area of effect has a point of origin, a location from those castings applies while their durations overlap.
which the spell’s energy erupts. The rules for each shape
For example, if two clerics cast bless on the same target,
specify how you position its point of origin. Typically, a
that character gains the spell’s benefit only once; he or she
point of origin is a point in space, but some spells have an
doesn’t get to roll two bonus dice.
area whose origin is a creature or an object.
A spell’s effect expands in straight lines from the point of
origin. If no unblocked straight line extends from the point
The Schools of Magic
of origin to a location within the area of effect, that location Academies of magic group spells into eight categories
isn’t included in the spell’s area. To block one of these called schools of magic. Scholars, particularly wizards,
imaginary lines, an obstruction must provide total cover. apply these categories to all spells, believing that all magic
Cone. A cone extends in a direction you choose from its functions in essentially the same way.
point of origin. A cone’s width at a given point along its Abjuration spells are protective in nature, though some
length is equal to that point’s distance from the point of of them have aggressive uses. They create magical barriers,
origin. A cone’s area of effect specifies its maximum length. negate harmful effects, harm trespassers, or banish
A cone’s point of origin is not included in the cone’s area of creatures to other planes of existence.
effect, unless you decide otherwise.
Conjuration spells involve the transportation of objects
Cube. You select a cube’s point of origin, which lies and creatures from one location to another. Some spells
anywhere on a face of the cubic effect. The cube’s size summon creatures or objects to the caster’s side, whereas
is expressed as the length of each side. A cube’s point of others allow the caster to teleport to another location.
origin is not included in the cube’s area of effect, unless you Some conjurations create objects or effects out of nothing.
decide otherwise.
Divination spells reveal information, whether in the
Cylinder. A cylinder’s point of origin is the center of a form of secrets longforgotten, glimpses of the future, the
circle of a particular radius, as given in the spell description. locations of hidden things, the truth behind illusions, or
The circle must either be on the ground or at the height of visions of distant people or places.
the spell effect. The energy in a cylinder expands in straight
Enchantment spells affect the minds of others,
lines from the point of origin to the perimeter of the circle,
influencing or controllingt heir behavior. Such spells can
forming the base of the cylinder. The spell’s effect then
make enemies see the caster as a friend, force creatures to
shoots up from the base or down from the top, to a distance
take a course of action, or even control another creature
equal to the height of the cylinder. A cylinder’s point of
like a puppet.
origin is included in the cylinder’s area of effect.
Evocation spells manipulate magical energy to produce
Line. A line extends from its point of origin in a straight
a desired effect. Some call up blasts of fire or lightning.
path up to its length and covers an area defined by its width.
Others channel positive energy to heal wounds.
A line’s point of origin is not included in the line’s area of
effect, unless you decide otherwise. Illusion spells deceive the senses or minds of others. They
cause people to see things that are not there, to miss things
Sphere. You select a sphere’s point of origin, and the
that are there, to hear phantom noises, or to remember
sphere extends outward from that point. The sphere’s size
things that never happened. Someillusions create phantom
is expressed as a radius in feet that extends from the point.
images that any creature can see, but the most insidious
A sphere’s point of origin is included in the sphere’s area
illusions plant an image directly in the mind of a creature.
of effect.
Necromancy spells manipulate the energies of life and
Saving Throws death. Such spells can grant an extra reserve of life force,
drain the life energy from another creature, create the
Many spells specify that a target can make a saving throw undead, or even bring the dead back to life.
to avoid some or all of a spell’s effects. The spell specifies Transmutation spells change the properties of a creature,
the ability that the target uses for the save and what object, or environment. They might turn an enemy into a
happens on a success or failure. harmless creature, bolster the strength of an ally, make
The DC to resist one of your spells equals 8 + your an object move at the caster’s command, or enhance a
spellcasting ability modifier + your proficiency bonus + creature’s innate healing abilities to rapidly recover from
any special modifiers. injury.
126
Appendix A - Conditions
Conditions alter a creature’s capabilities in a variety d100 Effect
of ways and can arise as a result of a class feature, a
01–10 attack source of the effect with melee or ranged
monster’s attack, or other effect. Most conditions, such
weapons (or close with caster if attacking isn’t
as blinded, are impairments, but a few, such as invisible,
possible)
can be advantageous. A condition lasts either until it is
countered (the prone condition is countered by standing up, 11–20 act normally
for example) or for a duration specified by the effect that 21–50 do nothing but babble incoherently
imposed the condition. 51–70 flee away from source of the effect at top possible
If multiple effects impose the same condition on a creature, speed
each instance of the condition has its own duration, but the 71–100 attack nearest creature ally or not.
condition’s effects don’t get worse. A creature either has a
condition or doesn’t. The following definitions specify what
happens to a creature while it is subjected to a condition. • A confused creature that can’t carry out the indicated
activity does nothing but babble incoherently.
Ability Damaged • Attackers gain no special advantage when attacking a
• When an attack damages an ability score, it temporarily confused creature. Any confused creature that is attacked
reduces that score in a living creature. always retaliates against its attackers on its next turn, as
long as it’s still confused when its turn comes.
• If, during a 24-hour period, a creature gets a full 8 hours
• A confused creature doesn’t make attacks of opportunity
of sleep or equivalent rest, that creature recovers 1 ability
against any creature that it isn’t already devoted to attacking
score point per damaged ability score. Any significant
either because of its most recent attack or because it has
interruption, such as combat, during the rest prevents
just been attacked.
healing.
• Complete bed rest for the entire 24 hours doubles this Dazed
rate. Undertaking even light activity during a 24-hour
period prevents this additional healing. • A dazed creature is unable to act normally. It can take
no actions but has no penalty to AC. A dazed condition
• Someone who has the Heal skill can help another typically lasts for 1 round.
creature double its recovery of ability score points by
succeeding on a DC 15 Heal Check. A healer can tend up Dazzled
to six patients.
• A dazzled creature is unable to see well because of
Blinded overstimulation of the eyes. It takes disadvantage penalty
on Attack Rolls, and Wisdom (Perception) Checks that rely
• A blinded creature can’t see and automatically fails any
on sight.
ability Check that requires sight.
• Attack Rolls against the creature have advantage, and Deafened
the creature’s Attack Rolls have disadvantage.
• A deafened creature can’t hear and automatically fails
Blown Away any ability Check that requires hearing.
127
Frightened • Attack Rolls against the creature have advantage.
• A frightened creature has disadvantage on ability Checks • Any attack that hits the creature is a critical hit if the
and Attack Rolls while the source of its fear is within line attacker is within 5 feet of the creature.
of sight.
• A Frightened creature must spend its turns trying to Petrified
move as far away from you as it can, and it can’t willingly • A petrified creature is transformed, along with any object
move move closer to the source of its fear. It also can’t take it is wearing or carrying, into a solid inanimate substance
reactions.
(usually stone). Its weight increases by a factor of ten, and
Grappled it ceases aging.
• A grappled creature’s speed becomes 0, and it can’t • The creature is incapacitated (see the condition), can’t
benefit from any bonus to its speed. move or speak, and is unaware of its surroundings.
• The condition ends if the grappler is incapacitated (see • Attack Rolls against the creature have advantage.
the condition) or if an effect removes the grappled creature • The creature automatically fails Strength and Dexterity
from the reach of the grappler or grappling effect saving throws.
• A grappled creature has disadvantage on Dexterity
• The creature has resistance to all damage.
Saving Throws and attacks have advantage against it.
• A grappled creature can use its action to escape. To do • The creature is immune to poison and disease, although
so, it must succeed on a Strength (Athletics) or Dexterity a poison or disease already in its system is suspended.
(Sleight of Hand) Check contested by grappler’s Strength
(Athletics) Check. Poisoned
• The grappling creature can drag or carry the grappled • A poisoned creature has disadvantage on Attack Rolls
creature with it, but its speed is halved, unless the creature and ability Checks.
is two or more sizes smaller than you.
• The grappling creature candeal damage to the grappled Prone
creature equivalent to an unarmed strike, without any
attack roll. • A prone creature’s only movement option is to crawl,
unless it stands up and thereby ends the condition.
Helpless • The creature has disadvantage on Attack Rolls.
• A helpless creature is paralyzed, held, bound, sleeping, • An Attack Roll against the creature has advantage if the
unconscious, or otherwise completely at an opponent’s
attacker is within 5 feet of the creature. Otherwise, the
mercy.
Attack Roll has disadvantage.
• It is treated as having a Dexterity of 0 (–5 modifier) and
all attacks against a Helpless creature are critical hits. Restrained
Incapacitated • A restrained creature’s speed becomes 0, and it can’t
• An incapacitated creature can’t take actions or reactions. benefit from any bonus to its speed.
• Attack Rolls against the creature have advantage, and
Invisible the creature’s Attack Rolls have disadvantage.
• An invisible creature is impossible to see without the aid • The creature has disadvantage on Dexterity saving
of relics, faith or a special sense. The creature’s location throws.
can be detected by any noise it makes or any tracks it leaves.
• Attack Rolls against the creature have disadvantage, and Stunned
the creature’s Attack Rolls have advantage.
• A stunned creature is incapacitated (see the condition),
Nauseated can’t move, and can speak only falteringly.
• A nauseated creature is experiencing overwhelming • The creature automatically fails Strength and Dexterity
physical discomfort. Nauseated creatures are unable to saving throws.
attack, or do anything else requiring attention.
• Attack Rolls against the creature have advantage.
• The only action such a creature can take on its turn is a
single Move Action. Unconscious
• This condition affects only living creatures.
• An unconscious creature is incapacitated (see the
Flat-Footed condition), can’t move or speak, and is unaware of its
surroundings
A creature who is surprised is flat-footed, not yet reacting
normally to the situation. Attacks versus this creature have • The creature drops whatever it’s holding and falls prone.
advantage and it and cannot make attacks of opportunity. • The creature automatically fails Strength and Dexterity
saving throws.
Paralyzed
• Attack Rolls against the creature have advantage.
• A paralyzed creature is incapacitated (see the condition)
and can’t move or speak. • Any attack that hits the creature is a critical hit if the
• The creature automatically fails Strength and Dexterity attacker is within 5 feet of the creature.
saving throws.
128
CLASS & LEVEL BACKGROUND
STRENGTH TEMPORARY
CURRENT HIT POINTS HIT POINTS SPEED DEAT H SAVES
SAVING T H ROWS
ACROB ATICS
SLEIG H T OF H AND N AME
STEALT H
DEXTERITY ATK B ONUS DAMAGE/TYP E PROPERTIES
SAVING T H ROWS
CONCENTRATION N AME
N AME
SAVING T H ROWS
KNOWLEDGE (________)
KNOWLEDGE (________) ATK B ONUS DAMAGE/TYPE PROPERTIES
INVESTIGATION
INTELLIGENCE CRAFT
N AME
SAVING T H ROWS
INSIGH T ATK B ONUS DAMAGE/TYPE PROPERTIES
M EDICINE
PERCE PTI ON
WISDOM SURVIVAL
HEAD SHOULDERS
SAVING T H ROWS EYES ARMS
DECE PTI ON NECK HANDS
INTI MIDATION
TORSO FEET
PERSUASI ON
BODY HANDHELD RIGHT
CHARISMA
WAIST HANDHELD LEFT
EQUIPMENT SLOTS EQUIPMENT SLOTS
ALLIGNMENT
iDEALS
CP
SP
EP
GP
PP