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Dungeons & Dragons D&D 5E 5th Ed - Player's Handbook - Color 150dpi OCR ToC

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Dungeons & Dragons D&D 5E 5th Ed - Player's Handbook - Color 150dpi OCR ToC

Dungeons & Dragons D&D 5E 5th Ed - Player's Handbook - Color 150dpi OCR ToC


NCREDlBLYVAST lS THE COSMOS OF THE The best-known worlds in lhe multiverse are lhe
ones lha! have been published as official campaign
DUNGEONS& DRAGONSgame, which teems settings for the 0&0 game over the years-Greyhawk,
Blackmoor, Dragonlance, the Forgotten Realms,
r with a multitude of worlds as weJl as myriad Mystara, Birthright, Dark Sun, and Eberron, among
alternate dimensions of reality, calIed the planes others. Each of these worlds boasts its own cast of
of existence. lt encompasses every world heroic adventurers and scheming villains, its own
where Dungeon Masters run their adventures, ancient ruins and forgotten artifacts, its own dungeons
alI within the relatively mundane realm of the and its own dragons. But if your campaign takes place
Material Plane. Beyond lhat plane are domains on one of these worlds, it belongs to your DM-you
of raw elemental matter and energy, realms of pure mighl imagine it as one of thousands of paralIel versions
thought and ethos, the homes of demons and angels, of the world, which might diverge wildly from the
and the dominions of the gods. published version.
Many spelIs and magic items can draw energy
from these planes, summon the creatures that dwelI MATERIAL ECHOES
there, communicate with their denizens, and alIow
advenlurers to travei there. As your character achieves The Material Plane is a richly magical place, and its
greater power and higher leveIs, you might undertake magical nalure is reflected in the two planes that share
a quest to rescue a friend fram the horrific depths of its central place in the multiverse. The Feywild and the
the Abyss, or find yourself hoisting a tankard with lhe ShadowfelI are paralIel dimensions occupying the same
friendly giants of Ysgard. Vou might walk on streets cosmological space, so they are often calIed echo planes
made of solid fire or lest your mettle on a battlefield
where lhe falIen are resurrected with each dawn. or mirrar planes to the Material Plane. The worlds and
landscapes of these planes mirror lhe natural world
THE MATERIAL PLANE of the Material Plane but reflect those fealures into

The Material Plane is the nexus where the philosophical different forms-more marvelous and magical in the
and elemental forces tha! define the other planes colIide Feywild, distorted and colorless in the Shadowfell.
in lhe jumbled existence of mortal life and mundane Where a volcano stands in the Malerial Plane, a
matter. AlI the worlds of 0&0 exist within the Material mountain topped with skyscraper-sized crystals that
Plane, making it the starting point for most campaigns glow with internai fire towers in lhe Feywild, and a
and adventures. The rest of the multiverse is defined in jagged rock outcrapping resembling a skuJl marks the
relation to the Material Plane.
spot on the Shadowfell.
The worlds of the Material Plane are infinitely diverse, The Feywild, also calIed the Plane of Faerie, is a land
for lhey reflect the creative imagination of the DMs
who set their games there, as weJl as the players whose of soft lights and wonder, a country of little people with
heroes adventure there. They include magic-wasled great desires, a place of music and death. lt is a realm
desert planets and island-dotted waler worlds, worlds of eternal twilight, with slow lanterns bobbing in the
where magic combines with advanced technology and gentle breeze and huge fireflies buzzing through graves
others trapped in an endless Stone Age, worlds where and fields. The sky is alight with the faded colors of
the gods walk and places they have abandoned. lhe setting, or perhaps rising, sun. But, in fact, the sun
neve r truly sets or rises; it remains stationary, dusky
and low in the sky. Away fram the settled areas ruled by
the Seelie Court, lhe land is a tangle of sharp-toothed
brambles and syrupy fens-perfect territory for the
Unseelie to hunt their prey. Fey creatures, such as those
brought to the world by conjure woad/and beings and
similar spelIs, dwelI in the Feywild.

The Shadowfell, also calIed the Plane af Shadaw, is

a darkly lighted dimension, a world af black and white
where colar has been leached fram everything. lt is a
place af taxic darkness that hates the light, where the
sky is a black vault with neither sun nor stars.

••• ••

Like a dome above the other planes, the Positive Plane is the

source of radianl energy and lhe raw life force lhal suffuses

allliving beings, from lhe puny lo lhe sublime, Ils dark

-----------------------..refleclion is lhe Negative Plane, lhe source of necrolic energy

lhal deslroys lhe Iiving and animales lhe undead .



BEYOND THE MATERIAL of force. The depths of the plane, the Deep Ethereal, are
a region of swirling mists and colorful fogs.
Beyond the Material Plane. the various planes of
existence are realms of myth and mystery. They're The Astral Plane is the realm of thought and dream.
not simply other worlds. but different qualities of where visitors traveI as disembodied souls to reach
being, formed and governed by spiritual and elemental the planes of the divine and demonic. It is a great,
principIes abstracted fram the ordinary world. silvery sea. the same above and below, with swirling
wisps of white and gray streaking among motes of light
PLANAR TRAVEL resembling distant stars. Erratic whirlpools of color
flicker in midair like spinning coins. Occasional bits of
When adventurers travei into other planes of existence, solid matter can be found here, but most of the Astral
they are undertaking a legendary journey acrass the Plane is an endless. open domain.
thresholds of existence to a mythic destination where
they strive to complete their quest. Such a journey is the INNER PLANES
stuff of legend. Braving the realms of the dead. seeking
out the celestial servants of a deity. or bargaining with The Inner Planes surround and enfold the Material
an efreeti in its home city will be the subject of song and Plane and its echoes, providing the raw elemental
story for years to come. substance from which ali the worlds were made. The
four Elemental Planes-Ai r, Earth. Fire, and Water-
TraveI to the planes beyond the Material Plane can be form a ring araund the Material Plane. suspended
accomplished in two ways: by casting a spell or by using within the churning Elemental Chaos.
a planar portal.
At their innermost edges. where they are closest
SpeJls. A number of spells allow direct or indirect to the Material Plane (in a conceptual if not a literal
access to other planes of existence. Plane shift and geographical sense). the four Elemental Planes
gate can transport adventurers directly to any other resemble a world in the Material Plane. The four
plane of existence. with different degrees of precision. elements mingle together as they do in the Material
Etherealness allows adventurers to enter the Ethereal Plane. forming land. sea. and sky. Farther from the
Plane and traveI fram there to any of the planes it Material Plane. though, the Elemental Planes are both
touches-the Shadowfell. the Feywild. or the Elemental alien and hostile. Here, the elements exist in their
Planes. And the astral projection spelllets adventurers purest form-great expanses of solid earth. blazing fire.
praject themselves into the Astral Plane and traveI to crystal-clear water, and unsullied air. These regions
the Outer Planes. are little-known. so when discussing the Plane of Fire.
for example, a speaker usually means just the border
Porta/s. A portal is a general term for a stationary region. At the farthest extents of the Inner Planes,
interplanar connection that links a specific location the pure elements dissolve and bleed together into an
on one plane to a specific location on another. Some unending tumult of clashing energies and colliding
portaIs are like doorways, a clear window, or a fog- substance, the Elemental Chaos.
shrauded passage, and simply stepping through it
effects the interplanar traveI. Others are locations- OUTER PLANES
circles of standing stones, soaring towers. sailing ships,
or even whole towns-that exist in multiple planes at If the Inner Planes are the raw matter and energy that
once or flicker from one plane to another in turno Some makes up the multiverse, the Outer Planes are the
are vortices, typically joining an Elemental Plane with a direction. thought and purpose for such construction.
very similar location on the Material Plane. such as the Accordingly. many sages refer to the Outer Planes as
heart of a voleano (leading to the Plane of Fire) or the divine planes, spiritual planes. or godly planes, for the
depths of the ocean (to the Plane of Water). Outer Planes are best known as the homes of deities.

TRANSITIVE PLANES When discussing anything to do with deities, the
language used must be highly metaphorical. Their
The Ethereal Plane and the Astral Plane are called the actual homes are not literally "places" at ali, but
Transitive Planes. They are mostly featureless realms exemplify the idea that the Outer Planes are realms of
that serve primarily as ways to traveI from one plane thought and spirit. As with the Elemental Planes, one
to another. Spells such as etherealness and astral can imagine the perceptible part of the Outer Planes as
projection allow characters to enter these planes and a sort of border region, while extensive spiritual regions
traverse them to reach the planes beyond. lie beyond ordinary sensory experience.

The Ethereal Plane is a misty, fog-bound dimension Even in those perceptible regions, appearances
that is sometimes described as a great oceano Its shores, can be deceptive. Initially. many of the Outer Planes
called the Border Ethereal. overlap the Material Plane appear hospitable and familiar to natives of the
and the lnner Planes, so that every location on those Material Plane. But the landscape can change at the
planes has a corresponding location on the Ethereal whims of the powerful forces that live on the Outer
Plane. Certain creatures can see into the Border Planes. The desires of the mighty forces that dwell on
Ethereal. and the see invisibility and true seeing spell these planes can remake them completely, effectively
grunt that ability. Some magical effects also extend fram erasing and rebuilding existence itself to bettcr fulfill
the Material Plane into the Border Ethereal. particularly their own needs.
effects that use force energy such as forcecage and wall



Distance is a virtually meaningless concept on the planes. That argument might be circular, however,
Outer Planes. The perceptible regions of the planes for it is possible that the arrangement of the Outlands
often seem quite small, but they can also stretch on to inspired the idea of the Great Wheel in the first place.
what seems like infinity. It might be possible to take
a guided tour of the Nine Hells, from the first layer to Around the outside edge of the circle, evenly spaced,
the ninth, in a single day-if the powers of the Hells are the gate-towns: sixleen settlements, each built
desire il. Or it could take weeks for travelers to make a around a portal leading to one of the Outer Planes. Each
grueling trek across a single layer. town shares many of the characteristics of the plane
where its gate leads.
The most well-known Outer Planes are a group of
sixteen planes that correspond to the eight alignments At the center of the Outlands, like the axle of the
(excluding neutrality) and the shades of distinction planar wheel, the Spire shoots impossibly high into the
between them. sky. Above this thin peak floats the ring-shaped city of
Sigil, the City of Doors. This bustling planar metropolis
OUTER PLANES Alignment holds countless portais to other planes and worlds.

Outer Plane LG Sigil is a trader's city. Goods, merchandise, and
Mount Celestia, the Seven Heavens of NG, LG information come to it from across the planes. There
Bytopia, the Twin Paradises of is a brisk trade in information about the planes, in
Elysium, the Blessed Fields of NG particular in the command words or items required for
The Beastlands, the Wilderness of NG,CG the operation of particular portais. These portal keys
Arborea, the Olympian Glades of CG are highly sought after, and many travelers within the
Ysgard, the Heroie Domains of CN,CG city are looking for a particular portal or a portal key
Limbo, the Ever-Changing Chaos of CN to allow them to continue on their way.
Pandemonium, the Windswept Depths of CN,CE
The Abyss, the Innnite Layers of CE DEMIPLANES
Careeri, the Tarterian Depths of NE, CE Demiplanes are small extradimensional spaces with
Hades, the Gray Waste of NE their own unique rules. They are pieces of reality that
Gehenna, the Bleak Eternity of NE, LE don't se em to fit anywhere else. Demiplanes come
The Nine Hells (of Baator) LE into being by a variety of means. Some are created by
Aeheron, the Innnite Battleneld of LN, LE spells, such as demiplane, or generated at the desire of a
Meehanus, the Cloekwork Nirvana of powerful deity or other force. They may exist naturally,
Areadia, the Peaeeable Kingdoms of LN as a fold of existing reality that has been pinched olf
LN, LG from the rest of the multiverse, or as a baby universe
growing in power. A given demiplane can be entered
The planes with some element of good in their nature through a single point where it touches another plane.
are called the Upper Planes. Celestial creatures such Theoretically, a plane shift spell can also carry travelers
as angels and pegasi dwell in the Upper Planes. Planes to a demiplane, but the proper frequency required
with some element of evil are the Lower Planes. Fiends for the tuning fork is extremely hard to acquire. The
such as demons, devils, and yugoloths dwell in the gate spell is more reliable, assuming the caster knows
Lower Planes. A plane's alignment is its essence, and of the demiplane.
a character whose alignment doesn't match the plane's
experiences a profound sense of dissonance there. THE FAR REALM
When a good creature visits Elysium, for example, it The Far Realm is beyond the known muItiverse. In fact,
feels in tune with the plane, but an evil creature feels it might be an entirely separate multiverse with its own
out of tune and more than a little uncomfortable. physical and magical laws. Where stray energies from
the Far Realm leak onto another plane, life and matter
OTHER PLANES are warped and twisted into alien shapes that defy
ordinary geometry and biology.
Existing somehow between or beyond the known planes
of existence are a variety of other realms. The entities that abide in the Far Realm are toa alien
for a normal mind to accept without damage. Titanic
SIGIL AND THE OUTLANDS creatures swim through nothingness, preoccupied
The Outlands is the plane between the Outer Planes, a with madness. Unspeakable things whisper awful
plane of neutrality, but not the neutrality of nothingness. truths to those who dare listen. For mortais, knowledge
Instead it incorporates a little of everything, keeping it of the Far Realm Is a triumph of mind over the rude
ali in a paradoxical balance-simultaneously concordant boundaries of matter, space, and eventually sanity.
and in opposition. It is a broad region of varied terrain,
with open prairies, towering mountains, and twisting, There are no known portaIs lo the Far Realm, or
shallow rivers, strongly resembling an ordinary world at least none that are still viable. Ancient elves once
of the Material Plane. pierced the boundary of eons with a vast portal to the
Far Realm within a mountain called Firestorm Peak,
The Outlands is circular, like a great wheel-in fact, but their civilization imploded in bloody terror and
Ihose who envlsion the Ouler Planes as a wheel point the portaI's location-even its home world-is long-
to the Outlands as proof, calling il a microcosm of the forgotten. Other portaIs might still exist, marked by the
alien forces leaking through to corrupt the Material
Plane around them.






to transform into animaIs, summon creatures Medium beasl, unaligned
to serve as familiars, and create undead.
Statistics for such creatures are grouped Armor Class 11 (natural armor)
in this appendix for your convenience. For Hit Points 11 (2d8 + 2)
information on how to read a stat block, see Speed 40 ft.
the Monster Manual.

13 (+1) 11 (+0) 12 (+1) 2 (-4) 9 (-1) 5 (-3)

BAT Senses passive Perception 9
Languages -
Tiny beasl, unaligned Challenge 1/4 (50 XP)

Armar Class 12 Charge. If the boar moves at least 20 feet straight toward a
Hit Points 1 (ld4 - 1) creature right before hitting it with a tusk attack, the target
Speed 5 ft., fly 30 ft. takes an extra 3 (1d6) slashing damage and must succeed on a
De 11 5trength saving throw or be knocked prone.
2 (-4) 15 (+2) 8 (-1) 2 (-4) 12 (+1) 4 (-3) Relentless (Recharges after the Boar Finishes a Short ar Long
Rest). If the boar takes damage that reduces it to O hit points,
Senses blindsight 60 ft., passive Perception 11 unless the damage is 7 or more or from a criticai hit, it drops to
Languages- 1 hit point instead.
Challenge 0(10 XP)
Echolocation. While it can't hear, the bat has no blindsight.
Tusk. Melee Weopon Atlack: +3 to hit, reach 5 ft., one target.
Keen Heoring. The bat has advantage on Wisdom (Perception) Hit: 4 (ld6 + 1) slashing damage.
checks that rely on hearing.
Bite. Melee Weapon Attaek: +0 to hit, reach 5 ft., one creature. Large beasl, una/igned
Hit: 1 piercing damage.

BLACKBEAR Armor Class 11 (natural armor)
Hit Points 34 (4d10 + 12)
Medium beasl, unaligned Speed 40 ft., c1imb 30 ft.

Armor Class 11 (natural armor) STR DEX CON INT WIS CHA
Hit Points 19 (3d8 + 6) 19 (+4) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2)
Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA Skills Perception +3 13
15 (+2) 10 (+0) 14 (+2) 2 (-4) 12 (+1) 7 (-2) Senses passive Perception
Languages -
Challenge 1 (200 XP)

Skills Perception +3 13
Senses passive Perception
Languages - Keen Smell. The bear has advantage on Wisdom (Perception)
Challenge 1/2 (100 XP) checks that rely on smel!.

Keen Smell. The bear has advantage on Wisdom (Perception) ACTIONS
checks that rely on smel!. Multiattack. The bear makes two attacks, one with its bite and
one with its c1aws.
Multiattack. The bear makes two attacks, one with its bite and Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
one with its c1aws. H/t: 8 (ld8 + 4) piercing damage.

Bite. Melee Weapon Attaek: +3 to hit, reach 5 ft., one target. Claws. Melee Weapon Attock: +5 to hit, reach 5 ft., one target.
H/t: 5 (ld6 + 2) piercing damage. Hit: 11 (2d6 + 4) slashing damage.

Claws. Melee Weapon Atlaek: +3 to hit, reach 5 ft., one target.
Hit: 7 (2d4 + 2) slashing damage.




Tiny beast, unaligned Bite. Melee Weopan Attaek: +4 to hit, reach 5 ft., one targel.
Hit: 7 (ldl0 + 2) piercing damage, and the target is grappled.
Armor Class 12 Until this grapple ends, the target is restrained, and the
Hit Points 2 (ld4) crocodile can't bite another targel.
Speed 40 ft., c1imb 30 fI.

3 (-4) 15 (+2) 10 (+0) 3 (-4) 12 (+1) 7 (-2)
Large beast, unaligned

Skills Perception +3, Stealth +4 Armor Class 14 (natural armor)
Senses passive Perception 13 Hit Points 37 (5dl0 + 10)
Languages - Speed 50 fI.
Challenge O (10 XP)

Keen Smell. The cat has advantage on Wisdom (Perception) STR DEX CON INT WIS CHA
checks that rely on smel!. 17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 7 (-2)

ACTIONS Skills Perception +3, Stealth +4
Claws. Melee Weapan Attaek: +0 to hit. reach 5 ft., one targel. Senses passive Perception 13
Hit: 1 slashing damage. Languages -
Challenge 1 (200 XP)

CONSTRICTOR SNAKE Keen Hearing and Smell. The wolf has advantage on Wisdom
(Perception) checks that rely on hearing or smel!.
Large beast, unaligned
Paek Taeti,s. The wolf has advantage on atlack rolls against a
Armor Class 12 creature if at least one of the wolf's allies is within 5 feet of the
Hit Points 13 (2dl0 + 2) creature and isn't incapacitated.
Speed 30 ft., swim 30 ft.
15 (+2) 14 (+2) 12 (+1) 1 (-5) 10 (+0) 3 (-4) Bite. Melee Weapon Attaek: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) piercing damage. Ifthe target is a creature,
Senses blindsight 10 fI.. passive Perception 10 it must succeed on a De 13 Strength saving throw or be
Languages - knocked prone.
Challenge 1/4 (50 XP)


Tiny beast, unaligned

ACTIONS Armor Class 11
Hit Points 1 (ld4 - 1)
Bite. Melee Weapon Attaek: +4 to hit, reach 5 ft., one creature. Speed 20 fI., swim 20 ft.
Hit: 5 (ld6 + 2) piercing damage.
Constriet. Melee Weapon Attaek: +4 to hit, reach 5 ft., one 1 (-5) 13 (+1) 8 (-1) 1 (-5) 8 (-1) 3 (-4)
creature. Hit: 6 (ld8 + 2) bludgeoning damage, and the target
is grappled. Until this grapple ends, the creature is restrained,
and the snake can't constrict another target.

CROCODILE Skills Perception +1, Stealth +3 Perception 11
Senses darkvision 30 ft., passive
Large beast, unaligned Languages -
Challenge O (O XP)

Armor Class 12 (natural armor) Amphibious. The frog can breathe air and water.
Hit Points 19 (3dl0 + 3)
Speed 20 ft., swim 30 fI. Standing Leap. As part ofits movement and without a running
start, the frog can long jump up to 10 feet and high jump
STR DEX CON INT WIS CHA up to 5 feel.
15 (+2) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 5 (-3)

Skills Stealth +2 10
Senses passive Perception
Languages -
Ch~lIenge 1/2 (100 XP)

Hold Breath. The crocodile can hold its breath for 15 minutes.


GIANTEAGLE Web (Recharge 5-6). Ranged Weapon Alloek: +5 lo hil, range
30 fl./60 fI., one crealure. H/I: The largel is reslrained by
Large beast, neutral good webbing. As an aclion, lhe reslrained largel can make a DC
12 51renglh check, bursling lhe webbing on a success. lhe
Armar Class 13 webbing can also be allacked and deslroyed (AC 10; hp 5;
Hil Poinls 26 (4dl0 + 4) vulnerabilily lo fire damage; immunily lo bludgeoning, paison,
Speed 10 fI., Ay 80 fI. and psychic damage).

16 (+3) 17 (+3) 13 (+1) 8 (-1) 14 (+2) 10 {+O}
Tiny beasl, unaJigned
Skills Perceplion +4
Senses passive Perceplion 14 Common bul doesn'l Armar Class 13
Languages Gianl Eagle, underslands Hil Poinls 1 (ld4 - 1)
Speed 10 fI., Ay 60 fI.
speak il
Challenge 1 (200 XP)

Keen Sight. lhe eagle has advanlage on Wisdom (Perceplion) SIR DEX CON INT WIS CHA
checks Ihal rely on sighl. 5 (-3) 16 (+3) 8 (-1) 2 (-4) 14 (+2) 6 (-2)

ACIIONS Skills Perceplion +4 14
Mu/tiattack. lhe eagle makes Iwo allacks, one wilh ils beak Senses passive Perceplion
and one wilh ils lalons. Languages -
Challenge O (10 XP)
Beak. Melee Weapon Attack: +5 lo hil, reach 5 fI., one largel.
H/t: 6 (ld6 + 3) piercing damage. Keen Sight. lhe hawk has advanlage on Wisdom (Perceplion)
checks Ihal rely on sighl.
Talons. Melee Weapon Attaek: +5 lo hil, reach 5 fI., one largel.
Hit: 10 (2d6 + 3) slashing damage. ACTIONS
Talons. Melee Weopon Altaek: +5 lo hil, reach 5 fI., one largel.
GIANT SPIDER Hit: 1 slashing damage.

Large beast, unaJigned

Armar Class 14 (nalural armar) IMP
Hil Poinls 26 (4dl0 + 4)
Speed 30 fI., c1imb 30 fI. Tiny fiend (devi/, shapechanger), lawful evil

14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (+O) 4 (-3) Hil Poinls 10 (3d4 + 3)
Speed 20 fI., Ay 40 ft. (20 fI. in ral form; 20 fI., Ay 60 fI. in raven

form; 20 fI., c1imb 20 fI. in spider form)

Skills Sleallh +7 60 fI., passive Perceplion 10 STR DEX CON INI WIS CHA
Senses blindsighll0 fI., darkvision 6 (-2) 17 (+3) 13 (+1) 11 {+O} 12 (+1) 14 (+2)
Languages -
Challenge 1 (200 XP) Skills Deceplion +4, Insighl +3, Persuasion +4, Sleallh +5
Damage Resislances cold; bludgeoning, piercing, and slashing
Spider Climb. lhe spider can c1imb diflicull surfaces, including
upside down on ceilings, wilhoul needing lo make an from nonmagical weapons Ihal aren'l silvered
abilily check. Damage Immunilies fire, poison
Condilion Immunilies poisoned
Web Sense. While in conlacl wilh a web, lhe spider knows lhe Senses darkvision 120 fI., passive Perceplion 11
exacllocalion of any olher crealure in conlacl wilh lhe same web. Languages Infernal, Common
Challenge 1 (200 XP)
Web Walker. lhe spider ignores movemenl reslriclions caused
by webbing. Shapechanger. lhe imp can use ils aclion lo polymorph inlo
lhe beasl form of a ral, a raven, ar a spider, ar inlo ils devil
ACTIONS formo 115slalislics are lhe same in each form, allhough ils
allack is dilferenl in some of Ihem. Any equipmenl il carries is
Bite. Melee Weapon Attaek: +5 lo hil, reach 5 fI., one crealure. nollransformed. If slain, lhe imp reverls lo ils devil formo
H/t: 7 (ld8 + 3) piercing damage, and lhe largel must make a
De 11 Conslilulion saving lhrow, laking 9 (2d8) poison damage Devil's Sight. Magical darkness doesn'l impede lhe
on a failed save, ar half as much damage on a successful one. If imp's darkvision.
lhe poison damage reduces lhe largel lo O hil poinls, lhe largel
is slable bul poisoned for 1 hour, and paralyzed while poisoned Magic Resistance. lhe imp has advanlage on saving lhrows
in lhis way. againsl spells and olher magical elfecls.


ACTIONS Pounce. If the lion moves at least 20 feet straight toward a
target right before hitting it with a c1aw attack, the target must
Sting (Bite in Beast Form). Melee Weapon Attaek: +5 to hit, succeed on a DC 13 Strength saving throw or be knocked
reach 5 ft., one creature. Hit: 5 (ld4 + 3) piercing damage, and prone. If lhe largel is prone, the lion can lake a bonus aclion lo
the target must make on a DC 11 Constitution saving throw, make one bite attack against it.
taking lO (3d6) poison damage on a failed save, or half as
much damage on a successful one. Running Leal'. As parI of ils movement and after a 10-foot
running slart, the lion can long jump up to 25 feet.
Invisibility. lhe imp tums invisible until it attacks or until its
concentration ends. Anything the invisible imp is carrying or ACTlONS
wearing is invisible as long as it remains in contact with the imp.
Bite. Melee Weapon Attaek: +5 lo hit, reach 5 ft., one target.
LION Hit: 7 (ld8 + 3) piercing damage.

Large beast, unaligned Claw. Melee Weapon Attaek: +5 lo hit, reach 5 ft., one larget.
Hit: 6 (ld6 + 3) slashing damage.

Armar Class 12 MASTIFF
Hit Points 26 (4dl0 + 4)
Speed 50 ft. Medium beast, unaligned

STR DEX CON INT WIS CHA Armor elass 12
3 (-3) 12 (+1) 8 (-1) Hit Points 5 (ld8 + 1)
17 (+3) 15 (+2) 13 (+1) Speed 40 ft.

Skills Perception +3, Stealth +6 STR DEX eON INT WIS eHA
Senses passive Perception 13 13 (+1) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 7 (-2)
Languages -
Challenge 1 (200 XP)

Keen Smell. lhe lion has advantage on Wisdom (Perception) Skills Perception +3 13
checks that rely on smell. Senses passive Perception
Languages -
Pack Tacties. The lion has advantage on attack rolls against a ehallenge 1/8 (25 XP)
creature if at least one of the lion's allies is within 5 feet of the
creature and isn't incapacitated. Keen Hearing and Smell. The masliffhas advantage on
Wisdom (Perception) checks thal rely on hearing or smel!.

Bite. Melee Weapon Attaek: +3 lo hit, reach 5 fI., one target. Hit:
4 (ld6 + 1) piercing damage. Ifthe larget is a creature, it must
succeed on a DC 11 Slrength saving throw or be knocked prone.


Medium beast, unoligned

Armar elass 10
Hit Poinls 11 (2d8 + 2)
Speed 40 ft.

14 (+2) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 5 (-3)

Senses passive Perception lO
Languages -
ehallenge 1/8 (25 XP)

Beast ofBurden. lhe mule is considered to be a Large animal
for the purpose of determining its carrying capacily.

Sure.Footed. Whenever the mule would be knocked prone, il
stays on ils feel ifil succeeds on a DC 10 Dexterily saving Ihrow.

Hooves. Melee Weapon Attack: +2 to hit, reach 5 fI., one largel.
Hit: 4 (ld4 + 2) bludgeoning damage.



Tiny beast, unaligned Tiny beast, unaligned

Armor Class 11 Armor Class 13
Hil Poinls 1 (ld4 - 1) Hil Poinls 2 (ld4)
Speed 5 fI., fly 60 fI. Speed 30 fI., swim 30 fI.

3 (-4) 13 (+1) 8 (-1) 2 (-4) 12 (+1) 7 (-2) 2 (-4) 16 (+3) 11 (+0) 1 (-5) 10 (+0) 3 (-4)

Skills Perceplion +3, 51eallh +3 Senses blindsighl10 fI., passive Perceplion 10
Senses darkvision 120 fI., passive Perceplion 13 Languages -
Languages - Challenge 1/8 (25 XP)
Challenge O (lO XP)

F/yby. lhe owl provokes no opporlunily allacks when il flies ACTIONS
oul of an enemy's reach.
Bile. Melee Weapon Attaek: +5 lo hil, reach 5 fI., one largel.
Keen Sight. lhe owl has advanlage on Wisdom (Perceplion) Hit: 1 piercing damage, and lhe largel musl make a DC 10
checks Ihal rely on sighl. Conslilulion saving Ihrow, laking 5 (2d4) poison damage on a
failed save, or half as much damage on a successful one.
Talons. Melee Weapon Attaek: +3 lo hil, reach 5 fI., one largel. PSEUDODRAGON
Hit: 1 slashing damage.
Tiny dragon, neutral good

PANTHER Armor Class 13 (nalural armor)
Hil Poinls 7 (2d4 + 2)
Medium beast, unaligned Speed 15 fI., fly 60 ft.

Hil Poinls 13 (3d8) 6 (-2) 15 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0)
Speed 50 fI., c1imb 40 fI.

SIR DEX CON INT WIS CHA Skills Perceplion +3, 51eallh +4
15 (+2) 10 (+0) 3 (-4) 14 (+2) 7 (-2) Senses blindsighl10 fI., darkvision 60 fI., passive Perceplion 13
14 (+2) Languages underslands Common and Draconic bul doesn'l

Skills Perceplion +4, 51eallh +6 speak
Senses passive Percepllon 14 Challenge 1/4 (50 XP)
Challenge 1/4 (50 XP) Keen Senses. lhe pseudodragon has advanlage on Wisdom
(Perceplion) checks Ihal rely on sighl, hearing, or smell.
Keen Smefl. lhe panlher has advanlage on Wisdom
(Perceplion) checks Ihal rely on smell. Magie Resistanee. lhe pseudodragon has advanlage on saving
Ihrows againsl spells and olher magical effecls.
Pounee. If lhe panlher moves alleasl 20 feel slraighlloward
a crealure righl before hilling il wilh a c1aw allack, lhe largel Limited Te/epathy. lhe pseudodragon can communicale
musl succeed on a DC 12 51renglh saving Ihrow or be knocked sim pie ideas, emolions, and images lelepalhically wilh any
prone. Iflhe largel is prone, lhe panlher can lake a bonus crealure wilhin 100 feel ofillhal can undersland a language.
aclion lo make one bile allack againsl il.
Bite. Melee Weapon Attaek: +4 lo hil, reach 5 ft., one largel.
Bite. Melee Weapon Attaek: +4 lo hil, reach 5 fI., one largel. Hit: 4 (ld4 + 2) piercing damage.
Hit: 5 (ld6 + 2) piercing damage.
Sting. Melee Weapon Attaek: +4 lo hil, reach 5 fI., one crealure.
Claw. Melee Weapon Attaek: +4 lo hil, reach 5 fI., one largel. Hit: 4 (ld4 + 2) piercing damage, and lhe largel musl succeed
Hit: 4 (ld4 + 2) slashing damage. on a DC 11 Conslilulion saving Ihrow or become poisoned for
1 hour. If ils saving Ihrow resull is 6 or lower, lhe largel falls
unconscious for lhe same duralion, or unlil illakes damage or
another creature uses an action to wake it.



Tiny fiend (demon, shapechanger), chaotlC evll Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one targel.
Hit: 1 piercing damage.

Armar Class 13 RAVEN
Hil Poinls 7 (3d4)
Speed 40 fI. (10 fI., fly 40 fI. in bal form; 40 fI., c1imb 40 fI. in Tiny beast, unaligned

cenlipede form; 40 fI., swim 40 fI. in load form)

SlR DEX CON INl WIS CHA Armor Class 12
5 (-3) 17 (+3) 10 (+0) 7 (-2) 10 (+0) 10 (+0) Hit Points 1 (ld4 - 1)
Speed 10 ft., fly 50 fI.

Skills Sleallh +5 STR DEX CON INT WIS CHA
Damage Resislances cold, fire, lighlning; bludgeoning, 2 (-4) 14 (+2) 8 (-1) 2 (-4) 12 (+1) 6 (-2)

piercing, and slashing from nonmagical weapons Skills Perception +3
Damage Immunilies poison Senses passive Perception 13
Condilion Immunilies poisoned Languages -
Senses darkvision 120 fI., passive Perceplion 10 Chalienge O (10 XP)
Languages Abyssal, Common
Chalienge 1 (200 XP)

Shapechanger. lhe quasil can use ils aclion lo polymorph inlo Mimicry. The raven can mimic simple sounds it has heard,
lhe beasl form of a bal, cenlipede, or load, or into its demon such as a person whispering, a baby crying, or an animal
formo Its statistics are lhe same in each form, although its chittering. A creature that hears the sounds can tell they are
altack is different in some oflhem. Any equipment it carries is imitations with a successful DC 10 Wisdom (Insight) check.
not transformed. If slain, the quasit reverts lo its demon formo
Magic Resislance. lhe quasit has advanlage on saving Ihrows
againsl spells and other magical effects. Beak. Me/ee Weapon Attack: +4 to hit, reach 5 ft., one targel.
Hit: 1 piercing damage.
Claws (Bite in Beast Form). Melee Weapon Attack: +4 lo hit,
reach 5 ft., one target. Hit: 5 (ld4 + 3) piercing damage. Ifthe Medium beost, unaligned
target is a creature, it musl succeed on a DC 10 Constitulion
saving throw or take 5 (2d4) poison damage and become Armor Class 12 (natural armor)
poisoned for 1 minute. lhe crealure can repeat the saving Hit Points 22 (4d8 + 4)
throw at the end of each of its tums, ending the effect early Speed O fI., swim 40 ft.
on a success.
Scare (ljDay). One creature ofthe quasit's choice within 20 14 (+2) 13 (+1) 13 (+1) 1 (-5) 10 (+0) 4 (-3)
feet ofit must succeed on a DC 10 Wisdom saving throw or be
frightened for 1 minute. lhe target can repeat the saving throw Skills Perception +2
at the end of each of its tums, with disadvantage if the quasit is Senses blindsight 30 fI., passive Perception 12
within line of sight, ending the effect early on a success. Languages -
Challenge 1{2 (100 XP)
Invisibility. lhe quasit tums invisible until it altacks or uses
Scare, or until its concentration ends. Anything the invisible Pack Tacties. The shark has advantage on altack rolls against a
quasit is carrying or wearing is invisible as long as it remains in creature if at least one of the shark's allies is within 5 feet of the
contact with the quasit. creature and isn't incapacitated.


Tiny beast, unaligned Water Breathing. lhe shark can breathe only while u derwater.

Armor Class 10 ACTIONS
Hit Points 1 (ld4 - 1)
Speed 20 fI. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one arget.
Hit: 6 (ld8 + 2) piercing damage.

2 (-4) 11 (+0) 9 (-1) 2 (-4) 10 (+0) 4 (-3)

Senses darkvision 30 ft., passive Perception 10
Languages -
Challenge O (10 XP)

Keen Smell. The rat has advantage on Wisdom (Perception) I
checks that rely on smell.


Large beast, unaligned

Armor Class 10
Hit Points 13 (2d10 + 2)
Speed GOfI.

1G (+3) 10 (+0) 12 (+1) 2 (-4) 11 (+0) 7 (-2)

Senses passive Perception 10
Languages -
Challenge 1/4 (50 XP)


Hooves, Melee Weapon Attaek: +2 lo hil, reach 5 fI., one target.
Hit: 8 (2d4 + 3) bludgeoning damage.


Medium undead, lawful evil

Armor Class 13 (armor scraps)
Hit Points 13 (2d8 + 4)
Speed 30 fI.

10 (+0) 14 (+2) 15 (+2) G (-2) 8 (-1) 5 (-3)

Oamage Vulnerabilities bludgeoning Shortbow, Ranged Weapon Attaek: +G to hit, range 40 ft.flGO
Oamage Immunities poison fI., one targel. Hit: 1 piercing damage. If the target is a
Condition Immunities poisoned creature, it must succeed on a DC 10 Constitution saving
Senses darkvision GOft., passive Perception 9 throw or beco me poisoned for 1 minute. Ifits saving lhrow
Languages understands languages it knew in life but can't speak result is 5 ar lower, the target falls unconscious for the same
Challenge 1/4 (50 XP) duration, or until it takes damage ar another creature uses an
action to wake it.
Heart Sight. The sprite louches a crealure and knows lhe
Shortsword. Melee Weapon Attaek: +4 to hit, reach 5 ft., one creature's current emotional state. If the target fails a DC 10
targel. Hit: 5 (ldG + 2) piercing damage. Charisma saving lhrow, the sprite also knows the creature's
alignment. Celestiais, fiends, and undead automatically fail the
Shortbow. Ranged Weapon Attaek: +4 to hit, range 80 fl./320 saving throw.
ft., one targel. Hit: 5 (ldG + 2) piercing damage.

SPRITE Invisibility, The sprite turns invisible until it attacks or casts

Tiny fey, neulral good

a spell, ar until its concentration ends. Anything the invisible

Armor Class 15 (Ieather armor) sprite is carrying ar wearing is invisible as long as it remains in
Hit Points 2 (ld4)
Speed 10 fI., fly 40 ft. contact with the sprite.

•• ••
3 (-4)
18 (+4) 10 (+0) 14 (+2) 13 (+1) 11 (+O) An armored warhorse has an Armar Class based on the
type of barding worn (se e chapter 5 for more information
Skills Perception +3, Stealth +8 (the check is made with on barding). Its Armar Class includes the horse's Dexterity
disadvantage if the sprite is flying) modifier, where applicable.

Senses passive Perception 13 AC Barding AC Barding
Languages Common, Elvish, Sylvan 12 Leather 1G Chain mail
Challenge 1/4 (50 XP) 13 Studded leather 17 Splint
14 Ring mail 18 Plate
ACTIONS 15 Scale mail
Longsword, Melee Weapon Atlaek: +2 to hit, reach 5 ft., one ••
largel. Hit: 1 slashing damage. ••



Large beast, una/igned Medium beast, una/igned

Armor Class 12 Armor Class 13 (nalural armar)
Hil Poinls 37 (5d10 + 10) Hil Poinls 11 (2d8 + 2)
Speed 40 fI. Speed 40 fI.

WIS CHA --ST-R---O-E-X--C-O-N---IN-T---W-IS--~
12 (+1) 8 (-1)
STR OEX CON INT _12.(.+1.)_.15.(.+2.)_.12.(.+1.) __ 3_(-_4__)1_2_(+_1__)~
17 (+3) 15 (+2) 14 (+2) 3 (-4)

Skills Perceplion +3, Sleallh +6 Skills Perceplion +3, Sleallh +4 I
Senses passive Perceplion 13 Senses passive Perceplion 13
Languages - Languages -
Challenge 1 (200 XP) Challenge 1/4 (50 XP)

Keen Smell. The liger has advanlage on Wisdom (Perceplion) IKeen Hearing and Smell. The wolf has advanlage on isdom
checks lhal rely on smel!.
(Perceplion) checks lhal rely on hearing or smel!.
Pounce. If lhe liger moves alleasl 20 feel slraighlloward a
crealure righl before hilling il wilh a c1aw allack, lhe largel Pack Tactics. The wolf has advanlage on allack rolls a~ainsl a
musl succeed on a DC 13 Slrenglh saving Ihrow or be knocked crealure if alleasl one of lhe wolf's allies is wilhin 5 fe Iof lhe
prone. If lhe largel is prone, lhe liger can lake a bonus aclion crealure and isn'l incapacilaled.
lo make one bile allack againsl il.
Bile. Melee Weapon Attack: +5 lo hil, reach 5 fI., one largel. Bite. Melee Weapon Attack: +4 lO hil, reach 5 ft., one I rgel.
Hit: 8 (ld10 + 3) piercing damage. Hit: 7 (2d4 + 2) piercing damage. Iflhe largel is a crea ure,
il musl succeed on a DC 11 Slrenglh saving lhrow or lle
Claw. Melee Weapon Attack: +5 lo hil, reach 5 fI., one largel. knocked prone.
Hit: 7 (ld8 + 3) slashing damage.

Medium undead, neutral evil

WARHORSE Armor Class 8
Hil Poinls 22 (3d8 + 9)
Large beast, unaligned Speed 20 fI.

Hil Poinls 19 (3d10 + 3) 13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
Speed 60 fI.

STR OEX CON INT WIS CHA Saving Throws Wis +0
18 (+4) 12 (+1) 13 (+1) 2 (-4) 12 (+1) 7 (-2) Oamage Immunilies poison
Condilion Immunilies poisoned
Senses passive Perceplion 11 Senses darkvision 60 fI., passive Perceplion 8
Languages - Languages underslands lhe languages il knew in life uI can'l
Challenge 1/2 (100 XP)
Challenge 1/4 (50 XP)

Trampling Charge. If lhe horse moves alleasl 20 feel slraighl Undead Fortitude. If damage reduces lhe zombre lo OI hil
loward a crealure righl before hilling il wilh a hooves allack, poinls, il musl make a Conslilulion saving lhrow wilh a DC
lhe largel musl succeed on a DC 14 Slrenglh saving Ihrow ar of 5 + lhe damage laken, unless lhe damage is radian or
be knocked prone. If lhe largel is prone, lhe horse can lake a from a crilical hil. On a success, lhe zombie drops lo 1 hil
bonus aclion lo make anolher allack wilh ils hooves againsl poinl inslead.
lhe largel.
Hit: 4 (ld6 + 1) bludgeoning damage.
Hooves. Melee Weapon Attack: +4 lo hil, reach 5 fI., one largel.
Hit: 11 (2d6 + 4) bludgeoning damage.



NSPIRATION FORALLOFTHE FANTASYWORK I HAVE Farmer, Philipjose. MakerofUniverses and lhe rest ofthe
dane stems directly from the lave my father World of Tiers series.

r showed when I was a lad, for he spent many Fax, Gardner. Kothar and the Conjurer's Curse and the rest of
hours telling me stories he made up as he went the Kolhar series, and Kyrik and the Lost Queen and the rest
along, tales of cloaked old men who could grant of the Kyrik series.
wishes, of magic rings and enchanted swords,
ar wicked sorcerers and dauntless swordsmen .. Froud, Brian & Alan Lee. Faeries.
. . A11 of us tend to get ample helpings of fantasy Hickman, Tracy & Margarel Weis. Dragons of Autumn TwiJight
when we are very young, fram fairy tales such as those
written by the Brathers Grimm and Andrew Lang. and lhe rest of the Chronicles Trilogy.
This often leads to reading books of mythology. paging Hodgson, William Hope. The Night Land.
thraugh bestiaries, and consultation of compilations Howard, Robert E. The Coming ofConan the Cimmerian and
of the myths of various lands and peoples. Upon such
a base J built my interest in fantasy. being an avid the rest af the Canan series.
reader of a11science fiction and fantasy literature jemisin, N.K. The Hundred Thousand Kingdoms and the
since 1950. The fo11owing authors were ofparticular
inspiration to me. rest of the lnheritance series, The Killing Moon, and The
Shadowed Sun.
-E. Gary Gygax, Oungeon Master's Guide (1979) Jordan, Robert. The Eye of the World and the rest of the Wheel
af Time series.
A greal deal of fanlasy lileralure has been published Kay, Guy Gavriel. Tigana.
since lhe co.crealor of OUNGEONS& ORAGONSwrote King, Stephen. The Eyes ofthe Dragon.
lhose words, including breakthrough works seI in lhe Lanier, Sterling. Hiero'sjourney and The Unforsaken Hiero.
shared worlds of 0&0. The following lisl includes LeGuin, Ursula. A Wizard of Earthsea and the rest of the
Gary's originallisl and some addilional works lhal have Earthsea series.
inspired lhe game's designers in lhe years since. Leiber, Fritz. Swords and Deviltry and the rest of the Fafhrd &
Gray Mouser series.
Ahmed, Saladin. Throne of the Crescent Moon. Lovecraft, H.P. The Complete Works.
Alexander, L1oyd.The Book ofThree and lhe rest of the Lynch, Scott. The Lies of Locke Lamora and the rest of the
Gentlemen Bastard series.
Chronicles af Prydain series. Martin, George RR. A Game ofThrones and the res! ofthe
Anderson, Paul. The Broken Sword, The High Crusade, and Song of Ice and Fire series.
McKillip. Patricia. The Forgotten Beasts of Eld.
Three Hearts and Three Lions. Merritt, A. Creep, Shadow, Creep; DweJlers in the Mirage; and
Anthony, Piers. Split Infinity and the rest of the Apprentice The Moon Pool.
Miéville, China. Perdido Street Station and the other
Adept series. Bas-Lag novels.
Augusta, Lady Gregory. Gods and Fighting Men. Moorcock, Michael. Elric of Melniboné and the rest of the
Bear, Elizabeth. Range ofGhosts and the rest of the Elric series, and Thejewel in the SkuJl and lhe rest of the

Eternal Sky trilogy. Hawkmoon series.
Bellairs,john. The Face in the Frost. Norton, Andre. Quag Keep and Witch World.
Brackett, Leigh. The Best of Leigh Brackett, The Long Offutt, Andrew J., ed. Swords against Darkness fll.
Peake, Mervyn. Titos Groan and the rest of the
Tomorrow, and The Sword of Rhiannon.
Brooks, Terry. The Sword of Shannara and the resl of the Gormenghast series.
Pratchelt, Terry. The Colour of Magic and lhe rest of the
Shannara noveis.
Brown, Fredric. HaJl of Mirrors and What Mad Universe. Discworld series.
Bulfinch, Thomas. Bulfinch's Mythology. Pratt, Fletcher. Blue Star.
Burroughs, Edgar Rice. At the Earth's Core and the rest Rothfuss, Patrick. The Name ofthe Wind and the rest ofthe

ofthe Pellucidar series, Pirates ofVenus and the rest of Kingkiller series.
lhe Venus series, and A Princess of Mars and the rest of Saberhagen, Fred. The Broken Lands and Changeling EartiJ.
the Mars series. Salvatore, RA. The Crystal Shard and the resl of The
Carter, Lin. WarriorofWorlds End and the rest ofthe
World's End series. Legend of Drizzt.
Cook, Glen. The Black Company and the rest of the Black Sanderson, Brandon. Mistborn and the rest of the
Company series.
de Camp, L. Sprague. The FaJJible Fiend and Lest Mislborn trilogy.
Darkness FaJl. Smith, ClarkAshlon. The Return ofthe Sorcerer.
de Camp, L. Sprague & Fletcher Pratt. The Compleat SI. Clair, Margaret. Change the Sky and Other Stories, The
Enchanter and the rest of the Harold Shea series, and
Carnelian Cube. Shadow People, and Sign ofthe Labrys.
Derleth, August and H.P. Lovecraft. Watchers out ofTime. Tolkien,j.R.R The Hobbit, The Lord ofthe Rings. and The
Dunsany, Lord. The Book ofWonder, The Essential Lord
Dunsany CoJlection, The Gods of Pegana, The King of Silmarillion.
Elfland's Daughter, Lord Dunsany Compendium, and The Tolstoy, Nikolai. The Coming ofthe King.
Sword of WeJleran and Other Tales. Vance,jack. The Dying Earth and The Eyes ofthe Overworld.
Weinbaum, Stanley. VaJlcy of Drcams and The Worlds of Ir.
Wellman, Manly Wade. The Golgotha Dancers.
Williamson,jack. The Cosmic Express and The Pygmy Planet.
Wolfe, Gene. The Shadowofthe Torturer and the rest ofThe

Book of the New Sun.
Zelazny, Roger.jack of Shadows and Nine Princes in Amber

and the rest of the Amber series.


INDEX Archery. See under fighting styles bear, bfack. See creature statisties Knowledge ofthe Ages l.,.,,'~="~SI:~;eomponent, spell.
Archfey, the (warlock). See under bear, brown. See creature statistics (Knowledge domain), 59 casting a
o hit points. 5ee hít points: Beastlands, lhe. See planes of Preserve Ufe (Ufe domain), 60
dropping to o otherworldly patrons Radianee oflne Dawn (Ught spell: component
area of effect, 204-205 existence domain),61
abilitycheek, 7, 12, 173-179, 186 armor and shields, 144-146 Beast Master (ranger). See under See a/so material pell
contest, 174 Read Thougnls (Knowledge
graup, 175 barding, 155, 310 ranger archetypes domain),59-60 eomponent; som tie spell
passive, 175 casting a spell in. See casting a Beast Speech (warlock). See Turn Undead, 59
skill,174-175 spell: in armor War God's Blessing (War component; verb I spell
skills with different abilities getting into and out of, 146 eldritch invocations doma in), 63
Stealth. 144 Beast Spells (druid), 67 Channel Divinity paladin options, component
(variant), 175 table, 145 Beguiling Defenses (warlock), 109 86-88
working together, 175 ArmorClass (AC), 7, 14, 144, 177 Beguiling Influence (warlock). See Abjure Enemy (Oath of concentration, 203-104
ability modifier, 7, 13. 173 ArmorofShadows (warlock). See Vengeance),88
determining, 13, 173 eldriteh invocations eldritch invocations Nalure's Wrath (Oath ofthe conditions, 290-2921
table. 13, 173 armor proficiency, 144 Bend Luek (sorcerer), 103 Ancients),87
ability seore, 7, 12-13, 173 See olso specific c1QSSentries Benign Transposition (wizard), 116 Saered Weapon (Oath of cone. See area of elfect
custornizing (variant), 13 Artificer's Lore (rock gnome), 37 Bestial Fury (ranger), 93
determining, 12-13 Ascendant Step (warlock). See Bewitching Whispers (warlock). Devotion).86 conjuration, 116, 20l
increase. See under racial traits eldritch invocations Turn the Faithless (Oatll of the school (wizard). ee under
Aspect of the Beasl (barbarian), See eldriteh invocalions Ancients),87
paint cosi lable, 13 50 Blessed Healer (e1erie), 60 Turn the Unholy (Oath of arcane tradilions
rolling,13 Assassin (rogue). See wnder Blessings ofKnowledge (e1erie), 59
slandard sei, 13 roguish archetypes Blessing ofthe Trickster (c1eric), 63 Devotion),86 canjur.ation Savant 'Hizard),116
summary, 12, 173 Assassinate (rogue), 97 blinded. See conditions Vow of Enmity (Oatn of
using, 173-179 Astral Plane. See planes of Blindsense (rogue), 96 conjurer, 116
Ability Seore Improvement. See existence blindsignt, 183 Vengeance),88
specifrc ,Iou entries Athletics (skill). See under bludgeoning damage. See damage chaotic evil. See alignment IConstltution, 12, 17
Strength chaotic goOO. See alignment c~ecks, 177
abjuration, l' 5, 203 attack of opportunity. See types chaotic neutral. See alignment
5chool (wizard). See under opportunity attack boar. See creature statistics character, 5,11-15 hlt points ando S~ points
arcane traditions attack, H, 193-196 bonds. See personality
Attack aetion. See under action bonus, 7 advancement, 15 conlainer capacity, 1.p3
Abjuration Savan! (wizard), 115 attack modifier, 14, 194 bonus aetion, 189 age. See speeific rQce entries
Abjure Enemy (paladin). Set spell. See specific Spel/eosting alignment. See alignment contes!. See under abillty eheek
entries See olso easting a spell; casting crealing a, 11-15
under Channel Divinity paladin attack reli, 7. 14, 176, 177, 194 deseribing your, 13-14 Controlled Chaos (strcerer), 103
options ability modifier, 194 time equipping your, 14, 125,
abjurer, 11 5 Dexterity-based, 177, 194 Book of Ancient Seerets (warlock). 143-157 Converting a spell si t to sorcery
Abyss. lhe. See planes af existente modifiers to, 194 height and weight, 121
Abyssal. See language proficiency bonus, 194 See eldriteh invocations name, 121. See 0/$0 speeific roce points (sorcerer). See Font
AC. See Armor Class rolling a 1, 194 Book ofSnadows (warlock), 108 entries
Acheron. See planes of existenee rolling a 20, 194 Border Etnereal. See planes of personality. See personality of Magic
acid damage. See damage types spell. See spell attack roll sex and gender, 121
acolyte. See under background Strength.based, 176, 194 existence charaeter sheet, 11, 317-319 eopper pieee (cp) S e eoinage
Aeolyte ofNature (elerie), 62 Auran. See language Brave (haIAing), 28 Charisma, 12, 178-179
Aerobaties (skill). See under Aura of Courage (paladin). 85 breaking concentration. See checks, 178-179 Corona of Light (ele c),61
Dexterity Aura of Devotion (paladin), 86 Deception, 178
aetion, 189, 192-193 Aura of Proleetion (paladin), 85 concentration Intimidation, 179 Countercharm (bard , 54
Attack aetion, 192 Aura ofWarding (paladin), 87 Breath ofWinter (monk). See Performance, 179
east a spell. See easting a spell: automatic hit. See attack reli: Persuasion, 179 eover, 196
easting time rolling a 20 Elemental Disciplines eharlatan. See under background
Dash action, 192 automatic miss. See attack rell: Breath Weapon (dragonborn), 34 Charm Animais and plants crafting. See downtite activíty
Disengage aetion, 192 rolling a 1 bright Iignt. See light (elerie). See under Channel crawling. See under ovement
Dodge aetion, 192 Avatar of Battle (elerie), 63 bringing back the dead. See under Divinity elerie options
Help aetion, 192 Avenging Angel (paladin), 88 eharmed. See conditions Create Thrall (warlo k), 110
Hide aetion, 192 Awakened Mind (warlock), 1lO dead eheck. See ability cneck
improvising, 193 background, 11, 12, 1]-14, Brutal CriticaI (barbarian), 49 Chondathan. See human creating a character. See under
Ready aetion, 193 125-141 buli rush. See shoving ethnicities
Search action, 193 acolyte, 127 By Popular Demand (entertainer), Cirele Forms (druid), 69 character I
Use an Objeet aetion, 193 charlatan, 128 (irele ofthe Land (druid). See
Aetion Surge (fighter), 72 criminal. 129-130 130 under druid cireles creating spell slots (torcerer). See
advancement. See undereharacter eustomizing, 125-126 Bytopia. See planes of existence (irele ohhe Moon (druid). See
advantage, 7, 173 enlertainer, 130-131 Calishite. See human ethnieities under druid circles Font of Magic ,
adventure, 5, 7-8 equipment, 125 campaign, 5, 6
See also adventuring folk hero, 131-132 cantrips, 201 Cirele Spells (druid). 68 creature statistics, 304-311
adventurer. See charaeter gladiator (variant), 131 Cily Seerets (urchin), 141
adventuring, 181-187 guild artisan, 132-133 See Q/so Spel1casting: bard; Cleansing Touch (pafadin), 85 criminal. See under ackground
adventuring gear, 148, 150-153 guild merchant (variant), 133 c1eric; druid; fighter, Eldritch Cloak ofShadows (eleric). See
table, 150 hermit, 134-135 Knight; rogue, Areane Trickster; Criminal Contact (c minal),129
age (eharacter). See specific roce languages. 125 sorcerer; warlock; wizard wnder Channel Divinity eleric
entries noble, 135-136 Carceri. See planes of existence options ~~~~~.a~i~~~'S~~6crea~re statistics
Agonizing Blast (warloek). See noble knight (varianl), 136 Careful Spell (sorcerer). See {monk),80 cube. See area of e et
eldritch invocatians outlander, 136-137 Metamagic c1ass,11,45
aHgnment, 122 pirate (variant), 139 carrying capacity. See wnder Iifting choosing a, 11 Cunning Action (ro e). 96
of planes. See planes of proficiencies, 125 features, 11, 15
existence: alignment of sage, 137-138 and earrying proficiencies, 12 eurrent hit points. S e hit poinls:
Alter Memories (wizard), 117 sailor, 139 casting a spell, 201-205 quick build, 11
ammunition (weapon property). soldier, 140--141 See o/so $peeific closs en/ries current
See weapon praperties area of effect, 204-205 c1ear path to the target. See
Animal Handling (skill). See undu spy (variant), 130 at a higher levei, 201 casting a spel1: targeting Cuttmg Words (bar ,54-55
suggested characteristies, 125 attack rolt, 205 Clench ofthe North Wind (monk).
Wisdom urehin,141 casting time, 202 See Elemental Disciplines cylinder. See area af ffect
Aquan. See language Bad Reputation (pirate variant], eombining effeets, 205 eleric, 45, 56-63
Arborea. See planes of existence components, 203 divine domains. See divine damage, 14, 196-197
Arcadia. See planes of existenee 139 duration, 203-204 domains
Arcana (skill). See under barbarian, 45, 46-50 in armor, 201 quick build, 57 at O hit points. ste underdeath
range, 202-203 spelllist, 207-208
Intelligenee primai paths. See primai paths saving throw, 205 climbing. See under movement saving throws
Areane Charge (fighter), 75 quick build, 47 targeting, 204 coinage, 143
areane magic, 205 bard, 45, 51-55 See Q/so specific SpellcQsting cold damage. See damage types damage resistance, 97
eolleges. See bard eolleges entries College ofLore (bard). See undu
See also bard; martial quick build, 52 casting time. See under casting bard colleges Damage Resistance (dragonborn),
arehetypes: Eldritch Knight; spelllist, 207 a spell College ofValor (bard). See under
roguish arehetypes: Areane Bard College (bard), 54 eat. See creature statistics bard colleges 34
Trickster; sorcerer; warlock; bard colleges, 54-55 Celestial. See language Colossus Slayer (ranger). See
wizard Col1ege of Lore, 54-55 centipede, giant. See creature Hunter's Prey damageroll, 14, 17,177,196
Arcane Reeovery (wizard), 115 College ofValor, 55 statistics
Arcane Tradition (wizard), 115 Bardie Inspiration (bard), 53-54 Cnains of Carceri (warlock). See combat, 8, '&9-198 Dexterity-based, 77
arcane traditions, 115-119 barding. See under armor and eldritch invocations mounted,198
School of Abjuration, 115-116 shields Champion (fighter). See under step by step, 189 spell, 196
School ofConjuration, 116 base aUack bonus. See proficiency martial arcnetypes underwater, 198
Sehool of Divination, 116-117 bonus Channel Oivinity (eleric), 58-59 Strength-based, 76
Sehool of Enehantment, 117 base save bonus. See proficiency multielassing ando See under Comhat lnspiration (bard), 55
Sehool of Evoeation, 117-118 bonus multielassing eombat round. See time: round more than one t rget, 196
School af llIusion, 118 bat. See creature slatistics Combat Superiority (fighter), 73
Sehool ofNecromancy, 118- Baule Magic (bard), 55 (paladin),85 Combat Wild Shape (druid), 69 weapon, 14, 196
119 Battle Master (fighter). See wnder See olso Channel Divinity eleric combining spell effects. See
Sehool ofTransmutation, 119 martial archetypes options; Channel Divinity damage types, 196
Areane Trickster (rogue). Su unda casting a spell: combining
roguish archetypes paladin options effects damage vulnerabili ,197
ArcaneWard (wizard), 115 Channel Divinity eleric options, Commander's Strike maneuver
Archdruid (druid), 67-68 (fighter). See maneuvers Damaran. See hum n ethnicities
59-63 Common. See language
Charm Animais and Plants Dampen Elements leric),62
(Nature Domain), 62
Cloak ofShadows (Triekery Danger Sense (bar rian),48
doma in), 63
Destroy Undead, 59 Dark Delirium (war ck),109
Destructive Wrath (Tempest
domain),62 dark elf. See elf
Guided Strike (War domain). 63 darkness. See lighl
lnvoke Duplieity (Triekery
domain),63 Dark One's Blessin (warlock),109

Dark One's Own L k (warlock),


darkvision, 183, 18

See o/so speeific ce entries
WlUDash aetion. See
De. See Difficulty C ss action


bringing back th . See the spell

descriptionsfor aise dead,

reinearnate, res rredion,

revivify, true res rrection

deafened. See cond tions


instant, 197

monsters and, 1

Death domain, 293

death saving throw ,197

damage at O hit oints, 197

rolling a 1 or 20 n,197

Death Strike (rogu ,97

Deception (skill). S e under


deep gnome. See gome

Deep Speech. See I nguage
Defense. See under ghting styles

Defensive Tacties { nger),93

DeAect Missiles ( nk), 78

dehydration. See fo d and drink:

water requirem nts

deities, 293-299

Celtie, 297, 298

Dragonlance,2 3, 295

Eberron, 293, 2 6

Egyptian, 297- 8, 299

Forgotten Real s, 293, 294

Greek, 297, 298

Greyhawk, 293, 95

1 'OEX


nonhuman, 293, 296 druidicfocus, 150. 151 exotic language. See language Giant Kilter (ranger). See Hunter's holy symbol. See Spellcasting:
Norse, 298, 299 See 0150 spellcasting focus: expenses. 157-158, 187 Prey eleric; paladin
See a/so e1eric; druid; paladin druid experience points (XP). 15
demiplanes. See planes of gladiator. See under background Horde Breaker (ranger). See
existence druids ilnd the gods, 69 multielassing and. See /)nder gnome, 35-37 Hunter's Prey
Destroy Undead. See under Dueling. See under fighting styles multiclassing
Channel Divinity e1eric options duergar. See dwarf Expert Divination (wizard), 116 Gnome Cunning (gnome), 37 Morse, riding. See creature
Destruetive Wrath (e1erie). See Dungeon Master (DM), 5 Expertise (bard), 54 statistics
under Channel Divinity e1eric Durable Summons (wizard), 116 (rogue),96 gnome names, 36 See 0150 mounts and vehieles
options duration. See unducasting a spell exploration, 8
Devil's Sight (warloek). Su dwarf, 1&-20 Extended Spell (sorcerer). See gnome traits, 36-37 how to play. See under rules
eldriteh invocations dwarf names, 20 Metamagic Huge. See size category
Dexterity. 12, 176-177 dwarf traits, 20 Extra Attack (barbarian), 49 Gnomish,37 human, 29-31
Acrobatics, 176 (bard), 55 See language human ethnicities, 30--31
checks, 176-177 Owarven Armor Training (fighter), 72 human names, 30, 31
Sleight ofHand, 177 (mountain dwarf), 20 (monk),79 Goading Attack maneuver human traits, 31
Stealth, 177 {paladin),85 (fighter). See maneuvers
Owarven Combat Training, 20 {ranger),92 variant,31
Diamond Soul (monk), 79 Dwarven Resilience, 20 Eyes ofthe Rune Keeper (warlock). gold dwarf. See dwarf Hunter (ranger). See /)nder ranger
d (abbreviation). See dice Dwarven Toughness (hill dwarf), See eldritch invocations gold piece (gp), 14
dice, 6-7 Faerie. Su planes of existence: archetypes
20 Feywild, the See also coinage Hunter's Prey (ranger), 93
d20rd3,7 Owarvish, 20 falling, 183 Gong ofthe Summit (monk). See Hurl Through Hell (warlock), 109
percentile,6 False Identity (charlatan), 128 hustle. See action: Dash action
difficult terrain. See under alphabet, 122 familiar (warlock), 107 Elemental Disciplines Hypnotic Gaze (wizard), 117
movement See O/50 language Fangs ofthe Fire Snake (monk). grappled. See conditions ideais. See personality
Difficulty Class (DC), 7, 174 effect, 201 See Elemental Disciplines grappling, 195 Ignan. See language
typical DCs table, 174 Far Realm. See planes of existence gray dwarf. See dwarf illusion, 118, 203
dim light. See lighl Elder Champion (paladin), 87 Greater Portent (wizard), 117
disadvantage, 7, 173 Eldritch Invocations (warlock), 107 Fast Hands (rogue), 97 Great Old One, the (warlock). See school (wizard). See under
eldritch invocations. 110--111 Fast Movement (barbarian), 49 arcane traditions
Disarming Attack maneuver Eldritch Knight (fighter). See undu Favored Enemy (ranger), 91 under otherworldly patrons illusionist, 118
(fighter). See maneuvers feats, 165-170 Great Weapon Fighting. See under IIlusion Savant (wizard), 118
martial archetypes IIluskan. See numan ethnicilies
Disciple oflife (e1eric), 60 Eldritch Master (warlock), 108 gaining, 165 fighting styles IlIusory Reality (wizard), 118
Disciple ofthe Elements (monk). Eldritch Sight (warlock). See prerequisites, 165 Great Wheel, the. See planes of lllusory Self (wizard), 118
imp. See creature statistics
80 eldritch invocations Feinting Attack maneuver existence Impostor (rogue). 97
Discovery (hermit), 134 Eldritch Spear (warlock). See (fighter). See maneuvers Improved Abjuration (wizard), 115
Disengage action. See under action grid (variant), 192 Improved Combat Superiority
Distant Spell (sorcerer). See eldritch invocations Ferallnstinct (barbarian), 49 (fighter), 74
Eldritch Strike (fighter), 75 Feral Senses (ranger), 92 Grim Harvest (wizard), 118 Improved Criticai (fighter), 72
Metamagic electrum piece (ep). See coinage FeyAncestry (elf) , 23 group checks. See under ability
Distracting Strike maneuver Elemental Affinity (sorcerer), 103 Improved Divine Smite (paladin),
Elemental AUunement (monk). (h,lf-eI0. 39 check 85
(fighter). See maneuvers Guided Strike (eleric). See under
divination, 116-117,203 See Elemental Disciplines Fey Presence (warlock). 108 Improved Duplicity (eleric), 63
Elemental Chaos. See planes of Feywild, the. See planes of Channel Divinity e1eric options Improved Fiare (e1eric), 61
school (wizard). See under guild artisan. See under Improved Minor Illusion (wizard),
areane traditions existence existence
Divination Savant (wizard), 116 Elemental Disciplines (monk), 81 Fiendish Resilience (warlock), 109 background 118
Divine Domain (deric), 58 Elemental Planes. See planes of Fiendish Vigor (warlock). See Guild Membership (guild artisan), lmproved War Magic (fighter), 75
doma in spells, 58 improvised weapons. See under
divine domains, 59 existence eldritch invocations 1lJ
Knowledge, 59-60 Fiend, the (warlock). See /)nder guild merchant. See under weapon
life, 60 Elemental wild Shape (druid), 69 incapacitated. See conditions
light,60-61 elf,21-24 otherworldly patrons baekground Indomitable (fighter), 72
Nature, 61-62 elf names, 22-23 fighter, 45, 70-75 Hades. See planes of existence Indomitable Might (barbarian), 49
Tempest,62 elftraits, 23-24 half cover. See cover Infernal. See language
Trickery, 62-63 ElfWeapon Training, 23, 24 martial archetypes. See martial half-elf, 38-39 Infernallegacy (tietling), 43
War, 63 archetypes Infiltration Expertise (rogue), 97
Divine Health (paladin), 85 Elusive (rogue), 96 quick build, 71 nalr-elf names, 39 initiative, 177, 189
Elvish, 23 Fighting Style (fighter), 72 Inner Planes. See planes of
Divine Intervention (c1eric), 59 (paladin),84 half-elftraits,39
divine magic, 205 alphabet, 123 {ranger),91 existence
See a/so language fighting styles, 72,84,91 halAing, 26-28 Insight (skill). Ser: underWisdom
See o/so cleric; druid; paladin; Elysium. See planes of existence Archery, 72, 91 inspiration, 125
ranger Empowered Evocation (wizard), Defense, 72, 84, 91 HalAing (language), 28 instantaneous (spell duration), 203
diviner,116 117 Dueling, 72, 84, 91 See 0150 language Instinctive Charm (wizard), 117
Divine Sense (paladin), 84 Empowered Spell (sorcerer). See Great Weapon Fighting, 72, 84 Intelligence, 12, 177-178
Divine Smite (paladin), 85 Metamagic Protection, 72, 84 halAing names. 27
Divine Strike (e1eric, life domain), Empty Body (monk), 79 Two-Weapon Fighting, 72, 91 Arcana, 177
60 encnantment, 117, 203 finding a hidden creature, 177 Halfling Nimbleness, 28 checks, 177-178
(e1erie, Tempest domain), 62 sehool (wizard). See under finding a hidden object. 178 History, 177-178
(e1erie, Trickery domain), 63 arcane traditions finesse (weapon property). See halAing traits, 28 Investigation, 178
(e1eric. War domain), 63 Enchantment Savant (wizard), 117 weapon properties half-orc,4Q--41 Nature, 178
DM. See Dungeon Master enchanter, 117 fire damage. See damage types Religion, 178
Dodge action. See under action encounters. See under travei Fist of Four Thunders (monk). See halr-orc names, 41 Intimidating Presence (barbarian),
doma in spells. See under Divine encumbrance. See under lifting Elemental Disciplines 49-50
Domain and carrying Fist of Unbroken Air (monk). See half-orc traits, 41 Intimidation (skill). See under
donning and doffing armar. See entertainer. See under backgrollnd Elemental Disciplines hawk. See creature statistics
armor and shields: getting into Entropic Ward (warlock). 110 Flames ofthe phoenix (monk). healing, 197 Charisma
and out of environment, 183-185 See Elemental Disciplines hearing. See Wisdom: Perception Inure<! to Undeath (wizard), 119
downtime activities, 187 equipment, 14, 125. 143-161 flaws. See personality Investigation (skill). See under
draconians, 34 background,125 Fleet of Foot (wood elf), 24 See O/50 conditions
Draconic, 34 packs, 151 Flexible Casting (sorcerer). See heavily obscured, 183 lntelligence
alphabet, 124 size (variant), 144 Font of Magic heavy (weapon property). See invisible. See conditions
See o/so language starting, 143 Flurry of Blows (monk). See Ki
Draconic Ancestry (dragonborn), See 0150 adventuring gear; flying. See /)nder movement weapon properties See a/50 unseen attackers and
armor and shields: tools; Focused Conjuration (wizard), 116 heavy armor. See armor and targets
3' mounts and vehieles; weapon; Foe Slayer (ranger), 92 Invoke Duplícity (deric). See under
Draconic Presence (sorcerer), 102 ond specifie boelc.ground entries folk hero. See under background shields Channel Divinity e1eric options
Draconic Resilience (sorcerer), 102 under boelc.grounds Font of Inspiration (bard), 54 See a/50 movement: in heavy Jack of Ali Trades (bard), 54
Dragon Ancestor (sorcerer), 102 equipment packs. See under armor jumping. See under movement
dragonborn, 32-34 equipment Font of Magic (sorcerer). 101 Keen Senses (elf), 23
dragonborn names, 33-34 See 0150speeifie c/ou entries: food and drink, 158, 185 heavy weapons and Small Ki (monk), 78
quick build creatures, 147 saving throws, 78
dragonborn traits, 34 Escape the Horde (ranger). See expenses, 158 Ki.Empowered Strikes (monk), 79
Dragon Wings (sorcerer), 103 Defensive Tactics food requirements, 185 height and weight. See under ki points, 78
draw or sheathe a weapon. See escaping a grapple, 195 water requirements, 185 character spells and, 80
Eternal Mountain Defense foraging. See under traveI knighí. See background: noble
objects: using during combat (monk). See Elemental force damage. See damage types Heightened Spell (sorcerer). See knight
Dreadful Word (warlock). See Disciplines forced march. See under knocking a creature out, 198
Ethereal Plane. See planes of movement Metamagic KnowYour Enemy (fighter), 73-74
eldritch invocations existence forest gnome. See gnome Hellish Resistance (tiefling), 43 Knowledge domain (e1eric). See
drink (expenses). 158 Evasion (monk), 79 Frenzy (barbarian), 49 Help action. See under action under divine domains
drop an object. See objects: using (ranger). See Superior Hunter's frigntened. See conditions hermit. See under background Knowledge ofthe Ages (e1eric).
frog. See creature statistics hidden, 177, 178 See under Channel Divinity
during combat Defense gaining a levei, 15 eleric options
drow. See elf (rogue),96 Gargantuan. See size category See a/50 Dexterity: Stealth; land's Stride (druid), 69
Drow Magic, 24 Evasive Footwork maneuver Gaze ofTwo Minds (warlock). See finding a hidden creature; (ranger),92
druid, 45. 64-69 (fighter). See maneuvers eldritch invocations language, 17, 123, 125
evocation, 117-118,203 Gehenna. See planes of existence finding a hidden object; hiding; Druidic. See Druidic
druid cireles. See druid cireles school (wizard). See undu gender. See character: sex and unseen attackers and targets thieves' can!. See thieves' cant
quick build, 65 arcane traditions gender Hide action. See under action large. See size category
spelllist. 208 Evocation Savant (wizard), 117 getting into and out of armor. See Hide in Plain Sight (ranger), 92 lawful evil. See alignment
Druid Cirele, 67 evoker, 117 undu armor and shields lawful good. See alignment
druid cireles, 68-69 Exceptional Training (ranger), 93 Giant. See language hiding, 177 lawful neutral. See alignment
Cirele ofthe land, 68-69 exception-based rules. See under hign elf. See elf lay on Hands (paladin), 84
Cirele ofthe Moon, 69 rules hill dwarf. See dwarf learning spells. See specifie
Druidic,66 exhaustion, 181, 185, 291
hirelings, 159
History (skill). See under


Hit Dice, 12
multielassing ando See under
See also speeifie c/oss entries

hit point maximum, 12, 15, 177

hit pOints, 12, 13, 15, 177,


Constitution and, 177
current, 196
damage at O. See under death
saving throws

droppingtoO, 197-198

increasing with leveI, 15
multiclassing ando See under

starting. 12, 13
subtracting damage from, 196

holding breath. See suffocating
Holy Nimbus (paladin), 86


Spe/lco~ting entrie5 Elemental Disciplines 159,185,189,198 existence ral. See creature statis ics
lethal damage. See damage Misty Escape (warlock), 109 nonlethal damage. See damage Portent (wizard), 116 raven. See creature st.tistics
levei, 11, 15 Misty Visions (warlock). See Potent Canlrip (wizard), 117
life domain (deric). See under N Pc. See nonplayer character reach (creature), 1951
eldritch invocations Potent Spellcasting (c1eric, reach (weapon pro~e1Y)' See
divine domains modifier,7 Oalh of Devotion (paladin). See Knowledge domain), 60
lifedrinker (warlock). See eldrilch under sacred oaths (c1eric, light domain), 61 Iweapon propertles
ability, 7
invocations bonus, 7 Oath of the Ancients (paladin). Precision Attack maneuver reaction, 190
lifestyle. See e.penses penalty, 7 See tmder sacred oaths (fighter). See maneuvers
lifting and carrying, 176 monastic orders, 81 R,,~~~::g':,:"(~~,:;r~:,,::::,g
Monastic Tradition (monk), 78 Oath ofVengeance (paladin). See preparing spel1s. See Spellcasting:
carrying capacity, 176 monastic traditions, 79-81 under sacred oaths c1eric: druid; paladin; wizard Channel Divlnity c1;ric oplions
Way of the Open Hand, 79-80
encumbrance (variant), 176 Way of Shadow, 80 oath spells. See under Sacred Oath Preserve life (cleric). See under
Way of the Four Elements, Channel Divinity cleric options
size and, 176 80-81 objects, 185 Ready adion. See undfr action
monk, 45,76-81 Primai Champion (barbarian), 49
lighl,183 monastic traditions. See attacking, 185 Primai Patn (barbarian), 48 Reckless Attack (barb rian), 48
light (weapon property). See monastie lraditioos primai palhs, 49-50
quick build, 77 interacting with, 185 recovering ammunitiqn.
weapon properties monk weapons, 78 Path ofthe Berserker, 49-50 See weapon prope ties:
light armor. See armor and shields moon elf. See elf using during combat, 190 Path oflhe Totem Warrior, 50
light domain (c1eric). See under mount. See mounts and vehicles ane with Shadows (warlock). See ammunition
mountain dwarf. See dwarf PrimaI Strike (druid), 69 recuperating. See do
divine domains Mount Celestia. See planes of eldrilch invocations Primeval Awareness (ranger), 92
existence Primordial. See language
lightly obscured, 183 mounted combal. See under Open Hand Technique (monk), 79 profession. See downtime activity activity
lightning damage. See damage combat open locks. See thieves' tools proficiencies, 11, 12, 14, 155
mounts and vehicles, 155, 157 refitling plate armor.
types See a/ro under movement multiclassing ando See under
limbo. See planes of e.istence move aelion. See movement Opportunist (monk), 80 multiclassing plate armor
line. See area of effect movement, 181-183, 190--192 saving throw, 14
line of sighl. See casting a spelJ: around ereatures, 191 opportunity attaek, 195 skHl, 14 Relentless (fighter), 7
breaking up, 190 spell,14
targeting dimbing, 182, 190 OrC,41 tool,14 Relentless Avenger (p,!.Iadin), 88
Iion. See erealure statisties crawling, 182, 191 See 0150 language vehicle, 155
listening. See Wisdom: Pereeption combat, 190-192 weapon,14 Relentless Endurance ~half-orc), 41
difficult terrain, 182, 190 orison. See cantrip proficiency bonus, 14, 173-174,
Ste a/ro eonditions flying, 191 Relentless Rage (bar])arian), 49
loading (weapon property). See prone, 190-191 Dtherworldly leap (warlock). 194
forced march, 181 See adding, 14, 173 lReliable Talent (rogue!. 96
weapon properties in heavy armor, 144 dividing, 14, 173-174
lock, opening or pieking. See jumping, 182, 190 eldritch invocations religion, 293
mounts and vehicles, 181-182 increasing with levei, 15 See 0150 cleric: dru d; paladin
thieves' tools size, 191-192 Otherwordly Patron (warlock), 107 multidassing ando See under
speed, 14, 17, 181 multiclassing Religion (skitl). See u~der
lodging (expenses), 158 otherworldly patrons, 108-110 multiplying, 14, 173-174
lolth, 24, 296 squeezing, 192 Projecled Ward (wizard), 115 Intelligence
long resto See resting sland up, 190-191 Archfey, lhe, 108-109 projectile weapon. See weapon reloading. ~ee weapo properties:
lower Planes. See planes of swimming, 182, 190 properties: ammunition
travei pace, 181 Fiend, the, 109 prone, 190-191
existenee using diFferent speeds, 190 See a/50 conditions
low.light vision. See darkvision moving a grappled creature, 195 Greal Old Dne, the, 109-110 Protection. See tmderfighting styles ammunllion
Mulan. See human ethnicities Outer Planes. See planes of pseudodragon. See crealure See 0150 objects: u ing during
lueky (halfling), 28 mule. See creature statistics stalistics
Multiattack (ranger), 93 existence psychic damage. See damage types combat; weapon Rroperties:
lunging Attack maneuver Multiattack Defense (ranger). See outlander. See under background punching. See under melee attack
(fighler). See maneuvers Defensive Tactics Outlands, lhe. See planes of Purity of Body (monk), 79 loading
multiclassing, 163-164 Purity ofSpirit (paladin), 86
Mage Hand legerdemain Channet Divinity, 164 existence Pushing Attack maneuver Remarkable Athlete ( ghter), 72
(fighter). See maneuvers Repelling Blast (warl ek). See
(rogue),98 e.perience points, 163 quasit. See crealure statistics
hit points and Hit Dice, 163 Overchannel (wizard), 118 quick build, 11 eldritch invocatio s
Magical Ambush (rogue), 98 Pact Magic, 16-4 owl. See creature statistics See 0150 under specific c1a55 researeh. See downti e activity
Magical Seerets (bard), 54 prerequisites, 163 entries
proficiencies, 163-164 Pact Boon (warlock), 107-108 Quickened Spell (soreerer). See Researcher (sage), 1 8
magic, 8, 201-289 proficieney bonus, 163 Metamagie resistanee. See dama e resistance
See a/so specific c1ass entries spell slots, 164 Pael ofthe Blade, 107-108 Quivering Paim (monk), 80
Spcllcasting, 164 race, 11
magic item. See underwealth speJls known and prepared, 164 Pact ofthe Chain, 107 choosing a, 11, 17 resting, 186
magic-user. See wizard Unarmored Defense, 164 traits. See racial traits restrained. See condi ions
multiverse, 5-6, 293, 300 Pael ofthe Tome, 108 See a/so 5pecific roce entrie5 resull. See lolal
See 0150 arcane magie racial ability score increase. See
Malleable lIIusions (wizard), 118 Mystic Arcanum (warloek), 108 Your Pact Boon, 108 racial traits: ability score
name. See under character
maneuver (fighter), 73 Natural Explorer (ranger), 91 Pact Magic (warlock), 107 increase Retainers (noble vari nt), 136
Naturallllusionist (forest gnome), multiclassing ando See under racial traits, 11, 17
Maneuvering Attaek maneuver Retaliation (barbaria ), 50
(fighter). See maneuvers J7 multiclassing ability seore increase, 11, 12, Ride the Wind (mon . See
Naturally Stealthy {Iightfoot 13, 17
maneuvers, 73, 74 pact weapon (warlock), 107-108 age, 17 Elemental Discipl nes
halfling),28 alignment, 17 Riposte maneuver (fi nler). See
list, 74 Natural Recovery (druid), 68 paladin, 45, 82-88 languages, 17
Nalure (skill). See under size, 17
saving throws, 73 quick build, 83 speed,17 maneuvers
mapping. See under travei Intelligence sacred oaths. See sacred oaths subrace, 17 Ritual Casting. See S ellcasting:
marching order. See tmder travei Nature domain (cleric). See under See a/50 specific roce
Martial Archetype (fighter), 72 spel1lis1. 208-209 entries bard; c1eric; druid wizard
divine domains Pandemonium. See planes of Radiance ofthe Oawn (cleric). See See 0150 feals
martial archetypes, 72-75 Nature's Sanetuary (druid), 69 underChannel Divinity cleric
Nature's Ward (druid), 69 existence options rituais, 201-202
Battle Master, 73-74 Nature's Wrath (paladin). See radiant damage. See damage types See 0/50 casting a pell: casting
panther. See ereature statisties Rage (barbarian), 48
Champion, 72-73 under Channel Divinity paladin paralyzed. See eonditions Rally maneuver (fighler). See time
options maneuvers
Eldritch Knight, 74-75 navigaling. See under travei Parry maneuver (fighler). See range, 195 River of Hungry Fia e (monk).
necromancer, 118-119 maximum, 147
Martial Arts (monk), 78 necromancy, 118, 203 maneuvers ,See Elemental Oi iplines
martial weapon. See weapon school (wizard). See under normal. 147
areane traditions party (adventuring), 15 of spells. See casting a spell: rock gnome. See gn
categories Necromancy Savant (wizard), 118 range
necrotic damage. See damage passive check. See under ability range (weapon property). See rogue, 45, 94-98
Mask of Many Faces (warloek). types weapon properlies
See eldritch invocations Negative Plane. See planes of cheek ranged attack, 195 quick build, 95
existence Path of the Berserker. See under in melee, 195
Mask oflheWild (wood eU), 24 neutral. See alignment ranged weapon, 14, 146, 149, 195 roguish archetyp See roguish
neutral evil. See alignmenl
Masler of Myriad Forms neutral good. See alignment primai paths ranger, 45, 89-93 archetypes
(warloek). See eldriteh Nine Hells, lhe. See planes of Path ofthe Totem Warrior. See quick build, 90
invoealions e.istenee ranger archetype. See ranger Roguish Archetype ( gue),96
noble. See under background archetypes
Master of Nature (c1erie), 62 noble knight. See under under primai palhs spelllisl, 209 roguish archetypes, 7-98
background Patient Defense (monk). See Ki
Master Transmuter (wizard), 119 nonplayer character (NPC), 8, Ranger Archetype (ranger), 92 Arcane Trickster, 7-98
mastiff. See ereature statistics ranger archetypes, 93
Peerless Skill (bard), 55 Assassin,97
See 0150 mounts and vehicles Beast Mastl':r, 93
material spell component, 203 penalty,6 Hunter,93 Thief,97
Material Plane. See planes of percentile (dice). See underdice Ranger's Companion (ranger), 93
Perception (skill). See under Rasnemi. See numan ethnicities roleplaying, 8,185-1
Mechanus. See planes of existenee Wisdom roll,6-7
Medicine (skilt). See under See 0150 travei: noticing threats round. See under ti

Wisdom rounding numbers,
Medium. See size category
medium armor. See armor and Perfect Self (monk), 79 rowed vessel, 155-1
Performance (skill). See under
shields rules,6-7

melee attaek, 195 Charisma exceptions, 7

unarmed,195 Persistent Rage (barbarian), 49 how to play, 6

with a weapon that requires personality (character), 122-124 specific beats ge eral, 7
ammunition, 147 Persuasion (skill). See under run. See action: Das action

reach,195 Charisma Rush ohhe Cale Spi its (monk).
melee weapon, 14, 146, 149, 195 See Elemental Oi ciplines
petrified. See conditions
Menacing (half-orc), 41 pick locks. See thieves' tools Rustic Hospitality (~ Ik hero), 131
pick pockets. See Dexterity: Sleight
Menacing Attack maneuver Saered Oatn (paladi ),85
(fighler). See maneuvers
ofHand oatn spells, 85
Metamagie (soreerer), 101-102 piercing damage. See damage
sacred oaths, 85-88
Military Rank (soldier), 140
Mindless Rage (barbarian), 49 types breaking, 86
Minions ofChaos (warlock). See pirale. See under background
Dath of Oevotio 85-86
eldritch invocations
Minor Alchemy (wizard), 119 planar travei, 301 Oath of the Anci nts, 86-87
plane of Air. See planes of
Minor Conjuration (wizard), 116 Oath ofVengean e,87-88
Mire lhe Mind (warloek). See
e.istence sacred plants and w d (druid), 66
eldritch invocations plane of Earth. See planes of Sacred Weapon (pai din). See
Mist Stanee (monk). See
e.istence under Channel O inity paladin
Plane of Faerie. See planes of
e.istence sage. Set under bac round
plane of Fire. See planes of sailor. See under bac ground

existence Savage Attacks (hal orc),41
Plane ofShadow. See planes of save. See saving thr w

existence saving throw, 7, 12, 79,205
Plane ofWater. See planes of death. See death aving throws
ki. See ki: saving hrows
existenee maneuver. See neuvers:

planes of existence, 5, 300-303 saving throws
plalinum piece (pp). See coinage proficiency. See oficiencies:
player eharacter. See character
point of origino See area of effect saving throw
poison damage. See damage types spell. See spell s ving throws
poisoned. See conditions
saving throw modifi r, 12, 179,

Position of Privilege (noble), 135 205
Positive Plane. See planes of



School of Abjuration (wizard). See Slow fali (monk). 78 spider, giant. See creature tiefling.42-43 Upper Planes. See planes ef
under arcane traditions Small. See size category statislics tiefling names, 43 existence
snake, constrictor. See creature tiefling traits, 43
School of Conjuration (wizard). Spirit Seeker (barbarian), 50 tiers of play, 15 urchin. See under background
See under arcane traditions statistics Spirit Walker (barbarian), 50 tiger. See creature statistics Use an Objecl action. See under
snake, poisonous. See creature time, 181
School of Divination (wizard). See Split Enchantment (wizard), 117 action
under arcane traditions statistics sprite. See creature statistics day, 181
Sneak Attack (rogue). 96 spy. See under background minute, 181 Use Magic Device (rogue), 97
School of Enchantment (wizard). social interaction. 8,185-186 squeezing. See under movement round. 181, 189
See under arcane traditions soldier. See underbackground stabili.zing a creature, 197 turn, 189 using this book, 6
somatic spell component, 203 Timeless 80dy (druid), 67
School of Evocation (wizard). See Song of Rest (bard), 54 stable, 197-198 (monk),79 Vanish (ranger), 92
under arcane traditions sorcerer, 45, 99-104 staeking. See casting a speJl: Tinker (roek gnome), 37 vehicle. See mounts and vehicles
Tiny. See size category verbal spell component, 203
School of IIlusion (wizard). See quick build, 100 combining effects Tongue oftne Sun and Moon versalile (weapon property). See
under arcane traditions sorcerous origino See soreerous See 0150 advantage; (monk),79
origins disadvantage tools, 154 weapon properties
School of Necromancy (wizard). spell list, 209 standard action. See action total, 7
See under arcane traditions Sorcerous Origino 101 standard language. See language total cever. See cover Versatile Trickster (rogue), 98
sorcerous origins, 102-104 Stand Against the Tide (ranger). Totemic Attunement (barbarian), vision, 183
School ofTransmutation (wizard). Draconic Bloodline, 102-103 See Superior Hunter's Defense 50
See under areane traditions Wild Magic, 103-104 starting wealth. See underweallh Totem Spirit (barbarian), 50 See 0150 blíndsight; darkvision;
Sorcerous Restoration, 102 starvation. See food and drink: tracking. See undertravel truesight; Wisdom: Perceplion
sehools of magic. See areane Sorcery Points (sorcerer). See Font food requirements trade goods, 144, 157 Visions of Distant Realms
traditions ofMagic Stealth (skill). See under Dexterity training. See downtime activity (warlock). See eldritch
Sou I ofVengeance (paladin), 88 See a/50 armor and shields: traits. See under personality invocations
Sculptor of Flesh (warloek). See space. See under size Stealth; hiding; travei See a/50 spec!fic roce troít entries
eldritch invoeations Speak with Small Beasts (forest Steel Will (ranger). See Defensive Trance (elf), 23 Visions ofthe Past (cleric), 60
gnome),37 Tactics Transitive Planes. See planes of
Seulpt Spells (wizard), 117 special (weapon property). See Step ofthe Wind (monk). See Ki existence Voice ofthe Chain Master
weapon properties StiIJness of Mind (monk), 79 Tranquility (monk), 80 (warJock). See eldritch
Second.Story Work (rogue), 97 speed. See under movement transmutation, 119,203 invocations
See a/50 mounts and vehieles; Stonecunning (dwarf), 20 school (wizard). See under
Second Wind (fighter), 72 radal traits; travei arcane traditions Volley (ranger). See Multiattack
Search action. See under action speJl,201 Stormborn (cleric), 62 Transmutation Savant (wizard), Vow of Enmity (paladin). See
searching. See under travei spell attack modifier. See spec!fic 119
Spellcosling entries Stout Resilience (stout halfling), transmuter, 119 under Channel Divinity paladin
See 0/50 IntelJigence: 28 Transmuter's Stone (wizard), 119 options
spell attack roll, 205 traps, finding. See Wisdom: vulnerability. See damage
Investigation; Wisdom: See a/so spec!fic Spellcasting Strength, 12, 175-176 Perception vulnerability
entries See 0150 Intelligence:
Perceplion Athletics, 175 Wanderer (outlander), 136
self. See casting a spell: range; Spell Bombardment (sorcerer), 103 Investigation
Spellbook (wizard), 114 checks, 175 traps, removing or disabling. See Warding Fiare (cleric), 61
targeting spellcaster.201 War domain (cleric), See under
selling treasure. See under wealth spellcasting, 201-205 Stroke of luck (rogue), 96 thieves' tools
services, 159 Spellcasting (bard), 52-53 strongheart halfling. See halfling: travei. 181-183 divine domains
sexo See character: sex and gender War God's Blessing (cleric). See
Shadow Arts (monk), 80 (e1eric), 58 stout drawing a map, 183
Shadowfell, the. See planes ef (druid),66 encounters, 183 under Channel Divinity cleric
(fighter, Eldritch Knight), 75 Student ofWar (fighter), 73 foraging, 183 options
existenee (paladin),84-85 stunned, See conditions marching order, 182 warhorse. See creature statistics
(ranger),91-92 See 0150 mounts and vehicles
Shadow Step (monk), 80 (rogue, Arcane Trickster), Stunning Strike (monk), 79 navigating, 183 War Magic (fighter), 75
97-98 subrace, 17 noticing threats, 182-183 War Priest (deric), 63
Shapechanger (wizard), 119 Subtle Spell (sorcerer), See WaterWhip (monk). See
(sorcerer),101 pace, 181 Elemental Disciplines
Shape the Flowing River (monk). (warlock). See Pact Magic Metamagic searching, 183
See Elemental Disciplines (wizard), 114 stealtn, 182 warlock, 45, 105-111
See 0150 under multiclassing suffocating, 183 surprise, 183
Share Spells (ranger), 93 spellcasling ability, 178, 179,205 sun elf. See elf tracking, 183 quick build, 106
shark, reef. See creature statistics See 0150spec!fic Spel/costing Sunlight Sensitivity (drow), 24 Trickery doma in (clericJ. See under otherworldly patrono See
Shelter ofthe Faithful (acolyte), entries divine domains otherworfdly patrons
spellcasting focus. See Superior Criticai (fighter), 73 trinkets, 160-161
127 Spellcasting: bard; e1er!c; Trip AUack maneuver (fighter). See spell Iist, 210
shield. See armor and shields druid; paladin; sorcerer; Superior Darkvision (drow), 24 maneuvers Wave of Rolling Earth (monk). See
shield dwarf. See dwarf: mountain warlock; wlzard truesight, 185
Ship's Passage (sailor), 139 spell components. See easting a Superior Hunter's Defense Turami. See numan ethnicities Elemental Disciplines
short rest. See resting spell: components turno See under time
Sheu. See human ethnidties See 0150 material spell (ranger),93 turn, taking yeurs, 189-190 wealth,143-144
shoving, 195 componenl; somatic spell See a/50 action; bonus action;
Sigil. See planes of existenee compenent; verbal spell Superior Inspiration (bard), 54 movement magic item, 144
Signature Spells (wizard), 115 component Turn the Faithless (paladin). See
silvered weapon. See under spell descriptions, 211-289 superiority dice (fighter), 73 under Chanoel Divinity paladin sellíng treasure, 144
spell leveI, 201 options
weapon spell list, 207-211 Supreme Healing (cleric), 60 Turn the Unholy (paladin). See slarting, 143
silver piece (sp). See coinage under Channel Divinity paladin See a/50 expenses
simple weapon. See weapon Spell Mastery (wizard). 115 Supreme Sneak (rogue). 97 options weapon, 14, 146-148, 149
spell preparation. See Turn Undead. See undu Channel
categories surprise, 189 Dívinity e1eric options improvised,147-148
Spellcasting: e1eric; druid; See a/50 travei: surprise Twinned Spell (sorcerer). See
size, 176, 191-192 paladin: wizard Metamagic silvered,148
and weapons. See weapon See 0150 under multiclassing Survival (skill). See underWisdom two.handed (weapon property).
properties: heavy SpelJ Resislance (wizard). 116 See 0/50 traveI: foraging, See weapon properties table, 149
lifting and carrying. See lifting spell save DC, 205 two.weapon fighting, 195
and carrying: size and See a/50 spec!fic Spellcosling navigating, or tracking Weapon Bond (fighter), 75
of equipment. See equipment: entries Survivor (fighter), 73 Two.Weapon Fighting (class
size svirfneblin. See gnome feature). See undu fighting weapon categories, 146
spell saving throws, 205 Sweeping AUack maneuver styles
space, 191-192 spells known, 201 weapon preficiency, 14, 146
See 0150 racial traits; and (fighter). See maneuvers unarmed. See under melee attack See 0/50 spec!fic classes:
spec!fic roce trail entries See a/50 Spellcasting: bard; Sweeping Cinder Strike (monk). Unarmored Defense (barbarian), proficiencies; and spec!fic roce
size category, 191 fighter, Eldritch Knight; ranger; traít entries
skeleton. See creature statistics rogue, Arcane Trickster; See Elemental Disciplines 48
skill check. SeI! ability check: skill sorcerer; warlock; ond Sylvan. See language (monk),78 weapon properties, 146-147
multiclassing targeting a spetl. See casting a Unarmored Movement (monk), 78
Skill Versatility (half.elf), 39 spell slots, 201 Uncanny Dodge (ranger). See Weave, the, 205
skills with different abilities See a/50 specific Spellcosting spell: targeting Superior Hunter's Defense Whirlwind Attack (ranger). See
entries; ond multielassing
(variant). See under abihty check Spell Thief (rogue), 98 target number, 7 (rogue),96 Multiatlack
slashing damage. See damage sphere. See area of effect Undead Thralls (wizard), 119
Armor Class (AC), 7 Underdark, 17 Whispers ofthe Grave (warlock).
types Undying Sentinel (paladin), 87 See eldritch invocations
Sleight ofHand (skill). See under Difficulty Class (DC). 7 uncommon races, 33
Tempest doma in (cleric). See unconscious, 197, 198 Wholeness ofBody (monk), 79-80
Dexterity wild elf. See elf
underdivine domains See a/50 conditions wild Magic (sorcerer). See under
Slippery Mind (rogue), 96 temporary hlt points. See undu Undercommon. See language
underwater combato See undu sorcerous origins
hit points
combat Wild Magic Surge (sorcerer), 103
Tenets of Devotion (paladin), 86 unseen attackers and targets,
table, 104
Tenets ofthe Ancients (paladin), 194-195
Wild Shape (druid), 66-67
Wisdom, 12, 178
Tenets ofVengeance (paladin), 88
Terran. See language Animal Handling, 178
Tethyrian. See human ethnicities
THACO. See attack roll checks, 178
Thief (rogue). See undu roguish
Insight, 178
Toief of Five Fates (warlock). See Medicine, 178

eldrítch invocatíons Perception, 178

Thief's Reflexes (rogue), 97 Survival, 178
Witch Sight (warlock). See eldritch
thieves' cant (rogue), 96
thieves' 10015, 154 invocations

Third Eye, The (wizard), 116-117 wizard, 45, 112-119
Thirsting Blade (warlock). See arcane tradition. See arcane
eldritch invocations
Thought Shield (warlock), 1lO quick build, 113
spell Iist, 210-211
Theusand Forms (druid), 69 wolf, dire. See creature statístics
three.quarters cover, See cover wolf. See creature statistics
thrown (weapon property). See wood elf. See elf
world, 5-6, 8
weapon properties See also planes ef existence:
Thunderbolt Strike (cleric), 62 Material Plane
tnunder damage. See damage
Wrath ofthe Storm (e1eric), 62
types XP. See experience points
lides ofChaos (sorcerer), 103 Ysgard. See planes of existence
zombie. See creature statistics

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character name class & Level Background Player Name
race Alignment Experience Points

Strength Inspiration
Proficiency bonus
Armor Initiative Speed

dexterity Strength Hit Point Maximum Personality Traits
constitution Dexterity Current hit points Ideals
intelligence Constitution Bonds
Intelligence Temporary hit points Flaws
wisdom Wisdom
charisma Charisma Total Successes
saving throws Hit Dice Death saves

Acrobatics (Dex) Name Atk Bonus Damage/type
Animal Handling (Wis)
Arcana (Int) Attacks & Spellcasting
Athletics (Str)
Deception (Cha)
History (Int)
Insight (Wis)
Intimidation (Cha)
Investigation (Int)
Medicine (Wis)
Nature (Int)
Perception (Wis)
Performance (Cha)
Persuasion (Cha)
Religion (Int)
Sleight of Hand (Dex)
Stealth (Dex)
Survival (Wis)


Passive wisdom (Perception)






Other proficiencies & languages Equipment Features & Traits

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allies & organizations

additional features & traits

character backstory treasure
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spellcasting Spellcasting spell save dc spell attack
class ability bonus

0 cantrips 36

Spell slots expended 7
Level slots total spell name 8

spells known ed

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