P r o f ic ie n c ie s                                               Additionally, w hen you gain a level in this class,
Armor: Light armor                                                you can ch oose one o f the w arlock spells you know
Weapons: Simple weapons                                           and replace it with another spell from the w arlock
Tools: None                                                       spell list, w hich also must be o f a level for w hich you
                                                                  have spell slots.
Saving Throws: W isdom , Charisma
Skills: Choose two skills from Arcana,                            Spe l l c a st in g A b il it y
                                                                  Charisma is your spellcasting ability for your w arlock
   D eception, History, Intimidation, Investigation,              spells, so you use your Charisma whenever a spell refers
   Nature, and Religion                                           to your spellcastin g ability. In addition, you u se your
                                                                  Charisma modifier w hen setting the saving throw DC
E q u ip m e n t                                                  for a w arlock spell you cast and w hen making an attack
You start w ith the follow ing equipment, in addition to          roll with one.
the equipment granted by your background:
                                                                               Spell save D C = 8 + your proficiency bonus +
• (a) a light c ro s s b o w and 20 bolts or (b) any sim ple                                  your Charisma modifier
   weapon
                                                                             Spell attack modifier = your proficiency bonus +
• (a) a com p on en t pou ch or (b) an arcane focu s                                          your Charisma modifier
• (a) a sch ola r’s pack o r (b) a du ng eon eer’s pack
• Leather armor, any simple weapon, and two daggers               Sp e l l c a s t in g Fo c u s
                                                                  You can use an arcane focus (found in chapter 5) as a
O t h e r w o r l d l y Pa t r o n                                spellcasting focus for your w arlock spells.
At 1st level, you have struck a bargain with an                   E l d r it c h In v o c a t i o n s
otherworldly being o f your choice: the Archfey, the
Fiend, or the Great Old One, each o f w hich is detailed          In your study o f occult lore, you have unearthed eldritch
at the end o f the class description. Your ch oice                invocations, fragm ents o f forbidden know ledge that
grants you features at 1st level and again at 6th, 10th,          im bue you w ith an abiding m agical ability.
and 14th level.
                                                                     At 2nd level, you gain tw o eldritch invocations of your
Pa c t M a g i c                                                  ch oice. Your invocation options are detailed at the end
                                                                  o f the class description. W hen you gain certain w arlock
Your arcane research and the m agic bestow ed on you              levels, you gain additional invocations of your choice,
by your patron have given you facility with spells. See           as show n in the Invocations K now n colum n o f the
chapter 10 for the general rules o f spellcasting and             W arlock table.
chapter 11 for the w a rlock spell list.
                                                                     Additionally, w hen you gain a level in this class,
C a n t r ip s                                                    you can choose one o f the invocations you know and
You know two cantrips of your choice from the w arlock            replace it w ith another invocation that you cou ld learn
spell list. You learn additional w arlock cantrips of your        at that level.
c h oice at higher levels, as sh ow n in the Cantrips K now n
colum n o f the W arlock table.                                   Pa c t B o o n
Spell Slo ts                                                      At 3rd level, your otherworldly patron bestow s a gift
The W arlock table show s how m any spell slots you have.         upon you for your loyal service. You gain one o f the
T h e table also sh ow s w hat the level o f those slots is; all  following features of your choice.
o f your spell slots are the sam e level. To cast one o f your
w arlock spells o f 1st level or higher, you must expend a        Pa c t o f t h e C h a i n
spell slot. You regain all expended spell slots w hen you         You learn the find familiar spell and can cast it as a
finish a short or long rest.                                      ritual. The spell doesn’t count against your num ber of
                                                                  spells known.
   For example, when you are 5th level, you have
tw o 3rd-level sp ell slots. To cast the 1st-level spell             W hen you cast the spell, you can ch oose one of the
thunderwave, you must spend on e o f th ose slots, and            norm al form s for your familiar or one of the following
you cast it as a 3rd-level spell.                                 special form s: imp, pseudodragon, quasit, or sprite.
S p e l l s K n o w n o f 1s t L e v e l a n d H i g h e r           Additionally, when you take the Attack action, you can
At 1st level, you know tw o 1st-level spells o f your choice      forgo one o f your own attacks to allow your familiar to
from the w a rlock spell list.                                    m ake one attack o f its own.
   The Spells Know n colum n o f the W arlock table show s        Pa c t o f t h e B l a d e
w hen you learn m ore w a rlock spells o f your ch oice o f 1st   You can use your action to create a pact w eapon in your
level and higher. A spell you ch oose must be o f a level         em pty hand. You can ch oose the form that this m elee
n o higher than w hat’s sh ow n in the table's S lot Level        w ea p on takes each tim e you create it (see chapter 5 for
colum n for your level. W hen you reach 6th level, for            w ea p on options). Y ou are proficient with it w hile you
example, you learn a new w arlock spell, w hich can be            w ield it. T h is w ea p on coun ts as m agical for the p u rp ose
1st, 2nd, or 3rd level.                                           o f overcom ing resistance and immunity to nonm agical
                                                                  attacks and damage.
Y our pact w ea p on disappears if it is m ore than 5 feet     Yo u r Pa c t B o o n
away from you for 1 m inute or m ore. It also disappears
if you use this feature again, if you dism iss the w eapon        Each Pact Boon option produces a special creature or an
(no action required), or if you die.                              object that reflects your patron’s nature.
   You can transform one m agic w eapon into your pact               Pact o f the Chain. Your familiar is more cunning than a
w eapon by perform ing a special ritual w hile you hold           typical familiar. Its default form can be a reflection o f your
the w eapon. You perform the ritual over the course               patron, with sprites and pseudodragons tied to the Archfey
of 1 hour, which can be done during a short rest.                 and imps and quasits tied to the Fiend. Because the Great Old
You can then d ism iss the w eapon , shunting it into an          One’s nature is inscrutable, any familiar form is suitable for it.
extradim ensional space, and it appears w henever you
create your pact w eapon thereafter. You can’t affect an             Pact o f the Blade. If your patron is the Archfey, your
artifact or a sentient w eapon in this way. The w eapon           weapon might be a slender blade wrapped in leafy vines.
ceases being your pact w eapon if you die, if you perform         If you serve the Fiend, your weapon could be an axe made
the 1-hour ritual on a different w eapon, or if you use           o f black metal and adorned with decorative flames. If your
a 1-hour ritual to break your bon d to it. The w eapon            patron is the Great Old One, your weapon might be an
appears at your feet if it is in the extradim ensional sp ace     ancient-looking spear, with a gemstone embedded in its
when the bond breaks.                                             head, carved to look like a terrible unblinking eye.
Pa c t o f t h e T o m e                                            Pact o f the Tome. Your Book o f Shadows might be a fine,
Your patron gives you a grim oire called a B ook of               gilt-edged tome with spells o f enchantment and illusion,
Shadows. W hen you gain this feature, ch oose three               gifted to you by the lordly Archfey. It could be a weighty tome
cantrips from any cla ss’s spell list. W h ile the b o o k is on  bound in demon hide studded with iron, holding spells of
your person , you can cast th ose cantrips at w ill. They         conjuration and a wealth of forbidden lore about the sinister
don’t count against your num ber of cantrips known.               regions of the cosmos, a gift of the Fiend. Or it could be the
                                                                  tattered diary o f a lunatic driven mad by contact with the
   If you lose your B ook of Shadows, you can perform             Great Old One, holding scraps o f spells that only your own
a 1-hour cerem ony to receive a replacement from your             burgeoning insanity allows you to understand and cast.
patron. This cerem ony can be perform ed during a short
or long rest, and it destroys the previous book . The b o o k     O th e rw o rld ly Patrons
turns to ash when you die.
                                                                  The beings that serve as patrons for w arlocks are
A b ility Score Im pro vem en t                                   mighty inhabitants o f other planes o f existence—not
                                                                  gods, but alm ost godlike in their power. Various patrons
W h en you reach 4th level, and again at 8th, 12th, 16th,         give their w arlocks access to different pow ers and
and 19th level, you can increase one ability score o f your       invocations, and expect significant favors in return.
choice by 2, or you can increase two ability scores of
your ch oice by 1. A s norm al, you can't in crease an ability       Som e patrons collect w arlocks, doling out mystic
score above 20 using this feature.                                knowledge relatively freely or boasting o f their ability
                                                                  to bind m ortals to their will. Other patrons bestow their
M y stic A r c a n u m                                            pow er only grudgingly, and might make a pact with
                                                                  only one warlock. W arlocks w ho serve the same patron
At 11th level, your patron bestow s upon you a m agical           might view each other as allies, siblings, or rivals.
secret called an arcanum. C hoose one 6th-level spell
from the w arlock spell list as this arcanum.                     T he A rch fey
   You can cast your arcanum spell once without                   Your patron is a lord or lady o f the fey, a creature o f
expending a spell slot. You must finish a long rest before        legend w ho holds secrets that w ere forgotten before
you can do so again.                                              the m ortal races w ere born. This being’s motivations
                                                                  are often inscrutable, and som etim es whimsical, and
   At higher levels, you gain m ore w arlock spells o f your      might involve a striving for greater m agical pow er or the
ch oice that can be cast in this way: one 7th-level spell         settling of age-old grudges. Beings of this sort include
at 13th level, one 8th-level spell at 15th level, and one         the Prince of Frost; the Queen of Air and Darkness,
9th-level spell at 17th level. You regain all u ses o f your      ruler o f the Gloam ing Court; Titania of the Sum m er
Mystic A rcanum when you finish a long rest.                      Court; her consort Oberon, the Green Lord; Hyrsam,
                                                                  the Prince of Fools; and ancient hags.
E ld ritch M a ster
                                                                  E x p a n d e d Spell L ist
At 20th level, you can draw on your inner reserve of              The Archfey lets you ch oose from an expanded list of
mystical pow er w hile entreating your patron to regain           spells w hen you learn a w arlock spell. The following
expended spell slots. You can spend 1 minute entreating           spells are added to the w arlock spell list for you.
your patron for aid to regain all your expended spell slots
from your Pact M agic feature. Once you regain spell slots        A rch fey Ex p a n d e d S pells
with this feature, you must finish a long rest before you
can do so again.                                                  Spell Level  Spells
                                                                       1st     faerie fire, sleep
                                                                       2nd     calm emotions, phantasm al force
                                                                       3rd     blink, plant growth
                                                                       4th     dom inate beast, greater invisibility
                                                                       5th     dominate person, seeming
Fey Presence                                                    E x p a n d e d Spe ll L ist
Starting at 1st level, your patron bestow s u pon you the       The Fiend lets you ch oose from an expanded list of
ability to project the beguiling and fearsom e presence         spells when you learn a w arlock spell. The following
o f the fey. A s an action, you can cau se each creature in     spells are added to the w arlock spell list for you.
a 10-foot cube originating from you to make a W isdom
saving throw against your w arlock spell save DC. The            Fie n d Ex p a n d e d S pells
creatures that fail their saving throw s are all charm ed
or frightened by you (your choice) until the end of                Spell Level Spells
your next turn.                                                          1st b u rning hands, c o m m a n d
                                                                        2nd blindness/deafness, scorch ing ray
   O nce you u se this feature, you ca n ’t use it again until          3rd fireball, stinking cloud
you finish a short or long rest.                                        4th fire shield, wall o f fire
                                                                        5th fla m e strike, hallow
M ist y E scape
Starting at 6th level, you can vanish in a puff o f mist in     D a r k O n e ’s B le ssin g
response to harm. W hen you take damage, you can use            Starting at 1st level, w hen you reduce a hostile creature
your reaction to turn invisible and teleport up to 60 feet      to 0 hit points, you gain tem porary hit points equal to your
to an unoccupied space you can see. You remain invisible        Charism a m odifier + your w arlock level (m inim um o f 1).
until the start o f your next turn or until you attack or
cast a spell.                                                   D a r k O n e ’s O w n L u c k
                                                                Starting at 6th level, you can call on your patron to alter
   O nce you u se this feature, you can't use it again until    fate in your favor. W h en you m ake an ability ch eck or a
you finish a short or long rest.                                saving throw, you can use this feature to add a d 10 to
                                                                your roll. You can do so after seeing the initial roll but
B e g u il in g D efenses                                       before any o f the roll’s effects occur.
B egin ning at 10th level, your patron teaches you h ow to
turn the mind-affecting m agic o f your enem ies against           O nce you u se this feature, you c a n ’t use it again until
them. You are im m une to being charm ed, and when              you finish a short or long rest.
another creature attempts to charm you, you can use
your reaction to attempt to turn the charm back on              Fie n d ish R e silie n c e
that creature. The creature must succeed on a W isdom           Starting at 10th level, you can c h o o s e one dam age type
saving throw against your warlock spell save DC or              when you finish a short or long rest. You gain resistance
be charm ed by you for 1 minute or until the creature           to that dam age type until you ch oose a different one
takes any damage.                                               with this feature. D am age from m agical w eapons or
                                                                silver w eapons ignores this resistance.
D a r k D e l ir iu m
Starting at 14th level, you can plunge a creature into          H u rl T h rou gh H ell
an illusory realm. As an action, choose a creature              Starting at 14th level, w hen you hit a creature w ith an
that you can see w ithin 60 feet o f you. It must m ake a       attack, you can use this feature to instantly transport
W isdom saving throw against your warlock spell save            the target through the lower planes. The creature
DC. O n a failed save, it is charm ed or frightened by you      disappears and hurtles through a nightmare landscape.
(your choice) for 1 minute or until your concentration
is broken (as if you are concentrating on a spell). This           At the end o f your next turn, the target returns to the
effect ends early if the creature takes any damage.             sp a ce it previously o ccu pied, or the nearest u n occu pied
                                                                space. If the target is not a fiend, it takes 10d 10 psychic
   Until this illusion ends, the creature thinks it is lost     dam age as it reels from its h orrific experience.
in a m isty realm , the appearance o f w hich you choose.
The creature can see and hear only itself, you, and                O nce you u se this feature, you ca n ’t u se it again until
the illusion.                                                   you finish a long rest.
   You must finish a short or long rest before you can          T he G reat O ld O n e
use this feature again.
                                                                Your patron is a m ysterious entity w hose nature is
T h e F ien d                                                   utterly foreign to the fabric o f reality. It might co m e from
                                                                the Far Realm , the sp a ce beyon d reality, or it cou ld be
You have m ade a pact with a fiend from the lower               one of the elder gods known only in legends. Its motives
planes o f existence, a being w h ose aim s are evil,           are incom prehensible to mortals, and its know ledge so
even if you strive against those aims. Such beings              im m ense and ancient that even the greatest libraries
desire the corruption or destruction of all things,             pale in com p a rison to the vast secrets it holds. The
ultimately including you. Fiends pow erful enough to            Great Old One might be unaware o f your existence
forge a pact include dem on lords such as D em ogorgon,         or entirely indifferent to you, but the secrets you have
Orcus, Fraz’Urb-luu, and Baphomet; archdevils such              learn ed allow you to draw your m agic from it.
as A sm odeus, Dispater, M ephistopheles, and Belial;
pit fiends and balors that are especially mighty; and              Entities of this type include Ghaunadar, called That
ultroloths and other lords of the yugoloths.                    W hich Lurks; Tharizdun, the Chained God; Dendar, the
                                                                Night Serpent; Zargon, the Returner; Great Cthulhu;
                                                                and other unfathomable beings.
Ex p a n d e d Spell L ist                                     A r m o r of Sh a d o w s
The Great Old One lets you ch o o s e from an expanded list    You can cast mage armor on y ou rself at will, without
of spells when you learn a w arlock spell. The following       expending a spell slot or material components.
spells are added to the w arlock spell list for you.
                                                               A s c e n d a n t Ste p
G reat O ld O ne Ex p a n d e d S pells                        Prerequisite: 9th level
                                                               You can cast levitate on y ou rself at will, without
Spell Level  Spells                                            expending a spell slot or material com ponents.
      1st    dissonant whispers, Tasha's hideous laughter
     2nd     detect thoughts, phantasm alforce                 B east Speech
     3rd     clairvoyance, sending                             You can cast speak with animals at will, without
     4th     dom inate beast, E va rd ’s black tentacles       expending a spell slot.
     5th     dom inate person, telekinesis
                                                               Beg u ilin g Influence
A w ak en ed M ind                                             You gain proficiency in the D eception and
Starting at 1st level, your alien kn ow led ge gives you       Persuasion skills.
the ability to touch the m inds of other creatures. You
can com m unicate telepathically with any creature you         B e w it c h in g W hispers
can see within 30 feet o f you. You don’t need to share        Prerequisite: 7th level
a language with the creature for it to understand your         You can cast compulsion on ce using a w arlock spell slot.
telepathic utterances, but the creature must be able to        You can ’t do so again until you finish a long rest.
understand at least on e language.
                                                               B o o k of A n c ie n t Secrets
Entropic W ard                                                 Prerequisite: Pact o f the Tome feature
At 6th level, you learn to m agically w ard yourself against
attack and to turn an enem y’s failed strike into good         You can n ow in scribe m agical rituals in your B o o k o f
luck for yourself. W hen a creature m akes an attack           Sh a dow s. C h oose tw o 1st-level sp ells that have the
roll against you, you can use your reaction to im pose         ritual tag from any cla ss’s spell list. The sp ells appear
disadvantage on that roll. If the attack m isses you, your     in the b o o k and don’t count against the num ber o f spells
next attack roll against the creature has advantage if you     you know. W ith your B ook o f Shadow s in hand, you
m ake it b efore the end o f your next turn.                   can cast the chosen spells as rituals. You can’t cast the
                                                               spells except as rituals, u nless y ou ’ve learned them by
   O nce you use this feature, you ca n ’t use it again until  som e other means. You can also cast a warlock spell
you finish a short or long rest.                               you kn ow as a ritual if it has the ritual tag.
T h o u g h t Shield                                              On your adventures, you can add other ritual spells to
Starting at 10th level, your thoughts ca n ’t b e read by      your B ook o f Shadow s. W hen you find such a spell, you
telepathy or other m ea n s unless you allow it. You also      can add it to the b o o k if the sp ell’s level is equal to or
have resistance to psychic damage, and whenever a              less than half your w arlock level (rounded up) and if you
creature deals psychic dam age to you, that creature           can spare the time to transcribe the spell. For each level
takes the sam e am ount o f dam age that you do.               o f the spell, the transcription p rocess takes 2 hours and
                                                               c o sts 50 gp for the rare inks n eeded to in scribe it.
C reate T hrall
At 14th level, you gain the ability to infect a h um an oid’s  C h ain s of C arceri
mind with the alien m agic of your patron. You can use         Prerequisite: 15th level, Pact o f the Chain feature
your action to touch an incapacitated humanoid. That           You can cast hold monster at w ill—targeting a celestial,
creature is then charm ed by you until a remove curse          fiend, or elem ental—w ithout expending a spell slot or
spell is cast on it, the ch arm ed condition is rem oved       material com ponents. You must finish a long rest before
from it, or you u se this feature again.                       you can use this invocation on the sam e creature again.
   You can com m unicate telepathically with the charm ed      D e v il ’s Si g h t
creature as long as the tw o o f you are on the sam e plane    You can see normally in darkness, both magical and
of existence.                                                  nonm agical, to a distance o f 120 feet.
Eldritch Invocations                                           D readful W ord
                                                               Prerequisite: 7th level
If an eldritch invocation has prerequisites, you must          You can cast confusion on ce using a w a rlock spell slot.
m eet them to learn it. You can learn the invocation at the    You can’t do so again until you finish a long rest.
sam e tim e that you m eet its prerequisites.
                                                               Eld ritch Sigh t
A g o n izin g Blast                                           You can cast detect magic at w ill, without expending
Prerequisite: eldritch blast cantrip                           a spell slot.
W h en you cast eldritch blast, add your Charism a
m odifier to the dam age it deals on a hit.
El d r it c h Spear                                       O therw orldly L eap
Prerequisite: eldritch blast cantrip                      Prerequisite: 9th level
W h en you cast eldritch blast, its range is 3 0 0 feet.  You can cast jump on y ou rself at w ill, w ithout expending
                                                          a spell slot or material com ponents.
Eyes of th e R un e K eeper
You can read all writing.                                 R e pe llin g B l a st
                                                          Prerequisite: eldritch blast cantrip
Fie n d ish V ig o r                                      W h en you hit a creature with eldritch blast, you can push
You ca n cast false life on you rself at w ill as a       the creature up to 10 feet away from you in a straight line.
1st-level spell, w ithout expen din g a spell slot or
material com ponents.                                     Sc u lpto r of Flesh
                                                          Prerequisite: 7th level
G a ze of T w o M in d s                                  Y ou can cast polymorph on ce using a w arlock spell slot.
You can use your action to touch a w illing hum anoid     Y ou ca n ’t do s o again until you finish a lon g rest.
and perceive through its sen ses until the end o f your
next turn. A s long as the creature is on the sam e       Sig n of Ill O m en
plane of existence as you, you can use your action        Prerequisite: 5th level
on subsequent turns to maintain this connection,          You can cast bestow curse once using a w arlock spell
extending the duration until the end of your next turn.   slot. You can’t do so again until you finish a long rest.
W hile perceiving through the other creature’s senses,
you benefit from any special sen ses p ossessed by that   T h ie f o f F iv e Fa t e s
creature, and you are blinded and deafened to your own    You can cast bane o n ce usin g a w a rlock spell slot. You
surroundings.                                             can ’t do so again until you finish a long rest.
L if e d r in k e r                                       T h ir st in g B lade
Prerequisite: 12th level, Pact o f the Blade feature      Prerequisite: 5th level, Pact o f the Blade feature
                                                          You can attack with your pact w eapon twice, instead of
W h en you hit a creature with your pact w eapon , the    once, w henever you take the Attack action on your turn.
creature takes extra necrotic dam age equal to your
C harism a m odifier (m inim um 1).                       V isio n s of D is t a n t R e alm s
                                                          Prerequisite: 15th level
M a s k o f M a n y Fa c e s                              You can cast arcane eye at will, without expending
You can cast disguise self at will, without expending     a spell slot.
a spell slot.
                                                          V o ic e o f t h e C h a in M a st e r
M a ste r of M y r ia d Form s                            Prerequisite: Pact o f the Chain feature
Prerequisite: 15th level                                  You can com m unicate telepathically with your familiar
You can cast alter self at will, without expending        and perceive through your fam iliar’s sen ses as lon g as
a spell slot.                                             you are on the sam e plane of existence. Additionally,
                                                          w hile perceivin g through your fam iliar’s sen ses, you can
M in io n s of C h a o s                                  also speak through your fam iliar in your ow n voice, even
Prerequisite: 9th level                                   if your familiar is norm ally incapable o f speech.
You can cast conjure elemental on ce using a
w arlock spell slot. You can’t do so again until you      W h ispe r s o f t h e G rave
finish a long rest.                                       Prerequisite: 9th level
                                                          You can cast speak with dead at w ill, w ithout expending
M ire t h e M in d                                        a spell slot.
Prerequisite: 5th level
You can cast slow once using a w arlock spell slot. You   W it c h Sig h t
can ’t do so again until you finish a long rest.          Prerequisite: 15th level
                                                          You can see the true form o f any shapechanger or
M is t y V isio n s                                       creature concealed by illusion or transmutation magic
You can cast silent image at will, w ithout expending a   w hile the creature is within 30 feet o f you and within
spell slot or material com ponents.                       line of sight.
O ne w it h Sh ad o w s
Prerequisite: 5th level
W hen you are in an area o f dim light or darkness, you
can use your action to becom e invisible until you move
or take an action or a reaction.
W izard
Clad in the silver rob es that denote her station, an
elf closes her eyes to shut out the distractions o f the
battlefield and begins her quiet chant. Fingers weaving
in front o f her, she com pletes her spell and launches a
tiny bead o f fire tow ard the en em y ranks, w here it erupts
into a conflagration that engulfs the soldiers.
   Checking and rechecking his work, a human scribes
an intricate m agic circle in chalk on the bare stone
floor, then sprinkles pow dered iron along every line and
graceful curve. W hen the circle is complete, he drones a
long incantation. A hole opens in space inside the circle,
bringing a w hiff of brim stone from the otherworldly
plane beyond.
   Crouching on the floor in a dungeon intersection, a
gnom e tosses a handful of small bones inscribed with
mystic symbols, muttering a few w ords of pow er over
them. Closing his eyes to see the visions m ore clearly,
he nods slowly, then opens his eyes and points dow n the
passage to his left.
   W izards are supreme m agic-users, defined and united
as a class by the spells they cast. Drawing on the subtle
weave o f m agic that perm eates the cosm os, w izards cast
spells o f explosive fire, arcing lightning, subtle deception,
and brute-force mind control. Their magic conjures
m onsters from other planes o f existence, glim pses the
future, or turns slain foes into zom bies. Their mightiest
spells change one substance into another, call m eteors
dow n from the sky, or open portals to other worlds.
Scholars of the A rcane
W ild and enigm atic, varied in form and function, the
pow er of m agic draws students w ho seek to master
its mysteries. S om e aspire to b ecom e like the gods,
shaping reality itself. Though the casting o f a typical
spell requires merely the utterance of a few strange
words, fleeting gestures, and som etim es a pinch or
clump o f exotic materials, these surface com ponents
barely hint at the expertise attained after years o f
apprenticeship and countless hours o f study.
   W izards live and die by their spells. Everything else
is secondary. They learn new spells as they experim ent
and grow in experience. They can also learn them from
other wizards, from ancient tom es or inscriptions,
and from ancient creatures (such as the fey) that are
steeped in magic.
T h e W iz a r d
       Proficiency                                           Cantrips  — Spells Slots per Spell Level —
Level  Bonus        Features                                 Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
 1st
2nd    +2 Spellcasting, Arcane Recovery                      3         2 —————        —                  —
 3rd
 4th                                                                            —
 5th
 6th   +2 Arcane Tradition                                   3         3 ————  — ——                      —
 7th
 8th   +2 —                                                  3 4 2———————
 9th
10th   +2 Ability Score Improvement                          4 4 3 ———————
11th
12th   +3 —                                                  4 4 3 2——————
13th
14th   +3 Arcane Tradition feature                           4 4 3 3 ——————
15th
16th   +3 —                                                  4         4 3 3 1 — —— —                    —
17th
18th   +3 Ability Score Improvement                          4 4 3 3 2—————
19th
20th   +4 —                                                  4 4 3 3 3 1— — — —
       +4 Arcane Tradition feature                           5 4 3 3 3 2————
       +4 —                                                  5 4 3 3 3 2 1———
       +4 Ability Score Improvement                          5         4 3 3 3 2 1 ——                    —
       +5 —                                                  5         4 3 3 3 2 11 —                    —
       +5 Arcane Tradition feature                           5 4 3 3 3 2 11                              ——
       +5 —                                                  5 4 3 3 3 2 11 1 —
       +5 Ability Score Improvement                          5 4 3 3 3 2 11 1 —
       +6 —                                                  5 4 3 3 3 2 11 1                            1
       +6 Spell Mastery                                      5 4 3 3 3 3 11 1                            1
       +6 Ability Score Improvement                          5 4 3 3 3 3 21 1                            1
       +6 Signature Spell                                    5 4 3 3 3 3 2 21                            1
T he L ure of K now ledge                                       Q u ic k Build
                                                                You can make a wizard quickly by following these
W izards’ lives are seldom mundane. The closest a               suggestions. First, Intelligence should be your highest
w izard is likely to com e to an ordinary life is working       ability score, follow ed by Constitution or Dexterity.
as a sage or lecturer in a library or university, teaching      If you plan to join the S ch ool o f Enchantment, make
others the secrets of the multiverse. Other w izards sell       Charisma your next-best score. Second, choose the sage
their services as diviners, serve in military forces, or        background. Third, c h o o s e the mage hand, light, and
pursue lives of crim e or domination.                           ray o f frost cantrips, along with the follow in g 1st-level
                                                                spells for your spellbook: burning hands, charm person,
   But the lure o f knowledge and pow er calls even the         feather fall, mage armor, magic missile, and sleep.
m ost unadventurous w izards out o f the safety o f their
libraries and laboratories and into crum bling ruins and        C lass Features
lost cities. M ost w izards believe that their counterparts
in ancient civilizations knew secrets o f m agic that have      A s a wizard, you gain the follow ing class features.
been lost to the ages, and discovering those secrets
could unlock the path to a pow er greater than any m agic       H it Po in ts
available in the present age.                                   Hit Dice: 1d6 per w izard level
                                                                Hit Points at 1st Level: 6 + your Constitution m odifier
C r e a t in g a W iza r d    __________                        Hit Points at Higher Levels: 1d6 (or 4) + your
Creating a w izard character demands a backstory                   Constitution m odifier per w izard level after 1st
dom inated by at least on e extraordinary event. H ow
did your character first com e into contact with m agic?        P roficiencies
H ow did you d iscover you had an aptitude for it? D o          Armor: None
you have a natural talent, or did you simply study              Weapons: Daggers, darts, slings, quarterstaffs,
hard and practice incessantly? Did you encounter a
m agical creature or an ancient tome that taught you the           light crossbow s
basics of magic?                                                Tools: None
   W hat drew you forth from your life o f study? Did your      Saving Throws: Intelligence, W isdom
first taste o f m agical know ledge leave you hungry for        Skills: C h oose tw o from Arcana, History, Insight,
more? Have you received w ord of a secret repository
of knowledge not yet plundered by any other wizard?                Investigation, M edicine, and Religion
Perhaps y ou ’re sim ply eager to put your new found
m agical skills to the test in the face o f danger.
E q u ip m e n t                                                       Sp e l l b o o k
                                                                      At 1st level, you have a sp ellbook containing six 1st-level
You start with the follow ing equipment, in addition to               wizard spells of your choice.
the equipment granted by your background:
                                                                      P r e p a r in g a n d C a st in g Spells
• (a) a quarterstaff or (b) a dagger                                  The W izard table show s how many spell slots you have
• (a) a com pon en t pou ch or (b) an arcane focu s                   to cast your spells o f 1st level and higher. To cast one of
• (a) a sch ola r’s pack o r (b) an explorer’s pack                   these spells, you m ust expend a slot o f the sp ell’s level
• A spellbook                                                         or higher. You regain all expended spell slots w hen you
                                                                      finish a long rest.
Spellcastin g
                                                                         You prepare the list o f w izard spells that are available
As a student o f arcane magic, you have a spellbook                   for you to cast. To do so. choose a number of wizard
containing spells that show the first glim m erings of                spells from your spellbook equal to your Intelligence
your true power. S e e chapter 10 for the general rules of            modifier + your w izard level (minimum o f one spell). The
sp ellcastin g and chapter 11 for the w izard spell list.             spells must be o f a level for w hich you have spell slots.
C a n t r ip s                                                           For example, if you're a 3rd-level wizard, you have
                                                                      four 1st-level and tw o 2nd-level spell slots. W ith an
At 1st level, you know three cantrips o f your choice                 Intelligence o f 16, your list o f prepared sp ells can
from the w izard spell list. You learn additional w izard             include six spells o f 1st or 2nd level, in any com bination,
cantrips o f your ch oice at higher levels, as sh ow n in the         chosen from your spellbook. If you prepare the 1st-level
Cantrips K now n colum n of the W izard table.                        spell magic missile, you can cast it using a 1st-level or a
                                                                      2nd-level slot. Casting the spell d oesn ’t rem ove it from
  Your S pellbo ok                                                    your list o f prepared spells.
  The spells that you add to your spellbook as you gain levels
  reflect the arcane research you conduct on your own, as well           You can change your list of prepared spells w hen
  as intellectual breakthroughs you have had about the nature         you finish a long rest. Preparing a new list o f w izard
  o f the multiverse. You might find other spells during your         spells requires time spent studying your spellbook and
  adventures. You could discover a spell recorded on a scroll in      m em orizing the incantations and gestures you must
  an evil wizard's chest, for example, or in a dusty tome in an       m ake to cast the spell: at least 1 m inute per spell level
  ancient library.                                                    for each spell on your list.
    Copying a Spell into the Book. When you find a wizard spell       Sp e l l c a st in g A b il it y
  o f 1st level or higher, you can add it to your spellbook if it is  Intelligence is your spellcasting ability for your w izard
  of a level for which you have spell slots and if you can spare      spells, since you learn your spells through dedicated
  the time to decipher and copy it.                                   study and m em orization. You use your Intelligence
                                                                      w hen ever a spell refers to your sp ellcastin g ability.
     Copying a spell into your spellbook involves reproducing         In addition, you use your Intelligence m odifier when
 the basic form o f the spell, then deciphering the unique            setting the saving throw DC for a wizard spell you cast
  system o f notation used by the wizard who wrote it. You            and when m aking an attack roll with one.
  must practice the spell until you understand the sounds
  or gestures required, then transcribe it into your spellbook                     Spell save D C = 8 + your proficiency bonus +
  using your own notation.                                                                       your Intelligence modifier
     For each level o f the spell, the process takes 2 hours and                 Spell attack modifier = your proficiency bonus +
 costs 50 gp. The cost represents material components you                                        your intelligence modifier
 expend as you experiment with the spell to master it, as well
  as the fine inks you need to record it. Once you have spent         R it u a l C a st in g
 this time and money, you can prepare the spell just like your        You can cast a w izard spell as a ritual if that spell has
 other spells.                                                        the ritual tag and you have the spell in your spellbook.
                                                                      You don't need to have the spell prepared.
    Replacing the Book. You can copy a spell from your own
 spellbook into another book— for example, if you want                Sp e l l c a st in g Focu s
 to make a backup copy o f your spellbook. This is just like          You can use an arcane focus (found in chapter 5) as a
 copying a new spell into your spellbook, but faster and easier,      spellcasting focus for your w izard spells.
 since you understand your own notation and already know
 how to cast the spell. You need spend only 1 hour and 10 gp          L e a r n i n g S p e l l s o f 1s t L e v e l a n d H i g h e r
 for each level o f the copied spell.                                 Each time you gain a w izard level, you can add two
                                                                      wizard spells of your choice to your spellbook. Each
    If you lose your spellbook, you can use the same procedure        o f these spells must be of a level for w hich you have
 to transcribe the spells that you have prepared into a new           spell slots, as shown on the W izard table. On your
 spellbook. Filling out the remainder o f your spellbook              adventures, you might find other spells that you can add
 requires you to find new spells to do so, as normal. For this        to your spellbook (see the “Your Spellbook” sidebar).
 reason, many wizards keep backup spellbooks in a safe place.
    The Book’s Appearance. Your spellbook is a unique
 compilation o f spells, with its own decorative flourishes and
 margin notes. It might be a plain, functional leather volume
 that you received as a gift from your master, a finely bound
 gilt-edged tome you found in an ancient library, or even a
 loose collection o f notes scrounged together after you lost
 your previous spellbook in a mishap.
A rcane R ecovery                                                 the ages have cataloged thousands o f spells, grouping
                                                                  them into eight categories called sch ools, as described
You have learned to regain som e of your magical energy           in chapter 10. In som e places, these traditions are
by studying your spellbook. O nce per day when you                literally sch ools; a w izard m ight study at the S c h o o l o f
finish a short rest, you can ch oose expended spell slots         Illusion w hile another studies a cross tow n at the S ch o o l
to recover. The spell slots can have a com bined level that       o f Enchantm ent. In other institutions, the sch ools are
is equal to or less than half your w izard level (rounded         m ore like academ ic departments, with rival faculties
up), and none o f the slots can be 6th level or higher.           com peting for students and funding. Even w izards who
                                                                  train apprentices in the solitude o f their own towers use
   For example, if you’re a 4th-level wizard, you can recover     the division of m agic into sch ools as a learning device,
up to two levels worth o f spell slots. You can recover either    since the spells of each school require m astery of
a 2nd-level spell slot or tw o 1st-level spell slots.             different techniques.
A rcan e T rad itio n                                             S c h o o l of A bju ratio n
W hen you reach 2nd level, you ch oose an arcane                  The S ch ool o f Abjuration em phasizes m agic that blocks,
tradition, shaping your practice o f m agic through one           banishes, or protects. Detractors o f this sch ool say
o f eight schools: Abjuration, Conjuration, Divination,           that its tradition is about denial, negation rather than
Enchantment, Evocation, Illusion, Necrom ancy,                    positive assertion. You understand, however, that ending
or Transmutation, all detailed at the end o f the                 harmful effects, protecting the w eak, and banishing evil
class description.                                                influences is anything but a p h ilosoph ica l void. It is a
                                                                  proud and respected vocation.
   Your ch oice grants you features at 2nd level and again
at 6th, 10th, and 14th level.                                        Called abjurers, m em bers o f this school are sought
                                                                  w hen baleful spirits require exorcism , w hen important
A b il it y S co re Im pr o v e m e n t                           locations must be guarded against magical spying, and
                                                                  when portals to other planes o f existence must be closed.
W h e n you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can increase one ability score o f your       A b ju r a t io n Sa v a n t
choice by 2, or you can increase tw o ability scores of           B egin ning w hen you select this sch ool at 2nd level, the
your ch oice by 1. A s norm al, you ca n ’t in crease an ability  gold and time you must spend to copy an abjuration
score above 20 using this feature.                                spell into your spellbook is halved.
Spell M a ste ry                                                  A rcane Ward
                                                                  Starting at 2nd level, you can weave m agic around
At 18th level, you have achieved such m astery over               yourself for protection. W hen you cast an abjuration
certain sp ells that you can cast them at w ill. C h oose a       spell o f 1st level or higher, you can sim ultaneously use a
1st-level w izard spell and a 2nd-level w izard spell that        strand o f the spell’s m agic to create a m agical w ard on
are in your sp ellbook . You can cast th ose spells at their      yourself that lasts until you finish a long rest. The w ard
lowest level without expending a spell slot w hen you             has hit points equal to tw ice your w izard level + your
have them prepared. If you w ant to cast either spell at a        Intelligence modifier. W henever you take damage, the
higher level, you must expend a spell slot as norm al.            w ard takes the damage instead. If this damage reduces
                                                                  the w ard to 0 hit points, you take any rem aining dam age.
   By spending 8 hours in study, you can exchange one
or both o f the spells you chose for different spells of             W h ile the w ard has 0 hit points, it ca n ’t absorb
the sam e levels.                                                 dam age, but its m agic rem ains. W h enever you cast an
                                                                  abjuration spell o f 1st level or higher, the w ard regains a
Sig n atu r e Spells                                              num ber o f hit points equal to tw ice the level o f the spell.
W hen you reach 20th level, you gain m astery over two               O n ce you create the w ard, you can't create it again
pow erful spells and can cast them with little effort.            until you finish a long rest.
C h oose tw o 3rd-level w izard spells in your spellbook
as your signature spells. You always have these spells            P rojected W ard
prepared, they don’t count against the num ber o f spells         Starting at 6th level, w h en a creature that you can see
you have prepared, and you can cast each o f them on ce at        within 30 feet of you takes damage, you can use your
3rd level without expending a spell slot. W hen you do so,        reaction to cause your A rcane W ard to absorb that
you can’t do so again until you finish a short or long rest.      dam age. If this dam age red u ces the w ard to 0 hit points,
                                                                  the warded creature takes any remaining damage.
   If you w ant to cast either spell at a higher level, you
must expend a spell slot as normal.                               Im p r o v e d A b ju r a t io n
                                                                  B egin ning at 10th level, w hen you cast an abjuration
A rcane T raditions                                               spell that requires you to m ake an ability check as
                                                                  a part o f casting that spell (as in counterspell and
The study o f w izardry is ancient, stretching back to            dispel magic), you add your proficiency bon u s to that
the earliest m ortal discov eries o f m agic. It is firmly        ability check.
established in the w orlds o f D&D, with various
traditions dedicated to its com plex study.
   The m ost com m on arcane traditions in the multiverse
revolve around the schools of m agic. W izards through
Spell R e sista n c e                                           object that you have seen. The object is visibly magical,
Starting at 14th level, you have advantage on saving            radiating dim light out to 5 feet.
throws against spells.
                                                                    The object disappears after 1 hour, when you use this
   Furthermore, you have resistance against the                 feature again, or if it takes any dam age.
damage of spells.
                                                                B e n ig n T r a n s p o s it io n
Sch o o l of C o n ju ratio n                                   Starting at 6th level, you can u se your action to teleport
                                                                up to 30 feet to an unoccupied space that you can see.
A s a conjurer, you favor spells that produce objects           Alternatively, you can ch oose a space within range
and creatures out o f thin air. You can conjure billow ing      that is occu p ied by a Sm all or M edium creature. If that
clouds of killing fog or sum m on creatures from                creature is willing, you both teleport, sw apping places.
elsewhere to fight on your behalf. As your mastery
grows, you learn spells of transportation and can                   O nce you u se this feature, you c a n ’t u se it again until
teleport yourself across vast distances, even to other          you finish a long rest or you cast a conjuration spell of
planes o f existence, in an instant.                            1st level or higher.
C o n ju r a t io n Sa va n t                                   Fo cu sed C o n ju r a t io n
B egin ning w hen you select this sc h o o l at 2nd level, the  B egin ning at 10th level, w hile you are concentrating on
gold and time you must spend to copy a conjuration spell        a conjuration spell, your concentration can’t be broken
into your spellbook is halved.                                  as a result of taking damage.
M in o r C o n ju r a t io n                                    D u ra b le Su m m o n s
Starting at 2nd level w hen you select this sch ool, you        Starting at 14th level, any creature that you
can use your action to conjure up an inanimate object           sum m on or create with a conjuration spell has 30
in your hand or on the ground in an unoccupied space            tem porary hit points.
that you can see w ithin 10 feet o f you. This object can be
no larger than 3 feet on a side and weigh no m ore than         Sch o o l of D iv in atio n
10 pou nds, and its form m ust be that o f a nonm agical
                                                                The counsel o f a diviner is sought by royalty and
                                                                com m oners alike, for all seek a clearer understanding
                                                                o f the past, present, and future. A s a diviner, you strive
                                                                to part the veils o f space, time, and consciousness so
                                                                that you can see clearly. You w ork to master spells of
                                                                discernment, remote viewing, supernatural knowledge,
                                                                and foresight.
                                                                D iv in a t io n Sa v a n t
                                                                B egin ning w hen you select this sch o o l at 2nd level, the
                                                                gold and time you must spend to copy a divination spell
                                                                into your spellbook is halved.
                                                                Portent
                                                                Starting at 2nd level w hen you c h o o s e this sch ool,
                                                                glim pses o f the future begin to press in on your
                                                                awareness. W hen you finish a long rest, roll tw o d20s
                                                                and record the num bers rolled. You can replace any
                                                                attack roll, saving throw, or ability check made by you or
                                                                a creature that you can see with one o f these foretelling
                                                                rolls. You must choose to do so before the roll, and you
                                                                can replace a roll in this w ay only on ce per turn.
                                                                   Each foretelling roll can be used only once. W hen you
                                                                finish a long rest, you lose any unused foretelling rolls.
                                                                Exp e r t D iv in a t io n
                                                                B egin ning at 6th level, casting divination sp ells co m e s
                                                                s o easily to you that it expends only a fraction o f your
                                                                spellcasting efforts. W hen you cast a divination spell
                                                                o f 2nd level or higher using a spell slot, you regain one
                                                                expended spell slot. The slot you regain must be of a
                                                                level lower than the spell you cast and can’t be higher
                                                                than 5th level.
                                                                T h e T h ir d Eye
                                                                Starting at 10th level, you can use your action to
                                                                increase your pow ers o f perception. W hen you do so,
ch oose one o f the follow ing benefits, w hich lasts until     On a su ccessfu l save, you can’t use this feature on the
you are incapacitated or you take a short or long rest.         attacker again until you finish a long rest.
You can’t use the feature again until you finish a rest.
                                                                   You must ch oose to use this feature before knowing
  Darkvision. You gain darkvision out to a range o f 60         w hether the attack hits or m isses. Creatures that can’t
feet, as described in chapter 8.                                be charm ed are im m une to this effect.
  E thereal Sight. You can see into the Ethereal Plane          Sp l it E n c h a n t m e n t
within 60 feet of you.                                          Starting at 10th level, w hen you cast an enchantm ent
                                                                spell o f 1st level or higher that targets only one creature,
   Greater Comprehension. You can read any language.            you can have it target a se co n d creature.
   S ee Invisibility. You can see invisible creatures and
objects within 10 feet o f you that are within line o f sight.  A lte r M e m o r ie s
                                                                At 14th level, you gain the ability to m ake a creature
G reater Portent                                                unaw are o f your m agical influence on it. W h en you cast
Starting at 14th level, the vision s in your dream s            an enchantment spell to charm one or m ore creatures,
intensify and paint a m ore accurate picture in your mind       you can alter on e creatu re’s understanding s o that it
o f what is to com e. You roll three d20s for your Portent      remains unaware of being charmed.
feature, rather than two.
                                                                   Additionally, once before the spell expires, you can
Sch ool of En ch an tm en t                                     use your action to try to make the chosen creature
                                                                forget som e o f the tim e it spent charm ed. The creature
As a m em ber of the School of Enchantment, you have            must succeed on an Intelligence saving throw against
honed your ability to magically entrance and beguile            your w izard spell save DC or lose a number of hours
other people and monsters. Som e enchanters are                 o f its m em ories equal to 1 + your Charism a m odifier
peacem akers w h o bew itch the violent to lay dow n their      (m inim um 1). You can m ake the creature forget less
arm s and charm the cruel into show ing mercy. Others           time, and the am ount o f time can’t exceed the duration
are tyrants w ho m agically bind the unwilling into their       of your enchantment spell.
service. M ost enchanters fall som ew h ere in betw een.
                                                                Sch o o l of Evo catio n
E n c h a n t m e n t Sa v a n t
B egin ning w hen you select this sch o o l at 2nd level, the   You focus your study on m agic that creates pow erful
gold and time you must spend to copy an enchantment             elemental effects such as bitter cold, searing flame,
spell into your sp ellbook is halved.                           rolling thunder, crackling lightning, and burning acid.
                                                                S om e evokers find em ploym ent in military forces,
H y p n o t ic G aze                                            serving as artillery to blast enem y arm ies from afar.
Starting at 2nd level w hen you c h o o s e this sch ool, your  Others use their spectacular pow er to protect the weak,
soft w ords and enchanting gaze can magically enthrall          while som e seek their ow n gain as bandits, adventurers,
another creature. A s an action, ch oose one creature that      or aspiring tyrants.
you can see within 5 feet of you. If the target can see or
hear you, it must su cce e d on a W isd om saving throw         Ev o c a t io n Sa v a n t
against your wizard spell save DC or be charm ed by you         B egin ning w hen you select this sch o o l at 2nd level, the
until the end o f your next turn. The charm ed creature’s       gold and time you must spend to copy an evocation spell
speed drops to 0, and the creature is incapacitated and         into your spellbook is halved.
visibly dazed.
                                                                Sc u l p t Spells
   On subsequent turns, you can use your action to              B egin ning at 2nd level, you can create pock ets o f
m aintain this effect, extending its duration until the         relative safety within the effects o f your evocation spells.
end o f your next turn. However, the effect ends if you         W hen you cast an evocation spell that affects other
m ove m ore than 5 feet away from the creature, if the          creatures that you can see, you can ch oose a number
creature can neither see nor hear you, or if the creature       of them equal to 1 + the spell’s level. T he chosen
takes damage.                                                   creatures automatically succeed on their saving throws
                                                                against the spell, and they take no damage if they would
   O nce the effect ends, or if the creature su cceed s on its  norm ally take half dam age on a successful save.
initial saving throw against this effect, you can ’t use this
feature on that creature again until you finish a long rest.    Po t e n t C a n t r ip
                                                                Starting at 6th level, your dam aging cantrips affect
In st in c t iv e C h a r m                                     even creatures that avoid the brunt o f the effect. W hen
B egin ning at 6th level, w hen a creature you can see          a creature succeeds on a saving throw against your
within 30 feet of you m akes an attack roll against             cantrip, the creature takes h alf the cantrip’s dam age (if
you, you can use your reaction to divert the attack,            any) but suffers no additional effect from the cantrip.
provided that another creature is w ithin the attack’s
range. The attacker must make a W isdom saving throw            E m po w ered Ev o c a t io n
against your w izard spell save DC. On a failed save,           B egin ning at 10th level, you can add your Intelligence
the attacker must target the creature that is closest           m odifier to the damage roll of any w izard evocation
to it, not including you or itself. If multiple creatures       spell you cast.
are closest, the attacker ch ooses w hich one to target.
O verchannel                                                    choice. The cantrip doesn’t count against your number
Starting at 14th level, you can in crease the pow er o f        of cantrips known.
your simpler spells. W hen you cast a wizard spell of
5th level or lower that deals damage, you can deal                W h en you cast minor illusion, you can create both a
m axim um dam age with that spell.                             sound and an im age with a single casting o f the spell.
   The first time you do so, you suffer no adverse effect.     M a l l e a b l e I llu sio n s
If you use this feature again before you finish a long         Starting at 6th level, w hen you cast an illusion spell that
rest, you take 2 d 12 necrotic dam age for each level of       has a duration of 1 minute or longer, you can use your
the spell, im m ediately after you cast it. E ach tim e you    action to change the nature o f that illusion (using the
use this feature again before finishing a long rest, the       sp ell’s n orm al param eters for the illusion), provided that
n ecrotic dam age per spell level in creases by 1d 12. This    you can see the illusion.
dam age ignores resistance and immunity.
                                                               Illu so ry Self
S c h o o l of Illu sio n                                      B egin ning at 10th level, you can create an illusory
                                                               duplicate o f yourself as an instant, almost instinctual
You focus your studies on m agic that dazzles the              reaction to danger. W hen a creature m akes an attack
senses, befuddles the mind, and tricks even the w isest        roll against you, you can use your reaction to interpose
folk. Your m agic is subtle, but the illusions crafted by      the illusory duplicate betw een the attacker and
your keen m ind make the im possible seem real. Som e          yourself. The attack automatically m isses you, then the
illusionists—including m any gnom e w izards—are               illusion dissipates.
benign tricksters w ho use their spells to entertain.
Others are m ore sinister masters of deception, using             O nce you u se this feature, you ca n ’t u se it again until
their illusions to frighten and fool others for their          you finish a short or long rest.
personal gain.
                                                               Illu so ry R e a l it y
Il l u sio n Sa v a n t                                        By 14th level, you have learned the secret o f w eaving
B egin ning w hen you select this sch o o l at 2nd level, the  shadow m agic into your illusions to give them a sem i-
gold and time you must spend to copy an illusion spell         reality. W h en you cast an illusion spell o f 1st level or
into your spellbook is halved.                                 higher, you can ch oose one inanimate, nonm agical
                                                               object that is part o f the illusion and m ake that object
I m pr o v e d M in o r Illu sio n                             real. You can do this on your turn as a bonus action
W h en you c h o o s e this sch ool at 2nd level, you learn    while the spell is ongoing. The object rem ains real for
the minor illusion cantrip. If you already k n ow this         1 minute. For example, you can create an illusion o f a
cantrip, you learn a different w izard cantrip o f your        bridge over a chasm and then m ake it real long en ough
                                                               for your allies to cross.
                                                                  The object can’t deal dam age or otherwise
                                                               directly harm anyone.
                                                               Sch ool of N ecrom an cy
                                                               The School of N ecrom ancy explores the cosm ic forces
                                                               o f life, death, and undeath. A s you focus your studies in
                                                               this tradition, you learn to manipulate the energy that
                                                               anim ates all living things. As you progress, you learn to
                                                               sap the life force from a creature as your m agic destroys
                                                               its body, transform ing that vital energy into m agical
                                                               pow er you can manipulate.
                                                                  Most people see necrom ancers as menacing, or even
                                                               villainous, due to the close association with death.
                                                               Not all necrom ancers are evil, but the forces they
                                                               manipulate are considered taboo by many societies.
                                                               N e c r o m a n c y Sa va n t
                                                               B egin ning w hen you select this sch o o l at 2nd level, the
                                                               gold and time you must spend to copy a necrom ancy
                                                               spell into your spellbook is halved.
                                                               G r im H a r v e st
                                                               At 2nd level, you gain the ability to reap life energy from
                                                               creatures you kill with your spells. O nce per turn when
                                                               you kill one or m ore creatures w ith a spell of 1st level
                                                               or higher, you regain hit poin ts equal to tw ice the sp ell’s
                                                               level, or three tim es its level if the spell b elon gs to the
                                                               S ch ool o f N ecrom ancy. You don ’t gain this benefit for
                                                               killing constructs or undead.
U ndead T hralls                                                you spend perform ing the procedure, you can transform
At 6th level, you add the animate dead spell to your            up to 1 cubic foot o f material. After 1 hour, or until you
sp ellb ook if it is not there already. W h en you cast         lose your concentration (as if you w ere concentrating on
animate dead, you can target one additional corp se             a spell), the material reverts to its original substance.
or pile of bones, creating another zom bie or skeleton,
as appropriate.                                                 T r a n s m u t e r ’s St o n e
                                                                Starting at 6th level, you can spend 8 hours creating a
   W henever you create an undead using a necrom ancy           transm uter’s stone that stores transmutation m agic. You
spell, it has additional benefits:                              can benefit from the stone y ou rself or give it to another
                                                                creature. A creature gains a benefit of your choice
• T h e creatu re’s hit point m axim u m is in creased by an    as long as the stone is in the creature’s possession.
   am ount equal to your w izard level.                         W hen you create the stone, ch oose the benefit from the
                                                                following options:
• T h e creature adds your proficiency bon u s to its
   w eapon dam age rolls.                                       • Darkvision out to a range o f 60 feet, as described in
                                                                   chapter 8
Inured to U ndeath
B egin n in g at 10th level, you have resistan ce to n ecrotic  • An increase to speed o f 10 feet w hile the creature is
dam age, and your hit point m axim u m can't be reduced.           u nencum bered
You have spent so much time dealing with undead and
the forces that anim ate them that you have b ecom e            • Proficiency in Constitution saving throws
inured to som e of their w orst effects.                        • R esistan ce to acid, cold, fire, lightning, or thunder
C om m and Undead                                                  damage (your choice whenever you ch oose this
Starting at 14th level, you can use m a gic to bring               benefit)
undead under your control, even those created by other
w izards. A s an action, you can ch oose one undead that        Each time you cast a transmutation spell o f 1st level
you can see within 60 feet of you. That creature must           or higher, you can change the effect o f your stone if the
make a Charisma saving throw against your wizard                stone is on your person.
spell save DC. If it su cceed s, you ca n ’t u se this feature
on it again. If it fails, it b e c o m e s friendly to you and     If you create a n ew transm uter’s stone, the previous
obeys your com m ands until you use this feature again.         one ceases to function.
   Intelligent undead are harder to control in this way.        Sh a p e c h a n g e r
If the target has an Intelligence o f 8 or higher, it has       At 10th level, you add the polymorph spell to your
advantage on the saving throw. If it fails the saving           sp ellbook , if it is not there already. You can cast
th row and h as an Intelligence o f 12 or higher, it can        polymorph without expending a spell slot. W h en you
repeat the saving th row at the end o f every h our until it    do so, you can target only yourself and transform into a
succeeds and breaks free.                                       beast w hose challenge rating is 1 or lower.
Sch o o l of T ran sm u tatio n                                    O nce you cast polymorph in this way, you ca n ’t do so
                                                                again until you finish a short or long rest, though you
You are a student of spells that m odify energy and matter.     can still cast it n orm ally using an available spell slot.
To you, the w orld is not a fixed thing, but eminently
mutable, and you delight in being an agent o f change.          M aster T ransm uter
You wield the raw stuff o f creation and learn to alter both    Starting at 14th level, you can u se your action to
physical form s and mental qualities. Your m agic gives         consum e the reserve of transmutation m agic stored
you the tools to b e co m e a smith on reality’s forge.         w ithin your transm uter’s stone in a single burst. W hen
                                                                you do so, choose one of the following effects. Your
   Som e transmuters are tinkerers and pranksters,              transm uter’s stone is destroyed and ca n ’t be rem ade
turning people into toads and transform ing copper into         until you finish a long rest.
silver for fun and occasional profit. Others pursue their
m agical studies with deadly seriousness, seeking the             Major Transformation. You can transm ute one
pow er o f the gods to m ake and destroy worlds.                n on m agica l ob ject—no larger than a 5-foot cu b e —into
                                                                another nonm agical object of similar size and m ass and
T r a n s m u t a t io n Sa v a n t                             o f equal or lesser value. You must spend 10 minutes
B egin ning w hen you select this sc h o o l at 2nd level, the  h andling the ob ject to transform it.
gold and time you must spend to copy a transmutation
spell into your spellbook is halved.                              Panacea. You rem ove all curses, diseases, and poisons
                                                                affecting a creature that you touch with the transm uter’s
M in o r A lc h e m y                                           stone. The creature also regains all its hit points.
Starting at 2nd level w hen you select this sch ool, you
can tem porarily alter the physical properties o f one            Restore Life. You cast the raise dead spell on a
n onm agical object, changin g it from on e su bstance into     creature you touch with the transm uter’s stone, without
another. You perform a special alchem ical procedure            expending a spell slot or needing to have the spell in
on one object com posed entirely o f w ood, stone (but not      your spellbook.
a gem stone), iron, copper, or silver, transform ing it into
a different one o f those materials. For each 10 minutes          Restore Youth. You touch the transm uter’s stone to
                                                                a w illing creature, and that creatu re’s apparent age is
                                                                red u ced by 3 d 10 years, to a m inim um o f 13 years. This
                                                                effect d oesn ’t extend the creatu re’s lifespan.
C hapter 4: Per so n a lity a n d Back g r o u n d
                  CHARACTERS ARE DEFINED BY MUCH MORE THAN              You don’t need to be confined to binary notions of
                  their race and class. They’re individuals with     sex and gender. The elf god Corellon Larethian is often
                  their ow n stories, interests, connections, and    seen as androgynous or hermaphroditic, for example,
                  capabilities beyond those that class and race      and som e elves in the m ultiverse are m ade in C orellon ’s
                  define. This chapter expounds on the details       image. You could also play a female character w ho
                  that distinguish characters from on e another,     presents h erself as a man, a m an w ho feels trapped in a
including the basics o f name and physical description,              female body, or a bearded female dwarf w ho hates being
the rules of backgrounds and languages, and the finer                m istaken for a male. Likew ise, your character’s sexual
points of personality and alignment.                                 orientation is for you to decide.
C h ar acter D etails                                                H eig h t a n d W eig h t
Your character’s nam e and physical description might                You can d ecide your character’s height and weight,
be the first things that the other players at the table              using the information provided in your race description
learn about you. It’s w orth thinking about h ow these               or on the Random Height and W eight table. Think about
characteristics reflect the character you have in mind.              w hat your character’s ability s c o r e s m ight say about his
                                                                     or her height and weight. A w eak but agile character
Nam e                                                                might be thin. A strong and tough character might be
                                                                     tall or just heavy.
Your character’s race description includes sam ple
nam es for m em bers o f that race. Put som e thought into              If you want to, you can roll random ly for your
your nam e even if y ou ’re ju st pickin g on e from a list.         character’s height and w eight using the R andom Height
                                                                     and W eight table. The dice roll given in the Height
Sex                                                                  M odifier colum n determ ines the character’s extra
                                                                     height (in inches) beyond the base height. That sam e
You can play a male or fem ale character without gaining             n um ber m ultiplied by the d ice roll or quantity given in
any special benefits or hindrances. Think about how                  the W eight M odifier colum n determ ines the character’s
your character does or does not conform to the broader               extra weight (in pounds) beyond the base weight.
culture’s expectations o f sex, gender, and sexual
behavior. For example, a male drow cleric defies the                 Ra n d o m H e ig h t a n d W e ig h t
traditional gender divisions o f drow society, which could
be a reason for your character to leave that society and             Race             Base      Height       Base     Weight
com e to the surface.                                                Human            Height    Modifier     Weight   Modifier
                                                                     Dwarf, hill      4'8"      + 2 d 10     110 lb.  x (2d4) lb.
 T ika a n d A r tem is: C o n t r a s t in g C h ara c ters         Dwarf, mountain  3'8”      +2d4         115 lb.  x (2d6) lb.
  The details in this chapter make a big difference in setting       Elf, high        4'        +2d4         130 lb.  x (2d6) lb.
  your character apart from every other character. Consider the      Elf, wood        4’6"      + 2 d 10     90 lb.   x (1d4) lb.
  following two human fighters.                                      Elf, drow        4'6"      + 2 d 10     100 lb.  x (1d4) lb.
                                                                     Halfling         4 '5 "    +2d6         75 lb.   x (1d6) lb.
     Hailing from the Dragonlance setting, Tika Waylan was a         Dragonborn       2'7"      +2d4         35 lb.   x 1 lb.
  brash teenager who had a rough childhood. The daughter of          Gnome            5'6"      +2d8         175 lb.  x (2d6) lb.
  a thief, she ran away from home and practiced her father’s         Half-elf         2' 11"    +2d4         35 lb.   x 1 lb.
  trade on the streets o f Solace. When she tried to rob the         Half-orc         4'9"      +2d8         110 lb.  x (2d4) lb.
  proprietor o f the Inn o f the Last Home, he caught her and        Tiefling         4 '1 0 "  +2d10        140 lb.  x (2d6) lb.
  took her under his wing, giving her a job as a barmaid. But                         4 '9 "    +2d8         110 lb.  x (2d4) lb.
  when the dragonarmies laid waste to the town o f Solace
  and destroyed the inn, necessity forced Tika into adventure        For example, as a human, Tika has a height o f 4 feet 8
  alongside the friends she’d known from her childhood. Her          in ch es plus 2 d 10 inches. H er player rolls 2 d 10 and gets
  skill as a fighter (a frying pan remains one o f her favorite      a total o f 12, s o Tika stands 5 feet 8 in ch es tall. Then
 weapons) combined with her history on the streets gave her          the player u ses that sam e roll o f 12 and m ultiplies it by
  skills invaluable in her adventuring career.                       2d4 pounds. Her 2d4 roll is 3, so Tika w eighs an extra
                                                                     36 pounds ( 1 2 x 3) on top o f her base 110 pounds, for a
    Artemis Entreri grew up on the streets of Calimport in the       total o f 146 pounds.
  Forgotten Realms. He used his wits, strength, and agility
 to carve out his own territory in one o f the city's hundreds       O th er P h ysica l C h aracteristics
  o f poor shanty towns. After several years, he attracted the
  notice o f one o f the most powerful thieves’ guilds in the city,  You ch oose your character’s age and the color of
  and he ascended the ranks o f the guild quickly despite his        his or her hair, eyes, and skin. To add a touch of
 youth. Artemis became the favored assassin of one of the            distinctiveness, you might want to give your character
 city’s pashas, who sent him to far-off Icewind Dale to recover      an unusual or memorable physical characteristic, such
  some stolen gems. He’s a professional killer, constantly           as a scar, a limp, or a tattoo.
 challenging himself to improve his skills.
    Tika and Artemis are both human and both fighters (with
 some experience as rogues), possessing similarly high
 Strength and Dexterity scores, but there the similarity ends.
Tika a n d A r tem is: C h a ra cter D etails                     doin g w hat seem s best at the tim e. Lizardfolk, m ost
  Consider how the names Tika Waylan and Artemis Entreri            druids, and many hum ans are neutral.
  set these characters apart from each other and reflect their
  personalities. Tika is a young woman determined to prove             Chaotic neutral (CN) creatures follow their w him s,
  that she's not just a kid any more, and her name makes her        holding their personal freedom above all else.
  sound young and ordinary. Artemis Entreri comes from an           Many barbarians and rogues, and som e bards, are
  exotic land and carries a more mysterious name.                   chaotic neutral.
     Tika is nineteen years old at the start of her adventuring        Lawful evil (LE) creatures m ethodically take what they
  career and has auburn hair, green eyes, fair skin with freckles,  want, within the limits o f a cod e o f tradition, loyalty, or
  and a mole on her right hip. Artemis is a small man, compact      order. Devils, blue dragons, and hobgoblins are lawful evil.
  and all wiry muscle. He has angular features and high
  cheekbones, and he always seems in need o f a shave. His             Neutral evil (N E ) is the alignm ent o f th ose w ho do
  raven-black hair is thick and full, but his eyes are gray and     whatever they can get away with, without com passion or
  lifeless— betraying the emptiness of his life and soul.           qualms. Many drow, som e cloud giants, and yugoloths
                                                                    are neutral evil.
A lig n m en t
                                                                       Chaotic evil (CE) creatu res act w ith arbitrary
A typical creature in the w orlds o f D u n g e o n s &             violence, spurred by their greed, hatred, or bloodlust.
D r a g o n s has an alignment, which broadly describes             D em on s, red dragons, and orc s are chaotic evil.
its m oral and personal attitudes. Alignm ent is a
combination of two factors: one identifies morality                 A lig n m e n t in th e M ultiverse
(good, evil, or neutral), and the other describes                   For many thinking creatures, alignment is a moral
attitudes toward society and order (lawful, chaotic,                choice. Humans, dwarves, elves, and other humanoid
or neutral). Thus, nine distinct alignments define the              races can choose whether to follow the paths o f good or
possible combinations.                                              evil, law or chaos. A ccordin g to myth, the good-aligned
                                                                    gods w ho created these races gave them free will to
   T hese brief sum m aries of the nine alignments                  ch oose their moral paths, know ing that good without
describe the typical behavior o f a creature with that              free will is slavery.
alignment. Individuals might vary significantly from
that typical behavior, and few people are perfectly and                The evil deities w ho created other races, though, made
consistently faithful to the precepts o f their alignment.          those races to serve them. T hose races have strong
                                                                    inborn tendencies that match the nature o f their gods.
   Lawful good (LG) creatures can be counted on to do               M ost orcs share the violent, savage nature o f the orc
the right thing as expected by society. G old dragons,              god, Gruumsh, and are thus inclined toward evil. Even if
paladins, and m ost dwarves are lawful good.                        an orc c h o o s e s a g o o d alignm ent, it stru ggles against its
                                                                    innate ten den cies for its entire life. (Even h alf-orcs feel
   Neutral good (NG) folk do the best they can to help              the lingering pull o f the orc g o d ’s influence.)
others according to their needs. Many celestials, som e
cloud giants, and m ost gnom es are neutral good.                      Alignment is an essential part o f the nature of
                                                                    celestials and fiends. A devil does not ch oose to be
   Chaotic good (CG) creatures act as their conscien ce             lawful evil, and it d oesn ’t tend tow ard lawful evil, but
directs, with little regard for what others expect. Copper          rather it is lawful evil in its essen ce. If it som eh ow
dragons, many elves, and unicorns are chaotic good.                 cea sed to b e law ful evil, it w ou ld ce a se to be a devil.
   Lawful neutral (LN ) individuals act in a ccord a n ce              M ost creatures that lack the capacity for rational
w ith law, tradition, or p erson al cod es. M any m on k s and      thought do not have alignm ents—they are unaligned.
som e w izards are lawful neutral.                                  Such a creature is incapable o f m aking a moral or
                                                                    ethical choice and acts according to its bestial nature.
   Neutral (N) is the alignment o f those w ho prefer to            Sharks are savage predators, for example, but they are
steer clear of m oral questions and don’t take sides,               not evil; they have no alignment.
D w a r v is h S c r ip t : S a m p l e A l p h a b e t
L anguages                                                      Tika and A rtemis: A lignm ent
                                                                Tika Waylan is neutral good, fundamentally good-hearted
Your race indicates the languages your character can             and striving to help others where she can. Artemis is lawful
speak by default, and your background might give you             evil, unconcerned with the value o f sentient life but at least
access to one or m ore additional languages o f your             professional in his approach to murder.
choice. Note these languages on your character sheet.
                                                                   As an evil character, Artemis is not an ideal adventurer. He
   C hoose your languages from the Standard Languages            began his career as a villain, and only cooperates with heroes
table, or ch oose one that is com m on in your cam paign.        when he must— and when it’s in his own best interests. In
W ith your D M ’s perm ission , you can instead c h o o s e a    most games, evil adventurers cause problems in groups
language from the Exotic Languages table or a secret             alongside others who don’t share their interests and objectives.
language, such as thieves’ cant or the tongue of druids.         Generally, evil alignments are for villains and monsters.
   Som e of these languages are actually families              P erson al C h aracteristics
o f languages with many dialects. For example, the
Prim ordial language includes the Auran, Aquan, Ignan,         F lesh in g out your character’s personality—the array o f
and Terran dialects, one for each of the four elemental        traits, m annerism s, habits, beliefs, and flaws that give
planes. Creatures that speak different dialects o f the        a p erson a unique identity—w ill help you brin g him
sam e language can com m unicate with one another.             or her to life as you play the game. Four categories o f
                                                               characteristics are presented here: personality traits,
St a n d a r d La n g u a g e s                                ideals, bonds, and flaws. Beyond those categories,
                                                               think about your character’s favorite w ord s or phrases,
Language     Typical Speakers    Script                        tics and habitual gestures, vices and pet peeves, and
Common       Humans              Common                        whatever else you can imagine.
Dwarvish     Dwarves             Dwarvish
Elvish       Elves               Elvish                           Each background presented later in this chapter
Giant        Ogres, giants       Dwarvish                      includes suggested characteristics that you can use
Gnomish      Gnomes              Dwarvish                      to spark your im agination. Y ou’re not bou n d to th ose
Goblin       Goblinoids          Dwarvish                      options, but they’re a g ood starting point.
Halfling     Halflings           Common
Orc          Orcs                Dwarvish                      P e r s o n a l it y T r a it s
                                                               Give your character tw o personality traits. Personality
Ex o t ic La n g u a g e s                                     traits are small, simple ways to help you set your
                                                               character apart from every other character. Your
Language     Typical Speakers    Script                        personality traits should tell you som ething interesting
Abyssal      Demons              Infernal                      and fun about your character. They should be self-
Celestial    Celestials          Celestial                     descriptions that are specific about what m akes your
Draconic     Dragons,            Draconic                      character stand out. “I’m sm art” is not a g o o d trait,
             dragonborn                                        b eca u se it d escrib es a lot o f characters. “I’ve read every
Deep Speech  Mind flayers,       ---                           book in Candlekeep” tells you som ething specific about
             beholders                                         your character’s interests and disposition.
Infernal     Devils              Infernal
Primordial   Elementals          Dwarvish                         Personality traits might describe the things your
Sylvan       Fey creatures       Elvish                        character likes, his or her past accom plishm ents, things
Undercommon  Underdark traders   Elvish                        your character dislikes or fears, your character’s self-
                                                               attitude or m annerism s, or the influence o f his or her
                                                               ability scores.
E l v ish S c r ip t : S a m p l e A l p h a b e t
T ika an d A rtem is: Perso n al C h aracteristics                Ideals
  Tika and Artemis have distinct personality traits. Tika Waylan    D escribe one ideal that drives your character. Your ideals
  dislikes boastfulness and has a fear of heights resulting         are the things that you believe in m ost strongly, the
  from a bad fall during her career as a thief. Artemis Entreri     fundamental moral and ethical principles that com pel you
  is always prepared for the worst and moves with a quick,          to act as you do. Ideals encom pass everything from your
  precise confidence.                                               life goals to your core belief system.
     Consider their ideals. Tika Waylan is innocent, almost            Ideals might answer any of these questions: W hat are
  childlike, believing in the value o f life and the importance of  the principles that you will never betray? W hat w ould
  appreciating everyone. Neutral good in alignment, she cleaves     prom pt you to m ake sacrifices? W hat drives you to act
  to ideals o f life and respect. Artemis Entreri never allows      and guides your goals and ambitions? W hat is the single
  his emotions to master him, and he constantly challenges          m ost important thing you strive for?
  himself to improve his skills. His lawful evil alignment gives
  him ideals o f impartiality and a lust for power.                    You can ch oose any ideals you like, but your
                                                                    character’s alignm ent is a g o o d place to start defining
     Tika Waylan’s bond is to the Inn o f the Last Home. The        them. Each background in this chapter includes six
  inn’s proprietor gave her a new chance at life, and her           suggested ideals. Five of them are linked to aspects of
  friendship with her adventuring companions was forged             alignment: law, chaos, good, evil, and neutrality. The last
  during her time working there. Its destruction by the             one has m ore to do with the particular background than
  marauding dragonarmies gives Tika a very personal reason to       with moral or ethical perspectives.
  hate them with a fiery passion. Her bond might be phrased
  as “ I will do whatever it takes to punish the dragonarmies for   B onds
  the destruction o f the Inn o f the Last Home.”                   Create one bond for your character. Bonds represent a
                                                                    character’s con n ection s to people, places, and events in
     Artemis Entreri’s bond is a strange, almost paradoxical        the world. They tie you to things from your background.
  relationship with Drizzt Do’ Urden, his equal in swordplay        They might inspire you to heights o f heroism, or lead
  and grim determination. In his first battle with Drizzt,          you to act against your ow n best interests if they are
  Artemis recognized something o f himself in his opponent,         threatened. They can w ork very much like ideals,
  some indication that if his life had gone differently, he         driving a character’s m otivations and goals.
  might have led a life more like the heroic drow’s. From that
  moment, Artemis is more than a criminal assassin— he is an           Bonds might answer any of these questions: W hom do
  antihero, driven by his rivalry with Drizzt. His bond might be    you care m ost about? To what place do you feel a special
  phrased as “ I will not rest until I have proved myself better    connection? What is your most treasured possession?
  than Drizzt Do’ Urden.”
                                                                       Your bonds might be tied to your class, your
     Each o f these characters also has an important flaw.          background, your race, or som e other aspect of your
  Tika Waylan is naive and emotionally vulnerable, younger          character’s history or personality. You might also gain
  than her companions and annoyed that they still think             new bonds over the course of your adventures.
  o f her as the kid they knew years ago. She might even be
  tempted to act against her principles if she's convinced that     F law s
  a particular achievement would demonstrate her maturity.          Finally, ch oose a flaw for your character. Your
  Artemis Entreri is completely walled off from any personal        character’s flaw represents som e vice, com pu lsion, fear,
  relationship and just wants to be left alone.                     or w eakn ess—in particular, anything that som eone
                                                                    else could exploit to bring you to ruin or cause you to
  A useful place to start thinking about personality                act against your best interests. M ore significant than
traits is to look at your highest and low est ability s co re s     negative personality traits, a flaw might answer any
and define one trait related to each. Either one could be           o f these questions: W hat en rages you? W h a t’s the one
positive or negative: you might w ork hard to overcom e a           person, concept, or event that you are terrified of? W hat
low score, for example, or be cocky about your high score.          are your vices?
D r a c o n ic S c rip t : S am ple A lphabet
Inspiration                                                             The sample backgrounds in this chapter provide
                                                                     both concrete benefits (features, proficiencies, and
Inspiration is a rule the D ungeon M aster can use to                languages) and roleplaying suggestions.
reward you for playing your character in a w ay that’s
true to his or her person ality traits, ideal, bond, and flaw.       P roficiencies
By using inspiration, you can draw on your personality               Each background gives a character proficiency in two
trait o f com passion for the dow ntrodden to give you               skills. Skills are d escrib ed in chapter 7.
an edge in negotiating with the Beggar P rince. Or
inspiration can let you call on your bond to the defense                In addition, m ost backgrounds give a character
of your hom e village to push past the effect of a spell             proficiency with one or m ore tools. Tools and tool
that has been laid on you.                                           proficien cies are detailed in chapter 5.
G a in in g In spiratio n                                               If a character would gain the sam e proficiency from
                                                                     two different sources, he or she can ch oose a different
Your DM can choose to give you inspiration for a variety             proficiency o f the sam e kind (skill or tool) instead.
o f reason s. Typically, D M s award it w hen you play
out your personality traits, give in to the drawbacks                Languages
presented by a flaw or bond, and otherwise portray your              Som e backgrounds also allow characters to learn
character in a com pelling way. Your DM w ill tell you               additional languages beyond those given by race.
how you can earn inspiration in the game.                            S ee “Languages” earlier in this chapter.
   You either have inspiration or you don ’t—you ca n ’t             E qu ipm en t
stockpile multiple “inspirations” for later use.                     Each background provides a package of starting
                                                                     equipment. If you use the optional rule from chapter 5
U sing In spir a tio n                                               to spend coin on gear, you do not receive the starting
                                                                     equipment from your background.
If you have inspiration, you can expend it w hen you m ake
an attack roll, saving throw, or ability check. Spending             Su ggested C h a r a c t e r ist ic s
your inspiration gives you advantage on that roll.                   A background contains suggested personal
                                                                     characteristics based on your background. You can
   Additionally, if you have inspiration, you can reward             pick characteristics, roll dice to determine
another player for good roleplaying, clever thinking,                them randomly, or use the suggestions
or simply doing som ething exciting in the game.                     as inspiration for characteristics of
W hen another player character d oes som ething that                 your ow n creation.
really contributes to the story in a fun and interesting
way, you can give up your inspiration to give that                   C u sto m izin g a
character inspiration.                                               Background
                                                                     You might want to tweak
Backgroun ds                                                         som e of the features of a
                                                                     ba ckgrou n d s o it better
Every story has a beginning. Your character’s                        fits your character
background reveals w here you cam e from, how you                    or the campaign
becam e an adventurer, and your place in the world.                  setting. To custom ize
Your fighter might have been a courageous knight or a                a background, you can
grizzled soldier. Your w izard could have been a sage or             replace one feature
an artisan. Your rogue might have gotten by as a guild               with any other one,
thief or com m anded audiences as a jester.                          choose any two
                                                                     skills, and choose
   Choosing a background provides you with important                 a total of two tool
story c u e s about your character’s identity. T h e m ost           proficiencies or
im portant question to ask about your back grou n d is               languages from the
what changed? W h y did you stop doin g w hatever your               sample backgrounds.
background describes and start adventuring? W here                   You can either use
did you get the m on ey to pu rch ase your starting gear, or,        the equipment
if you com e from a w ealthy background, why don't you               package from your
have more money? H ow did you learn the skills o f your              background or spend
class? W hat sets you apart from ordinary people who                 coin on gear as
share your background?                                               described in chapter
                                                                     5. (If you spend
 T ik a a n d A r t e m is: Ba c k g r o u n d s                     coin, you can’t also
 Tika Waylan and Artemis Entreri both lived their earliest years     take the equipment
  as street urchins. Tika’s later career as a barmaid didn’t really  package suggested
  change her, so she might choose the urchin background,             for your class.)
  gaining proficiency in the Sleight of Hand and Stealth skills,     Finally, ch oose
  and learning the tools of the thieving trade. Artemis is more      two personality
  defined by his criminal background, giving him skills in
  Deception and Stealth, as well as proficiency with the tools of
 thievery and poison.
traits, on e ideal, on e bond, and on e flaw. If you ca n ’t find  d8 Personality Trait
 a feature that m atches your desired background, w ork             1 I idolize a particular hero o f my faith, and constantly
with your DM to create one.
                                                                           refer to that person’s deeds and example.
A colyte
                                                                    3 I see omens in every event and action. The gods try to
You have spent your life in the serv ice o f a tem ple                     speak to us, we just need to listen
to a specific god or pantheon o f gods. You act as an
intermediary betw een the realm o f the holy and the                4 Nothing can shake my optimistic attitude.
mortal world, perform ing sacred rites and offering                 5 I quote (or misquote) sacred texts and proverbs in
sacrifices in order to conduct w orshipers into the
presence o f the divine. You are not necessarily a                         almost every situation.
cleric-p erform in g sacred rites is not the sam e thing as         6 I am tolerant (or intolerant) o f other faiths and respect
channeling divine power.
                                                                           (or condemn) the worship o f other gods.
    Choose a god, a pantheon of gods, or som e other                7 I've enjoyed fine food, drink, and high society among
quasi-divine being from am ong those listed in appendix
B or those specified by your DM, and work with your                        my temple’s elite. Rough living grates on me.
DM to detail the nature of your religious service.                  8 I’ve spent so long in the temple that I have little
W ere you a lesser functionary in a temple, raised from
childhood to assist the priests in the sacred rites? Or                    practical experience dealing with people in the outside
were you a high priest w ho suddenly experienced a call                    world.
to serve your god in a different way? Perhaps you w ere
the leader o f a sm all cult outside of any established            d6 Ideal
temple structure, or even an occult group that served a             1 Tradition. The ancient traditions o f worship and
fiendish master that you now deny.
                                                                           sacrifice must be preserved and upheld. (Lawful)
Skill Proficiencies: Insight, Religion                              2 Charity. I always try to help those in need, no matter
Languages: Two o f your choice
Equipment: A holy sym bol (a gift to you w hen you                         what the personal cost. (Good)
                                                                    3 Change. We must help bring about the changes the
   entered the priesthood), a prayer book or prayer
   wheel, 5 sticks of incense, vestments, a set of com m on                gods are constantly working in the world. (Chaotic)
   clothes, and a belt pouch containing 15 gp                       4 Power. I hope to one day rise to the top of my faith’s
F e a t u r e : S h e l t e r o f t h e Fa i t h f u l                     religious hierarchy. (Lawful)
As an acolyte, you com m and the respect of those who               5 Faith. I trust that my deity will guide my actions, I have
share your faith, and you can perform the religious
cerem on ies o f your deity. You and your adventuring                      faith that if I work hard, things will go well. (Lawful)
com panions can expect to receive free healing and                  6 Aspiration. I seek to prove myself worthy o f my god’s
care at a temple, shrine, or other established presen ce
o f your faith, though you must provide any material                      favor by matching my actions against his or her
com ponents needed for spells. Those w ho share                           teachings. (Any)
your religion w ill support you (but only you) at a
m odest lifestyle.                                                 d6 Bond
                                                                    1 I would die to recover an ancient relic o f my faith that
   You might also have ties to a specific temple dedicated
to your chosen deity or pantheon, and you have a                          was lost long ago.
residence there. This could be the temple w here you                2 Iwill someday get revenge on the corrupt temple
u sed to serve, if you rem ain on g ood term s w ith it, or a
temple where you have found a new hom e. W hile near                       hierarchy who branded me a heretic.
your temple, you can call upon the priests for assistance,          3 I owe my life to the priest who took me in when my
provided the assistance you ask for is not hazardous and
you remain in good standing with your temple.                             parents died.
                                                                   4 Everything I do is for the common people.
Su gg ested C h a r a c t e r ist ic s                              5 I will do anything to protect the temple where I served.
A colytes are shaped by their experien ce in tem ples               6 I seek to preserve a sacred text that my enemies
or other religious com m unities. Their study of the
history and tenets o f their faith and their relationships                consider heretical and seek to destroy.
to temples, shrines, or hierarchies affect their
m annerism s and ideals. Their flaws might be som e                d6 Flaw
hidden hypocrisy or heretical idea, or an ideal or bond             1 Ijudge others harshly, and myself even more severely.
taken to an extreme.                                               2 I put too much trust in those who wield power within
                                                                          my temple’s hierarchy.
                                                                   3 My piety sometimes leads me to blindly trust those
                                                                          that profess faith in my god.
                                                                   4 I am inflexible in my thinking.
                                                                   5 I am suspicious o f strangers and expect the worst of
                                                                          them.
                                                                   6 Once I pick a goal, I become obsessed with it to the
                                                                          detriment of everything else in my life.
C harlatan                                                       d8 Personality Trait
                                                                  1 I fall in and out o f love easily, and am always pursuing
You have always had a way with people. You know
what m akes them tick, you can tease out their hearts'                   someone.
desires after a few minutes of conversation, and with a           2 I have a joke for every occasion, especially occasions
few leading questions you can read them like they w ere
children 's book s. It’s a useful talent, and on e that you ’re         where humor is inappropriate.
perfectly willing to use for your advantage.                      3 Flattery is my preferred trick for getting what I want.
                                                                  4 I’m a born gambler who can't resist taking a risk for a
   You know what people want and you deliver, or rather,
you prom ise to deliver. C om m on sense should steer                    potential payoff.
people away from things that sound too good to be true,           5 I lie about almost everything, even when there’s no
but com m on sen se seem s to be in short supply w hen
you’re around. The bottle o f pink-colored liquid will                   good reason to.
surely cure that unseem ly rash, this ointment—nothing            6 Sarcasm and insults are my weapons o f choice.
m ore than a bit o f fat with a sprinkle o f silver dust—can      7 I keep multiple holy symbols on me and invoke
restore youth and vigor, and there’s a bridge in the city
that just happens to be for sale. T h ese marvels sound                 whatever deity might come in useful at any given
implausible, but you make them sound like the real deal.                 moment.
                                                                  8 I pocket anything I see that might have some value.
Skill Proficiencies: D eception, Sleight o f Hand
Tool Proficiencies: D isgu ise kit, forgery kit                  d6 Ideal
Equipment: A set o f fine clothes, a disgu ise kit, tools         1 Independence. I am a free spirit— no one tells me what
   o f the con o f your ch oice (ten stoppered bottles filled           to do. (Chaotic)
   with colored liquid, a set o f weighted dice, a deck of        2 Fairness. I never target people who can’t afford to lose
   m arked cards, or a signet ring o f an im aginary duke),
   and a belt pou ch containing 15 gp                                    a few coins. (Lawful)
                                                                  3 Charity. I distribute the money I acquire to the people
Fa v o r i t e S c h e m e s
Every charlatan has an angle he or she u ses in                         who really need it. (Good)
preference to other schem es. C hoose a favorite scam or          4 Creativity. I never run the same con twice. (Chaotic)
roll on the table below.                                          5 Friendship. Material goods come and go. Bonds of
   d6 Scam                                                              friendship last forever. (Good)
    1 I cheat at games o f chance.                                6 Aspiration. I’m determined to make something
    2 I shave coins or forge documents.
    3 I insinuate myself into people’s lives to prey on their           o f myself. (Any)
          weakness and secure their fortunes.                    d6 Bond
   4 I put on new identities like clothes.
    5 I run sleight-of-hand cons on street corners.              1 Ifleeced the wrong person and must work to ensure
   6 I convince people that worthless junk is worth their
                                                                        that this individual never crosses paths with me or
          hard-earned money.                                            those I care about.
                                                                  2 I owe everything to my mentor— a horrible person
F e a t u r e : Fa l s e I d e n t i t y                                who’s probably rotting in jail somewhere.
You have created a second identity that includes                  3 Somewhere out there, I have a child who doesn’t
documentation, established acquaintances, and                           know me. I’m making the world better for him or her.
disguises that allow you to assum e that persona.                4 I come from a noble family, and one day I’ll reclaim my
Additionally, you can forge docum ents including official               lands and title from those who stole them from me.
papers and personal letters, as long as you have seen an          5 A powerful person killed someone I love. Some day
example of the kind of docum ent or the handwriting you                 soon, I’ll have my revenge.
are trying to copy.                                              6 I swindled and ruined a person who didn’t deserve it. I
                                                                        seek to atone for my misdeeds but might never be able
Su g g ested C h a r a c t e r ist ic s                                 to forgive myself.
Charlatans are colorful characters w ho conceal their
true selves behind the m asks they construct. They               d6 Flaw
reflect what people want to see, what they want to                1 I can’t resist a pretty face.
believe, and how they see the world. But their true              2 I'm always in debt. I spend my ill-gotten gains on
selves are som etim es plagued by an uneasy conscience,
an old enemy, or deep-seated trust issues.                              decadent luxuries faster than I bring them in..
                                                                 3 I’m convinced that no one could ever fool me the way
                                                                        I fool others.
                                                                 4 I’m too greedy for my own good. I can’t resist taking a
                                                                        risk if there’s money involved.
                                                                  5 I can’t resist swindling people who are more powerful
                                                                        than me.
                                                                 6 I hate to admit it and will hate myself for it, but I'll run
                                                                        and preserve my own hide if the going gets tough.
C r im in al                                                   d6 Ideal
You are an experienced crim inal with a history of             1 Honor. I don’t steal from others in the trade. (Lawful)
breaking the law. You have spent a lot o f time am ong
other crim inals and still have contacts within the             2 Freedom. Chains are meant to be broken, as are those
crim inal underw orld. You’re far closer than m ost people            who would forge them. (Chaotic)
to the w orld o f murder, theft, and violence that pervades
the underbelly of civilization, and you have survived up to     3 Charity. I steal from the wealthy so that I can help
this point by flouting the rules and regulations o f society.          people in need. (Good)
Skill Proficiencies: D eception, Stealth                       4 Greed. I will do whatever it takes to become
Tool Proficiencies: One type o f gam ing set,                         wealthy. (Evil)
   thieves’ tools                                               5 People. I’m loyal to my friends, not to any ideals, and
Equipment: A crowbar, a set o f dark com m on clothes                 everyone else can take a trip down the Styx for all I
                                                                      care. (Neutral)
   including a hood, and a belt pouch containing 15 gp
                                                                6 Redemption. There’s a spark o f good in everyone.
C r im in a l Sp e c ia l t y                                          (Good)
There are many kinds of criminals, and within a thieves’       d6 Bond
guild or sim ilar crim inal organization, individual
m em bers have particular specialties. Even criminals          1 I’m trying to pay off an old debt I owe to a generous
who operate outside of such organizations have strong
preferences for certain kinds of crim es over others.                 benefactor.
C h oose the role you played in your crim inal life, or roll   2 My ill-gotten gains go to support my family.
on the table below.                                            3 Something important was taken from me, and I aim to
d8 Specialty    d8 Specialty                                          steal it back.
 1 Blackmailer  5 Highway robber                               4 I will become the greatest thief that ever lived.
2 Burglar       6 Hired killer                                 5 I’m guilty of a terrible crime. I hope I can redeem
3 Enforcer      7 Pickpocket
4 Fence         8 Smuggler                                            myself for it.
                                                               6 Someone I loved died because o f amistake I made.
                                                                      That will never happen again.
Featu re: C rim in al C on tact
You have a reliable and trustworthy contact w ho acts as
your liaison to a network o f other crim inals. You know
how to get m essages to and from your contact, even
over great distances; specifically, you know the local
m essengers, corrupt caravan masters, and seedy sailors
w ho can deliver m essages for you.
Su g g e st e d C h a r a c t e r is t ic s
Crim inals might seem like villains on the surface,
and many of them are villainous to the core. But som e
have an abundance o f endearing, if not redeeming,
characteristics. There might be honor am ong thieves, but
crim inals rarely sh ow any respect for law or authority.
  d8 Personality Trait
4 I would rather make a new friend than a new enemy.
8 I blow up at the slightest insult.
d6 Flaw                                                           E n ter tain er
    1 When I see something valuable, I can’t think about
                                                                     You thrive in front o f an audience. You know h ow to
          anything but how to steal it.                              entrance them, entertain them, and even inspire them.
    2 When faced with a choice between money and my                  Your poetics can stir the hearts o f those w ho hear you,
                                                                     awakening grief or joy, laughter or anger. Your music
          friends, I usually choose the money.                       raises their spirits or captures their sorrow. Your dance
    3 If there’s a plan, I’ll forget it. If I don’t forget it, I’ll  steps captivate, your hum or cuts to the quick. Whatever
                                                                     techniques you use, your art is your life.
          ignore it.
    4 I have a “tell” that reveals when I'm lying.                   Skill Proficiencies: Acrobatics, Perform ance
    5 Iturn tail and run when things look bad.                       Tool Proficiencies: D isgu ise kit, on e type o f
    6 An innocent person is in prison for a crime that I
                                                                        musical instrument
          committed. I’m okay with that.                             Equipment: A m usical instrument (one o f your choice),
Va r ia n t C r im in a l : Spy                                         the favor o f an adm irer (love letter, lock o f hair, or
Although your capabilities are not m uch different                      trinket), a costum e, and a belt pouch containing 15 gp
from those of a burglar or smuggler, you learned
and practiced them in a very different context: as an                En tertain er R o u tin es
espionage agent. You might have been an officially                   A good entertainer is versatile, spicing up every
sanctioned agent o f the crow n, or perhaps you sold the             perform ance with a variety of different routines. Choose
secrets you uncovered to the highest bidder.                         one to three routines or roll on the table below to define
                                                                     your expertise as an entertainer.
                                                                     d10 Entertainer Routine  d10 Entertainer Routine
                                                                       1 Actor                 6 Instrumentalist
                                                                      2 Dancer                 7 Poet
                                                                      3 Fire-eater             8 Singer
                                                                      4 jester                 9 Storyteller
                                                                      5 juggler                10 Tumbler
                                                                     Featu re: By Po pu lar D em and
                                                                     You can always find a place to perform , usually in an
                                                                     inn or tavern but p ossib ly with a circu s, at a theater, or
                                                                     even in a n oble’s court. At such a place, you receive free
                                                                     lodging and food of a m odest or com fortable standard
                                                                     (depending on the quality o f the establishment), as
                                                                     long as you perform each night. In addition, your
                                                                     perform ance m akes you som ething o f a local figure.
                                                                     W hen strangers recognize you in a town where you have
                                                                     perform ed, they typically take a liking to you.
                                                                     Su g g e s t e d C h a r a c t e r is t ic s
                                                                     S u ccessfu l entertainers have to be able to capture
                                                                     and hold an audience’s attention, so they tend to
                                                                     have flam boyant or forcefu l personalities. T h ey’re
                                                                     inclined toward the rom antic and often cling to
                                                                     high-minded ideals about the practice o f art and the
                                                                     appreciation of beauty.
                                                                       d8 Personality Trait
                                                                        1 I know a story relevant to almost every situation.
                                                                        2 Whenever I come to a new place, I collect local rumors
                                                                               and spread gossip.
                                                                        3 I’m a hopeless romantic, always searching for that
                                                                               “ special someone.”
                                                                        4 Nobody stays angry at me or around me for long, since
                                                                               I can defuse any amount of tension.
                                                                        5 I love a good insult, even one directed at me.
                                                                        6 I get bitter if I’m not the center of attention.
                                                                        7 I’ll settle for nothing less than perfection.
                                                                        8 I change my mood or my mind as quickly as I change
                                                                               key in a song.
d6 Ideal                                                    Skill Proficiencies: Anim al Handling, Survival
    1 Beauty. When I perform, I make the world better than     Tool Proficiencies: O ne type o f artisan’s tools,
           it was. (Good)                                         vehicles (land)
    2 Tradition. The stories, legends, and songs o f the past  Equipment: A set o f artisan’s tools (one o f your choice),
           must never be forgotten, for they teach us who we      a shovel, an iron pot, a set of com m on clothes, and a
           are. (Lawful)                                          belt pouch containing 10 gp
    3 Creativity. The world is in need o f new ideas and bold
           action. (Chaotic)                                   D efin in g Ev en t
    4 Greed. I’m only in it for the money and fame. (Evil)     You previously pursued a simple profession among
    5 People. I like seeing the smiles on people’s faces when  the peasantry, perhaps as a farmer, miner, servant,
           I perform. That’s all that matters. (Neutral)       shepherd, woodcutter, or gravedigger. But som ething
    6 Honesty. Art should reflect the soul; it should come     happened that set you on a different path and marked
          from within and reveal who we really are. (Any)      you for greater things. C hoose or randomly determine a
                                                               defining event that m arked you as a hero o f the people.
  d6 Bond
    1 My instrument is my most treasured possession, and it      d 10 Defining Event
                                                                   1 I stood up to a tyrant’s agents.
           reminds me o f someone I love.                          2 I saved people during a natural disaster.
    2 Someone stole my precious instrument, and someday            3 I stood alone against a terrible monster.
                                                                   4 I stole from a corrupt merchant to help the poor.
           I’ll get it back.                                       5 I led a militia to fight off an invading army.
    3 I want to be famous, whatever it takes.                      6 I broke into a tyrant’s castle and stole weapons to arm
   4 I idolize a hero o f the old tales and measure my deeds             the people.
                                                                   7 I trained the peasantry to use farm implements as
          against that person’s.                                         weapons against a tyrant’s soldiers.
    5 I will do anything to prove myself superior to my hated      8 A lord rescinded an unpopular decree after I led a
                                                                         symbolic act o f protect against it.
           rival.                                                  9 A celestial, fey, or similar creature gave me a blessing
    6 I would do anything for the other members of my                    or revealed my secret origin.
                                                                  10 Recruited into a lord’s army, I rose to leadership and
          old troupe.                                                    was commended for my heroism.
   d6 Flaw                                                     Fe a t u r e : R ustic H o spita lity
    1 I’ll do anything to win fame and renown.                 Since you com e from the ranks o f the com m on folk,
    2 I’m a sucker for a pretty face.                          you fit in am ong them with ease. You can find a place
    3 A scandal prevents me from ever going home again.        to hide, rest, or recuperate am ong other com m oners,
                                                               unless you have show n yourself to be a danger to
          That kind of trouble seems to follow me around.      them. They will shield you from the law or anyone
   4 I once satirized a noble who still wants my head. It was  else searching for you, though they will not risk
                                                               their lives for you.
          a mistake that I will likely repeat.
    5 I have trouble keeping my true feelings hidden. My       Su g g ested C h a r a c t e r ist ic s
                                                               A folk hero is one of the com m on people, for better
          sharp tongue lands me in trouble.                    or for w orse. M ost folk heroes look on their humble
    6 Despite my best efforts, I am unreliable to my friends.  origins as a virtue, not a shortcom ing, and their home
                                                               com m unities remain very important to them.
Va r ia n t En tertain er: G lad iato r
A gladiator is as much an entertainer as any minstrel             d8 Personality Trait
or circus performer, trained to make the arts of combat            1 Ijudge people by their actions, not their words.
into a spectacle the crow d can enjoy. This kind of               2 If someone is in trouble, I’m always ready to lend help.
flashy com bat is your entertainer routine, though you            3 When I set my mind to something, I follow through no
might also have som e skills as a tumbler or actor.
Using your By Popular D em and feature, you can find a                   matter what gets in my way.
place to perform in any place that features com bat for           4 I have a strong sense o f fair play and always try to find
entertainment—perhaps a gladiatorial arena or secret
pit fighting club. You can replace the m usical instrument               the most equitable solution to arguments.
in your equipm ent package with an inexpensive but                5 I’m confident in my own abilities and do what I can to
unusual w eapon , such as a trident or net.
                                                                         instill confidence in others.
Fo lk H ero                                                       6 Thinking is for other people. I prefer action.
                                                                  7 I misuse long words in an attempt to sound smarter.
You com e from a humble social rank, but you are                  8 I get bored easily. When am I going to get on with my
destined for so much more. Already the people of
your hom e village regard you as their champion, and                     destiny?
your destiny calls you to stand against the tyrants and
m onsters that threaten the com m on folk everywhere.
d6 Ideal                                                          d6 Flaw
 1 Respect. People deserve to be treated with dignity and          1 The tyrant who rules my land will stop at nothing to
        respect. (Good)                                                   see me killed.
 2 Fairness. No one should get preferential treatment              2 I’m convinced of the significance of my destiny, and
        before the law, and no one is above the law. (Lawful)             blind to my shortcomings and the risk o f failure.
 3 Freedom. Tyrants must not be allowed to oppress the             3 The people who knew me when I was young know my
        people. (Chaotic)                                                 shameful secret, so I can never go home again.
4 Might. If I become strong, I can take what I want—               4 I have a weakness for the vices of the city, especially
       what I deserve. (Evil)                                             hard drink.
 5 Sincerity. There’s no good in pretending to be                  5 Secretly, I believe that things would be better if Iwere a
       something I’m not. (Neutral)                                      tyrant lording over the land.
 6 Destiny. Nothing and no one can steer me away from              6 I have trouble trusting in my allies.
       my higher calling. (Any)                                G uild A rtisan
d6 Bond                                                        You are a m em ber o f an artisan’s guild, skilled in
 1 I have a family, but I have no idea where they are. One     a particular field and closely associated with other
                                                               artisans. You are a w ell-established part o f the
       day, I hope to see them again.                          mercantile world, freed by talent and wealth from the
2 Iworked the land, I love the land, and I will protect the    constraints of a feudal social order. You learned your
                                                               skills as an apprentice to a master artisan, under the
       land.                                                   sp on sorsh ip o f your guild, until you b eca m e a m aster in
 3 A proud noble once gave me a horrible beating, and I        your ow n right.
       will take my revenge on any bully I encounter.          Skill Proficiencies: Insight, Persuasion
4 My tools are symbols of my past life, and I carry them       Tool Proficiencies: O ne type o f artisan’s tools
                                                               Languages: One o f your choice
       so that I will never forget my roots.                   Equipment: A set o f artisan’s tools (one o f your choice),
5 I protect those who cannot protect themselves.
6 Iwish my childhood sweetheart had come with me to               a letter of introduction from your guild, a set of
                                                                  traveler’s clothes, and a belt pou ch containing 15 gp
       pursue my destiny.
                                                               G u ild Business
                                                               Guilds are generally found in cities large enough to
                                                               support several artisans practicing the sam e trade.
                                                               However, your guild might instead be a loose network
                                                               o f artisans w ho each w ork in a different village within
                                                               a larger realm. W ork with your DM to determ ine the
                                                               nature o f your guild. You can select your guild business
                                                               from the Guild Business table or roll randomly.
                                                                d20 Guild Business
                                                                   1 Alchemists and apothecaries
                                                                  2 Armorers, locksmiths, and finesmiths
                                                                  3 Brewers, distillers, and vintners
                                                                  4 Calligraphers, scribes, and scriveners
                                                                  5 Carpenters, roofers, and plasterers
                                                                  6 Cartographers, surveyors, and chart-makers
                                                                  7 Cobblers and shoemakers
                                                                  8 Cooks and bakers
                                                                  9 Glassblowers and glaziers
                                                                  10 Jewelers and gemcutters
                                                                  11 Leatherworkers, skinners, and tanners
                                                                  12 Masons and stonecutters
                                                                  13 Painters, limners, and sign-makers
                                                                  14 Potters and tile-makers
                                                                  15 Shipwrights and sailmakers
                                                                 16 Smiths and metal-forgers
                                                                  17 Tinkers, pewterers, and casters
                                                                 18 Wagon-makers and wheelwrights
                                                                  19 Weavers and dyers
                                                                 20 Woodcarvers, coopers, and bowyers
As a m em ber o f your guild, you know the skills needed        d6 Ideal
to create finished item s from raw m aterials (reflected in         1 Community. It is the duty o f all civilized people to
your proficiency w ith a certain kind o f artisan’s tools),
as w ell as the principles o f trade and good business                    strengthen the bonds of community and the security
practices. The question now is whether you abandon                        of civilization. (Lawful)
your trade for adventure, or take on the extra effort to            2 Generosity. My talents were given to me so that I could
weave adventuring and trade together.                                     use them to benefit the world. (Good)
                                                                    3 Freedom. Everyone should be free to pursue his or her
F e a t u r e : G u il d M e m b e r sh ip                                own livelihood. (Chaotic)
As an established and respected m em ber o f a guild, you          4 Greed. I’m only in it for the money. (Evil)
can rely on certain benefits that m em bership provides.            5 People. I’m committed to the people I care about, not
Your fellow guild m em bers will provide you with                         to ideals. (Neutral)
lodging and food if necessary, and pay for your funeral             6 Aspiration. I work hard to be the best there is at
if needed. In som e cities and towns, a guildhall offers a                my craft.
central place to meet other m em bers of your profession,
which can be a good place to meet potential patrons,               d6 Bond
allies, or hirelings.                                               1 The workshop where I learned my trade is the most
   Guilds often wield tremendous political power. If                      important place in the world to me.
you are accused of a crim e, your guild will support you            2 I created a great work for someone, and then found
if a good case can be made for your innocence or the
crim e is justifiable. You can also gain access to pow erful              them unworthy to receive it. I’m still looking for
political figures through the guild, if you are a m em ber                someone worthy.
in good standing. Such connections might require the                3 I owe my guild a great debt for forging me into the
donation o f m on ey or m a gic item s to the guild’s coffers.             person I am today.
                                                                    4 I pursue wealth to secure someone’s love.
   You must pay dues o f 5 gp per month to the guild. If            5 One day I will return to my guild and prove that I am
you m iss payments, you must make up back dues to                         the greatest artisan o f them all.
rem ain in the guild’s g ood graces.                                6 Iwill get revenge on the evil forces that destroyed my
                                                                           place o f business and ruined my livelihood.
Su g g e st e d C h a r a c t e r is t ic s
G uild artisans are am ong the m ost ordinary p eople in           d6 Flaw
the w orld—until they set dow n their tools and take up             1 I’ll do anything to get my hands on something rare or
an adventuring career. They understand the value o f
hard w ork and the im portan ce o f com m unity, but they’re               priceless.
vulnerable to sins of greed and covetousness.                       2 I’m quick to assume that someone is trying to cheat
   d8 Personality Trait                                                    me.
    1 I believe that anything worth doing is worth doing            3 No one must ever learn that I once stole money from
          right. I can’t help it— I’m a perfectionist.                    guild coffers.
    2 I’m a snob who looks down on those who can’t                  4 I’m never satisfied with what I have— I always want
          appreciate fine art.                                             more.
    3 I always want to know how things work and what                5 I would kill to acquire a noble title.
          makes people tick.                                      6 I’m horribly jealous of anyone who can outshine my
   4 I’m full o f witty aphorisms and have a proverb for
                                                                          handiwork. Everywhere I go, I’m surrounded by rivals.
          every occasion.
    5 I’m rude to people who lack my commitment to hard         Va r ia n t G u il d A r t is a n : G u il d M e r c h a n t
                                                                Instead of an artisans’ guild, you might belong to a
          work and fair play.                                   guild o f traders, caravan masters, or shopkeepers. You
    6 I like to talk at length about my profession.             don’t craft items yourself but earn a living by buying
    7 I don’t part with my money easily and will haggle         and selling the w orks of others (or the raw materials
                                                                artisans need to practice their craft). Your guild might
          tirelessly to get the best deal possible.             be a large merchant consortium (or family) with
    8 I’m well known for my work, and I want to make sure       interests across the region. Perhaps you transported
                                                                goods from one place to another, by ship, wagon, or
          everyone appreciates it. I'm always taken aback when  caravan, or bought them from traveling traders and sold
          people haven’t heard o f me.                          them in your ow n little shop. In som e ways, the traveling
                                                                m erchant’s life lends itself to adventure far m ore than
                                                                the life of an artisan.
                                                                   Rather than proficiency w ith artisan’s tools, you m ight
                                                                b e proficient with navigator’s tools or an additional
                                                                language. And instead of artisan’s tools, you can start
                                                                with a mule and a cart.
H erm it                                                        d8 Life of Seclusion
                                                                 5 I needed a quiet place to work on my art, literature,
You lived in seclusion—either in a sheltered com m unity
such as a monastery, or entirely alone—for a formative                  music, or manifesto.
part o f your life. In your time apart from the clam or of       6 I needed to commune with nature, far from civilization.
society, you found quiet, solitude, and perhaps som e of         7 I was the caretaker o f an ancient ruin or relic.
the an sw ers you w ere look in g for.                           8 I was a pilgrim in search o f a person, place, or relic of
Skill Proficiencies: M edicine, Religion                               spiritual significance.
Tool Proficiencies: H erbalism kit
Languages: One of your choice                                Fe a tu r e : D iscovery
Equipment: A scroll case stuffed full o f notes from your    The quiet seclusion o f your extended hermitage gave you
                                                             access to a unique and pow erful discovery. The exact
   studies or prayers, a winter blanket, a set of com m on   nature o f this revelation depends on the nature o f your
   cloth es, an h erbalism kit, and 5 gp                     seclu sion. It m ight be a great truth about the co sm o s ,
                                                             the deities, the pow erful beings o f the outer planes, or
L ife of Se c lu sio n                                       the forces o f nature. It cou ld be a site that no on e else
W hat w as the reason for your isolation, and what           has ever seen. You might have uncovered a fact that has
changed to allow you to end your solitude? You can w ork     long been forgotten, or unearthed som e relic of the past
with your DM to determine the exact nature o f your          that cou ld rewrite history. It might b e inform ation that
seclusion, or you can ch oose or roll on the table below to  w ould be dam aging to the people w ho or consigned you
determine the reason behind your seclusion.                  to exile, and hence the reason for your return to society.
   d8 Life o f Seclusion                                        W ork with your DM to determine the details o f your
   1 Iwas searching for spiritual enlightenment.             discovery and its im pact on the cam paign.
   2 Iwas partaking o f communal living in accordance with
                                                             Su g g e st e d C h a r a c t e r is t ic s
          the dictates of a religious order.                 S om e hermits are w ell suited to a life o f seclusion,
   3 I was exiled for a crime I didn’t commit.               w h ereas others chafe against it and long for com pany.
   4 I retreated from society after a life-altering event.   W h eth er they em brace solitude or lon g to esca p e it, the
                                                             solitary life shapes their attitudes and ideals. A few are
                                                             driven slightly m ad by their years apart from society.
                                                                d8 Personality Trait
                                                               1 I’ve been isolated for so long that I rarely speak,
                                                                       preferring gestures and the occasional grunt.
                                                                2 I am utterly serene, even in the face o f disaster.
                                                                3 The leader of my community had something wise
                                                                       to say on every topic, and I am eager to share
                                                                       that wisdom.
                                                                4 I feel tremendous empathy for all who suffer.
                                                                5 I’m oblivious to etiquette and social expectations.
                                                               6 I connect everything that happens to me to a grand,
                                                                       cosmic plan.
                                                                7 I often get lost in my own thoughts and contemplation,
                                                                       becoming oblivious to my surroundings.
                                                                8 I am working on a grand philosophical theory and love
                                                                       sharing my ideas.
                                                               d6 Ideal
                                                               1 Greater Good. My gifts are meant to be shared with all,
                                                                       not used for my own benefit. (Good)
                                                                2 Logic. Emotions must not cloud our sense of what is
                                                                       right and true, or our logical thinking. (Lawful)
                                                                3 Free Thinking. Inquiry and curiosity are the pillars of
                                                                       progress. (Chaotic)
                                                                4 Power. Solitude and contemplation are paths toward
                                                                       mystical or magical power. (Evil)
                                                                5 Live and Let Live. Meddling in the affairs o f others only
                                                                       causes trouble. (Neutral)
                                                                6 Self-Knowledge. If you know yourself, there’s nothing
                                                                       left to know. (Any)
d6 Bond                                                       does your family have am ong the other aristocrats o f the
                                                                 region? H ow do the com m on people regard them?
  1 Nothing is more important than the other members of
                                                                    W hat’s your position in the fam ily? A re you the heir
           my hermitage, order, or association.                  to the head o f the family? Have you already inherited
    2 I entered seclusion to hide from the ones who might        the title? H ow do you feel about that responsibility? Or
                                                                 are you so far dow n the line o f inheritance that no one
           still be hunting me. I must someday confront them.    cares what you do, as long as you don’t em barrass the
    3 I’m still seeking the enlightenment I pursued in my        family? H ow does the head o f your family feel about
                                                                 your adventuring career? A re you in your fam ily’s good
           seclusion, and it still eludes me.                    graces, or shunned by the rest o f your family?
    4 Ientered seclusion because I loved someone I could
                                                                    D oes your family have a coat o f arms? An insignia you
           not have.                                             might w ear on a signet ring? Particular colors you wear
    5 Should my discovery come to light, it could bring ruin to  all the time? A n animal you regard as a sym bol o f your
                                                                 line or even a spiritual m em ber of the family?
          the world.
    6 My isolation gave me great insight into a great evil that     T h ese details help establish your fam ily and your title
                                                                 as features of the w orld of the campaign.
           only I can destroy.
                                                                 Skill Proficiencies: History, Persuasion
   d6 Flaw                                                       Tool Proficiencies: One type o f gam ing set
    1 Now that I've returned to the world, I enjoy its delights  Languages: One of your choice
                                                                 Equipment: A set o f fine clothes, a signet ring, a scroll
           a little too much.
    2 I harbor dark, bloodthirsty thoughts that my isolation        of pedigree, and a purse containing 25 gp
           and meditation failed to quell.                       Featu r e : Po sitio n of P rivilege
    3 I am dogmatic in my thoughts and philosophy.               Thanks to your noble birth, people are inclined to
    4 I let my need to win arguments overshadow                  think the best o f you. You are w elcom e in high society,
                                                                 and people assum e you have the right to be wherever
          friendships and harmony.                               you are. The com m on folk m ake every effort to
    5 I’d risk too much to uncover a lost bit of knowledge.      accom m odate you and avoid your displeasure, and other
    6 I like keeping secrets and won’t share them with           people of high birth treat you as a m em ber of the sam e
                                                                 social sphere. You can secure an audience with a local
           anyone.                                               n oble if you n eed to.
O th e r H erm its                                               Su g g e s t e d C h a r a c t e r is t ic s
This hermit background assum es a contemplative sort             N obles are born and raised to a very different lifestyle
o f seclusion that allow s room for study and prayer. If you     than m ost people ever experience, and their personalities
want to play a rugged w ilderness recluse w ho lives off         reflect that upbringing. A noble title com es with a
the land while shunning the com pany of other people,            plethora o f bon ds—responsibilities to family, to other
look at the outlander background. On the other hand, if          nobles (including the sovereign), to the people entrusted
you want to go in a m ore religious direction, the acolyte       to the fam ily’s care, or even to the title itself. But this
might b e w hat y ou ’re look in g for. Or you cou ld even be a  responsibility is often a good way to undermine a noble.
charlatan, posing as a w ise and holy person and letting
pious fools support you.                                            d8 Personality Trait
N oble                                                             1 My eloquent flattery makes everyone Italk to feel
You understand wealth, power, and privilege. You                           like the most wonderful and important person in the
carry a n oble title, and your fam ily o w n s land, collects              world.
taxes, and w ields significant political influence. You             2 The common folk love me for my kindness and
might be a pam pered aristocrat unfamiliar with                            generosity.
w ork or discom fort, a form er merchant just elevated              3 No one could doubt by looking at my regal bearing that
to the nobility, or a disinherited scoundrel with a                        I am a cut above the unwashed masses.
disproportionate sense o f entitlement. Or you could be             4 I take great pains to always look my best and follow the
an honest, hard-working landowner w ho cares deeply                        latest fashions.
about the people w ho live and w ork on your land, keenly           5 I don’t like to get my hands dirty, and I won’t be caught
aware of your responsibility to them.                                      dead in unsuitable accommodations.
                                                                    6 Despite my noble birth, I do not place myself above
   W ork with your DM to com e up with an appropriate                      other folk. We all have the same blood.
title and determ ine h ow m uch authority that title                7 My favor, once lost, is lost forever.
carries. A noble title d oesn ’t stand on its ow n —it’s            8 Ifyou do me an injury, I will crush you, ruin your name,
conn ected to an entire family, and w hatever title you                    and salt your fields.
hold, you w ill pa ss it dow n to your ow n children. Not
only do you n eed to determ ine your n oble title, but you
should also w ork with the DM to describe your family
and their influence on you.
   Is your fam ily old and established, or w as your title
only recently bestow ed? H ow much influence do they
wield, and over what area? W hat kind of reputation
d6 Ideal                                                          training on his or her ow n path to knighthood. Your two
                                                                     remaining retainers might include a groom to care for
   1 Respect. Respect is due to me because o f my position,          your horse and a servant w ho polishes your arm or (and
                                                                     even helps you put it on).
           but all people regardless o f station deserve to be
           treated with dignity. (Good)                                 As an emblem of chivalry and the ideals o f courtly
    2 Responsibility. It is my duty to respect the authority o f     love, you might include am ong your equipment a banner
           those above me, just as those below me must respect       or other token from a noble lord or lady to w hom you
           mine. (Lawful)                                            have given your heart—in a chaste sort o f devotion.
    3 Independence. I must prove that I can handle myself            (This person could be your bond.)
           without the coddling o f my family. (Chaotic)
    4 Power. If I can attain more power, no one will tell me         OUTLANDER
           what to do. (Evil)
    5 Family. Blood runs thicker than water. (Any)                   You grew up in the wilds, far from civilization and the
    6 Noble Obligation. It is my duty to protect and care for        c om forts o f town and technology. Y ou’ve w itn essed the
           the people beneath me. (Good)                             migration o f herds larger than forests, survived weather
                                                                     m ore extrem e than any city-dweller could comprehend,
   d6 Bond                                                           and enjoyed the solitude o f being the only thinking
                                                                     creature for m iles in any direction. The w ilds are in
  1 I will face any challenge to win the approval of my              your blood, whether you were a nomad, an explorer, a
                                                                     recluse, a hunter-gatherer, or even a marauder. Even in
           family.                                                   places w here you don ’t know the specific features o f the
    2 My house’s alliance with another noble family                  terrain, you know the ways o f the wild.
           must be sustained at all costs.                           Skill Proficiencies: Athletics, Survival
    3 Nothing is more important than the other members               Tool Proficiencies: One type o f musical instrument
                                                                     Languages: One o f your choice
           o f my family.                                            Equipment: A staff, a hunting trap, a trophy from an
    4 I am in love with the heir o f a family that my family
                                                                        anim al you killed, a set o f traveler’s clothes, and a belt
           despises.                                                    pouch containing 10 gp
    5 My loyalty to my sovereign is unwavering.
    6 The common folk must see me as a hero o f the people.          O r ig in
                                                                     You've been to strange places and seen things that
   d6 Flaw                                                           others cannot begin to fathom. Consider som e o f the
    1 I secretly believe that everyone is beneath me.                distant lands you have visited, and how they impacted
    2 I hide a truly scandalous secret that could ruin my            you. You can roll on the follow ing table to determine
                                                                     your occupation during your time in the wild, or choose
          family forever.                                            on e that best fits your character.
    3 I too often hear veiled insults and threats in every word
                                                                     d 10 Origin          d 10 Origin
          addressed to me, and I’m quick to anger.                                         6 Bounty hunter
    4 I have an insatiable desire for carnal pleasures.               1 Forester           7 Pilgrim
    5 In fact, the world does revolve around me.                                           8 Tribal nomad
    6 By my words and actions, I often bring shame to                 2 Trapper            9 Hunter-gatherer
                                                                      3 Homesteader        10 Tribal marauder
           my family.                                                 4 Guide
                                                                      5 Exile or outcast
Va r ia n t N o b le : K n ig h t
A knighthood is am ong the low est noble titles in m ost             Feature: Wanderer
societies, but it can be a path to higher status. If you             You have an excellent m em ory for maps and geography,
w ish to be a knight, choose the Retainers feature (see              and you can always recall the general layout o f terrain,
the sidebar) instead o f the Position o f Privilege feature.         settlem ents, and other features arou nd you. In addition,
One of your com m on er retainers is replaced by a noble             you can find food and fresh water for yourself and up to
w ho serves as your squire, aiding you in exchange for               five other p eop le each day, provided that the land offers
                                                                     berries, sm all game, water, and so forth.
  Var ia n t Featu re: Retain ers
  If your character has a noble background, you may select this      Su g g e s t e d C h a r a c t e r is t ic s
  background feature instead o f Position o f Privilege.             Often considered rude and uncouth am ong civilized
                                                                     folk, outlanders have little respect for the niceties of
     You have the service o f three retainers loyal to your family.  life in the cities. The ties o f tribe, clan, family, and the
  These retainers can be attendants or messengers, and one           natural world of which they are a part are the most
  might be a majordomo. Your retainers are commoners who             important bonds to m ost outlanders.
  can perform mundane tasks for you, but they do not fight
  for you, will not follow you into obviously dangerous areas
  (such as dungeons), and will leave if they are frequently
  endangered or abused.
d8 Personality Trait                                            Sag e
 1 I’m driven by a wanderlust that led me away
                                                                You spent years learning the lore o f the multiverse. You
        from home.                                              scoured manuscripts, studied scrolls, and listened to the
 2 I watch over my friends as if they were a litter of          greatest experts on the subjects that interest you. Your
                                                                efforts have m ade you a m aster in your fields o f study.
        newborn pups.
 3 I once ran twenty-five miles without stopping to warn        Skill Proficiencies: Arcana, History
                                                                Languages: Two of your choice
       to my clan of an approaching orc horde. I’d do it again  Equipment: A bottle of black ink, a quill, a sm all knife,
        if I had to.
 4 I have a lesson for every situation, drawn from                 a letter from a dead colleague posing a question you
        observing nature.                                          have not yet been able to answer, a set of com m on
 5 I place no stock in wealthy or well-mannered folk.              clothes, and a belt pouch containing 10 gp
        Money and manners won’t save you from a hungry
        owlbear.                                                Spe c ia l t y
 6 I’m always picking things up, absently fiddling with         To determine the nature o f your scholarly training, roll a
       them, and sometimes accidentally breaking them.          d8 or ch oose from the options in the table below.
 7 I feel far more comfortable around animals than
        people.                                                 d8 Specialty     d8 Specialty
 8 I was, in fact, raised by wolves.                             1 Alchemist      5 Professor
                                                                2 Astronomer     6 Researcher
d6 Ideal                                                         3 Discredited    7 Wizard’s apprentice
 1 Change. Life is like the seasons, in constant change,                         8 Scribe
                                                                       academic
        and we must change with it. (Chaotic)                   4 Librarian
 2 Greater Good. It is each person’s responsibility to
        make the most happiness for the whole tribe. (Good)
 3 Honor. If I dishonor myself, I dishonor my whole
       clan. (Lawful)
 4 Might. The strongest are meant to rule. (Evil)
 5 Nature. The natural world is more important than all
       the constructs o f civilization. (Neutral)
 6 Glory. I must earn glory in battle, for myself and
        my clan. (Any)
d6 Bond
 1 My family, clan, or tribe is the most important thing in
        my life, even when they are far from me.
 2 An injury to the unspoiled wilderness of my home is an
        injury to me.
 3 I will bring terrible wrath down on the evildoers who
       destroyed my homeland.
4 I am the last o f my tribe, and it is up to me to ensure
       their names enter legend.
 5 I suffer awful visions o f a coming disaster and will do
       anything to prevent it.
 6 It is my duty to provide children to sustain my tribe.
d6 Flaw
 1 I am too enamored o f ale, wine, and other intoxicants.
 2 There’s no room for caution in a life lived to the fullest.
 3 I remember every insult I’ve received and nurse a silent
       resentment toward anyone who’s ever wronged me.
4 I am slow to trust members of other races, tribes, and
       societies.
 5 Violence is my answer to almost any challenge.
6 Don’t expect me to save those who can’t save
       themselves. It is nature’s way that the strong thrive
       and the weak perish.
Feature: R esearcher                                          d8 Personality Trait
W hen you attempt to learn or recall a piece of lore, if you   1 I use polysyllabic words that convey the impression of
do not know that information, you often know where and
from w h om you can obtain it. Usually, this inform ation             great erudition.
com es from a library, scriptorium , university, or a sage     2 I've read every book in the world’s greatest libraries—
or other learned person or creature. Your DM might
rule that the knowledge you seek is secreted away in an               or I like to boast that I have.
alm ost in accessible place, or that it sim ply can n ot be    3 I'm used to helping out those who aren’t as smart as I
found. Unearthing the deepest secrets of the multiverse
can require an adventure or even a whole campaign.                    am, and I patiently explain anything and everything to
                                                                      others.
Su g g e st e d C h a r a c t e r is t ic s                    4 There’s nothing I like more than a good mystery.
Sages are defined by their extensive studies, and their        5 I’m willing to listen to every side o f an argument before
characteristics reflect this life o f study. D evoted to              I make my own judgment.
scholarly pursuits, a sage values knowledge highly—            6 I . . . speak . . . slowly . . . when talking . . . to idiots, . . .
som etim es in its ow n right, som etim es as a m eans               which . . . almost. . . everyone . . . is . . . compared . . .
toward other ideals.                                                 to me.
                                                               7 I am horribly, horribly awkward in social situations.
                                                               8 I’m convinced that people are always trying to steal my
                                                                      secrets.
                                                              d6 Ideal
                                                              1 Knowledge. The path to power and self-improvement
                                                                      is through knowledge. (Neutral)
                                                               2 Beauty. What is beautiful points us beyond itself
                                                                     toward what is true. (Good)
                                                               3 Logic. Emotions must not cloud our logical thinking.
                                                                      (Lawful)
                                                               4 No Limits. Nothing should fetter the infinite possibility
                                                                      inherent in all existence. (Chaotic)
                                                               5 Power. Knowledge is the path to power and
                                                                     domination. (Evil)
                                                               6 Self-Improvement. The goal of a life o f study is the
                                                                      betterment of oneself. (Any)
                                                              d6 Bond
                                                               1 It is my duty to protect my students.
                                                               2 I have an ancient text that holds terrible secrets that
                                                                      must not fall into the wrong hands.
                                                               3 I work to preserve a library, university, scriptorium,
                                                                     or monastery.
                                                              4 My life’s work is a series o f tomes related to a specific
                                                                     field o f lore.
                                                               5 I've been searching my whole life for the answer to a
                                                                     certain question.
                                                              6 I sold my soul for knowledge. I hope to do great deeds
                                                                     and win it back.
                                                              d6 Flaw
                                                              1 I am easily distracted by the promise o f information.
                                                              2 Most people scream and run when they see a demon. I
                                                                     stop and take notes on its anatomy.
                                                               3 Unlocking an ancient mystery is worth the price o f a
                                                                     civilization.
                                                              4 I overlook obvious solutions in favor of complicated
                                                                     ones.
                                                              5 I speak without really thinking through my words,
                                                                     invariably insulting others.
                                                              6 I can’t keep a secret to save my life, or anyone else’s.
Sa il o r                                                        d6 Ideal
                                                                 1 Respect. The thing that keeps a ship together is mutual
You sailed on a seagoing vessel for years. In that
time, you faced dow n mighty storm s, m onsters o f the                 respect between captain and crew. (Good)
deep, and those w ho w anted to sink your craft to the           2 Fairness. We all do the work, so we all share in the
bottom less depths. Your first love is the distant line of
the horizon, but the time has com e to try your hand                    rewards. (Lawful)
at som eth in g new.                                             3 Freedom. The sea is freedom— the freedom to go
   D iscuss the nature o f the ship you previously sailed               anywhere and do anything. (Chaotic)
with your D u n geon Master. W as it a m erchant ship,           4 Mastery. I’m a predator, and the other ships on the sea
a naval vessel, a ship of discovery, or a pirate ship?
H ow fam ous (or infam ous) is it? Is it w idely traveled?              are my prey. (Evil)
Is it still sailing, or is it m issin g and presu m ed lost      5 People. I’m committed to my crewmates, not to ideals.
with all hands?
                                                                        (Neutral)
   W hat w ere your duties on b oa rd —boatsw ain, captain,      6 Aspiration. Someday I’ll own my own ship and chart
navigator, cook, or som e other position? W h o w ere the
captain and first mate? Did you leave your ship on good                 my own destiny. (Any)
terms with your fellows, or on the run?
                                                                 d6 Bond
Skill Proficiencies: Athletics, Perception
Tool Proficiencies: Navigator’s tools, vehicles (water)         1 I’m loyal to my captain first, everything else second.
Equipment: A belaying pin (club), 50 feet o f silk rope,
                                                                 2 The ship is most important— crewmates and captains
   a lucky charm such as a rabbit foot or a sm all stone                come and go.
   with a hole in the center (or you may roll for a random
   trinket on the Trinkets table in chapter 5), a set of         3 I’ll always remember my first ship.
   com m on clothes, and a belt pouch containing 10 gp           4 In a harbor town, I have a paramour whose eyes nearly
F e a t u r e : S h i p ’s Pa s s a g e                                 stole me from the sea.
W hen you need to, you can secure free passage on                5 Iwas cheated out of my fair share o f the profits, and I
a sailing ship for yourself and your adventuring
com panions. You might sail on the ship you served on,                  want to get my due.
or another ship you have good relations with (perhaps            6 Ruthless pirates murdered my captain and crewmates,
on e captained by a form er crew m ate). B eca u se y ou ’re
calling in a favor, you can ’t be certain o f a schedule or             plundered our ship, and left me to die. Vengeance will
route that w ill m eet your every need. Your D ungeon                   be mine.
M aster w ill determ ine h ow long it takes to get w here
you need to go. In return for your free passage, you             d6 Flaw
and your com panions are expected to assist the crew              1 I follow orders, even if I think they’re wrong.
during the voyage.                                               2 I’ll say anything to avoid having to do extra work.
                                                                 3 Once someone questions my courage, I never back
Su gg ested C h a r a c t e r ist ic s
Sailors can be a rough lot, but the responsibilities of                 down no matter how dangerous the situation.
life on a ship m ake them generally reliable as well. Life       4 Once I start drinking, it’s hard for me to stop.
aboard a ship shapes their outlook and form s their most          5 I can’t help but pocket loose coins and other trinkets I
important attachments.
                                                                        come across.
   d8 Personality Trait                                          6 My pride will probably lead to my destruction.
    1 My friends know they can rely on me, no matter what.
    2 I work hard so that I can play hard when the work       Va r i a n t Sa i l o r : P ir a t e
                                                              You spent your youth under the sway o f a dread pirate,
           is done.                                           a ruthless cutthroat w ho taught you how to survive in a
    3 I enjoy sailing into new ports and making new friends   w orld o f sharks and savages. Y ou’ve indulged in larceny
                                                              on the high seas and sent m ore than one deserving soul
           over a flagon o f ale.                             to a briny grave. Fear and bloodshed are no strangers
    4 I stretch the truth for the sake o f a good story.      to you, and you’ve garnered a som ew hat unsavory
    5 To me, a tavern brawl is a nice way to get to know a    reputation in m any a port town.
           new city.                                             If you decide that your sailing career involved piracy,
    6 I never pass up a friendly wager.                       you can choose the Bad Reputation feature (see sidebar)
    7 My language is as foul as an otyugh nest.               instead o f the S h ip ’s P assa ge feature.
    8 I like a job well done, especially if I can convince
                                                                Va r ia n t Fe a tu r e : Bad R epu ta tio n
           someone else to do it.                               If your character has a sailor background, you may select this
                                                                background feature instead of Ship’s Passage.
                                                                   No matter where you go, people are afraid of you due to
                                                                your reputation. When you are in a civilized settlement, you
                                                                can get away with minor criminal offenses, such as refusing
                                                                to pay for food at a tavern or breaking down doors at a local
                                                                shop, since most people will not report your activity to the
                                                                authorities.
So l d ie r                                                   Sp e c ia l t y
                                                              D uring your time as a soldier, you had a specific role to
W ar has been your life for as long as you care to            play in your unit or army. Roll a d8 or ch oose from the
remember. You trained as a youth, studied the use of          options in the table below to determine your role:
w eapons and armor, learned basic survival techniques,
including h ow to stay alive on the battlefield. You          d8 Specialty  d8 Specialty
might have been part of a standing national army or a          1 Officer     6 Quartermaster
m ercenary company, or perhaps a mem ber of a local           2 Scout        7 Standard bearer
militia w ho rose to prom inence during a recent war.         3 Infantry    8 Support staff (cook,
                                                              4 Cavalry
   W hen you choose this background, w ork with your          5 Healer             blacksmith, or the
DM to determine w hich military organization you w ere                             like)
a part of, h ow far through its ranks you p rogressed, and
what kind o f experiences you had during your military        Featu re: M ilitary R a n k
career. W as it a standing army, a tow n guard, or a village  You have a military rank from your career as a soldier.
m ilitia? O r it m ight have b een a n oble’s or m erchant’s  Soldiers loyal to your form er military organization
private army, or a m ercenary company.                        still recognize your authority and influence, and they
                                                              defer to you if they are o f a lower rank. You can invoke
Skill Proficiencies: Athletics, Intimidation                  your rank to exert influence over other soldiers and
Tool Proficiencies: One type o f gam ing set,                 requisition simple equipment or horses for tem porary
                                                              use. You can also usually gain access to friendly
   vehicles (land)                                            military encampm ents and fortresses w here your
Equipment: An insignia o f rank, a trophy taken from          rank is recognized.
   a fallen enem y (a dagger, broken blade, or p iece o f a   Su g g e st e d C h a r a c t e r is t ic s
   banner), a set of bone dice or deck o f cards, a set of    The horrors of war com bined with the rigid discipline of
   com m on clothes, and a belt pouch containing 10 gp        military service leave their mark on all soldiers, shaping
                                                              their ideals, creating strong bonds, and often leaving
                                                              them scarred and vulnerable to fear, sham e, and hatred.
                                                                 d8 Personality Trait
                                                                 1 I'm always polite and respectful.
                                                                 2 I’m haunted by memories o f war. I can’t get the images
                                                                        of violence out o f my mind.
                                                                 3 I’ve lost too many friends, and I’m slow to make new
                                                                        ones.
                                                                 4 I’m full of inspiring and cautionary tales from my
                                                                        military experience relevant to almost every combat
                                                                        situation.
                                                                 5 I can stare down a hell hound without flinching.
                                                                 6 I enjoy being strong and like breaking things.
                                                                 7 I have a crude sense of humor.
                                                                 8 I face problems head-on. A simple, direct solution is
                                                                        the best path to success.
                                                              d6 Ideal
                                                               1 Greater Good. Our lot is to lay down our lives in
                                                                     defense of others. (Good)
                                                              2 Responsibility. I do what I must and obey just
                                                                     authority. (Lawful)
                                                              3 Independence. When people follow orders blindly, they
                                                                     embrace a kind of tyranny. (Chaotic)
                                                              4 Might. In life as in war, the stronger force wins. (Evil)
                                                              5 Live and Let Live. Ideals aren’t worth killing over or
                                                                     going to war for. (Neutral)
                                                              6 Nation. My city, nation, or people are all that matter.
                                                                     (Any)
d6 Bond                                                      d8 Personality Trait
    1 I would still lay down my life for the people I            1 I hide scraps o f food and trinkets away in my pockets.
                                                                 2 I ask a lot o f questions.
          served with.                                           3 I like to squeeze into small places where no one else
    2 Someone saved my life on the battlefield. To this day, I
                                                                       can get to me.
          will never leave a friend behind.                     4 I sleep with my back to a wall or tree, with everything I
    3 My honor is my life.
    4 I’ll never forget the crushing defeat my company                 own wrapped in a bundle in my arms.
                                                                 5 I eat like a pig and have bad manners.
          suffered or the enemies who dealt it.                  6 I think anyone who’s nice to me is hiding evil intent.
    5 Those who fight beside me are those worth dying for.       7 I don’t like to bathe.
    6 I fight for those who cannot fight for themselves.         8 I bluntly say what other people are hinting at or hiding.
   d6 Flaw                                                      d6 Ideal
    1 The monstrous enemy we faced in battle still leaves
                                                                1 Respect. All people, rich or poor, deserve respect.
           me quivering with fear.
    2 I have little respect for anyone who is not a                     (Good)
                                                                 2 Community. We have to take care of each other,
           proven warrior.
    3 I made a terrible mistake in battle cost many lives—             because no one else is going to do it. (Lawful)
                                                                 3 Change. The low are lifted up, and the high and mighty
          and I would do anything to keep that mistake secret.
    4 My hatred o f my enemies is blind and unreasoning.               are brought down. Change is the nature o f things.
    5 I obey the law, even if the law causes misery.                    (Chaotic)
    6 I’d rather eat my armor than admit when I’m wrong.        4 Retribution. The rich need to be shown what life and
                                                                       death are like in the gutters. (Evil)
U rch in                                                         5 People. I help the people who help me— that’s what
                                                                       keeps us alive. (Neutral)
You grew up on the streets alone, orphaned, and poor.            6 Aspiration. I'm going to prove that I'm worthy o f a
You had no one to watch over you or to provide for                     better life.
you, so you learned to provide for yourself. You fought
fiercely over food and kept a constant watch out for other      d6 Bond
desperate souls w ho might steal from you. You slept on
rooftops and in alleyways, exposed to the elements, and         1 My town or city is my home, and I’ll fight to defend it.
endured sickness without the advantage of m edicine or
a place to recuperate. Y ou’ve survived despite all odds,        2 I sponsor an orphanage to keep others from enduring
and did so through cunning, strength, speed, or som e                   what I was forced to endure.
combination of each.
                                                                 3 I owe my survival to another urchin who taught me to
   You begin your adventuring career with enough                        live on the streets.
m oney to live m odestly but secu rely for at least ten days.
H ow did you com e by that money? W hat allowed you to           4 I owe a debt I can never repay to the person who took
break free of your desperate circum stances and embark                  pity on me.
on a better life?
                                                                 5 I escaped my life o f poverty by robbing an important
Skill Proficiencies: Sleight o f Hand, Stealth                          person, and I’m wanted for it.
Tool Proficiencies: D isgu ise kit, th ieves’ tools
Equipment: A sm all knife, a map o f the city you                6 No one else should have to endure the hardships I’ve
                                                                        been through.
   g rew up in, a pet m ou se, a token to rem em ber your
   parents by, a set o f co m m o n clothes, and a belt pouch   d6 Flaw
   containing 10 gp
                                                                1 If I'm outnumbered, I will run away from a fight.
F e a t u r e : C it y Secrets
You know the secret patterns and flow to cities and can         2 Gold seems like a lot of money to me, and I’ll do just
find passages through the urban sprawl that others would               about anything for more o f it.
miss. W hen you are not in combat, you (and com panions
you lead) can travel betw een any tw o locations in the city     3 Iwill never fully trust anyone other than myself.
tw ice as fast as your speed w ould norm ally allow.            4 I’d rather kill someone in their sleep then fight fair.
                                                                 5 It’s not stealing if I need it more than someone else.
Su g g e s t e d C h a r a c t e r is t ic s                    6 People who can't take care o f themselves get what they
Urchins are shaped by lives of desperate poverty, for
g o o d and for ill. Th ey tend to be driven either by a               deserve.
com m itm ent to the people with w hom they shared life
on the street or by a burning desire to find a better life—
and m aybe get som e payback on all the rich people w ho
treated them badly.
C h a p t e r 5: Eq u ip m e n t
                    THE MARKETPLACE OF A LARGE CITY TEEMS        M em bers of the nobility trade either in legal rights, such
                    with buyers and sellers of many sorts:       as the rights to a mine, a port, or farmland, or in gold
                    dw arf smiths and elf woodcarvers, halfling  bars, m easuring gold by the pound rather than by the
                    farmers and gnom e jewelers, not to mention  coin. Only merchants, adventurers, and those offering
                    humans of every shape, size, and color       professional services for hire com m only deal in coins.
                    drawn from a spectrum of nations and
                    cultures. In the largest cities, almost      C oin age
anything imaginable is offered for sale, from exotic
spices and luxurious clothing to w icker baskets and             C om m on coins com e in several different denom inations
practical swords.                                                based on the relative w orth o f the metal from w hich they
   For an adventurer, the availability o f armor, w eapons,      are made. The three m ost com m on coins are the gold
backpacks, rope, and sim ilar good s is o f paramount            p iece (gp), the silver p iece (sp), and the co p p e r p iece (cp).
im portance, since proper equipment can m ean the
difference betw een life and death in a dungeon or the              With one gold piece, a character can buy a belt
untamed wilds. This chapter details the mundane and              pouch, 50 feet o f good rope, or a goat. A skilled (but
exotic m erchandise that adventurers com m only find useful      not exception al) artisan can earn on e gold p iece a day.
in the face o f the threats that the w orlds o f D & D present.  The gold piece is the standard unit o f m easure for
                                                                 wealth, even if the coin itself is not com m only used.
St a r t in g E q u ip m e n t                                   W hen m erchants discuss deals that involve good s or
                                                                 services worth hundreds or thousands of gold pieces,
W hen you create your character, you receive equipment           the transactions don ’t usually involve the exchange o f
based on a combination of your class and background.             individual coins. Rather, the gold piece is a standard
Alternatively, you can start with a num ber o f gold pieces      m easure of value, and the actual exchange is in gold
based on your class and spend them on items from the             bars, letters of credit, or valuable goods.
lists in this chapter. S ee the Starting W ealth by Class
table to determine how much gold you have to spend.                 One gold piece is w orth ten silver pieces, the most
                                                                 prevalent coin am ong com m oners. A silver piece buys a
   You decide how your character cam e by this starting          la borer’s w ork for a day, a flask o f lam p oil, or a night’s
equipm ent. It m ight have been an inheritance, or g o o d s     rest in a p oor inn.
that the character purchased during his or her upbringing.
You might have been equipped with a weapon, armor, and              One silver piece is worth ten copper pieces, which are
a backpack as part o f military service. You might even have     com m on am ong laborers and beggars. A single copper
stolen your gear. A w eapon could be a family heirloom,          piece buys a candle, a torch, or a piece of chalk.
passed dow n from generation to generation until your
character finally took up the mantle and follow ed in an            In addition, unusual coin s m ade o f other precious
an cestor’s adventurous footsteps.                               metals som etim es appear in treasure hoards. The
                                                                 electrum piece (ep) and the platinum piece (pp) originate
St a r t in g W ealth by C lass                                  from fallen em pires and lost kingdom s, and they
                                                                 som etim es arouse suspicion and skepticism when used
Class                            Funds                           in transactions. An electrum piece is w orth five silver
                                                                 pieces, and a platinum p iece is worth ten gold pieces.
Barbarian  2d4 x 10 gp
Bard       5d4 x 10 gp                                              A standard coin w eighs about a third of an ounce,
Cleric     5d4 x 10 gp                                           so fifty coins w eigh a pound.
Druid      2d4 x 10 gp
Fighter    5d4 x 10 gp                                           St a n d a r d Ex c h a n g e Rates
Monk
Paladin           5d4 gp                                         Coin               cp     sp     ep       gp          pp
Ranger     5d4 x 10 gp                                           Copper (cp)          1  1/10   1/50   1/100    1/1,000
Rogue      5d4 x 10 gp                                           Silver (sp)
Sorcerer   4d4 x 10 gp                                           Electrum (ep)      10       1   1/5    1/10      1/100
Warlock    3d4 x 10 gp                                           Gold (gp)          50       5      1     1/2       1/20
Wizard     4d4 x 10 gp                                           Platinum (pp)    100      10       2        1      1/10
           4d4 x 10 gp                                                          1,000    100               10            1
                                                                                                  20
W ealth
W ealth appears in m any form s in a D & D w orld. Coins,
gemstones, trade goods, art objects, animals, and
property can reflect your character’s financial w ell-being.
M em bers o f the peasantry trade in goods, bartering for
what they need and paying taxes in grain and cheese.
Sellin g T reasure                                                     The A rm or table show s the cost, weight, and other
                                                                    properties of the com m on types o f arm or w orn in the
Opportunities abound to find treasure, equipment,                   worlds of D&D.
w eapons, armor, and m ore in the dungeons you explore.
Normally, you can sell your treasures and trinkets w hen               Armor Proficiency. A nyone can put on a suit o f arm or
you return to a town or other settlement, provided that you         or strap a shield to an arm. Only those proficient in the
can find buyers and m erchants interested in your loot.             a rm or’s use k n ow h ow to w ea r it effectively, however.
                                                                    Your class gives you proficiency with certain types of
   Arms, Armor, and Other Equipment. A s a general                  armor. If you w ear arm or that you lack proficiency with,
rule, undam aged weapons, armor, and other equipment                you have disadvantage on any ability check, saving
fetch half their cost w hen sold in a market. W eapons              throw, or attack roll that involves Strength or Dexterity,
and arm or used by m onsters are rarely in good enough              and you can’t cast spells.
condition to sell.
                                                                       Armor Class (AC). A rm or protects its w earer from
   Magic Items. Sellin g m a gic item s is problem atic.            attacks. The arm or (and shield) you w ear determ ines
Finding som eon e to buy a potion or a scroll isn’t too             your base Arm or Class.
hard, but other items are out o f the realm of m ost but the
wealthiest nobles. Likewise, aside from a few com m on                 Heavy Armor. Heavier arm or interferes w ith the
m agic items, you w on ’t norm ally com e across m agic             w ea rer’s ability to m ove quickly, stealthily, and freely.
items or spells to purchase. The value of m agic is far             If the A rm or table show s “Str 13” or “Str 15” in the
beyond simple gold and should always be treated as such.            Strength colum n for an arm or type, the arm or reduces
                                                                    the w ea rer’s sp eed by 10 feet u nless the w earer has a
   Gems,Jewelry, and Art Objects. T h ese items retain              Strength score equal to or higher than the listed score.
their full value in the marketplace, and you can either
trade them in for coin or use them as currency for other               Stealth. If the A rm or table sh ow s “D isadvantage” in
transactions. For exceptionally valuable treasures, the             the Stealth colum n, the w earer has disadvantage on
DM might require you to find a buyer in a large tow n or            Dexterity (Stealth) checks.
larger com m u n ity first.
                                                                       Shields. A shield is m ade from w o o d or m etal and
   Trade Goods. On the borderlands, m any p eople                   is carried in one hand. W ielding a shield increases
conduct transactions through barter. Like gem s and art             your A rm or Class by 2. You can benefit from only one
objects, trade g o o d s—bars o f iron, bags o f salt, livestock,   shield at a time.
and so on—retain their full value in the market and can
be used as currency.                                                L ig h t A rm or
A rm or a n d Shields                                               M ade from supple and thin materials, light arm or favors
                                                                    agile adventurers sin ce it offers som e protection w ithout
D&D worlds are a vast tapestry made up of many                      sacrificing mobility. If you w ear light armor, you add
different cultures, each with its ow n technology level.            your Dexterity m odifier to the base num ber from your
For this reason, adventurers have access to a variety               arm or type to determine your A rm or Class.
o f arm or types, ranging from leather arm or to chain
mail to costly plate armor, with several other kinds o f              Padded. P added arm or consists o f quilted layers of
arm or in between. The Arm or table collects the m ost              cloth and batting.
com m on ly available types o f arm or found in the game
and separates them into three categories: light armor,                Leather. The breastplate and shou lder protectors o f
medium armor, and heavy armor. Many warriors                        this arm or are m ade o f leather that has been stiffened
supplement their arm or with a shield.                              by being boiled in oil. The rest o f the arm or is m ade of
                                                                    softer and m ore flexible materials.
  Va r ia n t: Eq u ipm en t S izes
  In most campaigns, you can use or wear any equipment that            Studded Leather. M ade from tough but flexible
  you find on your adventures, within the bounds o f common         leather, studded leather is reinforced with close-set
  sense. For example, a burly half-orc won't fit in a halfling’s    rivets or spikes.
  leather armor, and a gnome would be swallowed up in a
  cloud giant’s elegant robe.                                       M ediu m A rm or
    The DM can impose more realism. For example, a suit of          M edium arm or offers m ore protection than light armor,
  plate armor made for one human might not fit another one          but it also im pairs m ovem ent m ore. If you w ear m edium
  without significant alterations, and a guard’s uniform might      armor, you add your Dexterity modifier, to a maximum
  be visibly ill-fitting when an adventurer tries to wear it as a   of +2, to the base num ber from your arm or type to
  disguise.                                                         determine your Arm or Class.
     Using this variant, when adventurers find armor, clothing,       Hide. T his cru de arm or con sists o f thick furs and
  and similar items that are made to be worn, they might need       pelts. It is com m on ly w orn by barbarian tribes, evil
  to visit an armorsmith, tailor, leatherworker, or similar expert  humanoids, and other folk w ho lack access to the tools
  to make the item wearable. The cost for such work varies          and materials needed to create better armor.
  from 10 to 40 percent o f the market price o f the item. The
  DM can either roll 1d4 x 10 or determine the increase in cost       Chain Shirt. M ade o f interlocking m etal rings, a chain
  based on the extent o f the alterations required.                 shirt is w orn betw een layers o f clothing or leather. This
                                                                    arm or offers m odest protection to the w earer’s upper
                                                                    body and allows the sound of the rings rubbing against
                                                                    one another to be muffled by outer layers.
                                                                      Scale Mail. T h is arm or con sists o f a coat and leggings
                                                                    (and perhaps a separate skirt) o f leather covered with
overlapping pieces o f metal, much like the scales o f a
fish. The suit includes gauntlets.
   B reastplate. This arm or consists o f a fitted metal
chest p iece w orn w ith supple leather. A lthough it leaves
the legs and arm s relatively unprotected, this arm or
p rovides g o o d protection for the w ea rer’s vital organs
w hile leaving the w earer relatively unencum bered.
  H a lfPlate. H alf plate consists o f shaped m etal plates
that cover m ost o f the w ea rer’s body. It d o e s not include
leg protection beyond sim ple greaves that are attached
with leather straps.
H eavy A rmor
O f all the arm or categories, heavy arm or offers the best
protection. T hese suits o f arm or cover the entire body
and are designed to stop a wide range of attacks. Only
proficient w arriors can m anage their weight and bulk.
   Heavy arm or d oesn ’t let you add your Dexterity
m odifier to your A rm or Class, but it also d oesn ’t
penalize you if your Dexterity m odifier is negative.
  R ing Mail. T h is arm or is leather arm or with heavy
rings sew n into it. T h e rings help rein force the arm or
against blow s from sw ords and axes. Ring mail is
inferior to chain mail, and it's usually w orn only by those
w ho can’t afford better armor.
   Chain Mail. M ade o f interlocking m etal rings, chain
mail includes a layer o f quilted fabric w orn underneath
the mail to prevent chafing and to cushion the impact of
blows. The suit includes gauntlets.
  Splint. T h is arm or is m ade o f n arrow vertical strips
of m etal riveted to a backing o f leather that is w orn over
cloth padding. Flexible chain mail protects the joints.
  Plate. Plate consists o f shaped, interlocking metal
plates to cover the entire body. A suit o f plate includes
gauntlets, heavy leather boots, a visored helmet, and
thick layers of padding underneath the armor. Buckles
and straps distribute the weight over the body.
Light Armor               5 gp  11 + Dex modifier                 —              Disadvantage    8 lb.
   Padded               10 gp   11 + Dex modifier                 —          —                 10 lb.
   Leather              45 gp   12 + Dex modifier                 —       —                    13 lb.
   Studded leather
                        10 gp   12 + Dex modifier (max 2)         —                    —       12 lb.
Medium Armor            50 gp   13 + Dex modifier (max 2)         —                    —       20 lb.
   Hide                 50 gp   14 + Dex modifier (max 2)         —                            45 lb.
   Chain shirt        400 gp    14 + Dex modifier (max 2)                        Disadvantage  20 lb.
   Scale mail         750 gp    15 + Dex modifier (max 2)         —                            40 lb.
   Breastplate                                                                         —
   Half plate           30 gp   14                                —                            40 lb.
                        75 gp   16                                               Disadvantage  55 lb.
Heavy Armor           200 gp    17                                —                            60 lb.
   Ring mail        1,500 gp    18                                Str 13         Disadvantage  65 lb.
   Chain mail                                                     Str 15         Disadvantage
   Splint               10 gp   +2                                Str 15         Disadvantage   6 lb.
   Plate                                                                         Disadvantage
                                                                  —
Shield                                                                           —
   Shield
G e t t in g In t o a n d O u t of A rm or
T h e tim e it takes to don or d off arm or depen ds on the
a rm or’s category.
  D on. T h is is the tim e it takes to put on arm or. You
benefit from the arm or's AC only if you take the full time
to don the suit o f armor.
  D off. This is the tim e it takes to take o ff armor. If you
have help, reduce this time by half.
Category      Don         Doff
Light Armor   1 minute    1 minute
Medium Armor  5 minutes   1 minute
Heavy Armor   10 minutes  5 minutes
Shield        1 action    1 action
W eapons
Your class grants proficiency in certain w eapons,
reflecting both the class's focus and the tools you are
most likely to use. W hether you favor a longsw ord or
a longbow , your w ea p on and your ability to w ield it
effectively can m ean the difference betw een life and
death while adventuring.
   The W eapons table show s the m ost com m on w eapons
used in the w orlds o f D&D, their price and weight,
the dam age they deal w hen they hit, and any sp ecia l
properties they possess. Every weapon is classified
as either m elee or ranged. A melee weapon is used to
attack a target within 5 feet o f you, w hereas a ranged
weapon is u sed to attack a target at a distance.
W eapo n P ro ficien cy
Your race, class, and feats can grant you proficiency
with certain w eapons or categories of w eapons. The two
categories are simple and martial. M ost people can
use simple w eapons with proficiency. These w eapons
include clubs, m a ces, and other w ea p on s often found in
the hands o f com m oners. Martial w eapons, including
swords, axes, and polearm s, require m ore specialized
training to use effectively. M ost w arriors use martial
w eapons because these w eapons put their fighting style
and training to best use.
   Proficiency with a w eapon allows you to add your
proficiency bonus to the attack roll for any attack you
make w ith that w eapon. If you m ake an attack roll using
a w eapon with w hich you lack proficiency, you do not
add your proficiency bonus to the attack roll.
W e a p o n P roperties
Many weapons have special properties related to their use,
as show n in the W eapons table.
  Am m unition. You can use a w eap on that has the
ammunition property to make a ranged attack only if
you have ammunition to fire from the w eapon. Each
time you attack with the weapon, you expend one piece
o f ammunition. D rawing the am m unition from a quiver,
case, or other container is part o f the attack. At the
end o f the battle, you can recover half your expended
am munition by taking a minute to search the battlefield.
If you use a weapon that has the ammunition property
to m ake a melee attack, you treat the w eapon as an
im provised w eapon (see "Im provised W eapons" later in
the section). A sling must be loaded to deal any dam age
w hen u sed in this way.
  Finesse. W hen m aking an attack with a finesse
weapon, you use your choice o f your Strength or
Dexterity modifier for the attack and damage rolls. You
must use the sam e m odifier for both rolls.
   Heavy. S m all creatu res have disadvantage on attack
rolls w ith heavy w eapon s. A heavy w ea p on ’s size and
bulk m ake it too large for a S m all creature to use
effectively.
  Light. A light w eap on is sm all and easy to handle,
m aking it ideal for u se w hen fighting w ith tw o w eapon s.
S e e the rules for tw o-w eapon fighting in chapter 9.
  Loading. B ecau se o f the time required to load this
weapon, you can fire only one piece o f ammunition
from it w hen you use an action, bonus action, or reaction
to fire it, regardless o f the num ber o f attacks you can
normally make.
  Range. A w eap on that can b e u sed to m ake a ranged
attack has a range show n in parentheses after the
ammunition or thrown property. The range lists two
n um bers. T h e first is the w ea p on ’s n orm al range in feet,
and the secon d indicates the w eapon’s m axim um range.
W hen attacking a target beyond norm al range, you have
disadvantage on the attack roll. You can ’t attack a target
beyond the w eapon ’s long range.
  Reach. T his w ea p on adds 5 feet to your reach w hen
you attack with it.
   Special. A w ea p on w ith the sp ecia l property has
unusual rules governing its use, explained in the
w ea p on ’s description (see "S p ecia l W ea pon s" later in
this section).
   Thrown. If a w eap on has the throw n property, you
can throw the w eapon to m ake a ranged attack. If the
w eapon is a m elee w eapon, you use the sam e ability
m odifier for that attack roll and dam age roll that you
would use for a melee attack with the weapon. For
example, if you throw a handaxe, you use your Strength,
but if you throw a dagger, you can use either your
Strength or your Dexterity, since the dagger has the
finesse property.
   Two-Handed. T h is w ea p on requires tw o hands to use.
   Versatile. T his w eap on can b e u sed with one or tw o
hands. A dam age value in parentheses appears with the
property—the dam age w hen the w eapon is used with
two hands to m ake a m elee attack.
Im provised W eapons
S om etim es characters don’t have their w eapon s and
have to attack w ith w hatever is clo se at hand. An
im provised weapon includes any object you can wield
in one or tw o hands, such as broken glass, a table leg, a
frying pan, a w agon wheel, or a dead goblin.
   In m any cases, an im provised w eapon is sim ilar
to an actual weapon and can be treated as such. For
exam ple, a table leg is akin to a club. At the D M ’s option,
a character proficient with a weapon can use a similar
object as if it w ere that w eap on and u se his or her
proficiency bonus.
An object that bears no resem blance to a w eapon          creatures that are form less, or creatures that are Huge
deals 1d4 dam age (the DM assigns a dam age type              or larger. A creature can u se its action to m ake a D C 10
appropriate to the object). If a character uses a ranged      Strength check, freeing itself or another creature within
weapon to make a m elee attack, or throws a m elee            its reach on a su ccess. D ealing 5 slashing dam age to the
w eap on that d o e s not have the throw n property, it also  net (AC 10) also frees the creature without h arm in g it,
deals 1d4 dam age. A n im provised throw n w eap on has a     ending the effect and destroying the net.
norm al range o f 20 feet and a long range o f 60 feet.
                                                                 W hen you use an action, bonus action, or reaction
Silvered W eapons                                             to attack with a net, you can m ake only one attack
S om e m onsters that have immunity or resistance             regardless of the number of attacks you can
to nonm agical w eapons are susceptible to silver             normally make.
w eapons, so cautious adventurers invest extra coin to
plate their w eapon s w ith silver. You can silver a single   A dventuring G ear
weapon or ten pieces of ammunition for 100 gp. This
cost represents not only the price o f the silver, but the    This section describes items that have special rules or
time and expertise needed to add silver to the w eapon        require further explanation.
w ithout m akin g it less effective.
                                                                Acid. As an action, you can splash the contents of
Sp e c ia l W eapo n s                                        this vial onto a creature within 5 feet o f you or throw
W eapons with special rules are described here.               the vial up to 20 feet, shattering it on im pact. In either
                                                              case, make a ranged attack against a creature or object,
  Lance. You have disadvantage when you use a lance           treating the acid as an im provised w eapon . O n a hit, the
to attack a target within 5 feet of you. Also, a lance        target takes 2d6 acid damage.
requires tw o hands to wield when you aren’t mounted.
                                                                A lch em ist’s Fire. T h is sticky, adhesive fluid ignites
  Net. A Large or sm aller creature hit by a net is           w h en e x p osed to air. A s an action, you can th row this
restrained until it is freed. A net has no effect on          flask up to 20 feet, shattering it on im pact. M ake a
                                                              ranged attack against a creature or object, treating
W eapons                    Cost   Damage           Weight Properties
  Name                       1 sp  1d4 bludgeoning   2 lb.   Light
 Sim ple Melee W eapons     2 gp   1d4 piercing      1 lb.   Finesse, light, thrown (range 20/60)
                            2 sp   1d8 bludgeoning  10 lb.   Two-handed
    Club                    5 gp   1d6 slashing      2 lb.   Light, thrown (range 20/60)
     Dagger                  5 sp  1d6 piercing      2 lb.   Thrown (range 30/120)
    Greatclub               2 gp   1d4 bludgeoning   2 lb.   Light, thrown (range 20/60)
     Handaxe                5 gp   1d6 bludgeoning   4 lb.   —
    javelin                 2 sp   1d6 bludgeoning   4 lb.   Versatile (1d8)
     Light hammer           1 gp   1d4 slashing      2 lb.   Light
     Mace                   1 gp   1d6 piercing      3 lb.   Thrown (range 20/60), versatile (1d8)
    Quarterstaff                   1 bludgeoning             —
    Sickle                     —                       —
    Spear
     Unarmed strike        25 gp   1d8 piercing       5 lb.  Ammunition (range 80/320), loading, two-handed
 Simple Ranged Weapons       5 cp  1d4 piercing     1/4 lb.  Finesse, thrown (range 20/60)
    Crossbow, light                1d6 piercing              Ammunition (range 80/320), two-handed
     Dart                  25 gp   1d4 bludgeoning    2 lb.  Ammunition (range 30/120)
    Shortbow                 1 sp                        —
    Sling
  M artial Melee W eapons  10 gp   1d8 slashing      4 lb.   Versatile (1d10)
     Battleaxe             10 gp   1d8 bludgeoning   2 lb.   —
     Flail                 20 gp   1d10 slashing     6 lb.   Heavy, reach, two-handed
    Glaive                 30 gp   1d12 slashing     7 lb.   Heavy, two-handed
    Greataxe               50 gp   2d6 slashing      6 lb.   Heavy, two-handed
    Greatsword             20 gp   1d10 slashing     6 lb.   Heavy, reach, two-handed
     Halberd               10 gp   1d12 piercing     6 lb.   Reach, special
     Lance                 15 gp   1d8 slashing      3 lb.   Versatile (1d10)
     Longsword             10 gp   2d6 bludgeoning  10 lb.   Heavy, two-handed
     Maul                  15 gp   1d8 piercing      4 lb.   —
     Morningstar                   1d10 piercing    18 lb.   Heavy, reach, two-handed
     Pike                   5 gp   1d8 piercing      2 lb.   Finesse
     Rapier                25 gp   1d6 slashing      3 lb.   Finesse, light
    Scimitar               25 gp   1d6 piercing      2 lb.   Finesse, light
    Shortsword             10 gp   1d6 piercing      4 lb.   Thrown (range 20/60), versatile (1d8)
    Trident                        1d8 piercing      2 lb.   —
    War pick                5 gp   1d8 bludgeoning   2 lb.   Versatile (1d10)
    Warhammer               5 gp   1d4 slashing      3 lb.   Finesse, reach
    Whip                   15 gp
  Martial Ranged Weapons    2 gp   1 piercing        1 lb.   Ammunition (range 25/100), loading
     Blowgun                       1d6 piercing      3 lb.   Ammunition (range 30/120), light, loading
    Crossbow, hand         10 gp   1d10 piercing    18 lb.   Ammunition (range 100/400), heavy, loading, two-handed
    Crossbow, heavy        75 gp   1d8 piercing      2 lb.   Ammunition (range 150/600), heavy, two-handed
     Longbow               50 gp                     3 lb.   Special, thrown (range 5/15)
     Net                   50 gp   —
                            1 gp
A d v e n t u r in g G ear       Cost  Weight          Item                   Cost         Weight
                                           2 lb.       Holy symbol
 Item                            2 gp      1 lb.                                     5 gp          1 lb.
 Abacus                        25 gp       1 lb.          Amulet                     5 gp             —
 Acid (vial)                   50 gp                      Emblem                     5 gp
 Alchemist’s fire (flask)                  1 lb.          Reliquary                25 gp           2 lb.
 Ammunition                      1 gp      1 lb.       Holy water (flask)          25 gp           1 lb.
                                 1 gp   11/2 lb.       Hourglass                     5 gp          1 lb.
    Arrows (20)                  1 gp   11/2 lb.       Hunting trap                10 gp         25 lb.
    Blowgun needles (50)         4 cp                  Ink (1 ounce bottle)          2 cp
    Crossbow bolts (20)        50 gp               —   Ink pen                       2 cp            —
    Sling bullets (20)                                Jug or pitcher                 1 sp            —
 Antitoxin (vial)              10 gp       1 lb.       Ladder (10-foot)              5 sp          4 lb.
 Arcane focus                  20 gp      3 lb.        Lamp                        10 gp         25 lb.
    Crystal                    10 gp      2 lb.        Lantern, bullseye                           1 lb.
    Orb                                   4 lb.        Lantern, hooded              5 gp           2 lb.
    Rod                          5 gp     1 lb.        Lock                        10 gp           2 lb.
    Staff                      10 gp      5 lb.        Magnifying glass          100 gp            1 lb.
    Wand                                  2 lb.       Manacles                                       —
 Backpack                        2 gp    70 lb.       Mess kit                      2 gp           6 lb.
 Ball bearings (bago f 1,000)    1 gp     2 lb.       Mirror, steel                  2 sp          1 lb.
 Barrel                          2 gp     7 lb.       Oil (flask)                   5 gp        1/2 lb.
 Basket                          4 sp                 Paper (one sheet)              1 sp          1 lb.
 Bedroll                                  3 lb.       Parchment (one sheet)         2 sp             —
 Bell                            1 gp     5 lb.       Perfume (vial)                 1 sp            —
 Blanket                         1 gp     5 lb.       Pick, miner’s                                  —
 Block and tackle                5 sp     2 lb.       Piton                         5 gp         10 lb.
 Book                            1 gp     2 lb.       Poison, basic (vial)          2 gp        1/4 lb.
 Bottle, glass                 25 gp      2 lb.       Pole (10-foot)                5 cp             —
 Bucket                          2 gp                 Pot, iron                  100 gp            7 lb.
 Caltrops (bag of 20)            5 cp             —   Potion o f healing            5 cp         10 lb.
 Candle                          1 gp                 Pouch                                     1/2 lb.
 Case, crossbow bolt             1 cp     1 lb.       Quiver                        2 gp           1 lb.
Case, map or scroll              1 gp     1 lb.       Ram, portable               50 gp            1 lb.
Chain (10 feet)                  1 gp    10 lb.       Rations (1 day)                            35 lb.
Chalk (1 piece)                  5 gp                 Robes                         5 sp           2 lb.
Chest                            1 cp             —   Rope, hempen (50 feet)                      4 lb.
Climber's kit                   5 gp                  Rope, silk (50 feet)          1 gp         10 lb.
Clothes, common                25 gp    25 lb.        Sack                          4 gp           5 lb.
Clothes, costume                 5 sp    12 lb.       Scale, merchant’s             5 sp        1/2 lb.
Clothes, fine                   5 gp      3 lb.       Sealing wax                                  3 lb.
Clothes, traveler’s            15 gp      4 lb.       Shovel                        1 gp
Component pouch                 2 gp      6 lb.       Signal whistle                1 gp           5 lb.
Crowbar                        25 gp      4 lb.       Signet ring                 10 gp              —
Druidicfocus                    2 gp      2 lb.       Soap                          1 cp             —
   Sprig o f mistletoe                    5 lb.       Spellbook                                      —
   Totem                        1 gp                  Spikes, iron (10)             5 gp
   Wooden staff                 1 gp             —    Spyglass                      5 sp          3 lb.
   Yew wand                     5 gp                  Tent, two-person              2 gp          5 lb.
Fishing tackle                 10 gp             —    Tinderbox                     5 cp          1 lb.
Flask or tankard                                      Torch                         5 gp         2 0 lb.
Grappling hook                  1 gp      4 lb.       Vial                          2 cp          1 lb.
Hammer                          2 cp      1 lb.       Waterskin                   50 gp           1 lb.
Hammer, sledge                  2 gp      4 lb.       Whetstone
Healer’s kit                    1 gp      1 lb.                                     1 gp             —
                                2 gp      4 lb.                               1,000 gp     5 lb. (full)
                                5 gp      3 lb.
                                        10 lb.                                      2 gp          1 lb.
                                          3 lb.                                     5 sp
                                                                                    1 cp
                                                                                    1 gp
                                                                                    2 sp
                                                                                    1 cp
the alchem ist's fire as an im provised weapon. On a             Druidic Focus. A druidic focu s m ight be a sprig o f
hit, the target takes 1d4 fire dam age at the start o f        m istletoe or holly, a w and or scepter m ade o f yew or
each o f its turns. A creature can end this dam age by         another special w ood, a staff drawn w hole out o f a living
using its action to m ake a DC 10 Dexterity check to           tree, or a totem object incorporating feathers, fur, bones,
extinguish the flames.                                         and teeth from sacred animals. A druid can use such an
                                                               object as a spellcasting focus, as described in chapter 10.
  Antitoxin. A creature that drinks this vial o f liquid
gains advantage on saving throws against poison for 1            Fishing Tackle. T his kit includes a w o o d e n rod, silken
hour. It con fers no benefit to undead or constructs.          line, cork w ood bobbers, steel hooks, lead sinkers, velvet
                                                               lures, and narrow netting.
  Arcane Focus. A n arcane focu s is a sp ecia l item—
an orb, a crystal, a rod, a specially constructed staff,         Healer’s Kit. T h is kit is a leather pou ch containing
a wand-like length o f w ood, or som e similar item—           bandages, salves, and splints. The kit has ten uses. As
designed to channel the pow er o f arcane spells. A            an action, you can expend one use o f the kit to stabilize
sorcerer, w arlock, or w izard can use such an item as a       a creature that h as 0 hit points, w ithout n eedin g to m ake
sp ellcastin g focus, as d escrib ed in chapter 10.            a W isdom (M edicine) check.
  Ball Bearings. A s an action, you can spill th ese tiny        Holy Symbol. A holy sym bol is a representation o f
m etal balls from their p ou ch to cover a level area 10       a god or pantheon. It m ight b e an am ulet depicting a
feet square. A creature moving across the covered area         sym b ol representing a deity, the sa m e sym bol carefully
must su cceed on a D C 10 Dexterity saving throw or fall       engraved or inlaid as an em blem on a shield, or a tiny
prone. A creature m ovin g through the area at h alf sp eed    box holding a fragment o f a sacred relic. Appendix B
d oesn ’t n eed to m ake the saving throw.                     lists the sym bols com m only associated with many gods
                                                               in the multiverse. A cleric or paladin can use a holy
  Block and Tackle. A set o f pulleys with a cable             sym bol as a spellcasting focus, as described in chapter
threaded through them and a hook to attach to objects, a       10. To u se the sym bol in this way, the caster m ust hold it
block and tackle allow s you to hoist up to four tim es the    in hand, w ear it visibly, or bea r it on a shield.
w eight you can n orm ally lift.
                                                                 Holy Water. A s an action, you can splash the contents
  Book. A b o o k might contain poetry, historical             of this flask onto a creature within 5 feet of you or throw
accounts, inform ation pertaining to a particular field        it up to 20 feet, shattering it on im pact. In either case,
of lore, diagram s and notes on gnom ish contraptions,         m ake a ranged attack against a target creature, treating
or just about anything else that can be represented            the holy water as an im provised w eapon. If the target is
using text or pictures. A b ook o f spells is a spellbook      a fiend or undead, it takes 2d6 radiant dam age.
(described later in this section).
                                                                 Eq u i p m e n t Pa c k s
  Caltrops. A s an action, you can spread a single bag
o f caltrops to cover a 5-foot-square area. Any creature         The starting equipment you get from your class includes a
that enters the area must su cceed on a D C 15 Dexterity         collection of useful adventuring gear, put together in a pack.
saving throw or stop moving and take 1 piercing                 The contents o f these packs are listed here. If you are buying
dam age. Until the creature regains at least 1 hit point,        your starting equipment, you can purchase a pack for the
its w alking sp eed is reduced by 10 feet. A creature            price shown, which might be cheaper than buying the items
m ovin g through the area at h alf sp eed d oesn ’t n eed to     individually.
make the saving throw.
                                                                   Burglar’s Pack (16 gp). Includes a backpack, a bag of 1,000
  Candle. F or 1 hour, a candle sh eds bright light in a         ball bearings, 10 feet o f string, a bell, 5 candles, a crowbar, a
5-foot radius and dim light for an additional 5 feet.            hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days
                                                                 rations, a tinderbox, and a waterskin. The pack also has 50
  Case, Crossbow Bolt. Th is w o o d e n ca se can hold up       feet o f hempen rope strapped to the side o f it.
to twenty crossbow bolts.
                                                                   Diplomat's Pack (39 gp). Includes a chest, 2 cases for maps
  Case, Map or Scroll. Th is cylindrical leather ca se can       and scrolls, a set of fine clothes, a bottle o f ink, an ink pen,
hold up to ten rolled-up sheets o f paper or five rolled-up      a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume,
sheets of parchment.                                             sealing wax, and soap.
  Chain. A chain has 10 hit points. It can be burst with a         Dungeoneer’s Pack (12 gp). Includes a backpack, a crowbar,
successful DC 20 Strength check.                                 a hammer, 10 pitons, 10 torches, a tinderbox, 10 days
                                                                 o f rations, and a waterskin. The pack also has 50 feet of
  Climber’s Kit. A clim b er’s kit includes sp ecia l pitons,    hempen rope strapped to the side o f it.
boot tips, gloves, and a harness. You can use the
clim b er’s kit as an action to an chor yourself; w hen you        Entertainer’s Pack (40 gp). Includes a backpack, a bedroll,
do, you can’t fall m ore than 25 feet from the point w here      2 costumes, 5 candles, 5 days o f rations, a waterskin, and a
you anchored yourself, and you can't clim b m ore than 25        disguise kit.
feet away from that point without undoing the anchor.
                                                                   Explorer’s Pack (10 gp). Includes a backpack, a bedroll,
  Component Pouch. A com p on ent pouch is a small,              a mess kit, a tinderbox, 10 torches, 10 days of rations, and
watertight leather belt pouch that has com partm ents            a waterskin. The pack also has 50 feet o f hempen rope
to hold all the material com ponents and other special           strapped to the side of it.
items you need to cast your spells, except for those
com ponents that have a specific cost (as indicated in a           Priest’s Pack (19 gp). Includes a backpack, a blanket, 10
spell's description).                                            candles, a tinderbox, an alms box, 2 blocks of incense, a
                                                                 censer, vestments, 2 days of rations, and a waterskin.
  Crowbar. Using a crow bar grants advantage
to Strength ch ecks w here the crow ba r’s leverage                Scholar’s Pack (40 gp). Includes a backpack, a book o f lore,
can be applied.                                                  a bottle o f ink, an ink pen, 10 sheets o f parchment, a little
                                                                 bag of sand, and a small knife.
A cleric or paladin may create holy water by                        Magnifying Glass. T his lens allow s a closer look at
perform ing a special ritual. The ritual takes 1 hour               sm all objects. It is also useful as a substitute for flint
to perform , uses 25 gp w orth of pow dered silver, and             and steel when starting fires. Lighting a fire with a
requires the caster to expend a 1st-level spell slot.               m agnifying glass requires light as bright as sunlight to
                                                                    focus, tinder to ignite, and about 5 minutes for the fire
   Hunting Trap. W h en you use your action to set it,              to ignite. A m agnifying glass grants advantage on any
this trap form s a saw -toothed steel ring that snaps shut          ability ch eck m ade to appraise or in spect an item that is
w hen a creature steps on a pressure plate in the center.           small or highly detailed.
The trap is affixed by a heavy chain to an im m obile
object, such as a tree or a spike driven into the ground.             Manacles. T h ese m etal restraints can bind a Sm all
A creature that steps on the plate must su cceed on a DC            or M edium creature. Escaping the m anacles requires
13 D exterity saving th row o r take 1d4 piercin g dam age          a successful DC 20 Dexterity check. Breaking them
and stop moving. Thereafter, until the creature breaks              requires a successful DC 20 Strength check. Each
free o f the trap, its m ovem ent is limited by the length          set o f m anacles c o m e s with on e key. W ithout the key,
o f the chain (typically 3 feet long). A creature can use           a creature proficient with thieves’ tools can pick the
its action to m ake a D C 13 Strength check, freeing                m anacles’ lock with a su ccessfu l D C 15 Dexterity
itself or another creature w ithin its reach on a su ccess.         check. M an acles have 15 hit points.
Each failed check deals 1 piercing damage to the
trapped creature.                                                     Mess Kit. This tin b ox contains a cup and sim ple
                                                                    cutlery. The box clam ps together, and one side can
  Lamp. A lam p casts bright light in a 15-foot radius              be used as a cooking pan and the other as a plate or
and dim light for an additional 30 feet. O nce lit, it burns        shallow bowl.
for 6 h ours on a flask (1 pint) o f oil.
                                                                       Oil. Oil usually c om es in a clay flask that holds 1
  Lantern, Bullseye. A bullseye lantern casts bright                pint. A s an action, you can splash the oil in this flask
light in a 60-foot cone and dim light for an additional 60          onto a creature w ithin 5 feet o f you or th row it up to
feet. O nce lit, it burns for 6 hours on a flask (1 pint) o f oil.  20 feet, shattering it on im pact. M ake a ranged attack
                                                                    against a target creature or object, treating the oil as
  Lantern, Hooded. A h ood ed lantern casts bright light            an im provised w eapon . On a hit, the target is covered
in a 30-foot radius and dim light for an additional 30              in oil. If the target takes any fire dam age before the oil
feet. O nce lit, it burns for 6 hours on a flask (1 pint) o f       dries (after 1 minute), the target takes an additional 5
oil. A s an action, you can low er the hood, reducing the           fire dam age from the burning oil. You can also pour a
light to dim light in a 5-foot radius.                              flask of oil on the ground to cover a 5-foot-square area,
                                                                    provided that the su rface is level. If lit, the oil burns for
  Lock. A key is provided w ith the lock. W ithout the              2 rounds and deals 5 fire dam age to any creature that
key, a creature proficient w ith thieves’ tools can pick            enters the area or en ds its turn in the area. A creature
this lock with a su ccessfu l D C 15 Dexterity check.               can take this dam age only on ce per turn.
Your DM may decide that better locks are available
for higher prices.
Poison, Basic. You can use the p oison in this vial           Spyglass. O bjects view ed through a spyglass are
to coat one slashing or piercing w eapon or up to three       magnified to tw ice their size.
pieces o f ammunition. Applying the poison takes
an action. A creature hit by the poisoned w eapon or             Tent. A sim ple and portable canvas shelter, a
am m unition m ust m ake a D C 10 Constitution saving         tent sleeps two.
th row o r take 1d4 p oison dam age. O n ce applied, the
poison retains potency for 1 minute before drying.               Tinderbox. This sm all container holds flint, fire steel,
                                                              and tinder (usually dry cloth soaked in light oil) used to
  Potion o fHealing. A character w h o drinks the m agical    kindle a fire. U sing it to light a torch —or anything else
red fluid in this vial regains 2d4 + 2 hit points. D rinking  with abundant, exposed fuel—takes an action. Lighting
or administering a potion takes an action.                    any other fire takes 1 minute.
  Pouch. A cloth or leather pou ch can hold up to 20             Torch. A torch burns for 1 hour, providing bright light
sling bullets or 50 blowgun needles, am ong other             in a 20-foot radius and dim light for an additional 20
things. A com partm entalized pouch for holding spell         feet. If you m ake a m elee attack with a burning torch
com ponents is called a com ponent pouch (described           and hit, it deals 1 fire dam age.
earlier in this section).
                                                              C o n t a in e r C a p a c it y
  Quiver. A quiver can hold up to 20 arrows.
  Ram, Portable. You can use a portable ram to break          Container         Capacity
dow n doors. W hen doing so, you gain a +4 bonus on the       Backpack*         1 cubic foot/30 pounds of gear
Strength check. One other character can help you use          Barrel            40 gallons liquid, 4 cubic feet solid
the ram, giving you advantage on this check.                  Basket            2 cubic feet/40 pounds of gear
  Rations. R ations consist o f dry fo o d s suitable         Bottle            11/2 pints liquid
for extended travel, including jerky, dried fruit,            Bucket            3 gallons liquid, 1/2 cubic foot solid
hardtack, and nuts.                                           Chest             12 cubic feet/300 pounds o f gear
  Rope. R op e, w hether m ade o f hem p or silk, has 2 hit   Flask or tankard  1 pint liquid
points and can be burst w ith a D C 17 Strength check.        Jug or pitcher    1 gallon liquid
  Scale, Merchant’s. A scale includes a sm all balance,       Pot, iron         1 gallon liquid
pans, and a suitable assortm ent of weights up to 2           Pouch             1/5 cubic foot/6 pounds of gear
pou nds. W ith it, you can m easu re the exact w eigh t of    Sack              1 cubic foot/30 pounds of gear
sm all objects, such as raw precious metals or trade          Vial              4 ounces liquid
goods, to help determine their worth.                         Waterskin         4 pints liquid
  Spellbook. E ssential for w izards, a sp ellb ook is
a leather-bound tome with 100 blank vellum pages              * You can also strap items, such as a bedroll or a coil of rope,
suitable for recording spells.                                to the outside o f a backpack.
T ools                                                                 Artisan’s Tools. T h ese sp ecia l tools include the items
                                                                    needed to pursue a craft or trade. The table show s
A tool helps you to do som ething you couldn't otherwise            exam ples of the m ost com m on types o f tools, each
do, such as craft or repair an item, forge a docum ent, or          providing items related to a single craft. Proficiency
pick a lock. Your race, class, background, or feats give            w ith a set o f artisan’s tools lets you add your proficiency
you proficiency with certain tools. Proficiency with a tool         bonus to any ability checks you make using the tools
allow s you to add your proficiency bonus to any ability            in your craft. Each type of artisan’s tools requires a
check you m ake using that tool. Tool use is not tied to            separate proficiency.
a single ability, sin ce proficiency w ith a tool represents
broader know ledge o f its use. For example, the DM                    Disguise Kit. T h is pou ch o f cosm etics, hair dye, and
might ask you to m ake a Dexterity check to carve a fine            sm all props lets you create disguises that change your
detail w ith your w o o d ca rv e r ’s tools, or a Strength ch eck  physical appearance. P roficiency with this kit lets you
to make som ething out of particularly hard w ood.                  add your proficiency bonus to any ability checks you
                                                                    make to create a visual disguise.
To o l s
                                                                       Forgery Kit. T h is sm all b o x contain s a variety o f
 Item                         Cost         Weight                   papers and parchm ents, pens and inks, seals and
Artisan’s tools                                                     sealing wax, gold and silver leaf, and other supplies
                            50 gp              8 lb.                necessary to create convincing forgeries of physical
   Alchemist’s supplies     20 gp              9 lb.                docum ents. Proficiency with this kit lets you add your
    Brewer’s supplies       10 gp              5 lb.                proficiency bonus to any ability checks you make to
   Calligrapher's supplies                     6 lb.                create a physical forgery of a document.
   Carpenter’s tools          8 gp             6 lb.
   Cartographer’s tools     15 g p             5 lb.                   Gaming Set. T his item e n com p a sses a w ide range
   Cobbler’s tools                            8 lb.                 of game pieces, including dice and decks of cards (for
   Cook’s utensils            5 gp             5 lb.                gam es such as Three-Dragon Ante). A few com m on
   Glassblower’s tools        1 gp             2 lb.                exam ples appear on the Tools table, but other kinds of
   Jeweler’s tools          30 gp              5 lb.                gaming sets exist. If you are proficient with a gaming
    Leatherworker’s tools   25 gp             8 lb.                 set, you can add your proficiency bonus to ability checks
    Mason’s tools             5 gp             5 lb.                you make to play a gam e with that set. Each type o f
   Painter’s supplies       10 gp             3 lb.                 gaming set requires a separate proficiency.
   Potter’s tools           10 gp             8 lb.
   Smith’s tools            10 gp            10 lb.                    Herbalism Kit. T h is kit contains a variety o f
   Tinker’s tools           20 gp             5 lb.                 instruments such as clippers, m ortar and pestle, and
   Weaver’s tools           50 gp             5 lb.                 pouches and vials used by herbalists to create rem edies
   Woodcarver's tools         1 gp            3 lb.                 and potions. P roficien cy w ith this kit lets you add your
Disguise kit                  1 gp            5 lb.                 proficiency bonus to any ability checks you m ake to
Forgery kit                 25 gp                                   identify or apply herbs. Also, proficiency with this kit is
Gaming set                  15 gp                     —             required to create antitoxin and potions o f healing.
   Dice set
   Dragonchess set            1 sp          1/2 lb.                   Musical Instrument. Several o f the m ost com m on
   Playing card set           1 gp               —                  types o f m usical instruments are shown on the table as
   Three-Dragon Ante set      5 sp               —                  examples. If you have proficiency with a given musical
Herbalism kit                 1 gp                                  instrument, you can add your proficiency bonus to
Musical instrument            5 gp            3 lb.                 any ability checks you m ake to play m usic with the
   Bagpipes                                                         instrument. A bard can use a m usical instrument as a
   Drum                     30 gp             6 lb.                 spellcasting focus, as described in chapter 10. Each type
   Dulcimer                                   3 lb.                 of m usical instrument requires a separate proficiency.
   Flute                     6 gp            10 lb.
   Lute                     25 gp             1 lb.                   Navigator’s Tools. Th is set o f instrum ents is u sed
   Lyre                                       2 lb.                 for navigation at sea. P roficien cy w ith navigator's tools
   Horn                      2 gp             2 lb.                 lets you chart a ship's course and follow navigation
   Pan flute                35 gp             2 lb.                 charts. In addition, these tools allow you to add your
   Shawm                    30 gp             2 lb.                 proficiency bonus to any ability check you m ake to avoid
   Viol                                       1 lb.                 getting lost at sea.
Navigator’s tools            3 gp             1 lb.
Poisoner’s kit              12 gp             2 lb.                   Poisoner’s Kit. A p o iso n e r’s kit includes the vials,
Thieves’ tools               2 gp             2 lb.                 chem icals, and other equipm ent necessary for the
Vehicles (land or water)    30 gp             1 lb.                 creation o f poisons. P roficiency with this kit lets you add
                            25 gp                                   your proficiency bonus to any ability checks you m ake to
                            50 gp                 *                 craft or use poisons.
                            25 gp
                                                                       Thieves’ Tools. T h is set o f tools includes a sm all file,
                                  *                                 a set of lock picks, a small m irror m ounted on a metal
                                                                    handle, a set of narrow-bladed scissors, and a pair of
                                                                    pliers. Proficiency with these tools lets you add your
                                                                    proficiency bonus to any ability checks you make to
                                                                    disarm traps or open locks.
* See the “ Mounts and Vehicles” section.
M o u n ts a n d V ehicles
A good mount can help you move m ore quickly through
the w ilderness, but its prim ary p u rp ose is to carry the
gear that w ould otherw ise slow you down. The Mounts
and Other A n im als table sh ow s each anim al’s sp eed and
base carrying capacity.
   An animal pulling a carriage, cart, chariot, sled,
or w agon ca n m ove w eight up to five tim es its base
carrying capacity, including the weight of the vehicle.
If multiple anim als pull the sam e vehicle, they can add
their carrying capacity together.
   M ounts other than th ose listed here are available in
the worlds of D&D, but they are rare and not normally
available for purchase. T h ese include flying mounts
(pegasi, griffons, hippogriffs, and similar animals) and
even aquatic mounts (giant sea horses, for example).
Acquiring such a mount often m eans securing an egg
and raising the creature yourself, making a bargain with
a pow erfu l entity, or negotiating w ith the m ount itself.
  Barding. Barding is arm or design ed to protect an
an im al’s head, neck, chest, and body. Any type o f
arm or show n on the A rm or table in this chapter can
be purchased as barding. The cost is four times the
equivalent arm or m ade for hum anoids, and it w eigh s
twice as much.
   Saddles. A m ilitary saddle braces the rider, helping
you k eep your seat on an active m ount in battle. It
gives you advantage on any check you make to remain
mounted. An exotic saddle is required for riding any
aquatic or flying mount.
   Vehicle Proficiency. If you have proficiency with a
certain kind o f vehicle (land or water), you can add your
proficiency bonus to any check you m ake to control that
kind o f vehicle in difficult circum stances.
  R ow ed V essels. K eelboats and row boats are used on
lakes and rivers. If going downstream , add the speed of
the current (typically 3 m iles per hour) to the speed of
the vehicle. T h ese vehicles ca n ’t be row ed against any          Trade G o o d s
significant current, but they can be pulled upstream
by draft animals on the shores. A rowboat w eighs 100                   Cost   Goods
pou nds, in ca se adventurers carry it over land.                              1 lb. of wheat
                                                                         1 cp  1 lb. o f flour or one chicken
M o u n t s a n d O t h e r A n im a l s                                2 cp   1 lb. of salt
                                                                         5 cp  1 lb. of iron or 1 sq. yd. o f canvas
Item                   Cost         Speed                Carrying        1 sp  1 lb. of copper or 1 sq. yd. o f cotton cloth
Camel                 50 gp          50 ft.              Capacity        5 sp  1 lb. of ginger or one goat
Donkey or mule                       40 ft.                                    1 lb. of cinnamon or pepper, or one sheep
Elephant               8 gp          40 ft.                480 lb.      1 gp   1 lb. o f cloves or one pig
Horse, draft        200 gp           40 ft.                420 lb.      2 gp   1 lb. o f silver or 1 sq. yd. of linen
Horse, riding                        60 ft.              1,320 lb.      3 gp   1 sq. yd. of silk or one cow
Mastiff               50 gp          40 ft.                540 lb.      5 gp   1 lb. o f saffron or one ox
Pony                                 40 ft.                480 lb.     10 gp   1 lb. of gold
Warhorse              75 gp          60 ft.                 195 lb.    15 gp   1 lb. of platinum
                      25 gp                                225 lb.    50 gp
                      30 gp                                540 lb.   500 gp
                    400 gp
Ta c k , H a r n e s s , a n d D r a w n V e h ic l e s
Item                                   Cost              Weight      Expenses
Barding                                   x4                   x2
Bit and bridle                                                       W hen not descending into the depths o f the earth,
Carriage                               2 gp                  1 lb.   exploring ruins for lost treasures, or waging w ar against
Cart                                100 gp               600 lb.     the encroaching darkness, adventurers face m ore
Chariot                                                  200 lb.     mundane realities. Even in a fantastical world, people
Feed (per day)                        15 gp              100 lb.     require basic necessities such as shelter, sustenance,
Saddle                              250 gp                           and clothing. These things cost money, although som e
                                                           10 lb.    lifestyles cost m ore than others.
   Exotic                              5 cp
   Military                                                40 lb.    L ife style E xpenses
   Pack                              60 gp                 30 lb.
   Riding                            20 gp                 15 lb.    Lifestyle expenses provide you with a sim ple way to
Saddlebags                                                 25 lb.    accou n t for the cost o f living in a fantasy w orld. T h ey
Sled                                   5 gp                          cover your accom m od a tion s, fo o d and drink, and all
Stabling (per day)                   10 gp                  8 lb.    your other necessities. Furthermore, expenses cover the
Wagon                                  4 gp              300 lb.     cost of maintaining your equipment so you can be ready
                                     20 gp                           when adventure next calls.
                                                               —
                                       5 sp              400 lb.        At the start of each w eek or month (your choice),
                                     35 gp                           ch oose a lifestyle from the E xpenses table and pay the
                                                                     price to sustain that lifestyle. The prices listed are per
W a t e r b o r n e V e h ic l e s          Cost            Speed    day, so if you w ish to calculate the cost o f your chosen
                                    30,000 gp              4 mph     lifestyle over a thirty-day period, multiply the listed price
 Item                                                       1 mph    by 30. Your lifestyle might change from one period to
 Galley                              3,000 gp               3 mph    the next, based on the funds you have at your disposal,
 Keelboat                           10,000 gp            11/2 mph    or you might maintain the sam e lifestyle throughout
 Longship                                                   2 mph    your character’s career.
 Rowboat                                  50 gp          21/2 mph
 Sailing ship                       10,000 gp                           Your lifestyle choice can have consequences.
 Warship                            25,000 gp                        M aintaining a wealthy lifestyle might help you make
                                                                     contacts with the rich and powerful, though you run the
T rade G oods                                                        risk o f attracting thieves. Likewise, living frugally might
                                                                     help you avoid crim inals, but you are unlikely to make
M ost w ealth is not in coin s. It is m easu red in livestock,       powerful connections.
grain, land, rights to collect taxes, or rights to resources
(such as a mine or a forest).                                        Lif e st y l e Ex p e n s e s           Price/Day
                                                                                                                       —-
   Guilds, nobles, and royalty regulate trade. Chartered              Lifestyle
com panies are granted rights to conduct trade along                  Wretched                                       1 sp
certain routes, to send merchant ships to various ports,              Squalid
or to buy or sell specific goods. Guilds set prices for               Poor                                          2 sp
the goods or services that they control, and determine                Modest                                        1 gp
w ho may or may not offer those goods and services.                   Comfortable                                   2 gp
Merchants com m only exchange trade goods without                    Wealthy                                        4 gp
using currency. The Trade G ood s table show s the value             Aristocratic                   10 gp minimum
of com m only exchanged goods.
W retched. You live in inhum ane conditions. W ith          C om fortable. C h oosing a com fortable lifestyle
no place to call home, you shelter wherever you can,         m eans that you can afford nicer clothing and can easily
sn eak ing into barns, huddling in old crates, and relying   maintain your equipment. You live in a sm all cottage
on the good graces of people better off than you. A          in a m iddle-class n eigh borh ood or in a private room
wretched lifestyle presents abundant dangers. Violence,      at a fine inn. You associate with m erchants, skilled
disease, and hunger follow you wherever you go. Other        tradespeople, and military officers.
wretched people covet your armor, weapons, and
adventuring gear, which represent a fortune by their            Wealthy. C h oosin g a w ealthy lifestyle m eans living a
standards. You are beneath the notice of m ost people.       life o f luxury, though you might not have achieved the
                                                             social status associated with the old money of nobility
   Squalid. You live in a leaky stable, a m ud-floored hut   or royalty. You live a lifestyle com parable to that o f a
just outside town, or a vermin-infested boarding house       highly successful merchant, a favored servant o f the
in the w orst part o f town. You have shelter from the       royalty, or the ow ner of a few sm all businesses. You
elements, but you live in a desperate and often violent      have respectable lodgin gs, usually a sp aciou s h om e in
environment, in places rife with disease, hunger, and        a g o o d part o f tow n or a com fortab le suite at a fine inn.
misfortune. You are beneath the notice of m ost people,      You likely have a sm all staff o f servants.
and you have few legal protection s. M ost p eop le at
this lifestyle level have suffered som e terrible setback.     A ristocratic. You live a life o f plenty and com fort. You
They might be disturbed, marked as exiles, or suffer         m ove in circles populated by the m ost pow erful people
from disease.                                                in the community. You have excellent lodgings, perhaps
                                                             a tow nhouse in the nicest part o f town or room s in the
   Poor. A poor lifestyle m eans going without the           finest inn. You dine at the best restaurants, retain the
com forts available in a stable community. Sim ple food      m ost skilled and fashionable tailor, and have servants
and lodgings, threadbare clothing, and unpredictable         attending to your every need. You receive invitations
conditions result in a sufficient, though probably           to the social gatherings o f the rich and powerful, and
unpleasant, experience. Your accom m odations might          spend evenings in the com pany o f politicians, guild
be a room in a flophouse or in the com m on room above       leaders, high priests, and nobility. You must also
a tavern. You benefit from som e legal protections,          contend with the highest levels of deceit and treachery.
but you still have to contend with violence, crime,          The wealthier you are, the greater the chance you will
and disease. P eop le at this lifestyle level tend to be     be drawn into political intrigue as a pawn or participant.
unskilled laborers, costerm ongers, peddlers, thieves,
m ercenaries, and other disreputable types.                  Fo o d , D r in k , a n d L od ging
   M odest. A m odest lifestyle keeps you out of the slum s  The Food, Drink, and Lodging table gives prices for
and ensures that you can maintain your equipment.            individual fo o d item s and a single night’s lodging. T h ese
You live in an older part o f town, renting a room in a      prices are included in your total lifestyle expenses.
boarding house, inn, or temple. You don't go hungry or
thirsty, and your living conditions are clean, if simple.    Fo o d , D r i n k , a n d Lo d g i n g   Cost
Ordinary people living m odest lifestyles include soldiers
with families, laborers, students, priests, hedge w izards,   Item                                     2 sp
and the like.                                                 Ale                                      4 cp
                                                                                                      10 gp
                                                                 Gallon                                2 cp
                                                                 Mug                                   1 sp
                                                              Banquet (per person)
                                                              Bread, loaf                              7 cp
                                                              Cheese, hunk                             1 sp
                                                              Inn stay (per day)                       5 sp
                                                                 Squalid                               8 sp
                                                                 Poor                                  2 gp
                                                                 Modest                                4 gp
                                                                 Comfortable
                                                                 Wealthy                               3 cp
                                                                 Aristocratic                          6 cp
                                                              Meals (per day)                          3 sp
                                                                 Squalid                               5 sp
                                                                 Poor                                  8 sp
                                                                 Modest                                2 gp
                                                                 Comfortable                           3 sp
                                                                 Wealthy
                                                                 Aristocratic                          2 sp
                                                              Meat, chunk                             10 gp
                                                              Wine
                                                                 Common (pitcher)
                                                                 Fine (bottle)
S elf-Su f f ic ien cy
The expenses and lifestyles described in this chapter assume
that you are spending your time between adventures in town,
availing yourself o f whatever services you can afford— paying
for food and shelter, paying townspeople to sharpen your
sword and repair your armor, and so on. Some characters,
though, might prefer to spend their time away from
civilization, sustaining themselves in the wild by hunting,
foraging, and repairing their own gear.
   Maintaining this kind o f lifestyle doesn’t require you to
spend any coin, but it is time-consuming. If you spend
your time between adventures practicing a profession, as
described in chapter 8, you can eke out the equivalent o f a
poor lifestyle. Proficiency in the Survival skill lets you live at
the equivalent o f a comfortable lifestyle.
S e r v ic e s                                                         Skilled hirelings include anyone hired to perform a
                                                                    service that involves a proficiency (including w eapon,
Adventurers can pay nonplayer characters to assist them             tool, or skill): a mercenary, artisan, scribe, and so on.
or act on their behalf in a variety o f circum stances. M ost       The pay show n is a minimum; som e expert hirelings
such hirelings have fairly ordinary skills, w hile others           require m ore pay. Untrained hirelings are hired for
are m asters o f a craft or art, and a few are experts with         menial work that requires no particular skill and can
specialized adventuring skills.                                     include laborers, porters, maids, and similar workers.
   S om e of the most basic types of hirelings appear on            Sp e l l c a st in g Services
the Services table. Other com m on hirelings include
any o f the w ide variety o f people w ho inhabit a typical         P eople w h o are able to cast spells don’t fall into the
tow n or city, w hen the adventurers pay them to                    category o f ordinary hirelings. It m ight be p ossib le to
perform a specific task. For example, a wizard might                find som eone w illing to cast a spell in exchange for coin
pay a carpenter to construct an elaborate chest (and                or favors, but it is rarely easy and no established pay
its m iniature replica) for u se in the Leomund’s secret            rates exist. A s a rule, the higher the level o f the desired
chest spell. A fighter m ight com m ission a blacksm ith to         spell, the h arder it is to find som eon e w h o can cast it
forge a special sword. A bard might pay a tailor to make            and the m ore it costs.
exquisite cloth in g for an u p com in g p erform a n ce in
front of the duke.                                                     Hiring som eone to cast a relatively com m on spell
                                                                    o f 1st or 2nd level, such as cure wounds or identify, is
   Other hirelings provide m ore expert or dangerous                easy enough in a city or town, and might cost 10 to 50
services. M ercenary soldiers paid to help the                      gold pieces (plus the cost o f any expensive material
adventurers take on a hobgoblin army are hirelings, as              com ponents). Finding som eon e able and w illing to
are sages hired to research ancient or esoteric lore. If a          cast a higher-level spell might involve traveling to a
high-level adventurer establishes a stronghold o f som e            large city, perhaps one w ith a university or prom inent
kind, he or she might hire a w hole staff of servants and           temple. O nce found, the spellcaster might ask for a
agents to run the place, from a castellan or steward                service instead o f payment—the kind o f service that
to menial laborers to keep the stables clean. These                 only adventurers can provide, such as retrieving a rare
hirelings often enjoy a long-term contract that includes            item from a dangerous locale or traversing a monster-
a place to live within the stronghold as part o f the               infested w ilderness to deliver som ething important to
offered compensation.                                               a distant settlement.
S e r v ic e s      Pay                                             T rinkets
 Service            3 cp per mile                                   W hen you make your character, you can roll once on
 Coach cab          1 cp                                            the Trinkets table to gain a trinket, a simple item lightly
                                                                    touched by mystery. The DM might also use this table.
    Between towns   2 gp per day                                    It can help stock a room in a du ngeon or fill a creatu re’s
    Within a city   2 sp per day                                    pockets.
 Hireling           2 cp per mile
    Skilled         1 cp
    Untrained       1 sp per mile
 Messenger
 Road or gate toll
 Ship’s passage
Tr in k e t s                                                   d 100  Trinket
                                                                  27   A shard o f obsidian that always feels warm to the
 d100 Trinket                                                          touch
   01 A mummified goblin hand                                     28   A dragon's bony talon hanging from a plain leather
   02 A piece o f crystal that faintly glows in the moonlight          necklace
   03 A gold coin minted in an unknown land                       29   A pair o f old socks
   04 A diary written in a language you don’t know                30   A blank book whose pages refuse to hold ink, chalk,
   05 A brass ring that never tarnishes                                graphite, or any other substance or marking
   06 An old chess piece made from glass                          31   A silver badge in the shape o f a five-pointed star
   07 A pair of knucklebone dice, each with a skull symbol        32   A knife that belonged to a relative
            on the side that would normally show six pips         33   A glass vial filled with nail clippings
   08 A small idol depicting a nightmarish creature that          34   A rectangular metal device with two tiny metal cups
            gives you unsettling dreams when you sleep near it         on one end that throws sparks when wet
   09 A rope necklace from which dangles four mummified           35   A white, sequined glove sized for a human
            elf fingers                                           36   A vest with one hundred tiny pockets
   10 The deed for a parcel o f land in a realm unknown           37   A small, weightless stone block
           to you                                                 38   A tiny sketch portrait of a goblin
   11 A 1-ounce block made from an unknown material               39   An empty glass vial that smells o f perfume when
   12 A small cloth doll skewered with needles                         opened
   13 A tooth from an unknown beast                              40    A gemstone that looks like a lump o f coal when
   14 An enormous scale, perhaps from a dragon                         examined by anyone but you
   15 A bright green feather                                      41   A scrap of cloth from an old banner
   16 An old divination card bearing your likeness               42    A rank insignia from a lost legionnaire
   17 A glass orb filled with moving smoke                       43    A tiny silver bell without a clapper
   18 A 1-pound egg with a bright red shell                      44    A mechanical canary inside a gnomish lamp
   19 A pipe that blows bubbles                                  45    A tiny chest carved to look like it has numerous feet
   20 A glass jar containing a weird bit o f flesh floating in         on the bottom
            pickling fluid                                       46    A dead sprite inside a clear glass bottle
   21 A tiny gnome-crafted music box that plays a song           47    A metal can that has no opening but sounds as if it
           you dimly remember from your childhood                      is filled with liquid, sand, spiders, or broken glass
   22 A small wooden statuette o f a smug halfling               48    (your choice)
   23 A brass orb etched with strange runes                            A glass orb filled with water, in which swims a
   24 A multicolored stone disk                                  49    clockwork goldfish
   25 A tiny silver icon of a raven                               50   A silver spoon with an M engraved on the handle
   26 A bag containing forty-seven humanoid teeth, one                 A whistle made from gold-colored wood
           of which is rotten