or spell. This spell d oesn ’t protect the w arded creature
from area effects, such as the explosion o f a fireball.
   If the warded creature makes an attack or casts a spell
that affects an enemy creature, this spell ends.
Scorch in g R ay
2nd-level evocation
Casting Time: 1 action
Range: 120 feet
Com ponents: V, S
Duration: Instantaneous
You create three rays o f fire and hurl them at targets
w ithin range. You can hurl them at on e target or several.
   M ake a ranged spell attack for each ray. On a hit, the
target takes 2d6 fire damage.
  A t H igher L evels. W h en you cast this spell using a
spell slot o f 3rd level or higher, you create one additional
ray for each slot level above 2nd.
Sc r y in g
5th-level divination
Casting Time: 10 minutes
Range: Self
Components: V, S, M (a focu s w orth at least 1,000 gp,
   such as a crystal ball, a silver mirror, or a font filled
   with holy water)
Duration: Concentration, up to 10 minutes
You can see and hear a particular creature you choose
that is on the sam e plane o f existence as you. The target
must make a W isdom saving throw, which is modified
by how well you know the target and the sort of physical
con n ection you have to it. If a target k n ow s you're
castin g this spell, it can fail the saving th row voluntarily
if it w ants to be observed.
Knowledge                                          Save Modifier
Secondhand (you have heard of the target)                  +5
Firsthand (you have met the target)                       +0
Familiar (you know the target well)                        -5
Connection                                         Save Modifier
Likeness or picture                                        -2
Possession or garment                                     -4
Body part, lock of hair, bit of nail, or the like         -10
    On a successful save, the target isn’t affected, and you
ca n ’t use this spell against it again for 24 hours.
   On a failed save, the spell creates an invisible sensor
within 10 feet of the target. You can see and hear through
the sensor as if you w ere there. The sensor m oves with
the target, rem ainin g w ithin 10 feet o f it for the duration.
A creature that can see invisible objects sees the sensor
as a lu m in ou s orb about the size o f your fist.
   Instead of targeting a creature, you can choose a
location you have seen before as the target o f this spell.
W h en you do, the sen sor appears at that location and
d o e s n ’t m ove.
Se a r in g Sm ite                                              som eone w ho reaches out to touch you w ould bump into
1st-level evocation                                             you w hile it w as seem in gly still in midair.
Casting Time: 1 bonus action                                       A creature can use its action to inspect a target and
Range: Self                                                     make an Intelligence (Investigation) check against your
Components: V                                                   spell save DC. If it su cceed s, it b e c o m e s aw are that the
Duration: Concentration, up to 1 minute                         target is disguised.
T h e next tim e you hit a creature with a m elee w eapon       Se n d in g
attack during the spell’s duration, your w eapon flares         3rd-level evocation
with white-hot intensity, and the attack deals an extra
1d6 fire dam age to the target and causes the target to         Casting Time: 1 action
ignite in flam es. At the start o f each o f its turns until    Range: Unlimited
the spell ends, the target must make a Constitution             Components: V, S, M (a short p iece o f fine co p p e r w ire)
saving throw. On a failed save, it takes 1d6 fire dam age.      Duration: 1 round
On a successful save, the spell ends. If the target or a
creature w ithin 5 feet o f it u ses an action to put out the   You send a short m essage o f twenty-five w ords or
flames, or if som e other effect douses the flam es (such       less to a creature with which you are familiar. The
as the target being subm erged in water), the spell ends.       creature hears the m essa ge in its m ind, recog n izes
                                                                you as the sen der if it k n ow s you, and can an sw er in a
  A t H igher L evels. W h en you cast this spell using a       like manner immediately. The spell enables creatures
spell slot o f 2nd level or higher, the initial extra dam age   with Intelligence s c o r e s o f at least 1 to understand the
dealt by the attack increases by 1d6 for each slot              meaning of your message.
level above 1st.
                                                                   You can send the m essage across any distance and
See In v is ib il it y                                          even to other planes o f existence, but if the target is on a
2nd-level divination                                            different plane than you, there is a 5 percent chance that
                                                                the m essa ge d oesn ’t arrive.
Casting Time: 1 action
Range: Self                                                     Se q u este r
Components: V, S, M (a pinch o f talc and a sm all              7th-level transmutation
   sprinkling o f pow dered silver)                             Casting Time: 1 action
Duration: 1 hour                                                Range: Touch
                                                                Components: V, S, M (a p ow der co m p o s e d o f diam ond,
For the duration, you see invisible creatures and objects
as if they w ere visible, and you can see into the Ethereal        em erald, ruby, and sapphire dust w orth at least 5 ,0 0 0
Plane. Ethereal creatures and objects appear ghostly               gp, which the spell consum es)
and translucent.                                                Duration: Until dispelled
Se e m in g                                                     By means of this spell, a willing creature or an object
5th-level illusion                                              can be hidden away, safe from detection for the
                                                                duration. W hen you cast the spell and touch the target,
Casting Time: 1 action                                          it b e c o m e s invisible and can ’t be targeted by divination
Range: 30 feet                                                  spells or perceived through scrying sensors created by
Components: V, S                                                divination spells.
Duration: 8 hours
                                                                   If the target is a creature, it falls into a state o f
This spell allow s you to change the appearance o f any         su sp ended anim ation. Tim e ce a se s to flow for it, and it
num ber o f creatures that you can see within range. You        d oesn ’t grow older.
give each target you ch oose a new, illusory appearance.
An unwilling target can make a Charisma saving throw,              You can set a condition for the spell to end early.
and if it su cceed s, it is unaffected by this spell.           T h e condition can b e anything you ch o o s e , but it
                                                                must occu r or be visible within 1 mile o f the target.
   The spell disguises physical appearance as well as           Exam ples include “after 1,000 years” or “w hen the
clothing, armor, w eapons, and equipment. You can make          tarrasque awakens.” This spell also ends if the target
each creature seem 1 foot shorter or taller and appear          takes any damage.
thin, fat, or in betw een . You ca n ’t change a target’s body
type, so you must ch oose a form that has the sam e             Sh apech an g e
basic arrangement o f limbs. Otherwise, the extent of           9th-level transmutation
the illusion is up to you. The spell lasts for the duration,
u n less you u se your action to d ism iss it sooner.           Casting Time: 1 action
                                                                Range: Self
   The changes w rought by this spell fail to hold up to        Components: V, S, M (a ja de circlet w orth at least 1,500
physical inspection. For example, if you use this spell
to add a hat to a creatu re’s outfit, objects pass through         gp, which you must place on your head before you
the hat, and anyone w h o tou ches it w ou ld feel nothing         cast the spell)
or w ou ld feel the creatu re’s head and hair. If you use       Duration: Concentration, up to 1 hour
this spell to appear thinner than you are, the hand of
                                                                You assum e the form o f a different creature for the
                                                                duration. The new form can be o f any creature with
                                                                a challenge rating equal to your level or lower. The
creature can’t be a construct or an undead, and you               Sh ie l d
m ust have seen the sort o f creature at least on ce. You         1st-level abjuration
transform into an average exam ple o f that creature, one
w ithout any cla ss levels or the S p ellcastin g trait.          Casting Time: 1 reaction, which you take w hen you are
                                                                     hit by an attack or targeted by the magic m issile spell
   Your gam e statistics are replaced by the statistics
of the chosen creature, though you retain your                    Range: Self
alignment and Intelligence, W isdom , and Charisma                Components: V, S
scores. You also retain all o f your skill and saving             Duration: 1 round
th row proficiencies, in addition to gaining th ose o f the
creature. If the creature has the sam e proficiency as you        An invisible barrier of m agical force appears and
and the bonus listed in its statistics is higher than yours,      protects you. Until the start o f your next turn, you have a
u se the creatu re’s bon u s in place o f yours. You ca n ’t use  +5 bonus to AC, including against the triggering attack,
any legendary actions or lair actions o f the new form.           and you take no dam age from magic missile.
   You assu m e the hit poin ts and Hit D ice o f the new         S h i e l d o f Fa i t h
form. When you revert to your normal form, you                    1st-level abjuration
return to the num ber o f hit points you had b efore you
transformed. If you revert as a result o f dropping to            Casting Time: 1 bonus action
0 hit points, any excess dam age carries over to your             Range: 60 feet
norm al form. A s long as the excess dam age d oesn ’t            Components: V, S, M (a sm all parchm ent with a bit o f
reduce your n orm al form to 0 hit points, you aren’t
knocked unconscious.                                                 holy text w ritten on it)
                                                                  Duration: Concentration, up to 10 minutes
   You retain the benefit o f any features from your class,
race, or other source and can use them, provided that             A shim m ering field appears and surrounds a creature
your new form is physically capable o f doing so. You             o f your ch oice within range, granting it a +2 bon u s to AC
can’t use any special sen ses you have (for example,              for the duration.
darkvision) unless your new form also has that sense.
You can only speak if the creature can normally speak.            Sh il l e l a g h
                                                                  Transmutation cantrip
   W hen you transform, you choose whether your
equipm ent falls to the ground, m erges into the new              Casting Time: 1 bonus action
form , or is w orn by it. W orn equipm ent fu nction s as         Range: Touch
norm al. The D M determ ines w hether it is practical for         Components: V, S, M (m istletoe, a sh a m rock leaf, and a
the new form to w ear a piece of equipment, based on
the creatu re’s shape and size. Your equipm ent d oesn ’t            club or quarterstaff)
change shape or size to match the new form, and any               Duration: 1 minute
equipm ent that the new form can’t w ear must either fall
to the ground or m erge into your new form. Equipment             The w o o d of a club or quarterstaff you are holding is
that m erges has no effect in that state.                         im bued with nature’s pow er. For the duration, you can
                                                                  use your spellcasting ability instead o f Strength for
   D uring this sp ell’s duration, you can u se your action to    the attack and damage rolls of melee attacks using
assum e a different form follow ing the sam e restrictions        that w eapon , and the w eapon 's dam age die b e co m e s
and rules for the original form, with one exception: if           a d8. T h e w eap on also b e c o m e s m agical, if it isn’t
your n ew form has m ore hit points than your current             already. T h e spell ends if you cast it again or if you let go
one, your hit points rem ain at their current value.              of the weapon.
Sh a t t e r                                                      Sh o c k in g G rasp
2nd-level evocation                                               Evocation cantrip
Casting Time: 1 action                                            Casting Time: 1 action
Range: 60 feet                                                    Range: Touch
Components: V, S, M (a chip o f m ica)                            Components: V, S
Duration: Instantaneous                                           Duration: Instantaneous
A sudden loud ringing noise, painfully intense, erupts            Lightning springs from your hand to deliver a shock to
from a point of your choice within range. Each creature           a creature you try to touch. Make a melee spell attack
in a 10-foot-radius sphere centered on that point must            against the target. You have advantage on the attack roll
make a Constitution saving throw. A creature takes                if the target is w earin g arm or m ade o f metal. On a hit,
3d8 thunder dam age on a failed save, or half as much             the target takes 1d8 lightning dam age, and it ca n ’t take
damage on a successful one. A creature made of                    reaction s until the start o f its next turn.
inorganic material such as stone, crystal, or metal has
disadvantage on this saving throw.                                   The spell’s dam age in creases by 1d8 w hen you reach
                                                                  5th level (2d8), 11th level (3d8), and 17th level (4d8).
   A nonm agical object that isn’t being w orn or carried
also takes the dam age if it’s in the spell's area.               Sil e n c e
                                                                  2nd-level illusion (ritual)
  A t H igher L evels. W hen you cast this spell using a
spell slot of 3rd level or higher, the dam age increases by       Casting Time: 1 action
1d8 for each slot level above 2nd.                                Range: 120 feet
                                                                  Components: V, S
                                                                  Duration: Concentration, up to 10 minutes
For the duration, no sound can be created within or                 If the sim u lacru m is dam aged, you can repair it in an
pass through a 20-foot-radius sphere centered on a              alchem ical laboratory, using rare herbs and minerals
point you ch oose within range. Any creature or object          w orth 100 gp per hit point it regains. T h e sim ulacrum
entirely inside the sphere is im m une to thunder damage,       lasts until it d rops to 0 hit points, at w h ich point it
and creatures are deafened w hile entirely inside it.           reverts to sn ow and melts instantly.
Casting a spell that includes a verbal com ponent is
im possible there.                                                 If you cast this spell again, any currently
                                                                active duplicates you created with this spell are
Sile n t Im age                                                 instantly destroyed.
1st-level illusion
                                                                Sleep
Casting Time: 1 action                                          1st-level enchantment
Range: 60 feet
Components: V, S, M (a bit o f fleece)                          Casting Time: 1 action
Duration: Concentration, up to 10 m inutes                      Range: 90 feet
                                                                Components: V, S, M (a pinch o f fine sand, ro se petals,
You create the im age o f an object, a creature, or som e
other visible phenom enon that is no larger than a 15-foot         or a cricket)
cube. The im age appears at a spot w ithin range and            Duration: 1 minute
lasts for the duration. The im age is purely visual; it isn't
accom panied by sound, smell, or other sensory effects.         This spell sends creatures into a m agical slumber.
                                                                Roll 5d8; the total is h ow m any hit points o f creatures
   You can use your action to cause the im age to m ove to      this spell can affect. Creatures within 20 feet of
any spot within range. As the im age changes location,          a point you c h o o s e w ithin range are affected in
you can alter its appearan ce s o that its m ovem ents          a scen din g order o f their current hit points (ignoring
appear natural for the image. For example, if you create        unconscious creatures).
an im age o f a creature and m ove it, you can alter the
im age so that it appears to be w alking.                          Starting with the creature that has the low est current
                                                                hit points, each creature affected by this spell falls
   P hysical interaction with the im age reveals it to be an    u nconscious until the spell ends, the sleeper takes
illusion, b eca u se things can pass through it. A creature     damage, or som eone uses an action to shake or slap the
that uses its action to exam ine the im age can determine       sleeper awake. Subtract each creatu re’s hit points from
that it is an illusion w ith a su ccessfu l Intelligence        the total before m oving on to the creature with the next
(Investigation) check against your spell save DC. If a          low est hit points. A creatu re’s hit points must b e equal
creature discern s the illusion for w hat it is, the creature   to or less than the rem aining total for that creature
can see through the image.                                      to be affected.
Sim u l a c r u m                                                  Undead and creatures immune to being charm ed
7th-level illusion                                              aren’t affected by this spell.
Casting Time: 12 hours                                            A t H igher L evels. W h en you cast this spell using a
Range: Touch                                                    spell slot o f 2nd level or higher, roll an additional 2d8 for
Components: V, S, M (sn ow or ice in quantities                 each slot level above 1st.
   sufficient to m ade a life-size copy of the duplicated       Sl e e t St o r m
   creature; som e hair, fingernail clippings, or other         3rd-level conjuration
   p iece o f that creatu re’s b od y p laced inside the sn ow
   or ice; and pow dered ruby w orth 1,500 gp, sprinkled        Casting Time: 1 action
   over the duplicate and consum ed by the spell)               Range: 150 feet
Duration: Until dispelled                                       Components: V, S, M (a pinch o f dust and a few
You shape an illusory duplicate of one beast or                    drops o f water)
hum anoid that is within range for the entire casting           Duration: Concentration, up to 1 minute
time of the spell. The duplicate is a creature, partially
real and form ed from ice or snow, and it can take              Until the spell ends, freezing rain and sleet fall in a
actions and otherwise be affected as a normal creature.         20-foot-tall cylinder with a 40-foot radius centered on
It appears to b e the sam e as the original, but it has half    a point you ch oose within range. The area is heavily
the creatu re’s hit point m axim u m and is form ed without     obscured, and exposed flam es in the area are doused.
any equipment. Otherwise, the illusion uses all the
statistics o f the creature it duplicates.                         The ground in the area is covered with slick ice,
                                                                m aking it difficult terrain. W h en a creature enters the
   The simulacrum is friendly to you and creatures you          sp ell’s area for the first tim e on a turn or starts its turn
designate. It obeys your sp oken com m a n d s, m oving         there, it m ust m ake a D exterity saving throw. On a failed
and acting in accordance with your w ishes and acting           save, it falls prone.
on your turn in com bat. The sim ulacrum lacks the
ability to learn or b e c o m e m ore pow erful, s o it never      If a creature is concentratin g in the sp ell’s area, the
in creases its level or other abilities, nor can it regain      creature must make a successful Constitution saving
expended spell slots.                                           throw against your spell save DC or lose concentration.
Slow                                                              mouth and can’t be undead. The spell fails if the corpse
3rd-level transmutation                                           w as the target o f this spell w ithin the last 10 days.
Casting Time: 1 action                                               Until the spell ends, you can ask the c orp se up to five
Range: 120 feet                                                   questions. The co rp s e k n ow s only what it kn ew in life,
Components: V, S, M (a drop o f m olasses)                        including the languages it knew. A n sw ers are usually
Duration: Concentration, up to 1 minute                           brief, cryptic, or repetitive, and the corpse is under no
                                                                  com pulsion to offer a truthful answer if you are hostile
You alter time around up to six creatures o f your                to it or it recog n izes you as an enemy. This spell d oesn ’t
choice in a 40-foot cube within range. Each target must           return the creature’s sou l to its body, only its anim ating
succeed on a W isdom saving throw or be affected by               spirit. Thus, the corpse can’t learn new information,
this spell for the duration.                                      d oesn ’t com prehen d anything that has h appened since it
                                                                  died, and can’t speculate about future events.
   A n affected target’s sp eed is halved, it takes a - 2
penalty to AC and D exterity saving throw s, and it ca n ’t       Sp e a k w it h P l a n t s
use reactions. On its turn, it can u se either an action or       3rd-level transmutation
a bon u s action, not both. R eg ardless o f the creatu re’s
abilities or m agic items, it can ’t m ake m ore than one         Casting Time: 1 action
m elee or ranged attack during its turn.                          Range: S elf (30-foot radius)
                                                                  Components: V, S
   If the creature attempts to cast a spell with a casting        Duration: 10 minutes
tim e o f 1 action, roll a d20. On an 11 or higher, the spell
d oesn ’t take effect until the creatu re’s next turn, and the    You imbue plants within 30 feet o f you with limited
creature must use its action on that turn to com plete the        sentience and animation, giving them the ability
spell. If it ca n ’t, the spell is w asted.                       to com m unicate with you and follow your simple
                                                                  com m a n d s. You can question plants about events in the
   A creature affected by this spell m akes another               sp ell’s area w ithin the past day, gaining inform ation
W isd om saving throw at the end o f its turn. On a               about creatures that have passed, weather, and other
su ccessfu l save, the effect ends for it.                        circumstances.
Spare th e D y in g                                                  You can also turn difficult terrain caused by plant
Necrom ancy cantrip                                               growth (such as thickets and undergrowth) into ordinary
                                                                  terrain that lasts for the duration. Or you can turn
Casting Time: 1 action                                            ordinary terrain w here plants are present into difficult
Range: Touch                                                      terrain that lasts for the duration, causing vines and
Components: V, S                                                  branches to hinder pursuers, for example.
Duration: Instantaneous
                                                                     Plants might be able to perform other tasks on your
Y ou touch a living creature that has 0 hit points. The           behalf, at the D M ’s discretion. The spell d oesn ’t enable
creature becom es stable. This spell has no effect on             plants to uproot themselves and m ove about, but they
undead or constructs.                                             can freely move branches, tendrils, and stalks.
Sp e a k w it h A n im a l s                                         If a plant creature is in the area, you can com m unicate
1st-level divination (ritual)                                     with it as if you shared a co m m o n language, but you
                                                                  gain no m agical ability to influence it.
Casting Time: 1 action
Range: Self                                                         T h is spell can cau se the plants created by the entangle
Components: V, S                                                  spell to release a restrained creature.
Duration: 10 minutes
                                                                  Spid e r C l im b
You gain the ability to com prehend and verbally                  2nd-level transmutation
com m unicate with beasts for the duration. The
knowledge and awareness of many beasts is limited                 Casting Time: 1 action
by their intelligence, but at m inim um , beasts can              Range: Touch
give you inform ation about nearby locations and                  Components: V, S, M (a drop o f bitum en and a spider)
monsters, including whatever they can perceive or have            Duration: Concentration, up to 1 hour
p erceived w ithin the past day. You might be able to
persu ade a beast to perform a sm all favor for you, at the       Until the spell ends, one w illing creature you touch
D M ’s discretion.                                                gains the ability to m ove up, dow n, and across vertical
                                                                  surfaces and upside dow n along ceilings, while leaving
Speak w it h D ead                                                its hands free. The target also gains a clim bing speed
3rd-level necromancy                                              equal to its w alking speed.
Casting Time: 1 action                                            Spik e G r o w th
Range: 10 feet                                                    2nd-level transmutation
Components: V, S, M (burning incense)
Duration: 10 minutes                                              Casting Time: 1 action
                                                                  Range: 150 feet
You grant the sem blance o f life and intelligence to a           Components: V, S, M (seven sharp thorns or seven
c orp se o f your ch oice w ithin range, allow ing it to answ er
the questions you pose. The corpse must still have a                 small twigs, each sharpened to a point)
                                                                  Duration: Concentration, up to 10 minutes
The ground in a 20-foot radius centered on a point            St a g g e r in g Sm it e
within range twists and sprouts hard spikes and thorns.       4th-level evocation
The area b ecom es difficult terrain for the duration.
W h en a creature m oves into or w ithin the area, it takes   Casting Time: 1 bonus action
2d4 piercing dam age for every 5 feet it travels.             Range: Self
                                                              Components: V
   The transform ation o f the ground is cam ouflaged to      Duration: Concentration, up to 1 minute
look natural. Any creature that ca n ’t see the area at the
time the spell is cast must make a W isdom (Perception)       The next tim e you hit a creature with a m elee w eapon
check against your spell save DC to recognize the             attack during this sp ell’s duration, your w eap on pierces
terrain as hazardou s before entering it.                     both body and mind, and the attack deals an extra
                                                              4d6 psychic damage to the target. The target must
Sp ir it G u a r d ia n s                                     m ake a W isd om saving throw. On a failed save, it has
3rd-level conjuration                                         disadvantage on attack rolls and ability checks, and
                                                              can't take reactions, until the end o f its next turn.
Casting Time: 1 action
Range: S elf (15-foot radius)                                 St in k in g C l o u d
Components: V, S, M (a holy sym bol)                          3rd-level conjuration
Duration: Concentration, up to 10 minutes
                                                              Casting Time: 1 action
You call forth spirits to protect you. They flit around you   Range: 90 feet
to a distance of 15 feet for the duration. If you are good    Components: V, S, M (a rotten egg or several skunk
or neutral, their spectral form appears angelic or fey
(your choice). If you are evil, they appear fiendish.            cabbage leaves)
                                                              Duration: Concentration, up to 1 minute
   W hen you cast this spell, you can designate any
n um ber o f creatures you can see to be unaffected by it.    You create a 20-foot-radius sphere of yellow, nauseating
A n affected creatu re’s sp eed is halved in the area, and    gas centered on a point within range. The cloud spreads
w hen the creature enters the area for the first time on      around corn ers, and its area is heavily obscu red . The
a turn or starts its turn there, it m ust m ake a W isdom     cloud lingers in the air for the duration.
saving throw. On a failed save, the creature takes 3d8
radiant damage (if you are good or neutral) or 3d8               Each creature that is com pletely w ithin the cloud at
necrotic dam age (if you are evil). On a successful save,     the start o f its turn m ust m ake a Constitution saving
the creature takes half as much damage.                       throw against poison. On a failed save, the creature
                                                              spends its action that turn retching and reeling.
  A t H igher L evels. W h en you cast this spell using a     Creatures that don’t need to breathe or are im m une to
spell slot o f 4th level or higher, the dam age increases by  poison automatically su cceed on this saving throw.
1d8 for each slot level above 3rd.
                                                                 A m oderate w ind (at least 10 m iles per hour) d isperses
Sp ir it u a l W e a po n                                     the cloud after 4 rounds. A stron g w ind (at least 20
2nd-level evocation                                           m iles per hour) disp erses it after 1 round.
Casting Time: 1 bonus action                                  Sto n e Sh ape
Range: 60 feet                                                4th-level transmutation
Components: V, S
Duration: 1 minute                                            Casting Time: 1 action
                                                              Range: Touch
You create a floating, spectral w eapon within range that     Components: V, S, M (soft clay, w hich m ust be w orked
lasts for the duration or until you cast this spell again.
W hen you cast the spell, you can make a m elee spell            into roughly the desired shape o f the stone object)
attack against a creature within 5 feet of the weapon. On     Duration: Instantaneous
a hit, the target takes force dam age equal to 1d8 + your
spellcasting ability modifier.                                You touch a stone object of Medium size or smaller or
                                                              a section o f stone no m ore than 5 feet in any dim ension
   As a bonus action on your turn, you can move the           and form it into any shape that suits your p u rpose. So,
w eapon up to 20 feet and repeat the attack against a         for example, you could shape a large rock into a weapon,
creature w ithin 5 feet o f it.                               idol, or coffer, or m ake a sm all passage through a wall,
                                                              as long as the wall is less than 5 feet thick. You could
   The weapon can take whatever form you choose.              also shape a stone door or its fram e to seal the door
Clerics of deities w ho are associated with a particular      shut. The object you create can have up to tw o hinges
w eapon (as St. Cuthbert is know n for his m ace              and a latch, but finer m echanical detail isn’t possible.
and Thor for his hamm er) m ake this spell’s effect
resem ble that w eapon.                                       St o n e sk in
                                                              4th-level abjuration
  A t H igher Levels. W h en you cast this spell using a
spell slot o f 3rd level or higher, the dam age increases by  Casting Time: 1 action
1d8 for every tw o slot levels above the 2nd.                 Range: Touch
                                                              Components: V, S, M (diam ond dust w orth 100 gp,
                                                                 which the spell consum es)
                                                              Duration: Concentration, up to 1 hour
This spell turns the flesh of a willing creature you touch     The target must make a W isdom saving throw. On a
as hard as stone. Until the spell ends, the target has      failed save, it pu rsues the co u rse o f action you d escribed
resistance to nonm agical bludgeoning, piercing, and        to the best o f its ability. T h e su ggested cou rse o f action
slashing damage.                                            can continue for the entire duration. If the suggested
                                                            activity can be com pleted in a shorter time, the spell
St o r m o f V e n g e a n c e                              ends w hen the subject finishes w hat it w as asked to do.
9th-level conjuration
                                                               You can also specify conditions that will trigger a
Casting Time: 1 action                                      special activity during the duration. For example, you
Range: Sight                                                might suggest that a knight give her w arhorse to the
Components: V, S                                            first beggar she m eets. If the condition isn’t met before
Duration: Concentration, up to 1 minute                     the spell expires, the activity isn’t perform ed.
A churning storm cloud forms, centered on a point you          If you or any o f your com panions dam age the target,
can see and spreading to a radius o f 360 feet. Lightning   the spell ends.
flashes in the area, thunder boom s, and strong w inds
roar. Each creature under the cloud (no m ore than 5,000    Su n be a m
feet beneath the cloud) w hen it appears must m ake a       6th-level evocation
Constitution saving throw. On a failed save, a creature
takes 2d6 thunder damage and becom es deafened              Casting Time: 1 action
for 5 minutes.                                              Range: S elf (60-foot line)
                                                            Components: V, S, M (a m agnifying glass)
   Each round you maintain concentration on this spell,     Duration: Concentration, up to 1 minute
the storm produces additional effects on your turn.
                                                            A beam o f brilliant light flashes out from your hand
   Round 2. A cidic rain falls from the cloud.              in a 5-foot-wide, 60-foot-lon g line. E ach creature in
Each creature and object under the cloud takes              the line must make a Constitution saving throw. On a
1d6 acid damage.                                            failed save, a creature takes 6d8 radiant damage and
                                                            is blinded until your next turn. On a successful save,
  Round 3. You call six bolts o f lightning from the        it takes h alf as m uch dam age and isn’t blinded by this
cloud to strike six creatures or objects of your choice     spell. Undead and oozes have disadvantage on this
beneath the cloud. A given creature or object can’t be      saving throw.
struck by m ore than one bolt. A struck creature must
make a Dexterity saving throw. The creature takes              You can create a new line of radiance as your action
10d6 lightning dam age on a failed save, or half as much    on any turn until the spell ends.
damage on a successful one.
                                                               F or the duration, a m ote o f brilliant radiance sh in es in
   Round 4. H ailstones rain dow n from the                 your hand. It sheds bright light in a 30 -foot radius and
cloud. Each creature under the cloud takes 2d6              dim light for an additional 30 feet. This light is sunlight.
bludgeoning damage.
                                                            Su n b u r s t
  Round 5-1 0. Gusts and freezing rain assail the           8th-level evocation
area under the cloud. The area b ecom es difficult
terrain and is heavily obscured. Each creature there        Casting Time: 1 action
takes 1d6 cold dam age. R an ged w eap on attacks in        Range: 150 feet
the area are im possible. The w ind and rain count as       Components: V, S, M (fire and a p iece o f sunstone)
a severe distraction for the purposes o f maintaining       Duration: Instantaneous
concentration on spells. Finally, gusts of strong wind
(ranging from 20 to 50 miles per hour) automatically        Brilliant sunlight flashes in a 60-foot radius centered
disperse fog, mists, and sim ilar phenom ena in the area,   on a point you c h o o s e w ithin range. E ach creature in
whether mundane or magical.                                 that light must m ake a Constitution saving throw. On a
                                                            failed save, a creature takes 12d6 radiant damage and is
Su g g e s t io n                                           blinded for 1 minute. On a su ccessfu l save, it takes h alf
2nd-level enchantment                                       as much dam age and isn’t blinded by this spell. Undead
                                                            and oozes have disadvantage on this saving throw.
Casting Time: 1 action
Range: 30 feet                                                 A creature blinded by this spell m akes another
Components: V, M (a sn ake’s tongue and either a bit o f    C onstitution saving th row at the end o f each o f its turns.
                                                            On a su ccessfu l save, it is no longer blinded.
   honeycom b or a drop o f sweet oil)
Duration: Concentration, up to 8 hours                         This spell dispels any darkn ess in its area that w as
                                                            created by a spell.
You suggest a course o f activity (limited to a sentence
or two) and magically influence a creature you can          Sw if t Q u iv e r
see within range that can hear and understand you.          5th-level transmutation
Creatures that can’t be charm ed are im m une to this
effect. The suggestion must be w orded in such a manner     Casting Time: 1 bonus action
as to make the course of action sound reasonable.           Range: Touch
A sking the creature to stab itself, throw itself onto      Components: V, S, M (a quiver contain in g at least one
a spear, im molate itself, or do som e other obviously
harmful act ends the spell.                                    piece of ammunition)
                                                            Duration: Concentration, up to 1 minute
You transm ute your quiver so it p rod u ces an en dless          it is incapable o f m eaningful com m u n ica tion and has
supply of nonm agical ammunition, which seem s to leap            disadvantage on attack rolls and ability checks.
into your hand w hen you reach for it.
                                                                     Fear. Each target must make a W isdom saving throw
    On each o f your turns until the spell ends, you can use      and becom es frightened for 1 minute on a failed save.
a bonus action to m ake tw o attacks with a w eapon that          W h ile frightened, the target d rops w hatever it is holding
uses am m unition from the quiver. Each time you make             and must m ove at least 30 feet away from the glyph on
such a ranged attack, your quiver m agically replaces             each of its turns, if able.
the piece o f ammunition you used with a similar piece
of nonm agical ammunition. Any pieces of ammunition                  H opelessness. Each target must make a Charisma
created by this spell disintegrate when the spell ends. If        saving throw. On a failed save, the target is
the quiver leaves your possession, the spell ends.                overwhelm ed with despair for 1 minute. During this
                                                                  time, it c a n ’t attack o r target any creature w ith harm ful
Sy m b o l                                                        abilities, spells, or other m agical effects.
7th-level abjuration
                                                                     Insanity. Each target must m ake an Intelligence saving
Casting Time: 1 minute                                            throw. On a failed save, the target is driven insane for
Range: Touch                                                       1 minute. An insane creature can’t take actions, can't
Components: V, S, M (mercury, ph osph orus, and                   understand what other creatures say, can’t read, and
                                                                  speaks only in gibberish. The DM controls its movement,
   p ow d ered diam on d and opal with a total value o f at       which is erratic.
   least 1,000 gp, which the spell consum es)
Duration: Until dispelled or triggered                               Pain. Each target m ust m ake a Constitution saving
                                                                  throw and becom es incapacitated with excruciating pain
W hen you cast this spell, you inscribe a harmful glyph           for 1 minute on a failed save.
either on a surface (such as a section o f floor, a wall, or
a table) or within an object that can be closed to conceal           Sleep. Each target must m ake a W isdom saving throw
the glyph (such as a book, a scroll, or a treasure chest).        and falls unconscious for 10 minutes on a failed save. A
If you choose a surface, the glyph can cover an area of           creature aw akens if it takes dam age or if som eon e u ses
the surface no larger than 10 feet in diameter. If you            an action to shake or slap it awake.
c h o o s e an object, that object must rem ain in its place; if
the object is m oved m ore than 10 feet from w here you              Stunning. Each target must m ake a W isd om saving
cast this spell, the glyph is broken, and the spell ends          throw and becom es stunned for 1 minute on a failed save.
without being triggered.
                                                                  T a s h a ’s H id e o u s L a u g h t e r
   The glyph is nearly invisible, requiring an Intelligence       1st-level enchantment
(Investigation) check against your spell save
D C to find it.                                                   Casting Time: 1 action
                                                                  Range: 30 feet
   You decide what triggers the glyph when you cast the           Components: V, S, M (tiny tarts and a feather that is
spell. For glyphs inscribed on a surface, the m ost typical
triggers include touching or stepping on the glyph,                  w aved in the air)
rem oving another object coverin g it, approach in g w ithin      Duration: Concentration, up to 1 minute
a certain distance o f it, or m anipulating the object
that holds it. For glyphs in scribed w ithin an object,           A creature o f your ch oice that you can see within range
the most com m on triggers are opening the object,                perceives everything as hilariously funny and falls
approaching w ithin a certain distance o f it, or seein g or      into fits o f laughter if this spell affects it. The target
reading the glyph.                                                must succeed on a W isdom saving throw or fall prone,
                                                                  becom ing incapacitated and unable to stand up for the
   You can further refine the trigger so the spell is             duration. A creature with an Intelligence score o f 4 or
activated only under certain circum stances or according          less isn’t affected.
to a creatu re’s physical characteristics (such as height
or weight), or physical kind (for example, the ward could            At the end o f each o f its turns, and each tim e it takes
be set to affect hags or shapechangers). You can also             damage, the target can make another W isdom saving
sp ecify creatures that don’t trigger the glyph, such as          throw. The target has advantage on the saving throw if
those w ho say a certain password.                                it’s triggered by dam age. On a su ccess, the spell ends.
   W hen you inscribe the glyph, ch oose one o f the              T e l e k in e sis
options b elow for its effect. O nce triggered, the glyph         5th-level transmutation
glows, filling a 60-foot-radius sphere with dim light
for 10 minutes, after w hich time the spell ends. Each            Casting Time: 1 action
creature in the sphere w hen the glyph activates is               Range: 60 feet
targeted by its effect, as is a creature that enters the          Components: V, S
sphere for the first time on a turn or ends its turn there.       Duration: Concentration, up to 10 minutes
  Death. Each target must m ake a Constitution saving             You gain the ability to move or manipulate creatures
throw, taking 10d 10 n ecrotic dam age on a failed save, or       or objects by thought. W hen you cast the spell, and as
half as much damage on a successful save.                         your action each round for the duration, you can exert
                                                                  your will on one creature or object that you can see
  D iscord. Each target must make a Constitution saving           within range, causing the appropriate effect below. You
throw. On a failed save, a target bickers and argues              can affect the sam e target round after round, or choose
with other creatures for 1 minute. During this time,              a n ew one at any time. If you sw itch targets, the prior
                                                                  target is no longer affected by the spell.
Creature. You can try to m ove a Huge or sm aller           you. Your familiarity with the destination determ ines
creature. Make an ability check with your spellcasting         whether you arrive there successfully. The DM rolls
ability contested by the creature’s Strength check. If         d 100 and consults the table.
you win the contest, you m ove the creature up to 30 feet
in any direction, including upward but not beyon d the         Familiarity    Mishap          Similar       Off         On
range o f this spell. Until the end o f your next turn, the                                    Area       Target      Target
creature is restrained in your telekinetic grip. A creature    Permanent circle —               —      —             01-100
lifted upward is su sp ended in mid-air.                                                               —             01-100
                                                               Associated object —         —              14-24      25-100
   On subsequent rounds, you can use your action to                                           06-13       44-53      54-100
attempt to maintain your telekinetic grip on the creature      Very familiar        01-05     34-43       54-73      74-100
by repeating the contest.                                                                     44-53       54-73      74-100
                                                               Seen casually        01-33     44-53    —          —
   O bject. You can try to m ove an object that w eigh s                                     51-100
up to 1,000 pounds. If the object isn’t being w orn or         Viewed once          01-43
carried, you autom atically m ove it up to 30 feet in any
direction, but not beyond the range o f this spell.            Description          01-43
   If the object is w orn or carried by a creature, you must   False destination 01-50
m ake an ability check with your spellcasting ability
contested by that creatu re’s Strength check. If you              Familiarity. “P erm anent circle” m eans a perm anent
succeed, you pull the object away from that creature and       teleportation circle w hose sigil sequence you know.
can m ove it up to 30 feet in any direction but not beyond     “A ssociated o b ject” m eans that you p o s s e s s an object
the range o f this spell.                                      taken from the desired destination within the last six
                                                               months, such as a b o o k from a w izard’s library, bed
   You can exert fine control on objects with your             linen from a royal suite, or a chunk o f marble from a
telekinetic grip, such as manipulating a sim ple tool,         lich’s secret tom b.
opening a door or a container, stowing or retrieving
an item from an open container, or pouring the                    “Very familiar” is a place you have been very often, a
contents from a vial.                                          place you have carefully studied, or a place you can see
                                                               when you cast the spell. “Seen casually” is som eplace
T elepath y                                                    you have seen m ore than once but with w hich you aren’t
8 th-level evocation                                           very familiar. “Viewed on ce” is a place you have seen
                                                               once, possibly using magic. “D escription” is a place
Casting Time: 1 action                                         w hose location and appearance you know through
Range: Unlimited                                               som eon e else’s description, perhaps from a map.
Components: V, S , M (a pair o f linked silver rings)
Duration: 24 hours                                                “False destination” is a place that d oesn ’t exist.
                                                               Perhaps you tried to scry an en em y’s sanctu m but
You create a telepathic link between yourself and              instead view ed an illusion, or you are attempting to
a willing creature with which you are familiar. The            teleport to a fam iliar location that no longer exists.
creature can be anywhere on the sam e plane of
existence as you. The spell ends if you or the target are         On Target. You and your group (or the target object)
no longer on the sam e plane.                                  appear w here you want to.
   Until the spell ends, you and the target can                   O ff Target. You and your group (or the target object)
instantaneously share words, im ages, sounds, and              appear a random distance away from the destination
other sensory m essages with one another through the           in a random direction. D istan ce off target is 1d10 x
link, and the target r e co g n iz e s you as the creature it  1d10 percent of the distance that w as to be traveled.
is com m unicating with. The spell enables a creature          For example, if you tried to travel 120 miles, landed off
with an Intelligence sc o r e o f at least 1 to understand     target, and rolled a 5 and 3 on the two d 10s, then you
the m eaning o f your w ords and take in the sco p e o f any   w ould be off target by 15 percent, or 18 m iles. The DM
sen sory m essa ges you sen d to it.                           determ ines the direction off target randomly by rolling a
                                                               d8 and designating 1 as north, 2 as northeast, 3 as east,
T eleport                                                      and so on around the points of the com pass. If you were
7th-level conjuration                                          teleporting to a coastal city and w ound up 18 m iles out
                                                               at sea, you cou ld be in trouble.
Casting Time: 1 action
Range: 10 feet                                                    Sim ilar A rea. You and your group (or the target
Components: V                                                  object) w ind up in a different area that’s visually or
Duration: Instantaneous                                        thematically similar to the target area. If you are
                                                               heading for your hom e laboratory, for example, you
This spell instantly transports you and up to eight            might w ind up in another w iza rd ’s laboratory or in
w illing creatures o f your choice that you can see within     an alchem ical supply shop that has many o f the sam e
range, or a single object that you can see within range,       tools and implements as your laboratory. Generally,
to a destination you select. If you target an object, it       you appear in the closest sim ilar place, but since the
must be able to fit entirely inside a 10-foot cube, and it     spell has no range limit, you could conceivably w ind up
can’t be held or carried by an unwilling creature.             anywhere on the plane.
   The destination you ch oose must be known to you,             M ishap. The sp ell’s unpredictable m agic results in a
and it must be on the sam e plane o f existence as             difficult journey. Each teleporting creature (or the target
                                                               object) takes 3d10 force damage, and the DM rerolls on
the table to see w here you w ind up (multiple m ishaps            T haum aturgy
can occur, dealing dam age each time).                             Transmutation cantrip
T e l e p o r t a t io n C ir cle                                  Casting Time: 1 action
5th-level conjuration                                              Range: 30 feet
                                                                   Components: V
Casting Time: 1 minute                                             Duration: Up to 1 minute
Range: 10 feet
Components: V, M (rare chalks and inks in fused with               You manifest a minor wonder, a sign of supernatural
                                                                   power, within range. You create one of the following
   precious gem s with 50 gp, which the spell consum es)           magical effects within range:
Duration: 1 round
                                                                   • Your voice boom s up to three tim es as loud as norm al
A s you cast the spell, you draw a 10-foot-diameter                   for 1 minute.
circle on the ground inscribed with sigils that link
your location to a permanent teleportation circle of               • You cause flames to flicker, brighten, dim, or change
your choice w hose sigil sequence you know and that is                color for 1 minute.
on the sam e plane o f existence as you. A shim m ering
portal opens within the circle you drew and remains                • You cause harm less trem ors in the ground for 1
open until the end o f your next turn. Any creature that              minute.
enters the portal instantly appears within 5 feet o f the
destination circle or in the nearest unoccupied space if           • You create an instantaneous sound that originates
that space is occupied.                                               from a point of your choice within range, such as a
                                                                      rumble of thunder, the cry o f a raven, or om inous
   Many m ajor temples, guilds, and other important                   whispers.
places have permanent teleportation circles inscribed
som ewhere within their confines. Each such circle                 • You instantaneously cause an unlocked door or w in
includes a unique sigil sequence—a string of magical                  dow to fly open or slam shut.
runes arranged in a particular pattern. W hen you first
gain the ability to cast this spell, you learn the sigil           • You alter the appearance o f your eyes for 1 minute.
sequences for two destinations on the Material Plane,
determined by the DM. You can learn additional sigil               If you cast this spell multiple times, you can have up to
sequences during your adventures. You can comm it                  three o f its 1-minute effects active at a tim e, and you can
a n ew sigil seq u en ce to m em ory after studying it             dism iss such an effect as an action.
for 1 minute.
                                                                   T h o r n W h ip
   You can create a permanent teleportation circle by              Transmutation cantrip
casting this spell in the sam e location every day for one
year. You need not use the circle to teleport when you             Casting Time: 1 action
cast the spell in this way.                                        Range: 30 feet
                                                                   Components: V, S, M (the stem o f a plant w ith thorns)
T e n s e r ’s F l o a t in g D is k                               Duration: Instantaneous
1st-level conjuration (ritual)
                                                                   You create a long, vine-like w hip covered in thorns that
Casting Time: 1 action                                             lashes out at your com m a n d tow ard a creature in range.
Range: 30 feet                                                     Make a m elee spell attack against the target. If the
Components: V, S, M (a drop o f m ercury)                          attack hits, the creature takes 1d6 piercing dam age, and
Duration: 1 hour                                                   if the creature is Large or smaller, you pull the creature
                                                                   up to 10 feet closer to you.
This spell creates a circular, horizontal plane of force,
3 feet in diameter and 1 inch thick, that floats 3 feet               This spell’s dam age increases by 1d6 w hen you reach
above the ground in an unoccupied space o f your choice            5th level (2d6), 11th level (3d6), and 17th level (4d6).
that you can see within range. The disk rem ains for the
duration, and can hold up to 500 pounds. If m ore weight           T h u n d e r o u s Sm ite
is placed on it, the spell ends, and everything on the disk        1st-level evocation
falls to the ground.
                                                                   Casting Time: 1 bonus action
   The disk is im m obile while you are within 20 feet of          Range: Self
it. If you m ove m ore than 20 feet away from it, the disk         Components: V
follow s you so that it rem ains w ithin 20 feet o f you. It       Duration: Concentration, up to 1 minute
can move across uneven terrain, up or dow n stairs,
slop es and the like, but it ca n ’t c ro s s an elevation change  T h e first tim e you hit w ith a m elee w eap on attack
o f 10 feet or m ore. For exam ple, the disk can’t move            during this spell’s duration, your w eapon rings with
a cross a 10-foot-deep pit, nor cou ld it leave such a pit if it   thunder that is audible within 300 feet o f you, and the
w as created at the bottom .                                       attack deals an extra 2d6 thunder dam age to the target.
                                                                   Additionally, if the target is a creature, it m ust su cceed
   If you m ove m ore than 100 feet from the disk (typically       on a Strength saving throw or be pushed 10 feet away
b eca u se it ca n ’t m ove around an obstacle to follow you),     from you and knocked prone.
the spell ends.
                                                                   T hunderwave
                                                                   1st-level evocation
                                                                   Casting Time: 1 action
                                                                   Range: Self (15-foot cube)
Components: V, S                                              T r e e St r id e
Duration: Instantaneous                                       5th-level conjuration
A wave of thunderous force sw eeps out from you. Each         Casting Time: 1 action
creature in a 15-foot cube originating from you must          Range: Self
make a Constitution saving throw. On a failed save, a         Components: V, S
creature takes 2d8 thunder dam age and is pu sh ed 10         Duration: Concentration, up to 1 minute
feet away from you. On a successful save, the creature
takes half as much damage and isn’t pushed.                   You gain the ability to enter a tree and m ove from inside
                                                              it to inside another tree o f the sa m e kind w ithin 500
   In addition, unsecured objects that are completely         feet. Both trees must be living and at least the sam e size
within the area o f effect are automatically pushed 10 feet   as you. You must use 5 feet of movement to enter a tree.
away from you by the sp ell’s effect, and the spell em its a  You instantly know the location o f all other trees o f the
thunderous b oom audible out to 3 0 0 feet.                   sam e kind within 500 feet and, as part of the move used
                                                              to enter the tree, can either pass into one o f those trees
  A t H igher Levels. W h en you cast this spell using a      or step out o f the tree y ou ’re in. You appear in a spot o f
spell slot o f 2nd level or higher, the damage increases by   your choice within 5 feet of the destination tree, using
1d8 for each slot level above 1st.                            another 5 feet of movement. If you have no movement
                                                              left, you appear within 5 feet o f the tree you entered.
T im e St o p
9th-level transmutation                                          You can use this transportation ability once per round
                                                              for the duration. You must end each turn outside a tree.
Casting Time: 1 action
Range: Self                                                   T rue Polym orph
Components: V                                                 9th-level transmutation
Duration: Instantaneous
                                                              Casting Time: 1 action
You briefly stop the flow o f time for everyone but           Range: 30 feet
yourself. No time passes for other creatures, while you       Components: V, S, M (a drop o f m ercury, a dollop o f
take 1d4 + 1 turns in a row, during which you can use
actions and move as normal.                                      gum arabic, and a w isp o f smoke)
                                                              Duration: Concentration, up to 1 hour
   This spell ends if one o f the actions you use during
this period, or any effects that you create during this       C h oose one creature or nonm agical object that you
period, affects a creature other than you or an object        can see within range. You transform the creature into
being w orn or carried by som eon e other than you. In        a different creature, the creature into an object, or the
addition, the spell ends if you move to a place m ore than    object into a creature (the object must be neither w orn
1,0 00 feet from the location w here you cast it.             nor carried by another creature). The transformation
                                                              lasts for the duration, or until the target d rops to 0 hit
T ongues                                                      points or dies. If you concentrate on this spell for the full
3rd-level divination                                          duration, the transformation becom es permanent.
Casting Time: 1 action                                           Shapechangers aren’t affected by this spell. An
Range: Touch                                                  unwilling creature can make a W isdom saving throw,
Components: V, M (a sm all clay m od el o f a ziggurat)       and if it su cceed s, it isn’t affected by this spell.
Duration: 1 hour
                                                                 C reature into Creature. If you turn a creature into
This spell grants the creature you touch the ability to       another kind o f creature, the new form can be any kind
understand any spoken language it hears. M oreover,           you ch oose w hose challenge rating is equal to or less
w hen the target speaks, any creature that k n ow s at        than the target’s (or its level, if the target d oesn ’t have a
least one language and can hear the target understands        challenge rating). The target’s gam e statistics, including
what it says.                                                 mental ability scores, are replaced by the statistics of
                                                              the n ew form . It retains its alignm ent and personality.
T ran spo rt v ia P lan ts
6 th-level conjuration                                           The target a ssu m es the hit points o f its n ew form ,
                                                              and w hen it reverts to its norm al form , the creature
Casting Time: 1 action                                        returns to the num ber o f hit points it had before it
Range: 10 feet                                                transform ed. If it reverts as a result o f droppin g to
Components: V, S                                              0 hit points, any ex cess dam age carries over to its
Duration: 1 round                                             norm al form . A s long as the excess dam age doesn ’t
                                                              reduce the creatu re’s n orm al form to 0 hit points, it isn’t
This spell creates a m agical link between a Large or         knocked unconscious.
larger inanim ate plant w ithin range and another plant,
at any distance, on the sa m e plane o f existence. You          Th e creature is lim ited in the actions it can perform by
m ust have seen or tou ched the destination plant at least    the nature o f its n ew form , and it ca n ’t speak, cast spells,
on ce before. For the duration, any creature can step into    or take any other action that requires hands or speech
the target plant and exit from the destination plant by       unless its n ew form is capable o f such actions.
using 5 feet of movement.
                                                                 Th e target’s gear m elds into the new form . The
                                                              creature can’t activate, use, wield, or otherw ise benefit
                                                              from any o f its equipment.
O bject into Creature. You can turn an object into         target’s defen ses. On your next turn, you gain advantage
any kind o f creature, as long as the creatu re’s size        on your first attack roll against the target, provided that
is no larger than the object’s size and the creature’s        this spell hasn’t ended.
challenge rating is 9 or lower. The creature is friendly to
you and your com pa n ion s. It acts on each o f your turns.  T sunam i
You d ecide what action it takes and h ow it m oves. The      8 th-level conjuration
DM has the creatu re’s statistics and resolves all o f its
actions and movement.                                         Casting Time: 1 minute
                                                              Range: Sight
    If the spell becom es permanent, you no longer control    Components: V, S
the creature. It m ight rem ain friendly to you, depen din g  Duration: Concentration, up to 6 rounds
on h ow you have treated it.
                                                              A w all o f w ater springs into existence at a point you
   C reature into O bject. If you turn a creature into an     choose within range. You can make the wall up to 300
object, it transform s along with w hatever it is w earin g   feet long, 300 feet high, and 50 feet thick. The wall lasts
and carryin g into that form . The creatu re’s statistics     for the duration.
b ecom e those o f the object, and the creature has no
m em ory o f time spent in this form, after the spell ends       W h en the w all appears, each creature w ithin its area
and it returns to its n orm al form .                         must make a Strength saving throw. On a failed save,
                                                              a creature takes 6d10 bludgeoning damage, or half as
T rue R e su r r e c t io n                                   much damage on a successful save.
9th-level necrom ancy
                                                                 At the start o f each o f your turns after the wall
Casting Time: 1 hour                                          appears, the w all, along w ith any creatu res in it, m oves
Range: Touch                                                  50 feet away from you. Any Huge or sm aller creature
Components: V, S, M (a sprin kle o f holy water and           inside the wall or w hose space the wall enters when
                                                              it m oves m ust su cceed on a Strength saving th row or
   dia m on ds w orth at least 2 5 ,0 0 0 gp, w hich the      take 5 d10 bludgeoning damage. A creature can take
   spell consum es)                                           this dam age only on ce per round. At the end o f the turn,
Duration: Instantaneous                                       the w all’s height is reduced by 50 feet, and the dam age
                                                              creatures take from the spell on subsequent rounds is
You touch a creature that has been dead for no longer         reduced by 1d10. W hen the wall reaches 0 feet in height,
than 20 0 years and that died for any reason except           the spell ends.
old age. If the creature’s soul is free and willing, the
creature is restored to life w ith all its hit points.           A creature caught in the wall can m ove by sw im m ing.
                                                              Because o f the force of the wave, though, the creature
   This spell closes all w ounds, neutralizes any poison,     must make a successful Strength (Athletics) check
cures all diseases, and lifts any curses affecting the        against your spell save D C in order to m ove at all. If it
creatu re w hen it died. T h e spell replaces dam aged or     fails the check, it ca n ’t m ove. A creature that m oves out
m issing organs and limbs.                                    o f the area falls to the ground.
   The spell can even provide a new body if the original      U n seen Se r v a n t
no longer exists, in w hich case you must speak the           1st-level conjuration (ritual)
creature’s name. The creature then appears in an
unoccupied space you ch oose within 10 feet o f you.          Casting Time: 1 action
                                                              Range: 60 feet
T rue Se e in g                                               Components: V, S, M (a p iece o f string and
6 th-level divination
                                                                 a bit o f w ood)
Casting Time: 1 action                                        Duration: 1 hour
Range: Touch
Components: V, S, M (an ointm ent for the eyes that           This spell creates an invisible, m indless, shapeless
                                                              force that perform s sim ple tasks at your com m a n d until
   costs 25 gp; is made from m ushroom powder, saffron,       the spell ends. The servant springs into existen ce in an
   and fat; and is con su m ed by the spell)                  u n occu p ied sp ace on the ground w ithin range. It has AC
Duration: 1 hour                                              10, 1 hit point, and a Strength o f 2, and it c a n ’t attack. If
                                                              it d rop s to 0 hit points, the spell ends.
This spell gives the w illing creature you touch the ability
to see things as they actually are. For the duration, the        Once on each of your turns as a bonus action, you can
creature has truesight, notices secret doors hidden by        mentally com m and the servant to m ove up to 15 feet and
m agic, and can see into the Ethereal Plane, all out to a     interact with an object. The servant can perform simple
range o f 120 feet.                                           tasks that a human servant could do, such as fetching
                                                              things, cleaning, mending, folding clothes, lighting
T r u e St r ik e                                             fires, serving food, and pouring w ine. O nce you give the
Divination cantrip                                            com m and, the servant perform s the task to the best of
                                                              its ability until it com pletes the task, then w aits for your
Casting Time: 1 action                                        next command.
Range: 30 feet
Components: S                                                    If you com m and the servant to perform a task that
Duration: Concentration, up to 1 round                        w ou ld m ove it m ore than 60 feet away from you,
                                                              the spell ends.
You extend your hand and point a finger at a target in
range. Your m agic grants you a brief insight into the
Va m p ir ic T o u c h                                          Wa l l of Force
3rd-level necromancy                                            5th-level evocation
Casting Time: 1 action                                          Casting Time: 1 action
Range: Self                                                     Range: 120 feet
Components: V, S                                                Components: V, S, M (a pinch o f p ow d er m ade by
Duration: Concentration, up to 1 minute
                                                                   crushing a clear gemstone)
The touch of your shadow-wreathed hand can siphon life          Duration: Concentration, up to 10 minutes
force from others to heal your w ounds. Make a melee
spell attack against a creature within your reach. On           A n invisible w all o f force springs into existence at a
a hit, the target takes 3d 6 n ecrotic dam age, and you         point you c h o o s e w ithin range. The w all appears in
regain hit points equal to h alf the am ount o f n ecrotic      any orientation you choose, as a horizontal or vertical
dam age dealt. Until the spell ends, you can m ake the          barrier or at an angle. It can be free floating or resting
attack again on each of your turns as an action.                on a solid surface. You can form it into a h em ispherical
                                                                dom e or a sphere with a radius o f up to 10 feet, or you
   A t H igher L evels. W h en you cast this spell using a      can shape a flat su rface m ade up o f ten 10-foot-by-
spell slot o f 4th level or higher, the dam age increases by    10-foot panels. Each panel must be contiguous with
1d6 for each slot level above 3rd.                              another panel. In any form, the wall is 1/4 inch thick.
                                                                It lasts for the duration. If the w all cuts through a
V ic io u s M o c k e r y                                       creatu re’s sp ace w hen it appears, the creature is pushed
Enchantment cantrip                                             to one side of the wall (your choice w hich side).
Casting Time: 1 action                                             N othing can physically p a ss through the w all. It is
Range: 60 feet                                                  im m une to all dam age and ca n ’t b e dispelled by dispel
Components: V                                                   magic. A disintegrate spell destroys the w all instantly,
Duration: Instantaneous                                         however. The wall also extends into the Ethereal Plane,
                                                                blocking ethereal travel through the wall.
You unleash a string o f insults laced with subtle
enchantm ents at a creature you can see w ithin range. If       W a l l of Ice
the target can hear you (though it n eed not understand         6 th-level evocation
you), it m ust su cceed on a W isd om saving th row or take
1d4 psychic dam age and have disadvantage on the next           Casting Time: 1 action
attack roll it m akes before the end o f its next turn.         Range: 120 feet
                                                                Components: V, S, M (a sm all p iece o f quartz)
   This spell’s dam age increases by 1d4 w hen you reach        Duration: Concentration, up to 10 minutes
5th level (2d4), 11th level (3d4), and 17th level (4d4).
                                                                You create a wall of ice on a solid surface within range.
W a l l o f F ir e                                              You can form it into a h em ispherical d om e or a sphere
4th-level evocation                                             with a radius o f up to 10 feet, or you can shape a flat
                                                                surface made up o f ten 10-foot-square panels. Each
Casting Time: 1 action                                          panel must be contiguous with another panel. In any
Range: 120 feet                                                 form, the wall is 1 foot thick and lasts for the duration.
Components: V, S, M (a sm all p iece o f phosph orus)
Duration: Concentration, up to 1 minute                            If the w all cuts through a creatu re’s sp ace w hen it
                                                                appears, the creature w ithin its area is pushed to one
You create a wall o f fire on a solid surface within            side o f the wall and must make a Dexterity saving throw.
range. You can make the wall up to 60 feet long, 20             On a failed save, the creature takes 10d6 cold damage,
feet high, and 1 foot thick, or a ringed wall up to 20 feet     or half as much dam age on a successful save.
in diameter, 20 feet high, and 1 foot thick. T h e w all is
opaque and lasts for the duration.                                 The w all is an object that can be dam aged and thus
                                                                breached. It has AC 12 and 30 hit points per 10-foot
   W h en the w all appears, each creature w ithin its area     section, and it is vulnerable to fire dam age. R edu cin g
must make a Dexterity saving throw. On a failed save, a         a 10-foot section o f w all to 0 hit points destroys it and
creature takes 5d8 fire damage, or half as much damage          leaves behind a sheet o f frigid air in the space the wall
on a successful save.                                           occupied. A creature moving through the sheet of frigid
                                                                air for the first time on a turn must m ake a Constitution
   One side of the wall, selected by you when you cast          saving throw. That creature takes 5d6 cold damage on a
this spell, deals 5d8 fire dam age to each creature that        failed save, or half as much damage on a successful one.
ends its turn w ithin 10 feet o f that side or inside the
wall. A creature takes the sam e dam age w hen it enters          A t H igher L evels. W h en you cast this spell using a
the w all for the first time on a turn or ends its turn there.  spell slot o f 7th level or higher, the dam age the wall
The other side o f the wall deals no damage.                    deals w hen it appears in creases by 2d6, and the dam age
                                                                from passing through the sheet of frigid air increases by
  A t H igher Levels. W h en you cast this spell using a        1d6, for each slot level above 6th.
spell slot o f 5th level or higher, the dam age increases by
1d8 for each slot level above 4th.
W a l l of St o n e                                                m ake a Dexterity saving throw. It takes 7d8 slashing
5th-level evocation                                                damage on a failed save, or half as much damage on a
                                                                   successful one.
Casting Time: 1 action
Range: 120 feet                                                       A t H igher Levels. W h en you cast this spell using a
Components: V, S, M (a sm all b lo ck o f granite)                 spell slot o f 7th level or higher, both types o f damage
Duration: Concentration, up to 10 minutes                          increase by 1d8 for each slot level above 6th.
A nonm agical wall of solid stone springs into existence           W a r d in g B o n d
at a point you ch oose within range. The wall is 6 inches          2nd-level abjuration
thick and is com posed o f ten 10-foot-by-10-foot panels.
E ach panel m ust be contigu ou s w ith at least on e other        Casting Time: 1 action
panel. Alternatively, you can create 10-foot-by-20-foot            Range: Touch
panels that are only 3 inches thick.                               Components: V, S , M (a pair o f platinum rings w orth at
   If the w all cuts through a creatu re’s sp ace w hen it            least 50 gp each, w hich you and the target must wear
appears, the creature is pushed to one side o f the wall              for the duration)
(your choice). If a creature w ould be surrounded on all           Duration: 1 hour
sides by the wall (or the wall and another solid surface),
that creature can make a Dexterity saving throw. On a              This spell wards a w illing creature you touch and
su cce s s, it can u se its reaction to m ove up to its sp eed so  creates a mystic connection betw een you and the target
that it is no longer en closed by the w all.                       until the spell ends. W hile the target is within 60 feet of
                                                                   you, it gains a +1 bon u s to AC and saving throw s, and
   T h e w all can have any shape you desire, though it            it has resistan ce to all dam age. A lso, each time it takes
can’t occupy the same space as a creature or object.               damage, you take the sam e amount of damage.
The wall d oesn ’t need to be vertical or rest on any firm
foundation. It must, however, m erge with and b e solidly             T h e spell en ds if you d rop to 0 hit points or if you
supported by existing stone. Thus, you can use this spell          and the target becom e separated by m ore than 60 feet.
to bridge a chasm or create a ramp.                                It a lso ends if the spell is cast again on either o f the
                                                                   connected creatures. You can also dism iss the spell
   If you create a span greater than 20 feet in length, you        as an action.
must halve the size of each panel to create supports.
You can crudely shape the wall to create crenellations,            W a ter B r e a t h in g
battlements, and so on.                                            3rd-level transmutation (ritual)
   The wall is an object m ade o f stone that can be               Casting Time: 1 action
dam aged and thus breached. E ach panel has AC 15 and              Range: 30 feet
30 hit points per inch o f th ickness. R edu cin g a panel         Components: V, S , M (a short reed or p iece o f straw)
to 0 hit points destroys it and m ight cau se con n ected          Duration: 24 hours
panels to collap se at the D M ’s discretion.
                                                                   This spell grants up to ten w illing creatures you can see
   If you maintain your concentration on this spell for            within range the ability to breathe underwater until the
its w hole duration, the w all b e c o m e s perm anent and        spell ends. Affected creatures also retain their normal
can’t be dispelled. O therw ise, the w all disappears w hen        m ode of respiration.
the spell ends.
                                                                   Water Walk
Wall of T horns                                                    3rd-level transmutation (ritual)
6 th-level conjuration
                                                                   Casting Time: 1 action
Casting Time: 1 action                                             Range: 30 feet
Range: 120 feet                                                    Components: V, S, M (a p iece o f cork)
Components: V, S, M (a handful o f thorns)                         Duration: 1 hour
Duration: Concentration, up to 10 minutes
                                                                   This spell grants the ability to m ove across any liquid
You create a wall o f tough, pliable, tangled brush                surface—such as water, acid, mud, snow, quicksand,
bristling with needle-sharp thorns. The wall appears               or lava—as if it w ere h arm less solid ground (creatures
within range on a solid surface and lasts for the                  crossin g molten lava can still take dam age from the
duration. You ch oose to make the wall up to 60 feet               heat). Up to ten w illing creatures you can see within
long, 10 feet high, and 5 feet thick or a circle that has          range gain this ability for the duration.
a 20-foot diameter and is up to 20 feet high and 5 feet
thick. The wall blocks line o f sight.                                If you target a creature subm erged in a liquid, the
                                                                   spell carries the target to the su rface o f the liquid at a
   W h en the w all appears, each creature w ithin its area        rate o f 60 feet per round.
must make a Dexterity saving throw. On a failed save,
a creature takes 7d8 piercing damage, or half as much              W eb
damage on a successful save.                                       2nd-level conjuration
   A creature can m ove through the wall, albeit slowly            Casting Time: 1 action
and painfully. For every 1 foot a creature m oves                  Range: 60 feet
through the wall, it must sp end 4 feet o f m ovem ent.            Components: V, S, M (a bit o f spiderw eb)
Furtherm ore, the first time a creature enters the wall            Duration: Concentration, up to 1 hour
on a turn or ends its turn there, the creature must
You conjure a m a ss o f thick, sticky w ebbin g at a point o f  You and up to ten willing creatures you can see
your ch oice w ithin range. T h e w eb s fill a 20 -foot cube    within range assum e a gaseous form for the duration,
from that point for the duration. The w ebs are difficult        appearing as w isps o f cloud. W hile in this cloud form,
terrain and lightly obscure their area.                          a creature has a flying speed o f 30 0 feet and has
                                                                 resistance to damage from nonm agical w eapons. The
   If the w ebs aren’t anchored betw een tw o solid m asses      only actions a creature can take in this form are the
(such as w alls or trees) or layered across a floor, wall,       D ash action or to revert to its n orm al form . Reverting
or ceiling, the conjured w eb collapses on itself, and the       takes 1 minute, during w hich time a creature is
spell ends at the start o f your next turn. W eb s layered       incapacitated and can’t move. Until the spell ends, a
over a flat su rface have a depth o f 5 feet.                    creature can revert to cloud form, which also requires
                                                                 the 1-minute transformation.
   E ach creature that starts its turn in the w eb s or that
enters them during its turn must m ake a Dexterity                  If a creature is in cloud form and flying w hen the effect
saving throw. On a failed save, the creature is restrained       ends, the creature descends 60 feet per round for 1
as long as it rem ains in the w ebs or until it breaks free.     minute until it lands, w h ich it d o e s safely. If it ca n ’t land
                                                                 after 1 minute, the creature falls the rem aining distance.
   A creature restrained by the w ebs can use its action to
m ake a Strength ch eck against your spell save DC. If it        W in d W a l l
su cceed s, it is no longer restrained.                          3rd-level evocation
   The w ebs are flammable. Any 5-foot cube of w ebs             Casting Time: 1 action
ex p o se d to fire bu rns away in 1 round, dealing 2d4 fire     Range: 120 feet
dam age to any creature that starts its turn in the fire.        Components: V, S, M (a tiny fan and a feather o f
W e ir d                                                            exotic origin)
9th-level illusion                                               Duration: Concentration, up to 1 minute
Casting Time: 1 action                                           A w all o f strong w in d rises from the ground at a point
Range: 120 feet                                                  you ch oose within range. You can make the wall up
Components: V, S                                                 to 50 feet long, 15 feet high, and 1 foot thick. You can
Duration: Concentration, up to one minute                        shape the w all in any w ay you c h o o s e s o long as it
                                                                 m akes one continuous path along the ground. The wall
Drawing on the deepest fears of a group of creatures,            lasts for the duration.
you create illusory creatures in their minds, visible
only to them. Each creature in a 30-foot-radius                     W h en the w all appears, each creature w ithin its area
sphere centered on a point of your choice within                 must make a Strength saving throw. A creature takes
range must make a W isdom saving throw. On a failed              3d8 bludgeoning damage on a failed save, or half as
save, a creature becom es frightened for the duration.           much damage on a successful one.
The illusion calls on the creature’s deepest fears,
m anifesting its w orst n ightm ares as an im placable              The stron g w ind keeps fog, sm oke, and other gases at
threat. At the start o f each o f the frightened creatu re’s     bay. S m all or sm aller flying creatu res or ob jects ca n ’t
turns, it m ust su cce e d on a W isd om saving th row or        pass through the wall. L oose, lightweight materials
take 4 d10 psychic dam age. On a su ccessfu l save, the          brought into the w all fly upward. A rrow s, bolts, and
spell ends for that creature.                                    other ordinary p rojectiles launched at targets behind
                                                                 the wall are deflected upward and automatically miss.
W in d W a l k                                                   (Boulders hurled by giants or siege engines, and similar
6 th-level transmutation                                         projectiles, are unaffected.) Creatures in gaseous form
                                                                 ca n ’t pass through it.
Casting Time: 1 minute
Range: 30 feet                                                   W ish
Components: V, S, M (fire and holy water)                        9th-level conjuration
Duration: 8 hours
                                                                 Casting Time: 1 action
                                                                 Range: Self
                                                                 Components: V
                                                                 Duration: Instantaneous
                                                                 Wish is the m ightiest spell a m ortal creature can
                                                                 cast. By simply speaking aloud, you can alter the very
                                                                 foundations o f reality in accord with your desires.
                                                                    The basic use o f this spell is to duplicate any other
                                                                 spell o f 8th level or lower. You don ’t need to m eet any
                                                                 requirem ents in that spell, including costly com ponents.
                                                                 The spell simply takes effect.
                                                                    Alternatively, you can create one o f the follow ing
                                                                 effects of your choice:
                                                                 • You create one object o f up to 2 5 ,000 gp in value that
                                                                    isn’t a m agic item. The object can be no m ore than
3 0 0 feet in any dim ension, and it appears in an u n o c    also en ds if the target is ever outside the sp ell’s range or
   cupied space you can see on the ground.                         if it has total cover from you.
• You allow up to twenty creatures that you can see to
   regain all hit points, and you end all effects on them             A t H igher L evels. W h en you cast this spell using
   described in the greater restoration spell.                     a spell slot o f 2nd level or higher, the initial dam age
• You grant up to ten creatures that you can see resis            in creases by 1d12 for each slot level above 1st.
   tance to a damage type you choose.
• You grant up to ten creatures you can see immunity to            W ord of R ecall
   a single spell or other magical effect for 8 hours. For         6 th-level conjuration
   instance, you could m ake yourself and all your com 
   panion s im m une to a lich ’s life drain attack.               Casting Time: 1 action
• You undo a single recent event by forcing a reroll of            Range: 5 feet
   any roll m ade within the last round (including your            Components: V
   last turn). Reality reshapes itself to accom m odate the        Duration: Instantaneous
   n ew result. F or exam ple, a wish spell cou ld undo an
   op p on en t’s su ccessfu l save, a fo e ’s critical hit, or a  You and up to five w illing creatures within 5 feet o f you
   friend’s failed save. You can force the reroll to be m ade      instantly teleport to a previously designated sanctuary.
   with advantage or disadvantage, and you can choose              You and any creatures that teleport with you appear in
   whether to use the reroll or the original roll.                 the nearest unoccupied space to the spot you designated
                                                                   when you prepared your sanctuary (see below). If you
You might be able to achieve som ething beyond the                 cast this spell without first preparing a sanctuary, the
scop e o f the above examples. State your wish to the DM           spell has no effect.
as precisely as p ossib le. T h e DM has great latitude in
ruling what occu rs in such an instance; the greater the              You must designate a sanctuary by casting this spell
wish, the greater the likelihood that som ething goes              within a location, such as a temple, dedicated to or
w rong. This spell might simply fail, the effect you desire        strongly linked to your deity. If you attempt to cast the
might only be partly achieved, or you might suffer som e           spell in this m anner in an area that isn’t dedicated to
unforeseen consequence as a result of how you worded               your deity, the spell has n o effect.
the w ish. For example, w ishing that a villain w ere dead
might propel you forw ard in time to a period w hen that           W r a t h f u l Sm it e
villain is no longer alive, effectively rem oving you from         1st-level evocation
the game. Similarly, w ishing for a legendary m agic item
or artifact might instantly transport you to the presence          Casting Time: 1 bonus action
o f the item ’s current owner.                                     Range: Self
                                                                   Components: V
   The stress o f casting this spell to produce any effect         Duration: Concentration, up to 1 minute
other than duplicating another spell w eakens you. After
enduring that stress, each time you cast a spell until             T h e next tim e you hit w ith a m elee w ea p on attack
you finish a long rest, you take 1d10 necrotic damage              during this spell’s duration, your attack deals an extra
per level o f that spell. This dam age can’t be reduced or         1d6 psychic damage. Additionally, if the target is a
prevented in any way. In addition, your Strength drops             creature, it must m ake a W isd om saving th row o r be
to 3, if it isn’t 3 or low er already, for 2d4 days. F or each     frightened o f you until the spell ends. A s an action, the
o f those days that you spend resting and doing nothing            creature can make a W isdom check against your spell
m ore than light activity, your rem aining recovery time           save D C to steel its resolve and end this spell.
decreases by 2 days. Finally, there is a 33 percent
ch a n ce that you are unable to cast wish ever again if you       Z one of T ruth
suffer this stress.                                                2nd-level enchantment
W it c h B olt                                                     Casting Time: 1 action
1st-level evocation                                                Range: 60 feet
                                                                   Components: V, S
Casting Time: 1 action                                             Duration: 10 minutes
Range: 30 feet
Components: V, S, M (a tw ig from a tree that has been             You create a m agical zone that guards against deception
                                                                   in a 15-foot-radius sphere centered on a point o f your
   struck by lightning)                                            choice w ithin range. Until the spell ends, a creature
Duration: Concentration, up to 1 minute                            that enters the spell’s area for the first tim e on a turn
                                                                   or starts its turn there m ust m ake a C harism a saving
A beam of crackling, blue energy lances out toward                 throw. On a failed save, a creature c a n ’t sp eak a
a creature within range, form ing a sustained arc of               deliberate lie w hile in the radius. You know whether
lightning betw een you and the target. Make a ranged               each creature su cceed s or fails on its saving throw.
spell attack against that creature. O n a hit, the target
takes 1d12 lightning damage, and on each o f your turns               An affected creature is aware o f the spell and can thus
for the duration, you can use your action to deal 1d12             avoid an sw erin g questions to w h ich it w ou ld norm ally
lightning dam age to the target automatically. The spell           resp on d w ith a lie. S u ch a creature can be evasive in
ends if you use your action to do anything else. The spell         its an sw ers as long as it rem ains w ithin the bou n daries
                                                                   o f the truth.
A ppendix A: C on dition s
                    OCNDITIONS ALTER A CREATURE’S CAPABILITIES IN  • The charm er has advantage on any ability check to
                 a variety of ways and can arise as a result of       interact socially with the creature.
                 a spell, a class feature, a m onster’s attack,
                 or other effect. M ost conditions, such as        D eafened
                 blinded, are impairments, but a few, such as      • A deafened creature can’t hear and autom atically fails
                 invisible, can be advantageous.
                 A condition lasts either until it is countered       any ability check that requires hearing.
                 (the prone condition is countered by standing
up, for example) or for a duration specified by the effect         Fr ig h te n e d
that im posed the condition.                                       • A frightened creature has disadvantage on ability
   If multiple effects im pose the sam e condition on a
creature, each instance o f the condition has its ow n                ch eck s and attack rolls w hile the sou rce o f its fear is
duration, but the con dition ’s effects don't get w orse.             within line o f sight.
A creature either has a condition or d oesn ’t.                    • The creature can’t willingly move closer to the source
   The follow ing definitions sp ecify what happens to                o f its fear.
a crea tu re w h ile it is su bjected to a con dition .
                                                                   G rappled
B lin d e d                                                        • A grappled creatu re’s sp eed b e c o m e s 0, and it can't
• A blinded creature can’t see and autom atically fails
                                                                      benefit from any bonus to its speed.
   any ability check that requires sight.                          • The condition ends if the grappler is incapacitated
• Attack rolls against the creature have advantage, and
                                                                      (see the condition).
   the creature’s attack rolls have disadvantage.                  • The condition also ends if an effect rem oves the
C harm ed                                                             grappled creature from the reach of the grappler or
• A charm ed creature can't attack the charm er or target             grappling effect, such as when a creature is hurled
                                                                     away by the thunderwave spell.
   the charm er with harmful abilities or m agical effects.
                                                                   In c a pa c ita te d
                                                                   • A n incapacitated creature ca n ’t take actions or
                                                                      reactions.
In v isib le                                                  Ex h a u s t io n
• An invisible creature is im possible to see without the
                                                              Some special abilities and environmental hazards, such as
   aid o f m agic or a special sense. For the purpose of      starvation and the long-term effects o f freezing or scorching
   hiding, the creature is heavily obscured. The crea        temperatures, can lead to a special condition called
   ture’s location can be detected by any n oise it m akes    exhaustion. Exhaustion is measured in six levels. An effect
   or any tracks it leaves.                                   can give a creature one or more levels o f exhaustion, as
• Attack rolls against the creature have disadvantage,        specified in the effect’s description.
   and the creature’s attack rolls have advantage.
                                                              Level  Effect
Pa r a l y z e d                                                1    Disadvantage on ability checks
• A paralyzed creature is incapacitated (see the condi         2    Speed halved
                                                                3    Disadvantage on attack rolls and saving throws
   tion) and can’t m ove or speak.                              4    Hit point maximum halved
• The creature automatically fails Strength and                 5    Speed reduced to 0
                                                                6    Death
   Dexterity saving throws.
• Attack rolls against the creature have advantage.           If an already exhausted creature suffers another effect that
• Any attack that hits the creature is a critical hit if the  causes exhaustion, its current level o f exhaustion increases
                                                              by the amount specified in the effect’s description.
   attacker is within 5 feet of the creature.
                                                                 A creature suffers the effect o f its current level of
P e tr ifie d                                                 exhaustion as well as all lower levels. For example, a creature
• A petrified creature is transformed, along with any         suffering level 2 exhaustion has its speed halved and has
                                                              disadvantage on ability checks.
   n onm agical object it is w earin g or carrying, into a
   solid inanim ate substance (usually stone). Its weight       An effect that removes exhaustion reduces its level as
   in creases by a factor o f ten, and it c e a se s aging.   specified in the effect’s description, with all exhaustion
• The creature is incapacitated (see the condition), can’t    effects ending if a creature’s exhaustion level is reduced
   move or speak, and is unaware o f its surroundings.        below 1.
• Attack rolls against the creature have advantage.
• The creature automatically fails Strength and                  Finishing a long rest reduces a creature's exhaustion level
   Dexterity saving throws.                                   by 1, provided that the creature has also ingested some
• The creature has resistance to all damage.                  food and drink.
• The creature is im m une to poison and disease,
   although a poison or disease already in its system
   is suspended, not neutralized.
                                                              ■f
P o iso n e d
• A poisoned creature has disadvantage on attack rolls
   and ability checks.
Prone
• A prone creature’s only movem ent option is to crawl,
   u n less it stands up and thereby en ds the condition.
• The creature has disadvantage on attack rolls.
• An attack roll against the creature has advantage
   if the attacker is within 5 feet o f the creature.
   Otherwise, the attack roll has disadvantage.
R e st r a in e d
• A restrained creatu re’s sp eed b e c o m e s 0, and it can ’t
   benefit from any bon u s to its speed.
• Attack rolls against the creature have advantage,
   and the creatu re’s attack rolls have disadvantage.
• The creature has disadvantage on Dexterity
   saving throws.
Stu n n e d
• A stunned creature is incapacitated (see the
   condition), can’t move, and can sp eak only
   falteringly.
• The creature automatically fails Strength
   and Dexterity saving throws.
• Attack rolls against the creature have
   advantage.
U n co n sc io u s
• An unconscious creature is incapacitated (see
   the condition), can’t m ove or speak, and is unaware
   of its surroundings
• T h e creature d rops w hatever it’s h olding and falls
   prone.
• The creature automatically fails Strength and
   Dexterity saving throws.
• Attack rolls against the creature have advantage.
• Any attack that hits the creature is a criti
   cal hit if the attacker is within 5 feet
   o f the creature.
A ppe n d ix B: G ods of t h e M u ltiverse
                    RELIGION IS AN IMPORTANT PART OF LIFE IN         G reyhaw k
                 th e w orlds of the D&D multiverse. W hen           The gods o f G reyhaw k c o m e from at least four different
                 gods w alk the world, clerics channel divine        pantheons, representing the faiths of the various ethnic
                 pow er, evil cults perform dark sa crifices in      groups that populated the continent o f Oerik over the
                 subterranean lairs, and shining paladins            ages. As a result, there’s a great deal o f overlap in their
                 stand like b e a co n s against the darkness, it’s  portfolios: Pelor is the Flan god of the sun and Pholtus
                 hard to be ambivalent about the deities and         is the Oeridian sun god, for example.
                 deny their existence.
   Many people in the w orlds o f D&D w orship different             D ragonlance
g od s at different tim es and circu m stan ces. P eop le in         The gods o f the w orld o f Krynn are three families: seven
the Forgotten Realm s, for example, might pray to Sune               gods of good headed by Paladine and Mishakal, seven of
for luck in love, m ake an offering to W aukeen before               neutrality headed by Gilean, and seven o f evil headed by
heading to the market, and pray to appease Talos when                Takhisis and Sargonnas. These deities have been called
a severe storm blow s in—all in the sa m e day. M any                by many different nam es and held in varying levels o f
people have a favorite am ong the gods, one w hose ideals            esteem by different peoples and cultures through the
and teachings they m ake their own. And a few people                 w orld ’s history, but they are the only g od s o f this w orld—
dedicate them selves entirely to a single god, usually               their place fixed in the stars as constellations.
servin g as a priest or cham pion o f that g o d ’s ideals.
   Your DM determ ines w hich gods, if any, are w orshiped           Eberron
in his or her campaign. From am ong the gods available,              The w orld o f Eberron has many different religions, but
you can choose a single deity for your character to                  the m ost important revolves around a pantheon called
serve, worship, or pay lip service to. Or you can pick               the Sovereign H ost and their m align shadow, the Dark
a few that your character prays to m ost often. Or just              Six. The gods o f the Sovereign H ost are thought to have
m ake a mental note o f the gods w ho are revered in your            dom inion over every aspect o f existence, and to speak
D M ’s cam paign s o you can invoke their n am es w hen              with a unified voice. But the Dark Six are the primitive,
appropriate. If you ’re playing a cleric or a character with         bloody, and cruel gods w ho offer a dissenting voice.
the Acolyte background, decide which god your deity
serves or served, and consider the deity’s suggested                    E b erron ’s other religions are very different from the
dom ain s w hen selecting your character’s dom ain.                  traditional D&D pantheons. The m onotheistic Church
                                                                     o f the Silver F lam e is devoted to fighting against evil in
D&D P a n t h e o n s                                                the w orld, but plagued by corruption in its ow n ranks.
                                                                     The philosophy of the B lood o f Vol teaches that divinity
E ach w orld in the D & D m ultiverse has its ow n                   lies within all mortal beings and reveres the undead
pantheons o f deities, ranging in size from the teem ing             w ho have secured that immortality. Various mad cults
pantheons o f the Forgotten Realm s and Greyhawk to                  are devoted to the dem ons and horrors im prisoned
the m ore focused religions of Eberron and Dragonlance.              in Eberron's Underdark (called Khyber, the Dragon
Many o f the nonhuman races w orship the sam e gods on               Below). The follow ers o f the Path o f Light believe that
different w orlds—Moradin, for example, is revered by                the w orld is heading toward a glorious future where
dwarves of the Forgotten Realms, Greyhawk, and many                  the shadow s that cloud this w orld will be transform ed
other worlds.                                                        into light. And tw o related nations o f elves revere their
                                                                     ancestral spirits: the Undying Court, preserved as
T he Forgo tten R ealm s                                             spirits or even undead form s, and the glorified Spirits
D ozens of deities are revered, worshiped, and feared                of the Past, the great heroes o f ancient wars.
throughout the w orld o f the Forgotten Realm s. At least
thirty deities are widely known across the Realm s, and              N o n h u m a n D e it ie s
m any m ore are w orshiped locally, by individual tribes,            Certain gods closely associated with nonhuman races
sm all cults, or certain sects of larger religious temples.          are revered on many different worlds, though not always
                                                                     in the sam e way. The nonhum an races of the Forgotten
 T h e Life a n d D e a t h D o m a i n s                            Realm s and Greyhawk share these deities.
  Many deities in this section suggest the Life domain,                 Nonhuman races often have whole pantheons of
  particularly if they are closely associated with healing,          their own. Besides Moradin, for example, the dwarf
  protection, childbirth, nurturing, or fertility. As described in   g od s include M oradin’s w ife, B erron ar Truesilver, and
 the chapter 3, though, the Life domain is incredibly broad,         a number of other gods thought to be their children
  and a cleric o f any non-evil deity can choose it.                 and grandchildren: Abbathor, Clangeddin Silverbeard,
                                                                     Dugm aren Brightmantle, Dumathoin, G orm Gulthyn,
    A number o f other deities, mostly evil ones, suggest the        Haela Brightaxe, M arthamm or Duin, Sharindlar, Thard
  Death domain, which is detailed in the Dungeon Master’s            Harr, and Vergadain. Individual clans and kingdom s of
  Guide. Most clerics who choose this domain are evil NPCs,          d w arves m ight revere som e, all, or n one o f th ese deities,
  but if you want to worship a god o f death, consult your           and som e have other gods unknown (or known by other
  Dungeon Master.                                                    names) to outsiders.
D e it ie s o f t h e Fo r g o t t e n R e a l m s
Deity                                     Alignment  Suggested Domains    Symbol
Auril, goddess o f winter                      NE    Nature, Tempest      Six-pointed snowflake
Azuth, god o f wizards                         LN    Knowledge            Left hand pointing upward, outlined in fire
Bane, god o f tyranny                          LE    War                  Upright black right hand, thumb and fingers together
Beshaba, goddess of misfortune                 CE    Trickery             Black antlers
Bhaal, god o f murder                          NE    Death                Skull surrounded by a ring o f blood droplets
Chauntea, goddess o f agriculture              NG    Life                 Sheaf o f grain or a blooming rose over grain
Cyric, god o f lies                            CE    Trickery             White jawless skull on black or purple sunburst
Deneir, god o f writing                        NG    Knowledge            Lit candle above an open eye
Eldath, goddess o f peace                     NG     Life, Nature         Waterfall plunging into still pool
Gond, god of craft                              N    Knowledge            Toothed cog with four spokes
Helm, god o f protection                       LN    Life, Light          Staring eye on upright left gauntlet
Ilmater, god o f endurance                     LG    Life                 Hands bound at the wrist with red cord
Kelemvor, god o f the dead                     LN    Death                Upright skeletal arm holding balanced scales
Lathander, god o f birth and renewal          NG     Life, Light          Road traveling into a sunrise
Leira, goddess o f illusion                   CN     Trickery             Point-down triangle containing a swirl o f mist
Lliira, goddess o f joy                        CG    Life                 Triangle o f three six-pointed stars
Loviatar, goddess o f pain                     LE    Death                Nine-tailed barbed scourge
Malar, god o f the hunt                        CE    Nature               Clawed paw
Mask, god o f thieves                         CN     Trickery             Black mask
Mielikki, goddess o f forests                 NG     Nature               Unicorn’s head
Milil, god o f poetry and song                NG     Light                Five-stringed harp made of leaves
Myrkul, god o f death                          NE    Death                White human skull
Mystra, goddess o f magic                     NG     Knowledge            Circle o f seven stars, or nine stars encircling a
                                                                          flowing red mist, or a single star
Oghma, god o f knowledge                   N         Knowledge            Blank scroll
Savras, god o f divination and fate       LN         Knowledge            Crystal ball containing many kinds o f eyes
Selune, goddess o f the moon              CG         Knowledge, Life      Pair o f eyes surrounded by seven stars
Shar, goddess o f darkness and loss       NE         Death, Trickery      Black disk encircled with a border
Silvanus, god o f wild nature              N         Nature               Oak leaf
Sune, goddess o f love and beauty         CG         Life, Light          Face o f a beautiful red-haired woman
Talona, goddess o f disease and poison    CE         Death                Three teardrops on a triangle
Talos, god o f storms                     CE         Tempest              Three lightning bolts radiating from a central point
Tempus, god o f war                        N         War                  Upright flaming sword
Torm, god o f courage and self-sacrifice  LG         War                  White right gauntlet
Tymora, goddess o f good fortune          CG         Trickery             Face-up coin
Tyr, god o f justice                      LG         War                  Balanced scales resting on a warhammer
Umberlee, goddess o f the sea             CE         Tempest              Wave curling left and right
Waukeen, goddess o f trade                 N         Knowledge, Trickery  Upright coin with Waukeen’s profile facing left
D eities of G reyhaw k                       Alignment  Suggested Domains    Symbol
                                                   N    Nature               Green disk
 Deity                                             N    Knowledge            Eye within a pentagram
 Beory, goddess o f nature                         N    Knowledge            Arc o f seven stars inside a circle
 Boccob, god o f magic                            NG    Life, Nature         Unicorn horn
 Celestian, god o f stars and wanderers           CE    War                  Blood drop
 Ehlonna, goddess o f woodlands                   NG    Knowledge, Trickery  Circle crossed by a curved horizon line
 Erythnul, god o f envy and slaughter             LG    War                  Lightning bolt
 Fharlanghn, god of horizons and travel           LE    War                  Six arrows facing downward in a fan
 Heironeous, god of chivalry and valor            CG    Tempest, War         Four spears and four maces radiating out
 Hextor, god o f war and discord                                             from a central point
 Kord, god o f athletics and sport                      Death                Reptilian eye with a horizontal diamond
                                                        Knowledge            Weaver's spindle with three strands
Incabulos, god o f plague and famine         NE         Death                Grinning human skull
Istus, goddess o f fate and destiny           N         Death                Skull with either a sickle or a scythe
luz, god o f pain and oppression             CE         Nature               Oak leaf and acorn
Nerull, god o f death                        NE         Trickery             Laughing mask
Obad-Hai, god o f nature                      N         Life, Light          Sun
Olidammara, god o f revelry                  CN         Light                Silver sun or full moon partially eclipsed by a
Pelor, god o f the sun and healing           NG                              smaller crescent moon
Pholtus, god o f light and law               LG         Trickery             Three bone fate-casting sticks
                                                        Knowledge            White heart
Ralishaz, god o f ill luck and insanity      CN         Knowledge            Circle at the center o f a starburst o f lines
Rao, god o f peace and reason                LG         Trickery             Dark spiral or inverted ziggurat
St. Cuthbert, god o f common sense and zeal  LN         War                  Triskelion
Tharizdun, god o f eternal darkness          CE         Life, War            Mountain with a circle at its heart
Trithereon, god o f liberty and retribution  CG         Knowledge            Hand with eye in the palm
Ulaa, goddess o f hills and mountains        LG         Death, Knowledge     Red skull in front o f fireball
Vecna, god o f evil secrets                  NE
Wee Jas, goddess o f magic and death         LN
D e it ie s o f D r a g o n l a n c e        Alignment  Suggested Domains    Symbol
                                                  LG    War                  Silver triangle
 The Cods o f Good                                NG    Light                Bard’s harp
 Paladine, god o f rulers and guardians           NG    Nature, Tempest      Blue bird
 Branchala, god o f music                         LG    War                  Bison’s horns
 Habbakuk, god o f animal life and the sea        LG    Knowledge            Copper spider
 Kiri-Jolith, god o f honor and war               LG    Knowledge, Life      Blue infinity sign
 Majere, god o f meditation and order             LG    no clerics           White circle or sphere
 Mishakal, goddess o f healing
 Solinari, god o f good magic                Alignment  Suggested Domains    Symbol
                                                   N    Knowledge            Open book
 The G od s o f Neutrality                         N    Nature               Feather
 Gilean, god o f knowledge                         N    Knowledge            Forging hammer
 Chislev, goddess o f nature                       N    Knowledge, Trickery  Griffon’s wing
 Reorx, god o f craft                              N    Nature               Multi-colored fire
 Shinare, goddess o f wealth and trade             N    Knowledge            Great green or gold tree
 Sirrion, god o f fire and change                  N    no clerics           Red circle or sphere
 Zivilyn, god o f wisdom
 Lunitari, goddess o f neutral magic         Alignment  Suggested Domains    Symbol
                                                  LE    Death                Black crescent
 The G od s o f Evil                              LE    Death                Yellow skull
Takhisis, goddess o f night and hatred            CE    Trickery             Broken merchant’s scales
Chemosh, god o f the undead                       NE    Death                Hood with two red eyes
 Hiddukel, god of lies and greed                  LE    War                  Stylized red condor
 Morgion, god o f disease and secrecy             CE    Tempest              Turtle shell
Sargonnas, god o f vengeance and fire             LE    no clerics           Black circle or sphere
Zeboim, goddess o f the sea and storms
Nuitari, god o f evil magic
D eities of Eberro n                                     Alignment  Suggested Domains    Symbol
                                                              NG    Life, Nature         Sheaf of wheat tied with green ribbon
 The Sovereign Host                                           LN    Knowledge            Open tome
 Arawai, goddess o f fertility                                 N    Life, Nature         Pair o f antlers
 Aureon, god o f law and knowledge                            LG    Life                 Fire in a stone hearth
 Balinor, god o f beasts and the hunt                         LG    Light, War           Rising sun
 Boldrei, goddess of community and home                       CG    War                  Longsword crossed over a shield
 Dol Arrah, goddess of sunlight and honor                      N    Trickery             Nine-sided gold coin
 Dol Dorn, god o f strength at arms                           NG    Life, Trickery       Domino
 Kol Korran, god o f trade and wealth                         NG    Knowledge            Crossed hammer and tongs
 Olladra, goddess of good fortune
 Onatar, god of craft                                    Alignment  Suggested Domains    Symbol
                                                              NE    Tempest              Bundle o f five sharpened bones
 The Dark Six                                                 NE    War                  Winged wyrm with woman’s head and
The Devourer, god of nature’s wrath                                                      upper body
The Fury, goddess of wrath and madness                        NE    Death                Dragonshard stone in the shape o f a fang
                                                              NE    War                  Five blood-spattered tools
The Keeper, god o f greed and death                           CE    Knowledge            Obsidian tower
The Mockery, god o f violence and treachery                   CN    Knowledge, Trickery  Four crossed, rune-inscribed bones
The Shadow, god o f dark magic
The Traveler, deity o f chaos and change                 Alignment  Suggested Domains    Symbol
                                                              LG    Life, Light, War     Flame drawn on silver or molded from silver
 Other Faiths o f Eberron                                     LN    Death, Life          Stylized dragon skull on red teardrop gem
The Silver Flame, deity of protection and good
The Blood of Vol, philosophy o f immortality             NE Trickery                     Varies
                                                         LN Life, Light                  Brilliant crystal
    and undeath
Cults o f the Dragon Below, deities o f madness          NG Knowledge, Life              Varies
The Path of Light, philosophy o f light and              CG War                          Varies
    self-improvement
The Undying Court, elven ancestors
The Spirits of the Past, elven ancestors
N o n h u m a n D eities
Deity                                                    Alignment  Suggested Domains    Symbol
Bahamut, dragon god of good                                   LG    Life, War            Dragon’s head in profile
Blibdoolpoolp, kuo-toa goddess                                NE    Death                Lobster head or black pearl
Corellon Larethian, elf deity o f art and magic               CG    Light                Quarter moon or starburst
Deep Sashelas, elf god o f the sea                            CG    Nature, Tempest      Dolphin
Eadro, merfolk deity o f the sea                               N    Nature, Tempest      Spiral design
Garl Glittergold, gnome god of trickery and wiles             LG    Trickery             Gold nugget
Grolantor, hill giant god o f war                             CE    War                  Wooden club
Gruumsh, orc god o f storms and war                           CE    Tempest, War         Unblinking eye
Hruggek, bugbear god of violence                              CE    War                  Morningstar
Kurtulmak, kobold god o f war and mining                      LE    War                  Gnome skull
Laogzed, troglodyte god o f hunger                            CE    Death                Image o f the lizard/toad god
Lolth, drow goddess of spiders                                CE    Trickery             Spider
Maglubiyet, goblinoid god of war                              LE    War                  Bloody axe
Moradin, dwarf god o f creation                               LG    Knowledge            Hammer and anvil
Rillifane Rallathil, wood elf god of nature                   CG    Nature               Oak
Sehanine Moonbow, elf goddess o f the moon                    CG    Knowledge            Crescent moon
Sekolah, sahuagin god of the hunt                             LE    Nature, Tempest      Shark
Semuanya, lizardfolk deity o f survival                        N    Life
Skerrit, centaur and satyr god o f nature                      N    Nature               Egg
Skoraeus Stonebones, god of stone giants and art               N    Knowledge            Oak growing from acorn
Surtur, god o f fire giants and craft                         LE    Knowledge, War       Stalactite
Thrym, god of frost giants and strength                       CE    War                  Flaming sword
Tiamat, dragon goddess of evil                                LE    Trickery             White double-bladed axe
Yondalla, halfling goddess o f fertility and protection       LG    Life                 Dragon head with five claw marks
                                                                                         Shield
Fa n t a s y - H i s t o r i c a l Pa n t h e o n s
The Celtic, Egyptian, Greek, and N orse pantheons are
fantasy interpretations of historical religions from our
w orld’s ancient tim es. They include deities that are
m ost appropriate for u se in a D & D gam e, divorced from
their historical context in the real w orld and united into
pantheons that serve the needs o f the game.
T h e C e l t ic Pa n t h e o n
It’s said that som eth in g w ild lurks in the heart o f every
soul, a space that thrills to the sound of geese calling
at night, to the w hispering w ind through the pines, to
the unexpected red o f m istletoe on an oak—and it is in
this space that the Celtic gods dwell. They sprang from
the brook and stream, their might heightened by the
strength of the oak and the beauty of the w oodlands and
open moor. W hen the first forester dared put a name to
the face seen in the bole o f a tree or the voice babbling
in a brook, these gods forced them selves into being.
   The Celtic gods are as often served by druids as by
clerics, for they are closely aligned with the forces of
nature that druids revere.
T h e G r e e k Pa n t h e o n
The gods o f Olympus make themselves known with the
gentle lap o f waves against the shores and the crash of
the thunder am ong the cloud-enshrouded peaks. The
thick boar-infested w ood s and the sere, olive-covered
hillsides hold evidence o f their passing. Every aspect
o f nature e c h o e s w ith their p resen ce, and they’ve m ade
a place for them selves inside the human heart, too.
T h e E g y p t ia n Pa n t h e o n
T hese gods are a young dynasty o f an ancient divine
family, heirs to the rulership o f the cosm os and the
m aintenance o f the divine principle o f M a’at—the
fundam ental order o f truth, justice, law, and order that
puts gods, mortal pharaohs, and ordinary men and
w om en in their logical and rightful place in the universe.
   The Egyptian pantheon is unusual in having three
gods with the Death dom ain o f different alignments.
Anubis is the lawful neutral god of the afterlife, w ho
ju dges the souls o f the dead. Set is a chaotic evil god      the needs o f their environment. Given the necessity of
of murder, perhaps best known for killing his brother          raiding for food and w ealth, it’s su rprisin g the m ortals
Osiris. And Nephthys is a chaotic good goddess of              turned out as w ell as they did. Their pow ers reflect
mourning. Thus, although m ost clerics of the Death            the need these w arriors had for strong leadership and
dom ain (found in the Dungeon Master's Guide) are              decisive action. Thus, they see their deities in every
villainous characters, clerics w ho serve Anubis or            ben d o f a river, hear them in the crash o f the thunder
Nephthys need not be.                                          and the boom in g o f the glaciers, and sm ell them in the
                                                               sm oke of a burning longhouse.
T h e N o r s e Pa n t h e o n
W here the land plumm ets from the snow y hills into the          The N orse pantheon includes tw o main fam ilies, the
icy fjords below, w here the longboats draw up on to the       Aesir (deities o f w ar and destiny) and the Vanir (gods
beach, where the glaciers flow forward and retreat with        o f fertility and prosperity). O nce enem ies, these two
every fall and spring—this is the land of the Vikings,         fam ilies are now closely allied against their com m on
the h om e o f the N orse pantheon. It’s a brutal clim e,      enem ies, the giants (including the gods Surtur and
and one that calls for brutal living. The w arriors of         Thrym). Like the gods o f Greyhawk, gods in different
the land have had to adapt to the harsh condition s in         fam ilies som etim es have overlap in their spheres o f
order to survive, but they haven’t been too twisted by         influence: Frey (of the Vanir) and Odur (of the Aesir)
                                                               are both associated with the sun, for example.
Deity                                               Alignment  Suggested Domains       Symbol
The Daghdha, god o f weather and crops                   CG    Nature, Trickery        Bubbling cauldron or shield
Arawn, god o f life and death                            NE    Life, Death             Black star on gray background
Belenus, god o f sun, light, and warmth                  NG    Light                   Solar disk and standing stones
Brigantia, goddess o f rivers and livestock              NG    Life                    Footbridge
Diancecht, god o f medicine and healing                  LG    Life                    Crossed oak and mistletoe branches
Dunatis, god o f mountains and peaks                      N    Nature                  Red sun-capped mountain peak
Goibhniu, god of smiths and healing                     NG     Knowledge, Life         Giant mallet over sword
Lugh, god o f arts, travel, and commerce                CN     Knowledge, Life         Pair o f long hands
Manannan mac Lir, god o f oceans and sea creatures       LN    Nature, Tempest         Wave o f white water on green
Math Mathonwy, god o f magic                             NE    Knowledge               Staff
Morrigan, goddess o f battle                             CE    War                     Two crossed spears
Nuada, god o f war and warriors                           N    War                     Silver hand on black background
Oghma, god o f speech and writing                       NG     Knowledge               Unfurled scroll
Silvanus, god o f nature and forests                      N    Nature                  Summer oak tree
G r e e k D e it ie s                               Alignment  Suggested Domains       Symbol
                                                          N    Tempest                 Fist full o f lightning bolts
 Deity                                                   CG    Light                   Sea shell
 Zeus, god o f the sky, ruler o f the gods               CG    Knowledge, Life, Light  Lyre
 Aphrodite, goddess o f love and beauty                  CE    War                     Spear
 Apollo, god o f light, music, and healing               NG    Life, Nature            Bow and arrow on lunar disk
 Ares, god o f war and strife                            LG    Knowledge, War          Owl
 Artemis, goddess o f hunting and childbirth             NG    Life                    Mare’s head
 Athena, goddess o f wisdom and civilization             CN    Life                    Thyrsus (staff tipped with pine cone)
 Demeter, goddess of agriculture                         LE    Death                   Black ram
 Dionysus, god o f mirth and wine                        CE    Knowledge, Trickery     Setting moon
 Hades, god o f the underworld                           NG    Knowledge               Hammer and anvil
 Hecate, goddess o f magic and the moon                  CN    Trickery                Fan o f peacock feathers
 Hephaestus, god of smithing and craft                   CG    Tempest, War            Lion’s head
 Hera, goddess o f marriage and intrigue                 CG    Trickery                Caduceus (winged staff and serpents)
 Hercules, god o f strength and adventure                      Life                    Hearth
 Hermes, god o f travel and commerce                    NG     War                     Winged woman
 Hestia, goddess o f home and family                     LN    Nature                  Syrinx (pan pipes)
 Nike, goddess o f victory                              CN     Tempest                 Trident
 Pan, god o f nature                                    CN     Trickery                Red pentagram
 Poseidon, god o f the sea and earthquakes                N
Tyche, goddess o f good fortune
Egyptian D eities                                  Alignment  Suggested Domains  Symbol
                                                        LG    Life, Light        Solar disk encircled by serpent
 Deity                                                  LN    Death              Black jackal
 Re-Horakhty, god o f the sun, ruler o f the gods       NE    Trickery           Flaming snake
 Anubis, god o f judgment and death                     CG    War                Cat
 Apep, god o f evil, fire, and serpents                 CN    Trickery           Image o f the misshapen deity
 Bast, goddess o f cats and vengeance                   NG    Life, Light        Horned cow’s head with lunar disk
 Bes, god o f luck and music
 Hathor, goddess o f love, music, and              NG Knowledge                  Step pyramid
    motherhood                                     NG Knowledge, Life            Ankh and star
 Imhotep, god o f crafts and medicine
 Isis, goddess o f fertility and magic             CG Death                      Horns around a lunar disk
 Nephthys, goddess o f death and grief
 Osiris, god o f nature and the underworld         LG Life, Nature               Crook and flail
 Ptah, god o f crafts, knowledge, and secrets
 Set, god of darkness and desert storms            LN Knowledge                  Bull
 Sobek, god o f water and crocodiles               CE Death, Tempest,            Coiled cobra
Thoth, god o f knowledge and wisdom
                                                              Trickery
                                                   LE Nature, Tempest Crocodile head with horns and plumes
                                                   N Knowledge                   Ibis
N o r s e D e it ie s                              Alignment  Suggested Domains  Symbol
                                                        NG    Knowledge, War     Watching blue eye
 Deity                                                  NE    Tempest            Rough ocean waves
 Odin, god of knowledge and war                         NG    Life, Light        Gem-encrusted silver chalice
 Aegir, god o f the sea and storms                       N    Light              Head o f a bearded man
 Balder, god o f beauty and poetry                      NG    Life, Light        Ice-blue greatsword
 Forseti, god o f justice and law                       NG    Life               Falcon
 Frey, god o f fertility and the sun                     N    Life, Light        Cat
 Freya, goddess o f fertility and love                  LG    Light, War         Curling musical horn
 Frigga, goddess o f birth and fertility                NE    Death              Woman’s face, rotting on one side
 Heimdall, god o f watchfulness and loyalty             CN    Trickery           Winged scroll
 Hel, goddess o f the underworld                        CE    Trickery           Flame
 Hermod, god o f luck                                   NG    Nature, Tempest    Gold coin
 Loki, god o f thieves and trickery                     CG    Light              Solar disk
 Njord, god o f sea and wind                            CG    War                Upraised sword
 Odur, god o f light and the sun                         N    Nature             Mountain peak
 Sif, goddess o f war                                   LE    War                Flaming sword
 Skadi, god o f earth and mountains                     CG    Tempest, War       Hammer
 Surtur, god o f fire giants and war                    CE    War                White double-bladed axe
Thor, god o f storms and thunder                        LN    Knowledge, War     Sword
Thrym, god o f fire giants and cold                    CN     Nature             Longbow
Tyr, god of courage and strategy
 Uller, god o f hunting and winter
A ppen dix C: T he Planes of Existence
              NI CREDIBLY VAST IS THE COSMOS OF THE                  The best-known w orlds in the multiverse are the
            D u n g e o n s & D r a g o n s game, which teem s    ones that have been published as official cam paign
            with a multitude o f worlds as well as myriad         settings for the D&D game over the years—Greyhawk,
            alternate dim ensions o f reality, called the planes  Blackm oor, Dragonlance, the Forgotten Realm s,
            of existence. It e n com p a sses every w orld        Mystara, Birthright, Dark Sun, and Eberron, am ong
            where Dungeon Masters run their adventures,           others. Each o f these w orlds boasts its ow n cast of
            all within the relatively m undane realm o f the      heroic adventurers and schem ing villains, its own
            Material Plane. Beyond that plane are dom ains        ancient ruins and forgotten artifacts, its ow n du ngeon s
o f raw elemental matter and energy, realm s o f pure             and its ow n dragons. But if your cam paign takes place
thought and ethos, the hom es o f dem ons and angels,             on on e o f th ese w orlds, it b elon gs to your DM —you
and the dom inions o f the gods.                                  might im agine it as one o f th ou san ds o f parallel versions
   Many spells and m agic items can draw energy                   of the world, which might diverge wildly from the
from these planes, sum m on the creatures that dwell              published version.
there, com m unicate with their denizens, and allow
adventurers to travel there. As your character achieves           M a t e r ia l E ch o e s
greater pow er and higher levels, you might undertake
a quest to rescue a friend from the horrific depths o f           The M aterial Plane is a richly m agical place, and its
the Abyss, or find yourself hoisting a tankard with the           m agical nature is reflected in the tw o planes that share
friendly giants o f Ysgard. You might w alk on streets            its central place in the multiverse. The Feywild and the
made o f solid fire or test your mettle on a battlefield          Shadowfell are parallel dim ensions occupying the sam e
w here the fallen are resurrected with each dawn.                 cosm ological space, so they are often called echo planes
                                                                  or mirror planes to the Material Plane. The w orlds and
T he M aterial Plane                                              landscapes o f these planes mirror the natural world
                                                                  o f the Material Plane but reflect those features into
The Material Plane is the nexus w here the philosophical          different form s—m ore m arvelous and m agical in the
and elemental forces that define the other planes collide         Feywild, distorted and colorless in the Shadowfell.
in the jum bled existence o f m ortal life and m undane           W here a volcano stands in the Material Plane, a
matter. All the w orlds o f D&D exist within the Material         mountain topped with skyscraper-sized crystals that
P lane, m aking it the starting point for m ost cam paigns        glow with internal fire towers in the Feywild, and a
and adventures. T h e rest o f the m ultiverse is defined in      jagged rock outcropping resem bling a skull marks the
relation to the Material Plane.                                   spot on the Shadowfell.
   The w orlds o f the Material Plane are infinitely diverse,       T h e Feywild, also called the Plane o f Faerie, is a land
for they reflect the creative imagination of the DMs
w ho set their gam es there, as well as the players w hose        o f soft lights and wonder, a country o f little people with
heroes adventure there. They include magic-wasted                 great desires, a place o f m usic and death. It is a realm
desert planets and island-dotted water worlds, worlds             o f eternal twilight, with slow lanterns bobbing in the
where m agic com bines with advanced technology and               gentle breeze and huge fireflies buzzing through groves
others trapped in an endless Stone Age, w orlds w here            and fields. The sky is alight with the faded colors of
the gods w alk and places they have abandoned.                    the setting, or perhaps rising, sun. But, in fact, the sun
                                                                  never truly sets or rises; it rem ains stationary, dusky
                                                                  and low in the sky. Away from the settled areas ruled by
                                                                  the Seelie Court, the land is a tangle o f sharp-toothed
                                                                  bram bles and syrupy fens—perfect territory for the
                                                                  Unseelie to hunt their prey. Fey creatures, such as those
                                                                  brought to the w orld by conjure woodland beings and
                                                                  sim ilar spells, dwell in the Feywild.
                                                                    The Shadowfell, also called the Plane o f Shadow, is
                                                                  a darkly lighted dim ension, a world o f black and white
                                                                  w here c o lo r has been leach ed from everything. It is a
                                                                  place o f toxic dark n ess that hates the light, w here the
                                                                  sky is a black vault with neither sun nor stars.
                                                                  Po sitiv e an d N egative Pla n es
                                                                  Like a dome above the other planes, the Positive Plane is the
                                                                  source o f radiant energy and the raw life force that suffuses
                                                                  all living beings, from the puny to the sublime. Its dark
                                                                  reflection is the Negative Plane, the source of necrotic energy
                                                                  that destroys the living and animates the undead.
Beyond the M aterial                                            o f force. The depths o f the plane, the D eep Ethereal, are
                                                                a region of swirling mists and colorful fogs.
Beyond the Material Plane, the various planes of
existence are realm s o f myth and mystery. T h ey ’re             The Astral Plane is the realm o f thought and dream,
not simply other worlds, but different qualities of             w here visitors travel as disem bodied souls to reach
being, form ed and governed by spiritual and elemental          the planes o f the divine and dem onic. It is a great,
principles abstracted from the ordinary world.                  silvery sea, the sam e above and below, with swirling
                                                                w isp s o f white and gray streaking am ong m otes o f light
Plana r T ravel                                                 resem bling distant stars. Erratic w hirlpools o f color
                                                                flicker in midair like spinning coins. O ccasional bits of
W hen adventurers travel into other planes o f existence,       solid matter can be found here, but m ost of the Astral
they are undertaking a legendary journey across the             Plane is an endless, open domain.
thresholds of existence to a mythic destination where
they strive to com plete their quest. Such a journey is the     In n e r P la n es
stuff o f legend. Braving the realm s o f the dead, seeking
out the celestial servants o f a deity, or bargaining with      The Inner Planes surround and enfold the Material
an efreeti in its hom e city will be the subject o f son g and  Plane and its echoes, providing the raw elemental
story for years to com e.                                       substance from which all the w orlds w ere made. The
                                                                four Elemental P lanes—Air, Earth, Fire, and W ater—
   Travel to the planes beyond the Material Plane can be        form a ring around the Material Plane, suspended
accom plished in tw o ways: by casting a spell or by using      within the churning Elemental Chaos.
a planar portal.
                                                                   At their innerm ost edges, where they are closest
   Spells. A num ber o f spells allow direct or indirect        to the M aterial Plane (in a con ceptu al if not a literal
a cce s s to other planes o f existence. Plane shift and        geographical sense), the four Elemental Planes
gate can transport adventurers directly to any other            resem ble a w orld in the Material Plane. The four
plane o f existence, with different degrees o f precision.      elem ents m ingle together as they do in the Material
Etherealness allow s adventurers to enter the Ethereal          Plane, form ing land, sea, and sky. Farther from the
Plane and travel from there to any o f the planes it            Material Plane, though, the Elemental Planes are both
tou ch es—the Shadow fell, the Feywild, or the Elem ental       alien and hostile. Here, the elem ents exist in their
Planes. A nd the astral projection spell lets adventurers       purest form —great expanses o f solid earth, blazing fire,
project them selves into the Astral Plane and travel to         crystal-clear water, and unsullied air. T h ese region s
the Outer Planes.                                               are little-known, so when discussing the Plane o f Fire,
                                                                for example, a speaker usually m eans just the border
   Portals. A portal is a general term for a stationary         region. At the farthest extents o f the Inner Planes,
interplanar connection that links a specific location           the pure elem ents dissolve and bleed together into an
on one plane to a specific location on another. Som e           unending tumult of clashing energies and colliding
portals are like doorways, a clear window, or a fog-            substance, the Elemental Chaos.
sh rouded passage, and sim ply stepping through it
effects the interplanar travel. Others are locations—           O uter Planes
circles of standing stones, soaring towers, sailing ships,
or even w hole tow n s—that exist in multiple planes at         If the Inner Planes are the raw matter and energy that
on ce or flicker from one plane to another in turn. S om e      m akes up the multiverse, the Outer Planes are the
are vortices, typically joining an Elemental Plane with a       direction, thought and purpose for such construction.
very similar location on the Material Plane, such as the        Accordingly, many sages refer to the Outer Planes as
heart of a volcano (leading to the Plane o f Fire) or the       divine planes, spiritual planes, or godly planes, for the
depths o f the ocea n (to the Plane o f Water).                 Outer Planes are best known as the hom es o f deities.
T ran sitive P lanes                                               W hen discussing anything to do with deities, the
                                                                language used must be highly metaphorical. Their
The Ethereal Plane and the Astral Plane are called the          actual h om es are not literally “p la ces” at all, but
Transitive Planes. They are mostly featureless realms           exem plify the idea that the Outer P lanes are realm s of
that serve prim arily as w ays to travel from one plane         thought and spirit. As with the Elemental Planes, one
to another. Sp ells such as etherealness and astral             can im agine the perceptible part of the Outer Planes as
projection allow characters to enter these planes and           a sort o f border region, while extensive spiritual regions
traverse them to reach the planes beyond.                       lie beyond ordinary sensory experience.
   The Ethereal Plane is a misty, fog-bound dim ension             Even in those perceptible regions, appearances
that is som etim es described as a great ocean. Its shores,     can be deceptive. Initially, m any o f the Outer P la n es
called the Border Ethereal, overlap the Material Plane          appear hospitable and familiar to natives o f the
and the Inner Planes, so that every location on those           M aterial Plane. But the lan dscape can change at the
planes has a corresponding location on the Ethereal             w him s o f the pow erful forces that live on the Outer
Plane. Certain creatures can see into the Border                Planes. The desires o f the mighty forces that dwell on
Ethereal, and the see invisibility and true seeing spell        these planes can remake them completely, effectively
grant that ability. S om e m agical effects also extend from    erasing and rebuilding existence itself to better fulfill
the Material Plane into the Border Ethereal, particularly       their own needs.
effects that use force energy such as forcecage and wall
D istance is a virtually m eaningless concept on the         planes. That argument might be circular, however,
Outer Planes. The perceptible regions of the planes             for it is p ossib le that the arrangem ent o f the O utlands
often seem quite sm all, but they can also stretch on to        inspired the idea o f the Great W heel in the first place.
w hat seem s like infinity. It m ight be p ossib le to take
a guided tour o f the Nine Hells, from the first layer to          Around the outside edge of the circle, evenly spaced,
the ninth, in a single day—if the pow ers o f the Hells         are the gate-towns: sixteen settlem ents, each built
desire it. Or it cou ld take w eek s for travelers to m ake a   around a portal leading to one o f the Outer Planes. Each
grueling trek a cross a single layer.                           town shares many o f the characteristics o f the plane
                                                                w here its gate leads.
   The m ost well-known Outer Planes are a group of
sixteen planes that correspon d to the eight alignments            At the center o f the Outlands, like the axle o f the
(excluding neutrality) and the shades o f distinction           planar wheel, the Spire shoots im possibly high into the
between them.                                                   sky. Above this thin peak floats the ring-shaped city o f
                                                                Sigil, the City o f D oors. This bustling planar m etropolis
O uter Planes                           Alignment               holds countless portals to other planes and worlds.
                                        LG
 Outer Plane                            NG, LG                     Sigil is a trader’s city. G ood s, m erchandise, and
 Mount Celestia, the Seven Heavens o f  NG                      inform ation co m e to it from a cross the planes. T here
 Bytopia, the Twin Paradises of         NG, CG                  is a brisk trade in inform ation about the planes, in
 Elysium, the Blessed Fields of         CG                      particular in the com m and w ords or items required for
 The Beastlands, the Wilderness of      CN, CG                  the operation o f particular portals. T hese portal keys
 Arborea, the Olympian Glades of        CN                      are highly sought after, and many travelers within the
 Ysgard, the Heroic Domains of          CN, CE                  city are looking for a particular portal or a portal key
 Limbo, the Ever-Changing Chaos of      CE                      to allow them to continue on their way.
 Pandemonium, the Windswept Depths of   NE, CE
 The Abyss, the Infinite Layers of      NE                      D em iplanes
 Carceri, the Tarterian Depths of       NE, LE                  D em iplanes are sm all extradim ensional spaces with
 Hades, the Gray Waste of               LE                      their ow n unique rules. They are pieces o f reality that
 Gehenna, the Bleak Eternity o f        LN, LE                  don ’t seem to fit anyw here else. D em iplan es com e
 The Nine Hells ( o f Baator)           LN                      into being by a variety o f m eans. S om e are created by
 Acheron, the Infinite Battlefield of   LN, LG                  spells, such as demiplane, or generated at the desire o f a
 Mechanus, the Clockwork Nirvana of                             pow erful deity or other force. They m ay exist naturally,
 Arcadia, the Peaceable Kingdoms of                             as a fold o f existing reality that has been pinched off
                                                                from the rest o f the multiverse, or as a baby universe
The planes w ith som e elem ent o f g ood in their nature       grow ing in power. A given dem iplane can be entered
are called the Upper Planes. Celestial creatures such           through a single point w here it tou ch es another plane.
as angels and pegasi dwell in the Upper Planes. Planes          Theoretically, a plane shift spell can also carry travelers
with som e element o f evil are the Lower Planes. Fiends        to a demiplane, but the proper frequency required
such as dem ons, devils, and yugoloths dwell in the             for the tuning fork is extremely hard to acquire. The
L ow er P lanes. A plane’s alignm ent is its essen ce, and      gate spell is m ore reliable, assum ing the caster know s
a character w h o s e alignm ent d oesn ’t match the plane’s    o f the demiplane.
experiences a profound sense of dissonance there.
W h en a g o o d creature visits Elysium , for exam ple, it     T h e Fa r R e a l m
feels in tune with the plane, but an evil creature feels        T h e Far R ea lm is beyon d the kn ow n m ultiverse. In fact,
out o f tune and m ore than a little uncom fortable.            it might b e an entirely separate m ultiverse w ith its ow n
                                                                physical and m agical laws. W here stray energies from
O ther Planes                                                   the Far Realm leak onto another plane, life and matter
                                                                are w arped and twisted into alien shapes that defy
Existing som ehow betw een or beyond the known planes           ordinary geom etry and biology.
o f existence are a variety o f other realms.
                                                                   T he entities that abide in the Far Realm are too alien
Sig il a n d t h e O u t l a n d s                              for a norm al m ind to accept without damage. Titanic
The Outlands is the plane between the Outer Planes, a           creatures swim through nothingness, preoccupied
plane o f neutrality, but not the neutrality o f nothingness.   with m adness. Unspeakable things w hisper awful
Instead it in corporates a little o f everything, keeping it    truths to those w ho dare listen. For mortals, know ledge
all in a paradoxical ba la n ce—sim ultaneously concordan t     o f the Far Realm is a triumph o f mind over the rude
and in opposition. It is a broad region o f varied terrain,     boundaries o f matter, space, and eventually sanity.
with open prairies, towering mountains, and twisting,
shallow rivers, strongly resem bling an ordinary world             There are no known portals to the Far Realm, or
o f the Material Plane.                                         at least none that are still viable. Ancient elves on ce
                                                                pierced the boundary o f eons with a vast portal to the
   The Outlands is circular, like a great w heel—in fact,       Far Realm within a mountain called Firestorm Peak,
those w ho envision the Outer Planes as a w heel point          but their civilization im ploded in bloody terror and
to the O utlands as proof, calling it a m icr o co s m o f the  the porta l’s location —even its h om e w orld—is long-
                                                                forgotten. Other portals might still exist, marked by the
                                                                alien forces leaking through to corrupt the Material
                                                                Plane around them.
A p p e n d ix D : C r e a t u r e St a t is t ic s
        PSELLS AND CLASS FEATURES ALLOW CHARACTERS                 Boar
        to transform into animals, sum m on creatures
        to serve as familiars, and create undead.                  M edium beast, unaligned
        Statistics for such creatures are grouped
        in this appendix for your convenience. For                 Armor Class 11 (natural armor)
        inform ation on how to read a stat block, see              Hit Points 11 (2d8 + 2)
                                                                   Speed 40 ft.
        the Monster Manual.
Ba t                                                                STR       DEX     CON           IN T    W IS    CHA
                                                                   13 (+1)  11 (+0)  12 (+1)       2 (-4)  9 (-1)   5 (-3)
Tiny beast, unaligned
                                                                   Senses passive Perception 9
Arm or C lass 12                                                   Languages —
Hit Points 1 (1d4 - 1)                                             Challenge 1/4 (50 XP)
Speed 5 ft., fly 30 ft.
 STR     DEX             CON      INT     W IS     CHA             Charge. If the boar moves at least 20 feet straight toward a
2 (-4)  15 (+2)          8 (-1)  2 (-4)  12 (+1)  4 (-3)           creature right before hitting it with a tusk attack, the target
                                                                   takes an extra 3 (1d6) slashing damage and must succeed on a
Senses blindsight 60 ft., passive Perception 11                    DC 11 Strength saving throw or be knocked prone.
Languages —
Challenge 0 (10 XP)                                                Relentless (Recharges after the Boar Finishes a Short or Long
                                                                   Rest). If the boar takes damage that reduces it to 0 hit points,
Echolocation. While it can’t hear, the bat has no blindsight.      unless the damage is 7 or more or from a critical hit, it drops to
                                                                   1 hit point instead.
Keen Hearing. The bat has advantage on Wisdom (Perception)
checks that rely on hearing.                                       A c t i o n s ________________________________________________
A c t i o n s ________________________________________________     Tusk. Melee W eapon Attack: +3 to hit, reach 5 ft., one target.
Bite. Melee W eapon Attack: +0 to hit, reach 5 ft., one creature.  Hit: 4 (1d6 + 1) slashing damage.
Hit: 1 piercing damage.
                                                                   Brown Bear
                                                                   Large beast, unaligned
Black Bear                                                         Armor Class 11 (natural armor)
                                                                   Hit Points 34 (4d10 + 12)
M edium beast, unaligned                                           Speed 40 ft., climb 30 ft.
Armor Class 11 (natural armor)                                     STR      DEX              CON     INT    W IS    CHA
Hit Points 19 (3d8 + 6)                                                                            2 (-4)  13 (+1)  7 (-2)
Speed 40 ft., climb 30 ft.                                         19 (+4) 10 (+0) 16 (+3)
STR     DEX               CON     IN T    W IS    CHA              Skills Perception +3
                                 2 (-4)  12 (+1)  7 (-2)           Senses passive Perception 13
15 (+2) 10 (+0) 14 (+2)                                            Languages —
                                                                   Challenge 1 (200 XP)
Skills Perception +3                                               Keen Smell. The bear has advantage on Wisdom (Perception)
Senses passive Perception 13                                       checks that rely on smell.
Languages —
Challenge 1/2 (100 XP)                                             A c t i o n s ________________________________________________
                                                                   Multiattack. The bear makes two attacks, one with its bite and
Keen Smell. The bear has advantage on Wisdom (Perception)          one with its claws.
checks that rely on smell.
                                                                   Bite. Melee W eapon Attack: +5 to hit, reach 5 ft., one target.
A c t i o n s ________________________________________________     Hit: 8 (1d8 + 4) piercing damage.
Multiattack. The bear makes two attacks, one with its bite and
one with its claws.                                                Claws. Melee W eapon Attack: +5 to hit, reach 5 ft., one target.
                                                                   Hit: 11 (2d6 + 4) slashing damage.
Bite. Melee W eapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.
Claws. Melee W eapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 1 (2d4 + 2) slashing damage.
Cat                                                                A c t i o n s ______________________________________
Tiny beast, unaligned                                              Bite. Melee W eapon Attack: + 4 to hit, reach 5 ft., one target.
                                                                   Hit: 7 (1d10 + 2) piercing damage, and the target is grappled.
Armor Class 12                                                     Until this grapple ends, the target is restrained, and the
Hit Points 2 (1d4)                                                 crocodile can’t bite another target.
Speed 40 ft., climb 30 ft.
 STR     DEX            CON        INT     W IS    CHA             D ire W olf
3 (-4)                            3 (-4)  12 (+1)  7 (-2)
         15 (+2) 10 (+0)                                           Large beast, unaligned
Skills Perception +3, Stealth +4                                   Armor Class 14 (natural armor)
Senses passive Perception 13                                       Hit Points 37 (5d10 + 10)
Languages —                                                        Speed 50 ft.
Challenge 0 (10 XP)
Keen Smell. The cat has advantage on Wisdom (Perception)            STR       DEX           CON       INT     W IS    CHA
checks that rely on smell.                                         17 (+3)  15 (+2)        15 (+2)   3 (-4)  12 (+1)  7 (-2)
A c t i o n s _______________________________________              Skills Perception +3, Stealth +4
                                                                   Senses passive Perception 13
Claws. Melee W eapon Attack: +0 to hit, reach 5 ft., one target.   Languages —
Hit: 1 slashing damage.                                            Challenge 1 (200 XP)
C o n str ic to r Sn a k e                                         Keen Hearing and Smell. The wolf has advantage on Wisdom
                                                                   (Perception) checks that rely on hearing or smell.
Large beast, unaligned
                                                                   Pack Tactics. The wolf has advantage on attack rolls against a
Armor Class 12                                                     creature if at least one o f the wolf's allies is within 5 feet o f the
Hit Points 13 (2d10 + 2)                                           creature and isn’t incapacitated.
Speed 30 ft., swim 30 ft.
                                                                   A c t i o n s _______________________________________
 STR       DEX           CON       INT      W IS    CHA
15 (+2)  14 (+2)        12 (+1)   1 (-5)  10 (+0)  3 (-4)          Bite. Melee W eapon Attack: +5 to hit, reach 5 ft., one target.
                                                                   Hit: 10 (2d6 + 3) piercing damage. If the target is a creature,
Senses blindsight 10 ft., passive Perception 10                    it must succeed on a DC 13 Strength saving throw or be
Languages —                                                        knocked prone.
Challenge 1/4 (50 XP)
                                                                   Frog
                                                                   Tiny beast, unaligned
A c t i o n s _______________________________________              Armor C lass 11
                                                                   Hit Points 1 (1d4 - 1)
Bite. Melee W eapon Attack: +4 to hit, reach 5 ft., one creature.  Speed 20 ft., swim 20 ft.
Hit: 5 (1d6 + 2) piercing damage.
                                                                    STR      DEX           CON        INT     W IS    CHA
Constrict. Melee W eapon Attack: +4 to hit, reach 5 ft., one       1 (-5)   13 (+1)        8 (-1)    1 (-5)  8 (-1)   3 (-4)
creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target
is grappled. Until this grapple ends, the creature is restrained,
and the snake can’t constrict another target.
C rocodile                                                         Skills Perception +1, Stealth +3
                                                                   Senses darkvision 30 ft., passive Perception 11
Large beast, unaligned                                             Languages —
                                                                   Challenge 0 (0 XP)
Armor Class 12 (natural armor)                                     Amphibious. The frog can breathe air and water.
Hit Points 19 (3d10 + 3)
Speed 20 ft., swim 30 ft.                                          Standing Leap. As part o f its movement and without a running
                                                                   start, the frog can long jump up to 10 feet and high jump
STR      DEX            CON         INT     W IS   CHA             up to 5 feet.
                                  2 (-4)  10 (+0)  5 (-3)
15 (+2) 10 (+0) 13 (+1)
Skills Stealth +2
Senses passive Perception 10
Languages —
Challenge 1/2 (100 XP)
H old Breath. The crocodile can hold its breath for 15 minutes.
G ia n t Eagle                                                      Web (Recharge 5-6). Ranged W eapon Attack: +5 to hit, range
                                                                    30 ft./60 ft., one creature. Hit: The target is restrained by
Large beast, neutral good                                           webbing. As an action, the restrained target can make a DC
                                                                    12 Strength check, bursting the webbing on a success. The
Armor C lass 13                                                     webbing can also be attacked and destroyed (AC 10; hp 5;
Hit Points 26 (4d10 + 4)                                            vulnerability to fire damage; immunity to bludgeoning, poison,
Speed 10 ft., fly 80 ft.                                            and psychic damage).
  STR     DEX      CON           INT    W IS     CHA
16 (+3)  17 (+3)  13 (+1)       8 (-1)
                                        14 (+2) 10 (+0)             H a w k (Fa l c o n )
Skills Perception +4                                                Tiny beast, unaligned
Senses passive Perception 14
Languages Giant Eagle, understands Common but doesn't               Armor C lass 13
                                                                    Hit Points 1 (1d4 - 1)
   speak it                                                         Speed 10 ft., fly 60 ft.
Challenge 1 (200 XP)
Keen Sight. The eagle has advantage on Wisdom (Perception)           STR      DEX             CON       IN T        W IS    CHA
checks that rely on sight.                                          5 (-3)  16 (+3)           8 (-1)   2 (-4)      14 (+2)  6 (-2)
A c t i o n s _______________________________________               Skills Perception +4
                                                                    Senses passive Perception 14
Multiattack. The eagle makes two attacks, one with its beak         Languages —
and one with its talons.                                            Challenge 0 (10 XP)
Beak. Melee W eapon Attack: +5 to hit, reach 5 ft., one target.     Keen Sight. The hawk has advantage on Wisdom (Perception)
Hit: 6 (1d6 + 3) piercing damage.                                   checks that rely on sight.
Talons. Melee W eapon Attack: +5 to hit, reach 5 ft., one target.   A c t i o n s _______________________________________
Hit: 10 (2d6 + 3) slashing damage.
                                                                    Talons. Melee W eapon Attack: +5 to hit, reach 5 ft., one target.
G ia n t Spider                                                     Hit: 1 slashing damage.
Large beast, unaligned
Armor Class 14 (natural armor)                                      Imp
Hit Points 26 (4d10 + 4)
Speed 30 ft., climb 30 ft.                                          Tiny fiend (devil, shapechanger), lawful evil
STR      DEX      CON            INT      W IS    CHA               Armor C lass 13
                                2 (-4)  11 (+0)  4 (-3)             Hit Points 10 (3d4 + 3)
14 (+2) 16 (+3) 12 (+1)                                             Speed 20 ft., fly 40 ft. (20 ft. in rat form; 20 ft., fly 60 ft. in raven
                                                                      form; 20 ft., climb 20 ft. in spider form)
Skills Stealth +7                                                    STR     DEX               CON       INT W IS            CHA
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10  6 (-2)  17 (+3)           13 (+1)  11 (+0) 12 (+1)      14 (+2)
Languages —
Challenge 1 (200 XP)                                                Skills Deception +4, Insight+3, Persuasion +4, Stealth +5
                                                                    Dam age Resistances cold; bludgeoning, piercing, and slashing
Spider Climb. The spider can climb difficult surfaces, including
upside down on ceilings, without needing to make an                   from nonmagical weapons that aren’t silvered
ability check.                                                      Dam age Immunities fire, poison
                                                                    Condition Immunities poisoned
Web Sense. While in contact with a web, the spider knows the        Senses darkvision 120 ft., passive Perception 11
exact location of any other creature in contact with the same web.  Languages Infernal, Common
                                                                    Challenge 1 (200 XP)
Web Walker. The spider ignores movement restrictions caused
by webbing.                                                         Shapechanger. The imp can use its action to polymorph into
                                                                    the beast form o f a rat, a raven, or a spider, or into its devil
A c t i o n s _______________________________________               form. Its statistics are the same in each form, although its
                                                                    attack is different in some o f them. Any equipment it carries is
Bite. Melee W eapon Attack: +5 to hit, reach 5 ft., one creature.   not transformed. If slain, the imp reverts to its devil form.
Hit: 7 (1d8 + 3) piercing damage, and the target must make a
DC 11 Constitution saving throw, taking 9 (2d8) poison damage       D evil’s Sight. Magical darkness doesn’t impede the
on a failed save, or half as much damage on a successful one. If    imp’s darkvision.
the poison damage reduces the target to 0 hit points, the target
is stable but poisoned for 1 hour, and paralyzed while poisoned     Magic Resistance. The imp has advantage on saving throws
in this way.                                                        against spells and other magical effects.
A c t i o n s _______________________________________                    Pounce. If the lion moves at least 20 feet straight toward a
                                                                         target right before hitting it with a claw attack, the target must
Sting (Bite in Beast Form). Melee W eapon Attack: +5 to hit,             succeed on a DC 13 Strength saving throw or be knocked
reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and         prone. If the target is prone, the lion can take a bonus action to
the target must make on a DC 11 Constitution saving throw,               make one bite attack against it.
taking 10 (3d6) poison damage on a failed save, or half as
much damage on a successful one.                                         Running Leap. As part o f its movement and after a 10-foot
                                                                         running start, the lion can long jump up to 25 feet.
Invisibility. The imp turns invisible until it attacks or until its
concentration ends. Anything the invisible imp is carrying or            A c t i o n s _______________________________________
wearing is invisible as long as it remains in contact with the imp.
                                                                         Bite. Melee W eapon Attack: +5 to hit, reach 5 ft., one target.
L io n                                                                   Hit: 7 (1d8 + 3) piercing damage.
Large beast, unaligned                                                   Claw. Melee W eapon Attack: +5 to hit, reach 5 ft., one target.
                                                                         Hit: 6 (1d6 + 3) slashing damage.
Armor C lass 12                                                          M astiff
Hit Points 26 (4d10 + 4)
Speed 50 ft.                                                             M edium beast, unaligned
  STR      DEX           CON       INT     W IS    CHA                   Armor C lass 12
17 (+3)  15 (+2)        13 (+1)   3 (-3)  12 (+1)  8 (-1)                Hit Points 5 (1d8 + 1)
                                                                         Speed 40 ft.
Skills Perception +3, Stealth +6                                          STR      DEX             CON      INT     W IS    CHA
Senses passive Perception 13                                             13 (+1)  14 (+2)         12 (+1)  3 (-4)  12 (+1)  7 (-2)
Languages —
Challenge 1 (200 XP)
Keen Smell. The lion has advantage on Wisdom (Perception)                Skills Perception +3
checks that rely on smell.                                               Senses passive Perception 13
                                                                         Languages —
Pock Tactics. The lion has advantage on attack rolls against a           Challenge 1/8 (25 XP)
creature if at least one o f the lion’s allies is within 5 feet o f the
creature and isn’t incapacitated.                                        Keen Hearing and Smell. The mastiff has advantage on
                                                                         Wisdom (Perception) checks that rely on hearing or smell.
                                                                         A c t i o n s _______________________________________
                                                                         Bite. Melee W eapon Attack: +3 to hit, reach 5 ft., one target. Hit:
                                                                         4 (1d6 + 1) piercing damage. If the target is a creature, it must
                                                                         succeed on a DC 11 Strength saving throw or be knocked prone.
                                                                         M ule
                                                                         M edium beast, unaligned
                                                                         Armor C lass 10
                                                                         Hit Points 11 (2d8 + 2)
                                                                         Speed 40 ft.
                                                                         STR      DEX              CON      INT      W IS   CHA
                                                                                                           2 (-4)  10 (+0)  5 (-3)
                                                                         14 (+2) 10 (+0) 13 (+1)
                                                                         Senses passive Perception 10
                                                                         Languages —
                                                                         Challenge 1/8 (25 XP)
                                                                         Beast o f Burden. The mule is considered to be a Large animal
                                                                         for the purpose o f determining its carrying capacity.
                                                                         Sure-Footed. Whenever the mule would be knocked prone, it
                                                                         stays on its feet if it succeeds on a DC 10 Dexterity saving throw.
                                                                         A c t i o n s _______________________________________
                                                                         Hooves. Melee W eapon Attack: +2 to hit, reach 5 ft., one target.
                                                                         Hit: 4 (1d4 + 2) bludgeoning damage.
Owl                                                                Po iso n o u s Sn a k e
Tiny beast, unaligned                                              Tiny beast, unaligned
Armor Class 11                                                     Armor Class 13
Hit Points 1 (1d4 - 1)                                             Hit Points 2 (1d4)
Speed 5 ft., fly 60 ft.                                            Speed 30 ft., swim 30 ft.
 STR     DEX              CON      INT     W IS    CHA              STR    DEX      CON             INT      W IS   CHA
3 (-4)  13 (+1)           8 (-1)  2 (-4)  12 (+1)  7 (-2)          2 (-4)                          1 (-5)  10 (+0)  3 (-4)
                                                                           16 (+3) 11 (+0)
Skills Perception +3, Stealth +3                                   Senses blindsight 10 ft., passive Perception 10
Senses darkvision 120 ft., passive Perception 13                   Languages —
Languages —                                                        Challenge 1/8 (25 XP)
Challenge 0 (10 XP)
Flyby. The owl provokes no opportunity attacks when it flies       A c t i o n s ____________________________________________
out of an enemy’s reach.
                                                                   Bite. Melee W eapon Attack: +5 to hit, reach 5 ft., one target.
Keen Sight. The owl has advantage on Wisdom (Perception)           Hit: 1 piercing damage, and the target must make a DC 10
checks that rely on sight.                                         Constitution saving throw, taking 5 (2d4) poison damage on a
                                                                   failed save, or half as much damage on a successful one.
A c t i o n s ____________________________________________
Talons. Melee W eapon Attack: +3 to hit, reach 5 ft., one target.  Pseudodragon
H it : 1 slashing damage.
                                                                   Tiny dragon, neutral good
Pa n t h e r                                                       Armor Class 13 (natural armor)
                                                                   Hit Points 7 (2d4 + 2)
M edium beast, unaligned                                           Speed 15 ft., fly 60 ft.
Armor C lass 12                                                     STR     DEX      CON             INT W IS        CHA
Hit Points 13 (3d8)                                                6 (-2)  15 (+2)  13 (+1)        10 (+0) 12 (+1)  10 (+0)
Speed 50 ft., climb 40 ft.
STR     DEX               CON      INT      W IS   CHA             Skills Perception +3, Stealth +4
                                  3 (-4)  14 (+2)  7 (-2)          Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
14 (+2) 15 (+2) 10 (+0)                                            Languages understands Common and Draconic but doesn’t
Skills Perception +4, Stealth +6                                     speak
Senses passive Perception 14                                       Challenge 1/4 (50 XP)
Languages —
Challenge 1/4 (50 XP)                                              Keen Senses. The pseudodragon has advantage on Wisdom
                                                                   (Perception) checks that rely on sight, hearing, or smell.
Keen Smell. The panther has advantage on Wisdom
(Perception) checks that rely on smell.                            Magic Resistance. The pseudodragon has advantage on saving
                                                                   throws against spells and other magical effects.
Pounce. If the panther moves at least 20 feet straight toward
a creature right before hitting it with a claw attack, the target  Lim ited Telepathy. The pseudodragon can communicate
must succeed on a DC 12 Strength saving throw or be knocked        simple ideas, emotions, and images telepathically with any
prone. If the target is prone, the panther can take a bonus        creature within 100 feet o f it that can understand a language.
action to make one bite attack against it.
                                                                   A c t i o n s ____________________________________________
A c t i o n s ____________________________________________
                                                                   Bite. Melee W eapon Attack: + 4 to hit, reach 5 ft., one target.
Bite. Melee W eapon Attack: +4 to hit, reach 5 ft., one target.    Hit: 4 (1d4 + 2) piercing damage.
Hit: 5 (1d6 + 2) piercing damage.
                                                                   Sting. Melee W eapon Attack: +4 to hit, reach 5 ft., one creature.
Claw. Melee W eapon Attack: + 4 to hit, reach 5 ft., one target.   Hit: 4 (1d4 + 2) piercing damage, and the target must succeed
Hit: 4 (1d4 + 2) slashing damage.                                  on a DC 11 Constitution saving throw or become poisoned for
                                                                   1 hour. If its saving throw result is 6 or lower, the target falls
                                                                   unconscious for the same duration, or until it takes damage or
                                                                   another creature uses an action to wake it.
Q u asit                                                               A c t i o n s _______________________________________
Tiny f e n d (demon, shapechanger), chaotic evil                       Bite. Melee W eapon Attack: +0 to hit, reach 5 ft., one target.
                                                                       Hit: 1 piercing damage.
Armor Class 13                                                         Raven
Hit Points 7 (3d4)
Speed 40 ft. (10 ft., fly 40 ft. in bat form; 40 ft., climb 40 ft. in  Tiny beast, unaligned
  centipede form; 40 ft., swim 40 ft. in toad form)
 STR    DEX             CON      IN T             W IS     CHA         Armor C lass 12
5 (-3)                          7 (-2)                                 Hit Points 1 (1d4 - 1)
        17 (+3) 10 (+0)                           10 (+0) 10 (+0)      Speed 10 ft., fly 50 ft.
Skills Stealth +5                                                       STR      DEX             CON       INT     W IS    CHA
Dam age Resistances cold, fire, lightning; bludgeoning,                2 (-4)   14 (+2)          8 (-1)   2 (-4)  12 (+1)  6 (-2)
  piercing, and slashing from nonmagical weapons                       Skills Perception +3
Damage Immunities poison                                               Senses passive Perception 13
Condition Immunities poisoned                                          Languages —
Senses darkvision 120 ft., passive Perception 10                       Challenge 0 (10 XP)
Languages Abyssal, Common
Challenge 1 (200 XP)
Shapechanger. The quasit can use its action to polymorph into          Mimicry. The raven can mimic simple sounds it has heard,
the beast form of a bat, centipede, or toad, or into its demon         such as a person whispering, a baby crying, or an animal
form. Its statistics are the same in each form, although its           chittering. A creature that hears the sounds can tell they are
attack is different in some of them. Any equipment it carries is       imitations with a successful DC 10 Wisdom (Insight) check.
not transformed. If slain, the quasit reverts to its demon form.
                                                                       A c t i o n s _______________________________________
Magic Resistance. The quasit has advantage on saving throws
against spells and other magical effects.                              Beak. Melee W eapon Attack: +4 to hit, reach 5 ft., one target.
                                                                       Hit: 1 piercing damage.
A c t i o n s ______________________________________
                                                                       R eef Sh a r k
Claws (Bite in Beast Form). Melee W eapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the      M edium beast, unaligned
target is a creature, it must succeed on a DC 10 Constitution
saving throw or take 5 (2d4) poison damage and become                  Armor Class 12 (natural armor)
poisoned for 1 minute. The creature can repeat the saving              Hit Points 22 (4d8 + 4)
throw at the end o f each o f its turns, ending the effect early       Speed 0 ft., swim 40 ft.
on a success.
                                                                         STR     DEX              CON      INT      W IS    CHA
Scare (1/Day). One creature o f the quasit’s choice within 20          14 (+2)  13 (+1)          13 (+1)  1 (-5)  10 (+0)  4 (-3)
feet of it must succeed on a DC 10 Wisdom saving throw or be
frightened for 1 minute. The target can repeat the saving throw        Skills Perception +2
at the end o f each of its turns, with disadvantage if the quasit is   Senses blindsight 30 ft., passive Perception 12
within line o f sight, ending the effect early on a success.           Languages —
                                                                       Challenge 1/2 (100 XP)
Invisibility. The quasit turns invisible until it attacks or uses
Scare, or until its concentration ends. Anything the invisible         Pack Tactics. The shark has advantage on attack rolls against a
quasit is carrying or wearing is invisible as long as it remains in    creature if at least one o f the shark’s allies is within 5 feet o f the
contact with the quasit.                                               creature and isn't incapacitated.
Rat                                                                    Water Breathing. The shark can breathe only while underwater.
Tiny beast, unaligned                                                  A c t i o n s _______________________________________
Armor Class 10                                                         Bite. Melee W eapon Attack: +4 to hit, reach 5 ft., one target.
Hit Points 1 (1d4 - 1)                                                 Hit: 6 (1d8 + 2) piercing damage.
Speed 20 ft.
 STR      DEX           CON      INT                W IS    CHA
2 (-4)  11 (+0)         9 (-1)  2 (-4)            10 (+0)  4 (-3)
Senses darkvision 30 ft., passive Perception 10
Languages —
Challenge 0 (10 XP)
Keen Smell. The rat has advantage on Wisdom (Perception)
checks that rely on smell.
R id in g H orse
Large beast, unaligned
Armor C lass 10
Hit Points 13 (2d10 + 2)
Speed 60 ft.
STR     DEX               CON     INT       W IS   CHA
                                 2 (-4)   11 (+0)  7 (-2)
16 (+3) 10 (+0) 12 (+1)
Senses passive Perception 10
Languages —
Challenge 1/4 (50 XP)
A c t i o n s _______________________________________
Hooves. Melee W eapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 8 (2d4 + 3) bludgeoning damage.
Sk e l e t o n
M edium undead, lawful evil
Armor Class 13 (armor scraps)
Hit Points 13 (2d8 + 4)
Speed 30 ft.
STR     DEX             CON       INT      W IS    CHA
                                 6 (-2)   8 (-1)   5 (-3)
10 (+0) 14 (+2) 15 (+2)
Dam age Vulnerabilities bludgeoning                                Shortbow. Ranged Weapon Attack: +6 to hit, range 40 ft./160
Dam age Immunities poison                                          ft., one target. Hit: 1 piercing damage. If the target is a
Condition Immunities poisoned                                      creature, it must succeed on a DC 10 Constitution saving
Senses darkvision 60 ft., passive Perception 9                     throw or become poisoned for 1 minute. If its saving throw
Languages understands languages it knew in life but can’t speak    result is 5 or lower, the target falls unconscious for the same
Challenge 1/4 (50 XP)                                              duration, or until it takes damage or another creature uses an
                                                                   action to wake it.
A c t i o n s _______________________________________
                                                                   Heart Sight. The sprite touches a creature and knows the
Shortsword. Melee W eapon Attack: +4 to hit, reach 5 ft., one      creature’s current emotional state. Ifthe target fails a DC 10
target. Hit: 5 (1d6 + 2) piercing damage.                          Charisma saving throw, the sprite also knows the creature's
                                                                   alignment. Celestials, fiends, and undead automatically fail the
Shortbow. Ranged W eapon Attack: + 4 to hit, range 80 ft./320      saving throw.
ft., one target. Hit: 5 (1d 6 + 2) piercing damage.
                                                                   Invisibility. The sprite turns invisible until it attacks or casts
Sp r it e                                                          a spell, or until its concentration ends. Anything the invisible
                                                                   sprite is carrying or wearing is invisible as long as it remains in
Tiny fey, neutral good                                             contact with the sprite.
Armor Class 15 (leather armor)
Hit Points 2 (1d4)
Speed 10 ft., fly 40 ft.
 STR      DEX            CON       IN T    W IS     CHA            Va r ia n t: Wa r h o r se A rmor
3 (-4)  18 (+4)         10 (+0)  14 (+2)  13 (+1)  11 (+0)
                                                                   An armored warhorse has an Armor Class based on the
Skills Perception +3, Stealth +8 (the check is made with           type o f barding worn (see chapter 5 for more information
  disadvantage if the sprite is flying)                            on barding). Its Armor Class includes the horse’s Dexterity
                                                                   modifier, where applicable.
Senses passive Perception 13
Languages Common, Elvish, Sylvan                                   AC Barding          AC  Barding
Challenge 1/4 (50 XP)                                              12 Leather          16  Chain mail
                                                                   13 Studded leather  17  Splint
                                                                   14 Ring mail        18  Plate
                                                                   15 Scale mail
A c t i o n s _______________________________________
Longsword. Melee W eapon Attack: + 2 to hit, reach 5 ft., one
target. Hit: 1 slashing damage.
T iger                                                             W olf
Large beast, unaligned                                             M edium beast, unaligned
Armor C lass 12                                                    Armor Class 13 (natural armor)
Hit Points 37 (5d10 + 10)                                          Hit Points 11 (2d8 + 2)
Speed 40 ft.                                                       Speed 40 ft.
 STR      DEX            CON       INT     W IS    CHA              STR       DEX            CON      IN T    W IS    CHA
17 (+3)  15 (+2)        14 (+2)   3 (-4)  12 (+1)  8 (-1)          12 (+1)  15 (+2)         12 (+1)  3 (-4)  12 (+1)  6 (-2)
Skills Perception +3, Stealth +6                                   Skills Perception +3, Stealth +4
Senses passive Perception 13                                       Senses passive Perception 13
Languages —                                                        Languages —
Challenge 1 (200 XP)                                               Challenge 1/4 (50 XP)
Keen Smell. The tiger has advantage on Wisdom (Perception)         Keen Hearing and Smell. The wolf has advantage on Wisdom
checks that rely on smell.                                         (Perception) checks that rely on hearing or smell.
Pounce. If the tiger moves at least 20 feet straight toward a      Pack Tactics. The wolf has advantage on attack rolls against a
creature right before hitting it with a claw attack, the target    creature if at least one o f the wolf’s allies is within 5 feet o f the
must succeed on a DC 13 Strength saving throw or be knocked        creature and isn't incapacitated.
prone. If the target is prone, the tiger can take a bonus action
to make one bite attack against it.                                A c t i o n s _______________________________________
A c t i o n s _______________________________________              Bite. Melee W eapon Attack: +4 to hit, reach 5 ft., one target.
                                                                   Hit: 7 (2d4 + 2) piercing damage. If the target is a creature,
Bite. Melee W eapon Attack: +5 to hit, reach 5 ft., one target.    it must succeed on a DC 11 Strength saving throw or be
Hit: 8 (1d10 + 3) piercing damage.                                 knocked prone.
Claw. Melee W eapon Attack: +5 to hit, reach 5 ft., one target.    Z om bie
Hit: 7 (1d8 + 3) slashing damage.
                                                                   M edium undead, neutral evil
W arhorse                                                          Armor Class 8
                                                                   Hit Points 22 (3d8 + 9)
Large beast, unaligned                                             Speed 20 ft.
Armor C lass 11                                                     STR      DEX             CON      INT     W IS    CHA
Hit Points 19 (3d10 + 3)                                           13 (+1)  6 (-2)          16 (+3)  3 (-4)  6 (-2)   5 (-3)
Speed 60 ft.
  STR     DEX            CON       INT     W IS    CHA             Saving Throws Wis +0
18 (+4)  12 (+1)        13 (+1)   2 (-4)  12 (+1)  7 (-2)          Dam age Immunities poison
                                                                   Condition Immunities poisoned
Senses passive Perception 11                                       Senses darkvision 60 ft., passive Perception 8
Languages —                                                        Languages understands the languages it knew in life but can’t
Challenge 1/2 (100 XP)
                                                                      speak
                                                                   Challenge 1/4 (50 XP)
Trampling Charge. If the horse moves at least 20 feet straight     Undead Fortitude. If damage reduces the zombie to 0 hit
toward a creature right before hitting it with a hooves attack,    points, it must make a Constitution saving throw with a DC
the target must succeed on a DC 14 Strength saving throw or        o f 5 + the damage taken, unless the damage is radiant or
be knocked prone. If the target is prone, the horse can take a     from a critical hit. On a success, the zombie drops to 1 hit
bonus action to make another attack with its hooves against        point instead.
the target.
                                                                   A c t i o n s _______________________________________
A c t i o n s ________
                                                                   Slam . Melee W eapon Attack: +3 to hit, reach 5 ft., one target.
Hooves. Melee W eapon Attack: +4 to hit, reach 5 ft., one target.  Hit: 4 (1d6 + 1) bludgeoning damage.
Hit: 11 (2d6 + 4) bludgeoning damage.
A p p e n d ix E: I n s p i r a t i o n a l R e a d in g
              NI SPIRATION FOR ALL OF THE FANTASYWORK I HAVE     Farmer, Philip Jose. Maker o f Universes and the rest of the
                                                                    World of Tiers series.
           done stems directly from the love m y father
           showed when I was a lad, for he spent many            Fox, Gardner. Kothar and the Conjurer’s Curse and the rest of
           hours telling me stories he made up as he went            the Kothar series, and Kyrik and the Lost Queen and the rest
           along, tales o f cloaked old men who could grant          of the Kyrik series.
           wishes, o fmagic rings and enchanted swords,
           or wicked sorcerers and dauntless swordsmen. .        Froud, Brian & Alan Lee. Faeries.
           .. All o f us tend to get ample helpings o f fantasy  Hickman, Tracy & Margaret Weis. Dragons o fAutumn Twilight
when we are veryyoung, from fairy tales such as those
written by the Brothers Grimm and Andrew Lang.                       and the rest of the Chronicles Trilogy.
This often leads to reading books o f mythology, paging          Hodgson, William Hope. The Night Land.
through bestiaries, and consultation o f compilations            Howard, Robert E. The Coming o f Conan the Cimmerian and
o f the myths o f various lands and peoples. Upon such
a base I built my interest in fantasy, being an avid                the rest of the Conan series.
reader o f all science fiction and fantasy literature            Jemisin, N.K. The Hundred Thousand Kingdoms and the
since 1950. The following authors were o fparticular
inspiration to me.                                                  rest of the Inheritance series, The Killing Moon, and The
           —E. Gary Gygax, D ungeon M aster’s G uide (1979)         Shadowed Sun.
                                                                 Jordan. Robert. The Eye o f the World and the rest of the Wheel
A great deal o f fantasy literature has been published              of Time series.
since the co-creator o f D u n g e o n s & D r a g o n s w rote  Kay, Guy Gavriel. Tigana.
those w ords, including breakthrough w orks set in the           King, Stephen. The Eyes o f the Dragon.
shared w orlds o f D & D . The follow ing list includes          Lanier, Sterling. Hiero’sJourney and The Unforsaken Hiero.
G ary’s original list and som e additional w ork s that have     LeGuin, Ursula. A Wizard o f Earthsea and the rest of the
inspired the gam e’s design ers in the years since.                 Earthsea series.
                                                                 Leiber, Fritz. Swords and Deviltry and the rest of the Fafhrd &
Ahmed, Saladin. Throne o f the Crescent Moon.                       Gray Mouser series.
Alexander, Lloyd. The Book o f Three and the rest of the         Lovecraft, H.P. The Complete Works.
                                                                 Lynch, Scott. The Lies o fLocke Lamora and the rest of the
   Chronicles of Prydain series.                                    Gentlemen Bastard series.
Anderson, Poul. The Broken Sword, The High Crusade, and          Martin, George R.R. A Game o f Thrones and the rest of the
                                                                    Song of Ice and Fire series.
   Three Hearts and Three Lions.                                 McKillip, Patricia. The Forgotten Beasts o f Eld.
Anthony, Piers. Split Infinity and the rest of the Apprentice    Merritt, A. Creep, Shadow, Creep; Dwellers in the Mirage; and
                                                                    The Moon Pool.
   Adept series.                                                 Mieville, China. Perdido Street Station and the other
Augusta, Lady Gregory. Gods and Fighting Men.                       Bas-Lag novels.
Bear, Elizabeth. Range o f Ghosts and the rest of the            Moorcock, Michael. Elric o f Melnibone and the rest of the
                                                                    Elric series, and TheJewel in the Skull and the rest of the
   Eternal Sky trilogy.                                             Hawkmoon series.
Bellairs, John. The Face in the Frost.                           Norton, Andre. Quag Keep and Witch World.
Brackett, Leigh. The B est o f Leigh Brackett, The Long          Offutt, Andrew J., ed. Swords against Darkness III.
                                                                 Peake, Mervyn. Titus Groan and the rest of the
   Tomorrow, and The Sword o f Rhiannon.                            Gormenghast series.
Brooks, Terry. The Sword o f Shannara and the rest of the        Pratchett, Terry. The Colour o f Magic and the rest of the
                                                                    Discworld series.
   Shannara novels.                                              Pratt, Fletcher. Blue Star.
Brown, Fredric. Hall o f Mirrors and What Mad Universe.          Rothfuss, Patrick. The Name o f the Wind and the rest of the
Bulfinch, Thomas. Bulfinch’s Mythology.                             Kingkiller series.
Burroughs, Edgar Rice. At the Earth’s Core and the rest          Saberhagen, Fred. The Broken Lands and Changeling Earth.
                                                                 Salvatore, R.A. The Crystal Shard and the rest of The
   of the Pellucidar series, Pirates o f Venus and the rest of      Legend of Drizzt.
   the Venus series, and A Princess o f Mars and the rest of     Sanderson, Brandon. Mistborn and the rest of the
   the Mars series.                                                 Mistborn trilogy.
Carter, Lin. Warrior o f World’s End and the rest of the         Smith, Clark Ashton. The Return o f the Sorcerer.
   World’s End series.                                           St. Clair, Margaret. Change the Sky and Other Stories, The
Cook, Glen. The Black Company and the rest of the Black             Shadow People, and Sign o f the Labrys.
   Company series,                                               Tolkien, J.R.R. The Hobbit, The Lord o f the Rings, and The
de Camp, L. Sprague. The Fallible Fiend and Lest                    Silmarillion.
   Darkness Fall.                                                Tolstoy, Nikolai. The Coming o f the King.
de Camp, L. Sprague & Fletcher Pratt. The Compleat               Vance, Jack. The Dying Earth and The Eyes o f the Overworld.
   Enchanter and the rest of the Harold Shea series, and         Weinbaum, Stanley. Valley o f Dreams and The Worlds o f If.
   Carnelian Cube.                                               Wellman, Manly Wade. The Golgotha Dancers.
Derleth, August and H.P. Lovecraft. Watchers out o f Time.       Williamson, Jack. The Cosmic Express and The Pygmy Planet.
Dunsany, Lord. The Book o f Wonder, The Essential Lord           Wolfe, Gene. The Shadow o f the Torturer and the rest of The
   Dunsany Collection, The Gods o f Pegana, The King o f            Book of the New Sun.
  Elfland’s Daughter, Lord Dunsany Compendium, and The           Zelazny, Roger.Jack o f Shadows and Nine Princes in Amber
   Sword o f Welleran and Other Tales.                              and the rest of the Amber series.
In d e x                                Archery. See under fighting styles     bear, black. See creature statistics         Knowledge of the Ages            co m m o n ra ces
                                        Archfey, the (warlock). See under      bear, brown. See creature statistics
0 hit points. See hit points:                                                  Beastlands, the. See planes of             (Knowledge domain), 59             C om m and             Undead(wizard), 1 1 9
    dropping to 0                            otherworldly patrons                                                         Preserve Life (Life domain), 60
                                        area of effect, 204-205                    existence                                                                 component, spel. See casting a
ability check, 7, 12, 173-179, 186      armor and shields, 144-146             Beast Master (ranger). See under             Radiance of the Dawn (Light
    contest, 174                                                                                                                                             spell: components
     group, 175                              barding, 155, 310                     ranger archetypes                      domain), 61
                                            casting a spell in. See casting a  Beast Speech (warlock). See                                                   See also material spel
     passive, 175                            spell: in armor                                                                Read Thoughts (Knowledge         component; somatic spell
     skill, 174-175                          getting into and out of, 146          eldritch invocations
     skills with different abilities         Stealth, 144                      Beast Spells (druid), 67                   domain), 59-60                     component; verbal spell
     (variant), 175                         table, 145                         Beguiling Defenses (warlock), 109          Turn Undead, 59
    working together, 175               Armor Class (AC), 7, 14, 144, 177      Beguiling Influence (warlock). See                                            component
ability modifier, 7, 13, 173            Armor of Shadows (warlock). See                                                    War God’s Blessing (War
     determining, 13, 173                    eldritch invocations                  eldritch invocations                                                      concentration, 203-204
                                        armor proficiency, 144                 Bend Luck (sorcerer), 103                  domain), 63
    table, 13,173                           See also specific class entries    Benign Transposition (wizard), 116                                            conditions, 290-292
ability score, 7, 12-13, 173            Artificer’s Lore (rock gnome), 37      Bestial Fury (ranger), 93               Channel Divinity paladin options,
                                        Ascendant Step (warlock). See          Bewitching Whispers (warlock).             86-88                              cone. See area of effect
     customizing (variant), 13               eldritch invocations
     determining, 12-13                 Aspect of the Beast (barbarian),           See eldritch invocations                Abjure Enemy (Oath of             conjuration, 116, 203
    increase. See under racial traits        50                                Blessed Healer (cleric), 60
     point cost table, 13               Assassin (rogue). See under            Blessings of Knowledge (cleric), 59         Vengeance), 88                    school (wizard). See under
     rolling, 13                             roguish archetypes                Blessing of the Trickster (cleric), 63
     standard set, 13                   Assassinate (rogue), 97                blinded. See conditions                      Nature’s Wrath (Oath of the      arcane traditions
     summary, 12, 173                   Astral Plane. See planes of            Blindsense (rogue), 96
     using, 173-179                          existence                                                                    Ancients), 87                      Conjuration Savant (wizard), 116
Ability Score Improvement. See          Athletics (skill). See under           blindsight, 183
    specific class entries                   Strength                          bludgeoning damage. See damage              Sacred Weapon (Oath of            conjurer, 116
abjuration, 115, 203                    attack of opportunity. See
    school (wizard). See under               opportunity attack                    types                                    Devotion), 86                    Constitution, 12, 177
     arcane traditions                  attack, 14, 193-196                    boar. See creature statistics
Abjuration Savant (wizard), 115         Attack action. See under action        bonds. See personality                      Turn the Faithless (Oath of the   checks, 177
Abjure Enemy (paladin). See             attack modifier, 14, 194               bonus, 7
    under Channel Divinity paladin          spell. See specifci Spellcasting   bonus action, 189                          Ancients), 87                      hit points and. See hit points
     options                                entries
                                        attack roll, 7, 14, 176, 177, 194          See also casting a spell: casting       Turn the Unholy (Oath of          container capacity, 153
abjurer, 115                                 ability modifier, 194                 time
Abyss, the. See planes of existence          Dexterity-based, 177, 194         Book of Ancient Secrets (warlock).           Devotion), 86                    contest. See under ability check
Abyssal. See language                        modifiers to, 194                     See eldritch invocations
AC. See Armor Class                          proficiency bonus, 194            Book of Shadows (warlock), 108              Vow of Enmity (Oath of            Controlled Chaos (sorcerer), 103
Acheron. See planes of existence             rolling a 1, 194                  Border Ethereal. See planes of
acid damage. See damage types                rolling a 20, 194                     existence                               Vengeance), 88                    Converting a spell slot to sorcery
acolyte. See under background               spell. See spell attack roll       Brave (halfling), 28                                                              points (sorcerer). See Font
Acolyte of Nature (cleric), 62               Strength-based, 176, 194          breaking concentration. See             chaotic evil. See alignment
Acrobatics (skill). See under           Auran. See language                        concentration                       chaotic good. See alignment           of Magic
                                        Aura of Courage (paladin), 85          Breath of Winter (monk). See            chaotic neutral. See alignment
     Dexterity                          Aura of Devotion (paladin), 86             Elemental Disciplines               character, 5, 11-15                   copper piece (cp). See coinage
action, 189, 192-193                    Aura of Protection (paladin), 85
                                        Aura o fWarding (paladin), 87          Breath Weapon (dragonborn), 34             advancement, 15                    Corona of Light (cleric) , 61
    Attack action, 192                  automatic hit. See attack roll:                                                    age. See specific race entries
    cast a spell. See casting a spell:       rolling a 20                      bright light. See light                     alignment. See alignment          Countercharm (bard), 54
     casting time                       automatic miss. See attack roll:       bringing back the dead. See under
     Dash action, 192                        rolling a 1                                                                   creating a, 11-15                 cover, 196
     Disengage action, 192              Avatar of Battle (cleric), 63              dead
     Dodge action, 192                  Avenging Angel (paladin), 88           Brutal Critical (barbarian), 49            describing your, 13-14             crafting. See downtime activity
     Help action, 192                   Awakened Mind (warlock), 110           bull rush. See shoving                     equipping your, 14, 125,
     Hide action, 192                   background, 11, 12, 13-14,             By Popular Demand (entertainer),           143-157                            crawling. See under movement
     improvising, 193                        125-141
     Ready action, 193                       acolyte, 127                          130                                     height and weight, 121            Create Thrall (warlock), 110
     Search action, 193                      charlatan, 128                    Bytopia. See planes of existence
     Use an Object action, 193               criminal, 129-130                 Calishite. See human ethnicities           name, 121. See also specific race  creating a character. See under
Action Surge (fighter), 72                   customizing, 125-126              campaign, 5, 6                              entries
advancement. See under character             entertainer, 130-131                                                          personality. See personality      character
advantage, 7, 173                            equipment, 125                    cantrips, 201
adventure, 5, 7-8                            folk hero, 131-132                    See also Spellcasting: bard;            sex and gender, 121               creating spell slots (sorcerer). See
    See also adventuring                     gladiator (variant), 131              cleric; druid; fighter, Eldritch
adventurer. See character                    guild artisan, 132-133                                                    character sheet, 11, 317-319          Font of Magic
adventuring, 181-187                         guild merchant (variant), 133          Knight; rogue, Arcane Trickster;   Charisma, 12, 178-179
adventuring gear, 148,150-153                hermit, 134-135                       sorcerer; warlock; wizard                                                 creature statistics, 304-311
     table, 150                              languages, 125                    Carceri. See planes of existence           checks, 178-179
age (character). See specific race           noble, 135-136                    Careful Spell (sorcerer). See              Deception, 178                     criminal. See under background
    entries                                  noble knight (variant), 136            Metamagic                             Intimidation, 179
Agonizing Blast (warlock). See               outlander, 136-137                carrying capacity. See under lifting       Performance, 179                   Criminal Contact (criminal), 129
     eldritch invocations                    pirate (variant), 139                 and carrying                           Persuasion, 179
alignment, 122                               proficiencies, 125                                                        charlatan. See under background       critical hit, 196
    of planes. See planes of                                                   casting a spell, 201-205
     existence: alignment of                 sage, 137-138                         area of effect, 204-205             Charm Animals and Plants              crocodile. See creature statistics
Alter Memories (wizard), 117                 sailor, 139                           at a higher level, 201
ammunition (weapon property).                soldier, 140-141                                                              (cleric). See under Channel       cube. See area of effect
    See weapon properties                    spy (variant), 130                    attack roll, 205
Animal Handling (skill). See under           suggested characteristics, 125                                                 Divinity cleric options          Cunning Action (rogue), 96
     Wisdom                                  urchin, 141                           casting time, 202
Aquan. See language                     Bad Reputation (pirate variant),                                               charmed. See conditions               current hit points. See hit points:
Arborea. See planes of existence             139                                   combining effects, 205              check. See ability check
Arcadia. See planes of existence        barbarian, 45, 46-50                       components, 203                     Chondathan. See human                 current
Arcana (skill). See under                   primal paths. See primal paths         duration, 203-204
     Intelligence                            quick build, 47                       in armor, 201                           ethnicities                       Cutting Words (bard), 54-55
Arcane Charge (fighter), 75             bard, 45, 51-55                            range, 202-203
arcane magic, 205                           colleges. See bard colleges            saving throw, 205                   Circle Forms (druid), 69              cylinder. See area of effect
    See also bard; martial                   quick build, 52                       targeting, 204                      Circle of the Land (druid). See
     archetypes: Eldritch Knight;            spell list, 207                       See also specific Spellcasting                                            damage, 14, 196-197
     roguish archetypes: Arcane         Bard College (bard), 54                    entries                                 under druid circles
     Trickster; sorcerer; warlock;      bard colleges, 54—55                   casting time. See under casting         Circle of the Moon (druid). See       at 0 hit points. See under death
     wizard                                  College of Lore, 54-55                a spell
Arcane Recovery (wizard), 115                College o fValor, 55              cat. See creature statistics                under druid circles               saving throws
Arcane Tradition (wizard), 115          Bardic Inspiration (bard), 53-54       Celestial. See language                 Circle Spells (druid), 68
                                        barding. See under armor and           centipede, giant. See creature          City Secrets (urchin), 141            damage resistance, 197
arcane traditions, 115-119                   shields                               statistics                          Cleansing Touch (paladin), 85
                                        base attack bonus. See proficiency     Chains of Carceri (warlock). See        Cloak of Shadows (cleric). See        Damage Resistance (dragonborn),
   School of Abjuration, 115-116             bonus                                 eldritch invocations
    School of Conjuration, 116          base save bonus. See proficiency       Champion (fighter). See under               under Channel Divinity cleric     34
                                             bonus                                 martial archetypes
     School of Divination, 116-117      bat. See creature statistics                                                       options                           damage roll, 14, 176, 177, 196
     School of Enchantment, 117         Battle Magic (bard), 55                Channel Divinity (cleric), 58-59
     School of Evocation, 117-118       Battle Master (fighter). See under         multiclassing and. See under            (monk), 80                        Dexterity-based, 177
                                             martial archetypes                    multiclassing                       class, 11, 45
   School of Illusion, 118                                                          (paladin), 85                                                            spell, 196
                                                                                   See also Channel Divinity cleric       choosing a, 11
     School of Necromancy, 118-                                                    options; Channel Divinity                                                 Strength-based, 176
                                                                                                                           features, 11,15
    119                                                                            paladin options                                                           more than one target, 196
                                                                               Channel Divinity cleric options,           proficiencies, 12
     School of Transmutation, 119                                                                                                                            weapon, 14, 196
Arcane Trickster (rogue). See under                                                59-63                                   quick build, 11
                                                                                   Charm Animals and Plants                                                  damage types, 196
     roguish archetypes                                                             (Nature Domain), 62                    See also specific class entries
Arcane Ward (wizard), 115                                                          Cloak of Shadows (Trickery          clear path to the target. See         damage vulnerability, 197
Archdruid (druid), 67-68                                                           domain), 63                                                               Damaran. See human ethnicities
                                                                                    Destroy Undead, 59                     casting a spell: targeting
                                                                                    Destructive Wrath (Tempest                                               Dampen Elements (cleric), 62
                                                                                   domain), 62                         Clench of the North Wind (monk).
                                                                                   Guided Strike (War domain), 63                                            Danger Sense (barbarian), 48
                                                                                    Invoke Duplicity (Trickery             See Elemental Disciplines
                                                                                                                       cleric, 45, 56-63                     Dark Delirium (warlock), 109
                                                                                   domain), 63
                                                                                                                           divine domains. See divine        dark elf. See elf
                                                                                                                           domains                           darkness. See light
                                                                                                                          quick build, 57                    Dark One’s Blessing (warlock), 109
                                                                                                                          spell list, 207-208
                                                                                                                       climbing. See under movement          Dark One’s Own Luck (warlock),
                                                                                                                       coinage, 143
                                                                                                                       cold damage. See damage types         109
                                                                                                                       College of Lore (bard). See under
                                                                                                                                                             darkvision, 183, 185
                                                                                                                            bard colleges
                                                                                                                                                             See also specific race entries
                                                                                                                       College of Valor (bard). See under
                                                                                                                                                             Dash action. See under action
                                                                                                                            bard colleges
                                                                                                                                                             DC. See Difficulty Class
                                                                                                                       Colossus Slayer (ranger). See         dead, 197
                                                                                                                            Hunter’s Prey                    bringing back the. See the spell
                                                                                                                       combat, 8, 189-198                    descriptions fo r raise dead,
                                                                                                                          mounted, 198
                                                                                                                          step by step, 189                  reincarnate, resurrection,
                                                                                                                          underwater, 198
                                                                                                                                                             revivify, true resurrection
                                                                                                                       Combat Inspiration (bard), 55
                                                                                                                       combat round. See time: round         deafened. See conditions
                                                                                                                       Combat Superiority (fighter), 73
                                                                                                                       Combat Wild Shape (druid), 69         death, 197
                                                                                                                       combining spell effects. See
                                                                                                                                                             instant, 197
                                                                                                                            casting a spell: combining
                                                                                                                                                             monsters and, 198
                                                                                                                           effects
                                                                                                                                                             Death domain, 293
                                                                                                                       Commander’s Strike maneuver
                                                                                                                                                             death saving throws, 197
                                                                                                                           (fighter). See maneuvers
                                                                                                                       Common. See language                  damage at 0 hit points, 197
                                                                                                                                                             rolling a 1 or 20 on, 197
                                                                                                                                                             Death Strike (rogue), 97
                                                                                                                                                             Deception (skill). See under
                                                                                                                                                             Charisma
                                                                                                                                                             deep gnome. See gnome
                                                                                                                                                             Deep Speech. See language
                                                                                                                                                             Defense. See under fighting styles
                                                                                                                                                             Defensive Tactics (ranger), 93
                                                                                                                                                             Deflect Missiles (monk), 78
                                                                                                                                                             dehydration. See food and drink:
                                                                                                                                                             water requirements
                                                                                                                                                             deities, 293-299
                                                                                                                                                             Celtic, 297, 298
                                                                                                                                                             Dragonlance, 293, 295
                                                                                                                                                             Eberron, 293, 296
                                                                                                                                                             Egyptian, 297-298, 299
                                                                                                                                                             Forgotten Realms, 293, 294
                                                                                                                                                             Greek, 297, 298
                                                                                                                                                             Greyhawk, 293, 295
nonhuman, 293, 296                druidic focus, 150, 151                exotic language. See language         Giant Killer (ranger). See Hunter’s    holy symbol. See Spellcasting:
      Norse, 298, 299                       See also spellcasting focus:       expenses, 157-158, 187                     Prey                                   cleric; paladin
     See also cleric; druid; paladin         druid                             experience points (XP), 15
 demiplanes. See planes of                                                                                           gladiator. See under background        Horde Breaker (ranger). See
      existence                         druids and the gods, 69                    multiclassing and. See under      gnome, 35-37                                Hunter’s Prey
 Destroy Undead. See under              Dueling. See under fighting styles          multiclassing                    Gnome Cunning (gnome), 37
      Channel Divinity cleric options   duergar. See dwarf                     Expert Divination (wizard), 116       gnome names, 36                        horse, riding. See creature
 Destructive Wrath (cleric). See        Dungeon Master (DM ), 5                Expertise (bard), 54                  gnome traits, 36-37                         statistics
     under Channel Divinity cleric      Durable Summons (wizard), 116               (rogue), 96                      Gnomish, 37                                See also mounts and vehicles
      options                           duration. See under casting a spell    exploration, 8
 Devil’s Sight (warlock). See           dwarf, 18-20                           Extended Spell (sorcerer). See             See language                      how to play. See under rules
      eldritch invocations              dwarf names, 20                             Metamagic                        Goading Attack maneuver                Huge. See size category
 Dexterity, 12, 176-177                 dwarf traits, 20                       Extra Attack (barbarian), 49                                                 human, 29-31
      Acrobatics, 176                   Dwarven Armor Training                      (bard), 55                            (fighter). See maneuvers          human ethnicities, 30-31
      checks, 176-177                                                               (fighter), 72                    gold dwarf. See dwarf                  human names, 30, 31
      Sleight of Hand, 177                   (mountain dwarf), 20                   (monk), 79                       gold piece (gp), 14                    human traits, 31
      Stealth, 177                      Dwarven Combat Training, 20
 Diamond Soul (monk), 79                                                            (paladin), 85                         See also coinage                      variant, 31
 d (abbreviation). See dice             Dwarven Resilience, 20                      (ranger), 92                     Gong o fthe Summit (monk). See         Hunter (ranger). See under ranger
 dice, 6-7                              Dwarven Toughness (hill dwarf),        Eyes of the Rune Keeper (warlock).
      d2 or d3, 7                                                                  See eldritch invocations               Elemental Disciplines                 archetypes
      percentile, 6                          20                                Faerie. See planes of existence:      grappled. See conditions               Hunter’s Prey (ranger), 93
difficult terrain. See under            Dwarvish, 20                                Feywild, the                     grappling, 195                         Hurl Through Hell (warlock), 109
      movement                                                                 falling, 183                                                                 hustle. See action: Dash action
 Difficulty Class (DC), 7, 174               alphabet, 122                     False Identity (charlatan), 128       gray dwarf. See dwarf                  Hypnotic Gaze (wizard), 117
     typical DCs table, 174                 See also language                 familiar (warlock), 107                Greater Portent (wizard), 117          ideals. See personality
dim light. See light                    effect, 201                            Fangs of the Fire Snake (monk).      Great Old One, the (warlock). See      Ignan. See language
 disadvantage, 7, 173                   Elder Champion (paladin), 87               See Elemental Disciplines                                               illusion, 118, 203
 Disarming Attack maneuver              Eldritch Invocations (warlock), 107    Far Realm. See planes of existence        under otherworldly patrons
     (fighter). See maneuvers           eldritch invocations, 110-111          Fast Hands (rogue), 97               Great Weapon Fighting. See under            school (wizard). See under
 Disciple of Life (cleric), 60          Eldritch Knight (fighter). See under   Fast Movement (barbarian), 49                                                    arcane traditions
 Disciple of the Elements (monk),            martial archetypes                Favored Enemy (ranger), 91                fighting styles                   illusionist, 118
     80                                 Eldritch Master (warlock), 108        feats, 165-170                        Great Wheel, the. See planes of         Illusion Savant (wizard), 118
 Discovery (hermit), 134                Eldritch Sight (warlock). See              gaining, 165                                                             llluskan. See human ethnicities
 Disengage action. See under action         eldritch invocations                   prerequisites, 165                    existence                         Illusory Reality (wizard), 118
 Distant Spell (sorcerer). See          Eldritch Spear (warlock). See          Feinting Attack maneuver             grid (variant), 192                    Illusory Self (wizard), 118
      Metamagic                             eldritch invocations                   (fighter). See maneuvers         Grim Harvest (wizard), 118             imp. See creature statistics
 Distracting Strike maneuver            Eldritch Strike (fighter), 75          Feral Instinct (barbarian), 49       group checks. See under ability        Impostor (rogue), 97
     (fighter). See maneuvers          electrum piece (ep). See coinage        Feral Senses (ranger), 92                                                   Improved Abjuration (wizard), 115
divination, 116-117, 203                Elemental Affinity (sorcerer), 103     Fey Ancestry (elf), 23                    check                             Improved Combat Superiority
     school (wizard). See under         Elemental Attunement (monk).                (half-elf), 39                  Guided Strike (cleric). See under           (fighter), 74
     arcane traditions                      See Elemental Disciplines          Fey Presence (warlock), 108                                                 Improved Critical (fighter), 72
 Divination Savant (wizard), 116        Elemental Chaos. See planes of        Feywild, the. See planes of                Channel Divinity cleric options   Improved Divine Smite (paladin),
 Divine Domain (cleric), 58                 existence                              existence                        guild artisan. See under                    85
     domain spells, 58                  Elemental Disciplines (monk), 81       Fiendish Resilience (warlock), 109
divine domains, 59                     Elemental Planes. See planes of        Fiendish Vigor (warlock). See              background                        Improved Duplicity (cleric), 63
     Knowledge, 59-60                       existence                              eldritch invocations             Guild Membership (guild artisan),
     Life, 60                           Elemental Wild Shape (druid), 69      Fiend, the (warlock). See under                                              Improved Flare (cleric), 61
     Light, 60-61                      elf, 21-24                                  otherworldly patrons                  133                               Improved Minor Illusion (wizard),
     Nature, 61-62                     elf names, 22-23                       fighter, 45, 70-75                    guild merchant. See under
     Tempest, 62                       elf traits, 23-24                           martial archetypes. See martial                                              118
     Trickery, 62-63                    ElfWeapon Training, 23, 24                 archetypes                            background                        Improved War Magic (fighter), 75
     War, 63                            Elusive (rogue), 96                        quick build, 71                  Hades. See planes of existence         improvised weapons. See under
                                        Elvish, 23                            Fighting Style (fighter), 72          half cover. See cover
Divine Health (paladin), 85                 alphabet, 123                          (paladin), 84                    half-elf, 38-39                             weapon
Divine Intervention (cleric), 59            See also language                      (ranger), 91                     half-elf names, 39                     incapacitated. See conditions
divine magic, 205                      Elysium. See planes of existence       fighting styles, 72, 84, 91           half-elf traits, 39                    Indomitable (fighter), 72
                                        Empowered Evocation (wizard),              Archery, 72, 91                  halfling, 26-28                        Indomitable Might (barbarian), 49
     See also cleric; druid; paladin;       117                                    Defense, 72, 84, 91              Halfling (language), 28                Infernal. See language
     ranger                            Empowered Spell (sorcerer). See             Dueling, 72, 84, 91                                                     Infernal Legacy (tiefling), 43
diviner, 116                                Metamagic                              Great Weapon Fighting, 72, 84         See also language                 Infiltration Expertise (rogue), 97
Divine Sense (paladin), 84             Empty Body (monk), 79                       Protection, 72, 84               halfling names, 27                     initiative, 177, 189
Divine Smite (paladin), 85             enchantment, 117, 203                       Two-Weapon Fighting, 72, 91      Halfling Nimbleness, 28                Inner Planes. See planes of
Divine Strike (cleric, Life domain),        school (wizard). See under        finding a hidden creature, 177        halfling traits, 28
     60                                     arcane traditions                 finding a hidden object, 178          half-orc, 40-41                             existence
     (cleric, Tempest domain), 62      Enchantment Savant (wizard), 117       finesse (weapon property). See        half-orc names, 41                     Insight (skill). See under Wisdom
     (cleric, Trickery domain), 63     enchanter, 117                              weapon properties                half-orc traits, 41                    inspiration, 125
     (cleric, War domain), 63          encounters. See under travel           fire damage. See damage types         hawk. See creature statistics          instantaneous (spell duration), 203
DM. See Dungeon Master                 encumbrance. See under lifting         Fist of Four Thunders (monk). See     healing, 197                           Instinctive Charm (wizard), 117
Dodge action. See un d eraction             and carrying                           Elemental Disciplines            hearing. See Wisdom: Perception        Intelligence, 12, 177-178
domain spells. See under Divine        entertainer. See under background      Fist of Unbroken Air (monk). See
     Domain                            EntropicWard (warlock), 110                 Elemental Disciplines                See also conditions                     Arcana, 177
donning and doffing armor. See         environment, 183-185                   Flames o fthe Phoenix (monk).         heavily obscured, 183                       checks, 177-178
     armor and shields: getting into   equipment, 14, 125, 143-161                See Elemental Disciplines         heavy (weapon property). See                History, 177-178
     and out of                             background, 125                   flaws. See personality                                                            Investigation, 178
downtime activities, 187                    packs, 151                        Fleet of Foot (wood elf), 24               weapon properties                      Nature, 178
draconians, 34                              size (variant), 144               Flexible Casting (sorcerer). See      heavy armor. See armor and                  Religion, 178
Draconic, 34                                starting, 143                          Font of Magic                                                           Intimidating Presence (barbarian),
     alphabet, 124                         See also adventuring gear;         Flurry of Blows (monk). See Ki             shields                                49-50
    See also language                       armor and shields; tools;         flying. See under movement                See also movement: in heavy        Intimidation (skill). See under
Draconic Ancestry (dragonborn),             mounts and vehicles; weapon;      Focused Conjuration (wizard), 116          armor                                  Charisma
     34                                    and specific background entries    Foe Slayer (ranger), 92                                                      Inured to Undeath (wizard), 119
Draconic Presence (sorcerer), 102          under backgrounds                  folk hero. See under background       heavy weapons and Small                Investigation (skill). See under
Draconic Resilience (sorcerer), 102    equipment packs. See under             Font of Inspiration (bard), 54             creatures, 147                         Intelligence
Dragon Ancestor (sorcerer), 102             equipment                         Font of Magic (sorcerer), 101                                                invisible. See conditions
dragonborn, 32-34                          See also specific class entries:   food and drink, 158, 185              height and weight. See under               See also unseen attackers and
dragonborn names, 33-34                     quick build                            expenses, 158                         character                             targets
dragonborn traits, 34                  Escape the Horde (ranger). See             food requirements, 185                                                   Invoke Duplicity (cleric). See under
Dragon Wings (sorcerer), 103                Defensive Tactics                     water requirements, 185           Heightened Spell (sorcerer). See            Channel Divinity cleric options
draw or sheathe a weapon. See          escaping a grapple, 195                foraging. See under travel                 Metamagic                         Jack of All Trades (bard), 54
     objects: using during combat      Eternal Mountain Defense               force damage. See damage types                                               jumping. See under movement
Dreadful Word (warlock). See               (monk). See Elemental              forced march. See under               Hellish Resistance (tiefling), 43      Keen Senses (elf), 23
     eldritch invocations                   Disciplines                            movement                         Help action. See under action          Ki (monk), 78
drink (expenses), 158                  Ethereal Plane. See planes of          forest gnome. See gnome               hermit. See under background
drop an object. See objects: using          existence                         Frenzy (barbarian), 49                hidden, 177, 178                            saving throws, 78
     during combat                     Evasion (monk), 79                     frightened. See conditions                                                   Ki-Empowered Strikes (monk), 79
drow. See elf                              (ranger). See Superior Hunter’s    frog. See creature statistics             See also Dexterity: Stealth;       ki points, 78
Drow Magic, 24                              Defense                           gaining a level, 15                        finding a hidden creature;
druid, 45, 64-69                            (rogue), 96                       Gargantuan. See size category              finding a hidden object; hiding;      spells and, 80
    druid circles. See druid circles   Evasive Footwork maneuver              Gaze o fTwo Minds (warlock). See           unseen attackers and targets      knight. See background: noble
    quick build, 65                        (fighter). See maneuvers               eldritch invocations              Hide action. See under action
     spell list, 208                   evocation, 117-118, 203                Gehenna. See planes of existence      Hide in Plain Sight (ranger), 92            knight
Druid Circle, 67                           school (wizard). See under         gender. See character: sex and        hiding, 177                            knocking a creature out, 198
druid circles, 68-69                        arcane traditions                     gender                            high elf. See elf                      Know Your Enemy (fighter), 73-74
    Circle of the Land, 68-69          Evocation Savant (wizard), 117         getting into and out of armor. See    hill dwarf. See dwarf                  Knowledge domain (cleric). See
    Circle of the Moon, 69             evoker, 117                                under armor and shields           hirelings, 159
Druidic, 66                            Exceptional Training (ranger), 93      Giant. See language                   History (skill). See under                 under divine domains
                                       exception-based rules. See under                                                  Intelligence                      Knowledge o f the Ages (cleric).
                                            rules                                                                   Hit Dice, 12
                                       exhaustion, 181, 185, 291                                                        multiclassing and. See under           See under Channel Divinity
                                                                                                                         multiclassing                         cleric options
                                                                                                                        See also specific class entries    Land’s Stride (druid), 69
                                                                                                                    hit point maximum, 12, 15, 177              (ranger), 92
                                                                                                                    hit points, 12, 13, 15, 177,           language, 17, 123, 125
                                                                                                                                                               Druidic. See Druidic
                                                                                                                         196-198                               thieves’ cant. See thieves’ cant
                                                                                                                        Constitution and, 177              Large. See size category
                                                                                                                        current, 196                       lawful evil. See alignment
                                                                                                                        damage at 0. See under death       lawful good. See alignment
                                                                                                                        saving throws                      lawful neutral. See alignment
                                                                                                                        dropping to 0, 197-198             Lay on Hands (paladin), 84
                                                                                                                        increasing with level, 15          learning spells. See specific
                                                                                                                        multiclassing and. See under
                                                                                                                        multiclassing
                                                                                                                        starting, 12, 13
                                                                                                                        subtracting damage from, 196
                                                                                                                        temporary, 198
                                                                                                                    holding breath. See suffocating
                                                                                                                    Holy Nimbus (paladin), 86
Spellcasting entries                 Elemental Disciplines                 159, 185, 189, 198                    existence                          rat. See creature statistics
lethal damage. See damage            Misty Escape (warlock), 109          nonlethal damage. See damage           Portent (wizard), 116                  raven. See creature statistics
level, 11, 15                        Misty Visions (warlock). See         NPC. See nonplayer character                                                  reach (creature), 195
Life domain (cleric). See under                                           Oath of Devotion (paladin). See        Potent Cantrip (wizard), 117           reach (weapon property). See
                                         eldritch invocations                                                    Potent Spellcasting (cleric,
    divine domains                   modifier, 7                              under sacred oaths                                                            weapon properties
Lifedrinker (warlock). See eldritch                                       Oath of the Ancients (paladin).             Knowledge domain), 60             reaction, 190
                                         ability, 7                                                                   (cleric, Light domain), 61
    invocations                          bonus, 7                             See under sacred oaths             Precision Attack maneuver                  See also casting a spell: casting
lifestyle. See expenses                  penalty, 7                       Oath o fVengeance (paladin). See            (fighter). See maneuvers              time
lifting and carrying, 176            monastic orders, 81                                                         preparing spells. See Spellcasting:    Read Thoughts (cleric). See under
                                     Monastic Tradition (monk), 78            under sacred oaths                     cleric; druid; paladin; wizard         Channel Divinity cleric options
    carrying capacity, 176           monastic traditions, 79-81           oath spells. See under Sacred Oath     Preserve Life (cleric). See under      Ready action. See under action
    encumbrance (variant), 176           Way of the Open Hand, 79-80      objects, 185                               Channel Divinity cleric options    Reckless Attack (barbarian), 48
    size and, 176                        Way of Shadow, 80                                                       Primal Champion (barbarian), 49        recovering ammunition.
light, 183                               Way of the Four Elements,            attacking, 185                     Primal Path (barbarian), 48                See weapon properties:
light (weapon property). See             80-81                                                                   primal paths, 49-50                        ammunition
    weapon properties                monk, 45, 76-81                          interacting with, 185                   Path o f the Berserker, 49-50     recuperating. See downtime
light armor. See armor and shields       monastic traditions. See              using during combat, 190               Path o f the Totem Warrior, 50        activity
Light domain (cleric). See under         monastic traditions              One with Shadows (warlock). See        Primal Strike (druid), 69              refitting plate armor. See under
    divine domains                       quick build, 77                      eldritch invocations               Primeval Awareness (ranger), 92            plate armor
lightly obscured, 183                monk weapons, 78                     Open Hand Technique (monk), 79         Primordial. See language               Relentless (fighter). 74
lightning damage. See damage         moon elf. See elf                    open locks. See thieves’ tools         profession. See downtime activity      Relentless A venger (paladin), 88
    types                            mount. See mounts and vehicles       Opportunist (monk), 80                 proficiencies, 11, 12, 14, 155         Relentless Endurance (half-orc), 41
Limbo. See planes of existence       mountain dwarf. See dwarf            opportunity attack, 195                    multiclassing and. See under       Relentless Rage (barbarian), 49
line. See area of effect             Mount Celestia. See planes of        Orc, 41                                    multiclassing                      Reliable Talent (rogue), 96
line of sight. See casting a spell:      existence                            See also language                      saving throw, 14                   religion, 293
    targeting                        mounted combat. See under            orison. See cantrip                        skill, 14                              See also cleric; druid; paladin
lion. See creature statistics            combat                           Otherworldly Leap (warlock). See           spell, 14                          Religion (skill). See under
listening. See Wisdom: Perception    mounts and vehicles, 155, 157            eldritch invocations                   tool, 14                                Intelligence
    See also conditions                  See also under movement          Otherwordly Patron (warlock), 107          vehicle, 155                       reloading. See weapon properties:
loading (weapon property). See       move action. See movement                                                       weapon, 14                             ammunition
    weapon properties                movement, 181-183, 190-192           otherworldly patrons, 108-110          proficiency bonus, 14, 173-174,            See also objects: using during
lock, opening or picking. See            around creatures, 191                Archfey, the, 108-109                   194                                   combat; weapon properties:
    thieves’ tools                       breaking up, 190                      Fiend, the, 109                       adding, 14, 173                        loading
lodging (expenses), 158                  climbing, 182, 190                   Great Old One, the, 109-110            dividing, 14, 173-174              Remarkable Athlete (fighter), 72
Lolth, 24, 296                           crawling, 182, 191                                                          increasing with level, 15          Repelling Blast (warlock). See
long rest. See resting                   combat, 190-192                  Outer Planes. See planes of                multiclassing and. See under           eldritch invocations
Lower Planes. See planes of              difficult terrain, 182, 190          existence                               multiclassing                     research. See downtime activity
    existence                            flying, 191                                                                  multiplying, 14, 173-174          Researcher (sage), 138
low-light vision. See darkvision         prone, 190-191                   outlander. See under background        Projected Ward (wizard), 115           resistance. See damage resistance
Lucky (halfling), 28                     forced march, 181                Outlands, the. See planes of           projectile weapon. See weapon          resting, 186
Lunging Attack maneuver                  in heavy armor, 144                                                          properties: ammunition            restrained. See conditions
    (fighter). See maneuvers             jumping, 182, 190                    existence                          prone, 190-191                         result. See total
Mage Hand Legerdemain                    mounts and vehicles, 181-182     Overchannel (wizard), 118                  See also conditions
     (rogue), 98                         size, 191-192                    owl. See creature statistics           Protection. See under fighting styles  Retainers (noble variant), 136
Magical Ambush (rogue), 98               speed, 14, 17,181                Pact Boon (warlock), 107-108           pseudodragon. See creature             Retaliation (barbarian), 50
Magical Secrets (bard), 54               squeezing, 192                                                               statistics                        Ride the Wind (monk). See
magic, 8, 201-289                        stand up, 190-191                     Pact o f the Blade, 107-108       psychic damage. See damage types
    See also specific class entries      swimming, 182, 190                    Pact o fthe Chain, 107            punching. See under melee attack            Elemental Disciplines
magic item. See under wealth             travel pace, 181                      Pact of the Tome, 108             Purity of Body (monk), 79              Riposte maneuver (fighter). See
magic-user. See wizard                   using different speeds, 190                                             Purity of Spirit (paladin), 86
    See also arcane magic            moving a grappled creature, 195          Your Pact Boon, 108                Pushing Attack maneuver                     maneuvers
Malleable Illusions (wizard), 118    Mulan. See human ethnicities         Pact Magic (warlock), 107                  (fighter). See maneuvers           Ritual Casting. See Spellcasting:
maneuver (fighter), 73               mule. See creature statistics                                               quasit. See creature statistics
Maneuvering Attack maneuver          Multiattack (ranger), 93                 multiclassing and. See under       quick build, 11                            bard; cleric; druid; wizard
     (fighter). See maneuvers        Multiattack Defense (ranger). See         multiclassing                         See also under specific class          See also feats
maneuvers, 73, 74                         Defensive Tactics               pact weapon (warlock), 107-108             entries                            rituals, 201-202
     list, 74                        multiclassing, 163-164               paladin, 45, 82-88                     Quickened Spell (sorcerer). See            See also casting a spell: casting
     saving throws, 73                   Channel Divinity, 164                quick build, 83                         Metamagic                             time
mapping. See under travel                experience points, 163               sacred oaths. See sacred oaths     Quivering Palm (monk), 80              River of Hungry Flame (monk).
marching order. See under travel         hit points and Hit Dice, 163         spell list, 208-209                r a c e , 11                               See Elemental Disciplines
Martial Archetype (fighter), 72           Pact Magic, 164                 Pandemonium. See planes of                 choosing a, 11, 17                 rock gnome. See gnome
martial archetypes, 72-75                prerequisites, 163                   existence                              traits. See racial traits          rogue, 45, 94-98
     Battle Master, 73-74                proficiencies, 163-164           panther. See creature statistics           See also specific race entries         quick build, 95
    Champion, 72-73                      proficiency bonus, 163           paralyzed. See conditions              racial ability score increase. See          roguish archetype. See roguish
     Eldritch Knight, 74-75              spell slots, 164                 Parry maneuver (fighter). See               racial traits: ability score          archetypes
Martial Arts (monk), 78                  Spellcasting, 164                     maneuvers                              increase                          Roguish Archetype (rogue), 96
martial weapon. See weapon               spells known and prepared, 164   party (adventuring), 15                racial traits, 11,17                   roguish archetypes, 97-98
    categories                            Unarmored Defense, 164          passive check. See under ability           ability score increase, 11, 12,        Arcane Trickster, 97-98
Mask of Many Faces (warlock).        multiverse, 5-6, 293, 300                 check                                  13, 17                                Assassin, 97
    See eldritch invocations         Mystic Arcanum (warlock), 108        Path o fthe Berserker. See under            age, 17                               Thief, 97
Mask o fthe Wild (wood elf), 24      name. See under character                 primal paths                           alignment, 17                     roleplaying, 8, 185-186
Master of Myriad Forms               Natural Explorer (ranger), 91        Path o f the Totem Warrior. See             languages, 17                     roll, 6-7
     (warlock). See eldritch         Natural Illusionist (forest gnome),      under primal paths                     size, 17                           round. See undertime
     invocations                         37                               Patient Defense (monk). See Ki              speed, 17                         rounding numbers, 7
Master of Nature (cleric), 62        Naturally Stealthy (lightfoot        Peerless Skill (bard), 55                   subrace, 17                       rowed vessel, 155-157
M asterTransmuter (wizard), 119          halfling), 28                                                               See also specific race             rules, 6-7
mastiff. See creature statistics     Natural Recovery (druid), 68         penalty, 6                                 entries                                exceptions, 7
    See also mounts and vehicles     Nature (skill). See under            percentile (dice). See under dice      Radiance o fthe Dawn (cleric). See          how to play, 6
material spell component, 203             Intelligence                    Perception (skill). See under              under Channel Divinity cleric
Material Plane. See planes of        Nature domain (cleric). See under                                                options                               specific beats general, 7
     existence                           divine domains                       Wisdom                             radiant damage. See damage types       run. See action: Dash action
Mechanus. See planes of existence    Nature’s Sanctuary (druid), 69           See also travel: noticing threats  Rage (barbarian), 48                   Rush of the Gale Spirits (monk).
Medicine (skill). See under          Nature’s Ward (druid), 69            Perfect Self (monk), 79                Rally maneuver (fighter). See
    Wisdom                           Nature’s Wrath (paladin). See        Performance (skill). See under              maneuvers                             See Elemental Disciplines
Medium. See size category                under Channel Divinity paladin       Charisma                           range, 195                             Rustic Hospitality (folk hero), 131
medium armor. See armor and              options                          Persistent Rage (barbarian), 49             maximum, 147                      Sacred Oath (paladin), 85
                                     navigating. See under travel         personality (character), 122-124            normal, 147
    shields                          necromancer, 118-119                 Persuasion (skill). See under              of spells. See casting a spell:        oath spells, 85
melee attack, 195                    necromancy, 118, 203                     Charisma                                range                             sacred oaths, 85-88
                                         school (wizard). See under       petrified. See conditions              range (weapon property). See
     unarmed, 195                        arcane traditions                pick locks. See thieves’ tools             weapon properties                       breaking, 86
    with a weapon that requires      Necromancy Savant (wizard), 118      pick pockets. See Dexterity: Sleight   ranged attack, 195                         Oath of Devotion, 85-86
     ammunition, 147                 necrotic damage. See damage              of Hand                                 in melee, 195                         Oath of the Ancients, 86-87
     reach, 195                          types                            piercing damage. See damage            ranged weapon, 14, 146, 149, 195           Oath o fVengeance, 87-88
melee weapon, 14, 146, 149, 195      Negative Plane. See planes of            types                              ranger, 45, 89-93                      sacred plants and wood (druid), 66
Menacing (half-orc), 41                  existence                        pirate. See under background                quick build, 90                   Sacred Weapon (paladin). See
Menacing Attack maneuver             neutral. See alignment               planar travel, 301                          ranger archetype. See ranger          under Channel Divinity paladin
     (fighter). See maneuvers        neutral evil. See alignment          Plane of Air. See planes of                 archetypes                            options
Metamagic (sorcerer), 101-102        neutral good. See alignment              existence                               spell list, 209                   sage. See under background
Military Rank (soldier), 140         Nine Hells, the. See planes of       Plane of Earth. See planes of          Ranger Archetype (ranger), 92          sailor. See under background
Mindless Rage (barbarian), 49            existence                            existence                          ranger archetypes, 93                  Savage Attacks (half-orc), 41
Minions of Chaos (warlock). See      noble. See under background          Plane of Faerie. See planes of              Beast Master, 93                  save. See saving throw
    eldritch invocations             noble knight. See under                  existence                               Hunter, 93                        saving throw, 7, 12, 179,205
Minor Alchemy (wizard), 119              background                       Plane of Fire. See planes of           Ranger’s Companion (ranger), 93            death. See death saving throws
Minor Conjuration (wizard), 116      nonplayer character (NPC), 8,            existence                          Rashemi. See human ethnicities              ki. See ki: saving throws
Mire the Mind (warlock). See                                              Plane of Shadow. See planes of                                                     maneuver. See maneuvers:
    eldritch invocations                                                      existence                                                                      saving throws
Mist Stance (monk). See                                                   Plane o fWater. See planes of                                                      proficiency. See proficiencies:
                                                                              existence                                                                      saving throw
                                                                          planes of existence, 5, 300-303                                                    spell. See spell saving throws
                                                                          platinum piece (pp). See coinage                                              saving throw modifier, 12, 179,
                                                                          player character. See character                                                    205
                                                                          point of origin. See area of effect
                                                                          poison damage. See damage types
                                                                          poisoned. See conditions
                                                                          Position of Privilege (noble), 135
                                                                          Positive Plane. See planes of
School of Abjuration (wizard). See      Slow Fall (monk), 78                   spider, giant. See creature            tiefling, 42-43                            Upper Planes. See planes of
     under arcane traditions             Small. See size category                    statistics                        tiefling names, 43                              existence
                                         snake, constrictor. See creature                                              tiefling traits, 43
 School of Conjuration (wizard).                                                Spirit Seeker (barbarian), 50          tiers of play, 15                          urchin. See under background
     See under arcane traditions              statistics                        Spirit Walker (barbarian), 50          tiger. See creature statistics             Use an Object action. See under
                                        snake, poisonous. See creature          Split Enchantment (wizard), 117        time, 181
School of Divination (wizard). See                                              sprite. See creature statistics                                                        action
     under arcane traditions                  statistics                        spy. See under background                   day, 181                              Use Magic Device (rogue), 97
                                         Sneak Attack (rogue), 96               squeezing. See under movement               minute, 181                           using this book, 6
 School of Enchantment (wizard).         social interaction, 8, 185-186         stabilizing a creature, 197                 round, 181, 189                       Vanish (ranger), 92
     See under arcane traditions        soldier. See under background           stable, 197-198                            turn, 189                              vehicle. See mounts and vehicles
                                         somatic spell component, 203           stacking. See casting a spell:        Timeless Body (druid), 67                   verbal spell component, 203
School of Evocation (wizard). See        Song of Rest (bard), 54                                                            (monk), 79                            versatile (weapon property). See
     under arcane traditions             sorcerer, 45, 99-104                        combining effects                 Tinker (rock gnome), 37
                                                                                    See also advantage;                Tiny. See size category                        weapon properties
School of Illusion (wizard). See             quick build, 100                        disadvantage                      Tongue o fthe Sun and Moon                 Versatile Trickster (rogue), 98
     under arcane traditions                 sorcerous origin. See sorcerous    standard action. See action                 (monk), 79                            vision, 183
                                             origins                            standard language. See language       tools, 154
School of Necromancy (wizard).               spell list, 209                    Stand Against the Tide (ranger).      total, 7                                        See also blindsight; darkvision;
     See under arcane traditions        Sorcerous Origin, 101                        See Superior Hunter’s Defense    total cover. See cover                          truesight; Wisdom: Perception
                                        sorcerous origins, 102-104              starting wealth. See under wealth     Totemic Attunement (barbarian),             Visions of Distant Realms
School of Transmutation (wizard).             Draconic Bloodline, 102-103       starvation. See food and drink:             50                                         (warlock). See eldritch
     See under arcane traditions             Wild Magic, 103-104                    food requirements                 Totem Spirit (barbarian), 50                     invocations
                                        Sorcerous Restoration, 102              Stealth (skill). See under Dexterity  tracking. See under travel                  Visions o fthe Past (cleric), 60
schools of magic. See arcane            Sorcery Points (sorcerer). See Font         See also armor and shields:       trade goods, 144, 157                       Voice o fthe Chain Master
     traditions                              of Magic                                Stealth; hiding; travel          training. See downtime activity                  (warlock). See eldritch
                                        Soul o fVengeance (paladin), 88         Steel Will (ranger). See Defensive    traits. See under personality                   invocations
Sculptor of Flesh (warlock). See        space. See under size                       Tactics                                See also specific race trait entries  Volley (ranger). See Multiattack
     eldritch invocations               Speak with Small Beasts (forest         Step o fthe Wind (monk). See Ki       Trance (elf), 23                           Vow of Enmity (paladin). See
                                             gnome), 37                         Stillness of Mind (monk), 79          Transitive Planes. See planes of                under Channel Divinity paladin
Sculpt Spells (wizard), 117             special (weapon property). See          Stonecunning (dwarf), 20                   existence                                  options
Second-Story Work (rogue), 97                weapon properties                  Stormborn (cleric), 62                Tranquility (monk), 80                     vulnerability. See damage
Second Wind (fighter), 72               speed. See under movement               Stout Resilience (stout halfling),    transmutation, 119, 203                         vulnerability
Search action. See under action              See also mounts and vehicles;          28                                     school (wizard). See under            Wanderer (outlander), 136
searching. See under travel                  racial traits; travel              Strength, 12, 175-176                      arcane traditions                     Warding Flare (cleric), 61
                                        spell, 201                                  Athletics, 175                    Transmutation Savant (wizard),             War domain (cleric). See under
     See also Intelligence:             spell attack modifier. See specific         checks, 175                            119                                        divine domains
     Investigation; Wisdom:                  Spellcasting entries               Stroke of Luck (rogue), 96            transmuter, 119                            War God’s Blessing (cleric). See
     Perception                         spell attack roll, 205                  strongheart halfling. See halfling:   Transmuter’s Stone (wizard), 119                under Channel Divinity cleric
self. See casting a spell: range;            See also specific Spellcasting         stout                             traps, finding. See Wisdom:                     options
     targeting                              entries                             Student of War (fighter), 73               Perception                            warhorse. See creature statistics
selling treasure. See underwealth       Spell Bombardment (sorcerer), 103       stunned. See conditions                    See also Intelligence:                     See also mounts and vehicles
services, 159                           Spellbook (wizard), 114                 Stunning Strike (monk), 79                 Investigation                         War Magic (fighter), 75
sex. See character: sex and gender      spellcaster, 201                       subrace, 17                            traps, removing or disabling. See          War Priest (cleric), 63
Shadow Arts (monk), 80                  spellcasting, 201-205                  Subtle Spell (sorcerer). See                thieves’ tools                        Water Whip (monk). See
Shadowfell, the. See planes of          Spellcasting (bard), 52-53                  Metamagic                         travel, 181-183                                 Elemental Disciplines
     existence                               (cleric), 58                      suffocating, 183                            drawing a map, 183                    warlock, 45, 105-111
Shadow Step (monk), 80                       (druid), 66                       sun elf. See elf                            encounters, 183                            quick build, 106
Shapechanger (wizard), 119                   (fighter, Eldritch Knight), 75    Sunlight Sensitivity (drow), 24             foraging, 183                              otherworldly patron. See
Shape the Flowing River (monk).              (paladin), 84-85                  Superior Critical (fighter), 73             marching order, 182                        otherworldly patrons
     See Elemental Disciplines               (ranger), 91-92                   Superior Darkvision (drow), 24              navigating, 183                            spell list, 210
Share Spells (ranger), 93                    (rogue, Arcane Trickster),        Superior Hunter’s Defense                   noticing threats, 182-183             Wave of Rolling Earth (monk). See
shark, reef. See creature statistics         97-98                                  (ranger), 93                           pace, 181                                  Elemental Disciplines
Shelter o fthe Faithful (acolyte),           (sorcerer), 101                   Superior Inspiration (bard), 54             searching, 183                        wealth, 143-144
     127                                     (warlock). See Pact Magic         superiority dice (fighter), 73              stealth, 182                               magic item, 144
shield. See armor and shields                (wizard), 114                     Supreme Healing (cleric), 60                surprise, 183                              selling treasure, 144
shield dwarf. See dwarf: mountain           See also under multiclassing       Supreme Sneak (rogue), 97                   tracking, 183                              starting, 143
Ship’s Passage (sailor), 139            spellcasting ability, 178, 179, 205    surprise, 189                          Trickery domain (cleric). See under            See also expenses
short rest. See resting                     See also specific Spellcasting          See also travel: surprise              divine domains                        weapon, 14, 146-148, 149
Shou. See human ethnicities                 entries                            Survival (skill). See under W isdom    trinkets, 160-161                               improvised, 147-148
shoving, 195                            spellcasting focus. See                     See also travel: foraging,        Trip Attack maneuver (fighter). See             silvered, 148
Sigil. See planes of existence               Spellcasting: bard; cleric;            navigating, or tracking                maneuvers                                  table, 149
Signature Spells (wizard), 115               druid; paladin; sorcerer;         Survivor (fighter), 73                 truesight, 185                             Weapon Bond (fighter), 75
silvered weapon. See under                   warlock; wizard                   svirfneblin. See gnome                 Turami. See human ethnicities              weapon categories, 146
     weapon                             spell components. See casting a        Sweeping Attack maneuver               turn. See under time                       weapon proficiency, 14, 146
silver piece (sp). See coinage               spell: components                      (fighter). See maneuvers          turn, taking yours, 189-190                    See also specific classes:
simple weapon. See weapon                   See also material spell            Sweeping Cinder Strike (monk).             See also action; bonus action;             proficiencies; and specific race
     categories                              component; somatic spell               See Elemental Disciplines              movement                                  trait entries
size, 176, 191-192                           component; verbal spell           Sylvan. See language                   Turn the Faithless (paladin). See          weapon properties, 146-147
     and weapons. See weapon                 component                         targeting a spell. See casting a           under Channel Divinity paladin         Weave, the, 205
     properties: heavy                  spell descriptions, 211-289                                                        options                               Whirlwind Attack (ranger). See
     lifting and carrying. See lifting  spell level, 201                            spell: targeting                  Turn the Unholy (paladin). See                  Multiattack
     and carrying: size and             spell list, 207-211                    target number, 7                           under Channel Divinity paladin         Whispers o fthe Grave (warlock).
     of equipment. See equipment:       Spell Mastery (wizard), 115                                                        options                                    See eldritch invocations
     size                               spell preparation. See                      Armor Class (AC), 7               Turn Undead. See under Channel             Wholeness of Body (monk), 79-80
     space, 191-192                          Spellcasting: cleric; druid;           Difficulty Class (DC), 7               Divinity cleric options               wild elf. See elf
    See also racial traits; and              paladin; wizard                   Tempest domain (cleric). See           Twinned Spell (sorcerer). See              Wild Magic (sorcerer). See under
    specific race trait entries             See also under multiclassing           under divine domains                    Metamagic                                  sorcerous origins
size category, 191                      Spell Resistance (wizard), 116         temporary hit points. See under        two-handed (weapon property).              Wild Magic Surge (sorcerer), 103
skeleton. See creature statistics       spell save DC, 205                          hit points                             See weapon properties                      table, 104
skill check. See ability check: skill       See also specific Spellcasting     Tenets of Devotion (paladin), 86       two-weapon fighting, 195                   Wild Shape (druid), 66-67
Skill Versatility (half-elf), 39            entries                            Tenets o f the Ancients (paladin),     Two-Weapon Fighting (class                 Wisdom, 12, 178
skills with different abilities         spell saving throws, 205                    86-87                                 feature). See under fighting                Animal Handling, 178
    (variant). See under ability check  spells known, 201                                                                  styles                                     checks, 178
slashing damage. See damage                 See also Spellcasting: bard;       Tenets o fVengeance (paladin), 88      unarmed. See under melee attack                 Insight, 178
    types                                   fighter, Eldritch Knight; ranger;  Terran. See language                   Unarmored Defense (barbarian),                  Medicine, 178
Sleight of Hand (skill). See under          rogue, Arcane Trickster;           Tethyrian. See human ethnicities           48                                          Perception, 178
     Dexterity                              sorcerer; warlock; and             THAC0. See attack roll                      (monk), 78                                 Survival, 178
Slippery Mind (rogue), 96                   multiclassing                      Thief (rogue). See under roguish       Unarmored Movement (monk), 78              Witch Sight (warlock). See eldritch
                                        spell slots, 201                                                              Uncanny Dodge (ranger). See                     invocations
                                            See also specific Spellcasting          archetypes                             Superior Hunter’s Defense             wizard, 45, 112-119
                                            entries; and multiclassing         Thief of Five Fates (warlock). See          (rogue), 96                                arcane tradition. See arcane
                                        Spell Thief (rogue), 98                                                       Undead Thralls (wizard), 119                   traditions
                                        sphere. See area of effect                  eldritch invocations              Underdark, 17                                  quick build, 113
                                                                               Thief’s Reflexes (rogue), 97           Undying Sentinel (paladin), 87                  spell list, 210-211
                                                                               thieves’ cant (rogue), 96              uncommon races, 33                         wolf, dire. See creature statistics
                                                                               thieves’ tools, 154                    unconscious, 197, 198                      wolf. See creature statistics
                                                                               Third Eye, The (wizard), 116-117           See also conditions                    wood elf. See elf
                                                                               Thirsting Blade (warlock). See         Undercommon. See language                  world, 5-6, 8
                                                                                                                      underwater combat. See under                   See also planes of existence:
                                                                                    eldritch invocations                  combat                                      Material Plane
                                                                               Thought Shield (warlock), 110          unseen attackers and targets,              Wrath o fthe Storm (cleric), 62
                                                                               Thousand Forms (druid), 69                  194-195                               XP. See experience points
                                                                               three-quarters cover. See cover                                                   Ysgard. See planes of existence
                                                                               thrown (weapon property). See                                                     zombie. See creature statistics
                                                                                   weapon properties
                                                                               Thunderbolt Strike (cleric), 62
                                                                               thunder damage. See damage
                                                                                   types
                                                                               Tides of Chaos (sorcerer), 103