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Published by xiriousstealweard, 2019-01-10 04:42:42

Player's Handbook

Player's Handbook

APPENDIX C: THE PLANES OF EXISTENCE

INCREDIBLY VAST 15 THE COSMOS OF THE The best-known worlds in the multiverse are the
ones that have been published as official campaign
DUNGEONS & DRAGONS game, which teems settings for the D&D game over the years—Greyhawk,
with a multitude of worlds as well as myriad Blackmoor, Dragonlance, the Forgotten Realms,
alternate dimensions of reality, called the planes Mystara, Birthright, Dark Sun, and Eberron, among
of existence. It encompasses every world others. Each of these worlds boasts its own cast of
where Dungeon Masters run their adventures, heroic adventurers and scheming villains, its own
all within the relatively mundane realm of the ancient ruins and forgotten artifacts, its own dungeons
Material Plane. Beyond that plane are domains and its own dragons. But if your campaign takes place
of raw elemental matter and energy, realms of pure on one of these worlds, it belongs to your DM you
thought and ethos, the homes of demons and angels, might imagine it as one of thousands of parallel versions
and the dominions of the gods. of the world, which might diverge wildly from the
Many spells and magic items can draw energy published version.
from these planes, summon the creatures that dwell
there, communicate with their denizens, and allow MATERIAL ECHOES
adventurers to travel there. As your character achieves
greater power and higher levels, you might undertake The Material Plane is a richly magical place, and its
a quest to rescue a friend from the horrific depths of magical nature is reflected in the two planes that share
the Abyss, or find yourself hoisting a tankard with the its central place in the multiverse. The Feywild and the
friendly giants of Ysgard. You might walk on streets Shadowfell are parallel dimensions occupying the same
made of solid fire or test your mettle on a battlefield cosmological space, so they are often called echo planes
where the fallen are resurrected with each dawn. or mirror planes to the Material Plane. The worlds and
landscapes of these planes mirror the natural world
THE MATERIAL PLANE of the Material Plane but reflect those features into
different forms—more marvelous and magical in the
The Material Plane is the nexus where the philosophical Feywild, distorted and colorless in the Shadowfell.
and elemental forces that define the other planes collide Where a volcano stands in the Material Plane, a
in the jumbled existence of mortal life and mundane mountain topped with skyscraper-sized crystals that
matter. All the worlds of D&D exist within the Material glow with internal fire towers in the Feywild, and a
Plane, making it the starting point for most campaigns jagged rock outcropping resembling a skull marks the
and adventures. The rest of the multiverse is defined in spot on the Shadowfell.
relation to the Material Plane.
The Feywild, also called the Plane of Faerie, is a land
The worlds of the Material Plane are infinitely diverse, of soft lights and wonder, a country of little people with
for they reflect the creative imagination of the DMs great desires, a place of music and death. It is a realm
who set their games there. as well as the players whose of eternal twilight, with slow lanterns bobbing in the
heroes adventure there. They include magic-wasted gentle breeze and huge fireflies buzzing through groves
desert planets and island-dotted water worlds, worlds and fields. The sky is alight with the faded colors of
where magic combines with advanced technology and the setting, or perhaps rising, sun. But, in fact, the sun
others trapped in an endless Stone Age. worlds where never truly sets or rises; it remains stationary, dusky
the gods walk and places they have abandoned. and low in the sky. Away from the settled areas ruled by
the Seelie Court. the land is a tangle of sharp-toothed
POSITIVE PLANE brambles and syrupy fens—perfect territory for the
Unseelie to hunt their prey. Fey creatures, such as those
OUTER PLANES brought to the world by conjure woodland beings and
similar spells, dwell in the Feywild.
NEGATIVE PLANE
The Shadowfell, also called the Plane of Shadow, is
a darkly lighted dimension, a world of black and white
where color has been leached from everything. It is a
place of toxic darkness that hates the light, where the
sky is a black vault with neither sun nor stars.

POSITIVE AND NEGATIVE PLANES

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

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

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

The Ethereal Plane is a misty, fog-bound dimension Even in those perceptible regions, appearances
that is sometimes described as a great ocean. Its shores, can be deceptive. Initially, many of the Outer Planes
called the Border Ethereal, overlap the Material Plane appear hospitable and familiar to natives of the
and the Inner Planes, so that every location on those Material Plane. But the landscape can change at the
planes has a corresponding location on the Ethereal whims of the powerful forces that live on the Outer
Plane. Certain creatures can see into the Border Planes. The desires of the mighty forces that dwell on
Ethereal, and the see invisibility and true seeing spell these planes can remake them completely, effectively
grant that ability. Some magical 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

•.:11 • .;m 301

Distance is a virtually meaningless concept on the planes. That argument might be circular, however,
Outer Planes. The perceptible regions of the planes for it is possible that the arrangement of the Outlands
often seem quite small, but they can also stretch on to inspired the idea of the Great Wheel in the first place.
what seems like infinity. It might be possible to take
a guided tour of the Nine Hells, from the first layer to Around the outside edge of the circle, evenly spaced,
the ninth, in a single day—if the powers of the Hells are the gate-towns: sixteen settlements, each built
desire it. Or it could take weeks for travelers to make a around a portal leading to one of the Outer Planes. Each
grueling trek across a single layer. town shares many of the characteristics of the plane
where its gate leads.
The most well-known Outer Planes are a group of
sixteen planes that correspond to the eight alignments At the center of the Outlands, like the axle of the
(excluding neutrality) and the shades of distinction planar wheel, the Spire shoots impossibly high into the
between them. sky. Above this thin peak floats the ring-shaped city of
Sigil, the City of Doors. This bustling planar metropolis
OUTER PLANES Alignment holds countless portals to other planes and worlds.
LG
Outer Plane NG, LG Sigil is a trader's city. Goods, merchandise, and
Mount Celestia, the Seven Heavens of NG information come to it from across the planes. There
Bytopia, the Twin Paradises of NG, CG is a brisk trade in information about the planes, in
CG particular in the command words or items required for
Elysium, the Blessed Fields of CN, CC the operation of particular portals. These portal keys
CN are highly sought after, and many travelers within the
The Beastlands, the Wilderness of CN, CE city are looking for a particular portal or a portal key
Arborea, the Olympian Glades of CE to allow them to continue on their way.
Ysgard, the Heroic Domains of NE, CE
Limbo, the Ever-Changing Chaos of NE DEMIPLANES
Pandemonium, the Windswept Depths of NE, LE Demiplanes are small extradimensional spaces with
The Abyss, the Infinite Layers of LE their own unique rules. They are pieces of reality that
Carceri, the Tarterian Depths of LN, LE don't seem to fit anywhere else. Demiplanes come
Hades, the Gray Waste of LN into being by a variety of means. Some are created by
Gehenna, the Bleak Eternity of LN, LG spells, such as derniplane, or generated at the desire of a
powerful deity or other force. They may exist naturally,
The Nine Hells (of Baator) as a fold of existing reality that has been pinched off
from the rest of the multiverse, or as a baby universe
Acheron, the Infinite Battlefield of growing in power. A given demiplane can be entered
Mechanus, the Clockwork Nirvana of through a single point where it touches another plane.
Arcadia, the Peaceable Kingdoms of Theoretically, a plane shift spell can also carry travelers
to a demiplane, but the proper frequency required
The planes with some element of good in their nature for the tuning fork is extremely hard to acquire. The
are called the Upper Planes. Celestial creatures such gate spell is more reliable, assuming the caster knows
as angels and pegasi dwell in the Upper Planes. Planes of the demiplane.
with some element of evil are the Lower Planes. Fiends
such as demons, devils, and yugoloths dwell in the THE FAR REALM
Lower Planes. A plane's alignment is its essence, and
a character whose alignment doesn't match the plane's The Far Realm is beyond the known multiverse. In fact,
experiences a profound sense of dissonance there. it might be an entirely separate multiverse with its own
When a good creature visits Elysium, for example, it physical and magical laws. Where stray energies from
feels in tune with the plane, but an evil creature feels the Far Realm leak onto another plane, life and matter
out of tune and more than a little uncomfortable. are warped and twisted into alien shapes that defy
ordinary geometry and biology.
OTHER PLANES
The entities that abide in the Far Realm are too alien
Existing somehow between or beyond the known planes for a normal mind to accept without damage. Titanic
of existence are a variety of other realms. creatures swim through nothingness, preoccupied
with madness. Unspeakable things whisper awful
SIGIL AND THE OUTLANDS truths to those who dare listen. For mortals, knowledge
The Outlands is the plane between the Outer Planes, a of the Far Realm is a triumph of mind over the rude
plane of neutrality, but not the neutrality of nothingness. boundaries of matter, space, and eventually sanity.
Instead it incorporates a little of everything, keeping it
all in a paradoxical balance—simultaneously concordant There are no known portals to the Far Realm, or
and in opposition. It is a broad region of varied terrain, at least none that are still viable. Ancient elves once
with open prairies, towering mountains, and twisting, pierced the boundary of eons with a vast portal to the
shallow rivers, strongly resembling an ordinary world Far Realm within a mountain called Firestorm Peak,
of the Material Plane. but their civilization imploded in bloody terror and
the portal's location—even its home world—is long-
The Outlands is circular, like a great wheel—in fact, forgotten. Other portals might still exist, marked by the
those who envision the Outer Planes as a wheel point alien forces leaking through to corrupt the Material
to the Outlands as proof, calling it a microcosm of the Plane around them.

APPLNI.)1X PLA.N11:.; ENISTENCL



APPENDIX D: CREATURE STATISTICS

PELLS AND CLASS FEATURES ALLOW CHARACTERS BOAR

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

the Monster Manual. STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 12 (+1) 2 (-4) 9 (-1) 5 (-3)
BAT
Senses passive Perception 9
Tiny beast, unaligned Languages —
Challenge 1/4 (50 XP)
Armor Class 12
Hit Points 1 (1d4 — 1) Charge. If the boar moves at least 20 feet straight toward a
Speed 5 ft., fly 30 ft. creature right before hitting it with a tusk attack, the target
takes an extra 3 (1d6) slashing damage and must succeed on a
STR DEX CON INT WIS CHA DC 11 Strength saving throw or be knocked prone.
2 (-4) 15 (+2) 8 (-1) 2 (-4) 12 (+1) 4 (-3)
Relentless (Recharges after the Boar Finishes a Short or Long
Senses blindsight 60 ft., passive Perception 11 Rest). If the boar takes damage that reduces it to 0 hit points,
Languages — unless the damage is 7 or more or from a critical hit, it drops to
Challenge 0 (10 XP) 1 hit point instead.

Echolocation. While it can't hear, the bat has no blindsight. ACTIONS
Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Keen Hearing. The bat has advantage on Wisdom (Perception) Hit: 4 (1d6 + 1) slashing damage.
checks that rely on hearing.
BROWN BEAR
ACTIONS
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Large beast, unaligned
Hit: 1 piercing damage.
Armor Class 11 (natural armor)
BLACK BEAR Hit Points 34 (4d10 + 12)
Speed 40 ft., climb 30 ft.
Medium beast, unaligned
STR DEX CON INT WIS CHA
Armor Class 11 (natural armor) 19 (+4) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2)
Hit Points 19 (3d8 + 6)
Speed 40 ft., climb 30 ft. Skills Perception +3
Senses passive Perception 13
STR DEX CON INT WIS CHA Languages —
15 (+2) 10 (+0) 14 (+2) 2 (-4) 12 (+1) 7 (-2) 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) ACTIONS
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 Weapon Attack: +5 to hit, reach 5 ft., one target.
ACTIONS Hit: 8 (1d8 + 4) piercing damage.
Multiattack. The bear makes two attacks, one with its bite and
one with its claws. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.

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

CAT ACTIONS

Tiny beast, unaligned Bite. Melee Weapon 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.
DIRE WOLF
STR DEX CON INT WIS CHA
3 (-4) 15 (+2) 10 (+0) 3 (-4) 12 (+1) 7 (-2) Large beast, unaligned

Skills Perception +3, Stealth +4 Armor Class 14 (natural armor)
Senses passive Perception 13 Hit Points 37 (5d10 + 10)
Languages -- Speed 50 ft.
Challenge 0 (10 XP)
STR DEX CON INT WIS CHA
Keen Smell. The cat has advantage on Wisdom (Perception)
checks that rely on smell. 17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 7 (-2)

ACTIONS Skills Perception +3, Stealth +4
Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Senses passive Perception 13
Hit: 1 slashing damage. Languages —
Challenge 1 (200 XP)
CONSTRICTOR SNAKE
Keen Hearing and Smell. The wolf has advantage on Wisdom
Large beast, unaligned (Perception) checks that rely on hearing or smell.

Armor Class 12 Pack Tactics. The wolf has advantage on attack rolls against a
Hit Points 13 (2d10 + 2) creature if at least one of the wolf's allies is within 5 feet of the
Speed 30 ft., swim 30 ft. creature and isn't incapacitated.

STR DEX CON INT WIS CHA ACTIONS
15 (+2) 14 (+2) 12 (+1) 1 (-5) 10 (+0) 3 (-4)
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Senses blindsight 10 ft., passive Perception 10 Hit: 10 (2d6 + 3) piercing damage. If the target is a creature,
Languages — it must succeed on a DC 13 Strength saving throw or be
Challenge 1/4 (50 XP) knocked prone.

ACTIONS FROG
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 5 (1d6 + 2) piercing damage. Tiny beast, unaligned

Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one Armor Class 11
creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target Hit Points 1 (1d4 — 1)
is grappled. Until this grapple ends, the creature is restrained, Speed 20 ft., swim 20 ft.
and the snake can't constrict another target.
STR DEX CON INT WIS CHA
CROCODILE 1 (-5) 13 (+1) 8 (-1) 1 (-5) 8 (-1) 3 (-4)

Large beast, unaligned Skills Perception +1, Stealth +3
Senses darkvision 30 ft., passive Perception 11
Armor Class 12 (natural armor) Languages —
Hit Points 19 (3d10 + 3) Challenge 0 (0 XP)
Speed 20 ft., swim 30 ft.
Amphibious. The frog can breathe air and water.
STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 5 (-3) Standing Leap. As part of its movement and without a running
start, the frog can long jump up to 10 feet and high jump
Skills Stealth +2 up to 5 feet.
Senses passive Perception 10
Languages —
Challenge 1/2 (100 XP)

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

GIANT EAGLE Web (Recharge 5-6). Ranged Weapon 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 Class 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 WIS CHA HAWK (FALCON)
16 (+3) 17 (+3) 13 (+1) 8 (-1) 14 (+2) 10 (+0)
Tiny beast, unaligned
Skills Perception +4
Senses passive Perception 14 Armor Class 13
Languages Giant Eagle, understands Common but doesn't Hit Points 1 (1d4 — 1)
Speed 10 ft., fly 60 ft.
speak it
Challenge 1 (200 XP) STR DEX CON INT WIS CHA
5 (-3) 16 (+3) 8 (-1) 2 (-4) 14 (+2) 6 (-2)
Keen Sight. The eagle has advantage on Wisdom (Perception)
checks that rely on sight. Skills Perception +4
Senses passive Perception 14
ACTIONS Languages —
Multiattack. The eagle makes two attacks, one with its beak Challenge 0 (10 XP)
and one with its talons.
Keen Sight. The hawk has advantage on Wisdom (Perception)
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. checks that rely on sight.
Hit: 6 (1d6 + 3) piercing damage.
ACTIONS
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slashing damage. Hit: 1 slashing damage.

GIANT SPIDER IMP

Large beast, unaligned Tiny fiend (devil, shapechanger), lawful evil

Armor Class 14 (natural armor) Armor Class 13
Hit Points 26 (4d10 + 4) Hit Points 10 (3d4 + 3)
Speed 30 ft., climb 30 ft. Speed 20 ft., fly 40 ft. (20 ft. in rat form; 20 ft., fly 60 ft. in raven

STR DEX CON INT WIS CHA form; 20 ft., climb 20 ft. in spider form)
14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (+0) 4 (-3)
STR DEX CON INT WIS CHA
Skills Stealth +7 6 (-2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10
Languages — Skills Deception +4, Insight +3, Persuasion +4, Stealth +5
Challenge 1 (200 XP) Damage Resistances cold; bludgeoning, piercing, and slashing

Spider Climb. The spider can climb difficult surfaces, including from nonmagical weapons that aren't silvered
upside down on ceilings, without needing to make an Damage Immunities fire, poison
ability check. Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 11
Web Sense. While in contact with a web, the spider knows the Languages Infernal, Common
exact location of any other creature in contact with the same web. Challenge 1 (200 XP)

Web Walker. The spider ignores movement restrictions caused Shapechanger. The imp can use its action to polymorph into
by webbing. the beast form of a rat, a raven, or a spider, or into its devil
form. Its statistics are the same in each form, although its
ACTIONS attack is different in some of them. Any equipment it carries is
Bite. Melee Weapon 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 Devil'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 PPE\ DIX D I CREATURE• STATISTICS

ACTIONS Pounce. If the lion moves at least 20 feet straight toward a
Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit, target right before hitting it with a claw attack, the target must
reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and succeed on a DC 13 Strength saving throw or be knocked
the target must make on a DC 11 Constitution saving throw, prone. If the target is prone, the lion can take a bonus action to
taking 10 (3d6) poison damage on a failed save, or half as make one bite attack against it.
much damage on a successful one.
Running Leap. As part of its movement and after a 10-foot
Invisibility. The imp turns invisible until it attacks or until its running start, the lion can long jump up to 25 feet.
concentration ends. Anything the invisible imp is carrying or
wearing is invisible as long as it remains in contact with the imp. ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
LION Hit: 7 (1d8 + 3) piercing damage.

Large beast, unaligned Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage.
Armor Class 12
Hit Points 26 (4d10 + 4) MASTIFF
Speed 50 ft.
Medium beast, unaligned
STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 13 (+1) 3 (-3) 12 (+1) 8 (--1) Armor Class 12
Hit Points 5 (1d8 + 1)
Skills Perception +3, Stealth +6 Speed 40 ft.
Senses passive Perception 13
Languages — STR DEX CON INT WIS CHA
Challenge 1 (200 XP) 13 (+1) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 7 (-2)

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

ACTIONS
Bite. Melee Weapon 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.

MULE

Medium beast, unaligned

Armor Class 10
Hit Points 11 (2d8 + 2)
Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 5 (-3)

Senses passive Perception 10
Languages —
Challenge 1/8 (25 XP)

Beast of Burden. The mule is considered to be a Large animal
for the purpose of 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.

ACTIONS
Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) bludgeoning damage.

OWL POISONOUS SNAKE

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 WIS CHA STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 8 (-1) 2 (-4) 12 (+1) 7 (-2) 2 (-4) 16 (+3) 11 (+0) 1 (-5) 10 (+0) 3 (-4)

Skills 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)
ACTIONS
Flyby. The owl provokes no opportunity attacks when it flies
out of an enemy's reach. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1 piercing damage, and the target must make a DC 10
Keen Sight. The owl has advantage on Wisdom (Perception) Constitution saving throw, taking 5 (2d4) poison damage on a
checks that rely on sight. failed save, or half as much damage on a successful one.

ACTIONS PSEUDODRAGON

Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Tiny dragon, neutral good
Hit: 1 slashing damage.
Armor Class 13 (natural armor)
PANTHER Hit Points 7 (2d4 + 2)
Speed 15 ft., fly 60 ft.
Medium beast, unaligned
STR DEX CON INT WIS CHA
Armor Class 12 6 (-2) 15 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0)
Hit Points 13 (3d8)
Speed 50 ft., climb 40 ft. Skills Perception +3, Stealth +4
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
STR DEX CON INT WIS CHA Languages understands Common and Draconic but doesn't
14 (+2) 15 (+2) 10 (+0) 3 (-4) 14 (+2) 7 (-2)
speak
Skills Perception +4, Stealth +6 Challenge 1/4 (50 XP)
Senses passive Perception 14
Languages — Keen Senses. The pseudodragon has advantage on Wisdom
Challenge 1/4 (50 XP) (Perception) checks that rely on sight, hearing, or smell.

Keen Smell. The panther has advantage on Wisdom Magic Resistance. The pseudodragon has advantage on saving
(Perception) checks that rely on smell. throws against spells and other magical effects.

Pounce. If the panther moves at least 20 feet straight toward Limited Telepathy. The pseudodragon can communicate
a creature right before hitting it with a claw attack, the target simple ideas, emotions, and images telepathically with any
must succeed on a DC 12 Strength saving throw or be knocked creature within 100 feet of it that can understand a language.
prone. If the target is prone, the panther can take a bonus
action to make one bite attack against it. ACTIONS

ACTIONS Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) piercing damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage. Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 4 (1d4 + 2) piercing damage, and the target must succeed
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. on a DC 11 Constitution saving throw or become poisoned for
Hit: 4 (1d4 + 2) slashing damage. 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.

QUASIT ACTIONS

Tiny fiend (demon, shapechanger), chaotic evil Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
Hit: 1 piercing damage.
Armor Class 13
Hit Points 7 (3d4) RAVEN
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)
Armor Class 12
STR DEX CON INT WIS CHA Hit Points 1 (1d4 - 1)
5 (-3) 17 (+3) 10 (+0) 7 (-2) 10 (+0) 10 (+0) Speed 10 ft., fly 50 ft.

Skills Stealth +5 STR DEX CON INT WIS CHA
Damage 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) Mimicry. The raven can mimic simple sounds it has heard,
such as a person whispering, a baby crying, or an animal
Shapechanger. The quasit can use its action to polymorph into chittering. A creature that hears the sounds can tell they are
the beast form of a bat, centipede, or toad, or into its demon imitations with a successful DC 10 Wisdom (Insight) check.
form. Its statistics are the same in each form, although its
attack is different in some of them. Any equipment it carries is ACTIONS
not transformed. If slain, the quasit reverts to its demon form.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Magic Resistance. The quasit has advantage on saving throws Hit: 1 piercing damage.
against spells and other magical effects.
REEF SHARK
ACTIONS
Claws (Bite in Beast Form). Melee Weapon Attack: +4 to hit, Medium beast, unaligned
reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the
target is a creature, it must succeed on a DC 10 Constitution Armor Class 12 (natural armor)
saving throw or take 5 (2d4) poison damage and become Hit Points 22 (4d8 + 4)
poisoned for 1 minute. The creature can repeat the saving Speed 0 ft., swim 40 ft.
throw at the end of each of its turns, ending the effect early
on a success. STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 13 (+1) 1 (-5) 10 (+0) 4 (-3)
Scare (1/Day). One creature of the quasit's choice within 20
feet of it must succeed on a DC 10 Wisdom saving throw or be a
frightened for 1 minute. The target can repeat the saving throw
at the end of each of its turns, with disadvantage if the quasit is Skills Perception +2
within line of sight, ending the effect early on a success.
Senses blindsight 30 ft., passive Perception 12 1
Invisibility. The quasit turns invisible until it attacks or uses Languages —
Scare, or until its concentration ends. Anything the invisible
quasit is carrying or wearing is invisible as long as it remains in Challenge 1/2 (100 XP)
contact with the quasit.
Pack Tactics. The shark has advantage on attack rolls against a
RAT creature if at least one of the shark's allies is within 5 feet of the
creature and isn't incapacitated.
Tiny beast, unaligned
Water Breathing. The shark can breathe only while underwater.
Armor Class 10
Hit Points 1 (1d4 - 1) ACTIONS
Speed 20 ft. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one ;target.
Hit: 6 (1d8 + 2) piercing damage.
STR DEX CON INT WIS 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.

309

RIDING HORSE

Large beast, unaligned

Armor Class 10
Hit Points 13 (2d10 + 2)
Speed 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 12 (+1) 2 (-4) 11 (+0) 7 (-2)

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

ACTIONS Shorthow. Ranged Weapon Attack: +6 to hit, range 40 ft./160
Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. ft., one target. Hit: 1 piercing damage. If the target is a
Hit: 8 (2d4 + 3) bludgeoning damage. creature, it must succeed on a DC 10 Constitution saving
throw or become poisoned for 1 minute. If its saving throw
SKELETON result is 5 or lower, the target falls unconscious for the same
duration, or until it takes damage or another creature uses an
Medium undead, lawful evil action to wake it.

Armor Class 13 (armor scraps) Heart Sight. The sprite touches a creature and knows the
Hit Points 13 (2d8 + 4) creature's current emotional state. If the target fads a DC 10
Speed 30 ft. Charisma saving throw, the sprite also knows the creature's
alignment. Celestials, fiends, and undead automatically fad the
STR DEX CON INT WIS CHA saving throw.
10 (40) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)
Invisibility. The sprite turns invisible until it attacks or casts
Damage Vulnerabilities bludgeoning a spell, or until its concentration ends, Anything the invisible
Damage immunities poison sprite is carrying or wearing is invisible as long as it remains in
Condition Immunities poisoned contact with the sprite.
Senses darkvision 60 ft., passive Perception 9
Languages understands languages it knew in life but can't speak VARIANT: WARHORSE ARMOR
Challenge 114 (50 XP)
An armored warhorse has an Armor Class based on the
ACTIONS type of barding worn (see chapter 5 for more information
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one on barding). Its Armor Class includes the horse's Dexterity
target. Hit: 5 (1d6 + 2) piercing damage, modifier, where applicable,

Shortbow. Ranged Weapon Attack: +4 to hit, range 80 ft./320 AC Banding AC Banding
ft.. one target. Hit: 5 (1d6 + 2) piercing damage.
12 Leather 16 Chain mail
SPRITE
13 Studded loather 17 Splint
Tray fey, neutral good
14 Ring mail 18 Plate
Armor Class 15 (leather armor)
Hit Points 2 (1d4) 15 Scale mail
Speed 10 ft., fly 40 ft.

STR DEX CON INT WIS CHA
3 (-4) 18 (+4) 10 (+0) 14 (+2) 13 (+1) 11 (+0)

Skills Perception +3, Stealth +8 (the check is made with
disadvantage if the sprite is flying)

Senses passive Perception 13
Languages Common, Elvish, Sylvan
Challenge 1/4 (50 XP)

ACTIONS
Longsword, Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 1 slashing damage.

310 APPENDIX L) 1 CREATURE STATISTICS

TIGER WOLF

Large beast, unaligned Medium beast, unaligned

Armor Class 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 WIS CHA STR DEX CON INT Wl5 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 of the wolf's allies is within 5 feet of 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. ACTIONS

ACTIONS Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. lithe target is a creature,
Hit: 8 (1d10+ 3) piercing damage. it must succeed on a DC 11 Strength saving throw or be
knocked prone.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit. 7 (1d8 + 3) slashing damage. ZOMBIE

WARHORSE Medium undead, neutral evil

Large beast, unaligned Armor Class 8
Hit Points 22 (3d8 4 9)
Armor Class 11 Speed 20 ft,
Hit Points 19 (3d10 + 3)
Speed 60 ft. STR DEX CON INT WIS CHA
13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
STR DEX CON INT WIS CHA
18 (1-4) 12 (+1) 13 (+1) 2 (-4) 12 (+1) 7 (-2) Saving Throws Wis +0
Damage Immunities poison
Senses passive Perception 11 Condition Immunities poisoned
Languages — Senses darkvision 60 ft., passive Perception 8
Challenge 1/2 (100 XP) Languages understands the languages it knew in life but can't

Trampling Charge. If the horse moves at least 20 feet straight speak
toward a creature right before hitting it with a hooves attack, Challenge 1/4 (50 XP)
the target must succeed on a DC 14 Strength saving throw or
be knocked prone. If the target is prone, the horse can take a Undeacl Fortitude. If damage reduces the zombie to 0 hit
bonus action to make another attack with its hooves against points, it must make a Constitution saving throw with a DC
the target. of 5 + the damage taken, unless the damage is radiant or
from a critical hit. On a success, the zombie drops to I hit
ACTIONS point instead.
Hooves, Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) bludgeoning damage. ACTIONS

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) bludgeoning damage.

APPENDIX E: INSPIRATIONAL READING

INSPIRATION FOR ALL OF THE FANTASY WORK I HAVE Farmer, Philip Jose, Maker of Universes and the rest of the

done stems directly from the love my father World of Tiers series.
showed when I was a lad, for he spent many
hours telling me stories he made up as he went Fox, Gardner. Kothar and the Conjurer's Curse and the rest of
along, tales of cloaked old men who could grant the Kothar series, and Kyrik and the Lost Queen and the rest
wishes, of magic rings and enchanted swords,
or wicked sorcerers and dauntless swordsmen. . of the Kyrik series.
•. All of us tend to get ample helpings of fantasy
when we are very young, from fairy tales such as those Frond, Brian & Alan Lee. Faeries.
written by the Brothers Grimm and Andrew Lang. Hickman, Tracy & Margaret Weis. Dragons ofAutumn Twilight
This often leads to reading books of mythology, paging
through bestiaries, and consultation of compilations and the rest of the Chronicles Trilogy.
of the myths of various lands and peoples. Upon such
a base I built my interest in fantasy, being an avid Hodgson, William Hope. The Night Land.
reader of all science fiction and fantasy literature Howard, Robert E. The Coming of Conan the Cimmerian and
since 1950. The following authors were of particular
inspiration to me. the rest of the Conan series.
—E. Gary Gygax, Dungeon Master's Guide (1979)
Jemisin, N.K. The Hundred Thousand Kingdoms and the
A great deal of fantasy literature has been published rest of the lnheritance series, The Killing Moon, and The
since the co-creator of DUNGEONS & DRAGONS wrote Shadowed Sun.

those words, including breakthrough works set in the Jordan, Robert. The Eye of the World and the rest of the Wheel

shared worlds of D&D. The following list includes of Time series.

Gary's original list and some additional works that have Kay, Guy Gavriel. Tigana.
King, Stephen. The Eyes of the Dragon.
inspired the game's designers in the years since. Lanier, Sterling. Hiero'sjourney and The Un forsaken Hiero.
LeGuin, Ursula. A Wizard of Earthsea and the rest of the
Ahmed. Salad i n. Throne of the Crescent Moon.
Alexander, Lloyd. The Book of Three and the rest of the Earthsea series.

Chronicles of Prydain series. Leiber, Fritz. Swords and Deviltry and the rest of the Fafhrd &

Anderson, Poul. The Broken Sword, The High Crusade, and Gray Mouser series.
Three Hearts and Three Lions.
Lovecraft, H.P. The Complete Works,
Anthony, Piers. Split Infinity and the rest of the Apprentice Lynch, Scott. The Lies of Locke Lamora and the rest of the

Adept series. Gentlemen Bastard series.

Augusta, Lady Gregory. Gods and Fighting Men. Martin, George R.R. A Game of Thrones and the rest of the
Bear, Elizabeth. Range of Ghosts and the rest of the
Song of Ice and Fire series.
Eternal Sky trilogy.
McKil I ip. Patricia. The Forgotten Beasts of Eld.
Bellairs,John. The Face in the Frost. Merritt, A. Creep, Shadow, Creep; Dwellers in the Mirage; and
Bracken, Leigh. The Best of Leigh Brackett, The Long
The Moon Pool.
Tomorrow, and The Sword of Rhiannon. Mieville, China. Perdido Street Station and the other
Brooks, Terry. The Sword of Shannara and the rest of the
Bas-Lag novels.
Shannara novels.
Moorcock, Michael. Elric of Melnibone and the rest of the
Brown, Fredric. Hall of Mirrors and What Mad Universe. Elric series, and The Jewel in the Skull and the rest of the
Bulfinch, Thomas. Bulfinch's Mythology.
Burroughs, Edgar Rice. At the Earth's Core and the rest Hawkmoon series.

of the Pellucidar series. Pirates of Venus and the rest of Norton, Andre. Quag Keep and Witch World.
the Venus series, and A Princess of Mars and the rest of Offutt, Andrew]., ed. Swords against Darkness
Peake, Mervyn. Titus Groan and the rest of the
the Mars series.
Gormenghast series.
Carter. Lin. Warrior of World's End and the rest of the
Pratchett. Terry. The Colour of Magic and the rest of the
World's End series.
Diseworld series.
Cook, Glen. The Black Company and the rest of the Black
Pratt. Fletcher. Blue Star.
Company series. Rothfuss, Patrick. The Name of the Wind and the rest of the

de Camp, L. Sprague. The Fallible Fiend and Lest Kingkiller series.
Darkness Fall.
Saberhagen, Fred. The Broken Lands and Changeling Earth.
de Camp, L. Sprague & Fletcher Pratt. The Compleat Salvatore, R.A. The Crystal Shard and the rest of The
Enchanter and the rest of the Harold Shea series, and
Carnelian Cube. Legend of Drizzt.

Derleth, August and H.P. Lovecraft. Watchers out of Time. Sanderson, Brandon. Mistborn and the rest of the
Dunsany, Lord. The Book of Wonder, The Essential Lord
Mistborn trilogy.
Dunsany Collection, The Gods of Pegana, The King of
EIRand's Daughter, Lord Dunsany Compendium, and The Smith, Clark Ashton. The Return of the Sorcerer.
Sword of Welleran and Other Tales. St. Clair, Margaret. Change the Sky and Other Stories, The

Shadow People, and Sign of the Labrys.
Tolkien,j.R.R. The Hobbit, The Lord of the Rings, and The

Silmarillion.
Tolstoy, Nikolai. The Coming of the King.
Vance, jack. The Dying Earth and The Eyes of the Overworld.
Weinhaum, Stanley. Valley of Dreams and The Worlds of If
Wellman, Manly Wade. The Golgotha Dancers.
Williamson,Jack. The Cosmic Express and The Pygmy Planet.
Wolfe, Gene. The Shadow of the Torturer and the rest of The

Book of the New Sun.

Zelazny, Roger.jack of Shadows and Nine Princes in Amber

and the rest of the Amber series.

..11.p1,.7.41.11.:,, 1.. I N:,riii..111,7NA

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

Dark One's Own L k (warlock),

109

darkvision, 183, 18

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

dead,197

bringing back th . See the spell

descriptionsfor aise dead,

reinearnate, res rredion,

revivify, true res rrection

deafened. See cond tions

death,197

instant, 197

monsters and, 1

Death domain, 293

death saving throw ,197

damage at O hit oints, 197

rolling a 1 or 20 n,197

Death Strike (rogu ,97

Deception (skill). S e under

Charisma

deep gnome. See gome

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

Defensive Tacties { nger),93

DeAect Missiles ( nk), 78

dehydration. See fo d and drink:

water requirem nts

deities, 293-299

Celtie, 297, 298

Dragonlance,2 3, 295

Eberron, 293, 2 6

Egyptian, 297- 8, 299

Forgotten Real s, 293, 294

Greek, 297, 298

Greyhawk, 293, 95

1 'OEX

313

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

Intel1igence

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

hit point maximum, 12, 15, 177

hit pOints, 12, 13, 15, 177,

196-198

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

droppingtoO, 197-198

increasing with leveI, 15
multiclassing ando See under
multielassing

starting. 12, 13
subtracting damage from, 196

temporary.198
holding breath. See suffocating
Holy Nimbus (paladin), 86

INDEX

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

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

melee attaek, 195 Charisma exceptions, 7

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

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

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

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

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

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

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

INDEX

3'5

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

eldrítch invocatíons Perception, 178

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

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

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