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Published by dorktasticchris93, 2019-10-22 14:14:37

DnD 5e - Xanathar's Guide to Everything

DnD 5e - Xanathar's Guide to Everything

....

XAtlATHA·R'S GUIDE
TO EVERYTHitIG™

CREDITS Jerry Behrendt, Teddy Benson, Deb Berlin, Stacy Bermes, Jim
Berrier, Lauren Bilanko, Jordan Brass, Ken J. Breese, Robert
Lead Designers: Jeremy Crawford, Mike Mearls "Bobby" Brown, Matthew Budde, Matt Burton, David Callander,
Designer: Robert J. Schwalb Mik Calow, Richard Chamberlain, Wayne Chang, Emre Cihangir,
Additional Design: Adam Lee, Christopher Perkins, Matt Sernett Bruno Cobbi, Garrett Col6n, Mark Craddock, Max Cushner, Brian
Development: Ben Petrisor Dahl, Derek DaSilva, Phil Davidson, Krupa! Desai, Scott Deschler,
Yorcho Diaz, Mario A. DiGirolamo, Adam Dowdy, Curt Duval, Jay
Managing Editor: Jeremy Crawford Elmore, Russell Engel, Andrew Epps, David M . Ewalt, Justin Faris,
Editor: Kim Mohan Jared Fegan, Frank Foulis, Max Frutig, Travis Fuller, Kyle Garms,
Additional Editing: Michele Carter, Scott Fitzgerald Gray Ben Garton, Louis Genti le, Genesis Emanuale Martinez Gonzalez,
Derek A. Gray, Richard Green, Kevin Grigsby, Christopher Hackler,
Art Director: Kate Irwin Bryan Harris, Gregory Harris, Randall Harris, Fred Harvey, Ian
Additional Art Direction: Shauna Narciso Hawthorne, Adam Hennebeck, Sterling Hershey, Justin Hicks, Will
Graphic Designer: Emi Tanji Hoffm an , Scott Holmgren, Paul Hughes, Daniel E. Chapman II,
Cover Illustrator: Jason Rainville Stanislav Ivanov, Matt Jarmak, James Jorstad, Evan Jorstad, Alex
Cover Illustrator (Alternative Cover): Hydro74 Kammer, Joshua Kaufman, Bill Grishnak Kerney, Jake Kiefer, Chet
Interior Illustrators: Rob Alexander, Mark Behm, Eric Belisle, King, Atis Kleinbergs, Steven Knight, David Krolnik, Yan Lacharite,
Zoltan Boros, Christopher Bradley, Noah Bradley, Sam Burley, Jedd Jon F. Lamkin, Marjorie Lamkin, Shane Leahy, Stephen Lindberg,
Chevrier, jD, O lga Drebas, Jesper Ejsing, Wayne England, Leesha Tom Lommel, Michael Long, Jonathan Longstaff, Ginny Loveday,
Hannigan, Jon Hodgson, Ralph Horsley, Lake H urwitz, Julian Kok, Kevin D. Luebke, Michael Lydon, Matthew Maranda, Joel Marsh,
Raphael Lubke, Warren Mahy, Mark Molnar, Scott Murphy, Adam Gleb Masaltsev, Chris McDaniel, Chris McGovern, Jim McKay,
Paquette, Claudio Pozas, Vincent Proce, A.M. Sartor, Chris Seaman, Mark Meredith, Mark Merida, Lou Michelli, David Middleton, M ike
David Sladek, Craig J Spearing, Cory Trego-Erdner, Beth Trott, Jose Mihalas, Mark A . Miller, Paige Miller, Ian Mills, Stacy Mills, David
Vega , Richard Whitters, Ben Wootten, Min Yum Milman, Daren Mitchell, TL Frasqueri-Molina, Scott Moore, David
Morris, Tim Mottishaw, JoDee Murch, Joshua Murdock, William
Project Management: Stan!, Heather Flem ing Myers, Walter Nau, Kevin Neff, Daniel "KBlin" Oliveira, Grigory
Production Services: Cynda Callaway, Jefferson Dunlap, David Parovichnikov, Alan Patrick, Russ Paulsen, Matt Petruzzell i, Zachary
Gershman, Kevin Yee Pickett, Chris Presnall , Nel Pulanco, Jack Reid, Joe Reilly, Renout
van Rij n, Sam Robertson, Carlos Robles, Evan Rodarte, Matthew
This book includes some subclasses and spells that originally Roderick, Zane Romine, Nathan Ross, Dave Rosser, David Russell,
Ruty Rutenberg, A.C. Ryder, Arthur Saucier, Benjamin Schindewolf,
appeared in Princes ofthe Apocalypse (2015) and Sword Coast Ken Schreu r, James Schweiss, the Seer, Jonathan Connor Self,
Adventurer's Guide (2015). Nicholas Sementelli, Arthur Severance, Ben Siekert, Jim my Spiva,
the Dead Squad, Francois P. Lefebvre Sr., Keaton Stamp s, Matthew
Other D&D Team Members: Bart Carroll, Trevor Kidd , Christopher Talley, Da n Taylor, Kirsten A. Thomas, Laura Thom pson, Jia Jian
Lindsay, Shelly Mazzanoble, Hilary Ross, Liz Schuh, Nathan Ti n, Kyle Turner, Justin Turner, Alex Vine, Yoerik de Voogd, Shane
Stewa r t, Greg Tito Walker, Matthew Warwick, Chris "Waffles" Wathen, Eric Weberg,
Werebear, Gary West, Andy Wieland, Keith Williams, David
Playtesters: Charles Benscoter, Dan Klinestiver, Dave Kovarik, Williamson, Travis Woodall, Arthur Wright, Keoki Young
Davena Oaks, Kevin Engling, Teos Abadia, Robert Alaniz, Phil
Allison, Robert Allison, Jay Anderson, Paul Aparicio, Paul Van
Arcken, Dee Ashe, Andrew Bahls, Chris Balboni, Jason Baxter,

ON THE COVER ON THE ALTERNATIVE COVER

Xanathar gazes lovingly upon its pet fish . Indeed, this cover, Hydro74 takes us for a swim in this stylized dreamscape ofXanathar
painted by Jason Rainville, features a great many ofXanathar's and its prized fish .
treasures and secrets. Can you find them all?

620C2215000001 EN CE Disclaimer: No goldji<h were harmed in the making ofrhi< book. Especially not Sy/gar.
ISBN: 978-0-7869-6612-7
First Pri nting: November 2017 Sy/gar definitely did nor die becou<e we forgot to ehange hi< water. Ifyou <ee Xanathar,

make <ur< it.know< ll1a1. Be perfectly clear Sy/gar 1vas not harmed. And we had nothing 10

do wiih it. Bttteryet, don 't bdng ii up, and don't mention us.

98765432 1

DUNGEONS & DRAGONS. D&D, Wizards ofthe Coast. Forgotten Realms, the dragon ampersand, Player'< Handbook, Mon<ler Manual, Dungeon Ma<ter'< Cuide, Xanathar'< Guide 10
Everything. all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards ofthe Coast in the USA and other countries. All characters and their
distinctive likenesses are property ofWizards of the Coast. This materlal ls protected under the copyright laws ofthe United States ofAmerica. Any reproduction or unauthorized use
of the material or artwork contained herein is prohibited without th e express written permission ofWizards of the Coast.

Prin ted in the USA. ~2017 Wizards of the Coast LLC, PO Box 707. Renton, WA 98057-0707, USA. Manufactured by Hasbro SA. Rue Emile-Boechat 31, 2800 Dclemont, CH.
Represented by Hasbro Europe 4 The Square Stockley pa rk U xbridrc Middlesex UBJJ JET tJK

CONTENTS

l n t r o d u c t i o n.............................................. .. ... 4 This Is You r Life ......................................... 61 Award ing Magic Items ............................ 13S
Using This Book........................................4 Origins...................................................... 61 Sidebar: Behind the Design: Magic
The Core Ru les..........................................S Persona l Decisions................................ 64 Item Distribution .............................. 13S
Life Events ............................................... 69 Common Magic Items......................... 136
Ch. 1: Character Options ...........................7 Supplemental Tables............................. 72 S idebar: Are Magic Items
Barbarian ........................................................8 Necessary in a Campaign?............. 136
Racia l Feats ................................................. 73 Sidebar: Creating Additional
Primal Paths ..............................................9 Common ltems.................................. 140
Path of the Ancestra l Guardian ............9 Ch. 2: Dungeon Master 's Tools............. 77 Magic Item Tables................................ 140
Path of the Storm Herald ..................... 10 S imultaneous Effects ................................ 77 Sidebar: Recharging without
Path of the Zealot................................... 11 Fal ling ........................................................... 77 a Dawn ................................................ 144
Bard ............................................................... 12
Bard Colleges ..........................................14 Rate of Fa ll ing ........................................ 77 Ch. 3: Spells .............................................. 147
College of Glamour................................. 14 F lying Creatures and Fa ll ing.............. 77 Spell Lists................................................... 147
College of Swords .................................. lS Sleep .............................................................. 77 Spell Descriptions.................................... lSO
College of Whispers .............................. 16 Waking Someone................................... 77
Cleric ..............................................................17 S leeping in Armor ................................. 77 App. A: Shared Campaigns.................. 172
Divine Domains...................................... 18 Going without a Long Rest.................. 78
S idebar: Serving a Pantheon; Adamanti ne Weapons ............................... 78 App. B: Character Names ..................... l 7S
Tying Knots .................................................. 78 Nonhuman Names ................................... 17S
P h ilosophy, or Force.......................... 18 Tool Proficiencies ....................................... 78
Forge Domain ......................................... 18 Tools a nd Skills Together.................... 78 Dragonborn ........................................... l 7S
Grave Domain......................................... 19 Tool Descriptions................................... 78 Dwa rf...................................................... 176
Druid.............................................................. 21 Spellcasting ................................................. 8S Elf............................................................. 176
Druid Circles........................................... 22 Perceiving a Caster at Work................ 8S Gnome .................................................... 178
Circle of Dreams .................................... 22 Identifying a Spell.................................. 8S HalA ing................................................... 179
Circle of the Shepherd .......................... 23 Inva lid Spell Targets ............................. 8S Half·Orc.................................................. 179
Learn ing Beast Shapes........................ 24 Areas of Effect on a Grid ...................... 86 TieAing.................................................... 180
Fighter........................................................... 27 Encounter Build ing.................................... 88 Human Names .......................................... 181
Martia l Archetypes................................28 Quick Matchups...................................... 91 Arabic...................................................... 181
Arcane Archer ........................................ 28 Random Encounters: A World of Celtic ....................................................... 182
Cavalier .................................................... 30 Possibilities.............................................. 92 Chinese................................................... 182
Samurai.................................................... 31 Arctic Encounters .................................. 92 Egyptian ................................................. 183
Monk.............................................................. 32 Coasta l Encou nters ............................... 93 English.................................................... 184
Monastic Traditions .............................. 33 Desert Encou nters................................. 9S French..................................................... 18S
Way of the Drunken Master ................ 33 Forest Encounters ................................. 97 German .................................................. 18S
Way of the Kensei .................................. 34 Grassland Encounters........................ 100 G reek ...................................................... 186
Way of the Sun Soul.............................. 3S Hil l Encounters .................................... 101 Indian...................................................... 186
Paladin .......................................................... 36 Mou ntain Encounters ......................... 104 Japanese ................................................. 187
Sacred Oaths .......................................... 37 Swamp Encounters ............................. lOS Mesoamerican ...................................... 188
Oath of Conquest ................................... 37 Underdark Encounters ....................... 106 Niger- Congo......................................... 189
Oath of Redemption .............................. 38 Underwater Encounters ..................... 109 Norse....................................................... 189
Ranger........................................................... 40 Urban Encounters................................ 110 Polynesian ............................................. 190
Ranger Archetypes................................ 41 Traps Revisited ......................................... 113 Roman .................................................... 190
G loom Stalker ........................................ 41 Simple Traps......................................... 113 Slavic....................................................... 191
Horizon Walker ...................................... 42 Sidebar: Making Traps Spanish .................................................. 192
Monster Slayer ....................................... 43
Rogue ............................................................ 44 Meaningfu l......................................... 114
Roguish Archetypes .............................. 4S Designing Simple Traps .................... llS
Inqu isitive ................................................ 4S Complex Traps...................................... 118
Mastermind ............................................. 46 Designing Complex Traps ................. 121
Scout ......................................................... 47 Sidebar: Complex Traps and
Swashbuckle r ......................................... 47
Sorcerer ........................................................ 48 Legendary Monsters ........................ 123
Sorcerous Origins ................................. SO Downtime Revisited................................. 123
Divine Soul.............................................. SO
Shadow Magic ........................................ SO R ivals ...................................................... 123
Storm Sorcery ........................................ Sl Downtime Activities ............................ 12S
Warlock......................................................... S3
Otherworldly Patrons ........................... S4 Buying a Magic Item ........................ 126
The Celestial ........................................... S4 Carousi ng ........................................... 127
The Hexblade .......................................... SS Crafting an Item................................ 128
Eldritch Invocations .............................. S6 Crime................................................... 130
Wizard ........................................................... S8 Gambling............................................ 130
Arcane Trad ition .................................... S9 Pit Fighting ........................................ 131
War Magic................................................ S9 Relaxation .......................................... 131
Religious Service ............................. 131
Resea rch............................................. 132
Scribing a Spell Scroll.................... 133
Selling a Magic Item........................ 133
Training .............................................. 134
Work .................................................... 134

lb INTRODUCTION

ENEATHTHE BUSTLI NG CITY OF WATERDEEP,
a beho lder crime lord keeps tabs on everyone
and everything-or so the beholder thinks.
Known as Xanathar, this bizarre being be-
lieves it can gather information o n everything
in the DU NGEONS & DRAGONS multiverse.
The be holde r desires to know it a ll! But no
matter what the beholder learns and what treasures it
acquires, its most prized possession in a ll the multi-
verse re ma ins its goldfis h, Sylgar.
The firs t major ru les expans ion to the fifth edition of
D&D, Xanathar's Guide to Everything provides a wealth
of new optio ns for the game. Xanathar might not be able
to realize its dream to know everything, but th is book
does delve into every major part of the game: adventur-
ers, their adventures, a nd the magic they wield.

USING THIS BOOK

Written for both players and Dungeon Masters, this
book offers options to enhance campaigns in any world,
whether you're adventuring in the Forgotten Realms,
anothe r official D&D setti ng, or a world of your own
creation. T he options here build on the officia l rules
contained within the Player's Handbook, the Monster
Manual, a nd the Dungeon Master's Guide. Think of this
book as the companion to those volumes. It builds on
their foundation , exploring pathways first laid in those
publications. Nothing herein is required for a D&D cam-
paig n-this is not a fourth core rulebook- but we hope it
will provide you new ways to enjoy the game.

Chapter 1 offers character options that expand on
those offered in the Player's Handbook . Chapter 2 is a
toolkit for the DM that provides new resources for run-
ning the game and designing adventures, a ll of it build-
ing on the Monster Manual and the Dungeon Master's
Guide. Chapter 3 presents new spells for player charac-
ters and spellcasting monsters to unleash.

Appendix A provides guidance on running a shared
campa ign, similar to the activities s taged by the D&D
Adventurers League, and appendix B conta ins a host of
tables that a llow you to quickly generate na mes fo r the
cha racters in your D&D stories.

As you pe ruse the m any options herein , you' ll come
across observatio ns from Xanathar itself. Like the
beholder's roving mind, your reading will take you to
places in the game fa miliar and new. May you enjoy
the journey!

U NEART H ED A RCA NA

Much of the material in this book originally appea red in
Unearthed Arcana, a series of online articles we publish
to explore rules that might officially become part of the
game. Some Unearthed Arcana offerings don't end up
resonating with fans and are set aside fo r the time being.
The Unearthed Arcana m aterial that inspired the options
in the following chapters was well received a nd , thanks to
feedba ck from thousands of you, has been refined into the
official forms presented here.

INTRODUCTION

THE C O RE RULES ADVANTAGE AND DISADVA NTA GE (
Even if more than one factor gives you adva ntage or
This book relies on the ru les in the three core ru le- d is advantage on a roll, yo u have it only once, a nd if you ~:
books . T he game especia lly ma kes freque nt use of have adva ntage and d is adva ntage on the same roll , they
the rules in chapters 7- 10 of the Player's Handbook: ca ncel each other.
"Using Ability S cores," "Adve ntur ing," "Combat," a nd
"Spellcasting." That book's a ppendix A is als o crucial; C OMBINI NG D I FFERE NT EFFECTS
it contains defini tions of conditio ns, like invisible a nd Diffe re nt gam e effects can affect a ta rge t at the same
prone . Yo u don't need to k now the ru les by heart, but it's time. For example, two di ffe re nt be nefits can give you
helpfuJ to know w he re to find them whe n you need the m . a bonus to your Armor Class. But w hen two or mo re
e ffects have the s ame proper name, o nly one of the m
If you'r e a DM, you s ho uld a lso k now where to look (the most powe rful one if their be ne fits a re n't identical)
things up in the Dungeon Mas ter's Guide , especia lly the applies while the d urations of the effects overlap. For ex-
ru les on how magic ite ms work (see chapte r 7 of th a t
book). T he introduction of the Mons ter Manual is your a mple, if bless is cast o n yo u w hen you're s till unde r the
guide on how to use a mons te r's stat block. e ffect of an earl ie r bless, yo u gain the benefit of o nly o ne
casti ng. S imila rly, if yo u're in the radius of m ore than
THE DM ADJUDICATES THE RULES one Aura of P rotectio n, yo u benefit only from the one
that grants the highest bonus.
One ruJe ove rr ides a ll othe rs : the DM is the fina l a uthor-
ity on bow the rules work in play. R EACTION TIMING
Certa in ga me fea tu res let you take a s pecial action,
Rules a re part of w ha t makes D&D a game , rathe r called a reaction, in respo nse to s ome event. Making
tha n j ust improvised s torytelling. The ga me's ru les are
meant to he lp orga ni ze, a nd even ins pire , the action of a opportunity attacks a nd casting the shield s pell ar e two
D&D campa ign. The rules a re a tool , a nd we wa nt our ty pical uses of reactio ns . If yo u're uns u re when a reac-
tools to be as effective as p ossible . No ma tte r how good tio n occurs in re la tio n to its trigger, here's the rule : the
those too ls m ight be , they need a group of playe rs to reaction ha ppens a fter its trigger completes, unless the
br ing the m to life a nd a DM to guide their use. descr iption of the reaction explicitly says otherwise.

The DM is key. Ma ny unexpected eve nts can occur in Once you ta ke a reaction, you can't ta ke a nothe r one
a D&D campaig n, a nd no set of ru les could reasona bly until the s ta rt of your next turn .
account for every contingency. If the ru les tried to do s o,
the ga me would become a s log. An alte rnat ive wo uld be RESISTANCE AND VULN ERABILITY
for the rules to sever ely lim it w ha t cha racte rs can do, He re's t he order that you apply m odifiers to damage: (1)
which would be contra ry to the open-endedness of D&D . a ny r elevant da m age immunity, (2) any add ition or s ub-
He re's the path th e ga me ta kes: it lays a fou ndatio n of traction to the damage, (3) o ne relevant damage resis -
ru les that a DM can build on, a nd it embraces the DM's tance, a nd (4) one releva nt damage vulne rability.
role as the bridge be tween the things the r ules address
and the things they don't. Even if multiple sources give you resis ta nce to a ty pe
of da mage you're taking, you can apply resis tance to it
TEN R ULES T O REMEMBER o nly o nce. T he same is true of vulne rability.

A few r ules in the core rulebooks some times trip up a PROFICIENCY BONUS
new player or DM. Here are te n of those ru les . Keep- If your proficie ncy bonus a pplies to a roll, you can add
ing them in mi nd will help you inter pre t the optio ns in the bonus o nly o nce to the ro ll, even if m ultiple th ings in
this book. the game s ay your bonus a pplies. Moreover, if mor e than
one th ing te lls you to doub le or ha lve yo ur bo n us, you
EXCEPTIONS SUPERSEDE GENERAL RULES double it only once or ha lve it only once before apply-
Gener al ru les govern each pa rt of the game . F or exam- ing it. Whethe r m ultiplie d, d ivided, or left at its normal
ple, the combat ru les tell you tha t melee weapon attacks value, the bonus can be used only once per roll.
use Streng th a nd ra nge d weapon attacks use Dex terity.
T ha t's a ge neral ru le, a nd a ge ne ra l ru le is in effect as BONUS ACTIQN SPELLS
long as somethi ng in the ga m e doesn't explicitly s ay If you wa nt to cast a s pell that ha s a cas ting time of 1
otherwise. bonus action, re membe r that you can't cas t any othe r
s pe lls before or a fte r it o n the same turn, except for can-
T he ga me also includes ele me nts - class features , trips with a casting time of 1 action .
s pells , magic item s , monster a bilities, a nd the li ke- that
sometimes contrad ic t a gene ra l rule. When a n exception CONC ENTRATIO N
a nd a genera l ru le d is agree, the exception wins . For ex- As soon as you s ta rt casting a s pell or us ing a s pecia l
ample, if a feature s ays you can m ake melee weapon at- ability that req ui res co ncentration, you r concentration
tacks us ing yo ur Charisma, you can do so, eve n though on a nother effect e nds instantly.
tha t s tateme nt disagrees with the general ru le.
'TEMPORARY H IT POI NTS
ROUND DOWN Tempora ry hit poi nts a ren't cumulative. If you have tem -
W he neve r you divide or multiply a n umbe r in the gam e, porary hit points a nd receive more of them , you don't
round down if you e nd up with a fraction, even if the add them toge ther, unle ss a gam e feature says you can.
fraction is one-half or greater. Ins te ad, yo u decide which te mporary hit points to keep.



CHAPTER 1

CHARACTER OPTIONS

H E MAIN FIGURES I N ANY D &D CAMPAI GN each o f the s ubclasses in this book. In addition, the sec-
a re t he c ha racters c reate d by the players. tion for druids presents details on how the Wild Shape
The heroics, folly, righteous ness, and po- feat ure w orks, and th e warlock receives a collectio n of
tential villainy of your cha racters are at the new choices for the class's E ld ritch Invocations feature.
heart of the story. This c ha pte r provides a
variety of new options for t he m , foc using Each of the class presentations leads off with advice
on additiona l subclasses for each of the on how to add d epth a nd detail to your c haracte r's pe r-
son ality. You can use the tables in these sections as a
classes in the Player's Handbook. source of inspi ration, or roll a die to randomly deter-
Each class offers a cha racter-de fining choice at 1st, mine a result if desired.

2nd, or 3rd level that un locks a series of special fea- Following the subclasses, the section called "This Is
tures, n ot available to the class as a whole. That c h oice Your Life" presents a series o f tables for adding deta il to
is called a subclass. Each class has a collective term your character's backstory.
that describes its subclasses; in the fighter, for instance,
the s ubcl asses are called martial arch etypes, a nd in the The c h apter concludes with a selection of feats for the
palad in, they're sacred oaths. The table below ide ntifies races in the Player's Handbook, offering ways to delve
deeper into a c h a racter's racial ide ntity.

SUB C LASSES

Class Subclass Leve l Available Description
Barbaria n Path ofthe Ancestral Guardian 3rd Calls on the spi rits of honored ancestors to protect others
Barbarian Path of the Storm Herald 3rd Filled with a rage that channels the primal magic of th e st orm
Barbarian Path ofthe Zealot 3rd Fueled by a religious zeal that visits destruction on foes
Bard College of Gl amou r 3rd Wields the beguiling, glorious magic of the Feywild
Bard College of Swords 3rd Entertains and slays with daring feats of weapon prowess
Bard College of Whis pers 3rd Plants fea r and doubt in the minds of others
Cleric Forge Domain 1st Clad in heavy armor, serves a god of the forge or c reation
Cl eric Grave Domain 1st Opposes the blight of undeath
Druid Circle of Dreams 2nd Mends wounds , guards the weary, and strides through dreams
Druid Circle of the Shepherd 2nd Summons nature s pirits to bolster friends and harry foes
Fighter Arcane Archer 3rd Imbues arrows with spectacular magical effects
Fighter Cav alier 3rd Defend s allies and knocks down enemies, often on horseback
Fighter Samurai 3rd Combines resilience with courtly elegance and mighty strikes
Mon k Way of the Drunke n Master 3rd Co nfounds foes t hrough a martial arts tradition inspired by t he
swaying o f a drun kard
Mo nk Way of the Kensei 3rd Channels ki through a set of mastered weapons
Monk Way of the Sun Soul 3rd Tra nsforms ki into bursts of fire and searing bolts of light
Paladin Oath of Co nquest 3rd Strikes terro r in enemies and crushes the forces of chaos
Paladin O ath of Redemption 3rd Offe rs redemption to the wo rthy a nd destruction to those who
refuse mercy or righteousness
Ranger Gloom Stalker 3rd Unafraid of the dark, relentlessly stalks and ambushes foes
Ranger Ho rizo n Wal ker 3rd Finds po rtals to other worlds and channels planar magic
Ranger Monster Slayer 3rd Hunts down creatu res of the night a nd wielders of grim magic
Rogue Inquis itive 3rd Roots out secrets, akin to a masterful detec tive
Rogue Masterm ind 3rd A master tactician , man ipulates others
Rogue Scout 3rd Combines stealth with a knack for s urvival
Rogue Swashbuckler 3rd Delivers deadly strikes with speed and panache
Sorce re r Divine Soul 1st Harnesses magic bestowed by a god or other divine source
Sorce rer Shadow Magic 1st Wields the grim magic of the Shadowfell
Sorcerer Storm Sorcery 1st Crackles with th e power of the storm
Warlock The Celestial 1st Forges a pact with a being from celestial realms
Wa rlock The Hexblade 1st Serves a shadowy e ntity t hat bestows dread curses
Wizard War Magic 2nd Mixes evocation and abjuration magic to dominate the battlefield

I

;



































FOREST Fly/Swim GRASSLAND Fly/Swim

CR Beast Fly CR Beast Fly
Fly
0 Baboon Fly 0 Cat Fly
0 Badger Swim 0 Deer Fly
0 Cat Fly 0 Eagle Fly
0 Deer Swim 0 Goat Swim
0 Hyena Fly 0 Hyena Fly
0 Owl Swim 0 jackal
1/8 Blood hawk Fly 0 Vulture Swim
1/8 Flying snake Swim 1/8 Blood hawk
1/8 Giant rat 1/8 Flying snake Fly
1/8 Giant weasel Fly 1/8 Giant weasel
1/8 Poisonous snake 1/8 Po isonous snake Fly
1/8 Mastiff Swim 1/8 Stirge Fly
1/8 Stirge Swim 1/4 Axe beak Fly
1/4 Boar 1/4 Boar
1/4 Constrictor snake 1/4 Elk ,j
1/4 El k 1/4 Giant poisonous snake
1/4 Giant badger 1/ 4 Giant wolf spider
1/4 Giant bat 1/ 4 Panther (leopard)
1/4 Giant frog 1/4 Pteranodon
1/4 Giant lizard 1/ 4 Rid ing horse
1/4 Giant owl 1/4 Wolf
1/4 Giant po isonous s nake 1/2 Giant goat
1/4 Giant wolf spider 1/2 Giant wasp
1/ 4 Panthe r
1/4 Wolf Giant e~gle
1/ 2 Ape Giant hyena
1/ 2 Black bear Giant vulture
1/ 2 Giant wasp Lion
Tiger
Brown bear 2 Allosaurus
Dire wolf 2 Giant boar
Giant hyena 2 Giant elk
Giant spider 2 Rhinoceros
Giant toad 3 Ankylosaurus
l Tiger 4 Elephant
2 Giant boar
2 Giant constrictor snake s Triceratops
2 Giant elk

CHAPTER I I CH \RACTER OPTCONS

HILL Fly/Swim SWAMP Fly/Swim
Fly
CR Beast Fly CR Beast Fly
0 Baboon Fly 0 Rat
0 Eagle Fly 0 Raven Swim
0 Goat 1/8 Giant rat Fly
0 Hyena Swim 1/8 Poisonous snake Swim
0 Raven Fly 1/8 Stirge Swim
0 Vulture 1/4 Constrictor snake
1/8 Blood hawk Fly 1/4 Giant frog Swim
1/8 Giant weasel 1/4 Giant lizard Swim
1/8 Mastiff Fly 1/4 Gia nt poisonous snake
1/8 Mule 1/2 Crocodile Swim
1/8 Poisonous snake Fly/Swim Swim
1/8 Stirge Fly Giant spider Swim
1/4 Axe beak Fly Giant toad
1/4 Boar Fly 2 Giant constrictor s na ke
1/4 Elk Fly 5 Giant crocodile
1/4 Giant owl Fly
1/4 Giant wolf spider UNDERDAR K Fly/Swim
1/4 Panther (cougar)
1/4 Wolf CR Beast Fly
1/2 Giant goat 0 Giant fire beetle Fly
1/8 Giant rat
Brown bear 1/8 Stirge Swim
Dire wolf 1/4 Giant bat Swim
Giant eagle 1/4 Gia nt centipede Swim
Giant hyena 1/4 Giant lizard Swim
Lion 1/4 Giant poisonous s nake
2 Giant boar
2 Giant elk Giant s pider
Giant toad
MOUNTAIN 2 Giant constrictor snake
2 Pola r bear (cave bear)
CR Beast
0 Eagle UNDERWATER Fly/Swim
0 Goat Swim
1/8 Blood hawk CR Beast Swim
1/8 Stirge 0 Quipper Swim
1/4 Pteranodon 1/4 Constrictor snake Swim
1/2 Giant goat 1/2 Giant sea horse Swim
l Giant eagle 1/2 Reef shark Swim
l Lion Swim
2 Giant elk Giant octopus Swim
2 Saber-toothed tiger 2 Giant constrictor s nake Swim
2 Hunter shark Swim
2 Plesiosaurus
3 Ki ller whale
5 Giant shark

CHAPTER 1 I CHARACTER OPTIONS

FIGHTER HERALDIC SIGNS

LET ME KNOW WHEN YOU'RE ALL DONE TALKING. d6 Sign
A rampant golden dragon on a green field, repre-
-Tordek senting valor and a quest for wealth

Of all the adventurers in the worlds of D&D, the fighter 2 The fist of a storm giant clutching lightning before
is perhaps the greatest paradox. On the one ha nd, a sin- a storm cloud, symbolizing wrath and power
gular feature of the class is that no two fighters ply their
cr aft in quite the same way; their weapons, armor, and 3 Crossed greatswords in front of a castle gate, sign i-
tactics differ across a vast spectrum. On the other hand , fying the defense of a city or kingdom
regardless of the tools and methods one uses, at the
heart of every fighter's motivation lies the same basic 4 A skull with a dagger through it, representing the
truth: it is better to wound than to be wounded. doom you bring to your enemies

Although some adventuring fighters risk their lives s A phoenix in a ring of fire, an expression of an in-
fighting for glory or treasure, others are primarily con-
cerned with the welfare of others. They put more value domitable spirit
on the well-being of the society, the village, or the group 6 Three drops of blood beneath a horizontal sword
than on their own safety. Even if there's gold in the off-
ing, the true reward for most fighters comes from send- blade on a black background, symbolizing three
ing enemies to their doom. foes you have sworn to kill

The sections below offer ways to add a little depth a nd INSTRUCTOR
a few personal touches to your fighter character.
Some fighters a re natural-born combatants who have
HERALDIC SIGN- - - - - - - a talent for surviving in battle. Others learned the ba-
s ics of their combat prowess in their formative years
Fighters typically do battle for a cause. Some fight on from spending time in a military or some other martial
behalf of kingdoms besieged by monsters, while others organization, when they were taught by the leaders of
quest only for personal glory. In either case, a fighter the group.
often displays a heraldic s ign that represents that cause,
either adopting the symbol of a nation or a royal line, or A third type of fighter comes from the ranks of those
creating a crest to represent one's self-interest. who received one-on-one instruction from an accom-
plished veteran of the cra ft. That instructor was, or
Your character could be affiliated with a n organization perhaps still is, well versed in a certain aspect of combat
or a cause, and thus might already travel under a banner that relates to the student's background.
of some sort. If that's not the case, consider devising a
heraldic sign that symbolizes an aspect of your nature Ifyou decide that your character had an individual
or speaks to what you see as your purpose in the world. instructor, what is that person's specialty? Do you
emulate your instructor in how you fight, or did you
~ticlu G\f\A sto\f\tS .,.c;'1 br•c;k ""'1 bo\f\<11 take the instructor's teachings and adapt them to your
bl.At 1worA1 wil( \f\<v•r !iii.Art ....<-c;l (o\f\~ own purposes?
c;l \ 1tc;'1 r•c;l('1 \,i1~\,i c;"'A 11Aoot Aow"' c;t
INSTRUCTORS

d6 Instructor
Gladiator. Your instructor was a slave who fought
for freedom in the arena, or one who willingly
chose the gladiator's life to earn money and fame.

2 Milit~ry. Your trainer served with a group of sol-
diers and knows much about working as a team.

3 City Watch. Crowd control and peacekeeping are
your instructor's specialties.

4 Tribal Warrior. Your instructor grew up in a tribe,
where fighting for one's life was practically an
everyday occurrence.

s Street Fighter. You r trainer excels at urban combat,

combining close-quarters work with silence and
efficiency.
6 Weapon Master. Your mentor helped you to be-
come one with your chosen weapon, by imparting
highly specialized knowledge of how to wield it
most effectively.

CHAPTER I I CHARACTER OPTIONS

Arrows c;r< H11< worst; ~''1 ~o """'-'~ {c;rt~<r A RCANE ARCHER F EATURES
t~c;"' ''1' rc;;s. ~c;t s w~; t stc;; i"'~oors c;l( t~<
Fighter Level Feature
t i""<. Bui~u, t~< s4; is totc;l(; ov<rrc;tt~. 3rd Arcane Arche r Lore , Arcane Sho t (2 o ptions)
7th Cu rvi ng Sho t, Magic Arrow,
SIGNATURE STYLE Arcane Shot (3 options)
Many fighters dis tinguish themselves from their peers 10th Arcane Sho t (4 option s)
by ado pting and perfectin g a par ticula r style or method 15th Ever-Ready Shot, Arca ne Shot (5 opt io ns)
of wagi ng combat. Although th is style migh t be a natural 18th Arcane Shot (6 ? Ptions , improved shots)
outg rowth of a fighter's personality, that's not a lways the
case- someone's approach to the world in general does A RCANE A RCH ER LOR E
not necessarily dictate how that person operates w hen At 3 rd level, you learn magical theory o r some of the
lives a re on the li ne. secrets of nature-typical fo r practitioners of this e lven
martia l tradition. Yo u choose to gain proficie ncy in ei-
Do you have a com bat style that mirrors your outlook ther the Arcana or the Nature skill, and you choose to
on life, or is somethi ng else inside you unleashed whe n learn either the prestidigitation o r the druidcra ft cantrip.
weapons are drawn?
A RCANE SHOT
SIGNATURE STYLES At 3rd level, you learn to unleash s pecia l magical effects
d6 Style with some of your shots. W hen you gain this feature , you
Elegant. You move wit h precise g race an d total learn two Arcane S hot options of your choice (see "Ar-
control, never using mo re energy than you need. cane S hot Options" below).
2 Brutal. Your attacks rain down like ha m mer blows ,
m ea nt to splinter bone o r send blood fl ying. Once per turn when you fire a magic a rrow from a
3 Cunning. You dart in t o attack at just the right m o - shortbow or lo ngbow as pa rt of the Attack action, you
ment a nd us e small -scale t actics to tilt t he odds in can a pply o ne of your Arcane S hot options to that a r-
your favor. row. Yo u decide to use the optio n when the a rrow hits
4 Effo rtless. You ra re ly pers pi re or d isplay a nything a creatu re, unless the option doesn't involve a n attack
other than a stoic ex pre ssion in ba ttl e. roll. You have two uses of this ability, and you regain all
5 Energetic. You sing a nd la ugh d uring com bat as expended uses of it w hen you fi nish a s hort or lo ng rest.
your spi rit soars . You are happiest whe n you have a
foe in fro nt of you and a weapon in ha nd . You gain an additiona l Arcane Shot option of your
6 Sinis ter. Yo u scowl and s neer while fi g hti ng, and choice w hen you reach certain levels in this class: 7th,
you enjoy mocking your foes as you defeat them. 10th, 15th, a nd 18th level. Each option a lso improves
when you become an 18 th-level fig hter.
MARTIAL ARCHETYPES
M AGIC AR ROW
At 3rd level, a fighter gains the Ma rtia l Archetype fea- At 7th level, you gain the ability to infuse arrows with
ture. The following options a re available to a fighter, in magic. Whenever you fire a nonmagical a rrow fro m a
addition to those offered in the Player's Handbook : the s hortbow or longbow, you ca n ma ke it magical for the
Arcane Archer, the Cavalier, and the S a mura i. pur pose of overcoming r esistance and immunity to non-
magical attacks a nd da mage. T he magic fades from the
ARCANE ARCHER a r row immediately after it hits or m isses its target.
An Arcane Archer s tudies a unique elven method of
a rchery that weaves magic into attacks to produce s u- CU RVING SHOT
pern atural effects. Arcane Archers are some of the most At 7th level, you learn how to direct a n erra nt arrow
elite wa rrio rs a mong the elves. They stand watch over toward a new ta rget. When you ma ke a n attack roll with
the fringes of elven dom ains, keeping a keen eye out fo r a magic ar row a nd miss, you can use a bonus action to
trespassers and us ing m agic-infused a rrows to defeat r eroll the a ttack roll aga ins t a differe nt target within 6 0
monsters a nd invade rs before they can reach elven set- feet of the origina l ta rget.
tle ments . Over the centuries, the methods of these elf
a rchers have been learned by members of other races E V ER-RE A DY S H OT
w ho can a ls o ba lance arcane aptitude w ith a rche ry. S ta rting at 15th level, your magica l a rchery is ava ilable
w henever battle s ta rts. If you roll initiative a nd have no
uses of Arcane S hot rema in ing, you regain one use of it.

A RCANE S H OT 0PT10N S
The Arcane S hot feature lets you choose options for it at
cer ta in levels. T he options are presented here in alpha-
betical o rder. They ar e all magical effects, and each one
is associated with one of the schools of magic.

If a n option requires a saving th row, your Arca ne S ho t
save DC equa ls 8 + yo ur proficiency bonus + your Intell i-
gence mod ifie r.

CHAPTER 1 I CHARACTER OPTIONS

LEF T TO R 1GH T : Si\MURi\I, Ci\Vi\LIER, i\ND ARCANE ARCHER

Banishing Arrow. You use abjura tion m agic to try to o n a Cons titution saving throw, or the da m age dealt
temporarily b a nish your ta rget to a h armless location by its weapon attack s is ha lved until the start of your
in the Feywild. The c r eature hit by the arrow mus t a lso next turn.
succeed o n a Charism a saving throw or be banis hed.
W hile ba nis hed in this way, the ta rget's speed is 0 , and The necrotic da mage increases to 4d6 when you reach
it is incapacitated. At t he end of its next turn, the ta rget 18th level in this class.
reappears in the s pace it vacated or in the nearest unoc-
cupied s pace if that s pace is occupied. Grasping Arrow. Whe n this arrow s trikes its ta rge t,
conjuration magic creates grasping, poisonous bram -
After you reach 18th level in this class, a target also bles, which wrap a round the ta rget. T he creature hit by
ta k es 2d6 force d a mage when t he a rrow hits it. th e arrow takes an extra 2d6 po ison da mage, its s peed
is reduced by 10 feet, and it takes 2d6 s las hfog dam-
Beguiling Arrow. Your e n ch a nt me nt magic causes age the fi rst time on each turn it moves 1 foot or more
this a rrow to tempora rily beguile its target. The c reature without tele p orting. T he targe t or a ny c r eature tha t can
hit by the a rrow takes a n extra 2d6 psychic damage, a nd reach it ca n use its action to re move the brambles with
c hoose one of you r aJJies within 3 0 feet o f the target. a s uccessful S tre ngth (Athle tics) c heck against your Ar-
The targe t must s ucceed on a Wis dom saving throw, or cane Shot save D C. Othe rwise, the brambles last for 1
it is c ha rm ed by the c h osen ally until the start of your minute or until you use this option again.
next turn. This effect e nds early if the c hosen a lly at-
tacks the c h a rmed target, deals da mage to it, or forces it The poison damage and s las hing damage both in-
to m a k e a saving throw. c rease to 4d6 ~hen you reach 18th level in this class.

The psychic d amage inc reases to 4d6 w hen you reach Piercing Arrow. You use transmutation m agic to
18th level in this class. give your a rrow a n e the real qu a lity. Whe n you use this
option, you don't m ake an attack roll for the attack.
Bursting Arrow. You imbue your arrow with force Ins tead, the arrow s hoots forward in a line, which is 1
e n e rgy drawn from the school of evocation. The e ne r gy foot wide and 3 0 feet long, before disappearing. The
de ton a tes a fte r your attack. Immedi ately after the a r- arrow passes ha rmlessly through objects, ignoring
row hits the c reature, the targe t and all other c reatures cover. E ach creature in tha t line must make a D exte r ity
within 10 feet of it ta ke 2d6 force da mage each. saving throw. On a failed save, a c reature takes dam a ge
as if it were hit by the a rrow, plus a n extra ld6 pie rcing
The force damage inc reases to 4d6 when you reach d a mage. On a successful save, a target takes h a lf as
18th level in this class. muc h damage.

Enfeebling Arrow. You weave necromantic magic into The pie rcing da m age increases to 2d6 when you reach
your arrow. The c reature hit by the a rrow ta kes a n extra 18th level in this class.
2d6 necrotic damage. The target mus t a lso s ucceed

CHAPTE R l I CHARACTER OPTIONS

Seeking Arrow. Using divination magic, you grant CAVALIERS, SAMURAI , AND HISTORY
your arrow the ability to seek out a target. When you use
this option, you don't make an attack roll for the attack. While both cavaliers and samurai existed in the real world,
Instead, choose one creature you have seen in the past our inspirations for both fighter archetypes are taken from
minute. The arrow flies toward that creature, moving popular culture (folk tales, movies, and comic books), not
around corners if necessary and ignoring three-quarters from history. Our intent is to capture the cinematic, heroic
cover and half cover. If the target is within the weapon's element of both archetypes in the game, rather than create
range and there is a path large enough for the arrow to an accurate historica l represen tation of either one.
travel to the target, the target must make a Dexterity
saving throw. Otherwise, the arrow disappears after UNWAVERING MARK
traveling as far as it can. On a failed save, the target
takes damage as if it were hit by the arrow, plus an extra Starting at 3rd level, you can menace your foes, foiling
1d6 force damage, and you learn the target's current their attacks and punishing them for harming others .
location. On a successful save, the target takes half as When you hit a creature with a melee weapon attack,
much damage, and you don't learn its location. you can mark the creature until the end of your next
turn. This effect ends early if you are incapacitated or
The force damage increases to 2d6 when you reach you die, or if someone else marks the creature.
18th level in this class.
While it is within 5 feet of you, a creature marked by
Shadow Arrow. You weave illusion magic into your you has disadvantage on any attack roll that doesn't
arrow, causing it to occlude you r foe's vision with shad- target you.
ows. The creature hit by the arrow takes an extra 2d6
psychic damage, and it must succeed on a Wisdom In addition, if a creature marked by you deals damage
saving throw o r be unable to see anything farther than 5 to anyone other than you, you can make a special melee
feet away until the start of your next turn. weapon attack aga inst the marked creature as a bonus
action on your next turn. You have advantage on the
The psychic damage increases to 4d6 when you reach attack roll, and if it hits, the attack's weapon deals extra
18th level in this class. damage to the target equa l to half you r fighter level.

CAVALIER Regardless of the number of creatures you mark, you
can make this special attack a number of times equal to
The archetypal Cavalier excels at mounted combat. your Strength modifier (minimum of once), and you re-
Usua lly born among the nobility and raised at court, a gain all expended uses of it when you finish a long rest.
Cavalier is equally at home leading a cavalry charge or
exchanging repartee at a state dinner. Cavaliers also WARDING MANEUVER
learn how to guard those in their charge from harm,
often serving as the protectors of their superiors and of At 7th level, you learn to fend off strikes directed at
the weak. Compelled to right wrongs or earn prestige, you, your mount, or other creatures nearby. Ifyou or
many of these fighters leave their lives of comfort to em- a creature you can see within 5 feet of you is hit by an
bark on glorious adventure. attack, you can roll 1d8 as a reaction if you're wielding
a melee weapon or a shield. Roll the die, and add the
CAVALIER FEATURES number rolled to the target's AC against that attack. If
the attack still hits, the target has resistance against the
Fighter Level Featu re attack's damage.
3rd Bonus Proficiency, Born to the Saddle,
Unwavering Mark You can use this feature a number of times equal
7th Warding Maneuver to your Constitution modifier (m inimum of once), and
10th Hold the Line you regain a ll expended uses of it w hen you finish a
15th Ferocious Charger long rest.
18th Vigilant Defender
HOLD THE LINE
BONUS PROFICIENCY
At 10th level, you become a master of locking down
When you choose this archetype at 3rd level, you gain you r enemies. Creatures provoke an opportun ity attack
proficiency in one of the following skills of your choice: from you when they move 5 feet or more whi le within
Animal Handling, History, Insight, Performance, or your reach, and if you hit a creature with a n opportunity
Persuasion. Alternatively, you learn one language of attack, the target's speed is reduced to 0 until the end of
your choice. the current turn.

BORN TO THE SADDLE

Starting at 3rd level, your mastery as a rider becomes
apparent. You have advantage on saving throws made
to avoid falling off your mount. If you fall off your mount
and descend no more than 10 feet, you can land on your
feet if you'r e not incapacitated.

Finally, mounting or d ismounting a creature costs you
only 5 feet of movement, rather than ha lf your speed.

CHAPTER l I CHAR.',CTER OPTIONS

FEROCIOUS CHARGER TIRE LESS SPIRIT

S ta r ti ng at 15th level, you can r un down your foes, Star ting a t 10th level, whe n you roll initiative and
w he ther you're mounted or no t. U you move at least 10 have no uses of Fighting S pir it re ma ining, you re-
feet in a stra ig ht line rig ht be fore attacking a creature gain one use.
a nd you hit it w ith the attack, that target must succeed
o n a S tre ngth saving throw (DC 8 +your proficie ncy bo- R APID STRIKE
nus+ your S tre ng th modifie r) or be knocked prone. You
can use this feature only o nce o n each of your turns. S ta r ting at 15th level, you learn to trade accuracy fo r
swift strikes. Tf you take the Attack action on your turn
V I GILANT D EFE NDE R a nd have adva ntage on a n attack roll aga ins t one of
the targets, you can forgo the adva ntage for tha t roll to
Starting a t 18 th level, you respond to danger with ma ke a n additio na l weapon attack aga ins t that target,
extraordina ry vigila nce. In combat, yo u get a s pecia l as part of the same action. Yo u can do so no mo re th an
reaction that yo u can ta ke o nce o n every creature's tu rn, once per turn.
except your turn. You can use this s pecia l reactio n only
to m a ke an o pportunity attack, a nd you can't use it o n STRENGTH BEFORE D EATH
the sa me turn that you ta ke your nor mal reaction.
Sta rting at 18 th leve l, your fi ghting spirit can delay the
SAMURAI g rasp of death. If you take da mage that reduces you to
0 hit points a nd doesn't kill you outright, you can use
T he Sam urai is a fi ghter who draws on a n im placable your reaction to delay fa lling unconscious, a nd you can
fig hting s pir it to overcome enem ies. A Samurai's resolve immed iately take a n extra turn, interrupting the current
is nea rly unbreakable, a nd the enemies in a Samura i's turn. While you have 0 hit points during that extra turn,
path have two cho ices: yield or die fig hting. taking da mage causes death saving th row failures as
norm a l, a nd three death saving th row failures can s till
SAMURAI F EATUR ES kill yo u. When the extra turn ends, yo u fa ll unconscious
if you s till have 0 hit points.
Fighter Level Feature
Once you use this feature, you can't use it aga in until
3rd Bonus Profi ciency, Fightin g Spirit (5 temp . hp) yo u finis h a long rest.
7th Elega nt Co urtier
CHAPTER I I C H ARACTER OPTI ONS
10th Tireless Spirit, Fighting Spirit (10 temp. hp)
15th Ra pid Stri ke, Fighting Spirit (1 5 te m p. hp)

18th Strength before Deat h

BONUS PROFI CIENCY

Whe n you choose this archetype at 3rd level, you gain
proficie ncy in one of the following skills of your choice:
History, Ins ig ht, P e r fo rma nce, o r P ers uas ion. Alterna-
tively, you lea rn o ne la ng uage of your choice.

FIGHTING SPIRIT

S ta rting at 3rd leve l, your intens ity in battle can s hield
you and help you s trike true. As a bonus action o n your
turn, you can give yourself adva ntage on weapo n a ttack
rolls until the end of the curre nt tum. Whe n you do so,
you a lso gain 5 te mpora ry hit points. The numbe r of
tempo ra ry hi t points increases when you reach certa in
leve ls in this class, increasing to 10 a t 10th level and 15
at 15th level.

Yo u can use this feature three times, and you regain
a ll expended uses of it when yo u finis h a long rest.

ELEGANT C O U RTIER

S ta rting at 7th level, your discipline a nd attentio n to de-
ta il a llow you to excel in socia l s ituations. Whe never you
ma ke a Cha ris ma (P ers uasion) check, you gain a bo nus
to the check equa l to your Wis dom modifier.

Your self-control a lso causes you to ga in proficiency
in Wis dom saving throws . Ifyou already have this pro-
ficiency, you ins tead gain proficie ncy in Inte lligence or
Charis m a saving throws (your choice).

MONK d6 Monastery
Your monastery is carved out of a mounta inside,
DO NOT MISTAKE MY SILENCE FOR ACCEPTANCE OF YOUR where it looms over a treacherous pass.

villainy. While you blustered and threatened, I've planned 2 Your monastery is high in the branch es of a n im-
four different ways to snapyour neck with my bare hands. m ense tree in the Feywild.

-Ember, grand master of flowers 3 Your monastery was fou nded long ago by a clo ud
giant and is inside a cloud castle that ca n be
Monks walk a path of contradiction. They study their art reached only by fl ying.
as a wizard does, and like a wizard, they wear no armor
and typically eschew weapons. Yet they are dead ly com- 4 Your monastery is bui lt beside a volcanic system
batants, their abilities on a par with those of a raging of hot springs, geysers, and s ulfur pools. You regu-
ba rba rian or a superbly trained fighter. Monks embrace larly received visits from azer trade rs.
th is seeming contradiction , for it s peaks to the core of
all monastic study. By coming to know oneself com- 5 Your m onastery was founded by gnomes and is an
pletely, one learns much of the wider world. underground labyrinth of tunnels and rooms.

A monk's focus on inner mas tery leads many such 6 Your m onastery was carved from an iceberg in the
individua ls to become detached from society, more con- frozen reaches of the world .
cerned with their personal experience tha n with hap-
penings elsewhere. Adventuring monks are a rare breed MONASTIC ICON
of an a lready rare type of character, taking their quest
for perfection beyond the walls of the monastery into the Even in the monastic lifestyle , which eschews materi-
world at large. a lis m a nd personal possessions, symbolis m plays an
important part in defining the identity of a n order. Some
Playing a monk character offers many intriguing op- monastic orders treat certain creatures w ith s pecial
portunities to try something diffe rent. To distinguis h regard, either because the creature is tied to the order's
your monk cha racter even further, consider the o ptions histo ry or because it serves as an example of a quality
in the sections that follow. the monks seek to emulate.

MONASTERY Ifyour cha racter's monastery had a s pecial icon, you
might wear a crude image of the creature somewhere
A monk studies in a monastery in pre paration for a life inconspicuous on your clothing to serve as an identify-
of asceticism. Mos t of those w ho enter a m onastery ing mark. Or perhaps your order's icon does not have a
make it their home for the rest of their lives, wit h the physical fo rm but is expressed through a gesture or a
exception of adventurers and others who have reason to posture that you adopt, and which other monks might
leave. For those individuals, a monastery might serve as know how to interpret.
a refuge between excursions to the world or as a source
of s upport in times of need. MONASTIC ICONS

What sort of place was your monastery, a nd where is d6 Icon
it located? Did attending it contr ibute to your experience Mon key. Quick reflexes and the ability to travel
in an unus ual or distinctive way? through the treetops a re two of the reasons why
your order admires the mon key.
CHAPTER 1 I CHARACTER OPTIONS
2 Dragon Turtle. The monks ofyour seaside mon-
astery venerate the dragon turtle, reciting ancient
prayers and offering garlands of flowers to honor
this living spirit of the sea.

3 Ki-rin. Your monastery sees its main purpose as
watching over and protect ing the land in t he man -
ner ofthe ki-rin.

4 Owlbear. The m on ks of your m o nastery revere a
fami ly of owl bears and have coexisted with them
for generations.

5 Hydra. Your order singles out the hydra for its abil-
ity to unleash several attacks simultaneously.

6 Dragon. A dragon once laired with in your mon as-
te ry. Its influence remains lo ng after its departure.

LEFT TO R 1G ...T: DRUNKEN MAS T ER, K ENSEI , A N O SUN Sou1.

MASTER M ONASTIC T RA DITIONS

During your studies, you were likely under the tutelage At 3rd level, a monk gains the Monastic Tradition fea-
of a master who imparted to you the precepts of the ture. The following options are available to a monk, in
order. Your master was the one most responsible for addition to those offered in the Player's Handbook: the
shaping your understanding of the ma rtial arts and your Way of the Drunken Master, the Way of the Kensei, and
attitude toward the world. What sort of person was your the Way of the Sun Soul.
master, and how did your relationship with your master
affect you? WAY OF THE DRUNKEN MASTER

MASTERS The Way of the Drunken Master teaches its students
to move with the jerky, unpredictable movements of
d6 Master a drunka rd. A drunke n master sways, tottering on
Your master was a t yrant whom you had to defeat uns teady feet, to present what seems like an incompe-
in single combat to complete your ins truction . te nt combata nt who proves frus tra ting to engage. The
drunken mas te r's erratic s tumbles conceal a carefully
2 Your master was kindly and taught you to purs ue executed dance of blocks, parries, advances, attacks,
the cause of peace. a nd retreats.

3 Your master was merciless in pushing you to your A drunken master often enjoys playing the fool to
bring gladness to the despondent or to de monstrate
limits. You nearly Jost an eye during one especially humility to the a rrogant, but when battle is joined, the
drunken master can be a maddening, mas terful foe.
brutal practice session.
4 Your master seemed goodhea rted whi le tutoring WAY OF THE DRUN KEN MASTER FEAT URES

you , but betrayed yo ur m o nastery in the end. Monk Level Feature
S Your master was cold and distant. You suspect that 3rd Bonus Proficiencies, Drunken Technique
6th Tipsy Sway
the two of you might be related. 11th Drunkard's Luck
6 Your maste r was kind a nd generous, never critical 17th Intoxicated Frenzy

of your progress. Nevertheless , you feel you never
fully lived up to the expectations placed on you .

CHAPTER I I CHARACTER OPTlONS
































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