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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

SORCEROUS ORIGINS W~'l J..o so ""G"''l Ct(Htic;( t~\°"~ l ~Cjvt ~irJ.. wi°"~l

At 1st level, a sorcerer gains the Sorcerous Origin fea- c;"'J.. i"'f<r"'c;l t~i"'~l ~c;v< ~c;t wi"'~s? \t Ht.,...s
ture. The following options a re available to a sorcerer, c;r~itw'l' ~trt s~oV\.(J.. ~' c; ~c;t G"'~'d
in add ition to those offered in the Player's Handbook:
D ivine Soul, Shadow Magic, a nd Storm Sorcery. the outcome. Once you use this feature, you can't use it
again until you finish a short or long rest.
DIVINE SOUL
EMPOWERED HEALING
Sometimes the spark of magic that fuels a sorcerer
comes from a divine source that glimmers within the Starting at 6th level, the divine energy cours ing through
soul. Having s uch a blessed soul is a sign that your you can empower healing spells. Whenever you or
innate magic might come from a distant but powerful fa. an a lly within 5 feet of you rolls dice to determ ine the
milial connection to a divine being. Perhaps your ances- number of hit points a spell restores, you can spend 1
tor was an angel, tra nsformed into a mortal and sent to sorcery point to reroll any number of those d ice once,
fight in a god's name. Or your birth might align with a n provided you aren't incapacitated. You can use this fea-
ancient prophecy, marki ng you as a servant of the gods ture only once per turn.
or a chosen vessel of divine magic.
OTHERWORLDLY WINGS
A Divine Soul, with a natural magnetism, is seen as a
threat by some religious hierarchies. As an outsider who Starting at 14th level, you can use a bonus action to
commands sacred power, a Divine Soul can undermine ma nifest a pair of spectral wings from your back. Wh ile
a n existing order by claiming a direct tie to the divine. the wings are present, you have a flying speed of 30 feet.
The wings last un ti l you're incapacitated, you die, or you
In some cul tures, only those who can claim the power d ismiss them as a bonus action.
of a Divine Soul may command religious power. In
these lands, ecclesiastical positions a re dominated by a The affin ity you chose for your Divine Magic feature
few bloodlines and preserved over generations. determines the appearance of the spectral wings: eagle
wings for good or law, bat wings for evil or chaos, and
DIVINE SOUL FEATURES d ragonfly wings for neutrality.

Sorcerer Level Feature UNEARTHLY RECOVERY
1st Divine Magic, Favored by the Gods
6th Empowered Healing At 18th level, you gain the ability to overcome grievous
14th O therworldly Wi ngs injuries. As a bonus action when you have fewer than
18th Unearthly Recovery half of you r hi t points rema ining, you can regain a n um-
ber of hit points equa l to half your hit point maxim um.
DIVINE MAGIC
Once you use this feature, you can't use it again until
Your link to the divine a llows you to learn spells from you finish a long rest.
the cleric class. When your Spellcasting feature lets you
learn or replace a sorcerer cantrip or a sorcerer spell of SHADOW MAGIC
1st level or higher, you can choose the new spell from
the cleric spell Lis t or the sorcerer spell list. You must You are a creature of shadow, for your innate magic
otherwise obey all the restrictions for selecting the comes from the Shadowfell itself. You might trace your
spell, and it becomes a sorcerer spell for you. lineage to a n entity from that place, or perhaps you were
exposed to its fell energy and transformed by it.
In addition, choose an affi nity for the source of you r
divine power: good, evil, law, chaos, or ne utrality. You The power of s hadow magic casts a stra nge pall over
learn an add itional spell based on that affinity, as shown your physical presence. The spark of life that sustains
below. It is a sorcerer spell for you, but it doesn't count you is muffled, as if it struggles to remain viable against
aga inst your nu mber of sorcerer spells known. Ifyou the dark energy that im bues your soul. At your option ,
later replace this spell , you must replace it w ith a spell you can pick from or roll on the Shadow Sorcerer
fro m the cleric spell list. Quirks table to create a quirk for your character.

Affin ity Spell SHADOW SORCERER QUIRKS
Good cure wounds
Evil inflict wounds d6 Quirk
Law bless You are always icy cold to the touch.
Chaos bane
Neutrality protection from evil and good 2 When you are asleep, you don't appear to breathe
(though you must still breathe to survive).
FAVORED BY THE GODS
3 You barely bleed, even when badly injured.
Starting at 1st level, d ivine power guards your destiny. 4 Your heart beats once per minute. This event
If you fail a saving throw or miss with an attack roll, you
can roll 2d4 and add it to the total, possibly changi ng sometimes surprises you.

s You have trouble remembering that living creatures

and corpses should be treated differently.
6 You bl inked. Once. Last week.

CHAPTER l J CHARACTER OPTTONS

SHADOW MAGIC FEATURES

Sorcerer Feature
Level

1st Eyes of the Dark, Strength of the Grave
3rd Eyes of the Dark (darkness)

6th Hound of Ill Omen
14th Shadow Walk
18th Umbral Form

EYES OF THE DARK but only against its target. Add itionally, while the hound
is within 5 feet of the target, the target has disadvantage
Starting at 1st level, you have darkvis ion with a range on saving throws against any spell you cast. The hound
of 120 feet. disappears if it is reduced to 0 hit points, if its ta rget is
reduced to 0 hit points, or after 5 minutes.
When you reach 3rd level in this class, you learn
the darkness spell, which doesn't count against your SHADOW WALK
number of sorcerer spells known. In addition, you can
cast it by spending 2 sorcery points or by expending a At 14th level, you gain the ability to step from one
s pell s lot. U you cast it with sorcery points, you can see shadow into another. When you are in dim light or dark-
through the darkness created by the spell. ness, as a bonus action , you can magically teleport up to
120 feet to an unoccupied space you can see that is also
STRENGTH OF THE GRAVE in dim light or darkness.

Starting at 1st level, your existence in a twilight state be- UMBRALFORM
tween life and death makes you difficult to defeat. When
damage reduces you to 0 hit points, you can make a Starting at 18th level, you can spend 6 sorcery points
as a bonus action to magically transform yourself into
Charisma saving throw (DC 5 + the damage taken). On a shadowy form . In this form, you have resistance to
all damage except force and radiant damage, and you
a success, you instead drop to 1 hit point. You can't use can move through other creatures and objects as if they
this feature if you are reduced to 0 hit points by radiant were difficL1.lt terrain. You take 5 force damage if you end
damage or by a critical hit. your turn inside an object.

After the saving throw succeeds, you can't use this You remain in this for m for 1 minute. It ends early if
feature again until you finish a long rest. you are incapacitated, if you die, or if you dismiss it as a
bonus action.
HOUND OF ILL OMEN
STORM SORCERY
At 6th level, you gain the ability to call forth a howling
creature of darkness to harass your foes. As a bonus Your innate magic comes from the power of elemental
action, you can s pend 3 sorcery points to magically air. Many with th is power can trace their magic back to
s ummon a hound of ill omen to target one creature you a near-death experience caused by the Great Rain, but
can see within 120 feet of you. The hound uses the dire perhaps you were born during a howling gale so power-
wolf's statistics (see the Monster Manual or appendix C ful that folk still tell stories of it, or your lineage might
in the Player's Handbook), with the following changes: include the influence of potent air creatures such as
djinn. Whatever the case, the magic of the storm perme-
• The hound is s ize Medium, not Large, and it counts as ates your being.
a monstrosity, not a beast.
CHAPTER I I CHARACTER OPTI ONS
• It appears with a number of temporary hit points
equal to half your sorcerer level.

• It can move through other creatures and objects as
if they were difficu lt terrain. The hound takes 5 force
damage if it ends its turn inside an object.

• At the start of its turn, the hound automatically knows
its target's loca tion. If the target was hidden, it is no
longer hidden from the hound.

The hound appears in an unoccupied space of your
choice within 30 feet of the target. Roll initiative for the
hound. On its turn, it can move only toward its target by
the most direct route, and it can use its action o nly to at-
tack its target. The hound can make opportunity attacks,

Storm sorcerers a re invaluable me mbers of a s hip's HEART OF THE STORM
crew. Their magic a llows them to exert control over
wi nd and weathe r in the ir immediate a rea. The ir abili- At 6th level, you gai n resis tance to lig htning and thunder
ties a lso prove useful in repelling attacks by s ahuagin, damage. In add ition, w henever you s tart casting a spell
pirates, and other waterborne threats. of 1s t level or higher that deals lightning or thunder
da mage, s tormy magic erupts from you. This eruption
STORM SORCERY FEATURES causes creatures of your choice that you can see within
10 feet of you to take lig htning or thunde r damage
Sorcerer Fea t u re (choose each time this abi lity activates) equal to ha lf
Level your sorcerer level.

1st Wind Speaker, Tempestuous Magic STORM GUIDE
6th Heart of the Storm, Storm Guide
14th Storm's Fury At 6th level, you gain the ability to s ubtly control the
weather around you.
18th Wind Soul
If it is raining, you can use an action to cause the rain
WIND SPEAKER to stop falling in a 20-foot-radius s phere cente red o n
you. You can end this e ffect as a bonus action.
The a rcane magic you command is infused with ele-
me ntal ai r. You can s peak, read, and write Primordial. If it is wi ndy, you can use a bonus action each
Knowing this la nguage a llows you to understand and round to choose the direction that the w ind blows in a
be understood by those w ho s peak its di a lects: Aq uan, 100-foot-radius sphe re centered on you. The wind blows
Auran, Igna n, and Terra n. in that direction until th e end of your next turn . This fea-
ture d oesn't alter the speed of the wind.
TEMPESTUOUS MAGIC
STORM'S FURY
Starting at 1st level, you can use a bonus action on your
turn to cause wh irling g us ts of elemental air to briefly S tarting at 14th level, when you are hit by a melee at-
s urround you, immediately before or after you cast a tack, you can use your reactio n to deal lig htning damage
s pell of 1st level or hig her. Doing so allows you to fly up to the attacker. The damage equa ls your sorcere r level.
to 10 feet without provoking opportunity attacks. The attacker must a lso make a Strength saving throw
aga inst your sorcere r spell save DC. On a fa iled save,
the attacker is pus hed in a s traig ht line up to 20 feet
away from you.

WIND SOUL

At 18th level, you gain immunity to lightning and thun-
der damage.

You also gain a magical flying s peed of 60 feet. As a n
action, you can red uce your flying speed to 30 feet for 1
hour and choose a numbe r of creatures wi thin 30 feet
of you equal to 3 + your Charis ma modifier. The chosen
creatures gain a magical flying speed of 30 feet for 1
hour. Once you reduce your flyin g speed in this way, you
can't do so agai n until you finis h a s hort o r long rest.

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fow•rl ~'1 •c;ti"'~ 'lo.....?

WARLOCK PATRON ATTITUDES

You THINK ME MAD? I THINK TRUE INSANITY I S BEING d6 Attitude
Your patron has guided and helped your family for
content to live a life of mortal drudge1y when knowledge generations and is kindly toward you.

and power is therefor the taking in the realm beyond. 2 Each interaction with your capricious patron is a
surprise, whether pleasant or painful.
-Xarren, herald ofAcamar
3 Your patron is the spirit of a long-dead hero who
Wa rlocks a re finders and keepers of secrets. They push sees your pact as a way for it to continue to influ-
at the edge of our understanding of the world, always ence the world.
seeking to expand their expertise. Where sages or wiz-
a rds might heed a clear sign of danger and e nd their 4 Your patron is a strict disciplinarian but treats you
research, a warlock plunges ahead, heedless of the cost. with a measure of respect.
Thus, it takes a peculiar mixture of intelligence, curios-
ity, and recklessness to produce a warlock. Many folk s Your patron tricked you into a pact and treats you
would describe that combination as evidence of mad-
ness. Warlocks see it as a demonstration of bravery. as a slave.
6 You are mostly left to your own devices with no in-
Warlocks a re defined by two elements that work
in concert to forge their path into this class. The first terference from your patron. Sometimes you dread
element is the event or circumstances that led to a the demands it will make when it does appear.
warlock's entering into a pact with a planar entity. The
second one is the nature of the entity a warlock is bound SPECIAL TERMS OF THE PACT
to. Unlike clerics, who typically e mbrace a deity a nd that
god's ethos, a warlock might have no love for a patron, A pact can range from a loose agreement to a forma l
or vice versa. contract with lengthy, detailed clauses and lists of re-
quirements. The terms of a pact- what a warlock must
The sections that follow provide ways to embellis h a do to receive a patron's favor- are always dictated by
warlock character that could generate some intriguing the patron. On occasion, those terms include a special
story and roleplaying opportunities. proviso that might seem odd or whimsical, but warlocks
take these dictates as seriously as they do the other re-
P ATRON 'S ATTITUDE quirements of their pacts.

Every relationship is a two-way street, but in the case of Does your character have a pact that requires you
warlocks and their patrons it's not necessarily true that to change your behavior in an unusual or seemingly
both sides of the street are the same width or made of frivolous way? Even if your patron hasn't imposed
the same stuff. The feeling that a warlock holds for their s uch a duty on you a lready, that's not to say it couldn't
patron, whether positive or negative, might be recipro- still happen.
cated by the patron, or the two participants in the pact
might view one another with opposing emotions. SPECIAL TERMS

When you determine the attitude your warlock charac- d6 Term
ter holds towa rd your patron, also consider how things When directed, you must take immediate action
look from the patron's perspective. How does your pa- against a specific enemy ofyour patron.
tron behave toward you? Is your patron a friend and ally,
or an enemy that grants you power only because you 2 Your pact tests your willpower; you are required to
forced a pact upon it? abstain from alcohol and other intoxicants.

3 At least once a day, you must inscribe o r carve your
patron's name or symbol on the wall of a building.

4 You must occasionally conduct bizarre rituals to
maintain your pact.

s You can never wear the same outfit twice, since

your patron finds such predictability to be boring.
6 When you use an eldritch invocation, you must

speak your patron's name aloud or risk incurring
its displeasure.

CHAPTER I I CHARACTER OPTIONS

WARLOCK OF OTHERWORLDLY PATRONS
THE CELESTIAL
At 1st level, a warlock gains the Otherworldly Patron
BINDING MARK feature. The following options are available to a warlock,
Some patrons make a habit of, and often enjoy, mark- in addition to those offered in the Player's Handbook:
ing the warlocks under their sway io some fashion. A the Celestial and the Hexblade.
binding mark makes it clear-to those who know about
such things- that the individual in question is bound to THE CELESTIAL
the patron's service. A warlock might take advantage of
such a mark, claiming it as proof of one's pact, or might Your patron is a powerful be ing of the Upper Planes.
want to keep it under wraps (if possible) to avoid the dif- You have bound yourself to an ancient e mpyrean, solar,
ficulties it might bring. ki-rin, unicorn, or other entity that resides in the planes
of everlasting bliss. Your pact with that being allows you
Ifyour warlock's pact comes with a binding mark, to experience the barest touch of the holy light that illu-
how you feel about displaying it probably depends on the minates the multiverse.
nature of your relationship with the one who gave it to
you. Is the mark a source of pride or something you are Being connected to such power can cause changes in
secr etly ashamed of? you r behavior and beliefs. You might find yourself driven
to annihilate the undead, to defeat fiends, and to protect
BINDING MARKS the innocent. At times, your heart might a lso be filled
d6 Mark with a longing for the celes tial realm of your patron,
One of your eyes looks the same as one of you r and a desire to wander that paradise for the res t ofyour
patron's eyes. days . But you know that your mission is among mortals
2 Each time you wake up, the small blemish on your fo r now, and that your pact binds you to bring light to the
face appears in a different place. dark places of the world.
3 You display outward symptoms of a disease but
suffer no ill effects from it. CELESTIAL FEATURES
4 Your tongue is an unnatural color.
Warlock Featu re
5 You have a vestigial tail. Leve l
6 Your nose glows in the dark.
CHAPTER 1 I CHARACTER OPTTONS 1st Expanded Spell List, Bonus Cantrips,
Healing Light
6th Rad iant Soul
10th Celestial Resilience

14th Searing Vengeance

EXPANDED SPELL LIST

The Celestial lets you choose from an expanded list of
spells when you learn a warlock spell. The following
spells are added to the warlock spell list for you.

CELESTIAL EX PAN OED SPELLS

Spell Level Spells
1st
2nd cure wounds, guiding bolt
3rd flaming sphere, lesser restoration
4th daylight, revivify
5th guardian offaith, wall offire
flame strike, greater restoration

BONUS CANTRIPS

At 1s t level, you learn the light and sacred flame can-
trips. They count as warlock cantrips for you, but they
don't count against your number of cantrips known.

HEALING LIGHT

At 1st level, you gain the abi lity to channel celestial
energy to heal wounds. You have a pool of d6s that you
s pend to fuel this healing. The number of dice in the
pool equals 1 + your warlock level.

As a bonus action, you can heal one creature you can
see within 60 feet of you, spending dice from the pool.
The maximum number of dice you can spend at once
equals your Charisma modifier (minimum of one d ie).

Roll the dice you spend, add them together, and restore EXPANDED SPELL LIST
a number of hit points equal to the total. The Hexblade lets you choose from an expanded list of
spells when you learn a warlock spell. The following
Your pool regains all expended dice when you finish a spells are added to the warlock spell list for you.
long rest.
HEXBLADE EXPANDED SPELLS
RADIANT SOUL
Starting at 6th level, your link to the Celestial allows Spell Level Spells
you to serve as a conduit for radiant energy. You have
resistance to radiant damage, and when you cast a spell 1st shield, wrathful smite
that deals radiant or fire damage, you can add your Cha- 2nd blur, branding smite
risma modifier to one radiant or fire damage roll of that 3rd blink, elemental weapon
spell against one of its targets. 4th phantasmal killer, staggering smite
5th banishing smite, cone ofcold
CELESTIAL RESILIENCE
Starting at 10th level, you gain temporary hit points HEXBLADE'S CURSE
whenever you finish a short or long rest. These tempo- Starting at 1st level, you gain the ability to place a bale-
rary hit points equal your warlock level+ your Charisma ful curse on someone. As a bonus action, choose one
modifier. Additionally, choose up to five creatures you creature you can see within 30 feet of you. The target is
can see at the end of the rest. Those creatures each gain cursed for 1 minute. The curse ends early if the target
temporary hit points equal to half your warlock level + dies, you die, or you are incapacitated. Until the curse
your Charisma modifier. ends, you gain the following benefits:

SEARING VENGEANCE • You gain a bonus to damage rolls against the cursed
Starting at 14th level, the radiant energy you channel target. The bonus equals your proficiency bonus.
allows you to resist death. When you have to make a
death saving throw at the start ofyour turn, you can • Any attack roll you make against the cursed target is a
instead spring back to your feet with a burst of radiant critical hit on a roll of 19 or 20 on the d20.
energy. You regain hit points equal to hal f your h it point
maximum, and then you stand up i f you so choose. Each • If the cursed target dies, you regain hit points equal
creature of your choice that is within 30 feet of you takes to your warlock level +you r C harisma modi fier (min i-
radiant damage equal to 2d8 + your Charisma modifier, mum of 1 hit point).
and it is blinded until the end of the current turn.
You can't use this feature again until you finish a shor t
Once you use this feature, you can't use it again until or long rest.
you finish a long rest.
HExWARRIOR
THE HEXBLADE At 1st level, you acquire the training necessary to effec-
tively arm yourself for battle. You gain proficiency with
You have made your pact with a mysterious entity from medium armor, shields, and martial weapons.
the Shadowfell- a force that manifests in sentient magic
weapons carved from the stuff ofshadow. The mighty The influence ofyour patron also allows you to mys-
tically channel your will through a particular weapon.
sword Blackrazor is the most notable of these weapons, Whenever you finish a long rest, you can touch one
weapon that you are proficient with and that lacks
which have been spread across the multiverse over the the two-handed property. When you attack with that
ages. The shadowy force behind these weapons can weapon, you can use your Charisma modifier, instead of
offer power to warlocks who form pacts with it. Many Strength or Dexterity, for the attack and damage rolls.
hexblade warlocks create weapons that emulate those This benefit lasts until you finish a long rest. If you later
formed i n the Shadowfell. Others forgo such arms,
content to weave the dark magic of that plane into their (
spellcasting.

Because the Raven Queen is known to have forged the
first of these weapons, many sages speculate that she
and the force are one and that the weapons, along with
hexblade warlocks, are tool s she uses to manipulate
events on the Ma.terial Plane to her inscrutabl e ends.

HEXBLADE FEATURES

Warlock Fe ature
Level

1st Expanded Spell List, Hexblade's Curse,
Hex Warrior

6th Accursed Specter

10th Armor of Hexes

14th Master of Hexes

CHAPTF.R I I CHARACrER OPTIONS

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W/IRLO CI( OF THE liEll BLllDE the creature cursed by your Hexblade's Curse dies,
you can apply the curse to a different creature you can
gain the Pact of the Blade feature, this benefit extends see within 30 feet of you, provided you aren't inca-
to every pact weapon you conjure with that feature, no pacitated. When you apply the curse in this way, you
matter the weapon's type. don't regain hit points from the death of the previously
cursed creature.
ACCURSED SPECTER
ELDRITCH INVOCATIONS
Starting at 6th level, you can curse the soul of a person
you s lay, temporarily binding it to your service. When At 2nd level, a warlock gains the Eldritch Invocations
you s lay a humanoid, you can cause its spirit to rise from feature. Here are new options for that feature, in add i-
its corpse as a specter, the statistics for which are in tion to the options in the Player's Handbook.
the Monster Manual. When the specter appears, it gains
temporary hit points equal to half your warlock level. If an eldritch invocation has a prerequisite, you must
Roll initiative for the specter, which has its own turns. meet it to learn the invocation. You can learn the invo-
It obeys your verbal commands, and it gains a special cation at the same time that you meet its prerequisite. A
bonus to its attack rolls equal to your Charisma modifier level prerequisite refers to your level in this class.
(minimum of +O).
ASPECT OF THE MOON
The specter remains in your service until the end of
your next long rest, at which point it vanishes to the Prerequisite: Pact of the Tome feature
afterlife.
You no longer need to s leep and can't be forced to sleep
Once you bind a specter with this feature, you can't by any means. To gain the benefits of a long rest, you
use the feature again until you finish a long rest. can spend all 8 hours doing light activity, s uch as read-
ing your Book of Shadows and keeping watch.
ARMOR OF HEXES
CLOAK OF FLIES
At 10th level, your hex grows more powerful. If the tar-
get cursed by your Hexblade's Curse bits you with an Prerequisite: 5th level
attack roll, you can use your reaction to roll a d6. On a
4 or higher, the attack instead misses you, regardless As a bonus action, you can surround yourself with a
of its roll. magical aura that looks like buzzing flies. The aura ex-
tends 5 feet from you in every direction, but not through
MASTER OF HEXES total cover. It lasts until you're incapacitated or you dis-
miss it as a bonus action.
Starting at 14th level, you can spread your Hexblade's
Curse from a slain creature to another creature. When The aura grants you advantage on Charisma (Intimi-
dation) checks but disadvantage on a ll other Charisma
CHAPTER 1 I CHARACTER OPTfONS checks. Any other creature that starts its turn in the
aura takes poison damage equal to your Charisma mod-
ifier (minimum of 0 damage).

Once you use this invocation, you can't use it again
until you finish a short or long rest.

ELDRITCH SMITE

Prerequisite: 5th level, Pact ofthe Blade feature

Once per turn when you hit a creature with your pact
weapon, you can expend a warlock spell slot to deal an
extra ld8 force damage to the target, plus another ld8
per level of the spell slot, and you can knock the target
prone if it is Huge or smaller.

GHOSTLY GAZE

Prerequisite: 7th level

As an action, you gain the abi lity to see through solid
objects to a range of 30 feet. Within that ra nge, you have
darkvision if you don't already have it. This special sight
lasts for 1 minute or until your concentration ends (as

if you were concentrating on a speU). During that time, port up to 30 feet to an unoccupied space you can see
you perceive objects as ghostly, transparent images. within 5 feet of the target cursed by your hex spell or by
a warlock feature ofyours, such as Hexblade's Curse or
Once you use this invocation, you can't use it again Sign oflll Omen. To teleport in this way, you must be
until you finish a short or long rest. able to see the cursed target.

GIFT OF THE DEPTHS SHROUD OF SHADOW

Prerequisite: 5th level Prerequisite: 15th level

You can breathe underwater, and you gain a swimming You can cast invisibility at will, without expending a
speed equal to your walking speed. spelJ slot.

You can also cast water breathing once without ex- TOMB OF LEVISTUS
pending a spell slot. You regain the ability to do so when
you finish a long rest. Prerequisite: 5th level

GIFT OF THE EVER-LIVING ONES As a reaction when you take damage, you can entomb
yourself in ice, which melts away at the end of your
Prerequisite: Pact ofthe Chain feature next turn. You gain 10 temporary hit points per warlock
level, which take as much of the triggering damage as
Whenever you regain hit points while your familiar is possible. Immediately after you take the damage, you
within 100 feet of you, treat any dice rolled to determine gain vulnerability to fire damage, your speed is reduced
the hit points you regain as having rolled their maxi- to 0, and you are incapacitated. These effects, including
mum value for you. any remaining temporary bit points, all end when the
ice melts.
GRASP OF HADAR
Once you use this invocation , you can't use it again
Prerequisite: eldritch blast cantrip until you finish a short or long rest.

Once on each of your turns when you hit a creature TRICKSTER'S ESCAPE
with your eldritch blast, you can move that creature in a
straight line 10 feet closer to you. Prerequisite: 7th level

IMPROVED PACT WEAPON You can cast freedom ofmovement once on yourself
without expending a spell s lot. You regain the abi lity to
Prerequisite: Pact ofthe Blade feature do so when you finish a long rest.

You can use any weapon you summon with your Pact of
the Blade feature as a spellcasting focus for your war-
lock spells.

In addition, the weapon gains a +l bonus to its attack
and damage rolls, unless it is a magic weapon that al-
ready has a bonus to those rolls.

Finally, the weapon you conjure can be a shortbow,
longbow, light crossbow, or heavy crossbow.

LANCE OF LETHARGY

Prerequisite: eldritch blast cantrip

Once on each ofyour turns when you hit a creature with
your eldritch blast, you can reduce that creature's speed
by 10 feet until the end of your next turn.

MADDENING HEX

Prerequisite: 5th level, hex spell or a warlock feature
that curses

As a bonus action, you cause a psychic disturbance
around the target cursed by your hex spell or by a war-
lock feature of yours, such as Hexblade's Curse or Sign
of Ill Omen. When you do so, you deal psychic damage
to the cursed target and each creature ofyour choice
that you can see within 5 feet of it. The psychic damage
equals your Charisma modifier (minimum of 1 dam-
age). To use this invocation, you must be able to see the
cursed target, and it must be within 30 feet of you.

RELENTLESS HEX

Prerequisite: 7th level, hex spell or a warlock feature
that curses

Your curse creates a temporary bond between you and
your target. As a bonus action, you can magically tele-

SPELLBOO KS

d6 Spellbook ~~::===~~
A tome with pages that are thin sheets of metal,

spells etched into them with acid

2 Long straps of leather on which spells are written,

WIZARD wrapped around a staff for ease of transport

WIZARDRY REQUIRES UNDERSTANDlNC. THE KNOWLEDGE 3 A battered tome filled with pictographs that only

ofhow and why magic works, and our efforts to broaden you can understand
that understanding, have brought about th e key advances
in civilization over the centuries. 4 Sma ll stones inscribed with spells and kept in a

- Gimble the illusionist cloth bag

Only a select few people in the world a re wielders of 5 A scorched book, ravaged by dra gon fi re, with the
magic. Of all those, wizards s tand at the pin nacle of
the craft. Even the least of them can manipulate forces script of your s pells barely visi ble o n its pages
that flout the laws of nature, and the most accomplished
among them can cast spells with world-shaking effects. 6 A tome full of black pages whose writing is visible

The price th at wizards pay for their mastery is that on ly in dim light or darkness
mos t valuable of commodities: time. It takes years of
s tudy, instruction, and experimentation to learn how to AMBITION
harness magical energy and carry s pells around in o ne's
own mind. For adventuring wizards a nd other spellcast- Few aspiring wizards undertake the study of magic
e rs who aspire to the highest echelons of the profession, without some personal goal in mind. Many wizards use
the s tudying never ends, nor does the quest for knowl- their spells as a tool to produce a tangible benefit, in ma-
ed ge a nd power. terial goods or in status, fo r themselves or their compan-
ions. For o thers, the theoretical aspect of magic might
Ifyou're playing a wizard, take advantage of the have a strong appeal, pushing those wizards to seek out
opportunity to ma ke your characte r more than just a knowledge that s upports new theories of the arcane or
s tereotypical spell-slinger. Use the advice that follows to confirms old o nes.
add some intrig uing details to how your wiza rd interacts
with the world. Beyond the o bvious, why does your wiza rd character
study magic, a nd what do you want to achieve? If you ha-
SPELLBOOK ven't given these questions much thoug ht, you can do so
now, and the answers you come up with will likely affect
Your wizard character's most prized possession- your how your future unfolds.
spellbook- mig ht be a n innocuous-looking volu me
w hose covers show no hint of what's ins ide. Or you AMBITIONS
mig ht display some flair, as many wizards do, by car-
rying a spellbook of an unus ua l sort. If you don't own d6 Ambition
s uch a n item already, one of your goals might be to find 1 You will prove that the gods aren't as powerful as
a spellbook that sets you a part by its appeara nce or its
means of ma nufacture. folk believe .
2 Immortality is the end goal of your s tudies .
CHAPTER 1 I CHARACTER OPTIONS 3 If you can fully understand magic, you can unlock

its use for all and usher in an era of equality.
4 Magic is a dangerou s tool. You use it to protect

what you t reasure.
5 Arcane power mus t be taken away from those who

would abuse it.
6 You will become the greatest wizard the world has

seen in generations.

































next turn. The flames don't harm you or your posses- SQUAT NIMBLENESS
s ions, and they sh ed bright light out to 30 feet a nd dim Prerequisite: D warf or a S m all race
light for a n addition a l 30 feet. While the fla m es a r e Yo u a re uncommonly nimble for yo ur race. You ga in th e
present, any creature within 5 feet of you that hits you following be n efits:
with a melee attack takes ld4 fire da mage. • Inc rease your S tre ng th or Dexte rity score by l , to a

INFERNAL CONSTITUTION ma ximum of 20.
• Inc rease your walk ing s peed by 5 feet.
Prerequisite: Tiefiing • You gain proficiency in the Acrobatics or Athle tics

F ie ndis h blood runs s trong in you, unlocking a resil- s kill (your choice).
ience a kin to tha t possessed by some fie nds . Yo u gain You have ad van tage on a ny S tren g th (Athle tics) or
the following be ne fits : D exterity (Acroba tics) c heck you ma ke to escap e from
being gra ppled .
• Incr ease your Cons titution score by 1, to a max-
imum of 20. Woon ELF MAGIC
You have resistance to cold dam age a nd poi-
son damage. Prerequisite: Elf(wood)
You learn t he magic o f t he primeval woods, w hich ar e
• Yo u have advantage on saving throws agains t be- revered a nd protected by your people. You learn one
ing poisoned. druid ca ntrip of your choice. You a lso learn the long-
strider a nd pass without trace s pells, each of w hich you
0RCISH FURY can cast once wit hout expe ndin g a spell s lot. You regain
t he a bility to cast these two sp ells in this way w he n you
Prerequis ite: Half-ore finis h a long rest. Wis d om is your sp ellcasting a bility for
a ll three s p e lls .
Yo ur inne r fury burns tirelessly. Yo u gain the follow-
ing benefits: CHAPTER I f CRARACTER OPTIONS

• Inc rease your S tre ngth or Cons titution score by 1, to a
maximum of 20.

• Whe n you hit with a n a ttack us ing a s imple or ma r tia l
weapon , you can roll one of the weapon 's da mage dice
a n additiona l time a nd add it as extra da mage of the
weapon's da mage type . Once you use this ability, you
ca n 't use it aga in until you finis h a s hort or lo ng rest.

• Immedia tely afte r you use your R ele ntless Endur-
a nce tra it, you can use your reaction to m a ke on e
weapon attack.

PRODIGY

Prerequisite: Half-elf, half-ore, or human

You have a knack for lea rning new thi ngs. You gain the
following be nefits:

• You gain one s kill proficiency of your c hoice, o ne tool
proficie n cy of your choice, a nd flue ncy in one la nguage
of your choice.

• Choose one s kill in w hic h you have proficie ncy. You
ga in exp e r tise with tha t s kill, whic h means your profi-
cie n cy bonus is doubled for a ny a bility check you ma ke
with it. The skilJ you c hoose mus t be one tha t is n't
already ben efitin g from a feature, s uc h as Exp e rtise,
t hat doubles your pro ficie n cy bonus.

SECOND CHANCE

P rerequis ite: Haffling

Fortune favors you whe n s omeone tries to s trike you.
You gain the follow ing be ne fits:

• Increase your D exterity, Cons tit ution, o r Ch aris m a
score by l , to a m aximum of 2 0 .

• When a c re ature you can see hits you w ith an a ttack
roll, you can use your reaction to force tha t c reature to
reroll. Once you use this a bility, you ca n't use it again
until you roll initia tive at the s ta rt of comba t or until
you finjs h a s hort or long rest.



CHAPTER 2

DUNGEON MASTER'S TOOLS

S THE DUNGEON M ASTER, YOU OVERSEE turn, you descend up to 500 feet at the end o f that turn.
This process continues untiJ the fall ends, either be-
the game and weave togethe r the story ex- cause you hit t he ground or the fa ll is otherwise halted.
perienced by your players. You're the one
who keeps it a ll going, a nd this ch a pter is FLYING CREATURES AND FALLING
for you. It gives you new rules options, as
well as some re fined tools for creating and A flying creature in fligh t falls if it is knocked prone, if
running adventures and campaigns. It is a its speed is reduced to 0 feet, or if it otherwise loses t he
supple me nt to the tools and advice offered ability to move, unless it can hover or it is being held
in the Dungeon Master's Guide. aloft by magic, s uc h as t he fly spell.
The chapter opens with optiona l rules meant to help
you run cer tai n parts of the game more smoothly. The Ifyou'd like a flying c reature to have a better ch ance of
chapter then goes into g reater depth on several topics- s urviving a fall tha n a no n-flyi ng creature does, use this
e ncounter building, random e ncounte rs, traps, magic rule : s ubtract the creature's current flying speed from
items, and downtime-which la rgely relate to how you the distance it fell before calculating falling damage.
create a nd s tage your adventures. T his rule is helpful to a flier that is knocked prone but
The mate ria l in this chapter is meant to make your is still conscious and has a c urre nt flying speed that is
life easie r. Ignore anything you find here that doesn't greater t han 0 feet. T he rule is designed to s im ulate t he
help you, a nd don't hesita te to c us tom ize the things t hat c reature flapping its w ings furiously o r taking s imilar
you do use. The game's rules exist to serve you and the measures to slow the velocity of its fall.
games you run. As a lways, make them your own.
Ifyou use the rule for rate of fa lling in the previous
SIMULTANEOUS EFFECTS section, a flying creature descends 500 feet on the turn
w he n it fa lls, just as other c reatures do. But if th a t c rea-
Most effects in the game h a ppe n in s uccession, follow- tu re starts any of its la ter turns s till falling and is prone,
ing an order set by the rules or the DM. In ra re cases, it ca n ha lt the fall on its turn by s pe nding ha lf its flying
effects ca n happen at the sa me time, especiaUy at t he speed to counte r the prone condition (as if it were stand-
start or e nd of a creature's turn. If two or more things ing up in mida ir).
happe n a t the same time on a character or monste r 's
turn, the person at the game table-whethe r player or SLEEP
DM-who controls that creature decides the order in
which those things happen. For example, if two effects Just as in the rea l world, D&D characte rs spend ma ny
occur at the e nd of a player c ha racter's turn, the player hours s leeping, most often as pa rt of a long rest. Most
decides wh ic h of the two e ffects happens firs t. mons te rs a lso need to sleep. While a c reature s leeps,
it is s ubjected to t he unconscious condition. Here a re a
FALLING few rules that expand o n that basic fact.

Falling from a great heig ht is a s ignifica nt ris k for ad- WAKING SOMEONE
venture rs and their foes. The rule given in the Player's
Handbook is s imple: at the end of a fall , you take ld6 A c reature t hat is naturally s leeping, as opposed to be-
bludgeoning damage for every 10 feet you fell, to a maxi- ing in a magically or chemically ind uced sleep, wakes
mum of 20d6. You also la nd prone, un less you somehow up if it takes any damage or if someone else uses an ac-
avoid taking damage from the fall. Here a re two optional tion to shake or slap t he c reature awake. A s udden loud
rules that expand on that s imple rule. noise- s uc h as yelling, thunder, or a ringing bell-also
awakens som eone that is s leeping naturaUy.
RATE OF FALLING
Whispers don't disturb sleep, unless a sleeper's pas-
The rule for falling assum es that a creature immediately s ive Wis dom (Perception) score is 20 or higher and t he
drops the e ntire distance whe n it fa lls. But what if a whispers a re within 10 feet of the s leeper. Speech a t a
creature is a t a high altitude when it fa lls, pe rhaps on norma l volume awakens a s leeper if th e environme nt
the back of a griffon or on board an airs hip? Realisti- is otherwise s ilent (no wind, birdsong, c rickets, street
cally, a fall fro m such a height can ta ke more than a few sou nds, or the like) and the s leeper has a passive Wis-
seconds, extending past the e nd o f t he turn when the fall dom (Perception) score of 15 or higher.
occurred . Ifyou'd like hi gh-altitude falls to be properly
ti me-consuming, use the following optiona l rule. SLEEPING IN ARMOR

When you fa ll from a g reat height, you instantly de- Sleeping in light armor has no adverse effect on the
scend up to 500 feet. If you're still falling o n your next wea re r, but sleeping in medium or heavy a rmor ma kes it
difficult to recover fully during a long rest.

CHAPTER 2 DUNCl!01' MASTER'S TOOLS

When you finish a long res t during w hich you slept in TOOLS AND SKILLS TOGETHER
medium or heavy armor, you regain only one quarter of
your spent Hit Dice (minimum of one die). If you have Tools have more s pecific applications tha n skills. The
a ny levels of exhaustion, the rest doesn't reduce your History skill applies to any event in the past. A tool s uch
exhaustion level. as a forge ry kit is used to make fake objects and little
else. Thus, why wou ld a character who has the opportu-
GOING WITHOUT A LONG REST nity to acquire one or the other want to gain a tool profi-
cie ncy instead of proficie ncy in a skill?
A long rest is never ma ndatory, but going without s leep
does have its consequences. If you want to account for To ma ke tool proficiencies more a ttractive choices for
the effects of s leep deprivation on characters a nd crea- the cha racters, you can use the methods outlined below.
tures, use these rules.
Advantage. If the use of a tool a nd the use of a skill
Whenever you end a 24-hour period without finishing both apply to a check, and a character is proficient with
a long rest, you mus t s ucceed on a DC 10 Constitution the tool and the skill, consider allowing the cha racter
saving throw or s uffer one level of ex haus tion. to make the check with adva ntage. This s imple benefit
can go a lo ng way toward e ncouraging players to pick
It becomes harder to fight off exhaustion ifyou stay up tool proficiencies. In the tool descriptions that follow,
awake for multiple days. After the first 24 hours, the this bene fit is often expressed as additional insight (or
DC increases by 5 for each consecutive 24-hour period something s imilar), wh ich translates into a n increased
without a long rest. The DC resets to 10 when you finish cha nce that the check will be a s uccess.
a long rest.
Added Benefit. In addition , conside r giving characters
ADAMANTINE WEAPONS who have both a relevant skill and a relevant tool profi-
ciency a n added benefit on a s uccessful check. This b en-
Adamantine is an ultrahard metal found in meteorites efit might be in the form of more detailed information or
and extraordinary mineral veins. In addition to being could s imulate the effect of a different sort of s uccessful
used to craft adamantine armor, the metal is a lso used check. For example, a cha racter proficient with mason's
for wea pons. tools m akes a successful Wisdom (Perception) check to
find a secret door in a stone wall. Not only does the char-
Melee weapons and ammunition made of or coated acter notice the door's presence, but you decide that the
with adamantine are unus ually effective w hen used tool proficiency entitles the character to an automatic
to break objects. Whenever a n adamantine weapon success on a n Intelligence (Investigation) check to deter-
or piece of ammunition hits a n object, the hit is a mine how to open the door.
critical hit.
TOOL DESCRIPTIONS
The adamantine version of a melee weapon or of
ten pieces of ammunition costs 500 gp more than the The following sections go into detail a bout the tools pre-
norma l version, whether the weapon or am munition is sented in the Player's Handbook, offering advice on how
made of the metal or coated w ith it. to use the m in a campaign.

TYING KNOTS Components. The first paragra ph in each description
gives details on what a set of s upplies or tools is made
The rules are purposely open-ended concerning mun- up of. A character who is proficient with a tool knows
dane tasks like tying knots, but sometim es knowing how to use a ll of its component pa rts.
how well a knot was fas hioned is importa nt in a dra-
ma tic scene when someone is trying to untie a knot or Skills. Every tool potentially provides advantage on a
slip out of one. Her e's an optional rule for determining check when used in conjunction with certa in skills, pro-
the effective ness of a knot. vided a character is proficient with the tool a nd the skill.
As DM, you can allow a cha racter to make a check using
The creature who ties the knot makes a n Intelligence the indicated skill with advantage. P aragraphs that be-
(Sleight of Hand) check when doing so. The total of the gin with skill names discuss these possibilities. In each
check becomes the DC for an attempt to untie the knot of these paragraphs, the benefits apply only to someone
with a n Intelligence (Sleight of Hand) check or to s lip who has proficiency with the tool, not someone who sim-
out of it with a Dex terity (Acrobatics) check. ply owns it.

This rule intentionally links Sleight of Ha nd with With respect to skills, the system is mildly abstract in
Intelligence, rather than Dexterity. This is a n example te rms of wha t a tool proficiency represents; essentially,
of how to apply the rule in the "Va ria nt: Skills with it assumes that a characte r who has proficiency with a
Differe nt Abilities" section in chapter 7 of the Play- tool also has learned about facets of the trade or pro-
er's Handbook. fession that are not necessarily associated with the use
of the tool.
TOOL PROFICIENCIES
In addition, you can consider giving a character extra
Tool proficiencies a re a useful way to highlight a charac- information or an added benefit on a skill check. The
ter's background and tale nts. At the game table, though, text provides some examples a nd ideas whe n this oppor-
the use of tools sometimes overlaps with the use of tunity is relevant.
s kills, a nd it can be unclear bow to use them together in
certain situations. This section offers various ways that Special Use. Proficiency with a tool usually brings
tools can be used in the game. with it a particula r benefit in the form of a special use,
as described in this paragraph.

Sample DCs. A table at the end of each section lists
activities that a tool can be used to perform, and s ug-
gested DCs for the necessary a bility checks.

ALCHEMIST'S SUPPLIES

Alc he mist's supplies e na ble a c haracte r to produce use-
fu l concoctions , s uch as acid o r alchemist's fire.

Components. Alchemist's s upp lies include two glass
beakers, a metal frame to ho ld a beaker in place over
a n open fla me, a g lass stirring rod, a small mortar and
pestle, a nd a pouch of common alchemical ingredients,
including salt, powdered iron, a nd purified water.

Arcana. Proficiency w ith alchemist's s upplies allows
you to unlock mo re informa tion on Arcan a c heck s in-
volving potions a nd simila r m ateria ls.

Investigation. When you inspect an a rea fo r clues,
proficie ncy with a lc hemist's supplies grants additional
ins ig ht in to any chemicals or othe r s ubs ta nces that
might have been used in the area.

Alchemical Crafting. You can use this tool proficiency
to create alchemical items. A character can s pend
money to collect raw m a te ria ls, wh ic h weigh 1 pound
for every 50 gp spent. T he DM can allow a character to
make a c heck us ing the indicated skill with advantage.
As part of a lo ng rest, you can use alch emist's supplies
to make one dose of acid, alch emis t's fir e, antitox in,
oil, perfume, or soap. S ubtract half the value of the cre-
a ted item from th e tota l gp worth of raw materi a ls you
a re carry ing.

ALCHEMIST'S SUPPLIES DC BREWER'S SUPPLIES DC
10 10
Activity 10 Activity 15
Create a puffof thick smoke 15 Detect poison or impurities in a drink 20
Identify a poison 15 Identify alcohol
Identify a s ubstance 20 Ignore effects ofalcohol
Sta rt a fi re
Neutralize acid

BREWER'S SUPPLIES CALLIGRAPHER'S SUPPLIES

Brewing is the a rt of producing beer. Not only does beer Calligraphy treats writing as a delicate, beautiful art.
serve as an alcoholic beverage, but the process of brew- Calligraph e rs produce text that is pleasing to the eye,
ing purifies water. Crafting beer takes weeks of fermen- usi n g a style that is diffic ult to forge. Their supplies a lso
give them some abi lity to examine scripts a nd de termine
tatio n, but only a few hours of work. if they a re legitimate, since a calligrapher's training in-
Components. Brewer's supplies include a la rge volves long ho urs of study ing writing and attempting to
re plicate its style and design.
glassjug, a quantity of ho ps, a s iphon, a nd several feet
Components. Callig rapher 's s upplies include ink, a
of tubing. dozen sheets of parc hme nt, a nd three quills.
History. Proficiency with bre we r 's s u pplies g ives
Arcana. Alt hough calligraphy is of litt le help in deci-
you additiona l insig ht on Inte lligence (History) ch ecks phering t he content o f magical writi ngs, proficiency with
concerning events t ha t involve alcohol as a signifi- these s upplies can aid in ide ntifying who wrote a script

cant e lement. of a magical n ature.
Medicine. This tool proficiency grants addition a l History. This tool proficiency can augment the

ins ight when you treat a nyone suffering from alcohol b e ne fit of s u ccessful checks made to a na lyze or inves-
po isoning or when you can use alcohol to dull pa in. tigate a ncient writings, scrolls, o r othe r tex ts, includ-
ing runes etched in stone or messages in frescoes or
Persuasion. A s tiff drink can help soften the h ardest
heart. Your proficie ncy w it h brewer 's s upplies can help other displays.
you ply som eone with drink, giving them just enough Decipher Treasure Map. This tool proficiency grants
alcoho l to mellow t heir m ood.
you expertise in examining maps. You can make an
Potable Water. Your knowledge of brewing e nables In telligence c h eck to dete rm ine a map's age, whether a
you to purify water that would otherwise be undrink- ma p includes any hidden messages, or s imilar facts.
able. As part of a long rest, you can purify up to 6 gal-
lons of water, or 1 gallon as part of a s hort rest.

CHAPTER 2 I DUNGEON MASTcR·s TOOLS

CALLIGRAPHER'S SUPPLIES DC Nature. Your fami liarity with physical geography
10 makes it easier for you to a nswer questions or solve is-
Activity 15
Identify writer of nonmagical script 15 sues relating to the terrain around you.
Determine writer's state of mind 20 Survival. Your understanding of geography makes it
Spot forged text
Forge a signature easier to find paths to civilization, to predict areas where
villages or towns might be found, and to avoid becom-
CARPENTER'S TOOLS ing lost. You have studied so many maps that common
patterns, such as how trade routes evolve and where
Ski ll at carpentry enables a character to construct settlements a rise in relation to geographic locations, a re
wooden structures. A carpenter can build a house, a
shack, a wooden cabinet, or similar items. familiar to you.
Craft a Map. While traveling, you can draw a map as
Components. Carpenter's tools include a saw, a ham-
mer, nails, a hatchet, a square, a ruler, a n adze, a plane, you go in addition to engaging in other activity.

and a chisel. CARTOGRAPHER'S TOOLS DC
History. This tool proficiency aids you in identifying 10
Activi ty 15
the use and the origin of wooden buildings and other Determine a map's age and origin 15
Estimate direction and distance to a landmark 20
large wooden objects. Discern that a map is fake
Investigation. You gain additional insight when in- Fill in a missing part of a map

specting areas within wooden structures, because you COBBLER'S TOOLS
know tricks of construction that can conceal areas from
Although the cobbler's trade might seem too humble for
discovery. an adventurer, a good pair of boots will see a character
Perception. You can spot irregula rities in wooden across rugged wilderness and through deadly dungeons.

walls or floors, making it easier to find trap doors and Components . Cobbler 's tools consist of a hammer,
an awl, a kni fe, a s hoe stand, a cutter, spare leather,
secret passages.
Stealth. You can quickly assess the weak spots in a and thread.
Arcana, History. Your knowledge of shoes aids you in
wooden floor, making it easier to avoid the places that
creak and groan when they're stepped on. identifying the magical properties of encha nted boots or

Fortify. With 1 minute of work and raw materials, the history of such items.
you can make a door or window harder to force open. Investigation. Footwear holds a surprising number
Increase the DC needed to open it by 5.
of secrets. You can learn where someone has recently
Temporary Shelter. As part of a long rest, you can vis ited by examining the wea r a nd the dirt that has ac-
construct a lean-to or a s imilar s he lter to keep your cumulated on their shoes. Your experience in repairing
group dry and in the shade for the duration of the rest. shoes makes it easier for you to identify where damage
Because it was fashioned quickly from whatever wood
was available , the shelter collapses ld3 days after being might come from.
Maintain Shoes. As part of a long rest, you can repair
assembled.
your companio ns ' shoes. For the next 24 hours , up to s ix
CARPENTER'S TOOLS DC creatures of your choice who wear shoes you worked on
10 can travel up to 10 hours a day without making saving
Activity 15
Build a simple wooden structure 15 throws to avoid exhaustion.
Design a complex wooden structure 20 Craft Hidden Compartment. With 8 hours of work,
Find a weak point in a wooden wall
Pry apart a door you can add a hidden compartment to a pair of shoes.
The compartment can hold an object up to 3 inches long
CARTOGRAPHER'S TOOLS a nd 1 inch wide and deep. You make an Intelligence
check using your tool proficiency to determine the In-
Using cartographer's tools , you can create accurate telligence (Investigation) check DC needed to find the
maps to make travel easier for yours elf a nd those who
come after you. These maps can ra nge from large-scale compartment.
depictions of mountain ranges to diagrams that s how
the layout of a dungeon level. COBBLER'S TOOLS DC
10
Components. Cartographer's tools consist of a Activity 15
quill, ink, parchment, a pair of compasses, calipers, Determine a shoe's age and origin
Find a hidden compartment in a boot heel
and a ruler.
Arcana, History, Religion. You can use your knowl- COOK'S UTENSILS

edge of maps and locations to unearth more detailed Adventuring is a hard life. With a cook along on the jour-
information when you use these skills. For instance, you ney, your meals will be much better than the typical mi x
might spot hidden messages in a map, identify when the
map was made to determine ifgeographical features of hardtack and dried fruit.
have changed since then, and so forth. Compon ents. Cook's utensils include a metal pot,

knives, forks, a stirring spoon, and a lad le.

CHAPTER 2 I DUNGEON \1'\STER'S TOOLS

History. Your knowledge of cooking techniques al- FORGERY KIT
lows you to assess the social patterns involved in a cul-
A forge ry kit is designed to duplicate documents and to
ture's eating habits. make it easier to copy a p e rs on's seal or s ignatu re .
Medicine. When administering treatment, you can
Components. A forgery kit includes several diffe re nt
tra nsform medicine that is bitter or sour into a pleasing types of ink, a va riety of parc hments and papers, several
quills, seals a nd sealing wax, gold and silver leaf, and
concoction. small tools to sculpt melted wax to mimic a seal.
Survival. When foraging for food , you can ma ke do
Arcana. A forgery kit can be used in conjunction
with ingredie nts you scavenge tha t others would be un- with the Arcana s kill to determine if a magic ite m is

able to trans form into n ou ris hing meals . real or fake.
Prepare Meals. As pa rt of a short rest, you can pre- Deception. A well-crafted forgery, such as papers pro-

pare a tasty meal that he lps your companions regai n claiming you to be a noble or a w rit that grants you safe
the ir stre ngth. You a nd up to five c reatures of your
choice regain 1 extra hit point per Hit Die spent during passage, can lend c redence to a lie.
a s hort rest, provided you have access to your cook's History. A forgery ki t combined w ith your knowled ge

ute ns ils and s ufficie nt food. of history improves your ability to create fake historical
documents or to tell if a n old document is authe ntic.
COOK'S UTENSILS DC
Investigation. When you examine objects, proficiency
Activity 10 with a forgery kit is useful for determining how a n ob-
Create a typical meal 10
Duplicate a meal 15 ject was made a nd whether it is genuine.
Spot poison o r impurities in food 15
Create a gourmet meal Other Tools. Knowledge of other tools makes your
forgeries that much more believable. For example, you
DISGUISE KIT could combine proficie n cy with a forgery kit and profi-
cie ncy with cartogra phe r's tools to make a fake map.
The pe rfect tool for anyone who wants to engage in
trickery, a disguise kit e na bles its owner to adopt a Quick Fake. As part ofa short rest,you can produce
a forged docume nt no more than one page in le ngth. As
false ide ntity. part of a long rest, you can produce a document that is
Components. A disguise kit includes cosmetics, hair up to four pages long. Your Intellige nce c heck using a
forgery kit determines the DC for someone else's Intelli-
dye, s ma ll props, a nd a few pieces of clothing.
Deception. In certain cases, a disguise can improve gen ce (Inves tigation) check to s pot the fake.

your a bility to weave convincin g lies. FORGERY KIT DC
Intimidation. The rig ht disguise can make you look
Activity 15
more fearso me, whether you want to scare someone Mimic handwriting 20
away by pos ing as a plag ue victim or intimidate a gang Duplicate a wax seal

of thugs by taking the appearance of a bully. GAMING SET
Performance. A c unning disguise can e nha nce an a u-
Proficie ncy with a gaming set applies to one type of
dience's enjoyme nt of a pe rformance, provided the dis- game, s uc h as Three-Dragon Ante or games of c hance
g uise is properly designed to evoke the des ired reaction.
that use dice.
Persuasion. Folk tend to trust a pe rson in uniform. If Components. A gaming set has all the pieces n eed ed
you disguise yourself as an a uthority figure, your efforts
to persuade othe rs are often mor e effective. to play a s pecific game or type of game, s uch as a com-

Create Disguise. As pa rt of a long rest, you can p le te d eck of cards or a board and toke ns .
c reate a disguise. It takes you 1 mfoute to don such a History. Your mastery of a game includes knowledge
disguise once you ha ve c reated it. You can carry only
one such disguise on you a t a time without drawing of its history, as well as of important events it was con -
undue a tte ntion, unless you have a bag ofholding or nected to or promine nt his torical figures involved w ith it.
a si milar method to keep them hidden. Each disguise
Insight. P laying games with someon e is a good way to
weighs 1 pound. gain unders tanding of their pe rsonality, granting you a
At other times, it takes 10 minutes to c raft a disguise better a bility to discern their lies from their truths and

that involves mode rate c hanges to your appearance, read their mood.
and 30 minutes for one that requires more exte n- SleightofHand. S leight of Hand is a useful s kill for

s ive changes. c heating at a game, as it allows you to sw a p pieces,
palm cards, or a lter a die roll. Alternatively, engrossing
DISGUISE KIT DC a target in a game by manipulating the compone nts w ith
dexterous moveme nts is a great dis traction for a pick-
Activity 10
Cover injuries or distinguishing marks 15 pocke ting atte mpt.
Spot a disguise being use d by someone e lse 20
Copy a humanoid's appearance GAMING SET DC

Activity 15
Catch a player cheating 15
Gai n in sight into an opponent's persona lity

CHAPTER 2 I DUNGEON MJ\STER"S TOOLS




































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