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DND Player Book

Player's Handbook

P r o f ic ie n c ie s Additionally, w hen you gain a level in this class,
Armor: Light armor you can ch oose one o f the w arlock spells you know
Weapons: Simple weapons and replace it with another spell from the w arlock
Tools: None spell list, w hich also must be o f a level for w hich you
have spell slots.
Saving Throws: W isdom , Charisma
Skills: Choose two skills from Arcana, Spe l l c a st in g A b il it y
Charisma is your spellcasting ability for your w arlock
D eception, History, Intimidation, Investigation, spells, so you use your Charisma whenever a spell refers
Nature, and Religion to your spellcastin g ability. In addition, you u se your
Charisma modifier w hen setting the saving throw DC
E q u ip m e n t for a w arlock spell you cast and w hen making an attack
You start w ith the follow ing equipment, in addition to roll with one.
the equipment granted by your background:
Spell save D C = 8 + your proficiency bonus +
• (a) a light c ro s s b o w and 20 bolts or (b) any sim ple your Charisma modifier
Spell attack modifier = your proficiency bonus +
• (a) a com p on en t pou ch or (b) an arcane focu s your Charisma modifier
• (a) a sch ola r’s pack o r (b) a du ng eon eer’s pack
• Leather armor, any simple weapon, and two daggers Sp e l l c a s t in g Fo c u s
You can use an arcane focus (found in chapter 5) as a
O t h e r w o r l d l y Pa t r o n spellcasting focus for your w arlock spells.

At 1st level, you have struck a bargain with an E l d r it c h In v o c a t i o n s
otherworldly being o f your choice: the Archfey, the
Fiend, or the Great Old One, each o f w hich is detailed In your study o f occult lore, you have unearthed eldritch
at the end o f the class description. Your ch oice invocations, fragm ents o f forbidden know ledge that
grants you features at 1st level and again at 6th, 10th, im bue you w ith an abiding m agical ability.
and 14th level.
At 2nd level, you gain tw o eldritch invocations of your
Pa c t M a g i c ch oice. Your invocation options are detailed at the end
o f the class description. W hen you gain certain w arlock
Your arcane research and the m agic bestow ed on you levels, you gain additional invocations of your choice,
by your patron have given you facility with spells. See as show n in the Invocations K now n colum n o f the
chapter 10 for the general rules o f spellcasting and W arlock table.
chapter 11 for the w a rlock spell list.
Additionally, w hen you gain a level in this class,
C a n t r ip s you can choose one o f the invocations you know and
You know two cantrips of your choice from the w arlock replace it w ith another invocation that you cou ld learn
spell list. You learn additional w arlock cantrips of your at that level.
c h oice at higher levels, as sh ow n in the Cantrips K now n
colum n o f the W arlock table. Pa c t B o o n

Spell Slo ts At 3rd level, your otherworldly patron bestow s a gift
The W arlock table show s how m any spell slots you have. upon you for your loyal service. You gain one o f the
T h e table also sh ow s w hat the level o f those slots is; all following features of your choice.
o f your spell slots are the sam e level. To cast one o f your
w arlock spells o f 1st level or higher, you must expend a Pa c t o f t h e C h a i n
spell slot. You regain all expended spell slots w hen you You learn the find familiar spell and can cast it as a
finish a short or long rest. ritual. The spell doesn’t count against your num ber of
spells known.
For example, when you are 5th level, you have
tw o 3rd-level sp ell slots. To cast the 1st-level spell W hen you cast the spell, you can ch oose one of the
thunderwave, you must spend on e o f th ose slots, and norm al form s for your familiar or one of the following
you cast it as a 3rd-level spell. special form s: imp, pseudodragon, quasit, or sprite.

S p e l l s K n o w n o f 1s t L e v e l a n d H i g h e r Additionally, when you take the Attack action, you can
At 1st level, you know tw o 1st-level spells o f your choice forgo one o f your own attacks to allow your familiar to
from the w a rlock spell list. m ake one attack o f its own.

The Spells Know n colum n o f the W arlock table show s Pa c t o f t h e B l a d e
w hen you learn m ore w a rlock spells o f your ch oice o f 1st You can use your action to create a pact w eapon in your
level and higher. A spell you ch oose must be o f a level em pty hand. You can ch oose the form that this m elee
n o higher than w hat’s sh ow n in the table's S lot Level w ea p on takes each tim e you create it (see chapter 5 for
colum n for your level. W hen you reach 6th level, for w ea p on options). Y ou are proficient with it w hile you
example, you learn a new w arlock spell, w hich can be w ield it. T h is w ea p on coun ts as m agical for the p u rp ose
1st, 2nd, or 3rd level. o f overcom ing resistance and immunity to nonm agical
attacks and damage.

Y our pact w ea p on disappears if it is m ore than 5 feet Yo u r Pa c t B o o n
away from you for 1 m inute or m ore. It also disappears
if you use this feature again, if you dism iss the w eapon Each Pact Boon option produces a special creature or an
(no action required), or if you die. object that reflects your patron’s nature.

You can transform one m agic w eapon into your pact Pact o f the Chain. Your familiar is more cunning than a
w eapon by perform ing a special ritual w hile you hold typical familiar. Its default form can be a reflection o f your
the w eapon. You perform the ritual over the course patron, with sprites and pseudodragons tied to the Archfey
of 1 hour, which can be done during a short rest. and imps and quasits tied to the Fiend. Because the Great Old
You can then d ism iss the w eapon , shunting it into an One’s nature is inscrutable, any familiar form is suitable for it.
extradim ensional space, and it appears w henever you
create your pact w eapon thereafter. You can’t affect an Pact o f the Blade. If your patron is the Archfey, your
artifact or a sentient w eapon in this way. The w eapon weapon might be a slender blade wrapped in leafy vines.
ceases being your pact w eapon if you die, if you perform If you serve the Fiend, your weapon could be an axe made
the 1-hour ritual on a different w eapon, or if you use o f black metal and adorned with decorative flames. If your
a 1-hour ritual to break your bon d to it. The w eapon patron is the Great Old One, your weapon might be an
appears at your feet if it is in the extradim ensional sp ace ancient-looking spear, with a gemstone embedded in its
when the bond breaks. head, carved to look like a terrible unblinking eye.

Pa c t o f t h e T o m e Pact o f the Tome. Your Book o f Shadows might be a fine,
Your patron gives you a grim oire called a B ook of gilt-edged tome with spells o f enchantment and illusion,
Shadows. W hen you gain this feature, ch oose three gifted to you by the lordly Archfey. It could be a weighty tome
cantrips from any cla ss’s spell list. W h ile the b o o k is on bound in demon hide studded with iron, holding spells of
your person , you can cast th ose cantrips at w ill. They conjuration and a wealth of forbidden lore about the sinister
don’t count against your num ber of cantrips known. regions of the cosmos, a gift of the Fiend. Or it could be the
tattered diary o f a lunatic driven mad by contact with the
If you lose your B ook of Shadows, you can perform Great Old One, holding scraps o f spells that only your own
a 1-hour cerem ony to receive a replacement from your burgeoning insanity allows you to understand and cast.
patron. This cerem ony can be perform ed during a short
or long rest, and it destroys the previous book . The b o o k O th e rw o rld ly Patrons
turns to ash when you die.
The beings that serve as patrons for w arlocks are
A b ility Score Im pro vem en t mighty inhabitants o f other planes o f existence—not
gods, but alm ost godlike in their power. Various patrons
W h en you reach 4th level, and again at 8th, 12th, 16th, give their w arlocks access to different pow ers and
and 19th level, you can increase one ability score o f your invocations, and expect significant favors in return.
choice by 2, or you can increase two ability scores of
your ch oice by 1. A s norm al, you can't in crease an ability Som e patrons collect w arlocks, doling out mystic
score above 20 using this feature. knowledge relatively freely or boasting o f their ability
to bind m ortals to their will. Other patrons bestow their
M y stic A r c a n u m pow er only grudgingly, and might make a pact with
only one warlock. W arlocks w ho serve the same patron
At 11th level, your patron bestow s upon you a m agical might view each other as allies, siblings, or rivals.
secret called an arcanum. C hoose one 6th-level spell
from the w arlock spell list as this arcanum. T he A rch fey

You can cast your arcanum spell once without Your patron is a lord or lady o f the fey, a creature o f
expending a spell slot. You must finish a long rest before legend w ho holds secrets that w ere forgotten before
you can do so again. the m ortal races w ere born. This being’s motivations
are often inscrutable, and som etim es whimsical, and
At higher levels, you gain m ore w arlock spells o f your might involve a striving for greater m agical pow er or the
ch oice that can be cast in this way: one 7th-level spell settling of age-old grudges. Beings of this sort include
at 13th level, one 8th-level spell at 15th level, and one the Prince of Frost; the Queen of Air and Darkness,
9th-level spell at 17th level. You regain all u ses o f your ruler o f the Gloam ing Court; Titania of the Sum m er
Mystic A rcanum when you finish a long rest. Court; her consort Oberon, the Green Lord; Hyrsam,
the Prince of Fools; and ancient hags.
E ld ritch M a ster
E x p a n d e d Spell L ist
At 20th level, you can draw on your inner reserve of The Archfey lets you ch oose from an expanded list of
mystical pow er w hile entreating your patron to regain spells w hen you learn a w arlock spell. The following
expended spell slots. You can spend 1 minute entreating spells are added to the w arlock spell list for you.
your patron for aid to regain all your expended spell slots
from your Pact M agic feature. Once you regain spell slots A rch fey Ex p a n d e d S pells
with this feature, you must finish a long rest before you
can do so again. Spell Level Spells
1st faerie fire, sleep
2nd calm emotions, phantasm al force
3rd blink, plant growth
4th dom inate beast, greater invisibility
5th dominate person, seeming

Fey Presence E x p a n d e d Spe ll L ist
Starting at 1st level, your patron bestow s u pon you the The Fiend lets you ch oose from an expanded list of
ability to project the beguiling and fearsom e presence spells when you learn a w arlock spell. The following
o f the fey. A s an action, you can cau se each creature in spells are added to the w arlock spell list for you.
a 10-foot cube originating from you to make a W isdom
saving throw against your w arlock spell save DC. The Fie n d Ex p a n d e d S pells
creatures that fail their saving throw s are all charm ed
or frightened by you (your choice) until the end of Spell Level Spells
your next turn. 1st b u rning hands, c o m m a n d
2nd blindness/deafness, scorch ing ray
O nce you u se this feature, you ca n ’t use it again until 3rd fireball, stinking cloud
you finish a short or long rest. 4th fire shield, wall o f fire
5th fla m e strike, hallow
M ist y E scape
Starting at 6th level, you can vanish in a puff o f mist in D a r k O n e ’s B le ssin g
response to harm. W hen you take damage, you can use Starting at 1st level, w hen you reduce a hostile creature
your reaction to turn invisible and teleport up to 60 feet to 0 hit points, you gain tem porary hit points equal to your
to an unoccupied space you can see. You remain invisible Charism a m odifier + your w arlock level (m inim um o f 1).
until the start o f your next turn or until you attack or
cast a spell. D a r k O n e ’s O w n L u c k
Starting at 6th level, you can call on your patron to alter
O nce you u se this feature, you can't use it again until fate in your favor. W h en you m ake an ability ch eck or a
you finish a short or long rest. saving throw, you can use this feature to add a d 10 to
your roll. You can do so after seeing the initial roll but
B e g u il in g D efenses before any o f the roll’s effects occur.
B egin ning at 10th level, your patron teaches you h ow to
turn the mind-affecting m agic o f your enem ies against O nce you u se this feature, you c a n ’t use it again until
them. You are im m une to being charm ed, and when you finish a short or long rest.
another creature attempts to charm you, you can use
your reaction to attempt to turn the charm back on Fie n d ish R e silie n c e
that creature. The creature must succeed on a W isdom Starting at 10th level, you can c h o o s e one dam age type
saving throw against your warlock spell save DC or when you finish a short or long rest. You gain resistance
be charm ed by you for 1 minute or until the creature to that dam age type until you ch oose a different one
takes any damage. with this feature. D am age from m agical w eapons or
silver w eapons ignores this resistance.
D a r k D e l ir iu m
Starting at 14th level, you can plunge a creature into H u rl T h rou gh H ell
an illusory realm. As an action, choose a creature Starting at 14th level, w hen you hit a creature w ith an
that you can see w ithin 60 feet o f you. It must m ake a attack, you can use this feature to instantly transport
W isdom saving throw against your warlock spell save the target through the lower planes. The creature
DC. O n a failed save, it is charm ed or frightened by you disappears and hurtles through a nightmare landscape.
(your choice) for 1 minute or until your concentration
is broken (as if you are concentrating on a spell). This At the end o f your next turn, the target returns to the
effect ends early if the creature takes any damage. sp a ce it previously o ccu pied, or the nearest u n occu pied
space. If the target is not a fiend, it takes 10d 10 psychic
Until this illusion ends, the creature thinks it is lost dam age as it reels from its h orrific experience.
in a m isty realm , the appearance o f w hich you choose.
The creature can see and hear only itself, you, and O nce you u se this feature, you ca n ’t u se it again until
the illusion. you finish a long rest.

You must finish a short or long rest before you can T he G reat O ld O n e
use this feature again.
Your patron is a m ysterious entity w hose nature is
T h e F ien d utterly foreign to the fabric o f reality. It might co m e from
the Far Realm , the sp a ce beyon d reality, or it cou ld be
You have m ade a pact with a fiend from the lower one of the elder gods known only in legends. Its motives
planes o f existence, a being w h ose aim s are evil, are incom prehensible to mortals, and its know ledge so
even if you strive against those aims. Such beings im m ense and ancient that even the greatest libraries
desire the corruption or destruction of all things, pale in com p a rison to the vast secrets it holds. The
ultimately including you. Fiends pow erful enough to Great Old One might be unaware o f your existence
forge a pact include dem on lords such as D em ogorgon, or entirely indifferent to you, but the secrets you have
Orcus, Fraz’Urb-luu, and Baphomet; archdevils such learn ed allow you to draw your m agic from it.
as A sm odeus, Dispater, M ephistopheles, and Belial;
pit fiends and balors that are especially mighty; and Entities of this type include Ghaunadar, called That
ultroloths and other lords of the yugoloths. W hich Lurks; Tharizdun, the Chained God; Dendar, the
Night Serpent; Zargon, the Returner; Great Cthulhu;
and other unfathomable beings.

Ex p a n d e d Spell L ist A r m o r of Sh a d o w s
The Great Old One lets you ch o o s e from an expanded list You can cast mage armor on y ou rself at will, without
of spells when you learn a w arlock spell. The following expending a spell slot or material components.
spells are added to the w arlock spell list for you.
A s c e n d a n t Ste p
G reat O ld O ne Ex p a n d e d S pells Prerequisite: 9th level
You can cast levitate on y ou rself at will, without
Spell Level Spells expending a spell slot or material com ponents.
1st dissonant whispers, Tasha's hideous laughter
2nd detect thoughts, phantasm alforce B east Speech
3rd clairvoyance, sending You can cast speak with animals at will, without
4th dom inate beast, E va rd ’s black tentacles expending a spell slot.
5th dom inate person, telekinesis
Beg u ilin g Influence
A w ak en ed M ind You gain proficiency in the D eception and
Starting at 1st level, your alien kn ow led ge gives you Persuasion skills.
the ability to touch the m inds of other creatures. You
can com m unicate telepathically with any creature you B e w it c h in g W hispers
can see within 30 feet o f you. You don’t need to share Prerequisite: 7th level
a language with the creature for it to understand your You can cast compulsion on ce using a w arlock spell slot.
telepathic utterances, but the creature must be able to You can ’t do so again until you finish a long rest.
understand at least on e language.
B o o k of A n c ie n t Secrets
Entropic W ard Prerequisite: Pact o f the Tome feature
At 6th level, you learn to m agically w ard yourself against
attack and to turn an enem y’s failed strike into good You can n ow in scribe m agical rituals in your B o o k o f
luck for yourself. W hen a creature m akes an attack Sh a dow s. C h oose tw o 1st-level sp ells that have the
roll against you, you can use your reaction to im pose ritual tag from any cla ss’s spell list. The sp ells appear
disadvantage on that roll. If the attack m isses you, your in the b o o k and don’t count against the num ber o f spells
next attack roll against the creature has advantage if you you know. W ith your B ook o f Shadow s in hand, you
m ake it b efore the end o f your next turn. can cast the chosen spells as rituals. You can’t cast the
spells except as rituals, u nless y ou ’ve learned them by
O nce you use this feature, you ca n ’t use it again until som e other means. You can also cast a warlock spell
you finish a short or long rest. you kn ow as a ritual if it has the ritual tag.

T h o u g h t Shield On your adventures, you can add other ritual spells to
Starting at 10th level, your thoughts ca n ’t b e read by your B ook o f Shadow s. W hen you find such a spell, you
telepathy or other m ea n s unless you allow it. You also can add it to the b o o k if the sp ell’s level is equal to or
have resistance to psychic damage, and whenever a less than half your w arlock level (rounded up) and if you
creature deals psychic dam age to you, that creature can spare the time to transcribe the spell. For each level
takes the sam e am ount o f dam age that you do. o f the spell, the transcription p rocess takes 2 hours and
c o sts 50 gp for the rare inks n eeded to in scribe it.
C reate T hrall
At 14th level, you gain the ability to infect a h um an oid’s C h ain s of C arceri
mind with the alien m agic of your patron. You can use Prerequisite: 15th level, Pact o f the Chain feature
your action to touch an incapacitated humanoid. That You can cast hold monster at w ill—targeting a celestial,
creature is then charm ed by you until a remove curse fiend, or elem ental—w ithout expending a spell slot or
spell is cast on it, the ch arm ed condition is rem oved material com ponents. You must finish a long rest before
from it, or you u se this feature again. you can use this invocation on the sam e creature again.

You can com m unicate telepathically with the charm ed D e v il ’s Si g h t
creature as long as the tw o o f you are on the sam e plane You can see normally in darkness, both magical and
of existence. nonm agical, to a distance o f 120 feet.

Eldritch Invocations D readful W ord
Prerequisite: 7th level
If an eldritch invocation has prerequisites, you must You can cast confusion on ce using a w a rlock spell slot.
m eet them to learn it. You can learn the invocation at the You can’t do so again until you finish a long rest.
sam e tim e that you m eet its prerequisites.
Eld ritch Sigh t
A g o n izin g Blast You can cast detect magic at w ill, without expending
Prerequisite: eldritch blast cantrip a spell slot.

W h en you cast eldritch blast, add your Charism a
m odifier to the dam age it deals on a hit.

El d r it c h Spear O therw orldly L eap
Prerequisite: eldritch blast cantrip Prerequisite: 9th level
W h en you cast eldritch blast, its range is 3 0 0 feet. You can cast jump on y ou rself at w ill, w ithout expending
a spell slot or material com ponents.
Eyes of th e R un e K eeper
You can read all writing. R e pe llin g B l a st
Prerequisite: eldritch blast cantrip
Fie n d ish V ig o r W h en you hit a creature with eldritch blast, you can push
You ca n cast false life on you rself at w ill as a the creature up to 10 feet away from you in a straight line.
1st-level spell, w ithout expen din g a spell slot or
material com ponents. Sc u lpto r of Flesh
Prerequisite: 7th level
G a ze of T w o M in d s Y ou can cast polymorph on ce using a w arlock spell slot.
You can use your action to touch a w illing hum anoid Y ou ca n ’t do s o again until you finish a lon g rest.
and perceive through its sen ses until the end o f your
next turn. A s long as the creature is on the sam e Sig n of Ill O m en
plane of existence as you, you can use your action Prerequisite: 5th level
on subsequent turns to maintain this connection, You can cast bestow curse once using a w arlock spell
extending the duration until the end of your next turn. slot. You can’t do so again until you finish a long rest.
W hile perceiving through the other creature’s senses,
you benefit from any special sen ses p ossessed by that T h ie f o f F iv e Fa t e s
creature, and you are blinded and deafened to your own You can cast bane o n ce usin g a w a rlock spell slot. You
surroundings. can ’t do so again until you finish a long rest.

L if e d r in k e r T h ir st in g B lade
Prerequisite: 12th level, Pact o f the Blade feature Prerequisite: 5th level, Pact o f the Blade feature
You can attack with your pact w eapon twice, instead of
W h en you hit a creature with your pact w eapon , the once, w henever you take the Attack action on your turn.
creature takes extra necrotic dam age equal to your
C harism a m odifier (m inim um 1). V isio n s of D is t a n t R e alm s
Prerequisite: 15th level
M a s k o f M a n y Fa c e s You can cast arcane eye at will, without expending
You can cast disguise self at will, without expending a spell slot.
a spell slot.
V o ic e o f t h e C h a in M a st e r
M a ste r of M y r ia d Form s Prerequisite: Pact o f the Chain feature
Prerequisite: 15th level You can com m unicate telepathically with your familiar
You can cast alter self at will, without expending and perceive through your fam iliar’s sen ses as lon g as
a spell slot. you are on the sam e plane of existence. Additionally,
w hile perceivin g through your fam iliar’s sen ses, you can
M in io n s of C h a o s also speak through your fam iliar in your ow n voice, even
Prerequisite: 9th level if your familiar is norm ally incapable o f speech.
You can cast conjure elemental on ce using a
w arlock spell slot. You can’t do so again until you W h ispe r s o f t h e G rave
finish a long rest. Prerequisite: 9th level
You can cast speak with dead at w ill, w ithout expending
M ire t h e M in d a spell slot.
Prerequisite: 5th level
You can cast slow once using a w arlock spell slot. You W it c h Sig h t
can ’t do so again until you finish a long rest. Prerequisite: 15th level
You can see the true form o f any shapechanger or
M is t y V isio n s creature concealed by illusion or transmutation magic
You can cast silent image at will, w ithout expending a w hile the creature is within 30 feet o f you and within
spell slot or material com ponents. line of sight.

O ne w it h Sh ad o w s
Prerequisite: 5th level

W hen you are in an area o f dim light or darkness, you
can use your action to becom e invisible until you move
or take an action or a reaction.

W izard

Clad in the silver rob es that denote her station, an
elf closes her eyes to shut out the distractions o f the
battlefield and begins her quiet chant. Fingers weaving
in front o f her, she com pletes her spell and launches a
tiny bead o f fire tow ard the en em y ranks, w here it erupts
into a conflagration that engulfs the soldiers.

Checking and rechecking his work, a human scribes
an intricate m agic circle in chalk on the bare stone
floor, then sprinkles pow dered iron along every line and
graceful curve. W hen the circle is complete, he drones a
long incantation. A hole opens in space inside the circle,
bringing a w hiff of brim stone from the otherworldly
plane beyond.

Crouching on the floor in a dungeon intersection, a
gnom e tosses a handful of small bones inscribed with
mystic symbols, muttering a few w ords of pow er over
them. Closing his eyes to see the visions m ore clearly,
he nods slowly, then opens his eyes and points dow n the
passage to his left.

W izards are supreme m agic-users, defined and united
as a class by the spells they cast. Drawing on the subtle
weave o f m agic that perm eates the cosm os, w izards cast
spells o f explosive fire, arcing lightning, subtle deception,
and brute-force mind control. Their magic conjures
m onsters from other planes o f existence, glim pses the
future, or turns slain foes into zom bies. Their mightiest
spells change one substance into another, call m eteors
dow n from the sky, or open portals to other worlds.

Scholars of the A rcane

W ild and enigm atic, varied in form and function, the
pow er of m agic draws students w ho seek to master
its mysteries. S om e aspire to b ecom e like the gods,
shaping reality itself. Though the casting o f a typical
spell requires merely the utterance of a few strange
words, fleeting gestures, and som etim es a pinch or
clump o f exotic materials, these surface com ponents
barely hint at the expertise attained after years o f
apprenticeship and countless hours o f study.

W izards live and die by their spells. Everything else
is secondary. They learn new spells as they experim ent
and grow in experience. They can also learn them from
other wizards, from ancient tom es or inscriptions,
and from ancient creatures (such as the fey) that are
steeped in magic.

T h e W iz a r d

Proficiency Cantrips — Spells Slots per Spell Level —

Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
2nd +2 Spellcasting, Arcane Recovery 3 2 ————— — —
4th —
6th +2 Arcane Tradition 3 3 ———— — —— —
8th +2 — 3 4 2———————
10th +2 Ability Score Improvement 4 4 3 ———————
12th +3 — 4 4 3 2——————
14th +3 Arcane Tradition feature 4 4 3 3 ——————
16th +3 — 4 4 3 3 1 — —— — —
18th +3 Ability Score Improvement 4 4 3 3 2—————
20th +4 — 4 4 3 3 3 1— — — —

+4 Arcane Tradition feature 5 4 3 3 3 2————

+4 — 5 4 3 3 3 2 1———

+4 Ability Score Improvement 5 4 3 3 3 2 1 —— —

+5 — 5 4 3 3 3 2 11 — —

+5 Arcane Tradition feature 5 4 3 3 3 2 11 ——

+5 — 5 4 3 3 3 2 11 1 —

+5 Ability Score Improvement 5 4 3 3 3 2 11 1 —

+6 — 5 4 3 3 3 2 11 1 1

+6 Spell Mastery 5 4 3 3 3 3 11 1 1

+6 Ability Score Improvement 5 4 3 3 3 3 21 1 1

+6 Signature Spell 5 4 3 3 3 3 2 21 1

T he L ure of K now ledge Q u ic k Build
You can make a wizard quickly by following these
W izards’ lives are seldom mundane. The closest a suggestions. First, Intelligence should be your highest
w izard is likely to com e to an ordinary life is working ability score, follow ed by Constitution or Dexterity.
as a sage or lecturer in a library or university, teaching If you plan to join the S ch ool o f Enchantment, make
others the secrets of the multiverse. Other w izards sell Charisma your next-best score. Second, choose the sage
their services as diviners, serve in military forces, or background. Third, c h o o s e the mage hand, light, and
pursue lives of crim e or domination. ray o f frost cantrips, along with the follow in g 1st-level
spells for your spellbook: burning hands, charm person,
But the lure o f knowledge and pow er calls even the feather fall, mage armor, magic missile, and sleep.
m ost unadventurous w izards out o f the safety o f their
libraries and laboratories and into crum bling ruins and C lass Features
lost cities. M ost w izards believe that their counterparts
in ancient civilizations knew secrets o f m agic that have A s a wizard, you gain the follow ing class features.
been lost to the ages, and discovering those secrets
could unlock the path to a pow er greater than any m agic H it Po in ts
available in the present age. Hit Dice: 1d6 per w izard level
Hit Points at 1st Level: 6 + your Constitution m odifier
C r e a t in g a W iza r d __________ Hit Points at Higher Levels: 1d6 (or 4) + your

Creating a w izard character demands a backstory Constitution m odifier per w izard level after 1st
dom inated by at least on e extraordinary event. H ow
did your character first com e into contact with m agic? P roficiencies
H ow did you d iscover you had an aptitude for it? D o Armor: None
you have a natural talent, or did you simply study Weapons: Daggers, darts, slings, quarterstaffs,
hard and practice incessantly? Did you encounter a
m agical creature or an ancient tome that taught you the light crossbow s
basics of magic? Tools: None

W hat drew you forth from your life o f study? Did your Saving Throws: Intelligence, W isdom
first taste o f m agical know ledge leave you hungry for Skills: C h oose tw o from Arcana, History, Insight,
more? Have you received w ord of a secret repository
of knowledge not yet plundered by any other wizard? Investigation, M edicine, and Religion
Perhaps y ou ’re sim ply eager to put your new found
m agical skills to the test in the face o f danger.

E q u ip m e n t Sp e l l b o o k
At 1st level, you have a sp ellbook containing six 1st-level
You start with the follow ing equipment, in addition to wizard spells of your choice.
the equipment granted by your background:
P r e p a r in g a n d C a st in g Spells
• (a) a quarterstaff or (b) a dagger The W izard table show s how many spell slots you have
• (a) a com pon en t pou ch or (b) an arcane focu s to cast your spells o f 1st level and higher. To cast one of
• (a) a sch ola r’s pack o r (b) an explorer’s pack these spells, you m ust expend a slot o f the sp ell’s level
• A spellbook or higher. You regain all expended spell slots w hen you
finish a long rest.
Spellcastin g
You prepare the list o f w izard spells that are available
As a student o f arcane magic, you have a spellbook for you to cast. To do so. choose a number of wizard
containing spells that show the first glim m erings of spells from your spellbook equal to your Intelligence
your true power. S e e chapter 10 for the general rules of modifier + your w izard level (minimum o f one spell). The
sp ellcastin g and chapter 11 for the w izard spell list. spells must be o f a level for w hich you have spell slots.

C a n t r ip s For example, if you're a 3rd-level wizard, you have
four 1st-level and tw o 2nd-level spell slots. W ith an
At 1st level, you know three cantrips o f your choice Intelligence o f 16, your list o f prepared sp ells can
from the w izard spell list. You learn additional w izard include six spells o f 1st or 2nd level, in any com bination,
cantrips o f your ch oice at higher levels, as sh ow n in the chosen from your spellbook. If you prepare the 1st-level
Cantrips K now n colum n of the W izard table. spell magic missile, you can cast it using a 1st-level or a
2nd-level slot. Casting the spell d oesn ’t rem ove it from
Your S pellbo ok your list o f prepared spells.
The spells that you add to your spellbook as you gain levels
reflect the arcane research you conduct on your own, as well You can change your list of prepared spells w hen
as intellectual breakthroughs you have had about the nature you finish a long rest. Preparing a new list o f w izard
o f the multiverse. You might find other spells during your spells requires time spent studying your spellbook and
adventures. You could discover a spell recorded on a scroll in m em orizing the incantations and gestures you must
an evil wizard's chest, for example, or in a dusty tome in an m ake to cast the spell: at least 1 m inute per spell level
ancient library. for each spell on your list.

Copying a Spell into the Book. When you find a wizard spell Sp e l l c a st in g A b il it y
o f 1st level or higher, you can add it to your spellbook if it is Intelligence is your spellcasting ability for your w izard
of a level for which you have spell slots and if you can spare spells, since you learn your spells through dedicated
the time to decipher and copy it. study and m em orization. You use your Intelligence
w hen ever a spell refers to your sp ellcastin g ability.
Copying a spell into your spellbook involves reproducing In addition, you use your Intelligence m odifier when
the basic form o f the spell, then deciphering the unique setting the saving throw DC for a wizard spell you cast
system o f notation used by the wizard who wrote it. You and when m aking an attack roll with one.
must practice the spell until you understand the sounds
or gestures required, then transcribe it into your spellbook Spell save D C = 8 + your proficiency bonus +
using your own notation. your Intelligence modifier

For each level o f the spell, the process takes 2 hours and Spell attack modifier = your proficiency bonus +
costs 50 gp. The cost represents material components you your intelligence modifier
expend as you experiment with the spell to master it, as well
as the fine inks you need to record it. Once you have spent R it u a l C a st in g
this time and money, you can prepare the spell just like your You can cast a w izard spell as a ritual if that spell has
other spells. the ritual tag and you have the spell in your spellbook.
You don't need to have the spell prepared.
Replacing the Book. You can copy a spell from your own
spellbook into another book— for example, if you want Sp e l l c a st in g Focu s
to make a backup copy o f your spellbook. This is just like You can use an arcane focus (found in chapter 5) as a
copying a new spell into your spellbook, but faster and easier, spellcasting focus for your w izard spells.
since you understand your own notation and already know
how to cast the spell. You need spend only 1 hour and 10 gp L e a r n i n g S p e l l s o f 1s t L e v e l a n d H i g h e r
for each level o f the copied spell. Each time you gain a w izard level, you can add two
wizard spells of your choice to your spellbook. Each
If you lose your spellbook, you can use the same procedure o f these spells must be of a level for w hich you have
to transcribe the spells that you have prepared into a new spell slots, as shown on the W izard table. On your
spellbook. Filling out the remainder o f your spellbook adventures, you might find other spells that you can add
requires you to find new spells to do so, as normal. For this to your spellbook (see the “Your Spellbook” sidebar).
reason, many wizards keep backup spellbooks in a safe place.

The Book’s Appearance. Your spellbook is a unique
compilation o f spells, with its own decorative flourishes and
margin notes. It might be a plain, functional leather volume
that you received as a gift from your master, a finely bound
gilt-edged tome you found in an ancient library, or even a
loose collection o f notes scrounged together after you lost
your previous spellbook in a mishap.

A rcane R ecovery the ages have cataloged thousands o f spells, grouping
them into eight categories called sch ools, as described
You have learned to regain som e of your magical energy in chapter 10. In som e places, these traditions are
by studying your spellbook. O nce per day when you literally sch ools; a w izard m ight study at the S c h o o l o f
finish a short rest, you can ch oose expended spell slots Illusion w hile another studies a cross tow n at the S ch o o l
to recover. The spell slots can have a com bined level that o f Enchantm ent. In other institutions, the sch ools are
is equal to or less than half your w izard level (rounded m ore like academ ic departments, with rival faculties
up), and none o f the slots can be 6th level or higher. com peting for students and funding. Even w izards who
train apprentices in the solitude o f their own towers use
For example, if you’re a 4th-level wizard, you can recover the division of m agic into sch ools as a learning device,
up to two levels worth o f spell slots. You can recover either since the spells of each school require m astery of
a 2nd-level spell slot or tw o 1st-level spell slots. different techniques.

A rcan e T rad itio n S c h o o l of A bju ratio n

W hen you reach 2nd level, you ch oose an arcane The S ch ool o f Abjuration em phasizes m agic that blocks,
tradition, shaping your practice o f m agic through one banishes, or protects. Detractors o f this sch ool say
o f eight schools: Abjuration, Conjuration, Divination, that its tradition is about denial, negation rather than
Enchantment, Evocation, Illusion, Necrom ancy, positive assertion. You understand, however, that ending
or Transmutation, all detailed at the end o f the harmful effects, protecting the w eak, and banishing evil
class description. influences is anything but a p h ilosoph ica l void. It is a
proud and respected vocation.
Your ch oice grants you features at 2nd level and again
at 6th, 10th, and 14th level. Called abjurers, m em bers o f this school are sought
w hen baleful spirits require exorcism , w hen important
A b il it y S co re Im pr o v e m e n t locations must be guarded against magical spying, and
when portals to other planes o f existence must be closed.
W h e n you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can increase one ability score o f your A b ju r a t io n Sa v a n t
choice by 2, or you can increase tw o ability scores of B egin ning w hen you select this sch ool at 2nd level, the
your ch oice by 1. A s norm al, you ca n ’t in crease an ability gold and time you must spend to copy an abjuration
score above 20 using this feature. spell into your spellbook is halved.

Spell M a ste ry A rcane Ward
Starting at 2nd level, you can weave m agic around
At 18th level, you have achieved such m astery over yourself for protection. W hen you cast an abjuration
certain sp ells that you can cast them at w ill. C h oose a spell o f 1st level or higher, you can sim ultaneously use a
1st-level w izard spell and a 2nd-level w izard spell that strand o f the spell’s m agic to create a m agical w ard on
are in your sp ellbook . You can cast th ose spells at their yourself that lasts until you finish a long rest. The w ard
lowest level without expending a spell slot w hen you has hit points equal to tw ice your w izard level + your
have them prepared. If you w ant to cast either spell at a Intelligence modifier. W henever you take damage, the
higher level, you must expend a spell slot as norm al. w ard takes the damage instead. If this damage reduces
the w ard to 0 hit points, you take any rem aining dam age.
By spending 8 hours in study, you can exchange one
or both o f the spells you chose for different spells of W h ile the w ard has 0 hit points, it ca n ’t absorb
the sam e levels. dam age, but its m agic rem ains. W h enever you cast an
abjuration spell o f 1st level or higher, the w ard regains a
Sig n atu r e Spells num ber o f hit points equal to tw ice the level o f the spell.

W hen you reach 20th level, you gain m astery over two O n ce you create the w ard, you can't create it again
pow erful spells and can cast them with little effort. until you finish a long rest.
C h oose tw o 3rd-level w izard spells in your spellbook
as your signature spells. You always have these spells P rojected W ard
prepared, they don’t count against the num ber o f spells Starting at 6th level, w h en a creature that you can see
you have prepared, and you can cast each o f them on ce at within 30 feet of you takes damage, you can use your
3rd level without expending a spell slot. W hen you do so, reaction to cause your A rcane W ard to absorb that
you can’t do so again until you finish a short or long rest. dam age. If this dam age red u ces the w ard to 0 hit points,
the warded creature takes any remaining damage.
If you w ant to cast either spell at a higher level, you
must expend a spell slot as normal. Im p r o v e d A b ju r a t io n
B egin ning at 10th level, w hen you cast an abjuration
A rcane T raditions spell that requires you to m ake an ability check as
a part o f casting that spell (as in counterspell and
The study o f w izardry is ancient, stretching back to dispel magic), you add your proficiency bon u s to that
the earliest m ortal discov eries o f m agic. It is firmly ability check.
established in the w orlds o f D&D, with various
traditions dedicated to its com plex study.

The m ost com m on arcane traditions in the multiverse
revolve around the schools of m agic. W izards through

Spell R e sista n c e object that you have seen. The object is visibly magical,
Starting at 14th level, you have advantage on saving radiating dim light out to 5 feet.
throws against spells.
The object disappears after 1 hour, when you use this
Furthermore, you have resistance against the feature again, or if it takes any dam age.
damage of spells.
B e n ig n T r a n s p o s it io n
Sch o o l of C o n ju ratio n Starting at 6th level, you can u se your action to teleport
up to 30 feet to an unoccupied space that you can see.
A s a conjurer, you favor spells that produce objects Alternatively, you can ch oose a space within range
and creatures out o f thin air. You can conjure billow ing that is occu p ied by a Sm all or M edium creature. If that
clouds of killing fog or sum m on creatures from creature is willing, you both teleport, sw apping places.
elsewhere to fight on your behalf. As your mastery
grows, you learn spells of transportation and can O nce you u se this feature, you c a n ’t u se it again until
teleport yourself across vast distances, even to other you finish a long rest or you cast a conjuration spell of
planes o f existence, in an instant. 1st level or higher.

C o n ju r a t io n Sa va n t Fo cu sed C o n ju r a t io n
B egin ning w hen you select this sc h o o l at 2nd level, the B egin ning at 10th level, w hile you are concentrating on
gold and time you must spend to copy a conjuration spell a conjuration spell, your concentration can’t be broken
into your spellbook is halved. as a result of taking damage.

M in o r C o n ju r a t io n D u ra b le Su m m o n s
Starting at 2nd level w hen you select this sch ool, you Starting at 14th level, any creature that you
can use your action to conjure up an inanimate object sum m on or create with a conjuration spell has 30
in your hand or on the ground in an unoccupied space tem porary hit points.
that you can see w ithin 10 feet o f you. This object can be
no larger than 3 feet on a side and weigh no m ore than Sch o o l of D iv in atio n
10 pou nds, and its form m ust be that o f a nonm agical
The counsel o f a diviner is sought by royalty and
com m oners alike, for all seek a clearer understanding
o f the past, present, and future. A s a diviner, you strive
to part the veils o f space, time, and consciousness so
that you can see clearly. You w ork to master spells of
discernment, remote viewing, supernatural knowledge,
and foresight.

D iv in a t io n Sa v a n t
B egin ning w hen you select this sch o o l at 2nd level, the
gold and time you must spend to copy a divination spell
into your spellbook is halved.

Starting at 2nd level w hen you c h o o s e this sch ool,
glim pses o f the future begin to press in on your
awareness. W hen you finish a long rest, roll tw o d20s
and record the num bers rolled. You can replace any
attack roll, saving throw, or ability check made by you or
a creature that you can see with one o f these foretelling
rolls. You must choose to do so before the roll, and you
can replace a roll in this w ay only on ce per turn.

Each foretelling roll can be used only once. W hen you
finish a long rest, you lose any unused foretelling rolls.

Exp e r t D iv in a t io n
B egin ning at 6th level, casting divination sp ells co m e s
s o easily to you that it expends only a fraction o f your
spellcasting efforts. W hen you cast a divination spell
o f 2nd level or higher using a spell slot, you regain one
expended spell slot. The slot you regain must be of a
level lower than the spell you cast and can’t be higher
than 5th level.

T h e T h ir d Eye
Starting at 10th level, you can use your action to
increase your pow ers o f perception. W hen you do so,

ch oose one o f the follow ing benefits, w hich lasts until On a su ccessfu l save, you can’t use this feature on the
you are incapacitated or you take a short or long rest. attacker again until you finish a long rest.
You can’t use the feature again until you finish a rest.
You must ch oose to use this feature before knowing
Darkvision. You gain darkvision out to a range o f 60 w hether the attack hits or m isses. Creatures that can’t
feet, as described in chapter 8. be charm ed are im m une to this effect.

E thereal Sight. You can see into the Ethereal Plane Sp l it E n c h a n t m e n t
within 60 feet of you. Starting at 10th level, w hen you cast an enchantm ent
spell o f 1st level or higher that targets only one creature,
Greater Comprehension. You can read any language. you can have it target a se co n d creature.
S ee Invisibility. You can see invisible creatures and
objects within 10 feet o f you that are within line o f sight. A lte r M e m o r ie s
At 14th level, you gain the ability to m ake a creature
G reater Portent unaw are o f your m agical influence on it. W h en you cast
Starting at 14th level, the vision s in your dream s an enchantment spell to charm one or m ore creatures,
intensify and paint a m ore accurate picture in your mind you can alter on e creatu re’s understanding s o that it
o f what is to com e. You roll three d20s for your Portent remains unaware of being charmed.
feature, rather than two.
Additionally, once before the spell expires, you can
Sch ool of En ch an tm en t use your action to try to make the chosen creature
forget som e o f the tim e it spent charm ed. The creature
As a m em ber of the School of Enchantment, you have must succeed on an Intelligence saving throw against
honed your ability to magically entrance and beguile your w izard spell save DC or lose a number of hours
other people and monsters. Som e enchanters are o f its m em ories equal to 1 + your Charism a m odifier
peacem akers w h o bew itch the violent to lay dow n their (m inim um 1). You can m ake the creature forget less
arm s and charm the cruel into show ing mercy. Others time, and the am ount o f time can’t exceed the duration
are tyrants w ho m agically bind the unwilling into their of your enchantment spell.
service. M ost enchanters fall som ew h ere in betw een.
Sch o o l of Evo catio n
E n c h a n t m e n t Sa v a n t
B egin ning w hen you select this sch o o l at 2nd level, the You focus your study on m agic that creates pow erful
gold and time you must spend to copy an enchantment elemental effects such as bitter cold, searing flame,
spell into your sp ellbook is halved. rolling thunder, crackling lightning, and burning acid.
S om e evokers find em ploym ent in military forces,
H y p n o t ic G aze serving as artillery to blast enem y arm ies from afar.
Starting at 2nd level w hen you c h o o s e this sch ool, your Others use their spectacular pow er to protect the weak,
soft w ords and enchanting gaze can magically enthrall while som e seek their ow n gain as bandits, adventurers,
another creature. A s an action, ch oose one creature that or aspiring tyrants.
you can see within 5 feet of you. If the target can see or
hear you, it must su cce e d on a W isd om saving throw Ev o c a t io n Sa v a n t
against your wizard spell save DC or be charm ed by you B egin ning w hen you select this sch o o l at 2nd level, the
until the end o f your next turn. The charm ed creature’s gold and time you must spend to copy an evocation spell
speed drops to 0, and the creature is incapacitated and into your spellbook is halved.
visibly dazed.
Sc u l p t Spells
On subsequent turns, you can use your action to B egin ning at 2nd level, you can create pock ets o f
m aintain this effect, extending its duration until the relative safety within the effects o f your evocation spells.
end o f your next turn. However, the effect ends if you W hen you cast an evocation spell that affects other
m ove m ore than 5 feet away from the creature, if the creatures that you can see, you can ch oose a number
creature can neither see nor hear you, or if the creature of them equal to 1 + the spell’s level. T he chosen
takes damage. creatures automatically succeed on their saving throws
against the spell, and they take no damage if they would
O nce the effect ends, or if the creature su cceed s on its norm ally take half dam age on a successful save.
initial saving throw against this effect, you can ’t use this
feature on that creature again until you finish a long rest. Po t e n t C a n t r ip
Starting at 6th level, your dam aging cantrips affect
In st in c t iv e C h a r m even creatures that avoid the brunt o f the effect. W hen
B egin ning at 6th level, w hen a creature you can see a creature succeeds on a saving throw against your
within 30 feet of you m akes an attack roll against cantrip, the creature takes h alf the cantrip’s dam age (if
you, you can use your reaction to divert the attack, any) but suffers no additional effect from the cantrip.
provided that another creature is w ithin the attack’s
range. The attacker must make a W isdom saving throw E m po w ered Ev o c a t io n
against your w izard spell save DC. On a failed save, B egin ning at 10th level, you can add your Intelligence
the attacker must target the creature that is closest m odifier to the damage roll of any w izard evocation
to it, not including you or itself. If multiple creatures spell you cast.
are closest, the attacker ch ooses w hich one to target.

O verchannel choice. The cantrip doesn’t count against your number
Starting at 14th level, you can in crease the pow er o f of cantrips known.
your simpler spells. W hen you cast a wizard spell of
5th level or lower that deals damage, you can deal W h en you cast minor illusion, you can create both a
m axim um dam age with that spell. sound and an im age with a single casting o f the spell.

The first time you do so, you suffer no adverse effect. M a l l e a b l e I llu sio n s
If you use this feature again before you finish a long Starting at 6th level, w hen you cast an illusion spell that
rest, you take 2 d 12 necrotic dam age for each level of has a duration of 1 minute or longer, you can use your
the spell, im m ediately after you cast it. E ach tim e you action to change the nature o f that illusion (using the
use this feature again before finishing a long rest, the sp ell’s n orm al param eters for the illusion), provided that
n ecrotic dam age per spell level in creases by 1d 12. This you can see the illusion.
dam age ignores resistance and immunity.
Illu so ry Self
S c h o o l of Illu sio n B egin ning at 10th level, you can create an illusory
duplicate o f yourself as an instant, almost instinctual
You focus your studies on m agic that dazzles the reaction to danger. W hen a creature m akes an attack
senses, befuddles the mind, and tricks even the w isest roll against you, you can use your reaction to interpose
folk. Your m agic is subtle, but the illusions crafted by the illusory duplicate betw een the attacker and
your keen m ind make the im possible seem real. Som e yourself. The attack automatically m isses you, then the
illusionists—including m any gnom e w izards—are illusion dissipates.
benign tricksters w ho use their spells to entertain.
Others are m ore sinister masters of deception, using O nce you u se this feature, you ca n ’t u se it again until
their illusions to frighten and fool others for their you finish a short or long rest.
personal gain.
Illu so ry R e a l it y
Il l u sio n Sa v a n t By 14th level, you have learned the secret o f w eaving
B egin ning w hen you select this sch o o l at 2nd level, the shadow m agic into your illusions to give them a sem i-
gold and time you must spend to copy an illusion spell reality. W h en you cast an illusion spell o f 1st level or
into your spellbook is halved. higher, you can ch oose one inanimate, nonm agical
object that is part o f the illusion and m ake that object
I m pr o v e d M in o r Illu sio n real. You can do this on your turn as a bonus action
W h en you c h o o s e this sch ool at 2nd level, you learn while the spell is ongoing. The object rem ains real for
the minor illusion cantrip. If you already k n ow this 1 minute. For example, you can create an illusion o f a
cantrip, you learn a different w izard cantrip o f your bridge over a chasm and then m ake it real long en ough
for your allies to cross.

The object can’t deal dam age or otherwise
directly harm anyone.

Sch ool of N ecrom an cy

The School of N ecrom ancy explores the cosm ic forces
o f life, death, and undeath. A s you focus your studies in
this tradition, you learn to manipulate the energy that
anim ates all living things. As you progress, you learn to
sap the life force from a creature as your m agic destroys
its body, transform ing that vital energy into m agical
pow er you can manipulate.

Most people see necrom ancers as menacing, or even
villainous, due to the close association with death.
Not all necrom ancers are evil, but the forces they
manipulate are considered taboo by many societies.

N e c r o m a n c y Sa va n t
B egin ning w hen you select this sch o o l at 2nd level, the
gold and time you must spend to copy a necrom ancy
spell into your spellbook is halved.

G r im H a r v e st
At 2nd level, you gain the ability to reap life energy from
creatures you kill with your spells. O nce per turn when
you kill one or m ore creatures w ith a spell of 1st level
or higher, you regain hit poin ts equal to tw ice the sp ell’s
level, or three tim es its level if the spell b elon gs to the
S ch ool o f N ecrom ancy. You don ’t gain this benefit for
killing constructs or undead.

U ndead T hralls you spend perform ing the procedure, you can transform
At 6th level, you add the animate dead spell to your up to 1 cubic foot o f material. After 1 hour, or until you
sp ellb ook if it is not there already. W h en you cast lose your concentration (as if you w ere concentrating on
animate dead, you can target one additional corp se a spell), the material reverts to its original substance.
or pile of bones, creating another zom bie or skeleton,
as appropriate. T r a n s m u t e r ’s St o n e
Starting at 6th level, you can spend 8 hours creating a
W henever you create an undead using a necrom ancy transm uter’s stone that stores transmutation m agic. You
spell, it has additional benefits: can benefit from the stone y ou rself or give it to another
creature. A creature gains a benefit of your choice
• T h e creatu re’s hit point m axim u m is in creased by an as long as the stone is in the creature’s possession.
am ount equal to your w izard level. W hen you create the stone, ch oose the benefit from the
following options:
• T h e creature adds your proficiency bon u s to its
w eapon dam age rolls. • Darkvision out to a range o f 60 feet, as described in
chapter 8
Inured to U ndeath
B egin n in g at 10th level, you have resistan ce to n ecrotic • An increase to speed o f 10 feet w hile the creature is
dam age, and your hit point m axim u m can't be reduced. u nencum bered
You have spent so much time dealing with undead and
the forces that anim ate them that you have b ecom e • Proficiency in Constitution saving throws
inured to som e of their w orst effects. • R esistan ce to acid, cold, fire, lightning, or thunder

C om m and Undead damage (your choice whenever you ch oose this
Starting at 14th level, you can use m a gic to bring benefit)
undead under your control, even those created by other
w izards. A s an action, you can ch oose one undead that Each time you cast a transmutation spell o f 1st level
you can see within 60 feet of you. That creature must or higher, you can change the effect o f your stone if the
make a Charisma saving throw against your wizard stone is on your person.
spell save DC. If it su cceed s, you ca n ’t u se this feature
on it again. If it fails, it b e c o m e s friendly to you and If you create a n ew transm uter’s stone, the previous
obeys your com m ands until you use this feature again. one ceases to function.

Intelligent undead are harder to control in this way. Sh a p e c h a n g e r
If the target has an Intelligence o f 8 or higher, it has At 10th level, you add the polymorph spell to your
advantage on the saving throw. If it fails the saving sp ellbook , if it is not there already. You can cast
th row and h as an Intelligence o f 12 or higher, it can polymorph without expending a spell slot. W h en you
repeat the saving th row at the end o f every h our until it do so, you can target only yourself and transform into a
succeeds and breaks free. beast w hose challenge rating is 1 or lower.

Sch o o l of T ran sm u tatio n O nce you cast polymorph in this way, you ca n ’t do so
again until you finish a short or long rest, though you
You are a student of spells that m odify energy and matter. can still cast it n orm ally using an available spell slot.
To you, the w orld is not a fixed thing, but eminently
mutable, and you delight in being an agent o f change. M aster T ransm uter
You wield the raw stuff o f creation and learn to alter both Starting at 14th level, you can u se your action to
physical form s and mental qualities. Your m agic gives consum e the reserve of transmutation m agic stored
you the tools to b e co m e a smith on reality’s forge. w ithin your transm uter’s stone in a single burst. W hen
you do so, choose one of the following effects. Your
Som e transmuters are tinkerers and pranksters, transm uter’s stone is destroyed and ca n ’t be rem ade
turning people into toads and transform ing copper into until you finish a long rest.
silver for fun and occasional profit. Others pursue their
m agical studies with deadly seriousness, seeking the Major Transformation. You can transm ute one
pow er o f the gods to m ake and destroy worlds. n on m agica l ob ject—no larger than a 5-foot cu b e —into
another nonm agical object of similar size and m ass and
T r a n s m u t a t io n Sa v a n t o f equal or lesser value. You must spend 10 minutes
B egin ning w hen you select this sc h o o l at 2nd level, the h andling the ob ject to transform it.
gold and time you must spend to copy a transmutation
spell into your spellbook is halved. Panacea. You rem ove all curses, diseases, and poisons
affecting a creature that you touch with the transm uter’s
M in o r A lc h e m y stone. The creature also regains all its hit points.
Starting at 2nd level w hen you select this sch ool, you
can tem porarily alter the physical properties o f one Restore Life. You cast the raise dead spell on a
n onm agical object, changin g it from on e su bstance into creature you touch with the transm uter’s stone, without
another. You perform a special alchem ical procedure expending a spell slot or needing to have the spell in
on one object com posed entirely o f w ood, stone (but not your spellbook.
a gem stone), iron, copper, or silver, transform ing it into
a different one o f those materials. For each 10 minutes Restore Youth. You touch the transm uter’s stone to
a w illing creature, and that creatu re’s apparent age is
red u ced by 3 d 10 years, to a m inim um o f 13 years. This
effect d oesn ’t extend the creatu re’s lifespan.

C hapter 4: Per so n a lity a n d Back g r o u n d

CHARACTERS ARE DEFINED BY MUCH MORE THAN You don’t need to be confined to binary notions of
their race and class. They’re individuals with sex and gender. The elf god Corellon Larethian is often
their ow n stories, interests, connections, and seen as androgynous or hermaphroditic, for example,
capabilities beyond those that class and race and som e elves in the m ultiverse are m ade in C orellon ’s
define. This chapter expounds on the details image. You could also play a female character w ho
that distinguish characters from on e another, presents h erself as a man, a m an w ho feels trapped in a
including the basics o f name and physical description, female body, or a bearded female dwarf w ho hates being
the rules of backgrounds and languages, and the finer m istaken for a male. Likew ise, your character’s sexual
points of personality and alignment. orientation is for you to decide.

C h ar acter D etails H eig h t a n d W eig h t

Your character’s nam e and physical description might You can d ecide your character’s height and weight,
be the first things that the other players at the table using the information provided in your race description
learn about you. It’s w orth thinking about h ow these or on the Random Height and W eight table. Think about
characteristics reflect the character you have in mind. w hat your character’s ability s c o r e s m ight say about his
or her height and weight. A w eak but agile character
Nam e might be thin. A strong and tough character might be
tall or just heavy.
Your character’s race description includes sam ple
nam es for m em bers o f that race. Put som e thought into If you want to, you can roll random ly for your
your nam e even if y ou ’re ju st pickin g on e from a list. character’s height and w eight using the R andom Height
and W eight table. The dice roll given in the Height
Sex M odifier colum n determ ines the character’s extra
height (in inches) beyond the base height. That sam e
You can play a male or fem ale character without gaining n um ber m ultiplied by the d ice roll or quantity given in
any special benefits or hindrances. Think about how the W eight M odifier colum n determ ines the character’s
your character does or does not conform to the broader extra weight (in pounds) beyond the base weight.
culture’s expectations o f sex, gender, and sexual
behavior. For example, a male drow cleric defies the Ra n d o m H e ig h t a n d W e ig h t
traditional gender divisions o f drow society, which could
be a reason for your character to leave that society and Race Base Height Base Weight
com e to the surface. Human Height Modifier Weight Modifier
Dwarf, hill 4'8" + 2 d 10 110 lb. x (2d4) lb.
T ika a n d A r tem is: C o n t r a s t in g C h ara c ters Dwarf, mountain 3'8” +2d4 115 lb. x (2d6) lb.
The details in this chapter make a big difference in setting Elf, high 4' +2d4 130 lb. x (2d6) lb.
your character apart from every other character. Consider the Elf, wood 4’6" + 2 d 10 90 lb. x (1d4) lb.
following two human fighters. Elf, drow 4'6" + 2 d 10 100 lb. x (1d4) lb.
Halfling 4 '5 " +2d6 75 lb. x (1d6) lb.
Hailing from the Dragonlance setting, Tika Waylan was a Dragonborn 2'7" +2d4 35 lb. x 1 lb.
brash teenager who had a rough childhood. The daughter of Gnome 5'6" +2d8 175 lb. x (2d6) lb.
a thief, she ran away from home and practiced her father’s Half-elf 2' 11" +2d4 35 lb. x 1 lb.
trade on the streets o f Solace. When she tried to rob the Half-orc 4'9" +2d8 110 lb. x (2d4) lb.
proprietor o f the Inn o f the Last Home, he caught her and Tiefling 4 '1 0 " +2d10 140 lb. x (2d6) lb.
took her under his wing, giving her a job as a barmaid. But 4 '9 " +2d8 110 lb. x (2d4) lb.
when the dragonarmies laid waste to the town o f Solace
and destroyed the inn, necessity forced Tika into adventure For example, as a human, Tika has a height o f 4 feet 8
alongside the friends she’d known from her childhood. Her in ch es plus 2 d 10 inches. H er player rolls 2 d 10 and gets
skill as a fighter (a frying pan remains one o f her favorite a total o f 12, s o Tika stands 5 feet 8 in ch es tall. Then
weapons) combined with her history on the streets gave her the player u ses that sam e roll o f 12 and m ultiplies it by
skills invaluable in her adventuring career. 2d4 pounds. Her 2d4 roll is 3, so Tika w eighs an extra
36 pounds ( 1 2 x 3) on top o f her base 110 pounds, for a
Artemis Entreri grew up on the streets of Calimport in the total o f 146 pounds.
Forgotten Realms. He used his wits, strength, and agility
to carve out his own territory in one o f the city's hundreds O th er P h ysica l C h aracteristics
o f poor shanty towns. After several years, he attracted the
notice o f one o f the most powerful thieves’ guilds in the city, You ch oose your character’s age and the color of
and he ascended the ranks o f the guild quickly despite his his or her hair, eyes, and skin. To add a touch of
youth. Artemis became the favored assassin of one of the distinctiveness, you might want to give your character
city’s pashas, who sent him to far-off Icewind Dale to recover an unusual or memorable physical characteristic, such
some stolen gems. He’s a professional killer, constantly as a scar, a limp, or a tattoo.
challenging himself to improve his skills.

Tika and Artemis are both human and both fighters (with
some experience as rogues), possessing similarly high
Strength and Dexterity scores, but there the similarity ends.

Tika a n d A r tem is: C h a ra cter D etails doin g w hat seem s best at the tim e. Lizardfolk, m ost
Consider how the names Tika Waylan and Artemis Entreri druids, and many hum ans are neutral.
set these characters apart from each other and reflect their
personalities. Tika is a young woman determined to prove Chaotic neutral (CN) creatures follow their w him s,
that she's not just a kid any more, and her name makes her holding their personal freedom above all else.
sound young and ordinary. Artemis Entreri comes from an Many barbarians and rogues, and som e bards, are
exotic land and carries a more mysterious name. chaotic neutral.

Tika is nineteen years old at the start of her adventuring Lawful evil (LE) creatures m ethodically take what they
career and has auburn hair, green eyes, fair skin with freckles, want, within the limits o f a cod e o f tradition, loyalty, or
and a mole on her right hip. Artemis is a small man, compact order. Devils, blue dragons, and hobgoblins are lawful evil.
and all wiry muscle. He has angular features and high
cheekbones, and he always seems in need o f a shave. His Neutral evil (N E ) is the alignm ent o f th ose w ho do
raven-black hair is thick and full, but his eyes are gray and whatever they can get away with, without com passion or
lifeless— betraying the emptiness of his life and soul. qualms. Many drow, som e cloud giants, and yugoloths
are neutral evil.
A lig n m en t
Chaotic evil (CE) creatu res act w ith arbitrary
A typical creature in the w orlds o f D u n g e o n s & violence, spurred by their greed, hatred, or bloodlust.
D r a g o n s has an alignment, which broadly describes D em on s, red dragons, and orc s are chaotic evil.
its m oral and personal attitudes. Alignm ent is a
combination of two factors: one identifies morality A lig n m e n t in th e M ultiverse
(good, evil, or neutral), and the other describes For many thinking creatures, alignment is a moral
attitudes toward society and order (lawful, chaotic, choice. Humans, dwarves, elves, and other humanoid
or neutral). Thus, nine distinct alignments define the races can choose whether to follow the paths o f good or
possible combinations. evil, law or chaos. A ccordin g to myth, the good-aligned
gods w ho created these races gave them free will to
T hese brief sum m aries of the nine alignments ch oose their moral paths, know ing that good without
describe the typical behavior o f a creature with that free will is slavery.
alignment. Individuals might vary significantly from
that typical behavior, and few people are perfectly and The evil deities w ho created other races, though, made
consistently faithful to the precepts o f their alignment. those races to serve them. T hose races have strong
inborn tendencies that match the nature o f their gods.
Lawful good (LG) creatures can be counted on to do M ost orcs share the violent, savage nature o f the orc
the right thing as expected by society. G old dragons, god, Gruumsh, and are thus inclined toward evil. Even if
paladins, and m ost dwarves are lawful good. an orc c h o o s e s a g o o d alignm ent, it stru ggles against its
innate ten den cies for its entire life. (Even h alf-orcs feel
Neutral good (NG) folk do the best they can to help the lingering pull o f the orc g o d ’s influence.)
others according to their needs. Many celestials, som e
cloud giants, and m ost gnom es are neutral good. Alignment is an essential part o f the nature of
celestials and fiends. A devil does not ch oose to be
Chaotic good (CG) creatures act as their conscien ce lawful evil, and it d oesn ’t tend tow ard lawful evil, but
directs, with little regard for what others expect. Copper rather it is lawful evil in its essen ce. If it som eh ow
dragons, many elves, and unicorns are chaotic good. cea sed to b e law ful evil, it w ou ld ce a se to be a devil.

Lawful neutral (LN ) individuals act in a ccord a n ce M ost creatures that lack the capacity for rational
w ith law, tradition, or p erson al cod es. M any m on k s and thought do not have alignm ents—they are unaligned.
som e w izards are lawful neutral. Such a creature is incapable o f m aking a moral or
ethical choice and acts according to its bestial nature.
Neutral (N) is the alignment o f those w ho prefer to Sharks are savage predators, for example, but they are
steer clear of m oral questions and don’t take sides, not evil; they have no alignment.

D w a r v is h S c r ip t : S a m p l e A l p h a b e t

L anguages Tika and A rtemis: A lignm ent
Tika Waylan is neutral good, fundamentally good-hearted
Your race indicates the languages your character can and striving to help others where she can. Artemis is lawful
speak by default, and your background might give you evil, unconcerned with the value o f sentient life but at least
access to one or m ore additional languages o f your professional in his approach to murder.
choice. Note these languages on your character sheet.
As an evil character, Artemis is not an ideal adventurer. He
C hoose your languages from the Standard Languages began his career as a villain, and only cooperates with heroes
table, or ch oose one that is com m on in your cam paign. when he must— and when it’s in his own best interests. In
W ith your D M ’s perm ission , you can instead c h o o s e a most games, evil adventurers cause problems in groups
language from the Exotic Languages table or a secret alongside others who don’t share their interests and objectives.
language, such as thieves’ cant or the tongue of druids. Generally, evil alignments are for villains and monsters.

Som e of these languages are actually families P erson al C h aracteristics
o f languages with many dialects. For example, the
Prim ordial language includes the Auran, Aquan, Ignan, F lesh in g out your character’s personality—the array o f
and Terran dialects, one for each of the four elemental traits, m annerism s, habits, beliefs, and flaws that give
planes. Creatures that speak different dialects o f the a p erson a unique identity—w ill help you brin g him
sam e language can com m unicate with one another. or her to life as you play the game. Four categories o f
characteristics are presented here: personality traits,
St a n d a r d La n g u a g e s ideals, bonds, and flaws. Beyond those categories,
think about your character’s favorite w ord s or phrases,
Language Typical Speakers Script tics and habitual gestures, vices and pet peeves, and
Common Humans Common whatever else you can imagine.
Dwarvish Dwarves Dwarvish
Elvish Elves Elvish Each background presented later in this chapter
Giant Ogres, giants Dwarvish includes suggested characteristics that you can use
Gnomish Gnomes Dwarvish to spark your im agination. Y ou’re not bou n d to th ose
Goblin Goblinoids Dwarvish options, but they’re a g ood starting point.
Halfling Halflings Common
Orc Orcs Dwarvish P e r s o n a l it y T r a it s
Give your character tw o personality traits. Personality
Ex o t ic La n g u a g e s traits are small, simple ways to help you set your
character apart from every other character. Your
Language Typical Speakers Script personality traits should tell you som ething interesting
Abyssal Demons Infernal and fun about your character. They should be self-
Celestial Celestials Celestial descriptions that are specific about what m akes your
Draconic Dragons, Draconic character stand out. “I’m sm art” is not a g o o d trait,
dragonborn b eca u se it d escrib es a lot o f characters. “I’ve read every
Deep Speech Mind flayers, --- book in Candlekeep” tells you som ething specific about
beholders your character’s interests and disposition.
Infernal Devils Infernal
Primordial Elementals Dwarvish Personality traits might describe the things your
Sylvan Fey creatures Elvish character likes, his or her past accom plishm ents, things
Undercommon Underdark traders Elvish your character dislikes or fears, your character’s self-
attitude or m annerism s, or the influence o f his or her
ability scores.

E l v ish S c r ip t : S a m p l e A l p h a b e t

T ika an d A rtem is: Perso n al C h aracteristics Ideals
Tika and Artemis have distinct personality traits. Tika Waylan D escribe one ideal that drives your character. Your ideals
dislikes boastfulness and has a fear of heights resulting are the things that you believe in m ost strongly, the
from a bad fall during her career as a thief. Artemis Entreri fundamental moral and ethical principles that com pel you
is always prepared for the worst and moves with a quick, to act as you do. Ideals encom pass everything from your
precise confidence. life goals to your core belief system.

Consider their ideals. Tika Waylan is innocent, almost Ideals might answer any of these questions: W hat are
childlike, believing in the value o f life and the importance of the principles that you will never betray? W hat w ould
appreciating everyone. Neutral good in alignment, she cleaves prom pt you to m ake sacrifices? W hat drives you to act
to ideals o f life and respect. Artemis Entreri never allows and guides your goals and ambitions? W hat is the single
his emotions to master him, and he constantly challenges m ost important thing you strive for?
himself to improve his skills. His lawful evil alignment gives
him ideals o f impartiality and a lust for power. You can ch oose any ideals you like, but your
character’s alignm ent is a g o o d place to start defining
Tika Waylan’s bond is to the Inn o f the Last Home. The them. Each background in this chapter includes six
inn’s proprietor gave her a new chance at life, and her suggested ideals. Five of them are linked to aspects of
friendship with her adventuring companions was forged alignment: law, chaos, good, evil, and neutrality. The last
during her time working there. Its destruction by the one has m ore to do with the particular background than
marauding dragonarmies gives Tika a very personal reason to with moral or ethical perspectives.
hate them with a fiery passion. Her bond might be phrased
as “ I will do whatever it takes to punish the dragonarmies for B onds
the destruction o f the Inn o f the Last Home.” Create one bond for your character. Bonds represent a
character’s con n ection s to people, places, and events in
Artemis Entreri’s bond is a strange, almost paradoxical the world. They tie you to things from your background.
relationship with Drizzt Do’ Urden, his equal in swordplay They might inspire you to heights o f heroism, or lead
and grim determination. In his first battle with Drizzt, you to act against your ow n best interests if they are
Artemis recognized something o f himself in his opponent, threatened. They can w ork very much like ideals,
some indication that if his life had gone differently, he driving a character’s m otivations and goals.
might have led a life more like the heroic drow’s. From that
moment, Artemis is more than a criminal assassin— he is an Bonds might answer any of these questions: W hom do
antihero, driven by his rivalry with Drizzt. His bond might be you care m ost about? To what place do you feel a special
phrased as “ I will not rest until I have proved myself better connection? What is your most treasured possession?
than Drizzt Do’ Urden.”
Your bonds might be tied to your class, your
Each o f these characters also has an important flaw. background, your race, or som e other aspect of your
Tika Waylan is naive and emotionally vulnerable, younger character’s history or personality. You might also gain
than her companions and annoyed that they still think new bonds over the course of your adventures.
o f her as the kid they knew years ago. She might even be
tempted to act against her principles if she's convinced that F law s
a particular achievement would demonstrate her maturity. Finally, ch oose a flaw for your character. Your
Artemis Entreri is completely walled off from any personal character’s flaw represents som e vice, com pu lsion, fear,
relationship and just wants to be left alone. or w eakn ess—in particular, anything that som eone
else could exploit to bring you to ruin or cause you to
A useful place to start thinking about personality act against your best interests. M ore significant than
traits is to look at your highest and low est ability s co re s negative personality traits, a flaw might answer any
and define one trait related to each. Either one could be o f these questions: W hat en rages you? W h a t’s the one
positive or negative: you might w ork hard to overcom e a person, concept, or event that you are terrified of? W hat
low score, for example, or be cocky about your high score. are your vices?

D r a c o n ic S c rip t : S am ple A lphabet

Inspiration The sample backgrounds in this chapter provide
both concrete benefits (features, proficiencies, and
Inspiration is a rule the D ungeon M aster can use to languages) and roleplaying suggestions.
reward you for playing your character in a w ay that’s
true to his or her person ality traits, ideal, bond, and flaw. P roficiencies
By using inspiration, you can draw on your personality Each background gives a character proficiency in two
trait o f com passion for the dow ntrodden to give you skills. Skills are d escrib ed in chapter 7.
an edge in negotiating with the Beggar P rince. Or
inspiration can let you call on your bond to the defense In addition, m ost backgrounds give a character
of your hom e village to push past the effect of a spell proficiency with one or m ore tools. Tools and tool
that has been laid on you. proficien cies are detailed in chapter 5.

G a in in g In spiratio n If a character would gain the sam e proficiency from
two different sources, he or she can ch oose a different
Your DM can choose to give you inspiration for a variety proficiency o f the sam e kind (skill or tool) instead.
o f reason s. Typically, D M s award it w hen you play
out your personality traits, give in to the drawbacks Languages
presented by a flaw or bond, and otherwise portray your Som e backgrounds also allow characters to learn
character in a com pelling way. Your DM w ill tell you additional languages beyond those given by race.
how you can earn inspiration in the game. S ee “Languages” earlier in this chapter.

You either have inspiration or you don ’t—you ca n ’t E qu ipm en t
stockpile multiple “inspirations” for later use. Each background provides a package of starting
equipment. If you use the optional rule from chapter 5
U sing In spir a tio n to spend coin on gear, you do not receive the starting
equipment from your background.
If you have inspiration, you can expend it w hen you m ake
an attack roll, saving throw, or ability check. Spending Su ggested C h a r a c t e r ist ic s
your inspiration gives you advantage on that roll. A background contains suggested personal
characteristics based on your background. You can
Additionally, if you have inspiration, you can reward pick characteristics, roll dice to determine
another player for good roleplaying, clever thinking, them randomly, or use the suggestions
or simply doing som ething exciting in the game. as inspiration for characteristics of
W hen another player character d oes som ething that your ow n creation.
really contributes to the story in a fun and interesting
way, you can give up your inspiration to give that C u sto m izin g a
character inspiration. Background
You might want to tweak
Backgroun ds som e of the features of a
ba ckgrou n d s o it better
Every story has a beginning. Your character’s fits your character
background reveals w here you cam e from, how you or the campaign
becam e an adventurer, and your place in the world. setting. To custom ize
Your fighter might have been a courageous knight or a a background, you can
grizzled soldier. Your w izard could have been a sage or replace one feature
an artisan. Your rogue might have gotten by as a guild with any other one,
thief or com m anded audiences as a jester. choose any two
skills, and choose
Choosing a background provides you with important a total of two tool
story c u e s about your character’s identity. T h e m ost proficiencies or
im portant question to ask about your back grou n d is languages from the
what changed? W h y did you stop doin g w hatever your sample backgrounds.
background describes and start adventuring? W here You can either use
did you get the m on ey to pu rch ase your starting gear, or, the equipment
if you com e from a w ealthy background, why don't you package from your
have more money? H ow did you learn the skills o f your background or spend
class? W hat sets you apart from ordinary people who coin on gear as
share your background? described in chapter
5. (If you spend
T ik a a n d A r t e m is: Ba c k g r o u n d s coin, you can’t also
Tika Waylan and Artemis Entreri both lived their earliest years take the equipment
as street urchins. Tika’s later career as a barmaid didn’t really package suggested
change her, so she might choose the urchin background, for your class.)
gaining proficiency in the Sleight of Hand and Stealth skills, Finally, ch oose
and learning the tools of the thieving trade. Artemis is more two personality
defined by his criminal background, giving him skills in
Deception and Stealth, as well as proficiency with the tools of
thievery and poison.

traits, on e ideal, on e bond, and on e flaw. If you ca n ’t find d8 Personality Trait
a feature that m atches your desired background, w ork 1 I idolize a particular hero o f my faith, and constantly
with your DM to create one.
refer to that person’s deeds and example.
A colyte
3 I see omens in every event and action. The gods try to
You have spent your life in the serv ice o f a tem ple speak to us, we just need to listen
to a specific god or pantheon o f gods. You act as an
intermediary betw een the realm o f the holy and the 4 Nothing can shake my optimistic attitude.
mortal world, perform ing sacred rites and offering 5 I quote (or misquote) sacred texts and proverbs in
sacrifices in order to conduct w orshipers into the
presence o f the divine. You are not necessarily a almost every situation.
cleric-p erform in g sacred rites is not the sam e thing as 6 I am tolerant (or intolerant) o f other faiths and respect
channeling divine power.
(or condemn) the worship o f other gods.
Choose a god, a pantheon of gods, or som e other 7 I've enjoyed fine food, drink, and high society among
quasi-divine being from am ong those listed in appendix
B or those specified by your DM, and work with your my temple’s elite. Rough living grates on me.
DM to detail the nature of your religious service. 8 I’ve spent so long in the temple that I have little
W ere you a lesser functionary in a temple, raised from
childhood to assist the priests in the sacred rites? Or practical experience dealing with people in the outside
were you a high priest w ho suddenly experienced a call world.
to serve your god in a different way? Perhaps you w ere
the leader o f a sm all cult outside of any established d6 Ideal
temple structure, or even an occult group that served a 1 Tradition. The ancient traditions o f worship and
fiendish master that you now deny.
sacrifice must be preserved and upheld. (Lawful)
Skill Proficiencies: Insight, Religion 2 Charity. I always try to help those in need, no matter
Languages: Two o f your choice
Equipment: A holy sym bol (a gift to you w hen you what the personal cost. (Good)
3 Change. We must help bring about the changes the
entered the priesthood), a prayer book or prayer
wheel, 5 sticks of incense, vestments, a set of com m on gods are constantly working in the world. (Chaotic)
clothes, and a belt pouch containing 15 gp 4 Power. I hope to one day rise to the top of my faith’s

F e a t u r e : S h e l t e r o f t h e Fa i t h f u l religious hierarchy. (Lawful)
As an acolyte, you com m and the respect of those who 5 Faith. I trust that my deity will guide my actions, I have
share your faith, and you can perform the religious
cerem on ies o f your deity. You and your adventuring faith that if I work hard, things will go well. (Lawful)
com panions can expect to receive free healing and 6 Aspiration. I seek to prove myself worthy o f my god’s
care at a temple, shrine, or other established presen ce
o f your faith, though you must provide any material favor by matching my actions against his or her
com ponents needed for spells. Those w ho share teachings. (Any)
your religion w ill support you (but only you) at a
m odest lifestyle. d6 Bond
1 I would die to recover an ancient relic o f my faith that
You might also have ties to a specific temple dedicated
to your chosen deity or pantheon, and you have a was lost long ago.
residence there. This could be the temple w here you 2 Iwill someday get revenge on the corrupt temple
u sed to serve, if you rem ain on g ood term s w ith it, or a
temple where you have found a new hom e. W hile near hierarchy who branded me a heretic.
your temple, you can call upon the priests for assistance, 3 I owe my life to the priest who took me in when my
provided the assistance you ask for is not hazardous and
you remain in good standing with your temple. parents died.
4 Everything I do is for the common people.
Su gg ested C h a r a c t e r ist ic s 5 I will do anything to protect the temple where I served.
A colytes are shaped by their experien ce in tem ples 6 I seek to preserve a sacred text that my enemies
or other religious com m unities. Their study of the
history and tenets o f their faith and their relationships consider heretical and seek to destroy.
to temples, shrines, or hierarchies affect their
m annerism s and ideals. Their flaws might be som e d6 Flaw
hidden hypocrisy or heretical idea, or an ideal or bond 1 Ijudge others harshly, and myself even more severely.
taken to an extreme. 2 I put too much trust in those who wield power within

my temple’s hierarchy.
3 My piety sometimes leads me to blindly trust those

that profess faith in my god.
4 I am inflexible in my thinking.
5 I am suspicious o f strangers and expect the worst of

6 Once I pick a goal, I become obsessed with it to the

detriment of everything else in my life.

C harlatan d8 Personality Trait
1 I fall in and out o f love easily, and am always pursuing
You have always had a way with people. You know
what m akes them tick, you can tease out their hearts' someone.
desires after a few minutes of conversation, and with a 2 I have a joke for every occasion, especially occasions
few leading questions you can read them like they w ere
children 's book s. It’s a useful talent, and on e that you ’re where humor is inappropriate.
perfectly willing to use for your advantage. 3 Flattery is my preferred trick for getting what I want.
4 I’m a born gambler who can't resist taking a risk for a
You know what people want and you deliver, or rather,
you prom ise to deliver. C om m on sense should steer potential payoff.
people away from things that sound too good to be true, 5 I lie about almost everything, even when there’s no
but com m on sen se seem s to be in short supply w hen
you’re around. The bottle o f pink-colored liquid will good reason to.
surely cure that unseem ly rash, this ointment—nothing 6 Sarcasm and insults are my weapons o f choice.
m ore than a bit o f fat with a sprinkle o f silver dust—can 7 I keep multiple holy symbols on me and invoke
restore youth and vigor, and there’s a bridge in the city
that just happens to be for sale. T h ese marvels sound whatever deity might come in useful at any given
implausible, but you make them sound like the real deal. moment.
8 I pocket anything I see that might have some value.
Skill Proficiencies: D eception, Sleight o f Hand
Tool Proficiencies: D isgu ise kit, forgery kit d6 Ideal
Equipment: A set o f fine clothes, a disgu ise kit, tools 1 Independence. I am a free spirit— no one tells me what

o f the con o f your ch oice (ten stoppered bottles filled to do. (Chaotic)
with colored liquid, a set o f weighted dice, a deck of 2 Fairness. I never target people who can’t afford to lose
m arked cards, or a signet ring o f an im aginary duke),
and a belt pou ch containing 15 gp a few coins. (Lawful)
3 Charity. I distribute the money I acquire to the people
Fa v o r i t e S c h e m e s
Every charlatan has an angle he or she u ses in who really need it. (Good)
preference to other schem es. C hoose a favorite scam or 4 Creativity. I never run the same con twice. (Chaotic)
roll on the table below. 5 Friendship. Material goods come and go. Bonds of

d6 Scam friendship last forever. (Good)
1 I cheat at games o f chance. 6 Aspiration. I’m determined to make something
2 I shave coins or forge documents.
3 I insinuate myself into people’s lives to prey on their o f myself. (Any)

weakness and secure their fortunes. d6 Bond
4 I put on new identities like clothes.
5 I run sleight-of-hand cons on street corners. 1 Ifleeced the wrong person and must work to ensure
6 I convince people that worthless junk is worth their
that this individual never crosses paths with me or
hard-earned money. those I care about.
2 I owe everything to my mentor— a horrible person
F e a t u r e : Fa l s e I d e n t i t y who’s probably rotting in jail somewhere.
You have created a second identity that includes 3 Somewhere out there, I have a child who doesn’t
documentation, established acquaintances, and know me. I’m making the world better for him or her.
disguises that allow you to assum e that persona. 4 I come from a noble family, and one day I’ll reclaim my
Additionally, you can forge docum ents including official lands and title from those who stole them from me.
papers and personal letters, as long as you have seen an 5 A powerful person killed someone I love. Some day
example of the kind of docum ent or the handwriting you soon, I’ll have my revenge.
are trying to copy. 6 I swindled and ruined a person who didn’t deserve it. I
seek to atone for my misdeeds but might never be able
Su g g ested C h a r a c t e r ist ic s to forgive myself.
Charlatans are colorful characters w ho conceal their
true selves behind the m asks they construct. They d6 Flaw
reflect what people want to see, what they want to 1 I can’t resist a pretty face.
believe, and how they see the world. But their true 2 I'm always in debt. I spend my ill-gotten gains on
selves are som etim es plagued by an uneasy conscience,
an old enemy, or deep-seated trust issues. decadent luxuries faster than I bring them in..
3 I’m convinced that no one could ever fool me the way

I fool others.
4 I’m too greedy for my own good. I can’t resist taking a

risk if there’s money involved.
5 I can’t resist swindling people who are more powerful

than me.
6 I hate to admit it and will hate myself for it, but I'll run

and preserve my own hide if the going gets tough.

C r im in al d6 Ideal

You are an experienced crim inal with a history of 1 Honor. I don’t steal from others in the trade. (Lawful)
breaking the law. You have spent a lot o f time am ong
other crim inals and still have contacts within the 2 Freedom. Chains are meant to be broken, as are those
crim inal underw orld. You’re far closer than m ost people who would forge them. (Chaotic)
to the w orld o f murder, theft, and violence that pervades
the underbelly of civilization, and you have survived up to 3 Charity. I steal from the wealthy so that I can help
this point by flouting the rules and regulations o f society. people in need. (Good)

Skill Proficiencies: D eception, Stealth 4 Greed. I will do whatever it takes to become
Tool Proficiencies: One type o f gam ing set, wealthy. (Evil)

thieves’ tools 5 People. I’m loyal to my friends, not to any ideals, and
Equipment: A crowbar, a set o f dark com m on clothes everyone else can take a trip down the Styx for all I
care. (Neutral)
including a hood, and a belt pouch containing 15 gp
6 Redemption. There’s a spark o f good in everyone.
C r im in a l Sp e c ia l t y (Good)

There are many kinds of criminals, and within a thieves’ d6 Bond
guild or sim ilar crim inal organization, individual
m em bers have particular specialties. Even criminals 1 I’m trying to pay off an old debt I owe to a generous
who operate outside of such organizations have strong
preferences for certain kinds of crim es over others. benefactor.
C h oose the role you played in your crim inal life, or roll 2 My ill-gotten gains go to support my family.
on the table below. 3 Something important was taken from me, and I aim to

d8 Specialty d8 Specialty steal it back.
1 Blackmailer 5 Highway robber 4 I will become the greatest thief that ever lived.
2 Burglar 6 Hired killer 5 I’m guilty of a terrible crime. I hope I can redeem
3 Enforcer 7 Pickpocket
4 Fence 8 Smuggler myself for it.
6 Someone I loved died because o f amistake I made.

That will never happen again.

Featu re: C rim in al C on tact
You have a reliable and trustworthy contact w ho acts as
your liaison to a network o f other crim inals. You know
how to get m essages to and from your contact, even
over great distances; specifically, you know the local
m essengers, corrupt caravan masters, and seedy sailors
w ho can deliver m essages for you.

Su g g e st e d C h a r a c t e r is t ic s
Crim inals might seem like villains on the surface,
and many of them are villainous to the core. But som e
have an abundance o f endearing, if not redeeming,
characteristics. There might be honor am ong thieves, but
crim inals rarely sh ow any respect for law or authority.

d8 Personality Trait

4 I would rather make a new friend than a new enemy.
8 I blow up at the slightest insult.

d6 Flaw E n ter tain er
1 When I see something valuable, I can’t think about
You thrive in front o f an audience. You know h ow to
anything but how to steal it. entrance them, entertain them, and even inspire them.
2 When faced with a choice between money and my Your poetics can stir the hearts o f those w ho hear you,
awakening grief or joy, laughter or anger. Your music
friends, I usually choose the money. raises their spirits or captures their sorrow. Your dance
3 If there’s a plan, I’ll forget it. If I don’t forget it, I’ll steps captivate, your hum or cuts to the quick. Whatever
techniques you use, your art is your life.
ignore it.
4 I have a “tell” that reveals when I'm lying. Skill Proficiencies: Acrobatics, Perform ance
5 Iturn tail and run when things look bad. Tool Proficiencies: D isgu ise kit, on e type o f
6 An innocent person is in prison for a crime that I
musical instrument
committed. I’m okay with that. Equipment: A m usical instrument (one o f your choice),

Va r ia n t C r im in a l : Spy the favor o f an adm irer (love letter, lock o f hair, or
Although your capabilities are not m uch different trinket), a costum e, and a belt pouch containing 15 gp
from those of a burglar or smuggler, you learned
and practiced them in a very different context: as an En tertain er R o u tin es
espionage agent. You might have been an officially A good entertainer is versatile, spicing up every
sanctioned agent o f the crow n, or perhaps you sold the perform ance with a variety of different routines. Choose
secrets you uncovered to the highest bidder. one to three routines or roll on the table below to define
your expertise as an entertainer.

d10 Entertainer Routine d10 Entertainer Routine
1 Actor 6 Instrumentalist
2 Dancer 7 Poet
3 Fire-eater 8 Singer
4 jester 9 Storyteller
5 juggler 10 Tumbler

Featu re: By Po pu lar D em and
You can always find a place to perform , usually in an
inn or tavern but p ossib ly with a circu s, at a theater, or
even in a n oble’s court. At such a place, you receive free
lodging and food of a m odest or com fortable standard
(depending on the quality o f the establishment), as
long as you perform each night. In addition, your
perform ance m akes you som ething o f a local figure.
W hen strangers recognize you in a town where you have
perform ed, they typically take a liking to you.

Su g g e s t e d C h a r a c t e r is t ic s
S u ccessfu l entertainers have to be able to capture
and hold an audience’s attention, so they tend to
have flam boyant or forcefu l personalities. T h ey’re
inclined toward the rom antic and often cling to
high-minded ideals about the practice o f art and the
appreciation of beauty.

d8 Personality Trait
1 I know a story relevant to almost every situation.
2 Whenever I come to a new place, I collect local rumors

and spread gossip.
3 I’m a hopeless romantic, always searching for that

“ special someone.”
4 Nobody stays angry at me or around me for long, since

I can defuse any amount of tension.
5 I love a good insult, even one directed at me.
6 I get bitter if I’m not the center of attention.
7 I’ll settle for nothing less than perfection.
8 I change my mood or my mind as quickly as I change

key in a song.

d6 Ideal Skill Proficiencies: Anim al Handling, Survival
1 Beauty. When I perform, I make the world better than Tool Proficiencies: O ne type o f artisan’s tools,

it was. (Good) vehicles (land)
2 Tradition. The stories, legends, and songs o f the past Equipment: A set o f artisan’s tools (one o f your choice),

must never be forgotten, for they teach us who we a shovel, an iron pot, a set of com m on clothes, and a
are. (Lawful) belt pouch containing 10 gp
3 Creativity. The world is in need o f new ideas and bold
action. (Chaotic) D efin in g Ev en t
4 Greed. I’m only in it for the money and fame. (Evil) You previously pursued a simple profession among
5 People. I like seeing the smiles on people’s faces when the peasantry, perhaps as a farmer, miner, servant,
I perform. That’s all that matters. (Neutral) shepherd, woodcutter, or gravedigger. But som ething
6 Honesty. Art should reflect the soul; it should come happened that set you on a different path and marked
from within and reveal who we really are. (Any) you for greater things. C hoose or randomly determine a
defining event that m arked you as a hero o f the people.
d6 Bond
1 My instrument is my most treasured possession, and it d 10 Defining Event
1 I stood up to a tyrant’s agents.
reminds me o f someone I love. 2 I saved people during a natural disaster.
2 Someone stole my precious instrument, and someday 3 I stood alone against a terrible monster.
4 I stole from a corrupt merchant to help the poor.
I’ll get it back. 5 I led a militia to fight off an invading army.
3 I want to be famous, whatever it takes. 6 I broke into a tyrant’s castle and stole weapons to arm
4 I idolize a hero o f the old tales and measure my deeds the people.
7 I trained the peasantry to use farm implements as
against that person’s. weapons against a tyrant’s soldiers.
5 I will do anything to prove myself superior to my hated 8 A lord rescinded an unpopular decree after I led a
symbolic act o f protect against it.
rival. 9 A celestial, fey, or similar creature gave me a blessing
6 I would do anything for the other members of my or revealed my secret origin.
10 Recruited into a lord’s army, I rose to leadership and
old troupe. was commended for my heroism.

d6 Flaw Fe a t u r e : R ustic H o spita lity
1 I’ll do anything to win fame and renown. Since you com e from the ranks o f the com m on folk,
2 I’m a sucker for a pretty face. you fit in am ong them with ease. You can find a place
3 A scandal prevents me from ever going home again. to hide, rest, or recuperate am ong other com m oners,
unless you have show n yourself to be a danger to
That kind of trouble seems to follow me around. them. They will shield you from the law or anyone
4 I once satirized a noble who still wants my head. It was else searching for you, though they will not risk
their lives for you.
a mistake that I will likely repeat.
5 I have trouble keeping my true feelings hidden. My Su g g ested C h a r a c t e r ist ic s
A folk hero is one of the com m on people, for better
sharp tongue lands me in trouble. or for w orse. M ost folk heroes look on their humble
6 Despite my best efforts, I am unreliable to my friends. origins as a virtue, not a shortcom ing, and their home
com m unities remain very important to them.
Va r ia n t En tertain er: G lad iato r
A gladiator is as much an entertainer as any minstrel d8 Personality Trait
or circus performer, trained to make the arts of combat 1 Ijudge people by their actions, not their words.
into a spectacle the crow d can enjoy. This kind of 2 If someone is in trouble, I’m always ready to lend help.
flashy com bat is your entertainer routine, though you 3 When I set my mind to something, I follow through no
might also have som e skills as a tumbler or actor.
Using your By Popular D em and feature, you can find a matter what gets in my way.
place to perform in any place that features com bat for 4 I have a strong sense o f fair play and always try to find
entertainment—perhaps a gladiatorial arena or secret
pit fighting club. You can replace the m usical instrument the most equitable solution to arguments.
in your equipm ent package with an inexpensive but 5 I’m confident in my own abilities and do what I can to
unusual w eapon , such as a trident or net.
instill confidence in others.
Fo lk H ero 6 Thinking is for other people. I prefer action.
7 I misuse long words in an attempt to sound smarter.
You com e from a humble social rank, but you are 8 I get bored easily. When am I going to get on with my
destined for so much more. Already the people of
your hom e village regard you as their champion, and destiny?
your destiny calls you to stand against the tyrants and
m onsters that threaten the com m on folk everywhere.

d6 Ideal d6 Flaw
1 Respect. People deserve to be treated with dignity and 1 The tyrant who rules my land will stop at nothing to

respect. (Good) see me killed.
2 Fairness. No one should get preferential treatment 2 I’m convinced of the significance of my destiny, and

before the law, and no one is above the law. (Lawful) blind to my shortcomings and the risk o f failure.
3 Freedom. Tyrants must not be allowed to oppress the 3 The people who knew me when I was young know my

people. (Chaotic) shameful secret, so I can never go home again.
4 Might. If I become strong, I can take what I want— 4 I have a weakness for the vices of the city, especially

what I deserve. (Evil) hard drink.
5 Sincerity. There’s no good in pretending to be 5 Secretly, I believe that things would be better if Iwere a

something I’m not. (Neutral) tyrant lording over the land.
6 Destiny. Nothing and no one can steer me away from 6 I have trouble trusting in my allies.

my higher calling. (Any) G uild A rtisan

d6 Bond You are a m em ber o f an artisan’s guild, skilled in
1 I have a family, but I have no idea where they are. One a particular field and closely associated with other
artisans. You are a w ell-established part o f the
day, I hope to see them again. mercantile world, freed by talent and wealth from the
2 Iworked the land, I love the land, and I will protect the constraints of a feudal social order. You learned your
skills as an apprentice to a master artisan, under the
land. sp on sorsh ip o f your guild, until you b eca m e a m aster in
3 A proud noble once gave me a horrible beating, and I your ow n right.

will take my revenge on any bully I encounter. Skill Proficiencies: Insight, Persuasion
4 My tools are symbols of my past life, and I carry them Tool Proficiencies: O ne type o f artisan’s tools
Languages: One o f your choice
so that I will never forget my roots. Equipment: A set o f artisan’s tools (one o f your choice),
5 I protect those who cannot protect themselves.
6 Iwish my childhood sweetheart had come with me to a letter of introduction from your guild, a set of
traveler’s clothes, and a belt pou ch containing 15 gp
pursue my destiny.
G u ild Business
Guilds are generally found in cities large enough to
support several artisans practicing the sam e trade.
However, your guild might instead be a loose network
o f artisans w ho each w ork in a different village within
a larger realm. W ork with your DM to determ ine the
nature o f your guild. You can select your guild business
from the Guild Business table or roll randomly.

d20 Guild Business
1 Alchemists and apothecaries
2 Armorers, locksmiths, and finesmiths
3 Brewers, distillers, and vintners
4 Calligraphers, scribes, and scriveners
5 Carpenters, roofers, and plasterers
6 Cartographers, surveyors, and chart-makers
7 Cobblers and shoemakers
8 Cooks and bakers
9 Glassblowers and glaziers
10 Jewelers and gemcutters
11 Leatherworkers, skinners, and tanners
12 Masons and stonecutters
13 Painters, limners, and sign-makers
14 Potters and tile-makers
15 Shipwrights and sailmakers
16 Smiths and metal-forgers
17 Tinkers, pewterers, and casters
18 Wagon-makers and wheelwrights
19 Weavers and dyers
20 Woodcarvers, coopers, and bowyers

As a m em ber o f your guild, you know the skills needed d6 Ideal
to create finished item s from raw m aterials (reflected in 1 Community. It is the duty o f all civilized people to
your proficiency w ith a certain kind o f artisan’s tools),
as w ell as the principles o f trade and good business strengthen the bonds of community and the security
practices. The question now is whether you abandon of civilization. (Lawful)
your trade for adventure, or take on the extra effort to 2 Generosity. My talents were given to me so that I could
weave adventuring and trade together. use them to benefit the world. (Good)
3 Freedom. Everyone should be free to pursue his or her
F e a t u r e : G u il d M e m b e r sh ip own livelihood. (Chaotic)
As an established and respected m em ber o f a guild, you 4 Greed. I’m only in it for the money. (Evil)
can rely on certain benefits that m em bership provides. 5 People. I’m committed to the people I care about, not
Your fellow guild m em bers will provide you with to ideals. (Neutral)
lodging and food if necessary, and pay for your funeral 6 Aspiration. I work hard to be the best there is at
if needed. In som e cities and towns, a guildhall offers a my craft.
central place to meet other m em bers of your profession,
which can be a good place to meet potential patrons, d6 Bond
allies, or hirelings. 1 The workshop where I learned my trade is the most

Guilds often wield tremendous political power. If important place in the world to me.
you are accused of a crim e, your guild will support you 2 I created a great work for someone, and then found
if a good case can be made for your innocence or the
crim e is justifiable. You can also gain access to pow erful them unworthy to receive it. I’m still looking for
political figures through the guild, if you are a m em ber someone worthy.
in good standing. Such connections might require the 3 I owe my guild a great debt for forging me into the
donation o f m on ey or m a gic item s to the guild’s coffers. person I am today.
4 I pursue wealth to secure someone’s love.
You must pay dues o f 5 gp per month to the guild. If 5 One day I will return to my guild and prove that I am
you m iss payments, you must make up back dues to the greatest artisan o f them all.
rem ain in the guild’s g ood graces. 6 Iwill get revenge on the evil forces that destroyed my
place o f business and ruined my livelihood.
Su g g e st e d C h a r a c t e r is t ic s
G uild artisans are am ong the m ost ordinary p eople in d6 Flaw
the w orld—until they set dow n their tools and take up 1 I’ll do anything to get my hands on something rare or
an adventuring career. They understand the value o f
hard w ork and the im portan ce o f com m unity, but they’re priceless.
vulnerable to sins of greed and covetousness. 2 I’m quick to assume that someone is trying to cheat

d8 Personality Trait me.
1 I believe that anything worth doing is worth doing 3 No one must ever learn that I once stole money from

right. I can’t help it— I’m a perfectionist. guild coffers.
2 I’m a snob who looks down on those who can’t 4 I’m never satisfied with what I have— I always want

appreciate fine art. more.
3 I always want to know how things work and what 5 I would kill to acquire a noble title.

makes people tick. 6 I’m horribly jealous of anyone who can outshine my
4 I’m full o f witty aphorisms and have a proverb for
handiwork. Everywhere I go, I’m surrounded by rivals.
every occasion.
5 I’m rude to people who lack my commitment to hard Va r ia n t G u il d A r t is a n : G u il d M e r c h a n t
Instead of an artisans’ guild, you might belong to a
work and fair play. guild o f traders, caravan masters, or shopkeepers. You
6 I like to talk at length about my profession. don’t craft items yourself but earn a living by buying
7 I don’t part with my money easily and will haggle and selling the w orks of others (or the raw materials
artisans need to practice their craft). Your guild might
tirelessly to get the best deal possible. be a large merchant consortium (or family) with
8 I’m well known for my work, and I want to make sure interests across the region. Perhaps you transported
goods from one place to another, by ship, wagon, or
everyone appreciates it. I'm always taken aback when caravan, or bought them from traveling traders and sold
people haven’t heard o f me. them in your ow n little shop. In som e ways, the traveling
m erchant’s life lends itself to adventure far m ore than
the life of an artisan.

Rather than proficiency w ith artisan’s tools, you m ight
b e proficient with navigator’s tools or an additional
language. And instead of artisan’s tools, you can start
with a mule and a cart.

H erm it d8 Life of Seclusion
5 I needed a quiet place to work on my art, literature,
You lived in seclusion—either in a sheltered com m unity
such as a monastery, or entirely alone—for a formative music, or manifesto.
part o f your life. In your time apart from the clam or of 6 I needed to commune with nature, far from civilization.
society, you found quiet, solitude, and perhaps som e of 7 I was the caretaker o f an ancient ruin or relic.
the an sw ers you w ere look in g for. 8 I was a pilgrim in search o f a person, place, or relic of

Skill Proficiencies: M edicine, Religion spiritual significance.
Tool Proficiencies: H erbalism kit
Languages: One of your choice Fe a tu r e : D iscovery
Equipment: A scroll case stuffed full o f notes from your The quiet seclusion o f your extended hermitage gave you
access to a unique and pow erful discovery. The exact
studies or prayers, a winter blanket, a set of com m on nature o f this revelation depends on the nature o f your
cloth es, an h erbalism kit, and 5 gp seclu sion. It m ight be a great truth about the co sm o s ,
the deities, the pow erful beings o f the outer planes, or
L ife of Se c lu sio n the forces o f nature. It cou ld be a site that no on e else
W hat w as the reason for your isolation, and what has ever seen. You might have uncovered a fact that has
changed to allow you to end your solitude? You can w ork long been forgotten, or unearthed som e relic of the past
with your DM to determine the exact nature o f your that cou ld rewrite history. It might b e inform ation that
seclusion, or you can ch oose or roll on the table below to w ould be dam aging to the people w ho or consigned you
determine the reason behind your seclusion. to exile, and hence the reason for your return to society.

d8 Life o f Seclusion W ork with your DM to determine the details o f your
1 Iwas searching for spiritual enlightenment. discovery and its im pact on the cam paign.
2 Iwas partaking o f communal living in accordance with
Su g g e st e d C h a r a c t e r is t ic s
the dictates of a religious order. S om e hermits are w ell suited to a life o f seclusion,
3 I was exiled for a crime I didn’t commit. w h ereas others chafe against it and long for com pany.
4 I retreated from society after a life-altering event. W h eth er they em brace solitude or lon g to esca p e it, the
solitary life shapes their attitudes and ideals. A few are
driven slightly m ad by their years apart from society.

d8 Personality Trait

1 I’ve been isolated for so long that I rarely speak,

preferring gestures and the occasional grunt.
2 I am utterly serene, even in the face o f disaster.
3 The leader of my community had something wise

to say on every topic, and I am eager to share
that wisdom.
4 I feel tremendous empathy for all who suffer.
5 I’m oblivious to etiquette and social expectations.

6 I connect everything that happens to me to a grand,

cosmic plan.
7 I often get lost in my own thoughts and contemplation,

becoming oblivious to my surroundings.
8 I am working on a grand philosophical theory and love

sharing my ideas.

d6 Ideal

1 Greater Good. My gifts are meant to be shared with all,

not used for my own benefit. (Good)
2 Logic. Emotions must not cloud our sense of what is

right and true, or our logical thinking. (Lawful)
3 Free Thinking. Inquiry and curiosity are the pillars of

progress. (Chaotic)
4 Power. Solitude and contemplation are paths toward

mystical or magical power. (Evil)
5 Live and Let Live. Meddling in the affairs o f others only

causes trouble. (Neutral)
6 Self-Knowledge. If you know yourself, there’s nothing

left to know. (Any)

d6 Bond does your family have am ong the other aristocrats o f the
region? H ow do the com m on people regard them?
1 Nothing is more important than the other members of
W hat’s your position in the fam ily? A re you the heir
my hermitage, order, or association. to the head o f the family? Have you already inherited
2 I entered seclusion to hide from the ones who might the title? H ow do you feel about that responsibility? Or
are you so far dow n the line o f inheritance that no one
still be hunting me. I must someday confront them. cares what you do, as long as you don’t em barrass the
3 I’m still seeking the enlightenment I pursued in my family? H ow does the head o f your family feel about
your adventuring career? A re you in your fam ily’s good
seclusion, and it still eludes me. graces, or shunned by the rest o f your family?
4 Ientered seclusion because I loved someone I could
D oes your family have a coat o f arms? An insignia you
not have. might w ear on a signet ring? Particular colors you wear
5 Should my discovery come to light, it could bring ruin to all the time? A n animal you regard as a sym bol o f your
line or even a spiritual m em ber of the family?
the world.
6 My isolation gave me great insight into a great evil that T h ese details help establish your fam ily and your title
as features of the w orld of the campaign.
only I can destroy.
Skill Proficiencies: History, Persuasion
d6 Flaw Tool Proficiencies: One type o f gam ing set
1 Now that I've returned to the world, I enjoy its delights Languages: One of your choice
Equipment: A set o f fine clothes, a signet ring, a scroll
a little too much.
2 I harbor dark, bloodthirsty thoughts that my isolation of pedigree, and a purse containing 25 gp

and meditation failed to quell. Featu r e : Po sitio n of P rivilege
3 I am dogmatic in my thoughts and philosophy. Thanks to your noble birth, people are inclined to
4 I let my need to win arguments overshadow think the best o f you. You are w elcom e in high society,
and people assum e you have the right to be wherever
friendships and harmony. you are. The com m on folk m ake every effort to
5 I’d risk too much to uncover a lost bit of knowledge. accom m odate you and avoid your displeasure, and other
6 I like keeping secrets and won’t share them with people of high birth treat you as a m em ber of the sam e
social sphere. You can secure an audience with a local
anyone. n oble if you n eed to.

O th e r H erm its Su g g e s t e d C h a r a c t e r is t ic s
This hermit background assum es a contemplative sort N obles are born and raised to a very different lifestyle
o f seclusion that allow s room for study and prayer. If you than m ost people ever experience, and their personalities
want to play a rugged w ilderness recluse w ho lives off reflect that upbringing. A noble title com es with a
the land while shunning the com pany of other people, plethora o f bon ds—responsibilities to family, to other
look at the outlander background. On the other hand, if nobles (including the sovereign), to the people entrusted
you want to go in a m ore religious direction, the acolyte to the fam ily’s care, or even to the title itself. But this
might b e w hat y ou ’re look in g for. Or you cou ld even be a responsibility is often a good way to undermine a noble.
charlatan, posing as a w ise and holy person and letting
pious fools support you. d8 Personality Trait

N oble 1 My eloquent flattery makes everyone Italk to feel

You understand wealth, power, and privilege. You like the most wonderful and important person in the
carry a n oble title, and your fam ily o w n s land, collects world.
taxes, and w ields significant political influence. You 2 The common folk love me for my kindness and
might be a pam pered aristocrat unfamiliar with generosity.
w ork or discom fort, a form er merchant just elevated 3 No one could doubt by looking at my regal bearing that
to the nobility, or a disinherited scoundrel with a I am a cut above the unwashed masses.
disproportionate sense o f entitlement. Or you could be 4 I take great pains to always look my best and follow the
an honest, hard-working landowner w ho cares deeply latest fashions.
about the people w ho live and w ork on your land, keenly 5 I don’t like to get my hands dirty, and I won’t be caught
aware of your responsibility to them. dead in unsuitable accommodations.
6 Despite my noble birth, I do not place myself above
W ork with your DM to com e up with an appropriate other folk. We all have the same blood.
title and determ ine h ow m uch authority that title 7 My favor, once lost, is lost forever.
carries. A noble title d oesn ’t stand on its ow n —it’s 8 Ifyou do me an injury, I will crush you, ruin your name,
conn ected to an entire family, and w hatever title you and salt your fields.
hold, you w ill pa ss it dow n to your ow n children. Not
only do you n eed to determ ine your n oble title, but you
should also w ork with the DM to describe your family
and their influence on you.

Is your fam ily old and established, or w as your title
only recently bestow ed? H ow much influence do they
wield, and over what area? W hat kind of reputation

d6 Ideal training on his or her ow n path to knighthood. Your two
remaining retainers might include a groom to care for
1 Respect. Respect is due to me because o f my position, your horse and a servant w ho polishes your arm or (and
even helps you put it on).
but all people regardless o f station deserve to be
treated with dignity. (Good) As an emblem of chivalry and the ideals o f courtly
2 Responsibility. It is my duty to respect the authority o f love, you might include am ong your equipment a banner
those above me, just as those below me must respect or other token from a noble lord or lady to w hom you
mine. (Lawful) have given your heart—in a chaste sort o f devotion.
3 Independence. I must prove that I can handle myself (This person could be your bond.)
without the coddling o f my family. (Chaotic)
4 Power. If I can attain more power, no one will tell me OUTLANDER
what to do. (Evil)
5 Family. Blood runs thicker than water. (Any) You grew up in the wilds, far from civilization and the
6 Noble Obligation. It is my duty to protect and care for c om forts o f town and technology. Y ou’ve w itn essed the
the people beneath me. (Good) migration o f herds larger than forests, survived weather
m ore extrem e than any city-dweller could comprehend,
d6 Bond and enjoyed the solitude o f being the only thinking
creature for m iles in any direction. The w ilds are in
1 I will face any challenge to win the approval of my your blood, whether you were a nomad, an explorer, a
recluse, a hunter-gatherer, or even a marauder. Even in
family. places w here you don ’t know the specific features o f the
2 My house’s alliance with another noble family terrain, you know the ways o f the wild.

must be sustained at all costs. Skill Proficiencies: Athletics, Survival
3 Nothing is more important than the other members Tool Proficiencies: One type o f musical instrument
Languages: One o f your choice
o f my family. Equipment: A staff, a hunting trap, a trophy from an
4 I am in love with the heir o f a family that my family
anim al you killed, a set o f traveler’s clothes, and a belt
despises. pouch containing 10 gp
5 My loyalty to my sovereign is unwavering.
6 The common folk must see me as a hero o f the people. O r ig in
You've been to strange places and seen things that
d6 Flaw others cannot begin to fathom. Consider som e o f the
1 I secretly believe that everyone is beneath me. distant lands you have visited, and how they impacted
2 I hide a truly scandalous secret that could ruin my you. You can roll on the follow ing table to determine
your occupation during your time in the wild, or choose
family forever. on e that best fits your character.
3 I too often hear veiled insults and threats in every word
d 10 Origin d 10 Origin
addressed to me, and I’m quick to anger. 6 Bounty hunter
4 I have an insatiable desire for carnal pleasures. 1 Forester 7 Pilgrim
5 In fact, the world does revolve around me. 8 Tribal nomad
6 By my words and actions, I often bring shame to 2 Trapper 9 Hunter-gatherer
3 Homesteader 10 Tribal marauder
my family. 4 Guide
5 Exile or outcast
Va r ia n t N o b le : K n ig h t
A knighthood is am ong the low est noble titles in m ost Feature: Wanderer
societies, but it can be a path to higher status. If you You have an excellent m em ory for maps and geography,
w ish to be a knight, choose the Retainers feature (see and you can always recall the general layout o f terrain,
the sidebar) instead o f the Position o f Privilege feature. settlem ents, and other features arou nd you. In addition,
One of your com m on er retainers is replaced by a noble you can find food and fresh water for yourself and up to
w ho serves as your squire, aiding you in exchange for five other p eop le each day, provided that the land offers
berries, sm all game, water, and so forth.
Var ia n t Featu re: Retain ers
If your character has a noble background, you may select this Su g g e s t e d C h a r a c t e r is t ic s
background feature instead o f Position o f Privilege. Often considered rude and uncouth am ong civilized
folk, outlanders have little respect for the niceties of
You have the service o f three retainers loyal to your family. life in the cities. The ties o f tribe, clan, family, and the
These retainers can be attendants or messengers, and one natural world of which they are a part are the most
might be a majordomo. Your retainers are commoners who important bonds to m ost outlanders.
can perform mundane tasks for you, but they do not fight
for you, will not follow you into obviously dangerous areas
(such as dungeons), and will leave if they are frequently
endangered or abused.

d8 Personality Trait Sag e
1 I’m driven by a wanderlust that led me away
You spent years learning the lore o f the multiverse. You
from home. scoured manuscripts, studied scrolls, and listened to the
2 I watch over my friends as if they were a litter of greatest experts on the subjects that interest you. Your
efforts have m ade you a m aster in your fields o f study.
newborn pups.
3 I once ran twenty-five miles without stopping to warn Skill Proficiencies: Arcana, History
Languages: Two of your choice
to my clan of an approaching orc horde. I’d do it again Equipment: A bottle of black ink, a quill, a sm all knife,
if I had to.
4 I have a lesson for every situation, drawn from a letter from a dead colleague posing a question you
observing nature. have not yet been able to answer, a set of com m on
5 I place no stock in wealthy or well-mannered folk. clothes, and a belt pouch containing 10 gp
Money and manners won’t save you from a hungry
owlbear. Spe c ia l t y
6 I’m always picking things up, absently fiddling with To determine the nature o f your scholarly training, roll a
them, and sometimes accidentally breaking them. d8 or ch oose from the options in the table below.
7 I feel far more comfortable around animals than
people. d8 Specialty d8 Specialty
8 I was, in fact, raised by wolves. 1 Alchemist 5 Professor
2 Astronomer 6 Researcher
d6 Ideal 3 Discredited 7 Wizard’s apprentice
1 Change. Life is like the seasons, in constant change, 8 Scribe
and we must change with it. (Chaotic) 4 Librarian
2 Greater Good. It is each person’s responsibility to

make the most happiness for the whole tribe. (Good)
3 Honor. If I dishonor myself, I dishonor my whole

clan. (Lawful)
4 Might. The strongest are meant to rule. (Evil)
5 Nature. The natural world is more important than all

the constructs o f civilization. (Neutral)
6 Glory. I must earn glory in battle, for myself and

my clan. (Any)

d6 Bond
1 My family, clan, or tribe is the most important thing in

my life, even when they are far from me.
2 An injury to the unspoiled wilderness of my home is an

injury to me.
3 I will bring terrible wrath down on the evildoers who

destroyed my homeland.
4 I am the last o f my tribe, and it is up to me to ensure

their names enter legend.
5 I suffer awful visions o f a coming disaster and will do

anything to prevent it.
6 It is my duty to provide children to sustain my tribe.

d6 Flaw
1 I am too enamored o f ale, wine, and other intoxicants.
2 There’s no room for caution in a life lived to the fullest.
3 I remember every insult I’ve received and nurse a silent

resentment toward anyone who’s ever wronged me.
4 I am slow to trust members of other races, tribes, and

5 Violence is my answer to almost any challenge.
6 Don’t expect me to save those who can’t save

themselves. It is nature’s way that the strong thrive
and the weak perish.

Feature: R esearcher d8 Personality Trait
W hen you attempt to learn or recall a piece of lore, if you 1 I use polysyllabic words that convey the impression of
do not know that information, you often know where and
from w h om you can obtain it. Usually, this inform ation great erudition.
com es from a library, scriptorium , university, or a sage 2 I've read every book in the world’s greatest libraries—
or other learned person or creature. Your DM might
rule that the knowledge you seek is secreted away in an or I like to boast that I have.
alm ost in accessible place, or that it sim ply can n ot be 3 I'm used to helping out those who aren’t as smart as I
found. Unearthing the deepest secrets of the multiverse
can require an adventure or even a whole campaign. am, and I patiently explain anything and everything to
Su g g e st e d C h a r a c t e r is t ic s 4 There’s nothing I like more than a good mystery.
Sages are defined by their extensive studies, and their 5 I’m willing to listen to every side o f an argument before
characteristics reflect this life o f study. D evoted to I make my own judgment.
scholarly pursuits, a sage values knowledge highly— 6 I . . . speak . . . slowly . . . when talking . . . to idiots, . . .
som etim es in its ow n right, som etim es as a m eans which . . . almost. . . everyone . . . is . . . compared . . .
toward other ideals. to me.
7 I am horribly, horribly awkward in social situations.
8 I’m convinced that people are always trying to steal my

d6 Ideal

1 Knowledge. The path to power and self-improvement

is through knowledge. (Neutral)
2 Beauty. What is beautiful points us beyond itself

toward what is true. (Good)
3 Logic. Emotions must not cloud our logical thinking.

4 No Limits. Nothing should fetter the infinite possibility

inherent in all existence. (Chaotic)
5 Power. Knowledge is the path to power and

domination. (Evil)
6 Self-Improvement. The goal of a life o f study is the

betterment of oneself. (Any)

d6 Bond
1 It is my duty to protect my students.
2 I have an ancient text that holds terrible secrets that

must not fall into the wrong hands.
3 I work to preserve a library, university, scriptorium,

or monastery.
4 My life’s work is a series o f tomes related to a specific

field o f lore.
5 I've been searching my whole life for the answer to a

certain question.
6 I sold my soul for knowledge. I hope to do great deeds

and win it back.

d6 Flaw

1 I am easily distracted by the promise o f information.

2 Most people scream and run when they see a demon. I
stop and take notes on its anatomy.

3 Unlocking an ancient mystery is worth the price o f a

4 I overlook obvious solutions in favor of complicated

5 I speak without really thinking through my words,
invariably insulting others.

6 I can’t keep a secret to save my life, or anyone else’s.

Sa il o r d6 Ideal
1 Respect. The thing that keeps a ship together is mutual
You sailed on a seagoing vessel for years. In that
time, you faced dow n mighty storm s, m onsters o f the respect between captain and crew. (Good)
deep, and those w ho w anted to sink your craft to the 2 Fairness. We all do the work, so we all share in the
bottom less depths. Your first love is the distant line of
the horizon, but the time has com e to try your hand rewards. (Lawful)
at som eth in g new. 3 Freedom. The sea is freedom— the freedom to go

D iscuss the nature o f the ship you previously sailed anywhere and do anything. (Chaotic)
with your D u n geon Master. W as it a m erchant ship, 4 Mastery. I’m a predator, and the other ships on the sea
a naval vessel, a ship of discovery, or a pirate ship?
H ow fam ous (or infam ous) is it? Is it w idely traveled? are my prey. (Evil)
Is it still sailing, or is it m issin g and presu m ed lost 5 People. I’m committed to my crewmates, not to ideals.
with all hands?
W hat w ere your duties on b oa rd —boatsw ain, captain, 6 Aspiration. Someday I’ll own my own ship and chart
navigator, cook, or som e other position? W h o w ere the
captain and first mate? Did you leave your ship on good my own destiny. (Any)
terms with your fellows, or on the run?
d6 Bond
Skill Proficiencies: Athletics, Perception
Tool Proficiencies: Navigator’s tools, vehicles (water) 1 I’m loyal to my captain first, everything else second.
Equipment: A belaying pin (club), 50 feet o f silk rope,
2 The ship is most important— crewmates and captains
a lucky charm such as a rabbit foot or a sm all stone come and go.
with a hole in the center (or you may roll for a random
trinket on the Trinkets table in chapter 5), a set of 3 I’ll always remember my first ship.
com m on clothes, and a belt pouch containing 10 gp 4 In a harbor town, I have a paramour whose eyes nearly

F e a t u r e : S h i p ’s Pa s s a g e stole me from the sea.
W hen you need to, you can secure free passage on 5 Iwas cheated out of my fair share o f the profits, and I
a sailing ship for yourself and your adventuring
com panions. You might sail on the ship you served on, want to get my due.
or another ship you have good relations with (perhaps 6 Ruthless pirates murdered my captain and crewmates,
on e captained by a form er crew m ate). B eca u se y ou ’re
calling in a favor, you can ’t be certain o f a schedule or plundered our ship, and left me to die. Vengeance will
route that w ill m eet your every need. Your D ungeon be mine.
M aster w ill determ ine h ow long it takes to get w here
you need to go. In return for your free passage, you d6 Flaw
and your com panions are expected to assist the crew 1 I follow orders, even if I think they’re wrong.
during the voyage. 2 I’ll say anything to avoid having to do extra work.
3 Once someone questions my courage, I never back
Su gg ested C h a r a c t e r ist ic s
Sailors can be a rough lot, but the responsibilities of down no matter how dangerous the situation.
life on a ship m ake them generally reliable as well. Life 4 Once I start drinking, it’s hard for me to stop.
aboard a ship shapes their outlook and form s their most 5 I can’t help but pocket loose coins and other trinkets I
important attachments.
come across.
d8 Personality Trait 6 My pride will probably lead to my destruction.
1 My friends know they can rely on me, no matter what.
2 I work hard so that I can play hard when the work Va r i a n t Sa i l o r : P ir a t e
You spent your youth under the sway o f a dread pirate,
is done. a ruthless cutthroat w ho taught you how to survive in a
3 I enjoy sailing into new ports and making new friends w orld o f sharks and savages. Y ou’ve indulged in larceny
on the high seas and sent m ore than one deserving soul
over a flagon o f ale. to a briny grave. Fear and bloodshed are no strangers
4 I stretch the truth for the sake o f a good story. to you, and you’ve garnered a som ew hat unsavory
5 To me, a tavern brawl is a nice way to get to know a reputation in m any a port town.

new city. If you decide that your sailing career involved piracy,
6 I never pass up a friendly wager. you can choose the Bad Reputation feature (see sidebar)
7 My language is as foul as an otyugh nest. instead o f the S h ip ’s P assa ge feature.
8 I like a job well done, especially if I can convince
Va r ia n t Fe a tu r e : Bad R epu ta tio n
someone else to do it. If your character has a sailor background, you may select this
background feature instead of Ship’s Passage.

No matter where you go, people are afraid of you due to
your reputation. When you are in a civilized settlement, you
can get away with minor criminal offenses, such as refusing
to pay for food at a tavern or breaking down doors at a local
shop, since most people will not report your activity to the

So l d ie r Sp e c ia l t y
D uring your time as a soldier, you had a specific role to
W ar has been your life for as long as you care to play in your unit or army. Roll a d8 or ch oose from the
remember. You trained as a youth, studied the use of options in the table below to determine your role:
w eapons and armor, learned basic survival techniques,
including h ow to stay alive on the battlefield. You d8 Specialty d8 Specialty
might have been part of a standing national army or a 1 Officer 6 Quartermaster
m ercenary company, or perhaps a mem ber of a local 2 Scout 7 Standard bearer
militia w ho rose to prom inence during a recent war. 3 Infantry 8 Support staff (cook,
4 Cavalry
W hen you choose this background, w ork with your 5 Healer blacksmith, or the
DM to determine w hich military organization you w ere like)
a part of, h ow far through its ranks you p rogressed, and
what kind o f experiences you had during your military Featu re: M ilitary R a n k
career. W as it a standing army, a tow n guard, or a village You have a military rank from your career as a soldier.
m ilitia? O r it m ight have b een a n oble’s or m erchant’s Soldiers loyal to your form er military organization
private army, or a m ercenary company. still recognize your authority and influence, and they
defer to you if they are o f a lower rank. You can invoke
Skill Proficiencies: Athletics, Intimidation your rank to exert influence over other soldiers and
Tool Proficiencies: One type o f gam ing set, requisition simple equipment or horses for tem porary
use. You can also usually gain access to friendly
vehicles (land) military encampm ents and fortresses w here your
Equipment: An insignia o f rank, a trophy taken from rank is recognized.

a fallen enem y (a dagger, broken blade, or p iece o f a Su g g e st e d C h a r a c t e r is t ic s
banner), a set of bone dice or deck o f cards, a set of The horrors of war com bined with the rigid discipline of
com m on clothes, and a belt pouch containing 10 gp military service leave their mark on all soldiers, shaping
their ideals, creating strong bonds, and often leaving
them scarred and vulnerable to fear, sham e, and hatred.

d8 Personality Trait
1 I'm always polite and respectful.
2 I’m haunted by memories o f war. I can’t get the images

of violence out o f my mind.
3 I’ve lost too many friends, and I’m slow to make new

4 I’m full of inspiring and cautionary tales from my

military experience relevant to almost every combat
5 I can stare down a hell hound without flinching.
6 I enjoy being strong and like breaking things.
7 I have a crude sense of humor.
8 I face problems head-on. A simple, direct solution is
the best path to success.

d6 Ideal
1 Greater Good. Our lot is to lay down our lives in

defense of others. (Good)
2 Responsibility. I do what I must and obey just

authority. (Lawful)
3 Independence. When people follow orders blindly, they

embrace a kind of tyranny. (Chaotic)
4 Might. In life as in war, the stronger force wins. (Evil)
5 Live and Let Live. Ideals aren’t worth killing over or

going to war for. (Neutral)
6 Nation. My city, nation, or people are all that matter.


d6 Bond d8 Personality Trait
1 I would still lay down my life for the people I 1 I hide scraps o f food and trinkets away in my pockets.
2 I ask a lot o f questions.
served with. 3 I like to squeeze into small places where no one else
2 Someone saved my life on the battlefield. To this day, I
can get to me.
will never leave a friend behind. 4 I sleep with my back to a wall or tree, with everything I
3 My honor is my life.
4 I’ll never forget the crushing defeat my company own wrapped in a bundle in my arms.
5 I eat like a pig and have bad manners.
suffered or the enemies who dealt it. 6 I think anyone who’s nice to me is hiding evil intent.
5 Those who fight beside me are those worth dying for. 7 I don’t like to bathe.
6 I fight for those who cannot fight for themselves. 8 I bluntly say what other people are hinting at or hiding.

d6 Flaw d6 Ideal
1 The monstrous enemy we faced in battle still leaves
1 Respect. All people, rich or poor, deserve respect.
me quivering with fear.
2 I have little respect for anyone who is not a (Good)
2 Community. We have to take care of each other,
proven warrior.
3 I made a terrible mistake in battle cost many lives— because no one else is going to do it. (Lawful)
3 Change. The low are lifted up, and the high and mighty
and I would do anything to keep that mistake secret.
4 My hatred o f my enemies is blind and unreasoning. are brought down. Change is the nature o f things.
5 I obey the law, even if the law causes misery. (Chaotic)
6 I’d rather eat my armor than admit when I’m wrong. 4 Retribution. The rich need to be shown what life and
death are like in the gutters. (Evil)
U rch in 5 People. I help the people who help me— that’s what
keeps us alive. (Neutral)
You grew up on the streets alone, orphaned, and poor. 6 Aspiration. I'm going to prove that I'm worthy o f a
You had no one to watch over you or to provide for better life.
you, so you learned to provide for yourself. You fought
fiercely over food and kept a constant watch out for other d6 Bond
desperate souls w ho might steal from you. You slept on
rooftops and in alleyways, exposed to the elements, and 1 My town or city is my home, and I’ll fight to defend it.
endured sickness without the advantage of m edicine or
a place to recuperate. Y ou’ve survived despite all odds, 2 I sponsor an orphanage to keep others from enduring
and did so through cunning, strength, speed, or som e what I was forced to endure.
combination of each.
3 I owe my survival to another urchin who taught me to
You begin your adventuring career with enough live on the streets.
m oney to live m odestly but secu rely for at least ten days.
H ow did you com e by that money? W hat allowed you to 4 I owe a debt I can never repay to the person who took
break free of your desperate circum stances and embark pity on me.
on a better life?
5 I escaped my life o f poverty by robbing an important
Skill Proficiencies: Sleight o f Hand, Stealth person, and I’m wanted for it.
Tool Proficiencies: D isgu ise kit, th ieves’ tools
Equipment: A sm all knife, a map o f the city you 6 No one else should have to endure the hardships I’ve
been through.
g rew up in, a pet m ou se, a token to rem em ber your
parents by, a set o f co m m o n clothes, and a belt pouch d6 Flaw
containing 10 gp
1 If I'm outnumbered, I will run away from a fight.
F e a t u r e : C it y Secrets
You know the secret patterns and flow to cities and can 2 Gold seems like a lot of money to me, and I’ll do just
find passages through the urban sprawl that others would about anything for more o f it.
miss. W hen you are not in combat, you (and com panions
you lead) can travel betw een any tw o locations in the city 3 Iwill never fully trust anyone other than myself.
tw ice as fast as your speed w ould norm ally allow. 4 I’d rather kill someone in their sleep then fight fair.
5 It’s not stealing if I need it more than someone else.
Su g g e s t e d C h a r a c t e r is t ic s 6 People who can't take care o f themselves get what they
Urchins are shaped by lives of desperate poverty, for
g o o d and for ill. Th ey tend to be driven either by a deserve.
com m itm ent to the people with w hom they shared life
on the street or by a burning desire to find a better life—
and m aybe get som e payback on all the rich people w ho
treated them badly.

C h a p t e r 5: Eq u ip m e n t

THE MARKETPLACE OF A LARGE CITY TEEMS M em bers of the nobility trade either in legal rights, such
with buyers and sellers of many sorts: as the rights to a mine, a port, or farmland, or in gold
dw arf smiths and elf woodcarvers, halfling bars, m easuring gold by the pound rather than by the
farmers and gnom e jewelers, not to mention coin. Only merchants, adventurers, and those offering
humans of every shape, size, and color professional services for hire com m only deal in coins.
drawn from a spectrum of nations and
cultures. In the largest cities, almost C oin age
anything imaginable is offered for sale, from exotic
spices and luxurious clothing to w icker baskets and C om m on coins com e in several different denom inations
practical swords. based on the relative w orth o f the metal from w hich they
For an adventurer, the availability o f armor, w eapons, are made. The three m ost com m on coins are the gold
backpacks, rope, and sim ilar good s is o f paramount p iece (gp), the silver p iece (sp), and the co p p e r p iece (cp).
im portance, since proper equipment can m ean the
difference betw een life and death in a dungeon or the With one gold piece, a character can buy a belt
untamed wilds. This chapter details the mundane and pouch, 50 feet o f good rope, or a goat. A skilled (but
exotic m erchandise that adventurers com m only find useful not exception al) artisan can earn on e gold p iece a day.
in the face o f the threats that the w orlds o f D & D present. The gold piece is the standard unit o f m easure for
wealth, even if the coin itself is not com m only used.
St a r t in g E q u ip m e n t W hen m erchants discuss deals that involve good s or
services worth hundreds or thousands of gold pieces,
W hen you create your character, you receive equipment the transactions don ’t usually involve the exchange o f
based on a combination of your class and background. individual coins. Rather, the gold piece is a standard
Alternatively, you can start with a num ber o f gold pieces m easure of value, and the actual exchange is in gold
based on your class and spend them on items from the bars, letters of credit, or valuable goods.
lists in this chapter. S ee the Starting W ealth by Class
table to determine how much gold you have to spend. One gold piece is w orth ten silver pieces, the most
prevalent coin am ong com m oners. A silver piece buys a
You decide how your character cam e by this starting la borer’s w ork for a day, a flask o f lam p oil, or a night’s
equipm ent. It m ight have been an inheritance, or g o o d s rest in a p oor inn.
that the character purchased during his or her upbringing.
You might have been equipped with a weapon, armor, and One silver piece is worth ten copper pieces, which are
a backpack as part o f military service. You might even have com m on am ong laborers and beggars. A single copper
stolen your gear. A w eapon could be a family heirloom, piece buys a candle, a torch, or a piece of chalk.
passed dow n from generation to generation until your
character finally took up the mantle and follow ed in an In addition, unusual coin s m ade o f other precious
an cestor’s adventurous footsteps. metals som etim es appear in treasure hoards. The
electrum piece (ep) and the platinum piece (pp) originate
St a r t in g W ealth by C lass from fallen em pires and lost kingdom s, and they
som etim es arouse suspicion and skepticism when used
Class Funds in transactions. An electrum piece is w orth five silver
pieces, and a platinum p iece is worth ten gold pieces.
Barbarian 2d4 x 10 gp
Bard 5d4 x 10 gp A standard coin w eighs about a third of an ounce,
Cleric 5d4 x 10 gp so fifty coins w eigh a pound.
Druid 2d4 x 10 gp
Fighter 5d4 x 10 gp St a n d a r d Ex c h a n g e Rates
Paladin 5d4 gp Coin cp sp ep gp pp
Ranger 5d4 x 10 gp Copper (cp) 1 1/10 1/50 1/100 1/1,000
Rogue 5d4 x 10 gp Silver (sp)
Sorcerer 4d4 x 10 gp Electrum (ep) 10 1 1/5 1/10 1/100
Warlock 3d4 x 10 gp Gold (gp) 50 5 1 1/2 1/20
Wizard 4d4 x 10 gp Platinum (pp) 100 10 2 1 1/10
4d4 x 10 gp 1,000 100 10 1

W ealth

W ealth appears in m any form s in a D & D w orld. Coins,
gemstones, trade goods, art objects, animals, and
property can reflect your character’s financial w ell-being.
M em bers o f the peasantry trade in goods, bartering for
what they need and paying taxes in grain and cheese.

Sellin g T reasure The A rm or table show s the cost, weight, and other
properties of the com m on types o f arm or w orn in the
Opportunities abound to find treasure, equipment, worlds of D&D.
w eapons, armor, and m ore in the dungeons you explore.
Normally, you can sell your treasures and trinkets w hen Armor Proficiency. A nyone can put on a suit o f arm or
you return to a town or other settlement, provided that you or strap a shield to an arm. Only those proficient in the
can find buyers and m erchants interested in your loot. a rm or’s use k n ow h ow to w ea r it effectively, however.
Your class gives you proficiency with certain types of
Arms, Armor, and Other Equipment. A s a general armor. If you w ear arm or that you lack proficiency with,
rule, undam aged weapons, armor, and other equipment you have disadvantage on any ability check, saving
fetch half their cost w hen sold in a market. W eapons throw, or attack roll that involves Strength or Dexterity,
and arm or used by m onsters are rarely in good enough and you can’t cast spells.
condition to sell.
Armor Class (AC). A rm or protects its w earer from
Magic Items. Sellin g m a gic item s is problem atic. attacks. The arm or (and shield) you w ear determ ines
Finding som eon e to buy a potion or a scroll isn’t too your base Arm or Class.
hard, but other items are out o f the realm of m ost but the
wealthiest nobles. Likewise, aside from a few com m on Heavy Armor. Heavier arm or interferes w ith the
m agic items, you w on ’t norm ally com e across m agic w ea rer’s ability to m ove quickly, stealthily, and freely.
items or spells to purchase. The value of m agic is far If the A rm or table show s “Str 13” or “Str 15” in the
beyond simple gold and should always be treated as such. Strength colum n for an arm or type, the arm or reduces
the w ea rer’s sp eed by 10 feet u nless the w earer has a
Gems,Jewelry, and Art Objects. T h ese items retain Strength score equal to or higher than the listed score.
their full value in the marketplace, and you can either
trade them in for coin or use them as currency for other Stealth. If the A rm or table sh ow s “D isadvantage” in
transactions. For exceptionally valuable treasures, the the Stealth colum n, the w earer has disadvantage on
DM might require you to find a buyer in a large tow n or Dexterity (Stealth) checks.
larger com m u n ity first.
Shields. A shield is m ade from w o o d or m etal and
Trade Goods. On the borderlands, m any p eople is carried in one hand. W ielding a shield increases
conduct transactions through barter. Like gem s and art your A rm or Class by 2. You can benefit from only one
objects, trade g o o d s—bars o f iron, bags o f salt, livestock, shield at a time.
and so on—retain their full value in the market and can
be used as currency. L ig h t A rm or

A rm or a n d Shields M ade from supple and thin materials, light arm or favors
agile adventurers sin ce it offers som e protection w ithout
D&D worlds are a vast tapestry made up of many sacrificing mobility. If you w ear light armor, you add
different cultures, each with its ow n technology level. your Dexterity m odifier to the base num ber from your
For this reason, adventurers have access to a variety arm or type to determine your A rm or Class.
o f arm or types, ranging from leather arm or to chain
mail to costly plate armor, with several other kinds o f Padded. P added arm or consists o f quilted layers of
arm or in between. The Arm or table collects the m ost cloth and batting.
com m on ly available types o f arm or found in the game
and separates them into three categories: light armor, Leather. The breastplate and shou lder protectors o f
medium armor, and heavy armor. Many warriors this arm or are m ade o f leather that has been stiffened
supplement their arm or with a shield. by being boiled in oil. The rest o f the arm or is m ade of
softer and m ore flexible materials.
Va r ia n t: Eq u ipm en t S izes
In most campaigns, you can use or wear any equipment that Studded Leather. M ade from tough but flexible
you find on your adventures, within the bounds o f common leather, studded leather is reinforced with close-set
sense. For example, a burly half-orc won't fit in a halfling’s rivets or spikes.
leather armor, and a gnome would be swallowed up in a
cloud giant’s elegant robe. M ediu m A rm or

The DM can impose more realism. For example, a suit of M edium arm or offers m ore protection than light armor,
plate armor made for one human might not fit another one but it also im pairs m ovem ent m ore. If you w ear m edium
without significant alterations, and a guard’s uniform might armor, you add your Dexterity modifier, to a maximum
be visibly ill-fitting when an adventurer tries to wear it as a of +2, to the base num ber from your arm or type to
disguise. determine your Arm or Class.

Using this variant, when adventurers find armor, clothing, Hide. T his cru de arm or con sists o f thick furs and
and similar items that are made to be worn, they might need pelts. It is com m on ly w orn by barbarian tribes, evil
to visit an armorsmith, tailor, leatherworker, or similar expert humanoids, and other folk w ho lack access to the tools
to make the item wearable. The cost for such work varies and materials needed to create better armor.
from 10 to 40 percent o f the market price o f the item. The
DM can either roll 1d4 x 10 or determine the increase in cost Chain Shirt. M ade o f interlocking m etal rings, a chain
based on the extent o f the alterations required. shirt is w orn betw een layers o f clothing or leather. This
arm or offers m odest protection to the w earer’s upper
body and allows the sound of the rings rubbing against
one another to be muffled by outer layers.

Scale Mail. T h is arm or con sists o f a coat and leggings
(and perhaps a separate skirt) o f leather covered with

overlapping pieces o f metal, much like the scales o f a
fish. The suit includes gauntlets.

B reastplate. This arm or consists o f a fitted metal
chest p iece w orn w ith supple leather. A lthough it leaves
the legs and arm s relatively unprotected, this arm or
p rovides g o o d protection for the w ea rer’s vital organs
w hile leaving the w earer relatively unencum bered.

H a lfPlate. H alf plate consists o f shaped m etal plates
that cover m ost o f the w ea rer’s body. It d o e s not include
leg protection beyond sim ple greaves that are attached
with leather straps.

H eavy A rmor

O f all the arm or categories, heavy arm or offers the best
protection. T hese suits o f arm or cover the entire body
and are designed to stop a wide range of attacks. Only
proficient w arriors can m anage their weight and bulk.

Heavy arm or d oesn ’t let you add your Dexterity
m odifier to your A rm or Class, but it also d oesn ’t
penalize you if your Dexterity m odifier is negative.

R ing Mail. T h is arm or is leather arm or with heavy
rings sew n into it. T h e rings help rein force the arm or
against blow s from sw ords and axes. Ring mail is
inferior to chain mail, and it's usually w orn only by those
w ho can’t afford better armor.

Chain Mail. M ade o f interlocking m etal rings, chain
mail includes a layer o f quilted fabric w orn underneath
the mail to prevent chafing and to cushion the impact of
blows. The suit includes gauntlets.

Splint. T h is arm or is m ade o f n arrow vertical strips
of m etal riveted to a backing o f leather that is w orn over
cloth padding. Flexible chain mail protects the joints.

Plate. Plate consists o f shaped, interlocking metal
plates to cover the entire body. A suit o f plate includes
gauntlets, heavy leather boots, a visored helmet, and
thick layers of padding underneath the armor. Buckles
and straps distribute the weight over the body.

Light Armor 5 gp 11 + Dex modifier — Disadvantage 8 lb.
Padded 10 gp 11 + Dex modifier — — 10 lb.
Leather 45 gp 12 + Dex modifier — — 13 lb.
Studded leather
10 gp 12 + Dex modifier (max 2) — — 12 lb.
Medium Armor 50 gp 13 + Dex modifier (max 2) — — 20 lb.
Hide 50 gp 14 + Dex modifier (max 2) — 45 lb.
Chain shirt 400 gp 14 + Dex modifier (max 2) Disadvantage 20 lb.
Scale mail 750 gp 15 + Dex modifier (max 2) — 40 lb.
Breastplate —
Half plate 30 gp 14 — 40 lb.
75 gp 16 Disadvantage 55 lb.
Heavy Armor 200 gp 17 — 60 lb.
Ring mail 1,500 gp 18 Str 13 Disadvantage 65 lb.
Chain mail Str 15 Disadvantage
Splint 10 gp +2 Str 15 Disadvantage 6 lb.
Plate Disadvantage

Shield —

G e t t in g In t o a n d O u t of A rm or

T h e tim e it takes to don or d off arm or depen ds on the
a rm or’s category.

D on. T h is is the tim e it takes to put on arm or. You
benefit from the arm or's AC only if you take the full time
to don the suit o f armor.

D off. This is the tim e it takes to take o ff armor. If you
have help, reduce this time by half.

Category Don Doff
Light Armor 1 minute 1 minute
Medium Armor 5 minutes 1 minute
Heavy Armor 10 minutes 5 minutes
Shield 1 action 1 action

W eapons

Your class grants proficiency in certain w eapons,
reflecting both the class's focus and the tools you are
most likely to use. W hether you favor a longsw ord or
a longbow , your w ea p on and your ability to w ield it
effectively can m ean the difference betw een life and
death while adventuring.

The W eapons table show s the m ost com m on w eapons
used in the w orlds o f D&D, their price and weight,
the dam age they deal w hen they hit, and any sp ecia l
properties they possess. Every weapon is classified
as either m elee or ranged. A melee weapon is used to
attack a target within 5 feet o f you, w hereas a ranged
weapon is u sed to attack a target at a distance.

W eapo n P ro ficien cy

Your race, class, and feats can grant you proficiency
with certain w eapons or categories of w eapons. The two
categories are simple and martial. M ost people can
use simple w eapons with proficiency. These w eapons
include clubs, m a ces, and other w ea p on s often found in
the hands o f com m oners. Martial w eapons, including
swords, axes, and polearm s, require m ore specialized
training to use effectively. M ost w arriors use martial
w eapons because these w eapons put their fighting style
and training to best use.

Proficiency with a w eapon allows you to add your
proficiency bonus to the attack roll for any attack you
make w ith that w eapon. If you m ake an attack roll using
a w eapon with w hich you lack proficiency, you do not
add your proficiency bonus to the attack roll.

W e a p o n P roperties

Many weapons have special properties related to their use,
as show n in the W eapons table.

Am m unition. You can use a w eap on that has the
ammunition property to make a ranged attack only if
you have ammunition to fire from the w eapon. Each
time you attack with the weapon, you expend one piece
o f ammunition. D rawing the am m unition from a quiver,
case, or other container is part o f the attack. At the
end o f the battle, you can recover half your expended
am munition by taking a minute to search the battlefield.

If you use a weapon that has the ammunition property
to m ake a melee attack, you treat the w eapon as an
im provised w eapon (see "Im provised W eapons" later in
the section). A sling must be loaded to deal any dam age
w hen u sed in this way.

Finesse. W hen m aking an attack with a finesse
weapon, you use your choice o f your Strength or
Dexterity modifier for the attack and damage rolls. You
must use the sam e m odifier for both rolls.

Heavy. S m all creatu res have disadvantage on attack
rolls w ith heavy w eapon s. A heavy w ea p on ’s size and
bulk m ake it too large for a S m all creature to use

Light. A light w eap on is sm all and easy to handle,
m aking it ideal for u se w hen fighting w ith tw o w eapon s.
S e e the rules for tw o-w eapon fighting in chapter 9.

Loading. B ecau se o f the time required to load this
weapon, you can fire only one piece o f ammunition
from it w hen you use an action, bonus action, or reaction
to fire it, regardless o f the num ber o f attacks you can
normally make.

Range. A w eap on that can b e u sed to m ake a ranged
attack has a range show n in parentheses after the
ammunition or thrown property. The range lists two
n um bers. T h e first is the w ea p on ’s n orm al range in feet,
and the secon d indicates the w eapon’s m axim um range.
W hen attacking a target beyond norm al range, you have
disadvantage on the attack roll. You can ’t attack a target
beyond the w eapon ’s long range.

Reach. T his w ea p on adds 5 feet to your reach w hen
you attack with it.

Special. A w ea p on w ith the sp ecia l property has
unusual rules governing its use, explained in the
w ea p on ’s description (see "S p ecia l W ea pon s" later in
this section).

Thrown. If a w eap on has the throw n property, you
can throw the w eapon to m ake a ranged attack. If the
w eapon is a m elee w eapon, you use the sam e ability
m odifier for that attack roll and dam age roll that you
would use for a melee attack with the weapon. For
example, if you throw a handaxe, you use your Strength,
but if you throw a dagger, you can use either your
Strength or your Dexterity, since the dagger has the
finesse property.

Two-Handed. T h is w ea p on requires tw o hands to use.
Versatile. T his w eap on can b e u sed with one or tw o
hands. A dam age value in parentheses appears with the
property—the dam age w hen the w eapon is used with
two hands to m ake a m elee attack.

Im provised W eapons
S om etim es characters don’t have their w eapon s and
have to attack w ith w hatever is clo se at hand. An
im provised weapon includes any object you can wield
in one or tw o hands, such as broken glass, a table leg, a
frying pan, a w agon wheel, or a dead goblin.

In m any cases, an im provised w eapon is sim ilar
to an actual weapon and can be treated as such. For
exam ple, a table leg is akin to a club. At the D M ’s option,
a character proficient with a weapon can use a similar
object as if it w ere that w eap on and u se his or her
proficiency bonus.

An object that bears no resem blance to a w eapon creatures that are form less, or creatures that are Huge
deals 1d4 dam age (the DM assigns a dam age type or larger. A creature can u se its action to m ake a D C 10
appropriate to the object). If a character uses a ranged Strength check, freeing itself or another creature within
weapon to make a m elee attack, or throws a m elee its reach on a su ccess. D ealing 5 slashing dam age to the
w eap on that d o e s not have the throw n property, it also net (AC 10) also frees the creature without h arm in g it,
deals 1d4 dam age. A n im provised throw n w eap on has a ending the effect and destroying the net.
norm al range o f 20 feet and a long range o f 60 feet.
W hen you use an action, bonus action, or reaction
Silvered W eapons to attack with a net, you can m ake only one attack
S om e m onsters that have immunity or resistance regardless of the number of attacks you can
to nonm agical w eapons are susceptible to silver normally make.
w eapons, so cautious adventurers invest extra coin to
plate their w eapon s w ith silver. You can silver a single A dventuring G ear
weapon or ten pieces of ammunition for 100 gp. This
cost represents not only the price o f the silver, but the This section describes items that have special rules or
time and expertise needed to add silver to the w eapon require further explanation.
w ithout m akin g it less effective.
Acid. As an action, you can splash the contents of
Sp e c ia l W eapo n s this vial onto a creature within 5 feet o f you or throw
W eapons with special rules are described here. the vial up to 20 feet, shattering it on im pact. In either
case, make a ranged attack against a creature or object,
Lance. You have disadvantage when you use a lance treating the acid as an im provised w eapon . O n a hit, the
to attack a target within 5 feet of you. Also, a lance target takes 2d6 acid damage.
requires tw o hands to wield when you aren’t mounted.
A lch em ist’s Fire. T h is sticky, adhesive fluid ignites
Net. A Large or sm aller creature hit by a net is w h en e x p osed to air. A s an action, you can th row this
restrained until it is freed. A net has no effect on flask up to 20 feet, shattering it on im pact. M ake a
ranged attack against a creature or object, treating

W eapons Cost Damage Weight Properties

Name 1 sp 1d4 bludgeoning 2 lb. Light
Sim ple Melee W eapons 2 gp 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60)
2 sp 1d8 bludgeoning 10 lb. Two-handed
Club 5 gp 1d6 slashing 2 lb. Light, thrown (range 20/60)
Dagger 5 sp 1d6 piercing 2 lb. Thrown (range 30/120)
Greatclub 2 gp 1d4 bludgeoning 2 lb. Light, thrown (range 20/60)
Handaxe 5 gp 1d6 bludgeoning 4 lb. —
javelin 2 sp 1d6 bludgeoning 4 lb. Versatile (1d8)
Light hammer 1 gp 1d4 slashing 2 lb. Light
Mace 1 gp 1d6 piercing 3 lb. Thrown (range 20/60), versatile (1d8)
Quarterstaff 1 bludgeoning —
Sickle — —
Unarmed strike 25 gp 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed
Simple Ranged Weapons 5 cp 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60)
Crossbow, light 1d6 piercing Ammunition (range 80/320), two-handed
Dart 25 gp 1d4 bludgeoning 2 lb. Ammunition (range 30/120)
Shortbow 1 sp —
M artial Melee W eapons 10 gp 1d8 slashing 4 lb. Versatile (1d10)
Battleaxe 10 gp 1d8 bludgeoning 2 lb. —
Flail 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed
Glaive 30 gp 1d12 slashing 7 lb. Heavy, two-handed
Greataxe 50 gp 2d6 slashing 6 lb. Heavy, two-handed
Greatsword 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed
Halberd 10 gp 1d12 piercing 6 lb. Reach, special
Lance 15 gp 1d8 slashing 3 lb. Versatile (1d10)
Longsword 10 gp 2d6 bludgeoning 10 lb. Heavy, two-handed
Maul 15 gp 1d8 piercing 4 lb. —
Morningstar 1d10 piercing 18 lb. Heavy, reach, two-handed
Pike 5 gp 1d8 piercing 2 lb. Finesse
Rapier 25 gp 1d6 slashing 3 lb. Finesse, light
Scimitar 25 gp 1d6 piercing 2 lb. Finesse, light
Shortsword 10 gp 1d6 piercing 4 lb. Thrown (range 20/60), versatile (1d8)
Trident 1d8 piercing 2 lb. —
War pick 5 gp 1d8 bludgeoning 2 lb. Versatile (1d10)
Warhammer 5 gp 1d4 slashing 3 lb. Finesse, reach
Whip 15 gp
Martial Ranged Weapons 2 gp 1 piercing 1 lb. Ammunition (range 25/100), loading
Blowgun 1d6 piercing 3 lb. Ammunition (range 30/120), light, loading
Crossbow, hand 10 gp 1d10 piercing 18 lb. Ammunition (range 100/400), heavy, loading, two-handed
Crossbow, heavy 75 gp 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed
Longbow 50 gp 3 lb. Special, thrown (range 5/15)
Net 50 gp —

1 gp

A d v e n t u r in g G ear Cost Weight Item Cost Weight
2 lb. Holy symbol
Item 2 gp 1 lb. 5 gp 1 lb.
Abacus 25 gp 1 lb. Amulet 5 gp —
Acid (vial) 50 gp Emblem 5 gp
Alchemist’s fire (flask) 1 lb. Reliquary 25 gp 2 lb.
Ammunition 1 gp 1 lb. Holy water (flask) 25 gp 1 lb.
1 gp 11/2 lb. Hourglass 5 gp 1 lb.
Arrows (20) 1 gp 11/2 lb. Hunting trap 10 gp 25 lb.
Blowgun needles (50) 4 cp Ink (1 ounce bottle) 2 cp
Crossbow bolts (20) 50 gp — Ink pen 2 cp —
Sling bullets (20) Jug or pitcher 1 sp —
Antitoxin (vial) 10 gp 1 lb. Ladder (10-foot) 5 sp 4 lb.
Arcane focus 20 gp 3 lb. Lamp 10 gp 25 lb.
Crystal 10 gp 2 lb. Lantern, bullseye 1 lb.
Orb 4 lb. Lantern, hooded 5 gp 2 lb.
Rod 5 gp 1 lb. Lock 10 gp 2 lb.
Staff 10 gp 5 lb. Magnifying glass 100 gp 1 lb.
Wand 2 lb. Manacles —
Backpack 2 gp 70 lb. Mess kit 2 gp 6 lb.
Ball bearings (bago f 1,000) 1 gp 2 lb. Mirror, steel 2 sp 1 lb.
Barrel 2 gp 7 lb. Oil (flask) 5 gp 1/2 lb.
Basket 4 sp Paper (one sheet) 1 sp 1 lb.
Bedroll 3 lb. Parchment (one sheet) 2 sp —
Bell 1 gp 5 lb. Perfume (vial) 1 sp —
Blanket 1 gp 5 lb. Pick, miner’s —
Block and tackle 5 sp 2 lb. Piton 5 gp 10 lb.
Book 1 gp 2 lb. Poison, basic (vial) 2 gp 1/4 lb.
Bottle, glass 25 gp 2 lb. Pole (10-foot) 5 cp —
Bucket 2 gp Pot, iron 100 gp 7 lb.
Caltrops (bag of 20) 5 cp — Potion o f healing 5 cp 10 lb.
Candle 1 gp Pouch 1/2 lb.
Case, crossbow bolt 1 cp 1 lb. Quiver 2 gp 1 lb.
Case, map or scroll 1 gp 1 lb. Ram, portable 50 gp 1 lb.
Chain (10 feet) 1 gp 10 lb. Rations (1 day) 35 lb.
Chalk (1 piece) 5 gp Robes 5 sp 2 lb.
Chest 1 cp — Rope, hempen (50 feet) 4 lb.
Climber's kit 5 gp Rope, silk (50 feet) 1 gp 10 lb.
Clothes, common 25 gp 25 lb. Sack 4 gp 5 lb.
Clothes, costume 5 sp 12 lb. Scale, merchant’s 5 sp 1/2 lb.
Clothes, fine 5 gp 3 lb. Sealing wax 3 lb.
Clothes, traveler’s 15 gp 4 lb. Shovel 1 gp
Component pouch 2 gp 6 lb. Signal whistle 1 gp 5 lb.
Crowbar 25 gp 4 lb. Signet ring 10 gp —
Druidicfocus 2 gp 2 lb. Soap 1 cp —
Sprig o f mistletoe 5 lb. Spellbook —
Totem 1 gp Spikes, iron (10) 5 gp
Wooden staff 1 gp — Spyglass 5 sp 3 lb.
Yew wand 5 gp Tent, two-person 2 gp 5 lb.
Fishing tackle 10 gp — Tinderbox 5 cp 1 lb.
Flask or tankard Torch 5 gp 2 0 lb.
Grappling hook 1 gp 4 lb. Vial 2 cp 1 lb.
Hammer 2 cp 1 lb. Waterskin 50 gp 1 lb.
Hammer, sledge 2 gp 4 lb. Whetstone
Healer’s kit 1 gp 1 lb. 1 gp —
2 gp 4 lb. 1,000 gp 5 lb. (full)
5 gp 3 lb.
10 lb. 2 gp 1 lb.
3 lb. 5 sp
1 cp

1 gp
2 sp

1 cp

the alchem ist's fire as an im provised weapon. On a Druidic Focus. A druidic focu s m ight be a sprig o f
hit, the target takes 1d4 fire dam age at the start o f m istletoe or holly, a w and or scepter m ade o f yew or
each o f its turns. A creature can end this dam age by another special w ood, a staff drawn w hole out o f a living
using its action to m ake a DC 10 Dexterity check to tree, or a totem object incorporating feathers, fur, bones,
extinguish the flames. and teeth from sacred animals. A druid can use such an
object as a spellcasting focus, as described in chapter 10.
Antitoxin. A creature that drinks this vial o f liquid
gains advantage on saving throws against poison for 1 Fishing Tackle. T his kit includes a w o o d e n rod, silken
hour. It con fers no benefit to undead or constructs. line, cork w ood bobbers, steel hooks, lead sinkers, velvet
lures, and narrow netting.
Arcane Focus. A n arcane focu s is a sp ecia l item—
an orb, a crystal, a rod, a specially constructed staff, Healer’s Kit. T h is kit is a leather pou ch containing
a wand-like length o f w ood, or som e similar item— bandages, salves, and splints. The kit has ten uses. As
designed to channel the pow er o f arcane spells. A an action, you can expend one use o f the kit to stabilize
sorcerer, w arlock, or w izard can use such an item as a a creature that h as 0 hit points, w ithout n eedin g to m ake
sp ellcastin g focus, as d escrib ed in chapter 10. a W isdom (M edicine) check.

Ball Bearings. A s an action, you can spill th ese tiny Holy Symbol. A holy sym bol is a representation o f
m etal balls from their p ou ch to cover a level area 10 a god or pantheon. It m ight b e an am ulet depicting a
feet square. A creature moving across the covered area sym b ol representing a deity, the sa m e sym bol carefully
must su cceed on a D C 10 Dexterity saving throw or fall engraved or inlaid as an em blem on a shield, or a tiny
prone. A creature m ovin g through the area at h alf sp eed box holding a fragment o f a sacred relic. Appendix B
d oesn ’t n eed to m ake the saving throw. lists the sym bols com m only associated with many gods
in the multiverse. A cleric or paladin can use a holy
Block and Tackle. A set o f pulleys with a cable sym bol as a spellcasting focus, as described in chapter
threaded through them and a hook to attach to objects, a 10. To u se the sym bol in this way, the caster m ust hold it
block and tackle allow s you to hoist up to four tim es the in hand, w ear it visibly, or bea r it on a shield.
w eight you can n orm ally lift.
Holy Water. A s an action, you can splash the contents
Book. A b o o k might contain poetry, historical of this flask onto a creature within 5 feet of you or throw
accounts, inform ation pertaining to a particular field it up to 20 feet, shattering it on im pact. In either case,
of lore, diagram s and notes on gnom ish contraptions, m ake a ranged attack against a target creature, treating
or just about anything else that can be represented the holy water as an im provised w eapon. If the target is
using text or pictures. A b ook o f spells is a spellbook a fiend or undead, it takes 2d6 radiant dam age.
(described later in this section).
Eq u i p m e n t Pa c k s
Caltrops. A s an action, you can spread a single bag
o f caltrops to cover a 5-foot-square area. Any creature The starting equipment you get from your class includes a
that enters the area must su cceed on a D C 15 Dexterity collection of useful adventuring gear, put together in a pack.
saving throw or stop moving and take 1 piercing The contents o f these packs are listed here. If you are buying
dam age. Until the creature regains at least 1 hit point, your starting equipment, you can purchase a pack for the
its w alking sp eed is reduced by 10 feet. A creature price shown, which might be cheaper than buying the items
m ovin g through the area at h alf sp eed d oesn ’t n eed to individually.
make the saving throw.
Burglar’s Pack (16 gp). Includes a backpack, a bag of 1,000
Candle. F or 1 hour, a candle sh eds bright light in a ball bearings, 10 feet o f string, a bell, 5 candles, a crowbar, a
5-foot radius and dim light for an additional 5 feet. hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days
rations, a tinderbox, and a waterskin. The pack also has 50
Case, Crossbow Bolt. Th is w o o d e n ca se can hold up feet o f hempen rope strapped to the side o f it.
to twenty crossbow bolts.
Diplomat's Pack (39 gp). Includes a chest, 2 cases for maps
Case, Map or Scroll. Th is cylindrical leather ca se can and scrolls, a set of fine clothes, a bottle o f ink, an ink pen,
hold up to ten rolled-up sheets o f paper or five rolled-up a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume,
sheets of parchment. sealing wax, and soap.

Chain. A chain has 10 hit points. It can be burst with a Dungeoneer’s Pack (12 gp). Includes a backpack, a crowbar,
successful DC 20 Strength check. a hammer, 10 pitons, 10 torches, a tinderbox, 10 days
o f rations, and a waterskin. The pack also has 50 feet of
Climber’s Kit. A clim b er’s kit includes sp ecia l pitons, hempen rope strapped to the side o f it.
boot tips, gloves, and a harness. You can use the
clim b er’s kit as an action to an chor yourself; w hen you Entertainer’s Pack (40 gp). Includes a backpack, a bedroll,
do, you can’t fall m ore than 25 feet from the point w here 2 costumes, 5 candles, 5 days o f rations, a waterskin, and a
you anchored yourself, and you can't clim b m ore than 25 disguise kit.
feet away from that point without undoing the anchor.
Explorer’s Pack (10 gp). Includes a backpack, a bedroll,
Component Pouch. A com p on ent pouch is a small, a mess kit, a tinderbox, 10 torches, 10 days of rations, and
watertight leather belt pouch that has com partm ents a waterskin. The pack also has 50 feet o f hempen rope
to hold all the material com ponents and other special strapped to the side of it.
items you need to cast your spells, except for those
com ponents that have a specific cost (as indicated in a Priest’s Pack (19 gp). Includes a backpack, a blanket, 10
spell's description). candles, a tinderbox, an alms box, 2 blocks of incense, a
censer, vestments, 2 days of rations, and a waterskin.
Crowbar. Using a crow bar grants advantage
to Strength ch ecks w here the crow ba r’s leverage Scholar’s Pack (40 gp). Includes a backpack, a book o f lore,
can be applied. a bottle o f ink, an ink pen, 10 sheets o f parchment, a little
bag of sand, and a small knife.

A cleric or paladin may create holy water by Magnifying Glass. T his lens allow s a closer look at
perform ing a special ritual. The ritual takes 1 hour sm all objects. It is also useful as a substitute for flint
to perform , uses 25 gp w orth of pow dered silver, and and steel when starting fires. Lighting a fire with a
requires the caster to expend a 1st-level spell slot. m agnifying glass requires light as bright as sunlight to
focus, tinder to ignite, and about 5 minutes for the fire
Hunting Trap. W h en you use your action to set it, to ignite. A m agnifying glass grants advantage on any
this trap form s a saw -toothed steel ring that snaps shut ability ch eck m ade to appraise or in spect an item that is
w hen a creature steps on a pressure plate in the center. small or highly detailed.
The trap is affixed by a heavy chain to an im m obile
object, such as a tree or a spike driven into the ground. Manacles. T h ese m etal restraints can bind a Sm all
A creature that steps on the plate must su cceed on a DC or M edium creature. Escaping the m anacles requires
13 D exterity saving th row o r take 1d4 piercin g dam age a successful DC 20 Dexterity check. Breaking them
and stop moving. Thereafter, until the creature breaks requires a successful DC 20 Strength check. Each
free o f the trap, its m ovem ent is limited by the length set o f m anacles c o m e s with on e key. W ithout the key,
o f the chain (typically 3 feet long). A creature can use a creature proficient with thieves’ tools can pick the
its action to m ake a D C 13 Strength check, freeing m anacles’ lock with a su ccessfu l D C 15 Dexterity
itself or another creature w ithin its reach on a su ccess. check. M an acles have 15 hit points.
Each failed check deals 1 piercing damage to the
trapped creature. Mess Kit. This tin b ox contains a cup and sim ple
cutlery. The box clam ps together, and one side can
Lamp. A lam p casts bright light in a 15-foot radius be used as a cooking pan and the other as a plate or
and dim light for an additional 30 feet. O nce lit, it burns shallow bowl.
for 6 h ours on a flask (1 pint) o f oil.
Oil. Oil usually c om es in a clay flask that holds 1
Lantern, Bullseye. A bullseye lantern casts bright pint. A s an action, you can splash the oil in this flask
light in a 60-foot cone and dim light for an additional 60 onto a creature w ithin 5 feet o f you or th row it up to
feet. O nce lit, it burns for 6 hours on a flask (1 pint) o f oil. 20 feet, shattering it on im pact. M ake a ranged attack
against a target creature or object, treating the oil as
Lantern, Hooded. A h ood ed lantern casts bright light an im provised w eapon . On a hit, the target is covered
in a 30-foot radius and dim light for an additional 30 in oil. If the target takes any fire dam age before the oil
feet. O nce lit, it burns for 6 hours on a flask (1 pint) o f dries (after 1 minute), the target takes an additional 5
oil. A s an action, you can low er the hood, reducing the fire dam age from the burning oil. You can also pour a
light to dim light in a 5-foot radius. flask of oil on the ground to cover a 5-foot-square area,
provided that the su rface is level. If lit, the oil burns for
Lock. A key is provided w ith the lock. W ithout the 2 rounds and deals 5 fire dam age to any creature that
key, a creature proficient w ith thieves’ tools can pick enters the area or en ds its turn in the area. A creature
this lock with a su ccessfu l D C 15 Dexterity check. can take this dam age only on ce per turn.
Your DM may decide that better locks are available
for higher prices.

Poison, Basic. You can use the p oison in this vial Spyglass. O bjects view ed through a spyglass are
to coat one slashing or piercing w eapon or up to three magnified to tw ice their size.
pieces o f ammunition. Applying the poison takes
an action. A creature hit by the poisoned w eapon or Tent. A sim ple and portable canvas shelter, a
am m unition m ust m ake a D C 10 Constitution saving tent sleeps two.
th row o r take 1d4 p oison dam age. O n ce applied, the
poison retains potency for 1 minute before drying. Tinderbox. This sm all container holds flint, fire steel,
and tinder (usually dry cloth soaked in light oil) used to
Potion o fHealing. A character w h o drinks the m agical kindle a fire. U sing it to light a torch —or anything else
red fluid in this vial regains 2d4 + 2 hit points. D rinking with abundant, exposed fuel—takes an action. Lighting
or administering a potion takes an action. any other fire takes 1 minute.

Pouch. A cloth or leather pou ch can hold up to 20 Torch. A torch burns for 1 hour, providing bright light
sling bullets or 50 blowgun needles, am ong other in a 20-foot radius and dim light for an additional 20
things. A com partm entalized pouch for holding spell feet. If you m ake a m elee attack with a burning torch
com ponents is called a com ponent pouch (described and hit, it deals 1 fire dam age.
earlier in this section).
C o n t a in e r C a p a c it y
Quiver. A quiver can hold up to 20 arrows.
Ram, Portable. You can use a portable ram to break Container Capacity
dow n doors. W hen doing so, you gain a +4 bonus on the Backpack* 1 cubic foot/30 pounds of gear
Strength check. One other character can help you use Barrel 40 gallons liquid, 4 cubic feet solid
the ram, giving you advantage on this check. Basket 2 cubic feet/40 pounds of gear
Rations. R ations consist o f dry fo o d s suitable Bottle 11/2 pints liquid
for extended travel, including jerky, dried fruit, Bucket 3 gallons liquid, 1/2 cubic foot solid
hardtack, and nuts. Chest 12 cubic feet/300 pounds o f gear
Rope. R op e, w hether m ade o f hem p or silk, has 2 hit Flask or tankard 1 pint liquid
points and can be burst w ith a D C 17 Strength check. Jug or pitcher 1 gallon liquid
Scale, Merchant’s. A scale includes a sm all balance, Pot, iron 1 gallon liquid
pans, and a suitable assortm ent of weights up to 2 Pouch 1/5 cubic foot/6 pounds of gear
pou nds. W ith it, you can m easu re the exact w eigh t of Sack 1 cubic foot/30 pounds of gear
sm all objects, such as raw precious metals or trade Vial 4 ounces liquid
goods, to help determine their worth. Waterskin 4 pints liquid
Spellbook. E ssential for w izards, a sp ellb ook is
a leather-bound tome with 100 blank vellum pages * You can also strap items, such as a bedroll or a coil of rope,
suitable for recording spells. to the outside o f a backpack.

T ools Artisan’s Tools. T h ese sp ecia l tools include the items
needed to pursue a craft or trade. The table show s
A tool helps you to do som ething you couldn't otherwise exam ples of the m ost com m on types o f tools, each
do, such as craft or repair an item, forge a docum ent, or providing items related to a single craft. Proficiency
pick a lock. Your race, class, background, or feats give w ith a set o f artisan’s tools lets you add your proficiency
you proficiency with certain tools. Proficiency with a tool bonus to any ability checks you make using the tools
allow s you to add your proficiency bonus to any ability in your craft. Each type of artisan’s tools requires a
check you m ake using that tool. Tool use is not tied to separate proficiency.
a single ability, sin ce proficiency w ith a tool represents
broader know ledge o f its use. For example, the DM Disguise Kit. T h is pou ch o f cosm etics, hair dye, and
might ask you to m ake a Dexterity check to carve a fine sm all props lets you create disguises that change your
detail w ith your w o o d ca rv e r ’s tools, or a Strength ch eck physical appearance. P roficiency with this kit lets you
to make som ething out of particularly hard w ood. add your proficiency bonus to any ability checks you
make to create a visual disguise.
To o l s
Forgery Kit. T h is sm all b o x contain s a variety o f
Item Cost Weight papers and parchm ents, pens and inks, seals and
Artisan’s tools sealing wax, gold and silver leaf, and other supplies
50 gp 8 lb. necessary to create convincing forgeries of physical
Alchemist’s supplies 20 gp 9 lb. docum ents. Proficiency with this kit lets you add your
Brewer’s supplies 10 gp 5 lb. proficiency bonus to any ability checks you make to
Calligrapher's supplies 6 lb. create a physical forgery of a document.
Carpenter’s tools 8 gp 6 lb.
Cartographer’s tools 15 g p 5 lb. Gaming Set. T his item e n com p a sses a w ide range
Cobbler’s tools 8 lb. of game pieces, including dice and decks of cards (for
Cook’s utensils 5 gp 5 lb. gam es such as Three-Dragon Ante). A few com m on
Glassblower’s tools 1 gp 2 lb. exam ples appear on the Tools table, but other kinds of
Jeweler’s tools 30 gp 5 lb. gaming sets exist. If you are proficient with a gaming
Leatherworker’s tools 25 gp 8 lb. set, you can add your proficiency bonus to ability checks
Mason’s tools 5 gp 5 lb. you make to play a gam e with that set. Each type o f
Painter’s supplies 10 gp 3 lb. gaming set requires a separate proficiency.
Potter’s tools 10 gp 8 lb.
Smith’s tools 10 gp 10 lb. Herbalism Kit. T h is kit contains a variety o f
Tinker’s tools 20 gp 5 lb. instruments such as clippers, m ortar and pestle, and
Weaver’s tools 50 gp 5 lb. pouches and vials used by herbalists to create rem edies
Woodcarver's tools 1 gp 3 lb. and potions. P roficien cy w ith this kit lets you add your
Disguise kit 1 gp 5 lb. proficiency bonus to any ability checks you m ake to
Forgery kit 25 gp identify or apply herbs. Also, proficiency with this kit is
Gaming set 15 gp — required to create antitoxin and potions o f healing.
Dice set
Dragonchess set 1 sp 1/2 lb. Musical Instrument. Several o f the m ost com m on
Playing card set 1 gp — types o f m usical instruments are shown on the table as
Three-Dragon Ante set 5 sp — examples. If you have proficiency with a given musical
Herbalism kit 1 gp instrument, you can add your proficiency bonus to
Musical instrument 5 gp 3 lb. any ability checks you m ake to play m usic with the
Bagpipes instrument. A bard can use a m usical instrument as a
Drum 30 gp 6 lb. spellcasting focus, as described in chapter 10. Each type
Dulcimer 3 lb. of m usical instrument requires a separate proficiency.
Flute 6 gp 10 lb.
Lute 25 gp 1 lb. Navigator’s Tools. Th is set o f instrum ents is u sed
Lyre 2 lb. for navigation at sea. P roficien cy w ith navigator's tools
Horn 2 gp 2 lb. lets you chart a ship's course and follow navigation
Pan flute 35 gp 2 lb. charts. In addition, these tools allow you to add your
Shawm 30 gp 2 lb. proficiency bonus to any ability check you m ake to avoid
Viol 1 lb. getting lost at sea.
Navigator’s tools 3 gp 1 lb.
Poisoner’s kit 12 gp 2 lb. Poisoner’s Kit. A p o iso n e r’s kit includes the vials,
Thieves’ tools 2 gp 2 lb. chem icals, and other equipm ent necessary for the
Vehicles (land or water) 30 gp 1 lb. creation o f poisons. P roficiency with this kit lets you add
25 gp your proficiency bonus to any ability checks you m ake to
50 gp * craft or use poisons.
25 gp
Thieves’ Tools. T h is set o f tools includes a sm all file,
* a set of lock picks, a small m irror m ounted on a metal
handle, a set of narrow-bladed scissors, and a pair of
pliers. Proficiency with these tools lets you add your
proficiency bonus to any ability checks you make to
disarm traps or open locks.

* See the “ Mounts and Vehicles” section.

M o u n ts a n d V ehicles

A good mount can help you move m ore quickly through
the w ilderness, but its prim ary p u rp ose is to carry the
gear that w ould otherw ise slow you down. The Mounts
and Other A n im als table sh ow s each anim al’s sp eed and
base carrying capacity.

An animal pulling a carriage, cart, chariot, sled,
or w agon ca n m ove w eight up to five tim es its base
carrying capacity, including the weight of the vehicle.
If multiple anim als pull the sam e vehicle, they can add
their carrying capacity together.

M ounts other than th ose listed here are available in
the worlds of D&D, but they are rare and not normally
available for purchase. T h ese include flying mounts
(pegasi, griffons, hippogriffs, and similar animals) and
even aquatic mounts (giant sea horses, for example).
Acquiring such a mount often m eans securing an egg
and raising the creature yourself, making a bargain with
a pow erfu l entity, or negotiating w ith the m ount itself.

Barding. Barding is arm or design ed to protect an
an im al’s head, neck, chest, and body. Any type o f
arm or show n on the A rm or table in this chapter can
be purchased as barding. The cost is four times the
equivalent arm or m ade for hum anoids, and it w eigh s
twice as much.

Saddles. A m ilitary saddle braces the rider, helping
you k eep your seat on an active m ount in battle. It
gives you advantage on any check you make to remain
mounted. An exotic saddle is required for riding any
aquatic or flying mount.

Vehicle Proficiency. If you have proficiency with a
certain kind o f vehicle (land or water), you can add your
proficiency bonus to any check you m ake to control that
kind o f vehicle in difficult circum stances.

R ow ed V essels. K eelboats and row boats are used on
lakes and rivers. If going downstream , add the speed of
the current (typically 3 m iles per hour) to the speed of

the vehicle. T h ese vehicles ca n ’t be row ed against any Trade G o o d s
significant current, but they can be pulled upstream
by draft animals on the shores. A rowboat w eighs 100 Cost Goods
pou nds, in ca se adventurers carry it over land. 1 lb. of wheat
1 cp 1 lb. o f flour or one chicken
M o u n t s a n d O t h e r A n im a l s 2 cp 1 lb. of salt
5 cp 1 lb. of iron or 1 sq. yd. o f canvas
Item Cost Speed Carrying 1 sp 1 lb. of copper or 1 sq. yd. o f cotton cloth
Camel 50 gp 50 ft. Capacity 5 sp 1 lb. of ginger or one goat
Donkey or mule 40 ft. 1 lb. of cinnamon or pepper, or one sheep
Elephant 8 gp 40 ft. 480 lb. 1 gp 1 lb. o f cloves or one pig
Horse, draft 200 gp 40 ft. 420 lb. 2 gp 1 lb. o f silver or 1 sq. yd. of linen
Horse, riding 60 ft. 1,320 lb. 3 gp 1 sq. yd. of silk or one cow
Mastiff 50 gp 40 ft. 540 lb. 5 gp 1 lb. o f saffron or one ox
Pony 40 ft. 480 lb. 10 gp 1 lb. of gold
Warhorse 75 gp 60 ft. 195 lb. 15 gp 1 lb. of platinum
25 gp 225 lb. 50 gp
30 gp 540 lb. 500 gp
400 gp

Ta c k , H a r n e s s , a n d D r a w n V e h ic l e s

Item Cost Weight Expenses
Barding x4 x2
Bit and bridle W hen not descending into the depths o f the earth,
Carriage 2 gp 1 lb. exploring ruins for lost treasures, or waging w ar against
Cart 100 gp 600 lb. the encroaching darkness, adventurers face m ore
Chariot 200 lb. mundane realities. Even in a fantastical world, people
Feed (per day) 15 gp 100 lb. require basic necessities such as shelter, sustenance,
Saddle 250 gp and clothing. These things cost money, although som e
10 lb. lifestyles cost m ore than others.
Exotic 5 cp
Military 40 lb. L ife style E xpenses
Pack 60 gp 30 lb.
Riding 20 gp 15 lb. Lifestyle expenses provide you with a sim ple way to
Saddlebags 25 lb. accou n t for the cost o f living in a fantasy w orld. T h ey
Sled 5 gp cover your accom m od a tion s, fo o d and drink, and all
Stabling (per day) 10 gp 8 lb. your other necessities. Furthermore, expenses cover the
Wagon 4 gp 300 lb. cost of maintaining your equipment so you can be ready
20 gp when adventure next calls.

5 sp 400 lb. At the start of each w eek or month (your choice),
35 gp ch oose a lifestyle from the E xpenses table and pay the
price to sustain that lifestyle. The prices listed are per
W a t e r b o r n e V e h ic l e s Cost Speed day, so if you w ish to calculate the cost o f your chosen
30,000 gp 4 mph lifestyle over a thirty-day period, multiply the listed price
Item 1 mph by 30. Your lifestyle might change from one period to
Galley 3,000 gp 3 mph the next, based on the funds you have at your disposal,
Keelboat 10,000 gp 11/2 mph or you might maintain the sam e lifestyle throughout
Longship 2 mph your character’s career.
Rowboat 50 gp 21/2 mph
Sailing ship 10,000 gp Your lifestyle choice can have consequences.
Warship 25,000 gp M aintaining a wealthy lifestyle might help you make
contacts with the rich and powerful, though you run the
T rade G oods risk o f attracting thieves. Likewise, living frugally might
help you avoid crim inals, but you are unlikely to make
M ost w ealth is not in coin s. It is m easu red in livestock, powerful connections.
grain, land, rights to collect taxes, or rights to resources
(such as a mine or a forest). Lif e st y l e Ex p e n s e s Price/Day
Guilds, nobles, and royalty regulate trade. Chartered Lifestyle
com panies are granted rights to conduct trade along Wretched 1 sp
certain routes, to send merchant ships to various ports, Squalid
or to buy or sell specific goods. Guilds set prices for Poor 2 sp
the goods or services that they control, and determine Modest 1 gp
w ho may or may not offer those goods and services. Comfortable 2 gp
Merchants com m only exchange trade goods without Wealthy 4 gp
using currency. The Trade G ood s table show s the value Aristocratic 10 gp minimum
of com m only exchanged goods.

W retched. You live in inhum ane conditions. W ith C om fortable. C h oosing a com fortable lifestyle
no place to call home, you shelter wherever you can, m eans that you can afford nicer clothing and can easily
sn eak ing into barns, huddling in old crates, and relying maintain your equipment. You live in a sm all cottage
on the good graces of people better off than you. A in a m iddle-class n eigh borh ood or in a private room
wretched lifestyle presents abundant dangers. Violence, at a fine inn. You associate with m erchants, skilled
disease, and hunger follow you wherever you go. Other tradespeople, and military officers.
wretched people covet your armor, weapons, and
adventuring gear, which represent a fortune by their Wealthy. C h oosin g a w ealthy lifestyle m eans living a
standards. You are beneath the notice of m ost people. life o f luxury, though you might not have achieved the
social status associated with the old money of nobility
Squalid. You live in a leaky stable, a m ud-floored hut or royalty. You live a lifestyle com parable to that o f a
just outside town, or a vermin-infested boarding house highly successful merchant, a favored servant o f the
in the w orst part o f town. You have shelter from the royalty, or the ow ner of a few sm all businesses. You
elements, but you live in a desperate and often violent have respectable lodgin gs, usually a sp aciou s h om e in
environment, in places rife with disease, hunger, and a g o o d part o f tow n or a com fortab le suite at a fine inn.
misfortune. You are beneath the notice of m ost people, You likely have a sm all staff o f servants.
and you have few legal protection s. M ost p eop le at
this lifestyle level have suffered som e terrible setback. A ristocratic. You live a life o f plenty and com fort. You
They might be disturbed, marked as exiles, or suffer m ove in circles populated by the m ost pow erful people
from disease. in the community. You have excellent lodgings, perhaps
a tow nhouse in the nicest part o f town or room s in the
Poor. A poor lifestyle m eans going without the finest inn. You dine at the best restaurants, retain the
com forts available in a stable community. Sim ple food m ost skilled and fashionable tailor, and have servants
and lodgings, threadbare clothing, and unpredictable attending to your every need. You receive invitations
conditions result in a sufficient, though probably to the social gatherings o f the rich and powerful, and
unpleasant, experience. Your accom m odations might spend evenings in the com pany o f politicians, guild
be a room in a flophouse or in the com m on room above leaders, high priests, and nobility. You must also
a tavern. You benefit from som e legal protections, contend with the highest levels of deceit and treachery.
but you still have to contend with violence, crime, The wealthier you are, the greater the chance you will
and disease. P eop le at this lifestyle level tend to be be drawn into political intrigue as a pawn or participant.
unskilled laborers, costerm ongers, peddlers, thieves,
m ercenaries, and other disreputable types. Fo o d , D r in k , a n d L od ging

M odest. A m odest lifestyle keeps you out of the slum s The Food, Drink, and Lodging table gives prices for
and ensures that you can maintain your equipment. individual fo o d item s and a single night’s lodging. T h ese
You live in an older part o f town, renting a room in a prices are included in your total lifestyle expenses.
boarding house, inn, or temple. You don't go hungry or
thirsty, and your living conditions are clean, if simple. Fo o d , D r i n k , a n d Lo d g i n g Cost
Ordinary people living m odest lifestyles include soldiers
with families, laborers, students, priests, hedge w izards, Item 2 sp
and the like. Ale 4 cp
10 gp
Gallon 2 cp
Mug 1 sp
Banquet (per person)
Bread, loaf 7 cp
Cheese, hunk 1 sp
Inn stay (per day) 5 sp
Squalid 8 sp
Poor 2 gp
Modest 4 gp
Wealthy 3 cp
Aristocratic 6 cp
Meals (per day) 3 sp
Squalid 5 sp
Poor 8 sp
Modest 2 gp
Comfortable 3 sp
Aristocratic 2 sp
Meat, chunk 10 gp
Common (pitcher)
Fine (bottle)

S elf-Su f f ic ien cy

The expenses and lifestyles described in this chapter assume
that you are spending your time between adventures in town,
availing yourself o f whatever services you can afford— paying
for food and shelter, paying townspeople to sharpen your
sword and repair your armor, and so on. Some characters,
though, might prefer to spend their time away from
civilization, sustaining themselves in the wild by hunting,
foraging, and repairing their own gear.

Maintaining this kind o f lifestyle doesn’t require you to
spend any coin, but it is time-consuming. If you spend
your time between adventures practicing a profession, as
described in chapter 8, you can eke out the equivalent o f a
poor lifestyle. Proficiency in the Survival skill lets you live at
the equivalent o f a comfortable lifestyle.

S e r v ic e s Skilled hirelings include anyone hired to perform a
service that involves a proficiency (including w eapon,
Adventurers can pay nonplayer characters to assist them tool, or skill): a mercenary, artisan, scribe, and so on.
or act on their behalf in a variety o f circum stances. M ost The pay show n is a minimum; som e expert hirelings
such hirelings have fairly ordinary skills, w hile others require m ore pay. Untrained hirelings are hired for
are m asters o f a craft or art, and a few are experts with menial work that requires no particular skill and can
specialized adventuring skills. include laborers, porters, maids, and similar workers.

S om e of the most basic types of hirelings appear on Sp e l l c a st in g Services
the Services table. Other com m on hirelings include
any o f the w ide variety o f people w ho inhabit a typical P eople w h o are able to cast spells don’t fall into the
tow n or city, w hen the adventurers pay them to category o f ordinary hirelings. It m ight be p ossib le to
perform a specific task. For example, a wizard might find som eone w illing to cast a spell in exchange for coin
pay a carpenter to construct an elaborate chest (and or favors, but it is rarely easy and no established pay
its m iniature replica) for u se in the Leomund’s secret rates exist. A s a rule, the higher the level o f the desired
chest spell. A fighter m ight com m ission a blacksm ith to spell, the h arder it is to find som eon e w h o can cast it
forge a special sword. A bard might pay a tailor to make and the m ore it costs.
exquisite cloth in g for an u p com in g p erform a n ce in
front of the duke. Hiring som eone to cast a relatively com m on spell
o f 1st or 2nd level, such as cure wounds or identify, is
Other hirelings provide m ore expert or dangerous easy enough in a city or town, and might cost 10 to 50
services. M ercenary soldiers paid to help the gold pieces (plus the cost o f any expensive material
adventurers take on a hobgoblin army are hirelings, as com ponents). Finding som eon e able and w illing to
are sages hired to research ancient or esoteric lore. If a cast a higher-level spell might involve traveling to a
high-level adventurer establishes a stronghold o f som e large city, perhaps one w ith a university or prom inent
kind, he or she might hire a w hole staff of servants and temple. O nce found, the spellcaster might ask for a
agents to run the place, from a castellan or steward service instead o f payment—the kind o f service that
to menial laborers to keep the stables clean. These only adventurers can provide, such as retrieving a rare
hirelings often enjoy a long-term contract that includes item from a dangerous locale or traversing a monster-
a place to live within the stronghold as part o f the infested w ilderness to deliver som ething important to
offered compensation. a distant settlement.

S e r v ic e s Pay T rinkets

Service 3 cp per mile W hen you make your character, you can roll once on
Coach cab 1 cp the Trinkets table to gain a trinket, a simple item lightly
touched by mystery. The DM might also use this table.
Between towns 2 gp per day It can help stock a room in a du ngeon or fill a creatu re’s
Within a city 2 sp per day pockets.
Hireling 2 cp per mile
Skilled 1 cp
Untrained 1 sp per mile
Road or gate toll
Ship’s passage

Tr in k e t s d 100 Trinket
27 A shard o f obsidian that always feels warm to the
d100 Trinket touch
01 A mummified goblin hand 28 A dragon's bony talon hanging from a plain leather
02 A piece o f crystal that faintly glows in the moonlight necklace
03 A gold coin minted in an unknown land 29 A pair o f old socks
04 A diary written in a language you don’t know 30 A blank book whose pages refuse to hold ink, chalk,
05 A brass ring that never tarnishes graphite, or any other substance or marking
06 An old chess piece made from glass 31 A silver badge in the shape o f a five-pointed star
07 A pair of knucklebone dice, each with a skull symbol 32 A knife that belonged to a relative
on the side that would normally show six pips 33 A glass vial filled with nail clippings
08 A small idol depicting a nightmarish creature that 34 A rectangular metal device with two tiny metal cups
gives you unsettling dreams when you sleep near it on one end that throws sparks when wet
09 A rope necklace from which dangles four mummified 35 A white, sequined glove sized for a human
elf fingers 36 A vest with one hundred tiny pockets
10 The deed for a parcel o f land in a realm unknown 37 A small, weightless stone block
to you 38 A tiny sketch portrait of a goblin
11 A 1-ounce block made from an unknown material 39 An empty glass vial that smells o f perfume when
12 A small cloth doll skewered with needles opened
13 A tooth from an unknown beast 40 A gemstone that looks like a lump o f coal when
14 An enormous scale, perhaps from a dragon examined by anyone but you
15 A bright green feather 41 A scrap of cloth from an old banner
16 An old divination card bearing your likeness 42 A rank insignia from a lost legionnaire
17 A glass orb filled with moving smoke 43 A tiny silver bell without a clapper
18 A 1-pound egg with a bright red shell 44 A mechanical canary inside a gnomish lamp
19 A pipe that blows bubbles 45 A tiny chest carved to look like it has numerous feet
20 A glass jar containing a weird bit o f flesh floating in on the bottom
pickling fluid 46 A dead sprite inside a clear glass bottle
21 A tiny gnome-crafted music box that plays a song 47 A metal can that has no opening but sounds as if it
you dimly remember from your childhood is filled with liquid, sand, spiders, or broken glass
22 A small wooden statuette o f a smug halfling 48 (your choice)
23 A brass orb etched with strange runes A glass orb filled with water, in which swims a
24 A multicolored stone disk 49 clockwork goldfish
25 A tiny silver icon of a raven 50 A silver spoon with an M engraved on the handle
26 A bag containing forty-seven humanoid teeth, one A whistle made from gold-colored wood
of which is rotten

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