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Published by razielous, 2022-10-16 14:24:33

Xanathar's Guide to Everything

Xanathar's Guide to Everything

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

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

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

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

s You have trouble remembering that living creatures

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

CHAPTER l J CHARACTER OPTTONS


SHADOW MAGIC FEATURES

Sorcerer Feature
Level

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

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

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

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

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

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

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

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


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

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

WIND SOUL

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

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


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WARLOCK PATRON ATTITUDES

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

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

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

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

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

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

s You can never wear the same outfit twice, since

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

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

CHAPTER I I CHARACTER OPTIONS


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

14th Searing Vengeance

EXPANDED SPELL LIST

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

CELESTIAL EX PAN OED SPELLS

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

BONUS CANTRIPS

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

HEALING LIGHT

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

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


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

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

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

HEXBLADE FEATURES

Warlock Fe ature
Level

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

6th Accursed Specter

10th Armor of Hexes

14th Master of Hexes

CHAPTF.R I I CHARACrER OPTIONS


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

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

ELDRITCH SMITE

Prerequisite: 5th level, Pact ofthe Blade feature

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

GHOSTLY GAZE

Prerequisite: 7th level

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


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

GIFT OF THE DEPTHS SHROUD OF SHADOW

Prerequisite: 5th level Prerequisite: 15th level

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

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

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

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

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

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

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

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

LANCE OF LETHARGY

Prerequisite: eldritch blast cantrip

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

MADDENING HEX

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

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

RELENTLESS HEX

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

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


SPELLBOO KS

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

spells etched into them with acid

2 Long straps of leather on which spells are written,

WIZARD wrapped around a staff for ease of transport

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

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

- Gimble the illusionist cloth bag

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

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

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

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

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

seen in generations.


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\-l,1, wil.c:;rJ.! l\ol.A cc;~'t J.o w-c:;~ic.

Oofi, ~ow '101.A cc;~.

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ECCENTRICITY In great battles, a war mage often works with evokers,
abjurers, a nd other types of wizards. Evokers, in par-
Endless hours of solitary s tudy and research can have ticular, sometimes tease war mages for s plitt ing their
a negative effect on a nyone's social s kills. Wizards, w ho a ttention between offense and defense. A war mage's
a re a breed apart to begin with, are no exception. An ty pical response: "What good is being able to throw a
odd manneris m or two is not necessarily a drawback, mighty fireball if I die before I can cast it?"
though; a n eccentricity of this sort is us ua lly harmless
and could provide a source of amusement or serve as a WAR MAGIC F EATUR ES
calling card of sorts.
Wizard Level Feature
If your character has a n eccentricity, is it a physical
tic or a mental one? Are you well known in some circles 2nd Arcane Deflection, Tactical Wit
because of it? Do you fight to overcome it, or do you em- 6th Power Surge
brace this minor claim to fa me of yours?
10th Durable Magic
ECCENTRICITI ES
14th Deflecting Shroud
d6 Eccentricity
You have the habit of tapping your foot incessantly, ARCANE D EFLECTION

which often annoys those around you. At 2nd level, you have learned to weave your magic to
2 Your memory is quite good, but you have no trou- fortify yourself against harm. When you are hit by a n at-
tack or you fail a saving throw, you can use your reaction
ble pretending to be absentminded when it suits to gain a +2 bonus to your AC against that attack or a +4
bonus to that saving throw.
your purposes.
3 You never enter a room without looking to see When you use th is feat ure, you can't cast s pells other
tha n cantrips until the end of your next turn.
what's hanging from the ceiling.
4 Your m ost prized possession is a dead worm that

you keep inside a potion vial.
5 When you want people to leave you alone, you start

talking to you rself. That usually does the trick.
6 Your fashion sense and grooming, o r more ac-

curately lack thereof, sometimes cause others to
ass ume you are a beggar.

ARCANE TRADITION

At 2nd level, a wizard gains the Arcane Tradition fea-
ture . The following War Magic option is available to a
w izard, in addition to the options offered in the Play-
er's Handbook.

WAR MAGIC

A variety of arcane colleges specialize in training wiz-
ards for war. The tradition of War Magic blends princi-
ples of evocation and abjuration, rather than specia liz-
ing in either of those schools. It teaches techniques that
empower a caster's s pells , while also providing methods
for wizards to bols ter their own defenses.

Followers of this tradition are known as war mages.
They see their magic as both a weapon a nd armor, a re-
source s uperior to any piece of s teel. War mages act fast
in battle, using their spells to seize tactical control of a
s ituation. Their spells s trike hard, while their defensive
skills foi l their opponents' attempts to counterattack.
War mages are a lso adept at turning o ther spellcasters'
magical energy against them.

CHAPTER l I CHARACTER OPTIONS


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c,\oo~l flA,"" ~''1 ArHS 11-\ t~rtl', \ tlAiV\4. B~l '10~1rt V\Ot
ArHS«A ii'\ t~rt{«. ~c.l's Ail'1t1oiV\tiV\~, Go clAc,V\~t.

0

TACTICAL WIT Once per turn when you deal damage to a creature
Starting at 2nd level, your keen ability to assess tacti cal or object with a wizard spell, you can spend o ne power
s ituations a llows you to act quickly in battle. You can surge to deal extra force damage to that target. T he ex-
give yourself a bonus to your initiative rolls equal to your tra damage equals half your wizard level.
Intelligence modifie r.
DURABLE MAGIC
POWER SURGE Beginning at 10th level, the magic you channel helps
ward off harm. While you maintain concentration on a
Starting at 6th level, you can store magical e nergy spell, you have a +2 bonus to AC and all saving throws.
within you rself to later empower your damaging s pe lls.
In its stored form, this energy is called a power surge. DEFLECTING SHROUD
At 14th level, your Arcane Deflection becomes infused
You can store a ma ximum number of power surges with deadly magic. When you use your Arcane Deflec-
equal to your Intelligence modifier (minimum of one). tion feature, you can cause magical e nergy to arc from
Whenever you finis h a long rest, you r number of powe r you. Up to three creatures of your choice that you can
surges resets to one. Whenever you successfully end see within 60 feet of you each take force damage equal
a spell with dispel magic or counterspell, you gain o ne to ha lf you r wizard level.
power surge, as you steal magic from the spell you
foiled. If you end a s hor t rest with no power su rges, you
gain one power s urge.


THrs Is YouR LIFE A YOUNG STREET URCH I N P I LFERS A P O UCH ANO, TO HER

The cha racte r creation rules in the P lay er's Handbook SURPRISE, BECO M ES THE N EW OWN ER OF A SPELLBOOI<
provide a ll the information you need to de fine your cha r-
acte r in preparation for a life of adventuring. Wha t they Personal Decisions. After you have selected your
don't do is account for a ll the circ umstances tha t s haped cha racter's background a nd class, use the appro-
your character during the years be tween your birth a nd priate tables to determine how you came to m ake
the s ta rt of your career as a membe r of a class. those c hoices.

W hat did your cha racter accomplis h or experience be- Life Events. Your character's existence until now, no
fore deciding to become a n adventurer? W hat were the matter how brief or uneventful, h as been marked by one
circ ums tances of your birth? How la rge is your fam ily, or more life events-me m ora ble happen ings that have
a nd what sor ts of relationships do you h ave with your had an effect on wh o you are today.
re latives? Which people we re the greatest influe nces on
you during your formative year s, for bette r or worse? Supplemental Tables. Your life has intersected with
the lives of plenty of other people, a ll the way from your
To a nswer these questions an d more, you ca n use infancy to today. When a resu lt mentions such a person,
the tables a nd the advice in this section to compose a you ca n use the supplemental tables (page 72) to add
well-developed backstory for your ch aracter-an a u to- needed details- s uc h as race, class, or occupation- to
biography of sorts- that you can use to inform how you that person. Some tables in the other sections direct you
role play the ch a rac ter. Your DM can draw from this m a- to one or more of the s upple mental tables, and you ca n
teria l as the ca mpa ign proceeds, creating situations and also use the m a ny othe r time you see fit.
scenarios tha t build off your previous life experiences.
ORIGINS- - - - - - -
IDEAS, NOT R-U-LE-S-----------
The us ual first step in c reating your character's life s tory
Even though these pages a re full o f tables and die rolls, is to determine your ea rly circums tances. W ho were
they don't make up a ru les syste m- in fact, the opposite your parents? Where were you born? Did you have a ny
is true . You can use as much or as little o f this material siblings? Who raised you? You can address these ques-
as you desire, and you can make decisions in any or- tio ns by using the following tables.
der you want.
PARENTS
For instance, you mi gh t oot want these tables to help You had p a rents, of course, even if they didn't r aise you.
you d ecide who your parents a nd s iblings are, because To dete rmine what you know about these people, use
that's a mong the informa tion you've already come up the Parents table . If you want, you can roll sep a rately on
with. But you can s till use othe r parts, s uc h as the sec- the table for your mother a nd your father. Use the s up-
tion on life events, to provide added depth a nd d etail. ple me nta l tables as desired (partic ularly Class, Occupa-
tion, and Alignment) to learn more about your parents.
How AND WHEN TO USE THE TABLES
CHAPTER 1 I CHARACTER OPTT ONS
U you're comfortable with le tting the dice decide a cer-
tain fact about your c haracter, go a head and roll. If not,
you can take charge and m ake the decision, choos ing
from among the possibilities on a table. Of course, you
a lso have the option o f dis rega rding the result of a die
roll if it conflicts w ith a nother result. Like wise, if the
text instruc ts you to roll on a table, that's not meant to
be ta ke n lite r ally. You can a lways make your own choice.

Althoug h these ta bles are m ean t to a ugme nt the
s tep-by-step character creation process in the Player's
Handbook, they don't occupy a specific place in that pro-
cess. You ca n use some of t he m early on- for instance,
it's possible to de te rmine your paren ts a nd othe r family
me mbe rs immediately after deciding your character's
race-but you cou ld a lso wait until la ter in the process.
You might prefer to establis h more facts a bout your
c h a racter 's gam e identity-suc h as your class, a bility
scores, and alignme nt- before s upple me nting that infor-
mation w ith w ha t's offe red he re.

SECTION BY SECTION

This m a te ria l is divided into four secti ons, each address-
ing a different aspect of your cha racter 's backstory.

Origins. To find out who and where you came from ,
use the "Origins" section. When you're done, you will
have a summary of facts a bout your parents, your sib-
lings, a nd the circumstances under which you grew up.


BIRTHPLACE

dl 00 Location

PARENTS 01-50 Home
dlOO Pa re nts 51- 55 Home of a family friend
01-95 You know who your parents are or were.
96-00 You do not know who your parents were. 56-63 Home of a healer or midwife
64- 65 Carriage, cart, or wagon
Nonhuman Par ents. If your character is a ha lf-elf, a 66-68 Barn, shed, or other outbui ldi ng
half-ore, or a tiefling, you can use one of the tables below 69- 70 Cave
to determine the race of each of your parents. When you
have a result, randomly determine which part of the re- 71-72 Field
sult refers to your father and which to your mother. 73-74 Forest
75-77 Temple
HALF- ELF PARENTS Battlefield
d8 Parents 78 Alley or street
1-5 One parent was an elf and the other was a human. 79-80 Brothel, tavern, or inn
6 One parent was an elf and the other was a half-elf. 81-82 Castle, keep, tower, or pa lace
7 One parent was a human and the other was a half- 83-84
elf.
8 Both parents were half-elves. 85 Sewer or rubbish heap
86- 88 Among people of a different race
HALF- 0RC PARENTS 89-91 On board a boat or a ship
92-93 In a prison or in the headquarters of a secret orga-
d8 Pare nts nization
1-3 One parent was an ore and the other was a human. 94- 95 In a sage's laboratory
4- 5 One parent was an ore and the other was a half- 96 In the Feywild
97 In the Shadowfell
orc. 98 On the Astral Plane or the Ethereal Plane
6-7 One parent was a human and the other was a half- 99 On an Inner Plane of your choice
00 On an Outer Plane of your choice
orc.
8 Both parents were half-ores. SIBLINGS

TIEFLING PARENTS You might be an only child or one of ma ny children.
Your siblings could be cherished friends or hated rivals.
d8 Parents Roll on the Number of Siblings table to dete rm ine how
1- 4 Both parents were humans, their infernal heritage many brothers or s is ters you have. If you are a dwarf or
an elf, s ubtract 2 from your roll. Then, roll on the Birth
dorma nt until you came along. Order table for each s ibling to determine that person's
5- 6 One parent was a tiefling and the other was a age relative to yours (older, younger, or born at the
same time).
human.
7 One parent was a tiefling and the other was a devil. Occupation. For each sibling of suitable age, roll on
8 One parent was a human and the other was a devil. the Occupation s upplemental table to determine what
that person does for a living.
B IRTHPLACE
Alignment. You can choose your s iblings' alignments
After establishing your parentage, you can determine or roll on the Alignment supplemental table.
where you were born by using the Birthplace table.
(Modify the resu lt or roll again if you get a result that's S tatus . By now, each of your s iblings might be alive
inconsistent with what you know about your parents.) and well, a live and not so well, in dire straits, or dead.
Once you have a result, roll percentile dice . On a roll of Roll on the Status s upplemental table.
00, a strange event coin cided with your birth: the moon
br iefly turning red, all the milk within a m ile spoiling, Relation ship. You can roll on the Relations hip sup-
the water in the area freezing solid in midsummer, all plemental table to determine how your siblings feel
the iron in the home rus ting or turning to silver, or some about you. They m ight a ll have the same attitude toward
other unus ual event of your choice. you, or some might view you differently from how the

CH'\PTER I I CHARACTER OPTIONS others do.
Other De tails. You can decide any other details you

like about each sibling, including gender, personality,
and place in the world.


NUMBER OF SIBLINGS

dlO Siblings

2 or lower None
3- 4 ld3
5-6 ld4+1
7- 8 ld6+2

9-10 ld8+3

BIRTH ORDER

2d6 Birth Order

2 Twin, triplet, or quadruplet
3-7 Older
8-12 Younger

FAMILY AND FRIENDS YEARS LATER, WHILE SERVING ON A SHI P'S C.REW. SHE
C ALLS ON A B I T OF HER MAG IC: TO HELP RIG A M AST
Who raised you, a nd what was life like for you when you
were growing up? You might have been raised by your ABSENT PARENT
parents, by relatives, or in an orphanage. Or you could
have spent your childhood on the streets of a crowded d4 Fate
city with only your fellow runaways a nd orphans to keep Your parent died (roll on the Cause of Death sup-
you company. plemental table) .

Use the Fami ly table to determine w ho raised you. If 2 Your parent was imprisoned, ens laved, or other-
you know who your parents are but you get a result that wise taken away.
does not m ention one or both of them, use the Absent
Parent table to determine what happened. 3 Your parent abandoned you.
4 You'r parent disappeared to an unknown fate.
Next, refer to the Family Lifestyle table to determine
the general circumstances ofyour upbringing. (Chapter
5 of the Player's Handbook has more information about
lifestyles.) The result on that table includes a number
that is applied to your roll on the Childhood Home table,
which tells you where you spent your early years. Wrap
up this section by using the Childhood Memories table,
which tells you how you were treated by other young-
sters as you were growing up.

Supplemental Tables. You can roll on the Relation-
s hip table to determine how your family members or
other important figures in your life feel about you. You
can also use the Race, Occupation, and Alignment ta-
bles to learn more about the fa mily members or guard-
ians who raised you.

FAMILY

dlOO Family

01 None FAMILY LIFESTYLE
02 Institution, such as an asylum
03 Temple 3d6 Lifes tyle1'
04-05 Orphanage 3 Wretched (-40)
06- 07 Guardian Squalid (-20)
08- 15 Paternal or maternal aunt, uncle, or both; or ex- 4-5 Poor (-10)
tended family such as a t ribe or clan 6-8 Modest (+O)
16-25 Paternal or maternal grandparent(s) 9- 12 Comfortable (+10)
26-35 Adoptive family (same or different race) 13-15 Wealthy (+20)
36-55 Single father or stepfather 16- 17 Aristocratic (+40)
56-75 Single mother or stepmother 18
76-00 Mother and father
*Use the number in this resu lt as a modifier to your roll on the
Childhood Home table.

CHAPTER I I C H ARACT ER OPTIO NS


3d6 + Memory
Cha mod I had several friends , and my childhood was
generally a happy one.
13- 15 I always found it easy to make friends, and I
loved being around people.
16-17 Everyone knew who I was, and I had friends
everywhere I went.
18 or higher

PERSO NAL DECISIONS

Your character's life takes a particular course depend-
ing o n the choices you make for the character's back-
ground and class.

BACKGROUND
Roll on the appropriate table in this section as soon as
you decide your background, or at any later time ifyou
choose. Ifa background includes a special decision
point, such as a folk hero's defining event or the spe-
cialty of a criminal or a sage, it's best to make that deter-
mination before using the pertinent table below.

TH O UGH S H E SU R V IV ED THE SINKING O F H E R S H IP, S H E LOST ACOLYTE
AL L H ER \V O R LOLV GOOO S -EX.C:E P T F O R H E R SPEL L.B OO K
d6 I became an acolyte because ...
CHILDHOOD HOME I ran away from home at an early age and found
refuge in a temple.
d100'~ Home
2 My family gave me to a temple, since they were un-
0 or lower On the streets able or unwilling to care for me.
1- 20 Rundown shack
21 - 30 No permanent residence; you moved around 3 I g rew up in a household with strong religious con-
a lot victions. Entering the service of one or more gods
31-40 Encampment or village in the wilderness seemed natural.
41-50 Apartment in a rundown neighborhood
51-70 Small house 4 An impassioned sermon struck a chord deep in my
soul and moved me to serve the faith .

5 I followed a childhood friend, a respected acquain-
tance, or someone I loved into religious service.

6 After encountering a true servant ofthe gods, I was
so inspired that I immediately entered the service
of a religious group.

71-90 Large house CHARLATAN
91-110 Mansion
111 or higher Palace or castle d6 I became a charlatan because ...
I was left to my own devices , and my knack for ma-
·~After making this rol l, apply the modifier from the Family Life- nipulating others helped me survive.
style table to arrive at the result.
2 I learned early on that peop le are gu lli ble and easy
CHILDHOOD MEMORIES to exploit.

3d6 + Me mory 3 I often got in trouble, but I managed to talk my way
Cha mod I am still haunted by my childhood, when I out of it every time.
3 or lower was treated bad ly by my peers.
I spent most of my childhood alone, with no 4 I took up with a confidence artist, from whom I
4- 5 close friends. learned my craft.
Others saw me as being different or strange,
6-8 and so I had few compan ions. 5 After a charlatan fleeced my family, I decided to
I had a few close friends and lived an ordinary learn the trade so I would never be fooled by such
9- 12 childhood. deception again.

6 I was poor or I feared becoming poor, so I learned
the tricks I needed to keep myself out of poverty.

CHAPTER I I C H ARACTER OPTI ONS


CRIMINAL d6 I became a guild artisan because ...
3 One of my family members who belonged to the
d6 I became a criminal because ...
I resented authority in my younger days and saw a guild made a place for me.
life of crime as the best way to fight against tyranny 4 I was a lways good with my hands, so I took the op-
and oppression.
portunity to learn a trade.
2 Necessity forced me to take up the life, since it was 5 I wanted to get away from my home situation and
the only way I could survive.
start a new life.
3 I fell in with a gang of repro bates and ne'er-do- 6 I learned the essentials of my craft from a mentor
wells, and I learned my specialty from them.
but had to join the guild to fi nish my training.
4 A parent or re lative taught me my crim inal spe-
cialty to prepare me for the family business. HERMIT

5 I left home and found a place in a thieves' gu ild or d6 I became a hermit because ...
some other crim inal organization. My enemies rui ned my reputation, and I fled to the
wilds to avoid further disparagement.
6 I was always bored, so I turned to crime to pass the
time and discovered I was quite good at it. 2 I am comfortable with being isolated, as I seek
inner peace.
ENTERTAIN ER
3 I never liked the people I called my friends, so it
d6 I became a n e ntertainer because ... was easy for me to strike out on my own.
Members of my family made ends meet by per-
forming, so it was fitting for me to follow their 4 I felt compelled to forsake my past, but did so with
example. great reluctance, and sometimes I regret making
that decision.
2 I always had a keen insight into other people,
enough so that I could make them laugh or cry 5 I lost everything-my home, my family, my friends.
with my stories or songs. Going it alone was all I could do.

3 I ran away from home to fo llow a m instrel troupe. 6 Society's decadence disgusted me, so I decided to
4 I saw a bard perform once, and I knew from that leave it behind.

moment on what I was born to do. NOBLE
5 I earned coin by performing on street corne rs and
d6 I became a noble because ...
eventually made a name for myself. I come from an old and storied fam ily, and it fell to
6 A traveling entertainer took me in and taught me me to preserve the family name.

the trade. 2 My family has been disgraced , and I intend to clear
our name.
FOLK HERO
3 My family recently came by its title, and that eleva-
d6 I became a folk hero because ... tion thrust us into a new and strange world.
I learned what was right and wrong from my family.
4 My family has a title, but none of my ancestors
2 I was always enamored by tales of heroes and have distinguished themselves s ince we gained it.
wished I cou ld be something more than ordinary.
5 My family is filled with remarkable people. I hope
3 I hated my mundane life, so when it was time for to live up to their examp le.
someone to step up and do the right thing, I took
my chance. 6 I hope to increase my fam ily's power and influence.

4 A parent or o ne of my relatives was an adventurer, OUTLANDER
and I was inspired by that person's courage. d6 I be.came an outlander because ...
I spent a lot of time in the wilderness as a young-
5 A mad old hermit spoke a prophecy when I was ster, and I came to love that way of life.
born, saying that I would accomplish great things. 2 From a young age, I couldn't abide the stink ofthe
cities and preferred to spend m y time in nature.
6 I have always stood up for those who are weaker 3 I came to understand the darkness that lurks in the
than I am. wilds, and I vowed to combat it.
4 My people lived on the edges of civilization, and I
GUILD ARTISAN learned the methods of survival from my famil y.
d6 I becam e a guild artisan because ... 5 After a tragedy I retreated to the wilderness, leav-
I was apprenticed to a master who taught me the ing my old life behind.
guild's business.
2 I helped a guild artisan keep a secret or complete a 6 My family moved away from civil ization, and I
task, and in return I was taken on as an apprentice. learned to adapt to my new environment.

CHAPTER 1 I CHARACTER OPTIONS


S AGE I became a sage because ... d6 I became an urchin because . ..
d6 I was naturally curious, so I packed up and went to 3 Monsters wiped out my village, and I was the sole
a university to learn more about the world.
2 My mentor 's teachings opened my mind to new survivor. I had to fi nd a way to survive.
3 possibilities in that field of study. 4 A notorious thief looked after me and other or-
4 I was always an avid reader, and I learned much
about my favorite topic on my own. phans, and we spied and stole to earn our keep.
5 I discovered an old library and pored over the texts 5 One day I woke up on the streets, alone and hun-
I found there. That experience awakened a hunger
6 for more knowledge. gry, with no memory of my early childhood.
I impressed a wizard who told me I was squander- 6 My parents died , leaving no one to look after me. I
ing my talents and should seek out an education to
take advantage of my gifts. raised myself.
One of my parents or a relative gave me a basic ed-
ucation that whetted my appetite, and I left home CLASS TRAINING
to build on what I had learned.
lf you haven't chosen your class yet, do so now, keeping
SAILOR in mind your background and all the other details you
have established so far. Once you've made your selec-
d6 I became a sailor because ... tion, roll a d6 and find the number you rolled on the ap-
I was p ress-ganged by pirates and forced to serve propriate table in this section, which describes how you
on their shi p unti l I fina lly escaped. came to be a me mber of that class.

2 I wanted to see the world, so I signed on as a deck- T he class sections earlier in this chapter have further
hand for a merchant ship. s tory suggestions, which you can use in concert with the
material here.
3 One of my relatives was a sailor who took me to
sea. BARBARIAN

4 I needed to escape my community quickly, so I d6 I became a barbaria n because ...
stowed away on a ship. When the crew found me, I My devotion to my people lifted me in battle, mak-
was forced to work for my passage. ing me powerful and dangerous.

5 Reavers attacked my community, so I found refuge 2 The spirits of my ancestors called on me to carry
on a ship until I could seek vengeance.
out a great task.
6 I had few prospects where I was living, so I left to
find my fortune elsewhere. 3 I lost control in battle one day, and it was as if
something else was ma nipulating my body, forcing
SO LDIER it to kill every foe I could reach .

d6 I became a soldier beca use ... 4 I went on a spiritual journey to find myself a nd
I joined the militia to help protect my community instead found a s pirit animal to guide, protect, and
from monsters. inspire me.

2 A relative of mine was a soldier, and I wanted to 5 I was struck by lightning and lived. Afterward, I
carry on the family tradition . fou nd a new strength with in me that let me push
beyond my limitations.
3 The local lord forced me to enlist in the army.
4 War ravaged my homeland while I was growing up. 6 My anger needed to be channeled into battle, or I
risked becoming an indiscriminate killer.
Fighting was the only life I ever knew.
5 I wanted fame and fortune, so I joined a mercenary BARD I beca m e a bard becau se ...
d6 I awakened my latent bardic abilities through trial
company, sell ing my sword to the highest bidder. and error.
6 Invaders attacked my homeland. It was my duty to 2 I was a gifted performer and attracted the atten-
tion of a master bard who schooled m e in the o ld
take up arms in defense of my people. 3 techniques .
4 I joined a loose society of scholars and o rators to
URCHIN 5 learn new techniques of performance and magic.
6 I fe lt a calling to recount the deeds of champions
d6 I beca m e a n urchin because ... and heroes , to bring them alive in song and story.
Wanderlust caused me to leave my fami ly to see I joined one of the great colleges to learn old lore,
the world. I look after myself. the secrets of magic, and the art of performance.
I picked up a mus ical instrument o ne day and in-
2 I ran away from a bad situation at home and made stantly discovered that I could play it.
my own way in the world .

CHAPTER 1 I CHARACTER OPTIONS


CLERIC Too11V. HER HUMBLE ORIGINS Fl\R B E HIND HER, SHE Hl\S BECOME

d6 I beca me a cleric because ... I\ \Vl~l\RO OF GREAT RENOWN \V ITH I\ F L l\IR FOR THE HIGH SEl\S
A supernatu ral being in service to th e gods called
me to become a divine agent in the world. MONK I beca me a monk beca use ...
d6
2 I saw the injustice and horror in the world and felt I was chosen to study at a secluded monastery.
moved to take a stand against them. 2 There, I was taught the fundamental techniques
3 required to eventually master a tradition.
3 My god gave me an unmistakable sign. I dropped 4 I sought instruction to gain a deeper understand-
everything to serve the divine. 5 ing of existence and my place in the world.
6
4 Although I was always devout, it wasn 't until I com - I st~mbled into a portal to the Shadowfell and took
pleted a pilgrimage that I knew my true calling.
refuge in a strange monastery, where I learned how
5 I used to serve in my religion's bureaucracy but to defend myself against the forces of darkness.
found I needed to work in the wo rld, to bring t he I was overwhelmed with grief after losing someone
message of my faith to the darkest corners of the close to me, and I sought the advice of philoso-
land. phers to help me cope with my loss.
I could feel that a special sort of power lay within
6 I realize that my god works through me, and I do as me, so I sought out those who could help me call it
commanded, even though I don't know why I was forth and master it.
chosen to serve. I was wild and undisciplined as a youngster, but
then I realized the error of my ways. I applied to a
DRUID monastery and became a monk as a way to live a
life of discipline.
d6 I became a druid because ...
I saw too much devastation in the wild places, too
much of nature's splendor ruined by the despoil-
ers. I joined a circle of druids to fight back against
the enemies of nature.

2 I found a place a mong a group of druids after I fled
a catastrophe.

3 I have always had an affin ity for animals, so I ex-
plored my talent to see how I cou ld best use it.

4 I befriended a druid and was moved by druidic
teachings . I decided to follow my friend's guidance
and give something back to the world.

5 While I was growing up, I saw spi rits all around
me- entities no one else could perceive. I sought
out the druids to help me understand the vis ions
and communicate with these beings.

6 I have a lways felt disgust for creatures of unnatural
origin. For this reason, I immersed myself in the
study of the druidic mysteries and became a cham-
pion of the natural order.

FIGHTER

d6 I became a fighter because ...
I wanted to hone my combat skills, and so I joined
a war college.

2 I squi red for a knight who taught me how to fight,
care for a steed , and conduct myself with honor. I
decided to take up that path for myself.

3 Ho rrible monsters descended on my community,
killing someone I loved. I took up arms to destroy
those creatures and others of a simi lar nature.

4 I joined the army a nd learned how to fight as part
ofa group.

5 I grew up fighting, and I refined my talents by de ·
fending myself against people who crossed me.

6 I could always pick up just about a ny weapon and
know how to use it effectively.

CH,\PTER I I CHARACTER OPTIONS


PALADIN ROGUE

d6 I became a paladin because ... d6 I became a rogue because ...
A fantastical being appeared before me and called I've always been nimble and quick ofwit, so I de-
on me to undertake a holy quest. cided to use those ta lents to help me make my way
in the world .
2 One of my ancestors left a holy quest unfulfilled,
so I intend to finish that work. 2 An assassin or a th ief wronged me, so I focused
my training on mastering the skills of my enemy to
3 The world is a dark and terrible place. I decid ed to better combat foes of that sort.
serve as a beacon oflight shining out against the
gathering shadows. 3 An experienced rogue saw something in me and
taught me several useful t ricks.
4 I served as a palad in's squ ire , learn ing all I needed
to swear my own sacred oath. 4 I decided to turn m y natural lucky streak into the
basis of a career, though I still realize that improv-
5 Evil must be opposed on all fronts. I feel com- ing my skills is essential.
pelled to seek out wickedness and purge it from
the world. 5 I took up with a group of ruffians who showed m e
how to get what I want through sneakiness rather
6 Becoming a paladin was a natural consequence of than direct confrontation.
my unwave ring fa ith. In taking my vows , I became
the holy sword of my religion. 6 I'm a sucker fo r a shiny bauble o r a sack of coins,
as long as I can get my hand s on it without risking
RANGER life and limb.
d6 I became a ranger because ...
I found purpose while I honed my hunting skills by SORCERER
bringing down dangerous animals at the edge of
civilization. d6 I became a sorcerer because ...
2 I a lways had a way with animals, able to calm them When I was born, all the water in the house froze
with a soothing wo rd and a touch. solid , the milk spoiled, or all the iron turned to cop-
3 I suffer from terrible wa nderlust, so being a ranger per. My family is convinced that this event was a
gave me a reason not to remain in one place fo r harbinger of stranger t hings to come for me .
too long.
4 I have seen what happens when the monsters 2 I s uffered a terrible emotiona l or phys ical strain,
come out from t he dark. I took it upon myself to which brought forth my latent magical power. I
become the first line of defense against the evils have fought to control it ever since.
that lie beyond civilization's borders.
5 I met a grizzled ranger who taught me woodcraft 3 My immediate fami ly never s poke of my ancestors,
and the secrets of the wild lands. and when I asked, they would change the subject.
6 I served in an army, learning the precepts of my It wasn't until I started displaying strange talents
professio n while blazing trails and scouting e nemy that the full truth of my heritage came out.
encampments.
4 When a monster threatened one of my friends, I
CHAPTER 1 I CHARACTER OPTIONS became filled with anxiety. I lashed out instinctively
and blasted the wretched thing with a force that
came from within me.

5 Sensing something special in me, a stranger taught
me how to control m y g ift.

6 After I escaped from a magical conAagration, I
realized that though I was unharmed, I was not
unchanged. I began to exhibit unusual abil ities that
I am just beginning to understand.

WARLOCK

d6 I became a warlock because ...
While wandering around in a forbidden place, I
encountered an otherworldly being that offered to
enter into a pact with me.

2 I was examining a strange tome I found in an aban-
doned library when the entity that would become
my patron suddenly appeared before me.


d6 I became a warlock because ... LIFE EVENTS BY AGE

3 I stumbled into the clutches of my patron after I ac- dlOO Current Age Life Events
cidenta lly step ped through a magical doorway.
01 - 20 20 years o r younger ld4
4 Whe n I was faced with a terrible crisis, I prayed to ld6
any being who wou ld listen, and the creat ure that 21-59 21-30 years ld8
answered became my patron. ldlO
60- 69 31- 40 years l d 12
5 My future patron vis ited me in my dreams an d of- 70 - 8 9 41 - 50 years
fe red great power in exchange fo r my service. 90-99 51 - 60 years

6 One of my ancestors had a pact with my patron, so 00 61 yea rs or o lde r
t hat entity was determined to bind me to the same
agreement. LIFE EVENTS

WIZARD dlOO Event

d6 I became a wizard because ... 01 - 10 You suffered a tragedy. Roll on the Tragedies t able.
11 -20 You gained a bit of good fortu ne. Roll on the Boons
An old wizard chose m e from among several candi- 21-30 tab le.
dates to serve an apprenticeship. You fe ll in love or got married . If you get this result
2 When I became lost in a fores t, a hedge wizard 31 -40 more than once, you can choose to have a child
found me, took me in, and taught me t he rudi- instead. Work with you r DM to determine the iden-
ments of magic. 41 - 50 tity of your love interest.
3 I grew up listening to tales of great wizards and You made an enemy of an advent ure r. Roll a d6. An
knew I wanted to follow their path. I strove to be odd num ber indicates you are to blame for t he rift,
accepted at an academy of magic and succeeded. and an even number indicates you are blameless.
4 One of my relatives was an accom plished wizard Use the supplemental tables a nd wo rk with your
who decided I was smart enough to learn the craft. DM to determine this hostile character's identity
5 While exploring an old tomb, libra ry, or tem ple, and the danger th is enemy poses to you.
I fo und a spellbook. I was immediately driven to You made a friend of an adventurer. Use the sup-
learn all I could about becoming a wizard. plemental tables and work wi th your DM to add
6 I was a prodigy who demonstrated mastery of the more detail to this friend ly character and establish
arcane arts at an early age. When I became old how your friendship began.
enough to set o ut on my own, I did so to learn
more magic and expand my power. 51-70 You spent ti me working in a job related to your
71-75 background . Start the game with an extra 2d6 gp.
LIFE EVENTS You met someone important. Use the supplemen-
76- 80 tal tables to determine this character's identity and
No matter how long you've been a live, you have expe- 81-85 how this individual feels about you. Work out ad-
rienced at least one s ignature event that has markedly 86-90 ditiona l details with yo ur DM as needed to fit this
influenced your character. Life events include wond rous character into your backstory.
happenings a nd tragedies, conflicts a nd s uccesses, and 91-95 You went on an adventure. Roll on the Adventures
encounters with the unusual. They can help to explain 96-99 table to see what happened to you. Work with your
why your character became a n adventurer, a nd some DM to determine the nature of t he adventure a nd
might sWI affect your life even after they a re long over. 00 the creatures you encounte red.
You had a supernatural experience. Roll on t he Su-
The older a character is, the greater the chance for pernatural Events table to find out what it was.
multiple life events, as s hown on the Life Events by Age You fought in a battle. Roll on th e War table to
table. Ifyou have a lready chosen your cha racter's start- learn what happened to you. Work with your DM to
ing age, see the entry in the Life Events column that come up with the reason for the battle and the fac-
corresponds to how old you a re. Otherwise, you can roll tions involved. It might have been a small conAict
dice to determine you r curre nt age a nd number of life between your com mu nity and a band of ores, or it
events ra ndomly. could have been a major battle in a larger war.
You committed a crime or were wrongly accused of
After you know the nu mber of life events your charac- doi ng so. Roll on the Crime table to determine the
ter has experienced, roll once on the Life Events table nature of the offense and on the Punishm ent table
for each of them. Many of the results on that table direct to see what became ofyou.
you to one of the secondary tables that follow. Once you You encountered something magical. Roll on the
have determined a ll of your character's life events, you Arcane Matters table.
can arrange them in any chronological order you see fit. Som ething truly strange happened to you . Roll on
the Weird Stuff table.

CHAPTER 1 I CHARACTER OPTIONS


SECONDARY TABLES BOONS

These tables add detail to many of the results on the Life dlO Boon
Events table. The tables are in alphabetical order. A friendly wizard gave you a spell scroll containing
one cantrip (of the DM's choice).
ADVENTURES
2 You saved the life of a commoner, who now owes
dl 00 O utcome you a life debt. This individual accompanies you on
your travels and performs mundane tasks for you,
01-10 You nearly died. You have nasty scars on your but will leave if neglected, abused, or imperiled.
11 - 20 body, and you are m issing an ear, ld3 fingers, or Determine details about this c haracter by using the
21-30 ld4 toes. supplemental tables and working with your DM .
31- 40 You suffered a grievous injury. Although the wound
healed, it still pains you from time to time. 3 You found a riding horse.
41-50 You were wounded, but in time you fu lly recovered. 4 You found some money. You have l d20 gp in addi-
You contracted a disease while exploring a filthy
51-60 warren. You recovered from the disease, but you tion to your regular starting fund s.
61-70 have a persistent cough, pockmarks on your skin, S A relative bequeathed you a s imple weapon of your
71-80 or prematurely gray hair.
81-90 You were poisoned by a trap or a monster. You re- choice.
91-99 covered, but the next time you must make a saving 6 You found something interesting. You gain one
throw against poison, you make the saving throw
00 with disadvantage. additional trinket.
You lost something of sentimental value to you 7 You once performed a service for a local temple.
during your adventure. Remove one trinket from
your possessions. The next time you visit the temple, you can receive
You were terribly frighte ned by something you en- healing up to your hit point maximum.
countered and ran away, abandoning your compan- 8 A friendly alchemist gifted you with a potion of
ions to their fa te. healing or a flask of acid, as you choose.
You learned a great dea l d uring your adventure. 9 You found a treasure map.
The next time you make an ability check or a saving 10 A distant relative left you a stipend that enables
throw, you have advantage o n the roll . you to live at the comfortable lifest yle for ld20
You found some treasure on your adventure. You years. If you choose to live at a higher lifest yle, you
have 2d6 gp left from your share of it. reduce the price of the lifestyle by 2 gp duri ng that
You found a considerable amount of treasure on time period.
your adventure. You have ld20 + 50 gp left from
your share of it. CRIME
You came across a common magic item (of the
DM's choice). d8 Cri me
1 Murder
ARCANE MATTERS 2 Theft
3 Burglary
dlO Magical Event 4 Assault
1 You were c harmed o r frightened by a spell. 5 Smuggling
2 You were injured by the effect of a spell. 6 Kidnapping
3 You witnessed a powerful spell being cast by a 7 Exto rtion
cleric, a druid, a sorcerer, a warlock, or a wizard. 8 Counterfeiting
4 You drank a potion (of the DM 's choice}.
S You found a spell scroll (of the DM 's choice} and PUNISHMENT
succeeded in casting the spell it contained.
6 You were affected by teleportation magic. d1 2 Punishment
7 You turned invisible for a time.
8 You identified an illusion for what it was . 1-3 You did not commit the crime and were exonerated
9 You saw a creature being conjured by magic. 4-6 after being accused.
10 Your fortune was read by a diviner. Roll twice on 7-8 You committed the crime or helped do so, but
the Life Events table, but don't apply the results. nonetheless the authorities found you not guilty.
Instead, the DM picks one event as a portent of 9-12 You were nearly caught in the act. You had to flee
your future (which might or might not come true). and are wanted in the community where the crime
occurred.
You were caught and convicted. You spent time in
jail, chained to an oar, or perform ing hard labor.
You served a sentence of ld4 years or succeeded in
escaping after that much time.

CHAPTER I ( CHARACTER OPTIO"NS


-

SUPERNATURAL EVENTS

dlOO Event

01 - 05 You were ensorcelled by a fey and enslaved for l d6
06- 10 years before you escaped.
You saw a demon and ran away before it could do
anything to you.

11 - 15 A devil tempted you. Make a DC 10 Wisdom saving
16-20 throw. On a failed save, your alignment shifts one
step toward evil (if it 's not evil already), and you
start the game with an additional l d20 + 50 gp.
You woke up one morning miles from your ho me,
with no idea how you got there.

21- 30 You visited a holy site and felt the presence of the
31- 40 divin e there.
You witnessed a falling red star, a face appearing in
41 - 50 th e frost , or some other bizarre happening. You are
certain that it was an omen of some sort.
You escaped certain death and believe it was the
intervention ofa god that saved you.

51-60 You witnessed a minor miracle. dl2 Tragedy
61 - 70 You explored an empty house and found it to be 8 A terrible blight in your home community caused
haunted. crops to fail, and many starved. You lost a sibling
71 -75 You were briefly possessed. Roll a d6 to determine o r some other family member.
what type of creature possessed you: l , celestial; 2, 9 You did something that bro ught terrible shame to
devil; 3, demon; 4, fey; 5, elemental; 6, undead. you in the eyes of your fam ily. You might have been
involved in a scandal, dabbled in dark magic, or
76-80 You saw a ghost. offended someone important. The attitude of your
fam ily members toward you becomes indifferent at
81-85 You saw a ghoul feed ing on a corpse. best, though they might eventually forgive you.
86-90 A celestial or a fiend visited you in your dreams to 10 For a reason you were never told, you were exiled
give a warning of dangers to come. from your community. You then either wandered in
the wi lderness for a time or promptly found a new
91-95 You briefly visited the Feywild or the Shadow fell. place to live.
96- 00 You saw a portal that you believe leads to another 11 A romantic relationsh ip ended . Roll a d6. An odd
plane of existence. number means it ended with bad fee lings, while an
even number means it ended amicably.
TRAGEDIES 12 A current or prospective romantic partner of yours
died . Roll on the Cause of Death supplemental
d l 2 Traged y table to find out how. If the resu lt is murder, roll a
1-2 A family member or a close friend died. Roll on dl2. On a l , you were responsib le, whether directly
or indi rectly.
the Cause of Death supplemental table to find out
how. WAR War O utcome
3 A friendship ended bitterly, and the other person dl2 You were knocked out and left fo r dead . You woke
is now hostile to you. The cause might have been a up hours later with no recollection ofthe battle.
m is understanding or something you or the former 2-3 You were badly injured in the fight, a nd yo u still
friend d id. 4 bea r the awful scars of those wounds.
4 You lost all your possessions in a d isaster, and you You ran away from t he battle to save your life, but
had to rebuild your life. 5- 7 you still feel shame for your cowardice.
5 You were imprisoned for a crime you didn't com- You suffered on ly minor injuries, and the wounds
mit and spent ld6 years at hard labor, in jail, or all healed without leaving scars.
shackled to an oa r in a slave galley.
6 War ravaged your home community, reducing ev-
erything to rubble and ruin . In the aftermath, you
either helped your town rebuild or moved some-
where else.
7 A lover d isa ppeared without a trace. You have been
looking for that person ever since.

CHAPTER l I CHARACTER OPTTONS


dl2 War O utcome 3d6 Alignment
8-9 13-15 Neutral good
You survived the battle, but you suffer from terrible 16-17 Lawful good (50%) or lawful neutra l (50%)
10-11 nightmares in which you relive the experience. Chaotic good (50%) or chaotic neutral (50%)
You escaped the battle unscathed, though many of 18
12 your friends were injured or lost .
You acquitted yourself well in battle and are re- CAUSE O F DEATH
membered as a hero. You might have received a
medal for your bravery. d l 2 Cause of Death
Unknown
W EIR D STUFF
2 Murdered
dl2 What Happened 3 Killed in battle
You were turned into a toad and remained in that 4 Accident related to class or occupation
form for ld4 weeks. 5 Accident unrelated to class or occupation
6-7 Natural causes, such as disease or old age
2 You were petrified and remained a s tone statue for 8 Apparent suicide
a time until someone freed you. 9 Torn apart by an an imal or a natural disaster
10 Consumed by a monster
3 You were enslaved by a hag, a satyr, or some other 11 Executed for a crime or tortured to death
being and lived in that creature's thrall for ld6 12 Bizarre event, such as being hit by a meteorite,
years.
struck down by an angry god, or ki lled by a hatch-
4 A d ragon held you as a prisoner for ld4 months ing s laad egg
until adventurers killed it.
CLASS Clas s
5 You were taken captive by a race of evil humanoids Barbarian
such as drow, kuo-toa , or quaggoths. You lived as a dlOO Bard
slave in the Underdark until you escaped. 01-07 Cleric
08-14 Druid
6 You served a powe rfu l adventurer as a hireling. You 15-29 Fighter
have only recently left that service. Use the supple- 30- 36 Mon k
mental tables and work with your DM to determine 37-52 Paladin
the basic details about yo ur former employer. 53-58 Ranger
59-64 Rogue
7 You went insane for l d6 years and recently re- 65-70 Sorcerer
gained your sanity. A tic or some other bit of odd 71-84 Warlock
behavior might linger. 85-89 Wizard
90-94
8 A lover of yours was secretly a silver dragon . 95-00
9 You were captured by a cult and nearly sacrificed
OCCUPATION
on an altar to the fo ul being the cultists served.
You escaped, but you fear they will find you. d l OO Occupation
10 You met a demigod , an archdevil , an archfey, a de-
mon lord, or a titan, and you lived to tell the tale. 01-05 Academic
11 You were swallowed by a giant fish and spent a 06-10 Adventurer (roll on the Class table)
month in its gullet before you escaped. Aristocrat
12 A powerful being granted you a wish, but you 11 Artisa n or guild member
squandered it on something frivolous. 12-26 Criminal
27-31 Entertainer
SUPPLEMENTAL TABLES 32-36 Exile, hermit, or refugee
37-38 Explorer or wanderer
The supplemental tables below give you a way to ran- 39-43 Farmer or herder
domly determine characteristics and other facts about 44- 55 Hunter or trapper
individuals who are part of your character's life. Use 56-60 Laborer
these tables when directed to do so by another table, or 61 -75 Merchant
when you simply want to come up with a piece of infor- 76-80 Politician or bureaucrat
mation quickly. The tables are in alphabetical order. 81- 85 Priest
86-90 Sailor
A LI GNME NT 91-95 Soldier
96- 00
3d6 Alignment
3 Chaotic evil (50%) or chaotic neutral (50%)

4-5 Lawful evil
6- 8 Neutral evil
9- 12 Neutral

CHAPTER 1 I CHARACTER OPTIONS


RACE Race RACIAL FEATS
Human
dlOO Dwarf Leveling up in a class is the main way a character
Elf evolves during a campaign. Some DMs a lso allow the
01-40 Halfling use of feats to customize a character. Feats a re an op-
41-50 Dragon born tional rule in chapter 6, "Customization Options," of the
51 - 60 Gnome Player's Handbook. The DM decides whether they're
61-70 H alf-elf used a nd may also decide that some feats are available
71-75 Half-ore in a campaign and others aren't.
76- 80 Tiefling
81-85 DM's choice This section introduces a collection of special feats
86-90 that a llow you to explore your character's race fur-
91-95 ther. These feats are each associated with a race from
96- 00 the Player's Handbook, as summarized in the Racial
Feats table. A racial feat represents either a deepening
RELATIONSHIP connection to your race's culture or a physical trans -
3d4 Attitude formation tha t brings you closer to a n aspect ofyour
3-4 Hostile race's lineage.
5-10 Friendly
11-12 Indifferent The cause of a particular transformation is up to you
and your DM. A transformational feat can symbolize a
STATUS latent quality that has emerged as you age, o r a transfor-
mation might be the result of an event in the campaign,
3d6 Status s uch as expos ure to powerful magic or visiting a place of
ancient s ignificance to your race. Transformations a re a
3 Dead (roll on the Cause of Death table) fundamental motif of fantasy literature and folklore. Fig-
4-5 Missing or unknown uring out why your character has changed can be a r ich
6-8 Alive, but doing poorly due to injury, financial trou- addition to your campaign's story.
ble, or relation ship difficulties
9-12 Alive and well RACIAL FEATS Feat
13-15 Alive and quite successful Dragon Fear
16- 17 Alive and infamous Race Dragon Hide
Alive and famous Dragonborn Dwarven Fortitude
18 D ragon b o rn Squat Nimbleness
Dwarf Elven Accuracy
WHAT'S NEXT? Dwarf Drow High Magic
Elf Fey Teleportation
W hen you're finished using these tables, you' ll have a Elf (drow) Wood El f Magic
collection of facts and notes that- at a minimum- encap- Elf (high) Fade Away
s ulate what your character has been doing in the world Elf (wood) Squat Nimbleness
up till now. Sometimes that might be all the information Gnome Elven Accuracy
you want, but you don't have to stop there. Gnome Prodigy
Half-elf Orcish Fury
By using your creativity to stitch a ll these bits together Half-elf Prodigy
into a continuous narrative, you can create a fu ll-Aedged Half-ore Bountiful Luck
autobiography for your character in as little as a few Half-ore Second Chance
sentences-an excellent example of how the whole is Halfling Squat Nimbleness
greater than the sum of its parts. Halfling Prodigy
Halfling Flames of Phlegethos
Did you get a couple of results on the tables that don't Human Infernal Constitution
outright contradict each other but also don't seem to fit Tiefling
together smoothly? If so, now is your chance to expla in Tiefl ing
what happened to you. For instance, let's say you were
born in a castle, but your childhood home was in the T he feats are presented below in alphabetica l order.
wilderness. It could be that your parents traveled from
their forest home to seek help from a midwife at the BOUNTIFUL LUCK
castle when your mother was close to giving birth. Or
your parents might have been me mbers of the castle's Prerequisite: Halffing
staff before you were born, but they were released from Your people have extraordinary luck, which you have
service soon after you came into the world. learned to mystically lend to your companions when you
see them falter. You're not sure how you do it; you just
In add ition to deepening your own roleplaying experi- wish it, and it happens. Surely a s ign of fortune's favor!
ence, your character 's history presents your DM with op-
portunities to weave those elements into the story of the
campaign. Any way you look at it, addi ng definition to
your character's pre-adventuring life is time well spent.

CHAPTER I I CHARACTER OPTIONS


When an ally you can see within 30 feet of you rolls a • Whenever you ta ke the Dodge action in combat, you
1 on the d20 for an attack roll, an ability check, or a sav- can spend one Hit Die to heal yourself. Roll the die,
ing throw, you can use your reaction to le t the ally reroll add your Constitution modifier, a nd regain a number
the die. The a lly must use the new roll. of hit points equal to the total (minimum of 1).

When you use this ability, you can't use your Lucky ELVEN ACCURACY
racial trait before the end ofyour next turn.
Prerequisite: Elfor half-elf
DRAGON FEAR
The accuracy of elves is legendary, especially that of elf
Prerequisite: Dragonborn a rchers a nd s pe llcasters. You have uncanny aim with at-
tacks that rely on precis ion rat her than brute force. You
When angered, you can radiate menace. You gain the gain the following benefits:
following benefits:
• Incr ease your Dexterity, I ntelJigence, Wis dom, or Cha-
• Increase your Strength, Constitution, or Cha risma risma score by 1, to a maximum of 20.
score by l , to a maximum of 20.
• Whenever you have adva ntage on an attack roll us ing
• Instead of ex haling destructive energy, you can ex- Dex terity, Intelligence, Wisdom, or Charis ma, you can
pend a use of your Breath Weapon tra it to roar, forcing reroll one of the dice once.
each creature of your choice within 30 feet of you to
ma ke a Wisdom saving throw (DC 8 + your proficiency FADE AWAY
bonus + your Charism a modifier). A target a utomati-
cally s ucceeds on the save if it can't hear or see you. Prerequisite: Gnome
On a failed save, a target becomes frighte ned of you
for 1 minute. If the fri ghtened target takes a ny dam- Your people a re clever, with a knack for illusion magic.
age, it can repeat the saving throw, endin g the effect You have learned a magical trick for fading away when
on itself on a s uccess. you s uffer harm. You gain the following benefits:

DRAGON HIDE • Increase your Dexterity or Intelligence score by 1, to a
maximum of20.
Prerequisite: Dragonborn
• Immediately after you take damage, you can use a
You manifest scales a nd claws reminiscent of your dra- reaction to magically become invis ible until the end
conic an cestors. You gain the following benefits: of your next turn or until you attack, deal damage,
or force someone to make a saving throw. Once you
• Increase your Strength, Constitution, or Charisma use this ability, you can't do so again until you finish a
score by 1, to a maximum of 20. s hort or long rest.

• Your scales harden. While you aren't wearing a rmor, FEY TELEPORTATION
you can calculate your AC as 13 +your Dexterity mod-
iJier. You can use a s hield and sti ll gain this benefit. Prerequisite: Elf(high)

• You grow retracta ble claws from the tips of your fin- Your study of high elven lore has unlocked fey power
gers. Extending o r retracting the claws requires no that few other e lves possess, except your eladrin cous-
actfon. The claws a re natural weapons, which you can ins. Drawi ng on your fey ancestry, you can momentarily
use to ma ke una rmed strikes. If you hit with them, you s tride through the Feywild to shorte n your path from
deal s las hing da mage equal to ld4 +your Strength one place to anothe r. You gain the following bene fits:
modifier, instead of the normal bludgeoning da m age
for an una rmed s trike. • Increase your Intelligence or Charis ma score by 1, to
a maximum of 20.
DROW HIGH MAGIC
• You learn to speak, read, and write Sylvan.
Prerequisite: Elf(drow) • You learn the mis ty step spell a nd can cast it o nce

You learn more of the magic typical of dark elves. You without expending a s pell s lot. You regain the abi l-
learn the detect magic s pell and can cast it at will, w ith- ity to cast it in this way when you finish a s hort or
out expending a spe ll s lot. You also learn levitate and lo ng rest. Intelligence is your spellcasting abil ity for
dispel magic, each of which you can cast once without this spell.
expend ing a spell s l.ot. You r egain the ability to cast
those two spells in this way when you finish a long rest. FLAMES OF PHLEGETHOS
Charisma is your s pellcasting ability for a ll three s pells.
Prerequisite: Tiefling
DWARVEN FORTITUDE
You learn to call on he llfire to serve your comma nds .
Prerequisite: Dwarf You gain the following benefits:

You have the blood of dwarf heroes flow ing through • Increase your Intelligence or Charisma score by 1, to
your veins. You gain the following benefits: a maximum of 20.

• Increase your Constitution score by 1, to a max- • When you roll fire da mage for a s pell you cast, you can
imum of20. reroll any roll of 1 o n the fire damage dice, but you
must use the new roll, even if it is a nother 1.

• Whenever you cast a spell that deals fire damage, you
can cause Hames to wreathe you until the e nd of your


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

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

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

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

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

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

PRODIGY

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

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

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

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

SECOND CHANCE

P rerequis ite: Haffling

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

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

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


CHAPTER 2

DUNGEON MASTER'S TOOLS

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

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

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

CHAPTER 2 DUNCl!01' MASTER'S TOOLS


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

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

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


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

ALCHEMIST'S SUPPLIES

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

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

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

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

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

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

BREWER'S SUPPLIES CALLIGRAPHER'S SUPPLIES

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

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

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

CHAPTER 2 I DUNGEON MASTcR·s TOOLS


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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

CHAPTER 2 I DUNGEON MJ\STER"S TOOLS


GLASSBLOWER'S TOOLS This insight proves handy when you make Arcana
ch ecks related to gems or gem-encrusted items.
Someon e who is proficient with glassblower's tools
h as n o t only the a bility to s h ape glass, but a lso s pe- Investigation. When you inspect jeweled objects, your
cia lized knowledge of the methods used to produce proficiency with jeweler 's tools aids you in picking out
glass objects. clues they might hold.

Components. The tools include a blowpipe, a sm all Identify Gems. You can identify gems a nd de termine
marver, blocks, and tweezers. You need a source of heat their value at a glance.
to work glass.
JEWELER'S TOOLS DC
Arcana, History. Your knowledge of glassmaking
techniques a ids you when you examine glass objects, Activity 15
s uch as potion bottles or glass items fou nd in a treasure Modify a gem's appeara nce 20
hoard. For instance, you can study how a glass potion Determine a gem's histo ry
bottle has been changed by its contents to help deter-
mine a potion's effects. (A potion might leave behind a LAND AND WATER VEHICLES
residue, deform the glass, or s tain it.)
Proficiency with land vehicles covers a wide range of op-
Investigation. When you study a n area, your knowl- tions, from c hariots and howdahs to wagons and carts.
edge can aid you if the clues include broken glass or Proficiency w ith water vehicles covers anything th at nav-
glass objects. igates waterways. Proficiency with vehicles g rants the
knowledge needed to hand le vehicles of that type, along
Identify Weakness. With 1 minute of study, you can with knowledge of how to repa ir and maintain them.
ide ntify the weak points in a glass object. Any damage
dealt to the obj ect by striking a weak spot is doubled. In addition, a character proficient with water vehicles
is k nowledgeabl e a bout anything a professiona l sailor
GLASSBLOWER'S TOOLS DC wou ld be fami lia r w ith, s uch as informa tion about the
10 sea and islands, tying knots, a nd assessing weather and
Activity 20 sea conditions.
identify source ofglass
Determine w hat a glass object once held Arcana. When you study a magic vehicle, this tool pro-
ficie ncy aids you in uncove ring lore or dete rmining h ow
HERBALISM KIT the vehicle operates.

Proficie ncy with a n herbalism kit allows you to identify Investigation, Perception. When you ins pect a vehi-
plants a nd safely collect their useful elements. cle fo r clues or hidde n information, your proficiency aids
you in noticing things that others might miss.
Components. An herbalism kit includes pouches to
s tore herbs, clippers and leathe r gloves for collecting Vehicle Handling. When piloting a vehicle, you can
plants, a mortar a nd pestle, a nd several glass jars. apply your proficie ncy bonus to the vehicle's AC a nd sav-
ing throws.
Arcana. Your knowledge of the nature and uses of
herbs can add insight to your magical studies that deal VEHICLES DC
with plants and you r attempts to ide ntify potions. 10
Activity
Investigation. W hen you ins pect an area overgrown Navigate rough terrain or wate rs 15
with plants, your proficiency can help you pick out de- Assess a vehicle's condition 20
tails a nd clues that others might m iss. Take a tight corner at high speed

Medicine. Your mastery of herbalis m improves your LEATHERWORKER'S TOOLS
a bility to treat illnesses a nd wounds by augmenting you r Knowled ge of leatherworking extends to lore concern-
methods of care with medicin al plants. ing an imal hides a nd t heir properties. It a lso con fers
knowledge o f leathe r arm or and s imilar goods.
Nature and Survival. Whe n you travel in t he wild,
your s kill in herba lism makes it easie r to identify pla nts Components. Leatherworker's tools include a knife,
and s pot sources of food that others might overlook. a s mall ma llet, an edger, a hole punch, thread, and
leather scraps.
Identify Plants. You can identify most plants with a
quic k inspection of their appearance and smell. Arcana. Your expertise in working w ith leather grants
you added ins ight when you inspect magic items crafted
HERBALISM KIT DC from leather, such as boots and some cloaks.

Activity 15 Investigation. You gain added insight whe n s tudy ing
Find plants 20 leathe r items or clues related to them, as you draw on
identify poison your knowledge of leath er to pick out details that others
would overlook.
JEWELER'S TOOLS
Identify Hides. When looking at a hide or a leather
Training with jeweler's tools includes the basic tech- item, you can determine the source of the leather and
niques n eeded to beautify gems. It a lso gives you exp e r- a ny special techn iques used to treat it. For example,
tise in identifying precious stones. you can spot the difference between leather crafted
using d warven methods and leath er cr afted using half-
Components. J ewele r 's tools cons ist of a small saw ling methods.
and hammer, files, pliers, and tweezers.

Arcana. Proficiency with j eweler's tools grants you
know ledge a bo ut the reputed mystical uses of gems.

CHAPTER 2 I DUNGEON MASTER'S TOOLS


LEATHERWORKER1S TOOLS DC NAVIGATOR'S TOOLS DC
10 10
Activity 20 Activity
Modify a leather item's appearance Plot a course 15
Determine a leather item's history Discover your pos ition on a nautical chart

MASON'S TOOLS PAINTER'S SUPPLIES

Mason 's tools a llow you to craft stone structures, includ- Proficiency with painter's supplies re presents you r
ing walls and buildings crafted from brick. ability to paint and draw. You also acquire a n under-
standing of art history, which can aid you in examining
Components. Mason's tools consist of a trowel, a
hammer, a chisel, brushes, and a square. works of art.
Components. Painter's supplies include a n easel, can-
History. Your expertise a ids you in ide ntifying a stone
building's date of construction and purpose, a long with vas, paints, brushes, charcoal sticks, and a palette.
insigh t into who might have built it. Arcana, History, Religion. Your expertise aids you in

Investigation. You gain additional ins ight when in- uncovering lore of any sort that is attached to a work of
specting areas within stone structures. art, s uch as the magical properties of a painting or the
origins of a strange mural found in a dungeon.
Perception. You can spot irregularities in s tone walls
or floors, making it easier to find trap doors and se- Investigation, Perception. When you inspect a
painting or a similar work of visual art, your knowledge
cret passages. of the practices behind c reating it can grant you addi-
Demolition. Your knowledge of masonry allows you
tional insight.
to spot weak points in brick walls. You deal double dam- Painting and Drawing. As part of a short or long rest,
age to such structures with your weapon attacks.
you can produce a simple work of art. Although your
MASON'S TOOLS DC work might lack precision, you can capture a n image or
10 a scene, or make a quick copy of a p iece of art you saw.
Activity
Chisel a small hole in a stone wall 15 PAINTER'S SUPPLIES DC
Find a weak point in a stone wall 10
Activity 20
MUSICAL INSTRUMENTS Paint an accurate portrait
Create a painting with a hidden message
Proficie ncy with a musical instrume nt indicates you are
familiar with the techniques used to play it. You also POISONER'S KIT
have knowledge of some songs commonly performed
with that instrument. A poisoner's kit is a favored resource for thieves, assas-
sins, and oth ers who engage in s kulduggery. It allows
History. Your exp e rtise aids you in recall ing lore re- you to apply poisons and create them from various
lated to your instrume nt. materials. Your knowledge of poisons also helps you

Performance. Your abi lity to put on a good s how treat them.
is improved when you incorporate an instrument Components. A poisoner's kit includes glass vials, a
into your act.
mortar and pestle, chemicals, and a glass stirring rod.
Compose a Tune. As part of a long rest, you can History. Your training with poisons can help you
compose a new tune and lyrics for your instrument. You
might use th is ability to impress a noble or spread scan- when you try to recall facts about infamous poison ings.
dalous rumors w ith a catc hy tune. Investigation, Perception. Your knowledge of poisons

MUSICAL INSTRUMENT DC has taught you to handle those substances ca refully,
10 giving you an edge when you inspect poisoned objects or
Activity 20 try to extract clues from events that involve poison.
Identify a tune
Improvise a tune Medicine. When you treat the victim of a poison, your
knowledge grants you added insight into how to provide
NAVIGATOR'S TOOLS the best care to your patient.

Proficiency with naviga tor's tools helps you determine a Nature, Survival. Working with poisons enables
true course based on observing the stars. It also grants you to acquire lore about which pla nts and animals are
you insight into charts and maps while developing your
poisonous.
sense of direction. Handle Poison. Your proficiency allows you to handle
Components. Navigator's tools include a sextant, a
and apply a poison witho ut r isk of exposi ng yourself to
compass, calipers, a ruler, parchment, ink, and a quill.
Survival. Knowledge of navigator's tools helps you its effects.

avoid becoming lost and also grants you insight into the POISONER'S TOOLS DC
most likely location for roads and settlements. 10
Activity 20
Sighting. By taking careful measurements, you can Spot a poisoned object
determine your position on a nautical chart and the Determine the effects ofa poison
time of day.

CHAPTER 2 I DUNGEON MASTER'S TOOLS


Arcana and History. Your expertise le nds you ad-
ditional insight when examining metal objects, s uch
as weapons.

Investigation. You ca n s pot clues and make deduc-
tions that ot he rs might overlook whe n a n investigation
involves a rmor, weapons, or other metalwork.

Repair. With access to your tools and an open flame
bot enough to make meta l pliable, you ca n restore 10 h it
points to a damaged metal object for each hour of work.

S MITH'S T OOLS DC
10
Activity 15
Sharpen a dull blade 15
Repair a suit of armor
Sunder a nonmagical metal object

POTTER'S TOOLS THIEVES' TOOLS

Potter 's tools are used to c reate a varie ty of cera mic ob- Perhaps the most common tools used by adventurers,
jects, most typically pots and s imilar vessels . thieves' tools are designed for picking locks and foiling
traps. Proficiency with t he tools a lso grants you a gen-
Comp onents. Potter's tools include potter's needles, era l knowledge of traps and locks.
ribs, scrapers, a knife, a nd calipers.
Comp onents. Thieves' tools include a small file, a set
History. Your expe rtise a ids you in ide ntifying ce- of lo ck picks, a s m all mirror mounted on a metal ha ndle,
ramic objects, including when they were created and a set of narrow-blad ed scissors, a nd a pair of pliers.
their likely place or c ulture of origin.
History. Your knowledge of traps grants you insight
Investigation, Perception. You gain additional ins ight when a nswering questions a bout locations tha t are re-
when inspecting ceramics, uncovering clues others nowned for their traps.
wou ld overlook by spotting minor irregularities.
In vestigation and Perception. You gain additional in-
Recons truction. By examining potte ry shards, you s ight when looking for traps, because you have learned
can determine an object's original, intact form and its a variety of common s igns that be tray their presence.
likely purpose.
Set a Trap. Just as you ca n disable traps, you ca n als o
set them. As pa rt of a s hort rest, you can create a trap
us ing ite ms you have on hand. The total of your check
becomes the D C for someone else's attempt to discover
or disable the trap. The trap deals damage a ppropriate
to th e ma terials used in crafting it (such as poison or a
weapon) or d a mage equal to ha lf the tota l of your check,
whichever the DM deems appropriate.

THI EVES' T OOLS DC
Varies
Activity Varies
Pick a lock
Disab le a trap

P OTT ER'S TOO LS DC TINKER'S TOOLS
10
Activity 15 A set of tinker's tools is designed to e n a ble you to repair
Determine what a vessel once held 20 many munda ne objects. Though you can't manufacture
Create a serviceable pot much w ith tinke r 's tools, you can m e nd torn clothes,
Find a weak point in a ceramic o bject s harpe n a worn sword, a nd patch a tattered s u it of
chain m ail.
SMITH'S TOOLS
Components. Tinke r's tools include a variety of ha nd
Smith's tools allow you to work metal, beating it to tools, thread, need les, a whetstone, scra ps of cloth a nd
alter its s hape, repair da mage, or work raw ingots into leather, and a s mal l pot of glue.
useful items.
History. You can de te rmine the age and origin of ob-
Components. Smith's tools include hammers, tongs, jects, eve n if you have only a few pieces re maining from
charcoal, rags, and a whe tstone. the origina l.

Investigation. Whe n you inspect a da maged ob-
ject, you gain knowledge of how it was damaged and
how long ago.

CHAPTER 2 I DUNGEON MASTER'S TOOLS


Repair. You can restore 10 hit points to a damaged ob- SPELLCASTING
ject for each hour of work. For any object, you need ac-
cess to the raw materials required to repair it. For me tal This section expands on the spellcasting rules pre-
objects, you need access to an open flame hot enough to sented in the Player's Handbook and the Dungeon Mas-
make the metal pliable. ter's Guide, providing clarifications and new options.

TINKER'S TOOLS DC PERCEIVING A CASTER AT WORK

Activity 10 Many spells create obvious effects: explosions of fire,
Temporarily repair a disabled device 15 wa lls of ice, teleportation, and the like. Other spells,
Repair an item in half the time 20 such as charm person, display no visible, audible, or oth-
Improvise a temporary item using scraps erwise perceptible s ign of their effects, and could easily
go unnoticed by someone una ffected by them. As noted
WEAVER'S TOOLS in the Player's Handbook, you normally don't know that
a spell has been cast unless the spell produces a notice-
Weaver's tools allow you to create cloth and tailor it into able effect.
articles of clothing.
But what about the act of casting a spell? Is it possible
Components. Weaver's tools include thread, needles, for someone to perceive that a spell is being cast in their
and scraps of cloth. You know how to work a loom, but presence? To be perceptible, the casting of a spell must
such equipment is too large to transport. involve a verba l, somatic, or material component. The
form of a material component doesn't matter for the
Arcana, History. Your expertise lends you additional purposes of perception, whether it's an object specified
insight when examining cloth objects, including cloaks in the spell's description, a component pouch, or a spell-
and robes. casting focus.

Investigation. Using your knowledge of the process of If the need for a spell's components has been removed
creating cloth objects, you can spot clues and make de- by a special abi lity, such as the sorcerer's Subtle Spell
ductions that others would overlook when you examine feature or the Innate Spellcasting trait possessed by
tapestries, upholstery, cloth ing, and other woven items. many creatures, the casting of th e s pell is imperceptible.
If an impe rceptible casting produces a perceptible ef-
Repair. As part of a shor t rest, you can repair a s ingle fect, it's normally impossible to dete rmine who cast the
damaged cloth object. spell in the absence of other evidence.

Craft Clothing. Assuming you have access to suf- IDENTIFYING A SPELL
ficient cloth and thread, you can create a n outfit for a
creature as part of a long r est. Sometimes a character wants to identify a spell that
someone else is casting or that was a lready cast. To do
WEAVER'S TOOLS DC so, a character can use their reaction to identify a spell
as it's being cast, or they can use an action on their turn
Activity 10 to identify a spell by its effect after it is cast.
Repurpose cloth 10
Mend a hole in a piece of cloth 15 If the character perceived the casting, the spell's ef-
Tailor an outfit fect, or both, the character can make an Intelligence (Ar-
cana) check with the reaction or action. The DC equals
WOODCARVER'S TOOLS 15 + the spell's level. If the spell is cast as a class spell
and the character is a member of that class, the check
Woodcarver's tools a llow you to craft intricate objects is made with advantage. For example, if the spellcaster
from wood, such as wooden tokens or arrows. casts a spell as a cleric, another cleric has advantage on
the ch eck to identify the spell. Some spells aren't asso-
Components. Woodcarver's tools consist of a knife, a ciated with any class when they're cast, such as when a
gouge, a nd a small saw. monster uses its Innate Spellcasting trait.

Arcana, History. Your expertise lends you additional This Intelligence (Arcana) check represents the fact
ins ight when you examine wooden objects, such as figu- that identifying a spell requires a quick mind and famil-
rines or arrows. iarity with.the theory and practice o f casting. This is
true even for a ch aracter whose spellcasting abil ity is
Natur e. Your knowledge of wooden objects gives you W isdom or Charisma. Being able to cast spells doesn't
some added insight when you examine trees. by itself make you adept at d educi ng exactly what others
are doing when they cast their spells.
Repair. As part of a short rest, you can repair a s ingle
damaged wooden object. INVALID SPELL TARGETS

CraftArrows. As part of a short rest, you can craft A spell specifies what a caster can target with it: any
up to five arrows. As part of a long rest, you can c raft type of creature, a c reature of a certain type (humanoid
up to twenty. You must have enough wood on hand to or beast, for instance), an object, an area, the caster,
produce them. or something else. But w hat happens if a spell tar-
gets something that isn't a valid target? For example,
WooocARVER's TooLs DC

Activity 10
Craft a small wooden figurine 15
Carve an intricate pattern in wood

CHAPTER 2 I DUNGEON MASTER'S TOOLS


someone might cast charm person on a creature be- O tl\ GRl\M 2. 1:
lieved to be a humanoid, not knowing that the target is CONE TEMPLATE
in fact a vampire. If this issue comes up, handle it using
the following rule. SPHERE T EMPL ATE

If you cast a spell on someone or something tha t can't DIAGRAM 2 .3 : SQ.Ul\RE
be affected by the spell, nothing happens to that target, AREA USING TOKEN S
but if you used a spell s lot to cast the spell, the s lot is
still expended. If the spell normally has no effect on a DtAGRAM 2.4 : 5Q.UARE
target that s ucceeds on a saving throw, the invalid target AREA WI T H T OTAL CovER
appears to h ave succeeded on its saving throw, even
though it d idn't attempt one (giving no hint tha t the c rea-
ture is in fact a n inva lid target). Otherwise, you perceive
that the s pell did nothing to t he targe t.

AREAS OF EFFECT ON A GRID

The Dungeon Master's Guide includes t he following
short rule for using areas of e ffect on a grid.

Choose an inte rsection of squa res as the point of
origi n of an area of effect, then follow the rules for t hat
kind of area as normal (see the "Areas of Effect" section
in chapter 10 of the Player's Handbook). If an area of ef-
fect is circular a nd covers a t least h alf a square, it affects
that square.

That rule works, but it can require a fair amount of
on-the-spot adjudication. This section offers two a lte rna-
tives for determining the exact location o f an area: the
te mplate method and the token method. Both of these
methods assume you're using a g rid and mi niatures of
some sort. Because these methods can y ield different
res ults fo r the number of squares in a given a rea, it's
not recommended that they be combined at the table-
choose w hicheve r method you a nd your players find eas-
ier or more intuitive.

TEMPLATE METHOD

The template method uses two-dimensional shapes
that represent different a reas of effect. The a im of the
method is to accurately portray the le ngth and width
of each area on the grid and to leave little dou bt about
w hic h creatures are affected by it. You'll need to make
these templates or find premad e ones.

Making a Template. Making a template is s imple. Get
a piece of paper or card stock, and c ut it in the shape of
the area of effect you're us ing. Every 5 feet of t he area
equals 1 inch of the templa te's size. For example, the
2 0 -foot- rad ius s phe re of the fireball sp ell, which has a
40-foot diame te r, wou ld translate into a circ ula r te m-
plate with an 8-inch diameter.

Using a Template. To use an a rea-of-effect te mplate,
apply it to the grid. If t he te rrain is flat, you ca n lay it on
the s urface; othe rwise, hold the template a bove the s ur-
face and take note of which squares it covers or partially
covers. If any part of a s quare is under the template, th a t
s quare is included in the area of effect. If a creature's
miniature is in a n affected square, that creature is in
the area. Being adjacent to the edge o f the template
isn 't enough for a s quare to be included in the area of
effect; the square must be entirely or partly covered by
the template.

You ca n a lso use this method w ithout a grid. Ifyou do
so, a creature is included in a n area of effect if a ny part
of the miniature's base is overlapped by the te mpla te.

CHAPTER 2 I DUNCEON MA STER'S TOOLS


DIAGRAM 2.5 : CONE S US ING T OKENS

DI AGRAM 2.G: LI NES USING TOKENS

When you place a te mplate, follow a ll the r ules in the Using Tok ens . Every 5-foot squa re of a n area of e ffect
Play er 's Handbook fo r placing the associated a re a of becomes a die or other token that you place on t he grid.
effect. If an a rea of effect, s uch as a cone o r a line, origi- Each token goes inside a square, not at a n intersection
nates from a spellcaster, t he template s hould extend out of lines. If a n area's token is in a s quare, that s quare is
from the caste r a nd be positioned however the caster included in the area of effect. It's that s imple.
likes within the bo unds of the rules.
D iagra ms 2.3 t h rough 2.6 s how this method in action,
Diagrams 2.1 and 2.2 show the templa te m ethod us ing dice as the tokens.
in action.
Circles. This method depicts everything using
TOKEN M ETHOD squa res, and a circula r a rea of effect becomes s quar e in
it, whe ther the area is a sphere, cylinder, or radius. For
The token method is meant to ma ke a reas of effect ins ta nce, t he 10-foot radius of flame strike, which bas a
tactile and fun . To use t his m ethod, grab s ome dice or dia meter of 20 feet, is expressed as a square that is 20
other toke ns, w hich you're going to use to re present your feet on a s ide, as s hown in di agram 2.3. Diagram 2.4
a reas of effect. s hows that area w ith tota l cover inside it.

Rather than fa ithfully representing the s hapes of the Cones. A cone is represented by rows of tokens on t he
different areas o f effect, this me thod gives you a way to grid, extending fro m t he cone's poin t o f origin. In the
create square-ed ged vers ions of them on a grid easily, as rows, the s quares a re adjoining s ide by side or corner to
described in the followi ng s ubsections. corne r, as s hown in di agra m 2.5. To determine the num-

CHAPTER 2 I DUNGEON MASTER'S TOOLS


ber of rows a cone contains, divide its length by 5. For STEP 3: DETERMINE NUMBERS AND
example, a 30-foot cone contains six rows.
CHALLENGE RATINGS
Here's how to create the rows. Starting with a square
adjacent to the cone's point of origin, place one token. T he process for building fights that feature only one leg-
The square can be orthogonally or diagonally adjacent endary monster is simple. T he Solo Monster Challenge
to the point of origin. In every row beyond that one, Rating table shows you which cha llenge rating (CR) to
place as many tokens as you placed in the previous row, use for a legendary creature opposing a party of four to
plus one more token. Place this row's toke ns so that six characters, creating a satisfying but difficult battle.
their squares each s hare a s ide with a square in the For example, for a party of five 9th-level characters, a
previous row. If the cone is orthogonally adjacent to the CR 12 legendary creature makes an optimal encounte r.
point of origin, you'll have one more token to place in the
row; place it on one end or the other of the row you just For a more perilous battle, match up the characters
created (yo u don't have to pick the s ide chosen in dia- with a legendary creature whose cha llenge rating is 1 or
gram 2.5). Keep placing tokens in this way until you've 2 higher than optimal. For an easy fight, use a legendary
created a ll of the cone's rows. creature whose challenge rating is 3 or more lower than
the challenge rating for an optima l encounter.
Lines. A line can extend from its source orthogonally
or diagonally, as shown in diagram 2.6. SOLO MONSTER CHALLENGE RATING

ENCOUNTER BUILDING Character Party Siz

This section introduces new guidelines on building com- level 6 Characters S Characters 4 Characters
bat encounters for an adventure. They are an a lternative
to the rules in "Creating Encounters" in chapter 3 of the 1st 2 2 2
Dungeon Master's Guide. This approach uses the same 2nd 4 3 3
math that underlies the rules presented in that book, but 3rd 5 4 4
it makes a few adjustments to the way that math is pre- 4th 6 5 7
sented to produce a more flexible system. 5th 9 8 8
6th 10 9 9
This encounter-building system assumes that, as DM, 7th 11 10 10
you want to have a clear understanding of the threat 8th 12 11 11
posed by a group of monsters. It will be useful to you if 9th 13 12 12
you want to e mphasize combat in your adventure, if you 10th 14 13 13
want to ens ure that a foe is n't too deadly for a group of 11th 15 14 15
characters, and if you want to understand the relation- 12th 17 16
ship between a character's level and a monster's cha l-
lenge rating. 13th 18 17 16
14th 19 18 17
Building an encounter using these guidelines follows 15th 20 19 18
a series of steps.
16th 21 20 19
STEP l: ASSESS THE CHARACTERS 17th 22 21 20
18th 22 21 20
To build an encounter using this system, first take stock 19th 23 22 21
of the player characters. This system uses the charac- 20th 24 23 22
ters' levels to determine the numbers and challenge
ratings of creatures you can pit them against without If your encounter features multiple monsters, bala nc-
making a fight too hard or too easy. Even though char- ing it takes a little more work. Refer to the Multiple
acter level is important, you s hould also take note of Monsters tables, which a re broken up by level ranges,
each character's hit point maximum and saving throw providing information for how to balance encounters fo r
modifiers, as well as how much damage the mightiest characters of 1st-5th level, 6th- 10th level, 11th- 15th
cha racters can dea l with a single attack. Character level level, and 16th- 20th level.
and cha llenge rating a re good for defining the difficu lty
of an e ncounter, but they don't tell the whole story. You'll First, you need to note the challenge rating for each
make use of these additional character statistics when creature the party wi ll face. T hen, to create your encoun-
you select monsters for an encounter in step 4. ter, find the level of each character on the appropriate ta-
ble. Each table shows what a single character of a given
STEP 2: CHOOSE ENCOUNTER SIZE level is equivalent to in terms of challenge rating-a
value represented by a ratio that compares numbers of
Determine whether you want to create a battle that pits characters to a single monster ranked by challenge rat-
one creature against the characters , or if you want to ing. The first number in each expression is the number
use multiple monsters. If the fight is against a single of characters of the given level. The second number tells
opponent, your best candidate for that foe is one of the how many monsters of the listed cha llenge rating those
game's legendary creatures, which are designed to fill characters are equivalent to.
this need. If the battle involves multiple monsters, de-
cide roughly how many creatures you want to use before
continuin g with s tep 3.


For example, reading the row for 1st-level ch aracters smalle r than it is. For example, to ma ke an easy e ncoun-
from the 1st- 5th Level table, we see tha t one 1st-level ter for a party of five ch aracters, put them up against
character is the equiva lent of two CR 1/8 monsters or monsters that would be a tough fight for three charac-
one CR 1/4 monster. The ratio reverses for higher c ha l- ters. Likewise, you can treat the party as up to ha lf again
lenge r at ings, where a single monster is more powerful la rger to build a battle t hat is potentially deadly, though
than a single 1st-level cha racter. One CR 1/ 2 creature is still no t li kely to be an a utomatic defeat. A party of four
equivalent to three 1st-level ch aracters, while one CR 1 cha racters facing a n encounte r designed for s ix charac-
opponent is equivalent to five. ters would fall into this category.

Let's say you have a party of four 3rd-level characters. WEAK MONSTERS AND HIGH-LEVEL
Using the table, you can see that one CR 2 foe is a good CHARACTERS
match for the entire party, but that the characters w ill
likely h ave a hard tim e handling a CR 3 creature. To save space on the tables a nd keep them simple, some
of the lower cha llenge ratings are missing from the high-
Using the same guidelines, you can mix and match er-level tables. For low challe n ge ratings not a ppearing
c ha llenge ratings to put togethe r a group of creatures on the table, assume a 1:12 r atio, indicating that twelve
to oppose four 3rd-level c haracters. For exam ple, you c reatures of those ch allenge ratings are equivale nt to
could select one CR 1 creature. That's worth two 3 rd- one c haracter o f a specific level.
level characters, leaving you with two c ha racters' worth
of mons ters to allocate. You could the n add two CR 1/4 STEP 4: SELECT MONSTERS
monsters to account for one other character a nd one CR
1/2 mons ter to account for the final character. In total, After using the tables from t he previous step to deter-
you r encou nte r has one CR 1, one CR 1/2, and two CR mine the challe nge ratings of the monsters in your en-
1/4 creatures. counter, you're ready to pick individual monsters. This
process is more of a n art tha n a science.
For groups in which the characters a re of different lev-
els, you h ave two options. You can gro up all characters In addi tion to assessing mo nste rs by ch alle nge rating,
of the same level. together, match them w ith monsters, it's important to look a t how certain monsters might
a nd then combine all the c reatures into one encounter.
Alternatively, you can determine the group's average IA,/\c,"'c,~i"'~ c, tol o{ .,,..i..,.io"'s is IAc.rJ..
level and treat each c haracter as being o f that level for l\01.A ,..,.J. I.At ~·Ui"'~ ,,,,.,J. .,..,.J. •c.ti"'~ IAc.t{ o{ llA........
the purpose of selecting appropria te monsters.
0ll's tc, sitr if '101.A cc,"' Lu1t G"' ''1' o"' <c,clA o"''·
The above guidelines a re designed to c reate a fight
that will challenge a party while still being winnable. So stick witlA l,.._, <l<v<"' lots·
If you want to create an easier e ncounter that w ill
c hallenge ch a racte rs but not threaten to defeat them,
you can treat the party as if it were roughly one-third


MULTIPLE MONSTERS: lST-STH LEVEL

Character - - - - - ----...hallenge Rating·-------
Level 1/8 1/4 1/2 1 2 3 4 5 6

1st 1:2 1:1 3:1 5:1

2nd 1:3 1:2 1:1 3:1 6:1

3rd 1:5 1:2 1:1 2:1 4:1 6:1

4th 1:8 1:4 1:2 1:1 2:1 4:1 6:1
5th 1:12 1:8 1:4 1:2 1:1 2:1 3:1 5:1 6:1

MULTIPLE MONSTERS: 6TH-10TH LEVEL

Character - - - - - - - - - - - - C h a l l e n g e Rating· - -- - - - - - - - - -
Level
1/8 1/4 1/2 1 2 3 4 5 6 7 8 9 10
6th 1:12 1:9 1:5 1:2 1:1 2:1 2:1 4:1 5:1 6:1
7th 1:12 1:12 1:6 1:3 l :1 1:1 2:1 3:1 4:1 5:1
8th 1:12 1:12 1:7 1:4 1:2 1:1 2:1 3:1 3:1 4:1 6:1
9th 1:12 1:12 1:8 1:4 1:2 1:1 1:1 2:1 3:1 4:1 5:1 6:1
10th 1:12 1:12 1:10 1:5 1:2 1:1 1:1 2:1 2:1 3:1 4:1 5:1 6:1

MULTIPLE MONSTERS: llTH-lSTH LEVEL

Character - - - - -- -- - - - - - - \ . h a l lenge R a t i n g • - - - - - - - - - - - - -
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

11th 1:6 1:3 1:2 1:1 2:1 2:1 2:1 3:1 4:1 5:1 6:1

12th 1:8 1:3 1:2 1:1 1:1 2:1 2:1 3:1 3:1 4:1 5:1 6:1

13th 1:9 1:4 1:2 1:2 1:1 1:1 2:1 2:1 3:1 3:1 4:1 5:1 6:1
14th 1:10 1:4 1:3 1:2 1:1 1:1 2:1 2:1 3:1 3:1 4:1 4:1 5:1 6:1

15th 1:12 1:5 1:3 1:2 1:1 1:1 1:1 2:1 2:1 3:1 3:1 4:1 5:1 5:1 6:1

MULTIPLE MONSTERS : 16TH-20TH LEVEL

Character - - - -- - - - - - - - - - - - -Challenge Rating·- - - - - - - - -- -- - - - --
Level 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

16th 1:5 1:3 1:2 1:1 1:1 1:1 2:1 2:1 2:1 3:1 4:1 4:1 5:1 5:1 6:1
17th 1:7 1:4 1:3 1:2 1:1 1:1 1:1 2:1 2:1 2:1 3:1 3:1 4:1 4:1 5:1 6:1
18th 1:7 1:5 1:3 1:2 1:1 1:1 1:1 2:1 2:1 2:1 3:1 3:1 4:1 4:1 5:1 6:1 6:1
19th 1:8 1:5 1:3 1:2 1:2 1:1 l :1 1:1 2:1 2:1 2:1 3:1 3:1 4:1 4:1 5:1 6:1 6:1
20th 1:9 1:6 1:4 1:2 1:2 1:1 1:1 1:1 1:1 2:1 2:1 2:1 3:1 3:1 4:1 4:1 5:1 5:1 6:1

stack up against your group. Hit points, attacks, and number of creatures in the encounter, you can come up
saving throws are all usefuJ indicators. Compare the with different options for building the e ncounter.
damage a monster can deal to the hit point maximum of
each character. Be wary of any monster that is capable STEP 5: Ann FLAVOR
of dropping a character with a single attack, un less you
are designing the fight to be especially deadly. The events that unfold during an encou nter have to do
with a lot more than swinging weapons a nd casting
In the same way, compare the monsters' hit points to spells . The most interesting confrontations also take
the damage o utput of the party's strongest characters, into account the personality or behavior of the monsters,
again looking for targets that can be killed with one perhaps determining whether they can be communi-
blow. Having a s ignifica nt number of foes drop in the cated with or whether they're a ll acting in concert. Other
first rounds of combat can make an encounter too easy. possible factors include the nature of the physical envi-
ronment, such as whether it includes obstacles or other
Likewise, look at whether a monster's deadliest features that might come into play, and the ever-present
abi li ties call for saving throws that most of the party possibility ofsomething unexpected taking place.
members are weak with, and compare the characters'
offensive abilities to the monsters' saving throws. Ifyou al ready have ideas for how to flesh out your
encounter in these ways, go right a head and finish your
If the on ly creatures you can choose from at the de- cr eation. Otherwise, take a look at the following sec-
s ired challenge rating aren't a good match for the char- tions for some basic advice on adding flavor elements to
acters' statistics, don't be afraid to go back to step 3. By the simple mechanics of the fight.
altering your challenge rating targets and adjusting the

CHAPTER 2 DUNGEON MASTER'S TOOLS


MONSTER P ERSONALITY RANDOM EVENTS

To address the question of a monster's personality, you Consider what might ha ppen in an encounter a rea if the
can use the tables in chapter 4 of the Dungeon Master's characte rs were to ne ver enter it. Do the guards serve in
Guide, use the Monster Personality table below, or s im- s hifts ? What other characters or monsters might visit?
ply jot down a few notes based on a creature's Monster Do c reatures gathe r there to eat or gossip? Are the re
Manual description. During the b a ttle, you can use these any natural phenomena-such as strong winds, earth
ideas to inform how you portray the monsters a nd their tremors, or rain squa lls-that sometimes take place
actions. To keep things s imple, you can assign the same in the a rea? Random events ca n add a fun element of
personality traits to a n entire group of monsters. For ex- th e unexpected to a n e ncounter. Just when you think
ample, one band it gang mi ght be a n unruly mob of brag- a fight's outcome is evident, an unforeseen event can
ga rts, while the members of another gang are a lways on make things more compelling.
edge and ready to flee a t the first sign of danger.
A number of the tables in the Dungeon Master's Guide
MONSTER PERSONALITY can s uggest random events. The tables used for e ncoun-
ter location, weird locales, and wilderness weather in
d8 Personality chapter 5 of that book are a good s ta rting point for out-
door e ncounte rs. The tables in a ppendix A can be useful
1 Cowardly; looking to surrender for indoor and outdoor e ncounte rs-esp ecially the tables
2 Greedy; wants treasure for obstacles, traps, and tricks. Finally, consult the ra n -
3 Braggart; makes a show of bravery but runs from dom e ncounte r tables in the n ext section of t his book for
inspiration.
danger
4 Fanat ic; read y to die fighting QUICK MATCHUPS

5 Rabble; poorly trained and easily rattled The guidelines above assume that you a re con cerned
6 Brave; stand s its grou nd about balance in your combat encounters and have
7 joker; taunts its enemies enough time to prepare them. Ifyou don't h ave much
8 Bully; refuses to believe it can lose time, or if you want s impler but less precise guidelines,
the Quick Matchups table below offers an alternative.
MONSTER RELATIONSHIPS
This table gives you a way to match a characte r of
Do riva lries, h a treds, or attachments exist among the a certain level with a numbe r of monsters. The table
monsters in an encounte r? I.f so, you can use s uch re- lists the challenge ratings to use for including one, two,
lationships to inform the monste rs' be havior during and four monsters pe r cha racter for each level. For in-
combat. The death of a much-revered leader might s tance, looking at the 3rd-level entry on the table, you
throw its followers into a fren zy. On the other ha nd, a can see that a CR 1/2 monster is equivalent to one 3rd-
monster might decide to flee if its s pouse is killed, or a level ch a racter, as are two CR 1/4 mons ter s a nd four
mistreated toady might be eager to s urrende r a nd b etray CR 1/8 ones.
its m aster in return for its life.
QUICK MATCHUPS
MONSTER RELATIONSHIPS
Character 1 Monster 2 Monsters 4 Monsters
d6 Relationship Level 1/8
1/ 4 1/8
1 Has a rival; wants one random ally to suffer 1st 1/ 4 1/4 1/4
2 Is abused by o thers; hangs back, betrays at first 2nd 1/2 1/2 1/2
3rd 1/2 1/2
opportunity 4th 2 1/2
3 Is worshiped; allies will die for it 2
4 Is outcast by group; its a llies ignore it 5th 2 2 1
6th 2 3 2
5 Is outcast by choice; cares only for itself 3 2
6 Is seen as a bully; its allies wa nt to see it defeated 7th 3 4 2
8th 3 4 2
TERRAIN AND TRAPS 9th 4 4 3
10th 4 4 3
A few ele ments that make a battlefield som e thing other 11th 4 5 3
than a large a rea of flat ground can go a long way to- 12th 5 5 3
ward spicing up a n e ncounte r. Consider setting your e n- 6 4
counte r in an area that wou ld provide c halle nges even if 13th 6 6 4
a fight were not taking place the re. What potentia l perils
or other features might draw the characters' attention, 14th 6
eithe r before or during the fight? Why are monsters lurk- 15th 7
ing in this a rea to begin with-does it offer good hiding 16th 7
places, for instance? 17th 8
18th 8
To add deta ils to a n encounter area at random, look to 19th 9
the tables in appendix A of the Dungeon Master's Guide 20th 10
to de te rmine room and area features, p ote ntial hazards,
obstacles, traps, a nd more.

CHAPTER 2 I DUNGEON MASTER'S TOOLS


RANDOM ENCOUNTERS: dlOO Encounter
18-20 l d3 winged kobolds with ld 6 kobolds
A WORLD OF POSSIBILITIES 21-25 The partially eaten carcass of a m ammoth, from
which ld4 weeks of rations can be harvested
Chapte r 3 of the Dungeon Master's Guide provides guid- 26-29 2d8 hu nters (tribal warriors)
ance o n us ing ra ndom encounters in your ga me. This 30- 35 l half.ogre
section builds o n that guida nce, offering a host of ran- 36- 40 Single-file tracks in the snow t hat stop abruptly
dom encounte r tables for you to use w he n you dete rmine 41 - 45 ld3 ice mephits
that a ra ndo m encounter is going to ta ke place. 46- 50 l brown bear
51 - 53 ld6 + l ores
Using the mo ns te r lists in appendi x B of tha t book as 54- 55 l polar bear
a basis, we've built a set of tables for each environme nt 56- 57 ld6 scouts
category: arctic, coas ta l, desert, fo rest, grassla nd, hill, 58- 60 l saber-toothed tiger
mo unta in, swa mp, Underdark, underwa ter, a nd urba n. 61 -65 A frozen pond with a jagged hole in the ice that ap-
Within each category, sepa rate tables a re provided for pears recently made
each of the fo ur tiers of play: levels 1- 4, 5- 10, 11- 16, 66-68 l berserker
and 17-20. 69-70 l ogre
71 - 72 l griffon
Eve n though you can use these tables "out of the box," 73-75 l druid
the advice in the Dungeon Master's Guide s till holds 76- 80 3d4 refugees (commoners) fleeing fro m ores
true: tailoring s uch tables to your ga me can re inforce l d3 veterans
the themes and flavor of your campaign. We e ncourage 81 ld4 orogs
you to customize this ma te ria l to ma ke it your own. 82 2 brown bears
83 l ore Eye ofGruumsh with 2d8 ores
In the tables, a name in bold refers to a stat block in 84 ld3 winter wolves
the Monster Manual. 85 ld4 yetis
86- 87 l half-ogre
FLIGHT, OR FIGHT, OR ? 88 l d3 manticores
89 l bandit captain with 2d6 bandits
Each of the results on these tables represents a certa in 90 l revenant
kind of cha llenge or potentiaJ cha llenge. 91 l troll
92-93 l werebear
If yo u let the dice have their way a nd the result is a 94- 95 l young remorhaz
large number of mons ters, the generated encounte r 96- 97 l mammoth
might be too difficult or dangerous for the characters in 98 l young white dragon
their present circums ta nces. T hey might wa nt to flee to 99 l frost giant
avoid contact, or no t to approach a ny closer after per- 00
ceiving the monsters from a dista nce.
ARCTIC ENCOUNTERS (LEVELS 5-10)
Of course, you also have the freedom to adjus t the
numbers, but it's importa nt to remember that not every dl 00 Encounter
e ncounter involving a mons ter needs to result in combat.
An encounter might indeed be the prelude to a battle, 01 - 05 2 saber-toothed tigers
a parley, or some other interaction. W hat happens next
depends on w hat the cha racte rs try, or w hat you decide 06- 07 l d4 half.ogres
is bound to occur. 08-10 l d3 + l brown bears

T he tables also include entries fo r w hat the Dungeon
Master's Guide calls "encounters of a less monstrous
natu re." Ma ny of these results cr y out to be cus to mized
o r detai led, which offers you a n opportunity to connect
them to the s tory of your campaign. And in so doing,
you've taken a s tep towa rd ma king your ow n persona l-
ized encounter table. Now, keep going!

11-1 5 l d3 polar bears
16-20 2d4 berserkers
21-25 A half-ore druid tending to an injured polar bear. If

ARCTIC ENCOUNTERS (LEVELS 1-4) the characters assist the druid, she gives them a
vial of antitoxin.
dlOO Encounter

01 l giant owl 26- 30 2d8 scouts
02- 05 l d6 + 3 kobolds 31-35 2d4 ice mephits
06- 08 ld4 + 3 tra ppers (com moners) 36-40 2d6 + l zombies aboard a galleon tra pped in the
09-10 l owl ice. Searchi ng the shi p yields 2d20 days of rations.
11 - 12 2d4 blood hawks
13-17 2d6 bandits 41- 45 l manticore

46-50 2d 6 + 3 ores

51 - 53 ld6 + 2 ogres

CHAPTER 2 1DUNGEON MASTER'S TOOLS


-

dlOO Encounter ARCTIC ENCOUNTERS {LEVELS l]-20)
54-55 2d4 griffons
56- 57 1d4 veterans dlOO Encounter
58- 60 1 bandit captain with 1 druid, ld3 berserkers, and
2d10 + 5 bandits 01 - 02 2d10 revenants
61 - 65 1d4 hours of extreme cold (see chapter 5 of the
Dungeon Master's Guide) 03- 04 2d8 trolls
66-68 1 young remorhaz 05-06 2d10 werebears
69- 72 1 ore Eye ofGruumsh with ld6 orogs and 2d8 + 6
ores 07-08 1 frost giant
73- 75 1 revenant
76- 80 A howl that echoes over the land fo r l d3 minutes 09-10 2d4 young remorhazes
81-82 ld3 mammoths 11- 20 1d4 frost giants
83-84 1 young white dragon 21-25 A circular patch of black ice on t he ground. The air
85-86 2d4 winter wolves temperature around the patch is warmer than in
87-88 ld6 + 2 yetis the surrounding area, and characters who inspect
89-90 1d2 frost giants the ice find bits of machinery frozen within.
91-92 ld3 werebears
93- 94 1d4 trolls 26-35 1 ancient white dragon
95- 96 1 abominable yeti
97-98 1 remorhaz 36-40 An adventurer frozen 6 feet under the ice; 50%
1 roe chance the corpse has a rare magic item ofthe
99 2d4 young remorhazes 41- 50 DM's choice
00 51-60 1d3 abominable yetis
61-65 ld4 remorhazes
A 500-foot-high wall of ice that is 300 feet th ick and
spread across ld4 miles

66-75 ld4 roes

76-80 The likeness of a stern woman with long, flowing
81-90 hair, carved into the side of a mountain
1dl0 frost giants with 2d4 polar bears

ARCTIC ENCOUNTERS {LEVELS 11-16) 91- 96 1d3 adult white dragons
97-99 2d4 abominable yetis
dlOO Encounter
00 1 ancient white dragon with ld3 young white
01 1 abominable yeti dragons

02-04 ld6 revenants
05-10 1d4 + 1 werebears
11 - 2 0 ld3 young white dragons

21-25 A blizzard that reduces visibility to 5 feet fo r l d6
hours

26-35 1 roe COASTAL ENCOUNTERS {LEVELS 1-4)
36-40 A herd of 3d20 + 60 caribou (deer) moving through
the snow dlOO Encounter
41-50 ld4 mammoths 01 1 pseudodragon
51- 60 ld8 + 1 trolls 2d8 crabs
61 - 65 A mile-wide frozen lake in which the preserved 02- 05 2d6 fishers (commoners)
corpses of strange creatu res can be seen 06-10 ld3 poisonous snakes
ld6 guards protecting a stranded noble
66- 75 2d4 young remorhazes 11 2d4 scouts
12-13 2d10 merfolk
76-80 A crumbling ice castle littered with the frozen bod- 14- 15 ld6 + 2 sahuagin
ies of blue-skinned humanoids 16-18 1cl4 ghouls feeding on corpses aboard the wreck-
19-20 age of a merchant ship. A search uncovers 2d6
81- 90 1 adult white dragon 21- 25 bolts of ruined silk, a SO-foot length of rope, and a
91- 96 ld8 + 1 frost giants barrel of salted herring.
97- 99 ld4 remorhazes 26- 27 ld4 winged kobolds with ld6 + 1 kobolds
28- 29 2d6 tribal warriors
00 1 ancient white dragon 30-31 3d4 kobolds
32-33 2d4 + 5 blood hawks
0 34-35 ld8 + 1 pteranodons
36- 40 A few dozen baby turtles s truggling to make their
Crc,i.'1 tki...~1 k"'W"' c,l( tk• ti....<. way to the sea
t{o'-" "'-•v•r k"'ow wkc,l's ~'-"st c,ro"""'J. 41 - 42 ld6 + 2 giant lizards

t k• cor,,...t r or btki"'J. tkc,t ).oor or CHAPTER 2 I DUNGEON MASTER 'S TOOLS

).ow"' '"' t kc,t tit wk•r• \ tkrtw
c,l( t kol< ).wc,rvtl. 'Dw;rv•l ""'i~kl b•
).ow"' l k•r• slit(. ~''1 rt kc,rJ.;-
~''1 bo'-""'Ct. So""'tli""'tl.


dlOO Encounter dlOO Encounter
43-44 36- 40 A stoppered bottle containing an illegible note and
45-46 ld6 + 4 giant crabs half buried in the sand
47- 48 2d4 stirges 41 - 43 3 sea hags
49- 53 2d6 + 3 bandits 44-46 l d8 + l harpies
54-55 2d4 sahuagin 47- 50 ld4 plesiosauruses
56-60 ld6 + 2 scouts 51-53 ld4 manticores
61-65 l sea hag 54-56 2d4 ogres
A momentary formation in the waves that looks 57-60 ldlO griffons
66- 70 like an enormous humanoid face 61-65 A battle at sea between two galleons
71-75 l druid 66- 70 l d4 + 3 merrow
76-80 ld4 harpies 71- 75 A pirate crew consisting of l bandit captain, l
A lone hermit (acolyte) sitting on the beach, con- druid , 2 berserkers , and 2dl2 bandits, all searching
81 templating the meaning of the multiverse 76-80 for buried treasure
82 ld4 berserkers 81-82 A severed humanoid hand tangled in a net
83 ld6 giant eagles 83-84 l water elemental
84 2d4 giant toads 85-86 l cyclops
85 ld4 ogres or ld4 merrow 87-88 ld4 banshees {night only)
86 3d6 sahuagin 89-90 2d4 veterans
87 ld4 veterans 91 - 93 l young bronze dragon
88 ld2 plesiosauruses 94-95 ld3 cyclopes
89 l bandit captain with 2d6 bandits l young blue dragon
90 l d3 manticores 96 l sahuagin baron with ld3 sahuagin priestesses
91-92 l banshee and 2d8 sahuagin
93-94 ld4 + 3 griffons 97 l djinni
l sahuagin priestess with l d3 merrow and 2d6 98 l roe
95-96 sah uagin 99 l marid
97- 98 l sahuagin baron 00 l storm giant
l water e lemental
99 l cyclops COASTAL ENCOUNTERS (LEVELS 11-16)
00 l young bronze dragon

dlOO Encounter

COASTAL ENCOUNTERS (LEVELS 5-10) 01 ld4 banshees (night only)
02- 04 l cyclops
dlOO Encounter 05- 08 ld6 + 2 manticores
09- 10 ld8 + 2 veterans
01 2d8 giant wolfspiders 11-20 l young blue dragon
21-25 A nest of l d6 dragon turtle eggs
02- 03 3d6 pteranodons 26-35 ld4 sahuagin barons
36- 40 A trident partially buried in the sand
04- 05 2d4 scouts 41 - 50 l young bronze dragon
51 - 55 l marid
06-07 ld6 + 2 sahuagin 56-60 ld6 water elementals
61-65 2d6 ghasts crawling over ld6 wrecked ships and
08 l sea hag feeding on the dead

09- 10 ld4 + l giant toads

11- 15 3d6 sahuagin

16- 20 2d6 giant eagles
21- 25 A pseudodragon chasing gulls through the air

26-29 l d2 druids

30-32 2d4 + 1 giant toads 66-70 1 djinni
33-35 l commoner singing a dirge {day only) or 71 - 75
l banshee {night only) 76-80 ld3 young bronze dragons
A beached whale, dead and bloated. If it takes any
dama ge, it explodes, and each creature within
30 feet of it must make a DC 15 Dexterity saving
throw, taking 5d6 bludgeoning damage on a fai led
save, or halfas much damage on a successful one.

81- 82 2d4 cyclopes

83-84 l storm giant
85-86 l d3 young blue dragons


dlOO Encounter DESERT ENCOUNTERS (LEVELS 1-4)
87- 88 1 adult bronze dragon
89- 90 1 adult blue dragon dlOO Encounter
91 - 93 ld3 roes
94-97 1 dragon turtle 01 3d8 scorpions
98- 99 1 ancient bronze dragon 02 2d4 vultures
1 ancient blue dragon
00

C O ASTAL ENCOUNTERS (LEVELS l]-20) 03 1 abandoned mule
04 2d6 commoners with 2d4 camels bound for a dis-
dl OO Encounter
tant city
01-10 1 roe OS ld 6 flying snakes

11 -20 1 storm giant 06 2d6 hyenas or 2d6 jackals (
07 1d6 guards escorting a noble to the edge of the
21 - 25 An adult bronze dragon fighti ng an adult blue
dragon to the death desert, all of them astride camels

26-40 2d6 cyclopes 08 1d6 cats
09 1 pseudodragon
41 -50 1 adult bronze dragon or 1 adult blue dragon 10 1d4 poisonous snakes

51-60 ld3 djinn or l d3 marids

61-70 1 dragon turtle 11-13 2d4 stirges
14- 15 1d6 + 2 giant wolf spiders
71- 75 ld3 roes 16- 17 1 scout
18-20 2d4 giant poisonous snakes
76-80 ld 6 + 2 waterspouts that dance on the water before 21-25 Si ngle-file tracks marching deeper into t he d esert
stopping abrupt ly

81-90 ld6 young blue dragons

91-96 1 ancient bronze dragon 26-27 4d4 kobolds
97-99 1 ancient blue dragon 28-29 1 jackalwere
ld3 + 1 storm giants 30- 31 3d6 tribal warriors
00

CHAPTER 2 I DUNGEON MASTER'S TOOLS


dlOO Encounter dlOO Encounter
32-33 ld6 giant lizards 18-20 ld8 + 1 giant vultures
34-35 1 swarm of insects 21 - 25 A stone obelisk partly buried in the sand
36-40 An oasis surrounded by palm trees and containing 26-28 1 ogre with ld3 half-ogres
the remnants ofan old camp 29-35 l dlO giant hyenas
41-44 3d6 bandits 36-40 l d6 + 1 empty tents
45- 46 ld4 constrictor snakes 41-43 ld6 + 2 thri-kreen
47- 48 2d4 winged kobolds 44- 46 2d4 yuan-ti purebloods
49-50 1 dust mephit 47-50 ld6 + 3 death dogs
51-52 ld3 + 1 giant toads 51-52 ld4 giant scorpions
53- 54 1d4 giant spiders 1 fire elemental
1 druid 53 1 hobgoblin captain with 3d4 hobgoblins
55 2d4 hobgoblins 54-55 ld6 + 2 ogres
56-57 1 wight ld4 lamias
1 ogre 56 1 air elemental
58 A brass lamp lying on the ground 57-58 A meteorite resting at the bottom of a glassy crater
59-60 ld4 giant vultures 59-60 1d4 + 1 wights
61 - 6 5 1 phase spider 61-65 1 young brass dragon
66-67 1 giant constrictor snake 1 bandit captain with ld3 berserkers and 3d6
1 gnoll pack lord with ld3 giant hyenas 66 bandits
68 ld6 + 2 gnolls 67-68 1 cyclops
69 1 mummy 69-70 ld4 couatls
70-71 1d3 half-ogres ld4 yuan-ti malisons
72 A pile of humanoid bones wrapped in rotting cloth 71- 72 Strong winds that kick up dust and reduce visibility
73-74 1 lamia 73 to ld6 feet for ld4 hours
75 1 hobgoblin captain with 2d6 hobgoblins 1 revenant with 1d3 wights
76-80 2d4 death dogs 74-75 ld8 + 1 phase spiders
81-82 ld4 giant scorpions 76-80 ld6 + 2 weretigers
83 1 yuan-ti malison with 1d4 + 1 yuan-ti purebloods 2d4 gnoll fangs ofYeenoghu
84 1 bandit captain with 1 druid and 3d6 bandits 81-83 1 young blue dragon
85-86 2d4 thri-kreen 84-85 1d4 cyclopes
87 1 air elemental 86-87 ld3 yuan-ti abominations
88-89 ld3 couatls 88-90 ld4 medusas
90 1 fire elemental 1 guardian naga
91 ld4 gnoll fangs ofYeenoghu 91 ld3 young brass dragons
92 1 revenant 92 1 efreeti
93 ld4 weretigers 93 1 roe
94 1 cyclops 94 1 gynosphinx
95 1 young brass dragon 95 1 adult brass dragon
96 1 medusa 96
97 1 yuan-ti abomination 97
98 98
99 99
00 00

DESERT ENCOUNTERS (LEVELS 11-16)

dlOO Encounter

DESERT ENCOUNTERS (LEVELS 5-10) 01 1 yo_ung brass dragon

dlOO Encounter 02- 05 4d6 gnolls
06- 10 3d10 giant hyenas
01 ld6 scouts
02 2d4 jackalweres 11 - 12 ld8 + 1 lamias
03 2d6 hobgoblins 13- 14 2d4 gnoll fangs ofYeenoghu
04 ld4 + 3 dust mephits 15- 17 ld6 + 2 giant scorpions
05 ld6 swarms of insects
06 1 giant constrictor snake 18-20 2d4 phase spiders
21-25 A desert caravan consisting of 1d6 merchants {no-
07- 08 1 lion bles) with 2d6 guards
09- 10 2d4 gnolls 26-27 ld6 + 1 couatls
11- 12 2d6 giant toads
13- 17 1 mummy 28-30 ld4 fire elementals
31 - 32 1 hobgoblin captain with 3d10 + 10 hobgoblins
33-35 2d4 wights

CHAPTER 2 I DUNGEON MASTER'S TOOLS


dlOO Encounter FOREST ENCOUNTERS (LEVELS 1-4)
36-40 ld6 square miles of desert glass
41 - 42 l young blue dragon dlOO Encounter
43-45 ld6 + 2 weretigers
46- 48 ld4 air elementals 01 1 giant owl
49-50 ld6 + l yuan-ti malisons
51-55 ld4 medusas 02 ld4 cats
56-60 ld4 revenants with 3dl2 skeletons 03 2d4 woodcutters (commoners)
61-65 A plundered pyramid 04 1 badger or ld4 poisonous snakes
66-70 ld4 young brass dragons 05 2d8 baboons
71-75 ld3 yuan-ti abominations 06 ld6 + 3 hyenas
76-78 ld6 + 2 cyclopes 07 1 owl
79-82 l adu lt brass dragon 08 1 pseudodragon
83-85 1 purple worm 09 1 panther
ld2 young blue dragons 10 1 giant poisonous snake
86 1 mummy lord
87-88 ld3 guardian nagas 11 ld6 + 2 boars
1 adult blue dragon 12 l d4 + 1 giant lizards
89 ld2 gynosphinxes 13 l ape or l tiger
90 ld3 efreet 14 2d6 tribal warriors with ld6 mastiffs
91 1 androsphinx 15 ld6 + 2 giant bats or 3d6 flying snakes
92-93 ld4 roes
94 1 adult blue dracolich 16 l scout or 2d4 guards with ld8 mastiffs
95 l ancient brass dragon 17 ld8 + l winged kobolds
96- 97 1 ancient blue dragon 18 ld3 constrictor snakes
98- 99 19 ldlO + 5 giant rats or 2d6 + 3 giant weasels
00 20 ld4 + 1 needle blights with ld6 + 3 twig blights

DESERT ENCOUNTERS (LEVELS 17-20) 21-25 A lost, weeping child. If the characters take the
child home , the parents rewa rd them with ld3 po·
dlOO Encounter 26 tions ofhealing.
01-05 1 adult brass dragon 27 1d8 + 1 giant frogs
06-10 ld2 yuan-ti abominations with 2d10 + 5 yuan-ti 28 4d4 kobolds
malisons and 4d6 + 6 yuan-ti purebloods 29 ld3 black bears
30 3d6 stirges
11-14 ld6 + 2 medusas 1 satyr
15- 18 ld2 purple worms
19-22 2d4 cyclopes 31 2d4 kenku
23-25 An abandoned city made from white marble, empty 32 ld3 vine blights with ld12 awakened shrubs
during the day. At night, harmless apparitions 33 l d4 swarms of ravens
26- 30 roam the streets, replaying the final moments of 34 l faerie dragon (yellow or younger)
31-35 their lives. 35 ld4 + 2 giant badgers
36- 40 ld3 young blue dragons 36- 40 A you ng woodcutter (scout) racing through the for-
1 mummy lord est to rescue a lost friend
41-50 1d4 hours of extreme heat (see chapter 5 of the
51-60 Dungeon Master's Guide) 41 2d4 blink dogs
61-63 ld3 guardian nagas 42 1d8 + 1 sprites
ld4 efreet 43 lcf6 + 2 elk
64- 72 An old signpost identifying a single destination , 44 ld4 lizardfolk or 3d6 bandits
73-80 called Pazar 45 1d4 + 4 wolves
81- 85 ld4 roes
86- 90 ld3 gynosphinxes 46 2d4 giant wolf spiders
91- 96 1 adult blue dracolich 47 1 swarm of insects or 2d8 blood hawks
97-99 1 androsphinx 48 ld6 + 2 pixies
1 ancient brass dragon 49 l brown bear
00 1 ancient blue dragon
ld4 adult brass dragons so 1d4 + 3 goblins

51 ld3 dryads

52 1 awakened tree

CHAPTER 2 I DUNGEON MASTER'S TOOLS


dlOO Encounter dlOO Encounter
S3 1 phase spider 81 l wereboar or ld4 giant boars
S4 ld6 harpies 82 ld6 + 2 giant spiders
SS l ettercap or ld8 + l ores 83 ld4 centaurs or l d4 giant elk
S6 l goblin boss with 2d6 + l goblins 84 l ore Eye ofGruumsh with 2d4 + 2 ores
S7 l ankheg 8S l gnoll fang ofYeenoghu
S8 l giant constrictor snake 86 ld4 gricks
S9 ld4 bugbears or 2d4 hobgoblins 87 l bandit captain with 2d6 + 3 bandits
60 l pegasus 88 l d4 wererats
A stream of cool, clean water flowing between the 89 l couatl (day) or l banshee (night)
61-6S trees 90 l gnoll pack lord with l d4 giant hyenas
l d4 half-ogres or l ogre 91 2d4 berserkers or l d4 veterans
66 l faerie dragon (green or older) 92 l lizardfofk shaman with l d3 swarms of poisonous
67 l werewolfor ld8 + l worgs snakes and ldlO + 2 lizardfolk
68 l druid harvesting mistletoe 93 ld4 displacer beasts
69 l will-o'-wisp 94 l d3 green hags
70 ld4 dire wolves or l giant boar 9S l hobgoblin captain with 2d6 hobgoblins and ld4
71 ldlO giant wasps giant boars
l owlbear or l giant elk 96 l yuan-ti malison with ld6 + l yuan-ti purebloods
72 2d6 gnolls 97 l d3 weretigers
ld6 giant toads 98 l gorgon or l unicorn
73 ld6 web cocoons hanging from the branches, hold- 99 l shambling mound
74 ing withered carcasses 00 l yuan-ti abomination
7S
76-80

CHAPTER 2 I DUNCEON M ·\STIR'S TOOLS


FOREST ENCOUNTERS (LEVELS 5-10) dlOO Encounter
82 2d4 displacer beasts
dlOO Encou nter 83 l d4 shambling mounds
84 l hobgoblin captain with 3dl0 hobgoblins and 4dl2
01 2d4 vine blights goblins
85 l yuan-ti abomination
02 2d6 hobgoblins or 2d6 ores 86 l d8 + l phase spiders
87 ld4 trolls
03 2d4 apes or 2d4 satyrs 88 2d4 yuan-ti malisons
04 ld3 will-o'-wisps 89 l oni
05 ld4 swarms of poisonous snakes 90 ld4 unicorns
06 l ore Eye ofGruumsh with l d3 orogs and ld8 + 2 91 l d6 + 2 weretigers
92 l young green dragon
ores 93 ld4 gorgons
94 l d6 + 2 gnoll fangs ofYeenoghu
07 ld3 constrictor snakes or l d4 tigers 95 l treant
08 l goblin boss with 3d6 goblins 96 ld4 revenants
09 l faerie dragon (a ny age) 97 l grick a lpha with l d6 + l gricks
10 l brown bear or l d6 + 2 black bears 98 ld4 giant apes
11 -13 ld4 giant boars 99 l guardian naga
00 l adult gold dragon
14-15 l d8 + l giant spiders
16-17 l lizardfolk shaman with 2d4 lizardfolk
ldlO giant toads
18 ld4 ankhegs
19 ld 3 awakened trees (day) or l banshee (night)
20 A small shack almost hidden by the deep forest.
21-25 The interio r is empty aside from a large cast-iron
oven.

26 l couatl FOREST ENCOUNTERS (LEVELS 11-16)
27-28 ld4 ogres or ld6 + 2 half.ogres
29- 30 l gnoll pack lord with l d4 + l giant hyenas dlOO Encounter
31 - 3 2 ld6 wererats
01-03 l werebear
04-05 ld4 druids performing a ritual for the dead (day
only) or ld4 banshees (night only)
33 ld 4 gricks
34 ld8 + l yuan-ti purebloods 06- 07 ld3 couatls
35 ld6 pegasi 08- 10 ld3 gnoll fangs ofYeenoghu with 2d6 + 3 gnolls
36-40 An o ld stone archway of obvious elven design. Any 11 - 15 2d4 displacer beasts
character who passes und er it makes Wisdom (Per-
41 -42 ception) checks with advantage for l hour. 16-20 ld6 + 2 veterans
43 ld6 + 2 dryads 21-25 A pool of clear, still water. Gold coins litter t he bot-
44 l d4 giant elk tom, but they disappear if removed from the poo l.
l d8 + l harpies
45-46 l bandit captain with l druid and l d6 + 5 bandits 26-30 l d4 + l green hags with l d3 owlbears
47-48 2d4 dire wolves 31-35 ld6 + 2 werewolves
49- 50 2d4 bugbears 36- 40 A small woodla nd shri ne dedicated to a mysterious
cult named the Siswa

41 - 45 ld6 + 2 phase spiders

51-52 2d4 centaurs 46-50 2d4 yuan-ti malisons
53-54 3dl0 blink dogs 51-52 ld3 werebears
53-54 l d4 revenants
55- 56 l d4 owlbears 55-56 l young green dragon
57-58 l d8 + l berserkers 57-58 ) d4 trolls
59-60 ld6 + 2 wereboars
59- 60 ld3 green hags 61-65 A group of seven people (commoners) wearing ani-
61- 65 A clear pool of water with l d6 sleeping animals mal ma sks and ambling through the woods
lying around its edge

66-67 l d4 werewolves 66-67 ld4 gorgons
68-69 l werebear 68-69 ld3 shambling mounds
70-71 ld8 + l ettercaps 70- 71 l treant
72- 7 3 2dl0 elk 72-73 ld4 unicorns
74-75 l d4 veterans 74-75 ld6 + 2 weretigers
76- 80 An old tree with a wizened face carved into the 76-80 Peals of silvery laughter that echo from a distance
trunk

81 ld4 wereboars 81-82 l guardian naga
83-84 l young gold dragon

CHAPTER 2 I DUNGEON MASTER'S TOOLS


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