Wisdom Charisma is likeable, forceful, or both. The character
might exude confidence and grace and is most likely a
Wisdom reflects how attuned you are to your sur natural leader. A character with a low Charisma score
roundings, representing general perceptiveness, comes across as dull and possibly uneasy.
intuition, insight, and other, less tangible senses.
All characters benefit from a high Charisma, espe
Although Wisdom is important to all characters cially those who deal with nonplayer characters, such
who want to be alert, Wisdom is especially impor as hirelings, henchmen, and intelligent monsters. Cha
tant to clerics and druids, since the ability is crucial risma is also important to spellcasters who manipulate
for channeling divine power from the gods and the magical power through sheer force of will.
environment.
Ability Checks
Ability Checks
A Charisma check typically involves one ofthe follow-
A Wisdom check typically involves one ofthe fol ing tasks or an improvised task that relies on the force
lowing tasks or an improvised task that relies on ofyour personality
perceptiveness or intuition.
Bluff. When you make a Charisma check to bluff,
Administer First Aid. When you try to stabilize a you are attempting to deceive someone, either verbally
dying companion or quickly diagnose what common or through your actions, which can encompass every-
illness is afflicting him or her, you make a Wisdom thing from misleading others through ambiguity to
check. telling outright lies. Typical situations include trying to
fast-talk a guard, con a merchant, earn money through
Handle an Animal. When there is any question gambling, pass offa disguise, dull someone’s suspi
whether you can calm down a domesticated animal, cions with false assurances. or maintain a straight face
keep your mount from getting spooked, or intuit an while telling a blatant lie.
animal’s intentions, make a Wisdom check.
Gather Rumors. You make a Charisma check to
Listen. You make a Wisdom check to listen when gather rumors when you enter a new social situation to
you’re trying to hear a conversation through a closed figure out the best person to talk to for news, rumors,
door, eavesdrop under an open window, or hear crea and gossip. You can also make a Charisma check to
tures moving stealthily toward you in the forest. blend into a crowd to get the sense ofkey topics of con-
versation or to ingratiate yourselfwith a community
Sense Motive. When you attempt to determine and learn what people are talking about.
the true intentions ofanother person, such as when
searching out a lie or predicting someone’s next move,
you can make a Wisdom check to sense the person’s
motive. Doing so involves gleaning clues from body
language, speech habits, and changes in mannerisms.
Spot. You make a Wisdom check to spot things that
are obscured or easy to miss, whether they are orcs
lying in ambush ahead ofyou on a road, thugs hiding
in the shadows ofan alley, or candlelight under a
closed secret door.
Saving Throws
The DM commonly asks you to use Wisdom when you
make a saving throw to resist being charmed or fright-
ened, to see through an illusion cast upon you, or to
withstand an attempt to influence you.
Magic Ability
Members ofcertain classes, such as clerics and druids,
use Wisdom as their magic ability. IfWisdom is your
magic ability, your Wisdom modifier helps determine
the saving throw DCs ofyour spells.
Charisma measures your ability to interact with
others well. It includes such factors as confidence, elo
quence, and even appearance. A character with a high
Intimidate. When you attempt to influence some- Saving Throws
one through overt threats, hostile actions, and physical
violence, make a Charisma check to intimidate them. The DM commonly asks you to use Charisma when
Examples ofwhen you would intimidate another you make a saving throw to resist certain magical com
include trying to pry information out of a prisoner, pulsions, especially those that would overcome your
convincing street thugs to back down from a confron sense of yourself.
tation, or using the edge ofa broken bottle to convince
a sneering vizier to reconsider a decision. Magic Ability
Perform. You make a Charisma check to per- Members ofcertain classes, such as bards, use Cha
form before an audience with music, dance, acting, risma as their magic ability. If Charisma is your magic
legerdemain, storytelling, or some other form of ability, your Charisma modifier helps determine the
saving throw DCs ofyour spells.
entertainment.
Persuade. When you attempt to influence some-
one or a group ofpeople with your tact, social graces,
or good nature, make a Charisma check. Typically, you
attempt to persuade someone when you are acting in
good faith, to foster friendships, make cordial requests,
or exhibit proper etiquette. Examples of persuading
others include convincing a chamberlain to let you see
the king, negotiating peace between warring tribes, or
inspiring a crowd of townsfolk.
ALIGNMENT
A typical creature in the worlds of DUNGEONS & DRAGONS Chaotic neutral creatures follow their whims, holding
has an alignment, which broadly describes its moral and their personal freedom above all else. Many barbarians
personal attitudes. Alignment is a combination of two and rogues, and some bards, are chaotic neutral.
factors: one identifies morality (good, evil, or neutral), Lawlul evil creatures methodically take what they
and the other describes attitudes toward society and want, within the limits of a code of tradition, loyalty, or
order (lawful, chaotic, or neutral). This, nine distinct order. Devils, blue dragons, and hobgoblins are lawful evil.
alignments define all the possible combinations. Neutral evil is the alignment ofthose that do what-
Although evil adventurers exist, they tend to cause ever they can get away with, without compassion or
problems in groups with others who don’t share their qualms. Many drow, some cloud giants, and grimlocks
interests and objectives. Generally, evil alignments are are neutral evil.
for villains and monsters. Chaotic evil creatures act with arbitrary violence,
These brief summaries of the nine alignments spurred by their greed, hatred, or bloodlust. Demons,
describe the typical behavior of a creature with that red dragons, and orcs are chaotic evil.
alignment. Individuals might vary significantly from
that typical behavior, and few people are perfectly and For many thinking creatures, alignment is a moral
consistently faithful to the precepts oftheir alignment. choice; humans, dwarves, elves, and other humanoid
Lawful good creatures can be counted on to do the races can choose whether to follow the paths of good
right thing, as expected by society. Gold dragons, pala or evil, law or chaos. Many other creatures, though, have
dins, and most dwarves are lawful good. inborn tendencies toward certain alignments. Most
Neutral good is about doing the best one can to help gnolls are irredeemably chaotic evil, and gold dragons
others according to their needs. Many angels, some are innately lawful good.
cloud giants, and most gnomes are neutral good. Alignment is an essential part ofthe nature of crea
Chaotic good creatures act as their conscience tures from the Outer Planes (celestials and fiends). A
directs, with little regard for what others expect. Copper devil does not choose to be lawful evil, and it doesn’t
dragons, many elves, and unicorns are chaotic good. tend toward lawful evil, but rather it is lawful evil at its
Lawful neutral individuals act in accordance with core. If it somehow ceased to be lawful evil, it would
law, tradition, or personal codes. Many monks and some cease to be a devil.
wizards are lawful neutral. Most creatures that lack the capacity for rational
Neutral is the alignment ofthose that prefer to steer thought do not have alignments. Such a creature is
clear of moral questions and don’t take sides, doing incapable of making a moral or ethical choice, and acts
what seems best at the time. Lizardfolk, most druids, according to its bestial nature. Sharks are savage predators,
and many humans are neutral. for example, but they are not evil; they have no alignment.
ABILITY SCORES
I
EXPLORATION
Whether you enter an ancient tomb, slip through the
back alleys ofWaterdeep, or hack a fresh trail through
the thickjungles ofthe Isle ofDread, much ofa D&D
adventure revolves around exploration. Part ofthe fun
in the game is uncovering the secrets, monsters, and
treasures that the DM has placed throughout the cam-
paign world. You never know what might lurk around
the corner.
A few game mechanics are used frequently while
exploring: movement, stealth, and perception. The
movement rules determine how fast or far you can
travel. They also cover how to swim, climb, and jump.
The stealth rules outline how you can hide from crea
tures, while the perception rules govern how to spot
hidden objects and creatures.
Embracing all ofthese rules are the rules for time.
Time
When you explore an area, the DM tracks your prog
ress and describes what you see and encounter. Hours
or days might pass as you delve under the earth and
travel through the countryside. When time is of the
essence, the DM tracks the passage oftime in minutes.
Also, the game uses rounds as a unit oftime in combat
and other situations when each character’s actions are
important moment by moment.
Days. It’s easy to keep track ofthe passage of days
by counting the number oflong rests you and your
fellow adventurers take. The DM might also keep track
ofdays ifcounting down to a festival or other calen
dar event. Sometimes a group decides to take a break
from adventures, and the DM tracks how many days of
downtime accrue. The location ofa temple, tower, or
tomb ofinterest could lie at the far end ofseveral days
of travel.
Hours. The DM broadly tracks the number of
hours that pass during the course ofactive adventur
ing. Some magical rituals take an hour to complete.
Research in a library takes at least a couple of hours.
Reaching the next village might require 4 or 5 hours
ofhard riding.
Minutes. Some tasks that don’t take a lot of time
are best measured in minutes. It might take 10 mm-
utes to clear the sand from a tomb entrance, or 5
minutes to work your way from one end ofa crowded
market to the other.
\\ to
\1::kN 6 seconds, meaning that 10 rounds fit into a minute.
‘1 Rounds come into play during combat, when each
step or sword blow can spell the difference between
I victory and defeat, and in other situations when the
DM keeps track ofeach action you take.
The “Combat” section has more information on how extra feet ofmovement. Climbing a slippery vertical
rounds are used in battle. surface or one with few handholds usually requires an
ability check. You cannot climb across a ceiling or a
Movement similar surface without a special ability.
Each character has a speed, which is the distance in Swim. When you swim through water or another
feet that the character can move in 1 round. To deter- liquid, every S feet you swim costs S extra feet of
mine how far you can move in a minute, multiply your movement. Swimming through rough water usually
speed by 10. When precision is important, such as requires an ability check.
during a battle, you spend your speed in segments of
5 feet. Drop Prone. You can drop prone by using S feet of
your movement.
Difficult Terrain
Stand Up. When you are prone, you can stand up
While exploring and fighting, you can expect to move as your move. Doing so requires all ofyour current
into areas ofrubble, have to climb ropes and walls, speed. Ifyour speed is 0, you can’t stand up.
and swim across rivers or subterranean lakes. When
you encounter terrain you cannot move across nor- Crawl. Unless you stand up, crawling is your only
mally, the DM adjudicates what happens. Most often, option for movement while you remain prone. Every S
such an area is difficult terrain, which costs 5 extra feet you crawl costs S extra feet of movement.
feet ofmovement for every 5 feet ofthe terrain that
you traverse. Two or More Speeds
Modes of Movement Ifa creature has more than one speed, such as a walk-
ing speed and a flying speed, the creature can use
There are a number ofdifferent ways you can move, any ofits speeds as part ofthe same move. When the
from walking across an empty room to struggling up creature switches from one speed to another, take the
a steep slope. These different modes ofmovement can distance it has already covered during its current move
be combined when you move. Simply deduct the dis and subtract that distance from the new speed. The
tance ofeach part ofyour move from your speed until result is the distance the creature can move using the
your speed is used up or until you are done moving. new speed. Ifthe result is 0 or less, the creature can’t
use the new speed during the current move.
You can enter an area only ifyou have enough
speed left to do so. If, for example, you have only For example, a dragon moves 30 feet on the ground
5 feet ofmovement left, you cannot enter an area of and then leaps into the air to fly. The dragon has a
difficult terrain. speed of4O feet and a fly speed of8O feet . Because
the dragon has already moved 30 feet during its
Walk. Your speed defines how far in feet you can move, it can fly up to SO feet. During another turn,
walk during a round. the dragon flies 80 feet and lands. Because its normal
speed is 40 feet, the dragon cannot walk during the
Hustle. Outside combat, you can double your speed same move.
by hustling. Doing so in combat requires you to forgo
making an attack, casting a spell, or taking another Falling
action (see the “Combat” section).
One ofthe most common hazards to an adventurer is a
Jump. With ajump, you leap into the air to clear an fall from a great height.
obstacle or grab an object above you.
At the end ofa fall, a creature takes 1d6 bludgeon-
LongJump: Ifyou walk at least 10 feet and then ing damage for every 10 feet it fell, to a maximum of
make a longjump, you leap a number offeet up to your 20d6. The creature lands prone, unless it avoids taking
Strength score. Ifyou make a standing longjump, you damage from the fall.
can leap only halfthat distance.
Stealth
HighJump: Ifyou walk at least 10 feet and then make
a highjump, you rise a number offeet into the air up When a creature tries to hide, it relies on its Dexterity
to 3 + your Strength modifier. Ifyou make a high jump to remain unnoticed. A creature can attempt a Dexter-
without walking first, you canjump only a number of ity check to sneak around, moving quietly and using
feet up to your Strength modifier (minimum 1). cover and heavily obscured areas to avoid detection.
Whether you walk before making a highjump or There are two ways you can hide. Ifa creature can’t
not, you can extend your arms halfyour height above possibly see you, you need only to avoid making noise
you during the jump. Thus, you can reach above you a to avoid detection. Ifa creature might see you, you
distance equal to the height ofthejump plus 1.5 times need to keep behind cover or stay in heavily obscured
your height. areas to remain hidden.
Climb. When you climb a vertical surface that has When you try to hide from one or more creatures,
sufficient handholds, every 5 feet you climb costs S your Dexterity check is contested by the Wisdom check
EXPLORA11ON 153
I
ofany creature who might notice you or the Intelligence knocking over a vase, you give away your position and
check ofa creature that is actively searching for signs of are thus no longer hidden.
your presence. You make one Dexterity check for this
contest. Use that check result for all such contests you Benefit of Being Hidden
engage in until you are discovered or you stop hiding.
You have advantage on the attack roll when you attack
Conditions for Stealth a creature from which you are hidden. Making an
attack reveals your position, however.
In order to avoid detection, you need some way to
remain out ofsight, either something to hide behind or Perception
an area ofpoor visibility to locate yourself in.
As you move through a dungeon, walk along a forest
Stay out ofsight. You can’tjust stand in the trail, or search a sage’s sanctum, you rely on your abili
middle ofan empty, lit room and hope to avoid notice. ties to spot hidden clues, notice lurking monsters, find
Something must conceal you, perhaps a large object, a traps or secret doors, and avoid unpleasant surprises.
piece ofterrain, or an immobile creature ofa sufficient The DM describes the scene to you, but sometimes you
size, such as a slumbering dragon. Regardless of what want your character to search for something that the
stands between you and a viewer, it must cover at least DM might be omitting from the description. The per-
halfyour body for you to hide behind it. ception rules help determine whether your character
notices or can find a hidden object or creature.
An environmental phenomenon that obscures you
from view can also provide a means to hide. A heav Noticing and Finding
ily obscured area typically contains darkness, opaque
fog, or dense foliage. A creature in a heavily obscured Your Wisdom score serves as a measure ofyour gen
area is out ofsight,just as it ifwere hiding behind eral awareness ofyour surroundings, whether you
an obstruction, and thus can try to hide. A lightly notice creatures lurking in ambush, hear the stealthy
obscured area typically contains dim light, patchy fog, tread ofan approaching assassin, or catch the telltale
or moderate foliage. Some monsters and characters whiffoftroglodyte in the air.
have special abilities that enable them to try to hide
even in areas that are only lightly obscured. Your Intelligence score measures your ability to
find something you’re looking for, whether it’s the faint
Stay quiet. It’s assumed that you try to avoid outline ofa secret door in a wall, the hollow sound
making noise while hiding, and your Dexterity check that reveals a hidden compartment in the bottom of a
also represents your ability to keep quiet. Ifyou chest, clues to a murder, or the footsteps ofan invisible
make a noise, such as yelling a warning to an ally or creature in the dust.
Sherlock Holmes, renowned for his Intelligence, is
the undisputed master offinding clues and determin
ing their significance. Tarzan, on the other hand, who
unfailingly hears the rustle ofleaves or the snap of a
twig, or sees a stalking tiger or lurking snake, relies on
his Wisdom.
The line between using Wisdom or Intelligence
can seem indistinct at times. Making an effort to
notice something might seem similar to finding some-
thing you’re looking for, but it still relies on Wisdom,
because it’s more about general awareness than it
is about attention to detail. Likewise, ifyou spend a
moment to scan the surrounding trees, or press your
ear to a door to hear what might lurk beyond, you’re
relying on Wisdom rather than Intelligence. As a
rule, ifyou’re not positive that Intelligence is the right
choice, then Wisdom is the ability to use.
Finding a Hidden Object
When your character searches for a hidden object,
such as a secret door or a trap, the DM typically asks
you to make an Intelligence check. Such a check can
be used to find hidden details or other information
-. -
and clues that you might otherwise overlook. The DM Listening at a Door
sets the DC, as usual.
As your character explores a dungeon or a similar envi
In most cases, you need to tell the DM where you ronment, one way to be prepared for dangers ahead
are looking in order for him or her to determine is to press your ear to a door in an effort to hear signs
your chance ofsuccess. For example, a key is hidden ofactivity beyond. Ifhumanoid creatures are occupy-
beneath a set offolded clothes in the top drawer of a ing the area, you might hear the casual conversation of
bureau. Ifyou tell the DM that you pace around the bored sentries or a fierce argument between two rival
room, looking at the walls and furniture for clues, you chieftains. Ifa dragon is sleeping on its treasure pile,
have no chance offinding the key, regardless of your you might hear the rhythmic whisper ofits breathing,
Intelligence check result. You would have to specify perhaps punctuated by fiery snorts or the crackle of
that you were opening the drawers or searching the electricity around its nostrils. When you listen at a door
bureau in order to have any chance of success. or otherwise try to hear noise in an area, the DM asks
you to make a Wisdom check, setting the DC based on
Since traps and other dangers might protect hidden the volume ofwhatever you might hear.
objects, this attention to detail is important for the
game to remain fair. Just as the DM should never dic COMBAT
tate your character’s actions, so too should you make
your intentions clear to the DM when you search for This section details the rules for combat. It covers the
concealed clues and hidden treasures. basics ofhow to start a battle, the actions you can take,
and how those actions work.
Noticing or Finding a Hidden
The Combat Sequence
Creature
This is the basic sequence ofplay for a combat encounter:
When a creature is hiding from your character, you
contest that creature’s Dexterity check with either a 1. Determine surprise.
Wisdom check or an Intelligence check. The DM usu
ally asks you for a Wisdom check ifyou have no idea 2. Roll initiative.
that a creature is present and thus no reason to be
actively searching, or ifyou’re taking a moment to scan 3. Play through a round ofcombat, with each partici
your surroundings or listen for movement. In this case, pant in the battle taking a turn in initiative order.
your search is a mix oflooking and listening, so you
don’t normally need to be too specific in your descrip Ifthe battle continues, repeat step 3.
tion ofwhere you’re searching. A lurking foe might
give itselfaway with a muffled cough, a trail of dis The Round
turbed dust, or some other sign.
Each round represents 6 seconds. During a round,
The DM generally asks for an Intelligence check each participant in a battle takes a turn in an order
ifyou’re specifically searching for clues to a hidden determined by initiative. Once everyone has taken a
creature’s location. Here the guidelines for finding a turn, the fight continues to the next round if neither
hidden object apply; you need to tell the DM if you’re side has defeated the other.
looking at the curtains for a telltale bulge, checking
the floor for footprints, or taking some other action to When an effect, such as one caused by a spell, lasts
find the creature. for a round, it lasts from the current turn to the same
turn in the next round. Unless specified otherwise, the
effect ends at the start ofthat next turn.
Surprise
A band ofadventurers sneaks up on a bandit camp,
springing from the trees to attack them. A gelatinous
cube glides down a dungeon passage, unnoticed by an
orc patrol until the cube absorbs one ofthe group.
In these situations, one side ofthe battle gained
surprise over the other. One side acts while the other
is caught offguard and unable to act for a critical
moment.
Determining Surprise. The DM determines who
might be surprised. Creatures that were unaware of
their opponents’ approach or presence are surprised. A
creature can be surprised even ifits allies aren’t.
,;,
Effect ofSurprise. A creature that is surprised You can take only one reaction per round. When
cannot move or take actions until after its first turn in you take a reaction, you can’t take another one until
the battle. the start ofyour next turn. Ifthe reaction interrupts
another creature’s turn, that creature can continue its
Initiative turn right after the reaction.
Initiative determines the order ofactions during a battle. Any effect that denies you the ability to take actions
Determining Initiative. To determine initiative, also prohibits you from taking a reaction.
each participant in a battle rolls a d20 and adds its Movement in Combat
Dexterity modifier. At the DM’s discretion, a group
ofidentical creatures can use one roll for the entire When you move during a battle, you can mix and
group, with each member ofthat group acting at the match movement modes as normal, walking, jumping,
same time. swimming, crawling, and so on (see the “Exploration”
section). You also follow these rules.
The DM ranks the combatants in order from the
one with the highest initiative result to the one with Breaking Up a Move. You can break up your
the lowest. This is the order in which they act during movement on your turn, moving both before and after
each round. your action. For example, ifyou have a speed of 30
feet, you can move 10 feet, search for a trapdoor, and
Resolving Ties. Ifa tie occurs, the DM decides the then move 20 feet.
order among tied DM-controlled creatures, and the
players decide the order among their tied characters. Moving Around Other Creatures. You can’t
The DM can decide the order ifthe tie is between a move through an enemy’s space unless it is two sizes
monster and a player character. Optionally, the DM larger or smaller than you. In contrast, you can move
can have the tied creatures each roll a d20 to deter- through an ally’s space, but you can’t stop there.
mine the order, highest roll going first.
Opportunity Attacks. Ifa hostile creature that
Your Turn you can see moves out ofyour reach, you can use your
reaction to make a melee attack against that creature.
On your turn, you can take one action. You can also This attack is called an opportunity attack. The attack
move up to your speed. After you have moved and interrupts the creature’s movement, occurring right
taken your action, your turn ends. See “Movement before the creature leaves your reach.
in Combat” and “Actions in Combat” below for more
information about moving and acting during a battle. You can avoid provoking an opportunity attack by
taking the disengage action (see “Actions in Combat”
Skipping Your Turn or Part oflt. You don’t have below). You also don’t provoke an opportunity attack
to move or take an action on your turn, and sometimes when someone or something moves you without using
you might want to do nothing other than watch the your movement, action, or reaction. For example, you
battle unfold. don’t provoke an opportunity attack if an explosion
hurls you out ofa foe’s reach or ifgravity causes you to
Ifyou choose not to do anything on your turn, con- fall past an enemy.
centrating on defense can help you remain safe until
your next turn. Consider using your action to dodge Actions in Combat
(see “Actions in Combat” below).
This section describes the typical actions you can take
Reactions. Certain special abilities and spells during your turn. Some special abilities allow you to
allow you take a special action called a reaction. A use several ofthese actions at once.
reaction is an instant response to a trigger of some
kind. The opportunity attack is the most common type Attack
ofreaction (see “Movement in Combat”).
Whether you are swinging a sword, launching an
arrow from a bow, or brawling with your fists, you are
making an attack, the most common action to take in
a battle. See “Attack Basics” below for the rules that
govern attacks.
Cast a Spell
Many adventurers, such as wizards and clerics, have
access to spells and can use them to great effect
in combat. A spell requires a single action to cast,
unless noted otherwise. See the “Magic” section for
rules on spellcasting.
Coup de Grace Moving a Grappled Creature. When you move,
you can drag or carry a grappled creature with you, but
When a foe has fallen unconscious, you have a chance every S feet costs you S extra feet ofmovement, unless
to slay the helpless creature outright. You can use your the creature is two or more sizes smaller than you.
action to perform a coup de grace against an uncon
scious creature within 5 feet ofyou. Doing so requires Restraining a Creature. As a separate action, you
you to attack that creature. Ifyou hit the creature can restrain a grappled creature by making another
and deal damage, the creature drops to 0 hit points, successful Strength check contested by the creature’s
regardless ofhow many hit points it had. Ifthe crea Strength check or Dexterity check. Ifyou succeed,
ture was already at 0 hit points or fewer, it dies. the creature is restrained. While you’re restraining it,
attacks against you have advantage, your attacks have
Disengage disadvantage, and you have disadvantage on Dexterity
saving throws. You can stop restraining the creature at
When you disengage, you move up to halfyour speed. any time.
Ifyou leave a hostile creature’s reach during this
movement, you do not provoke an opportunity attack Ending a Grapple. You can release a grappled
from that creature. creature whenever you like, and you must do so if you
can’t take actions or ifyou lose control ofthe grabbing
Dodge limb. Ifa force, such as the blast created by the spell
thunderwcive, removes a grappled creature from your
When you take the dodge action, you focus entirely reach, the creature is freed, unless the force also tar-
on avoiding attacks. Until your next turn, attack rolls gets you and moves you with the creature.
against you have disadvantage, and you make Dexter-
ity saving throws with advantage. You lose this benefit As an action, a grappled creature can escape by suc
ifyou cannot move or take actions, such as ifyou ceeding on a Strength or I)exterity check contested by
become paralyzed by a monster’s attack or stuck in your Strength check.
quicksand.
Help
Grapple
You can lend your aid to another creature in the com
Using at least one free hand, you try to grab and hold pletion of a task. The creature you aid gains advantage
a creature no more than one size larger than you by for the next relevant ability check he or she makes to
making a successful Strength check contested by the perform that task before your next turn.
creature’s Strength check or Dexterity check (the crea
ture chooses the ability). Ifyou succeed, the creature’s Alternatively, you can aid another creature in one of
speed becomes 0 and cannot increase until the grap its attacks against a creature within 5 feet ofyou. If the
pie ends. creature you help attacks the target before your next
turn, the attack roll is made with advantage.
Hide
In battle, it is often advantageous to drop out of sight,
but doing so can be difficult. Trying to hide takes up
INITIATING A CONTEST
Battle often involves pitting your physical or mental
prowess against that of your foe. Such a challenge
is represented by a contest. This section includes
the most common contests that require an action
in combat: grapple and knock down. The DM can
use these contests as models for improvising others.
-
-
1577
IMPROVISING AN ACTION behind the corner, I shoot an arrow at it,” or “If the
goblin moves next to me, I hustle away.”
Your ability scores allow you to do things not covered
by the actions described in this section, such as break- When the trigger occurs, you can choose to take your
ing down doors, intimidating your enemies, sensing reaction, and you do so right after the trigger finishes. If
weaknesses in magical defenses, or callingfor a parley the reaction interrupts another creature’s turn, that crea
with a foe. The only limits to the actions you can take ture can continue its turn right after the reaction.
are your imagination and your ability scores.
Ifthe trigger never occurs or you ignore it, you
When you describe an action not detailed else- simply wait for your next turn.
where in the rules, the DM tells you whether that
action is possible and what kind of roll you need to Search
make, if any, to determine success or failure.
Whether you’re searching for a creature or an object,
your action. See “Stealth” in the “Exploration” section trying to find something requires concentration—just
for rules on hiding. enough to use your action in the midst ofa fight. See
“Perception” in the “Exploration” section for rules on
Hinder perceiving things.
You distract or otherwise hinder another creature Use an Item
within 5 feet ofyou. When you hinder a creature,
describe the manner in which you do so. The creature Both mundane objects and magic items, from a hand-
has disadvantage on the next relevant ability check or ful ofcaltrops to a horn ofblasting, are useful tools in
attack roll it makes before your next turn. combat. Activating the special ability ofsuch an item
requires an action.
Hustle
In contrast, you can combine drawing or stowing
With the hustle action, you move up to your speed. If one weapon or shield with your action, your move,
you combine the action with your regular move, your or both.
speed is effectively doubled for your current turn.
Many ofthe other most common interactions with
Knock Down items—moving through a door that opens easily, pick-
ing up a scroll, and withdrawing a potion from your
You knock a creature prone that is no more than one backpack—do not require an action at all. You are
size larger than you by making a successful Strength assumed to be able to incorporate such uses into your
check contested by that creature’s Strength check or turn, while you move and take your action. Some-
Dexterity check (the creature chooses the ability). times, however, the DM will require you to use your
action when an item needs special care or when it
Ready an Action presents an unusual obstacle. For instance, your DM
could reasonably expect you to use an action to open a
Sometimes you want to get the jump on a foe or wait stuck door.
for a particular circumstance before you act. To do so,
you forgo your action on your turn to take an action You also use this action to interact with objects in
later in the round using your reaction, an action that the environment. Your DM may require you to use this
requires no more than a split second of forethought. action to swing on a chandelier, knock over a stone
statue, pull a lever to open a portcullis, or turn a crank
When you ready an action, you decide what per- to lower a drawbridge.
ceivable event or circumstance will trigger your
reaction, and you choose what action you’ll take: Attack Basics
attack, grapple, hustle, knock down, or use an item.
Examples include “As soon as the troll walks out from Attacks generally have the following structure.
1. Choose a Target. Before you attack, pick a target
within your attack’s range: a creature, an object, or
a location.
2. Determine Modifiers. The DM determines if
the target has cover. Also, check to see ifyou have
advantage or disadvantage against the target. In
addition, spells, special abilities, and other effects
can apply penalties or bonuses to your attack roll.
3. Resolve the Attack. After the DM has determined
the situational modifiers that might apply, you make
your attack roll as described below. Ifyou hit, you roll
damage, unless your attack specifies otherwise.
===ZE
S..’
Attack Rolls targeted directly by an attack or a spell, although
many spells can reach such a target by including it in
When you attack with a weapon or a spell, you must an area of effect.
determine whether the attack hits or misses. You do so
with an attack roll, a d20 roll adjusted by modifiers that Attacking an Unseen Target
represent your natural skill with a weapon or spells, as
well as any special skill or training you possess. Combatants often try to escape their foes’ notice by
hiding, casting the invisibility spell, or lurking in darkness.
The DM might decide that you have a better or
worse chance to hit because offactors beyond your When you attack a target that you can’t see, you
control. For example, it is harder to hit an orc that is have disadvantage on the attack roll, whether or not
crouched behind a stone wall than one standing in you know where the target is located. Your attack
the open.
An attack roll looks like this: d20 + ability modifier
+ weapon or magic training (if any) + situational modi
fiers. Ifthe total ofyour roll plus modifiers equals or
exceeds the target’s Armor Class (AC), the attack hits.
Ability Modifier. The ability modifier used for
a typical melee attack is Strength, and the ability
modifier used for a typical ranged attack is Dexter-
ity. A magic attack uses the attacker’s relevant magic
ability score, which is usually determined by class.
For instance, wizards use Intelligence, and clerics
use Wisdom.
Natural 1. Ifyour d20 roll is a 1 before adding
modifiers, your attack automatically misses.
Natural 20. Ifyour d20 roll is a 20 before
adding modifiers, your attack automatically hits. In
addition, the attack is a critical hit (see the “Critical
Hits” section).
Attacking without Proficiency. Ifyou make an
attack roll using a weapon with which you lack profi
ciency, you make the attack roll with disadvantage.
Cover
Cover is provided by solid objects that stand between
you and your target. Walls, pillars, and trees are
common examples ofthings that can provide cover. A
target behind cover that blocks at least halfits body is
harder to hit.
Half Cover. A target has halfcover ifan obstacle
blocks at least halfofits body. The obstacle might be
a low wall, a large piece offurniture, a narrow tree
trunk, or a creature, whether an enemy or a friend.
A target with halfcover has a +2 bonus to AC and
Dexterity saving throws, but only against attacks and
effects that originate from the opposite side ofthe cover.
Three-Quarters Cover. A target has three-quar
ters cover ifabout three-quarters ofit is covered by an
obstacle. The obstacle might be a portcullis, an arrow
slit, or a thick tree trunk.
A target with three-quarters cover has a +5 bonus
to AC and Dexterity saving throws, but only against
attacks and effects that originate from the opposite
side ofthe cover.
Total Cover. A target has total cover ifit is corn-
pletely concealed by an obstacle. Under normal
circumstances, a target with total cover cannot be
T/ 19
might miss because you rolled too low or because the Damage Rolls
target is nowhere near where you struck!
Each weapon and spell notes the damage it deals, such
Melee Attacks as 1d8 or 2d6. Roll the damage die or dice, add any
modifiers, and apply the damage to your target. Magic
A melee attack allows you to attack a foe within your weapons, special abilities, and other factors can grant a
reach. Melee attacks typically use a sword, a warhammer, bonus to your damage. In addition, certain special abili
an axe, or some other weapon, including bare fists. Some ties give you extra damage represented by bonus dice.
spells also involve making a melee attack.
The effects oftaking damage and ofdropping to 0
Reach. Most creatures have a 5-foot reach, and can hit points or fewer are described in the “Damage and
tinis attack targets within 5 feet ofthem. Certain crea Dying” section.
tures have greater reach, as noted in their descriptions.
Weapon Attacks. Ifyou’re attacking with a melee
Two-Weapon Fighting. When you wield two light weapon, apply your Strength modifier to the damage,
melee weapons at the same time, you can use your action and ifyou’re attacking with a ranged weapon, apply
to make an attack with each weapon. You don’t add your your Dexterity modifier.
ability modifier to the damage ofthe second attack.
Certain weapons and special abilities allow you
S\\\ Ranged Attacks to apply a different modifier. For example, a finesse
\\ weapon is a melee weapon that lets you attack with your
When you make a ranged attack, you fire a bow or a Dexterity modifier instead ofyour Strength modifier.
\ crossbow, hurl a throwing axe, or otherwise use a pro-
jectile weapon to strike a foe at a distance. Damage against Multiple Targets. Ifa spell or
another effect deals damage to more than one target at
You can make ranged attacks only against targets the same time, roll the damage once for all the targets.
within your weapon’s range. A weapon has two ranges.
The smaller number indicates the weapon’s normal Critical Hits
range. The larger number indicates long range. You
have disadvantage when you attack targets beyond Ifyour attack is a critical hit, the target takes extra
normal range and out to long range. damage. Take one ofthe attack’s damage dice, roll it
a second time, and add it to the damage against the
czr160 COMBAT
target. For example, ifyour attack normally deals 2d6 Piercing. An attack that punctures or impales
damage, the critical hit deals 3d6 damage. deals piercing damage. Common causes of piercing
damage include spears, a monster’s bite, and spikes
Ifthe attack has different damage dice, you choose lining the bottom of a pit trap.
which die to roll. For example, ifthe attack deals 1d6
piercing damage and 1d8 bludgeoning damage, you Poison. An effect that causes internal damage to
can roll an extra d6 or d8. a creature’s nerves, blood, or digestive system usu
ally involves the use ofpoison. Many creatures, such
Damage Types as giant spiders and giant centipedes, deal poison
damage, as do some diseases and the billowing clouds
All damage has a type. The type ofdamage an attack ofa green dragon’s breath.
deals helps describe how a creature or an object is
being harmed when it loses hit points. Certain crea Psychic. An attack against a creature’s mind often
tures and objects are resistant or vulnerable to certain involves psychic damage. Psionic abilities, such as a
types of damage. mind flayer’s psionic blast power, typically deal psychic
damage, but psychic damage does not always have a
Acid. An effect that corrodes, dissolves, or other- psionic source. It can also result from the casting of a
wise erodes an object or a creature’s body deals acid
damage. A black dragon’s corrosive breath deals acid Ieeblemind spell or when an evil character handles a pro-
damage, as do the enzymes excreted by a black pud
ding and an ochre jelly. foundly good magic item, such as a holy avenger.
Radiant. Some effects create an intense, bright
Bludgeoning. When a creature or an object is sub-
jected to blunt force, bludgeoning damage can be the light infused with positive energy, which sears the
result. Maces, flails, and hammers deal bludgeoning flesh like fire and overloads the spirit with power,
damage. When a creature falls, it takes bludgeoning dealing radiant damage. Positive energy comes from
damage from the surface it strikes. Attacks that con- the Positive Energy Plane, a realm ofbrilliant white
strict or crush can also deal bludgeoning damage. radiance that is the furnace ofcreation and, as such,
the antithesis ofthe Negative Energy Plane. Spells
Cold. Some attacks expose their targets to such such asflame strike, and certain attacks of celestial
severe cold that the creature’s flesh freezes or blisters. creatures, deal radiant damage.
Effects that deal cold damage include a white dragon’s
freezing breath, the elemental cold created by a cone of Slashing. Attacks that cause lacerations or abra
cold spell, or the infernal cold that radiates from an ice sions often deal slashing damage. Most swords and
devil’s spear. axes deal this type ofdamage, as do a monster’s claws.
Fire. Fire damage injures creatures by burning Thunder. Thunder damage results from sudden,
them. It might result from contact with actual flames, concussive bursts ofsound, usually manifesting as a
exposure to extreme heat, or being caught in an explo shock wave or a deafening noise. The tlmnderwave spell
sive burst. Fire damage is caused by such effects as a is an example ofeffect that deals thunder damage.
red dragon’s breath, the fire surrounding a balor, the
flames that make up a fire elemental’s body, and the I-c’ recj sIjic +clLiLole I
heat radiating from a salamander. I
,urS+S ou+ orj L+15,
Force. Force is pure magical energy focused into a wLioi+ kh4 c904 40
damaging form. It takes many shapes, including spec-
tral objects that batter a target, invisible kinetic energy I +oke? Or 1jiusc 4e4?
that tears a creature apart, and magical rays that disin
tegrate. Most effects that deal force damage are spells,
including ma8ic missile and spiritual weapon.
Lightning. Some attacks rely on electricity and
injure a creature by burning it and shocking its
system. A li8htnin8 bolt spell, a blue dragon’s breath,
and a lightning strike from a natural storm all deal
lightning damage.
Necrotic. The physical and spiritual consequence
ofcontact with negative energy is necrotic damage,
which both kills the flesh and withers the soul. Nega
tive energy comes from the Negative Energy Plane,
a vast realm ofanti-life that provides the animating
essence for many undead creatures. A wight’s energy
drain attack, the breath ofa shadow dragon, and a chill
touch spell all deal necrotic damage.
—;?COMBAT,/ 1 6 1
Damage Resistance and
Vulnerability
Ifa target has resistance to a type ofdamage, that
damage is halved against the target.
Ifa target has vulnerability to a type of damage,
that damage is doubled against the target.
DAMAGE AND DYING After a creature rests, it can also spend Hit Dice to
regain hit points (see “Resting”).
Injury and the risk ofdeath are constant compan
ions ofthose who would explore the worlds of D&D. Current Hit Points. A creature’s current hit
A strike from a sword, a puncture from an arrow, or points, orjust hit points, can be any number between
a blast offlame from a well-placed fireball all have the creature’s hit point maximum and 0. This number
the potential to damage, or even kill, the hardiest of often changes. As a creature receives healing or takes
creatures. damage, its hit points rise or fall.
Hit Points and Hit Dice Damage
Hit points represent a combination ofphysical and Whenever a creature takes damage, that damage is
mental durability, the will to live, and luck. Hit points subtracted from its hit points. Creatures with more hit
are an abstraction that represent a creature’s ability to points are more durable and, therefore, more difficult
survive the many perils lying in wait. to kill. Those with fewer hit points are more fragile.
The loss ofhit points has no effect on a creature’s capa
Hit Point Maximum. A creature’s hit point max- bilities until the creature drops to 0 hit points.
imum is, simply, the most hit points that creature
can have. Healing
Hit Dice. Every creature has 1 or more Hit Dice, A creature heals whenever it regains hit points. Crea
short for Hit Point Dice. Player characters have 1 Hit tures can heal by magical means, such as from a cure
I)ie per level. wounds spell or a potion ofhealing, or by resting.
A creature’s hit point maximum is determined by Regardless ofthe method, add any hit points
rolling each Hit Die (or taking its average) and adding regained to your current hit points. Remember, your hit
to it the creature’s Constitution modifier. A creature points cannot exceed your hit point maximum, so any
has a minimum of 1 hit point per Hit Die. hit points regained in excess ofthis number are lost.
Dropping to 0 Hit Points
When you drop to 0 hit points, you either die outright
or fall unconscious.
-- &cOMBAT
A
DESCRIBING THE EFFECTS MONSTERS AND DEATH
OF DAMAGE
Most DMs have a monster die the instant it drops to
Dungeon Masters describe hit point loss in differ- 0 hit points, rather than having it fall unconscious
ent ways. When your current hit point total is half and begin the process of dying.
or more ofyour hit point maximum, you typically
show no signs of injury. When you drop below half Mighty villains and special nonplayer charac
your hit point maximum, you show signs of wear, ters are common exceptions; the DM might have
such as cuts and bruises. An attack that reduces them fall unconscious and follow the same rules
you to 0 hit points strikes you directly, leaving as player characters.
a bleeding injury or other trauma, or it simply
knocks you unconscious. succeed on a DC 10 Wisdom check to administer first
aid to it.
Instant Death. Massive damage can kill you
instantly. When damage reduces you to 0 hit points and The Effects ofBeing Stable. A stable creature
there is damage remaining, you die ifthe remaining doesn’t make death saving throws, even though it has
damage equals or exceeds your hit point maximum. 0 hit points, but it does remain unconscious. The crea
ture stops being stable, and begins dying again, if it
Say you have 6 hit points and take 18 damage takes any damage.
from an attack. After reducing you to 0 hit points, 12
damage remains. Ifyour hit point maximum is 12 or A stable creature that is not healed regains 1 hit
less, you die. point after 1d4 hours.
Falling Unconscious. Ifdamage reduces you to 0 Knocking a Creature Out
hit points and fails to kill you, you fall unconscious (see
“Conditions”). This unconsciousness ends ifyou regain Sometimes an attacker wants to incapacitate a foe,
any hit points. rather than deal a killing blow. When an attacker
reduces a creature to 0 hit points with a melee attack,
Death Saving Throws. Whenever you start your the attacker can knock the creature out. The attacker
turn with 0 hit points, you must make a special Con- can make this choice the instant the damage is dealt.
stitution saving throw, called a death saving throw, to The creature falls unconscious and is stable.
determine whether you creep closer to death or hang
onto life.
Make a DC 10 Constitution saving throw. A suc
cess or failure has no effect by itself, but three of either
does affect you.
On your third success, you become stable (see
below). On your third failure, you die. The successes
and failures do not need to be consecutive, and the
number ofboth is reset to zero when you regain any
hit points or become stable.
Natural 1: Ifyour d20 roll is a 1 before adding modi
fiers, your saving throw counts as two failures.
Natural 20: Ifyour d20 roll is a 20 before adding
modifiers, you regain 1 hit point.
Damage at 0 Hit Points. Each time a creature
with 0 hit points takes damage, it suffers a death
saving throw failure. Ifthe damage equals the crea
ture’s hit point maximum, it dies.
Stabilizing a Creature
The best way to save a creature with 0 hit points is to
heal it. Ifhealing is unavailable, you can, at least, sta
bilize the creature so that it isn’t killed by failed death
saving throws.
How to Stabilize. To stabilize a creature, you must
use your action to tend to the creature, and you must
AT163/
r You must have at least 1 hit point to take a long
rest. At the end ofthe rest, you regain all your hit
- -- points and halfofyour Hit Dice (round up).
- You cannot benefit from more than one long rest in
a 24-hour period.
RESTING
CONDITIONS
The most expedient method ofhealing is through the
use ofmagic, but when magic is not available, you can Conditions alter a creature’s capabilities in a variety
regain hit points by resting. You can take two different ofways and arise as a result ofa spell or other effect.
kinds ofrests: a short rest and a long rest. Most conditions, such as blinded and deafened, are
impairments, but a few, such as incorporeal and invis
Short Rest ible, can be advantageous.
A short rest is a period ofdowntime, at least 1 hour A condition lasts either until it is countered (the
long, during which you catch your breath, eat, drink, prone condition is countered by standing up, for
and clean and bind wounds. example) or for a duration specified by the effect that
imposed the condition.
You can spend one or more ofyour Hit Dice during
a short rest, up to your maximum number ofHit Dice. Ifmore than one effect impose the same condition
For each Hit Die you spend in this way, roll the die on a creature, each instance ofthe condition has its
and add your Constitution modifier to it. You regain own duration, but the effects ofthe condition are not
hit points equal to the total. You can decide to spend compounded on the creature.
an additional Hit Die after each roll. Once you have
spent all your Hit Dice, you must complete a long rest The following definitions specify what happens to
to regain them. a creature while it is subjected to a condition. Each
definition is a starting point. It’s up to the DM to deter-
Long Rest mine additional details that might be appropriate for
the condition in certain circumstances. For example,
A long rest is a period ofextended downtime, at least an intoxicated character normally makes ability
8 hours long, during which you sleep or perform light checks with disadvantage, but the DM might decide
activity: reading, talking, eating, or standing watch for that Charisma checks made to influence ale-loving
no more than 2 hours ofthe rest period. Ifthe rest is dwarves don’t suffer this drawback.
interrupted by a strenuous activity—such as attacking,
taking damage, or casting a spell—you must start the Blinded
rest over to gain any benefit from it, unless the inter-
ruption takes less than an hour. + A blinded creature automatically fails any ability
check that involves sight.
+ Attack rolls against the creature have advantage,
and the creature’s attack rolls have disadvantage.
Charmed
+ A charmed creature cannot attack the charmer or
target the charmer with harmful abilities or magi
cal effects.
+ The charmer has advantage on any ability check to
interact socially with the creature.
Deafened
+ A deafened creature automatically fails any ability
check that involves hearing.
Frightened
4- A frightened creature has disadvantage on ability
checks and attack rolls while the source ofits fear is
within line of sight.
+ The creature cannot willingly move to a position Stunned
where it would end a turn closer to the source of its
fear than where it started. + A stunned creature cannot move or take actions.
+ The creature automatically fails Strength and Dex
Incorporeal
terity saving throws.
+ An incorporeal creature has resistance against + Attack rolls against the creature have advantage.
nonmagical damage, and the creature’s targets have
resistance against its nonmagical damage. Unconscious
+ The creature can move through an object or + An unconscious creature drops whatever it’s hold-
another creature, but can’t stop there. ing and falls prone.
Intoxicated + The creature cannot move, take actions, or perceive
its surroundings.
+ An intoxicated creature has disadvantage on attack
rolls and ability checks. + The creature automatically fails Strength and Dex
terity saving throws.
.4 To cast a spell, the creature must first succeed
on a DC 10 Constitution check. Otherwise, the + Attack rolls against the creature have advantage.
spellcasting action is wasted, but the spell is not.
3liSSlh •
Invisible
-.
+ An invisible creature is impossible to see without
the aid ofmagic or a special sense. For the purpose ‘1ørrie4
ofhiding, the creature is heavily obscured. The
creature’s location can be detected by any noise it -.
makes or any tracks it leaves.
-I
+ Attack rolls against-the creature have disadvantage,
and the creature’s attack rolls have advantage.
Paralyzed
+ A paralyzed creature cannot move, speak, or take
any action that is not purely mental. It drops what-
ever it’s holding and falls prone.
+ The creature automatically fails Strength and Dex
terity saving throws.
+ Attack rolls against the creature have advantage.
Prone
+ A prone creature’s only movement option is to
crawl, unless it stands up.
+ The creature has disadvantage on attack rolls.
4 An attack roll against the creature has disadvantage,
unless the attacker is within 5 feet ofthe creature.
Re strained
+ A restrained creature’s speed becomes 0, and it
cannot benefit from bonuses to its speed.
+ Attack rolls against the creature have advantage,
and the creature’s attack rolls have disadvantage.
+ The creature has disadvantage on Dexterity
saving throws.
16,J7
CHAPTER 3: Second, in combat, you must cast a spell as an
action (see “Actions in Combat” in the combat rules),
MAGIC unless a spell’s description says otherwise. Outside
combat, you can effectively cast a spell whenever you
Spells are wielded by many ofthe heroes and vil want, but you must complete one spell before casting
lains ofDungeons & Dragons. Characters of different the next.
classes have different ways oflearning and preparing
their spells, but when it comes to casting them, the Spell Components
spells are very much alike.
A spell’s components are the physical requirements
Reading a Spell Description you must meet in order to cast it. Unless a spell’s
description says otherwise, a spell requires you to
A spell’s description is organized into several sections. chant mystic words, which constitutes its verbal com
Name, Level, and Descriptors. The description ponent, and to have use ofat least one arm to gesture,
which constitutes the spell’s somatic component. Some
starts with the spell’s name. The next line gives the spells also have material components, particular items
spell’s level, its school ofmagic, and any additional or objects that are required for the casting.
descriptors, such as the ritual tag.
Ifyou can’t provide a spell’s components, you are
These two lines are followed by a paragraph or two unable to cast the spell. Thus, ifyou are silenced or
describing the spell. your arms are bound, you cannot cast a spell.
Requirement. Some spells require special cir Casting in Armor
cumstances or specific items to be cast. Ifyou cannot
meet a spell’s requirements, you cannot cast the spell. Because ofthe mental focus and precise gestures
A spell’s requirements are in addition to any require- required for spellcasting, you must be proficient with
ments you normally have to meet for casting a spell. the armor you are wearing to cast a spell. You are oth
erwise too distracted and physically hampered by your
Effect. This section describes the game mechanics armor for spellcasting.
for a spell.
Casting a Spell at a Higher Level
Material Components. Ifa spell has material
components, they are specified in this entry. Unless When you cast a spell using a spell slot that is of a
a spell says otherwise, material components are con- higher level than the spell, the spell assumes the
sumed when a spell is cast. higher level for that casting. For instance, ifyou cast
the 3rd-level spellfireball using a 5th-level slot, that
Casting a Spell fireball is 5th level.
When a character casts any spell, the same basic rules Some spells have more powerful effects when cast
are followed, regardless ofthe character’s class or the at a higher level, as detailed in an entry called At
spell’s effects. Higher Levels.
First, to cast a spell you must have access to it, either Casting Time
from your class, a magic item, or some other source.
Certain classes also require that you have the spell Casting a spell requires an amount oftime specified in
prepared in advance. the spell. Most spells require a single action to cast, a
few seconds oftime during which you recite a magical
- _i••,-’.\ word or phrase and complete a set ofhand motions.
\& A Swift Spells. A swift spell requires but an utter-
ance. A spell that has a swift casting time can be
\ r\. cast as your action or as part ofanother action. If
you cast the spell as part ofanother action, that
%\j other action cannot involve casting a spell or activat
ing a magic item.
L •:
Reactions. Some spells can be cast as reactions.
I1I 1i These spells take a fraction ofa second to bring about
and are cast in response to some event. Ifa spell can
be cast as a reaction, the spell description tells you
exactly when you can do so.
Longer Casting Times. Certain spells require
more time to cast: minutes or even hours. Ifyou take
damage while you are casting a spell that requires The gas or other substance ofa cloud expands
more than a single action or reaction, you must suc outward from the point oforigin to the distance of
ceed on a Constitution saving throw to continue its radius, moving around objects such as walls and
casting the spell. The DC equals halfthe damage you pillars.
just took. Ifyou take damage from multiple sources,
such as from an arrow and a dragon’s breath, you A cloud’s point oforigin is included in the cloud’s
make a saving throw against each source of damage area of effect.
separately. Ifyou fail the save, the spell fails, but it is
not expended. Ifyou want to cast the spell again, you Cone. A cone extends in a direction you choose
must start over. from its point oforigin. A cone’s width at a given point
along its length is equal to that point’s distance from
Range the point oforigin. A cone’s area ofeffect specifies its
maximum length.
The target or point oforigin ofa spell must be within
the spell’s range. Once the spell is cast, its effects are The energy in a cone expands in straight lines from
not limited by its range. the point oforigin. Thus, ifno unblocked straight line
extends from the point oforigin to a location within
Most spells have ranges expressed in feet. Some the cone, that location is not included in the cone’s
spells can target only a creature (including yourself) area of effect.
that you touch. Other spells affect only the caster. For
example, the shield spell protects you and only you. A cone’s point oforigin is not included in the cone’s
area ofeffect, unless you decide otherwise.
Targets
Cylinder. A cylinder’s point oforigin is the center
A typical spell requires you to pick one or more targets ofa circle ofa particular radius, as given in the spell
to be affected by the spell’s magic. A spell’s description description. The circle must be on the ground. The
tells you whether the spell targets creatures, objects, a energy in a cylinder expands in straight lines from the
point oforigin for an area ofeffect, or a combination of point oforigin to the perimeter ofthe circle, forming
these things. the base ofthe cylinder. The spell’s effect then shoots
up from the base, out to a distance equal to the height
To target someone or something, you must have a ofthe cylinder.
clear path to it, so it cannot be behind total cover. If
you place an area ofeffect at a point that you can’t see Because the energy in a cylinder emanates in
and an obstruction is between you and that point, the straight lines, a cylinder is similar to a cone in terms
point oforigin comes into being on the near side of ofwhich parts ofits area the energy can affect. If no
that obstruction. unblocked straight line extends from the cylinder’s
Ifyou are in the area ofeffect or within the range of
a spell you cast, you can target yourself.
Areas of Effect
Afirebctll explodes, burning an entire group of orcs.
A cone ofcold blasts forth, freezing a gang ofogres in
place. Spells such as these cover an area, allowing
them to affect multiple creatures at once.
An area ofeffect has one ofseveral different shapes.
It also has a point oforigin, a location from which the
spell’s energy erupts. The rules for each shape specify
how you position its point oforigin. Typically, a point
oforigin is a point in space, but some spells require it
to be a creature or an object.
Cloud. You select a cloud’s point of origin, and
the cloud spreads from that point. A cloud’s size is
expressed as a radius in feet that extends outward
from the point.
base to a location within the cylinder, that location is another spell that requires concentration. You can’t
not included in the area of effect. concentrate on two spells as once.
A cylinder’s point oforigin is included in the cylin Losing consciousness. You lose your concen
der’s area of effect. tration on a spell ifyou are stunne’d or knocked
unconscious. By extension, the spell ends ifyou die.
Line. A line extends from its point oforigin in
a straight path up to its length and covers an area Suffering severe distractions. You can lose your
defined by its width. concentration ifan event or an effect distracts you too
much. If an attack or another effect can disrupt your
A line’s point oforigin is not included in the line’s concentration in this way, its description says so. For
area ofeffect, unless you decide otherwise. instance, you might need to make a Constitution save
to maintain your concentration while a giant octopus
Sphere. You select a sphere’s point oforigin, and grasps you.
the sphere extends outward from that point. The
sphere’s size is expressed as a radius in feet that The DM might also decide that certain environ-
extends from the point. mental phenomena, such as a wave crashing over you
while you’re on a storm-tossed ship, require you to
The energy in a sphere (like that in a cone or a make a DC 10 Constitution saving throw to maintain
cylinder) expands in straight lines from the point of concentration on a spell.
origin. Ifno unblocked straight line extends from
that point to a spot within the sphere, that spot is not Cantrips
included in the spher&s area of effect.
A cantrip is a spell that can be cast at will, without
A sphere’s point oforigin is included in the sphere’s using a spell slot and without having to be prepared in
area of effect. advance.
Saving Throws Wizards and certain other speilcasters know
cantrips, as do members ofparticular races, such as
Many spells specify that a target can make a saving high elves.
throw to avoid some or all ofa spell’s effects. The spell
specifies the ability that the target uses for the save Rituals
and what happens on a success or failure.
A ritual is a version of a spell that takes longer to cast
The DC to resist one ofyour spells equals 10 + your than normal, and it doesn’t expend a spell slot. A
magic ability modifier. Ifyou have a spellcasting bonus spellcaster can perform the ritual version ofa spell
from your class or another source, add the bonus to only ifthe caster has a feature that grants the ability to
the DC. do so. Wizards, clerics, druids, and bards can all per-
form rituals.
Duration
Casting Time. To cast a spell as a ritual, add 10
A spell’s duration is the length oftime the spell per- minutes to the spell’s casting time.
sists. A duration can be expressed in rounds, minutes,
hours, or even years. Some spells specify that their Ritual Focus. A spelicaster must use a special
effects last until the spells are dispelled or destroyed. object to focus the magic ofa ritual: a component
pouch or an object specified by the caster’s ritual cast-
Some spells are instantaneous. The spell harms, ing feature. The focus is a material component that is
heals, creates, or alters something or someone in a way not consumed by the spell.
that cannot be dispelled, because its magic exists only
for an instant. Combining Magical Effects
Concentration Although individual spells are fairly easy to adjudicate,
sometimes the situation can be confusing when more
Some spells require you to maintain your concentra than one spell is affecting the same creature.
tion in order to keep their magic active after they’re
cast. Ifyou lose concentration, such a spell ends. Bonuses and penalties provided by spells all add
together while the durations ofthose spells overlap,
A spell that requires concentration tells you so in its except for one case. Unless otherwise noted in a spell’s
Duration entry, and the spell specifies how long you description, the effects ofthe same spell cast multiple
can concentrate on it. You can freely end your concen times (including higher- or lower-level versions of the
same spell) do not add together. Instead, the highest
% bonus or worst penalty from those castings applies.
Each spell still expires individually.
\ tration at any time. Normal activity, such as moving
I and events that can thterfere wfth your concentrafion
I I I “i Casting another spell that requires concentra
concentration on a spell ifyou cast
‘\
, \\
CLERIC SPELLS Ray of Frost or’ V
Read Magic n0-ievl.
Cantrips Shocking Grasp ci e4
Guidance Level 1 Spells
Light
Resistance Burning Hands
Sacred Flame Charm Person
Spare the Dying Color Spray
Comprehend Languages
Level 1 Spells Detect Magic
Disguise Self
Bless Feather Fall
Command Identify
Cure Wounds Mage Armor
Detect Magic Magic Missile
Divine Favor Shield
Healing Word Sleep
Protection from Evil Thunderwave
Sanctuary
Level 2 Spells
Level 2 Spells
Darkness
Augury Flaming Sphere
Hold Person Hold Person
Lesser Restoration Invisibility
Prayer of Healing Knock
Silence Levitate
Spiritual Weapon MeIf’s Acid Arrow
Water Walk Mirror image
Phantasmal Force
Level 3 Spells Rope Trick
Scorching Ray
Create Food and Water Spider Climb
Daylight Web
Dispel Magic
Protection from Energy Level 3 Spells
Remove Curse
Speak with Dead Blink
Dispel Magic
Level 4 Spells Fireball
Fly
Air Walk Haste
Death Ward Lightning Bolt
Divination Protection from Energy
Divine Power Remove Curse
Freedom of Movement Water Breathing
Level 5 Spells Level 4 Spells
Commune Confusion
Flame Strike Dimension Door
Mass Cure Wounds Ice Storm
Raise Dead Polymorph
True Seeing Stoneskin
Wall of Fire
MAGE SPELLS
Level 5 Spells
Cantrips
Cloudkill
Chill Touch Cone of Cold
Light Dominate Person
Mage Hand Feeblemind
Minor Illusion Hold Monster
Prestidigitation Passwali
Teleportation Circle
/
SPELL DESCRIPTIONS Bless
The spells are presented in alphabetical order. 1 st-level enchantment
Air Walk You bestow a blessing on your companions, giving them
the heart to face their present trial.
4th-level transmutation
Casting Time: 1 action
You impart the power ofthe wind upon a creature, Range: 25 feet
allowing it to walk upon the air with the same ease Duration: Concentration, up to 10 minutes
that it moves across the ground. Effect: Choose any number ofcreatures within
range that are not already affected by this spell. When-
Casting Time: 1 action ever a target makes an attack roll or a saving throw
Range: S feet before the spell ends, it can add a d4 to the result.
Duration: Concentration, up to 1 hour
Effect: Choose a willing creature within range. Blink
Until the spell ends, the target can tread on air as if
walking on solid ground. The target can move upward 3rd-level transmutation
or downward at a 45 degree angle at halfits speed.
Treat winds stronger than twenty miles per hour as This spell was developed in an attempt to replicate the
difficult terrain. ability ofblink dogs to briefly vanish into the Ethereal
Ifthe spell ends while the target is airborne, it falls Plane.
ifthis spell is the only thing keeping it aloft.
At hH8eir Levels: When you cast this spell using a Casting Time: 1 action
spell slot of 5th level or higher, you can add one target Range: Self, but only ifyou are not on the Ethereal
for each level above 4th. Plane
Duration: 1 minute
Augury Effect: Roll a d20 at the end ofeach ofyour turns
before the spell ends. On a roll of 1 1 or higher, you
2nd-level divination (ritual) vanish from your current plane ofexistence and
appear in the Ethereal Plane. At the start ofyour next
By casting gem-inlaid sticks, dragon bones, or using turn, you return in a space ofyour choice within 10
some other divining tool, you consult with spirits to feet ofthe space you vanished from.
learn whether an effort in the immediate future will Unless you have magic that can reach across planes,
be beneficial or harmful to you and your companions. you can affect and be affected only by creatures and
objects on the Ethereal Plane while you are there.
Casting Time: 1 minute Ifyou roll a 1 on the d20, roll again. Ifyou roll
Range: Self another 1, you are lost in the Ethereal Plane for
Duration: Instantaneous 2d6 hours. At the end ofthat time, you reappear as
Effect: Describe a course ofaction that you plan described above.
to take within the next 30 minutes. You receive an
answer from an otherworldly entity about the results Burning Hands
ofthat course ofaction. The DM chooses from the
following possible answers: “weal” (for good results), 1 st-level evocation
“woe” (for bad results), “weal and woe” (for both good
and bad results), and nothing (for results that are not As you hold your hands with thumbs touching and
especially good or bad). fingers spread, a thin sheet offlames shoots forth from
The spell does not take into account any possible your outstretched fingertips.
circumstances that might change the outcome, such as
the casting ofadditional spells or the loss or gain of a Casting Time: 1 action
companion.
%. Ifyou cast the spell two or more times before
completing your next long rest, there is a 25 percent
\‘k\ chance on each casting after the first that you get a
false reading. The DM makes this roll in secret.
1\‘%* Material Components: Specially marked sticks,
bones, or similar tokens worth at least 25 gp, which
are not consumed by the spell.
‘1frTZScRPTONs
Range: Self Effect: Choose a point within range. You create a
Duration: Instantaneous 20-foot-radius cloud ofpoisonous fog centered there. It
Effect: Each creature in a 15-foot cone must make lasts for the duration. and its area is heavily obscured.
a Dexterity saving throw. A creature takes 3d6 fire
damage on a failed save, and half as much damage on When the cloud appears, each living creature in
a successful one. it must make a Constitution saving throw. A creature
The fire ignites any flammable objects in the area takes 6d8 poison damage on a failed save, and half
that are not being worn or carried. as much damage on a successful one. A creature also
At 8hHeir Levels: When you cast this spell using a must make this saving throw ifit ends its turn inside
spell slot of 2nd level or higher, the damage increases the cloud or ifit passes through the cloud (but no more
by 1d6 for each level above 1st. than once per turn).
Charm Person The cloud moves 10 feet away from you at the start
ofeach ofyour turns, rolling along the surface of the
1 st-level enchantment ground. The vapors, being heavier than air, sink to the
lowest level ofthe land, even pouring down openings.
This spell twists a person’s mind so that the person
sees you in the best possible light in the present At Higher Levels: When you cast this spell using a
circumstances. A foe might perceive you as nonthreat spell slot of 6th level or higher, the damage increases
ening, while a bored shopkeeper might suddenly by 1d8 for each level above 5th.
regard you with unfounded trust.
Color Spray
Casting Time: 1 action
Range: 25 feet 1st-level illusion
Duration: 1 hour
Effect: Choose a living humanoid within range. It This spell creates a dazzling array offlashing colors
must make a Wisdom saving throw, and does so with that disorients onlookers.
advantage ifyou or your companions are fighting it.
Ifit fails the saving throw, it is charmed by you until Casting Time: 1 action
the spell ends or until you or your companions do any- Range: Self
thing harmful to it. Duration: 1 round
Effect: Each creature in a 15-foot cone must make
Chill Touch a Wisdom saving throw, provided the creature can see.
For every creature that fails its saving throw, roll a d6
Necromancy cantrip to determine the spell’s effect on that creature.
Your hand glows with blue energy that disrupts the life
force ofliving creatures.
Casting Time: 1 action
Range: Touch
Duration: 1 round
Effect: Make an attack roll to touch a living creature.
You have a bonus to the roll equal to your magic ability
modifier + your spellcasting bonus, ifany. On a hit, the
target takes 1d8 necrotic damage, and it cannot regain
hit points until the start ofyour next turn.
At Higher Levels: The spell’s damage increases by
1d8 when you reach a caster level of5th (2d8), 10th
(3d8), 15th (4d8), and 20th (5d8).
Cloudkill
5th-level conjuration
As you cast this spell, noisome, yellow-green vapors
roll across the ground, bringing death to creatures
caught within them.
Casting Time: 1 action
Range: 100 feet
Duration: Concentration, up to 10 minutes
ELDESCRIPT1ONS171
1 -2 Until the end of the creature’s next turn, the
creature’s speed is halved, and it has disadvantage
on attack rolls and ability checks.
3-4 The only action the creature can take on its next
turn is an attack against a randomly determined
target within range.
5-6 Until the end ofthe creature’s next turn, the creature
is frightened by you and must move as far away from
you as possible before taking any action.
Material Components: A pinch each ofpowder or
sand that is colored red, yellow, and blue.
Command beyond the deity’s knowledge. In a case where a one-
word answer could be misleading or contrary to the
1st-level enchantment deity’s interests, the DM might offer a short phrase as
answer instead.
You channel supernatural authority to compel a crea
ture into obedience. Ifyou cast the spell two or more times before
completing your next long rest, there is a 25 percent
Casting Time: 1 action chance on each casting after the first that you get no
Range: SO feet answer. The DM makes this roll in secret.
Duration: 1 round
Effect: You speak a one-word command to a living Material Components: Incense and a vial of holy
creature within range. It must succeed on a Wisdom or unholy water.
saving throw or follow the command on its next turn,
unless the creature doesn’t understand it. Comprehend Languages
Some typical commands and their effects follow.
You might issue a command other than one described 1st-level divination (ritual)
here. Ifyou do so, the DM determines how the target
behaves. Ifthe target is prevented from following the The world is home to countless languages and dialects,
command issued to it, the spell ends. tongues whose meaning is lost on even the most eru
Approach. The target moves toward you by the short- dite scholars. This spell makes the incomprehensible
est and most direct route, ending its turn ifit moves comprehensible.
within 5 feet of you.
Drop. The target drops whatever it is holding and Casting Time: 1 action
then ends its turn. Range: Self
Flee. The target spends its turn moving away from Duration: 1 hour
you by the fastest available means. Effect: For the duration, you understand the lit-
Grovel. The target falls prone and then ends its turn. eral meaning ofspoken language that you hear and of
Halt. The target does not move and takes no actions. written language that you can see, provided you are
A flying creature stays aloft, provided it is able to do so. touching the surface on which the words are written.
It takes about 1 minute to read one page of text.
Commune This spell does not reveal secret messages that are
concealed in a text, and it does not allow you to read
5th-level divination (ritual) magical writing or inscriptions, such as those deci
phered by the read magic spell.
You beseech a deity or a servant thereoffor knowledge Material Components: A pinch ofsoot and a few
grains of salt.
to aid you in making a decision.
Casting Time: 1 action
Range: Self
Duration: 1 minute
y y, p y,
:\ .
and ask up to three questions that can be answered
\ with a yes or a no. You must ask your questions before
thespellends. You receive a correct answer for each
I I I Iii Divine beings ofthe Outer Planes are not necessar
I I I I ily omniscient, so you might receive “unclear” as an
\ answer ifa question pertains to information that lies
Cone of Cold Create Food and Water
5th-level evocation 3rd-level conjuration
Frost stings your fingertips as you open an ephemeral Your prayers produce nourishing food and clean water
link to an Inner Plane where ice reigns supreme. Your to sustain you and your companions.
spell summons a blast ofelemental cold that fans out
from you, flash-freezing everything it touches. Casting Time: 1 action
Range: 25 feet
Casting Time: 1 action Duration: Instantaneous
Range: Self Effect: You create 30 pounds offood and 20 gal-
Duration: Instantaneous lons ofwater within range, enough to sustain up to
Effect: Each creature in a 60-foot cone must make ten humanoids or five steeds for 24 hours. The food
a Constitution saving throw. A creature takes 6d8 cold is bland but nourishing, and spoils ifuneaten after 24
damage on a failed save, and halfas much damage on hours. The water is clean and does not go bad.
a successful one.
A creature killed by this spell becomes a frozen Cure Wounds
statue until it thaws.
At Higher Levels: When you cast this spell using a 1 st-level evocation
spell slot of 6th level or higher, the damage increases
by 1d8 for each level above 5th. You channel positive energy into an injured creature
Material Components: A very small crystal or to mend its wounds.
glass cone.
Casting Time: 1 action
Confusion Range: Touch
Duration: Instantaneous
4th-level enchantment Effect: You touch a living creature, and that crea
ture regains 2d8 + 2 hit points.
Your spell twists minds with temporary madness, At Higher Levels: When you cast this spell using a
spawning delusions until your victims are so con- spell slot of2nd level or higher, the healing increases
fused that everything they do is a surprise, even to by 2d8 for each level above 1st.
themselves.
Darkness
Casting Time: I action
Range: 100 feet 2nd-level evocation
Duration: Concentration, up to 1 minute
Effect: Each creature in a 10-foot-radius cloud cen The object you touch blooms like a night flower, dark-
tered on a point you choose within range must succeed ening the air around it until no light can pierce the
on a Wisdom saving throw or be affected by the spell area of gloom.
for the duration.
A creature affected by this spell must roll a dlO at Casting Time: 1 action
the start ofeach ofits turns to determine its behavior Range: Touch
during that turn. Duration: Concentration, up to 10 minutes
Effect: You touch an object you are holding or one
1 The creature uses all its movement to move in a that is not being worn or carried. A 15-foot-radius
sphere centered on the object is filled with darkness
random direction. To determine the direction, roll for the duration. Not even a creature with darkvision
a d8 and assign a direction to each die face. The can see through this darkness, and no natural light
creature does not take an action this turn. can illuminate it.
2-6 The creature does not move this turn, and the Covering the affected object with an opaque object,
only action it can take is to make a Wisdom check such as a bowl or a helm, blocks the darkness.
against your spell save DC to end the effect. Ifany ofthis spell’s area overlaps with an area of
light created by a spell of2nd level or lower, the entire
7-8 The creature makes a melee attack against a area oflight is dispelled.
Material Components: A drop ofpitch or a piece
randomly determined creature within its reach. If of coal.
there is no creature within its reach, the creature
does nothing this turn. Daylight
9-10 The creature can act and move normally. It can use 3rd-level evocation
its action to make a Wisdom check against your The object you touch becomes like the sun, filling the
spell save DC to end the effect. air with brilliant light.
Material Components: Three nut shells. Casting Time: 1 action
,/
-. SPELL DESCRIPTIONS, 173
Range: Touch Casting Time: 1 action
Duration: 1 hour Range: 500 feet
Effect: You touch an object you are holding or one Duration: Instantaneous
that is not being worn or carried. For the duration, the Effect: You teleport yourselffrom your current
object emits bright light in a 120-foot-radius sphere location to any other spot within range. You arrive
and dim light for an additional 120 feet. at exactly the spot desired. It can be a place you can
Covering the affected object with an opaque object. see. one you can visualize, or one you can describe
such as a bowl or a helm, blocks the glow. by stating distance and direction, such as “200 feet
-.-
Ifany ofthis spell’s area overlaps with an area of straight downward” or “upward to the northwest at a
darkness created by a spell of3rd level or lower, the 45-degree angle, 300 feet.”
entire area ofdarkness is dispelled. You can bring along objects as long as their weight
doesn’t exceed what you can carry. You can also bring
Death Ward one willing creature ofyour size or smaller carrying
gear up to its maximum load. The creature must be
4th-level abjuration within 5 feet ofyou when you cast this spell.
You call upon the power ofthe gods to weave a shield Ifyou would arrive in a place already occupied by
offate around a creature. Through a twist of luck, an object or a creature, you and any creature traveling
random chance, or even divine intervention, you with you each takes 4d6 force damage, and the spell is
assure that the creature will cheat death at least once lost but fails to teleport you.
this day.
Casting Time: 1 action Disguise Self
Range: Touch
Duration: 8 hours 1st-level illusion
Effect: You touch a living creature. Until the spell Weaving strands ofillusion magic, you fashion a new
ends, the first time the target is subjected to an effect appearance for yourself.
that would kill it outright without dealing damage, Casting Time: 1 action
that effect is instead negated against the target, and Range: Self
the spell ends. Or the first time the target drops to Duration: 1 hour
0 hit points or fewer because ofdamage, the target Effect: You make yourself—including your clothing,
instead drops to 1 hit point, and the spell ends. armor, weapons, and equipment—look different until
the spell ends or until you use your action to dismiss it.
Detect Magic You can seem 1 foot shorter or taller and can appear
thin, fat, or in between. You cant change your body
1st-level divination (ritual) type, so you must adopt a form that has the same basic
Upon casting detect maBic, you sense any magic in the arrangement oflimbs. Otherwise, the extent ofthe illu
area. Studying the magic can give you clues about its sion is up to you.
location and nature. The changes wrought by this spell fail to hold up to
Casting Time: 1 action physical inspection. For example, ifyou use this spell
Range: Self to add a hat to your outfit, objects pass through the hat,
Duration: Concentration, up to 10 minutes and anyone who touches it would feel nothing or would
Effect: For the duration, you sense the presence of feel your head and hair. Ifyou use this spell to appear
magic within 25 feet ofyou. Ifyou sense magic, you thinner than you are, the hand ofsomeone who reaches
can use your action to see a faint aura around any visi out to touch you would bump into something while it
ble creature or object in the area that bears magic, and was seemingly still in midair.
you learn its school ofmagic, if any. To discern that you are disguised, a creature can use
The spell can penetrate most barriers, but it is its action to inspect your appearance and must succeed
blocked by 1 foot ofstone, 1 inch ofcommon metal, a on a Wisdom check against your spelicasting DC.
thin sheet oflead, or 3 feet ofwood or dirt.
Dimension Door Dispel Magic
3rd-level abjuration
4th-level conjuration This spell can unravel and suppress magical effects
Your conjuration briefly creates two rounded doors of from a variety of sources.
darkness hanging in space. One door appears next to Casting Time: 1 action
you, the other up to hundreds offeet away. When you Range: 100 feet
step into the nearer door, you instantly emerge from Duration: Instantaneous
the farther one, and they both disappear.
--
1 74
Effect: Choose one creature, object, or magical Divine Power
effect within range.
4th-level transmutation
Any spell of2nd level or lower on the target ends.
For each spell of 3rd level or higher on the target, Intoning a prayer fills you with unearthly might.
make an ability check using your magic ability. The Casting Time: Swift
DC equals 10 + the spell’s level. On a successful check, Range: Self
the spell ends. Duration: Concentration, up to 10 minutes
Effect: For the duration, you gain a +4 bonus to
Divination
Strength checks and Strength-based attack rolls and
4th-level divination (ritual) damage rolls.
You burn incense and make a sacred offering appro Dominate Person
priate to your religion to gain guidance about the
future from your god or the god’s servants. 5th-level enchantment
Casting Time: 1 action The words ofdominate person connect your mind to the
Range: Self mind ofanother person. Through that connection, the
Duration: Instantaneous person becomes your thrall.
Effect: Ask a single question concerning a specific
goal, event, or activity to occur within 1 week. The Casting Time: 1 action
DM offers a truthful reply. The reply might be a short Range: 50 feet
phrase, a cryptic rhyme, or an omen. Duration: 1 hour
The spell does not take into account any possible Effect: Choose a living humanoid within range
circumstances that might change the outcome, such as that you can see. It must succeed on a Wisdom saving
the casting ofadditional spells or the loss or gain of a throw or be charmed by you for the duration. Ifyou or
companion. your companions are fighting it, it has advantage on
This spell contacts otherworldly entities for the saving throw.
answers. The first time you cast it, you can receive a The charmed target can’t take reactions, and you
reliable answer based on your query. Ifyou cast the have a telepathic link with it while the two ofyou are
spell two or more times before completing your next on the same plane of existence.
long rest, there is a 25 percent chance on each cast-
ing after the first that you get a false reading. The DM
makes this roll in secret.
Material Components: Incense and a sacrificial
offering appropriate to your religion, together worth at
least 25 gp.
Divine Favor
1st-level evocation
Your deity answers your prayer and empowers your
weapon strikes with divine radiance.
Casting Time: Swift
Range: Self
Duration: Concentration, up to 10 minutes
Effect: Until the spell ends, your weapon attacks
deal 1d8 extra radiant damage on a hit.
7TEE1P7S7\15
Through the link, you choose the target’s actions Material Components: A handful ofclay, crystal,
and where it moves by commanding it telepathically. glass, or mineral spheres.
Doing so requires no action on your part, but you must
be able to take actions. Ifyou give the target no com Fireball
mands, it does nothing other than what it needs to
survive, such as moving away from a threat. 3rd-level evocation
-------- The target can communicate simple concepts to
you through the telepathic link, and you can use your You hurl a spinning ball offire, at its center a pea-sized
action to gain an awareness ofthe target’s surround- point offlame bright as the sun. The ball streaks to its
—--- ings until the start ofyour next turn, as interpreted by target and detonates with an explosion offlame and a
the target’s senses. low roar.
The spell fails ifyou give the target an order that Casting Time: 1 action
is obviously self-destructive. The target makes a new Range: 50 feet
saving throw against the spell ifyou give it an order Duration: Instantaneous
that is counter to its alignment or ifyou or your com Effect: Choose a point within range. Each creature
panions do anything harmful to it. in a 20-foot-radius cloud centered on that point must
make a Dexterity saving throw. A creature takes 6d6
Feather Fall fire damage on a failed save, and halfas much damage
on a successful one.
1 st-level transmutation The fire damages objects in the area and ignites
flammable objects that are not being worn or carried.
You can turn a plunging free fall into a gentle descent. At Higher Levels: When you cast this spell using a
Casting Time: 1 reaction, which you take when spell slot of4th level or higher, the damage increases
by 1d6 for each level above 3rd.
you or a creature within 50 feet ofyou falls Material Components: A tiny ball ofbat guano
Range:SOfeet and sulfur.
Duration: 1 minute
Effect: Choose up to five falling creatures within Flame Strike
range. A falling creature’s rate ofdescent slows to 100 5th-level evocation
feet per round until the spell ends. The spell also ends
on the creature when it lands. Ifthe creature lands You call down a roaring column ofdivine fire that
before the spell ends, it takes no falling damage and immolates your foes.
can land on its feet.
Casting Time: 1 action
\%N\ \\ Feeblemind Range: 50 feet
Duration: Instantaneous
\ 5th-level enchantment Effect: Each creature in a 10-foot-radius, 40-foot-
high cylinder centered on a point within range must
N You blast a creature’s mind, attempting to shatter its make a Dexterity saving throw. A creature takes 4d6
IN intellect and personality. This spell is particularly fire damage and 4d6 radiant damage on a failed save,
effective against spellcasters. and halfas much damage on a successful one.
\\ At Higher Levels: When you cast this spell using a
k Casting Time: 1 action spell slot of 6th level or higher, the fire damage or the
Range: 100 feet radiant damage (your choice) increases by 1d6 for
-- Duration: Permanent each level above 5th.
Effect: Choose a creature within range that you
can see. Ifthe target’s hit point maximum is less than Flaming Sphere
150, it takes 4d6 psychic damage and must make a
Wisdom saving throw. 2nd-level conjuration
On a failed save, the creature’s Intelligence and
Charisma scores become 3. The creature cannot cast You cause a burning globe offire to spring into exis
spells, use magic item powers, understand language, tence. The roiling mass moves where you direct it,
or communicate in any coherent way. The creature rolling and bouncing to scorch anything in its path.
can, however, identify its friends, follow them, and
even protect them. Casting Time: 1 action
The spell can be ended by Breater restoration, heal, Range: 50 feet
limited wish, or wish. Duration: Concentration, up to 1 minute
At Higher Level: When you cast this spell using a Effect: Choose an unoccupied space within range.
spell slot 6th level or higher, the hit point maximum A 5-foot-diameter sphere offire appears there and
that feeblemind can effect increases by 25 for each lasts for the duration.
level above 5th.
Any creature that starts its turn within S feet ofthe Freedom of Movement
sphere must succeed on a Dexterity saving throw or take
2d6 fire damage (halfdamage on a successful save). 4th-level abjuration
As an action, you can move the sphere up to 30 feet. Your magic liberates that which is snared, unbinds
You may direct the sphere over barriers up to 5 feet tall what is tangled, and renders most impediments to
andjump it across pits up to 10 feet wide. The sphere movement meaningless.
ignites flammable objects, and it emits bright light in a
20-foot radius and dim light for an additional 40 feet. Casting Time: 1 action
Range: Touch
At Higher Levels: When you cast this spell using a Duration: 1 hour
spell slot of3rd level or higher, the damage increases Effect: You touch a willing creature. For the dura
by 1d6 for each level above 2nd. tion, the target is unaffected by difficult terrain, and
magical effects can neither reduce the target’s speed
Material Components: A bit oftallow, a pinch of nor cause the target to be paralyzed or restrained.
brimstone, and a dusting ofpowdered iron. The target can also spend 5 feet ofmovement to
automatically escape from nonmagical restraints, such
Fly as manacles or a creature that has it grappled. Finally,
being underwater imposes no penalties on the target.
3rd-level transmutation Material Components: A leather thong, bound
around the arm or a similar appendage.
You extend a hand like a swooping wing toward the
recipient ofthe spell. The creature you touch gains the Guidance
ability to fly for a time.
Divination cantrip
Casting Time: 1 action
Range: Touch You call upon the gods to guide you or your friend,
Duration: Concentration, up to 1 hour granting a small but useful boost in competence,
Effect: You touch a willing creature. That creature knowledge, or insight.
gains a fly speed of6O feet for the duration. When the
spell ends, the creature falls at the start ofits next turn Casting Time: 1 action
ifit is still aloft and has no means to stop the fall. Range: Touch
Material Components: A wing feather from Duration: 1 minute
any bird. Effect: You touch one willing creature that is not
already affected by this spell. Once before the spell
/— - •, ends, the target can roll a d4 and add the number
rolled to one ability check ofits choice. It may choose
, .-s:::: ;r to roll the die before or after rolling the d20. The spell
then ends.
‘ The spell ends early ifyou cast it again before the
duration has passed.
Haste
3rd-level transmutation
Your spell forms a wrinkle in time, allowing the recipi
ent ofthe magic to move slightly faster than everything
around it. Rumors persist that the recipients of this
spell age at an unnatural rate, though it is more likely
that such stories are an attempt to discourage the
spell’s use.
Casting Time: 1 action
Range: 25 feet
Duration: Concentration, up to 1 minute
Effect: Choose a willing creature within range.
Until the spell ends, the target’s speed is doubled, it
gains a +2 bonus to AC, it has advantage on Dexterity
saving throws, and it gains an additional, hasted action
on each ofits turns.
The hasted action can be used only to cast a cantrip,
make a single attack, disengage, or hustle.
I,i
PETRIPT/177
When the spell ends, the target can’t move or take Ice Storm
actions until after its next turn, as a wave of lethargy
sweeps over it. 4th-level evocation
Material Components: A shaving oflicorice root. You utter the words ofthis spell, cold in your mouth,
and call down a hail ofrock-hard ice, pulverizing
Healing Word everything within the brief storm.
1st-level evocation Casting Time: 1 action
Range: 50 feet
You call out a single word of restoration. Duration: Instantaneous
Casting Time: Swift Effect: Each creature in a 20-foot-radius, 40-foot-
Range: 50 feet high cylinder centered on a point within range must
Duration: Instantaneous make a Dexterity saving throw. A creature takes 2d8
Effect: Choose a living creature within range. It bludgeoning damage and 4d6 cold damage on a failed
save, and halfas much damage on a successful one.
regains 1d8 + 2 hit points. Until the end ofyour next turn, hailstones turn the
At Higher Levels: When you cast this spell using a storm’s area ofeffect into difficult terrain.
At Higher Levels: When you cast this spell using
spell slot of2nd level or higher, the hit points regained a spell slot of 5th level or higher, the bludgeoning
increase by 1d8 for each level above 1st. damage increases by 1d8 for each level above 4th.
Material Components: A pinch ofdust and a few
Hold Monster drops of water.
5th-level enchantment Identify
Ofthe same lineage as the hold person spell, hold mon 1st-level divination (ritual)
ster requires greater magical power than that lesser
spell, for this spell can paralyze any living creature, Discovering a magic item’s effects is usually possible
notjust a humanoid. through trial and error. But to precisely catalog an item’s
lore and properties requires days ofstudy or this spell.
Casting Time: 1 action
Range: 100 feet Casting Time: 1 hour
Duration: Concentration, up to 1 minute Range: S feet
Effect: Choose a living creature within range that Duration: Instantaneous
you can see. The target must succeed on a Wisdom Effect: You learn the properties ofa magic item of
saving throw or be paralyzed for the duration. your choice within range. Ifthe item has any special
At the end ofeach ofits turns, the affected target lore associated with it, you learn that lore as well.
can make another saving throw. On a success, the Material Component: An infusion that includes
spell ends. wine, an owl feather, and crushed pearl.
Material Components: A small, straight piece
of iron. Invisibility
Hold Person 2nd-level illusion
2nd-level enchantment With a touch, you render a creature first white, then
translucent, and finally invisible.
Focusing on a small, straight piece ofiron, you draw
forth its properties and impose them on a creature you Casting Time: 1 action
can see. Until the creature breaks free, it becomes like Range: Touch
the iron, stiffand inert, frozen in place. Duration: 1 hour
Casting Time: 1 action
Range: 100 feet
Duration: Concentration, up to 1 minute
Effect: Choose a living humanoid within range that
you can see. The target must succeed on a Wisdom
saving throw or be paralyzed for the duration.
At the end ofeach ofits turns, the affected target
can make another saving throw. On a success, the
spell ends.
Material Components: A small, straight piece
of iron.
Effect: You touch a willing Large or smaller crea Levitate
ture. The creature becomes invisible for the duration.
The spell ends early ifthe creature attacks or casts a 2nd-level transmutation
spell on anything other than itself. The spell also ends
ifyou cast it again or ifyou use your action to end it. You cast this spell with a grand upward gesture. A
creature then rises into the air as ifbeing reeled up.
Material Components: An eyelash encased in a
bit ofgum arabic. Casting Time: 1 action
Range: 50 feet
Knock Duration: 10 minutes
Effect: Choose a willing creature or an object
2nd-level transmutation (ritual) within range that weighs up to 500 pounds. The target
rises vertically, up to 20 feet, and remains suspended
You whisper arcane syllables into your closed fist. there for the duration or until you use your action to
Then you raise your hand, performing three knock- end the spell. The target can move only by pushing or
ing gestures in the air toward a locked door or other pulling against a fixed object or surface within reach
locked object. With each gesture, a knocking sound
emanates from the object, and then the lock opens. (such as a wall or a ceiling), which allows the creature
Casting Time: 1 action to move at halfspeed at its current altitude.
Range: 50 feet You can change the target’s altitude on your turn.
Duration: Instantaneous
Effect: Choose an object within range. The object Ifthe target is another creature or object, you can use
can be a door, a box, a chest, a set ofmanacles, a pad- your action to move the target 20 feet up or down. If
lock, or another object that contains a mundane or you are the target, you can use your move to change
magical means that prevents access. your own altitude by the same amount.
A target that is held shut by a mundane lock or that is
stuck or barred becomes unlocked, unstuck, or unbarred Material Components: Either a small leather loop
ifthe DC required to open it is 20 or lower. Ifthe object or a piece ofgolden wire bent into a cup shape with a
has multiple locks, only one ofthem is unlocked. long shank on one end.
Ifyou choose a target that is magically locked,
this spell instead suppresses the magical effect for 1 Light
minute, during which time the target can be opened
and shut normally. Evocation cantrip
When you cast the spell, a loud knock, audible from
as far away as 50 feet, emanates from the target object. You cause an object you touch to shine with light for
a time.
Lesser Restoration
Casting Time: 1 action
2nd-level abjuration Range: Touch
Duration: 1 hour
Your magic casts an impairment out ofa creature. Effect: You touch an object. Until the spell ends,
Casting Time: 1 action the object emits bright light in a 20-foot radius and
Range: Touch dim light for an additional 20 feet. The spell ends
Duration: Instantaneous early ifyou dismiss it (no action required) or cast it
Effect: You touch a creature and choose one of the again.
The light can be colored as you like and can be
following effects. covered by an opaque object.
Remove Blindness or Deafness. Ifthe creature is Material Components: A firefly or a piece of
phosphorescent moss.
blinded or deafened, choose one ofthose conditions
and end it. Lightning Bolt
Remove Disease. Ifthe creature is suffering from any 3rd-level evocation
diseases, the most virulent one is cured.
You release a crackling stroke oflightning that leaves a
Remove Paralysis. Ifthe creature is subjected to any thunderclap and eye-searing afterimages in its wake.
paralyzing effects, choose one ofthem and end it.
Casting Time: 1 action
Range: 100 feet
Duration: Instantaneous
Effect: A line oflightning 100 feet long and S feet
wide emanates from you in a direction you choose.
Each creature in the line must make a Dexterity
saving throw. A creature takes 6d6 lightning damage
on a failed save, and halfas much damage on a suc
cessful one.
\i/ 1
,4’’
The lightning damages objects in the area and ignites Effect: You create three darts ofmagical force.
flammable objects that are not being worn or carried. Each dart hits a creature ofyour choice within range
that you can see. A dart deals 1d4 + 1 force damage to
At 8hHeir Levels: When you cast this spell using a its target. The darts strike simultaneously, and you can
spell slot of4th level or higher, the damage increases direct them to hit one creature or several.
by 1d6 for each level above 3rd.
At Hh8eir Levels: When you cast this spell using a
Material Components: A bit offur and an amber, spell slot of2nd level or higher, the spell creates one
crystal, or glass rod. more dart for each level above 1st.
Mage Armor
1 st-level abjuration
When you incant this spell, a faint light momentarily
reveals the extent and design ofthe magical force that
now shields the unarmored creature you touch.
Casting Time: 1 action
Range: Touch
Duration: 8 hours
Effect: Touch a willing creature that is not wearing
armor. The target’s base AC becomes 13 + its Dexterity
modifier until the spell ends or until the target dons
armor. You or the target can also dismiss the spell as
an action.
Material Components: A piece ofcured leather.
Mage Hand
Conjuration cantrip
The spectral hand you create with this spell can
manipulate objects, open doors, and carry small
items for you. Many wizards use mage hand to
retrieve components from their pouches while keep-
ing their hands free.
Casting Time: 1 action
Range: 25 feet
Duration: 1 minute
Effect: A spectral, floating hand appears at a point
you choose within range. The hand lasts for the dura
tion or until you dismiss it (no action required) or
cast this spell again. The hand vanishes ifit is ever
more than 25 feet away from you.
While the hand is present, you can use your action
to control it. You can use the hand to manipulate an
object, open a door or a container, stow or retrieve an
item from an open container, or pour the contents out
ofa vial. You can move the hand up to 25 feet each
time you use it.
The hand cannot attack, use magic items, or carry
more than 10 pounds.
\:\:\::c\ Magic Missile
‘N ‘N
1st-level evocation
IN
II I i A spell famous for its reliability, magic missile produces
arts ofmagical force that unerringly strike t eir targets.
11 1 Casting Time: 1 action
Range: 100 feet
‘ Duration: Instantaneous
Mass Cure Wounds you can make discrete sounds at different times before
the spell ends.
5th-level evocation
Silent Image: You create the image of an object, a
You unleash healing energy to aid the injured and creature, or some other visible phenomenon at a spot
mend their wounds. within range. The illusion does not create sound or any
other effect aside from its image. The image can be as
Casting Time: 1 action large as a 10-foot cube. Any physical interaction with
Range: 50 feet the image reveals it to be an illusion, because objects
Duration: Instantaneous pass through it.
Effect: Choose a point within range. Any number
ofliving creatures ofyour choice within 25 feet of that You can use your action to cause the image to move
point regain 4d8 + 15 hit points. to any spot within 25 feet ofyou. As the image changes
At Hi8her Levels: When you cast this spell using a location, you can alter its appearance so that its move-
spell slot of 7th level or higher, the healing increases to ments appear natural for the image. For example, ifyou
6d8+20. create an image ofa creature and move it, you can alter
the image so that it appears to be walking as you move it.
Meif’s Acid Arrow
Material Components: A bit of fleece.
2nd-level evocation
Mirror Image
A shimmering, green arrow streaks toward your target
and bursts in a spray of acid. 2nd-level illusion
Casting Time: 1 action Two illusory duplicates step out ofyour body and take
Range: 100 feet positions around you. When you move, the duplicates
Duration: Instantaneous move with you, repeatedly merging with and splitting
Effect: Make an attack roll against a target within from you to confuse your enemies about which one of
range. You have a bonus to the roll equal to your magic you is real.
ability modifier + your speilcasting bonus, ifany. On a
hit, the target takes 3d6 acid damage now and 3d6 acid Casting Time: 1 action
damage at the end ofits next turn. On a miss, the arrow Range: Self
splashes the target with acid for halfas much damage. Duration: 1 minute
At Higher Levels: When you cast this spell using Effect: Two illusory duplicates ofyourselfappear in
a spell slot of 3rd level or higher, the initial damage your space. Until the spell ends, the duplicates move
increases by 1d6 for each level above 2nd. with you and mimic your actions. You can use your
Material Components: Powdered rhubarb leaf action to dismiss them.
and an adder’s stomach. Each time a creature targets you with an attack or a
harmful spell while a duplicate remains, that creature
Minor Illusion randomly determines whether it targets you or one of
the duplicates. Ifyou have two duplicates, the creature
Illusion cantrip targets a duplicate ifit rolls 1-4 on a d6. Ifyou have
one duplicate, the creature targets a duplicate ifit rolls
The fundamental building blocks of illusion-craft 1-3 onad6.
include this cantrip. With a barely perceptible waggle A duplicate’s AC equals 10 + your Dexterity modifier,
ofyour fingers, you create a sound or an image that and it uses your saving throws. Ifan attack hits a dupli
other creatures can sense. cate, or ifa duplicate fails a saving throw against an effect
that deals hit point damage, the duplicate disappears.
Casting Time: 1 action A creature is unaffected by this spell ifit can’t see or
Range: 25 feet ifit relies on senses other than sight, such as blindsight
Duration: 1 minute or tremorsense.
Effect: You create a ghost sound or a silent image
within range that lasts for the duration or until you Passwall
dismiss it (no action required) or cast this spell again.
Ifa creature uses its action to examine the sound or 5th-level transmutation
image, the creature can determine that it is an illusion
with a Wisdom check against your spell save DC. With a word and a gesture, you open a space in a wall
Ghost Sound: You create a sound that originates to grant you passage.
from a point ofyour choice within range. The sound’s
volume can range from a whisper to a scream. It can Casting Time: I action
be your voice, someone else’s voice, a lion’s roar, a Range: 25 feet
beating ofdrums, or any other sound you choose. The Duration: 1 hour
sound continues unabated throughout the duration, or Effect: Choose a point on a wooden, plaster, or stone
surface (such as a wall, a ceiling, or a floor) within
:— 181
SPELL DESCRIPTIONS
I
.
range. A passage appears at that point and lasts for the \4
duration. You choose the opening’s dimensions: up to S
feet wide, 8 feet tall, and 20 feet deep. The opening cre SPR?TES
ates no instability in a structure surrounding it.
Plant Growth
When the opening disappears, any creatures or
objects still in the passage created by the spell are 3rd-level transmutation (ritual)
safely ejected to an unoccupied space nearest to the
surface on which you cast the spell. Channeling magic into normal plants causes them to
grow at a supernaturally fast rate.
Casting this spell multiple times lets you create a
deeper passage. Casting Time: 1 action or 8 hours
Range: 150 feet
Material Components: A pinch ofsesame seeds. Duration: Instantaneous
Effect: Ifyou cast this spell using 1 action, choose
Phantasmal Force a point within range. All normal plants in a 100-foot
radius centered on that point become thick and over-
2nd-level illusion grown. A creature moving through the area must
spend 15 extra feet ofmovement for every 5 feet it
The magic offear and mental manipulation come would travel.
together to create a phantasm, an illusion so powerful You can exclude one or more areas ofany size
that it takes root in its victim’s mind. within the spell’s area from being affected.
Ifyou cast this spell over 8 hours, you enrich the
A phantasm is visible only to the creature affected land. All plants within range become enriched for 1
by it. Onlookers might assume that an invisible crea year. The plants yield twice the normal amount of food
ture is on the loose. when harvested.
Casting Time: 1 action Polymorph
Range: 50 feet 4th-level transmutation
Duration: Concentration, up to 10 minutes When you cast this spell, you hold clear in your mind the
images ofboth the target ofyour magic and ofthe living
Effect: Choose a living creature within range that creature whose form you wish to impart. Your words
you can see. The target must make a Wisdom saving mold the creature’s current form into the new shape.
throw. On a failed save, you create an illusory object,
creature, or other visible phenomenon ofyour choice Casting Time: 1 action
that is visible only to the target for the duration. Range: 50 feet
Duration: Concentration, up to 1 hour
The illusion includes sound, temperature, and other Effect: Choose a living creature within range that
stimuli, also evident only to the creature. The illusion you can see. Ifthe target is willing, you transform it.
can occupy up to 500 cubic feet. Ifthe target is unwilling and its hit point maximum is
150 or higher, or ifit is a shapechanger, it is unaffected.
A target affected by this spell can use its action to Ifthe target is unwilling and its hit point maximum is
try to disbelieve the illusion. When it does so, it makes lower than 1 50, it must make a Wisdom saving throw.
a Wisdom check against the spell’s saving throw DC. On a failed save, you transform the creature.
On a successful check, the spell ends. The transformation lasts for the duration. The new
form can be any beast whose number ofHit Dice is
While a target is affected by the spell, it treats the equal to or less than that ofthe target. The target gains
phantasm as ifit were real. It rationalizes any illogi
cal outcomes from interacting with the illusion. For
example, a target attempting to walk across a phantas
mal bridge that spans a chasm will fall once it steps
onto the bridge. Ifthe creature survives the fall, it
still believes that the bridge exists, and comes up with
some other explanation for its fall—it was pushed, it
slipped, or a strong wind might have knocked it off.
An affected target is so convinced ofthe phantasm’s
reality that it can even take damage from the illusion. A
phantasm created to appear as a creature can attack the
target. Similarly, a phantasm created to appear as fire,
a pool ofacid, or lava can burn the target. Each round
on your turn, you can cause the phantasm to deal 1d6
damage to the target ifit is in the phantasm’s area or
within S feet ofit. The damage is ofa type appropriate to
the illusion. A fire deals fire damage, a monster armed
;Lwith a long sword deals slashing damage, and so on.
Material Components: A bit of fleece.
- DESCRIPTIONS
t 182
the capabilities and limitations ofthe new form, and Protection from Energy
loses the capabilities and limitations ofits original
form. But the target retains its current hit points, as 3rd-level abjuration
well as its Intelligence, Wisdom, and Charisma scores.
You weave a ward ofprotection around a creature to
The target continues to wear or carry any gear in shield it from elemental energy.
its new form ifthat form is physically capable of doing
so. Otherwise, the gear melds into the new form and Casting Time: 1 action
becomes nonfunctional until the spell ends. Range: Touch
Duration: Concentration, up to 1 hour
Material Components: An empty cocoon. Effect: You touch a willing creature and choose
one damage type: acid, cold, fire, lightning, or thun
Prayer of Healing der. The target has resistance to that damage type for
the duration.
2nd-level evocation
Protection from Evil
You pray for the blessing ofhealth to mend the wounds
ofseveral injured creatures at once. 1st-level abjuration
Casting Time: 10 minutes With incense and sprinkled holy water, you ward your
Range: 25 feet subject against evil spirits and influences.
Duration: Instantaneous
Effect: Up to six living creatures ofyour choice Casting Time: 1 action
within range each regain 1d8 + 6 hit points. Range: Touch
At h8Heir Levels: When you cast this spell using a Duration: 1 minute
spell slot of 3rd level or higher, the healing increases Effect: You touch a willing creature. Until the spell
by 1d8 for each level above 2nd. ends, that creature has advantage on saving throws
against effects created by fiends and undead, and
Prestidigitation cannot be charmed or frightened by such creatures.
Material Components: Holy water and incense.
Transmutation cantrip
Raise Dead
You perform a magical trick, such as creating a danc
ing wisp oflight, freshening a wilting flower, making a 5th-level necromancy
coin invisible, or warming a cold drink.
You recall the willing soul ofa recently dead creature,
Casting Time: 1 action reuniting it with its body so the creature lives once more.
Range: 10 feet
Duration: Up to 1 hour Requirement: You must have a diamond worth at
Effect: You create one ofthe following magical least 500 gp, which is consumed by the spell.
effects within range. Ifyou cast this spell multiple
times, up to three ofits non-instantaneous effects can Casting Time: 1 hour
be active at a time. Range: Touch
Duration: Instantaneous
+ You create an instantaneous sensory effect that is Effect: You touch a creature that has been dead no
harmless, such as a shower ofsparks, a puff of wind, longer than 10 days. Ifthe creature’s soul is both will-
faint musical notes, or an odd odor. ing and at liberty to return, the creature returns to life
with 1 hit point.
+ You instantaneously light or snuffout a candle, a This spell also neutralizes any poisons and cures
torch, or a small campfire. nonmagical diseases that affected the creature at the
time it died. This spell does not, however, remove mag
4. You instantaneously clean or soil an item no larger ical diseases, curses, or similar effects; ifthese are not
than a cubic foot. first removed prior to casting the spell, they take effect
when the creature returns to life.
+ You chill, warm, or flavor up to 1 pound of nonliv This spell closes all mortal wounds, but it does not
ing material for up to 1 hour. restore missing body parts. Ifthe creature is lacking
body parts or organs integral for its survival—its head,
+ You make a color, small mark, or symbol appear on for instance—the spell automatically fails.
an object or a surface for up to 1 hour. Coming back from the dead is an ordeal. The target
takes a —4 penalty to all attack rolls, saving throws, and
+ You produce out ofnothingness a small, checks. Every time the target completes a long rest, the
nonmagical trinket or an illusory image that lasts penalty is lessened by 1 until it disappears.
until the end ofyour next turn.
+ You make a small handheld item invisible until the
end ofyour next turn.
—
183
Ray of Frost Effect: Choose an object within range. For the
duration, you can decipher magical writing on that
Evocation cantrip object that would otherwise be unintelligible, includ
ing a spell from someone else’s spellbook, a spell on a
You fire a beam ofblue-white energy that chills your scroll, a line ofmystical script on a magic weapon, and
enemy to the bone. the like. Deciphering this writing does not normally
invoke the magic contained in it.
Casting Time: 1 action
Range: 50 feet Once a particular magical inscription is deciphered
Duration: Instantaneous by means ofthis spell, the inscription continues to be
Effect: Make an attack roll against a creature intelligible to you. You can also identify the names of
within range. You have a bonus to the roll equal to specific magic glyphs and symbols using read maBic,
your magic ability modifier + your spellcasting bonus, though not their function.
ifany. On a hit, the target takes 1d8 cold damage, and
its speed is reduced by 10 feet until your next turn. Material Components: A clear crystal or a mm-
At Higher Levels: The spell’s damage increases by eral prism worth at least 5 gp, which is not consumed
1d8 when you reach a caster level of5th (2d8), 10th by the spell.
(3d8), 15th (4d8), and 20th (5d8).
Remove Curse
Read Magic
3rd-level abjuration (ritual)
Divination cantrip
You unravel a curse’s power, freeing a creature or an
Spellcasters are oftenjealous oftheir lore. To guard object from its fell influence.
their secrets, they use secret alphabets and ciphers to
record their spells. When you cast this spell, incom Casting Time: 1 action
prehensible magical symbols waver, change position, Range: Touch
then suddenly become clear, allowing you to peruse Duration: Instantaneous
the magical writing with ease. Effect: You touch one creature or object. All curses
affecting it end, unless the object is a magic weapon,
Casting Time: 1 action a shield, or a suit ofarmor. Such an item retains its
Range: 10 feet curse, but the person wearing or holding the cursed
Duration: 10 minutes item can remove or drop it.
Resistance
Abjuration cantrip
You imbue a creature with protective energy that
protects it from harm by twisting fate in a subtle, but
perhaps lifesaving, way.
Casting Time: 1 action
Range: Touch
Duration: 1 minute
Effect: You touch one willing creature. Once before
the spell ends, that creature can roll a d4 and add the
number rolled to one saving throw ofits choice. It may
choose to roll the die before or after rolling the d20.
The spell then ends.
The spell ends early ifyou cast it again before the
duration has passed.
Material Components: A miniature cloak.
Rope Trick
2nd-level transmutation
Your magic raises a length ofrope into the air.
The rope’s upper end leads into an invisible
extradimensional space, where the rope is affixed. The
space can serve as a refuge for several creatures.
Casting Time: 1 action
Range: Touch
Duration: 1 hour Scorching Ray
Effect: You touch a length ofrope that is up to
2nd-level evocation
so feet long. One end ofthe rope then rises into the
This spell causes rays ofsearing fife to erupt from
air until the whole rope hangs perpendicular to the your hand.
ground. At the upper end ofthe rope, an invisible
entrance opens to an extradimensional space that lasts Casting Time: 1 action
until the spell ends. Range: 100 feet
Duration: Instantaneous
The extradimensional space can be reached by Effect: You create three rays offire and hurl them
climbing to the top ofthe rope. The space holds as at targets within range. You can hurl them at one
many as eight Medium or smaller creatures. The rope target or several.
can be pulled into the space, making the rope disap Make an attack roll for each ray. You have a bonus
pear from view outside the space. to the roll equal to your magic ability modifier + your
spellcasting bonus, ifany. On a hit, the target takes
Creatures in the extradimensional space are on 2d6 fire damage.
another plane ofexistence. Attacks and spells cannot At Higher Levels: When you cast this spell using a
cross through the entrance into the space, but those in spell slot of 3rd level or higher, you create one addi
the space can see out ofit as ifthrough a 3-foot-by-5- tional ray for each level above 2nd.
foot window centered on the rope.
Shield
Anything inside the extradimensional space drops
out when the spell ends. 1st-level abjuration
Material Components: Powdered corn extract You create a disk offorce to intercept an attack.
and a twisted loop of parchment. Casting Time: 1 reaction, which you take when you
Sacred Flame are hit by an attack or targeted by the maqic missile spell
Range: Self
Evocation cantrip Duration: 1 round
Tongues offlame-like radiance descend from above,
searing your enemy.
Casting Time: 1 action
Range: 25 feet
Duration: Instantaneous
Effect: Choose a creature within range that you
can see. Gaining no benefit from cover, the target must
succeed on a Dexterity saving throw or take 1d8 radi
ant damage.
At Higher Levels: The spell’s damage increases by
1d8 when you reach a caster level of 5th (2d8), 10th
(3d8), 15th (4d8), and 20th (5d8).
Sanctuary
I st-level abjuration
Healers sometimes cast sanctuary on themselves so
they can cast curative spells without the risk of inter-
ference from their foes. The spell is also useful for
keeping an important person safe while a battle rages.
Casting Time: Swift
Range: 25 feet
Duration: 1 minute
Effect: Choose a creature within range. Until the
spell ends, anyone who targets that creature with an
attack or a harmful spell must first make a Wisdom
saving throw. On a failed save, it must choose a new
target or lose the attack or spell. Sanctuary doesn’t pro-
tect the chosen creature from area effects, such as the
explosion of afireball.
Ifthe chosen creature makes an attack or casts a
harmful spell, this spell ends early.
--------,
—----—— -—-—----- SELDESCRPTIONSA185
Effect: Until the start ofyour next turn, you have from the total before moving on to the creature with
a +4 bonus to AC, including against the triggering the next lowest hit points. A creature’s hit points must
lii attack, and you take no damage from magic missile. be equal to or less than the remaining total for that
creature to be affected.
1 1 Shocking Grasp
At Higher Levels: When you cast this spell using a
Evocation cantrip spell slot of2nd level or higher, roll an additional 2d8
for each level above 1st.
Lightning wreathes your hand and delivers a brutal Material Components: A pinch offine sand, rose
shock to a creature next to you. petals, or a live cricket.
Casting Time: 1 action
Range: S feet Spare the Dying
Duration: Instantaneous
Effect: Choose a creature within range that you Necromancy cantrip
can see. The target must succeed on a Dexterity saving Your intervention pulls a dying creature from the
throw. Otherwise, the target takes 1d8 lightning brink of death.
damage, and it can’t take reactions until its next turn. Casting Time: Swift
A target wearing heavy armor made ofmetal has dis Range: Touch
advantage on the saving throw. Duration: Instantaneous
At Higher Levels: The spell’s damage increases by Effect: You touch a living creature that has 0 hit
1d8 when you reach a caster level of 5th (2d8), 10th points. The creature regains 1 hit point.
(3d8), 15th (4d8), and 20th (5d8).
Silence Speak with Animals
1st-level divination (ritual)
2nd-level illusion (ritual) - Your magic alters your perceptions so that an animal’s
When you complete this spell, all sound is stopped gestures and sounds are understandable to you as
in an area. No noise whatsoever issues from, passes speech. Similarly, the magic transforms your words
through, or enters it. This spell is extremely effective into sounds that animals can understand.
against spellcasters, since they must be able to speak to Casting Time: 1 action
cast their spells. Range: Self
Casting Time: 1 action Duration: 10 minutes
. Range: 100 feet Effect: You gain the ability to comprehend and
Duration: Concentration, up to 10 minutes communicate with beasts for the duration.
-
Effect: Choose a point within range. No sound can
---- be created within or pass through a 20-foot-radius
sphere centered on that point for the duration. Crea
tures within the area ofsilence are deafened.
Sleep Sre +t Di I
1 st-level enchantment receS £UYe r”l,eior
The fine sand you fling into the air sparkles when this Woun4S.
spell’s magic takes hold. Creatures touched by the scm-
tillating granules grow drowsy and might fall asleep. --
Casting Time: 1 action
Range: 100 feet
Duration: 1 minute
Effect: Choose a point within range, and roll 4d8.
The total is how many hit points ofliving creatures
this spell can affect. Each creature to be affected must
be within 20 feet ofthe point you chose. The spell
ignores any creature that is unconscious.
Starting with the creature that has the lowest cur-
rent hit points, each creature affected by this spell
falls unconscious until the spell ends, the sleeper takes
damage, or someone uses an action to shake or slap
the sleeper awake. Subtract each creature’s hit points
186
Speak with Dead Casting Time: 1 action
Range: Touch
3rd-level necromancy (ritual) Duration: Concentration, up to 1 hour
Effect: You touch a willing creature. Until the spell
The corpse before you twitches and stirs when a spirit ends, the target gains the ability to move up, down,
you call returns to it. For as long as your magic holds and across vertical surfaces, and even upside down
the spirit to its body, it must answer the questions you along ceilings, while leaving its hands free. The target
put to it. uses its normal speed for this movement.
Material Components: A drop ofbitumen and
Casting Time: 1 action a spider.
Range: 10 feet
Duration: 10 minutes Spiritual Weapon
Effect: Choose a corpse within range. The corpse
must still have a mouth, not be an undead creature, 2nd-level evocation
and not have been the target ofthis spell within the
last 7 days. Calling out for aid from your divine patron, you evoke
Until the spell ends, you can ask the corpse up to magical force in the shape ofa glowing weapon to
five questions. The corpse knows only what it knew smash your foes. The weapon created is typically a
in life, including the languages it knew. Answers are hammer, though it can take whatever form you choose.
usually brief, cryptic, or repetitive. This spell does
not return the creature’s soul to its body, only its ani Casting Time: 1 action
mating spirit. Thus, the corpse cannot learn new Range: 50 feet
information, does not comprehend anything that has Duration: 1 minute
happened since it died, nor can it speculate about Effect: You create a floating, spectral weapon
future events. within range that lasts for the duration or until you
cast this spell again. When you cast the spell, the
Spider Climb weapon makes an attack against a creature within S
feet ofit. The weapon has a bonus to hit equal to your
2nd-level transmutation magic ability modifier + your speilcasting bonus. On a
hit, the target takes 1d8 force damage.
The gesticulations you make while casting this spell As part ofyour action on any turn until the spell
mimic the actions ofa spider climbing an imaginary ends, you can move the weapon up to 20 feet and
wall. The spell confers on a creature the ability to repeat the attack against a creature within 5 feet of it.
climb any surface. At Higher Levels: When you cast this spell using a
spell slot of 3rd level or higher, the damage increases
by 1 for each level above 2nd.
Stoneskin
L 4th-level abjuration
You sprinkle diamond dust over a creature’s body to
protect it from harm as you incant the echoing words
ofthis spell. For a time, the creature’s flesh becomes as
hard as stone.
Requirement: You must provide 100 gp worth of
diamond dust, which is consumed by the spell.
Casting Time: 1 action
Range: Touch
Duration: 1 hour
Effect: You touch a willing creature. Until the spell
ends, the target has resistance to bludgeoning, pierc
ing, and slashing damage.
Teleportation Circle itlill
I
5th-level conjuration (ritual)
You draw a circle ofsigils on the ground to link
your location to a permanent teleportation circle
whose sigil sequence you have learned. Many major
SPELL DESCRIPTIONS. •17
temples, guilds, and other places ofimport have per- during your adventures. You can commit a new sigil
manent teleportation circles inscribed somewhere sequence to memory after studying it for a minute.
within their confines. Upon casting the spell, a
shimmering portal opens within the circle you drew Casting Time: 1 minute
and remains open long enough for you and your Range: 10 feet
companions to step through and appear safely at the Duration: 1 round
destination you chose. Effect: You inscribe a 10-foot circle on the ground.
Choose a permanent teleportation circle on the same
A sigil sequence is a string ofmagical runes plane ofexistence as a destination. A shimmering
arranged in a particular pattern. Each location in the portal then opens inside your circle and remains open
world and beyond has a unique sigil sequence. When until the end ofyour next turn. Any creature that
you first gain the ability to cast this spell, you learn two enters the portal instantly appears within 5 feet of the
sigil sequences to destinations determined by the Dun- destination circle or in the nearest unoccupied space.
geon Master. You can learn additional sigil sequences You can create a permanent teleportation circle by
casting this spell every day for one year in one loca
tion. You need not use the circle to teleport when you
cast the spell in this way.
Thunderwave
1st-level evocation
You evoke a whip-crack ofthunder, creating a wave
ofenergy that can sweep aside creatures and objects
it contacts.
Casting Time: 1 action
Range: 15 feet
Duration: Instantaneous
Effect: Each creature in a 15-foot cube originating
from you must make a Constitution saving throw. On a
failed save, a creature takes 2d8 thunder damage and
is pushed 10 feet away from you. On a successful one,
it takes halfas much damage and is not pushed.
In addition, unsecured objects that are completely
within the area ofeffect are automatically pushed 10 feet
away from you by the spell’s effect, and the spell emits a
thunderous boom audible within 300 feet ofyou.
At Hh8eir Levels: When you cast this spell using a
spell slot of2nd level or higher, the damage increases
byld8.
True Seeing
5th-level divination
A creature affected by this spell sees with perfect
clarity, able to pierce darkness, illusions, and even
transmutations to perceive things as they truly are.
Casting Time: 1 action
Range: Touch
Duration: 1 hour
Effect: You touch a willing creature. Until the spell
ends, the creature can see things as they actually are
out to a range of 120 feet. The creature sees in normal
and magical darkness, notices secret doors hidden by
magic, sees invisible creatures, automatically detects
visual illusions and succeeds on saving throws against
them, and perceives the true forms of creatures
affected by transmutation spells. Furthermore, the
target can see into the Ethereal Plane.
188
Material Components: An ointment for the eyes respiration, each creature can now breathe underwa
that costs 25 gp and is made from mushroom powder, ter until the spell ends.
saffron, and fat.
Material Components: A short reed or piece ofstraw.
Wall of Fire
Water Walk
4th-level evocation
2nd-level transmutation
When you evoke wall offire, you visualize the Ele
mental Plane ofFire. The blazing plane’s ground is You touch one or more creatures to enable them to
ever-shifting plates ofcompressed flame, the air a con- walk across liquids, such as acid, water, mud, snow,
tinual firestorm, and its seas and rivers boiling magma. quicksand, ice, and lava, as ifthey were on solid
ground. In the case ofdangerous liquids, the spell does
With a rippling wave ofyour hand, you draw up not protect a creature from environmental effects the
from the ground a vertical sheet offlame, which burns liquids cause.
as hot as that blazing plane.
Casting Time: 1 action
Casting Time: 1 action Range: 25 feet
Range: 100 feet Duration: 1 hour
Duration: Concentration, up to 1 minute Effect: Choose up to ten willing creatures within
Effect: You create a wall offire on a solid surface range. Until the spell ends, each target can move
within range. You can choose to make the wall up to across any liquid surface as ifit were solid ground.
30 feet long, 10 feet high, and 1 foot thick, or a ringed Ifyou target a creature submerged in a liquid, the
wall up to 20 feet in diameter, 20 feet high, and 1 foot spell carries the target to the surface ofthe liquid at a
thick. The wall lasts for the duration, and it heavily rate of6O feet per round.
obscures creatures behind it.
One side ofthe wall, selected by you when you Web
cast this spell, deals 5d8 fire damage to each creature
within 10 feet ofthat side. The wall deals this damage 2nd-level conjuration
when it appears. A creature also takes this damage if
it ends its turn inside the wall, ifit ends its turn within You conjure a mass ofthick webbing that chokes a cor
10 feet ofthe wall’s damaging side, or ifit passes ridor, a chamber, a small grove oftrees, or any place
through the wall (but no more than once per turn). where such a web can be anchored.
The other side ofthe wall deals no damage.
Ifyou create the wall on top ofa creature, that crea Casting Time: 1 action
ture must succeed on a Dexterity saving throw or take Range: 50 feet
damage as ifit passed through the wall. On a success, Duration: Concentration, up to 1 hour
the creature can move S feet so that it is not in the fire. Effect: Choose a point within range. A 20-foot
At h8Heir Levels: When you cast this spell using a radius centered on that point fills with sticky webs for
spell slot of 5th level or higher, the damage increases the duration. The webs are difficult terrain and lightly
by 1d8 for each level above 4th. obscure their area.
Material Components: A small piece of Ifthe webs are not anchored between two solid
phosphorus. masses or layered across a floor, wall, or ceiling, the
conjured web collapses on itselfand the spell ends at
Water Breathing the start ofyour next turn. Webs layered over a flat
surface have a depth of S feet.
3rd-level transmutation Each creature that starts its turn in the webs or
that enters them for the first time during its turn must
Those who live on dry land instinctively fear the make a Dexterity saving throw. On a failed save, the
deeps. Mastering this spell requires that the caster face creature is restrained as long as it remains in the webs
and overcome these fears. or until it breaks free.
A creature restrained by the webs can use its action
When you cast this spell, the suggestion of gills to make a Strength check against your spell save DC.
appears on each affected creature’s neck, and the Ifit succeeds, it is no longer restrained.
creature gains the ability to breathe underwater for The webs are flammable. Any S -foot-cube of webs
extended periods. exposed to fire burns away at the start ofyour next turn.
The fire spreads 5 feet at the end ofeach turn until the
Casting Time: 1 action web burns away. Any creature that starts its turn in an
Range: 25 feet area ofburning webs takes 2d4 fire damage.
Duration: 8 hours Material Components: A bit of spiderweb.
Effect: Choose up to ten willing creatures within
range. In addition to retaining its normal mode of
SPELL DESCRIPTIONS
,
CHAPTER 4: Coinage
— EQUIPMENT Common coins come in several different denominations
based on the relative worth ofthe metal from which
-.----- Proper equipment can mean the difference between they are made. The three most common coins in the
life and death on an adventure. As an adventurer, you world are the gold piece (gp), the silver piece (sp), and
— might wear armor, carry one or more weapons, and the copper piece (cp). One gold piece is worth ten silver
heft an adventurer’s pack containing useful gear to pieces. One silver piece is worth ten copper pieces.
.— help you navigate perilous environments and survive
extended journeys into the wilderness. In addition to the common coins, other unusual
-- —------ metals sometimes come to surface in transactions. The
This chapter presents an overview of common electrum piece (ep) and the platinum piece (pp) origi
— armor, weapons, and gear. nate from fallen empires and lost kingdoms, and they
arouse suspicion and skepticism when used in trans
— When you create your character, you receive actions. An electrum piece is worth five silver pieces,
equipment based on a combination ofyour back- while a platinum piece is worth ten gold pieces.
ground and class.
A standard coin weighs about a third of an ounce,
:—1 WEALTH so fifty coins equal a pound.
;J Wealth comes in many forms in the DUNGEONS & A typical commoner uses copper pieces and some-
DRAGONS® rorld Coins, gemstones, trade goods, art times silver. Other coins are mainly for wealthy
- —--- - objects, animals, and property can reflect your charac merchants, nobles, and the hoards ofgreedy dragons.
ter’s financial well-being.
STANDARD EXCHANGE RATES
Coin cp sp ep gp pp
1/100 1/1,000
Copper(cp) 1 1/10 1/50
1/10 1/100
SiIver(sp) 10 1 1/5 1/2 1/20
1 1/10
Electrum (ep) 50 51 10 1
GoId(gp) 100 10 2
F— Platinum (pp) 1,000 100 20
er,!We frn.SSe4 ‘jou,
--.-
Selling Loot jaemijufLII• fl ir—iW
Opportunities abound in D&D® to find treasure, Using the Armor Table
equipment, weapons, armor, and more in the dun-
geons you explore. Normally, you can sell your D&D® worlds are a vast tapestry made up of many
treasures and trinkets when you return to a town or different cultures, each with its own technology levels.
other settlement, where you can find buyers and mer For this reason, adventurers might find a wide range of
chants interested in your loot. armor types, ranging from leather armor to chain mail
to costly plate armor, and a wide range of armors in
Gems, Jewelry, and Art Objects. These items between. The Armor table collects the most commonly
retain their full value in the marketplace, and you can available types of armor found in the game and sepa
either trade them in for coin or use them as currency rates them into armor categories.
for other transactions. For exceptionally valuable trea
sures, the DM might require you to find a buyer in a Name: The name ofthe suit ofarmor or shield.
large town or larger community first. Cost: The typical market price for the armor or
shield.
Trade Goods. On the borderlands, many people Armor Class (AC): Armor protects its wearer from
conduct transactions through barter. Like gems and attacks, whether those attacks come in the form of a
art objects, trade goods—such as bars ofiron, bags of sword strike or a fiery missile hurled from a mage. The
salt, livestock, and so on—retain their full value in the armor determines your base Armor Class, to which
market and can be used as currency. you add your entire Dexterity modifier, up to a modi
fier of+2, or no modifier. Using a shield increases your
Arms, Armor, Gear. As a general rule, weapons, Armor Class.
armor, and other equipment fetch halftheir cost when Speed: Some armor lowers your speed. Reduce
sold in a market. Weapons and armor used by monsters, your speed by the given amount.
however, are rarely in good enough condition to sell. Stealth Disadvantage: Some armor makes it diffi
cult to hide. When you are wearing such armor, you have
Magic Items. Selling magic that you find as loot disadvantage on any check you make to hide or move
is problematic. Finding someone to buy a potion or silently. See “How to Play” for rules concerning stealth.
a scroll isn’t too hard, but other items are out of the Weight: The armor’s weight.
realm ofmost but the wealthiest nobles. Likewise,
aside from a few common magic items, you won’t nor- \
mally come across magic items or spells to purchase.
In other words, the value ofmagic is far beyond simple ,EL191
gold and should always be treated as such.
ARMOR AND SHIELDS
Armor and shields protect you against the myriad strikes,
stabs, and crushing blows faced during any expedition.
Your class determines what types ofarmor you can wear
as well as whether you can use shields. The Armor table
summarizes the benefits gained from wearing armor.
Armor Categories
All forms ofarmor fall into one ofthe four following
categories.
Light Armor. Made from lightweight materials,
light armor favors agile adventurers since it offers
some protection without sacrificing any mobility.
Medium Armor. Medium armor relies more on
metal components to improve its defensive qualities,
but such materials can weigh the wearer down.
Heavy Armor. Ofall the armor categories, heavy
armor offers the best protection. These suits of armor
cover the entire body and are designed to stop a wide
range ofattacks. Only proficient warriors can manage
their weight and bulk.
Shield. A shield provides additional protection
above and beyond what armor offers. Additionally,
shields can be used as weapons in combat.
ARMOR Price Armor Class (AC) Speed Stealth Weight
Armor
Light Armor 5 gp 11 + Dex modifier — Disadvantage 5 lb.
10 gp 11 + Dex modifier — 8 lb.
Padded armor 500 gp 12 + Dex modifier — — 15 lb.
Leather armor 5,000 gp 13 + Dex modifier — — 10 lb.
Dragon leather —
Mithral shirt
Medium Armor 10 gp 12 + Dex modifier (max 2) — Disadvantage 10 lb.
Hide armor 25 gp — 13 lb.
Studded leather 50 gp 13 + Dex modifier(max 2) — Disadvantage 45 lb.
Scale mail 500 gp 14 + Dex modifier (max 2) — 20 lb.
Studded dragon leather 500 gp 14 + Dex modifier (max 2) — 50 lb.
Dragon scale 5,000 gp 1 5 + Dex modifier (max 2) — 25 lb.
Mithral scale 1 5 + Dex modifier (max 2)
Heavy Armor 30 gp 14 —5 feet Disadvantage 22 lb.
Ring mail 75 gp 16 -5 feet Disadvantage 55 lb.
Chain mail 500 gp 17 -5 feet Disadvantage 50 lb.
Splint 750gp 17 — Disadvantage 55 lb.
Banded 5,000 gp 18 -5 feet Disadvantage 110 lb.
Plate 6,000 gp 18 — Disadvantage 40 lb.
Mithral plate
Shield lOgp +2 8 lb.
Shield
: Getting Into and Out of Armor Descriptions
•‘ Armor
The types ofarmor found on the Armor table are
— The time it takes to don or remove armor depends on described here, along with any special properties they
the armor’s category. each possess.
* .—
—. Don. This is the time it takes to put on armor. You Banded. This armor is made ofoverlapping strips
benefit from the armor’s AC only ifyou take the full ofmetal sewn to a backing ofleather and chain mail.
-—.“ time to don the suit of armor. The strips cover vulnerable areas; the chain mail and
— leather protect the joints while providing freedom of
Remove. This is the time it takes to take off armor. movement. Straps and buckles distribute the weight
Ifyou have help, reduce this time by half. evenly, making it easier to move around in this armor.
This suit includes a helmet and gauntlets.
DONNING AND REMOVING ARMOR
Chain Mail. Made ofinterlocking metal rings,
Category Don Remove chain mail includes a layer ofquilted fabric worn
underneath the mail to prevent chafing and to cushion
Light Armor 1 minute 1 minute the impact ofblows. Several layers ofmail hang over
vital areas. Most ofthe armor’s weight hangs from the
Medium Armor 5 minutes 1 minute shoulders, making the armor uncomfortable to wear
for long periods. The suit includes gauntlets.
Heavy Armor 1 0 minutes 5 minutes
Dragon Leather. This leather armor is made from
Armor Proficiency the hide ofa dragon. It is extremely supple yet far
more durable than standard leather armor.
Anyone can put on a suit ofarmor or strap a shield to
an arm. Only those proficient in armor’s use know how Dragon Scale. This suit ofscale armor is made
to use it effectively. Ifyou put on armor that you cannot from a dragon’s scales rather than metal, granting it
use, you have disadvantage on checks, saving throws, superior protective capabilities and flexibility.
and attack rolls that involve Strength or Dexterity.
Hide. This crude armor consists ofthick furs and
hides. It is commonly worn by barbarian tribes, evil
humanoids, and other folk who lack access to the tools
and materials needed to create better armor.
ZE 192 ARMOR AND SHIELDS
.
Scale Mail. This armor consists ofa coat and leg-
gings (and perhaps a separate skirt) ofleather covered
with overlapping pieces ofmetal, much like the scales
ofa fish. The suit includes gauntlets.
Shield. Shields are carried in one hand, and they
offer modest protection against projectiles and melee
attacks alike.
Splint. This armor is made ofnarrow vertical strips
ofmetal riveted to a backing ofleather that is worn over
cloth padding. Flexible chain mail protects the joints.
Studded Leather. Made from tough but flexible
leather (not hardened leather, as with normal leather
armor), studded leather is reinforced with close-set
rivets or spikes.
Studded Dragon Leather. This is a suit of studded
leather crafted from the tough hide ofa dragon.
Leather. The breastplate and shoulder protectors of WEAPONS .
this armor are made ofleather that has been stiffened
by being boiled in oil. The rest ofthe armor is made of Few adventurers have much luck or success in their 7
softer and more flexible materials. endeavors without a trusted weapon. Your class
grants proficiency with certain weapons, reflecting -
Mithral Plate. This suit ofplate armor is crafted both your class’s focus and the tools you are most
from mithral. It is easy to move in compared to other likely to use. Whether you favor a long sword or a
sorts ofmetal armor. The dwarves sometimes gift this longbow, your weapon and your ability to wield it
armor to their most trusted allies. effectively can mean the difference between life and
death while adventuring.
Mithral Shirt. This extremely light chain shirt
is made ofvery fine mithral links. The armor is light Weapon Proficiency
enough to wear under normal clothing. It is most com
monly crafted by elves. Ifyou make an attack roll using a weapon with which
you lack proficiency, you make the attack roll with
Padded. Padded armor consists ofquilted layers disadvantage.
ofcloth and batting. It is heavier and less supple than
leather armor. Weapon Categories
Plate. Consisting ofshaped and fitted metal plates Each weapon falls into one ofthe following categories,
riveted and interlocked to cover the entire body, a which are broad groups that share certain key traits.
suit ofplate includes gauntlets, heavy leather boots, Your class determines what weapons you can use.
a visored helmet, and thick layers ofpadding that is
worn underneath the armor. Buckles and straps dis Simple Weapons. Most people can use simple
tribute the weight over the body. Each suit of plate weapons with proficiency. These weapons include
must be individually fitted to its owner by a master clubs, maces, and other weapons commonly found in
armorsmith, although a suit gained from another the hands of commoners.
can be resized to fit a new owner for halfthe armor’s
market price. Martial Weapons. Most warriors use martial
weapons because these weapons best use their fighting
Ring Mail. This armor is leather armor with heavy style and training.
rings sewn into the material. The rings help reinforce
the armor against blows from swords and axes. Ring Using the Weapon Table
mail is typically considered inferior to chain mail, but it
is still worn by those who cannot afford better armor. The most common weapons in the game are presented
on the Weapons table. Each weapon has the following
characteristics.
Name: The weapon’s name.
Price: The weapon’s typical market price.
Damage: When you attack and hit with the
weapon, you deal the indicated damage plus any .
bonuses and magic bonuses that apply. The type of
damage dealt by the weapon is also noted here.
— I 93
I LI
J- .— -. Finesse: When making an attack with a finesse
weapon. you can use your choice ofyour Strength or
Dexterity modifier with your attack and damage rolls.
Heavy: A heavy weapon’s size and bulk make it too large
for a Small creature to use effectively. Small creatures have
disadvantage on all attacks made with heavy weapons.
HLJ 8hLti: A light weapon is small and easy to handle,
making it ideal for use when fighting with two
weapons.
Loading: Because ofthe time required to load this
weapon, you can fire only one piece of ammunition
from it when you use an action or reaction to fire it.
Mounted: You have disadvantage when you use a
mounted weapon to attack a target within S feet of you.
z: Weight: The weapon’s weight. Also, a mounted weapon requires two hands to wield
Properties: Ifthe weapon has any properties,
— they’re noted in this column. when you are unmounted.
— Ammunition: You can use a weapon that has the
— ammunition property to make a ranged attack only Range: A weapon that can be used to make a ranged
ifyou have ammunition to launch from the weapon.
- Each time you attack with the weapon, you expend attack has a range in parentheses after the prop-
— one piece ofammunition. At the end ofthe battle, you
can recover halfyour expended ammunition by taking erty that describes how the weapon is used to make
,—. a minute searching the battlefield.
,- Ifyou employ such a weapon to make a melee a ranged attack. The range lists two numbers. The
attack, you use the weapon as an improvised weapon.
-P----— A sling must be loaded to deal any damage when used first is the weapon’s normal range, in feet, and the
in this way.
;=r second indicates the weapon’s maximum range. When
--
attacking enemies beyond normal range, you have dis
advantage on attack rolls.
Reach: When you attack with this weapon, your
reach increases by S feet.
Special: A special weapon has unusual rules govern-
ing its use.
Thrown: Ifthe weapon has the thrown property,
you can throw the weapon at a target to make a
ranged attack. You use your Strength modifier for the
ranged attack roll and damage roll, rather than your
— --- Dexterity modifier. You can also use
(C NjNv// \ the weapon to make melee attacks.
I’
Two-Handed: This weapon requires
two hands to use.
Versatile: This weapon can be used
with one or two hands. The damage -
value in parentheses after the ver- ‘
satile property is the damage when
\ * the weapon is used with two hands.
“ I\ Small creatures must use these weap
ons two-handed.
- . ‘‘
-11I\
Improvised Weapons —-=- -—--
Any object can serve as a weapon, even ifit wasn’t — Halberd —)-;—--;
designed for such use. An improvised weapon can be - Glaive
any object you can wield in one or two hands, such as Pole axe r
broken glass, a table leg, a frying pan, a wagon wheel, —-
or a dead goblin.
-o----- Sputum
In many cases, an improvised weapon is similar Partisan
to an actual weapon, and can be treated as such. For - Fauchard
example, a table leg is akin to a club. At the DM’s dis Vaulge
cretion, a character proficient with a weapon can use a
comparable object as ifit were that weapon. 8db :•
Lucern hammer
Typically, an object that bears no resemblance to
an actual weapon deals 1d4 damage, or 1d6 ifit is Military fork
wielded with two hands. The damage type is appro
priate to the object. The DM might assign a different --
damage type based on the object used.
Spear
Silvered Weapons gardiche
Some monsters have a special vulnerability to silver Deoc y:W’ cs
weapons, so many adventurers invest the extra coin to
silver the weapons they wield. You can silver a single WeO%’° WtSorY1t.
weapon or 10 pieces ofammunition for 100 gp. This
cost represents not only the price ofthe silver, but the 1oqeex W°° Ws ys
time and expertise needed to add silver to the weapon
without making it less effective. ‘ t’*Se.
Special Weapons 7
Weapons with special rules are described here. _1-r_r. .
Blowgun. A blowgun requires needles as ammuni
‘—--
tion. As part ofthe action used to load a blowgun, you
can apply poison to the needle loaded into it.
Bolas. A Large or smaller creature hit by a bolas
must succeed on a DC 10 Dexterity saving throw or be
restrained by it. A creature can break free ofthe bolas
by using its action to make a DC 10 Strength check or
by dealing 5 slashing damage to the bolas. Formless
creatures are immune to this effect.
Halberd. A halberd consists ofa long spike, an
attached axe blade on a long pole, and a hook on the back
ofthe axe blade. The hook is designed to pull mounted
enemies from their mounts. Ifyou deal damage to a crea
ture with the halberd, the creature must succeed on a
Strength saving throw or fall prone. The DC ofthe check
is equal to your attack roll result.
Net. When you attack with a net, you target a point
in space. All Large or smaller creatures within S feet of
that point must succeed on a DC 10 Dexterity saving
throw or be restrained by the net. A creature can
break free ofthe net by using its action to make a DC
10 Strength check or by dealing S slashing damage to
the net. Formless creatures are immune to this effect.
Spiked Shield. A spiked shield counts as a shield,
granting the shield’s normal +2 bonus to AC.
Whip. You use your Dexterity modifier on attack
rolls with a whip, but you use no ability modifier on
damage rolls with the whip.
WEAPONS
-- -- WEAPONS Price Damage Weight Properties
Name
r—__ Simple Melee Weapons 1 gp 1d4 bludgeoning 1 lb. Light
1 sp 1d4 bludgeoning 3 lb. Light
Gauntlet 2 gp 1d4 piercing 1 lb. Finesse, light, thrown (range 30/1 20)
Club 2 sp 1d8 bludgeoning 10 lb. Two-handed
Dagger 5 sp 1d6 piercing 4lb. Thrown (range 30/1 20)
Great club 5 gp 1d6 bludgeoning 4 lb.
Javelin 2 sp 1d6 bludgeoning 4 lb. Two-handed
Mace 1 gp 1d4 slashing 2 lb. Light
Quarterstaff 1 gp 1d6 piercing 4 lb. Thrown (range 20/60), versatile (1d8
Sickle piercing)
Spear
Unarmed strike — 1 bludgeoning
Simple Ranged Weapons 25gp ld8piercing 6lb. Ammunition (range 80/320), loading,
Crossbow, light two-handed
1 lb. Finesse, thrown (range 30/1 20)
Dart 5 cp each 1d4 piercing 2 lb. Ammunition (range 80/320), two-handed
Shortbow 25gp 1d6 piercing 1/2 lb. Ammunition (range 30/1 20)
Sling 1 sp 1d4 bludgeoning
,- Martial Melee Weapons 10 gp 1d8 slashing 5 lb. Heavy, reach, two-handed
Battleaxe 10 gp 1d8 bludgeoning 6 lb. Heavy, two-handed
-- Flail 10 gp idlO slashing 9 lb. Heavy, two-handed
Glaive 30 gp 1d12 slashing 10 lb. Heavy, reach, two-handed, special
- Great axe 50 gp 1d12 slashing 7 lb. Light, thrown (range 20/60)
Great sword lOgp 1d8 piercing 6 lb. Mounted, reach
—-—— Halberd 1d6 slashing 3 lb. Light, thrown (range 20/60)
— Handaxe 5 gp 1d12 piercing 8 lb. Versatile (idlO slashing)
Lance 10 gp 1d6 bludgeoning 3 lb. Heavy, two-handed
Light hammer 1d8 slashing 4 lb.
Long sword 2 gp 1d12 bludgeoning 10 lb. Reach, two-handed
Maul 15 gp 1d8 piercing 5 lb. Finesse
Morningstar lOgp 1d8 piercing 5 lb. Finesse
Pike l5gp 1d8 piercing 2 lb. Finesse, light
Rapier 1d6 slashing 3 lb. Reach, two-handed
Scimitar 5gp 1d6 piercing 2 lb. Light, special
Short sword 25 gp 1d8 piercing 2 lb.
Spiked chain 25 gp 1d6 piercing 10 lb. Light, reach, special
Spiked shield 10 gp 1d8 piercing 5 lb.
Trident l5gp 1d8 piercing 4 lb.
War pick 1d8 bludgeoning 4 lb.
Warhammer 8gp 1d4 slashing 3 lb.
Whip 5 gp
5gp
15 gp
2 gp
Martial Ranged Weapons lOgp 1 piercing 2 lb. Ammunition (range 30/90), loading, special
Blowgun 2 gp 1 bludgeoning 1 lb. Special, thrown (range 30/90)
Bolas 1d6 piercing 3 lb. Ammunition (range 30/120), loading
Crossbow, hand 75 gp idlO piercing 19 lb. Ammunition (range 1 00/400), loading,
Crossbow, heavy 50 gp two-handed
2 lb. Ammunition (range 150/600), heavy,
Longbow 5Ogp 1d8 piercing two-handed
3 lb. Special, thrown (range 20/60)
Net 1 gp None
ADVENTURING GEAR Antitoxin. A living creature that drinks this liquid
gains poison resistance and advantage on saving
This section describes common gear available throws against poison for 1 hour.
to adventurers. Items that have special rules are
described below. Artisan’s Tools. These special tools include the
items needed to pursue a trade. A creature proficient
Acid. As an action, you can splash acid onto a crea with these tools can create an item from the equip-
ture within 5 feet ofyou or throw it up to 20 feet. Make a ment lists that is neither an alchemical, masterwork,
ranged attack. On a hit, the target takes 1d4 acid damage. or magic item nor an item that requires proficiency
Ifpoured on metal, the metal takes 1d4 acid damage at to use. To make an item, a proficient creature must
the start ofeach ofyour turns for 1d4 rounds. pay 50 percent ofthe item’s cost in raw materials and
devote 2d4 days crafting the item.
Adventurer’s Kit. This pack has the basics that an
adventurer needs to get along in the wilderness. The Backpack. This leather pack is carried on the back
kit includes a backpack, a healer’s kit, a mess kit, 50 and has straps to secure it. It can hold up to 1 cubic
feet ofhempen rope, a tinderbox, ten torches, ten days foot of material.
ofrations, and a waterskin.
Abacus. An abacus is a rectangular frame with
Alchemist’s Fire. This sticky, adhesive fluid beads sliding on rows ofwires. A person proficient
ignites when exposed to air. As an action, you can with an abacus can use it as a tool for calculating sums
splash alchemist’s fire onto a creature within 5 feet of and other operations that combine numbers.
your or throw it up to 20 feet. Make a ranged attack.
On a hit, the target takes 1d4 fire damage at the start Ball Bearings. You can spill the contents of the
ofeach ofits turns. A creature can end this damage by packet or pouch to spread tiny metal balls across the
using its action to make a DC 11 Dexterity check to floor. A creature moving across an area covered with
extinguish the flames. ball bearings must succeed on a DC 11 Dexterity
saving throw or fall prone. A creature that notices the
Ammunition. Bows require arrows: crossbows ball bearings can move at halfspeed through the area
require bolts, slings require bullets, and blowguns to avoid falling prone. A single pouch ofball bearings
require needles. covers a 10-foot-square area.
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ADVENTURINGGEAR
I
— ADVENTURING GEAR Price Weight Lamp, common 5 sp 1 lb.
Item 2 gp 2 lb. Lantern,bullseye lOgp 31b.
— Abacus 25 gp 1 lb. Lantern, hooded 2 lb.
Acid (flask) 9 gp Lock 5 gp 1 lb.
— Adventurer’s kit 50 gp 38 lb. Magnifyingglass 10 gp
Alchemist’s fire (flask) 1 lb. Manacles 100 gp —
— Ammunition 1 gp Mess kit
1 gp 3 lb. Mirror, small, steel 2 gp 2 lb.
— “ Arrows (20) 4 cp 3 lb. Musical instrument 1 sp 1 lb.
. Bolts (20) 1 gp 2 lb. Oil (1 -pint flask) 5 gp 1/2 lb.
Bullets (20) 50 gp 1 lb. Orb 5 gp 3 lb.
— Needle(50) 5 gp Paper (sheet) 1 sp 1 lb.
Antitoxin (vial) 2 gp — Parchment (sheet) lOgp 2 lb.
—— Artisan’s tools 1 gp Pick, miner’s 2 sp
— Backpack (empty) 1 gp 5 lb. Piton 1 sp —
Ball bearings(100) 1 gp 2 lb. Playing Cards 5 sp
— Bedroll 5 sp 1 lb. Poison, basic (vial) 5 cp —
Bell 1 gp 5 lb. Pole (10-foot) 10 sp
- Blanket, winter 5 cp Pot, iron 100 gp 1 0 lb.
Block and tackle 1 gp — Potion o8fhealin 5 cp 1/2 lb.
.. Bucket (empty) 1 cp Pouch, belt (empty) 1 sp 1/10 lb.
Caltrops 1 gp 3 lb. Ram, portable 50 gp
c— Candle, tallow 5 gp 5 lb. Rations (1 day) 1 gp —
Case, map or scroll 1 cp 2 lb. Robes 1 gp
— Chain (10 feet) 25 gp 2 lb. Rod 1 sp 8 lb.
Chalk (1 piece) 5 sp 1/10 lb. Rope, hempen (50 feet) 1 gp 10 lb.
Climber’s kit 5 gp 1 lb. Rope, silk (50 feet) 1 0 gp
Clothes, common 1 5 gp 5 lb. Sack 1 gp 1 lb.
Clothes, costume 2 gp Scale, merchant’s 1 0 gp 1 lb.
Clothes, fine 25 gp — Sealing wax 1 cp 20 lb.
Clothes, traveler’s 50 gp Signal whistle 5 gp 1 lb.
Component pouch 2 sp 5 lb. Signet ring 5 sp 4 lb.
Consecration kit lOsp 3 lb. Sledge 5 cp 2 lb.
Crowbar 25 gp 4 lb. Soap 5 gp 10 lb.
Dice 1 gp 6 lb. Spade or shovel 5 sp 5 lb.
Disguise kit 2 cp 4 lb. Spellbook (blank) 2cp 1/2 lb.
Fishing tackle 2 gp 2 lb. Spike, iron (1 0) 5 sp 1 lb.
Flask (clay) 2 sp 2 lb. Spyglass 75 gp 1 lb.
Grappling hook 5 gp 5 lb. Staff 2 cp
Hammer, basic 5 gp Tent 1,000 gp —
Healer’s kit 25 gp — Thieves’ tools 10 gp
Holy symbol 5 gp Tinderbox 2 gp —
Holy water (flask) 5 gp 8 lb. Tome 25 gp
Hourglass 1 0 gp 4 lb. Torch 5 sp 10 lb.
Huntingtrap 2 cp Vial 25 gp 1 lb.
Ink (1 -ounce vial) 2 cp — Wand 1 cp 8 lb.
Ink pen 1 sp Waterskin (full) 1 gp 3 lb.
Jug (clay) 4 lb. Whetstone 10 gp 5 lb.
Ladder (1 0-foot) 2 lb. 2 sp 1 lb.
1 lb. 1 cp 4 lb.
— 20 lb.
1 lb.
1 lb. 1 lb.
1 lb. 5 lb.
15 lb. 1 lb.
— —
— 1/2 lb.
4 lb.
9 lb. 1 lb.
20 lb.
Bedroll. Adventurers often don’t know where Bucket. A serviceable wooden bucket can hold or
they’re going to sleep. A bedroll is bedding and a blan- carry up to 1 cubic foot of material.
ket thin enough to be rolled up and tied.
Caltrops. These large metaljacks have sharpened
Blanket, Winter. A heavy blanket perfect for keep- points, rather than balls, on the ends oftheir arms.
ing warm or to deaden the sound ofbreaking glass. When scattered across the ground, they always land
with a point up, so creatures have to move slowly to
Block and Tackle. A creature proficient with this avoid them. A single bag ofcaltrops covers a 5-foot-
square area. Any creature that enters the area must
set ofpulleys can lift up to four times the weight he or
she is normally able to lift.
ADVENTURING GEAR
make a DC 13 Dexterity saving throw. On a failed Disguise Kit. A
saving throw, the creature takes 1 piercing damage bag ofcosmetics, hair
and a -10 foot penalty to speed until it regains this dye, and small physi
hit point. A creature moving through the area at half cal props. To create a
speed doesn’t need to make the saving throw. believable disguise, you
must be proficient with
Candle. A candle provides dim light in a 5-foot this kit and expend a
radius and burns for 1 hour. use ofit. A disguise kit
has ten uses. Anyone
Chain. A chain has 10 hit points. It can be burst trying to see through
with a DC 19 Strength check. your disguise contests a
Wisdom check against
Climber’s Kit. A climber’s kit includes special your Charisma check.
pitons, boot tips, gloves, and a harness that aids in
climbing. When using a climber’s kit, a proficient crea Fishing Tackle.
ture gains a +2 bonus to checks made to climb. This kit includes a
birchwood rod, silken line, corkwood bobbers, steel
Component Pouch. A component pouch (some hooks, lead sinkers, velvet lures, and narrow netting.
times called a hex bag) is a bag ofleather or burlap
that holds a variety ofspell material components. Flask. A clay container fitted with a tight stopper, a
Component pouches used as a focus for magic contain flask can hold 1 pint of fluid.
exotic components such as a dragon blood, vampire
tears, and troll teeth. Grappling Hook. You can use a grappling hook to
anchor a rope in place.
Consecration Kit. This satchel contains holy salts,
empty flasks, consecrated candles, purified herbs, Healer’s Kit. It is the perfect tool for healing,
and a holy tract, all components necessary to create containing bandages, salves, and splints. The kit has
holy water. To create a flask ofholy water, you must be ten uses. Expending a use gives you advantage on a
proficient with this kit, expend a use ofit during a 10 Wisdom check to administer first aid. Alternatively,
minute ceremony, and provide the water. A consecra you can use your action to tend to a creature that has
tion kit has ten uses. 0 hit points. Doing so expends a use from your kit and
restores 1 hit point to the creature.
Crowbar. A crowbar grants a +2 bonus to Strength
checks made to lever closed objects open.
Dice. Dice are small polyhedral objects carved of
bone or wood. The most common dice are cubes of
six sides, but dice with more or less sides are common.
Dice are meant to be thrown so they come to rest show-
ing a random face. Each face is etched or painted with
a symbol or number. Many games can be played using
dice, including several games ofchance. Proficient crea
tures who play one ofthese games ofchance against
opponents who are not proficient have an advantage on
any ability checks made to resolve game-related contests.
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