The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.
Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by jensenkaj15, 2022-03-13 18:36:46

D&D 5e Player's Handbook

D&D 5e Player's Handbook

or spell. This spell d oesn ’t protect the w arded creature
from area effects, such as the explosion o f a fireball.

If the warded creature makes an attack or casts a spell
that affects an enemy creature, this spell ends.

Scorch in g R ay
2nd-level evocation

Casting Time: 1 action
Range: 120 feet
Com ponents: V, S
Duration: Instantaneous

You create three rays o f fire and hurl them at targets
w ithin range. You can hurl them at on e target or several.

M ake a ranged spell attack for each ray. On a hit, the
target takes 2d6 fire damage.

A t H igher L evels. W h en you cast this spell using a
spell slot o f 3rd level or higher, you create one additional
ray for each slot level above 2nd.

Sc r y in g
5th-level divination

Casting Time: 10 minutes
Range: Self
Components: V, S, M (a focu s w orth at least 1,000 gp,

such as a crystal ball, a silver mirror, or a font filled
with holy water)
Duration: Concentration, up to 10 minutes

You can see and hear a particular creature you choose
that is on the sam e plane o f existence as you. The target
must make a W isdom saving throw, which is modified
by how well you know the target and the sort of physical
con n ection you have to it. If a target k n ow s you're
castin g this spell, it can fail the saving th row voluntarily
if it w ants to be observed.

Knowledge Save Modifier
Secondhand (you have heard of the target) +5
Firsthand (you have met the target) +0
Familiar (you know the target well) -5

Connection Save Modifier
Likeness or picture -2
Possession or garment -4
Body part, lock of hair, bit of nail, or the like -10

On a successful save, the target isn’t affected, and you
ca n ’t use this spell against it again for 24 hours.

On a failed save, the spell creates an invisible sensor
within 10 feet of the target. You can see and hear through
the sensor as if you w ere there. The sensor m oves with
the target, rem ainin g w ithin 10 feet o f it for the duration.
A creature that can see invisible objects sees the sensor
as a lu m in ou s orb about the size o f your fist.

Instead of targeting a creature, you can choose a
location you have seen before as the target o f this spell.
W h en you do, the sen sor appears at that location and
d o e s n ’t m ove.

Se a r in g Sm ite som eone w ho reaches out to touch you w ould bump into
1st-level evocation you w hile it w as seem in gly still in midair.

Casting Time: 1 bonus action A creature can use its action to inspect a target and
Range: Self make an Intelligence (Investigation) check against your
Components: V spell save DC. If it su cceed s, it b e c o m e s aw are that the
Duration: Concentration, up to 1 minute target is disguised.

T h e next tim e you hit a creature with a m elee w eapon Se n d in g
attack during the spell’s duration, your w eapon flares 3rd-level evocation
with white-hot intensity, and the attack deals an extra
1d6 fire dam age to the target and causes the target to Casting Time: 1 action
ignite in flam es. At the start o f each o f its turns until Range: Unlimited
the spell ends, the target must make a Constitution Components: V, S, M (a short p iece o f fine co p p e r w ire)
saving throw. On a failed save, it takes 1d6 fire dam age. Duration: 1 round
On a successful save, the spell ends. If the target or a
creature w ithin 5 feet o f it u ses an action to put out the You send a short m essage o f twenty-five w ords or
flames, or if som e other effect douses the flam es (such less to a creature with which you are familiar. The
as the target being subm erged in water), the spell ends. creature hears the m essa ge in its m ind, recog n izes
you as the sen der if it k n ow s you, and can an sw er in a
A t H igher L evels. W h en you cast this spell using a like manner immediately. The spell enables creatures
spell slot o f 2nd level or higher, the initial extra dam age with Intelligence s c o r e s o f at least 1 to understand the
dealt by the attack increases by 1d6 for each slot meaning of your message.
level above 1st.
You can send the m essage across any distance and
See In v is ib il it y even to other planes o f existence, but if the target is on a
2nd-level divination different plane than you, there is a 5 percent chance that
the m essa ge d oesn ’t arrive.
Casting Time: 1 action
Range: Self Se q u este r
Components: V, S, M (a pinch o f talc and a sm all 7th-level transmutation

sprinkling o f pow dered silver) Casting Time: 1 action
Duration: 1 hour Range: Touch
Components: V, S, M (a p ow der co m p o s e d o f diam ond,
For the duration, you see invisible creatures and objects
as if they w ere visible, and you can see into the Ethereal em erald, ruby, and sapphire dust w orth at least 5 ,0 0 0
Plane. Ethereal creatures and objects appear ghostly gp, which the spell consum es)
and translucent. Duration: Until dispelled

Se e m in g By means of this spell, a willing creature or an object
5th-level illusion can be hidden away, safe from detection for the
duration. W hen you cast the spell and touch the target,
Casting Time: 1 action it b e c o m e s invisible and can ’t be targeted by divination
Range: 30 feet spells or perceived through scrying sensors created by
Components: V, S divination spells.
Duration: 8 hours
If the target is a creature, it falls into a state o f
This spell allow s you to change the appearance o f any su sp ended anim ation. Tim e ce a se s to flow for it, and it
num ber o f creatures that you can see within range. You d oesn ’t grow older.
give each target you ch oose a new, illusory appearance.
An unwilling target can make a Charisma saving throw, You can set a condition for the spell to end early.
and if it su cceed s, it is unaffected by this spell. T h e condition can b e anything you ch o o s e , but it
must occu r or be visible within 1 mile o f the target.
The spell disguises physical appearance as well as Exam ples include “after 1,000 years” or “w hen the
clothing, armor, w eapons, and equipment. You can make tarrasque awakens.” This spell also ends if the target
each creature seem 1 foot shorter or taller and appear takes any damage.
thin, fat, or in betw een . You ca n ’t change a target’s body
type, so you must ch oose a form that has the sam e Sh apech an g e
basic arrangement o f limbs. Otherwise, the extent of 9th-level transmutation
the illusion is up to you. The spell lasts for the duration,
u n less you u se your action to d ism iss it sooner. Casting Time: 1 action
Range: Self
The changes w rought by this spell fail to hold up to Components: V, S, M (a ja de circlet w orth at least 1,500
physical inspection. For example, if you use this spell
to add a hat to a creatu re’s outfit, objects pass through gp, which you must place on your head before you
the hat, and anyone w h o tou ches it w ou ld feel nothing cast the spell)
or w ou ld feel the creatu re’s head and hair. If you use Duration: Concentration, up to 1 hour
this spell to appear thinner than you are, the hand of
You assum e the form o f a different creature for the
duration. The new form can be o f any creature with
a challenge rating equal to your level or lower. The

creature can’t be a construct or an undead, and you Sh ie l d
m ust have seen the sort o f creature at least on ce. You 1st-level abjuration
transform into an average exam ple o f that creature, one
w ithout any cla ss levels or the S p ellcastin g trait. Casting Time: 1 reaction, which you take w hen you are
hit by an attack or targeted by the magic m issile spell
Your gam e statistics are replaced by the statistics
of the chosen creature, though you retain your Range: Self
alignment and Intelligence, W isdom , and Charisma Components: V, S
scores. You also retain all o f your skill and saving Duration: 1 round
th row proficiencies, in addition to gaining th ose o f the
creature. If the creature has the sam e proficiency as you An invisible barrier of m agical force appears and
and the bonus listed in its statistics is higher than yours, protects you. Until the start o f your next turn, you have a
u se the creatu re’s bon u s in place o f yours. You ca n ’t use +5 bonus to AC, including against the triggering attack,
any legendary actions or lair actions o f the new form. and you take no dam age from magic missile.

You assu m e the hit poin ts and Hit D ice o f the new S h i e l d o f Fa i t h
form. When you revert to your normal form, you 1st-level abjuration
return to the num ber o f hit points you had b efore you
transformed. If you revert as a result o f dropping to Casting Time: 1 bonus action
0 hit points, any excess dam age carries over to your Range: 60 feet
norm al form. A s long as the excess dam age d oesn ’t Components: V, S, M (a sm all parchm ent with a bit o f
reduce your n orm al form to 0 hit points, you aren’t
knocked unconscious. holy text w ritten on it)
Duration: Concentration, up to 10 minutes
You retain the benefit o f any features from your class,
race, or other source and can use them, provided that A shim m ering field appears and surrounds a creature
your new form is physically capable o f doing so. You o f your ch oice within range, granting it a +2 bon u s to AC
can’t use any special sen ses you have (for example, for the duration.
darkvision) unless your new form also has that sense.
You can only speak if the creature can normally speak. Sh il l e l a g h
Transmutation cantrip
W hen you transform, you choose whether your
equipm ent falls to the ground, m erges into the new Casting Time: 1 bonus action
form , or is w orn by it. W orn equipm ent fu nction s as Range: Touch
norm al. The D M determ ines w hether it is practical for Components: V, S, M (m istletoe, a sh a m rock leaf, and a
the new form to w ear a piece of equipment, based on
the creatu re’s shape and size. Your equipm ent d oesn ’t club or quarterstaff)
change shape or size to match the new form, and any Duration: 1 minute
equipm ent that the new form can’t w ear must either fall
to the ground or m erge into your new form. Equipment The w o o d of a club or quarterstaff you are holding is
that m erges has no effect in that state. im bued with nature’s pow er. For the duration, you can
use your spellcasting ability instead o f Strength for
D uring this sp ell’s duration, you can u se your action to the attack and damage rolls of melee attacks using
assum e a different form follow ing the sam e restrictions that w eapon , and the w eapon 's dam age die b e co m e s
and rules for the original form, with one exception: if a d8. T h e w eap on also b e c o m e s m agical, if it isn’t
your n ew form has m ore hit points than your current already. T h e spell ends if you cast it again or if you let go
one, your hit points rem ain at their current value. of the weapon.

Sh a t t e r Sh o c k in g G rasp
2nd-level evocation Evocation cantrip

Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Touch
Components: V, S, M (a chip o f m ica) Components: V, S
Duration: Instantaneous Duration: Instantaneous

A sudden loud ringing noise, painfully intense, erupts Lightning springs from your hand to deliver a shock to
from a point of your choice within range. Each creature a creature you try to touch. Make a melee spell attack
in a 10-foot-radius sphere centered on that point must against the target. You have advantage on the attack roll
make a Constitution saving throw. A creature takes if the target is w earin g arm or m ade o f metal. On a hit,
3d8 thunder dam age on a failed save, or half as much the target takes 1d8 lightning dam age, and it ca n ’t take
damage on a successful one. A creature made of reaction s until the start o f its next turn.
inorganic material such as stone, crystal, or metal has
disadvantage on this saving throw. The spell’s dam age in creases by 1d8 w hen you reach
5th level (2d8), 11th level (3d8), and 17th level (4d8).
A nonm agical object that isn’t being w orn or carried
also takes the dam age if it’s in the spell's area. Sil e n c e
2nd-level illusion (ritual)
A t H igher L evels. W hen you cast this spell using a
spell slot of 3rd level or higher, the dam age increases by Casting Time: 1 action
1d8 for each slot level above 2nd. Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes

For the duration, no sound can be created within or If the sim u lacru m is dam aged, you can repair it in an
pass through a 20-foot-radius sphere centered on a alchem ical laboratory, using rare herbs and minerals
point you ch oose within range. Any creature or object w orth 100 gp per hit point it regains. T h e sim ulacrum
entirely inside the sphere is im m une to thunder damage, lasts until it d rops to 0 hit points, at w h ich point it
and creatures are deafened w hile entirely inside it. reverts to sn ow and melts instantly.
Casting a spell that includes a verbal com ponent is
im possible there. If you cast this spell again, any currently
active duplicates you created with this spell are
Sile n t Im age instantly destroyed.
1st-level illusion
Sleep
Casting Time: 1 action 1st-level enchantment
Range: 60 feet
Components: V, S, M (a bit o f fleece) Casting Time: 1 action
Duration: Concentration, up to 10 m inutes Range: 90 feet
Components: V, S, M (a pinch o f fine sand, ro se petals,
You create the im age o f an object, a creature, or som e
other visible phenom enon that is no larger than a 15-foot or a cricket)
cube. The im age appears at a spot w ithin range and Duration: 1 minute
lasts for the duration. The im age is purely visual; it isn't
accom panied by sound, smell, or other sensory effects. This spell sends creatures into a m agical slumber.
Roll 5d8; the total is h ow m any hit points o f creatures
You can use your action to cause the im age to m ove to this spell can affect. Creatures within 20 feet of
any spot within range. As the im age changes location, a point you c h o o s e w ithin range are affected in
you can alter its appearan ce s o that its m ovem ents a scen din g order o f their current hit points (ignoring
appear natural for the image. For example, if you create unconscious creatures).
an im age o f a creature and m ove it, you can alter the
im age so that it appears to be w alking. Starting with the creature that has the low est current
hit points, each creature affected by this spell falls
P hysical interaction with the im age reveals it to be an u nconscious until the spell ends, the sleeper takes
illusion, b eca u se things can pass through it. A creature damage, or som eone uses an action to shake or slap the
that uses its action to exam ine the im age can determine sleeper awake. Subtract each creatu re’s hit points from
that it is an illusion w ith a su ccessfu l Intelligence the total before m oving on to the creature with the next
(Investigation) check against your spell save DC. If a low est hit points. A creatu re’s hit points must b e equal
creature discern s the illusion for w hat it is, the creature to or less than the rem aining total for that creature
can see through the image. to be affected.

Sim u l a c r u m Undead and creatures immune to being charm ed
7th-level illusion aren’t affected by this spell.

Casting Time: 12 hours A t H igher L evels. W h en you cast this spell using a
Range: Touch spell slot o f 2nd level or higher, roll an additional 2d8 for
Components: V, S, M (sn ow or ice in quantities each slot level above 1st.

sufficient to m ade a life-size copy of the duplicated Sl e e t St o r m
creature; som e hair, fingernail clippings, or other 3rd-level conjuration
p iece o f that creatu re’s b od y p laced inside the sn ow
or ice; and pow dered ruby w orth 1,500 gp, sprinkled Casting Time: 1 action
over the duplicate and consum ed by the spell) Range: 150 feet
Duration: Until dispelled Components: V, S, M (a pinch o f dust and a few

You shape an illusory duplicate of one beast or drops o f water)
hum anoid that is within range for the entire casting Duration: Concentration, up to 1 minute
time of the spell. The duplicate is a creature, partially
real and form ed from ice or snow, and it can take Until the spell ends, freezing rain and sleet fall in a
actions and otherwise be affected as a normal creature. 20-foot-tall cylinder with a 40-foot radius centered on
It appears to b e the sam e as the original, but it has half a point you ch oose within range. The area is heavily
the creatu re’s hit point m axim u m and is form ed without obscured, and exposed flam es in the area are doused.
any equipment. Otherwise, the illusion uses all the
statistics o f the creature it duplicates. The ground in the area is covered with slick ice,
m aking it difficult terrain. W h en a creature enters the
The simulacrum is friendly to you and creatures you sp ell’s area for the first tim e on a turn or starts its turn
designate. It obeys your sp oken com m a n d s, m oving there, it m ust m ake a D exterity saving throw. On a failed
and acting in accordance with your w ishes and acting save, it falls prone.
on your turn in com bat. The sim ulacrum lacks the
ability to learn or b e c o m e m ore pow erful, s o it never If a creature is concentratin g in the sp ell’s area, the
in creases its level or other abilities, nor can it regain creature must make a successful Constitution saving
expended spell slots. throw against your spell save DC or lose concentration.

Slow mouth and can’t be undead. The spell fails if the corpse
3rd-level transmutation w as the target o f this spell w ithin the last 10 days.

Casting Time: 1 action Until the spell ends, you can ask the c orp se up to five
Range: 120 feet questions. The co rp s e k n ow s only what it kn ew in life,
Components: V, S, M (a drop o f m olasses) including the languages it knew. A n sw ers are usually
Duration: Concentration, up to 1 minute brief, cryptic, or repetitive, and the corpse is under no
com pulsion to offer a truthful answer if you are hostile
You alter time around up to six creatures o f your to it or it recog n izes you as an enemy. This spell d oesn ’t
choice in a 40-foot cube within range. Each target must return the creature’s sou l to its body, only its anim ating
succeed on a W isdom saving throw or be affected by spirit. Thus, the corpse can’t learn new information,
this spell for the duration. d oesn ’t com prehen d anything that has h appened since it
died, and can’t speculate about future events.
A n affected target’s sp eed is halved, it takes a - 2
penalty to AC and D exterity saving throw s, and it ca n ’t Sp e a k w it h P l a n t s
use reactions. On its turn, it can u se either an action or 3rd-level transmutation
a bon u s action, not both. R eg ardless o f the creatu re’s
abilities or m agic items, it can ’t m ake m ore than one Casting Time: 1 action
m elee or ranged attack during its turn. Range: S elf (30-foot radius)
Components: V, S
If the creature attempts to cast a spell with a casting Duration: 10 minutes
tim e o f 1 action, roll a d20. On an 11 or higher, the spell
d oesn ’t take effect until the creatu re’s next turn, and the You imbue plants within 30 feet o f you with limited
creature must use its action on that turn to com plete the sentience and animation, giving them the ability
spell. If it ca n ’t, the spell is w asted. to com m unicate with you and follow your simple
com m a n d s. You can question plants about events in the
A creature affected by this spell m akes another sp ell’s area w ithin the past day, gaining inform ation
W isd om saving throw at the end o f its turn. On a about creatures that have passed, weather, and other
su ccessfu l save, the effect ends for it. circumstances.

Spare th e D y in g You can also turn difficult terrain caused by plant
Necrom ancy cantrip growth (such as thickets and undergrowth) into ordinary
terrain that lasts for the duration. Or you can turn
Casting Time: 1 action ordinary terrain w here plants are present into difficult
Range: Touch terrain that lasts for the duration, causing vines and
Components: V, S branches to hinder pursuers, for example.
Duration: Instantaneous
Plants might be able to perform other tasks on your
Y ou touch a living creature that has 0 hit points. The behalf, at the D M ’s discretion. The spell d oesn ’t enable
creature becom es stable. This spell has no effect on plants to uproot themselves and m ove about, but they
undead or constructs. can freely move branches, tendrils, and stalks.

Sp e a k w it h A n im a l s If a plant creature is in the area, you can com m unicate
1st-level divination (ritual) with it as if you shared a co m m o n language, but you
gain no m agical ability to influence it.
Casting Time: 1 action
Range: Self T h is spell can cau se the plants created by the entangle
Components: V, S spell to release a restrained creature.
Duration: 10 minutes
Spid e r C l im b
You gain the ability to com prehend and verbally 2nd-level transmutation
com m unicate with beasts for the duration. The
knowledge and awareness of many beasts is limited Casting Time: 1 action
by their intelligence, but at m inim um , beasts can Range: Touch
give you inform ation about nearby locations and Components: V, S, M (a drop o f bitum en and a spider)
monsters, including whatever they can perceive or have Duration: Concentration, up to 1 hour
p erceived w ithin the past day. You might be able to
persu ade a beast to perform a sm all favor for you, at the Until the spell ends, one w illing creature you touch
D M ’s discretion. gains the ability to m ove up, dow n, and across vertical
surfaces and upside dow n along ceilings, while leaving
Speak w it h D ead its hands free. The target also gains a clim bing speed
3rd-level necromancy equal to its w alking speed.

Casting Time: 1 action Spik e G r o w th
Range: 10 feet 2nd-level transmutation
Components: V, S, M (burning incense)
Duration: 10 minutes Casting Time: 1 action
Range: 150 feet
You grant the sem blance o f life and intelligence to a Components: V, S, M (seven sharp thorns or seven
c orp se o f your ch oice w ithin range, allow ing it to answ er
the questions you pose. The corpse must still have a small twigs, each sharpened to a point)
Duration: Concentration, up to 10 minutes

The ground in a 20-foot radius centered on a point St a g g e r in g Sm it e
within range twists and sprouts hard spikes and thorns. 4th-level evocation
The area b ecom es difficult terrain for the duration.
W h en a creature m oves into or w ithin the area, it takes Casting Time: 1 bonus action
2d4 piercing dam age for every 5 feet it travels. Range: Self
Components: V
The transform ation o f the ground is cam ouflaged to Duration: Concentration, up to 1 minute
look natural. Any creature that ca n ’t see the area at the
time the spell is cast must make a W isdom (Perception) The next tim e you hit a creature with a m elee w eapon
check against your spell save DC to recognize the attack during this sp ell’s duration, your w eap on pierces
terrain as hazardou s before entering it. both body and mind, and the attack deals an extra
4d6 psychic damage to the target. The target must
Sp ir it G u a r d ia n s m ake a W isd om saving throw. On a failed save, it has
3rd-level conjuration disadvantage on attack rolls and ability checks, and
can't take reactions, until the end o f its next turn.
Casting Time: 1 action
Range: S elf (15-foot radius) St in k in g C l o u d
Components: V, S, M (a holy sym bol) 3rd-level conjuration
Duration: Concentration, up to 10 minutes
Casting Time: 1 action
You call forth spirits to protect you. They flit around you Range: 90 feet
to a distance of 15 feet for the duration. If you are good Components: V, S, M (a rotten egg or several skunk
or neutral, their spectral form appears angelic or fey
(your choice). If you are evil, they appear fiendish. cabbage leaves)
Duration: Concentration, up to 1 minute
W hen you cast this spell, you can designate any
n um ber o f creatures you can see to be unaffected by it. You create a 20-foot-radius sphere of yellow, nauseating
A n affected creatu re’s sp eed is halved in the area, and gas centered on a point within range. The cloud spreads
w hen the creature enters the area for the first time on around corn ers, and its area is heavily obscu red . The
a turn or starts its turn there, it m ust m ake a W isdom cloud lingers in the air for the duration.
saving throw. On a failed save, the creature takes 3d8
radiant damage (if you are good or neutral) or 3d8 Each creature that is com pletely w ithin the cloud at
necrotic dam age (if you are evil). On a successful save, the start o f its turn m ust m ake a Constitution saving
the creature takes half as much damage. throw against poison. On a failed save, the creature
spends its action that turn retching and reeling.
A t H igher L evels. W h en you cast this spell using a Creatures that don’t need to breathe or are im m une to
spell slot o f 4th level or higher, the dam age increases by poison automatically su cceed on this saving throw.
1d8 for each slot level above 3rd.
A m oderate w ind (at least 10 m iles per hour) d isperses
Sp ir it u a l W e a po n the cloud after 4 rounds. A stron g w ind (at least 20
2nd-level evocation m iles per hour) disp erses it after 1 round.

Casting Time: 1 bonus action Sto n e Sh ape
Range: 60 feet 4th-level transmutation
Components: V, S
Duration: 1 minute Casting Time: 1 action
Range: Touch
You create a floating, spectral w eapon within range that Components: V, S, M (soft clay, w hich m ust be w orked
lasts for the duration or until you cast this spell again.
W hen you cast the spell, you can make a m elee spell into roughly the desired shape o f the stone object)
attack against a creature within 5 feet of the weapon. On Duration: Instantaneous
a hit, the target takes force dam age equal to 1d8 + your
spellcasting ability modifier. You touch a stone object of Medium size or smaller or
a section o f stone no m ore than 5 feet in any dim ension
As a bonus action on your turn, you can move the and form it into any shape that suits your p u rpose. So,
w eapon up to 20 feet and repeat the attack against a for example, you could shape a large rock into a weapon,
creature w ithin 5 feet o f it. idol, or coffer, or m ake a sm all passage through a wall,
as long as the wall is less than 5 feet thick. You could
The weapon can take whatever form you choose. also shape a stone door or its fram e to seal the door
Clerics of deities w ho are associated with a particular shut. The object you create can have up to tw o hinges
w eapon (as St. Cuthbert is know n for his m ace and a latch, but finer m echanical detail isn’t possible.
and Thor for his hamm er) m ake this spell’s effect
resem ble that w eapon. St o n e sk in
4th-level abjuration
A t H igher Levels. W h en you cast this spell using a
spell slot o f 3rd level or higher, the dam age increases by Casting Time: 1 action
1d8 for every tw o slot levels above the 2nd. Range: Touch
Components: V, S, M (diam ond dust w orth 100 gp,

which the spell consum es)
Duration: Concentration, up to 1 hour

This spell turns the flesh of a willing creature you touch The target must make a W isdom saving throw. On a
as hard as stone. Until the spell ends, the target has failed save, it pu rsues the co u rse o f action you d escribed
resistance to nonm agical bludgeoning, piercing, and to the best o f its ability. T h e su ggested cou rse o f action
slashing damage. can continue for the entire duration. If the suggested
activity can be com pleted in a shorter time, the spell
St o r m o f V e n g e a n c e ends w hen the subject finishes w hat it w as asked to do.
9th-level conjuration
You can also specify conditions that will trigger a
Casting Time: 1 action special activity during the duration. For example, you
Range: Sight might suggest that a knight give her w arhorse to the
Components: V, S first beggar she m eets. If the condition isn’t met before
Duration: Concentration, up to 1 minute the spell expires, the activity isn’t perform ed.

A churning storm cloud forms, centered on a point you If you or any o f your com panions dam age the target,
can see and spreading to a radius o f 360 feet. Lightning the spell ends.
flashes in the area, thunder boom s, and strong w inds
roar. Each creature under the cloud (no m ore than 5,000 Su n be a m
feet beneath the cloud) w hen it appears must m ake a 6th-level evocation
Constitution saving throw. On a failed save, a creature
takes 2d6 thunder damage and becom es deafened Casting Time: 1 action
for 5 minutes. Range: S elf (60-foot line)
Components: V, S, M (a m agnifying glass)
Each round you maintain concentration on this spell, Duration: Concentration, up to 1 minute
the storm produces additional effects on your turn.
A beam o f brilliant light flashes out from your hand
Round 2. A cidic rain falls from the cloud. in a 5-foot-wide, 60-foot-lon g line. E ach creature in
Each creature and object under the cloud takes the line must make a Constitution saving throw. On a
1d6 acid damage. failed save, a creature takes 6d8 radiant damage and
is blinded until your next turn. On a successful save,
Round 3. You call six bolts o f lightning from the it takes h alf as m uch dam age and isn’t blinded by this
cloud to strike six creatures or objects of your choice spell. Undead and oozes have disadvantage on this
beneath the cloud. A given creature or object can’t be saving throw.
struck by m ore than one bolt. A struck creature must
make a Dexterity saving throw. The creature takes You can create a new line of radiance as your action
10d6 lightning dam age on a failed save, or half as much on any turn until the spell ends.
damage on a successful one.
F or the duration, a m ote o f brilliant radiance sh in es in
Round 4. H ailstones rain dow n from the your hand. It sheds bright light in a 30 -foot radius and
cloud. Each creature under the cloud takes 2d6 dim light for an additional 30 feet. This light is sunlight.
bludgeoning damage.
Su n b u r s t
Round 5-1 0. Gusts and freezing rain assail the 8th-level evocation
area under the cloud. The area b ecom es difficult
terrain and is heavily obscured. Each creature there Casting Time: 1 action
takes 1d6 cold dam age. R an ged w eap on attacks in Range: 150 feet
the area are im possible. The w ind and rain count as Components: V, S, M (fire and a p iece o f sunstone)
a severe distraction for the purposes o f maintaining Duration: Instantaneous
concentration on spells. Finally, gusts of strong wind
(ranging from 20 to 50 miles per hour) automatically Brilliant sunlight flashes in a 60-foot radius centered
disperse fog, mists, and sim ilar phenom ena in the area, on a point you c h o o s e w ithin range. E ach creature in
whether mundane or magical. that light must m ake a Constitution saving throw. On a
failed save, a creature takes 12d6 radiant damage and is
Su g g e s t io n blinded for 1 minute. On a su ccessfu l save, it takes h alf
2nd-level enchantment as much dam age and isn’t blinded by this spell. Undead
and oozes have disadvantage on this saving throw.
Casting Time: 1 action
Range: 30 feet A creature blinded by this spell m akes another
Components: V, M (a sn ake’s tongue and either a bit o f C onstitution saving th row at the end o f each o f its turns.
On a su ccessfu l save, it is no longer blinded.
honeycom b or a drop o f sweet oil)
Duration: Concentration, up to 8 hours This spell dispels any darkn ess in its area that w as
created by a spell.
You suggest a course o f activity (limited to a sentence
or two) and magically influence a creature you can Sw if t Q u iv e r
see within range that can hear and understand you. 5th-level transmutation
Creatures that can’t be charm ed are im m une to this
effect. The suggestion must be w orded in such a manner Casting Time: 1 bonus action
as to make the course of action sound reasonable. Range: Touch
A sking the creature to stab itself, throw itself onto Components: V, S, M (a quiver contain in g at least one
a spear, im molate itself, or do som e other obviously
harmful act ends the spell. piece of ammunition)
Duration: Concentration, up to 1 minute

You transm ute your quiver so it p rod u ces an en dless it is incapable o f m eaningful com m u n ica tion and has
supply of nonm agical ammunition, which seem s to leap disadvantage on attack rolls and ability checks.
into your hand w hen you reach for it.
Fear. Each target must make a W isdom saving throw
On each o f your turns until the spell ends, you can use and becom es frightened for 1 minute on a failed save.
a bonus action to m ake tw o attacks with a w eapon that W h ile frightened, the target d rops w hatever it is holding
uses am m unition from the quiver. Each time you make and must m ove at least 30 feet away from the glyph on
such a ranged attack, your quiver m agically replaces each of its turns, if able.
the piece o f ammunition you used with a similar piece
of nonm agical ammunition. Any pieces of ammunition H opelessness. Each target must make a Charisma
created by this spell disintegrate when the spell ends. If saving throw. On a failed save, the target is
the quiver leaves your possession, the spell ends. overwhelm ed with despair for 1 minute. During this
time, it c a n ’t attack o r target any creature w ith harm ful
Sy m b o l abilities, spells, or other m agical effects.
7th-level abjuration
Insanity. Each target must m ake an Intelligence saving
Casting Time: 1 minute throw. On a failed save, the target is driven insane for
Range: Touch 1 minute. An insane creature can’t take actions, can't
Components: V, S, M (mercury, ph osph orus, and understand what other creatures say, can’t read, and
speaks only in gibberish. The DM controls its movement,
p ow d ered diam on d and opal with a total value o f at which is erratic.
least 1,000 gp, which the spell consum es)
Duration: Until dispelled or triggered Pain. Each target m ust m ake a Constitution saving
throw and becom es incapacitated with excruciating pain
W hen you cast this spell, you inscribe a harmful glyph for 1 minute on a failed save.
either on a surface (such as a section o f floor, a wall, or
a table) or within an object that can be closed to conceal Sleep. Each target must m ake a W isdom saving throw
the glyph (such as a book, a scroll, or a treasure chest). and falls unconscious for 10 minutes on a failed save. A
If you choose a surface, the glyph can cover an area of creature aw akens if it takes dam age or if som eon e u ses
the surface no larger than 10 feet in diameter. If you an action to shake or slap it awake.
c h o o s e an object, that object must rem ain in its place; if
the object is m oved m ore than 10 feet from w here you Stunning. Each target must m ake a W isd om saving
cast this spell, the glyph is broken, and the spell ends throw and becom es stunned for 1 minute on a failed save.
without being triggered.
T a s h a ’s H id e o u s L a u g h t e r
The glyph is nearly invisible, requiring an Intelligence 1st-level enchantment
(Investigation) check against your spell save
D C to find it. Casting Time: 1 action
Range: 30 feet
You decide what triggers the glyph when you cast the Components: V, S, M (tiny tarts and a feather that is
spell. For glyphs inscribed on a surface, the m ost typical
triggers include touching or stepping on the glyph, w aved in the air)
rem oving another object coverin g it, approach in g w ithin Duration: Concentration, up to 1 minute
a certain distance o f it, or m anipulating the object
that holds it. For glyphs in scribed w ithin an object, A creature o f your ch oice that you can see within range
the most com m on triggers are opening the object, perceives everything as hilariously funny and falls
approaching w ithin a certain distance o f it, or seein g or into fits o f laughter if this spell affects it. The target
reading the glyph. must succeed on a W isdom saving throw or fall prone,
becom ing incapacitated and unable to stand up for the
You can further refine the trigger so the spell is duration. A creature with an Intelligence score o f 4 or
activated only under certain circum stances or according less isn’t affected.
to a creatu re’s physical characteristics (such as height
or weight), or physical kind (for example, the ward could At the end o f each o f its turns, and each tim e it takes
be set to affect hags or shapechangers). You can also damage, the target can make another W isdom saving
sp ecify creatures that don’t trigger the glyph, such as throw. The target has advantage on the saving throw if
those w ho say a certain password. it’s triggered by dam age. On a su ccess, the spell ends.

W hen you inscribe the glyph, ch oose one o f the T e l e k in e sis
options b elow for its effect. O nce triggered, the glyph 5th-level transmutation
glows, filling a 60-foot-radius sphere with dim light
for 10 minutes, after w hich time the spell ends. Each Casting Time: 1 action
creature in the sphere w hen the glyph activates is Range: 60 feet
targeted by its effect, as is a creature that enters the Components: V, S
sphere for the first time on a turn or ends its turn there. Duration: Concentration, up to 10 minutes

Death. Each target must m ake a Constitution saving You gain the ability to move or manipulate creatures
throw, taking 10d 10 n ecrotic dam age on a failed save, or or objects by thought. W hen you cast the spell, and as
half as much damage on a successful save. your action each round for the duration, you can exert
your will on one creature or object that you can see
D iscord. Each target must make a Constitution saving within range, causing the appropriate effect below. You
throw. On a failed save, a target bickers and argues can affect the sam e target round after round, or choose
with other creatures for 1 minute. During this time, a n ew one at any time. If you sw itch targets, the prior
target is no longer affected by the spell.

Creature. You can try to m ove a Huge or sm aller you. Your familiarity with the destination determ ines
creature. Make an ability check with your spellcasting whether you arrive there successfully. The DM rolls
ability contested by the creature’s Strength check. If d 100 and consults the table.
you win the contest, you m ove the creature up to 30 feet
in any direction, including upward but not beyon d the Familiarity Mishap Similar Off On
range o f this spell. Until the end o f your next turn, the Area Target Target
creature is restrained in your telekinetic grip. A creature Permanent circle — — — 01-100
lifted upward is su sp ended in mid-air. — 01-100
Associated object — — 14-24 25-100
On subsequent rounds, you can use your action to 06-13 44-53 54-100
attempt to maintain your telekinetic grip on the creature Very familiar 01-05 34-43 54-73 74-100
by repeating the contest. 44-53 54-73 74-100
Seen casually 01-33 44-53 — —
O bject. You can try to m ove an object that w eigh s 51-100
up to 1,000 pounds. If the object isn’t being w orn or Viewed once 01-43
carried, you autom atically m ove it up to 30 feet in any
direction, but not beyond the range o f this spell. Description 01-43

If the object is w orn or carried by a creature, you must False destination 01-50
m ake an ability check with your spellcasting ability
contested by that creatu re’s Strength check. If you Familiarity. “P erm anent circle” m eans a perm anent
succeed, you pull the object away from that creature and teleportation circle w hose sigil sequence you know.
can m ove it up to 30 feet in any direction but not beyond “A ssociated o b ject” m eans that you p o s s e s s an object
the range o f this spell. taken from the desired destination within the last six
months, such as a b o o k from a w izard’s library, bed
You can exert fine control on objects with your linen from a royal suite, or a chunk o f marble from a
telekinetic grip, such as manipulating a sim ple tool, lich’s secret tom b.
opening a door or a container, stowing or retrieving
an item from an open container, or pouring the “Very familiar” is a place you have been very often, a
contents from a vial. place you have carefully studied, or a place you can see
when you cast the spell. “Seen casually” is som eplace
T elepath y you have seen m ore than once but with w hich you aren’t
8 th-level evocation very familiar. “Viewed on ce” is a place you have seen
once, possibly using magic. “D escription” is a place
Casting Time: 1 action w hose location and appearance you know through
Range: Unlimited som eon e else’s description, perhaps from a map.
Components: V, S , M (a pair o f linked silver rings)
Duration: 24 hours “False destination” is a place that d oesn ’t exist.
Perhaps you tried to scry an en em y’s sanctu m but
You create a telepathic link between yourself and instead view ed an illusion, or you are attempting to
a willing creature with which you are familiar. The teleport to a fam iliar location that no longer exists.
creature can be anywhere on the sam e plane of
existence as you. The spell ends if you or the target are On Target. You and your group (or the target object)
no longer on the sam e plane. appear w here you want to.

Until the spell ends, you and the target can O ff Target. You and your group (or the target object)
instantaneously share words, im ages, sounds, and appear a random distance away from the destination
other sensory m essages with one another through the in a random direction. D istan ce off target is 1d10 x
link, and the target r e co g n iz e s you as the creature it 1d10 percent of the distance that w as to be traveled.
is com m unicating with. The spell enables a creature For example, if you tried to travel 120 miles, landed off
with an Intelligence sc o r e o f at least 1 to understand target, and rolled a 5 and 3 on the two d 10s, then you
the m eaning o f your w ords and take in the sco p e o f any w ould be off target by 15 percent, or 18 m iles. The DM
sen sory m essa ges you sen d to it. determ ines the direction off target randomly by rolling a
d8 and designating 1 as north, 2 as northeast, 3 as east,
T eleport and so on around the points of the com pass. If you were
7th-level conjuration teleporting to a coastal city and w ound up 18 m iles out
at sea, you cou ld be in trouble.
Casting Time: 1 action
Range: 10 feet Sim ilar A rea. You and your group (or the target
Components: V object) w ind up in a different area that’s visually or
Duration: Instantaneous thematically similar to the target area. If you are
heading for your hom e laboratory, for example, you
This spell instantly transports you and up to eight might w ind up in another w iza rd ’s laboratory or in
w illing creatures o f your choice that you can see within an alchem ical supply shop that has many o f the sam e
range, or a single object that you can see within range, tools and implements as your laboratory. Generally,
to a destination you select. If you target an object, it you appear in the closest sim ilar place, but since the
must be able to fit entirely inside a 10-foot cube, and it spell has no range limit, you could conceivably w ind up
can’t be held or carried by an unwilling creature. anywhere on the plane.

The destination you ch oose must be known to you, M ishap. The sp ell’s unpredictable m agic results in a
and it must be on the sam e plane o f existence as difficult journey. Each teleporting creature (or the target
object) takes 3d10 force damage, and the DM rerolls on

the table to see w here you w ind up (multiple m ishaps T haum aturgy
can occur, dealing dam age each time). Transmutation cantrip

T e l e p o r t a t io n C ir cle Casting Time: 1 action
5th-level conjuration Range: 30 feet
Components: V
Casting Time: 1 minute Duration: Up to 1 minute
Range: 10 feet
Components: V, M (rare chalks and inks in fused with You manifest a minor wonder, a sign of supernatural
power, within range. You create one of the following
precious gem s with 50 gp, which the spell consum es) magical effects within range:
Duration: 1 round
• Your voice boom s up to three tim es as loud as norm al
A s you cast the spell, you draw a 10-foot-diameter for 1 minute.
circle on the ground inscribed with sigils that link
your location to a permanent teleportation circle of • You cause flames to flicker, brighten, dim, or change
your choice w hose sigil sequence you know and that is color for 1 minute.
on the sam e plane o f existence as you. A shim m ering
portal opens within the circle you drew and remains • You cause harm less trem ors in the ground for 1
open until the end o f your next turn. Any creature that minute.
enters the portal instantly appears within 5 feet o f the
destination circle or in the nearest unoccupied space if • You create an instantaneous sound that originates
that space is occupied. from a point of your choice within range, such as a
rumble of thunder, the cry o f a raven, or om inous
Many m ajor temples, guilds, and other important whispers.
places have permanent teleportation circles inscribed
som ewhere within their confines. Each such circle • You instantaneously cause an unlocked door or w in­
includes a unique sigil sequence—a string of magical dow to fly open or slam shut.
runes arranged in a particular pattern. W hen you first
gain the ability to cast this spell, you learn the sigil • You alter the appearance o f your eyes for 1 minute.
sequences for two destinations on the Material Plane,
determined by the DM. You can learn additional sigil If you cast this spell multiple times, you can have up to
sequences during your adventures. You can comm it three o f its 1-minute effects active at a tim e, and you can
a n ew sigil seq u en ce to m em ory after studying it dism iss such an effect as an action.
for 1 minute.
T h o r n W h ip
You can create a permanent teleportation circle by Transmutation cantrip
casting this spell in the sam e location every day for one
year. You need not use the circle to teleport when you Casting Time: 1 action
cast the spell in this way. Range: 30 feet
Components: V, S, M (the stem o f a plant w ith thorns)
T e n s e r ’s F l o a t in g D is k Duration: Instantaneous
1st-level conjuration (ritual)
You create a long, vine-like w hip covered in thorns that
Casting Time: 1 action lashes out at your com m a n d tow ard a creature in range.
Range: 30 feet Make a m elee spell attack against the target. If the
Components: V, S, M (a drop o f m ercury) attack hits, the creature takes 1d6 piercing dam age, and
Duration: 1 hour if the creature is Large or smaller, you pull the creature
up to 10 feet closer to you.
This spell creates a circular, horizontal plane of force,
3 feet in diameter and 1 inch thick, that floats 3 feet This spell’s dam age increases by 1d6 w hen you reach
above the ground in an unoccupied space o f your choice 5th level (2d6), 11th level (3d6), and 17th level (4d6).
that you can see within range. The disk rem ains for the
duration, and can hold up to 500 pounds. If m ore weight T h u n d e r o u s Sm ite
is placed on it, the spell ends, and everything on the disk 1st-level evocation
falls to the ground.
Casting Time: 1 bonus action
The disk is im m obile while you are within 20 feet of Range: Self
it. If you m ove m ore than 20 feet away from it, the disk Components: V
follow s you so that it rem ains w ithin 20 feet o f you. It Duration: Concentration, up to 1 minute
can move across uneven terrain, up or dow n stairs,
slop es and the like, but it ca n ’t c ro s s an elevation change T h e first tim e you hit w ith a m elee w eap on attack
o f 10 feet or m ore. For exam ple, the disk can’t move during this spell’s duration, your w eapon rings with
a cross a 10-foot-deep pit, nor cou ld it leave such a pit if it thunder that is audible within 300 feet o f you, and the
w as created at the bottom . attack deals an extra 2d6 thunder dam age to the target.
Additionally, if the target is a creature, it m ust su cceed
If you m ove m ore than 100 feet from the disk (typically on a Strength saving throw or be pushed 10 feet away
b eca u se it ca n ’t m ove around an obstacle to follow you), from you and knocked prone.
the spell ends.
T hunderwave
1st-level evocation

Casting Time: 1 action
Range: Self (15-foot cube)

Components: V, S T r e e St r id e
Duration: Instantaneous 5th-level conjuration

A wave of thunderous force sw eeps out from you. Each Casting Time: 1 action
creature in a 15-foot cube originating from you must Range: Self
make a Constitution saving throw. On a failed save, a Components: V, S
creature takes 2d8 thunder dam age and is pu sh ed 10 Duration: Concentration, up to 1 minute
feet away from you. On a successful save, the creature
takes half as much damage and isn’t pushed. You gain the ability to enter a tree and m ove from inside
it to inside another tree o f the sa m e kind w ithin 500
In addition, unsecured objects that are completely feet. Both trees must be living and at least the sam e size
within the area o f effect are automatically pushed 10 feet as you. You must use 5 feet of movement to enter a tree.
away from you by the sp ell’s effect, and the spell em its a You instantly know the location o f all other trees o f the
thunderous b oom audible out to 3 0 0 feet. sam e kind within 500 feet and, as part of the move used
to enter the tree, can either pass into one o f those trees
A t H igher Levels. W h en you cast this spell using a or step out o f the tree y ou ’re in. You appear in a spot o f
spell slot o f 2nd level or higher, the damage increases by your choice within 5 feet of the destination tree, using
1d8 for each slot level above 1st. another 5 feet of movement. If you have no movement
left, you appear within 5 feet o f the tree you entered.
T im e St o p
9th-level transmutation You can use this transportation ability once per round
for the duration. You must end each turn outside a tree.
Casting Time: 1 action
Range: Self T rue Polym orph
Components: V 9th-level transmutation
Duration: Instantaneous
Casting Time: 1 action
You briefly stop the flow o f time for everyone but Range: 30 feet
yourself. No time passes for other creatures, while you Components: V, S, M (a drop o f m ercury, a dollop o f
take 1d4 + 1 turns in a row, during which you can use
actions and move as normal. gum arabic, and a w isp o f smoke)
Duration: Concentration, up to 1 hour
This spell ends if one o f the actions you use during
this period, or any effects that you create during this C h oose one creature or nonm agical object that you
period, affects a creature other than you or an object can see within range. You transform the creature into
being w orn or carried by som eon e other than you. In a different creature, the creature into an object, or the
addition, the spell ends if you move to a place m ore than object into a creature (the object must be neither w orn
1,0 00 feet from the location w here you cast it. nor carried by another creature). The transformation
lasts for the duration, or until the target d rops to 0 hit
T ongues points or dies. If you concentrate on this spell for the full
3rd-level divination duration, the transformation becom es permanent.

Casting Time: 1 action Shapechangers aren’t affected by this spell. An
Range: Touch unwilling creature can make a W isdom saving throw,
Components: V, M (a sm all clay m od el o f a ziggurat) and if it su cceed s, it isn’t affected by this spell.
Duration: 1 hour
C reature into Creature. If you turn a creature into
This spell grants the creature you touch the ability to another kind o f creature, the new form can be any kind
understand any spoken language it hears. M oreover, you ch oose w hose challenge rating is equal to or less
w hen the target speaks, any creature that k n ow s at than the target’s (or its level, if the target d oesn ’t have a
least one language and can hear the target understands challenge rating). The target’s gam e statistics, including
what it says. mental ability scores, are replaced by the statistics of
the n ew form . It retains its alignm ent and personality.
T ran spo rt v ia P lan ts
6 th-level conjuration The target a ssu m es the hit points o f its n ew form ,
and w hen it reverts to its norm al form , the creature
Casting Time: 1 action returns to the num ber o f hit points it had before it
Range: 10 feet transform ed. If it reverts as a result o f droppin g to
Components: V, S 0 hit points, any ex cess dam age carries over to its
Duration: 1 round norm al form . A s long as the excess dam age doesn ’t
reduce the creatu re’s n orm al form to 0 hit points, it isn’t
This spell creates a m agical link between a Large or knocked unconscious.
larger inanim ate plant w ithin range and another plant,
at any distance, on the sa m e plane o f existence. You Th e creature is lim ited in the actions it can perform by
m ust have seen or tou ched the destination plant at least the nature o f its n ew form , and it ca n ’t speak, cast spells,
on ce before. For the duration, any creature can step into or take any other action that requires hands or speech
the target plant and exit from the destination plant by unless its n ew form is capable o f such actions.
using 5 feet of movement.
Th e target’s gear m elds into the new form . The
creature can’t activate, use, wield, or otherw ise benefit
from any o f its equipment.

O bject into Creature. You can turn an object into target’s defen ses. On your next turn, you gain advantage
any kind o f creature, as long as the creatu re’s size on your first attack roll against the target, provided that
is no larger than the object’s size and the creature’s this spell hasn’t ended.
challenge rating is 9 or lower. The creature is friendly to
you and your com pa n ion s. It acts on each o f your turns. T sunam i
You d ecide what action it takes and h ow it m oves. The 8 th-level conjuration
DM has the creatu re’s statistics and resolves all o f its
actions and movement. Casting Time: 1 minute
Range: Sight
If the spell becom es permanent, you no longer control Components: V, S
the creature. It m ight rem ain friendly to you, depen din g Duration: Concentration, up to 6 rounds
on h ow you have treated it.
A w all o f w ater springs into existence at a point you
C reature into O bject. If you turn a creature into an choose within range. You can make the wall up to 300
object, it transform s along with w hatever it is w earin g feet long, 300 feet high, and 50 feet thick. The wall lasts
and carryin g into that form . The creatu re’s statistics for the duration.
b ecom e those o f the object, and the creature has no
m em ory o f time spent in this form, after the spell ends W h en the w all appears, each creature w ithin its area
and it returns to its n orm al form . must make a Strength saving throw. On a failed save,
a creature takes 6d10 bludgeoning damage, or half as
T rue R e su r r e c t io n much damage on a successful save.
9th-level necrom ancy
At the start o f each o f your turns after the wall
Casting Time: 1 hour appears, the w all, along w ith any creatu res in it, m oves
Range: Touch 50 feet away from you. Any Huge or sm aller creature
Components: V, S, M (a sprin kle o f holy water and inside the wall or w hose space the wall enters when
it m oves m ust su cceed on a Strength saving th row or
dia m on ds w orth at least 2 5 ,0 0 0 gp, w hich the take 5 d10 bludgeoning damage. A creature can take
spell consum es) this dam age only on ce per round. At the end o f the turn,
Duration: Instantaneous the w all’s height is reduced by 50 feet, and the dam age
creatures take from the spell on subsequent rounds is
You touch a creature that has been dead for no longer reduced by 1d10. W hen the wall reaches 0 feet in height,
than 20 0 years and that died for any reason except the spell ends.
old age. If the creature’s soul is free and willing, the
creature is restored to life w ith all its hit points. A creature caught in the wall can m ove by sw im m ing.
Because o f the force of the wave, though, the creature
This spell closes all w ounds, neutralizes any poison, must make a successful Strength (Athletics) check
cures all diseases, and lifts any curses affecting the against your spell save D C in order to m ove at all. If it
creatu re w hen it died. T h e spell replaces dam aged or fails the check, it ca n ’t m ove. A creature that m oves out
m issing organs and limbs. o f the area falls to the ground.

The spell can even provide a new body if the original U n seen Se r v a n t
no longer exists, in w hich case you must speak the 1st-level conjuration (ritual)
creature’s name. The creature then appears in an
unoccupied space you ch oose within 10 feet o f you. Casting Time: 1 action
Range: 60 feet
T rue Se e in g Components: V, S, M (a p iece o f string and
6 th-level divination
a bit o f w ood)
Casting Time: 1 action Duration: 1 hour
Range: Touch
Components: V, S, M (an ointm ent for the eyes that This spell creates an invisible, m indless, shapeless
force that perform s sim ple tasks at your com m a n d until
costs 25 gp; is made from m ushroom powder, saffron, the spell ends. The servant springs into existen ce in an
and fat; and is con su m ed by the spell) u n occu p ied sp ace on the ground w ithin range. It has AC
Duration: 1 hour 10, 1 hit point, and a Strength o f 2, and it c a n ’t attack. If
it d rop s to 0 hit points, the spell ends.
This spell gives the w illing creature you touch the ability
to see things as they actually are. For the duration, the Once on each of your turns as a bonus action, you can
creature has truesight, notices secret doors hidden by mentally com m and the servant to m ove up to 15 feet and
m agic, and can see into the Ethereal Plane, all out to a interact with an object. The servant can perform simple
range o f 120 feet. tasks that a human servant could do, such as fetching
things, cleaning, mending, folding clothes, lighting
T r u e St r ik e fires, serving food, and pouring w ine. O nce you give the
Divination cantrip com m and, the servant perform s the task to the best of
its ability until it com pletes the task, then w aits for your
Casting Time: 1 action next command.
Range: 30 feet
Components: S If you com m and the servant to perform a task that
Duration: Concentration, up to 1 round w ou ld m ove it m ore than 60 feet away from you,
the spell ends.
You extend your hand and point a finger at a target in
range. Your m agic grants you a brief insight into the

Va m p ir ic T o u c h Wa l l of Force
3rd-level necromancy 5th-level evocation

Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 120 feet
Components: V, S Components: V, S, M (a pinch o f p ow d er m ade by
Duration: Concentration, up to 1 minute
crushing a clear gemstone)
The touch of your shadow-wreathed hand can siphon life Duration: Concentration, up to 10 minutes
force from others to heal your w ounds. Make a melee
spell attack against a creature within your reach. On A n invisible w all o f force springs into existence at a
a hit, the target takes 3d 6 n ecrotic dam age, and you point you c h o o s e w ithin range. The w all appears in
regain hit points equal to h alf the am ount o f n ecrotic any orientation you choose, as a horizontal or vertical
dam age dealt. Until the spell ends, you can m ake the barrier or at an angle. It can be free floating or resting
attack again on each of your turns as an action. on a solid surface. You can form it into a h em ispherical
dom e or a sphere with a radius o f up to 10 feet, or you
A t H igher L evels. W h en you cast this spell using a can shape a flat su rface m ade up o f ten 10-foot-by-
spell slot o f 4th level or higher, the dam age increases by 10-foot panels. Each panel must be contiguous with
1d6 for each slot level above 3rd. another panel. In any form, the wall is 1/4 inch thick.
It lasts for the duration. If the w all cuts through a
V ic io u s M o c k e r y creatu re’s sp ace w hen it appears, the creature is pushed
Enchantment cantrip to one side of the wall (your choice w hich side).

Casting Time: 1 action N othing can physically p a ss through the w all. It is
Range: 60 feet im m une to all dam age and ca n ’t b e dispelled by dispel
Components: V magic. A disintegrate spell destroys the w all instantly,
Duration: Instantaneous however. The wall also extends into the Ethereal Plane,
blocking ethereal travel through the wall.
You unleash a string o f insults laced with subtle
enchantm ents at a creature you can see w ithin range. If W a l l of Ice
the target can hear you (though it n eed not understand 6 th-level evocation
you), it m ust su cceed on a W isd om saving th row or take
1d4 psychic dam age and have disadvantage on the next Casting Time: 1 action
attack roll it m akes before the end o f its next turn. Range: 120 feet
Components: V, S, M (a sm all p iece o f quartz)
This spell’s dam age increases by 1d4 w hen you reach Duration: Concentration, up to 10 minutes
5th level (2d4), 11th level (3d4), and 17th level (4d4).
You create a wall of ice on a solid surface within range.
W a l l o f F ir e You can form it into a h em ispherical d om e or a sphere
4th-level evocation with a radius o f up to 10 feet, or you can shape a flat
surface made up o f ten 10-foot-square panels. Each
Casting Time: 1 action panel must be contiguous with another panel. In any
Range: 120 feet form, the wall is 1 foot thick and lasts for the duration.
Components: V, S, M (a sm all p iece o f phosph orus)
Duration: Concentration, up to 1 minute If the w all cuts through a creatu re’s sp ace w hen it
appears, the creature w ithin its area is pushed to one
You create a wall o f fire on a solid surface within side o f the wall and must make a Dexterity saving throw.
range. You can make the wall up to 60 feet long, 20 On a failed save, the creature takes 10d6 cold damage,
feet high, and 1 foot thick, or a ringed wall up to 20 feet or half as much dam age on a successful save.
in diameter, 20 feet high, and 1 foot thick. T h e w all is
opaque and lasts for the duration. The w all is an object that can be dam aged and thus
breached. It has AC 12 and 30 hit points per 10-foot
W h en the w all appears, each creature w ithin its area section, and it is vulnerable to fire dam age. R edu cin g
must make a Dexterity saving throw. On a failed save, a a 10-foot section o f w all to 0 hit points destroys it and
creature takes 5d8 fire damage, or half as much damage leaves behind a sheet o f frigid air in the space the wall
on a successful save. occupied. A creature moving through the sheet of frigid
air for the first time on a turn must m ake a Constitution
One side of the wall, selected by you when you cast saving throw. That creature takes 5d6 cold damage on a
this spell, deals 5d8 fire dam age to each creature that failed save, or half as much damage on a successful one.
ends its turn w ithin 10 feet o f that side or inside the
wall. A creature takes the sam e dam age w hen it enters A t H igher L evels. W h en you cast this spell using a
the w all for the first time on a turn or ends its turn there. spell slot o f 7th level or higher, the dam age the wall
The other side o f the wall deals no damage. deals w hen it appears in creases by 2d6, and the dam age
from passing through the sheet of frigid air increases by
A t H igher Levels. W h en you cast this spell using a 1d6, for each slot level above 6th.
spell slot o f 5th level or higher, the dam age increases by
1d8 for each slot level above 4th.

W a l l of St o n e m ake a Dexterity saving throw. It takes 7d8 slashing
5th-level evocation damage on a failed save, or half as much damage on a
successful one.
Casting Time: 1 action
Range: 120 feet A t H igher Levels. W h en you cast this spell using a
Components: V, S, M (a sm all b lo ck o f granite) spell slot o f 7th level or higher, both types o f damage
Duration: Concentration, up to 10 minutes increase by 1d8 for each slot level above 6th.

A nonm agical wall of solid stone springs into existence W a r d in g B o n d
at a point you ch oose within range. The wall is 6 inches 2nd-level abjuration
thick and is com posed o f ten 10-foot-by-10-foot panels.
E ach panel m ust be contigu ou s w ith at least on e other Casting Time: 1 action
panel. Alternatively, you can create 10-foot-by-20-foot Range: Touch
panels that are only 3 inches thick. Components: V, S , M (a pair o f platinum rings w orth at

If the w all cuts through a creatu re’s sp ace w hen it least 50 gp each, w hich you and the target must wear
appears, the creature is pushed to one side o f the wall for the duration)
(your choice). If a creature w ould be surrounded on all Duration: 1 hour
sides by the wall (or the wall and another solid surface),
that creature can make a Dexterity saving throw. On a This spell wards a w illing creature you touch and
su cce s s, it can u se its reaction to m ove up to its sp eed so creates a mystic connection betw een you and the target
that it is no longer en closed by the w all. until the spell ends. W hile the target is within 60 feet of
you, it gains a +1 bon u s to AC and saving throw s, and
T h e w all can have any shape you desire, though it it has resistan ce to all dam age. A lso, each time it takes
can’t occupy the same space as a creature or object. damage, you take the sam e amount of damage.
The wall d oesn ’t need to be vertical or rest on any firm
foundation. It must, however, m erge with and b e solidly T h e spell en ds if you d rop to 0 hit points or if you
supported by existing stone. Thus, you can use this spell and the target becom e separated by m ore than 60 feet.
to bridge a chasm or create a ramp. It a lso ends if the spell is cast again on either o f the
connected creatures. You can also dism iss the spell
If you create a span greater than 20 feet in length, you as an action.
must halve the size of each panel to create supports.
You can crudely shape the wall to create crenellations, W a ter B r e a t h in g
battlements, and so on. 3rd-level transmutation (ritual)

The wall is an object m ade o f stone that can be Casting Time: 1 action
dam aged and thus breached. E ach panel has AC 15 and Range: 30 feet
30 hit points per inch o f th ickness. R edu cin g a panel Components: V, S , M (a short reed or p iece o f straw)
to 0 hit points destroys it and m ight cau se con n ected Duration: 24 hours
panels to collap se at the D M ’s discretion.
This spell grants up to ten w illing creatures you can see
If you maintain your concentration on this spell for within range the ability to breathe underwater until the
its w hole duration, the w all b e c o m e s perm anent and spell ends. Affected creatures also retain their normal
can’t be dispelled. O therw ise, the w all disappears w hen m ode of respiration.
the spell ends.
Water Walk
Wall of T horns 3rd-level transmutation (ritual)
6 th-level conjuration
Casting Time: 1 action
Casting Time: 1 action Range: 30 feet
Range: 120 feet Components: V, S, M (a p iece o f cork)
Components: V, S, M (a handful o f thorns) Duration: 1 hour
Duration: Concentration, up to 10 minutes
This spell grants the ability to m ove across any liquid
You create a wall o f tough, pliable, tangled brush surface—such as water, acid, mud, snow, quicksand,
bristling with needle-sharp thorns. The wall appears or lava—as if it w ere h arm less solid ground (creatures
within range on a solid surface and lasts for the crossin g molten lava can still take dam age from the
duration. You ch oose to make the wall up to 60 feet heat). Up to ten w illing creatures you can see within
long, 10 feet high, and 5 feet thick or a circle that has range gain this ability for the duration.
a 20-foot diameter and is up to 20 feet high and 5 feet
thick. The wall blocks line o f sight. If you target a creature subm erged in a liquid, the
spell carries the target to the su rface o f the liquid at a
W h en the w all appears, each creature w ithin its area rate o f 60 feet per round.
must make a Dexterity saving throw. On a failed save,
a creature takes 7d8 piercing damage, or half as much W eb
damage on a successful save. 2nd-level conjuration

A creature can m ove through the wall, albeit slowly Casting Time: 1 action
and painfully. For every 1 foot a creature m oves Range: 60 feet
through the wall, it must sp end 4 feet o f m ovem ent. Components: V, S, M (a bit o f spiderw eb)
Furtherm ore, the first time a creature enters the wall Duration: Concentration, up to 1 hour
on a turn or ends its turn there, the creature must

You conjure a m a ss o f thick, sticky w ebbin g at a point o f You and up to ten willing creatures you can see
your ch oice w ithin range. T h e w eb s fill a 20 -foot cube within range assum e a gaseous form for the duration,
from that point for the duration. The w ebs are difficult appearing as w isps o f cloud. W hile in this cloud form,
terrain and lightly obscure their area. a creature has a flying speed o f 30 0 feet and has
resistance to damage from nonm agical w eapons. The
If the w ebs aren’t anchored betw een tw o solid m asses only actions a creature can take in this form are the
(such as w alls or trees) or layered across a floor, wall, D ash action or to revert to its n orm al form . Reverting
or ceiling, the conjured w eb collapses on itself, and the takes 1 minute, during w hich time a creature is
spell ends at the start o f your next turn. W eb s layered incapacitated and can’t move. Until the spell ends, a
over a flat su rface have a depth o f 5 feet. creature can revert to cloud form, which also requires
the 1-minute transformation.
E ach creature that starts its turn in the w eb s or that
enters them during its turn must m ake a Dexterity If a creature is in cloud form and flying w hen the effect
saving throw. On a failed save, the creature is restrained ends, the creature descends 60 feet per round for 1
as long as it rem ains in the w ebs or until it breaks free. minute until it lands, w h ich it d o e s safely. If it ca n ’t land
after 1 minute, the creature falls the rem aining distance.
A creature restrained by the w ebs can use its action to
m ake a Strength ch eck against your spell save DC. If it W in d W a l l
su cceed s, it is no longer restrained. 3rd-level evocation

The w ebs are flammable. Any 5-foot cube of w ebs Casting Time: 1 action
ex p o se d to fire bu rns away in 1 round, dealing 2d4 fire Range: 120 feet
dam age to any creature that starts its turn in the fire. Components: V, S, M (a tiny fan and a feather o f

W e ir d exotic origin)
9th-level illusion Duration: Concentration, up to 1 minute

Casting Time: 1 action A w all o f strong w in d rises from the ground at a point
Range: 120 feet you ch oose within range. You can make the wall up
Components: V, S to 50 feet long, 15 feet high, and 1 foot thick. You can
Duration: Concentration, up to one minute shape the w all in any w ay you c h o o s e s o long as it
m akes one continuous path along the ground. The wall
Drawing on the deepest fears of a group of creatures, lasts for the duration.
you create illusory creatures in their minds, visible
only to them. Each creature in a 30-foot-radius W h en the w all appears, each creature w ithin its area
sphere centered on a point of your choice within must make a Strength saving throw. A creature takes
range must make a W isdom saving throw. On a failed 3d8 bludgeoning damage on a failed save, or half as
save, a creature becom es frightened for the duration. much damage on a successful one.
The illusion calls on the creature’s deepest fears,
m anifesting its w orst n ightm ares as an im placable The stron g w ind keeps fog, sm oke, and other gases at
threat. At the start o f each o f the frightened creatu re’s bay. S m all or sm aller flying creatu res or ob jects ca n ’t
turns, it m ust su cce e d on a W isd om saving th row or pass through the wall. L oose, lightweight materials
take 4 d10 psychic dam age. On a su ccessfu l save, the brought into the w all fly upward. A rrow s, bolts, and
spell ends for that creature. other ordinary p rojectiles launched at targets behind
the wall are deflected upward and automatically miss.
W in d W a l k (Boulders hurled by giants or siege engines, and similar
6 th-level transmutation projectiles, are unaffected.) Creatures in gaseous form
ca n ’t pass through it.
Casting Time: 1 minute
Range: 30 feet W ish
Components: V, S, M (fire and holy water) 9th-level conjuration
Duration: 8 hours
Casting Time: 1 action
Range: Self
Components: V
Duration: Instantaneous

Wish is the m ightiest spell a m ortal creature can
cast. By simply speaking aloud, you can alter the very
foundations o f reality in accord with your desires.

The basic use o f this spell is to duplicate any other
spell o f 8th level or lower. You don ’t need to m eet any
requirem ents in that spell, including costly com ponents.
The spell simply takes effect.

Alternatively, you can create one o f the follow ing
effects of your choice:

• You create one object o f up to 2 5 ,000 gp in value that
isn’t a m agic item. The object can be no m ore than

3 0 0 feet in any dim ension, and it appears in an u n o c­ also en ds if the target is ever outside the sp ell’s range or
cupied space you can see on the ground. if it has total cover from you.
• You allow up to twenty creatures that you can see to
regain all hit points, and you end all effects on them A t H igher L evels. W h en you cast this spell using
described in the greater restoration spell. a spell slot o f 2nd level or higher, the initial dam age
• You grant up to ten creatures that you can see resis­ in creases by 1d12 for each slot level above 1st.
tance to a damage type you choose.
• You grant up to ten creatures you can see immunity to W ord of R ecall
a single spell or other magical effect for 8 hours. For 6 th-level conjuration
instance, you could m ake yourself and all your com ­
panion s im m une to a lich ’s life drain attack. Casting Time: 1 action
• You undo a single recent event by forcing a reroll of Range: 5 feet
any roll m ade within the last round (including your Components: V
last turn). Reality reshapes itself to accom m odate the Duration: Instantaneous
n ew result. F or exam ple, a wish spell cou ld undo an
op p on en t’s su ccessfu l save, a fo e ’s critical hit, or a You and up to five w illing creatures within 5 feet o f you
friend’s failed save. You can force the reroll to be m ade instantly teleport to a previously designated sanctuary.
with advantage or disadvantage, and you can choose You and any creatures that teleport with you appear in
whether to use the reroll or the original roll. the nearest unoccupied space to the spot you designated
when you prepared your sanctuary (see below). If you
You might be able to achieve som ething beyond the cast this spell without first preparing a sanctuary, the
scop e o f the above examples. State your wish to the DM spell has no effect.
as precisely as p ossib le. T h e DM has great latitude in
ruling what occu rs in such an instance; the greater the You must designate a sanctuary by casting this spell
wish, the greater the likelihood that som ething goes within a location, such as a temple, dedicated to or
w rong. This spell might simply fail, the effect you desire strongly linked to your deity. If you attempt to cast the
might only be partly achieved, or you might suffer som e spell in this m anner in an area that isn’t dedicated to
unforeseen consequence as a result of how you worded your deity, the spell has n o effect.
the w ish. For example, w ishing that a villain w ere dead
might propel you forw ard in time to a period w hen that W r a t h f u l Sm it e
villain is no longer alive, effectively rem oving you from 1st-level evocation
the game. Similarly, w ishing for a legendary m agic item
or artifact might instantly transport you to the presence Casting Time: 1 bonus action
o f the item ’s current owner. Range: Self
Components: V
The stress o f casting this spell to produce any effect Duration: Concentration, up to 1 minute
other than duplicating another spell w eakens you. After
enduring that stress, each time you cast a spell until T h e next tim e you hit w ith a m elee w ea p on attack
you finish a long rest, you take 1d10 necrotic damage during this spell’s duration, your attack deals an extra
per level o f that spell. This dam age can’t be reduced or 1d6 psychic damage. Additionally, if the target is a
prevented in any way. In addition, your Strength drops creature, it must m ake a W isd om saving th row o r be
to 3, if it isn’t 3 or low er already, for 2d4 days. F or each frightened o f you until the spell ends. A s an action, the
o f those days that you spend resting and doing nothing creature can make a W isdom check against your spell
m ore than light activity, your rem aining recovery time save D C to steel its resolve and end this spell.
decreases by 2 days. Finally, there is a 33 percent
ch a n ce that you are unable to cast wish ever again if you Z one of T ruth
suffer this stress. 2nd-level enchantment

W it c h B olt Casting Time: 1 action
1st-level evocation Range: 60 feet
Components: V, S
Casting Time: 1 action Duration: 10 minutes
Range: 30 feet
Components: V, S, M (a tw ig from a tree that has been You create a m agical zone that guards against deception
in a 15-foot-radius sphere centered on a point o f your
struck by lightning) choice w ithin range. Until the spell ends, a creature
Duration: Concentration, up to 1 minute that enters the spell’s area for the first tim e on a turn
or starts its turn there m ust m ake a C harism a saving
A beam of crackling, blue energy lances out toward throw. On a failed save, a creature c a n ’t sp eak a
a creature within range, form ing a sustained arc of deliberate lie w hile in the radius. You know whether
lightning betw een you and the target. Make a ranged each creature su cceed s or fails on its saving throw.
spell attack against that creature. O n a hit, the target
takes 1d12 lightning damage, and on each o f your turns An affected creature is aware o f the spell and can thus
for the duration, you can use your action to deal 1d12 avoid an sw erin g questions to w h ich it w ou ld norm ally
lightning dam age to the target automatically. The spell resp on d w ith a lie. S u ch a creature can be evasive in
ends if you use your action to do anything else. The spell its an sw ers as long as it rem ains w ithin the bou n daries
o f the truth.

A ppendix A: C on dition s

OCNDITIONS ALTER A CREATURE’S CAPABILITIES IN • The charm er has advantage on any ability check to
a variety of ways and can arise as a result of interact socially with the creature.
a spell, a class feature, a m onster’s attack,
or other effect. M ost conditions, such as D eafened
blinded, are impairments, but a few, such as • A deafened creature can’t hear and autom atically fails
invisible, can be advantageous.
A condition lasts either until it is countered any ability check that requires hearing.
(the prone condition is countered by standing
up, for example) or for a duration specified by the effect Fr ig h te n e d
that im posed the condition. • A frightened creature has disadvantage on ability
If multiple effects im pose the sam e condition on a
creature, each instance o f the condition has its ow n ch eck s and attack rolls w hile the sou rce o f its fear is
duration, but the con dition ’s effects don't get w orse. within line o f sight.
A creature either has a condition or d oesn ’t. • The creature can’t willingly move closer to the source
The follow ing definitions sp ecify what happens to o f its fear.
a crea tu re w h ile it is su bjected to a con dition .
G rappled
B lin d e d • A grappled creatu re’s sp eed b e c o m e s 0, and it can't
• A blinded creature can’t see and autom atically fails
benefit from any bonus to its speed.
any ability check that requires sight. • The condition ends if the grappler is incapacitated
• Attack rolls against the creature have advantage, and
(see the condition).
the creature’s attack rolls have disadvantage. • The condition also ends if an effect rem oves the

C harm ed grappled creature from the reach of the grappler or
• A charm ed creature can't attack the charm er or target grappling effect, such as when a creature is hurled
away by the thunderwave spell.
the charm er with harmful abilities or m agical effects.
In c a pa c ita te d
• A n incapacitated creature ca n ’t take actions or

reactions.

In v isib le Ex h a u s t io n
• An invisible creature is im possible to see without the
Some special abilities and environmental hazards, such as
aid o f m agic or a special sense. For the purpose of starvation and the long-term effects o f freezing or scorching
hiding, the creature is heavily obscured. The crea­ temperatures, can lead to a special condition called
ture’s location can be detected by any n oise it m akes exhaustion. Exhaustion is measured in six levels. An effect
or any tracks it leaves. can give a creature one or more levels o f exhaustion, as
• Attack rolls against the creature have disadvantage, specified in the effect’s description.
and the creature’s attack rolls have advantage.
Level Effect
Pa r a l y z e d 1 Disadvantage on ability checks
• A paralyzed creature is incapacitated (see the condi­ 2 Speed halved
3 Disadvantage on attack rolls and saving throws
tion) and can’t m ove or speak. 4 Hit point maximum halved
• The creature automatically fails Strength and 5 Speed reduced to 0
6 Death
Dexterity saving throws.
• Attack rolls against the creature have advantage. If an already exhausted creature suffers another effect that
• Any attack that hits the creature is a critical hit if the causes exhaustion, its current level o f exhaustion increases
by the amount specified in the effect’s description.
attacker is within 5 feet of the creature.
A creature suffers the effect o f its current level of
P e tr ifie d exhaustion as well as all lower levels. For example, a creature
• A petrified creature is transformed, along with any suffering level 2 exhaustion has its speed halved and has
disadvantage on ability checks.
n onm agical object it is w earin g or carrying, into a
solid inanim ate substance (usually stone). Its weight An effect that removes exhaustion reduces its level as
in creases by a factor o f ten, and it c e a se s aging. specified in the effect’s description, with all exhaustion
• The creature is incapacitated (see the condition), can’t effects ending if a creature’s exhaustion level is reduced
move or speak, and is unaware o f its surroundings. below 1.
• Attack rolls against the creature have advantage.
• The creature automatically fails Strength and Finishing a long rest reduces a creature's exhaustion level
Dexterity saving throws. by 1, provided that the creature has also ingested some
• The creature has resistance to all damage. food and drink.
• The creature is im m une to poison and disease,
although a poison or disease already in its system
is suspended, not neutralized.

■f

P o iso n e d
• A poisoned creature has disadvantage on attack rolls

and ability checks.

Prone
• A prone creature’s only movem ent option is to crawl,

u n less it stands up and thereby en ds the condition.
• The creature has disadvantage on attack rolls.
• An attack roll against the creature has advantage

if the attacker is within 5 feet o f the creature.
Otherwise, the attack roll has disadvantage.

R e st r a in e d
• A restrained creatu re’s sp eed b e c o m e s 0, and it can ’t

benefit from any bon u s to its speed.
• Attack rolls against the creature have advantage,

and the creatu re’s attack rolls have disadvantage.
• The creature has disadvantage on Dexterity

saving throws.

Stu n n e d
• A stunned creature is incapacitated (see the

condition), can’t move, and can sp eak only
falteringly.
• The creature automatically fails Strength
and Dexterity saving throws.
• Attack rolls against the creature have
advantage.

U n co n sc io u s
• An unconscious creature is incapacitated (see

the condition), can’t m ove or speak, and is unaware
of its surroundings
• T h e creature d rops w hatever it’s h olding and falls
prone.
• The creature automatically fails Strength and
Dexterity saving throws.
• Attack rolls against the creature have advantage.
• Any attack that hits the creature is a criti­
cal hit if the attacker is within 5 feet
o f the creature.

A ppe n d ix B: G ods of t h e M u ltiverse

RELIGION IS AN IMPORTANT PART OF LIFE IN G reyhaw k
th e w orlds of the D&D multiverse. W hen The gods o f G reyhaw k c o m e from at least four different
gods w alk the world, clerics channel divine pantheons, representing the faiths of the various ethnic
pow er, evil cults perform dark sa crifices in groups that populated the continent o f Oerik over the
subterranean lairs, and shining paladins ages. As a result, there’s a great deal o f overlap in their
stand like b e a co n s against the darkness, it’s portfolios: Pelor is the Flan god of the sun and Pholtus
hard to be ambivalent about the deities and is the Oeridian sun god, for example.
deny their existence.
Many people in the w orlds o f D&D w orship different D ragonlance
g od s at different tim es and circu m stan ces. P eop le in The gods o f the w orld o f Krynn are three families: seven
the Forgotten Realm s, for example, might pray to Sune gods of good headed by Paladine and Mishakal, seven of
for luck in love, m ake an offering to W aukeen before neutrality headed by Gilean, and seven o f evil headed by
heading to the market, and pray to appease Talos when Takhisis and Sargonnas. These deities have been called
a severe storm blow s in—all in the sa m e day. M any by many different nam es and held in varying levels o f
people have a favorite am ong the gods, one w hose ideals esteem by different peoples and cultures through the
and teachings they m ake their own. And a few people w orld ’s history, but they are the only g od s o f this w orld—
dedicate them selves entirely to a single god, usually their place fixed in the stars as constellations.
servin g as a priest or cham pion o f that g o d ’s ideals.
Your DM determ ines w hich gods, if any, are w orshiped Eberron
in his or her campaign. From am ong the gods available, The w orld o f Eberron has many different religions, but
you can choose a single deity for your character to the m ost important revolves around a pantheon called
serve, worship, or pay lip service to. Or you can pick the Sovereign H ost and their m align shadow, the Dark
a few that your character prays to m ost often. Or just Six. The gods o f the Sovereign H ost are thought to have
m ake a mental note o f the gods w ho are revered in your dom inion over every aspect o f existence, and to speak
D M ’s cam paign s o you can invoke their n am es w hen with a unified voice. But the Dark Six are the primitive,
appropriate. If you ’re playing a cleric or a character with bloody, and cruel gods w ho offer a dissenting voice.
the Acolyte background, decide which god your deity
serves or served, and consider the deity’s suggested E b erron ’s other religions are very different from the
dom ain s w hen selecting your character’s dom ain. traditional D&D pantheons. The m onotheistic Church
o f the Silver F lam e is devoted to fighting against evil in
D&D P a n t h e o n s the w orld, but plagued by corruption in its ow n ranks.
The philosophy of the B lood o f Vol teaches that divinity
E ach w orld in the D & D m ultiverse has its ow n lies within all mortal beings and reveres the undead
pantheons o f deities, ranging in size from the teem ing w ho have secured that immortality. Various mad cults
pantheons o f the Forgotten Realm s and Greyhawk to are devoted to the dem ons and horrors im prisoned
the m ore focused religions of Eberron and Dragonlance. in Eberron's Underdark (called Khyber, the Dragon
Many o f the nonhuman races w orship the sam e gods on Below). The follow ers o f the Path o f Light believe that
different w orlds—Moradin, for example, is revered by the w orld is heading toward a glorious future where
dwarves of the Forgotten Realms, Greyhawk, and many the shadow s that cloud this w orld will be transform ed
other worlds. into light. And tw o related nations o f elves revere their
ancestral spirits: the Undying Court, preserved as
T he Forgo tten R ealm s spirits or even undead form s, and the glorified Spirits
D ozens of deities are revered, worshiped, and feared of the Past, the great heroes o f ancient wars.
throughout the w orld o f the Forgotten Realm s. At least
thirty deities are widely known across the Realm s, and N o n h u m a n D e it ie s
m any m ore are w orshiped locally, by individual tribes, Certain gods closely associated with nonhuman races
sm all cults, or certain sects of larger religious temples. are revered on many different worlds, though not always
in the sam e way. The nonhum an races of the Forgotten
T h e Life a n d D e a t h D o m a i n s Realm s and Greyhawk share these deities.

Many deities in this section suggest the Life domain, Nonhuman races often have whole pantheons of
particularly if they are closely associated with healing, their own. Besides Moradin, for example, the dwarf
protection, childbirth, nurturing, or fertility. As described in g od s include M oradin’s w ife, B erron ar Truesilver, and
the chapter 3, though, the Life domain is incredibly broad, a number of other gods thought to be their children
and a cleric o f any non-evil deity can choose it. and grandchildren: Abbathor, Clangeddin Silverbeard,
Dugm aren Brightmantle, Dumathoin, G orm Gulthyn,
A number o f other deities, mostly evil ones, suggest the Haela Brightaxe, M arthamm or Duin, Sharindlar, Thard
Death domain, which is detailed in the Dungeon Master’s Harr, and Vergadain. Individual clans and kingdom s of
Guide. Most clerics who choose this domain are evil NPCs, d w arves m ight revere som e, all, or n one o f th ese deities,
but if you want to worship a god o f death, consult your and som e have other gods unknown (or known by other
Dungeon Master. names) to outsiders.

D e it ie s o f t h e Fo r g o t t e n R e a l m s

Deity Alignment Suggested Domains Symbol
Auril, goddess o f winter NE Nature, Tempest Six-pointed snowflake
Azuth, god o f wizards LN Knowledge Left hand pointing upward, outlined in fire
Bane, god o f tyranny LE War Upright black right hand, thumb and fingers together
Beshaba, goddess of misfortune CE Trickery Black antlers
Bhaal, god o f murder NE Death Skull surrounded by a ring o f blood droplets
Chauntea, goddess o f agriculture NG Life Sheaf o f grain or a blooming rose over grain
Cyric, god o f lies CE Trickery White jawless skull on black or purple sunburst
Deneir, god o f writing NG Knowledge Lit candle above an open eye
Eldath, goddess o f peace NG Life, Nature Waterfall plunging into still pool
Gond, god of craft N Knowledge Toothed cog with four spokes
Helm, god o f protection LN Life, Light Staring eye on upright left gauntlet
Ilmater, god o f endurance LG Life Hands bound at the wrist with red cord
Kelemvor, god o f the dead LN Death Upright skeletal arm holding balanced scales
Lathander, god o f birth and renewal NG Life, Light Road traveling into a sunrise
Leira, goddess o f illusion CN Trickery Point-down triangle containing a swirl o f mist
Lliira, goddess o f joy CG Life Triangle o f three six-pointed stars
Loviatar, goddess o f pain LE Death Nine-tailed barbed scourge
Malar, god o f the hunt CE Nature Clawed paw
Mask, god o f thieves CN Trickery Black mask
Mielikki, goddess o f forests NG Nature Unicorn’s head
Milil, god o f poetry and song NG Light Five-stringed harp made of leaves
Myrkul, god o f death NE Death White human skull
Mystra, goddess o f magic NG Knowledge Circle o f seven stars, or nine stars encircling a
flowing red mist, or a single star
Oghma, god o f knowledge N Knowledge Blank scroll
Savras, god o f divination and fate LN Knowledge Crystal ball containing many kinds o f eyes
Selune, goddess o f the moon CG Knowledge, Life Pair o f eyes surrounded by seven stars
Shar, goddess o f darkness and loss NE Death, Trickery Black disk encircled with a border
Silvanus, god o f wild nature N Nature Oak leaf
Sune, goddess o f love and beauty CG Life, Light Face o f a beautiful red-haired woman
Talona, goddess o f disease and poison CE Death Three teardrops on a triangle
Talos, god o f storms CE Tempest Three lightning bolts radiating from a central point
Tempus, god o f war N War Upright flaming sword
Torm, god o f courage and self-sacrifice LG War White right gauntlet
Tymora, goddess o f good fortune CG Trickery Face-up coin
Tyr, god o f justice LG War Balanced scales resting on a warhammer
Umberlee, goddess o f the sea CE Tempest Wave curling left and right
Waukeen, goddess o f trade N Knowledge, Trickery Upright coin with Waukeen’s profile facing left

D eities of G reyhaw k Alignment Suggested Domains Symbol
N Nature Green disk
Deity N Knowledge Eye within a pentagram
Beory, goddess o f nature N Knowledge Arc o f seven stars inside a circle
Boccob, god o f magic NG Life, Nature Unicorn horn
Celestian, god o f stars and wanderers CE War Blood drop
Ehlonna, goddess o f woodlands NG Knowledge, Trickery Circle crossed by a curved horizon line
Erythnul, god o f envy and slaughter LG War Lightning bolt
Fharlanghn, god of horizons and travel LE War Six arrows facing downward in a fan
Heironeous, god of chivalry and valor CG Tempest, War Four spears and four maces radiating out
Hextor, god o f war and discord from a central point
Kord, god o f athletics and sport Death Reptilian eye with a horizontal diamond
Knowledge Weaver's spindle with three strands
Incabulos, god o f plague and famine NE Death Grinning human skull
Istus, goddess o f fate and destiny N Death Skull with either a sickle or a scythe
luz, god o f pain and oppression CE Nature Oak leaf and acorn
Nerull, god o f death NE Trickery Laughing mask
Obad-Hai, god o f nature N Life, Light Sun
Olidammara, god o f revelry CN Light Silver sun or full moon partially eclipsed by a
Pelor, god o f the sun and healing NG smaller crescent moon
Pholtus, god o f light and law LG Trickery Three bone fate-casting sticks
Knowledge White heart
Ralishaz, god o f ill luck and insanity CN Knowledge Circle at the center o f a starburst o f lines
Rao, god o f peace and reason LG Trickery Dark spiral or inverted ziggurat
St. Cuthbert, god o f common sense and zeal LN War Triskelion
Tharizdun, god o f eternal darkness CE Life, War Mountain with a circle at its heart
Trithereon, god o f liberty and retribution CG Knowledge Hand with eye in the palm
Ulaa, goddess o f hills and mountains LG Death, Knowledge Red skull in front o f fireball
Vecna, god o f evil secrets NE
Wee Jas, goddess o f magic and death LN

D e it ie s o f D r a g o n l a n c e Alignment Suggested Domains Symbol
LG War Silver triangle
The Cods o f Good NG Light Bard’s harp
Paladine, god o f rulers and guardians NG Nature, Tempest Blue bird
Branchala, god o f music LG War Bison’s horns
Habbakuk, god o f animal life and the sea LG Knowledge Copper spider
Kiri-Jolith, god o f honor and war LG Knowledge, Life Blue infinity sign
Majere, god o f meditation and order LG no clerics White circle or sphere
Mishakal, goddess o f healing
Solinari, god o f good magic Alignment Suggested Domains Symbol
N Knowledge Open book
The G od s o f Neutrality N Nature Feather
Gilean, god o f knowledge N Knowledge Forging hammer
Chislev, goddess o f nature N Knowledge, Trickery Griffon’s wing
Reorx, god o f craft N Nature Multi-colored fire
Shinare, goddess o f wealth and trade N Knowledge Great green or gold tree
Sirrion, god o f fire and change N no clerics Red circle or sphere
Zivilyn, god o f wisdom
Lunitari, goddess o f neutral magic Alignment Suggested Domains Symbol
LE Death Black crescent
The G od s o f Evil LE Death Yellow skull
Takhisis, goddess o f night and hatred CE Trickery Broken merchant’s scales
Chemosh, god o f the undead NE Death Hood with two red eyes
Hiddukel, god of lies and greed LE War Stylized red condor
Morgion, god o f disease and secrecy CE Tempest Turtle shell
Sargonnas, god o f vengeance and fire LE no clerics Black circle or sphere
Zeboim, goddess o f the sea and storms
Nuitari, god o f evil magic

D eities of Eberro n Alignment Suggested Domains Symbol
NG Life, Nature Sheaf of wheat tied with green ribbon
The Sovereign Host LN Knowledge Open tome
Arawai, goddess o f fertility N Life, Nature Pair o f antlers
Aureon, god o f law and knowledge LG Life Fire in a stone hearth
Balinor, god o f beasts and the hunt LG Light, War Rising sun
Boldrei, goddess of community and home CG War Longsword crossed over a shield
Dol Arrah, goddess of sunlight and honor N Trickery Nine-sided gold coin
Dol Dorn, god o f strength at arms NG Life, Trickery Domino
Kol Korran, god o f trade and wealth NG Knowledge Crossed hammer and tongs
Olladra, goddess of good fortune
Onatar, god of craft Alignment Suggested Domains Symbol
NE Tempest Bundle o f five sharpened bones
The Dark Six NE War Winged wyrm with woman’s head and
The Devourer, god of nature’s wrath upper body
The Fury, goddess of wrath and madness NE Death Dragonshard stone in the shape o f a fang
NE War Five blood-spattered tools
The Keeper, god o f greed and death CE Knowledge Obsidian tower
The Mockery, god o f violence and treachery CN Knowledge, Trickery Four crossed, rune-inscribed bones
The Shadow, god o f dark magic
The Traveler, deity o f chaos and change Alignment Suggested Domains Symbol
LG Life, Light, War Flame drawn on silver or molded from silver
Other Faiths o f Eberron LN Death, Life Stylized dragon skull on red teardrop gem
The Silver Flame, deity of protection and good
The Blood of Vol, philosophy o f immortality NE Trickery Varies
LN Life, Light Brilliant crystal
and undeath
Cults o f the Dragon Below, deities o f madness NG Knowledge, Life Varies
The Path of Light, philosophy o f light and CG War Varies

self-improvement
The Undying Court, elven ancestors
The Spirits of the Past, elven ancestors

N o n h u m a n D eities

Deity Alignment Suggested Domains Symbol
Bahamut, dragon god of good LG Life, War Dragon’s head in profile
Blibdoolpoolp, kuo-toa goddess NE Death Lobster head or black pearl
Corellon Larethian, elf deity o f art and magic CG Light Quarter moon or starburst
Deep Sashelas, elf god o f the sea CG Nature, Tempest Dolphin
Eadro, merfolk deity o f the sea N Nature, Tempest Spiral design
Garl Glittergold, gnome god of trickery and wiles LG Trickery Gold nugget
Grolantor, hill giant god o f war CE War Wooden club
Gruumsh, orc god o f storms and war CE Tempest, War Unblinking eye
Hruggek, bugbear god of violence CE War Morningstar
Kurtulmak, kobold god o f war and mining LE War Gnome skull
Laogzed, troglodyte god o f hunger CE Death Image o f the lizard/toad god
Lolth, drow goddess of spiders CE Trickery Spider
Maglubiyet, goblinoid god of war LE War Bloody axe
Moradin, dwarf god o f creation LG Knowledge Hammer and anvil
Rillifane Rallathil, wood elf god of nature CG Nature Oak
Sehanine Moonbow, elf goddess o f the moon CG Knowledge Crescent moon
Sekolah, sahuagin god of the hunt LE Nature, Tempest Shark
Semuanya, lizardfolk deity o f survival N Life
Skerrit, centaur and satyr god o f nature N Nature Egg
Skoraeus Stonebones, god of stone giants and art N Knowledge Oak growing from acorn
Surtur, god o f fire giants and craft LE Knowledge, War Stalactite
Thrym, god of frost giants and strength CE War Flaming sword
Tiamat, dragon goddess of evil LE Trickery White double-bladed axe
Yondalla, halfling goddess o f fertility and protection LG Life Dragon head with five claw marks
Shield

Fa n t a s y - H i s t o r i c a l Pa n t h e o n s

The Celtic, Egyptian, Greek, and N orse pantheons are
fantasy interpretations of historical religions from our
w orld’s ancient tim es. They include deities that are
m ost appropriate for u se in a D & D gam e, divorced from
their historical context in the real w orld and united into
pantheons that serve the needs o f the game.

T h e C e l t ic Pa n t h e o n
It’s said that som eth in g w ild lurks in the heart o f every
soul, a space that thrills to the sound of geese calling
at night, to the w hispering w ind through the pines, to
the unexpected red o f m istletoe on an oak—and it is in
this space that the Celtic gods dwell. They sprang from
the brook and stream, their might heightened by the
strength of the oak and the beauty of the w oodlands and
open moor. W hen the first forester dared put a name to
the face seen in the bole o f a tree or the voice babbling
in a brook, these gods forced them selves into being.

The Celtic gods are as often served by druids as by
clerics, for they are closely aligned with the forces of
nature that druids revere.

T h e G r e e k Pa n t h e o n
The gods o f Olympus make themselves known with the
gentle lap o f waves against the shores and the crash of
the thunder am ong the cloud-enshrouded peaks. The
thick boar-infested w ood s and the sere, olive-covered
hillsides hold evidence o f their passing. Every aspect
o f nature e c h o e s w ith their p resen ce, and they’ve m ade
a place for them selves inside the human heart, too.

T h e E g y p t ia n Pa n t h e o n
T hese gods are a young dynasty o f an ancient divine
family, heirs to the rulership o f the cosm os and the
m aintenance o f the divine principle o f M a’at—the
fundam ental order o f truth, justice, law, and order that
puts gods, mortal pharaohs, and ordinary men and
w om en in their logical and rightful place in the universe.

The Egyptian pantheon is unusual in having three
gods with the Death dom ain o f different alignments.
Anubis is the lawful neutral god of the afterlife, w ho

ju dges the souls o f the dead. Set is a chaotic evil god the needs o f their environment. Given the necessity of
of murder, perhaps best known for killing his brother raiding for food and w ealth, it’s su rprisin g the m ortals
Osiris. And Nephthys is a chaotic good goddess of turned out as w ell as they did. Their pow ers reflect
mourning. Thus, although m ost clerics of the Death the need these w arriors had for strong leadership and
dom ain (found in the Dungeon Master's Guide) are decisive action. Thus, they see their deities in every
villainous characters, clerics w ho serve Anubis or ben d o f a river, hear them in the crash o f the thunder
Nephthys need not be. and the boom in g o f the glaciers, and sm ell them in the
sm oke of a burning longhouse.
T h e N o r s e Pa n t h e o n
W here the land plumm ets from the snow y hills into the The N orse pantheon includes tw o main fam ilies, the
icy fjords below, w here the longboats draw up on to the Aesir (deities o f w ar and destiny) and the Vanir (gods
beach, where the glaciers flow forward and retreat with o f fertility and prosperity). O nce enem ies, these two
every fall and spring—this is the land of the Vikings, fam ilies are now closely allied against their com m on
the h om e o f the N orse pantheon. It’s a brutal clim e, enem ies, the giants (including the gods Surtur and
and one that calls for brutal living. The w arriors of Thrym). Like the gods o f Greyhawk, gods in different
the land have had to adapt to the harsh condition s in fam ilies som etim es have overlap in their spheres o f
order to survive, but they haven’t been too twisted by influence: Frey (of the Vanir) and Odur (of the Aesir)
are both associated with the sun, for example.

Deity Alignment Suggested Domains Symbol
The Daghdha, god o f weather and crops CG Nature, Trickery Bubbling cauldron or shield
Arawn, god o f life and death NE Life, Death Black star on gray background
Belenus, god o f sun, light, and warmth NG Light Solar disk and standing stones
Brigantia, goddess o f rivers and livestock NG Life Footbridge
Diancecht, god o f medicine and healing LG Life Crossed oak and mistletoe branches
Dunatis, god o f mountains and peaks N Nature Red sun-capped mountain peak
Goibhniu, god of smiths and healing NG Knowledge, Life Giant mallet over sword
Lugh, god o f arts, travel, and commerce CN Knowledge, Life Pair o f long hands
Manannan mac Lir, god o f oceans and sea creatures LN Nature, Tempest Wave o f white water on green
Math Mathonwy, god o f magic NE Knowledge Staff
Morrigan, goddess o f battle CE War Two crossed spears
Nuada, god o f war and warriors N War Silver hand on black background
Oghma, god o f speech and writing NG Knowledge Unfurled scroll
Silvanus, god o f nature and forests N Nature Summer oak tree

G r e e k D e it ie s Alignment Suggested Domains Symbol
N Tempest Fist full o f lightning bolts
Deity CG Light Sea shell
Zeus, god o f the sky, ruler o f the gods CG Knowledge, Life, Light Lyre
Aphrodite, goddess o f love and beauty CE War Spear
Apollo, god o f light, music, and healing NG Life, Nature Bow and arrow on lunar disk
Ares, god o f war and strife LG Knowledge, War Owl
Artemis, goddess o f hunting and childbirth NG Life Mare’s head
Athena, goddess o f wisdom and civilization CN Life Thyrsus (staff tipped with pine cone)
Demeter, goddess of agriculture LE Death Black ram
Dionysus, god o f mirth and wine CE Knowledge, Trickery Setting moon
Hades, god o f the underworld NG Knowledge Hammer and anvil
Hecate, goddess o f magic and the moon CN Trickery Fan o f peacock feathers
Hephaestus, god of smithing and craft CG Tempest, War Lion’s head
Hera, goddess o f marriage and intrigue CG Trickery Caduceus (winged staff and serpents)
Hercules, god o f strength and adventure Life Hearth
Hermes, god o f travel and commerce NG War Winged woman
Hestia, goddess o f home and family LN Nature Syrinx (pan pipes)
Nike, goddess o f victory CN Tempest Trident
Pan, god o f nature CN Trickery Red pentagram
Poseidon, god o f the sea and earthquakes N
Tyche, goddess o f good fortune

Egyptian D eities Alignment Suggested Domains Symbol
LG Life, Light Solar disk encircled by serpent
Deity LN Death Black jackal
Re-Horakhty, god o f the sun, ruler o f the gods NE Trickery Flaming snake
Anubis, god o f judgment and death CG War Cat
Apep, god o f evil, fire, and serpents CN Trickery Image o f the misshapen deity
Bast, goddess o f cats and vengeance NG Life, Light Horned cow’s head with lunar disk
Bes, god o f luck and music
Hathor, goddess o f love, music, and NG Knowledge Step pyramid

motherhood NG Knowledge, Life Ankh and star
Imhotep, god o f crafts and medicine
Isis, goddess o f fertility and magic CG Death Horns around a lunar disk
Nephthys, goddess o f death and grief
Osiris, god o f nature and the underworld LG Life, Nature Crook and flail
Ptah, god o f crafts, knowledge, and secrets
Set, god of darkness and desert storms LN Knowledge Bull

Sobek, god o f water and crocodiles CE Death, Tempest, Coiled cobra
Thoth, god o f knowledge and wisdom
Trickery

LE Nature, Tempest Crocodile head with horns and plumes

N Knowledge Ibis

N o r s e D e it ie s Alignment Suggested Domains Symbol
NG Knowledge, War Watching blue eye
Deity NE Tempest Rough ocean waves
Odin, god of knowledge and war NG Life, Light Gem-encrusted silver chalice
Aegir, god o f the sea and storms N Light Head o f a bearded man
Balder, god o f beauty and poetry NG Life, Light Ice-blue greatsword
Forseti, god o f justice and law NG Life Falcon
Frey, god o f fertility and the sun N Life, Light Cat
Freya, goddess o f fertility and love LG Light, War Curling musical horn
Frigga, goddess o f birth and fertility NE Death Woman’s face, rotting on one side
Heimdall, god o f watchfulness and loyalty CN Trickery Winged scroll
Hel, goddess o f the underworld CE Trickery Flame
Hermod, god o f luck NG Nature, Tempest Gold coin
Loki, god o f thieves and trickery CG Light Solar disk
Njord, god o f sea and wind CG War Upraised sword
Odur, god o f light and the sun N Nature Mountain peak
Sif, goddess o f war LE War Flaming sword
Skadi, god o f earth and mountains CG Tempest, War Hammer
Surtur, god o f fire giants and war CE War White double-bladed axe
Thor, god o f storms and thunder LN Knowledge, War Sword
Thrym, god o f fire giants and cold CN Nature Longbow
Tyr, god of courage and strategy
Uller, god o f hunting and winter

A ppen dix C: T he Planes of Existence

NI CREDIBLY VAST IS THE COSMOS OF THE The best-known w orlds in the multiverse are the
D u n g e o n s & D r a g o n s game, which teem s ones that have been published as official cam paign
with a multitude o f worlds as well as myriad settings for the D&D game over the years—Greyhawk,
alternate dim ensions o f reality, called the planes Blackm oor, Dragonlance, the Forgotten Realm s,
of existence. It e n com p a sses every w orld Mystara, Birthright, Dark Sun, and Eberron, am ong
where Dungeon Masters run their adventures, others. Each o f these w orlds boasts its ow n cast of
all within the relatively m undane realm o f the heroic adventurers and schem ing villains, its own
Material Plane. Beyond that plane are dom ains ancient ruins and forgotten artifacts, its ow n du ngeon s
o f raw elemental matter and energy, realm s o f pure and its ow n dragons. But if your cam paign takes place
thought and ethos, the hom es o f dem ons and angels, on on e o f th ese w orlds, it b elon gs to your DM —you
and the dom inions o f the gods. might im agine it as one o f th ou san ds o f parallel versions
Many spells and m agic items can draw energy of the world, which might diverge wildly from the
from these planes, sum m on the creatures that dwell published version.
there, com m unicate with their denizens, and allow
adventurers to travel there. As your character achieves M a t e r ia l E ch o e s
greater pow er and higher levels, you might undertake
a quest to rescue a friend from the horrific depths o f The M aterial Plane is a richly m agical place, and its
the Abyss, or find yourself hoisting a tankard with the m agical nature is reflected in the tw o planes that share
friendly giants o f Ysgard. You might w alk on streets its central place in the multiverse. The Feywild and the
made o f solid fire or test your mettle on a battlefield Shadowfell are parallel dim ensions occupying the sam e
w here the fallen are resurrected with each dawn. cosm ological space, so they are often called echo planes
or mirror planes to the Material Plane. The w orlds and
T he M aterial Plane landscapes o f these planes mirror the natural world
o f the Material Plane but reflect those features into
The Material Plane is the nexus w here the philosophical different form s—m ore m arvelous and m agical in the
and elemental forces that define the other planes collide Feywild, distorted and colorless in the Shadowfell.
in the jum bled existence o f m ortal life and m undane W here a volcano stands in the Material Plane, a
matter. All the w orlds o f D&D exist within the Material mountain topped with skyscraper-sized crystals that
P lane, m aking it the starting point for m ost cam paigns glow with internal fire towers in the Feywild, and a
and adventures. T h e rest o f the m ultiverse is defined in jagged rock outcropping resem bling a skull marks the
relation to the Material Plane. spot on the Shadowfell.

The w orlds o f the Material Plane are infinitely diverse, T h e Feywild, also called the Plane o f Faerie, is a land
for they reflect the creative imagination of the DMs
w ho set their gam es there, as well as the players w hose o f soft lights and wonder, a country o f little people with
heroes adventure there. They include magic-wasted great desires, a place o f m usic and death. It is a realm
desert planets and island-dotted water worlds, worlds o f eternal twilight, with slow lanterns bobbing in the
where m agic com bines with advanced technology and gentle breeze and huge fireflies buzzing through groves
others trapped in an endless Stone Age, w orlds w here and fields. The sky is alight with the faded colors of
the gods w alk and places they have abandoned. the setting, or perhaps rising, sun. But, in fact, the sun
never truly sets or rises; it rem ains stationary, dusky
and low in the sky. Away from the settled areas ruled by
the Seelie Court, the land is a tangle o f sharp-toothed
bram bles and syrupy fens—perfect territory for the
Unseelie to hunt their prey. Fey creatures, such as those
brought to the w orld by conjure woodland beings and
sim ilar spells, dwell in the Feywild.

The Shadowfell, also called the Plane o f Shadow, is

a darkly lighted dim ension, a world o f black and white
w here c o lo r has been leach ed from everything. It is a
place o f toxic dark n ess that hates the light, w here the
sky is a black vault with neither sun nor stars.

Po sitiv e an d N egative Pla n es

Like a dome above the other planes, the Positive Plane is the
source o f radiant energy and the raw life force that suffuses
all living beings, from the puny to the sublime. Its dark
reflection is the Negative Plane, the source of necrotic energy
that destroys the living and animates the undead.

Beyond the M aterial o f force. The depths o f the plane, the D eep Ethereal, are
a region of swirling mists and colorful fogs.
Beyond the Material Plane, the various planes of
existence are realm s o f myth and mystery. T h ey ’re The Astral Plane is the realm o f thought and dream,
not simply other worlds, but different qualities of w here visitors travel as disem bodied souls to reach
being, form ed and governed by spiritual and elemental the planes o f the divine and dem onic. It is a great,
principles abstracted from the ordinary world. silvery sea, the sam e above and below, with swirling
w isp s o f white and gray streaking am ong m otes o f light
Plana r T ravel resem bling distant stars. Erratic w hirlpools o f color
flicker in midair like spinning coins. O ccasional bits of
W hen adventurers travel into other planes o f existence, solid matter can be found here, but m ost of the Astral
they are undertaking a legendary journey across the Plane is an endless, open domain.
thresholds of existence to a mythic destination where
they strive to com plete their quest. Such a journey is the In n e r P la n es
stuff o f legend. Braving the realm s o f the dead, seeking
out the celestial servants o f a deity, or bargaining with The Inner Planes surround and enfold the Material
an efreeti in its hom e city will be the subject o f son g and Plane and its echoes, providing the raw elemental
story for years to com e. substance from which all the w orlds w ere made. The
four Elemental P lanes—Air, Earth, Fire, and W ater—
Travel to the planes beyond the Material Plane can be form a ring around the Material Plane, suspended
accom plished in tw o ways: by casting a spell or by using within the churning Elemental Chaos.
a planar portal.
At their innerm ost edges, where they are closest
Spells. A num ber o f spells allow direct or indirect to the M aterial Plane (in a con ceptu al if not a literal
a cce s s to other planes o f existence. Plane shift and geographical sense), the four Elemental Planes
gate can transport adventurers directly to any other resem ble a w orld in the Material Plane. The four
plane o f existence, with different degrees o f precision. elem ents m ingle together as they do in the Material
Etherealness allow s adventurers to enter the Ethereal Plane, form ing land, sea, and sky. Farther from the
Plane and travel from there to any o f the planes it Material Plane, though, the Elemental Planes are both
tou ch es—the Shadow fell, the Feywild, or the Elem ental alien and hostile. Here, the elem ents exist in their
Planes. A nd the astral projection spell lets adventurers purest form —great expanses o f solid earth, blazing fire,
project them selves into the Astral Plane and travel to crystal-clear water, and unsullied air. T h ese region s
the Outer Planes. are little-known, so when discussing the Plane o f Fire,
for example, a speaker usually m eans just the border
Portals. A portal is a general term for a stationary region. At the farthest extents o f the Inner Planes,
interplanar connection that links a specific location the pure elem ents dissolve and bleed together into an
on one plane to a specific location on another. Som e unending tumult of clashing energies and colliding
portals are like doorways, a clear window, or a fog- substance, the Elemental Chaos.
sh rouded passage, and sim ply stepping through it
effects the interplanar travel. Others are locations— O uter Planes
circles of standing stones, soaring towers, sailing ships,
or even w hole tow n s—that exist in multiple planes at If the Inner Planes are the raw matter and energy that
on ce or flicker from one plane to another in turn. S om e m akes up the multiverse, the Outer Planes are the
are vortices, typically joining an Elemental Plane with a direction, thought and purpose for such construction.
very similar location on the Material Plane, such as the Accordingly, many sages refer to the Outer Planes as
heart of a volcano (leading to the Plane o f Fire) or the divine planes, spiritual planes, or godly planes, for the
depths o f the ocea n (to the Plane o f Water). Outer Planes are best known as the hom es o f deities.

T ran sitive P lanes W hen discussing anything to do with deities, the
language used must be highly metaphorical. Their
The Ethereal Plane and the Astral Plane are called the actual h om es are not literally “p la ces” at all, but
Transitive Planes. They are mostly featureless realms exem plify the idea that the Outer P lanes are realm s of
that serve prim arily as w ays to travel from one plane thought and spirit. As with the Elemental Planes, one
to another. Sp ells such as etherealness and astral can im agine the perceptible part of the Outer Planes as
projection allow characters to enter these planes and a sort o f border region, while extensive spiritual regions
traverse them to reach the planes beyond. lie beyond ordinary sensory experience.

The Ethereal Plane is a misty, fog-bound dim ension Even in those perceptible regions, appearances
that is som etim es described as a great ocean. Its shores, can be deceptive. Initially, m any o f the Outer P la n es
called the Border Ethereal, overlap the Material Plane appear hospitable and familiar to natives o f the
and the Inner Planes, so that every location on those M aterial Plane. But the lan dscape can change at the
planes has a corresponding location on the Ethereal w him s o f the pow erful forces that live on the Outer
Plane. Certain creatures can see into the Border Planes. The desires o f the mighty forces that dwell on
Ethereal, and the see invisibility and true seeing spell these planes can remake them completely, effectively
grant that ability. S om e m agical effects also extend from erasing and rebuilding existence itself to better fulfill
the Material Plane into the Border Ethereal, particularly their own needs.
effects that use force energy such as forcecage and wall

D istance is a virtually m eaningless concept on the planes. That argument might be circular, however,
Outer Planes. The perceptible regions of the planes for it is p ossib le that the arrangem ent o f the O utlands
often seem quite sm all, but they can also stretch on to inspired the idea o f the Great W heel in the first place.
w hat seem s like infinity. It m ight be p ossib le to take
a guided tour o f the Nine Hells, from the first layer to Around the outside edge of the circle, evenly spaced,
the ninth, in a single day—if the pow ers o f the Hells are the gate-towns: sixteen settlem ents, each built
desire it. Or it cou ld take w eek s for travelers to m ake a around a portal leading to one o f the Outer Planes. Each
grueling trek a cross a single layer. town shares many o f the characteristics o f the plane
w here its gate leads.
The m ost well-known Outer Planes are a group of
sixteen planes that correspon d to the eight alignments At the center o f the Outlands, like the axle o f the
(excluding neutrality) and the shades o f distinction planar wheel, the Spire shoots im possibly high into the
between them. sky. Above this thin peak floats the ring-shaped city o f
Sigil, the City o f D oors. This bustling planar m etropolis
O uter Planes Alignment holds countless portals to other planes and worlds.
LG
Outer Plane NG, LG Sigil is a trader’s city. G ood s, m erchandise, and
Mount Celestia, the Seven Heavens o f NG inform ation co m e to it from a cross the planes. T here
Bytopia, the Twin Paradises of NG, CG is a brisk trade in inform ation about the planes, in
Elysium, the Blessed Fields of CG particular in the com m and w ords or items required for
The Beastlands, the Wilderness of CN, CG the operation o f particular portals. T hese portal keys
Arborea, the Olympian Glades of CN are highly sought after, and many travelers within the
Ysgard, the Heroic Domains of CN, CE city are looking for a particular portal or a portal key
Limbo, the Ever-Changing Chaos of CE to allow them to continue on their way.
Pandemonium, the Windswept Depths of NE, CE
The Abyss, the Infinite Layers of NE D em iplanes
Carceri, the Tarterian Depths of NE, LE D em iplanes are sm all extradim ensional spaces with
Hades, the Gray Waste of LE their ow n unique rules. They are pieces o f reality that
Gehenna, the Bleak Eternity o f LN, LE don ’t seem to fit anyw here else. D em iplan es com e
The Nine Hells ( o f Baator) LN into being by a variety o f m eans. S om e are created by
Acheron, the Infinite Battlefield of LN, LG spells, such as demiplane, or generated at the desire o f a
Mechanus, the Clockwork Nirvana of pow erful deity or other force. They m ay exist naturally,
Arcadia, the Peaceable Kingdoms of as a fold o f existing reality that has been pinched off
from the rest o f the multiverse, or as a baby universe
The planes w ith som e elem ent o f g ood in their nature grow ing in power. A given dem iplane can be entered
are called the Upper Planes. Celestial creatures such through a single point w here it tou ch es another plane.
as angels and pegasi dwell in the Upper Planes. Planes Theoretically, a plane shift spell can also carry travelers
with som e element o f evil are the Lower Planes. Fiends to a demiplane, but the proper frequency required
such as dem ons, devils, and yugoloths dwell in the for the tuning fork is extremely hard to acquire. The
L ow er P lanes. A plane’s alignm ent is its essen ce, and gate spell is m ore reliable, assum ing the caster know s
a character w h o s e alignm ent d oesn ’t match the plane’s o f the demiplane.
experiences a profound sense of dissonance there.
W h en a g o o d creature visits Elysium , for exam ple, it T h e Fa r R e a l m
feels in tune with the plane, but an evil creature feels T h e Far R ea lm is beyon d the kn ow n m ultiverse. In fact,
out o f tune and m ore than a little uncom fortable. it might b e an entirely separate m ultiverse w ith its ow n
physical and m agical laws. W here stray energies from
O ther Planes the Far Realm leak onto another plane, life and matter
are w arped and twisted into alien shapes that defy
Existing som ehow betw een or beyond the known planes ordinary geom etry and biology.
o f existence are a variety o f other realms.
T he entities that abide in the Far Realm are too alien
Sig il a n d t h e O u t l a n d s for a norm al m ind to accept without damage. Titanic
The Outlands is the plane between the Outer Planes, a creatures swim through nothingness, preoccupied
plane o f neutrality, but not the neutrality o f nothingness. with m adness. Unspeakable things w hisper awful
Instead it in corporates a little o f everything, keeping it truths to those w ho dare listen. For mortals, know ledge
all in a paradoxical ba la n ce—sim ultaneously concordan t o f the Far Realm is a triumph o f mind over the rude
and in opposition. It is a broad region o f varied terrain, boundaries o f matter, space, and eventually sanity.
with open prairies, towering mountains, and twisting,
shallow rivers, strongly resem bling an ordinary world There are no known portals to the Far Realm, or
o f the Material Plane. at least none that are still viable. Ancient elves on ce
pierced the boundary o f eons with a vast portal to the
The Outlands is circular, like a great w heel—in fact, Far Realm within a mountain called Firestorm Peak,
those w ho envision the Outer Planes as a w heel point but their civilization im ploded in bloody terror and
to the O utlands as proof, calling it a m icr o co s m o f the the porta l’s location —even its h om e w orld—is long-
forgotten. Other portals might still exist, marked by the
alien forces leaking through to corrupt the Material
Plane around them.



A p p e n d ix D : C r e a t u r e St a t is t ic s

PSELLS AND CLASS FEATURES ALLOW CHARACTERS Boar
to transform into animals, sum m on creatures
to serve as familiars, and create undead. M edium beast, unaligned
Statistics for such creatures are grouped
in this appendix for your convenience. For Armor Class 11 (natural armor)
inform ation on how to read a stat block, see Hit Points 11 (2d8 + 2)
Speed 40 ft.
the Monster Manual.

Ba t STR DEX CON IN T W IS CHA
13 (+1) 11 (+0) 12 (+1) 2 (-4) 9 (-1) 5 (-3)
Tiny beast, unaligned
Senses passive Perception 9
Arm or C lass 12 Languages —
Hit Points 1 (1d4 - 1) Challenge 1/4 (50 XP)
Speed 5 ft., fly 30 ft.

STR DEX CON INT W IS CHA Charge. If the boar moves at least 20 feet straight toward a
2 (-4) 15 (+2) 8 (-1) 2 (-4) 12 (+1) 4 (-3) creature right before hitting it with a tusk attack, the target
takes an extra 3 (1d6) slashing damage and must succeed on a
Senses blindsight 60 ft., passive Perception 11 DC 11 Strength saving throw or be knocked prone.
Languages —
Challenge 0 (10 XP) Relentless (Recharges after the Boar Finishes a Short or Long
Rest). If the boar takes damage that reduces it to 0 hit points,
Echolocation. While it can’t hear, the bat has no blindsight. unless the damage is 7 or more or from a critical hit, it drops to
1 hit point instead.
Keen Hearing. The bat has advantage on Wisdom (Perception)
checks that rely on hearing. A c t i o n s ________________________________________________

A c t i o n s ________________________________________________ Tusk. Melee W eapon Attack: +3 to hit, reach 5 ft., one target.
Bite. Melee W eapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.
Hit: 1 piercing damage.
Brown Bear

Large beast, unaligned

Black Bear Armor Class 11 (natural armor)
Hit Points 34 (4d10 + 12)
M edium beast, unaligned Speed 40 ft., climb 30 ft.

Armor Class 11 (natural armor) STR DEX CON INT W IS CHA
Hit Points 19 (3d8 + 6) 2 (-4) 13 (+1) 7 (-2)
Speed 40 ft., climb 30 ft. 19 (+4) 10 (+0) 16 (+3)

STR DEX CON IN T W IS CHA Skills Perception +3
2 (-4) 12 (+1) 7 (-2) Senses passive Perception 13
15 (+2) 10 (+0) 14 (+2) Languages —
Challenge 1 (200 XP)

Skills Perception +3 Keen Smell. The bear has advantage on Wisdom (Perception)
Senses passive Perception 13 checks that rely on smell.
Languages —
Challenge 1/2 (100 XP) A c t i o n s ________________________________________________
Multiattack. The bear makes two attacks, one with its bite and
Keen Smell. The bear has advantage on Wisdom (Perception) one with its claws.
checks that rely on smell.
Bite. Melee W eapon Attack: +5 to hit, reach 5 ft., one target.
A c t i o n s ________________________________________________ Hit: 8 (1d8 + 4) piercing damage.
Multiattack. The bear makes two attacks, one with its bite and
one with its claws. Claws. Melee W eapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.
Bite. Melee W eapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.

Claws. Melee W eapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 1 (2d4 + 2) slashing damage.

Cat A c t i o n s ______________________________________

Tiny beast, unaligned Bite. Melee W eapon Attack: + 4 to hit, reach 5 ft., one target.
Hit: 7 (1d10 + 2) piercing damage, and the target is grappled.
Armor Class 12 Until this grapple ends, the target is restrained, and the
Hit Points 2 (1d4) crocodile can’t bite another target.
Speed 40 ft., climb 30 ft.

STR DEX CON INT W IS CHA D ire W olf
3 (-4) 3 (-4) 12 (+1) 7 (-2)
15 (+2) 10 (+0) Large beast, unaligned

Skills Perception +3, Stealth +4 Armor Class 14 (natural armor)
Senses passive Perception 13 Hit Points 37 (5d10 + 10)
Languages — Speed 50 ft.
Challenge 0 (10 XP)

Keen Smell. The cat has advantage on Wisdom (Perception) STR DEX CON INT W IS CHA
checks that rely on smell. 17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 7 (-2)

A c t i o n s _______________________________________ Skills Perception +3, Stealth +4
Senses passive Perception 13
Claws. Melee W eapon Attack: +0 to hit, reach 5 ft., one target. Languages —
Hit: 1 slashing damage. Challenge 1 (200 XP)

C o n str ic to r Sn a k e Keen Hearing and Smell. The wolf has advantage on Wisdom
(Perception) checks that rely on hearing or smell.
Large beast, unaligned
Pack Tactics. The wolf has advantage on attack rolls against a
Armor Class 12 creature if at least one o f the wolf's allies is within 5 feet o f the
Hit Points 13 (2d10 + 2) creature and isn’t incapacitated.
Speed 30 ft., swim 30 ft.
A c t i o n s _______________________________________
STR DEX CON INT W IS CHA
15 (+2) 14 (+2) 12 (+1) 1 (-5) 10 (+0) 3 (-4) Bite. Melee W eapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) piercing damage. If the target is a creature,
Senses blindsight 10 ft., passive Perception 10 it must succeed on a DC 13 Strength saving throw or be
Languages — knocked prone.
Challenge 1/4 (50 XP)

Frog

Tiny beast, unaligned

A c t i o n s _______________________________________ Armor C lass 11
Hit Points 1 (1d4 - 1)
Bite. Melee W eapon Attack: +4 to hit, reach 5 ft., one creature. Speed 20 ft., swim 20 ft.
Hit: 5 (1d6 + 2) piercing damage.
STR DEX CON INT W IS CHA
Constrict. Melee W eapon Attack: +4 to hit, reach 5 ft., one 1 (-5) 13 (+1) 8 (-1) 1 (-5) 8 (-1) 3 (-4)
creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target
is grappled. Until this grapple ends, the creature is restrained,
and the snake can’t constrict another target.

C rocodile Skills Perception +1, Stealth +3
Senses darkvision 30 ft., passive Perception 11
Large beast, unaligned Languages —
Challenge 0 (0 XP)

Armor Class 12 (natural armor) Amphibious. The frog can breathe air and water.
Hit Points 19 (3d10 + 3)
Speed 20 ft., swim 30 ft. Standing Leap. As part o f its movement and without a running
start, the frog can long jump up to 10 feet and high jump
STR DEX CON INT W IS CHA up to 5 feet.
2 (-4) 10 (+0) 5 (-3)
15 (+2) 10 (+0) 13 (+1)

Skills Stealth +2
Senses passive Perception 10
Languages —
Challenge 1/2 (100 XP)

H old Breath. The crocodile can hold its breath for 15 minutes.

G ia n t Eagle Web (Recharge 5-6). Ranged W eapon Attack: +5 to hit, range
30 ft./60 ft., one creature. Hit: The target is restrained by
Large beast, neutral good webbing. As an action, the restrained target can make a DC
12 Strength check, bursting the webbing on a success. The
Armor C lass 13 webbing can also be attacked and destroyed (AC 10; hp 5;
Hit Points 26 (4d10 + 4) vulnerability to fire damage; immunity to bludgeoning, poison,
Speed 10 ft., fly 80 ft. and psychic damage).

STR DEX CON INT W IS CHA
16 (+3) 17 (+3) 13 (+1) 8 (-1)
14 (+2) 10 (+0) H a w k (Fa l c o n )

Skills Perception +4 Tiny beast, unaligned
Senses passive Perception 14
Languages Giant Eagle, understands Common but doesn't Armor C lass 13
Hit Points 1 (1d4 - 1)
speak it Speed 10 ft., fly 60 ft.
Challenge 1 (200 XP)

Keen Sight. The eagle has advantage on Wisdom (Perception) STR DEX CON IN T W IS CHA
checks that rely on sight. 5 (-3) 16 (+3) 8 (-1) 2 (-4) 14 (+2) 6 (-2)

A c t i o n s _______________________________________ Skills Perception +4
Senses passive Perception 14
Multiattack. The eagle makes two attacks, one with its beak Languages —
and one with its talons. Challenge 0 (10 XP)

Beak. Melee W eapon Attack: +5 to hit, reach 5 ft., one target. Keen Sight. The hawk has advantage on Wisdom (Perception)
Hit: 6 (1d6 + 3) piercing damage. checks that rely on sight.

Talons. Melee W eapon Attack: +5 to hit, reach 5 ft., one target. A c t i o n s _______________________________________
Hit: 10 (2d6 + 3) slashing damage.
Talons. Melee W eapon Attack: +5 to hit, reach 5 ft., one target.
G ia n t Spider Hit: 1 slashing damage.

Large beast, unaligned

Armor Class 14 (natural armor) Imp
Hit Points 26 (4d10 + 4)
Speed 30 ft., climb 30 ft. Tiny fiend (devil, shapechanger), lawful evil

STR DEX CON INT W IS CHA Armor C lass 13
2 (-4) 11 (+0) 4 (-3) Hit Points 10 (3d4 + 3)
14 (+2) 16 (+3) 12 (+1) Speed 20 ft., fly 40 ft. (20 ft. in rat form; 20 ft., fly 60 ft. in raven

form; 20 ft., climb 20 ft. in spider form)

Skills Stealth +7 STR DEX CON INT W IS CHA
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10 6 (-2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)
Languages —
Challenge 1 (200 XP) Skills Deception +4, Insight+3, Persuasion +4, Stealth +5
Dam age Resistances cold; bludgeoning, piercing, and slashing
Spider Climb. The spider can climb difficult surfaces, including
upside down on ceilings, without needing to make an from nonmagical weapons that aren’t silvered
ability check. Dam age Immunities fire, poison
Condition Immunities poisoned
Web Sense. While in contact with a web, the spider knows the Senses darkvision 120 ft., passive Perception 11
exact location of any other creature in contact with the same web. Languages Infernal, Common
Challenge 1 (200 XP)
Web Walker. The spider ignores movement restrictions caused
by webbing. Shapechanger. The imp can use its action to polymorph into
the beast form o f a rat, a raven, or a spider, or into its devil
A c t i o n s _______________________________________ form. Its statistics are the same in each form, although its
attack is different in some o f them. Any equipment it carries is
Bite. Melee W eapon Attack: +5 to hit, reach 5 ft., one creature. not transformed. If slain, the imp reverts to its devil form.
Hit: 7 (1d8 + 3) piercing damage, and the target must make a
DC 11 Constitution saving throw, taking 9 (2d8) poison damage D evil’s Sight. Magical darkness doesn’t impede the
on a failed save, or half as much damage on a successful one. If imp’s darkvision.
the poison damage reduces the target to 0 hit points, the target
is stable but poisoned for 1 hour, and paralyzed while poisoned Magic Resistance. The imp has advantage on saving throws
in this way. against spells and other magical effects.

A c t i o n s _______________________________________ Pounce. If the lion moves at least 20 feet straight toward a
target right before hitting it with a claw attack, the target must
Sting (Bite in Beast Form). Melee W eapon Attack: +5 to hit, succeed on a DC 13 Strength saving throw or be knocked
reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and prone. If the target is prone, the lion can take a bonus action to
the target must make on a DC 11 Constitution saving throw, make one bite attack against it.
taking 10 (3d6) poison damage on a failed save, or half as
much damage on a successful one. Running Leap. As part o f its movement and after a 10-foot
running start, the lion can long jump up to 25 feet.
Invisibility. The imp turns invisible until it attacks or until its
concentration ends. Anything the invisible imp is carrying or A c t i o n s _______________________________________
wearing is invisible as long as it remains in contact with the imp.
Bite. Melee W eapon Attack: +5 to hit, reach 5 ft., one target.
L io n Hit: 7 (1d8 + 3) piercing damage.

Large beast, unaligned Claw. Melee W eapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage.

Armor C lass 12 M astiff
Hit Points 26 (4d10 + 4)
Speed 50 ft. M edium beast, unaligned

STR DEX CON INT W IS CHA Armor C lass 12
17 (+3) 15 (+2) 13 (+1) 3 (-3) 12 (+1) 8 (-1) Hit Points 5 (1d8 + 1)
Speed 40 ft.

Skills Perception +3, Stealth +6 STR DEX CON INT W IS CHA
Senses passive Perception 13 13 (+1) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 7 (-2)
Languages —
Challenge 1 (200 XP)

Keen Smell. The lion has advantage on Wisdom (Perception) Skills Perception +3
checks that rely on smell. Senses passive Perception 13
Languages —
Pock Tactics. The lion has advantage on attack rolls against a Challenge 1/8 (25 XP)
creature if at least one o f the lion’s allies is within 5 feet o f the
creature and isn’t incapacitated. Keen Hearing and Smell. The mastiff has advantage on
Wisdom (Perception) checks that rely on hearing or smell.

A c t i o n s _______________________________________

Bite. Melee W eapon Attack: +3 to hit, reach 5 ft., one target. Hit:
4 (1d6 + 1) piercing damage. If the target is a creature, it must
succeed on a DC 11 Strength saving throw or be knocked prone.

M ule

M edium beast, unaligned

Armor C lass 10
Hit Points 11 (2d8 + 2)
Speed 40 ft.

STR DEX CON INT W IS CHA
2 (-4) 10 (+0) 5 (-3)
14 (+2) 10 (+0) 13 (+1)

Senses passive Perception 10
Languages —
Challenge 1/8 (25 XP)

Beast o f Burden. The mule is considered to be a Large animal
for the purpose o f determining its carrying capacity.

Sure-Footed. Whenever the mule would be knocked prone, it
stays on its feet if it succeeds on a DC 10 Dexterity saving throw.

A c t i o n s _______________________________________

Hooves. Melee W eapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) bludgeoning damage.

Owl Po iso n o u s Sn a k e

Tiny beast, unaligned Tiny beast, unaligned

Armor Class 11 Armor Class 13
Hit Points 1 (1d4 - 1) Hit Points 2 (1d4)
Speed 5 ft., fly 60 ft. Speed 30 ft., swim 30 ft.

STR DEX CON INT W IS CHA STR DEX CON INT W IS CHA
3 (-4) 13 (+1) 8 (-1) 2 (-4) 12 (+1) 7 (-2) 2 (-4) 1 (-5) 10 (+0) 3 (-4)
16 (+3) 11 (+0)

Skills Perception +3, Stealth +3 Senses blindsight 10 ft., passive Perception 10
Senses darkvision 120 ft., passive Perception 13 Languages —
Languages — Challenge 1/8 (25 XP)
Challenge 0 (10 XP)

Flyby. The owl provokes no opportunity attacks when it flies A c t i o n s ____________________________________________
out of an enemy’s reach.
Bite. Melee W eapon Attack: +5 to hit, reach 5 ft., one target.
Keen Sight. The owl has advantage on Wisdom (Perception) Hit: 1 piercing damage, and the target must make a DC 10
checks that rely on sight. Constitution saving throw, taking 5 (2d4) poison damage on a
failed save, or half as much damage on a successful one.
A c t i o n s ____________________________________________
Talons. Melee W eapon Attack: +3 to hit, reach 5 ft., one target. Pseudodragon
H it : 1 slashing damage.
Tiny dragon, neutral good

Pa n t h e r Armor Class 13 (natural armor)
Hit Points 7 (2d4 + 2)
M edium beast, unaligned Speed 15 ft., fly 60 ft.

Armor C lass 12 STR DEX CON INT W IS CHA
Hit Points 13 (3d8) 6 (-2) 15 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0)
Speed 50 ft., climb 40 ft.

STR DEX CON INT W IS CHA Skills Perception +3, Stealth +4
3 (-4) 14 (+2) 7 (-2) Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
14 (+2) 15 (+2) 10 (+0) Languages understands Common and Draconic but doesn’t

Skills Perception +4, Stealth +6 speak
Senses passive Perception 14 Challenge 1/4 (50 XP)
Languages —
Challenge 1/4 (50 XP) Keen Senses. The pseudodragon has advantage on Wisdom
(Perception) checks that rely on sight, hearing, or smell.
Keen Smell. The panther has advantage on Wisdom
(Perception) checks that rely on smell. Magic Resistance. The pseudodragon has advantage on saving
throws against spells and other magical effects.
Pounce. If the panther moves at least 20 feet straight toward
a creature right before hitting it with a claw attack, the target Lim ited Telepathy. The pseudodragon can communicate
must succeed on a DC 12 Strength saving throw or be knocked simple ideas, emotions, and images telepathically with any
prone. If the target is prone, the panther can take a bonus creature within 100 feet o f it that can understand a language.
action to make one bite attack against it.
A c t i o n s ____________________________________________
A c t i o n s ____________________________________________
Bite. Melee W eapon Attack: + 4 to hit, reach 5 ft., one target.
Bite. Melee W eapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Hit: 5 (1d6 + 2) piercing damage.
Sting. Melee W eapon Attack: +4 to hit, reach 5 ft., one creature.
Claw. Melee W eapon Attack: + 4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed
Hit: 4 (1d4 + 2) slashing damage. on a DC 11 Constitution saving throw or become poisoned for
1 hour. If its saving throw result is 6 or lower, the target falls
unconscious for the same duration, or until it takes damage or
another creature uses an action to wake it.

Q u asit A c t i o n s _______________________________________

Tiny f e n d (demon, shapechanger), chaotic evil Bite. Melee W eapon Attack: +0 to hit, reach 5 ft., one target.
Hit: 1 piercing damage.

Armor Class 13 Raven
Hit Points 7 (3d4)
Speed 40 ft. (10 ft., fly 40 ft. in bat form; 40 ft., climb 40 ft. in Tiny beast, unaligned

centipede form; 40 ft., swim 40 ft. in toad form)

STR DEX CON IN T W IS CHA Armor C lass 12
5 (-3) 7 (-2) Hit Points 1 (1d4 - 1)
17 (+3) 10 (+0) 10 (+0) 10 (+0) Speed 10 ft., fly 50 ft.

Skills Stealth +5 STR DEX CON INT W IS CHA
Dam age Resistances cold, fire, lightning; bludgeoning, 2 (-4) 14 (+2) 8 (-1) 2 (-4) 12 (+1) 6 (-2)

piercing, and slashing from nonmagical weapons Skills Perception +3
Damage Immunities poison Senses passive Perception 13
Condition Immunities poisoned Languages —
Senses darkvision 120 ft., passive Perception 10 Challenge 0 (10 XP)
Languages Abyssal, Common
Challenge 1 (200 XP)

Shapechanger. The quasit can use its action to polymorph into Mimicry. The raven can mimic simple sounds it has heard,
the beast form of a bat, centipede, or toad, or into its demon such as a person whispering, a baby crying, or an animal
form. Its statistics are the same in each form, although its chittering. A creature that hears the sounds can tell they are
attack is different in some of them. Any equipment it carries is imitations with a successful DC 10 Wisdom (Insight) check.
not transformed. If slain, the quasit reverts to its demon form.
A c t i o n s _______________________________________
Magic Resistance. The quasit has advantage on saving throws
against spells and other magical effects. Beak. Melee W eapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 1 piercing damage.
A c t i o n s ______________________________________
R eef Sh a r k
Claws (Bite in Beast Form). Melee W eapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the M edium beast, unaligned
target is a creature, it must succeed on a DC 10 Constitution
saving throw or take 5 (2d4) poison damage and become Armor Class 12 (natural armor)
poisoned for 1 minute. The creature can repeat the saving Hit Points 22 (4d8 + 4)
throw at the end o f each o f its turns, ending the effect early Speed 0 ft., swim 40 ft.
on a success.
STR DEX CON INT W IS CHA
Scare (1/Day). One creature o f the quasit’s choice within 20 14 (+2) 13 (+1) 13 (+1) 1 (-5) 10 (+0) 4 (-3)
feet of it must succeed on a DC 10 Wisdom saving throw or be
frightened for 1 minute. The target can repeat the saving throw Skills Perception +2
at the end o f each of its turns, with disadvantage if the quasit is Senses blindsight 30 ft., passive Perception 12
within line o f sight, ending the effect early on a success. Languages —
Challenge 1/2 (100 XP)
Invisibility. The quasit turns invisible until it attacks or uses
Scare, or until its concentration ends. Anything the invisible Pack Tactics. The shark has advantage on attack rolls against a
quasit is carrying or wearing is invisible as long as it remains in creature if at least one o f the shark’s allies is within 5 feet o f the
contact with the quasit. creature and isn't incapacitated.

Rat Water Breathing. The shark can breathe only while underwater.

Tiny beast, unaligned A c t i o n s _______________________________________

Armor Class 10 Bite. Melee W eapon Attack: +4 to hit, reach 5 ft., one target.
Hit Points 1 (1d4 - 1) Hit: 6 (1d8 + 2) piercing damage.
Speed 20 ft.

STR DEX CON INT W IS CHA
2 (-4) 11 (+0) 9 (-1) 2 (-4) 10 (+0) 4 (-3)

Senses darkvision 30 ft., passive Perception 10
Languages —
Challenge 0 (10 XP)

Keen Smell. The rat has advantage on Wisdom (Perception)
checks that rely on smell.

R id in g H orse

Large beast, unaligned

Armor C lass 10

Hit Points 13 (2d10 + 2)

Speed 60 ft.

STR DEX CON INT W IS CHA
2 (-4) 11 (+0) 7 (-2)
16 (+3) 10 (+0) 12 (+1)

Senses passive Perception 10
Languages —
Challenge 1/4 (50 XP)

A c t i o n s _______________________________________

Hooves. Melee W eapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 8 (2d4 + 3) bludgeoning damage.

Sk e l e t o n

M edium undead, lawful evil

Armor Class 13 (armor scraps)
Hit Points 13 (2d8 + 4)
Speed 30 ft.

STR DEX CON INT W IS CHA
6 (-2) 8 (-1) 5 (-3)
10 (+0) 14 (+2) 15 (+2)

Dam age Vulnerabilities bludgeoning Shortbow. Ranged Weapon Attack: +6 to hit, range 40 ft./160
Dam age Immunities poison ft., one target. Hit: 1 piercing damage. If the target is a
Condition Immunities poisoned creature, it must succeed on a DC 10 Constitution saving
Senses darkvision 60 ft., passive Perception 9 throw or become poisoned for 1 minute. If its saving throw
Languages understands languages it knew in life but can’t speak result is 5 or lower, the target falls unconscious for the same
Challenge 1/4 (50 XP) duration, or until it takes damage or another creature uses an
action to wake it.
A c t i o n s _______________________________________
Heart Sight. The sprite touches a creature and knows the
Shortsword. Melee W eapon Attack: +4 to hit, reach 5 ft., one creature’s current emotional state. Ifthe target fails a DC 10
target. Hit: 5 (1d6 + 2) piercing damage. Charisma saving throw, the sprite also knows the creature's
alignment. Celestials, fiends, and undead automatically fail the
Shortbow. Ranged W eapon Attack: + 4 to hit, range 80 ft./320 saving throw.
ft., one target. Hit: 5 (1d 6 + 2) piercing damage.
Invisibility. The sprite turns invisible until it attacks or casts
Sp r it e a spell, or until its concentration ends. Anything the invisible
sprite is carrying or wearing is invisible as long as it remains in
Tiny fey, neutral good contact with the sprite.

Armor Class 15 (leather armor)
Hit Points 2 (1d4)
Speed 10 ft., fly 40 ft.

STR DEX CON IN T W IS CHA Va r ia n t: Wa r h o r se A rmor
3 (-4) 18 (+4) 10 (+0) 14 (+2) 13 (+1) 11 (+0)
An armored warhorse has an Armor Class based on the
Skills Perception +3, Stealth +8 (the check is made with type o f barding worn (see chapter 5 for more information
disadvantage if the sprite is flying) on barding). Its Armor Class includes the horse’s Dexterity
modifier, where applicable.
Senses passive Perception 13
Languages Common, Elvish, Sylvan AC Barding AC Barding
Challenge 1/4 (50 XP) 12 Leather 16 Chain mail
13 Studded leather 17 Splint
14 Ring mail 18 Plate
15 Scale mail
A c t i o n s _______________________________________

Longsword. Melee W eapon Attack: + 2 to hit, reach 5 ft., one
target. Hit: 1 slashing damage.

T iger W olf

Large beast, unaligned M edium beast, unaligned

Armor C lass 12 Armor Class 13 (natural armor)
Hit Points 37 (5d10 + 10) Hit Points 11 (2d8 + 2)
Speed 40 ft. Speed 40 ft.

STR DEX CON INT W IS CHA STR DEX CON IN T W IS CHA
17 (+3) 15 (+2) 14 (+2) 3 (-4) 12 (+1) 8 (-1) 12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)

Skills Perception +3, Stealth +6 Skills Perception +3, Stealth +4
Senses passive Perception 13 Senses passive Perception 13
Languages — Languages —
Challenge 1 (200 XP) Challenge 1/4 (50 XP)

Keen Smell. The tiger has advantage on Wisdom (Perception) Keen Hearing and Smell. The wolf has advantage on Wisdom
checks that rely on smell. (Perception) checks that rely on hearing or smell.

Pounce. If the tiger moves at least 20 feet straight toward a Pack Tactics. The wolf has advantage on attack rolls against a
creature right before hitting it with a claw attack, the target creature if at least one o f the wolf’s allies is within 5 feet o f the
must succeed on a DC 13 Strength saving throw or be knocked creature and isn't incapacitated.
prone. If the target is prone, the tiger can take a bonus action
to make one bite attack against it. A c t i o n s _______________________________________

A c t i o n s _______________________________________ Bite. Melee W eapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (2d4 + 2) piercing damage. If the target is a creature,
Bite. Melee W eapon Attack: +5 to hit, reach 5 ft., one target. it must succeed on a DC 11 Strength saving throw or be
Hit: 8 (1d10 + 3) piercing damage. knocked prone.

Claw. Melee W eapon Attack: +5 to hit, reach 5 ft., one target. Z om bie
Hit: 7 (1d8 + 3) slashing damage.
M edium undead, neutral evil

W arhorse Armor Class 8
Hit Points 22 (3d8 + 9)
Large beast, unaligned Speed 20 ft.

Armor C lass 11 STR DEX CON INT W IS CHA
Hit Points 19 (3d10 + 3) 13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
Speed 60 ft.

STR DEX CON INT W IS CHA Saving Throws Wis +0
18 (+4) 12 (+1) 13 (+1) 2 (-4) 12 (+1) 7 (-2) Dam age Immunities poison
Condition Immunities poisoned
Senses passive Perception 11 Senses darkvision 60 ft., passive Perception 8
Languages — Languages understands the languages it knew in life but can’t
Challenge 1/2 (100 XP)
speak
Challenge 1/4 (50 XP)

Trampling Charge. If the horse moves at least 20 feet straight Undead Fortitude. If damage reduces the zombie to 0 hit
toward a creature right before hitting it with a hooves attack, points, it must make a Constitution saving throw with a DC
the target must succeed on a DC 14 Strength saving throw or o f 5 + the damage taken, unless the damage is radiant or
be knocked prone. If the target is prone, the horse can take a from a critical hit. On a success, the zombie drops to 1 hit
bonus action to make another attack with its hooves against point instead.
the target.
A c t i o n s _______________________________________
A c t i o n s ________
Slam . Melee W eapon Attack: +3 to hit, reach 5 ft., one target.
Hooves. Melee W eapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Hit: 11 (2d6 + 4) bludgeoning damage.

A p p e n d ix E: I n s p i r a t i o n a l R e a d in g

NI SPIRATION FOR ALL OF THE FANTASYWORK I HAVE Farmer, Philip Jose. Maker o f Universes and the rest of the
World of Tiers series.
done stems directly from the love m y father
showed when I was a lad, for he spent many Fox, Gardner. Kothar and the Conjurer’s Curse and the rest of
hours telling me stories he made up as he went the Kothar series, and Kyrik and the Lost Queen and the rest
along, tales o f cloaked old men who could grant of the Kyrik series.
wishes, o fmagic rings and enchanted swords,
or wicked sorcerers and dauntless swordsmen. . Froud, Brian & Alan Lee. Faeries.
.. All o f us tend to get ample helpings o f fantasy Hickman, Tracy & Margaret Weis. Dragons o fAutumn Twilight
when we are veryyoung, from fairy tales such as those
written by the Brothers Grimm and Andrew Lang. and the rest of the Chronicles Trilogy.
This often leads to reading books o f mythology, paging Hodgson, William Hope. The Night Land.
through bestiaries, and consultation o f compilations Howard, Robert E. The Coming o f Conan the Cimmerian and
o f the myths o f various lands and peoples. Upon such
a base I built my interest in fantasy, being an avid the rest of the Conan series.
reader o f all science fiction and fantasy literature Jemisin, N.K. The Hundred Thousand Kingdoms and the
since 1950. The following authors were o fparticular
inspiration to me. rest of the Inheritance series, The Killing Moon, and The
—E. Gary Gygax, D ungeon M aster’s G uide (1979) Shadowed Sun.
Jordan. Robert. The Eye o f the World and the rest of the Wheel
A great deal o f fantasy literature has been published of Time series.
since the co-creator o f D u n g e o n s & D r a g o n s w rote Kay, Guy Gavriel. Tigana.
those w ords, including breakthrough w orks set in the King, Stephen. The Eyes o f the Dragon.
shared w orlds o f D & D . The follow ing list includes Lanier, Sterling. Hiero’sJourney and The Unforsaken Hiero.
G ary’s original list and som e additional w ork s that have LeGuin, Ursula. A Wizard o f Earthsea and the rest of the
inspired the gam e’s design ers in the years since. Earthsea series.
Leiber, Fritz. Swords and Deviltry and the rest of the Fafhrd &
Ahmed, Saladin. Throne o f the Crescent Moon. Gray Mouser series.
Alexander, Lloyd. The Book o f Three and the rest of the Lovecraft, H.P. The Complete Works.
Lynch, Scott. The Lies o fLocke Lamora and the rest of the
Chronicles of Prydain series. Gentlemen Bastard series.
Anderson, Poul. The Broken Sword, The High Crusade, and Martin, George R.R. A Game o f Thrones and the rest of the
Song of Ice and Fire series.
Three Hearts and Three Lions. McKillip, Patricia. The Forgotten Beasts o f Eld.
Anthony, Piers. Split Infinity and the rest of the Apprentice Merritt, A. Creep, Shadow, Creep; Dwellers in the Mirage; and
The Moon Pool.
Adept series. Mieville, China. Perdido Street Station and the other
Augusta, Lady Gregory. Gods and Fighting Men. Bas-Lag novels.
Bear, Elizabeth. Range o f Ghosts and the rest of the Moorcock, Michael. Elric o f Melnibone and the rest of the
Elric series, and TheJewel in the Skull and the rest of the
Eternal Sky trilogy. Hawkmoon series.
Bellairs, John. The Face in the Frost. Norton, Andre. Quag Keep and Witch World.
Brackett, Leigh. The B est o f Leigh Brackett, The Long Offutt, Andrew J., ed. Swords against Darkness III.
Peake, Mervyn. Titus Groan and the rest of the
Tomorrow, and The Sword o f Rhiannon. Gormenghast series.
Brooks, Terry. The Sword o f Shannara and the rest of the Pratchett, Terry. The Colour o f Magic and the rest of the
Discworld series.
Shannara novels. Pratt, Fletcher. Blue Star.
Brown, Fredric. Hall o f Mirrors and What Mad Universe. Rothfuss, Patrick. The Name o f the Wind and the rest of the
Bulfinch, Thomas. Bulfinch’s Mythology. Kingkiller series.
Burroughs, Edgar Rice. At the Earth’s Core and the rest Saberhagen, Fred. The Broken Lands and Changeling Earth.
Salvatore, R.A. The Crystal Shard and the rest of The
of the Pellucidar series, Pirates o f Venus and the rest of Legend of Drizzt.
the Venus series, and A Princess o f Mars and the rest of Sanderson, Brandon. Mistborn and the rest of the
the Mars series. Mistborn trilogy.
Carter, Lin. Warrior o f World’s End and the rest of the Smith, Clark Ashton. The Return o f the Sorcerer.
World’s End series. St. Clair, Margaret. Change the Sky and Other Stories, The
Cook, Glen. The Black Company and the rest of the Black Shadow People, and Sign o f the Labrys.
Company series, Tolkien, J.R.R. The Hobbit, The Lord o f the Rings, and The
de Camp, L. Sprague. The Fallible Fiend and Lest Silmarillion.
Darkness Fall. Tolstoy, Nikolai. The Coming o f the King.
de Camp, L. Sprague & Fletcher Pratt. The Compleat Vance, Jack. The Dying Earth and The Eyes o f the Overworld.
Enchanter and the rest of the Harold Shea series, and Weinbaum, Stanley. Valley o f Dreams and The Worlds o f If.
Carnelian Cube. Wellman, Manly Wade. The Golgotha Dancers.
Derleth, August and H.P. Lovecraft. Watchers out o f Time. Williamson, Jack. The Cosmic Express and The Pygmy Planet.
Dunsany, Lord. The Book o f Wonder, The Essential Lord Wolfe, Gene. The Shadow o f the Torturer and the rest of The
Dunsany Collection, The Gods o f Pegana, The King o f Book of the New Sun.
Elfland’s Daughter, Lord Dunsany Compendium, and The Zelazny, Roger.Jack o f Shadows and Nine Princes in Amber
Sword o f Welleran and Other Tales. and the rest of the Amber series.

In d e x Archery. See under fighting styles bear, black. See creature statistics Knowledge of the Ages co m m o n ra ces
Archfey, the (warlock). See under bear, brown. See creature statistics
0 hit points. See hit points: Beastlands, the. See planes of (Knowledge domain), 59 C om m and Undead(wizard), 1 1 9
dropping to 0 otherworldly patrons Preserve Life (Life domain), 60
area of effect, 204-205 existence component, spel. See casting a
ability check, 7, 12, 173-179, 186 armor and shields, 144-146 Beast Master (ranger). See under Radiance of the Dawn (Light
contest, 174 spell: components
group, 175 barding, 155, 310 ranger archetypes domain), 61
casting a spell in. See casting a Beast Speech (warlock). See See also material spel
passive, 175 spell: in armor Read Thoughts (Knowledge component; somatic spell
skill, 174-175 getting into and out of, 146 eldritch invocations
skills with different abilities Stealth, 144 Beast Spells (druid), 67 domain), 59-60 component; verbal spell
(variant), 175 table, 145 Beguiling Defenses (warlock), 109 Turn Undead, 59
working together, 175 Armor Class (AC), 7, 14, 144, 177 Beguiling Influence (warlock). See component
ability modifier, 7, 13, 173 Armor of Shadows (warlock). See War God’s Blessing (War
determining, 13, 173 eldritch invocations eldritch invocations concentration, 203-204
armor proficiency, 144 Bend Luck (sorcerer), 103 domain), 63
table, 13,173 See also specific class entries Benign Transposition (wizard), 116 conditions, 290-292
ability score, 7, 12-13, 173 Artificer’s Lore (rock gnome), 37 Bestial Fury (ranger), 93 Channel Divinity paladin options,
Ascendant Step (warlock). See Bewitching Whispers (warlock). 86-88 cone. See area of effect
customizing (variant), 13 eldritch invocations
determining, 12-13 Aspect of the Beast (barbarian), See eldritch invocations Abjure Enemy (Oath of conjuration, 116, 203
increase. See under racial traits 50 Blessed Healer (cleric), 60
point cost table, 13 Assassin (rogue). See under Blessings of Knowledge (cleric), 59 Vengeance), 88 school (wizard). See under
rolling, 13 roguish archetypes Blessing of the Trickster (cleric), 63
standard set, 13 Assassinate (rogue), 97 blinded. See conditions Nature’s Wrath (Oath of the arcane traditions
summary, 12, 173 Astral Plane. See planes of Blindsense (rogue), 96
using, 173-179 existence Ancients), 87 Conjuration Savant (wizard), 116
Ability Score Improvement. See Athletics (skill). See under blindsight, 183
specific class entries Strength bludgeoning damage. See damage Sacred Weapon (Oath of conjurer, 116
abjuration, 115, 203 attack of opportunity. See
school (wizard). See under opportunity attack types Devotion), 86 Constitution, 12, 177
arcane traditions attack, 14, 193-196 boar. See creature statistics
Abjuration Savant (wizard), 115 Attack action. See under action bonds. See personality Turn the Faithless (Oath of the checks, 177
Abjure Enemy (paladin). See attack modifier, 14, 194 bonus, 7
under Channel Divinity paladin spell. See specifci Spellcasting bonus action, 189 Ancients), 87 hit points and. See hit points
options entries
attack roll, 7, 14, 176, 177, 194 See also casting a spell: casting Turn the Unholy (Oath of container capacity, 153
abjurer, 115 ability modifier, 194 time
Abyss, the. See planes of existence Dexterity-based, 177, 194 Book of Ancient Secrets (warlock). Devotion), 86 contest. See under ability check
Abyssal. See language modifiers to, 194 See eldritch invocations
AC. See Armor Class proficiency bonus, 194 Book of Shadows (warlock), 108 Vow of Enmity (Oath of Controlled Chaos (sorcerer), 103
Acheron. See planes of existence rolling a 1, 194 Border Ethereal. See planes of
acid damage. See damage types rolling a 20, 194 existence Vengeance), 88 Converting a spell slot to sorcery
acolyte. See under background spell. See spell attack roll Brave (halfling), 28 points (sorcerer). See Font
Acolyte of Nature (cleric), 62 Strength-based, 176, 194 breaking concentration. See chaotic evil. See alignment
Acrobatics (skill). See under Auran. See language concentration chaotic good. See alignment of Magic
Aura of Courage (paladin), 85 Breath of Winter (monk). See chaotic neutral. See alignment
Dexterity Aura of Devotion (paladin), 86 Elemental Disciplines character, 5, 11-15 copper piece (cp). See coinage
action, 189, 192-193 Aura of Protection (paladin), 85
Aura o fWarding (paladin), 87 Breath Weapon (dragonborn), 34 advancement, 15 Corona of Light (cleric) , 61
Attack action, 192 automatic hit. See attack roll: age. See specific race entries
cast a spell. See casting a spell: rolling a 20 bright light. See light alignment. See alignment Countercharm (bard), 54
casting time automatic miss. See attack roll: bringing back the dead. See under
Dash action, 192 rolling a 1 creating a, 11-15 cover, 196
Disengage action, 192 Avatar of Battle (cleric), 63 dead
Dodge action, 192 Avenging Angel (paladin), 88 Brutal Critical (barbarian), 49 describing your, 13-14 crafting. See downtime activity
Help action, 192 Awakened Mind (warlock), 110 bull rush. See shoving equipping your, 14, 125,
Hide action, 192 background, 11, 12, 13-14, By Popular Demand (entertainer), 143-157 crawling. See under movement
improvising, 193 125-141
Ready action, 193 acolyte, 127 130 height and weight, 121 Create Thrall (warlock), 110
Search action, 193 charlatan, 128 Bytopia. See planes of existence
Use an Object action, 193 criminal, 129-130 Calishite. See human ethnicities name, 121. See also specific race creating a character. See under
Action Surge (fighter), 72 customizing, 125-126 campaign, 5, 6 entries
advancement. See under character entertainer, 130-131 personality. See personality character
advantage, 7, 173 equipment, 125 cantrips, 201
adventure, 5, 7-8 folk hero, 131-132 See also Spellcasting: bard; sex and gender, 121 creating spell slots (sorcerer). See
See also adventuring gladiator (variant), 131 cleric; druid; fighter, Eldritch
adventurer. See character guild artisan, 132-133 character sheet, 11, 317-319 Font of Magic
adventuring, 181-187 guild merchant (variant), 133 Knight; rogue, Arcane Trickster; Charisma, 12, 178-179
adventuring gear, 148,150-153 hermit, 134-135 sorcerer; warlock; wizard creature statistics, 304-311
table, 150 languages, 125 Carceri. See planes of existence checks, 178-179
age (character). See specific race noble, 135-136 Careful Spell (sorcerer). See Deception, 178 criminal. See under background
entries noble knight (variant), 136 Metamagic Intimidation, 179
Agonizing Blast (warlock). See outlander, 136-137 carrying capacity. See under lifting Performance, 179 Criminal Contact (criminal), 129
eldritch invocations pirate (variant), 139 and carrying Persuasion, 179
alignment, 122 proficiencies, 125 charlatan. See under background critical hit, 196
of planes. See planes of casting a spell, 201-205
existence: alignment of sage, 137-138 area of effect, 204-205 Charm Animals and Plants crocodile. See creature statistics
Alter Memories (wizard), 117 sailor, 139 at a higher level, 201
ammunition (weapon property). soldier, 140-141 (cleric). See under Channel cube. See area of effect
See weapon properties spy (variant), 130 attack roll, 205
Animal Handling (skill). See under suggested characteristics, 125 Divinity cleric options Cunning Action (rogue), 96
Wisdom urchin, 141 casting time, 202
Aquan. See language Bad Reputation (pirate variant), charmed. See conditions current hit points. See hit points:
Arborea. See planes of existence 139 combining effects, 205 check. See ability check
Arcadia. See planes of existence barbarian, 45, 46-50 components, 203 Chondathan. See human current
Arcana (skill). See under primal paths. See primal paths duration, 203-204
Intelligence quick build, 47 in armor, 201 ethnicities Cutting Words (bard), 54-55
Arcane Charge (fighter), 75 bard, 45, 51-55 range, 202-203
arcane magic, 205 colleges. See bard colleges saving throw, 205 Circle Forms (druid), 69 cylinder. See area of effect
See also bard; martial quick build, 52 targeting, 204 Circle of the Land (druid). See
archetypes: Eldritch Knight; spell list, 207 See also specific Spellcasting damage, 14, 196-197
roguish archetypes: Arcane Bard College (bard), 54 entries under druid circles
Trickster; sorcerer; warlock; bard colleges, 54—55 casting time. See under casting Circle of the Moon (druid). See at 0 hit points. See under death
wizard College of Lore, 54-55 a spell
Arcane Recovery (wizard), 115 College o fValor, 55 cat. See creature statistics under druid circles saving throws
Arcane Tradition (wizard), 115 Bardic Inspiration (bard), 53-54 Celestial. See language Circle Spells (druid), 68
barding. See under armor and centipede, giant. See creature City Secrets (urchin), 141 damage resistance, 197
arcane traditions, 115-119 shields statistics Cleansing Touch (paladin), 85
base attack bonus. See proficiency Chains of Carceri (warlock). See Cloak of Shadows (cleric). See Damage Resistance (dragonborn),
School of Abjuration, 115-116 bonus eldritch invocations
School of Conjuration, 116 base save bonus. See proficiency Champion (fighter). See under under Channel Divinity cleric 34
bonus martial archetypes
School of Divination, 116-117 bat. See creature statistics options damage roll, 14, 176, 177, 196
School of Enchantment, 117 Battle Magic (bard), 55 Channel Divinity (cleric), 58-59
School of Evocation, 117-118 Battle Master (fighter). See under multiclassing and. See under (monk), 80 Dexterity-based, 177
martial archetypes multiclassing class, 11, 45
School of Illusion, 118 (paladin), 85 spell, 196
See also Channel Divinity cleric choosing a, 11
School of Necromancy, 118- options; Channel Divinity Strength-based, 176
features, 11,15
119 paladin options more than one target, 196
Channel Divinity cleric options, proficiencies, 12
School of Transmutation, 119 weapon, 14, 196
Arcane Trickster (rogue). See under 59-63 quick build, 11
Charm Animals and Plants damage types, 196
roguish archetypes (Nature Domain), 62 See also specific class entries
Arcane Ward (wizard), 115 Cloak of Shadows (Trickery clear path to the target. See damage vulnerability, 197
Archdruid (druid), 67-68 domain), 63 Damaran. See human ethnicities
Destroy Undead, 59 casting a spell: targeting
Destructive Wrath (Tempest Dampen Elements (cleric), 62
domain), 62 Clench of the North Wind (monk).
Guided Strike (War domain), 63 Danger Sense (barbarian), 48
Invoke Duplicity (Trickery See Elemental Disciplines
cleric, 45, 56-63 Dark Delirium (warlock), 109
domain), 63
divine domains. See divine dark elf. See elf

domains darkness. See light

quick build, 57 Dark One’s Blessing (warlock), 109
spell list, 207-208
climbing. See under movement Dark One’s Own Luck (warlock),
coinage, 143
cold damage. See damage types 109
College of Lore (bard). See under
darkvision, 183, 185
bard colleges
See also specific race entries
College of Valor (bard). See under
Dash action. See under action
bard colleges
DC. See Difficulty Class
Colossus Slayer (ranger). See dead, 197

Hunter’s Prey bringing back the. See the spell

combat, 8, 189-198 descriptions fo r raise dead,
mounted, 198
step by step, 189 reincarnate, resurrection,
underwater, 198
revivify, true resurrection
Combat Inspiration (bard), 55
combat round. See time: round deafened. See conditions
Combat Superiority (fighter), 73
Combat Wild Shape (druid), 69 death, 197
combining spell effects. See
instant, 197
casting a spell: combining
monsters and, 198
effects
Death domain, 293
Commander’s Strike maneuver
death saving throws, 197
(fighter). See maneuvers
Common. See language damage at 0 hit points, 197

rolling a 1 or 20 on, 197

Death Strike (rogue), 97

Deception (skill). See under

Charisma

deep gnome. See gnome
Deep Speech. See language
Defense. See under fighting styles

Defensive Tactics (ranger), 93

Deflect Missiles (monk), 78

dehydration. See food and drink:

water requirements

deities, 293-299

Celtic, 297, 298

Dragonlance, 293, 295

Eberron, 293, 296

Egyptian, 297-298, 299

Forgotten Realms, 293, 294

Greek, 297, 298

Greyhawk, 293, 295

nonhuman, 293, 296 druidic focus, 150, 151 exotic language. See language Giant Killer (ranger). See Hunter’s holy symbol. See Spellcasting:
Norse, 298, 299 See also spellcasting focus: expenses, 157-158, 187 Prey cleric; paladin
See also cleric; druid; paladin druid experience points (XP), 15
demiplanes. See planes of gladiator. See under background Horde Breaker (ranger). See
existence druids and the gods, 69 multiclassing and. See under gnome, 35-37 Hunter’s Prey
Destroy Undead. See under Dueling. See under fighting styles multiclassing Gnome Cunning (gnome), 37
Channel Divinity cleric options duergar. See dwarf Expert Divination (wizard), 116 gnome names, 36 horse, riding. See creature
Destructive Wrath (cleric). See Dungeon Master (DM ), 5 Expertise (bard), 54 gnome traits, 36-37 statistics
under Channel Divinity cleric Durable Summons (wizard), 116 (rogue), 96 Gnomish, 37 See also mounts and vehicles
options duration. See under casting a spell exploration, 8
Devil’s Sight (warlock). See dwarf, 18-20 Extended Spell (sorcerer). See See language how to play. See under rules
eldritch invocations dwarf names, 20 Metamagic Goading Attack maneuver Huge. See size category
Dexterity, 12, 176-177 dwarf traits, 20 Extra Attack (barbarian), 49 human, 29-31
Acrobatics, 176 Dwarven Armor Training (bard), 55 (fighter). See maneuvers human ethnicities, 30-31
checks, 176-177 (fighter), 72 gold dwarf. See dwarf human names, 30, 31
Sleight of Hand, 177 (mountain dwarf), 20 (monk), 79 gold piece (gp), 14 human traits, 31
Stealth, 177 Dwarven Combat Training, 20
Diamond Soul (monk), 79 (paladin), 85 See also coinage variant, 31
d (abbreviation). See dice Dwarven Resilience, 20 (ranger), 92 Gong o fthe Summit (monk). See Hunter (ranger). See under ranger
dice, 6-7 Dwarven Toughness (hill dwarf), Eyes of the Rune Keeper (warlock).
d2 or d3, 7 See eldritch invocations Elemental Disciplines archetypes
percentile, 6 20 Faerie. See planes of existence: grappled. See conditions Hunter’s Prey (ranger), 93
difficult terrain. See under Dwarvish, 20 Feywild, the grappling, 195 Hurl Through Hell (warlock), 109
movement falling, 183 hustle. See action: Dash action
Difficulty Class (DC), 7, 174 alphabet, 122 False Identity (charlatan), 128 gray dwarf. See dwarf Hypnotic Gaze (wizard), 117
typical DCs table, 174 See also language familiar (warlock), 107 Greater Portent (wizard), 117 ideals. See personality
dim light. See light effect, 201 Fangs of the Fire Snake (monk). Great Old One, the (warlock). See Ignan. See language
disadvantage, 7, 173 Elder Champion (paladin), 87 See Elemental Disciplines illusion, 118, 203
Disarming Attack maneuver Eldritch Invocations (warlock), 107 Far Realm. See planes of existence under otherworldly patrons
(fighter). See maneuvers eldritch invocations, 110-111 Fast Hands (rogue), 97 Great Weapon Fighting. See under school (wizard). See under
Disciple of Life (cleric), 60 Eldritch Knight (fighter). See under Fast Movement (barbarian), 49 arcane traditions
Disciple of the Elements (monk), martial archetypes Favored Enemy (ranger), 91 fighting styles illusionist, 118
80 Eldritch Master (warlock), 108 feats, 165-170 Great Wheel, the. See planes of Illusion Savant (wizard), 118
Discovery (hermit), 134 Eldritch Sight (warlock). See gaining, 165 llluskan. See human ethnicities
Disengage action. See under action eldritch invocations prerequisites, 165 existence Illusory Reality (wizard), 118
Distant Spell (sorcerer). See Eldritch Spear (warlock). See Feinting Attack maneuver grid (variant), 192 Illusory Self (wizard), 118
Metamagic eldritch invocations (fighter). See maneuvers Grim Harvest (wizard), 118 imp. See creature statistics
Distracting Strike maneuver Eldritch Strike (fighter), 75 Feral Instinct (barbarian), 49 group checks. See under ability Impostor (rogue), 97
(fighter). See maneuvers electrum piece (ep). See coinage Feral Senses (ranger), 92 Improved Abjuration (wizard), 115
divination, 116-117, 203 Elemental Affinity (sorcerer), 103 Fey Ancestry (elf), 23 check Improved Combat Superiority
school (wizard). See under Elemental Attunement (monk). (half-elf), 39 Guided Strike (cleric). See under (fighter), 74
arcane traditions See Elemental Disciplines Fey Presence (warlock), 108 Improved Critical (fighter), 72
Divination Savant (wizard), 116 Elemental Chaos. See planes of Feywild, the. See planes of Channel Divinity cleric options Improved Divine Smite (paladin),
Divine Domain (cleric), 58 existence existence guild artisan. See under 85
domain spells, 58 Elemental Disciplines (monk), 81 Fiendish Resilience (warlock), 109
divine domains, 59 Elemental Planes. See planes of Fiendish Vigor (warlock). See background Improved Duplicity (cleric), 63
Knowledge, 59-60 existence eldritch invocations Guild Membership (guild artisan),
Life, 60 Elemental Wild Shape (druid), 69 Fiend, the (warlock). See under Improved Flare (cleric), 61
Light, 60-61 elf, 21-24 otherworldly patrons 133 Improved Minor Illusion (wizard),
Nature, 61-62 elf names, 22-23 fighter, 45, 70-75 guild merchant. See under
Tempest, 62 elf traits, 23-24 martial archetypes. See martial 118
Trickery, 62-63 ElfWeapon Training, 23, 24 archetypes background Improved War Magic (fighter), 75
War, 63 Elusive (rogue), 96 quick build, 71 Hades. See planes of existence improvised weapons. See under
Elvish, 23 Fighting Style (fighter), 72 half cover. See cover
Divine Health (paladin), 85 alphabet, 123 (paladin), 84 half-elf, 38-39 weapon
Divine Intervention (cleric), 59 See also language (ranger), 91 half-elf names, 39 incapacitated. See conditions
divine magic, 205 Elysium. See planes of existence fighting styles, 72, 84, 91 half-elf traits, 39 Indomitable (fighter), 72
Empowered Evocation (wizard), Archery, 72, 91 halfling, 26-28 Indomitable Might (barbarian), 49
See also cleric; druid; paladin; 117 Defense, 72, 84, 91 Halfling (language), 28 Infernal. See language
ranger Empowered Spell (sorcerer). See Dueling, 72, 84, 91 Infernal Legacy (tiefling), 43
diviner, 116 Metamagic Great Weapon Fighting, 72, 84 See also language Infiltration Expertise (rogue), 97
Divine Sense (paladin), 84 Empty Body (monk), 79 Protection, 72, 84 halfling names, 27 initiative, 177, 189
Divine Smite (paladin), 85 enchantment, 117, 203 Two-Weapon Fighting, 72, 91 Halfling Nimbleness, 28 Inner Planes. See planes of
Divine Strike (cleric, Life domain), school (wizard). See under finding a hidden creature, 177 halfling traits, 28
60 arcane traditions finding a hidden object, 178 half-orc, 40-41 existence
(cleric, Tempest domain), 62 Enchantment Savant (wizard), 117 finesse (weapon property). See half-orc names, 41 Insight (skill). See under Wisdom
(cleric, Trickery domain), 63 enchanter, 117 weapon properties half-orc traits, 41 inspiration, 125
(cleric, War domain), 63 encounters. See under travel fire damage. See damage types hawk. See creature statistics instantaneous (spell duration), 203
DM. See Dungeon Master encumbrance. See under lifting Fist of Four Thunders (monk). See healing, 197 Instinctive Charm (wizard), 117
Dodge action. See un d eraction and carrying Elemental Disciplines hearing. See Wisdom: Perception Intelligence, 12, 177-178
domain spells. See under Divine entertainer. See under background Fist of Unbroken Air (monk). See
Domain EntropicWard (warlock), 110 Elemental Disciplines See also conditions Arcana, 177
donning and doffing armor. See environment, 183-185 Flames o fthe Phoenix (monk). heavily obscured, 183 checks, 177-178
armor and shields: getting into equipment, 14, 125, 143-161 See Elemental Disciplines heavy (weapon property). See History, 177-178
and out of background, 125 flaws. See personality Investigation, 178
downtime activities, 187 packs, 151 Fleet of Foot (wood elf), 24 weapon properties Nature, 178
draconians, 34 size (variant), 144 Flexible Casting (sorcerer). See heavy armor. See armor and Religion, 178
Draconic, 34 starting, 143 Font of Magic Intimidating Presence (barbarian),
alphabet, 124 See also adventuring gear; Flurry of Blows (monk). See Ki shields 49-50
See also language armor and shields; tools; flying. See under movement See also movement: in heavy Intimidation (skill). See under
Draconic Ancestry (dragonborn), mounts and vehicles; weapon; Focused Conjuration (wizard), 116 armor Charisma
34 and specific background entries Foe Slayer (ranger), 92 Inured to Undeath (wizard), 119
Draconic Presence (sorcerer), 102 under backgrounds folk hero. See under background heavy weapons and Small Investigation (skill). See under
Draconic Resilience (sorcerer), 102 equipment packs. See under Font of Inspiration (bard), 54 creatures, 147 Intelligence
Dragon Ancestor (sorcerer), 102 equipment Font of Magic (sorcerer), 101 invisible. See conditions
dragonborn, 32-34 See also specific class entries: food and drink, 158, 185 height and weight. See under See also unseen attackers and
dragonborn names, 33-34 quick build expenses, 158 character targets
dragonborn traits, 34 Escape the Horde (ranger). See food requirements, 185 Invoke Duplicity (cleric). See under
Dragon Wings (sorcerer), 103 Defensive Tactics water requirements, 185 Heightened Spell (sorcerer). See Channel Divinity cleric options
draw or sheathe a weapon. See escaping a grapple, 195 foraging. See under travel Metamagic Jack of All Trades (bard), 54
objects: using during combat Eternal Mountain Defense force damage. See damage types jumping. See under movement
Dreadful Word (warlock). See (monk). See Elemental forced march. See under Hellish Resistance (tiefling), 43 Keen Senses (elf), 23
eldritch invocations Disciplines movement Help action. See under action Ki (monk), 78
drink (expenses), 158 Ethereal Plane. See planes of forest gnome. See gnome hermit. See under background
drop an object. See objects: using existence Frenzy (barbarian), 49 hidden, 177, 178 saving throws, 78
during combat Evasion (monk), 79 frightened. See conditions Ki-Empowered Strikes (monk), 79
drow. See elf (ranger). See Superior Hunter’s frog. See creature statistics See also Dexterity: Stealth; ki points, 78
Drow Magic, 24 Defense gaining a level, 15 finding a hidden creature;
druid, 45, 64-69 (rogue), 96 Gargantuan. See size category finding a hidden object; hiding; spells and, 80
druid circles. See druid circles Evasive Footwork maneuver Gaze o fTwo Minds (warlock). See unseen attackers and targets knight. See background: noble
quick build, 65 (fighter). See maneuvers eldritch invocations Hide action. See under action
spell list, 208 evocation, 117-118, 203 Gehenna. See planes of existence Hide in Plain Sight (ranger), 92 knight
Druid Circle, 67 school (wizard). See under gender. See character: sex and hiding, 177 knocking a creature out, 198
druid circles, 68-69 arcane traditions gender high elf. See elf Know Your Enemy (fighter), 73-74
Circle of the Land, 68-69 Evocation Savant (wizard), 117 getting into and out of armor. See hill dwarf. See dwarf Knowledge domain (cleric). See
Circle of the Moon, 69 evoker, 117 under armor and shields hirelings, 159
Druidic, 66 Exceptional Training (ranger), 93 Giant. See language History (skill). See under under divine domains
exception-based rules. See under Intelligence Knowledge o f the Ages (cleric).
rules Hit Dice, 12
exhaustion, 181, 185, 291 multiclassing and. See under See under Channel Divinity
multiclassing cleric options
See also specific class entries Land’s Stride (druid), 69
hit point maximum, 12, 15, 177 (ranger), 92
hit points, 12, 13, 15, 177, language, 17, 123, 125
Druidic. See Druidic
196-198 thieves’ cant. See thieves’ cant
Constitution and, 177 Large. See size category
current, 196 lawful evil. See alignment
damage at 0. See under death lawful good. See alignment
saving throws lawful neutral. See alignment
dropping to 0, 197-198 Lay on Hands (paladin), 84
increasing with level, 15 learning spells. See specific
multiclassing and. See under
multiclassing
starting, 12, 13
subtracting damage from, 196
temporary, 198
holding breath. See suffocating
Holy Nimbus (paladin), 86

Spellcasting entries Elemental Disciplines 159, 185, 189, 198 existence rat. See creature statistics
lethal damage. See damage Misty Escape (warlock), 109 nonlethal damage. See damage Portent (wizard), 116 raven. See creature statistics
level, 11, 15 Misty Visions (warlock). See NPC. See nonplayer character reach (creature), 195
Life domain (cleric). See under Oath of Devotion (paladin). See Potent Cantrip (wizard), 117 reach (weapon property). See
eldritch invocations Potent Spellcasting (cleric,
divine domains modifier, 7 under sacred oaths weapon properties
Lifedrinker (warlock). See eldritch Oath of the Ancients (paladin). Knowledge domain), 60 reaction, 190
ability, 7 (cleric, Light domain), 61
invocations bonus, 7 See under sacred oaths Precision Attack maneuver See also casting a spell: casting
lifestyle. See expenses penalty, 7 Oath o fVengeance (paladin). See (fighter). See maneuvers time
lifting and carrying, 176 monastic orders, 81 preparing spells. See Spellcasting: Read Thoughts (cleric). See under
Monastic Tradition (monk), 78 under sacred oaths cleric; druid; paladin; wizard Channel Divinity cleric options
carrying capacity, 176 monastic traditions, 79-81 oath spells. See under Sacred Oath Preserve Life (cleric). See under Ready action. See under action
encumbrance (variant), 176 Way of the Open Hand, 79-80 objects, 185 Channel Divinity cleric options Reckless Attack (barbarian), 48
size and, 176 Way of Shadow, 80 Primal Champion (barbarian), 49 recovering ammunition.
light, 183 Way of the Four Elements, attacking, 185 Primal Path (barbarian), 48 See weapon properties:
light (weapon property). See 80-81 primal paths, 49-50 ammunition
weapon properties monk, 45, 76-81 interacting with, 185 Path o f the Berserker, 49-50 recuperating. See downtime
light armor. See armor and shields monastic traditions. See using during combat, 190 Path o f the Totem Warrior, 50 activity
Light domain (cleric). See under monastic traditions One with Shadows (warlock). See Primal Strike (druid), 69 refitting plate armor. See under
divine domains quick build, 77 eldritch invocations Primeval Awareness (ranger), 92 plate armor
lightly obscured, 183 monk weapons, 78 Open Hand Technique (monk), 79 Primordial. See language Relentless (fighter). 74
lightning damage. See damage moon elf. See elf open locks. See thieves’ tools profession. See downtime activity Relentless A venger (paladin), 88
types mount. See mounts and vehicles Opportunist (monk), 80 proficiencies, 11, 12, 14, 155 Relentless Endurance (half-orc), 41
Limbo. See planes of existence mountain dwarf. See dwarf opportunity attack, 195 multiclassing and. See under Relentless Rage (barbarian), 49
line. See area of effect Mount Celestia. See planes of Orc, 41 multiclassing Reliable Talent (rogue), 96
line of sight. See casting a spell: existence See also language saving throw, 14 religion, 293
targeting mounted combat. See under orison. See cantrip skill, 14 See also cleric; druid; paladin
lion. See creature statistics combat Otherworldly Leap (warlock). See spell, 14 Religion (skill). See under
listening. See Wisdom: Perception mounts and vehicles, 155, 157 eldritch invocations tool, 14 Intelligence
See also conditions See also under movement Otherwordly Patron (warlock), 107 vehicle, 155 reloading. See weapon properties:
loading (weapon property). See move action. See movement weapon, 14 ammunition
weapon properties movement, 181-183, 190-192 otherworldly patrons, 108-110 proficiency bonus, 14, 173-174, See also objects: using during
lock, opening or picking. See around creatures, 191 Archfey, the, 108-109 194 combat; weapon properties:
thieves’ tools breaking up, 190 Fiend, the, 109 adding, 14, 173 loading
lodging (expenses), 158 climbing, 182, 190 Great Old One, the, 109-110 dividing, 14, 173-174 Remarkable Athlete (fighter), 72
Lolth, 24, 296 crawling, 182, 191 increasing with level, 15 Repelling Blast (warlock). See
long rest. See resting combat, 190-192 Outer Planes. See planes of multiclassing and. See under eldritch invocations
Lower Planes. See planes of difficult terrain, 182, 190 existence multiclassing research. See downtime activity
existence flying, 191 multiplying, 14, 173-174 Researcher (sage), 138
low-light vision. See darkvision prone, 190-191 outlander. See under background Projected Ward (wizard), 115 resistance. See damage resistance
Lucky (halfling), 28 forced march, 181 Outlands, the. See planes of projectile weapon. See weapon resting, 186
Lunging Attack maneuver in heavy armor, 144 properties: ammunition restrained. See conditions
(fighter). See maneuvers jumping, 182, 190 existence prone, 190-191 result. See total
Mage Hand Legerdemain mounts and vehicles, 181-182 Overchannel (wizard), 118 See also conditions
(rogue), 98 size, 191-192 owl. See creature statistics Protection. See under fighting styles Retainers (noble variant), 136
Magical Ambush (rogue), 98 speed, 14, 17,181 Pact Boon (warlock), 107-108 pseudodragon. See creature Retaliation (barbarian), 50
Magical Secrets (bard), 54 squeezing, 192 statistics Ride the Wind (monk). See
magic, 8, 201-289 stand up, 190-191 Pact o f the Blade, 107-108 psychic damage. See damage types
See also specific class entries swimming, 182, 190 Pact o fthe Chain, 107 punching. See under melee attack Elemental Disciplines
magic item. See under wealth travel pace, 181 Pact of the Tome, 108 Purity of Body (monk), 79 Riposte maneuver (fighter). See
magic-user. See wizard using different speeds, 190 Purity of Spirit (paladin), 86
See also arcane magic moving a grappled creature, 195 Your Pact Boon, 108 Pushing Attack maneuver maneuvers
Malleable Illusions (wizard), 118 Mulan. See human ethnicities Pact Magic (warlock), 107 (fighter). See maneuvers Ritual Casting. See Spellcasting:
maneuver (fighter), 73 mule. See creature statistics quasit. See creature statistics
Maneuvering Attack maneuver Multiattack (ranger), 93 multiclassing and. See under quick build, 11 bard; cleric; druid; wizard
(fighter). See maneuvers Multiattack Defense (ranger). See multiclassing See also under specific class See also feats
maneuvers, 73, 74 Defensive Tactics pact weapon (warlock), 107-108 entries rituals, 201-202
list, 74 multiclassing, 163-164 paladin, 45, 82-88 Quickened Spell (sorcerer). See See also casting a spell: casting
saving throws, 73 Channel Divinity, 164 quick build, 83 Metamagic time
mapping. See under travel experience points, 163 sacred oaths. See sacred oaths Quivering Palm (monk), 80 River of Hungry Flame (monk).
marching order. See under travel hit points and Hit Dice, 163 spell list, 208-209 r a c e , 11 See Elemental Disciplines
Martial Archetype (fighter), 72 Pact Magic, 164 Pandemonium. See planes of choosing a, 11, 17 rock gnome. See gnome
martial archetypes, 72-75 prerequisites, 163 existence traits. See racial traits rogue, 45, 94-98
Battle Master, 73-74 proficiencies, 163-164 panther. See creature statistics See also specific race entries quick build, 95
Champion, 72-73 proficiency bonus, 163 paralyzed. See conditions racial ability score increase. See roguish archetype. See roguish
Eldritch Knight, 74-75 spell slots, 164 Parry maneuver (fighter). See racial traits: ability score archetypes
Martial Arts (monk), 78 Spellcasting, 164 maneuvers increase Roguish Archetype (rogue), 96
martial weapon. See weapon spells known and prepared, 164 party (adventuring), 15 racial traits, 11,17 roguish archetypes, 97-98
categories Unarmored Defense, 164 passive check. See under ability ability score increase, 11, 12, Arcane Trickster, 97-98
Mask of Many Faces (warlock). multiverse, 5-6, 293, 300 check 13, 17 Assassin, 97
See eldritch invocations Mystic Arcanum (warlock), 108 Path o fthe Berserker. See under age, 17 Thief, 97
Mask o fthe Wild (wood elf), 24 name. See under character primal paths alignment, 17 roleplaying, 8, 185-186
Master of Myriad Forms Natural Explorer (ranger), 91 Path o f the Totem Warrior. See languages, 17 roll, 6-7
(warlock). See eldritch Natural Illusionist (forest gnome), under primal paths size, 17 round. See undertime
invocations 37 Patient Defense (monk). See Ki speed, 17 rounding numbers, 7
Master of Nature (cleric), 62 Naturally Stealthy (lightfoot Peerless Skill (bard), 55 subrace, 17 rowed vessel, 155-157
M asterTransmuter (wizard), 119 halfling), 28 See also specific race rules, 6-7
mastiff. See creature statistics Natural Recovery (druid), 68 penalty, 6 entries exceptions, 7
See also mounts and vehicles Nature (skill). See under percentile (dice). See under dice Radiance o fthe Dawn (cleric). See how to play, 6
material spell component, 203 Intelligence Perception (skill). See under under Channel Divinity cleric
Material Plane. See planes of Nature domain (cleric). See under options specific beats general, 7
existence divine domains Wisdom radiant damage. See damage types run. See action: Dash action
Mechanus. See planes of existence Nature’s Sanctuary (druid), 69 See also travel: noticing threats Rage (barbarian), 48 Rush of the Gale Spirits (monk).
Medicine (skill). See under Nature’s Ward (druid), 69 Perfect Self (monk), 79 Rally maneuver (fighter). See
Wisdom Nature’s Wrath (paladin). See Performance (skill). See under maneuvers See Elemental Disciplines
Medium. See size category under Channel Divinity paladin Charisma range, 195 Rustic Hospitality (folk hero), 131
medium armor. See armor and options Persistent Rage (barbarian), 49 maximum, 147 Sacred Oath (paladin), 85
navigating. See under travel personality (character), 122-124 normal, 147
shields necromancer, 118-119 Persuasion (skill). See under of spells. See casting a spell: oath spells, 85
melee attack, 195 necromancy, 118, 203 Charisma range sacred oaths, 85-88
school (wizard). See under petrified. See conditions range (weapon property). See
unarmed, 195 arcane traditions pick locks. See thieves’ tools weapon properties breaking, 86
with a weapon that requires Necromancy Savant (wizard), 118 pick pockets. See Dexterity: Sleight ranged attack, 195 Oath of Devotion, 85-86
ammunition, 147 necrotic damage. See damage of Hand in melee, 195 Oath of the Ancients, 86-87
reach, 195 types piercing damage. See damage ranged weapon, 14, 146, 149, 195 Oath o fVengeance, 87-88
melee weapon, 14, 146, 149, 195 Negative Plane. See planes of types ranger, 45, 89-93 sacred plants and wood (druid), 66
Menacing (half-orc), 41 existence pirate. See under background quick build, 90 Sacred Weapon (paladin). See
Menacing Attack maneuver neutral. See alignment planar travel, 301 ranger archetype. See ranger under Channel Divinity paladin
(fighter). See maneuvers neutral evil. See alignment Plane of Air. See planes of archetypes options
Metamagic (sorcerer), 101-102 neutral good. See alignment existence spell list, 209 sage. See under background
Military Rank (soldier), 140 Nine Hells, the. See planes of Plane of Earth. See planes of Ranger Archetype (ranger), 92 sailor. See under background
Mindless Rage (barbarian), 49 existence existence ranger archetypes, 93 Savage Attacks (half-orc), 41
Minions of Chaos (warlock). See noble. See under background Plane of Faerie. See planes of Beast Master, 93 save. See saving throw
eldritch invocations noble knight. See under existence Hunter, 93 saving throw, 7, 12, 179,205
Minor Alchemy (wizard), 119 background Plane of Fire. See planes of Ranger’s Companion (ranger), 93 death. See death saving throws
Minor Conjuration (wizard), 116 nonplayer character (NPC), 8, existence Rashemi. See human ethnicities ki. See ki: saving throws
Mire the Mind (warlock). See Plane of Shadow. See planes of maneuver. See maneuvers:
eldritch invocations existence saving throws
Mist Stance (monk). See Plane o fWater. See planes of proficiency. See proficiencies:
existence saving throw
planes of existence, 5, 300-303 spell. See spell saving throws
platinum piece (pp). See coinage saving throw modifier, 12, 179,
player character. See character 205
point of origin. See area of effect
poison damage. See damage types
poisoned. See conditions
Position of Privilege (noble), 135
Positive Plane. See planes of

School of Abjuration (wizard). See Slow Fall (monk), 78 spider, giant. See creature tiefling, 42-43 Upper Planes. See planes of
under arcane traditions Small. See size category statistics tiefling names, 43 existence
snake, constrictor. See creature tiefling traits, 43
School of Conjuration (wizard). Spirit Seeker (barbarian), 50 tiers of play, 15 urchin. See under background
See under arcane traditions statistics Spirit Walker (barbarian), 50 tiger. See creature statistics Use an Object action. See under
snake, poisonous. See creature Split Enchantment (wizard), 117 time, 181
School of Divination (wizard). See sprite. See creature statistics action
under arcane traditions statistics spy. See under background day, 181 Use Magic Device (rogue), 97
Sneak Attack (rogue), 96 squeezing. See under movement minute, 181 using this book, 6
School of Enchantment (wizard). social interaction, 8, 185-186 stabilizing a creature, 197 round, 181, 189 Vanish (ranger), 92
See under arcane traditions soldier. See under background stable, 197-198 turn, 189 vehicle. See mounts and vehicles
somatic spell component, 203 stacking. See casting a spell: Timeless Body (druid), 67 verbal spell component, 203
School of Evocation (wizard). See Song of Rest (bard), 54 (monk), 79 versatile (weapon property). See
under arcane traditions sorcerer, 45, 99-104 combining effects Tinker (rock gnome), 37
See also advantage; Tiny. See size category weapon properties
School of Illusion (wizard). See quick build, 100 disadvantage Tongue o fthe Sun and Moon Versatile Trickster (rogue), 98
under arcane traditions sorcerous origin. See sorcerous standard action. See action (monk), 79 vision, 183
origins standard language. See language tools, 154
School of Necromancy (wizard). spell list, 209 Stand Against the Tide (ranger). total, 7 See also blindsight; darkvision;
See under arcane traditions Sorcerous Origin, 101 See Superior Hunter’s Defense total cover. See cover truesight; Wisdom: Perception
sorcerous origins, 102-104 starting wealth. See under wealth Totemic Attunement (barbarian), Visions of Distant Realms
School of Transmutation (wizard). Draconic Bloodline, 102-103 starvation. See food and drink: 50 (warlock). See eldritch
See under arcane traditions Wild Magic, 103-104 food requirements Totem Spirit (barbarian), 50 invocations
Sorcerous Restoration, 102 Stealth (skill). See under Dexterity tracking. See under travel Visions o fthe Past (cleric), 60
schools of magic. See arcane Sorcery Points (sorcerer). See Font See also armor and shields: trade goods, 144, 157 Voice o fthe Chain Master
traditions of Magic Stealth; hiding; travel training. See downtime activity (warlock). See eldritch
Soul o fVengeance (paladin), 88 Steel Will (ranger). See Defensive traits. See under personality invocations
Sculptor of Flesh (warlock). See space. See under size Tactics See also specific race trait entries Volley (ranger). See Multiattack
eldritch invocations Speak with Small Beasts (forest Step o fthe Wind (monk). See Ki Trance (elf), 23 Vow of Enmity (paladin). See
gnome), 37 Stillness of Mind (monk), 79 Transitive Planes. See planes of under Channel Divinity paladin
Sculpt Spells (wizard), 117 special (weapon property). See Stonecunning (dwarf), 20 existence options
Second-Story Work (rogue), 97 weapon properties Stormborn (cleric), 62 Tranquility (monk), 80 vulnerability. See damage
Second Wind (fighter), 72 speed. See under movement Stout Resilience (stout halfling), transmutation, 119, 203 vulnerability
Search action. See under action See also mounts and vehicles; 28 school (wizard). See under Wanderer (outlander), 136
searching. See under travel racial traits; travel Strength, 12, 175-176 arcane traditions Warding Flare (cleric), 61
spell, 201 Athletics, 175 Transmutation Savant (wizard), War domain (cleric). See under
See also Intelligence: spell attack modifier. See specific checks, 175 119 divine domains
Investigation; Wisdom: Spellcasting entries Stroke of Luck (rogue), 96 transmuter, 119 War God’s Blessing (cleric). See
Perception spell attack roll, 205 strongheart halfling. See halfling: Transmuter’s Stone (wizard), 119 under Channel Divinity cleric
self. See casting a spell: range; See also specific Spellcasting stout traps, finding. See Wisdom: options
targeting entries Student of War (fighter), 73 Perception warhorse. See creature statistics
selling treasure. See underwealth Spell Bombardment (sorcerer), 103 stunned. See conditions See also Intelligence: See also mounts and vehicles
services, 159 Spellbook (wizard), 114 Stunning Strike (monk), 79 Investigation War Magic (fighter), 75
sex. See character: sex and gender spellcaster, 201 subrace, 17 traps, removing or disabling. See War Priest (cleric), 63
Shadow Arts (monk), 80 spellcasting, 201-205 Subtle Spell (sorcerer). See thieves’ tools Water Whip (monk). See
Shadowfell, the. See planes of Spellcasting (bard), 52-53 Metamagic travel, 181-183 Elemental Disciplines
existence (cleric), 58 suffocating, 183 drawing a map, 183 warlock, 45, 105-111
Shadow Step (monk), 80 (druid), 66 sun elf. See elf encounters, 183 quick build, 106
Shapechanger (wizard), 119 (fighter, Eldritch Knight), 75 Sunlight Sensitivity (drow), 24 foraging, 183 otherworldly patron. See
Shape the Flowing River (monk). (paladin), 84-85 Superior Critical (fighter), 73 marching order, 182 otherworldly patrons
See Elemental Disciplines (ranger), 91-92 Superior Darkvision (drow), 24 navigating, 183 spell list, 210
Share Spells (ranger), 93 (rogue, Arcane Trickster), Superior Hunter’s Defense noticing threats, 182-183 Wave of Rolling Earth (monk). See
shark, reef. See creature statistics 97-98 (ranger), 93 pace, 181 Elemental Disciplines
Shelter o fthe Faithful (acolyte), (sorcerer), 101 Superior Inspiration (bard), 54 searching, 183 wealth, 143-144
127 (warlock). See Pact Magic superiority dice (fighter), 73 stealth, 182 magic item, 144
shield. See armor and shields (wizard), 114 Supreme Healing (cleric), 60 surprise, 183 selling treasure, 144
shield dwarf. See dwarf: mountain See also under multiclassing Supreme Sneak (rogue), 97 tracking, 183 starting, 143
Ship’s Passage (sailor), 139 spellcasting ability, 178, 179, 205 surprise, 189 Trickery domain (cleric). See under See also expenses
short rest. See resting See also specific Spellcasting See also travel: surprise divine domains weapon, 14, 146-148, 149
Shou. See human ethnicities entries Survival (skill). See under W isdom trinkets, 160-161 improvised, 147-148
shoving, 195 spellcasting focus. See See also travel: foraging, Trip Attack maneuver (fighter). See silvered, 148
Sigil. See planes of existence Spellcasting: bard; cleric; navigating, or tracking maneuvers table, 149
Signature Spells (wizard), 115 druid; paladin; sorcerer; Survivor (fighter), 73 truesight, 185 Weapon Bond (fighter), 75
silvered weapon. See under warlock; wizard svirfneblin. See gnome Turami. See human ethnicities weapon categories, 146
weapon spell components. See casting a Sweeping Attack maneuver turn. See under time weapon proficiency, 14, 146
silver piece (sp). See coinage spell: components (fighter). See maneuvers turn, taking yours, 189-190 See also specific classes:
simple weapon. See weapon See also material spell Sweeping Cinder Strike (monk). See also action; bonus action; proficiencies; and specific race
categories component; somatic spell See Elemental Disciplines movement trait entries
size, 176, 191-192 component; verbal spell Sylvan. See language Turn the Faithless (paladin). See weapon properties, 146-147
and weapons. See weapon component targeting a spell. See casting a under Channel Divinity paladin Weave, the, 205
properties: heavy spell descriptions, 211-289 options Whirlwind Attack (ranger). See
lifting and carrying. See lifting spell level, 201 spell: targeting Turn the Unholy (paladin). See Multiattack
and carrying: size and spell list, 207-211 target number, 7 under Channel Divinity paladin Whispers o fthe Grave (warlock).
of equipment. See equipment: Spell Mastery (wizard), 115 options See eldritch invocations
size spell preparation. See Armor Class (AC), 7 Turn Undead. See under Channel Wholeness of Body (monk), 79-80
space, 191-192 Spellcasting: cleric; druid; Difficulty Class (DC), 7 Divinity cleric options wild elf. See elf
See also racial traits; and paladin; wizard Tempest domain (cleric). See Twinned Spell (sorcerer). See Wild Magic (sorcerer). See under
specific race trait entries See also under multiclassing under divine domains Metamagic sorcerous origins
size category, 191 Spell Resistance (wizard), 116 temporary hit points. See under two-handed (weapon property). Wild Magic Surge (sorcerer), 103
skeleton. See creature statistics spell save DC, 205 hit points See weapon properties table, 104
skill check. See ability check: skill See also specific Spellcasting Tenets of Devotion (paladin), 86 two-weapon fighting, 195 Wild Shape (druid), 66-67
Skill Versatility (half-elf), 39 entries Tenets o f the Ancients (paladin), Two-Weapon Fighting (class Wisdom, 12, 178
skills with different abilities spell saving throws, 205 86-87 feature). See under fighting Animal Handling, 178
(variant). See under ability check spells known, 201 styles checks, 178
slashing damage. See damage See also Spellcasting: bard; Tenets o fVengeance (paladin), 88 unarmed. See under melee attack Insight, 178
types fighter, Eldritch Knight; ranger; Terran. See language Unarmored Defense (barbarian), Medicine, 178
Sleight of Hand (skill). See under rogue, Arcane Trickster; Tethyrian. See human ethnicities 48 Perception, 178
Dexterity sorcerer; warlock; and THAC0. See attack roll (monk), 78 Survival, 178
Slippery Mind (rogue), 96 multiclassing Thief (rogue). See under roguish Unarmored Movement (monk), 78 Witch Sight (warlock). See eldritch
spell slots, 201 Uncanny Dodge (ranger). See invocations
See also specific Spellcasting archetypes Superior Hunter’s Defense wizard, 45, 112-119
entries; and multiclassing Thief of Five Fates (warlock). See (rogue), 96 arcane tradition. See arcane
Spell Thief (rogue), 98 Undead Thralls (wizard), 119 traditions
sphere. See area of effect eldritch invocations Underdark, 17 quick build, 113
Thief’s Reflexes (rogue), 97 Undying Sentinel (paladin), 87 spell list, 210-211
thieves’ cant (rogue), 96 uncommon races, 33 wolf, dire. See creature statistics
thieves’ tools, 154 unconscious, 197, 198 wolf. See creature statistics
Third Eye, The (wizard), 116-117 See also conditions wood elf. See elf
Thirsting Blade (warlock). See Undercommon. See language world, 5-6, 8
underwater combat. See under See also planes of existence:
eldritch invocations combat Material Plane
Thought Shield (warlock), 110 unseen attackers and targets, Wrath o fthe Storm (cleric), 62
Thousand Forms (druid), 69 194-195 XP. See experience points
three-quarters cover. See cover Ysgard. See planes of existence
thrown (weapon property). See zombie. See creature statistics

weapon properties
Thunderbolt Strike (cleric), 62
thunder damage. See damage

types
Tides of Chaos (sorcerer), 103


Click to View FlipBook Version