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Published by xetock, 2019-10-19 15:10:25

PHB

Player's Handbook

PLAYER'S HANDBOOK'

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CREDITS Additional Contributors: Kim Mohan, Mal! Sernel!,
Chris Dupuis, Tom LaPille, Richard Baker, Miranda Horner,
0&0 Lead Designers: Mike Mearls, Jeremy Crawford Jennifer Clarke Wilkes, Steve Winter, Nina Hess,
Steve Townshend, Chris Youngs, Ben Petrisor, Tom Olsen
P/aye,'s Handbaok Lead: jeremy Crawford
Rules Development: Rodney Thompson, Peter Lee Project Management: Neil Shinkle, Kim Graham, John Hay
Writing: James Wyatt, Robert J. Schwalb, Bruce R. Cordell Production Services: Cynda Callaway, Brian Dumas,
Editing: Michele Carter, Chris Sims, Scol! Fitzgerald Gray,
Jefferson Dunlap, David Gershman, Anita Williams
Christopher Perkins
Producer: Greg Bilsland Brand and Marketing: Nathan Stewart, Liz Schuh,
Chris Lindsay, Shelly Mazzanoble, Hilary Ross,
Art Directors: Kate Irwin, Dan Gelon, Jon Schindehette, Laura Tommervik, Kim Lundstrom, Trevor Kidd
Mari Kolkowsky, Melissa Rapier, Shauna Narciso
Based on the original game created by
Graphic Designers: Bree Heiss, Emi Tanji, Barry Craig E. Gary Gygax and Dave Arneson,
Cover IlIustrator: Tyler Jacobson with Brian Blume, Rob Kuntz, james Ward, and Don Kaye
Interior IIlustrators: Steve Argyle, Tom Babbey, Daren Bader,
Drawing from further development by
Drew Baker, Mark Behm, Eric Belisle, Christopher Bradley, j. Eric Holmes, Tom Moldvay, Frank Mentzer, Aaron Allston,
Noah Bradley, Sam Burley, Clint Cearley, Milivoj Ceran, Harold Johnson, Roger E. Moore, David "Zeb" Cook, Ed
Sidharth Chaturvedi, Jedd Chevrier, jD, Allen Douglas, Greenwood, Tracy Hickman, Margaret Weis, Douglas Niles,
Jesper Ejsing, Craig Elliott, Wayne England, Scott M. Fischer, jeffGrubb, Jonathan Tweet, Monte Cook, Skip Williams,
Randy Gallegos, Justin Gerard, Florian De Gesincourt, Lars Richard Baker, Peter Adkison, Keith Baker, Bill Slavicsek,
Grant-West, Jon Hodgson, Ralph Horsley, Lake Hurwitz, Andy Collins, and Rob Heinsoo
Tyler Jacobson, Kekai Kotaki, Olly Lawson, Raphael Lübke,
Titus Lunter, Slawomir Maniak, Brynn Metheney, Aaran Playtesting provided by
Miller, Christopher Moeller, Mark Molnar, Scott Murphy, over 175,000 fans of D&D. Thank you!
William O'Connor, Hector Ortiz, David Palumbo, Alessandra
Pisa no, Claudio Pozas, Rob Rey, Wayne Reynolds, Aaron J. Additional consultation provided by
Riley, Chris Seaman, Cynthia Sheppard, Craig J Spearing, JeffGrubb, Kenneth Hite, Kevin Kulp, Robin Laws,
John Stanko, Matt Stawicki, Alex Stone, Thom Tenery, Cory S. John Ross, the RPGPundit, Vincent Venturella, and Zak S.
Trego-Erdner, Beth Tratt, Autumn Rain Turkel, jose Vega,
Tyler Walpole, Julian Kok Joon Wen, Richard Whitters, Eva
Widermann, Ben Wootten, Kieran Yanner

ON lHE COVER

In this fiery scene illustrated by Tyler
Jacobson, the fire giant King Snurre,
suffering no fools to live, calls his hell
hounds to join him in confronting
unwelcome guests in his home.

Disc/a;mer: W;zards afIne Coost ;5 nal responsible for the consequences of sp/itting up lhe parl'l, sliding oppendages in lhe maulh af Q leering green devi/face, occepting a dirlrler ;"1';101;0"

iram bugbears, storming lhe ftas! hall of Q hill g;ont steading, angering o dragon af eln)' ",ariely, or saying yes when lhe DM asks. "Are you real/I' 5ure?"

620A9217000001 EN CE
ISBN: 978-0-7869-6560-1
First Printing: August 2014

987654321

DUNGEONS & ORAGONS. 0&0, Wízards ofthe (oast, Forgotten Realms, the dragon ampersand. Player's Handbook. Monster Manual, Dungeon Moste,'s Gtúde, ali other Wizards af
the Caast praduct names, and their respective logos are trademarks arwizards ofthe Coast in lhe USA and other counlries. Ali characters and their distinctive likenesses are property
orWizards ofthe Coast. This material is protected under the copyright laws or the United States of America. Any reproduction or unaulhorized use ofthe material or artwork contained
herein is prohibited without the express written permission ofWizards of the Coast.

Printed in the USA. @2014 Wizards or the Coast LLC, PO Box 707, Renton, WA 98057.0707, USA. Manufactured by Hasbro SA, Rue Emile.Boéchat 31, 2800 Delémont, CH.
Represented by Hasbm ElImpe 4 lhe SQlJare Stockley park Uxbrjdge Mjddlesex !lBU lEI LJK

CONTENTS

PREFACE 4 PART2 171

INTRODUCTION 5 CHAPTER 7: USING ABILITY SCORES 173
Ability Scores and Modifiers 173
Worlds of Adventure 5 Advantage and Oisadvantage 173
Using This Book 6 Proficiency Bonus 173
How to Play 6 Ability Checks 174
Adventures 7 Using Each Ability 175
Saving Throws 179
PART 1 9 181
CHAPTER 8: ADVENTURING 181
CHAPTER 1: STEP-By-STEP CHARACTERS ll 181
Beyond 1st Level 15 Time 183
Movement 185
CHAPTER 2: RACES 17 The Environment 186
Choosing a Race 17 Social Interaction 186
Owarf 18 Resting 189
Elf 21 Between Adventures 189
Hal fiing 26 190
Human 29 CHAPTER 9: COMBAT 192
Oragonborn 32 193
Gnome 35 The Order of Combat 196
Half.Elf 38 Movement and Position 196
Half-Orc 40 Actions in Combat 198
Tiefling .42 Making an Attack 198
Cover
CHAPTER 3: CLASSES 45 Oamage and Healing 199
Ba rbaria n 46 Mounted Combat...
Bard 51 Underwater Combat 201
Cleric 56 201
Oruid 64 PART3 202
Fighter 70 207
Monk 76 CHAPTER 10: SPELLCASTING 207
Paladin 82 What Is a Spell? 211
Ranger 89 Casting a Spell
Rogue 94 290
Sorcerer 99 CHAPTER 11: SPELLS :
Warlock 105 Spe11Lists 293
Wizard 112 Spel1 Oescriptions
300
121 ApPENDIX A: CONDITIONS 300
121 301
CHAPTER 4: PERSONALITY AND 125 ApPENDIX B:
125 304
BACKG ROUN D GODS OF THE MULTIVERSE
143 312
Character Oetails 143 ApPENDIX C:
Inspiration 143 THE PLANES OF EXISTENCE 313
Backgrounds 144
146 The Material Planc 317
CHAPTER 5: EQUIPMENT 148 Beyond the Material
154
Starting Equipment... 155 ApPENDIX D:
Wealth 157
Armor and Shields 157 CREATURE STATISTICS
Weapons 159
Adventuring Gear ApPENDIX E:
Tools 163 INSPIRATIONAL READING
Mounts and Vehicles 163
Trade Goods 165
Expenses
Tri n kets

CHAPTER 6: CUSTOMIZATION OPTIONS INDEX
MuIticlassi ng
Feats CHARACTER SHEET

PREFACE are !ikely to end up friends. It's a cool side effect of the
game. Your next gaming group is as close as the nearest
NCE UPON A TIME, LONG, LONG AGO, IN A game store, on!ine forum, or gaming convention.

realm called the Midwestern United The second thing you need is a lively imagination
States-specifically the states of Minne- or, more importantly, the willingness to use whatever
sota and Wisconsin-a group of friends imagination you have. Vou don't need to be a master
gathered together to forever alter the storyteller or a brilliant artist. Vou just need to aspire to
history of gaming. create, to have the courage of someone who is willing to
build something and share it with others.
1twasn't their intent to do so. They were
tired of merely reading tales about worlds of magic, Luckily. just as 0&0 can strengthen your friendships,
monsters, and adventure. They wanted to play in those it can help build in you the confidence to create and
worlds, rather than observe them. That they went on share. 0&0 is a game that teaches you to look for the
to invent OUNGEONS & ORAGONS, and thereby ignite a clever solution, share the sudden ide a that can overcome
revolution in gaming that continues to this day, speaks a problem, and push yourself to imagine what could be,
to two things. rather than simply accept what is.

First, it speaks to their ingenuity and genius in fig- The first characters and adventures you create will
uring out that games were the perfect way to explore probably be a collection of clichés. That's true of every-
worlds that could not otherwise exist. Almost every one, from the greatest Dungeon Masters in history on
modern game, whether played on a digital device or down. Accept this rea!ity and move on to create the
a tabletop, owes some debt to 0&0. second character or adventure, which will be betler,
and then the third, which will be betler still. Repeat that
Second, it is a testament to the inherent appeal of the over the course of time, and soon you'lI be able to create
game they created. OUNGEONS & ORAGONS sparked a anything, from a character's background story to an epic
thriving global phenomenon. [t is the first roleplaying world of fantasy adventure.
game, and it remains one of the best of its breed.
Once you have that skill, it's yours forever. Countless
To play 0&0. and to play it well, you don't need to writers, artists, and other creators can trace their begin-
read ali the rules, memorize every detail of the game, nings to a few pages of 0&0 notes, a handful of dice,
or master the fine art of rolling funny looking dice. and a kitchen table.
None of those things have any bearing on what's best
about the game. Above ali else, 0&0 is yours. The friendships you
make around the table will be unique to you. The adven-
What you need are two things, the first being friends tures you embark on. the characters you create, the
with whom you can share the game. Playing games with memories you make-these will be yours. 0&0 is your
your friends is a lot of fun, but 0&0 does something personal corner of the universe, a place where you have
more than entertain. free reign to do as you wish.

Playing 0&0 is an exerci se in collaborative creation. Go forth now. Read the rules of the game and the
Vou and your friends create epic stories filled with ten- story of its worlds, but always remember that you are
sion and memorable drama. Vou create silly in-jokes the one who brings them to !ife. They are nothing
that make you laugh years later. The dice will be cruel without the spark of !ife that you give them.
to you. but you will soldier on. Your collective creativ-
ity will build stories that you will tell again and again. Mike Mearls
ranging from the utlerly absurd to the stuff of legend. May 2014

If you don't have friends interested in playing, don't
worry. There's a special alchemy that takes place
around a 0&0 table thal nothing else can match. Play
the game with someone enough, and the two of you

PREFACE

INTRODUCTION In the DUNGEONS& DRAGONSgame, each player
creates an adventurer (also called a character) and
HEDUNGEONS& DRAGONSROLEPLAYING teams up with other adventurers (played by friends).
game is about storytelling in worlds of Working together, the group might explore a dark dun-
swords and sorcery. !t shares elements geon, a ruined city, a haunted castle. a lost temple deep
with childhood games of make-believe. Like in a jungle, or a lava-filled cavero beneath a mysterious
those games, 0&0 is driven by imagina- mountain. The adventurers can solve puzzles, talk with
tion. !t's about picturing the towering castle other characters, battle fantastic monsters, and discover
beneath the stormy night sky and imagining fabulous magic items and other treasure.
howa fantasy adventurer might react to the challenges
that scene presents. One player, however, takes on the role of the Dungeon
Master (DM). the game's lead storyteller and referee.
Oungeon Master (OM): After passing through the The DM creates adventures for the characters, who nav-
craggy peaks, the road takes a sudden turn to the east igate its hazards and decide which paths to explore. The
and Castle Ravenloft towers before you. Crumbling DM might describe the entrance to Castle Ravenloft,
towers of stone keep a silent watch over the approach. and the players decide what they want their adventurers
They look like abandoned guardhouses. Beyond these, to do. WilI they walk across the dangerously weathered
a wide chasm gapes, disappearing into the deep drawbridge? Tie themselves together with rope to mini-
fog below. A lowered drawbridge spans the chasm, mize the chance that someone will fali if the drawbridge
leading to an arched entrance to the castle courtyard. gives way? Or cast a spell to carry them over the chasm?
The chains of the drawbridge creak in the wind, their
rust.eaten iron straining with the weight. From atop Then the DM determines the results of the adventur-
the high strong walls, stone gargoyles stare at you ers' actions and narrates what they experience. Because
from hollow sockets and grin hideously. A rotting the DM can improvise to react to anything the players
wooden portcullis, green with growth, hangs in the attempt, 0&0 is infinitely f1exible, and each adventure
entry tunnel. Beyond this, the main doors ofCastle can be exciting and unexpected.
Ravenloft stand open, a rich warm light spilling into
the courtyard. The game has no real end; when one story or quest
wraps up, another one can begin, creating an ongoing
Phillip (playing Gareth): I want to look at the story called a campaign. Many people who play the
gargoyles. I have a feeling they're not just statues. game keep their campaigns going for months or years.
meeting with their friends every week or so to pick
Amy (playing Rival:The drawbridge looks precarious? up the story where they left off. The adventurers grow
I want to see how sturdy it is. Do I think we can cross in might as the campaign continues. Each monster
it, or is it going to collapse under our weight? defeated, each adventure completed, and each treasurc
recovered not only adds to the continuing story, but also
Unlike a game of make-believe, 0&0 gives structure earos the adventurers new capabilities. This increase
to the stories, a way of determining the consequences in power is reflected by an adventurer's leveI.
of the adventurers' action. Players roll dice to resolve
whether their attacks hit or miss or whether their adven- There's no winning and losing in the DUNGEONS&
turers can scale a cliff, roll away from the strike of a DRAGONSgame-at least, not the way those terms are
magicallightning bolt, or pull off some other dangerous usually understood. Together, the DM and lhe players
task. Anything is possible, but the dice make some out- create an exciting story of bold adventurers who confront
comes more probable than others. deadly perils. Sometimes an adventurer might come to
a grisly end, toro apart by ferocious monsters or done in
Oungeon Master (OM): OK, one at a time. Phillip, bya nefarious villain. Even so, the other adventurers can
you're looking at the gargoyles? search for powerful magic to revive their fallen comrade,
or the player might choose to create a new character to
Phillip: Yeah. 15 there any hint they might be carry on. The group might fail to complete an adventure
creatures and not decorations? successfully, but if everyone had a good time and created
a memorable story, they ali win.
OM: Make an Intelligence check.
Phillip: Does my Investigation skill apply? WORLDS OF ADVENTURE
OM: Sure!
Phillip (rolling a d20): Ugh. Seven. The many worlds of the DUNGEONS& DRAGONSgame
OM: They look like decorations to you. And Amy, are places of magic and monsters, of brave warriors and
Riva is checking out the drawbridge? spectacular adventures. They begin with a foundation
of medieval fantasy and then add the creatures, places,
and magic that make these worlds unique.

The worlds of the DUNGEONS& DRAGONSgame exist
within a vast cosmos called the multiverse, connected
in strange and mysterious ways to one another and to
other planes of existence. such as the Elemental Plane
of Fire and the lnfinite Depths of the Abyss. Within

lNTRODUl TION

this multiverse are an endless variety of worlds. Many 2. The players describe what they want to do. Some-
of them have been published as official settings for the times one player speaks for the whole party, saying,
D&D game. The legends of the Forgotten Realms, Drag- "We'lI take the east door," for example. Other times,
onlance, Greyhawk, Dark Sun, Mystara, and Eberron different adventurers do different things: one adventurer
settings are woven together in the fabric of the multi- might search a treasure chest while a second examines
verse. Alongside these worlds are hundreds of thousands an esoteric symbol engraved on a wall and a third keeps
more, created by generations of D&D players for their watch for monsters. The players don't need to take
own games. And amid ali the richness of the multiverse, turns, but the DM listens to every player and decides
you might create a world of your own. how to resolve those actions.

Ali these worlds share characteristics, but each world Sometimes, resolving a task is easy. If an adventurer
is set apart by its own history and cultures, distinctive wants to walk across a roam and open a door, the DM
monsters and races, fantastic geography, anciem dun- might just say that the door opens and describe what
geons, and scheming villains. Some races have unusual lies beyond. But the doar might be locked, the floor
traits in different worlds. The halflings of the Dark Sun might hide a deadly trap, or some other circumstance
setting, for example, are jungle-dwelling cannibals, might make it challenging for an adventurer to complete
and the elves are desert nomads. Some worlds feature a task. In those cases, the DM decides what happens,
races unknown in other settings, such as Eberron's war- often relying on the roll of a die to determine the results
forged, soldiers created and imbued with life to fight in of an action.
the Last War. Some worlds are dominated by one great
story, like the War of the Lance that plays a central role 3. The DM narrates the results ofthe adventurers'
in the Dragonlance setting. But they're ali D&D worlds, actions. Describing the results often leads to another
and you can use the rules in this book to create a char- decision point, which brings the flow of the game right
acter and play in any one of them. back to step 1.

Your DM might set the campaign on one of these This pattern holds whether the adventurers are cau-
worlds or on one that he or she created. Because there tiously exploring a ruin, talking to a devious prince, or
is so much diversity among the worlds of D&D, you locked in mortal combat against a mighty dragon. In
should check with your DM about any house rules that certain situations, particularly combat, the action is
will affect your play of the game. Ultimately, the Dun- more structured and the players (and DM) do take turns
geon Master is the authority on the campaign and its choosing and resolving actions. But most of the time,
setting, even if the setting is a published world. play is fluid and flexible, adapting to the circumstances
of the adventure.
USING THIS BOOK
Often the action of an adventure takes place in the
The Player's Handbook is divided into three parts. imagination of the players and DM, relying on the DM's
Part 1 is about creating a character, providing the verbal descriptions to set the scene. Some DMs like to
use music, art, ar recorded sound effects to help set the
rules and guidance you need to make the character mood, and many players and DMs alike adopt different
you'lI play in the game. It includes information on the voices for the various adventurers, monsters, and other
various races, classes, backgrounds, equipment, and characters they play in the game. Sometimes, a DM
other customization options that you can choose from. might lay out a map and use tokens ar miniature figures
Many of the rules in part 1 rely on material in parts 2 to represent each creature involved in a scene to help
and 3. If you come across a game concept in part 1 that the players keep track of where everyone is.
you don't understand, consult the book's indexo
GAME DrCE
Part 2 details the rules of how to play the game,
beyond the basics described in this introduction. That The game uses polyhedral dice with different numbers
part covers the kinds of die rolls you make to determine of sides. Vou can find dice like these in game stores and
success or failure at the tasks your character attempts, in many bookstores.
and describes the three broad categories of activity in
the game: exploration, interaction, and combat. In these rules, the different dice are referred to by the
letter d followed by the number of sides: d4, d6, dS, dI O,
Part 3 is ali about magic. It covers the nature of magic d12, and d20. For instance, a d6 is a six-sided die (the
in the worlds of D&D, the rules for spellcasting, and the typical cube that many games use).
huge variety of spells available to magic-using charac-
ters (and monsters) in the game. Percentile dice, ar d100, work a little differently. Vou
generate a number between 1 and 100 by rolling two
HOWTO PLAY different ten-sided dice numbered from Oto 9. One die
(designated before you roll) gives the tens digit, and
The play of the DUNGEONS& DRAGONSgame unfolds the other gives the ones digit. If you roll a 7 and a 1, for
according to this basic pattern. example, the number rolled is 71. Two Os represent 100.
Some ten-sided dice are numbered in tens (00, 10, 20,
1. The DM describes the environment. The DM and so on), making it easier to distinguish the tens digit
tells the players where their adventurers are and what's from the ones digit. In this case, a roll of 70 and I is 71,
around them, presenting the basic scope of options that and 00 and O is 100.
present themselves (how many doors lead out of a roam,
what's on a table, who's in the tavern, and so on). When you need to roll dice, the rules tell you how
many dice to roll of a certain type, as well as what mod-
ifiers to add. For example, "3dS + 5" means you roll

6 INTRODUCTION





































































exultation when they join in melee eombat-and either GRUDGING ACCEPTANCE
exult along with him or shiver with fear and loathing.
Half-ores are not evil by nature, but evil does lurk within Eaeh half.ore finds a way to gain aeeeptanee from those who
them, whether they embraee it or rebel against it.
hate ores. Some are reserved, trying not to draw atlention to
Beyond the rage of Gruumsh, half-ores feel emotion
powerfully. Rage doesn't jusl quieken their pulse, it themselves. A few demonstrate piety and good.heartedness
makes their bodies burn. An insult stings tike acid,
and sadness saps their strength. But they laugh loudly as publicly as they ean (whether ar not sueh demonstrations
and heartily, and simple bodily pleasures-feasting,
drinking, wrestling, drumming, and wild dancing-fill are genuine). And some simply try to be so tough that others
their hearls with joy. They tend to be short-tempered
and sometimes sullen, more inclined to aelion than just avoid them.
eontemplation and to fighting than arguing. The mosl
aeeomplished half-ores are lhose with enough self. ••
eontrol to get by in a civilized land.
Abi/ity Score lncrease. Your Strength seore
TRIBES AND SLUMS inereases by 2, and your Constitution score
inereases by I.
Half-ores most often live among ores. Of the other raees,
humans are most tikely to aeeept half.ores, and half. Age. Half-ores mature a tittle faster than humans,
ores almost always live in human lands when not living reaehing adulthood around age 14. They age
among ore lribes. Whether proving themselves among notieeably faster and rarely tive longer than 75 years.
rough barbarian tribes or serabbling to survive in the
slums of larger cities, half-ores gel by on their physieal Alignment. Half-ores inherit a tendeney toward ehaos
might, their enduranee, and lhe sheer determinalion from their ore parents and are not strongly inclincd
lhey inheril from lheir human aneeslry. toward good. Half-ores raised among ores and willillg
to tive out their tives among them are usually evil.
HALF-ORC NAMES
Size. Half-ores are somewhat largcr and bulkier than
Half-ores usually have names appropriate lo the eullure humans, and they range from 5 to well over ti feet tall.
in whieh they were raised. A half-ore who wanls lo fit in Your size is Medium.
among humans mighl trade an ore name for a human
name. Some half-ores wilh human names decide to Speed. Your base walking speed is 30 feet.
adopt a guttural ore na me beeause they lhink it makes Darkvision. Thanks to your ore blood. you have
lhem more intimidating. superior vision in dark and dim eOllditions. Vou ean
see in dim tight within 60 feet of you as if it were bright
Male Ore Names: Deneh, Feng, Gell, Henk, Holg, Imsh, tight. and in darkness as if it were dim light. You ean't
Kelh, Krusk, Mhurren, Ront. Shump. Thokk diseern eolor in darkness, only shades of gray.
Menacing. You gain proficieney in the
Female Ore Names: Baggi, Emen, Engong. Kansif. Intimidation skill.
Myev. Neega. Ovak, Ownka, Shaulha, Sulha. Vola, Relentless Endurance. When you are reduced to
Volen, Yevelda O hit points but not killed outright. you can drop to I hit
point instead. Vou can't use this feature again unti! you
HALF-ORC TRAITS finish a long resto
Savage Attacks. When you score a criticaI hit with
Your half-ore eharaeter has eertain traits deriving from a melee weapon attack, you can roll one of thc wcapon's
your ore aneestry. damage dice one additional time and add it lo lhe extra
damage of lhe criticaI hit.
Languages. You can speak. read, and
write Common and Ore. Ore is a
harsh. grating language with
hard consonants. It has
no script of its own
but is written in the
Dwarvish script.

TIEFLING that wicked glint in his eyes. "Youfight It, don'tyou? Like

"BUT VOU DO SEE THE WAY PEOPLE LOOK AT VOU, a little wildcat, I wager. Every littlejab and commentjust

devil's child." sharpensyour c1aws."
Those block eyes, cold as a winter storm, were staring
-Erin M. Evans, Brimstone Angels
right into her heart and the sudden seriousness in his
voice jolted her. To be greeted with stares and whispers, to suffer
violence and insult on the street, to see mistrust and
"What is it they say?" he asked. "One's a curiosity, two's fear in every eye: this is the lot of the tiefling. And to
a conspiracy-" twist the knife, tieflings know that this is because a
pact struck generations ago infused the essence of
"Three's a curse," shefinished. "You think I haven't heard Asmodeus-overlord of the Nine Hells-into their
that rubbish before?" bloodline. Their appearance and their nature are not
their fault but the result of an ancient sin, for which
"I knowyou have." When sheglared at him, he added, they and their children and their children's children
"[t's not as if l'm plumbing the depths ofyour mind, dear will always be held accountable.
girl. That is the burden of every tiefling. Some break under
it, some make it the millstone around their neck, some INFERNAL BLOODLINE
revel in it." He tilted his head again, scrutinizingher, with
Tieflings are derived fram human bloodlines, and in the
broadest possible sense, they stilllook humano However,
their infernal heritage has left a elear imprint on their
appearance. Tieflings have large horns that take any
of a variety of shapes: some have curling horns like a
ram, others have straight and tall horns like a gazelle's,
and some spiral upward like an antelopes' horns. They
have thick tails, four to tive feet long, which lash or coil
around their legs when they get upset or nervous. Their
canine teeth are sharply pointed, and their eyes are
solid colors-black, red, white, silver, or gold-with no
visible selera or pupil. Their skin tones cover the full
range of human coloration, but also inelude various
shades of red. Their hair, cascading down from behind
their horns, is usually dark, from black or brown to dark
red, blue, or purple.

SELF- RELIANT AND SUSPICIOUS

Tieflings subsist in small minorities found mostly in
human cities or towns, often in the roughest quarters
of those places, where they grow up to be swindlers,

PART 1 I RACES
42

thieves, or crime lords, Sometimes they live among MUTUAL MISTRUST
other minority populations in enclaves where they are
treated with more respect. Peopletend to be suspicious of tieflings. assuming that
their infernalheritage has left its mark on their personality
Lacking a homeland, tieftings know that they have and morality.not just their appearance. Shopkeepers keep
to make their own way in the world and that they have a close eye on their goods when lieflingsenler lheir stores.
to be strong to survive, They are not quick to trust the lown walch mighl followa lieflingaround for a while.
anyone who claims to be a friend. but when a tiefling's and demagogues blame lieflings for slrange happenings.
companions demonstrate that they trust him or her, The realily.lhough. is lhal a liefling's bloodlinedoesn'l affecl
the tiefting learns to extend the same trust to them, his or her personalilylo any greal degree. Yearsof dealing
And once a tiefting gives someone loyalty, the tiefting wilh mislrusl does leaveils mark on mosllieflings. and lhey
is a firm friend or ally for life, respond lo il in differenlways.Some choose lo Iiveup lo lhe
wickedslereolype. bul olhers are virluous. Mosl are simply
TIEFLING NAMES veryaware ofhow people respond lo lhem. Aflerdealing wilh
lhis mislrusllhroughoul youlh. a lieflingoflen develops lhe
Tiefting names fali into three broad categories. Tieftings abililylo overcome prejudicelhrough charm or inlimidalion.
born into another culture typically have names reftective ~~
of that culture. Some have names derived from the
Infernallanguage, passed down through generations, TIEFLING TRAITS
that reftect their fiendish heritage. And some younger
tieftings. striving to find a place in the world, adopt a Tieflings share cerlain racial traits as a result of their
na me that signifies a virtue or other concept and then infernal descent.
try to embody that concept. For some. the chosen na me
is a noble quest. For others. it's a grim destiny. AbiJity Seore Inerease. Your lntelligence score
increases by 1, and your Charisma score increases by 2.
Male Infernal Names: Akmenos, Amnon, Barakas,
Damakos, Ekemon, lados, Kairon. Leucis, Melech. Age. Tieflings mature at the same rate as humans but
Mordai, Morthos. Pelaios, Skamos. Therai live a few years longer.

Female Infernal Names: Akta, Anakis, Bryseis, Criella. Alignment. Tieftings might not have an innate
Damaia. Ea. Kallista. Lerissa. Makaria. Nemeia, tendency toward evil. but many of them end up there.
Orianna. Phelaia. Rieta Evil or noto an independent nature inclines many
tieflings toward a chaotic alignment.
"Virtue" Names: Art. Carrion, Chant, Creed, Despair,
Excellence, Fear, Glory, Hope, Ideal. Music. Nowhere. Size. Tieftings are about the same size and build as
Open, Poetry, Quest. Random. Reverence, Sorrow. humans. Your size is Medium.
Temerily, Torment, Weary
Speed. Your base walking speed is 30 feet.
Darkvision. Thanks lOyour infernal heritage, you
have superior vision in dark and dim conditions. You
can see in dim Iight within 60 feet of you as if it were
bright 1ight. and in darkness as if it were dim light. You
can't discern color in darkness. only shades of gray.
Hellish Resistance. You have resistance
to fire damage.
Infernal Legaey. You know the thaumatuqJy cantrip.
Once you reach 3rd levei, you can cast the hellish
rebuke spell once per day as a 2nd-levei spell. Once you
reach 5th levei, you can also cast the darkness spell
once per day. Charisma is your spellcasting ability for
these spclls.
Languages. You can speak. read. and write Common
and Infernal.



CHAPTER 3: CLASSES

OVENTURERS ARE EXTRAOROINARY PEOPLE, Your class gives you a variety of special features, such
as a fighter's mastery of weapons and armor, and a
driven bya thirst for excitement into a wizard's spells. At low leveis, your class gives you only
tife that others would never dare lead, two or three features, but as you advance in levei you
They are herocs, compelled to explore the gain more and your existing features often improve.
dark places of lhe world and take on lhe Each class enlry in this chapter includes a table
challenges lhat lesser women and men summarizing the benefits you gaio at every levei, and
can't stand against. a detailed explanalion of each one.
Class is the primary dcfinition of what your character
can do, !t's more than a profession; it's your character's Adventurers sometimes advance in more thao one
calling. Class shapes the way you think about the class. A rogue might switch direction in tife and swear
world and intcract with it and your relationship with the oath of a paladin, A barbarian might discover latent
other people and powers in the multiverse. A fighler, magical abilily and dabble in the sorcerer class while
for example, might view the world in pragmatic terms continuing to advance as a barbarian. Elves are known
of strategy and maneuvering, and see herself as just a to combine martial mastery with magical training
pawn in a much larger game. A cleric, by contrast, might and advance as fighters and wizards simultaneously.
see himself as a willing servanl in a god's unfolding plan Oplional rules for combining classes in this way, called
or a conflict brewing among various deities. While the multiclassing, appear in chapter 6.
fighter has contacts in a mercenary company or army,
the cleric might know a number of priests, paladins, and Twelve classes-tisted in the Classes table-are found
devotees who share his faith. in almost every D&D world and define lhe spectrum of
lypical adventurers.

1°'éFL:;;:A:S:SE:S==============================:::;=~"

elass Descriplion Hil Primary Saving Throw Armor and Weapon
Die Abilily Proficiencies Proficiencies
5trenglh & Light and medium armor, shields,
Barbarian A fierce warrior of primilive background d12 51renglh Conslitulion simple and marlial weapons
Dexlerily & Lighl armor, simple weapons, hand
who can enter a battle rage Charisma crossbows, longswords, rapiers,
shortswords
Bard An inspiring magician whose power d8 Charisma Wisdom & Lighl and medium armor, shields,
Charisma simple weapons
echoes the music of crealion Inlelligence Lighl and medium armor (nonmelal),
& Wisdom shields (nonmet.;I), clubs, daggers,
Cleric A priestly champion who wields divine d8 Wisdom darls, javelins, maces, quarlerslaffs,
Druid magic in service of a higher power d8 Wisdom 5trenglh & scimilars, sickles, slings, spears
A priest of the Old Faith, wielding lhe Conslilulion Ali armor, shields, simple and marlial
Fighter powers of nalure-moonlight and dlO 51renglh or 5trenglh & weapons
Monk planl growlh, fire and lighlning-and d8 Dexterity Dexlerily 5imple weapons, shorlswords
Paladin adopling animal forms dlO Dexterity &
Ranger A masler of marlial combal, skilled wilh Wisdom Wisdom& Ali armor, shields, simple and marlial
Rogue a variely of weapons and armor 51renglh & Charisma weapons
Sorcerer An masler of marlial arls, harnessing Charisma 51renglh & Lighl and medium armor, shields,
Warlock lhe power of lhe body in pursuil of Dexlerity & Dexlerity simple and marlial weapons
physical and spirilual perfeclion Wisdom
A holy warrior bound lo a sacred oalh Dexlerily

A warrior who uses marlial prowess and dlO Charisma Dexlerily & Light armor, sim pie weapons, hand
nalure magic lo combal Ihreals on lhe Charisma Intelligence crossbows, longswords, rapiers,
edges of civilizalion d8 Intelligence shorlswords
A scoundrel who uses sleallh and Conslilulion Daggers, darls, slings, quarlerstaffs,
Irickery to overcome obslacles and d6 & Charisma lighl crossbows
enemies d8 Wisdom& Lighl armor, simple weapons
A spellcasler who draws on inherenl d6 Charisma
magic from a gifl or bloodline Intelligence Daggers, darts, slings, quarterstaffs,
A wielder of magic Ihal is derived from &Wisdom light crossbows
a bargain wilh an eXlraplanar enlily
A scholarly magic-user capable of
manipulaling lhe slruclures of realily

~5

BARBARIAN

A tall human tribesman strides through a blizzard,
draped in fur and hefting his axe. He laughs as he
charges toward the frost giant who dared poach his
people's elk herdo

A half-orc snarls at the latest challenger to her
authority over their savage tribe, ready to break his neck
with her bare hands as she did to the last six rivaIs.

Frothing at the mouth, a dwarf slams his helmet into
the face of his drow foe, then turns to drive his armored
elbow into the gut of another.

These barbarians, different as they might be, are
defined by their rage: unbridled, unquenchable, and
unthinking fury. More than a mere emotion, their anger
is the ferocity of a cornered predator, the unrelenting
assault of a storm, the churning turmoil of the sea.

For some, their rage springs from a communion
with fierce animal spirits. Others draw from a roiling
reservoir of anger at a world full of pain. For every
barbarian, rage is a power that fuels not just a battle
frenzy but also uncanny reflexes, resilience, and
feats of strength.

PRIMAL INSTINCT

People of towns and cities take pride in how their
civilized ways set them apart from animaIs, as if
denying one's own nature was a mark of superiority. To
a barbarian, though, civilization is no virtue, but a sign
of weakness. The strong embrace their animal nature-
keen instincts, primaI physicality, and ferocious rage.
Barbarians are uncomfortable when hedged in by walls
and crowds. They thrive in the wilds of their homelands:
the tundra, jungle, or grasslands where their tribes
live and hunt.

Barbarians come alive in the chaos of combat.
They can enter a berserk state where rage takes over,
giving them superhuman strength and resilience. A
barbarian can draw on this reservoir of fury only a few
times without resting, but those few rages are usually
sufficient to defeat whatever threats arise.

A LIFE OF DANGER

Not every member of the tribes deemed "barbarians"
by scions of civilized society has the barbarian c1ass. A
true barbarian among these people is as uncommon as
a skilled fighter in a town. and he or she plays a similar
role as a protector of the people and a leader in times
of war. Life in the wild places of the world is fraught
with peril: rival tribes, deadly weather, and terrifying

PART 1 I CLASSES






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