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Player's Handbook

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

PHB

Player's Handbook

HASTE If a creature is holding or wearing the object and
3rd-/evel transmutation takes the damage from it, the creature must succeed on
a Constitution saving throw or drop the object if it cano lf
Casting Time: 1 action it doesn't drop the object, it has disadvantage on attack
Range: 30 feet rolls and ability checks until the start of your next turno
Components: V,5, M (a shaving of licorice root)
Duration: Concentration, up to I minute At Higher Leveis. When you cast this spell using a
spell slot of 3rd levei or higher, the damage increases by
Choose a willing creature that you can see within range. ld8 for each sIot leveI above 2nd.
Until the spell ends, the target's speed is doubled, it
gains a +2 bonus to AC, it has advantage on Dexterity HELLISH REBUKE
saving throws, and it gains an additional action on each 1st-/evel evocation
of its turns. That aclion can be used only lo lake the
Attack (one weapon attack only), Dash, Disengage, Hide, Casting Time: 1 reaction, which you take in response
or Use an Object aclion. to being damaged bya creature within 60 feet of you
that you can see
When lhe spell ends, the target can't move or take
actions until after its next turn, as a wave of lelhargy Range: 60 feet
sweeps over it. Components: V,5
Duration: Instantaneous
HEAL
6th-levei evocation Vou point your finger, and the creature that damaged
you is momentarily surrounded by hellish flames. The
Casting Time: 1 action creature must make a Dexterity saving throw. It takes
Range: 60 feet 2dlO fire damage on a failed save, or half as much
Components: V, 5 damage on a successful one.
Duration: Instantaneous
At Higher Leveis. When you cast this spell using a
Choose a crealure lhat you can see within range. A spell slot of 2nd levei or higher, the damage increases by
surge of posilive energy washes through the creature, ldl0 for each slot levei above 1st.
causing it to regain 70 hit points. This spell also ends
blindness, deafness, and any dise ases affecting the HEROES' FEAST
larget. This spell has no effect on conslrucls or undead. 6th-levei conjuration

At Higher Leveis. When you cast this spell using a Casting Time: 10 minutes
spell slol of 7th levei or higher, the amount of healing Range: 30 feet
increases by 10 for each slot leveI above 6th. Components: V,5 , M (a gem-encrusted bowl worth at

HEALING WORD least 1,000 gp, which the spell consumes)
1st-levei evocation Duration: Instantaneous

Casting Time: 1 bonus action Vou bring forth a great feast, including magnificent
Range: 60 feet food and drink. The feast takes I hour to consume and
Components: V disappears at the end of that time, and the beneficiai
Duration: Instanlaneous effects don't set in until this hour is over. Up to twelve
other creatures can partake of the feast.
A creature of your choice that you can see within range
regains hit points equal to Id4 + your spellcasting A creature that partakes of the feast gains several
ability modifier. This spell has no effect on undead benefits. The creature is cured of ali diseases and
or constructs. poison, becomes immune to poison and being
frightened, and makes ali Wisdom saving throws with
At Higher Leveis. When you cast this spell using a advantage. Its hit point maximum also increases by
spell slot of 2nd levei or higher, lhe healing increases by 2dl0, and it gains the same number of hit points. These
ld4 for each slol leveI above 1st. benefits last for 24 hours.

HEAT METAL HEROISM
2nd-levei transmutation 1st-levei enchantment

Casting Time: 1 action Casting Time: I action
Range: 60 feet Range: Touch
Components: V, 5, M (a piece of iron and a flame) Components: V, 5
Duration: Concenlration, up to 1 minute Duration: Concentration, up to 1 minute

Choose a manufactured metal object, such as a metal A willing creature you touch is imbued with bravery.
weapon or a suit of heavy or medium metal armor, that Until the spell ends, the creature is immune to being
you can see within range. Vou cause the object to glow frightened and gains temporary hit points equal to
red-hot. Any creature in physical contact with the objecl your spellcasting ability modifier at the start of each
takes 2d8 fire damage when you cast the spell. Until the of its turns. When the spell ends, the target loses any
spell ends, you can use a bonus action on each of your remaining temporary hit points from this spell.
subsequent turns to cause this damage again.

PART 3 I SPEL[,S

At Higher Leveis. When you cast this spell using HOLY AURA
a spell slot of 2nd leveI or higher. you can target one 8th-leveI abjuration
additional creature for each sIot levei above 1st.
Casting Time: 1 action
HEX Range: Self
1st-leveI enchantment Components: V. S. M (a tiny reliquary worth at least

Casting Time: 1 bonus action 1,000 gp containing a sacred relic, such as a scrap of
Range: 90 feet cloth from a saint's robe or a piece of parchment from
Components: V.S. M (the petrified eye of a newt) a religious text)
Duration: Concentration. up to 1 hour Duration: Concentration. up to 1 minute

Vou place a curse on a creature that you can see within Divine light washes out from you and coalesces
range. Until the spell ends. you deal an extra Id6 in a soft radiance in a 30-foot radius around you.
necrotic damage to the target whenever you hit it with Creatures of your choice in that radius when you cast
an attack. AIso. choose one ability when you cast the this spell shed dim light in a 5-foot radius and have
spell. The target has disadvantage on ability checks advantage on ali saving throws. and other creatures
made with the chosen ability. have disadvantage on attack rolls against them until
the spell ends. In addition, when a fiend or an undead
If the target drops to O hit points before this spell hits an affected creature with a melee attack. the aura
ends. you can use a bonus action on a subsequent turn flashes with brilliant light. The attacker must succeed
of yours to curse a new creature. on a Constitution saving throw or be blinded until
the spell ends.
A remove curse cast on the target ends this spell early.
At Higher Leveis. When you cast this spell using HUNGER OF HADAR
a spell slot of 3rd or 4th leveI. you can maintain your 3rd-level conjuration
concentration on the spell for up to 8 hours. When you
use a spell slot of 5th levei or higher. you can maintain Casting Time: 1 action
your concentration on the spell for up to 24 hours. Range: 150 feet
Components: V,S. M (a pickled octopus tentacle)
HOLD MONSTER Duration: Concentration, up to 1 minute
5th-leveI enchantment
Vou open a gateway to the dark between the stars, a
Casting Time: 1 action region infested with unknown horrors. A 20-foot-radius
Range: 90 feet sphere of blackness and bitter cold appears. centered
Components: V. S. M (a small. straight piece of iron) on a point with range and lasting for the duration. This
Duration: Concentration. up to 1 minute void is filled with a cacophony of soft whispers and
slurping noises that can be heard up to 30 feet away. No
Choose a creature that you can see within range. The light, magical or otherwise, can illuminate the area, and
target must succeed on a Wisdom saving throw or be creatures fully within the area are blinded.
paralyzed for the duration. This spell has no effect on
undead. At the end of each of its turns, the target can The void creates a warp in the fabric of space. and the
make another Wisdom saving throw. On a success. the area is difficult terrain. Any creature that starts its turn
spell ends on the target. in the area takes 2d6 cold damage. Any creature that
ends its turn in the area must succeed on a Dexterity
At Higher Leveis. When you cast this spell using saving throw or take 2d6 acid damage as milky.
a spell slot of 6th levei or higher. you can target one otherworldly tentacles rub against it.
additional creature for each slot leveI above 5th. The
creatures must be within 30 feet of each other when HUNTER'S MARK
you target them. 1st-leveI divination

HOLD PERSON Casting Time: 1 bonus action
2nd-leveI enchantment Range: 90 feet
Components: V
Casting Time: 1 action Duration: Concentration, up to 1 hour
Range: 60 feet
Components: V, S. M (a small, straight piece of iron) Vou choose a creature you can see within range and
Duration: Concentration. up to 1 minute mystically mark it as your quarry. Until the spell ends,
you deal an extra 1d6 damage to the target whenever
Choose a humanoid that you can see within range. you hit it with a weapon attack. and you have advantage
The target must succeed on a Wisdom saving throw on any Wisdom (Perception) or Wisdom (Survival)
or be paralyzed for the duration. At the end of each of check you make to find it. lf the target drops to O hit
its turns. the target can make another Wisdom saving points before this spell ends. you can use a bonus action
throw. On a success. the spell ends on the target. on a subsequent turn of yours to mark a new creature.

At Higher Leveis. When you cast this spell using At Higher Leveis. When you cast this spell using
a spell slot of 3rd levei or higher, you can target one a spell slot of 3rd or 4th leveI, you can maintain your
additional humanoid for each slot leveI above 2nd. The concentration on the spell for up to 8 hours. When you
humanoids must be within 30 feet of each other when use a spell slot of 5th levei or higher, you can maintain
you target them. your concentration on the spell for up to 24 hours.

PART 3 I SHLLS







































































WALL OF STONE make a Dexlerily saving throw. It takes 7d8 slashing
damage on a failed save, or half as much damage on a
5th-leveI evocation successful one.

Casting Time: 1 aclion At Hil1her LeveIs. When you casllhis spe11using a
Range: 120 feel spe11slol of 71h levei or higher, boIh lypes of damage
Components: V,S, M (a small block of granile) increase by Id8 for each slollevel above 61h.
Duration: Concenlralion, up lO 10 minules
WARDING BOND
A nonmagical wall of solid slone springs inlo exislence
aI a poinl you choose wilhin range. The wa11is 6 inches 2nd-leveI abjuration
lhick and is composed of len lO-foOl-by-lO-foOpIanels.
Each panel musl be conliguous wilh alleasl one olher Casting Time: 1 action
pane!. AIlernatively. you can creale 10-foOl-by-20-fool Range: Touch
panels lhat are only 3 inches lhick. Components: V,S, M (a pair of plalinum rings worlh aI

If lhe wall culs lhrough a crealure's space when il leasl 50 gp each, which you and lhe largel musl wear
appears, lhe crealure is pushed lo one side of lhe wa11 for lhe duralion)
(your choice). lf a creature would be surrounded on a11 Duration: 1 hour
sides by lhe wa11(or lhe wa11and anolher solid surface),
lhal crealure can make a Dexlerity saving lhrow. On a This spell wards a willing crealure you louch and
success, il can use ils reaclion lo move up lo ils speed so creales a myslic conneclion belween you and lhe largel
lhat il is no longer enclosed by lhe wall. unlillhe spell ends. While lhe largel is wilhin 60 feel of
you. il gains a +1 bonus lo AC and saving lhrows, and
The wall can have any shape you desire, lhough il il has resislance lo ali damage. AIso, each lime il lakes
can'l occupy lhe same space as a crealure or objecl. damage, you lake lhe same amount of damage.
The wall doesn'l need lo be verlical or resl on any firm
foundalion. It musl. however, merge wilh and be solidly The spell ends if you drop lo Ohil poinls or if you
supporled by exisling slone. Thus, you can use lhis spell and lhe largel become separaled by more lhan 60 feel.
lo bridge a chasm or creale a ramp. It also ends if lhe spell is casl again on eilher of lhe
connecled crealures. Vou can also dismiss lhe spell
Ifyou creale a span grealer lhan 20 feel in lenglh, you as an aclion.
musl halve lhe size of each panello creale supporls.
Vou can crudely shape lhe walllo creale crenellalions, WATER BREATHING
balllemenls, and so on.
3rd-Ievel transmutation (ritual)
The wall is an objecl ma de of stone that can be
damaged and lhus breached. Each panel has AC 15 and Casting Time: 1 aclion
30 hit points per inch of thickness. Reducing a panel Range: 30 feel
lo O hit points destroys it and might cause connected Components: V,S, M (a shorl reed or piece of slraw)
panels to collapse aI the DM's discrelion. Duration: 24 hours

lf you maintain your concentralion on this spell for This spell granls up lo ten willing crealures you can see
its whole duralion, the wall becomes permanenl and wilhin range lhe abilily lo brealhe underwaler unlillhe
can't be dispelled. Olherwise, lhe wall disappears when spell ends. Affecled crealures also relain lheir normal
the spell ends. mode of respiralion.

WALL OF THORNS WATERWALK

6th-leveI conjuration 3rd-Ievel transmutation (ritual)

Casting Time: 1 action Casting Time: 1 aclion
Range: 120 feel Range: 30 feel
Components: V,S, M (a handful of lhorns) Components: V, S, M (a piece of cork)
Duration: Concenlralion, up to 10 minules Duration: 1 hour

Vou creale a wa11of lough, pliable. langled brush This spell granls lhe abilily lo move across any Iiquid
brislling with needle-sharp lhorns. The wa11appears surface-such as waler, acid, mud, snow, quicksand,
within range on a solid surface and lasls for lhe or lava-as if il were harmless solid ground (crealures
duralion. Vou choose lOmake lhe wall up lo 60 feel crossing mollen lava can slilllake damage from lhe
long, 10 feel high, and 5 feellhick or a circle lhal has heal). Up lo len willing crealures you can see wilhin
a 20-fool diameler and is up lo 20 feel high and 5 feel range gain lhis abilily for the duralion.
lhick. The wall blocks line of sighl.
lf you largel a crealure submerged in a Iiquid, the
When lhe wall appears, each crealure wilhin ils area spell carries lhe largello lhe surface of the liquid aI a
musl make a Dexlerily saving lhrow. On a failed save, rale of 60 feel per round.
a crealure lakes 7d8 piercing damage, or half as much
damage on a successful save. WEB

A crealure can move lhrough lhe wall, albeil slowly 2nd-leveI conjuration
and painfully. For every 1 fool a creature moves
lhrough lhe wa11,il musl spend 4 feel of movemenl. Casting Time: 1 aclion
Furlhermore, lhe firsllime a crealure enlers lhe wall Range: 60 feel
on a lurn or ends its lurn lhere, lhe crealure musl Components: V,S, M (a bil of spiderweb)
Duration: Concenlration, up to 1 hour

PART.3 Pil

Vou conjure a mass of thiek, stieky webbing at a point of Vou and up to ten willing ereatures you ean see
your ehoice within range, The webs fill a 20-foot eube within range assume a gaseous form for the duration,
from that point for the duration, The webs are diffieult appearing as wisps of c1oud. While in this c10ud form,
terrain and lightly obseure their area. a ereature has a flying speed of 300 feet and has
resistanee to damage from nonmagieal weapons. The
If the webs aren't anehored between two solid masses only aetions a ereature ean take in this form are the
(sueh as walls or trees) or layered aeross a floar, wall, Dash aetion or to revert to its normal formo Reverting
or eeiling, the eonjured web eollapses on itself, and the takes I minute, during whieh time a ereature is
spell ends at the start of your next turn. Webs layered ineapacitated and ean't move. Until the spell ends, a
over a flat surfaee have a depth of 5 feel. ereature ean revert to c10ud form, whieh also requires
the I-minute transformation.
Eaeh ereature that starts its turn in the webs or that
enters them during its turn must make a Dexterity If a ereature is in c10ud form and flying when the effeet
saving throw. On a failed save, the ereature is restrained ends, the ereature deseends 60 feet per round for 1
as long as it remains in the webs or until it breaks free. minute until it lands, which it does safely. If it ean't land
after 1 minute, the ereature falls the remaining distanee.
A ereature restrained by the webs ean use its aetion to
make a Strength eheek against your spell save De. If it WINDWALL
sueeeeds, it is no longer restrained.
3rd-/evel evocation
The webs are flammable. Any 5-foot eube of webs
exposed to fire burns away in 1 round, dealing 2d4 fire Casting Time: 1 action
damage to any ereature that starts its turn in the /ire. Range: 120 feet
Components: V, S, M (a tiny fan and a feather of
WEIRD
exotic origin)
9th-levei illusion Duration: Concentration, up to I minute

Casting Time: 1 aetion up to one minute A wall of strong wind rises from the ground at a point
Range: 120 feet you choose within range. Vou ean make the wall up
Components: V, S to 50 feet long, 15 feet high, and 1 foot thick. Vou ean
Duration: Coneentration, shape the wall in any way you ehoose so long as it
makes one continuous path along the ground. Thewall
Drawing on the deepest fears of a group of ereatures, lasts for the duration.
you ereate illusory ereatures in their minds, visible
only to them. Eaeh ereature in a 30-foot-radius When the wall appears, each creature within its area
sphere eentered on a point of your ehoice within must make a Strength saving throw. A ereature takes
range must make a Wisdom saving throw. On a failed 3d8 bludgeoning damage on a failed save, or half as
save, a ereature beeomes frightened for the duration. much damage on a successful one.
The illusion ealls on the ereature's deepest fears,
manifesting its worst nightmares as an implaeable The strong wind keeps fog, smoke, and other gases at
threal. At the start of eaeh of the frightened ereature's bay. Small or smaller flying ereatures or objects can't
turns, it must sueeeed on a Wisdom saving throw or pass through the wall. Loose, Iightweight materiais
take 4dlO psyehie damage. On a sueeessful save, the brought into the wall fly upward. Arrows, bolts, and
spell ends for that ereature. other ordinary projectiles launehed at targets behind
the wall are deflected upward and automatically miss.
WIND WALK (Boulders hurled by giants or siege engines, and similar
projectiles, are unaffeeted.) Creatures in gaseous form
6th-levei transmutation can't pass through il.

Casting Time: I minute WISH
Range: 30 feet 9th-levei conjuration
Components: V, S, M (/ire and holy water)
Duration: 8 hours Casting Time: I aelion
Range: Self
Components: V
Duration: Instantaneous

Wish is the mightiest spell a mortal ereature can
easl. By simply speaking aloud, you can alter the very
foundations of reality in accord with your desires.

The basic use of this spell is to duplieate any other
spell of 8th levei or lower. Vou don't need to meet any
requirements in that spell, including costly eomponents.
The spell simply takes effecl.

Alternatively, you ean ereate one of the following
effecls of your ehoice:

Vou ereale one object of up to 25,000 gp in value thal
isn't a magic item. The objeel ean be no more than

288 PART 3 I SPELLS

300 feet in any dimension, and it appears in an unoc- also ends if the target is ever outside the spell's range or
cupied space you can see on the ground, if it has total cover from you.
Vou allow up to twenty creatures that you can see to
regain ali hit points, and you end ali effects on them At Higher Leveis. When you cast this spell using
described in the greater restoration spel!. a spell slot of 2nd levei ar higher, the initial damage
Vou grant up to ten creatures that you can see resis- increases by ldl2 for each slot levei above 1st.
tance to a damage type you choose.
Vou grant up to ten creatures you can see immunity to WORD OF RECALL
a single spell or other magical effect for 8 hours. For 6th-ievel conjuration
instance, you could make yourself and ali your com-
panions immune to a Iich's Iife drain attack. Casting Time: I action
Vou undo a single recent event by forcing a reroll of Range: 5 feet
any roll made within the last round (including your Components: V
last tum). Reality reshapes itself to accommodate the Duration: Instantaneous
new result. For example, a wish spell could undo an
opponent's successful save, a foe's criticai hit, or a Vou and up to five willing creatures within 5 feet of you
friend's failed save. Vou can force the reroll to be made instantly teleport to a previously designated sanctuary.
with advantage or disadvantage, and you can choose Vou 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). ]f you
Vou might be able to achieve something beyond the cast this spell without first preparing a sanctuary, the
scope of the above examples. State your wish to the DM spell has no effect.
as precisely as possible. The DM has great latitude in
ruling what occurs in such an instance; the greater the Vou must designate a sanctuary by casting this spell
wish, the greater the Iikelihood that something goes within a location, such as a temple, dedicated to or
wrong. This spell might simply fail, the effect you desire strongly Iinked to your deity. If you attempt to cast the
might only be partly achieved, or you might suffer some spell in this manner in an area that isn't dedicated to
unforeseen consequence as a result of how you worded your deity, the spell has no effect.
the wish. For example, wishing that a villain were dead
might propel you forward in time to a period when that WRATHFUL SMITE
villain is no longer alive, effectively removing you from 1st-ievei evocation
the game. Similarly, wishing for a legendary magic item
or artifact might instantly transport you to the presence Casting Time: I bonus action
of the item's current owner. Range:Self
Components: V
The stress of casting this spell to produce any effect Duration: Concentration, up to I minute
other than duplicating another spell weakens you. After
enduring that stress, each time you cast a spell until The next time you hit with a melee weapon attack
you finish a long rest, you take IdlO necrotic damage during this spell's duration, your attack deals an extra
per leveI of that spel!. This damage can't be reduced or Id6 psychic damage. Additionally, if the target is a
prevented in any way. In addition, your Strength drops creature, it must make a Wisdom saving throw or be
to 3, if it isn't 3 or lower already, for 2d4 days. For each frightened of you until the spell ends. As an action, the
of those days that you spend resting and doing nothing creature can make a Wisdom check against your spell
more than Iight activity, your remaining recovery time save DC to steel its resolve and end this spel!.
decreases by 2 days. Finally, there is a 33 percent
chance that you are unable to cast wish ever again if you ZONE OF TRUTH
suffer this stress. 2nd-ievei enchantment

WITCH BOLT Casting Time: I action
1st-levei evocation Range: 60 feet
Components: V, S
Casting Time: I action Duration: 10 minutes
Range: 30 feet
Components: V, S, M (a twig from a tree that has been Vou create a magical zone that guards against deception
in a 15-foot-radius sphere centered on a point of your
struck by lightning) choice within range. Until the spell ends, a creature
Duration: Concentration, up to I minute that enters the spell's area for the first time on atum
or starts its tum there must make a Charisma saving
A beam of crackling, blue energy lances out toward throw. On a failed save, a creature can't speak a
a creature within range, forming a sustained are of deliberate lie while in the radius. Vou know whether
Iightning between you and the target. Make a ranged each creature succeeds or fails on its saving throw.
spell attack against that creature. On a hit, the target
takes Idl2 lightning damage, and on each ofyour tums An affected creature is aware of the spell and can thus
for the duration, you can use your action to deal ldl2 avoid answering questions to which it would normally
lightning damage to the target automatically. The spell respond with alie. Such a creature can be evasive in
ends if you use your action to do anything else. The spell its answers as long as it remains within the boundaries
af lhe lrulh.

PART 3 I SPELLS 289

ApPENDIX A: CONDITIONS

ONDITIONS ALTER A CREATURE'S CAPABIUTlES IN The charmer has advantage on any ability check to
interact socially with the creature,
a variety of ways and can arise as a result of
a spell, a class feature, a monster's attack, DEAFENED
or other effect, Most conditions, such as • A deafened creature can't hear and automatically fails
blinded, are impairments, but a few, such as
invisible, can be advantageous, any ability check that requires hearing,
A condition lasts either until it is countered
(the prone condition is countered by standing FRIGHTENED
up, for example) or for a duration specified by the effect A frightened creature has disadvantage on ability
that imposed the condition, checks and attack rolls while the source of its fear is
If multi pie effects impose the same condition on a within line of sight.
creature, each instance of the condition has its own The creature can't willingly move closer to the source
duration, but the condition's effects don't get worse, of its fear,
A creature either has a condition or doesn't.
The following definitions specify what happens to GRAPPLED
a creature while it is subjected to a condition, A grappled creature's speed becomes O,and it can't
benefit from any bonus to its speed.
BUNDED The condition ends if the grappler is incapacitated
A blinded creature can't see and automatically fails (see the condition),
any ability check that requires sight. The condition also ends if an effect removes the
Atlack rolls against the creature have advantage. and grappled creature fram the reach of the grappler or
the creature's atlack ralls have disadvantage, grappling effect, such as when a creature is hurled
away by the thunderwave spell.
CHARMED
A charmed creature can't attack the charmer or target INCAPACITATED
the charmer with harmful abilities or magical effects, An incapacitated creature can't take actions or
reactions.

INVISIBLE •• •••
An invisible creature is impossible to see without the EXHAUSTION
aid of magic or a special sense. For the purpose of
hiding, the creature is heavily obscured. The crea- Some special abilities and environmental hazards, such as
ture's location can be detected by any noise it makes starvation and the long-term effects offreezing or scorching
or any tracks it leaves. temperatures, can lead to a special condition called
Attack rolls against the creature have disadvantage, exhaustion. Exhaustion is measured in six leveis. An effect
and the creature's attack rolls have advantage. can give a creature one or more leveis Df exhaustion, as
specified in the effect's description.
PARALYZED
A paralyzed creature is incapacitated (see the condi- Levei Elfeel
tion) and can't move or speak. 1 Disadvantage on ability checks
The creature aulomatically fails Strength and 2 Speed halved
Dexterity saving throws. 3 Disadvantage on attack rolls and saving throws
Attack rolls against the creature have advantage. 4 Hit point maximum halved
Any attack that hits the creature is a criticai hit if the 5 Speed reduced to O
attacker is within 5 feet of the creature. 6 Death

PETRIFIED If an already exhausted creature suffers another effeet that
A petrified creature is transformed, along with any causes exhaustion, its current levei af exhaustion increases
nonmagical object it is wearing or carrying, into a by the amount specified in the effect's description.
solid inanimate substance (usually stone). Its weight
increases by a factor of ten, and it ceases aging. A creature suffers the effect ofits current levei of
The creature is incapacitated (see the condition), can't exhaustion as well as alllower leveis. For example, a creature
move or speak, and is unaware of its surroundings. suffering levei 2 exhaustion has its speed halved and has
Attack rolls against the creature have advantage. disadvantage on ability checks.
The creature automatically fails Strength and
Dexterity saving throws. An effect that removes exhaustion reduces its levei as
The creature has resistance to ali damage. specified in the effect's description, with ali exhaustion
The creature is immune to poison and disease, effects ending if a creature's exhaustion levei is reduced
although a poison or disease already in its system below 1.
is suspended, not neutralized.
Finishing a long rest reduces a creature's exhaustion levei
by 1, provided that the creature has also ingested some
food and drink.

INVISIBLE

DEAFENEO

APPENDIX A. CONDITIONS

PorSONED PRONE ReSTRAINEO
A poisoned creature has disadvantage on attack rolls
and ability checks. •• • o• •

PRONE o
A prone creature's only movement option is to crawl, o
unless it stands up and thereby ends the condition.
The creature has disadvantage on attack rolls. ()
An attack roll against the creature has advantage
if the attacker is within 5 feet of the creature.
Otherwise, the attack roll has disadvantage.

RESTRAINED
A restrained creature's speed becomes 0, and it can't
benefit from any bonus to its speed.
Attack rolls against the creature have advantage,
and the creature's attack rolls have disadvantage.
The creature has disadvantage on Dexterity
saving throws.

STUNNED
A stunned creature is incapacitated (see the
condition), can't move, and can speak only
falteringly.
The creature automatica11y fails Strength
and Dexterity saving throws.
Attack ro11sagainst the creature have
advantage.

UNCONSCIOUS
An unconscious creature is incapacitated (see
the condition), can't move or speak, and is unaware
of its surroundings
The creature drops whatever it's holding and fa11s
prone.
The creature automatica11y fails Strength and
Dexterity saving throws.
Attack ro11sagainst the creature have advantage.
Any altack that hits the creature is a criti.
cal hit if the attacker is within 5 feet
of the creature.

UNCONSCIOUS STUNNEO

APPENDIX A I CONDITIONS

ApPENDIX B: GODS OF THE MULTIVERSE

ELIGION ISAN IMPORTANT PART OF LIFE IN GREYHAWK

THE worlds of the D&D multiverse. When The gods of Greyhawk come from at least four different
gods walk the world, clerics channel divine pantheons, representing the faiths of the various ethnic
power, evil cults perform dark sacrifices in groups that populated lhe continent of Oerik over the
subterranean lairs, and shining paladins ages. As a result, there's a great deal of overlap in lheir
stand Iike beacons 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 thei r existence.
Many people in the worlds of D&D worship different DRAGONLANCE
gods at different times and eircumstances. People in
the Forgotten Realms, for example. might pray to Sune The gods of the world of Krynn are three families: seven
for luck in love, make an offering to Waukeen before gods of good headed by Paladine and Mishakal, seven of
heading to the market, and pray to appease Talos when neutrality headed by Gilean, and seven of evil headed by
a severe storm blows in-ali in the same day. Many Takhisis and Sargonnas. These deities have been called
people have a favorite among the gods, one whose ideais by many different names and held in varying leveis of
and teachings they make their own. And a few people esteem by different peoples and cultures through the
dedicate themselves entirely to a single god, usually world's history, but they are the only gods of this world-
serving as a priest or champion of lhat god's ideais. their place fixed in the stars as constellations.
Your DM determines which gods, if any, are worshiped
in his or her campaign. From among the gods available, EBERRON
you can choose a single deity for your character to
serve, worship, or pay Iip service to. ar you can pick The world of Eberron has many different religions, but
a few that your character prays to most often. ar just the most important revolves around a pantheon called
make a mental note of lhe gods who are revered in your the Sovereign Host and their malign shadow, the Dark
DM's campaign so you can invoke their names when Six. The gods of the Sovereign Host are thought to have
appropriate. ]f you're playing a deric or a character with dominion over every aspect of existence, and to speak
the Acolyte background, decide which god your deity with a unified voice. But the Dark Six are the primitive,
serves or served, and consider the deity's suggested bloody, and cruel gods who offer a dissenting voice.
domains when selecting your character's domain.
Eberron's other religions are very different from the
D&D PANTHEONS traditional D&D pantheons. The monotheistic Church
of the Silver Flame is devoted to fighting against evil in
Each world in the D&D multiverse has its own the world, but plagued by corruption in its own ranks.
pantheons of deities, ranging in size from the teeming The philosophy of the Blood of Vol teaches that divinity
pantheons of the Forgotten Realms and Greyhawk to Iies within ali mortal beings and reveres the undead
the more focused religions of Eberron and Dragonlance. who have secured lhat immortality. Various mad cults
Many of the nonhuman races worship the same gods on are devoted to the demons and horrors imprisoned
different worlds-Moradin, for example, is revered by in Eberron's Underdark (called Khyber, lhe Dragon
dwarves of the Forgotten Realms, Greyhawk, and many Below). The followers of the Path of Light believe that
other worlds. the world is heading toward a glorious future where
the shadows that cloud this world will be transformed
THE FORGOTTEN REALMS into Iight. And two relaled nations of e1ves revere their
ancestral spirits: lhe Undying Court, preserved as
Dozens of deities are revered, worshiped, and feared spirits or even undead forms, and the glorified Spirits
throughout the world of the Forgotten Realms. At least of the Past, the great heroes of aneient wars.
thirly deities are widely known across the Realms, and
many more are worshiped locally, by individual tribes, NONHUMAN DEITIES
small cults, or certain sects of larger religious tem pies.
Certain gods closely associated with nonhuman races
""" ••• are revered on many different worlds, though not always
in the same way. The nonhuman races of the Forgotten
THE lIFE ANO DEATH DOMAINS Realms 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 dosely associated with healing, their own. Besides Moradin, for example, the dwarf
protection, childbirth, nurturing, ar fertility. As described in gods include Moradin's wife, Berronar Truesilver, and
the chapter 3, though, the Life domain is incredibly broad, a number of other gods thought to be their children
and a deric of any non-evil deity can choose il. and grandchildren: Abbathor, Clangeddin Silverbeard,
Dugmaren Brightmantle, Dumathoin, Gorm Gullhyn,
A number of other deities, mostly evil ones, suggest the Haela Brightaxe, Marthammor Duin, Sharindlar, Thard
Death domain, which is detailed in the Dungeon Mas!er's Harr, and Vergadain. Individual dans and kingdoms of
Cuide. Most derics who choose this domain are evil N PCs, dwarves might revere some, ali, or none of these deities,
but if you want to worship a god af death, consult your and some have other gods unknown (or known by other
Dungeon Master . names) to outsiders.

••

APPENOIX B I CO os OF THE MULTIVERSE 293












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