Worg Yeti
Large monstrosity, neutral evil Large monstrosity, chaotic evil
Armor Class 13 (natural armor) Armor Class 12 (natural armor)
Hit Points 26 (4d10 + 4) Hit Points 51 (6d10 + 18)
Speed 50 ft. Speed 40 ft., climb 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 13 (+1) 7 (−2) 11 (+0) 8 (−1) 18 (+4) 13 (+1) 16 (+3) 8 (−1) 12 (+1) 7 (−2)
Skills Perception +4 Skills Perception +3, Stealth +3
Senses darkvision 60 ft., passive Perception 14 Damage Immunities cold
Languages Goblin, Worg Senses darkvision 60 ft., passive Perception 13
Challenge 1/2 (100 XP) Languages Yeti
Challenge 3 (700 XP)
Keen Hearing and Smell. The worg has advantage on Wisdom
(Perception) checks that rely on hearing or smell. Fear of Fire. If the yeti takes fire damage, it has disadvantage
on attack rolls and ability checks until the end of its next turn.
Actions
Keen Smell. The yeti has advantage on Wisdom (Perception)
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. checks that rely on smell.
Hit: 10 (2d6 + 3) piercing damage. If the target is a creature,
it must succeed on a DC 13 Strength saving throw or be Snow Camouflage. The yeti has advantage on Dexterity
knocked prone. (Stealth) checks made to hide in snowy terrain.
A worg is a monstrous wolf-like predator that delights in Actions
hunting and devouring creatures weaker than itself.
Multiattack. The yeti can use its Chilling Gaze and makes two
Wyvern claw attacks.
Large dragon, unaligned Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) cold damage.
Armor Class 13 (natural armor)
Hit Points 110 (13d10 + 39) Chilling Gaze. The yeti targets one creature it can see within 30
Speed 20 ft., fly 80 ft. feet of it. If the target can see the yeti, the target must succeed
on a DC 13 Constitution saving throw against this magic or
STR DEX CON INT WIS CHA take 10 (3d6) cold damage and then be paralyzed for 1 minute,
19 (+4) 10 (+0) 16 (+3) 5 (−3) 12 (+1) 6 (−2) unless it is immune to cold damage. The target can repeat the
saving throw at the end of each of its turns, ending the effect
Skills Perception +4 on itself on a success. If the target’s saving throw is successful,
Senses darkvision 60 ft., passive Perception 14 or if the effect ends on it, the target is immune to the Chilling
Languages — Gaze of all yetis (but not abominable yetis) for 1 hour.
Challenge 6 (2,300 XP)
Yeti are hulking monstrosities that stalk alpine peaks
Actions in a ceaseless hunt for food. Their snow-white fur lets
them move like ghosts against the frozen landscape.
Multiattack. The wyvern makes two attacks: one with its bite
and one with its stinger. While flying, it can use its claws in
place of one other attack.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature.
Hit: 11 (2d6 + 4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) slashing damage.
Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one
creature. Hit: 11 (2d6 + 4) piercing damage. The target must
make a DC 15 Constitution saving throw, taking 24 (7d6)
poison damage on a failed save, or half as much damage on a
successful one.
Cousins to the great dragons, wyverns have two scaly
legs, leathery wings, and a sinewy tail topped with a
poison stinger that can kill a creature in seconds.
D&D Dungeon Master’s Basic Rules v0.1 | Monsters 51
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Young Green Dragon Zombie
Large dragon, lawful evil Medium undead, neutral evil
Armor Class 18 (natural armor) Armor Class 8
Hit Points 136 (16d10 + 48) Hit Points 22 (3d8 + 9)
Speed 40 ft., fly 80 ft., swim 40 ft. Speed 20 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 17 (+3) 16 (+3) 13 (+1) 15 (+2) 13 (+1) 6 (−2) 16 (+3) 3 (−4) 6 (−2) 5 (−3)
Saving Throws Dex +4, Con +6, Wis +4, Cha +5 Saving Throws Wis +0
Skills Deception +5, Perception +7, Stealth +4 Damage Immunities poison
Damage Immunities poison Condition Immunities poisoned
Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8
Senses blindsight 30 ft., darkvision 120 ft., passive Languages understands the languages it knew in life
Perception 17 but can’t speak
Languages Common, Draconic Challenge 1/4 (50 XP)
Challenge 8 (3,900 XP)
Undead Fortitude. If damage reduces the zombie to 0 hit
Amphibious. The dragon can breathe air and water. points, it must make a Constitution saving throw with a DC
of 5 + the damage taken, unless the damage is radiant or
Actions from a critical hit. On a success, the zombie drops to 1 hit
point instead.
Multiattack. The dragon makes three attacks: one with its bite
and two with its claws. Actions
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) Hit: 4 (1d6 + 1) bludgeoning damage.
poison damage.
Undead zombies move with a jerky, uneven gait. They
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. are clad in the moldering apparel they wore when put to
Hit: 11 (2d6 + 4) slashing damage. rest, and carry the stench of decay.
Poison Breath (Recharge 5–6). The dragon exhales poisonous
gas in a 30-foot cone. Each creature in that area must make
a DC 14 Constitution saving throw, taking 42 (12d6) poison
damage on a failed save, or half as much damage on a
successful one.
The most cunning and treacherous of true dragons,
green dragons use misdirection and trickery to get the
upper hand against their enemies. A green dragon is
recognized by the crest that begins near its eyes and
continues down its spine, reaching full height just
behind the skull.
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Nonplayer Characters
This section contains statistics for various humanoid Acolytes are junior members of a clergy, usually
nonplayer characters (NPCs) that adventurers might answerable to a priest. They perform a variety of
encounter during a D&D campaign. These stat functions in a temple and are granted minor spellcasting
blocks can be used to represent both human and power by their deities.
nonhuman NPCs.
Bandit
Customizing NPCs
Medium humanoid (any race), any non-lawful alignment
There are many easy ways to customize the NPCs in
this appendix for your home campaign. Armor Class 12 (leather armor)
Racial Traits. You can add racial traits to an NPC. Hit Points 11 (2d8 + 2)
For example, a halfling priest might have a speed of 25 Speed 30 ft.
feet and the Lucky trait. Adding racial traits to an NPC
doesn’t alter its challenge rating. For more on racial STR DEX CON INT WIS CHA
traits, see the Player’s Handbook or the D&D player’s 11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
basic rules.
Spell Swaps. One way to customize an NPC Senses passive Perception 10
spellcaster is to replace one or more of its spells. You Languages any one language (usually Common)
can substitute any spell on the NPC’s spell list with a Challenge 1/8 (25 XP)
different spell of the same level from the same spell list.
Swapping spells in this manner doesn’t alter an NPC’s Actions
challenge rating.
Armor and Weapon Swaps. You can upgrade or Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one
downgrade an NPC’s armor, or add or switch weapons. target. Hit: 4 (1d6 + 1) slashing damage.
Adjustments to Armor Class and damage can change an
NPC’s challenge rating. Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80
Magic Items. The more powerful an NPC, the more ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
likely it has one or more magic items in its possession.
A mage, for example, might have a magic staff or wand, Bandits rove in gangs and are sometimes led by more
as well as one or more potions and scrolls. Giving an powerful NPCs, including spellcasters. Not all bandits
NPC a potent damage-dealing magic item could alter its are evil. Oppression, drought, disease, or famine can
challenge rating. often drive otherwise honest folk to a life of banditry.
A few magic items are described in this document.
Berserker
Acolyte
Medium humanoid (any race), any chaotic alignment
Medium humanoid (any race), any alignment
Armor Class 13 (hide armor)
Armor Class 10 Hit Points 67 (9d8 + 27)
Hit Points 9 (2d8) Speed 30 ft.
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 17 (+3) 9 (−1) 11 (+0) 9 (−1)
10 (+0) 10 (+0) 10 (+0) 10 (+0) 14 (+2) 11 (+0)
Senses passive Perception 10
Skills Medicine +4, Religion +2 Languages any one language (usually Common)
Senses passive Perception 10 Challenge 2 (450 XP)
Languages any one language (usually Common)
Challenge 1/4 (50 XP) Reckless. At the start of its turn, the berserker can gain
advantage on all melee weapon attack rolls during that turn,
Spellcasting. The acolyte is a 1st-level spellcaster. Its but attack rolls against it have advantage until the start of
spellcasting ability is Wisdom (spell save DC 12, +4 to hit with its next turn.
spell attacks). The acolyte has following cleric spells prepared:
Actions
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (3 slots): bless, cure wounds, sanctuary Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 9 (1d12 + 3) slashing damage.
Actions
Hailing from uncivilized lands, unpredictable
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. berserkers come together in war parties and seek
Hit: 2 (1d4) bludgeoning damage. conflict wherever they can find it.
D&D Dungeon Master’s Basic Rules v0.1 | Nonplayer Characters 53
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Commoner Actions
Medium humanoid (any race), any alignment Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Armor Class 10
Hit Points 4 (1d8) Guards include members of a city watch, sentries
Speed 30 ft. in a citadel or fortified town, and the bodyguards of
merchants and nobles.
STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) Knight
Senses passive Perception 10 Medium humanoid (any race), any alignment
Languages any one language (usually Common)
Challenge 0 (10 XP) Armor Class 18 (plate)
Hit Points 52 (8d8 + 16)
Actions Speed 30 ft.
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. STR DEX CON INT WIS CHA
Hit: 2 (1d4) bludgeoning damage. 16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2)
Commoners include peasants, serfs, slaves, servants, Saving Throws Con +4, Wis +2
pilgrims, merchants, artisans, and hermits. Senses passive Perception 10
Languages any one language (usually Common)
Cultist Challenge 3 (700 XP)
Medium humanoid (any race), any non-good alignment Brave. The knight has advantage on saving throws against
being frightened.
Armor Class 12 (leather armor)
Hit Points 9 (2d8) Actions
Speed 30 ft.
Multiattack. The knight makes two melee attacks.
STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 10 (+0) Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) slashing damage.
Skills Deception +2, Religion +2
Senses passive Perception 10 Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range
Languages any one language (usually Common) 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Challenge 1/8 (25 XP)
Leadership (Recharges after a Short or Long Rest). For 1
Dark Devotion. The cultist has advantage on saving throws minute, the knight can utter a special command or warning
against being charmed or frightened. whenever a nonhostile creature that it can see within 30 feet of
it makes an attack roll or a saving throw. The creature can add
Actions a d4 to its roll provided it can hear and understand the knight.
A creature can benefit from only one Leadership die at a time.
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one This effect ends if the knight is incapacitated.
creature. Hit: 4 (1d6 + 1) slashing damage.
Reactions
Cultists swear allegiance to dark powers, and often
show signs of insanity in their beliefs and practices. Parry. The knight adds 2 to its AC against one melee attack that
would hit it. To do so, the knight must see the attacker and be
Guard wielding a melee weapon.
Medium humanoid (any race), any alignment Knights are warriors who pledge service to rulers,
religious orders, and noble causes. A knight’s alignment
Armor Class 16 (chain shirt, shield) determines the extent to which a pledge is honored.
Hit Points 11 (2d8 + 2)
Speed 30 ft.
STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
Skills Perception +2
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 1/8 (25 XP)
D&D Dungeon Master’s Basic Rules v0.1 | Nonplayer Characters 54
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Mage 2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (2 slots): dispel magic, spirit guardians
Medium humanoid (any race), any alignment
Actions
Armor Class 12 (15 with mage armor)
Hit Points 40 (9d8) Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Speed 30 ft. Hit: 3 (1d6) bludgeoning damage.
STR DEX CON INT WIS CHA Priests are the spiritual leaders of temples and shrines.
9 (−1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)
Thug
Saving Throws Int +6, Wis +4
Skills Arcana +6, History +6 Medium humanoid (any race), any non-good alignment
Senses passive Perception 11
Languages any four languages Armor Class 11 (leather armor)
Challenge 6 (2,300 XP) Hit Points 32 (5d8 + 10)
Speed 30 ft.
Spellcasting. The mage is a 9th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 14, +6 to STR DEX CON INT WIS CHA
hit with spell attacks). The mage has the following wizard 15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0)
spells prepared:
Skills Intimidation +2
Cantrips (at will): fire bolt, light, mage hand, prestidigitation Senses passive Perception 10
1st level (4 slots): detect magic, mage armor, magic Languages any one language (usually Common)
Challenge 1/2 (100 XP)
missile, shield
2nd level (3 slots): misty step, suggestion Pack Tactics. The thug has advantage on an attack roll against
3rd level (3 slots): counterspell, fireball, fly a creature if at least one of the thug’s allies is within 5 feet of
4th level (3 slots): greater invisibility, ice storm the creature and the ally isn’t incapacitated.
5th level (1 slot): cone of cold
Actions
Actions
Multiattack. The thug makes two melee attacks.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 5 (1d6 + 2) bludgeoning damage.
Mages spend their lives in the study and
practice of magic. Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range
100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Priest
Thugs are ruthless enforcers skilled at intimidation and
Medium humanoid (any race), any alignment violence. They work for money and have few scruples.
Armor Class 13 (chain shirt)
Hit Points 27 (5d8 + 5)
Speed 25 ft.
STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)
Skills Medicine +7, Persuasion +3, Religion +4
Senses passive Perception 13
Languages any two languages
Challenge 2 (450 XP)
Divine Eminence. As a bonus action, the priest can expend a
spell slot to cause its melee weapon attacks to magically deal
an extra 10 (3d6) radiant damage to a target on a hit. This
benefit lasts until the end of the turn. If the priest expends a
spell slot of 2nd level or higher, the extra damage increases by
1d6 for each level above 1st.
Spellcasting. The priest is a 5th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 13, +5 to
hit with spell attacks). The priest has the following cleric
spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, sanctuary
D&D Dungeon Master’s Basic Rules v0.1 | Nonplayer Characters 55
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Building Combat Encounters
Combat encounters come in many types. An Work in Progress!
overwhelming threat confronting the characters as
they try to reach the villain for a final showdown This information from the Dungeon Master’s Guide represents
creates an encounter of the most challenging kind. As in-progress versions of the rules in that book. Updated
the adventurers plunge into battle, they understand information will appear in future versions of the D&D
that some or all of them might die. On the other basic rules.
hand, thugs in an alley might pose no significant
threat to even low-level characters, making for a Challenge Rating
straightforward encounter.
Build a combat encounter according to the needs of Much of the advice in this section focuses on the XP values
your story and the logic of your adventure setting. An of monsters and encounters, as opposed to their challenge
encounter might involve monsters defending their lairs, rating. Challenge rating is only a guidepost that indicates at
a wandering patrol, a hungry scavenger, a treacherous what level that monster becomes an appropriate challenge.
nonplayer character, or the dragon whose death is When putting together an encounter or adventure, especially
the adventurers’ ultimate goal. Once you’ve built the at lower levels, exercise caution when using monsters whose
encounter, though, it’s a good idea to estimate the level challenge rating is higher than the party’s level. Such a
of challenge it will present to your party. creature might deal enough damage with a single action to
overwhelm PCs of a lower level. Even though an ogre has a
Encounter Difficulty challenge rating of 2, for example, it can kill a 1st-level wizard
or sorcerer outright with a single blow.
Once you’ve designed your adventure and placed Often these monsters have special traits or features that
monsters and other opponents as you like, you can might be difficult or impossible for characters of a lower
determine how challenging the adventure is likely to level to deal with. For example, a rakshasa has a challenge
be by examining the difficulty of the encounters. There rating of 13 and is immune to spells of 6th level and lower.
are four categories of potential difficulty: easy, medium, Facing off against one before reaching 13th level—and, thus,
hard, and deadly. gaining access to 7th-level spells—means that spellcasters
Easy. The adventurers should quickly and decisively won’t be able to affect the rakshasa directly, putting the
overcome the encounter. They might take a few lumps party at a serious disadvantage. Even though the XP value
and lose a few hit points, but a good plan or a cunning of a fight against a lone rakshasa is well within the range of
use of resources might make the encounter little more a medium or hard challenge for a party of six 10th-level PCs,
than a brief pause in the adventure. such an encounter would be significantly tougher for them
Medium. The encounter presents some difficulty, but than XP alone would suggest.
in the end the adventurers should emerge victorious.
Medium encounters might require the characters to Simple Encounters
expend some resources or heal up a bit after the fight.
Hard. A hard encounter is tough, and it could For many encounters, especially when the player
potentially go very badly for the adventurers with a characters face off against a single opponent, you can
few unlucky die rolls or bad circumstances. Weaker use challenge rating as a simple guide. (See the Monster
characters might get taken out of the fight, leaving a few Manual for more about challenge ratings.) In general, for
adventurers to deal with the threat. Hard encounters a party of four adventurers, a monster whose challenge
have a small chance of killing PCs if things go awry. rating is equal to the party’s average level presents a
Deadly. The encounter is potentially lethal for one or medium to hard encounter, depending on circumstances
more player characters. Survival often requires good and resources available to the party.
tactics and quick thinking, and the party risks defeat.
A difficult encounter causes serious injury, with a Complex Encounters
substantial chance of character death.
Complex encounters feature many opponents or
Challenge Rating different types of creatures. Use the following method to
gauge the difficulty of such an encounter.
Much of the advice in this section focuses on the XP values 1. Note Encounter Difficulty Thresholds. To start,
of monsters and encounters, as opposed to their challenge make a note of the XP values that define the four
rating. Challenge rating is only a guidepost that indicates at difficulty categories for your party. For each adventurer
what level that monster becomes an appropriate challenge. in the party, find that character’s level on the Encounter
When putting together an encounter or adventure, especially Difficulty XP per Character table and note the XP
at lower levels, exercise caution when using monsters whose numbers for each category. Add the result together to
challenge rating is higher than the party’s level. Such a define the categories. Make a note of these numbers,
creature might deal enough damage with a single action to because you can use the same numbers for every
overwhelm characters of a lower level. Even though an ogre encounter in your adventure.
has a challenge rating of 2, for example, it can kill a 1st-level
wizard outright with a single blow.
D&D Dungeon Master’s Basic Rules v0.1 | Building Combat Encounters 56
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Encounter Difficulty XP per Character 2. Add Up Encounter XP. Every creature in the
Monster Manual has a challenge rating and an
Level Easy Medium Hard Deadly accompanying XP value. Total the XP values of
every enemy creature in the encounter to get the
1 25 50 75 100 encounter’s XP value.
3. Adjust Encounter XP Value Based on the Number
2 50 100 150 200 of Monsters. Based on the number of monsters in the
encounter, multiply the encounter’s XP value by the
3 75 150 225 400 matching multiplier from the Encounter XP Multipliers
table. Thus, if you have an encounter with 4 monsters
4 125 250 375 500 in it, multiply the total XP value of the encounter by
2 for the purposes of determining how difficult the
5 250 500 750 1,100 encounter is. This doesn’t change the actual XP award
the adventurers receive for overcoming the monsters,
6 300 600 900 1,400 just your calculations of how difficult the encounter is.
7 350 750 1,100 1,700
8 450 900 1,400 2,100
9 550 1,100 1,600 2,400
10 600 1,200 1,900 2,800
11 800 1,600 2,400 3,600
12 1,000 2,000 3,000 4,500
13 1,100 2,200 3,400 5,100 Encounter XP Multipliers
14 1,250 2,500 3,800 5,700 Number of Monsters XP Multiplier
15 1,400 2,800 4,300 6,400 Single Monster —
Pair (2 monsters) × 1.5
16 1,600 3,200 4,800 7,200 Group (3-6 monsters) ×2
Gang (7-10 monsters) × 2.5
17 2,000 3,900 5,900 8,800 Mob (11-14 monsters) ×3
Horde (15 or more monsters) ×4
18 2,100 4,200 6,300 9,500
19 2,400 4,900 7,300 10,900
20 2,800 5,700 8,500 12,700
Example: Encounter Difficulty 4. Compare the Encounter XP Value to Party
You’ve designed an encounter for four player characters and Encounter Difficulties. Compare your encounter’s XP
want to estimate how difficult it’s going to be. Three of the
four players have 3rd-level characters and one has a character value to the party’s difficulty XP values. This should give
at 2nd level (due to missing a session).
First, note the XP values that define the four categories you an idea of how difficult the encounter is. From there,
of difficulty. For each difficulty category on the Encounter
Difficulty XP per Character table, you’ll find the number for you can adjust the monsters in the encounter if you want
a 3rd-level character and multiply it by three (for the three
3rd-level characters), then add the number for a 2nd-level to make the encounter easier or harder.
character. That gives you the following numbers:
• Easy: up to 375 XP Example: Encounter Difficulty
• Medium: up to 550 XP
• Hard: up to 1,050 XP You’ve designed an encounter for four player characters and
• Deadly: up to 1,400 XP want to estimate how difficult it’s going to be. Three of the
four players have 3rd-level characters and one has a character
Now you look at the encounter you’ve designed, a fight at 2nd level (due to missing a session).
with four hobgoblins. Each hobgoblin has an XP value of First, note the XP values that define the four categories
100, so the total XP is 400. Since there are four hobgoblins, of difficulty. For each difficulty category on the Encounter
you double the XP value of the encounter; the encounter’s Difficulty XP per Character table, you’ll find the number for
XP value, for the purposes of figuring out its difficulty, is a 3rd-level character and multiply it by three (for the three
800 XP. That makes this encounter tougher than a medium 3rd-level characters), then add the number for a 2nd-level
encounter, but not higher than the hard threshold—so it’s a character. That gives you the following numbers:
hard encounter. • Easy: up to 275 XP
If you build a later encounter with four bugbears, with • Medium: up to 550 XP
an XP value of 200 XP each, you’d end up with a total value • Hard: up to 925 XP
of 1,600 XP for the encounter. That number is above the • Deadly: up to 1,400 XP
threshold of deadly encounters, meaning it’s probably too
hard for your characters to handle. If you adjust it down to Now you look at the encounter you’ve designed, a fight
three bugbears, your total is 1,200 XP—still deadly, but at with four hobgoblins. Each hobgoblin has an XP value of
least the adventurers have a fighting chance. Two bugbears 100, so the total XP is 400. Since there are four hobgoblins,
is probably a better encounter for this party: you multiply the you double the XP value of the encounter; the encounter’s
base XP value of 400 by only 1.5 for a pair of monsters, giving XP value, for the purposes of figuring out its difficulty, is
you 600 XP—slightly easier than the hobgoblin fight. 800 XP. That makes this encounter tougher than a medium
encounter, but not higher than the hard threshold—so it’s a
hard encounter.
If you build a later encounter with four bugbears, with
an XP value of 200 XP each, you’d end up with a total value
of 1,600 XP for the encounter. That number is above the
threshold of deadly encounters, meaning it’s probably too
hard for your characters to handle. If you adjust it down to
three bugbears, your total is 1,200 XP—still deadly, but at
least the adventurers have a fighting chance. Two bugbears
is probably a better encounter for this party: you multiply the
base XP value of 400 by only 1.5 for a pair of monsters, giving
you 600 XP—slightly easier than the hobgoblin fight.
D&D Dungeon Master’s Basic Rules v0.1 | Building Combat Encounters 57
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Larger or Smaller Parties XP per Adventuring Day per Player
Character
The preceding guidelines assume that you have a party
consisting of three to five adventurers. If you have one PC Level XP per Day
or two adventurers, use the XP multiplier for the next- 1 300
largest number (so, when fighting a single monster, use 2 600
the × 1.5 XP multiplier of a pair of monsters instead), 3 1,200
and use a × 5 multiplier for Hordes. If you have six to 4 1,700
eight adventurers, use the XP multiplier for the next- 5 3,500
smallest number of monsters (so, when fighting a gang 6 4,000
of monsters, use the × 2 XP modifier of a group of 7 5,000
monsters instead), and use a × .5 multiplier for a single 8 6,000
monster opponent. 9 7,500
10 9,000
Multipart Encounters 11 10,500
12 11,500
Sometimes the adventures and encounters that you 13 13,500
design feature many enemies, but the party does not 14 15,000
face them all at once. Perhaps the enemies come at the 15 18,000
party in waves, or a single encounter takes place over 16 20,000
multiple locations. For these multipart encounters, 17 25,000
treat each discrete part of the encounter—each wave 18 27,000
of enemies, each location, and so forth—as a separate 19 30,000
encounter for the purpose of determining its difficulty. 20 40,000
Remember that the party can’t benefit from a short
rest between parts of such an encounter, so they
won’t be able to spend Hit Dice to regain hit points or
recover any abilities that require a short rest to regain.
In general, if the combined XP total of a multipart
encounter is higher than one-third of the party’s
expected XP total for the adventuring day (see “The
Adventuring Day,” below), the encounter is going to be
tougher than the sum of its component parts.
The Adventuring Day
Assuming typical adventuring conditions and average
luck, most adventuring parties can handle about six
to eight medium or hard encounters in a day. If the
adventure has more easy encounters, then the party can
get through more; if it has more deadly encounters, they
can handle fewer.
Although you can never be certain when players will
choose to take a short or long rest, you can build in
natural break points to guide the flow of the adventure.
Let’s say you’re designing a dungeon and would like
a resting point for the players before they move from
the first level down to the second. You can stock the
first level of the dungeon with encounters of the right
challenge so that, around the time they finish exploring
that level, the characters’ resources are depleted to the
point where they need a long rest. Thus, the adventuring
day would naturally end at around the time the party
finishes exploring the first level of the dungeon.
In the same way you figure out the difficulty of an
encounter, you can use the XP values of monsters and
other opponents in an adventure as a guideline for how
far the party is likely to progress. For each character
in the party, consult the XP per Adventuring Day
per Player Character table, and add the XP for that
character’s level to get a total for the party’s adventuring
day. This total provides a rough estimate of the total XP
for encounters the party can handle before needing to
take a long rest.
D&D Dungeon Master’s Basic Rules v0.1 | Building Combat Encounters 58
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Magic Items Work in Progress!
Every adventure holds the promise—but not a This information from the Dungeon Master’s Guide represents
guarantee—of finding one or more magic items. Lost in-progress versions of the rules in that book. Updated
Mine of Phandelver contains an assortment of magic information will appear in future versions of the D&D
items that hints at the wider variety of magic items basic rules.
waiting to be found in the worlds of D&D. See the
Dungeon Master’s Guide for many more items. Bag of Holding
Using a Magic Item Wondrous item, uncommon
A magic item’s description explains how the item works. This cloth sack has an interior space considerably larger
Handling a magic item is enough to give a character a than its outside dimensions, roughly 2 feet in diameter
sense that something is extraordinary about the item. at the mouth and 4 feet deep. The bag can hold up to
Casting the identify spell on the item then reveals its 500 pounds, not exceeding a volume of 64 cubic feet.
properties. Alternatively, a character can concentrate The bag weighs 15 pounds, regardless of its contents.
on the item during a short rest, while being in physical Placing an object in the bag follows the normal rules
contact with the item. At the end of the rest, the for interacting with objects. Retrieving an item from the
character learns the item’s properties. Potions are an bag requires you to use an action.
exception; a little taste is enough to tell the taster what The bag has a few limitations. If the bag is overloaded,
the potion does. or if a sharp object pierces it or tears it, the bag ruptures
Certain magic items require a user to attune to them and is destroyed. If the bag is destroyed, its contents are
before their magical properties can be used. Attuning lost forever, although an artifact always turns up again
to a magic item requires that you spend a short rest somewhere. If the bag is turned inside out, its contents
concentrating on it (this can’t be the same short rest spill forth, unharmed, but the bag must be put right
used to learn an item’s properties). Depending on the before it can be used again. If a breathing creature is
nature of the item, this concentration can take the placed within the bag, the creature can survive for up
form of prayers, weapon practice, or meditation. In any to 10 minutes, after which time that creature begins
case, the concentration period must be uninterrupted. to suffocate.
Once you are attuned to an item, you can use its Placing a bag of holding inside a portable hole opens a
magical properties. momentary gate to the Astral Plane. Any creature within
An item can be attuned to only one creature at a time. a 10-foot radius of the gate is drawn to the Astral Plane,
A creature can be attuned to no more than three magic the gate closes, and the portable hole and bag of holding
items at any given time, and you can attune yourself to are both destroyed.
only one item during a short rest. If a portable hole is placed into a bag of holding, a
Your attunement to an item ends when the item has similar gate appears, but it leads to a random plane
been more than 100 feet away from you for 24 hours of existence.
and when you die. You can also voluntarily end your
attunement to an item with another short rest. Boots of Striding and Springing
Item Descriptions Wondrous item, uncommon
+1 Armor While you wear these boots, your speed isn’t reduced
if you are encumbered or wearing heavy armor. In
The most basic form of magic armor is a superb product addition, you jump three times the normal distance.
of physical and magical craft. You have a +1 bonus to
your Armor Class while wearing this armor. Gauntlets of Ogre Power
A suit of +1 armor never rusts or deteriorates, and it
magically resizes to fit its wearer. Wondrous item, uncommon (requires attunement)
+1 Weapon While you wear these gauntlets, your Strength is 19. If
your Strength is already 19 or higher, the gauntlets have
Magic weapons are unmistakably finer in quality than no effect on you.
their ordinary counterparts. You have a +1 bonus
to the attack rolls and damage rolls you make with Gloves of Swimming and Climbing
this weapon.
Some +1 weapons (swords in particular) have Wondrous item, uncommon (requires attunement)
additional properties, such as shedding light.
While wearing both of these gloves, climbing and
Amulet of Health swimming doesn’t cost you extra movement. In addition,
you have a +5 bonus to Strength (Athletics) checks you
Wondrous item, uncommon (requires attunement) make to climb or swim.
Your Constitution is 19 while you wear this amulet.
The amulet has no effect on you if your Constitution is
already 19 or higher.
D&D Dungeon Master’s Basic Rules v0.1 | Magic Items 59
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Goggles of Night d10 Damage Type Gem
1 Acid Pearl
Wondrous item, uncommon 2 Cold Tourmaline
3 Fire Garnet
While you wear these dark lenses, you have darkvision 4 Force Sapphire
in a 60-foot radius. If you already have darkvision, 5 Lightning Citrine
wearing the goggles increases its radius by 60 feet. 6 Necrotic Jet
7 Poison Amethyst
Headband of Intellect 8 Psychic Jade
9 Radiant Topaz
Wondrous item, uncommon (requires attunement) 10 Thunder Spinel
Your Intelligence is 19 while you wear this headband. Spell Scroll
The headband has no effect on you if your Intelligence is
already 19 or higher. Scroll, varies
Potion of Flying A spell scroll bears the magical words of a single spell,
written in a mystical cipher. Using an action to read the
Potion, very rare scroll allows you to cast the spell without components.
If the spell written on the scroll appears on your
This clear liquid floats at the top of its container and has class’s spell list, and the spell’s level is one that you
cloudy white impurities drifting in it. can normally cast, you cast the spell successfully.
When you drink this potion, it gives you a flying Otherwise, you must make an Intelligence (Arcana)
speed equal to your normal speed for 1 hour. If the check to see if you can successfully cast it. The DC
potion wears off while you’re flying, you must use your equals 10 plus the spell’s level. On a failed check,
movement to descend. If you fail to land before 1 minute reading the scroll only consumes its magic with no
passes, you fall. other effect.
The level of the spell written on the scroll determines
Potion of Invisibility its spell’s saving throw DC and attack bonus, as shown
on the following table:
Potion, very rare
Spell Level Save DC Attack Bonus
This potion’s container looks empty but feels as though Cantrip 13 +5
it holds liquid. 1st 13 +5
When you drink this potion, it makes you invisible 2nd 13 +5
for 1 hour. While you are invisible, anything you are 3rd 15 +7
carrying or wearing is invisible as long as it remains in 4th 15 +7
contact with you. The effect ends early if you attack or 5th 17 +9
cast a spell. 6th 17 +9
7th 18 +10
Potion of Vitality 8th 18 +10
9th 19 +11
Potion, very rare
Wand of Magic Detection
This crimson liquid regularly pulses with dull light,
calling to mind a heartbeat. Wand, uncommon
When you drink this potion, it removes any exhaustion
you are suffering, cures any disease or poison affecting While you hold this wand, you can cast the detect magic
you, and maximizes the effect of any Hit Die you spend spell at will, without using any components.
to regain hit points within the next 24 hours.
Wand of Magic Missiles
Ring of Evasion
Wand, uncommon
Ring, uncommon (requires attunement)
While you hold this wand, you can use an action to
You have advantage on Dexterity saving throws while expend 1 to 3 of its 7 charges to cast the magic missile
you wear this ring. In addition, whenever you make a spell without using any components. For 1 charge, you
Dexterity saving throw to take only half damage from an cast the spell as if you used a 1st-level spell slot, and you
effect, you instead take no damage if you succeed on the increase the spell slot level by one for each additional
saving throw, and half damage if you fail. charge you spend.
The wand regains 1d6 + 1 expended charges each day
Ring of Protection at dawn. However, if you expend the wand’s last charge,
roll a d20. On a 1, the wand crumbles into ashes and
Ring, rare (requires attunement) is destroyed.
While you wear this ring, you have a +1 bonus to AC and
saving throws.
Ring of Resistance
Ring, uncommon (requires attunement)
You have resistance to one damage type while you wear
this ring. The gem set in the ring indicates the type,
which the DM chooses or determines randomly from the
options below.
D&D Dungeon Master’s Basic Rules v0.1 | Magic Items 60
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What Comes Next? Bring your games to life with a suite of enhancements
from a robust set of player and DM digital tools to
aving delved into the depths of accessories like miniatures, vinyl mats, campaign maps,
character creation, it’s time to consider clothing, and more.
your next steps. The fun of D&D is in It isn’t always possible to gather a regular gaming
playing the game, not just making up group. In such situations, Dungeons & Dragons
characters (though that’s fun, too). board games present an ideal casual play experience.
The Starter Set is a great next step if you want to try You’ll also find a variety of digital games that offer
your hand at being a Dungeon Master and introduce a D&D experience across Mac, PC, tablets, and
your friends to the game. If you don’t know any DMs, try mobile devices.
taking on that role yourself. The Starter Set is the best
place to begin your journey. Level up your D&D game by visiting
The Player’s Handbook is your essential guide to DungeonsandDragons.com
additional races, classes, backgrounds, and other to see the suite of
customization options such as feats and multiclassing.
You’ll also find more than two hundred extra spells and Dungeons & Dragons offerings.
a beautiful array of art depicting elements of D&D.
The Monster Manual describes the most important
monsters in the Dungeons & Dragons universe. The
manual is aimed at DMs, but it’s also a useful reference
for players.
The Dungeon Master’s Guide is the ultimate tome
of DM lore. It includes magic items, optional rules,
and guidelines for creating everything from a simple
dungeon to an entire cosmos for your campaign.
Each year brings the publication of new D&D
adventures. These scenarios and campaigns are the
perfect way to try your hand at running a D&D game
with a minimum of work.
Looking for a regular D&D game or prefer dropping in
when you have time? Check the Store and Event Locator
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