Wall of Thorns Warding Bond
6th level conjuration 2nd level abjuration
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: Touch
Components: V, S, M (a handful of thorns) Components: V, S, M (a pair of platinum rings
Duration: Concentration, up to 10 minutes worth at least 50 gp each, which you and the
You create a wall of tough, pliable, tangled brush target must wear for the duration)
bristling with needle-sharp thorns. The wall Duration: 1 hour
appears within range on a solid surface and lasts This spell wards a willing creature you touch and
for the duration. You choose to make the wall up creates a mystic connection between you and
to 60 feet long, 10 feet high, and 5 feet thick or a the target until the spell ends. While the target
circle that has a 20-foot diameter and is up to 20 is within 60 feet of you, it gains a +1 bonus to AC
feet high and 5 feet thick. The wall blocks line of and saving throws, and it has resistance to all
sight. damage. Also, each time it takes damage, you
When the wall appears, each creature within its take the same amount of damage.
area must make a Dexterity saving throw. On a The spell ends if you drop to 0 hit points or if
failed save, a creature takes 7d8 piercing you and the target become separated by more
damage, or half as much damage on a successful than 60 feet. It also ends if the spell is cast again
save. on either of the connected creatures. You can
A creature can move through the wall, albeit also dismiss the spell as an action.
slowly and painfully. For every 1 foot a creature
moves through the wall, it must spend 4 feet of Water Breathing
movement. Furthermore, the first time a
creature enters the wall on a turn or ends its 3rd level transmutation (ritual)
turn there, the creature must make a Dexterity Casting Time: 1 action
saving throw. It takes 7d8 slashing damage on a Range: 30 feet
failed save, or half as much damage on a Components: V, S, M (a short reed or piece of
successful one. straw)
Duration: 24 hours
At Higher Levels. When you cast this spell This spell grants up to ten willing creatures you
using a spell slot of 7th level or higher, both can see within range the ability to breathe
types of damage increase by 1d8 for each slot underwater until the spell ends. Affected
level above 6th. creatures also retain their normal mode of
respiration.
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Water Walk Weird
3rd-level transmutation (ritual) 9th level illusion
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 120 feet
Components: V, S, M (a piece of cork) Components: V, S
Duration: 1 hour Duration: Concentration, up to one minute
This spell grants the ability to move across any Drawing on the deepest fears of a group of
liquid surface—such as water, acid, mud, snow, creatures, you create illusory creatures in their
quicksand, or lava—as if it were harmless solid minds, visible only to them. Each creature in a
ground (creatures crossing molten lava can still 30-foot-radius sphere centered on a point of
take damage from the heat). Up to ten willing your choice within range must make a Wisdom
creatures you can see within range gain this saving throw. On a failed save, a creature becom
ability for the duration. es frightened for the duration. The illusion calls
If you target a creature submerged in a liquid, on the creature’s deepest fears, manifesting its
the spell carries the target to the surface of the worst nightmares as an implacable threat. At the
liquid at a rate of 60 feet per round. start of each of the frightened creature’s turns, it
must succeed on a Wisdom saving throw or take
Web 4d10 psychic damage. On a successful save, the
spell ends for that creature.
2nd level conjuration
Casting Time: 1 action Wind Walk
Range: 60 feet
Components: V, S, M (a bit of spiderweb) 6th level transmutation
Duration: Concentration, up to 1 hour Casting Time: 1 minute
You conjure a mass of thick, sticky webbing at a Range: 30 feet
point of your choice within range. The webs fill a Components: V, S, M (fire and holy water)
20-foot cube from that point for the duration. The Duration: 8 hours
webs are difficult terrain and lightly obscure their You and up to ten willing creatures you can see
area. within range assume a gaseous form for the
If the webs aren’t anchored between two solid duration, appearing as wisps of cloud. While in
masses (such as walls or trees) or layered across a this cloud form, a creature has a flying speed of
floor, wall, or ceiling, the conjured web collapses 300 feet and has resistance to damage from
on itself, and the spell ends at the start of your nonmagical weapons. The only actions a
next turn. W ebs layered over a flat surface have a creature can take in this form are the Dash
depth of 5 feet. action or to revert to its normal form. Reverting
Each creature that starts its turn in the webs or takes 1 minute, during which time a creature is
that enters them during its turn must make a incapacitated and can’t move. Until the spell
Dexterity saving throw. On a failed save, the ends, a creature can revert to cloud form, which
creature is restrained as long as it remains in the also requires the 1-minute transformation.
webs or until it breaks free. If a creature is in cloud form and flying when the
A creature restrained by the webs can use its effect ends, the creature descends 60 feet per
action to make a Strength check against your spell round for 1 minute until it lands, which it does
save DC. If it succeeds, it is no longer restrained. safely. If it can’t land after 1 minute, the creature
The webs are flammable. Any 5-foot cube of webs falls the remaining distance.
exposed to fire burns away in 1 round, dealing
2d4 fire damage to any creature that starts its
turn in the fire.
402
Wind Wall Wish
3rd level evocation 9th level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: Self
Components: V, S, M (a tiny fan and a feather of Components: V
exotic origin) Duration: Instantaneous
Duration: Concentration, up to 1 minute Wish is the mightiest spell a mortal creature can
A wall of strong wind rises from the ground at a cast. By simply speaking aloud, you can alter the
point you choose within range. You can make very foundations of reality in accord with your
the wall up desires.
to 50 feet long, 15 feet high, and 1 foot thick. The basic use of this spell is to duplicate any
You can shape the wall in any way you choose so other spell of 8th level or lower. You don’t need
long as it makes one continuous path along the to meet any requirements in that spell, including
ground. The wall lasts for the duration. costly components. The spell simply takes effect.
When the wall appears, each creature within its Alternatively, you can create one of the
area must make a Strength saving throw. A following effects of your choice:
creature takes 3d8 bludgeoning damage on a
failed save, or half as much damage on a • You create one object of up to 25,000 gp in
successful one. value that isn’t a magic item. The object
The strong wind keeps fog, smoke, and other can be no more than 300 feet in any
gases at bay. Small or smaller flying creatures or dimension, and it appears in an
objects can’t pass through the wall. Loose, unoccupied space you can see on the
lightweight materials brought into the wall fly ground.
upward. Arrows, bolts, and other ordinary
projectiles launched at targets behind the wall • You allow up to twenty creatures that you
are deflected upward and automatically miss. can see to regain all hit points, and you
(Boulders hurled by giants or siege engines, and end all effects on them described in the
similar projectiles, are unaffected.) Creatures in greater restoration spell.
gaseous form can’t pass through it.
• You grant up to ten creatures that you can
see resistance to a damage type you
choose.
• You grant up to ten creatures you can see
immunity to a single spell or other
magical effect for 8 hours. For instance,
you could make yourself and all your
companions immune to a lich’s life drain
attack.
403
• You undo a single recent event by forcing a Witch Bolt
reroll of any roll made within the last
round (including your last turn). Reality 1st level evocation
reshapes itself to accommodate the new Casting Time: 1 action
result. For example, a wish spell could Range: 30 feet
undo an opponent’s successful save, a Components: V, S, M (a twig from a tree that has
foe’s critical hit, or a friend’s failed save. been struck by lightning)
You can force the reroll to be made with Duration: Concentration, up to 1 minute
advantage or disadvantage, and you can A beam of crackling, blue energy lances out
choose whether to use the reroll or the toward
original roll. a creature within range, forming a sustained arc
of lightning between you and the target. Make a
You might be able to achieve something beyond ranged spell attack against that creature. On a
the scope of the above examples. State your hit, the target takes 1d12 lightning damage, and
wish to the DM as precisely as possible. The DM on each of your turns for the duration, you can
has great latitude in ruling what occurs in such use your action to deal 1d12 lightning damage to
an instance; the greater the wish, the greater the target automatically. The spell ends if you
the likelihood that something goes wrong. This use your action to do anything else. The spell
spell might simply fail, the effect you desire also ends if the target is ever outside the spell’s
might only be partly achieved, or you might range or if it has total cover from you.
suffer some unforeseen consequence as a result
of how you worded the wish. For example, At Higher Levels. When you cast this spell
wishing that a villain were dead might propel using a spell slot of 2nd level or higher, the initial
you forward in time to a period when that villain damage increases by 1d12 for each slot level
is no longer alive, effectively removing you from above 1st.
the game. Similarly, wishing for a legendary
magic item or artifact might instantly transport Word of Recall
you to the presence of the item’s current owner.
The stress of casting this spell to produce any 6th level conjuration
effect other than duplicating another spell Casting Time: 1 action
weakens you. After enduring that stress, each Range: 5 feet
time you cast a spell until you finish a long rest, Components: V
you take 1d10 necrotic damage per level of that Duration: Instantaneous
spell. This damage can’t be reduced or You and up to five willing creatures within 5 feet
prevented in any way. In addition, your Strength of you instantly teleport to a previously
drops to 3, if it isn’t 3 or lower already, for 2d4 designated sanctuary. You and any creatures
days. For each of those days that you spend that teleport with you appear in the nearest
resting and doing nothing more than light unoccupied space to the spot you designated
activity, your remaining recovery time decreases when you prepared your sanctuary (see below).
by 2 days. Finally, there is a 33 percent chance If you cast this spell without first preparing a
that you are unable to cast wish ever again if you sanctuary, the spell has no effect.
suffer this stress. You must designate a sanctuary by casting this
spell within a location, such as a temple,
dedicated to or strongly linked to your deity. If
you attempt to cast the spell in this manner in
an area that isn’t dedicated to your deity, the
spell has no effect.
404
Wrathful Smite
1st level evocation
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
The next time you hit with a melee weapon
attack during this spell’s duration, your attack
deals an extra 1d6 psychic damage. Additionally,
if the target is a creature, it must make a
Wisdom saving throw or be frightened of you
until the spell ends. As an action, the creature
can make a Wisdom check against your spell
save DC to steel its resolve and end this spell.
Zone of Truth
2nd level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 10 minutes
You create a magical zone that guards against
deception in a 15-foot-radius sphere centered
on a point of your choice within range. Until the
spell ends, a creature that enters the spell’s area
for the first time on a turn or starts its turn there
must make a Charisma saving throw. On a failed
save, a creature can’t speak a deliberate lie
while in the radius. You know whether each
creature succeeds or fails on its saving throw.
An affected creature is aware of the spell and
can thus avoid answering questions to which it
would normally respond with a lie. Such a
creature can be evasive in its answers as long as
it remains within the boundaries of the truth.
405
Appendices Frightened
Appendix A: Conditions • A frightened creature has disadvantage
on ability checks and attack rolls while
CONDITIONS ALTER A CREATURE’S CAPABILITIES the source of its fear is within line of
IN a variety of ways and can arise as a result of a sight.
spell, a class feature, a monster’s attack, or other
effect. Most conditions, such as blinded, are • The creature can’t willingly move closer
impairments, but a few, such as invisible, can be to the source of its fear.
advantageous.
Grappled
A condition lasts either until it is countered (the
prone condition is countered by standing up, for • A grappled creature’s speed becomes 0,
example) or for a duration specified by the effect and it can't benefit from any bonus to its
that imposed the condition. speed.
If multiple effects impose the same condition on • The condition ends if the grappler is
a creature, each instance of the condition has its incapacitated (see the condition).
own duration, but the condition’s effects don't
get worse. A creature either has a condition or • The condition also ends if an effect
doesn’t. removes the grappled creature from the
reach of the grappler or grappling effect,
The following definitions specify what happens such as when a creature is hurled away
to a creature while it is subjected to a condition. by the thunderwave spell.
Blinded Incapacitated
• A blinded creature can’t see and • An incapacitated creature can’t take
automatically fails any ability check that actions or reactions.
requires sight.
Invisible
• Attack rolls against the creature have
advantage, and the creature’s attack rolls • An invisible creature is impossible to see
have disadvantage. without the aid of magic or a special
sense. For the purpose of hiding, the
Charmed creature is heavily obscured. The
creature’s location can be detected by
• A charmed creature can't attack the any noise it makes or any tracks it leaves.
charmer or target the charmer with
harmful abilities or magical effects. • Attack rolls against the creature have
disadvantage, and the creature’s attack
• The charmer has advantage on any rolls have advantage.
ability check to interact socially with the
creature.
Deafened
• A deafened creature can’t hear and
automatically fails any ability check that
requires hearing.
406
Paralyzed Exhaustion
• A paralyzed creature is incapacitated (see Some special abilities and environmental
the condition) and can’t move or speak. hazards, such as starvation and the long-term
effects o f freezing or scorching temperatures,
• The creature automatically fails Strength can lead to a special condition called exhaustion.
and Dexterity saving throws. Exhaustion is measured in six levels. An effect
can give a creature one or more levels o f
• Attack rolls against the creature have exhaustion, as specified in the effect’s
advantage. description.
• Any attack that hits the creature is a Leve Effect
critical hit if the attacker is within 5 feet l
of the creature.
1 Disadvantage on ability checks
Petrified
2 Speed halved
• A petrified creature is transformed, along
with any non-magical object it is wearing 3 Disadvantage on attack rolls and
or carrying, into a solid inanimate saving throws
substance (usually stone). Its weight
increases by a factor of ten, and it ceases 4 Hit point maximum halved
aging.
5 Speed reduced to 0
• The creature is incapacitated (see the
condition), can’t move or speak, and is 6 Death
unaware of its surroundings.
If an already exhausted creature suffers another
• Attack rolls against the creature have effect that causes exhaustion, its current level o f
advantage. exhaustion increases by the amount specified in
the effect’s description.
• The creature automatically fails Strength
and Dexterity saving throws. A creature suffers the effect of its current level
of exhaustion as well as all lower levels. For
• The creature has resistance to all example, a creature suffering level 2 exhaustion
damage. has its speed halved and has disadvantage on
ability checks.
• The creature is immune to poison and
disease, although a poison or disease An effect that removes exhaustion reduces its
already in its system is suspended, not level as specified in the effect’s description, with
neutralized. all exhaustion effects ending if a creature’s
exhaustion level is reduced below 1.
Finishing a long rest reduces a creature's
exhaustion level by 1, provided that the creature
has also ingested some food and drink.
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Poisoned Unconscious
• A poisoned creature has disadvantage on • An unconscious creature is incapacitated
attack rolls and ability checks. (see the condition), can’t move or speak,
and is unaware of its surroundings
Prone
• The creature drops whatever it’s holding
• A prone creature’s only movement and falls prone.
option is to crawl, unless it stands up and
thereby ends the condition. • The creature automatically fails Strength
and Dexterity saving throws.
• The creature has disadvantage on attack
rolls. • Attack rolls against the creature have
advantage.
• An attack roll against the creature has
advantage if the attacker is within 5 feet • Any attack that hits the creature is a
of the creature. Otherwise, the attack roll critical hit if the attacker is within 5 feet
has disadvantage. of the creature.
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 automatically fails Strength
and Dexterity saving throws.
• Attack rolls against the creature have
advantage.
408
Appendix B: Gods of the D&D Pantheons
Multiverse
Each world in the D&D multiverse has its own
RELIGION IS AN IMPORTANT PART OF LIFE IN the pantheons of deities, ranging in size from the
worlds of the D&D multiverse. When gods walk teeming pantheons of the Forgotten Realms and
the world, clerics channel divine power, evil cults Greyhawk to the more focused religions of
perform dark sacrifices in subterranean lairs, Eberron and Dragonlance. Many of the
and shining paladins stand like beacons against nonhuman races worship the same gods on
the darkness, it’s hard to be ambivalent about different worlds—Moradin, for example, is
the deities and deny their existence. revered by dwarves of the Forgotten Realms,
Greyhawk, and many other worlds.
Many people in the worlds of D&D worship
different gods at different times and The Forgotten Realms
circumstances. People in the Forgotten Realms,
for example, might pray to Sune for luck in love, Dozens of deities are revered, worshiped, and
make an offering to Waukeen before heading to feared throughout the world of the Forgotten
the market, and pray to appease Talos when a Realms. At least thirty deities are widely known
severe storm blows in—all in the same day. across the Realms, and many more are
Many people have a favorite among the gods, worshiped locally, by individual tribes, small
one whose ideals and teachings they make their cults, or certain sects of larger religious temples.
own. And a few people dedicate themselves
entirely to a single god, usually serving as a Greyhawk
priest or champion of that god’s ideals.
The gods of Greyhawk come from at least four
Your DM determines which gods, if any, are different pantheons, representing the faiths of
worshiped in his or her campaign. From among the various ethnic groups that populated the
the gods available, you can choose a single deity continent of Oerik over the ages. As a result,
for your character to serve, worship, or pay lip there’s a great deal of overlap in their portfolios:
service to. Or you can pick a few that your Pelor is the Flan god of the sun and Pholtus is
character prays to most often. Or just make a the Oeridian sun god, for example.
mental note of the gods who are revered in your
DM’s campaign so you can invoke their names Dragonlance
when appropriate. If you’re playing a cleric or a
character with the Acolyte background, decide The gods of the world of Krynn are three
which god your deity serves or served, and families: seven gods of good headed by Paladine
consider the deity’s suggested domains when and Mishakal, seven of neutrality headed by
selecting your character’s domain. Gilean, and seven of evil headed by Takhisis and
Sargonnas. These deities have been called by
many different names and held in varying levels
of esteem by different peoples and cultures
through the world’s history, but they are the
only gods of this world— their place fixed in the
stars as constellations.
409
Eberron Nonhuman Deities
The world of Eberron has many different Certain gods closely associated with nonhuman
religions, but the most important revolves races are revered on many different worlds,
around a pantheon called the Sovereign Host though not always in the same way. The
and their malign shadow, the Dark Six. The gods nonhuman races of the Forgotten Realms and
of the Sovereign Host are thought to have Greyhawk share these deities.
dominion over every aspect of existence, and to
speak with a unified voice. But the Dark Six are Nonhuman races often have whole pantheons of
the primitive, bloody, and cruel gods who offer a their own. Besides Moradin, for example, the
dissenting voice. dwarf gods include Moradin’s wife, Berronar
Truesilver, and a number of other gods thought
Eberron’s other religions are very different from to be their children and grandchildren:
the traditional D&D pantheons. The Abbathor, Clangeddin Silverbeard, Dugmaren
monotheistic Church of the Silver Flame is Brightmantle, Dumathoin, Gorm Gulthyn, Haela
devoted to fighting against evil in the world, but Brightaxe, Marthammor Duin, Sharindlar, Thard
plagued by corruption in its own ranks. The Harr, and Vergadain. Individual clans and
philosophy of the Blood of Vol teaches that kingdoms of dwarves might revere some, all, or
divinity lies within all mortal beings and reveres none of these deities, and some have other gods
the undead who have secured that immortality. unknown (or known by other names) to
Various mad cults are devoted to the demons outsiders.
and horrors imprisoned in Eberron's Underdark
(called Khyber, the Dragon Below). The followers The Life and Death Domains
of the Path of Light believe that the world is
heading toward a glorious future where the Many deities in this section suggest the Life
shadows that cloud this world will be domain, particularly if they are closely
transformed into light. And two related nations associated with healing, protection, childbirth,
of elves revere their ancestral spirits: the nurturing, or fertility. As described in the
Undying Court, preserved as spirits or even chapter 3, though, the Life domain is incredibly
undead forms, and the glorified Spirits of the broad, and a cleric of any non-evil deity can
Past, the great heroes of ancient wars. choose it.
A number of other deities, mostly evil ones,
suggest the Death domain, which is detailed in
the Dungeon Master’s Guide. Most clerics who
choose this domain are evil NPCs, but if you
want to worship a god of death, consult your
Dungeon Master.
410
Deities of the Forgotten Realms
Deity Alignment Suggested Symbol
Domains
Auril, goddess of winter NE Nature, Tempest Six-pointed snowflake
Azuth, god of wizards LN Knowledge Left hand pointing upward, outlined in fire
Bane, god of tyranny LE War Upright black right hand, thumb and fingers
together
Beshaba, goddess of misfortune CE Trickery Black antlers
Bhaal, god of murder NE Death Skull surrounded by a ring of blood droplets
Chauntea, goddess of agriculture NG Life Sheaf of grain or a blooming rose over grain
Cyric, god of lies CE Trickery White jawless skull on black or purple sunburst
Deneir, god of writing NG Knowledge Lit candle above an open eye
Eldath, goddess of peace NG Life, Nature Waterfall plunging into still pool
Gond, god of craft N Knowledge Toothed cog with four spokes
Helm, god of protection LN Life, Light Staring eye on upright left gauntlet
Ilmater, god of endurance LG Life Hands bound at the wrist with red cord
Kelemvor, god of the dead LN Death Upright skeletal arm holding balanced scales
Lathander, god of birth and NG Life, Light Road traveling into a sunrise
renewal
Leira, goddess of illusion CN Trickery Point-down triangle containing a swirl o f mist
Lliira, goddess of joy CG Life Triangle of three six-pointed stars
Loviatar, goddess of pain LE Death Nine-tailed barbed scourge
Malar, god of the hunt CE Nature Clawed paw
Mask, god of thieves CN Trickery Black mask
Mielikki, goddess of forests NG Nature Unicorn’s head
Milil, god of poetry and song NG Light Five-stringed harp made of leaves
Myrkul, god of death NE Death White human skull
Mystra, goddess of magic NG Knowledge Circle of seven stars, or nine stars encircling a
flowing red mist, or a single star
Oghma, god of knowledge N Knowledge Blank scroll
Savras, god of divination and fate LN Knowledge Crystal ball containing many kinds o f eyes
Selune, goddess of the moon CG Knowledge, Life Pair o f eyes surrounded by seven stars
Shar, goddess of darkness and NE Death, Trickery Black disk encircled with a border
loss
Silvanus, god of wild nature N Nature Oak leaf
Sune, goddess of love and beauty CG Life, Light Face of a beautiful red-haired woman
Talona, goddess of disease and CE Death Three teardrops on a triangle
poison
Talos, god of storms CE Tempest Three lightning bolts radiating from a central point
Tempus, god of war N War Upright flaming sword
Torm, god of courage and self- LG War White right gauntlet
sacrifice
Tymora, goddess of good fortune CG Trickery Face-up coin
Tyr, god of justice LG War Balanced scales resting on a warhammer
Umberlee, goddess of the sea CE Tempest Wave curling left and right
Waukeen, goddess of trade N Knowledge, Upright coin with Waukeen’s profile facing left
Trickery
411
Deities of Greyhawk
Deity Alignment Suggested Domains Symbol
Beory, goddess of nature N Nature Green disk
Boccob, god of magic N Knowledge Eye within a pentagram
Celestian, god of stars and N Knowledge Arc of seven stars inside a circle
wanderers
Ehlonna, goddess of woodlands NG Life, Nature Unicorn horn
Erythnul, god of envy and slaughter CE War Blood drop
Fharlanghn, god of horizons and NG Knowledge, Trickery Circle crossed by a curved horizon line
travel Lightning bolt
Heironeous, god of chivalry and LG War Six arrows facing downward in a fan
valor
Hextor, god of war and discord LE War Four spears and four maces radiating out
Kord, god of athletics and sport CG Tempest, War from a central point
Incabulos, god of plague and NE Death Reptilian eye with a horizontal diamond
famine
Istus, goddess of fate and destiny N Knowledge Weaver's spindle with three strands
luz, god of pain and oppression CE Death Grinning human skull
Nerull, god of death NE Death Skull with either a sickle or a scythe
Obad-Hai, god of nature N Nature Oak leaf and acorn
Olidammara, god of revelry CN Trickery Laughing mask
Pelor, god of the sun and healing NG Life, Light Sun
Pholtus, god of light and law LG Light Silver sun or full moon partially eclipsed
by a smaller crescent moon
Ralishaz, god of ill luck and insanity CN Trickery Three bone fate-casting sticks
Rao, god of peace and reason LG Knowledge White heart
St. Cuthbert, god of common sense LN Knowledge Circle at the center of a starburst o f lines
and zeal
Tharizdun, god of eternal darkness CE Trickery Dark spiral or inverted ziggurat
Trithereon, god of liberty and CG War Triskelion
retribution
Ulaa, goddess of hills and LG Life, War Mountain with a circle at its heart
mountains
Vecna, god of evil secrets NE Knowledge Hand with eye in the palm
Wee Jas, goddess of magic and LN Death, Knowledge Red skull in front of fireball
death
412
Deities of Dragonlance
The Gods of Good
Deity Alignment Suggested Domains Symbol
Paladine, god of rulers and guardians
Branchala, god of music LG War Silver triangle
Habbakuk, god of animal life and the sea
Kiri-Jolith, god of honor and war NG Light Bard’s harp
Majere, god of meditation and order
Mishakal, goddess of healing NG Nature, Tempest Blue bird
Solinari, god of good magic
LG War Bison’s horns
LG Knowledge Copper spider
LG Knowledge, Life Blue infinity sign
LG no clerics White circle or sphere
The Gods of Neutrality
Deity Alignment Suggested Domains Symbol
Gilean, god of knowledge
Chislev, goddess of nature N Knowledge Open book
Reorx, god of craft
Shinare, goddess o f wealth and trade N Nature Feather
Sirrion, god of fire and change
Zivilyn, god of wisdom N Knowledge Forging hammer
Lunitari, goddess of neutral magic
N Knowledge, Trickery Griffon’s wing
N Nature Multi-colored fire
N Knowledge Great green or gold tree
N no clerics Red circle or sphere
The Gods of Evil
Deity Alignment Suggested Domains Symbol
Takhisis, goddess of night and hatred
Chemosh, god of the undead LE Death Black crescent
Hiddukel, god of lies and greed
Morgion, god of disease and secrecy LE Death Yellow skull
Sargonnas, god of vengeance and fire
Zeboim, goddess of the sea and storms CE Trickery Broken merchant’s scales
Nuitari, god of evil magic
NE Death Hood with two red eyes
LE War Stylized red condor
CE Tempest Turtle shell
LE No clerics Black circle or sphere
413
Deities of Eberron Alignment Suggested Domains Symbol
The Sovereign Host NG Life, Nature Sheaf of wheat tied with green
Arawai, goddess of fertility
ribbon
Aureon, god of law and knowledge
Balinor, god of beasts and the hunt LN Knowledge Open tome
Boldrei, goddess of community and
home N Life, Nature Pair of antlers
Dol Arrah, goddess of sunlight and
honor LG Life Fire in a stone hearth
Dol Dorn, god of strength at arms
Kol Korran, god of trade and wealth LG Light, War Rising sun
Olladra, goddess of good fortune
Onatar, god of craft CG War Longsword crossed over a shield
N Trickery Nine-sided gold coin
NG Life, Trickery Domino
NG Knowledge Crossed hammer and tongs
The Dark Six Alignment Suggested Symbol
Domains
The Devourer, god of nature’s Bundle of five sharpened bones
wrath NE Tempest
The Fury, goddess of wrath and Winged wyrm with woman’s head and
madness NE War upper body
The Keeper, god of greed and Dragonshard stone in the shape o f a fang
death NE Death
The Mockery, god of violence and Five blood-spattered tools
treachery NE War
The Shadow, god of dark magic Obsidian tower
The Traveler, deity of chaos and CE Knowledge Four crossed, rune-inscribed bones
change CN Trickery
Other Faiths of Eberron Alignment Suggested Symbol
Domains
The Silver Flame, deity of protection and Flame drawn on silver or molded from
good LG Life, Light, War silver.
The Blood of Vol, philosophy of Stylized dragon skull on red teardrop
immortality and undeath LN Death, Life gem.
Cults of the Dragon Below, deities of Varies
madness NE Trickery
The Path of Light, philosophy of light and Brilliant crystal
self-improvement LN Life, Light
The Undying Court, elven ancestors Varies
The Spirits of the Past, elven ancestors NG Knowledge, Life Varies
CG War
414
Nonhuman Deities
Deity Alignment Suggested Symbol
Bahamut, dragon god of good Domains
Dragon’s head in profile
LG Life, War Lobster head or black pearl
Quarter moon or starburst
Blibdoolpoolp, kuo-toa goddess NE Death Dolphin
Spiral Design
Corellon Larethian, elf deity of art and magic CG Light Gold Nugget
Deep Sashelas, elf god of the sea CG Nature, Tempest Wooden Club
Unblinking Eye
Eadro, merfolk deity of the sea N Nature, Tempest Morningstar
Gnome Skull
Garl Glittergold, gnome god of trickery and LG Trickery Image of the lizard/toad god
wiles Spider
Grolantor, hill giant god of war CE War Bloody axe
Gruumsh, orc god of storms and war CE Tempest, War Hammer and anvil
Hruggek, bugbear god of violence CE War Oak
Kurtulmak, kobold god of war and mining LE War Crescent moon
Shark
Laogzed, troglodyte god of hunger CE Death Egg
Oak growing from acorn
Lolth, drow goddess of spiders CE Trickery Stalactite
Maglubiyet, goblinoid god of war LE War Flaming sword
White double-bladed axe
Moradin, dwarf god of creation LG Knowledge Dragon head with five claw
marks
Rillifane Rallathil, wood elf god of nature CG Nature Shield
Sehanine Moonbow, elf goddess of the moon CG Knowledge
Sekolah, sahuagin god of the hunt LE Nature, Tempest
Semuanya, lizardfolk deity of survival N Life
Skerrit, centaur and satyr god of nature N Nature
Skoraeus Stonebones, god of stone giants and N Knowledge
art LE Knowledge, War
Surtur, god of fire giants and craft
Thrym, god of frost giants and strength CE War
Tiamat, dragon goddess of evil LE Trickery
Yondalla, halfling goddess of fertility and LG Life
protection
415
Fantasy-Historical Pantheons The Egyptian Pantheon
The Celtic, Egyptian, Greek, and Norse These gods are a young dynasty of an ancient
pantheons are fantasy interpretations of divine family, heirs to the rulership of the cosm
historical religions from our world’s ancient os and the maintenance of the divine principle
times. They include deities that are most of Ma’at—the fundamental order of truth,
appropriate for use in a D&D game, divorced justice, law, and order that puts gods, mortal
from their historical context in the real world pharaohs, and ordinary men and women in their
and united into pantheons that serve the needs logical and rightful place in the universe.
of the game.
The Egyptian pantheon is unusual in having
The Celtic Pantheon three gods with the Death domain of different
alignments. Anubis is the lawful neutral god of
It’s said that something wild lurks in the heart of the afterlife, who judges the souls of the dead.
every soul, a space that thrills to the sound of Set is a chaotic evil god of murder, perhaps best
geese calling at night, to the whispering wind known for killing his brother Osiris. And
through the pines, to the unexpected red of Nephthys is a chaotic good goddess of
mistletoe on an oak—and it is in this space that mourning. Thus, although most clerics of the
the Celtic gods dwell. They sprang from the Death domain (found in the Dungeon Master's
brook and stream, their might heightened by the Guide) are villainous characters, clerics who
strength of the oak and the beauty of the serve Anubis or Nephthys need not be.
woodlands and open moor. When the first
forester dared put a name to the face seen in
the bole of a tree or the voice babbling in a
brook, these gods forced themselves into being.
The Celtic gods are as often served by druids as
by clerics, for they are closely aligned with the
forces of nature that druids revere.
The Greek Pantheon
The gods of Olympus make themselves known
with the gentle lap of waves against the shores
and the crash of the thunder among the cloud-
enshrouded peaks. The thick boar-infested
woods and the sere, olive-covered hillsides hold
evidence of their passing. Every aspectof nature
echoes with their presence, and they’ve made a
place for themselves inside the human heart,
too.
416
The Norse Pantheon
Where the land plummets from the snowy hills
into the icy fjords below, where the longboats
draw up on to the beach, where the glaciers
flow forward and retreat with every fall and
spring—this is the land of the Vikings, the home
of the Norse pantheon. It’s a brutal clime, and
one that calls for brutal living. The warriors of
the land have had to adapt to the harsh
conditions in order to survive, but they haven’t
been too twisted by the needs of their
environment. Given the necessity of raiding for
food and wealth, it’s surprising the mortals
turned out as well as they did. Their powers
reflect the need these warriors had for strong
leadership and decisive action. Thus, they see
their deities in every bend of a river, hear them
in the crash of the thunder and the booming of
the glaciers, and smell them in the smoke of a
burning longhouse.
The Norse pantheon includes two main families,
the Aesir (deities of war and destiny) and the
Vanir (gods of fertility and prosperity). Once
enemies, these two families are now closely
allied against their common enemies, the giants
(including the gods Surtur and Thrym). Like the
gods of Greyhawk, gods in different families
sometimes have overlap in their spheres of
influence: Frey (of the Vanir) and Odur (of the
Aesir) are both associated with the sun, for
example.
417
Celtic Deities
Deity Alignment Suggested Symbol
Domains
The Daghdha,god of weather and crops CG Nature, Trickery Bubbling cauldron or shield
Arawn, god of life and death NE Life, Death Black star on gray background
Belenus, god of sun, light, and warmth NG Light Solar disk and standing
Brigantia, goddess of rivers and livestock NG Life stones
Footbridge
Diancecht, god of medicine and healing LG Life Crossed oak and mistletoe
branches
Dunatis, god of mountains and peaks N Nature Red sun-capped mountain
Goibhniu, god of smiths and healing
peak
NG Knowledge, Life Giant mallet over sword
Lugh, god of arts, travel, and commerce CN Knowledge, Life Pair of long hands
Manannan mac Lir, god of oceans and LN Nature, Tempest Wave of white water on
sea creatures green
Math Mathonwy, god of magic NE Knowledge Staff
Morrigan, goddess of battle CE War Two crossed spears
Nuada, god of war and warriors N War Silver hand on black
background
Oghma, god of speech and writing NG Knowledge
Unfurled scroll
Silvanus, god of nature and forests N Nature Summer oak tree
418
Greek Deities Alignment Suggested Symbol
Deity Domains
Fist full o f lightning bolts
Zeus, god of the sky, ruler of the N Tempest
gods Sea shell
Aphrodite, goddess of love and CG Light
beauty Lyre
Apollo, god of light, music, and CG Knowledge, Light,
healing Life Spear
Ares, god of war and strife Bow and arrow on lunar disk
Artemis, goddess of hunting and CE War
childbirth Owl
Athena, goddess of wisdom and NG Life, Nature
civilization Mare’s head
Demeter, goddess of agriculture LG Knowledge, War Thyrsus (stafftipped with pine
Dionysus, god of mirth and wine cone)
NG Life Black ram
Hades, god of the underworld CN Life Setting moon
Hecate, goddess of magic and the
moon LE Death Hammer and anvil
Hephaestus, god of smithing and CE Knowledge,
craft Fan of peacock feathers
Hera, goddess of marriage and Trickery
intrigue NG Knowledge Lion’s head
Hercules, god of strength and
adventure CN Trickery Caduceus (winged staff and
Hermes, god of travel and serpents)
commerce CG Tempest, War Hearth
Hestia, goddess of home and
family CG Trickery Winged woman
Nike,goddess of victory Syrinx (pan pipes)
Pan, god of nature NG Life Trident
Poseidon, god of the sea and
earthquakes LN War Red pentagram
Tempest Tyche, goddess of good CN Nature
fortune CN Tempest
N Trickery
419
Egyptian Deities
Deity Alignment Suggested Domains Symbol
Re-Horakhty, god of the sun, ruler of LG Life, Light Solar disk encircled by serpent
the gods
Anubis, god of judgment and death LN Death Black jackal
Apep, god of evil, fire, and serpents NE Trickery Flaming snake
Bast, goddess of cats and vengeance CG War Cat
Bes, god of luck and music CN Trickery Image of the misshapen deity
Hathor, goddess of love, music, and NG Life, Light Horned cow’s head with lunar
motherhood disk
Imhotep, god of crafts and medicine NG Knowledge Step pyramid
Isis, goddess of fertility and magic NG Knowledge, Life Ankh and star
Nephthys, goddess of death and grief CG Death Horns around a lunar disk
Osiris, god of nature and the LG Life, Nature Crook and flail
underworld
Ptah, god of crafts, knowledge, and LN Knowledge Bull
secrets
Set, god of darkness and desert CE Death, Tempest, Coiled cobra
storms Trickery
Sobek, god of water and crocodiles LE Nature, Tempest Crocodile head with horns and
plumes
Thoth, god of knowledge and N Knowledge Ibis
wisdom
420
Norse Deities Alignment Suggested Symbol
Deity Domains
Watching blue eye
Odin, god of knowledge and war NG Knowledge, War Rough ocean waves
Aegir, god of the sea and storms Gem-encrusted silver chalice
Balder, god of beauty and poetry NE Tempest Head of a bearded man
Forseti, god of justice and law Ice-blue greatsword
Frey, god of fertility and the sun NG Life, Light Falcon
Freya, goddess of fertility and love Cat
Frigga, goddess of birth and fertility N Life Curling musical horn
Heimdall, god of watchfulness and
loyalty NG Life, Light Woman’s face, rotting on one
Hel, goddess of the underworld side
NG Life Winged scroll
Hermod, god of luck Flame
Loki, god of thieves and trickery N Life, Light Gold Coin
Njord, god of sea and wind Solar Disk
Odur, god of light and the sun LG Light, War Upraised sword
Sif, goddess of war Mountain peak
Skadi, god of earth and mountains NE Death Flaming sword
Surtur, god of fire giants and war Hammer
Thor, god of storms and thunder CN Trickery White double-bladed axe
Thrym, god of fire giants and cold CE Trickery Sword
Tyr, god of courage and strategy NG Nature, Tempest Longbow
Uller, god of hunting and winter CG Light
CG War
N Nature
LE War
CG Tempest, War
CE War
LN Knowledge, War
CN Nature
421
Appendix C: The Planes of
Existence
INCREDIBLY VAST IS THE COSMOS OF THE
Dungeons & Dragons game, which teems with a
multitude of worlds as well as myriad alternate
dimensions of reality, called the planes of
existence. It encompasses every world where
Dungeon Masters run their adventures, all
within the relatively mundane realm of the
Material Plane. Beyond that plane are domains
of raw elemental matter and energy, realms of
pure thought and ethos, the homes of demons
and angels, and the dominions of the gods.
Many spells and magic items can draw energy
from these planes, summon the creatures that
dwell there, communicate with their denizens,
and allow adventurers to travel there. As your
character achieves greater power and higher
levels, you might undertake a quest to rescue a
friend from the horrific depths of the Abyss, or
find yourself hoisting a tankard with the friendly
giants of Ysgard. You might walk on streets made
of solid fire or test your mettle on a battlefield
where the fallen are resurrected with each
dawn.
The Material Plane
The Material Plane is the nexus where the
philosophical and elemental forces that define
the other planes collide in the jumbled existence
of mortal life and mundane matter. All the
worlds of D&D exist within the Material Plane,
making it the starting point for most campaigns
and adventures. The rest of the multiverse is
defined in relation to the Material Plane.
The worlds of the Material Plane are infinitely
diverse, for they reflect the creative imagination
of the Dms who set their games there, as well as
the players whose heroes adventure there. They
include magic wasted desert planets and island-
dotted water worlds, worlds where magic
combines with advanced technology and others
422
trapped in an endless Stone Age, worlds where or perhaps rising, sun. But, in fact, the sun never
the gods walk and places they have abandoned. truly sets or rises; it remains stationary, dusky
and low in the sky. Away from the settled areas
The best-known worlds in the multiverse are the ruled by the Seelie Court, the land is a tangle of
ones that have been published as official sharp-toothed brambles and syrupy fens—
campaign settings for the D&D game over the perfect territory for the Unseelie to hunt their
years—Greyhawk, Blackmoor, Dragonlance, the prey. Fey creatures, such as those brought to the
Forgotten Realms, Mystara, Birthright, Dark Sun, world by conjure woodland beings and similar
and Eberron, among others. Each of these spells, dwell in the Feywild.
worlds boasts its own cast of heroic adventurers
and scheming villains, its own ancient ruins and The Shadowfell, also called the Plane of Shadow,
forgotten artifacts, its own dungeons and its is a darkly lighted dimension, a world of black
own dragons. But if your campaign takes place and white where color has been leached from
on one of these worlds, it belongs to your DM— everything. It is a place of toxic darkness that
you might imagine it as one of thousands of hates the light, where the sky is a black vault
parallel versions of the world, which might with neither sun nor stars.
diverge wildly from the published version.
Positive and Negative Planes
Material Echoes
Like a dome above the other planes, the
The Material Plane is a richly magical place, and Positive Plane is the source of radiant energy
its magical nature is reflected in the two planes and the raw life force that suffuses all living
that share its central place in the multiverse. The beings, from the puny to the sublime. Its dark
Feywild and the Shadowfell are parallel reflection is the Negative Plane, the source of
dimensions occupying the same cosmological necrotic energy that destroys the living and
space, so they are often called echo planes or animates the undead.
mirror planes to the Material Plane. The worlds
and landscapes of these planes mirror the Beyond the Material
natural world of the Material Plane but reflect
those features into different forms—more Beyond the Material Plane, the various planes of
marvelous and magical in the Feywild, distorted existence are realms of myth and mystery.
and colorless in the Shadowfell. Where a They’re not simply other worlds, but different
volcano stands in the Material Plane, a mountain qualities of being, formed and governed by
topped with skyscraper-sized crystals that glow spiritual and elemental principles abstracted
with internal fire towers in the Feywild, and a from the ordinary world.
jagged rock outcropping resembling a skull
marks the spot on the Shadowfell.
The Feywild, also called the Plane of Faerie, is a
land of soft lights and wonder, a country of little
people with great desires, a place of music and
death. It is a realm of eternal twilight, with slow
lanterns bobbing in the gentle breeze and huge
fireflies buzzing through groves and fields. The
sky is alight with the faded colors of the setting,
423
Planar Travel Transitive Planes
When adventurers travel into other planes of The Ethereal Plane and the Astral Plane are
existence, they are undertaking a legendary called the Transitive Planes. They are mostly
journey across the thresholds of existence to a featureless realms that serve primarily as ways
mythic destination where they strive to to travel from one plane to another. Spells such
complete their quest. Such a journey is the stuff as etherealness and astral projection allow
of legend. Braving the realms of the dead, characters to enter these planes and traverse
seeking out the celestial servants of a deity, or them to reach the planes beyond.
bargaining with an efreeti in its home city will be
the subject of song and story for years to come. The Ethereal Plane is a misty, fog-bound
dimension that is som etim es described as a
Travel to the planes beyond the Material Plane great ocean. Its shores, called the Border
can be accomplished in two ways: by casting a Ethereal, overlap the Material Plane and the
spell or by using a planar portal. Inner Planes, so that every location on those
planes has a corresponding location on the
Spells. A number of spells allow direct or Ethereal Plane. Certain creatures can see into
indirect access to other planes of existence. the Border Ethereal, and the see invisibility and
Plane shift and gate can transport adventurers true seeing spell grant that ability. Some magical
directly to any other plane of existence, with effects also extend from the Material Plane into
different degrees of precision. Etherealness the Border Ethereal, particularly effects that use
allows adventurers to enter the Ethereal Plane force energy such as force cage and wall of
and travel from there to any of the planes it force. The depths of the plane, the Deep
touches—the Shadowfell, the Feywild, or the Ethereal, are a region of swirling mists and
Elemental Planes. And the astralprojection spell colorful fogs.
lets adventurers project themselves into the
Astral Plane and travel to the Outer Planes. The Astral Plane is the realm of thought and
dream, where visitors travel as disembodied
Portals. A portal is a general term for a souls to reach the planes of the divine and
stationary interplanar connection that links a demonic. It is a great, silvery sea, the same
specific location on one plane to a specific above and below, with swirling wisps of white
location on another. Som e portals are like and gray streaking among motes of light
doorways, a clear window, or a fog- shrouded resembling distant stars. Erratic whirlpools of
passage, and simply stepping through it effects color flicker in midair like spinning coins.
the interplanar travel. Others are locations— Occasional bits of solid matter can be found
circles of standing stones, soaring towers, sailing here, but most of the Astral Plane is an endless,
ships, or even whole towns—that exist in open domain.
multiple planes at once or flicker from one plane
to another in turn. Some are vortices, typically
joining an Elemental Plane with a very similar
location on the Material Plane, such as the heart
of a volcano (leading to the Plane of Fire) or the
depths of the ocean (to the Plane of Water).
424
Inner Planes Outer Planes
The Inner Planes surround and enfold the If the Inner Planes are the raw matter and
Material Plane and its echoes, providing the raw energy that makes up the multiverse, the Outer
elemental substance from which all the worlds Planes are the direction, thought and purpose
were made. The four Elemental Planes—Air, for such construction. Accordingly, many sages
Earth, Fire, and Water— form a ring around the refer to the Outer Planes as divine planes,
Material Plane, suspended within the churning spiritual planes, or godly planes, for the Outer
Elemental Chaos. Planes are best known as the homes of deities.
At their innermost edges, where they are closest When discussing anything to do with deities, the
to the Material Plane (in a conceptual if not a language used must be highly metaphorical.
literal geographical sense), the four Elemental Their actual homes are not literally “places” at
Planes resemble a world in the Material Plane. all, but exemplify the idea that the Outer Planes
The four elements mingle together as they do in are realms of thought and spirit. As with the
the Material Plane, forming land, sea, and sky. Elemental Planes, one can imagine the
Farther from the Material Plane, though, the perceptible part of the Outer Planes as a sort of
Elemental Planes are both alien and hostile. border region, while extensive spiritual regions
Here, the elements exist in their purest form— lie beyond ordinary sensory experience.
great expanses of solid earth, blazing fire,
crystal-clear water, and unsullied air. These Even in those perceptible regions, appearances
regions are little-known, so when discussing the can be deceptive. Initially, many of the Outer
Plane of Fire, for example, a speaker usually Planes appear hospitable and familiar to natives
means just the border region. At the farthest of the Material Plane. But the landscape can
extents of the Inner Planes, the pure elements change at the whims of the powerful forces that
dissolve and bleed together into an unending live on the Outer Planes. The desires of the
tumult of clashing energies and colliding mighty forces that dwell on these planes can
substance, the Elemental Chaos. remake them completely, effectively erasing and
rebuilding existence itself to better fulfill their
own needs.
Distance is a virtually meaningless concept on
the Outer Planes. The perceptible regions of the
planes often seem quite small, but they can also
stretch on to what seems like infinity. It might be
possible to take a guided tour of the Nine Hells,
from the first layer to the ninth, in a single day—
if the powers of the Hells desire it. Or it could
take weeks for travelers to make a grueling trek
across a single layer.
The most well-known Outer Planes are a group
of sixteen planes that correspond to the eight
alignments (excluding neutrality) and the shades
of distinction between them.
425
Outer Plane Align Other Planes
ment
Existing somehow between or beyond the
Mount Celestia, the Seven Heavens of LG known planes of existence are a variety of other
realms.
Bytopia, the Twin Paradises of NG. LG
Sigil and the Outlands
Elysium, the Blessed Fields of NG
The Outlands is the plane between the Outer
The Beastlands, the Wilderness of NG, Planes, a plane of neutrality, but not the
CG neutrality of nothingness. Instead it incorporates
a little of everything, keeping it all in a
Arborea, the Olympian Glades of CG paradoxical balance—simultaneously
concordant and in opposition. It is a broad
Ysgard, the Heroic Domains of CN, CG region of varied terrain, with open prairies,
towering mountains, and twisting, shallow
Limbo, the Ever-Changing Chaos of CN rivers, strongly resembling an ordinary world of
the Material Plane.
Pandemonium, the Windswept Depths CN, CE
of The Outlands is circular, like a great wheel—in
fact, those who envision the Outer Planes as a
The Abyss, the Infinite Layers of CE wheel point to the Outlands as proof, calling it a
microcosm of the planes. That argument might
Carceri, the Tarterian Depths of NE, CE be circular, however, for it is possible that the
arrangement of the Outlands inspired the idea
Hades, the Gray Waste of NE of the Great Wheel in the first place.
Gehenna, the Bleak Eternity of NE, LE Around the outside edge of the circle, evenly
spaced, are the gate-towns: sixteen settlements,
The Nine Hells (of Baator) LE each built around a portal leading to one of the
Outer Planes. Each town shares many of the
Acheron, the Infinite Battlefield of LN, LE characteristics of the plane where its gate leads.
Mechanus, the Clockwork Nirvana of LN At the center of the Outlands, like the axle of the
planar wheel, the Spire shoots impossibly high
Arcadia, the Peaceable Kingdoms of LN, LG into the sky. Above this thin peak floats the ring-
shaped city of Sigil, the City of Doors. This
The planes with some element of good in their bustling planar metropolis holds countless
nature are called the Upper Planes. Celestial portals to other planes and worlds.
creatures such as angels and pegasi dwell in the
Upper Planes. Planes with some element of evil Sigil is a trader’s city. Goods, merchandise, and
are the Lower Planes. Fiends such as demons, information come to it from across the planes.
devils, and yugoloths dwell in the Lower Planes. There is a brisk trade in information about the
A plane’s alignment is its essence, and a planes, in particular in the command words or
character whose alignment doesn’t match the items required for the operation of particular
plane’s experiences a profound sense of portals. These portal keys are highly sought
dissonance there. When a good creature visits after, and many travelers within the city are
Elysium, for example, it feels in tune with the looking for a particular portal or a portal key to
plane, but an evil creature feels out of tune and allow them to continue on their way.
more than a little uncomfortable
426
Demiplanes stray energies from the Far Realm leak onto
another plane, life and matter are warped and
Demiplanes are small extradimensional spaces twisted into alien shapes that defy ordinary
with their own unique rules. They are pieces of geometry and biology.
reality that don’t seem to fit anywhere else. The entities that abide in the Far Realm are too
Demiplanes come into being by a variety of alien for a normal mind to accept without
means. Some are created by spells, such as damage. Titanic creatures swim through
demiplane, or generated at the desire of a nothingness, preoccupied with madness.
powerful deity or other force. They may exist Unspeakable things whisper awful truths to those
naturally, as a fold of existing reality that has who dare listen. For mortals, knowledge of the
been pinched off from the rest of the multiverse, Far Realm is a triumph of mind over the rude
or as a baby universe growing in power. A given boundaries of matter, space, and eventually
demiplane can be entered through a single point sanity.
where it touches another plane. Theoretically, a There are no known portals to the Far Realm, or
plane shift spell can also carry travelers to a at least none that are still viable. Ancient elves
demiplane, but the proper frequency required once pierced the boundary of eons with a vast
for the tuning fork is extremely hard to acquire. portal to the Far Realm within a mountain called
The gate spell is more reliable, assuming the Firestorm Peak, but their civilization imploded in
caster knows of the demiplane. bloody terror and the portal’s location—even its
home world—is long- forgotten. Other portals
The Far Realm might still exist, marked by the alien forces
leaking through to corrupt the Material Plane
The Far Realm is beyond the known multiverse. In around them.
fact, it might be an entirely separate multiverse
with its own physical and magical laws. Where
427
Appendix D: Creature Black Bear
Statistics
Medium beast, unaligned
SPELLS AND CLASS FEATURES ALLOW
CHARACTERS to transform into animals, Armor Class 11 (natural armor)
summon creatures to serve as familiars, and
create undead. Statistics for such creatures are Hit Points 19 (3d8 + 6)
grouped in this appendix for your convenience.
For information on how to read a stat block, see Speed 40 ft., climb 30 ft.
the Monster Manual.
STR DEX CON INT WIS CHA
Bat
15 (+2) 10 (+0) 14 (+2) 2(-4) 12(+1) 7(-2)
Tiny beast, unaligned
Armor Class 12 Skills Perception +3
Hit Points 1 (1d4 – 1) Senses passive Perception 13
Speed 5 ft., fly 30 ft.
STR DEX CON INT WIS CHA Languages —
2 (-4) 15 (+2) 8 (-1) 2 (-4) 12 (+1) 4 (-3) Challenge 1/2 (100 XP)
Senses blindsight 60 ft., passive Perception 11
Languages — Keen Smell. The bear has advantage on
Challenge 0 (10 XP) Wisdom (Perception) checks that rely on smell.
Echolocation. While it can’t hear, the bat Actions
has no blindsight.
Multiattack. The bear makes two attacks,
Keen Hearing. The bat has advantage on one with its bite and one with its claws.
Wisdom (Perception) checks that rely on
hearing. Bite. Melee W eapon Attack: +3 to hit,
Actions reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing
damage.
Bite. Melee Weapon Attack: +0 to hit,
reach 5ft., one creature. Hit: 1 piercing damage. Claws. Melee W eapon Attack: +3 to hit,
reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing
damage.
428
Boar Brown Bear
Medium beast, unaligned Large beast, unaligned
Armor Class 11 (natural armor) Armor Class 11 (natural armor)
Hit Points 11 (2d8 + 2) Hit Points 34 (4d10 + 12)
Speed 40 ft. Speed 40 ft., climb 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 12 (+1) 2 (-4) 9 (-1) 5 (-3) 19 (+4) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2)
Senses passive Perception 9 Skills Perception +3
Languages — Senses passive Perception 13
Challenge 1/4 (50 XP) Languages —
Charge. If the boar moves at least 20 feet Challenge 1 (200 XP)
straight toward a creature right before hitting it
with a tusk attack, the target takes an extra 3 Keen Smell. The bear has advantage on
(1d6) slashing damage and must succeed on a Wisdom (Perception) checks that rely on smell.
DC 11 Strength saving throw or be knocked
prone. Actions
Relentless (Recharges after the Boar Multiattack. The bear makes two attacks,
Finishes a Short or Long Rest). If the boar takes one with its bite and one with its claws.
damage that reduces it to 0 hit points, unless
the damage is 7 or more or from a critical hit, it Bite. Melee Weapon Attack: +5 to hit,
drops to 1 hit point instead. reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing
damage.
Actions
Claws. Melee W eapon Attack: +5 to hit,
Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing
reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
damage.
429
Cat Crocodile
Tiny beast, unaligned Large beast, unaligned
Armor Class 12 Armor Class 12 (natural armor)
Hit Points 2 (1d4)
Speed 40 ft., climb 30 ft. Hit Points 19 (3d10 + 3)
Speed 20 ft., swim 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
3 (-4) 15 (+2) 10 (+0) 3 (-4) 12 (+1) 7 (-2)
15 (+2) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 5 (-3)
Skills Perception +3, Stealth +4
Skills Stealth +2
Senses passive Perception 13 Senses passive Perception 10
Languages — Languages —
Challenge 0 (10 XP) Challenge 1/2 (100 XP)
Keen Smell. The cat has advantage on Hold Breath. The crocodile can hold its
Wisdom (Perception) checks that rely on smell. breath for 15 minutes
Actions Actions
Claws. Melee W eapon Attack: +0 to hit, Bite. Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 1 slashing damage. reach 5ft., one target. Hit: 7 (1d10 + 2) piercing
damage, and the target is grappled. Until this
Constrictor Snake grapple ends, the target is restrained, and the
crocodile can’t bite another target.
Large beast, unaligned
Armor Class 12
Hit Points 13 (2d10 + 2)
Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 12 (+1) 1 (-5) 10 (+0)
3 (-4)
Senses blindsight 10 ft., passive Perception 10
Languages —
Challenge 1/4 (50 XP)
Actions
Bite. Melee W eapon Attack: +4 to hit,
reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing
damage.
Constrict. Melee W eapon Attack: +4 to
hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2)
bludgeoning damage, and the target is grappled.
Until this grapple ends, the creature is
restrained, and the snake can’t constrict another
target.
430
Dire Wolf Frog
Large beast, unaligned Tiny beast, unaligned
Armor Class 14 (natural armor) Armor Class 11
Hit Points 37 (5d10 + 10) Hit Points 1(1d4- 1)
Speed 50 ft. Speed 20 ft., swim 20 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 7 (-2) 1 (-5) 13 (+1) 8 (-1) 1 (-5) 8 (-1) 3 (-4)
Skills Perception +3, Stealth +4 Skills Perception +1, Stealth +3
Senses darkvision 30 ft., passive Perception 11
Senses passive Perception 13
Languages —
Languages — Challenge 0 (0 XP)
Challenge 1 (200 XP)
Amphibious. The frog can breathe air and
Keen Hearing and Smell. The wolf has water.
advantage on Wisdom (Perception)checks that
rely on hearing or smell. Standing Leap. As part of its movement
and without a running start, the frog can long
Pack Tactics. The wolf has advantage on jump up to 10 feet and high jump up to 5 feet.
attack rolls against a creature if at least one of
the wolf's allies is within 5 feet of the creature Giant Eagle
and isn’t incapacitated.
Large beast, neutral good
Actions
Armor Class 13
Bite. Melee Weapon Attack: +5 to hit, Hit Points 26 (4d10 + 4)
reach 5ft., one target. Hit: 10 (2d6 + 3) piercing
damage. Ifthe target is a creature, it must Speed 10 ft., fly 80 ft.
succeed on a DC 13 Strength saving throw or be
knocked prone. STR DEX CON INT WIS CHA
16(+3) 17 (+3) 13 (+1) 8 (-1) 14 (+2) 10 (+0)
Skills Perception +4
Senses passive Perception 14
Languages Giant Eagle, understands Common but
doesn't speak it
Challenge 1 (200 XP)
Keen Sight. The eagle has advantage on
Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The eagle makes two attacks,
one with its beak and one with its talons.
Beak. Melee W eapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing
damage.
Talons. Melee W eapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing
damage.
431
Giant Spider Hawk (Falcon)
Large beast, unaligned Tiny beast, unaligned
Armor Class 13
Armor Class 14 (natural armor) Hit Points 1 (1d4 - 1) Speed 10 ft., fly 60 ft.
STR DEX CON INT WIS CHA
Hit Points 26 (4d10 + 4) 5 (-3) 16 (+3) 8 (-1) 2 (-4) 14 (+2) 6 (-2)
Skills Perception +4
Speed 30 ft., climb 30 ft. Senses passive Perception 14
Languages —
STR DEX CON INT WIS CHA Challenge 0 (10 XP)
14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (+0) 4 (-3) Keen Sight. The hawk has advantage on
Wisdom (Perception) checks that rely on sight.
Skills Stealth +7 Actions
Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 10 Talons. Melee W eapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 1 slashing damage.
Languages —
Challenge 1 (200 XP)
Spider Climb. The spider can climb
difficult surfaces, including upside down on
ceilings, without needing to make an
ability check.
Web Sense. While in contact with a web,
the spider knows the exact location of any other
creature in contact with the same web.
Web Walker. The spider ignores
movement restrictions caused by webbing.
Actions
Bite. Melee W eapon Attack: +5 to hit,
reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing
damage, and the target must make a DC 11
Constitution saving throw, taking 9 (2d8) poison
damage on a failed save, or half as much
damage on a successful one. If the poison
damage reduces the target to 0 hit points, the
target is stable but poisoned for 1 hour, and
paralyzed while poisoned in this way.
Web (Recharge 5-6). Ranged W eapon
Attack: +5 to hit, range 30 ft./60 ft., one
creature. Hit: The target is restrained by
webbing. As an action, the restrained target can
make a DC 12 Strength check, bursting the
webbing on a success. The webbing can also be
attacked and destroyed (AC 10; hp 5;
vulnerability to fire damage; immunity to
bludgeoning, poison, and psychic damage).
432
Imp Lion
Tiny fiend (devil, shapechanger), lawful evil Large beast, unaligned
Armor Class 13
Hit Points 10 (3d4 + 3) Armor Class 12
Speed 20 ft., fly 40 ft. (20 ft. in rat form; 20 ft., fly Hit Points 26 (4d10 + 4)
60 ft. in raven form; 20 ft., climb 20 ft. in spider
form) Speed 50 ft.
STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2) STR DEX CON INT WIS CHA
Skills Deception +4, Insight+3, Persuasion +4,
Stealth +5 17 (+3) 15 (+2) 13 (+1) 3 (-3) 12 (+1) 8 (-1)
Damage Resistances cold; bludgeoning, piercing,
and slashing from nonmagical weapons that Skills Perception +3, Stealth +6
aren’t silvered
Damage Immunities fire, poison Senses passive Perception 13
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 11 Languages —
Languages Infernal, Common Challenge 1 (200 XP)
Challenge 1 (200 XP)
Keen Smell. The lion has advantage on
Shapechanger. The imp can use its action Wisdom (Perception) checks that rely on smell.
to polymorph into the beast form of a rat, a
raven, or a spider, or into its devil form. Its Pock Tactics. The lion has advantage on
statistics are the same in each form, although its attack rolls against a creature if at least one of
attack is different in some of them. Any the lion’s allies is within 5 feet of the creature
equipment it carries is not transformed. If slain, and isn’t incapacitated.
the imp reverts to its devil form.
Pounce. If the lion moves at least 20 feet
Devil’s Sight. Magical darkness doesn’t straight toward a target right before hitting it
impede the imp’s darkvision. with a claw attack, the target must succeed on a
Magic Resistance. The imp has advantage on DC 13 Strength saving throw or be knocked
saving throws against spells and other magical prone. Ifthe target is prone, the lion can take a
effects. bonus action to make one bite attack against it.
Actions
Running Leap. As part of its movement
Sting (Bite in Beast Form). Melee W and after a 10-foot running start, the lion can
eapon Attack: +5 to hit, reach 5 ft., one creature. long jump up to 25 feet.
Hit: 5 (1d4 + 3) piercing damage, and the target
must make on a DC 11 Constitution saving throw, Actions
taking 10 (3d6) poison damage on a failed save,
or half as much damage on a successful one. Bite. Melee W eapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing
Invisibility. The imp turns invisible until it damage.
attacks or until its concentration ends. Anything
the invisible imp is carrying or wearing is invisible Claw. Melee W eapon Attack: +5 to hit,
as long as it remains in contact with the imp. reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing
damage.
433
Mastiff Owl
Medium beast, unaligned Tiny beast, unaligned
Armor Class 11
Armor Class 12 Hit Points 1 (1d4 – 1)
Hit Points 5 (1d8 + 1) Speed 5 ft., fly 60 ft.
STR DEX CON INT WIS CHA
Speed 40 ft. 3(-4) 13(+1) 8(-1) 2(-4) 12(+1) 7(-2)
Skills Perception +3, Stealth +3
STR DEX CON INT WIS CHA Senses darkvision 120 ft., passive Perception 13
Languages —
13 (+1) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 7 (-2) Challenge 0 (10 XP)
Skills Perception +3 Flyby. The owl provokes no opportunity
attacks when it flies out of an enemy’s reach.
Senses passive Perception 13
Keen Sight. The owl has advantage on
Languages — Wisdom (Perception) checks that rely on sight.
Actions
Challenge 1/8 (25 XP)
Talons. Melee W eapon Attack: +3 to hit,
Keen Hearing and Smell. The mastiff has reach 5 ft., one target. Hit: 1 slashing damage.
advantage on Wisdom (Perception) checks that
rely on hearing or smell.
Actions
Bite. Melee W eapon Attack: +3 to hit,
reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing
damage. Ifthe target is a creature, it must succeed
on a DC 11 Strength saving throw or be knocked
prone.
Mule
Medium beast, unaligned
Armor Class 10
Hit Points 11 (2d8 + 2)
Speed 40 ft.
STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 5 (-3)
Senses passive Perception 10
Languages —
Challenge 1/8 (25 XP)
Beast of Burden. The mule is considered
to be a Large animal for the purpose of
determining its carrying capacity.
Sure-Footed. Whenever the mule would
be knocked prone, it stays on its feet if it
succeeds on a DC 10 Dexterity saving throw.
Actions
Hooves. Melee W eapon Attack: +2 to hit, reach 5
ft., one target. Hit: 4 (1d4 + 2) bludgeoning
damage.
434
Panther Poisonous Snake
Medium beast, unaligned Tiny beast, unaligned
Armor Class 12 Armor Class 13
Hit Points 2 (1d4)
Hit Points 13 (3d8) Speed 30 ft., swim 30 ft.
Speed 50 ft., climb 40 ft. STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 2 (-4) 16 (+3) 11 (+0) 1 (-5) 10 (+0) 3 (-4)
14 (+2) 15 (+2) 10 (+0) 3 (-4) 14 (+2) 7 (-2) Senses blindsight 10 ft., passive Perception 10
Skills Perception +4, Stealth +6 Languages —
Senses passive Perception 14 Challenge 1/8 (25 XP)
Languages — Actions
Challenge 1/4 (50 XP) Bite. Melee W eapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 1 piercing damage,
Keen Smell. The panther has advantage and the target must make a DC 10 Constitution
on Wisdom (Perception) checks that rely on saving throw, taking 5 (2d4) poison damage on a
smell. failed save, or half as much damage on a
successful one.
Pounce. Ifthe panther moves at least 20
feet straight toward a creature right before
hitting it with a claw attack, the target must
succeed on a DC 12 Strength saving throw or be
knocked prone. Ifthe target is prone, the panther
can take a bonus action to make one bite attack
against it.
Actions
Bite. Melee W eapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing
damage.
Claw. Melee Weapon Attack: +4 to hit,
reach 5ft., one target. Hit: 4 (1d4 + 2) slashing
damage.
435
Pseudodragon Quasit
Tiny dragon, neutral good Tinyfend (demon, shapechanger), chaotic evil
Armor Class 13 (natural armor) Armor Class 13
Hit Points 7 (2d4 + 2) Hit Points 7 (3d4)
Speed 15 ft., fly 60 ft.
Speed 40 ft. (10 ft., fly40 ft. in bat form; 40 ft., climb 40
STR DEX CON INT WIS CHA ft. in centipede form; 40 ft., swim 40 ft. in toad form)
6 (-2) 15 (+2) 13 (+1) 10 (+0) 12 (+1) 10(+0) STR DEX CON INT WIS CHA
Skills Perception +3, Stealth +4 5(-3) 17(+3) 10(+0) 7(-2) 10(+0) 10(+0)
Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 13 Skills Stealth +5
Damage Resistances cold, fire, lightning; bludgeoning,
Languages understands Common and Draconic piercing, and slashing from nonmagical weapons
but doesn’t speak
Challenge 1/4 (50 XP) Damage Immunities poison
Condition Immunities poisoned
Keen Senses. The pseudodragon has Senses darkvision 120 ft., passive Perception 10
advantage on Wisdom (Perception) checks that
rely on sight, hearing, or smell. Languages Abyssal, Common
Magic Resistance. The pseudodragon has Challenge 1 (200 XP)
advantage on saving throws against spells and
other magical effects. Shapechanger. The quasit can use its action to
polymorph into the beast form of a bat, centipede, or
Limited Telepathy. The pseudodragon can toad, or into its demon form. Its statistics are the same
communicate simple ideas, emotions, and in each form, although its attack is different in some of
images telepathically with any creature within them. Any equipment it carries is not transformed. If
100 feet o f it that can understand a language. slain, the quasit reverts to its demon form.
Actions Magic Resistance. The quasit has advantage on
saving throws against spells and other magical effects.
Bite. Melee Weapon Attack: +4 to hit,
reach 5ft., one target. Hit: 4 (1d4 + 2) piercing Actions
damage.
Claws (Bite in Beast Form). Melee Weapon
Sting. Melee W eapon Attack: +4 to hit, Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3)
reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing piercing damage. Ifthe target is a creature, it must
damage, and the target must succeed on a DC succeed on a DC 10 Constitution saving throw or take 5
11 Constitution saving throw or become (2d4) poison damage and become poisoned for 1
poisoned for 1 hour. If its saving throw result is 6 minute. The creature can repeat the saving throw at
or lower, the target falls unconscious for the the end of each of its turns, ending the effect early on
same duration, or until it takes damage or a success.
another creature uses an action to wake it
Scare (1/Day). One creature of the quasit’s
choice within 20 feet of it must succeed on a DC 10
Wisdom saving throw or be frightened for 1 minute.
The target can repeat the saving throw at the end o f
each o f its turns, with disadvantage if the quasit is
within line of sight, ending the effect early on a
success.
Invisibility. The quasit turns invisible until it
attacks or uses Scare, or until its concentration ends.
Anything the invisible quasit is carrying or wearing is
invisible as long as it remains in contact with the
quasit.
436
Rat Reef Shark
Tiny beast, unaligned Medium beast, unaligned
Armor Class 10
Hit Points 1 (1d4 – 1) Armor Class 12 (natural armor)
Speed 20 ft.
STR DEX CON INT WIS CHA Hit Points 22 (4d8 + 4)
2 (-4) 11 (+0) 9 (-1) 2 (-4) 10 (+0) 4 (-3) Speed 0 ft., swim 40 ft.
Senses darkvision 30 ft., passive Perception 10
Languages — STR DEX CON INT WIS CHA
Challenge 0 (10 XP)
14 (+2) 13 (+1) 13 (+1) 1 (-5) 10 (+0) 4 (-3)
Keen Smell. The rat has advantage on
Wisdom (Perception) checks that rely on smell. Skills Perception +2
Actions Senses blindsight 30 ft., passive Perception 12
Bite. Melee W eapon Attack: +0 to hit, Languages —
reach 5 ft., one target. Hit: 1 piercing damage. Challenge 1/2 (100 XP)
Raven Pack Tactics. The shark has advantage on
attack rolls against a creature if at least one of
Tiny beast, unaligned the shark’s allies is within 5 feet of the creature
ArmorClass 12 and isn't incapacitated.
Hit Points 1(1d4- 1)
Speed 10 ft., fly 50 ft. Water Breathing. The shark can breathe
STR DEX CON INT WIS CHA only while underwater.
2(-4) 14(+2) 8(-1) 2(-4) 12(+1) 6(-2)
Skills Perception +3 Actions
Senses passive Perception 13 Languages —
Challenge 0 (10 XP) Bite. Melee W eapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing
Mimicry. The raven can mimic simple damage.
sounds it has heard, such as a person
whispering, a baby crying, or an animal Riding Horse
chittering. A creature that hears the sounds can
tell they are imitations with a successful DC 10 Large beast, unaligned
Wisdom (Insight) check.
Actions Armor Class 10
Beak. Melee W eapon Attack: +4 to hit, Hit Points 13 (2d10 + 2)
reach 5 ft., one target. Hit: 1 piercing damage.
Speed 60 ft.
STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 12 (+1) 2 (-4) 11 (+0) 7 (-
2)
Senses passive Perception 10
Languages —
Challenge 1/4 (50 XP)
Actions
Hooves. Melee W eapon Attack: +2 to hit,
reach 5 ft., one target. Hit: 8 (2d4 + 3)
bludgeoning damage.
437
Skeleton Sprite
Medium undead, lawful evil Tinyfey, neutral good
Armor Class 13 (armor scraps) Armor Class 15 (leather armor)
Hit Points 13 (2d8 + 4) Hit Points 2 (1d4)
Speed 30 ft. Speed 10 ft., fly 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3) 3 (-4) 18 (+4) 10 (+0) 14 (+2) 13 (+1) 11(+0)
Damage Vulnerabilities bludgeoning Skills Perception +3, Stealth +8 (the check is
Damage Immunities poison made with disadvantage if the sprite is flying)
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 9 Senses passive Perception 13
Languages understands languages it knew in life
but can’t speak Languages Common, Elvish, Sylvan
Challenge 1/4 (50 XP) Challenge 1/4 (50 XP)
Actions Actions
Shortsword. Melee W eapon Attack: +4 Longsword. Melee W eapon Attack: +2 to
to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) hit, reach 5 ft., one target. Hit: 1 slashing
piercing damage. damage.
Shortbow. Ranged Weapon Attack: +4 to Shortbow. Ranged Weapon Attack: +6 to
hit, range 80 ft./320 ft., one target. Hit: 5 (1d6 + hit, range 40 ft./160 ft., one target. Hit: 1
2) piercing damage. piercing damage. Ifthe target is a creature, it
must succeed on a DC 10 Constitution saving
throw or become poisoned for 1 minute. If its
saving throw result is 5 or lower, the target falls
unconscious for the same duration, or until it
takes damage or another creature uses an action
to wake it.
Heart Sight. The sprite touches a
creature and knows the creature’s current
emotional state. Ifthe target fails a DC 10
Charisma saving throw, the sprite also knows the
creature's alignment. Celestials, fiends, and
undead automatically fail the saving throw.
Invisibility. The sprite turns invisible until
it attacks or casts a spell, or until its
concentration ends. Anything the invisible sprite
is carrying or wearing is invisible as long as it
remains in contact with the sprite.
438
Tiger Warhorse
Large beast, unaligned Large beast, unaligned
Armor Class 11
Armor Class 12 Hit Points 19 (3d10 + 3)
Speed 60 ft.
Hit Points 37 (5d10 + 10) STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 13 (+1) 2 (-4) 12 (+1) 7 (-2)
Speed 40 ft. Senses passive Perception 11
Languages —
STR DEX CON INT WIS CHA Challenge 1/2 (100 XP)
17 (+3) 15 (+2) 14 (+2) 3 (-4) 12 (+1) 8(-1) Trampling Charge. Ifthe horse moves at
least 20 feet straight toward a creature right
Skills Perception +3, Stealth +6 before hitting it with a hooves attack, the target
must succeed on a DC 14 Strength saving throw
Senses passive Perception 13 or be knocked prone. Ifthe target is prone, the
horse can take a bonus action to make another
Languages — attack with its hooves against the target.
Challenge 1 (200 XP) Actions
Hooves. Melee W eapon Attack: +4 to hit, reach
Keen Smell. The tiger has advantage on 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning
Wisdom (Perception) checks that rely on smell. damage.
Pounce. If the tiger moves at least 20 feet Variant:Warhorse Armor
straight toward a creature right before hitting it An armored warhorse has an Armor Class
with a claw attack, the target must succeed on a based on the type of barding worn (see chapter
DC 13 Strength saving throw or be knocked 5 for more information on barding). Its Armor
prone. If the target is prone, the tiger can take a Class includes the horse’s Dexterity modifier,
bonus action to make one bite attack against it. where applicable.
Actions AC Barding
Bite. Melee W eapon Attack: +5 to hit, 12 Leather
reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing
damage. 13 Studded Leather
Claw. Melee Weapon Attack: +5 to hit, 14 Ring Mail
reach 5ft., one target. Hit: 7 (1d8 + 3) slashing
damage. 15 Scale Mail
16 Chain Mail
17 Splint
18 Plate
439
Wolf Zombie
Medium beast, unaligned Medium undead, neutral evil
Armor Class 13 (natural armor) Armor Class 8
Hit Points 22 (3d8 + 9)
Hit Points 11 (2d8 + 2)
Speed 20 ft.
Speed 40 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)
Saving Throws Wis +0
Skills Perception +3, Stealth +4 Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 13 Senses darkvision 60 ft., passive Perception 8
Languages understands the languages it knew in
Languages — life but can’t
Challenge 1/4 (50 XP) speak
Challenge 1/4 (50 XP)
Keen Hearing and Smell. The wolf has
advantage on Wisdom (Perception) checks that Undead Fortitude. If damage reduces the
rely on hearing or smell. zombie to 0 hit points, it must make a
Constitution saving throw with a DC of 5 + the
Pack Tactics. The wolf has advantage on damage taken, unless the damage is radiant or
attack rolls against a creature if at least one of from a critical hit. On a success, the zombie
the wolf’s allies is within 5 feet o fthe creature drops to 1 hit point instead.
and isn't incapacitated.
Actions
Actions
Slam. Melee W eapon Attack: +3 to hit,
Bite. Melee W eapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1)
reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing bludgeoning damage.
damage. Ifthe target is a creature, it must
succeed on a DC 11 Strength saving throw or be
knocked prone.
440
Appendix E: Inspirational Reading
INSPIRATION FOR ALL OF THE FANTASY WORK I HAVE done stems directly from the love my father
showed when I was a lad, for he spent many hours telling me stories he made up as he went along,
tales of cloaked old men who could grant wishes, of magic rings and enchanted swords, or wicked
sorcerers and dauntless swordsmen... All of us tend to get ample helpings of fantasy when we are very
young, from fairy tales such as those written by the Brothers Grimm and Andrew Lang. This often leads
to reading books of mythology, paging through bestiaries, and consultation of compilations of the
myths of various lands and peoples. Upon such a base I built my interest in fantasy, being an avid
reader of all science fiction and fantasy literature since 1950. The following authors were of particular
inspiration to me.
—E. Gary Gygax, Dungeon Master’s Guide (1979)
A great deal of fantasy literature has been published since the co-creator of Dungeons & Dragons wrote
those words, including breakthrough works set in the shared worlds of D&D . The following list includes
Gary’s original list and some additional works that have inspired the game’s designers in the years
since.
441
Ahmed, Saladin. Throne of the Crescent Moon.
Alexander, Lloyd. The Book of Three and the rest of the Chronicles of Prydain series.
Anderson, Poul. The Broken Sword, The High Crusade, and Three Hearts and Three Lions.
Anthony, Piers. Split Infinity and the rest of the Apprentice Adept series.
Augusta, Lady Gregory. Gods and Fighting Men.
Bear, Elizabeth. Range of Ghosts and the rest of the Eternal Sky trilogy.
Bellairs, John. The Face in the Frost.
Brackett, Leigh. The Best of Leigh Brackett, The Long Tomorrow, and The Sword of Rhiannon.
Brooks, Terry. The Sword of Shannara and the rest of the Shannara novels.
Brown, Fredric. Hall of Mirrors and What Mad Universe.
Bulfinch, Thomas. Bulfinch’s Mythology.
Burroughs, Edgar Rice. At the Earth’s Core and the rest of the Pellucidar series, Pirates of Venus and the
rest of the Venus series, and A Princess of Mars and the rest of the Mars series.
Carter, Lin. Warrior of World’s End and the rest of the World’s End series.
Cook, Glen. The Black Company and the rest of the Black Company series,
de Camp, L. Sprague. The Fallible Fiend and Lest Darkness Fall.
de Camp, L. Sprague & Fletcher Pratt. The Compleat Enchanter and the rest of the Harold Shea series,
and Carnelian Cube.
Derleth, August and H.P. Lovecraft. Watchers out of Time.
Dunsany, Lord. The Book of Wonder, The Essential Lord Dunsany Collection, The Gods of Pegana, The
King of Elfland’s Daughter, Lord Dunsany Compendium, and The Sword of Welleran and Other Tales.
Farmer, Philip Jose. Maker of Universes and the rest of the World of Tiers series.
Fox, Gardner. Kothar and the Conjurer’s Curse and the rest of the Kothar series, and Kyrik and the Lost
Queen and the rest of the Kyrik series.
Froud, Brian & Alan Lee. Faeries.
Hickman, Tracy & Margaret Weis. Dragons of Autumn Twilight and the rest of the Chronicles Trilogy.
Hodgson, William Hope. The Night Land.
Howard, Robert E. The Coming of Conan the Cimmerian and the rest of the Conan series.
Jemisin, N.K. The Hundred Thousand Kingdoms and the rest of the Inheritance series, The Killing Moon,
and The Shadowed Sun.
Jordan. Robert. The Eye of the World and the rest of the Wheel of Time series.
Kay, Guy Gavriel. Tigana.
King, Stephen. The Eyes of the Dragon.
Lanier, Sterling. Hiero’s Journey and The Unforsaken Hiero.
LeGuin, Ursula. A Wizard of Earthsea and the rest of the Earthsea series.
Leiber, Fritz. Swords and Deviltry and the rest of the Fafhrd & Gray Mouser series.
Lovecraft, H.P. The Complete Works.
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Lynch, Scott. The Lies of Locke Lamora and the rest of the Gentlemen Bastard series.
Martin, George R.R. A Game of Thrones and the rest of the Song of Ice and Fire series.
McKillip, Patricia. The Forgotten Beasts of Eld.
Merritt, A. Creep, Shadow, Creep; Dwellers in the Mirage; and The Moon Pool.
Mieville, China. Perdido Street Station and the other Bas-Lag novels.
Moorcock, Michael. Elric of Melnibone and the rest of the Elric series, and The Jewel in the Skull and the
rest of the Hawkmoon series.
Norton, Andre. Quag Keep and Witch World.
Offutt, Andrew J., ed. Swords against Darkness III.
Peake, Mervyn. Titus Groan and the rest of the Gormenghast series.
Pratchett, Terry. The Colour of Magic and the rest of the Discworld series.
Pratt, Fletcher. Blue Star.
Rothfuss, Patrick. The Name of the Wind and the rest of the Kingkiller series.
Saberhagen, Fred. The Broken Lands and Changeling Earth.
Salvatore, R.A. The Crystal Shard and the rest of The Legend of Drizzt.
Sanderson, Brandon. Mistborn and the rest of the Mistborn trilogy.
Smith, Clark Ashton. The Return o f the Sorcerer.
St. Clair, Margaret. Change the Sky and Other Stories, The ShadowPeople, and Sign of the Labrys.
Tolkien, J.R.R. The Hobbit, The Lord o f the Rings, and The Silmarillion.
Tolstoy, Nikolai. The Coming of the King.
Vance, Jack. The Dying Earth and The Eyes of the Overworld.
Weinbaum, Stanley. Valley of Dreams and The Worlds of If.
Wellman, Manly Wade. The Golgotha Dancers.
Williamson, Jack. The Cosmic Express and The Pygmy Planet.
Wolfe, Gene. The Shadow of the Torturer and the rest of The Book of the New Sun.
Zelazny, Roger. Jack of Shadows and Nine Princes in Amber and the rest of the Amber series.
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