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Published by tjgamer125, 2019-10-15 14:49:07

Player Handbook

dnd5eng

d 100 Trinket d100 Trinket
79 An invitation to a party where a murder happened
51 A dead scarab beetle the size o f your hand 80 A bronze pentacle with an etching o f a rat's head
52 Two toy soldiers, one with a missing head in its center
53 A small box filled with different-sized buttons 81 A purple handkerchief embroidered with the name o f
54 A candle that can’t be lit a powerful archmage
55 A tiny cage with no door 82 Half o f a floorplan for a temple, castle, or some other
56 An old key structure
57 An indecipherable treasure map 83 A bit o f folded cloth that, when unfolded, turns into
58 A hilt from a broken sword a stylish cap
59 A rabbit’s foot 84 A receipt o f deposit at a bank in a far-flung city
60 A glass eye 85 A diary with seven missing pages
61 A cameo carved in the likeness of a hideous person 86 An empty silver snuffbox bearing an inscription on
62 A silver skull the size o f a coin the surface that says “dreams’’
63 An alabaster mask 87 An iron holy symbol devoted to an unknown god
64 A pyramid o f sticky black incense that smells very bad 88 A book that tells the story of a legendary hero's rise
65 A nightcap that, when worn, gives you pleasant and fall, with the last chapter missing
89 A vial of dragon blood
dreams 90 An ancient arrow of elven design
66 A single caltrop made from bone 91 A needle that never bends
67 A gold monocle frame without the lens 92 An ornate brooch of dwarven design
68 A 1-inch cube, each side painted a different color 93 An empty wine bottle bearing a pretty label that says,
69 A crystal knob from a door “The Wizard o f Wines Winery, Red Dragon Crush,
70 A small packet filled with pink dust 331422-W"
71 A fragment o f a beautiful song, written as musical 94 A mosaic tile with a multicolored, glazed surface
95 A petrified mouse
notes on two pieces of parchment 96 A black pirate flag adorned with a dragon's skull
72 A silver teardrop earring made from a real teardrop and crossbones
73 The shell of an egg painted with scenes of human 97 A tiny mechanical crab or spider that moves about
when it’s not being observed
misery in disturbing detail 98 A glass jar containing lard with a label that reads,
74 A fan that, when unfolded, shows a sleeping cat “Griffon Grease”
75 A set of bone pipes 99 A wooden box with a ceramic bottom that holds a
76 A four-leaf clover pressed inside a book discussing living worm with a head on each end of its body
100 A metal urn containing the ashes o f a hero
manners and etiquette
77 A sheet of parchment upon which is drawn a complex

mechanical contraption
78 An ornate scabbard that fits no blade you have

found so far

C h a p t e r 6: C u s t o m iz a t io n O p t io n s

THE COMBINATION OF ABILITY SCORES, RACE, P rerequ isites
class, and background defines your
character’s capabilities in the gam e, and To qualify for a new class, you must meet the ability score
the personal details you create set your prerequisites for both your current class and your new
character apart from every other character. one, as show n in the M ulticlassing Prerequisites table.
Even within your class and race, you have For example, a barbarian w ho decides to multiclass into
options to fine-tune what your character the druid class must have both Strength and W isdom
can do. But this chapter is for players w h o —with the scores o f 13 or higher. W ithout the full training that
D M ’s p erm ission —w ant to go a step further. a beginning character receives, you must be a quick
This chapter defines two optional sets of rules for study in your n ew class, having a natural aptitude that
custom izing your character: multiclassing and feats. is reflected by higher-than-average ability scores.
Multiclassing lets you com bine classes together,
and feats are special options you can choose instead M ulticlassing Prerequisites
o f increasing your ability scores as you gain levels.
Your DM decides whether these options are available Class Ability Score M i n i m u m
in a cam paign.
Barbarian Strength 13
M ulticlassing
Bard Charisma 13
M ulticlassing allow s you to gain levels in multiple
classes. D oing s o lets you m ix the abilities o f those Cleric Wisdom 13
classes to realize a character concept that might not be Druid Wisdom 13
reflected in one o f the standard class options. Fighter Strength 13 or Dexterity 13
Monk Dexterity 13 and Wisdom 13
W ith this rule, you have the option of gaining a level
in a n ew class w henever you advance in level, instead Paladin Strength 13 and Charisma 13
o f gaining a level in your current class. Your levels in
all your classes are added together to determine your Ranger Dexterity 13 and Wisdom 13
character level. F or exam ple, if you have three levels in
w izard and tw o in fighter, you ’re a 5th-level character. Rogue Dexterity 13
Sorcerer Charisma 13
A s you advance in levels, you might primarily remain Warlock Charisma 13
a m em ber o f your original class with just a few levels
in another class, or you might change course entirely, Wizard Intelligence 13
never look in g ba ck at the class you left behind. You
m ight even start progressin g in a third or fourth class. E xperien ce P o in ts
Com pared to a single-class character o f the sam e level,
you ’ll sa crifice so m e focu s in exchange for versatility. The experience point cost to gain a level is always
based on your total character level, as show n in the
M ulticlassing Ex a m p l e Character A dvancem ent table in chapter 1, not your level
Gary is playing a 4th-level fighter. When his character earns in a particular class. S o, if you are a cleric 6/fighter 1,
enough experience points to reach 5th level, Gary decides you must gain enough X P to reach 8th level before you
that his character will multiclass instead of continuing to can take your second level as a fighter or your seventh
progress as a fighter. Gary’s fighter has been spending a lot level as a cleric.
of time with Dave’s rogue, and has even been doing some
jobs on the side for the local thieves’ guild as a bruiser. Gary H it P o in t s a n d H it D ice
decides that his character will multiclass into the rogue class,
and thus his character becomes a 4th-level fighter and 1st- Y ou gain the hit points from your new class as d escribed
level rogue (written as fighter 4/rogue 1). for levels after 1st. You gain the 1st-level hit points for a
class only w hen you are a 1st-level character.
When Gary’s character earns enough experience to
reach 6th level, he can decide whether to add another You add together the Hit D ice granted by all your
fighter level (becoming a fighter 5/rogue 1), another rogue classes to form your p ool o f Hit Dice. If the Hit D ice are
level (becoming a fighter 4/rogue 2), or a level in a third the sam e die type, you can simply pool them together.
class, perhaps dabbling in wizardry thanks to the tome of For example, both the fighter and the paladin have a
mysterious lore he acquired (becoming a fighter 4/rogue 1/ d 10, s o if you are a paladin 5/fighter 5, you have ten d 10
wizard 1). Hit D ice. If your classes give you Hit D ice o f different
types, keep track o f them separately. If you are a paladin
5/cleric 5, for exam ple, you have five d 10 Hit D ice and
five d8 Hit D ice.

P r o ficien cy B o n u s

Your proficiency bonus is always based on your total
character level, as sh ow n in the Character Advancem ent
table in chapter 1, not your level in a particular class.
For exam ple, if you are a fighter 3/rogue 2, you have the
proficiency bonus o f a 5th-level character, w hich is +3.

P ro ficien cies U n arm o red D efense

W h en you gain a level in a class other than your first, If you already have the Unarmored D efense feature, you
you gain only som e o f that class’s starting proficiencies, c a n ’t gain it again from another class.
as show n in the M ulticlassing P roficiencies table.
Sp e l l c a s t in g
M u lticla ssin g Pr o f ic ien c ies Your capacity for spellcasting depends partly on your
com bined levels in all your spellcasting classes and
Class Proficiencies Gained partly on your individual levels in those classes. O nce
you have the Spellcasting feature from m ore than one
Barbarian Shields, simple weapons, martial weapons class, use the rules below. If you m ulticlass but have the
Spellcasting feature from only one class, you follow the
Bard Light armor, one skill of your choice, one rules as described in that class.

musical instrument o f your choice Spells Known and Prepared. You determine
what spells you know and can prepare for each class
Cleric Light armor, medium armor, shields individually, as if you w ere a single-classed m em ber of
that class. If you are a ranger 4/w izard 3, for example,
Druid Light armor, medium armor, shields (druids you kn ow three 1st-level ranger sp ells ba sed on your
levels in the ranger class. A s 3rd-level w izard, you know
will not wear armor or use shields made of three w izard cantrips, and your spellbook contains ten
w izard spells, tw o o f w hich (the tw o you gained w hen
metal) you reached 3rd level as a w izard) can be 2nd-level
spells. If your Intelligence is 16, you can prepare six
Fighter Light armor, medium armor, shields, simple wizard spells from your spellbook.

weapons, martial weapons Each spell you know and prepare is associated with one
o f your classes, and you use the spellcasting ability o f that
Monk Simple weapons, shortswords class when you cast the spell. Similarly, a spellcasting
focus, such as a holy symbol, can be used only for the
Paladin Light armor, medium armor, shields, simple spells from the class associated with that focus.

Ranger weapons, martial weapons Spell Slots. You determine your available spell slots
Light armor, medium armor, shields, simple by adding together all your levels in the bard, cleric,
druid, sorcerer, and w izard classes, half your levels
weapons, martial weapons, one skill from the (rounded down) in the paladin and ranger classes, and
a third o f your fighter or rogue levels (rounded down)
class’s skill list if you have the Eldritch Knight or the Arcane Trickster
feature. Use this total to determine your spell slots by
Rogue Light armor, one skill from the class’s skill list, consulting the Multiclass Spellcaster table.

thieves’ tools If you have m ore than one spellcasting class, this table
might give you spell slots o f a level that is higher than
Sorcerer — the spells you know or can prepare. You can use those
Warlock slots, but only to cast your lower-level spells. If a lower-
Light armor, simple weapons level spell that you cast, like burning hands, has an
enhanced effect w hen cast using a higher-level slot, you
Wizard — can use the enhanced effect, even though you don’t have
any spells o f that higher level.
C lass F eatures
For example, if you are the aforementioned ranger 4/
W h en you gain a n ew level in a class, you get its features w izard 3, you count as a 5th-level character w hen
for that level. A few features, however, have additional determ ining your spell slots: you have four 1st-level
rules w hen you ’re m ulticlassing: Channel Divinity, Extra slots, three 2nd-level slots, and tw o 3rd-level slots.
Attack, Unarm ored Defense, and Spellcasting. However, you don’t know any 3rd-level spells, nor do you
know any 2nd-level ranger spells. You can use the spell
C h a n n e l D iv in it y slots o f those levels to cast the spells you do know —and
If you already have the Channel Divinity feature and gain potentially enhance their effects.
a level in a class that also grants the feature, you gain the
Channel Divinity effects granted by that class, but getting Pact Magic. If you have both the Spellcasting class
the feature again doesn’t give you an additional use of feature and the Pact M agic class feature from the w arlock
it. You gain additional u ses only w hen you reach a class class, you can use the spell slots you gain from the Pact
level that explicitly grants them to you. For example, if Magic feature to cast spells you know or have prepared
you are a cleric 6/paladin 4, you can use Channel Divinity from classes with the Spellcasting class feature, and you
tw ice betw een rests because you are high enough level can use the spell slots you gain from the Spellcasting
in the cleric class to have m ore uses. W henever you use class feature to cast w arlock spells you know.
the feature, you can ch oose any o f the Channel Divinity
effects available to you from your two classes.

Extra A ttack
If you gain the Extra Attack class feature from m ore
than one class, the features don’t add together. You
can’t m ake m ore than tw o attacks with this feature
unless it says you do (as the fighter’s version o f Extra
Attack does). Similarly, the w arlock’s eldritch invocation
Thirsting Blade d oesn ’t give you additional attacks if you
also have Extra Attack.

M u lticlass S pellc a ster: • C lim bing d oesn ’t halve your speed.
• You can make a running long jum p or a running high
S pell S lo ts per S pell Level
jum p after moving only 5 feet on foot, rather than
Lvl. 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10 feet.

1st 2 — — — — — — — — A ctor

2nd 3 — — — — — — — — Skilled at m im icry and dram atics, you gain the
follow ing benefits:
3rd 4 2— — — — — — —
• Increase your Charisma score by 1, to a m axim um o f 20.
4th 4 3 — — — — — — — • You have advantage on Charisma (Deception) and

5th 4 3 2 — — — — — — Charisma (Perform ance) checks when trying to pass
yourself off as a different person.
6th 4 3 3 — — — — — — • You can m im ic the speech o f another person or the
sounds made by other creatures. You must have
7th 4 3 3 1 — — — — — heard the person speaking, or heard the creature
m ake the sound, for at least 1 minute. A su ccessfu l
8th 4 3 3 2 — — — — — W isdom (Insight) check contested by your Charisma
(D eception) check allow s a listener to determ ine that
9th 4 3 3 3 1 — — — — the effect is faked.

10th 4 3 3 3 2 — — — — C harger

11th 4 3 3 3 2 1 — — — W hen you use your action to Dash, you can use a
bonus action to m ake one m elee w eapon attack or to
12th 4 3 3 3 2 1 — — — shove a creature.

13th 4 3 3 3 2 1 1 — — If you m ove at least 10 feet in a straight line
immediately before taking this bonus action, you either
14th 4 3 3 3 2 1 1 — — gain a +5 bon u s to the attack’s dam age roll (if you c h ose
to m ake a m elee attack and hit) or push the target up
15th 4 3 3 3 2 1 1 1 — to 10 feet away from you (if you ch ose to shove and
you succeed).
16th 4 3 3 3 2 1 1 1 —
C rossbow Expert
17th 4 3 3 3 2 1 1 1 1
Thanks to extensive practice with the crossbow , you
18th 4 3 3 3 3 1 1 1 1 gain the follow ing benefits:

19th 4 3 3 3 3 2 1 1 1 • You ignore the loading quality o f crossbow s with
w hich you are proficient.
20th 4 3 3 3 3 2 2 1 1
• B eing within 5 feet o f a hostile creature d oesn ’t
Feats im pose disadvantage on your ranged attack rolls.

A feat represents a talent or an area of expertise that gives • W hen you use the Attack action and attack with a one-
a character special capabilities. It em bodies training, handed w eapon, you can use a bonus action to attack
experience, and abilities beyond what a class provides. with a loaded hand crossbow you are holding.

At certain levels, your class gives you the Ability Score D efen sive D u elist
Improvement feature. Using the optional feats rule, you
can forgo taking that feature to take a feat o f your choice Prerequisite: Dexterity 13 or higher
instead. You can take each feat only once, unless the
feat’s description says otherwise. W hen you are wielding a finesse weapon with which
you are proficient and another creature hits you with
You must m eet any prerequisite specified in a feat a m elee attack, you can use your reaction to add your
to take that feat. If you ever lose a feat’s prerequisite, proficiency bonus to your AC for that attack, potentially
you can ’t use that feat until you regain the prerequisite. causing the attack to m iss you.
For example, the Grappler feat requires you to have a
Strength o f 13 or higher. If your Strength is reduced DualWi e l d e r
below 13 som ehow —perhaps by a w ithering cu rse—
you can’t benefit from the Grappler feat until your You master fighting with tw o w eapons, gaining the
Strength is restored. following benefits:

A lert • You gain a +1 bonus to AC while you are w ielding a
separate m elee w eapon in each hand.
Always on the lookout for danger, you gain the
following benefits: • You can use two-w eapon fighting even w hen the one-
handed m elee w ea p on s you are w ielding aren’t light.
• You gain a +5 bonus to initiative.
• You can’t be surprised w hile you are conscious. • You can draw or stow two one-handed w eapons when
• Other creatures don’t gain advantage on attack rolls you w ould normally be able to draw or stow only one.

against you as a result of being hidden from you.

A th lete

You have undergone extensive physical training to gain
the follow ing benefits:

• In crease your Strength or D exterity sco re by 1, to a
maximum of 20.

• W hen you are prone, standing up uses only 5 feet of
your movement.































































The DM might also decide that certain environmental position its point o f origin. Typically,
phenomena, such as a wave crashing over you while a point o f origin is a point in space, but
y ou ’re on a storm -tossed ship, require you to su cceed som e spells have an area w hose origin is a
on a DC 10 Constitution saving throw to maintain creature or an object.
concentration on a spell.
A sp ell’s effect expands in straight lin es from the point
Targets o f origin. If no unblocked straight line extends from the
point o f origin to a location w ithin the area o f effect, that
A typical spell requires you to pick one or m ore targets location isn’t included in the sp ell’s area. To block one o f
to be affected by the sp ell’s m agic. A spell's description these im aginary lines, an obstruction must provide total
tells you whether the spell targets creatures, objects, or cover, as explained in chapter 9.
a point of origin for an area of effect (described below).
C one
Unless a spell has a perceptible effect, a creature A cone extends in a direction you ch oose from its point
might not k n ow it w as targeted by a spell at all. A n effect o f origin. A c o n e ’s w idth at a given point along its length
like crackling lightning is obvious, but a m ore subtle is equal to that poin t’s distance from the point o f origin.
effect, such as an attempt to read a creatu re’s thoughts, A c o n e ’s area o f effect sp ecifies its m axim u m length.
typically goes unnoticed, unless a spell says otherwise.
A c o n e ’s point o f origin is not included in the c o n e ’s
A C l e a r Pa t h t o t h e T a r g e t area of effect, unless you decide otherwise.
To target som ething, you m ust have a clear path to it,
so it ca n ’t be beh in d total cover. C ube
You select a cube’s point o f origin, which lies anywhere
If you place an area o f effect at a point that you ca n ’t on a face o f the cubic effect. T h e cu b e ’s size is ex p ressed
see and an obstruction, such as a wall, is betw een you as the length of each side.
and that point, the point o f origin com es into being on
the near side o f that obstruction. A c u b e ’s point o f origin is not included in the cu b e ’s
area of effect, unless you decide otherwise.
T a r g e tin g Y ourself
If a spell targets a creature of your choice, you can C ylin d er
choose yourself, unless the creature must be hostile or A cylinder’s point o f origin is the center o f a circle o f a
specifically a creature other than you. If you are in the particular radius, as given in the spell description. The
area of effect of a spell you cast, you can target yourself. circle m ust either b e on the grou nd or at the height o f
the spell effect. The en ergy in a cylinder expands in
A reas of E ffect straight lines from the point o f origin to the perim eter of
the circle, form ing the base o f the cylinder. The spell’s
S p ells such as burning hands and cone o f cold cover an effect then shoots up from the base or dow n from the
area, allow ing them to affect m ultiple creatu res at on ce. top, to a distance equal to the height of the cylinder.

A sp ell’s description sp ecifies its area o f effect, A cylinder’s point o f origin is included in the cylinder’s
which typically has one o f five different shapes: cone, area of effect.
cube, cylinder, line, or sphere. Every area o f effect has
a point o f origin, a location from w hich the spell’s
energy erupts. The rules for each shape specify how you

L in e Th e W eave o f M a g ic
A line extends from its point o f origin in a straight path
up to its length and covers an area defined by its width. The worlds within the D&D multiverse are magical places.
All existence is suffused with magical power, and potential
A lin e’s point o f origin is not included in the line’s area energy lies untapped in every rock, stream, and living
of effect, unless you decide otherwise. creature, and even in the air itself. Raw magic is the stuff of
creation, the mute and mindless will o f existence, permeating
Sph ere every bit o f matter and present in every manifestation of
You select a sp here’s point o f origin, and the sphere energy throughout the multiverse.
extends outw ard from that point. T h e sp here’s
size is expressed as a radius in feet that extends Mortals can’t directly shape this raw magic. Instead, they
from the point. make use o f a fabric o f magic, a kind o f interface between
the will of a spellcaster and the stuff o f raw magic. The
A sp h ere’s point o f origin is included in the sp h ere’s spellcasters o f the Forgotten Realms call it the Weave and
area of effect. recognize its essence as the goddess Mystra, but casters
have varied ways o f naming and visualizing this interface. By
Sa v in g T hrow s any name, without the Weave, raw magic is locked away and
inaccessible;the most powerful archmage can't light a candle
Many spells specify that a target can make a saving with magic in an area where the Weave has been torn. But
throw to avoid som e or all o f a spell’s effects. The spell surrounded by the Weave, a spellcaster can shape lightning
specifies the ability that the target uses for the save and to blast foes, transport hundreds o f miles in the blink o f an
what happens on a su ccess or failure. eye, or even reverse death itself.

The DC to resist one o f your spells equals 8 + your All magic depends on the Weave, though different kinds
spellcasting ability m odifier + your proficiency bonus + o f magic access it in a variety of ways. The spells o f wizards,
any special modifiers. warlocks, sorcerers, and bards are commonly called arcane
magic. These spells rely on an understanding— learned or
A tta c k R olls intuitive— o f the workings o f the Weave. The caster plucks
directly at the strands o f the Weave to create the desired
S om e spells require the caster to make an attack roll effect. Eldritch knights and arcane tricksters also use arcane
to determine whether the spell effect hits the intended magic. The spells o f clerics, druids, paladins, and rangers are
target. Your attack bonus with a spell attack equals your called divine magic. These spellcasters’ access to the Weave
spellcasting ability m odifier + your proficiency bonus. is mediated by divine power— gods, the divine forces of
nature, or the sacred weight o f a paladin’s oath.
M ost spells that require attack rolls involve ranged
attacks. R em em ber that you have disadvantage on a Whenever a magic effect is created, the threads o f the
ranged attack roll if you are within 5 feet of a hostile Weave intertwine, twist, and fold to make the effect possible.
creature that can see you and that isn’t incapacitated When characters use divination spells such as detect magic or
(see chapter 9). identify, they glimpse the Weave. A spell such as dispel magic
smooths the Weave. Spells such as antimagicfield rearrange
C o m bin in g M a g ical Effects the Weave so that magic flows around, rather than through,
the area affected by the spell. And in places where the Weave
The effects o f different spells add together while is damaged or torn, magic works in unpredictable ways— or
the durations o f those spells overlap. The effects of not at all.
the sam e spell cast multiple tim es don't com bine,
however. Instead, the m ost potent effect—such as the
highest bonus—from those castings applies w hile their
durations overlap.

For example, if two clerics cast bless on the sam e
target, that character gains the sp ell’s benefit only
once; he or she d oesn ’t get to roll tw o bonus dice.

C h a p t e r 11: S p e l l s

HT IS CHAPTER DESCRIBES THE MOST COMMON Hold Monster 1s t L e v e l
spells in the w orlds of DUNGEONS & Legend Lore Bane
D r a g o n s . The chapter begins with the Mass Cure Wounds Bless
spell lists o f the spellcasting classes. The Mislead Command
remainder contains spell descriptions, Modify Memory Create or Destroy Water
presented in alphabetical order by the Planar Binding Cure Wounds
nam e o f the spell. Raise Dead Detect Evil and Good
Scrying Detect Magic
B ard Spells Hold Person Seeming Detect Poison and Disease
Invisibility Teleportation Circle Guiding Bolt
C a n t r i p s (0 L e v e l ) Knock Healing Word
Blade Ward Lesser Restoration 6th Level Inflict Wounds
Dancing Lights Locate Animals or Plants Eyebite Protection from
Friends Locate Object Find the Path
Light Magic Mouth Guards and Wards Evil and Good
Mage Hand Phantasmal Force Mass Suggestion Purify Food and Drink
Mending See Invisibility Otto’s Irresistible Dance Sanctuary
Message Shatter Programmed Illusion Shield o f Faith
Minor Illusion Silence True Seeing
Prestidigitation Suggestion 2ND L evel
True Strike Zone o f Truth 7th L evel
Vicious Mockery Etherealness Aid
3rd Level Forcecage Augury
1s t L e v e l Bestow Curse Mirage Arcane Blindness/Deafness
Animal Friendship Clairvoyance Mordenkainen’s Calm Emotions
Bane Dispel Magic Continual Flame
Charm Person Fear Magnificent Mansion Enhance Ability
Comprehend Languages Feign Death Mordenkainen’s Sword Find Traps
Cure Wounds Glyph o f Warding Project Image Gentle Repose
Detect Magic Hypnotic Pattern Regenerate Hold Person
Disguise Self Leomund’s Tiny Hut Resurrection Lesser Restoration
Dissonant Whispers Major Image Symbol Locate Object
Faerie Fire Nondetection Teleport Prayer of Healing
Feather Fall Plant Growth Protection from Poison
Healing Word Sending 8t h L evel Silence
Heroism Speak with Dead Dominate Monster Spiritual Weapon
Identify Speak with Plants Feeblemind Warding Bond
Illusory Script Stinking Cloud Glibness Zone o f Truth
Longstrider Tongues Mind Blank
Silent Image Power Word Stun 3rd Level
Sleep 4th Level Animate Dead
Speak with Animals Compulsion 9th Level Beacon of Hope
Tasha’s Hideous Laughter Confusion Foresight Bestow Curse
Thunderwave Dimension Door Power Word Heal Clairvoyance
Unseen Servant Freedom of Movement Power Word Kill Create Food and Water
Greater Invisibility True Polymorph Daylight
2ND Level Hallucinatory Terrain Dispel Magic
Animal Messenger Locate Creature C l e r ic Sp ells Feign Death
Blindness/Deafness Polymorph Glyph o f Warding
Calm Emotions C a n t r i p s (0 L e v e l ) Magic Circle
Cloud o f Daggers 5t h L e v e l Guidance Mass Healing Word
Crown of Madness Animate Objects Light Meld into Stone
Detect Thoughts Awaken Mending Protection from Energy
Enhance Ability Dominate Person Resistance Remove Curse
Enthrall Dream Sacred Flame Revivify
Heat Metal Geas Spare the Dying Sending
Greater Restoration Thaumaturgy Speak with Dead

Spirit Guardians Gate Dispel Magic Mirage Arcane
Tongues Mass Heal Feign Death Plane Shift
Water Walk True Resurrection Meld into Stone Regenerate
Plant Growth Reverse Gravity
4th Level D r u id Sp e l l s Protection from Energy
Banishment Sleet Storm 8th Level
Control Water C a n t r i p s (0 L e v e l ) Speak with Plants Animal Shapes
Death Ward Druidcraft Water Breathing Antipathy/Sympathy
Divination Guidance Water Walk Control Weather
Freedom of Movement Mending Wind Wall Earthquake
Guardian of Faith Poison Spray Feeblemind
Locate Creature Produce Flame 4th L evel Sunburst
Stone Shape Resistance Blight Tsunami
Shillelagh Confusion
5t h L e v e l Thorn Whip Conjure Minor Elementals 9th Level
Commune Conjure Woodland Beings Foresight
Contagion 1s t L e v e l Control Water Shapechange
Dispel Evil and Good Animal Friendship Dominate Beast Storm o f Vengeance
Flame Strike Charm Person Freedom of Movement True Resurrection
Geas Create or Destroy Water Giant Insect
Greater Restoration Cure Wounds Grasping Vine Pa l a d in Spells
Hallow Detect Magic Hallucinatory Terrain
Insect Plague Detect Poison and Disease Ice Storm 1s t L e v e l
Legend Lore Entangle Locate Creature Bless
Mass Cure Wounds Faerie Fire Polymorph Command
Planar Binding Fog Cloud Stone Shape Compelled Duel
Raise Dead Goodberry Stoneskin Cure Wounds
Scrying Healing Word Wall of Fire Detect Evil and Good
Jump Detect Magic
6th Level Longstrider 5t h L e v e l Detect Poison and Disease
Blade Barrier Purify Food and Drink Antilife Shell Divine Favor
Create Undead Speak with Animals Awaken Heroism
Find the Path Thunderwave Commune with Nature Protection from
Forbiddance Conjure Elemental
Harm 2nd Level Contagion Evil and Good
Heal Animal Messenger Geas Purify Food and Drink
Heroes’ Feast Barkskin Greater Restoration Searing Smite
Planar Ally Beast Sense Insect Plague Shield o f Faith
True Seeing Darkvision Mass Cure Wounds Thunderous Smite
Word of Recall Enhance Ability Planar Binding Wrathful Smite
Find Traps Reincarnate
7t h L e ve l Flame Blade Scrying 2nd Level
Conjure Celestial Flaming Sphere Tree Stride Aid
Divine Word Gust of Wind Wall of Stone Branding Smite
Etherealness Heat Metal Find Steed
Fire Storm Hold Person 6th Level Lesser Restoration
Plane Shift Lesser Restoration Conjure Fey Locate Object
Regenerate Locate Animals or Plants Find the Path Magic Weapon
Resurrection Locate Object Heal Protection from Poison
Symbol Moonbeam Heroes’ Feast Zone o f Truth
Pass without Trace Move Earth
8th L evel Protection from Poison Sunbeam 3rd L evel
Antimagic Field Spike Growth Transport via Plants Aura o f Vitality
Control Weather Wall o f Thorns Blinding Smite
Earthquake 3rd L evel Wind Walk Create Food and Water
Holy Aura Call Lightning Crusader's Mantle
Conjure Animals 7th L evel Daylight
9th Level Daylight Fire Storm Dispel Magic
Astral Projection Elemental Weapon

Magic Circle Plant Growth Sleep Greater Invisibility
Remove Curse Protection from Energy Thunderwave Ice Storm
Revivify Speak with Plants Witch Bolt Polymorph
Water Breathing Stoneskin
4th L evel Water Walk 2nd Level Wall of Fire
Aura o f Life Wind Wall Alter Self
Aura o f Purity Blindness/Deafness 5t h L e v e l
Banishment 4th Level Blur Animate Objects
Death Ward Conjure Woodland Beings Cloud of Daggers Cloudkill
Locate Creature Freedom o f Movement Crown of Madness Cone o f Cold
Staggering Smite Grasping Vine Darkness Creation
Locate Creature Darkvision Dominate Person
5t h L e v e l Stoneskin Detect Thoughts Hold Monster
Banishing Smite Enhance Ability Insect Plague
Circle o f Power 5t h L e v e l Enlarge/Reduce Seeming
Destructive Smite Commune with Nature Gust of Wind Telekinesis
Dispel Evil and Good Conjure Volley Hold Person Teleportation Circle
Geas Swift Quiver Invisibility Wall of Stone
Raise Dead Tree Stride Knock
Levitate 6th Level
R an ger Spells Sorcerer Spells Mirror Image Arcane Gate
Misty Step Chain Lightning
1s t L e v e l C a n t r i p s (0 L e v e l ) Phantasmal Force Circle o f Death
Alarm Acid Splash Scorching Ray Disintegrate
Animal Friendship Blade Ward See Invisibility Eyebite
Cure Wounds Chill Touch Shatter Globe o f Invulnerability
Detect Magic Dancing Lights Spider Climb Mass Suggestion
Detect Poison and Disease Fire Bolt Suggestion Move Earth
Ensnaring Strike Friends Web Sunbeam
Fog Cloud Light True Seeing
Goodberry Mage Hand 3rd L evel
Hail o f Thorns Mending Blink 7th L evel
Hunter’s Mark Message Clairvoyance Delayed Blast Fireball
Jump Minor Illusion Counterspell Etherealness
Longstrider Poison Spray Daylight Finger of Death
Speak with Animals Prestidigitation Dispel Magic Fire Storm
Ray o f Frost Fear Plane Shift
2nd Level Shocking Grasp Fireball Prismatic Spray
Animal Messenger True Strike Fly Reverse Gravity
Barkskin Gaseous Form Teleport
Beast Sense 1s t L e v e l Haste
Cordon o f Arrows Burning Hands Hypnotic Pattern 8th Level
Darkvision Charm Person Lightning Bolt Dominate Monster
Find Traps Chromatic Orb Major Image Earthquake
Lesser Restoration Color Spray Protection from Energy Incendiary Cloud
Locate Animals or Plants Comprehend Languages Sleet Storm Power Word Stun
Locate Object Detect Magic Slow Sunburst
Pass without Trace Disguise Self Stinking Cloud
Protection from Poison Expeditious Retreat Tongues 9th Level
Silence False Life Water Breathing Gate
Spike Growth Feather Fall Water Walk Meteor Swarm
Fog Cloud Power Word Kill
3rd Level Jump 4th Level Time Stop
Conjure Animals Mage Armor Banishment Wish
Conjure Barrage Magic Missile Blight
Daylight Ray of Sickness Confusion
Lightning Arrow Shield Dimension Door
Nondetection Silent Image Dominate Beast

Wa r l o c k Spells Dimension Door 1s t L e v e l Misty Step
Hallucinatory Terrain Alarm Nystul’s Magic Aura
C a n t r i p s (0 L e v e l ) Burning Hands Phantasmal Force
Blade Ward 5t h L e v e l Charm Person Ray of Enfeeblement
Chill Touch Contact Other Plane Chromatic Orb Rope Trick
Eldritch Blast Dream Color Spray Scorching Ray
Friends Hold Monster Comprehend Languages See Invisibility
Mage Hand Scrying Detect Magic Shatter
Minor Illusion Disguise Self Spider Climb
Poison Spray 6th L evel Expeditious Retreat Suggestion
Prestidigitation Arcane Gate False Life Web
True Strike Circle o f Death Feather Fall
Conjure Fey Find Familiar 3rd Level
1s t L e v e l Create Undead Fog Cloud Animate Dead
Armor of Agathys Eyebite Grease Bestow Curse
Arms o f Hadar Flesh to Stone Identify Blink
Charm Person Mass Suggestion Illusory Script Clairvoyance
Comprehend Languages True Seeing Jump Counterspell
Expeditious Retreat Longstrider Dispel Magic
Hellish Rebuke 7t h L e v e l Mage Armor Fear
Hex Etherealness Magic Missile Feign Death
Illusory Script Finger o f Death Protection from Fireball
Protection from Forcecage Fly
Plane Shift Evil and Good Gaseous Form
Evil and Good Ray of Sickness Glyph o f Warding
Unseen Servant 8th Level Shield Haste
Witch Bolt Demiplane Silent Image Hypnotic Pattern
Dominate Monster Sleep Leomund’s Tiny Hut
2nd Level Feeblemind Tasha’s Hideous Laughter Lightning Bolt
Cloud of Daggers Glibness Tenser’s Floating Disk Magic Circle
Crown of Madness Power Word Stun Thunderwave Major Image
Darkness Unseen Servant Nondetection
Enthrall 9th Level Witch Bolt Phantom Steed
Hold Person Astral Projection Protection from Energy
Invisibility Foresight 2nd Level Remove Curse
Mirror Image Imprisonment Alter Self Sending
Misty Step Power Word Kill Arcane Lock Sleet Storm
Ray of Enfeeblement True Polymorph Blindness/Deafness Slow
Shatter Blur Stinking Cloud
Spider Climb W iza r d Spells Cloud of Daggers Tongues
Suggestion Continual Flame Vampiric Touch
C a n t r i p s (0 L e v e l ) Crown of Madness Water Breathing
3rd L evel Acid Splash Darkness
Counterspell Blade Ward Darkvision 4th Level
Dispel Magic Chill Touch Detect Thoughts
Fear Dancing Lights Enlarge/Reduce Arcane Eye
Fly Fire Bolt Flaming Sphere Banishment
Gaseous Form Friends Gentle Repose Blight
Hunger o f Hadar Light Gust of Wind Confusion
Hypnotic Pattern Mage Hand Hold Person Conjure Minor Elementals
Magic Circle Mending Invisibility Control Water
Major Image Message Knock Dimension Door
Remove Curse Minor Illusion Levitate Evard's Black Tentacles
Tongues Poison Spray Locate Object Fabricate
Vampiric Touch Prestidigitation Magic Mouth Fire Shield
Ray of Frost Magic Weapon Greater Invisibility
4th Level Shocking Grasp Melf’s Acid Arrow Hallucinatory Terrain
Banishment True Strike Mirror Image Ice Storm
Blight Leomund’s Secret Chest

Locate Creature Sunbeam Spell D escriptions
Mordenkainen’s True Seeing
Wall o f Ice The spells are presented in alphabetical order.
Faithful Hound
Mordenkainen’s 7th L evel A cid Splash
Delayed Blast Fireball Conjuration cantrip
Private Sanctum Etherealness
Otiluke’s Resilient Sphere Finger of Death Casting Time: 1 action
Phantasmal Killer Forcecage Range: 60 feet
Polymorph Mirage Arcane Components: V, S
Stone Shape Mordenkainen's Duration: Instantaneous
Stoneskin
Wall of Fire Magnificent Mansion You hurl a bubble of acid. C hoose one creature within
Mordenkainen’s Sword range, or ch oose tw o creatures within range that are
5t h L e v e l Plane Shift within 5 feet o f each other. A target must su cceed on a
Animate Objects Prismatic Spray D exterity saving th row or take 1d6 acid dam age.
Bigby’s Hand Project Image
CloudkilI Reverse Gravity T h is sp ell’s dam age in creases by 1d6 w hen you reach
Cone o f Cold Sequester 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjure Elemental Simulacrum
Contact Other Plane Symbol A id
Creation Teleport 2 nd-level abjuration
Dominate Person
Dream 8th L evel Casting Time: 1 action
Geas Antimagic Field Range: 30 feet
Hold Monster Antipathy/Sympathy Components: V, S, M (a tiny strip o f w hite cloth)
Legend Lore Clone Duration: 8 hours
Mislead Control Weather
Modify Memory Demiplane Your spell bolsters your allies with toughness and
Passwall Dominate Monster resolve. C hoose up to three creatures within range.
Planar Binding Feeblemind Each target’s hit point m axim u m and current hit points
Rary’s Telepathic Bond Incendiary Cloud increase by 5 for the duration.
Scrying Maze
Seeming Mind Blank A t H igher L evels. W h en you cast this spell using
Telekinesis Power Word Stun a spell slot o f 3rd level or higher, a target’s hit points
Teleportation Circle Sunburst increase by an additional 5 for each slot level above 2nd.
Wall of Force Telepathy
Wall of Stone Trap the Soul A larm
1st-level abjuration (ritual)
6th Level 9th Level
Arcane Gate Astral Projection Casting Time: 1 minute
Chain Lightning Foresight Range: 30 feet
Circle o f Death Gate Components: V, S, M (a tiny bell and a p iece o f
Contingency Imprisonment
Create Undead Meteor Swarm fine silver wire)
Disintegrate Power Word Kill Duration: 8 hours
Drawmij’s Instant Prismatic Wall
Shapechange You set an alarm against unwanted intrusion. Choose
Summons Time Stop a door, a window, or an area within range that is no
Eyebite True Polymorph larger than a 20-foot cube. Until the spell ends, an alarm
Flesh to Stone Weird alerts you whenever a Tiny or larger creature touches
Globe o f Invulnerability Wish or enters the w arded area. W hen you cast the spell, you
Guards and Wards can designate creatures that w on ’t set off the alarm. You
Magic Jar also ch oose whether the alarm is mental or audible.
Mass Suggestion
Move Earth A mental alarm alerts you with a ping in your mind
Otiluke’s Freezing Sphere if you are within 1 mile of the warded area. This ping
Otto’s Irresistible Dance awakens you if you are sleeping.
Programmed Illusion
An audible alarm produces the sound of a hand bell
for 10 secon d s within 60 feet.

A lter Self
2 nd-level transmutation

Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 hour

You assum e a different form. W hen you cast the spell,
ch oose one o f the follow ing options, the effects o f which
last for the duration o f the spell. W hile the spell lasts,

you can end one option as an action to gain the benefits location, covering about 50 m iles per 24 hours for a
o f a different one. flying messenger, or 25 m iles for other animals.

Aquatic Adaptation. You adapt your body to an W h en the m essen ger arrives, it delivers your m essa ge
aquatic environment, sprouting gills and growing to the creature that you described, replicating the sound
w ebbing between your fingers. You can breathe of your voice. The m essenger speaks only to a creature
underwater and gain a sw im m ing speed equal to your matching the description you gave. If the m essenger
walking speed. d oesn ’t reach its destination before the spell ends, the
m essage is lost, and the beast m akes its way back to
Change Appearance. You transform your appearance. where you cast this spell.
You decide what you look like, including your height,
weight, facial features, sound of your voice, hair length, At Higher Levels. If you cast this spell using a spell
coloration, and distinguishing characteristics, if any. slot o f 3nd level or higher, the duration o f the spell
You can make yourself appear as a m em ber of another increases by 48 hours for each slot level above 2nd.
race, though none of your statistics change. You also
can’t appear as a creature o f a different size than you, A n im a l Shapes
and your basic shape stays the same; if you're bipedal, 8 th-level transmutation
you can’t use this spell to becom e quadrupedal, for
instance. At any time for the duration of the spell, you Casting Time: 1 action
can use your action to change your appearance in Range: 30 feet
this way again. Components: V, S
Duration: Concentration, up to 24 hours
Natural Weapons. You g row claw s, fangs, spines,
horns, or a different natural w eapon o f your choice. Your Your m agic turns others into beasts. C hoose any
unarm ed strikes deal 1d6 bludgeoning, piercing, or num ber o f w illing creatures that you can see within
slashing damage, as appropriate to the natural w eapon range. You transform each target into the form o f a
you chose, and you are proficient with your unarm ed Large or sm aller beast with a challenge rating of 4 or
strikes. Finally, the natural w eapon is m agic and you lower. On subsequent turns, you can use your action to
have a +1 b on u s to the attack and dam age rolls you transform affected creatures into new forms.
m ake usin g it.
The transformation lasts for the duration for each
A n im a l Friendsh ip target, or until the target drops to 0 hit points or dies.
1st-level enchantment You can ch oose a different form for each target. A
target’s gam e statistics are replaced by the statistics o f
Casting Time: 1 action the ch osen beast, though the target retains its alignm ent
Range: 30 feet and Intelligence, W isdom , and Charisma scores. The
Components: V, S, M (a m orsel o f food ) target a ssu m es the hit points o f its n ew form , and w hen
Duration: 24 hours it reverts to its n orm al form , it returns to the num ber
o f hit points it had before it transform ed. If it reverts as
Th is spell lets you con v in ce a beast that you m ean it no a result o f droppin g to 0 hit points, any e x ce s s dam age
harm. C h oose a beast that you can see within range. carries over to its norm al form. A s long as the excess
It must see and hear you. If the b ea st’s Intelligence is dam age d oesn ’t redu ce the creatu re’s n orm al form to 0
4 or higher, the spell fails. Otherwise, the beast must hit points, it isn’t k n ock ed u n con sciou s. T h e creature is
succeed on a W isdom saving throw or be charm ed lim ited in the actions it can perform by the nature o f its
by you for the spell’s duration. If you or one of your n ew form , and it ca n ’t sp eak or cast spells.
com panions harm s the target, the spells ends.
The target’s gear m elds into the n ew form . T h e target
At Higher Levels. W h en you cast this spell using ca n ’t activate, w ield, or oth erw ise benefit from any o f
a spell slot o f 2nd level or higher, you can affect one its equipment.
additional beast for each slot level above 1st.
A n im ate D ead
A n im a l M essenger 3rd-level necromancy
2 nd-level enchantment (ritual)
Casting Time: 1 minute
Casting Time: 1 action Range: 10 feet
Range: 30 feet Components: V, S, M (a drop o f blood , a piece o f flesh,
Components: V, S , M (a m orsel o f food)
Duration: 24 hours and a pinch o f bone dust)
Duration: Instantaneous
By m eans o f this spell, you use an animal to deliver a
message. C hoose a Tiny beast you can see within range, This spell creates an undead servant. C hoose a pile
such as a squirrel, a blue jay, or a bat. You sp ecify a of bones or a corpse of a M edium or Sm all humanoid
location, w hich you must have visited, and a recipient within range. Your spell im bues the target with a foul
w ho matches a general description, such as “a man or m im icry o f life, raising it as an undead creature. The
w om an dressed in the uniform o f the town guard” or “a target becom es a skeleton if you chose bones or a
red-haired dw arf w earing a pointed hat.” You also speak zom bie if you ch ose a corp se (the DM has the creature’s
a m essage o f up to twenty-five words. The target beast game statistics).
travels for the duration o f the spell toward the specified
On each of your turns, you can use a bonus action
to mentally com m and any creature you made with
this spell if the creature is within 60 feet o f you (if you














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