Eldritch Versatility
4th-level warlock f eature
Whenever you reach a level in this class that
grants the Ability Score Improvement feature,
you can do one of the following representing
a change of focus in your occult studies:
● Replace one cantrip you learned from
this class’s Pact Magic feature with
another cantrip from the warlock
spell list.
● Replace the option you chose for the
Pact Boon feature with one of that
feature’s other options.
● If you’re 12 level or higher, replace
one spell from your Mystic Arcanum
feature with another warlock spell of
the same level.
If this change makes you ineligible for any of
your Eldritch Invocations, you must also
replace them now, choosing invocations for
which you qualify.
Eldritch Invocation Options
When you choose eldritch invocations, you
have access to these additional options.
Bond of the Talisman
Prerequisite: 1 2th-level warlock, P act o f t he
Talisman f eature
While someone else is wearing your talisman,
you can use your action to teleport to the
unoccupied space closest to them, provided
the two of you are on the same plane of
existence. The wearer of your talisman can do When any creature whose name is on the
the same thing, using their action to teleport page is reduced to 0 hit points but not killed
to you. The teleportation can be used a outright, the creature magically drops to 1 hit
number of times equal to your pro iciency point instead. Once this magic is triggered, no
bonus, and all expended uses are restored creature can bene it from it until you inish a
when you inish a long rest. long rest.
Eldritch Mind As an action, you can magically erase a name
on the page by touching it.
You have advantage on Constitution saving
throws that you make to maintain your Investment of the Chain Master
concentration on a spell.
Prerequisite: P act of the C hain f eature
Far Scribe
When you cast ind familiar, you infuse the
Prerequisite: 5th-level warlock, Pact o f the summoned familiar with a measure of your
Tome f eature eldritch power, granting the creature the
following bene its:
A new page appears in your Book of Shadows.
With your permission, a creature can use its ● The familiar gains either a lying speed or
action to write its name on that page, which a swimming speed (your choice) of 40
can contain a number of names equal to your feet.
pro iciency bonus.
● As a bonus action, you can command the
You can cast the sending s pell, targeting a familiar to take the Attack action.
creature whose name is on the page, without
using a spell slot and without using material ● The familiar’s weapon attacks are
components. To do so, you must write the considered magical for the purpose of
message on the page. The target hears the overcoming immunity and resistance to
message in their mind, and if the target nonmagical attacks.
replies, their message appears on the page,
rather than in your mind. The writing ● If the familiar forces a creature to make a
disappears after 1 minute. saving throw, it uses your spell save DC.
As an action, you can magically erase a name ● When the familiar takes damage, you can
on the page by touching it. use your reaction to grant it resistance
against that damage.
Gift of the Protectors
Protection of the Talisman
Prerequisite: 9 th-level warlock, P act o f t he
Tome f eature Prerequisite: 7 th-level warlock, Pact o f the
Talisman f eature
A new page appears in your Book of Shadows.
With your permission, a creature can use its When the wearer of your talisman fails a
action to write its name on that page, which saving throw, they can add a d4 to the roll,
can contain a number of names equal to your potentially turning the save into a success.
pro iciency bonus. This bene it can be used a number of times
equal to your pro iciency bonus, and all
expended uses are restored when you inish a Perhaps you were born into a generational
long rest. cult that venerates the Fathomless and its
spawn. Or you might have been shipwrecked
Rebuke of the Talisman and on the brink of drowning when your
patron’s grasp offered you a chance at life.
Prerequisite: Pact of t he T alisman feature Whatever the reason for your pact, the sea
and its unknown depths call to you.
When the wearer of your talisman is hit by an
attacker you can see within 30 feet of you, you Entities of the deep that might empower a
can use your reaction to deal psychic damage warlock include krakens, ancient water
to the attacker equal to your pro iciency elementals, godlike hallucinations dreamed
bonus and push it up to 10 feet away from the into being by kuo-toa, merfolk demigods, and
talisman’s wearer. sea hag covens.
Undying Servitude Expanded Spell List
Prerequisite: 5th-level warlock 1st-level F athomless f eature
You can cast animate d ead without using a The Fathomless lets you choose from an
spell slot. Once you do so, you can’t cast it in expanded list of spells when you learn a
this way again until you inish a long rest. warlock spell. The following spells are added
to the warlock spell list for you.
Otherworldly Patrons
Fathomless E xpanded Spells
At 1st level, a warlock gains the Otherworldly
Patron feature, which offers you the choice of Spell Spells
a subclass. The following options are available Level
to you when making that choice: the
Fathomless and the Genie. 1st create or d estroy water,
thunderwave
The Fathomless
2nd gust of wind, silence
I never understood why some people get so
jittery about tentacles. Have you ever had 3rd lightning b olt, s leet s torm
octopus nigiri? One of the few pieces of
evidence of a benevolent multiverse. 4th control water, s ummon e lemental
TASHA (water only, a spell in chapter 3)
You have plunged into a pact with the deeps. 5th Bigby’s hand ( appears as a
An entity of the ocean, the Elemental Plane of tentacle), cone o f cold
Water, or another otherworldly sea now
allows you to draw on its thalassic power. Is it Tentacle of the Deeps
merely using you to learn about terrestrial
realms, or does it want you to open cosmic 1st-level Fathomless f eature
loodgates and drown the world?
You can magically summon a spectral tentacle
that strikes at your foes. As a bonus action,
you create a 10-foot-long tentacle at a point
you can see within 60 feet of you. The tentacle
lasts for 1 minute or until you use this feature one of those creatures and reduce the damage
to create another tentacle. to that creature by 1d8. When you reach 10th
level in this class, the damage reduced by the
When you create the tentacle, you can make a tentacle increases to 2d8.
melee spell attack against one creature within
10 feet of it. On a hit, the target takes 1d8 cold Grasping Tentacles
damage, and its speed is reduced by 10 feet
until the start of your next turn. When you 10th-level F athomless feature
reach 10th level in this class, the damage
increases to 2d8. You learn the spell Evard’s b lack t entacles. It
counts as a warlock spell for you, but it
As a bonus action on your turn, you can move doesn’t count against the number of spells
the tentacle up to 30 feet and repeat the you know. You can also cast it once without a
attack. spell slot, and you regain the ability to do so
when you inish a long rest.
You can summon the tentacle a number of
times equal to your pro iciency bonus, and Whenever you cast this spell, your patron’s
you regain all expended uses when you inish magic bolsters you, granting you a number of
a long rest. temporary hit points equal to your warlock
level. Moreover, damage can’t break your
Gift of the Sea concentration on this spell.
1st-level F athomless feature Fathomless Plunge
You gain a swimming speed of 40 feet, and 14th-level F athomless f eature
you can breathe underwater.
You can magically open temporary conduits to
Oceanic Soul watery destinations. As an action, you can
teleport yourself and up to ive other willing
6th-level F athomless feature creatures that you can see within 30 feet of
you. Amid a whirl of tentacles, you all vanish
You are now even more at home in the depths. and then reappear up to 1 mile away in a
You gain resistance to cold damage. In body of water you’ve seen (pond size or
addition, when you are fully submerged, any larger) or within 30 feet of it, each of you
creature that is also fully submerged can appearing in an unoccupied space within 30
understand your speed, and you can feet of the others.
understand theirs.
Once you use this feature, you can’t use it
Guardian Coil again until you inish a short or long rest.
6th-level Fathomless feature The Genie
Your Tentacle of the Deeps can defend you I know inding housing in Greyhawk is
and others, interposing itself between them rough, but when genies or warlocks offer
and harm. When you or a creature you can you cheap rent, run.
see takes damage while within 10 feet of the TASHA
tentacle, you can use your reaction to choose
2nd phantas spike gust of scorchi blur
mal growth wind ng ray
You have made a pact with one of the rarest force
kinds of genie, a noble genie. Such entities
rule vast iefs on the Elemental Planes and 3rd create meld wind fireball sleet
have great in luence over lesser genies and food into wall storm
elemental creatures. Noble genies are varied and stone
in their motivations, but most are arrogant water
and wield power that rivals that of lesser
deities. They delight in turning the table on 4th phantas stone greater fire control
mortals, who often bind genies into servitude, mal shape invisibili shield warmer
and readily enter into pacts that expand their killer ty
reach.
5th crea o wall of seemin flame cone of
n stone g strike cold
9th wish - - - -
You choose your patron’s kind or determine it Genie’s Vessel
randomly, using the Genie Kind table
1st-level Genie f eature
Genie K ind Element
d4 Kind Your patron gifts you a magical vessel that
grants you a measure of the genie’s power.
1 Dao Earth The vessel is a Tiny object, and you can use it
as a spellcasting focus for your warlock spells.
2 Djinni Air You decide what the object is, or you can
determine what it is randomly by rolling on
3 Efree Fire the Genie’s Vessel table
4 Marid Water Genie’s Vessel
Expanded Spell List d6 Vessel
1st-level G enie f eature 1 Oil lamp
The Genie lets you choose from an expanded 2 Urn
list of spells when you learn a warlock spell.
The Genie Expanded Spells table shows the 3 Ring with a compartment
genie spells that are added to the warlock
spell list for you, along with the spells 4 Stoppered bo le
associated in the table with your patron’s
kind: dao, djinni, efreeti, or marid. 5 Hollow statue e
Genie E xpanded Spells 6 Ornate lantern
Spell Genie Dao Djinni Efree Marid While you are touching the vessel, you can
Level Spells Spells Spells Spells Spells use it in the following ways:
1st detect sanctua thunder burning fog Bottled Respite. A s an action, you can
evil and ry wave hands cloud magically vanish and enter your vessel,
good
which remains in the space you left. The if it still exists. The vessel vanishes in a lare
interior of the vessel is an of elemental power when you die.
extradimensional space in the shape of a
20-foot radius cylinder, 20 feet high, and Elemental Gift
resembles your vessel. The interior is
comfortably appointed with cushions and 6th-level Genie feature
low tables and is a comfortable
temperature. While inside, you can hear You begin to take on characteristics of your
the area around your vessel as if you were patron’s kind. You now have resistance to a
in its space. You can remain inside the damage type determined by your patron’s
vessel up to a number of hours equal to kind: bludgeoning (dao), thunder (djinni), ire
twice your pro iciency bonus. You exit the (efreeti), or cold (marid).
vessel early if you use a bonus action to
leave, if you die, or if the vessel is In addition, as a bonus action, you can give
destroyed. When you exit the vessel, you yourself a lying speed of 30 feet that lasts for
appear in the unoccupied space closest to 10 minutes, during which you can hover. You
it. Any objects left in the vessel remain can use this bonus action a number of times
there until carried out, and if the vessel is equal to your pro iciency bonus, and you
destroyed, every object stored there regain all expended uses when you inish a
harmlessly appears in the unoccupied long rest.
spaces closest to the vessel’s former
space. Once you enter the vessel, you can’t Sanctuary Vessel
enter again until you inish a long rest.
10th-level Genie feature
Genie’s Wrath. O nce during each of your
turns when you hit with an attack roll, When you enter your Genie’s Vessel via the
you can deal extra damage to the target Bottle Respite feature, you can now choose up
equal to your pro iciency bonus. The type to ive willing creatures that you can see
of this damage is determined by your within 30 feet of you, and the chosen
patron: bludgeoning (dao), thunder creatures are drawn into the vessel with you.
(djinni), ire (efreeti), or cold (marid).
As a bonus action, you can eject any number
The vessel’s AC equals your spell save DC. Its of creatures from the vessel, and everyone is
hit points equal your warlock level plus your ejected if you leave or the vessel is destroyed.
pro iciency bonus, and it is immune to poison
and psychic damage. In addition, anyone (including you) who
remains in the vessel for at least 10 minutes
If the vessel is destroyed or you lose it, you gains the bene it of inishing a short rest, and
can perform a 1-hour ceremony to receive a anyone can add your pro iciency bonus to the
replacement from your patron. This number of hit points they regain if they spend
ceremony can be performed during a short or any Hit Dice as part of a short rest there.
long rest, and the previous vessel is destroyed
Limited Wish
14th-level G enie feature
You entreat your patron to grant you a small
wish. As an action, you can speak your desire
to your Genie’s Vessel, requesting the effect of
one spell that is 6th level or lower and has a
casting time of 1 action. The spell can be from
any class’s spell list, and you don’t need to
meet the requirements in that spell, including
costly components; the spell simply takes
effect as part of this action.
Once you use this feature, you can’t use it
again until you inish 1d4 long rests.
Wizard 2nd L evel
Augury (divin., ritual)
The wizard class receives new features and Enhance a bility ( trans.)
subclasses in this section. Tasha’s m ind whip* ( ench.)
Optional Class Features 3rd Level
Intellect f ortress* ( abjur.)
You gain class features in the Player’s Speak with dead (necro.)
Handbook when you reach certain levels in Spirit s hroud* (necro.)
your class. This section offers additional Summon f ey* (conj.)
features that you can gain as a wizard. Unlike Summon shadowspawn* ( conj.)
the features in the Player’s Handbook, you Summon undead* (conj.)
don’t gain the features here automatically.
Consulting with your DM, you decide whether 4th L evel
to gain a feature in this section if you meet the Divination ( divin., r itual)
level requirement printed in the feature Summon a berration* ( conj.)
description. These features can be selected Summon construct* (conj.)
separately from one another; you can use Summon e lemental* ( conj.)
some, all, or none of them.
6th L evel
Additional Wizard Spells Summon iend* ( conj.)
Tasha’s otherworldly guise* (trans.)
1st-level w izard feature
7th L evel
The spells in the following list expand the Dream of the b lue veil* (conj.)
wizard spell list in the Player’s Handbook. The
list is organized by spell level, not character 9th L evel
level. A spell’s school of magic is noted, and if Blade o f d isaster* (conj.)
a spell can be cast as a ritual, the ritual tag
appears after the spell's name. Each spell is in Cantrip Formulas
the Player’s H andbook, unless it has an
asterisk (a spell in chapter 3). Xanathar’s 3rd-level w izard f eature
Guide to Everything also offers more spells.
You have scribed a set of arcane formulas in
Cantrip ( 0 L evel) your spellbook that you can use to formulate
Booming b lade* (evoc.) a cantrip in your mind. Whenever you inish a
Green- lame b lade* (evoc.) long rest and consult these formulas in your
Lightning l ure* ( evoc.) spellbook, you can replace one wizard cantrip
Mind sliver* ( ench.) you know with another cantrip from the
Sword burst* (conj.) wizard spell list.
1st L evel Arcane Traditions
Tasha’s caustic brew* (evoc.)
At 2nd level, a wizard gains the Arcane
Tradition feature, which offers you the choice
of a subclass. The following options are graces you with supernatural speed, agility,
available to you when making that choice: and focus.
Bladesinging and the Order of Scribes.
You can use a bonus action to start the
Bladesinging Bladesong, which lasts for 1 minute. It ends
early if you are incapacitated, if you don
When faced with the endless onslaught of medium or heavy armor or a shield, or if you
magical possibilities, many wizards suffer use two hands to make an attack with a
identity crises. Some overcome, some weapon. You can also dismiss the Bladesong
break, and some become sword-bards. at any time (no action required).
TASHA
While your Bladesong is active, you gain the
Bladesingers master a tradition of wizardry following bene its:
that incorporates swordplay and dance.
Originally created by elves, this tradition has ● You gain a bonus to your AC equal to your
been adopted by non-elf practitioners, who Intelligence modi ier (minimum of +1)
honor and expand on the elven ways.
● Your walking speed increases by 10 feet.
In combat, a bladesinger uses a series of ● You have advantage on Dexterity
intricate, elegant maneuvers that fend off
harm and allow the bladesinger to channel (Acrobatics) checks.
magic into devastating attacks and a cunning ● You gain a bonus to any Constitution
defense. Many who have observed a
bladesinger at work remember the display as saving throw you make to maintain your
one of the more beautiful experiences in their concentration on a spell. The bonus
life, a glorious dance accompanied by a equals your Intelligence modi ier
singing blade. (minimum of +1).
Training in War and Song You can use this feature a number of times
equal to your pro iciency bonus, and you
2nd-level B ladesinging f eature regain all expended uses of it when you inish
a long rest.
You gain pro iciency with light armor, and you
gain pro iciency with one type of one-handed Extra Attack
melee weapon of your choice.
6th-level B ladesinging f eature
You also gain pro iciency in the Performance
skill if you don’t already have it. You can attack twice, instead of once,
whenever you take the Attack action on your
Bladesong turn. Moreover, you can cast one of your
cantrips in place of one of those attacks.
2nd-level B ladesinging f eature
Song of Defense
You can invoke an elven magic called the
Bladesong, provided that you aren’t wearing 10th-level B ladesinging feature
medium or heavy armor or using a shield. It
You can direct your magic to absorb damage
while your Bladesong is active. When you take
damage, you can use your reaction to expend
one spell slot, and reduce that damage to you Magic of the book—that’s what many folk call
by an amount equal to ive times the spell wizardry. The name is apt, given how much
slot’s level. time wizards spend poring over tomes and
penning theories about the nature of magic.
Song of Victory It’s rare to see wizards traveling without
books and scrolls sprouting from their bags,
14th-level B ladesinging f eature and a wizard would go to great lengths to
You can add your Intelligence modi ier plumb an archive of ancient knowledge.
(minimum of +1) to the damage of your melee
weapon attacks while your Bladesong is Among wizards, the Order of Scribes is the
active. most bookish. It takes many forms in different
worlds, but its primary mission is the same
Order of Scribes everywhere: recording magical discoveries so
that wizardry can lourish. And while all
Magic is great and all, but have you smelled wizards value spellbooks, a wizard in the
a book? Order of Scribes magically awakens their
TASHA book, turning it into a trusted companion. All
wizards study books, but a wizardly scribe
talks to theirs!
Wizardly Quill
2nd-level Order of the Scribes feature
As a bonus action, you can magically create a
Tiny quill in your free hand. The magic quill
has the following properties:
● The quill doesn’t require ink. When you
write with it, it produces ink in a color of
your choice on the writing surface.
● The time you must spend to copy a spell
into your spellbook equals 2 minutes per
spell level if you use the quill for the
transcription.
● You can erase anything you write with the
quill if you wave the feather over the text
as a bonus action, provided the text is
within 5 feet of you.
This quill disappears if you create another
one or if you die.
Awakened Spellbook the book is on your person, you can cause the
mind to manifest as a Tiny spectral object,
2nd-level Order of t he S cribes f eature hovering in an unoccupied space of your
choice within 60 feet of you. The spectral
Using specially prepared inks and ancient mind is intangible and doesn’t occupy its
incantations passed down by your wizardly space, and it sheds dim light in a 10-foot
order, you have awakened an arcane radius. It looks like a ghostly tome, a cascade
sentience within your spellbook. of text, or a scholar from the past (your
choice).
While you are holding the book, it grants you
the following bene its: While manifested, the spectral mind can hear
and see, and it has darkvision with a range of
● You can use the book as a spellcasting 60 feet. The mind can telepathically share
focus for your wizard spells. with you what it sees and hears (no action
required).
● When you cast a wizard spell with a spell
slot, you can temporarily replace its Whenever you cast a wizard spell on your
damage type with a type that appears in turn, you can cast it as if you were in the
another spell in your spellbook, which spectral mind’s space, instead of your own,
magically alters the spell’s formula for using its senses. You can do so a number of
this casting only. The latter spell must be times per day equal to your pro iciency
of the same level as the spell slot you bonus, and you regain all expended uses
expend. when you inish a long rest.
● When you cast a wizard spell as a ritual, As a bonus action, you can cause the spectral
you can use the spell’s normal casting mind to hover up to 30 feet to an unoccupied
time, rather than adding 10 minutes to it. space that you or it can see. It can pass
Once you use this bene it, you can’t do so through creatures but not objects.
again until you inish a long rest.
The spectral mind stops manifesting if it is
If necessary, you can replace the book over ever more than 300 feet away from you, if
the course of a short rest by using your someone casts dispel magic on it, if the
Wizardly Quill to write arcane sigils in a blank Awakened Spellbook is destroyed, if you die,
book or a magic spellbook to which you’re or if you dismiss the spectral mind as a bonus
attuned. At the end of the rest, your action.
spellbook’s consciousness is summoned into
the new book, which the consciousness Once you conjure the mind, you can’t do so
transforms into your spellbook, along with all again until you inish a long rest, unless you
its spells. If the previous book still existed expend a spell slot of any level to conjure it
somewhere, all the spells vanish from its again.
pages.
Master Scrivener
Manifest Mind
10th-level Order of S cribes feature
6th-level Order of Scribes feature
You can conjure forth the mind of your
Awakened Spellbook. As a bonus action while
Whenever you inish a long rest, you can could mean one 9th-level spell, three
create one magic scroll by touching your 3rd-level spells, or some other combination. If
Wizardly Quill to a blank piece of paper or there aren’t enough spells in the book to
parchment and causing one spell from your cover this cost, you drop to 0 hit points.
Awakened Spellbook to be copied onto the Until you inish 1d6 long rests, you are
scroll. The spellbook must be within 5 feet of incapable of casting the lost spells, even if you
you when you make the scroll. ind them on a scroll or in another spellbook.
After you inish the required number of rests,
The chosen spell must be of 1st or 2nd level the spells reappear in the spellbook.
and must have a casting time of 1 action. Once Once you use this reaction, you can’t do so
in the scroll, the spell’s power is enhanced, again until you inish a long rest.
counting as one level higher than normal. You
can cast the spell from the scroll by reading it FEATS
as an action. The scroll is unintelligible to
anyone else, and the spell vanishes from the Arti icer Initiate
scroll when you cast it or when you inish
your next long rest. Chef
You are also adept at crafting s pell scrolls, Crusher
which are described in the treasure chapter of
the Dungeon Master’s G uide. The gold and Eldritch Adept
time you must spend to make such a scroll are
halved if you use your Wizardly Quill. Fey Touched
One with the Word Fighting Initiate
14th-level O rder o f t he Scribes feature Gunner
Your connection to your Awakened Spellbook Metamagic Adept
has become so profound that your soul has
become entwined with it. While the book is Piercer
on your person, you have advantage on all
Intelligence (Arcana) checks, as the spellbook
helps you remember magical lore.
Moreover, if you take damage while your
spellbook’s mind is manifested, you can
prevent all of that damage to you by using
your reaction to dismiss the spectral mind,
using its magic to save yourself. Then roll 3d6.
The spellbook temporarily loses spells of your
choice that have a combined spell level equal
to that roll or higher. For example, if the roll’s
total is 9, spells vanish from the book that
have a combined level of at least 9, which
Poisoner
Shadow Touched
Skill Expert
Slasher
Telekinetic
Telepathic
Chapter 2: Group serve as a launchpad tailored for
Patrons organizations of your design. For example, the
guild group patrons could represent the
Each adventuring group is bound together by Harpers or the Zhentarim of the Forgotten
the quests it embarks on and by the dangers Realms, the Clifftop Adventurers’ Guild in
its members face together. This chapter offers Eberron, or a homebrew league of caravan
another way to bind your party together: a guards. Or perhaps a criminal syndicate,
group patron. These patrons provide a strong military force, or other category of patron
binding element: an individual or an better its the party’s goals. Choose and
organization that unites a party as a team in customize the group patron that works best
service to a greater purpose. A group patron for your party and the types of adventures
can help set the tone of your party’s entire you want to explore.
campaign. For example, a group whose patron
is an academic institution is likely to have a Group Assistance
very different story from a group that serves a
military. A patron can in luence characters’ Having a group patron gives an adventuring
relationships, their backstories, and the types group a common purpose, which inspires
of dangers they face. better coordination in the form of guidance
and encouragement. As a result of this unity,
During character creation, every player has each member of the party can grant
the opportunity to weave connections advantage to an ability check, an attack roll,
between their character and the other or a saving throw of another member of the
members of their party. Rather than (or in party. To grant advantage in this way, a
addition to) creating a web of established character and the chosen target must be able
relationships, players can work with the DM to see or hear each other, and neither can be
to choose a group patron. And if you’re incapacitated. Once a party member grants
interested in being your own patron, see the this advantage, that individual can’t do so
“Being Your Own Patron” section at the end of again until they inish a long rest.
the chapter.
Perks
How Patrons Work
A group patron offers your party a number of
The following sections present several group perks for your service. These range from
patron options. The description of each standard business arrangements, such as a
patron provides an overview of the types of steady wage and access to staff facilities, to
organization the group patron represents, extraordinary boons, such as audiences with
perks of membership, and quests the patron powerful igures or exceptions from certain
encourages adventurers to undertake. laws. Speci ic perks are presented in the
description of each group patron.
With the input of your DM, you can customize
these patrons to re lect speci ic The DM should not feel limited to providing
establishments in your campaign world or to only the perks noted in each group patron’s
description. Patrons give a party access to
solutions and support they wouldn’t have
otherwise, and a patron can use their varied Academy
resources to guide their agents or prepare
them for greater adventures. The world’s mysteries are innumer<missing>
pursue them with vigor. As operat<missing>
Assignments academy, you seek to unravel the <missing>
Your group’s patron occasionally offers you an In your work, you brush shoulders <missing>
assignment, a mission that provides a wisest in the land, travel to places <missing>
springboard for adventure. Of course, it’s up myth, and discover truths beyond <missing>
to you how you respond to your patron’s Denying ignorance, you pursue wor<missing>
demands, and interesting stories can result if and endlessly unearth new facts. U<missing>
you decide to refuse an assignment. creatures, the covetous dead, and <missing>
impede your work, but in the
A more hands-off patron can still signi icantly pursuit<missing>
motivate your group. Maybe you seek knowledge, no risk is too great.
adventures based on what pleases your
patron, possibly earning status and rewards Types of Academies
within your organization. An academy, for
example, might not organize particular Any assemblage of scholars and
missions, so you hunt down ancient artifacts trut<missing>
knowing that your patron will reward you for a network of learned individuals, a<missing>
bringing them back. You have the freedom to support common goals. Passing on <missing>
chart your own destiny, while letting the members ind opportunities to und<missing>
patron shape the nature of your group and libraries, after all. An academy’s fo<missing>
the adventures you undertake For every topic, with unexplored po<missing>
Example Patrons Roll or pick from the Academy Type<missing>
Here are some of the most likely patrons for Academy T ype
an adventuring group. Presented in
alphabetical order, these patrons can serve as Academy Perks
inspiration for you to create patrons of your
own: With an academy as your group’s
patron<missing>
Academy Guild
Ancient Being Military Force Compensation. T he academy pays <missing>
Aristocrat Religious Order in luences your compensation. On <missing>
Criminal Syndicate Sovereign or enough to sustain a modest
lifestyle<missing>
artifact or relevant discovery you b<missing>
Documentation. E ach member of y<missing>
academy. This association carries <missing>
documentation, letters of
introduction<missing>
documents grant you special status <missing> that’s already in con lict with powerful,
areas. Such identi ication isn’t unscrupulous people.
always<missing>
<missing> Crime—what’s the point? Why steal from
someone when you can simply outwit them
Ancient Being or turn them into a toad?
TASHA
Aristocrat
Types of Criminal Syndicates
Criminal Syndicate
Criminal syndicates range from the local
A network of criminals employs your group. thieves’ guild, to a corrupt consortium of
You could be full- ledged members in good merchant princes, to a ring of otherworldly
standing with the syndicate or probationary invaders in iltrating all levels of society for a
inductees looking to make your mark and nefarious purpose. Whatever form it takes,
earn its trust. Perhaps your group works for the syndicate is largely concerned with
the syndicate against your will: you owe them increasing wealth for its members at the
big for a job gone wrong, for killing the wrong expense of society at large.
person, or simply for being born into a family
Conversely, the syndicate could be an
underground organization of good-hearted
people ighting against a wicked power
structure. Criminal syndicates with a heroid
bent include the band of plucky outlaws who
hijack taxes from the cruel baron and return
them to the downtrodden and a hard-bitten
ring of deserters who ight their homeland’s
invaders.
Roll or pick from the Syndicate Types table to
determine what table of criminal organization
you serve.
Syndicate T ypes
Guild
Military Force
Religious Order
Sovereign
Being Your Own Patron
Chapter 3: Magical As a bonus action on your turn, you can move
Miscellany the blade up to 30 feet to an unoccupied
space you can see and then make up to two
Magic is everywhere in D&D. <missing> melee spell attacks with it again.
in luence of magic, spellcasters <missing>
power thrums at the heart of th<missing> The blade can harmlessly pass through any
last two things spells and magic<missing> barrier, including a wall of f orce.
The chapter irst presents new <missing> Booming Blade
followed by suggestions on cust<missing>
new magic items, including artif<missing> Evocation c antrip
body in the form of tattoos.
Casting Time: 1 action
The DM decides how the option<missing> Range: Self (5-foot radius)
or none of them, so make sure<missing> Components: V, M (a melee weapon worth at
least 1 sp)
Spells Duration: 1 round
Spell Descriptions You brandish the weapon used in the spell’s
casting and make a melee attack with it
The spells are presented in alphabetical order. against one creature within 5 feet of you. On a
hit, the target suffers the weapon attack’s
Blade of Disaster normal effects and then becomes sheathed in
booming energy until the start of your next
9th-level c onjuration turn. If the target willingly moves 5 feet or
more before then, the target takes 1d8
Casting T ime: 1 bonus action thunder damage, and the spell ends.
Range: 6 0 feet
Components: V ,S This spell’s damage increases when you reach
Duration: C oncentration, up to 1 minute certain levels. At 5th level, the melee attack
deals an extra 1d8 thunder damage to the
You create a blade-shaped planar rift about 3 target on a hit, and the damage the target
feet long in an unoccupied space you can see takes for moving increases to 2d8. Both
within range. The blade lasts for the duration. damage rolls increase by 1d8 at 11th level
When you cast this spell, you can make up to (2d8 and 3d8) and again at 17th level (3d8
two melee spell attacks with the blade, each and 4d8).
one against a creature, loose object, or
structure within 5 feet of the blade. On a hit, Dream of the Blue Veil
the target takes 4d12 force damage. This
attack scores a critical hit if the number on 7th-level c onjuration
the d20 is 18 or higher. On a critical hit, the
blade deals an extra 8d12 force damage (for a Casting T ime: 1 0 minutes
total of 12d12 force damage). Range: 2 0 feet
Components: V , S, M (a magic item or a
willing creature from the destination world)
Duration: 6 hours
You and up to eight willing creatures within there. After the First World was shattered
range fall unconscious for the spells’ duration by a great cataclysm—giving birth to the
and experience visions of another world on worlds that came in its wake—the progeny
the Material Plane, such as Oerth, Toril, of the irst elves, dwarves, beholders, and
Krynn, or Eberron. If the spell reaches its full other iconic creatures took root on world
duration, the visions conclude with each of after world, like seeds scattered by a cosmic
you encountering and pulling back a wind. If the musings of these great sages
mysterious blue curtain. The spell then ends are true, every world is a re lection—and in
with you mentally and physically transported some cases, a distortion—of the First
to the world that was in the visions. World.
To cast this spell, you must have a magic item Transit between these worlds is rare but
that originated on the world you wish to not impossible and can be accomplished in
reach, and you must be aware of the world’s various ways. One such method is called the
existence, even if you don’t know the world’s Great Journey, an epic voyage fraught with
name. Your destination in the other world is a peril and littered with obstacles to be
safe location within 1 mile of where the magic overcome. This journey most often occurs
item was created. Alternatively, you can cast aboard a vessel powered by magic.
the spell if one of the affected creatures was
born on the other world, which causes your Another method is the Dream of Other
destination to be a safe location within 1 mile Worlds; travelers fall into a deep slumber
of where that creature was born. and dream themselves into a new realm.
The spell dream o f the b lue veil employs this
The spell ends early on a creature if that method of transit.
creature takes any damage, and the creature
isn’t transported. If you take any damage, the The most direct method is the Leap to
spell ends for you and all other creatures, Another Realm; a spellcaster casts
with none of you being transported. teleportation c ircle o r teleport, aiming to
appear in a known teleportation circle or
Traveling to O ther W orlds some other location in another world.
The Material Plane holds an in inite Whatever method you use to reach a world,
number of worlds. Some—like Oerth, Toril, the DM determines whether you succeed
Krynn, and Eberron—are well documented, and where exactly you appear if you do
but there are countless others. You and arrive in that realm.
your friends may even have created some
homemade D&D worlds yourselves! Green-Flame Blade
It was not always so. Various scholars speak Evocation cantrip
of a primordial state, a single reality they
call the First World, which preceded the Casting Time: 1 action
multiverse as we know it. Many of the Range: Self (5-foot radius)
peoples and monsters that inhabit the Components: V, M (a melee weapon worth at
worlds in the Material Plane originated least 1 sp)
Duration: Instantaneous
You brandish the weapon used in the spell’s
casting and make a melee attack with it
against one creature within 5 feet of you. On a
hit, the target suffers the weapon attack’s
normal effects, and you can cause green ire
to leap from the target to a different creature
of your choice that you can see within 5 feet
of it. The second creature takes ire damage
equal to your spellcasting ability modi ier.
This spell’s damage increases when you reach
certain levels. At 5th level, the melee attack
deals an extra 1d8 ire damage to the target
on a hit, and the ire damage to the second
creature increases to 1d8 + your spellcasting
ability modi ier. Both damage rolls increase
by 1d8 at 11th level (2d8 and 2d8) and 17th
level (3d8 and 3d8)
Intellect Fortress
3rd-level
Lighting Lure
Evocation c antrip
Casting Time: 1 action
Range: S elf (15-foot radius)
Components: V
Duration: Instantaneous
You create a lash of lightning energy that
strikes at one creature of your choice that you
can see within 15 feet of you. The target must
succeed on a Strength saving throw or be
pulled up to 10 feet in a straight line toward
you and then take 1d8 lightning damage if it is
within 5 feet of you.
This spell’s damage increases by 1d8 when
you reach 5th level (2d8), 11th level (3d8),
and 17th level (4d8).
Mind Sliver Casting T ime: 1 bonus action
Range: S elf
Enchantment cantrip Components: V, S
Duration: Concentration, up to 1 minute
Casting T ime: 1 action
Range: 60 feet You call forth spirits of the dead, which lit
Components: V around you for the spell’s duration. The
Duration: 1 round spirits are intangible and invulnerable.
You drive a disorienting spike of psychic Until the spell ends, any attack you make
energy into the mind of one creature you can deals 1d8 extra damage when you hit a
see within range. The target must succeed on creature within 10 feet of you. This damage is
an Intelligence saving throw or take 1d6 radiant, necrotic, or cold (your choice when
psychic damage and subtract 1d4 from the you cast the spell). Any creature that takes
next saving throw it makes before the end of this damage can’t regain hit points until the
your next turn. start of your next turn.
This spell’s damage increases by 1d6 when In addition, any creature of your choice that
you reach certain levels: 5th level (2d6), 11th you can see that starts its turn within 10 feet
level (3d6), and 17th level (4d6). of you has its speed reduced by 10 feet until
the start of your next turn.
Spirit Shroud
3rd-level necromancy
At H igher Levels. W hen you cast this spell ACTIONS
using a spell slot of 4th level or higher, the Multiattack. T he aberration makes a
damage increases by 1d8 for every two slot number of attacks equal to half this spell’s
levels above 3rd. level (rounded down).
Claws (Slaad Only). M elee W eapon A ttack:
Summon Aberration your spell attack modi ier to hit, reach 5 ft.,
one target. Hit: 1d10 + 3 + the spell’s level
4th-level slashing damage. If the target is a creature,
it can’t regain hit points until the start of
ABERRATION SPIRIT the aberration’s next turn.
Medium aberration Eye R ay ( Beholderkin Only). R anged S pell
Attack: y our spell attack modi ier to hit,
Armor Class 1 1 + the level of the spell range 150 ft., one creature. Hit: 1d8 + 3 +
(natural armor) the spell’s level psychic damage.
Hit P oints 40 + 10 for each spell level Psychic Slam ( Star Spawn O nly). M elee
above 4th Spell Attack: your spell attack modi ier to
Speed 30 ft.; ly 30 ft. (hover) (Beholderkin hit, reach 5 ft., one creature. Hit: 1d8 + 3 +
only) the spell’s level psychic damage.
STR DEX CON INT WIS CHA Summon Beast
16 10 15 16 10 6
(+3) (+0) (+2) (+3) (+0) (-2) 2nd-level
Damage Immunities psychic Summon Celestial
Senses darkvision 60 ft., passive
Perception 10 5th-level
Languages D eep Speech, understands the
languages you speak Summon Construct
Challenge —
Pro iciency B onus equals your bonus 4th-level
Regeneration ( Slaad Only). T he aberration CONSTRUCT SPIRIT
regains 5 hit points at the start of its turn if
it has at least 1 hit point. Medium c onstruct
Armor C lass 1 3 + the level of the spell
Whispering Aura ( Star S pawn O nly). A t (natural armor)
the start of each of the aberration’s turns, Hit P oints 40 + 15 for each spell level
each creature within 5 feet of the above 3rd
aberration must succeed on a Wisdom Speed 30 ft.
saving throw against your spell save DC or
take 2d6 psychic damage, provided that the
aberration isn’t incapacitated.
STR DEX CON INT WIS CHA Summon Elemental
18 10 18 14 11 5
(+4) (+0) (+4) (+2) (+0) (-3) 4th-level
Damage Resistances p oison Summon Fey
Condition I mmunities c harmed,
3rd-level
exhaustion, frightened, incapacitated,
paralyzed, petri ied, poisoned Summon Fiend
Senses darkvision 60 ft., passive
Perception 10 6th-level
Languages u nderstands the languages you
speak Summon Shadowspawn
Challenge —
Pro iciency Bonus equals your bonus 3rd-level
Heated Body ( Metal O nly). A creature that Summon Undead
touches the construct or hits it with a melee
attack while within 5 feet of it takes 1d10 3rd-level n ecromancy
ire damage.
Sword Burst
Stony L ethargy (Stone O nly). W hen a
creature the construct can see starts its Conjuration c antrip
turn within 10 feet of the construct, the
construct can force it to make a Wisdom Casting T ime: 1 Action
saving throw against your spell save DC. On Range: S elf (5-foot radius)
a failed save, the target can’t use reactions Components: V
and its speed is halved until the start of its Duration: I nstantaneous
next turn.
You create a momentary circle of spectral
ACTIONS blades that sweep around you. All other
Multiattack. T he construct makes a creatures within 5 feet of you must succeed
number of attacks equal to half this spell’s on a Dexterity saving throw or take 1d6 force
level (rounded down). damage
Slam. M elee Weapon A ttack: y our spell This spell’s damage increases by 1d6 when
attack modi ier to hit, reach 5 ft., one target. you reach 5th level (2d6), 11th level (3d6),
Hit: 1d8 + 4 + the spell’s level bludgeoning and 17th level (4d6).
damage.
Tasha’s Caustic Brew
REACTIONS
Berserk L ashing ( Clay Only). W hen the 1st-level
construct takes damage, it makes a slam
attack against a random creature within 5
feet of it. If no creature is within reach, the
construct moves up to half its speed toward
an enemy it can see, without provoking
opportunity attacks.
Tasha’s Mind Whip can target one additional creature for each
slot level above 2nd. The creatures must be
2nd-level e nchantment within 30 feet of each other when you target
Casting Time: 1 action them.
Range: 9 0 feet
Components: V Tasha’s Otherworldly Guise
Duration: 1 round
6th-level
You psychically lash out at one creature you
can see within range. The target must make Personalizing Spells
an Intelligence saving throw. On a failed save,
the target takes 3d6 psychic damage, and it Just as every performer lends their art a
can’t take a reaction until the end of its next personal lair and every warrior asserts
turn. Moreover, on its next turn, it must th<missing>
choose whether it gets a move, an action, or a through the lens of their own<missing>
bonus action; it gets only one of the three. On a spellcaster use magic to express<missing>
a successful save, the target takes half as individuality. Regardless of what<missing>
much damage and suffers none of the spell’s spellcaster you’re playing, you c<missing>
other effects. cosmetic effects of your character<missing>
Perhaps you wish the effects of <missing>
At H igher L evels. W hen you cast this spell spells to appear in their favorite<missing>
using a spell slot of 3rd level or higher, you the training they received from <missing>
mentor, or to exhibit their conn<missing>
season of the year. The possibilit<missing>
might cosmetically customize y<missing>
spells are endless. However, such<missing>
change the effects of a spell. The<missing>
one spell seem like another—you<missing>
Example, make a magic missile <missing>
When customizing your spellcast<missing>
versatile the better. You may de<missing>
an interesting addition to a story<missing>
character, like making a bard’s <missing>
around their deity.
For example, the ireball of a wizard<missing>
burst of red lightning (without <missing>
might line the target in faint thu<missing>
Alternatively, a cleric who serves<missing>
cast cure wounds, or their shield< missing>
Further still, a druid could choose<missing>
pink leaves to grow when they <missing>
wind-tossed petals than lames. <missing>
The Magic Themes table offers <missing>
character’s spells.
Magic T hemes
Magic Tattoos The rarer a magic tattoo is, the more space it
typically occupies on a creature’s skin. The
Blending magic and artistry with ink and Magic Tattoo Coverage table offers guidelines
needles, magic tattoos imbue their bearers for how large a given tattoo is.
with <missing>
abilities. Magic tattoos are initially bound to Magic Tattoo Coverage
magic needles, which transfer their magic Tattoo R arity Area C overed
<missing>
Common One hand or foot or a
Once inscribed on a creature’s body, damage quarter of a <missing>
or injury doesn’t impair the tattoo’s
function<missing> Uncommon Half a limb or the scalp
tattoo is defaced. When applying a magic
tattoo, a creature can customize the tattoo’s Rare One limb
<missing>
magic tattoo can look like a brand, Very Rare Two limbs or the chest or
scari ication, a birthmark, patterns of scale, or upper <missing>
any other<missing>
alteration. Legendary Two limbs and the torso
MAGIC ITEMS Cauldron of Rebirth
Absorbing Tattoo Coiling Grasp Tattoo
Alchemical Compendium
All-Purpose Tool Wondrous i tem ( tattoo), u ncommon ( requires
Amulet of the Devout attunement)
Arcane Grimoire
Astral Shard Produced by a special needle, this magic
Astromancy Archive tattoo has long intertwining designs.
Atlas of Endless Horizons
Baba Yaga’s Mortar and Pestle Tattoo A ttunement. T o attune to this item,
Barrier Tattoo you hold the needle to your skin where you
Bell Branch want the tattoo to appear, pressing the needle
Blood Fury Tattoo there throughout the attunement process.
Bloodwell Vial When the attunement is complete, the needle
turns into the ink that becomes the tattoo,
which appears on the skin.
Grasping Tendrils. While the tattoo is on
your skin, you can, as an action, cause the
tattoo to extrude into inky tendrils, which
reach for a creature you can see within 15 feet
of you. The creature must succeed on a DC 14
Strength saving throw or take 3d6 force
damage and be grappled by you. As an action,
the creature can escape the grapple by
succeeding on a DC 14 Strength (Athletics) or
Dexterity (Acrobatics) check. The grapple also
ends if you halt it (no action required), if the
creature is ever more than 15 feet away from
you, or if you use this tattoo on a different
creature.
Crook of Rao
Crystalline Chronicle
Demonomicon of Iggwilv Ghost Step Tattoo
Devotee’s Censer
Duplicitous Manuscript Guardian Emblem
Eldritch Claw Tattoo
Elemental Essence Shard Heart Weaver’s Primer
Far Realm Shard
Feywild Shard Illuminator’s Tattoo
Fulminating Treatise
Libram of Souls and Flesh
Lifewell Tattoo
Luba’s Tarokka of Souls
Lyre of Building
Masquerade Tattoo
Wondrous i tem ( tattoo), common (requires
attunement)
Produced by a special needle, this magic
tattoo appears on your body as whatever you
desire.
Tattoo Attunement. T o attune to this item,
you hold the needle to your skin where you
want the tattoo to appear, pressing the needle
there throughout the attunement process.
When the attunement is complete, the needle
turns into the ink that becomes the tattoo,
which appears on the skin.
If your attunement to the tattoo ends, the
tattoo vanishes, and the needle reappears in
the closest unoccupied space to you.
Fluid Ink. As a bonus action, you can shape Planecaller’s Codex
the tattoo into any color or pattern and move
it to any area of your skin. Whatever form it Prosthetic Limb
takes, it is always obviously a tattoo. It can
range in size from no smaller than a copper Wondrous I tem, c ommon
piece to an intricate work of art that covers all This item replaces a lost limb—a hand, an
your skin. arm, a foot, a leg, or a similar body part. While
Disguise S elf. A s an action, you can use the the prosthetic is attached, it functions
tattoo to cast the disguise self spell (DC 13 to identically to the part it replaces. You can
discern the disguise). Once the spell is cast detach or reattach it as an action, and it can’t
from the tattoo, it can’t be cast from the tattoo be removed against your will. It detaches if
again until the next dawn. you die.
Mighty Servant of Leuk-o Protective Verses
Moon Sickle
Nature’s Mantle Reveler’s Concertina
Outer Essence Shard
Rhythm-Maker’s Drum
Shadowfell Brand Tattoo
Shadowfell Shard
Spellwrought Tattoo
Teeth of Dahlver-Nar
Chapter 4: Dungeon Often a session zero includes building
Master’s Tools characters together. As the DM, you can help
players during the character creation process
The Dungeon Master employs many tools by advising them to select options that will
when preparing and running a D&D serve the adventure or campaign that awaits.
campaign. As a DM, your tools include your
imagination, your ability to discern what Character and Party
entertains your players, your storytelling Creation
acumen, your sense of humor, your ability to
listen well, your facility with the game’s rules, Each player has options when it comes to
and more. This chapter adds to your toolbox choosing a character race, class, and
with guidance and optional rules for a variety background, though you may restrict certain
of situations. The chapter also includes a options that are deemed unsuitable for the
section of ready-to-use puzzles, which you campaign. If there are multiple players in the
can drop into any campaign. group, you should encourage them to choose
different classes so that the adventuring party
The tools herein build on the material in the has a range of abilities. It’s less important that
Dungeon M aster’s G uide and the Monster the party include multiple backgrounds, as
Manual. You may use some, all, or none of sometimes it’s fun to play an all-soldier party
these tools, and feel free to customize how or a troupe of adventuring entertainers. The
they work. Your group’s enjoyment is backgrounds they choose de ine who their
paramount, so make these rules your own, characters were before becoming adventurers
aiming to match your group’s tastes. and also include roleplaying hooks in the
form of ideals, bonds, and laws—things you
Session Zero ought to know. For example, if a player
chooses the criminal background, one of the
Establish boundaries. And if anyone crosses options for the character’s bond is, “I’m trying
them, speak up. If they don’t listen, there’s to pay off an old debt I owe to a generous
always cloudkill… benefactor.” If that’s the character’s bond, you
TASHA should work with the player to decide who
that generous benefactor is and build relevant
Before making characters or playing the storylines into the larger campaign.
game, the DM and players can run a special
session—colloquially called session zero—to Party Formation
establish expectations, outline the terms of a
social contract, and share house rules. Making During session zero, your role is to let the
and sticking to these rules can help ensure players build the characters they want and to
that the game is a fun experience for everyone help them come up with explanations for how
involved. their characters came together to form an
adventuring party. It can be helpful to assume
that the characters know each other and have
some sort of history together, however brief
that history might be. Here are some
questions you can ask the players as they
create characters to get a sense of the party’s 4 A funeral brings the characters
relationships: together.
● Are any of the characters related to each 5 A festival brings the characters
other? together.
● What keeps the characters together as a 6 The characters ind themselves
party? trapped together.
● What does each character like most about SIDEKICKS
every other member of the adventuring
party? This section provides a straightforward way
to add a special NPC called a sidekick to the
● Does the group have a patron? See group of adventurers. These rules take a
chapter 2, “Group Patrons,” for patron creature with a low challenge rating and give
examples. it levels in one of three simple classes: Expert,
Spellcaster, or Warrior.
If the players are having trouble coming up
with a story for how their characters met, A sidekick can be incorporated into a group
they may choose an option from the Party <missing>
Origin table or let a d6 roll choose it for them. campaign. For example, the characters
You should spend part of a session zero might<missing>
helping the players lesh out the details. For and invite the creature to join them on
example, if the characters came together to their<missing>
overcome a common foe, the identity of this
enemy needs to be determined. If a funeral You can also use these rules to customize a
gathered the group, the identity of the <missing>
deceased and each character’s relationship to
them will need to be leshed out. Creating a Sidekick
Party Origin A sidekick can be any type of creature with a
<missing>
d6 Origin Story challenge rating in its stat block must be ½
or<missing>
1 The characters grew up in the same “Gaining a Sidekick Class” section.
place and have known each other
for years. To join the adventurers, the sidekick must
be<missing>
2 The characters have united to to a character’s backstory or to events that
overcome a foe. <missing>
friend or pet, or it might be a creature the
3 The characters were brought ad<missing>
together by a common benefactor trust established for the creature to join the
who wishes to sponsor their <missing>
adventures.
You decide who plays the sidekick. Here are Warrior, each of which is detailed below. If a
<missing> <missing>
players make it.
● A player plays the sidekick as their
second<missing> Starting L evel
The starting level of a sidekick is the same as
● A player plays the sidekick as their only <missing>
<missing> a typical player character. out with a sidekick, that sidekick is also 1st
level<missing>
● The players jointly play the sidekick. starts at 10th level.
● You play the sidekick. Leveling Up a S idekick
Whenever a group’s average level goes up,
There’s no limit to the number of sidekicks <missing>
<missing> recent adventures the sidekick
noticeably slow down the game. And when experienced<missing>
<missing> shared with the group and its own training.
as a character.
Hit Points
Gaining a Sidekick Class Whenever the sidekick gains a level, it
gains<missing>
When you create a sidekick, you choose the
<missing>
amount of the increase, roll the Hit Die 10th +4
(the<missing> 11th +4
modi ier. It gains a minimum of 1 hit point 12th +4
per<missing> 13th +5
14th +5
If the sidekick drops to 0 hit points and isn’t 15th +5
<missing> 16th +5
saving throws, just like a player character. 17th +6
18th +6
Pro iciency Bonus 19th +6
<missing> 20th +6
Expert Class Features
The Expert is a master of certain <missing> As an expert, you gain the following class
might be a scout, a musician, a l<missing> features<missing>
burglar.
Spellcaster
To gain the Expert class, a creat<missing>
that it can speak. A sidekick who becomes a Spellcaster walks
the paths of magic<missing>
A sidekick gains the following cl<missing> sidekick might be a hedge wizard, a priest, a
Expert table. soothsayer, a magic<missing>
performer, or a person with magic in their
The Expert veins.
Level Pro iciency Features To gain the Spellcaster class, a creature must
Bonus have at least one <missing>
1st +2 in its stat block that it can speak.
2nd +2 A sidekick gains the following class features
as it gains levels in <missing>
3rd +2
as summarized on the Spellcaster table.
4th +2
The S pellcaster
5th +3
Lev Prof Features Cantrips Spells 12345
6th +3 el icie Known s nr t t
7th +3
8th +3
9th +4
ncy t ddhh Bonus
1 2- - - 1st
1st +2 Bonus 2 2nd
Proficiencies, 2 2- - - 3rd
Spellcas ng 2 3 3- - - 4th
2 3 3- - - 5th
2nd +2 - 3 6th
3 3- - - 7th
3rd +2 - 2 4 42- - 8th
3 9th
4th +2 Ability Score 10th
Improvement 11th
12th
5th +3 - 13th
14th
6th +3 Potent 15th +5
Cantrips
16th +5
7th
17th
8th 18th
19th
9th 20th
10th
11th
12th
13th
14th
15th
16th
17th
18th Extra Attack (2
extra)
19th
Ability Score
20th Improvement
Warrior
A Warrior sidekick <missing>
be a soldier, a town<missing>
honed for combat.
A sidekick gains the <missing>
summarized on the <missing>
The W arrior
Level Pro iciency Features
Parleying with Monsters
Supernatural Regions
Blessed Radiance
Far Realm
Haunted
Infested
Mirror Zone
Psychic Resonance
Unraveling Magic
Magical Phenomena Necrotic T empest. Storms in<missing>
skulls and bone-white lightning<missing>
Eldritch Storms must succeed on a DC13 Cons<missing>
damage.
When magical currents beco<missing>
A creature that dies in a nec<missing>
Flaywind. S upernaturally pow<missing> later.
third layer of Carceri—can spa<missing>
other debris in addition to <missing> A necrotic tempest lasts for <missing>
exposed to the storm takes <missing> after its passing.
or shelter offers protection <missing>
Thrym’s Howl. T hese bone-ch<missing>
A laywind leaves 4d6 feet of <missing> projects extreme cold (see<missing>
(Nature) check or Wisdom (S<missing> blue-white ice particles, the <missing>
it strikes, allowing time to se<missing> <missing>
Flame Storm. S ooty thunder<missing> Emotional Echoes
droplets. Any creature caught<missing>
The droplets ignite any lamm<missing>
burn out immediately. The <missing>
Wisdom (Perception) checks<missing>
Enchanted Springs appearing out of nowhere might be composed
of mimics!
Magic Mushrooms
Mimic Communication. M embers of the
Mimic Colonies <missing>
10 miles of the colony, any mimic can
Mimics imitate terrain and dungeon dressing com<missing>
to hunt for food. Rare specimens develop a of it and can speak Common and
d<missing> Underco<missing>
understanding of the world and can The colony’s offspring gain these abilities
communicate with other creatures, in <missing>
extremely rare<missing> Shown in the Juvenile Mimic stat block.
groups of these creatures band together,
creating colonies. These bonded mimics Juvenile Mimic
coopera<missing>
larger objects than any lone mimic could Confronting a Colony. A mimic colony’s
approximate. A mimic colony can work p<missing>
together <missing> can’t overcome, they are willing to
buildings, bridges, crystal formations, cliff bargain<missing>
faces, statues, and nearly anything it desires.
Ent<missing>
defeat can be bought off with ● The mimic colony chooses up to
information<missing> thre<missing> on a DC 15 Dexterity
the colony obtained from prior “food”), saving throw or <missing>
o<missing>
<missing>
If the colony’s survival is threatened and it
<missing> Primal Fruit
combined might using special lair
actions.<missing> Unearthly Roads
a lair action, causing one of the following
<missing>
● The mimic colony chooses up to
thre<missing> on a DC15 Strength saving
throw or <missing> following round, as
pieces of the <missing> more, it is
restrained instead for that <missing>
● The mimic colony uses the Help
action<missing>
Natural Hazards Spell Equivalents of Natural
Hazards
Even without threats of supernatural
<missing>
hazards expand on those presented in the
<missing>
Avalanches
A typical avalanche (or rockslide) is 300
feet<missing>
avalanche can avoid it or escape it if
they’re<missing>
When an avalanche occurs, all nearby
crea<missing>
and 0, the avalanche travels 300 feet until
<missing>
space moves along with it and falls prone,
<missing>
1d10 bludgeoning damage on a failed
save<missing>
When an avalanche stops, the snow and other
debris settle and b<missing>
blinded and restrained, and it has total cover.
The creature gains <missing>
spends buried, it can try to dig itself free as an
action, breaking th<missing>
restrained conditions on itself with a
successful DC 15 Strength (At<missing>
check three times can’t attempt to dig itself
out again.
A creature that is not restrained or
incapacitated can spend 1 min<missing>
that creature is no longer blinded or
restrained by the avalanche.
Falling into Water
Falling onto a Creature
Puzzles them in your adventures. Remember, most
puzzles don’t need to be solved immediately,
Devious traps and multifaceted mysteries and they might be all the more satisfying if
might be staples of fantasy adventures, but their riddles linger unresolved for multiple
they’re not the easiest challenges for a DM to sessions.
present on the ly. This section presents a
selection of puzzles designed to invite group Puzzle Elements
participation and challenge adventurers of
any stripe—from genius scholars to martial Text that appears in a box like this is meant
masters. Each puzzle is lexible enough to be to be read aloud or paraphrased for the
included in your campaign as presented or players when their characters irst arrive in
customized to it the needs of a speci ic a location with a puzzle or when otherwise
adventure. noted.
Why create a solvable puzzle? Just pose an Additionally, the <missing>
enigmatic question without an answer and
watch your trespassers squirm! Dif iculty. E ach <missing>
TASHA players will need <missing>
Why Use Puzzles? Puzzle Features. < missing>
with.
Puzzles provide exciting opportunities to use
wit to overcome obstacles and allow Solution. T his sec<missing>
characters to collaborate <missing>
to make discoveries. You might add a puzzle Hint C hecks. T his<missing>
to an adventure for any of the following of the hints if the<missing>
reasons: hint if they ask yo<missing>
● To encourage a party to discover Customizing t he < missing>
information through teamwork dif iculty, or make<missing>
● To provide an opportunity for character to Hints
use their skills in uncommon ways
If players request<missing>
● To make a setting feel more whimsical, hint is associated<missing>
mysterious, or otherworldly share that hint <missing>
with the lowest <missing>
● To explain why no one has ever
discovered something hidden close at If no character h<missing>
hand
Puzzles
● To reveal a secret no one knows and
magic can’t reveal Creature Paintings
Some puzzles can take considerable time to
solve, so be mindful of how often you use
Reckless Steps <missing>
Skeleton Keys Members Only
All That Glitters Exact Change
Eye of the Beholder Four Elements
Four by Four Haunted Hallway
Illusive Island Dif iculty: Hard
Many unquiet spirits linger in the world
Material Components because they can’t bear to leave something
behind. In this puzzle, inding the solution
Dif iculty: M edium also means helping a lost soul ind peace.
This puzzle might appear in a wizard’s <missing>
workshop, study, or spellbook. The solution
leads to a password that reveals new or rare What’s on the Menu
spells (such as those in chapter 3).
Alternatively, the password can be used for Puzzle Handouts
any other function that its with your story.
You ind an old piece of paper bearing a list
of spells and components. Random letters
are also scratched quickly on the paper
between the two lists. A message at the top
of the page says, “read untouched to gain
new spells.”
Give the players a copy of puzzle handout 5.
READ U NTOUCHED TO G AIN NEW
SPELLS
MAGE A<missing>
<missing>
ARCANE <missing>
ARCANE <missing>