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You may, however, include a statement on your work that it is “compatible with fifth edition” or “5E compatible.” Section 5 of CC-BY-4.0 includes a Disclaimer of Warranties and Limitation of Liability that limits our liability to you. System Reference Document 5.1 1 (This page intentionally left blank) System Reference Document 5.1 2 If you note any errors in this document, please let us know by Subraces emailing askdnd@wizards.com. Some races have subraces. Members of a subrace have the traits of the parent race in addition to the Races traits specified for their subrace. Relationships among subraces vary significantly from race to race Racial Traits and world to world. The description of each race includes racial traits that are common to members of that race. The Dwarf following entries appear among the traits of most Dwarf Traits races. Your dwarf character has an assortment of inborn Ability Score Increase abilities, part and parcel of dwarven nature. Every race increases one or more of a character’s Ability Score Increase. Your Constitution score ability scores. increases by 2. Age. Dwarves mature at the same rate as humans, Age but they’re considered young until they reach the The age entry notes the age when a member of the age of 50. On average, they live about 350 years. race is considered an adult, as well as the race’s Alignment. Most dwarves are lawful, believing expected lifespan. This information can help you firmly in the benefits of a well-‐‑ordered society. They decide how old your character is at the start of the tend toward good as well, with a strong sense of fair game. You can choose any age for your character, play and a belief that everyone deserves to share in which could provide an explanation for some of your the benefits of a just order. ability scores. For example, if you play a young or Size. Dwarves stand between 4 and 5 feet tall and very old character, your age could explain a average about 150 pounds. Your size is Medium. particularly low Strength or Constitution score, Speed. Your base walking speed is 25 feet. Your while advanced age could account for a high speed is not reduced by wearing heavy armor. Intelligence or Wisdom. Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You Alignment can see in dim light within 60 feet of you as if it were Most races have tendencies toward certain bright light, and in darkness as if it were dim light. alignments, described in this entry. These are not You can’t discern color in darkness, only shades of binding for player characters, but considering why gray. your dwarf is chaotic, for example, in defiance of Dwarven Resilience. You have advantage on lawful dwarf society can help you better define your saving throws against poison, and you have character. resistance against poison damage. Dwarven Combat Training. You have proficiency Size with the battleaxe, handaxe, light hammer, and Characters of most races are Medium, a size category warhammer. including creatures that are roughly 4 to 8 feet tall. Tool Proficiency. You gain proficiency with the Members of a few races are Small (between 2 and 4 artisan’s tools of your choice: smith’s tools, brewer’s feet tall), which means that certain rules of the game supplies, or mason’s tools. affect them differently. The most important of these Stonecunning. Whenever you make an rules is that Small characters have trouble wielding Intelligence (History) check related to the origin of heavy weapons, as explained in “Equipment.” stonework, you are considered proficient in the History skill and add double your proficiency bonus Speed to the check, instead of your normal proficiency Your speed determines how far you can move when bonus. traveling ( “Adventuring”) and fighting (“Combat”). Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard Languages consonants and guttural sounds, and those By virtue of your race, your character can speak, characteristics spill over into whatever other read, and write certain languages. language a dwarf might speak. System Reference Document 5.1 3 Hill Dwarf Languages. You can speak, read, and write As a hill dwarf, you have keen senses, deep intuition, Common and Elvish. Elvish is fluid, with subtle and remarkable resilience. intonations and intricate grammar. Elven literature Ability Score Increase. Your Wisdom score is rich and varied, and their songs and poems are increases by 1. famous among other races. Many bards learn their Dwarven Toughness. Your hit point maximum language so they can add Elvish ballads to their increases by 1, and it increases by 1 every time you repertoires. gain a level. High Elf As a high elf, you have a keen mind and a mastery of at least the basics of magic. In many fantasy gaming Elf worlds, there are two kinds of high elves. One type is Elf Traits haughty and reclusive, believing themselves to be superior to non-‐‑elves and even other elves. The Your elf character has a variety of natural abilities, other type is more common and more friendly, and the result of thousands of years of elven refinement. often encountered among humans and other races. Ability Score Increase. Your Dexterity score Ability Score Increase. Your Intelligence score increases by 2. increases by 1. Age. Although elves reach physical maturity at Elf Weapon Training. You have proficiency with about the same age as humans, the elven the longsword, shortsword, shortbow, and longbow. understanding of adulthood goes beyond physical Cantrip. You know one cantrip of your choice growth to encompass worldly experience. An elf from the wizard spell list. Intelligence is your typically claims adulthood and an adult name spellcasting ability for it. around the age of 100 and can live to be 750 years Extra Language. You can speak, read, and write old. one extra language of your choice. Alignment. Elves love freedom, variety, and self-‐‑ expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more Halfling often good than not. Halfling Traits Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. Your halfling character has a number of traits in Speed. Your base walking speed is 30 feet. common with all other halflings. Darkvision. Accustomed to twilit forests and the Ability Score Increase. Your Dexterity score night sky, you have superior vision in dark and dim increases by 2. conditions. You can see in dim light within 60 feet of Age. A halfling reaches adulthood at the age of 20 you as if it were bright light, and in darkness as if it and generally lives into the middle of his or her were dim light. You can’t discern color in darkness, second century. only shades of gray. Alignment. Most halflings are lawful good. As a Keen Senses. You have proficiency in the rule, they are good-‐‑hearted and kind, hate to see Perception skill. others in pain, and have no tolerance for oppression. Fey Ancestry. You have advantage on saving They are also very orderly and traditional, leaning throws against being charmed, and magic can’t put heavily on the support of their community and the you to sleep. comfort of their old ways. Trance. Elves don’t need to sleep. Instead, they Size. Halflings average about 3 feet tall and weigh meditate deeply, remaining semiconscious, for 4 about 40 pounds. Your size is Small. hours a day. (The Common word for such meditation Speed. Your base walking speed is 25 feet. is “trance.”) While meditating, you can dream after a Lucky. When you roll a 1 on the d20 for an attack fashion; such dreams are actually mental exercises roll, ability check, or saving throw, you can reroll the that have become reflexive through years of practice. die and must use the new roll. After resting in this way, you gain the same benefit Brave. You have advantage on saving throws that a human does from 8 hours of sleep. against being frightened. System Reference Document 5.1 4 Halfling Nimbleness. You can move through the space of any creature that is of a size larger than Dragonborn yours. Dragonborn Traits Languages. You can speak, read, and write Common and Halfling. The Halfling language isn’t Your draconic heritage manifests in a variety of secret, but halflings are loath to share it with others. traits you share with other dragonborn. They write very little, so they don’t have a rich body Ability Score Increase. Your Strength score of literature. Their oral tradition, however, is very increases by 2, and your Charisma score increases strong. Almost all halflings speak Common to by 1. converse with the people in whose lands they dwell Age. Young dragonborn grow quickly. They walk or through which they are traveling. hours after hatching, attain the size and development of a 10-‐‑year-‐‑old human child by the Lightfoot age of 3, and reach adulthood by 15. They live to be As a lightfoot halfling, you can easily hide from around 80. notice, even using other people as cover. You’re Alignment. Dragonborn tend to extremes, making inclined to be affable and get along well with others. a conscious choice for one side or the other in the Lightfoots are more prone to wanderlust than cosmic war between good and evil. Most dragonborn other halflings, and often dwell alongside other races are good, but those who side with evil can be terrible or take up a nomadic life. villains. Ability Score Increase. Your Charisma score Size. Dragonborn are taller and heavier than increases by 1. humans, standing well over 6 feet tall and averaging Naturally Stealthy. You can attempt to hide even almost 250 pounds. Your size is Medium. when you are obscured only by a creature that is at Speed. Your base walking speed is 30 feet. least one size larger than you. Draconic Ancestry Dragon Damage Type Breath Weapon Black Acid 5 by 30 ft. line (Dex. save) Human Blue Lightning 5 by 30 ft. line (Dex. save) Brass Fire 5 by 30 ft. line (Dex. save) Human Traits Bronze Lightning 5 by 30 ft. line (Dex. save) Copper Acid 5 by 30 ft. line (Dex. save) It’s hard to make generalizations about humans, but Gold Fire 15 ft. cone (Dex. save) your human character has these traits. Green Poison 15 ft. cone (Con. save) Ability Score Increase. Your ability scores each Red Fire 15 ft. cone (Dex. save) increase by 1. Silver Cold 15 ft. cone (Con. save) Age. Humans reach adulthood in their late teens White Cold 15 ft. cone (Con. save) and live less than a century. Alignment. Humans tend toward no particular Draconic Ancestry. You have draconic ancestry. alignment. The best and the worst are found among Choose one type of dragon from the Draconic them. Ancestry table. Your breath weapon and damage Size. Humans vary widely in height and build, resistance are determined by the dragon type, as from barely 5 feet to well over 6 feet tall. Regardless shown in the table. of your position in that range, your size is Medium. Breath Weapon. You can use your action to Speed. Your base walking speed is 30 feet. exhale destructive energy. Your draconic ancestry Languages. You can speak, read, and write determines the size, shape, and damage type of the Common and one extra language of your choice. exhalation. Humans typically learn the languages of other When you use your breath weapon, each creature peoples they deal with, including obscure dialects. in the area of the exhalation must make a saving They are fond of sprinkling their speech with words throw, the type of which is determined by your borrowed from other tongues: Orc curses, Elvish draconic ancestry. The DC for this saving throw musical expressions, Dwarvish military phrases, and equals 8 + your Constitution modifier + your so on. proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful System Reference Document 5.1 5 one. The damage increases to 3d6 at 6th level, 4d6 at Ability Score Increase. Your Constitution score 11th level, and 5d6 at 16th level. increases by 1. After you use your breath weapon, you can’t use it Artificer’s Lore. Whenever you make an again until you complete a short or long rest. Intelligence (History) check related to magic items, Damage Resistance. You have resistance to the alchemical objects, or technological devices, you can damage type associated with your draconic ancestry. add twice your proficiency bonus, instead of any Languages. You can speak, read, and write proficiency bonus you normally apply. Common and Draconic. Draconic is thought to be one Tinker. You have proficiency with artisan’s tools of the oldest languages and is often used in the study (tinker’s tools). Using those tools, you can spend 1 of magic. The language sounds harsh to most other hour and 10 gp worth of materials to construct a creatures and includes numerous hard consonants Tiny clockwork device (AC 5, 1 hp). The device and sibilants. ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. Gnome You can have up to three such devices active at a Gnome Traits time. When you create a device, choose one of the Your gnome character has certain characteristics in following options: common with all other gnomes. Ability Score Increase. Your Intelligence score Clockwork Toy. This toy is a clockwork animal, increases by 2. monster, or person, such as a frog, mouse, bird, Age. Gnomes mature at the same rate humans do, dragon, or soldier. When placed on the ground, the and most are expected to settle down into an adult toy moves 5 feet across the ground on each of your life by around age 40. They can live 350 to almost turns in a random direction. It makes noises as 500 years. appropriate to the creature it represents. Alignment. Gnomes are most often good. Those Fire Starter. The device produces a miniature flame, who tend toward law are sages, engineers, which you can use to light a candle, torch, or researchers, scholars, investigators, or inventors. campfire. Using the device requires your action. Those who tend toward chaos are minstrels, Music Box. When opened, this music box plays a tricksters, wanderers, or fanciful jewelers. Gnomes single song at a moderate volume. The box stops are good-‐‑hearted, and even the tricksters among playing when it reaches the song’s end or when it them are more playful than vicious. is closed. Size. Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small. Speed. Your base walking speed is 25 feet. Darkvision. Accustomed to life underground, you Half-Elf have superior vision in dark and dim conditions. You Half-Elf Traits can see in dim light within 60 feet of you as if it were Your half-‐‑elf character has some qualities in bright light, and in darkness as if it were dim light. common with elves and some that are unique to You can’t discern color in darkness, only shades of half-‐‑elves. gray. Ability Score Increase. Your Charisma score Gnome Cunning. You have advantage on all increases by 2, and two other ability scores of your Intelligence, Wisdom, and Charisma saving throws choice increase by 1. against magic. Age. Half-‐‑elves mature at the same rate humans Languages. You can speak, read, and write do and reach adulthood around the age of 20. They Common and Gnomish. The Gnomish language, live much longer than humans, however, often which uses the Dwarvish script, is renowned for its exceeding 180 years. technical treatises and its catalogs of knowledge Alignment. Half-‐‑elves share the chaotic bent of about the natural world. their elven heritage. They value both personal Rock Gnome freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They As a rock gnome, you have a natural inventiveness chafe at rules, resent others’ demands, and and hardiness beyond that of other gnomes. System Reference Document 5.1 6 sometimes prove unreliable, or at least hit point instead. You can’t use this feature again unpredictable. until you finish a long rest. Size. Half-‐‑elves are about the same size as humans, Savage Attacks. When you score a critical hit with ranging from 5 to 6 feet tall. Your size is Medium. a melee weapon attack, you can roll one of the Speed. Your base walking speed is 30 feet. weapon’s damage dice one additional time and add it Darkvision. Thanks to your elf blood, you have to the extra damage of the critical hit. superior vision in dark and dim conditions. You can Languages. You can speak, read, and write see in dim light within 60 feet of you as if it were Common and Orc. Orc is a harsh, grating language bright light, and in darkness as if it were dim light. with hard consonants. It has no script of its own but You can’t discern color in darkness, only shades of is written in the Dwarvish script. gray. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Tiefling Skill Versatility. You gain proficiency in two skills Tiefling Traits of your choice. Languages. You can speak, read, and write Tieflings share certain racial traits as a result of their Common, Elvish, and one extra language of your infernal descent. choice. Ability Score Increase. Your Intelligence score increases by 1, and your Charisma score increases by 2. Age. Tieflings mature at the same rate as humans Half-Orc but live a few years longer. Half-Orc Traits Alignment. Tieflings might not have an innate tendency toward evil, but many of them end up Your half-‐‑orc character has certain traits deriving there. Evil or not, an independent nature inclines from your orc ancestry. many tieflings toward a chaotic alignment. Ability Score Increase. Your Strength score Size. Tieflings are about the same size and build as increases by 2, and your Constitution score increases humans. Your size is Medium. by 1. Speed. Your base walking speed is 30 feet. Age. Half-‐‑orcs mature a little faster than humans, Darkvision. Thanks to your infernal heritage, you reaching adulthood around age 14. They age have superior vision in dark and dim conditions. You noticeably faster and rarely live longer than 75 years. can see in dim light within 60 feet of you as if it were Alignment. Half-‐‑orcs inherit a tendency toward bright light, and in darkness as if it were dim light. chaos from their orc parents and are not strongly You can’t discern color in darkness, only shades of inclined toward good. Half-‐‑orcs raised among orcs gray. and willing to live out their lives among them are Hellish Resistance. You have resistance to fire usually evil. damage. Size. Half-‐‑orcs are somewhat larger and bulkier Infernal Legacy. You know the thaumaturgy than humans, and they range from 5 to well over 6 cantrip. When you reach 3rd level, you can cast the feet tall. Your size is Medium. hellish rebuke spell as a 2nd-‐‑level spell once with this Speed. Your base walking speed is 30 feet. trait and regain the ability to do so when you finish a Darkvision. Thanks to your orc blood, you have long rest. When you reach 5th level, you can cast the superior vision in dark and dim conditions. You can darkness spell once with this trait and regain the see in dim light within 60 feet of you as if it were ability to do so when you finish a long rest. Charisma bright light, and in darkness as if it were dim light. is your spellcasting ability for these spells. You can’t discern color in darkness, only shades of Languages. You can speak, read, and write gray. Common and Infernal. Menacing. You gain proficiency in the Intimidation skill. Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 System Reference Document 5.1 7 Rage Barbarian 12th +4 Ability Score Improvement 5 +3 13th +5 Brutal Critical 5 +3 Class Features 14th +5 (2 dice) Path feature 5 +3 As a barbarian, you gain the following class features. 15th +5 Persistent 5 +3 Rage Hit Points 16th +5 Ability Score 5 +4 Hit Dice: 1d12 per barbarian level Improvement Hit Points at 1st Level: 12 + your Constitution 17th +6 Brutal Critical 6 +4 modifier (3 dice) Hit Points at Higher Levels: 1d12 (or 7) + your 18th +6 Indomitable 6 +4 Might Constitution modifier per barbarian level after 1st 19th +6 Ability Score 6 +4 Improvement Proficiencies 20th +6 Primal Unlimited +4 Armor: Light armor, medium armor, shields Champion Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Strength, Constitution Rage Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. Equipment While raging, you gain the following benefits if you You start with the following equipment, in addition aren’t wearing heavy armor: to the equipment granted by your background: • You have advantage on Strength checks and • (a) a greataxe or (b) any martial melee weapon Strength saving throws. • (a) two handaxes or (b) any simple weapon • When you make a melee weapon attack using • An explorer’s pack and four javelins Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the The Barbarian Barbarian table. Proficiency Rage • You have resistance to bludgeoning, piercing, and Level Bonus Features Rages Damage slashing damage. 1st +2 Rage, 2 +2 If you are able to cast spells, you can’t cast them or Unarmored concentrate on them while raging. Defense Your rage lasts for 1 minute. It ends early if you 2nd +2 Reckless 2 +2 are knocked unconscious or if your turn ends and Attack, you haven’t attacked a hostile creature since your Danger Sense last turn or taken damage since then. You can also 3rd +2 Primal Path 3 +2 end your rage on your turn as a bonus action. 4th +2 Ability Score 3 +2 Once you have raged the number of times shown Improvement for your barbarian level in the Rages column of the 5th +3 Extra Attack, 3 +2 Fast Barbarian table, you must finish a long rest before Movement you can rage again. 6th +3 Path feature 4 +2 7th +3 Feral Instinct 4 +2 Unarmored Defense 8th +3 Ability Score 4 +2 While you are not wearing any armor, your Armor Improvement Class equals 10 + your Dexterity modifier + your 9th +4 Brutal Critical 4 +3 Constitution modifier. You can use a shield and still (1 die) gain this benefit. 10th +4 Path feature 4 +3 11th +4 Relentless 4 +3 System Reference Document 5.1 8 Reckless Attack Brutal Critical Starting at 2nd level, you can throw aside all concern Beginning at 9th level, you can roll one additional for defense to attack with fierce desperation. When weapon damage die when determining the extra you make your first attack on your turn, you can damage for a critical hit with a melee attack. decide to attack recklessly. Doing so gives you This increases to two additional dice at 13th level advantage on melee weapon attack rolls using and three additional dice at 17th level. Strength during this turn, but attack rolls against you have advantage until your next turn. Relentless Rage Danger Sense Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit At 2nd level, you gain an uncanny sense of when points while you’re raging and don’t die outright, things nearby aren’t as they should be, giving you an you can make a DC 10 Constitution saving throw. If edge when you dodge away from danger. you succeed, you drop to 1 hit point instead. You have advantage on Dexterity saving throws Each time you use this feature after the first, the against effects that you can see, such as traps and DC increases by 5. When you finish a short or long spells. To gain this benefit, you can’t be blinded, rest, the DC resets to 10. deafened, or incapacitated. Persistent Rage Primal Path Beginning at 15th level, your rage is so fierce that it At 3rd level, you choose a path that shapes the ends early only if you fall unconscious or if you nature of your rage. Choose the Path of the choose to end it. Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. Your Indomitable Might choice grants you features at 3rd level and again at Beginning at 18th level, if your total for a Strength 6th, 10th, and 14th levels. check is less than your Strength score, you can use Ability Score Improvement that score in place of the total. When you reach 4th level, and again at 8th, 12th, Primal Champion 16th, and 19th level, you can increase one ability At 20th level, you embody the power of the wilds. score of your choice by 2, or you can increase two Your Strength and Constitution scores increase by 4. ability scores of your choice by 1. As normal, you Your maximum for those scores is now 24. can’t increase an ability score above 20 using this feature. Path of the Berserker Extra Attack For some barbarians, rage is a means to an end— that end being violence. The Path of the Berserker is Beginning at 5th level, you can attack twice, instead a path of untrammeled fury, slick with blood. As you of once, whenever you take the Attack action on your enter the berserker’s rage, you thrill in the chaos of turn. battle, heedless of your own health or well-‐‑being. Fast Movement Frenzy Starting at 5th level, your speed increases by 10 feet Starting when you choose this path at 3rd level, you while you aren’t wearing heavy armor. can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single Feral Instinct melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you By 7th level, your instincts are so honed that you suffer one level of exhaustion (as described in have advantage on initiative rolls. appendix PH-‐‑A). Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn. System Reference Document 5.1 9 Mindless Rage Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage. Intimidating Presence Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours. Retaliation Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature. System Reference Document 5.1 10 Weapons: Simple weapons, hand crossbows, Bard longswords, rapiers, shortswords Tools: Three musical instruments of your choice Saving Throws: Dexterity, Charisma Class Features Skills: Choose any three As a bard, you gain the following class features. Equipment You start with the following equipment, in addition Hit Points to the equipment granted by your background: Hit Dice: 1d8 per bard level Hit Points at 1st Level: 8 + your Constitution • (a) a rapier, (b) a longsword, or (c) any simple modifier weapon Hit Points at Higher Levels: 1d8 (or 5) + your • (a) a diplomat’s pack or (b) an entertainer’s pack Constitution modifier per bard level after 1st • (a) a lute or (b) any other musical instrument • Leather armor and a dagger Proficiencies Armor: Light armor The Bard Proficiency Cantrips Spells —Spell Slots per Spell Level— Level Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting, Bardic Inspiration 2 4 2 ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶ (d6) 2nd +2 Jack of All Trades, Song of Rest 2 5 3 ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶ (d6) 3rd +2 Bard College, Expertise 2 6 4 2 ̶ ̶ ̶ ̶ ̶ ̶ ̶ 4th +2 Ability Score Improvement 3 7 4 3 ̶ ̶ ̶ ̶ ̶ ̶ ̶ 5th +3 Bardic Inspiration (d8), Font of 3 8 4 3 2 ̶ ̶ ̶ ̶ ̶ ̶ Inspiration 6th +3 Countercharm, Bard College 3 9 4 3 3 ̶ ̶ ̶ ̶ ̶ ̶ feature 7th +3 ̶ 3 10 4 3 3 1 ̶ ̶ ̶ ̶ ̶ 8th +3 Ability Score Improvement 3 11 4 3 3 2 ̶ ̶ ̶ ̶ ̶ 9th +4 Song of Rest (d8) 3 12 4 3 3 3 1 ̶ ̶ ̶ ̶ 10th +4 Bardic Inspiration (d10), 4 14 4 3 3 3 2 ̶ ̶ ̶ ̶ Expertise, Magical Secrets 11th +4 ̶ 4 15 4 3 3 3 2 1 ̶ ̶ ̶ 12th +4 Ability Score Improvement 4 15 4 3 3 3 2 1 ̶ ̶ ̶ 13th +5 Song of Rest (d10) 4 16 4 3 3 3 2 1 1 ̶ ̶ 14th +5 Magical Secrets, Bard College 4 18 4 3 3 3 2 1 1 ̶ ̶ feature 15th +5 Bardic Inspiration (d12) 4 19 4 3 3 3 2 1 1 1 ̶ 16th +5 Ability Score Improvement 4 19 4 3 3 3 2 1 1 1 ̶ 17th +6 Song of Rest (d12) 4 20 4 3 3 3 2 1 1 1 1 18th +6 Magical Secrets 4 22 4 3 3 3 3 1 1 1 1 19th +6 Ability Score Improvement 4 22 4 3 3 3 3 2 1 1 1 20th +6 Superior Inspiration 4 22 4 3 3 3 3 2 2 1 1 Spellcasting Your spells are part of your vast repertoire, magic that you can tune to different situations. You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. System Reference Document 5.1 11 Cantrips Spellcasting Focus You know two cantrips of your choice from the bard You can use a musical instrument (see “Equipment”) spell list. You learn additional bard cantrips of your as a spellcasting focus for your bard spells. choice at higher levels, as shown in the Cantrips Known column of the Bard table. Bardic Inspiration You can inspire others through stirring words or Spell Slots music. To do so, you use a bonus action on your turn The Bard table shows how many spell slots you have to choose one creature other than yourself within 60 to cast your spells of 1st level and higher. To cast feet of you who can hear you. That creature gains one of these spells, you must expend a slot of the one Bardic Inspiration die, a d6. spell’s level or higher. You regain all expended spell Once within the next 10 minutes, the creature can slots when you finish a long rest. roll the die and add the number rolled to one ability For example, if you know the 1st-‐‑level spell cure check, attack roll, or saving throw it makes. The wounds and have a 1st-‐‑level and a 2nd-‐‑level spell creature can wait until after it rolls the d20 before slot available, you can cast cure wounds using either deciding to use the Bardic Inspiration die, but must slot. decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is Spells Known of 1st Level and Higher lost. A creature can have only one Bardic Inspiration You know four 1st-‐‑level spells of your choice from die at a time. the bard spell list. You can use this feature a number of times equal The Spells Known column of the Bard table shows to your Charisma modifier (a minimum of once). You when you learn more bard spells of your choice. regain any expended uses when you finish a long Each of these spells must be of a level for which you rest. have spell slots, as shown on the table. For instance, Your Bardic Inspiration die changes when you when you reach 3rd level in this class, you can learn reach certain levels in this class. The die becomes a one new spell of 1st or 2nd level. d8 at 5th level, a d10 at 10th level, and a d12 at 15th Additionally, when you gain a level in this class, level. you can choose one of the bard spells you know and replace it with another spell from the bard spell list, Jack of All Trades which also must be of a level for which you have spell slots. Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability Spellcasting Ability check you make that doesn’t already include your Charisma is your spellcasting ability for your bard proficiency bonus. spells. Your magic comes from the heart and soul you pour into the performance of your music or Song of Rest oration. You use your Charisma whenever a spell Beginning at 2nd level, you can use soothing music refers to your spellcasting ability. In addition, you or oration to help revitalize your wounded allies use your Charisma modifier when setting the saving during a short rest. If you or any friendly creatures throw DC for a bard spell you cast and when making who can hear your performance regain hit points at an attack roll with one. the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra Spell save DC = 8 + your proficiency bonus + 1d6 hit points. your Charisma modifier The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to Spell attack modifier = your proficiency bonus + 1d10 at 13th level, and to 1d12 at 17th level. your Charisma modifier Bard College Ritual Casting You can cast any bard spell you know as a ritual if At 3rd level, you delve into the advanced techniques that spell has the ritual tag. of a bard college of your choice, such as the College of Lore. Your choice grants you features at 3rd level and again at 6th and 14th level. System Reference Document 5.1 12 Expertise College of Lore At 3rd level, choose two of your skill proficiencies. Bards of the College of Lore know something about Your proficiency bonus is doubled for any ability most things, collecting bits of knowledge from check you make that uses either of the chosen sources as diverse as scholarly tomes and peasant proficiencies. tales. Whether singing folk ballads in taverns or At 10th level, you can choose another two skill elaborate compositions in royal courts, these bards proficiencies to gain this benefit. use their gifts to hold audiences spellbound. When the applause dies down, the audience members Ability Score Improvement might find themselves questioning everything they When you reach 4th level, and again at 8th, 12th, held to be true, from their faith in the priesthood of 16th, and 19th level, you can increase one ability the local temple to their loyalty to the king. score of your choice by 2, or you can increase two The loyalty of these bards lies in the pursuit of ability scores of your choice by 1. As normal, you beauty and truth, not in fealty to a monarch or can’t increase an ability score above 20 using this following the tenets of a deity. A noble who keeps feature. such a bard as a herald or advisor knows that the bard would rather be honest than politic. Font of Inspiration The college’s members gather in libraries and sometimes in actual colleges, complete with Beginning when you reach 5th level, you regain all of classrooms and dormitories, to share their lore with your expended uses of Bardic Inspiration when you one another. They also meet at festivals or affairs of finish a short or long rest. state, where they can expose corruption, unravel lies, and poke fun at self-‐‑important figures of authority. Countercharm At 6th level, you gain the ability to use musical notes Bonus Proficiencies or words of power to disrupt mind-‐‑influencing When you join the College of Lore at 3rd level, you effects. As an action, you can start a performance gain proficiency with three skills of your choice. that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet Cutting Words of you have advantage on saving throws against Also at 3rd level, you learn how to use your wit to being frightened or charmed. A creature must be distract, confuse, and otherwise sap the confidence able to hear you to gain this benefit. The and competence of others. When a creature that you performance ends early if you are incapacitated or can see within 60 feet of you makes an attack roll, an silenced or if you voluntarily end it (no action ability check, or a damage roll, you can use your required). reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and Magical Secrets subtracting the number rolled from the creature’s roll. You can choose to use this feature after the By 10th level, you have plundered magical creature makes its roll, but before the GM knowledge from a wide spectrum of disciplines. determines whether the attack roll or ability check Choose two spells from any class, including this one. succeeds or fails, or before the creature deals its A spell you choose must be of a level you can cast, as damage. The creature is immune if it can’t hear you shown on the Bard table, or a cantrip. or if it’s immune to being charmed. The chosen spells count as bard spells for you and are included in the number in the Spells Known Additional Magical Secrets column of the Bard table. At 6th level, you learn two spells of your choice from You learn two additional spells from any class at any class. A spell you choose must be of a level you 14th level and again at 18th level. can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but Superior Inspiration don’t count against the number of bard spells you At 20th level, when you roll initiative and have no know. uses of Bardic Inspiration left, you regain one use. System Reference Document 5.1 13 Peerless Skill Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the GM tells you whether you succeed or fail. System Reference Document 5.1 14 Tools: None Cleric Saving Throws: Wisdom, Charisma Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion Class Features Equipment As a cleric, you gain the following class features. You start with the following equipment, in addition to the equipment granted by your background: Hit Points Hit Dice: 1d8 per cleric level • (a) a mace or (b) a warhammer (if proficient) Hit Points at 1st Level: 8 + your Constitution • (a) scale mail, (b) leather armor, or (c) chain mail modifier (if proficient) Hit Points at Higher Levels: 1d8 (or 5) + your • (a) a light crossbow and 20 bolts or (b) any simple Constitution modifier per cleric level after 1st weapon • (a) a priest’s pack or (b) an explorer’s pack Proficiencies • A shield and a holy symbol Armor: Light armor, medium armor, shields Weapons: Simple weapons The Cleric Proficiency Cantrips ̶Spell Slots per Spell Level̶ Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting, Divine Domain 3 2 ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶ 2nd +2 Channel Divinity (1/rest), Divine Domain 3 3 ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶ feature 3rd +2 ̶ 3 4 2 ̶ ̶ ̶ ̶ ̶ ̶ ̶ 4th +2 Ability Score Improvement 4 4 3 ̶ ̶ ̶ ̶ ̶ ̶ ̶ 5th +3 Destroy Undead (CR 1/2) 4 4 3 2 ̶ ̶ ̶ ̶ ̶ ̶ 6th +3 Channel Divinity (2/rest), Divine Domain 4 4 3 3 ̶ ̶ ̶ ̶ ̶ ̶ feature 7th +3 ̶ 4 4 3 3 1 ̶ ̶ ̶ ̶ ̶ 8th +3 Ability Score Improvement, Destroy Undead 4 4 3 3 2 ̶ ̶ ̶ ̶ ̶ (CR 1), Divine Domain feature 9th +4 ̶ 4 4 3 3 3 1 ̶ ̶ ̶ ̶ 10th +4 Divine Intervention 5 4 3 3 3 2 ̶ ̶ ̶ ̶ 11th +4 Destroy Undead (CR 2) 5 4 3 3 3 2 1 ̶ ̶ ̶ 12th +4 Ability Score Improvement 5 4 3 3 3 2 1 ̶ ̶ ̶ 13th +5 ̶ 5 4 3 3 3 2 1 1 ̶ ̶ 14th +5 Destroy Undead (CR 3) 5 4 3 3 3 2 1 1 ̶ ̶ 15th +5 ̶ 5 4 3 3 3 2 1 1 1 ̶ 16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 ̶ 17th +6 Destroy Undead (CR 4), Divine Domain 5 4 3 3 3 2 1 1 1 1 feature 18th +6 Channel Divinity (3/rest) 5 4 3 3 3 3 1 1 1 1 19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1 20th +6 Divine Intervention improvement 5 4 3 3 3 3 2 2 1 1 Spellcasting Cantrips As a conduit for divine power, you can cast cleric At 1st level, you know three cantrips of your choice spells. from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table. System Reference Document 5.1 15 Preparing and Casting Spells associated with it. Your choice grants you domain The Cleric table shows how many spell slots you spells and other features when you choose it at 1st have to cast your spells of 1st level and higher. To level. It also grants you additional ways to use cast one of these spells, you must expend a slot of Channel Divinity when you gain that feature at 2nd the spell’s level or higher. You regain all expended level, and additional benefits at 6th, 8th, and 17th spell slots when you finish a long rest. levels. You prepare the list of cleric spells that are available for you to cast, choosing from the cleric Domain Spells spell list. When you do so, choose a number of cleric Each domain has a list of spells—its domain spells— spells equal to your Wisdom modifier + your cleric that you gain at the cleric levels noted in the domain level (minimum of one spell). The spells must be of a description. Once you gain a domain spell, you level for which you have spell slots. always have it prepared, and it doesn’t count against For example, if you are a 3rd-‐‑level cleric, you have the number of spells you can prepare each day. four 1st-‐‑level and two 2nd-‐‑level spell slots. With a If you have a domain spell that doesn’t appear on Wisdom of 16, your list of prepared spells can the cleric spell list, the spell is nonetheless a cleric include six spells of 1st or 2nd level, in any spell for you. combination. If you prepare the 1st-‐‑level spell cure wounds, you can cast it using a 1st-‐‑level or 2nd-‐‑level Channel Divinity slot. Casting the spell doesn’t remove it from your At 2nd level, you gain the ability to channel divine list of prepared spells. energy directly from your deity, using that energy to You can change your list of prepared spells when fuel magical effects. You start with two such effects: you finish a long rest. Preparing a new list of cleric Turn Undead and an effect determined by your spells requires time spent in prayer and meditation: domain. Some domains grant you additional effects at least 1 minute per spell level for each spell on as you advance in levels, as noted in the domain your list. description. When you use your Channel Divinity, you choose Spellcasting Ability which effect to create. You must then finish a short Wisdom is your spellcasting ability for your cleric or long rest to use your Channel Divinity again. spells. The power of your spells comes from your Some Channel Divinity effects require saving devotion to your deity. You use your Wisdom throws. When you use such an effect from this class, whenever a cleric spell refers to your spellcasting the DC equals your cleric spell save DC. ability. In addition, you use your Wisdom modifier Beginning at 6th level, you can use your Channel when setting the saving throw DC for a cleric spell Divinity twice between rests, and beginning at 18th you cast and when making an attack roll with one. level, you can use it three times between rests. When you finish a short or long rest, you regain your Spell save DC = 8 + your proficiency bonus + expended uses. your Wisdom modifier Channel Divinity: Turn Undead Spell attack modifier = your proficiency bonus + As an action, you present your holy symbol and your Wisdom modifier speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must Ritual Casting make a Wisdom saving throw. If the creature fails its You can cast a cleric spell as a ritual if that spell has saving throw, it is turned for 1 minute or until it the ritual tag and you have the spell prepared. takes any damage. A turned creature must spend its turns trying to Spellcasting Focus move as far away from you as it can, and it can’t You can use a holy symbol (see “Equipment”) as a willingly move to a space within 30 feet of you. It spellcasting focus for your cleric spells. also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect Divine Domain that prevents it from moving. If there’s nowhere to Choose one domain related to your deity, such as move, the creature can use the Dodge action. Life. Each domain is detailed at the end of the class description, and each one provides examples of gods System Reference Document 5.1 16 Ability Score Improvement endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such When you reach 4th level, and again at 8th, 12th, as Hestia, Hathor, and Boldrei). 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Life Domain Spells ability scores of your choice by 1. As normal, you Cleric Level Spells can’t increase an ability score above 20 using this 1st bless, cure wounds feature. 3rd lesser restoration, spiritual weapon 5th beacon of hope, revivify Destroy Undead 7th death ward, guardian of faith 9th mass cure wounds, raise dead Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the Bonus Proficiency creature is instantly destroyed if its challenge rating When you choose this domain at 1st level, you gain is at or below a certain threshold, as shown in the proficiency with heavy armor. Destroy Undead table. Destroy Undead Disciple of Life Also starting at 1st level, your healing spells are Cleric Level Destroys Undead of CR . . . more effective. Whenever you use a spell of 1st level 5th 1/2 or lower or higher to restore hit points to a creature, the 8th 1 or lower creature regains additional hit points equal to 2 + 11th 2 or lower 14th 3 or lower the spell’s level. 17th 4 or lower Channel Divinity: Preserve Life Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. Divine Intervention As an action, you present your holy symbol and Beginning at 10th level, you can call on your deity to evoke healing energy that can restore a number of intervene on your behalf when your need is great. hit points equal to five times your cleric level. Imploring your deity’s aid requires you to use Choose any creatures within 30 feet of you, and your action. Describe the assistance you seek, and divide those hit points among them. This feature can roll percentile dice. If you roll a number equal to or restore a creature to no more than half of its hit lower than your cleric level, your deity intervenes. point maximum. You can’t use this feature on an The GM chooses the nature of the intervention; the undead or a construct. effect of any cleric spell or cleric domain spell would be appropriate. Blessed Healer If your deity intervenes, you can’t use this feature Beginning at 6th level, the healing spells you cast on again for 7 days. Otherwise, you can use it again others heal you as well. When you cast a spell of 1st after you finish a long rest. level or higher that restores hit points to a creature At 20th level, your call for intervention succeeds other than you, you regain hit points equal to 2 + the automatically, no roll required. spell’s level. Life Domain Divine Strike At 8th level, you gain the ability to infuse your The Life domain focuses on the vibrant positive weapon strikes with divine energy. Once on each of energy—one of the fundamental forces of the your turns when you hit a creature with a weapon universe—that sustains all life. The gods of life attack, you can cause the attack to deal an extra 1d8 promote vitality and health through healing the sick radiant damage to the target. When you reach 14th and wounded, caring for those in need, and driving level, the extra damage increases to 2d8. away the forces of death and undeath. Almost any non-‐‑evil deity can claim influence over this domain, Supreme Healing particularly agricultural deities (such as Chauntea, Starting at 17th level, when you would normally roll Arawai, and Demeter), sun gods (such as Lathander, one or more dice to restore hit points with a spell, Pelor, and Re-‐‑Horakhty), gods of healing or you instead use the highest number possible for System Reference Document 5.1 17 each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12. System Reference Document 5.1 18 Weapons: Clubs, daggers, darts, javelins, maces, Druid quarterstaffs, scimitars, sickles, slings, spears Tools: Herbalism kit Saving Throws: Intelligence, Wisdom Class Features Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, As a druid, you gain the following class features. and Survival Hit Points Equipment Hit Dice: 1d8 per druid level You start with the following equipment, in addition Hit Points at 1st Level: 8 + your Constitution to the equipment granted by your background: modifier Hit Points at Higher Levels: 1d8 (or 5) + your • (a) a wooden shield or (b) any simple weapon Constitution modifier per druid level after 1st • (a) a scimitar or (b) any simple melee weapon • Leather armor, an explorer’s pack, and a druidic Proficiencies focus Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) The Druid Proficiency Cantrips ̶Spell Slots per Spell Level̶ Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Druidic, Spellcasting 2 2 ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶ 2nd +2 Wild Shape, Druid Circle 2 3 ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶ 3rd +2 ̶ 2 4 2 ̶ ̶ ̶ ̶ ̶ ̶ ̶ 4th +2 Wild Shape improvement, Ability Score 3 4 3 ̶ ̶ ̶ ̶ ̶ ̶ ̶ Improvement 5th +3 ̶ 3 4 3 2 ̶ ̶ ̶ ̶ ̶ ̶ 6th +3 Druid Circle feature 3 4 3 3 ̶ ̶ ̶ ̶ ̶ ̶ 7th +3 ̶ 3 4 3 3 1 ̶ ̶ ̶ ̶ ̶ 8th +3 Wild Shape improvement, Ability Score 3 4 3 3 2 ̶ ̶ ̶ ̶ ̶ Improvement 9th +4 ̶ 3 4 3 3 3 1 ̶ ̶ ̶ ̶ 10th +4 Druid Circle feature 4 4 3 3 3 2 ̶ ̶ ̶ ̶ 11th +4 ̶ 4 4 3 3 3 2 1 ̶ ̶ ̶ 12th +4 Ability Score Improvement 4 4 3 3 3 2 1 ̶ ̶ ̶ 13th +5 ̶ 4 4 3 3 3 2 1 1 ̶ ̶ 14th +5 Druid Circle feature 4 4 3 3 3 2 1 1 ̶ ̶ 15th +5 ̶ 4 4 3 3 3 2 1 1 1 ̶ 16th +5 Ability Score Improvement 4 4 3 3 3 2 1 1 1 ̶ 17th +6 ̶ 4 4 3 3 3 2 1 1 1 1 18th +6 Timeless Body, Beast Spells 4 4 3 3 3 3 1 1 1 1 19th +6 Ability Score Improvement 4 4 3 3 3 3 2 1 1 1 20th +6 Archdruid 4 4 3 3 3 3 2 2 1 1 Druidic (Perception) check but can’t decipher it without magic. You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden Spellcasting messages. You and others who know this language Drawing on the divine essence of nature itself, you automatically spot such a message. Others spot the can cast spells to shape that essence to your will. message’s presence with a successful DC 15 Wisdom System Reference Document 5.1 19 Cantrips Spellcasting Focus At 1st level, you know two cantrips of your choice You can use a druidic focus (see “Equipment”) as a from the druid spell list. You learn additional druid spellcasting focus for your druid spells. cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table. Wild Shape Starting at 2nd level, you can use your action to Preparing and Casting Spells magically assume the shape of a beast that you have The Druid table shows how many spell slots you seen before. You can use this feature twice. You have to cast your spells of 1st level and higher. To regain expended uses when you finish a short or cast one of these druid spells, you must expend a slot long rest. of the spell’s level or higher. You regain all expended Your druid level determines the beasts you can spell slots when you finish a long rest. transform into, as shown in the Beast Shapes table. You prepare the list of druid spells that are At 2nd level, for example, you can transform into any available for you to cast, choosing from the druid beast that has a challenge rating of 1/4 or lower that spell list. When you do so, choose a number of druid doesn’t have a flying or swimming speed. spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a Beast Shapes level for which you have spell slots. Max. For example, if you are a 3rd-‐‑level druid, you have Level CR Limitations Example four 1st-‐‑level and two 2nd-‐‑level spell slots. With a 2nd 1/4 No flying or swimming Wolf Wisdom of 16, your list of prepared spells can speed include six spells of 1st or 2nd level, in any 4th 1/2 No flying speed Crocodile combination. If you prepare the 1st-‐‑level spell cure 8th 1 — Giant wounds, you can cast it using a 1st-‐‑level or 2nd-‐‑level eagle slot. Casting the spell doesn’t remove it from your list of prepared spells. You can stay in a beast shape for a number of You can also change your list of prepared spells hours equal to half your druid level (rounded down). when you finish a long rest. Preparing a new list of You then revert to your normal form unless you druid spells requires time spent in prayer and expend another use of this feature. You can revert to meditation: at least 1 minute per spell level for each your normal form earlier by using a bonus action on spell on your list. your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. Spellcasting Ability While you are transformed, the following rules Wisdom is your spellcasting ability for your druid apply: spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, whenever a spell refers to your spellcasting ability. personality, and Intelligence, Wisdom, and In addition, you use your Wisdom modifier when Charisma scores. You also retain all of your skill setting the saving throw DC for a druid spell you cast and saving throw proficiencies, in addition to and when making an attack roll with one. gaining those of the creature. If the creature has the same proficiency as you and the bonus in its Spell save DC = 8 + your proficiency bonus + stat block is higher than yours, use the creature’s your Wisdom modifier bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them. Spell attack modifier = your proficiency bonus + • When you transform, you assume the beast’s hit your Wisdom modifier points and Hit Dice. When you revert to your Ritual Casting normal form, you return to the number of hit points you had before you transformed. However, You can cast a druid spell as a ritual if that spell has if you revert as a result of dropping to 0 hit points, the ritual tag and you have the spell prepared. any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you System Reference Document 5.1 20 revert and take 9 damage. As long as the excess components of a druid spell while in a beast shape, damage doesn’t reduce your normal form to 0 hit but you aren’t able to provide material components. points, you aren’t knocked unconscious. • You can’t cast spells, and your ability to speak or Archdruid take any action that requires hands is limited to At 20th level, you can use your Wild Shape an the capabilities of your beast form. Transforming unlimited number of times. doesn’t break your concentration on a spell you’ve Additionally, you can ignore the verbal and already cast, however, or prevent you from taking somatic components of your druid spells, as well as actions that are part of a spell, such as call any material components that lack a cost and aren’t lightning, that you’ve already cast. consumed by a spell. You gain this benefit in both • You retain the benefit of any features from your your normal shape and your beast shape from Wild class, race, or other source and can use them if the Shape. new form is physically capable of doing so. However, you can’t use any of your special senses, Circle of the Land such as darkvision, unless your new form also has that sense. The Circle of the Land is made up of mystics and • You choose whether your equipment falls to the sages who safeguard ancient knowledge and rites ground in your space, merges into your new form, through a vast oral tradition. These druids meet or is worn by it. Worn equipment functions as within sacred circles of trees or standing stones to normal, but the GM decides whether it is practical whisper primal secrets in Druidic. The circle’s wisest for the new form to wear a piece of equipment, members preside as the chief priests of communities based on the creature’s shape and size. Your that hold to the Old Faith and serve as advisors to equipment doesn’t change size or shape to match the rulers of those folk. As a member of this circle, the new form, and any equipment that the new your magic is influenced by the land where you were form can’t wear must either fall to the ground or initiated into the circle’s mysterious rites. merge with it. Equipment that merges with the form has no effect until you leave the form. Bonus Cantrip When you choose this circle at 2nd level, you learn Druid Circle one additional druid cantrip of your choice. At 2nd level, you choose to identify with a circle of Natural Recovery druids, such as the Circle of the Land. Your choice Starting at 2nd level, you can regain some of your grants you features at 2nd level and again at 6th, magical energy by sitting in meditation and 10th, and 14th level. communing with nature. During a short rest, you Ability Score Improvement choose expended spell slots to recover. The spell slots can have a combined level that is equal to or When you reach 4th level, and again at 8th, 12th, less than half your druid level (rounded up), and 16th, and 19th level, you can increase one ability none of the slots can be 6th level or higher. You can’t score of your choice by 2, or you can increase two use this feature again until you finish a long rest. ability scores of your choice by 1. As normal, you For example, when you are a 4th-‐‑level druid, you can’t increase an ability score above 20 using this can recover up to two levels worth of spell slots. You feature. can recover either a 2nd-‐‑level slot or two 1st-‐‑level slots. Timeless Body Starting at 18th level, the primal magic that you Circle Spells wield causes you to age more slowly. For every 10 Your mystical connection to the land infuses you years that pass, your body ages only 1 year. with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells Beast Spells connected to the land where you became a druid. Choose that land—arctic, coast, desert, forest, Beginning at 18th level, you can cast many of your grassland, mountain, or swamp—and consult the druid spells in any shape you assume using Wild associated list of spells. Shape. You can perform the somatic and verbal System Reference Document 5.1 21 Once you gain access to a circle spell, you always 5th water walk, stinking cloud have it prepared, and it doesn’t count against the 7th freedom of movement, locate creature number of spells you can prepare each day. If you 9th insect plague, scrying gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell Land’s Stride for you. Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You Arctic can also pass through nonmagical plants without Druid Level Circle Spells being slowed by them and without taking damage 3rd hold person, spike growth from them if they have thorns, spines, or a similar 5th sleet storm, slow hazard. 7th freedom of movement, ice storm In addition, you have advantage on saving throws 9th commune with nature, cone of cold against plants that are magically created or manipulated to impede movement, such those Coast created by the entangle spell. Druid Level Circle Spells 3rd mirror image, misty step Nature’s Ward 5th water breathing, water walk When you reach 10th level, you can’t be charmed or 7th control water, freedom of movement frightened by elementals or fey, and you are immune 9th conjure elemental, scrying to poison and disease. Desert Nature’s Sanctuary Druid Level Circle Spells When you reach 14th level, creatures of the natural 3rd blur, silence world sense your connection to nature and become 5th create food and water, protection from hesitant to attack you. When a beast or plant energy creature attacks you, that creature must make a 7th blight, hallucinatory terrain Wisdom saving throw against your druid spell save 9th insect plague, wall of stone DC. On a failed save, the creature must choose a different target, or the attack automatically misses. Forest On a successful save, the creature is immune to this effect for 24 hours. Druid Level Circle Spells The creature is aware of this effect before it makes 3rd barkskin, spider climb 5th call lightning, plant growth its attack against you. 7th divination, freedom of movement 9th commune with nature, tree stride Sacred Plants and Wood A druid holds certain plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, Grassland willow, and yew. Druids often use such plants as part of a Druid Level Circle Spells spellcasting focus, incorporating lengths of oak or yew or 3rd invisibility, pass without trace sprigs of mistletoe. 5th daylight, haste Similarly, a druid uses such woods to make other objects, 7th divination, freedom of movement such as weapons and shields. Yew is associated with death 9th dream, insect plague and rebirth, so weapon handles for scimitars or sickles might be fashioned from it. Ash is associated with life and oak with Mountain strength. These woods make excellent hafts or whole Druid Level Circle Spells weapons, such as clubs or quarterstaffs, as well as shields. 3rd spider climb, spike growth Alder is associated with air, and it might be used for thrown 5th lightning bolt, meld into stone weapons, such as darts or javelins. 7th stone shape, stoneskin Druids from regions that lack the plants described here 9th passwall, wall of stone have chosen other plants to take on similar uses. For instance, a druid of a desert region might value the yucca tree and cactus plants. Swamp Druid Level Circle Spells 3rd acid arrow, darkness System Reference Document 5.1 22 Druids and the Gods Some druids venerate the forces of nature themselves, but most druids are devoted to one of the many nature deities worshiped in the multiverse (the lists of gods in appendix PH-‐ B include many such deities). The worship of these deities is often considered a more ancient tradition than the faiths of clerics and urbanized peoples. System Reference Document 5.1 23 16th +5 Ability Score Improvement Fighter 17th +6 Action Surge (two uses), Indomitable (three uses) 18th +6 Martial Archetype feature Class Features 19th 20th +6 +6 Ability Score Improvement Extra Attack (3) As a fighter, you gain the following class features. Hit Points Fighting Style Hit Dice: 1d10 per fighter level You adopt a particular style of fighting as your Hit Points at 1st Level: 10 + your Constitution specialty. Choose one of the following options. You modifier can’t take a Fighting Style option more than once, Hit Points at Higher Levels: 1d10 (or 6) + your even if you later get to choose again. Constitution modifier per fighter level after 1st Proficiencies Archery You gain a +2 bonus to attack rolls you make with Armor: All armor, shields ranged weapons. Weapons: Simple weapons, martial weapons Tools: None Defense Saving Throws: Strength, Constitution While you are wearing armor, you gain a +1 bonus to Skills: Choose two skills from Acrobatics, Animal AC. Handling, Athletics, History, Insight, Intimidation, Perception, and Survival Dueling Equipment When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to You start with the following equipment, in addition damage rolls with that weapon. to the equipment granted by your background: • (a) chain mail or (b) leather armor, longbow, and Great Weapon Fighting 20 arrows When you roll a 1 or 2 on a damage die for an attack • (a) a martial weapon and a shield or (b) two you make with a melee weapon that you are martial weapons wielding with two hands, you can reroll the die and • (a) a light crossbow and 20 bolts or (b) two must use the new roll, even if the new roll is a 1 or a handaxes 2. The weapon must have the two-‐‑handed or • (a) a dungeoneer’s pack or (b) an explorer’s pack versatile property for you to gain this benefit. Protection The Fighter When a creature you can see attacks a target other Proficiency than you that is within 5 feet of you, you can use Level Bonus Features your reaction to impose disadvantage on the attack 1st +2 Fighting Style, Second Wind roll. You must be wielding a shield. 2nd +2 Action Surge (one use) 3rd +2 Martial Archetype Two-Weapon Fighting 4th +2 Ability Score Improvement When you engage in two-‐‑weapon fighting, you can 5th +3 Extra Attack add your ability modifier to the damage of the 6th +3 Ability Score Improvement second attack. 7th +3 Martial Archetype feature 8th +3 Ability Score Improvement Second Wind 9th +4 Indomitable (one use) 10th +4 Martial Archetype feature You have a limited well of stamina that you can draw 11th +4 Extra Attack (2) on to protect yourself from harm. On your turn, you 12th +4 Ability Score Improvement can use a bonus action to regain hit points equal to 13th +5 Indomitable (two uses) 1d10 + your fighter level. Once you use this feature, 14th +5 Ability Score Improvement you must finish a short or long rest before you can 15th +5 Martial Archetype feature use it again. System Reference Document 5.1 24 Action Surge Champion Starting at 2nd level, you can push yourself beyond The archetypal Champion focuses on the your normal limits for a moment. On your turn, you development of raw physical power honed to deadly can take one additional action on top of your regular perfection. Those who model themselves on this action and a possible bonus action. archetype combine rigorous training with physical Once you use this feature, you must finish a short excellence to deal devastating blows. or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only Improved Critical once on the same turn. Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a Martial Archetype roll of 19 or 20. At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques, Remarkable Athlete such as Champion. The archetype you choose grants Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, you features at 3rd level and again at 7th, 10th, 15th, Dexterity, or Constitution check you make that and 18th level. doesn’t already use your proficiency bonus. Ability Score Improvement In addition, when you make a running long jump, the distance you can cover increases by a number of When you reach 4th level, and again at 6th, 8th, 12th, feet equal to your Strength modifier. 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase Additional Fighting Style two ability scores of your choice by 1. As normal, At 10th level, you can choose a second option from you can’t increase an ability score above 20 using the Fighting Style class feature. this feature. Superior Critical Extra Attack Starting at 15th level, your weapon attacks score a Beginning at 5th level, you can attack twice, instead critical hit on a roll of 18–20. of once, whenever you take the Attack action on your turn. Survivor The number of attacks increases to three when At 18th level, you attain the pinnacle of resilience in you reach 11th level in this class and to four when battle. At the start of each of your turns, you regain you reach 20th level in this class. hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. Indomitable You don’t gain this benefit if you have 0 hit points. Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level. Martial Archetypes Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach. System Reference Document 5.1 25 Weapons: Simple weapons, shortswords Monk Tools: Choose one type of artisan’s tools or one musical instrument Saving Throws: Strength, Dexterity Class Features Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth As a monk, you gain the following class features. Equipment Hit Points You start with the following equipment, in addition Hit Dice: 1d8 per monk level to the equipment granted by your background: Hit Points at 1st Level: 8 + your Constitution modifier • (a) a shortsword or (b) any simple weapon Hit Points at Higher Levels: 1d8 (or 5) + your • (a) a dungeoneer’s pack or (b) an explorer’s pack Constitution modifier per monk level after 1st • 10 darts Proficiencies Armor: None The Monk Level Proficiency Bonus Martial Arts Ki Points Unarmored Movement Features 1st +2 1d4 — — Unarmored Defense, Martial Arts 2nd +2 1d4 2 +10 ft. Ki, Unarmored Movement 3rd +2 1d4 3 +10 ft. Monastic Tradition, Deflect Missiles 4th +2 1d4 4 +10 ft. Ability Score Improvement, Slow Fall 5th +3 1d6 5 +10 ft. Extra Attack, Stunning Strike 6th +3 1d6 6 +15 ft. Ki-‐Empowered Strikes, Monastic Tradition feature 7th +3 1d6 7 +15 ft. Evasion, Stillness of Mind 8th +3 1d6 8 +15 ft. Ability Score Improvement 9th +4 1d6 9 +15 ft. Unarmored Movement improvement 10th +4 1d6 10 +20 ft. Purity of Body 11th +4 1d8 11 +20 ft. Monastic Tradition feature 12th +4 1d8 12 +20 ft. Ability Score Improvement 13th +5 1d8 13 +20 ft. Tongue of the Sun and Moon 14th +5 1d8 14 +25 ft. Diamond Soul 15th +5 1d8 15 +25 ft. Timeless Body 16th +5 1d8 16 +25 ft. Ability Score Improvement 17th +6 1d10 17 +25 ft. Monastic Tradition feature 18th +6 1d10 18 +30 ft. Empty Body 19th +6 1d10 19 +30 ft. Ability Score Improvement 20th +6 1d10 20 +30 ft. Perfect Self Unarmored Defense You gain the following benefits while you are unarmed or wielding only monk weapons and you Beginning at 1st level, while you are wearing no aren’t wearing armor or wielding a shield: armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes Martial Arts and monk weapons. • You can roll a d4 in place of the normal damage of At 1st level, your practice of martial arts gives you your unarmed strike or monk weapon. This die mastery of combat styles that use unarmed strikes changes as you gain monk levels, as shown in the and monk weapons, which are shortswords and any Martial Arts column of the Monk table. simple melee weapons that don’t have the two-‐‑ • When you use the Attack action with an unarmed handed or heavy property. strike or a monk weapon on your turn, you can System Reference Document 5.1 26 make one unarmed strike as a bonus action. For Unarmored Movement example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed Starting at 2nd level, your speed increases by 10 feet strike as a bonus action, assuming you haven’t while you are not wearing armor or wielding a already taken a bonus action this turn. shield. This bonus increases when you reach certain Certain monasteries use specialized forms of the monk levels, as shown in the Monk table. monk weapons. For example, you might use a club At 9th level, you gain the ability to move along that is two lengths of wood connected by a short vertical surfaces and across liquids on your turn chain (called a nunchaku) or a sickle with a shorter, without falling during the move. straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game Monastic Tradition statistics provided for the weapon. When you reach 3rd level, you commit yourself to a monastic tradition, such as the Way of the Open Ki Hand. Your tradition grants you features at 3rd level Starting at 2nd level, your training allows you to and again at 6th, 11th, and 17th level. harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your Deflect Missiles monk level determines the number of points you Starting at 3rd level, you can use your reaction to have, as shown in the Ki Points column of the Monk deflect or catch the missile when you are hit by a table. ranged weapon attack. When you do so, the damage You can spend these points to fuel various ki you take from the attack is reduced by 1d10 + your features. You start knowing three such features: Dexterity modifier + your monk level. Flurry of Blows, Patient Defense, and Step of the If you reduce the damage to 0, you can catch the Wind. You learn more ki features as you gain levels missile if it is small enough for you to hold in one in this class. hand and you have at least one hand free. If you When you spend a ki point, it is unavailable until catch a missile in this way, you can spend 1 ki point you finish a short or long rest, at the end of which to make a ranged attack with the weapon or piece of you draw all of your expended ki back into yourself. ammunition you just caught, as part of the same You must spend at least 30 minutes of the rest reaction. You make this attack with proficiency, meditating to regain your ki points. regardless of your weapon proficiencies, and the Some of your ki features require your target to missile counts as a monk weapon for the attack, make a saving throw to resist the feature’s effects. which has a normal range of 20 feet and a long range The saving throw DC is calculated as follows: of 60 feet. Ki save DC = 8 + your proficiency bonus + Ability Score Improvement your Wisdom modifier When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability Flurry of Blows score of your choice by 2, or you can increase two Immediately after you take the Attack action on your ability scores of your choice by 1. As normal, you turn, you can spend 1 ki point to make two unarmed can’t increase an ability score above 20 using this strikes as a bonus action. feature. Patient Defense Slow Fall You can spend 1 ki point to take the Dodge action as a bonus action on your turn. Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take Step of the Wind by an amount equal to five times your monk level. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your Extra Attack jump distance is doubled for the turn. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. System Reference Document 5.1 27 Stunning Strike Empty Body Starting at 5th level, you can interfere with the flow Beginning at 18th level, you can use your action to of ki in an opponent’s body. When you hit another spend 4 ki points to become invisible for 1 minute. creature with a melee weapon attack, you can spend During that time, you also have resistance to all 1 ki point to attempt a stunning strike. The target damage but force damage. must succeed on a Constitution saving throw or be Additionally, you can spend 8 ki points to cast the stunned until the end of your next turn. astral projection spell, without needing material components. When you do so, you can’t take any Ki-Empowered Strikes other creatures with you. Starting at 6th level, your unarmed strikes count as Perfect Self magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points. Evasion At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue Monastic Traditions Three traditions of monastic pursuit are common in dragon’s lightning breath or a fireball spell. When the monasteries scattered across the multiverse. you are subjected to an effect that allows you to Most monasteries practice one tradition exclusively, make a Dexterity saving throw to take only half but a few honor the three traditions and instruct damage, you instead take no damage if you succeed each monk according to his or her aptitude and on the saving throw, and only half damage if you fail. interest. All three traditions rely on the same basic Stillness of Mind techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only Starting at 7th level, you can use your action to end upon reaching 3rd level. one effect on yourself that is causing you to be charmed or frightened. Way of the Open Hand Purity of Body Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or At 10th level, your mastery of the ki flowing through unarmed. They learn techniques to push and trip you makes you immune to disease and poison. their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that Tongue of the Sun and Moon can protect them from harm. Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken Open Hand Technique languages. Moreover, any creature that can Starting when you choose this tradition at 3rd level, understand a language can understand what you say. you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with Diamond Soul one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that Beginning at 14th level, your mastery of ki grants target: you proficiency in all saving throws. Additionally, whenever you make a saving throw • It must succeed on a Dexterity saving throw or be and fail, you can spend 1 ki point to reroll it and take knocked prone. the second result. • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you. Timeless Body • It can’t take reactions until the end of your next turn. At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged Wholeness of Body magically. You can still die of old age, however. In At 6th level, you gain the ability to heal yourself. As addition, you no longer need food or water. an action, you can regain hit points equal to three System Reference Document 5.1 28 times your monk level. You must finish a long rest before you can use this feature again. Tranquility Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus. Quivering Palm At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage. You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action. System Reference Document 5.1 29 Weapons: Simple weapons, martial weapons Paladin Tools: None Saving Throws: Wisdom, Charisma Skills: Choose two from Athletics, Insight, Class Features Intimidation, Medicine, Persuasion, and Religion As a paladin, you gain the following class features. Equipment You start with the following equipment, in addition Hit Points to the equipment granted by your background: Hit Dice: 1d10 per paladin level Hit Points at 1st Level: 10 + your Constitution • (a) a martial weapon and a shield or (b) two modifier martial weapons Hit Points at Higher Levels: 1d10 (or 6) + your • (a) five javelins or (b) any simple melee weapon Constitution modifier per paladin level after 1st • (a) a priest’s pack or (b) an explorer’s pack • Chain mail and a holy symbol Proficiencies Armor: All armor, shields The Paladin Proficiency ̶Spell Slots per Spell Level̶ Level Bonus Features 1st 2nd 3rd 4th 5th 1st +2 Divine Sense, Lay on Hands ̶ ̶ ̶ ̶ ̶ 2nd +2 Fighting Style, Spellcasting, Divine Smite 2 ̶ ̶ ̶ ̶ 3rd +2 Divine Health, Sacred Oath 3 ̶ ̶ ̶ ̶ 4th +2 Ability Score Improvement 3 ̶ ̶ ̶ ̶ 5th +3 Extra Attack 4 2 ̶ ̶ ̶ 6th +3 Aura of Protection 4 2 ̶ ̶ ̶ 7th +3 Sacred Oath feature 4 3 ̶ ̶ ̶ 8th +3 Ability Score Improvement 4 3 ̶ ̶ ̶ 9th +4 ̶ 4 3 2 ̶ ̶ 10th +4 Aura of Courage 4 3 2 ̶ ̶ 11th +4 Improved Divine Smite 4 3 3 ̶ ̶ 12th +4 Ability Score Improvement 4 3 3 ̶ ̶ 13th +5 ̶ 4 3 3 1 ̶ 14th +5 Cleansing Touch 4 3 3 1 ̶ 15th +5 Sacred Oath feature 4 3 3 2 ̶ 16th +5 Ability Score Improvement 4 3 3 2 ̶ 17th +6 ̶ 4 3 3 3 1 18th +6 Aura improvements 4 3 3 3 1 19th +6 Ability Score Improvement 4 3 3 3 2 20th +6 Sacred Oath feature 4 3 3 3 2 Divine Sense Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any The presence of strong evil registers on your senses place or object that has been consecrated or like a noxious odor, and powerful good rings like desecrated, as with the hallow spell. heavenly music in your ears. As an action, you can You can use this feature a number of times equal open your awareness to detect such forces. Until the to 1 + your Charisma modifier. When you finish a end of your next turn, you know the location of any long rest, you regain all expended uses. celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire System Reference Document 5.1 30 Lay on Hands Preparing and Casting Spells The Paladin table shows how many spell slots you Your blessed touch can heal wounds. You have a have to cast your spells. To cast one of your paladin pool of healing power that replenishes when you spells of 1st level or higher, you must expend a slot take a long rest. With that pool, you can restore a of the spell’s level or higher. You regain all expended total number of hit points equal to your paladin level spell slots when you finish a long rest. × 5. You prepare the list of paladin spells that are As an action, you can touch a creature and draw available for you to cast, choosing from the paladin power from the pool to restore a number of hit spell list. When you do so, choose a number of points to that creature, up to the maximum amount paladin spells equal to your Charisma modifier + half remaining in your pool. your paladin level, rounded down (minimum of one Alternatively, you can expend 5 hit points from spell). The spells must be of a level for which you your pool of healing to cure the target of one disease have spell slots. or neutralize one poison affecting it. You can cure For example, if you are a 5th-‐‑level paladin, you multiple diseases and neutralize multiple poisons have four 1st-‐‑level and two 2nd-‐‑level spell slots. with a single use of Lay on Hands, expending hit With a Charisma of 14, your list of prepared spells points separately for each one. can include four spells of 1st or 2nd level, in any This feature has no effect on undead and combination. If you prepare the 1st-‐‑level spell cure constructs. wounds, you can cast it using a 1st-‐‑level or a 2nd-‐‑ level slot. Casting the spell doesn’t remove it from Fighting Style your list of prepared spells. At 2nd level, you adopt a style of fighting as your You can change your list of prepared spells when specialty. Choose one of the following options. You you finish a long rest. Preparing a new list of paladin can’t take a Fighting Style option more than once, spells requires time spent in prayer and meditation: even if you later get to choose again. at least 1 minute per spell level for each spell on your list. Defense While you are wearing armor, you gain a +1 bonus to Spellcasting Ability AC. Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of Dueling your convictions. You use your Charisma whenever a When you are wielding a melee weapon in one hand spell refers to your spellcasting ability. In addition, and no other weapons, you gain a +2 bonus to you use your Charisma modifier when setting the damage rolls with that weapon. saving throw DC for a paladin spell you cast and when making an attack roll with one. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack Spell save DC = 8 + your proficiency bonus + you make with a melee weapon that you are your Charisma modifier wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Spell attack modifier = your proficiency bonus + two-‐‑handed or versatile property for you to gain this your Charisma modifier benefit. Spellcasting Focus Protection You can use a holy symbol as a spellcasting focus for When a creature you can see attacks a target other your paladin spells. than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack Divine Smite roll. You must be wielding a shield. Starting at 2nd level, when you hit a creature with a Spellcasting melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to By 2nd level, you have learned to draw on divine the weapon’s damage. The extra damage is 2d8 for a magic through meditation and prayer to cast spells 1st-‐‑level spell slot, plus 1d8 for each spell level as a cleric does. System Reference Document 5.1 31 higher than 1st, to a maximum of 5d8. The damage Aura of Protection increases by 1d8 if the target is an undead or a fiend. Starting at 6th level, whenever you or a friendly Divine Health creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving By 3rd level, the divine magic flowing through you throw equal to your Charisma modifier (with a makes you immune to disease. minimum bonus of +1). You must be conscious to Sacred Oath grant this bonus. At 18th level, the range of this aura increases to 30 When you reach 3rd level, you swear the oath that feet. binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the Aura of Courage path but not yet sworn to it. Now you choose an oath, Starting at 10th level, you and friendly creatures such as the Oath of Devotion. within 10 feet of you can’t be frightened while you Your choice grants you features at 3rd level and are conscious. again at 7th, 15th, and 20th level. Those features At 18th level, the range of this aura increases to 30 include oath spells and the Channel Divinity feature. feet. Oath Spells Improved Divine Smite Each oath has a list of associated spells. You gain access to these spells at the levels specified in the By 11th level, you are so suffused with righteous oath description. Once you gain access to an oath might that all your melee weapon strikes carry spell, you always have it prepared. Oath spells don’t divine power with them. Whenever you hit a count against the number of spells you can prepare creature with a melee weapon, the creature takes an each day. extra 1d8 radiant damage. If you also use your If you gain an oath spell that doesn’t appear on the Divine Smite with an attack, you add this damage to paladin spell list, the spell is nonetheless a paladin the extra damage of your Divine Smite. spell for you. Cleansing Touch Channel Divinity Beginning at 14th level, you can use your action to Your oath allows you to channel divine energy to end one spell on yourself or on one willing creature fuel magical effects. Each Channel Divinity option that you touch. provided by your oath explains how to use it. You can use this feature a number of times equal When you use your Channel Divinity, you choose to your Charisma modifier (a minimum of once). You which option to use. You must then finish a short or regain expended uses when you finish a long rest. long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, Sacred Oaths the DC equals your paladin spell save DC. Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an Ability Score Improvement active path of fighting wickedness. The final oath, When you reach 4th level, and again at 8th, 12th, taken when he or she reaches 3rd level, is the 16th, and 19th level, you can increase one ability culmination of all the paladin’s training. Some score of your choice by 2, or you can increase two characters with this class don’t consider themselves ability scores of your choice by 1. As normal, you true paladins until they have reached 3rd level and can’t increase an ability score above 20 using this made this oath. For others, the actual swearing of the feature. oath is a formality, an official stamp on what has always been true in the paladin’s heart. Extra Attack Oath of Devotion Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your The Oath of Devotion binds a paladin to the loftiest turn. ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these System Reference Document 5.1 32 paladins meet the ideal of the knight in shining You can end this effect on your turn as part of any armor, acting with honor in pursuit of justice and the other action. If you are no longer holding or carrying greater good. They hold themselves to the highest this weapon, or if you fall unconscious, this effect standards of conduct, and some, for better or worse, ends. hold the rest of the world to the same standards. Turn the Unholy. As an action, you present your Many who swear this oath are devoted to gods of holy symbol and speak a prayer censuring fiends law and good and use their gods’ tenets as the and undead, using your Channel Divinity. Each fiend measure of their devotion. They hold angels—the or undead that can see or hear you within 30 feet of perfect servants of good—as their ideals, and you must make a Wisdom saving throw. If the incorporate images of angelic wings into their creature fails its saving throw, it is turned for 1 helmets or coats of arms. minute or until it takes damage. A turned creature must spend its turns trying to Tenets of Devotion move as far away from you as it can, and it can’t Though the exact words and strictures of the Oath of willingly move to a space within 30 feet of you. It Devotion vary, paladins of this oath share these also can’t take reactions. For its action, it can use tenets. only the Dash action or try to escape from an effect Honesty. Don’t lie or cheat. Let your word be your that prevents it from moving. If there’s nowhere to promise. move, the creature can use the Dodge action. Courage. Never fear to act, though caution is wise. Compassion. Aid others, protect the weak, and Aura of Devotion punish those who threaten them. Show mercy to Starting at 7th level, you and friendly creatures your foes, but temper it with wisdom. within 10 feet of you can’t be charmed while you are Honor. Treat others with fairness, and let your conscious. honorable deeds be an example to them. Do as much At 18th level, the range of this aura increases to 30 good as possible while causing the least amount of feet. harm. Duty. Be responsible for your actions and their Purity of Spirit consequences, protect those entrusted to your care, Beginning at 15th level, you are always under the and obey those who have just authority over you. effects of a protection from evil and good spell. Oath Spells Holy Nimbus You gain oath spells at the paladin levels listed. At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from Oath of Devotion Spells you in a 30-‐‑foot radius, and dim light shines 30 feet Paladin beyond that. Level Spells Whenever an enemy creature starts its turn in the 3rd protection from evil and good, sanctuary bright light, the creature takes 10 radiant damage. 5th lesser restoration, zone of truth In addition, for the duration, you have advantage 9th beacon of hope, dispel magic on saving throws against spells cast by fiends or 13th freedom of movement, guardian of faith undead. 17th commune, flame strike Once you use this feature, you can’t use it again until you finish a long rest. Channel Divinity When you take this oath at 3rd level, you gain the Breaking Your Oath following two Channel Divinity options. A paladin tries to hold to the highest standards of conduct, Sacred Weapon. As an action, you can imbue one but even the most virtuous paladin is fallible. Sometimes the weapon that you are holding with positive energy, right path proves too demanding, sometimes a situation calls using your Channel Divinity. For 1 minute, you add for the lesser of two evils, and sometimes the heat of your Charisma modifier to attack rolls made with emotion causes a paladin to transgress his or her oath. that weapon (with a minimum bonus of +1). The A paladin who has broken a vow typically seeks absolution weapon also emits bright light in a 20-‐‑foot radius from a cleric who shares his or her faith or from another and dim light 20 feet beyond that. If the weapon is paladin of the same order. The paladin might spend an all-‐ not already magical, it becomes magical for the night vigil in prayer as a sign of penitence, or undertake a fast duration. System Reference Document 5.1 33 or similar act of self-‐denial. After a rite of confession and forgiveness, the paladin starts fresh. If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the GM’s discretion, an impenitent paladin might be forced to abandon this class and adopt another. System Reference Document 5.1 34 Tools: None Ranger Saving Throws: Strength, Dexterity Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Class Features and Survival As a ranger, you gain the following class features. Equipment You start with the following equipment, in addition Hit Points to the equipment granted by your background: Hit Dice: 1d10 per ranger level Hit Points at 1st Level: 10 + your Constitution • (a) scale mail or (b) leather armor modifier • (a) two shortswords or (b) two simple melee Hit Points at Higher Levels: 1d10 (or 6) + your weapons Constitution modifier per ranger level after 1st • (a) a dungeoneer’s pack or (b) an explorer’s pack • A longbow and a quiver of 20 arrows Proficiencies Armor: Light armor, medium armor, shields Weapons: Simple weapons, martial weapons The Ranger Proficiency ̶Spell Slots per Spell Level̶ Level Bonus Features Spells Known 1st 2nd 3rd 4th 5th 1st +2 Favored Enemy, Natural Explorer ̶ ̶ ̶ ̶ ̶ ̶ 2nd +2 Fighting Style, Spellcasting 2 2 ̶ ̶ ̶ ̶ 3rd +2 Ranger Archetype, Primeval Awareness 3 3 ̶ ̶ ̶ ̶ 4th +2 Ability Score Improvement 3 3 ̶ ̶ ̶ ̶ 5th +3 Extra Attack 4 4 2 ̶ ̶ ̶ 6th +3 Favored Enemy and Natural Explorer improvements 4 4 2 ̶ ̶ ̶ 7th +3 Ranger Archetype feature 5 4 3 ̶ ̶ ̶ 8th +3 Ability Score Improvement, Landʼs Stride 5 4 3 ̶ ̶ ̶ 9th +4 ̶ 6 4 3 2 ̶ ̶ 10th +4 Natural Explorer improvement, Hide in Plain Sight 6 4 3 2 ̶ ̶ 11th +4 Ranger Archetype feature 7 4 3 3 ̶ ̶ 12th +4 Ability Score Improvement 7 4 3 3 ̶ ̶ 13th +5 ̶ 8 4 3 3 1 ̶ 14th +5 Favored Enemy improvement, Vanish 8 4 3 3 1 ̶ 15th +5 Ranger Archetype feature 9 4 3 3 2 ̶ 16th +5 Ability Score Improvement 9 4 3 3 2 ̶ 17th +6 ̶ 10 4 3 3 3 1 18th +6 Feral Senses 10 4 3 3 3 1 19th +6 Ability Score Improvement 11 4 3 3 3 2 20th +6 Foe Slayer 11 4 3 3 3 2 Favored Enemy humanoid (such as gnolls and orcs) as favored enemies. Beginning at 1st level, you have significant You have advantage on Wisdom (Survival) checks experience studying, tracking, hunting, and even to track your favored enemies, as well as on talking to a certain type of enemy. Intelligence checks to recall information about them. Choose a type of favored enemy: aberrations, When you gain this feature, you also learn one beasts, celestials, constructs, dragons, elementals, language of your choice that is spoken by your fey, fiends, giants, monstrosities, oozes, plants, or favored enemies, if they speak one at all. undead. Alternatively, you can select two races of You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As System Reference Document 5.1 35 you gain levels, your choices should reflect the types Two-Weapon Fighting of monsters you have encountered on your When you engage in two-‐‑weapon fighting, you can adventures. add your ability modifier to the damage of the second attack. Natural Explorer You are particularly familiar with one type of natural Spellcasting environment and are adept at traveling and By the time you reach 2nd level, you have learned to surviving in such regions. Choose one type of use the magical essence of nature to cast spells, favored terrain: arctic, coast, desert, forest, much as a druid does. grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your Spell Slots favored terrain, your proficiency bonus is doubled if The Ranger table shows how many spell slots you you are using a skill that you’re proficient in. have to cast your spells of 1st level and higher. To While traveling for an hour or more in your cast one of these spells, you must expend a slot of favored terrain, you gain the following benefits: the spell’s level or higher. You regain all expended • Difficult terrain doesn’t slow your group’s travel. spell slots when you finish a long rest. • Your group can’t become lost except by magical For example, if you know the 1st-‐‑level spell animal means. friendship and have a 1st-‐‑level and a 2nd-‐‑level spell slot available, you can cast animal friendship using • Even when you are engaged in another activity either slot. while traveling (such as foraging, navigating, or tracking), you remain alert to danger. Spells Known of 1st Level and Higher • If you are traveling alone, you can move stealthily You know two 1st-‐‑level spells of your choice from at a normal pace. the ranger spell list. • When you forage, you find twice as much food as The Spells Known column of the Ranger table you normally would. shows when you learn more ranger spells of your • While tracking other creatures, you also learn choice. Each of these spells must be of a level for their exact number, their sizes, and how long ago which you have spell slots. For instance, when you they passed through the area. reach 5th level in this class, you can learn one new You choose additional favored terrain types at 6th spell of 1st or 2nd level. and 10th level. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know Fighting Style and replace it with another spell from the ranger At 2nd level, you adopt a particular style of fighting spell list, which also must be of a level for which you as your specialty. Choose one of the following have spell slots. options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Spellcasting Ability Wisdom is your spellcasting ability for your ranger Archery spells, since your magic draws on your attunement You gain a +2 bonus to attack rolls you make with to nature. You use your Wisdom whenever a spell ranged weapons. refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving Defense throw DC for a ranger spell you cast and when While you are wearing armor, you gain a +1 bonus to making an attack roll with one. AC. Spell save DC = 8 + your proficiency bonus + Dueling your Wisdom modifier When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to Spell attack modifier = your proficiency bonus + damage rolls with that weapon. your Wisdom modifier System Reference Document 5.1 36 Ranger Archetype Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid At 3rd level, you choose an archetype that you strive surface, such as a tree or wall, that is at least as tall to emulate, such as the Hunter. Your choice grants and wide as you are. You gain a +10 bonus to you features at 3rd level and again at 7th, 11th, and Dexterity (Stealth) checks as long as you remain 15th level. there without moving or taking actions. Once you move or take an action or a reaction, you must Primeval Awareness camouflage yourself again to gain this benefit. Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your Vanish awareness on the region around you. For 1 minute Starting at 14th level, you can use the Hide action as per level of the spell slot you expend, you can sense a bonus action on your turn. Also, you can’t be whether the following types of creatures are present tracked by nonmagical means, unless you choose to within 1 mile of you (or within up to 6 miles if you leave a trail. are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This Feral Senses feature doesn’t reveal the creatures’ location or At 18th level, you gain preternatural senses that help number. you fight creatures you can’t see. When you attack a Ability Score Improvement creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it. When you reach 4th level, and again at 8th, 12th, You are also aware of the location of any invisible 16th, and 19th level, you can increase one ability creature within 30 feet of you, provided that the score of your choice by 2, or you can increase two creature isn’t hidden from you and you aren’t ability scores of your choice by 1. As normal, you blinded or deafened. can’t increase an ability score above 20 using this feature. Foe Slayer Extra Attack At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can Beginning at 5th level, you can attack twice, instead add your Wisdom modifier to the attack roll or the of once, whenever you take the Attack action on your damage roll of an attack you make against one of turn. your favored enemies. You can choose to use this feature before or after the roll, but before any effects Land’s Stride of the roll are applied. Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without Ranger Archetypes A classic expression of the ranger ideal is the Hunter. being slowed by them and without taking damage from them if they have thorns, spines, or a similar Hunter hazard. In addition, you have advantage on saving throws Emulating the Hunter archetype means accepting against plants that are magically created or your place as a bulwark between civilization and the manipulated to impede movement, such those terrors of the wilderness. As you walk the Hunter’s created by the entangle spell. path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and Hide in Plain Sight hordes of orcs to towering giants and terrifying dragons. Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have Hunter’s Prey access to fresh mud, dirt, plants, soot, and other At 3rd level, you gain one of the following features of naturally occurring materials with which to create your choice. your camouflage. Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a System Reference Document 5.1 37 weapon attack, the creature takes an extra 1d8 attack against another creature (other than itself) of damage if it’s below its hit point maximum. You can your choice. deal this extra damage only once per turn. Uncanny Dodge. When an attacker that you can Giant Killer. When a Large or larger creature see hits you with an attack, you can use your within 5 feet of you hits or misses you with an attack, reaction to halve the attack’s damage against you. you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature. Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. Defensive Tactics At 7th level, you gain one of the following features of your choice. Escape the Horde. Opportunity attacks against you are made with disadvantage. Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. Steel Will. You have advantage on saving throws against being frightened. Multiattack At 11th level, you gain one of the following features of your choice. Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. Whirlwind Attack. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. Superior Hunter’s Defense At 15th level, you gain one of the following features of your choice. Evasion. When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same System Reference Document 5.1 38 Improvement Rogue 11th 12th +4 +4 6d6 6d6 Reliable Talent Ability Score Improvement Class Features 13th +5 7d6 Roguish Archetype feature As a rogue, you have the following class features. 14th +5 7d6 Blindsense 15th +5 8d6 Slippery Mind Hit Points 16th +5 8d6 Ability Score Hit Dice: 1d8 per rogue level Improvement Hit Points at 1st Level: 8 + your Constitution 17th +6 9d6 Roguish Archetype modifier feature Hit Points at Higher Levels: 1d8 (or 5) + your 18th +6 9d6 Elusive 19th +6 10d6 Ability Score Constitution modifier per rogue level after 1st Improvement 20th +6 10d6 Stroke of Luck Proficiencies Armor: Light armor Weapons: Simple weapons, hand crossbows, Expertise longswords, rapiers, shortswords Tools: Thieves’ tools At 1st level, choose two of your skill proficiencies, or Saving Throws: Dexterity, Intelligence one of your skill proficiencies and your proficiency Skills: Choose four from Acrobatics, Athletics, with thieves’ tools. Your proficiency bonus is Deception, Insight, Intimidation, Investigation, doubled for any ability check you make that uses Perception, Performance, Persuasion, Sleight of either of the chosen proficiencies. Hand, and Stealth At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain Equipment this benefit. You start with the following equipment, in addition to the equipment granted by your background: Sneak Attack • (a) a rapier or (b) a shortsword Beginning at 1st level, you know how to strike subtly • (a) a shortbow and quiver of 20 arrows or (b) a and exploit a foe’s distraction. Once per turn, you can shortsword deal an extra 1d6 damage to one creature you hit • (a) a burglar’s pack, (b) a dungeoneer’s pack, or with an attack if you have advantage on the attack (c) an explorer’s pack roll. The attack must use a finesse or a ranged • (a) Leather armor, two daggers, and thieves’ tools weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that The Rogue enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. Proficiency Sneak The amount of the extra damage increases as you Level Bonus Attack Features gain levels in this class, as shown in the Sneak Attack 1st +2 1d6 Expertise, Sneak Attack, column of the Rogue table. Thievesʼ Cant 2nd +2 1d6 Cunning Action 3rd +2 2d6 Roguish Archetype Thieves’ Cant 4th +2 2d6 Ability Score During your rogue training you learned thieves’ cant, Improvement a secret mix of dialect, jargon, and code that allows 5th +3 3d6 Uncanny Dodge you to hide messages in seemingly normal 6th +3 3d6 Expertise conversation. Only another creature that knows 7th +3 4d6 Evasion thieves’ cant understands such messages. It takes 8th +3 4d6 Ability Score four times longer to convey such a message than it Improvement 9th +4 5d6 Roguish Archetype does to speak the same idea plainly. feature In addition, you understand a set of secret signs 10th +4 5d6 Ability Score and symbols used to convey short, simple messages, System Reference Document 5.1 39 such as whether an area is dangerous or the Blindsense territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or Starting at 14th level, if you are able to hear, you are will provide a safe house for thieves on the run. aware of the location of any hidden or invisible creature within 10 feet of you. Cunning Action Slippery Mind Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a By 15th level, you have acquired greater mental bonus action on each of your turns in combat. This strength. You gain proficiency in Wisdom saving action can be used only to take the Dash, Disengage, throws. or Hide action. Elusive Roguish Archetype Beginning at 18th level, you are so evasive that At 3rd level, you choose an archetype that you attackers rarely gain the upper hand against you. No emulate in the exercise of your rogue abilities, such attack roll has advantage against you while you as Thief. Your archetype choice grants you features aren’t incapacitated. at 3rd level and then again at 9th, 13th, and 17th level. Stroke of Luck At 20th level, you have an uncanny knack for Ability Score Improvement succeeding when you need to. If your attack misses a When you reach 4th level, and again at 8th, 10th, target within range, you can turn the miss into a hit. 12th, 16th, and 19th level, you can increase one Alternatively, if you fail an ability check, you can treat ability score of your choice by 2, or you can increase the d20 roll as a 20. two ability scores of your choice by 1. As normal, Once you use this feature, you can’t use it again you can’t increase an ability score above 20 using until you finish a short or long rest. this feature. Uncanny Dodge Roguish Archetypes Rogues have many features in common, including Starting at 5th level, when an attacker that you can their emphasis on perfecting their skills, their see hits you with an attack, you can use your precise and deadly approach to combat, and their reaction to halve the attack’s damage against you. increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied Evasion by the rogue archetypes. Your choice of archetype is Beginning at 7th level, you can nimbly dodge out of a reflection of your focus—not necessarily an the way of certain area effects, such as a red dragon’s indication of your chosen profession, but a fiery breath or an ice storm spell. When you are description of your preferred techniques. subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you Thief instead take no damage if you succeed on the saving You hone your skills in the larcenous arts. Burglars, throw, and only half damage if you fail. bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to Reliable Talent think of themselves as professional treasure seekers, By 11th level, you have refined your chosen skills explorers, delvers, and investigators. In addition to until they approach perfection. Whenever you make improving your agility and stealth, you learn skills an ability check that lets you add your proficiency useful for delving into ancient ruins, reading bonus, you can treat a d20 roll of 9 or lower as a 10. unfamiliar languages, and using magic items you normally couldn’t employ. Fast Hands Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity System Reference Document 5.1 40 (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action. Second-Story Work When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier. Supreme Sneak Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. Use Magic Device By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. Thief’s Reflexes When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised. System Reference Document 5.1 41 Weapons: Daggers, darts, slings, quarterstaffs, light Sorcerer crossbows Tools: None Saving Throws: Constitution, Charisma Class Features Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion As a sorcerer, you gain the following class features. Equipment Hit Points You start with the following equipment, in addition Hit Dice: 1d6 per sorcerer level to the equipment granted by your background: Hit Points at 1st Level: 6 + your Constitution modifier • (a) a light crossbow and 20 bolts or (b) any simple Hit Points at Higher Levels: 1d6 (or 4) + your weapon Constitution modifier per sorcerer level after 1st • (a) a component pouch or (b) an arcane focus • (a) a dungeoneer’s pack or (b) an explorer’s pack Proficiencies • Two daggers Armor: None The Sorcerer Proficiency Sorcery Cantrips Spells —Spell Slots per Spell Level— Level Bonus Points Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 ̶ Spellcasting, Sorcerous 4 2 2 ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶ Origin 2nd +2 2 Font of Magic 4 3 3 ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶ 3rd +2 3 Metamagic 4 4 4 2 ̶ ̶ ̶ ̶ ̶ ̶ ̶ 4th +2 4 Ability Score 5 5 4 3 ̶ ̶ ̶ ̶ ̶ ̶ ̶ Improvement 5th +3 5 ̶ 5 6 4 3 2 ̶ ̶ ̶ ̶ ̶ ̶ 6th +3 6 Sorcerous Origin 5 7 4 3 3 ̶ ̶ ̶ ̶ ̶ ̶ feature 7th +3 7 ̶ 5 8 4 3 3 1 ̶ ̶ ̶ ̶ ̶ 8th +3 8 Ability Score 5 9 4 3 3 2 ̶ ̶ ̶ ̶ ̶ Improvement 9th +4 9 ̶ 5 10 4 3 3 3 1 ̶ ̶ ̶ ̶ 10th +4 10 Metamagic 6 11 4 3 3 3 2 ̶ ̶ ̶ ̶ 11th +4 11 ̶ 6 12 4 3 3 3 2 1 ̶ ̶ ̶ 12th +4 12 Ability Score 6 12 4 3 3 3 2 1 ̶ ̶ ̶ Improvement 13th +5 13 ̶ 6 13 4 3 3 3 2 1 1 ̶ ̶ 14th +5 14 Sorcerous Origin 6 13 4 3 3 3 2 1 1 ̶ ̶ feature 15th +5 15 ̶ 6 14 4 3 3 3 2 1 1 1 ̶ 16th +5 16 Ability Score 6 14 4 3 3 3 2 1 1 1 ̶ Improvement 17th +6 17 Metamagic 6 15 4 3 3 3 2 1 1 1 1 18th +6 18 Sorcerous Origin 6 15 4 3 3 3 3 1 1 1 1 feature 19th +6 19 Ability Score 6 15 4 3 3 3 3 2 1 1 1 Improvement 20th +6 20 Sorcerous Restoration 6 15 4 3 3 3 3 2 2 1 1 System Reference Document 5.1 42 Spellcasting Spell attack modifier = your proficiency bonus + your Charisma modifier An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you Spellcasting Focus with arcane magic. This font of magic, whatever its You can use an arcane focus as a spellcasting focus origin, fuels your spells. for your sorcerer spells. Cantrips Sorcerous Origin At 1st level, you know four cantrips of your choice Choose a sorcerous origin, which describes the from the sorcerer spell list. You learn additional source of your innate magical power, such as sorcerer cantrips of your choice at higher levels, as Draconic Bloodline. shown in the Cantrips Known column of the Sorcerer Your choice grants you features when you choose table. it at 1st level and again at 6th, 14th, and 18th level. Spell Slots Font of Magic The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To At 2nd level, you tap into a deep wellspring of magic cast one of these sorcerer spells, you must expend a within yourself. This wellspring is represented by slot of the spell’s level or higher. You regain all sorcery points, which allow you to create a variety of expended spell slots when you finish a long rest. magical effects. For example, if you know the 1st-‐‑level spell burning hands and have a 1st-‐‑level and a 2nd-‐‑level Sorcery Points spell slot available, you can cast burning hands using You have 2 sorcery points, and you gain more as you either slot. reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have Spells Known of 1st Level and Higher more sorcery points than shown on the table for You know two 1st-‐‑level spells of your choice from your level. You regain all spent sorcery points when the sorcerer spell list. you finish a long rest. The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your Flexible Casting choice. Each of these spells must be of a level for You can use your sorcery points to gain additional which you have spell slots. For instance, when you spell slots, or sacrifice spell slots to gain additional reach 3rd level in this class, you can learn one new sorcery points. You learn other ways to use your spell of 1st or 2nd level. sorcery points as you reach higher levels. Additionally, when you gain a level in this class, Creating Spell Slots. You can transform you can choose one of the sorcerer spells you know unexpended sorcery points into one spell slot as a and replace it with another spell from the sorcerer bonus action on your turn. The Creating Spell Slots spell list, which also must be of a level for which you table shows the cost of creating a spell slot of a given have spell slots. level. You can create spell slots no higher in level than 5th. Spellcasting Ability Any spell slot you create with this feature vanishes Charisma is your spellcasting ability for your when you finish a long rest. sorcerer spells, since the power of your magic relies on your ability to project your will into the world. Creating Spell Slots You use your Charisma whenever a spell refers to Spell Slot Sorcery your spellcasting ability. In addition, you use your Level Point Cost Charisma modifier when setting the saving throw DC 1st 2 for a sorcerer spell you cast and when making an 2nd 3 attack roll with one. 3rd 5 4th 6 5th 7 Spell save DC = 8 + your proficiency bonus + your Charisma modifier Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell System Reference Document 5.1 43 slot and gain a number of sorcery points equal to the Subtle Spell slot’s level. When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components. Metamagic At 3rd level, you gain the ability to twist your spells Twinned Spell to suit your needs. You gain two of the following When you cast a spell that targets only one creature Metamagic options of your choice. You gain another and doesn’t have a range of self, you can spend a one at 10th and 17th level. number of sorcery points equal to the spell’s level to You can use only one Metamagic option on a spell target a second creature in range with the same spell when you cast it, unless otherwise noted. (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of Careful Spell targeting more than one creature at the spell’s When you cast a spell that forces other creatures to current level. For example, magic missile and make a saving throw, you can protect some of those scorching ray aren’t eligible, but ray of frost is. creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those Ability Score Improvement creatures up to your Charisma modifier (minimum When you reach 4th level, and again at 8th, 12th, of one creature). A chosen creature automatically 16th, and 19th level, you can increase one ability succeeds on its saving throw against the spell. score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you Distant Spell can’t increase an ability score above 20 using this When you cast a spell that has a range of 5 feet or feature. greater, you can spend 1 sorcery point to double the range of the spell. Sorcerous Restoration When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of At 20th level, you regain 4 expended sorcery points the spell 30 feet. whenever you finish a short rest. Empowered Spell When you roll damage for a spell, you can spend 1 Sorcerous Origins Different sorcerers claim different origins for their sorcery point to reroll a number of the damage dice innate magic, such as a draconic bloodline. up to your Charisma modifier (minimum of one). You must use the new rolls. Draconic Bloodline You can use Empowered Spell even if you have already used a different Metamagic option during Your innate magic comes from draconic magic that the casting of the spell. was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin Extended Spell trace their descent back to a mighty sorcerer of When you cast a spell that has a duration of 1 minute ancient times who made a bargain with a dragon or or longer, you can spend 1 sorcery point to double who might even have claimed a dragon parent. Some its duration, to a maximum duration of 24 hours. of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be Heightened Spell the first of a new bloodline, as a result of a pact or When you cast a spell that forces a creature to make some other exceptional circumstance. a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell Dragon Ancestor disadvantage on its first saving throw made against At 1st level, you choose one type of dragon as your the spell. ancestor. The damage type associated with each dragon is used by features you gain later. Quickened Spell When you cast a spell that has a casting time of 1 Draconic Ancestry action, you can spend 2 sorcery points to change the Dragon Damage Type casting time to 1 bonus action for this casting. Black Acid System Reference Document 5.1 44 Blue Lightning its turn in this aura must succeed on a Wisdom Brass Fire saving throw or be charmed (if you chose awe) or Bronze Lightning frightened (if you chose fear) until the aura ends. A Copper Acid creature that succeeds on this saving throw is Gold Fire immune to your aura for 24 hours. Green Poison Red Fire Silver Cold White Cold You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. Draconic Resilience As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, parts of your skin are covered by a thin sheen of dragon-‐‑like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier. Elemental Affinity Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour. Dragon Wings At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them. Draconic Presence Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts System Reference Document 5.1 45 Weapons: Simple weapons Warlock Tools: None Saving Throws: Wisdom, Charisma Skills: Choose two skills from Arcana, Deception, Class Features History, Intimidation, Investigation, Nature, and Religion As a warlock, you gain the following class features. Equipment Hit Points You start with the following equipment, in addition Hit Dice: 1d8 per warlock level to the equipment granted by your background: Hit Points at 1st Level: 8 + your Constitution modifier • (a) a light crossbow and 20 bolts or (b) any simple Hit Points at Higher Levels: 1d8 (or 5) + your weapon Constitution modifier per warlock level after 1st • (a) a component pouch or (b) an arcane focus • (a) a scholar’s pack or (b) a dungeoneer’s pack Proficiencies • Leather armor, any simple weapon, and two Armor: Light armor daggers The Warlock Proficiency Cantrips Spells Spell Slot Invocations Level Bonus Features Known Known Slots Level Known 1st +2 Otherworldly Patron, Pact 2 2 1 1st ̶ Magic 2nd +2 Eldritch Invocations 2 3 2 1st 2 3rd +2 Pact Boon 2 4 2 2nd 2 4th +2 Ability Score Improvement 3 5 2 2nd 2 5th +3 ̶ 3 6 2 3rd 3 6th +3 Otherworldly Patron feature 3 7 2 3rd 3 7th +3 ̶ 3 8 2 4th 4 8th +3 Ability Score Improvement 3 9 2 4th 4 9th +4 ̶ 3 10 2 5th 5 10th +4 Otherworldly Patron feature 4 10 2 5th 5 11th +4 Mystic Arcanum (6th level) 4 11 3 5th 5 12th +4 Ability Score Improvement 4 11 3 5th 6 13th +5 Mystic Arcanum (7th level) 4 12 3 5th 6 14th +5 Otherworldly Patron feature 4 12 3 5th 6 15th +5 Mystic Arcanum (8th level) 4 13 3 5th 7 16th +5 Ability Score Improvement 4 13 3 5th 7 17th +6 Mystic Arcanum (9th level) 4 14 4 5th 7 18th +6 ̶ 4 14 4 5th 8 19th +6 Ability Score Improvement 4 15 4 5th 8 20th +6 Eldritch Master 4 15 4 5th 8 Otherworldly Patron Pact Magic At 1st level, you have struck a bargain with an Your arcane research and the magic bestowed on otherworldly being of your choice: the Archfey, the you by your patron have given you facility with Fiend, or the Great Old One, each of which is detailed spells. at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, Cantrips and 14th level. You know two cantrips of your choice from the warlock spell list. You learn additional warlock System Reference Document 5.1 46 cantrips of your choice at higher levels, as shown in knowledge that imbue you with an abiding magical the Cantrips Known column of the Warlock table. ability. At 2nd level, you gain two eldritch invocations of Spell Slots your choice. Your invocation options are detailed at The Warlock table shows how many spell slots you the end of the class description. When you gain have. The table also shows what the level of those certain warlock levels, you gain additional slots is; all of your spell slots are the same level. To invocations of your choice, as shown in the cast one of your warlock spells of 1st level or higher, Invocations Known column of the Warlock table. you must expend a spell slot. You regain all Additionally, when you gain a level in this class, expended spell slots when you finish a short or long you can choose one of the invocations you know and rest. replace it with another invocation that you could For example, when you are 5th level, you have two learn at that level. 3rd-‐‑level spell slots. To cast the 1st-‐‑level spell thunderwave, you must spend one of those slots, and Pact Boon you cast it as a 3rd-‐‑level spell. At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the Spells Known of 1st Level and Higher following features of your choice. At 1st level, you know two 1st-‐‑level spells of your choice from the warlock spell list. Pact of the Chain The Spells Known column of the Warlock table You learn the find familiar spell and can cast it as a shows when you learn more warlock spells of your ritual. The spell doesn’t count against your number choice of 1st level and higher. A spell you choose of spells known. must be of a level no higher than what’s shown in When you cast the spell, you can choose one of the the table’s Slot Level column for your level. When normal forms for your familiar or one of the you reach 6th level, for example, you learn a new following special forms: imp, pseudodragon, quasit, warlock spell, which can be 1st, 2nd, or 3rd level. or sprite. Additionally, when you gain a level in this class, Additionally, when you take the Attack action, you you can choose one of the warlock spells you know can forgo one of your own attacks to allow your and replace it with another spell from the warlock familiar to make one attack of its own with its spell list, which also must be of a level for which you reaction. have spell slots. Pact of the Blade Spellcasting Ability You can use your action to create a pact weapon in Charisma is your spellcasting ability for your your empty hand. You can choose the form that this warlock spells, so you use your Charisma whenever melee weapon takes each time you create it. You are a spell refers to your spellcasting ability. In addition, proficient with it while you wield it. This weapon you use your Charisma modifier when setting the counts as magical for the purpose of overcoming saving throw DC for a warlock spell you cast and resistance and immunity to nonmagical attacks and when making an attack roll with one. damage. Your pact weapon disappears if it is more than 5 Spell save DC = 8 + your proficiency bonus + feet away from you for 1 minute or more. It also your Charisma modifier disappears if you use this feature again, if you dismiss the weapon (no action required), or if you Spell attack modifier = your proficiency bonus + die. your Charisma modifier You can transform one magic weapon into your pact weapon by performing a special ritual while Spellcasting Focus you hold the weapon. You perform the ritual over You can use an arcane focus as a spellcasting focus the course of 1 hour, which can be done during a for your warlock spells. short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it Eldritch Invocations appears whenever you create your pact weapon In your study of occult lore, you have unearthed thereafter. You can’t affect an artifact or a sentient eldritch invocations, fragments of forbidden weapon in this way. The weapon ceases being your System Reference Document 5.1 47 pact weapon if you die, if you perform the 1-‐‑hour ritual on a different weapon, or if you use a 1-‐‑hour Eldritch Invocations ritual to break your bond to it. The weapon appears If an eldritch invocation has prerequisites, you must at your feet if it is in the extradimensional space meet them to learn it. You can learn the invocation at when the bond breaks. the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. Pact of the Tome Your patron gives you a grimoire called a Book of Agonizing Blast Shadows. When you gain this feature, choose three Prerequisite: eldritch blast cantrip cantrips from any class’s spell list (the three needn’t When you cast eldritch blast, add your Charisma be from the same list). While the book is on your modifier to the damage it deals on a hit. person, you can cast those cantrips at will. They don’t count against your number of cantrips known. Armor of Shadows If they don’t appear on the warlock spell list, they You can cast mage armor on yourself at will, without are nonetheless warlock spells for you. expending a spell slot or material components. If you lose your Book of Shadows, you can perform a 1-‐‑hour ceremony to receive a replacement from Ascendant Step your patron. This ceremony can be performed Prerequisite: 9th level during a short or long rest, and it destroys the previous book. The book turns to ash when you die. You can cast levitate on yourself at will, without expending a spell slot or material components. Ability Score Improvement Beast Speech When you reach 4th level, and again at 8th, 12th, You can cast speak with animals at will, without 16th, and 19th level, you can increase one ability expending a spell slot. score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you Beguiling Influence can’t increase an ability score above 20 using this You gain proficiency in the Deception and feature. Persuasion skills. Mystic Arcanum Bewitching Whispers At 11th level, your patron bestows upon you a Prerequisite: 7th level magical secret called an arcanum. Choose one 6th-‐‑ You can cast compulsion once using a warlock spell level spell from the warlock spell list as this arcanum. slot. You can’t do so again until you finish a long rest. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest Book of Ancient Secrets before you can do so again. Prerequisite: Pact of the Tome feature At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-‐‑ You can now inscribe magical rituals in your Book of level spell at 13th level, one 8th-‐‑level spell at 15th Shadows. Choose two 1st-‐‑level spells that have the level, and one 9th-‐‑level spell at 17th level. You ritual tag from any class’s spell list (the two needn’t regain all uses of your Mystic Arcanum when you be from the same list). The spells appear in the book finish a long rest. and don’t count against the number of spells you know. With your Book of Shadows in hand, you can Eldritch Master cast the chosen spells as rituals. You can’t cast the At 20th level, you can draw on your inner reserve of spells except as rituals, unless you’ve learned them mystical power while entreating your patron to by some other means. You can also cast a warlock regain expended spell slots. You can spend 1 minute spell you know as a ritual if it has the ritual tag. entreating your patron for aid to regain all your On your adventures, you can add other ritual expended spell slots from your Pact Magic feature. spells to your Book of Shadows. When you find such Once you regain spell slots with this feature, you a spell, you can add it to the book if the spell’s level must finish a long rest before you can do so again. is equal to or less than half your warlock level (rounded up) and if you can spare the time to System Reference Document 5.1 48 transcribe the spell. For each level of the spell, the Lifedrinker transcription process takes 2 hours and costs 50 gp Prerequisite: 12th level, Pact of the Blade feature for the rare inks needed to inscribe it. When you hit a creature with your pact weapon, the Chains of Carceri creature takes extra necrotic damage equal to your Prerequisite: 15th level, Pact of the Chain feature Charisma modifier (minimum 1). You can cast hold monster at will—targeting a Mask of Many Faces celestial, fiend, or elemental—without expending a You can cast disguise self at will, without expending a spell slot or material components. You must finish a spell slot. long rest before you can use this invocation on the same creature again. Master of Myriad Forms Prerequisite: 15th level Devil’s Sight You can see normally in darkness, both magical and You can cast alter self at will, without expending a nonmagical, to a distance of 120 feet. spell slot. Dreadful Word Minions of Chaos Prerequisite: 7th level Prerequisite: 9th level You can cast confusion once using a warlock spell You can cast conjure elemental once using a warlock slot. You can’t do so again until you finish a long rest. spell slot. You can’t do so again until you finish a long rest. Eldritch Sight You can cast detect magic at will, without expending Mire the Mind a spell slot. Prerequisite: 5th level You can cast slow once using a warlock spell slot. Eldritch Spear You can’t do so again until you finish a long rest. Prerequisite: eldritch blast cantrip When you cast eldritch blast, its range is 300 feet. Misty Visions You can cast silent image at will, without expending a Eyes of the Rune Keeper spell slot or material components. You can read all writing. One with Shadows Fiendish Vigor Prerequisite: 5th level You can cast false life on yourself at will as a 1st-‐‑level When you are in an area of dim light or darkness, spell, without expending a spell slot or material you can use your action to become invisible until you components. move or take an action or a reaction. Gaze of Two Minds Otherworldly Leap You can use your action to touch a willing humanoid Prerequisite: 9th level and perceive through its senses until the end of your next turn. As long as the creature is on the same You can cast jump on yourself at will, without plane of existence as you, you can use your action on expending a spell slot or material components. subsequent turns to maintain this connection, extending the duration until the end of your next Repelling Blast turn. While perceiving through the other creature’s Prerequisite: eldritch blast cantrip senses, you benefit from any special senses When you hit a creature with eldritch blast, you can possessed by that creature, and you are blinded and push the creature up to 10 feet away from you in a deafened to your own surroundings. straight line. System Reference Document 5.1 49 Sculptor of Flesh Prerequisite: 7th level Otherworldly Patrons The beings that serve as patrons for warlocks are You can cast polymorph once using a warlock spell mighty inhabitants of other planes of existence—not slot. You can’t do so again until you finish a long rest. gods, but almost godlike in their power. Various patrons give their warlocks access to different Sign of Ill Omen powers and invocations, and expect significant Prerequisite: 5th level favors in return. You can cast bestow curse once using a warlock spell Some patrons collect warlocks, doling out mystic slot. You can’t do so again until you finish a long rest. knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons Thief of Five Fates bestow their power only grudgingly, and might You can cast bane once using a warlock spell slot. make a pact with only one warlock. Warlocks who You can’t do so again until you finish a long rest. serve the same patron might view each other as allies, siblings, or rivals. Thirsting Blade The Fiend Prerequisite: 5th level, Pact of the Blade feature You have made a pact with a fiend from the lower You can attack with your pact weapon twice, instead planes of existence, a being whose aims are evil, of once, whenever you take the Attack action on your even if you strive against those aims. Such beings turn. desire the corruption or destruction of all things, Visions of Distant Realms ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Prerequisite: 15th level Demogorgon, Orcus, Fraz’Urb-‐‑luu, and Baphomet; You can cast arcane eye at will, without expending a archdevils such as Asmodeus, Dispater, spell slot. Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords Voice of the Chain Master of the yugoloths. Prerequisite: Pact of the Chain feature Expanded Spell List You can communicate telepathically with your The Fiend lets you choose from an expanded list of familiar and perceive through your familiar’s senses spells when you learn a warlock spell. The following as long as you are on the same plane of existence. spells are added to the warlock spell list for you. Additionally, while perceiving through your familiar’s senses, you can also speak through your Fiend Expanded Spells familiar in your own voice, even if your familiar is Spell Level Spells normally incapable of speech. 1st burning hands, command 2nd blindness/deafness, scorching ray Whispers of the Grave 3rd fireball, stinking cloud Prerequisite: 9th level 4th fire shield, wall of fire 5th flame strike, hallow You can cast speak with dead at will, without expending a spell slot. Dark One’s Blessing Witch Sight Starting at 1st level, when you reduce a hostile Prerequisite: 15th level creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your You can see the true form of any shapechanger or warlock level (minimum of 1). creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and Dark One’s Own Luck within line of sight. Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to System Reference Document 5.1 50 add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur. Once you use this feature, you can’t use it again until you finish a short or long rest. Fiendish Resilience Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance. Hurl Through Hell Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience. Once you use this feature, you can’t use it again until you finish a long rest. Your Pact Boon Each Pact Boon option produces a special creature or an object that reflects your patron’s nature. Pact of the Chain. Your familiar is more cunning than a typical familiar. Its default form can be a reflection of your patron, with imps and quasits tied to the Fiend. Pact of the Blade. If you serve the Fiend, your weapon could be an axe made of black metal and adorned with decorative flames. Pact of the Tome. Your Book of Shadows could be a weighty tome bound in demon hide studded with iron, holding spells of conjuration and a wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend. System Reference Document 5.1 51 Weapons: Daggers, darts, slings, quarterstaffs, light Wizard crossbows Tools: None Saving Throws: Intelligence, Wisdom Class Features Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion As a wizard, you gain the following class features. Equipment Hit Points You start with the following equipment, in addition Hit Dice: 1d6 per wizard level to the equipment granted by your background: Hit Points at 1st Level: 6 + your Constitution modifier • (a) a quarterstaff or (b) a dagger Hit Points at Higher Levels: 1d6 (or 4) + your • (a) a component pouch or (b) an arcane focus Constitution modifier per wizard level after 1st • (a) a scholar’s pack or (b) an explorer’s pack • A spellbook Proficiencies Armor: None The Wizard Proficiency Cantrips —Spell Slots per Spell Level— Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting, Arcane Recovery 3 2 ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶ 2nd +2 Arcane Tradition 3 3 ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶ 3rd +2 ̶ 3 4 2 ̶ ̶ ̶ ̶ ̶ ̶ ̶ 4th +2 Ability Score Improvement 4 4 3 ̶ ̶ ̶ ̶ ̶ ̶ ̶ 5th +3 ̶ 4 4 3 2 ̶ ̶ ̶ ̶ ̶ ̶ 6th +3 Arcane Tradition feature 4 4 3 3 ̶ ̶ ̶ ̶ ̶ ̶ 7th +3 ̶ 4 4 3 3 1 ̶ ̶ ̶ ̶ ̶ 8th +3 Ability Score Improvement 4 4 3 3 2 ̶ ̶ ̶ ̶ ̶ 9th +4 ̶ 4 4 3 3 3 1 ̶ ̶ ̶ ̶ 10th +4 Arcane Tradition feature 5 4 3 3 3 2 ̶ ̶ ̶ ̶ 11th +4 ̶ 5 4 3 3 3 2 1 ̶ ̶ ̶ 12th +4 Ability Score Improvement 5 4 3 3 3 2 1 ̶ ̶ ̶ 13th +5 ̶ 5 4 3 3 3 2 1 1 ̶ ̶ 14th +5 Arcane Tradition feature 5 4 3 3 3 2 1 1 ̶ ̶ 15th +5 ̶ 5 4 3 3 3 2 1 1 1 ̶ 16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 ̶ 17th +6 ̶ 5 4 3 3 3 2 1 1 1 1 18th +6 Spell Mastery 5 4 3 3 3 3 1 1 1 1 19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1 20th +6 Signature Spell 5 4 3 3 3 3 2 2 1 1 Spellcasting shown in the Cantrips Known column of the Wizard table. As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of Spellbook your true power. At 1st level, you have a spellbook containing six 1st-‐‑ level wizard spells of your choice. Your spellbook is Cantrips the repository of the wizard spells you know, except At 1st level, you know three cantrips of your choice your cantrips, which are fixed in your mind. from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as System Reference Document 5.1 52 Preparing and Casting Spells Learning Spells of 1st Level and Higher The Wizard table shows how many spell slots you Each time you gain a wizard level, you can add two have to cast your spells of 1st level and higher. To wizard spells of your choice to your spellbook for cast one of these spells, you must expend a slot of free. Each of these spells must be of a level for which the spell’s level or higher. You regain all expended you have spell slots, as shown on the Wizard table. spell slots when you finish a long rest. On your adventures, you might find other spells that You prepare the list of wizard spells that are you can add to your spellbook (see the “Your available for you to cast. To do so, choose a number Spellbook” sidebar). of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum Arcane Recovery of one spell). The spells must be of a level for which You have learned to regain some of your magical you have spell slots. energy by studying your spellbook. Once per day For example, if you’re a 3rd-‐‑level wizard, you have when you finish a short rest, you can choose four 1st-‐‑level and two 2nd-‐‑level spell slots. With an expended spell slots to recover. The spell slots can Intelligence of 16, your list of prepared spells can have a combined level that is equal to or less than include six spells of 1st or 2nd level, in any half your wizard level (rounded up), and none of the combination, chosen from your spellbook. If you slots can be 6th level or higher. prepare the 1st-‐‑level spell magic missile, you can cast For example, if you’re a 4th-‐‑level wizard, you can it using a 1st-‐‑level or a 2nd-‐‑level slot. Casting the recover up to two levels worth of spell slots. You can spell doesn’t remove it from your list of prepared recover either a 2nd-‐‑level spell slot or two 1st-‐‑level spells. spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard Arcane Tradition spells requires time spent studying your spellbook and memorizing the incantations and gestures you When you reach 2nd level, you choose an arcane must make to cast the spell: at least 1 minute per tradition, shaping your practice of magic through spell level for each spell on your list. one of eight schools, such as Evocation. Your choice grants you features at 2nd level and Spellcasting Ability again at 6th, 10th, and 14th level. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through Ability Score Improvement dedicated study and memorization. You use your When you reach 4th level, and again at 8th, 12th, Intelligence whenever a spell refers to your 16th, and 19th level, you can increase one ability spellcasting ability. In addition, you use your score of your choice by 2, or you can increase two Intelligence modifier when setting the saving throw ability scores of your choice by 1. As normal, you DC for a wizard spell you cast and when making an can’t increase an ability score above 20 using this attack roll with one. feature. Spell save DC = 8 + your proficiency bonus + Spell Mastery your Intelligence modifier At 18th level, you have achieved such mastery over Spell attack modifier = your proficiency bonus + certain spells that you can cast them at will. Choose a 1st-‐‑level wizard spell and a 2nd-‐‑level wizard spell your Intelligence modifier that are in your spellbook. You can cast those spells Ritual Casting at their lowest level without expending a spell slot when you have them prepared. If you want to cast You can cast a wizard spell as a ritual if that spell has either spell at a higher level, you must expend a spell the ritual tag and you have the spell in your slot as normal. spellbook. You don’t need to have the spell prepared. By spending 8 hours in study, you can exchange Spellcasting Focus one or both of the spells you chose for different spells of the same levels. You can use an arcane focus as a spellcasting focus for your wizard spells. System Reference Document 5.1 53 Signature Spells number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their When you reach 20th level, you gain mastery over saving throws against the spell, and they take no two powerful spells and can cast them with little damage if they would normally take half damage on effort. Choose two 3rd-‐‑level wizard spells in your a successful save. spellbook as your signature spells. You always have these spells prepared, they don’t count against the Potent Cantrip number of spells you have prepared, and you can Starting at 6th level, your damaging cantrips affect cast each of them once at 3rd level without even creatures that avoid the brunt of the effect. expending a spell slot. When you do so, you can’t do When a creature succeeds on a saving throw against so again until you finish a short or long rest. your cantrip, the creature takes half the cantrip’s If you want to cast either spell at a higher level, damage (if any) but suffers no additional effect from you must expend a spell slot as normal. the cantrip. Empowered Evocation Arcane Traditions Beginning at 10th level, you can add your The study of wizardry is ancient, stretching back to Intelligence modifier to one damage roll of any the earliest mortal discoveries of magic. It is firmly wizard evocation spell you cast. established in fantasy gaming worlds, with various traditions dedicated to its complex study. Overchannel The most common arcane traditions in the Starting at 14th level, you can increase the power of multiverse revolve around the schools of magic. your simpler spells. When you cast a wizard spell of Wizards through the ages have cataloged thousands 1st through 5th level that deals damage, you can deal of spells, grouping them into eight categories called maximum damage with that spell. schools. In some places, these traditions are literally The first time you do so, you suffer no adverse schools. In other institutions, the schools are more effect. If you use this feature again before you finish like academic departments, with rival faculties a long rest, you take 2d12 necrotic damage for each competing for students and funding. Even wizards level of the spell, immediately after you cast it. Each who train apprentices in the solitude of their own time you use this feature again before finishing a towers use the division of magic into schools as a long rest, the necrotic damage per spell level learning device, since the spells of each school increases by 1d12. This damage ignores resistance require mastery of different techniques. and immunity. School of Evocation You focus your study on magic that creates powerful Your Spellbook elemental effects such as bitter cold, searing flame, The spells that you add to your spellbook as you gain levels rolling thunder, crackling lightning, and burning acid. reflect the arcane research you conduct on your own, as well Some evokers find employment in military forces, as intellectual breakthroughs you have had about the nature serving as artillery to blast enemy armies from afar. of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in Others use their spectacular power to protect the an evil wizard’s chest, for example, or in a dusty tome in an weak, while some seek their own gain as bandits, ancient library. adventurers, or aspiring tyrants. Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if Evocation Savant it is of a spell level you can prepare and if you can spare the Beginning when you select this school at 2nd level, time to decipher and copy it. the gold and time you must spend to copy an Copying that spell into your spellbook involves reproducing evocation spell into your spellbook is halved. the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You Sculpt Spells must practice the spell until you understand the sounds or Beginning at 2nd level, you can create pockets of gestures required, then transcribe it into your spellbook using relative safety within the effects of your evocation your own notation. spells. When you cast an evocation spell that affects For each level of the spell, the process takes 2 hours and other creatures that you can see, you can choose a costs 50 gp. The cost represents material components you System Reference Document 5.1 54 expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells. Replacing the Book. You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place. The Book’s Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-‐edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap. System Reference Document 5.1 55 195,000 16 +5 Beyond 1st Level 225,000 265,000 17 18 +6 +6 As your character goes on adventures and 305,000 19 +6 overcomes challenges, he or she gains experience, 355,000 20 +6 represented by experience points. A character who reaches a specified experience point total advances in capability. This advancement is called gaining a Multiclassing level. Multiclassing allows you to gain levels in multiple When your character gains a level, his or her class classes. Doing so lets you mix the abilities of those often grants additional features, as detailed in the classes to realize a character concept that might not class description. Some of these features allow you be reflected in one of the standard class options. to increase your ability scores, either increasing two With this rule, you have the option of gaining a scores by 1 each or increasing one score by 2. You level in a new class whenever you advance in level, can’t increase an ability score above 20. In addition, instead of gaining a level in your current class. Your every character’s proficiency bonus increases at levels in all your classes are added together to certain levels. determine your character level. For example, if you Each time you gain a level, you gain 1 additional have three levels in wizard and two in fighter, you’re Hit Die. Roll that Hit Die, add your Constitution a 5th-‐‑level character. modifier to the roll, and add the total to your hit As you advance in levels, you might primarily point maximum. Alternatively, you can use the fixed remain a member of your original class with just a value shown in your class entry, which is the average few levels in another class, or you might change result of the die roll (rounded up). course entirely, never looking back at the class you When your Constitution modifier increases by 1, left behind. You might even start progressing in a your hit point maximum increases by 1 for each level third or fourth class. Compared to a single-‐‑class you have attained. For example, if your 7th-‐‑level character of the same level, you’ll sacrifice some fighter has a Constitution score of 17, when he focus in exchange for versatility. reaches 8th level, he increases his Constitution score from 17 to 18, thus increasing his Constitution Prerequisites modifier from +3 to +4. His hit point maximum then To qualify for a new class, you must meet the ability increases by 8. score prerequisites for both your current class and The Character Advancement table summarizes the your new one, as shown in the Multiclassing XP you need to advance in levels from level 1 Prerequisites table. For example, a barbarian who through level 20, and the proficiency bonus for a decides to multiclass into the druid class must have character of that level. Consult the information in both Strength and Wisdom scores of 13 or higher. your character’s class description to see what other Without the full training that a beginning character improvements you gain at each level. receives, you must be a quick study in your new class, Character Advancement having a natural aptitude that is reflected by higher-‐‑ than-‐‑average ability scores. Experience Points Level Proficiency Bonus 0 1 +2 Multiclassing Prerequisites 300 2 +2 Class Ability Score Minimum 900 3 +2 Barbarian Strength 13 2,700 4 +2 Bard Charisma 13 6,500 5 +3 Cleric Wisdom 13 14,000 6 +3 Druid Wisdom 13 23,000 7 +3 Fighter Strength 13 or Dexterity 13 34,000 8 +3 Monk Dexterity 13 and Wisdom 13 48,000 9 +4 Paladin Strength 13 and Charisma 13 64,000 10 +4 Ranger Dexterity 13 and Wisdom 13 85,000 11 +4 Rogue Dexterity 13 100,000 12 +4 Sorcerer Charisma 13 120,000 13 +5 Warlock Charisma 13 140,000 14 +5 Wizard Intelligence 13 165,000 15 +5 System Reference Document 5.1 56 Paladin Light armor, medium armor, shields, simple weapons, martial weapons Experience Points Ranger Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the The experience point cost to gain a level is always class’s skill list based on your total character level, as shown in the Rogue Light armor, one skill from the class’s skill list, Character Advancement table, not your level in a thieves’ tools particular class. So, if you are a cleric 6/fighter 1, you Sorcerer — must gain enough XP to reach 8th level before you Warlock Light armor, simple weapons can take your second level as a fighter or your Wizard — seventh level as a cleric. Hit Points and Hit Dice Class Features You gain the hit points from your new class as When you gain a new level in a class, you get its described for levels after 1st. You gain the 1st-‐‑level features for that level. You don’t, however, receive hit points for a class only when you are a 1st-‐‑level the class’s starting equipment, and a few features character. have additional rules when you’re multiclassing: You add together the Hit Dice granted by all your Channel Divinity, Extra Attack, Unarmored Defense, classes to form your pool of Hit Dice. If the Hit Dice and Spellcasting. are the same die type, you can simply pool them together. For example, both the fighter and the Channel Divinity paladin have a d10, so if you are a paladin 5/fighter If you already have the Channel Divinity feature and 5, you have ten d10 Hit Dice. If your classes give you gain a level in a class that also grants the feature, you Hit Dice of different types, keep track of them gain the Channel Divinity effects granted by that separately. If you are a paladin 5/cleric 5, for class, but getting the feature again doesn’t give you example, you have five d10 Hit Dice and five d8 Hit an additional use of it. You gain additional uses only Dice. when you reach a class level that explicitly grants them to you. For example, if you are a cleric Proficiency Bonus 6/paladin 4, you can use Channel Divinity twice between rests because you are high enough level in Your proficiency bonus is always based on your total the cleric class to have more uses. Whenever you use character level, as shown in the Character the feature, you can choose any of the Channel Advancement table, not your level in a particular Divinity effects available to you from your two class. For example, if you are a fighter 3/rogue 2, you classes. have the proficiency bonus of a 5th-‐‑level character, which is +3. Extra Attack Proficiencies If you gain the Extra Attack class feature from more than one class, the features don’t add together. You When you gain your first level in a class other than can’t make more than two attacks with this feature your initial class, you gain only some of new class’s unless it says you do (as the fighter’s version of starting proficiencies, as shown in the Multiclassing Extra Attack does). Similarly, the warlock’s eldritch Proficiencies table. invocation Thirsting Blade doesn’t give you additional attacks if you also have Extra Attack. Multiclassing Proficiencies Class Proficiencies Gained Unarmored Defense Barbarian Shields, simple weapons, martial weapons If you already have the Unarmored Defense feature, Bard Light armor, one skill of your choice, one musical you can’t gain it again from another class. instrument of your choice Cleric Light armor, medium armor, shields Spellcasting Druid Light armor, medium armor, shields (druids will Your capacity for spellcasting depends partly on not wear armor or use shields made of metal) Fighter Light armor, medium armor, shields, simple your combined levels in all your spellcasting classes weapons, martial weapons and partly on your individual levels in those classes. Monk Simple weapons, shortswords Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass System Reference Document 5.1 57 but have the Spellcasting feature from only one class, Multiclass Spellcaster: you follow the rules as described in that class. Spell Slots per Spell Level Spells Known and Prepared. You determine what spells you know and can prepare for each class Lvl. 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st 2 — — — — — — — — individually, as if you were a single-‐‑classed member 2nd 3 — — — — — — — — of that class. If you are a ranger 4/wizard 3, for 3rd 4 2 — — — — — — — example, you know three 1st-‐‑level ranger spells 4th 4 3 — — — — — — — based on your levels in the ranger class. As 3rd-‐‑level 5th 4 3 2 — — — — — — wizard, you know three wizard cantrips, and your 6th 4 3 3 — — — — — — spellbook contains ten wizard spells, two of which 7th 4 3 3 1 — — — — — (the two you gained when you reached 3rd level as a 8th 4 3 3 2 — — — — — wizard) can be 2nd-‐‑level spells. If your Intelligence 9th 4 3 3 3 1 — — — — is 16, you can prepare six wizard spells from your 10th 4 3 3 3 2 — — — — spellbook. 11th 4 3 3 3 2 1 — — — Each spell you know and prepare is associated 12th 4 3 3 3 2 1 — — — with one of your classes, and you use the 13th 4 3 3 3 2 1 1 — — spellcasting ability of that class when you cast the 14th 4 3 3 3 2 1 1 — — spell. Similarly, a spellcasting focus, such as a holy 15th 4 3 3 3 2 1 1 1 — symbol, can be used only for the spells from the class 16th 4 3 3 3 2 1 1 1 — 17th 4 3 3 3 2 1 1 1 1 associated with that focus. 18th 4 3 3 3 3 1 1 1 1 Spell Slots. You determine your available spell 19th 4 3 3 3 3 2 1 1 1 slots by adding together all your levels in the bard, 20th 4 3 3 3 3 2 2 1 1 cleric, druid, sorcerer, and wizard classes, and half your levels (rounded down) in the paladin and ranger classes. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table. Alignment If you have more than one spellcasting class, this A typical creature in the game world has an table might give you spell slots of a level that is alignment, which broadly describes its moral and higher than the spells you know or can prepare. You personal attitudes. Alignment is a combination of can use those slots, but only to cast your lower-‐‑level two factors: one identifies morality (good, evil, or spells. If a lower-‐‑level spell that you cast, like neutral), and the other describes attitudes toward burning hands, has an enhanced effect when cast society and order (lawful, chaotic, or neutral). Thus, using a higher-‐‑level slot, you can use the enhanced nine distinct alignments define the possible effect, even though you don’t have any spells of that combinations. higher level. These brief summaries of the nine alignments For example, if you are the aforementioned ranger describe the typical behavior of a creature with that 4/wizard 3, you count as a 5th-‐‑level character when alignment. Individuals might vary significantly from determining your spell slots: you have four 1st-‐‑level that typical behavior, and few people are perfectly slots, three 2nd-‐‑level slots, and two 3rd-‐‑level slots. and consistently faithful to the precepts of their However, you don’t know any 3rd-‐‑level spells, nor alignment. do you know any 2nd-‐‑level ranger spells. You can Lawful good (LG) creatures can be counted on to use the spell slots of those levels to cast the spells do the right thing as expected by society. Gold you do know—and potentially enhance their effects. dragons, paladins, and most dwarves are lawful Pact Magic. If you have both the Spellcasting class good. feature and the Pact Magic class feature from the Neutral good (NG) folk do the best they can to warlock class, you can use the spell slots you gain help others according to their needs. Many celestials, from the Pact Magic feature to cast spells you know some cloud giants, and most gnomes are neutral or have prepared from classes with the Spellcasting good. class feature, and you can use the spell slots you gain Chaotic good (CG) creatures act as their from the Spellcasting class feature to cast warlock conscience directs, with little regard for what others spells you know. expect. Copper dragons, many elves, and unicorns are chaotic good. System Reference Document 5.1 58 Lawful neutral (LN) individuals act in accordance with law, tradition, or personal codes. Many monks Languages and some wizards are lawful neutral. Your race indicates the languages your character can Neutral (N) is the alignment of those who prefer speak by default, and your background might give to steer clear of moral questions and don’t take sides, you access to one or more additional languages of doing what seems best at the time. Lizardfolk, most your choice. Note these languages on your character druids, and many humans are neutral. sheet. Chaotic neutral (CN) creatures follow their Choose your languages from the Standard whims, holding their personal freedom above all else. Languages table, or choose one that is common in Many barbarians and rogues, and some bards, are your campaign. With your GM’s permission, you can chaotic neutral. instead choose a language from the Exotic Lawful evil (LE) creatures methodically take what Languages table or a secret language, such as thieves’ they want, within the limits of a code of tradition, cant or the tongue of druids. loyalty, or order. Devils, blue dragons, and Some of these languages are actually families of hobgoblins are lawful evil. languages with many dialects. For example, the Neutral evil (NE) is the alignment of those who Primordial language includes the Auran, Aquan, do whatever they can get away with, without Ignan, and Terran dialects, one for each of the four compassion or qualms. Many drow, some cloud elemental planes. Creatures that speak different giants, and goblins are neutral evil. dialects of the same language can communicate with Chaotic evil (CE) creatures act with arbitrary one another. violence, spurred by their greed, hatred, or bloodlust. Demons, red dragons, and orcs are chaotic evil. Standard Languages Language Typical Speakers Script Alignment in the Multiverse Common Humans Common For many thinking creatures, alignment is a moral Dwarvish Dwarves Dwarvish Elvish Elves Elvish choice. Humans, dwarves, elves, and other humanoid Giant Ogres, giants Dwarvish races can choose whether to follow the paths of good Gnomish Gnomes Dwarvish or evil, law or chaos. According to myth, the good-‐‑ Goblin Goblinoids Dwarvish aligned gods who created these races gave them free Halfling Halflings Common will to choose their moral paths, knowing that good Orc Orcs Dwarvish without free will is slavery. The evil deities who created other races, though, Exotic Languages made those races to serve them. Those races have strong inborn tendencies that match the nature of Language Typical Speakers Script Abyssal Demons Infernal their gods. Most orcs share the violent, savage Celestial Celestials Celestial nature of the orc gods, and are thus inclined toward Draconic Dragons, dragonborn Draconic evil. Even if an orc chooses a good alignment, it Deep Speech Aboleths, cloakers — struggles against its innate tendencies for its entire Infernal Devils Infernal life. (Even half-‐‑orcs feel the lingering pull of the orc Primordial Elementals Dwarvish god’s influence.) Sylvan Fey creatures Elvish Alignment is an essential part of the nature of Undercommon Underworld traders Elvish celestials and fiends. A devil does not choose to be lawful evil, and it doesn’t tend toward lawful evil, but rather it is lawful evil in its essence. If it Inspiration somehow ceased to be lawful evil, it would cease to Inspiration is a rule the game master can use to be a devil. reward you for playing your character in a way Most creatures that lack the capacity for rational that’s true to his or her personality traits, ideal, bond, thought do not have alignments—they are and flaw. By using inspiration, you can draw on your unaligned. Such a creature is incapable of making a personality trait of compassion for the downtrodden moral or ethical choice and acts according to its to give you an edge in negotiating with the Beggar bestial nature. Sharks are savage predators, for Prince. Or inspiration can let you call on your bond example, but they are not evil; they have no to the defense of your home village to push past the alignment. effect of a spell that has been laid on you. System Reference Document 5.1 59 Gaining Inspiration In addition, most backgrounds give a character proficiency with one or more tools (detailed in Your GM can choose to give you inspiration for a “Equipment”). variety of reasons. Typically, GMs award it when you If a character would gain the same proficiency play out your personality traits, give in to the from two different sources, he or she can choose a drawbacks presented by a flaw or bond, and different proficiency of the same kind (skill or tool) otherwise portray your character in a compelling instead. way. Your GM will tell you how you can earn inspiration in the game. Languages You either have inspiration or you don’t—you Some backgrounds also allow characters to learn can’t stockpile multiple “inspirations” for later use. additional languages beyond those given by race. See “Languages.” Using Inspiration If you have inspiration, you can expend it when you Equipment make an attack roll, saving throw, or ability check. Each background provides a package of starting Spending your inspiration gives you advantage on equipment. If you use the optional rule to spend coin that roll. on gear, you do not receive the starting equipment Additionally, if you have inspiration, you can from your background. reward another player for good roleplaying, clever thinking, or simply doing something exciting in the Suggested Characteristics game. When another player character does A background contains suggested personal something that really contributes to the story in a characteristics based on your background. You can fun and interesting way, you can give up your pick characteristics, roll dice to determine them inspiration to give that character inspiration. randomly, or use the suggestions as inspiration for characteristics of your own creation. Backgrounds Customizing a Background Every story has a beginning. Your character’s You might want to tweak some of the features of a background reveals where you came from, how you background so it better fits your character or the became an adventurer, and your place in the world. campaign setting. To customize a background, you Your fighter might have been a courageous knight or can replace one feature with any other one, choose a grizzled soldier. Your wizard could have been a any two skills, and choose a total of two tool sage or an artisan. Your rogue might have gotten by proficiencies or languages from the sample as a guild thief or commanded audiences as a jester. backgrounds. You can either use the equipment Choosing a background provides you with package from your background or spend coin on important story cues about your character’s identity. gear as described in the equipment section. (If you The most important question to ask about your spend coin, you can’t also take the equipment background is what changed? Why did you stop package suggested for your class.) Finally, choose doing whatever your background describes and start two personality traits, one ideal, one bond, and one adventuring? Where did you get the money to flaw. If you can’t find a feature that matches your purchase your starting gear, or, if you come from a desired background, work with your GM to create wealthy background, why don’t you have more one. money? How did you learn the skills of your class? What sets you apart from ordinary people who share Acolyte your background? You have spent your life in the service of a temple to The sample background presented here provides a specific god or pantheon of gods. You act as an both concrete benefits (features, proficiencies, and intermediary between the realm of the holy and the languages) and roleplaying suggestions. mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the Proficiencies presence of the divine. You are not necessarily a Each background gives a character proficiency in cleric—performing sacred rites is not the same thing two skills (described in “Using Ability Scores”). as channeling divine power. System Reference Document 5.1 60 Choose a god, a pantheon of gods, or some other 3 I see omens in every event and action. The gods try quasi-‐‑divine being from among those listed in to speak to us, we just need to listen "Fantasy-‐‑Historical Pantheons" or those specified by 4 Nothing can shake my optimistic attitude. your GM, and work with your GM to detail the nature 5 I quote (or misquote) sacred texts and proverbs in of your religious service. Were you a lesser almost every situation. 6 I am tolerant (or intolerant) of other faiths and functionary in a temple, raised from childhood to respect (or condemn) the worship of other gods. assist the priests in the sacred rites? Or were you a 7 I’ve enjoyed fine food, drink, and high society high priest who suddenly experienced a call to serve among my temple’s elite. Rough living grates on me. your god in a different way? Perhaps you were the 8 I’ve spent so long in the temple that I have little leader of a small cult outside of any established practical experience dealing with people in the temple structure, or even an occult group that outside world. served a fiendish master that you now deny. Skill Proficiencies: Insight, Religion d6 Ideal Languages: Two of your choice 1 Tradition. The ancient traditions of worship and Equipment: A holy symbol (a gift to you when you sacrifice must be preserved and upheld. (Lawful) entered the priesthood), a prayer book or prayer 2 Charity. I always try to help those in need, no matter wheel, 5 sticks of incense, vestments, a set of what the personal cost. (Good) common clothes, and a pouch containing 15 gp 3 Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic) Feature: Shelter of the Faithful 4 Power. I hope to one day rise to the top of my faith’s As an acolyte, you command the respect of those religious hierarchy. (Lawful) who share your faith, and you can perform the 5 Faith. I trust that my deity will guide my actions. I religious ceremonies of your deity. You and your have faith that if I work hard, things will go well. adventuring companions can expect to receive free (Lawful) 6 Aspiration. I seek to prove myself worthy of my healing and care at a temple, shrine, or other god’s favor by matching my actions against his or established presence of your faith, though you must her teachings. (Any) provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. d6 Bond You might also have ties to a specific temple 1 I would die to recover an ancient relic of my faith dedicated to your chosen deity or pantheon, and you that was lost long ago. have a residence there. This could be the temple 2 I will someday get revenge on the corrupt temple where you used to serve, if you remain on good hierarchy who branded me a heretic. 3 I owe my life to the priest who took me in when my terms with it, or a temple where you have found a parents died. new home. While near your temple, you can call 4 Everything I do is for the common people. upon the priests for assistance, provided the 5 I will do anything to protect the temple where I assistance you ask for is not hazardous and you served. remain in good standing with your temple. 6 I seek to preserve a sacred text that my enemies consider heretical and seek to destroy. Suggested Characteristics Acolytes are shaped by their experience in temples or other religious communities. Their study of the d6 Flaw 1 I judge others harshly, and myself even more history and tenets of their faith and their severely. relationships to temples, shrines, or hierarchies 2 I put too much trust in those who wield power affect their mannerisms and ideals. Their flaws within my temple’s hierarchy. might be some hidden hypocrisy or heretical idea, or 3 My piety sometimes leads me to blindly trust those an ideal or bond taken to an extreme. that profess faith in my god. d8 Personality Trait 4 I am inflexible in my thinking. 1 I idolize a particular hero of my faith, and constantly 5 I am suspicious of strangers and expect the worst of refer to that person’s deeds and example. them. 2 I can find common ground between the fiercest 6 Once I pick a goal, I become obsessed with it to the enemies, empathizing with them and always detriment of everything else in my life. working toward peace. System Reference Document 5.1 61 Arms, Armor, and Other Equipment. As a general Equipment rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a Common coins come in several different market. Weapons and armor used by monsters are denominations based on the relative worth of the rarely in good enough condition to sell. metal from which they are made. The three most Magic Items. Selling magic items is problematic. common coins are the gold piece (gp), the silver Finding someone to buy a potion or a scroll isn’t too piece (sp), and the copper piece (cp). hard, but other items are out of the realm of most but With one gold piece, a character can buy a bedroll, the wealthiest nobles. Likewise, aside from a few 50 feet of good rope, or a goat. A skilled (but not common magic items, you won’t normally come exceptional) artisan can earn one gold piece a day. across magic items or spells to purchase. The value The gold piece is the standard unit of measure for of magic is far beyond simple gold and should always wealth, even if the coin itself is not commonly used. be treated as such. When merchants discuss deals that involve goods or Gems, Jewelry, and Art Objects. These items services worth hundreds or thousands of gold pieces, retain their full value in the marketplace, and you the transactions don’t usually involve the exchange can either trade them in for coin or use them as of individual coins. Rather, the gold piece is a currency for other transactions. For exceptionally standard measure of value, and the actual exchange valuable treasures, the GM might require you to find is in gold bars, letters of credit, or valuable goods. a buyer in a large town or larger community first. One gold piece is worth ten silver pieces, the most Trade Goods. On the borderlands, many people prevalent coin among commoners. A silver piece conduct transactions through barter. Like gems and buys a laborer’s work for half a day, a flask of lamp art objects, trade goods—bars of iron, bags of salt, oil, or a night’s rest in a poor inn. livestock, and so on—retain their full value in the One silver piece is worth ten copper pieces, which market and can be used as currency. are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk. Armor In addition, unusual coins made of other precious Fantasy gaming worlds are a vast tapestry made up metals sometimes appear in treasure hoards. The of many different cultures, each with its own electrum piece (ep) and the platinum piece (pp) technology level. For this reason, adventurers have originate from fallen empires and lost kingdoms, and access to a variety of armor types, ranging from they sometimes arouse suspicion and skepticism leather armor to chain mail to costly plate armor, when used in transactions. An electrum piece is with several other kinds of armor in between. The worth five silver pieces, and a platinum piece is Armor table collects the most commonly available worth ten gold pieces. types of armor found in the game and separates A standard coin weighs about a third of an ounce, them into three categories: light armor, medium so fifty coins weigh a pound. armor, and heavy armor. Many warriors supplement their armor with a shield. Standard Exchange Rates The Armor table shows the cost, weight, and other Coin CP SP EP GP PP properties of the common types of armor worn in Copper (cp) 1 1/10 1/50 1/100 1/1,000 fantasy gaming worlds. Silver (sp) 10 1 1/5 1/10 1/100 Armor Proficiency. Anyone can put on a suit of Electrum (ep) 50 5 1 1/2 1/20 armor or strap a shield to an arm. Only those Gold (gp) 100 10 2 1 1/10 Platinum (pp) 1,000 100 20 10 1 proficient in the armor’s use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that Selling Treasure you lack proficiency with, you have disadvantage on Opportunities abound to find treasure, equipment, any ability check, saving throw, or attack roll that weapons, armor, and more in the dungeons you involves Strength or Dexterity, and you can’t cast explore. Normally, you can sell your treasures and spells. trinkets when you return to a town or other Armor Class (AC). Armor protects its wearer from settlement, provided that you can find buyers and attacks. The armor (and shield) you wear merchants interested in your loot. determines your base Armor Class. System Reference Document 5.1 62 Heavy Armor. Heavier armor interferes with the rings rubbing against one another to be muffled by wearer’s ability to move quickly, stealthily, and outer layers. freely. If the Armor table shows “Str 13” or “Str 15” Scale Mail. This armor consists of a coat and in the Strength column for an armor type, the armor leggings (and perhaps a separate skirt) of leather reduces the wearer’s speed by 10 feet unless the covered with overlapping pieces of metal, much like wearer has a Strength score equal to or higher than the scales of a fish. The suit includes gauntlets. the listed score. Breastplate. This armor consists of a fitted metal Stealth. If the Armor table shows “Disadvantage” chest piece worn with supple leather. Although it in the Stealth column, the wearer has disadvantage leaves the legs and arms relatively unprotected, this on Dexterity (Stealth) checks. armor provides good protection for the wearer’s Shields. A shield is made from wood or metal and vital organs while leaving the wearer relatively is carried in one hand. Wielding a shield increases unencumbered. your Armor Class by 2. You can benefit from only Half Plate. Half plate consists of shaped metal one shield at a time. plates that cover most of the wearer’s body. It does not include leg protection beyond simple greaves Light Armor that are attached with leather straps. Made from supple and thin materials, light armor favors agile adventurers since it offers some Heavy Armor protection without sacrificing mobility. If you wear Of all the armor categories, heavy armor offers the light armor, you add your Dexterity modifier to the best protection. These suits of armor cover the base number from your armor type to determine entire body and are designed to stop a wide range of your Armor Class. attacks. Only proficient warriors can manage their Padded. Padded armor consists of quilted layers weight and bulk. of cloth and batting. Heavy armor doesn’t let you add your Dexterity Leather. The breastplate and shoulder protectors modifier to your Armor Class, but it also doesn’t of this armor are made of leather that has been penalize you if your Dexterity modifier is negative. stiffened by being boiled in oil. The rest of the armor Ring Mail. This armor is leather armor with heavy is made of softer and more flexible materials. rings sewn into it. The rings help reinforce the armor Studded Leather. Made from tough but flexible against blows from swords and axes. Ring mail is leather, studded leather is reinforced with close-‐‑set inferior to chain mail, and it's usually worn only by rivets or spikes. those who can’t afford better armor. Chain Mail. Made of interlocking metal rings, Medium Armor chain mail includes a layer of quilted fabric worn Medium armor offers more protection than light underneath the mail to prevent chafing and to armor, but it also impairs movement more. If you cushion the impact of blows. The suit includes wear medium armor, you add your Dexterity gauntlets. modifier, to a maximum of +2, to the base number Splint. This armor is made of narrow vertical from your armor type to determine your Armor strips of metal riveted to a backing of leather that is Class. worn over cloth padding. Flexible chain mail Hide. This crude armor consists of thick furs and protects the joints. pelts. It is commonly worn by barbarian tribes, evil Plate. Plate consists of shaped, interlocking metal humanoids, and other folk who lack access to the plates to cover the entire body. A suit of plate tools and materials needed to create better armor. includes gauntlets, heavy leather boots, a visored Chain Shirt. Made of interlocking metal rings, a helmet, and thick layers of padding underneath the chain shirt is worn between layers of clothing or armor. Buckles and straps distribute the weight over leather. This armor offers modest protection to the the body. wearer’s upper body and allows the sound of the Armor Armor Cost Armor Class (AC) Strength Stealth Weight Light Armor Padded 5 gp 11 + Dex modifier — Disadvantage 8 lb. System Reference Document 5.1 63 Leather 10 gp 11 + Dex modifier — — 10 lb. Studded leather 45 gp 12 + Dex modifier — — 13 lb. Medium Armor Hide 10 gp 12 + Dex modifier (max 2) — — 12 lb. Chain shirt 50 gp 13 + Dex modifier (max 2) — — 20 lb. Scale mail 50 gp 14 + Dex modifier (max 2) — Disadvantage 45 lb. Breastplate 400 gp 14 + Dex modifier (max 2) — — 20 lb. Half plate 750 gp 15 + Dex modifier (max 2) — Disadvantage 40 lb. Heavy Armor Ring mail 30 gp 14 — Disadvantage 40 lb. Chain mail 75 gp 16 Str 13 Disadvantage 55 lb. Splint 200 gp 17 Str 15 Disadvantage 60 lb. Plate 1,500 gp 18 Str 15 Disadvantage 65 lb. Shield Shield 10 gp +2 — — 6 lb. Getting Into and Out of Armor can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons The time it takes to don or doff armor depends on often found in the hands of commoners. Martial the armor’s category. weapons, including swords, axes, and polearms, Don. This is the time it takes to put on armor. You require more specialized training to use effectively. benefit from the armor’s AC only if you take the full Most warriors use martial weapons because these time to don the suit of armor. weapons put their fighting style and training to best Doff. This is the time it takes to take off armor. If use. you have help, reduce this time by half. Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack Donning and Doffing Armor you make with that weapon. If you make an attack Category Don Doff roll using a weapon with which you lack proficiency, Light Armor 1 minute 1 minute you do not add your proficiency bonus to the attack Medium Armor 5 minutes 1 minute roll. Heavy Armor 10 minutes 5 minutes Shield 1 action 1 action Weapon Properties Many weapons have special properties related to Weapons their use, as shown in the Weapons table. Your class grants proficiency in certain weapons, Ammunition. You can use a weapon that has the reflecting both the class’s focus and the tools you are ammunition property to make a ranged attack only if most likely to use. Whether you favor a longsword or you have ammunition to fire from the weapon. Each a longbow, your weapon and your ability to wield it time you attack with the weapon, you expend one effectively can mean the difference between life and piece of ammunition. Drawing the ammunition from death while adventuring. a quiver, case, or other container is part of the attack The Weapons table shows the most common (you need a free hand to load a one-‐‑handed weapon). weapons used in the fantasy gaming worlds, their At the end of the battle, you can recover half your price and weight, the damage they deal when they expended ammunition by taking a minute to search hit, and any special properties they possess. Every the battlefield. weapon is classified as either melee or ranged. A If you use a weapon that has the ammunition melee weapon is used to attack a target within 5 property to make a melee attack, you treat the feet of you, whereas a ranged weapon is used to weapon as an improvised weapon (see “Improvised attack a target at a distance. Weapons” later in the section). A sling must be loaded to deal any damage when used in this way. Weapon Proficiency Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Your race, class, and feats can grant you proficiency Dexterity modifier for the attack and damage rolls. with certain weapons or categories of weapons. The You must use the same modifier for both rolls. two categories are simple and martial. Most people System Reference Document 5.1 64 Heavy. Small creatures have disadvantage on wield in one or two hands, such as broken glass, a attack rolls with heavy weapons. A heavy weapon’s table leg, a frying pan, a wagon wheel, or a dead size and bulk make it too large for a Small creature goblin. to use effectively. Often, an improvised weapon is similar to an Light. A light weapon is small and easy to handle, actual weapon and can be treated as such. For making it ideal for use when fighting with two example, a table leg is akin to a club. At the GM’s weapons. option, a character proficient with a weapon can use Loading. Because of the time required to load this a similar object as if it were that weapon and use his weapon, you can fire only one piece of ammunition or her proficiency bonus. from it when you use an action, bonus action, or An object that bears no resemblance to a weapon reaction to fire it, regardless of the number of attacks deals 1d4 damage (the GM assigns a damage type you can normally make. appropriate to the object). If a character uses a Range. A weapon that can be used to make a ranged weapon to make a melee attack, or throws a ranged attack has a range in parentheses after the melee weapon that does not have the thrown ammunition or thrown property. The range lists two property, it also deals 1d4 damage. An improvised numbers. The first is the weapon’s normal range in thrown weapon has a normal range of 20 feet and a feet, and the second indicates the weapon’s long long range of 60 feet. range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t Silvered Weapons attack a target beyond the weapon’s long range. Some monsters that have immunity or resistance to Reach. This weapon adds 5 feet to your reach nonmagical weapons are susceptible to silver when you attack with it, as well as when weapons, so cautious adventurers invest extra coin determining your reach for opportunity attacks with to plate their weapons with silver. You can silver a it. single weapon or ten pieces of ammunition for 100 Special. A weapon with the special property has gp. This cost represents not only the price of the unusual rules governing its use, explained in the silver, but the time and expertise needed to add weapon’s description (see “Special Weapons” later silver to the weapon without making it less effective. in this section). Thrown. If a weapon has the thrown property, you Special Weapons can throw the weapon to make a ranged attack. If the Weapons with special rules are described here. weapon is a melee weapon, you use the same ability Lance. You have disadvantage when you use a modifier for that attack roll and damage roll that you lance to attack a target within 5 feet of you. Also, a would use for a melee attack with the weapon. For lance requires two hands to wield when you aren’t example, if you throw a handaxe, you use your mounted. Strength, but if you throw a dagger, you can use Net. A Large or smaller creature hit by a net is either your Strength or your Dexterity, since the restrained until it is freed. A net has no effect on dagger has the finesse property. creatures that are formless, or creatures that are Two-‐‑Handed. This weapon requires two hands Huge or larger. A creature can use its action to make when you attack with it. a DC 10 Strength check, freeing itself or another Versatile. This weapon can be used with one or creature within its reach on a success. Dealing 5 two hands. A damage value in parentheses appears slashing damage to the net (AC 10) also frees the with the property—the damage when the weapon is creature without harming it, ending the effect and used with two hands to make a melee attack. destroying the net. When you use an action, bonus action, or reaction Improvised Weapons to attack with a net, you can make only one attack Sometimes characters don’t have their weapons and regardless of the number of attacks you can have to attack with whatever is at hand. An normally make. improvised weapon includes any object you can Weapons Name Cost Damage Weight Properties Simple Melee Weapons System Reference Document 5.1 65 Club 1 sp 1d4 bludgeoning 2 lb. Light Dagger 2 gp 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60) Greatclub 2 sp 1d8 bludgeoning 10 lb. Two-‐handed Handaxe 5 gp 1d6 slashing 2 lb. Light, thrown (range 20/60) Javelin 5 sp 1d6 piercing 2 lb. Thrown (range 30/120) Light hammer 2 gp 1d4 bludgeoning 2 lb. Light, thrown (range 20/60) Mace 5 gp 1d6 bludgeoning 4 lb. — Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Versatile (1d8) Sickle 1 gp 1d4 slashing 2 lb. Light Spear 1 gp 1d6 piercing 3 lb. Thrown (range 20/60), versatile (1d8) Simple Ranged Weapons Crossbow, light 25 gp 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-‐handed Dart 5 cp 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60) Shortbow 25 gp 1d6 piercing 2 lb. Ammunition (range 80/320), two-‐handed Sling 1 sp 1d4 bludgeoning — Ammunition (range 30/120) Martial Melee Weapons Battleaxe 10 gp 1d8 slashing 4 lb. Versatile (1d10) Flail 10 gp 1d8 bludgeoning 2 lb. — Glaive 20 gp 1d10 slashing 6 lb. Heavy, reach, two-‐handed Greataxe 30 gp 1d12 slashing 7 lb. Heavy, two-‐handed Greatsword 50 gp 2d6 slashing 6 lb. Heavy, two-‐handed Halberd 20 gp 1d10 slashing 6 lb. Heavy, reach, two-‐handed Lance 10 gp 1d12 piercing 6 lb. Reach, special Longsword 15 gp 1d8 slashing 3 lb. Versatile (1d10) Maul 10 gp 2d6 bludgeoning 10 lb. Heavy, two-‐handed Morningstar 15 gp 1d8 piercing 4 lb. — Pike 5 gp 1d10 piercing 18 lb. Heavy, reach, two-‐handed Rapier 25 gp 1d8 piercing 2 lb. Finesse Scimitar 25 gp 1d6 slashing 3 lb. Finesse, light Shortsword 10 gp 1d6 piercing 2 lb. Finesse, light Trident 5 gp 1d6 piercing 4 lb. Thrown (range 20/60), versatile (1d8) War pick 5 gp 1d8 piercing 2 lb. — Warhammer 15 gp 1d8 bludgeoning 2 lb. Versatile (1d10) Whip 2 gp 1d4 slashing 3 lb. Finesse, reach Martial Ranged Weapons Blowgun 10 gp 1 piercing 1 lb. Ammunition (range 25/100), loading Crossbow, hand 75 gp 1d6 piercing 3 lb. Ammunition (range 30/120), light, loading Crossbow, heavy 50 gp 1d10 piercing 18 lb. Ammunition (range 100/400), heavy, loading, two-‐handed Longbow 50 gp 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-‐handed Net 1 gp — 3 lb. Special, thrown (range 5/15) ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a Adventuring Gear hit, the target takes 1d4 fire damage at the start of This section describes items that have special rules each of its turns. A creature can end this damage by or require further explanation. using its action to make a DC 10 Dexterity check to Acid. As an action, you can splash the contents of extinguish the flames. this vial onto a creature within 5 feet of you or throw Antitoxin. A creature that drinks this vial of liquid the vial up to 20 feet, shattering it on impact. In gains advantage on saving throws against poison for either case, make a ranged attack against a creature 1 hour. It confers no benefit to undead or constructs. or object, treating the acid as an improvised weapon. Arcane Focus. An arcane focus is a special item— On a hit, the target takes 2d6 acid damage. an orb, a crystal, a rod, a specially constructed staff, a Alchemist’s Fire. This sticky, adhesive fluid ignites wand-‐‑like length of wood, or some similar item— when exposed to air. As an action, you can throw this designed to channel the power of arcane spells. A flask up to 20 feet, shattering it on impact. Make a System Reference Document 5.1 66 sorcerer, warlock, or wizard can use such an item as Druidic Focus. A druidic focus might be a sprig of a spellcasting focus. mistletoe or holly, a wand or scepter made of yew or Ball Bearings. As an action, you can spill these another special wood, a staff drawn whole out of a tiny metal balls from their pouch to cover a level, living tree, or a totem object incorporating feathers, square area that is 10 feet on a side. A creature fur, bones, and teeth from sacred animals. A druid moving across the covered area must succeed on a can use such an object as a spellcasting focus. DC 10 Dexterity saving throw or fall prone. A Fishing Tackle. This kit includes a wooden rod, creature moving through the area at half speed silken line, corkwood bobbers, steel hooks, lead doesn’t need to make the save. sinkers, velvet lures, and narrow netting. Block and Tackle. A set of pulleys with a cable Healer’s Kit. This kit is a leather pouch containing threaded through them and a hook to attach to bandages, salves, and splints. The kit has ten uses. As objects, a block and tackle allows you to hoist up to an action, you can expend one use of the kit to four times the weight you can normally lift. stabilize a creature that has 0 hit points, without Book. A book might contain poetry, historical needing to make a Wisdom (Medicine) check. accounts, information pertaining to a particular field Holy Symbol. A holy symbol is a representation of of lore, diagrams and notes on gnomish contraptions, a god or pantheon. It might be an amulet depicting a or just about anything else that can be represented symbol representing a deity, the same symbol using text or pictures. A book of spells is a spellbook carefully engraved or inlaid as an emblem on a (described later in this section). shield, or a tiny box holding a fragment of a sacred Caltrops. As an action, you can spread a bag of relic. Appendix PH-‐‑B "Fantasy-‐‑Historical Pantheons" caltrops to cover a square area that is 5 feet on a side. lists the symbols commonly associated with many Any creature that enters the area must succeed on a gods in the multiverse. A cleric or paladin can use a DC 15 Dexterity saving throw or stop moving this holy symbol as a spellcasting focus. To use the turn and take 1 piercing damage. Taking this damage symbol in this way, the caster must hold it in hand, reduces the creature’s walking speed by 10 feet until wear it visibly, or bear it on a shield. the creature regains at least 1 hit point. A creature Holy Water. As an action, you can splash the moving through the area at half speed doesn’t need contents of this flask onto a creature within 5 feet of to make the save. you or throw it up to 20 feet, shattering it on impact. Candle. For 1 hour, a candle sheds bright light in a In either case, make a ranged attack against a target 5-‐‑foot radius and dim light for an additional 5 feet. creature, treating the holy water as an improvised Case, Crossbow Bolt. This wooden case can hold weapon. If the target is a fiend or undead, it takes up to twenty crossbow bolts. 2d6 radiant damage. Case, Map or Scroll. This cylindrical leather case A cleric or paladin may create holy water by can hold up to ten rolled-‐‑up sheets of paper or five performing a special ritual. The ritual takes 1 hour to rolled-‐‑up sheets of parchment. perform, uses 25 gp worth of powdered silver, and Chain. A chain has 10 hit points. It can be burst requires the caster to expend a 1st-‐‑level spell slot. with a successful DC 20 Strength check. Hunting Trap. When you use your action to set it, Climber’s Kit. A climber’s kit includes special this trap forms a saw-‐‑toothed steel ring that snaps pitons, boot tips, gloves, and a harness. You can use shut when a creature steps on a pressure plate in the the climber’s kit as an action to anchor yourself; center. The trap is affixed by a heavy chain to an when you do, you can’t fall more than 25 feet from immobile object, such as a tree or a spike driven into the point where you anchored yourself, and you the ground. A creature that steps on the plate must can’t climb more than 25 feet away from that point succeed on a DC 13 Dexterity saving throw or take without undoing the anchor. 1d4 piercing damage and stop moving. Thereafter, Component Pouch. A component pouch is a small, until the creature breaks free of the trap, its watertight leather belt pouch that has compartments movement is limited by the length of the chain to hold all the material components and other (typically 3 feet long). A creature can use its action special items you need to cast your spells, except for to make a DC 13 Strength check, freeing itself or those components that have a specific cost (as another creature within its reach on a success. Each indicated in a spell's description). failed check deals 1 piercing damage to the trapped Crowbar. Using a crowbar grants advantage to creature. Strength checks where the crowbar’s leverage can be applied. System Reference Document 5.1 67 Lamp. A lamp casts bright light in a 15-‐‑foot radius Poison, Basic. You can use the poison in this vial and dim light for an additional 30 feet. Once lit, it to coat one slashing or piercing weapon or up to burns for 6 hours on a flask (1 pint) of oil. three pieces of ammunition. Applying the poison Lantern, Bullseye. A bullseye lantern casts bright takes an action. A creature hit by the poisoned light in a 60-‐‑foot cone and dim light for an additional weapon or ammunition must make a DC 10 60 feet. Once lit, it burns for 6 hours on a flask (1 Constitution saving throw or take 1d4 poison pint) of oil. damage. Once applied, the poison retains potency for Lantern, Hooded. A hooded lantern casts bright 1 minute before drying. light in a 30-‐‑foot radius and dim light for an Potion of Healing. A character who drinks the additional 30 feet. Once lit, it burns for 6 hours on a magical red fluid in this vial regains 2d4 + 2 hit flask (1 pint) of oil. As an action, you can lower the points. Drinking or administering a potion takes an hood, reducing the light to dim light in a 5-‐‑foot action. radius. Pouch. A cloth or leather pouch can hold up to 20 Lock. A key is provided with the lock. Without the sling bullets or 50 blowgun needles, among other key, a creature proficient with thieves’ tools can pick things. A compartmentalized pouch for holding spell this lock with a successful DC 15 Dexterity check. components is called a component pouch (described Your GM may decide that better locks are available earlier in this section). for higher prices. Quiver. A quiver can hold up to 20 arrows. Magnifying Glass. This lens allows a closer look at Ram, Portable. You can use a portable ram to small objects. It is also useful as a substitute for flint break down doors. When doing so, you gain a +4 and steel when starting fires. Lighting a fire with a bonus on the Strength check. One other character magnifying glass requires light as bright as sunlight can help you use the ram, giving you advantage on to focus, tinder to ignite, and about 5 minutes for the this check. fire to ignite. A magnifying glass grants advantage on Rations. Rations consist of dry foods suitable for any ability check made to appraise or inspect an extended travel, including jerky, dried fruit, hardtack, item that is small or highly detailed. and nuts. Manacles. These metal restraints can bind a Small Rope. Rope, whether made of hemp or silk, has 2 or Medium creature. Escaping the manacles requires hit points and can be burst with a DC 17 Strength a successful DC 20 Dexterity check. Breaking them check. requires a successful DC 20 Strength check. Each set Scale, Merchant’s. A scale includes a small of manacles comes with one key. Without the key, a balance, pans, and a suitable assortment of weights creature proficient with thieves’ tools can pick the up to 2 pounds. With it, you can measure the exact manacles’ lock with a successful DC 15 Dexterity weight of small objects, such as raw precious metals check. Manacles have 15 hit points. or trade goods, to help determine their worth. Mess Kit. This tin box contains a cup and simple Spellbook. Essential for wizards, a spellbook is a cutlery. The box clamps together, and one side can leather-‐‑bound tome with 100 blank vellum pages be used as a cooking pan and the other as a plate or suitable for recording spells. shallow bowl. Spyglass. Objects viewed through a spyglass are Oil. Oil usually comes in a clay flask that holds 1 magnified to twice their size. pint. As an action, you can splash the oil in this flask Tent. A simple and portable canvas shelter, a tent onto a creature within 5 feet of you or throw it up to sleeps two. 20 feet, shattering it on impact. Make a ranged attack Tinderbox. This small container holds flint, fire against a target creature or object, treating the oil as steel, and tinder (usually dry cloth soaked in light an improvised weapon. On a hit, the target is oil) used to kindle a fire. Using it to light a torch—or covered in oil. If the target takes any fire damage anything else with abundant, exposed fuel—takes an before the oil dries (after 1 minute), the target takes action. Lighting any other fire takes 1 minute. an additional 5 fire damage from the burning oil. You Torch. A torch burns for 1 hour, providing bright can also pour a flask of oil on the ground to cover a light in a 20-‐‑foot radius and dim light for an 5-‐‑foot-‐‑square area, provided that the surface is level. additional 20 feet. If you make a melee attack with a If lit, the oil burns for 2 rounds and deals 5 fire burning torch and hit, it deals 1 fire damage. damage to any creature that enters the area or ends its turn in the area. A creature can take this damage Adventuring Gear only once per turn. System Reference Document 5.1 68 Item Cost Weight Hourglass 25 gp 1 lb. Abacus 2 gp 2 lb. Hunting trap 5 gp 25 lb. Acid (vial) 25 gp 1 lb. Ink (1 ounce bottle) 10 gp — Alchemist’s fire (flask) 50 gp 1 lb. Ink pen 2 cp — Ammunition Jug or pitcher 2 cp 4 lb. Arrows (20) 1 gp 1 lb. Ladder (10-‐foot) 1 sp 25 lb. Blowgun needles (50) 1 gp 1 lb. Lamp 5 sp 1 lb. Crossbow bolts (20) 1 gp 1½ lb. Lantern, bullseye 10 gp 2 lb. Sling bullets (20) 4 cp 1½ lb. Lantern, hooded 5 gp 2 lb. Antitoxin (vial) 50 gp — Lock 10 gp 1 lb. Arcane focus Magnifying glass 100 gp — Crystal 10 gp 1 lb. Manacles 2 gp 6 lb. Orb 20 gp 3 lb. Mess kit 2 sp 1 lb. Rod 10 gp 2 lb. Mirror, steel 5 gp 1/2 lb. Staff 5 gp 4 lb. Oil (flask) 1 sp 1 lb. Wand 10 gp 1 lb. Paper (one sheet) 2 sp — Backpack 2 gp 5 lb. Parchment (one sheet) 1 sp — Ball bearings (bag of 1,000) 1 gp 2 lb. Perfume (vial) 5 gp — Barrel 2 gp 70 lb. Pick, miner’s 2 gp 10 lb. Basket 4 sp 2 lb. Piton 5 cp 1/4 lb. Bedroll 1 gp 7 lb. Poison, basic (vial) 100 gp — Bell 1 gp — Pole (10-‐foot) 5 cp 7 lb. Blanket 5 sp 3 lb. Pot, iron 2 gp 10 lb. Block and tackle 1 gp 5 lb. Potion of healing 50 gp 1/2 lb. Book 25 gp 5 lb. Pouch 5 sp 1 lb. Bottle, glass 2 gp 2 lb. Quiver 1 gp 1 lb. Bucket 5 cp 2 lb. Ram, portable 4 gp 35 lb. Caltrops (bag of 20) 1 gp 2 lb. Rations (1 day) 5 sp 2 lb. Candle 1 cp — Robes 1 gp 4 lb. Case, crossbow bolt 1 gp 1 lb. Rope, hempen (50 feet) 1 gp 10 lb. Case, map or scroll 1 gp 1 lb. Rope, silk (50 feet) 10 gp 5 lb. Chain (10 feet) 5 gp 10 lb. Sack 1 cp 1/2 lb. Chalk (1 piece) 1 cp — Scale, merchant’s 5 gp 3 lb. Chest 5 gp 25 lb. Sealing wax 5 sp — Climber’s kit 25 gp 12 lb. Shovel 2 gp 5 lb. Clothes, common 5 sp 3 lb. Signal whistle 5 cp — Clothes, costume 5 gp 4 lb. Signet ring 5 gp — Clothes, fine 15 gp 6 lb. Soap 2 cp — Clothes, traveler’s 2 gp 4 lb. Spellbook 50 gp 3 lb. Component pouch 25 gp 2 lb. Spikes, iron (10) 1 gp 5 lb. Crowbar 2 gp 5 lb. Spyglass 1,000 gp 1 lb. Druidic focus Tent, two-‐person 2 gp 20 lb. Sprig of mistletoe 1 gp — Tinderbox 5 sp 1 lb. Totem 1 gp — Torch 1 cp 1 lb. Wooden staff 5 gp 4 lb. Vial 1 gp — Yew wand 10 gp 1 lb. Waterskin 2 sp 5 lb. (full) Fishing tackle 1 gp 4 lb. Whetstone 1 cp 1 lb. Flask or tankard 2 cp 1 lb. Grappling hook 2 gp 4 lb. Container Capacity Hammer 1 gp 3 lb. Container Capacity Hammer, sledge 2 gp 10 lb. Backpack* 1 cubic foot/30 pounds of gear Healer’s kit 5 gp 3 lb. Barrel 40 gallons liquid, 4 cubic feet solid Holy symbol Basket 2 cubic feet/40 pounds of gear Amulet 5 gp 1 lb. Bottle 1½ pints liquid Emblem 5 gp — Bucket 3 gallons liquid, 1/2 cubic foot solid Reliquary 5 gp 2 lb. Chest 12 cubic feet/300 pounds of gear Holy water (flask) 25 gp 1 lb. System Reference Document 5.1 69 Flask or tankard 1 pint liquid might ask you to make a Dexterity check to carve a Jug or pitcher 1 gallon liquid fine detail with your woodcarver’s tools, or a Pot, iron 1 gallon liquid Strength check to make something out of Pouch 1/5 cubic foot/6 pounds of gear particularly hard wood. Sack 1 cubic foot/30 pounds of gear Vial 4 ounces liquid Tools Waterskin 4 pints liquid Item Cost Weight * You can also strap items, such as a bedroll or a coil of rope, Artisan’s tools to the outside of a backpack. Alchemist’s supplies 50 gp 8 lb. Brewer’s supplies 20 gp 9 lb. Calligrapher's supplies 10 gp 5 lb. Equipment Packs Carpenter’s tools 8 gp 6 lb. The starting equipment you get from your class includes a Cartographer’s tools 15 gp 6 lb. collection of useful adventuring gear, put together in a pack. Cobbler’s tools 5 gp 5 lb. The contents of these packs are listed here. If you are buying Cook’s utensils 1 gp 8 lb. your starting equipment, you can purchase a pack for the Glassblower’s tools 30 gp 5 lb. price shown, which might be cheaper than buying the items Jeweler’s tools 25 gp 2 lb. individually. Leatherworker’s tools 5 gp 5 lb. Burglar’s Pack (16 gp). Includes a backpack, a bag of 1,000 Mason’s tools 10 gp 8 lb. ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a Painter’s supplies 10 gp 5 lb. hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days Potter’s tools 10 gp 3 lb. rations, a tinderbox, and a waterskin. The pack also has 50 Smith’s tools 20 gp 8 lb. feet of hempen rope strapped to the side of it. Tinker’s tools 50 gp 10 lb. Diplomat’s Pack (39 gp). Includes a chest, 2 cases for maps Weaver’s tools 1 gp 5 lb. and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a Woodcarver’s tools 1 gp 5 lb. lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, Disguise kit 25 gp 3 lb. sealing wax, and soap. Forgery kit 15 gp 5 lb. Dungeoneer’s Pack (12 gp). Includes a backpack, a Gaming set crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 Dice set 1 sp — days of rations, and a waterskin. The pack also has 50 feet of Playing card set 5 sp — hempen rope strapped to the side of it. Herbalism kit 5 gp 3 lb. Entertainer’s Pack (40 gp). Includes a backpack, a bedroll, Musical instrument 2 costumes, 5 candles, 5 days of rations, a waterskin, and a Bagpipes 30 gp 6 lb. disguise kit. Drum 6 gp 3 lb. Explorer’s Pack (10 gp). Includes a backpack, a bedroll, a Dulcimer 25 gp 10 lb. mess kit, a tinderbox, 10 torches, 10 days of rations, and a Flute 2 gp 1 lb. waterskin. The pack also has 50 feet of hempen rope Lute 35 gp 2 lb. strapped to the side of it. Lyre 30 gp 2 lb. Priest’s Pack (19 gp). Includes a backpack, a blanket, 10 Horn 3 gp 2 lb. candles, a tinderbox, an alms box, 2 blocks of incense, a Pan flute 12 gp 2 lb. censer, vestments, 2 days of rations, and a waterskin. Shawm 2 gp 1 lb. Scholar’s Pack (40 gp). Includes a backpack, a book of lore, Viol 30 gp 1 lb. a bottle of ink, an ink pen, 10 sheets of parchment, a little Navigator’s tools 25 gp 2 lb. bag of sand, and a small knife. Poisoner’s kit 50 gp 2 lb. Thieves’ tools 25 gp 1 lb. Vehicles (land or water) * * Tools * See the “Mounts and Vehicles” section. A tool helps you to do something you couldn't otherwise do, such as craft or repair an item, forge a Artisan’s Tools. These special tools include the document, or pick a lock. Your race, class, items needed to pursue a craft or trade. The table background, or feats give you proficiency with shows examples of the most common types of tools, certain tools. Proficiency with a tool allows you to each providing items related to a single craft. add your proficiency bonus to any ability check you Proficiency with a set of artisan’s tools lets you add make using that tool. Tool use is not tied to a single your proficiency bonus to any ability checks you ability, since proficiency with a tool represents make using the tools in your craft. Each type of broader knowledge of its use. For example, the GM artisan’s tools requires a separate proficiency. System Reference Document 5.1 70 Disguise Kit. This pouch of cosmetics, hair dye, add your proficiency bonus to any ability checks you and small props lets you create disguises that change make to disarm traps or open locks. your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise. Mounts and Vehicles Forgery Kit. This small box contains a variety of A good mount can help you move more quickly papers and parchments, pens and inks, seals and through the wilderness, but its primary purpose is to sealing wax, gold and silver leaf, and other supplies carry the gear that would otherwise slow you down. necessary to create convincing forgeries of physical The Mounts and Other Animals table shows each documents. Proficiency with this kit lets you add animal’s speed and base carrying capacity. your proficiency bonus to any ability checks you An animal pulling a carriage, cart, chariot, sled, or make to create a physical forgery of a document. wagon can move weight up to five times its base Gaming Set. This item encompasses a wide range carrying capacity, including the weight of the vehicle. of game pieces, including dice and decks of cards (for If multiple animals pull the same vehicle, they can games such as Three-‐‑Dragon Ante). A few common add their carrying capacity together. examples appear on the Tools table, but other kinds Mounts other than those listed here are available of gaming sets exist. If you are proficient with a in fantasy gaming worlds, but they are rare and not gaming set, you can add your proficiency bonus to normally available for purchase. These include flying ability checks you make to play a game with that set. mounts (pegasi, griffons, hippogriffs, and similar Each type of gaming set requires a separate animals) and even aquatic mounts (giant sea horses, proficiency. for example). Acquiring such a mount often means Herbalism Kit. This kit contains a variety of securing an egg and raising the creature yourself, instruments such as clippers, mortar and pestle, and making a bargain with a powerful entity, or pouches and vials used by herbalists to create negotiating with the mount itself. remedies and potions. Proficiency with this kit lets Barding. Barding is armor designed to protect an you add your proficiency bonus to any ability checks animal’s head, neck, chest, and body. Any type of you make to identify or apply herbs. Also, armor shown on the Armor table can be purchased proficiency with this kit is required to create as barding. The cost is four times the equivalent antitoxin and potions of healing. armor made for humanoids, and it weighs twice as Musical Instrument. Several of the most common much. types of musical instruments are shown on the table Saddles. A military saddle braces the rider, as examples. If you have proficiency with a given helping you keep your seat on an active mount in musical instrument, you can add your proficiency battle. It gives you advantage on any check you make bonus to any ability checks you make to play music to remain mounted. An exotic saddle is required for with the instrument. A bard can use a musical riding any aquatic or flying mount. instrument as a spellcasting focus. Each type of Vehicle Proficiency. If you have proficiency with a musical instrument requires a separate proficiency. certain kind of vehicle (land or water), you can add Navigator’s Tools. This set of instruments is used your proficiency bonus to any check you make to for navigation at sea. Proficiency with navigator's control that kind of vehicle in difficult circumstances. tools lets you chart a ship's course and follow Rowed Vessels. Keelboats and rowboats are used navigation charts. In addition, these tools allow you on lakes and rivers. If going downstream, add the to add your proficiency bonus to any ability check speed of the current (typically 3 miles per hour) to you make to avoid getting lost at sea. the speed of the vehicle. These vehicles can’t be Poisoner’s Kit. A poisoner’s kit includes the vials, rowed against any significant current, but they can chemicals, and other equipment necessary for the be pulled upstream by draft animals on the shores. A creation of poisons. Proficiency with this kit lets you rowboat weighs 100 pounds, in case adventurers add your proficiency bonus to any ability checks you carry it over land. make to craft or use poisons. Thieves’ Tools. This set of tools includes a small Mounts and Other Animals file, a set of lock picks, a small mirror mounted on a Carrying metal handle, a set of narrow-‐‑bladed scissors, and a Item Cost Speed Capacity pair of pliers. Proficiency with these tools lets you Camel 50 gp 50 ft. 480 lb. Donkey or mule 8 gp 40 ft. 420 lb. Elephant 200 gp 40 ft. 1,320 lb. System Reference Document 5.1 71 Horse, draft 50 gp 40 ft. 540 lb. Trade Goods Horse, riding 75 gp 60 ft. 480 lb. Mastiff 25 gp 40 ft. 195 lb. Cost Goods Pony 30 gp 40 ft. 225 lb. 1 cp 1 lb. of wheat Warhorse 400 gp 60 ft. 540 lb. 2 cp 1 lb. of flour or one chicken 5 cp 1 lb. of salt 1 sp 1 lb. of iron or 1 sq. yd. of canvas Tack, Harness, and Drawn Vehicles 5 sp 1 lb. of copper or 1 sq. yd. of cotton cloth 1 gp 1 lb. of ginger or one goat Item Cost Weight 2 gp 1 lb. of cinnamon or pepper, or one sheep Barding ×4 ×2 3 gp 1 lb. of cloves or one pig Bit and bridle 2 gp 1 lb. 5 gp 1 lb. of silver or 1 sq. yd. of linen Carriage 100 gp 600 lb. 10 gp 1 sq. yd. of silk or one cow Cart 15 gp 200 lb. 15 gp 1 lb. of saffron or one ox Chariot 250 gp 100 lb. 50 gp 1 lb. of gold Feed (per day) 5 cp 10 lb. 500 gp 1 lb. of platinum Saddle Exotic 60 gp 40 lb. Military 20 gp 30 lb. Expenses Pack 5 gp 15 lb. When not descending into the depths of the earth, Riding 10 gp 25 lb. exploring ruins for lost treasures, or waging war Saddlebags 4 gp 8 lb. against the encroaching darkness, adventurers face Sled 20 gp 300 lb. more mundane realities. Even in a fantastical world, Stabling (per day) 5 sp — Wagon 35 gp 400 lb. people require basic necessities such as shelter, sustenance, and clothing. These things cost money, although some lifestyles cost more than others. Waterborne Vehicles Item Cost Speed Lifestyle Expenses Galley 30,000 gp 4 mph Lifestyle expenses provide you with a simple way to Keelboat 3,000 gp 1 mph account for the cost of living in a fantasy world. They Longship 10,000 gp 3 mph cover your accommodations, food and drink, and all Rowboat 50 gp 1½ mph your other necessities. Furthermore, expenses cover Sailing ship 10,000 gp 2 mph the cost of maintaining your equipment so you can Warship 25,000 gp 2½ mph be ready when adventure next calls. At the start of each week or month (your choice), Trade Goods choose a lifestyle from the Expenses table and pay Most wealth is not in coins. It is measured in the price to sustain that lifestyle. The prices listed livestock, grain, land, rights to collect taxes, or rights are per day, so if you wish to calculate the cost of to resources (such as a mine or a forest). your chosen lifestyle over a thirty-‐‑day period, Guilds, nobles, and royalty regulate trade. multiply the listed price by 30. Your lifestyle might Chartered companies are granted rights to conduct change from one period to the next, based on the trade along certain routes, to send merchant ships to funds you have at your disposal, or you might various ports, or to buy or sell specific goods. Guilds maintain the same lifestyle throughout your set prices for the goods or services that they control, character’s career. and determine who may or may not offer those Your lifestyle choice can have consequences. goods and services. Merchants commonly exchange Maintaining a wealthy lifestyle might help you make trade goods without using currency. The Trade contacts with the rich and powerful, though you run Goods table shows the value of commonly the risk of attracting thieves. Likewise, living frugally exchanged goods. might help you avoid criminals, but you are unlikely to make powerful connections. Lifestyle Expenses Lifestyle Price/Day Wretched — Squalid 1 sp System Reference Document 5.1 72 Poor 2 sp Wealthy. Choosing a wealthy lifestyle means Modest 1 gp living a life of luxury, though you might not have Comfortable 2 gp achieved the social status associated with the old Wealthy 4 gp money of nobility or royalty. You live a lifestyle Aristocratic 10 gp minimum comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few Wretched. You live in inhumane conditions. With small businesses. You have respectable lodgings, no place to call home, you shelter wherever you can, usually a spacious home in a good part of town or a sneaking into barns, huddling in old crates, and comfortable suite at a fine inn. You likely have a relying on the good graces of people better off than small staff of servants. you. A wretched lifestyle presents abundant dangers. Aristocratic. You live a life of plenty and comfort. Violence, disease, and hunger follow you wherever You move in circles populated by the most powerful you go. Other wretched people covet your armor, people in the community. You have excellent weapons, and adventuring gear, which represent a lodgings, perhaps a townhouse in the nicest part of fortune by their standards. You are beneath the town or rooms in the finest inn. You dine at the best notice of most people. restaurants, retain the most skilled and fashionable Squalid. You live in a leaky stable, a mud-‐‑floored tailor, and have servants attending to your every hut just outside town, or a vermin-‐‑infested boarding need. You receive invitations to the social gatherings house in the worst part of town. You have shelter of the rich and powerful, and spend evenings in the from the elements, but you live in a desperate and company of politicians, guild leaders, high priests, often violent environment, in places rife with disease, and nobility. You must also contend with the highest hunger, and misfortune. You are beneath the notice levels of deceit and treachery. The wealthier you are, of most people, and you have few legal protections. the greater the chance you will be drawn into Most people at this lifestyle level have suffered some political intrigue as a pawn or participant. terrible setback. They might be disturbed, marked as exiles, or suffer from disease. Self-Sufficiency Poor. A poor lifestyle means going without the The expenses and lifestyles described here assume that you comforts available in a stable community. Simple are spending your time between adventures in town, availing food and lodgings, threadbare clothing, and yourself of whatever services you can afford—paying for food unpredictable conditions result in a sufficient, and shelter, paying townspeople to sharpen your sword and though probably unpleasant, experience. Your repair your armor, and so on. Some characters, though, accommodations might be a room in a flophouse or might prefer to spend their time away from civilization, in the common room above a tavern. You benefit sustaining themselves in the wild by hunting, foraging, and from some legal protections, but you still have to repairing their own gear. contend with violence, crime, and disease. People at Maintaining this kind of lifestyle doesn’t require you to this lifestyle level tend to be unskilled laborers, spend any coin, but it is time-‐consuming. If you spend your costermongers, peddlers, thieves, mercenaries, and time between adventures practicing a profession, you can other disreputable types. eke out the equivalent of a poor lifestyle. Proficiency in the Survival skill lets you live at the equivalent of a comfortable Modest. A modest lifestyle keeps you out of the lifestyle. slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don’t go hungry or thirsty, and your living conditions are Food, Drink, and Lodging clean, if simple. Ordinary people living modest The Food, Drink, and Lodging table gives prices for lifestyles include soldiers with families, laborers, individual food items and a single night’s lodging. students, priests, hedge wizards, and the like. These prices are included in your total lifestyle Comfortable. Choosing a comfortable lifestyle expenses. means that you can afford nicer clothing and can easily maintain your equipment. You live in a small Food, Drink, and Lodging cottage in a middle-‐‑class neighborhood or in a Item Cost private room at a fine inn. You associate with Ale merchants, skilled tradespeople, and military Gallon 2 sp officers. Mug 4 cp System Reference Document 5.1 73 Banquet (per person) 10 gp Services Bread, loaf 2 cp Cheese, hunk 1 sp Service Pay Inn stay (per day) Coach cab Squalid 7 cp Between towns 3 cp per mile Poor 1 sp Within a city 1 cp Modest 5 sp Hireling Comfortable 8 sp Skilled 2 gp per day Wealthy 2 gp Untrained 2 sp per day Aristocratic 4 gp Messenger 2 cp per mile Meals (per day) Road or gate toll 1 cp Squalid 3 cp Ship’s passage 1 sp per mile Poor 6 cp Modest 3 sp Skilled hirelings include anyone hired to perform a Comfortable 5 sp service that involves a proficiency (including Wealthy 8 sp weapon, tool, or skill): a mercenary, artisan, scribe, Aristocratic 2 gp and so on. The pay shown is a minimum; some Meat, chunk 3 sp expert hirelings require more pay. Untrained Wine hirelings are hired for menial work that requires no Common (pitcher) 2 sp particular skill and can include laborers, porters, Fine (bottle) 10 gp maids, and similar workers. Spellcasting Services Services People who are able to cast spells don’t fall into the Adventurers can pay nonplayer characters to assist category of ordinary hirelings. It might be possible them or act on their behalf in a variety of to find someone willing to cast a spell in exchange circumstances. Most such hirelings have fairly for coin or favors, but it is rarely easy and no ordinary skills, while others are masters of a craft or established pay rates exist. As a rule, the higher the art, and a few are experts with specialized level of the desired spell, the harder it is to find adventuring skills. someone who can cast it and the more it costs. Some of the most basic types of hirelings appear Hiring someone to cast a relatively common spell on the Services table. Other common hirelings of 1st or 2nd level, such as cure wounds or identify, is include any of the wide variety of people who easy enough in a city or town, and might cost 10 to inhabit a typical town or city, when the adventurers 50 gold pieces (plus the cost of any expensive pay them to perform a specific task. For example, a material components). Finding someone able and wizard might pay a carpenter to construct an willing to cast a higher-‐‑level spell might involve elaborate chest (and its miniature replica) for use in traveling to a large city, perhaps one with a the secret chest spell. A fighter might commission a university or prominent temple. Once found, the blacksmith to forge a special sword. A bard might spellcaster might ask for a service instead of pay a tailor to make exquisite clothing for an payment—the kind of service that only adventurers upcoming performance in front of the duke. can provide, such as retrieving a rare item from a Other hirelings provide more expert or dangerous dangerous locale or traversing a monster-‐‑infested services. Mercenary soldiers paid to help the wilderness to deliver something important to a adventurers take on a hobgoblin army are hirelings, distant settlement. as are sages hired to research ancient or esoteric lore. If a high-‐‑level adventurer establishes a stronghold of some kind, he or she might hire a whole staff of servants and agents to run the place, from a castellan or steward to menial laborers to keep the stables clean. These hirelings often enjoy a long-‐‑term contract that includes a place to live within the stronghold as part of the offered compensation. System Reference Document 5.1 74 Feats A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides. At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow—perhaps by a withering curse—you can’t benefit from the Grappler feat until your Strength is restored. Grappler Prerequisite: Strength 13 or higher You’ve developed the skills necessary to hold your own in close-‐‑quarters grappling. You gain the following benefits: • You have advantage on attack rolls against a creature you are grappling. • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends. System Reference Document 5.1 75 12–13 +1 Using Ability 14–15 16–17 +2 +3 Scores 18–19 +4 20–21 +5 22–23 +6 Six abilities provide a quick description of every 24–25 +7 creature’s physical and mental characteristics: 26–27 +8 28–29 +9 • Strength, measuring physical power 30 +10 • Dexterity, measuring agility • Constitution, measuring endurance To determine an ability modifier without • Intelligence, measuring reasoning and memory consulting the table, subtract 10 from the ability • Wisdom, measuring perception and insight score and then divide the total by 2 (round down). • Charisma, measuring force of personality Because ability modifiers affect almost every Is a character muscle-‐‑bound and insightful? Brilliant attack roll, ability check, and saving throw, ability and charming? Nimble and hardy? Ability scores modifiers come up in play more often than their define these qualities—a creature’s assets as well as associated scores. weaknesses. The three main rolls of the game—the ability check, the saving throw, and the attack roll—rely on Advantage and the six ability scores. The book’s introduction describes the basic rule behind these rolls: roll a d20, Disadvantage add an ability modifier derived from one of the six Sometimes a special ability or spell tells you that you ability scores, and compare the total to a target have advantage or disadvantage on an ability check, number. a saving throw, or an attack roll. When that happens, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and Ability Scores and Modifiers use the lower roll if you have disadvantage. For Each of a creature’s abilities has a score, a number example, if you have disadvantage and roll a 17 and that defines the magnitude of that ability. An ability a 5, you use the 5. If you instead have advantage and score is not just a measure of innate capabilities, but roll those numbers, you use the 17. also encompasses a creature’s training and If multiple situations affect a roll and each one competence in activities related to that ability. grants advantage or imposes disadvantage on it, you A score of 10 or 11 is the normal human average, don’t roll more than one additional d20. If two but adventurers and many monsters are a cut above favorable situations grant advantage, for example, average in most abilities. A score of 18 is the highest you still roll only one additional d20. that a person usually reaches. Adventurers can have If circumstances cause a roll to have both scores as high as 20, and monsters and divine beings advantage and disadvantage, you are considered to can have scores as high as 30. have neither of them, and you roll one d20. This is Each ability also has a modifier, derived from the true even if multiple circumstances impose score and ranging from −5 (for an ability score of 1) disadvantage and only one grants advantage or vice to +10 (for a score of 30). The Ability Scores and versa. In such a situation, you have neither Modifiers table notes the ability modifiers for the advantage nor disadvantage. range of possible ability scores, from 1 to 30. When you have advantage or disadvantage and something in the game, such as the halfling’s Lucky Ability Scores and Modifiers trait, lets you reroll the d20, you can reroll only one Score Modifier of the dice. You choose which one. For example, if a 1 −5 halfling has advantage or disadvantage on an ability 2–3 −4 check and rolls a 1 and a 13, the halfling could use 4–5 −3 the Lucky trait to reroll the 1. 6–7 −2 You usually gain advantage or disadvantage 8–9 −1 through the use of special abilities, actions, or spells. 10–11 +0 Inspiration can also give a character advantage. The System Reference Document 5.1 76 GM can also decide that circumstances influence a Typical Difficulty Classes roll in one direction or the other and grant Task Difficulty DC advantage or impose disadvantage as a result. Very easy 5 Easy 10 Proficiency Bonus Medium Hard 15 20 Characters have a proficiency bonus determined by Very hard 25 level. Monsters also have this bonus, which is Nearly impossible 30 incorporated in their stat blocks. The bonus is used in the rules on ability checks, saving throws, and To make an ability check, roll a d20 and add the attack rolls. relevant ability modifier. As with other d20 rolls, Your proficiency bonus can’t be added to a single apply bonuses and penalties, and compare the total die roll or other number more than once. For to the DC. If the total equals or exceeds the DC, the example, if two different rules say you can add your ability check is a success—the creature overcomes proficiency bonus to a Wisdom saving throw, you the challenge at hand. Otherwise, it’s a failure, which nevertheless add the bonus only once when you means the character or monster makes no progress make the save. toward the objective or makes progress combined Occasionally, your proficiency bonus might be with a setback determined by the GM. multiplied or divided (doubled or halved, for example) before you apply it. For example, the Contests rogue’s Expertise feature doubles the proficiency bonus for certain ability checks. If a circumstance Sometimes one character’s or monster’s efforts are suggests that your proficiency bonus applies more directly opposed to another’s. This can occur when than once to the same roll, you still add it only once both of them are trying to do the same thing and and multiply or divide it only once. only one can succeed, such as attempting to snatch By the same token, if a feature or effect allows you up a magic ring that has fallen on the floor. This to multiply your proficiency bonus when making an situation also applies when one of them is trying to ability check that wouldn’t normally benefit from prevent the other one from accomplishing a goal— your proficiency bonus, you still don’t add the bonus for example, when a monster tries to force open a to the check. For that check your proficiency bonus door that an adventurer is holding closed. In is 0, given the fact that multiplying 0 by any number situations like these, the outcome is determined by a is still 0. For instance, if you lack proficiency in the special form of ability check, called a contest. History skill, you gain no benefit from a feature that Both participants in a contest make ability checks lets you double your proficiency bonus when you appropriate to their efforts. They apply all make Intelligence (History) checks. appropriate bonuses and penalties, but instead of In general, you don’t multiply your proficiency comparing the total to a DC, they compare the totals bonus for attack rolls or saving throws. If a feature of their two checks. The participant with the higher or effect allows you to do so, these same rules apply. check total wins the contest. That character or monster either succeeds at the action or prevents the other one from succeeding. Ability Checks If the contest results in a tie, the situation remains An ability check tests a character’s or monster’s the same as it was before the contest. Thus, one innate talent and training in an effort to overcome a contestant might win the contest by default. If two challenge. The GM calls for an ability check when a characters tie in a contest to snatch a ring off the character or monster attempts an action (other than floor, neither character grabs it. In a contest between an attack) that has a chance of failure. When the a monster trying to open a door and an adventurer outcome is uncertain, the dice determine the results. trying to keep the door closed, a tie means that the For every ability check, the GM decides which of the door remains shut. six abilities is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class. Skills The more difficult a task, the higher its DC. The Each ability covers a broad range of capabilities, Typical Difficulty Classes table shows the most including skills that a character or a monster can be common DCs. proficient in. A skill represents a specific aspect of an System Reference Document 5.1 77 ability score, and an individual’s proficiency in a skill an individual can add his or her proficiency bonus to demonstrates a focus on that aspect. (A character’s ability checks that involve that skill. Without starting skill proficiencies are determined at proficiency in the skill, the individual makes a character creation, and a monster’s skill normal ability check. proficiencies appear in the monster’s stat block.) For example, if a character attempts to climb up a For example, a Dexterity check might reflect a dangerous cliff, the GM might ask for a Strength character’s attempt to pull off an acrobatic stunt, to (Athletics) check. If the character is proficient in palm an object, or to stay hidden. Each of these Athletics, the character’s proficiency bonus is added aspects of Dexterity has an associated skill: to the Strength check. If the character lacks that Acrobatics, Sleight of Hand, and Stealth, respectively. proficiency, he or she just makes a Strength check. So a character who has proficiency in the Stealth skill is particularly good at Dexterity checks related Variant: Skills with Different Abilities to sneaking and hiding. Normally, your proficiency in a skill applies only to a The skills related to each ability score are shown specific kind of ability check. Proficiency in Athletics, in the following list. (No skills are related to for example, usually applies to Strength checks. In Constitution.) See an ability’s description in the later some situations, though, your proficiency might sections of this section for examples of how to use a reasonably apply to a different kind of check. In such skill associated with an ability. cases, the GM might ask for a check using an unusual combination of ability and skill, or you might ask Strength your GM if you can apply a proficiency to a different • Athletics check. For example, if you have to swim from an offshore island to the mainland, your GM might call Dexterity for a Constitution check to see if you have the • Acrobatics stamina to make it that far. In this case, your GM • Sleight of Hand might allow you to apply your proficiency in • Stealth Athletics and ask for a Constitution (Athletics) check. So if you’re proficient in Athletics, you apply your Intelligence proficiency bonus to the Constitution check just as • Arcana you would normally do for a Strength (Athletics) • History check. Similarly, when your half-‐‑orc barbarian uses a • Investigation display of raw strength to intimidate an enemy, your • Nature GM might ask for a Strength (Intimidation) check, • Religion even though Intimidation is normally associated with Charisma. Wisdom Passive Checks • Animal Handling • Insight A passive check is a special kind of ability check that • Medicine doesn’t involve any die rolls. Such a check can • Perception represent the average result for a task done • Survival repeatedly, such as searching for secret doors over and over again, or can be used when the GM wants Charisma to secretly determine whether the characters • Deception succeed at something without rolling dice, such as • Intimidation noticing a hidden monster. • Performance Here’s how to determine a character’s total for a • Persuasion passive check: 10 + all modifiers that normally Sometimes, the GM might ask for an ability check apply to the check using a specific skill—for example, “Make a Wisdom (Perception) check.” At other times, a player might If the character has advantage on the check, add 5. ask the GM if proficiency in a particular skill applies For disadvantage, subtract 5. The game refers to a to a check. In either case, proficiency in a skill means passive check total as a score. System Reference Document 5.1 78 For example, if a 1st-‐‑level character has a Wisdom Strength of 15 and proficiency in Perception, he or she has a passive Wisdom (Perception) score of 14. Strength measures bodily power, athletic training, The rules on hiding in the “Dexterity” section and the extent to which you can exert raw physical below rely on passive checks, as do the exploration force. rules. Strength Checks Working Together A Strength check can model any attempt to lift, push, pull, or break something, to force your body through Sometimes two or more characters team up to a space, or to otherwise apply brute force to a attempt a task. The character who’s leading the situation. The Athletics skill reflects aptitude in effort—or the one with the highest ability certain kinds of Strength checks. modifier—can make an ability check with advantage, Athletics. Your Strength (Athletics) check covers reflecting the help provided by the other characters. difficult situations you encounter while climbing, In combat, this requires the Help action. jumping, or swimming. Examples include the A character can only provide help if the task is one following activities: that he or she could attempt alone. For example, trying to open a lock requires proficiency with • You attempt to climb a sheer or slippery cliff, thieves’ tools, so a character who lacks that avoid hazards while scaling a wall, or cling to a proficiency can’t help another character in that task. surface while something is trying to knock you off. Moreover, a character can help only when two or • You try to jump an unusually long distance or pull more individuals working together would actually off a stunt midjump. be productive. Some tasks, such as threading a • You struggle to swim or stay afloat in treacherous needle, are no easier with help. currents, storm-‐‑tossed waves, or areas of thick seaweed. Or another creature tries to push or pull Group Checks you underwater or otherwise interfere with your When a number of individuals are trying to swimming. accomplish something as a group, the GM might ask Other Strength Checks. The GM might also call for for a group ability check. In such a situation, the a Strength check when you try to accomplish tasks characters who are skilled at a particular task help like the following: cover those who aren’t. To make a group ability check, everyone in the • Force open a stuck, locked, or barred door group makes the ability check. If at least half the • Break free of bonds group succeeds, the whole group succeeds. • Push through a tunnel that is too small Otherwise, the group fails. • Hang on to a wagon while being dragged behind it Group checks don’t come up very often, and • Tip over a statue they’re most useful when all the characters succeed • Keep a boulder from rolling or fail as a group. For example, when adventurers are navigating a swamp, the GM might call for a Attack Rolls and Damage group Wisdom (Survival) check to see if the You add your Strength modifier to your attack roll characters can avoid the quicksand, sinkholes, and and your damage roll when attacking with a melee other natural hazards of the environment. If at least weapon such as a mace, a battleaxe, or a javelin. You half the group succeeds, the successful characters use melee weapons to make melee attacks in hand-‐‑ are able to guide their companions out of danger. to-‐‑hand combat, and some of them can be thrown to Otherwise, the group stumbles into one of these make a ranged attack. hazards. Lifting and Carrying Using Each Ability Your Strength score determines the amount of weight you can bear. The following terms define Every task that a character or monster might what you can lift or carry. attempt in the game is covered by one of the six Carrying Capacity. Your carrying capacity is your abilities. This section explains in more detail what Strength score multiplied by 15. This is the weight those abilities mean and the ways they are used in (in pounds) that you can carry, which is high enough the game. System Reference Document 5.1 79 that most characters don’t usually have to worry check. The GM might also call for a Dexterity (Sleight about it. of Hand) check to determine whether you can lift a Push, Drag, or Lift. You can push, drag, or lift a coin purse off another person or slip something out weight in pounds up to twice your carrying capacity of another person’s pocket. (or 30 times your Strength score). While pushing or Stealth. Make a Dexterity (Stealth) check when dragging weight in excess of your carrying capacity, you attempt to conceal yourself from enemies, slink your speed drops to 5 feet. past guards, slip away without being noticed, or Size and Strength. Larger creatures can bear sneak up on someone without being seen or heard. more weight, whereas Tiny creatures can carry less. Other Dexterity Checks. The GM might call for a For each size category above Medium, double the Dexterity check when you try to accomplish tasks creature’s carrying capacity and the amount it can like the following: push, drag, or lift. For a Tiny creature, halve these • Control a heavily laden cart on a steep descent weights. • Steer a chariot around a tight turn Variant: Encumbrance • Pick a lock The rules for lifting and carrying are intentionally • Disable a trap simple. Here is a variant if you are looking for more • Securely tie up a prisoner detailed rules for determining how a character is • Wriggle free of bonds hindered by the weight of equipment. When you use • Play a stringed instrument this variant, ignore the Strength column of the • Craft a small or detailed object Armor table. If you carry weight in excess of 5 times your Attack Rolls and Damage Strength score, you are encumbered, which means You add your Dexterity modifier to your attack roll your speed drops by 10 feet. and your damage roll when attacking with a ranged If you carry weight in excess of 10 times your weapon, such as a sling or a longbow. You can also Strength score, up to your maximum carrying add your Dexterity modifier to your attack roll and capacity, you are instead heavily encumbered, your damage roll when attacking with a melee which means your speed drops by 20 feet and you weapon that has the finesse property, such as a have disadvantage on ability checks, attack rolls, and dagger or a rapier. saving throws that use Strength, Dexterity, or Constitution. Armor Class Depending on the armor you wear, you might add Dexterity some or all of your Dexterity modifier to your Armor Class. Dexterity measures agility, reflexes, and balance. Initiative Dexterity Checks At the beginning of every combat, you roll initiative A Dexterity check can model any attempt to move by making a Dexterity check. Initiative determines nimbly, quickly, or quietly, or to keep from falling on the order of creatures’ turns in combat. tricky footing. The Acrobatics, Sleight of Hand, and Stealth skills reflect aptitude in certain kinds of Hiding Dexterity checks. The GM decides when circumstances are appropriate for Acrobatics. Your Dexterity (Acrobatics) check hiding. When you try to hide, make a Dexterity (Stealth) covers your attempt to stay on your feet in a tricky check. Until you are discovered or you stop hiding, that situation, such as when you’re trying to run across a check’s total is contested by the Wisdom (Perception) check sheet of ice, balance on a tightrope, or stay upright of any creature that actively searches for signs of your on a rocking ship’s deck. The GM might also call for a presence. Dexterity (Acrobatics) check to see if you can You can’t hide from a creature that can see you clearly, perform acrobatic stunts, including dives, rolls, and you give away your position if you make noise, such as somersaults, and flips. shouting a warning or knocking over a vase. Sleight of Hand. Whenever you attempt an act of An invisible creature can always try to hide. Signs of its legerdemain or manual trickery, such as planting passage might still be noticed, and it does have to stay quiet. something on someone else or concealing an object In combat, most creatures stay alert for signs of danger all on your person, make a Dexterity (Sleight of Hand) around, so if you come out of hiding and approach a System Reference Document 5.1 80 creature, it usually sees you. However, under certain your hit points for 4th level using your new modifier. circumstances, the GM might allow you to stay hidden as you Or if you’re 7th level and some effect lowers your approach a creature that is distracted, allowing you to gain Constitution score so as to reduce your Constitution advantage on an attack roll before you are seen. modifier by 1, your hit point maximum is reduced by Passive Perception. When you hide, there’s a chance 7. someone will notice you even if they aren’t searching. To determine whether such a creature notices you, the GM Intelligence compares your Dexterity (Stealth) check with that creature’s passive Wisdom (Perception) score, which equals 10 + the Intelligence measures mental acuity, accuracy of creature’s Wisdom modifier, as well as any other bonuses or recall, and the ability to reason. penalties. If the creature has advantage, add 5. For disadvantage, subtract 5. For example, if a 1st-‐level character Intelligence Checks (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 An Intelligence check comes into play when you modifier) and proficiency in Perception, he or she has a need to draw on logic, education, memory, or passive Wisdom (Perception) of 14. deductive reasoning. The Arcana, History, What Can You See? One of the main factors in Investigation, Nature, and Religion skills reflect determining whether you can find a hidden creature or aptitude in certain kinds of Intelligence checks. object is how well you can see in an area, which might be lightly or heavily obscured, as explained in "The Arcana. Your Intelligence (Arcana) check Environment.” measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes. Constitution History. Your Intelligence (History) check Constitution measures health, stamina, and vital measures your ability to recall lore about historical force. events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations. Constitution Checks Investigation. When you look around for clues Constitution checks are uncommon, and no skills and make deductions based on those clues, you apply to Constitution checks, because the endurance make an Intelligence (Investigation) check. You this ability represents is largely passive rather than might deduce the location of a hidden object, discern involving a specific effort on the part of a character from the appearance of a wound what kind of or monster. A Constitution check can model your weapon dealt it, or determine the weakest point in a attempt to push beyond normal limits, however. tunnel that could cause it to collapse. Poring through The GM might call for a Constitution check when ancient scrolls in search of a hidden fragment of you try to accomplish tasks like the following: knowledge might also call for an Intelligence (Investigation) check. • Hold your breath Nature. Your Intelligence (Nature) check • March or labor for hours without rest measures your ability to recall lore about terrain, • Go without sleep plants and animals, the weather, and natural cycles. • Survive without food or water Religion. Your Intelligence (Religion) check • Quaff an entire stein of ale in one go measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, Hit Points and the practices of secret cults. Your Constitution modifier contributes to your hit Other Intelligence Checks. The GM might call for points. Typically, you add your Constitution modifier an Intelligence check when you try to accomplish to each Hit Die you roll for your hit points. tasks like the following: If your Constitution modifier changes, your hit point maximum changes as well, as though you had • Communicate with a creature without using words the new modifier from 1st level. For example, if you • Estimate the value of a precious item raise your Constitution score when you reach 4th • Pull together a disguise to pass as a city guard level and your Constitution modifier increases from • Forge a document +1 to +2, you adjust your hit point maximum as • Recall lore about a craft or trade though the modifier had always been +2. So you add • Win a game of skill 3 hit points for your first three levels, and then roll System Reference Document 5.1 81 Spellcasting Ability • Get a gut feeling about what course of action to Wizards use Intelligence as their spellcasting ability, follow which helps determine the saving throw DCs of • Discern whether a seemingly dead or living spells they cast. creature is undead Wisdom Spellcasting Ability Clerics, druids, and rangers use Wisdom as their Wisdom reflects how attuned you are to the world spellcasting ability, which helps determine the around you and represents perceptiveness and saving throw DCs of spells they cast. intuition. Charisma Wisdom Checks A Wisdom check might reflect an effort to read body Charisma measures your ability to interact language, understand someone’s feelings, notice effectively with others. It includes such factors as things about the environment, or care for an injured confidence and eloquence, and it can represent a person. The Animal Handling, Insight, Medicine, charming or commanding personality. Perception, and Survival skills reflect aptitude in certain kinds of Wisdom checks. Charisma Checks Animal Handling. When there is any question A Charisma check might arise when you try to whether you can calm down a domesticated animal, influence or entertain others, when you try to make keep a mount from getting spooked, or intuit an an impression or tell a convincing lie, or when you animal’s intentions, the GM might call for a Wisdom are navigating a tricky social situation. The (Animal Handling) check. You also make a Wisdom Deception, Intimidation, Performance, and (Animal Handling) check to control your mount Persuasion skills reflect aptitude in certain kinds of when you attempt a risky maneuver. Charisma checks. Insight. Your Wisdom (Insight) check decides Deception. Your Charisma (Deception) check whether you can determine the true intentions of a determines whether you can convincingly hide the creature, such as when searching out a lie or truth, either verbally or through your actions. This predicting someone’s next move. Doing so involves deception can encompass everything from gleaning clues from body language, speech habits, misleading others through ambiguity to telling and changes in mannerisms. outright lies. Typical situations include trying to fast-‐‑ Medicine. A Wisdom (Medicine) check lets you try talk a guard, con a merchant, earn money through to stabilize a dying companion or diagnose an illness. gambling, pass yourself off in a disguise, dull Perception. Your Wisdom (Perception) check lets someone’s suspicions with false assurances, or you spot, hear, or otherwise detect the presence of maintain a straight face while telling a blatant lie. something. It measures your general awareness of Intimidation. When you attempt to influence your surroundings and the keenness of your senses. someone through overt threats, hostile actions, and For example, you might try to hear a conversation physical violence, the GM might ask you to make a through a closed door, eavesdrop under an open Charisma (Intimidation) check. Examples include window, or hear monsters moving stealthily in the trying to pry information out of a prisoner, forest. Or you might try to spot things that are convincing street thugs to back down from a obscured or easy to miss, whether they are orcs confrontation, or using the edge of a broken bottle to lying in ambush on a road, thugs hiding in the convince a sneering vizier to reconsider a decision. shadows of an alley, or candlelight under a closed Performance. Your Charisma (Performance) secret door. check determines how well you can delight an Survival. The GM might ask you to make a audience with music, dance, acting, storytelling, or Wisdom (Survival) check to follow tracks, hunt wild some other form of entertainment. game, guide your group through frozen wastelands, Persuasion. When you attempt to influence identify signs that owlbears live nearby, predict the someone or a group of people with tact, social graces, weather, or avoid quicksand and other natural or good nature, the GM might ask you to make a hazards. Charisma (Persuasion) check. Typically, you use Other Wisdom Checks. The GM might call for a persuasion when acting in good faith, to foster Wisdom check when you try to accomplish tasks like friendships, make cordial requests, or exhibit proper the following: etiquette. Examples of persuading others include System Reference Document 5.1 82 convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk. Other Charisma Checks. The GM might call for a Charisma check when you try to accomplish tasks like the following: • Find the best person to talk to for news, rumors, and gossip • Blend into a crowd to get the sense of key topics of conversation Spellcasting Ability Bards, paladins, sorcerers, and warlocks use Charisma as their spellcasting ability, which helps determine the saving throw DCs of spells they cast. Saving Throws A saving throw—also called a save—represents an attempt to resist a spell, a trap, a poison, a disease, or a similar threat. You don’t normally decide to make a saving throw; you are forced to make one because your character or monster is at risk of harm. To make a saving throw, roll a d20 and add the appropriate ability modifier. For example, you use your Dexterity modifier for a Dexterity saving throw. A saving throw can be modified by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the GM. Each class gives proficiency in at least two saving throws. The wizard, for example, is proficient in Intelligence saves. As with skill proficiencies, proficiency in a saving throw lets a character add his or her proficiency bonus to saving throws made using a particular ability score. Some monsters have saving throw proficiencies as well. The Difficulty Class for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a spell is determined by the caster’s spellcasting ability and proficiency bonus. The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect. System Reference Document 5.1 83 The following rules determine how far a character Time or monster can move in a minute, an hour, or a day. In situations where keeping track of the passage of time is important, the GM determines the time a task Travel Pace requires. The GM might use a different time scale While traveling, a group of adventurers can move at depending on the context of the situation at hand. In a normal, fast, or slow pace, as shown on the Travel a dungeon environment, the adventurers’ movement Pace table. The table states how far the party can happens on a scale of minutes. It takes them about a move in a period of time and whether the pace has minute to creep down a long hallway, another any effect. A fast pace makes characters less minute to check for traps on the door at the end of perceptive, while a slow pace makes it possible to the hall, and a good ten minutes to search the sneak around and to search an area more carefully. chamber beyond for anything interesting or valuable. Forced March. The Travel Pace table assumes that In a city or wilderness, a scale of hours is often characters travel for 8 hours in day. They can push more appropriate. Adventurers eager to reach the on beyond that limit, at the risk of exhaustion. lonely tower at the heart of the forest hurry across For each additional hour of travel beyond 8 hours, those fifteen miles in just under four hours’ time. the characters cover the distance shown in the Hour For long journeys, a scale of days works best. column for their pace, and each character must make Following the road from Baldur’s Gate to Waterdeep, a Constitution saving throw at the end of the hour. the adventurers spend four uneventful days before a The DC is 10 + 1 for each hour past 8 hours. On a goblin ambush interrupts their journey. failed saving throw, a character suffers one level of In combat and other fast-‐‑paced situations, the exhaustion (see appendix PH-‐‑A). game relies on rounds, a 6-‐‑second span of time. Mounts and Vehicles. For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop Movement for about an hour, covering twice the usual distance Swimming across a rushing river, sneaking down a for a fast pace. If fresh mounts are available every 8 dungeon corridor, scaling a treacherous mountain to 10 miles, characters can cover larger distances at slope—all sorts of movement play a key role in this pace, but this is very rare except in densely fantasy gaming adventures. populated areas. The GM can summarize the adventurers’ Characters in wagons, carriages, or other land movement without calculating exact distances or vehicles choose a pace as normal. Characters in a travel times: “You travel through the forest and find waterborne vessel are limited to the speed of the the dungeon entrance late in the evening of the third vessel, and they don’t suffer penalties for a fast pace day.” Even in a dungeon, particularly a large or gain benefits from a slow pace. Depending on the dungeon or a cave network, the GM can summarize vessel and the size of the crew, ships might be able movement between encounters: “After killing the to travel for up to 24 hours per day. guardian at the entrance to the ancient dwarven Certain special mounts, such as a pegasus or stronghold, you consult your map, which leads you griffon, or special vehicles, such as a carpet of flying, through miles of echoing corridors to a chasm allow you to travel more swiftly. bridged by a narrow stone arch.” Travel Pace Sometimes it’s important, though, to know how long it takes to get from one spot to another, Pace Distance Traveled per . . . whether the answer is in days, hours, or minutes. Minute Hour Day Effect Fast 400 4 30 −5 penalty to passive The rules for determining travel time depend on two feet miles miles Wisdom (Perception) factors: the speed and travel pace of the creatures scores moving and the terrain they’re moving over. Normal 300 3 24 — feet miles miles Speed Slow 200 2 18 Able to use stealth Every character and monster has a speed, which is feet miles miles the distance in feet that the character or monster can walk in 1 round. This number assumes short bursts of energetic movement in the midst of a life-‐‑ threatening situation. System Reference Document 5.1 84 Difficult Terrain your GM might allow you to make a Strength The travel speeds given in the Travel Pace table (Athletics) check to jump higher than you normally assume relatively simple terrain: roads, open plains, can. or clear dungeon corridors. But adventurers often You can extend your arms half your height above face dense forests, deep swamps, rubble-‐‑filled ruins, yourself during the jump. Thus, you can reach above steep mountains, and ice-‐‑covered ground—all you a distance equal to the height of the jump plus considered difficult terrain. 1½ times your height. You move at half speed in difficult terrain— moving 1 foot in difficult terrain costs 2 feet of speed—so you can cover only half the normal distance in a minute, an hour, or a day. Special Types of Movement Movement through dangerous dungeons or wilderness areas often involves more than simply walking. Adventurers might have to climb, crawl, swim, or jump to get where they need to go. Climbing, Swimming, and Crawling While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed. At the GM’s option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check. Jumping Your Strength determines how far you can jump. Long Jump. When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement. This rule assumes that the height of your jump doesn’t matter, such as a jump across a stream or chasm. At your GM’s option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump’s distance), such as a hedge or low wall. Otherwise, you hit it. When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone. High Jump. When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, System Reference Document 5.1 85 lanterns, fires, and other sources of illumination The Environment within a specific radius. By its nature, adventuring involves delving into Dim light, also called shadows, creates a lightly places that are dark, dangerous, and full of mysteries obscured area. An area of dim light is usually a to be explored. The rules in this section cover some boundary between a source of bright light, such as a of the most important ways in which adventurers torch, and surrounding darkness. The soft light of interact with the environment in such places. twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land Falling in dim light. Darkness creates a heavily obscured area. A fall from a great height is one of the most common Characters face darkness outdoors at night (even hazards facing an adventurer. At the end of a fall, a most moonlit nights), within the confines of an unlit creature takes 1d6 bludgeoning damage for every 10 dungeon or a subterranean vault, or in an area of feet it fell, to a maximum of 20d6. The creature lands magical darkness. prone, unless it avoids taking damage from the fall. Blindsight Suffocating A creature with blindsight can perceive its A creature can hold its breath for a number of surroundings without relying on sight, within a minutes equal to 1 + its Constitution modifier specific radius. Creatures without eyes, such as (minimum of 30 seconds). oozes, and creatures with echolocation or When a creature runs out of breath or is choking, heightened senses, such as bats and true dragons, it can survive for a number of rounds equal to its have this sense. Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is Darkvision dying, and it can’t regain hit points or be stabilized Many creatures in fantasy gaming worlds, especially until it can breathe again. those that dwell underground, have darkvision. For example, a creature with a Constitution of 14 Within a specified range, a creature with darkvision can hold its breath for 3 minutes. If it starts can see in darkness as if the darkness were dim light, suffocating, it has 2 rounds to reach air before it so areas of darkness are only lightly obscured as far drops to 0 hit points. as that creature is concerned. However, the creature can’t discern color in darkness, only shades of gray. Vision and Light Truesight The most fundamental tasks of adventuring— A creature with truesight can, out to a specific range, noticing danger, finding hidden objects, hitting an see in normal and magical darkness, see invisible enemy in combat, and targeting a spell, to name just creatures and objects, automatically detect visual a few—rely heavily on a character’s ability to see. illusions and succeed on saving throws against them, Darkness and other effects that obscure vision can and perceives the original form of a shapechanger or prove a significant hindrance. a creature that is transformed by magic. A given area might be lightly or heavily obscured. Furthermore, the creature can see into the Ethereal In a lightly obscured area, such as dim light, patchy Plane. fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that Food and Water rely on sight. A heavily obscured area—such as darkness, Characters who don’t eat or drink suffer the effects opaque fog, or dense foliage—blocks vision entirely. of exhaustion (see appendix PH-‐‑A). Exhaustion A creature effectively suffers from the blinded caused by lack of food or water can’t be removed condition (see appendix PH-‐‑A) when trying to see until the character eats and drinks the full required something in that area. amount. The presence or absence of light in an environment creates three categories of Food illumination: bright light, dim light, and darkness. A character needs one pound of food per day and can Bright light lets most creatures see normally. make food last longer by subsisting on half rations. Even gloomy days provide bright light, as do torches, System Reference Document 5.1 86 Eating half a pound of food in a day counts as half a day without food. Resting A character can go without food for a number of Heroic though they might be, adventurers can’t days equal to 3 + his or her Constitution modifier spend every hour of the day in the thick of (minimum 1). At the end of each day beyond that exploration, social interaction, and combat. They limit, a character automatically suffers one level of need rest—time to sleep and eat, tend their wounds, exhaustion. refresh their minds and spirits for spellcasting, and A normal day of eating resets the count of days brace themselves for further adventure. without food to zero. Adventurers can take short rests in the midst of an adventuring day and a long rest to end the day. Water A character needs one gallon of water per day, or Short Rest two gallons per day if the weather is hot. A character A short rest is a period of downtime, at least 1 hour who drinks only half that much water must succeed long, during which a character does nothing more on a DC 15 Constitution saving throw or suffer one strenuous than eating, drinking, reading, and level of exhaustion at the end of the day. A character tending to wounds. with access to even less water automatically suffers A character can spend one or more Hit Dice at the one level of exhaustion at the end of the day. end of a short rest, up to the character’s maximum If the character already has one or more levels of number of Hit Dice, which is equal to the character’s exhaustion, the character takes two levels in either level. For each Hit Die spent in this way, the player case. rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal Interacting with Objects to the total. The player can decide to spend an A character’s interaction with objects in an additional Hit Die after each roll. A character regains environment is often simple to resolve in the game. some spent Hit Dice upon finishing a long rest, as The player tells the GM that his or her character is explained below. doing something, such as moving a lever, and the GM describes what, if anything, happens. Long Rest For example, a character might decide to pull a A long rest is a period of extended downtime, at least lever, which might, in turn, raise a portcullis, cause a 8 hours long, during which a character sleeps or room to flood with water, or open a secret door in a performs light activity: reading, talking, eating, or nearby wall. If the lever is rusted in position, though, standing watch for no more than 2 hours. If the rest a character might need to force it. In such a situation, is interrupted by a period of strenuous activity—at the GM might call for a Strength check to see least 1 hour of walking, fighting, casting spells, or whether the character can wrench the lever into similar adventuring activity—the characters must place. The GM sets the DC for any such check based begin the rest again to gain any benefit from it. on the difficulty of the task. At the end of a long rest, a character regains all Characters can also damage objects with their lost hit points. The character also regains spent Hit weapons and spells. Objects are immune to poison Dice, up to a number of dice equal to half of the and psychic damage, but otherwise they can be character’s total number of them (minimum of one affected by physical and magical attacks much like die). For example, if a character has eight Hit Dice, he creatures can. The GM determines an object’s Armor or she can regain four spent Hit Dice upon finishing a Class and hit points, and might decide that certain long rest. objects have resistance or immunity to certain kinds A character can’t benefit from more than one long of attacks. (It’s hard to cut a rope with a club, for rest in a 24-‐‑hour period, and a character must have example.) Objects always fail Strength and Dexterity at least 1 hit point at the start of the rest to gain its saving throws, and they are immune to effects that benefits. require other saves. When an object drops to 0 hit points, it breaks. A character can also attempt a Strength check to break an object. The GM sets the DC for any such check. System Reference Document 5.1 87 necessary to create it. For example, someone Between Adventures proficient with smith’s tools needs a forge in order Between trips to dungeons and battles against to craft a sword or suit of armor. ancient evils, adventurers need time to rest, For every day of downtime you spend crafting, you recuperate, and prepare for their next adventure. can craft one or more items with a total market Many adventurers also use this time to perform value not exceeding 5 gp, and you must expend raw other tasks, such as crafting arms and armor, materials worth half the total market value. If performing research, or spending their hard-‐‑earned something you want to craft has a market value gold. greater than 5 gp, you make progress every day in 5-‐‑ In some cases, the passage of time is something gp increments until you reach the market value of that occurs with little fanfare or description. When the item. For example, a suit of plate armor (market starting a new adventure, the GM might simply value 1,500 gp) takes 300 days to craft by yourself. declare that a certain amount of time has passed and Multiple characters can combine their efforts allow you to describe in general terms what your toward the crafting of a single item, provided that character has been doing. At other times, the GM the characters all have proficiency with the requisite might want to keep track of just how much time is tools and are working together in the same place. passing as events beyond your perception stay in Each character contributes 5 gp worth of effort for motion. every day spent helping to craft the item. For example, three characters with the requisite tool Lifestyle Expenses proficiency and the proper facilities can craft a suit of plate armor in 100 days, at a total cost of 750 gp. Between adventures, you choose a particular quality While crafting, you can maintain a modest lifestyle of life and pay the cost of maintaining that lifestyle. without having to pay 1 gp per day, or a comfortable Living a particular lifestyle doesn’t have a huge lifestyle at half the normal cost. effect on your character, but your lifestyle can affect the way other individuals and groups react to you. Practicing a Profession For example, when you lead an aristocratic lifestyle, You can work between adventures, allowing you to it might be easier for you to influence the nobles of maintain a modest lifestyle without having to pay 1 the city than if you live in poverty. gp per day. This benefit lasts as long you continue to practice your profession. Downtime Activities If you are a member of an organization that can Between adventures, the GM might ask you what provide gainful employment, such as a temple or a your character is doing during his or her downtime. thieves’ guild, you earn enough to support a Periods of downtime can vary in duration, but each comfortable lifestyle instead. downtime activity requires a certain number of days If you have proficiency in the Performance skill to complete before you gain any benefit, and at least and put your performance skill to use during your 8 hours of each day must be spent on the downtime downtime, you earn enough to support a wealthy activity for the day to count. The days do not need to lifestyle instead. be consecutive. If you have more than the minimum amount of days to spend, you can keep doing the Recuperating same thing for a longer period of time, or switch to a You can use downtime between adventures to new downtime activity. recover from a debilitating injury, disease, or poison. Downtime activities other than the ones presented After three days of downtime spent recuperating, below are possible. If you want your character to you can make a DC 15 Constitution saving throw. On spend his or her downtime performing an activity a successful save, you can choose one of the not covered here, discuss it with your GM. following results: • End one effect on you that prevents you from Crafting regaining hit points. You can craft nonmagical objects, including • For the next 24 hours, gain advantage on saving adventuring equipment and works of art. You must throws against one disease or poison currently be proficient with tools related to the object you are affecting you. trying to create (typically artisan’s tools). You might also need access to special materials or locations System Reference Document 5.1 88 Researching The time between adventures is a great chance to perform research, gaining insight into mysteries that have unfurled over the course of the campaign. Research can include poring over dusty tomes and crumbling scrolls in a library or buying drinks for the locals to pry rumors and gossip from their lips. When you begin your research, the GM determines whether the information is available, how many days of downtime it will take to find it, and whether there are any restrictions on your research (such as needing to seek out a specific individual, tome, or location). The GM might also require you to make one or more ability checks, such as an Intelligence (Investigation) check to find clues pointing toward the information you seek, or a Charisma (Persuasion) check to secure someone’s aid. Once those conditions are met, you learn the information if it is available. For each day of research, you must spend 1 gp to cover your expenses. This cost is in addition to your normal lifestyle expenses. Training You can spend time between adventures learning a new language or training with a set of tools. Your GM might allow additional training options. First, you must find an instructor willing to teach you. The GM determines how long it takes, and whether one or more ability checks are required. The training lasts for 250 days and costs 1 gp per day. After you spend the requisite amount of time and money, you learn the new language or gain proficiency with the new tool. System Reference Document 5.1 89 Initiative The Order of Combat Initiative determines the order of turns during A typical combat encounter is a clash between two combat. When combat starts, every participant sides, a flurry of weapon swings, feints, parries, makes a Dexterity check to determine their place in footwork, and spellcasting. The game organizes the the initiative order. The GM makes one roll for an chaos of combat into a cycle of rounds and turns. A entire group of identical creatures, so each member of round represents about 6 seconds in the game the group acts at the same time. world. During a round, each participant in a battle The GM ranks the combatants in order from the takes a turn. The order of turns is determined at the one with the highest Dexterity check total to the one beginning of a combat encounter, when everyone with the lowest. This is the order (called the rolls initiative. Once everyone has taken a turn, the initiative order) in which they act during each round. fight continues to the next round if neither side has The initiative order remains the same from round to defeated the other. round. Combat Step by Step If a tie occurs, the GM decides the order among tied GM-‐‑controlled creatures, and the players decide 1. Determine surprise. The GM determines whether anyone involved in the combat encounter is surprised. the order among their tied characters. The GM can 2. Establish positions. The GM decides where all the decide the order if the tie is between a monster and characters and monsters are located. Given the a player character. Optionally, the GM can have the adventurersʼ marching order or their stated positions in tied characters and monsters each roll a d20 to the room or other location, the GM figures out where the determine the order, highest roll going first. adversaries are̶how far away and in what direction. 3. Roll initiative. Everyone involved in the combat encounter Your Turn rolls initiative, determining the order of combatantsʼ turns. On your turn, you can move a distance up to your 4. Take turns. Each participant in the battle takes a turn in speed and take one action. You decide whether to initiative order. move first or take your action first. Your speed— 5. Begin the next round. When everyone involved in the sometimes called your walking speed—is noted on combat has had a turn, the round ends. Repeat step 4 until the fighting stops. your character sheet. The most common actions you can take are described in the “Actions in Combat” section. Many class features and other abilities provide additional Surprise options for your action. A band of adventurers sneaks up on a bandit camp, The “Movement and Position” section gives the springing from the trees to attack them. A gelatinous rules for your move. cube glides down a dungeon passage, unnoticed by You can forgo moving, taking an action, or doing the adventurers until the cube engulfs one of them. anything at all on your turn. If you can’t decide what In these situations, one side of the battle gains to do on your turn, consider taking the Dodge or surprise over the other. Ready action, as described in “Actions in Combat.” The GM determines who might be surprised. If neither side tries to be stealthy, they automatically Bonus Actions notice each other. Otherwise, the GM compares the Various class features, spells, and other abilities let Dexterity (Stealth) checks of anyone hiding with the you take an additional action on your turn called a passive Wisdom (Perception) score of each creature bonus action. The Cunning Action feature, for on the opposing side. Any character or monster that example, allows a rogue to take a bonus action. You doesn’t notice a threat is surprised at the start of the can take a bonus action only when a special ability, encounter. spell, or other feature of the game states that you can If you’re surprised, you can’t move or take an do something as a bonus action. You otherwise don’t action on your first turn of the combat, and you can’t have a bonus action to take. take a reaction until that turn ends. A member of a You can take only one bonus action on your turn, group can be surprised even if the other members so you must choose which bonus action to use when aren’t. you have more than one available. You choose when to take a bonus action during your turn, unless the bonus action’s timing is System Reference Document 5.1 90 specified, and anything that deprives you of your Breaking Up Your Move ability to take actions also prevents you from taking a bonus action. You can break up your movement on your turn, using some of your speed before and after your Other Activity on Your Turn action. For example, if you have a speed of 30 feet, Your turn can include a variety of flourishes that you can move 10 feet, take your action, and then require neither your action nor your move. move 20 feet. You can communicate however you are able, through brief utterances and gestures, as you take Moving between Attacks your turn. If you take an action that includes more than one You can also interact with one object or feature of weapon attack, you can break up your movement the environment for free, during either your move or even further by moving between those attacks. For your action. For example, you could open a door example, a fighter who can make two attacks with during your move as you stride toward a foe, or you the Extra Attack feature and who has a speed of 25 could draw your weapon as part of the same action feet could move 10 feet, make an attack, move 15 you use to attack. feet, and then attack again. If you want to interact with a second object, you need to use your action. Some magic items and other Using Different Speeds special objects always require an action to use, as If you have more than one speed, such as your stated in their descriptions. walking speed and a flying speed, you can switch The GM might require you to use an action for any back and forth between your speeds during your of these activities when it needs special care or when move. Whenever you switch, subtract the distance it presents an unusual obstacle. For instance, the GM you’ve already moved from the new speed. The could reasonably expect you to use an action to open result determines how much farther you can move. a stuck door or turn a crank to lower a drawbridge. If the result is 0 or less, you can’t use the new speed during the current move. Reactions For example, if you have a speed of 30 and a flying speed of 60 because a wizard cast the fly spell on you, Certain special abilities, spells, and situations allow you could fly 20 feet, then walk 10 feet, and then you to take a special action called a reaction. A leap into the air to fly 30 feet more. reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone Difficult Terrain else’s. The opportunity attack is the most common type of reaction. Combat rarely takes place in bare rooms or on When you take a reaction, you can’t take another featureless plains. Boulder-‐‑strewn caverns, briar-‐‑ one until the start of your next turn. If the reaction choked forests, treacherous staircases—the setting interrupts another creature’s turn, that creature can of a typical fight contains difficult terrain. continue its turn right after the reaction. Every foot of movement in difficult terrain costs 1 extra foot. This rule is true even if multiple things in a space count as difficult terrain. Movement and Position Low furniture, rubble, undergrowth, steep stairs, In combat, characters and monsters are in constant snow, and shallow bogs are examples of difficult motion, often using movement and position to gain terrain. The space of another creature, whether the upper hand. hostile or not, also counts as difficult terrain. On your turn, you can move a distance up to your speed. You can use as much or as little of your speed Being Prone as you like on your turn, following the rules here. Combatants often find themselves lying on the Your movement can include jumping, climbing, ground, either because they are knocked down or and swimming. These different modes of movement because they throw themselves down. In the game, can be combined with walking, or they can they are prone, a condition described in appendix constitute your entire move. However you’re moving, PH-‐‑A. you deduct the distance of each part of your move You can drop prone without using any of your from your speed until it is used up or until you are speed. Standing up takes more effort; doing so costs done moving. an amount of movement equal to half your speed. System Reference Document 5.1 91 For example, if your speed is 30 feet, you must spend hover or it is being held aloft by magic, such as by 15 feet of movement to stand up. You can’t stand up the fly spell. if you don’t have enough movement left or if your speed is 0. Creature Size To move while prone, you must crawl or use Each creature takes up a different amount of space. magic such as teleportation. Every foot of movement The Size Categories table shows how much space a while crawling costs 1 extra foot. Crawling 1 foot in creature of a particular size controls in combat. difficult terrain, therefore, costs 3 feet of movement. Objects sometimes use the same size categories. Interacting with Objects Around You Size Categories Here are a few examples of the sorts of thing you can do in Size Space tandem with your movement and action: Tiny 2½ by 2½ ft. • draw or sheathe a sword Small 5 by 5 ft. • open or close a door Medium 5 by 5 ft. • withdraw a potion from your backpack Large 10 by 10 ft. • pick up a dropped axe Huge 15 by 15 ft. • take a bauble from a table Gargantuan 20 by 20 ft. or larger • remove a ring from your finger • stuff some food into your mouth Space • plant a banner in the ground A creature’s space is the area in feet that it • fish a few coins from your belt pouch effectively controls in combat, not an expression of • drink all the ale in a flagon its physical dimensions. A typical Medium creature • throw a lever or a switch isn’t 5 feet wide, for example, but it does control a • pull a torch from a sconce space that wide. If a Medium hobgoblin stands in a 5-‐‑ • take a book from a shelf you can reach foot-‐‑wide doorway, other creatures can’t get • extinguish a small flame through unless the hobgoblin lets them. • don a mask A creature’s space also reflects the area it needs to • pull the hood of your cloak up and over your head fight effectively. For that reason, there’s a limit to the • put your ear to a door number of creatures that can surround another • kick a small stone creature in combat. Assuming Medium combatants, • turn a key in a lock eight creatures can fit in a 5-‐‑foot radius around • tap the floor with a 10-‐foot pole another one. • hand an item to another character Because larger creatures take up more space, fewer of them can surround a creature. If five Large creatures crowd around a Medium or smaller one, Moving Around Other Creatures there’s little room for anyone else. In contrast, as many as twenty Medium creatures can surround a You can move through a nonhostile creature’s space. Gargantuan one. In contrast, you can move through a hostile creature’s space only if the creature is at least two Squeezing into a Smaller Space sizes larger or smaller than you. Remember that A creature can squeeze through a space that is large another creature’s space is difficult terrain for you. enough for a creature one size smaller than it. Thus, Whether a creature is a friend or an enemy, you a Large creature can squeeze through a passage can’t willingly end your move in its space. that’s only 5 feet wide. While squeezing through a If you leave a hostile creature’s reach during your space, a creature must spend 1 extra foot for every move, you provoke an opportunity attack. foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws. Attack rolls Flying Movement against the creature have advantage while it’s in the Flying creatures enjoy many benefits of mobility, but smaller space. they must also deal with the danger of falling. If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to System Reference Document 5.1 92 Actions in Combat Dodge When you take your action on your turn, you can When you take the Dodge action, you focus entirely take one of the actions presented here, an action you on avoiding attacks. Until the start of your next turn, gained from your class or a special feature, or an any attack roll made against you has disadvantage if action that you improvise. Many monsters have you can see the attacker, and you make Dexterity action options of their own in their stat blocks. saving throws with advantage. You lose this benefit When you describe an action not detailed if you are incapacitated (as explained in appendix elsewhere in the rules, the GM tells you whether that PH-‐‑A) or if your speed drops to 0. action is possible and what kind of roll you need to make, if any, to determine success or failure. Help Attack You can lend your aid to another creature in the completion of a task. When you take the Help action, The most common action to take in combat is the the creature you aid gains advantage on the next Attack action, whether you are swinging a sword, ability check it makes to perform the task you are firing an arrow from a bow, or brawling with your helping with, provided that it makes the check fists. before the start of your next turn. With this action, you make one melee or ranged Alternatively, you can aid a friendly creature in attack. See the “Making an Attack” section for the attacking a creature within 5 feet of you. You feint, rules that govern attacks. distract the target, or in some other way team up to Certain features, such as the Extra Attack feature make your ally’s attack more effective. If your ally of the fighter, allow you to make more than one attacks the target before your next turn, the first attack with this action. attack roll is made with advantage. Cast a Spell Hide Spellcasters such as wizards and clerics, as well as When you take the Hide action, you make a Dexterity many monsters, have access to spells and can use (Stealth) check in an attempt to hide, following the them to great effect in combat. Each spell has a rules for hiding. If you succeed, you gain certain casting time, which specifies whether the caster benefits, as described in the “Unseen Attackers and must use an action, a reaction, minutes, or even Targets” section. hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a Ready casting time of 1 action, so a spellcaster often uses Sometimes you want to get the jump on a foe or wait his or her action in combat to cast such a spell. for a particular circumstance before you act. To do Dash so, you can take the Ready action on your turn, which lets you act using your reaction before the When you take the Dash action, you gain extra start of your next turn. movement for the current turn. The increase equals First, you decide what perceivable circumstance your speed, after applying any modifiers. With a will trigger your reaction. Then, you choose the speed of 30 feet, for example, you can move up to 60 action you will take in response to that trigger, or feet on your turn if you dash. you choose to move up to your speed in response to Any increase or decrease to your speed changes it. Examples include “If the cultist steps on the this additional movement by the same amount. If trapdoor, I’ll pull the lever that opens it,” and “If the your speed of 30 feet is reduced to 15 feet, for goblin steps next to me, I move away.” instance, you can move up to 30 feet this turn if you When the trigger occurs, you can either take your dash. reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one Disengage reaction per round. If you take the Disengage action, your movement When you ready a spell, you cast it as normal but doesn’t provoke opportunity attacks for the rest of hold its energy, which you release with your the turn. reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and System Reference Document 5.1 93 holding onto the spell’s magic requires (AC), the attack hits. The AC of a character is concentration. If your concentration is broken, the determined at character creation, whereas the AC of spell dissipates without taking effect. For example, if a monster is in its stat block. you are concentrating on the web spell and ready magic missile, your web spell ends, and if you take Modifiers to the Roll damage before you release magic missile with your When a character makes an attack roll, the two most reaction, your concentration might be broken. common modifiers to the roll are an ability modifier and the character’s proficiency bonus. When a Search monster makes an attack roll, it uses whatever When you take the Search action, you devote your modifier is provided in its stat block. attention to finding something. Depending on the Ability Modifier. The ability modifier used for a nature of your search, the GM might have you make melee weapon attack is Strength, and the ability a Wisdom (Perception) check or an Intelligence modifier used for a ranged weapon attack is Dexterity. Weapons that have the finesse or thrown (Investigation) check. property break this rule. Use an Object Some spells also require an attack roll. The ability modifier used for a spell attack depends on the You normally interact with an object while doing spellcasting ability of the spellcaster. something else, such as when you draw a sword as Proficiency Bonus. You add your proficiency part of an attack. When an object requires your bonus to your attack roll when you attack using a action for its use, you take the Use an Object action. weapon with which you have proficiency, as well as This action is also useful when you want to interact when you attack with a spell. with more than one object on your turn. Rolling 1 or 20 Making an Attack Sometimes fate blesses or curses a combatant, causing the novice to hit and the veteran to miss. Whether you’re striking with a melee weapon, firing If the d20 roll for an attack is a 20, the attack hits a weapon at range, or making an attack roll as part regardless of any modifiers or the target’s AC. This is of a spell, an attack has a simple structure. called a critical hit. 1. Choose a target. Pick a target within your attack’s If the d20 roll for an attack is a 1, the attack misses range: a creature, an object, or a location. regardless of any modifiers or the target’s AC. 2. Determine modifiers. The GM determines whether the target has cover and whether you Unseen Attackers and Targets have advantage or disadvantage against the target. Combatants often try to escape their foes’ notice by In addition, spells, special abilities, and other hiding, casting the invisibility spell, or lurking in effects can apply penalties or bonuses to your darkness. attack roll. When you attack a target that you can’t see, you 3. Resolve the attack. You make the attack roll. On a have disadvantage on the attack roll. This is true hit, you roll damage, unless the particular attack whether you’re guessing the target’s location or has rules that specify otherwise. Some attacks you’re targeting a creature you can hear but not see. cause special effects in addition to or instead of If the target isn’t in the location you targeted, you damage. automatically miss, but the GM typically just says If there’s ever any question whether something that the attack missed, not whether you guessed the you’re doing counts as an attack, the rule is simple: if target’s location correctly. you’re making an attack roll, you’re making an attack. When a creature can’t see you, you have advantage on attack rolls against it. If you are Attack Rolls hidden—both unseen and unheard—when you make an attack, you give away your location when When you make an attack, your attack roll the attack hits or misses. determines whether the attack hits or misses. To make an attack roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the target’s Armor Class System Reference Document 5.1 94 Ranged Attacks Opportunity Attacks In a fight, everyone is constantly watching for a When you make a ranged attack, you fire a bow or a chance to strike an enemy who is fleeing or passing crossbow, hurl a handaxe, or otherwise send by. Such a strike is called an opportunity attack. projectiles to strike a foe at a distance. A monster You can make an opportunity attack when a might shoot spines from its tail. Many spells also hostile creature that you can see moves out of your involve making a ranged attack. reach. To make the opportunity attack, you use your reaction to make one melee attack against the Range provoking creature. The attack occurs right before You can make ranged attacks only against targets the creature leaves your reach. within a specified range. You can avoid provoking an opportunity attack by If a ranged attack, such as one made with a spell, taking the Disengage action. You also don’t provoke has a single range, you can’t attack a target beyond an opportunity attack when you teleport or when this range. someone or something moves you without using Some ranged attacks, such as those made with a your movement, action, or reaction. For example, longbow or a shortbow, have two ranges. The you don’t provoke an opportunity attack if an smaller number is the normal range, and the larger explosion hurls you out of a foe’s reach or if gravity number is the long range. Your attack roll has causes you to fall past an enemy. disadvantage when your target is beyond normal range, and you can’t attack a target beyond the long Two-Weapon Fighting range. When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, Ranged Attacks in Close Combat you can use a bonus action to attack with a different Aiming a ranged attack is more difficult when a foe is light melee weapon that you’re holding in the other next to you. When you make a ranged attack with a hand. You don’t add your ability modifier to the weapon, a spell, or some other means, you have damage of the bonus attack, unless that modifier is disadvantage on the attack roll if you are within 5 negative. feet of a hostile creature who can see you and who If either weapon has the thrown property, you can isn’t incapacitated. throw the weapon, instead of making a melee attack with it. Melee Attacks Used in hand-‐‑to-‐‑hand combat, a melee attack allows Grappling you to attack a foe within your reach. A melee attack When you want to grab a creature or wrestle with it, typically uses a handheld weapon such as a sword, a you can use the Attack action to make a special warhammer, or an axe. A typical monster makes a melee attack, a grapple. If you’re able to make melee attack when it strikes with its claws, horns, multiple attacks with the Attack action, this attack teeth, tentacles, or other body part. A few spells also replaces one of them. involve making a melee attack. The target of your grapple must be no more than Most creatures have a 5-‐‑foot reach and can thus one size larger than you and must be within your attack targets within 5 feet of them when making a reach. Using at least one free hand, you try to seize melee attack. Certain creatures (typically those the target by making a grapple check instead of an larger than Medium) have melee attacks with a attack roll: a Strength (Athletics) check contested by greater reach than 5 feet, as noted in their the target’s Strength (Athletics) or Dexterity descriptions. (Acrobatics) check (the target chooses the ability to Instead of using a weapon to make a melee use). If you succeed, you subject the target to the weapon attack, you can use an unarmed strike: a grappled condition (see appendix PH-‐‑A). The punch, kick, head-‐‑butt, or similar forceful blow condition specifies the things that end it, and you can (none of which count as weapons). On a hit, an release the target whenever you like (no action unarmed strike deals bludgeoning damage equal to 1 required). + your Strength modifier. You are proficient with Escaping a Grapple. A grappled creature can use your unarmed strikes. its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check. System Reference Document 5.1 95 Moving a Grappled Creature. When you move, A target with total cover can’t be targeted directly you can drag or carry the grappled creature with you, by an attack or a spell, although some spells can but your speed is halved, unless the creature is two reach such a target by including it in an area of effect. or more sizes smaller than you. A target has total cover if it is completely concealed by an obstacle. Contests in Combat Battle often involves pitting your prowess against that of your foe. Such a challenge is represented by a contest. This Damage and Healing section includes the most common contests that require an Injury and the risk of death are constant companions action in combat: grappling and shoving a creature. The GM of those who explore fantasy gaming worlds. The can use these contests as models for improvising others. thrust of a sword, a well-‐‑placed arrow, or a blast of flame from a fireball spell all have the potential to Shoving a Creature damage, or even kill, the hardiest of creatures. Using the Attack action, you can make a special melee attack to shove a creature, either to knock it Hit Points prone or push it away from you. If you’re able to Hit points represent a combination of physical and make multiple attacks with the Attack action, this mental durability, the will to live, and luck. Creatures attack replaces one of them. with more hit points are more difficult to kill. Those The target must be no more than one size larger with fewer hit points are more fragile. than you and must be within your reach. Instead of A creature’s current hit points (usually just called making an attack roll, you make a Strength hit points) can be any number from the creature’s hit (Athletics) check contested by the target’s Strength point maximum down to 0. This number changes (Athletics) or Dexterity (Acrobatics) check (the frequently as a creature takes damage or receives target chooses the ability to use). If you win the healing. contest, you either knock the target prone or push it Whenever a creature takes damage, that damage is 5 feet away from you. subtracted from its hit points. The loss of hit points has no effect on a creature’s capabilities until the Cover creature drops to 0 hit points. Walls, trees, creatures, and other obstacles can Damage Rolls provide cover during combat, making a target more difficult to harm. A target can benefit from cover Each weapon, spell, and harmful monster ability only when an attack or other effect originates on the specifies the damage it deals. You roll the damage opposite side of the cover. die or dice, add any modifiers, and apply the damage There are three degrees of cover. If a target is to your target. Magic weapons, special abilities, and behind multiple sources of cover, only the most other factors can grant a bonus to damage. With a protective degree of cover applies; the degrees penalty, it is possible to deal 0 damage, but never aren’t added together. For example, if a target is negative damage. behind a creature that gives half cover and a tree When attacking with a weapon, you add your trunk that gives three-‐‑quarters cover, the target has ability modifier—the same modifier used for the three-‐‑quarters cover. attack roll—to the damage. A spell tells you which A target with half cover has a +2 bonus to AC and dice to roll for damage and whether to add any Dexterity saving throws. A target has half cover if an modifiers. obstacle blocks at least half of its body. The obstacle If a spell or other effect deals damage to more might be a low wall, a large piece of furniture, a than one target at the same time, roll the damage narrow tree trunk, or a creature, whether that once for all of them. For example, when a wizard creature is an enemy or a friend. casts fireball or a cleric casts flame strike, the spell’s A target with three-‐‑quarters cover has a +5 damage is rolled once for all creatures caught in the bonus to AC and Dexterity saving throws. A target blast. has three-‐‑quarters cover if about three-‐‑quarters of it is covered by an obstacle. The obstacle might be a Critical Hits portcullis, an arrow slit, or a thick tree trunk. When you score a critical hit, you get to roll extra dice for the attack’s damage against the target. Roll all of the attack’s damage dice twice and add them System Reference Document 5.1 96 together. Then add any relevant modifiers as normal. Damage Resistance and To speed up play, you can roll all the damage dice at once. Vulnerability For example, if you score a critical hit with a Some creatures and objects are exceedingly difficult dagger, roll 2d4 for the damage, rather than 1d4, and or unusually easy to hurt with certain types of then add your relevant ability modifier. If the attack damage. involves other damage dice, such as from the rogue’s If a creature or an object has resistance to a Sneak Attack feature, you roll those dice twice as damage type, damage of that type is halved against it. well. If a creature or an object has vulnerability to a damage type, damage of that type is doubled against Damage Types it. Different attacks, damaging spells, and other harmful Resistance and then vulnerability are applied after effects deal different types of damage. Damage types all other modifiers to damage. For example, a have no rules of their own, but other rules, such as creature has resistance to bludgeoning damage and damage resistance, rely on the types. is hit by an attack that deals 25 bludgeoning damage. The damage types follow, with examples to help a The creature is also within a magical aura that GM assign a damage type to a new effect. reduces all damage by 5. The 25 damage is first Acid. The corrosive spray of a black dragon’s reduced by 5 and then halved, so the creature takes breath and the dissolving enzymes secreted by a 10 damage. black pudding deal acid damage. Multiple instances of resistance or vulnerability Bludgeoning. Blunt force attacks—hammers, that affect the same damage type count as only one falling, constriction, and the like—deal bludgeoning instance. For example, if a creature has resistance to damage. fire damage as well as resistance to all nonmagical Cold. The infernal chill radiating from an ice damage, the damage of a nonmagical fire is reduced devil’s spear and the frigid blast of a white dragon’s by half against the creature, not reduced by three-‐‑ breath deal cold damage. quarters. Fire. Red dragons breathe fire, and many spells conjure flames to deal fire damage. Healing Force. Force is pure magical energy focused into a damaging form. Most effects that deal force damage Unless it results in death, damage isn’t permanent. are spells, including magic missile and spiritual Even death is reversible through powerful magic. weapon. Rest can restore a creature’s hit points, and magical Lightning. A lightning bolt spell and a blue methods such as a cure wounds spell or a potion of dragon’s breath deal lightning damage. healing can remove damage in an instant. Necrotic. Necrotic damage, dealt by certain When a creature receives healing of any kind, hit undead and a spell such as chill touch, withers points regained are added to its current hit points. A matter and even the soul. creature’s hit points can’t exceed its hit point Piercing. Puncturing and impaling attacks, maximum, so any hit points regained in excess of including spears and monsters’ bites, deal piercing this number are lost. For example, a druid grants a damage. ranger 8 hit points of healing. If the ranger has 14 Poison. Venomous stings and the toxic gas of a current hit points and has a hit point maximum of 20, green dragon’s breath deal poison damage. the ranger regains 6 hit points from the druid, not 8. Psychic. Mental abilities such as a mind flayer’s A creature that has died can’t regain hit points psionic blast deal psychic damage. until magic such as the revivify spell has restored it Radiant. Radiant damage, dealt by a cleric’s flame to life. strike spell or an angel’s smiting weapon, sears the flesh like fire and overloads the spirit with power. Slashing. Swords, axes, and monsters’ claws deal Dropping to 0 Hit Points slashing damage. When you drop to 0 hit points, you either die Thunder. A concussive burst of sound, such as the outright or fall unconscious, as explained in the effect of the thunderwave spell, deals thunder following sections. damage. System Reference Document 5.1 97 Instant Death which requires a successful DC 10 Wisdom Massive damage can kill you instantly. When damage (Medicine) check. reduces you to 0 hit points and there is damage A stable creature doesn’t make death saving remaining, you die if the remaining damage equals throws, even though it has 0 hit points, but it does or exceeds your hit point maximum. remain unconscious. The creature stops being stable, For example, a cleric with a maximum of 12 hit and must start making death saving throws again, if points currently has 6 hit points. If she takes 18 it takes any damage. A stable creature that isn’t damage from an attack, she is reduced to 0 hit points, healed regains 1 hit point after 1d4 hours. but 12 damage remains. Because the remaining damage equals her hit point maximum, the cleric Monsters and Death dies. Most GMs have a monster die the instant it drops to 0 hit points, rather than having it fall unconscious Falling Unconscious and make death saving throws. If damage reduces you to 0 hit points and fails to kill Mighty villains and special nonplayer characters you, you fall unconscious (see appendix PH-‐‑A). This are common exceptions; the GM might have them unconsciousness ends if you regain any hit points. fall unconscious and follow the same rules as player characters. Death Saving Throws Whenever you start your turn with 0 hit points, you Knocking a Creature Out must make a special saving throw, called a death Sometimes an attacker wants to incapacitate a foe, saving throw, to determine whether you creep closer rather than deal a killing blow. When an attacker to death or hang onto life. Unlike other saving reduces a creature to 0 hit points with a melee attack, throws, this one isn’t tied to any ability score. You the attacker can knock the creature out. The attacker are in the hands of fate now, aided only by spells and can make this choice the instant the damage is dealt. features that improve your chances of succeeding on The creature falls unconscious and is stable. a saving throw. Roll a d20. If the roll is 10 or higher, you succeed. Temporary Hit Points Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable Some spells and special abilities confer temporary (see below). On your third failure, you die. The hit points to a creature. Temporary hit points aren’t successes and failures don’t need to be consecutive; actual hit points; they are a buffer against damage, a keep track of both until you collect three of a kind. pool of hit points that protect you from injury. The number of both is reset to zero when you regain When you have temporary hit points and take any hit points or become stable. damage, the temporary hit points are lost first, and Rolling 1 or 20. When you make a death saving any leftover damage carries over to your normal hit throw and roll a 1 on the d20, it counts as two points. For example, if you have 5 temporary hit failures. If you roll a 20 on the d20, you regain 1 hit points and take 7 damage, you lose the temporary point. hit points and then take 2 damage. Damage at 0 Hit Points. If you take any damage Because temporary hit points are separate from while you have 0 hit points, you suffer a death saving your actual hit points, they can exceed your hit point throw failure. If the damage is from a critical hit, you maximum. A character can, therefore, be at full hit suffer two failures instead. If the damage equals or points and receive temporary hit points. exceeds your hit point maximum, you suffer instant Healing can’t restore temporary hit points, and death. they can’t be added together. If you have temporary hit points and receive more of them, you decide Stabilizing a Creature whether to keep the ones you have or to gain the The best way to save a creature with 0 hit points is new ones. For example, if a spell grants you 12 to heal it. If healing is unavailable, the creature can temporary hit points when you already have 10, you at least be stabilized so that it isn’t killed by a failed can have 12 or 10, not 22. death saving throw. If you have 0 hit points, receiving temporary hit You can use your action to administer first aid to points doesn’t restore you to consciousness or an unconscious creature and attempt to stabilize it, stabilize you. They can still absorb damage directed System Reference Document 5.1 98 at you while you’re in that state, but only true attack and devour a badly injured foe, or otherwise healing can save you. act against your wishes. Unless a feature that grants you temporary hit In either case, if the mount provokes an points has a duration, they last until they’re depleted opportunity attack while you’re on it, the attacker or you finish a long rest. can target you or the mount. Mounted Combat Underwater Combat A knight charging into battle on a warhorse, a wizard When adventurers pursue sahuagin back to their casting spells from the back of a griffon, or a cleric undersea homes, fight off sharks in an ancient soaring through the sky on a pegasus all enjoy the shipwreck, or find themselves in a flooded dungeon benefits of speed and mobility that a mount can room, they must fight in a challenging environment. provide. Underwater the following rules apply. A willing creature that is at least one size larger When making a melee weapon attack, a creature than you and that has an appropriate anatomy can that doesn’t have a swimming speed (either natural serve as a mount, using the following rules. or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, Mounting and Dismounting shortsword, spear, or trident. Once during your move, you can mount a creature A ranged weapon attack automatically misses a that is within 5 feet of you or dismount. Doing so target beyond the weapon’s normal range. Even costs an amount of movement equal to half your against a target within normal range, the attack roll speed. For example, if your speed is 30 feet, you has disadvantage unless the weapon is a crossbow, a must spend 15 feet of movement to mount a horse. net, or a weapon that is thrown like a javelin Therefore, you can’t mount it if you don’t have 15 (including a spear, trident, or dart). feet of movement left or if your speed is 0. Creatures and objects that are fully immersed in If an effect moves your mount against its will water have resistance to fire damage. while you’re on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing prone in a space within 5 feet of it. If you’re knocked prone while mounted, you must make the same saving throw. If your mount is knocked prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall prone in a space within 5 feet it. Controlling a Mount While you’re mounted, you have two options. You can either control the mount or allow it to act independently. Intelligent creatures, such as dragons, act independently. You can control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training. The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it. An independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes. It might flee from combat, rush to System Reference Document 5.1 99 wizards, undergo a process of preparing spells. This Spellcasting process varies for different classes, as detailed in their descriptions. Magic permeates fantasy gaming worlds and often In every case, the number of spells a caster can appears in the form of a spell. have fixed in mind at any given time depends on the This section provides the rules for casting spells. character’s level. Different character classes have distinctive ways of learning and preparing their spells, and monsters Spell Slots use spells in unique ways. Regardless of its source, a spell follows the rules here. Regardless of how many spells a caster knows or prepares, he or she can cast only a limited number of spells before resting. Manipulating the fabric of What Is a Spell? magic and channeling its energy into even a simple A spell is a discrete magical effect, a single shaping of spell is physically and mentally taxing, and higher-‐‑ the magical energies that suffuse the multiverse into level spells are even more so. Thus, each spellcasting a specific, limited expression. In casting a spell, a class’s description (except that of the warlock) character carefully plucks at the invisible strands of includes a table showing how many spell slots of raw magic suffusing the world, pins them in place in each spell level a character can use at each character a particular pattern, sets them vibrating in a specific level. For example, the 3rd-‐‑level wizard Umara has way, and then releases them to unleash the desired four 1st-‐‑level spell slots and two 2nd-‐‑level slots. effect—in most cases, all in the span of seconds. When a character casts a spell, he or she expends a Spells can be versatile tools, weapons, or slot of that spell’s level or higher, effectively “filling” protective wards. They can deal damage or undo it, a slot with the spell. You can think of a spell slot as a impose or remove conditions (see appendix PH-‐‑A), groove of a certain size—small for a 1st-‐‑level slot, drain life energy away, and restore life to the dead. larger for a spell of higher level. A 1st-‐‑level spell fits Uncounted thousands of spells have been created into a slot of any size, but a 9th-‐‑level spell fits only in over the course of the multiverse’s history, and a 9th-‐‑level slot. So when Umara casts magic missile, a many of them are long forgotten. Some might yet lie 1st-‐‑level spell, she spends one of her four 1st-‐‑level recorded in crumbling spellbooks hidden in ancient slots and has three remaining. ruins or trapped in the minds of dead gods. Or they Finishing a long rest restores any expended spell might someday be reinvented by a character who slots. has amassed enough power and wisdom to do so. Some characters and monsters have special abilities that let them cast spells without using spell Spell Level slots. For example, a monk who follows the Way of the Four Elements, a warlock who chooses certain Every spell has a level from 0 to 9. A spell’s level is a eldritch invocations, and a pit fiend from the Nine general indicator of how powerful it is, with the Hells can all cast spells in such a way. lowly (but still impressive) magic missile at 1st level and the earth-‐‑shaking wish at 9th. Cantrips—simple Casting a Spell at a Higher Level but powerful spells that characters can cast almost When a spellcaster casts a spell using a slot that is of by rote—are level 0. The higher a spell’s level, the a higher level than the spell, the spell assumes the higher level a spellcaster must be to use that spell. higher level for that casting. For instance, if Umara Spell level and character level don’t correspond casts magic missile using one of her 2nd-‐‑level slots, directly. Typically, a character has to be at least 17th that magic missile is 2nd level. Effectively, the spell level, not 9th level, to cast a 9th-‐‑level spell. expands to fill the slot it is put into. Known and Prepared Spells Some spells, such as magic missile and cure wounds, have more powerful effects when cast at a Before a spellcaster can use a spell, he or she must higher level, as detailed in a spell’s description. have the spell firmly fixed in mind, or must have access to the spell in a magic item. Members of a few Casting in Armor classes, including bards and sorcerers, have a limited Because of the mental focus and precise gestures required list of spells they know that are always fixed in mind. for spellcasting, you must be proficient with the armor you The same thing is true of many magic-‐‑using are wearing to cast a spell. You are otherwise too distracted monsters. Other spellcasters, such as clerics and and physically hampered by your armor for spellcasting. System Reference Document 5.1 100 Cantrips as a reaction, the spell description tells you exactly when you can do so. A cantrip is a spell that can be cast at will, without using a spell slot and without being prepared in Longer Casting Times advance. Repeated practice has fixed the spell in the Certain spells (including spells cast as rituals) caster’s mind and infused the caster with the magic require more time to cast: minutes or even hours. needed to produce the effect over and over. A When you cast a spell with a casting time longer cantrip’s spell level is 0. than a single action or reaction, you must spend your action each turn casting the spell, and you must Rituals maintain your concentration while you do so (see Certain spells have a special tag: ritual. Such a spell “Concentration” below). If your concentration is can be cast following the normal rules for broken, the spell fails, but you don’t expend a spell spellcasting, or the spell can be cast as a ritual. The slot. If you want to try casting the spell again, you ritual version of a spell takes 10 minutes longer to must start over. cast than normal. It also doesn’t expend a spell slot, which means the ritual version of a spell can’t be Range cast at a higher level. The target of a spell must be within the spell’s range. To cast a spell as a ritual, a spellcaster must have a For a spell like magic missile, the target is a creature. feature that grants the ability to do so. The cleric and For a spell like fireball, the target is the point in the druid, for example, have such a feature. The space where the ball of fire erupts. caster must also have the spell prepared or on his or Most spells have ranges expressed in feet. Some her list of spells known, unless the character’s ritual spells can target only a creature (including you) that feature specifies otherwise, as the wizard’s does. you touch. Other spells, such as the shield spell, affect only you. These spells have a range of self. Casting a Spell Spells that create cones or lines of effect that originate from you also have a range of self, When a character casts any spell, the same basic indicating that the origin point of the spell’s effect rules are followed, regardless of the character’s class must be you (see “Areas of Effect”). or the spell’s effects. Once a spell is cast, its effects aren’t limited by its Each spell description begins with a block of range, unless the spell’s description says otherwise. information, including the spell’s name, level, school of magic, casting time, range, components, and Components duration. The rest of a spell entry describes the spell’s effect. A spell’s components are the physical requirements you must meet in order to cast it. Each spell’s Casting Time description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you can’t Most spells require a single action to cast, but some provide one or more of a spell’s components, you are spells require a bonus action, a reaction, or much unable to cast the spell. more time to cast. Verbal (V) Bonus Action Most spells require the chanting of mystic words. A spell cast with a bonus action is especially swift. The words themselves aren’t the source of the spell’s You must use a bonus action on your turn to cast the power; rather, the particular combination of sounds, spell, provided that you haven’t already taken a with specific pitch and resonance, sets the threads of bonus action this turn. You can’t cast another spell magic in motion. Thus, a character who is gagged or during the same turn, except for a cantrip with a in an area of silence, such as one created by the casting time of 1 action. silence spell, can’t cast a spell with a verbal component. Reactions Some spells can be cast as reactions. These spells Somatic (S) take a fraction of a second to bring about and are Spellcasting gestures might include a forceful cast in response to some event. If a spell can be cast gesticulation or an intricate set of gestures. If a spell System Reference Document 5.1 101 requires a somatic component, the caster must have make a Constitution saving throw to maintain free use of at least one hand to perform these gestures. your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If Material (M) you take damage from multiple sources, such as an Casting some spells requires particular objects, arrow and a dragon’s breath, you make a separate specified in parentheses in the component entry. A saving throw for each source of damage. character can use a component pouch or a • Being incapacitated or killed. You lose spellcasting focus (found in “Equipment”) in place concentration on a spell if you are incapacitated or of the components specified for a spell. But if a cost if you die. is indicated for a component, a character must have The GM might also decide that certain that specific component before he or she can cast the environmental phenomena, such as a wave crashing spell. over you while you’re on a storm-‐‑tossed ship, If a spell states that a material component is require you to succeed on a DC 10 Constitution consumed by the spell, the caster must provide this saving throw to maintain concentration on a spell. component for each casting of the spell. A spellcaster must have a hand free to access a Targets spell’s material components—or to hold a spellcasting focus—but it can be the same hand that A typical spell requires you to pick one or more he or she uses to perform somatic components. targets to be affected by the spell’s magic. A spell’s description tells you whether the spell targets Duration creatures, objects, or a point of origin for an area of effect (described below). A spell’s duration is the length of time the spell Unless a spell has a perceptible effect, a creature persists. A duration can be expressed in rounds, might not know it was targeted by a spell at all. An minutes, hours, or even years. Some spells specify effect like crackling lightning is obvious, but a more that their effects last until the spells are dispelled or subtle effect, such as an attempt to read a creature’s destroyed. thoughts, typically goes unnoticed, unless a spell says otherwise. Instantaneous Many spells are instantaneous. The spell harms, A Clear Path to the Target heals, creates, or alters a creature or an object in a To target something, you must have a clear path to it, way that can’t be dispelled, because its magic exists so it can’t be behind total cover. only for an instant. If you place an area of effect at a point that you can’t see and an obstruction, such as a wall, is Concentration between you and that point, the point of origin Some spells require you to maintain concentration in comes into being on the near side of that obstruction. order to keep their magic active. If you lose concentration, such a spell ends. Targeting Yourself If a spell must be maintained with concentration, If a spell targets a creature of your choice, you can that fact appears in its Duration entry, and the spell choose yourself, unless the creature must be hostile specifies how long you can concentrate on it. You or specifically a creature other than you. If you are in can end concentration at any time (no action the area of effect of a spell you cast, you can target required). yourself. Normal activity, such as moving and attacking, doesn’t interfere with concentration. The following Areas of Effect factors can break concentration: Spells such as burning hands and cone of cold cover • Casting another spell that requires an area, allowing them to affect multiple creatures at concentration. You lose concentration on a spell once. if you cast another spell that requires A spell’s description specifies its area of effect, concentration. You can’t concentrate on two spells which typically has one of five different shapes: cone, at once. cube, cylinder, line, or sphere. Every area of effect • Taking damage. Whenever you take damage has a point of origin, a location from which the while you are concentrating on a spell, you must spell’s energy erupts. The rules for each shape System Reference Document 5.1 102 specify how you position its point of origin. Typically, Saving Throws a point of origin is a point in space, but some spells have an area whose origin is a creature or an object. Many spells specify that a target can make a saving A spell’s effect expands in straight lines from the throw to avoid some or all of a spell’s effects. The point of origin. If no unblocked straight line extends spell specifies the ability that the target uses for the from the point of origin to a location within the area save and what happens on a success or failure. of effect, that location isn’t included in the spell’s The DC to resist one of your spells equals 8 + your area. To block one of these imaginary lines, an spellcasting ability modifier + your proficiency obstruction must provide total cover. bonus + any special modifiers. Cone Attack Rolls A cone extends in a direction you choose from its Some spells require the caster to make an attack roll point of origin. A cone’s width at a given point along to determine whether the spell effect hits the its length is equal to that point’s distance from the intended target. Your attack bonus with a spell point of origin. A cone’s area of effect specifies its attack equals your spellcasting ability modifier + maximum length. your proficiency bonus. A cone’s point of origin is not included in the Most spells that require attack rolls involve cone’s area of effect, unless you decide otherwise. ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within Cube 5 feet of a hostile creature that can see you and that You select a cube’s point of origin, which lies isn’t incapacitated. anywhere on a face of the cubic effect. The cube’s size is expressed as the length of each side. The Schools of Magic A cube’s point of origin is not included in the Academies of magic group spells into eight categories called cube’s area of effect, unless you decide otherwise. schools of magic. Scholars, particularly wizards, apply these categories to all spells, believing that all magic functions in Cylinder essentially the same way, whether it derives from rigorous A cylinder’s point of origin is the center of a circle of study or is bestowed by a deity. a particular radius, as given in the spell description. The schools of magic help describe spells; they have no The circle must either be on the ground or at the rules of their own, although some rules refer to the schools. height of the spell effect. The energy in a cylinder Abjuration spells are protective in nature, though some of expands in straight lines from the point of origin to them have aggressive uses. They create magical barriers, the perimeter of the circle, forming the base of the negate harmful effects, harm trespassers, or banish creatures cylinder. The spell’s effect then shoots up from the to other planes of existence. base or down from the top, to a distance equal to the Conjuration spells involve the transportation of objects and creatures from one location to another. Some spells height of the cylinder. summon creatures or objects to the caster’s side, whereas A cylinder’s point of origin is included in the others allow the caster to teleport to another location. Some cylinder’s area of effect. conjurations create objects or effects out of nothing. Divination spells reveal information, whether in the form Line of secrets long forgotten, glimpses of the future, the A line extends from its point of origin in a straight locations of hidden things, the truth behind illusions, or path up to its length and covers an area defined by visions of distant people or places. its width. Enchantment spells affect the minds of others, influencing A line’s point of origin is not included in the line’s or controlling their behavior. Such spells can make enemies area of effect, unless you decide otherwise. see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet. Sphere Evocation spells manipulate magical energy to produce a You select a sphere’s point of origin, and the sphere desired effect. Some call up blasts of fire or lightning. Others extends outward from that point. The sphere’s size is channel positive energy to heal wounds. expressed as a radius in feet that extends from the Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, to miss things point. that are there, to hear phantom noises, or to remember A sphere’s point of origin is included in the things that never happened. Some illusions create phantom sphere’s area of effect. System Reference Document 5.1 103 images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature. Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life. Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently. Transmutation spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster’s command, or enhance a creature’s innate healing abilities to rapidly recover from injury. Combining Magical Effects The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don’t combine, however. Instead, the most potent effect—such as the highest bonus—from those castings applies while their durations overlap. For example, if two clerics cast bless on the same target, that character gains the spell’s benefit only once; he or she doesn’t get to roll two bonus dice. System Reference Document 5.1 104 See Invisibility Spell Lists Shatter Silence Bard Spells Suggestion Zone of Truth Cantrips (0 Level) Dancing Lights 3rd Level Light Bestow Curse Mage Hand Clairvoyance Mending Dispel Magic Message Fear Minor Illusion Glyph of Warding Prestidigitation Hypnotic Pattern True Strike Major Image Vicious Mockery Nondetection Plant Growth 1st Level Sending Animal Friendship Speak with Dead Bane Speak with Plants Charm Person Stinking Cloud Comprehend Languages Tiny Hut Cure Wounds Tongues Detect Magic Disguise Self 4th Level Faerie Fire Compulsion Feather Fall Confusion Healing Word Dimension Door Heroism Freedom of Movement Hideous Laughter Greater Invisibility Identify Hallucinatory Terrain Illusory Script Locate Creature Longstrider Polymorph Silent Image Sleep 5th Level Speak with Animals Animate Objects Thunderwave Awaken Unseen Servant Dominate Person Dream 2nd Level Geas Animal Messenger Greater Restoration Blindness/Deafness Hold Monster Calm Emotions Legend Lore Detect Thoughts Mass Cure Wounds Enhance Ability Mislead Enthrall Modify Memory Heat Metal Planar Binding Hold Person Raise Dead Invisibility Scrying Knock Seeming Lesser Restoration Teleportation Circle Locate Animals or Plants Locate Object 6th Level Magic Mouth Eyebite System Reference Document 5.1 105 Find the Path Inflict Wounds Guards and Wards Protection from Evil and Good Irresistible Dance Purify Food and Drink Mass Suggestion Sanctuary Programmed Illusion Shield of Faith True Seeing 2nd Level 7th Level Aid Arcane Sword Augury Etherealness Blindness/Deafness Forcecage Calm Emotions Magnificent Mansion Continual Flame Mirage Arcane Enhance Ability Project Image Find Traps Regenerate Gentle Repose Resurrection Hold Person Symbol Lesser Restoration Teleport Locate Object Prayer of Healing 8th Level Protection from Poison Dominate Monster Silence Feeblemind Spiritual Weapon Glibness Warding Bond Mind Blank Zone of Truth Power Word Stun 3rd Level 9th Level Animate Dead Foresight Beacon of Hope Power Word Kill Bestow Curse True Polymorph Clairvoyance Create Food and Water Cleric Spells Daylight Dispel Magic Cantrips (0 Level) Glyph of Warding Guidance Magic Circle Light Mass Healing Word Mending Meld into Stone Resistance Protection from Energy Sacred Flame Remove Curse Spare the Dying Revivify Thaumaturgy Sending Speak with Dead 1st Level Spirit Guardians Bane Tongues Bless Water Walk Command Create or Destroy Water 4th Level Cure Wounds Banishment Detect Evil and Good Control Water Detect Magic Death Ward Detect Poison and Disease Divination Guiding Bolt Freedom of Movement Healing Word Guardian of Faith System Reference Document 5.1 106 Locate Creature Druid Spells Stone Shape 5th Level Cantrips (0 Level) Commune Druidcraft Contagion Guidance Dispel Evil and Good Mending Flame Strike Poison Spray Geas Produce Flame Greater Restoration Resistance Hallow Shillelagh Insect Plague Legend Lore 1st Level Mass Cure Wounds Animal Friendship Planar Binding Charm Person Raise Dead Create or Destroy Water Scrying Cure Wounds Detect Magic 6th Level Detect Poison and Disease Blade Barrier Entangle Create Undead Faerie Fire Find the Path Fog Cloud Forbiddance Goodberry Harm Healing Word Heal Jump Heroes’ Feast Longstrider Planar Ally Purify Food and Drink True Seeing Speak with Animals Word of Recall Thunderwave 7th Level 2nd Level Conjure Celestial Animal Messenger Divine Word Barkskin Etherealness Darkvision Fire Storm Enhance Ability Plane Shift Find Traps Regenerate Flame Blade Resurrection Flaming Sphere Symbol Gust of Wind Heat Metal 8th Level Hold Person Antimagic Field Lesser Restoration Control Weather Locate Animals or Plants Earthquake Locate Object Holy Aura Moonbeam Pass without Trace 9th Level Protection from Poison Astral Projection Spike Growth Gate Mass Heal 3rd Level True Resurrection Call Lightning Conjure Animals Daylight Dispel Magic System Reference Document 5.1 107 Meld into Stone 7th Level Plant Growth Fire Storm Protection from Energy Mirage Arcane Sleet Storm Plane Shift Speak with Plants Regenerate Water Breathing Reverse Gravity Water Walk Wind Wall 8th Level Animal Shapes 4th Level Antipathy/Sympathy Blight Control Weather Confusion Earthquake Conjure Minor Elementals Feeblemind Conjure Woodland Beings Sunburst Control Water Dominate Beast 9th Level Freedom of Movement Foresight Giant Insect Shapechange Hallucinatory Terrain Storm of Vengeance Ice Storm True Resurrection Locate Creature Polymorph Paladin Spells Stone Shape Stoneskin 1st Level Wall of Fire Bless Command 5th Level Cure Wounds Antilife Shell Detect Evil and Good Awaken Detect Magic Commune with Nature Detect Poison and Disease Conjure Elemental Divine Favor Contagion Heroism Geas Protection from Evil and Good Greater Restoration Purify Food and Drink Insect Plague Shield of Faith Mass Cure Wounds Planar Binding 2nd Level Reincarnate Aid Scrying Branding Smite Tree Stride Find Steed Wall of Stone Lesser Restoration Locate Object 6th Level Magic Weapon Conjure Fey Protection from Poison Find the Path Zone of Truth Heal Heroes’ Feast 3rd Level Move Earth Create Food and Water Sunbeam Daylight Transport via Plants Dispel Magic Wall of Thorns Magic Circle Wind Walk Remove Curse Revivify System Reference Document 5.1 108 4th Level Stoneskin Banishment Death Ward 5th Level Locate Creature Commune with Nature Tree Stride 5th Level Dispel Evil and Good Sorcerer Spells Geas Raise Dead Cantrips (0 Level) Acid Splash Ranger Spells Chill Touch Dancing Lights 1st Level Fire Bolt Alarm Light Animal Friendship Mage Hand Cure Wounds Mending Detect Magic Message Detect Poison and Disease Minor Illusion Fog Cloud Poison Spray Goodberry Prestidigitation Hunter's Mark Ray of Frost Jump Shocking Grasp Longstrider True Strike Speak with Animals 1st Level 2nd Level Burning Hands Animal Messenger Charm Person Barkskin Color Spray Darkvision Comprehend Languages Find Traps Detect Magic Lesser Restoration Disguise Self Locate Animals or Plants Expeditious Retreat Locate Object False Life Pass without Trace Feather Fall Protection from Poison Fog Cloud Silence Jump Spike Growth Mage Armor Magic Missile 3rd Level Shield Conjure Animals Silent Image Daylight Sleep Nondetection Thunderwave Plant Growth Protection from Energy 2nd Level Speak with Plants Alter Self Water Breathing Blindness/Deafness Water Walk Blur Wind Wall Darkness Darkvision 4th Level Detect Thoughts Conjure Woodland Beings Enhance Ability Freedom of Movement Enlarge/Reduce Locate Creature Gust of Wind System Reference Document 5.1 109 Hold Person Hold Monster Invisibility Insect Plague Knock Seeming Levitate Telekinesis Mirror Image Teleportation Circle Misty Step Wall of Stone Scorching Ray See Invisibility 6th Level Shatter Chain Lightning Spider Climb Circle of Death Suggestion Disintegrate Web Eyebite Globe of Invulnerability 3rd Level Mass Suggestion Blink Move Earth Clairvoyance Sunbeam Counterspell True Seeing Daylight Dispel Magic 7th Level Fear Delayed Blast Fireball Fireball Etherealness Fly Finger of Death Gaseous Form Fire Storm Haste Plane Shift Hypnotic Pattern Prismatic Spray Lightning Bolt Reverse Gravity Major Image Teleport Protection from Energy Sleet Storm 8th Level Slow Dominate Monster Stinking Cloud Earthquake Tongues Incendiary Cloud Water Breathing Power Word Stun Water Walk Sunburst 4th Level 9th Level Banishment Gate Blight Meteor Swarm Confusion Power Word Kill Dimension Door Time Stop Dominate Beast Wish Greater Invisibility Ice Storm Warlock Spells Polymorph Stoneskin Cantrips (0 Level) Wall of Fire Chill Touch Eldritch Blast 5th Level Mage Hand Animate Objects Minor Illusion Cloudkill Poison Spray Cone of Cold Prestidigitation Creation True Strike Dominate Person System Reference Document 5.1 110 1st Level True Seeing Charm Person Comprehend Languages 7th Level Expeditious Retreat Etherealness Hellish Rebuke Finger of Death Illusory Script Forcecage Protection from Evil and Good Plane Shift Unseen Servant 8th Level 2nd Level Demiplane Darkness Dominate Monster Enthrall Feeblemind Hold Person Glibness Invisibility Power Word Stun Mirror Image Misty Step 9th Level Ray of Enfeeblement Astral Projection Shatter Foresight Spider Climb Imprisonment Suggestion Power Word Kill True Polymorph 3rd Level Counterspell Wizard Spells Dispel Magic Fear Cantrips (0 Level) Fly Acid Splash Gaseous Form Chill Touch Hypnotic Pattern Dancing Lights Magic Circle Fire Bolt Major Image Light Remove Curse Mage Hand Tongues Mending Vampiric Touch Message Minor Illusion 4th Level Poison Spray Banishment Prestidigitation Blight Ray of Frost Dimension Door Shocking Grasp Hallucinatory Terrain True Strike 5th Level 1st Level Contact Other Plane Alarm Dream Burning Hands Hold Monster Charm Person Scrying Color Spray Comprehend Languages 6th Level Detect Magic Circle of Death Disguise Self Conjure Fey Expeditious Retreat Create Undead False Life Eyebite Feather Fall Flesh to Stone Find Familiar Mass Suggestion Floating Disk System Reference Document 5.1 111 Fog Cloud Clairvoyance Grease Counterspell Hideous Laughter Dispel Magic Identify Fear Illusory Script Fireball Jump Fly Longstrider Gaseous Form Mage Armor Glyph of Warding Magic Missile Haste Protection from Evil and Good Hypnotic Pattern Shield Lightning Bolt Silent Image Magic Circle Sleep Major Image Thunderwave Nondetection Unseen Servant Phantom Steed Protection from Energy 2nd Level Remove Curse Acid Arrow Sending Alter Self Sleet Storm Arcane Lock Slow Arcanist’s Magic Aura Stinking Cloud Blindness/Deafness Tiny Hut Blur Tongues Continual Flame Vampiric Touch Darkness Water Breathing Darkvision Detect Thoughts 4th Level Enlarge/Reduce Arcane Eye Flaming Sphere Banishment Gentle Repose Black Tentacles Gust of Wind Blight Hold Person Confusion Invisibility Conjure Minor Elementals Knock Control Water Levitate Dimension Door Locate Object Fabricate Magic Mouth Faithful Hound Magic Weapon Fire Shield Mirror Image Greater Invisibility Misty Step Hallucinatory Terrain Ray of Enfeeblement Ice Storm Rope Trick Locate Creature Scorching Ray Phantasmal Killer See Invisibility Polymorph Shatter Private Sanctum Spider Climb Resilient Sphere Suggestion Secret Chest Web Stone Shape Stoneskin 3rd Level Wall of Fire Animate Dead Bestow Curse 5th Level Blink Animate Objects System Reference Document 5.1 112 Arcane Hand Prismatic Spray Cloudkill Project Image Cone of Cold Reverse Gravity Conjure Elemental Sequester Contact Other Plane Simulacrum Creation Symbol Dominate Person Teleport Dream Geas 8th Level Hold Monster Antimagic Field Legend Lore Antipathy/Sympathy Mislead Clone Modify Memory Control Weather Passwall Demiplane Planar Binding Dominate Monster Scrying Feeblemind Seeming Incendiary Cloud Telekinesis Maze Telepathic Bond Mind Blank Teleportation Circle Power Word Stun Wall of Force Sunburst Wall of Stone 9th Level 6th Level Astral Projection Chain Lightning Foresight Circle of Death Gate Contingency Imprisonment Create Undead Meteor Swarm Disintegrate Power Word Kill Eyebite Prismatic Wall Flesh to Stone Shapechange Freezing Sphere Time Stop Globe of Invulnerability True Polymorph Guards and Wards Weird Instant Summons Wish Irresistible Dance Magic Jar Mass Suggestion Move Earth Programmed Illusion Sunbeam True Seeing Wall of Ice 7th Level Arcane Sword Delayed Blast Fireball Etherealness Finger of Death Forcecage Magnificent Mansion Mirage Arcane Plane Shift System Reference Document 5.1 113 increase by an additional 5 for each slot level above Spell Descriptions 2nd. Acid Arrow Alarm 2nd-‐‑level evocation 1st-‐‑level abjuration (ritual) Casting Time: 1 action Casting Time: 1 minute Range: 90 feet Range: 30 feet Components: V, S, M (powdered rhubarb leaf and an Components: V, S, M (a tiny bell and a piece of fine adder’s stomach) silver wire) Duration: Instantaneous Duration: 8 hours A shimmering green arrow streaks toward a target You set an alarm against unwanted intrusion. within range and bursts in a spray of acid. Make a Choose a door, a window, or an area within range ranged spell attack against the target. On a hit, the that is no larger than a 20-‐‑foot cube. Until the spell target takes 4d4 acid damage immediately and 2d4 ends, an alarm alerts you whenever a Tiny or larger acid damage at the end of its next turn. On a miss, creature touches or enters the warded area. When the arrow splashes the target with acid for half as you cast the spell, you can designate creatures that much of the initial damage and no damage at the end won’t set off the alarm. You also choose whether the of its next turn. alarm is mental or audible. At Higher Levels. When you cast this spell using a A mental alarm alerts you with a ping in your spell slot of 3rd level or higher, the damage (both mind if you are within 1 mile of the warded area. initial and later) increases by 1d4 for each slot level This ping awakens you if you are sleeping. above 2nd. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet. Acid Splash Conjuration cantrip Alter Self 2nd-‐‑level transmutation Casting Time: 1 action Range: 60 feet Casting Time: 1 action Components: V, S Range: Self Duration: Instantaneous Components: V, S Duration: Concentration, up to 1 hour You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range You assume a different form. When you cast the spell, that are within 5 feet of each other. A target must choose one of the following options, the effects of succeed on a Dexterity saving throw or take 1d6 acid which last for the duration of the spell. While the damage. spell lasts, you can end one option as an action to This spell’s damage increases by 1d6 when you gain the benefits of a different one. reach 5th level (2d6), 11th level (3d6), and 17th Aquatic Adaptation. You adapt your body to an level (4d6). aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe Aid underwater and gain a swimming speed equal to 2nd-‐‑level abjuration your walking speed. Change Appearance. You transform your Casting Time: 1 action appearance. You decide what you look like, including Range: 30 feet your height, weight, facial features, sound of your Components: V, S, M (a tiny strip of white cloth) voice, hair length, coloration, and distinguishing Duration: 8 hours characteristics, if any. You can make yourself appear Your spell bolsters your allies with toughness and as a member of another race, though none of your resolve. Choose up to three creatures within range. statistics change. You also can’t appear as a creature Each target’s hit point maximum and current hit of a different size than you, and your basic shape points increase by 5 for the duration. stays the same; if you’re bipedal, you can’t use this At Higher Levels. When you cast this spell using a spell to become quadrupedal, for instance. At any spell slot of 3rd level or higher, a target’s hit points System Reference Document 5.1 114 time for the duration of the spell, you can use your destination before the spell ends, the message is lost, action to change your appearance in this way again. and the beast makes its way back to where you cast Natural Weapons. You grow claws, fangs, spines, this spell. horns, or a different natural weapon of your choice. At Higher Levels. If you cast this spell using a spell Your unarmed strikes deal 1d6 bludgeoning, slot of 3nd level or higher, the duration of the spell piercing, or slashing damage, as appropriate to the increases by 48 hours for each slot level above 2nd. natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural Animal Shapes weapon is magic and you have a +1 bonus to the 8th-‐‑level transmutation attack and damage rolls you make using it. Casting Time: 1 action Animal Friendship Range: 30 feet Components: V, S 1st-‐‑level enchantment Duration: Concentration, up to 24 hours Casting Time: 1 action Your magic turns others into beasts. Choose any Range: 30 feet number of willing creatures that you can see within Components: V, S, M (a morsel of food) range. You transform each target into the form of a Duration: 24 hours Large or smaller beast with a challenge rating of 4 or This spell lets you convince a beast that you mean it lower. On subsequent turns, you can use your action no harm. Choose a beast that you can see within to transform affected creatures into new forms. range. It must see and hear you. If the beast's The transformation lasts for the duration for each Intelligence is 4 or higher, the spell fails. Otherwise, target, or until the target drops to 0 hit points or dies. the beast must succeed on a Wisdom saving throw You can choose a different form for each target. A or be charmed by you for the spell's duration. If you target’s game statistics are replaced by the statistics or one of your companions harms the target, the of the chosen beast, though the target retains its spells ends. alignment and Intelligence, Wisdom, and Charisma At Higher Levels. When you cast this spell using a scores. The target assumes the hit points of its new spell slot of 2nd level or higher, you can affect one form, and when it reverts to its normal form, it additional beast t level above 1st. returns to the number of hit points it had before it Animal Messenger transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its 2nd-‐‑level enchantment (ritual) normal form. As long as the excess damage doesn’t Casting Time: 1 action reduce the creature’s normal form to 0 hit points, it Range: 30 feet isn’t knocked unconscious. The creature is limited in Components: V, S, M (a morsel of food) the actions it can perform by the nature of its new Duration: 24 hours form, and it can’t speak or cast spells. The target’s gear melds into the new form. The By means of this spell, you use an animal to deliver a target can’t activate, wield, or otherwise benefit message. Choose a Tiny beast you can see within from any of its equipment. range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and Animate Dead a recipient who matches a general description, such 3rd-‐‑level necromancy as “a man or woman dressed in the uniform of the town guard” or “a red-‐‑haired dwarf wearing a Casting Time: 1 minute pointed hat.” You also speak a message of up to Range: 10 feet twenty-‐‑five words. The target beast travels for the Components: V, S, M (a drop of blood, a piece of duration of the spell toward the specified location, flesh, and a pinch of bone dust) covering about 50 miles per 24 hours for a flying Duration: Instantaneous messenger, or 25 miles for other animals. This spell creates an undead servant. Choose a pile When the messenger arrives, it delivers your of bones or a corpse of a Medium or Small humanoid message to the creature that you described, within range. Your spell imbues the target with a replicating the sound of your voice. The messenger foul mimicry of life, raising it as an undead creature. speaks only to a creature matching the description The target becomes a skeleton if you chose bones or you gave. If the messenger doesn’t reach its System Reference Document 5.1 115 a zombie if you chose a corpse (the GM has the particular chamber or corridor. If you issue no creature’s game statistics). commands, the creature only defends itself against On each of your turns, you can use a bonus action hostile creatures. Once given an order, the creature to mentally command any creature you made with continues to follow it until its task is complete. this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command Animated Object Statistics any or all of them at the same time, issuing the same Size HP AC Attack Str Dex command to each one). You decide what action the Tiny 20 18 +8 to hit, 1d4 + 4 damage 4 18 creature will take and where it will move during its Small 25 16 +6 to hit, 1d8 + 2 damage 6 14 next turn, or you can issue a general command, such Medium 40 13 +5 to hit, 2d6 + 1 damage 10 12 as to guard a particular chamber or corridor. If you Large 50 10 +6 to hit, 2d10 + 2 14 10 issue no commands, the creature only defends itself damage Huge 80 10 +8 to hit, 2d12 + 4 18 6 against hostile creatures. Once given an order, the damage creature continues to follow it until its task is complete. An animated object is a construct with AC, hit The creature is under your control for 24 hours, points, attacks, Strength, and Dexterity determined after which it stops obeying any command you’ve by its size. Its Constitution is 10 and its Intelligence given it. To maintain control of the creature for and Wisdom are 3, and its Charisma is 1. Its speed is another 24 hours, you must cast this spell on the 30 feet; if the object lacks legs or other appendages it creature again before the current 24-‐‑hour period can use for locomotion, it instead has a flying speed ends. This use of the spell reasserts your control of 30 feet and can hover. If the object is securely over up to four creatures you have animated with attached to a surface or a larger object, such as a this spell, rather than animating a new one. chain bolted to a wall, its speed is 0. It has blindsight At Higher Levels. When you cast this spell using a with a radius of 30 feet and is blind beyond that spell slot of 4th level or higher, you animate or distance. When the animated object drops to 0 hit reassert control over two additional undead points, it reverts to its original object form, and any creatures for each slot level above 3rd. Each of the remaining damage carries over to its original object creatures must come from a different corpse or pile form. of bones. If you command an object to attack, it can make a Animate Objects single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and 5th-‐‑level transmutation bludgeoning damage determined by its size. The GM Casting Time: 1 action might rule that a specific object inflicts slashing or Range: 120 feet piercing damage based on its form. Components: V, S At Higher Levels. If you cast this spell using a spell Duration: Concentration, up to 1 minute slot of 6th level or higher, you can animate two additional objects for each slot level above 5th. Objects come to life at your command. Choose up to ten nonmagical objects within range that are not Antilife Shell being worn or carried. Medium targets count as two 5th-‐‑level abjuration objects, Large targets count as four objects, Huge targets count as eight objects. You can’t animate any Casting Time: 1 action object larger than Huge. Each target animates and Range: Self (10-‐‑foot radius) becomes a creature under your control until the Components: V, S spell ends or until reduced to 0 hit points. Duration: Concentration, up to 1 hour As a bonus action, you can mentally command any A shimmering barrier extends out from you in a 10-‐‑ creature you made with this spell if the creature is foot radius and moves with you, remaining centered within 500 feet of you (if you control multiple on you and hedging out creatures other than undead creatures, you can command any or all of them at the and constructs. The barrier lasts for the duration. same time, issuing the same command to each one). The barrier prevents an affected creature from You decide what action the creature will take and passing or reaching through. An affected creature where it will move during its next turn, or you can can cast spells or make attacks with ranged or reach issue a general command, such as to guard a weapons through the barrier. System Reference Document 5.1 116 If you move so that an affected creature is forced Magical Travel. Teleportation and planar travel to pass through the barrier, the spell ends. fail to work in the sphere, whether the sphere is the destination or the departure point for such magical Antimagic Field travel. A portal to another location, world, or plane 8th-‐‑level abjuration of existence, as well as an opening to an extradimensional space such as that created by the Casting Time: 1 action rope trick spell, temporarily closes while in the Range: Self (10-‐‑foot-‐‑radius sphere) sphere. Components: V, S, M (a pinch of powdered iron or Creatures and Objects. A creature or object iron filings) summoned or created by magic temporarily winks Duration: Concentration, up to 1 hour out of existence in the sphere. Such a creature A 10-‐‑foot-‐‑radius invisible sphere of antimagic instantly reappears once the space the creature surrounds you. This area is divorced from the occupied is no longer within the sphere. magical energy that suffuses the multiverse. Within Dispel Magic. Spells and magical effects such as the sphere, spells can’t be cast, summoned creatures dispel magic have no effect on the sphere. Likewise, disappear, and even magic items become mundane. the spheres created by different antimagic field Until the spell ends, the sphere moves with you, spells don’t nullify each other. centered on you. Spells and other magical effects, except those Antipathy/Sympathy created by an artifact or a deity, are suppressed in 8th-‐‑level enchantment the sphere and can’t protrude into it. A slot Casting Time: 1 hour expended to cast a suppressed spell is consumed. Range: 60 feet While an effect is suppressed, it doesn’t function, but Components: V, S, M (either a lump of alum soaked the time it spends suppressed counts against its in vinegar for the antipathy effect or a drop of duration. honey for the sympathy effect) Targeted Effects. Spells and other magical effects, Duration: 10 days such as magic missile and charm person, that target a creature or an object in the sphere have no effect on This spell attracts or repels creatures of your choice. that target. You target something within range, either a Huge or Areas of Magic. The area of another spell or smaller object or creature or an area that is no larger magical effect, such as fireball, can’t extend into the than a 200-‐‑foot cube. Then specify a kind of sphere. If the sphere overlaps an area of magic, the intelligent creature, such as red dragons, goblins, or part of the area that is covered by the sphere is vampires. You invest the target with an aura that suppressed. For example, the flames created by a either attracts or repels the specified creatures for wall of fire are suppressed within the sphere, the duration. Choose antipathy or sympathy as the creating a gap in the wall if the overlap is large aura’s effect. enough. Antipathy. The enchantment causes creatures of Spells. Any active spell or other magical effect on a the kind you designated to feel an intense urge to creature or an object in the sphere is suppressed leave the area and avoid the target. When such a while the creature or object is in it. creature can see the target or comes within 60 feet Magic Items. The properties and powers of magic of it, the creature must succeed on a Wisdom saving items are suppressed in the sphere. For example, a throw or become frightened. The creature remains +1 longsword in the sphere functions as a frightened while it can see the target or is within 60 nonmagical longsword. feet of it. While frightened by the target, the creature A magic weapon’s properties and powers are must use its movement to move to the nearest safe suppressed if it is used against a target in the sphere spot from which it can’t see the target. If the creature or wielded by an attacker in the sphere. If a magic moves more than 60 feet from the target and can’t weapon or a piece of magic ammunition fully leaves see it, the creature is no longer frightened, but the the sphere (for example, if you fire a magic arrow or creature becomes frightened again if it regains sight throw a magic spear at a target outside the sphere), of the target or moves within 60 feet of it. the magic of the item ceases to be suppressed as Sympathy. The enchantment causes the specified soon as it exits. creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. System Reference Document 5.1 117 When such a creature can see the target or comes moves at your command, mimicking the movements within 60 feet of it, the creature must succeed on a of your own hand. Wisdom saving throw or use its movement on each The hand is an object that has AC 20 and hit points of its turns to enter the area or move within reach of equal to your hit point maximum. If it drops to 0 hit the target. When the creature has done so, it can’t points, the spell ends. It has a Strength of 26 (+8) willingly move away from the target. and a Dexterity of 10 (+0). The hand doesn’t fill its If the target damages or otherwise harms an space. affected creature, the affected creature can make a When you cast the spell and as a bonus action on Wisdom saving throw to end the effect, as described your subsequent turns, you can move the hand up to below. 60 feet and then cause one of the following effects Ending the Effect. If an affected creature ends its with it. turn while not within 60 feet of the target or able to Clenched Fist. The hand strikes one creature or see it, the creature makes a Wisdom saving throw. object within 5 feet of it. Make a melee spell attack On a successful save, the creature is no longer for the hand using your game statistics. On a hit, the affected by the target and recognizes the feeling of target takes 4d8 force damage. repugnance or attraction as magical. In addition, a Forceful Hand. The hand attempts to push a creature affected by the spell is allowed another creature within 5 feet of it in a direction you choose. Wisdom saving throw every 24 hours while the spell Make a check with the hand’s Strength contested by persists. the Strength (Athletics) check of the target. If the A creature that successfully saves against this target is Medium or smaller, you have advantage on effect is immune to it for 1 minute, after which time the check. If you succeed, the hand pushes the target it can be affected again. up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves Arcane Eye with the target to remain within 5 feet of it. 4th-‐‑level divination Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use Casting Time: 1 action the hand’s Strength score to resolve the grapple. If Range: 30 feet the target is Medium or smaller, you have advantage Components: V, S, M (a bit of bat fur) on the check. While the hand is grappling the target, Duration: Concentration, up to 1 hour you can use a bonus action to have the hand crush it. You create an invisible, magical eye within range When you do so, the target takes bludgeoning that hovers in the air for the duration. damage equal to 2d6 + your spellcasting ability You mentally receive visual information from the modifier. eye, which has normal vision and darkvision out to Interposing Hand. The hand interposes itself 30 feet. The eye can look in every direction. between you and a creature you choose until you As an action, you can move the eye up to 30 feet in give the hand a different command. The hand moves any direction. There is no limit to how far away from to stay between you and the target, providing you you the eye can move, but it can’t enter another with half cover against the target. The target can’t plane of existence. A solid barrier blocks the eye’s move through the hand’s space if its Strength score movement, but the eye can pass through an opening is less than or equal to the hand’s Strength score. If as small as 1 inch in diameter. its Strength score is higher than the hand’s Strength score, the target can move toward you through the Arcane Hand hand’s space, but that space is difficult terrain for the 5th-‐‑level evocation target. At Higher Levels. When you cast this spell using a Casting Time: 1 action spell slot of 6th level or higher, the damage from the Range: 120 feet clenched fist option increases by 2d8 and the Components: V, S, M (an eggshell and a snakeskin damage from the grasping hand increases by 2d6 for glove) each slot level above 5th. Duration: Concentration, up to 1 minute You create a Large hand of shimmering, translucent Arcane Lock force in an unoccupied space that you can see within 2nd-‐‑level abjuration range. The hand lasts for the spell’s duration, and it Casting Time: 1 action System Reference Document 5.1 118 Range: Touch False Aura. You change the way the target Components: V, S, M (gold dust worth at least 25 gp, appears to spells and magical effects, such as detect which the spell consumes) magic, that detect magical auras. You can make a Duration: Until dispelled nonmagical object appear magical, a magical object appear nonmagical, or change the object’s magical You touch a closed door, window, gate, chest, or aura so that it appears to belong to a specific school other entryway, and it becomes locked for the of magic that you choose. When you use this effect duration. You and the creatures you designate when on an object, you can make the false magic apparent you cast this spell can open the object normally. You to any creature that handles the item. can also set a password that, when spoken within 5 Mask. You change the way the target appears to feet of the object, suppresses this spell for 1 minute. spells and magical effects that detect creature types, Otherwise, it is impassable until it is broken or the such as a paladin’s Divine Sense or the trigger of a spell is dispelled or suppressed. Casting knock on the symbol spell. You choose a creature type and other object suppresses arcane lock for 10 minutes. spells and magical effects treat the target as if it While affected by this spell, the object is more were a creature of that type or of that alignment. difficult to break or force open; the DC to break it or pick any locks on it increases by 10. Astral Projection 9th-‐‑level necromancy Arcane Sword 7th-‐‑level evocation Casting Time: 1 hour Range: 10 feet Casting Time: 1 action Components: V, S, M (for each creature you affect Range: 60 feet with this spell, you must provide one jacinth Components: V, S, M (a miniature platinum sword worth at least 1,000 gp and one ornately carved with a grip and pommel of copper and zinc, worth bar of silver worth at least 100 gp, all of which the 250 gp) spell consumes) Duration: Concentration, up to 1 minute Duration: Special You create a sword-‐‑shaped plane of force that You and up to eight willing creatures within range hovers within range. It lasts for the duration. project your astral bodies into the Astral Plane (the When the sword appears, you make a melee spell spell fails and the casting is wasted if you are already attack against a target of your choice within 5 feet of on that plane). The material body you leave behind the sword. On a hit, the target takes 3d10 force is unconscious and in a state of suspended damage. Until the spell ends, you can use a bonus animation; it doesn’t need food or air and doesn’t action on each of your turns to move the sword up to age. 20 feet to a spot you can see and repeat this attack Your astral body resembles your mortal form in against the same target or a different one. almost every way, replicating your game statistics and possessions. The principal difference is the Arcanist’s Magic Aura addition of a silvery cord that extends from between 2nd-‐‑level illusion your shoulder blades and trails behind you, fading to Casting Time: 1 action invisibility after 1 foot. This cord is your tether to Range: Touch your material body. As long as the tether remains Components: V, S, M (a small square of silk) intact, you can find your way home. If the cord is Duration: 24 hours cut—something that can happen only when an effect specifically states that it does—your soul and body You place an illusion on a creature or an object you are separated, killing you instantly. touch so that divination spells reveal false Your astral form can freely travel through the information about it. The target can be a willing Astral Plane and can pass through portals there creature or an object that isn’t being carried or worn leading to any other plane. If you enter a new plane by another creature. or return to the plane you were on when casting this When you cast the spell, choose one or both of the spell, your body and possessions are transported following effects. The effect lasts for the duration. If along the silver cord, allowing you to re-‐‑enter your you cast this spell on the same creature or object body as you enter the new plane. Your astral form is every day for 30 days, placing the same effect on it a separate incarnation. Any damage or other effects each time, the illusion lasts until it is dispelled. System Reference Document 5.1 119 that apply to it have no effect on your physical body, Range: Touch nor do they persist when you return to it. Components: V, S, M (an agate worth at least 1,000 The spell ends for you and your companions when gp, which the spell consumes) you use your action to dismiss it. When the spell Duration: Instantaneous ends, the affected creature returns to its physical After spending the casting time tracing magical body, and it awakens. pathways within a precious gemstone, you touch a The spell might also end early for you or one of Huge or smaller beast or plant. The target must have your companions. A successful dispel magic spell either no Intelligence score or an Intelligence of 3 or used against an astral or physical body ends the spell less. The target gains an Intelligence of 10. The for that creature. If a creature’s original body or its target also gains the ability to speak one language astral form drops to 0 hit points, the spell ends for you know. If the target is a plant, it gains the ability that creature. If the spell ends and the silver cord is to move its limbs, roots, vines, creepers, and so forth, intact, the cord pulls the creature’s astral form back and it gains senses similar to a human’s. Your GM to its body, ending its state of suspended animation. chooses statistics appropriate for the awakened If you are returned to your body prematurely, plant, such as the statistics for the awakened shrub your companions remain in their astral forms and or the awakened tree. must find their own way back to their bodies, usually The awakened beast or plant is charmed by you by dropping to 0 hit points. for 30 days or until you or your companions do Augury anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to 2nd-‐‑level divination (ritual) remain friendly to you, based on how you treated it Casting Time: 1 minute while it was charmed. Range: Self Components: V, S, M (specially marked sticks, bones, Bane or similar tokens worth at least 25 gp) 1st-‐‑level enchantment Duration: Instantaneous Casting Time: 1 action By casting gem-‐‑inlaid sticks, rolling dragon bones, Range: 30 feet laying out ornate cards, or employing some other Components: V, S, M (a drop of blood) divining tool, you receive an omen from an Duration: Concentration, up to 1 minute otherworldly entity about the results of a specific Up to three creatures of your choice that you can see course of action that you plan to take within the next within range must make Charisma saving throws. 30 minutes. The GM chooses from the following Whenever a target that fails this saving throw makes possible omens: an attack roll or a saving throw before the spell ends, • Weal, for good results the target must roll a d4 and subtract the number • Woe, for bad results rolled from the attack roll or saving throw. • Weal and woe, for both good and bad results At Higher Levels. When you cast this spell using a • Nothing, for results that aren’t especially good or spell slot of 2nd level or higher, you can target one bad additional creature for each slot level above 1st. The spell doesn’t take into account any possible Banishment circumstances that might change the outcome, such 4th-‐‑level abjuration as the casting of additional spells or the loss or gain of a companion. Casting Time: 1 action If you cast the spell two or more times before Range: 60 feet completing your next long rest, there is a cumulative Components: V, S, M (an item distasteful to the 25 percent chance for each casting after the first that target) you get a random reading. The GM makes this roll in Duration: Concentration, up to 1 minute secret. You attempt to send one creature that you can see Awaken within range to another plane of existence. The 5th-‐‑level transmutation target must succeed on a Charisma saving throw or be banished. Casting Time: 8 hours System Reference Document 5.1 120 If the target is native to the plane of existence this spell, choose the nature of the curse from the you’re on, you banish the target to a harmless following options: demiplane. While there, the target is incapacitated. • Choose one ability score. While cursed, the target The target remains there until the spell ends, at has disadvantage on ability checks and saving which point the target reappears in the space it left throws made with that ability score. or in the nearest unoccupied space if that space is occupied. • While cursed, the target has disadvantage on If the target is native to a different plane of attack rolls against you. existence than the one you’re on, the target is • While cursed, the target must make a Wisdom banished with a faint popping noise, returning to its saving throw at the start of each of its turns. If it home plane. If the spell ends before 1 minute has fails, it wastes its action that turn doing nothing. passed, the target reappears in the space it left or in • While the target is cursed, your attacks and spells the nearest unoccupied space if that space is deal an extra 1d8 necrotic damage to the target. occupied. Otherwise, the target doesn’t return. A remove curse spell ends this effect. At the GM’s At Higher Levels. When you cast this spell using a option, you may choose an alternative curse effect, spell slot of 5th level or higher, you can target one but it should be no more powerful than those additional creature for each slot level above 4th. described above. The GM has final say on such a curse’s effect. Barkskin At Higher Levels. If you cast this spell using a spell 2nd-‐‑level transmutation slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell Casting Time: 1 action slot of 5th level or higher, the duration is 8 hours. If Range: Touch you use a spell slot of 7th level or higher, the Components: V, S, M (a handful of oak bark) duration is 24 hours. If you use a 9th level spell slot, Duration: Concentration, up to 1 hour the spell lasts until it is dispelled. Using a spell slot of You touch a willing creature. Until the spell ends, the 5th level or higher grants a duration that doesn’t target’s skin has a rough, bark-‐‑like appearance, and require concentration. the target’s AC can’t be less than 16, regardless of what kind of armor it is wearing. Black Tentacles 4th-‐‑level conjuration Beacon of Hope Casting Time: 1 action 3rd-‐‑level abjuration Range: 90 feet Casting Time: 1 action Components: V, S, M (a piece of tentacle from a Range: 30 feet giant octopus or a giant squid) Components: V, S Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute Squirming, ebony tentacles fill a 20-‐‑foot square on This spell bestows hope and vitality. Choose any ground that you can see within range. For the number of creatures within range. For the duration, duration, these tentacles turn the ground in the area each target has advantage on Wisdom saving throws into difficult terrain. and death saving throws, and regains the maximum When a creature enters the affected area for the number of hit points possible from any healing. first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw Bestow Curse or take 3d6 bludgeoning damage and be restrained 3rd-‐‑level necromancy by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained Casting Time: 1 action by the tentacles takes 3d6 bludgeoning damage. Range: Touch A creature restrained by the tentacles can use its Components: V, S action to make a Strength or Dexterity check (its Duration: Concentration, up to 1 minute choice) against your spell save DC. On a success, it You touch a creature, and that creature must frees itself. succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast System Reference Document 5.1 121 Blade Barrier If you target a plant creature or a magical plant, it 6th-‐‑level evocation makes the saving throw with disadvantage, and the spell deals maximum damage to it. Casting Time: 1 action If you target a nonmagical plant that isn’t a Range: 90 feet creature, such as a tree or shrub, it doesn’t make a Components: V, S saving throw; it simply withers and dies. Duration: Concentration, up to 10 minutes At Higher Levels. When you cast this spell using a You create a vertical wall of whirling, razor-‐‑sharp spell slot of 5th level or higher, the damage increases blades made of magical energy. The wall appears by 1d8 for each slot level above 4th. within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, Blindness/Deafness and 5 feet thick, or a ringed wall up to 60 feet in 2nd-‐‑level necromancy diameter, 20 feet high, and 5 feet thick. The wall Casting Time: 1 action provides three-‐‑quarters cover to creatures behind it, Range: 30 feet and its space is difficult terrain. Components: V When a creature enters the wall’s area for the first Duration: 1 minute time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, You can blind or deafen a foe. Choose one creature the creature takes 6d10 slashing damage. On a that you can see within range to make a Constitution successful save, the creature takes half as much saving throw. If it fails, the target is either blinded or damage. deafened (your choice) for the duration. At the end of each of its turns, the target can make a Bless Constitution saving throw. On a success, the spell 1st-‐‑level enchantment ends. At Higher Levels. When you cast this spell using a Casting Time: 1 action spell slot of 3rd level or higher, you can target one Range: 30 feet additional creature for each slot level above 2nd. Components: V, S, M (a sprinkling of holy water) Duration: Concentration, up to 1 minute Blink You bless up to three creatures of your choice within 3rd-‐‑level transmutation range. Whenever a target makes an attack roll or a Casting Time: 1 action saving throw before the spell ends, the target can Range: Self roll a d4 and add the number rolled to the attack roll Components: V, S or saving throw. Duration: 1 minute At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one Roll a d20 at the end of each of your turns for the additional creature for each slot level above 1st. duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and Blight appear in the Ethereal Plane (the spell fails and the 4th-‐‑level necromancy casting is wasted if you were already on that plane). At the start of your next turn, and when the spell Casting Time: 1 action ends if you are on the Ethereal Plane, you return to Range: 30 feet an unoccupied space of your choice that you can see Components: V, S within 10 feet of the space you vanished from. If no Duration: Instantaneous unoccupied space is available within that range, you Necromantic energy washes over a creature of your appear in the nearest unoccupied space (chosen at choice that you can see within range, draining random if more than one space is equally near). You moisture and vitality from it. The target must make a can dismiss this spell as an action. Constitution saving throw. The target takes 8d8 While on the Ethereal Plane, you can see and hear necrotic damage on a failed save, or half as much the plane you originated from, which is cast in damage on a successful one. This spell has no effect shades of gray, and you can’t see anything there on undead or constructs. more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. System Reference Document 5.1 122 Creatures that aren’t there can’t perceive you or Call Lightning interact with you, unless they have the ability to do 3rd-‐‑level conjuration so. Casting Time: 1 action Blur Range: 120 feet 2nd-‐‑level illusion Components: V, S Duration: Concentration, up to 10 minutes Casting Time: 1 action Range: Self A storm cloud appears in the shape of a cylinder that Components: V is 10 feet tall with a 60-‐‑foot radius, centered on a Duration: Concentration, up to 1 minute point you can see 100 feet directly above you. The spell fails if you can’t see a point in the air where the Your body becomes blurred, shifting and wavering storm cloud could appear (for example, if you are in to all who can see you. For the duration, any a room that can’t accommodate the cloud). creature has disadvantage on attack rolls against you. When you cast the spell, choose a point you can An attacker is immune to this effect if it doesn’t rely see within range. A bolt of lightning flashes down on sight, as with blindsight, or can see through from the cloud to that point. Each creature within 5 illusions, as with truesight. feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a Branding Smite failed save, or half as much damage on a successful 2nd-‐‑level evocation one. On each of your turns until the spell ends, you Casting Time: 1 bonus action can use your action to call down lightning in this way Range: Self again, targeting the same point or a different one. Components: V If you are outdoors in stormy conditions when you Duration: Concentration, up to 1 minute cast this spell, the spell gives you control over the The next time you hit a creature with a weapon existing storm instead of creating a new one. Under attack before this spell ends, the weapon gleams such conditions, the spell’s damage increases by with astral radiance as you strike. The attack deals 1d10. an extra 2d6 radiant damage to the target, which At Higher Levels. When you cast this spell using a becomes visible if it's invisible, and the target sheds spell slot of 4th or higher level, the damage increases dim light in a 5-‐‑foot radius and can't become by 1d10 for each slot level above 3rd. invisible until the spell ends. At Higher Levels. When you cast this spell using a Calm Emotions spell slot of 3rd level or higher, the extra damage 2nd-‐‑level enchantment increases by 1d6 for each slot level above 2nd. Casting Time: 1 action Range: 60 feet Burning Hands Components: V, S 1st-‐‑level evocation Duration: Concentration, up to 1 minute Casting Time: 1 action You attempt to suppress strong emotions in a group Range: Self (15-‐‑foot cone) of people. Each humanoid in a 20-‐‑foot-‐‑radius sphere Components: V, S centered on a point you choose within range must Duration: Instantaneous make a Charisma saving throw; a creature can As you hold your hands with thumbs touching and choose to fail this saving throw if it wishes. If a fingers spread, a thin sheet of flames shoots forth creature fails its saving throw, choose one of the from your outstretched fingertips. Each creature in a following two effects. 15-‐‑foot cone must make a Dexterity saving throw. A You can suppress any effect causing a target to be creature takes 3d6 fire damage on a failed save, or charmed or frightened. When this spell ends, any half as much damage on a successful one. suppressed effect resumes, provided that its The fire ignites any flammable objects in the area duration has not expired in the meantime. that aren’t being worn or carried. Alternatively, you can make a target indifferent At Higher Levels. When you cast this spell using a about creatures of your choice that it is hostile spell slot of 2nd level or higher, the damage toward. This indifference ends if the target is increases by 1d6 for each slot level above 1st. attacked or harmed by a spell or if it witnesses any System Reference Document 5.1 123 of its friends being harmed. When the spell ends, the Components: V, S creature becomes hostile again, unless the GM rules Duration: 1 round otherwise. You create a ghostly, skeletal hand in the space of a Chain Lightning creature within range. Make a ranged spell attack against the creature to assail it with the chill of the 6th-‐‑level evocation grave. On a hit, the target takes 1d8 necrotic damage, Casting Time: 1 action and it can’t regain hit points until the start of your Range: 150 feet next turn. Until then, the hand clings to the target. Components: V, S, M (a bit of fur; a piece of amber, If you hit an undead target, it also has glass, or a crystal rod; and three silver pins) disadvantage on attack rolls against you until the Duration: Instantaneous end of your next turn. This spell’s damage increases by 1d8 when you You create a bolt of lightning that arcs toward a reach 5th level (2d8), 11th level (3d8), and 17th target of your choice that you can see within range. level (4d8). Three bolts then leap from that target to as many as three other targets, each of which must be within 30 Circle of Death feet of the first target. A target can be a creature or 6th-‐‑level necromancy an object and can be targeted by only one of the bolts. Casting Time: 1 action A target must make a Dexterity saving throw. The Range: 150 feet target takes 10d8 lightning damage on a failed save, Components: V, S, M (the powder of a crushed black or half as much damage on a successful one. pearl worth at least 500 gp) At Higher Levels. When you cast this spell using a Duration: Instantaneous spell slot of 7th level or higher, one additional bolt A sphere of negative energy ripples out in a 60-‐‑foot-‐‑ leaps from the first target to another target for each radius sphere from a point within range. Each slot level above 6th. creature in that area must make a Constitution Charm Person saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful 1st-‐‑level enchantment one. Casting Time: 1 action At Higher Levels. When you cast this spell using a Range: 30 feet spell slot of 7th level or higher, the damage increases Components: V, S by 2d6 for each slot level above 6th. Duration: 1 hour Clairvoyance You attempt to charm a humanoid you can see 3rd-‐‑level divination within range. It must make a Wisdom saving throw, and does so with advantage if you or your Casting Time: 10 minutes companions are fighting it. If it fails the saving throw, Range: 1 mile it is charmed by you until the spell ends or until you Components: V, S, M (a focus worth at least 100 gp, or your companions do anything harmful to it. The either a jeweled horn for hearing or a glass eye for charmed creature regards you as a friendly seeing) acquaintance. When the spell ends, the creature Duration: Concentration, up to 10 minutes knows it was charmed by you. You create an invisible sensor within range in a At Higher Levels. When you cast this spell using a location familiar to you (a place you have visited or spell slot of 2nd level or higher, you can target one seen before) or in an obvious location that is additional creature for each slot level above 1st. The unfamiliar to you (such as behind a door, around a creatures must be within 30 feet of each other when corner, or in a grove of trees). The sensor remains in you target them. place for the duration, and it can’t be attacked or Chill Touch otherwise interacted with. When you cast the spell, you choose seeing or Necromancy cantrip hearing. You can use the chosen sense through the Casting Time: 1 action sensor as if you were in its space. As your action, you Range: 120 feet can switch between seeing and hearing. System Reference Document 5.1 124 A creature that can see the sensor (such as a Creatures are affected even if they hold their breath creature benefiting from see invisibility or truesight) or don’t need to breathe. sees a luminous, intangible orb about the size of The fog moves 10 feet away from you at the start your fist. of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to Clone the lowest level of the land, even pouring down 8th-‐‑level necromancy openings. At Higher Levels. When you cast this spell using a Casting Time: 1 hour spell slot of 6th level or higher, the damage increases Range: Touch by 1d8 for each slot level above 5th. Components: V, S, M (a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the Color Spray creature that is to be cloned, which the spell 1st-‐‑level illusion consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Casting Time: 1 action Medium creature, such as a huge urn, coffin, mud-‐‑ Range: Self (15-‐‑foot cone) filled cyst in the ground, or crystal container filled Components: V, S, M (a pinch of powder or sand with salt water) that is colored red, yellow, and blue) Duration: Instantaneous Duration: 1 round This spell grows an inert duplicate of a living A dazzling array of flashing, colored light springs creature as a safeguard against death. This clone from your hand. Roll 6d10; the total is how many hit forms inside a sealed vessel and grows to full size points of creatures this spell can effect. Creatures in and maturity after 120 days; you can also choose to a 15-‐‑foot cone originating from you are affected in have the clone be a younger version of the same ascending order of their current hit points (ignoring creature. It remains inert and endures indefinitely, unconscious creatures and creatures that can’t see). as long as its vessel remains undisturbed. Starting with the creature that has the lowest At any time after the clone matures, if the original current hit points, each creature affected by this creature dies, its soul transfers to the clone, spell is blinded until the spell ends. Subtract each provided that the soul is free and willing to return. creature’s hit points from the total before moving on The clone is physically identical to the original and to the creature with the next lowest hit points. A has the same personality, memories, and abilities, creature’s hit points must be equal to or less than but none of the original’s equipment. The original the remaining total for that creature to be affected. creature’s physical remains, if they still exist, At Higher Levels. When you cast this spell using a become inert and can’t thereafter be restored to life, spell slot of 2nd level or higher, roll an additional since the creature’s soul is elsewhere. 2d10 for each slot level above 1st. Cloudkill Command 5th-‐‑level conjuration 1st-‐‑level enchantment Casting Time: 1 action Casting Time: 1 action Range: 120 feet Range: 60 feet Components: V, S Components: V Duration: Concentration, up to 10 minutes Duration: 1 round You create a 20-‐‑foot-‐‑radius sphere of poisonous, You speak a one-‐‑word command to a creature you yellow-‐‑green fog centered on a point you choose can see within range. The target must succeed on a within range. The fog spreads around corners. It Wisdom saving throw or follow the command on its lasts for the duration or until strong wind disperses next turn. The spell has no effect if the target is the fog, ending the spell. Its area is heavily obscured. undead, if it doesn’t understand your language, or if When a creature enters the spell’s area for the first your command is directly harmful to it. time on a turn or starts its turn there, that creature Some typical commands and their effects follow. must make a Constitution saving throw. The You might issue a command other than one creature takes 5d8 poison damage on a failed save, described here. If you do so, the GM determines how or half as much damage on a successful one. System Reference Document 5.1 125 the target behaves. If the target can’t follow your You briefly become one with nature and gain command, the spell ends. knowledge of the surrounding territory. In the Approach. The target moves toward you by the outdoors, the spell gives you knowledge of the land shortest and most direct route, ending its turn if it within 3 miles of you. In caves and other natural moves within 5 feet of you. underground settings, the radius is limited to 300 Drop. The target drops whatever it is holding and feet. The spell doesn’t function where nature has then ends its turn. been replaced by construction, such as in dungeons Flee. The target spends its turn moving away from and towns. you by the fastest available means. You instantly gain knowledge of up to three facts Grovel. The target falls prone and then ends its of your choice about any of the following subjects as turn. they relate to the area: Halt. The target doesn’t move and takes no actions. • terrain and bodies of water A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the • prevalent plants, minerals, animals, or peoples minimum distance needed to remain in the air. • powerful celestials, fey, fiends, elementals, or At Higher Levels. When you cast this spell using a undead spell slot of 2nd level or higher, you can affect one • influence from other planes of existence additional creature for each slot level above 1st. The • buildings creatures must be within 30 feet of each other when For example, you could determine the location of you target them. powerful undead in the area, the location of major sources of safe drinking water, and the location of Commune any nearby towns. 5th-‐‑level divination (ritual) Comprehend Languages Casting Time: 1 minute 1st-‐‑level divination (ritual) Range: Self Components: V, S, M (incense and a vial of holy or Casting Time: 1 action unholy water) Range: Self Duration: 1 minute Components: V, S, M (a pinch of soot and salt) Duration: 1 hour You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes For the duration, you understand the literal meaning or no. You must ask your questions before the spell of any spoken language that you hear. You also ends. You receive a correct answer for each question. understand any written language that you see, but Divine beings aren’t necessarily omniscient, so you must be touching the surface on which the you might receive “unclear” as an answer if a words are written. It takes about 1 minute to read question pertains to information that lies beyond the one page of text. deity’s knowledge. In a case where a one-‐‑word This spell doesn’t decode secret messages in a text answer could be misleading or contrary to the or a glyph, such as an arcane sigil, that isn’t part of a deity’s interests, the GM might offer a short phrase written language. as an answer instead. If you cast the spell two or more times before Compulsion finishing your next long rest, there is a cumulative 4th-‐‑level enchantment 25 percent chance for each casting after the first that Casting Time: 1 action you get no answer. The GM makes this roll in secret. Range: 30 feet Commune with Nature Components: V, S Duration: Concentration, up to 1 minute 5th-‐‑level divination (ritual) Creatures of your choice that you can see within Casting Time: 1 minute range and that can hear you must make a Wisdom Range: Self saving throw. A target automatically succeeds on Components: V, S this saving throw if it can't be charmed. On a failed Duration: Instantaneous save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to System Reference Document 5.1 126 you. Each affected target must use as much of its within its reach. If there is no creature within its movement as possible to move in that direction on reach, the creature does nothing this turn. its next turn. It can take its action before it moves. 9–10 The creature can act and move normally. After moving in this way, it can make another Wisdom saving to try to end the effect. At the end of each of its turns, an affected target A target isn't compelled to move into an obviously can make a Wisdom saving throw. If it succeeds, this deadly hazard, such as a fire or pit, but it will effect ends for that target. provoke opportunity attacks to move in the At Higher Levels. When you cast this spell using a designated direction. spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above Cone of Cold 4th. 5th-‐‑level evocation Conjure Animals Casting Time: 1 action 3rd-‐‑level conjuration Range: Self (60-‐‑foot cone) Components: V, S, M (a small crystal or glass cone) Casting Time: 1 action Duration: Instantaneous Range: 60 feet Components: V, S A blast of cold air erupts from your hands. Each Duration: Concentration, up to 1 hour creature in a 60-‐‑foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a You summon fey spirits that take the form of beasts failed save, or half as much damage on a successful and appear in unoccupied spaces that you can see one. within range. Choose one of the following options for A creature killed by this spell becomes a frozen what appears: statue until it thaws. • One beast of challenge rating 2 or lower At Higher Levels. When you cast this spell using a • Two beasts of challenge rating 1 or lower spell slot of 6th level or higher, the damage increases • Four beasts of challenge rating 1/2 or lower by 1d8 for each slot level above 5th. • Eight beasts of challenge rating 1/4 or lower Confusion Each beast is also considered fey, and it disappears 4th-‐‑level enchantment when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and Casting Time: 1 action your companions. Roll initiative for the summoned Range: 90 feet creatures as a group, which has its own turns. They Components: V, S, M (three nut shells) obey any verbal commands that you issue to them Duration: Concentration, up to 1 minute (no action required by you). If you don’t issue any This spell assaults and twists creatures’ minds, commands to them, they defend themselves from spawning delusions and provoking uncontrolled hostile creatures, but otherwise take no actions. action. Each creature in a 10-‐‑foot-‐‑radius sphere The GM has the creatures’ statistics. centered on a point you choose within range must At Higher Levels. When you cast this spell using succeed on a Wisdom saving throw when you cast certain higher-‐‑level spell slots, you choose one of the this spell or be affected by it. summoning options above, and more creatures An affected target can’t take reactions and must appear: twice as many with a 5th-‐‑level slot, three roll a d10 at the start of each of its turns to times as many with a 7th-‐‑level slot, and four times as determine its behavior for that turn. many with a 9th-‐‑level slot. d10 Behavior Conjure Celestial 1 The creature uses all its movement to move in a 7th-‐‑level conjuration random direction. To determine the direction, roll a d8 and assign a direction to each die face. The Casting Time: 1 minute creature doesn’t take an action this turn. Range: 90 feet 2–6 The creature doesn’t move or take actions this Components: V, S turn. Duration: Concentration, up to 1 hour 7–8 The creature uses its action to make a melee attack against a randomly determined creature System Reference Document 5.1 127 You summon a celestial of challenge rating 4 or Conjure Fey lower, which appears in an unoccupied space that 6th-‐‑level conjuration you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends. Casting Time: 1 minute The celestial is friendly to you and your Range: 90 feet companions for the duration. Roll initiative for the Components: V, S celestial, which has its own turns. It obeys any verbal Duration: Concentration, up to 1 hour commands that you issue to it (no action required by You summon a fey creature of challenge rating 6 or you), as long as they don’t violate its alignment. If lower, or a fey spirit that takes the form of a beast of you don’t issue any commands to the celestial, it challenge rating 6 or lower. It appears in an defends itself from hostile creatures but otherwise unoccupied space that you can see within range. The takes no actions. fey creature disappears when it drops to 0 hit points The GM has the celestial’s statistics. or when the spell ends. At Higher Levels. When you cast this spell using a The fey creature is friendly to you and your 9th-‐‑level spell slot, you summon a celestial of companions for the duration. Roll initiative for the challenge rating 5 or lower. creature, which has its own turns. It obeys any verbal commands that you issue to it (no action Conjure Elemental required by you), as long as they don’t violate its 5th-‐‑level conjuration alignment. If you don’t issue any commands to the Casting Time: 1 minute fey creature, it defends itself from hostile creatures Range: 90 feet but otherwise takes no actions. Components: V, S, M (burning incense for air, soft If your concentration is broken, the fey creature clay for earth, sulfur and phosphorus for fire, or doesn’t disappear. Instead, you lose control of the water and sand for water) fey creature, it becomes hostile toward you and your Duration: Concentration, up to 1 hour companions, and it might attack. An uncontrolled fey creature can’t be dismissed by you, and it disappears You call forth an elemental servant. Choose an area of 1 hour after you summoned it. air, earth, fire, or water that fills a 10-‐‑foot cube The GM has the fey creature’s statistics. within range. An elemental of challenge rating 5 or At Higher Levels. When you cast this spell using a lower appropriate to the area you chose appears in spell slot of 7th level or higher, the challenge rating an unoccupied space within 10 feet of it. For increases by 1 for each slot level above 6th. example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. Conjure Minor Elementals The elemental disappears when it drops to 0 hit 4th-‐‑level conjuration points or when the spell ends. The elemental is friendly to you and your Casting Time: 1 minute companions for the duration. Roll initiative for the Range: 90 feet elemental, which has its own turns. It obeys any Components: V, S verbal commands that you issue to it (no action Duration: Concentration, up to 1 hour required by you). If you don’t issue any commands You summon elementals that appear in unoccupied to the elemental, it defends itself from hostile spaces that you can see within range. You choose creatures but otherwise takes no actions. one the following options for what appears: If your concentration is broken, the elemental doesn’t disappear. Instead, you lose control of the • One elemental of challenge rating 2 or lower elemental, it becomes hostile toward you and your • Two elementals of challenge rating 1 or lower companions, and it might attack. An uncontrolled • Four elementals of challenge rating 1/2 or lower elemental can’t be dismissed by you, and it • Eight elementals of challenge rating 1/4 or lower. disappears 1 hour after you summoned it. An elemental summoned by this spell disappears The GM has the elemental’s statistics. when it drops to 0 hit points or when the spell ends. At Higher Levels. When you cast this spell using a The summoned creatures are friendly to you and spell slot of 6th level or higher, the challenge rating your companions. Roll initiative for the summoned increases by 1 for each slot level above 5th. creatures as a group, which has its own turns. They obey any verbal commands that you issue to them System Reference Document 5.1 128 (no action required by you). If you don’t issue any another plane. Contacting this extraplanar commands to them, they defend themselves from intelligence can strain or even break your mind. hostile creatures, but otherwise take no actions. When you cast this spell, make a DC 15 Intelligence The GM has the creatures’ statistics. saving throw. On a failure, you take 6d6 psychic At Higher Levels. When you cast this spell using damage and are insane until you finish a long rest. certain higher-‐‑level spell slots, you choose one of the While insane, you can’t take actions, can’t summoning options above, and more creatures understand what other creatures say, can’t read, and appear: twice as many with a 6th-‐‑level slot and three speak only in gibberish. A greater restoration spell times as many with an 8th-‐‑level slot. cast on you ends this effect. On a successful save, you can ask the entity up to Conjure Woodland Beings five questions. You must ask your questions before 4th-‐‑level conjuration the spell ends. The GM answers each question with one word, such as “yes,” “no,” “maybe,” “never,” Casting Time: 1 action “irrelevant,” or “unclear” (if the entity doesn’t know Range: 60 feet the answer to the question). If a one-‐‑word answer Components: V, S, M (one holly berry per creature would be misleading, the GM might instead offer a summoned) short phrase as an answer. Duration: Concentration, up to 1 hour You summon fey creatures that appear in Contagion unoccupied spaces that you can see within range. 5th-‐‑level necromancy Choose one of the following options for what Casting Time: 1 action appears: Range: Touch • One fey creature of challenge rating 2 or lower Component: V, S • Two fey creatures of challenge rating 1 or lower Duration: 7 days • Four fey creatures of challenge rating 1/2 or lower Your touch inflicts disease. Make a melee spell attack • Eight fey creatures of challenge rating 1/4 or against a creature within your reach. On a hit, you lower afflict the creature with a disease of your choice A summoned creature disappears when it drops to 0 from any of the ones described below. hit points or when the spell ends. At the end of each of the target’s turns, it must The summoned creatures are friendly to you and make a Constitution saving throw. After failing three your companions. Roll initiative for the summoned of these saving throws, the disease’s effects last for creatures as a group, which have their own turns. the duration, and the creature stops making these They obey any verbal commands that you issue to saves. After succeeding on three of these saving them (no action required by you). If you don’t issue throws, the creature recovers from the disease, and any commands to them, they defend themselves the spell ends. from hostile creatures, but otherwise take no actions. Since this spell induces a natural disease in its The GM has the creatures’ statistics. target, any effect that removes a disease or At Higher Levels. When you cast this spell using otherwise ameliorates a disease’s effects apply to it. certain higher-‐‑level spell slots, you choose one of the Blinding Sickness. Pain grips the creature’s mind, summoning options above, and more creatures and its eyes turn milky white. The creature has appear: twice as many with a 6th-‐‑level slot and three disadvantage on Wisdom checks and Wisdom saving times as many with an 8th-‐‑level slot. throws and is blinded. Filth Fever. A raging fever sweeps through the Contact Other Plane creature’s body. The creature has disadvantage on 5th-‐‑level divination (ritual) Strength checks, Strength saving throws, and attack rolls that use Strength. Casting Time: 1 minute Flesh Rot. The creature’s flesh decays. The Range: Self creature has disadvantage on Charisma checks and Components: V vulnerability to all damage. Duration: 1 minute Mindfire. The creature’s mind becomes feverish. You mentally contact a demigod, the spirit of a long-‐‑ The creature has disadvantage on Intelligence dead sage, or some other mysterious entity from checks and Intelligence saving throws, and the System Reference Document 5.1 129 creature behaves as if under the effects of the like a regular flame, but it creates no heat and confusion spell during combat. doesn’t use oxygen. A continual flame can be covered Seizure. The creature is overcome with shaking. or hidden but not smothered or quenched. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Control Water Dexterity. 4th-‐‑level transmutation Slimy Doom. The creature begins to bleed Casting Time: 1 action uncontrollably. The creature has disadvantage on Range: 300 feet Constitution checks and Constitution saving throws. Components: V, S, M (a drop of water and a pinch of In addition, whenever the creature takes damage, it dust) is stunned until the end of its next turn. Duration: Concentration, up to 10 minutes Contingency Until the spell ends, you control any freestanding 6th-‐‑level evocation water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the Casting Time: 10 minutes following effects when you cast this spell. As an Range: Self action on your turn, you can repeat the same effect Components: V, S, M (a statuette of yourself carved or choose a different one. from ivory and decorated with gems worth at least Flood. You cause the water level of all standing 1,500 gp) water in the area to rise by as much as 20 feet. If the Duration: 10 days area includes a shore, the flooding water spills over Choose a spell of 5th level or lower that you can cast, onto dry land. that has a casting time of 1 action, and that can If you choose an area in a large body of water, you target you. You cast that spell—called the contingent instead create a 20-‐‑foot tall wave that travels from spell—as part of casting contingency, expending one side of the area to the other and then crashes spell slots for both, but the contingent spell doesn’t down. Any Huge or smaller vehicles in the wave’s come into effect. Instead, it takes effect when a path are carried with it to the other side. Any Huge certain circumstance occurs. You describe that or smaller vehicles struck by the wave have a 25 circumstance when you cast the two spells. For percent chance of capsizing. example, a contingency cast with water breathing The water level remains elevated until the spell might stipulate that water breathing comes into ends or you choose a different effect. If this effect effect when you are engulfed in water or a similar produced a wave, the wave repeats on the start of liquid. your next turn while the flood effect lasts. The contingent spell takes effect immediately after Part Water. You cause water in the area to move the circumstance is met for the first time, whether or apart and create a trench. The trench extends across not you want it to, and then contingency ends. the spell’s area, and the separated water forms a The contingent spell takes effect only on you, even wall to either side. The trench remains until the spell if it can normally target others. You can use only one ends or you choose a different effect. The water then contingency spell at a time. If you cast this spell again, slowly fills in the trench over the course of the next the effect of another contingency spell on you ends. round until the normal water level is restored. Also, contingency ends on you if its material Redirect Flow. You cause flowing water in the component is ever not on your person. area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in Continual Flame other unlikely directions. The water in the area 2nd-‐‑level evocation moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain Casting Time: 1 action conditions. The water continues to move in the Range: Touch direction you chose until the spell ends or you Components: V, S, M (ruby dust worth 50 gp, which choose a different effect. the spell consumes) Whirlpool. This effect requires a body of water at Duration: Until dispelled least 50 feet square and 25 feet deep. You cause a A flame, equivalent in brightness to a torch, springs whirlpool to form in the center of the area. The forth from an object that you touch. The effect looks whirlpool forms a vortex that is 5 feet wide at the System Reference Document 5.1 130 base, up to 50 feet wide at the top, and 25 feet tall. Temperature Any creature or object in the water and within 25 Stage Condition feet of the vortex is pulled 10 feet toward it. A 1 Unbearable heat creature can swim away from the vortex by making a 2 Hot Strength (Athletics) check against your spell save DC. 3 Warm When a creature enters the vortex for the first 4 Cool time on a turn or starts its turn there, it must make a 5 Cold Strength saving throw. On a failed save, the creature 6 Arctic cold takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the Wind creature takes half damage, and isn’t caught in the Stage Condition vortex. A creature caught in the vortex can use its 1 Calm action to try to swim away from the vortex as 2 Moderate wind described above, but has disadvantage on the 3 Strong wind Strength (Athletics) check to do so. 4 Gale The first time each turn that an object enters the 5 Storm vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the Counterspell vortex. 3rd-‐‑level abjuration Control Weather Casting Time: 1 reaction, which you take when you 8th-‐‑level transmutation see a creature within 60 feet of you casting a spell Range: 60 feet Casting Time: 10 minutes Components: S Range: Self (5-‐‑mile radius) Duration: Instantaneous Components: V, S, M (burning incense and bits of You attempt to interrupt a creature in the process of earth and wood mixed in water) casting a spell. If the creature is casting a spell of 3rd Duration: Concentration, up to 8 hours level or lower, its spell fails and has no effect. If it is You take control of the weather within 5 miles of you casting a spell of 4th level or higher, make an ability for the duration. You must be outdoors to cast this check using your spellcasting ability. The DC equals spell. Moving to a place where you don’t have a clear 10 + the spell's level. On a success, the creature's path to the sky ends the spell early. spell fails and has no effect. When you cast the spell, you change the current At Higher Levels. When you cast this spell using a weather conditions, which are determined by the spell slot of 4th level or higher, the interrupted spell GM based on the climate and season. You can change has no effect if its level is less than or equal to the precipitation, temperature, and wind. It takes 1d4 × level of the spell slot you used. 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. Create Food and Water When the spell ends, the weather gradually returns 3rd-‐‑level conjuration to normal. Casting Time: 1 action When you change the weather conditions, find a Range: 30 feet current condition on the following tables and change Components: V, S its stage by one, up or down. When changing the Duration: Instantaneous wind, you can change its direction. You create 45 pounds of food and 30 gallons of Precipitation water on the ground or in containers within range, Stage Condition enough to sustain up to fifteen humanoids or five 1 Clear steeds for 24 hours. The food is bland but nourishing, 2 Light clouds and spoils if uneaten after 24 hours. The water is 3 Overcast or ground fog clean and doesn’t go bad. 4 Rain, hail, or snow 5 Torrential rain, driving hail, or blizzard System Reference Document 5.1 131 Create or Destroy Water given it. To maintain control of the creature for 1st-‐‑level transmutation another 24 hours, you must cast this spell on the creature before the current 24-‐‑hour period ends. Casting Time: 1 action This use of the spell reasserts your control over up Range: 30 feet to three creatures you have animated with this spell, Components: V, S, M (a drop of water if creating rather than animating new ones. water or a few grains of sand if destroying it) At Higher Levels. When you cast this spell using a Duration: Instantaneous 7th-‐‑level spell slot, you can animate or reassert You either create or destroy water. control over four ghouls. When you cast this spell Create Water. You create up to 10 gallons of clean using an 8th-‐‑level spell slot, you can animate or water within range in an open container. reassert control over five ghouls or two ghasts or Alternatively, the water falls as rain in a 30-‐‑foot cube wights. When you cast this spell using a 9th-‐‑level within range, extinguishing exposed flames in the spell slot, you can animate or reassert control over area. six ghouls, three ghasts or wights, or two mummies. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Creation Alternatively, you destroy fog in a 30-‐‑foot cube 5th-‐‑level illusion within range. Casting Time: 1 minute At Higher Levels. When you cast this spell using a Range: 30 feet spell slot of 2nd level or higher, you create or Components: V, S, M (a tiny piece of matter of the destroy 10 additional gallons of water, or the size of same type of the item you plan to create) the cube increases by 5 feet, for each slot level above Duration: Special 1st. You pull wisps of shadow material from the Create Undead Shadowfell to create a nonliving object of vegetable 6th-‐‑level necromancy matter within range: soft goods, rope, wood, or something similar. You can also use this spell to Casting Time: 1 minute create mineral objects such as stone, crystal, or Range: 10 feet metal. The object created must be no larger than a 5-‐‑ Components: V, S, M (one clay pot filled with grave foot cube, and the object must be of a form and dirt, one clay pot filled with brackish water, and material that you have seen before. one 150 gp black onyx stone for each corpse) The duration depends on the object’s material. If Duration: Instantaneous the object is composed of multiple materials, use the You can cast this spell only at night. Choose up to shortest duration. three corpses of Medium or Small humanoids within Material Duration range. Each corpse becomes a ghoul under your Vegetable matter 1 day control. (The GM has game statistics for these Stone or crystal 12 hours creatures.) Precious metals 1 hour As a bonus action on each of your turns, you can Gems 10 minutes mentally command any creature you animated with Adamantine or mithral 1 minute this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command Using any material created by this spell as another any or all of them at the same time, issuing the same spell’s material component causes that spell to fail. command to each one). You decide what action the At Higher Levels. When you cast this spell using a creature will take and where it will move during its spell slot of 6th level or higher, the cube increases by next turn, or you can issue a general command, such 5 feet for each slot level above 5th. as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself Cure Wounds against hostile creatures. Once given an order, the 1st-‐‑level evocation creature continues to follow it until its task is Casting Time: 1 action complete. Range: Touch The creature is under your control for 24 hours, Components: V, S after which it stops obeying any command you have Duration: Instantaneous System Reference Document 5.1 132 A creature you touch regains a number of hit points Darkvision equal to 1d8 + your spellcasting ability modifier. 2nd-‐‑level transmutation This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a Casting Time: 1 action spell slot of 2nd level or higher, the healing increases Range: Touch by 1d8 for each slot level above 1st. Components: V, S, M (either a pinch of dried carrot or an agate) Dancing Lights Duration: 8 hours Evocation cantrip You touch a willing creature to grant it the ability to Casting Time: 1 action see in the dark. For the duration, that creature has Range: 120 feet darkvision out to a range of 60 feet. Components: V, S, M (a bit of phosphorus or wychwood, or a glowworm) Daylight Duration: Concentration, up to 1 minute 3rd-‐‑level evocation You create up to four torch-‐‑sized lights within range, Casting Time: 1 action making them appear as torches, lanterns, or glowing Range: 60 feet orbs that hover in the air for the duration. You can Components: V, S also combine the four lights into one glowing Duration: 1 hour vaguely humanoid form of Medium size. Whichever A 60-‐‑foot-‐‑radius sphere of light spreads out from a form you choose, each light sheds dim light in a 10-‐‑ point you choose within range. The sphere is bright foot radius. light and sheds dim light for an additional 60 feet. As a bonus action on your turn, you can move the If you chose a point on an object you are holding lights up to 60 feet to a new spot within range. A or one that isn’t being worn or carried, the light light must be within 20 feet of another light created shines from the object and moves with it. Completely by this spell, and a light winks out if it exceeds the covering the affected object with an opaque object, spell’s range. such as a bowl or a helm, blocks the light. If any of this spell’s area overlaps with an area of Darkness darkness created by a spell of 3rd level or lower, the 2nd-‐‑level evocation spell that created the darkness is dispelled. Casting Time: 1 action Range: 60 feet Death Ward Components: V, M (bat fur and a drop of pitch or 4th-‐‑level abjuration piece of coal) Casting Time: 1 action Duration: Concentration, up to 10 minutes Range: Touch Magical darkness spreads from a point you choose Components: V, S within range to fill a 15-‐‑foot-‐‑radius sphere for the Duration: 8 hours duration. The darkness spreads around corners. A You touch a creature and grant it a measure of creature with darkvision can’t see through this protection from death. darkness, and nonmagical light can’t illuminate it. The first time the target would drop to 0 hit points If the point you choose is on an object you are as a result of taking damage, the target instead drops holding or one that isn’t being worn or carried, the to 1 hit point, and the spell ends. darkness emanates from the object and moves with If the spell is still in effect when the target is it. Completely covering the source of the darkness subjected to an effect that would kill it with an opaque object, such as a bowl or a helm, instantaneously without dealing damage, that effect blocks the darkness. is instead negated against the target, and the spell If any of this spell’s area overlaps with an area of ends. light created by a spell of 2nd level or lower, the spell that created the light is dispelled. Delayed Blast Fireball 7th-‐‑level evocation Casting Time: 1 action System Reference Document 5.1 133 Range: 150 feet spell by another creature, you can have the shadowy Components: V, S, M (a tiny ball of bat guano and door connect to its demiplane instead. sulfur) Duration: Concentration, up to 1 minute Detect Evil and Good 1st-‐‑level divination A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point Casting Time: 1 action within range as a glowing bead for the duration. Range: Self When the spell ends, either because your Components: V, S concentration is broken or because you decide to Duration: Concentration, up to 10 minutes end it, the bead blossoms with a low roar into an For the duration, you know if there is an aberration, explosion of flame that spreads around corners. celestial, elemental, fey, fiend, or undead within 30 Each creature in a 20-‐‑foot-‐‑radius sphere centered on feet of you, as well as where the creature is located. that point must make a Dexterity saving throw. A Similarly, you know if there is a place or object creature takes fire damage equal to the total within 30 feet of you that has been magically accumulated damage on a failed save, or half as consecrated or desecrated. much damage on a successful one. The spell can penetrate most barriers, but it is The spell’s base damage is 12d6. If at the end of blocked by 1 foot of stone, 1 inch of common metal, a your turn the bead has not yet detonated, the thin sheet of lead, or 3 feet of wood or dirt. damage increases by 1d6. If the glowing bead is touched before the interval Detect Magic has expired, the creature touching it must make a 1st-‐‑level divination (ritual) Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. Casting Time: 1 action On a successful save, the creature can throw the Range: Self bead up to 40 feet. When it strikes a creature or a Components: V, S solid object, the spell ends, and the bead explodes. Duration: Concentration, up to 10 minutes The fire damages objects in the area and ignites For the duration, you sense the presence of magic flammable objects that aren’t being worn or carried. within 30 feet of you. If you sense magic in this way, At Higher Levels. When you cast this spell using a you can use your action to see a faint aura around spell slot of 8th level or higher, the base damage any visible creature or object in the area that bears increases by 1d6 for each slot level above 7th. magic, and you learn its school of magic, if any. Demiplane The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a 8th-‐‑level conjuration thin sheet of lead, or 3 feet of wood or dirt. Casting Time: 1 action Range: 60 feet Detect Poison and Disease Components: S 1st-‐‑level divination (ritual) Duration: 1 hour Casting Time: 1 action You create a shadowy door on a flat solid surface Range: Self that you can see within range. The door is large Components: V, S, M (a yew leaf) enough to allow Medium creatures to pass through Duration: Concentration, up to 10 minutes unhindered. When opened, the door leads to a For the duration, you can sense the presence and demiplane that appears to be an empty room 30 feet location of poisons, poisonous creatures, and in each dimension, made of wood or stone. When the diseases within 30 feet of you. You also identify the spell ends, the door disappears, and any creatures or kind of poison, poisonous creature, or disease in objects inside the demiplane remain trapped there, each case. as the door also disappears from the other side. The spell can penetrate most barriers, but it is Each time you cast this sp