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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 spell, you can create a new blocked by 1 foot of stone, 1 inch of common metal, a demiplane, or have the shadowy door connect to a thin sheet of lead, or 3 feet of wood or dirt. demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this System Reference Document 5.1 134 Detect Thoughts Components: V 2nd-‐‑level divination Duration: Instantaneous Casting Time: 1 action You teleport yourself from your current location to Range: Self any other spot within range. You arrive at exactly Components: V, S, M (a copper piece) the spot desired. It can be a place you can see, one Duration: Concentration, up to 1 minute you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight For the duration, you can read the thoughts of downward” or “upward to the northwest at a 45-‐‑ certain creatures. When you cast the spell and as degree angle, 300 feet.” your action on each turn until the spell ends, you can You can bring along objects as long as their weight focus your mind on any one creature that you can doesn’t exceed what you can carry. You can also see within 30 feet of you. If the creature you choose bring one willing creature of your size or smaller has an Intelligence of 3 or lower or doesn’t speak who is carrying gear up to its carrying capacity. The any language, the creature is unaffected. creature must be within 5 feet of you when you cast You initially learn the surface thoughts of the this spell. creature—what is most on its mind in that moment. If you would arrive in a place already occupied by As an action, you can either shift your attention to an object or a creature, you and any creature another creature’s thoughts or attempt to probe traveling with you each take 4d6 force damage, and deeper into the same creature’s mind. If you probe the spell fails to teleport you. deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if Disguise Self any), its emotional state, and something that looms 1st-‐‑level illusion large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either Casting Time: 1 action way, the target knows that you are probing into its Range: Self mind, and unless you shift your attention to another Components: V, S creature’s thoughts, the creature can use its action Duration: 1 hour on its turn to make an Intelligence check contested You make yourself—including your clothing, armor, by your Intelligence check; if it succeeds, the spell weapons, and other belongings on your person— ends. look different until the spell ends or until you use Questions verbally directed at the target creature your action to dismiss it. You can seem 1 foot shorter naturally shape the course of its thoughts, so this or taller and can appear thin, fat, or in between. You spell is particularly effective as part of an can’t change your body type, so you must adopt a interrogation. form that has the same basic arrangement of limbs. You can also use this spell to detect the presence Otherwise, the extent of the illusion is up to you. of thinking creatures you can’t see. When you cast The changes wrought by this spell fail to hold up the spell or as your action during the duration, you to physical inspection. For example, if you use this can search for thoughts within 30 feet of you. The spell to add a hat to your outfit, objects pass through spell can penetrate barriers, but 2 feet of rock, 2 the hat, and anyone who touches it would feel inches of any metal other than lead, or a thin sheet of nothing or would feel your head and hair. If you use lead blocks you. You can’t detect a creature with an this spell to appear thinner than you are, the hand of Intelligence of 3 or lower or one that doesn’t speak someone who reaches out to touch you would bump any language. into you while it was seemingly still in midair. Once you detect the presence of a creature in this To discern that you are disguised, a creature can way, you can read its thoughts for the rest of the use its action to inspect your appearance and must duration as described above, even if you can’t see it, succeed on an Intelligence (Investigation) check but it must still be within range. against your spell save DC. Dimension Door Disintegrate 4th-‐‑level conjuration 6th-‐‑level transmutation Casting Time: 1 action Casting Time: 1 action Range: 500 feet Range: 60 feet System Reference Document 5.1 135 Components: V, S, M (a lodestone and a pinch of already). If they aren’t on their home plane, undead dust) are sent to the Shadowfell, and fey are sent to the Duration: Instantaneous Feywild. A thin green ray springs from your pointing finger to Dispel Magic a target that you can see within range. The target can 3rd-‐‑level abjuration be a creature, an object, or a creation of magical force, such as the wall created by wall of force. Casting Time: 1 action A creature targeted by this spell must make a Range: 120 feet Dexterity saving throw. On a failed save, the target Components: V, S takes 10d6 + 40 force damage. If this damage Duration: Instantaneous reduces the target to 0 hit points, it is disintegrated. Choose one creature, object, or magical effect within A disintegrated creature and everything it is range. Any spell of 3rd level or lower on the target wearing and carrying, except magic items, are ends. For each spell of 4th level or higher on the reduced to a pile of fine gray dust. The creature can target, make an ability check using your spellcasting be restored to life only by means of a true ability. The DC equals 10 + the spell’s level. On a resurrection or a wish spell. successful check, the spell ends. This spell automatically disintegrates a Large or At Higher Levels. When you cast this spell using a smaller nonmagical object or a creation of magical spell slot of 4th level or higher, you automatically force. If the target is a Huge or larger object or end the effects of a spell on the target if the spell’s creation of force, this spell disintegrates a 10-‐‑foot-‐‑ level is equal to or less than the level of the spell slot cube portion of it. A magic item is unaffected by this you used. spell. At Higher Levels. When you cast this spell using a Divination spell slot of 7th level or higher, the damage increases 4th-‐‑level divination (ritual) by 3d6 for each slot level above 6th. Casting Time: 1 action Dispel Evil and Good Range: Self 5th-‐‑level abjuration Components: V, S, M (incense and a sacrificial offering appropriate to your religion, together Casting Time: 1 action worth at least 25 gp, which the spell consumes) Range: Self Duration: Instantaneous Components: V, S, M (holy water or powdered silver and iron) Your magic and an offering put you in contact with a Duration: Concentration, up to 1 minute god or a god’s servants. You ask a single question concerning a specific goal, event, or activity to occur Shimmering energy surrounds and protects you within 7 days. The GM offers a truthful reply. The from fey, undead, and creatures originating from reply might be a short phrase, a cryptic rhyme, or an beyond the Material Plane. For the duration, omen. celestials, elementals, fey, fiends, and undead have The spell doesn’t take into account any possible disadvantage on attack rolls against you. circumstances that might change the outcome, such You can end the spell early by using either of the as the casting of additional spells or the loss or gain following special functions. of a companion. Break Enchantment. As your action, you touch a If you cast the spell two or more times before creature you can reach that is charmed, frightened, finishing your next long rest, there is a cumulative or possessed by a celestial, an elemental, a fey, a 25 percent chance for each casting after the first that fiend, or an undead. The creature you touch is no you get a random reading. The GM makes this roll in longer charmed, frightened, or possessed by such secret. creatures. Dismissal. As your action, make a melee spell Divine Favor attack against a celestial, an elemental, a fey, a fiend, 1st-‐‑level evocation or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The Casting Time: 1 bonus action creature must succeed on a Charisma saving throw Range: Self or be sent back to its home plane (if it isn’t there Components: V, S System Reference Document 5.1 136 Duration: Concentration, up to 1 minute direction from you, it defends and preserves itself to the best of its ability. Your prayer empowers you with divine radiance. You can use your action to take total and precise Until the spell ends, your weapon attacks deal an control of the target. Until the end of your next turn, extra 1d4 radiant damage on a hit. the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. Divine Word During this time, you can also cause the creature to 7th-‐‑level evocation use a reaction, but this requires you to use your own Casting Time: 1 bonus action reaction as well. Range: 30 feet Each time the target takes damage, it makes a new Components: V Wisdom saving throw against the spell. If the saving Duration: Instantaneous throw succeeds, the spell ends. At Higher Levels. When you cast this spell with a You utter a divine word, imbued with the power that 5th-‐‑level spell slot, the duration is concentration, up shaped the world at the dawn of creation. Choose to 10 minutes. When you use a 6th-‐‑level spell slot, any number of creatures you can see within range. the duration is concentration, up to 1 hour. When Each creature that can hear you must make a you use a spell slot of 7th level or higher, the Charisma saving throw. On a failed save, a creature duration is concentration, up to 8 hours. suffers an effect based on its current hit points: • 50 hit points or fewer: deafened for 1 minute Dominate Monster • 40 hit points or fewer: deafened and blinded for 8th-‐‑level enchantment 10 minutes Casting Time: 1 action • 30 hit points or fewer: blinded, deafened, and Range: 60 feet stunned for 1 hour Components: V, S • 20 hit points or fewer: killed instantly Duration: Concentration, up to 1 hour Regardless of its current hit points, a celestial, an You attempt to beguile a creature that you can see elemental, a fey, or a fiend that fails its save is forced within range. It must succeed on a Wisdom saving back to its plane of origin (if it isn’t there already) throw or be charmed by you for the duration. If you and can’t return to your current plane for 24 hours or creatures that are friendly to you are fighting it, it by any means short of a wish spell. has advantage on the saving throw. Dominate Beast While the creature is charmed, you have a telepathic link with it as long as the two of you are 4th-‐‑level enchantment on the same plane of existence. You can use this Casting Time: 1 action telepathic link to issue commands to the creature Range: 60 feet while you are conscious (no action required), which Components: V, S it does its best to obey. You can specify a simple and Duration: Concentration, up to 1 minute general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If You attempt to beguile a beast that you can see the creature completes the order and doesn’t receive within range. It must succeed on a Wisdom saving further direction from you, it defends and preserves throw or be charmed by you for the duration. If you itself to the best of its ability. or creatures that are friendly to you are fighting it, it You can use your action to take total and precise has advantage on the saving throw. control of the target. Until the end of your next turn, While the beast is charmed, you have a telepathic the creature takes only the actions you choose, and link with it as long as the two of you are on the same doesn’t do anything that you don’t allow it to do. plane of existence. You can use this telepathic link to During this time, you can also cause the creature to issue commands to the creature while you are use a reaction, but this requires you to use your own conscious (no action required), which it does its best reaction as well. to obey. You can specify a simple and general course Each time the target takes damage, it makes a new of action, such as “Attack that creature,” “Run over Wisdom saving throw against the spell. If the saving there,” or “Fetch that object.” If the creature throw succeeds, the spell ends. completes the order and doesn’t receive further System Reference Document 5.1 137 At Higher Levels. When you cast this spell with a This spell shapes a creature’s dreams. Choose a 9th-‐‑level spell slot, the duration is concentration, up creature known to you as the target of this spell. The to 8 hours. target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be Dominate Person contacted by this spell. You, or a willing creature you 5th-‐‑level enchantment touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or Casting Time: 1 action her surroundings, but can’t take actions or move. Range: 60 feet If the target is asleep, the messenger appears in Components: V, S the target’s dreams and can converse with the target Duration: Concentration, up to 1 minute as long as it remains asleep, through the duration of You attempt to beguile a humanoid that you can see the spell. The messenger can also shape the within range. It must succeed on a Wisdom saving environment of the dream, creating landscapes, throw or be charmed by you for the duration. If you objects, and other images. The messenger can or creatures that are friendly to you are fighting it, it emerge from the trance at any time, ending the effect has advantage on the saving throw. of the spell early. The target recalls the dream While the target is charmed, you have a telepathic perfectly upon waking. If the target is awake when link with it as long as the two of you are on the same you cast the spell, the messenger knows it, and can plane of existence. You can use this telepathic link to either end the trance (and the spell) or wait for the issue commands to the creature while you are target to fall asleep, at which point the messenger conscious (no action required), which it does its best appears in the target’s dreams. to obey. You can specify a simple and general course You can make the messenger appear monstrous of action, such as “Attack that creature,” “Run over and terrifying to the target. If you do, the messenger there,” or “Fetch that object.” If the creature can deliver a message of no more than ten words completes the order and doesn’t receive further and then the target must make a Wisdom saving direction from you, it defends and preserves itself to throw. On a failed save, echoes of the phantasmal the best of its ability. monstrosity spawn a nightmare that lasts the You can use your action to take total and precise duration of the target’s sleep and prevents the target control of the target. Until the end of your next turn, from gaining any benefit from that rest. In addition, the creature takes only the actions you choose, and when the target wakes up, it takes 3d6 psychic doesn’t do anything that you don’t allow it to do. damage. During this time you can also cause the creature to If you have a body part, lock of hair, clipping from use a reaction, but this requires you to use your own a nail, or similar portion of the target’s body, the reaction as well. target makes its saving throw with disadvantage. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving Druidcraft throw succeeds, the spell ends. Transmutation cantrip At Higher Levels. When you cast this spell using a Casting Time: 1 action 6th-‐‑level spell slot, the duration is concentration, up Range: 30 feet to 10 minutes. When you use a 7th-‐‑level spell slot, Components: V, S the duration is concentration, up to 1 hour. When Duration: Instantaneous you use a spell slot of 8th level or higher, the Whispering to the spirits of nature, you create one of duration is concentration, up to 8 hours. the following effects within range: Dream • You create a tiny, harmless sensory effect that 5th-‐‑level illusion predicts what the weather will be at your location for the next 24 hours. The effect might manifest as Casting Time: 1 minute a golden orb for clear skies, a cloud for rain, falling Range: Special snowflakes for snow, and so on. This effect Components: V, S, M (a handful of sand, a dab of ink, persists for 1 round. and a writing quill plucked from a sleeping bird) Duration: 8 hours • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. System Reference Document 5.1 138 • You create an instantaneous, harmless sensory and is buried in the rubble, requiring a DC 20 effect, such as falling leaves, a puff of wind, the Strength (Athletics) check as an action to escape. sound of a small animal, or the faint odor of skunk. The GM can adjust the DC higher or lower, The effect must fit in a 5-‐‑foot cube. depending on the nature of the rubble. On a • You instantly light or snuff out a candle, a torch, or successful save, the creature takes half as much a small campfire. damage and doesn’t fall prone or become buried. Earthquake Eldritch Blast 8th-‐‑level evocation Evocation cantrip Casting Time: 1 action Casting Time: 1 action Range: 500 feet Range: 120 feet Components: V, S, M (a pinch of dirt, a piece of rock, Components: V, S and a lump of clay) Duration: Instantaneous Duration: Concentration, up to 1 minute A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack You create a seismic disturbance at a point on the against the target. On a hit, the target takes 1d10 ground that you can see within range. For the force damage. duration, an intense tremor rips through the ground The spell creates more than one beam when you in a 100-‐‑foot-‐‑radius circle centered on that point reach higher levels: two beams at 5th level, three and shakes creatures and structures in contact with beams at 11th level, and four beams at 17th level. the ground in that area. You can direct the beams at the same target or at The ground in the area becomes difficult terrain. different ones. Make a separate attack roll for each Each creature on the ground that is concentrating beam. must make a Constitution saving throw. On a failed save, the creature’s concentration is broken. Enhance Ability When you cast this spell and at the end of each 2nd-‐‑level transmutation turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving Casting Time: 1 action throw. On a failed save, the creature is knocked Range: Touch prone. Components: V, S, M (fur or a feather from a beast) This spell can have additional effects depending Duration: Concentration, up to 1 hour. on the terrain in the area, as determined by the GM. You touch a creature and bestow upon it a magical Fissures. Fissures open throughout the spell’s enhancement. Choose one of the following effects; area at the start of your next turn after you cast the the target gains that effect until the spell ends. spell. A total of 1d6 such fissures open in locations Bear’s Endurance. The target has advantage on chosen by the GM. Each is 1d10 × 10 feet deep, 10 Constitution checks. It also gains 2d6 temporary hit feet wide, and extends from one edge of the spell’s points, which are lost when the spell ends. area to the opposite side. A creature standing on a Bull’s Strength. The target has advantage on spot where a fissure opens must succeed on a Strength checks, and his or her carrying capacity Dexterity saving throw or fall in. A creature that doubles. successfully saves moves with the fissure’s edge as it Cat’s Grace. The target has advantage on Dexterity opens. checks. It also doesn’t take damage from falling 20 A fissure that opens beneath a structure causes it feet or less if it isn’t incapacitated. to automatically collapse (see below). Eagle’s Splendor. The target has advantage on Structures. The tremor deals 50 bludgeoning Charisma checks. damage to any structure in contact with the ground Fox’s Cunning. The target has advantage on in the area when you cast the spell and at the start of Intelligence checks. each of your turns until the spell ends. If a structure Owl’s Wisdom. The target has advantage on drops to 0 hit points, it collapses and potentially Wisdom checks. damages nearby creatures. A creature within half the At Higher Levels. When you cast this spell using a distance of a structure’s height must make a spell slot of 3rd level or higher, you can target one Dexterity saving throw. On a failed save, the creature additional creature for each slot level above 2nd. takes 5d6 bludgeoning damage, is knocked prone, System Reference Document 5.1 139 Enlarge/Reduce restrained by the entangling plants until the spell 2nd-‐‑level transmutation ends. A creature restrained by the plants can use its action to make a Strength check against your spell Casting Time: 1 action save DC. On a success, it frees itself. Range: 30 feet When the spell ends, the conjured plants wilt away. Components: V, S, M (a pinch of powdered iron) Duration: Concentration, up to 1 minute Enthrall You cause a creature or an object you can see within 2nd-‐‑level enchantment range to grow larger or smaller for the duration. Casting Time: 1 action Choose either a creature or an object that is neither Range: 60 feet worn nor carried. If the target is unwilling, it can Components: V, S make a Constitution saving throw. On a success, the Duration: 1 minute spell has no effect. If the target is a creature, everything it is wearing You weave a distracting string of words, causing and carrying changes size with it. Any item dropped creatures of your choice that you can see within by an affected creature returns to normal size at range and that can hear you to make a Wisdom once. saving throw. Any creature that can’t be charmed Enlarge. The target’s size doubles in all succeeds on this saving throw automatically, and if dimensions, and its weight is multiplied by eight. you or your companions are fighting a creature, it This growth increases its size by one category— has advantage on the save. On a failed save, the from Medium to Large, for example. If there isn’t target has disadvantage on Wisdom (Perception) enough room for the target to double its size, the checks made to perceive any creature other than you creature or object attains the maximum possible size until the spell ends or until the target can no longer in the space available. Until the spell ends, the target hear you. The spell ends if you are incapacitated or also has advantage on Strength checks and Strength can no longer speak. saving throws. The target’s weapons also grow to match its new size. While these weapons are Etherealness enlarged, the target’s attacks with them deal 1d4 7th-‐‑level transmutation extra damage. Casting Time: 1 action Reduce. The target’s size is halved in all Range: Self dimensions, and its weight is reduced to one-‐‑eighth Components: V, S of normal. This reduction decreases its size by one Duration: Up to 8 hours category—from Medium to Small, for example. Until the spell ends, the target also has disadvantage on You step into the border regions of the Ethereal Strength checks and Strength saving throws. The Plane, in the area where it overlaps with your target’s weapons also shrink to match its new size. current plane. You remain in the Border Ethereal for While these weapons are reduced, the target’s the duration or until you use your action to dismiss attacks with them deal 1d4 less damage (this can’t the spell. During this time, you can move in any reduce the damage below 1). direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear Entangle the plane you originated from, but everything there 1st-‐‑level conjuration looks gray, and you can’t see anything more than 60 feet away. Casting Time: 1 action While on the Ethereal Plane, you can only affect Range: 90 feet and be affected by other creatures on that plane. Components: V, S Creatures that aren’t on the Ethereal Plane can’t Duration: Concentration, up to 1 minute perceive you and can’t interact with you, unless a Grasping weeds and vines sprout from the ground in special ability or magic has given them the ability to a 20-‐‑foot square starting from a point within range. do so. For the duration, these plants turn the ground in the You ignore all objects and effects that aren’t on the area into difficult terrain. Ethereal Plane, allowing you to move through A creature in the area when you cast the spell objects you perceive on the plane you originated must succeed on a Strength saving throw or be from. System Reference Document 5.1 140 When the spell ends, you immediately return to away from you where it can no longer see you, this the plane you originated from in the spot you effect ends. currently occupy. If you occupy the same spot as a Sickened. The target has disadvantage on attack solid object or creature when this happens, you are rolls and ability checks. At the end of each of its immediately shunted to the nearest unoccupied turns, it can make another Wisdom saving throw. If space that you can occupy and take force damage it succeeds, the effect ends. equal to twice the number of feet you are moved. This spell has no effect if you cast it while you are Fabricate on the Ethereal Plane or a plane that doesn’t border 4th-‐‑level transmutation it, such as one of the Outer Planes. Casting Time: 10 minutes At Higher Levels. When you cast this spell using a Range: 120 feet spell slot of 8th level or higher, you can target up to Components: V, S three willing creatures (including you) for each slot Duration: Instantaneous level above 7th. The creatures must be within 10 feet of you when you cast the spell. You convert raw materials into products of the same material. For example, you can fabricate a wooden Expeditious Retreat bridge from a clump of trees, a rope from a patch of 1st-‐‑level transmutation hemp, and clothes from flax or wool. Choose raw materials that you can see within Casting Time: 1 bonus action range. You can fabricate a Large or smaller object Range: Self (contained within a 10-‐‑foot cube, or eight connected Components: V, S 5-‐‑foot cubes), given a sufficient quantity of raw Duration: Concentration, up to 10 minutes material. If you are working with metal, stone, or This spell allows you to move at an incredible pace. another mineral substance, however, the fabricated When you cast this spell, and then as a bonus action object can be no larger than Medium (contained on each of your turns until the spell ends, you can within a single 5-‐‑foot cube). The quality of objects take the Dash action. made by the spell is commensurate with the quality of the raw materials. Eyebite Creatures or magic items can’t be created or 6th-‐‑level necromancy transmuted by this spell. You also can’t use it to create items that ordinarily require a high degree of Casting Time: 1 action craftsmanship, such as jewelry, weapons, glass, or Range: Self armor, unless you have proficiency with the type of Components: V, S artisan’s tools used to craft such objects. Duration: Concentration, up to 1 minute For the spell’s duration, your eyes become an inky Faerie Fire void imbued with dread power. One creature of your 1st-‐‑level evocation choice within 60 feet of you that you can see must Casting Time: 1 action succeed on a Wisdom saving throw or be affected by Range: 60 feet one of the following effects of your choice for the Components: V duration. On each of your turns until the spell ends, Duration: Concentration, up to 1 minute you can use your action to target another creature but can’t target a creature again if it has succeeded Each object in a 20-‐‑foot cube within range is on a saving throw against this casting of eyebite. outlined in blue, green, or violet light (your choice). Asleep. The target falls unconscious. It wakes up if Any creature in the area when the spell is cast is also it takes any damage or if another creature uses its outlined in light if it fails a Dexterity saving throw. action to shake the sleeper awake. For the duration, objects and affected creatures shed Panicked. The target is frightened of you. On each dim light in a 10-‐‑foot radius. of its turns, the frightened creature must take the Any attack roll against an affected creature or Dash action and move away from you by the safest object has advantage if the attacker can see it, and and shortest available route, unless there is nowhere the affected creature or object can’t benefit from to move. If the target moves to a place at least 60 feet being invisible. System Reference Document 5.1 141 Faithful Hound whatever it is holding and become frightened for the 4th-‐‑level conjuration duration. While frightened by this spell, a creature must Casting Time: 1 action take the Dash action and move away from you by the Range: 30 feet safest available route on each of its turns, unless Components: V, S, M (a tiny silver whistle, a piece of there is nowhere to move. If the creature ends its bone, and a thread) turn in a location where it doesn’t have line of sight Duration: 8 hours to you, the creature can make a Wisdom saving You conjure a phantom watchdog in an unoccupied throw. On a successful save, the spell ends for that space that you can see within range, where it creature. remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away Feather Fall from it. 1st-‐‑level transmutation The hound is invisible to all creatures except you Casting Time: 1 reaction, which you take when you and can’t be harmed. When a Small or larger or a creature within 60 feet of you falls creature comes within 30 feet of it without first Range: 60 feet speaking the password that you specify when you Components: V, M (a small feather or piece of cast this spell, the hound starts barking loudly. The down) hound sees invisible creatures and can see into the Duration: 1 minute Ethereal Plane. It ignores illusions. At the start of each of your turns, the hound Choose up to five falling creatures within range. A attempts to bite one creature within 5 feet of it that falling creature’s rate of descent slows to 60 feet per is hostile to you. The hound’s attack bonus is equal round until the spell ends. If the creature lands to your spellcasting ability modifier + your before the spell ends, it takes no falling damage and proficiency bonus. On a hit, it deals 4d8 piercing can land on its feet, and the spell ends for that damage. creature. False Life Feeblemind 1st-‐‑level necromancy 8th-‐‑level enchantment Casting Time: 1 action Casting Time: 1 action Range: Self Range: 150 feet Components: V, S, M (a small amount of alcohol or Components: V, S, M (a handful of clay, crystal, glass, distilled spirits) or mineral spheres) Duration: 1 hour Duration: Instantaneous Bolstering yourself with a necromantic facsimile of You blast the mind of a creature that you can see life, you gain 1d4 + 4 temporary hit points for the within range, attempting to shatter its intellect and duration. personality. The target takes 4d6 psychic damage At Higher Levels. When you cast this spell using a and must make an Intelligence saving throw. spell slot of 2nd level or higher, you gain 5 additional On a failed save, the creature’s Intelligence and temporary hit points for each slot level above 1st. Charisma scores become 1. The creature can’t cast spells, activate magic items, understand language, or Fear communicate in any intelligible way. The creature 3rd-‐‑level illusion can, however, identify its friends, follow them, and even protect them. Casting Time: 1 action At the end of every 30 days, the creature can Range: Self (30-‐‑foot cone) repeat its saving throw against this spell. If it Components: V, S, M (a white feather or the heart of succeeds on its saving throw, the spell ends. a hen) The spell can also be ended by greater restoration, Duration: Concentration, up to 1 minute heal, or wish. You project a phantasmal image of a creature’s worst fears. Each creature in a 30-‐‑foot cone must succeed on a Wisdom saving throw or drop System Reference Document 5.1 142 Find Familiar Components: V, S 1st-‐‑level conjuration (ritual) Duration: Instantaneous Casting Time: 1 hour You summon a spirit that assumes the form of an Range: 10 feet unusually intelligent, strong, and loyal steed, Components: V, S, M (10 gp worth of charcoal, creating a long-‐‑lasting bond with it. Appearing in an incense, and herbs that must be consumed by fire in unoccupied space within range, the steed takes on a a brass brazier) form that you choose: a warhorse, a pony, a camel, Duration: Instantaneous an elk, or a mastiff. (Your GM might allow other You gain the service of a familiar, a spirit that takes animals to be summoned as steeds.) The steed has an animal form you choose: bat, cat, crab, frog (toad), the statistics of the chosen form, though it is a hawk, lizard, octopus, owl, poisonous snake, fish celestial, fey, or fiend (your choice) instead of its (quipper), rat, raven, sea horse, spider, or weasel. normal type. Additionally, if your steed has an Appearing in an unoccupied space within range, the Intelligence of 5 or less, its Intelligence becomes 6, familiar has the statistics of the chosen form, though and it gains the ability to understand one language of it is a celestial, fey, or fiend (your choice) instead of a your choice that you speak. beast. Your steed serves you as a mount, both in combat Your familiar acts independently of you, but it and out, and you have an instinctive bond with it always obeys your commands. In combat, it rolls its that allows you to fight as a seamless unit. While own initiative and acts on its own turn. A familiar mounted on your steed, you can make any spell you can't attack, but it can take other actions as normal. cast that targets only you also target your steed. When the familiar drops to 0 hit points, it When the steed drops to 0 hit points, it disappears, disappears, leaving behind no physical form. It leaving behind no physical form. You can also reappears after you cast this spell again dismiss your steed at any time as an action, causing While your familiar is within 100 feet of you, you it to disappear. In either case, casting this spell again can communicate with it telepathically. Additionally, summons the same steed, restored to its hit point as an action, you can see through your familiar's maximum. eyes and hear what it hears until the start of your While your steed is within 1 mile of you, you can next turn, gaining the benefits of any special senses communicate with it telepathically. that the familiar has. During this time, you are deaf You can’t have more than one steed bonded by and blind with regard to your own senses. this spell at a time. As an action, you can release the As an action, you can temporarily dismiss your steed from its bond at any time, causing it to familiar. It disappears into a pocket dimension disappear. where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is Find the Path temporarily dismissed, you can cause it to reappear 6th-‐‑level divination in any unoccupied space within 30 feet of you. Casting Time: 1 minute You can't have more than one familiar at a time. If Range: Self you cast this spell while you already have a familiar, Components: V, S, M (a set of divinatory tools— you instead cause it to adopt a new form. Choose one such as bones, ivory sticks, cards, teeth, or carved of the forms from the above list. Your familiar runes—worth 100 gp and an object from the transforms into the chosen creature. location you wish to find) Finally, when you cast a spell with a range of touch, Duration: Concentration, up to 1 day your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, This spell allows you to find the shortest, most direct and it must use its reaction to deliver the spell when physical route to a specific fixed location that you you cast it. If the spell requires an attack roll, you use are familiar with on the same plane of existence. If your attack modifier for the roll. you name a destination on another plane of existence, a destination that moves (such as a mobile Find Steed fortress), or a destination that isn’t specific (such as 2nd-‐‑level conjuration “a green dragon’s lair”), the spell fails. For the duration, as long as you are on the same Casting Time: 10 minutes plane of existence as the destination, you know how Range: 30 feet far it is and in what direction it lies. While you are System Reference Document 5.1 143 traveling there, whenever you are presented with a A bright streak flashes from your pointing finger to a choice of paths along the way, you automatically point you choose within range and then blossoms determine which path is the shortest and most direct with a low roar into an explosion of flame. Each route (but not necessarily the safest route) to the creature in a 20-‐‑foot-‐‑radius sphere centered on that destination. point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as Find Traps much damage on a successful one. 2nd-‐‑level divination The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn Casting Time: 1 action or carried. Range: 120 feet At Higher Levels. When you cast this spell using a Components: V, S spell slot of 4th level or higher, the damage increases Duration: Instantaneous by 1d6 for each slot level above 3rd. You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this Fire Bolt spell, includes anything that would inflict a sudden Evocation cantrip or unexpected effect you consider harmful or Casting Time: 1 action undesirable, which was specifically intended as such Range: 120 feet by its creator. Thus, the spell would sense an area Components: V, S affected by the alarm spell, a glyph of warding, or a Duration: Instantaneous mechanical pit trap, but it would not reveal a natural You hurl a mote of fire at a creature or object within weakness in the floor, an unstable ceiling, or a range. Make a ranged spell attack against the target. hidden sinkhole. On a hit, the target takes 1d10 fire damage. A This spell merely reveals that a trap is present. flammable object hit by this spell ignites if it isn't You don’t learn the location of each trap, but you do being worn or carried. learn the general nature of the danger posed by a This spell's damage increases by 1d10 when you trap you sense. reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Finger of Death 7th-‐‑level necromancy Fire Shield Casting Time: 1 action 4th-‐‑level evocation Range: 60 feet Casting Time: 1 action Components: V, S Range: Self Duration: Instantaneous Components: V, S, M (a bit of phosphorus or a You send negative energy coursing through a firefly) creature that you can see within range, causing it Duration: 10 minutes searing pain. The target must make a Constitution Thin and wispy flames wreathe your body for the saving throw. It takes 7d8 + 30 necrotic damage on a duration, shedding bright light in a 10-‐‑foot radius failed save, or half as much damage on a successful and dim light for an additional 10 feet. You can end one. the spell early by using an action to dismiss it. A humanoid killed by this spell rises at the start of The flames provide you with a warm shield or a your next turn as a zombie that is permanently chill shield, as you choose. The warm shield grants under your command, following your verbal orders you resistance to cold damage, and the chill shield to the best of its ability. grants you resistance to fire damage. In addition, whenever a creature within 5 feet of Fireball you hits you with a melee attack, the shield erupts 3rd-‐‑level evocation with flame. The attacker takes 2d8 fire damage from Casting Time: 1 action a warm shield, or 2d8 cold damage from a cold Range: 150 feet shield. Components: V, S, M (a tiny ball of bat guano and sulfur) Duration: Instantaneous System Reference Document 5.1 144 Fire Storm radiant damage on a failed save, or half as much 7th-‐‑level evocation damage on a successful one. At Higher Levels. When you cast this spell using a Casting Time: 1 action spell slot of 6th level or higher, the fire damage or Range: 150 feet the radiant damage (your choice) increases by 1d6 Components: V, S for each slot level above 5th. Duration: Instantaneous A storm made up of sheets of roaring flame appears Flaming Sphere in a location you choose within range. The area of 2nd-‐‑level conjuration the storm consists of up to ten 10-‐‑foot cubes, which Casting Time: 1 action you can arrange as you wish. Each cube must have at Range: 60 feet least one face adjacent to the face of another cube. Components: V, S, M (a bit of tallow, a pinch of Each creature in the area must make a Dexterity brimstone, and a dusting of powdered iron) saving throw. It takes 7d10 fire damage on a failed Duration: Concentration, up to 1 minute save, or half as much damage on a successful one. The fire damages objects in the area and ignites A 5-‐‑foot-‐‑diameter sphere of fire appears in an flammable objects that aren’t being worn or carried. unoccupied space of your choice within range and If you choose, plant life in the area is unaffected by lasts for the duration. Any creature that ends its turn this spell. within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on Flame Blade a failed save, or half as much damage on a successful 2nd-‐‑level evocation one. As a bonus action, you can move the sphere up to Casting Time: 1 bonus action 30 feet. If you ram the sphere into a creature, that Range: Self creature must make the saving throw against the Components: V, S, M (leaf of sumac) sphere’s damage, and the sphere stops moving this Duration: Concentration, up to 10 minutes turn. You evoke a fiery blade in your free hand. The blade When you move the sphere, you can direct it over is similar in size and shape to a scimitar, and it lasts barriers up to 5 feet tall and jump it across pits up to for the duration. If you let go of the blade, it 10 feet wide. The sphere ignites flammable objects disappears, but you can evoke the blade again as a not being worn or carried, and it sheds bright light in bonus action. a 20-‐‑foot radius and dim light for an additional 20 You can use your action to make a melee spell feet. attack with the fiery blade. On a hit, the target takes At Higher Levels. When you cast this spell using a 3d6 fire damage. spell slot of 3rd level or higher, the damage The flaming blade sheds bright light in a 10-‐‑foot increases by 1d6 for each slot level above 2nd. radius and dim light for an additional 10 feet. At Higher Levels. When you cast this spell using a Flesh to Stone spell slot of 4th level or higher, the damage increases 6th-‐‑level transmutation by 1d6 for every two slot levels above 2nd. Casting Time: 1 action Range: 60 feet Flame Strike Components: V, S, M (a pinch of lime, water, and 5th-‐‑level evocation earth) Casting Time: 1 action Duration: Concentration, up to 1 minute Range: 60 feet You attempt to turn one creature that you can see Components: V, S, M (pinch of sulfur) within range into stone. If the target’s body is made Duration: Instantaneous of flesh, the creature must make a Constitution A vertical column of divine fire roars down from the saving throw. On a failed save, it is restrained as its heavens in a location you specify. Each creature in a flesh begins to harden. On a successful save, the 10-‐‑foot-‐‑radius, 40-‐‑foot-‐‑high cylinder centered on a creature isn’t affected. point within range must make a Dexterity saving A creature restrained by this spell must make throw. A creature takes 4d6 fire damage and 4d6 another Constitution saving throw at the end of each System Reference Document 5.1 145 of its turns. If it successfully saves against this spell Fog Cloud three times, the spell ends. If it fails its saves three 1st-‐‑level conjuration times, it is turned to stone and subjected to the petrified condition for the duration. The successes Casting Time: 1 action and failures don’t need to be consecutive; keep track Range: 120 feet of both until the target collects three of a kind. Components: V, S If the creature is physically broken while petrified, Duration: Concentration, up to 1 hour it suffers from similar deformities if it reverts to its You create a 20-‐‑foot-‐‑radius sphere of fog centered original state. on a point within range. The sphere spreads around If you maintain your concentration on this spell corners, and its area is heavily obscured. It lasts for for the entire possible duration, the creature is the duration or until a wind of moderate or greater turned to stone until the effect is removed. speed (at least 10 miles per hour) disperses it. At Higher Levels. When you cast this spell using a Floating Disk spell slot of 2nd level or higher, the radius of the fog 1st-‐‑level conjuration (ritual) increases by 20 feet for each slot level above 1st. Casting Time: 1 action Range: 30 feet Forbiddance Components: V, S, M (a drop of mercury) 6th-‐‑level abjuration (ritual) Duration: 1 hour Casting Time: 10 minutes This spell creates a circular, horizontal plane of force, Range: Touch 3 feet in diameter and 1 inch thick, that floats 3 feet Components: V, S, M (a sprinkling of holy water, above the ground in an unoccupied space of your rare incense, and powdered ruby worth at least choice that you can see within range. The disk 1,000 gp) remains for the duration, and can hold up to 500 Duration: 1 day pounds. If more weight is placed on it, the spell ends, You create a ward against magical travel that and everything on the disk falls to the ground. protects up to 40,000 square feet of floor space to a The disk is immobile while you are within 20 feet height of 30 feet above the floor. For the duration, of it. If you move more than 20 feet away from it, the creatures can’t teleport into the area or use portals, disk follows you so that it remains within 20 feet of such as those created by the gate spell, to enter the you. It can move across uneven terrain, up or down area. The spell proofs the area against planar travel, stairs, slopes and the like, but it can’t cross an and therefore prevents creatures from accessing the elevation change of 10 feet or more. For example, the area by way of the Astral Plane, Ethereal Plane, disk can’t move across a 10-‐‑foot-‐‑deep pit, nor could Feywild, Shadowfell, or the plane shift spell. it leave such a pit if it was created at the bottom. In addition, the spell damages types of creatures If you move more than 100 feet from the disk that you choose when you cast it. Choose one or (typically because it can’t move around an obstacle more of the following: celestials, elementals, fey, to follow you), the spell ends. fiends, and undead. When a chosen creature enters the spell’s area for the first time on a turn or starts Fly its turn there, the creature takes 5d10 radiant or 3rd-‐‑level transmutation necrotic damage (your choice when you cast this Casting Time: 1 action spell). Range: Touch When you cast this spell, you can designate a Components: V, S, M (a wing feather from any bird) password. A creature that speaks the password as it Duration: Concentration, up to 10 minutes enters the area takes no damage from the spell. The spell’s area can’t overlap with the area of You touch a willing creature. The target gains a another forbiddance spell. If you cast forbiddance flying speed of 60 feet for the duration. When the every day for 30 days in the same location, the spell spell ends, the target falls if it is still aloft, unless it lasts until it is dispelled, and the material can stop the fall. components are consumed on the last casting. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. System Reference Document 5.1 146 Forcecage Freedom of Movement 7th-‐‑level evocation 4th-‐‑level abjuration Casting Time: 1 action Casting Time: 1 action Range: 100 feet Range: Touch Components: V, S, M (ruby dust worth 1,500 gp) Components: V, S, M (a leather strap, bound around Duration: 1 hour the arm or a similar appendage) Duration: 1 hour An immobile, invisible, cube-‐‑shaped prison composed of magical force springs into existence You touch a willing creature. For the duration, the around an area you choose within range. The prison target’s movement is unaffected by difficult terrain, can be a cage or a solid box, as you choose. and spells and other magical effects can neither A prison in the shape of a cage can be up to 20 feet reduce the target’s speed nor cause the target to be on a side and is made from 1/2-‐‑inch diameter bars paralyzed or restrained. spaced 1/2 inch apart. The target can also spend 5 feet of movement to A prison in the shape of a box can be up to 10 feet automatically escape from nonmagical restraints, on a side, creating a solid barrier that prevents any such as manacles or a creature that has it grappled. matter from passing through it and blocking any Finally, being underwater imposes no penalties on spells cast into or out from the area. the target’s movement or attacks. When you cast the spell, any creature that is completely inside the cage’s area is trapped. Freezing Sphere Creatures only partially within the area, or those too 6th-‐‑level evocation large to fit inside the area, are pushed away from the Casting Time: 1 action center of the area until they are completely outside Range: 300 feet the area. Components: V, S, M (a small crystal sphere) A creature inside the cage can’t leave it by Duration: Instantaneous nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, A frigid globe of cold energy streaks from your it must first make a Charisma saving throw. On a fingertips to a point of your choice within range, success, the creature can use that magic to exit the where it explodes in a 60-‐‑foot-‐‑radius sphere. Each cage. On a failure, the creature can’t exit the cage and creature within the area must make a Constitution wastes the use of the spell or effect. The cage also saving throw. On a failed save, a creature takes 10d6 extends into the Ethereal Plane, blocking ethereal cold damage. On a successful save, it takes half as travel. much damage. This spell can’t be dispelled by dispel magic. If the globe strikes a body of water or a liquid that is principally water (not including water-‐‑based Foresight creatures), it freezes the liquid to a depth of 6 inches 9th-‐‑level divination over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the Casting Time: 1 minute surface of frozen water are trapped in the ice. A Range: Touch trapped creature can use an action to make a Components: V, S, M (a hummingbird feather) Strength check against your spell save DC to break Duration: 8 hours free. You touch a willing creature and bestow a limited You can refrain from firing the globe after ability to see into the immediate future. For the completing the spell, if you wish. A small globe about duration, the target can’t be surprised and has the size of a sling stone, cool to the touch, appears in advantage on attack rolls, ability checks, and saving your hand. At any time, you or a creature you give throws. Additionally, other creatures have the globe to can throw the globe (to a range of 40 disadvantage on attack rolls against the target for feet) or hurl it with a sling (to the sling’s normal the duration. range). It shatters on impact, with the same effect as This spell immediately ends if you cast it again the normal casting of the spell. You can also set the before its duration ends. globe down without shattering it. After 1 minute, if the globe hasn’t already shattered, it explodes. System Reference Document 5.1 147 At Higher Levels. When you cast this spell using a plane, appearing in the unoccupied space nearest to spell slot of 7th level or higher, the damage increases the portal. by 1d6 for each slot level above 6th. Deities and other planar rulers can prevent portals created by this spell from opening in their presence Gaseous Form or anywhere within their domains. 3rd-‐‑level transmutation When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or Casting Time: 1 action nickname doesn’t work). If that creature is on a Range: Touch plane other than the one you are on, the portal opens Components: V, S, M (a bit of gauze and a wisp of in the named creature’s immediate vicinity and smoke) draws the creature through it to the nearest Duration: Concentration, up to 1 hour unoccupied space on your side of the portal. You gain You transform a willing creature you touch, along no special power over the creature, and it is free to with everything it’s wearing and carrying, into a act as the GM deems appropriate. It might leave, misty cloud for the duration. The spell ends if the attack you, or help you. creature drops to 0 hit points. An incorporeal creature isn’t affected. Geas While in this form, the target’s only method of 5th-‐‑level enchantment movement is a flying speed of 10 feet. The target can Casting Time: 1 minute enter and occupy the space of another creature. The Range: 60 feet target has resistance to nonmagical damage, and it Components: V has advantage on Strength, Dexterity, and Duration: 30 days Constitution saving throws. The target can pass through small holes, narrow openings, and even You place a magical command on a creature that you mere cracks, though it treats liquids as though they can see within range, forcing it to carry out some were solid surfaces. The target can’t fall and remains service or refrain from some action or course of hovering in the air even when stunned or otherwise activity as you decide. If the creature can understand incapacitated. you, it must succeed on a Wisdom saving throw or While in the form of a misty cloud, the target can’t become charmed by you for the duration. While the talk or manipulate objects, and any objects it was creature is charmed by you, it takes 5d10 psychic carrying or holding can’t be dropped, used, or damage each time it acts in a manner directly otherwise interacted with. The target can’t attack or counter to your instructions, but no more than once cast spells. each day. A creature that can’t understand you is unaffected by the spell. Gate You can issue any command you choose, short of 9th-‐‑level conjuration an activity that would result in certain death. Should you issue a suicidal command, the spell ends. Casting Time: 1 action You can end the spell early by using an action to Range: 60 feet dismiss it. A remove curse, greater restoration, or Components: V, S, M (a diamond worth at least wish spell also ends it. 5,000 gp) At Higher Levels. When you cast this spell using a Duration: Concentration, up to 1 minute spell slot of 7th or 8th level, the duration is 1 year. You conjure a portal linking an unoccupied space When you cast this spell using a spell slot of 9th level, you can see within range to a precise location on a the spell lasts until it is ended by one of the spells different plane of existence. The portal is a circular mentioned above. opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction Gentle Repose you choose. The portal lasts for the duration. 2nd-‐‑level necromancy (ritual) The portal has a front and a back on each plane Casting Time: 1 action where it appears. Travel through the portal is Range: Touch possible only by moving through its front. Anything Components: V, S, M (a pinch of salt and one copper that does so is instantly transported to the other piece placed on each of the corpse’s eyes, which must remain there for the duration) System Reference Document 5.1 148 Duration: 10 days Components: V, S, M (a glass or crystal bead that shatters when the spell ends) You touch a corpse or other remains. For the Duration: Concentration, up to 1 minute duration, the target is protected from decay and can’t become undead. An immobile, faintly shimmering barrier springs into The spell also effectively extends the time limit on existence in a 10-‐‑foot radius around you and raising the target from the dead, since days spent remains for the duration. under the influence of this spell don’t count against Any spell of 5th level or lower cast from outside the time limit of spells such as raise dead. the barrier can’t affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Giant Insect Such a spell can target creatures and objects within 4th-‐‑level transmutation the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded Casting Time: 1 action from the areas affected by such spells. Range: 30 feet At Higher Levels. When you cast this spell using a Components: V, S spell slot of 7th level or higher, the barrier blocks Duration: Concentration, up to 10 minutes spells of one level higher for each slot level above You transform up to ten centipedes, three spiders, 6th. five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A Glyph of Warding centipede becomes a giant centipede, a spider 3rd-‐‑level abjuration becomes a giant spider, a wasp becomes a giant Casting Time: 1 hour wasp, and a scorpion becomes a giant scorpion. Range: Touch Each creature obeys your verbal commands, and Components: V, S, M (incense and powdered in combat, they act on your turn each round. The GM diamond worth at least 200 gp, which the spell has the statistics for these creatures and resolves consumes) their actions and movement. Duration: Until dispelled or triggered A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you When you cast this spell, you inscribe a glyph that use an action to dismiss the effect on it. harms other creatures, either upon a surface (such The GM might allow you to choose different as a table or a section of floor or wall) or within an targets. For example, if you transform a bee, its giant object that can be closed (such as a book, a scroll, or version might have the same statistics as a giant a treasure chest) to conceal the glyph. If you choose wasp. a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an Glibness object, that object must remain in its place; if the 8th-‐‑level transmutation object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends Casting Time: 1 action without being triggered. Range: Self The glyph is nearly invisible and requires a Components: V successful Intelligence (Investigation) check against Duration: 1 hour your spell save DC to be found. Until the spell ends, when you make a Charisma You decide what triggers the glyph when you cast check, you can replace the number you roll with a 15. the spell. For glyphs inscribed on a surface, the most Additionally, no matter what you say, magic that typical triggers include touching or standing on the would determine if you are telling the truth indicates glyph, removing another object covering the glyph, that you are being truthful. approaching within a certain distance of the glyph, or manipulating the object on which the glyph is Globe of Invulnerability inscribed. For glyphs inscribed within an object, the 6th-‐‑level abjuration most common triggers include opening that object, approaching within a certain distance of the object, Casting Time: 1 action or seeing or reading the glyph. Once a glyph is Range: Self (10-‐‑foot radius) triggered, this spell ends. System Reference Document 5.1 149 You can further refine the trigger so the spell Grease activates only under certain circumstances or 1st-‐‑level conjuration according to physical characteristics (such as height or weight), creature kind (for example, the ward Casting Time: 1 action could be set to affect aberrations or drow), or Range: 60 feet alignment. You can also set conditions for creatures Components: V, S, M (a bit of pork rind or butter) that don’t trigger the glyph, such as those who say a Duration: 1 minute certain password. Slick grease covers the ground in a 10-‐‑foot square When you inscribe the glyph, choose explosive centered on a point within range and turns it into runes or a spell glyph. difficult terrain for the duration. Explosive Runes. When triggered, the glyph When the grease appears, each creature standing erupts with magical energy in a 20-‐‑foot-‐‑radius in its area must succeed on a Dexterity saving throw sphere centered on the glyph. The sphere spreads or fall prone. A creature that enters the area or ends around corners. Each creature in the area must its turn there must also succeed on a Dexterity make a Dexterity saving throw. A creature takes 5d8 saving throw or fall prone. acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create Greater Invisibility the glyph), or half as much damage on a successful 4th-‐‑level illusion one. Spell Glyph. You can store a prepared spell of 3rd Casting Time: 1 action level or lower in the glyph by casting it as part of Range: Touch creating the glyph. The spell must target a single Components: V, S creature or an area. The spell being stored has no Duration: Concentration, up to 1 minute immediate effect when cast in this way. When the You or a creature you touch becomes invisible until glyph is triggered, the stored spell is cast. If the spell the spell ends. Anything the target is wearing or has a target, it targets the creature that triggered the carrying is invisible as long as it is on the target’s glyph. If the spell affects an area, the area is centered person. on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they Greater Restoration appear as close as possible to the intruder and attack 5th-‐‑level abjuration it. If the spell requires concentration, it lasts until the end of its full duration. Casting Time: 1 action At Higher Levels. When you cast this spell using a Range: Touch spell slot of 4th level or higher, the damage of an Components: V, S, M (diamond dust worth at least explosive runes glyph increases by 1d8 for each slot 100 gp, which the spell consumes) level above 3rd. If you create a spell glyph, you can Duration: Instantaneous store any spell of up to the same level as the slot you You imbue a creature you touch with positive energy use for the glyph of warding. to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or end one of the Goodberry following effects on the target: 1st-‐‑level transmutation • One effect that charmed or petrified the target Casting Time: 1 action • One curse, including the target’s attunement to a Range: Touch cursed magic item Components: V, S, M (a sprig of mistletoe) • Any reduction to one of the target’s ability scores Duration: Instantaneous • One effect reducing the target’s hit point Up to ten berries appear in your hand and are maximum infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry Guardian of Faith restores 1 hit point, and the berry provides enough 4th-‐‑level conjuration nourishment to sustain a creature for one day. The berries lose their potency if they have not Casting Time: 1 action been consumed within 24 hours of the casting of this Range: 30 feet spell. Components: V System Reference Document 5.1 150 Duration: 8 hours Stairs. Webs fill all stairs in the warded area from A Large spectral guardian appears and hovers for top to bottom, as the web spell. These strands the duration in an unoccupied space of your choice regrow in 10 minutes if they are burned or torn that you can see within range. The guardian occupies away while guards and wards lasts. that space and is indistinct except for a gleaming Other Spell Effect. You can place your choice of sword and shield emblazoned with the symbol of one of the following magical effects within the your deity. warded area of the stronghold. Any creature hostile to you that moves to a space • Place dancing lights in four corridors. You can within 10 feet of the guardian for the first time on a designate a simple program that the lights repeat turn must succeed on a Dexterity saving throw. The as long as guards and wards lasts. creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The • Place magic mouth in two locations. guardian vanishes when it has dealt a total of 60 • Place stinking cloud in two locations. The vapors damage. appear in the places you designate; they return within 10 minutes if dispersed by wind while Guards and Wards guards and wards lasts. 6th-‐‑level abjuration • Place a constant gust of wind in one corridor or room. Casting Time: 10 minutes • Place a suggestion in one location. You select an Range: Touch area of up to 5 feet square, and any creature that Components: V, S, M (burning incense, a small enters or passes through the area receives the measure of brimstone and oil, a knotted string, a suggestion mentally. small amount of umber hulk blood, and a small The whole warded area radiates magic. A dispel silver rod worth at least 10 gp) magic cast on a specific effect, if successful, removes Duration: 24 hours only that effect. You create a ward that protects up to 2,500 square You can create a permanently guarded and feet of floor space (an area 50 feet square, or one warded structure by casting this spell there every hundred 5-‐‑foot squares or twenty-‐‑five 10-‐‑foot day for one year. squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several Guidance stories of a stronghold by dividing the area among Divination cantrip them, as long as you can walk into each contiguous Casting Time: 1 action area while you are casting the spell. Range: Touch When you cast this spell, you can specify Components: V, S individuals that are unaffected by any or all of the Duration: Concentration, up to 1 minute effects that you choose. You can also specify a password that, when spoken aloud, makes the You touch one willing creature. Once before the spell speaker immune to these effects. ends, the target can roll a d4 and add the number Guards and wards creates the following effects rolled to one ability check of its choice. It can roll the within the warded area. die before or after making the ability check. The Corridors. Fog fills all the warded corridors, spell then ends. making them heavily obscured. In addition, at each intersection or branching passage offering a choice Guiding Bolt of direction, there is a 50 percent chance that a 1st-‐‑level evocation creature other than you will believe it is going in the Casting Time: 1 action opposite direction from the one it chooses. Range: 120 feet Doors. All doors in the warded area are magically Components: V, S locked, as if sealed by an arcane lock spell. In Duration: 1 round addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of A flash of light streaks toward a creature of your the minor illusion spell) to make them appear as choice within range. Make a ranged spell attack plain sections of wall. against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made System Reference Document 5.1 151 against this target before the end of your next turn Second, you can bind an extra effect to the area. has advantage, thanks to the mystical dim light Choose the effect from the following list, or choose glittering on the target until then. an effect offered by the GM. Some of these effects At Higher Levels. When you cast this spell using a apply to creatures in the area; you can designate spell slot of 2nd level or higher, the damage whether the effect applies to all creatures, creatures increases by 1d6 for each slot level above 1st. that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature Gust of Wind that would be affected enters the spell’s area for the 2nd-‐‑level evocation first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the Casting Time: 1 action creature ignores the extra effect until it leaves the Range: Self (60-‐‑foot line) area. Components: V, S, M (a legume seed) Courage. Affected creatures can’t be frightened Duration: Concentration, up to 1 minute while in the area. A line of strong wind 60 feet long and 10 feet wide Darkness. Darkness fills the area. Normal light, as blasts from you in a direction you choose for the well as magical light created by spells of a lower spell’s duration. Each creature that starts its turn in level than the slot you used to cast this spell, can’t the line must succeed on a Strength saving throw or illuminate the area. be pushed 15 feet away from you in a direction Daylight. Bright light fills the area. Magical following the line. darkness created by spells of a lower level than the Any creature in the line must spend 2 feet of slot you used to cast this spell can’t extinguish the movement for every 1 foot it moves when moving light. closer to you. Energy Protection. Affected creatures in the area The gust disperses gas or vapor, and it have resistance to one damage type of your choice, extinguishes candles, torches, and similar except for bludgeoning, piercing, or slashing. unprotected flames in the area. It causes protected Energy Vulnerability. Affected creatures in the flames, such as those of lanterns, to dance wildly and area have vulnerability to one damage type of your has a 50 percent chance to extinguish them. choice, except for bludgeoning, piercing, or slashing. As a bonus action on each of your turns before the Everlasting Rest. Dead bodies interred in the area spell ends, you can change the direction in which the can’t be turned into undead. line blasts from you. Extradimensional Interference. Affected creatures can’t move or travel using teleportation or Hallow by extradimensional or interplanar means. 5th-‐‑level evocation Fear. Affected creatures are frightened while in the area. Casting Time: 24 hours Silence. No sound can emanate from within the Range: Touch area, and no sound can reach into it. Components: V, S, M (herbs, oils, and incense worth Tongues. Affected creatures can communicate at least 1,000 gp, which the spell consumes) with any other creature in the area, even if they Duration: Until dispelled don’t share a common language. You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius Hallucinatory Terrain up to 60 feet, and the spell fails if the radius includes 4th-‐‑level illusion an area already under the effect a hallow spell. The Casting Time: 10 minutes affected area is subject to the following effects. Range: 300 feet First, celestials, elementals, fey, fiends, and undead Components: V, S, M (a stone, a twig, and a bit of can’t enter the area, nor can such creatures charm, green plant) frighten, or possess creatures within it. Any creature Duration: 24 hours charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or You make natural terrain in a 150-‐‑foot cube in range possessed upon entering the area. You can exclude look, sound, and smell like some other sort of natural one or more of those types of creatures from this terrain. Thus, open fields or a road can be made to effect. resemble a swamp, hill, crevasse, or some other System Reference Document 5.1 152 difficult or impassable terrain. A pond can be made Heal to seem like a grassy meadow, a precipice like a 6th-‐‑level evocation gentle slope, or a rock-‐‑strewn gully like a wide and smooth road. Manufactured structures, equipment, Casting Time: 1 action and creatures within the area aren’t changed in Range: 60 feet appearance. Components: V, S The tactile characteristics of the terrain are Duration: Instantaneous unchanged, so creatures entering the area are likely Choose a creature that you can see within range. A to see through the illusion. If the difference isn’t surge of positive energy washes through the obvious by touch, a creature carefully examining the creature, causing it to regain 70 hit points. This spell illusion can attempt an Intelligence (Investigation) also ends blindness, deafness, and any diseases check against your spell save DC to disbelieve it. A affecting the target. This spell has no effect on creature who discerns the illusion for what it is, sees constructs or undead. it as a vague image superimposed on the terrain. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of Harm healing increases by 10 for each slot level above 6th. 6th-‐‑level necromancy Casting Time: 1 action Healing Word Range: 60 feet 1st-‐‑level evocation Components: V, S Casting Time: 1 bonus action Duration: Instantaneous Range: 60 feet You unleash a virulent disease on a creature that you Components: V can see within range. The target must make a Duration: Instantaneous Constitution saving throw. On a failed save, it takes A creature of your choice that you can see within 14d6 necrotic damage, or half as much damage on a range regains hit points equal to 1d4 + your successful save. The damage can’t reduce the target’s spellcasting ability modifier. This spell has no effect hit points below 1. If the target fails the saving throw, on undead or constructs. its hit point maximum is reduced for 1 hour by an At Higher Levels. When you cast this spell using a amount equal to the necrotic damage it took. Any spell slot of 2nd level or higher, the healing increases effect that removes a disease allows a creature’s hit by 1d4 for each slot level above 1st. point maximum to return to normal before that time passes. Heat Metal 2nd-‐‑level transmutation Haste 3rd-‐‑level transmutation Casting Time: 1 action Range: 60 feet Casting Time: 1 action Components: V, S, M (a piece of iron and a flame) Range: 30 feet Duration: Concentration, up to 1 minute Components: V, S, M (a shaving of licorice root) Duration: Concentration, up to 1 minute Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, Choose a willing creature that you can see within that you can see within range. You cause the object range. Until the spell ends, the target’s speed is to glow red-‐‑hot. Any creature in physical contact doubled, it gains a +2 bonus to AC, it has advantage with the object takes 2d8 fire damage when you cast on Dexterity saving throws, and it gains an the spell. Until the spell ends, you can use a bonus additional action on each of its turns. That action can action on each of your subsequent turns to cause be used only to take the Attack (one weapon attack this damage again. only), Dash, Disengage, Hide, or Use an Object action. If a creature is holding or wearing the object and When the spell ends, the target can’t move or take takes the damage from it, the creature must succeed actions until after its next turn, as a wave of lethargy on a Constitution saving throw or drop the object if sweeps over it. it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn. System Reference Document 5.1 153 At Higher Levels. When you cast this spell using a of its turns. When the spell ends, the target loses any spell slot of 3rd level or higher, the damage remaining temporary hit points from this spell. increases by 1d8 for each slot level above 2nd. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one Hellish Rebuke additional creature for each slot level above 1st. 1st-‐‑level evocation Hideous Laughter Casting Time: 1 reaction, which you take in 1st-‐‑level enchantment response to being damaged by a creature within 60 feet of you that you can see Casting Time: 1 action Range: 60 feet Range: 30 feet Components: V, S Components: V, S, M (tiny tarts and a feather that is Duration: Instantaneous waved in the air) You point your finger, and the creature that Duration: Concentration, up to 1 minute damaged you is momentarily surrounded by hellish A creature of your choice that you can see within flames. The creature must make a Dexterity saving range perceives everything as hilariously funny and throw. It takes 2d10 fire damage on a failed save, or falls into fits of laughter if this spell affects it. The half as much damage on a successful one. target must succeed on a Wisdom saving throw or At Higher Levels. When you cast this spell using a fall prone, becoming incapacitated and unable to spell slot of 2nd level or higher, the damage stand up for the duration. A creature with an increases by 1d10 for each slot level above 1st. Intelligence score of 4 or less isn’t affected. Heroes’ Feast At the end of each of its turns, and each time it takes damage, the target can make another Wisdom 6th-‐‑level conjuration saving throw. The target has advantage on the Casting Time: 10 minutes saving throw if it’s triggered by damage. On a Range: 30 feet success, the spell ends. Components: V, S , M (a gem-‐‑encrusted bowl worth at least 1,000 gp, which the spell consumes) Hold Monster Duration: Instantaneous 5th-‐‑level enchantment You bring forth a great feast, including magnificent Casting Time: 1 action food and drink. The feast takes 1 hour to consume Range: 90 feet and disappears at the end of that time, and the Components: V, S, M (a small, straight piece of iron) beneficial effects don’t set in until this hour is over. Duration: Concentration, up to 1 minute Up to twelve other creatures can partake of the feast. Choose a creature that you can see within range. The A creature that partakes of the feast gains several target must succeed on a Wisdom saving throw or be benefits. The creature is cured of all diseases and paralyzed for the duration. This spell has no effect poison, becomes immune to poison and being on undead. At the end of each of its turns, the target frightened, and makes all Wisdom saving throws can make another Wisdom saving throw. On a with advantage. Its hit point maximum also success, the spell ends on the target. increases by 2d10, and it gains the same number of At Higher Levels. When you cast this spell using a hit points. These benefits last for 24 hours. spell slot of 6th level or higher, you can target one Heroism additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when 1st-‐‑level enchantment you target them. Casting Time: 1 action Range: Touch Hold Person Components: V, S 2nd-‐‑level enchantment Duration: Concentration, up to 1 minute Casting Time: 1 action A willing creature you touch is imbued with bravery. Range: 60 feet Until the spell ends, the creature is immune to being Components: V, S, M (a small, straight piece of iron) frightened and gains temporary hit points equal to Duration: Concentration, up to 1 minute your spellcasting ability modifier at the start of each System Reference Document 5.1 154 Choose a humanoid that you can see within range. maintain your concentration on the spell for up to 24 The target must succeed on a Wisdom saving throw hours. or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom Hypnotic Pattern saving throw. On a success, the spell ends on the 3rd-‐‑level illusion target. Casting Time: 1 action At Higher Levels. When you cast this spell using a Range: 120 feet spell slot of 3rd level or higher, you can target one Components: S, M (a glowing stick of incense or a additional humanoid for each slot level above 2nd. crystal vial filled with phosphorescent material) The humanoids must be within 30 feet of each other Duration: Concentration, up to 1 minute when you target them. You create a twisting pattern of colors that weaves Holy Aura through the air inside a 30-‐‑foot cube within range. 8th-‐‑level abjuration The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must Casting Time: 1 action make a Wisdom saving throw. On a failed save, the Range: Self creature becomes charmed for the duration. While Components: V, S, M (a tiny reliquary worth at least charmed by this spell, the creature is incapacitated 1,000 gp containing a sacred relic, such as a scrap and has a speed of 0. of cloth from a saint’s robe or a piece of parchment The spell ends for an affected creature if it takes from a religious text) any damage or if someone else uses an action to Duration: Concentration, up to 1 minute shake the creature out of its stupor. Divine light washes out from you and coalesces in a soft radiance in a 30-‐‑foot radius around you. Ice Storm Creatures of your choice in that radius when you 4th-‐‑level evocation cast this spell shed dim light in a 5-‐‑foot radius and Casting Time: 1 action have advantage on all saving throws, and other Range: 300 feet creatures have disadvantage on attack rolls against Components: V, S, M (a pinch of dust and a few them until the spell ends. In addition, when a fiend drops of water) or an undead hits an affected creature with a melee Duration: Instantaneous attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving A hail of rock-‐‑hard ice pounds to the ground in a 20-‐‑ throw or be blinded until the spell ends. foot-‐‑radius, 40-‐‑foot-‐‑high cylinder centered on a point within range. Each creature in the cylinder Hunter’s Mark must make a Dexterity saving throw. A creature 1st-‐‑level divination takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a Casting Time: 1 bonus action successful one. Range: 90 feet Hailstones turn the storm’s area of effect into Components: V difficult terrain until the end of your next turn. Duration: Concentration, up to 1 hour At Higher Levels. When you cast this spell using a You choose a creature you can see within range and spell slot of 5th level or higher, the bludgeoning mystically mark it as your quarry. Until the spell damage increases by 1d8 for each slot level above ends, you deal an extra 1d6 damage to the target 4th. whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Identify Wisdom (Survival) check you make to find it. If the 1st-‐‑level divination (ritual) target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of Casting Time: 1 minute yours to mark a new creature. Range: Touch At Higher Levels. When you cast this spell using a Components: V, S, M (a pearl worth at least 100 gp spell slot of 3rd or 4th level, you can maintain your and an owl feather) concentration on the spell for up to 8 hours. When Duration: Instantaneous you use a spell slot of 5th level or higher, you can System Reference Document 5.1 155 You choose one object that you must touch again. While affected by this spell, the creature throughout the casting of the spell. If it is a magic doesn’t need to breathe, eat, or drink, and it doesn’t item or some other magic-‐‑imbued object, you learn age. Divination spells can’t locate or perceive the its properties and how to use them, whether it target. requires attunement to use, and how many charges When you cast the spell, you choose one of the it has, if any. You learn whether any spells are following forms of imprisonment. affecting the item and what they are. If the item was Burial. The target is entombed far beneath the created by a spell, you learn which spell created it. earth in a sphere of magical force that is just large If you instead touch a creature throughout the enough to contain the target. Nothing can pass casting, you learn what spells, if any, are currently through the sphere, nor can any creature teleport or affecting it. use planar travel to get into or out of it. The special component for this version of the spell Illusory Script is a small mithral orb. 1st-‐‑level illusion (ritual) Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is Casting Time: 1 minute restrained until the spell ends, and it can’t move or Range: Touch be moved by any means until then. Components: S, M (a lead-‐‑based ink worth at least The special component for this version of the spell 10 gp, which the spell consumes) is a fine chain of precious metal. Duration: 10 days Hedged Prison. The spell transports the target You write on parchment, paper, or some other into a tiny demiplane that is warded against suitable writing material and imbue it with a potent teleportation and planar travel. The demiplane can illusion that lasts for the duration. be a labyrinth, a cage, a tower, or any similar To you and any creatures you designate when you confined structure or area of your choice. cast the spell, the writing appears normal, written in The special component for this version of the spell your hand, and conveys whatever meaning you is a miniature representation of the prison made intended when you wrote the text. To all others, the from jade. writing appears as if it were written in an unknown Minimus Containment. The target shrinks to a or magical script that is unintelligible. Alternatively, height of 1 inch and is imprisoned inside a gemstone you can cause the writing to appear to be an entirely or similar object. Light can pass through the different message, written in a different hand and gemstone normally (allowing the target to see out language, though the language must be one you and other creatures to see in), but nothing else can know. pass through, even by means of teleportation or Should the spell be dispelled, the original script planar travel. The gemstone can’t be cut or broken and the illusion both disappear. while the spell remains in effect. A creature with truesight can read the hidden The special component for this version of the spell message. is a large, transparent gemstone, such as a corundum, diamond, or ruby. Imprisonment Slumber. The target falls asleep and can’t be 9th-‐‑level abjuration awoken. The special component for this version of the spell consists of rare soporific herbs. Casting Time: 1 minute Ending the Spell. During the casting of the spell, in Range: 30 feet any of its versions, you can specify a condition that Components: V, S, M (a vellum depiction or a carved will cause the spell to end and release the target. The statuette in the likeness of the target, and a special condition can be as specific or as elaborate as you component that varies according to the version of choose, but the GM must agree that the condition is the spell you choose, worth at least 500 gp per Hit reasonable and has a likelihood of coming to pass. Die of the target) The conditions can be based on a creature’s name, Duration: Until dispelled identity, or deity but otherwise must be based on You create a magical restraint to hold a creature that observable actions or qualities and not based on you can see within range. The target must succeed intangibles such as level, class, or hit points. on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it System Reference Document 5.1 156 A dispel magic spell can end the spell only if it is Swarming, biting locusts fill a 20-‐‑foot-‐‑radius sphere cast as a 9th-‐‑level spell, targeting either the prison centered on a point you choose within range. The or the special component used to create it. sphere spreads around corners. The sphere remains You can use a particular special component to for the duration, and its area is lightly obscured. The create only one prison at a time. If you cast the spell sphere’s area is difficult terrain. again using the same component, the target of the When the area appears, each creature in it must first casting is immediately freed from its binding. make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as Incendiary Cloud much damage on a successful one. A creature must 8th-‐‑level conjuration also make this saving throw when it enters the spell’s area for the first time on a turn or ends its Casting Time: 1 action turn there. Range: 150 feet At Higher Levels. When you cast this spell using a Components: V, S spell slot of 6th level or higher, the damage increases Duration: Concentration, up to 1 minute by 1d10 for each slot level above 5th. A swirling cloud of smoke shot through with white-‐‑ hot embers appears in a 20-‐‑foot-‐‑radius sphere Instant Summons centered on a point within range. The cloud spreads 6th-‐‑level conjuration (ritual) around corners and is heavily obscured. It lasts for Casting Time: 1 minute the duration or until a wind of moderate or greater Range: Touch speed (at least 10 miles per hour) disperses it. Components: V, S, M (a sapphire worth 1,000 gp) When the cloud appears, each creature in it must Duration: Until dispelled make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much You touch an object weighing 10 pounds or less damage on a successful one. A creature must also whose longest dimension is 6 feet or less. The spell make this saving throw when it enters the spell’s leaves an invisible mark on its surface and invisibly area for the first time on a turn or ends its turn there. inscribes the name of the item on the sapphire you The cloud moves 10 feet directly away from you in use as the material component. Each time you cast a direction that you choose at the start of each of this spell, you must use a different sapphire. your turns. At any time thereafter, you can use your action to speak the item’s name and crush the sapphire. The Inflict Wounds item instantly appears in your hand regardless of 1st-‐‑level necromancy physical or planar distances, and the spell ends. If another creature is holding or carrying the item, Casting Time: 1 action crushing the sapphire doesn’t transport the item to Range: Touch you, but instead you learn who the creature Components: V, S possessing the object is and roughly where that Duration: Instantaneous creature is located at that moment. Make a melee spell attack against a creature you can Dispel magic or a similar effect successfully reach. On a hit, the target takes 3d10 necrotic applied to the sapphire ends this spell’s effect. damage. At Higher Levels. When you cast this spell using a Invisibility spell slot of 2nd level or higher, the damage 2nd-‐‑level illusion increases by 1d10 for each slot level above 1st. Casting Time: 1 action Range: Touch Insect Plague Components: V, S, M (an eyelash encased in gum 5th-‐‑level conjuration arabic) Casting Time: 1 action Duration: Concentration, up to 1 hour Range: 300 feet A creature you touch becomes invisible until the Components: V, S, M (a few grains of sugar, some spell ends. Anything the target is wearing or kernels of grain, and a smear of fat) carrying is invisible as long as it is on the target’s Duration: Concentration, up to 10 minutes System Reference Document 5.1 157 person. The spell ends for a target that attacks or If you choose a target that is held shut with arcane casts a spell. lock, that spell is suppressed for 10 minutes, during At Higher Levels. When you cast this spell using a which time the target can be opened and shut spell slot of 3rd level or higher, you can target one normally. additional creature for each slot level above 2nd. When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the Irresistible Dance target object. 6th-‐‑level enchantment Legend Lore Casting Time: 1 action 5th-‐‑level divination Range: 30 feet Components: V Casting Time: 10 minutes Duration: Concentration, up to 1 minute Range: Self Components: V, S, M (incense worth at least 250 gp, Choose one creature that you can see within range. which the spell consumes, and four ivory strips The target begins a comic dance in place: shuffling, worth at least 50 gp each) tapping its feet, and capering for the duration. Duration: Instantaneous Creatures that can’t be charmed are immune to this spell. Name or describe a person, place, or object. The spell A dancing creature must use all its movement to brings to your mind a brief summary of the dance without leaving its space and has significant lore about the thing you named. The lore disadvantage on Dexterity saving throws and attack might consist of current tales, forgotten stories, or rolls. While the target is affected by this spell, other even secret lore that has never been widely known. creatures have advantage on attack rolls against it. If the thing you named isn’t of legendary importance, As an action, a dancing creature makes a Wisdom you gain no information. The more information you saving throw to regain control of itself. On a already have about the thing, the more precise and successful save, the spell ends. detailed the information you receive is. The information you learn is accurate but might be Jump couched in figurative language. For example, if you 1st-‐‑level transmutation have a mysterious magic axe on hand, the spell might yield this information: “Woe to the evildoer Casting Time: 1 action whose hand touches the axe, for even the haft slices Range: Touch the hand of the evil ones. Only a true Child of Stone, Components: V, S, M (a grasshopper’s hind leg) lover and beloved of Moradin, may awaken the true Duration: 1 minute powers of the axe, and only with the sacred word You touch a creature. The creature’s jump distance is Rudnogg on the lips.” tripled until the spell ends. Lesser Restoration Knock 2nd-‐‑level abjuration 2nd-‐‑level transmutation Casting Time: 1 action Casting Time: 1 action Range: Touch Range: 60 feet Components: V, S Components: V Duration: Instantaneous Duration: Instantaneous You touch a creature and can end either one disease Choose an object that you can see within range. The or one condition afflicting it. The condition can be object can be a door, a box, a chest, a set of manacles, blinded, deafened, paralyzed, or poisoned. a padlock, or another object that contains a mundane or magical means that prevents access. Levitate A target that is held shut by a mundane lock or 2nd-‐‑level transmutation that is stuck or barred becomes unlocked, unstuck, Casting Time: 1 action or unbarred. If the object has multiple locks, only Range: 60 feet one of them is unlocked. System Reference Document 5.1 158 Components: V, S, M (either a small leather loop or lightning damage on a failed save, or half as much a piece of golden wire bent into a cup shape with a damage on a successful one. long shank on one end) The lightning ignites flammable objects in the area Duration: Concentration, up to 10 minutes that aren’t being worn or carried. At Higher Levels. When you cast this spell using a One creature or object of your choice that you can spell slot of 4th level or higher, the damage increases see within range rises vertically, up to 20 feet, and by 1d6 for each slot level above 3rd. remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. Locate Animals or Plants An unwilling creature that succeeds on a 2nd-‐‑level divination (ritual) Constitution saving throw is unaffected. The target can move only by pushing or pulling Casting Time: 1 action against a fixed object or surface within reach (such Range: Self as a wall or a ceiling), which allows it to move as if it Components: V, S, M (a bit of fur from a were climbing. You can change the target’s altitude bloodhound) by up to 20 feet in either direction on your turn. If Duration: Instantaneous you are the target, you can move up or down as part Describe or name a specific kind of beast or plant. of your move. Otherwise, you can use your action to Concentrating on the voice of nature in your move the target, which must remain within the surroundings, you learn the direction and distance spell’s range. to the closest creature or plant of that kind within 5 When the spell ends, the target floats gently to the miles, if any are present. ground if it is still aloft. Locate Creature Light 4th-‐‑level divination Evocation cantrip Casting Time: 1 action Casting Time: 1 action Range: Self Range: Touch Components: V, S, M (a bit of fur from a Components: V, M (a firefly or phosphorescent bloodhound) moss) Duration: Concentration, up to 1 hour Duration: 1 hour Describe or name a creature that is familiar to you. You touch one object that is no larger than 10 feet in You sense the direction to the creature’s location, as any dimension. Until the spell ends, the object sheds long as that creature is within 1,000 feet of you. If bright light in a 20-‐‑foot radius and dim light for an the creature is moving, you know the direction of its additional 20 feet. The light can be colored as you movement. like. Completely covering the object with something The spell can locate a specific creature known to opaque blocks the light. The spell ends if you cast it you, or the nearest creature of a specific kind (such again or dismiss it as an action. as a human or a unicorn), so long as you have seen If you target an object held or worn by a hostile such a creature up close—within 30 feet—at least creature, that creature must succeed on a Dexterity once. If the creature you described or named is in a saving throw to avoid the spell. different form, such as being under the effects of a polymorph spell, this spell doesn’t locate the creature. Lightning Bolt This spell can’t locate a creature if running water 3rd-‐‑level evocation at least 10 feet wide blocks a direct path between Casting Time: 1 action you and the creature. Range: Self (100-‐‑foot line) Components: V, S, M (a bit of fur and a rod of amber, Locate Object crystal, or glass) 2nd-‐‑level divination Duration: Instantaneous Casting Time: 1 action A stroke of lightning forming a line 100 feet long and Range: Self 5 feet wide blasts out from you in a direction you Components: V, S, M (a forked twig) choose. Each creature in the line must make a Duration: Concentration, up to 10 minutes Dexterity saving throw. A creature takes 8d6 System Reference Document 5.1 159 Describe or name an object that is familiar to you. You can use your action to control the hand. You You sense the direction to the object’s location, as can use the hand to manipulate an object, open an long as that object is within 1,000 feet of you. If the unlocked door or container, stow or retrieve an item object is in motion, you know the direction of its from an open container, or pour the contents out of a movement. vial. You can move the hand up to 30 feet each time The spell can locate a specific object known to you, you use it. as long as you have seen it up close—within 30 The hand can’t attack, activate magic items, or feet—at least once. Alternatively, the spell can locate carry more than 10 pounds. the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or Magic Circle weapon. 3rd-‐‑level abjuration This spell can’t locate an object if any thickness of Casting Time: 1 minute lead, even a thin sheet, blocks a direct path between Range: 10 feet you and the object. Components: V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell Longstrider consumes) 1st-‐‑level transmutation Duration: 1 hour Casting Time: 1 action You create a 10-‐‑foot-‐‑radius, 20-‐‑foot-‐‑tall cylinder of Range: Touch magical energy centered on a point on the ground Components: V, S, M (a pinch of dirt) that you can see within range. Glowing runes appear Duration: 1 hour wherever the cylinder intersects with the floor or You touch a creature. The target’s speed increases by other surface. 10 feet until the spell ends. Choose one or more of the following types of At Higher Levels. When you cast this spell using a creatures: celestials, elementals, fey, fiends, or spell slot of 2nd level or higher, you can target one undead. The circle affects a creature of the chosen additional creature for each slot level above 1st. type in the following ways: Mage Armor • The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use 1st-‐‑level abjuration teleportation or interplanar travel to do so, it must Casting Time: 1 action first succeed on a Charisma saving throw. Range: Touch • The creature has disadvantage on attack rolls Components: V, S, M (a piece of cured leather) against targets within the cylinder. Duration: 8 hours • Targets within the cylinder can’t be charmed, You touch a willing creature who isn’t wearing frightened, or possessed by the creature. armor, and a protective magical force surrounds it When you cast this spell, you can elect to cause its until the spell ends. The target’s base AC becomes 13 magic to operate in the reverse direction, preventing + its Dexterity modifier. The spell ends if the target a creature of the specified type from leaving the dons armor or if you dismiss the spell as an action. cylinder and protecting targets outside it. At Higher Levels. When you cast this spell using a Mage Hand spell slot of 4th level or higher, the duration Conjuration cantrip increases by 1 hour for each slot level above 3rd. Casting Time: 1 action Magic Jar Range: 30 feet 6th-‐‑level necromancy Components: V, S Duration: 1 minute Casting Time: 1 minute Range: Self A spectral, floating hand appears at a point you Components: V, S, M (a gem, crystal, reliquary, or choose within range. The hand lasts for the duration some other ornamental container worth at least or until you dismiss it as an action. The hand 500 gp) vanishes if it is ever more than 30 feet away from Duration: Until dispelled you or if you cast this spell again. System Reference Document 5.1 160 Your body falls into a catatonic state as your soul You create three glowing darts of magical force. Each leaves it and enters the container you used for the dart hits a creature of your choice that you can see spell’s material component. While your soul inhabits within range. A dart deals 1d4 + 1 force damage to the container, you are aware of your surroundings as its target. The darts all strike simultaneously, and if you were in the container’s space. You can’t move you can direct them to hit one creature or several. or use reactions. The only action you can take is to At Higher Levels. When you cast this spell using a project your soul up to 100 feet out of the container, spell slot of 2nd level or higher, the spell creates one either returning to your living body (and ending the more dart for each slot level above 1st. spell) or attempting to possess a humanoids body. You can attempt to possess any humanoid within Magic Mouth 100 feet of you that you can see (creatures warded 2nd-‐‑level illusion (ritual) by a protection from evil and good or magic circle Casting Time: 1 minute spell can’t be possessed). The target must make a Range: 30 feet Charisma saving throw. On a failure, your soul Components: V, S, M (a small bit of honeycomb and moves into the target’s body, and the target’s soul jade dust worth at least 10 gp, which the spell becomes trapped in the container. On a success, the consumes) target resists your efforts to possess it, and you can’t Duration: Until dispelled attempt to possess it again for 24 hours. Once you possess a creature’s body, you control it. You implant a message within an object in range, a Your game statistics are replaced by the statistics of message that is uttered when a trigger condition is the creature, though you retain your alignment and met. Choose an object that you can see and that isn’t your Intelligence, Wisdom, and Charisma scores. You being worn or carried by another creature. Then retain the benefit of your own class features. If the speak the message, which must be 25 words or less, target has any class levels, you can’t use any of its though it can be delivered over as long as 10 class features. minutes. Finally, determine the circumstance that Meanwhile, the possessed creature’s soul can will trigger the spell to deliver your message. perceive from the container using its own senses, When that circumstance occurs, a magical mouth but it can’t move or take actions at all. appears on the object and recites the message in While possessing a body, you can use your action your voice and at the same volume you spoke. If the to return from the host body to the container if it is object you chose has a mouth or something that within 100 feet of you, returning the host creature’s looks like a mouth (for example, the mouth of a soul to its body. If the host body dies while you’re in statue), the magical mouth appears there so that the it, the creature dies, and you must make a Charisma words appear to come from the object’s mouth. saving throw against your own spellcasting DC. On a When you cast this spell, you can have the spell end success, you return to the container if it is within after it delivers its message, or it can remain and 100 feet of you. Otherwise, you die. repeat its message whenever the trigger occurs. If the container is destroyed or the spell ends, The triggering circumstance can be as general or your soul immediately returns to your body. If your as detailed as you like, though it must be based on body is more than 100 feet away from you or if your visual or audible conditions that occur within 30 feet body is dead when you attempt to return to it, you of the object. For example, you could instruct the die. If another creature’s soul is in the container mouth to speak when any creature moves within 30 when it is destroyed, the creature’s soul returns to feet of the object or when a silver bell rings within its body if the body is alive and within 100 feet. 30 feet of it. Otherwise, that creature dies. When the spell ends, the container is destroyed. Magic Weapon 2nd-‐‑level transmutation Magic Missile Casting Time: 1 bonus action 1st-‐‑level evocation Range: Touch Casting Time: 1 action Components: V, S Range: 120 feet Duration: Concentration, up to 1 hour Components: V, S Duration: Instantaneous System Reference Document 5.1 161 You touch a nonmagical weapon. Until the spell ends, Range: 120 feet that weapon becomes a magic weapon with a +1 Components: V, S, M (a bit of fleece) bonus to attack rolls and damage rolls. Duration: Concentration, up to 10 minutes At Higher Levels. When you cast this spell using a You create the image of an object, a creature, or spell slot of 4th level or higher, the bonus increases some other visible phenomenon that is no larger to +2. When you use a spell slot of 6th level or higher, than a 20-‐‑foot cube. The image appears at a spot that the bonus increases to +3. you can see within range and lasts for the duration. Magnificent Mansion It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. 7th-‐‑level conjuration You can’t create sufficient heat or cold to cause Casting Time: 1 minute damage, a sound loud enough to deal thunder Range: 300 feet damage or deafen a creature, or a smell that might Components: V, S, M (a miniature portal carved sicken a creature (like a troglodyte’s stench). from ivory, a small piece of polished marble, and a As long as you are within range of the illusion, you tiny silver spoon, each item worth at least 5 gp) can use your action to cause the image to move to Duration: 24 hours any other spot within range. As the image changes location, you can alter its appearance so that its You conjure an extradimensional dwelling in range movements appear natural for the image. For that lasts for the duration. You choose where its one example, if you create an image of a creature and entrance is located. The entrance shimmers faintly move it, you can alter the image so that it appears to and is 5 feet wide and 10 feet tall. You and any be walking. Similarly, you can cause the illusion to creature you designate when you cast the spell can make different sounds at different times, even enter the extradimensional dwelling as long as the making it carry on a conversation, for example. portal remains open. You can open or close the Physical interaction with the image reveals it to be portal if you are within 30 feet of it. While closed, the an illusion, because things can pass through it. A portal is invisible. creature that uses its action to examine the image Beyond the portal is a magnificent foyer with can determine that it is an illusion with a successful numerous chambers beyond. The atmosphere is Intelligence (Investigation) check against your spell clean, fresh, and warm. save DC. If a creature discerns the illusion for what it You can create any floor plan you like, but the is, the creature can see through the image, and its space can’t exceed 50 cubes, each cube being 10 feet other sensory qualities become faint to the creature. on each side. The place is furnished and decorated as At Higher Levels. When you cast this spell using a you choose. It contains sufficient food to serve a spell slot of 6th level or higher, the spell lasts until nine-‐‑course banquet for up to 100 people. A staff of dispelled, without requiring your concentration. 100 near-‐‑transparent servants attends all who enter. You decide the visual appearance of these servants Mass Cure Wounds and their attire. They are completely obedient to 5th-‐‑level evocation your orders. Each servant can perform any task a normal human servant could perform, but they can’t Casting Time: 1 action attack or take any action that would directly harm Range: 60 feet another creature. Thus the servants can fetch things, Components: V, S clean, mend, fold clothes, light fires, serve food, pour Duration: Instantaneous wine, and so on. The servants can go anywhere in A wave of healing energy washes out from a point of the mansion but can’t leave it. Furnishings and other your choice within range. Choose up to six creatures objects created by this spell dissipate into smoke if in a 30-‐‑foot-‐‑radius sphere centered on that point. removed from the mansion. When the spell ends, Each target regains hit points equal to 3d8 + your any creatures inside the extradimensional space are spellcasting ability modifier. This spell has no effect expelled into the open spaces nearest to the on undead or constructs. entrance. At Higher Levels. When you cast this spell using a Major Image spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th. 3rd-‐‑level illusion Casting Time: 1 action System Reference Document 5.1 162 Mass Heal course of action can continue for the entire duration. 9th-‐‑level evocation If the suggested activity can be completed in a shorter time, the spell ends when the subject Casting Time: 1 action finishes what it was asked to do. Range: 60 feet You can also specify conditions that will trigger a Components: V, S special activity during the duration. For example, Duration: Instantaneous you might suggest that a group of soldiers give all A flood of healing energy flows from you into injured their money to the first beggar they meet. If the creatures around you. You restore up to 700 hit condition isn’t met before the spell ends, the activity points, divided as you choose among any number of isn’t performed. creatures that you can see within range. Creatures If you or any of your companions damage a healed by this spell are also cured of all diseases and creature affected by this spell, the spell ends for that any effect making them blinded or deafened. This creature. spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a 7th-‐‑level spell slot, the duration is 10 days. When Mass Healing Word you use an 8th-‐‑level spell slot, the duration is 30 3rd-‐‑level evocation days. When you use a 9th-‐‑level spell slot, the duration is a year and a day. Casting Time: 1 bonus action Range: 60 feet Maze Components: V 8th-‐‑level conjuration Duration: Instantaneous Casting Time: 1 action As you call out words of restoration, up to six Range: 60 feet creatures of your choice that you can see within Components: V, S range regain hit points equal to 1d4 + your Duration: Concentration, up to 10 minutes spellcasting ability modifier. This spell has no effect on undead or constructs. You banish a creature that you can see within range At Higher Levels. When you cast this spell using a into a labyrinthine demiplane. The target remains spell slot of 4th level or higher, the healing increases there for the duration or until it escapes the maze. by 1d4 for each slot level above 3rd. The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. Mass Suggestion If it succeeds, it escapes, and the spell ends (a 6th-‐‑level enchantment minotaur or goristro demon automatically succeeds). When the spell ends, the target reappears in the Casting Time: 1 action space it left or, if that space is occupied, in the Range: 60 feet nearest unoccupied space. Components: V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil) Meld into Stone Duration: 24 hours 3rd-‐‑level transmutation (ritual) You suggest a course of activity (limited to a Casting Time: 1 action sentence or two) and magically influence up to Range: Touch twelve creatures of your choice that you can see Components: V, S within range and that can hear and understand you. Duration: 8 hours Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a You step into a stone object or surface large enough manner as to make the course of action sound to fully contain your body, melding yourself and all reasonable. Asking the creature to stab itself, throw the equipment you carry with the stone for the itself onto a spear, immolate itself, or do some other duration. Using your movement, you step into the obviously harmful act automatically negates the stone at a point you can touch. Nothing of your effect of the spell. presence remains visible or otherwise detectable by Each target must make a Wisdom saving throw. nonmagical senses. On a failed save, it pursues the course of action you While merged with the stone, you can’t see what described to the best of its ability. The suggested occurs outside it, and any Wisdom (Perception) System Reference Document 5.1 163 checks you make to hear sounds outside it are made Meteor Swarm with disadvantage. You remain aware of the passage 9th-‐‑level evocation of time and can cast spells on yourself while merged in the stone. You can use your movement to leave Casting Time: 1 action the stone where you entered it, which ends the spell. Range: 1 mile You otherwise can’t move. Components: V, S Minor physical damage to the stone doesn’t harm Duration: Instantaneous you, but its partial destruction or a change in its Blazing orbs of fire plummet to the ground at four shape (to the extent that you no longer fit within it) different points you can see within range. Each expels you and deals 6d6 bludgeoning damage to creature in a 40-‐‑foot-‐‑radius sphere centered on each you. The stone’s complete destruction (or point you choose must make a Dexterity saving transmutation into a different substance) expels you throw. The sphere spreads around corners. A and deals 50 bludgeoning damage to you. If expelled, creature takes 20d6 fire damage and 20d6 you fall prone in an unoccupied space closest to bludgeoning damage on a failed save, or half as much where you first entered. damage on a successful one. A creature in the area of more than one fiery burst is affected only once. Mending The spell damages objects in the area and ignites Transmutation cantrip flammable objects that aren’t being worn or carried. Casting Time: 1 minute Range: Touch Mind Blank Components: V, S, M (two lodestones) 8th-‐‑level abjuration Duration: Instantaneous Casting Time: 1 action This spell repairs a single break or tear in an object Range: Touch you touch, such as a broken chain link, two halves of Components: V, S a broken key, a torn cloak, or a leaking wineskin. As Duration: 24 hours long as the break or tear is no larger than 1 foot in Until the spell ends, one willing creature you touch is any dimension, you mend it, leaving no trace of the immune to psychic damage, any effect that would former damage. sense its emotions or read its thoughts, divination This spell can physically repair a magic item or spells, and the charmed condition. The spell even construct, but the spell can’t restore magic to such foils wish spells and spells or effects of similar power an object. used to affect the target’s mind or to gain information about the target. Message Transmutation cantrip Minor Illusion Casting Time: 1 action Illusion cantrip Range: 120 feet Casting Time: 1 action Components: V, S, M (a short piece of copper wire) Range: 30 feet Duration: 1 round Components: S, M (a bit of fleece) You point your finger toward a creature within Duration: 1 minute range and whisper a message. The target (and only You create a sound or an image of an object within the target) hears the message and can reply in a range that lasts for the duration. The illusion also whisper that only you can hear. ends if you dismiss it as an action or cast this spell You can cast this spell through solid objects if you again. are familiar with the target and know it is beyond If you create a sound, its volume can range from a the barrier. Magical silence, 1 foot of stone, 1 inch of whisper to a scream. It can be your voice, someone common metal, a thin sheet of lead, or 3 feet of wood else’s voice, a lion’s roar, a beating of drums, or any blocks the spell. The spell doesn’t have to follow a other sound you choose. The sound continues straight line and can travel freely around corners or unabated throughout the duration, or you can make through openings. discrete sounds at different times before the spell ends. System Reference Document 5.1 164 If you create an image of an object—such as a Three illusory duplicates of yourself appear in your chair, muddy footprints, or a small chest—it must be space. Until the spell ends, the duplicates move with no larger than a 5-‐‑foot cube. The image can’t create you and mimic your actions, shifting position so it’s sound, light, smell, or any other sensory effect. impossible to track which image is real. You can use Physical interaction with the image reveals it to be your action to dismiss the illusory duplicates. an illusion, because things can pass through it. Each time a creature targets you with an attack If a creature uses its action to examine the sound during the spell’s duration, roll a d20 to determine or image, the creature can determine that it is an whether the attack instead targets one of your illusion with a successful Intelligence (Investigation) duplicates. check against your spell save DC. If a creature If you have three duplicates, you must roll a 6 or discerns the illusion for what it is, the illusion higher to change the attack’s target to a duplicate. becomes faint to the creature. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. Mirage Arcane A duplicate’s AC equals 10 + your Dexterity 7th-‐‑level illusion modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an Casting Time: 10 minutes attack that hits it. It ignores all other damage and Range: Sight effects. The spell ends when all three duplicates are Components: V, S destroyed. Duration: 10 days A creature is unaffected by this spell if it can’t see, You make terrain in an area up to 1 mile square look, if it relies on senses other than sight, such as sound, smell, and even feel like some other sort of blindsight, or if it can perceive illusions as false, as terrain. The terrain’s general shape remains the with truesight. same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other Mislead difficult or impassable terrain. A pond can be made 5th-‐‑level illusion to seem like a grassy meadow, a precipice like a Casting Time: 1 action gentle slope, or a rock-‐‑strewn gully like a wide and Range: Self smooth road. Components: S Similarly, you can alter the appearance of Duration: Concentration, up to 1 hour structures, or add them where none are present. The spell doesn’t disguise, conceal, or add creatures. You become invisible at the same time that an The illusion includes audible, visual, tactile, and illusory double of you appears where you are olfactory elements, so it can turn clear ground into standing. The double lasts for the duration, but the difficult terrain (or vice versa) or otherwise impede invisibility ends if you attack or cast a spell. movement through the area. Any piece of the You can use your action to move your illusory illusory terrain (such as a rock or stick) that is double up to twice your speed and make it gesture, removed from the spell’s area disappears speak, and behave in whatever way you choose. immediately. You can see through its eyes and hear through its Creatures with truesight can see through the ears as if you were located where it is. On each of illusion to the terrain’s true form; however, all other your turns as a bonus action, you can switch from elements of the illusion remain, so while the using its senses to using your own, or back again. creature is aware of the illusion’s presence, the While you are using its senses, you are blinded and creature can still physically interact with the illusion. deafened in regard to your own surroundings. Mirror Image Misty Step 2nd-‐‑level illusion 2nd-‐‑level conjuration Casting Time: 1 action Casting Time: 1 bonus action Range: Self Range: Self Components: V, S Components: V Duration: 1 minute Duration: Instantaneous System Reference Document 5.1 165 Briefly surrounded by silvery mist, you teleport up (8th level), or any time in the creature’s past (9th to 30 feet to an unoccupied space that you can see. level). Modify Memory Moonbeam 5th-‐‑level enchantment 2nd-‐‑level evocation Casting Time: 1 action Casting Time: 1 action Range: 30 feet Range: 120 feet Components: V, S Components: V, S, M (several seeds of any Duration: Concentration, up to 1 minute moonseed plant and a piece of opalescent feldspar) You attempt to reshape another creature’s memories. Duration: Concentration, up to 1 minute One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has A silvery beam of pale light shines down in a 5-‐‑foot-‐‑ advantage on the saving throw. On a failed save, the radius, 40-‐‑foot-‐‑high cylinder centered on a point target becomes charmed by you for the duration. within range. Until the spell ends, dim light fills the The charmed target is incapacitated and unaware of cylinder. its surroundings, though it can still hear you. If it When a creature enters the spell’s area for the first takes any damage or is targeted by another spell, time on a turn or starts its turn there, it is engulfed this spell ends, and none of the target’s memories in ghostly flames that cause searing pain, and it must are modified. make a Constitution saving throw. It takes 2d10 While this charm lasts, you can affect the target’s radiant damage on a failed save, or half as much memory of an event that it experienced within the damage on a successful one. last 24 hours and that lasted no more than 10 A shapechanger makes its saving throw with minutes. You can permanently eliminate all memory disadvantage. If it fails, it also instantly reverts to its of the event, allow the target to recall the event with original form and can’t assume a different form until perfect clarity and exacting detail, change its it leaves the spell’s light. memory of the details of the event, or create a On each of your turns after you cast this spell, you memory of some other event. can use an action to move the beam 60 feet in any You must speak to the target to describe how its direction. memories are affected, and it must be able to At Higher Levels. When you cast this spell using a understand your language for the modified spell slot of 3rd level or higher, the damage memories to take root. Its mind fills in any gaps in increases by 1d10 for each slot level above 2nd. the details of your description. If the spell ends before you have finished describing the modified Move Earth memories, the creature’s memory isn’t altered. 6th-‐‑level transmutation Otherwise, the modified memories take hold when Casting Time: 1 action the spell ends. Range: 120 feet A modified memory doesn’t necessarily affect how Components: V, S, M (an iron blade and a small bag a creature behaves, particularly if the memory containing a mixture of soils—clay, loam, and contradicts the creature’s natural inclinations, sand) alignment, or beliefs. An illogical modified memory, Duration: Concentration, up to 2 hours such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, Choose an area of terrain no larger than 40 feet on a perhaps as a bad dream. The GM might deem a side within range. You can reshape dirt, sand, or clay modified memory too nonsensical to affect a in the area in any manner you choose for the creature in a significant manner. duration. You can raise or lower the area’s elevation, A remove curse or greater restoration spell cast on create or fill in a trench, erect or flatten a wall, or the target restores the creature’s true memory. form a pillar. The extent of any such changes can’t At Higher Levels. If you cast this spell using a spell exceed half the area’s largest dimension. So, if you slot of 6th level or higher, you can alter the target’s affect a 40-‐‑foot square, you can create a pillar up to memories of an event that took place up to 7 days 20 feet high, raise or lower the square’s elevation by ago (6th level), 30 days ago (7th level), 1 year ago up to 20 feet, dig a trench up to 20 feet deep, and so System Reference Document 5.1 166 on. It takes 10 minutes for these changes to Range: 30 feet complete. Components: V, S, M (a pinch of sesame seeds) At the end of every 10 minutes you spend Duration: 1 hour concentrating on the spell, you can choose a new A passage appears at a point of your choice that you area of terrain to affect. can see on a wooden, plaster, or stone surface (such Because the terrain’s transformation occurs as a wall, a ceiling, or a floor) within range, and lasts slowly, creatures in the area can’t usually be trapped for the duration. You choose the opening’s or injured by the ground’s movement. dimensions: up to 5 feet wide, 8 feet tall, and 20 feet This spell can’t manipulate natural stone or stone deep. The passage creates no instability in a construction. Rocks and structures shift to structure surrounding it. accommodate the new terrain. If the way you shape When the opening disappears, any creatures or the terrain would make a structure unstable, it might objects still in the passage created by the spell are collapse. safely ejected to an unoccupied space nearest to the Similarly, this spell doesn’t directly affect plant surface on which you cast the spell. growth. The moved earth carries any plants along with it. Phantasmal Killer 4th-‐‑level illusion Nondetection 3rd-‐‑level abjuration Casting Time: 1 action Range: 120 feet Casting Time: 1 action Components: V, S Range: Touch Duration: Concentration, up to 1 minute Components: V, S, M (a pinch of diamond dust worth 25 gp sprinkled over the target, which the You tap into the nightmares of a creature you can spell consumes) see within range and create an illusory Duration: 8 hours manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving For the duration, you hide a target that you touch throw. On a failed save, the target becomes from divination magic. The target can be a willing frightened for the duration. At the end of each of the creature or a place or an object no larger than 10 target’s turns before the spell ends, the target must feet in any dimension. The target can’t be targeted succeed on a Wisdom saving throw or take 4d10 by any divination magic or perceived through psychic damage. On a successful save, the spell ends. magical scrying sensors. At Higher Levels. When you cast this spell using a Pass without Trace spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. 2nd-‐‑level abjuration Casting Time: 1 action Phantom Steed Range: Self 3rd-‐‑level illusion (ritual) Components: V, S, M (ashes from a burned leaf of Casting Time: 1 minute mistletoe and a sprig of spruce) Range: 30 feet Duration: Concentration, up to 1 hour Components: V, S A veil of shadows and silence radiates from you, Duration: 1 hour masking you and your companions from detection. A Large quasi-‐‑real, horselike creature appears on the For the duration, each creature you choose within 30 ground in an unoccupied space of your choice within feet of you (including you) has a +10 bonus to range. You decide the creature’s appearance, but it is Dexterity (Stealth) checks and can’t be tracked equipped with a saddle, bit, and bridle. Any of the except by magical means. A creature that receives equipment created by the spell vanishes in a puff of this bonus leaves behind no tracks or other traces of smoke if it is carried more than 10 feet away from its passage. the steed. Passwall For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a 5th-‐‑level transmutation riding horse, except it has a speed of 100 feet and Casting Time: 1 action can travel 10 miles in an hour, or 13 miles at a fast System Reference Document 5.1 167 pace. When the spell ends, the steed gradually fades, If you are unable to agree on a price for the giving the rider 1 minute to dismount. The spell ends creature’s service, the creature immediately returns if you use an action to dismiss it or if the steed takes to its home plane. any damage. A creature enlisted to join your group counts as a member of it, receiving a full share of experience Planar Ally points awarded. 6th-‐‑level conjuration Planar Binding Casting Time: 10 minutes 5th-‐‑level abjuration Range: 60 feet Components: V, S Casting Time: 1 hour Duration: Instantaneous Range: 60 feet Components: V, S, M (a jewel worth at least 1,000 You beseech an otherworldly entity for aid. The gp, which the spell consumes) being must be known to you: a god, a primordial, a Duration: 24 hours demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend With this spell, you attempt to bind a celestial, an loyal to it to aid you, making the creature appear in elemental, a fey, or a fiend to your service. The an unoccupied space within range. If you know a creature must be within range for the entire casting specific creature’s name, you can speak that name of the spell. (Typically, the creature is first when you cast this spell to request that creature, summoned into the center of an inverted magic though you might get a different creature anyway circle in order to keep it trapped while this spell is (GM’s choice). cast.) At the completion of the casting, the target When the creature appears, it is under no must make a Charisma saving throw. On a failed save, compulsion to behave in any particular way. You can it is bound to serve you for the duration. If the ask the creature to perform a service in exchange for creature was summoned or created by another spell, payment, but it isn’t obliged to do so. The requested that spell’s duration is extended to match the task could range from simple (fly us across the duration of this spell. chasm, or help us fight a battle) to complex (spy on A bound creature must follow your instructions to our enemies, or protect us during our foray into the the best of its ability. You might command the dungeon). You must be able to communicate with creature to accompany you on an adventure, to the creature to bargain for its services. guard a location, or to deliver a message. The Payment can take a variety of forms. A celestial creature obeys the letter of your instructions, but if might require a sizable donation of gold or magic the creature is hostile to you, it strives to twist your items to an allied temple, while a fiend might words to achieve its own objectives. If the creature demand a living sacrifice or a gift of treasure. Some carries out your instructions completely before the creatures might exchange their service for a quest spell ends, it travels to you to report this fact if you undertaken by you. are on the same plane of existence. If you are on a As a rule of thumb, a task that can be measured in different plane of existence, it returns to the place minutes requires a payment worth 100 gp per where you bound it and remains there until the spell minute. A task measured in hours requires 1,000 gp ends. per hour. And a task measured in days (up to 10 At Higher Levels. When you cast this spell using a days) requires 10,000 gp per day. The GM can adjust spell slot of a higher level, the duration increases to these payments based on the circumstances under 10 days with a 6th-‐‑level slot, to 30 days with a 7th-‐‑ which you cast the spell. If the task is aligned with level slot, to 180 days with an 8th-‐‑level slot, and to a the creature’s ethos, the payment might be halved or year and a day with a 9th-‐‑level spell slot. even waived. Nonhazardous tasks typically require only half the suggested payment, while especially Plane Shift dangerous tasks might require a greater gift. 7th-‐‑level conjuration Creatures rarely accept tasks that seem suicidal. Casting Time: 1 action After the creature completes the task, or when the Range: Touch agreed-‐‑upon duration of service expires, the Components: V, S, M (a forked, metal rod worth at creature returns to its home plane after reporting least 250 gp, attuned to a particular plane of back to you, if appropriate to the task and if possible. existence) System Reference Document 5.1 168 Duration: Instantaneous Poison Spray You and up to eight willing creatures who link hands Conjuration cantrip in a circle are transported to a different plane of Casting Time: 1 action existence. You can specify a target destination in Range: 10 feet general terms, such as the City of Brass on the Components: V, S Elemental Plane of Fire or the palace of Dispater on Duration: Instantaneous the second level of the Nine Hells, and you appear in You extend your hand toward a creature you can see or near that destination. If you are trying to reach within range and project a puff of noxious gas from the City of Brass, for example, you might arrive in its your palm. The creature must succeed on a Street of Steel, before its Gate of Ashes, or looking at Constitution saving throw or take 1d12 poison the city from across the Sea of Fire, at the GM’s damage. discretion. This spell's damage increases by 1d12 when you Alternatively, if you know the sigil sequence of a reach 5th level (2d12), 11th level (3d12), and 17th teleportation circle on another plane of existence, level (4d12). this spell can take you to that circle. If the teleportation circle is too small to hold all the Polymorph creatures you transported, they appear in the closest 4th-‐‑level transmutation unoccupied spaces next to the circle. You can use this spell to banish an unwilling Casting Time: 1 action creature to another plane. Choose a creature within Range: 60 feet your reach and make a melee spell attack against it. Components: V, S, M (a caterpillar cocoon) On a hit, the creature must make a Charisma saving Duration: Concentration, up to 1 hour throw. If the creature fails this save, it is transported This spell transforms a creature that you can see within to a random location on the plane of existence you range into a new form. An unwilling creature must specify. A creature so transported must find its own make a Wisdom saving throw to avoid the effect. The way back to your current plane of existence. spell has no effect on a shapechanger or a creature with 0 hit points. Plant Growth The transformation lasts for the duration, or until 3rd-‐‑level transmutation the target drops to 0 hit points or dies. The new form Casting Time: 1 action or 8 hours can be any beast whose challenge rating is equal to Range: 150 feet or less than the target’s (or the target’s level, if it Components: V, S doesn’t have a challenge rating). The target’s game Duration: Instantaneous statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It This spell channels vitality into plants within a retains its alignment and personality. specific area. There are two possible uses for the The target assumes the hit points of its new form. spell, granting either immediate or long-‐‑term When it reverts to its normal form, the creature benefits. returns to the number of hit points it had before it If you cast this spell using 1 action, choose a point transformed. If it reverts as a result of dropping to 0 within range. All normal plants in a 100-‐‑foot radius hit points, any excess damage carries over to its centered on that point become thick and overgrown. normal form. As long as the excess damage doesn’t A creature moving through the area must spend 4 reduce the creature’s normal form to 0 hit points, it feet of movement for every 1 foot it moves. isn’t knocked unconscious. You can exclude one or more areas of any size The creature is limited in the actions it can within the spell’s area from being affected. perform by the nature of its new form, and it can’t If you cast this spell over 8 hours, you enrich the speak, cast spells, or take any other action that land. All plants in a half-‐‑mile radius centered on a requires hands or speech. point within range become enriched for 1 year. The The target’s gear melds into the new form. The plants yield twice the normal amount of food when creature can’t activate, use, wield, or otherwise harvested. benefit from any of its equipment. System Reference Document 5.1 169 Power Word Kill • You create an instantaneous, harmless sensory 9th-‐‑level enchantment effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. Casting Time: 1 action • You instantaneously light or snuff out a candle, a Range: 60 feet torch, or a small campfire. Components: V • You instantaneously clean or soil an object no Duration: Instantaneous larger than 1 cubic foot. You utter a word of power that can compel one • You chill, warm, or flavor up to 1 cubic foot of creature you can see within range to die instantly. If nonliving material for 1 hour. the creature you choose has 100 hit points or fewer, • You make a color, a small mark, or a symbol it dies. Otherwise, the spell has no effect. appear on an object or a surface for 1 hour. • You create a nonmagical trinket or an illusory Power Word Stun image that can fit in your hand and that lasts until 8th-‐‑level enchantment the end of your next turn. Casting Time: 1 action If you cast this spell multiple times, you can have up Range: 60 feet to three of its non-‐‑instantaneous effects active at a Components: V time, and you can dismiss such an effect as an action. Duration: Instantaneous Prismatic Spray You speak a word of power that can overwhelm the 7th-‐‑level evocation mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit Casting Time: 1 action points or fewer, it is stunned. Otherwise, the spell Range: Self (60-‐‑foot cone) has no effect. Components: V, S The stunned target must make a Constitution Duration: Instantaneous saving throw at the end of each of its turns. On a Eight multicolored rays of light flash from your hand. successful save, this stunning effect ends. Each ray is a different color and has a different power and purpose. Each creature in a 60-‐‑foot cone Prayer of Healing must make a Dexterity saving throw. For each target, 2nd-‐‑level evocation roll a d8 to determine which color ray affects it. Casting Time: 10 minutes 1. Red. The target takes 10d6 fire damage on a Range: 30 feet failed save, or half as much damage on a successful Components: V one. Duration: Instantaneous 2. Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful Up to six creatures of your choice that you can see one. within range each regain hit points equal to 2d8 + 3. Yellow. The target takes 10d6 lightning damage your spellcasting ability modifier. This spell has no on a failed save, or half as much damage on a effect on undead or constructs. successful one. At Higher Levels. When you cast this spell using a 4. Green. The target takes 10d6 poison damage on spell slot of 3rd level or higher, the healing increases a failed save, or half as much damage on a successful by 1d8 for each slot level above 2nd. one. 5. Blue. The target takes 10d6 cold damage on a Prestidigitation failed save, or half as much damage on a successful Transmutation cantrip one. Casting Time: 1 action 6. Indigo. On a failed save, the target is restrained. Range: 10 feet It must then make a Constitution saving throw at the Components: V, S end of each of its turns. If it successfully saves three Duration: Up to 1 hour times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the This spell is a minor magical trick that novice petrified condition. The successes and failures don’t spellcasters use for practice. You create one of the need to be consecutive; keep track of both until the following magical effects within range: target collects three of a kind. System Reference Document 5.1 170 7. Violet. On a failed save, the target is blinded. It attacks can’t pass through the wall. The layer can be must then make a Wisdom saving throw at the start destroyed by dealing at least 25 cold damage to it. of your next turn. A successful save ends the 2. Orange. The creature takes 10d6 acid damage blindness. If it fails that save, the creature is on a failed save, or half as much damage on a transported to another plane of existence of the GM’s successful one. While this layer is in place, magical choosing and is no longer blinded. (Typically, a ranged attacks can’t pass through the wall. The layer creature that is on a plane that isn’t its home plane is is destroyed by a strong wind. banished home, while other creatures are usually 3. Yellow. The creature takes 10d6 lightning cast into the Astral or Ethereal planes.) damage on a failed save, or half as much damage on 8. Special. The target is struck by two rays. Roll a successful one. This layer can be destroyed by twice more, rerolling any 8. dealing at least 60 force damage to it. 4. Green. The creature takes 10d6 poison damage Prismatic Wall on a failed save, or half as much damage on a 9th-‐‑level abjuration successful one. A passwall spell, or another spell of equal or greater level that can open a portal on a Casting Time: 1 action solid surface, destroys this layer. Range: 60 feet 5. Blue. The creature takes 10d6 cold damage on a Components: V, S failed save, or half as much damage on a successful Duration: 10 minutes one. This layer can be destroyed by dealing at least A shimmering, multicolored plane of light forms a 25 fire damage to it. vertical opaque wall—up to 90 feet long, 30 feet high, 6. Indigo. On a failed save, the creature is and 1 inch thick—centered on a point you can see restrained. It must then make a Constitution saving within range. Alternatively, you can shape the wall throw at the end of each of its turns. If it successfully into a sphere up to 30 feet in diameter centered on a saves three times, the spell ends. If it fails its save point you choose within range. The wall remains in three times, it permanently turns to stone and is place for the duration. If you position the wall so that subjected to the petrified condition. The successes it passes through a space occupied by a creature, the and failures don’t need to be consecutive; keep track spell fails, and your action and the spell slot are of both until the creature collects three of a kind. wasted. While this layer is in place, spells can’t be cast The wall sheds bright light out to a range of 100 through the wall. The layer is destroyed by bright feet and dim light for an additional 100 feet. You and light shed by a daylight spell or a similar spell of creatures you designate at the time you cast the spell equal or higher level. can pass through and remain near the wall without 7. Violet. On a failed save, the creature is blinded. harm. If another creature that can see the wall It must then make a Wisdom saving throw at the moves to within 20 feet of it or starts its turn there, start of your next turn. A successful save ends the the creature must succeed on a Constitution saving blindness. If it fails that save, the creature is throw or become blinded for 1 minute. transported to another plane of the GM’s choosing The wall consists of seven layers, each with a and is no longer blinded. (Typically, a creature that different color. When a creature attempts to reach is on a plane that isn’t its home plane is banished into or pass through the wall, it does so one layer at home, while other creatures are usually cast into the a time through all the wall’s layers. As it passes or Astral or Ethereal planes.) This layer is destroyed by reaches through each layer, the creature must make a dispel magic spell or a similar spell of equal or a Dexterity saving throw or be affected by that higher level that can end spells and magical effects. layer’s properties as described below. The wall can be destroyed, also one layer at a time, Private Sanctum in order from red to violet, by means specific to each 4th-‐‑level abjuration layer. Once a layer is destroyed, it remains so for the Casting Time: 10 minutes duration of the spell. A rod of cancellation destroys a Range: 120 feet prismatic wall, but an antimagic field has no effect on Components: V, S, M (a thin sheet of lead, a piece of it. opaque glass, a wad of cotton or cloth, and 1. Red. The creature takes 10d6 fire damage on a powdered chrysolite) failed save, or half as much damage on a successful Duration: 24 hours one. While this layer is in place, nonmagical ranged System Reference Document 5.1 171 You make an area within range magically secure. Programmed Illusion The area is a cube that can be as small as 5 feet to as 6th-‐‑level illusion large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it. Casting Time: 1 action When you cast the spell, you decide what sort of Range: 120 feet security the spell provides, choosing any or all of the Components: V, S, M (a bit of fleece and jade dust following properties: worth at least 25 gp) Duration: Until dispelled • Sound can’t pass through the barrier at the edge of the warded area. You create an illusion of an object, a creature, or • The barrier of the warded area appears dark and some other visible phenomenon within range that foggy, preventing vision (including darkvision) activates when a specific condition occurs. The through it. illusion is imperceptible until then. It must be no larger than a 30-‐‑foot cube, and you decide when you • Sensors created by divination spells can’t appear inside the protected area or pass through the cast the spell how the illusion behaves and what barrier at its perimeter. sounds it makes. This scripted performance can last up to 5 minutes. • Creatures in the area can’t be targeted by When the condition you specify occurs, the illusion divination spells. springs into existence and performs in the manner • Nothing can teleport into or out of the warded you described. Once the illusion finishes performing, area. it disappears and remains dormant for 10 minutes. • Planar travel is blocked within the warded area. After this time, the illusion can be activated again. Casting this spell on the same spot every day for a The triggering condition can be as general or as year makes this effect permanent. detailed as you like, though it must be based on At Higher Levels. When you cast this spell using a visual or audible conditions that occur within 30 feet spell slot of 5th level or higher, you can increase the of the area. For example, you could create an illusion size of the cube by 100 feet for each slot level of yourself to appear and warn off others who beyond 4th. Thus you could protect a cube that can attempt to open a trapped door, or you could set the be up to 200 feet on one side by using a spell slot of illusion to trigger only when a creature says the 5th level. correct word or phrase. Physical interaction with the image reveals it to be Produce Flame an illusion, because things can pass through it. A Conjuration cantrip creature that uses its action to examine the image Casting Time: 1 action can determine that it is an illusion with a successful Range: Self Intelligence (Investigation) check against your spell Components: V, S save DC. If a creature discerns the illusion for what it Duration: 10 minutes is, the creature can see through the image, and any noise it makes sounds hollow to the creature. A flickering flame appears in your hand. The flame remains there for the duration and harms neither Project Image you nor your equipment. The flame sheds bright 7th-‐‑level illusion light in a 10-‐‑foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as Casting Time: 1 action an action or if you cast it again. Range: 500 miles You can also attack with the flame, although doing Components: V, S, M (a small replica of you made so ends the spell. When you cast this spell, or as an from materials worth at least 5 gp) action on a later turn, you can hurl the flame at a Duration: Concentration, up to 1 day creature within 30 feet of you. Make a ranged spell You create an illusory copy of yourself that lasts for attack. On a hit, the target takes 1d8 fire damage. the duration. The copy can appear at any location This spell’s damage increases by 1d8 when you within range that you have seen before, regardless of reach 5th level (2d8), 11th level (3d8), and 17th intervening obstacles. The illusion looks and sounds level (4d8). like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends. System Reference Document 5.1 172 You can use your action to move this illusion up to Range: Touch twice your speed, and make it gesture, speak, and Components: V, S behave in whatever way you choose. It mimics your Duration: 1 hour mannerisms perfectly. You touch a creature. If it is poisoned, you neutralize You can see through its eyes and hear through its the poison. If more than one poison afflicts the target, ears as if you were in its space. On your turn as a you neutralize one poison that you know is present, bonus action, you can switch from using its senses to or you neutralize one at random. using your own, or back again. While you are using For the duration, the target has advantage on its senses, you are blinded and deafened in regard to saving throws against being poisoned, and it has your own surroundings. resistance to poison damage. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A Purify Food and Drink creature that uses its action to examine the image 1st-‐‑level transmutation (ritual) can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell Casting Time: 1 action save DC. If a creature discerns the illusion for what it Range: 10 feet is, the creature can see through the image, and any Components: V, S noise it makes sounds hollow to the creature. Duration: Instantaneous Protection from Energy All nonmagical food and drink within a 5-‐‑foot-‐‑radius sphere centered on a point of your choice within 3rd-‐‑level abjuration range is purified and rendered free of poison and Casting Time: 1 action disease. Range: Touch Components: V, S Raise Dead Duration: Concentration, up to 1 hour 5th-‐‑level necromancy For the duration, the willing creature you touch has Casting Time: 1 hour resistance to one damage type of your choice: acid, Range: Touch cold, fire, lightning, or thunder. Components: V, S, M (a diamond worth at least 500 gp, which the spell consumes) Protection from Evil and Good Duration: Instantaneous 1st-‐‑level abjuration You return a dead creature you touch to life, Casting Time: 1 action provided that it has been dead no longer than 10 Range: Touch days. If the creature’s soul is both willing and at Components: V, S, M (holy water or powdered silver liberty to rejoin the body, the creature returns to life and iron, which the spell consumes) with 1 hit point. Duration: Concentration up to 10 minutes This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the Until the spell ends, one willing creature you touch is time it died. This spell doesn’t, however, remove protected against certain types of creatures: magical diseases, curses, or similar effects; if these aberrations, celestials, elementals, fey, fiends, and aren’t first removed prior to casting the spell, they undead. take effect when the creature returns to life. The The protection grants several benefits. Creatures spell can’t return an undead creature to life. of those types have disadvantage on attack rolls This spell closes all mortal wounds, but it doesn’t against the target. The target also can’t be charmed, restore missing body parts. If the creature is lacking frightened, or possessed by them. If the target is body parts or organs integral for its survival—its already charmed, frightened, or possessed by such a head, for instance—the spell automatically fails. creature, the target has advantage on any new Coming back from the dead is an ordeal. The saving throw against the relevant effect. target takes a −4 penalty to all attack rolls, saving Protection from Poison throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until 2nd-‐‑level abjuration it disappears. Casting Time: 1 action System Reference Document 5.1 173 Ray of Enfeeblement Reincarnate 2nd-‐‑level necromancy 5th-‐‑level transmutation Casting Time: 1 action Casting Time: 1 hour Range: 60 feet Range: Touch Components: V, S Components: V, S, M (rare oils and unguents worth Duration: Concentration, up to 1 minute at least 1,000 gp, which the spell consumes) Duration: Instantaneous A black beam of enervating energy springs from your finger toward a creature within range. Make a You touch a dead humanoid or a piece of a dead ranged spell attack against the target. On a hit, the humanoid. Provided that the creature has been dead target deals only half damage with weapon attacks no longer than 10 days, the spell forms a new adult that use Strength until the spell ends. body for it and then calls the soul to enter that body. At the end of each of the target’s turns, it can make If the target’s soul isn’t free or willing to do so, the a Constitution saving throw against the spell. On a spell fails. success, the spell ends. The magic fashions a new body for the creature to inhabit, which likely causes the creature’s race to Ray of Frost change. The GM rolls a d100 and consults the Evocation cantrip following table to determine what form the creature takes when restored to life, or the GM chooses a Casting Time: 1 action form. Range: 60 feet Components: V, S d100 Race Duration: Instantaneous 01–04 Dragonborn 05–13 Dwarf, hill A frigid beam of blue-‐‑white light streaks toward a 14–21 Dwarf, mountain creature within range. Make a ranged spell attack 22–25 Elf, dark against the target. On a hit, it takes 1d8 cold damage, 26–34 Elf, high and its speed is reduced by 10 feet until the start of 35–42 Elf, wood your next turn. 43–46 Gnome, forest The spell’s damage increases by 1d8 when you 47–52 Gnome, rock reach 5th level (2d8), 11th level (3d8), and 17th 53–56 Half-‐elf level (4d8). 57–60 Half-‐orc 61–68 Halfling, lightfoot Regenerate 69–76 Halfling, stout 77–96 Human 7th-‐‑level transmutation 97–00 Tiefling Casting Time: 1 minute Range: Touch The reincarnated creature recalls its former life Components: V, S, M (a prayer wheel and holy and experiences. It retains the capabilities it had in water) its original form, except it exchanges its original race Duration: 1 hour for the new one and changes its racial traits accordingly. You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. Remove Curse For the duration of the spell, the target regains 1 hit 3rd-‐‑level abjuration point at the start of each of its turns (10 hit points each minute). Casting Time: 1 action The target’s severed body members (fingers, legs, Range: Touch tails, and so on), if any, are restored after 2 minutes. Components: V, S If you have the severed part and hold it to the stump, Duration: Instantaneous the spell instantaneously causes the limb to knit to At your touch, all curses affecting one creature or the stump. object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s System Reference Document 5.1 174 attunement to the object so it can be removed or You touch a dead creature that has been dead for no discarded. more than a century, that didn’t die of old age, and that isn’t undead. If its soul is free and willing, the Resilient Sphere target returns to life with all its hit points. 4th-‐‑level evocation This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. Casting Time: 1 action It doesn’t, however, remove magical diseases, curses, Range: 30 feet and the like; if such effects aren’t removed prior to Components: V, S, M (a hemispherical piece of clear casting the spell, they afflict the target on its return crystal and a matching hemispherical piece of gum to life. arabic) This spell closes all mortal wounds and restores Duration: Concentration, up to 1 minute any missing body parts. A sphere of shimmering force encloses a creature or Coming back from the dead is an ordeal. The object of Large size or smaller within range. An target takes a −4 penalty to all attack rolls, saving unwilling creature must make a Dexterity saving throws, and ability checks. Every time the target throw. On a failed save, the creature is enclosed for finishes a long rest, the penalty is reduced by 1 until the duration. it disappears. Nothing—not physical objects, energy, or other Casting this spell to restore life to a creature that spell effects—can pass through the barrier, in or out, has been dead for one year or longer taxes you though a creature in the sphere can breathe there. greatly. Until you finish a long rest, you can’t cast The sphere is immune to all damage, and a creature spells again, and you have disadvantage on all attack or object inside can’t be damaged by attacks or rolls, ability checks, and saving throws. effects originating from outside, nor can a creature inside the sphere damage anything outside it. Reverse Gravity The sphere is weightless and just large enough to 7th-‐‑level transmutation contain the creature or object inside. An enclosed Casting Time: 1 action creature can use its action to push against the Range: 100 feet sphere’s walls and thus roll the sphere at up to half Components: V, S, M (a lodestone and iron filings) the creature’s speed. Similarly, the globe can be Duration: Concentration, up to 1 minute picked up and moved by other creatures. A disintegrate spell targeting the globe destroys it This spell reverses gravity in a 50-‐‑foot-‐‑radius, 100-‐‑ without harming anything inside it. foot high cylinder centered on a point within range. All creatures and objects that aren’t somehow Resistance anchored to the ground in the area fall upward and Abjuration cantrip reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab Casting Time: 1 action onto a fixed object it can reach, thus avoiding the fall. Range: Touch If some solid object (such as a ceiling) is Components: V, S, M (a miniature cloak) encountered in this fall, falling objects and creatures Duration: Concentration, up to 1 minute strike it just as they would during a normal You touch one willing creature. Once before the spell downward fall. If an object or creature reaches the ends, the target can roll a d4 and add the number top of the area without striking anything, it remains rolled to one saving throw of its choice. It can roll the there, oscillating slightly, for the duration. die before or after making the saving throw. The At the end of the duration, affected objects and spell then ends. creatures fall back down. Resurrection Revivify 7th-‐‑level necromancy 3rd-‐‑level necromancy Casting Time: 1 hour Casting Time: 1 action Range: Touch Range: Touch Components: V, S, M (a diamond worth at least Components: V, S, M (diamonds worth 300 gp, 1,000 gp, which the spell consumes) which the spell consumes) Duration: Instantaneous Duration: Instantaneous System Reference Document 5.1 175 You touch a creature that has died within the last You ward a creature within range against attack. minute. That creature returns to life with 1 hit point. Until the spell ends, any creature who targets the This spell can’t return to life a creature that has died warded creature with an attack or a harmful spell of old age, nor can it restore any missing body parts. must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose Rope Trick the attack or spell. This spell doesn’t protect the 2nd-‐‑level transmutation warded creature from area effects, such as the explosion of a fireball. Casting Time: 1 action If the warded creature makes an attack or casts a Range: Touch spell that affects an enemy creature, this spell ends. Components: V, S, M (powdered corn extract and a twisted loop of parchment) Scorching Ray Duration: 1 hour 2nd-‐‑level evocation You touch a length of rope that is up to 60 feet long. Casting Time: 1 action One end of the rope then rises into the air until the Range: 120 feet whole rope hangs perpendicular to the ground. At Components: V, S the upper end of the rope, an invisible entrance Duration: Instantaneous opens to an extradimensional space that lasts until the spell ends. You create three rays of fire and hurl them at targets The extradimensional space can be reached by within range. You can hurl them at one target or climbing to the top of the rope. The space can hold as several. many as eight Medium or smaller creatures. The Make a ranged spell attack for each ray. On a hit, rope can be pulled into the space, making the rope the target takes 2d6 fire damage. disappear from view outside the space. At Higher Levels. When you cast this spell using a Attacks and spells can’t cross through the entrance spell slot of 3rd level or higher, you create one into or out of the extradimensional space, but those additional ray for each slot level above 2nd. inside can see out of it as if through a 3-‐‑foot-‐‑by-‐‑5-‐‑ foot window centered on the rope. Scrying Anything inside the extradimensional space drops 5th-‐‑level divination out when the spell ends. Casting Time: 10 minutes Range: Self Sacred Flame Components: V, S, M (a focus worth at least 1,000 Evocation cantrip gp, such as a crystal ball, a silver mirror, or a font Casting Time: 1 action filled with holy water) Range: 60 feet Duration: Concentration, up to 10 minutes Components: V, S You can see and hear a particular creature you Duration: Instantaneous choose that is on the same plane of existence as you. Flame-‐‑like radiance descends on a creature that you The target must make a Wisdom saving throw, can see within range. The target must succeed on a which is modified by how well you know the target Dexterity saving throw or take 1d8 radiant damage. and the sort of physical connection you have to it. If The target gains no benefit from cover for this saving a target knows you’re casting this spell, it can fail the throw. saving throw voluntarily if it wants to be observed. The spell’s damage increases by 1d8 when you Knowledge Save Modifier reach 5th level (2d8), 11th level (3d8), and 17th Secondhand (you have heard of the target) +5 level (4d8). Firsthand (you have met the target) +0 Familiar (you know the target well) −5 Sanctuary Connection Save Modifier 1st-‐‑level abjuration Likeness or picture −2 Possession or garment −4 Casting Time: 1 bonus action Body part, lock of hair, bit of nail, or the like −10 Range: 30 feet Components: V, S, M (a small silver mirror) Duration: 1 minute System Reference Document 5.1 176 On a successful save, the target isn’t affected, and the Ethereal Plane. Ethereal creatures and objects you can’t use this spell against it again for 24 hours. appear ghostly and translucent. On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and Seeming hear through the sensor as if you were there. The 5th-‐‑level illusion sensor moves with the target, remaining within 10 Casting Time: 1 action feet of it for the duration. A creature that can see Range: 30 feet invisible objects sees the sensor as a luminous orb Components: V, S about the size of your fist. Duration: 8 hours Instead of targeting a creature, you can choose a location you have seen before as the target of this This spell allows you to change the appearance of spell. When you do, the sensor appears at that any number of creatures that you can see within location and doesn’t move. range. You give each target you choose a new, illusory appearance. An unwilling target can make a Secret Chest Charisma saving throw, and if it succeeds, it is 4th-‐‑level conjuration unaffected by this spell. The spell disguises physical appearance as well as Casting Time: 1 action clothing, armor, weapons, and equipment. You can Range: Touch make each creature seem 1 foot shorter or taller and Components: V, S, M (an exquisite chest, 3 feet by 2 appear thin, fat, or in between. You can’t change a feet by 2 feet, constructed from rare materials target’s body type, so you must choose a form that worth at least 5,000 gp, and a Tiny replica made has the same basic arrangement of limbs. Otherwise, from the same materials worth at least 50 gp) the extent of the illusion is up to you. The spell lasts Duration: Instantaneous for the duration, unless you use your action to You hide a chest, and all its contents, on the Ethereal dismiss it sooner. Plane. You must touch the chest and the miniature The changes wrought by this spell fail to hold up replica that serves as a material component for the to physical inspection. For example, if you use this spell. The chest can contain up to 12 cubic feet of spell to add a hat to a creature’s outfit, objects pass nonliving material (3 feet by 2 feet by 2 feet). through the hat, and anyone who touches it would While the chest remains on the Ethereal Plane, you feel nothing or would feel the creature’s head and can use an action and touch the replica to recall the hair. If you use this spell to appear thinner than you chest. It appears in an unoccupied space on the are, the hand of someone who reaches out to touch ground within 5 feet of you. You can send the chest you would bump into you while it was seemingly back to the Ethereal Plane by using an action and still in midair. touching both the chest and the replica. A creature can use its action to inspect a target After 60 days, there is a cumulative 5 percent and make an Intelligence (Investigation) check chance per day that the spell’s effect ends. This effect against your spell save DC. If it succeeds, it becomes ends if you cast this spell again, if the smaller replica aware that the target is disguised. chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is Sending on the Ethereal Plane, it is irretrievably lost. 3rd-‐‑level evocation See Invisibility Casting Time: 1 action Range: Unlimited 2nd-‐‑level divination Components: V, S, M (a short piece of fine copper Casting Time: 1 action wire) Range: Self Duration: 1 round Components: V, S, M (a pinch of talc and a small You send a short message of twenty-‐‑five words or sprinkling of powdered silver) less to a creature with which you are familiar. The Duration: 1 hour creature hears the message in its mind, recognizes For the duration, you see invisible creatures and you as the sender if it knows you, and can answer in objects as if they were visible, and you can see into a like manner immediately. The spell enables System Reference Document 5.1 177 creatures with Intelligence scores of at least 1 to throw proficiencies, in addition to gaining those of understand the meaning of your message. the creature. If the creature has the same proficiency You can send the message across any distance and as you and the bonus listed in its statistics is higher even to other planes of existence, but if the target is than yours, use the creature’s bonus in place of on a different plane than you, there is a 5 percent yours. You can’t use any legendary actions or lair chance that the message doesn’t arrive. actions of the new form. You assume the hit points and Hit Dice of the new Sequester form. When you revert to your normal form, you 7th-‐‑level transmutation return to the number of hit points you had before you transformed. If you revert as a result of Casting Time: 1 action dropping to 0 hit points, any excess damage carries Range: Touch over to your normal form. As long as the excess Components: V, S, M (a powder composed of damage doesn’t reduce your normal form to 0 hit diamond, emerald, ruby, and sapphire dust worth points, you aren’t knocked unconscious. at least 5,000 gp, which the spell consumes) You retain the benefit of any features from your Duration: Until dispelled class, race, or other source and can use them, By means of this spell, a willing creature or an object provided that your new form is physically capable of can be hidden away, safe from detection for the doing so. You can’t use any special senses you have duration. When you cast the spell and touch the (for example, darkvision) unless your new form also target, it becomes invisible and can’t be targeted by has that sense. You can only speak if the creature can divination spells or perceived through scrying normally speak. sensors created by divination spells. When you transform, you choose whether your If the target is a creature, it falls into a state of equipment falls to the ground, merges into the new suspended animation. Time ceases to flow for it, and form, or is worn by it. Worn equipment functions as it doesn’t grow older. normal. The GM determines whether it is practical You can set a condition for the spell to end early. for the new form to wear a piece of equipment, The condition can be anything you choose, but it based on the creature’s shape and size. Your must occur or be visible within 1 mile of the target. equipment doesn’t change shape or size to match the Examples include “after 1,000 years” or “when the new form, and any equipment that the new form tarrasque awakens.” This spell also ends if the target can’t wear must either fall to the ground or merge takes any damage. into your new form. Equipment that merges has no effect in that state. Shapechange During this spell’s duration, you can use your 9th-‐‑level transmutation action to assume a different form following the same restrictions and rules for the original form, with one Casting Time: 1 action exception: if your new form has more hit points than Range: Self your current one, your hit points remain at their Components: V, S, M (a jade circlet worth at least current value. 1,500 gp, which you must place on your head before you cast the spell) Shatter Duration: Concentration, up to 1 hour 2nd-‐‑level evocation You assume the form of a different creature for the Casting Time: 1 action duration. The new form can be of any creature with Range: 60 feet a challenge rating equal to your level or lower. The Components: V, S, M (a chip of mica) creature can’t be a construct or an undead, and you Duration: Instantaneous must have seen the sort of creature at least once. You transform into an average example of that A sudden loud ringing noise, painfully intense, creature, one without any class levels or the erupts from a point of your choice within range. Spellcasting trait. Each creature in a 10-‐‑foot-‐‑radius sphere centered on Your game statistics are replaced by the statistics that point must make a Constitution saving throw. A of the chosen creature, though you retain your creature takes 3d8 thunder damage on a failed save, alignment and Intelligence, Wisdom, and Charisma or half as much damage on a successful one. A scores. You also retain all of your skill and saving creature made of inorganic material such as stone, System Reference Document 5.1 178 crystal, or metal has disadvantage on this saving Shocking Grasp throw. Evocation cantrip A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s Casting Time: 1 action area. Range: Touch At Higher Levels. When you cast this spell using a Components: V, S spell slot of 3rd level or higher, the damage Duration: Instantaneous increases by 1d8 for each slot level above 2nd. Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell Shield attack against the target. You have advantage on the 1st-‐‑level abjuration attack roll if the target is wearing armor made of Casting Time: 1 reaction, which you take when you metal. On a hit, the target takes 1d8 lightning are hit by an attack or targeted by the magic damage, and it can’t take reactions until the start of missile spell its next turn. Range: Self The spell’s damage increases by 1d8 when you Components: V, S reach 5th level (2d8), 11th level (3d8), and 17th Duration: 1 round level (4d8). An invisible barrier of magical force appears and Silence protects you. Until the start of your next turn, you 2nd-‐‑level illusion (ritual) have a +5 bonus to AC, including against the triggering attack, and you take no damage from Casting Time: 1 action magic missile. Range: 120 feet Components: V, S Shield of Faith Duration: Concentration, up to 10 minutes 1st-‐‑level abjuration For the duration, no sound can be created within or Casting Time: 1 bonus action pass through a 20-‐‑foot-‐‑radius sphere centered on a Range: 60 feet point you choose within range. Any creature or Components: V, S, M (a small parchment with a bit object entirely inside the sphere is immune to of holy text written on it) thunder damage, and creatures are deafened while Duration: Concentration, up to 10 minutes entirely inside it. Casting a spell that includes a verbal component is impossible there. A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 Silent Image bonus to AC for the duration. 1st-‐‑level illusion Shillelagh Casting Time: 1 action Transmutation cantrip Range: 60 feet Components: V, S, M (a bit of fleece) Casting Time: 1 bonus action Duration: Concentration, up to 10 minutes Range: Touch Components: V, S, M (mistletoe, a shamrock leaf, You create the image of an object, a creature, or and a club or quarterstaff) some other visible phenomenon that is no larger Duration: 1 minute than a 15-‐‑foot cube. The image appears at a spot within range and lasts for the duration. The image is The wood of a club or quarterstaff you are holding is purely visual; it isn’t accompanied by sound, smell, imbued with nature’s power. For the duration, you or other sensory effects. can use your spellcasting ability instead of Strength You can use your action to cause the image to for the attack and damage rolls of melee attacks move to any spot within range. As the image changes using that weapon, and the weapon’s damage die location, you can alter its appearance so that its becomes a d8. The weapon also becomes magical, if movements appear natural for the image. For it isn’t already. The spell ends if you cast it again or if example, if you create an image of a creature and you let go of the weapon. move it, you can alter the image so that it appears to be walking. System Reference Document 5.1 179 Physical interaction with the image reveals it to be Duration: 1 minute an illusion, because things can pass through it. A This spell sends creatures into a magical slumber. creature that uses its action to examine the image Roll 5d8; the total is how many hit points of can determine that it is an illusion with a successful creatures this spell can affect. Creatures within 20 Intelligence (Investigation) check against your spell feet of a point you choose within range are affected save DC. If a creature discerns the illusion for what it in ascending order of their current hit points is, the creature can see through the image. (ignoring unconscious creatures). Simulacrum Starting with the creature that has the lowest current hit points, each creature affected by this 7th-‐‑level illusion spell falls unconscious until the spell ends, the Casting Time: 12 hours sleeper takes damage, or someone uses an action to Range: Touch shake or slap the sleeper awake. Subtract each Components: V, S, M (snow or ice in quantities creature’s hit points from the total before moving on sufficient to made a life-‐‑size copy of the duplicated to the creature with the next lowest hit points. A creature; some hair, fingernail clippings, or other creature’s hit points must be equal to or less than piece of that creature’s body placed inside the the remaining total for that creature to be affected. snow or ice; and powdered ruby worth 1,500 gp, Undead and creatures immune to being charmed sprinkled over the duplicate and consumed by the aren’t affected by this spell. spell) At Higher Levels. When you cast this spell using a Duration: Until dispelled spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st. You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting Sleet Storm time of the spell. The duplicate is a creature, partially 3rd-‐‑level conjuration real and formed from ice or snow, and it can take actions and otherwise be affected as a normal Casting Time: 1 action creature. It appears to be the same as the original, Range: 150 feet but it has half the creature’s hit point maximum and Components: V, S, M (a pinch of dust and a few is formed without any equipment. Otherwise, the drops of water) illusion uses all the statistics of the creature it Duration: Concentration, up to 1 minute duplicates. Until the spell ends, freezing rain and sleet fall in a The simulacrum is friendly to you and creatures 20-‐‑foot-‐‑tall cylinder with a 40-‐‑foot radius centered you designate. It obeys your spoken commands, on a point you choose within range. The area is moving and acting in accordance with your wishes heavily obscured, and exposed flames in the area are and acting on your turn in combat. The simulacrum doused. lacks the ability to learn or become more powerful, The ground in the area is covered with slick ice, so it never increases its level or other abilities, nor making it difficult terrain. When a creature enters can it regain expended spell slots. the spell’s area for the first time on a turn or starts If the simulacrum is damaged, you can repair it in its turn there, it must make a Dexterity saving throw. an alchemical laboratory, using rare herbs and On a failed save, it falls prone. minerals worth 100 gp per hit point it regains. The If a creature is concentrating in the spell’s area, simulacrum lasts until it drops to 0 hit points, at the creature must make a successful Constitution which point it reverts to snow and melts instantly. saving throw against your spell save DC or lose If you cast this spell again, any currently active concentration. duplicates you created with this spell are instantly destroyed. Slow 3rd-‐‑level transmutation Sleep 1st-‐‑level enchantment Casting Time: 1 action Range: 120 feet Casting Time: 1 action Components: V, S, M (a drop of molasses) Range: 90 feet Duration: Concentration, up to 1 minute Components: V, S, M (a pinch of fine sand, rose petals, or a cricket) System Reference Document 5.1 180 You alter time around up to six creatures of your Components: V, S, M (burning incense) choice in a 40-‐‑foot cube within range. Each target Duration: 10 minutes must succeed on a Wisdom saving throw or be You grant the semblance of life and intelligence to a affected by this spell for the duration. corpse of your choice within range, allowing it to An affected target’s speed is halved, it takes a −2 answer the questions you pose. The corpse must still penalty to AC and Dexterity saving throws, and it have a mouth and can’t be undead. The spell fails if can’t use reactions. On its turn, it can use either an the corpse was the target of this spell within the last action or a bonus action, not both. Regardless of the 10 days. creature’s abilities or magic items, it can’t make Until the spell ends, you can ask the corpse up to more than one melee or ranged attack during its five questions. The corpse knows only what it knew turn. in life, including the languages it knew. Answers are If the creature attempts to cast a spell with a usually brief, cryptic, or repetitive, and the corpse is casting time of 1 action, roll a d20. On an 11 or under no compulsion to offer a truthful answer if higher, the spell doesn’t take effect until the you are hostile to it or it recognizes you as an enemy. creature’s next turn, and the creature must use its This spell doesn’t return the creature’s soul to its action on that turn to complete the spell. If it can’t, body, only its animating spirit. Thus, the corpse can’t the spell is wasted. learn new information, doesn’t comprehend A creature affected by this spell makes another anything that has happened since it died, and can’t Wisdom saving throw at the end of its turn. On a speculate about future events. successful save, the effect ends for it. Spare the Dying Speak with Plants 3rd-‐‑level transmutation Necromancy cantrip Casting Time: 1 action Casting Time: 1 action Range: Self (30-‐‑foot radius) Range: Touch Components: V, S Components: V, S Duration: 10 minutes Duration: Instantaneous You touch a living creature that has 0 hit points. The You imbue plants within 30 feet of you with limited creature becomes stable. This spell has no effect on sentience and animation, giving them the ability to undead or constructs. communicate with you and follow your simple commands. You can question plants about events in Speak with Animals the spell’s area within the past day, gaining 1st-‐‑level divination (ritual) information about creatures that have passed, weather, and other circumstances. Casting Time: 1 action You can also turn difficult terrain caused by plant Range: Self growth (such as thickets and undergrowth) into Components: V, S ordinary terrain that lasts for the duration. Or you Duration: 10 minutes can turn ordinary terrain where plants are present You gain the ability to comprehend and verbally into difficult terrain that lasts for the duration, communicate with beasts for the duration. The causing vines and branches to hinder pursuers, for knowledge and awareness of many beasts is limited example. by their intelligence, but at minimum, beasts can Plants might be able to perform other tasks on give you information about nearby locations and your behalf, at the GM’s discretion. The spell doesn’t monsters, including whatever they can perceive or enable plants to uproot themselves and move about, have perceived within the past day. You might be but they can freely move branches, tendrils, and able to persuade a beast to perform a small favor for stalks. you, at the GM’s discretion. If a plant creature is in the area, you can communicate with it as if you shared a common Speak with Dead language, but you gain no magical ability to influence 3rd-‐‑level necromancy it. This spell can cause the plants created by the Casting Time: 1 action entangle spell to release a restrained creature. Range: 10 feet System Reference Document 5.1 181 Spider Climb neutral) or 3d8 necrotic damage (if you are evil). On 2nd-‐‑level transmutation a successful save, the creature takes half as much damage. Casting Time: 1 action At Higher Levels. When you cast this spell using a Range: Touch spell slot of 4th level or higher, the damage increases Components: V, S, M (a drop of bitumen and a by 1d8 for each slot level above 3rd. spider) Duration: Concentration, up to 1 hour Spiritual Weapon Until the spell ends, one willing creature you touch 2nd-‐‑level evocation gains the ability to move up, down, and across Casting Time: 1 bonus action vertical surfaces and upside down along ceilings, Range: 60 feet while leaving its hands free. The target also gains a Components: V, S climbing speed equal to its walking speed. Duration: 1 minute Spike Growth You create a floating, spectral weapon within range 2nd-‐‑level transmutation that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee Casting Time: 1 action spell attack against a creature within 5 feet of the Range: 150 feet weapon. On a hit, the target takes force damage Components: V, S, M (seven sharp thorns or seven equal to 1d8 + your spellcasting ability modifier. small twigs, each sharpened to a point) As a bonus action on your turn, you can move the Duration: Concentration, up to 10 minutes weapon up to 20 feet and repeat the attack against a The ground in a 20-‐‑foot radius centered on a point creature within 5 feet of it. within range twists and sprouts hard spikes and The weapon can take whatever form you choose. thorns. The area becomes difficult terrain for the Clerics of deities who are associated with a duration. When a creature moves into or within the particular weapon (as St. Cuthbert is known for his area, it takes 2d4 piercing damage for every 5 feet it mace and Thor for his hammer) make this spell’s travels. effect resemble that weapon. The transformation of the ground is camouflaged At Higher Levels. When you cast this spell using a to look natural. Any creature that can’t see the area spell slot of 3rd level or higher, the damage at the time the spell is cast must make a Wisdom increases by 1d8 for every two slot levels above 2nd. (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it. Stinking Cloud 3rd-‐‑level conjuration Spirit Guardians Casting Time: 1 action 3rd-‐‑level conjuration Range: 90 feet Casting Time: 1 action Components: V, S, M (a rotten egg or several skunk Range: Self (15-‐‑foot radius) cabbage leaves) Components: V, S, M (a holy symbol) Duration: Concentration, up to 1 minute Duration: Concentration, up to 10 minutes You create a 20-‐‑foot-‐‑radius sphere of yellow, You call forth spirits to protect you. They flit around nauseating gas centered on a point within range. The you to a distance of 15 feet for the duration. If you cloud spreads around corners, and its area is heavily are good or neutral, their spectral form appears obscured. The cloud lingers in the air for the angelic or fey (your choice). If you are evil, they duration. appear fiendish. Each creature that is completely within the cloud When you cast this spell, you can designate any at the start of its turn must make a Constitution number of creatures you can see to be unaffected by saving throw against poison. On a failed save, the it. An affected creature’s speed is halved in the area, creature spends its action that turn retching and and when the creature enters the area for the first reeling. Creatures that don’t need to breathe or are time on a turn or starts its turn there, it must make a immune to poison automatically succeed on this Wisdom saving throw. On a failed save, the creature saving throw. takes 3d8 radiant damage (if you are good or System Reference Document 5.1 182 A moderate wind (at least 10 miles per hour) Each round you maintain concentration on this disperses the cloud after 4 rounds. A strong wind (at spell, the storm produces additional effects on your least 20 miles per hour) disperses it after 1 round. turn. Round 2. Acidic rain falls from the cloud. Each Stone Shape creature and object under the cloud takes 1d6 acid 4th-‐‑level transmutation damage. Round 3. You call six bolts of lightning from the Casting Time: 1 action cloud to strike six creatures or objects of your choice Range: Touch beneath the cloud. A given creature or object can’t be Components: V, S, M (soft clay, which must be struck by more than one bolt. A struck creature must worked into roughly the desired shape of the make a Dexterity saving throw. The creature takes stone object) 10d6 lightning damage on a failed save, or half as Duration: Instantaneous much damage on a successful one. You touch a stone object of Medium size or smaller Round 4. Hailstones rain down from the cloud. or a section of stone no more than 5 feet in any Each creature under the cloud takes 2d6 dimension and form it into any shape that suits your bludgeoning damage. purpose. So, for example, you could shape a large Round 5–10. Gusts and freezing rain assail the rock into a weapon, idol, or coffer, or make a small area under the cloud. The area becomes difficult passage through a wall, as long as the wall is less terrain and is heavily obscured. Each creature there than 5 feet thick. You could also shape a stone door takes 1d6 cold damage. Ranged weapon attacks in or its frame to seal the door shut. The object you the area are impossible. The wind and rain count as create can have up to two hinges and a latch, but a severe distraction for the purposes of maintaining finer mechanical detail isn’t possible. concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) Stoneskin automatically disperse fog, mists, and similar 4th-‐‑level abjuration phenomena in the area, whether mundane or magical. Casting Time: 1 action Range: Touch Suggestion Components: V, S, M (diamond dust worth 100 gp, 2nd-‐‑level enchantment which the spell consumes) Duration: Concentration, up to 1 hour Casting Time: 1 action Range: 30 feet This spell turns the flesh of a willing creature you Components: V, M (a snake’s tongue and either a bit touch as hard as stone. Until the spell ends, the of honeycomb or a drop of sweet oil) target has resistance to nonmagical bludgeoning, Duration: Concentration, up to 8 hours piercing, and slashing damage. You suggest a course of activity (limited to a Storm of Vengeance sentence or two) and magically influence a creature 9th-‐‑level conjuration you can see within range that can hear and understand you. Creatures that can’t be charmed are Casting Time: 1 action immune to this effect. The suggestion must be Range: Sight worded in such a manner as to make the course of Components: V, S action sound reasonable. Asking the creature to stab Duration: Concentration, up to 1 minute itself, throw itself onto a spear, immolate itself, or do A churning storm cloud forms, centered on a point some other obviously harmful act ends the spell. you can see and spreading to a radius of 360 feet. The target must make a Wisdom saving throw. On Lightning flashes in the area, thunder booms, and a failed save, it pursues the course of action you strong winds roar. Each creature under the cloud described to the best of its ability. The suggested (no more than 5,000 feet beneath the cloud) when it course of action can continue for the entire duration. appears must make a Constitution saving throw. On If the suggested activity can be completed in a a failed save, a creature takes 2d6 thunder damage shorter time, the spell ends when the subject and becomes deafened for 5 minutes. finishes what it was asked to do. System Reference Document 5.1 183 You can also specify conditions that will trigger a Symbol special activity during the duration. For example, 7th-‐‑level abjuration you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met Casting Time: 1 minute before the spell expires, the activity isn’t performed. Range: Touch If you or any of your companions damage the Components: V, S, M (mercury, phosphorus, and target, the spell ends. powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes) Sunbeam Duration: Until dispelled or triggered 6th-‐‑level evocation When you cast this spell, you inscribe a harmful Casting Time: 1 action glyph either on a surface (such as a section of floor, a Range: Self (60-‐‑foot line) wall, or a table) or within an object that can be Components: V, S, M (a magnifying glass) closed to conceal the glyph (such as a book, a scroll, Duration: Concentration, up to 1 minute or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than A beam of brilliant light flashes out from your hand 10 feet in diameter. If you choose an object, that in a 5-‐‑foot-‐‑wide, 60-‐‑foot-‐‑long line. Each creature in object must remain in its place; if the object is the line must make a Constitution saving throw. On a moved more than 10 feet from where you cast this failed save, a creature takes 6d8 radiant damage and spell, the glyph is broken, and the spell ends without is blinded until your next turn. On a successful save, being triggered. it takes half as much damage and isn’t blinded by The glyph is nearly invisible, requiring an this spell. Undead and oozes have disadvantage on Intelligence (Investigation) check against your spell this saving throw. save DC to find it. You can create a new line of radiance as your You decide what triggers the glyph when you cast action on any turn until the spell ends. the spell. For glyphs inscribed on a surface, the most For the duration, a mote of brilliant radiance typical triggers include touching or stepping on the shines in your hand. It sheds bright light in a 30-‐‑foot glyph, removing another object covering it, radius and dim light for an additional 30 feet. This approaching within a certain distance of it, or light is sunlight. manipulating the object that holds it. For glyphs inscribed within an object, the most common Sunburst triggers are opening the object, approaching within a 8th-‐‑level evocation certain distance of it, or seeing or reading the glyph. Casting Time: 1 action You can further refine the trigger so the spell is Range: 150 feet activated only under certain circumstances or Components: V, S, M (fire and a piece of sunstone) according to a creature’s physical characteristics Duration: Instantaneous (such as height or weight), or physical kind (for example, the ward could be set to affect hags or Brilliant sunlight flashes in a 60-‐‑foot radius centered shapechangers). You can also specify creatures that on a point you choose within range. Each creature in don’t trigger the glyph, such as those who say a that light must make a Constitution saving throw. On certain password. a failed save, a creature takes 12d6 radiant damage When you inscribe the glyph, choose one of the and is blinded for 1 minute. On a successful save, it options below for its effect. Once triggered, the glyph takes half as much damage and isn’t blinded by this glows, filling a 60-‐‑foot-‐‑radius sphere with dim light spell. Undead and oozes have disadvantage on this for 10 minutes, after which time the spell ends. Each saving throw. creature in the sphere when the glyph activates is A creature blinded by this spell makes another targeted by its effect, as is a creature that enters the Constitution saving throw at the end of each of its sphere for the first time on a turn or ends its turn turns. On a successful save, it is no longer blinded. there. This spell dispels any darkness in its area that was Death. Each target must make a Constitution created by a spell. saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save. System Reference Document 5.1 184 Discord. Each target must make a Constitution creature up to 30 feet in any direction, including saving throw. On a failed save, a target bickers and upward but not beyond the range of this spell. Until argues with other creatures for 1 minute. During this the end of your next turn, the creature is restrained time, it is incapable of meaningful communication in your telekinetic grip. A creature lifted upward is and has disadvantage on attack rolls and ability suspended in mid-‐‑air. checks. On subsequent rounds, you can use your action to Fear. Each target must make a Wisdom saving attempt to maintain your telekinetic grip on the throw and becomes frightened for 1 minute on a creature by repeating the contest. failed save. While frightened, the target drops Object. You can try to move an object that weighs whatever it is holding and must move at least 30 feet up to 1,000 pounds. If the object isn’t being worn or away from the glyph on each of its turns, if able. carried, you automatically move it up to 30 feet in Hopelessness. Each target must make a Charisma any direction, but not beyond the range of this spell. saving throw. On a failed save, the target is If the object is worn or carried by a creature, you overwhelmed with despair for 1 minute. During this must make an ability check with your spellcasting time, it can’t attack or target any creature with ability contested by that creature’s Strength check. If harmful abilities, spells, or other magical effects. you succeed, you pull the object away from that Insanity. Each target must make an Intelligence creature and can move it up to 30 feet in any saving throw. On a failed save, the target is driven direction but not beyond the range of this spell. insane for 1 minute. An insane creature can’t take You can exert fine control on objects with your actions, can’t understand what other creatures say, telekinetic grip, such as manipulating a simple tool, can’t read, and speaks only in gibberish. The GM opening a door or a container, stowing or retrieving controls its movement, which is erratic. an item from an open container, or pouring the Pain. Each target must make a Constitution saving contents from a vial. throw and becomes incapacitated with excruciating pain for 1 minute on a failed save. Telepathic Bond Sleep. Each target must make a Wisdom saving 5th-‐‑level divination (ritual) throw and falls unconscious for 10 minutes on a Casting Time: 1 action failed save. A creature awakens if it takes damage or Range: 30 feet if someone uses an action to shake or slap it awake. Components: V, S, M (pieces of eggshell from two Stunning. Each target must make a Wisdom different kinds of creatures) saving throw and becomes stunned for 1 minute on Duration: 1 hour a failed save. You forge a telepathic link among up to eight willing Telekinesis creatures of your choice within range, psychically 5th-‐‑level transmutation linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or Casting Time: 1 action less aren’t affected by this spell. Range: 60 feet Until the spell ends, the targets can communicate Components: V, S telepathically through the bond whether or not they Duration: Concentration, up to 10 minutes have a common language. The communication is You gain the ability to move or manipulate creatures possible over any distance, though it can’t extend to or objects by thought. When you cast the spell, and other planes of existence. as your action each round for the duration, you can exert your will on one creature or object that you Teleport can see within range, causing the appropriate effect 7th-‐‑level conjuration below. You can affect the same target round after Casting Time: 1 action round, or choose a new one at any time. If you switch Range: 10 feet targets, the prior target is no longer affected by the Components: V spell. Duration: Instantaneous Creature. You can try to move a Huge or smaller creature. Make an ability check with your This spell instantly transports you and up to eight spellcasting ability contested by the creature’s willing creatures of your choice that you can see Strength check. If you win the contest, you move the within range, or a single object that you can see System Reference Document 5.1 185 within range, to a destination you select. If you north, 2 as northeast, 3 as east, and so on around the target an object, it must be able to fit entirely inside points of the compass. If you were teleporting to a a 10-‐‑foot cube, and it can’t be held or carried by an coastal city and wound up 18 miles out at sea, you unwilling creature. could be in trouble. The destination you choose must be known to you, Similar Area. You and your group (or the target and it must be on the same plane of existence as you. object) wind up in a different area that’s visually or Your familiarity with the destination determines thematically similar to the target area. If you are whether you arrive there successfully. The GM rolls heading for your home laboratory, for example, you d100 and consults the table. might wind up in another wizard’s laboratory or in an alchemical supply shop that has many of the same Similar Off On Familiarity Mishap Area Target Target tools and implements as your laboratory. Generally, Permanent — — — 01–100 you appear in the closest similar place, but since the circle spell has no range limit, you could conceivably wind Associated — — — 01–100 up anywhere on the plane. object Mishap. The spell’s unpredictable magic results in Very familiar 01–05 06–13 14–24 25–100 a difficult journey. Each teleporting creature (or the Seen casually 01–33 34–43 44–53 54–100 target object) takes 3d10 force damage, and the GM Viewed once 01–43 44–53 54–73 74–100 rerolls on the table to see where you wind up Description 01–43 44–53 54–73 74–100 (multiple mishaps can occur, dealing damage each False 01–50 51–100 — — time). destination Teleportation Circle Familiarity. “Permanent circle” means a 5th-‐‑level conjuration permanent teleportation circle whose sigil sequence you know. “Associated object” means that you Casting Time: 1 minute possess an object taken from the desired destination Range: 10 feet within the last six months, such as a book from a Components: V, M (rare chalks and inks infused wizard’s library, bed linen from a royal suite, or a with precious gems with 50 gp, which the spell chunk of marble from a lich’s secret tomb. consumes) “Very familiar” is a place you have been very often, Duration: 1 round a place you have carefully studied, or a place you can As you cast the spell, you draw a 10-‐‑foot-‐‑diameter see when you cast the spell. “Seen casually” is circle on the ground inscribed with sigils that link someplace you have seen more than once but with your location to a permanent teleportation circle of which you aren’t very familiar. “Viewed once” is a your choice whose sigil sequence you know and that place you have seen once, possibly using magic. is on the same plane of existence as you. A “Description” is a place whose location and shimmering portal opens within the circle you drew appearance you know through someone else’s and remains open until the end of your next turn. description, perhaps from a map. Any creature that enters the portal instantly appears “False destination” is a place that doesn’t exist. within 5 feet of the destination circle or in the Perhaps you tried to scry an enemy’s sanctum but nearest unoccupied space if that space is occupied. instead viewed an illusion, or you are attempting to Many major temples, guilds, and other important teleport to a familiar location that no longer exists. places have permanent teleportation circles On Target. You and your group (or the target inscribed somewhere within their confines. Each object) appear where you want to. such circle includes a unique sigil sequence—a Off Target. You and your group (or the target string of magical runes arranged in a particular object) appear a random distance away from the pattern. When you first gain the ability to cast this destination in a random direction. Distance off target spell, you learn the sigil sequences for two is 1d10 × 1d10 percent of the distance that was to be destinations on the Material Plane, determined by traveled. For example, if you tried to travel 120 the GM. You can learn additional sigil sequences miles, landed off target, and rolled a 5 and 3 on the during your adventures. You can commit a new sigil two d10s, then you would be off target by 15 percent, sequence to memory after studying it for 1 minute. or 18 miles. The GM determines the direction off You can create a permanent teleportation circle by target randomly by rolling a d8 and designating 1 as casting this spell in the same location every day for System Reference Document 5.1 186 one year. You need not use the circle to teleport Time Stop when you cast the spell in this way. 9th-‐‑level transmutation Thaumaturgy Casting Time: 1 action Transmutation cantrip Range: Self Components: V Casting Time: 1 action Duration: Instantaneous Range: 30 feet Components: V You briefly stop the flow of time for everyone but Duration: Up to 1 minute yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you You manifest a minor wonder, a sign of supernatural can use actions and move as normal. power, within range. You create one of the following This spell ends if one of the actions you use during magical effects within range: this period, or any effects that you create during this • Your voice booms up to three times as loud as period, affects a creature other than you or an object normal for 1 minute. being worn or carried by someone other than you. In • You cause flames to flicker, brighten, dim, or addition, the spell ends if you move to a place more change color for 1 minute. than 1,000 feet from the location where you cast it. • You cause harmless tremors in the ground for 1 Tiny Hut minute. 3rd-‐‑level evocation (ritual) • You create an instantaneous sound that originates from a point of your choice within range, such as a Casting Time: 1 minute rumble of thunder, the cry of a raven, or ominous Range: Self (10-‐‑foot-‐‑radius hemisphere) whispers. Components: V, S, M (a small crystal bead) • You instantaneously cause an unlocked door or Duration: 8 hours window to fly open or slam shut. A 10-‐‑foot-‐‑radius immobile dome of force springs • You alter the appearance of your eyes for 1 minute. into existence around and above you and remains If you cast this spell multiple times, you can have up stationary for the duration. The spell ends if you leave to three of its 1-‐‑minute effects active at a time, and its area. you can dismiss such an effect as an action. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area Thunderwave includes a larger creature or more than nine 1st-‐‑level evocation creatures. Creatures and objects within the dome Casting Time: 1 action when you cast this spell can move through it freely. Range: Self (15-‐‑foot cube) All other creatures and objects are barred from Components: V, S passing through it. Spells and other magical effects Duration: Instantaneous can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and A wave of thunderous force sweeps out from you. dry, regardless of the weather outside. Each creature in a 15-‐‑foot cube originating from you Until the spell ends, you can command the interior must make a Constitution saving throw. On a failed to become dimly lit or dark. The dome is opaque save, a creature takes 2d8 thunder damage and is from the outside, of any color you choose, but it is pushed 10 feet away from you. On a successful save, transparent from the inside. the creature takes half as much damage and isn’t pushed. Tongues In addition, unsecured objects that are completely 3rd-‐‑level divination within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell Casting Time: 1 action emits a thunderous boom audible out to 300 feet. Range: Touch At Higher Levels. When you cast this spell using a Components: V, M (a small clay model of a ziggurat) spell slot of 2nd level or higher, the damage Duration: 1 hour increases by 1d8 for each slot level above 1st. This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, System Reference Document 5.1 187 when the target speaks, any creature that knows at into a different creature, the creature into an object, least one language and can hear the target or the object into a creature (the object must be understands what it says. neither worn nor carried by another creature). The transformation lasts for the duration, or until the Transport via Plants target drops to 0 hit points or dies. If you 6th-‐‑level conjuration concentrate on this spell for the full duration, the transformation lasts until it is dispelled. Casting Time: 1 action This spell has no effect on a shapechanger or a Range: 10 feet creature with 0 hit points. An unwilling creature can Components: V, S make a Wisdom saving throw, and if it succeeds, it Duration: 1 round isn’t affected by this spell. This spell creates a magical link between a Large or Creature into Creature. If you turn a creature into larger inanimate plant within range and another another kind of creature, the new form can be any plant, at any distance, on the same plane of existence. kind you choose whose challenge rating is equal to You must have seen or touched the destination plant or less than the target’s (or its level, if the target at least once before. For the duration, any creature doesn’t have a challenge rating). The target’s game can step into the target plant and exit from the statistics, including mental ability scores, are destination plant by using 5 feet of movement. replaced by the statistics of the new form. It retains its alignment and personality. Tree Stride The target assumes the hit points of its new form, 5th-‐‑level conjuration and when it reverts to its normal form, the creature returns to the number of hit points it had before it Casting Time: 1 action transformed. If it reverts as a result of dropping to 0 Range: Self hit points, any excess damage carries over to its Components: V, S normal form. As long as the excess damage doesn’t Duration: Concentration, up to 1 minute reduce the creature’s normal form to 0 hit points, it You gain the ability to enter a tree and move from isn’t knocked unconscious. inside it to inside another tree of the same kind The creature is limited in the actions it can within 500 feet. Both trees must be living and at perform by the nature of its new form, and it can’t least the same size as you. You must use 5 feet of speak, cast spells, or take any other action that movement to enter a tree. You instantly know the requires hands or speech, unless its new form is location of all other trees of the same kind within capable of such actions. 500 feet and, as part of the move used to enter the The target’s gear melds into the new form. The tree, can either pass into one of those trees or step creature can’t activate, use, wield, or otherwise out of the tree you’re in. You appear in a spot of your benefit from any of its equipment. choice within 5 feet of the destination tree, using Object into Creature. You can turn an object into another 5 feet of movement. If you have no any kind of creature, as long as the creature’s size is movement left, you appear within 5 feet of the tree no larger than the object’s size and the creature’s you entered. challenge rating is 9 or lower. The creature is You can use this transportation ability once per friendly to you and your companions. It acts on each round for the duration. You must end each turn of your turns. You decide what action it takes and outside a tree. how it moves. The GM has the creature’s statistics and resolves all of its actions and movement. True Polymorph If the spell becomes permanent, you no longer 9th-‐‑level transmutation control the creature. It might remain friendly to you, depending on how you have treated it. Casting Time: 1 action Creature into Object. If you turn a creature into Range: 30 feet an object, it transforms along with whatever it is Components: V, S, M (a drop of mercury, a dollop of wearing and carrying into that form. The creature’s gum arabic, and a wisp of smoke) statistics become those of the object, and the Duration: Concentration, up to 1 hour creature has no memory of time spent in this form, Choose one creature or nonmagical object that you after the spell ends and it returns to its normal form. can see within range. You transform the creature System Reference Document 5.1 188 True Resurrection Unseen Servant 9th-‐‑level necromancy 1st-‐‑level conjuration (ritual) Casting Time: 1 hour Casting Time: 1 action Range: Touch Range: 60 feet Components: V, S, M (a sprinkle of holy water and Components: V, S, M (a piece of string and a bit of diamonds worth at least 25,000 gp, which the spell wood) consumes) Duration: 1 hour Duration: Instantaneous This spell creates an invisible, mindless, shapeless You touch a creature that has been dead for no force that performs simple tasks at your command longer than 200 years and that died for any reason until the spell ends. The servant springs into except old age. If the creature’s soul is free and existence in an unoccupied space on the ground willing, the creature is restored to life with all its hit within range. It has AC 10, 1 hit point, and a Strength points. of 2, and it can’t attack. If it drops to 0 hit points, the This spell closes all wounds, neutralizes any spell ends. poison, cures all diseases, and lifts any curses Once on each of your turns as a bonus action, you affecting the creature when it died. The spell can mentally command the servant to move up to 15 replaces damaged or missing organs and limbs. feet and interact with an object. The servant can The spell can even provide a new body if the perform simple tasks that a human servant could do, original no longer exists, in which case you must such as fetching things, cleaning, mending, folding speak the creature’s name. The creature then clothes, lighting fires, serving food, and pouring wine. appears in an unoccupied space you choose within Once you give the command, the servant performs 10 feet of you. the task to the best of its ability until it completes the task, then waits for your next command. True Seeing If you command the servant to perform a task that 6th-‐‑level divination would move it more than 60 feet away from you, the spell ends. Casting Time: 1 action Range: Touch Vampiric Touch Components: V, S, M (an ointment for the eyes that 3rd-‐‑level necromancy costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell) Casting Time: 1 action Duration: 1 hour Range: Self Components: V, S This spell gives the willing creature you touch the Duration: Concentration, up to 1 minute ability to see things as they actually are. For the duration, the creature has truesight, notices secret The touch of your shadow-‐‑wreathed hand can doors hidden by magic, and can see into the Ethereal siphon life force from others to heal your wounds. Plane, all out to a range of 120 feet. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic True Strike damage, and you regain hit points equal to half the Divination cantrip amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your Casting Time: 1 action turns as an action. Range: 30 feet At Higher Levels. When you cast this spell using a Components: S spell slot of 4th level or higher, the damage increases Duration: Concentration, up to 1 round by 1d6 for each slot level above 3rd. You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into Vicious Mockery the target’s defenses. On your next turn, you gain Enchantment cantrip advantage on your first attack roll against the target, Casting Time: 1 action provided that this spell hasn’t ended. Range: 60 feet Components: V System Reference Document 5.1 189 Duration: Instantaneous to 10 feet, or you can shape a flat surface made up of You unleash a string of insults laced with subtle ten 10-‐‑foot-‐‑by-‐‑10-‐‑foot panels. Each panel must be enchantments at a creature you can see within range. contiguous with another panel. In any form, the wall If the target can hear you (though it need not is 1/4 inch thick. It lasts for the duration. If the wall understand you), it must succeed on a Wisdom cuts through a creature’s space when it appears, the saving throw or take 1d4 psychic damage and have creature is pushed to one side of the wall (your disadvantage on the next attack roll it makes before choice which side). the end of its next turn. Nothing can physically pass through the wall. It is This spell's damage increases by 1d4 when you immune to all damage and can’t be dispelled by reach 5th level (2d4), 11th level (3d4), and 17th dispel magic. A disintegrate spell destroys the wall level (4d4). instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the Wall of Fire wall. 4th-‐‑level evocation Wall of Ice Casting Time: 1 action 6th-‐‑level evocation Range: 120 feet Components: V, S, M (a small piece of phosphorus) Casting Time: 1 action Duration: Concentration, up to 1 minute Range: 120 feet Components: V, S, M (a small piece of quartz) You create a wall of fire on a solid surface within Duration: Concentration, up to 10 minutes range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 You create a wall of ice on a solid surface within feet in diameter, 20 feet high, and 1 foot thick. The range. You can form it into a hemispherical dome or wall is opaque and lasts for the duration. a sphere with a radius of up to 10 feet, or you can When the wall appears, each creature within its shape a flat surface made up of ten 10-‐‑foot-‐‑square area must make a Dexterity saving throw. On a failed panels. Each panel must be contiguous with another save, a creature takes 5d8 fire damage, or half as panel. In any form, the wall is 1 foot thick and lasts much damage on a successful save. for the duration. One side of the wall, selected by you when you If the wall cuts through a creature’s space when it cast this spell, deals 5d8 fire damage to each appears, the creature within its area is pushed to creature that ends its turn within 10 feet of that side one side of the wall and must make a Dexterity or inside the wall. A creature takes the same damage saving throw. On a failed save, the creature takes when it enters the wall for the first time on a turn or 10d6 cold damage, or half as much damage on a ends its turn there. The other side of the wall deals successful save. no damage. The wall is an object that can be damaged and thus At Higher Levels. When you cast this spell using a breached. It has AC 12 and 30 hit points per 10-‐‑foot spell slot of 5th level or higher, the damage increases section, and it is vulnerable to fire damage. Reducing by 1d8 for each slot level above 4th. a 10-‐‑foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space Wall of Force the wall occupied. A creature moving through the 5th-‐‑level evocation sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature Casting Time: 1 action takes 5d6 cold damage on a failed save, or half as Range: 120 feet much damage on a successful one. Components: V, S, M (a pinch of powder made by At Higher Levels. When you cast this spell using a crushing a clear gemstone) spell slot of 7th level or higher, the damage the wall Duration: Concentration, up to 10 minutes deals when it appears increases by 2d6, and the An invisible wall of force springs into existence at a damage from passing through the sheet of frigid air point you choose within range. The wall appears in increases by 1d6, for each slot level above 6th. any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating Wall of Stone or resting on a solid surface. You can form it into a 5th-‐‑level evocation hemispherical dome or a sphere with a radius of up Casting Time: 1 action System Reference Document 5.1 190 Range: 120 feet When the wall appears, each creature within its Components: V, S, M (a small block of granite) area must make a Dexterity saving throw. On a failed Duration: Concentration, up to 10 minutes save, a creature takes 7d8 piercing damage, or half as much damage on a successful save. A nonmagical wall of solid stone springs into A creature can move through the wall, albeit existence at a point you choose within range. The slowly and painfully. For every 1 foot a creature wall is 6 inches thick and is composed of ten 10-‐‑foot-‐‑ moves through the wall, it must spend 4 feet of by-‐‑10-‐‑foot panels. Each panel must be contiguous movement. Furthermore, the first time a creature with at least one other panel. Alternatively, you can enters the wall on a turn or ends its turn there, the create 10-‐‑foot-‐‑by-‐‑20-‐‑foot panels that are only 3 creature must make a Dexterity saving throw. It inches thick. takes 7d8 slashing damage on a failed save, or half as If the wall cuts through a creature’s space when it much damage on a successful one. appears, the creature is pushed to one side of the At Higher Levels. When you cast this spell using a wall (your choice). If a creature would be spell slot of 7th level or higher, both types of damage surrounded on all sides by the wall (or the wall and increase by 1d8 for each slot level above 6th. another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its Warding Bond reaction to move up to its speed so that it is no 2nd-‐‑level abjuration longer enclosed by the wall. The wall can have any shape you desire, though it Casting Time: 1 action can’t occupy the same space as a creature or object. Range: Touch The wall doesn’t need to be vertical or rest on any Components: V, S, M (a pair of platinum rings worth firm foundation. It must, however, merge with and at least 50 gp each, which you and the target must be solidly supported by existing stone. Thus, you can wear for the duration) use this spell to bridge a chasm or create a ramp. Duration: 1 hour If you create a span greater than 20 feet in length, This spell wards a willing creature you touch and you must halve the size of each panel to create creates a mystic connection between you and the supports. You can crudely shape the wall to create target until the spell ends. While the target is within crenellations, battlements, and so on. 60 feet of you, it gains a +1 bonus to AC and saving The wall is an object made of stone that can be throws, and it has resistance to all damage. Also, damaged and thus breached. Each panel has AC 15 each time it takes damage, you take the same and 30 hit points per inch of thickness. Reducing a amount of damage. panel to 0 hit points destroys it and might cause The spell ends if you drop to 0 hit points or if you connected panels to collapse at the GM’s discretion. and the target become separated by more than 60 If you maintain your concentration on this spell feet. It also ends if the spell is cast again on either of for its whole duration, the wall becomes permanent the connected creatures. You can also dismiss the and can’t be dispelled. Otherwise, the wall spell as an action. disappears when the spell ends. Wall of Thorns Water Breathing 3rd-‐‑level transmutation (ritual) 6th-‐‑level conjuration Casting Time: 1 action Casting Time: 1 action Range: 30 feet Range: 120 feet Components: V, S, M (a short reed or piece of straw) Components: V, S, M (a handful of thorns) Duration: 24 hours Duration: Concentration, up to 10 minutes This spell grants up to ten willing creatures you can You create a wall of tough, pliable, tangled brush see within range the ability to breathe underwater bristling with needle-‐‑sharp thorns. The wall appears until the spell ends. Affected creatures also retain within range on a solid surface and lasts for the their normal mode of respiration. duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has Water Walk a 20-‐‑foot diameter and is up to 20 feet high and 5 3rd-‐‑level transmutation (ritual) feet thick. The wall blocks line of sight. Casting Time: 1 action System Reference Document 5.1 191 Range: 30 feet only to them. Each creature in a 30-‐‑foot-‐‑radius Components: V, S, M (a piece of cork) sphere centered on a point of your choice within Duration: 1 hour range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the This spell grants the ability to move across any duration. The illusion calls on the creature’s deepest liquid surface—such as water, acid, mud, snow, fears, manifesting its worst nightmares as an quicksand, or lava—as if it were harmless solid implacable threat. At the end of each of the ground (creatures crossing molten lava can still take frightened creature’s turns, it must succeed on a damage from the heat). Up to ten willing creatures Wisdom saving throw or take 4d10 psychic damage. you can see within range gain this ability for the On a successful save, the spell ends for that creature. duration. If you target a creature submerged in a liquid, the Wind Walk spell carries the target to the surface of the liquid at 6th-‐‑level transmutation a rate of 60 feet per round. Casting Time: 1 minute Web Range: 30 feet 2nd-‐‑level conjuration Components: V, S, M (fire and holy water) Duration: 8 hours Casting Time: 1 action Range: 60 feet You and up to ten willing creatures you can see Components: V, S, M (a bit of spiderweb) within range assume a gaseous form for the duration, Duration: Concentration, up to 1 hour appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has You conjure a mass of thick, sticky webbing at a resistance to damage from nonmagical weapons. The point of your choice within range. The webs fill a 20-‐‑ only actions a creature can take in this form are the foot cube from that point for the duration. The webs Dash action or to revert to its normal form. are difficult terrain and lightly obscure their area. Reverting takes 1 minute, during which time a If the webs aren’t anchored between two solid creature is incapacitated and can’t move. Until the masses (such as walls or trees) or layered across a spell ends, a creature can revert to cloud form, which floor, wall, or ceiling, the conjured web collapses on also requires the 1-‐‑minute transformation. itself, and the spell ends at the start of your next turn. If a creature is in cloud form and flying when the Webs layered over a flat surface have a depth of 5 effect ends, the creature descends 60 feet per round feet. for 1 minute until it lands, which it does safely. If it Each creature that starts its turn in the webs or can’t land after 1 minute, the creature falls the that enters them during its turn must make a remaining distance. Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or Wind Wall until it breaks free. 3rd-‐‑level evocation A creature restrained by the webs can use its action to make a Strength check against your spell Casting Time: 1 action save DC. If it succeeds, it is no longer restrained. Range: 120 feet The webs are flammable. Any 5-‐‑foot cube of webs Components: V, S, M (a tiny fan and a feather of exposed to fire burns away in 1 round, dealing 2d4 exotic origin) fire damage to any creature that starts its turn in the Duration: Concentration, up to 1 minute fire. A wall of strong wind rises from the ground at a Weird point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. 9th-‐‑level illusion You can shape the wall in any way you choose so Casting Time: 1 action long as it makes one continuous path along the Range: 120 feet ground. The wall lasts for the duration. Components: V, S When the wall appears, each creature within its Duration: Concentration, up to one minute area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or Drawing on the deepest fears of a group of creatures, half as much damage on a successful one. you create illusory creatures in their minds, visible System Reference Document 5.1 192 The strong wind keeps fog, smoke, and other gases GM as precisely as possible. The GM has great at bay. Small or smaller flying creatures or objects latitude in ruling what occurs in such an instance; can’t pass through the wall. Loose, lightweight the greater the wish, the greater the likelihood that materials brought into the wall fly upward. Arrows, something goes wrong. This spell might simply fail, bolts, and other ordinary projectiles launched at the effect you desire might only be partly achieved, targets behind the wall are deflected upward and or you might suffer some unforeseen consequence as automatically miss. (Boulders hurled by giants or a result of how you worded the wish. For example, siege engines, and similar projectiles, are wishing that a villain were dead might propel you unaffected.) Creatures in gaseous form can’t pass forward in time to a period when that villain is no through it. longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or Wish artifact might instantly transport you to the 9th-‐‑level conjuration presence of the item’s current owner. The stress of casting this spell to produce any Casting Time: 1 action effect other than duplicating another spell weakens Range: Self you. After enduring that stress, each time you cast a Components: V spell until you finish a long rest, you take 1d10 Duration: Instantaneous necrotic damage per level of that spell. This damage Wish is the mightiest spell a mortal creature can cast. can’t be reduced or prevented in any way. In By simply speaking aloud, you can alter the very addition, your Strength drops to 3, if it isn’t 3 or foundations of reality in accord with your desires. lower already, for 2d4 days. For each of those days The basic use of this spell is to duplicate any other that you spend resting and doing nothing more than spell of 8th level or lower. You don’t need to meet light activity, your remaining recovery time any requirements in that spell, including costly decreases by 2 days. Finally, there is a 33 percent components. The spell simply takes effect. chance that you are unable to cast wish ever again if Alternatively, you can create one of the following you suffer this stress. effects of your choice: Word of Recall • You create one object of up to 25,000 gp in value 6th-‐‑level conjuration that isn’t a magic item. The object can be no more than 300 feet in any dimension, and it appears in Casting Time: 1 action an unoccupied space you can see on the ground. Range: 5 feet • You allow up to twenty creatures that you can see Components: V to regain all hit points, and you end all effects on Duration: Instantaneous them described in the greater restoration spell. You and up to five willing creatures within 5 feet of • You grant up to ten creatures that you can see you instantly teleport to a previously designated resistance to a damage type you choose. sanctuary. You and any creatures that teleport with • You grant up to ten creatures you can see you appear in the nearest unoccupied space to the immunity to a single spell or other magical effect spot you designated when you prepared your for 8 hours. For instance, you could make yourself sanctuary (see below). If you cast this spell without and all your companions immune to a lich’s life first preparing a sanctuary, the spell has no effect. drain attack. You must designate a sanctuary by casting this • You undo a single recent event by forcing a reroll spell within a location, such as a temple, dedicated to of any roll made within the last round (including or strongly linked to your deity. If you attempt to your last turn). Reality reshapes itself to cast the spell in this manner in an area that isn’t accommodate the new result. For example, a wish dedicated to your deity, the spell has no effect. spell could undo an opponent’s successful save, a foe’s critical hit, or a friend’s failed save. You can Zone of Truth force the reroll to be made with advantage or 2nd-‐‑level enchantment disadvantage, and you can choose whether to use the reroll or the original roll. Casting Time: 1 action Range: 60 feet You might be able to achieve something beyond the Components: V, S scope of the above examples. State your wish to the Duration: 10 minutes System Reference Document 5.1 193 You create a magical zone that guards against deception in a 15-‐‑foot-‐‑radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth. System Reference Document 5.1 194 character’s passive Wisdom (Perception) score to Traps determine whether anyone in the party notices the Traps can be found almost anywhere. One wrong trap in passing. If the adventurers detect a trap step in an ancient tomb might trigger a series of before triggering it, they might be able to disarm it, scything blades, which cleave through armor and either permanently or long enough to move past it. bone. The seemingly innocuous vines that hang over You might call for an Intelligence (Investigation) a cave entrance might grasp and choke anyone who check for a character to deduce what needs to be pushes through them. A net hidden among the trees done, followed by a Dexterity check using thieves’ might drop on travelers who pass underneath. In a tools to perform the necessary sabotage. fantasy game, unwary adventurers can fall to their Any character can attempt an Intelligence deaths, be burned alive, or fall under a fusillade of (Arcana) check to detect or disarm a magic trap, in poisoned darts. addition to any other checks noted in the trap’s A trap can be either mechanical or magical in description. The DCs are the same regardless of the nature. Mechanical traps include pits, arrow traps, check used. In addition, dispel magic has a chance of falling blocks, water-‐‑filled rooms, whirling blades, disabling most magic traps. A magic trap’s and anything else that depends on a mechanism to description provides the DC for the ability check operate. Magic traps are either magical device traps made when you use dispel magic. or spell traps. Magical device traps initiate spell In most cases, a trap’s description is clear enough effects when activated. Spell traps are spells such as that you can adjudicate whether a character’s glyph of warding and symbol that function as traps. actions locate or foil the trap. As with many situations, you shouldn’t allow die rolling to override Traps in Play clever play and good planning. Use your common sense, drawing on the trap’s description to When adventurers come across a trap, you need to determine what happens. No trap’s design can know how the trap is triggered and what it does, as anticipate every possible action that the characters well as the possibility for the characters to detect the might attempt. trap and to disable or avoid it. You should allow a character to discover a trap without making an ability check if an action would Triggering a Trap clearly reveal the trap’s presence. For example, if a Most traps are triggered when a creature goes character lifts a rug that conceals a pressure plate, somewhere or touches something that the trap’s the character has found the trigger and no check is creator wanted to protect. Common triggers include required. stepping on a pressure plate or a false section of Foiling traps can be a little more complicated. floor, pulling a trip wire, turning a doorknob, and Consider a trapped treasure chest. If the chest is using the wrong key in a lock. Magic traps are often opened without first pulling on the two handles set set to go off when a creature enters an area or in its sides, a mechanism inside fires a hail of poison touches an object. Some magic traps (such as the needles toward anyone in front of it. After inspecting glyph of warding spell) have more complicated the chest and making a few checks, the characters trigger conditions, including a password that are still unsure if it’s trapped. Rather than simply prevents the trap from activating. open the chest, they prop a shield in front of it and push the chest open at a distance with an iron rod. In Detecting and Disabling a Trap this case, the trap still triggers, but the hail of Usually, some element of a trap is visible to careful needles fires harmlessly into the shield. inspection. Characters might notice an uneven Traps are often designed with mechanisms that flagstone that conceals a pressure plate, spot the allow them to be disarmed or bypassed. Intelligent gleam of light off a trip wire, notice small holes in the monsters that place traps in or around their lairs walls from which jets of flame will erupt, or need ways to get past those traps without harming otherwise detect something that points to a trap’s themselves. Such traps might have hidden levers presence. that disable their triggers, or a secret door might A trap’s description specifies the checks and DCs conceal a passage that goes around the trap. needed to detect it, disable it, or both. A character actively looking for a trap can attempt a Wisdom (Perception) check against the trap’s DC. You can also compare the DC to detect the trap with each System Reference Document 5.1 195 Trap Effects Sample Traps The effects of traps can range from inconvenient to deadly, making use of elements such as arrows, The magical and mechanical traps presented here spikes, blades, poison, toxic gas, blasts of fire, and vary in deadliness and are presented in alphabetical deep pits. The deadliest traps combine multiple order. elements to kill, injure, contain, or drive off any creature unfortunate enough to trigger them. A Collapsing Roof trap’s description specifies what happens when it is Mechanical trap triggered. This trap uses a trip wire to collapse the supports The attack bonus of a trap, the save DC to resist its keeping an unstable section of a ceiling in place. effects, and the damage it deals can vary depending The trip wire is 3 inches off the ground and on the trap’s severity. Use the Trap Save DCs and stretches between two support beams. The DC to Attack Bonuses table and the Damage Severity by spot the trip wire is 10. A successful DC 15 Dexterity Level table for suggestions based on three levels of check using thieves’ tools disables the trip wire trap severity. harmlessly. A character without thieves’ tools can A trap intended to be a setback is unlikely to kill attempt this check with disadvantage using any or seriously harm characters of the indicated levels, edged weapon or edged tool. On a failed check, the whereas a dangerous trap is likely to seriously trap triggers. injure (and potentially kill) characters of the Anyone who inspects the beams can easily indicated levels. A deadly trap is likely to kill determine that they are merely wedged in place. As characters of the indicated levels. an action, a character can knock over a beam, causing the trap to trigger. Trap Save DCs and Attack Bonuses The ceiling above the trip wire is in bad repair, Trap Danger Save DC Attack Bonus and anyone who can see it can tell that it’s in danger Setback 10–11 +3 to +5 of collapse. Dangerous 12–15 +6 to +8 When the trap is triggered, the unstable ceiling Deadly 16–20 +9 to +12 collapses. Any creature in the area beneath the unstable section must succeed on a DC 15 Dexterity Damage Severity by Level saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a Character Level Setback Dangerous Deadly successful one. Once the trap is triggered, the floor of 1st–4th 1d10 2d10 4d10 5th–10th 2d10 4d10 10d10 the area is filled with rubble and becomes difficult 11th–16th 4d10 10d10 18d10 terrain. 17th–20th 10d10 18d10 24d10 Falling Net Complex Traps Mechanical trap Complex traps work like standard traps, except once This trap uses a trip wire to release a net suspended activated they execute a series of actions each round. from the ceiling. A complex trap turns the process of dealing with a The trip wire is 3 inches off the ground and trap into something more like a combat encounter. stretches between two columns or trees. The net is When a complex trap activates, it rolls initiative. hidden by cobwebs or foliage. The DC to spot the trip The trap’s description includes an initiative bonus. wire and net is 10. A successful DC 15 Dexterity On its turn, the trap activates again, often taking an check using thieves’ tools breaks the trip wire action. It might make successive attacks against harmlessly. A character without thieves’ tools can intruders, create an effect that changes over time, or attempt this check with disadvantage using any otherwise produce a dynamic challenge. Otherwise, edged weapon or edged tool. On a failed check, the the complex trap can be detected and disabled or trap triggers. bypassed in the usual ways. When the trap is triggered, the net is released, For example, a trap that causes a room to slowly covering a 10-‐‑foot-‐‑square area. Those in the area are flood works best as a complex trap. On the trap’s trapped under the net and restrained, and those that turn, the water level rises. After several rounds, the fail a DC 10 Strength saving throw are also knocked room is completely flooded. prone. A creature can use its action to make a DC 10 System Reference Document 5.1 196 Strength check, freeing itself or another creature Once the pit trap is detected, an iron spike or within its reach on a success. The net has AC 10 and similar object can be wedged between the pit’s cover 20 hit points. Dealing 5 slashing damage to the net and the surrounding floor in such a way as to (AC 10) destroys a 5-‐‑foot-‐‑square section of it, freeing prevent the cover from opening, thereby making it any creature trapped in that section. safe to cross. The cover can also be magically held shut using the arcane lock spell or similar magic. Fire-Breathing Statue Locking Pit. This pit trap is identical to a hidden Magic trap pit trap, with one key exception: the trap door that covers the pit is spring-‐‑loaded. After a creature falls This trap is activated when an intruder steps on a into the pit, the cover snaps shut to trap its victim hidden pressure plate, releasing a magical gout of inside. flame from a nearby statue. The statue can be of A successful DC 20 Strength check is necessary to anything, including a dragon or a wizard casting a pry the cover open. The cover can also be smashed spell. open. A character in the pit can also attempt to The DC is 15 to spot the pressure plate, as well as disable the spring mechanism from the inside with a faint scorch marks on the floor and walls. A spell or DC 15 Dexterity check using thieves’ tools, provided other effect that can sense the presence of magic, that the mechanism can be reached and the such as detect magic, reveals an aura of evocation character can see. In some cases, a mechanism magic around the statue. (usually hidden behind a secret door nearby) opens The trap activates when more than 20 pounds of the pit. weight is placed on the pressure plate, causing the Spiked Pit. This pit trap is a simple, hidden, or statue to release a 30-‐‑foot cone of fire. Each creature locking pit trap with sharpened wooden or iron in the fire must make a DC 13 Dexterity saving throw, spikes at the bottom. A creature falling into the pit taking 22 (4d10) fire damage on a failed save, or half takes 11 (2d10) piercing damage from the spikes, in as much damage on a successful one. addition to any falling damage. Even nastier versions Wedging an iron spike or other object under the have poison smeared on the spikes. In that case, pressure plate prevents the trap from activating. A anyone taking piercing damage from the spikes must successful dispel magic (DC 13) cast on the statue also make a DC 13 Constitution saving throw, taking destroys the trap. an 22 (4d10) poison damage on a failed save, or half Pits as much damage on a successful one. Mechanical trap Poison Darts Four basic pit traps are presented here. Mechanical trap Simple Pit. A simple pit trap is a hole dug in the When a creature steps on a hidden pressure plate, ground. The hole is covered by a large cloth poison-‐‑tipped darts shoot from spring-‐‑loaded or anchored on the pit’s edge and camouflaged with pressurized tubes cleverly embedded in the dirt and debris. surrounding walls. An area might include multiple The DC to spot the pit is 10. Anyone stepping on pressure plates, each one rigged to its own set of the cloth falls through and pulls the cloth down into darts. the pit, taking damage based on the pit’s depth The tiny holes in the walls are obscured by dust (usually 10 feet, but some pits are deeper). and cobwebs, or cleverly hidden amid bas-‐‑reliefs, Hidden Pit. This pit has a cover constructed from murals, or frescoes that adorn the walls. The DC to material identical to the floor around it. spot them is 15. With a successful DC 15 Intelligence A successful DC 15 Wisdom (Perception) check (Investigation) check, a character can deduce the discerns an absence of foot traffic over the section of presence of the pressure plate from variations in the floor that forms the pit’s cover. A successful DC 15 mortar and stone used to create it, compared to the Intelligence (Investigation) check is necessary to surrounding floor. Wedging an iron spike or other confirm that the trapped section of floor is actually object under the pressure plate prevents the trap the cover of a pit. from activating. Stuffing the holes with cloth or wax When a creature steps on the cover, it swings open prevents the darts contained within from launching. like a trapdoor, causing the intruder to spill into the The trap activates when more than 20 pounds of pit below. The pit is usually 10 or 20 feet deep but weight is placed on the pressure plate, releasing four can be deeper. darts. Each dart makes a ranged attack with a +8 System Reference Document 5.1 197 bonus against a random target within 10 feet of the space while it’s rolling, that creature must succeed pressure plate (vision is irrelevant to this attack roll). on a DC 15 Dexterity saving throw or take 55 (If there are no targets in the area, the darts don’t hit (10d10) bludgeoning damage and be knocked prone. anything.) A target that is hit takes 2 (1d4) piercing The sphere stops when it hits a wall or similar damage and must succeed on a DC 15 Constitution barrier. It can’t go around corners, but smart saving throw, taking 11 (2d10) poison damage on a dungeon builders incorporate gentle, curving turns failed save, or half as much damage on a successful into nearby passages that allow the sphere to keep one. moving. As an action, a creature within 5 feet of the sphere Poison Needle can attempt to slow it down with a DC 20 Strength Mechanical trap check. On a successful check, the sphere’s speed is reduced by 15 feet. If the sphere’s speed drops to 0, A poisoned needle is hidden within a treasure it stops moving and is no longer a threat. chest’s lock, or in something else that a creature might open. Opening the chest without the proper Sphere of Annihilation key causes the needle to spring out, delivering a Magic trap dose of poison. When the trap is triggered, the needle extends 3 Magical, impenetrable darkness fills the gaping inches straight out from the lock. A creature within mouth of a stone face carved into a wall. The mouth range takes 1 piercing damage and 11 (2d10) poison is 2 feet in diameter and roughly circular. No sound damage, and must succeed on a DC 15 Constitution issues from it, no light can illuminate the inside of it, saving throw or be poisoned for 1 hour. and any matter that enters it is instantly obliterated. A successful DC 20 Intelligence (Investigation) A successful DC 20 Intelligence (Arcana) check check allows a character to deduce the trap’s reveals that the mouth contains a sphere of presence from alterations made to the lock to annihilation that can’t be controlled or moved. It is accommodate the needle. A successful DC 15 otherwise identical to a normal sphere of Dexterity check using thieves’ tools disarms the trap, annihilation. removing the needle from the lock. Unsuccessfully Some versions of the trap include an enchantment attempting to pick the lock triggers the trap. placed on the stone face, such that specified creatures feel an overwhelming urge to approach it Rolling Sphere and crawl inside its mouth. This effect is otherwise Mechanical trap like the sympathy aspect of the antipathy/sympathy spell. A successful dispel magic (DC 18) removes this When 20 or more pounds of pressure are placed on enchantment. this trap’s pressure plate, a hidden trapdoor in the ceiling opens, releasing a 10-‐‑foot-‐‑diameter rolling sphere of solid stone. With a successful DC 15 Wisdom (Perception) check, a character can spot the trapdoor and pressure plate. A search of the floor accompanied by a successful DC 15 Intelligence (Investigation) check reveals variations in the mortar and stone that betray the pressure plate’s presence. The same check made while inspecting the ceiling notes variations in the stonework that reveal the trapdoor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating. Activation of the sphere requires all creatures present to roll initiative. The sphere rolls initiative with a +8 bonus. On its turn, it moves 60 feet in a straight line. The sphere can move through creatures’ spaces, and creatures can move through its space, treating it as difficult terrain. Whenever the sphere enters a creature’s space or a creature enters its System Reference Document 5.1 198 the mad laughter and the incapacitated condition on Diseases a success. A plague ravages the kingdom, setting the Any humanoid creature that starts its turn within adventurers on a quest to find a cure. An adventurer 10 feet of an infected creature in the throes of mad emerges from an ancient tomb, unopened for laughter must succeed on a DC 10 Constitution centuries, and soon finds herself suffering from a saving throw or also become infected with the wasting illness. A warlock offends some dark power disease. Once a creature succeeds on this save, it is and contracts a strange affliction that spreads immune to the mad laughter of that particular whenever he casts spells. infected creature for 24 hours. A simple outbreak might amount to little more At the end of each long rest, an infected creature than a small drain on party resources, curable by a can make a DC 13 Constitution saving throw. On a casting of lesser restoration. A more complicated successful save, the DC for this save and for the save outbreak can form the basis of one or more to avoid an attack of mad laughter drops by 1d6. adventures as characters search for a cure, stop the When the saving throw DC drops to 0, the creature spread of the disease, and deal with the recovers from the disease. A creature that fails three consequences. of these saving throws gains a randomly determined A disease that does more than infect a few party form of indefinite madness, as described later. members is primarily a plot device. The rules help describe the effects of the disease and how it can be Sewer Plague cured, but the specifics of how a disease works Sewer plague is a generic term for a broad category aren’t bound by a common set of rules. Diseases can of illnesses that incubate in sewers, refuse heaps, affect any creature, and a given illness might or and stagnant swamps, and which are sometimes might not pass from one race or kind of creature to transmitted by creatures that dwell in those areas, another. A plague might affect only constructs or such as rats and otyughs. undead, or sweep through a halfling neighborhood When a humanoid creature is bitten by a creature but leave other races untouched. What matters is the that carries the disease, or when it comes into story you want to tell. contact with filth or offal contaminated by the disease, the creature must succeed on a DC 11 Sample Diseases Constitution saving throw or become infected. It takes 1d4 days for sewer plague’s symptoms to The diseases here illustrate the variety of ways manifest in an infected creature. Symptoms include disease can work in the game. Feel free to alter the fatigue and cramps. The infected creature suffers saving throw DCs, incubation times, symptoms, and one level of exhaustion, and it regains only half the other characteristics of these diseases to suit your normal number of hit points from spending Hit Dice campaign. and no hit points from finishing a long rest. At the end of each long rest, an infected creature Cackle Fever must make a DC 11 Constitution saving throw. On a This disease targets humanoids, although gnomes failed save, the character gains one level of are strangely immune. While in the grips of this exhaustion. On a successful save, the character’s disease, victims frequently succumb to fits of mad exhaustion level decreases by one level. If a laughter, giving the disease its common name and its successful saving throw reduces the infected morbid nickname: “the shrieks.” creature’s level of exhaustion below 1, the creature Symptoms manifest 1d4 hours after infection and recovers from the disease. include fever and disorientation. The infected creature gains one level of exhaustion that can’t be Sight Rot removed until the disease is cured. This painful infection causes bleeding from the eyes Any event that causes the infected creature great and eventually blinds the victim. stress—including entering combat, taking damage, A beast or humanoid that drinks water tainted by experiencing fear, or having a nightmare—forces the sight rot must succeed on a DC 15 Constitution creature to make a DC 13 Constitution saving throw. saving throw or become infected. One day after On a failed save, the creature takes 5 (1d10) psychic infection, the creature’s vision starts to become damage and becomes incapacitated with mad blurry. The creature takes a −1 penalty to attack laughter for 1 minute. The creature can repeat the rolls and ability checks that rely on sight. At the end saving throw at the end of each of its turns, ending System Reference Document 5.1 199 of each long rest after the symptoms appear, the penalty worsens by 1. When it reaches −5, the victim is blinded until its sight is restored by magic such as lesser restoration or heal. Sight rot can be cured using a rare flower called Eyebright, which grows in some swamps. Given an hour, a character who has proficiency with an herbalism kit can turn the flower into one dose of ointment. Applied to the eyes before a long rest, one dose of it prevents the disease from worsening after that rest. After three doses, the ointment cures the disease entirely. System Reference Document 5.1 200 51–60 The character must use his or her action each Madness 61–70 round to attack the nearest creature. The character experiences vivid hallucinations In a typical campaign, characters aren’t driven mad and has disadvantage on ability checks. by the horrors they face and the carnage they inflict 71–75 The character does whatever anyone tells him day after day, but sometimes the stress of being an or her to do that isn’t obviously self-‐ adventurer can be too much to bear. If your destructive. campaign has a strong horror theme, you might 76–80 The character experiences an overpowering want to use madness as a way to reinforce that urge to eat something strange such as dirt, theme, emphasizing the extraordinarily horrific slime, or offal. nature of the threats the adventurers face. 81–90 The character is stunned. 91–100 The character falls unconscious. Going Mad Various magical effects can inflict madness on an Long-‐Term Madness otherwise stable mind. Certain spells, such as d100 Effect (lasts 1d10 × 10 hours) contact other plane and symbol, can cause insanity, 01–10 The character feels compelled to repeat a and you can use the madness rules here instead of specific activity over and over, such as washing the spell effects of those spells. Diseases, poisons, hands, touching things, praying, or counting and planar effects such as psychic wind or the coins. howling winds of Pandemonium can all inflict 11–20 The character experiences vivid hallucinations madness. Some artifacts can also break the psyche of and has disadvantage on ability checks. a character who uses or becomes attuned to them. 21–30 The character suffers extreme paranoia. The Resisting a madness-‐‑inducing effect usually character has disadvantage on Wisdom and requires a Wisdom or Charisma saving throw. Charisma checks. 31–40 The character regards something (usually the Madness Effects source of madness) with intense revulsion, as if affected by the antipathy effect of the Madness can be short-‐‑term, long-‐‑term, or indefinite. antipathy/sympathy spell. Most relatively mundane effects impose short-‐‑term 41–45 The character experiences a powerful delusion. madness, which lasts for just a few minutes. More Choose a potion. The character imagines that horrific effects or cumulative effects can result in he or she is under its effects. long-‐‑term or indefinite madness. 46–55 The character becomes attached to a “lucky A character afflicted with short-‐‑term madness is charm,” such as a person or an object, and has subjected to an effect from the Short-‐‑Term Madness disadvantage on attack rolls, ability checks, and table for 1d10 minutes. saving throws while more than 30 feet from it. A character afflicted with long-‐‑term madness is 56–65 The character is blinded (25%) or deafened subjected to an effect from the Long-‐‑Term Madness (75%). 66–75 The character experiences uncontrollable table for 1d10 × 10 hours. tremors or tics, which impose disadvantage on A character afflicted with indefinite madness attack rolls, ability checks, and saving throws gains a new character flaw from the Indefinite that involve Strength or Dexterity. Madness table that lasts until cured. 76–85 The character suffers from partial amnesia. The character knows who he or she is and retains Short-‐Term Madness racial traits and class features, but doesn’t d100 Effect (lasts 1d10 minutes) recognize other people or remember anything 01–20 The character retreats into his or her mind and that happened before the madness took effect. becomes paralyzed. The effect ends if the 86–90 Whenever the character takes damage, he or character takes any damage. she must succeed on a DC 15 Wisdom saving 21–30 The character becomes incapacitated and throw or be affected as though he or she failed spends the duration screaming, laughing, or a saving throw against the confusion spell. The weeping. confusion effect lasts for 1 minute. 31–40 The character becomes frightened and must 91–95 The character loses the ability to speak. use his or her action and movement each 96–100 The character falls unconscious. No amount of round to flee from the source of the fear. jostling or damage can wake the character. 41–50 The character begins babbling and is incapable of normal speech or spellcasting. System Reference Document 5.1 201 Indefinite Madness d100 Flaw (lasts until cured) 01–15 “Being drunk keeps me sane.” 16–25 “I keep whatever I find.” 26–30 “I try to become more like someone else I know—adopting his or her style of dress, mannerisms, and name.” 31–35 “I must bend the truth, exaggerate, or outright lie to be interesting to other people.” 36–45 “Achieving my goal is the only thing of interest to me, and I’ll ignore everything else to pursue it.” 46–50 “I find it hard to care about anything that goes on around me.” 51–55 “I don’t like the way people judge me all the time.” 56–70 “I am the smartest, wisest, strongest, fastest, and most beautiful person I know.” 71–80 “I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they’re watching me all the time.” 81–85 “There’s only one person I can trust. And only I can see this special friend.” 86–95 “I can’t take anything seriously. The more serious the situation, the funnier I find it.” 96–100 “I’ve discovered that I really like killing people.” Curing Madness A calm emotions spell can suppress the effects of madness, while a lesser restoration spell can rid a character of a short-‐‑term or long-‐‑term madness. Depending on the source of the madness, remove curse or dispel evil might also prove effective. A greater restoration spell or more powerful magic is required to rid a character of indefinite madness. System Reference Document 5.1 202 Huge and Gargantuan Objects. Normal weapons Objects are of little use against many Huge and Gargantuan When characters need to saw through ropes, shatter objects, such as a colossal statue, towering column of a window, or smash a vampire’s coffin, the only hard stone, or massive boulder. That said, one torch can and fast rule is this: given enough time and the right burn a Huge tapestry, and an earthquake spell can tools, characters can destroy any destructible object. reduce a colossus to rubble. You can track a Huge or Use common sense when determining a character’s Gargantuan object’s hit points if you like, or you can success at damaging an object. Can a fighter cut simply decide how long the object can withstand through a section of a stone wall with a sword? No, whatever weapon or force is acting against it. If you the sword is likely to break before the wall does. track hit points for the object, divide it into Large or For the purpose of these rules, an object is a smaller sections, and track each section’s hit points discrete, inanimate item like a window, door, sword, separately. Destroying one of those sections could book, table, chair, or stone, not a building or a ruin the entire object. For example, a Gargantuan vehicle that is composed of many other objects. statue of a human might topple over when one of its Large legs is reduced to 0 hit points. Statistics for Objects Objects and Damage Types. Objects are immune When time is a factor, you can assign an Armor Class to poison and psychic damage. You might decide that and hit points to a destructible object. You can also some damage types are more effective against a give it immunities, resistances, and vulnerabilities to particular object or substance than others. For specific types of damage. example, bludgeoning damage works well for Armor Class. An object’s Armor Class is a measure smashing things but not for cutting through rope or of how difficult it is to deal damage to the object leather. Paper or cloth objects might be vulnerable when striking it (because the object has no chance of to fire and lightning damage. A pick can chip away dodging out of the way). The Object Armor Class stone but can’t effectively cut down a tree. As always, table provides suggested AC values for various use your best judgment. substances. Damage Threshold. Big objects such as castle walls often have extra resilience represented by a Object Armor Class damage threshold. An object with a damage Substance AC threshold has immunity to all damage unless it takes Cloth, paper, rope 11 an amount of damage from a single attack or effect Crystal, glass, ice 13 equal to or greater than its damage threshold, in Wood, bone 15 which case it takes damage as normal. Any damage Stone 17 that fails to meet or exceed the object’s damage Iron, steel 19 threshold is considered superficial and doesn’t Mithral 21 reduce the object’s hit points. Adamantine 23 Hit Points. An object’s hit points measure how much damage it can take before losing its structural integrity. Resilient objects have more hit points than fragile ones. Large objects also tend to have more hit points than small ones, unless breaking a small part of the object is just as effective as breaking the whole thing. The Object Hit Points table provides suggested hit points for fragile and resilient objects that are Large or smaller. Object Hit Points Size Fragile Resilient Tiny (bottle, lock) 2 (1d4) 5 (2d4) Small (chest, lute) 3 (1d6) 10 (3d6) Medium (barrel, chandelier) 4 (1d8) 18 (4d8) Large (cart, 10-‐ft.-‐by-‐10-‐ft. window) 5 (1d10) 27 (5d10) System Reference Document 5.1 203 Assassin’s Blood (Ingested). A creature subjected Poisons to this poison must make a DC 10 Constitution Given their insidious and deadly nature, poisons are saving throw. On a failed save, it takes 6 (1d12) illegal in most societies but are a favorite tool among poison damage and is poisoned for 24 hours. On a assassins, drow, and other evil creatures. successful save, the creature takes half damage and Poisons come in the following four types. isn’t poisoned. Contact. Contact poison can be smeared on an Burnt Othur Fumes (Inhaled). A creature object and remains potent until it is touched or subjected to this poison must succeed on a DC 13 washed off. A creature that touches contact poison Constitution saving throw or take 10 (3d6) poison with exposed skin suffers its effects. damage, and must repeat the saving throw at the Ingested. A creature must swallow an entire dose start of each of its turns. On each successive failed of ingested poison to suffer its effects. The dose can save, the character takes 3 (1d6) poison damage. be delivered in food or a liquid. You may decide that After three successful saves, the poison ends. a partial dose has a reduced effect, such as allowing Crawler Mucus (Contact). This poison must be advantage on the saving throw or dealing only half harvested from a dead or incapacitated crawler. A damage on a failed save. creature subjected to this poison must succeed on a Inhaled. These poisons are powders or gases that DC 13 Constitution saving throw or be poisoned for take effect when inhaled. Blowing the powder or 1 minute. The poisoned creature is paralyzed. The releasing the gas subjects creatures in a 5-‐‑foot cube creature can repeat the saving throw at the end of to its effect. The resulting cloud dissipates each of its turns, ending the effect on itself on a immediately afterward. Holding one’s breath is success. ineffective against inhaled poisons, as they affect Drow Poison (Injury). This poison is typically nasal membranes, tear ducts, and other parts of the made only by the drow, and only in a place far body. removed from sunlight. A creature subjected to this Injury. Injury poison can be applied to weapons, poison must succeed on a DC 13 Constitution saving ammunition, trap components, and other objects throw or be poisoned for 1 hour. If the saving throw that deal piercing or slashing damage and remains fails by 5 or more, the creature is also unconscious potent until delivered through a wound or washed while poisoned in this way. The creature wakes up if off. A creature that takes piercing or slashing it takes damage or if another creature takes an damage from an object coated with the poison is action to shake it awake. exposed to its effects. Essence of Ether (Inhaled). A creature subjected to this poison must succeed on a DC 15 Constitution Poisons saving throw or become poisoned for 8 hours. The Item Type Price per Dose poisoned creature is unconscious. The creature Assassin’s blood Ingested 150 gp wakes up if it takes damage or if another creature Burnt othur fumes Inhaled 500 gp takes an action to shake it awake. Crawler mucus Contact 200 gp Malice (Inhaled). A creature subjected to this Drow poison Injury 200 gp poison must succeed on a DC 15 Constitution saving Essence of ether Inhaled 300 gp throw or become poisoned for 1 hour. The poisoned Malice Inhaled 250 gp creature is blinded. Midnight tears Ingested 1,500 gp Midnight Tears (Ingested). A creature that Oil of taggit Contact 400 gp ingests this poison suffers no effect until the stroke Pale tincture Ingested 250 gp of midnight. If the poison has not been neutralized Purple worm poison Injury 2,000 gp before then, the creature must succeed on a DC 17 Serpent venom Injury 200 gp Constitution saving throw, taking 31 (9d6) poison Torpor Ingested 600 gp damage on a failed save, or half as much damage on Truth serum Ingested 150 gp Wyvern poison Injury 1,200 gp a successful one. Oil of Taggit (Contact). A creature subjected to this poison must succeed on a DC 13 Constitution Sample Poisons saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature Each type of poison has its own debilitating effects. wakes up if it takes damage. System Reference Document 5.1 204 Pale Tincture (Ingested). A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can’t be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally. Purple Worm Poison (Injury). This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. Serpent Venom (Injury). This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. Torpor (Ingested). A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated. Truth Serum (Ingested). A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can’t knowingly speak a lie, as if under the effect of a zone of truth spell. Wyvern Poison (Injury). This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. System Reference Document 5.1 205 also voluntarily end attunement by spending Magic Items another short rest focused on the item, unless the item is cursed. Magic items are gleaned from the hoards of conquered monsters or discovered in long-‐‑lost vaults. Such items grant capabilities a character Wearing and Wielding Items could rarely have otherwise, or they complement Using a magic item’s properties might mean wearing their owner’s capabilities in wondrous ways. or wielding it. A magic item meant to be worn must be donned in the intended fashion: boots go on the Attunement feet, gloves on the hands, hats and helmets on the head, and rings on the finger. Magic armor must be Some magic items require a creature to form a bond donned, a shield strapped to the arm, a cloak with them before their magical properties can be fastened about the shoulders. A weapon must be used. This bond is called attunement, and certain held. items have a prerequisite for it. If the prerequisite is In most cases, a magic item that’s meant to be a class, a creature must be a member of that class to worn can fit a creature regardless of size or build. attune to the item. (If the class is a spellcasting class, Many magic garments are made to be easily a monster qualifies if it has spell slots and uses that adjustable, or they magically adjust themselves to class’s spell list.) If the prerequisite is to be a the wearer. Rare exceptions exist. If the story spellcaster, a creature qualifies if it can cast at least suggests a good reason for an item to fit only one spell using its traits or features, not using a creatures of a certain size or shape, you can rule that magic item or the like. it doesn’t adjust. For example, drow-‐‑made armor Without becoming attuned to an item that might fit elves only. Dwarves might make items requires attunement, a creature gains only its usable only by dwarf-‐‑sized and dwarf-‐‑shaped folk. nonmagical benefits, unless its description states When a nonhumanoid tries to wear an item, use otherwise. For example, a magic shield that requires your discretion as to whether the item functions as attunement provides the benefits of a normal shield intended. A ring placed on a tentacle might work, but to a creature not attuned to it, but none of its magical a yuan-‐‑ti with a snakelike tail instead of legs can’t properties. wear boots. Attuning to an item requires a creature to spend a short rest focused on only that item while being in Multiple Items of the Same Kind physical contact with it (this can’t be the same short rest used to learn the item’s properties). This focus Use common sense to determine whether more than can take the form of weapon practice (for a weapon), one of a given kind of magic item can be worn. A meditation (for a wondrous item), or some other character can’t normally wear more than one pair of appropriate activity. If the short rest is interrupted, footwear, one pair of gloves or gauntlets, one pair of the attunement attempt fails. Otherwise, at the end bracers, one suit of armor, one item of headwear, of the short rest, the creature gains an intuitive and one cloak. You can make exceptions; a character understanding of how to activate any magical might be able to wear a circlet under a helmet, for properties of the item, including any necessary example, or to layer two cloaks. command words. An item can be attuned to only one creature at a Paired Items time, and a creature can be attuned to no more than Items that come in pairs—such as boots, bracers, three magic items at a time. Any attempt to attune to gauntlets, and gloves—impart their benefits only if a fourth item fails; the creature must end its both items of the pair are worn. For example, a attunement to an item first. Additionally, a creature character wearing a boot of striding and springing can’t attune to more than one copy of an item. For on one foot and a boot of elvenkind on the other foot example, a creature can’t attune to more than one gains no benefit from either. ring of protection at a time. A creature’s attunement to an item ends if the creature no longer satisfies the prerequisites for Activating an Item attunement, if the item has been more than 100 feet Activating some magic items requires a user to do away for at least 24 hours, if the creature dies, or if something special, such as holding the item and another creature attunes to the item. A creature can uttering a command word. The description of each System Reference Document 5.1 206 item category or individual item details how an item charges, the creature attuned to it learns how many is activated. Certain items use the following rules for charges it regained. their activation. If an item requires an action to activate, that action isn’t a function of the Use an Item action, so a Magic Items A-Z feature such as the rogue’s Fast Hands can’t be used to activate the item. Magic items are presented in alphabetical order. A magic item’s description gives the item’s name, its Command Word category, its rarity, and its magical properties. A command word is a word or phrase that must be Adamantine Armor spoken for an item to work. A magic item that Armor (medium or heavy, but not hide), uncommon requires a command word can’t be activated in an area where sound is prevented, as in the area of the This suit of armor is reinforced with adamantine, silence spell. one of the hardest substances in existence. While you’re wearing it, any critical hit against you Consumables becomes a normal hit. Some items are used up when they are activated. A Ammunition, +1, +2, or +3 potion or an elixir must be swallowed, or an oil Weapon (any ammunition), uncommon (+1), rare applied to the body. The writing vanishes from a (+2), or very rare (+3) scroll when it is read. Once used, a consumable item loses its magic. You have a bonus to attack and damage rolls made with this piece of magic ammunition. The bonus is Spells determined by the rarity of the ammunition. Once it Some magic items allow the user to cast a spell from hits a target, the ammunition is no longer magical. the item. The spell is cast at the lowest possible spell level, doesn’t expend any of the user’s spell slots, and Amulet of Health requires no components, unless the item’s Wondrous item, rare (requires attunement) description says otherwise. The spell uses its normal Your Constitution score is 19 while you wear this casting time, range, and duration, and the user of the amulet. It has no effect on you if your Constitution is item must concentrate if the spell requires already 19 or higher. concentration. Many items, such as potions, bypass the casting of a spell and confer the spell’s effects, Amulet of Proof against Detection and with their usual duration. Certain items make Location exceptions to these rules, changing the casting time, Wondrous item, uncommon (requires attunement) duration, or other parts of a spell. A magic item, such as certain staffs, may require While wearing this amulet, you are hidden from you to use your own spellcasting ability when you divination magic. You can’t be targeted by such cast a spell from the item. If you have more than one magic or perceived through magical scrying sensors. spellcasting ability, you choose which one to use with the item. If you don’t have a spellcasting Amulet of the Planes ability—perhaps you’re a rogue with the Use Magic Wondrous item, very rare (requires attunement) Device feature—your spellcasting ability modifier is While wearing this amulet, you can use an action to +0 for the item, and your proficiency bonus does name a location that you are familiar with on apply. another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast Charges the plane shift spell. On a failure, you and each Some magic items have charges that must be creature and object within 15 feet of you travel to a expended to activate their properties. The number of random destination. Roll a d100. On a 1–60, you charges an item has remaining is revealed when an travel to a random location on the plane you named. identify spell is cast on it, as well as when a creature On a 61–100, you travel to a randomly determined attunes to it. Additionally, when an item regains plane of existence. System Reference Document 5.1 207 Animated Shield allowing the apparatus reducing the apparatus’s Armor (shield), very rare (requires attunement) to walk and swim. speed to 0 and making it unable to benefit from While holding this shield, you can speak its bonuses to speed. command word as a bonus action to cause it to 2 Forward window shutter Forward window shutter animate. The shield leaps into the air and hovers in opens. closes. your space to protect you as if you were wielding it, 3 Side window shutters Side window shutters leaving your hands free. The shield remains open (two per side). close (two per side). animated for 1 minute, until you use a bonus action 4 Two claws extend from The claws retract. the front sides of the to end this effect, or until you are incapacitated or apparatus. die, at which point the shield falls to the ground or 5 Each extended claw Each extended claw into your hand if you have one free. makes the following makes the following melee weapon attack: melee weapon attack: +8 Apparatus of the Crab +8 to hit, reach 5 ft., one to hit, reach 5 ft., one Wondrous item, legendary target. Hit: 7 (2d6) target. Hit: The target is This item first appears to be a Large sealed iron bludgeoning damage. grappled (escape DC 15). 6 The apparatus walks or The apparatus walks or barrel weighing 500 pounds. The barrel has a hidden swims forward. swims backward. catch, which can be found with a successful DC 20 7 The apparatus turns 90 The apparatus turns 90 Intelligence (Investigation) check. Releasing the degrees left. degrees right. catch unlocks a hatch at one end of the barrel, 8 Eyelike fixtures emit The light turns off. allowing two Medium or smaller creatures to crawl bright light in a 30-‐foot inside. Ten levers are set in a row at the far end, each radius and dim light for in a neutral position, able to move either up or down. an additional 30 feet. When certain levers are used, the apparatus 9 The apparatus sinks as The apparatus rises up transforms to resemble a giant lobster. much as 20 feet in to 20 feet in liquid. The apparatus of the Crab is a Large object with liquid. the following statistics: 10 The rear hatch unseals The rear hatch closes and opens. and seals. Armor Class: 20 Hit Points: 200 Armor, +1, +2, or +3 Speed: 30 ft., swim 30 ft. (or 0 ft. for both if the legs Armor (light, medium, or heavy), rare (+1), very rare and tail aren’t extended) (+2), or legendary (+3) Damage Immunities: poison, psychic You have a bonus to AC while wearing this armor. To be used as a vehicle, the apparatus requires one The bonus is determined by its rarity. pilot. While the apparatus’s hatch is closed, the compartment is airtight and watertight. The Armor of Invulnerability compartment holds enough air for 10 hours of Armor (plate), legendary (requires attunement) breathing, divided by the number of breathing creatures inside. You have resistance to nonmagical damage while The apparatus floats on water. It can also go you wear this armor. Additionally, you can use an underwater to a depth of 900 feet. Below that, the action to make yourself immune to nonmagical vehicle takes 2d6 bludgeoning damage per minute damage for 10 minutes or until you are no longer from pressure. wearing the armor. Once this special action is used, A creature in the compartment can use an action it can’t be used again until the next dawn. to move as many as two of the apparatus’s levers up or down. After each use, a lever goes back to its Armor of Resistance neutral position. Each lever, from left to right, Armor (light, medium, or heavy), rare (requires functions as shown in the Apparatus of the Crab attunement) Levers table. You have resistance to one type of damage while you Apparatus of the Crab Levers wear this armor. The GM chooses the type or determines it randomly from the options below. Lever Up Down 1 Legs and tail extend, Legs and tail retract, System Reference Document 5.1 208 d10 Damage Type d10 Damage Type Bag of Beans 1 Acid 6 Necrotic Wondrous item, rare 2 Cold 7 Poison 3 Fire 8 Psychic Inside this heavy cloth bag are 3d4 dry beans. The 4 Force 9 Radiant bag weighs 1/2 pound plus 1/4 pound for each bean 5 Lightning 10 Thunder it contains. If you dump the bag’s contents out on the ground, Armor of Vulnerability they explode in a 10-‐‑foot radius, extending from the Armor (plate), rare (requires attunement) beans. Each creature in the area, including you, must While wearing this armor, you have resistance to make a DC 15 Dexterity saving throw, taking 5d4 fire one of the following damage types: bludgeoning, damage on a failed save, or half as much damage on piercing, or slashing. The GM chooses the type or a successful one. The fire ignites flammable objects determines it randomly. in the area that aren’t being worn or carried. Curse. This armor is cursed, a fact that is revealed If you remove a bean from the bag, plant it in dirt only when an identify spell is cast on the armor or or sand, and then water it, the bean produces an you attune to it. Attuning to the armor curses you effect 1 minute later from the ground where it was until you are targeted by the remove curse spell or planted. The GM can choose an effect from the similar magic; removing the armor fails to end the following table, determine it randomly, or create an curse. While cursed, you have vulnerability to two of effect. the three damage types associated with the armor d100 Effect (not the one to which it grants resistance). 01 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater Arrow-Catching Shield must succeed on a DC 15 Constitution saving Armor (shield), rare (requires attunement) throw or take 5d6 poison damage and become poisoned for 1 hour. On an even roll, the eater You gain a +2 bonus to AC against ranged attacks gains 5d6 temporary hit points for 1 hour. while you wield this shield. This bonus is in addition 02–10 A geyser erupts and spouts water, beer, berry to the shield’s normal bonus to AC. In addition, juice, tea, vinegar, wine, or oil (GM’s choice) 30 whenever an attacker makes a ranged attack against feet into the air for 1d12 rounds. a target within 5 feet of you, you can use your 11–20 A treant sprouts. There’s a 50 percent chance reaction to become the target of the attack instead. that the treant is chaotic evil and attacks. 21–30 An animate, immobile stone statue in your Arrow of Slaying likeness rises. It makes verbal threats against Weapon (arrow), very rare you. If you leave it and others come near, it describes you as the most heinous of villains and An arrow of slaying is a magic weapon meant to slay directs the newcomers to find and attack you. If a particular kind of creature. Some are more focused you are on the same plane of existence as the than others; for example, there are both arrows of statue, it knows where you are. The statue dragon slaying and arrows of blue dragon slaying. If a becomes inanimate after 24 hours. creature belonging to the type, race, or group 31–40 A campfire with blue flames springs forth and associated with an arrow of slaying takes damage burns for 24 hours (or until it is extinguished). from the arrow, the creature must make a DC 17 41–50 1d6 + 6 shriekers sprout 51–60 1d4 + 8 bright pink toads crawl forth. Whenever Constitution saving throw, taking an extra 6d10 a toad is touched, it transforms into a Large or piercing damage on a failed save, or half as much smaller monster of the GM’s choice. The extra damage on a successful one. monster remains for 1 minute, then disappears Once an arrow of slaying deals its extra damage to in a puff of bright pink smoke. a creature, it becomes a nonmagical arrow. 61–70 A hungry bulette burrows up and attacks. Other types of magic ammunition of this kind exist, 71–80 A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of such as bolts of slaying meant for a crossbow, though which act as randomly determined magic arrows are most common. potions, while one acts as an ingested poison of the GM’s choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days. 81–90 A nest of 1d4 + 3 eggs springs up. Any creature System Reference Document 5.1 209 that eats an egg must make a DC 20 Constitution its contents. Retrieving an item from the bag saving throw. On a successful save, a creature requires an action. permanently increases its lowest ability score by If the bag is overloaded, pierced, or torn, it 1, randomly choosing among equally low scores. ruptures and is destroyed, and its contents are On a failed save, the creature takes 10d6 force scattered in the Astral Plane. If the bag is turned damage from an internal magical explosion. inside out, its contents spill forth, unharmed, but the 91–99 A pyramid with a 60-‐foot-‐square base bursts bag must be put right before it can be used again. upward. Inside is a sarcophagus containing a mummy lord. The pyramid is treated as the Breathing creatures inside the bag can survive up to mummy lord’s lair, and its sarcophagus contains a number of minutes equal to 10 divided by the treasure of the GM’s choice. number of creatures (minimum 1 minute), after 00 A giant beanstalk sprouts, growing to a height of which time they begin to suffocate. the GM’s choice. The top leads where the GM Placing a bag of holding inside an chooses, such as to a great view, a cloud giant’s extradimensional space created by a handy castle, or a different plane of existence. haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Bag of Devouring Plane. The gate originates where the one item was Wondrous item, very rare placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location This bag superficially resembles a bag of holding but on the Astral Plane. The gate then closes. The gate is is a feeding orifice for a gigantic extradimensional one-‐‑way only and can’t be reopened. creature. Turning the bag inside out closes the orifice. Bag of Tricks The extradimensional creature attached to the bag Wondrous item, uncommon can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is This ordinary bag, made from gray, rust, or tan cloth, devoured and lost forever. When part of a living appears empty. Reaching inside the bag, however, creature is placed in the bag, as happens when reveals the presence of a small, fuzzy object. The bag someone reaches inside it, there is a 50 percent weighs 1/2 pound. chance that the creature is pulled inside the bag. A You can use an action to pull the fuzzy object from creature inside the bag can use its action to try to the bag and throw it up to 20 feet. When the object escape with a successful DC 15 Strength check. lands, it transforms into a creature you determine by Another creature can use its action to reach into the rolling a d8 and consulting the table that bag to pull a creature out, doing so with a successful corresponds to the bag’s color. The creature DC 20 Strength check (provided it isn’t pulled inside vanishes at the next dawn or when it is reduced to 0 the bag first). Any creature that starts its turn inside hit points. the bag is devoured, its body destroyed. The creature is friendly to you and your Inanimate objects can be stored in the bag, which companions, and it acts on your turn. You can use a can hold a cubic foot of such material. However, once bonus action to command how the creature moves each day, the bag swallows any objects inside it and and what action it takes on its next turn, or to give it spits them out into another plane of existence. The general orders, such as to attack your enemies. In GM determines the time and plane. the absence of such orders, the creature acts in a If the bag is pierced or torn, it is destroyed, and fashion appropriate to its nature. anything contained within it is transported to a Once three fuzzy objects have been pulled from random location on the Astral Plane. the bag, the bag can’t be used again until the next dawn. Bag of Holding Wondrous item, uncommon Gray Bag of Tricks d8 Creature This bag has an interior space considerably larger 1 Weasel than its outside dimensions, roughly 2 feet in 2 Giant rat diameter at the mouth and 4 feet deep. The bag can 3 Badger hold up to 500 pounds, not exceeding a volume of 64 4 Boar cubic feet. The bag weighs 15 pounds, regardless of 5 Panther 6 Giant badger System Reference Document 5.1 210 7 Dire wolf Belt of Dwarvenkind 8 Giant elk Wondrous item, rare (requires attunement) While wearing this belt, you gain the following Rust Bag of Tricks benefits: d8 Creature • Your Constitution score increases by 2, to a 1 Rat 2 Owl maximum of 20. 3 Mastiff • You have advantage on Charisma (Persuasion) 4 Goat checks made to interact with dwarves. 5 Giant goat In addition, while attuned to the belt, you have a 50 6 Giant boar percent chance each day at dawn of growing a full 7 Lion beard if you’re capable of growing one, or a visibly 8 Brown bear thicker beard if you already have one. If you aren’t a dwarf, you gain the following Tan Bag of Tricks additional benefits while wearing the belt: d8 Creature • You have advantage on saving throws against 1 Jackal poison, and you have resistance against poison 2 Ape damage. 3 Baboon • You have darkvision out to a range of 60 feet. 4 Axe beak • You can speak, read, and write Dwarvish. 5 Black bear 6 Giant weasel Belt of Giant Strength 7 Giant hyena Wondrous item, rarity varies (requires attunement) 8 Tiger While wearing this belt, your Strength score changes Bead of Force to a score granted by the belt. If your Strength is Wondrous item, rare already equal to or greater than the belt’s score, the item has no effect on you. This small black sphere measures 3/4 of an inch in Six varieties of this belt exist, corresponding with diameter and weighs an ounce. Typically, 1d4 + 4 and having rarity according to the six kinds of true beads of force are found together. giants. The belt of stone giant strength and the belt of You can use an action to throw the bead up to 60 frost giant strength look different, but they have the feet. The bead explodes on impact and is destroyed. same effect. Each creature within a 10-‐‑foot radius of where the bead landed must succeed on a DC 15 Dexterity Type Strength Rarity saving throw or take 5d4 force damage. A sphere of Hill giant 21 Rare transparent force then encloses the area for 1 Stone/frost giant 23 Very rare minute. Any creature that failed the save and is Fire giant 25 Very rare completely within the area is trapped inside this Cloud giant 27 Legendary Storm giant 29 Legendary sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Berserker Axe Only breathable air can pass through the sphere’s Weapon (any axe), rare (requires attunement) wall. No attack or other effect can. You gain a +1 bonus to attack and damage rolls An enclosed creature can use its action to push made with this magic weapon. In addition, while you against the sphere’s wall, moving the sphere up to are attuned to this weapon, your hit point maximum half the creature’s walking speed. The sphere can be increases by 1 for each level you have attained. picked up, and its magic causes it to weigh only 1 Curse. This axe is cursed, and becoming attuned to pound, regardless of the weight of creatures inside. it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other System Reference Document 5.1 211 than this one, unless no foe is within 60 feet of you Boots of the Winterlands that you can see or hear. Wondrous item, uncommon (requires attunement) Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a These furred boots are snug and feel quite warm. DC 15 Wisdom saving throw or go berserk. While While you wear them, you gain the following berserk, you must use your action each round to benefits: attack the creature nearest to you with the axe. If • You have resistance to cold damage. you can make extra attacks as part of the Attack • You ignore difficult terrain created by ice or snow. action, you use those extra attacks, moving to attack • You can tolerate temperatures as low as −50 the next nearest creature after you fell your current degrees Fahrenheit without any additional target. If you have multiple possible targets, you protection. If you wear heavy clothes, you can attack one at random. You are berserk until you start tolerate temperatures as low as −100 degrees your turn with no creatures within 60 feet of you Fahrenheit. that you can see or hear. Bowl of Commanding Water Elementals Boots of Elvenkind Wondrous item, rare Wondrous item, uncommon While this bowl is filled with water, you can use an While you wear these boots, your steps make no action to speak the bowl’s command word and sound, regardless of the surface you are moving summon a water elemental, as if you had cast the across. You also have advantage on Dexterity conjure elemental spell. The bowl can’t be used this (Stealth) checks that rely on moving silently. way again until the next dawn. The bowl is about 1 foot in diameter and half as Boots of Levitation deep. It weighs 3 pounds and holds about 3 gallons. Wondrous item, rare (requires attunement) While you wear these boots, you can use an action to Bracers of Archery cast the levitate spell on yourself at will. Wondrous item, uncommon (requires attunement) While wearing these bracers, you have proficiency Boots of Speed with the longbow and shortbow, and you gain a +2 Wondrous item, rare (requires attunement) bonus to damage rolls on ranged attacks made with While you wear these boots, you can use a bonus such weapons. action and click the boots’ heels together. If you do, the boots double your walking speed, and any Bracers of Defense creature that makes an opportunity attack against Wondrous item, rare (requires attunement) you has disadvantage on the attack roll. If you click While wearing these bracers, you gain a +2 bonus to your heels together again, you end the effect. AC if you are wearing no armor and using no shield. When the boots’ property has been used for a total of 10 minutes, the magic ceases to function until you Brazier of Commanding Fire Elementals finish a long rest. Wondrous item, rare Boots of Striding and Springing While a fire burns in this brass brazier, you can use Wondrous item, uncommon (requires attunement) an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the While you wear these boots, your walking speed conjure elemental spell. The brazier can’t be used becomes 30 feet, unless your walking speed is higher, this way again until the next dawn. and your speed isn’t reduced if you are encumbered The brazier weighs 5 pounds. or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t Brooch of Shielding jump farther than your remaining movement would Wondrous item, uncommon (requires attunement) allow. While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell. System Reference Document 5.1 212 Broom of Flying Alternatively, when you light the candle for the Wondrous item, uncommon first time, you can cast the gate spell with it. Doing so destroys the candle. This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand Cape of the Mountebank astride it and speak its command word. It then Wondrous item, rare hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 This cape smells faintly of brimstone. While wearing pounds, but its flying speed becomes 30 feet while it, you can use it to cast the dimension door spell as carrying over 200 pounds. The broom stops an action. This property of the cape can’t be used hovering when you land. again until the next dawn. You can send the broom to travel alone to a When you disappear, you leave behind a cloud of destination within 1 mile of you if you speak the smoke, and you appear in a similar cloud of smoke at command word, name the location, and are familiar your destination. The smoke lightly obscures the with that place. The broom comes back to you when space you left and the space you appear in, and it you speak another command word, provided that dissipates at the end of your next turn. A light or the broom is still within 1 mile of you. stronger wind disperses the smoke. Candle of Invocation Carpet of Flying Wondrous item, very rare (requires attunement) Wondrous item, very rare This slender taper is dedicated to a deity and shares You can speak the carpet’s command word as an that deity’s alignment. The candle’s alignment can be action to make the carpet hover and fly. It moves detected with the detect evil and good spell. The GM according to your spoken directions, provided that chooses the god and associated alignment or you are within 30 feet of it. determines the alignment randomly. Four sizes of carpet of flying exist. The GM chooses the size of a given carpet or determines it randomly. d20 Alignment 1–2 Chaotic evil d100 Size Capacity Flying Speed 3–4 Chaotic neutral 01–20 3 ft. × 5 ft. 200 lb. 80 feet 5–7 Chaotic good 21–55 4 ft. × 6 ft. 400 lb. 60 feet 8–9 Neutral evil 56–80 5 ft. × 7 ft. 600 lb. 40 feet 10–11 Neutral 81–100 6 ft. × 9 ft. 800 lb. 30 feet 12–13 Neutral good 14–15 Lawful evil A carpet can carry up to twice the weight shown 16–17 Lawful neutral on the table, but it flies at half speed if it carries 18–20 Lawful good more than its normal capacity. The candle’s magic is activated when the candle is Censer of Controlling Air Elementals lit, which requires an action. After burning for 4 Wondrous item, rare hours, the candle is destroyed. You can snuff it out While incense is burning in this censer, you can use early for use at a later time. Deduct the time it an action to speak the censer’s command word and burned in increments of 1 minute from the candle’s summon an air elemental, as if you had cast the total burn time. conjure elemental spell. The censer can’t be used this While lit, the candle sheds dim light in a 30-‐‑foot way again until the next dawn. radius. Any creature within that light whose This 6-‐‑inch-‐‑wide, 1-‐‑foot-‐‑high vessel resembles a alignment matches that of the candle makes attack chalice with a decorated lid. It weighs 1 pound. rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light Chime of Opening whose alignment matches the candle’s can cast 1st-‐‑ Wondrous item, rare level spells he or she has prepared without expending spell slots, though the spell’s effect is as if This hollow metal tube measures about 1 foot long cast with a 1st-‐‑level slot. and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime System Reference Document 5.1 213 issues a clear tone, and one lock or latch on the shifts to camouflage you. Pulling the hood up or object opens unless the sound can’t reach the object. down requires an action. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth Cloak of Protection time, it cracks and becomes useless. Wondrous item, uncommon (requires attunement) Circlet of Blasting You gain a +1 bonus to AC and saving throws while you wear this cloak. Wondrous item, uncommon While wearing this circlet, you can use an action to Cloak of the Bat cast the scorching ray spell with it. When you make Wondrous item, rare (requires attunement) the spell’s attacks, you do so with an attack bonus of While wearing this cloak, you have advantage on +5. The circlet can’t be used this way again until the Dexterity (Stealth) checks. In an area of dim light or next dawn. darkness, you can grip the edges of the cloak with Cloak of Arachnida both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak’s edges while flying in Wondrous item, very rare (requires attunement) this way, or if you are no longer in dim light or This fine garment is made of black silk interwoven darkness, you lose this flying speed. with faint silvery threads. While wearing it, you gain While wearing the cloak in an area of dim light or the following benefits: darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in • You have resistance to poison damage. the form of the bat, you retain your Intelligence, • You have a climbing speed equal to your walking Wisdom, and Charisma scores. The cloak can’t be speed. used this way again until the next dawn. • You can move up, down, and across vertical surfaces and upside down along ceilings, while Cloak of the Manta Ray leaving your hands free. Wondrous item, uncommon • You can’t be caught in webs of any sort and can move through webs as if they were difficult terrain. While wearing this cloak with its hood up, you can • You can use an action to cast the web spell (save breathe underwater, and you have a swimming DC 13). The web created by the spell fills twice its speed of 60 feet. Pulling the hood up or down normal area. Once used, this property of the cloak requires an action. can’t be used again until the next dawn. Crystal Ball Cloak of Displacement Wondrous item, very rare or legendary (requires Wondrous item, rare (requires attunement) attunement) While you wear this cloak, it projects an illusion that The typical crystal ball, a very rare item, is about 6 makes you appear to be standing in a place near inches in diameter. While touching it, you can cast your actual location, causing any creature to have the scrying spell (save DC 17) with it. disadvantage on attack rolls against you. If you take The following crystal ball variants are legendary damage, the property ceases to function until the items and have additional properties. start of your next turn. This property is suppressed Crystal Ball of Mind Reading. You can use an while you are incapacitated, restrained, or otherwise action to cast the detect thoughts spell (save DC 17) unable to move. while you are scrying with the crystal ball, targeting creatures you can see within 30 feet of the spell’s Cloak of Elvenkind sensor. You don’t need to concentrate on this detect Wondrous item, uncommon (requires attunement) thoughts to maintain it during its duration, but it ends if scrying ends. While you wear this cloak with its hood up, Wisdom Crystal Ball of Telepathy. While scrying with the (Perception) checks made to see you have crystal ball, you can communicate telepathically with disadvantage, and you have advantage on Dexterity creatures you can see within 30 feet of the spell’s (Stealth) checks made to hide, as the cloak’s color sensor. You can also use an action to cast the suggestion spell (save DC 17) through the sensor on System Reference Document 5.1 214 one of those creatures. You don’t need to Spell or Item Charges Lost concentrate on this suggestion to maintain it during Disintegrate 1d12 its duration, but it ends if scrying ends. Once used, Horn of blasting 1d10 the suggestion power of the crystal ball can’t be used Passwall 1d6 again until the next dawn. Prismatic spray 1d20 Wall of fire 1d4 Crystal Ball of True Seeing. While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell’s sensor. Cubic Gate Wondrous item, legendary Cube of Force This cube is 3 inches across and radiates palpable Wondrous item, rare (requires attunement) magical energy. The six sides of the cube are each This cube is about an inch across. Each face has a keyed to a different plane of existence, one of which distinct marking on it that can be pressed. The cube is the Material Plane. The other sides are linked to starts with 36 charges, and it regains 1d20 expended planes determined by the GM. charges daily at dawn. You can use an action to press one side of the cube You can use an action to press one of the cube’s to cast the gate spell with it, opening a portal to the faces, expending a number of charges based on the plane keyed to that side. Alternatively, if you use an chosen face, as shown in the Cube of Force Faces action to press one side twice, you can cast the plane table. Each face has a different effect. If the cube has shift spell (save DC 17) with the cube and transport insufficient charges remaining, nothing happens. the targets to the plane keyed to that side. Otherwise, a barrier of invisible force springs into The cube has 3 charges. Each use of the cube existence, forming a cube 15 feet on a side. The expends 1 charge. The cube regains 1d3 expended barrier is centered on you, moves with you, and lasts charges daily at dawn. for 1 minute, until you use an action to press the cube’s sixth face, or the cube runs out of charges. Dagger of Venom You can change the barrier’s effect by pressing a Weapon (dagger), rare different face of the cube and expending the You gain a +1 bonus to attack and damage rolls requisite number of charges, resetting the duration. made with this magic weapon. If your movement causes the barrier to come into You can use an action to cause thick, black poison contact with a solid object that can’t pass through to coat the blade. The poison remains for 1 minute the cube, you can’t move any closer to that object as or until an attack using this weapon hits a creature. long as the barrier remains. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and Cube of Force Faces become poisoned for 1 minute. The dagger can’t be Face Charges Effect used this way again until the next dawn. 1 1 Gases, wind, and fog can’t pass through the barrier. Dancing Sword 2 2 Nonliving matter can’t pass through the Weapon (any sword), very rare (requires attunement) barrier. Walls, floors, and ceilings can pass through at your discretion. You can use a bonus action to toss this magic sword 3 3 Living matter can’t pass through the into the air and speak the command word. When you barrier. do so, the sword begins to hover, flies up to 30 feet, 4 4 Spell effects can’t pass through the barrier. and attacks one creature of your choice within 5 feet 5 5 Nothing can pass through the barrier. of it. The sword uses your attack roll and ability Walls, floors, and ceilings can pass through score modifier to damage rolls. at your discretion. While the sword hovers, you can use a bonus 6 0 The barrier deactivates. action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus The cube loses charges when the barrier is action, you can cause the sword to attack one targeted by certain spells or comes into contact with creature within 5 feet of it. certain spell or magic item effects, as shown in the After the hovering sword attacks for the fourth table below. time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground System Reference Document 5.1 215 at your feet. If the sword has no unobstructed path with a successful DC 15 Intelligence (Investigation) to you, it moves as close to you as it can and then check. The creature then appears translucent. falls to the ground. It also ceases to hover if you The illusion lasts until its card is moved or the grasp it or move more than 30 feet away from it. illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can’t be Decanter of Endless Water used again. Wondrous item, uncommon Playing Card Illusion This stoppered flask sloshes when shaken, as if it Ace of hearts Red dragon contains water. The decanter weighs 2 pounds. King of hearts Knight and four guards You can use an action to remove the stopper and Queen of hearts Succubus or incubus speak one of three command words, whereupon an Jack of hearts Druid Ten of hearts Cloud giant amount of fresh water or salt water (your choice) Nine of hearts Ettin pours out of the flask. The water stops pouring out at Eight of hearts Bugbear the start of your next turn. Choose from the Two of hearts Goblin following options: Ace of diamonds Beholder • “Stream” produces 1 gallon of water. King of diamonds Archmage and mage apprentice • “Fountain” produces 5 gallons of water. Queen of diamonds Night hag • “Geyser” produces 30 gallons of water that gushes Jack of diamonds Assassin forth in a geyser 30 feet long and 1 foot wide. As a Ten of diamonds Fire giant bonus action while holding the decanter, you can Nine of diamonds Ogre mage aim the geyser at a creature you can see within 30 Eight of diamonds Gnoll feet of you. The target must succeed on a DC 13 Two of diamonds Kobold Strength saving throw or take 1d4 bludgeoning Ace of spades Lich damage and fall prone. Instead of a creature, you King of spades Priest and two acolytes can target an object that isn’t being worn or Queen of spades Medusa carried and that weighs no more than 200 pounds. Jack of spades Veteran The object is either knocked over or pushed up to Ten of spades Frost giant 15 feet away from you. Nine of spades Troll Eight of spades Hobgoblin Deck of Illusions Two of spades Goblin Wondrous item, uncommon Ace of clubs Iron golem This box contains a set of parchment cards. A full King of clubs Bandit captain and three bandits deck has 34 cards. A deck found as treasure is Queen of clubs Erinyes usually missing 1d20 − 1 cards. Jack of clubs Berserker The magic of the deck functions only if cards are Ten of clubs Hill giant drawn at random (you can use an altered deck of Nine of clubs Ogre playing cards to simulate the deck). You can use an Eight of clubs Orc Two of clubs Kobold action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of Jokers (2) You (the deck’s owner) you. An illusion of one or more creatures forms over Deck of Many Things the thrown card and remains until dispelled. An Wondrous item, legendary illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except Usually found in a box or pouch, this deck contains a that it can do no harm. While you are within 120 feet number of cards made of ivory or vellum. Most (75 of the illusory creature and can see it, you can use an percent) of these decks have only thirteen cards, but action to move it magically anywhere within 30 feet the rest have twenty-‐‑two. of its card. Any physical interaction with the illusory Before you draw a card, you must declare how creature reveals it to be an illusion, because objects many cards you intend to draw and then draw them pass through it. Someone who uses an action to randomly (you can use an altered deck of playing visually inspect the creature identifies it as illusory cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as System Reference Document 5.1 216 soon as you draw a card from the deck, its magic Euryale. The card’s medusa-‐‑like visage curses you. takes effect. You must draw each card no more than You take a −2 penalty on saving throws while cursed 1 hour after the previous draw. If you fail to draw in this way. Only a god or the magic of The Fates the chosen number, the remaining number of cards card can end this curse. fly from the deck on their own and take effect all at The Fates. Reality’s fabric unravels and spins once. anew, allowing you to avoid or erase one event as if Once a card is drawn, it fades from existence. it never happened. You can use the card’s magic as Unless the card is the Fool or the Jester, the card soon as you draw the card or at any other time reappears in the deck, making it possible to draw the before you die. same card twice. Flames. A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, Playing Card Card Ace of diamonds Vizier* savoring your suffering before attempting to slay King of diamonds Sun you. This enmity lasts until either you or the devil Queen of diamonds Moon dies. Jack of diamonds Star Fool. You lose 10,000 XP, discard this card, and Two of diamonds Comet* draw from the deck again, counting both draws as Ace of hearts The Fates* one of your declared draws. If losing that much XP King of hearts Throne would cause you to lose a level, you instead lose an Queen of hearts Key amount that leaves you with just enough XP to keep Jack of hearts Knight your level. Two of hearts Gem* Gem. Twenty-‐‑five pieces of jewelry worth 2,000 Ace of clubs Talons* gp each or fifty gems worth 1,000 gp each appear at King of clubs The Void your feet. Queen of clubs Flames Idiot. Permanently reduce your Intelligence by Jack of clubs Skull 1d4 + 1 (to a minimum score of 1). You can draw one Two of clubs Idiot* additional card beyond your declared draws. Ace of spades Donjon* Jester. You gain 10,000 XP, or you can draw two King of spades Ruin Queen of spades Euryale additional cards beyond your declared draws. Jack of spades Rogue Key. A rare or rarer magic weapon with which you Two of spades Balance* are proficient appears in your hands. The GM Joker (with TM) Fool* chooses the weapon. Joker (without TM) Jester Knight. You gain the service of a 4th-‐‑level fighter *Found only in a deck with twenty-‐two cards who appears in a space you choose within 30 feet of you. The fighter is of the same race as you and serves Balance. Your mind suffers a wrenching alteration, you loyally until death, believing the fates have causing your alignment to change. Lawful becomes drawn him or her to you. You control this character. chaotic, good becomes evil, and vice versa. If you are Moon. You are granted the ability to cast the wish true neutral or unaligned, this card has no effect on spell 1d3 times. you. Rogue. A nonplayer character of the GM’s choice Comet. If you single-‐‑handedly defeat the next becomes hostile toward you. The identity of your hostile monster or group of monsters you encounter, new enemy isn’t known until the NPC or someone you gain experience points enough to gain one level. else reveals it. Nothing less than a wish spell or Otherwise, this card has no effect. divine intervention can end the NPC’s hostility Donjon. You disappear and become entombed in a toward you. state of suspended animation in an extradimensional Ruin. All forms of wealth that you carry or own, sphere. Everything you were wearing and carrying other than magic items, are lost to you. Portable stays behind in the space you occupied when you property vanishes. Businesses, buildings, and land disappeared. You remain imprisoned until you are you own are lost in a way that alters reality the least. found and removed from the sphere. You can’t be Any documentation that proves you should own located by any divination magic, but a wish spell can something lost to this card also disappears. reveal the location of your prison. You draw no more Skull. You summon an avatar of death—a ghostly cards. humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of System Reference Document 5.1 217 the GM’s choice within 10 feet of you and attacks you, world. However, the keep is currently in the hands of warning all others that you must win the battle alone. monsters, which you must clear out before you can The avatar fights until you die or it drops to 0 hit claim the keep as yours. points, whereupon it disappears. If anyone tries to Vizier. At any time you choose within one year of help you, the helper summons its own avatar of drawing this card, you can ask a question in death. A creature slain by an avatar of death can’t be meditation and mentally receive a truthful answer to restored to life. that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In Avatar of Death other words, the knowledge comes with wisdom on Medium undead, neutral evil how to apply it. The Void. This black card spells disaster. Your soul Armor Class 20 is drawn from your body and contained in an object Hit Points half the hit point maximum of its summoner in a place of the GM’s choice. One or more powerful Speed 60 ft., fly 60 ft. (hover) beings guard the place. While your soul is trapped in this way, your body is incapacitated. A wish spell STR DEX CON INT WIS CHA can’t restore your soul, but the spell reveals the 16 (+3) 16 (+3) 16 (+3) 16 (+3) 16 (+3) 16 (+3) location of the object that holds it. You draw no more cards. Damage Immunities necrotic, poison Condition Immunities charmed, frightened, paralyzed, Defender petrified, poisoned, unconscious Weapon (any sword), legendary (requires attunement) Senses darkvision 60 ft., truesight 60 ft., passive Perception 13 You gain a +3 bonus to attack and damage rolls Languages all languages known to its summoner made with this magic weapon. The first time you attack with the sword on each of Challenge — (0 XP) your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using Incorporeal Movement. The avatar can move through the bonus on any attacks that turn. For example, you other creatures and objects as if they were difficult could reduce the bonus to your attack and damage terrain. It takes 5 (1d10) force damage if it ends its turn rolls to +1 and gain a +2 bonus to AC. The adjusted inside an object. bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a Turning Immunity. The avatar is immune to features bonus to AC from it. that turn undead. Demon Armor Actions Armor (plate), very rare (requires attunement) Reaping Scythe. The avatar sweeps its spectral scythe While wearing this armor, you gain a +1 bonus to AC, through a creature within 5 feet of it, dealing 7 (1d8 + and you can understand and speak Abyssal. In 3) slashing damage plus 4 (1d8) necrotic damage. addition, the armor’s clawed gauntlets turn unarmed strikes with your hands into magic weapons that Star. Increase one of your ability scores by 2. The deal slashing damage, with a +1 bonus to attack rolls score can exceed 20 but can’t exceed 24. and damage rolls and a damage die of 1d8. Sun. You gain 50,000 XP, and a wondrous item Curse. Once you don this cursed armor, you can’t (which the GM determines randomly) appears in doff it unless you are targeted by the remove curse your hands. spell or similar magic. While wearing the armor, you Talons. Every magic item you wear or carry have disadvantage on attack rolls against demons disintegrates. Artifacts in your possession aren’t and on saving throws against their spells and special destroyed but do vanish. abilities. Throne. You gain proficiency in the Persuasion skill, and you double your proficiency bonus on checks made with that skill. In addition, you gain rightful ownership of a small keep somewhere in the System Reference Document 5.1 218 Dimensional Shackles refers to any creature with the dragon type, Wondrous item, rare including dragon turtles and wyverns. You can use an action to place these shackles on an Dust of Disappearance incapacitated creature. The shackles adjust to fit a Wondrous item, uncommon creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a Found in a small packet, this powder resembles very creature bound by them from using any method of fine sand. There is enough of it for one use. When extradimensional movement, including teleportation you use an action to throw the dust into the air, you or travel to a different plane of existence. They don’t and each creature and object within 10 feet of you prevent the creature from passing through an become invisible for 2d4 minutes. The duration is interdimensional portal. the same for all subjects, and the dust is consumed You and any creature you designate when you use when its magic takes effect. If a creature affected by the shackles can use an action to remove them. Once the dust attacks or casts a spell, the invisibility ends every 30 days, the bound creature can make a DC 30 for that creature. Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles. Dust of Dryness Wondrous item, uncommon Dragon Scale Mail This small packet contains 1d6 + 4 pinches of dust. Armor (scale mail), very rare (requires attunement) You can use an action to sprinkle a pinch of it over Dragon scale mail is made of the scales of one kind of water. The dust turns a cube of water 15 feet on a dragon. Sometimes dragons collect their cast-‐‑off side into one marble-‐‑sized pellet, which floats or scales and gift them to humanoids. Other times, rests near where the dust was sprinkled. The pellet’s hunters carefully skin and preserve the hide of a weight is negligible. dead dragon. In either case, dragon scale mail is Someone can use an action to smash the pellet highly valued. against a hard surface, causing the pellet to shatter While wearing this armor, you gain a +1 bonus to and release the water the dust absorbed. Doing so AC, you have advantage on saving throws against the ends that pellet’s magic. Frightful Presence and breath weapons of dragons, An elemental composed mostly of water that is and you have resistance to one damage type that is exposed to a pinch of the dust must make a DC 13 determined by the kind of dragon that provided the Constitution saving throw, taking 10d6 necrotic scales (see the table). damage on a failed save, or half as much damage on Additionally, you can focus your senses as an a successful one. action to magically discern the distance and direction to the closest dragon within 30 miles of Dust of Sneezing and Choking you that is of the same type as the armor. This Wondrous item, uncommon special action can’t be used again until the next Found in a small container, this powder resembles dawn. very fine sand. It appears to be dust of disappearance, Dragon Resistance Dragon Resistance and an identify spell reveals it to be such. There is Black Acid Gold Fire enough of it for one use. Blue Lightning Green Poison When you use an action to throw a handful of the Brass Fire Red Fire dust into the air, you and each creature that needs to Bronze Lightning Silver Cold breathe within 30 feet of you must succeed on a DC Copper Acid White Cold 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature Dragon Slayer affected in this way is incapacitated and suffocating. Weapon (any sword), rare As long as it is conscious, a creature can repeat the You gain a +1 bonus to attack and damage rolls saving throw at the end of each of its turns, ending made with this magic weapon. the effect on it on a success. The lesser restoration When you hit a dragon with this weapon, the spell can also end the effect on a creature. dragon takes an extra 3d6 damage of the weapon’s type. For the purpose of this weapon, “dragon” System Reference Document 5.1 219 Dwarven Plate bottle is opened a fourth time, the efreeti Armor (plate), very rare escapes and disappears, and the bottle loses its magic. While wearing this armor, you gain a +2 bonus to AC. 91–00 The efreeti can cast the wish spell three times for In addition, if an effect moves you against your will you. It disappears when it grants the final wish or along the ground, you can use your reaction to after 1 hour, and the bottle loses its magic. reduce the distance you are moved by up to 10 feet. Elemental Gem Dwarven Thrower Wondrous item, uncommon Weapon (warhammer), very rare (requires This gem contains a mote of elemental energy. When attunement by a dwarf) you use an action to break the gem, an elemental is You gain a +3 bonus to attack and damage rolls summoned as if you had cast the conjure elemental made with this magic weapon. It has the thrown spell, and the gem’s magic is lost. The type of gem property with a normal range of 20 feet and a long determines the elemental summoned by the spell. range of 60 feet. When you hit with a ranged attack Gem Summoned Elemental using this weapon, it deals an extra 1d8 damage or, if Blue sapphire Air elemental the target is a giant, 2d8 damage. Immediately after Yellow diamond Earth elemental the attack, the weapon flies back to your hand. Red corundum Fire elemental Efficient Quiver Emerald Water elemental Wondrous item, uncommon Elven Chain Each of the quiver’s three compartments connects to Armor (chain shirt), rare an extradimensional space that allows the quiver to hold numerous items while never weighing more You gain a +1 bonus to AC while you wear this armor. than 2 pounds. The shortest compartment can hold You are considered proficient with this armor even if up to sixty arrows, bolts, or similar objects. The you lack proficiency with medium armor. midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds Eversmoking Bottle up to six long objects, such as bows, quarterstaffs, or Wondrous item, uncommon spears. Smoke leaks from the lead-‐‑stoppered mouth of this You can draw any item the quiver contains as if brass bottle, which weighs 1 pound. When you use doing so from a regular quiver or scabbard. an action to remove the stopper, a cloud of thick Efreeti Bottle smoke pours out in a 60-‐‑foot radius from the bottle. The cloud’s area is heavily obscured. Each minute Wondrous item, very rare the bottle remains open and within the cloud, the This painted brass bottle weighs 1 pound. When you radius increases by 10 feet until it reaches its use an action to remove the stopper, a cloud of thick maximum radius of 120 feet. smoke flows out of the bottle. At the end of your turn, The cloud persists as long as the bottle is open. the smoke disappears with a flash of harmless fire, Closing the bottle requires you to speak its and an efreeti appears in an unoccupied space command word as an action. Once the bottle is within 30 feet of you. closed, the cloud disperses after 10 minutes. A The first time the bottle is opened, the GM rolls to moderate wind (11 to 20 miles per hour) can also determine what happens. disperse the smoke after 1 minute, and a strong d100 Effect wind (21 or more miles per hour) can do so after 1 01–10 The efreeti attacks you. After fighting for 5 round. rounds, the efreeti disappears, and the bottle loses its magic. Eyes of Charming 11–90 The efreeti serves you for 1 hour, doing as you Wondrous item, uncommon (requires attunement) command. Then the efreeti returns to the bottle, These crystal lenses fit over the eyes. They have 3 and a new stopper contains it. The stopper can’t charges. While wearing them, you can expend 1 be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the charge as an action to cast the charm person spell System Reference Document 5.1 220 (save DC 13) on a humanoid within 30 feet of you, token disappears, and a giant flapping fan takes its provided that you and the target can see each other. place. The fan floats and creates a wind strong The lenses regain all expended charges daily at dawn. enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can Eyes of Minute Seeing dismiss the fan as an action. Wondrous item, uncommon Swan Boat. You can use an action to touch the token to a body of water at least 60 feet in diameter. These crystal lenses fit over the eyes. While wearing The token disappears, and a 50-‐‑foot-‐‑long, 20-‐‑foot-‐‑ them, you can see much better than normal out to a wide boat shaped like a swan takes its place. The range of 1 foot. You have advantage on Intelligence boat is self-‐‑propelled and moves across water at a (Investigation) checks that rely on sight while speed of 6 miles per hour. You can use an action searching an area or studying an object within that while on the boat to command it to move or to turn range. up to 90 degrees. The boat can carry up to thirty-‐‑two Medium or smaller creatures. A Large creature Eyes of the Eagle counts as four Medium creatures, while a Huge Wondrous item, uncommon (requires attunement) creature counts as nine. The boat remains for 24 These crystal lenses fit over the eyes. While wearing hours and then disappears. You can dismiss the boat them, you have advantage on Wisdom (Perception) as an action. checks that rely on sight. In conditions of clear Tree. You must be outdoors to use this token. You visibility, you can make out details of even extremely can use an action to touch it to an unoccupied space distant creatures and objects as small as 2 feet on the ground. The token disappears, and in its place across. a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-‐‑foot-‐‑diameter trunk, Feather Token and its branches at the top spread out in a 20-‐‑foot Wondrous item, rare radius. Whip. You can use an action to throw the token to This tiny object looks like a feather. Different types a point within 10 feet of you. The token disappears, of feather tokens exist, each with a different single-‐‑ and a floating whip takes its place. You can then use use effect. The GM chooses the kind of token or a bonus action to make a melee spell attack against a determines it randomly. creature within 10 feet of the whip, with an attack d100 Feather Token d100 Feather Token bonus of +9. On a hit, the target takes 1d6 + 5 force 01–20 Anchor 51–65 Swan boat damage. 21–35 Bird 66–90 Tree As a bonus action on your turn, you can direct the 36–50 Fan 91–00 Whip whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip Anchor. You can use an action to touch the token disappears after 1 hour, when you use an action to to a boat or ship. For the next 24 hours, the vessel dismiss it, or when you are incapacitated or die. can’t be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, Figurine of Wondrous Power the token disappears. Wondrous item, rarity by figurine Bird. You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, A figurine of wondrous power is a statuette of a beast multicolored bird takes its place. The bird has the small enough to fit in a pocket. If you use an action to statistics of a roc, but it obeys your simple speak the command word and throw the figurine to commands and can’t attack. It can carry up to 500 a point on the ground within 60 feet of you, the pounds while flying at its maximum speed (16 miles figurine becomes a living creature. If the space an hour for a maximum of 144 miles per day, with a where the creature would appear is occupied by one-‐‑hour rest for every 3 hours of flying), or 1,000 other creatures or objects, or if there isn’t enough pounds at half that speed. The bird disappears after space for the creature, the figurine doesn’t become a flying its maximum distance for a day or if it drops to creature. 0 hit points. You can dismiss the bird as an action. The creature is friendly to you and your Fan. If you are on a boat or ship, you can use an companions. It understands your languages and action to toss the token up to 10 feet in the air. The obeys your spoken commands. If you issue no System Reference Document 5.1 221 commands, the creature defends itself but takes no • The goat of travail becomes a giant goat for up to 3 other actions. hours. Once it has been used, it can’t be used again The creature exists for a duration specific to each until 30 days have passed. figurine. At the end of the duration, the creature • The goat of terror becomes a giant goat for up to 3 reverts to its figurine form. It reverts to a figurine hours. The goat can’t attack, but you can remove early if it drops to 0 hit points or if you use an action its horns and use them as weapons. One horn to speak the command word again while touching it. becomes a +1 lance, and the other becomes a +2 When the creature becomes a figurine again, its longsword. Removing a horn requires an action, property can’t be used again until a certain amount and the weapons disappear and the horns return of time has passed, as specified in the figurine’s when the goat reverts to figurine form. In addition, description. the goat radiates a 30-‐‑foot-‐‑radius aura of terror Bronze Griffon (Rare). This bronze statuette is of while you are riding it. Any creature hostile to you a griffon rampant. It can become a griffon for up to 6 that starts its turn in the aura must succeed on a hours. Once it has been used, it can’t be used again DC 15 Wisdom saving throw or be frightened of until 5 days have passed. the goat for 1 minute, or until the goat reverts to Ebony Fly (Rare). This ebony statuette is carved figurine form. The frightened creature can repeat in the likeness of a horsefly. It can become a giant fly the saving throw at the end of each of its turns, for up to 12 hours and can be ridden as a mount. ending the effect on itself on a success. Once it Once it has been used, it can’t be used again until 2 successfully saves against the effect, a creature is days have passed. immune to the goat’s aura for the next 24 hours. Once the figurine has been used, it can’t be used Giant Fly again until 15 days have passed. Large beast, unaligned Marble Elephant (Rare). This marble statuette is Armor Class 11 about 4 inches high and long. It can become an elephant for up to 24 hours. Once it has been used, it Hit Points 19 (3d10 + 3) can’t be used again until 7 days have passed. Speed 30 ft., fly 60 ft. Obsidian Steed (Very Rare). This polished obsidian horse can become a nightmare for up to 24 STR DEX CON INT WIS CHA hours. The nightmare fights only to defend itself. 14 (+2) 13 (+1) 13 (+1) 2 (−4) 10 (+0) 3 (−4) Once it has been used, it can’t be used again until 5 days have passed. Senses darkvision 60 ft., passive Perception 10 If you have a good alignment, the figurine has a 10 Languages — percent chance each time you use it to ignore your orders, including a command to revert to figurine Golden Lions (Rare). These gold statuettes of form. If you mount the nightmare while it is ignoring lions are always created in pairs. You can use one your orders, you and the nightmare are instantly figurine or both simultaneously. Each can become a transported to a random location on the plane of lion for up to 1 hour. Once a lion has been used, it Hades, where the nightmare reverts to figurine form. can’t be used again until 7 days have passed. Onyx Dog (Rare). This onyx statuette of a dog can Ivory Goats (Rare). These ivory statuettes of become a mastiff for up to 6 hours. The mastiff has goats are always created in sets of three. Each goat an Intelligence of 8 and can speak Common. It also looks unique and functions differently from the has darkvision out to a range of 60 feet and can see others. Their properties are as follows: invisible creatures and objects within that range. Once it has been used, it can’t be used again until 7 • The goat of traveling can become a Large goat with days have passed. the same statistics as a riding horse. It has 24 Serpentine Owl (Rare). This serpentine statuette charges, and each hour or portion thereof it of an owl can become a giant owl for up to 8 hours. spends in beast form costs 1 charge. While it has Once it has been used, it can’t be used again until 2 charges, you can use it as often as you wish. When days have passed. The owl can telepathically it runs out of charges, it reverts to a figurine and communicate with you at any range if you and it are can’t be used again until 7 days have passed, when on the same plane of existence. it regains all its charges. Silver Raven (Uncommon). This silver statuette of a raven can become a raven for up to 12 hours. Once System Reference Document 5.1 222 it has been used, it can’t be used again until 2 days In freezing temperatures, the blade sheds bright have passed. While in raven form, the figurine allows light in a 10-‐‑foot radius and dim light for an you to cast the animal messenger spell on it at will. additional 10 feet. When you draw this weapon, you can extinguish Flame Tongue all nonmagical flames within 30 feet of you. This Weapon (any sword), rare (requires attunement) property can be used no more than once per hour. You can use a bonus action to speak this magic Gauntlets of Ogre Power sword’s command word, causing flames to erupt Wondrous item, uncommon (requires attunement) from the blade. These flames shed bright light in a 40-‐‑foot radius and dim light for an additional 40 feet. Your Strength score is 19 while you wear these While the sword is ablaze, it deals an extra 2d6 fire gauntlets. They have no effect on you if your damage to any target it hits. The flames last until you Strength is already 19 or higher. use a bonus action to speak the command word again or until you drop or sheathe the sword. Gem of Brightness Wondrous item, uncommon Folding Boat This prism has 50 charges. While you are holding it, Wondrous item, rare you can use an action to speak one of three This object appears as a wooden box that measures command words to cause one of the following 12 inches long, 6 inches wide, and 6 inches deep. It effects: weighs 4 pounds and floats. It can be opened to store • The first command word causes the gem to shed items inside. This item also has three command bright light in a 30-‐‑foot radius and dim light for an words, each requiring you to use an action to speak additional 30 feet. This effect doesn’t expend a it. charge. It lasts until you use a bonus action to One command word causes the box to unfold into repeat the command word or until you use a boat 10 feet long, 4 feet wide, and 2 feet deep. The another function of the gem. boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium • The second command word expends 1 charge and creatures comfortably. causes the gem to fire a brilliant beam of light at The second command word causes the box to one creature you can see within 60 feet of you. The unfold into a ship 24 feet long, 8 feet wide, and 6 feet creature must succeed on a DC 15 Constitution deep. The ship has a deck, rowing seats, five sets of saving throw or become blinded for 1 minute. The oars, a steering oar, an anchor, a deck cabin, and a creature can repeat the saving throw at the end of mast with a square sail. The ship can hold fifteen each of its turns, ending the effect on itself on a Medium creatures comfortably. success. When the box becomes a vessel, its weight • The third command word expends 5 charges and becomes that of a normal vessel its size, and causes the gem to flare with blinding light in a 30-‐‑ anything that was stored in the box remains in the foot cone originating from it. Each creature in the boat. cone must make a saving throw as if struck by the The third command word causes the folding boat beam created with the second command word. to fold back into a box, provided that no creatures When all of the gem’s charges are expended, the gem are aboard. Any objects in the vessel that can’t fit becomes a nonmagical jewel worth 50 gp. inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. Gem of Seeing Wondrous item, rare (requires attunement) Frost Brand This gem has 3 charges. As an action, you can speak Weapon (any sword), very rare (requires attunement) the gem’s command word and expend 1 charge. For When you hit with an attack using this magic sword, the next 10 minutes, you have truesight out to 120 the target takes an extra 1d6 cold damage. In feet when you peer through the gem. addition, while you hold the sword, you have The gem regains 1d3 expended charges daily at resistance to fire damage. dawn. System Reference Document 5.1 223 Giant Slayer Hammer of Thunderbolts Weapon (any axe or sword), rare Weapon (maul), legendary You gain a +1 bonus to attack and damage rolls You gain a +1 bonus to attack and damage rolls made with this magic weapon. made with this magic weapon. When you hit a giant with it, the giant takes an Giant’s Bane (Requires Attunement). You must extra 2d6 damage of the weapon’s type and must be wearing a belt of giant strength (any variety) and succeed on a DC 15 Strength saving throw or fall gauntlets of ogre power to attune to this weapon. The prone. For the purpose of this weapon, “giant” refers attunement ends if you take off either of those items. to any creature with the giant type, including ettins While you are attuned to this weapon and holding it, and trolls. your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll Glamoured Studded Leather made with this weapon against a giant, the giant Armor (studded leather), rare must succeed on a DC 17 Constitution saving throw or die. While wearing this armor, you gain a +1 bonus to AC. The hammer also has 5 charges. While attuned to You can also use a bonus action to speak the armor’s it, you can expend 1 charge and make a ranged command word and cause the armor to assume the weapon attack with the hammer, hurling it as if it appearance of a normal set of clothing or some other had the thrown property with a normal range of 20 kind of armor. You decide what it looks like, feet and a long range of 60 feet. If the attack hits, the including color, style, and accessories, but the armor hammer unleashes a thunderclap audible out to 300 retains its normal bulk and weight. The illusory feet. The target and every creature within 30 feet of appearance lasts until you use this property again or it must succeed on a DC 17 Constitution saving remove the armor. throw or be stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily Gloves of Missile Snaring at dawn. Wondrous item, uncommon (requires attunement) These gloves seem to almost meld into your hands Handy Haversack when you don them. When a ranged weapon attack Wondrous item, rare hits you while you’re wearing them, you can use This backpack has a central pouch and two side your reaction to reduce the damage by 1d10 + your pouches, each of which is an extradimensional space. Dexterity modifier, provided that you have a free Each side pouch can hold up to 20 pounds of hand. If you reduce the damage to 0, you can catch material, not exceeding a volume of 2 cubic feet. The the missile if it is small enough for you to hold in that large central pouch can hold up to 8 cubic feet or 80 hand. pounds of material. The backpack always weighs 5 pounds, regardless of its contents. Gloves of Swimming and Climbing Placing an object in the haversack follows the Wondrous item, uncommon (requires attunement) normal rules for interacting with objects. Retrieving While wearing these gloves, climbing and swimming an item from the haversack requires you to use an don’t cost you extra movement, and you gain a +5 action. When you reach into the haversack for a bonus to Strength (Athletics) checks made to climb specific item, the item is always magically on top. or swim. The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, Goggles of Night the haversack ruptures and is destroyed. If the Wondrous item, uncommon haversack is destroyed, its contents are lost forever, although an artifact always turns up again While wearing these dark lenses, you have somewhere. If the haversack is turned inside out, its darkvision out to a range of 60 feet. If you already contents spill forth, unharmed, and the haversack have darkvision, wearing the goggles increases its must be put right before it can be used again. If a range by 60 feet. breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate. System Reference Document 5.1 224 Placing the haversack inside an extradimensional the target takes an extra 1d6 fire damage. The space created by a bag of holding, portable hole, or flames last until you use a bonus action to speak similar item instantly destroys both items and opens the command word again or until you drop or a gate to the Astral Plane. The gate originates where stow the weapon. the one item was placed inside the other. Any Roll a d20 if you are wearing the helm and take creature within 10 feet of the gate is sucked through fire damage as a result of failing a saving throw it and deposited in a random location on the Astral against a spell. On a roll of 1, the helm emits beams Plane. The gate then closes. The gate is one-‐‑way only of light from its remaining gems. Each creature and can’t be reopened. within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be Hat of Disguise struck by a beam, taking radiant damage equal to the Wondrous item, uncommon (requires attunement) number of gems in the helm. The helm and its gems While wearing this hat, you can use an action to cast are then destroyed. the disguise self spell from it at will. The spell ends if the hat is removed. Helm of Comprehending Languages Wondrous item, uncommon Headband of Intellect While wearing this helm, you can use an action to Wondrous item, uncommon (requires attunement) cast the comprehend languages spell from it at will. Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence Helm of Telepathy is already 19 or higher. Wondrous item, uncommon (requires attunement) While wearing this helm, you can use an action to Helm of Brilliance cast the detect thoughts spell (save DC 13) from it. As Wondrous item, very rare (requires attunement) long as you maintain concentration on the spell, you This dazzling helm is set with 1d10 diamonds, 2d10 can use a bonus action to send a telepathic message rubies, 3d10 fire opals, and 4d10 opals. Any gem to a creature you are focused on. It can reply—using pried from the helm crumbles to dust. When all the a bonus action to do so—while your focus on it gems are removed or destroyed, the helm loses its continues. magic. While focusing on a creature with detect thoughts, You gain the following benefits while wearing it: you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once • You can use an action to cast one of the following used, the suggestion property can’t be used again spells (save DC 18), using one of the helm’s gems until the next dawn. of the specified type as a component: daylight (opal), fireball (fire opal), prismatic spray Helm of Teleportation (diamond), or wall of fire (ruby). The gem is Wondrous item, rare (requires attunement) destroyed when the spell is cast and disappears from the helm. This helm has 3 charges. While wearing it, you can • As long as it has at least one diamond, the helm use an action and expend 1 charge to cast the emits dim light in a 30-‐‑foot radius when at least teleport spell from it. The helm regains 1d3 one undead is within that area. Any undead that expended charges daily at dawn. starts its turn in that area takes 1d6 radiant damage. Holy Avenger Weapon (any sword), legendary (requires attunement • As long as the helm has at least one ruby, you have resistance to fire damage. by a paladin) • As long as the helm has at least one fire opal, you You gain a +3 bonus to attack and damage rolls can use an action and speak a command word to made with this magic weapon. When you hit a fiend cause one weapon you are holding to burst into or an undead with it, that creature takes an extra flames. The flames emit bright light in a 10-‐‑foot 2d10 radiant damage. radius and dim light for an additional 10 feet. The While you hold the drawn sword, it creates an flames are harmless to you and the weapon. When aura in a 10-‐‑foot radius around you. You and all you hit with an attack using the blazing weapon, creatures friendly to you in the aura have advantage System Reference Document 5.1 225 on saving throws against spells and other magical Horseshoes of a Zephyr effects. If you have 17 or more levels in the paladin Wondrous item, very rare class, the radius of the aura increases to 30 feet. These iron horseshoes come in a set of four. While Horn of Blasting all four shoes are affixed to the hooves of a horse or Wondrous item, rare similar creature, they allow the creature to move normally while floating 4 inches above the ground. You can use an action to speak the horn’s command This effect means the creature can cross or stand word and then blow the horn, which emits a above nonsolid or unstable surfaces, such as water thunderous blast in a 30-‐‑foot cone that is audible or lava. The creature leaves no tracks and ignores 600 feet away. Each creature in the cone must make difficult terrain. In addition, the creature can move a DC 15 Constitution saving throw. On a failed save, a at normal speed for up to 12 hours a day without creature takes 5d6 thunder damage and is deafened suffering exhaustion from a forced march. for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures Horseshoes of Speed and objects made of glass or crystal have Wondrous item, rare disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. These iron horseshoes come in a set of four. While Each use of the horn’s magic has a 20 percent all four shoes are affixed to the hooves of a horse or chance of causing the horn to explode. The explosion similar creature, they increase the creature’s deals 10d6 fire damage to the blower and destroys walking speed by 30 feet. the horn. Immovable Rod Horn of Valhalla Rod, uncommon Wondrous item, rare (silver or brass), very rare This flat iron rod has a button on one end. You can (bronze), or legendary (iron) use an action to press the button, which causes the You can use an action to blow this horn. In response, rod to become magically fixed in place. Until you or warrior spirits from the Valhalla appear within 60 another creature uses an action to push the button feet of you. They use the statistics of a berserker. again, the rod doesn’t move, even if it is defying They return to Valhalla after 1 hour or when they gravity. The rod can hold up to 8,000 pounds of drop to 0 hit points. Once you use the horn, it can’t weight. More weight causes the rod to deactivate be used again until 7 days have passed. and fall. A creature can use an action to make a DC Four types of horn of Valhalla are known to exist, 30 Strength check, moving the fixed rod up to 10 feet each made of a different metal. The horn’s type on a success. determines how many berserkers answer its summons, as well as the requirement for its use. The Instant Fortress GM chooses the horn’s type or determines it Wondrous item, rare randomly. You can use an action to place this 1-‐‑inch metal cube d100 Horn Berserkers Requirement on the ground and speak its command word. The Type Summoned cube rapidly grows into a fortress that remains until 01–40 Silver 2d4 + 2 None you use an action to speak the command word that 41–75 Brass 3d4 + 3 Proficiency with all dismisses it, which works only if the fortress is simple weapons empty. 76–90 Bronze 4d4 + 4 Proficiency with all The fortress is a square tower, 20 feet on a side medium armor and 30 feet high, with arrow slits on all sides and a 91–00 Iron 5d4 + 5 Proficiency with all battlement atop it. Its interior is divided into two martial weapons floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading If you blow the horn without meeting its to the roof. When activated, the tower has a small requirement, the summoned berserkers attack you. door on the side facing you. The door opens only at If you meet the requirement, they are friendly to you your command, which you can speak as a bonus and your companions and follow your commands. action. It is immune to the knock spell and similar magic, such as that of a chime of opening. System Reference Document 5.1 226 Each creature in the area where the fortress Greater Absorption (Legendary). While this appears must make a DC 15 Dexterity saving throw, marbled lavender and green ellipsoid orbits your taking 10d10 bludgeoning damage on a failed save, head, you can use your reaction to cancel a spell of or half as much damage on a successful one. In either 8th level or lower cast by a creature you can see and case, the creature is pushed to an unoccupied space targeting only you. outside but next to the fortress. Objects in the area Once the stone has canceled 50 levels of spells, it that aren’t being worn or carried take this damage burns out and turns dull gray, losing its magic. If you and are pushed automatically. are targeted by a spell whose level is higher than the The tower is made of adamantine, and its magic number of spell levels the stone has left, the stone prevents it from being tipped over. The roof, the can’t cancel it. door, and the walls each have 100 hit points, Insight (Very Rare). Your Wisdom score immunity to damage from nonmagical weapons increases by 2, to a maximum of 20, while this excluding siege weapons, and resistance to all other incandescent blue sphere orbits your head. damage. Only a wish spell can repair the fortress Intellect (Very Rare). Your Intelligence score (this use of the spell counts as replicating a spell of increases by 2, to a maximum of 20, while this 8th level or lower). Each casting of wish causes the marbled scarlet and blue sphere orbits your head. roof, the door, or one wall to regain 50 hit points. Leadership (Very Rare). Your Charisma score increases by 2, to a maximum of 20, while this Ioun Stone marbled pink and green sphere orbits your head. Wondrous item, rarity varies (requires attunement) Mastery (Legendary). Your proficiency bonus increases by 1 while this pale green prism orbits An Ioun stone is named after Ioun, a god of your head. knowledge and prophecy revered on some worlds. Protection (Rare). You gain a +1 bonus to AC Many types of Ioun stone exist, each type a distinct while this dusty rose prism orbits your head. combination of shape and color. Regeneration (Legendary). You regain 15 hit When you use an action to toss one of these stones points at the end of each hour this pearly white into the air, the stone orbits your head at a distance spindle orbits your head, provided that you have at of 1d3 feet and confers a benefit to you. Thereafter, least 1 hit point. another creature must use an action to grasp or net Reserve (Rare). This vibrant purple prism stores the stone to separate it from you, either by making a spells cast into it, holding them until you use them. successful attack roll against AC 24 or a successful The stone can store up to 3 levels worth of spells at a DC 24 Dexterity (Acrobatics) check. You can use an time. When found, it contains 1d4 − 1 levels of action to seize and stow the stone, ending its effect. stored spells chosen by the GM. A stone has AC 24, 10 hit points, and resistance to Any creature can cast a spell of 1st through 3rd all damage. It is considered to be an object that is level into the stone by touching it as the spell is cast. being worn while it orbits your head. The spell has no effect, other than to be stored in the Absorption (Very Rare). While this pale lavender stone. If the stone can’t hold the spell, the spell is ellipsoid orbits your head, you can use your reaction expended without effect. The level of the slot used to to cancel a spell of 4th level or lower cast by a cast the spell determines how much space it uses. creature you can see and targeting only you. While this stone orbits your head, you can cast any Once the stone has canceled 20 levels of spells, it spell stored in it. The spell uses the slot level, spell burns out and turns dull gray, losing its magic. If you save DC, spell attack bonus, and spellcasting ability are targeted by a spell whose level is higher than the of the original caster, but is otherwise treated as if number of spell levels the stone has left, the stone you cast the spell. The spell cast from the stone is no can’t cancel it. longer stored in it, freeing up space. Agility (Very Rare). Your Dexterity score Strength (Very Rare). Your Strength score increases by 2, to a maximum of 20, while this deep increases by 2, to a maximum of 20, while this pale red sphere orbits your head. blue rhomboid orbits your head. Awareness (Rare). You can’t be surprised while Sustenance (Rare). You don’t need to eat or drink this dark blue rhomboid orbits your head. while this clear spindle orbits your head. Fortitude (Very Rare). Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head. System Reference Document 5.1 227 Iron Bands of Binding d100 Contents Wondrous item, rare 1‒50 Empty 51‒54 Demon (type 1) This rusty iron sphere measures 3 inches in 55‒58 Demon (type 2) diameter and weighs 1 pound. You can use an action 59‒62 Demon (type 3) to speak the command word and throw the sphere at 63‒64 Demon (type 4) a Huge or smaller creature you can see within 60 65 Demon (type 5) feet of you. As the sphere moves through the air, it 66 Demon (type 6) opens into a tangle of metal bands. 67 Deva Make a ranged attack roll with an attack bonus 68‒69 Devil (greater) equal to your Dexterity modifier plus your 70‒73 Devil (lesser) proficiency bonus. On a hit, the target is restrained 74‒75 Djinni until you take a bonus action to speak the command 76‒77 Efreeti word again to release it. Doing so, or missing with 78‒83 Elemental (any) the attack, causes the bands to contract and become 84‒86 Invisible stalker a sphere once more. 87‒90 Night hag A creature, including the one restrained, can use 91 Planetar an action to make a DC 20 Strength check to break 92‒95 Salamander the iron bands. On a success, the item is destroyed, 96 Solar and the restrained creature is freed. If the check fails, 97‒99 Succubus/incubus any further attempts made by that creature 100 Xorn automatically fail until 24 hours have elapsed. Once the bands are used, they can’t be used again Javelin of Lightning until the next dawn. Weapon (javelin), uncommon This javelin is a magic weapon. When you hurl it and Iron Flask speak its command word, it transforms into a bolt of Wondrous item, legendary lightning, forming a line 5 feet wide that extends out This iron bottle has a brass stopper. You can use an from you to a target within 120 feet. Each creature in action to speak the flask’s command word, targeting the line excluding you and the target must make a a creature that you can see within 60 feet of you. If DC 13 Dexterity saving throw, taking 4d6 lightning the target is native to a plane of existence other than damage on a failed save, and half as much damage on the one you’re on, the target must succeed on a DC a successful one. The lightning bolt turns back into a 17 Wisdom saving throw or be trapped in the flask. javelin when it reaches the target. Make a ranged If the target has been trapped by the flask before, it weapon attack against the target. On a hit, the target has advantage on the saving throw. Once trapped, a takes damage from the javelin plus 4d6 lightning creature remains in the flask until released. The flask damage. can hold only one creature at a time. A creature The javelin’s property can’t be used again until the trapped in the flask doesn’t need to breathe, eat, or next dawn. In the meantime, the javelin can still be drink and doesn’t age. used as a magic weapon. You can use an action to remove the flask’s stopper and release the creature the flask contains. Lantern of Revealing The creature is friendly to you and your companions Wondrous item, uncommon for 1 hour and obeys your commands for that While lit, this hooded lantern burns for 6 hours on 1 duration. If you give no commands or give it a pint of oil, shedding bright light in a 30-‐‑foot radius command that is likely to result in its death, it and dim light for an additional 30 feet. Invisible defends itself but otherwise takes no actions. At the creatures and objects are visible as long as they are end of the duration, the creature acts in accordance in the lantern’s bright light. You can use an action to with its normal disposition and alignment. lower the hood, reducing the light to dim light in a 5-‐‑ An identify spell reveals that a creature is inside foot radius. the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the GM or determined randomly. System Reference Document 5.1 228 Luck Blade away from you as it can, and it can’t willingly move Weapon (any sword), legendary (requires to a space within 30 feet of you. It also can’t take attunement) reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it You gain a +1 bonus to attack and damage rolls from moving. If it has nowhere it can move, the made with this magic weapon. While the sword is on creature can use the Dodge action. At the end of each your person, you also gain a +1 bonus to saving of its turns, a creature can repeat the saving throw, throws. ending the effect on itself on a success. Luck. If the sword is on your person, you can call The mace regains 1d3 expended charges daily at on its luck (no action required) to reroll one attack dawn. roll, ability check, or saving throw you dislike. You must use the second roll. This property can’t be used Mantle of Spell Resistance again until the next dawn. Wondrous item, rare (requires attunement) Wish. The sword has 1d4 – 1 charges. While holding it, you can use an action to expend 1 charge You have advantage on saving throws against spells and cast the wish spell from it. This property can’t be while you wear this cloak. used again until the next dawn. The sword loses this property if it has no charges. Manual of Bodily Health Wondrous item, very rare Mace of Disruption This book contains health and diet tips, and its Weapon (mace), rare (requires attunement) words are charged with magic. If you spend 48 hours When you hit a fiend or an undead with this magic over a period of 6 days or fewer studying the book’s weapon, that creature takes an extra 2d6 radiant contents and practicing its guidelines, your damage. If the target has 25 hit points or fewer after Constitution score increases by 2, as does your taking this damage, it must succeed on a DC 15 maximum for that score. The manual then loses its Wisdom saving throw or be destroyed. On a magic, but regains it in a century. successful save, the creature becomes frightened of you until the end of your next turn. Manual of Gainful Exercise While you hold this weapon, it sheds bright light in Wondrous item, very rare a 20-‐‑foot radius and dim light for an additional 20 This book describes fitness exercises, and its words feet. are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s Mace of Smiting contents and practicing its guidelines, your Strength Weapon (mace), rare score increases by 2, as does your maximum for that You gain a +1 bonus to attack and damage rolls score. The manual then loses its magic, but regains it made with this magic weapon. The bonus increases in a century. to +3 when you use the mace to attack a construct. When you roll a 20 on an attack roll made with Manual of Golems this weapon, the target takes an extra 2d6 Wondrous item, very rare bludgeoning damage, or 4d6 bludgeoning damage if This tome contains information and incantations it’s a construct. If a construct has 25 hit points or necessary to make a particular type of golem. The fewer after taking this damage, it is destroyed. GM chooses the type or determines it randomly. To decipher and use the manual, you must be a Mace of Terror spellcaster with at least two 5th-‐‑level spell slots. A Weapon (mace), rare (requires attunement) creature that can’t use a manual of golems and This magic weapon has 3 charges. While holding it, attempts to read it takes 6d6 psychic damage. you can use an action and expend 1 charge to release d20 Golem Time Cost a wave of terror. Each creature of your choice in a 1–5 Clay 30 days 65,000 gp 30-‐‑foot radius extending from you must succeed on 6–17 Flesh 60 days 50,000 gp a DC 15 Wisdom saving throw or become frightened 18 Iron 120 days 100,000 gp of you for 1 minute. While it is frightened in this way, 19–20 Stone 90 days 80,000 gp a creature must spend its turns trying to move as far System Reference Document 5.1 229 To create a golem, you must spend the time shown Medallion of Thoughts on the table, working without interruption with the Wondrous item, uncommon (requires attunement) manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to The medallion has 3 charges. While wearing it, you purchase supplies. can use an action and expend 1 charge to cast the Once you finish creating the golem, the book is detect thoughts spell (save DC 13) from it. The consumed in eldritch flames. The golem becomes medallion regains 1d3 expended charges daily at animate when the ashes of the manual are sprinkled dawn. on it. It is under your control, and it understands and obeys your spoken commands. Mirror of Life Trapping Wondrous item, very rare Manual of Quickness of Action When this 4-‐‑foot-‐‑tall mirror is viewed indirectly, its Wondrous item, very rare surface shows faint images of creatures. The mirror This book contains coordination and balance weighs 50 pounds, and it has AC 11, 10 hit points, exercises, and its words are charged with magic. If and vulnerability to bludgeoning damage. It shatters you spend 48 hours over a period of 6 days or fewer and is destroyed when reduced to 0 hit points. studying the book’s contents and practicing its If the mirror is hanging on a vertical surface and guidelines, your Dexterity score increases by 2, as you are within 5 feet of it, you can use an action to does your maximum for that score. The manual then speak its command word and activate it. It remains loses its magic, but regains it in a century. activated until you use an action to speak the command word again. Marvelous Pigments Any creature other than you that sees its reflection Wondrous item, very rare in the activated mirror while within 30 feet of it must succeed on a DC 15 Charisma saving throw or Typically found in 1d4 pots inside a fine wooden box be trapped, along with anything it is wearing or with a brush (weighing 1 pound in total), these carrying, in one of the mirror’s twelve pigments allow you to create three-‐‑dimensional extradimensional cells. This saving throw is made objects by painting them in two dimensions. The with advantage if the creature knows the mirror’s paint flows from the brush to form the desired nature, and constructs succeed on the saving throw object as you concentrate on its image. automatically. Each pot of paint is sufficient to cover 1,000 An extradimensional cell is an infinite expanse square feet of a surface, which lets you create filled with thick fog that reduces visibility to 10 feet. inanimate objects or terrain features—such as a Creatures trapped in the mirror’s cells don’t age, and door, a pit, flowers, trees, cells, rooms, or weapons— they don’t need to eat, drink, or sleep. A creature that are up to 10,000 cubic feet. It takes 10 minutes trapped within a cell can escape using magic that to cover 100 square feet. permits planar travel. Otherwise, the creature is When you complete the painting, the object or confined to the cell until freed. terrain feature depicted becomes a real, nonmagical If the mirror traps a creature but its twelve object. Thus, painting a door on a wall creates an extradimensional cells are already occupied, the actual door that can be opened to whatever is mirror frees one trapped creature at random to beyond. Painting a pit on a floor creates a real pit, accommodate the new prisoner. A freed creature and its depth counts against the total area of objects appears in an unoccupied space within sight of the you create. mirror but facing away from it. If the mirror is Nothing created by the pigments can have a value shattered, all creatures it contains are freed and greater than 25 gp. If you paint an object of greater appear in unoccupied spaces near it. value (such as a diamond or a pile of gold), the object While within 5 feet of the mirror, you can use an looks authentic, but close inspection reveals it is action to speak the name of one creature trapped in made from paste, bone, or some other worthless it or call out a particular cell by number. The material. creature named or contained in the named cell If you paint a form of energy such as fire or appears as an image on the mirror’s surface. You and lightning, the energy appears but dissipates as soon the creature can then communicate normally. as you complete the painting, doing no harm to In a similar way, you can use an action to speak a anything. second command word and free one creature System Reference Document 5.1 230 trapped in the mirror. The freed creature appears, is cast, that bead can’t be used again until the next along with its possessions, in the unoccupied space dawn. nearest to the mirror and facing away from it. d20 Bead of … Spell 1–6 Blessing Bless Mithral Armor 7–12 Curing Cure wounds (2nd level) or lesser Armor (medium or heavy, but not hide), uncommon restoration Mithral is a light, flexible metal. A mithral chain shirt 13–16 Favor Greater restoration or breastplate can be worn under normal clothes. If 17–18 Smiting Branding smite 19 Summons Planar ally the armor normally imposes disadvantage on 20 Wind Wind walk Dexterity (Stealth) checks or has a Strength walking requirement, the mithral version of the armor doesn’t. Nine Lives Stealer Weapon (any sword), very rare (requires attunement) Necklace of Adaptation Wondrous item, uncommon (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. While wearing this necklace, you can breathe The sword has 1d8 + 1 charges. If you score a normally in any environment, and you have critical hit against a creature that has fewer than 100 advantage on saving throws made against harmful hit points, it must succeed on a DC 15 Constitution gases and vapors (such as cloudkill and stinking saving throw or be slain instantly as the sword tears cloud effects, inhaled poisons, and the breath its life force from its body (a construct or an undead weapons of some dragons). is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, Necklace of Fireballs it loses this property. Wondrous item, rare This necklace has 1d6 + 3 beads hanging from it. You Oathbow can use an action to detach a bead and throw it up to Weapon (longbow), very rare (requires attunement) 60 feet away. When it reaches the end of its When you nock an arrow on this bow, it whispers in trajectory, the bead detonates as a 3rd-‐‑level fireball Elvish, “Swift defeat to my enemies.” When you use spell (save DC 15). this weapon to make a ranged attack, you can, as a You can hurl multiple beads, or even the whole command phrase, say, “Swift death to you who have necklace, as one action. When you do so, increase the wronged me.” The target of your attack becomes level of the fireball by 1 for each bead beyond the your sworn enemy until it dies or until dawn seven first. days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can Necklace of Prayer Beads choose a new one after the next dawn. Wondrous item, rare (requires attunement by a cleric, When you make a ranged attack roll with this druid, or paladin) weapon against your sworn enemy, you have This necklace has 1d4 + 2 magic beads made from advantage on the roll. In addition, your target gains aquamarine, black pearl, or topaz. It also has many no benefit from cover, other than total cover, and nonmagical beads made from stones such as amber, you suffer no disadvantage due to long range. If the bloodstone, citrine, coral, jade, pearl, or quartz. If a attack hits, your sworn enemy takes an extra 3d6 magic bead is removed from the necklace, that bead piercing damage. loses its magic. While your sworn enemy lives, you have Six types of magic beads exist. The GM decides the disadvantage on attack rolls with all other weapons. type of each bead on the necklace or determines it randomly. A necklace can have more than one bead Oil of Etherealness of the same type. To use one, you must be wearing Potion, rare the necklace. Each bead contains a spell that you can Beads of this cloudy gray oil form on the outside of cast from it as a bonus action (using your spell save its container and quickly evaporate. The oil can DC if a save is necessary). Once a magic bead’s spell cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional System Reference Document 5.1 231 vial is required for each size category above effect on you. You are immune to the poisoned Medium). Applying the oil takes 10 minutes. The condition and have immunity to poison damage. affected creature then gains the effect of the etherealness spell for 1 hour. Periapt of Wound Closure Wondrous item, uncommon (requires attunement) Oil of Sharpness While you wear this pendant, you stabilize whenever Potion, very rare you are dying at the start of your turn. In addition, This clear, gelatinous oil sparkles with tiny, ultrathin whenever you roll a Hit Die to regain hit points, silver shards. The oil can coat one slashing or double the number of hit points it restores. piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 Philter of Love minute. For 1 hour, the coated item is magical and Potion, uncommon has a +3 bonus to attack and damage rolls. The next time you see a creature within 10 minutes Oil of Slipperiness after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species Potion, uncommon and gender you are normally attracted to, you This sticky black unguent is thick and heavy in the regard it as your true love while you are charmed. container, but it flows quickly when poured. The oil This potion’s rose-‐‑hued, effervescent liquid contains can cover a Medium or smaller creature, along with one easy-‐‑to-‐‑miss bubble shaped like a heart. the equipment it’s wearing and carrying (one additional vial is required for each size category Pipes of Haunting above Medium). Applying the oil takes 10 minutes. Wondrous item, uncommon The affected creature then gains the effect of a You must be proficient with wind instruments to use freedom of movement spell for 8 hours. these pipes. They have 3 charges. You can use an Alternatively, the oil can be poured on the ground action to play them and expend 1 charge to create an as an action, where it covers a 10-‐‑foot square, eerie, spellbinding tune. Each creature within 30 feet duplicating the effect of the grease spell in that area of you that hears you play must succeed on a DC 15 for 8 hours. Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area Pearl of Power that aren’t hostile toward you automatically succeed Wondrous item, uncommon (requires attunement by a on the saving throw. A creature that fails the saving spellcaster) throw can repeat it at the end of each of its turns, While this pearl is on your person, you can use an ending the effect on itself on a success. A creature action to speak its command word and regain one that succeeds on its saving throw is immune to the expended spell slot. If the expended slot was of 4th effect of these pipes for 24 hours. The pipes regain level or higher, the new slot is 3rd level. Once you 1d3 expended charges daily at dawn. use the pearl, it canʼt be used again until the next dawn. Pipes of the Sewers Wondrous item, uncommon (requires attunement) Periapt of Health You must be proficient with wind instruments to use Wondrous item, uncommon these pipes. While you are attuned to the pipes, You are immune to contracting any disease while ordinary rats and giant rats are indifferent toward you wear this pendant. If you are already infected you and will not attack you unless you threaten or with a disease, the effects of the disease are harm them. suppressed you while you wear the pendant. The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to Periapt of Proof against Poison 3 charges, calling forth one swarm of rats with each Wondrous item, rare expended charge, provided that enough rats are within half a mile of you to be called in this fashion This delicate silver chain has a brilliant-‐‑cut black (as determined by the GM). If there aren’t enough gem pendant. While you wear it, poisons have no rats to form a swarm, the charge is wasted. Called System Reference Document 5.1 232 swarms move toward the music by the shortest creature forces its way out and appears within 5 feet available route but aren’t under your control of the portable hole or the creature carrying it. A otherwise. The pipes regain 1d3 expended charges breathing creature within a closed portable hole can daily at dawn. survive for up to 10 minutes, after which time it Whenever a swarm of rats that isn’t under another begins to suffocate. creature’s control comes within 30 feet of you while Placing a portable hole inside an extradimensional you are playing the pipes, you can make a Charisma space created by a bag of holding, handy haversack, check contested by the swarm’s Wisdom check. If or similar item instantly destroys both items and you lose the contest, the swarm behaves as it opens a gate to the Astral Plane. The gate originates normally would and can’t be swayed by the pipes’ where the one item was placed inside the other. Any music for the next 24 hours. If you win the contest, creature within 10 feet of the gate is sucked through the swarm is swayed by the pipes’ music and it and deposited in a random location on the Astral becomes friendly to you and your companions for as Plane. The gate then closes. The gate is one-‐‑way only long as you continue to play the pipes each round as and can’t be reopened. an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it Potion of Animal Friendship defends itself but otherwise takes no actions. If a Potion, uncommon friendly swarm starts its turn and can’t hear the When you drink this potion, you can cast the animal pipes’ music, your control over that swarm ends, and friendship spell (save DC 13) for 1 hour at will. the swarm behaves as it normally would and can’t be Agitating this muddy liquid brings little bits into swayed by the pipes’ music for the next 24 hours. view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair. Plate Armor of Etherealness Armor (plate), legendary (requires attunement) Potion of Clairvoyance While you’re wearing this armor, you can speak its Potion, rare command word as an action to gain the effect of the When you drink this potion, you gain the effect of the etherealness spell, which last for 10 minutes or until clairvoyance spell. An eyeball bobs in this yellowish you remove the armor or use an action to speak the liquid but vanishes when the potion is opened. command word again. This property of the armor can’t be used again until the next dawn. Potion of Climbing Potion, common Portable Hole Wondrous item, rare When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. This fine black cloth, soft as silk, is folded up to the During this time, you have advantage on Strength dimensions of a handkerchief. It unfolds into a (Athletics) checks you make to climb. The potion is circular sheet 6 feet in diameter. separated into brown, silver, and gray layers You can use an action to unfold a portable hole and resembling bands of stone. Shaking the bottle fails to place it on or against a solid surface, whereupon the mix the colors. portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole Potion of Diminution exists on a different plane, so it can’t be used to Potion, rare create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. When you drink this potion, you gain the “reduce” You can use an action to close a portable hole by effect of the enlarge/reduce spell for 1d4 hours (no taking hold of the edges of the cloth and folding it up. concentration required). The red in the potion’s Folding the cloth closes the hole, and any creatures liquid continuously contracts to a tiny bead and then or objects within remain in the extradimensional expands to color the clear liquid around it. Shaking space. No matter what’s in it, the hole weighs next to the bottle fails to interrupt this process. nothing. If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the System Reference Document 5.1 233 Potion of Flying Whatever its potency, the potion’s red liquid Potion, very rare glimmers when agitated. When you drink this potion, you gain a flying speed Potions of Healing equal to your walking speed for 1 hour and can Potion of … Rarity HP Regained hover. If you’re in the air when the potion wears off, Healing Common 2d4 + 2 you fall unless you have some other means of staying Greater healing Uncommon 4d4 + 4 aloft. This potion’s clear liquid floats at the top of its Superior healing Rare 8d4 + 8 container and has cloudy white impurities drifting in Supreme healing Very rare 10d4 + 20 it. Potion of Heroism Potion of Gaseous Form Potion, rare Potion, rare For 1 hour after drinking it, you gain 10 temporary When you drink this potion, you gain the effect of the hit points that last for 1 hour. For the same duration, gaseous form spell for 1 hour (no concentration you are under the effect of the bless spell (no required) or until you end the effect as a bonus concentration required). This blue potion bubbles action. This potion’s container seems to hold fog that and steams as if boiling. moves and pours like water. Potion of Invisibility Potion of Giant Strength Potion, very rare Potion, rarity varies This potion’s container looks empty but feels as When you drink this potion, your Strength score though it holds liquid. When you drink it, you changes for 1 hour. The type of giant determines the become invisible for 1 hour. Anything you wear or score (see the table below). The potion has no effect carry is invisible with you. The effect ends early if on you if your Strength is equal to or greater than you attack or cast a spell. that score. This potion’s transparent liquid has floating in it a Potion of Mind Reading sliver of fingernail from a giant of the appropriate Potion, rare type. The potion of frost giant strength and the potion When you drink this potion, you gain the effect of the of stone giant strength have the same effect. detect thoughts spell (save DC 13). The potion’s Type of Giant Strength Rarity dense, purple liquid has an ovoid cloud of pink Hill giant 21 Uncommon floating in it. Frost/stone giant 23 Rare Fire giant 25 Rare Potion of Poison Cloud giant 27 Very rare Potion, uncommon Storm giant 29 Legendary This concoction looks, smells, and tastes like a potion Potion of Growth of healing or other beneficial potion. However, it is Potion, uncommon actually poison masked by illusion magic. An identify spell reveals its true nature. When you drink this potion, you gain the “enlarge” If you drink it, you take 3d6 poison damage, and effect of the enlarge/reduce spell for 1d4 hours (no you must succeed on a DC 13 Constitution saving concentration required). The red in the potion’s throw or be poisoned. At the start of each of your liquid continuously expands from a tiny bead to turns while you are poisoned in this way, you take color the clear liquid around it and then contracts. 3d6 poison damage. At the end of each of your turns, Shaking the bottle fails to interrupt this process. you can repeat the saving throw. On a successful save, the poison damage you take on your Potion of Healing subsequent turns decreases by 1d6. The poison ends Potion, rarity varies when the damage decreases to 0. You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. System Reference Document 5.1 234 Potion of Resistance Ring of Djinni Summoning Potion, uncommon Ring, legendary (requires attunement) When you drink this potion, you gain resistance to While wearing this ring, you can speak its command one type of damage for 1 hour. The GM chooses the word as an action to summon a particular djinni type or determines it randomly from the options from the Elemental Plane of Air. The djinni appears below. in an unoccupied space you choose within 120 feet of you. It remains as long as you concentrate (as if d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic concentrating on a spell), to a maximum of 1 hour, or 2 Cold 7 Poison until it drops to 0 hit points. It then returns to its 3 Fire 8 Psychic home plane. 4 Force 9 Radiant While summoned, the djinni is friendly to you and 5 Lightning 10 Thunder your companions. It obeys any commands you give it, no matter what language you use. If you fail to Potion of Speed command it, the djinni defends itself against Potion, very rare attackers but takes no other actions. After the djinni departs, it can’t be summoned When you drink this potion, you gain the effect of the again for 24 hours, and the ring becomes nonmagical haste spell for 1 minute (no concentration required). if the djinni dies. The potion’s yellow fluid is streaked with black and swirls on its own. Ring of Elemental Command Ring, legendary (requires attunement) Potion of Water Breathing Potion, uncommon This ring is linked to one of the four Elemental Planes. The GM chooses or randomly determines the You can breathe underwater for 1 hour after linked plane. drinking this potion. Its cloudy green fluid smells of While wearing this ring, you have advantage on the sea and has a jellyfish-‐‑like bubble floating in it. attack rolls against elementals from the linked plane, and they have disadvantage on attack rolls against Restorative Ointment you. In addition, you have access to properties based Wondrous item, uncommon on the linked plane. This glass jar, 3 inches in diameter, contains 1d4 + 1 The ring has 5 charges. It regains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. expended charges daily at dawn. Spells cast from the The jar and its contents weigh 1/2 pound. ring have a save DC of 17. As an action, one dose of the ointment can be Ring of Air Elemental Command. You can expend swallowed or applied to the skin. The creature that 2 of the ring’s charges to cast dominate monster on receives it regains 2d8 + 2 hit points, ceases to be an air elemental. In addition, when you fall, you poisoned, and is cured of any disease. descend 60 feet per round and take no damage from falling. You can also speak and understand Auran. Ring of Animal Influence If you help slay an air elemental while attuned to Ring, rare the ring, you gain access to the following additional properties: This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you • You have resistance to lightning damage. can use an action to expend 1 of its charges to cast • You have a flying speed equal to your walking one of the following spells: speed and can hover. • You can cast the following spells from the ring, • Animal friendship (save DC 13) expending the necessary number of charges: chain • Fear (save DC 13), targeting only beasts that have lightning (3 charges), gust of wind (2 charges), or an Intelligence of 3 or lower wind wall (1 charge). • Speak with animals Ring of Earth Elemental Command. You can expend 2 of the ring’s charges to cast dominate monster on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, System Reference Document 5.1 235 rocks, or dirt as if it were normal terrain. You can reaction to expend 1 of its charges to succeed on that also speak and understand Terran. saving throw instead. If you help slay an earth elemental while attuned to the ring, you gain access to the following Ring of Feather Falling additional properties: Ring, rare (requires attunement) • You have resistance to acid damage. When you fall while wearing this ring, you descend • You can move through solid earth or rock as if 60 feet per round and take no damage from falling. those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest Ring of Free Action unoccupied space you last occupied. Ring, rare (requires attunement) • You can cast the following spells from the ring, While you wear this ring, difficult terrain doesn’t expending the necessary number of charges: stone cost you extra movement. In addition, magic can shape (2 charges), stoneskin (3 charges), or wall of neither reduce your speed nor cause you to be stone (3 charges). paralyzed or restrained. Ring of Fire Elemental Command. You can expend 2 of the ring’s charges to cast dominate Ring of Invisibility monster on a fire elemental. In addition, you have Ring, legendary (requires attunement) resistance to fire damage. You can also speak and understand Ignan. While wearing this ring, you can turn invisible as an If you help slay a fire elemental while attuned to action. Anything you are wearing or carrying is the ring, you gain access to the following additional invisible with you. You remain invisible until the properties: ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again. • You are immune to fire damage. • You can cast the following spells from the ring, Ring of Jumping expending the necessary number of charges: Ring, uncommon (requires attunement) burning hands (1 charge), fireball (2 charges), and While wearing this ring, you can cast the jump spell wall of fire (3 charges). from it as a bonus action at will, but can target only Ring of Water Elemental Command. You can yourself when you do so. expend 2 of the ring’s charges to cast dominate monster on a water elemental. In addition, you can Ring of Mind Shielding stand on and walk across liquid surfaces as if they Ring, uncommon (requires attunement) were solid ground. You can also speak and understand Aquan. While wearing this ring, you are immune to magic If you help slay a water elemental while attuned to that allows other creatures to read your thoughts, the ring, you gain access to the following additional determine whether you are lying, know your properties: alignment, or know your creature type. Creatures can telepathically communicate with you only if you • You can breathe underwater and have a allow it. swimming speed equal to your walking speed. You can use an action to cause the ring to become • You can cast the following spells from the ring, invisible until you use another action to make it expending the necessary number of charges: visible, until you remove the ring, or until you die. create or destroy water (1 charge), control water (3 If you die while wearing the ring, your soul enters charges), ice storm (2 charges), or wall of ice (3 it, unless it already houses a soul. You can remain in charges). the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically Ring of Evasion communicate with any creature wearing it. A wearer Ring, rare (requires attunement) can’t prevent this telepathic communication. This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your System Reference Document 5.1 236 Ring of Protection As a bonus action, you can move each sphere up to Ring, rare (requires attunement) 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet You gain a +1 bonus to AC and saving throws while of a sphere, the sphere discharges lightning at that wearing this ring. creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the Ring of Regeneration creature takes lightning damage based on the Ring, very rare (requires attunement) number of spheres you created. While wearing this ring, you regain 1d6 hit points Spheres Lightning Damage every 10 minutes, provided that you have at least 1 4 2d4 hit point. If you lose a body part, the ring causes the 3 2d6 missing part to regrow and return to full 2 5d4 functionality after 1d6 + 1 days if you have at least 1 1 4d12 hit point the whole time. Shooting Stars. You can expend 1 to 3 charges as Ring of Resistance an action. For every charge you expend, you launch a Ring, rare (requires attunement) glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a You have resistance to one damage type while 15-‐‑foot cube originating from that point is showered wearing this ring. The gem in the ring indicates the in sparks and must make a DC 15 Dexterity saving type, which the GM chooses or determines randomly. throw, taking 5d4 fire damage on a failed save, or d10 Damage Type Gem half as much damage on a successful one. 1 Acid Pearl 2 Cold Tourmaline Ring of Spell Storing 3 Fire Garnet Ring, rare (requires attunement) 4 Force Sapphire 5 Lightning Citrine This ring stores spells cast into it, holding them until 6 Necrotic Jet the attuned wearer uses them. The ring can store up 7 Poison Amethyst to 5 levels worth of spells at a time. When found, it 8 Psychic Jade contains 1d6 − 1 levels of stored spells chosen by the 9 Radiant Topaz GM. 10 Thunder Spinel Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is Ring of Shooting Stars cast. The spell has no effect, other than to be stored Ring, very rare (requires attunement outdoors at in the ring. If the ring can’t hold the spell, the spell is night) expended without effect. The level of the slot used to While wearing this ring in dim light or darkness, you cast the spell determines how much space it uses. can cast dancing lights and light from the ring at will. While wearing this ring, you can cast any spell Casting either spell from the ring requires an action. stored in it. The spell uses the slot level, spell save The ring has 6 charges for the following other DC, spell attack bonus, and spellcasting ability of the properties. The ring regains 1d6 expended charges original caster, but is otherwise treated as if you cast daily at dawn. the spell. The spell cast from the ring is no longer Faerie Fire. You can expend 1 charge as an action stored in it, freeing up space. to cast faerie fire from the ring. Ball Lightning. You can expend 2 charges as an Ring of Spell Turning action to create one to four 3-‐‑foot-‐‑diameter spheres Ring, legendary (requires attunement) of lightning. The more spheres you create, the less While wearing this ring, you have advantage on powerful each sphere is individually. saving throws against any spell that targets only you Each sphere appears in an unoccupied space you (not in an area of effect). In addition, if you roll a 20 can see within 120 feet of you. The spheres last as for the save and the spell is 7th level or lower, the long as you concentrate (as if concentrating on a spell has no effect on you and instead targets the spell), up to 1 minute. Each sphere sheds dim light in caster, using the slot level, spell save DC, attack a 30-‐‑foot radius. bonus, and spellcasting ability of the caster. System Reference Document 5.1 237 Ring of Swimming see into and through solid matter for 1 minute. This Ring, uncommon vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don’t You have a swimming speed of 40 feet while wearing prevent light from passing through them. The vision this ring. can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker Ring of Telekinesis substances block the vision, as does a thin sheet of Ring, very rare (requires attunement) lead. While wearing this ring, you can cast the telekinesis Whenever you use the ring again before taking a spell at will, but you can target only objects that long rest, you must succeed on a DC 15 Constitution aren’t being worn or carried. saving throw or gain one level of exhaustion. Ring of the Ram Robe of Eyes Ring, rare (requires attunement) Wondrous item, rare (requires attunement) This ring has 3 charges, and it regains 1d3 expended This robe is adorned with eyelike patterns. While charges daily at dawn. While wearing the ring, you you wear the robe, you gain the following benefits: can use an action to expend 1 to 3 of its charges to • The robe lets you see in all directions, and you attack one creature you can see within 60 feet of you. have advantage on Wisdom (Perception) checks The ring produces a spectral ram’s head and makes that rely on sight. its attack roll with a +7 bonus. On a hit, for each • You have darkvision out to a range of 120 feet. charge you spend, the target takes 2d10 force • You can see invisible creatures and objects, as well damage and is pushed 5 feet away from you. as see into the Ethereal Plane, out to a range of Alternatively, you can expend 1 to 3 of the ring’s 120 feet. charges as an action to try to break an object you can see within 60 feet of you that isn’t being worn or The eyes on the robe can’t be closed or averted. carried. The ring makes a Strength check with a +5 Although you can close or avert your own eyes, you bonus for each charge you spend. are never considered to be doing so while wearing this robe. Ring of Three Wishes A light spell cast on the robe or a daylight spell Ring, legendary cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your While wearing this ring, you can use an action to turns, you can make a Constitution saving throw (DC expend 1 of its 3 charges to cast the wish spell from 11 for light or DC 15 for daylight), ending the it. The ring becomes nonmagical when you use the blindness on a success. last charge. Robe of Scintillating Colors Ring of Warmth Wondrous item, very rare (requires attunement) Ring, uncommon (requires attunement) This robe has 3 charges, and it regains 1d3 expended While wearing this ring, you have resistance to cold charges daily at dawn. While you wear it, you can damage. In addition, you and everything you wear use an action and expend 1 charge to cause the and carry are unharmed by temperatures as low as garment to display a shifting pattern of dazzling −50 degrees Fahrenheit. hues until the end of your next turn. During this time, the robe sheds bright light in a 30-‐‑foot radius and Ring of Water Walking dim light for an additional 30 feet. Creatures that can Ring, uncommon see you have disadvantage on attack rolls against While wearing this ring, you can stand on and move you. In addition, any creature in the bright light that across any liquid surface as if it were solid ground. can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or become Ring of X-ray Vision stunned until the effect ends. Ring, rare (requires attunement) While wearing this ring, you can use an action to speak its command word. When you do so, you can System Reference Document 5.1 238 Robe of Stars In addition, the robe has 4d4 other patches. The Wondrous item, very rare (requires attunement) GM chooses the patches or determines them randomly. This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to d100 Patch saving throws while you wear it. 01–08 Bag of 100 gp 09–15 Silver coffer (1 foot long, 6 inches wide and Six stars, located on the robe’s upper front portion, deep) worth 500 gp are particularly large. While wearing this robe, you 16–22 Iron door (up to 10 feet wide and 10 feet high, can use an action to pull off one of the stars and use barred on one side of your choice), which you it to cast magic missile as a 5th-‐‑level spell. Daily at can place in an opening you can reach; it dusk, 1d6 removed stars reappear on the robe. conforms to fit the opening, attaching and While you wear the robe, you can use an action to hinging itself enter the Astral Plane along with everything you are 23–30 10 gems worth 100 gp each wearing and carrying. You remain there until you 31–44 Wooden ladder (24 feet long) use an action to return to the plane you were on. You 45–51 A riding horse with saddle bags reappear in the last space you occupied, or if that 52–59 Pit (a cube 10 feet on a side), which you can space is occupied, the nearest unoccupied space. place on the ground within 10 feet of you 60–68 4 potions of healing Robe of the Archmagi 69–75 Rowboat (12 feet long) Wondrous item, legendary (requires attunement by a 76–83 Spell scroll containing one spell of 1st to 3rd sorcerer, warlock, or wizard) level 84–90 2 mastiffs This elegant garment is made from exquisite cloth of 91–96 Window (2 feet by 4 feet, up to 2 feet deep), white, gray, or black and adorned with silvery runes. which you can place on a vertical surface you The robe’s color corresponds to the alignment for can reach which the item was created. A white robe was made 97–00 Portable ram for good, gray for neutral, and black for evil. You can’t attune to a robe of the archmagi that doesn’t Rod of Absorption correspond to your alignment. Rod, very rare (requires attunement) You gain these benefits while wearing the robe: While holding this rod, you can use your reaction to • If you aren’t wearing armor, your base Armor absorb a spell that is targeting only you and not with Class is 15 + your Dexterity modifier. an area of effect. The absorbed spell’s effect is • You have advantage on saving throws against canceled, and the spell’s energy—not the spell spells and other magical effects. itself—is stored in the rod. The energy has the same • Your spell save DC and spell attack bonus each level as the spell when it was cast. The rod can increase by 2. absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 Robe of Useful Items levels of energy, it can’t absorb more. If you are Wondrous item, uncommon targeted by a spell that the rod can’t store, the rod has no effect on that spell. This robe has cloth patches of various shapes and When you become attuned to the rod, you know colors covering it. While wearing the robe, you can how many levels of energy the rod has absorbed use an action to detach one of the patches, causing it over the course of its existence, and how many levels to become the object or creature it represents. Once of spell energy it currently has stored. the last patch is removed, the robe becomes an If you are a spellcaster holding the rod, you can ordinary garment. convert energy stored in it into spell slots to cast The robe has two of each of the following patches: spells you have prepared or know. You can create • Dagger spell slots only of a level equal to or lower than your • Bullseye lantern (filled and lit) own spell slots, up to a maximum of 5th level. You • Steel mirror use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you • 10-‐‑foot pole can use 3 levels stored in the rod as a 3rd-‐‑level spell • Hempen rope (50 feet, coiled) slot. • Sack System Reference Document 5.1 239 A newly found rod has 1d10 levels of spell energy the rod’s handle lengthens into a 6-‐‑foot haft, stored in it already. A rod that can no longer absorb transforming the rod into a magic spear that grants a spell energy and has no energy remaining becomes +3 bonus to attack and damage rolls made with it. nonmagical. If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In Rod of Alertness surfaces as hard as granite, a spike at the bottom and Rod, very rare (requires attunement) three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot This rod has a flanged head and the following apart, forming a ladder. The pole can bear up to properties. 4,000 pounds. More weight or lack of solid Alertness. While holding the rod, you have anchoring causes the rod to revert to its normal advantage on Wisdom (Perception) checks and on form. rolls for initiative. If you press button 5, the rod transforms into a Spells. While holding the rod, you can use an handheld battering ram and grants its user a +10 action to cast one of the following spells from it: bonus to Strength checks made to break through detect evil and good, detect magic, detect poison and doors, barricades, and other barriers. disease, or see invisibility. If you press button 6, the rod assumes or remains Protective Aura. As an action, you can plant the in its normal form and indicates magnetic north. haft end of the rod in the ground, whereupon the (Nothing happens if this function of the rod is used rod’s head sheds bright light in a 60-‐‑foot radius and in a location that has no magnetic north.) The rod dim light for an additional 60 feet. While in that also gives you knowledge of your approximate depth bright light, you and any creature that is friendly to beneath the ground or your height above it. you gain a +1 bonus to AC and saving throws and can Drain Life. When you hit a creature with a melee sense the location of any invisible hostile creature attack using the rod, you can force the target to that is also in the bright light. make a DC 17 Constitution saving throw. On a failure, The rod’s head stops glowing and the effect ends the target takes an extra 4d6 necrotic damage, and after 10 minutes, or when a creature uses an action you regain a number of hit points equal to half that to pull the rod from the ground. This property can’t necrotic damage. This property can’t be used again be used again until the next dawn. until the next dawn. Rod of Lordly Might Paralyze. When you hit a creature with a melee attack using the rod, you can force the target to Rod, legendary (requires attunement) make a DC 17 Strength saving throw. On a failure, This rod has a flanged head, and it functions as a the target is paralyzed for 1 minute. The target can magic mace that grants a +3 bonus to attack and repeat the saving throw at the end of each of its damage rolls made with it. The rod has properties turns, ending the effect on a success. This property associated with six different buttons that are set in a can’t be used again until the next dawn. row along the haft. It has three other properties as Terrify. While holding the rod, you can use an well, detailed below. action to force each creature you can see within 30 Six Buttons. You can press one of the rod’s six feet of you to make a DC 17 Wisdom saving throw. buttons as a bonus action. A button’s effect lasts On a failure, a target is frightened of you for 1 until you push a different button or until you push minute. A frightened target can repeat the saving the same button again, which causes the rod to throw at the end of each of its turns, ending the revert to its normal form. effect on itself on a success. This property can’t be If you press button 1, the rod becomes a flame used again until the next dawn. tongue, as a fiery blade sprouts from the end opposite the rod’s flanged head. Rod of Rulership If you press button 2, the rod’s flanged head folds Rod, rare (requires attunement) down and two crescent-‐‑shaped blades spring out, You can use an action to present the rod and transforming the rod into a magic battleaxe that command obedience from each creature of your grants a +3 bonus to attack and damage rolls made choice that you can see within 120 feet of you. Each with it. target must succeed on a DC 15 Wisdom saving If you press button 3, the rod’s flanged head folds throw or be charmed by you for 8 hours. While down, a spear point springs from the rod’s tip, and charmed in this way, the creature regards you as its System Reference Document 5.1 240 trusted leader. If harmed by you or your companions, The rope has AC 20 and 20 hit points. It regains 1 or commanded to do something contrary to its hit point every 5 minutes as long as it has at least 1 nature, a target ceases to be charmed in this way. hit point. If the rope drops to 0 hit points, it is The rod can’t be used again until the next dawn. destroyed. Rod of Security Rope of Entanglement Rod, very rare Wondrous item, rare While holding this rod, you can use an action to This rope is 30 feet long and weighs 3 pounds. If you activate it. The rod then instantly transports you and hold one end of the rope and use an action to speak up to 199 other willing creatures you can see to a its command word, the other end darts forward to paradise that exists in an extraplanar space. You entangle a creature you can see within 20 feet of you. choose the form that the paradise takes. It could be a The target must succeed on a DC 15 Dexterity saving tranquil garden, lovely glade, cheery tavern, throw or become restrained. immense palace, tropical island, fantastic carnival, or You can release the creature by using a bonus whatever else you can imagine. Regardless of its action to speak a second command word. A target nature, the paradise contains enough water and food restrained by the rope can use an action to make a to sustain its visitors. Everything else that can be DC 15 Strength or Dexterity check (target’s choice). interacted with inside the extraplanar space can On a success, the creature is no longer restrained by exist only there. For example, a flower picked from a the rope. garden in the paradise disappears if it is taken The rope has AC 20 and 20 hit points. It regains 1 outside the extraplanar space. hit point every 5 minutes as long as it has at least 1 For each hour spent in the paradise, a visitor hit point. If the rope drops to 0 hit points, it is regains hit points as if it had spent 1 Hit Die. Also, destroyed. creatures don’t age while in the paradise, although time passes normally. Visitors can remain in the Scarab of Protection paradise for up to 200 days divided by the number Wondrous item, legendary (requires attunement) of creatures present (round down). If you hold this beetle-‐‑shaped medallion in your When the time runs out or you use an action to hand for 1 round, an inscription appears on its end it, all visitors reappear in the location they surface revealing its magical nature. It provides two occupied when you activated the rod, or an benefits while it is on your person: unoccupied space nearest that location. The rod can’t be used again until ten days have passed. • You have advantage on saving throws against spells. Rope of Climbing • The scarab has 12 charges. If you fail a saving Wondrous item, uncommon throw against a necromancy spell or a harmful This 60-‐‑foot length of silk rope weighs 3 pounds and effect originating from an undead creature, you can hold up to 3,000 pounds. If you hold one end of can use your reaction to expend 1 charge and turn the rope and use an action to speak the command the failed save into a successful one. The scarab word, the rope animates. As a bonus action, you can crumbles into powder and is destroyed when its command the other end to move toward a last charge is expended. destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on Scimitar of Speed each of your turns until reaching its destination, up Weapon (scimitar), very rare (requires attunement) to its maximum length away, or until you tell it to You gain a +2 bonus to attack and damage rolls stop. You can also tell the rope to fasten itself made with this magic weapon. In addition, you can securely to an object or to unfasten itself, to knot or make one attack with it as a bonus action on each of unknot itself, or to coil itself for carrying. your turns. If you tell the rope to knot, large knots appear at 1-‐‑ foot intervals along the rope. While knotted, the rope shortens to a 50-‐‑foot length and grants advantage on checks made to climb it. System Reference Document 5.1 241 Shield, +1, +2, or +3 scroll fade, and it crumbles to dust. If the casting is Armor (shield), uncommon (+1), rare (+2), or very interrupted, the scroll is not lost. rare (+3) If the spell is on your class’s spell list but of a higher level than you can normally cast, you must While holding this shield, you have a bonus to AC make an ability check using your spellcasting ability determined by the shield’s rarity. This bonus is in to determine whether you cast it successfully. The addition to the shield’s normal bonus to AC. DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. Shield of Missile Attraction The level of the spell on the scroll determines the Armor (shield), rare (requires attunement) spell’s saving throw DC and attack bonus, as well as While holding this shield, you have resistance to the scroll’s rarity, as shown in the Spell Scroll table. damage from ranged weapon attacks. Curse. This shield is cursed. Attuning to it curses Spell Scroll you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the Spell Level Rarity Save DC Attack Bonus curse on you. Whenever a ranged weapon attack is Cantrip Common 13 +5 1st Common 13 +5 made against a target within 10 feet of you, the curse 2nd Uncommon 13 +5 causes you to become the target instead. 3rd Uncommon 15 +7 4th Rare 15 +7 Slippers of Spider Climbing 5th Rare 17 +9 Wondrous item, uncommon (requires attunement) 6th Very rare 17 +9 While you wear these light shoes, you can move up, 7th Very rare 18 +10 down, and across vertical surfaces and upside down 8th Very rare 18 +10 9th Legendary 19 +11 along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don’t allow you to move this A wizard spell on a spell scroll can be copied just as way on a slippery surface, such as one covered by ice spells in spellbooks can be copied. When a spell is or oil. copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 Sovereign Glue + the spell’s level. If the check succeeds, the spell is Wondrous item, legendary successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. This viscous, milky-‐‑white substance can form a permanent adhesive bond between any two objects. Spellguard Shield It must be stored in a jar or flask that has been Armor (shield), very rare (requires attunement) coated inside with oil of slipperiness. When found, a container contains 1d6 + 1 ounces. While holding this shield, you have advantage on One ounce of the glue can cover a 1-‐‑foot square saving throws against spells and other magical surface. The glue takes 1 minute to set. Once it has effects, and spell attacks have disadvantage against done so, the bond it creates can be broken only by you. the application of universal solvent or oil of etherealness, or with a wish spell. Sphere of Annihilation Wondrous item, legendary Spell Scroll This 2-‐‑foot-‐‑diameter black sphere is a hole in the Scroll, varies multiverse, hovering in space and stabilized by a A spell scroll bears the words of a single spell, magical field surrounding it. written in a mystical cipher. If the spell is on your The sphere obliterates all matter it passes through class’s spell list, you can read the scroll and cast its and all matter that passes through it. Artifacts are spell without providing any material components. the exception. Unless an artifact is susceptible to Otherwise, the scroll is unintelligible. Casting the damage from a sphere of annihilation, it passes spell by reading the scroll requires the spell’s normal through the sphere unscathed. Anything else that casting time. Once the spell is cast, the words on the touches the sphere but isn’t wholly engulfed and obliterated by it takes 4d10 force damage. System Reference Document 5.1 242 The sphere is stationary until someone controls it. Staff of Fire If you are within 60 feet of an uncontrolled sphere, Staff, very rare (requires attunement by a druid, you can use an action to make a DC 25 Intelligence sorcerer, warlock, or wizard) (Arcana) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet You have resistance to fire damage while you hold equal to 5 × your Intelligence modifier (minimum 5 this staff. feet). On a failure, the sphere moves 10 feet toward The staff has 10 charges. While holding it, you can you. A creature whose space the sphere enters must use an action to expend 1 or more of its charges to succeed on a DC 13 Dexterity saving throw or be cast one of the following spells from it, using your touched by it, taking 4d10 force damage. spell save DC: burning hands (1 charge), fireball (3 If you attempt to control a sphere that is under charges), or wall of fire (4 charges). another creature’s control, you make an Intelligence The staff regains 1d6 + 4 expended charges daily (Arcana) check contested by the other creature’s at dawn. If you expend the last charge, roll a d20. On Intelligence (Arcana) check. The winner of the a 1, the staff blackens, crumbles into cinders, and is contest gains control of the sphere and can levitate it destroyed. as normal. If the sphere comes into contact with a planar Staff of Frost portal, such as that created by the gate spell, or an Staff, very rare (requires attunement by a druid, extradimensional space, such as that within a sorcerer, warlock, or wizard) portable hole, the GM determines randomly what You have resistance to cold damage while you hold happens, using the following table. this staff. d100 Result The staff has 10 charges. While holding it, you can 01–50 The sphere is destroyed. use an action to expend 1 or more of its charges to 51–85 The sphere moves through the portal or into cast one of the following spells from it, using your the extradimensional space. spell save DC: cone of cold (5 charges), fog cloud (1 86–00 A spatial rift sends each creature and object charge), ice storm (4 charges), or wall of ice (4 within 180 feet of the sphere, including the charges). sphere, to a random plane of existence. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On Staff of Charming a 1, the staff turns to water and is destroyed. Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard) Staff of Healing While holding this staff, you can use an action to Staff, rare (requires attunement by a bard, cleric, or expend 1 of its 10 charges to cast charm person, druid) command, or comprehend languages from it using This staff has 10 charges. While holding it, you can your spell save DC. The staff can also be used as a use an action to expend 1 or more of its charges to magic quarterstaff. cast one of the following spells from it, using your If you are holding the staff and fail a saving throw spell save DC and spellcasting ability modifier: cure against an enchantment spell that targets only you, wounds (1 charge per spell level, up to 4th), lesser you can turn your failed save into a successful one. restoration (2 charges), or mass cure wounds (5 You can’t use this property of the staff again until the charges). next dawn. If you succeed on a save against an The staff regains 1d6 + 4 expended charges daily enchantment spell that targets only you, with or at dawn. If you expend the last charge, roll a d20. On without the staff’s intervention, you can use your a 1, the staff vanishes in a flash of light, lost forever. reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. Staff of Power The staff regains 1d8 + 2 expended charges daily Staff, very rare (requires attunement by a sorcerer, at dawn. If you expend the last charge, roll a d20. On warlock, or wizard) a 1, the staff becomes a nonmagical quarterstaff. This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. System Reference Document 5.1 243 The staff has 20 charges for the following Staff of Swarming Insects properties. The staff regains 2d8 + 4 expended Staff, rare (requires attunement by a bard, cleric, charges daily at dawn. If you expend the last charge, druid, sorcerer, warlock, or wizard) roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other This staff has 10 charges and regains 1d6 + 4 properties. On a 20, the staff regains 1d8 + 2 charges. expended charges daily at dawn. If you expend the Power Strike. When you hit with a melee attack last charge, roll a d20. On a 1, a swarm of insects using the staff, you can expend 1 charge to deal an consumes and destroys the staff, then disperses. extra 1d6 force damage to the target. Spells. While holding the staff, you can use an Spells. While holding this staff, you can use an action to expend some of its charges to cast one of action to expend 1 or more of its charges to cast one the following spells from it, using your spell save DC: of the following spells from it, using your spell save giant insect (4 charges) or insect plague (5 charges). DC and spell attack bonus: cone of cold (5 charges), Insect Cloud. While holding the staff, you can use fireball (5th-‐‑level version, 5 charges), globe of an action and expend 1 charge to cause a swarm of invulnerability (6 charges), hold monster (5 charges), harmless flying insects to spread out in a 30-‐‑foot levitate (2 charges), lightning bolt (5th-‐‑level version, radius from you. The insects remain for 10 minutes, 5 charges), magic missile (1 charge), ray of making the area heavily obscured for creatures enfeeblement (1 charge), or wall of force (5 charges). other than you. The swarm moves with you, Retributive Strike. You can use an action to break remaining centered on you. A wind of at least 10 the staff over your knee or against a solid surface, miles per hour disperses the swarm and ends the performing a retributive strike. The staff is effect. destroyed and releases its remaining magic in an explosion that expands to fill a 30-‐‑foot-‐‑radius sphere Staff of the Magi centered on it. Staff, legendary (requires attunement by a sorcerer, You have a 50 percent chance to instantly travel to warlock, or wizard) a random plane of existence, avoiding the explosion. This staff can be wielded as a magic quarterstaff that If you fail to avoid the effect, you take force damage grants a +2 bonus to attack and damage rolls made equal to 16 × the number of charges in the staff. with it. While you hold it, you gain a +2 bonus to Every other creature in the area must make a DC 17 spell attack rolls. Dexterity saving throw. On a failed save, a creature The staff has 50 charges for the following takes an amount of damage based on how far away it properties. It regains 4d6 + 2 expended charges is from the point of origin, as shown in the following daily at dawn. If you expend the last charge, roll a table. On a successful save, a creature takes half as d20. On a 20, the staff regains 1d12 + 1 charges. much damage. Spell Absorption. While holding the staff, you Distance from Origin Damage have advantage on saving throws against spells. In 10 ft. away or closer 8 × the number of charges in the staff addition, you can use your reaction when another 11 to 20 ft. away 6 × the number of charges in the staff creature casts a spell that targets only you. If you do, 21 to 30 ft. away 4 × the number of charges in the staff the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the Staff of Striking absorbed spell’s level. However, if doing so brings Staff, very rare (requires attunement) the staff’s total number of charges above 50, the staff explodes as if you activated its retributive strike (see This staff can be wielded as a magic quarterstaff that below). grants a +3 bonus to attack and damage rolls made Spells. While holding the staff, you can use an with it. action to expend some of its charges to cast one of The staff has 10 charges. When you hit with a the following spells from it, using your spell save DC melee attack using it, you can expend up to 3 of its and spellcasting ability: conjure elemental (7 charges. For each charge you expend, the target charges), dispel magic (3 charges), fireball (7th-‐‑level takes an extra 1d6 force damage. The staff regains version, 7 charges), flaming sphere (2 charges), ice 1d6 + 4 expended charges daily at dawn. If you storm (4 charges), invisibility (2 charges), knock (2 expend the last charge, roll a d20. On a 1, the staff charges), lightning bolt (7th-‐‑level version, 7 charges), becomes a nonmagical quarterstaff. passwall (5 charges), plane shift (7 charges), System Reference Document 5.1 244 telekinesis (5 charges), wall of fire (4 charges), or Staff of the Woodlands web (2 charges). Staff, rare (requires attunement by a druid) You can also use an action to cast one of the following spells from the staff without using any This staff can be wielded as a magic quarterstaff that charges: arcane lock, detect magic, enlarge/reduce, grants a +2 bonus to attack and damage rolls made light, mage hand, or protection from evil and good. with it. While holding it, you have a +2 bonus to spell Retributive Strike. You can use an action to break attack rolls. the staff over your knee or against a solid surface, The staff has 10 charges for the following performing a retributive strike. The staff is properties. It regains 1d6 + 4 expended charges destroyed and releases its remaining magic in an daily at dawn. If you expend the last charge, roll a explosion that expands to fill a 30-‐‑foot-‐‑radius sphere d20. On a 1, the staff loses its properties and centered on it. becomes a nonmagical quarterstaff. You have a 50 percent chance to instantly travel to Spells. You can use an action to expend 1 or more a random plane of existence, avoiding the explosion. of the staff’s charges to cast one of the following If you fail to avoid the effect, you take force damage spells from it, using your spell save DC: animal equal to 16 × the number of charges in the staff. friendship (1 charge), awaken (5 charges), barkskin Every other creature in the area must make a DC 17 (2 charges), locate animals or plants (2 charges), Dexterity saving throw. On a failed save, a creature speak with animals (1 charge), speak with plants (3 takes an amount of damage based on how far away it charges), or wall of thorns (6 charges). is from the point of origin, as shown in the following You can also use an action to cast the pass without table. On a successful save, a creature takes half as trace spell from the staff without using any charges. much damage. Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to Distance from Origin Damage transform the staff into a healthy tree. The tree is 60 10 ft. away or closer 8 × the number of charges in the staff feet tall and has a 5-‐‑foot-‐‑diameter trunk, and its 11 to 20 ft. away 6 × the number of charges in the staff branches at the top spread out in a 20-‐‑foot radius. 21 to 30 ft. away 4 × the number of charges in the staff The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. Staff of the Python While touching the tree and using another action to Staff, uncommon (requires attunement by a cleric, speak its command word, you return the staff to its druid, or warlock) normal form. Any creature in the tree falls when it You can use an action to speak this staff’s command reverts to a staff. word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor Staff of Thunder and Lightning snake under your control and acts on its own Staff, very rare (requires attunement) initiative count. By using a bonus action to speak the This staff can be wielded as a magic quarterstaff that command word again, you return the staff to its grants a +2 bonus to attack and damage rolls made normal form in a space formerly occupied by the with it. It also has the following additional snake. properties. When one of these properties is used, it On your turn, you can mentally command the can’t be used again until the next dawn. snake if it is within 60 feet of you and you aren’t Lightning. When you hit with a melee attack using incapacitated. You decide what action the snake the staff, you can cause the target to take an extra takes and where it moves during its next turn, or you 2d6 lightning damage. can issue it a general command, such as to attack Thunder. When you hit with a melee attack using your enemies or guard a location. the staff, you can cause the staff to emit a crack of If the snake is reduced to 0 hit points, it dies and thunder, audible out to 300 feet. The target you hit reverts to its staff form. The staff then shatters and is must succeed on a DC 17 Constitution saving throw destroyed. If the snake reverts to staff form before or become stunned until the end of your next turn. losing all its hit points, it regains all of them. Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff’s tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, System Reference Document 5.1 245 taking 9d6 lightning damage on a failed save, or half You gain a +2 bonus to attack and damage rolls as much damage on a successful one. made with this weapon, which deals radiant damage Thunderclap. You can use an action to cause the instead of slashing damage. When you hit an undead staff to issue a deafening thunderclap, audible out to with it, that target takes an extra 1d8 radiant 600 feet. Each creature within 60 feet of you (not damage. including you) must make a DC 17 Constitution The sword’s luminous blade emits bright light in a saving throw. On a failed save, a creature takes 2d6 15-‐‑foot radius and dim light for an additional 15 feet. thunder damage and becomes deafened for 1 minute. The light is sunlight. While the blade persists, you On a successful save, a creature takes half damage can use an action to expand or reduce its radius of and isn’t deafened. bright and dim light by 5 feet each, to a maximum of Thunder and Lightning. You can use an action to 30 feet each or a minimum of 10 feet each. use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn’t expend the daily Sword of Life Stealing use of those properties, only the use of this one. Weapon (any sword), rare (requires attunement) When you attack a creature with this magic weapon Staff of Withering and roll a 20 on the attack roll, that target takes an Staff, rare (requires attunement by a cleric, druid, or extra 3d6 necrotic damage, provided that the target warlock) isn’t a construct or an undead. You gain temporary This staff has 3 charges and regains 1d3 expended hit points equal to the extra damage dealt. charges daily at dawn. The staff can be wielded as a magic quarterstaff. Sword of Sharpness On a hit, it deals damage as a normal quarterstaff, Weapon (any sword that deals slashing damage), very and you can expend 1 charge to deal an extra 2d10 rare (requires attunement) necrotic damage to the target. In addition, the target When you attack an object with this magic sword must succeed on a DC 15 Constitution saving throw and hit, maximize your weapon damage dice against or have disadvantage for 1 hour on any ability check the target. or saving throw that uses Strength or Constitution. When you attack a creature with this weapon and Stone of Controlling Earth Elementals roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you Wondrous item, rare roll a 20, you lop off one of the target’s limbs, with If the stone is touching the ground, you can use an the effect of such loss determined by the GM. If the action to speak its command word and summon an creature has no limb to sever, you lop off a portion of earth elemental, as if you had cast the conjure its body instead. elemental spell. The stone can’t be used this way In addition, you can speak the sword’s command again until the next dawn. The stone weighs 5 word to cause the blade to shed bright light in a 10-‐‑ pounds. foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the Stone of Good Luck (Luckstone) sword puts out the light. Wondrous item, uncommon (requires attunement) Sword of Wounding While this polished agate is on your person, you gain Weapon (any sword), rare (requires attunement) a +1 bonus to ability checks and saving throws. Hit points lost to this weapon’s damage can be Sun Blade regained only through a short or long rest, rather Weapon (longsword), rare (requires attunement) than by regeneration, magic, or any other means. Once per turn, when you hit a creature with an This item appears to be a longsword hilt. While attack using this magic weapon, you can wound the grasping the hilt, you can use a bonus action to cause target. At the start of each of the wounded creature’s a blade of pure radiance to spring into existence, or turns, it takes 1d4 necrotic damage for each time make the blade disappear. While the blade exists, you’ve wounded it, and it can then make a DC 15 this magic longsword has the finesse property. If you Constitution saving throw, ending the effect of all are proficient with shortswords or longswords, you such wounds on itself on a success. Alternatively, the are proficient with the sun blade. wounded creature, or a creature within 5 feet of it, System Reference Document 5.1 246 can use an action to make a DC 15 Wisdom If you are an evil cleric or paladin, you can use the (Medicine) check, ending the effect of such wounds talisman as a holy symbol, and you gain a +2 bonus on it on a success. to spell attack rolls while you wear or hold it. The talisman has 6 charges. If you are wearing or Talisman of Pure Good holding it, you can use an action to expend 1 charge Wondrous item, legendary (requires attunement by a from the talisman and choose one creature you can creature of good alignment) see on the ground within 120 feet of you. If the target is of good alignment, a flaming fissure opens This talisman is a mighty symbol of goodness. A under it. The target must succeed on a DC 20 creature that is neither good nor evil in alignment Dexterity saving throw or fall into the fissure and be takes 6d6 radiant damage upon touching the destroyed, leaving no remains. The fissure then talisman. An evil creature takes 8d6 radiant damage closes, leaving no trace of its existence. When you upon touching the talisman. Either sort of creature expend the last charge, the talisman dissolves into takes the damage again each time it ends its turn foul-‐‑smelling slime and is destroyed. holding or carrying the talisman. If you are a good cleric or paladin, you can use the Tome of Clear Thought talisman as a holy symbol, and you gain a +2 bonus Wondrous item, very rare to spell attack rolls while you wear or hold it. The talisman has 7 charges. If you are wearing or This book contains memory and logic exercises, and holding it, you can use an action to expend 1 charge its words are charged with magic. If you spend 48 from it and choose one creature you can see on the hours over a period of 6 days or fewer studying the ground within 120 feet of you. If the target is of evil book’s contents and practicing its guidelines, your alignment, a flaming fissure opens under it. The Intelligence score increases by 2, as does your target must succeed on a DC 20 Dexterity saving maximum for that score. The manual then loses its throw or fall into the fissure and be destroyed, magic, but regains it in a century. leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last Tome of Leadership and Influence charge, the talisman disperses into motes of golden Wondrous item, very rare light and is destroyed. This book contains guidelines for influencing and Talisman of the Sphere charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days Wondrous item, legendary (requires attunement) or fewer studying the book’s contents and practicing When you make an Intelligence (Arcana) check to its guidelines, your Charisma score increases by 2, as control a sphere of annihilation while you are does your maximum for that score. The manual then holding this talisman, you double your proficiency loses its magic, but regains it in a century. bonus on the check. In addition, when you start your turn with control over a sphere of annihilation, you Tome of Understanding can use an action to levitate it 10 feet plus a number Wondrous item, very rare of additional feet equal to 10 × your Intelligence This book contains intuition and insight exercises, modifier. and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying Talisman of Ultimate Evil the book’s contents and practicing its guidelines, Wondrous item, legendary (requires attunement by a your Wisdom score increases by 2, as does your creature of evil alignment) maximum for that score. The manual then loses its This item symbolizes unrepentant evil. A creature magic, but regains it in a century. that is neither good nor evil in alignment takes 6d6 necrotic damage upon touching the talisman. A good Trident of Fish Command creature takes 8d6 necrotic damage upon touching Weapon (trident), uncommon (requires attunement) the talisman. Either sort of creature takes the This trident is a magic weapon. It has 3 charges. damage again each time it ends its turn holding or While you carry it, you can use an action and expend carrying the talisman. 1 charge to cast dominate beast (save DC 15) from it System Reference Document 5.1 247 on a beast that has an innate swimming speed. The Wand of Enemy Detection trident regains 1d3 expended charges daily at dawn. Wand, rare (requires attunement) Universal Solvent This wand has 7 charges. While holding it, you can Wondrous item, legendary use an action and expend 1 charge to speak its command word. For the next minute, you know the This tube holds milky liquid with a strong alcohol direction of the nearest creature hostile to you smell. You can use an action to pour the contents of within 60 feet, but not its distance from you. The the tube onto a surface within reach. The liquid wand can sense the presence of hostile creatures instantly dissolves up to 1 square foot of adhesive it that are ethereal, invisible, disguised, or hidden, as touches, including sovereign glue. well as those in plain sight. The effect ends if you stop holding the wand. Vicious Weapon The wand regains 1d6 + 1 expended charges daily Weapon (any), rare at dawn. If you expend the wand’s last charge, roll a When you roll a 20 on your attack roll with this d20. On a 1, the wand crumbles into ashes and is magic weapon, your critical hit deals an extra 2d6 destroyed. damage of the weapon’s type. Wand of Fear Vorpal Sword Wand, rare (requires attunement) Weapon (any sword that deals slashing damage), This wand has 7 charges for the following properties. legendary (requires attunement) It regains 1d6 + 1 expended charges daily at dawn. If You gain a +3 bonus to attack and damage rolls you expend the wand’s last charge, roll a d20. On a 1, made with this magic weapon. In addition, the the wand crumbles into ashes and is destroyed. weapon ignores resistance to slashing damage. Command. While holding the wand, you can use When you attack a creature that has at least one an action to expend 1 charge and command another head with this weapon and roll a 20 on the attack creature to flee or grovel, as with the command spell roll, you cut off one of the creature’s heads. The (save DC 15). creature dies if it can’t survive without the lost head. Cone of Fear. While holding the wand, you can use A creature is immune to this effect if it is immune to an action to expend 2 charges, causing the wand’s tip slashing damage, doesn’t have or need a head, has to emit a 60-‐‑foot cone of amber light. Each creature legendary actions, or the GM decides that the in the cone must succeed on a DC 15 Wisdom saving creature is too big for its head to be cut off with this throw or become frightened of you for 1 minute. weapon. Such a creature instead takes an extra 6d8 While it is frightened in this way, a creature must slashing damage from the hit. spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within Wand of Binding 30 feet of you. It also can’t take reactions. For its Wand, rare (requires attunement by a spellcaster) action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If This wand has 7 charges for the following properties. it has nowhere it can move, the creature can use the It regains 1d6 + 1 expended charges daily at dawn. If Dodge action. At the end of each of its turns, a you expend the wand’s last charge, roll a d20. On a 1, creature can repeat the saving throw, ending the the wand crumbles into ashes and is destroyed. effect on itself on a success. Spells. While holding the wand, you can use an action to expend some of its charges to cast one of Wand of Fireballs the following spells (save DC 17): hold monster (5 Wand, rare (requires attunement by a spellcaster) charges) or hold person (2 charges). Assisted Escape. While holding the wand, you can This wand has 7 charges. While holding it, you can use your reaction to expend 1 charge and gain use an action to expend 1 or more of its charges to advantage on a saving throw you make to avoid cast the fireball spell (save DC 15) from it. For 1 being paralyzed or restrained, or you can expend 1 charge, you cast the 3rd-‐‑level version of the spell. charge and gain advantage on any check you make to You can increase the spell slot level by one for each escape a grapple. additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a System Reference Document 5.1 248 d20. On a 1, the wand crumbles into ashes and is Wand of Polymorph destroyed. Wand, very rare (requires attunement by a spellcaster) Wand of Lightning Bolts Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the This wand has 7 charges. While holding it, you can polymorph spell (save DC 15) from it. use an action to expend 1 or more of its charges to The wand regains 1d6 + 1 expended charges daily cast the lightning bolt spell (save DC 15) from it. For at dawn. If you expend the wand’s last charge, roll a 1 charge, you cast the 3rd-‐‑level version of the spell. d20. On a 1, the wand crumbles into ashes and is You can increase the spell slot level by one for each destroyed. additional charge you expend. The wand regains 1d6 + 1 expended charges daily Wand of Secrets at dawn. If you expend the wand’s last charge, roll a Wand, uncommon d20. On a 1, the wand crumbles into ashes and is destroyed. The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a Wand of Magic Detection secret door or trap is within 30 feet of you, the wand Wand, uncommon pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn. This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic Wand of the War Mage, +1, +2, or +3 spell from it. The wand regains 1d3 expended Wand, uncommon (+1), rare (+2), or very rare (+3) charges daily at dawn. (requires attunement by a spellcaster) Wand of Magic Missiles While holding this wand, you gain a bonus to spell Wand, uncommon attack rolls determined by the wand’s rarity. In addition, you ignore half cover when making a spell This wand has 7 charges. While holding it, you can attack. use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you Wand of Web cast the 1st-‐‑level version of the spell. You can Wand, uncommon (requires attunement by a increase the spell slot level by one for each spellcaster) additional charge you expend. The wand regains 1d6 + 1 expended charges daily This wand has 7 charges. While holding it, you can at dawn. If you expend the wand’s last charge, roll a use an action to expend 1 of its charges to cast the d20. On a 1, the wand crumbles into ashes and is web spell (save DC 15) from it. destroyed. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a Wand of Paralysis d20. On a 1, the wand crumbles into ashes and is Wand, rare (requires attunement by a spellcaster) destroyed. This wand has 7 charges. While holding it, you can Wand of Wonder use an action to expend 1 of its charges to cause a Wand, rare (requires attunement by a spellcaster) thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must This wand has 7 charges. While holding it, you can succeed on a DC 15 Constitution saving throw or be use an action to expend 1 of its charges and choose a paralyzed for 1 minute. At the end of each of the target within 120 feet of you. The target can be a target’s turns, it can repeat the saving throw, ending creature, an object, or a point in space. Roll d100 and the effect on itself on a success. consult the following table to discover what happens. The wand regains 1d6 + 1 expended charges daily If the effect causes you to cast a spell from the at dawn. If you expend the wand’s last charge, roll a wand, the spell’s save DC is 15. If the spell normally d20. On a 1, the wand crumbles into ashes and is has a range expressed in feet, its range becomes 120 destroyed. feet if it isn’t already. If an effect covers an area, you must center the spell on and include the target. If an effect has System Reference Document 5.1 249 multiple possible subjects, the GM randomly divided equally among all creatures in the line. determines which ones are affected. 91–95 A burst of colorful shimmering light extends The wand regains 1d6 + 1 expended charges daily from you in a 30-‐foot radius. You and each at dawn. If you expend the wand’s last charge, roll a creature in the area that can see must succeed d20. On a 1, the wand crumbles into dust and is on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the destroyed. saving throw at the end of each of its turns, d100 Effect ending the effect on itself on a success. 01–05 You cast slow. 96–97 The target’s skin turns bright blue for 1d10 days. 06–10 You cast faerie fire. If you chose a point in space, the creature 11–15 You are stunned until the start of your next turn, nearest to that point is affected. believing something awesome just happened. 98–00 If you targeted a creature, it must make a DC 15 16–20 You cast gust of wind. Constitution saving throw. If you didn’t target a 21–25 You cast detect thoughts on the target you creature, you become the target and must make chose. If you didn’t target a creature, you the saving throw. If the saving throw fails by 5 or instead take 1d6 psychic damage. more, the target is instantly petrified. On any 26–30 You cast stinking cloud. other failed save, the target is restrained and 31–33 Heavy rain falls in a 60-‐foot radius centered on begins to turn to stone. While restrained in this the target. The area becomes lightly obscured. way, the target must repeat the saving throw at The rain falls until the start of your next turn. the end of its next turn, becoming petrified on a 34–36 An animal appears in the unoccupied space failure or ending the effect on a success. The nearest the target. The animal isn’t under your petrification lasts until the target is freed by the control and acts as it normally would. Roll a d100 greater restoration spell or similar magic. to determine which animal appears. On a 01–25, a rhinoceros appears; on a 26–50, an elephant Weapon, +1, +2, or +3 appears; and on a 51–100, a rat appears. Weapon (any), uncommon (+1), rare (+2), or very 37–46 You cast lightning bolt. rare (+3) 47–49 A cloud of 600 oversized butterflies fills a 30-‐foot radius centered on the target. The area becomes You have a bonus to attack and damage rolls made heavily obscured. The butterflies remain for 10 with this magic weapon. The bonus is determined by minutes. the weapon’s rarity. 50–53 You enlarge the target as if you had cast enlarge/reduce. If the target can’t be affected by Well of Many Worlds that spell, or if you didn’t target a creature, you Wondrous item, legendary become the target. 54–58 You cast darkness. This fine black cloth, soft as silk, is folded up to the 59–62 Grass grows on the ground in a 60-‐foot radius dimensions of a handkerchief. It unfolds into a centered on the target. If grass is already there, circular sheet 6 feet in diameter. it grows to ten times its normal size and remains You can use an action to unfold and place the well overgrown for 1 minute. of many worlds on a solid surface, whereupon it 63–65 An object of the GM’s choice disappears into the creates a two-‐‑way portal to another world or plane Ethereal Plane. The object must be neither worn of existence. Each time the item opens a portal, the nor carried, within 120 feet of the target, and no GM decides where it leads. You can use an action to larger than 10 feet in any dimension. close an open portal by taking hold of the edges of 66–69 You shrink yourself as if you had cast the cloth and folding it up. Once well of many worlds enlarge/reduce on yourself. 70–79 You cast fireball. has opened a portal, it can’t do so again for 1d8 80–84 You cast invisibility on yourself. hours. 85–87 Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the Wind Fan creature nearest to that point. Unless they are Wondrous item, uncommon picked off, the leaves turn brown and fall off While holding this fan, you can use an action to cast after 24 hours. the gust of wind spell (save DC 13) from it. Once used, 88–90 A stream of 1d4 × 10 gems, each worth 1 gp, the fan shouldn’t be used again until the next dawn. shoots from the wand’s tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning Each time it is used again before then, it has a damage, and the total damage of the gems is System Reference Document 5.1 250 cumulative 20 percent chance of not working and Abilities tearing into useless, nonmagical tatters. A sentient magic item has Intelligence, Wisdom, and Charisma scores. You can choose the item’s abilities Winged Boots or determine them randomly. To determine them Wondrous item, uncommon (requires attunement) randomly, roll 4d6 for each one, dropping the lowest While you wear these boots, you have a flying speed roll and totaling the rest. equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several Communication shorter flights, each one using a minimum of 1 A sentient item has some ability to communicate, minute from the duration. If you are flying when the either by sharing its emotions, broadcasting its duration expires, you descend at a rate of 30 feet per thoughts telepathically, or speaking aloud. You can round until you land. choose how it communicates or roll on the following The boots regain 2 hours of flying capability for table. every 12 hours they aren’t in use. d100 Communication 01–60 The item communicates by transmitting emotion Wings of Flying to the creature carrying or wielding it. Wondrous item, rare (requires attunement) 61–90 The item can speak, read, and understand one or more languages. While wearing this cloak, you can use an action to 91–00 The item can speak, read, and understand one speak its command word. This turns the cloak into a or more languages. In addition, the item can pair of bat wings or bird wings on your back for 1 communicate telepathically with any character hour or until you repeat the command word as an that carries or wields it. action. The wings give you a flying speed of 60 feet. When they disappear, you can’t use them again for Senses 1d12 hours. With sentience comes awareness. A sentient item can perceive its surroundings out to a limited range. Sentient Magic Items You can choose its senses or roll on the following table. Some magic items possess sentience and personality. Such an item might be possessed, haunted by the d4 Senses spirit of a previous owner, or self-‐‑aware thanks to 1 Hearing and normal vision out to 30 feet. 2 Hearing and normal vision out to 60 feet the magic used to create it. In any case, the item 3 Hearing and normal vision out to 120 feet. behaves like a character, complete with personality 4 Hearing and darkvision out to 120 feet. quirks, ideals, bonds, and sometimes flaws. A sentient item might be a cherished ally to its wielder Alignment or a continual thorn in the side. A sentient magic item has an alignment. Its creator Most sentient items are weapons. Other kinds of or nature might suggest an alignment. If not, you can items can manifest sentience, but consumable items pick an alignment or roll on the following table. such as potions and scrolls are never sentient. Sentient magic items function as NPCs under the d100 Alignment d100 Alignment GM’s control. Any activated property of the item is 01–15 Lawful good 74–85 Chaotic neutral under the item’s control, not its wielder’s. As long as 16–35 Neutral good 86–89 Lawful evil the wielder maintains a good relationship with the 36–50 Chaotic good 90–96 Neutral evil item, the wielder can access those properties 51–63 Lawful neutral 97–00 Chaotic evil 64–73 Neutral normally. If the relationship is strained, the item can suppress its activated properties or even turn them against the wielder. Special Purpose You can give a sentient item an objective it pursues, Creating Sentient Magic Items perhaps to the exclusion of all else. As long as the wielder’s use of the item aligns with that special When you decide to make a magic item sentient, you purpose, the item remains cooperative. Deviating create the item’s persona in the same way you would from this course might cause conflict between the create an NPC, with a few exceptions described here. wielder and the item, and could even cause the item to prevent the use of its activated properties. You System Reference Document 5.1 251 can pick a special purpose or roll on the following throw, with a DC equal to 12 + the item’s Charisma table. modifier. On a failed save, the wielder is charmed by the item for 1d12 hours. While charmed, the wielder d10 Purpose 1 Aligned: The item seeks to defeat or destroy those of a must try to follow the item’s commands. If the diametrically opposed alignment. (Such an item is wielder takes damage, it can repeat the saving throw, never neutral.) ending the effect on a success. Whether the attempt 2 Bane: The item seeks to defeat or destroy creatures of to control its user succeeds or fails, the item can’t a particular kind, such as fiends, shapechangers, trolls, use this power again until the next dawn. or wizards. 3 Protector: The item seeks to defend a particular race or kind of creature, such as elves or druids. Artifacts 4 Crusader: The item seeks to defeat, weaken, or destroy the servants of a particular deity. Orb of Dragonkind 5 Templar: The item seeks to defend the servants and Wondrous item, artifact (requires attunement) interests of a particular deity. 6 Destroyer: The item craves destruction and goads its Ages past, elves and humans waged a terrible war user to fight arbitrarily. against evil dragons. When the world seemed 7 Glory Seeker: The item seeks renown as the greatest doomed, powerful wizards came together and magic item in the world, by establishing its user as a worked their greatest magic, forging five Orbs of famous or notorious figure. Dragonkind (or Dragon Orbs) to help them defeat the 8 Lore Seeker: The item craves knowledge or is dragons. One orb was taken to each of the five determined to solve a mystery, learn a secret, or wizard towers, and there they were used to speed unravel a cryptic prophecy. the war toward a victorious end. The wizards used 9 Destiny Seeker: The item is convinced that it and its the orbs to lure dragons to them, then destroyed the wielder have key roles to play in future events. dragons with powerful magic. 10 Creator Seeker: The item seeks its creator and wants As the wizard towers fell in later ages, the orbs to understand why it was created. were destroyed or faded into legend, and only three are thought to survive. Their magic has been warped Conflict and twisted over the centuries, so although their primary purpose of calling dragons still functions, A sentient item has a will of its own, shaped by its they also allow some measure of control over personality and alignment. If its wielder acts in a dragons. manner opposed to the item’s alignment or purpose, Each orb contains the essence of an evil dragon, a conflict can arise. When such a conflict occurs, the presence that resents any attempt to coax magic item makes a Charisma check contested by the from it. Those lacking in force of personality might wielder’s Charisma check. If the item wins the find themselves enslaved to an orb. contest, it makes one or more of the following An orb is an etched crystal globe about 10 inches demands: in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it. • The item insists on being carried or worn at all While attuned to an orb, you can use an action to times. peer into the orb’s depths and speak its command • The item demands that its wielder dispose of word. You must then make a DC 15 Charisma check. anything the item finds repugnant. On a successful check, you control the orb for as long • The item demands that its wielder pursue the as you remain attuned to it. On a failed check, you item’s goals to the exclusion of all other goals. become charmed by the orb for as long as you • The item demands to be given to someone else. remain attuned to it. If its wielder refuses to comply with the item’s While you are charmed by the orb, you can’t wishes, the item can do any or all of the following: voluntarily end your attunement to it, and the orb casts suggestion on you at will (save DC 18), urging • Make it impossible for its wielder to attune to it. you to work toward the evil ends it desires. The • Suppress one or more of its activated properties. dragon essence within the orb might want many • Attempt to take control of its wielder. things: the annihilation of a particular people, If a sentient item attempts to take control of its freedom from the orb, to spread suffering in the wielder, the wielder must make a Charisma saving System Reference Document 5.1 252 world, to advance the worship of Tiamat, or something else the GM decides. Random Properties. An Orb of Dragonkind has the following random properties: • 2 minor beneficial properties • 1 minor detrimental property • 1 major detrimental property Spells. The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: cure wounds (5th-‐‑level version, 3 charges), daylight (1 charge), death ward (2 charges), or scrying (3 charges). You can also use an action to cast the detect magic spell from the orb without using any charges. Call Dragons. While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles. Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it can’t be used again for 1 hour. Destroying an Orb. An Orb of Dragonkind appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A disintegrate spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however. System Reference Document 5.1 253 have magical powers, but most are unintelligent and Monsters lack any society or language. Beasts include all varieties of ordinary animals, dinosaurs, and giant A monster’s statistics, sometimes referred to as its versions of animals. stat block, provide the essential information that Celestials are creatures native to the Upper you need to run the monster. Planes. Many of them are the servants of deities, employed as messengers or agents in the mortal Size realm and throughout the planes. Celestials are good A monster can be Tiny, Small, Medium, Large, Huge, by nature, so the exceptional celestial who strays or Gargantuan. The Size Categories table shows how from a good alignment is a horrifying rarity. much space a creature of a particular size controls in Celestials include angels, couatls, and pegasi. combat. See the Player’s Handbook for more Constructs are made, not born. Some are information on creature size and space. programmed by their creators to follow a simple set of instructions, while others are imbued with Size Categories sentience and capable of independent thought. Size Space Examples Golems are the iconic constructs. Many creatures Tiny 2½ by 2½ ft. Imp, sprite native to the outer plane of Mechanus, such as Small 5 by 5 ft. Giant rat, goblin modrons, are constructs shaped from the raw Medium 5 by 5 ft. Orc, werewolf material of the plane by the will of more powerful Large 10 by 10 ft. Hippogriff, ogre creatures. Huge 15 by 15 ft. Fire giant, treant Dragons are large reptilian creatures of ancient Gargantuan 20 by 20 ft. or larger Kraken, purple worm origin and tremendous power. True dragons, including the good metallic dragons and the evil chromatic dragons, are highly intelligent and have Modifying Creatures innate magic. Also in this category are creatures Despite the versatile collection of monsters in this book, you distantly related to true dragons, but less powerful, might be at a loss when it comes to finding the perfect less intelligent, and less magical, such as wyverns creature for part of an adventure. Feel free to tweak an and pseudodragons. existing creature to make it into something more useful for Elementals are creatures native to the elemental you, perhaps by borrowing a trait or two from a different monster or by using a variant or template, such as the ones planes. Some creatures of this type are little more in this book. Keep in mind that modifying a monster, than animate masses of their respective elements, including when you apply a template to it, might change its including the creatures simply called elementals. challenge rating. Others have biological forms infused with elemental energy. The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes. Other elemental creatures include Type azers and invisible stalkers. A monster’s type speaks to its fundamental nature. Fey are magical creatures closely tied to the forces Certain spells, magic items, class features, and other of nature. They dwell in twilight groves and misty effects in the game interact in special ways with forests. In some worlds, they are closely tied to the creatures of a particular type. For example, an arrow Feywild, also called the Plane of Faerie. Some are of dragon slaying deals extra damage not only to also found in the Outer Planes, particularly the dragons but also other creatures of the dragon type, planes of Arborea and the Beastlands. Fey include such as dragon turtles and wyverns. dryads, pixies, and satyrs. The game includes the following monster types, Fiends are creatures of wickedness that are native which have no rules of their own. to the Lower Planes. A few are the servants of deities, Aberrations are utterly alien beings. Many of but many more labor under the leadership of them have innate magical abilities drawn from the archdevils and demon princes. Evil priests and creature’s alien mind rather than the mystical forces mages sometimes summon fiends to the material of the world. The quintessential aberrations are world to do their bidding. If an evil celestial is a aboleths, beholders, mind flayers, and slaadi. rarity, a good fiend is almost inconceivable. Fiends Beasts are nonhumanoid creatures that are a include demons, devils, hell hounds, rakshasas, and natural part of the fantasy ecology. Some of them yugoloths. System Reference Document 5.1 254 Giants tower over humans and their kind. They game, such as a magic item, might refer to them. For are humanlike in shape, though some have multiple instance, a spear that is especially effective at heads (ettins) or deformities (fomorians). The six fighting demons would work against any monster varieties of true giant are hill giants, stone giants, that has the demon tag. frost giants, fire giants, cloud giants, and storm giants. Besides these, creatures such as ogres and Alignment trolls are giants. A monster’s alignment provides a clue to its Humanoids are the main peoples of a fantasy disposition and how it behaves in a roleplaying or gaming world, both civilized and savage, including combat situation. For example, a chaotic evil humans and a tremendous variety of other species. monster might be difficult to reason with and might They have language and culture, few if any innate attack characters on sight, whereas a neutral magical abilities (though most humanoids can learn monster might be willing to negotiate. See the spellcasting), and a bipedal form. The most common Player’s Handbook for descriptions of the different humanoid races are the ones most suitable as player alignments. characters: humans, dwarves, elves, and halflings. The alignment specified in a monster’s stat block Almost as numerous but far more savage and brutal, is the default. Feel free to depart from it and change and almost uniformly evil, are the races of goblinoids a monster’s alignment to suit the needs of your (goblins, hobgoblins, and bugbears), orcs, gnolls, campaign. If you want a good-‐‑aligned green dragon lizardfolk, and kobolds. or an evil storm giant, there’s nothing stopping you. Monstrosities are monsters in the strictest Some creatures can have any alignment. In other sense—frightening creatures that are not ordinary, words, you choose the monster’s alignment. Some not truly natural, and almost never benign. Some are monster’s alignment entry indicates a tendency or the results of magical experimentation gone awry aversion toward law, chaos, good, or evil. For (such as owlbears), and others are the product of example, a berserker can be any chaotic alignment terrible curses (including minotaurs and yuan-‐‑ti). (chaotic good, chaotic neutral, or chaotic evil), as They defy categorization, and in some sense serve as befits its wild nature. a catch-‐‑all category for creatures that don’t fit into Many creatures of low intelligence have no any other type. comprehension of law or chaos, good or evil. They Oozes are gelatinous creatures that rarely have a don’t make moral or ethical choices, but rather act fixed shape. They are mostly subterranean, dwelling on instinct. These creatures are unaligned, which in caves and dungeons and feeding on refuse, carrion, means they don’t have an alignment. or creatures unlucky enough to get in their way. Black puddings and gelatinous cubes are among the Armor Class most recognizable oozes. Plants in this context are vegetable creatures, not A monster that wears armor or carries a shield has ordinary flora. Most of them are ambulatory, and an Armor Class (AC) that takes its armor, shield, and some are carnivorous. The quintessential plants are Dexterity into account. Otherwise, a monster’s AC is the shambling mound and the treant. Fungal based on its Dexterity modifier and natural armor, if creatures such as the gas spore and the myconid also any. If a monster has natural armor, wears armor, or fall into this category. carries a shield, this is noted in parentheses after its Undead are once-‐‑living creatures brought to a AC value. horrifying state of undeath through the practice of necromantic magic or some unholy curse. Undead Hit Points include walking corpses, such as vampires and A monster usually dies or is destroyed when it drops zombies, as well as bodiless spirits, such as ghosts to 0 hit points. For more on hit points, see the and specters. Player’s Handbook. A monster’s hit points are presented both as a die Tags expression and as an average number. For example, A monster might have one or more tags appended to a monster with 2d8 hit points has 9 hit points on its type, in parentheses. For example, an orc has the average (2 × 4½). humanoid (orc) type. The parenthetical tags provide A monster’s size determines the die used to additional categorization for certain creatures. The calculate its hit points, as shown in the Hit Dice by tags have no rules of their own, but something in the Size table. System Reference Document 5.1 255 Hit Dice by Size Ability Scores Monster Size Hit Die Average HP per Die Every monster has six ability scores (Strength, Tiny d4 2½ Dexterity, Constitution, Intelligence, Wisdom, and Small d6 3½ Charisma) and corresponding modifiers. For more Medium d8 4½ Large d10 5½ information on ability scores and how they’re used Huge d12 6½ in play, see the Player’s Handbook. Gargantuan d20 10½ Saving Throws A monster’s Constitution modifier also affects the The Saving Throws entry is reserved for creatures number of hit points it has. Its Constitution modifier that are adept at resisting certain kinds of effects. is multiplied by the number of Hit Dice it possesses, For example, a creature that isn’t easily charmed or and the result is added to its hit points. For example, frightened might gain a bonus on its Wisdom saving if a monster has a Constitution of 12 (+1 modifier) throws. Most creatures don’t have special saving and 2d8 Hit Dice, it has 2d8 + 2 hit points (average throw bonuses, in which case this section is absent. 11). A saving throw bonus is the sum of a monster’s relevant ability modifier and its proficiency bonus, Speed which is determined by the monster’s challenge A monster’s speed tells you how far it can move on rating (as shown in the Proficiency Bonus by its turn. For more information on speed, see the Challenge Rating table). Player’s Handbook. Proficiency Bonus by Challenge Rating All creatures have a walking speed, simply called the monster’s speed. Creatures that have no form of Proficiency Proficiency ground-‐‑based locomotion have a walking speed of 0 Challenge Bonus Challenge Bonus 0 +2 14 +5 feet. 1/8 +2 15 +5 Some creatures have one or more of the following 1/4 +2 16 +5 additional movement modes. 1/2 +2 17 +6 1 +2 18 +6 Burrow 2 +2 19 +6 A monster that has a burrowing speed can use that 3 +2 20 +6 speed to move through sand, earth, mud, or ice. A 4 +2 21 +7 monster can’t burrow through solid rock unless it 5 +3 22 +7 has a special trait that allows it to do so. 6 +3 23 +7 7 +3 24 +7 Climb 8 +3 25 +8 A monster that has a climbing speed can use all or 9 +4 26 +8 part of its movement to move on vertical surfaces. 10 +4 27 +8 The monster doesn’t need to spend extra movement 11 +4 28 +8 to climb. 12 +4 29 +9 13 +5 30 +9 Fly A monster that has a flying speed can use all or part of its movement to fly. Some monsters have the Skills ability to hover, which makes them hard to knock The Skills entry is reserved for monsters that are out of the air (as explained in the rules on flying in proficient in one or more skills. For example, a the Player’s Handbook). Such a monster stops monster that is very perceptive and stealthy might hovering when it dies. have bonuses to Wisdom (Perception) and Dexterity (Stealth) checks. Swim A skill bonus is the sum of a monster’s relevant A monster that has a swimming speed doesn’t need ability modifier and its proficiency bonus, which is to spend extra movement to swim. determined by the monster’s challenge rating (as shown in the Proficiency Bonus by Challenge Rating table). Other modifiers might apply. For instance, a System Reference Document 5.1 256 monster might have a larger-‐‑than-‐‑expected bonus Tremorsense (usually double its proficiency bonus) to account for A monster with tremorsense can detect and pinpoint its heightened expertise. the origin of vibrations within a specific radius, provided that the monster and the source of the Vulnerabilities, Resistances, and vibrations are in contact with the same ground or Immunities substance. Tremorsense can’t be used to detect flying or incorporeal creatures. Many burrowing Some creatures have vulnerability, resistance, or creatures, such as ankhegs and umber hulks, have immunity to certain types of damage. Particular this special sense. creatures are even resistant or immune to damage from nonmagical attacks (a magical attack is an Truesight attack delivered by a spell, a magic item, or another A monster with truesight can, out to a specific range, magical source). In addition, some creatures are see in normal and magical darkness, see invisible immune to certain conditions. creatures and objects, automatically detect visual illusions and succeed on saving throws against them, Senses and perceive the original form of a shapechanger or The Senses entry notes a monster’s passive Wisdom a creature that is transformed by magic. (Perception) score, as well as any special senses the Furthermore, the monster can see into the Ethereal monster might have. Special senses are described Plane within the same range. below. Languages Blindsight The languages that a monster can speak are listed in A monster with blindsight can perceive its alphabetical order. Sometimes a monster can surroundings without relying on sight, within a understand a language but can’t speak it, and this is specific radius. noted in its entry. A “—” indicates that a creature Creatures without eyes, such as grimlocks and neither speaks nor understands any language. gray oozes, typically have this special sense, as do creatures with echolocation or heightened senses, Telepathy such as bats and true dragons. Telepathy is a magical ability that allows a monster If a monster is naturally blind, it has a to communicate mentally with another creature parenthetical note to this effect, indicating that the within a specified range. The contacted creature radius of its blindsight defines the maximum range doesn’t need to share a language with the monster to of its perception. communicate in this way with it, but it must be able to understand at least one language. A creature Darkvision without telepathy can receive and respond to A monster with darkvision can see in the dark within telepathic messages but can’t initiate or terminate a a specific radius. The monster can see in dim light telepathic conversation. within the radius as if it were bright light, and in A telepathic monster doesn’t need to see a darkness as if it were dim light. The monster can’t contacted creature and can end the telepathic discern color in darkness, only shades of gray. Many contact at any time. The contact is broken as soon as creatures that live underground have this special the two creatures are no longer within range of each sense. other or if the telepathic monster contacts a Armor, Weapon, and Tool Proficiencies different creature within range. A telepathic monster can initiate or terminate a telepathic conversation Assume that a creature is proficient with its armor, weapons, without using an action, but while the monster is and tools. If you swap them out, you decide whether the incapacitated, it can’t initiate telepathic contact, and creature is proficient with its new equipment. any current contact is terminated. For example, a hill giant typically wears hide armor and wields a greatclub. You could equip a hill giant with chain A creature within the area of an antimagic field or mail and a greataxe instead, and assume the giant is in any other location where magic doesn’t function proficient with both, one or the other, or neither. can’t send or receive telepathic messages. See the Player’s Handbook for rules on using armor or weapons without proficiency. System Reference Document 5.1 257 Challenge Special Traits A monster’s challenge rating tells you how great a Special traits (which appear after a monster’s threat the monster is. An appropriately equipped challenge rating but before any actions or reactions) and well-‐‑rested party of four adventurers should be are characteristics that are likely to be relevant in a able to defeat a monster that has a challenge rating combat encounter and that require some equal to its level without suffering any deaths. For explanation. example, a party of four 3rd-‐‑level characters should find a monster with a challenge rating of 3 to be a Innate Spellcasting worthy challenge, but not a deadly one. A monster with the innate ability to cast spells has Monsters that are significantly weaker than 1st-‐‑ the Innate Spellcasting special trait. Unless noted level characters have a challenge rating lower than 1. otherwise, an innate spell of 1st level or higher is Monsters with a challenge rating of 0 are always cast at its lowest possible level and can’t be insignificant except in large numbers; those with no cast at a higher level. If a monster has a cantrip effective attacks are worth no experience points, where its level matters and no level is given, use the while those that have attacks are worth 10 XP each. monster’s challenge rating. Some monsters present a greater challenge than An innate spell can have special rules or even a typical 20th-‐‑level party can handle. These restrictions. For example, a drow mage can innately monsters have a challenge rating of 21 or higher and cast the levitate spell, but the spell has a “self only” are specifically designed to test player skill. restriction, which means that the spell affects only the drow mage. Experience Points A monster’s innate spells can’t be swapped out The number of experience points (XP) a monster is with other spells. If a monster’s innate spells don’t worth is based on its challenge rating. Typically, XP require attack rolls, no attack bonus is given for is awarded for defeating the monster, although the them. GM may also award XP for neutralizing the threat posed by the monster in some other manner. Spellcasting Unless something tells you otherwise, a monster A monster with the Spellcasting special trait has a summoned by a spell or other magical ability is spellcaster level and spell slots, which it uses to cast worth the XP noted in its stat block. its spells of 1st level and higher (as explained in the Player’s Handbook). The spellcaster level is also used Experience Points by Challenge Rating for any cantrips included in the feature. Challenge XP Challenge XP The monster has a list of spells known or prepared 0 0 or 10 14 11,500 from a specific class. The list might also include 1/8 25 15 13,000 spells from a feature in that class, such as the Divine 1/4 50 16 15,000 Domain feature of the cleric or the Druid Circle 1/2 100 17 18,000 feature of the druid. The monster is considered a 1 200 18 20,000 member of that class when attuning to or using a 2 450 19 22,000 magic item that requires membership in the class or 3 700 20 25,000 access to its spell list. 4 1,100 21 33,000 A monster can cast a spell from its list at a higher 5 1,800 22 41,000 6 2,300 23 50,000 level if it has the spell slot to do so. For example, a 7 2,900 24 62,000 drow mage with the 3rd-‐‑level lightning bolt spell can 8 3,900 25 75,000 cast it as a 5th-‐‑level spell by using one of its 5th-‐‑level 9 5,000 26 90,000 spell slots. 10 5,900 27 105,000 You can change the spells that a monster knows or 11 7,200 28 120,000 has prepared, replacing any spell on its spell list with 12 8,400 29 135,000 a spell of the same level and from the same class list. 13 10,000 30 155,000 If you do so, you might cause the monster to be a greater or lesser threat than suggested by its challenge rating. System Reference Document 5.1 258 Psionics Reactions A monster that casts spells using only the power of its mind has the psionics tag added to its Spellcasting If a monster can do something special with its or Innate Spellcasting special trait. This tag carries reaction, that information is contained here. If a no special rules of its own, but other parts of the creature has no special reaction, this section is game might refer to it. A monster that has this tag absent. typically doesn’t require any components to cast its spells. Limited Usage Some special abilities have restrictions on the Actions number of times they can be used. When a monster takes its action, it can choose from X/Day. The notation “X/Day” means a special the options in the Actions section of its stat block or ability can be used X number of times and that a use one of the actions available to all creatures, such monster must finish a long rest to regain expended as the Dash or Hide action, as described in the uses. For example, “1/Day” means a special ability Player’s Handbook. can be used once and that the monster must finish a long rest to use it again. Melee and Ranged Attacks Recharge X–Y. The notation “Recharge X–Y” The most common actions that a monster will take means a monster can use a special ability once and in combat are melee and ranged attacks. These can that the ability then has a random chance of be spell attacks or weapon attacks, where the recharging during each subsequent round of combat. “weapon” might be a manufactured item or a natural At the start of each of the monster’s turns, roll a d6. weapon, such as a claw or tail spike. For more If the roll is one of the numbers in the recharge information on different kinds of attacks, see the notation, the monster regains the use of the special Player’s Handbook. ability. The ability also recharges when the monster Creature vs. Target. The target of a melee or finishes a short or long rest. ranged attack is usually either one creature or one For example, “Recharge 5–6” means a monster can target, the difference being that a “target” can be a use the special ability once. Then, at the start of the creature or an object. monster’s turn, it regains the use of that ability if it Hit. Any damage dealt or other effects that occur rolls a 5 or 6 on a d6. as a result of an attack hitting a target are described Recharge after a Short or Long Rest. This after the “Hit” notation. You have the option of notation means that a monster can use a special taking average damage or rolling the damage; for ability once and then must finish a short or long rest this reason, both the average damage and the die to use it again. expression are presented. Grapple Rules for Monsters Miss. If an attack has an effect that occurs on a miss, that information is presented after the “Miss:” Many monsters have special attacks that allow them to notation. quickly grapple prey. When a monster hits with such an attack, it doesn’t need to make an additional ability check to determine whether the grapple succeeds, unless the attack Multiattack says otherwise. A creature that can make multiple attacks on its turn A creature grappled by the monster can use its action to has the Multiattack action. A creature can’t use try to escape. To do so, it must succeed on a Strength Multiattack when making an opportunity attack, (Athletics) or Dexterity (Acrobatics) check against the escape which must be a single melee attack. DC in the monster’s stat block. If no escape DC is given, assume the DC is 10 + the monster’s Strength (Athletics) Ammunition modifier. A monster carries enough ammunition to make its ranged attacks. You can assume that a monster has Equipment 2d4 pieces of ammunition for a thrown weapon A stat block rarely refers to equipment, other than attack, and 2d10 pieces of ammunition for a armor or weapons used by a monster. A creature projectile weapon such as a bow or crossbow. that customarily wears clothes, such as a humanoid, is assumed to be dressed appropriately. System Reference Document 5.1 259 You can equip monsters with additional gear and noted in this section. Regional effects end abruptly trinkets however you like, and you decide how much or dissipate over time when the legendary creature of a monster’s equipment is recoverable after the dies. creature is slain and whether any of that equipment is still usable. A battered suit of armor made for a monster is rarely usable by someone else, for instance. If a spellcasting monster needs material components to cast its spells, assume that it has the material components it needs to cast the spells in its stat block. Legendary Creatures A legendary creature can do things that ordinary creatures can’t. It can take special actions outside its turn, and it might exert magical influence for miles around. If a creature assumes the form of a legendary creature, such as through a spell, it doesn’t gain that form’s legendary actions, lair actions, or regional effects. Legendary Actions A legendary creature can take a certain number of special actions—called legendary actions—outside its turn. Only one legendary action option can be used at a time and only at the end of another creature’s turn. A creature regains its spent legendary actions at the start of its turn. It can forgo using them, and it can’t use them while incapacitated or otherwise unable to take actions. If surprised, it can’t use them until after its first turn in the combat. A Legendary Creature’s Lair A legendary creature might have a section describing its lair and the special effects it can create while there, either by act of will or simply by being present. Such a section applies only to a legendary creature that spends a great deal of time in its lair. Lair Actions If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat. Regional Effects The mere presence of a legendary creature can have strange and wondrous effects on its environment, as System Reference Document 5.1 260 Tail. Melee Weapon Attack: +9 to hit, reach 10 ft. one Monsters (A) target. Hit: 15 (3d6 + 5) bludgeoning damage. Enslave (3/Day). The aboleth targets one creature it can see within 30 feet of it. The target must succeed on Aboleth a DC 14 Wisdom saving throw or be magically charmed Large aberration, lawful evil by the aboleth until the aboleth dies or until it is on a Armor Class 17 (natural armor) different plane of existence from the target. The charmed target is under the aboleth’s control and can’t Hit Points 135 (18d10 + 36) take reactions, and the aboleth and the target can Speed 10 ft., swim 40 ft. communicate telepathically with each other over any STR DEX CON INT WIS CHA distance. Whenever the charmed target takes damage, the 21 (+5) 9 (−1) 15 (+2) 18 (+4) 15 (+2) 18 (+4) target can repeat the saving throw. On a success, the Saving Throws Con +6, Int +8, Wis +6 effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at Skills History +12, Perception +10 least 1 mile away from the aboleth. Senses darkvision 120 ft., passive Perception 20 Languages Deep Speech, telepathy 120 ft. Legendary Actions Challenge 10 (5,900 XP) The aboleth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of Amphibious. The aboleth can breathe air and water. another creature’s turn. The aboleth regains spent Mucous Cloud. While underwater, the aboleth is legendary actions at the start of its turn. surrounded by transformative mucus. A creature that Detect. The aboleth makes a Wisdom (Perception) touches the aboleth or that hits it with a melee attack check. while within 5 feet of it must make a DC 14 Constitution saving throw. On a failure, the creature is Tail Swipe. The aboleth makes one tail attack. diseased for 1d4 hours. The diseased creature can Psychic Drain (Costs 2 Actions). One creature charmed breathe only underwater. by the aboleth takes 10 (3d6) psychic damage, and Probing Telepathy. If a creature communicates the aboleth regains hit points equal to the damage telepathically with the aboleth, the aboleth learns the the creature takes. creature’s greatest desires if the aboleth can see the creature. Angels Actions Deva Multiattack. The aboleth makes three tentacle attacks. Medium celestial, lawful good Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., Armor Class 17 (natural armor) one target. Hit: 12 (2d6 + 5) bludgeoning damage. If Hit Points 136 (16d8 + 64) the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The Speed 30 ft., fly 90 ft. disease has no effect for 1 minute and can be removed STR DEX CON INT WIS CHA by any magic that cures disease. After 1 minute, the diseased creature’s skin becomes translucent and slimy, 18 (+4) 18 (+4) 18 (+4) 17 (+3) 20 (+5) 20 (+5) the creature can’t regain hit points unless it is Saving Throws Wis +9, Cha +9 underwater, and the disease can be removed only by Skills Insight +9, Perception +9 heal or another disease-‐curing spell of 6th level or higher. When the creature is outside a body of water, it Damage Resistances radiant; bludgeoning, piercing, takes 6 (1d12) acid damage every 10 minutes unless and slashing from nonmagical attacks moisture is applied to the skin before 10 minutes have Condition Immunities charmed, exhaustion, frightened passed. Senses darkvision 120 ft., passive Perception 19 System Reference Document 5.1 261 Languages all, telepathy 120 ft. Saving Throws Con +12, Wis +11, Cha +12 Challenge 10 (5,900 XP) Skills Perception +11 Damage Resistances radiant; bludgeoning, piercing, Angelic Weapons. The deva’s weapon attacks are and slashing from nonmagical attacks magical. When the deva hits with any weapon, the Condition Immunities charmed, exhaustion, frightened weapon deals an extra 4d8 radiant damage (included in Senses truesight 120 ft., passive Perception 21 the attack). Languages all, telepathy 120 ft. Innate Spellcasting. The deva’s spellcasting ability is Charisma (spell save DC 17). The deva can innately cast Challenge 16 (15,000 XP) the following spells, requiring only verbal components: At will: detect evil and good Angelic Weapons. The planetar’s weapon attacks are 1/day each: commune, raise dead magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in Magic Resistance. The deva has advantage on saving the attack). throws against spells and other magical effects. Divine Awareness. The planetar knows if it hears a lie. Actions Innate Spellcasting. The planetar’s spellcasting ability Multiattack. The deva makes two melee attacks. is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one components: target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage. At will: detect evil and good, invisibility (self only) Healing Touch (3/Day). The deva touches another 3/day each: blade barrier, dispel evil and good, flame creature. The target magically regains 20 (4d8 + 2) hit strike, raise dead points and is freed from any curse, disease, poison, 1/day each: commune, control weather, insect plague blindness, or deafness. Magic Resistance. The planetar has advantage on Change Shape. The deva magically polymorphs into a saving throws against spells and other magical effects. humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It Actions reverts to its true form if it dies. Any equipment it is Multiattack. The planetar makes two melee attacks. wearing or carrying is absorbed or borne by the new Greatsword. Melee Weapon Attack: +12 to hit, reach 5 form (the deva’s choice). ft., one target. Hit: 21 (4d6 + 7) slashing damage plus In a new form, the deva retains its game statistics 22 (5d8) radiant damage. and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by Healing Touch (4/Day). The planetar touches another those of the new form, and it gains any statistics and creature. The target magically regains 30 (6d8 + 3) hit capabilities (except class features, legendary actions, points and is freed from any curse, disease, poison, and lair actions) that the new form has but that it lacks. blindness, or deafness. Planetar Solar Large celestial, lawful good Large celestial, lawful good Armor Class 19 (natural armor) Armor Class 21 (natural armor) Hit Points 200 (16d10 + 112) Hit Points 243 (18d10 + 144) Speed 40 ft., fly 120 ft. Speed 50 ft., fly 150 ft. STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 24 (+7) 20 (+5) 24 (+7) 19 (+4) 22 (+6) 25 (+7) 26 (+8) 22 (+6) 26 (+8) 25 (+7) 25 (+7) 30 (+10) System Reference Document 5.1 262 Saving Throws Int +14, Wis +14, Cha +17 points and is freed from any curse, disease, poison, blindness, or deafness. Skills Perception +14 Damage Resistances radiant; bludgeoning, piercing, Legendary Actions and slashing from nonmagical attacks The solar can take 3 legendary actions, choosing from Damage Immunities necrotic, poison the options below. Only one legendary action option Condition Immunities charmed, exhaustion, frightened, can be used at a time and only at the end of another poisoned creature’s turn. The solar regains spent legendary Senses truesight 120 ft., passive Perception 24 actions at the start of its turn. Languages all, telepathy 120 ft. Teleport. The solar magically teleports, along with any Challenge 21 (33,000 XP) equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. Searing Burst (Costs 2 Actions). The solar emits Angelic Weapons. The solar’s weapon attacks are magical, divine energy. Each creature of its choice in magical. When the solar hits with any weapon, the a 10-‐foot radius must make a DC 23 Dexterity saving weapon deals an extra 6d8 radiant damage (included in throw, taking 14 (4d6) fire damage plus 14 (4d6) the attack). radiant damage on a failed save, or half as much Divine Awareness. The solar knows if it hears a lie. damage on a successful one. Innate Spellcasting. The solar’s spellcasting ability is Blinding Gaze (Costs 3 Actions). The solar targets one Charisma (spell save DC 25). It can innately cast the creature it can see within 30 feet of it. If the target following spells, requiring no material components: can see it, the target must succeed on a DC 15 At will: detect evil and good, invisibility (self only) Constitution saving throw or be blinded until magic 3/day each: blade barrier, dispel evil and good, such as the lesser restoration spell removes the resurrection blindness. 1/day each: commune, control weather Magic Resistance. The solar has advantage on saving Animated Objects throws against spells and other magical effects. Animated Armor Actions Medium construct, unaligned Multiattack. The solar makes two greatsword attacks. Armor Class 18 (natural armor) Greatsword. Melee Weapon Attack: +15 to hit, reach 5 Hit Points 33 (6d8 + 6) ft., one target. Hit: 22 (4d6 + 8) slashing damage plus Speed 25 ft. 27 (6d8) radiant damage. STR DEX CON INT WIS CHA Slaying Longbow. Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing 14 (+2) 11 (+0) 13 (+1) 1 (−5) 3 (−4) 1 (−5) damage plus 27 (6d8) radiant damage. If the target is a Damage Immunities poison, psychic creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die. Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, Flying Sword. The solar releases its greatsword to poisoned hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, the solar can mentally Senses blindsight 60 ft. (blind beyond this radius), command it as a bonus action to fly up to 50 feet and passive Perception 6 either make one attack against a target or return to the Languages — solar’s hands. If the hovering sword is targeted by any Challenge 1 (200 XP) effect, the solar is considered to be holding it. The hovering sword falls if the solar dies. Antimagic Susceptibility. The armor is incapacitated Healing Touch (4/Day). The solar touches another while in the area of an antimagic field. If targeted by creature. The target magically regains 40 (8d8 + 4) hit dispel magic, the armor must succeed on a System Reference Document 5.1 263 Constitution saving throw against the caster’s spell Hit Points 33 (6d10) save DC or fall unconscious for 1 minute. Speed 10 ft. False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of STR DEX CON INT WIS CHA armor. 17 (+3) 14 (+2) 10 (+0) 1 (−5) 3 (−4) 1 (−5) Actions Damage Immunities poison, psychic Condition Immunities blinded, charmed, deafened, Multiattack. The armor makes two melee attacks. frightened, paralyzed, petrified, poisoned Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one Senses blindsight 60 ft. (blind beyond this radius), target. Hit: 5 (1d6 + 2) bludgeoning damage. passive Perception 6 Languages — Flying Sword Challenge 2 (450 XP) Small construct, unaligned Armor Class 17 (natural armor) Antimagic Susceptibility. The rug is incapacitated while Hit Points 17 (5d6) in the area of an antimagic field. If targeted by dispel Speed 0 ft., fly 50 ft. (hover) magic, the rug must succeed on a Constitution saving throw against the caster’s spell save DC or fall STR DEX CON INT WIS CHA unconscious for 1 minute. 12 (+1) 15 (+2) 11 (+0) 1 (−5) 5 (−3) 1 (−5) Damage Transfer. While it is grappling a creature, the rug takes only half the damage dealt to it, and the Saving Throws Dex +4 creature grappled by the rug takes the other half. Damage Immunities poison, psychic False Appearance. While the rug remains motionless, it Condition Immunities blinded, charmed, deafened, is indistinguishable from a normal rug. frightened, paralyzed, petrified, poisoned Senses blindsight 60 ft. (blind beyond this radius), Actions passive Perception 7 Smother. Melee Weapon Attack: +5 to hit, reach 5 ft., Languages — one Medium or smaller creature. Hit: The creature is Challenge 1/4 (50 XP) grappled (escape DC 13). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the rug can’t smother another target. In addition, Antimagic Susceptibility. The sword is incapacitated at the start of each of the target’s turns, the target while in the area of an antimagic field. If targeted by takes 10 (2d6 + 3) bludgeoning damage. dispel magic, the sword must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute. Ankheg False Appearance. While the sword remains Large monstrosity, unaligned motionless and isn’t flying, it is indistinguishable from a Armor Class 14 (natural armor), 11 while prone normal sword. Hit Points 39 (6d10 + 6) Actions Speed 30 ft., burrow 10 ft. Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., STR DEX CON INT WIS CHA one target. Hit: 5 (1d8 + 1) slashing damage. 17 (+3) 11 (+0) 13 (+1) 1 (−5) 13 (+1) 6 (−2) Rug of Smothering Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 11 Large construct, unaligned Languages — Armor Class 12 Challenge 2 (450 XP) System Reference Document 5.1 264 Actions Monsters (B) Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, Basilisk it is grappled (escape DC 13). Until this grapple ends, Medium monstrosity, unaligned the ankheg can bite only the grappled creature and has Armor Class 15 (natural armor) advantage on attack rolls to do so. Hit Points 52 (8d8 + 16) Acid Spray (Recharge 6). The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has Speed 20 ft. no creature grappled. Each creature in that line must STR DEX CON INT WIS CHA make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage 16 (+3) 8 (−1) 15 (+2) 2 (−4) 8 (−1) 7 (−2) on a successful one. Senses darkvision 60 ft., passive Perception 9 Languages — Azer Challenge 3 (700 XP) Medium elemental, lawful neutral Armor Class 17 (natural armor, shield) Petrifying Gaze. If a creature starts its turn within 30 Hit Points 39 (6d8 + 12) feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC Speed 30 ft. 12 Constitution saving throw if the basilisk isn’t STR DEX CON INT WIS CHA incapacitated. On a failed save, the creature magically 17 (+3) 12 (+1) 15 (+2) 12 (+1) 13 (+1) 10 (+0) begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a Saving Throws Con +4 success, the effect ends. On a failure, the creature is Damage Immunities fire, poison petrified until freed by the greater restoration spell or other magic. Condition Immunities poisoned A creature that isn’t surprised can avert its eyes to Senses passive Perception 11 avoid the saving throw at the start of its turn. If it does Languages Ignan so, it can’t see the basilisk until the start of its next turn, Challenge 2 (450 XP) when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save. Heated Body. A creature that touches the azer or hits it If the basilisk sees its reflection within 30 feet of it in with a melee attack while within 5 feet of it takes 5 bright light, it mistakes itself for a rival and targets (1d10) fire damage. itself with its gaze. Heated Weapons. When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage Actions (included in the attack). Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one Illumination. The azer sheds bright light in a 10-‐foot target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) radius and dim light for an additional 10 feet. poison damage. Actions Behir Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or Huge monstrosity, neutral evil 8 (1d10 + 3) bludgeoning damage if used with two Armor Class 17 (natural armor) hands to make a melee attack, plus 3 (1d6) fire damage. Hit Points 168 (16d12 + 64) Speed 50 ft., climb 40 ft. System Reference Document 5.1 265 STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 23 (+6) 16 (+3) 18 (+4) 7 (−2) 14 (+2) 12 (+1) 15 (+2) 14 (+2) 13 (+1) 8 (−1) 11 (+0) 9 (−1) Skills Perception +6, Stealth +7 Skills Stealth +6, Survival +2 Damage Immunities lightning Senses darkvision 60 ft., passive Perception 10 Senses darkvision 90 ft., passive Perception 16 Languages Common, Goblin Languages Draconic Challenge 1 (200 XP) Challenge 11 (7,200 XP) Brute. A m elee w eapon d eals o ne extra d ie o f its d amage Actions when the b ugbear h its w ith it (included in the attack). Multiattack. The behir makes two attacks: one with its Surprise Attack. If the bugbear surprises a creature and bite and one to constrict. hits it with an attack during the first round of combat, Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., the target takes an extra 7 (2d6) damage from the one target. Hit: 22 (3d10 + 6) piercing damage. attack. Constrict. Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10 + 6) Actions bludgeoning damage plus 17 (2d10 + 6) slashing Morningstar. Melee Weapon Attack: +4 to hit, reach 5 damage. The target is grappled (escape DC 16) if the ft., one target. Hit: 11 (2d8 + 2) piercing damage. behir isn’t already constricting a creature, and the Javelin. Melee or Ranged Weapon Attack: +4 to hit, target is restrained until this grapple ends. reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 + Lightning Breath (Recharge 5–6). The behir exhales a 2) piercing damage in melee or 5 (1d6 + 2) piercing line of lightning that is 20 feet long and 5 feet wide. damage at range. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a Bulette failed save, or half as much damage on a successful one. Large monstrosity, unaligned Swallow. The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack Armor Class 17 (natural armor) hits, the target is also swallowed, and the grapple ends. Hit Points 94 (9d10 + 45) While swallowed, the target is blinded and restrained, Speed 40 ft., burrow 40 ft. it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at STR DEX CON INT WIS CHA the start of each of the behir’s turns. A behir can have 19 (+4) 11 (+0) 21 (+5) 2 (−4) 10 (+0) 5 (−3) only one creature swallowed at a time. If the behir takes 30 damage or more on a single turn Skills Perception +6 from the swallowed creature, the behir must succeed Senses darkvision 60 ft., tremorsense 60 ft., passive on a DC 14 Constitution saving throw at the end of that Perception 16 turn or regurgitate the creature, which falls prone in a Languages — space within 10 feet of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can Challenge 5 (1,800 XP) escape from the corpse by using 15 feet of movement, exiting prone. Standing Leap. The bulette’s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a Bugbear running start. Medium humanoid (goblinoid), chaotic evil Actions Armor Class 16 (hide armor, shield) Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one Hit Points 27 (5d8 + 5) target. Hit: 30 (4d12 + 4) piercing damage. Speed 30 ft. System Reference Document 5.1 266 Deadly Leap. If the bulette jumps at least 15 feet as part of its movement, it can then use this action to land Chimera on its feet in a space that contains one or more other Large monstrosity, chaotic evil creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target’s Armor Class 14 (natural armor) choice) or be knocked prone and take 14 (3d6 + 4) Hit Points 114 (12d10 + 48) bludgeoning damage plus 14 (3d6 + 4) slashing Speed 30 ft., fly 60 ft. damage. On a successful save, the creature takes only half the damage, isn’t knocked prone, and is pushed 5 STR DEX CON INT WIS CHA feet out of the bulette’s space into an unoccupied 19 (+4) 11 (+0) 19 (+4) 3 (−4) 14 (+2) 10 (+0) space of the creature’s choice. If no unoccupied space is within range, the creature instead falls prone in the Skills Perception +8 bulette’s space. Senses darkvision 60 ft., passive Perception 18 Languages understands Draconic but can’t speak Challenge 6 (2,300 XP) Monsters (C) Actions Centaur Multiattack. The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. Large monstrosity, neutral good When its fire breath is available, it can use the breath Armor Class 12 in place of its bite or horns. Hit Points 45 (6d10 + 12) Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Speed 50 ft. Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one STR DEX CON INT WIS CHA target. Hit: 10 (1d12 + 4) bludgeoning damage. 18 (+4) 14 (+2) 14 (+2) 9 (−1) 13 (+1) 11 (+0) Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Skills Athletics +6, Perception +3, Survival +3 Fire Breath (Recharge 5–6). The dragon head exhales Senses passive Perception 13 fire in a 15-‐foot cone. Each creature in that area must Languages Elvish, Sylvan make a DC 15 Dexterity saving throw, taking 31 (7d8) Challenge 2 (450 XP) fire damage on a failed save, or half as much damage on a successful one. Charge. If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on Chuul the same turn, the target takes an extra 10 (3d6) Large aberration, chaotic evil piercing damage. Armor Class 16 (natural armor) Actions Hit Points 93 (11d10 + 33) Multiattack. The centaur makes two attacks: one with Speed 30 ft., swim 30 ft. its pike and one with its hooves or two with its STR DEX CON INT WIS CHA longbow. Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one 19 (+4) 10 (+0) 16 (+3) 5 (−3) 11 (+0) 5 (−3) target. Hit: 9 (1d10 + 4) piercing damage. Skills Perception +4 Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., Damage Immunities poison one target. Hit: 11 (2d6 + 4) bludgeoning damage. Condition Immunities poisoned Longbow. Ranged Weapon Attack: +4 to hit, range Senses darkvision 60 ft., passive Perception 14 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Languages understands Deep Speech but can’t speak System Reference Document 5.1 267 Challenge 4 (1,100 XP) Actions Multiattack. The cloaker makes two attacks: one with Amphibious. The chuul can breathe air and water. its bite and one with its tail. Sense Magic. The chuul senses magic within 120 feet Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one of it at will. This trait otherwise works like the detect creature. Hit: 10 (2d6 + 3) piercing damage, and if the magic spell but isn’t itself magical. target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the Actions cloaker attaches to the target’s head, and the target is Multiattack. The chuul makes two pincer attacks. If the blinded and unable to breathe while the cloaker is chuul is grappling a creature, the chuul can also use its attached. While attached, the cloaker can make this tentacles once. attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 Pincer. Melee Weapon Attack: +6 to hit, reach 10 ft., feet of its movement. A creature, including the target, one target. Hit: 11 (2d6 + 4) bludgeoning damage. The can take its action to detach the cloaker by succeeding target is grappled (escape DC 14) if it is a Large or on a DC 16 Strength check. smaller creature and the chuul doesn’t have two other creatures grappled. Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 7 (1d8 + 3) slashing damage. Tentacles. One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be Moan. Each creature within 60 feet of the cloaker that poisoned for 1 minute. Until this poison ends, the can hear its moan and that isn’t an aberration must target is paralyzed. The target can repeat the saving succeed on a DC 13 Wisdom saving throw or become throw at the end of each of its turns, ending the effect frightened until the end of the cloaker’s next turn. If a on itself on a success. creature’s saving throw is successful, the creature is immune to the cloaker’s moan for the next 24 hours Phantasms (Recharges after a Short or Long Rest). The Cloaker cloaker magically creates three illusory duplicates of Large aberration, chaotic neutral itself if it isn’t in bright light. The duplicates move with Armor Class 14 (natural armor) it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If Hit Points 78 (12d10 + 12) the cloaker is ever in an area of bright light, the Speed 10 ft., fly 40 ft. duplicates disappear. STR DEX CON INT WIS CHA Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, 17 (+3) 15 (+2) 12 (+1) 13 (+1) 12 (+1) 14 (+2) that creature rolls randomly to determine whether it Skills Stealth +5 targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can’t see or if it Senses darkvision 60 ft., passive Perception 11 relies on senses other than sight. Languages Deep Speech, Undercommon A duplicate has the cloaker’s AC and uses its saving Challenge 8 (3,900 XP) throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears. Damage Transfer. While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down), and that creature takes the other half. Cockatrice False Appearance. While the cloaker remains Small monstrosity, unaligned motionless without its underside exposed, it is Armor Class 11 indistinguishable from a dark leather cloak. Hit Points 27 (6d6 + 6) Light Sensitivity. While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) Speed 20 ft., fly 40 ft. checks that rely on sight. System Reference Document 5.1 268 STR DEX CON INT WIS CHA Shielded Mind. The couatl is immune to scrying and to any effect that would sense its emotions, read its 6 (−2) 12 (+1) 12 (+1) 2 (−4) 13 (+1) 5 (−3) thoughts, or detect its location. Senses darkvision 60 ft., passive Perception 11 Languages — Actions Challenge 1/2 (100 XP) Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) piercing damage, and the Actions target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one ends, the target is unconscious. Another creature can creature. Hit: 3 (1d4 + 1) piercing damage, and the use an action to shake the target awake. target must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed Constrict. Melee Weapon Attack: +6 to hit, reach 10 ft., save, the creature begins to turn to stone and is one Medium or smaller creature. Hit: 10 (2d6 + 3) restrained. It must repeat the saving throw at the end bludgeoning damage, and the target is grappled of its next turn. On a success, the effect ends. On a (escape DC 15). Until this grapple ends, the target is failure, the creature is petrified for 24 hours. restrained, and the couatl can’t constrict another target. Change Shape. The couatl magically polymorphs into a Couatl humanoid or beast that has a challenge rating equal to Medium celestial, lawful good or less than its own, or back into its true form. It Armor Class 19 (natural armor) reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new Hit Points 97 (13d8 + 39) form (the couatl’s choice). Speed 30 ft., fly 90 ft. In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, STR DEX CON INT WIS CHA Strength, Dexterity, and other actions are replaced by 16 (+3) 20 (+5) 17 (+3) 18 (+4) 20 (+5) 18 (+4) those of the new form, and it gains any statistics and Saving Throws Con +5, Wis +7, Cha +6 capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. Damage Resistances radiant If the new form has a bite attack, the couatl can use its Damage Immunities psychic; bludgeoning, piercing, bite in that form. and slashing from nonmagical attacks Senses truesight 120 ft., passive Perception 15 Languages all, telepathy 120 ft. Challenge 4 (1,100 XP) Monsters (D) Darkmantle Innate Spellcasting. The couatl’s spellcasting ability is Charisma (spell save DC 14). It can innately cast the Small monstrosity, unaligned following spells, requiring only verbal components: Armor Class 11 At will: detect evil and good, detect magic, detect Hit Points 22 (5d6 + 5) thoughts Speed 10 ft., fly 30 ft. 3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, STR DEX CON INT WIS CHA shield 16 (+3) 12 (+1) 13 (+1) 2 (−4) 10 (+0) 5 (−3) 1/day each: dream, greater restoration, scrying Skills Stealth +3 Magic Weapons. The couatl’s weapon attacks are Senses blindsight 60 ft., passive Perception 10 magical. Languages — System Reference Document 5.1 269 Challenge 1/2 (100 XP) Damage Immunities fire, poison Condition Immunities poisoned Echolocation. The darkmantle can’t use its blindsight Senses truesight 120 ft., passive Perception 13 while deafened. Languages Abyssal, telepathy 120 ft. False Appearance. While the darkmantle remains Challenge 19 (22,000 XP) motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite. Death Throes. When the balor dies, it explodes, and Actions each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage Crush. Melee Weapon Attack: +5 to hit, reach 5 ft., one on a failed save, or half as much damage on a creature. Hit: 6 (1d6 + 3) bludgeoning damage, and the successful one. The explosion ignites flammable darkmantle attaches to the target. If the target is objects in that area that aren’t being worn or carried, Medium or smaller and the darkmantle has advantage and it destroys the balor’s weapons. on the attack roll, it attaches by engulfing the target’s head, and the target is also blinded and unable to Fire Aura. At the start of each of the balor’s turns, each breathe while the darkmantle is attached in this way. creature within 5 feet of it takes 10 (3d6) fire damage, While attached to the target, the darkmantle can and flammable objects in the aura that aren’t being attack no other creature except the target but has worn or carried ignite. A creature that touches the advantage on its attack rolls. The darkmantle’s speed balor or hits it with a melee attack while within 5 feet also becomes 0, it can’t benefit from any bonus to its of it takes 10 (3d6) fire damage. speed, and it moves with the target. Magic Resistance. The balor has advantage on saving A creature can detach the darkmantle by making a throws against spells and other magical effects. successful DC 13 Strength check as an action. On its Magic Weapons. The balor’s weapon attacks are turn, the darkmantle can detach itself from the target magical. by using 5 feet of movement. Darkness Aura (1/Day). A 15-‐foot radius of magical Actions darkness extends out from the darkmantle, moves with Multiattack. The balor makes two attacks: one with its it, and spreads around corners. The darkness lasts as longsword and one with its whip. long as the darkmantle maintains concentration, up to Longsword. Melee Weapon Attack: +14 to hit, reach 10 10 minutes (as if concentrating on a spell). Darkvision ft., one target. Hit: 21 (3d8 + 8) slashing damage plus can’t penetrate this darkness, and no natural light can 13 (3d8) lightning damage. If the balor scores a critical illuminate it. If any of the darkness overlaps with an hit, it rolls damage dice three times, instead of twice. area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled. Whip. Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a Demons DC 20 Strength saving throw or be pulled up to 25 feet toward the balor. Balor Teleport. The balor magically teleports, along with any Huge fiend (demon), chaotic evil equipment it is wearing or carrying, up to 120 feet to Armor Class 19 (natural armor) an unoccupied space it can see. Hit Points 262 (21d12 + 126) Speed 40 ft., fly 80 ft. Dretch Small fiend (demon), chaotic evil STR DEX CON INT WIS CHA 26 (+8) 15 (+2) 22 (+6) 20 (+5) 16 (+3) 22 (+6) Armor Class 11 (natural armor) Hit Points 18 (4d6 + 4) Saving Throws Str +14, Con +12, Wis +9, Cha +12 Speed 20 ft. Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks System Reference Document 5.1 270 STR DEX CON INT WIS CHA Innate Spellcasting. The glabrezu’s spellcasting ability is Intelligence (spell save DC 16). The glabrezu can 11 (+0) 11 (+0) 12 (+1) 5 (−3) 8 (−1) 3 (−4) innately cast the following spells, requiring no material Damage Resistances cold, fire, lightning components: Damage Immunities poison At will: darkness, detect magic, dispel magic Condition Immunities poisoned 1/day each: confusion, fly, power word stun Senses darkvision 60 ft., passive Perception 9 Magic Resistance. The glabrezu has advantage on Languages Abyssal, telepathy 60 ft. (works only with saving throws against spells and other magical effects. creatures that understand Abyssal) Actions Challenge 1/4 (50 XP) Multiattack. The glabrezu makes four attacks: two with Actions its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell. Multiattack. The dretch makes two attacks: one with its bite and one with its claws. Pincer. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one the target is a Medium or smaller creature, it is target. Hit: 3 (1d6) piercing damage. grappled (escape DC 15). The glabrezu has two pincers, Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one each of which can grapple only one target. target. Hit: 5 (2d4) slashing damage. Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one Fetid Cloud (1/Day). A 10-‐foot radius of disgusting target. Hit: 7 (2d4 + 2) bludgeoning damage. green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any Hezrou creature that starts its turn in that area must succeed Large fiend (demon), chaotic evil on a DC 11 Constitution saving throw or be poisoned Armor Class 16 (natural armor) until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus Hit Points 136 (13d10 + 65) action on its turn, not both, and can’t take reactions. Speed 30 ft. STR DEX CON INT WIS CHA Glabrezu 19 (+4) 17 (+3) 20 (+5) 5 (−3) 12 (+1) 13 (+1) Large fiend (demon), chaotic evil Saving Throws Str +7, Con +8, Wis +4 Armor Class 17 (natural armor) Damage Resistances cold, fire, lightning; bludgeoning, Hit Points 157 (15d10 + 75) piercing, and slashing from nonmagical attacks Speed 40 ft. Damage Immunities poison STR DEX CON INT WIS CHA Condition Immunities poisoned 20 (+5) 15 (+2) 21 (+5) 19 (+4) 17 (+3) 16 (+3) Senses darkvision 120 ft., passive Perception 11 Languages Abyssal, telepathy 120 ft. Saving Throws Str +9, Con +9, Wis +7, Cha +7 Challenge 8 (3,900 XP) Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Magic Resistance. The hezrou has advantage on saving throws against spells and other magical effects. Condition Immunities poisoned Stench. Any creature that starts its turn within 10 feet Senses truesight 120 ft., passive Perception 13 of the hezrou must succeed on a DC 14 Constitution Languages Abyssal, telepathy 120 ft. saving throw or be poisoned until the start of its next Challenge 9 (5,000 XP) turn. On a successful saving throw, the creature is immune to the hezrou’s stench for 24 hours. System Reference Document 5.1 271 Actions Teleport. The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet Multiattack. The hezrou makes three attacks: one with to an unoccupied space it can see. its bite and two with its claws. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one Reactions target. Hit: 15 (2d10 + 4) piercing damage. Parry. The marilith adds 5 to its AC against one melee Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one attack that would hit it. To do so, the marilith must see target. Hit: 11 (2d6 + 4) slashing damage. the attacker and be wielding a melee weapon. Marilith Nalfeshnee Large fiend (demon), chaotic evil Large fiend (demon), chaotic evil Armor Class 18 (natural armor) Armor Class 18 (natural armor) Hit Points 189 (18d10 + 90) Hit Points 184 (16d10 + 96) Speed 40 ft. Speed 20 ft., fly 30 ft. STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 18 (+4) 20 (+5) 20 (+5) 18 (+4) 16 (+3) 20 (+5) 21 (+5) 10 (+0) 22 (+6) 19 (+4) 12 (+1) 15 (+2) Saving Throws Str +9, Con +10, Wis +8, Cha +10 Saving Throws Con +11, Int +9, Wis +6, Cha +7 Damage Resistances cold, fire, lightning; bludgeoning, Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks piercing, and slashing from nonmagical attacks Damage Immunities poison Damage Immunities poison Condition Immunities poisoned Condition Immunities poisoned Senses truesight 120 ft., passive Perception 13 Senses truesight 120 ft., passive Perception 11 Languages Abyssal, telepathy 120 ft. Languages Abyssal, telepathy 120 ft. Challenge 16 (15,000 XP) Challenge 13 (10,000 XP) Magic Resistance. The marilith has advantage on Magic Resistance. The nalfeshnee has advantage on saving throws against spells and other magical effects. saving throws against spells and other magical effects. Magic Weapons. The marilith’s weapon attacks are magical. Actions Reactive. The marilith can take one reaction on every Multiattack. The nalfeshnee uses Horror Nimbus if it turn in a combat. can. It then makes three attacks: one with its bite and two with its claws. Actions Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one Multiattack. The marilith makes seven attacks: six with target. Hit: 32 (5d10 + 5) piercing damage. its longswords and one with its tail. Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage. one target. Hit: 13 (2d8 + 4) slashing damage. Horror Nimbus (Recharge 5–6). The nalfeshnee Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one magically emits scintillating, multicolored light. Each creature. Hit: 15 (2d10 + 4) bludgeoning damage. If the creature within 15 feet of the nalfeshnee that can see target is Medium or smaller, it is grappled (escape DC the light must succeed on a DC 15 Wisdom saving 19). Until this grapple ends, the target is restrained, the throw or be frightened for 1 minute. A creature can marilith can automatically hit the target with its tail, repeat the saving throw at the end of each of its turns, and the marilith can’t make tail attacks against other ending the effect on itself on a success. If a creature’s targets. saving throw is successful or the effect ends for it, the System Reference Document 5.1 272 creature is immune to the nalfeshnee’s Horror Nimbus turns, with disadvantage if the quasit is within line of for the next 24 hours. sight, ending the effect on itself on a success. Teleport. The nalfeshnee magically teleports, along Invisibility. The quasit magically turns invisible until it with any equipment it is wearing or carrying, up to 120 attacks or uses Scare, or until its concentration ends (as feet to an unoccupied space it can see. if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it. Quasit Tiny fiend (demon, shapechanger), chaotic evil Vrock Large fiend (demon), chaotic evil Armor Class 13 Hit Points 7 (3d4) Armor Class 15 (natural armor) Speed 40 ft. Hit Points 104 (11d10 + 44) Speed 40 ft., fly 60 ft. STR DEX CON INT WIS CHA 5 (−3) 17 (+3) 10 (+0) 7 (−2) 10 (+0) 10 (+0) STR DEX CON INT WIS CHA 17 (+3) 15 (+2) 18 (+4) 8 (−1) 13 (+1) 8 (−1) Skills Stealth +5 Damage Resistances cold, fire, lightning; bludgeoning, Saving Throws Dex +5, Wis +4, Cha +2 piercing, and slashing from nonmagical attacks Damage Resistances cold, fire, lightning; bludgeoning, Damage Immunities poison piercing, and slashing from nonmagical attacks Condition Immunities poisoned Damage Immunities poison Senses darkvision 120 ft., passive Perception 10 Condition Immunities poisoned Languages Abyssal, Common Senses darkvision 120 ft., passive Perception 11 Challenge 1 (200 XP) Languages Abyssal, telepathy 120 ft. Challenge 6 (2,300 XP) Shapechanger. The quasit can use its action to polymorph into a beast form that resembles a bat Magic Resistance. The vrock has advantage on saving (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), throws against spells and other magical effects. or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the Actions speed changes noted. Any equipment it is wearing or Multiattack. The vrock makes two attacks: one with its carrying isn’t transformed. It reverts to its true form if beak and one with its talons. it dies. Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one Magic Resistance. The quasit has advantage on saving target. Hit: 10 (2d6 + 3) piercing damage. throws against spells and other magical effects. Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., Actions one target. Hit: 14 (2d10 + 3) slashing damage. Spores (Recharge 6). A 15-‐foot-‐radius cloud of toxic Claws (Bite in Beast Form). Melee Weapon Attack: +4 spores extends out from the vrock. The spores spread to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing around corners. Each creature in that area must damage, and the target must succeed on a DC 10 succeed on a DC 14 Constitution saving throw or Constitution saving throw or take 5 (2d4) poison become poisoned. While poisoned in this way, a target damage and become poisoned for 1 minute. The target takes 5 (1d10) poison damage at the start of each of its can repeat the saving throw at the end of each of its turns. A target can repeat the saving throw at the end turns, ending the effect on itself on a success. of each of its turns, ending the effect on itself on a Scare (1/Day). One creature of the quasit’s choice success. Emptying a vial of holy water on the target within 20 feet of it must succeed on a DC 10 Wisdom also ends the effect on it. saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its System Reference Document 5.1 273 Stunning Screech (1/Day). The vrock emits a horrific a flammable object that isn’t being worn or carried, it screech. Each creature within 20 feet of it that can hear also catches fire. it and that isn’t a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end Bearded Devil of the vrock’s next turn. Medium fiend (devil), lawful evil Devils Armor Class 13 (natural armor) Hit Points 52 (8d8 + 16) Barbed Devil Speed 30 ft. Medium fiend (devil), lawful evil STR DEX CON INT WIS CHA Armor Class 15 (natural armor) 16 (+3) 15 (+2) 15 (+2) 9 (−1) 11 (+0) 11 (+0) Hit Points 110 (13d8 + 52) Speed 30 ft. Saving Throws Str +5, Con +4, Wis +2 Damage Resistances cold; bludgeoning, piercing, and STR DEX CON INT WIS CHA slashing from nonmagical attacks that aren’t silvered 16 (+3) 17 (+3) 18 (+4) 12 (+1) 14 (+2) 14 (+2) Damage Immunities fire, poison Saving Throws Str +6, Con +7, Wis +5, Cha +5 Condition Immunities poisoned Skills Deception +5, Insight +5, Perception +8 Senses darkvision 120 ft., passive Perception 10 Damage Resistances cold; bludgeoning, piercing, and Languages Infernal, telepathy 120 ft. slashing from nonmagical attacks that aren’t silvered Challenge 3 (700 XP) Damage Immunities fire, poison Condition Immunities poisoned Devil’s Sight. Magical darkness doesn’t impede the Senses darkvision 120 ft., passive Perception 18 devil’s darkvision. Languages Infernal, telepathy 120 ft. Magic Resistance. The devil has advantage on saving Challenge 5 (1,800 XP) throws against spells and other magical effects. Steadfast. The devil can’t be frightened while it can see an allied creature within 30 feet of it. Barbed Hide. At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any Actions creature grappling it. Multiattack. The devil makes two attacks: one with its Devil’s Sight. Magical darkness doesn’t impede the beard and one with its glaive. devil’s darkvision. Beard. Melee Weapon Attack: +5 to hit, reach 5 ft., one Magic Resistance. The devil has advantage on saving creature. Hit: 6 (1d8 + 2) piercing damage, and the throws against spells and other magical effects. target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in Actions this way, the target can’t regain hit points. The target Multiattack. The devil makes three melee attacks: one can repeat the saving throw at the end of each of its with its tail and two with its claws. Alternatively, it can turns, ending the effect on itself on a success. use Hurl Flame twice. Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one one target. Hit: 8 (1d10 + 3) slashing damage. If the target. Hit: 6 (1d6 + 3) piercing damage. target is a creature other than an undead or a Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one construct, it must succeed on a DC 12 Constitution target. Hit: 10 (2d6 + 3) piercing damage. saving throw or lose 5 (1d10) hit points at the start of Hurl Flame. Ranged Spell Attack: +5 to hit, range 150 each of its turns due to an infernal wound. Each time ft., one target. Hit: 10 (3d6) fire damage. If the target is the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a System Reference Document 5.1 274 successful DC 12 Wisdom (Medicine) check. The wound STR DEX CON INT WIS CHA also closes if the target receives magical healing. 18 (+4) 15 (+2) 18 (+4) 11 (+0) 12 (+1) 14 (+2) Bone Devil Saving Throws Con +7, Wis +4, Cha +5 Large fiend (devil), lawful evil Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered Armor Class 19 (natural armor) Damage Immunities fire, poison Hit Points 142 (15d10 + 60) Condition Immunities poisoned Speed 40 ft., fly 40 ft. Senses darkvision 120 ft., passive Perception 11 STR DEX CON INT WIS CHA Languages Infernal, telepathy 120 ft. 18 (+4) 16 (+3) 18 (+4) 13 (+1) 14 (+2) 16 (+3) Challenge 8 (3,900 XP) Saving Throws Int +5, Wis +6, Cha +7 Devil’s Sight. Magical darkness doesn’t impede the Skills Deception +7, Insight +6 devil’s darkvision. Damage Resistances cold; bludgeoning, piercing, and Magic Resistance. The devil has advantage on saving slashing from nonmagical attacks that aren’t silvered throws against spells and other magical effects. Damage Immunities fire, poison Condition Immunities poisoned Actions Senses darkvision 120 ft., passive Perception 12 Multiattack. The devil makes two attacks with its Languages Infernal, telepathy 120 ft. chains. Challenge 9 (5,000 XP) Chain. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage. The target is grappled (escape DC 14) if the devil isn’t Devil’s Sight. Magical darkness doesn’t impede the already grappling a creature. Until this grapple ends, devil’s darkvision. the target is restrained and takes 7 (2d6) piercing Magic Resistance. The devil has advantage on saving damage at the start of each of its turns. throws against spells and other magical effects. Animate Chains (Recharges after a Short or Long Rest). Up to four chains the devil can see within 60 feet of it Actions magically sprout razor-‐edged barbs and animate under Multiattack. The devil makes three attacks: two with the devil’s control, provided that the chains aren’t its claws and one with its sting. being worn or carried. Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., Each animated chain is an object with AC 20, 20 hit one target. Hit: 8 (1d8 + 4) slashing damage. points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Sting. Melee Weapon Attack: +8 to hit, reach 10 ft., Multiattack on its turn, it can use each animated chain one target. Hit: 13 (2d8 + 4) piercing damage plus 17 to make one additional chain attack. An animated (5d6) poison damage, and the target must succeed on chain can grapple one creature of its own but can’t a DC 14 Constitution saving throw or become poisoned make attacks while grappling. An animated chain for 1 minute. The target can repeat the saving throw at reverts to its inanimate state if reduced to 0 hit points the end of each of its turns, ending the effect on itself or if the devil is incapacitated or dies. on a success. Reactions Chain Devil Unnerving Mask. When a creature the devil can see Medium fiend (devil), lawful evil starts its turn within 30 feet of the devil, the devil can Armor Class 16 (natural armor) create the illusion that it looks like one of the creature’s departed loved ones or bitter enemies. If the Hit Points 85 (10d8 + 40) creature can see the devil, it must succeed on a DC 14 Speed 30 ft. System Reference Document 5.1 275 Wisdom saving throw or be frightened until the end of Horned Devil its turn. Large fiend (devil), lawful evil Armor Class 18 (natural armor) Erinyes Hit Points 178 (17d10 + 85) Medium fiend (devil), lawful evil Speed 20 ft., fly 60 ft. Armor Class 18 (plate) Hit Points 153 (18d8 + 72) STR DEX CON INT WIS CHA Speed 30 ft., fly 60 ft. 22 (+6) 17 (+3) 21 (+5) 12 (+1) 16 (+3) 17 (+3) STR DEX CON INT WIS CHA Saving Throws Str +10, Dex +7, Wis +7, Cha +7 18 (+4) 16 (+3) 18 (+4) 14 (+2) 14 (+2) 18 (+4) Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with Saving Throws Dex +7, Con +8, Wis +6, Cha +8 silvered weapons Damage Resistances cold; bludgeoning, piercing, and Damage Immunities fire, poison slashing from nonmagical attacks that aren’t silvered Condition Immunities poisoned Damage Immunities fire, poison Senses darkvision 120 ft., passive Perception 13 Condition Immunities poisoned Languages Infernal, telepathy 120 ft. Senses truesight 120 ft., passive Perception 12 Challenge 11 (7,200 XP) Languages Infernal, telepathy 120 ft. Challenge 12 (8,400 XP) Devil’s Sight. Magical darkness doesn’t impede the devil’s darkvision. Hellish Weapons. The erinyes’s weapon attacks are Magic Resistance. The devil has advantage on saving magical and deal an extra 13 (3d8) poison damage on a throws against spells and other magical effects. hit (included in the attacks). Magic Resistance. The erinyes has advantage on saving Actions throws against spells and other magical effects. Multiattack. The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame Actions in place of any melee attack. Multiattack. The erinyes makes three attacks. Fork. Melee Weapon Attack: +10 to hit, reach 10 ft., Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage. one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one + 4) slashing damage if used with two hands, plus 13 target. Hit: 10 (1d8 + 6) piercing damage. If the target is (3d8) poison damage. a creature other than an undead or a construct, it must Longbow. Ranged Weapon Attack: +7 to hit, range succeed on a DC 17 Constitution saving throw or lose 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing 10 (3d6) hit points at the start of each of its turns due damage plus 13 (3d8) poison damage, and the target to an infernal wound. Each time the devil hits the must succeed on a DC 14 Constitution saving throw or wounded target with this attack, the damage dealt by be poisoned. The poison lasts until it is removed by the the wound increases by 10 (3d6). Any creature can take lesser restoration spell or similar magic. an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the Reactions target receives magical healing. Parry. The erinyes adds 4 to its AC against one melee Hurl Flame. Ranged Spell Attack: +7 to hit, range 150 attack that would hit it. To do so, the erinyes must see ft., one target. Hit: 14 (4d6) fire damage. If the target is the attacker and be wielding a melee weapon. a flammable object that isn’t being worn or carried, it also catches fire. System Reference Document 5.1 276 Ice Devil successful one. The wall lasts for 1 minute or until the devil is Large fiend (devil), lawful evil incapacitated or dies. The wall can be damaged and Armor Class 18 (natural armor) breached; each 10-‐foot section has AC 5, 30 hit points, Hit Points 180 (19d10 + 76) vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is Speed 40 ft. destroyed, it leaves behind a sheet of frigid air in the STR DEX CON INT WIS CHA space the wall occupied. Whenever a creature finishes 21 (+5) 14 (+2) 18 (+4) 18 (+4) 15 (+2) 18 (+4) moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Saving Throws Dex +7, Con +9, Wis +7, Cha +9 Constitution saving throw, taking 17 (5d6) cold damage Damage Resistances bludgeoning, piercing, and on a failed save, or half as much damage on a slashing from nonmagical attacks that aren’t silvered successful one. The frigid air dissipates when the rest of the wall vanishes. Damage Immunities cold, fire, poison Condition Immunities poisoned Imp Senses blindsight 60 ft., darkvision 120 ft., passive Perception 12 Tiny fiend (devil, shapechanger), lawful evil Languages Infernal, telepathy 120 ft. Armor Class 13 Challenge 14 (11,500 XP) Hit Points 10 (3d4 + 3) Speed 20 ft., fly 40 ft. Devil’s Sight. Magical darkness doesn’t impede the STR DEX CON INT WIS CHA devil’s darkvision. 6 (−2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2) Magic Resistance. The devil has advantage on saving throws against spells and other magical effects. Skills Deception +4, Insight +3, Persuasion +4, Stealth +5 Actions Damage Resistances cold; bludgeoning, piercing, and Multiattack. The devil makes three attacks: one with slashing from nonmagical attacks that aren’t silvered its bite, one with its claws, and one with its tail. Damage Immunities fire, poison Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one Condition Immunities poisoned target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) Senses darkvision 120 ft., passive Perception 11 cold damage. Languages Infernal, Common Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 10 Challenge 1 (200 XP) (3d6) cold damage. Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one Shapechanger. The imp can use its action to target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 polymorph into a beast form that resembles a rat (3d6) cold damage. (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 Wall of Ice (Recharge 6). The devil magically forms an ft., climb 20 ft.), or back into its true form. Its statistics opaque wall of ice on a solid surface it can see within are the same in each form, except for the speed 60 feet of it. The wall is 1 foot thick and up to 30 feet changes noted. Any equipment it is wearing or carrying long and 10 feet high, or it’s a hemispherical dome up isn’t transformed. It reverts to its true form if it dies. to 20 feet in diameter. Devil’s Sight. Magical darkness doesn’t impede the When the wall appears, each creature in its space is imp’s darkvision. pushed out of it by the shortest route. The creature Magic Resistance. The imp has advantage on saving chooses which side of the wall to end up on, unless the throws against spells and other magical effects. creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a System Reference Document 5.1 277 Actions STR DEX CON INT WIS CHA Sting (Bite in Beast Form). Melee Weapon Attack: +5 26 (+8) 14 (+2) 24 (+7) 22 (+6) 18 (+4) 24 (+7) to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make on a DC 11 Saving Throws Dex +8, Con +13, Wis +10 Constitution saving throw, taking 10 (3d6) poison Damage Resistances cold; bludgeoning, piercing, and damage on a failed save, or half as much damage on a slashing from nonmagical attacks that aren’t silvered successful one. Damage Immunities fire, poison Invisibility. The imp magically turns invisible until it Condition Immunities poisoned attacks or until its concentration ends (as if Senses truesight 120 ft., passive Perception 14 concentrating on a spell). Any equipment the imp Languages Infernal, telepathy 120 ft. wears or carries is invisible with it. Challenge 20 (25,000 XP) Lemure Medium fiend (devil), lawful evil Fear Aura. Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make Armor Class 7 a DC 21 Wisdom saving throw, unless the pit fiend is Hit Points 13 (3d8) incapacitated. On a failed save, the creature is Speed 15 ft. frightened until the start of its next turn. If a creature’s saving throw is successful, the creature is immune to STR DEX CON INT WIS CHA the pit fiend’s Fear Aura for the next 24 hours. 10 (+0) 5 (−3) 11 (+0) 1 (−5) 11 (+0) 3 (−4) Magic Resistance. The pit fiend has advantage on saving throws against spells and other magical effects. Damage Resistances cold Magic Weapons. The pit fiend’s weapon attacks are Damage Immunities fire, poison magical. Condition Immunities charmed, frightened, poisoned Innate Spellcasting. The pit fiend’s spellcasting ability Senses darkvision 120 ft., passive Perception 10 is Charisma (spell save DC 21). The pit fiend can Languages understands Infernal but can’t speak innately cast the following spells, requiring no material components: Challenge 0 (10 XP) At will: detect magic, fireball 3/day each: hold monster, wall of fire Devil’s Sight. Magical darkness doesn’t impede the lemure’s darkvision. Actions Hellish Rejuvenation. A lemure that dies in the Nine Hells comes back to life with all its hit points in 1d10 Multiattack. The pit fiend makes four attacks: one with days unless it is killed by a good-‐aligned creature with a its bite, one with its claw, one with its mace, and one bless spell cast on that creature or its remains are with its tail. sprinkled with holy water. Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. The target Actions must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. target can’t regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end Pit Fiend of each of its turns, ending the effect on itself on a Large fiend (devil), lawful evil success. Armor Class 19 (natural armor) Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage. Hit Points 300 (24d10 + 168) Speed 30 ft., fly 60 ft. System Reference Document 5.1 278 Mace. Melee Weapon Attack: +14 to hit, reach 10 ft., If the target is prone, the triceratops can make one one target. Hit: 15 (2d6 + 8) bludgeoning damage plus stomp attack against it as a bonus action. 21 (6d6) fire damage. Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one Actions target. Hit: 24 (3d10 + 8) bludgeoning damage. Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage. Dinosaurs Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning Plesiosaurus damage. Large beast, unaligned Armor Class 13 (natural armor) Tyrannosaurus Rex Hit Points 68 (8d10 + 24) Huge beast, unaligned Speed 20 ft., swim 40 ft. Armor Class 13 (natural armor) Hit Points 136 (13d12 + 52) STR DEX CON INT WIS CHA Speed 50 ft. 18 (+4) 15 (+2) 16 (+3) 2 (−4) 12 (+1) 5 (−3) STR DEX CON INT WIS CHA Skills Perception +3, Stealth +4 25 (+7) 10 (+0) 19 (+4) 2 (−4) 12 (+1) 9 (−1) Senses passive Perception 13 Languages — Skills Perception +4 Challenge 2 (450 XP) Senses passive Perception 14 Languages — Hold Breath. The plesiosaurus can hold its breath for 1 Challenge 8 (3,900 XP) hour. Actions Actions Multiattack. The tyrannosaurus makes two attacks: Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one one with its bite and one with its tail. It can’t make target. Hit: 14 (3d6 + 4) piercing damage. both attacks against the same target. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., Triceratops one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled Huge beast, unaligned (escape DC 17). Until this grapple ends, the target is Armor Class 13 (natural armor) restrained, and the tyrannosaurus can’t bite another Hit Points 95 (10d12 + 30) target. Speed 50 ft. Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage. STR DEX CON INT WIS CHA 22 (+6) 9 (−1) 17 (+3) 2 (−4) 11 (+0) 5 (−3) Doppelganger Senses passive Perception 10 Medium monstrosity (shapechanger), neutral Languages — Armor Class 14 Challenge 5 (1,800 XP) Hit Points 52 (8d8 + 16) Speed 30 ft. Trampling Charge. If the triceratops moves at least 20 STR DEX CON INT WIS CHA feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed 11 (+0) 18 (+4) 14 (+2) 11 (+0) 12 (+1) 14 (+2) on a DC 13 Strength saving throw or be knocked prone. System Reference Document 5.1 279 Skills Deception +6, Insight +3 STR DEX CON INT WIS CHA Condition Immunities charmed 27 (+8) 14 (+2) 25 (+7) 16 (+3) 15 (+2) 19 (+4) Senses darkvision 60 ft., passive Perception 11 Saving Throws Dex +9, Con +14, Wis +9, Cha +11 Languages Common Skills Perception +16, Stealth +9 Challenge 3 (700 XP) Damage Immunities acid Senses blindsight 60 ft., darkvision 120 ft., passive Shapechanger. The doppelganger can use its action to Perception 26 polymorph into a Small or Medium humanoid it has Languages Common, Draconic seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is Challenge 21 (33,000 XP) wearing or carrying isn’t transformed. It reverts to its true form if it dies. Amphibious. The dragon can breathe air and water. Ambusher. In the first round of a combat, the Legendary Resistance (3/Day). If the dragon fails a doppelganger has advantage on attack rolls against any saving throw, it can choose to succeed instead. creature it has surprised. Surprise Attack. If the doppelganger surprises a Actions creature and hits it with an attack during the first Multiattack. The dragon can use its Frightful Presence. round of combat, the target takes an extra 10 (3d6) It then makes three attacks: one with its bite and two damage from the attack. with its claws. Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., Actions one target. Hit: 19 (2d10 + 8) piercing damage plus 9 Multiattack. The doppelganger makes two melee (2d8) acid damage. attacks. Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one one target. Hit: 15 (2d6 + 8) slashing damage. target. Hit: 7 (1d6 + 4) bludgeoning damage. Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one Read Thoughts. The doppelganger magically reads the target. Hit: 17 (2d8 + 8) bludgeoning damage. surface thoughts of one creature within 60 feet of it. Frightful Presence. Each creature of the dragon’s The effect can penetrate barriers, but 3 feet of wood or choice that is within 120 feet of the dragon and aware dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of it must succeed on a DC 19 Wisdom saving throw or of lead blocks it. While the target is in range, the become frightened for 1 minute. A creature can repeat doppelganger can continue reading its thoughts, as the saving throw at the end of each of its turns, ending long as the doppelganger’s concentration isn’t broken the effect on itself on a success. If a creature’s saving (as if concentrating on a spell). While reading the throw is successful or the effect ends for it, the target’s mind, the doppelganger has advantage on creature is immune to the dragon’s Frightful Presence Wisdom (Insight) and Charisma (Deception, for the next 24 hours. Intimidation, and Persuasion) checks against the target. Acid Breath (Recharge 5–6). The dragon exhales acid in a 90-‐foot line that is 10 feet wide. Each creature in that Dragons, Chromatic line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much Black Dragon damage on a successful one. Legendary Actions Ancient Black Dragon The dragon can take 3 legendary actions, choosing Gargantuan dragon, chaotic evil from the options below. Only one legendary action Armor Class 22 (natural armor) option can be used at a time and only at the end of Hit Points 367 (21d20 + 147) another creature’s turn. The dragon regains spent legendary actions at the start of its turn. Speed 40 ft., fly 80 ft., swim 40 ft. System Reference Document 5.1 280 Detect. The dragon makes a Wisdom (Perception) the saving throw at the end of each of its turns, ending check. the effect on itself on a success. If a creature’s saving Tail Attack. The dragon makes a tail attack. throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence Wing Attack (Costs 2 Actions). The dragon beats its for the next 24 hours. wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or Acid Breath (Recharge 5–6). The dragon exhales acid in take 15 (2d6 + 8) bludgeoning damage and be a 60-‐foot line that is 5 feet wide. Each creature in that knocked prone. The dragon can then fly up to half its line must make a DC 18 Dexterity saving throw, taking flying speed. 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. Adult Black Dragon Legendary Actions Huge dragon, chaotic evil The dragon can take 3 legendary actions, choosing Armor Class 19 (natural armor) from the options below. Only one legendary action Hit Points 195 (17d12 + 85) option can be used at a time and only at the end of another creature’s turn. The dragon regains spent Speed 40 ft., fly 80 ft., swim 40 ft. legendary actions at the start of its turn. STR DEX CON INT WIS CHA Detect. The dragon makes a Wisdom (Perception) 23 (+6) 14 (+2) 21 (+5) 14 (+2) 13 (+1) 17 (+3) check. Tail Attack. The dragon makes a tail attack. Saving Throws Dex +7, Con +10, Wis +6, Cha +8 Wing Attack (Costs 2 Actions). The dragon beats its Skills Perception +11, Stealth +7 wings. Each creature within 10 feet of the dragon Damage Immunities acid must succeed on a DC 19 Dexterity saving throw or Senses blindsight 60 ft., darkvision 120 ft., passive take 13 (2d6 + 6) bludgeoning damage and be Perception 21 knocked prone. The dragon can then fly up to half its flying speed. Languages Common, Draconic Challenge 14 (11,500 XP) Young Black Dragon Large dragon, chaotic evil Amphibious. The dragon can breathe air and water. Legendary Resistance (3/Day). If the dragon fails a Armor Class 18 (natural armor) saving throw, it can choose to succeed instead. Hit Points 127 (15d10 + 45) Speed 40 ft., fly 80 ft., swim 40 ft. Actions Multiattack. The dragon can use its Frightful Presence. STR DEX CON INT WIS CHA It then makes three attacks: one with its bite and two 19 (+4) 14 (+2) 17 (+3) 12 (+1) 11 (+0) 15 (+2) with its claws. Saving Throws Dex +5, Con +6, Wis +3, Cha +5 Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., Skills Perception +6, Stealth +5 one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage. Damage Immunities acid Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., Senses blindsight 30 ft., darkvision 120 ft., passive one target. Hit: 13 (2d6 + 6) slashing damage. Perception 16 Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one Languages Common, Draconic target. Hit: 15 (2d8 + 6) bludgeoning damage. Challenge 7 (2,900 XP) Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware Amphibious. The dragon can breathe air and water. of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat System Reference Document 5.1 281 Actions Ancient Blue Dragon Multiattack. The dragon makes three attacks: one with Gargantuan dragon, lawful evil its bite and two with its claws. Armor Class 22 (natural armor) Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one Hit Points 481 (26d20 + 208) target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) acid damage. Speed 40 ft., burrow 40 ft., fly 80 ft. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one STR DEX CON INT WIS CHA target. Hit: 11 (2d6 + 4) slashing damage. 29 (+9) 10 (+0) 27 (+8) 18 (+4) 17 (+3) 21 (+5) Acid Breath (Recharge 5–6). The dragon exhales acid in a 30-‐foot line that is 5 feet wide. Each creature in that Saving Throws Dex +7, Con +15, Wis +10, Cha +12 line must make a DC 14 Dexterity saving throw, taking Skills Perception +17, Stealth +7 49 (11d8) acid damage on a failed save, or half as much Damage Immunities lightning damage on a successful one. Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27 Black Dragon Wyrmling Languages Common, Draconic Medium dragon, chaotic evil Challenge 23 (50,000 XP) Armor Class 17 (natural armor) Hit Points 33 (6d8 + 6) Legendary Resistance (3/Day). If the dragon fails a Speed 30 ft., fly 60 ft., swim 30 ft. saving throw, it can choose to succeed instead. STR DEX CON INT WIS CHA Actions 15 (+2) 14 (+2) 13 (+1) 10 (+0) 11 (+0) 13 (+1) Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two Saving Throws Dex +4, Con +3, Wis +2, Cha +3 with its claws. Skills Perception +4, Stealth +4 Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., Damage Immunities acid one target. Hit: 20 (2d10 + 9) piercing damage plus 11 Senses blindsight 10 ft., darkvision 60 ft., passive (2d10) lightning damage. Perception 14 Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., Languages Draconic one target. Hit: 16 (2d6 + 9) slashing damage. Challenge 2 (450 XP) Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage. Amphibious. The dragon can breathe air and water. Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware Actions of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one the saving throw at the end of each of its turns, ending target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) the effect on itself on a success. If a creature’s saving acid damage. throw is successful or the effect ends for it, the Acid Breath (Recharge 5–6). The dragon exhales acid in creature is immune to the dragon’s Frightful Presence a 15-‐foot line that is 5 feet wide. Each creature in that for the next 24 hours. line must make a DC 11 Dexterity saving throw, taking Lightning Breath (Recharge 5–6). The dragon exhales 22 (5d8) acid damage on a failed save, or half as much lightning in a 120-‐foot line that is 10 feet wide. Each damage on a successful one. creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. Blue Dragon System Reference Document 5.1 282 Legendary Actions Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action Frightful Presence. Each creature of the dragon’s option can be used at a time and only at the end of choice that is within 120 feet of the dragon and aware another creature’s turn. The dragon regains spent of it must succeed on a DC 17 Wisdom saving throw or legendary actions at the start of its turn. become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending Detect. The dragon makes a Wisdom (Perception) the effect on itself on a success. If a creature’s saving check. throw is successful or the effect ends for it, the Tail Attack. The dragon makes a tail attack. creature is immune to the dragon’s Frightful Presence Wing Attack (Costs 2 Actions). The dragon beats its for the next 24 hours. wings. Each creature within 15 feet of the dragon Lightning Breath (Recharge 5–6). The dragon exhales must succeed on a DC 24 Dexterity saving throw or lightning in a 90-‐foot line that is 5 feet wide. Each take 16 (2d6 + 9) bludgeoning damage and be creature in that line must make a DC 19 Dexterity knocked prone. The dragon can then fly up to half its saving throw, taking 66 (12d10) lightning damage on a flying speed. failed save, or half as much damage on a successful one. Adult Blue Dragon Legendary Actions Huge dragon, lawful evil The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action Armor Class 19 (natural armor) option can be used at a time and only at the end of Hit Points 225 (18d12 + 108) another creature’s turn. The dragon regains spent Speed 40 ft., burrow 30 ft., fly 80 ft. legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) STR DEX CON INT WIS CHA check. 25 (+7) 10 (+0) 23 (+6) 16 (+3) 15 (+2) 19 (+4) Tail Attack. The dragon makes a tail attack. Saving Throws Dex +5, Con +11, Wis +7, Cha +9 Wing Attack (Costs 2 Actions). The dragon beats its Skills Perception +12, Stealth +5 wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or Damage Immunities lightning take 14 (2d6 + 7) bludgeoning damage and be Senses blindsight 60 ft., darkvision 120 ft., passive knocked prone. The dragon can then fly up to half its Perception 22 flying speed. Languages Common, Draconic Challenge 16 (15,000 XP) Young Blue Dragon Large dragon, lawful evil Legendary Resistance (3/Day). If the dragon fails a Armor Class 18 (natural armor) saving throw, it can choose to succeed instead. Hit Points 152 (16d10 + 64) Actions Speed 40 ft., burrow 20 ft., fly 80 ft. Multiattack. The dragon can use its Frightful Presence. STR DEX CON INT WIS CHA It then makes three attacks: one with its bite and two with its claws. 21 (+5) 10 (+0) 19 (+4) 14 (+2) 13 (+1) 17 (+3) Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., Saving Throws Dex +4, Con +8, Wis +5, Cha +7 one target. Hit: 18 (2d10 + 7) piercing damage plus 5 Skills Perception +9, Stealth +4 (1d10) lightning damage. Damage Immunities lightning Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., Senses blindsight 30 ft., darkvision 120 ft., passive one target. Hit: 14 (2d6 + 7) slashing damage. Perception 19 System Reference Document 5.1 283 Languages Common, Draconic Green Dragon Challenge 9 (5,000 XP) Ancient Green Dragon Actions Gargantuan dragon, lawful evil Multiattack. The dragon makes three attacks: one with its bite and two with its claws. Armor Class 21 (natural armor) Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one Hit Points 385 (22d20 + 154) target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) Speed 40 ft., fly 80 ft., swim 40 ft. lightning damage. STR DEX CON INT WIS CHA Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. 27 (+8) 12 (+1) 25 (+7) 20 (+5) 17 (+3) 19 (+4) Lightning Breath (Recharge 5–6). The dragon exhales Saving Throws Dex +8, Con +14, Wis +10, Cha +11 lightning in an 60-‐foot line that is 5 feet wide. Each Skills Deception +11, Insight +10, Perception +17, creature in that line must make a DC 16 Dexterity Persuasion +11, Stealth +8 saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one. Damage Immunities poison Condition Immunities poisoned Blue Dragon Wyrmling Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27 Medium dragon, lawful evil Languages Common, Draconic Armor Class 17 (natural armor) Challenge 22 (41,000 XP) Hit Points 52 (8d8 + 16) Speed 30 ft., burrow 15 ft., fly 60 ft. Amphibious. The dragon can breathe air and water. STR DEX CON INT WIS CHA Legendary Resistance (3/Day). If the dragon fails a 17 (+3) 10 (+0) 15 (+2) 12 (+1) 11 (+0) 15 (+2) saving throw, it can choose to succeed instead. Saving Throws Dex +2, Con +4, Wis +2, Cha +4 Actions Skills Perception +4, Stealth +2 Multiattack. The dragon can use its Frightful Presence. Damage Immunities lightning It then makes three attacks: one with its bite and two Senses blindsight 10 ft., darkvision 60 ft., passive with its claws. Perception 14 Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., Languages Draconic one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage. Challenge 3 (700 XP) Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., Actions one target. Hit: 22 (4d6 + 8) slashing damage. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) target. Hit: 17 (2d8 + 8) bludgeoning damage. lightning damage. Frightful Presence. Each creature of the dragon’s Lightning Breath (Recharge 5–6). The dragon exhales choice that is within 120 feet of the dragon and aware lightning in a 30-‐foot line that is 5 feet wide. Each of it must succeed on a DC 19 Wisdom saving throw or creature in that line must make a DC 12 Dexterity become frightened for 1 minute. A creature can repeat saving throw, taking 22 (4d10) lightning damage on a the saving throw at the end of each of its turns, ending failed save, or half as much damage on a successful one. the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. System Reference Document 5.1 284 Poison Breath (Recharge 5–6). The dragon exhales Actions poisonous gas in a 90-‐foot cone. Each creature in that Multiattack. The dragon can use its Frightful Presence. area must make a DC 22 Constitution saving throw, It then makes three attacks: one with its bite and two taking 77 (22d6) poison damage on a failed save, or with its claws. half as much damage on a successful one. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., Legendary Actions one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage. The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., option can be used at a time and only at the end of one target. Hit: 13 (2d6 + 6) slashing damage. another creature’s turn. The dragon regains spent Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one legendary actions at the start of its turn. target. Hit: 15 (2d8 + 6) bludgeoning damage. Detect. The dragon makes a Wisdom (Perception) Frightful Presence. Each creature of the dragon’s check. choice that is within 120 feet of the dragon and aware Tail Attack. The dragon makes a tail attack. of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat Wing Attack (Costs 2 Actions). The dragon beats its the saving throw at the end of each of its turns, ending wings. Each creature within 15 feet of the dragon the effect on itself on a success. If a creature’s saving must succeed on a DC 23 Dexterity saving throw or throw is successful or the effect ends for it, the take 15 (2d6 + 8) bludgeoning damage and be creature is immune to the dragon’s Frightful Presence knocked prone. The dragon can then fly up to half its for the next 24 hours. flying speed. Poison Breath (Recharge 5–6). The dragon exhales poisonous gas in a 60-‐foot cone. Each creature in that Adult Green Dragon area must make a DC 18 Constitution saving throw, Huge dragon, lawful evil taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one. Armor Class 19 (natural armor) Hit Points 207 (18d12 + 90) Legendary Actions Speed 40 ft., fly 80 ft., swim 40 ft. The dragon can take 3 legendary actions, choosing STR DEX CON INT WIS CHA from the options below. Only one legendary action option can be used at a time and only at the end of 23 (+6) 12 (+1) 21 (+5) 18 (+4) 15 (+2) 17 (+3) another creature’s turn. The dragon regains spent Saving Throws Dex +6, Con +10, Wis +7, Cha +8 legendary actions at the start of its turn. Skills Deception +8, Insight +7, Perception +12, Detect. The dragon makes a Wisdom (Perception) Persuasion +8, Stealth +6 check. Damage Immunities poison Tail Attack. The dragon makes a tail attack. Condition Immunities poisoned Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon Senses blindsight 60 ft., darkvision 120 ft., passive must succeed on a DC 19 Dexterity saving throw or Perception 22 take 13 (2d6 + 6) bludgeoning damage and be Languages Common, Draconic knocked prone. The dragon can then fly up to half its Challenge 15 (13,000 XP) flying speed. Amphibious. The dragon can breathe air and water. Young Green Dragon Legendary Resistance (3/Day). If the dragon fails a Large dragon, lawful evil saving throw, it can choose to succeed instead. Armor Class 18 (natural armor) Hit Points 136 (16d10 + 48) Speed 40 ft., fly 80 ft., swim 40 ft. System Reference Document 5.1 285 STR DEX CON INT WIS CHA 19 (+4) 12 (+1) 17 (+3) 16 (+3) 13 (+1) 15 (+2) Amphibious. The dragon can breathe air and water. Saving Throws Dex +4, Con +6, Wis +4, Cha +5 Actions Skills Deception +5, Perception +7, Stealth +4 Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one Damage Immunities poison target. Hit: 7 (1d10 + 2) piercing damage plus 3 (1d6) Condition Immunities poisoned poison damage. Senses blindsight 30 ft., darkvision 120 ft., passive Poison Breath (Recharge 5–6). The dragon exhales Perception 17 poisonous gas in a 15-‐foot cone. Each creature in that area must make a DC 11 Constitution saving throw, Languages Common, Draconic taking 21 (6d6) poison damage on a failed save, or half Challenge 8 (3,900 XP) as much damage on a successful one. Amphibious. The dragon can breathe air and water. Red Dragon Actions Multiattack. The dragon makes three attacks: one with Ancient Red Dragon its bite and two with its claws. Gargantuan dragon, chaotic evil Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one Armor Class 22 (natural armor) target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage. Hit Points 546 (28d20 + 252) Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one Speed 40 ft., climb 40 ft., fly 80 ft. target. Hit: 11 (2d6 + 4) slashing damage. STR DEX CON INT WIS CHA Poison Breath (Recharge 5–6). The dragon exhales 30 (+10) 10 (+0) 29 (+9) 18 (+4) 15 (+2) 23 (+6) poisonous gas in a 30-‐foot cone. Each creature in that area must make a DC 14 Constitution saving throw, Saving Throws Dex +7, Con +16, Wis +9, Cha +13 taking 42 (12d6) poison damage on a failed save, or Skills Perception +16, Stealth +7 half as much damage on a successful one. Damage Immunities fire Senses blindsight 60 ft., darkvision 120 ft., passive Green Dragon Wyrmling Perception 26 Medium dragon, lawful evil Languages Common, Draconic Armor Class 17 (natural armor) Challenge 24 (62,000 XP) Hit Points 38 (7d8 + 7) Speed 30 ft., fly 60 ft., swim 30 ft. Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 13 (+1) 14 (+2) 11 (+0) 13 (+1) Actions Saving Throws Dex +3, Con +3, Wis +2, Cha +3 Multiattack. The dragon can use its Frightful Presence. Skills Perception +4, Stealth +3 It then makes three attacks: one with its bite and two with its claws. Damage Immunities poison Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., Condition Immunities poisoned one target. Hit: 21 (2d10 + 10) piercing damage plus 14 Senses blindsight 10 ft., darkvision 60 ft., passive (4d6) fire damage. Perception 14 Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., Languages Draconic one target. Hit: 17 (2d6 + 10) slashing damage. Challenge 2 (450 XP) System Reference Document 5.1 286 Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one Languages Common, Draconic target. Hit: 19 (2d8 + 10) bludgeoning damage. Challenge 17 (18,000 XP) Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware Legendary Resistance (3/Day). If the dragon fails a of it must succeed on a DC 21 Wisdom saving throw or saving throw, it can choose to succeed instead. become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending Actions the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the Multiattack. The dragon can use its Frightful Presence. creature is immune to the dragon’s Frightful Presence It then makes three attacks: one with its bite and two for the next 24 hours. with its claws. Fire Breath (Recharge 5–6). The dragon exhales fire in Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., a 90-‐foot cone. Each creature in that area must make a one target. Hit: 19 (2d10 + 8) piercing damage plus 7 DC 24 Dexterity saving throw, taking 91 (26d6) fire (2d6) fire damage. damage on a failed save, or half as much damage on a Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., successful one. one target. Hit: 15 (2d6 + 8) slashing damage. Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one Legendary Actions target. Hit: 17 (2d8 + 8) bludgeoning damage. The dragon can take 3 legendary actions, choosing Frightful Presence. Each creature of the dragon’s from the options below. Only one legendary action choice that is within 120 feet of the dragon and aware option can be used at a time and only at the end of of it must succeed on a DC 19 Wisdom saving throw or another creature’s turn. The dragon regains spent become frightened for 1 minute. A creature can repeat legendary actions at the start of its turn. the saving throw at the end of each of its turns, ending Detect. The dragon makes a Wisdom (Perception) the effect on itself on a success. If a creature’s saving check. throw is successful or the effect ends for it, the Tail Attack. The dragon makes a tail attack. creature is immune to the dragon’s Frightful Presence for the next 24 hours. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon Fire Breath (Recharge 5–6). The dragon exhales fire in must succeed on a DC 25 Dexterity saving throw or a 60-‐foot cone. Each creature in that area must make a take 17 (2d6 + 10) bludgeoning damage and be DC 21 Dexterity saving throw, taking 63 (18d6) fire knocked prone. The dragon can then fly up to half its damage on a failed save, or half as much damage on a flying speed. successful one. Legendary Actions Adult Red Dragon The dragon can take 3 legendary actions, choosing Huge dragon, chaotic evil from the options below. Only one legendary action Armor Class 19 (natural armor) option can be used at a time and only at the end of another creature’s turn. The dragon regains spent Hit Points 256 (19d12 + 133) legendary actions at the start of its turn. Speed 40 ft., climb 40 ft., fly 80 ft. Detect. The dragon makes a Wisdom (Perception) STR DEX CON INT WIS CHA check. 27 (+8) 10 (+0) 25 (+7) 16 (+3) 13 (+1) 21 (+5) Tail Attack. The dragon makes a tail attack. Wing Attack (Costs 2 Actions). The dragon beats its Saving Throws Dex +6, Con +13, Wis +7, Cha +11 wings. Each creature within 10 feet of the dragon Skills Perception +13, Stealth +6 must succeed on a DC 22 Dexterity saving throw or Damage Immunities fire take 15 (2d6 + 8) bludgeoning damage and be Senses blindsight 60 ft., darkvision 120 ft., passive knocked prone. The dragon can then fly up to half its Perception 23 flying speed. System Reference Document 5.1 287 Young Red Dragon Challenge 4 (1,100 XP) Large dragon, chaotic evil Actions Armor Class 18 (natural armor) Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one Hit Points 178 (17d10 + 85) target. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) Speed 40 ft., climb 40 ft., fly 80 ft. fire damage. Fire Breath (Recharge 5–6). The dragon exhales fire in STR DEX CON INT WIS CHA a 15-‐foot cone. Each creature in that area must make a 23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4) DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a Saving Throws Dex +4, Con +9, Wis +4, Cha +8 successful one. Skills Perception +8, Stealth +4 Damage Immunities fire Senses blindsight 30 ft., darkvision 120 ft., passive White Dragon Perception 18 Languages Common, Draconic Ancient White Dragon Challenge 10 (5,900 XP) Gargantuan dragon, chaotic evil Actions Armor Class 20 (natural armor) Multiattack. The dragon makes three attacks: one with Hit Points 333 (18d20 + 144) its bite and two with its claws. Speed 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., STR DEX CON INT WIS CHA one target. Hit: 17 (2d10 + 6) piercing damage plus 3 26 (+8) 10 (+0) 26 (+8) 10 (+0) 13 (+1) 14 (+2) (1d6) fire damage. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., Saving Throws Dex +6, Con +14, Wis +7, Cha +8 one target. Hit: 13 (2d6 + 6) slashing damage. Skills Perception +13, Stealth +6 Fire Breath (Recharge 5–6). The dragon exhales fire in Damage Immunities cold a 30-‐foot cone. Each creature in that area must make a Senses blindsight 60 ft., darkvision 120 ft., passive DC 17 Dexterity saving throw, taking 56 (16d6) fire Perception 23 damage on a failed save, or half as much damage on a successful one. Languages Common, Draconic Challenge 20 (25,000 XP) Red Dragon Wyrmling Medium dragon, chaotic evil Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Armor Class 17 (natural armor) Additionally, difficult terrain composed of ice or snow Hit Points 75 (10d8 + 30) doesn’t cost it extra moment. Speed 30 ft., climb 30 ft., fly 60 ft. Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 15 (+2) Actions Saving Throws Dex +2, Con +5, Wis +2, Cha +4 Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two Skills Perception +4, Stealth +2 with its claws. Damage Immunities fire Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., Senses blindsight 10 ft., darkvision 60 ft., passive one target. Hit: 19 (2d10 + 8) piercing damage plus 9 Perception 14 (2d8) cold damage. Languages Draconic System Reference Document 5.1 288 Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., Senses blindsight 60 ft., darkvision 120 ft., passive one target. Hit: 15 (2d6 + 8) slashing damage. Perception 21 Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one Languages Common, Draconic target. Hit: 17 (2d8 + 8) bludgeoning damage. Challenge 13 (10,000 XP) Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware Ice Walk. The dragon can move across and climb icy of it must succeed on a DC 16 Wisdom saving throw or surfaces without needing to make an ability check. become frightened for 1 minute. A creature can repeat Additionally, difficult terrain composed of ice or snow the saving throw at the end of each of its turns, ending doesn’t cost it extra moment. the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the Legendary Resistance (3/Day). If the dragon fails a creature is immune to the dragon’s Frightful Presence saving throw, it can choose to succeed instead. for the next 24 hours. Actions Cold Breath (Recharge 5–6). The dragon exhales an icy blast in a 90-‐foot cone. Each creature in that area must Multiattack. The dragon can use its Frightful Presence. make a DC 22 Constitution saving throw, taking 72 It then makes three attacks: one with its bite and two (16d8) cold damage on a failed save, or half as much with its claws. damage on a successful one. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 Legendary Actions (1d8) cold damage. The dragon can take 3 legendary actions, choosing Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., from the options below. Only one legendary action one target. Hit: 13 (2d6 + 6) slashing damage. option can be used at a time and only at the end of Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one another creature’s turn. The dragon regains spent target. Hit: 15 (2d8 + 6) bludgeoning damage. legendary actions at the start of its turn. Frightful Presence. Each creature of the dragon’s Detect. The dragon makes a Wisdom (Perception) choice that is within 120 feet of the dragon and aware check. of it must succeed on a DC 14 Wisdom saving throw or Tail Attack. The dragon makes a tail attack. become frightened for 1 minute. A creature can repeat Wing Attack (Costs 2 Actions). The dragon beats its the saving throw at the end of each of its turns, ending wings. Each creature within 15 feet of the dragon the effect on itself on a success. If a creature’s saving must succeed on a DC 22 Dexterity saving throw or throw is successful or the effect ends for it, the take 15 (2d6 + 8) bludgeoning damage and be creature is immune to the dragon’s Frightful Presence knocked prone. The dragon can then fly up to half its for the next 24 hours. flying speed. Cold Breath (Recharge 5–6). The dragon exhales an icy blast in a 60-‐foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 Adult White Dragon (12d8) cold damage on a failed save, or half as much Huge dragon, chaotic evil damage on a successful one. Armor Class 18 (natural armor) Legendary Actions Hit Points 200 (16d12 + 96) The dragon can take 3 legendary actions, choosing Speed 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft. from the options below. Only one legendary action STR DEX CON INT WIS CHA option can be used at a time and only at the end of 22 (+6) 10 (+0) 22 (+6) 8 (−1) 12 (+1) 12 (+1) another creature’s turn. The dragon regains spent legendary actions at the start of its turn. Saving Throws Dex +5, Con +11, Wis +6, Cha +6 Detect. The dragon makes a Wisdom (Perception) Skills Perception +11, Stealth +5 check. Damage Immunities cold Tail Attack. The dragon makes a tail attack. System Reference Document 5.1 289 Wing Attack (Costs 2 Actions). The dragon beats its Hit Points 32 (5d8 + 10) wings. Each creature within 10 feet of the dragon Speed 30 ft., burrow 15 ft., fly 60 ft., swim 30 ft. must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be STR DEX CON INT WIS CHA knocked prone. The dragon can then fly up to half its 14 (+2) 10 (+0) 14 (+2) 5 (−3) 10 (+0) 11 (+0) flying speed. Saving Throws Dex +2, Con +4, Wis +2, Cha +2 Young White Dragon Skills Perception +4, Stealth +2 Damage Immunities cold Large dragon, chaotic evil Senses blindsight 10 ft., darkvision 60 ft., passive Armor Class 17 (natural armor) Perception 14 Hit Points 133 (14d10 + 56) Languages Draconic Speed 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft. Challenge 2 (450 XP) STR DEX CON INT WIS CHA Actions 18 (+4) 10 (+0) 18 (+4) 6 (−2) 11 (+0) 12 (+1) Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one Saving Throws Dex +3, Con +7, Wis +3, Cha +4 target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) Skills Perception +6, Stealth +3 cold damage. Damage Immunities cold Cold Breath (Recharge 5–6). The dragon exhales an icy blast of hail in a 15-‐foot cone. Each creature in that Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16 area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as Languages Common, Draconic much damage on a successful one. Challenge 6 (2,300 XP) Dragons, Metallic Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Brass Dragon Additionally, difficult terrain composed of ice or snow doesn’t cost it extra moment. Ancient Brass Dragon Actions Gargantuan dragon, chaotic good Multiattack. The dragon makes three attacks: one with Armor Class 20 (natural armor) its bite and two with its claws. Hit Points 297 (17d20 + 119) Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one Speed 40 ft., burrow 40 ft., fly 80 ft. target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage. STR DEX CON INT WIS CHA Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one 27 (+8) 10 (+0) 25 (+7) 16 (+3) 15 (+2) 19 (+4) target. Hit: 11 (2d6 + 4) slashing damage. Saving Throws Dex +6, Con +13, Wis +8, Cha +10 Cold Breath (Recharge 5–6). The dragon exhales an icy blast in a 30-‐foot cone. Each creature in that area must Skills History +9, Perception +14, Persuasion +10, make a DC 15 Constitution saving throw, taking 45 Stealth +6 (10d8) cold damage on a failed save, or half as much Damage Immunities fire damage on a successful one. Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24 White Dragon Wyrmling Languages Common, Draconic Medium dragon, chaotic evil Challenge 20 (25,000 XP) Armor Class 16 (natural armor) System Reference Document 5.1 290 Legendary Resistance (3/Day). If the dragon fails a Legendary Actions saving throw, it can choose to succeed instead. The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action Actions option can be used at a time and only at the end of Multiattack. The dragon can use its Frightful Presence. another creature’s turn. The dragon regains spent It then makes three attacks: one with its bite and two legendary actions at the start of its turn. with its claws. Detect. The dragon makes a Wisdom (Perception) Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., check. one target. Hit: 19 (2d10 + 8) piercing damage. Tail Attack. The dragon makes a tail attack. Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., Wing Attack (Costs 2 Actions). The dragon beats its one target. Hit: 15 (2d6 + 8) slashing damage. wings. Each creature within 15 feet of the dragon Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one must succeed on a DC 22 Dexterity saving throw or target. Hit: 17 (2d8 + 8) bludgeoning damage. take 15 (2d6 + 8) bludgeoning damage and be Frightful Presence. Each creature of the dragon’s knocked prone. The dragon can then fly up to half its choice that is within 120 feet of the dragon and aware flying speed. of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat Adult Brass Dragon the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving Huge dragon, chaotic good throw is successful or the effect ends for it, the Armor Class 18 (natural armor) creature is immune to the dragon’s Frightful Presence Hit Points 172 (15d12 + 75) for the next 24 hours. Speed 40 ft., burrow 30 ft., fly 80 ft. Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons: STR DEX CON INT WIS CHA Fire Breath. The dragon exhales fire in an 90-‐foot line 23 (+6) 10 (+0) 21 (+5) 14 (+2) 13 (+1) 17 (+3) that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 Saving Throws Dex +5, Con +10, Wis +6, Cha +8 (16d6) fire damage on a failed save, or half as much Skills History +7, Perception +11, Persuasion +8, Stealth damage on a successful one. +5 Sleep Breath. The dragon exhales sleep gas in a 90-‐foot Damage Immunities fire cone. Each creature in that area must succeed on a Senses blindsight 60 ft., darkvision 120 ft., passive DC 21 Constitution saving throw or fall unconscious Perception 21 for 10 minutes. This effect ends for a creature if the Languages Common, Draconic creature takes damage or someone uses an action to wake it. Challenge 13 (10,000 XP) Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no Legendary Resistance (3/Day). If the dragon fails a higher than its own, or back into its true form. It saving throw, it can choose to succeed instead. reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new Actions form (the dragon’s choice). Multiattack. The dragon can use its Frightful Presence. In a new form, the dragon retains its alignment, hit It then makes three attacks: one with its bite and two points, Hit Dice, ability to speak, proficiencies, with its claws. Legendary Resistance, lair actions, and Intelligence, Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., Wisdom, and Charisma scores, as well as this action. Its one target. Hit: 17 (2d10 + 6) piercing damage. statistics and capabilities are otherwise replaced by those of the new form, except any class features or Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., legendary actions of that form. one target. Hit: 13 (2d6 + 6) slashing damage. System Reference Document 5.1 291 Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one STR DEX CON INT WIS CHA target. Hit: 15 (2d8 + 6) bludgeoning damage. 19 (+4) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 15 (+2) Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware Saving Throws Dex +3, Con +6, Wis +3, Cha +5 of it must succeed on a DC 16 Wisdom saving throw or Skills Perception +6, Persuasion +5, Stealth +3 become frightened for 1 minute. A creature can repeat Damage Immunities fire the saving throw at the end of each of its turns, ending Senses blindsight 30 ft., darkvision 120 ft., passive the effect on itself on a success. If a creature’s saving Perception 16 throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence Languages Common, Draconic for the next 24 hours. Challenge 6 (2,300 XP) Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons. Actions Fire Breath. The dragon exhales fire in an 60-‐foot line Multiattack. The dragon makes three attacks: one with that is 5 feet wide. Each creature in that line must its bite and two with its claws. make a DC 18 Dexterity saving throw, taking 45 Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one (13d6) fire damage on a failed save, or half as much target. Hit: 15 (2d10 + 4) piercing damage. damage on a successful one. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one Sleep Breath. The dragon exhales sleep gas in a 60-‐foot target. Hit: 11 (2d6 + 4) slashing damage. cone. Each creature in that area must succeed on a Breath Weapons (Recharge 5–6). The dragon uses one DC 18 Constitution saving throw or fall unconscious of the following breath weapons. for 10 minutes. This effect ends for a creature if the Fire Breath. The dragon exhales fire in a 40-‐foot line creature takes damage or someone uses an action to that is 5 feet wide. Each creature in that line must wake it. make a DC 14 Dexterity saving throw, taking 42 Legendary Actions (12d6) fire damage on a failed save, or half as much damage on a successful one. The dragon can take 3 legendary actions, choosing Sleep Breath. The dragon exhales sleep gas in a 30-‐foot from the options below. Only one legendary action cone. Each creature in that area must succeed on a option can be used at a time and only at the end of DC 14 Constitution saving throw or fall unconscious another creature’s turn. The dragon regains spent for 5 minutes. This effect ends for a creature if the legendary actions at the start of its turn. creature takes damage or someone uses an action to Detect. The dragon makes a Wisdom (Perception) wake it. check. Tail Attack. The dragon makes a tail attack. Brass Dragon Wyrmling Wing Attack (Costs 2 Actions). The dragon beats its Medium dragon, chaotic good wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or Armor Class 16 (natural armor) take 13 (2d6 + 6) bludgeoning damage and be Hit Points 16 (3d8 + 3) knocked prone. The dragon can then fly up to half its Speed 30 ft., burrow 15 ft., fly 60 ft. flying speed. STR DEX CON INT WIS CHA Young Brass Dragon 15 (+2) 10 (+0) 13 (+1) 10 (+0) 11 (+0) 13 (+1) Large dragon, chaotic good Saving Throws Dex +2, Con +3, Wis +2, Cha +3 Armor Class 17 (natural armor) Skills Perception +4, Stealth +2 Hit Points 110 (13d10 + 39) Damage Immunities fire Speed 40 ft., burrow 20 ft., fly 80 ft. Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 System Reference Document 5.1 292 Languages Draconic Actions Challenge 1 (200 XP) Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two Actions with its claws. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., target. Hit: 7 (1d10 + 2) piercing damage. one target. Hit: 20 (2d10 + 9) piercing damage. Breath Weapons (Recharge 5–6). The dragon uses one Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., of the following breath weapons. one target. Hit: 16 (2d6 + 9) slashing damage. Fire Breath. The dragon exhales fire in an 20-‐foot line Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one that is 5 feet wide. Each creature in that line must target. Hit: 18 (2d8 + 9) bludgeoning damage. make a DC 11 Dexterity saving throw, taking 14 (4d6) Frightful Presence. Each creature of the dragon’s fire damage on a failed save, or half as much damage choice that is within 120 feet of the dragon and aware on a successful one. of it must succeed on a DC 20 Wisdom saving throw or Sleep Breath. The dragon exhales sleep gas in a 15-‐foot become frightened for 1 minute. A creature can repeat cone. Each creature in that area must succeed on a the saving throw at the end of each of its turns, ending DC 11 Constitution saving throw or fall unconscious the effect on itself on a success. If a creature’s saving for 1 minute. This effect ends for a creature if the throw is successful or the effect ends for it, the creature takes damage or someone uses an action to creature is immune to the dragon’s Frightful Presence wake it. for the next 24 hours. Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons. Bronze Dragon Lightning Breath. The dragon exhales lightning in a 120-‐foot line that is 10 feet wide. Each creature in Ancient Bronze Dragon that line must make a DC 23 Dexterity saving throw, Gargantuan dragon, lawful good taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. Armor Class 22 (natural armor) Repulsion Breath. The dragon exhales repulsion energy Hit Points 444 (24d20 + 192) in a 30-‐foot cone. Each creature in that area must Speed 40 ft., fly 80 ft., swim 40 ft. succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from STR DEX CON INT WIS CHA the dragon. 29 (+9) 10 (+0) 27 (+8) 18 (+4) 17 (+3) 21 (+5) Change Shape. The dragon magically polymorphs into Saving Throws Dex +7, Con +15, Wis +10, Cha +12 a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It Skills Insight +10, Perception +17, Stealth +7 reverts to its true form if it dies. Any equipment it is Damage Immunities lightning wearing or carrying is absorbed or borne by the new Senses blindsight 60 ft., darkvision 120 ft., passive form (the dragon’s choice). Perception 27 In a new form, the dragon retains its alignment, hit Languages Common, Draconic points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Challenge 22 (41,000 XP) Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by Amphibious. The dragon can breathe air and water. those of the new form, except any class features or Legendary Resistance (3/Day). If the dragon fails a legendary actions of that form. saving throw, it can choose to succeed instead. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action System Reference Document 5.1 293 option can be used at a time and only at the end of of it must succeed on a DC 17 Wisdom saving throw or another creature’s turn. The dragon regains spent become frightened for 1 minute. A creature can repeat legendary actions at the start of its turn. the saving throw at the end of each of its turns, ending Detect. The dragon makes a Wisdom (Perception) the effect on itself on a success. If a creature’s saving check. throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence Tail Attack. The dragon makes a tail attack. for the next 24 hours. Wing Attack (Costs 2 Actions). The dragon beats its Breath Weapons (Recharge 5–6). The dragon uses one wings. Each creature within 15 feet of the dragon of the following breath weapons. must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be Lightning Breath. The dragon exhales lightning in a 90-‐ knocked prone. The dragon can then fly up to half its foot line that is 5 feet wide. Each creature in that line flying speed. must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. Adult Bronze Dragon Repulsion Breath. The dragon exhales repulsion energy Huge dragon, lawful good in a 30-‐foot cone. Each creature in that area must Armor Class 19 (natural armor) succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from Hit Points 212 (17d12 + 102) the dragon. Speed 40 ft., fly 80 ft., swim 40 ft. Change Shape. The dragon magically polymorphs into STR DEX CON INT WIS CHA a humanoid or beast that has a challenge rating no 25 (+7) 10 (+0) 23 (+6) 16 (+3) 15 (+2) 19 (+4) higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is Saving Throws Dex +5, Con +11, Wis +7, Cha +9 wearing or carrying is absorbed or borne by the new Skills Insight +7, Perception +12, Stealth +5 form (the dragon’s choice). In a new form, the dragon retains its alignment, hit Damage Immunities lightning points, Hit Dice, ability to speak, proficiencies, Senses blindsight 60 ft., darkvision 120 ft., passive Legendary Resistance, lair actions, and Intelligence, Perception 22 Wisdom, and Charisma scores, as well as this action. Its Languages Common, Draconic statistics and capabilities are otherwise replaced by Challenge 15 (13,000 XP) those of the new form, except any class features or legendary actions of that form. Amphibious. The dragon can breathe air and water. Legendary Actions Legendary Resistance (3/Day). If the dragon fails a The dragon can take 3 legendary actions, choosing saving throw, it can choose to succeed instead. from the options below. Only one legendary action option can be used at a time and only at the end of Actions another creature’s turn. The dragon regains spent Multiattack. The dragon can use its Frightful Presence. legendary actions at the start of its turn. It then makes three attacks: one with its bite and two Detect. The dragon makes a Wisdom (Perception) with its claws. check. Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., Tail Attack. The dragon makes a tail attack. one target. Hit: 18 (2d10 + 7) piercing damage. Wing Attack (Costs 2 Actions). The dragon beats its Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., wings. Each creature within 10 feet of the dragon one target. Hit: 14 (2d6 + 7) slashing damage. must succeed on a DC 20 Dexterity saving throw or Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one take 14 (2d6 + 7) bludgeoning damage and be target. Hit: 16 (2d8 + 7) bludgeoning damage. knocked prone. The dragon can then fly up to half its Frightful Presence. Each creature of the dragon’s flying speed. choice that is within 120 feet of the dragon and aware System Reference Document 5.1 294 Young Bronze Dragon STR DEX CON INT WIS CHA Large dragon, lawful good 17 (+3) 10 (+0) 15 (+2) 12 (+1) 11 (+0) 15 (+2) Armor Class 18 (natural armor) Saving Throws Dex +2, Con +4, Wis +2, Cha +4 Hit Points 142 (15d10 + 60) Skills Perception +4, Stealth +2 Speed 40 ft., fly 80 ft., swim 40 ft. Damage Immunities lightning STR DEX CON INT WIS CHA Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 21 (+5) 10 (+0) 19 (+4) 14 (+2) 13 (+1) 17 (+3) Languages Draconic Saving Throws Dex +3, Con +7, Wis +4, Cha +6 Challenge 2 (450 XP) Skills Insight +4, Perception +7, Stealth +3 Damage Immunities lightning Amphibious. The dragon can breathe air and water. Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17 Actions Languages Common, Draconic Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one Challenge 8 (3,900 XP) target. Hit: 8 (1d10 + 3) piercing damage. Breath Weapons (Recharge 5–6). The dragon uses one Amphibious. The dragon can breathe air and water. of the following breath weapons. Lightning Breath. The dragon exhales lightning in a 40-‐ Actions foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 Multiattack. The dragon makes three attacks: one with (3d10) lightning damage on a failed save, or half as its bite and two with its claws. much damage on a successful one. Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one Repulsion Breath. The dragon exhales repulsion energy target. Hit: 16 (2d10 + 5) piercing damage. in a 30-‐foot cone. Each creature in that area must Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one succeed on a DC 12 Strength saving throw. On a target. Hit: 12 (2d6 + 5) slashing damage. failed save, the creature is pushed 30 feet away from Breath Weapons (Recharge 5–6). The dragon uses one the dragon. of the following breath weapons. Lightning Breath. The dragon exhales lightning in a 60-‐ foot line that is 5 feet wide. Each creature in that line Copper Dragon must make a DC 15 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as Ancient Copper Dragon much damage on a successful one. Gargantuan dragon, chaotic good Repulsion Breath. The dragon exhales repulsion energy in a 30-‐foot cone. Each creature in that area must Armor Class 21 (natural armor) succeed on a DC 15 Strength saving throw. On a Hit Points 350 (20d20 + 140) failed save, the creature is pushed 40 feet away from Speed 40 ft., climb 40 ft., fly 80 ft. the dragon. STR DEX CON INT WIS CHA Bronze Dragon Wyrmling 27 (+8) 12 (+1) 25 (+7) 20 (+5) 17 (+3) 19 (+4) Medium dragon, lawful good Saving Throws Dex +8, Con +14, Wis +10, Cha +11 Armor Class 17 (natural armor) Skills Deception +11, Perception +17, Stealth +8 Hit Points 32 (5d8 + 10) Damage Immunities acid Speed 30 ft., fly 60 ft., swim 30 ft. Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27 System Reference Document 5.1 295 Languages Common, Draconic In a new form, the dragon retains its alignment, hit Challenge 21 (33,000 XP) points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its Legendary Resistance (3/Day). If the dragon fails a statistics and capabilities are otherwise replaced by saving throw, it can choose to succeed instead. those of the new form, except any class features or legendary actions of that form. Actions Multiattack. The dragon can use its Frightful Presence. Legendary Actions It then makes three attacks: one with its bite and two The dragon can take 3 legendary actions, choosing with its claws. from the options below. Only one legendary action Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., option can be used at a time and only at the end of one target. Hit: 19 (2d10 + 8) piercing damage. another creature’s turn. The dragon regains spent Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., legendary actions at the start of its turn. one target. Hit: 15 (2d6 + 8) slashing damage. Detect. The dragon makes a Wisdom (Perception) Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one check. target. Hit: 17 (2d8 + 8) bludgeoning damage. Tail Attack. The dragon makes a tail attack. Frightful Presence. Each creature of the dragon’s Wing Attack (Costs 2 Actions). The dragon beats its choice that is within 120 feet of the dragon and aware wings. Each creature within 15 feet of the dragon of it must succeed on a DC 19 Wisdom saving throw or must succeed on a DC 23 Dexterity saving throw or become frightened for 1 minute. A creature can repeat take 15 (2d6 + 8) bludgeoning damage and be the saving throw at the end of each of its turns, ending knocked prone. The dragon can then fly up to half its the effect on itself on a success. If a creature’s saving flying speed. throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence Adult Copper Dragon for the next 24 hours. Huge dragon, chaotic good Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons. Armor Class 18 (natural armor) Acid Breath. The dragon exhales acid in an 90-‐foot line Hit Points 184 (16d12 + 80) that is 10 feet wide. Each creature in that line must Speed 40 ft., climb 40 ft., fly 80 ft. make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much STR DEX CON INT WIS CHA damage on a successful one. 23 (+6) 12 (+1) 21 (+5) 18 (+4) 15 (+2) 17 (+3) Slowing Breath. The dragon exhales gas in a 90-‐foot Saving Throws Dex +6, Con +10, Wis +7, Cha +8 cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, Skills Deception +8, Perception +12, Stealth +6 the creature can’t use reactions, its speed is halved, Damage Immunities acid and it can’t make more than one attack on its turn. Senses blindsight 60 ft., darkvision 120 ft., passive In addition, the creature can use either an action or a Perception 22 bonus action on its turn, but not both. These effects Languages Common, Draconic last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the Challenge 14 (11,500 XP) effect on itself with a successful save. Change Shape. The dragon magically polymorphs into Legendary Resistance (3/Day). If the dragon fails a a humanoid or beast that has a challenge rating no saving throw, it can choose to succeed instead. higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). System Reference Document 5.1 296 Actions Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon Multiattack. The dragon can use its Frightful Presence. must succeed on a DC 19 Dexterity saving throw or It then makes three attacks: one with its bite and two take 13 (2d6 + 6) bludgeoning damage and be with its claws. knocked prone. The dragon can then fly up to half its Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., flying speed. one target. Hit: 17 (2d10 + 6) piercing damage. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., Young Copper Dragon one target. Hit: 13 (2d6 + 6) slashing damage. Large dragon, chaotic good Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. Armor Class 17 (natural armor) Frightful Presence. Each creature of the dragon’s Hit Points 119 (14d10 + 42) choice that is within 120 feet of the dragon and aware Speed 40 ft., climb 40 ft., fly 80 ft. of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat STR DEX CON INT WIS CHA the saving throw at the end of each of its turns, ending 19 (+4) 12 (+1) 17 (+3) 16 (+3) 13 (+1) 15 (+2) the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the Saving Throws Dex +4, Con +6, Wis +4, Cha +5 creature is immune to the dragon’s Frightful Presence Skills Deception +5, Perception +7, Stealth +4 for the next 24 hours. Damage Immunities acid Breath Weapons (Recharge 5–6). The dragon uses one Senses blindsight 30 ft., darkvision 120 ft., passive of the following breath weapons. Perception 17 Acid Breath. The dragon exhales acid in an 60-‐foot line Languages Common, Draconic that is 5 feet wide. Each creature in that line must Challenge 7 (2,900 XP) make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much Actions damage on a successful one. Multiattack. The dragon makes three attacks: one with Slowing Breath. The dragon exhales gas in a 60-‐foot its bite and two with its claws. cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one the creature can’t use reactions, its speed is halved, target. Hit: 15 (2d10 + 4) piercing damage. and it can’t make more than one attack on its turn. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one In addition, the creature can use either an action or a target. Hit: 11 (2d6 + 4) slashing damage. bonus action on its turn, but not both. These effects Breath Weapons (Recharge 5–6). The dragon uses one last for 1 minute. The creature can repeat the saving of the following breath weapons. throw at the end of each of its turns, ending the Acid Breath. The dragon exhales acid in an 40-‐foot line effect on itself with a successful save. that is 5 feet wide. Each creature in that line must Legendary Actions make a DC 14 Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or half as much The dragon can take 3 legendary actions, choosing damage on a successful one. from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a tail attack. System Reference Document 5.1 297 Slowing Breath. The dragon exhales gas in a 30-‐foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, Gold Dragon the creature can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. Ancient Gold Dragon In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects Gargantuan dragon, lawful good last for 1 minute. The creature can repeat the saving Armor Class 22 (natural armor) throw at the end of each of its turns, ending the Hit Points 546 (28d20 + 252) effect on itself with a successful save. Speed 40 ft., fly 80 ft., swim 40 ft. Copper Dragon Wyrmling STR DEX CON INT WIS CHA Medium dragon, chaotic good 30 (+10) 14 (+2) 29 (+9) 18 (+4) 17 (+3) 28 (+9) Armor Class 16 (natural armor) Saving Throws Dex +9, Con +16, Wis +10, Cha +16 Hit Points 22 (4d8 + 4) Skills Insight +10, Perception +17, Persuasion +16, Speed 30 ft., climb 30 ft., fly 60 ft. Stealth +9 Damage Immunities fire STR DEX CON INT WIS CHA Senses blindsight 60 ft., darkvision 120 ft., passive 15 (+2) 12 (+1) 13 (+1) 14 (+2) 11 (+0) 13 (+1) Perception 27 Saving Throws Dex +3, Con +3, Wis +2, Cha +3 Languages Common, Draconic Skills Perception +4, Stealth +3 Challenge 24 (62,000 XP) Damage Immunities acid Senses blindsight 10 ft., darkvision 60 ft., passive Amphibious. The dragon can breathe air and water. Perception 14 Legendary Resistance (3/Day). If the dragon fails a Languages Draconic saving throw, it can choose to succeed instead. Challenge 1 (200 XP) Actions Actions Multiattack. The dragon can use its Frightful Presence. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one It then makes three attacks: one with its bite and two target. Hit: 7 (1d10 + 2) piercing damage. with its claws. Breath Weapons (Recharge 5–6). The dragon uses one Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., of the following breath weapons. one target. Hit: 21 (2d10 + 10) piercing damage. Acid Breath. The dragon exhales acid in an 20-‐foot line Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., that is 5 feet wide. Each creature in that line must one target. Hit: 17 (2d6 + 10) slashing damage. make a DC 11 Dexterity saving throw, taking 18 (4d8) Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one acid damage on a failed save, or half as much target. Hit: 19 (2d8 + 10) bludgeoning damage. damage on a successful one. Frightful Presence. Each creature of the dragon’s Slowing Breath. The dragon exhales gas in a 15-‐foot choice that is within 120 feet of the dragon and aware cone. Each creature in that area must succeed on a of it must succeed on a DC 24 Wisdom saving throw or DC 11 Constitution saving throw. On a failed save, become frightened for 1 minute. A creature can repeat the creature can’t use reactions, its speed is halved, the saving throw at the end of each of its turns, ending and it can’t make more than one attack on its turn. the effect on itself on a success. If a creature’s saving In addition, the creature can use either an action or a throw is successful or the effect ends for it, the bonus action on its turn, but not both. These effects creature is immune to the dragon’s Frightful Presence last for 1 minute. The creature can repeat the saving for the next 24 hours. throw at the end of each of its turns, ending the effect on itself with a successful save. System Reference Document 5.1 298 Breath Weapons (Recharge 5–6). The dragon uses one Speed 40 ft., fly 80 ft., swim 40 ft. of the following breath weapons. STR DEX CON INT WIS CHA Fire Breath. The dragon exhales fire in a 90-‐foot cone. Each creature in that area must make a DC 24 27 (+8) 14 (+2) 25 (+7) 16 (+3) 15 (+2) 24 (+7) Dexterity saving throw, taking 71 (13d10) fire Saving Throws Dex +8, Con +13, Wis +8, Cha +13 damage on a failed save, or half as much damage on Skills Insight +8, Perception +14, Persuasion +13, a successful one. Stealth +8 Weakening Breath. The dragon exhales gas in a 90-‐foot Damage Immunities fire cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage Senses blindsight 60 ft., darkvision 120 ft., passive on Strength-‐based attack rolls, Strength checks, and Perception 24 Strength saving throws for 1 minute. A creature can Languages Common, Draconic repeat the saving throw at the end of each of its Challenge 17 (18,000 XP) turns, ending the effect on itself on a success. Change Shape. The dragon magically polymorphs into Amphibious. The dragon can breathe air and water. a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It Legendary Resistance (3/Day). If the dragon fails a reverts to its true form if it dies. Any equipment it is saving throw, it can choose to succeed instead. wearing or carrying is absorbed or borne by the new form (the dragon’s choice). Actions In a new form, the dragon retains its alignment, hit Multiattack. The dragon can use its Frightful Presence. points, Hit Dice, ability to speak, proficiencies, It then makes three attacks: one with its bite and two Legendary Resistance, lair actions, and Intelligence, with its claws. Wisdom, and Charisma scores, as well as this action. Its Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., statistics and capabilities are otherwise replaced by one target. Hit: 19 (2d10 + 8) piercing damage. those of the new form, except any class features or Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., legendary actions of that form. one target. Hit: 15 (2d6 + 8) slashing damage. Legendary Actions Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action Frightful Presence. Each creature of the dragon’s option can be used at a time and only at the end of choice that is within 120 feet of the dragon and aware another creature’s turn. The dragon regains spent of it must succeed on a DC 21 Wisdom saving throw or legendary actions at the start of its turn. become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending Detect. The dragon makes a Wisdom (Perception) the effect on itself on a success. If a creature’s saving check. throw is successful or the effect ends for it, the Tail Attack. The dragon makes a tail attack. creature is immune to the dragon’s Frightful Presence Wing Attack (Costs 2 Actions). The dragon beats its for the next 24 hours. wings. Each creature within 15 feet of the dragon Breath Weapons (Recharge 5–6). The dragon uses one must succeed on a DC 25 Dexterity saving throw or of the following breath weapons. take 17 (2d6 + 10) bludgeoning damage and be Fire Breath. The dragon exhales fire in a 60-‐foot cone. knocked prone. The dragon can then fly up to half its Each creature in that area must make a DC 21 flying speed. Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on Adult Gold Dragon a successful one. Huge dragon, lawful good Armor Class 19 (natural armor) Hit Points 256 (19d12 + 133) System Reference Document 5.1 299 Weakening Breath. The dragon exhales gas in a 60-‐foot Saving Throws Dex +6, Con +9, Wis +5, Cha +9 cone. Each creature in that area must succeed on a Skills Insight +5, Perception +9, Persuasion +9, Stealth DC 21 Strength saving throw or have disadvantage +6 on Strength-‐based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can Damage Immunities fire repeat the saving throw at the end of each of its Senses blindsight 30 ft., darkvision 120 ft., passive turns, ending the effect on itself on a success. Perception 19 Change Shape. The dragon magically polymorphs into Languages Common, Draconic a humanoid or beast that has a challenge rating no Challenge 10 (5,900 XP) higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new Amphibious. The dragon can breathe air and water. form (the dragon’s choice). Actions In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Multiattack. The dragon makes three attacks: one with Legendary Resistance, lair actions, and Intelligence, its bite and two with its claws. Wisdom, and Charisma scores, as well as this action. Its Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., statistics and capabilities are otherwise replaced by one target. Hit: 17 (2d10 + 6) piercing damage. those of the new form, except any class features or Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., legendary actions of that form. one target. Hit: 13 (2d6 + 6) slashing damage. Legendary Actions Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons. The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action Fire Breath. The dragon exhales fire in a 30-‐foot cone. option can be used at a time and only at the end of Each creature in that area must make a DC 17 another creature’s turn. The dragon regains spent Dexterity saving throw, taking 55 (10d10) fire legendary actions at the start of its turn. damage on a failed save, or half as much damage on a successful one. Detect. The dragon makes a Wisdom (Perception) check. Weakening Breath. The dragon exhales gas in a 30-‐foot cone. Each creature in that area must succeed on a Tail Attack. The dragon makes a tail attack. DC 17 Strength saving throw or have disadvantage Wing Attack (Costs 2 Actions). The dragon beats its on Strength-‐based attack rolls, Strength checks, and wings. Each creature within 10 feet of the dragon Strength saving throws for 1 minute. A creature can must succeed on a DC 22 Dexterity saving throw or repeat the saving throw at the end of each of its take 15 (2d6 + 8) bludgeoning damage and be turns, ending the effect on itself on a success. knocked prone. The dragon can then fly up to half its flying speed. Gold Dragon Wyrmling Medium dragon, lawful good Young Gold Dragon Large dragon, lawful good Armor Class 17 (natural armor) Hit Points 60 (8d8 + 24) Armor Class 18 (natural armor) Speed 30 ft., fly 60 ft., swim 30 ft. Hit Points 178 (17d10 + 85) Speed 40 ft., fly 80 ft., swim 40 ft. STR DEX CON INT WIS CHA 19 (+4) 14 (+2) 17 (+3) 14 (+2) 11 (+0) 16 (+3) STR DEX CON INT WIS CHA 23 (+6) 14 (+2) 21 (+5) 16 (+3) 13 (+1) 20 (+5) Saving Throws Dex +4, Con +5, Wis +2, Cha +5 Skills Perception +4, Stealth +4 Damage Immunities fire System Reference Document 5.1 300 Senses blindsight 10 ft., darkvision 60 ft., passive Legendary Resistance (3/Day). If the dragon fails a Perception 14 saving throw, it can choose to succeed instead. Languages Draconic Actions Challenge 3 (700 XP) Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two Amphibious. The dragon can breathe air and water. with its claws. Actions Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., target. Hit: 9 (1d10 + 4) piercing damage. one target. Hit: 17 (2d6 + 10) slashing damage. Breath Weapons (Recharge 5–6). The dragon uses one Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one of the following breath weapons. target. Hit: 19 (2d8 + 10) bludgeoning damage. Fire Breath. The dragon exhales fire in a 15-‐foot cone. Frightful Presence. Each creature of the dragon’s Each creature in that area must make a DC 13 choice that is within 120 feet of the dragon and aware Dexterity saving throw, taking 22 (4d10) fire damage of it must succeed on a DC 21 Wisdom saving throw or on a failed save, or half as much damage on a become frightened for 1 minute. A creature can repeat successful one. the saving throw at the end of each of its turns, ending Weakening Breath. The dragon exhales gas in a 15-‐foot the effect on itself on a success. If a creature’s saving cone. Each creature in that area must succeed on a throw is successful or the effect ends for it, the DC 13 Strength saving throw or have disadvantage creature is immune to the dragon’s Frightful Presence on Strength-‐based attack rolls, Strength checks, and for the next 24 hours. Strength saving throws for 1 minute. A creature can Breath Weapons (Recharge 5–6). The dragon uses one repeat the saving throw at the end of each of its of the following breath weapons. turns, ending the effect on itself on a success. Cold Breath. The dragon exhales an icy blast in a 90-‐ foot cone. Each creature in that area must make a Silver Dragon DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one. Ancient Silver Dragon Paralyzing Breath. The dragon exhales paralyzing gas in Gargantuan dragon, lawful good a 90-‐foot cone. Each creature in that area must Armor Class 22 (natural armor) succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the Hit Points 487 (25d20 + 225) saving throw at the end of each of its turns, ending Speed 40 ft., fly 80 ft. the effect on itself on a success. STR DEX CON INT WIS CHA Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no 30 (+10) 10 (+0) 29 (+9) 18 (+4) 15 (+2) 23 (+6) higher than its own, or back into its true form. It Saving Throws Dex +7, Con +16, Wis +9, Cha +13 reverts to its true form if it dies. Any equipment it is Skills Arcana +11, History +11, Perception +16, Stealth wearing or carrying is absorbed or borne by the new +7 form (the dragon’s choice). In a new form, the dragon retains its alignment, hit Damage Immunities cold points, Hit Dice, ability to speak, proficiencies, Senses blindsight 60 ft., darkvision 120 ft., passive Legendary Resistance, lair actions, and Intelligence, Perception 26 Wisdom, and Charisma scores, as well as this action. Its Languages Common, Draconic statistics and capabilities are otherwise replaced by Challenge 23 (50,000 XP) those of the new form, except any class features or legendary actions of that form. System Reference Document 5.1 301 Legendary Actions Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware The dragon can take 3 legendary actions, choosing of it must succeed on a DC 18 Wisdom saving throw or from the options below. Only one legendary action become frightened for 1 minute. A creature can repeat option can be used at a time and only at the end of the saving throw at the end of each of its turns, ending another creature’s turn. The dragon regains spent the effect on itself on a success. If a creature’s saving legendary actions at the start of its turn. throw is successful or the effect ends for it, the Detect. The dragon makes a Wisdom (Perception) creature is immune to the dragon’s Frightful Presence check. for the next 24 hours. Tail Attack. The dragon makes a tail attack. Breath Weapons (Recharge 5–6). The dragon uses one Wing Attack (Costs 2 Actions). The dragon beats its of the following breath weapons. wings. Each creature within 15 feet of the dragon Cold Breath. The dragon exhales an icy blast in a 60-‐ must succeed on a DC 25 Dexterity saving throw or foot cone. Each creature in that area must make a take 17 (2d6 + 10) bludgeoning damage and be DC 20 Constitution saving throw, taking 58 (13d8) knocked prone. The dragon can then fly up to half its cold damage on a failed save, or half as much flying speed. damage on a successful one. Paralyzing Breath. The dragon exhales paralyzing gas in Adult Silver Dragon a 60-‐foot cone. Each creature in that area must Huge dragon, lawful good succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the Armor Class 19 (natural armor) saving throw at the end of each of its turns, ending Hit Points 243 (18d12 + 126) the effect on itself on a success. Speed 40 ft., fly 80 ft. Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no STR DEX CON INT WIS CHA higher than its own, or back into its true form. It 27 (+8) 10 (+0) 25 (+7) 16 (+3) 13 (+1) 21 (+5) reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new Saving Throws Dex +5, Con +12, Wis +6, Cha +10 form (the dragon’s choice). Skills Arcana +8, History +8, Perception +11, Stealth +5 In a new form, the dragon retains its alignment, hit Damage Immunities cold points, Hit Dice, ability to speak, proficiencies, Senses blindsight 60 ft., darkvision 120 ft., passive Legendary Resistance, lair actions, and Intelligence, Perception 21 Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by Languages Common, Draconic those of the new form, except any class features or Challenge 16 (15,000 XP) legendary actions of that form. Legendary Resistance (3/Day). If the dragon fails a Legendary Actions saving throw, it can choose to succeed instead. The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action Actions option can be used at a time and only at the end of Multiattack. The dragon can use its Frightful Presence. another creature’s turn. The dragon regains spent It then makes three attacks: one with its bite and two legendary actions at the start of its turn. with its claws. Detect. The dragon makes a Wisdom (Perception) Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., check. one target. Hit: 19 (2d10 + 8) piercing damage. Tail Attack. The dragon makes a tail attack. Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage. Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. System Reference Document 5.1 302 Wing Attack (Costs 2 Actions). The dragon beats its Silver Dragon Wyrmling wings. Each creature within 10 feet of the dragon Medium dragon, lawful good must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be Armor Class 17 (natural armor) knocked prone. The dragon can then fly up to half its Hit Points 45 (6d8 + 18) flying speed. Speed 30 ft., fly 60 ft. Young Silver Dragon STR DEX CON INT WIS CHA Large dragon, lawful good 19 (+4) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 15 (+2) Armor Class 18 (natural armor) Saving Throws Dex +2, Con +5, Wis +2, Cha +4 Hit Points 168 (16d10 + 80) Skills Perception +4, Stealth +2 Speed 40 ft., fly 80 ft. Damage Immunities cold Senses blindsight 10 ft., darkvision 60 ft., passive STR DEX CON INT WIS CHA Perception 14 23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4) Languages Draconic Saving Throws Dex +4, Con +9, Wis +4, Cha +8 Challenge 2 (450 XP) Skills Arcana +6, History +6, Perception +8, Stealth +4 Actions Damage Immunities cold Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one Senses blindsight 30 ft., darkvision 120 ft., passive target. Hit: 9 (1d10 + 4) piercing damage. Perception 18 Breath Weapons (Recharge 5–6). The dragon uses one Languages Common, Draconic of the following breath weapons. Challenge 9 (5,000 XP) Cold Breath. The dragon exhales an icy blast in a 15-‐ Actions foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold Multiattack. The dragon makes three attacks: one with damage on a failed save, or half as much damage on its bite and two with its claws. a successful one. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., Paralyzing Breath. The dragon exhales paralyzing gas in one target. Hit: 17 (2d10 + 6) piercing damage. a 15-‐foot cone. Each creature in that area must Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., succeed on a DC 13 Constitution saving throw or be one target. Hit: 13 (2d6 + 6) slashing damage. paralyzed for 1 minute. A creature can repeat the Breath Weapons (Recharge 5–6). The dragon uses one saving throw at the end of each of its turns, ending of the following breath weapons. the effect on itself on a success. Cold Breath. The dragon exhales an icy blast in a 30-‐ foot cone. Each creature in that area must make a Dragon Turtle DC 17 Constitution saving throw, taking 54 (12d8) Gargantuan dragon, neutral cold damage on a failed save, or half as much damage on a successful one. Armor Class 20 (natural armor) Paralyzing Breath. The dragon exhales paralyzing gas in Hit Points 341 (22d20 + 110) a 30-‐foot cone. Each creature in that area must Speed 20 ft., swim 40 ft. succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the STR DEX CON INT WIS CHA saving throw at the end of each of its turns, ending 25 (+7) 10 (+0) 20 (+5) 10 (+0) 12 (+1) 12 (+1) the effect on itself on a success. Saving Throws Dex +6, Con +11, Wis +7 Damage Resistances fire Senses darkvision 120 ft., passive Perception 11 System Reference Document 5.1 303 Languages Aquan, Draconic innately cast the following spells, requiring no material Challenge 17 (18,000 XP) components: At will: dancing lights Amphibious. The dragon turtle can breathe air and 1/day each: darkness, faerie fire water. Spider Climb. The drider can climb difficult surfaces, including upside down on ceilings, without needing to Actions make an ability check. Multiattack. The dragon turtle makes three attacks: Sunlight Sensitivity. While in sunlight, the drider has one with its bite and two with its claws. It can make disadvantage on attack rolls, as well as on Wisdom one tail attack in place of its two claw attacks. (Perception) checks that rely on sight. Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., Web Walker. The drider ignores movement restrictions one target. Hit: 26 (3d12 + 7) piercing damage. caused by webbing. Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage. Actions Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one Multiattack. The drider makes three attacks, either target. Hit: 26 (3d12 + 7) bludgeoning damage. If the with its longsword or its longbow. It can replace one of target is a creature, it must succeed on a DC 20 those attacks with a bite attack. Strength saving throw or be pushed up to 10 feet away Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one from the dragon turtle and knocked prone. creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) Steam Breath (Recharge 5–6). The dragon turtle poison damage. exhales scalding steam in a 60-‐foot cone. Each creature Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., in that area must make a DC 18 Constitution saving one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 throw, taking 52 (15d6) fire damage on a failed save, or + 3) slashing damage if used with two hands. half as much damage on a successful one. Being Longbow. Ranged Weapon Attack: +6 to hit, range underwater doesn’t grant resistance against this 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage. damage plus 4 (1d8) poison damage. Drider Dryad Large monstrosity, chaotic evil Medium fey, neutral Armor Class 19 (natural armor) Armor Class 11 (16 with barkskin) Hit Points 123 (13d10 + 52) Hit Points 22 (5d8) Speed 30 ft., climb 30 ft. Speed 30 ft. STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 18 (+4) 13 (+1) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 11 (+0) 14 (+2) 15 (+2) 18 (+4) Skills Perception +5, Stealth +9 Skills Perception +4, Stealth +5 Senses darkvision 120 ft., passive Perception 15 Senses darkvision 60 ft., passive Perception 14 Languages Elvish, Undercommon Languages Elvish, Sylvan Challenge 6 (2,300 XP) Challenge 1 (200 XP) Fey Ancestry. The drider has advantage on saving Innate Spellcasting. The dryad’s innate spellcasting throws against being charmed, and magic can’t put the ability is Charisma (spell save DC 14). The dryad can drider to sleep. innately cast the following spells, requiring no material Innate Spellcasting. The drider’s innate spellcasting components: ability is Wisdom (spell save DC 13). The drider can At will: druidcraft System Reference Document 5.1 304 3/day each: entangle, goodberry Damage Resistances poison 1/day each: barkskin, pass without trace, shillelagh Senses darkvision 120 ft., passive Perception 10 Magic Resistance. The dryad has advantage on saving Languages Dwarvish, Undercommon throws against spells and other magical effects. Challenge 1 (200 XP) Speak with Beasts and Plants. The dryad can communicate with beasts and plants as if they shared a language. Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as Tree Stride. Once on her turn, the dryad can use 10 well as to resist being charmed or paralyzed. feet of her movement to step magically into one living tree within her reach and emerge from a second living Sunlight Sensitivity. While in sunlight, the duergar has tree within 60 feet of the first tree, appearing in an disadvantage on attack rolls, as well as on Wisdom unoccupied space within 5 feet of the second tree. (Perception) checks that rely on sight. Both trees must be Large or bigger. Actions Actions Enlarge (Recharges after a Short or Long Rest). For 1 Club. Melee Weapon Attack: +2 to hit (+6 to hit with minute, the duergar magically increases in size, along shillelagh), reach 5 ft., one target. Hit: 2 (1d4) with anything it is wearing or carrying. While enlarged, bludgeoning damage, or 8 (1d8 + 4) bludgeoning the duergar is Large, doubles its damage dice on damage with shillelagh. Strength-‐based weapon attacks (included in the attacks), and makes Strength checks and Strength Fey Charm. The dryad targets one humanoid or beast saving throws with advantage. If the duergar lacks the that she can see within 30 feet of her. If the target can room to become Large, it attains the maximum size see the dryad, it must succeed on a DC 14 Wisdom possible in the space available. saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., heeded and protected. Although the target isn’t under one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 the dryad’s control, it takes the dryad’s requests or + 2) piercing damage while enlarged. actions in the most favorable way it can. Javelin. Melee or Ranged Weapon Attack: +4 to hit, Each time the dryad or its allies do anything harmful reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + to the target, it can repeat the saving throw, ending 2) piercing damage, or 9 (2d6 + 2) piercing damage the effect on itself on a success. Otherwise, the effect while enlarged. lasts 24 hours or until the dryad dies, is on a different Invisibility (Recharges after a Short or Long Rest). The plane of existence from the target, or ends the effect duergar magically turns invisible until it attacks, casts a as a bonus action. If a target’s saving throw is spell, or uses its Enlarge, or until its concentration is successful, the target is immune to the dryad’s Fey broken, up to 1 hour (as if concentrating on a spell). Charm for the next 24 hours. Any equipment the duergar wears or carries is invisible The dryad can have no more than one humanoid and with it. up to three beasts charmed at a time. Duergar Medium humanoid (dwarf), lawful evil Monsters (E) Armor Class 16 (scale mail, shield) Elementals Hit Points 26 (4d8 + 8) Speed 25 ft. Air Elemental Large elemental, neutral STR DEX CON INT WIS CHA Armor Class 15 14 (+2) 11 (+0) 14 (+2) 11 (+0) 10 (+0) 9 (−1) Hit Points 90 (12d10 + 24) Speed 0 ft., fly 90 ft. (hover) System Reference Document 5.1 305 STR DEX CON INT WIS CHA Damage Immunities poison 14 (+2) 20 (+5) 14 (+2) 6 (−2) 10 (+0) 6 (−2) Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious Damage Resistances lightning, thunder; bludgeoning, Senses darkvision 60 ft., tremorsense 60 ft., passive piercing, and slashing from nonmagical attacks Perception 10 Damage Immunities poison Languages Terran Condition Immunities exhaustion, grappled, paralyzed, Challenge 5 (1,800 XP) petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 10 Earth Glide. The elemental can burrow through Languages Auran nonmagical, unworked earth and stone. While doing so, Challenge 5 (1,800 XP) the elemental doesn’t disturb the material it moves through. Air Form. The elemental can enter a hostile creature’s Siege Monster. The elemental deals double damage to space and stop there. It can move through a space as objects and structures. narrow as 1 inch wide without squeezing. Actions Actions Multiattack. The elemental makes two slam attacks. Multiattack. The elemental makes two slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one one target. Hit: 14 (2d8 + 5) bludgeoning damage. target. Hit: 14 (2d8 + 5) bludgeoning damage. Whirlwind (Recharge 4–6). Each creature in the Fire Elemental elemental’s space must make a DC 13 Strength saving Large elemental, neutral throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from Armor Class 13 the elemental in a random direction and knocked Hit Points 102 (12d10 + 36) prone. If a thrown target strikes an object, such as a Speed 50 ft. wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is STR DEX CON INT WIS CHA thrown at another creature, that creature must 10 (+0) 17 (+3) 16 (+3) 6 (−2) 10 (+0) 7 (−2) succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. Damage Resistances bludgeoning, piercing, and If the saving throw is successful, the target takes half slashing from nonmagical attacks the bludgeoning damage and isn’t flung away or Damage Immunities fire, poison knocked prone. Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Earth Elemental Senses darkvision 60 ft., passive Perception 10 Large elemental, neutral Languages Ignan Armor Class 17 (natural armor) Challenge 5 (1,800 XP) Hit Points 126 (12d10 + 60) Speed 30 ft., burrow 30 ft. Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature STR DEX CON INT WIS CHA that touches the elemental or hits it with a melee 20 (+5) 8 (−1) 20 (+5) 5 (−3) 10 (+0) 5 (−3) attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile Damage Vulnerabilities thunder creature’s space and stop there. The first time it enters Damage Resistances bludgeoning, piercing, and a creature’s space on a turn, that creature takes 5 slashing from nonmagical attacks (1d10) fire damage and catches fire; until someone System Reference Document 5.1 306 takes an action to douse the fire, the creature takes 5 Whelm (Recharge 4–6). Each creature in the (1d10) fire damage at the start of each of its turns. elemental’s space must make a DC 15 Strength saving Illumination. The elemental sheds bright light in a 30-‐ throw. On a failure, a target takes 13 (2d8 + 4) foot radius and dim light in an additional 30 feet. bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the Water Susceptibility. For every 5 feet the elemental target is restrained and unable to breathe unless it can moves in water, or for every gallon of water splashed breathe water. If the saving throw is successful, the on it, it takes 1 cold damage. target is pushed out of the elemental’s space. Actions The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the Multiattack. The elemental makes two touch attacks. start of each of the elemental’s turns, each target Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one grappled by it takes 13 (2d8 + 4) bludgeoning damage. target. Hit: 10 (2d6 + 3) fire damage. If the target is a A creature within 5 feet of the elemental can pull a creature or a flammable object, it ignites. Until a creature or object out of it by taking an action to make creature takes an action to douse the fire, the target a DC 14 Strength and succeeding. takes 5 (1d10) fire damage at the start of each of its turns. Elf, Drow Medium humanoid (elf), neutral evil Water Elemental Armor Class 15 (chain shirt) Large elemental, neutral Hit Points 13 (3d8) Armor Class 14 (natural armor) Speed 30 ft. Hit Points 114 (12d10 + 48) Speed 30 ft., swim 90 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 10 (+0) 11 (+0) 11 (+0) 12 (+1) STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 18 (+4) 5 (−3) 10 (+0) 8 (−1) Skills Perception +2, Stealth +4 Senses darkvision 120 ft., passive Perception 12 Damage Resistances acid; bludgeoning, piercing, and Languages Elvish, Undercommon slashing from nonmagical attacks Challenge 1/4 (50 XP) Damage Immunities poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the Senses darkvision 60 ft., passive Perception 10 drow to sleep. Languages Aquan Innate Spellcasting. The drow’s spellcasting ability is Challenge 5 (1,800 XP) Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components: Water Form. The elemental can enter a hostile At will: dancing lights creature’s space and stop there. It can move through a 1/day each: darkness, faerie fire space as narrow as 1 inch wide without squeezing. Sunlight Sensitivity. While in sunlight, the drow has Freeze. If the elemental takes cold damage, it partially disadvantage on attack rolls, as well as on Wisdom freezes; its speed is reduced by 20 feet until the end of (Perception) checks that rely on sight. its next turn. Actions Actions Shortsword. Melee Weapon Attack: +4 to hit, reach 5 Multiattack. The elemental makes two slam attacks. ft., one target. Hit: 5 (1d6 + 2) piercing damage. Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one Hand Crossbow. Ranged Weapon Attack: +4 to hit, target. Hit: 13 (2d8 + 4) bludgeoning damage. range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing System Reference Document 5.1 307 damage, and the target must succeed on a DC 13 also ends if the webbing is destroyed. The webbing has Constitution saving throw or be poisoned for 1 hour. If AC 10, 5 hit points, vulnerability to fire damage, and the saving throw fails by 5 or more, the target is also immunity to bludgeoning, poison, and psychic damage. unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature Ettin takes an action to shake it awake. Large giant, chaotic evil Ettercap Armor Class 12 (natural armor) Medium monstrosity, neutral evil Hit Points 85 (10d10 + 30) Speed 40 ft. Armor Class 13 (natural armor) Hit Points 44 (8d8 + 8) STR DEX CON INT WIS CHA Speed 30 ft., climb 30 ft. 21 (+5) 8 (−1) 17 (+3) 6 (−2) 10 (+0) 8 (−1) STR DEX CON INT WIS CHA Skills Perception +4 14 (+2) 15 (+2) 13 (+1) 7 (−2) 12 (+1) 8 (−1) Senses darkvision 60 ft., passive Perception 14 Languages Giant, Orc Skills Perception +3, Stealth +4, Survival +3 Challenge 4 (1,100 XP) Senses darkvision 60 ft., passive Perception 13 Languages — Two Heads. The ettin has advantage on Wisdom Challenge 2 (450 XP) (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and Spider Climb. The ettercap can climb difficult surfaces, knocked unconscious. including upside down on ceilings, without needing to Wakeful. When one of the ettin’s heads is asleep, its make an ability check. other head is awake. Web Sense. While in contact with a web, the ettercap knows the exact location of any other creature in Actions contact with the same web. Multiattack. The ettin makes two attacks: one with its Web Walker. The ettercap ignores movement battleaxe and one with its morningstar. restrictions caused by webbing. Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. Actions Morningstar. Melee Weapon Attack: +7 to hit, reach 5 Multiattack. The ettercap makes two attacks: one with ft., one target. Hit: 14 (2d8 + 5) piercing damage. its bite and one with its claws. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. Web (Recharge 5–6). Ranged Weapon Attack: +4 to hit, range 30/60 ft., one Large or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect System Reference Document 5.1 308 False Appearance. While the violet fungus remains Monsters (F) motionless, it is indistinguishable from an ordinary fungus. Fungi Actions Multiattack. The fungus makes 1d4 Rotting Touch Shrieker attacks. Medium plant, unaligned Rotting Touch. Melee Weapon Attack: +2 to hit, reach Armor Class 5 10 ft., one creature. Hit: 4 (1d8) necrotic damage. Hit Points 13 (3d8) Speed 0 ft. STR DEX CON INT WIS CHA Monsters (G) 1 (−5) 1 (−5) 10 (+0) 1 (−5) 3 (−4) 1 (−5) Gargoyle Condition Immunities blinded, deafened, frightened Medium elemental, chaotic evil Senses blindsight 30 ft. (blind beyond this radius), passive Perception 6 Armor Class 15 (natural armor) Languages — Hit Points 52 (7d8 + 21) Challenge 0 (10 XP) Speed 30 ft., fly 60 ft. STR DEX CON INT WIS CHA False Appearance. While the shrieker remains 15 (+2) 11 (+0) 16 (+3) 6 (−2) 11 (+0) 7 (−2) motionless, it is indistinguishable from an ordinary fungus. Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren’t Reactions adamantine Shriek. When bright light or a creature is within 30 feet Damage Immunities poison of the shrieker, it emits a shriek audible within 300 feet Condition Immunities exhaustion, petrified, poisoned of it. The shrieker continues to shriek until the Senses darkvision 60 ft., passive Perception 10 disturbance moves out of range and for 1d4 of the Languages Terran shrieker’s turns afterward. Challenge 2 (450 XP) Violet Fungus False Appearance. While the gargoyle remains Medium plant, unaligned motionless, it is indistinguishable from an inanimate Armor Class 5 statue. Hit Points 18 (4d8) Actions Speed 5 ft. Multiattack. The gargoyle makes two attacks: one with STR DEX CON INT WIS CHA its bite and one with its claws. 3 (−4) 1 (−5) 10 (+0) 1 (−5) 3 (−4) 1 (−5) Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Condition Immunities blinded, deafened, frightened Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one Senses blindsight 30 ft. (blind beyond this radius), target. Hit: 5 (1d6 + 2) slashing damage. passive Perception 6 Languages — Challenge 1/4 (50 XP) System Reference Document 5.1 309 Genies A creature can use its action to free a creature restrained by the whirlwind, including itself, by Djinni succeeding on a DC 18 Strength check. If the check Large elemental, chaotic good succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind. Armor Class 17 (natural armor) Hit Points 161 (14d10 + 84) Efreeti Speed 30 ft., fly 90 ft. Large elemental, lawful evil STR DEX CON INT WIS CHA Armor Class 17 (natural armor) 21 (+5) 15 (+2) 22 (+6) 15 (+2) 16 (+3) 20 (+5) Hit Points 200 (16d10 + 112) Saving Throws Dex +6, Wis +7, Cha +9 Speed 40 ft., fly 60 ft. Damage Immunities lightning, thunder STR DEX CON INT WIS CHA Senses darkvision 120 ft., passive Perception 13 22 (+6) 12 (+1) 24 (+7) 16 (+3) 15 (+2) 16 (+3) Languages Auran Saving Throws Int +7, Wis +6, Cha +7 Challenge 11 (7,200 XP) Damage Immunities fire Senses darkvision 120 ft., passive Perception 12 Elemental Demise. If the djinni dies, its body disintegrates into a warm breeze, leaving behind only Languages Ignan equipment the djinni was wearing or carrying. Challenge 11 (7,200 XP) Innate Spellcasting. The djinni’s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell Elemental Demise. If the efreeti dies, its body attacks). It can innately cast the following spells, disintegrates in a flash of fire and puff of smoke, requiring no material components: leaving behind only equipment the efreeti was wearing At will: detect evil and good, detect magic, or carrying. thunderwave Innate Spellcasting. The efreeti’s innate spellcasting 3/day each: create food and water (can create wine ability is Charisma (spell save DC 15, +7 to hit with spell instead of water), tongues, wind walk attacks). It can innately cast the following spells, 1/day each: conjure elemental (air elemental only), requiring no material components: creation, gaseous form, invisibility, major image, At will: detect magic plane shift 3/day: enlarge/reduce, tongues 1/day each: conjure elemental (fire elemental only), Actions gaseous form, invisibility, major image, plane shift, Multiattack. The djinni makes three scimitar attacks. wall of fire Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 3 Actions (1d6) lightning or thunder damage (djinni’s choice). Multiattack. The efreeti makes two scimitar attacks or Create Whirlwind. A 5-‐foot-‐radius, 30-‐foot-‐tall cylinder uses its Hurl Flame twice. of swirling air magically forms on a point the djinni can Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., see within 120 feet of it. The whirlwind lasts as long as one target. Hit: 13 (2d6 + 6) slashing damage plus 7 the djinni maintains concentration (as if concentrating (2d6) fire damage. on a spell). Any creature but the djinni that enters the Hurl Flame. Ranged Spell Attack: +7 to hit, range 120 whirlwind must succeed on a DC 18 Strength saving ft., one target. Hit: 17 (5d6) fire damage. throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it. System Reference Document 5.1 310 Ghost with a greater restoration spell, but only within 24 hours of it occurring. Medium undead, any alignment Possession (Recharge 6). One humanoid that the ghost Armor Class 11 can see within 5 feet of it must succeed on a DC 13 Hit Points 45 (10d8) Charisma saving throw or be possessed by the ghost; Speed 0 ft., fly 40 ft. (hover) the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost STR DEX CON INT WIS CHA now controls the body but doesn’t deprive the target 7 (−2) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 17 (+3) of awareness. The ghost can’t be targeted by any Damage Resistances acid, fire, lightning, thunder; attack, spell, or other effect, except ones that turn bludgeoning, piercing, and slashing from nonmagical undead, and it retains its alignment, Intelligence, attacks Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed Damage Immunities cold, necrotic, poison target’s statistics, but doesn’t gain access to the Condition Immunities charmed, exhaustion, frightened, target’s knowledge, class features, or proficiencies. grappled, paralyzed, petrified, poisoned, prone, The possession lasts until the body drops to 0 hit restrained points, the ghost ends it as a bonus action, or the ghost Senses darkvision 60 ft., passive Perception 11 is turned or forced out by an effect like the dispel evil Languages any languages it knew in life and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the Challenge 4 (1,100 XP) body. The target is immune to this ghost’s Possession for 24 hours after succeeding on the saving throw or Ethereal Sight. The ghost can see 60 feet into the after the possession ends. Ethereal Plane when it is on the Material Plane, and vice versa. Ghouls Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult Ghast terrain. It takes 5 (1d10) force damage if it ends its turn Medium undead, chaotic evil inside an object. Armor Class 13 Actions Hit Points 36 (8d8) Withering Touch. Melee Weapon Attack: +5 to hit, Speed 30 ft. reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic STR DEX CON INT WIS CHA damage. 16 (+3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 8 (−1) Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Damage Resistances necrotic Material Plane while it is in the Border Ethereal, and Damage Immunities poison vice versa, yet it can’t affect or be affected by anything on the other plane. Condition Immunities charmed, exhaustion, poisoned Horrifying Visage. Each non-‐undead creature within 60 Senses darkvision 60 ft., passive Perception 10 feet of the ghost that can see it must succeed on a DC Languages Common 13 Wisdom saving throw or be frightened for 1 minute. Challenge 2 (450 XP) If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the Stench. Any creature that starts its turn within 5 feet of frightened condition on itself on a success. If a target’s the ghast must succeed on a DC 10 Constitution saving saving throw is successful or the effect ends for it, the throw or be poisoned until the start of its next turn. On target is immune to this ghost’s Horrifying Visage for a successful saving throw, the creature is immune to the next 24 hours. The aging effect can be reversed the ghast’s Stench for 24 hours. System Reference Document 5.1 311 Turning Defiance. The ghast and any ghouls within 30 Speed 40 ft. feet of it have advantage on saving throws against effects that turn undead. STR DEX CON INT WIS CHA 27 (+8) 10 (+0) 22 (+6) 12 (+1) 16 (+3) 16 (+3) Actions Saving Throws Con +10, Wis +7, Cha +7 Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one Skills Insight +7, Perception +7 creature. Hit: 12 (2d8 + 3) piercing damage. Senses passive Perception 17 Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is Languages Common, Giant a creature other than an undead, it must succeed on a Challenge 9 (5,000 XP) DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the Keen Smell. The giant has advantage on Wisdom end of each of its turns, ending the effect on itself on a (Perception) checks that rely on smell. success. Innate Spellcasting. The giant’s innate spellcasting ability is Charisma. It can innately cast the following Ghoul spells, requiring no material components: Medium undead, chaotic evil At will: detect magic, fog cloud, light Armor Class 12 3/day each: feather fall, fly, misty step, telekinesis Hit Points 22 (5d8) 1/day each: control weather, gaseous form Speed 30 ft. Actions STR DEX CON INT WIS CHA Multiattack. The giant makes two morningstar attacks. 13 (+1) 15 (+2) 10 (+0) 7 (−2) 10 (+0) 6 (−2) Morningstar. Melee Weapon Attack: +12 to hit, reach Damage Immunities poison 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage. Condition Immunities charmed, exhaustion, poisoned Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. Senses darkvision 60 ft., passive Perception 10 Languages Common Fire Giant Challenge 1 (200 XP) Huge giant, lawful evil Actions Armor Class 18 (plate) Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one Hit Points 162 (13d12 + 78) creature. Hit: 9 (2d6 + 2) piercing damage. Speed 30 ft. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is STR DEX CON INT WIS CHA a creature other than an elf or undead, it must succeed 25 (+7) 9 (−1) 23 (+6) 10 (+0) 14 (+2) 13 (+1) on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at Saving Throws Dex +3, Con +10, Cha +5 the end of each of its turns, ending the effect on itself Skills Athletics +11, Perception +6 on a success. Damage Immunities fire Senses passive Perception 16 Giants Languages Giant Cloud Giant Challenge 9 (5,000 XP) Huge giant, neutral good (50%) or neutral evil (50%) Actions Armor Class 14 (natural armor) Multiattack. The giant makes two greatsword attacks. Hit Points 200 (16d12 + 96) System Reference Document 5.1 312 Greatsword. Melee Weapon Attack: +11 to hit, reach Greatclub. Melee Weapon Attack: +8 to hit, reach 10 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage. ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. Rock. Ranged Weapon Attack: +11 to hit, range 60/240 Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage. ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage. Frost Giant Stone Giant Huge giant, neutral evil Huge giant, neutral Armor Class 15 (patchwork armor) Armor Class 17 (natural armor) Hit Points 138 (12d12 + 60) Hit Points 126 (11d12 + 55) Speed 40 ft. Speed 40 ft. STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 23 (+6) 9 (−1) 21 (+5) 9 (−1) 10 (+0) 12 (+1) 23 (+6) 15 (+2) 20 (+5) 10 (+0) 12 (+1) 9 (−1) Saving Throws Con +8, Wis +3, Cha +4 Saving Throws Dex +5, Con +8, Wis +4 Skills Athletics +9, Perception +3 Skills Athletics +12, Perception +4 Damage Immunities cold Senses darkvision 60 ft., passive Perception 14 Senses passive Perception 13 Languages Giant Languages Giant Challenge 7 (2,900 XP) Challenge 8 (3,900 XP) Stone Camouflage. The giant has advantage on Actions Dexterity (Stealth) checks made to hide in rocky terrain. Multiattack. The giant makes two greataxe attacks. Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., Actions one target. Hit: 25 (3d12 + 6) slashing damage. Multiattack. The giant makes two greatclub attacks. Rock. Ranged Weapon Attack: +9 to hit, range 60/240 Greatclub. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. Rock. Ranged Weapon Attack: +9 to hit, range 60/240 Hill Giant ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Huge giant, chaotic evil Strength saving throw or be knocked prone. Armor Class 13 (natural armor) Hit Points 105 (10d12 + 40) Reactions Speed 40 ft. Rock Catching. If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 STR DEX CON INT WIS CHA Dexterity saving throw, catch the missile and take no 21 (+5) 8 (−1) 19 (+4) 5 (−3) 9 (−1) 6 (−2) bludgeoning damage from it. Skills Perception +2 Storm Giant Senses passive Perception 12 Huge giant, chaotic good Languages Giant Challenge 5 (1,800 XP) Armor Class 16 (scale mail) Hit Points 230 (20d12 + 100) Actions Speed 50 ft., swim 50 ft. Multiattack. The giant makes two greatclub attacks. STR DEX CON INT WIS CHA 29 (+9) 14 (+2) 20 (+5) 16 (+3) 18 (+4) 18 (+4) System Reference Document 5.1 313 Saving Throws Str +14, Con +10, Wis +9, Cha +9 Aberrant Ground. The ground in a 10-‐foot radius around the mouther is doughlike difficult terrain. Each Skills Arcana +8, Athletics +14, History +8, Perception creature that starts its turn in that area must succeed +9 on a DC 10 Strength saving throw or have its speed Damage Resistances cold reduced to 0 until the start of its next turn. Damage Immunities lightning, thunder Gibbering. The mouther babbles incoherently while it Senses passive Perception 19 can see any creature and isn’t incapacitated. Each Languages Common, Giant creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a Challenge 13 (10,000 XP) DC 10 Wisdom saving throw. On a failure, the creature can’t take reactions until the start of its next turn and Amphibious. The giant can breathe air and water. rolls a d8 to determine what it does during its turn. On Innate Spellcasting. The giant’s innate spellcasting a 1 to 4, the creature does nothing. On a 5 or 6, the ability is Charisma (spell save DC 17). It can innately creature takes no action or bonus action and uses all its cast the following spells, requiring no material movement to move in a randomly determined components: direction. On a 7 or 8, the creature makes a melee At will: detect magic, feather fall, levitate, light attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack. 3/day each: control weather, water breathing Actions Actions Multiattack. The gibbering mouther makes one bite Multiattack. The giant makes two greatsword attacks. attack and, if it can, uses its Blinding Spittle. Greatsword. Melee Weapon Attack: +14 to hit, reach Bites. Melee Weapon Attack: +2 to hit, reach 5 ft., one 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage. creature. Hit: 17 (5d6) piercing damage. If the target is Rock. Ranged Weapon Attack: +14 to hit, range 60/240 Medium or smaller, it must succeed on a DC 10 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage. Strength saving throw or be knocked prone. If the Lightning Strike (Recharge 5–6). The giant hurls a target is killed by this damage, it is absorbed into the magical lightning bolt at a point it can see within 500 mouther. feet of it. Each creature within 10 feet of that point Blinding Spittle (Recharge 5–6). The mouther spits a must make a DC 17 Dexterity saving throw, taking 54 chemical glob at a point it can see within 15 feet of it. (12d8) lightning damage on a failed save, or half as The glob explodes in a blinding flash of light on impact. much damage on a successful one. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until Gibbering Mouther the end of the mouther’s next turn. Medium aberration, neutral Gnoll Armor Class 9 Medium humanoid (gnoll), chaotic evil Hit Points 67 (9d8 + 27) Speed 10 ft., swim 10 ft. Armor Class 15 (hide armor, shield) Hit Points 22 (5d8) STR DEX CON INT WIS CHA Speed 30 ft. 10 (+0) 8 (−1) 16 (+3) 3 (−4) 10 (+0) 6 (−2) STR DEX CON INT WIS CHA Condition Immunities prone 14 (+2) 12 (+1) 11 (+0) 6 (−2) 10 (+0) 7 (−2) Senses darkvision 60 ft., passive Perception 10 Languages — Senses darkvision 60 ft., passive Perception 10 Challenge 2 (450 XP) Languages Gnoll Challenge 1/2 (100 XP) System Reference Document 5.1 314 Rampage. When the gnoll reduces a creature to 0 hit Poisoned Dart. Ranged Weapon Attack: +4 to hit, points with a melee attack on its turn, the gnoll can range 30/120 ft., one creature. Hit: 4 (1d4 + 2) piercing take a bonus action to move up to half its speed and damage, and the target must succeed on a DC 12 make a bite attack. Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of Actions each of its turns, ending the effect on itself on a Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one success. creature. Hit: 4 (1d4 + 2) piercing damage. Spear. Melee or Ranged Weapon Attack: +4 to hit, Goblin reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + Small humanoid (goblinoid), neutral evil 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. Armor Class 15 (leather armor, shield) Longbow. Ranged Weapon Attack: +3 to hit, range Hit Points 7 (2d6) 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing Speed 30 ft. damage. STR DEX CON INT WIS CHA 8 (−1) 14 (+2) 10 (+0) 10 (+0) 8 (−1) 8 (−1) Gnome, Deep (Svirfneblin) Small humanoid (gnome), neutral good Skills Stealth +6 Senses darkvision 60 ft., passive Perception 9 Armor Class 15 (chain shirt) Languages Common, Goblin Hit Points 16 (3d6 + 6) Challenge 1/4 (50 XP) Speed 20 ft. STR DEX CON INT WIS CHA Nimble Escape. The goblin can take the Disengage or 15 (+2) 14 (+2) 14 (+2) 12 (+1) 10 (+0) 9 (−1) Hide action as a bonus action on each of its turns. Skills Investigation +3, Perception +2, Stealth +4 Actions Senses darkvision 120 ft., passive Perception 12 Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., Languages Gnomish, Terran, Undercommon one target. Hit: 5 (1d6 + 2) slashing damage. Challenge 1/2 (100 XP) Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Stone Camouflage. The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Golems Gnome Cunning. The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws Clay Golem against magic. Large construct, unaligned Innate Spellcasting. The gnome’s innate spellcasting Armor Class 14 (natural armor) ability is Intelligence (spell save DC 11). It can innately Hit Points 133 (14d10 + 56) cast the following spells, requiring no material components: Speed 20 ft. At will: nondetection (self only) STR DEX CON INT WIS CHA 1/day each: blindness/deafness, blur, disguise self 20 (+5) 9 (−1) 18 (+4) 3 (−4) 8 (−1) 1 (−5) Actions Damage Immunities acid, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., aren’t adamantine one target. Hit: 6 (1d8 + 2) piercing damage. Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned System Reference Document 5.1 315 Senses darkvision 60 ft., passive Perception 9 Damage Immunities lightning, poison; bludgeoning, Languages understands the languages of its creator but piercing, and slashing from nonmagical attacks that can’t speak aren’t adamantine Challenge 9 (5,000 XP) Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Acid Absorption. Whenever the golem is subjected to Senses darkvision 60 ft., passive Perception 10 acid damage, it takes no damage and instead regains a Languages understands the languages of its creator but number of hit points equal to the acid damage dealt. can’t speak Berserk. Whenever the golem starts its turn with 60 hit Challenge 5 (1,800 XP) points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem Berserk. Whenever the golem starts its turn with 40 hit attacks the nearest creature it can see. If no creature is points or fewer, roll a d6. On a 6, the golem goes near enough to move to and attack, the golem attacks berserk. On each of its turns while berserk, the golem an object, with preference for an object smaller than attacks the nearest creature it can see. If no creature is itself. Once the golem goes berserk, it continues to do near enough to move to and attack, the golem attacks so until it is destroyed or regains all its hit points. an object, with preference for an object smaller than Immutable Form. The golem is immune to any spell or itself. Once the golem goes berserk, it continues to do effect that would alter its form. so until it is destroyed or regains all its hit points. Magic Resistance. The golem has advantage on saving The golem’s creator, if within 60 feet of the berserk throws against spells and other magical effects. golem, can try to calm it by speaking firmly and Magic Weapons. The golem’s weapon attacks are persuasively. The golem must be able to hear its magical. creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the Actions golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go Multiattack. The golem makes two slam attacks. berserk again. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one Aversion of Fire. If the golem takes fire damage, it has target. Hit: 16 (2d10 + 5) bludgeoning damage. If the disadvantage on attack rolls and ability checks until the target is a creature, it must succeed on a DC 15 end of its next turn. Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage Immutable Form. The golem is immune to any spell or taken. The target dies if this attack reduces its hit point effect that would alter its form. maximum to 0. The reduction lasts until removed by Lightning Absorption. Whenever the golem is the greater restoration spell or other magic. subjected to lightning damage, it takes no damage and Haste (Recharge 5–6). Until the end of its next turn, instead regains a number of hit points equal to the the golem magically gains a +2 bonus to its AC, has lightning damage dealt. advantage on Dexterity saving throws, and can use its Magic Resistance. The golem has advantage on saving slam attack as a bonus action. throws against spells and other magical effects. Magic Weapons. The golem’s weapon attacks are Flesh Golem magical. Medium construct, neutral Actions Armor Class 9 Multiattack. The golem makes two slam attacks. Hit Points 93 (11d8 + 44) Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one Speed 30 ft. target. Hit: 13 (2d8 + 4) bludgeoning damage. STR DEX CON INT WIS CHA 19 (+4) 9 (−1) 18 (+4) 6 (−2) 10 (+0) 5 (−3) System Reference Document 5.1 316 Iron Golem STR DEX CON INT WIS CHA Large construct, unaligned 22 (+6) 9 (−1) 20 (+5) 3 (−4) 11 (+0) 1 (−5) Armor Class 20 (natural armor) Damage Immunities poison, psychic; bludgeoning, Hit Points 210 (20d10 + 100) piercing, and slashing from nonmagical attacks that Speed 30 ft. aren’t adamantine Condition Immunities charmed, exhaustion, frightened, STR DEX CON INT WIS CHA paralyzed, petrified, poisoned 24 (+7) 9 (−1) 20 (+5) 3 (−4) 11 (+0) 1 (−5) Senses darkvision 120 ft., passive Perception 10 Damage Immunities fire, poison, psychic; bludgeoning, Languages understands the languages of its creator but piercing, and slashing from nonmagical attacks that can’t speak aren’t adamantine Challenge 10 (5,900 XP) Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Immutable Form. The golem is immune to any spell or Senses darkvision 120 ft., passive Perception 10 effect that would alter its form. Languages understands the languages of its creator but Magic Resistance. The golem has advantage on saving can’t speak throws against spells and other magical effects. Challenge 16 (15,000 XP) Magic Weapons. The golem’s weapon attacks are magical. Fire Absorption. Whenever the golem is subjected to fire damage, it takes no damage and instead regains a Actions number of hit points equal to the fire damage dealt. Multiattack. The golem makes two slam attacks. Immutable Form. The golem is immune to any spell or Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., effect that would alter its form. one target. Hit: 19 (3d8 + 6) bludgeoning damage. Magic Resistance. The golem has advantage on saving Slow (Recharge 5–6). The golem targets one or more throws against spells and other magical effects. creatures it can see within 10 feet of it. Each target Magic Weapons. The golem’s weapon attacks are must make a DC 17 Wisdom saving throw against this magical. magic. On a failed save, a target can’t use reactions, its speed is halved, and it can’t make more than one Actions attack on its turn. In addition, the target can take Multiattack. The golem makes two melee attacks. either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., saving throw at the end of each of its turns, ending the one target. Hit: 20 (3d8 + 7) bludgeoning damage. effect on itself on a success. Sword. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) slashing damage. Gorgon Poison Breath (Recharge 6). The golem exhales poisonous gas in a 15-‐foot cone. Each creature in that Large monstrosity, unaligned area must make a DC 19 Constitution saving throw, Armor Class 19 (natural armor) taking 45 (10d8) poison damage on a failed save, or Hit Points 114 (12d10 + 48) half as much damage on a successful one. Speed 40 ft. Stone Golem STR DEX CON INT WIS CHA Large construct, unaligned 20 (+5) 11 (+0) 18 (+4) 2 (−4) 12 (+1) 7 (−2) Armor Class 17 (natural armor) Skills Perception +4 Hit Points 178 (17d10 + 85) Condition Immunities petrified Speed 30 ft. Senses darkvision 60 ft., passive Perception 14 System Reference Document 5.1 317 Languages — Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., Challenge 5 (1,800 XP) one target. Hit: 9 (2d6 + 2) slashing damage. Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Trampling Charge. If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a Griffon DC 16 Strength saving throw or be knocked prone. If Large monstrosity, unaligned the target is prone, the gorgon can make one attack with its hooves against it as a bonus action. Armor Class 12 Hit Points 59 (7d10 + 21) Actions Speed 30 ft., fly 80 ft. Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one STR DEX CON INT WIS CHA target. Hit: 18 (2d12 + 5) piercing damage. 18 (+4) 15 (+2) 16 (+3) 2 (−4) 13 (+1) 8 (−1) Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. Skills Perception +5 Petrifying Breath (Recharge 5–6). The gorgon exhales Senses darkvision 60 ft., passive Perception 15 petrifying gas in a 30-‐foot cone. Each creature in that Languages — area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone Challenge 2 (450 XP) and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a Keen Sight. The griffon has advantage on Wisdom success, the effect ends on the target. On a failure, the (Perception) checks that rely on sight. target is petrified until freed by the greater restoration spell or other magic. Actions Multiattack. The griffon makes two attacks: one with Grick its beak and one with its claws. Medium monstrosity, neutral Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Armor Class 14 (natural armor) Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one Hit Points 27 (6d8) target. Hit: 11 (2d6 + 4) slashing damage. Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA Grimlock 14 (+2) 14 (+2) 11 (+0) 3 (−4) 14 (+2) 5 (−3) Medium humanoid (grimlock), neutral evil Damage Resistances bludgeoning, piercing, and Armor Class 11 slashing from nonmagical attacks Hit Points 11 (2d8 + 2) Senses darkvision 60 ft., passive Perception 12 Speed 30 ft. Languages — STR DEX CON INT WIS CHA Challenge 2 (450 XP) 16 (+3) 12 (+1) 12 (+1) 9 (−1) 8 (−1) 6 (−2) Stone Camouflage. The grick has advantage on Skills Athletics +5, Perception +3, Stealth +3 Dexterity (Stealth) checks made to hide in rocky terrain. Condition Immunities blinded Senses blindsight 30 ft. or 10 ft. while deafened (blind Actions beyond this radius), passive Perception 13 Multiattack. The grick makes one attack with its Languages Undercommon tentacles. If that attack hits, the grick can make one Challenge 1/4 (50 XP) beak attack against the same target. System Reference Document 5.1 318 Actions Blind Senses. The grimlock can’t use its blindsight while Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one deafened and unable to smell. target. Hit: 13 (2d8 + 4) slashing damage. Keen Hearing and Smell. The grimlock has advantage Illusory Appearance. The hag covers herself and on Wisdom (Perception) checks that rely on hearing or anything she is wearing or carrying with a magical smell. illusion that makes her look like another creature of Stone Camouflage. The grimlock has advantage on her general size and humanoid shape. The illusion ends Dexterity (Stealth) checks made to hide in rocky terrain. if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to Actions physical inspection. For example, the hag could appear Spiked Bone Club. Melee Weapon Attack: +5 to hit, to have smooth skin, but someone touching her would reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning feel her rough flesh. Otherwise, a creature must take damage plus 2 (1d4) piercing damage. an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised. Monsters (H) Invisible Passage. The hag magically turns invisible until she attacks or casts a spell, or until her Hags concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her Green Hag passage, so she can be tracked only by magic. Any Medium fey, neutral evil equipment she wears or carries is invisible with her. Armor Class 17 (natural armor) Night Hag Hit Points 82 (11d8 + 33) Medium fiend, neutral evil Speed 30 ft. Armor Class 17 (natural armor) STR DEX CON INT WIS CHA Hit Points 112 (15d8 + 45) 18 (+4) 12 (+1) 16 (+3) 13 (+1) 14 (+2) 14 (+2) Speed 30 ft. Skills Arcana +3, Deception +4, Perception +4, Stealth STR DEX CON INT WIS CHA +3 18 (+4) 15 (+2) 16 (+3) 16 (+3) 14 (+2) 16 (+3) Senses darkvision 60 ft., passive Perception 14 Languages Common, Draconic, Sylvan Skills Deception +7, Insight +6, Perception +6, Stealth Challenge 3 (700 XP) +6 Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with Amphibious. The hag can breathe air and water. silvered weapons Innate Spellcasting. The hag’s innate spellcasting Condition Immunities charmed ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material Senses darkvision 120 ft., passive Perception 16 components: Languages Abyssal, Common, Infernal, Primordial At will: dancing lights, minor illusion, vicious mockery Challenge 5 (1,800 XP) Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can Innate Spellcasting. The hag’s innate spellcasting tell they are imitations with a successful DC 14 Wisdom ability is Charisma (spell save DC 14, +6 to hit with spell (Insight) check. attacks). She can innately cast the following spells, requiring no material components: At will: detect magic, magic missile System Reference Document 5.1 319 2/day each: plane shift (self only), ray of enfeeblement, form must make a DC 11 Wisdom saving throw. On a sleep failed save, the creature is frightened for 1 minute. A Magic Resistance. The hag has advantage on saving creature can repeat the saving throw at the end of throws against spells and other magical effects. each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If Actions a creature’s saving throw is successful or the effect ends for it, the creature is immune to the hag’s Horrific Claws (Hag Form Only). Melee Weapon Attack: +7 to Appearance for the next 24 hours. hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing Unless the target is surprised or the revelation of the damage. hag’s true form is sudden, the target can avert its eyes Change Shape. The hag magically polymorphs into a and avoid making the initial saving throw. Until the Small or Medium female humanoid, or back into her start of its next turn, a creature that averts its eyes has true form. Her statistics are the same in each form. Any disadvantage on attack rolls against the hag. equipment she is wearing or carrying isn’t transformed. She reverts to her true form if she dies. Actions Etherealness. The hag magically enters the Ethereal Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one Plane from the Material Plane, or vice versa. To do so, target. Hit: 10 (2d6 + 3) slashing damage. the hag must have a heartstone in her possession. Death Glare. The hag targets one frightened creature Nightmare Haunting (1/Day). While on the Ethereal she can see within 30 feet of her. If the target can see Plane, the hag magically touches a sleeping humanoid the hag, it must succeed on a DC 11 Wisdom saving on the Material Plane. A protection from evil and good throw against this magic or drop to 0 hit points. spell cast on the target prevents this contact, as does a Illusory Appearance. The hag covers herself and magic circle. As long as the contact persists, the target anything she is wearing or carrying with a magical has dreadful visions. If these visions last for at least 1 illusion that makes her look like an ugly creature of her hour, the target gains no benefit from its rest, and its general size and humanoid shape. The effect ends if hit point maximum is reduced by 5 (1d10). If this effect the hag takes a bonus action to end it or if she dies. reduces the target’s hit point maximum to 0, the target The changes wrought by this effect fail to hold up to dies, and if the target was evil, its soul is trapped in the physical inspection. For example, the hag could appear hag’s soul bag. The reduction to the target’s hit point to have no claws, but someone touching her hand maximum lasts until removed by the greater might feel the claws. Otherwise, a creature must take restoration spell or similar magic. an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern Sea Hag that the hag is disguised. Medium fey, chaotic evil Armor Class 14 (natural armor) Half-Dragon Template Hit Points 52 (7d8 + 21) A beast, humanoid, giant, or monstrosity can become Speed 30 ft., swim 40 ft. a half-‐‑dragon. It keeps its statistics, except as follows. Challenge. To avoid recalculating the creature’s STR DEX CON INT WIS CHA challenge rating, apply the template only to a 16 (+3) 13 (+1) 16 (+3) 12 (+1) 12 (+1) 13 (+1) creature that meets the optional prerequisite in the Breath Weapon table below. Otherwise, recalculate Senses darkvision 60 ft., passive Perception 11 the rating after you apply the template. Languages Aquan, Common, Giant Senses. The half-‐‑dragon gains blindsight with a radius of 10 feet and darkvision with a radius of 60 Challenge 2 (450 XP) feet. Resistances. The half-‐‑dragon gains resistance to a Amphibious. The hag can breathe air and water. type of damage based on its color. Horrific Appearance. Any humanoid that starts its turn Color Damage Resistance within 30 feet of the hag and can see the hag’s true Black or copper Acid Blue or bronze Lightning System Reference Document 5.1 320 Brass, gold, or red Fire Green Poison Harpy Silver or white Cold Medium monstrosity, chaotic evil Languages. The half-‐‑dragon speaks Draconic in Armor Class 11 addition to any other languages it knows. New Action: Breath Weapon. The half-‐‑dragon has Hit Points 38 (7d8 + 7) the breath weapon of its dragon half. The half-‐‑ Speed 20 ft., fly 40 ft. dragon’s size determines how this action functions. STR DEX CON INT WIS CHA Optional 12 (+1) 13 (+1) 12 (+1) 7 (−2) 10 (+0) 13 (+1) Size Breath Weapon Prerequisite Large or As a wyrmling Challenge 2 or higher Senses passive Perception 10 smaller Languages Common Huge As a young dragon Challenge 7 or higher Gargantuan As an adult dragon Challenge 8 or higher Challenge 1 (200 XP) Actions Half-‐Red Dragon Veteran Medium humanoid (human), any alignment Multiattack. The harpy makes two attacks: one with its claws and one with its club. Armor Class 18 (plate) Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one Hit Points 65 (10d8 + 20) target. Hit: 6 (2d4 + 1) slashing damage. Speed 30 ft. Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. STR DEX CON INT WIS CHA Luring Song. The harpy sings a magical melody. Every 16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0) humanoid and giant within 300 feet of the harpy that Skills Athletics +5, Perception +2 can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The Damage Resistances fire harpy must take a bonus action on its subsequent turns Senses blindsight 10 ft., darkvision 60 ft., passive to continue singing. It can stop singing at any time. The Perception 12 song ends if the harpy is incapacitated. Languages Common, Draconic While charmed by the harpy, a target is Challenge 5 (1,800 XP) incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the Actions harpy, the target must move on its turn toward the harpy by the most direct route, trying to get within 5 Multiattack. The veteran makes two longsword attacks. feet. It doesn’t avoid opportunity attacks, but before If it has a shortsword drawn, it can also make a moving into damaging terrain, such as lava or a pit, and shortsword attack. whenever it takes damage from a source other than Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., the harpy, the target can repeat the saving throw. A one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 charmed target can also repeat the saving throw at the + 3) slashing damage if used with two hands. end of each of its turns. If the saving throw is Shortsword. Melee Weapon Attack: +5 to hit, reach 5 successful, the effect ends on it. ft., one target. Hit: 6 (1d6 + 3) piercing damage. A target that successfully saves is immune to this Heavy Crossbow. Ranged Weapon Attack: +3 to hit, harpy’s song for the next 24 hours. range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage. Hell Hound Fire Breath (Recharge 5–6). The veteran exhales fire in Medium fiend, lawful evil a 15-‐foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire Armor Class 15 (natural armor) damage on a failed save, or half as much damage on a Hit Points 45 (7d8 + 14) successful one. System Reference Document 5.1 321 Speed 50 ft. Actions STR DEX CON INT WIS CHA Multiattack. The hippogriff makes two attacks: one with its beak and one with its claws. 17 (+3) 12 (+1) 14 (+2) 6 (−2) 13 (+1) 6 (−2) Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one Skills Perception +5 target. Hit: 8 (1d10 + 3) piercing damage. Damage Immunities fire Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one Senses darkvision 60 ft., passive Perception 15 target. Hit: 10 (2d6 + 3) slashing damage. Languages understands Infernal but can’t speak it Challenge 3 (700 XP) Hobgoblin Medium humanoid (goblinoid), lawful evil Keen Hearing and Smell. The hound has advantage on Armor Class 18 (chain mail, shield) Wisdom (Perception) checks that rely on hearing or Hit Points 11 (2d8 + 2) smell. Speed 30 ft. Pack Tactics. The hound has advantage on an attack roll against a creature if at least one of the hound’s STR DEX CON INT WIS CHA allies is within 5 feet of the creature and the ally isn’t 13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 9 (−1) incapacitated. Senses darkvision 60 ft., passive Perception 10 Actions Languages Common, Goblin Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one Challenge 1/2 (100 XP) target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage. Martial Advantage. Once per turn, the hobgoblin can Fire Breath (Recharge 5–6). The hound exhales fire in a deal an extra 7 (2d6) damage to a creature it hits with a 15-‐foot cone. Each creature in that area must make a weapon attack if that creature is within 5 feet of an ally DC 12 Dexterity saving throw, taking 21 (6d6) fire of the hobgoblin that isn’t incapacitated. damage on a failed save, or half as much damage on a successful one. Actions Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., Hippogriff one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 Large monstrosity, unaligned + 1) slashing damage if used with two hands. Armor Class 11 Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing Hit Points 19 (3d10 + 3) damage. Speed 40 ft., fly 60 ft. STR DEX CON INT WIS CHA Homunculus 17 (+3) 13 (+1) 13 (+1) 2 (−4) 12 (+1) 8 (−1) Tiny construct, neutral Skills Perception +5 Armor Class 13 (natural armor) Senses passive Perception 15 Hit Points 5 (2d4) Languages — Speed 20 ft., fly 40 ft. Challenge 1 (200 XP) STR DEX CON INT WIS CHA 4 (−3) 15 (+2) 11 (+0) 10 (+0) 10 (+0) 7 (−2) Keen Sight. The hippogriff has advantage on Wisdom (Perception) checks that rely on sight. Damage Immunities poison Condition Immunities charmed, poisoned Senses darkvision 60 ft., passive Perception 10 System Reference Document 5.1 322 Languages understands the languages of its creator but Wakeful. While the hydra sleeps, at least one of its can’t speak heads is awake. Challenge 0 (10 XP) Actions Multiattack. The hydra makes as many bite attacks as Telepathic Bond. While the homunculus is on the same it has heads. plane of existence as its master, it can magically convey what it senses to its master, and the two can Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one communicate telepathically. target. Hit: 10 (1d10 + 5) piercing damage. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must Monsters (I) succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or Invisible Stalker more, the target is instead poisoned for 5 (1d10) Medium elemental, neutral minutes and unconscious while poisoned in this way. Armor Class 14 Hit Points 104 (16d8 + 32) Hydra Speed 50 ft., fly 50 ft. (hover) Huge monstrosity, unaligned Armor Class 15 (natural armor) STR DEX CON INT WIS CHA Hit Points 172 (15d12 + 75) 16 (+3) 19 (+4) 14 (+2) 10 (+0) 15 (+2) 11 (+0) Speed 30 ft., swim 30 ft. Skills Perception +8, Stealth +10 STR DEX CON INT WIS CHA Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks 20 (+5) 12 (+1) 20 (+5) 2 (−4) 10 (+0) 7 (−2) Damage Immunities poison Skills Perception +6 Condition Immunities exhaustion, grappled, paralyzed, Senses darkvision 60 ft., passive Perception 16 petrified, poisoned, prone, restrained, unconscious Languages — Senses darkvision 60 ft., passive Perception 18 Challenge 8 (3,900 XP) Languages Auran, understands Common but doesn’t speak it Hold Breath. The hydra can hold its breath for 1 hour. Challenge 6 (2,300 XP) Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has advantage on Invisibility. The stalker is invisible. saving throws against being blinded, charmed, Faultless Tracker. The stalker is given a quarry by its deafened, frightened, stunned, and knocked summoner. The stalker knows the direction and unconscious. distance to its quarry as long as the two of them are on Whenever the hydra takes 25 or more damage in a the same plane of existence. The stalker also knows the single turn, one of its heads dies. If all its heads die, the location of its summoner. hydra dies. At the end of its turn, it grows two heads for each of Actions its heads that died since its last turn, unless it has taken Multiattack. The stalker makes two slam attacks. fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way. Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. System Reference Document 5.1 323 Monsters (K) Languages understands Abyssal, Celestial, Infernal, and Primordial but can’t speak, telepathy 120 ft. Challenge 23 (50,000 XP) Kobold Small humanoid (kobold), lawful evil Amphibious. The kraken can breathe air and water. Armor Class 12 Freedom of Movement. The kraken ignores difficult Hit Points 5 (2d6 − 2) terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of Speed 30 ft. movement to escape from nonmagical restraints or STR DEX CON INT WIS CHA being grappled. 7 (−2) 15 (+2) 9 (−1) 8 (−1) 7 (−2) 8 (−1) Siege Monster. The kraken deals double damage to objects and structures. Senses darkvision 60 ft., passive Perception 8 Languages Common, Draconic Actions Challenge 1/8 (25 XP) Multiattack. The kraken makes three tentacle attacks, each of which it can replace with one use of Fling. Sunlight Sensitivity. While in sunlight, the kobold has Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one disadvantage on attack rolls, as well as on Wisdom target. Hit: 23 (3d8 + 10) piercing damage. If the target (Perception) checks that rely on sight. is a Large or smaller creature grappled by the kraken, that creature is swallowed, and the grapple ends. Pack Tactics. The kobold has advantage on an attack While swallowed, the creature is blinded and roll against a creature if at least one of the kobold’s restrained, it has total cover against attacks and other allies is within 5 feet of the creature and the ally isn’t effects outside the kraken, and it takes 42 (12d6) acid incapacitated. damage at the start of each of the kraken’s turns. Actions If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., on a DC 25 Constitution saving throw at the end of that one target. Hit: 4 (1d4 + 2) piercing damage. turn or regurgitate all swallowed creatures, which fall Sling. Ranged Weapon Attack: +4 to hit, range 30/120 prone in a space within 10 feet of the kraken. If the ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone. Kraken Tentacle. Melee Weapon Attack: +17 to hit, reach 30 ft., Gargantuan monstrosity (titan), chaotic evil one target. Hit: 20 (3d6 + 10) bludgeoning damage, and Armor Class 18 (natural armor) the target is grappled (escape DC 18). Until this grapple Hit Points 472 (27d20 + 189) ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target. Speed 20 ft., swim 60 ft. Fling. One Large or smaller object held or creature STR DEX CON INT WIS CHA grappled by the kraken is thrown up to 60 feet in a 30 (+10) 11 (+0) 25 (+7) 22 (+6) 18 (+4) 20 (+5) random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) Saving Throws Str +17, Dex +7, Con +14, Int +13, Wis bludgeoning damage for every 10 feet it was thrown. If +11 the target is thrown at another creature, that creature Damage Immunities lightning; bludgeoning, piercing, must succeed on a DC 18 Dexterity saving throw or and slashing from nonmagical attacks take the same damage and be knocked prone. Condition Immunities frightened, paralyzed Lightning Storm. The kraken magically creates three Senses truesight 120 ft., passive Perception 14 bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) System Reference Document 5.1 324 lightning damage on a failed save, or half as much At will: disguise self (any humanoid form), major image damage on a successful one. 3/day each: charm person, mirror image, scrying, suggestion Legendary Actions 1/day: geas The kraken can take 3 legendary actions, choosing from the options below. Only one legendary action option Actions can be used at a time and only at the end of another Multiattack. The lamia makes two attacks: one with its creature’s turn. The kraken regains spent legendary claws and one with its dagger or Intoxicating Touch. actions at the start of its turn. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one Tentacle Attack or Fling. The kraken makes one target. Hit: 14 (2d10 + 3) slashing damage. tentacle attack or uses its Fling. Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., Lightning Storm (Costs 2 Actions). The kraken uses one target. Hit: 5 (1d4 + 3) piercing damage. Lightning Storm. Intoxicating Touch. Melee Spell Attack: +5 to hit, reach Ink Cloud (Costs 3 Actions). While underwater, the 5 ft., one creature. Hit: The target is magically cursed kraken expels an ink cloud in a 60-‐foot radius. The for 1 hour. Until the curse ends, the target has cloud spreads around corners, and that area is disadvantage on Wisdom saving throws and all ability heavily obscured to creatures other than the kraken. checks. Each creature other than the kraken that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a Lich failed save, or half as much damage on a successful Medium undead, any evil alignment one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken’s next Armor Class 17 (natural armor) turn. Hit Points 135 (18d8 + 54) Speed 30 ft. STR DEX CON INT WIS CHA Monsters (L) 11 (+0) 16 (+3) 16 (+3) 20 (+5) 14 (+2) 16 (+3) Saving Throws Con +10, Int +12, Wis +9 Lamia Skills Arcana +18, History +12, Insight +9, Perception +9 Large monstrosity, chaotic evil Damage Resistances cold, lightning, necrotic Armor Class 13 (natural armor) Damage Immunities poison; bludgeoning, piercing, and Hit Points 97 (13d10 + 26) slashing from nonmagical attacks Speed 30 ft. Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned STR DEX CON INT WIS CHA Senses truesight 120 ft., passive Perception 19 16 (+3) 13 (+1) 15 (+2) 14 (+2) 15 (+2) 16 (+3) Languages Common plus up to five other languages Skills Deception +7, Insight +4, Stealth +3 Challenge 21 (33,000 XP) Senses darkvision 60 ft., passive Perception 12 Languages Abyssal, Common Legendary Resistance (3/Day). If the lich fails a saving Challenge 4 (1,100 XP) throw, it can choose to succeed instead. Rejuvenation. If it has a phylactery, a destroyed lich Innate Spellcasting. The lamia’s innate spellcasting gains a new body in 1d10 days, regaining all its hit ability is Charisma (spell save DC 13). It can innately points and becoming active again. The new body cast the following spells, requiring no material appears within 5 feet of the phylactery. components. Spellcasting. The lich is an 18th-‐level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 System Reference Document 5.1 325 to hit with spell attacks). The lich has the following Disrupt Life (Costs 3 Actions). Each non-‐undead wizard spells prepared: creature within 20 feet of the lich must make a DC Cantrips (at will): mage hand, prestidigitation, ray of 18 Constitution saving throw against this magic, frost taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. 1st level (4 slots): detect magic, magic missile, shield, thunderwave 2nd level (3 slots): acid arrow, detect thoughts, Lizardfolk invisibility, mirror image Medium humanoid (lizardfolk), neutral 3rd level (3 slots): animate dead, counterspell, dispel Armor Class 15 (natural armor, shield) magic, fireball Hit Points 22 (4d8 + 4) 4th level (3 slots): blight, dimension door Speed 30 ft., swim 30 ft. 5th level (3 slots): cloudkill, scrying 6th level (1 slot): disintegrate, globe of invulnerability STR DEX CON INT WIS CHA 7th level (1 slot): finger of death, plane shift 15 (+2) 10 (+0) 13 (+1) 7 (−2) 12 (+1) 7 (−2) 8th level (1 slot): dominate monster, power word stun Skills Perception +3, Stealth +4, Survival +5 9th level (1 slot): power word kill Senses passive Perception 13 Turn Resistance. The lich has advantage on saving Languages Draconic throws against any effect that turns undead. Challenge 1/2 (100 XP) Actions Hold Breath. The lizardfolk can hold its breath for 15 Paralyzing Touch. Melee Spell Attack: +12 to hit, reach minutes. 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving Actions throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, Multiattack. The lizardfolk makes two melee attacks, ending the effect on itself on a success. each one with a different weapon. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one Legendary Actions target. Hit: 5 (1d6 + 2) piercing damage. The lich can take 3 legendary actions, choosing from Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 the options below. Only one legendary action option ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. can be used at a time and only at the end of another Javelin. Melee or Ranged Weapon Attack: +4 to hit, creature’s turn. The lich regains spent legendary reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + actions at the start of its turn. 2) piercing damage. Cantrip. The lich casts a cantrip. Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 Paralyzing Touch (Costs 2 Actions). The lich uses its ft., one target. Hit: 5 (1d6 + 2) piercing damage. Paralyzing Touch. Frightening Gaze (Costs 2 Actions). The lich fixes its Lycanthropes gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving Werebear throw against this magic or become frightened for 1 Medium humanoid (human, shapechanger), neutral minute. The frightened target can repeat the saving good throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw Armor Class 10 in humanoid form, 11 (natural armor) is successful or the effect ends for it, the target is in bear and hybrid form immune to the lich’s gaze for the next 24 hours. Hit Points 135 (18d8 + 54) Speed 30 ft. (40 ft., climb 30 ft. in bear or hybrid form) System Reference Document 5.1 326 STR DEX CON INT WIS CHA Skills Perception +2 19 (+4) 10 (+0) 17 (+3) 11 (+0) 12 (+1) 12 (+1) Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with Skills Perception +7 silvered weapons Senses passive Perception 12 Damage Immunities bludgeoning, piercing, and Languages Common (can’t speak in boar form) slashing from nonmagical attacks not made with silvered weapons Challenge 4 (1,100 XP) Senses passive Perception 17 Shapechanger. The wereboar can use its action to Languages Common (can’t speak in bear form) polymorph into a boar-‐humanoid hybrid or into a boar, Challenge 5 (1,800 XP) or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Shapechanger. The werebear can use its action to Any equipment it is wearing or carrying isn’t polymorph into a Large bear-‐humanoid hybrid or into a transformed. It reverts to its true form if it dies. Large bear, or back into its true form, which is Charge (Boar or Hybrid Form Only). If the wereboar humanoid. Its statistics, other than its size and AC, are moves at least 15 feet straight toward a target and the same in each form. Any equipment it is wearing or then hits it with its tusks on the same turn, the target carrying isn’t transformed. It reverts to its true form if takes an extra 7 (2d6) slashing damage. If the target is it dies. a creature, it must succeed on a DC 13 Strength saving Keen Smell. The werebear has advantage on Wisdom throw or be knocked prone. (Perception) checks that rely on smell. Relentless (Recharges after a Short or Long Rest). If the wereboar takes 14 damage or less that would Actions reduce it to 0 hit points, it is reduced to 1 hit point Multiattack. In bear form, the werebear makes two instead. claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a Actions humanoid. Multiattack (Humanoid or Hybrid Form Only). The Bite (Bear or Hybrid Form Only). Melee Weapon wereboar makes two attacks, only one of which can be Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + with its tusks. 4) piercing damage. If the target is a humanoid, it must Maul (Humanoid or Hybrid Form Only). Melee succeed on a DC 14 Constitution saving throw or be Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: cursed with werebear lycanthropy. 10 (2d6 + 3) bludgeoning damage. Claw (Bear or Hybrid Form Only). Melee Weapon Tusks (Boar or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4) slashing damage. 3) slashing damage. If the target is a humanoid, it must Greataxe (Humanoid or Hybrid Form Only). Melee succeed on a DC 12 Constitution saving throw or be Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: cursed with wereboar lycanthropy. 10 (1d12 + 4) slashing damage. Wererat Wereboar Medium humanoid (human, shapechanger), lawful evil Medium humanoid (human, shapechanger), neutral evil Armor Class 12 Armor Class 10 in humanoid form, 11 (natural armor) Hit Points 33 (6d8 + 6) in boar or hybrid form Speed 30 ft. Hit Points 78 (12d8 + 24) STR DEX CON INT WIS CHA Speed 30 ft. (40 ft. in boar form) 10 (+0) 15 (+2) 12 (+1) 11 (+0) 10 (+0) 8 (−1) STR DEX CON INT WIS CHA Skills Perception +2, Stealth +4 17 (+3) 10 (+0) 15 (+2) 10 (+0) 11 (+0) 8 (−1) System Reference Document 5.1 327 Damage Immunities bludgeoning, piercing, and Languages Common (can’t speak in tiger form) slashing from nonmagical attacks not made with Challenge 4 (1,100 XP) silvered weapons Senses darkvision 60 ft. (rat form only), passive Shapechanger. The weretiger can use its action to Perception 12 polymorph into a tiger-‐humanoid hybrid or into a tiger, Languages Common (can’t speak in rat form) or back into its true form, which is humanoid. Its Challenge 2 (450 XP) statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. Shapechanger. The wererat can use its action to polymorph into a rat-‐humanoid hybrid or into a giant Keen Hearing and Smell. The weretiger has advantage rat, or back into its true form, which is humanoid. Its on Wisdom (Perception) checks that rely on hearing or statistics, other than its size, are the same in each form. smell. Any equipment it is wearing or carrying isn’t Pounce (Tiger or Hybrid Form Only). If the weretiger transformed. It reverts to its true form if it dies. moves at least 15 feet straight toward a creature and Keen Smell. The wererat has advantage on Wisdom then hits it with a claw attack on the same turn, that (Perception) checks that rely on smell. target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the Actions weretiger can make one bite attack against it as a bonus action. Multiattack (Humanoid or Hybrid Form Only). The wererat makes two attacks, only one of which can be a Actions bite. Multiattack (Humanoid or Hybrid Form Only). In Bite (Rat or Hybrid Form Only). Melee Weapon Attack: humanoid form, the weretiger makes two scimitar +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) attacks or two longbow attacks. In hybrid form, it can piercing damage. If the target is a humanoid, it must attack like a humanoid or make two claw attacks. succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy. Bite (Tiger or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + Shortsword (Humanoid or Hybrid Form Only). Melee 3) piercing damage. If the target is a humanoid, it must Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 succeed on a DC 13 Constitution saving throw or be (1d6 + 2) piercing damage. cursed with weretiger lycanthropy. Hand Crossbow (Humanoid or Hybrid Form Only). Claw (Tiger or Hybrid Form Only). Melee Weapon Ranged Weapon Attack: +4 to hit, range 30/120 ft., one Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) target. Hit: 5 (1d6 + 2) piercing damage. slashing damage. Scimitar (Humanoid or Hybrid Form Only). Melee Weretiger Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 Medium humanoid (human, shapechanger), neutral (1d6 + 3) slashing damage. Armor Class 12 Longbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit Points 120 (16d8 + 48) Hit: 6 (1d8 + 2) piercing damage. Speed 30 ft. (40 ft. in tiger form) STR DEX CON INT WIS CHA Werewolf 17 (+3) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 11 (+0) Medium humanoid (human, shapechanger), chaotic evil Skills Perception +5, Stealth +4 Damage Immunities bludgeoning, piercing, and Armor Class 11 in humanoid form, 12 (natural armor) slashing from nonmagical attacks not made with in wolf or hybrid form silvered weapons Hit Points 58 (9d8 + 18) Senses darkvision 60 ft., passive Perception 15 Speed 30 ft. (40 ft. in wolf form) System Reference Document 5.1 328 STR DEX CON INT WIS CHA Speed 30 ft. 15 (+2) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0) STR DEX CON INT WIS CHA Skills Perception +4, Stealth +3 7 (−2) 15 (+2) 12 (+1) 8 (−1) 11 (+0) 10 (+0) Damage Immunities bludgeoning, piercing, and Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with slashing from nonmagical attacks silvered weapons Damage Immunities fire Senses passive Perception 14 Senses darkvision 60 ft., passive Perception 10 Languages Common (can’t speak in wolf form) Languages Ignan Challenge 3 (700 XP) Challenge 1/2 (100 XP) Shapechanger. The werewolf can use its action to Death Burst. When the magmin dies, it explodes in a polymorph into a wolf-‐humanoid hybrid or into a wolf, burst of fire and magma. Each creature within 10 feet or back into its true form, which is humanoid. Its of it must make a DC 11 Dexterity saving throw, taking statistics, other than its AC, are the same in each form. 7 (2d6) fire damage on a failed save, or half as much Any equipment it is wearing or carrying isn’t damage on a successful one. Flammable objects that transformed. It reverts to its true form if it dies. aren’t being worn or carried in that area are ignited. Keen Hearing and Smell. The werewolf has advantage Ignited Illumination. As a bonus action, the magmin on Wisdom (Perception) checks that rely on hearing or can set itself ablaze or extinguish its flames. While smell. ablaze, the magmin sheds bright light in a 10-‐foot radius and dim light for an additional 10 feet. Actions Multiattack (Humanoid or Hybrid Form Only). The Actions werewolf makes two attacks: one with its bite and one Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one with its claws or spear. target. Hit: 7 (2d6) fire damage. If the target is a Bite (Wolf or Hybrid Form Only). Melee Weapon creature or a flammable object, it ignites. Until a Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) creature takes an action to douse the fire, the target piercing damage. If the target is a humanoid, it must takes 3 (1d6) fire damage at the end of each of its turns. succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy. Manticore Claws (Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing Large monstrosity, lawful evil damage. Armor Class 14 (natural armor) Spear (Humanoid Form Only). Melee or Ranged Hit Points 68 (8d10 + 24) Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., Speed 30 ft., fly 50 ft. one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to STR DEX CON INT WIS CHA make a melee attack. 17 (+3) 16 (+3) 17 (+3) 7 (−2) 12 (+1) 8 (−1) Senses darkvision 60 ft., passive Perception 11 Monsters (M) Languages Common Challenge 3 (700 XP) Magmin Tail Spike Regrowth. The manticore has twenty-‐four Small elemental, chaotic neutral tail spikes. Used spikes regrow when the manticore Armor Class 14 (natural armor) finishes a long rest. Hit Points 9 (2d6 + 2) System Reference Document 5.1 329 Actions surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own Multiattack. The manticore makes three attacks: one gaze. with its bite and two with its claws or three with its tail spikes. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one Multiattack. The medusa makes either three melee target. Hit: 7 (1d8 + 3) piercing damage. attacks—one with its snake hair and two with its Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one shortsword—or two ranged attacks with its longbow. target. Hit: 6 (1d6 + 3) slashing damage. Snake Hair. Melee Weapon Attack: +5 to hit, reach 5 ft., Tail Spike. Ranged Weapon Attack: +5 to hit, range one creature. Hit: 4 (1d4 + 2) piercing damage plus 14 100/200 ft., one target. Hit: 7 (1d8 + 3) piercing (4d6) poison damage. damage. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Medusa Longbow. Ranged Weapon Attack: +5 to hit, range Medium monstrosity, lawful evil 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing Armor Class 15 (natural armor) damage plus 7 (2d6) poison damage. Hit Points 127 (17d8 + 51) Speed 30 ft. Mephits STR DEX CON INT WIS CHA Dust Mephit 10 (+0) 15 (+2) 16 (+3) 12 (+1) 13 (+1) 15 (+2) Small elemental, neutral evil Armor Class 12 Skills Deception +5, Insight +4, Perception +4, Stealth +5 Hit Points 17 (5d6) Senses darkvision 60 ft., passive Perception 14 Speed 30 ft., fly 30 ft. Languages Common STR DEX CON INT WIS CHA Challenge 6 (2,300 XP) 5 (−3) 14 (+2) 10 (+0) 9 (−1) 11 (+0) 10 (+0) Skills Perception +2, Stealth +4 Petrifying Gaze. When a creature that can see the medusa’s eyes starts its turn within 30 feet of the Damage Vulnerabilities fire medusa, the medusa can force it to make a DC 14 Damage Immunities poison Constitution saving throw if the medusa isn’t Condition Immunities poisoned incapacitated and can see the creature. If the saving Senses darkvision 60 ft., passive Perception 12 throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save Languages Auran, Terran begins to turn to stone and is restrained. The Challenge 1/2 (100 XP) restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure Death Burst. When the mephit dies, it explodes in a or ending the effect on a success. The petrification lasts burst of dust. Each creature within 5 feet of it must until the creature is freed by the greater restoration then succeed on a DC 10 Constitution saving throw or spell or other magic. be blinded for 1 minute. A blinded creature can repeat Unless surprised, a creature can avert its eyes to the saving throw on each of its turns, ending the effect avoid the saving throw at the start of its turn. If the on itself on a success. creature does so, it can’t see the medusa until the start Innate Spellcasting (1/Day). The mephit can innately of its next turn, when it can avert its eyes again. If the cast sleep, requiring no material components. Its creature looks at the medusa in the meantime, it must innate spellcasting ability is Charisma. immediately make the save. If the medusa sees itself reflected on a polished System Reference Document 5.1 330 Actions (2d4) cold damage on a failed save, or half as much damage on a successful one. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage. Blinding Breath (Recharge 6). The mephit exhales a 15-‐ Magma Mephit foot cone of blinding dust. Each creature in that area Small elemental, neutral evil must succeed on a DC 10 Dexterity saving throw or be Armor Class 11 blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect Hit Points 22 (5d6 + 5) on itself on a success. Speed 30 ft., fly 30 ft. STR DEX CON INT WIS CHA Ice Mephit 8 (−1) 12 (+1) 12 (+1) 7 (−2) 10 (+0) 10 (+0) Small elemental, neutral evil Skills Stealth +3 Armor Class 11 Damage Vulnerabilities cold Hit Points 21 (6d6) Damage Immunities fire, poison Speed 30 ft., fly 30 ft. Condition Immunities poisoned STR DEX CON INT WIS CHA Senses darkvision 60 ft., passive Perception 10 7 (−2) 13 (+1) 10 (+0) 9 (−1) 11 (+0) 12 (+1) Languages Ignan, Terran Skills Perception +2, Stealth +3 Challenge 1/2 (100 XP) Damage Vulnerabilities bludgeoning, fire Damage Immunities cold, poison Death Burst. When the mephit dies, it explodes in a Condition Immunities poisoned burst of lava. Each creature within 5 feet of it must Senses darkvision 60 ft., passive Perception 12 make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage Languages Aquan, Auran on a successful one. Challenge 1/2 (100 XP) False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary Death Burst. When the mephit dies, it explodes in a mound of magma. burst of jagged ice. Each creature within 5 feet of it Innate Spellcasting (1/Day). The mephit can innately must make a DC 10 Dexterity saving throw, taking 4 cast heat metal (spell save DC 10), requiring no (1d8) slashing damage on a failed save, or half as much material components. Its innate spellcasting ability is damage on a successful one. Charisma. False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary Actions shard of ice. Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one Innate Spellcasting (1/Day). The mephit can innately creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) cast fog cloud, requiring no material components. Its fire damage. innate spellcasting ability is Charisma. Fire Breath (Recharge 6). The mephit exhales a 15-‐foot cone of fire. Each creature in that area must make a DC Actions 11 Dexterity saving throw, taking 7 (2d6) fire damage Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one on a failed save, or half as much damage on a creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) successful one. cold damage. Frost Breath (Recharge 6). The mephit exhales a 15-‐ Steam Mephit foot cone of cold air. Each creature in that area must Small elemental, neutral evil succeed on a DC 10 Dexterity saving throw, taking 5 Armor Class 10 System Reference Document 5.1 331 Hit Points 21 (6d6) Actions Speed 30 ft., fly 30 ft. Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) STR DEX CON INT WIS CHA piercing damage, or 4 (1d8) piercing damage if used 5 (−3) 11 (+0) 10 (+0) 11 (+0) 10 (+0) 12 (+1) with two hands to make a melee attack. Damage Immunities fire, poison Condition Immunities poisoned Merrow Senses darkvision 60 ft., passive Perception 10 Large monstrosity, chaotic evil Languages Aquan, Ignan Armor Class 13 (natural armor) Challenge 1/4 (50 XP) Hit Points 45 (6d10 + 12) Speed 10 ft., swim 40 ft. Death Burst. When the mephit dies, it explodes in a STR DEX CON INT WIS CHA cloud of steam. Each creature within 5 feet of the mephit must succeed on a DC 10 Dexterity saving 18 (+4) 10 (+0) 15 (+2) 8 (−1) 10 (+0) 9 (−1) throw or take 4 (1d8) fire damage. Senses darkvision 60 ft., passive Perception 10 Innate Spellcasting (1/Day). The mephit can innately Languages Abyssal, Aquan cast blur, requiring no material components. Its innate spellcasting ability is Charisma. Challenge 2 (450 XP) Actions Amphibious. The merrow can breathe air and water. Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) slashing damage plus 2 (1d4) fire Actions damage. Multiattack. The merrow makes two attacks: one with Steam Breath (Recharge 6). The mephit exhales a 15-‐ its bite and one with its claws or harpoon. foot cone of scalding steam. Each creature in that area Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one must succeed on a DC 10 Dexterity saving throw, taking target. Hit: 8 (1d8 + 4) piercing damage. 4 (1d8) fire damage on a failed save, or half as much Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one damage on a successful one. target. Hit: 9 (2d4 + 4) slashing damage. Harpoon. Melee or Ranged Weapon Attack: +6 to hit, Merfolk reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + Medium humanoid (merfolk), neutral 4) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against Armor Class 11 the merrow or be pulled up to 20 feet toward the Hit Points 11 (2d8 + 2) merrow. Speed 10 ft., swim 40 ft. STR DEX CON INT WIS CHA Mimic 10 (+0) 13 (+1) 12 (+1) 11 (+0) 11 (+0) 12 (+1) Medium monstrosity (shapechanger), neutral Armor Class 12 (natural armor) Skills Perception +2 Senses passive Perception 12 Hit Points 58 (9d8 + 18) Languages Aquan, Common Speed 15 ft. Challenge 1/8 (25 XP) STR DEX CON INT WIS CHA 17 (+3) 12 (+1) 15 (+2) 5 (−3) 13 (+1) 8 (−1) Amphibious. The merfolk can breathe air and water. Skills Stealth +5 Damage Immunities acid System Reference Document 5.1 332 Condition Immunities prone the same turn, the target takes an extra 9 (2d8) Senses darkvision 60 ft., passive Perception 11 piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be Languages — pushed up to 10 feet away and knocked prone. Challenge 2 (450 XP) Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled. Shapechanger. The mimic can use its action to Reckless. At the start of its turn, the minotaur can gain polymorph into an object or back into its true, advantage on all melee weapon attack rolls it makes amorphous form. Its statistics are the same in each during that turn, but attack rolls against it have form. Any equipment it is wearing or carrying isn’t advantage until the start of its next turn. transformed. It reverts to its true form if it dies. Adhesive (Object Form Only). The mimic adheres to Actions anything that touches it. A Huge or smaller creature Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., adhered to the mimic is also grappled by it (escape DC one target. Hit: 17 (2d12 + 4) slashing damage. 13). Ability checks made to escape this grapple have Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one disadvantage. target. Hit: 13 (2d8 + 4) piercing damage. False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object. Mummies Grappler. The mimic has advantage on attack rolls Mummy against any creature grappled by it. Medium undead, lawful evil Actions Armor Class 11 (natural armor) Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 Hit Points 58 (9d8 + 18) ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If Speed 20 ft. the mimic is in object form, the target is subjected to its Adhesive trait. STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 16 (+3) 8 (−1) 15 (+2) 6 (−2) 10 (+0) 12 (+1) target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) Saving Throws Wis +2 acid damage. Damage Vulnerabilities fire Minotaur Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Large monstrosity, chaotic evil Damage Immunities necrotic, poison Armor Class 14 (natural armor) Condition Immunities charmed, exhaustion, frightened, Hit Points 76 (9d10 + 27) paralyzed, poisoned Speed 40 ft. Senses darkvision 60 ft., passive Perception 10 STR DEX CON INT WIS CHA Languages the languages it knew in life 18 (+4) 11 (+0) 16 (+3) 6 (−2) 16 (+3) 9 (−1) Challenge 3 (700 XP) Skills Perception +7 Actions Senses darkvision 60 ft., passive Perception 17 Multiattack. The mummy can use its Dreadful Glare Languages Abyssal and makes one attack with its rotting fist. Challenge 3 (700 XP) Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a Charge. If the minotaur moves at least 10 feet straight creature, it must succeed on a DC 12 Constitution toward a target and then hits it with a gore attack on saving throw or be cursed with mummy rot. The cursed System Reference Document 5.1 333 target can’t regain hit points, and its hit point 1st level (4 slots): command, guiding bolt, shield of maximum decreases by 10 (3d6) for every 24 hours faith that elapse. If the curse reduces the target’s hit point 2nd level (3 slots): hold person, silence, spiritual maximum to 0, the target dies, and its body turns to weapon dust. The curse lasts until removed by the remove 3rd level (3 slots): animate dead, dispel magic curse spell or other magic. 4th level (3 slots): divination, guardian of faith Dreadful Glare. The mummy targets one creature it can see within 60 feet of it. If the target can see the 5th level (2 slots): contagion, insect plague mummy, it must succeed on a DC 11 Wisdom saving 6th level (1 slot): harm throw against this magic or become frightened until the end of the mummy’s next turn. If the target fails Actions the saving throw by 5 or more, it is also paralyzed for Multiattack. The mummy can use its Dreadful Glare the same duration. A target that succeeds on the and makes one attack with its rotting fist. saving throw is immune to the Dreadful Glare of all Rotting Fist. Melee Weapon Attack: +9 to hit, reach 5 mummies (but not mummy lords) for the next 24 hours. ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a Mummy Lord creature, it must succeed on a DC 16 Constitution Medium undead, lawful evil saving throw or be cursed with mummy rot. The cursed target can’t regain hit points, and its hit point Armor Class 17 (natural armor) maximum decreases by 10 (3d6) for every 24 hours Hit Points 97 (13d8 + 39) that elapse. If the curse reduces the target’s hit point Speed 20 ft. maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove STR DEX CON INT WIS CHA curse spell or other magic. 18 (+4) 10 (+0) 17 (+3) 11 (+0) 18 (+4) 16 (+3) Dreadful Glare. The mummy lord targets one creature it can see within 60 feet of it. If the target can see the Saving Throws Con +8, Int +5, Wis +9, Cha +8 mummy lord, it must succeed on a DC 16 Wisdom Skills History +5, Religion +5 saving throw against this magic or become frightened Damage Vulnerabilities fire until the end of the mummy’s next turn. If the target Damage Immunities necrotic, poison; bludgeoning, fails the saving throw by 5 or more, it is also paralyzed piercing, and slashing from nonmagical attacks for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all Condition Immunities charmed, exhaustion, frightened, mummies and mummy lords for the next 24 hours. paralyzed, poisoned Senses darkvision 60 ft., passive Perception 14 Legendary Actions Languages the languages it knew in life The mummy lord can take 3 legendary actions, Challenge 15 (13,000 XP) choosing from the options below. Only one legendary action option can be used at a time and only at the end Magic Resistance. The mummy lord has advantage on of another creature’s turn. The mummy lord regains saving throws against spells and other magical effects. spent legendary actions at the start of its turn. Rejuvenation. A destroyed mummy lord gains a new Attack. The mummy lord makes one attack with its body in 24 hours if its heart is intact, regaining all its hit rotting fist or uses its Dreadful Glare. points and becoming active again. The new body Blinding Dust. Blinding dust and sand swirls magically appears within 5 feet of the mummy lord’s heart. around the mummy lord. Each creature within 5 feet Spellcasting. The mummy lord is a 10th-‐level of the mummy lord must succeed on a DC 16 spellcaster. Its spellcasting ability is Wisdom (spell save Constitution saving throw or be blinded until the end DC 17, +9 to hit with spell attacks). The mummy lord of the creature’s next turn. has the following cleric spells prepared: Cantrips (at will): sacred flame, thaumaturgy System Reference Document 5.1 334 Blasphemous Word (Costs 2 Actions). The mummy components to cast its spells. It has the following cleric lord utters a blasphemous word. Each non-‐undead spells prepared: creature within 10 feet of the mummy lord that can Cantrips (at will): mending, sacred flame, thaumaturgy hear the magical utterance must succeed on a DC 16 1st level (4 slots): command, cure wounds, shield of Constitution saving throw or be stunned until the faith end of the mummy lord’s next turn. 2nd level (3 slots): calm emotions, hold person Channel Negative Energy (Costs 2 Actions). The mummy lord magically unleashes negative energy. 3rd level (3 slots): bestow curse, clairvoyance Creatures within 60 feet of the mummy lord, 4th level (3 slots): banishment, freedom of movement including ones behind barriers and around corners, 5th level (2 slots): flame strike, geas can’t regain hit points until the end of the mummy 6th level (1 slot): true seeing lord’s next turn. Whirlwind of Sand (Costs 2 Actions). The mummy lord Actions magically transforms into a whirlwind of sand, moves Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one up to 60 feet, and reverts to its normal form. While creature. Hit: 8 (1d8 + 4) piercing damage, and the in whirlwind form, the mummy lord is immune to all target must make a DC 15 Constitution saving throw, damage, and it can’t be grappled, petrified, knocked taking 45 (10d8) poison damage on a failed save, or prone, restrained, or stunned. Equipment worn or half as much damage on a successful one. carried by the mummy lord remain in its possession. Spit Poison. Ranged Weapon Attack: +8 to hit, range 15/30 ft., one creature. Hit: The target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison Monsters (N) damage on a failed save, or half as much damage on a successful one. Nagas Spirit Naga Guardian Naga Large monstrosity, chaotic evil Large monstrosity, lawful good Armor Class 15 (natural armor) Armor Class 18 (natural armor) Hit Points 75 (10d10 + 20) Hit Points 127 (15d10 + 45) Speed 40 ft. Speed 40 ft. STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 18 (+4) 17 (+3) 14 (+2) 16 (+3) 15 (+2) 16 (+3) 19 (+4) 18 (+4) 16 (+3) 16 (+3) 19 (+4) 18 (+4) Saving Throws Dex +6, Con +5, Wis +5, Cha +6 Saving Throws Dex +8, Con +7, Int +7, Wis +8, Cha +8 Damage Immunities poison Damage Immunities poison Condition Immunities charmed, poisoned Condition Immunities charmed, poisoned Senses darkvision 60 ft., passive Perception 12 Senses darkvision 60 ft., passive Perception 14 Languages Abyssal, Common Languages Celestial, Common Challenge 8 (3,900 XP) Challenge 10 (5,900 XP) Rejuvenation. If it dies, the naga returns to life in 1d6 Rejuvenation. If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can days and regains all its hit points. Only a wish spell can prevent this trait from functioning. prevent this trait from functioning. Spellcasting. The naga is a 10th-‐level spellcaster. Its Spellcasting. The naga is an 11th-‐level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 spellcasting ability is Wisdom (spell save DC 16, +8 to to hit with spell attacks), and it needs only verbal hit with spell attacks), and it needs only verbal System Reference Document 5.1 335 components to cast its spells. It has the following wizard spells prepared: Monsters (O) Cantrips (at will): mage hand, minor illusion, ray of frost Ogre 1st level (4 slots): charm person, detect magic, sleep Large giant, chaotic evil 2nd level (3 slots): detect thoughts, hold person Armor Class 11 (hide armor) 3rd level (3 slots): lightning bolt, water breathing Hit Points 59 (7d10 + 21) 4th level (3 slots): blight, dimension door Speed 40 ft. 5th level (2 slots): dominate person STR DEX CON INT WIS CHA Actions 19 (+4) 8 (−1) 16 (+3) 5 (−3) 7 (−2) 7 (−2) Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one Senses darkvision 60 ft., passive Perception 8 creature. Hit: 7 (1d6 + 4) piercing damage, and the Languages Common, Giant target must make a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half Challenge 2 (450 XP) as much damage on a successful one. Actions Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., Nightmare one target. Hit: 13 (2d8 + 4) bludgeoning damage. Large fiend, neutral evil Javelin. Melee or Ranged Weapon Attack: +6 to hit, Armor Class 13 (natural armor) reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 Hit Points 68 (8d10 + 24) + 4) piercing damage. Speed 60 ft., fly 90 ft. Oni STR DEX CON INT WIS CHA Large giant, lawful evil 18 (+4) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2) Armor Class 16 (chain mail) Damage Immunities fire Hit Points 110 (13d10 + 39) Senses passive Perception 11 Speed 30 ft., fly 30 ft. Languages understands Abyssal, Common, and Infernal but can’t speak STR DEX CON INT WIS CHA Challenge 3 (700 XP) 19 (+4) 11 (+0) 16 (+3) 14 (+2) 12 (+1) 15 (+2) Saving Throws Dex +3, Con +6, Wis +4, Cha +5 Confer Fire Resistance. The nightmare can grant Skills Arcana +5, Deception +8, Perception +4 resistance to fire damage to anyone riding it. Senses darkvision 60 ft., passive Perception 14 Illumination. The nightmare sheds bright light in a 10-‐ Languages Common, Giant foot radius and dim light for an additional 10 feet. Challenge 7 (2,900 XP) Actions Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., Innate Spellcasting. The oni’s innate spellcasting ability one target. Hit: 13 (2d8 + 4) bludgeoning damage plus is Charisma (spell save DC 13). The oni can innately cast 7 (2d6) fire damage. the following spells, requiring no material components: Ethereal Stride. The nightmare and up to three willing At will: darkness, invisibility creatures within 5 feet of it magically enter the 1/day each: charm person, cone of cold, gaseous form, Ethereal Plane from the Material Plane, or vice versa. sleep Magic Weapons. The oni’s weapon attacks are magical. System Reference Document 5.1 336 Regeneration. The oni regains 10 hit points at the start ammunition made of metal or wood that hits the of its turn if it has at least 1 hit point. pudding is destroyed after dealing damage. The pudding can eat through 2-‐inch-‐thick, Actions nonmagical wood or metal in 1 round. Multiattack. The oni makes two attacks, either with its Spider Climb. The pudding can climb difficult surfaces, claws or its glaive. including upside down on ceilings, without needing to Claw (Oni Form Only). Melee Weapon Attack: +7 to hit, make an ability check. reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. Actions Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage, or 9 Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 (1d10 + 4) slashing damage in Small or Medium form. ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical Change Shape. The oni magically polymorphs into a armor worn by the target is partly dissolved and takes Small or Medium humanoid, into a Large giant, or back a permanent and cumulative −1 penalty to the AC it into its true form. Other than its size, its statistics are offers. The armor is destroyed if the penalty reduces its the same in each form. The only equipment that is AC to 10. transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to Reactions its true form, and its glaive reverts to its normal size. Split. When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into Oozes two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original Black Pudding pudding’s, rounded down. New puddings are one size Large ooze, unaligned smaller than the original pudding. Armor Class 7 Hit Points 85 (10d10 + 30) Gelatinous Cube Speed 20 ft., climb 20 ft. Large ooze, unaligned STR DEX CON INT WIS CHA Armor Class 6 16 (+3) 5 (−3) 16 (+3) 1 (−5) 6 (−2) 1 (−5) Hit Points 84 (8d10 + 40) Speed 15 ft. Damage Immunities acid, cold, lightning, slashing Condition Immunities blinded, charmed, deafened, STR DEX CON INT WIS CHA exhaustion, frightened, prone 14 (+2) 3 (−4) 20 (+5) 1 (−5) 6 (−2) 1 (−5) Senses blindsight 60 ft. (blind beyond this radius), Condition Immunities blinded, charmed, deafened, passive Perception 8 exhaustion, frightened, prone Languages — Senses blindsight 60 ft. (blind beyond this radius), Challenge 4 (1,100 XP) passive Perception 8 Languages — Amorphous. The pudding can move through a space as Challenge 2 (450 XP) narrow as 1 inch wide without squeezing. Corrosive Form. A creature that touches the pudding or Ooze Cube. The cube takes up its entire space. Other hits it with a melee attack while within 5 feet of it takes creatures can enter the space, but a creature that does 4 (1d8) acid damage. Any nonmagical weapon made of so is subjected to the cube’s Engulf and has metal or wood that hits the pudding corrodes. After disadvantage on the saving throw. dealing damage, the weapon takes a permanent and Creatures inside the cube can be seen but have total cumulative −1 penalty to damage rolls. If its penalty cover. drops to −5, the weapon is destroyed. Nonmagical A creature within 5 feet of the cube can take an System Reference Document 5.1 337 action to pull a creature or object out of the cube. Senses blindsight 60 ft. (blind beyond this radius), Doing so requires a successful DC 12 Strength check, passive Perception 8 and the creature making the attempt takes 10 (3d6) Languages — acid damage. Challenge 1/2 (100 XP) The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time. Transparent. Even when the cube is in plain sight, it Amorphous. The ooze can move through a space as takes a successful DC 15 Wisdom (Perception) check to narrow as 1 inch wide without squeezing. spot a cube that has neither moved nor attacked. A Corrode Metal. Any nonmagical weapon made of creature that tries to enter the cube’s space while metal that hits the ooze corrodes. After dealing unaware of the cube is surprised by the cube. damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty Actions drops to −5, the weapon is destroyed. Nonmagical Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ammunition made of metal that hits the ooze is ft., one creature. Hit: 10 (3d6) acid damage. destroyed after dealing damage. The ooze can eat through 2-‐inch-‐thick, nonmagical Engulf. The cube moves up to its speed. While doing so, metal in 1 round. it can enter Large or smaller creatures’ spaces. Whenever the cube enters a creature’s space, the False Appearance. While the ooze remains motionless, creature must make a DC 12 Dexterity saving throw. it is indistinguishable from an oily pool or wet rock. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A Actions creature that chooses not to be pushed suffers the Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 consequences of a failed saving throw. ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage On a failed save, the cube enters the creature’s plus 7 (2d6) acid damage, and if the target is wearing space, and the creature takes 10 (3d6) acid damage nonmagical metal armor, its armor is partly corroded and is engulfed. The engulfed creature can’t breathe, is and takes a permanent and cumulative −1 penalty to restrained, and takes 21 (6d6) acid damage at the start the AC it offers. The armor is destroyed if the penalty of each of the cube’s turns. When the cube moves, the reduces its AC to 10. engulfed creature moves with it. An engulfed creature can try to escape by taking an Ochre Jelly action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice Large ooze, unaligned within 5 feet of the cube. Armor Class 8 Hit Points 45 (6d10 + 12) Gray Ooze Speed 10 ft., climb 10 ft. Medium ooze, unaligned STR DEX CON INT WIS CHA Armor Class 8 15 (+2) 6 (−2) 14 (+2) 2 (−4) 6 (−2) 1 (−5) Hit Points 22 (3d8 + 9) Damage Resistances acid Speed 10 ft., climb 10 ft. Damage Immunities lightning, slashing STR DEX CON INT WIS CHA Condition Immunities blinded, charmed, deafened, 12 (+1) 6 (−2) 16 (+3) 1 (−5) 6 (−2) 2 (−4) exhaustion, frightened, prone Skills Stealth +2 Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Damage Resistances acid, cold, fire Languages — Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone Challenge 2 (450 XP) System Reference Document 5.1 338 Amorphous. The jelly can move through a space as Hit Points 114 (12d10 + 48) narrow as 1 inch wide without squeezing. Speed 30 ft. Spider Climb. The jelly can climb difficult surfaces, including upside down on ceilings, without needing to STR DEX CON INT WIS CHA make an ability check. 16 (+3) 11 (+0) 19 (+4) 6 (−2) 13 (+1) 6 (−2) Actions Saving Throws Con +7 Senses darkvision 120 ft., passive Perception 11 Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage Languages Otyugh plus 3 (1d6) acid damage. Challenge 5 (1,800 XP) Reactions Limited Telepathy. The otyugh can magically transmit Split. When a jelly that is Medium or larger is subjected simple messages and images to any creature within to lightning or slashing damage, it splits into two new 120 feet of it that can understand a language. This jellies if it has at least 10 hit points. Each new jelly has form of telepathy doesn’t allow the receiving creature hit points equal to half the original jelly’s, rounded to telepathically respond. down. New jellies are one size smaller than the original jelly. Actions Multiattack. The otyugh makes three attacks: one with Orc its bite and two with its tentacles. Medium humanoid (orc), chaotic evil Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is Armor Class 13 (hide armor) a creature, it must succeed on a DC 15 Constitution Hit Points 15 (2d8 + 6) saving throw against disease or become poisoned until Speed 30 ft. the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit STR DEX CON INT WIS CHA point maximum by 5 (1d10) on a failure. The disease is 16 (+3) 12 (+1) 16 (+3) 7 (−2) 11 (+0) 10 (+0) cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to Skills Intimidation +2 the target’s hit point maximum lasts until the disease is Senses darkvision 60 ft., passive Perception 10 cured. Languages Common, Orc Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., Challenge 1/2 (100 XP) one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained Aggressive. As a bonus action, the orc can move up to until the grapple ends. The otyugh has two tentacles, its speed toward a hostile creature that it can see. each of which can grapple one target. Actions Tentacle Slam. The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., succeed on a DC 14 Constitution saving throw or take one target. Hit: 9 (1d12 + 3) slashing damage. 10 (2d6 + 3) bludgeoning damage and be stunned until Javelin. Melee or Ranged Weapon Attack: +5 to hit, the end of the otyugh’s next turn. On a successful save, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + the target takes half the bludgeoning damage and isn’t 3) piercing damage. stunned. Otyugh Owlbear Large aberration, neutral Large monstrosity, unaligned Armor Class 14 (natural armor) Armor Class 13 (natural armor) System Reference Document 5.1 339 Hit Points 59 (7d10 + 21) Pseudodragon Speed 40 ft. Tiny dragon, neutral good STR DEX CON INT WIS CHA Armor Class 13 (natural armor) 20 (+5) 12 (+1) 17 (+3) 3 (−4) 12 (+1) 7 (−2) Hit Points 7 (2d4 + 2) Skills Perception +3 Speed 15 ft., fly 60 ft. Senses darkvision 60 ft., passive Perception 13 STR DEX CON INT WIS CHA Languages — 6 (−2) 15 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0) Challenge 3 (700 XP) Skills Perception +3, Stealth +4 Senses blindsight 10 ft., darkvision 60 ft., passive Keen Sight and Smell. The owlbear has advantage on Perception 13 Wisdom (Perception) checks that rely on sight or smell. Languages understands Common and Draconic but can’t speak Actions Challenge 1/4 (50 XP) Multiattack. The owlbear makes two attacks: one with its beak and one with its claws. Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one Keen Senses. The pseudodragon has advantage on creature. Hit: 10 (1d10 + 5) piercing damage. Wisdom (Perception) checks that rely on sight, hearing, or smell. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. Magic Resistance. The pseudodragon has advantage on saving throws against spells and other magical effects. Limited Telepathy. The pseudodragon can magically Monsters (P) communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language. Pegasus Large celestial, chaotic good Actions Armor Class 12 Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one Hit Points 59 (7d10 + 21) target. Hit: 4 (1d4 + 2) piercing damage. Speed 60 ft., fly 90 ft. Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the STR DEX CON INT WIS CHA target must succeed on a DC 11 Constitution saving 18 (+4) 15 (+2) 16 (+3) 10 (+0) 15 (+2) 13 (+1) throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious Saving Throws Dex +4, Wis +4, Cha +3 for the same duration, or until it takes damage or Skills Perception +6 another creature uses an action to shake it awake. Senses passive Perception 16 Languages understands Celestial, Common, Elvish, and Purple Worm Sylvan but can’t speak Gargantuan monstrosity, unaligned Challenge 2 (450 XP) Armor Class 18 (natural armor) Actions Hit Points 247 (15d20 + 90) Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., Speed 50 ft., burrow 30 ft. one target. Hit: 11 (2d6 + 4) bludgeoning damage. STR DEX CON INT WIS CHA 28 (+9) 7 (−2) 22 (+6) 1 (−5) 8 (−1) 4 (−3) System Reference Document 5.1 340 Saving Throws Con +11, Wis +4 Skills Deception +10, Insight +8 Senses blindsight 30 ft., tremorsense 60 ft., passive Damage Vulnerabilities piercing from magic weapons Perception 9 wielded by good creatures Languages — Damage Immunities bludgeoning, piercing, and Challenge 15 (13,000 XP) slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 13 Tunneler. The worm can burrow through solid rock at Languages Common, Infernal half its burrow speed and leaves a 10-‐foot-‐diameter Challenge 13 (10,000 XP) tunnel in its wake. Limited Magic Immunity. The rakshasa can’t be Actions affected or detected by spells of 6th level or lower Multiattack. The worm makes two attacks: one with its unless it wishes to be. It has advantage on saving bite and one with its stinger. throws against all other spells and magical effects. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one Innate Spellcasting. The rakshasa’s innate spellcasting target. Hit: 22 (3d8 + 9) piercing damage. If the target is ability is Charisma (spell save DC 18, +10 to hit with a Large or smaller creature, it must succeed on a DC 19 spell attacks). The rakshasa can innately cast the Dexterity saving throw or be swallowed by the worm. A following spells, requiring no material components: swallowed creature is blinded and restrained, it has At will: detect thoughts, disguise self, mage hand, total cover against attacks and other effects outside minor illusion the worm, and it takes 21 (6d6) acid damage at the start of each of the worm’s turns. 3/day each: charm person, detect magic, invisibility, If the worm takes 30 damage or more on a single major image, suggestion turn from a creature inside it, the worm must succeed 1/day each: dominate person, fly, plane shift, true on a DC 21 Constitution saving throw at the end of that seeing turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the Actions worm dies, a swallowed creature is no longer Multiattack. The rakshasa makes two claw attacks. restrained by it and can escape from the corpse by Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one using 20 feet of movement, exiting prone. target. Hit: 9 (2d6 + 2) slashing damage, and the target Tail Stinger. Melee Weapon Attack: +9 to hit, reach 10 is cursed if it is a creature. The magical curse takes ft., one creature. Hit: 19 (3d6 + 9) piercing damage, and effect whenever the target takes a short or long rest, the target must make a DC 19 Constitution saving filling the target’s thoughts with horrible images and throw, taking 42 (12d6) poison damage on a failed save, dreams. The cursed target gains no benefit from or half as much damage on a successful one. finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic. Monsters (R) Remorhaz Huge monstrosity, unaligned Rakshasa Armor Class 17 (natural armor) Medium fiend, lawful evil Hit Points 195 (17d12 + 85) Armor Class 16 (natural armor) Speed 30 ft., burrow 20 ft. Hit Points 110 (13d8 + 52) STR DEX CON INT WIS CHA Speed 40 ft. 24 (+7) 13 (+1) 21 (+5) 4 (−3) 10 (+0) 5 (−3) STR DEX CON INT WIS CHA 14 (+2) 17 (+3) 18 (+4) 13 (+1) 16 (+3) 20 (+5) System Reference Document 5.1 341 Damage Immunities cold, fire Challenge 11 (7,200 XP) Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10 Keen Sight. The roc has advantage on Wisdom Languages — (Perception) checks that rely on sight. Challenge 11 (7,200 XP) Actions Multiattack. The roc makes two attacks: one with its Heated Body. A creature that touches the remorhaz or beak and one with its talons. hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. Beak. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage. Actions Talons. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) slashing damage, and the Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., target is grappled (escape DC 19). Until this grapple one target. Hit: 40 (6d10 + 7) piercing damage plus 10 ends, the target is restrained, and the roc can’t use its (3d6) fire damage. If the target is a creature, it is talons on another target. grappled (escape DC 17). Until this grapple ends, the target is restrained, and the remorhaz can’t bite another target. Roper Swallow. The remorhaz makes one bite attack against Large monstrosity, neutral evil a Medium or smaller creature it is grappling. If the Armor Class 20 (natural armor) attack hits, that creature takes the bite’s damage and is swallowed, and the grapple ends. While swallowed, the Hit Points 93 (11d10 + 33) creature is blinded and restrained, it has total cover Speed 10 ft., climb 10 ft. against attacks and other effects outside the remorhaz, and it takes 21 (6d6) acid damage at the start of each STR DEX CON INT WIS CHA of the remorhaz’s turns. 18 (+4) 8 (−1) 17 (+3) 7 (−2) 16 (+3) 6 (−2) If the remorhaz takes 30 damage or more on a single Skills Perception +6, Stealth +5 turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the Senses darkvision 60 ft., passive Perception 16 end of that turn or regurgitate all swallowed creatures, Languages — which fall prone in a space within 10 feet of the Challenge 5 (1,800 XP) remorhaz. If the remorhaz dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone. False Appearance. While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite. Roc Grasping Tendrils. The roper can have up to six tendrils Gargantuan monstrosity, unaligned at a time. Each tendril can be attacked (AC 20; 10 hit Armor Class 15 (natural armor) points; immunity to poison and psychic damage). Hit Points 248 (16d20 + 80) Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next Speed 20 ft., fly 120 ft. turn. A tendril can also be broken if a creature takes an STR DEX CON INT WIS CHA action and succeeds on a DC 15 Strength check against it. 28 (+9) 10 (+0) 20 (+5) 3 (−4) 10 (+0) 9 (−1) Spider Climb. The roper can climb difficult surfaces, Saving Throws Dex +4, Con +9, Wis +4, Cha +3 including upside down on ceilings, without needing to Skills Perception +4 make an ability check. Senses passive Perception 14 Languages — System Reference Document 5.1 342 Actions metal shield being worn or carried, its takes a permanent and cumulative −1 penalty to the AC it Multiattack. The roper makes four attacks with its offers. Armor reduced to an AC of 10 or a shield that tendrils, uses Reel, and makes one attack with its bite. drops to a +0 bonus is destroyed. If the object touched Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one is a held metal weapon, it rusts as described in the Rust target. Hit: 22 (4d8 + 4) piercing damage. Metal trait. Tendril. Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving Monsters (S) throws, and the roper can’t use the same tendril on another target. Sahuagin Reel. The roper pulls each creature grappled by it up to Medium humanoid (sahuagin), lawful evil 25 feet straight toward it. Armor Class 12 (natural armor) Rust Monster Hit Points 22 (4d8 + 4) Medium monstrosity, unaligned Speed 30 ft., swim 40 ft. Armor Class 14 (natural armor) STR DEX CON INT WIS CHA Hit Points 27 (5d8 + 5) 13 (+1) 11 (+0) 12 (+1) 12 (+1) 13 (+1) 9 (−1) Speed 40 ft. Skills Perception +5 STR DEX CON INT WIS CHA Senses darkvision 120 ft., passive Perception 15 13 (+1) 12 (+1) 13 (+1) 2 (−4) 13 (+1) 6 (−2) Languages Sahuagin Challenge 1/2 (100 XP) Senses darkvision 60 ft., passive Perception 11 Languages — Blood Frenzy. The sahuagin has advantage on melee Challenge 1/2 (100 XP) attack rolls against any creature that doesn’t have all its hit points. Iron Scent. The rust monster can pinpoint, by scent, Limited Amphibiousness. The sahuagin can breathe air the location of ferrous metal within 30 feet of it. and water, but it needs to be submerged at least once Rust Metal. Any nonmagical weapon made of metal every 4 hours to avoid suffocating. that hits the rust monster corrodes. After dealing Shark Telepathy. The sahuagin can magically command damage, the weapon takes a permanent and any shark within 120 feet of it, using a limited cumulative −1 penalty to damage rolls. If its penalty telepathy. drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the rust monster Actions is destroyed after dealing damage. Multiattack. The sahuagin makes two melee attacks: Actions one with its bite and one with its claws or spear. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. target. Hit: 5 (1d8 + 1) piercing damage. Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one Antennae. The rust monster corrodes a nonmagical target. Hit: 3 (1d4 + 1) slashing damage. ferrous metal object it can see within 5 feet of it. If the object isn’t being worn or carried, the touch destroys a Spear. Melee or Ranged Weapon Attack: +3 to hit, 1-‐foot cube of it. If the object is being worn or carried reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + by a creature, the creature can make a DC 11 Dexterity 1) piercing damage, or 5 (1d8 + 1) piercing damage if saving throw to avoid the rust monster’s touch. used with two hands to make a melee attack. If the object touched is either metal armor or a System Reference Document 5.1 343 Salamander STR DEX CON INT WIS CHA Large elemental, neutral evil 12 (+1) 16 (+3) 11 (+0) 12 (+1) 10 (+0) 14 (+2) Armor Class 15 (natural armor) Skills Perception +2, Performance +6, Stealth +5 Hit Points 90 (12d10 + 24) Senses passive Perception 12 Speed 30 ft. Languages Common, Elvish, Sylvan STR DEX CON INT WIS CHA Challenge 1/2 (100 XP) 18 (+4) 14 (+2) 15 (+2) 11 (+0) 10 (+0) 12 (+1) Magic Resistance. The satyr has advantage on saving Damage Vulnerabilities cold throws against spells and other magical effects. Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Actions Damage Immunities fire Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one Senses darkvision 60 ft., passive Perception 10 target. Hit: 6 (2d4 + 1) bludgeoning damage. Languages Ignan Shortsword. Melee Weapon Attack: +5 to hit, reach 5 Challenge 5 (1,800 XP) ft., one target. Hit: 6 (1d6 + 3) piercing damage. Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Heated Body. A creature that touches the salamander or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. Shadow Heated Weapons. Any metal melee weapon the Medium undead, chaotic evil salamander wields deals an extra 3 (1d6) fire damage Armor Class 12 on a hit (included in the attack). Hit Points 16 (3d8 + 3) Actions Speed 40 ft. Multiattack. The salamander makes two attacks: one STR DEX CON INT WIS CHA with its spear and one with its tail. 6 (−2) 14 (+2) 13 (+1) 6 (−2) 10 (+0) 8 (−1) Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 11 Skills Stealth +4 (+6 in dim light or darkness) (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing Damage Vulnerabilities radiant damage if used with two hands to make a melee attack, Damage Resistances acid, cold, fire, lightning, thunder; plus 3 (1d6) fire damage. bludgeoning, piercing, and slashing from nonmagical Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one attacks target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 Damage Immunities necrotic, poison (2d6) fire damage, and the target is grappled (escape Condition Immunities exhaustion, frightened, grappled, DC 14). Until this grapple ends, the target is restrained, paralyzed, petrified, poisoned, prone, restrained the salamander can automatically hit the target with its tail, and the salamander can’t make tail attacks against Senses darkvision 60 ft., passive Perception 10 other targets. Languages — Challenge 1/2 (100 XP) Satyr Medium fey, chaotic neutral Amorphous. The shadow can move through a space as Armor Class 14 (leather armor) narrow as 1 inch wide without squeezing. Hit Points 31 (7d8) Shadow Stealth. While in dim light or darkness, the shadow can take the Hide action as a bonus action. Speed 40 ft. System Reference Document 5.1 344 Sunlight Weakness. While in sunlight, the shadow has succeed on a DC 14 Constitution saving throw at the disadvantage on attack rolls, ability checks, and saving start of each of the mound’s turns or take 13 (2d8 + 4) throws. bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have Actions only one creature engulfed at a time. Strength Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, Shield Guardian and the target’s Strength score is reduced by 1d4. The Large construct, unaligned target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or Armor Class 17 (natural armor) long rest. Hit Points 142 (15d10 + 60) If a non-‐evil humanoid dies from this attack, a new Speed 30 ft. shadow rises from the corpse 1d4 hours later. STR DEX CON INT WIS CHA Shambling Mound 18 (+4) 8 (−1) 18 (+4) 7 (−2) 10 (+0) 3 (−4) Large plant, unaligned Senses blindsight 10 ft., darkvision 60 ft., passive Armor Class 15 (natural armor) Perception 10 Hit Points 136 (16d10 + 48) Damage Immunities poison Speed 20 ft., swim 20 ft. Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned STR DEX CON INT WIS CHA Languages understands commands given in any 18 (+4) 8 (−1) 16 (+3) 5 (−3) 10 (+0) 5 (−3) language but can’t speak Skills Stealth +2 Challenge 7 (2,900 XP) Damage Resistances cold, fire Damage Immunities lightning Bound. The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on Condition Immunities blinded, deafened, exhaustion the same plane of existence, the amulet’s wearer can Senses blindsight 60 ft. (blind beyond this radius), telepathically call the guardian to travel to it, and the passive Perception 10 guardian knows the distance and direction to the Languages — amulet. If the guardian is within 60 feet of the amulet’s Challenge 5 (1,800 XP) wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian. Regeneration. The shield guardian regains 10 hit points Lightning Absorption. Whenever the shambling mound at the start of its turn if it has at least 1 hit point. is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the Spell Storing. A spellcaster who wears the shield lightning damage dealt. guardian’s amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must Actions cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded Multiattack. The shambling mound makes two slam to do so by the wearer or when a situation arises that attacks. If both attacks hit a Medium or smaller target, was predefined by the spellcaster, the guardian casts the target is grappled (escape DC 14), and the the stored spell with any parameters set by the original shambling mound uses its Engulf on it. caster, requiring no components. When the spell is cast Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one or a new spell is stored, any previously stored spell is target. Hit: 13 (2d8 + 4) bludgeoning damage. lost. Engulf. The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is Actions blinded, restrained, and unable to breathe, and it must Multiattack. The guardian makes two fist attacks. System Reference Document 5.1 345 Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one Senses darkvision 60 ft., passive Perception 9 target. Hit: 11 (2d6 + 4) bludgeoning damage. Languages understands Abyssal but can’t speak Challenge 2 (450 XP) Reactions Shield. When a creature makes an attack against the wearer of the guardian’s amulet, the guardian grants a Charge. If the skeleton moves at least 10 feet straight +2 bonus to the wearer’s AC if the guardian is within 5 toward a target and then hits it with a gore attack on feet of the wearer. the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be Skeletons pushed up to 10 feet away and knocked prone. Skeleton Actions Medium undead, lawful evil Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., Armor Class 13 (armor scraps) one target. Hit: 17 (2d12 + 4) slashing damage. Hit Points 13 (2d8 + 4) Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one Speed 30 ft. target. Hit: 13 (2d8 + 4) piercing damage. STR DEX CON INT WIS CHA Warhorse Skeleton 10 (+0) 14 (+2) 15 (+2) 6 (−2) 8 (−1) 5 (−3) Large undead, lawful evil Damage Vulnerabilities bludgeoning Armor Class 13 (barding scraps) Damage Immunities poison Hit Points 22 (3d10 + 6) Condition Immunities exhaustion, poisoned Speed 60 ft. Senses darkvision 60 ft., passive Perception 9 STR DEX CON INT WIS CHA Languages understands all languages it knew in life but can’t speak 18 (+4) 12 (+1) 15 (+2) 2 (−4) 8 (−1) 5 (−3) Challenge 1/4 (50 XP) Damage Vulnerabilities bludgeoning Damage Immunities poison Actions Condition Immunities exhaustion, poisoned Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Senses darkvision 60 ft., passive Perception 9 Shortbow. Ranged Weapon Attack: +4 to hit, range Languages — 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Challenge 1/2 (100 XP) Actions Minotaur Skeleton Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., Large undead, lawful evil one target. Hit: 11 (2d6 + 4) bludgeoning damage. Armor Class 12 (natural armor) Hit Points 67 (9d10 + 18) Specter Speed 40 ft. Medium undead, chaotic evil STR DEX CON INT WIS CHA Armor Class 12 18 (+4) 11 (+0) 15 (+2) 6 (−2) 8 (−1) 5 (−3) Hit Points 22 (5d8) Damage Vulnerabilities bludgeoning Speed 0 ft., fly 50 ft. (hover) Damage Immunities poison STR DEX CON INT WIS CHA Condition Immunities exhaustion, poisoned 1 (−5) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 11 (+0) System Reference Document 5.1 346 Damage Resistances acid, cold, fire, lightning, thunder; Languages Common, Sphinx bludgeoning, piercing, and slashing from nonmagical Challenge 17 (18,000 XP) attacks Damage Immunities necrotic, poison Inscrutable. The sphinx is immune to any effect that Condition Immunities charmed, exhaustion, grappled, would sense its emotions or read its thoughts, as well paralyzed, petrified, poisoned, prone, restrained, as any divination spell that it refuses. Wisdom (Insight) unconscious checks made to ascertain the sphinx’s intentions or Senses darkvision 60 ft., passive Perception 10 sincerity have disadvantage. Languages understands all languages it knew in life but Magic Weapons. The sphinx’s weapon attacks are can’t speak magical. Challenge 1 (200 XP) Spellcasting. The sphinx is a 12th-‐level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material Incorporeal Movement. The specter can move through components to cast its spells. The sphinx has the other creatures and objects as if they were difficult following cleric spells prepared: terrain. It takes 5 (1d10) force damage if it ends its turn Cantrips (at will): sacred flame, spare the dying, inside an object. thaumaturgy Sunlight Sensitivity. While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom 1st level (4 slots): command, detect evil and good, detect magic (Perception) checks that rely on sight. 2nd level (3 slots): lesser restoration, zone of truth Actions 3rd level (3 slots): dispel magic, tongues Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one 4th level (3 slots): banishment, freedom of movement creature. Hit: 10 (3d6) necrotic damage. The target 5th level (2 slots): flame strike, greater restoration must succeed on a DC 10 Constitution saving throw or 6th level (1 slot): heroes’ feast its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the Actions creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Multiattack. The sphinx makes two claw attacks. Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage. Sphinxes Roar (3/Day). The sphinx emits a magical roar. Each Androsphinx time it roars before finishing a long rest, the roar is Large monstrosity, lawful neutral louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to Armor Class 17 (natural armor) hear the roar must make a saving throw. Hit Points 199 (19d10 + 95) First Roar. Each creature that fails a DC 18 Wisdom Speed 40 ft., fly 60 ft. saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of STR DEX CON INT WIS CHA each of its turns, ending the effect on itself on a 22 (+6) 10 (+0) 20 (+5) 16 (+3) 18 (+4) 23 (+6) success. Saving Throws Dex +6, Con +11, Int +9, Wis +10 Second Roar. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 Skills Arcana +9, Perception +10, Religion +15 minute. A frightened creature is paralyzed and can Damage Immunities psychic; bludgeoning, piercing, repeat the saving throw at the end of each of its and slashing from nonmagical attacks turns, ending the effect on itself on a success. Condition Immunities charmed, frightened Senses truesight 120 ft., passive Perception 20 System Reference Document 5.1 347 Third Roar. Each creature makes a DC 18 Constitution Spellcasting. The sphinx is a 9th-‐level spellcaster. Its saving throw. On a failed save, a creature takes 44 spellcasting ability is Intelligence (spell save DC 16, +8 (8d10) thunder damage and is knocked prone. On a to hit with spell attacks). It requires no material successful save, the creature takes half as much components to cast its spells. The sphinx has the damage and isn’t knocked prone. following wizard spells prepared: Cantrips (at will): mage hand, minor illusion, Legendary Actions prestidigitation The sphinx can take 3 legendary actions, choosing from 1st level (4 slots): detect magic, identify, shield the options below. Only one legendary action option 2nd level (3 slots): darkness, locate object, suggestion can be used at a time and only at the end of another creature’s turn. The sphinx regains spent legendary 3rd level (3 slots): dispel magic, remove curse, tongues actions at the start of its turn. 4th level (3 slots): banishment, greater invisibility Claw Attack. The sphinx makes one claw attack. 5th level (1 slot): legend lore Teleport (Costs 2 Actions). The sphinx magically teleports, along with any equipment it is wearing or Actions carrying, up to 120 feet to an unoccupied space it Multiattack. The sphinx makes two claw attacks. can see. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one Cast a Spell (Costs 3 Actions). The sphinx casts a spell target. Hit: 13 (2d8 + 4) slashing damage. from its list of prepared spells, using a spell slot as normal. Legendary Actions The sphinx can take 3 legendary actions, choosing from Gynosphinx the options below. Only one legendary action option can be used at a time and only at the end of another Large monstrosity, lawful neutral creature’s turn. The sphinx regains spent legendary Armor Class 17 (natural armor) actions at the start of its turn. Hit Points 136 (16d10 + 48) Claw Attack. The sphinx makes one claw attack. Speed 40 ft., fly 60 ft. Teleport (Costs 2 Actions). The sphinx magically teleports, along with any equipment it is wearing or STR DEX CON INT WIS CHA carrying, up to 120 feet to an unoccupied space it 18 (+4) 15 (+2) 16 (+3) 18 (+4) 18 (+4) 18 (+4) can see. Skills Arcana +12, History +12, Perception +8, Religion Cast a Spell (Costs 3 Actions). The sphinx casts a spell +8 from its list of prepared spells, using a spell slot as normal. Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities psychic Sprite Condition Immunities charmed, frightened Tiny fey, neutral good Senses truesight 120 ft., passive Perception 18 Armor Class 15 (leather armor) Languages Common, Sphinx Hit Points 2 (1d4) Challenge 11 (7,200 XP) Speed 10 ft., fly 40 ft. STR DEX CON INT WIS CHA Inscrutable. The sphinx is immune to any effect that 3 (−4) 18 (+4) 10 (+0) 14 (+2) 13 (+1) 11 (+0) would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) Skills Perception +3, Stealth +8 checks made to ascertain the sphinx’s intentions or Senses passive Perception 13 sincerity have disadvantage. Languages Common, Elvish, Sylvan Magic Weapons. The sphinx’s weapon attacks are Challenge 1/4 (50 XP) magical. System Reference Document 5.1 348 Actions Succubus/Incubus Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., Medium fiend (shapechanger), neutral evil one target. Hit: 1 slashing damage. Armor Class 15 (natural armor) Shortbow. Ranged Weapon Attack: +6 to hit, range Hit Points 66 (12d8 + 12) 40/160 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving Speed 30 ft., fly 60 ft. throw or become poisoned for 1 minute. If its saving STR DEX CON INT WIS CHA throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes 8 (−1) 17 (+3) 13 (+1) 15 (+2) 12 (+1) 20 (+5) damage or another creature takes an action to shake it Skills Deception +9, Insight +5, Perception +5, awake. Persuasion +9, Stealth +7 Heart Sight. The sprite touches a creature and Damage Resistances cold, fire, lightning, poison; magically knows the creature’s current emotional state. bludgeoning, piercing, and slashing from nonmagical If the target fails a DC 10 Charisma saving throw, the attacks sprite also knows the creature’s alignment. Celestials, Senses darkvision 60 ft., passive Perception 15 fiends, and undead automatically fail the saving throw. Languages Abyssal, Common, Infernal, telepathy 60 ft. Invisibility. The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends Challenge 4 (1,100 XP) (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it. Telepathic Bond. The fiend ignores the range restriction on its telepathy when communicating with a Stirge creature it has charmed. The two don’t even need to be on the same plane of existence. Tiny beast, unaligned Shapechanger. The fiend can use its action to Armor Class 14 (natural armor) polymorph into a Small or Medium humanoid, or back Hit Points 2 (1d4) into its true form. Without wings, the fiend loses its Speed 10 ft., fly 40 ft. flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing STR DEX CON INT WIS CHA or carrying isn’t transformed. It reverts to its true form 4 (−3) 16 (+3) 11 (+0) 2 (−4) 8 (−1) 6 (−2) if it dies. Senses darkvision 60 ft., passive Perception 9 Actions Languages — Claw (Fiend Form Only). Melee Weapon Attack: +5 to Challenge 1/8 (25 XP) hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Actions Charm. One humanoid the fiend can see within 30 feet Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 of it must succeed on a DC 15 Wisdom saving throw or ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and be magically charmed for 1 day. The charmed target the stirge attaches to the target. While attached, the obeys the fiend’s verbal or telepathic commands. If the stirge doesn’t attack. Instead, at the start of each of target suffers any harm or receives a suicidal command, the stirge’s turns, the target loses 5 (1d4 + 3) hit points it can repeat the saving throw, ending the effect on a due to blood loss. success. If the target successfully saves against the The stirge can detach itself by spending 5 feet of its effect, or if the effect on it ends, the target is immune movement. It does so after it drains 10 hit points of to this fiend’s Charm for the next 24 hours. blood from the target or the target dies. A creature, The fiend can have only one target charmed at a including the target, can use its action to detach the time. If it charms another, the effect on the previous stirge. target ends. Draining Kiss. The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 System Reference Document 5.1 349 Constitution saving throw against this magic, taking 32 Actions (5d10 + 5) psychic damage on a failed save, or half as Multiattack. The tarrasque can use its Frightful much damage on a successful one. The target’s hit Presence. It then makes five attacks: one with its bite, point maximum is reduced by an amount equal to the two with its claws, one with its horns, and one with its damage taken. This reduction lasts until the target tail. It can use its Swallow instead of its bite. finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the Etherealness. The fiend magically enters the Ethereal target is a creature, it is grappled (escape DC 20). Until Plane from the Material Plane, or vice versa. this grapple ends, the target is restrained, and the tarrasque can’t bite another target. Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., Monsters (T) one target. Hit: 28 (4d8 + 10) slashing damage. Horns. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) piercing damage. Tarrasque Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one Gargantuan monstrosity (titan), unaligned target. Hit: 24 (4d6 + 10) bludgeoning damage. If the Armor Class 25 (natural armor) target is a creature, it must succeed on a DC 20 Hit Points 676 (33d20 + 330) Strength saving throw or be knocked prone. Speed 40 ft. Frightful Presence. Each creature of the tarrasque’s choice within 120 feet of it and aware of it must STR DEX CON INT WIS CHA succeed on a DC 17 Wisdom saving throw or become 30 (+10) 11 (+0) 30 (+10) 3 (−4) 11 (+0) 11 (+0) frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with Saving Throws Int +5, Wis +9, Cha +9 disadvantage if the tarrasque is within line of sight, Damage Immunities fire, poison; bludgeoning, piercing, ending the effect on itself on a success. If a creature’s and slashing from nonmagical attacks saving throw is successful or the effect ends for it, the Condition Immunities charmed, frightened, paralyzed, creature is immune to the tarrasque’s Frightful poisoned Presence for the next 24 hours. Senses blindsight 120 ft., passive Perception 10 Swallow. The tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack Languages — hits, the target takes the bite’s damage, the target is Challenge 30 (155,000 XP) swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover Legendary Resistance (3/Day). If the tarrasque fails a against attacks and other effects outside the tarrasque, saving throw, it can choose to succeed instead. and it takes 56 (16d6) acid damage at the start of each of the tarrasque’s turns. Magic Resistance. The tarrasque has advantage on If the tarrasque takes 60 damage or more on a single saving throws against spells and other magical effects. turn from a creature inside it, the tarrasque must Reflective Carapace. Any time the tarrasque is succeed on a DC 20 Constitution saving throw at the targeted by a magic missile spell, a line spell, or a spell end of that turn or regurgitate all swallowed creatures, that requires a ranged attack roll, roll a d6. On a 1 to 5, which fall prone in a space within 10 feet of the the tarrasque is unaffected. On a 6, the tarrasque is tarrasque. If the tarrasque dies, a swallowed creature unaffected, and the effect is reflected back at the is no longer restrained by it and can escape from the caster as though it originated from the tarrasque, corpse by using 30 feet of movement, exiting prone. turning the caster into the target. Siege Monster. The tarrasque deals double damage to Legendary Actions objects and structures. The tarrasque can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of System Reference Document 5.1 350 another creature’s turn. The tarrasque regains spent Troll legendary actions at the start of its turn. Large giant, chaotic evil Attack. The tarrasque makes one claw attack or tail attack. Armor Class 15 (natural armor) Move. The tarrasque moves up to half its speed. Hit Points 84 (8d10 + 40) Chomp (Costs 2 Actions). The tarrasque makes one Speed 30 ft. bite attack or uses its Swallow. STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 20 (+5) 7 (−2) 9 (−1) 7 (−2) Treant Skills Perception +2 Huge plant, chaotic good Senses darkvision 60 ft., passive Perception 12 Armor Class 16 (natural armor) Languages Giant Hit Points 138 (12d12 + 60) Challenge 5 (1,800 XP) Speed 30 ft. STR DEX CON INT WIS CHA Keen Smell. The troll has advantage on Wisdom 23 (+6) 8 (−1) 21 (+5) 12 (+1) 16 (+3) 12 (+1) (Perception) checks that rely on smell. Regeneration. The troll regains 10 hit points at the Damage Resistances bludgeoning, piercing start of its turn. If the troll takes acid or fire damage, Damage Vulnerabilities fire this trait doesn’t function at the start of the troll’s next Senses passive Perception 13 turn. The troll dies only if it starts its turn with 0 hit Languages Common, Druidic, Elvish, Sylvan points and doesn’t regenerate. Challenge 9 (5,000 XP) Actions Multiattack. The troll makes three attacks: one with its False Appearance. While the treant remains bite and two with its claws. motionless, it is indistinguishable from a normal tree. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one Siege Monster. The treant deals double damage to target. Hit: 7 (1d6 + 4) piercing damage. objects and structures. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one Actions target. Hit: 11 (2d6 + 4) slashing damage. Multiattack. The treant makes two slam attacks. Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage. Monsters (U) Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. Unicorn Animate Trees (1/Day). The treant magically animates Large celestial, lawful good one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they Armor Class 12 have Intelligence and Charisma scores of 1, they can’t Hit Points 67 (9d10 + 18) speak, and they have only the Slam action option. An Speed 50 ft. animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the STR DEX CON INT WIS CHA treant dies or is more than 120 feet from the tree; or 18 (+4) 14 (+2) 15 (+2) 11 (+0) 17 (+3) 16 (+3) until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible. Damage Immunities poison Condition Immunities charmed, paralyzed, poisoned Senses darkvision 60 ft., passive Perception 13 System Reference Document 5.1 351 Languages Celestial, Elvish, Sylvan, telepathy 60 ft. Shimmering Shield (Costs 2 Actions). The unicorn Challenge 5 (1,800 XP) creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the Charge. If the unicorn moves at least 20 feet straight unicorn’s next turn. toward a target and then hits it with a horn attack on Heal Self (Costs 3 Actions). The unicorn magically the same turn, the target takes an extra 9 (2d8) regains 11 (2d8 + 2) hit points. piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Innate Spellcasting. The unicorn’s innate spellcasting Monsters (V) ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components: Vampires At will: detect evil and good, druidcraft, pass without Vampire trace Medium undead (shapechanger), lawful evil 1/day each: calm emotions, dispel evil and good, entangle Armor Class 16 (natural armor) Magic Resistance. The unicorn has advantage on Hit Points 144 (17d8 + 68) saving throws against spells and other magical effects. Speed 30 ft. Magic Weapons. The unicorn’s weapon attacks are STR DEX CON INT WIS CHA magical. 18 (+4) 18 (+4) 18 (+4) 17 (+3) 15 (+2) 18 (+4) Actions Saving Throws Dex +9, Wis +7, Cha +9 Multiattack. The unicorn makes two attacks: one with Skills Perception +7, Stealth +9 its hooves and one with its horn. Damage Resistances necrotic; bludgeoning, piercing, Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., and slashing from nonmagical attacks one target. Hit: 11 (2d6 + 4) bludgeoning damage. Senses darkvision 120 ft., passive Perception 17 Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one Languages the languages it knew in life target. Hit: 8 (1d8 + 4) piercing damage. Challenge 13 (10,000 XP) Healing Touch (3/Day). The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all Shapechanger. If the vampire isn’t in sunlight or diseases and neutralizes all poisons afflicting the target. running water, it can use its action to polymorph into a Teleport (1/Day). The unicorn magically teleports itself Tiny bat or a Medium cloud of mist, or back into its and up to three willing creatures it can see within 5 true form. feet of it, along with any equipment they are wearing While in bat form, the vampire can’t speak, its or carrying, to a location the unicorn is familiar with, up walking speed is 5 feet, and it has a flying speed of 30 to 1 mile away. feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, Legendary Actions but nothing it is carrying does. It reverts to its true form if it dies. The unicorn can take 3 legendary actions, choosing While in mist form, the vampire can’t take any from the options below. Only one legendary action actions, speak, or manipulate objects. It is weightless, option can be used at a time and only at the end of has a flying speed of 20 feet, can hover, and can enter another creature’s turn. The unicorn regains spent a hostile creature’s space and stop there. In addition, if legendary actions at the start of its turn. air can pass through a space, the mist can do so Hooves. The unicorn makes one attack with its hooves. without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution System Reference Document 5.1 352 saving throws, and it is immune to all nonmagical or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 damage, except the damage it takes from sunlight. (3d6) necrotic damage. The target’s hit point maximum Legendary Resistance (3/Day). If the vampire fails a is reduced by an amount equal to the necrotic damage saving throw, it can choose to succeed instead. taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a Misty Escape. When it drops to 0 hit points outside its long rest. The target dies if this effect reduces its hit resting place, the vampire transforms into a cloud of point maximum to 0. A humanoid slain in this way and mist (as in the Shapechanger trait) instead of falling then buried in the ground rises the following night as a unconscious, provided that it isn’t in sunlight or vampire spawn under the vampire’s control. running water. If it can’t transform, it is destroyed. While it has 0 hit points in mist form, it can’t revert Charm. The vampire targets one humanoid it can see to its vampire form, and it must reach its resting place within 30 feet of it. If the target can see the vampire, within 2 hours or be destroyed. Once in its resting the target must succeed on a DC 17 Wisdom saving place, it reverts to its vampire form. It is then paralyzed throw against this magic or be charmed by the vampire. until it regains at least 1 hit point. After spending 1 The charmed target regards the vampire as a trusted hour in its resting place with 0 hit points, it regains 1 hit friend to be heeded and protected. Although the target point. isn’t under the vampire’s control, it takes the vampire’s requests or actions in the most favorable way it can, Regeneration. The vampire regains 20 hit points at the and it is a willing target for the vampire’s bite attack. start of its turn if it has at least 1 hit point and isn’t in Each time the vampire or the vampire’s companions sunlight or running water. If the vampire takes radiant do anything harmful to the target, it can repeat the damage or damage from holy water, this trait doesn’t saving throw, ending the effect on itself on a success. function at the start of the vampire’s next turn. Otherwise, the effect lasts 24 hours or until the Spider Climb. The vampire can climb difficult surfaces, vampire is destroyed, is on a different plane of including upside down on ceilings, without needing to existence than the target, or takes a bonus action to make an ability check. end the effect. Vampire Weaknesses. The vampire has the following Children of the Night (1/Day). The vampire magically flaws: calls 2d4 swarms of bats or rats, provided that the sun Forbiddance. The vampire can’t enter a residence isn’t up. While outdoors, the vampire can call 3d6 without an invitation from one of the occupants. wolves instead. The called creatures arrive in 1d4 Harmed by Running Water. The vampire takes 20 rounds, acting as allies of the vampire and obeying its acid damage if it ends its turn in running water. spoken commands. The beasts remain for 1 hour, until Stake to the Heart. If a piercing weapon made of the vampire dies, or until the vampire dismisses them wood is driven into the vampire’s heart while the as a bonus action. vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. Legendary Actions Sunlight Hypersensitivity. The vampire takes 20 The vampire can take 3 legendary actions, choosing radiant damage when it starts its turn in sunlight. from the options below. Only one legendary action While in sunlight, it has disadvantage on attack rolls option can be used at a time and only at the end of and ability checks. another creature’s turn. The vampire regains spent Actions legendary actions at the start of its turn. Move. The vampire moves up to its speed without Multiattack (Vampire Form Only). The vampire makes provoking opportunity attacks. two attacks, only one of which can be a bite attack. Unarmed Strike. The vampire makes one unarmed Unarmed Strike (Vampire Form Only). Melee Weapon strike. Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, Bite (Costs 2 Actions). The vampire makes one bite the vampire can grapple the target (escape DC 18). attack. Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, System Reference Document 5.1 353 Vampire Spawn Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the Medium undead, neutral evil vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) Armor Class 15 (natural armor) piercing damage plus 7 (2d6) necrotic damage. The Hit Points 82 (11d8 + 33) target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire Speed 30 ft. regains hit points equal to that amount. The reduction STR DEX CON INT WIS CHA lasts until the target finishes a long rest. The target dies 16 (+3) 16 (+3) 16 (+3) 11 (+0) 10 (+0) 12 (+1) if this effect reduces its hit point maximum to 0. Saving Throws Dex +6, Wis +3 Skills Perception +3, Stealth +6 Damage Resistances necrotic; bludgeoning, piercing, Monsters (W) and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 13 Wight Languages the languages it knew in life Medium undead, neutral evil Challenge 5 (1,800 XP) Armor Class 14 (studded leather) Hit Points 45 (6d8 + 18) Regeneration. The vampire regains 10 hit points at the Speed 30 ft. start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant STR DEX CON INT WIS CHA damage or damage from holy water, this trait doesn’t 15 (+2) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2) function at the start of the vampire’s next turn. Skills Perception +3, Stealth +4 Spider Climb. The vampire can climb difficult surfaces, Damage Resistances necrotic; bludgeoning, piercing, including upside down on ceilings, without needing to and slashing from nonmagical attacks that aren’t make an ability check. silvered Vampire Weaknesses. The vampire has the following Damage Immunities poison flaws: Forbiddance. The vampire can’t enter a residence Condition Immunities exhaustion, poisoned without an invitation from one of the occupants. Senses darkvision 60 ft., passive Perception 13 Harmed by Running Water. The vampire takes 20 Languages the languages it knew in life acid damage when it ends its turn in running water. Challenge 3 (700 XP) Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. Sunlight Sensitivity. While in sunlight, the wight has Sunlight Hypersensitivity. The vampire takes 20 disadvantage on attack rolls, as well as on Wisdom radiant damage when it starts its turn in sunlight. (Perception) checks that rely on sight. While in sunlight, it has disadvantage on attack rolls and ability checks. Actions Multiattack. The wight makes two longsword attacks Actions or two longbow attacks. It can use its Life Drain in place Multiattack. The vampire makes two attacks, only one of one longsword attack. of which can be a bite attack. Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one one creature. Hit: 5 (1d6 + 2) necrotic damage. The creature. Hit: 8 (2d4 + 3) slashing damage. Instead of target must succeed on a DC 13 Constitution saving dealing damage, the vampire can grapple the target throw or its hit point maximum is reduced by an (escape DC 13). amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies System Reference Document 5.1 354 if this effect reduces its hit point maximum to 0. additional number of feet equal to the chosen radius. A humanoid slain by this attack rises 24 hours later The will-‐o’-‐wisp can alter the radius as a bonus action. as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed. Actions The wight can have no more than twelve zombies Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one under its control at one time. creature. Hit: 9 (2d8) lightning damage. Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., Invisibility. The will-‐o’-‐wisp and its light magically one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 become invisible until it attacks or uses its Consume + 2) slashing damage if used with two hands. Life, or until its concentration ends (as if concentrating Longbow. Ranged Weapon Attack: +4 to hit, range on a spell). 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Wraith Medium undead, neutral evil Will-‐o’-‐Wisp Armor Class 13 Tiny undead, chaotic evil Hit Points 67 (9d8 + 27) Armor Class 19 Speed 0 ft., fly 60 ft. (hover) Hit Points 22 (9d4) Speed 0 ft., fly 50 ft. (hover) STR DEX CON INT WIS CHA 6 (−2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 15 (+2) STR DEX CON INT WIS CHA 1 (−5) 28 (+9) 10 (+0) 13 (+1) 14 (+2) 11 (+0) Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical Damage Immunities lightning, poison attacks that aren’t silvered Damage Resistances acid, cold, fire, necrotic, thunder; Damage Immunities necrotic, poison bludgeoning, piercing, and slashing from nonmagical Condition Immunities charmed, exhaustion, grappled, attacks paralyzed, petrified, poisoned, prone, restrained Condition Immunities exhaustion, grappled, paralyzed, Senses darkvision 60 ft., passive Perception 12 poisoned, prone, restrained, unconscious Languages the languages it knew in life Senses darkvision 120 ft., passive Perception 12 Challenge 5 (1,800 XP) Languages the languages it knew in life Challenge 2 (450 XP) Incorporeal Movement. The wraith can move through other creatures and objects as if they were difficult Consume Life. As a bonus action, the will-‐o’-‐wisp can terrain. It takes 5 (1d10) force damage if it ends its turn target one creature it can see within 5 feet of it that inside an object. has 0 hit points and is still alive. The target must Sunlight Sensitivity. While in sunlight, the wraith has succeed on a DC 10 Constitution saving throw against disadvantage on attack rolls, as well as on Wisdom this magic or die. If the target dies, the will-‐o’-‐wisp (Perception) checks that rely on sight. regains 10 (3d6) hit points. Ephemeral. The will-‐o’-‐wisp can’t wear or carry Actions anything. Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., Incorporeal Movement. The will-‐o’-‐wisp can move one creature. Hit: 21 (4d8 + 3) necrotic damage. The through other creatures and objects as if they were target must succeed on a DC 14 Constitution saving difficult terrain. It takes 5 (1d10) force damage if it throw or its hit point maximum is reduced by an ends its turn inside an object. amount equal to the damage taken. This reduction Variable Illumination. The will-‐o’-‐wisp sheds bright lasts until the target finishes a long rest. The target dies light in a 5-‐ to 20-‐foot radius and dim light for an if this effect reduces its hit point maximum to 0. System Reference Document 5.1 355 Create Specter. The wraith targets a humanoid within STR DEX CON INT WIS CHA 10 feet of it that has been dead for no longer than 1 17 (+3) 10 (+0) 22 (+6) 11 (+0) 10 (+0) 11 (+0) minute and died violently. The target’s spirit rises as a specter in the space of its corpse or in the nearest Skills Perception +6, Stealth +3 unoccupied space. The specter is under the wraith’s Damage Resistances piercing and slashing from control. The wraith can have no more than seven nonmagical attacks that aren’t adamantine specters under its control at one time. Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 16 Wyvern Languages Terran Large dragon, unaligned Challenge 5 (1,800 XP) Armor Class 13 (natural armor) Hit Points 110 (13d10 + 39) Earth Glide. The xorn can burrow through nonmagical, Speed 20 ft., fly 80 ft. unworked earth and stone. While doing so, the xorn doesn’t disturb the material it moves through. STR DEX CON INT WIS CHA Stone Camouflage. The xorn has advantage on 19 (+4) 10 (+0) 16 (+3) 5 (−3) 12 (+1) 6 (−2) Dexterity (Stealth) checks made to hide in rocky terrain. Skills Perception +4 Treasure Sense. The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins Senses darkvision 60 ft., passive Perception 14 and gems, within 60 feet of it. Languages — Challenge 6 (2,300 XP) Actions Multiattack. The xorn makes three claw attacks and Actions one bite attack. Multiattack. The wyvern makes two attacks: one with Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one its bite and one with its stinger. While flying, it can use target. Hit: 6 (1d6 + 3) slashing damage. its claws in place of one other attack. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (3d6 + 3) piercing damage. creature. Hit: 11 (2d6 + 4) piercing damage. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., Monsters (Z) one creature. Hit: 11 (2d6 + 4) piercing damage. The target must make a DC 15 Constitution saving throw, Zombies taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. Zombie Medium undead, neutral evil Armor Class 8 Monsters (X) Hit Points 22 (3d8 + 9) Speed 20 ft. Xorn STR DEX CON INT WIS CHA Medium elemental, neutral 13 (+1) 6 (−2) 16 (+3) 3 (−4) 6 (−2) 5 (−3) Armor Class 19 (natural armor) Saving Throws Wis +0 Hit Points 73 (7d8 + 42) Damage Immunities poison Speed 20 ft., burrow 20 ft. Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 System Reference Document 5.1 356 Languages understands the languages it knew in life but can’t speak Challenge 1/4 (50 XP) Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Actions Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. Ogre Zombie Large undead, neutral evil Armor Class 8 Hit Points 85 (9d10 + 36) Speed 30 ft. STR DEX CON INT WIS CHA 19 (+4) 6 (−2) 18 (+4) 3 (−4) 6 (−2) 5 (−3) Saving Throws Wis +0 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands Common and Giant but can’t speak Challenge 2 (450 XP) Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Actions Morningstar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. System Reference Document 5.1 357 Appendix PH-A: 6 Death If an already exhausted creature suffers another effect that Conditions causes exhaustion, its current level of exhaustion increases by the amount specified in the effect’s description. A creature suffers the effect of its current level of Conditions alter a creature’s capabilities in a variety exhaustion as well as all lower levels. For example, a creature of ways and can arise as a result of a spell, a class suffering level 2 exhaustion has its speed halved and has feature, a monsterʼs attack, or other effect. Most disadvantage on ability checks. conditions, such as blinded, are impairments, but a An effect that removes exhaustion reduces its level as few, such as invisible, can be advantageous. specified in the effect’s description, with all exhaustion A condition lasts either until it is countered (the effects ending if a creature’s exhaustion level is reduced prone condition is countered by standing up, for below 1. example) or for a duration specified by the effect Finishing a long rest reduces a creature’s exhaustion level that imposed the condition. by 1, provided that the creature has also ingested some food and drink. If multiple effects impose the same condition on a creature, each instance of the condition has its own duration, but the condition’s effects don’t get worse. Frightened A creature either has a condition or doesn’t. • A frightened creature has disadvantage on ability The following definitions specify what happens to checks and attack rolls while the source of its fear a creature while it is subjected to a condition. is within line of sight. • The creature can’t willingly move closer to the Blinded source of its fear. • A blinded creature can’t see and automatically fails any ability check that requires sight. Grappled • Attack rolls against the creature have advantage, • A grappled creature’s speed becomes 0, and it and the creature’s attack rolls have disadvantage. can’t benefit from any bonus to its speed. • The condition ends if the grappler is incapacitated Charmed (see the condition). • A charmed creature can’t attack the charmer or • The condition also ends if an effect removes the target the charmer with harmful abilities or grappled creature from the reach of the grappler magical effects. or grappling effect, such as when a creature is • The charmer has advantage on any ability check to hurled away by the thunder-‐‑wave spell. interact socially with the creature. Incapacitated Deafened • An incapacitated creature can’t take actions or • A deafened creature can’t hear and automatically reactions. fails any ability check that requires hearing. Invisible • An invisible creature is impossible to see without Exhaustion the aid of magic or a special sense. For the purpose Some special abilities and environmental hazards, such as of hiding, the creature is heavily obscured. The starvation and the long-‐term effects of freezing or scorching creature’s location can be detected by any noise it temperatures, can lead to a special condition called makes or any tracks it leaves. exhaustion. Exhaustion is measured in six levels. An effect • Attack rolls against the creature have can give a creature one or more levels of exhaustion, as disadvantage, and the creature’s attack rolls have specified in the effect’s description. advantage. Level Effect Paralyzed 1 Disadvantage on ability checks • A paralyzed creature is incapacitated (see the 2 Speed halved condition) and can’t move or speak. 3 Disadvantage on attack rolls and saving throws • The creature automatically fails Strength and 4 Hit point maximum halved Dexterity saving throws. 5 Speed reduced to 0 • Attack rolls against the creature have advantage. System Reference Document 5.1 358 • Any attack that hits the creature is a critical hit if Unconscious the attacker is within 5 feet of the creature. • An unconscious creature is incapacitated (see the condition), can’t move or speak, and is unaware of Petrified its surroundings • A petrified creature is transformed, along with any • The creature drops whatever it’s holding and falls nonmagical object it is wearing or carrying, into a prone. solid inanimate substance (usually stone). Its • The creature automatically fails Strength and weight increases by a factor of ten, and it ceases Dexterity saving throws. aging. • Attack rolls against the creature have advantage. • The creature is incapacitated (see the condition), • Any attack that hits the creature is a critical hit if can’t move or speak, and is unaware of its the attacker is within 5 feet of the creature. surroundings. • Attack rolls against the creature have advantage. • The creature automatically fails Strength and Dexterity saving throws. • The creature has resistance to all damage. • The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized. Poisoned • A poisoned creature has disadvantage on attack rolls and ability checks. Prone • A prone creature’s only movement option is to crawl, unless it stands up and thereby ends the condition. • The creature has disadvantage on attack rolls. • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. Restrained • A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. • Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage. • The creature has disadvantage on Dexterity saving throws. Stunned • A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly. • The creature automatically fails Strength and Dexterity saving throws. • Attack rolls against the creature have advantage. System Reference Document 5.1 359 The Egyptian Pantheon Appendix PH-B: These gods are a young dynasty of an ancient divine family, heirs to the rulership of the cosmos and the Fantasy-Historical maintenance of the divine principle of Ma’at—the fundamental order of truth, justice, law, and order that puts gods, mortal pharaohs, and ordinary men Pantheons and women in their logical and rightful place in the universe. The Celtic, Egyptian, Greek, and Norse pantheons are The Egyptian pantheon is unusual in having three fantasy interpretations of historical religions from gods responsible for death, each with different our world’s ancient times. They include deities that alignments. Anubis is the lawful neutral god of the are most appropriate for use in a game, divorced afterlife, who judges the souls of the dead. Set is a from their historical context in the real world and chaotic evil god of murder, perhaps best known for united into pantheons that serve the needs of the killing his brother Osiris. And Nephthys is a chaotic game. good goddess of mourning. The Celtic Pantheon The Norse Pantheon It’s said that something wild lurks in the heart of Where the land plummets from the snowy hills into every soul, a space that thrills to the sound of geese the icy fjords below, where the longboats draw up calling at night, to the whispering wind through the on to the beach, where the glaciers flow forward and pines, to the unexpected red of mistletoe on an retreat with every fall and spring—this is the land of oak—and it is in this space that the Celtic gods dwell. the Vikings, the home of the Norse pantheon. It’s a They sprang from the brook and stream, their might brutal clime, and one that calls for brutal living. The heightened by the strength of the oak and the beauty warriors of the land have had to adapt to the harsh of the woodlands and open moor. When the first conditions in order to survive, but they haven’t been forester dared put a name to the face seen in the too twisted by the needs of their environment. Given bole of a tree or the voice babbling in a brook, these the necessity of raiding for food and wealth, it’s gods forced themselves into being. surprising the mortals turned out as well as they did. The Celtic gods are as often served by druids as by Their powers reflect the need these warriors had for clerics, for they are closely aligned with the forces of strong leadership and decisive action. Thus, they see nature that druids revere. their deities in every bend of a river, hear them in the crash of the thunder and the booming of the The Greek Pantheon glaciers, and smell them in the smoke of a burning The gods of Olympus make themselves known with longhouse. the gentle lap of waves against the shores and the The Norse pantheon includes two main families, crash of the thunder among the cloud-‐‑enshrouded the Aesir (deities of war and destiny) and the Vanir peaks. The thick boar-‐‑infested woods and the sere, (gods of fertility and prosperity). Once enemies, olive-‐‑covered hillsides hold evidence of their passing. these two families are now closely allied against Every aspect of nature echoes with their presence, their common enemies, the giants (including the and they’ve made a place for themselves inside the gods Surtur and Thrym). human heart, too. Celtic Deities Deity Alignment Suggested Domains Symbol The Daghdha, god of weather and crops CG Nature, Trickery Bubbling cauldron or shield Arawn, god of life and death NE Life, Death Black star on gray background Belenus, god of sun, light, and warmth NG Light Solar disk and standing stones Brigantia, goddess of rivers and livestock NG Life Footbridge Diancecht, god of medicine and healing LG Life Crossed oak and mistletoe branches Dunatis, god of mountains and peaks N Nature Red sun-‐capped mountain peak Goibhniu, god of smiths and healing NG Knowledge, Life Giant mallet over sword Lugh, god of arts, travel, and commerce CN Knowledge, Life Pair of long hands Manannan mac Lir, god of oceans and sea creatures LN Nature, Tempest Wave of white water on green System Reference Document 5.1 360 Math Mathonwy, god of magic NE Knowledge Staff Morrigan, goddess of battle CE War Two crossed spears Nuada, god of war and warriors N War Silver hand on black background Oghma, god of speech and writing NG Knowledge Unfurled scroll Silvanus, god of nature and forests N Nature Summer oak tree Greek Deities Deity Alignment Suggested Domains Symbol Zeus, god of the sky, ruler of the gods N Tempest Fist full of lightning bolts Aphrodite, goddess of love and beauty CG Light Sea shell Apollo, god of light, music, and healing CG Knowledge, Life, Light Lyre Ares, god of war and strife CE War Spear Artemis, goddess of hunting and childbirth NG Life, Nature Bow and arrow on lunar disk Athena, goddess of wisdom and civilization LG Knowledge, War Owl Demeter, goddess of agriculture NG Life Mareʼs head Dionysus, god of mirth and wine CN Life Thyrsus (staff tipped with pine cone) Hades, god of the underworld LE Death Black ram Hecate, goddess of magic and the moon CE Knowledge, Trickery Setting moon Hephaestus, god of smithing and craft NG Knowledge Hammer and anvil Hera, goddess of marriage and intrigue CN Trickery Fan of peacock feathers Hercules, god of strength and adventure CG Tempest, War Lionʼs head Hermes, god of travel and commerce CG Trickery Caduceus (winged staff and serpents) Hestia, goddess of home and family NG Life Hearth Nike, goddess of victory LN War Winged woman Pan, god of nature CN Nature Syrinx (pan pipes) Poseidon, god of the sea and earthquakes CN Tempest Trident Tyche, goddess of good fortune N Trickery Red pentagram Egyptian Deities Deity Alignment Suggested Domains Symbol Re-‐Horakhty, god of the sun, ruler of the gods LG Life, Light Solar disk encircled by serpent Anubis, god of judgment and death LN Death Black jackal Apep, god of evil, fire, and serpents NE Trickery Flaming snake Bast, goddess of cats and vengeance CG War Cat Bes, god of luck and music CN Trickery Image of the misshapen deity Hathor, goddess of love, music, and motherhood NG Life, Light Horned cowʼs head with lunar disk Imhotep, god of crafts and medicine NG Knowledge Step pyramid Isis, goddess of fertility and magic NG Knowledge, Life Ankh and star Nephthys, goddess of death and grief CG Death Horns around a lunar disk Osiris, god of nature and the underworld LG Life, Nature Crook and flail Ptah, god of crafts, knowledge, and secrets LN Knowledge Bull Set, god of darkness and desert storms CE Death, Tempest, Trickery Coiled cobra Sobek, god of water and crocodiles LE Nature, Tempest Crocodile head with horns and plumes Thoth, god of knowledge and wisdom N Knowledge Ibis Norse Deities Deity Alignment Suggested Domains Symbol Odin, god of knowledge and war NG Knowledge, War Watching blue eye Aegir, god of the sea and storms NE Tempest Rough ocean waves Balder, god of beauty and poetry NG Life, Light Gem-‐encrusted silver chalice Forseti, god of justice and law N Light Head of a bearded man Frey, god of fertility and the sun NG Life, Light Ice-‐blue greatsword Freya, goddess of fertility and love NG Life Falcon System Reference Document 5.1 361 Frigga, goddess of birth and fertility N Life, Light Cat Heimdall, god of watchfulness and loyalty LG Light, War Curling musical horn Hel, goddess of the underworld NE Death Womanʼs face, rotting on one side Hermod, god of luck CN Trickery Winged scroll Loki, god of thieves and trickery CE Trickery Flame Njord, god of sea and wind NG Nature, Tempest Gold coin Odur, god of light and the sun CG Light Solar disk Sif, goddess of war CG War Upraised sword Skadi, god of earth and mountains N Nature Mountain peak Surtur, god of fire giants and war LE War Flaming sword Thor, god of storms and thunder CG Tempest, War Hammer Thrym, god of frost giants and cold CE War White double-‐bladed axe Tyr, god of courage and strategy LN Knowledge, War Sword Uller, god of hunting and winter CN Nature Longbow System Reference Document 5.1 362 Planar Travel Appendix PH-C: When adventurers travel into other planes of The Planes of existence, they are undertaking a legendary journey across the thresholds of existence to a mythic destination where they strive to complete their Existence quest. Such a journey is the stuff of legend. Braving the realms of the dead, seeking out the celestial The cosmos teems with a multitude of worlds as well servants of a deity, or bargaining with an efreeti in as myriad alternate dimensions of reality, called the its home city will be the subject of song and story for planes of existence. It encompasses every world years to come. where GMs run their adventures, all within the Travel to the planes beyond the Material Plane can relatively mundane realm of the Material Plane. be accomplished in two ways: by casting a spell or Beyond that plane are domains of raw elemental by using a planar portal. matter and energy, realms of pure thought and ethos, Spells. A number of spells allow direct or indirect the homes of demons and angels, and the dominions access to other planes of existence. Plane shift and of the gods. gate can transport adventurers directly to any other Many spells and magic items can draw energy plane of existence, with different degrees of from these planes, summon the creatures that dwell precision. Etherealness allows adventurers to enter there, communicate with their denizens, and allow the Ethereal Plane and travel from there to any of adventurers to travel there. As your character the planes it touches—such as the Elemental Planes. achieves greater power and higher levels, you might And the astral projection spell lets adventurers walk on streets made of solid fire or test your mettle project themselves into the Astral Plane and travel on a battlefield where the fallen are resurrected with to the Outer Planes. each dawn. Portals. A portal is a general term for a stationary interplanar connection that links a specific location on one plane to a specific location on another. Some The Material Plane portals are like doorways, a clear window, or a fog-‐‑ The Material Plane is the nexus where the shrouded passage, and simply stepping through it philosophical and elemental forces that define the effects the interplanar travel. Others are locations— other planes collide in the jumbled existence of circles of standing stones, soaring towers, sailing mortal life and mundane matter. All fantasy gaming ships, or even whole towns—that exist in multiple worlds exist within the Material Plane, making it the planes at once or flicker from one plane to another starting point for most campaigns and adventures. in turn. Some are vortices, typically joining an The rest of the multiverse is defined in relation to Elemental Plane with a very similar location on the the Material Plane. Material Plane, such as the heart of a volcano The worlds of the Material Plane are infinitely (leading to the Plane of Fire) or the depths of the diverse, for they reflect the creative imagination of ocean (to the Plane of Water). the GMs who set their games there, as well as the players whose heroes adventure there. They include Transitive Planes magic-‐‑wasted desert planets and island-‐‑dotted The Ethereal Plane and the Astral Plane are called water worlds, worlds where magic combines with the Transitive Planes. They are mostly featureless advanced technology and others trapped in an realms that serve primarily as ways to travel from endless Stone Age, worlds where the gods walk and one plane to another. Spells such as etherealness and places they have abandoned. astral projection allow characters to enter these planes and traverse them to reach the planes beyond. Beyond the Material The Ethereal Plane is a misty, fog-‐‑bound Beyond the Material Plane, the various planes of dimension that is sometimes described as a great existence are realms of myth and mystery. They’re ocean. Its shores, called the Border Ethereal, overlap not simply other worlds, but different qualities of the Material Plane and the Inner Planes, so that being, formed and governed by spiritual and every location on those planes has a corresponding elemental principles abstracted from the ordinary location on the Ethereal Plane. Certain creatures can world. see into the Border Ethereal, and the see invisibility System Reference Document 5.1 363 and true seeing spell grant that ability. Some magical actual homes are not literally “places” at all, but effects also extend from the Material Plane into the exemplify the idea that the Outer Planes are realms Border Ethereal, particularly effects that use force of thought and spirit. As with the Elemental Planes, energy such as forcecage and wall of force. The one can imagine the perceptible part of the Outer depths of the plane, the Deep Ethereal, are a region Planes as a sort of border region, while extensive of swirling mists and colorful fogs. spiritual regions lie beyond ordinary sensory The Astral Plane is the realm of thought and experience. dream, where visitors travel as disembodied souls to Even in those perceptible regions, appearances reach the planes of the divine and demonic. It is a can be deceptive. Initially, many of the Outer Planes great, silvery sea, the same above and below, with appear hospitable and familiar to natives of the swirling wisps of white and gray streaking among Material Plane. But the landscape can change at the motes of light resembling distant stars. Erratic whims of the powerful forces that live on the Outer whirlpools of color flicker in midair like spinning Planes. The desires of the mighty forces that dwell coins. Occasional bits of solid matter can be found on these planes can remake them completely, here, but most of the Astral Plane is an endless, open effectively erasing and rebuilding existence itself to domain. better fulfill their own needs. Distance is a virtually meaningless concept on the Inner Planes Outer Planes. The perceptible regions of the planes The Inner Planes surround and enfold the Material often seem quite small, but they can also stretch on Plane and its echoes, providing the raw elemental to what seems like infinity. It might be possible to substance from which all the worlds were made. The take a guided tour of the Nine Hells, from the first four Elemental Planes—Air, Earth, Fire, and layer to the ninth, in a single day—if the powers of Water—form a ring around the Material Plane, the Hells desire it. Or it could take weeks for suspended within the churning Elemental Chaos. travelers to make a grueling trek across a single At their innermost edges, where they are closest layer. to the Material Plane (in a conceptual if not a literal The most well-‐‑known Outer Planes are a group of geographical sense), the four Elemental Planes sixteen planes that correspond to the eight resemble a world in the Material Plane. The four alignments (excluding neutrality) and the shades of elements mingle together as they do in the Material distinction between them. Plane, forming land, sea, and sky. Farther from the Material Plane, though, the Elemental Planes are Outer Planes both alien and hostile. Here, the elements exist in The planes with some element of good in their their purest form—great expanses of solid earth, nature are called the Upper Planes. Celestial creatures such as angels and pegasi dwell in the blazing fire, crystal-‐‑clear water, and unsullied air. Upper Planes. Planes with some element of evil are These regions are little-‐‑known, so when discussing the Lower Planes. Fiends such as demons and devils the Plane of Fire, for example, a speaker usually means just the border region. At the farthest extents dwell in the Lower Planes. A plane’s alignment is its of the Inner Planes, the pure elements dissolve and essence, and a character whose alignment doesn’t bleed together into an unending tumult of clashing match the plane’s experiences a profound sense of energies and colliding substance, the Elemental dissonance there. When a good creature visits Elysium, for example (a neutral good Upper Plane), Chaos. it feels in tune with the plane, but an evil creature Outer Planes feels out of tune and more than a little uncomfortable. If the Inner Planes are the raw matter and energy that makes up the multiverse, the Outer Planes are Demiplanes the direction, thought and purpose for such Demiplanes are small extradimensional spaces with construction. Accordingly, many sages refer to the their own unique rules. They are pieces of reality Outer Planes as divine planes, spiritual planes, or that don’t seem to fit anywhere else. Demiplanes godly planes, for the Outer Planes are best known as come into being by a variety of means. Some are the homes of deities. created by spells, such as demiplane, or generated at When discussing anything to do with deities, the the desire of a powerful deity or other force. They language used must be highly metaphorical. Their may exist naturally, as a fold of existing reality that System Reference Document 5.1 364 has been pinched off from the rest of the multiverse, or as a baby universe growing in power. A given demiplane can be entered through a single point where it touches another plane. Theoretically, a plane shift spell can also carry travelers to a demiplane, but the proper frequency required for the tuning fork is extremely hard to acquire. The gate spell is more reliable, assuming the caster knows of the demiplane. System Reference Document 5.1 365 Appendix MM-A: False Appearance. While the shrub remains motionless, it is indistinguishable from a normal shrub. Miscellaneous Actions Creatures Rake. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 − 1) slashing damage. This appendix contains statistics for various animals, vermin, and other critters. The stat blocks are An awakened shrub is an ordinary shrub given organized alphabetically by creature name. sentience and mobility by the awaken spell or similar magic. Ape Medium beast, unaligned Awakened Tree Armor Class 12 Huge plant, unaligned Hit Points 19 (3d8 + 6) Speed 30 ft., climb 30 ft. Armor Class 13 (natural armor) Hit Points 59 (7d12 + 14) STR DEX CON INT WIS CHA Speed 20 ft. 16 (+3) 14 (+2) 14 (+2) 6 (−2) 12 (+1) 7 (−2) STR DEX CON INT WIS CHA Skills Athletics +5, Perception +3 19 (+4) 6 (−2) 15 (+2) 10 (+0) 10 (+0) 7 (−2) Senses passive Perception 13 Languages — Damage Vulnerabilities fire Challenge 1/2 (100 XP) Damage Resistances bludgeoning, piercing Senses passive Perception 10 Actions Languages one language known by its creator Multiattack. The ape makes two fist attacks. Challenge 2 (450 XP) Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. False Appearance. While the tree remains motionless, Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., it is indistinguishable from a normal tree. one target. Hit: 6 (1d6 + 3) bludgeoning damage. Actions Awakened Shrub Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., Small plant, unaligned one target. Hit: 14 (3d6 + 4) bludgeoning damage. Armor Class 9 An awakened tree is an ordinary tree given Hit Points 10 (3d6) sentience and mobility by the awaken spell or Speed 20 ft. similar magic. STR DEX CON INT WIS CHA 3 (−4) 8 (−1) 11 (+0) 10 (+0) 10 (+0) 6 (−2) Axe Beak Large beast, unaligned Damage Vulnerabilities fire Armor Class 11 Damage Resistances piercing Hit Points 19 (3d10 + 3) Senses passive Perception 10 Speed 50 ft. Languages one language known by its creator Challenge 0 (10 XP) System Reference Document 5.1 366 STR DEX CON INT WIS CHA Senses darkvision 30 ft., passive Perception 11 14 (+2) 12 (+1) 12 (+1) 2 (−4) 10 (+0) 5 (−3) Languages — Challenge 0 (10 XP) Senses passive Perception 10 Languages — Keen Smell. The badger has advantage on Wisdom Challenge 1/4 (50 XP) (Perception) checks that rely on smell. Actions Actions Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. target. Hit: 1 piercing damage. An axe beak is a tall flightless bird with strong legs and a heavy, wedge-‐‑shaped beak. It has a nasty Bat disposition and tends to attack any unfamiliar Tiny beast, unaligned creature that wanders too close. Armor Class 12 Hit Points 1 (1d4 − 1) Baboon Speed 5 ft., fly 30 ft. Small beast, unaligned STR DEX CON INT WIS CHA Armor Class 12 2 (−4) 15 (+2) 8 (−1) 2 (−4) 12 (+1) 4 (−3) Hit Points 3 (1d6) Speed 30 ft., climb 30 ft. Senses blindsight 60 ft., passive Perception 11 Languages — STR DEX CON INT WIS CHA Challenge 0 (10 XP) 8 (−1) 14 (+2) 11 (+0) 4 (−3) 12 (+1) 6 (−2) Senses passive Perception 11 Echolocation. The bat can’t use its blindsight while Languages — deafened. Challenge 0 (10 XP) Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing. Pack Tactics. The baboon has advantage on an attack Actions roll against a creature if at least one of the baboon’s allies is within 5 feet of the creature and the ally isn’t Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one incapacitated. creature. Hit: 1 piercing damage. Actions Black Bear Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one Medium beast, unaligned target. Hit: 1 (1d4 − 1) piercing damage. Armor Class 11 (natural armor) Hit Points 19 (3d8 + 6) Badger Speed 40 ft., climb 30 ft. Tiny beast, unaligned Armor Class 10 STR DEX CON INT WIS CHA Hit Points 3 (1d4 + 1) 15 (+2) 10 (+0) 14 (+2) 2 (−4) 12 (+1) 7 (−2) Speed 20 ft., burrow 5 ft. Skills Perception +3 STR DEX CON INT WIS CHA Senses passive Perception 13 4 (−3) 11 (+0) 12 (+1) 2 (−4) 12 (+1) 5 (−3) Languages — System Reference Document 5.1 367 Challenge 1/2 (100 XP) Blood Hawk Small beast, unaligned Keen Smell. The bear has advantage on Wisdom Armor Class 12 (Perception) checks that rely on smell. Hit Points 7 (2d6) Actions Speed 10 ft., fly 60 ft. Multiattack. The bear makes two attacks: one with its STR DEX CON INT WIS CHA bite and one with its claws. 6 (−2) 14 (+2) 10 (+0) 3 (−4) 14 (+2) 5 (−3) Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Skills Perception +4 Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one Senses passive Perception 14 target. Hit: 7 (2d4 + 2) slashing damage. Languages — Challenge 1/8 (25 XP) Blink Dog Medium fey, lawful good Keen Sight. The hawk has advantage on Wisdom Armor Class 13 (Perception) checks that rely on sight. Hit Points 22 (4d8 + 4) Pack Tactics. The hawk has advantage on an attack roll against a creature if at least one of the hawk’s allies is Speed 40 ft. within 5 feet of the creature and the ally isn’t STR DEX CON INT WIS CHA incapacitated. 12 (+1) 17 (+3) 12 (+1) 10 (+0) 13 (+1) 11 (+0) Actions Skills Perception +3, Stealth +5 Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one Senses passive Perception 13 target. Hit: 4 (1d4 + 2) piercing damage. Languages Blink Dog, understands Sylvan but can’t speak it Taking its name from its crimson feathers and Challenge 1/4 (50 XP) aggressive nature, the blood hawk fearlessly attacks almost any animal, stabbing it with its daggerlike beak. Blood hawks flock together in large numbers, Keen Hearing and Smell. The dog has advantage on attacking as a pack to take down prey. Wisdom (Perception) checks that rely on hearing or smell. Boar Actions Medium beast, unaligned Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one Armor Class 11 (natural armor) target. Hit: 4 (1d6 + 1) piercing damage. Hit Points 11 (2d8 + 2) Teleport (Recharge 4–6). The dog magically teleports, Speed 40 ft. along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or STR DEX CON INT WIS CHA after teleporting, the dog can make one bite attack. 13 (+1) 11 (+0) 12 (+1) 2 (−4) 9 (−1) 5 (−3) A blink dog takes its name from its ability to blink in Senses passive Perception 9 and out of existence, a talent it uses to aid its attacks Languages — and to avoid harm. Challenge 1/4 (50 XP) Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on System Reference Document 5.1 368 the same turn, the target takes an extra 3 (1d6) Senses passive Perception 9 slashing damage. If the target is a creature, it must Languages — succeed on a DC 11 Strength saving throw or be knocked prone. Challenge 1/8 (25 XP) Relentless (Recharges after a Short or Long Rest). If Actions the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. Actions Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one Cat target. Hit: 4 (1d6 + 1) slashing damage. Tiny beast, unaligned Armor Class 12 Brown Bear Hit Points 2 (1d4) Large beast, unaligned Speed 40 ft., climb 30 ft. Armor Class 11 (natural armor) STR DEX CON INT WIS CHA Hit Points 34 (4d10 + 12) 3 (−4) 15 (+2) 10 (+0) 3 (−4) 12 (+1) 7 (−2) Speed 40 ft., climb 30 ft. Skills Perception +3, Stealth +4 STR DEX CON INT WIS CHA Senses passive Perception 13 19 (+4) 10 (+0) 16 (+3) 2 (−4) 13 (+1) 7 (−2) Languages — Skills Perception +3 Challenge 0 (10 XP) Senses passive Perception 13 Languages — Keen Smell. The cat has advantage on Wisdom Challenge 1 (200 XP) (Perception) checks that rely on smell. Actions Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell. Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage. Actions Multiattack. The bear makes two attacks: one with its Constrictor Snake bite and one with its claws. Large beast, unaligned Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one Armor Class 12 target. Hit: 8 (1d8 + 4) piercing damage. Hit Points 13 (2d10 + 2) Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA Camel 15 (+2) 14 (+2) 12 (+1) 1 (−5) 10 (+0) 3 (−4) Large beast, unaligned Senses blindsight 10 ft., passive Perception 10 Armor Class 9 Languages — Hit Points 15 (2d10 + 4) Challenge 1/4 (50 XP) Speed 50 ft. Actions STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 16 (+3) 8 (−1) 14 (+2) 2 (−4) 8 (−1) 5 (−3) creature. Hit: 5 (1d6 + 2) piercing damage. System Reference Document 5.1 369 Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., target is grappled (escape DC 12). Until this grapple one creature. Hit: 6 (1d8 + 2) bludgeoning damage, and ends, the target is restrained, and the crocodile can’t the target is grappled (escape DC 14). Until this grapple bite another target. ends, the creature is restrained, and the snake can’t constrict another target. Death Dog Medium monstrosity, neutral evil Crab Armor Class 12 Tiny beast, unaligned Hit Points 39 (6d8 + 12) Armor Class 11 (natural armor) Speed 40 ft. Hit Points 2 (1d4) Speed 20 ft., swim 20 ft. STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 14 (+2) 3 (−4) 13 (+1) 6 (−2) STR DEX CON INT WIS CHA 2 (−4) 11 (+0) 10 (+0) 1 (−5) 8 (−1) 2 (−4) Skills Perception +5, Stealth +4 Senses darkvision 120 ft., passive Perception 15 Skills Stealth +2 Languages — Senses blindsight 30 ft., passive Perception 9 Challenge 1 (200 XP) Languages — Challenge 0 (10 XP) Two-‐Headed. The dog has advantage on Wisdom (Perception) checks and on saving throws against being Amphibious. The crab can breathe air and water. blinded, charmed, deafened, frightened, stunned, or knocked unconscious. Actions Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one Actions target. Hit: 1 bludgeoning damage. Multiattack. The dog makes two bite attacks. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one Crocodile target. Hit: 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution Large beast, unaligned saving throw against disease or become poisoned until Armor Class 12 (natural armor) the disease is cured. Every 24 hours that elapse, the Hit Points 19 (3d10 + 3) creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction Speed 20 ft., swim 30 ft. lasts until the disease is cured. The creature dies if the STR DEX CON INT WIS CHA disease reduces its hit point maximum to 0. 15 (+2) 10 (+0) 13 (+1) 2 (−4) 10 (+0) 5 (−3) A death dog is an ugly two-‐‑headed hound that Skills Stealth +2 roams plains, and deserts. Hate burns in a death Senses passive Perception 10 dog’s heart, and a taste for humanoid flesh drives it Languages — to attack travelers and explorers. Death dog saliva carries a foul disease that causes a victim’s flesh to Challenge 1/2 (100 XP) slowly rot off the bone. Hold Breath. The crocodile can hold its breath for 15 Deer minutes. Medium beast, unaligned Actions Armor Class 13 Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one Hit Points 4 (1d8) creature. Hit: 7 (1d10 + 2) piercing damage, and the System Reference Document 5.1 370 Speed 50 ft. STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 12 (+1) 2 (−4) 11 (+0) 7 (−2) 11 (+0) 16 (+3) 11 (+0) 2 (−4) 14 (+2) 5 (−3) Senses passive Perception 10 Senses passive Perception 12 Languages — Languages — Challenge 1/4 (50 XP) Challenge 0 (10 XP) Actions Actions Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. Eagle Dire Wolf Small beast, unaligned Large beast, unaligned Armor Class 12 Armor Class 14 (natural armor) Hit Points 3 (1d6) Hit Points 37 (5d10 + 10) Speed 10 ft., fly 60 ft. Speed 50 ft. STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 6 (−2) 15 (+2) 10 (+0) 2 (−4) 14 (+2) 7 (−2) 17 (+3) 15 (+2) 15 (+2) 3 (−4) 12 (+1) 7 (−2) Skills Perception +4 Skills Perception +3, Stealth +4 Senses passive Perception 14 Senses passive Perception 13 Languages — Languages — Challenge 0 (10 XP) Challenge 1 (200 XP) Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight. Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or Actions smell. Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., Pack Tactics. The wolf has advantage on an attack roll one target. Hit: 4 (1d4 + 2) slashing damage. against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Elephant Huge beast, unaligned Actions Armor Class 12 (natural armor) Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is Hit Points 76 (8d12 + 24) a creature, it must succeed on a DC 13 Strength saving Speed 40 ft. throw or be knocked prone. STR DEX CON INT WIS CHA 22 (+6) 9 (−1) 17 (+3) 3 (−4) 11 (+0) 6 (−2) Draft Horse Large beast, unaligned Senses passive Perception 10 Languages — Armor Class 10 Challenge 4 (1,100 XP) Hit Points 19 (3d10 + 3) Speed 40 ft. System Reference Document 5.1 371 Trampling Charge. If the elephant moves at least 20 STR DEX CON INT WIS CHA feet straight toward a creature and then hits it with a 4 (−3) 18 (+4) 11 (+0) 2 (−4) 12 (+1) 5 (−3) gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. Senses blindsight 10 ft., passive Perception 11 If the target is prone, the elephant can make one Languages — stomp attack against it as a bonus action. Challenge 1/8 (25 XP) Actions Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one Flyby. The snake doesn’t provoke opportunity attacks target. Hit: 19 (3d8 + 6) piercing damage. when it flies out of an enemy’s reach. Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., Actions one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 7 (3d4) poison damage. Elk Large beast, unaligned A flying snake is a brightly colored, winged serpent Armor Class 10 found in remote jungles. Tribespeople and cultists sometimes domesticate flying snakes to serve as Hit Points 13 (2d10 + 2) messengers that deliver scrolls wrapped in their Speed 50 ft. coils. STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 12 (+1) 2 (−4) 10 (+0) 6 (−2) Frog Tiny beast, unaligned Senses passive Perception 10 Languages — Armor Class 11 Challenge 1/4 (50 XP) Hit Points 1 (1d4 − 1) Speed 20 ft., swim 20 ft. Charge. If the elk moves at least 20 feet straight STR DEX CON INT WIS CHA toward a target and then hits it with a ram attack on 1 (−5) 13 (+1) 8 (−1) 1 (−5) 8 (−1) 3 (−4) the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on Skills Perception +1, Stealth +3 a DC 13 Strength saving throw or be knocked prone. Senses darkvision 30 ft., passive Perception 11 Actions Languages — Challenge 0 (0 XP) Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., Amphibious. The frog can breathe air and water. one prone creature. Hit: 8 (2d4 + 3) bludgeoning Standing Leap. The frog’s long jump is up to 10 feet damage. and its high jump is up to 5 feet, with or without a running start. Flying Snake A frog has no effective attacks. It feeds on small Tiny beast, unaligned insects and typically dwells near water, in trees, or Armor Class 14 underground. The frog’s statistics can also be used to Hit Points 5 (2d4) represent a toad. Speed 30 ft., fly 60 ft., swim 30 ft. System Reference Document 5.1 372 Giant Ape Giant Bat Huge beast, unaligned Large beast, unaligned Armor Class 12 Armor Class 13 Hit Points 157 (15d12 + 60) Hit Points 22 (4d10) Speed 40 ft., climb 40 ft. Speed 10 ft., fly 60 ft. STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 23 (+6) 14 (+2) 18 (+4) 7 (−2) 12 (+1) 7 (−2) 15 (+2) 16 (+3) 11 (+0) 2 (−4) 12 (+1) 6 (−2) Skills Athletics +9, Perception +4 Senses blindsight 60 ft., passive Perception 11 Senses passive Perception 14 Languages — Languages — Challenge 1/4 (50 XP) Challenge 7 (2,900 XP) Echolocation. The bat can’t use its blindsight while Actions deafened. Multiattack. The ape makes two fist attacks. Keen Hearing. The bat has advantage on Wisdom Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one (Perception) checks that rely on hearing. target. Hit: 22 (3d10 + 6) bludgeoning damage. Rock. Ranged Weapon Attack: +9 to hit, range 50/100 Actions ft., one target. Hit: 30 (7d6 + 6) bludgeoning damage. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage. Giant Badger Medium beast, unaligned Giant Boar Large beast, unaligned Armor Class 10 Hit Points 13 (2d8 + 4) Armor Class 12 (natural armor) Speed 30 ft., burrow 10 ft. Hit Points 42 (5d10 + 15) Speed 40 ft. STR DEX CON INT WIS CHA 13 (+1) 10 (+0) 15 (+2) 2 (−4) 12 (+1) 5 (−3) STR DEX CON INT WIS CHA 17 (+3) 10 (+0) 16 (+3) 2 (−4) 7 (−2) 5 (−3) Senses darkvision 30 ft., passive Perception 11 Languages — Senses passive Perception 8 Challenge 1/4 (50 XP) Languages — Challenge 2 (450 XP) Keen Smell. The badger has advantage on Wisdom (Perception) checks that rely on smell. Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on Actions the same turn, the target takes an extra 7 (2d6) Multiattack. The badger makes two attacks: one with slashing damage. If the target is a creature, it must its bite and one with its claws. succeed on a DC 13 Strength saving throw or be knocked prone. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. Relentless (Recharges after a Short or Long Rest). If the boar takes 10 damage or less that would reduce it Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one to 0 hit points, it is reduced to 1 hit point instead. target. Hit: 6 (2d4 + 1) slashing damage. System Reference Document 5.1 373 Actions grapple ends, the creature is restrained, and the snake can’t constrict another target. Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Giant Crab Giant Centipede Medium beast, unaligned Small beast, unaligned Armor Class 15 (natural armor) Armor Class 13 (natural armor) Hit Points 13 (3d8) Hit Points 4 (1d6 + 1) Speed 30 ft., swim 30 ft. Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 13 (+1) 15 (+2) 11 (+0) 1 (−5) 9 (−1) 3 (−4) 5 (−3) 14 (+2) 12 (+1) 1 (−5) 7 (−2) 3 (−4) Skills Stealth +4 Senses blindsight 30 ft., passive Perception 8 Senses blindsight 30 ft., passive Perception 9 Languages — Languages — Challenge 1/4 (50 XP) Challenge 1/8 (25 XP) Actions Amphibious. The crab can breathe air and water. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the Actions target must succeed on a DC 11 Constitution saving Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one throw or take 10 (3d6) poison damage. If the poison target. Hit: 4 (1d6 + 1) bludgeoning damage, and the damage reduces the target to 0 hit points, the target is target is grappled (escape DC 11). The crab has two stable but poisoned for 1 hour, even after regaining hit claws, each of which can grapple only one target. points, and is paralyzed while poisoned in this way. Giant Crocodile Giant Constrictor Snake Huge beast, unaligned Huge beast, unaligned Armor Class 14 (natural armor) Armor Class 12 Hit Points 85 (9d12 + 27) Hit Points 60 (8d12 + 8) Speed 30 ft., swim 50 ft. Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 21 (+5) 9 (−1) 17 (+3) 2 (−4) 10 (+0) 7 (−2) 19 (+4) 14 (+2) 12 (+1) 1 (−5) 10 (+0) 3 (−4) Skills Stealth +5 Skills Perception +2 Senses passive Perception 10 Senses blindsight 10 ft., passive Perception 12 Languages — Languages — Challenge 5 (1,800 XP) Challenge 2 (450 XP) Actions Hold Breath. The crocodile can hold its breath for 30 minutes. Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. Actions Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., Multiattack. The crocodile makes two attacks: one one creature. Hit: 13 (2d8 + 4) bludgeoning damage, with its bite and one with its tail. and the target is grappled (escape DC 16). Until this System Reference Document 5.1 374 Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one Speed 60 ft. target. Hit: 21 (3d10 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple STR DEX CON INT WIS CHA ends, the target is restrained, and the crocodile can’t 19 (+4) 16 (+3) 14 (+2) 7 (−2) 14 (+2) 10 (+0) bite another target. Skills Perception +4 Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one Senses passive Perception 14 target not grappled by the crocodile. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must Languages Giant Elk, understands Common, Elvish, and succeed on a DC 16 Strength saving throw or be Sylvan but can’t speak them knocked prone. Challenge 2 (450 XP) Giant Eagle Charge. If the elk moves at least 20 feet straight Large beast, neutral good toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) Armor Class 13 damage. If the target is a creature, it must succeed on Hit Points 26 (4d10 + 4) a DC 14 Strength saving throw or be knocked prone. Speed 10 ft., fly 80 ft. Actions STR DEX CON INT WIS CHA Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one 16 (+3) 17 (+3) 13 (+1) 8 (−1) 14 (+2) 10 (+0) target. Hit: 11 (2d6 + 4) bludgeoning damage. Skills Perception +4 Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 22 (4d8 + 4) bludgeoning Senses passive Perception 14 damage. Languages Giant Eagle, understands Common and Auran but can’t speak them The majestic giant elk is rare to the point that its Challenge 1 (200 XP) appearance is often taken as a foreshadowing of an important event, such as the birth of a king. Legends Keen Sight. The eagle has advantage on Wisdom tell of gods that take the form of giant elk when (Perception) checks that rely on sight. visiting the Material Plane. Many cultures therefore believe that to hunt these creatures is to invite Actions divine wrath. Multiattack. The eagle makes two attacks: one with its beak and one with its talons. Giant Fire Beetle Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one Small beast, unaligned target. Hit: 6 (1d6 + 3) piercing damage. Armor Class 13 (natural armor) Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., Hit Points 4 (1d6 + 1) one target. Hit: 10 (2d6 + 3) slashing damage. Speed 30 ft. A giant eagle is a noble creature that speaks its own STR DEX CON INT WIS CHA language and understands speech in the Common 8 (−1) 10 (+0) 12 (+1) 1 (−5) 7 (−2) 3 (−4) tongue. A mated pair of giant eagles typically has up to four eggs or young in their nest (treat the young Senses blindsight 30 ft., passive Perception 8 as normal eagles). Languages — Giant Elk Challenge 0 (10 XP) Huge beast, unaligned Armor Class 14 (natural armor) Illumination. The beetle sheds bright light in a 10-‐foot radius and dim light for an additional 10 feet. Hit Points 42 (5d12 + 10) System Reference Document 5.1 375 Actions feet of movement, exiting prone. Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 − 1) slashing damage. Giant Goat Large beast, unaligned A giant fire beetle is a nocturnal creature that takes Armor Class 11 (natural armor) its name from a pair of glowing glands that give off Hit Points 19 (3d10 + 3) light. Miners and adventurers prize these creatures, for a giant fire beetle’s glands continue to shed light Speed 40 ft. for 1d6 days after the beetle dies. Giant fire beetles STR DEX CON INT WIS CHA are most commonly found underground and in dark forests. 17 (+3) 11 (+0) 12 (+1) 3 (−4) 12 (+1) 6 (−2) Senses passive Perception 11 Giant Frog Languages — Medium beast, unaligned Challenge 1/2 (100 XP) Armor Class 11 Hit Points 18 (4d8) Charge. If the goat moves at least 20 feet straight Speed 30 ft., swim 30 ft. toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) STR DEX CON INT WIS CHA bludgeoning damage. If the target is a creature, it must 12 (+1) 13 (+1) 11 (+0) 2 (−4) 10 (+0) 3 (−4) succeed on a DC 13 Strength saving throw or be knocked prone. Skills Perception +2, Stealth +3 Sure-‐Footed. The goat has advantage on Strength and Senses darkvision 30 ft., passive Perception 12 Dexterity saving throws made against effects that Languages — would knock it prone. Challenge 1/4 (50 XP) Actions Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one Amphibious. The frog can breathe air and water. target. Hit: 8 (2d4 + 3) bludgeoning damage. Standing Leap. The frog’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Giant Hyena Large beast, unaligned Actions Armor Class 12 Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one Hit Points 45 (6d10 + 12) target. Hit: 4 (1d6 + 1) piercing damage, and the target Speed 50 ft. is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can’t bite another STR DEX CON INT WIS CHA target. 16 (+3) 14 (+2) 14 (+2) 2 (−4) 12 (+1) 7 (−2) Swallow. The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, Skills Perception +3 the target is swallowed, and the grapple ends. The Senses passive Perception 13 swallowed target is blinded and restrained, it has total Languages — cover against attacks and other effects outside the frog, Challenge 1 (200 XP) and it takes 5 (2d4) acid damage at the start of each of the frog’s turns. The frog can have only one target swallowed at a time. Rampage. When the hyena reduces a creature to 0 hit If the frog dies, a swallowed creature is no longer points with a melee attack on its turn, the hyena can restrained by it and can escape from the corpse using 5 System Reference Document 5.1 376 take a bonus action to move up to half its speed and Underwater Camouflage. The octopus has advantage make a bite attack. on Dexterity (Stealth) checks made while underwater. Water Breathing. The octopus can breathe only Actions underwater. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. Actions Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., Giant Lizard one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Large beast, unaligned Until this grapple ends, the target is restrained, and the Armor Class 12 (natural armor) octopus can’t use its tentacles on another target. Hit Points 19 (3d10 + 3) Ink Cloud (Recharges after a Short or Long Rest). A 20-‐ Speed 30 ft., climb 30 ft. foot-‐radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 STR DEX CON INT WIS CHA minute, although a significant current can disperse the 15 (+2) 12 (+1) 13 (+1) 2 (−4) 10 (+0) 5 (−3) ink. After releasing the ink, the octopus can use the Dash action as a bonus action. Senses darkvision 30 ft., passive Perception 10 Languages — Giant Owl Challenge 1/4 (50 XP) Large beast, neutral Actions Armor Class 12 Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one Hit Points 19 (3d10 + 3) target. Hit: 6 (1d8 + 2) piercing damage. Speed 5 ft., fly 60 ft. STR DEX CON INT WIS CHA A giant lizard can be ridden or used as a draft animal. Lizardfolk also keep them as pets, and 13 (+1) 15 (+2) 12 (+1) 8 (−1) 13 (+1) 10 (+0) subterranean giant lizards are used as mounts and Skills Perception +5, Stealth +4 pack animals by drow, duergar, and others. Senses darkvision 120 ft., passive Perception 15 Languages Giant Owl, understands Common, Elvish, Giant Octopus and Sylvan but can’t speak them Large beast, unaligned Challenge 1/4 (50 XP) Armor Class 11 Hit Points 52 (8d10 + 8) Flyby. The owl doesn’t provoke opportunity attacks Speed 10 ft., swim 60 ft. when it flies out of an enemy’s reach. Keen Hearing and Sight. The owl has advantage on STR DEX CON INT WIS CHA Wisdom (Perception) checks that rely on hearing or 17 (+3) 13 (+1) 13 (+1) 4 (−3) 10 (+0) 4 (−3) sight. Skills Perception +4, Stealth +5 Actions Senses darkvision 60 ft., passive Perception 14 Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., Languages — one target. Hit: 8 (2d6 + 1) slashing damage. Challenge 1 (200 XP) Giant owls often befriend fey and other sylvan Hold Breath. While out of water, the octopus can hold creatures and are guardians of their woodland its breath for 1 hour. realms. System Reference Document 5.1 377 Giant Poisonous Snake Variant: Diseased Giant Rats Medium beast, unaligned Some giant rats carry vile diseases that they spread with their bites. A diseased giant rat has a challenge rating of 1/8 (25 Armor Class 14 XP) and the following action instead of its normal bite attack. Hit Points 11 (2d8 + 2) Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a Speed 30 ft., swim 30 ft. creature, it must succeed on a DC 10 Constitution saving STR DEX CON INT WIS CHA throw or contract a disease. Until the disease is cured, the target can’t regain hit points except by magical means, and 10 (+0) 18 (+4) 13 (+1) 2 (−4) 10 (+0) 3 (−4) the target’s hit point maximum decreases by 3 (1d6) every 24 hours. If the target’s hit point maximum drops to 0 as a result Skills Perception +2 of this disease, the target dies. Senses blindsight 10 ft., passive Perception 12 Languages — Giant Scorpion Challenge 1/4 (50 XP) Large beast, unaligned Actions Armor Class 15 (natural armor) Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one Hit Points 52 (7d10 + 14) target. Hit: 6 (1d4 + 4) piercing damage, and the target Speed 40 ft. must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as STR DEX CON INT WIS CHA much damage on a successful one. 15 (+2) 13 (+1) 15 (+2) 1 (−5) 9 (−1) 3 (−4) Senses blindsight 60 ft., passive Perception 9 Giant Rat Languages — Small beast, unaligned Challenge 3 (700 XP) Armor Class 12 Hit Points 7 (2d6) Actions Speed 30 ft. Multiattack. The scorpion makes three attacks: two with its claws and one with its sting. STR DEX CON INT WIS CHA Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one 7 (−2) 15 (+2) 11 (+0) 2 (−4) 10 (+0) 4 (−3) target. Hit: 6 (1d8 + 2) bludgeoning damage, and the Senses darkvision 60 ft., passive Perception 10 target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target. Languages — Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one Challenge 1/8 (25 XP) creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, Keen Smell. The rat has advantage on Wisdom taking 22 (4d10) poison damage on a failed save, or (Perception) checks that rely on smell. half as much damage on a successful one. Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat’s allies is Giant Sea Horse within 5 feet of the creature and the ally isn’t Large beast, unaligned incapacitated. Armor Class 13 (natural armor) Actions Hit Points 16 (3d10) Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one Speed 0 ft., swim 40 ft. target. Hit: 4 (1d4 + 2) piercing damage. STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 11 (+0) 2 (−4) 12 (+1) 5 (−3) System Reference Document 5.1 378 Senses passive Perception 11 A giant shark is 30 feet long and normally found in deep oceans. Utterly fearless, it preys on anything Languages — that crosses its path, including whales and ships. Challenge 1/2 (100 XP) Giant Spider Charge. If the sea horse moves at least 20 feet straight toward a target and then hits it with a ram attack on Large beast, unaligned the same turn, the target takes an extra 7 (2d6) Armor Class 14 (natural armor) bludgeoning damage. It the target is a creature, it must Hit Points 26 (4d10 + 4) succeed on a DC 11 Strength saving throw or be knocked prone. Speed 30 ft., climb 30 ft. Water Breathing. The sea horse can breathe only STR DEX CON INT WIS CHA underwater. 14 (+2) 16 (+3) 12 (+1) 2 (−4) 11 (+0) 4 (−3) Actions Skills Stealth +7 Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one Senses blindsight 10 ft., darkvision 60 ft., passive target. Hit: 4 (1d6 + 1) bludgeoning damage. Perception 10 Languages — Like their smaller kin, giant sea horses are shy, Challenge 1 (200 XP) colorful fish with elongated bodies and curled tails. Aquatic elves train them as mounts. Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to Giant Shark make an ability check. Huge beast, unaligned Web Sense. While in contact with a web, the spider Armor Class 13 (natural armor) knows the exact location of any other creature in contact with the same web. Hit Points 126 (11d12 + 55) Web Walker. The spider ignores movement restrictions Speed 0 ft., swim 50 ft. caused by webbing. STR DEX CON INT WIS CHA Actions 23 (+6) 11 (+0) 21 (+5) 1 (−5) 10 (+0) 5 (−3) Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one Skills Perception +3 creature. Hit: 7 (1d8 + 3) piercing damage, and the Senses blindsight 60 ft., passive Perception 13 target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half Languages — as much damage on a successful one. If the poison Challenge 5 (1,800 XP) damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit Blood Frenzy. The shark has advantage on melee attack points, and is paralyzed while poisoned in this way. rolls against any creature that doesn’t have all its hit Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, points. range 30/60 ft., one creature. Hit: The target is Water Breathing. The shark can breathe only restrained by webbing. As an action, the restrained underwater. target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be Actions attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one psychic damage). target. Hit: 22 (3d10 + 6) piercing damage. System Reference Document 5.1 379 To snare its prey, a giant spider spins elaborate Speed 10 ft., fly 60 ft. webs or shoots sticky strands of webbing from its abdomen. Giant spiders are most commonly found STR DEX CON INT WIS CHA underground, making their lairs on ceilings or in 15 (+2) 10 (+0) 15 (+2) 6 (−2) 12 (+1) 7 (−2) dark, web-‐‑filled crevices. Such lairs are often festooned with web cocoons holding past victims. Skills Perception +3 Senses passive Perception 13 Giant Toad Languages understands Common but can’t speak Large beast, unaligned Challenge 1 (200 XP) Armor Class 11 Keen Sight and Smell. The vulture has advantage on Hit Points 39 (6d10 + 6) Wisdom (Perception) checks that rely on sight or smell. Speed 20 ft., swim 40 ft. Pack Tactics. The vulture has advantage on an attack STR DEX CON INT WIS CHA roll against a creature if at least one of the vulture’s allies is within 5 feet of the creature and the ally isn’t 15 (+2) 13 (+1) 13 (+1) 2 (−4) 10 (+0) 3 (−4) incapacitated. Senses darkvision 30 ft., passive Perception 10 Actions Languages — Challenge 1 (200 XP) Multiattack. The vulture makes two attacks: one with its beak and one with its talons. Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one Amphibious. The toad can breathe air and water. target. Hit: 7 (2d4 + 2) piercing damage. Standing Leap. The toad’s long jump is up to 20 feet Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., and its high jump is up to 10 feet, with or without a one target. Hit: 9 (2d6 + 2) slashing damage. running start. Actions A giant vulture has advanced intelligence and a malevolent bent. Unlike its smaller kin, it will attack Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one a wounded creature to hasten its end. Giant vultures target. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) have been known to haunt a thirsty, starving poison damage, and the target is grappled (escape DC creature for days to enjoy its suffering. 13). Until this grapple ends, the target is restrained, and the toad can’t bite another target. Giant Wasp Swallow. The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack Medium beast, unaligned hits, the target is swallowed, and the grapple ends. The Armor Class 12 swallowed target is blinded and restrained, it has total Hit Points 13 (3d8) cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of Speed 10 ft., fly 50 ft. each of the toad’s turns. The toad can have only one STR DEX CON INT WIS CHA target swallowed at a time. If the toad dies, a swallowed creature is no longer 10 (+0) 14 (+2) 10 (+0) 1 (−5) 10 (+0) 3 (−4) restrained by it and can escape from the corpse using 5 Senses passive Perception 10 feet of movement, exiting prone. Languages — Challenge 1/2 (100 XP) Giant Vulture Large beast, neutral evil Actions Armor Class 10 Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one Hit Points 22 (3d10 + 6) creature. Hit: 5 (1d6 + 2) piercing damage, and the System Reference Document 5.1 380 target must make a DC 11 Constitution saving throw, Spider Climb. The spider can climb difficult surfaces, taking 10 (3d6) poison damage on a failed save, or half including upside down on ceilings, without needing to as much damage on a successful one. If the poison make an ability check. damage reduces the target to 0 hit points, the target is Web Sense. While in contact with a web, the spider stable but poisoned for 1 hour, even after regaining hit knows the exact location of any other creature in points, and is paralyzed while poisoned in this way. contact with the same web. Web Walker. The spider ignores movement restrictions Giant Weasel caused by webbing. Medium beast, unaligned Actions Armor Class 13 Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one Hit Points 9 (2d8) creature. Hit: 4 (1d6 + 1) piercing damage, and the Speed 40 ft. target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half STR DEX CON INT WIS CHA as much damage on a successful one. If the poison 11 (+0) 16 (+3) 10 (+0) 4 (−3) 12 (+1) 5 (−3) damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit Skills Perception +3, Stealth +5 points, and is paralyzed while poisoned in this way. Senses darkvision 60 ft., passive Perception 13 Languages — Smaller than a giant spider, a giant wolf spider Challenge 1/8 (25 XP) hunts prey across open ground or hides in a burrow or crevice, or in a hidden cavity beneath debris. Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or Goat smell. Medium beast, unaligned Actions Armor Class 10 Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one Hit Points 4 (1d8) target. Hit: 5 (1d4 + 3) piercing damage. Speed 40 ft. STR DEX CON INT WIS CHA Giant Wolf Spider 12 (+1) 10 (+0) 11 (+0) 2 (−4) 10 (+0) 5 (−3) Medium beast, unaligned Senses passive Perception 10 Armor Class 13 Languages — Hit Points 11 (2d8 + 2) Challenge 0 (10 XP) Speed 40 ft., climb 40 ft. STR DEX CON INT WIS CHA Charge. If the goat moves at least 20 feet straight 12 (+1) 16 (+3) 13 (+1) 3 (−4) 12 (+1) 4 (−3) toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) Skills Perception +3, Stealth +7 bludgeoning damage. If the target is a creature, it must Senses blindsight 10 ft., darkvision 60 ft., passive succeed on a DC 10 Strength saving throw or be Perception 13 knocked prone. Languages — Sure-‐Footed. The goat has advantage on Strength and Challenge 1/4 (50 XP) Dexterity saving throws made against effects that would knock it prone. System Reference Document 5.1 381 Actions Actions Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. target. Hit: 13 (2d8 + 4) piercing damage. Hawk Smaller than a giant shark but larger and fiercer than a reef shark, a hunter shark haunts deep Tiny beast, unaligned waters. It usually hunts alone, but multiple hunter Armor Class 13 sharks might feed in the same area. A fully grown Hit Points 1 (1d4 − 1) hunter shark is 15 to 20 feet long. Speed 10 ft., fly 60 ft. Hyena STR DEX CON INT WIS CHA Medium beast, unaligned 5 (−3) 16 (+3) 8 (−1) 2 (−4) 14 (+2) 6 (−2) Armor Class 11 Skills Perception +4 Hit Points 5 (1d8 + 1) Senses passive Perception 14 Speed 50 ft. Languages — Challenge 0 (10 XP) STR DEX CON INT WIS CHA 11 (+0) 13 (+1) 12 (+1) 2 (−4) 12 (+1) 5 (−3) Keen Sight. The hawk has advantage on Wisdom Skills Perception +3 (Perception) checks that rely on sight. Senses passive Perception 13 Actions Languages — Challenge 0 (10 XP) Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage. Pack Tactics. The hyena has advantage on an attack roll against a creature if at least one of the hyena’s Hunter Shark allies is within 5 feet of the creature and the ally isn’t Large beast, unaligned incapacitated. Armor Class 12 (natural armor) Actions Hit Points 45 (6d10 + 12) Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one Speed 0 ft., swim 40 ft. target. Hit: 3 (1d6) piercing damage. STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 15 (+2) 1 (−5) 10 (+0) 4 (−3) Jackal Skills Perception +2 Small beast, unaligned Senses blindsight 30 ft., passive Perception 12 Armor Class 12 Languages — Hit Points 3 (1d6) Challenge 2 (450 XP) Speed 40 ft. STR DEX CON INT WIS CHA Blood Frenzy. The shark has advantage on melee attack 8 (−1) 15 (+2) 11 (+0) 3 (−4) 12 (+1) 6 (−2) rolls against any creature that doesn’t have all its hit points. Skills Perception +3 Water Breathing. The shark can breathe only Senses passive Perception 13 underwater. Languages — Challenge 0 (10 XP) System Reference Document 5.1 382 Skills Perception +3, Stealth +6 Keen Hearing and Smell. The jackal has advantage on Senses passive Perception 13 Wisdom (Perception) checks that rely on hearing or Languages — smell. Challenge 1 (200 XP) Pack Tactics. The jackal has advantage on an attack roll against a creature if at least one of the jackal’s allies is within 5 feet of the creature and the ally isn’t Keen Smell. The lion has advantage on Wisdom incapacitated. (Perception) checks that rely on smell. Pack Tactics. The lion has advantage on an attack roll Actions against a creature if at least one of the lion’s allies is Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one within 5 feet of the creature and the ally isn’t target. Hit: 1 (1d4 – 1) piercing damage. incapacitated. Pounce. If the lion moves at least 20 feet straight Killer Whale toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Huge beast, unaligned Strength saving throw or be knocked prone. If the Armor Class 12 (natural armor) target is prone, the lion can make one bite attack Hit Points 90 (12d12 + 12) against it as a bonus action. Speed 0 ft., swim 60 ft. Running Leap. With a 10-‐foot running start, the lion can long jump up to 25 feet. STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 13 (+1) 3 (−4) 12 (+1) 7 (−2) Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one Skills Perception +3 target. Hit: 7 (1d8 + 3) piercing damage. Senses blindsight 120 ft., passive Perception 13 Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one Languages — target. Hit: 6 (1d6 + 3) slashing damage. Challenge 3 (700 XP) Lizard Echolocation. The whale can’t use its blindsight while Tiny beast, unaligned deafened. Armor Class 10 Hold Breath. The whale can hold its breath for 30 minutes. Hit Points 2 (1d4) Keen Hearing. The whale has advantage on Wisdom Speed 20 ft., climb 20 ft. (Perception) checks that rely on hearing. STR DEX CON INT WIS CHA Actions 2 (−4) 11 (+0) 10 (+0) 1 (−5) 8 (−1) 3 (−4) Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one Senses darkvision 30 ft., passive Perception 9 target. Hit: 21 (5d6 + 4) piercing damage. Languages — Challenge 0 (10 XP) Lion Large beast, unaligned Actions Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one Armor Class 12 target. Hit: 1 piercing damage. Hit Points 26 (4d10 + 4) Speed 50 ft. STR DEX CON INT WIS CHA 17 (+3) 15 (+2) 13 (+1) 3 (−4) 12 (+1) 8 (−1) System Reference Document 5.1 383 Mammoth Keen Hearing and Smell. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or Huge beast, unaligned smell. Armor Class 13 (natural armor) Hit Points 126 (11d12 + 55) Actions Speed 40 ft. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is STR DEX CON INT WIS CHA a creature, it must succeed on a DC 11 Strength saving 24 (+7) 9 (−1) 21 (+5) 3 (−4) 11 (+0) 6 (−2) throw or be knocked prone. Senses passive Perception 10 Mastiffs are impressive hounds prized by Languages — humanoids for their loyalty and keen senses. Challenge 6 (2,300 XP) Mastiffs can be trained as guard dogs, hunting dogs, and war dogs. Halflings and other Small humanoids ride them as mounts. Trampling Charge. If the mammoth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed Mule on a DC 18 Strength saving throw or be knocked prone. Medium beast, unaligned If the target is prone, the mammoth can make one stomp attack against it as a bonus action. Armor Class 10 Hit Points 11 (2d8 + 2) Actions Speed 40 ft. Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage. STR DEX CON INT WIS CHA Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., 14 (+2) 10 (+0) 13 (+1) 2 (−4) 10 (+0) 5 (−3) one prone creature. Hit: 29 (4d10 + 7) bludgeoning Senses passive Perception 10 damage. Languages — Challenge 1/8 (25 XP) A mammoth is an elephantine creature with thick fur and long tusks. Stockier and fiercer than normal elephants, mammoths inhabit a wide range of climes, Beast of Burden. The mule is considered to be a Large from subarctic to subtropical. animal for the purpose of determining its carrying capacity. Mastiff Sure-‐Footed. The mule has advantage on Strength and Dexterity saving throws made against effects that Medium beast, unaligned would knock it prone. Armor Class 12 Hit Points 5 (1d8 + 1) Actions Speed 40 ft. Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 12 (+1) 3 (−4) 12 (+1) 7 (−2) Octopus Skills Perception +3 Small beast, unaligned Senses passive Perception 13 Armor Class 12 Languages — Hit Points 3 (1d6) Challenge 1/8 (25 XP) Speed 5 ft., swim 30 ft. System Reference Document 5.1 384 STR DEX CON INT WIS CHA Actions 4 (−3) 15 (+2) 11 (+0) 3 (−4) 10 (+0) 4 (−3) Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage. Skills Perception +2, Stealth +4 Senses darkvision 30 ft., passive Perception 12 Panther Languages — Medium beast, unaligned Challenge 0 (10 XP) Armor Class 12 Hold Breath. While out of water, the octopus can hold Hit Points 13 (3d8) its breath for 30 minutes. Speed 50 ft., climb 40 ft. Underwater Camouflage. The octopus has advantage STR DEX CON INT WIS CHA on Dexterity (Stealth) checks made while underwater. 14 (+2) 15 (+2) 10 (+0) 3 (−4) 14 (+2) 7 (−2) Water Breathing. The octopus can breathe only underwater. Skills Perception +4, Stealth +6 Senses passive Perception 14 Actions Languages — Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., Challenge 1/4 (50 XP) one target. Hit: 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can’t use its tentacles on another target. Keen Smell. The panther has advantage on Wisdom (Perception) checks that rely on smell. Ink Cloud (Recharges after a Short or Long Rest). A 5-‐ foot-‐radius cloud of ink extends all around the octopus Pounce. If the panther moves at least 20 feet straight if it is underwater. The area is heavily obscured for 1 toward a creature and then hits it with a claw attack on minute, although a significant current can disperse the the same turn, that target must succeed on a DC 12 ink. After releasing the ink, the octopus can use the Strength saving throw or be knocked prone. If the Dash action as a bonus action. target is prone, the panther can make one bite attack against it as a bonus action. Owl Actions Tiny beast, unaligned Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one Armor Class 11 target. Hit: 5 (1d6 + 2) piercing damage. Hit Points 1 (1d4 − 1) Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one Speed 5 ft., fly 60 ft. target. Hit: 4 (1d4 + 2) slashing damage. STR DEX CON INT WIS CHA Phase Spider 3 (−4) 13 (+1) 8 (−1) 2 (−4) 12 (+1) 7 (−2) Large monstrosity, unaligned Skills Perception +3, Stealth +3 Armor Class 13 (natural armor) Senses darkvision 120 ft., passive Perception 13 Hit Points 32 (5d10 + 5) Languages — Speed 30 ft., climb 30 ft. Challenge 0 (10 XP) STR DEX CON INT WIS CHA 15 (+2) 15 (+2) 12 (+1) 6 (−2) 10 (+0) 6 (−2) Flyby. The owl doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Skills Stealth +6 Keen Hearing and Sight. The owl has advantage on Senses darkvision 60 ft., passive Perception 10 Wisdom (Perception) checks that rely on hearing or Languages — sight. System Reference Document 5.1 385 Challenge 3 (700 XP) Polar Bear Ethereal Jaunt. As a bonus action, the spider can Large beast, unaligned magically shift from the Material Plane to the Ethereal Armor Class 12 (natural armor) Plane, or vice versa. Hit Points 42 (5d10 + 15) Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to Speed 40 ft., swim 30 ft. make an ability check. STR DEX CON INT WIS CHA Web Walker. The spider ignores movement restrictions 20 (+5) 10 (+0) 16 (+3) 2 (−4) 13 (+1) 7 (−2) caused by webbing. Skills Perception +3 Actions Senses passive Perception 13 Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one Languages — creature. Hit: 7 (1d10 + 2) piercing damage, and the Challenge 2 (450 XP) target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison Keen Smell. The bear has advantage on Wisdom damage reduces the target to 0 hit points, the target is (Perception) checks that rely on smell. stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Actions Multiattack. The bear makes two attacks: one with its A phase spider possesses the magical ability to bite and one with its claws. phase in and out of the Ethereal Plane. It seems to Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one appear out of nowhere and quickly vanishes after target. Hit: 9 (1d8 + 5) piercing damage. attacking. Its movement on the Ethereal Plane before coming back to the Material Plane makes it seem like Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one it can teleport. target. Hit: 12 (2d6 + 5) slashing damage. Pony Poisonous Snake Medium beast, unaligned Tiny beast, unaligned Armor Class 10 Armor Class 13 Hit Points 11 (2d8 + 2) Hit Points 2 (1d4) Speed 40 ft. Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 15 (+2) 10 (+0) 13 (+1) 2 (−4) 11 (+0) 7 (−2) 2 (−4) 16 (+3) 11 (+0) 1 (−5) 10 (+0) 3 (−4) Senses passive Perception 10 Senses blindsight 10 ft., passive Perception 10 Languages — Languages — Challenge 1/8 (25 XP) Challenge 1/8 (25 XP) Actions Actions Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one one target. Hit: 7 (2d4 + 2) bludgeoning damage. target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one. System Reference Document 5.1 386 Quipper Actions Tiny beast, unaligned Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Armor Class 13 Hit Points 1 (1d4 − 1) Raven Speed 0 ft., swim 40 ft. Tiny beast, unaligned STR DEX CON INT WIS CHA Armor Class 12 2 (−4) 16 (+3) 9 (−1) 1 (−5) 7 (−2) 2 (−4) Hit Points 1 (1d4 − 1) Senses darkvision 60 ft., passive Perception 8 Speed 10 ft., fly 50 ft. Languages — STR DEX CON INT WIS CHA Challenge 0 (10 XP) 2 (−4) 14 (+2) 8 (−1) 2 (−4) 12 (+1) 6 (−2) Blood Frenzy. The quipper has advantage on melee Skills Perception +3 attack rolls against any creature that doesn’t have all Senses passive Perception 13 its hit points. Languages — Water Breathing. The quipper can breathe only Challenge 0 (10 XP) underwater. Actions Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one an animal chittering. A creature that hears the sounds target. Hit: 1 piercing damage. can tell they are imitations with a successful DC 10 Wisdom (Insight) check. A quipper is a carnivorous fish with sharp teeth. Quippers can adapt to any aquatic environment, Actions including cold subterranean lakes. They frequently Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one gather in swarms; the statistics for a swarm of quippers appear later in this appendix. target. Hit: 1 piercing damage. Reef Shark Rat Medium beast, unaligned Tiny beast, unaligned Armor Class 12 (natural armor) Armor Class 10 Hit Points 22 (4d8 + 4) Hit Points 1 (1d4 − 1) Speed 0 ft., swim 40 ft. Speed 20 ft. STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 14 (+2) 13 (+1) 13 (+1) 1 (−5) 10 (+0) 4 (−3) 2 (−4) 11 (+0) 9 (−1) 2 (−4) 10 (+0) 4 (−3) Skills Perception +2 Senses darkvision 30 ft., passive Perception 10 Senses blindsight 30 ft., passive Perception 12 Languages — Languages — Challenge 0 (10 XP) Challenge 1/2 (100 XP) Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics. The shark has advantage on an attack roll against a creature if at least one of the shark’s allies is System Reference Document 5.1 387 within 5 feet of the creature and the ally isn’t Senses passive Perception 10 incapacitated. Languages — Water Breathing. The shark can breathe only Challenge 1/4 (50 XP) underwater. Actions Actions Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one one target. Hit: 8 (2d4 + 3) bludgeoning damage. target. Hit: 6 (1d8 + 2) piercing damage. Smaller than giant sharks and hunter sharks, reef Saber-‐Toothed Tiger sharks inhabit shallow waters and coral reefs, Large beast, unaligned gathering in small packs to hunt. A full-‐‑grown Armor Class 12 specimen measures 6 to 10 feet long. Hit Points 52 (7d10 + 14) Speed 40 ft. Rhinoceros Large beast, unaligned STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 15 (+2) 3 (−4) 12 (+1) 8 (−1) Armor Class 11 (natural armor) Hit Points 45 (6d10 + 12) Skills Perception +3, Stealth +6 Speed 40 ft. Senses passive Perception 13 Languages — STR DEX CON INT WIS CHA Challenge 2 (450 XP) 21 (+5) 8 (−1) 15 (+2) 2 (−4) 12 (+1) 6 (−2) Senses passive Perception 11 Keen Smell. The tiger has advantage on Wisdom Languages — (Perception) checks that rely on smell. Challenge 2 (450 XP) Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on Charge. If the rhinoceros moves at least 20 feet the same turn, that target must succeed on a DC 14 straight toward a target and then hits it with a gore Strength saving throw or be knocked prone. If the attack on the same turn, the target takes an extra 9 target is prone, the tiger can make one bite attack (2d8) bludgeoning damage. If the target is a creature, it against it as a bonus action. must succeed on a DC 15 Strength saving throw or be Actions knocked prone. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one Actions target. Hit: 10 (1d10 + 5) piercing damage. Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. target. Hit: 12 (2d6 + 5) slashing damage. Riding Horse Scorpion Large beast, unaligned Tiny beast, unaligned Armor Class 10 Armor Class 11 (natural armor) Hit Points 13 (2d10 + 2) Hit Points 1 (1d4 − 1) Speed 60 ft. Speed 10 ft. STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 12 (+1) 2 (−4) 11 (+0) 7 (−2) 2 (−4) 11 (+0) 8 (−1) 1 (−5) 8 (−1) 2 (−4) System Reference Document 5.1 388 Senses blindsight 10 ft., passive Perception 9 Web Sense. While in contact with a web, the spider knows the exact location of any other creature in Languages — contact with the same web. Challenge 0 (10 XP) Web Walker. The spider ignores movement restrictions Actions caused by webbing. Sting. Melee Weapon Attack: +2 to hit, reach 5 ft., one Actions creature. Hit: 1 piercing damage, and the target must Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one make a DC 9 Constitution saving throw, taking 4 (1d8) creature. Hit: 1 piercing damage, and the target must poison damage on a failed save, or half as much succeed on a DC 9 Constitution saving throw or take 2 damage on a successful one. (1d4) poison damage. Sea Horse Swarm of Bats Tiny beast, unaligned Medium swarm of Tiny beasts, unaligned Armor Class 11 Armor Class 12 Hit Points 1 (1d4 − 1) Hit Points 22 (5d8) Speed 0 ft., swim 20 ft. Speed 0 ft., fly 30 ft. STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 1 (−5) 12 (+1) 8 (−1) 1 (−5) 10 (+0) 2 (−4) 5 (−3) 15 (+2) 10 (+0) 2 (−4) 12 (+1) 4 (−3) Senses passive Perception 10 Damage Resistances bludgeoning, piercing, slashing Languages — Condition Immunities charmed, frightened, grappled, Challenge 0 (0 XP) paralyzed, petrified, prone, restrained, stunned Senses blindsight 60 ft., passive Perception 11 Water Breathing. The sea horse can breathe only Languages — underwater. Challenge 1/4 (50 XP) Spider Echolocation. The swarm can’t use its blindsight while Tiny beast, unaligned deafened. Armor Class 12 Keen Hearing. The swarm has advantage on Wisdom Hit Points 1 (1d4 − 1) (Perception) checks that rely on hearing. Speed 20 ft., climb 20 ft. Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through STR DEX CON INT WIS CHA any opening large enough for a Tiny bat. The swarm 2 (−4) 14 (+2) 8 (−1) 1 (−5) 10 (+0) 2 (−4) can’t regain hit points or gain temporary hit points. Skills Stealth +4 Actions Senses darkvision 30 ft., passive Perception 10 Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one Languages — creature in the swarm’s space. Hit: 5 (2d4) piercing Challenge 0 (10 XP) damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer. Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to Swarm of Insects make an ability check. Medium swarm of Tiny beasts, unaligned Armor Class 12 (natural armor) System Reference Document 5.1 389 Hit Points 22 (5d8) Actions Speed 20 ft., climb 20 ft. Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 7 (2d6) piercing STR DEX CON INT WIS CHA damage, or 3 (1d6) piercing damage if the swarm has 3 (−4) 13 (+1) 10 (+0) 1 (−5) 7 (−2) 1 (−5) half of its hit points or fewer. The target must make a Damage Resistances bludgeoning, piercing, slashing DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much Condition Immunities charmed, frightened, grappled, damage on a successful one. paralyzed, petrified, prone, restrained, stunned Senses blindsight 10 ft., passive Perception 8 Swarm of Quippers Languages — Medium swarm of Tiny beasts, unaligned Challenge 1/2 (100 XP) Armor Class 13 Swarm. The swarm can occupy another creature’s Hit Points 28 (8d8 − 8) space and vice versa, and the swarm can move through Speed 0 ft., swim 40 ft. any opening large enough for a Tiny insect. The swarm STR DEX CON INT WIS CHA can’t regain hit points or gain temporary hit points. 13 (+1) 16 (+3) 9 (−1) 1 (−5) 7 (−2) 2 (−4) Actions Damage Resistances bludgeoning, piercing, slashing Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one Condition Immunities charmed, frightened, grappled, target in the swarm’s space. Hit: 10 (4d4) piercing paralyzed, petrified, prone, restrained, stunned damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. Senses darkvision 60 ft., passive Perception 8 Languages — Swarm of Poisonous Snakes Challenge 1 (200 XP) Medium swarm of Tiny beasts, unaligned Blood Frenzy. The swarm has advantage on melee Armor Class 14 attack rolls against any creature that doesn’t have all Hit Points 36 (8d8) its hit points. Speed 30 ft., swim 30 ft. Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through STR DEX CON INT WIS CHA any opening large enough for a Tiny quipper. The 8 (−1) 18 (+4) 11 (+0) 1 (−5) 10 (+0) 3 (−4) swarm can’t regain hit points or gain temporary hit Damage Resistances bludgeoning, piercing, slashing points. Condition Immunities charmed, frightened, grappled, Water Breathing. The swarm can breathe only paralyzed, petrified, prone, restrained, stunned underwater. Senses blindsight 10 ft., passive Perception 10 Actions Languages — Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one Challenge 2 (450 XP) creature in the swarm’s space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has Swarm. The swarm can occupy another creature’s half of its hit points or fewer. space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm Swarm of Rats can’t regain hit points or gain temporary hit points. Medium swarm of Tiny beasts, unaligned Armor Class 10 Hit Points 24 (7d8 − 7) System Reference Document 5.1 390 Speed 30 ft. Actions STR DEX CON INT WIS CHA Beaks. Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm’s space. Hit: 7 (2d6) piercing 9 (−1) 11 (+0) 9 (−1) 2 (−4) 10 (+0) 3 (−4) damage, or 3 (1d6) piercing damage if the swarm has Damage Resistances bludgeoning, piercing, slashing half of its hit points or fewer. Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned Variant: Insect Swarms Senses darkvision 30 ft., passive Perception 10 Different kinds of insects can gather in swarms, and each Languages — swarm has the special characteristics described below. Challenge 1/4 (50 XP) Swarm of Beetles. A swarm of beetles gains a burrowing speed of 5 feet. Swarm of Centipedes. A creature reduced to 0 hit points Keen Smell. The swarm has advantage on Wisdom by a swarm of centipedes is stable but poisoned for 1 hour, (Perception) checks that rely on smell. even after regaining hit points, and paralyzed while poisoned in this way. Swarm. The swarm can occupy another creature’s Swarm of Spiders. A swarm of spiders has the following space and vice versa, and the swarm can move through additional traits. any opening large enough for a Tiny rat. The swarm Spider Climb. The swarm can climb difficult surfaces, can’t regain hit points or gain temporary hit points. including upside down on ceilings, without needing to make an ability check. Actions Web Sense. While in contact with a web, the swarm knows the exact location of any other creature in contact with the Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one same web. target in the swarm’s space. Hit: 7 (2d6) piercing Web Walker. The swarm ignores movement restrictions damage, or 3 (1d6) piercing damage if the swarm has caused by webbing. half of its hit points or fewer. Swarm of Wasps. A swarm of wasps has a walking speed of 5 feet, a flying speed of 30 feet, and no climbing speed. Swarm of Ravens Medium swarm of Tiny beasts, unaligned Tiger Armor Class 12 Large beast, unaligned Hit Points 24 (7d8 − 7) Armor Class 12 Speed 10 ft., fly 50 ft. Hit Points 37 (5d10 + 10) Speed 40 ft. STR DEX CON INT WIS CHA 6 (−2) 14 (+2) 8 (−1) 3 (−4) 12 (+1) 6 (−2) STR DEX CON INT WIS CHA 17 (+3) 15 (+2) 14 (+2) 3 (−4) 12 (+1) 8 (−1) Skills Perception +5 Damage Resistances bludgeoning, piercing, slashing Skills Perception +3, Stealth +6 Condition Immunities charmed, frightened, grappled, Senses darkvision 60 ft., passive Perception 13 paralyzed, petrified, prone, restrained, stunned Languages — Senses passive Perception 15 Challenge 1 (200 XP) Languages — Challenge 1/4 (50 XP) Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell. Swarm. The swarm can occupy another creature’s Pounce. If the tiger moves at least 20 feet straight space and vice versa, and the swarm can move through toward a creature and then hits it with a claw attack on any opening large enough for a Tiny raven. The swarm the same turn, that target must succeed on a DC 13 can’t regain hit points or gain temporary hit points. Strength saving throw or be knocked prone. If the System Reference Document 5.1 391 target is prone, the tiger can make one bite attack against it as a bonus action. Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a Actions hooves attack on the same turn, that target must Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one succeed on a DC 14 Strength saving throw or be target. Hit: 8 (1d10 + 3) piercing damage. knocked prone. If the target is prone, the horse can Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one make another attack with its hooves against it as a target. Hit: 7 (1d8 + 3) slashing damage. bonus action. Actions Vulture Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., Medium beast, unaligned one target. Hit: 11 (2d6 + 4) bludgeoning damage. Armor Class 10 Hit Points 5 (1d8 + 1) Weasel Speed 10 ft., fly 50 ft. Tiny beast, unaligned STR DEX CON INT WIS CHA Armor Class 13 7 (−2) 10 (+0) 13 (+1) 2 (−4) 12 (+1) 4 (−3) Hit Points 1 (1d4 − 1) Speed 30 ft. Skills Perception +3 Senses passive Perception 13 STR DEX CON INT WIS CHA Languages — 3 (−4) 16 (+3) 8 (−1) 2 (−4) 12 (+1) 3 (−4) Challenge 0 (10 XP) Skills Perception +3, Stealth +5 Senses passive Perception 13 Keen Sight and Smell. The vulture has advantage on Languages — Wisdom (Perception) checks that rely on sight or smell. Challenge 0 (10 XP) Pack Tactics. The vulture has advantage on an attack roll against a creature if at least one of the vulture’s allies is within 5 feet of the creature and the ally isn’t Keen Hearing and Smell. The weasel has advantage on incapacitated. Wisdom (Perception) checks that rely on hearing or smell. Actions Actions Beak. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Warhorse Winter Wolf Large beast, unaligned Large monstrosity, neutral evil Armor Class 11 Armor Class 13 (natural armor) Hit Points 19 (3d10 + 3) Hit Points 75 (10d10 + 20) Speed 60 ft. Speed 50 ft. STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 13 (+1) 2 (−4) 12 (+1) 7 (−2) 18 (+4) 13 (+1) 14 (+2) 7 (−2) 12 (+1) 8 (−1) Senses passive Perception 11 Skills Perception +5, Stealth +3 Languages — Damage Immunities cold Challenge 1/2 (100 XP) System Reference Document 5.1 392 Senses passive Perception 15 Challenge 1/4 (50 XP) Languages Common, Giant, Winter Wolf Challenge 3 (700 XP) Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or Pack Tactics. The wolf has advantage on attack rolls smell. against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t Pack Tactics. The wolf has advantage on an attack roll incapacitated. against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t Actions incapacitated. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one Snow Camouflage. The wolf has advantage on target. Hit: 7 (2d4 + 2) piercing damage. If the target is Dexterity (Stealth) checks made to hide in snowy a creature, it must succeed on a DC 11 Strength saving terrain. throw or be knocked prone. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one Worg target. Hit: 11 (2d6 + 4) piercing damage. If the target is Large monstrosity, neutral evil a creature, it must succeed on a DC 14 Strength saving Armor Class 13 (natural armor) throw or be knocked prone. Hit Points 26 (4d10 + 4) Cold Breath (Recharge 5–6). The wolf exhales a blast of freezing wind in a 15-‐foot cone. Each creature in that Speed 50 ft. area must make a DC 12 Dexterity saving throw, taking STR DEX CON INT WIS CHA 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. 16 (+3) 13 (+1) 13 (+1) 7 (−2) 11 (+0) 8 (−1) Skills Perception +4 The arctic-‐‑dwelling winter wolf is as large as a dire Senses darkvision 60 ft., passive Perception 14 wolf but has snow-‐‑white fur and pale blue eyes. Languages Goblin, Worg Frost giants use these evil creatures as guards and hunting companions, putting the wolves’ deadly Challenge 1/2 (100 XP) breath weapon to use against their foes. Winter wolves communicate with one another using growls Keen Hearing and Smell. The worg has advantage on and barks, but they speak Common and Giant well Wisdom (Perception) checks that rely on hearing or enough to follow simple conversations. smell. Wolf Actions Medium beast, unaligned Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is Armor Class 13 (natural armor) a creature, it must succeed on a DC 13 Strength saving Hit Points 11 (2d8 + 2) throw or be knocked prone. Speed 40 ft. A worg is an evil predator that delights in hunting STR DEX CON INT WIS CHA and devouring creatures weaker than itself. Cunning 12 (+1) 15 (+2) 12 (+1) 3 (−4) 12 (+1) 6 (−2) and malevolent, worgs roam across the remote wilderness or are raised by goblins and hobgoblins. Skills Perception +3, Stealth +4 Those creatures use worgs as mounts, but a worg Senses passive Perception 13 will turn on its rider if it feels mistreated or Languages — malnourished. Worgs speak in their own language System Reference Document 5.1 393 and Goblin, and a few learn to speak Common as well. System Reference Document 5.1 394 Appendix MM-B: Languages any one language (usually Common) Challenge 1/4 (50 XP) Nonplayer Spellcasting. The acolyte is a 1st-‐level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to Characters hit with spell attacks). The acolyte has following cleric spells prepared: Cantrips (at will): light, sacred flame, thaumaturgy This appendix contains statistics for various humanoid nonplayer characters (NPCs) that 1st level (3 slots): bless, cure wounds, sanctuary adventurers might encounter during a campaign, including lowly commoners and mighty archmages. Actions These stat blocks can be used to represent both Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one human and nonhuman NPCs. target. Hit: 2 (1d4) bludgeoning damage. Customizing NPCs Acolytes are junior members of a clergy, usually There are many easy ways to customize the NPCs in answerable to a priest. They perform a variety of this appendix for your home campaign. functions in a temple and are granted minor Racial Traits. You can add racial traits to an NPC. spellcasting power by their deities. For example, a halfling druid might have a speed of 25 feet and the Lucky trait. Adding racial traits to an NPC doesn’t alter its challenge rating. For more on Archmage racial traits, see the Player’s Handbook. Medium humanoid (any race), any alignment Spell Swaps. One way to customize an NPC spellcaster is to replace one or more of its spells. You Armor Class 12 (15 with mage armor) can substitute any spell on the NPC’s spell list with a Hit Points 99 (18d8 + 18) different spell of the same level from the same spell Speed 30 ft. list. Swapping spells in this manner doesn’t alter an NPC’s challenge rating. STR DEX CON INT WIS CHA Armor and Weapon Swaps. You can upgrade or 10 (+0) 14 (+2) 12 (+1) 20 (+5) 15 (+2) 16 (+3) downgrade an NPC’s armor, or add or switch weapons. Adjustments to Armor Class and damage Saving Throws Int +9, Wis +6 can change an NPC’s challenge rating. Skills Arcana +13, History +13 Magic Items. The more powerful an NPC, the more likely it has one or more magic items in its Damage Resistance damage from spells; nonmagical possession. An archmage, for example, might have a bludgeoning, piercing, and slashing (from stoneskin) magic staff or wand, as well as one or more potions Senses passive Perception 12 and scrolls. Giving an NPC a potent damage-‐‑dealing Languages any six languages magic item could alter its challenge rating. Challenge 12 (8,400 XP) Acolyte Medium humanoid (any race), any alignment Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects. Armor Class 10 Spellcasting. The archmage is an 18th-‐level spellcaster. Hit Points 9 (2d8) Its spellcasting ability is Intelligence (spell save DC 17, Speed 30 ft. +9 to hit with spell attacks). The archmage can cast STR DEX CON INT WIS CHA disguise self and invisibility at will and has the following wizard spells prepared: 10 (+0) 10 (+0) 10 (+0) 10 (+0) 14 (+2) 11 (+0) Cantrips (at will): fire bolt, light, mage hand, Skills Medicine +4, Religion +2 prestidigitation, shocking grasp Senses passive Perception 12 System Reference Document 5.1 395 1st level (4 slots): detect magic, identify, mage armor,* Challenge 8 (3,900 XP) magic missile 2nd level (3 slots): detect thoughts, mirror image, misty Assassinate. During its first turn, the assassin has step advantage on attack rolls against any creature that 3rd level (3 slots): counterspell, fly, lightning bolt hasn’t taken a turn. Any hit the assassin scores against 4th level (3 slots): banishment, fire shield, stoneskin* a surprised creature is a critical hit. 5th level (3 slots): cone of cold, scrying, wall of force Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only 6th level (1 slot): globe of invulnerability half damage, the assassin instead takes no damage if it 7th level (1 slot): teleport succeeds on the saving throw, and only half damage if 8th level (1 slot): mind blank* it fails. 9th level (1 slot): time stop Sneak Attack. Once per turn, the assassin deals an *The archmage casts these spells on itself before extra 14 (4d6) damage when it hits a target with a combat. weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Actions assassin that isn’t incapacitated and the assassin doesn’t have disadvantage on the attack roll. Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + Actions 2) piercing damage. Multiattack. The assassin makes two shortsword attacks. Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 Benevolent ones counsel kings and queens, while ft., one target. Hit: 6 (1d6 + 3) piercing damage, and evil ones rule as tyrants and pursue lichdom. Those the target must make a DC 15 Constitution saving who are neither good nor evil sequester themselves throw, taking 24 (7d6) poison damage on a failed save, in remote towers to practice their magic without or half as much damage on a successful one. interruption. Light Crossbow. Ranged Weapon Attack: +6 to hit, An archmage typically has one or more apprentice range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing mages, and an archmage’s abode has numerous damage, and the target must make a DC 15 magical wards and guardians to discourage Constitution saving throw, taking 24 (7d6) poison interlopers. damage on a failed save, or half as much damage on a successful one. Assassin Medium humanoid (any race), any non-‐good alignment Trained in the use of poison, assassins are remorseless killers who work for nobles, Armor Class 15 (studded leather) guildmasters, sovereigns, and anyone else who can Hit Points 78 (12d8 + 24) afford them. Speed 30 ft. STR DEX CON INT WIS CHA Bandit 11 (+0) 16 (+3) 14 (+2) 13 (+1) 11 (+0) 10 (+0) Medium humanoid (any race), any non-‐lawful alignment Saving Throws Dex +6, Int +4 Armor Class 12 (leather armor) Skills Acrobatics +6, Deception +3, Perception +3, Hit Points 11 (2d8 + 2) Stealth +9 Speed 30 ft. Damage Resistances poison Senses passive Perception 13 STR DEX CON INT WIS CHA Languages Thieves’ cant plus any two languages 11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0) System Reference Document 5.1 396 Senses passive Perception 10 Reactions Languages any one language (usually Common) Parry. The captain adds 2 to its AC against one melee Challenge 1/8 (25 XP) attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon. Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., It takes a strong personality, ruthless cunning, and a one target. Hit: 4 (1d6 + 1) slashing damage. silver tongue to keep a gang of bandits in line. The bandit captain has these qualities in spades. Light Crossbow. Ranged Weapon Attack: +3 to hit, In addition to managing a crew of selfish range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing malcontents, the pirate captain is a variation of the damage. bandit captain, with a ship to protect and command. To keep the crew in line, the captain must mete out Bandits rove in gangs and are sometimes led by rewards and punishment on a regular basis. thugs, veterans, or spellcasters. Not all bandits are More than treasure, a bandit captain or pirate evil. Oppression, drought, disease, or famine can captain craves infamy. A prisoner who appeals to the often drive otherwise honest folk to a life of banditry. captain’s vanity or ego is more likely to be treated Pirates are bandits of the high seas. They might be fairly than a prisoner who does not or claims not to freebooters interested only in treasure and murder, know anything of the captain’s colorful reputation. or they might be privateers sanctioned by the crown to attack and plunder an enemy nation’s vessels. Berserker Medium humanoid (any race), any chaotic alignment Bandit Captain Armor Class 13 (hide armor) Medium humanoid (any race), any non-‐lawful alignment Hit Points 67 (9d8 + 27) Speed 30 ft. Armor Class 15 (studded leather) Hit Points 65 (10d8 + 20) STR DEX CON INT WIS CHA Speed 30 ft. 16 (+3) 12 (+1) 17 (+3) 9 (−1) 11 (+0) 9 (−1) STR DEX CON INT WIS CHA Senses passive Perception 10 15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2) Languages any one language (usually Common) Challenge 2 (450 XP) Saving Throws Str +4, Dex +5, Wis +2 Skills Athletics +4, Deception +4 Reckless. At the start of its turn, the berserker can gain Senses passive Perception 10 advantage on all melee weapon attack rolls during that Languages any two languages turn, but attack rolls against it have advantage until the Challenge 2 (450 XP) start of its next turn. Actions Actions Multiattack. The captain makes three melee attacks: Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., two with its scimitar and one with its dagger. Or the one target. Hit: 9 (1d12 + 3) slashing damage. captain makes two ranged attacks with its daggers. Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., Hailing from uncivilized lands, unpredictable one target. Hit: 6 (1d6 + 3) slashing damage. berserkers come together in war parties and seek Dagger. Melee or Ranged Weapon Attack: +5 to hit, conflict wherever they can find it. reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. System Reference Document 5.1 397 Commoner acolytes, cultists often show signs of insanity in their beliefs and practices. Medium humanoid (any race), any alignment Armor Class 10 Cult Fanatic Hit Points 4 (1d8) Medium humanoid (any race), any non-‐good alignment Speed 30 ft. Armor Class 13 (leather armor) STR DEX CON INT WIS CHA Hit Points 33 (6d8 + 6) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) Speed 30 ft. Senses passive Perception 10 STR DEX CON INT WIS CHA Languages any one language (usually Common) 11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2) Challenge 0 (10 XP) Skills Deception +4, Persuasion +4, Religion +2 Actions Senses passive Perception 11 Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one Languages any one language (usually Common) target. Hit: 2 (1d4) bludgeoning damage. Challenge 2 (450 XP) Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits. Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened. Spellcasting. The fanatic is a 4th-‐level spellcaster. Its Cultist spellcasting ability is Wisdom (spell save DC 11, +3 to Medium humanoid (any race), any non-‐good alignment hit with spell attacks). The fanatic has the following cleric spells prepared: Armor Class 12 (leather armor) Cantrips (at will): light, sacred flame, thaumaturgy Hit Points 9 (2d8) 1st level (4 slots): command, inflict wounds, shield of Speed 30 ft. faith STR DEX CON INT WIS CHA 2nd level (3 slots): hold person, spiritual weapon 11 (+0) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 10 (+0) Actions Skills Deception +2, Religion +2 Multiattack. The fanatic makes two melee attacks. Senses passive Perception 10 Dagger. Melee or Ranged Weapon Attack: +4 to hit, Languages any one language (usually Common) reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 Challenge 1/8 (25 XP) + 2) piercing damage. Dark Devotion. The cultist has advantage on saving Fanatics are often part of a cult’s leadership, using throws against being charmed or frightened. their charisma and dogma to influence and prey on those of weak will. Most are interested in personal Actions power above all else. Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage. Druid Medium humanoid (any race), any alignment Cultists swear allegiance to dark powers such as Armor Class 11 (16 with barkskin) elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, Hit Points 27 (5d8 + 5) imprisoned, or executed for their beliefs. Unlike evil Speed 30 ft. System Reference Document 5.1 398 STR DEX CON INT WIS CHA Brave. The gladiator has advantage on saving throws against being frightened. 10 (+0) 12 (+1) 13 (+1) 12 (+1) 15 (+2) 11 (+0) Brute. A melee weapon deals one extra die of its Skills Medicine +4, Nature +3, Perception +4 damage when the gladiator hits with it (included in the Senses passive Perception 14 attack). Languages Druidic plus any two languages Actions Challenge 2 (450 XP) Multiattack. The gladiator makes three melee attacks or two ranged attacks. Spellcasting. The druid is a 4th-‐level spellcaster. Its Spear. Melee or Ranged Weapon Attack: +7 to hit, spellcasting ability is Wisdom (spell save DC 12, +4 to reach 5 ft. and range 20/60 ft., one target. Hit: 11 (2d6 hit with spell attacks). It has the following druid spells + 4) piercing damage, or 13 (2d8 + 4) piercing damage prepared: if used with two hands to make a melee attack. Cantrips (at will): druidcraft, produce flame, shillelagh Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 1st level (4 slots): entangle, longstrider, speak with ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. animals, thunderwave If the target is a Medium or smaller creature, it must 2nd level (3 slots): animal messenger, barkskin succeed on a DC 15 Strength saving throw or be knocked prone. Actions Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit Reactions with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) Parry. The gladiator adds 3 to its AC against one melee bludgeoning damage, 4 (1d8) bludgeoning damage if attack that would hit it. To do so, the gladiator must wielded with two hands, or 6 (1d8 + 2) bludgeoning see the attacker and be wielding a melee weapon. damage with shillelagh. Gladiators battle for the entertainment of raucous Druids dwell in forests and other secluded crowds. Some gladiators are brutal pit fighters who wilderness locations, where they protect the natural treat each match as a life-‐‑or-‐‑death struggle, while world from monsters and the encroachment of others are professional duelists who command huge civilization. Some are tribal shamans who heal the fees but rarely fight to the death. sick, pray to animal spirits, and provide spiritual guidance. Guard Medium humanoid (any race), any alignment Gladiator Armor Class 16 (chain shirt, shield) Medium humanoid (any race), any alignment Hit Points 11 (2d8 + 2) Armor Class 16 (studded leather, shield) Speed 30 ft. Hit Points 112 (15d8 + 45) Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0) STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 15 (+2) Skills Perception +2 Senses passive Perception 12 Saving Throws Str +7, Dex +5, Con +6 Languages any one language (usually Common) Skills Athletics +10, Intimidation +5 Challenge 1/8 (25 XP) Senses passive Perception 11 Languages any one language (usually Common) Actions Challenge 5 (1,800 XP) Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + System Reference Document 5.1 399 1) piercing damage, or 5 (1d8 + 1) piercing damage if alignment determines the extent to which a pledge is used with two hands to make a melee attack. honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage Guards include members of a city watch, sentries in that includes squires and hirelings who are a citadel or fortified town, and the bodyguards of commoners. merchants and nobles. Mage Knight Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment Armor Class 12 (15 with mage armor) Armor Class 18 (plate) Hit Points 40 (9d8) Hit Points 52 (8d8 + 16) Speed 30 ft. Speed 30 ft. STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 9 (−1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0) 16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2) Saving Throws Int +6, Wis +4 Saving Throws Con +4, Wis +2 Skills Arcana +6, History +6 Senses passive Perception 10 Senses passive Perception 11 Languages any one language (usually Common) Languages any four languages Challenge 3 (700 XP) Challenge 6 (2,300 XP) Brave. The knight has advantage on saving throws Spellcasting. The mage is a 9th-‐level spellcaster. Its against being frightened. spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following Actions wizard spells prepared: Multiattack. The knight makes two melee attacks. Cantrips (at will): fire bolt, light, mage hand, Greatsword. Melee Weapon Attack: +5 to hit, reach 5 prestidigitation ft., one target. Hit: 10 (2d6 + 3) slashing damage. 1st level (4 slots): detect magic, mage armor, magic Heavy Crossbow. Ranged Weapon Attack: +2 to hit, missile, shield range 100/400 ft., one target. Hit: 5 (1d10) piercing 2nd level (3 slots): misty step, suggestion damage. 3rd level (3 slots): counterspell, fireball, fly Leadership (Recharges after a Short or Long Rest). For 4th level (3 slots): greater invisibility, ice storm 1 minute, the knight can utter a special command or 5th level (1 slot): cone of cold warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving Actions throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can Dagger. Melee or Ranged Weapon Attack: +5 to hit, benefit from only one Leadership die at a time. This reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + effect ends if the knight is incapacitated. 2) piercing damage. Reactions Mages spend their lives in the study and practice of magic. Good-‐‑aligned mages offer counsel to nobles Parry. The knight adds 2 to its AC against one melee and others in power, while evil mages dwell in attack that would hit it. To do so, the knight must see isolated sites to perform unspeakable experiments the attacker and be wielding a melee weapon. without interference. Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight’s System Reference Document 5.1 400 Noble Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks Medium humanoid (any race), any alignment to magically deal an extra 10 (3d6) radiant damage to a Armor Class 15 (breastplate) target on a hit. This benefit lasts until the end of the Hit Points 9 (2d8) turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each Speed 30 ft. level above 1st. STR DEX CON INT WIS CHA Spellcasting. The priest is a 5th-‐level spellcaster. Its 11 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3) spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following Skills Deception +5, Insight +4, Persuasion +5 cleric spells prepared: Senses passive Perception 12 Cantrips (at will): light, sacred flame, thaumaturgy Languages any two languages 1st level (4 slots): cure wounds, guiding bolt, sanctuary Challenge 1/8 (25 XP) 2nd level (3 slots): lesser restoration, spiritual weapon Actions 3rd level (2 slots): dispel magic, spirit guardians Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., Actions one target. Hit: 5 (1d8 + 1) piercing damage. Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one Reactions target. Hit: 3 (1d6) bludgeoning damage. Parry. The noble adds 2 to its AC against one melee Priests bring the teachings of their gods to the attack that would hit it. To do so, the noble must see common folk. They are the spiritual leaders of the attacker and be wielding a melee weapon. temples and shrines and often hold positions of influence in their communities. Evil priests might Nobles wield great authority and influence as work openly under a tyrant, or they might be the members of the upper class, possessing wealth and leaders of religious sects hidden in the shadows of connections that can make them as powerful as good society, overseeing depraved rites. monarchs and generals. A noble often travels in the A priest typically has one or more acolytes to help company of guards, as well as servants who are with religious ceremonies and other sacred duties. commoners. The noble’s statistics can also be used to represent courtiers who aren’t of noble birth. Scout Medium humanoid (any race), any alignment Priest Armor Class 13 (leather armor) Medium humanoid (any race), any alignment Hit Points 16 (3d8 + 3) Armor Class 13 (chain shirt) Speed 30 ft. Hit Points 27 (5d8 + 5) STR DEX CON INT WIS CHA Speed 25 ft. 11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0) STR DEX CON INT WIS CHA Skills Nature +4, Perception +5, Stealth +6, Survival +5 10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1) Senses passive Perception 15 Skills Medicine +7, Persuasion +3, Religion +4 Languages any one language (usually Common) Senses passive Perception 13 Challenge 1/2 (100 XP) Languages any two languages Challenge 2 (450 XP) Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight. System Reference Document 5.1 401 Actions Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing Multiattack. The scout makes two melee attacks or damage. two ranged attacks. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 Rulers, nobles, merchants, guildmasters, and other ft., one target. Hit: 5 (1d6 + 2) piercing damage. wealthy individuals use spies to gain the upper hand Longbow. Ranged Weapon Attack: +4 to hit, ranged in a world of cutthroat politics. A spy is trained to 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing secretly gather information. Loyal spies would damage. rather die than divulge information that could compromise them or their employers. Scouts are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a Thug few work as bounty hunters, serve as guides, or provide military reconnaissance. Medium humanoid (any race), any non-‐good alignment Armor Class 11 (leather armor) Spy Hit Points 32 (5d8 + 10) Medium humanoid (any race), any alignment Speed 30 ft. Armor Class 12 STR DEX CON INT WIS CHA Hit Points 27 (6d8) 15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0) Speed 30 ft. Skills Intimidation +2 STR DEX CON INT WIS CHA Senses passive Perception 10 10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3) Languages any one language (usually Common) Skills Deception +5, Insight +4, Investigation +5, Challenge 1/2 (100 XP) Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4 Pack Tactics. The thug has advantage on an attack roll Senses passive Perception 16 against a creature if at least one of the thug’s allies is Languages any two languages within 5 feet of the creature and the ally isn’t incapacitated. Challenge 1 (200 XP) Actions Cunning Action. On each of its turns, the spy can use a Multiattack. The thug makes two melee attacks. bonus action to take the Dash, Disengage, or Hide Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one action. creature. Hit: 5 (1d6 + 2) bludgeoning damage. Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) Heavy Crossbow. Ranged Weapon Attack: +2 to hit, damage when it hits a target with a weapon attack and range 100/400 ft., one target. Hit: 5 (1d10) piercing has advantage on the attack roll, or when the target is damage. within 5 feet of an ally of the spy that isn’t incapacitated and the spy doesn’t have disadvantage on the attack roll. Thugs are ruthless enforcers skilled at intimidation and violence. They work for money and have few Actions scruples. Multiattack. The spy makes two melee attacks. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 Tribal Warrior ft., one target. Hit: 5 (1d6 + 2) piercing damage. Medium humanoid (any race), any alignment Armor Class 12 (hide armor) Hit Points 11 (2d8 + 2) System Reference Document 5.1 402 Speed 30 ft. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. STR DEX CON INT WIS CHA Heavy Crossbow. Ranged Weapon Attack: +3 to hit, 13 (+1) 11 (+0) 12 (+1) 8 (−1) 11 (+0) 8 (−1) range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing Senses passive Perception 10 damage. Languages any one language Veterans are professional fighters that take up arms Challenge 1/8 (25 XP) for pay or to protect something they believe in or value. Their ranks include soldiers retired from long Pack Tactics. The warrior has advantage on an attack service and warriors who never served anyone but roll against a creature if at least one of the warrior’s themselves. allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. Tribal warriors live beyond civilization, most often subsisting on fishing and hunting. Each tribe acts in accordance with the wishes of its chief, who is the greatest or oldest warrior of the tribe or a tribe member blessed by the gods. Veteran Medium humanoid (any race), any alignment Armor Class 17 (splint) Hit Points 58 (9d8 + 18) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0) Skills Athletics +5, Perception +2 Senses passive Perception 12 Languages any one language (usually Common) Challenge 3 (700 XP) Actions Multiattack. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. System Reference Document 5.1 403